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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!
-
- End.