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Der Mediaplex Sampler - Die 6 von Plex
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6_v_plex.zip
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6_v_plex
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DISK1
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GAMES_18
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INFOCOM.ZIP
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INFOCOM.HNT
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Text File
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1985-08-06
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32KB
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552 lines
===================================================================
DEADLINE
===================================================================
Written by: The Gremlin
Go "N" to the front door of the house. Type "open door" and go "N" into
the Robners' house. From inside the door, go "N","E" and type "climb
stairs" twice (or you can just go "U","U") to get to the second level of
the estate. From there, go W,W,W,W,N to the library where you will start
the first of a series of Sherlock Holmes-type activities. In Deadline,
you need to establish the motive and method for the murder beyond all
reasonable doubt before you can a rrest the guilty party. If you don't
have an air-tight case, the jury will acquit the defendant. It is here
in the library where we go about establishing the method by which poor
Mr. Robner was done in.
First off, type "examine rug" (or just "look rug"). You will find some
mud spots which is your first clue. Now, "get the cup, pad, calendar and
pencil" and "rub pencil on pad" and then "turn page of calendar". Aha!
Perhaps a clue as to the motive? Let's see if we can substantiate the
method a little more...that mud on the rug was very interesting. Type
"open balcony door" and go "N" onto the balcony. Check out the railing
by typing "examine railing" and you will see some scratches, lending
credence to the theory that perhaps the murderer climbed up the balcony
from the ground below where he (or she) got mud on his shoes.
Let's have a look below and check for some indication that the murderer
was indeed below the balcony. go S,S,E,E,E,E,D,D,W,S. Type "open door"
and go "S" back to the front door. Now go E,NE,E,SE to the shed where
you will see a ladder. Type "examine ladder". Hmmm! This
ladder-and-balcony theory is looking good! Let's see if we can prove the
ladder was below the balcony. This will have to wait a while, though,
because it's getting late in the morning and we have to do some more
checking in the house before the reading of the will takes place and
besides that, we need to talk to Mr. McNabb and he doesn't seem to be in
the mood right now.
Go back to the house by heading NW,W,S,W and head back upstairs with
N,N,E,U,U. Let's see what else we can find upstairs. Go S,S into
Dunbar's bathroom. Type "open cabinet" and "examine loblo". Aha, again!
Now we go back downstairs and see if we can find Mr. McNabb to see if he
knows anything about a ladder under the balcony. Go N,N,D,D,W,S,S. Let's
take a break for a while. Type "wait until 11:30", and now for Mr.
McNabb. let's try the orchard first with E,NE,E. If McNabb is not
around, just wait for a while or snoop around the area and he will soon
show up.
Deadline is very unpredictable when it comes to the various characters
moving around the scenario. Once you spot McNabb, go to him and say "hey
McNabb" followed by "what is wrong". He will tell you about some holes
he found in his garden so, naturally, you say "show me the holes". He
will take off and you "follow him". When he stops, type "examine holes".
Eureka! The ladder was here and the depth of the holes proves somebody
climbed it up to the balcony! To make sure we cover every angle, type
"examine ground" and "dig around holes". Hmmm...wonder what this could
be about? To find out, type "analyze fragment for loblo". Oops, it's
later than we thought! Back to the house for the reading of the will.
Go N,N,SE,S,S,W to the front door and N,N,W into the living room. now
just "wait" for the will to be read. noticing that just about everybody
is present, you decide to see if you can roust some of those present
into giving you some clues as to the guilty party and, perhaps, the
motive for the crime. Let's start with George. Type "show George the
calendar". He will get very nervous and start heading out of the room.
Type "follow him" until he finally goes to his room. He will keep
telling you to leave him alone, but just keep following him until he
gets to his room.
At this point, you decide to see if George knows more then he's telling.
go to the balcony and wait to see if he does anything. Go N,W,N,N to the
balcony and type "wait 10 minutes". Voila! Here he comes! Wait until he
goes behind the bookshelf and then type "wait 4 minutes. When your 4
minutes are up, go S, "examine bookshelf", "press button", and go E. Ha!
