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- ZORK III
-
- Part 1
- Before you lies the final chapter of your elevation in the
- Great Underground Empire. You have explored the GUE in ZORK I;
- mastered Frobozz in ZORK II; what lies ahead remains to be seen.
- But you do see your old friend, the lamp, laying at your feet.
- So pick it up and let us begin.
-
- Turn the lamp on and go south to the Junction. Before you is a
- great rock and imbedded in it is your trusty sword...held fast!
- You an't remove the sword, but rest assured, should the need
- arise, it will come to you! Go south three times to the lake
- shore, and drop your lamp. You won't need it anymore. Enter
- the lake and dive immediately! There's a huge fish swimming
- around the area and you'd make him a tasty meal! On the lake
- bottom, randomly, you may or may not see a glittering object out
- of the corner of your eye. But whether you do or not, just get
- the object. If you drop it, just keep getting it until you've
- got it and go back up to the surface of the lake.
- Now swim west to the Western Shore and go south to the Scenic
- Vista. This amazing table is actually a teleporter that will
- take you to various places that you may have seen before! Take
- the torch that's on the wall and wait for the table to display
- the number "II". When "II" is displayed, touch the table. As
- you do, you find yourself in Room 8 from ZORK II! And look!
- There's the can of Grue Repellent! Get the can and wait. Soon,
- you find yourself back in the Scenic Vista room again. This is
- fun!
- Wait for the table to display "III" and touch the table again.
- This time you find yourself a Damp Passage. You haven't visited
- here yet, but it's another area of ZORK III! Drop the torch and
- wait. Again, you're transported back to the Scenic Vista. If
- you have the urge to touch the table when it displays "IV",
- you'd better save your game for only death awaits you there!
- Now go north and enter the lake again. The shock of the cold
- water makes you drop your possessions, bt don't worry. Just
- dive down and get the can of repellent. (You're wearing the
- amulet so you don't drop it!) Swim up and south to the Southern
- Shore and check your inventory. You should have the Amulet and
- the can of Grue Repellent. This next part is dangerous and
- success depends on the number of move you take. So don't do
- anything extraneous!
- Go south into the dark and spray the Grue Repellent on
- yourself. Don't drop the can, though, just press onward by
- going south and east to the Key Room. You can drop the can here
- because it's empty anyway. Get the key and open the manhole
- cover and go down into the darkness.
- You find yourself on an old dried-up Aqueduct! Go north twice
- and down. My, my! Here you are back in the Damp Passage and
- the torch is laying here right where you dropped it! Get the
- torch, go west back to the Junction, south twice and west four
- times to the Flathead Ocean.
-
- Part 2
- You may or may not see an old Viking Ship sailing past at this
- point, but if you do, be sure to say "Hello Sailor" to the old
- man! You'll be rewarded for your kindness by the small vial he
- throws to you! Take the vial then go north, northeast,
- southeast and west to the cliff. Get the waybread from under
- the tree and go down the rope that you see tied to the tree. On
- the Cliff Ledge you see a huge chest, but you can't open it
- yourself! You'll have to wait until someone offers to help you!
- When the offer comes, tie the rope to the chest. Uh-oh...does
- this fellow mean to rob and strand you? No, if youwait long
- enough, he'll come back and dangle the rope back down to you.
- When he does, grab the rope and he'll haul you back up.
- When you finally get back up to the top of the cliff, you see
- he has opened the chest and taken the valuables from it. Seeing
- that he has no need of a simple wooden staff he gives it to you!
- Don't begrudge him his new found wealth, though, you have more
- important things to do!
- Go east, southwest, north, east and south to the Creepy Crawl.
- Now go east twice then south twice to the Great Door. Somehwere
- along the line, you should've heard or felt the rumblings of a
- great underground disturbance. This earthquake has caused a hole
- to appear next to the door! Go east through the hole to the
- Museum Entrance.
- Inside these doors you will find several terrific puzzles to
- solve! The first one we're going to take care of is behind the
- wooden door. Go north through the wooden door to the Technology
- Museum. Inside yos@M%9d all sorts of bizarre machinery from
- various eras of ZORK! Only the gold machine is still working
- now. If you examine it closely, you'll see that it reminds you
- of the time machine from the H. G. Wells story! That's right,
- you're going to go time travelling, but you'll need to move the
- machine to the room you want to visit in a previous time. So
- push the machine south, open the Stone Door and push the machine
- east.
