633 lines
25 KiB
Plaintext
633 lines
25 KiB
Plaintext
***************************************************************************
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* InvisiClues(tm) *
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* The Hint Booklet for *
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* ZORK(R) III *
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***************************************************************************
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from Interactive Fiction Archive ftp://ftp.gmd.de/if-archive/
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Copyright by Infocom, Inc. Provided for non-commercial use only, with the
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sole intent of making information available that would otherwise be lost.
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Typed in by Paul David Doherty.
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Sample Question
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***************
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Why did Lord Dimwit Flathead throw his grandfather clock out the window?
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A. Have you studied the trajectory from several angles?
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B. Why does he always use the second-story window?
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C. Excessive as always, he wanted to see time fly.
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Table of Contents
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*****************
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Central Area
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The Land of Shadow and the Cliff Area
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The Royal Museum
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Beyond the Secret Door
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The Rectangular Box
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The Guardians of Zork
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The Dungeon
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General Questions
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How Points Are Earned (as a last resort)
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For Your Amusement (after you've finished)
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Central Area
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************
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How do I climb the endless stair?
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If you wish to go back to ZORK II, just switch diskettes!
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How do I get the sword in the stone?
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A. "Who do you think you are? Arthur?"
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B. "The sword is deeply imbedded within the rock. You can't even begin to
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budge it."
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C. Be patient. You'll get it when the need for it arises.
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How can the runes be translated?
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A. A Runish-to-English dictionary?
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B. Have you examined them?
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C. Beyond that, you'll get nothing more.
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How do I climb the channel in the Damp Passage?
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"The channel climbs too rapidly and the moss is slippery."
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What will increase traction?
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A. Studded snow tires work well on glare ice.
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B. Some purists insist on chains.
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C. If you were thinking of climbing the slippery moss, forget it. You
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really can't go that way.
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How can I clear the rubble in the Damp Passage?
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A. "The channel opening is blocked by tons of debris."
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B. You can't.
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Where do I find the old and wizened man?
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A. The runes are a very subtle hint.
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B. There is a chance he will appear when you enter (and only when you
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enter) the Engravings Room.
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How do I waken the old and wizened man?
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A. He is sleeping very soundly. (Listen to that snore.)
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B. Try saying WAKE MAN or SHAKE MAN.
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What do I do about the old and wizened man?
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A. Attacking him would not be very sporting, but it might give you a clue.
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B. He is described as "weak," "tired," and "frail."
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C. Have you considered helping him? You might give him something he could
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use.
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D. Try giving him the waybread.
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Can the phosphorescent moss be kept alive for more than 10 moves?
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A. Certainly. It will live throughout the entire game.
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B. But you will never be able to take it, move it, or use it as a light
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source anywhere else.
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How can I open the Great Iron Door?
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A. You cannot open the door.
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B. However, after the earthquake you will find a cleft in the rock that
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will allow you to pass.
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How do I get the rust remover tube from the warlock?
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What a looney!
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How do I get out of the chasm?
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A. How did you get down to the chasm?
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B. The folks at Infocom would be very interested.
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I'm trapped on the Aqueduct. What do I do?
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A. If you can't proceed to the north due to a collapsed segment, you're
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stuck.
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B. What might have caused this segment to collapse?
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C. The secret is to traverse this area before it is destroyed by the
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earthquake.
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Can the lake be crossed?
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A. "Go jump in a lake!"
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B. Seriously! Jump in and swim to one of the other shores.
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What is required to walk on water?
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A. A messianic complex?
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B. Do you also want to move mountains?
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How do I catch the fish?
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Just be careful that it doesn't catch _you_!
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What is a Roc?
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It is a legendary bird of prey of tremendous size and strength. Your
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probability of seeing it is low, but if you do, watch out!
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What can be done with the swamp gas?
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A. Swamp gas burns...
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B. If you could transport it across the lake, it might make a good light
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source.
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How do I transport the swamp gas?
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A. A bottle would be useful.
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B. Unfortunately, there are no bottles. By the way, where did you find
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swamp gas?
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C. Remember the introduction? If every question in this book were
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pertinent to the game, the questions themselves would give far too much
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away. Do not use the presence or absence of a question on a certain
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topic as an indication of what is important, and don't assume that long
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answers are associated with important questions.
