L T}  a l0C)HCCH Vhhݩh `CmDiCD`   RW   * 1H@R! YH.`}PRRRR  P i  I0S S0  iIM֠[   0DDԝ`!iCTRL AND [S=Stop] [Q=Cont] [C=QUIT] נϠŠΠĠPUSH SWITCH, OPEN DOOR, GO DOOR, SAYSTARSTRUCK, }N, W, SALUTE, E, E, GETDISK, LOAD COMPUTER, E, GET EXPLOSIVES,E, LIFT WEIGHTS, E, TAKE SHOWER, W, N,N, OPEN DOOR, W, N, U,} PUSH BUTTON, GODOOR, PUSH BLUE, N, W, GET SPACESUIT, WEAR SUIT, E, PUSH THROTTLE, NOW DO THE FOLLOWING:PUSH BLACKORA}NGEWHITEBLUEWHITEORANGEPULL THROTTLE, S, TURN DIAL, PUSHORANGE, S, D, S, S, W, GO CAVE, S,SET TIMER, 150, DROP EXPLOS}IVES,IN PIT, N, N, E, N, N, N, U, GO DOOR,N, PUSH THROTTLE,DO THE FOLLING:PUSH BLUEORANGEBLACKBLUEWHITEPULL THROT }TLE, S, PUSH ORANGE, S, D, S,NOW YOU'VE WON........ MISSION:ASTERIOD *** ***: ITEPULL THROToCTRL AND [S=Stop] [Q=Cont] [C=QUIT] נϠŠΠśN, HAIL TAXI, DISCO, E, BUY RUBBER(HIT RETURN F }OR COLOR,..ECT.)W, HAIL TAXI, BAR, S, PUSH BUTTONBELLY BUTTON, E, U, WEAR RUBBER,FUCK HOOKER, GET CANDY, DROP RUBBERN, D, } LOOK GARBAGE, LOOK COREGET SEEDS, W, S, W, GET FLOWERSN, LOOK WASHBASIN, GET RING, S, E,HAIL TAXI, CASINO, E, E, U, WLOO }K ASHTRAY, GET PASSCARD, E, D,W, W, HAIL TAXI, DISCO, N, SHOWPASSCARD, W, BUY WINE, GIVE FLOWERSGIVE RING, GIVE CANDY, DRO}P CANDYE, S, GIVE WINE, GET KNIFE, E, DROPWINE, W, HAIL TAXI, CASINO, N, MARRYGIRL, S, HAIL TAXI, DISCO, N, SHOWPASSCARD,} W, S, DIAL 555-0987, N, E,S, HAIL TAXI, CASINO, E, E, U, W, S,FUCK GIRL, USE KNIFE, DROP PASSCARD,DROP KNIFE, N, E, D, LO}OK PLANT, ENTERBUSHES, GET STOOL, GET HAMMER, DROPSEEDS, EAT MUSHROOM,BUY WHISKEY, DROP WALLETl W, GIVEWHISKEY, GET UNIT, E, PU}SH BUTTON,BELLYBUTTON, E, TV ON, 6, DROP UNIT,U, N, USE ROPE, W, BREAK WINDOW, S,GET PILLS, N, E, DROP ROPE, D, W,HAIL TA}XI, CASINO, E, E, U, GIVE PILLSDROP PILLS, DROP HAMMER, PUSH BUTTON,E,DROP STOOL,CLIMB STOOL, LOOK CABINET,GET PITCHER, WA}TER ON, FILL PITCHERW, PUSH BUTTON, D, ENTER BUSHESWATER SEEDS, GET APPLE, EAT MUSHROOM,}N, HAIL TAXI, CASINO, E, E, U,PUSH BUTTON, U, N, D, GIVE APPLE,FUCK EVE! *** ***: iEFORE.!>tCTRL AND [S=Stop] [Q=Cont] [C=QUIT] נϠŠӠFIRST I'LL GIVE YOU A FEW"THINGS TO TRY". THIS IS FOR} ALLTHOSE TRUE ADVENTURERS WHO MIGHTJUST BE LOOKING FOR A NUDGE IN THERIGHT DIRECTION.THE GAME IS SUPPOSED TO BE PRETTY}AUTOMATIC FOR THE FIRST PART, SOUNLESS YOU'RE WANDERING ABOUT OUT-SIDE THE HOUSE FOR MAPPING PURPOSES,START THE GAME BY DO}ING THE FOLLOWING:N,N, "RING THE BELL"LINDER'S BUTLER, PHONG, WILL ANSWERTHE DOOR. YOU CAN NOW DO ANYTHING FORONE MOVE,} THEN PHONG WILL SHOW YOU INTOTHE LIVING ROOM, WHERE YOU WILL MEETLINDER AND HIS DAUGHTER, MONICA.IT MIGHT HELP HERE TO A}SK MR. LINDERAND MONICA ABOUT ALL THE OTHER CHAR-ACTERS IN THE GAME (THIS IS A MUSTIN ALL INFOCOM MYSTERIES!). DO THISBY }SAYING "ASK LINDER ABOUT (MONICAOR MRS. LINDER OR PHONG, ETC.).AFTER A BIT (10-12 MINUTES), LINDERWILL TAKE YOU INTO HIS }OFFICE. HEREYOU SHOULD "SIT IN THE WOODEN CHAIR"WHEN HE ASKS YOU TO. HE WILL THEN FILLYOU IN ON THE BACKSTORY OF THE GAME}AND WILL SHOW YOU A NOTE, WHICH YOUMIGHT BE POLITE ENOUGH TO READ. NOW, IF YOU SIT THERE AND WAIT, MONICAWILL ENTER AROU}ND 8:35 AND STICK AROUND FOR A MOMENT TALKING TO HERFATHER BEFORE HEADING OFF TO GOTO THE MOVIES. IF YOU WAIT UNTIL AROUN }D 9:03, LINDER WILL HEAR THEDOORBELL; PUSH THE BUTLER'S BUTTONTO SIGNAL PHONG; THEN DIE FROM ABULLET SHOT THROUGH THE OFFI!}CE WINDOW.BEFORE LINDER IS KILLED, YOU MIGHT WANT TO TRY THE FOLLOWING AND SEEWHAT HAPPENS (OR DOESN'T...): 1. TRY PU"}SHING THE BUTLER'S BUTTON AND SEE WHAT LINDER DOES. 2. EXAMINE THE WINDOW AND ASK LINDER ABOUT WHAT YOU FIND #}THERE. 3. EXAMINE THE CLOCK AND TRY OPEN- ING IT. 4. TRY STANDING UP AFTER YOU'VE FIRST SAT DOWN IN THE C$}HAIR. THEN WAIT UNTIL 9:03 (I'D SAVE THE GAME FIRST!).AFTER THE MURDER OCCURS, TRY THEFOLLOWING: 1. EXAMI%}NE THE WINDOW AND ANALYZE WHAT YOU FIND THERE. 2. EXAMINE THE KEYHOLE IN THE CLOCK. 3. TRY PUSHING THE BUTLER'S&} BUTTON RIGHT AFTER THE MURDER. THEN TRY PUSHING IT AGAIN AFTER MONICA GETS HOME (AROUND 11:00). 4. IF '}YOU "SEARCH PHONG", YOU WILL FIND THE KEYS YOU NEED TO UNLOCK ALL THE LOCKED DOORS IN THE HOUSE. 5. GO INTO P(}HONG'S ROOM AND EXAMINE THE BOOK HE'S READING. HE'S USING A VERY INTERESTING BOOKMARK. SHOW THIS TO PHONG A)}ND MONICA AND THE TIED-UP STILES (HE'S IN THE LIVING ROOM. 6. FOR FUN, TRY CALLING THE RESTAUR- ANT'S P*}HONE # THAT'S ON THE MATCHBOOK (ADELINE 1308). 7. ANAYZE THE FOOTPRINTS YOU FIND IN THE MUD OUTSIDE THE OFFI+}CE PORCH.. THEN COMPARE TH PLASTER CAST DUFFY MAKES TO STILES' SHOES AND ALSO TO THE MUDDY BOOTS YOU,} FIND ON THE PLATFORM BY THE FRONT DOOR. ALSO, SHOW THE MUDDY BOOTS TO PHONG. 