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Deadline (e)

Cover


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DEADLINE
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Written by: The Gremlin 

Go "N" to the front door of the house.  Type "open door" and go "N" into 
the  Robners'  house.  From inside the door,  go "N","E" and type "climb 
stairs" twice (or you can just go "U","U") to get to the second level of 
the estate. From there, go W,W,W,W,N to the library where you will start 
the first of a series of Sherlock Holmes-type activities.  In  Deadline, 
you  need  to  establish the motive and method for the murder beyond all 
reasonable doubt before you can a rrest the guilty party.  If you  don't 
have an air-tight case,  the jury will acquit the defendant.  It is here 
in the library where we go about establishing the method by  which  poor 
Mr. Robner was done in. 
      
First off,  type "examine rug" (or just "look rug").  You will find some 
mud spots which is your first clue. Now, "get the cup, pad, calendar and 
pencil"  and "rub pencil on pad" and then "turn page of calendar".  Aha! 
Perhaps a clue as to the motive?  Let's see if we can  substantiate  the 
method  a  little more...that mud on the rug was very interesting.  Type 
"open balcony door" and go "N" onto the balcony.  Check out the  railing 
by  typing  "examine  railing" and you will see some scratches,  lending 
credence to the theory that perhaps the murderer climbed up the  balcony 
from the ground below where he (or she) got mud on his shoes.

Let's  have a look below and check for some indication that the murderer 
was indeed below the balcony.  go S,S,E,E,E,E,D,D,W,S.  Type "open door" 
and  go  "S" back to the front door.  Now go E,NE,E,SE to the shed where 
you  will   see   a   ladder.   Type   "examine   ladder".   Hmmm!  This 
ladder-and-balcony theory is looking good! Let's see if we can prove the 
ladder was below the balcony.  This will have to wait a  while,  though, 
because  it's  getting  late  in the morning and we have to do some more 
checking in the house before the reading of the  will  takes  place  and 
besides that, we need to talk to Mr. McNabb and he doesn't seem to be in 
the mood right now. 
      
Go back to the house by heading NW,W,S,W and  head  back  upstairs  with 
N,N,E,U,U.  Let's  see  what  else  we  can  find upstairs.  Go S,S into 
Dunbar's bathroom. Type "open cabinet" and "examine loblo".  Aha, again! 
Now we go back downstairs and see if we can find Mr. McNabb to see if he 
knows anything about a ladder under the balcony. Go N,N,D,D,W,S,S. Let's 
take  a  break  for  a while.  Type "wait until 11:30",  and now for Mr. 
McNabb.  let's try the orchard first  with  E,NE,E.  If  McNabb  is  not 
around,  just wait for a while or snoop around the area and he will soon 
show up.
      
Deadline is very unpredictable when it comes to the  various  characters 
moving around the scenario. Once you spot McNabb, go to him and say "hey 
McNabb" followed by "what is wrong".  He will tell you about some  holes 
he found in his garden so,  naturally,  you say "show me the holes".  He 
will take off and you "follow him". When he stops, type "examine holes". 
Eureka!  The  ladder was here and the depth of the holes proves somebody 
climbed it up to the balcony!  To make sure we cover every  angle,  type 
"examine  ground" and "dig around holes".  Hmmm...wonder what this could 
be about?  To find out,  type "analyze fragment for loblo".  Oops,  it's 
later than we thought!  Back to the house for the reading of the will.
      
Go  N,N,SE,S,S,W  to the front door and N,N,W into the living room.  now 
just "wait" for the will to be read.  noticing that just about everybody 
is  present,  you  decide  to see if you can roust some of those present 
into giving you some clues as to the  guilty  party  and,  perhaps,  the 
motive  for  the crime.  Let's start with George.  Type "show George the 
calendar".  He will get very nervous and start heading out of the  room. 
Type  "follow  him"  until  he  finally  goes to his room.  He will keep 
telling you to leave him alone,  but just keep following  him  until  he 
gets to his room.
      
At this point, you decide to see if George knows more then he's telling. 
go to the balcony and wait to see if he does anything. Go N,W,N,N to the 
balcony and type "wait 10 minutes". Voila!  Here he comes! Wait until he 
goes behind the bookshelf and then type "wait 4  minutes.  When  your  4 
minutes are up, go S, "examine bookshelf", "press button", and go E. Ha! 
Caught him red-handed!!  Type "get will", "look safe",  "get papers" and 
"read  papers".  Things  are  beginning to look up!  Let's see if we can 
substantiate some of this stuff. 
      
Go back to the living room  with  W,S,E,E,E,E,D,D,W,W.  My,  isn't  this 
cozy!  Type "hey Baxter", "what about focus". You know he's lying so you 
"show papers  to  Baxter".  Ah,  that's  better!  Now  for  some  clever 
psycho-detective  work.  Type  "show lab report to Dunbar" and "show lab 
report to  Baxter".  Whip  around  and  "accuse  Dunbar".  Hmmm...a  tad 
nervous,  isn't  she?  Perhaps  we  should  go  off and wait to see what 
develops.  Go E to leave the room and "wait  for  Dunbar".  Just  as  we 
suspected!  When  she  passes you,  type "follow her".  Once outside the 
house,  she will drop a ticket.  Type "get ticket"  and  "read  ticket".  
Wow!  This is getting good!

