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- * * * Zork I Hints * * *
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- 1. The Timber Room
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- 2. Hades
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- 3. The Platinum Bar
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- 4. The Pot of Gold
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- 5. Opening the Egg
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- 6. The Bauble
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- 7. The Sluice Gates
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- 1. Consider the uses of a basket, as well as alternate light sources.
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- Remember that the solution to a problem may not necessarily reside in
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- the same room...or at the same height.
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- 2. First, get the spirits' attention. Having done that, there's only two
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- other things left to do, so play around a little until you have
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- everything in the right order. Read any good books lately?
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- 3. This one is easy, if subtle. Consider the outstanding quality of the
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- room, and make an order of it.
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- 4. Well, you know where to look, right? You just have to do something
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- first. Have you seen anything around that might remind you of a rainbow?
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- Get the point?
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- 5. The program didn't lie: *YOU* have neither the skills nor the expertise,
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- so who else is left? Be generous, it will pay off in the end.
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- 6. First, you need to have the egg open. Then, you have to go to the
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- logical place and do the logical thing. When the egg is open, this
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- should be music to your ears.
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- 7. Everything you need is at hand. Play around in the Maintenance Room, and
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- remember to check other rooms as well for a change. Tools can come in
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- handy, too.
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- * * * Zork II Hints * * *
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- 1. The Riddle Room
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- 2. The Red Sphere
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- 3. The Dragon
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- 4. The Balloon
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- 5. The Bank
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- 6. The Menhir
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- 7. The Oddly-Angled Room
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- 8. The Demon
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- 1. Aren't riddles a pain? This one should make you thirsty. (Think about
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- that for awhile)
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- 2. You can't do this one by yourself, so bring along some help. And keep
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- in mind that just because you can't see something, that doesn't mean
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- it's out of range.
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- 3. You can't do anything with him where you find him; now, if you could
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- just get him to follow you...
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- 4. Balloons are filled with hot air; seen anything flammable around
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- lately?
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- 5. Yes, this is certainly a tricky one! The key is the curtain of light;
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- pay close attention to its description, as well as the piece of paper on
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- the floor. Also keep in mind that things are not always what they seem
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- to be here, either.
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- 6. Ah, if only you had magical powers, you might be able to do something
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- about this!
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- 7. First, remember that this room is *oddly-angled*. Second, what does the
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- club look like to you? Third, read the name on the club carefully; that
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- should give you some ideas. Fourth, what's on the floors? Think about
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- all that and you should be able to figure out what to do here.
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- 8. A *very* greedy character...but he will help you, if you know what you
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- want! (Hint: remember the Menhir!)
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- * * * Zork III Hints * * *
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- 1. The Hooded Figure
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- 2. The Chest
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- 3. Scenic Vista
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- 4. The Ship
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- 5. The Jewel Room
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- 6. The Royal Puzzle
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- 7. The Guardians of Zork
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- 1. Mysterious, isn't he? Also, not too friendly! However, beter not kill
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- him...he has something you need.
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- 2. *You* will certainly never be able to open it.
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- 3. What would you do here if you couldn't see? And don't forget what's on
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- the wall.
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- 4. Remember the book from Zork I? No? Well, just be friendly!
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- 5. First, read the date on the cage carefully. Second, don't be greedy!
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- Third, the way to bring back what you have should be obvious; you just
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- have to look in the right place.
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- 6. Don't take the easy way out...be pushy! (It helps to have paper and
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- pencil handy here!) Westward Ho!
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- 7. The solution is transparent.... bottoms up!
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- * * * StarCross Hints * * *
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- 1. The Red Rod
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- 2. The Blue Rod
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- 3. The Green Rod
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- 4. The Silver Rod
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- 5. The Violet Rod
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- 6. The Crystal Rod
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- 7. The Control Bubble
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- 8. Breathable Air
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- 1. No more Mr. Nice Guy! Be cruel!
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- 2. This one is tricky. The disks will help you here, once you figure out
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- what they are. You will also need something else here ("a tisket, a
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- tasket...").
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- 3. Again, the disks will be helpful. Also, be a litterbug!
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- 4. This one you have to look for, but it isn't far away. Shake a few
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- things, and see what happens
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- 5. First, you have to weasel your way to the Green Dock. After that, those
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- mysterious disks will once again come in handy.
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- 6. You have to project yourself into this one. It would also help if you
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- could see, if only in a fragmentary way.
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- 7. "For every action, there is an equal AND OPPOSITE reaction...". Think
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- about where you want to go, and aim accordingly.
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- 8. Do something with the Red Rod. It helps a little if you know chemistry.
