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The PC-Sig Library - Shareware for the IBM PC and Compatibles (PC-SIG)(Tenth Edition Disks 1-2804)(1991).iso
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ZORK3.DOC
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1985-02-12
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190 lines
Zork III tutorial compliments of the Mystic Caverns
**** Can be downloaded as BULLET6 ****
Well, you've come a long way sice 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.
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!!!!
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!