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- Zork III tutorial compliments of the Mystic Caverns
- **** Can be downloaded as BULLET6 ****
-
- Well, you've come a long way sice 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.
- 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!!!!
-
- 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!
-