- This is the Jewel Room and if you read the plaque you'll see
- the year that this wing of the museum was dedicated (777). What
- you have to do is to get hee *before* the dedication ceremonies
- because you'll need one of the Crown Jewels to complete ZORK
- III! Get in the machine and read the dial. Remember th year
- "948". This is the year that you're in right now and you'll
- need to reset the dial to get back here!
- Set the dial to "776" and push the button. Suddenly everything
- is completely different! You're still in the Jewel Room, but
- the gold machine and everything you were holding has
- disappeared! As you get your bearings back, you notice two
- things immediately: One is that the Crown Jewels are no longer
- locked inside the cage; and, two, you can hear guards' voices on
- the other side of the Stone Door, which (thankfully!) is closed!
- Take the Ring ONLY! Greed is not part of ZORK III! As you
- take the ring, you automatically slip it on your finger. Now
- wait until the guards leave the area. When they do, open the
- door and go west, then open the wooden door and go north back to
- the Technology Museum.
- Amazingly, the Golden Time Machine is right where you found it
- in the first place. But what of your other possessions? We'll
- find them! In order to take the ring back into the future,
- you'll have to hide it in the Time Machine somewhere and if you
- look, you'll see a compartment beneath the seat. Put the Ring
- under the seat, get in the machine and set the dial back to
- "948". Now push the button and *WHOOSH*! You're back in your
- own time again! Get out of the machine and look under the seat.
- You see the ring and put it back on your finger again. Now to
- go retrieve your other items. Open the wooden door and go
- south, then open the Stone Door and go east. Here's everything
- you were holding before! But, there's something different about
- this room. Wait! The steel cage is gone and there's only a
- plaque here now! Reading the plaque tells you that one of the
- jewels was stolen before the dedication ceremony could take
- place and that to protect the other jewels, they were locked
- inside a hollowed-out volcano! Amazing! You saw that place in
- ZORK II! Now go west and south to the Royal Puzzle Entrance.
- Take a deep breath here, because you're about to enter one of
- the toughest puzzles in ZORK III...the "Royal Puzzle"! I
- strongly suggest that you save your game here. One wrong move
- and it's curtains! 'Nuff said!
-
- Part 3
- Leave the piece of paper here. It's just a warning about the
- complexity of the Royal Puzzle. Enter the puzzle by going down
- into the hole. There are two types of walls inside the puzzle:
- Marble and Sandstone. The Marble walls cannot be moved, but the
- Sandstone Walls can be pushed to form new arrangements. Please,
- oh please, follow the following directions exactly! If you
- don't, you'll get hopelessly lost and nothing will get you out
- of here without restoring your game! Ready? Okay, here we go!
- Push the East Wall. Go south, then southwest. Push the South
- Wall, then go east twice and push the South Wall.
- Go north twice then east and push the South Wall. Pushing this
- wall has uncovered a dusty old book! Get the book (that's
- realy what we're here for!) and push the South Wall again. Go
- northeast twice and push the West Wall four times.
- Go northeast twice, north and push the East Wall. Go
- southwest, south, southeast, northeast, north and push the West
- Wall.
- Go northwest and push the South Wall twice. Go west, northwest
- twice and push the South Wall. Go southeast three times,
- northeast and push the West Wall twice.
- Go southwest and push the North Wall three times. Now go
- northwest. There, attached firmly to the east wall is a
- ladder. And directly above your head is the hole you came in
- through! Go up the ladder and...you're out!
- Well, your first two puzzle adventures are over with and it's
- time to leave the Museum. Hope you had fun pushing all those
- walls around!
- Go north, west and north twice to the Crystal Grotto, then go
- west twice and south to the Foggy Room. Soon, you will meet a
- puzzling adversary. When you do, your compassion will play a
- large part in the battle.
- Go west twice, north and east into the Land of Shadow.
- Somewhere around here you will be confronted by a cloaked and
- hooded figure. When you see him, your Elven Sword appears in
- your hand, glowing wildly!
- The trick here is to continue trying to kill the figure with
- your sword until the message "The hooded figure is badly hurt
- and cannot defend himself" appears. At this point, get his
- hood. As you slowly remove the hood, you are shocked to
- see...your own face! The figure smiles sadly, grimly at you and
- disappears! How strange! No time to wonder furher about it,
- though. Take the cloak that was left behind. It is time to
- finish the puzzle....