8. SHOW STILES THE: MATCHBOOK;-} THE NOTE LINDER GAVE YOU; AND THE MUDDY HANDGUN (YOU FIND THIS OUTSIDE BY THE OFFICE PATH) 9. BEFORE M.}ONICA GETS HOME (11:00), UNLOCK AND OPEN THE WORKSHOP DOOR (IN THE GARAGE) THEN GO IN- SIDE THE WORKSHOP AN/}D "WAIT FOR MONICA'. WATCH WHAT SHE DOES WHEN SHE DRIVES IN AND ENTERS. 10. OF COURSE, ASK EVERYBODY ABOUT 0} EVERYBODY ELSE; SHOW EVERYTHING OF INTEREST TO EVERYONE; AND TRY ACCUSING PHONG, MONICA AND STILES.NO1}W, FOR THOSE OF YOU LOOKING FOR AQUICK FINISH, HERE'S THE STEP-BY-STEP:(BREAK OUT IF YOU DON'T WANT THE ANSWER)SOLUTION:2}N,N, "RING BELL", (DO ANYTHING FOR ONEMOVE, SUCH AS 'I'), (PHONG WILL LEADYOU INTO THE LIVING ROOM), "ASK MONICAABOUT HE3}R MOTHER", "WAIT", (LINDER WILLSOON TAKE YOU TO HIS OFFICE), "SIT INTHE WOODEN CHAIR', 'WAIT UNTIL 9:04'(ANSWER YES WHENEV4}ER IT ASKS IF YOUWANT TO KEEP WAITING), (LINDER WILLBE SHOT AND KILLED), "GET UP","HIDE BEHIND THE LOUNGE", "WAIT UNTIL125}:05" (ANSWER YES EVERYTIME IT ASKS),(SOMEWHERE AROUND MIDNIGHT, MONICAWILL COME BACK INTO THE OFFICE, GO OVERTO THE CLOCK,6} UNLOCK IT AND REMOVESOMETHING), "STAND UP", "ACCUSE MONICA","WAIT FOR DUFFY", "ARREST MONICA". *** ***7}: s REMOVESOMETHING), "STAND UP", "ACCUSE MONICA","WAIT FOR DUFFY", "ARREST MONICA". *** ***CTRL AND [S=Stop] [Q=Cont] [C=QUIT]נϠŠӦŠΠśFIRST GO [S,W,W,W] THEN TYPE "TALK GUARD" THE 9}N "YES" THEN "BOW".GO [E,E,N] THEN TYPE "CLIMB FENCE" AND "GET COIN".GO [S] THEN TYPE "READ SIGN" THEN "BUY WAX" "BUY SWORD :}" "BUY WINE" AND BUY EVERYTHING, EXCEPT THE LANTERN. THEN TYPE "PAY" AND GO [N,N] AND TYPE "HIRE CREW"GO [E] AND TYPE "GET ;}BOTTLE" THEN "LOOK BOTTLE" THEN "GET NOTE" THEN "READ NOTE".THEN TYPE "GIVE COIN" THEN "YES" THEN "READ MAP"*** WRITE DOWN <}THE DIRECTIONS ***GO [S,E,S,S,E,E,N] THEN TYPE "GET CHEST" AND GO [S,W,W,N,N,W]*** SHOULD BE BACK AT VILLAGE ***THEN GO [N =},E,N] AND TYPE "CAST OFF" THEN GO [E] AND TYPE "GET CONDOR"GO [W,N,W] AND THEN TYPE "GET BAG".GO [N,S,E,W,E,S,E,E].*** SHO >}ULD BE AT HURRICANE ******* NOW FOLLOW DIRECTIONS ON MAP ****TYPE "GO SHORE" THEN GO [N,E,S,S,S] AND "GET BrIDLE" GO [E,S] ?}AND TYPE "LOOK HOLE" AND "GET DUST".GO [N,W,N,N,N,N,N,U,N,E,N] AND "GET WATER" GO [S,W,N,D,S,S,E,E,S,E] AND TYPE "TIE LEATHE @}R" "TO LEATHER" THEN "THROW LEATHER".GO [E,N,E,N] AND TYPE "GIVE GEMS" AND THEN GO [E,N,E,N] AND "PLUCK BIRD" THEN "MAKE WIN A}GS" THEN "WITH WAX" THEN "AND FEATHERS" THEN "FLY".NOW TYPE "GET ROCK" AND "GET REINS" THEN GO [D,W,W,S] AND "THROW DUST" GO B} [S,E,E] AND TYPE "POUR WINE" THEN "ON ME" THEN "GO FIRE".GO [E] AND TYPE "GO HOLE" GO [W,S] AND TYPE "GO SHIP".NOW GO [N,N C},W,N,N] AND TYPE "POUR POTION" THEN "INTO OCEAN".GO [N,N,E,E,N] ND TYPE "KNEAD WAX" THEN "TIE ROPE" THEN "TO ME" THEN "YES" D} THEN "PLUG EARS" AND THEN "NO"NOW GO IN ANY DIRECTION EXCEPT SOUTH UNTIL YOU COME TO AN ISLAND TO THE NORTH.THEN GO [N,N,N E}] AND TYPE "GO SHORE".GO [W,W,N] AND TYPE "LOOK TREE" THEN "LOOK CARVING".*** IT SAYS SVENEESAS BUT WHEN YOU UNSCRAMBLE, IT F} IT SAYS SEVENSEAS ***NOW GO [E,E,N,W,N] AND TYPE "SEVENSEAS" *** NOTE... SEVENSEAS IS ONE WORD AND MUST BE TYPED AS SEEN!!! G} ***NOW TYPE "FREE MAN" THEN "GET MALLET".GO [E,E,S,E] AND "GO CAVE" THEN TYPE "GIVE WINE" THEN "NEED GRAPES" THEN TYPE "GE H}T TRUNK" THEN "SHARPEN TRUNK" *** NOW TYPE ANYTHING LIKE NORTH, SOUTH, EAST, OR WEST UNTIL CYCLOPS RETURNS ***NOW TYPE "KILL I} CYCLOPS" THEN "IN EYE" THEN "MAKE FIRE" THEN "KILL SHEEP" THEN "COOK SHEEP" AND THEN "EAT SHEEP".NOW GO [S,E,E,N,E,N] AND T J}YPE "ECEELF" ***FLEECE BACKWARDS *** AND TYPE "LOOK CHEST" THEN "GET SWORD" THEN "KILL SKELETONS" THEN "WITH SWORD".GO [N,S, K}E,N] THEN TYPE "GO CLIFF" THEN "SUPPELTUEL" THEN`"GO CLIFF" THEN "PUT REINS" THEN "PUT BRIDLE" THEN "BREAK CHAIN" THEN "WITH L}MALLET" THEN "MOUNT HORSE" THEN "GET FLEECE" THEN "FLY"GO [W] THEN "TALK GUARD" THEN "YES" THEN "GIVE FLEECE" ** M}* ***: PTHEN "GET FLEECE" THEN "FLY"GO [W] THEN "TALK GUARD" THEN "YES" THEN "GIVE FLEECE" ** CTRL AND [S=Stop] [Q=Cont] [C=QUIT] נϠŠŠƠŠFROM WHERE YOU START THE GAME FOLLOWTHESE DIRO}ECTIONS:[ E, N, N, W ] YOU SHOULD BE IN THEWEAPONS SHOPPE!BUY ALL ITEMS [EXCEPT] THE KNIFE! ITIS USELESS!ALSO- IF YOU COP}ME ACROSS AN ITEM INYOUR TRAVELS THAT WE DON'T TELL YOU TOPICK UP, DON'T, IF YOU DO IT MAY RUINTHE ENTIRE SET UP!!!ANYWAYQ}, BACK TO THE SHOPPE, AFTER YOUBUY ALL THAT YOU NEED GO "E"AST.TYPE "TALK BARTENDER"AFTER YOUR LITTLE CHAT FOLLOW THESEDIR}RECTIONS: [S, S, E]-=> QUICKSAND <=- ---------TYPE "SWIM E" THEN "SWIM N", GET THEPOTION AND THEN GO "N"ORTH.