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."