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- ZORK III
- (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 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!
-
- 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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