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- * * * Suspended Hints * * *
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- 1. Trouble with Weather Control?
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- 2. Can't fix Iris?
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- 3. Main Supply Machine broken?
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- 4. Want the camera?
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- 5. Looking for spare parts?
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- 6. Worried about Poet and Waldo?
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- 7. Trying to reset?
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- 8. Still trying to reset?
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- 1. The bard will take only a second to fix a hundred problems.
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- 2. This is touchy, but not too rough.
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- 3. I see that you aren't grasping the concept of teamwork.
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- 4. His legs may be Longfellow's, but he'd rather ride.
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- 5. Imagine a cutting sensation.
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- 6. 'Tis a far, far better thing....
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- 7. You can learn a lot from TV.
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- 8. Be sure the errand boy knows that inches matter.
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- * * * Deadline Hints * * *
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- 1. Looking for a motive?
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- 2. Can't figure out the method?
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- 3. Still wondering about method?
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- 4. Need more proof?
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- 5. Trying to lay a trap?
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- 6. Does your trap fail?
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- 1. Spend a couple of minutes fiddling with what's on the desk.
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- 2. A criminal after Romeo's heart.
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- 3. You look like you need to freshen up. When you get where you're going,
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- be very snoopy.
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- 4. Take time to stop and smell the roses.
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- 5. Make like Juliet, and your patience will be rewarded.
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- 6. Exact timing is the key that unlocks many a door.
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- * * * Witness Hints * * *
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- 1. Nothing exciting happening?
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- 2. Can't find any clues?
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- 3. Wondering about the method?
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- 4. Is the butler inscrutable?
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- 5. Trying to nail down proof?
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- 6. Can't unlock the clock?
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- 1. You look tired. Sit down and relax.
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- 2. Ring for the butler.
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- 3. Better look around some more, but watch out for sharp objects.
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- 4. Don't worry, he's just an average mystery fan, too.
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- 5. Well, then, go find some nails.
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- 6. Be quick with your nippers.
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- * * Mask of The Sun Hints * *
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- 1. The Silver Bowl
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- 2. Exiting the first pyramid
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- 3. The Gas Chamber
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- 4. Leaving the Altar Room
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- 5. Exiting the third pyramid
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- 1. Something you've had with you from the very beginning of the game can
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- help you here. Be careful how you use it!
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- 2. You have to urn your way out of this one. Heavy stuff!
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- 3. Try a direction....remember, there are more than four!
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- 4. You might find a way out if you look through a glass darkly.
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- 5. Patience is a virtue. Don't expect anything to happen for awhile.
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- * * Serpent's Star Hints * *
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- 1. Getting past the wolf
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- 2. The Wandering Monk
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- 3. The First Monastery
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- 4. The Second Monastery
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- 5. The Monk's First Question
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- 6. The Monk's Second Question
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- 7. The Monk's Third Question
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- 8. The Dragon's First Question
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- 9. The Dragon's Second Question
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- 1. Do the obvious thing and remember: if at first you don't succeed...
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- 2. He might be in the mood for a little conversation....and doesn't he
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- look a bit thin?
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- 3. It pays to be generous. Butter them up a little.
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- 4. The answer to this one just scrolled right past you!
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- 5. The answer is monstrous. Anyone seen George around lately?
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- 6. The answer to this one is hard to give a hint for; you really have to
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- know something about Eastern religion. If you happen to know the names
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- of the male and female principles, that's the answer. Check out the wall
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- in the monk's room for a symbol.
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- 7. Well, the answer is *not* Sophia Loren...think about that for awhile!
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- 8. Judy Garland could probably tell you the answer to this riddle. (No, it
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- isn't the Yellow Brick Road!)
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- 9. The answer to this one is just heavenly.
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- * * Dark Crystal Hints * *
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- 1. Crossing the swamp
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- 2. Aughra's Riddle
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- 3. Evading the Garthim
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- 4. Entering the castle
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- 5. Getting to the Crystal
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- 1. Well, you can't just walk through the swamp, so, do you remember seeing
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- anything anywhere that floats?
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- 2. Don't go around in circles; the answer is staring right at you.
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- 3. Well, don't just stand there, move! And move fast!!
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- 4. There could be something behind those bars; wonder if there's anyone
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- around who could slip through them?
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- 5. Be daring! Eavesdropping helps, so does a thorough search.
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- * * * Planetfall Hints * * *
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- 1. The key in the crack
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- 2. Across the rift
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- 3. Fromitz replacement 4. Miniaturization card
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- 5. The microbe
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- 6. The mutants
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- 1. The solution is an attractive one; have you been to the Tool Room yet?
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- 2. Extend yourself, and you may get the idea!
