ZORK III Solution by: Frank Walters, T.A.C.O. BELL ----------------------------------------- This adventure is totally different than Zork I or II. There are only a total of 7 points involved, each is awarded at some certain location or action that is in a critical area. You must assemble a wardrobe to resemble the Dungeon Master before you are admitted to his dungeon. Certain things occur in time that are critical, the first of which is the earthquake. You must complete the LAKE portion before the quake occurs. THE LAKE: TURN ON LAMP (saves one move by not getting it first). S,S,S,S. TURN OFF LAMP. DROP LAMP. SAVE. Save the game here before you enter the lake. Jump in lake (1 point), go down and GET SHINY. If the shiny object slips from your grasp, type AGAIN. If dropped again, you pop to the surface. Go down one more time and GET SHINY. If you still don't have it, try again later. Once on the surface again, go west to the Western Shore. S, GET TORCH. Examine the table until the indicator changes to "II". Then TOUCH TABLE (2nd point). You will be in Room 8 of Zork II. GET CAN of grue repellent. Wait until you return to the Senic Vista. Wait until the indicator changes to "III". TOUCH TABLE again and you will be in the Damp Passage. DROP TORCH. Wait until you return. Go north. Jump in the Lake, you lose the can so go Down and get the can. Also get the shiny if you didn't have it already. Go up and south to the Southern Shore. If you still don't have the shiny amulet, drop the can, save the game and go back in the lake for it. Watch out for the dangerous creatures in and above the lake. Once you are wearing the amulet, get the can and go Up (or S) to the Dark Place. SPRAY ME WITH CAN. This discourages grues. Go U,E (or S,E) to the Key Room. GET KEY, OPEN COVER, D. Continue north on the Aqueduct until you slide down to the Damp Passage where your torch is waiting for you to reclaim it. SAVE. CLIFF: From the Damp Passage, go W,W,W to the Cliff. GET WAYBREAD, D, GET CHEST (3rd point). WAIT until the stranger drops you a rope and do exactly as he asks. TIE ROPE TO CHEST and wait until he returns. GRAB ROPE and he will pull you up and give you a staff; this is what you wanted. HELLO SAILOR: Go D,D,S to the shores of the Flathead Ocean. You will probably have to WAIT around until the ship sails by. Say HELLO SAILOR when you see the ship and he will throw you a vial. GET VIAL. LAND OF SHADOWS: From the ocean, go east and wander around the Land of Shadows until you meet the hooded figure. The sword will appear in your hand (4th point) and you must FIGHT FIGURE WITH SWORD (5th point) until he reaches the point "he is unable to defend himself". At this point, GET HOOD. He will vanish, leaving his cloak. GET CLOAK. Work your way to the east until you reach the Foggy Room or Creepy Crawl, then go north to the Junction. THE OLD MAN: From the Junction, go E,NE to the Engravings Room. Drop all except torch and bread. If the old man is not here you will have to move out of the room and back until you see him sleeping here (SW,NE, etc.). WAKE MAN. GIVE BREAD TO MAN. OPEN SECRET DOOR. THE GOLD MACHINE: Sometime along the way you should have noted an earthquake taking place, if not continue anyway... the earthquake opens a crack to get you into the Museum. From the Engravings room, take the torch only SW,W,S,E,E,S,S to the Great Door. If the crack alongside the door is there, go east to the museum. (If not, wait until the earthquake.) OPEN WOODEN DOOR, N, PUSH GOLD MACHINE SOUTH. OPEN STONE DOOR, DROP TORCH, PUSH GOLD MACHINE EAST. You are now in the Jewel Room with the time machine. READ PLAQUE. It tells you the date of the opening of the crown jewel display (777 GUE). GET IN SEAT. EXAMINE DIAL (current date is 948, don't forget). SET DIAL TO 776 (year before opening) and PUSH BUTTON (6th point). You have gone