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- 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!
-