Note This Is A Unedited Dump From The Original Disk
This file contains solutions for :-
Borrowed Time
Deadline
Sorcerer
Starcross
Tass Times in Tonetown
Trinity
Wishbringer
Zork I
Zork II
Zork III
(in that order!)
Again, Compiled by Cyborg. Brought to you by SEWER SOFTWARE
and edited by SEWER RAT.
SOLUTION TO BORROWED TIME
=========================
INTRODUCTION:
————
THIS IS THE THIRD ADVENTURE BY ACTIVISION AND PROBABLY THEIR BEST.
IT HAS SHARP GRAPHICS AND SMOOTH ANIMATION. PLUS A MENU FEATURE IN
PLAY. HOWEVER,THIS GAME HAS ONE DRAW BACK.IF YOU START TO MAKE TOO MANY
WRONG MOVES THE THUGS CLOSE IN ON YOU AND KILL YOU.THIS MAKES IT RATHER
TEDIOUS TO HAVE TO KEEP GOING THROUGH THE SAME SCENES, TRYING TO FIND THE
“CORRECT” THING TO DO. BECAUSE OF THIS I HAVE PUT THINGS THAT AREN’T
NECESSARY IN PARENTHESES.
THIS GAME ALSO HAS SPECIAL KEYS THAT CAN TAKE CARE OF COMMON COMMANDS.
1 – SAVE GAME
2 – LOAD GAME
3 – REPEAT PREVIOUS COMMAND
4 – TELL ME ABOUT
5 – DROP
6 – GET ALL
7 – QUICKSAVE
8 – QUICKLOAD
9 – TALK TO THE
NOW ONTO THE GAME….
SOLVE:
—–
1. (OPEN CABINET,READ CASES,GET PHONE, OPEN DESK-CHECK NOT NEEDED)
2. E,(READ NOTE PAD,GET WATER)
3. DOWN
4. E
5. HIDE CHAIR
6. N
7. LOCK DOOR,U
8. BREAK WINDOW,GET GLASS,E
9. CLIMB CABLE
10. CUT CABLE
11. E
12. (SIT BAR,ORDER DRINK)
13. W, N
14. LISTEN WOMAN, N, SAY TINPLAYER
15. LOCK DOOR, LOOK FIREPLACE, GET SCRAP, E
16. GET CANDLESTICK, HIT MAN, E
17. E, E, N, W, N
18. OPEN DOOR
19. LOOK TABLE, {TIED UP], GET CANDLE AND MATCHES, LIGHT MATCH, LIGHT
CANDLE, BURN TWINE, W
20. LOOK TRASH, MOVE STOVE {HANDS BURNT], E
21. S, S, E, S, S, S, W, W, N
22. YES
23. LOOK DESK, GET BANDAGES, WRAP HANDS WITH BANDAGES {HANDS ARE
HEALED], DROP BANDAGES(LISTEN DOCTOR), N
25. W, SEARCH TRASH, GET BONE
26. N, N, E, W {BACK TO RITA’S ROOM]
27. OPEN DOOR, W
28. GET KEY AND SCRAP AND RECEIPT
29. E, S, S, W, S, W, N{MONGO’S HOUSE]
30. BREAK DOOR
31. UNTIE MAVIS, GET TUBE AND NOVEL
32. S, S, E, N, W, W, N {PARKING LOT]
33. LOOK NOVEL, GET BOOKMARK, DROP KEY AND SCRAP AND NOVEL AND BONE,HELP MAN,
{WAIT FOR POLICE],SHOW CANS AND GLOVES AND RECEIPT AND TUBE AND BOOKMARK {ONE
DOWN TWO TO GO]
34. GET KEY AND BONE AND SCRAP
35. S, E, E, E, E, S, S, E, E {POST OFFICE]
36. OPEN BOX 999, GET POEM, READ POEM, DROP POEM AND KEY
37. W, W, S, S, S {SHED]
38. TURN DIAL TO 6316, GET SHOVEL, N
39. DIG, GET SUITCASE
40. N, W, W, W {TRASH PILE]
41. HIDE TRASH, GIVE BONE TO DOG, E
42. DROP SHOVEL,OPEN SUITCASE, GET FOLDER
43. E, E, N, N, N, W, W, W, W, W, N {FRONT OF SHUMAN’S HOUSE]
44. SAY HIYO, N
45. UNTIE RITA,TALK TO WAINWRIGHT {GIVES YOU A REPORT], WAIT FOR POLICE,
{TWO DOWN ONE TO GO]
46. E, E, E, E, E, S, S, E {POLICE OFFICE]
47. ARREST FARNHAM
48. N 49. SHOW SCRAP AND REPORT AND FOLDER
AND SUITCASE
{CONGRATULATIONS! YOU CAUGHT THE THREE CRIMINALS. NOT BAD FOR A DAY’S
WORK]
SOLUTION TO DEADLINE
===================
THE OUTPOST 312/\441-6957
THIS TUTORIAL WILL BE DIVIDED INTO TWO SEPARATE PARTS:
THE FIRST BEING A GENERAL OUTLINE FOR SOLVING DEADLINE, THE SECOND BEING A
DETAILED DESCRIPTION ON HOW TO SOLVE IT.
SOME GENERAL HINTS ABOUT DEADLINE :
[1] ALWAYS KEEP IN MIND THAT YOU ARE NOT LIMITED TO TWO WORD COMMANDS,
LET YOURSELF GO AND BE CREATIVE!
[2] YOU HAVE THE ABILITY TO INTERACT WITH PEOPLE AS WELL AS OBJECTS.
[3] ALWAYS TRY TO GET A FEEL FOR THE VOCABULARY OF AN ADVENTURE BY
TYPING WORDS EXTEMPORANEOUSLY. IN THIS WAY YOU CAN SOMETIMES GET THE
IDEA OF THE VOCABULARY NEEDED.
HOW TO SOLVE DEADLINE
———————
ALL COMMANDS ARE IN “QUOTES” AND ALL DIRECTIONAL MOVES ARE IN [BRACKETS].
FROM THE FRONT PATH OF THE ROBNER’S ESTATE PROCEED [N]. NOW YOU SHOULD BE
AT THE FRONT DOOR OF THE HOUSE. TYPE “OPEN DOOR” AND THEN PROCEED [N]
AGAIN. THIS WILL PLACE YOU WITHIN THE ESTATE. THEN GO [N,N,E,] THEN “CLIMB
STAIRS”. THIS WILL PLACE YOU AT THE SECOND LEVEL OF THE ESTATE. THEN GO
[W,W,W,W,N]. THIS WILL PLACE YOU IN THE LIBRARY TO DO YOUR DETECTIVE WORK.
FIRST “LOOK RUG”. YOU WILL SEE MUD SPOTS (CRUCIAL FOR THE ARREST).
THEN “TAKE CUP AND PAD AND CALENDAR AND PENCIL”. NOW “RUB PENCIL ON
PAPER”. AFTER HAVING DONE THIS, “TURN PAGE ON CALENDAR” AND “READ CALENDAR”.
AFTER HAVING DONE THIS, “OPEN BALCONY DOOR” AND GO [E]. THIS WILL PLACE YOU
ON THE BALCONY. “LOOK RAILING” (THIS WILL CONFIRM OUR MUD THEORY). HAVING
DONE ALL OF THE ABOVE PROCEDURE, [S,E, E,E,E,D,D,W,S,S]. THIS WILL PLACE YOU
AT THE FRONT DOOR AGAIN. NOW GO [NW, S,S,E,S,E,SE]. THIS WILL BRING YOU TO
THE SHED (MORE DETECTIVE WORK). NOW, “LOOK LADDER” (MORE MUD AGAIN-I THINK
IT IS SAFE TO ASSUME THAT THE MURDERER USED THE LADDER TO ENTER
THROUGH THE BALCONY AND THEN SOMEHOW MURDERED OUR DEAR FRIEND MR.ROBNER.
NOW THIS HAVING BEEN DONE, RETURN TO THE FRONT DOOR. [NW,W,N,W,N,N,SE].
NOW WE HAVE TO TREK ALL THE WAY UPSTAIRS AGAIN!. GO [N,N,E,U,U,N,N].
YOU SHOULD NOW BE IN DUNBAR’S BATHROOM. TYPE “LOOK LOBO”
(INTERESTING, HEH?). NOW GO ALL THE WAY DOWNSTAIRS AGAIN. [S,S,S,D,D,W,
S,S]. YOU WILL BE AT THE FRONT DOOR AGAIN. NOW YOU HAVE TIME TO TAKE A
REST. TYPE “WAIT TILL 11:30″.
IT SHOULD NOW BE 11:31. NOW WE HAVE TO HUNT DOWN MR. MCNABB. GO TO THE
ORCHARD [E,NE,N]. (NOTE: DUE TO THE NATURE OF DEADLINE, MCNABB MIGHT NOT
BE THERE. IF HE IS NOT, HUNT HIM DOWN! – IT DOESN’T MATTER WHERE YOU
FIND HIM). ONCE MCNABB HAS BEEN LOCATED SAY “HEY MCNABB”/CR/ “WHAT
IS WRONG”. AFTER THIS FOLLOW HIM HOME AND HE WILL THEN POINT OUT TO YOU TWO
HOLES IN HIS ROSE GARDEN. YOU THEN SAY “LOOK HOLES” (MORE MUD THEORY)
AND THEN “DIG GROUND”. THEN WITH YOUR NEW FOUND TREASURE TYPE “ANALYZE
FRAGMENT FOR LOBLO”. NOW WE HAVE TO CATCH THE WILL READING. GO [N,N,SE,S,
SW,W,S]. YOU WILL BE AT THE FRONT DOOR ONCE AGAIN. NOW GO [N,N,W] AND
WAIT FOR THE WILL TO BE READ. AFTER THAT SAY “HEY GEORGE”. THEN TYPE
“SHOW GEORGE THE CALENDAR”. HE WILL PANIC AND RUN UPSTAIRS. FOLLOW HIM!!
HE THEN WILL DUCK INTO HIS ROOM AND YOU GO [W,W,N,N]. THIS WILL PLACE YOU
ON THE LIBRARY’S BALCONY. NOW TYPE “WAIT 10 MIN”. ONCE GEORGE ENTERS THE
ROOM WAIT FOR ABOUT 2 MIN AND THEN [S], “LOOK BOOKCASE”, “PRESS BUTTON”,
“GET WILL”, “LOOK SAFE”, “GET PAPERS”, “READ PAPERS” THEN GO TO THE
LIVING ROOM [S,S,E,E,E,E,D,D,E,E] AND SAY “HEY BAXTER”, “WHAT ABOUT FOCUS”,
“SHOW FOCUS TO BAXTER”, “HEY DUNBAR”, “SHOW FOCUS PAPERS”, “WHAT ABOUT
FOCUS”. THEN FOLLOW DUNBAR CLOSELY. ONCE OUTSIDE THE HOUSE SHE WILL DROP
A PIECE OF PAPER. “GET PAPER”, “READ PAPER” THEN CONTINUE FOLLOWING HER.
