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- ===================================================================
- ZORK I, BY INFOCOM
- ===================================================================
-
- "S","E","OPEN WINDOW","ENTER HOUSE","W","GET LAMP","MOVE RUG","OPEN TRAP
- DOOR", "TURN ON THE LAMP","D","S","E","GET PAINTING", "N", "U", "U",
- "GET KNIFE AND ROPE", "D", "W", "OPEN CASE", "PUT PAINTING IN CASE",
- "DROP KNIFE", "GET SWORD", "OPEN TRAP DOOR", "D".
-
- ...................................................................
- SAVE THE GAME NOW. IF YOU BUY THE FARM, WE GOT THIS FAR ANYWAY...
- ...................................................................
-
- "N", "KILL TROLL WITH SWORD" UNTIL YOU KILL HIM, DROP SWORD, "E", "E",
- "SE", "E", "TIE ROPE TO RAILING", "CLIMB DOWN ROPE", "S", "E", "GET
- COFFIN", "W", "S", "PRAY", "TURN OFF THE LAMP", "S", "N", "E", "D" TO
- THE CANYON BOTTOM, "N", "DROP COFFIN", "OPEN COFFIN", "GET SCEPTRE",
- "WAVE SCEPTRE", "LOOK", "GET GOLD AND COFFIN", "SW", "U" TO THE CANYON
- VIEW", "NW", "W", "ENTER HOUSE", "OPEN BAG", "GET GARLIC", "W", "PUT
- COFFIN, SCEPTRE, AND GOLD INTO CASE".
-
- ...................................................................
- SAVE THE GAME AGAIN. THIS IS CHECKPOINT 2. HOPE YOU GOT THIS FAR CORRECTLY.
- ...................................................................
-
- "OPEN TRAP DOOR", "TURN ON LAMP", "D", "N", "E", "N", "NE", "E", "N",
- "GET MATCHES", "N", "GET WRENCH AND SCREWDRIVER", "PUSH YELLOW BUTTON",
- "S", "S", "TURN THE BOLT WITH THE WRENCH", "S", "D", "W", "SE", "E",
- "CLIMB DOWN ROPE", "GET THE TORCH", "TURN OFF LAMP", "S", "GET THE BELL,
- BOOK, AND CANDLES", "GO HOLE", "D", "RING THE BELL", "LIGHT MATCH",
- "LIGHT THE CANDLES WITH THE MATCH", "READ THE BOOK", "DROP BOOK", "S",
- "GET SKULL", "N", "U", "N", "PUT OUT CANDLES", "RUB MIRROR", "N", "W",
- "N", "W", "N", "E", "PUT TORCH IN BASKET", "TURN ON LAMP", "N", "D".
-
- ...................................................................
- SAVE THE GAME. THIS MAZE IS A PAIN, AND IF YOU LOSE YOUR WAY,
- MAY THE GOOD LORD HAVE MERCY ON YOUR POOR SOUL.
- THIS IS CHECKPOINT 3. WELCOME!!
- ...................................................................
-
- "E", "NE", "SE", "SW", "D", "D" TO THE LADDER BOTTOM. IF YOU AREN'T
- THERE, RESTORE THE GAME. YOU MESSED UP. IF YOU ARE, "S", "GET COAL",
- "N", "U" TO THE LADDER TOP, "U", "N", "E", "S", "N", "U", "S", "PUT COAL
- AOD SCREWDRIVER IN BASKET", "LOWER BASKET", "N", "D", "E", "NE", "SE",
- "SW", "D", "D", "W", "DROP ALL", "GO C^!1K", "GET COAL, TORCH, AND
- SCREWDRIVER", "S", "OPEN THE LID", "PUT COAL INTO MACHINE", "CLOSE THE
- LID", "TURN SWITCH WITH SCREWDRIVER", "OPEN THE LID", "GET DIAMOND",
- "DROP SCREWDRIVER", "N", "PUT TORCH AND DIAMOND IN THE BASKET", "E",
- "GET SKULL, LAMP, AND GARLIC", "E", "N" TO THE LADDER BOTTOM, THROUGH
- THE COAL MINE (SEE ABOVE IF YOU FORGOT) TO THE GAS ROOM, "GET BRACELET",
- "U", "S", "RAISE BASKET", "GET TORCH AND DIAMOND", "TURN OFF LAMP", "W",
- "GET JADE", "S", "E", "S", "GO SLIDE", "U", "PUT DIAMOND, JADE,
- BRACELET, AND TORCH IN CASE", "DROP GARLIC".
