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ZORK I, BY INFOCOM
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"S","E","OPEN WINDOW","ENTER HOUSE","W","GET LAMP","MOVE RUG","OPEN TRAP
DOOR", "TURN ON THE LAMP","D","S","E","GET PAINTING", "N", "U", "U",
"GET KNIFE AND ROPE", "D", "W", "OPEN CASE", "PUT PAINTING IN CASE",
"DROP KNIFE", "GET SWORD", "OPEN TRAP DOOR", "D".
...................................................................
SAVE THE GAME NOW. IF YOU BUY THE FARM, WE GOT THIS FAR ANYWAY...
...................................................................
"N", "KILL TROLL WITH SWORD" UNTIL YOU KILL HIM, DROP SWORD, "E", "E",
"SE", "E", "TIE ROPE TO RAILING", "CLIMB DOWN ROPE", "S", "E", "GET
COFFIN", "W", "S", "PRAY", "TURN OFF THE LAMP", "S", "N", "E", "D" TO
THE CANYON BOTTOM, "N", "DROP COFFIN", "OPEN COFFIN", "GET SCEPTRE",
"WAVE SCEPTRE", "LOOK", "GET GOLD AND COFFIN", "SW", "U" TO THE CANYON
VIEW", "NW", "W", "ENTER HOUSE", "OPEN BAG", "GET GARLIC", "W", "PUT
COFFIN, SCEPTRE, AND GOLD INTO CASE".
...................................................................
SAVE THE GAME AGAIN. THIS IS CHECKPOINT 2. HOPE YOU GOT THIS FAR CORRECTLY.
...................................................................
"OPEN TRAP DOOR", "TURN ON LAMP", "D", "N", "E", "N", "NE", "E", "N",
"GET MATCHES", "N", "GET WRENCH AND SCREWDRIVER", "PUSH YELLOW BUTTON",
"S", "S", "TURN THE BOLT WITH THE WRENCH", "S", "D", "W", "SE", "E",
"CLIMB DOWN ROPE", "GET THE TORCH", "TURN OFF LAMP", "S", "GET THE BELL,
BOOK, AND CANDLES", "GO HOLE", "D", "RING THE BELL", "LIGHT MATCH",
"LIGHT THE CANDLES WITH THE MATCH", "READ THE BOOK", "DROP BOOK", "S",
"GET SKULL", "N", "U", "N", "PUT OUT CANDLES", "RUB MIRROR", "N", "W",
"N", "W", "N", "E", "PUT TORCH IN BASKET", "TURN ON LAMP", "N", "D".
...................................................................
SAVE THE GAME. THIS MAZE IS A PAIN, AND IF YOU LOSE YOUR WAY,
MAY THE GOOD LORD HAVE MERCY ON YOUR POOR SOUL.
THIS IS CHECKPOINT 3. WELCOME!!
...................................................................
"E", "NE", "SE", "SW", "D", "D" TO THE LADDER BOTTOM. IF YOU AREN'T
THERE, RESTORE THE GAME. YOU MESSED UP. IF YOU ARE, "S", "GET COAL",
"N", "U" TO THE LADDER TOP, "U", "N", "E", "S", "N", "U", "S", "PUT COAL
AOD SCREWDRIVER IN BASKET", "LOWER BASKET", "N", "D", "E", "NE", "SE",
"SW", "D", "D", "W", "DROP ALL", "GO C^!1K", "GET COAL, TORCH, AND
SCREWDRIVER", "S", "OPEN THE LID", "PUT COAL INTO MACHINE", "CLOSE THE
LID", "TURN SWITCH WITH SCREWDRIVER", "OPEN THE LID", "GET DIAMOND",
"DROP SCREWDRIVER", "N", "PUT TORCH AND DIAMOND IN THE BASKET", "E",
"GET SKULL, LAMP, AND GARLIC", "E", "N" TO THE LADDER BOTTOM, THROUGH
THE COAL MINE (SEE ABOVE IF YOU FORGOT) TO THE GAS ROOM, "GET BRACELET",
"U", "S", "RAISE BASKET", "GET TORCH AND DIAMOND", "TURN OFF LAMP", "W",
"GET JADE", "S", "E", "S", "GO SLIDE", "U", "PUT DIAMOND, JADE,
BRACELET, AND TORCH IN CASE", "DROP GARLIC".
