[net.games.frp] *** ZORK SPOILER ***

stanly@unmvax.UUCP (02/29/84)

TREASURES (and points; 1st number is for pick-up, 2nd for putting in case):

coins		(10,5)	15
torch		(14,6)	20
emerald		(5,10)	15
bracelet	(5,3)	 8
necklace	(9,5)	14	
figurine	(5,5)	10
grail		(2,5)	 7
picture		(4,7)	11
portrait	(10,5)	15
trunk		(15,8)	23
trident		(4,11)	15
bar		(12,10)	22
coffin		(3,7)	10
chalice		(10,10)	20
egg		(5,7)	12
diamond		(10,6)	16
ruby		(15,8)	23
zorkmid		(10,12)	22
stamp		(4,10)	14
small statue	(10,13) 23
crystal sphere	(6,6)	12
tin of spices	(5,5)	10
violin		(10,10)	20
Dimwit's crown	(,)
pot of gold	(,)
brass bauble	(,)
canary		(,)
__________________________
total		       357

POINTS GATHERED IN EXPLORATION:

getting in kitchen:		10
getting in cellar:		25
getting in E/W passage:		 5
getting in strange passage:	10
getting in thief hideout:	25
getting in machine room:	10
rising in well:			10
getting in Land of the Dead:	30
__________________________________
total			       125

TRAPS:

rusty knife (turns against one)
sharp stick (pierces boat)
barrel (geronimo makes it go down the falls when one is inside)
burning the bible kills
opening the implementers' crypt without precautions kills
pushing buttons (triangle, square) in machine room without precautions kills
smelly & gas room explode if torch, candles, or match are used
vampire bat transports one into ND part of mine
cage traps one and gas poisons one in dingy closet (magic alarm)

USELESS:

useless lamp
newsletter
US News & Dungeon Report
guano (?)
rusty box (?)

DUNGEON ACCESSORIES:

buoy (contains emerald)
machine (changes coal into diamond)
rug (hides trap door)
leaves (hide grate)

TOOLS & PURPOSE:

pump (for raft)
raft (to go downriver to get emerald)
skeleton keys (to open grate)
lamp (to light way)
basket (to lower things in shaft room and raise them back)
machine (to transform coal into diamond)
screwdriver (to turn on machine)
wrench (to open sluice gates by turning bolt)
rope (to go down dome room)
coal (to make diamond in machine)
matchbook (to light fuse; also maybe to re-light candles)
sword (to kill troll and thief)
wicker basket with cloth bag, braided wire, and metal receptacle
       (hot air balloon; wire to tie to hooks on ledges; receptacle to hold
       fuel--the guidebook; closing receptacle extinguishes fire)
guidebook (fuel for hot air balloon)
bible, lit candles, and bell (for exorcism at Hades gate)
shovel (to dig a hole in Sandy Beach for small statue)
bottle (to transport water to the bucket in the well)

TOOLS OF UNKNOWN PURPOSE:

fuse (shiny wire; to light explosive--brick)
brick (explosive, to open up door with gothic lettering?)
tube of viscous material (glue; to repair pierced boat?)
timbers (to hold up rubble against collapse after explosion of brick?)
library books (ballast?)
bucket (in well)
lunch (with water, puts cyclops to sleep; but that seems unnecessary)

OBJECTS OF DOUBTFUL ESSENCE:

brown sack
bunch of empty coke bottles
stack of program listings
poled heads
pile of corpses

MAGIC & TRICKS:

praying in altar room returns one to forest
pour water when standing in bucket makes it rise in well
"geronimo" makes barrel go down falls when uttered inside the barrel
"hello sailor" when in ... room ...
exorcism (with bible and lit candles, ring bell, then say 'exorcise')
       at entrance to Hades
give a treasure to thief to gain time to kill him
put portrait in depository, then go to viewing room ("asking for it"),
       then throw it through curtain and get it in viewing room
push red, brown, and yellow buttons in that order in maintenance room to
       activate sluice machinery; then turn bolt with wrench at dam to open
       sluice gates and allow traversing of reservois (and getting of trunk)
pushing blue button creates leak; plug leak with glue (from tube)
answer to riddle is "well"
carry garlic to bat room
put coal in machine to transform into diamond; machine is activated by turning
       switch with screwdriver; all that, plus light (torch) must be lowered
       from shaft room in basket; then raised back up
put fuse in brick to make an explosive; fuse burns long enough to move out of
       room after lighting it
say "echo" in loud room to silence it
throw lit torch at glacier to melt it
rub mirror in one mirror room to get to the other
put guidebook in balloon's metal receptacle and light it to inflate balloon
say "Ulysses" to cyclops to make it flee and open way to strange passage
red cake evaporates sewage in pool room to get tin of spices
EAT ME cake (differentiate by putting others in closed bag) shrinks one
blue cake restores one to normal size
orange cake explodes
to get sphere, get robot to lift cage
to get violin, get robot to press triangular button; a steel box will land
      in the round room, containing the violin
(robot presses round button: whirring decreases; square: increases)
... to solidify rainbow to get pot of gold on other side


LEFT:

what allows reading cake icing?
granite is a verb! how to use it? should give access to thief's hideout from
     temple entrance
cake icing can be read with help of flask of poisonous material
where is hello sailor useful?
how to get in bank vault? and out?
how to solidify rainbow?
how to open egg?
use for explosives? timber?
where to find slag?


ENDGAME TRICKS:

break beam, then push red button;
enter mirror; really a vehicle sliding along groove; lift short pole to turn
(push a colored wall until north); push pole back in place; push mahogany wall
to move, until end of course; then turn to south (lifting short pole again);
then push pine wall to exit;

answer dungeon master's questions:

nature of cakes:  	flask
haunted object:		rusty knife
to thief's lair:  	temple entrance
from altar:	  	forest
offends ghosts:	  	skeleton
hello sailor:	  	none
value in zorkmids:	30003
do to mirror:	 	rub

Tell the master to stay in north corridor, go to the pit and "take five".
Open cell door, turn dial to four, push button, go south in the
cell to discover the bronze door, get master to the pit, go to cell,
close its (wood) door, tell master to push button, open bronze door,
get into Nirvana, that's it!

davidk@dartvax.UUCP (David C. Kovar) (03/03/84)

  Some of the items in UNIX Zork are left over from the full
version that was developed on MIT-DM many years back. One of the
more interesting sets of missing items is a set of three
spheres. If you gaze into any one of the spheres it will show
you a vision of one of the others. We all know the sphere that
now exists in the machine room. If you gazed into that one, you
saw a sphere in the Tiny Room. This room was a small room off of
the torch room with a wooden door. The doormat was placed under
the door, a key was inserted on your side of the door, forcing
the real key out of the lock on the other side, causing it to
fall onto the mat. You then retrieved the mat and with it the
key. This got you the second sphere. The last sphere was
obtained by shedding all items save for the lamp. You placed the
timbers at the top of the slide in the Coal Room and tied the
rope to it. You then climbed half-way down the ramp and got off
to collect the last sphere. That is where the timbers came into
play.

If anyone knows where I can obtain a copy of the full version,
PLEASE let me know. Or, if someone can ship me the sources for
the current version, I will attempt to upgrade it to the full
version. I have miles of listings from the DM version, so that
would not be too rough, I hope.

********* SPOILERS **********












These are just hints. If you want a dead giveaway, write me and
I'll give 'em out.

The egg: can be opened by an inhabitant of the dungeon. The item
inside also is used to collect another item.

You only have to press the triangular button, the others are of
no use. 

As the previous message suggested, the wire and brick can be
combined in a fashion to explode something. It is not a door, it
is an object that at one point had a keyhole but the keyhole has
since been rendered useless.

I will be happy to answer questions with hints or dead giveaways
as requested.






















-- 
David C. Kovar    
	    Usenet:	{linus | decvax | cornell}!dartvax!davidk
	    ARPA:	kovar@MIT-ML  (Infrequent)

	    U.S. Snail  HB 3140
			Dartmouth College
			Hanover NH
			03755

"The difficult we did yesterday, the impossible we are doing now."