-
- ...................................................................
- SAVE THE GAME. WELCOME TO CHECKPOINT 4. HALFWAY DONE NOW!
- ...................................................................
-
- "TURN ON LAMP", "N", "E", "N", "NE", "N", "GET TRUNK", "N", "GET AIR
- PUMP", "N", "GET TRIDENT", "S" TO RESERVOIR SOUTH, "E", "E", "INFLATE
- BOAT WITH PUMP", "GET IN BOAT", "SAY LAUNCH".
-
- ...................................................................
- SAVE THE GAME. YOU COULD MESS UP. WELCOME TO CHECKPOINT 5...
- ...................................................................
-
- "WAIT" UNTIL YOU SEE A BUOY. "GET BUOY", "E" TO THE BEACH", "GET OUT OF
- BOAT", "GET SHOVEL", "NE".
-
- ...................................................................
- SAVE THE GAME. YOU MIGHT GET BURIED ALIVE. CHECKPOINT 6 HERE!!
- ...................................................................
-
- "DIG WITH SHOVEL" UNTIL THE SCARAB SHOWS UP. IF YOU GET BURIED, RESTORE
- THE GAME. IF YOU DIDN'T AND YOU FOUND THE SCARAB, "DROP THE SHOVEL",
- "GET SCARAB", "SW", "DROP BUOY", "OPEN BUOY", "GET EMERALD", "S" TO THE
- FALLS, "CROSS RAINBOW", "TURN OFF LAMP", "SW" TO CANYON BOTTOM, "U" TO
- CANYON VIEW", FROM THERE, GO BACK TO THE HOUSE AND ENTER IT. GO TO THE
- LIVING ROOM. "PUT SCARAB, EMERALD, CHEST, AND TRIDENT IN CASE", "E",
- "E", "N", "N", "CLIMB UP TREE", "GET EGG", "CLIMB DOWN", "S", "E", GO
- BACK TO THE LIVING ROOM, "TURN ON LAMP", "D", "N".
-
- ...................................................................
- SAVE THE GAME. ANOTHER MAZE. THIS TIME, WE FIND THE THIEF'S LAIR!
- CHECKPOINT 7
- ...................................................................
-
- "W", "S", "U", "TAKE COINS AND KEY", "SW", "E", "S", "SE" TO THE CYCLOPS
- ROOM. NOW, THE CYCLOPS HATES PEOPLE, BUT YOU CAN GET HIM OUT OF HERE.
- "ULYSSES", (OR "ODYSSEUS" IF YOU PREFER), "U", "GIVE EGG TO THIEF", "D",
- "E", "PUT COINS IN CASE", "GET KNIFE", "W".
-
- ...................................................................
- SAVE THE GAME!!! THE THIEF IS A KILLER!!! WELCOME TO CHECK POINT 8.
- ...................................................................
-
- "U","KILL THIEF WITH KNIFE" UNTIL YOU ACTUALLY KILL HIM, "GET ALL", "D",
- "NW", "S", "W", "U", "D", "NE", "UNLOCK GRATE", "OPEN GRATE", "U", "S",
- "CLIMB TREE", "WIND UP CANARY", "CLIMB DOWN", "GET BAUBLE", GO TO THE
- LIVING ROOM AGAIN, "REMOVE CANARY FROM EGG", "PUT EGG, CANARY, BAUBLE,
- STILETTO IN CASE", "D", "N", "E" UNTIL YOU GET TO THE LOUD ROOM, "ECHO",
- "GET BAR", "W" TO THE TROLL ROOM, "S", "U", "PUT ALL EXCEPT LAMP INTO
- CASE", YOU SHOULD THEN GET A MESSAGE. FOLLOW THE ADVICE OF THE MESSAGE,
- AND YOU WILL GET A MAP. "GET MAP", GO TO THE MAILBOX, AND FROM THERE,
- YOU SHOULD HAVE NO TROUBLE GETTING TO THE BARROW
-
- ......................................................................