(FROM NOS}W ON ANYTHING IN "QUOTES" ISA DIRECT COMMAND!!!)TYPE "GET BEES" (MUST HAVE THE HONEYYOU BOUGHT IN STORE!)THEN GO [ S, S T}] AND "SWIM W" AND"SWIM W" AGAIN!GO [ W, W ] AND "GIVE BEES" TO THEHUGE PLANT!!!NOW FOLLOW THESE DIRECTIONS:[ N, N, E, EU}, N ] "DROP HONEY" THEN[ S, W, W, S, S, E, S ] AND YOU SHOULD NOW BE AT A BOAT.TYPE "POUR POTION BOAT" AND BOAT WILLSHRINV}K UP! NOW "GET BOAT" AND GO:[ N, W, N, N, E, E, N, W, N ] AND YOUWILL FALL INTO A PIT! THERE IS NO WAYTO AVOID THIS, SO YOW}U MUST DO IT! ITWON'T HURT YOU! NOW TYPE "THROW ROPE"AND THEN AFTER ROPE IS SECURED "U" FOR UP. AND THEN "GET ROPE" BECAUSX}E YOUTHREW IT AND IT IS NO LONGER IN YOURPOSESSION! YOU WILL NEED IT LATER.NOW GO: [ N, E ] AND THEN "LIGHT LAMP"AND THENY} [ W, S, S ], "GET AMULET",[S, E, S, W, W, S, S, E, E, N, E, N],"GIVE AMULET" (YOU SHOULD BE AT ATREE) AND THEN [ S, W, N Z}].NOW, TYPE "DROP ROPE", AND THEN TYPE"BUY ALE", THEN "DROP MONEYBELT"(YOU WON'T NEED IT ANYMORE!) ANDFINALLY, "GET ROPE[}". -=> INVENTORY CHECK <=-STAFFOLD LAMPSPELL BOOKROPEMINIATURE BOATMUG OF ALEIF YOU ARE MISSING ONE OF THESE\} THENYOU MAY WANT TO GO BACK AND CHECKTO SEE WHAT YOU DID OR DIDN'T PICK UP.NOW MOVE -=>[S, S, W, W, N, N, E, E, N, W, N]}, N,N,] AND TYPE "SING".(YOU SHOULD BE AT THE CLIFF AREA RIGHTBEFORE WHERE YOU LIT YOUR LAMP)A GIANT EAGLE WILL FLY DOW. ^}AND PICKYOU UP.NOW TYPE "GO PAD". YOU WILL BE TRANSPORTED ACROSS THE RAVINE!NOW FOLLOW THESE DIRECTIONS:[ N, W ], "THROW_} ROPE", "D","GET ROPE", [S, W] AND........"DROP BOAT" (IN RIVER)NEXT TYPE "GO BOAT" AND "PADDLE N","PADDLE N", YOU SEE A `}MONSTER! TYPE:"POUR ALE WATER" (AT SEA MONSTER),AND THEN KEEP "PADDLE N" UNTIL YOUHIT AN ISLAND! A STATUE OF A GRUD WILLBa}E STANDING THERE... TYPE "GIVE BOOK"AND IN TURN, YOU WILL RECIEVE A KEY!NO GO [S], "PADDLE S" (TWICE), AND THEN"PADDLE W",b} [W (BOULDER WILL DIS-APEAR), W, W] AND "GET HELMET".NOW GO: [ E, S ], AND "UNLOCK DOOR",[S], "DROP KEY", [S, S, E], ANDc}"GET LONGBOW", [E,E,E,S,S,S,W] AND"GET SCROLL", [W,N,E,E,E,E].NOTE: THIS IS THE LABYRINTH AND IT ISDONE RANDOMLY. IF THE Ad}BOVE WILL NOTPUT YOU BACK AT THE SIGN, MOVE AROUNDSOME AND TRY GOING [E]AST ABOUTTHREE TIMES. -=> INVENTORY CHECK e}<=-STAFFOLD LAMPLONGBOWSCROLLHELMETROPEFROM SIGN GO: [N,N,E,E], "GO BOAT", AND "PADDLE N", "PADDLE N", "PADDLE W" f}AND THEN TYPE "D".YOU SHOULD BE IN A LAIR OF A LIZARD!DON'T MAKE A N,S,E,W MOVE OR YOU DIE!TYPE "READ SCROLL", YOU WILL SEg}E TWOSPELLS 'REGNILO' & 'MAHDEN'.TYPE: "SAY MAHDEN" AND AN ARROW WILLAPPEAR. "GET ARROW", "SHOOT LIZARD".NOTE: DON'T EVERh} SAY 'REGNILO' AS ITWILL MAKE YOU LOSE ALL OF YOUR EQUIP.NEXT GO [S], "GET SWORD", [N,N],"PADDLE E", "PADDLE S", "PADDLE Si}","PADDLE W", [W,W,S,S,W].FINALY: "PUT SWORD ALTAR" "SAY MYRAGLYM"----------=> ZAP <=--------------------YOU ARE j}TELEPORTED TO A FOREST!NOW GO: [S, S, E], BY NOW YOU WILLBE GETTIN HUNGRY AND WILL DIE IF YOUDON'T EAT! BUT YOU SHOULD SEEk}:A JAR OF HONEY!!! SO TYPE "DROPLONGBOW", "GET HONEY", "EAT HONEY".THE FINAL MOVES:[S, W, W, S, S, E, E, N, N, ]-=> Yl}OU HAVE NOW WON <=--=> BLADE OF BLACKPOOLE! <=-JUST ONE LAST WORD, FOR YOU 1ST TIMERSTHE LETTERS IN THE [BRACKETS] AREDIRm}ECTIONS TO MOVE. IE. NORTH, SOUTH,EAST, AND WEST! *** *** : OLETTERS IN THE [BRACKETS] AREDIR\CTRL AND [S=Stop] [Q=Cont] [C=QUIT] WELCOME! TO A TUTORIAL ON: THE SANDS OF EGYPT! =-= =---= -- =----=o}YOU START THIS ADVENTURE IN A NICESANDY DESERT AND HERE'S WHATYOU DO: (GET SHOVEL) (KILLSNAKE,WITH SHOVp}EL) (GET CAN-TEEN) (DIG,GET TORCH) (FILL CANTEEN,GET CANTEEN) (DIG,GET MAGNIFIER) q} NOWYOUR AT AN OASIS. (DROP MAGNIFIER,DROPSHOVEL,GO TREE,CLIMB TREE,GET DATES) (FEED CAMEL,MOUNT CAMEL,Rr}IDECAMEL,DISMOUNT,LOOK CARVINGS,GET SCEPTER,PULL HOOK,GET CANTEEN,CLIMBPYRAMID,GET AXE) (FEED CAMEL,MOUNT CAMEL,RIDE s}CAMEL,DISMOUNT) NOWWE NEED SOME WATER BADLY! (EMPTY CAN-TEEN,FILL CANTEEN,GET CANTEEN,DRINK,DROP DATES,DROP SCEPTER,DROP Ct}ANTEEN,INVENTORY) MAKE SURE YOU HAVE AN AXEIF NOT YOU ARE GOING TO HAVE PROBLEMS!(CLIMB TREE,CHOP FRONDS,GET FRONDS,MAKE u}ROPE,BRAID FRONDS) (GETMAGNIFIER,GET SHOVEL,GET TORCH,GETSCEPTER,GO POOL,HOOK HOOK,TO HANDLE,PULL HOOK,UNHOOK HOOKv},CLIMB STEPS,GET CANTEEN,GO POOL,DRINK,DROP CANTEEN,GET SCEPTER,LIGHT TORCH,WITH MAGNIFIER,GO DRAIN) (TIE ROPE,TO BOATw},FLOATBOAT,GO BOAT,PADDLE BOAT,PADDLE BOAT,TIE ROPE,TO POLE,GO ARCH,TRANSLATEHIEROGLYPHICS,PUT SCEPTER,ON MUMMY,DROP MAGNx}IFIER,DROP SHOVEL,DROP AXE,GO CRACK,GET LADDER,GO CRACK,GO ARCH,UNTIE ROPE) TYPE GARBAGE COMMANDSLIKE LOOK OR SEARCH UNTILy} A HOLEAPPEARS IN THE ROOF (PUT LADDER,CLIMBLADDER,GET CANTEEN,DRINK,CLIMB STEPS,GET DATES,FEED CAMEL,MOUNT CAME,RIDE CAz}MEL,DISMOUNT)YOU HAVE JUST SOLVED THE SANDS OF EGYPT: NINK,CLIMB STEPS,GET DATES,FEED CAMEL,MOUNT CAME,RIDE CACCTRL