| ZORK I Part One | |
| So, you're all set for The Great Underground Empire, eh? Okay, | |
| but before we begin, a few words about this walkthru. First, | |
| this is not the only way to solve the game. It's just one of the | |
| faster ones. Second, because there is no "wasted motion" in this | |
| game, you will not be visiting all the locations. So, you might | |
| want to play around with the game on your own for a while, | |
| mapping out as much as you can, without much regard for gathering | |
| treasures. Actually, mapping is a good idea, since, if you make a | |
| misstep somewhere, you might find yourself in trouble! Be | |
| especially careful to follow the directions when in the mazes; a | |
| wrong move there, and you could be lost for quite some time! | |
| Finally, you may not go through this in exactly the way it's | |
| written because of the thief. He is a variable item in the game; | |
| you never know where he will show up. Try to move out of the | |
| room he's in as soon as he shows up. But keep in mind that even | |
| if he does steal anything from you, you will get it all back from | |
| him in the end. Okay? Let's start the adventure! You begin West | |
| of the house, and your first chore is to get inside. So, go | |
| South and East. Open the window and enter the house (you're in | |
| the kitchen), then go West into the living room. Get the lamp, | |
| then move the rug, revealing the trap door. Open the trap door, | |
| turn on the lamp, and go down. At this point, some mysterious | |
| person will shut the door on you; don't worry about that for | |
| now. Okay, so here you are in the cellar. It's time to pick up | |
| your first treasure, so go South, then East to the Gallery. Get | |
| the painting, then continue North to the Studio. Go up the | |
| chimney (you can only fit with the lamp and the painting), and | |
| you will be in the kitchen again. Now, go upstairs to the attic, | |
| and get the knife and rope. Come back down and go into the | |
| living room. Open the case and put the painting inside. Then, | |
| drop the knife and get the sword. Open the trap door again, and | |
| return to the cellar. Again, the door is shut by someone (you | |
| never will find out who's doing this, but it doesn't matter). | |
| Now you're back in the cellar, and since we're coming to one of | |
| the more dangerous parts of the game, you might want to do a save | |
| here. Gripping your trusty sword, head North into the Troll room. | |
| There's a nasty troll here with a bloody axe, and the only way | |
| past is to kill him. So, do just that: "Kill Troll With Sword." | |
| It will most likely take more than one attempt, so keep at it, | |
| and eventually he will disappear in a cloud of black smoke. Now, | |
| drop the sword, because you really don't need it any more, and it | |
| will hinder you in carrying other, more important items. Having | |
| dispatched the troll, you move along East, East (into the Round | |
| room), then SE and East. You are now in the Dome room. It's a | |
| long way down, and too far to jump, so here's where the rope | |
| comes in handy. Tie the rope to the railing, then climb down the | |
| rope. You will be in the Torch room. Leave the torch for now; | |
| you'll be coming back this way again later. From the Torch room, | |
| go South, then East and get the coffin. Return West, then | |
| continue South to the Altar. There's no way you're going to get | |
| down that hole with the coffin, and even the program will tell | |
| you that you haven't got a prayer. That's a hint, folks: Just | |
| "Pray," and you will find yourself in the forest again. Since | |
| it's daylight out, save energy and turn off the lamp. Now, head | |
| along South, then North (I know, but it works!) to the clearing, | |
| then East to the Canyon View. Climb all the way down to the | |
| bottom, then go North to Rainbow's End. Drop the coffin and open | |
| it. Inside is a jeweled sceptre. Get that, and wave it. The | |
| rainbow will become solid (you'll need to cross over from the | |
| other side later). Now, "Look." You should see a pot of gold. | |
| Get that, and the coffin. After that, go SW, then all the way | |
| back up to Canyon View. From there, it's NW to the clearing, and | |
| then West to the window. Once in the kitchen, open the bag and | |
| get the garlic (nothing else, just the garlic). Go on into the | |
| living room, and put your treasures in the case. Now, sit down | |
| and take a breather, because you're about to do a lot of | |
| traveling! | |
| ZORK I Part Two | |
| Once again, open the trap door, turn on the lamp, and go down. | |
| Watch carefully, and you will notice that this time, the door | |
| doesn't close! Whoever was doing it before must have gotten | |
| tired. Anyway, you're on your way to the dam, so move along | |
| North, East, North, NE, and East. You are now on top of the dam. | |
