💾 Archived View for spam.works › mirrors › textfiles › adventure › INFOCOM › zork1through3.txt captured on 2023-06-16 at 21:08:22.
-=-=-=-=-=-=-
=================================================================== ZORK I, BY INFOCOM =================================================================== "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". ................................................................... 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! ................................................................... -=-=-=-=-=-=-=-=-=-=-=- /-[^]-:/:-[^]-:/:-[^]-:\:-[^]-:\:-[^]-\ <=---=====---=====---=====---=====---=> <<^<< >>^>> <<^> ZORK II <^>> <<^> <^>> <<^> THE COMPLETE SOLUTION <^>> <<^<< >>^>> <=---=====---=====---=====---=====---=> \-[^]-:\:-[^]-:\:-[^]-:/:-[^]-:/:-[^]-/ -> 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 ZORK II, WITH A LITTLE HELP. ONWARD TO ZORK III, THE DUNGEON MASTER!!D ZORK II, WITH A LITTLE HELP. ONWARD TO ZORK III, THE DUNGEON MASTER!! -=-=-=-=-=-=-=-=-=-=-=- ========================================================================== ZORK III BY INFOCOM ========================================================================== 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.