ONCE YOU CATCH UP, ASK HER “HEY DUNBAR”, “SHOW PAPER TO DUNBAR”.
THEN MAKE TRACKS FOR THE SHED. [E,E, SE]. WAIT FOR BAXTER. ONCE DUNBAR
AND BAXTER ARE PRESENT TYPE “ARREST BAXTER AND DUNBAR”.
EASY, ISN’T IT ???
SOLUTION TO SORCERER
====================
{S} *YOU’LL BE EATEN BY THE HELLHOUND AND THEN WAKE UP*. {FROTZ ME, GET UP,
W, W, PULL HANGING, GET KEY, OPEN DRAWER, UNLOCK JOURNAL, READ JOURNAL}
* INSIDE THE JOURNAL IS A WRITTEN CODE WORD WHICH WILL CHANGE EVERY
TIME THE DISK IS BOOTED. WRITE THE CODE WORD DOWN, YOU WILL BE REFERRING
TO IT LATER IN THE GAME…
{DROP KEY, DROP JOURNAL, E, S, S, W, GET MATCHBOOK, GET VIAL, OPEN VIAL,
DRINK POTION, DROP VIAL, E, OPEN MAILBOX, PUT MATCHBOOK IN MAILBOX, E,
GET SCROLL, GNUSTO MEEF, W} * NOW, IF YOU HAVEN’T HEARD THE DOOR-
BELL RING YET, KEEP TYPING [WAIT] UNTIL THE MAILMAN ARRIVES AND
DELIVERS THE MAIL. IF YOU’VE HEARD THE BELL, THEN THE MAIL IS ALREADY
HERE.
[OPEN MAILBOX, GET ORANGE VIAL, D] * NOW WE NEED TO UNLOCK THIS TRUNK.
THE COMBINATION OF BUTTONS TO PUSH DEPENDS UPON THE CODEWORD FOUND IN
BELBOZ’ JOURNAL. FOLLOWING ARE THE VARIOUS WORDS AND THEIR ASSOCIATED
COMBINATIONS.
EXAMPLE: IF THE CODE IS “BLOODWORM”, YOU WOULD INPUT:
PUSH WHITE,
PUSH GRAY,
PUSH BLACK,
PUSH RED,
PUSH GRAY
AND THE LOCK WOULD OPEN. HERE ARE THE VARIOUS CODES (THANKS TO THE
GREAT “FINEOUS FINGERS” FOR SUPPLY- THEM!!):
BLOODWORM: WHITE GRAY BLACK RED GRAY BROGMOID: RED PURPLE RED BLACK PURPLE
DORN: GRAY PURPLE BLACK GRAY WHITE DRYAD: BLACK GRAY WHITE RED RED
GRUE: BLACK BLACK RED BLACK PURPLE HELLHOUND: PURPLE WHITE GRAY RED GRAY
KOBOLD: RED PURPLE BLACK PURPLE RED NABIZ: PURPLE BLACK BLACK BLACK RED
ORC: RED GRAY PURPLE GRAY RED ROTGRUB: GRAY RED GRAY PURPLE RED
SURMIN: BLACK BLACK PURPLE RED PURPLE YIPPLE: GRAY PURPLE WHITE PURPLE
BLACK
* OK, THE LOCK SHOULD POP OPEN AND THEN YOU SHOULD…
[GET MOLDY SCROLL, AIMFIZ BELBOZ, NE] * THAT SHOULD GET YOU AWAY FROM THE
HELLHOUND.
{D, D, S] * YOU SHOULD BE IN THE CRATER
[NE, NE, E, N, NE, MEMORIZE IZYUK, IZYUK ME, U, GET GUANO, GET SCROLL,
GNUSTO FWEEP, D, SW, U, W, W, NE, SE, E, E, PUT GUANO IN CANNON, GET
SCROLL, W, LOWER FLAG, SEARCH FLAG, GET AQUA VIAL, W, NW, SW, W, D, D, S]
* YOU SHOULD BE BACK AT THE CRATER.
[W, MEMORIZE IZYUK, MEMORIZE IZYUK] * THIS IS SO YOU CAN REMEMBER THE
SPELL LONGER.
[IZYUK ME, W, W, N, GET COIN, S, E, IZYUK ME, E, E] * ABOUT THIS TIME,
YOU MAY NEED TO SLEEP. IF NOT, YOU MIGHT WANT TO TYPE [WAIT] A FEW TIMES
UNTIL YOU GET TIRED. THEN TYPE [SLEEP]
[NE, NE, E, E, WAKE GNOME, GIVE COIN, E, E, N, N] * NOW, ON TO THE MAZE!
YOU NEED TO MEMORIZE THE “FWEEP SPELL” AT LEAST 3 TIMES IN ORDER TO
GET THROUGH THIS. THE SPELL WEARS OFF AFTER A WHILE AND YOU WILL NOT BE
ALLOWED TO CARRY ANYTHING (LIKE YOUR SPELL BOOK) WHILE YOU’RE A BAT. IF
YOU HAVEN’T MEMORIZED IT ENOUGH, YOU’LL FORGET IT, SO …..
[DROP ALL BUT BOOK, MEMORIZE FWEEP, AGAIN, AGAIN, FWEEP ME, E, N, E, S,
S, W, D, E, E, N, N, U, U, S] * YOU SHOULD NOW RETURN TO HUMAN FORM.
[E, GET SCROLL, DROP SCROLL IN HOLE, FWEEP ME, W, W, S, E, D, D, W, W, U,
U, N, N, D, E] * YOUR FWEEP SPELL SHOULD WEAR OFF AT THIS POINT.
[FWEEP ME, S, E, N, D, W, S, W, U, W] * YOU’VE DONE IT! NOW, KEEP TYPING
[WAIT] TIL YOU’RE HUMAN AGAIN, THEN..
[GET ALL, S, S, E, GET SCROLL, GNUSTO SWANZO] * SLEEP IF YOU NEED TO… YOU
PROBABLY WILL BY THE TIME YOU GET TO THE AMUSEMENT PARK.
[W, W, W, SEARCH GNOME, W, W, SW, SW, S, SW, W] * A GNOME WILL APPEAR.
[GIVE COIN, W, W, S, GET BALL, OPEN AQUA VIAL, DRINK AQUA POTION, THROW
BALL AT BUNNY, DROP AQUA VIAL, N, E, E , NE, S, YONK THE MALYON, MALYON
THE DRAGON] * AT THIS POINT, KEEP TYPING [WAIT] TIL YOUR MUSCLES FEEL
THE EFFECT OF THE AQUA POTION WEARING OFF, THEN …..
[S, OPEN ORANGE VIAL, E, DRINK POTION] * AT THIS POINT, YOUR TWIN
SHOULD APPEAR. THIS IS AN INTERESTING TIME PUZZLE THAT MUST BE SOLVED
CORRECTLY IN ORDER TO GET PAST IT WITH THE SCROLL YOU’VE FOUND AND YOUR
SPELL BOOK STILL INTACT.
[GIVE BOOK] * WHEN YOU GIVE YOUR SPELL BOOK TO YOUR OLDER SELF, HE’LL GIVE
YOU A COMBINATION NUMBER … REMEMBER IT, THEN …..
[DROP VIAL, E, SET DIAL TO] * WHATEVER NUMBER YOU WERE GIVEN.
[OPEN DOOR, E, GET ROPE, U, SW, GET TIMBER, S, NE, N, W, TIE ROPE TO
TIMBER, DROP TIMBER, DROP ROPE DOWN CHUTE, CLIMB DOWN ROPE, GET SCROLL,
GOLMAC ME, OPEN LAMP, GET SMELLY SCROLL, D, TELL YOUNGER SELF "THE
COMBINATION IS] * THE NUMBER YOU WERE GIVEN.
* REMEMBER TO USE THE QUOTES WHEN YOU TALK TO YOUR YOUNGER SELF. THIS WAY
HE SHOULD THEN GIVE YOU YOUR SPELL BOOK. YOU SHOULD IMMEDIATELY GO…
[D] * NOW [WAIT] A FEW TIMES UNTIL THE ORANGE POTION WEARS OFF AND YOU FEEL
TIRED, [SLEEP].
[GNUSTO VARDIK, MEMORIZE MEEF, AGAIN, DROP BOOK, SWIM IN LAGOON, D, MEEF
WEEDS, GET CRATE, U, W, DROP CRATE, GET BOOK, OPEN CRATE, GET SUIT, GET
CAN, NE, N, MEEF VINES, SPRAY REPELLENT ON SUIT, W, W, MEMORIZE
VARDIK, VARDIK ME, OPEN WHITE DOOR, MEMORIZE SWANZO, SWANZO BELBOZ
***AND THAT DOES IT***
THANK THE GUNSLINGER AND FINEOUS FINGER FOR THIS TUTORIAL.
SOLVING STARCROSS, BY <D> <J> <C>
=================================
STARCROSS IS A RELATIVELY SIMPLE ADVENTURE-- IT'S ALL SIMPLY A MATTER
OF SHOVING COLOUR CODED RODS INTO THE APPROPRIATELY COLORED SLOTS. (FREUD
WOULD HAVE BEEN PROUD). THE ONLY PROBLEM IS IN FINDING THE RODS AND
SLOTS. THIS COLUMN WILL TELL YOU EVERYTHING YOU NEED TO KNOW... (IN
CHRONOLOGICAL ORDER!) <=* A WORD TO THE WISE: IF YOU PUT A
ROD INTO A SLOT OF A DIFFERENT COLOUR IT WILL DISAPPEAR FOREVER.
THE LANDING
===========
GET UP. GET LIBRARY. E. PUSH RED BUTTON. READ SCREEN. GET THE
COORDINATES FOR WHICHEVER UNIDENTIFIED MASS (UM-??) HAS BEEN
CHOSEN AT RANDOM FROM THE CHART BELOW:
COORDINATES FOR MASS OBJECTS
OBJECT R THETA PHI TYPE
====== = ===== === ====
UM91 050 015 121 UNCHARTED MASS
UM12 100 345 107 UNCHARTED MASS
UM24 100 285 087 UNCHARTED MASS
UM08 150 210 017 UNCHARTED MASS
UM52 175 165 035 UNCHARTED MASS
UM70 100 135 101 UNCHARTED MASS
UM31 150 105 067 UNCHARTED MASS
UM28 250 045 178 UNCHARTED MASS
AB40 250 300 022 ASTEROID (CERES)
MARS 250 120 012 PLANET
US75 175 135 034 SHIP
AX71 125 180 047 ASTEROID
AX32 125 240 105 ASTEROID
AX01 200 240 134 ASTEROID
AX87 125 075 102 ASTEROID
ENTER COUCH. SAY TO COMPUTER "R IS (R), PHI IS (PHI), THETA IS (THETA)".