...................................................................
SAVE THE GAME. WELCOME TO CHECKPOINT 4. HALFWAY DONE NOW!
...................................................................
"TURN ON LAMP", "N", "E", "N", "NE", "N", "GET TRUNK", "N", "GET AIR
PUMP", "N", "GET TRIDENT", "S" TO RESERVOIR SOUTH, "E", "E", "INFLATE
BOAT WITH PUMP", "GET IN BOAT", "SAY LAUNCH".
...................................................................
SAVE THE GAME. YOU COULD MESS UP. WELCOME TO CHECKPOINT 5...
...................................................................
"WAIT" UNTIL YOU SEE A BUOY. "GET BUOY", "E" TO THE BEACH", "GET OUT OF
BOAT", "GET SHOVEL", "NE".
...................................................................
SAVE THE GAME. YOU MIGHT GET BURIED ALIVE. CHECKPOINT 6 HERE!!
...................................................................
"DIG WITH SHOVEL" UNTIL THE SCARAB SHOWS UP. IF YOU GET BURIED, RESTORE
THE GAME. IF YOU DIDN'T AND YOU FOUND THE SCARAB, "DROP THE SHOVEL",
"GET SCARAB", "SW", "DROP BUOY", "OPEN BUOY", "GET EMERALD", "S" TO THE
FALLS, "CROSS RAINBOW", "TURN OFF LAMP", "SW" TO CANYON BOTTOM, "U" TO
CANYON VIEW", FROM THERE, GO BACK TO THE HOUSE AND ENTER IT. GO TO THE
LIVING ROOM. "PUT SCARAB, EMERALD, CHEST, AND TRIDENT IN CASE", "E",
"E", "N", "N", "CLIMB UP TREE", "GET EGG", "CLIMB DOWN", "S", "E", GO
BACK TO THE LIVING ROOM, "TURN ON LAMP", "D", "N".
...................................................................
SAVE THE GAME. ANOTHER MAZE. THIS TIME, WE FIND THE THIEF'S LAIR!
CHECKPOINT 7
...................................................................
"W", "S", "U", "TAKE COINS AND KEY", "SW", "E", "S", "SE" TO THE CYCLOPS
ROOM. NOW, THE CYCLOPS HATES PEOPLE, BUT YOU CAN GET HIM OUT OF HERE.
"ULYSSES", (OR "ODYSSEUS" IF YOU PREFER), "U", "GIVE EGG TO THIEF", "D",
"E", "PUT COINS IN CASE", "GET KNIFE", "W".
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SAVE THE GAME!!! THE THIEF IS A KILLER!!! WELCOME TO CHECK POINT 8.
...................................................................
"U","KILL THIEF WITH KNIFE" UNTIL YOU ACTUALLY KILL HIM, "GET ALL", "D",
"NW", "S", "W", "U", "D", "NE", "UNLOCK GRATE", "OPEN GRATE", "U", "S",
"CLIMB TREE", "WIND UP CANARY", "CLIMB DOWN", "GET BAUBLE", GO TO THE
LIVING ROOM AGAIN, "REMOVE CANARY FROM EGG", "PUT EGG, CANARY, BAUBLE,
STILETTO IN CASE", "D", "N", "E" UNTIL YOU GET TO THE LOUD ROOM, "ECHO",
"GET BAR", "W" TO THE TROLL ROOM, "S", "U", "PUT ALL EXCEPT LAMP INTO
CASE", YOU SHOULD THEN GET A MESSAGE. FOLLOW THE ADVICE OF THE MESSAGE,
AND YOU WILL GET A MAP. "GET MAP", GO TO THE MAILBOX, AND FROM THERE,
YOU SHOULD HAVE NO TROUBLE GETTING TO THE BARROW
......................................................................
YOU'VE SOLVED THE FIRST OF THE FOUR ZORKS. IF YOU THOUGHT THIS WAS TOUGH,
WAIT TILL YOU MEET THE WIZARD! AND THEN YOU GET TO MEET THE TOUGHEST OF
THEM ALL...THE DUNGEON MASTER!
...................................................................
MASTER!