Type "show ticket to Dunbar".  You know you've got her on the run now so 
head off to the shed to wait and see what develops.  Go E,E,SE and "wait 
for Baxter". When they both show up, "show ticket to Baxter" and "arrest 
Baxter and Dunbar".  You didn't believe them for a minute, did you?  due 
to  the  dynamic  nature  of Deadline,  there are several ways to end up 
accusing Baxter and Dunbar of the murder. there are also more puzzles to 
solve,  but  this  is all that is necessary to put together an air-tight 
case against them.

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ENCHANTER by Infocom
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SOLUTIONS -- Volume One by James Oppenheim note...you must eat and drink 
when  urged to do so by the game...but YOU ARE WHAT YOU DO .  

Fork go NE Outside Shack.  Go Inside shack.  Open oven .  Take bread and 
jug and lantern then frotz (light spell) the lantern.  Go outside shack.
       
Go NE ,SE, NE;  at Shady Brook fill jug with water .  SW,SE,SW (The evil 
castle  is  to your east but you are not yet ready to go there you don't 
have the key!)

SW, S. Outside Hovel read scroll then gnusto rezrov (open locks...  your 
key into the castle!) N,  N,  S,  S, NE,  NE,  E.   At eastern Fork go E 
then E and you will be...
      
Outside Gate memorize nitfol and rezrov then rezrov gate then E You  are 
in! A good place to save the game!  Inside Gate go S,S to Tower .

At  South  Hall go down Dungeon open door then go N Cell read walls then 
remove block then E Secret Passage take scroll then read stained  scroll 
then  gnusto  exex  (make  things go fast) go W then S then U South Hall 
drop lantern then go E Gallery look behind lighted portrait,  take black 
scroll  and  candle,   read  black  scroll,  gnusto  ozmoo,  (survive an 
unnatural death), go W, take lantern, go E, go E South Gate go S then SE 
to...  The  Beach nitfol turtle exex turtle,  turtle,  follow me,  NW, N 
Tower go U Engine Room turtle,  go SE,  get scroll wave at turtle,  take 
scroll,  door;Tower  (go  W till you get to the south hall then go up to 
the bedroom get in bed sleep you  will  have  a  dream  get  up  examine 
bedpost, press button, take gold scroll, read gold scroll, gnusto vaxum, 
memorize vaxum and rezrov and nitfol, go down,  go N till you get to the 
inside  gate and drop all Inside gate Go east until you are picked up by 
the goons and thrown into the  cell  Cell  ozmoo  self  (don't  do  this 
earlier  or  it'll  wear  out),  wait  -  you  will  be  taken up to the 
sacrificial alter and a dagger will go into your heart -  have  no  fear 
your  spell  will  not  only  protect you - in addition you get a useful 
tool...the dagger! go down to the temple, go west until you reach all of 
your possessions then take all end of volume 1


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INFIDEL by Infocom
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This  is  really  one  of infocom's easiest games to date...  and with a 
somewhat disappointing ending.  But it is still an infocom  product  and 
that  means  first rate adventuring!  When you start off,  you have been 
left in your tent by your muntinous workers.  a crate is  airdropped  as 
you  start  out,  but  all that is in there is a navigation box that you 
need to locate the proper area to dig for the pyramid...  of course this 
area  is spelled out on the map that comes with the game package (shades 
of starcross) but don't worry...  you don't need the crate's contents if 
you follow this step by step tutorial

TO BEGIN: Get up, S, S, get rock and pack and matches, W, W, get axe and 
shovel, E, E, S, S, open sack, put pack and matches and axe in sack, get 
canteen, get sack, N, N, N, N, break lock with rock, get lock, drop lock 
and rock, open trunk, get beef and map, S, W,  W,  drink,  open canteen, 
fill canteen,  close canteen,  E,  E, E, S, S, E, E, dig in sand, again, 
again,  again,  again,  unfold map,  put cube in opening,  drop  map and 
shovel, D

==>  You are now in the pyramid and ready to explore.  You first need to 
eat, drink and light the torch, so:  drop sack, eat beef,  open canteen, 
drink,  close canteen,  drop canteen, get rope, tie rope to altar, throw 
rope north,  get torch and jar and matches,  open  jar,  pour  liquid on 
torch,  close jar,  light match,  light torch,  put matchbook and jar in 
sack, get sack, D

