| ZORK III Part One | |
| 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 South 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 west and then go South into the Scenic Vista. Kind of a | |
| strange place, with changing numbers on the wall and a bare | |
| table...not quite all that scenic, eh? Well, 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 East, 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 North 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 Western 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 South to the | |
| Southern shore. You can see a cave to the South, 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 South, and you will find yourself in a Dark Place. Go South | |
| again, then East, and you will be in the key room. Whew! At | |
| least there's some light in here! And by the light you can see a | |
| strange key. Get the key, then move the manhole cover and go | |
| down. And 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 North and you will come to | |
| the Water Slide. Go North down the slide, and guess where you | |
| are? In the Damp Passage! And 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 West to the Junction <you | |
| can't get the sword out of the rock, so don't even try>, then | |
| South into Creepy Crawl, and Southwest 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 least 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 Eastwards, you will exit the Shadow | |
| Land at either the Creepy Crawl or the Foggy Room. From either | |
| place, go North to the Junction. | |
| ZORK III Part Two | |
| From the Junction, it's West through the Barren Area, and West | |
| again to the Cliff. Bet 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. Now trek South to | |
| the Flathead Ocean, and do a little more waiting. Sooner or | |
| later a ship will come floating by. As soon as you see it, say: | |
| "Hello, Sailor." The man in the ship will throw something onto | |
| the beach for you. Take a look, and you will see it's a vial. | |
| It'll come in handy later, so pick it up. Now comes the fun | |
| part: You have to wait for the earthquake <notice how you've been | |
| doing a lot of waiting around? I hope you're a patient person!>. | |
| While you're waiting, you might want to wander around a little, | |
| although you've been to most of the accessible places by now. In | |
| any case, wherever you are, once the earthquake hits, make your | |
| way to the Creepy Crawl, and from there East into the Tight | |
| Squeeze, then East again into the Crystal Grotto. Then all the | |
| way South to the Great Door, and East into the Museum Entrance. | |
| Now, open the East door, then go North into the Museum. Look at | |
| the gold machine <it's a time machine, in case you were | |
| wondering>, then set the dial to 776. Here comes the fun part: | |
| Push the machine South into the Entrance, then East into the | |
| Jewel Room. Get into the machine, and push the button. Aha! Now | |
| you're back in 776 GUE, but the time machine seems to have | |
| vanished! No matter, wait for the guards to leave, then get the | |
| ring <and *only* the ring!>, then open the door, go out into the | |
| Entrance, open the North door and go North. By golly, the | |
| machine is right there! Put the ring under the seat, turn the | |
| dial to 948, get in, and push the button. Whew, you're back in | |
| the right time period again. Get out of the machine, look under | |
| the seat <you will get the ring automatically when you do this>, | |
| then back South, and South again, to the Royal Puzzle. Okay | |
| folks, you are about to enter the absolute nastiest part of the | |
| game. You must follow the instructions *EXACTLY* as given, or | |
| you will never get out. And, since it would be easy to make a | |
| mistake here, I strongly recommend you save the game. 1. Go | |
| Down the hole, then push the South wall. Then go East, South, | |
| East, East. Push the South wall, get the book, and push the | |
| South wall again. 2. Push the West wall twice. Then go East, | |
| South, and push the East wall. 3. Now, go straight North until | |
| you come to the marble wall, and push the East wall. 4. Now, go | |
| West, South, South, South, South, East, East, North, North, | |
| North, and push the West wall. 5. From there, go East, South, | |
| South, South, West, West, West, West, North, North, North, West, | |
| North. Push the East wall three times. 6. Now, West, West, | |
| South, South, East, East, South, and push the East wall. 7. | |
| Okay, now West, West, West, North, North, North, East, East, and | |
| push the South wall two times. 8. From there, West, South, | |
| South, East, East, North, and push the West wall two times. 9. | |
| Now, South, West, and push the North wall until it won't move any | |
| more. 10. Then West and North. 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!!!! | |
| ZORK III Part Three | |
| Okay, you've solved the Royal Puzzle and you have the book, so | |
| go North to the Museum Entrance, then open the East door and get | |
| your other stuff from the Jewel Room. Then it's back West to the | |
| Great Door, and from there back to the Junction. Now, East into | |
| the Damp Passage, and NE to the Engravings Room. 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 North to the Beam Room. Put | |
| the sword in the beam, then go back to the Button Room and push | |
| the button. Now, back North to the Beam Room and North again into | |
| the Mirror Room. There will be an opening in the Mirror, so go | |
| North 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 North. 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 | |
| North 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 North, then West, | |
| then North again. The DM will be following you. Go North to the | |
| Parapet, set the dial to 4, and push the button. Now, go South, | |
| 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 South! | |
| ***** TA DA!! ***** | |
| Finally, Zork is finished! You have survived all the perils, | |
| pitfalls, and puzzles, and now, *YOU* are the new Dungeon Master. | |
| Have fun! | |
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