Caught him red-handed!! Type "get will", "look safe", "get papers" and
"read papers". Things are beginning to look up! Let's see if we can
substantiate some of this stuff.
Go back to the living room with W,S,E,E,E,E,D,D,W,W. My, isn't this
cozy! Type "hey Baxter", "what about focus". You know he's lying so you
"show papers to Baxter". Ah, that's better! Now for some clever
psycho-detective work. Type "show lab report to Dunbar" and "show lab
report to Baxter". Whip around and "accuse Dunbar". Hmmm...a tad
nervous, isn't she? Perhaps we should go off and wait to see what
develops. Go E to leave the room and "wait for Dunbar". Just as we
suspected! When she passes you, type "follow her". Once outside the
house, she will drop a ticket. Type "get ticket" and "read ticket".
Wow! This is getting good!
Type "show ticket to Dunbar". You know you've got her on the run now so
head off to the shed to wait and see what develops. Go E,E,SE and "wait
for Baxter". When they both show up, "show ticket to Baxter" and "arrest
Baxter and Dunbar". You didn't believe them for a minute, did you? due
to the dynamic nature of Deadline, there are several ways to end up
accusing Baxter and Dunbar of the murder. there are also more puzzles to
solve, but this is all that is necessary to put together an air-tight
case against them.
==========================================================================
ENCHANTER by Infocom
==========================================================================
SOLUTIONS -- Volume One by James Oppenheim note...you must eat and drink
when urged to do so by the game...but YOU ARE WHAT YOU DO .
Fork go NE Outside Shack. Go Inside shack. Open oven . Take bread and
jug and lantern then frotz (light spell) the lantern. Go outside shack.
Go NE ,SE, NE; at Shady Brook fill jug with water . SW,SE,SW (The evil
castle is to your east but you are not yet ready to go there you don't
have the key!)
SW, S. Outside Hovel read scroll then gnusto rezrov (open locks... your
key into the castle!) N, N, S, S, NE, NE, E. At eastern Fork go E
then E and you will be...
Outside Gate memorize nitfol and rezrov then rezrov gate then E You are
in! A good place to save the game! Inside Gate go S,S to Tower .
At South Hall go down Dungeon open door then go N Cell read walls then
remove block then E Secret Passage take scroll then read stained scroll
then gnusto exex (make things go fast) go W then S then U South Hall
drop lantern then go E Gallery look behind lighted portrait, take black
scroll and candle, read black scroll, gnusto ozmoo, (survive an
unnatural death), go W, take lantern, go E, go E South Gate go S then SE
to... The Beach nitfol turtle exex turtle, turtle, follow me, NW, N
Tower go U Engine Room turtle, go SE, get scroll wave at turtle, take
scroll, door;Tower (go W till you get to the south hall then go up to
the bedroom get in bed sleep you will have a dream get up examine
bedpost, press button, take gold scroll, read gold scroll, gnusto vaxum,
memorize vaxum and rezrov and nitfol, go down, go N till you get to the
inside gate and drop all Inside gate Go east until you are picked up by
the goons and thrown into the cell Cell ozmoo self (don't do this
earlier or it'll wear out), wait - you will be taken up to the
sacrificial alter and a dagger will go into your heart - have no fear
your spell will not only protect you - in addition you get a useful
tool...the dagger! go down to the temple, go west until you reach all of
your possessions then take all end of volume 1
==========================================================================
INFIDEL by Infocom
==========================================================================
This is really one of infocom's easiest games to date... and with a
somewhat disappointing ending. But it is still an infocom product and
that means first rate adventuring! When you start off, you have been
left in your tent by your muntinous workers. a crate is airdropped as
you start out, but all that is in there is a navigation box that you
need to locate the proper area to dig for the pyramid... of course this
area is spelled out on the map that comes with the game package (shades