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- 3. Visit the Repair Room with a friend. Don't be shy about giving orders.
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- 4. Floyd could help you here, if only he understood the situation.
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- 5. HOT stuff! In fact, too hot to handle!
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- 6. Don't stop for anything!!
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- * * * The Enchanter Hints * * *
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- 1. The Jeweled Box
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- 2. The Engine Room 3. The Gallery
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- 4. The Adventurer
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- 5. The Guarded Door
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- 6. The Map
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- 7. The Guncho Scroll
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- 8. The Winding Stairs
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- 1. Think sharp....you might have to risk your life for this one, but the
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- sacrifice is worth it. Get the point?
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- 2. Do like Dr. Dolittle, only get a substitute...teacher.
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- 3. Too much light is bad for the eyes, dreamer.
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- 4. First, get his attention (why not give him a call?). Then, get on his
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- good side.
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- 5. You'll get by with a little help from your friends.
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- 6. This is child's play. Have you been below the dungeon? And don't chew
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- on the pencil!
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- 7. Remember that a pencil has two ends, and two functions. Don't be afraid
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- to let the cat out of the bag, so long as you can close the bag again.
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- 8. Bet you didn't know your character was a mime.
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- * Death in the Caribbean Hints *
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- 1. The Message on the Monument
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- 2. Crossing the River
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- 3. The Zombie
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- 4. The Fog
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- 5. The Bull
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- 6. The Quicksand
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- 1. Simply substitution. As a start, C is E.
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- 2. First, take safety precautions. Then, consider what might be able to
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- float, and is big enough to carry you with it.
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- 3. Import some London weather, with a little help from the French.
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- 4. Think sharp here! The fog is thick stuff.
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- 5. The bull is really a Marxist fish in disguise.
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- 6. Well, if it was a mountain, you could.....
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- * * * Infidel Hints * * *
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- 1. Some Hieroglyphs
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- 2. The Circular Room
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- 3. The Niches
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- 4. The Slab Room
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- 5. The Scarab
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- 6. The Four Statues
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- 1. A few translations to help you along:
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- /!\ Beam <--* Put -!- Balance
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- =) Right niche (@@) Ruby cluster !* Left disc
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- >*> Scarab !!! Door *--> Take/pick
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- 2. Be patient and weight for the answer; don't lose your head!
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- 3. Beam me up, Scotty!
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- 4. The position of the holes should remind you of something; or are you
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- going around in circles?
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- 5. Stay level-headed, and your cup will not runneth over!
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- 6. One good turn deserves another. Keep an orderly mind @ all times
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- * * * Sorcerer Hints * * *
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- 1. Getting out
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- 2. The Glass Maze
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- 3. The Cannon
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- 4. No place left to go?
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- 5. Seeing double?
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- 6. Those Grues!
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- 1. You need to get the trunk open. Have you read your Infotater lately?
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- 2. You'll need to go batty to solve this one! And have you been down by the
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- riverside yet?
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- 3. Careful reading of the Infotater should help...and that's no manure!!
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- 4. Stop draggin' your feet. This is a one in a Malyon chance!
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- 5. Remember the Golden Rule, and at whom you're looking!
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- 6. Repellant, aren't they? Don't forget that weeds are still weeds!
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- * * * Seastalker Hints * * *
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- 1. Can't fix the videophone?
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- 2. Can't start the sub?
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- 3. Circuits overheating?
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- 4. Can't identify the traitor?
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- 5. Can't navigate accurately?
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- 6. Can't stop the Sea Cat?
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- 1. Go to the electrical panel and check out the circuit breaker.
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- 2. Check the work counter for an item you need.
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- 3. Enter the crawl space and check out the voltage regulator.
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- 4. Check the emergency survival unit and confront the persons who installed
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- it.
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- 5. Ask Tip about a fine grid.
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- 6. Better zap the power pod!
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- * * * Hitchhiker * * *
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- 1. The Babel Fish
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- 2. The Dark
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- 3. The Spare Drive
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- 4. The Bugblatter
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- 5. Zaphod & the HOG
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- 6. The Screening Door
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- 7. Opening the Hatch
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- 1. Bring some junk along with you, and put it somewhere!
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- 2. You have five senses; count while you wait!
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- 3. Too many connections make for sparks!
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- 4. Consult the Guide about the Bugblatter. Do some sharp thinking about the
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- memorial, and don't throw in the towel!
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- 5. Have you forgotten Trillian? Isn't she holding something?
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- 6. Consult the Guide about intelligence. What happens when you pick up the
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- real tea?
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- 7. Marvin can do the job with the proper tool. The solution is a fruity
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- one, and that's no fluff!
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