==> OK, here is where you rack up alot of points... if you're interested 
in  how the later puzzles are solved,  note what jewel is found in which 
room (NW, SW, SE, NE) and also study the hieroglyphics in each room.  If 
you're  just  out  to solve this bugger,  then just keep following these 
steps: push statue, get head, push statue NW, drop head, SE, SE, SE, get 
opal,  NW,  NW,  NW, get head, push statue SE, again, drop head, NW, NW, 
NW, get diamond, SE, SE, SE, get head,  push statue NW,  push statue NE, 
drop head,  SW,  SW,  SW, get emerald, NE, NE, NE, get head, push statue 
SW, again, drop head, NE, NE, NE,  get ruby,  SW,  SW,  U,  drop all but 
torch

==> Whew!  Well that was a pain. On to more interesting stuff: S, D, NE, 
NW, N, E, D,  W,  put torch in knothole,  get shim,  drop shim,  push up 
beam, get torch, E, U, W, get beam, S, W, N, E, N, D, D, N, N, E, S, get 
silver chalice, N, W, W, S, get golden chalice, N, E, S, S, U, U, S,  W, 
S,  E,  SE, SW, U, U, put ruby and diamond and emerald and opal in sack, 
get sack, W, S

==> Now you need to remove the right combination  of  bricks  from  this 
panel  which will open the secret doorway.  this combination is revealed 
in  the  papyrus  scroll  found  on  board   the   barge   (study  those 
hieroglyphics carefully!) get first brick,  drop first brick,  get third 
brick, drop third brick, get fifth brick, drop fifth brick

==> And now for the final sets of puzzles!  E, N, D, drop sack, get axe, 
break plaster with axe,  get sack, W, W, W, put beam in niches, stand on 
beam, break plaster with axe, open door,  W,  get beam,  S,  put beam in 
doorway, open door, W, drop sack

==>  OK,  now you must put the proper jewel clusters in the proper holes 
on the slab.  the room direction in which you found the jewel determines 
which corner you put it on the slab: put diamond in first hole, put ruby 
in second hole, put emerald in third hole, put opal in fourth hole, open 
slab, get book

==> Now's a good time to replenish your torch,  so:  get jar,  open jar, 
pour liquid on torch, drop jar, get sack, E, get beam,  N,  N,  put beam 
under lintel, break seal with axe, drop axe, open door, N, E, put silver 
chalice on left,  put golden chalice on right,  drop sack,  put  pack in 
silver chalice,  get scarab,  W, put book in large recess, put scarab in 
small recess

==> Reading the book (using the spatula),  and examining both  the  book 
and  the  scarab  gave  the clues to the above actions with the book and 
scarab. now, you must unlock the statues in a particular order. the clue 
to  that  order  was in the headings to the hieroglyphics in each of the 
four rooms of the gods.  the order is:  turn neith,  turn  selkis,  turn 
isis, turn nephthys, open sarcophagus

==> You've done it!  But you're also dead.  OK, interesting ending, huh? 
Not still, somehow very unsatisfying.  Oh well, at least it's different!
      
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STARCROSS
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Here are list of rods RED   
Use something and direct it at nest YELLOW  
Trade something for it BLUE  
Do not use gun SILVER 
It is in something you find GOLD    
Help action with computer gives it BROWN  
Trade something for it VIOLET  
Use disks or die GREEN  
Use disk and mouse to get
it CLEAR 
Use visor to see it BLACK 
If you do not get it the rest of this is meaningless.
Do NOT use disk Use them and they will go away be sure  to  save  before 
major choices 

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WITNESS
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N,N,ring  bell,I,ask  Monica  about her mother,wait,sit in wooden chair, 
wait until 9:04, get up, hide behind lounge,  wait until 12:05,  (Monica 
will  come  back around then,  go over to the clock,  open it and remove 
something),  stand up.  accuse Monica.  wait for Duffy,  arrest  Monica. 
Somethings you might want to try:  show stiles: the matchbook, the note, 
the muddy handgun, examine window, and ask Linder about what you find.


===================================================================
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 
and 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!
...................................................................

==========================================================================
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 , 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 ,  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.  Get 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 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 .  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 E into the tight squeeze, then E again 
into the crystal grotto.  Then all the way S to the  great  door,  and E 
into  the museum entrance.  Now,   open the E door,   then go N into the  
museum. 
      
Look at the gold  machine  , then set the dial to 776.  Here comes the fun part: push the 
machine S into the entrance,  then E 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 , then open the door, go 
out into the entrance, open the N door and go N.  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 , then back S,  and S 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. Since it would be easy to make a mistake here, I strongly 
recommend you save the game first.

01.  Go D the hole, then push the S wall. then go E, S, E, E. Push the S 
     wall, get the book, and push the S wall again. 

02.  Push the W wall twice,go E, S, and push the E wall. 

03.  Go straight N until you come to the marble wall, & push the E wall. 

04.  Go W, S, S, S, S, E, E, N, N, N, and push the W wall. 

05.  From there, go E, S, S, S, W, W, W, W, N, N, N,  W,  N.  Push the E 
     wall three times. 

06.  Now, W, W, S, S, E, E, S and push the E wall. 

07.  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 
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.






!  You have surv