- YOU'VE SOLVED THE FIRST OF THE FOUR ZORKS. IF YOU THOUGHT THIS WAS TOUGH,
- WAIT TILL YOU MEET THE WIZARD! AND THEN YOU GET TO MEET THE TOUGHEST OF
- THEM ALL...THE DUNGEON MASTER!
- ...................................................................
- MASTER!
- ...................................................................
-
- -=-=-=-=-=-=-=-=-=-=-=-
-
- /-[^]-:/:-[^]-:/:-[^]-:\:-[^]-:\:-[^]-\
- <=---=====---=====---=====---=====---=>
- <<^<< >>^>>
- <<^> ZORK II <^>>
- <<^> <^>>
- <<^> THE COMPLETE SOLUTION <^>>
- <<^<< >>^>>
- <=---=====---=====---=====---=====---=>
- \-[^]-:\:-[^]-:\:-[^]-:/:-[^]-:/:-[^]-/
-
- -> NOTE: THE WIZARD MAY APPEAR ONCE AND
- A WHILE AND CAST A SPELL ON YOU,
- DON'T WORRY. THE SPELL WILL WEAR OFF
- AFTER A WHILE. IF YOU CAN'T DO
- ANYTHING ELSE, JUST WAIT IT OUT.
- IT WOULD BE WISE TO SAVE THE GAME
- PERIODICALLY, AS A PRECAUTION IN
- IN CASE YOU MAKE A MISTAKE.
-
- "TAKE ALL", [S,S,S,SW,S], "LIGHT LAMP",
- [SE], "ENTER GAZEBO", "TAKE TEAPOT",
- "EXIT", [N,NE], "FILL TEAPOT", [S,SE],
- [S,S,W]
-
- -> YOU ARE NOW IN THE CAROUSEL ROOM.
- BECAUSE OF ITS RAPID SPINNING, YOU
- ARE DISORIENTED IN DIRECTION. YOU
- ARE TRYING TO GET TO THE RIDDLE ROOM
- WHICH LIES TO THE SE, BUT YOU MIGHT
- END UP SOMEWHERE ELSE. JUST MAKE
- YOUR WAY BACK TO THE CAROUSEL ROOM
- AND KEEP TRYING UNTIL YOU GET THERE.
- WHEN YOU GET TO THE RIDDLE ROOM, YOU
- WILL NEED TO SOLVE THE RIDDLE BEFORE
- YOU CAN GET TO THE PEARL ROOM. JUST
- SAY "A WELL", WHICH IS THE ANSWER
- TO THE RIDDLE.
-
- [EAST], "TAKE PEARLS", [EAST], "GET
- INTO BUCKET", "POUR WATER", "GET OUT",
- [EAST], "TAKE RED, BLUE, AND GREEN
- CAKES", "EAT GREEN CAKE", [EAST],
- "THROW RED CAKE INTO POOL", "TAKE
- CANDY", [WEST], "EAT BLUE CAKE", [NW]
-
- -> INSTRUCTIONS ON OPERATING THE ROBOT
- CAN BE FOUND IN THE SAME ROOM AS THE
- ROBOT IS. DO THE FOLLOWING:
-
- TELL ROBOT "GO EAST"
- THEN GO [EAST] YOURSELF
- TELL ROBOT "PUSH TRIANGLE"
- TELL ROBOT "GO SOUTH"
- THEN GO [SOUTH] AND "TAKE SPHERE"
- TELL ROBOT "LIFT CAGE"
- THEN "TAKE SPHERE" AND GO [N,W]
-
- -> IN THE LOW ROOM, YOUR COMPASS WILL
- BE QUITE UNRELIABLE, SO JUST DO WHAT
- YOU DID IN THE CAROUSEL ROOM, EXCEPT
- THIS TIME YOU'RE TRYING TO GET SE
- TO THE TEA ROOM.