AND [S=Stop] [Q=Cont] [C=QUIT] 󠠠 㠠 |} 堠 OBJECT - Search for and kill the wizard. To travel from room }}to room you must collect the appropriate (orall) the lanterns which then opens upthe door to the next screen. You~} must avoid or kill theGreen Yamo and/or the Ninja. It takesthree blows to kill the Yamo and two to kill the Ninja. } With your Joystick you canjump, kick, punch, grab, leap, duck, run, and climb. KEYBOARD - SPACEBAR }pauses the game. L sets the Joystick for Left handed player. R sets the joystick for normal. (SHIFT and R or L is fo}r Player 2) POINTS - 50 Landing on Ninja or Yamo 75 Kicking Ninja or Yamo 100 Chopping }Ninja or Yamo 125 Lantern 200 Knocking out Ninja 450 Knocking out Yamo 2000 Enter a new room 3000} Destroying Wizard Bonus at 40,000 pts and each additional 30,000 pts. OPTIONS - One Player vs Co}mputer - Playercompetes against computer Yamo and computer Ninja. One Player vs Opponent - Playercompetes against pl}ayer 2 (Yamo) andcomputer Ninja. Two Players vs Computer - Eachplayer takes turns to compete againstcomputer Yamo and} computer Ninja. Two Players vs Opponent - Eachplayer takes turns to compete againstcomputer Ninja and the other playe}r asthe Yamo. Good Luck MoonBeam Out: compete againstcomputer Ninja and the other playeKCTRL AND [S=Stop] [Q=Cont] [C=QUIT] /---------------------\ |The Hacker's Guide to| | the Gala}xy... | \---------------------/ A collection of various phone numbers: Voice & Data-=-=-=-=-=-=}-=-=-=-=-=-=-=-=-=-=-=-=-=---Voice lines213-372-6244/Dial-A-Joke818-765-2000/Dial-A-Joke213-765-2000/Jokes818-882-}9524/Tele-Fun818-982-7000/Fun-Phone818-883-3623/There's Nobody Home213-833-3339/The Machine213-664-7664/Dial-A-Song}213-666-8742/Dial-A-Song818-768-2120/Dial-A-Story818-761-3330/Movie Line213-976-4545/Children's Story213-976-2583/Dia}l-A-Mystery213-976-4646/Weather213-840-3971/Horowitz Close-Wp News203-343-1100/Enviromental Protection Age}ncy213-883-3339/Dial-Info's Stock Quotes714-897-5511/General Telephone Time900-410-6272/Dial-A-Shuttle (50} cent charge per call)--Data lines408-745-2007/Atari Mainframe=======================================LOCAL LONG DI}STANCE SERVICES:408-280-7015/MCI Access (5 digit code)408-279-4040/Sprint Access (6 digit code)}408-947-7606/Metro-Phone Access (6 digit code)=======================================U.S. GOVERNMENT TOL}L-FREE NUMBERS:--Voice lines800-424-5201/Export Import Bank800-523-0677/Alcohol, Tobacco, and Firearms.}800-532-1556/Federal Information Center800-325-4072/Combat Arms & Service Enlisted Mobilization Div.800-432-}3960/Social Security=======================================OTHER INTERESTING TOLL-FREE NUMBERS:--Voice lines800-36}8-5634/MCI update... tells you the new nodes they are putting in.800-368-5844/Communication Satel}lite Corporation.800-368-5693/Republican Talk Line800-368-5500/U.S. Mint Coin Update800-622-0858/Californi}a Medical Association Newsline800-424-2424/American Federation of Teachers Newsline800-525-3056}/Cattleman News800-525-3085 " "800-424-9864/Energy Hotline800-424-9128/Dept. of Energy Newsline800-424-9129}/ " " (In Spanish)800-424-8530/Housing & Urban Devlpmt800-424-8807/Transportation Newsline800-424-0214/Office of} Education News800-621-8094/American Medical Newsline800-424-8086/National Education Assn. Newsline800-238}-5342/National Cotton Council Hotline800-424-9820/Citizens Choice News800-424-5040/N.A.M. Newsline800-221-}0226/NBA Hotline800-882-1061/Pacific Bell NewslineNOTE: In your area you may need to enter a 1 before dialing th}e toll free numbers.Please leave any additions orcorrections... THANK YOU!P.S. ALSO NO ILLEGAL #'S PLEASEI DON}'T BELIVE IN THEM, THIS IS JUSTFOR FUN, SOMEONE GAVE ME!!! THANKS..........: EGAL #'S PLEASEI DONhCTRL AND [S=Stop] [Q=Cont] [C=QUIT] KEYBOARD COMMANDS FOR DESTINY -------------------- }--------- Destiny }commands are broken down into two modes(combat and navigation). Some ofthe commands can be used in both modes.You'll have }to experiment to find which ones. If you press a commandkey and the shift key, your commandwill be extended for a longer p }eriodof time. Pressing any other key willstop the previous command.Also the 'K' key will cancel all outgoing beacons. The }re is also a training mission mode in Destiny. It is activated by pressing OPTION instead of START at the beginning of } the game. In this mode you willnot be able to hyperdrive after the initial start. To identify(or attack) another ves }sel, press the number keys' 1-7, or 0.This will put a vessel within your range. If you feel brave try fighting a Death }Caster (#5) COMBAT MODE:Combat mode is } activated by