of starcross) but don't worry... you don't need the crate's contents if
you follow this step by step tutorial
TO BEGIN: Get up, S, S, get rock and pack and matches, W, W, get axe and
shovel, E, E, S, S, open sack, put pack and matches and axe in sack, get
canteen, get sack, N, N, N, N, break lock with rock, get lock, drop lock
and rock, open trunk, get beef and map, S, W, W, drink, open canteen,
fill canteen, close canteen, E, E, E, S, S, E, E, dig in sand, again,
again, again, again, unfold map, put cube in opening, drop map and
shovel, D
==> You are now in the pyramid and ready to explore. You first need to
eat, drink and light the torch, so: drop sack, eat beef, open canteen,
drink, close canteen, drop canteen, get rope, tie rope to altar, throw
rope north, get torch and jar and matches, open jar, pour liquid on
torch, close jar, light match, light torch, put matchbook and jar in
sack, get sack, D
==> OK, here is where you rack up alot of points... if you're interested
in how the later puzzles are solved, note what jewel is found in which
room (NW, SW, SE, NE) and also study the hieroglyphics in each room. If
you're just out to solve this bugger, then just keep following these
steps: push statue, get head, push statue NW, drop head, SE, SE, SE, get
opal, NW, NW, NW, get head, push statue SE, again, drop head, NW, NW,
NW, get diamond, SE, SE, SE, get head, push statue NW, push statue NE,
drop head, SW, SW, SW, get emerald, NE, NE, NE, get head, push statue
SW, again, drop head, NE, NE, NE, get ruby, SW, SW, U, drop all but
torch
==> Whew! Well that was a pain. On to more interesting stuff: S, D, NE,
NW, N, E, D, W, put torch in knothole, get shim, drop shim, push up
beam, get torch, E, U, W, get beam, S, W, N, E, N, D, D, N, N, E, S, get
silver chalice, N, W, W, S, get golden chalice, N, E, S, S, U, U, S, W,
S, E, SE, SW, U, U, put ruby and diamond and emerald and opal in sack,
get sack, W, S
==> Now you need to remove the right combination of bricks from this
panel which will open the secret doorway. this combination is revealed
in the papyrus scroll found on board the barge (study those
hieroglyphics carefully!) get first brick, drop first brick, get third
brick, drop third brick, get fifth brick, drop fifth brick
==> And now for the final sets of puzzles! E, N, D, drop sack, get axe,
break plaster with axe, get sack, W, W, W, put beam in niches, stand on
beam, break plaster with axe, open door, W, get beam, S, put beam in
doorway, open door, W, drop sack
==> OK, now you must put the proper jewel clusters in the proper holes
on the slab. the room direction in which you found the jewel determines
which corner you put it on the slab: put diamond in first hole, put ruby
in second hole, put emerald in third hole, put opal in fourth hole, open
slab, get book
==> Now's a good time to replenish your torch, so: get jar, open jar,
pour liquid on torch, drop jar, get sack, E, get beam, N, N, put beam
under lintel, break seal with axe, drop axe, open door, N, E, put silver
chalice on left, put golden chalice on right, drop sack, put pack in
silver chalice, get scarab, W, put book in large recess, put scarab in
small recess
==> Reading the book (using the spatula), and examining both the book
and the scarab gave the clues to the above actions with the book and
scarab. now, you must unlock the statues in a particular order. the clue
to that order was in the headings to the hieroglyphics in each of the
four rooms of the gods. the order is: turn neith, turn selkis, turn
isis, turn nephthys, open sarcophagus
==> You've done it! But you're also dead. OK, interesting ending, huh?
Not still, somehow very unsatisfying. Oh well, at least it's different!
===================================================================
STARCROSS
===================================================================
Here are list of rods RED
Use something and direct it at nest YELLOW
Trade something for it BLUE
Do not use gun SILVER
It is in something you find GOLD
Help action with computer gives it BROWN
Trade something for it VIOLET
Use disks or die GREEN
Use disk and mouse to get
it CLEAR
Use visor to see it BLACK
If you do not get it the rest of this is meaningless.