-
- [WEST], "GET INTO BUCKET", "FILL
- TEAPOT", "GET OUT", "DROP TEAPOT", [W],
- [W,NW], "OPEN BOX", "TAKE VIOLIN", [E],
- [N,N], "ENTER GAZEBO", "DROP ALL BUT
- LAMP AND SWORD", "TAKE MAT AND OPENER",
- "EXIT", [S,S,W,N], "TAKE BRICK", [N,N],
- [UP], "PUT MAT UNDER DOOR", "OPEN LID",
- "PUT OPENER IN HOLE", "TAKE MAT", "TAKE
- KEY", "TAKE OPENER", "UNLOCK DOOR WITH
- KEY", "OPEN DOOR", [NORTH], "TAKE
- SPHERE", [S,DOWN,S,S,S,E,N,N], "ENTER
- GAZEBO", "DROP ALL BUT LAMP, SWORD, AND
- BRICK", "TAKE NEWSPAPER AND MATCHES",
- "EXIT", [S,S,W,SW], "TAKE STRING", [N],
- [DOWN,E,N,N], "ATTACK DRAGON", [SOUTH],
- "ATTACK DRAGON", [SOUTH], "ATTACK
- DRAGON", [W,W], "TAKE RUBY", [SOUTH],
- "GET INTO BASKET", "OPEN RECEPTICLE",
- "PUT PAPER IN RECEPTICAL", "LIGHT
- MATCH", "LIGHT PAPER WITH MATCH",
- "WAIT", "WAIT", [WEST], "TIE WIRE TO
- HOOK", "GET OUT", "TAKE COIN", [SOUTH],
- "OPEN PURPLE BOOK", "TAKE STAMP", [N],
- "GET INTO BASKET", "UNTIE WIRE",
- "WAIT", "WAIT", "WAIT", "WAIT", [WEST],
- "TIE WIRE TO HOOK", "GET OUT", [SOUTH],
- "PUT STRING ON BRICK", "PUT BRICK IN
- HOLE", "LIGHT MATCH", "LIGHT STRING
- WITH MATCH", [N,S], "TAKE CROWN", [N],
- "GET INTO BASKET", "UNTIE WIRE", "CLOSE
- RECEPTICAL", "WAIT"
-
- -> KEEP WAITING UNTIL THE BASKET
- REACHES THE VOLCANO BOTTOM.
-
- "GET OUT", [N,E,E,SE,E,N,N], "ENTER
- GAZEBO", "DROP ALL BUT LAMP", "EXIT",
- [S,W,SW,N,N,N,W,N,N], "TAKE CHEST",
- "KISS PRINCESS", [S,S,S,SE,E,N,N],
- "ENTER GAZEBO", "WAIT"
-
- -> KEEP WAITING UNTIL THE PRINCESS
- GIVES YOU THE GOLD KEY FROM THE
- UNICORN.