pressthe obvious 'C' key. In this modeyou can activate radar, speed, andweapon systems. Refer to the follow }ing chart for the exact keys to use. } NAVIGATION MODE:Navigation mode is activated by pressing the 'N' key. In this mode you can activate Enemy Search Radar } (ESR),LandBase locators (LB),power shutdownDown (<), Mayday Msg, and Hyper-driveLANDBASES:Landbases are located by usi }ng the number keys 1-7, and 0.While in navigation mode, after selecting The landbase of your choicethe next step is to set } course for that target. Which brings us to another obivous key 'SET'. Press SETand <, this will SET your course and do a } power shutdown in preparationfor Hyperdrive. Now all you need do ispress 'D' and your off into the wildblue yonder(or is }it black out there?) The above process is the sa }me for ESR routines. DESTINY COMMAND LIST ------------------------------------ }--------------------------------------- COMBAT COMMANDS NAVIGATION COMMANDSM } W=WAVE WEAPON <=POWER SHUTDOWN B=BEAM WEAPON } E=ESR =INCREASE SPD 1-7&0=LB =D }ECREASE SPD P=MAYDAY MSG T=RADAR TRACKING SET=SET ESR OR LB } L=LOCK ON TARGET D=HYPERDRIVE ------------------------------------ The follo }wing can be used in either mode: I=IFF(FRIEND OR FOE) K=CANCEL BEACONSR=REQUEST BEACON S=SEND BEACON ----------- }--------------------------Remember that the shift key is veryhelpful and saves alot of repeated keypuncng! } ------------------------------------- If anyone finds more of these commandspl }ease get in touch with me. 'DIZZY DEAN' NOTE: INCREASE SPD }AND DECREASE SPDARE THE UP ARROW AND DOWN ARROWS....: Y 'DIZZY DEAN' NOTE: INCREASE SPD CCTRL AND [S=Stop] [Q=Cont] [C=QUIT]} ***************** * * * ZORK I * *$} * ***************** So, you're all set for The Great Undgrgrond Empire, eh? Okay, but before we$} begin, a few words about this walkthru. First, this is not the only way to solve the game. It's just one of the faster$} ones. Second, because there is no "wasted motion" in this game, you will not be visiting all the locations. So, you mig$}ht want to play around with the game on your own for a while, mappig out as much as you can, without much regard for gat$}hering treasures. Actually, mapping is a good idea, since, if you make a misstep somewhere, you might find yourself in tr$}ouble! Be especially careful to follow the directions when in the mazes; a wrong move there, and you could be lost for q$}uite some time! Finally, you may not go through this in exactly the way it's written because of the thief. He is a variab$}le item in the game; you never know where he will show up. Try to move out of the room he's in as soon as he shows up. $} But keep in mind that even if he does steal anything from you, you will get it all back from him in the end. Okay? Let's$} start the adventure! You begin West of the house, and your first chore is to get inside. So, go South and East. Open th$}e window and enter the house (you're in the kitchen), then go West into the living room. Get the lamp, then move the rug,$} revealing the trap door. Open the trap door, turn on the lamp, and go down. At ths point, some mysterious person will$} shut the door on you; don't worry about that for now. Okay, so here you are in the cellar. It's time to pick up your f$}irst treasure, so go South, then East to the Gallery. Get the painting, then continue North to the Studio. Go up the chi$}mney (you can only fit with the lamp and the painting), and you will be in the kitchen again. Now, go upstairs to the att$}ic, and get the knife and rope. Come back down and go into the living room. Open the case and put the painting inside. $}Then, drop the knife and get the sword. Open the trap door again, and return to the cellar. Again, the door is shut by s$}omeone (you never will find out who's doing this, but it doesn't matter). Now you're back in the cellar, and since we're$} coming to one of the more dangerous parts of the game, you might want to do a save here. Gripping your trusty sword, hea$}d North into the Troll room. There's a nasty troll here with a bloody axe, and the only way past is to kill him. So, do $}just that: "Kill Troll With Sword." It will most likely take more than one attempt, so keep at it, and eventually he wil$}l disappear in a cloud of black smoke. Now, drop the sword, because you really don't need it any more, and it will hinde$}r you in carrying other, more important items. Having dispatched the troll, you move along East, East (into the Round roo$}m), then SE and East. You are now in the Dome room. It's a long way down, and too far to jump, so here's where the rope c$}omes