Do NOT use disk Use them and they will go away be sure to save before
major choices
===================================================================
WITNESS
===================================================================
N,N,ring bell,I,ask Monica about her mother,wait,sit in wooden chair,
wait until 9:04, get up, hide behind lounge, wait until 12:05, (Monica
will come back around then, go over to the clock, open it and remove
something), stand up. accuse Monica. wait for Duffy, arrest Monica.
Somethings you might want to try: show stiles: the matchbook, the note,
the muddy handgun, examine window, and ask Linder about what you find.
===================================================================
ZORK I, BY INFOCOM
===================================================================
"S","E","open window","enter house","W","get lamp","move rug","open trap
door", "turn on the lamp","D","S","E","get painting", "N", "U", "U",
"get knife and rope", "D", "W", "open case", "put painting in case",
"drop knife", "get sword", "open trap door", "D".
...................................................................
Save the game now. if you buy the farm, we got this far anyway...
...................................................................
"N", "kill troll with sword" until you kill him, drop sword, "E", "E",
"SE", "E", "tie rope to railing", "climb down rope", "S", "E", "get
coffin", "W", "S", "pray", "turn off the lamp", "S", "N", "E", "D" to
the canyon bottom, "N", "drop coffin", "open coffin", "get sceptre",
"wave sceptre", "look", "get gold and coffin", "SW", "U" to the canyon
view", "NW", "W", "enter house", "open bag", "get garlic", "W", "put
coffin, sceptre, and gold into case".
...................................................................
Save the game again. This is checkpoint 2. Hope you got this far correctly.
...................................................................
"open trap door", "turn on lamp", "D", "N", "E", "N", "NE", "E", "N",
"get matches", "N", "get wrench and screwdriver", "push yellow button",
"S", "S", "turn the bolt with the wrench", "S", "D", "W", "SE", "E",
"climb down rope", "get the torch", "turn off lamp", "S", "get the bell,
book, and candles", "go hole", "D", "ring the bell", "light match",
"light the candles with the match", "read the book", "drop book", "S",
"get skull", "N", "U", "N", "put out candles", "rub mirror", "N", "W",
"N", "W", "N", "E", "put torch in basket", "turn on lamp", "N", "D".
...................................................................
Save the game. This maze is a pain, and if you lose your way,
may the good lord have mercy on your poor soul.
This is checkpoint 3. Welcome!!
...................................................................
"E", "NE", "SE", "SW", "D", "D" to the ladder bottom. if you aren't
there, restore the game. you messed up. if you are, "S", "get coal",
"N", "U" to the ladder top, "U", "N", "E", "S", "N", "U", "S", "put coal
and screwdriver in basket", "lower basket", "N", "D", "E", "NE", "SE",
"SW", "D", "D", "W", "drop all", "go c~!1k", "get coal, torch, and
screwdriver", "S", "open the lid", "put coal into machine", "close the
lid", "turn switch with screwdriver", "open the lid", "get diamond",
"drop screwdriver", "N", "put torch and diamond in the basket", "E",
"get skull, lamp, and garlic", "E", "N" to the ladder bottom, through
the coal mine (see above if you forgot) to the gas room, "get bracelet",
"U", "S", "raise basket", "get torch and diamond", "turn off lamp", "W",
"get jade", "S", "E", "S", "go slide", "U", "put diamond, jade,
bracelet, and torch in case", "drop garlic".
...................................................................
Save the game. Welcome to checkpoint 4. Halfway done now!
...................................................................
"turn on lamp", "N", "E", "N", "NE", "N", "get trunk", "N", "get air
pump", "N", "get trident", "S" to reservoir south, "E", "E", "inflate
boat with pump", "get in boat", "say launch".
...................................................................
Save the game. You could mess up. Welcome to checkpoint 5...
...................................................................
"wait" until you see a buoy. "get buoy", "E" to the beach", "get out of
boat", "get shovel", "NE".
...................................................................
Save the game. You might get buried alive. Checkpoint 6 here!!
...................................................................