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How can I get the shiny object?
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Try to take it until you eventually succeed. (There is a 50%
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probability that you will get it on any move. Although there is less
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than one chance in a thousand that you wouldn't get it within 10 tries,
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it could conceivably take zillions of tries.)
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What is the table with the "Scenic Vista" sign for?
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A. Have you ever examined it?
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B. Have you ever touched or rubbed it?
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C. You can look at or go to sections of ZORK I, ZORK II, ZORK III, and
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ENCHANTER(tm).
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Is there anything under the manhole cover?
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Try raising or moving it.
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How do I get a light source to the southern end of the lake?
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A. The light sources cannot be relit once they've gotten wet.
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B. They can't be taken across the lake without getting wet.
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C. There is no way to get a working light source to the south shore of the
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lake.
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D. There is another way!
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E. Have you seen the grue repellent?
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F. Figure out how to use the viewing table.
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G. Use the grue repellent to get to the Key Room and Aqueduct. The viewing
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table is also useful for pre-positioning the light source you will
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eventually need.
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How can I get to the coal in the Dead End?
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A. You can't.
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B. You are limited to three moves in the areas visited with the viewing
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table. There is no way for you to increase this. Obviously, if you
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could stay as long as you wanted, there would have to be four games on
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the diskette.
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What light source can I take to the west of the Timber Room?
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A. None.
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B. See question above.
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The Land of Shadow and the Cliff Area
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*************************************
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What do I do about the hooded figure?
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A. Have you noticed anything you do which increases your score?
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B. You must fight the figure.
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C. Have you ever looked at the figure or looked under the hood?
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D. When badly injured, the figure is defenseless.
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E. Does killing the figure leave you feeling satisfied?
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F. While the figure is badly injured, try taking the hood.
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Why do I see myself?
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A. Very good question.
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B. This is actually a hint.
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How do I freeze the quicksand?
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A. A blast of supercold air might do the trick.
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B. The Great Underground Empire is far from polar regions.
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C. The quicksand can't be crossed. It is one of the many borders which
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keep the Underground Empire small enough to fit on a diskette.
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How do I get to the ship?
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A. Congratulations. Seeing the ship is rather rare.
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B. Have you tried walking on water?
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C. This is a Viking sailor.
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D. You've been waiting three games for this!
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E. Something happens here!
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F. Say HELLO SAILOR!!
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How do I open the chest?
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A. You can't open it.
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B. The man at the cliff has the only key.
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C. You'll have to wait for him to open it.
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D. Wait on the ledge for him to appear and follow his directions.
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Can the man at the cliff be trusted?
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A. He certainly seems like a practical joker.
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B. But he has the only key to the chest.
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C. Do exactly what he says -- and be patient.
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What is in the tree house?
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A. This could be the man's living quarters.
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B. The inflatable raft in the back room might be useful elsewhere.
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C. It is amazing that you got this far when there is no tree house.
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I have the treasure, but how do I mend the staff?
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A. It cannot be fixed.
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B. Have you tried protecting the staff (for example, throwing it off the
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cliff) before taking the treasure?
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C. You'll have to decide which you prefer, the treasure or the staff.
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I have the staff; how do I get the treasure?
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A. You might try killing the man before he walks away with it.
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B. You'll have to decide which you prefer, the treasure or the staff.
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What is the significance of Smokey the Bear?
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A. "Only you can prevent forest fires."
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B. Maybe you thought this was one of the nonsense questions. Try burning
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the trees.
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What is in the vial?
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A. "It feels as though there is something inside, but you can't see
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anything even though the vial is transparent."
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B. Have you tried drinking the contents?
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C. Look into the mirror immediately after drinking it.
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D. The invisible liquid is an invisibility potion. It will last only two
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moves and will not be effective against the more powerful denizens of
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the Great Underground Empire.
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The Royal Museum
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****************
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When are the museum personnel on duty?
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A. Intrepid adventurers do not fear mere warning notes.
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B. They all died years ago. You'll have to risk it on your own.
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Is there anything I can do when I'm trapped in the small square room with
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marble and sandstone walls?
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A. There is a way out.
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B. Sandstone is a very light rock.
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C. Try pushing one of the sandstone walls (PUSH EAST WALL or PUSH SOUTH
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WALL).