back in time and the machine has vanished (it wasn't kept with the jewels back then). Don't be greedy. Get only the RING. If you disturb anything else, Lord Flathead will be suspicious and change the location of everthing and you have changed history. LISTEN TO GUARDS. Continue listening to their conversation on the other side of the stone door, until they go away and it is quiet. (One time I did this and a housekeeping robot showed up and screwed up everything.) Once the guards are gone, OPEN STONE DOOR, W, CLOSE STONE DOOR, OPEN WOODEN DOOR, N, CLOSE WOODEN DOOR. There are the 3 machines again. You cannot take any objects through time so you must find a good hiding place for the ring, so it will remain there for nearly 200 years! LOOK UNDER SEAT. HIDE RING UNDER SEAT. GET IN SEAT. SET DIAL TO 948 and PUSH BUTTON. GET OUT OF GOLD MACHINE. LOOK UNDER SEAT. If you did everything right, the ring should still be there after all those years. Open the wooden door, go south and get torch. Open the stone door and go east to see what the results of your time-travel has done to the display. Back west and south to the Royal Puzzle entrance. ROYAL PUZZLE: This is a weird construction of 8x8 grid rooms, with walls of marble and sandstone, the sandstone walls can be pushed. I used an Othello board to diagram and solve it, white pieces for marble and black for sandstone. Here is the solution: >DOWN (7th point) >PUSH SOUTH WALL >N >PUSH EAST WALL >S >SE >NE (ladder attached to east wall) >N >PUSH EAST WALL >SW (ladder attached to east wall) >S >PUSH SOUTH WALL (small depression, get book) >PUSH SOUTH WALL >PUSH WEST WALL >S (door with slot here) >PUSH EAST WALL >NE >NE >N >N >PUSH WEST WALL >NW >PUSH SOUTH WALL >PUSH SOUTH WALL >PUSH SOUTH WALL (small depression) >PUSH EAST WALL >S >PUSH WEST WALL >SW (door with slot) >PUSH NORTH WALL >PUSH NORTH WALL >NE >PUSH WEST WALL >SW (ladder attached to west wall) >PUSH NORTH WALL >PUSH NORTH WALL >NW (hole in ceiling,ladder on east wall) >UP (with aid of ladder you climb out of Room in a Puzzle to Royal Puzzle Entrance) INSIDE MIRROR: Take your ring, book and torch back to the Engravings Room: N,W,N,N,W,W,N,E,NE. GET ALL. DOWN,N, DROP SWORD (the sword will break the beam of light... you cannot take the sword into the final Prison cell, the game will crash due to a program bug). S, PUSH BUTTON, N,N,N. You are inside the mirror. Elaborate description of this complicated machine, but what you do is this: RAISE SHORT POLE. PUSH YELLOW (any of the 4 colored walls will do), AGAIN (until the arrow points north). PUSH MAHOGANY (this moves the machine one room north). PUSH PINE to open the door; EXIT. NE (OR NW). Go no further once you can see the statues in the room ahead of you. Use the invisibility potion to get past the statues, it only lasts ONE TURN! OPEN VIAL, DRINK LIQUID, N,N,N,etc. until you reach the Dungeon Entrance. INSIDE THE DUNGEON: It took me over three weeks to figure how to get the door open the first time, after solving all the other puzzles! You must have all the correct items with you to be admitted: amulet, key, staff, hood, cape, ring and book. After you try everything, especially the crazy key with all it's shapes, try knocking on the door. Once inside you are greeted by the Dungeon Master (you can call him MASTER). He follows you around until you tell him what to do. Go N,E,N,N to the Parapet. Set dial to 4 and PUSH BUTTON. Go S, OPEN DOOR, S. You should be in the prison cell with the bronze door. If no bronze door, go back and repeat with dial on 4 until you do get the cell with the bronze door. Once there: TELL MASTER "GO TO PARAPET". TELL MASTER "SET DIAL TO 1". TELL MASTER "PUSH BUTTON". UNLOCK BRONZE DOOR WITH KEY. OPEN BRONZE DOOR. GO SOUTH. That's it, you are the new Dungeon Master and have reached the Treasury of Zork! CONGRATULATIONS! *****