in handy. Tie the rope to the railing, then climb down the rope. You will be in the Torch room. Leave the torch fo$}r now; you'll be coming back this way again later. From the Torch room, go South, then East and get the coffin. Return W$}est, then continue South to the Altar. There's no0way you're going to get down that hole with the coffin, and even the p$}rogram will tell you that you haven't got a prayer. That's a hint, folks: Just "Pray," and you will find yourself in the$} forest again. Since it's daylight out, save energy and turn off the lamp. Now, head along South, then North (I know, but $}it works!) to the clearing, then East to the Canyon View. Climb all the way down to the bottom, then go North to Rainbow$}'s End. Drop the coffin and open it. Inside is a jeweled sceptre. Get that, and wave it. The rainbow will become soli$}d (you'll need to cross over from the other side later). Now, "Look." You should see a pot of gold. Get that, and the c$}offin. After that, go SW, then all the way back up to Canyon View. From there, it's NW to the clearing, and then West to $}the window. Once in the kitchen, open the bag and get the garlic (nothing else, just the garlic). Go on into the living $}room, and put your treasures in the case. Now, sit down and take a breather, because you're about to do a lot of traveling$}! Once again, open the trap door, turn on the lamp, and go down. Watch carefully, and you will notice that this time, the$} door doesn't close! Whoever was doing it before must have gotten tired. Anyway, you're on your way to the dam, so move$} along North, East, North, NE, and East. You are now on top of the dam. From there, go Northo the Lobby. Pick up the m$}atches, then go either North or East (doesn't matter) into the Maintenance room. Get the wrench and the screwdriver, then$} push the yellow button. Nw, return to the dam, and you will see that the green bubble is lit. Turn the bolt with the $}wrench, then drop the wrench. You have opened the dam, and you will be coming back this way again to reap the fruits f y$}our labors. However, right now, you're on yowr way to Hades, so let's get going! Go South, then down into the Loud room. $} Leave the platinum bar for now; you'll get it later. Head West into the Round room, then SE and East (hmmmm, haven't y$}ou been here before?). Again, climb down the rope. This time, get the torch. At this point, you can turn off your lamp; $}the torch will provide light so long as you have it. Now, continue straight South, getting the bell, then the book and ca$}ndles from the altar. Go down the hole to the cave, then down again to the entrance to Hades. Your candles will have blo$}wn out by this time, but don't worry about it. Okay, here's where you have to be careful. First, ring the bell. It will$} become red hot and you will drop it. You will also drop the candles. Stay calm, and do the following, all in one comma$}nd: Get the candles, light match, light candles with match (necessary, because of the torch, and *DON'T* use the torch, o$}r yo'll vaporize the candles!). Okay, strange things happened when you lit the candles, now read the book. Whew! The de$}mons have been exorcised! Drop the book, then go South and get the crystal skull. Now, back North, then up to the cave, $}then North to the Mirror room. By the way, better put out the candles. Rub the mirror, and you will no be in another Mi$}rror room (this one is North of the dam, as the other one is South). Now, go North, then West, then North, then West into$} the Squeaky room (well, I told you you'd be doing a lot of traveling this time!). Make sure you have the garlic with you$}, then go North into the Bat room. So long as you have the garlic, he won't bother you. There is a jade figurine here, b$}ut leave it for now. You'll pick it up on your way out. Go East to the Shaft room. Put the torch into the basket, then $}turn on your lamp and head North to the Smelly room, then down to the Gas Room (best not to carry any open flames here!). $} Now, you are about to enter a small maze, so follow these directions *CAREFULLY*! East, Northeast, Southeast, Southwest,$} down, and you should be at the top of the ladder (if you aren't, may God have mercy on your soul!). From there, go down$} to the Ladder Bottom, and then South to the Dead End for the coal. Get that, then return to the ladder top. Frol there$}, go up, North, East, South, North, and you will be bak in the Gas room. Go up, then South to the Shaft room again. Put $}the coal in the basket, and lower the baset. Now, guess what? You have to go back through the coal mine again! So, mak$}e