-
- "OPEN CHEST", "AGAIN", "TAKE DRAGON",
- "DROP CHEST AND ROSE", "TAKE CANDY, RED
- SPHERE, BLUE SPHERE, AND PEARLS",
- "EXIT", [S,S,W,S,S,DOWN,S], "TAKE
- CLUB", [SE,NE,NW,SW,S,UP,N,N,SW,SW],
- "FEED LIZARD CANDY", "UNLOCK DOOR WITH
- GOLD KEY", "OPEN DOOR", [S,W], "DROP
- ALL BUT LAMP", [E,N,N,NE,N,N,N,W,N,W],
- [W,NE,E,S], "TAKE PORTRAIT", [NORTH],
- "ENTER LIGHT", "ENTER SOUTH WALL",
- "ENTER LIGHT", "TAKE BILLS", "KILL",
- [W,W,W], "TAKE LAMP", [S,S,S,SW,S,SE],
- "ENTER GAZEBO", "TAKE VIOLIN, RUBY,
- COIN, STAMP, AND CROWN", "EXIT", [S,S],
- [W,SW,SW,S,W], "DROP ALL BUT LAMP",
- "TAKE CLUB", [WEST], "THROW CLUB AT
- GLASS", "TAKE WHITE SPHERE", [EAST],
- "PUT WHITE SPHERE ON DIAMOND STAND",
- "PUT RED SPHERE ON RUBY STAND", "PUT
- BLUE SPHERE ON SAPPHIRE STAND", "TAKE
- BLACK SPHERE", [SOUTH], "PUT SPHERE IN
- CIRCLE", [NORTH], "TAKE RUBY, COIN,
- STAMP, AND VIOLIN", [SOUTH], "GIVE ALL
- BUT LAMP TO DEMON", [NORTH], "TAKE
- ALL", [SOUTH], "GIVE ALL BUT LAMP TO
- DEMON"
-
- -> NOW, TELL DEMON "GIVE ME WAND".
- GUESS WHAT?
-
- "TAKE WAND", [N,E,N,N,NE,S], "POINT
- WAND AT MENHIR"
-
- -> NOW, SAY "FLOAT". FEELS GREAT,
- DOESN'T IT?
-
- [SOUTHWEST], "TAKE COLLAR", [NE,S,D,D],
- "PUT COLLAR ON DOG", [E], "OPEN DOOR",
- [SOUTH], "TURN OFF LAMP", "OPEN SECRET
- DOOR", [SOUTH]
-
- -> CONGRATULATIONS!! YOU HAVE SOLVED
- ZORK II, WITH A LITTLE HELP. ONWARD
- TO ZORK III, THE DUNGEON MASTER!!D
- ZORK II, WITH A LITTLE HELP. ONWARD
- TO ZORK III, THE DUNGEON MASTER!!
-
- -=-=-=-=-=-=-=-=-=-=-=-
-
- ==========================================================================
- ZORK III BY INFOCOM
- ==========================================================================
- WELL, YOU'VE COME A LONG WAY SINCE YOU FIRST STOOD BY THE MAILBOX
- OUTSIDE THE HOUSE IN THE FOREST. YOU'VE DEFEATED THE THIEF, OUTWITTED
- THE WIZARD OF FROBOZZ, AND NOW, YOU STAND AT THE FOOT OF THE ENDLESS
- STAIRS, READY TO EMBARK ON THE FINAL PART OF YOUR JOURNEY. SO, PICK UP
- THE LAMP, TURN IT ON, AND HEAD ALONG DUE S UNTIL YOU COME TO THE SHORE
- OF THE LAKE. DROP THE LAMP <SAY GOODBYE TO IT; YOU WON'T BE SEEING IT
- AGAIN>, AND JUMP INTO THE LAKE. BRRRR! PRETTY COLD! SO, DON'T STAY IN
- THERE LONG; SWIM W AND THEN GO S .
-
- GET THE TORCH, AND WAIT FOR THE NUMBER TO CHANGE TO "II." THEN, TOUCH
- THE TABLE. MY OH MY! YOU'RE IN A ROOM FROM ZORK II... ROOM 8, AS A
- MATTER OF FACT. HOWEVER, YOU DON'T HAVE MUCH TIME TO SIGHT-SEE, SO GET
- THE CAN OF GRUE REPELLANT, THEN TRY MOVING E, AND YOU WILL FIND YOURSELF
- BACK IN SCENIC VISTA AGAIN. NOW WAIT FOR THE NUMBER TO CHANGE TO "III,"
- THEN TOUCH THE TABLE AGAIN. THIS TIME, YOU'RE IN A DAMP PASSAGE. DROP
- THE TORCH, AND JUST WAIT THERE UNTIL YOU'RE PULLED BACK TO SCENIC VISTA.
- OKAY, YOU'RE FINISHED HERE, SO MOVE ALONG N TO THE SHORE, AND AGAIN JUMP
- IN THE LAKE.