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<<^> THE COMPLETE SOLUTION <^>>
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-> NOTE: THE WIZARD MAY APPEAR ONCE AND
A WHILE AND CAST A SPELL ON YOU,
DON'T WORRY. THE SPELL WILL WEAR OFF
AFTER A WHILE. IF YOU CAN'T DO
ANYTHING ELSE, JUST WAIT IT OUT.
IT WOULD BE WISE TO SAVE THE GAME
PERIODICALLY, AS A PRECAUTION IN
IN CASE YOU MAKE A MISTAKE.
"TAKE ALL", [S,S,S,SW,S], "LIGHT LAMP",
[SE], "ENTER GAZEBO", "TAKE TEAPOT",
"EXIT", [N,NE], "FILL TEAPOT", [S,SE],
[S,S,W]
-> YOU ARE NOW IN THE CAROUSEL ROOM.
BECAUSE OF ITS RAPID SPINNING, YOU
ARE DISORIENTED IN DIRECTION. YOU
ARE TRYING TO GET TO THE RIDDLE ROOM
WHICH LIES TO THE SE, BUT YOU MIGHT
END UP SOMEWHERE ELSE. JUST MAKE
YOUR WAY BACK TO THE CAROUSEL ROOM
AND KEEP TRYING UNTIL YOU GET THERE.
WHEN YOU GET TO THE RIDDLE ROOM, YOU
WILL NEED TO SOLVE THE RIDDLE BEFORE
YOU CAN GET TO THE PEARL ROOM. JUST
SAY "A WELL", WHICH IS THE ANSWER
TO THE RIDDLE.
[EAST], "TAKE PEARLS", [EAST], "GET
INTO BUCKET", "POUR WATER", "GET OUT",
[EAST], "TAKE RED, BLUE, AND GREEN
CAKES", "EAT GREEN CAKE", [EAST],
"THROW RED CAKE INTO POOL", "TAKE
CANDY", [WEST], "EAT BLUE CAKE", [NW]
-> INSTRUCTIONS ON OPERATING THE ROBOT
CAN BE FOUND IN THE SAME ROOM AS THE
ROBOT IS. DO THE FOLLOWING:
TELL ROBOT "GO EAST"
THEN GO [EAST] YOURSELF
TELL ROBOT "PUSH TRIANGLE"
TELL ROBOT "GO SOUTH"
THEN GO [SOUTH] AND "TAKE SPHERE"
TELL ROBOT "LIFT CAGE"
THEN "TAKE SPHERE" AND GO [N,W]
-> IN THE LOW ROOM, YOUR COMPASS WILL
BE QUITE UNRELIABLE, SO JUST DO WHAT
YOU DID IN THE CAROUSEL ROOM, EXCEPT
THIS TIME YOU'RE TRYING TO GET SE
TO THE TEA ROOM.
[WEST], "GET INTO BUCKET", "FILL
TEAPOT", "GET OUT", "DROP TEAPOT", [W],
[W,NW], "OPEN BOX", "TAKE VIOLIN", [E],
[N,N], "ENTER GAZEBO", "DROP ALL BUT
LAMP AND SWORD", "TAKE MAT AND OPENER",
"EXIT", [S,S,W,N], "TAKE BRICK", [N,N],
[UP], "PUT MAT UNDER DOOR", "OPEN LID",
"PUT OPENER IN HOLE", "TAKE MAT", "TAKE
KEY", "TAKE OPENER", "UNLOCK DOOR WITH
KEY", "OPEN DOOR", [NORTH], "TAKE
SPHERE", [S,DOWN,S,S,S,E,N,N], "ENTER
GAZEBO", "DROP ALL BUT LAMP, SWORD, AND
BRICK", "TAKE NEWSPAPER AND MATCHES",
"EXIT", [S,S,W,SW], "TAKE STRING", [N],
[DOWN,E,N,N], "ATTACK DRAGON", [SOUTH],
"ATTACK DRAGON", [SOUTH], "ATTACK
DRAGON", [W,W], "TAKE RUBY", [SOUTH],
"GET INTO BASKET", "OPEN RECEPTICLE",
"PUT PAPER IN RECEPTICAL", "LIGHT
MATCH", "LIGHT PAPER WITH MATCH",
"WAIT", "WAIT", [WEST], "TIE WIRE TO
HOOK", "GET OUT", "TAKE COIN", [SOUTH],
"OPEN PURPLE BOOK", "TAKE STAMP", [N],
"GET INTO BASKET", "UNTIE WIRE",
"WAIT", "WAIT", "WAIT", "WAIT", [WEST],
"TIE WIRE TO HOOK", "GET OUT", [SOUTH],
"PUT STRING ON BRICK", "PUT BRICK IN
HOLE", "LIGHT MATCH", "LIGHT STRING
WITH MATCH", [N,S], "TAKE CROWN", [N],
"GET INTO BASKET", "UNTIE WIRE", "CLOSE
RECEPTICAL", "WAIT"
-> KEEP WAITING UNTIL THE BASKET
REACHES THE VOLCANO BOTTOM.