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Where do I find dynamite?
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A. What a strange concept.
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B. +---------------------------------------------------------------------+
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+---------------------------------------------------------------------+
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What are the ladders for?
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A. Remember the hole through which you entered the puzzle?
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B. It is possible to maneuver one of the ladders into a position allowing
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you to climb out.
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What is the slot for?
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A. Have you tried putting anything in it?
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B. Try the lore book.
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C. This is one (although not the best) way out of the puzzle.
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I'm lost in the puzzle. How do I get out?
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A. There _are_ ways out.
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B. Try mapping (movable pieces to represent walls may help). Push as few
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walls as possible.
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C. You might make use of the slot (not recommended).
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D. Walls can only be pushed, never pulled.
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E. Starting from the Royal Puzzle entrance, the following moves will solve
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the puzzle. D. PUSH EAST WALL. S. S. SE. PUSH SOUTH WALL. N. NE. PUSH
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SOUTH WALL. TAKE BOOK. PUSH SOUTH WALL. E. NE. PUSH WEST WALL. SW. NW.
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NE. PUSH SOUTH WALL. SW. PUSH EAST WALL. NE. PUSH SOUTH WALL. NW. N. N.
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N. PUSH EAST WALL. SW. S. SE. NE. N. PUSH WEST WALL. NW. PUSH SOUTH
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WALL. AGAIN. W. NW. NW. PUSH SOUTH WALL. SE. SE. SE. NE. PUSH WEST
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WALL. AGAIN. SW. PUSH NORTH WALL. AGAIN. AGAIN. NW. UP. YELL. (Note:
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Innumerable other sequences will reach the same result.)
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What was the "snap" I heard?
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You ran into something with the wall. Movable objects are transported
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to the side room when hit by the wall.
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What does the gray machine do?
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A. This is a pressurizer.
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B. It is like the machine used in ZORK I to make diamonds.
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C. Unfortunately, it is not a working model.
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What does pushing the button on the gold machine do?
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A. Nothing if you aren't sitting on the seat when you push it.
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B. Nothing if you haven't changed the setting of the dial before pushing
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the button.
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C. This is a time machine. Pushing the button transports the person
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sitting in the chair (and only that person -- the time machine itself
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doesn't move) to the same spot in the year indicated on the dial (where
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you may find the time machine in the same position). The effect is not
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permanent -- in 40 moves you will snap back. The present year is 948.
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What does the black machine do?
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A. This is a room spinner.
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B. Presumably it is a model of the machine which spins the Carousel Room
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in ZORK II.
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C. Fortunately, it is not a working model.
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How can I read the plaque in the Technology Museum?
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It has faded with age and can no longer be read.
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How do I unlock the cage?
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A. That cage will protect the royal jewels until the end of time.
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B. It is, however, possible to get your hands on the jewels.
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C. You should learn the use of each machine in the Technology Museum.
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How do I take the royal jewels?
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A. The cage is impregnable, but you can't let small details like that stop
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you. Read the hints to unlocking the cage before going to B.
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B. By now you know that the gold machine is a time machine which can be
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used to go to the Jewel Room before the cage is installed. (Push the
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machine to the Jewel Room in the present and go back to the year 776.)
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C. Unfortunately, you can't carry anything with you through time.
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D. You must find a very good hiding place. Lord Dimwit Flathead's men will
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no doubt launch an extensive search for the missing jewels. They must
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remain hidden for 200 years.
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E. You might check the machines for a good place. (Wait for the guards to
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leave.)
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F. Have you looked under the seat in the time machine?
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G. Excessive greed in an adventurer of your status is unbecoming.
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H. Only the ring can be successfully hidden.
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I. If you succeed in getting the ring, Flathead has the other jewels
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moved. If you botch the burglary, two things can happen: 1) They
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realize the time machine works and remove it; or 2) They find the
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jewels displaced and simply put them back (but a different plaque is
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installed).
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What do I do about the robot?
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Congratulations. It is a very rare treat to see the robot. Just try
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again.
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Beyond the Secret Door
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**********************
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What does the red button do?
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A. Pushing the button alone is not notably helpful.
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B. Pushing the button is helpful if another action precedes it.
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C. Haven't you been curious about the red beam of light?