WAIT FOR COMPUTER TO REPLY THAT THERE IS INDEED A MASS THERE. IF IT DOESN'T,
THEN YOU GOT THE COORDINATES WRONG! TRY AGAIN. THEN TYPE: SAY TO COMPUTER
"CONFIRMED." FASTEN BELT. WAIT. (THE ROCKETS WILL FIRE.) UNFASTEN BELT.
GET UP.EAST.DON SUIT.GET LINE. W.SIT. FASTEN BELT. WAIT. WAIT OR LOOK UNTIL
THE TENTACLES GRAB YOU AND YOU ARE SAFELY DOCKED. (A TOTAL OF 7 WAITS).
GETTING IN
======= ==
UNFASTEN BELT. GET UP. OPEN INNER. OUT. CLOSE INNER. OPEN OUTER. OUT.
PRESS FOURTH BUMP. (THE SCULPTURE IS SUPPOSED TO BE THE SOLAR SYSTEM. YOU
PRESS THE FOURTH BUMP BECAUSE IT CORRESPONDS TO YOUR HOME PLANET
(EARTH). WHY IS EARTH THE FOURTH BUMP AND NOT THE THIRD ? BECAUSE THE SUN
COUNTS AS THE FIRST BUMP!). AT THIS POINT YOU SHOULD SEE A "TINY BUMP").
PRESS TINY. NOW YOU WILL SEE A BLACK ROD RISE UP. THIS ROD IS A "SELF-
DESTRUCT" DEVICE! DO NOT PUT IT IN ANY BLACK SLOT, EVER!. TAKE BLACK
ROD. THE AIRLOCK DOOR WILL OPEN WHEN YOU TAKE THE ROD. IN. CLOSE OUTER.
OPEN INNER. IN. TA-DA! YOU ARE NOW IN THE "ARTIFACT" !!!
THE ARTIFACT
=== ========
THINK OF IT AS AN INTER-GALACTIC INTELLIGENCE TEST. PUT THE RIGHT
BLOCKS IN THE RIGHT HOLES AND WIN THE PRIZE. THE ARTIFACT IS CYLINDRICAL IN
SHAPE, AND DIVIDED (LIKE A PIE) INTO FOUR WEDGES, WHICH (LIKE THE SLOTS)
ARE COLOUR CODED. THESE COLOURS ARE: RED, BLUE, GREEN, YELLOW. THESE
WEDGES ARE TRANSECTED BY 5 CONCENTRIC RINGS: IN SHORT, THE CYLINDER IS
DIVIDED INTO A SORT OF CIRCULAR GRID SYSTEM OF RINGS AND COLOURS. (THIS
WILL BE MORE OBVIOUS TO YOU AS YOU MOVE ABOUT IN THE ARTIFACT.)
DIRECTIONS ARE: N,S,E,W,U, AND D. UP AND DOWN CORRESPOND TO IN AND OUT.
EAST AND WEST CORRESPOND TO LEFT AND RIGHT, AND ALSO TO PORT AND STARBOARD.
WHEN YOU ENTER THE ARTIFACT, YOU WILL BE UNABLE TO ENTER THE YELLOW SECTION
WITHOUT BEING EATEN BY THE GRUES (WHICH WERE APPARENTLY CAPTURED ON THE
PLANET ZORK, BUT WHO ESCAPED FROM THE ALIEN ZOO FOR THE EXPRESS PURPOSE OF
MENACING ADVENTURERS FOOLHARDY ENOUGH TO TRAVEL WITHOUT LIGHT. )
COLLECT THOSE RODS!
======= ===== =====
YOU CAN GET THESE IN DIFFERENT ORDERS, BUT THE FOLLOWING ONE WILL
DEFINITELY WORK: BLACK, RED, SILVER, YELLOW, PINK, BLUE, GOLD, BROWN,
VIOLET, GREEN, CLEAR (CRYSTAL), WHITE.
GETTING THE RED ROD: IT'S BEING HELD CAPTIVE BY "ANT-MEN"! TO GET THERE:
N. W. FORWARD. E. NOW, THE ANT-MEN WILL BE VERY NASTY IF YOU TRY TO TAKE
THEIR ROD AWAY. SO LET'S KEEP THEM BUSY DOING SOMETHING ELSE -- LIKE
REBUILDING THEIR NEST .... THROW SOMETHING AT THE NEST -- THE TAPE
PLAYER WILL DO NICELY, AND YOUR SPACE SUIT WILL ALSO WORK IF YOU WANT TO
BOTHER TAKING IT OFF. THEN GET RED ROD. DON'T FORGET TO RECLAIM WHATEVER
IT WAS YOU THREW!! (GET LIBRARY)
GETTING THE SILVER ROD: (IT'S ON THE WAY TO THE YELLOW ONE, WHICH WE
REALLY >NEED<!) FROM THE NEST: W. AFT. W. S. S. PORT. GET GUN. LOOK
INTO GUN. GET SILVER ROD. (TOO EASY, NO?)
GETTING THE YELLOW ROD: IT'S IN THE SPACESHIP DOCKED OUTSIDE THE BLUE
AIRLOCK. FROM THE WEAPONS DECK: E. N. OPEN INNER. OUT. CLOSE INNER. OPEN
OUTER. OUT. S. S. GIVE THE TAPE LIBRARY TO THE SPIDER (THE CLUE HERE
WAS THAT HE IS INTENSELY INTERESTED IN NEWS). HE'LL GIVE YOU THE YELLOW
ROD, BUT THAT'S ALL HE'S GOOD FOR. (GIVE TAPE. GET YELLOW ROD.) THE
YELLOW ROD IS ONE OF THE "USEFUL" RODS: YOU'LL NEED TO STICK IT IN THE
YELLOW SLOT TO GET SOME OF THE OTHERS.
TO GET TO THE YELLOW SLOT: N. N. IN. CLOSE OUTER. OPEN INNER. IN. UP. (YOU
ARE NOW IN THE GRASSLANDS. THE WEASELS AND UNICORNS HERE ARE
STRICTLY LOCAL COLOUR, NOT USEFUL.) S. OPEN HATCH. D. PUT YELLOW ROD IN
YELLOW SLOT. (PUTTING THE YELLOW ROD IN THE YELLOW SLOT WILL TURN ON THE
EMERGENCY LIGHTING IN THE YELLOW SECTION OF THE "ARTIFACT".) WHILE
YOU'RE HERE, PUT THE RED ROD IN THE >SECOND< RED SLOT (THIS WILL TURN ON
THE LIFE SUPPORT SYSTEM AND GET THAT TELL-TALE WINDEX AROMA OUT OF THE AIR
IN A FEW TURNS. LATER ON THIS WILL ENABLE YOU TO TRADE YOUR OLD
SPACESUIT FOR SOMETHING TRULY USEFUL (LIKE A BROWN ROD)). GET CARD. YOU'LL
NEED TO PUT THIS INTO THE COMPUTER -- I SUSPECT IT'S A DISK II CONTROLLER
CARD -- CAN'T BOOT UP WITHOUT ONE!
GETTING THE PINK ROD: IT'S IN THE SPACESHIP DOCKED OUTSIDE THE YELLOW
AIRLOCK. BE CAREFUL, ONE FALSE MOVE AND IT'S DEEP SPACE FOR YOU. TO GET
THERE : U. N. D. W. OPEN INNER. OUT. CLOSE INNER. OPEN OUTER. GET BASKET.
(THIS BASKET CAN BE USED TO HOLD THE RODS TILL YOU NEED THEM -- THAT WAY
THEY WON'T TAKE UP VALUABLE INVENTORY SPACE.) OPEN OUTER (YES, AGAIN: IT
STUCK THE FIRST TIME!). OUT. ATTACH LINE TO SPACESUIT. ATTACH LINE TO
HOOK. PORT. GET PINK ROD.
GETTING THE BLUE ROD: IT'S IN THE LABORATORY, WITH OTHER USEFUL
IMPLEMENTS. TO GET THERE: E. DETACH LINE FROM HOOK. IN. CLOSE OUTER. OPEN
INNER. IN. S. S. PUT ALL RODS IN BASKET. E. GET ALL DISKS. NOW COMES
THE TRICKY PART: THE ROD IS IMBEDDED IN THE SILVER SPHERE. ALL WE HAVE AT
OUR DISPOSAL TO OBTAIN IT IS THE 4-POSITION DIAL AND THE TWO DISKS ...
FORTUNATELY, THESE ARE "TRANSPORTER DISKS". UNFORTUNATELY, THEY EXPLODE
INTO NOTHINGNESS IF YOU ALLOW THEM TO TOUCH .... ANYWAY, HERE'S THE
PROCEDURE: PUT RED DISK UNDER GLOBE. PUT BLUE DISK ON FLOOR. PUT CARD ON
GLOBE. TURN DIAL TO 4. TURN DIAL TO 2. GET CARD. GET BLUE ROD. GET ALL
DISKS. PUT BLUE ROD IN BASKET. W. PUT BLUE DISK ON FLOOR. (YOU
*>HAVE<* TO PUT IT ON THE FLOOR HERE SO THE "MAINTENANCE MOUSE" CAN
COLLECT IT AND PUT IT IN THE GARAGE SO YOU CAN TRANSPORT THERE (AND OUT
OF TROUBLE) LATER!!!)
GETTING THE GOLD ROD: N. N. N. N. W. AFT. NOW YOU'RE IN THE COMPUTER ROOM.
OPEN PANEL. PUT CARD IN SLOT. CLOSE PANEL. TURN COMPUTER ON. (IT WILL
SPEW OUT A GOLD BAR FOR YOU). PUT GOLD ROD IN BASKET. LOOK AROUND IF
YOU LIKE, BUT THERE'S NOTHING ELSE TO DO HERE. THE ENUNCIATOR PANEL TELLS
YOU WHAT YOU HAVE TO FIX TO PUT THE ARTIFACT IN ORDER, BUT I'M GOING TO
TELL YOU THAT ANYWAY ......
GETTING THE BROWN ROD: N. W. W. S. S. E. E. REMOVE SUIT. LOOK AROUND OR
"WAIT" OR SOMETHING UNTIL THE CHIEFTAIN COMES. OFFER SUIT TO CHIEF.
POINT AT BROWN ROD.
GETTING THE VIOLET ROD: YOU HAVE NO TIME TO PUT THE BROWN ROD IN YOUR
BASKET! FOLLOW THE CHIEF WHEN HE LEAVES. IT'S THE ONLY WAY TO GET THE
THE VIOLET ROD!!! JUST KEEP SAYING "FOLLOW CHIEF" UNTIL YOU GET TO THE
"CENTER OF THE WARREN". THEN: D. CLOSE INNER. OPEN OUTER. OUT. P. P.
GET VISOR. N. MOVE SKELETON. GET VIOLET ROD (MOVE THE SKELETON ONLY
ONCE!!). S. S. PUT RED DISK ON FLOOR. STAND ON RED DISK. SURPRISE ==>
TRANSPORTER CITY. WITH ANY LUCK YOU'LL NOW BE IN THE GARAGE. IF THE
MOUSE HASN'T COLLECTED THE BLUE DISK YET, YOU'LL BE BACK OUTSIDE THE
LABORATORY. YOU'LL JUST HAVE TO WAIT TILL HE COMES AND GETS IT, THEN
TRANSPORT TO THE GARAGE ......