"GET OUT", [N,E,E,SE,E,N,N], "ENTER
GAZEBO", "DROP ALL BUT LAMP", "EXIT",
[S,W,SW,N,N,N,W,N,N], "TAKE CHEST",
"KISS PRINCESS", [S,S,S,SE,E,N,N],
"ENTER GAZEBO", "WAIT"
-> KEEP WAITING UNTIL THE PRINCESS
GIVES YOU THE GOLD KEY FROM THE
UNICORN.
"OPEN CHEST", "AGAIN", "TAKE DRAGON",
"DROP CHEST AND ROSE", "TAKE CANDY, RED
SPHERE, BLUE SPHERE, AND PEARLS",
"EXIT", [S,S,W,S,S,DOWN,S], "TAKE
CLUB", [SE,NE,NW,SW,S,UP,N,N,SW,SW],
"FEED LIZARD CANDY", "UNLOCK DOOR WITH
GOLD KEY", "OPEN DOOR", [S,W], "DROP
ALL BUT LAMP", [E,N,N,NE,N,N,N,W,N,W],
[W,NE,E,S], "TAKE PORTRAIT", [NORTH],
"ENTER LIGHT", "ENTER SOUTH WALL",
"ENTER LIGHT", "TAKE BILLS", "KILL",
[W,W,W], "TAKE LAMP", [S,S,S,SW,S,SE],
"ENTER GAZEBO", "TAKE VIOLIN, RUBY,
COIN, STAMP, AND CROWN", "EXIT", [S,S],
[W,SW,SW,S,W], "DROP ALL BUT LAMP",
"TAKE CLUB", [WEST], "THROW CLUB AT
GLASS", "TAKE WHITE SPHERE", [EAST],
"PUT WHITE SPHERE ON DIAMOND STAND",
"PUT RED SPHERE ON RUBY STAND", "PUT
BLUE SPHERE ON SAPPHIRE STAND", "TAKE
BLACK SPHERE", [SOUTH], "PUT SPHERE IN
CIRCLE", [NORTH], "TAKE RUBY, COIN,
STAMP, AND VIOLIN", [SOUTH], "GIVE ALL
BUT LAMP TO DEMON", [NORTH], "TAKE
ALL", [SOUTH], "GIVE ALL BUT LAMP TO
DEMON"
-> NOW, TELL DEMON "GIVE ME WAND".
GUESS WHAT?
"TAKE WAND", [N,E,N,N,NE,S], "POINT
WAND AT MENHIR"
-> NOW, SAY "FLOAT". FEELS GREAT,
DOESN'T IT?
[SOUTHWEST], "TAKE COLLAR", [NE,S,D,D],
"PUT COLLAR ON DOG", [E], "OPEN DOOR",
[SOUTH], "TURN OFF LAMP", "OPEN SECRET
DOOR", [SOUTH]
-> CONGRATULATIONS!! YOU HAVE SOLVED
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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 , 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
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 , 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
, 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 , 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
, 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 . 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
FINISHED! YOU HAVE SURVIVED ALL THE PERILS, PITFALLS, AND PUZZLES, AND
NOW, *YOU* ARE THE NEW DUNGEON MASTER.
References
Letters
From: CHRISTINE SIMOES TILDEN
Like every other site I've looked at so far, you have the walkthrough for Zork Nemesis but not for Zork I. I am stuck on one part in the game and would appreciate help. Do you know of any sites that could assist me?
Thanks! C.S. Tilden
Please send us your comments and suggestions.