"dig with shovel" until the scarab shows up. if you get buried, restore
the game. if you didn't and you found the scarab, "drop the shovel",
"get scarab", "SW", "drop buoy", "open buoy", "get emerald", "S" to the
falls, "cross rainbow", "turn off lamp", "SW" to canyon bottom, "U" to
canyon view", from there, go back to the house and enter it. go to the
living room. "put scarab, emerald, chest, and trident in case", "E",
"E", "N", "N", "climb up tree", "get egg", "climb down", "S", "E", go
back to the living room, "turn on lamp", "D", "N".
...................................................................
Save the game. Another maze. This time, we find the thief's lair!
Checkpoint 7
...................................................................
"W", "S", "U", "take coins and key", "SW", "E", "S", "SE" to the cyclops
room. now, the cyclops hates people, but you can get him out of here.
"Ulysses", (or "Odysseus" if you prefer), "U", "give egg to thief", "D",
"E", "put coins in case", "get knife", "W".
...................................................................
Save the game!!! The thief is a killer!!! Welcome to check point 8.
...................................................................
"U","kill thief with knife" until you actually kill him, "get all", "D",
"NW", "S", "W", "U", "D", "NE", "unlock grate", "open grate", "U", "S",
"climb tree", "wind up canary", "climb down", "get bauble", go to the
living room again, "remove canary from egg", "put egg, canary, bauble,
stiletto in case", "D", "N", "E" until you get to the loud room, "echo",
"get bar", "W" to the troll room, "S", "U", "put all except lamp into
case", you should then get a message. follow the advice of the message,
and you will get a map. "get map", go to the mailbox, and from there,
you should have no trouble getting to the barrow
......................................................................
You've solved the first of the four Zorks. If you thought this was tough,
wait till you meet the wizard! and then you get to meet the toughest of
them all...the dungeon master!
...................................................................
==========================================================================
ZORK III by 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 S 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 W and then go S .
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 E, 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 N 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
Wern 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 S to the Sern shore. You can see a cave to the S, 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 S, and you
will find yourself in a dark place. Go S again, then E, and you will be
in the key room. Whew! At lE 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. 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 N and you will come to the water slide.
Go N down the slide, and guess where you are? In the damp passage!
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 W to the junction <you can't get
the sword out of the rock, so don't even try>, then S into creepy crawl,
and SW 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 lE 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 Ewards, you will exit
the shadow land at either the creepy crawl or the foggy room. From
either place, go N to the junction. From the junction, it's W
through the barren area, and W again .
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.
Trek S 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 E into the tight squeeze, then E again
into the crystal grotto. Then all the way S to the great door, and E
into the museum entrance. Now, open the E door, then go N 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 S into the entrance, then E 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 N door and go N. 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 S, and S 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. Since it would be easy to make a mistake here, I strongly
recommend you save the game first.
01. Go D the hole, then push the S wall. then go E, S, E, E. Push the S
wall, get the book, and push the S wall again.
02. Push the W wall twice,go E, S, and push the E wall.
03. Go straight N until you come to the marble wall, & push the E wall.
04. Go W, S, S, S, S, E, E, N, N, N, and push the W wall.
05. From there, go E, S, S, S, W, W, W, W, N, N, N, W, N. Push the E
wall three times.
06. Now, W, W, S, S, E, E, S and push the E wall.
07. Okay, now W, W, W, N, N, N, E, E, and push the S wall two times.
08. From there, W, S, S, E, E, N and push the W wall two times.
09 . Now, S, W, and push the N wall until it won't move any more.
10. Then W and N. 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 N to
the museum entrance, then open the E door and get your other stuff from
the jewel room. Then it's back W to the great door, and from there back
to the junction. Now, E into the damp passage, and ne to the engravings
roam. 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 N to the beam room. Put the sword in the beam, then go
back to the button room and push the button. Now, back N to the beam
room and N again into the mirror room. There will be an opening in the
mirror, so go N 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 N.
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 N 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 N, then W, then N again. the dm will be following you.
Go N to the parapet, set the dial to 4, and push the button. Now, go S,
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 S! ** Ta da!! ** Finally, Zork is
finished! You have survived all the perils, pitfalls, and puzzles, and
now, *you* are the new dungeon master.
! You have surv