GETTING THE GREEN ROD: ENTER BIN. (KEEP TYPING "ENTER BIN" OR "AGAIN"
UNTIL YOU FIND THE GREEN ROD. IT MAY TAKE UP TO 10 TRIES!). GET GREEN ROD.
PUT GREEN ROD IN BASKET.
GETTING THE CLEAR ROD: F. P. N. N. N. N. W. LOOK AT LASER THROUGH VISOR.
GET CLEAR ROD.
GETTING THE WHITE ROD: E. S. S. U. S. S. P. U. U. JUMP. PUT SILVER ROD IN
SILVER SLOT. IN. GET WHITE ROD.
YOU'VE GOT ALL THE RODS NOW. ALL YOU HAVE TO DO IS FIGURE OUT WHY YOU'VE
COLLECTED THEM.
FINISHING UP
========= ==
PUT THE WHITE ROD IN THE WHITE SLOT. (A BLACK SLOT WILL APPEAR. DO =>NOT<=
PUT THE BLACK ROD IN THE BLACK SLOT!). GETTING TO THE CONTROL BUBBLE: OUT.
U. JUMP. FIRE GUN AT DRIVE BUBBLE. AGAIN. AGAIN. (YOU SHOULD NOW BE "ON
CONTROL BUBBLE".) D. PUT GOLD ROD IN GOLD SLOT. IN. PUT CLEAR ROD IN CLEAR
SLOT. FIVE COLORED SLOTS WILL APPEAR. PUT THE APPROPRIATE ROD IN EACH SLOT
--> THE ORDER YOU DO IT IN DOESN'T MATTER.
THE FINAL SEQUENCE: YOU NOW USE THE VARIOUS COLORED SPOTS TO SET THE
COURSE OF THE ARTIFACT TOWARD EARTH. TOUCH LARGE SQUARE. (THE VIEW NOW
COVERS THE AREA FROM THE SUN TO JUPITER). TOUCH BROWN SPOT. (YOU WILL
HAVE TO TOUCH IT 4 TIMES, UNTIL THE EARTH IS HIGHLIGHTED). TOUCH VIOLET
SPOT (THREE TIMES, UNTIL THE PATH FORMS A CIRCLE AROUND THE EARTH.
(DON'T STOP AT THE ELLIPSE!)). TOUCH GREEN SPOT. (THE PATH WILL FLASH.)
TOUCH BLUE SPOT. BLAST-OFF !!!!! YOU WIN !!!!
SIT BACK AND BASK IN THE GLORY OF A PERFECT SCORE.
<D><J><C>
The Keymaster Presents
How to Solve : Tass Times in Tonetown
Special thanks to : The Guildmaster and The Black Bunny
Notes : Movement commands are in [BRACKETS], other commands in
“QUOTES”, and —– comments are preceded by an –> Arrow. Also,
movement commands are given in compound form. If you want to see
most of the pictures, enter them one at a time (This does have excellent
graphics..)
–> First off, you are in your grandpa’s cabin. He’s gone, the only
thing showing that he was around is a slip for an anchovy pizza. Let’s look
around and see if we can find out where Gramps went…
[S],”LOOK JAR”,”GET KEY”,[N.W], “UNLOCK DOOR”,”LOOK BOWL”,”GET BOOK”
“GET PICKS”,[E],”FLIP SWITCH”,”ENTER HOOP”
–> Welcome to Tonetown!
[N],”ENTER TRENCH”,[E.S.E],”BUY FOIL”,[E],”BUY JUMPSUIT”,”BUY HOOPLET”
“WEAR JUMPSUIT”,”WEAR HOOPLET”
–> Now you look Tone! (And you won’t be considered a “John Boy”..)
[W.W.S.S],”TALK NUYU”,”GET CAMERA”, [E],”TURN ON PRINTER”,”TURN ON
TERMINAL”,”TYPE “DH LEGEND”",”YES”, “GET PASS”,”DROP KEY”,[W.N.N.N.N.N]
–> That’s north 5 times. Welcome to the concert…
“SHOW PASS TO STELGAD”,”TAKE PICTURE”,”GET ZAGTONE”,”TALK ZAHG
“WAIT” (3 TIMES),”DROP PRESS”,”DROP CAMERA”,[S.S.S.S.S],”SHOW PICTURE”
–> Done with the first assignment, now on to a REAL one…
[N.N.N.W],”GET JAR”,[E.E],”GET MITTS”,”WEAR MITTS”,[W.N.N.E.N.N.E.N]
“GET DEVIL”,[N.N.W.W],”GET MUSHROOM”, “THROW MUSHROOM AT EYE”,”DROP BOOK,
JAR”
–> Don’t drop the book and jar anywhere else, you’ll need them
later …
[S.S.S.S.E.S.W.S.E],”BUY MASK”,”GET BLACK”,”WEAR BLACK”,[W.W],”WAIT”
–> Snarl probably won’t be in the shop, keep waiting until he arrives…
“BUY BLOBO”,[E.S.E],”ORDER BURGER”, “GET BURGER”,[W.N.N.W]
–> He shouldn’t, but if Ennio says that “I smell snarlmeat!” here, then
go [N.S] until he doesn’t say it anymore. You don’t want Snarl in the
well R with you ….
[D.W.W.N.N.N.U.N.E.],”UNLOCK GATE”, “DROP MASK”,”OPEN GATE”,[S.S.W.W.S.S]
“GET CARD”,[E.E.E.N.E.N.E.E.E.E.N.N], “ENTER BOAT”,[W.S.W.N]
–> The Tower Island….
[N.W],”INSERT CARD”,”PUSH BUTTON 5″,[E],”HIT CUFFS WITH ZAGTONE”,[W]
“PUSH BUTTON 1″,[E.S],”ENTER BOAT”, [S.W.W.W],”GET BOOK,JAR”,”OPEN GATE”,
[W.W.W]
–> The final confrontation with Snarl.
[N],”SIC ENNIO”,”GIVE BOOK TO GRAMPS”,”OPEN JAR”,”THROW SNARL
THROUGH HOOP”
–> That’s it! You’ve solved Tass Times in Tonetown!
–> Solve written by : The Keymaster
——-
TRINITY
——-
World tensions seem to be running high, but so what else is new? Darned
if you’re going to let that get in the way of enjoying the last day of
your vacation. You don’t get over to the east side of the Atlantic often
and there’s no reason for angry rhetoric to spoil a stroll through
Kensington Gardens. It’s a spot you will have to learn to love, since
you’re doomed to be passing through it forever. But the good news is
you’re going to become an integral part of the space-time continuum. But
that’s for physicists; let’s get on with the game!
As in any game, be sure to map. The mapping is especially fun in this
game, since it shows great symmetry with the props included with the
package, particularly, the Sundial.
You start off at the Palace Gate, getting ready for a stroll through
the park. The first place to go is off to the northeast, The Wabe. Here
you’ll find an object that is the central theme for the whole game, a
Sundial. If you examine it, you notice that the gnomon, the piece
that casts the shadow, is loose. Hmmm. UNSCREW GNOMON. It falls to the
ground. TAKE GNOMON.
From the Wabe go southeast to the Flower Walk. But what’s that in the
bushes? A soccer ball. TAKE BALL. (There are very few red herrings in
this game.) Go north from here. I’ll meet you at Lancaster Walk.
There is water on two sides of us here. First try going east toward the
Long Water. Whoa! That’s some tough grass. But notice what an easy time
the bicyclists have. Well, let’s head off to the west. This is the Round
Pond, a quaint European scene. Take a look at the boats. What’s this, a
paper bird? TAKE BIRD. Look at the bird. There’s some writing. OPEN BIRD.
READ PAPER. Take a look at your watch. 4 pm isn’t far away. You’re going to
have to find a way across that grass.
Go northwest. This is the Black Lion Gate. Some irresponsible nanny has
forgotten her perambulator. (Don’t worry, you can call it a pram.) OPEN
PRAM. Whew! At least she didn’t forget the child. This has wheels,
kind off like bicycle tires. Better bring it with you. PUSH PRAM SOUTH.
Here at the Broad Walk you see an old woman selling crumbs. At least she
isn’t on the dole. Patronise the woman; BUY CRUMBS. She offers the bag
and your change: TAKE BAG AND COIN. Put the coin and the paper (from the
bird) in your pocket. Might as well give some crumbs to the birds. FEED
BIRDS. (Once, and only once. You’ll notice that the wind shifts.) What’s
this? A Ruby? Try to take it. Beep Beep! A Roadrunner in England? These
crumbs are going to be useful, so take care not to spill them.
PUSH PRAM NORTHEAST. Here you are at the Iverness Terrace. There is a
typically preoccupied British youth listening to his walkman and blowing
bubbles. Don’t antagonize the fellow, just remember the scene for future
reference. PUSH THE PRAM EAST.
Here at the Lancaster Gate you’ll see a woman struggle with and lose her
umbrella. Oh, the poor woman, look at her face. Before you can help, she has
left and her umbrella is in the tree. Well, maybe you can give it back to
her at some other time. THROW BALL AT UMBRELLA. Down it falls. TAKE
UMBRELLA. PUSH THE PRAM SOUTH, back to Lancaster Walk.
Time is running out. GET IN THE PRAM. (Don’t you feel silly? You certainly
look silly.) Now how to get this thing moving? Remember the wind? OPEN
UMBRELLA. Eiiiiiggghhhh! When you get up you’ll notice you will have dropped
everything. TAKE ALL. (Don’t worry about the pram.) When you read the
description, you’ll notice that the rhetoric has turned into war and the
first missile is on its way! Fortunately, a door appears over the
water. ENTER WATER. ENTER DOOR. (And, yes, it is a good direction!) You’re
on your way to the other side!
You find yourself in a meadow. A shadow lies across the room. You will
become very familiar with the shadow. Also here is a gigantic mushroom.
There are six others like it in this part of the game. Five of them must
be solved before the sixth one can be solved. (If you haven’t yet done so,
save the game and have a look around and then continue from here.) The only
way out of this room is to the north. You are now at the Summit, and have
seen or will see a meteor fly through the sky and hear it hit the ground.
From the Summit go northeast to the South Bog. Amid the bog is a decaying
log. It sparkles as it decays. Most adventurers recognise a potential
light source when they see one, and this is certainly one. KICK LOG. TAKE
SPLINTER. No need to worry about grues or other such creatures now. Go
east to the Bottom of the Stairs. Go up twice to the Top of Vertex, and
notice the temperature. EXAMINE HOLE. EXAMINE RING. Try to screw the gnomon
in the hole. The threading doesn’t match. You’ll try again later. Go down
twice.