-
- SPLASH! IT HASN'T GOTTEN ANY WARMER; IN FACT, YOU JUST DROPPED THE CAN
- OF REPELLANT. SO, GO DOWN, AND YOU WILL BE ON THE LAKE BOTTOM. AH, THERE
- IT IS! BUT, COULD THERE BE SOMETHING ELSE THERE, TOO? "GET ALL," AND YOU
- WILL HAVE NOT ONLY THE REPELLANT BUT ALSO AN AMULET. THIS IS ONE OF
- THOSE "WONDERFUL" VARIABLE THINGS; IT MAY TAKE MORE THAN ONE TRY ON YOUR
- PART TO GET BOTH ITEMS. IN THE MEANTIME, YOU CAN'T STAY IN THE ICY
- WATERS TOO LONG, AND SOONER OR LATER A HUNGRY FISH WILL COME LOOKING FOR
- YOU. THEREFORE, IT'S BEST TO SAVE THE GAME BEFORE YOU JUMP IN FROM THE
- WERN SHORE. SO IF YOU DIE IN THE WATER, OR GET EATEN BY THE FISH, OR
- PICKED UP BY THE ROC <WHILE YOU'RE SWIMMING ON THE SURFACE>, YOU DON'T
- HAVE TO START ALL THE WAY BACK AT THE BEGINNING. BY THE WAY, THIS IS THE
- ONLY ONE OF THE ZORKS WHERE YOU DON'T LOSE POINTS IF YOU DIE. BUT, ALL
- THE ITEMS YOU'VE COLLECTED SO FAR GET SCATTERED ALL AROUND, AND IT'S
- TIME-CONSUMING TO GO LOOK FOR THEM.
-
- OKAY, NOW YOU HAVE THE CAN AND THE AMULET, SO HEAD UP TO THE SURFACE,
- THEN S TO THE SERN SHORE. YOU CAN SEE A CAVE TO THE S, AND IT LOOKS KIND
- OF DARK. IN FACT, IT *IS* DARK IN THERE, WHICH IS WHY YOU HAVE THE
- REPELLANT. SO, SPRAY THE SMELLY STUFF ON YOURSELF, AND GO S, AND YOU
- WILL FIND YOURSELF IN A DARK PLACE. GO S AGAIN, THEN E, AND YOU WILL BE
- IN THE KEY ROOM. WHEW! AT LE THERE'S"SOME LIGHT IN HERE! AND BY THE
- LIGHT YOU CAN SEE A STRANGE KEY. lGED THE KEY, THEN MOVE THE MANHOLE
- COVER AND GO DOWN. HERE YOU ARE ON AN AQUEDUCT. SINCE YOU CAN'T GO BACK
- <THE GRUE REPELLANT WOULDN'T HAVE LASTED THAT LONG>, YOU MIGHT AS WELL
- GO FORWARD. SO, JUST HEAD ALONG N AND YOU WILL COME TO THE WATER SLIDE.
-
- GO N DOWN THE SLIDE, AND GUESS WHERE YOU ARE? IN THE DAMP PASSAGE!
- THERE'S THE TORCH, SO PICK IT UP, BECAUSE YOU'RE CERTAINLY GOING TO NEED
- A LIGHT SOURCE...ESPECIALLY WHEN YOU THINK OF WHERE YOU'RE GOING NEXT.
- SO, FROM THE DAMP PASSAGE HIKE ALONG W TO THE JUNCTION <YOU CAN'T GET
- THE SWORD OUT OF THE ROCK, SO DON'T EVEN TRY>, THEN S INTO CREEPY CRAWL,
- AND SW INTO THE SHADOW LAND. HERE WE COME TO ANOTHER VARIABLE PORTION OF
- THE GAME. YOU WILL HAVE TO WANDER AROUND IN THE SHADOW LAND UNTIL A
- CLOAKED AND HOODED FIGURE APPEARS. WHEN THAT HAPPENS, THE SWORD WILL
- SUDDENLY MATERIALIZE IN YOUR HAND, AND YOU WILL BE ABLE TO FIGHT.