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D. Block the beam with an object, then push the button.
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E. You will find that the mirror is a doorway.
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What do I do about the red beam of light?
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A. You can jump over it, but it won't do you much good.
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B. Trying to take it is similarly useless.
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C. Does the fact that it is only an inch above the floor suggest anything?
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D. Have you tried blocking it with your hand?
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E. Try blocking it with an object. You will now find that the button is
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useful.
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What is the wet suit for?
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What wet suit?
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Is the mirror important?
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A. Presumably you have already tried touching it, looking into it, pushing
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it, breaking it.
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B. It is important, but you will have no direct interaction with it.
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How do I break the panel?
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A. "The panel is not that easily destroyed."
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B. You don't.
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The Rectangular Box
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*******************
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What is the significance of the different colored walls?
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A. By making them different colors, you can refer to them separately.
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B. Pushing on the red or yellow walls can cause the box to rotate on the
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central pivot pole in a clockwise direction. Pushing the black or white
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walls can cause the box to rotate counterclockwise.
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What is the significance of the pine wall?
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If nothing is blocking it on the other side, pushing on it will cause
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it to swing out so that you can leave the box.
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What is the significance of the mahogany wall?
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If the box is aligned properly, pushing on it will cause the entire box
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to move.
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What is the long pole for?
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A. The long pole is at the center of the box and extends from the ceiling
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to the floor.
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B. It is a pivot around which the box can be turned.
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What is the short pole for?
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A. Doesn't the hand grip suggest anything?
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B. "The pole has been dropped into a hole in the stone floor."
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C. Try raising the short pole.
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D. The short pole anchors the box in position.
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E. It can also be used to steady it when it is moved.
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What is the T-bar for?
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It has an arrow carved on it.
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What is the significance of the direction the arrow is pointing?
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That is the direction the mahogany wall faces.
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Is the wobble significant?
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A. It can be avoided.
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B. It can also have negative consequences.
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C. If you drop the short pole into the channel, it will steady the
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movement of the box.
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How can I undress the stone?
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A. Pervert!
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B. Look up "dressed" (as it applies to stone) in the dictionary.
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Why am I being killed while inside the box?
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A. Once you have rotated the box 90 [degrees] from its original position,
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you may want to leave it to scout the area beyond.
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B. Learn all you can about the Guardians of Zork.
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C. If the Guardians notice the box due to a broken mirror, open door, or a
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wobble, they will kill you.
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The Guardians of Zork
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*********************
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How can I pass the Guardians of Zork?
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A. The Guardians strike anything which they see between them.
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B. The Guardians are described as "identical" and "perfectly symmetrical."
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If you walk in front of them or throw something in front of them, they
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destroy "in perfect unison."
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C. Do you think a Guardian could distinguish between the sight of the
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other and the sight of himself in a mirror?
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D. You can travel past them inside the mirror box. ("It's all done with
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mirrors.")
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E. An alternate solution is to walk past while invisible.
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How is the scuba tank attached to the wet suit?
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A. What scuba tank and wet suit?
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B. +---------------------------------------------------------------------+
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| >>This space intentionally left blank<< |
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+---------------------------------------------------------------------+
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I seem to have gotten past the Guardians, but I'm still being killed. What
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should I do?
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Rotate the structure so that the door doesn't open into their field of
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view.
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How do I open the large wooden door with the barred panel?
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A. _You_ can't open it.
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B. Have you tried knocking?
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What must I do to satisfy the old man at the large door?
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A. "He looks you over with his keen, piercing gaze and then speaks
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gravely..."
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B. This is the Dungeon Master.
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C. He is looking for something. What you think might be valuable may have
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nothing to do with it.
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D. Most of the problems in the game are tests by the Dungeon Master to see
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whether you are ready.
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E. You have met him before when you have died.
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F. Does nothing about his description strike you as odd?
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G. "He is dressed simply in a hood and cloak, wearing a few simple jewels,
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carrying something under one arm, and leaning on a wooden staff. A
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single key, as if to a massive prison cell, hangs from his belt."
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H. You can acquire his entire costume by solving the problems in the game.
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I. Your goal is to _become_ the Dungeon Master. You will need the hood and
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cloak, the amulet and ring, the key, the wooden staff, and the lore
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book.