From the bottom of the stairs go south to the Trellises and southwest
to the Arborvitaes. Go east to the Arboretum and notice the statue. Go
north to the North Arbor and then up to the Top of Arbor. Here you’ll see
an axe. TAKE AXE. It will be an extremely important piece of
equipment. Go down (to the south if they ask) and you’ll be in the South
Arbor. Go down into the Arboretum and once again notice the statue. The name
is sdrawkcaB! Go west and then northeast to get back to the Trellises
and then north again to the Bottom of Stairs. Go up twice. Now SCREW GNOMON
IN HOLE. It works this time because the threading (and everything else)
has been reversed. EXAMINE THE RING again. Notice that the symbols on the
ring are the same that are on the sundial in the game package. Also
note that they are present in the “Illustrated Story of the Atomic
Bomb” in the game documentation.You’ll notice a lever has popped up, too.
Go down twice. From here go northeast to Under Cliff. You will see a bee
hive here. Go east to the Crater’s Edge and east again into the crater.
Here is that meteorite that you saw earlier.You can’t take it now,
however, because it is too hot. You will have to find a way to cool it
down. Go west and then northwest to the Bluff. Here is a cottage. OPEN
DOOR. Go east into the Cottage. Examine the surroundings,they are
interesting and amusing.LISTEN TO THE BIRD. Get the whole recipe; be sure of
it by WAITing enough times so that the bird repeats the first thing you
heard. (Not including “Awks!” or other bird-type sounds.) Now you have a
quest.
OPEN THE BACK DOOR. Go east to the Herb Garden. You’ll see some
mushrooms, one with a door, and a refuse pile. SEARCH PILE. TAKE GARLIC.
You now have one of the necessary ingredients. Go west back into the
cottage and DROP THE GARLIC (not in the cauldron). Go west again to the
bluff and then southwest to the Chasm’s Brink. You’ll see the shadow
here and a big tree. In order to cross the chasm, you have to fell this tree.
Fortunately, you have your axe with you. CHOP TREE WITH AXE. Make sure the
tree falls where you want it to: PUSH TREE NORTH. The tree will bridge the
gap and you can go north to the Mesa. When you get there you will see
another mushroom, but the white is open. ENTER DOOR.
If you’ve noticed the correlation between the sundial and the
documentation, then you know where you are. Climb down from the Scaffold.
OPEN BOX. TURN ON SWITCH. You can listen to the final procedure chccks.
PUSH BUTTON. Now you can get out as the doors open. Go south to the South
Beach. You can walk around a bit, but better just to go northwest to West
Beach. You can see a small islet a short way off shore. Try to enter the
water. Owww! Don’t bother trying to placate these crabby creatures, it
can’t be done. If you simply WAIT a few turns some interesting things
happen. You will see a large dark fin approach you and you will see a
coconut fall from a tree on the islet. Don’t back away from the fin; just
prepare yourself for…a dolphin! He’s friendly and intelligent and, sadly,
probably soon dead. When the tide has risen so that the coconut is afloat,
POINT AT COCONUT. The clever dolphin understands you and sends it to your
feet. TAKE COCONUT. You must now take leave of the dolphin and go back
through the door. Go southeast then north. UP. ENTER DOOR.
You are now back on the Mesa. Go south and then northwest. You see the
boy again, but now he’s huge. You’ll get back to him. Go south. This is the
North Bog, directly north of the South Bog. Notice the Venus Flytrap. Go
southeast to the Bottom of the Stairs. DROP UMBRELLA here. Go northeast. This
hive is no doubt the place for the honey. This is no time to stop taking
risks: PUT HAND IN HIVE. Now you’ve done it. You need a defence. The
Flytrap! Without hesitation go west twice. The bee will get sidetracked
(permanently) and you can go back for the honey. Go east twice. PUT HAND IN
HIVE.
From here you must go back to the cottage to get rid of this honey which
is stuck to your hand. Go east then northwest, then east again to enter
the cottage. You were daring to get the honey, now be daring to get rid of
it: PUT HAND IN CAULDRON. That’s one down, three to go. DROP COCONUT. CRACK
COCONUT WITH AXE. TAKE COCONUT. POUR MILK IN CAULDRON. That’s two down and
two to go, and the garlic is right here on the floor. But what about the
lizard? DROP THE COCONUT and let’s find it.
Go west, southeast, west and southwest to get back to the Bottom of
the Stairs. Go up twice and TURN RING TO THIRD SYMBOL. Go down twice and
west twice until you reach the Waterfall. Go north to the Cemetery,
noticing the crypt, and then north again into the Barrow. You’ll see a
barrow wight here, but he’ll not bother you so long as you have a light
source. You will also see a small hole in the wall. Go north again and you’ll
be in the Ossuary, surrounded by those less fortunate then yourself. SEARCH
THE BONES and you should find (appropriately enough) a skeleton key.
TAKE KEY. The mushroom here has its white door open. (The shadow from the
enormous gnomon is the key to the doors; by changing the position of the
gnomon by turning the ring, you direct the shadow from the suns toward a
particular door. While the shadow touches the door it remains open
(until you pass back through it). By keeping the lever down the suns are
prevented from moving.) ENTER DOOR.
This area is the Underground. You’ll notice a small thermo-nuclear device
waiting to be detonated. You will also see a lantern. TAKE LANTERN. Go
west. TAKE WALKIE-TALKIE. A skink is a small lizard, by the way. Go west.
By now you have probably noticed that the skink is afraid of light. To get
it out of the crevice, PUT SPLINTER IN CREVICE. The skink then runs by to
the east. Time to corral that li’l critter. Go east. TURN ON LANTERN.
DROP LANTERN. Go west and there is the confused and bewildered skink
running around at your feet. TAKE SKINK. PUT SKINK IN POCKET. This is
no time to be squeamish. Go east and TAKE LANTERN. Go east twice, the
second time being back through the door.
Now that you are back in the Ossuary, you have to get out of this creepy
place but those bars are there to see that you don’t. Go south. Remember
that hole? PUT KEY IN HOLE. TURN KEY. Just go DOWN to get out to the Ice
Cavern. First thing to do is TURN OFF LANTERN. You will need it again later.
In fact, LOOK AT LANTERN. It is now time for some inventory management.
Go east to get to the Waterfall and then east twice more to get to the
Bottom of Stairs. DROP WALKIE TALKIE AND LANTERN. Those two items and the
umbrella should now be here. Return to the Ice Cavern by going west three
times. LOOK AT CEILING. There are icicles there, just the thing to cool
a hot meteorite. THROW AXE AT ICICLES. One falls to the ground. TAKE AXE AND
ICICLE. Save the game here. (I hope you have been doing so regularly.)
Take the icicle to the Crater using the shortest possible route. Oops,
didn’t quite make it, eh? A detour is in order. From the Ice Cavern go east
three times to the Bottom of the Stairs and up twice to the Vertex.
(Remember that it’s cold in thin air.) While you’re here, TURN RING TO
SECOND SYMBOL. Now that the icicle is re-frozen, go down twice, northeast,
and east twice to get into the crater. No time to lose, PUT ICICLE ON LUMP.
You can feel its pull on the axe, so you know it is a magnet of sorts. TAKE
LUMP. It is now time to visit the bubble boy.
Go west three times and then northwest to get back the Promontory.GET IN
WATER. WAIT until you are swept up into a bubble. You do not have to
worry about any special means of guiding the bubble, simply give
directions normally. Go south, then southwest and finally IN. The bubble
freezes and you are floating in space. When you read the description, you
will notice that the moon, in crescent form, is coming into view. TAKE SKINK.
KILL SKINK. Soon you will collide with a satellite (the kind Cap Weinberger
dreams of) due to the force of the magnetic meteorite. Save the game.
When the satellite brings you VERY close to the white door, BREAK BUBBLE
WITH AXE. This will propel you into the door and send you back to the
Waterfall.
You now have the last ingredient for the potion the bird described. Go
northeast, east, northeast, and east to get back into the Cottage. Open the
cage door and let the bird go. PUT SKINK IN CAULDRON. TAKE GARLIC. PUT
GARLIC IN CAULDRON. EAST. WAIT. After the Boom you can go back into the
cottage. The book and pedestal and map are all destroyed. However, if you
look in the cauldron there is an emerald there. TAKE EMERALD. That
leaves three mushrooms to go.
TAKE CAGE then go west, southwest, southwest again, and east back to the
Bottom of Stairs. You can now DROP ALL BUT CAGE and go up twice. SET THE
RING TO FIFTH SYMBOL and go down twice. Go west, northeast, northeast
again, east, and east again. This will bring you back to the Herb Garden
where the door in the mushroom is now awaiting you. ENTER WHITE DOOR. This
brings you out onto the Platform in Siberia. Go down to Under Platform.
Eeek, what’s that? WAIT a turn and you’ll see that the ground is covered
with rodents which are racing to the northeast. May as well follow them so
go northeast twice. At the Cliff Edge you recognise these rodents as
lemmings. They are so thick underfoot that they almost obscure the fissure
beneath your feet. EXAMINE FISSURE and sure enough, there is a lemming in
there just waiting for you to take it. TAKE LEMMING. PUT LEMMING IN CAGE.
CLOSE CAGE. That’s what you’re here to get so go southwest twice, up, and
ENTER DOOR to exit back to the Herb Garden.
Go west twice, southwest twice, and east. Now go up twice and SET RING TO
SIXTH SYMBOL. Go down twice, DROP CAGE, and TAKE UMBRELLA AND PAPER. Go
east twice to the Moor where another mushroom with an open door invites you
in. ENTER DOOR and ooops…where’s the ground? Pretty far down so you’d
better OPEN UMBRELLA. Once again you seem to have dropped everything so
TAKE ALL. Go east into the Shelter and TAKE SPADE. Go west back out to the
Playground and examine your surroundings to be sure you know where
you are. WAIT for a little while and a girl will appear and be very
interested in that umbrella of yours. It’s clear she would like it but maybe
you should charge her for it. You’ll need a way back up to that white door
in the sky. If you could only fly. Did you see anything in the school
windows that gave you an idea what to do here? Perhaps one of those paper
birds is the answer. Of course, you still have your own paper bird, don’t
you? Oh, it’s a little ruined? So refold it. YOU can’t. GIVE PAPER TO
GIRL. Now we’re on to something. GIVE UMBRELLA TO GIRL. See, you knew
something magical would happen! BOARD BIRD and once it stops just ENTER
DOOR.
Now it is time to use the spade. From our map we know that the seventh
mushroom must be across the river, but if you’ve ever tried to board that
dory while you were alive, you know you can’t. If you’ve never tried it,
go ahead, it doesn’t hurt and may yield a smile. From the Moor go west
four times and then north. Here in the Cemetery is that crypt whose lid you
may have tried to pry with the umbrella or axe. Neither of them
worked; but if you examine the spade, you’ll see that it looks sturdy
enough. PRY LID WITH SPADE. LOOK IN CRYPT. EXAMINE CORPSE. TAKE SHROUD
and you may as well WEAR SHROUD. TAKE BANDAGE and then LOOK IN MOUTH.