your way to the Ladder Bottom, but this time, go West to the Timber room. Ignore the broken timber (not useful for any$}thing), and drop all but the screwdriver. Now, you can squeeze through the crack to the West. And here you are in the Dr$}afty Room, which is also at the bottom of the shaft. There's the basket, so get the coal and the torch, and move South int$}o the Machine room. Open the lid, put the coal in the machine, close the lid, and turn the switch with the screwdriver. $}Drop the screwdriver, open the lid, and get the diamond (well, no one ever said Zork was an *EASY* game!). Now, go back N$}orth, and put the torch and the diamond in the basket. Squeeze back East into the Timber room. Get the skull, lamp, and %}garlic. You von't be ndeding the matches and the candles any more, so you can leave them. (They were insurance in case %}the thief came along and stole the torch before you could get the diamond). Now, head East again to the Ladder Bottom, an%}d from there up and through the coal mine (you know the way now!), to the Gas room. Pick up the bracelet, then continue %}on up and South to the Shaft room. Get the torch and the diamond from the basket, turn off the lamp, then go West into th%}e Bat room. Get the jade, then go South, East, South to the Slide room. Now, here's a fast way back to the cellar: Just %}go down the slide! Wheeeee! Then it's up to the living room (remember, the trap door is open now), and all the treasures%} go into the case. Huff! Puff! Bet you didn't know you'd be doing *THIS* much running around! But, don't get too relax%}ed, there's still plenty more to come (urk!). Turn on the lamp, and return to the cellar. From there, it's North (ah, dej%}a vu!), then East, North, NE to Reservoir South. Now that the sluice gates are open, you can head North, picking up the t% }runk of jewels, North again to Reservoir North, getting the air pump, and North one more time, getting the crystal triden% }t. After that, go all the way back South again to Reservoir South, then East to the dam, and then East once more to the D% }am Base. Here you find a little pile of folded plastic; guess what it is? Right, it's an inflatable boat! So, inflate % }it with the pump, then drop the pump, then get inside the boat, say "Launch," and you're floating off along the Frigid Ri% }ver. Now, just keep waiting until you see the buoy. Get that, then "East" to the beach. Get out of the boat, then get t%}he shovel and move on to the Sandy Cave to the NE. You might want to save the game at this point, since you have to dig h%}ere until the scarab turns up, and I'm sure you don't want to get buried alive (it's been known to happen!). Okay, drop %}the shovel and get the scarab, then go back SW. Drop the buoy and open it; inside is an emerald. Get that, then continu%}e South to the Aragain Falls. Here you can cross the rainbow (so do that!), which brings you to the End of The Rainbow. %}Turn off the lamp, then go SW to the Canyon Bottom. From there, make your way back to the living room, and put all the t%}reasures in the case. Your collection is quite impressive by now, but you aren't finished yet. Go East twice, then North%} twice. Climb up the tree and get the egg. Climb down again, and go South, E`st, and back to the living room. However, %}this time, you don't put the treasure in the case. Follow the directions very carefully! West (this brings you into the m%}aze), South, East, up, and you find several items here. Take only the coins and the key, and be careful not to touch the %} skeleton! From here, go SW, East, South, SE, and you will be in the Cyclops room. The Cyclops is not friendly, but you%} can deal with him effortlessly: Just type in "Ulysses" (or "Odysseus," if you prefer). Old One-Eye will tear out of ther%}e right through the wall! In fact, he will create a passage eastward from that room right into the living room! However, y%}ou don't want to go that way yet! Instead, go upstairs, and you will be in the Treasure Room, the thief's secret lair. %}Now, give him the egg, and go back downstairs, then East to the living room. Deposit the coins in the case, then get the %}knife (the thief needs a little time to open the egg). Okay, go back West to the Cyclops room. Again, at this point, sa%}ving is recommended; the thief will not be easy to kIll! So,`head upstairs and use the nasty knife to kill the thief. Onc%}e he's dead, all treasures in the room will be visible. This includes the egg, a silver chalice, and anything he may hav%}e stolen from you before. Get everything, then follow these directions: Down, NW, South, West, up, down, NE, and you will% } be in the Grating Room. Unlock and open the grate (watch out for falling leaves!), then go up. You will be in a clearin%!