| From there, go North to the Lobby. Pick up the matches, then go | |
| either North or East (doesn't matter) into the Maintenance room. | |
| Get the wrench and the screwdriver, then push the yellow button. | |
| Now, return to the dam, and you will see that the green bubble is | |
| lit. Turn the bolt with the wrench, then drop the wrench. You | |
| have opened the dam, and you will be coming back this way again | |
| to reap the fruits of your labors. However, right now, you're on | |
| your way to Hades, so let's get going! Go South, then down into | |
| the Loud room. Leave the platinum bar for now; you'll get it | |
| later. Head West into the Round room, then SE and East (hmmmm, | |
| haven't you been here before?). Again, climb down the rope. This | |
| time, get the torch. At this point, you can turn off your lamp; | |
| the torch will provide light so long as you have it. Now, | |
| continue straight South, getting the bell, then the book and | |
| candles from the altar. Go down the hole to the cave, then down | |
| again to the entrance to Hades. Your candles will have blown out | |
| by this time, but don't worry about it. Okay, here's where you | |
| have to be careful. First, ring the bell. It will become red hot | |
| and you will drop it. You will also drop the candles. Stay | |
| calm, and do the following, all in one command: Get the candles, | |
| light match, light candles with match (necessary, because of the | |
| torch, and *DON'T* use the torch, or you'll vaporize the | |
| candles!). Okay, strange things happened when you lit the | |
| candles, now read the book. Whew! The demons have been | |
| exorcised! Drop the book, then go South and get the crystal | |
| skull. Now, back North, then up to the cave, then North to the | |
| Mirror room. By the way, better put out the candles. Rub the | |
| mirror, and you will now be in another Mirror room (this one is | |
| North of the dam, as the other one is South). Now, go North, | |
| then West, then North, then West into the Squeaky room (well, I | |
| told you you'd be doing a lot of traveling this time!). Make | |
| sure you have the garlic with you, then go North into the Bat | |
| room. So long as you have the garlic, he won't bother you. There | |
| is a jade figurine here, but leave it for now. You'll pick it up | |
| on your way out. | |
| ZORK I Part Three | |
| Go East to the Shaft room. Put the torch into the basket, then | |
| turn on your lamp and head North to the Smelly room, then down to | |
| the Gas Room (best not to carry any open flames here!). Now, you | |
| are about to enter a small maze, so follow these directions | |
| *CAREFULLY*! East, Northeast, Southeast, Southwest, down, and you | |
| should be at the top of the ladder (if you aren't, may God have | |
| mercy on your soul!). From there, go down to the Ladder Bottom, | |
| and then South to the Dead End for the coal. Get that, then | |
| return to the ladder top. From there, go up, North, East, South, | |
| North, and you will be back in the Gas room. Go up, then South | |
| to the Shaft room again. Put the coal in the basket, and lower | |
| the basket. Now, guess what? You have to go back through the | |
| coal mine again! So, make your way to the Ladder Bottom, but this | |
| time, go West to the Timber room. Ignore the broken timber (not | |
| useful for anything), and drop all but the screwdriver. Now, you | |
| can squeeze through the crack to the West. And here you are in | |
| the Drafty Room, which is also at the bottom of the shaft. | |
| There's the basket, so get the coal and the torch, and move South | |
| into the Machine room. Open the lid, put the coal in the | |
| machine, close the lid, and turn the switch with the screwdriver. | |
| Drop the screwdriver, open the lid, and get the diamond (well, no | |
| one ever said Zork was an *EASY* game!). Now, go back North, and | |
| put the torch and the diamond in the basket. Squeeze back East | |
| into the Timber room. Get the skull, lamp, and garlic. You | |
| won't be needing the matches and the candles any more, so you can | |
| leave them. (They were insurance in case the thief came along | |
| and stole the torch before you could get the diamond). Now, head | |
| East again to the Ladder Bottom, and from there up and through | |
| the coal mine (you know the way now!), to the Gas room. Pick up | |
| the bracelet, then continue on up and South to the Shaft room. | |
| Get the torch and the diamond from the basket, turn off the lamp, | |
| then go West into the Bat room. Get the jade, then go South, | |
| East, South to the Slide room. Now, here's a fast way back to | |
| the cellar: Just go down the slide! Wheeeee! Then it's up to | |
| the living room (remember, the trap door is open now), and all | |
| the treasures go into the case. Huff! Puff! Bet you didn't | |
| know you'd be doing *THIS* much running around! But, don't get | |