TAKE SILVER COIN. Looks like we’re ready to cross that river now. But
wait, that silly corpse is wearing a green boot and a red boot. TAKE RED
BOOT AND GREEN BOOT. WEAR RED BOOT. WEAR GREEN BOOT. They may just come
in handy. Go south and then east twice. You can DROP BANDAGE AND
SPADE. You should now TAKE CAGE, EMERALD, WALKIE-TALKIE, LAMP, AND
BAG.
You are now ready for the seventh mushroom. Don’t forget to go up twice,
SET RING TO SEVENTH SYMBOL, and go down twice before you set out for the
river. Go southeast and WAIT. Once the real ghosts take a seat you can BOARD
DORY. Because you have covered up those tourist shorts with a shroud
you should have no problem with this. GIVE SILVER COIN TO OARSMAN and you’re
off on the final leg of your journey.
From the Sand Bar, go south. You should be greeted by the roadrunner
with that ruby. ENTER DOOR after the roadrunner and emerge in New Mexico.
You are in the Shack and because of the voices outside it seems prudent
to stay here for a while so let’s read a little. DROP CAGE. TAKE BOOK.
READ BOOK. It’s not very interesting so DROP BOOK and TAKE SLIP OF
CARDBOARD. EXAMINE SLIP OF CARDBOARD. READ POETRY and EXAMINE DIAGRAM. Take
careful note of the diagram each time you play because the diagram is
different each time and its information is critical to your
success. DROP SLIP OF CARDBOARD and TAKE CAGE.
It sounds as if the men have left so go west and then down twice. Here’s
the roadrunner and that ruby. Hmmm, we already have an emerald. That makes
a red gem and a green gem! There must be some connection then between the
gems and the red and green boot. EXAMINE GREEN BOOT. Yup, looks like
that emerald would fit into that recess. PUT EMERALD IN GREEN BOOT.
Interesting,and probably useful. TAKE RUBY. PUT RUBY IN RED BOOT. Looks
like you are ready for some speedy traveling and that is essential
because time is short. From your Illustrated Story of the Atom Bomb you
know that the bomb will be tested at 5:30. (With the wings on your boots
you can cover one move in the desert in 15 seconds but without the wings it
will take you 5 minutes. Brewing up that emerald was a required part of
the game!)
Go northwest three times and you will be at the Paved Road near the jeep.
OPEN DOOR and ENTER JEEP. EXAMINE RADIO and EXAMINE DIAL. That dial
matches the slider on your walkie- talkie pretty well so let’s SET
SLIDER TO X where X is the number the radio dial is set to. (This number
varies with each game you play.) OUT. Don’t worry about that wallet, you
don’t need it. RAISE ANTENNA and TURN ON WALKIE-TALKIE. There just may be
some useful information to overhear. Go southeast five times and then east
once. Now go south and then west.
There are two doors here. Let’s OPEN RIGHT DOOR and go west. Yipes, this
looks like trouble. I would leave fast, so go north. Boxed yourself into
a closet, huh? Well, first CLOSE DOOR. Whew! Safe for now. But what can you
do now? Maybe if you distracted the snake with another prey, it would be
satisfied and leave you alone. OPEN CAGE and OPEN DOOR. Perfect! Just as
planned. Go OUT. MOVE PAPER, DROP CAGE, and TAKE SCREWDRIVER. Go south
and then west. TAKE KNIFE. You really don’t have time to explore the rest of
the house but you now have all that there is for you here.
Go east, north, east, east again, and southeast. DROP ALL BUT BAG AND LAMP.
(Never, ever drop that bag unless you want to use it — that roadrunner is
hungry!). Go up and DROP BAG (I guess it is safe here). Go IN and DOWN. TURN
ON LAMP. (I hope you saved as much of the power in this lamp as possible.)
DROP LAMP and go UP and OUT. Now go down, northeast, and up. TAKE
BINOCULARS and oops! Here we go again! But we’ve prepared in advance so just
go DOWN and TAKE BINOCULARS. Now go UP and OUT and TAKE BAG (wouldn’t want
those tasty crumbs to get wet). Go down and TAKE WALKIE-TALKIE,
SCREWDRIVER, AND KNIFE. Go northwest, north, west, and then northwest twice.
Let’s explore the south road next. (If you’ve been listening to your
radio, you know that time is getting short. Or you can check your
wristwatch, it is working again.) Go south four times until you are Behind
the Shed. WAIT a bit until your friend the roadrunner arrives then EXAMINE
SHELTER WITH BINOCULARS. That bird sure is nosy, isn’t he. Put him to
work by typing POINT TO KEY. DROP BINOCULARS, TAKE KEY, and then go
north four times. UNLOCK PADLOCK WITH KEY, TAKE PADLOCK, DROP PADLOCK, OPEN
BOX, and EXAMINE PANEL. OPEN CIRCUIT BREAKER. Listen carefully to what you
hear, especially the part about the “kid” and the line he may have
forgotten to connect.
Now in your next move CLOSE HANDLE or they will come to investigate. Again,
listen carefully to what they say because the timing of the final puzzle
depends on what you hear. OK, you now know what you need to do. If you can
somehow disconnect the line that the crew thinks is faulty, and you do it
AFTER the autosequencer starts, they will chalk it up to a “wet line” and
let it go. You know which line it is because the kid is worried about it. I
can’t tell you which one it is because it changes from game to game.
It will be the positive, ground, informer, or detonator. These are
abbreviated as POS, GND, INF, and DET on the slip of cardboard you found in
the book. Remember that panel in the Shack? You now have the screwdriver
you need to open it and you have the knife to cut the proper wire (the slip
of cardboard will translate the name of the wire into the colour of the
wire you need to cut). All you have to do now is go up into the Shack, open
the panel, wait for the autosequencer to start, and then cut the correct
wire. Oops, there is that searchlight, isn’t there? Maybe we should take care
of that first.
Then it should be safe to climb back up into the Shack. Go southwest four
times and you will be Outside Blockhouse facing a big dog who is
sleeping. Perhaps you have looked on this dog as a problem but he is,
in fact, the solution to a problem. The searchlight is mounted on this
blockhouse. Have you ever disturbed the dog or allowed the roadrunner to
disturb him? Notice that when the crew comes out to investigate, they
turn the searchlight from the tower to the blockhouse area.This is what we
need to use to our advantage.
Also, have you studied the actions of the roadrunner here? He’s been hungry
all during the game. The dog seems to provide a good dinner table but not
for long. If you could just find a way to have the roadrunner disturb the dog
when you were at the tower, you could climb the tower while the searchlight
was aimed at the blockhouse area. So, here is what you can do.
After arriving at Outside the Blockhouse, WAIT for the roadrunner.
As soon as he jumps onto the dog, DROP BAG. Whew, he is more interested in
the crumbs; but when he’s done, he will probably go back onto the dog and
alert the crew. After dropping the bag, immediately go northeast four
times. If you haven’t wasted any crumbs along the way, you should see
the searchlight sweep away from the tower just as you arrive (you are
still listening to your radio, I hope).
We’re almost there now but no time to linger. Go up twice and then east.
UNSCREW SCREWS WITH SCREWDRIVER and LOOK IN PANEL. Too dark? Then just
turn on your lamp. Oh, that’s in the reservoir? OK, just TURN ON THE BULB
that is conveniently in the Shack. That’s better. Now LOOK IN PANEL. As
you suspected from the diagram, there are four wires which are red, blue,
striped, and white. Using the card and the information regarding the “wet
line” you gained after you opened the box, you now know which wire to cut
with the knife.But DON’T do it until AFTER the autosequencer starts at
T-45. WAIT as long as needed. CUT xxxx WIRE WITH KNIFE.
CONGRATULATIONS! Perhaps their next test will be a little less ambitious
and you will survive your London vacation after all. To get the final
messages from the game (now that you are back in Kensington Gardens at the
Palace Gate), go east, north, and north again. EXAMINE WOMAN and read
your final rank.
WISHBRINGER SOLUTION Written by:The Sheik
=====INTRO=====
Having completed Wishbringer in one day, (sure you did, SEWER RAT !!) I
thought I would type up this file to help anyone stuck somewhere in the
game, who is smart enough not to by the original or the InvisiClues. I
would first like to give a brief background on Wishbringer. The object
of Wishbringer is to find the cat, Chaos, and bring him/her/it back to
the woman who owns the Magick Shoppe. Wishbringer is unique in that it can
be solved many different ways (thus allowing for longer game-play).
Wishbringer (the item you will find) is equipped with 7 wishes, and the
game can be solved without using any of them. In my completing the story,
I had to use one wish, and I may try to go back and solve the story without
using that wish, but the solution I provide here will be the same. You
will end up with 95 out of 100 pts, while still successfully completing
the game.
This solution will not be “exact”. As it is, there are wandering monsters
(“Boots”) that you will have to avoid on your own. I will present answers to
any obstacles that may seem difficult to people like me who did not buy the
game package. Notes will be included in brackets ….
Here we go ….
>S.READ POSTER.GET ENVELOPE.N.W.W. [you will be told the cemetery is
scary, and asked if you want to proceed, just type "Y"]
>N.SHOW ENVELOPE TO DIGGER.W.E.GET IN GRAVE.GET BONE.GET OUT OF GRAVE.S.E.E
>E.GIVE BONE TO DOG.N.N.SEARCH FOUNTAIN.GET COIN.E.BUY TICKET.ENTER
THEATRE [^^oops!!^^ be sure to take the note from Voss!]
>GIVE TICKET TO DIGGER.N.SEARCH AISLE.GET GLASSES.WEAR GLASSES.
[at this time you just keep typing look until the movie is over]
>S.TAKE OFF GLASSES.LEAVE.N.N.N.N.N.E.GET BRANCH.
GET BRANCH.
>U.W.N.U.E.S.U.OPEN DOOR.ENTER SHOP.WAIT.WAIT.SHOW ENVELOPE TO WOMAN.
>OPEN ENVELOPE.READ LETTER TO WOMAN [take the can the woman offers you,
then just wait until she allows you to leave]
>D.N.W.D.S.E.D.W.GIVE CAN TO TROLL.GET CAN.OPEN GATE.S. [See note above about
the Boots. You MUST avoid them whenever possible, as you can only get
caught once!]
>S.S.ENTER CHURCH.GET CANDLE.LEAVE.N. W.U.GET SHOE [If your load is too
heavy, don't worry about it, I never used the shoe in my solution]
>OPEN STUMP.ENTER STUMP.E.S.MOVE BUNK.DROP ALL.U.GET BLANKET.D.GET
CANDLE.
>N.E.PUT BLANKET ON GRUE.OPEN REFRIGERATOR.GET BOTTLE AND WORM.W.
S.GET ALL.N.
>W.U.N.E.S.SEARCH FOUNTAIN.PUT WORM IN FOUNTAIN.GET TOKEN.W.W. [Now, at
Lake Edge, the grating south of you should be open at this time. If it is
not, you may have to wander awhile, avoiding the Boots, and come back]
>S.GET UMBRELLA.N.SQUEEZE CAN.GET STONE.DROP CAN.OPEN UMBRELLA.WISH FOR
RAIN.
