sbrodsky@hawk.CS.ULowell.Edu (TABU) (11/18/87)
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ZORK III BY INFOCOM
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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. lGED 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 WIL 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.