| too relaxed, there's still plenty more to come (urk!). | |
| ZORK I Part Four | |
| Turn on the lamp, and return to the cellar. From there, it's | |
| North (ah, deja vu!), then East, North, NE to Reservoir South. | |
| Now that the sluice gates are open, you can head North, picking | |
| up the trunk of jewels, North again to Reservoir North, getting | |
| the air pump, and North one more time, getting the crystal | |
| trident. After that, go all the way back South again to | |
| Reservoir South, then East to the dam, and then East once more to | |
| the Dam Base. Here you find a little pile of folded plastic; | |
| guess what it is? Right, it's an inflatable boat! So, inflate | |
| it with the pump, then drop the pump, then get inside the boat, | |
| say "Launch," and you're floating off along the Frigid River. | |
| Now, just keep waiting until you see the buoy. Get that, then | |
| "East" to the beach. Get out of the boat, then get the shovel | |
| and move on to the Sandy Cave to the NE. You might want to save | |
| the game at this point, since you have to dig here until the | |
| scarab turns up, and I'm sure you don't want to get buried alive | |
| (it's been known to happen!). Okay, drop the shovel and get the | |
| scarab, then go back SW. Drop the buoy and open it; inside is an | |
| emerald. Get that, then continue South to the Aragain Falls. | |
| Here you can cross the rainbow (so do that!), which brings you to | |
| the End of The Rainbow. Turn off the lamp, then go SW to the | |
| Canyon Bottom. From there, make your way back to the living | |
| room, and put all the treasures in the case. Your collection is | |
| quite impressive by now, but you aren't finished yet. Go East | |
| twice, then North twice. Climb up the tree and get the egg. | |
| Climb down again, and go South, East, and back to the living | |
| room. However, this time, you don't put the treasure in the | |
| case. Turn on the lamp, and go down (once again!) into the | |
| cellar, and North to the Troll room. Now, you are about to enter | |
| a maze, so follow the directions very carefully! West (this | |
| brings you into the maze), South, East, up, and you find several | |
| items here. Take only the coins and the key, and be careful not | |
| to touch the skeleton! From here, go SW, East, South, SE, and | |
| you will be in the Cyclops room. The Cyclops is not friendly, | |
| but you can deal with him effortlessly: Just type in "Ulysses" | |
| (or "Odysseus," if you prefer). Old One-Eye will tear out of | |
| there right through the wall! In fact, he will create a passage | |
| eastward from that room right into the living room! However, you | |
| don't want to go that way yet! Instead, go upstairs, and you | |
| will be in the Treasure Room, the thief's secret lair. Now, give | |
| him the egg, and go back downstairs, then East to the living | |
| room. Deposit the coins in the case, then get the knife (the | |
| thief needs a little time to open the egg). Okay, go back West | |
| to the Cyclops room. Again, at this point, saving is | |
| recommended; the thief will not be easy to kill! So, head | |
| upstairs and use the nasty knife to kill the thief. Once he's | |
| dead, all treasures in the room will be visible. This includes | |
| the egg, a silver chalice, and anything he may have stolen from | |
| you before. Get everything, then follow these directions: Down, | |
| NW, South, West, up, down, NE, and you will be in the Grating | |
| Room. Unlock and open the grate (watch out for falling leaves!), | |
| then go up. You will be in a clearing. From there, go South and | |
| climb the tree again. Wind up the canary that's inside the egg. | |
| A songbird will come by and drop a bauble for you. Climb down | |
| again and get the bauble, then return to the living room. Put | |
| all the treasures in the case, making sure you *REMOVE THE | |
| CANARY* from the egg and put it in the case separately! You're | |
| almost finished! Just one more trip to make! Now, for the last | |
| time, enter the cellar and go North. From the Troll Room, go | |
| East until you come again to the Loud Room. Type in: "Echo," and | |
| you will now be able to get the bar. So, grab it and return to | |
| the living room. Once you place it in the case, you will get a | |
| message. Follow the advice of that message, and you will get a | |
| map. Take that, and return to the place where this all started, | |
| the mailbox West of the house. You should have no trouble getting | |
| to the barrow from there. Of course, once you enter the | |
| barrow.... You didn't really think it would end there, did you? | |
| Not when there's still Zork II and Zork III waiting for you up | |
| ahead! Ah, but it's too late; you can't turn back now! You'll | |
| just have to grit your teeth and follow through to the end (with | |
| a little help, of course). See you in Zork II! | |
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