>DIG X.GET WHISTLE.BLOW WHISTLE.W.WAIT.TAKE HAT.WAIT.BLOW
WHISTLE.E.N.N.E.S. [West of House ... Sound familiar????]
>OPEN MAILBOX.GET.LEAFLET [At this point, keep typing "N" until it allows
you to go north]
>E.GIVE HAT TO PELICAN.W.W.S.GET TOKEN.E.E.PUT LEAFLET IN BIG MAILBOX.
S. [Save game now]
>PUT TOKEN IN MACHINE.PUSH STICK W. PUSH STICK W.PUSH STICK S.PUSH STICK S
>PUSH STICK S.PUSH BUTTON [You will be asked if you are sure, etc, just
keep typing "Y". Hope those are the right directions, because I am typing
this from memory! (heh heh)]
>KALUZE [Remember the Pelican?]
>S.S.GIVE NOTE TO MR. CRISP.GET COAT.SEARCH COAT.GET KEY.UNLOCK
CHAIN.DROP KEY
>PULL LEVER.OPEN HATCH.CLIMB UP.U.WEAR GLASSES.GET CAT.POUR
MILK.GET BROOM.
>FLIP SECOND SWITCH [If it does not say your score went up 3 pts then
flip this back and flip the first switch]
>D.TAKE OFF GLASSES.MOVE PAINTING. TURN CRANK.D.GET NOTE.READ NOTE.DROP
NOTE.
>U.TURN CRANK.N.N.E.ALEXIS, HEEL.OPEN DOOR.E.GET KEY.READ MESSAGE.W.N.
>UNLOCK DOOR WITH KEY.ENTER LIBRARY. S.S.BREAK CASE WITH BROOM. [The alarm
will not go off since you flipped that switch]
>DROP ALL BUT STONE.GET SCULPTURE.PUT STONE IN SCULPTURE [At this point you
will get the familiar -Are you sure?- -Are you super dupere reaallllyyyy
sure?????-.. Just keep typing "Y" until you see a bunch of paragraphs
pop up on the screen, this is called The End]
>KNOCK DOOR [Woman takes cat, tells you a little story, and that is it!]
HOW TO WIN AT ZORK I
WRITTEN BY: THE LOCKPICK
THANX TO: “THE THING” AND CRACKSMEN
THIS IS THE STEP-BY-STEP TUTORIAL ON HOW TO SOLVE ZORK I
I HAVE HEARD OF A STRANGE PASSAGE BETWEEN THE CYCLOPS ROOM AND THE
LIVING ROOM. IF YOU CAN GET THROUGH IT YOU MAY WISH TO USE IT AS A SHORT
CUT (OPTIONAL). I WOULD SUGGEST YOU HAVE AN INITIALISED SAVE GAME DISK OR
ELSE IT WILL BE ALMOST IMPOSSIBLE TO WIN!!!
FROM THE START: [N,N,U], “GET EGG”, (NO WE’RE NOT GOING TO THROW IT ONTO
THE GROUND) [D,S,E], “OPEN WINDOW”, [W]
“GET ALL”, [W], “OPEN SACK”, “GET LUNCH AND GARLIC”, (NO WE’RE NOT
HAVING A PICNIC) “DROP ALL”, “GET SWORD AND LAMP”, “MOVE RUG”, “OPEN
TRAPDOOR”, “OPEN CASE” (GET EVERYTHING READY HERE), [E,U], “TURN ON LAMP”,
“GET ALL”, [D,W], “DROP KNIFE” (YOU MAY WISH TO SAVE YOUR GAME HERE IN
CASE THE THIEF POPS IN AND STEALS SOMETHING IMPORTANT)
[D,S,E], “GET PAINTING”, [W,N], (NOW, SAVE YOUR GAME AGAIN BECAUSE WE’RE
GOING TO KILL A TROLL IN THE NEXT ROOM)
[N], “KILL TROLL”, (KEEP TYPING IN “AGAIN” UNTIL HE’S DEAD. NOW IF YOU
WERE WOUNDED OR KILLED YOU CAN RESTORE YOUR GAME.)
“DROP SWORD”, (WE DON’T NEED IT ANYMORE), [E,E,SE,E], “TIE ROPE TO
RAILING”, (IT’S SAFER THAN JUMPING!), [D,S,E], “GET COFFIN”, [W,S], “PRAY”
(NOW THAT TRAPDOOR WON’T CLOSE ANYMORE!), [S,N,W,W,W], “OPEN COFFIN”,
“GET SCEPTRE”, “PUT COFFIN AND PAINTING IN CASE”
[E,E,E,E,D,D,N], “WAVE SCEPTRE”, [E,E,N,N], “GET SHOVEL”, [NE], “DIG
SAND”, “AGAIN”, “AGAIN”, “AGAIN”, “DROP SHOVEL”, “GET SCARAB”, [SW,S,S,
W,W], “GET POT”, (WHERE DID THIS COME FROM?), [SW,U,U,NW,W,W,W], “PUT ALL
BUT LAMP IN CASE”, (WE’RE A QUARTER OF THE WAY THERE !!)
“GET ALL BUT SACK AND GARLIC”, “OPEN TRAPDOOR”, [D,N,W,S,E,U], “GET BAG AND
KEY”, [SW,E,S,SE], “GIVE LUNCH AND WATER TO CYCLOPS” (YOU CAN’T KILL HIM)
“DROP BOTTLE”, (NOW SAVE YOUR GAME HERE BECAUSE WE HAVE TO KILL THE
THIEF), [U], (SAVE YOUR GAME AGAIN IF YOU WERE NOT WOUNDED OR KILLED)
(NOW, IF THE THIEF DID NOT TAKE YOUR EGG BEFORE TYPE IN “GIVE EGG TO THIEF”
AND SAVE YOUR GAME AGAIN)
“KILL THIEF”, (IF YOU HAVE KILLED HIM WITHOUT GETTING HIT YOU MAY WISH TO
SAVE YOUR GAME ONCE MORE)
(IF THE SWORD IS HERE DON’T TAKE IT) “GET ALL BUT STILETTO”, “DROP KNIFE”,
[D,NW,S,W,U,D,NE], “UNLOCK LOCK”, “DROP KEY”, “OPEN GRATE”
[U,S], “WIND UP CANARY”, “GET BAUBLE”, [S,E,W,W], “GET CANARY”, “PUT
ALL BUT LAMP IN CASE”, “GET GARLIC”, [D,N,E,N,NE,E,N], “GET MATCHBOOK”,
[E], “PUSH YELLOW”, “GET WRENCH AND SCREWDRIVER”, [W,S], “DROP GARLIC AND
SCREWDRIVER”, “TURN BOLT WITH WRENCH”, “DROP WRENCH”, [E]
“GET PLASTIC”, [N], “DROP PLASTIC”, [S, SW,S,E], “ECHO”, “GET BAR”, [W,SE,
E,D], “TURN OFF LAMP”, “GET TORCH”, [S], “GET BELL”
[S], “GET ALL”, [D,D], “RING BELL”, “LIGHT MATCH”, “LIGHT CANDLES WITH
MATCH”, “READ BOOK”, “TURN OFF CANDLES”,”DROP BOOK”, [S], “GET SKULL”
[N,U,N,N,N,W,W,S,U], “PUT SKULL AND BAR IN CASE”, [D,N,E,N,NE,E], “GET
GARLIC AND SCREWDRIVER”, [W,N], “DROP ALL BUT TORCH”, “GET TRUNK”, [N,N],
“GET TRIDENT”, [S,S,S,SW,SW,W,S,U], “PUT TRUNK AND TRIDENT IN CASE”, [D,N,
E,N,NE,N], “GET ALL”, [N,N,U,N,N,W,N, W], “DROP TORCH”, “TURN ON LAMP”, [N],
“GET FIGURINE”, (IT’S A GOOD THING WE HAD THAT GARLIC!) [S], “DROP
FIGURINE”, [N,E], “DROP ALL BUT LAMP AND GARLIC”, [N,D,E,NE,SE,SW,D,D,S],
“GET COAL”, [N,U,U,N,E,S,N,U,S], “GET ALL”, “PUT COAL AND SCREWDRIVER IN
BASKET”, “LIGHT MATCH”, “LIGHT CANDLES WITH MATCH”, “PUT CANDLES IN BASKET”,
“LOWER BASKET”, “DROP MATCHBOOK”, [N, D,E,NE,SE,SW,D,D,W]“DROP ALL”, [W],
“GET COAL AND CANDLES AND SCREWDRIVER”, [S], “OPEN LID”, “PUT
COAL IN MACHINE”, “CLOSE LID”, “TURN SWITCH WITH SCREWDRIVER”, “DROP
SCREWDRIVER”, “OPEN LID”, “GET DIAMOND”,[N], “PUT DIAMOND IN
BASKET”, “DROP CANDLES”, [E], “GET ALL BUT TIMBER”
[E,U,U,N,E,S,N], “GET SAPPHIRE”, [U,S], “RAISE BASKET”, “GET DIAMOND”,
[W,S], “GET ALL”, [E,S,D,U], “DROP GARLIC”, “PUT ALL BUT LAMP IN CASE”,
[D,N,E,N,NE,N,N], “GET PUMP”, [S,S,E], “GET PLASTIC”
[S,D,E,E,S], “DROP PLASTIC”, “INFLATE PLASTIC”, “DROP PUMP”, “ENTER BOAT”,
“LAUNCH”, “GET BUOY”, “LAND”, “GET OUT OF BOAT”, [S,W,W,SW,U,U,NW,W,W,W],
“OPEN BUOY”, “PUT EMERALD IN CASE”, (NOW THE LAST TREASURE WILL APPEAR,
WHICH IS AN OLD PARCHMENT. YOU DO NOT NEED IT IN THE CASE FOR A PERFECT
SCORE SO YOU CAN READ IT IF YOU WISH.)
[E,E,N,W,SW,W] AND YOU’RE THERE WITH A PERFECT SCORE OF 350!
HOW TO SOLVE ZORK II
WRITTEN BY: MIKE R.