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The Dungeon
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***********
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Why won't the Dungeon Master follow me?
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A. Have you asked him to?
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B. Say DUNGEON MASTER, FOLLOW ME. (See your game manual.)
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What should be thrown into the flaming pit?
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A. The end had come, and this was it;
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He dropped her in the flaming pit.
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-- Edward Gorey
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B. Anything dropped into the pit is lost forever.
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What will scratch the marble?
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+---------------------------------------------------------------------+
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| Huh? |
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+---------------------------------------------------------------------+
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What are the sundial and button for?
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A. You can set the dial to any of the eight numbers.
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B. Try spinning or setting it and then pushing the button. Did anything
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change?
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C. You might try putting something in the cell first.
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D. Reading the lore book now might help.
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E. This is a magic dungeon (no doubt a product of Frobozzco). There are
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eight cells. Pushing the button causes the cell selected to appear, and
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the cell which was there to go back to its usual spot.
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How do I unlock the bronze door?
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A. Have you tried the key?
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B. This is the first lock it has fit. Why do you think it won't turn?
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C. You must learn more about how this dungeon works.
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D. It will unlock only if you are in cell 4 and in the cell's normal
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location.
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How do I get out of the cell?
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A. Can't you open the door?
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B. If the dial has been set to a new number and you have had the Dungeon
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Master push the button while you were in the cell, there is no way
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back.
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General Questions
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*****************
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What is my goal? What am I supposed to be doing?
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When you come to the entrance to the dungeon and meet the Dungeon
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Master, your purpose may become clearer.
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How does the scoring in this game work?
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A. The scoring is a hint as to what is important.
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B. The points are not "earned" by solving problems or acquiring items. You
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receive a point when you start on a path where you have a _potential_
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for progress in the game.
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C. It is possible to have all seven points without correctly solving any
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of the problems.
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How do I relight the burned-out torch?
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A. I see no matches here.
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B. There is no way to relight the torch. You'll have to find a way to
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avoid getting it wet.
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How can I repair the lamp?
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If it has gotten wet or the battery has run out, the lamp is out for
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good. It is always best to conserve resources. You can prolong the life
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of the lamp by keeping it dry and turning it off whenever alternate
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light sources are available.
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What is a compass rose?
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+---------------------------------------------------------------------+
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| [drawing of compass rose which cannot be included in a text file] |
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+---------------------------------------------------------------------+
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Where do I use the timber?
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A. It is as useful here as it was in ZORK I.
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B. In other words, it isn't useful at all.
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What do I do with the grue repellent?
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Read the label.
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Where can I find the amulet?
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A. "Go jump in a lake!"
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B. Have you ever tried diving to the bottom of the lake?
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How Points Are Earned
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*********************
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(Use only as a last resort.)
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You earn one point when you...
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...encounter the hooded figure.
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...attack the hooded figure.
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...reach the Cliff Ledge.
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...jump in the lake.
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...touch the viewing table.
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...push the button on the time machine while the dial is set to 776.
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...push a sandstone wall in the Royal Puzzle.
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Of course, you can have all seven points and still be far from completing
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the game.
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For Your Amusement
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******************
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(after you've finished the game)
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Have you ever:
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...said HELLO to the man at the cliff?
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...tried to throw anything from the cliff at the man?
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...been eaten by the Roc or swallowed by the fish in the lake?
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...tried to eat the algae?
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...tried to examine the key repeatedly?
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...tried saying HELLO SAILOR at the ocean before the Viking boat arrives
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or after it leaves?
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...been at the Aqueduct View, on the Aqueduct, at the Great Door, or
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visiting one of the other Zorks while the earthquake took place?
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...seen the robot that tidies the Royal Museum (and no doubt closes doors
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it finds open)?
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...walked into the grue convention in the dark rooms?
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...gone to the Museum Entrance or Jewel Room in 777?
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...moved the temporizer to one of the other rooms in 776 and left it there
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(and then read the plaque in 948)?
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...listened to the guards or the dedication through the museum door?
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...looked into the passageway alongside the mirror box while next to the
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Guardians?
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...looked into the mirror or knocked on the dungeon door while invisible?
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...tried to walk through the swamp or quicksand?
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...burned the staff, book, tree, grue repellant can,...?
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