- Depending on where you fight with the hooded figure, you'll
- have to make your way back to the Junction. Once at the
- Junction, go east and northeast to the Engravings Room.
- You should find an old man asleep here. If you don't, keep
- leaving and re-entering the room until he appears. Seeing that
- he's very frail, take pity on him and wake him up. As he wakes
- up he looks at you as though he's expecting something from you.
- Give the waybread to him. After he has eaten the bread, he
- tells you that what you seek may be through there, and points at
- a carved wall. You turn to look and see the faint outline of a
- secret door! When you turn back to thank the old man, though,
- you see he has disappeared!
- Open the door, and go down to the button room. You can't do
- anything with the button until the beam in the next room has
- been broken. So go north to the Beam Room. The thin red beam
- across the doorway must be interrupted by an article. The only
- thing you can spare right now is your sword. So break the beam
- with the sword and go back south. Now go back south and push
- the button. As you push the button, you hear a click and then a
- snap! Go north three times past the Guardians of ZORK and the
- Mirror to the inside of the Box.
- What a strange room this is! The ceiling is blue like the sky,
- panels to the left and right are of mahogany and pine.
- Surrounding you are panels in red, black, yellow and white. The
- "box" has to odd poles and a compass rose on the floor. We're
- going to move this box to bypass the Guardians of ZORK that you
- saw earlier! Begin by lifting the short pole out of the hole.
- Push the red panel until the compass rose is pointing south.
- Push the short pole back into the hole and push the mahogany
- panel until it won't go any further. Now it's time to exit the
- box, so push the pine panel. As it swings open go out into the
- Hallway.
- Go north once. Now it's time to use the vial. The vial is
- actually an invisibility potion. Open the vial and drink the
- contents. Although you don't feel any different, you've now
- beome invisible! Go north three times past the Guardians of
- ZORK to the Dungeon Entrance. Now is a good time to check your
- inventory. You should be carrying or wearing: The Hood, the
- Cloak, the Ancient Book, the Wooden Staff, the Torch, the Key,
- the Amulet and the Golden Ring. You can drop the vial here. If
- you're missing any of these items, you won't be allowed to enter
- the Dungeon.
- All set? Right! Knock on the door. After what seems an
- awfully long time, a small panel opens and you find yourself
- looking into the face of a wizened old man! He greats you and
- you feel drawn to him! As he speaks, you look deeply into his
- face and see...the old man by the secret door, the man at the
- cliff, the hooded figure! Impressed by your compassion, trust
- and patience, he will now help you complete your quest if you'll
- only direct him!
- Upon entering the Dungeon you find yourself in a Narrow
- Corridor. o north, east, and north twice to the Parapet. The
- Master has followed you to this point. Before you, you see a
- sort of sundial with numbers from 1 to 8 and one button. The
- arrow is sitting at the numeral "1" right now. Set the dial to
- "4", push the button and go south to the cell door. Open the
- cell door and go south into the featureless Prison Cell. Inside
- the Prison Cell on the south wall is a closed Bronze Door. If
- you try to unlock the Bronze Door, though, you find that it is
- impossible!
- Tell the Master to close the door. He does so and awaits your
- next command. Now tell the Master to go north and to turn the
- dial to "6". Finally, tell the Master to push the button. As
- he does your biding, you note that the Prison Cell only seems to
- be bare and not featureless any longer! What's this? The
- Bronze Door only seems to be closed now! Could it have been an
- illusion before? Now you can unlock the door with the strange
- key! It seems to mold itself to the shape of the lock
- magically! With a small twist of the key, the huge bolt
- unlocks!
- With shaking hand, you open the door and going south, you find
- yourself inside the Treasury of ZORK, the ultimate storehouse of
- the wealth of the Great Underground Empire! As you look upon
- these fabulous riches, the Dungeon Master appears beside you and
- says that you have solved all the mysteries of the Dungeon! He
- has awaited your coming for many ages and is tired. Thus
- saying, he taps you on your head with his staff, mumbles a few
- spells and disapears from sigt!
- As you sit there, you feel yourself growing older, stooped,
- wiser until you resemble all the characters you met in all the
- other ZORK adventures!
- All hail the new Ruler of ZORK!
- ZORK III is copyrighted by
- Infocom, Inc., 1982.
- This walkthru is copyrighted
- by Barbara Baser, 1985.
- All rights reserved.
-