TO START:
——–
1. TAKE ALL
2. S,S,S,SW,S
3. LIGHT LAMP
4. SE
5. IN (OR ENTER GAZEBO)
6. GET TEAPOT
7. OUT
8. N,NE
9. GET WATER
10. S,SE,S,S,W,SE (YOU SHOULD BE IN THE RIDDLE ROOM, MOVE AROUND UNTIL
YOU ARE)
11. SAY “A WELL”
12. E
13. GET PEARLS
14. E
15. IN BUCKET
16. POUR WATER
17. GET OUT
18. E
19. GET RED CAKE, GREEN CAKE, BLUE CAKE
20. EAT GREEN CAKE
21. E
22. THROW RED CAKE IN POOL
23. GET CANDY
24. W
25. EAT BLUE CAKE
26. NW
27. TELL ROBOT “E”
28. E
29. TELL ROBOT “PUSH TRIANGLE”
30. TELL ROBOT “S”
31. S
32. GET SPHERE
33. TELL ROBOT “LIFT CAGE”
34. GET SPHERE
35. N,W,S (YOU SHOULD BE IN TEA ROOM)
36. W
37. GET IN BUCKET
38. GET WATER
39. GET OUT
40. DROP TEAPOT
41. W,W,NW
42. OPEN BOX
43. GET VIOLIN
44. E,N,N
45. IN
46. DROP ALL BUT SWORD AND LAMP
47. GET MAT AND OPENER
48. OUT
49. S,S,W,N
50. GET CLAY
51. N,N,U
52. OPEN LID
53. PUT MAT UNDER DOOR
54. PUT OPENER IN HOLE
55. GET MAT, KEY, OPENER
56. UNLOCK DOOR WITH KEY
57. OPEN DOOR
58. N
59. GET SPHERE
60. S,D,S,S,S,E,N,N
61. IN
62. DROP ALL BUT BRICK, SWORD, AND LAMP
63. GET NEWSPAPER AND MATCHES
64. OUT
65. S,S,E,SW
66. GET STRING
67. N,D,E,N,N
68. ATTACK DRAGON
69. S
70. ATTACK DRAGON
71. S
72. ATTACK DRAGON
73. W,W
74. GET RUBY
75. S
76. GET IN BASKET
77. OPEN RECEPTACLE
78. PUT PAPER IN RECEPTACLE
79. LIGHT MATCH
80. LIGHT PAPER WITH MATCH
81. WAIT, WAIT
82. W
83. TIE WIRE TO HOOK
84. GET OUT
85. GET COIN
86. S
87. OPEN PURPLE BOOK
88. GET STAMP
89. N
90. GET IN BASKET
91. UNTIE WIRE
92. WAIT, WAIT, WAIT, WAIT
93. W
94. TIE WIRE TO HOOK
95. GET OUT
96. S
97. PUT STRING IN BRICK
98. LIGHT MATCH
99. LIGHT STRING WITH MATCH
100. N,S
101. GET CROWN
102. N
103. GET IN BASKET
104. UNTIE WIRE
105. CLOSE RECEPTACLE
106. WAIT (KEEP WAITING UNTIL BASKET IS AT THE BOTTOM OF VOLCANO).
107. GET OUT
108. N,E,E,SE,E,N,N
109. IN
110. DROP ALL BUT LAMP
111. OUT
112. S,W,SW,N,N,N,W,N,N
113. GET CHEST
114. KISS PRINCESS
115. S,S,S,SE,E,N,N
116. IN
117. WAIT (UNTIL PRINCESS COMES).
118. OPEN CHEST
119. OPEN CHEST
120. GET DRAGON
121. DROP CHEST AND ROSE
122. GET CANDY, RED SPHERE, BLUE SPHERE, AND PEARLS
123. OUT
124. S,S,W,S,S,D,S
125. GET CLUB
126. SE,NE,NW,SW,N,U,N,N,SW,SW
127. FEED LIZARD CANDY
128. UNLOCK DOOR WITH GOLD KEY
129. OPEN DOOR
130. S,W
131. DROP ALL BUT LAMP
132. E,N,N,NE,N,N,N,W,N,W,W,NE,E,S
133. GET PORTRAIT
134. N
135. ENTER LIGHT
136. ENTER SOUTH WALL
137. ENTER LIGHT
138. GET BILLS
139. KILL SELF
140. W,W,W
141. GET LAMP
142. S,S,S,SW,S,SE
143. IN
144. GET ALL
145. OUT
146. S,S,W,SW,SW,S,E
147. DROP ALL BUT LAMP
148. GET CLUB
149. W
150. THROW CLUB AT GLASS
151. GET WHITE SPHERE
152. E
153. PUT RED SPHERE ON RUBY STAND
154. PUT BLUE SPHERE ON SAPPHIRE STAND
155. PUT WHITE SPHERE ON DIAMOND STAND
156. GET BLACK SPHERE
157. S
158. PUT SPHERE IN CIRCLE
159. N
160. GET STAMP, VIOLIN, RUBY, AND COIN
161. S
162. GIVE ALL BUT LAMP TO DEMON
163. TELL DEMON “GIVE ME WAND”
164. TAKE WAND
165. N,E,N,N,NE,S
166. POINT WAND AT MENHIR
167. SAY “FLOAT”
168. SW
169. GET COLLAR
170. NE,S,D,D
171. PUT COLLAR ON DOG
172. E
173. OPEN DOOR
174. S
175. TURN OFF LAMP
176. OPEN SECRET DOOR
177. S
CONGRATULATIONS….
*** YOU HAVE JUST SOLVED ZORK II ***
ZORK III SOLUTION
==== === ========
IN THIS, THE THIRD SCENARIO OF THE ZORK TRILOGY, YOU ARE TO SEEK OUT AND
TAKE OVER THE DUNGEON MASTER’S POSITION IN THE GREAT UNDERGROUND
EMPIRE. INSTEAD OF HUNTING FOR TREASURES AS IN THE OTHERS IN THIS
TRILOGY, YOU MUST PROVE YOUR WORTHINESS BY SHOWING COMPASSION,
BRAVERY, TRUST, ETC…
BE WARNED THAT THIS IS NOT A HINT SHEET. IT IS A FULL SOLUTION TO THE
GAME. ONWARD BRAVE ADVENTURER !!
GET LAMP, TURN ON LAMP, S,W,W, GET BREAD, D, WAIT, WAIT, (SHOULD YOU
TRUST HIM? SURE!), TIE ROPE TO CHEST, (WHERE’D HE GO?) WAIT, WAIT, WAIT, GET
ROPE, (GOOD THING YOU TRUSTED HIM!), GET CHEST, SW, (NOW YOU ARE IN THE
SHADOWY AREA, THERE IS A CLOAKED FIGURE WALKING AROUND IN HERE. JUST
WALK AROUND UNTIL YOU FIND HIM, WHEN YOU DO, YOUR SWORD WILL COME TO YOU,
THEN:) ATTACK FIGURE, (KEEP ATTACKING THE FIGURE UNTIL YOU SEE THE
DESCRIPTION “HE IS NOT ABLE TO DEFEND HIMSELF”, THEN:) REMOVE HOOD, DROP
SWORD, GET CLOAK, E, (KEEP GOING EAST UNTIL YOU GET TO THE CREEPY CRAWL),
S,S, DROP ALL BUT CHEST AND LAMP, PUT LAMP IN CHEST, CLOSE CHEST.
—>NOW WOULD BE A GOOD TIME TO SAVE THE GAME. IF THINGS DON’T GO AS THEY
SHOULD HERE, YOU CAN JUST RESTORE AND TRY AGAIN.
JUMP IN LAKE, D, GET OBJECT AND CHEST (IF YOU DON’T GET THEM OR YOU GET
KILLED, JUST RESTORE) U,W,S, GET TORCH.
NOW THIS IS A LITTLE TRICKY ….
LOOK AT TABLE (IF YOU SEE THE SACRIFICIAL ALTAR, “WAIT” UNTIL THE
SCREEN CHANGES. OTHERWISE:) TOUCH TABLE, WAIT (UNTIL YOU ARE BACK IN
THE SCENIC VISTA), N.
—> SAVE IT AGAIN
JUMP IN LAKE, D, GET CHEST, U,S, OPEN CHEST, GET LAMP, DROP CHEST, S,S,E,
GET KEY, MOVE COVER, D,N,N,N,W,S,E,E, S,S, WAIT (YOU MUST WAIT FOR AN
EARTHQUAKE TO OCCUR. IT WILL HIT AT ABOUT 150 MOVES … JUST BE PATIENT
AND KEEP WAITING … AFTER IT OPENS THE DOOR, THEN:) E,N, PUSH GOLD
MACHINE SOUTH, OPEN STONE DOOR, PUSH MACHINE EAST, SIT IN MACHINE, SET DIAL
TO 776, PUSH BUTTON, GET RING, LISTEN TO GUARDS (KEEP LISTENING UNTIL YOU
HEAR THEM LEAVE, THEN:), OPEN DOOR, W, OPEN WOODEN DOOR, N, HIDE RING UNDER
SEAT, WAIT (KEEP WAITING UNTIL YOU RETURN TO THE PRESENT TIME-FRAME,
THEN:) GET ALL, OPEN STONE DOOR, W, OPEN WOODEN DOOR, N, LOOK UNDER SEAT.
—> NOW FOR THE ROYAL PAIN (PUZZLE)
S,S,D, PUSH EAST WALL, W, PUSH SOUTH WALL, E,S,S,E, PUSH SOUTH WALL, N,N,E,
PUSH SOUTH WALL, GET BOOK, PUSH SOUTH WALL, E,E,N, PUSH WEST WALL, AGAIN,
AGAIN, N,W, PUSH SOUTH WALL, E,S, PUSH WEST WALL, E,E,N,N,N,N, PUSH EAST
WALL, S,S,S,E,E,N,N, PUSH WEST WALL, N,W, PUSH SOUTH WALL, AGAIN, S,S,E,E,
N, PUSH WEST WALL, AGAIN, S,W, PUSH NORTH WALL, AGAIN, AGAIN, W,N,U.
—> YOUR OUT !!!! NOW FOR THE END OF THE GAME !!!
LET’S GO!
N,W,N,N,W,W,S,S, GET ALL, N,N,N,E,NE (NOW, THERE SHOULD BE A LITTLE OLD MAN
SITTING NEAR THE WALL. IF NOT, KEEP GOING SW AND NE UNTIL HE SHOWS UP.
THEN:) WAKE MAN, GIVE BREAD, OPEN DOOR, N,N, BREAK BEAM WITH LAMP, S,
PUSH BUTTON, N, GET LAMP, N,N, LIFT SHORT POLE, PUSH YELLOW PANEL, AGAIN,
LOWER SHORT POLE, PUSH MAHOGANY PANEL, AGAIN, AGAIN, LIFT SHORT POLE, PUSH
YELLOW PANEL, AGAIN, AGAIN, AGAIN, PUSH PINE PANEL, N, KNOCK ON DOOR.
—> THE DUNGEON MASTER!! YOU MUST BE GETTING CLOSE TO THE END!
N,E,N,N, SET DIAL TO 4, PUSH BUTTON, TELL DUNGEON MASTER TO STAY, S, OPEN
DOOR, S, TELL DUNGEON MASTER TO SET DIAL TO 1, TELL DUNGEON MASTER TO PUSH
BUTTON, UNLOCK BRONZE DOOR WITH KEY, OPEN BRONZE DOOR, SOUTH.
—> YOU DID IT! YOU HAVE BECOME THE DUNGEON MASTER OF ZORK!!
THIS WALK-THRU WAS WRITTEN BY THE LUNATIC AND THE SILMARILLION.
THE ABOVE FILE WAS PORTED FROM THE AMIGA BY SEWER POSSUM,EDITED AND
CORRECTED BY SEWER RAT AND FINALLY BROUGHT TO YOU BY SEWER SOFTWARE.
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