- HOWEVER, SINCE THERE'S NO WAY OF TELLING WHEN THAT WILL HAPPEN, YOU JUST
- HAVE TO KEEP MOVING AROUND UNTIL IT DOES.
-
- AT LE YOU WILL GET A CHANCE TO PRACTICE SOME ELEMENTARY MAP-MAKING!
- ALSO, THIS IS THE MOST DANGEROUS PART OF THE GAME, AS THE FIGURE IS
- QUITE CAPABLE OF KILLING YOU, TOO! SO, BEST TO SAVE BEFORE YOU ENTER
- SHADOW LAND. WHEN THE MYSTERIOUS FIGURE FINALLY APPEARS, ATTACK HIM WITH
- YOUR SWORD UNTIL HE IS BADLY WOUNDED AND CANNOT DEFEND HIMSELF. AT THAT
- POINT, GET HIS HOOD. THE FIGURE WILL THEN DISAPPEAR, LEAVING THE CLOAK
- BEHIND. GET THAT ALSO. NOW, YOU HAVE TO GET OUT OF HERE, AND I CAN'T
- TELL YOU EXACTLY HOW, SINCE THERE'S NO WAY OF KNOWING EXACTLY WHERE YOU
- WERE WHEN THE FIGHT STARTED. HOWEVER, IF YOU GO EWARDS, YOU WILL EXIT
- THE SHADOW LAND AT EITHER THE CREEPY CRAWL OR THE FOGGY ROOM. FROM
- EITHER PLACE, GO N TO THE JUNCTION. FROM THE JUNCTION, IT'S W
- THROUGH THE BARREN AREA, AND W AGAIN .
-
-
- YOU JUST CAN'T WAIT TO CLIMB DOWN THE ROPE, HUH? WELL, PICK UP THE BREAD
- FIRST, THEN GO DOWN TO THE LEDGE. WELL, WELL, A CHEST! TOO BAD YOU DON'T
- HAVE A KEY TO OPEN IT. IN FACT, THERE'S NO WAY FOR YOU TO OPEN IT AT
- ALL. BUT DON'T DESPAIR, THERE'S A WAY OF DOING IT. JUST WAIT AROUND AND
- SOMEONE WILL COME ALONG THE TOP OF THE CLIFF. YOU MAY NOT REALLY TRUST
- HIM, BUT TIE THE ROPE TO THE CHEST WHEN HE ASKS, AND WAIT AROUND SOME
- MORE. EVENTUALLY, HE WILL RETURN AND HELP YOU BACK UP THE CLIFF. HE WILL
- ALSO GIVE YOU A STAFF, WHICH IS WHAT YOU'RE REALLY AFTER HERE. TAKE THE
- STAFF, THEN GO BACK DOWN TO THE LEDGE, AND FROM THERE, TO THE CLIFF
- BASE.
-
- TREK S TO THE FLATHEAD OCEAN, AND DO A LITTLE MORE WAITING. SOONER OR
- LATER A SHIP WIL OKAY, NOW W, W, W, N, N, N, E, E, AND PUSH THE S WALL TWO TIMES.
-
- 08. FROM THERE, W, S, S, E, E, N AND PUSH THE W WALL TWO TIMES.
-
- 09 . NOW, S, W, AND PUSH THE N WALL UNTIL IT WON'T MOVE ANY MORE.
-
- 10. THEN W AND N. FINALLY! YOU HAVE MANEUVERED THE LADDER UNDER THE HOLE
-
- <WHICH WAS THE PURPOSE OF ALL THIS PUSHING AND RUNNING AROUND>, AND NOW
- YOU CAN JUST GO UP AND OUT! WHEW!
-
- OKAY, YOU'VE SOLVED THE ROYAL PUZZLE AND YOU HAVE THE BOOK, SO GO N TO
- THE MUSEUM ENTRANCE, THEN OPEN THE E DOOR AND GET YOUR OTHER STUFF FROM
- THE JEWEL ROOM. THEN IT'S BACK W TO THE GREAT DOOR, AND FROM THERE BACK
- TO THE JUNCTION. NOW, E INTO THE DAMP PASSAGE, AND NE TO THE ENGRAVINGS
- ROAM. WELL, WE HAVE HERE YET ANOTHER <!> OF THOSE VARIABLE EVENTS:
- SOONER OR LATER, AN OLD MAN WILL BE SLEEPING HERE. IF HE ISN'T THERE THE
- FIRST TIME YOU ARRIVE, WALK AROUND A LITTLE AND RETURN. WHEN YOU FINALLY
- DO SEE HIM, WAKE HIM UP AND GIVE HIM THE BREAD. HE WILL EAT IT AND THEN
- MAKE VISIBLE TO YOU A SECRET DOOR. HE WILL THEN VANISH.
-
- OKAY, YOU'RE GETTING CLOSER TO THE END! OPEN THE DOOR, AND GO INTO THE
- BUTTON ROOM, THEN N TO THE BEAM ROOM. PUT THE SWORD IN THE BEAM, THEN GO
- BACK TO THE BUTTON ROOM AND PUSH THE BUTTON. NOW, BACK N TO THE BEAM
- ROOM AND N AGAIN INTO THE MIRROR ROOM. THERE WILL BE AN OPENING IN THE
- MIRROR, SO GO N ONE MORE TIME, AND YOU WILL BE INSIDE. NOW, DON'T LET
- THE LONG AND COMPLICATED DESCRIPTIONS SCARE YOU! IT'S NOT REALLY AS BAD
- AS YOU THINK <IT'S WORSE! HEHEHEHEH..JUST KIDDING!>. FIRST, RAISE THE
- SHORT POLE. THEN, PUSH THE WHITE PANEL TWICE. NOW, PUSH THE PINE PANEL,
- AND GO N.
-
- OKAY, SO HERE YOU ARE, STANDING A LITTLE TOO CLOSE FOR COMFORT TO THE
- GUARDIANS OF ZORK. IF I WERE YOU, I WOULDN'T TRY GOING PAST THEM QUITE
- YET! OPEN THE VIAL, THEN DRINK THE LIQUID. WHILE NOTHING SEEMS TO HAVE
- HAPPENED, YOU HAVE IN FACT BECOME INVISIBLE. NOW YOU CAN WALK N UNTIL
- YOU COME TO THE LOCKED DOOR. KNOCK ON THE DOOR, AND THE DUNGEON MASTER
- WILL OPEN IT AND LET YOU IN. ALL RIGHT, HANG IN THERE, YOU HAVE REACHED
- THE END GAME! GO N, THEN W, THEN N AGAIN. THE DM WILL BE FOLLOWING YOU.
- GO N TO THE PARAPET, SET THE DIAL TO 4, AND PUSH THE BUTTON. NOW, GO S,
- OPEN THE CELL DOOR, AND STEP INSIDE. THE DM WILL NOT FOLLOW YOU IN.
-
- ONCE INSIDE, YOU WILL NOTICE A BRONZE DOOR IN ONE OF THE WALLS. HOWEVER,
- YOU CAN'T OPEN IT YET! SOMETHING ELSE HAS TO BE DONE, AND IT WILL HAVE
- TO BE DONE BY SOMEONE ELSE. SO, FIRST TELL THE DM TO GO TO THE PARAPET.
- THEN TELL HIM TO TURN THE DIAL TO 1, AND THEN TELL HIM TO PUSH THE
- BUTTON. ALL RIGHT!! THE MAGIC MOMENT HAS ARRIVED! UNLOCK THE BRONZE DOOR
- WITH THE KEY, OPEN THE DOOR, AND GO S! ** TA DA!! ** FINALLY, ZORK IS
- FINISHED! YOU HAVE SURVIVED ALL THE PERILS, PITFALLS, AND PUZZLES, AND
- NOW, *YOU* ARE THE NEW DUNGEON MASTER.
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