}g. From there, go South and climb the e}e again. Wind up the canary that's inside the egg. A songbird will come by and %"}drop a bauble for you. Climb down again and get the bauble, then return to the living room. Put all the treasures in the%#} case, making sure you *REMOVE THE CANARY* from the egg and put it in the case separately! You're almost finished! Just%$} one more trip to make! Now, for the last time, enter the cellar and go North. From the Troll Room, go East until you co%%}me again to the Loud Room. Type in: "Echo," and you will now be able to get the bar. So, grab it and return to the livi%&}ng room. Once yo place it in the case, you will get a message. Follow the advice of that message, and you will get a map%'}. Take that, and return to the place where this all started, the mailbox West of the house. You should have n trouble ge%(}tting to the barrow from there. Of course, once you enter the barrow.... *** ***O Than%)}k you for calling TOM MATOUS LOGOFF 3:5 you enter the barrow.... *** ***O Than$3CTRL AND [S=Stop] [Q=Cont] [C=QUIT] נϠŠŠŠGET RUM, GET CRACKERS, GET SNEAKERS,CLIMB STAIR)+}S, GET BOOK, ENTER PASSAGE,E, GET BAG, OPEN BAG, GET TORCH, DROPBAG, GET MATCHES, W, W, ENTER WINDOW,SAY YOHO, E, ENTER SH),}ACK, GIVE BOTTLE,GET PARROT, E, CLIMB PATH, DROP BOOK,ENTER CRACK, GET SAILS, DROP PARROT, DROP CRACKERS, ENTER CRACK, DRO)-}P SAILS,ENTER CRACK, ENTER SHED, GET HAMMER, GET SHOVEL, GET WINGS, N, DROP SHOVEL,ENTER CRACK, GET SAILS, D, W, DROPHAMM).}ER, DROP SAILS, UNLIGHT TORCH, E,CLIMB PATH, GET BOOK, D, W, W, SAY YOHO, ENTER WINDOW, ENTER PASSAGEWAY,E, GET BOTTLE, W,)/} W, SAY YOHO, SAYYOHO, E, DROP BOOK, W, ENTER LAGOON,N, GET WATER, GET FISH, S, S, E, E, ENTER CAVE, D, GIVE FISH, U, E, S)0}, W,GET BOOK, DROP WINGS, GET HAMMER,DROP MATCHES, DROP BOTTLE, UNLIGHT TORCH, SAY YOHO, ENTER WINDOW, D,GET NAILS, GET R)1}UG, GET KEYS, SAYYOHO, SAY YOHO, E, DROP HAMMER, DROPNAILS, DROP RUG, ENTER SHACK, UNLOCKCHEST, LOOK CHEST, GET PLANS, GET)2} MAP,W, DROP PLANS, DROP MAP, GET TORCH,GET MATCHES, E, ENTER CAVE, LIGHTTORCH, D, UNLOCK DOOR, ENTER HALL, E, ENTER CRAC)3}K, DROP BOOK, DROP MATCHES, DROP KEYS, ENTER CRACK, GETSHOVEL, GET LUMBER, GET PARROT, GETCRACKERS, W, GO PIT, U, E, S, UN)4}LIGHTTORCH, W, DROP TORCH, DROP PARROT, DROP CRACKERS, DROP LUMBER, DROP SHOVEL, E, CLIMB PATH, GET BOOK, GETMATCHES, GET)5} KEY, D, W, DROP KEYS, DROP BOOK, DROP MATCHES, GET HAMMER,GET LUMBER, GET NAILS, GET SAILS,GET PLANS, W, DROP SAILS, DROP)6} PLANS,DROP HAMMER, DROP LUMBER, DROP NAILS,E, GET WINGS, GET SHOVEL, W, ENTERLAGOON, WAIT, DIG, GET ANCHOR, S,DROP ANCHO)7}R, BUILD SHIP, GET PLANS,GET HAMMER, GO BOAT, DROP PLANS, DROP HAMMER, DROP SHOVEL, GO SHORE,E, GET CRACKERS, GET PARROT, )8}GETBOOK, GET MAP, W, GO BOAT, DROP PARROT, DROP MAP, DROP CRACKERS, GOSHORE, E, GET TORCH, GET MATCHES, GETRUG, W, GO BOA)9}T, DROP TORCH, DROP MATCHES, DROP RUG, GO SHORE, E,GET KEYS, GET BOTTLE, GET MONGOOSE,W, GO BOAT, DROP MONGOOSE, DROP BOT):}TLE, DROP KEY, GO SHORE, SAY YOHO,ENTER WINDOW, ENTER PASSAGEWAY, E, GET BAG, WAKE PIRATE, SAY YOHO, SAYYOHO, DROP BOOK, G);}O BOAT, GET SHOVEL,SET SAIL, GO SHORE, DIG, GET RUM,GIVE RUM, S, E, WALK 30, DIG, GET BOX,W, N, GET RUM, GO SHIP, DROP BOX)<}, GET PARROT, DROP SHOVEL, GET CRACKERS,GO SHORE, S, E, ENTER MONASTARY, DROPPARROT, GET PARROT, DROP PARROT, GETDUBLEONS)=}, W, W, WAKE PIRATE, N, GOBOAT, DROP CRACKERS, DROP BAG, GETBOX, GET HAMMER, OPEN BOX, DROPHAMMER, DROP BOX, GET STAMPS, S)>}ETSAIL, GO SHORE, GET BOOK, SAY YOHO,ENTER WINDOW, D, DROP STAMPS, DROPDUBLEONS, SCORE. *** ***)?}: GO SHORE, GET BOOK, SAY YOHO,ENTER WINDOW, D, DROP STAMPS, DROPDUBLEONS, SCORE. *** ***(CTRL AND [S=Stop] [Q=Cont] [C=QUIT]} ************* * * * ZORK II * * -A} * *************"TAKE ALL", [S,S,S,SW,S], "LIGHT LAMP", [SE], "ENTER GAZEBO", "TAKE TEAPOT",[OUT,N,NE], "-B}TAKE WATER",[S,SE,S,S,W,SE] (UNTIL YOU ENTER RIDDLE ROOM) ANSWERTO RIDDLE:"A WELL" GO:[EAST], "TAKEPEARLS", [EAST], "GET I-C}N BUCKET","POUR WATER", "GET OUT", [E], "TAKE REDCAKE,BLUE CAKE, AND GREEN CAKE", "EATGREEN CAKE",[EAST], "THROW RED CAKE -D}INPOOL", "TAKE CANDY",[W], "EAT BLUE CAKE[NW], THEN: "TELL ROBOT" (WHAT?) "E"..THEN GO:[E], AND "TELL ROBOT" (TO DOWHAT?-E}) "PUSH TRIANGLE", THEN "TELLROBOT",(WHAT?) "S", THEN GO:[S],"TAKESPHERE", "TELL ROBOT" (TO DO WHAT?)"LIFT CAGE", "TAKE SP-F}HERE",[N,W,S]:(UNTIL YOU ENTER THE TEA ROOM) THEN GO:[WEST], "GET IN BUCKET", "TAKE WATER","GET OUT", "DROP TEAPOT", [W,W,-G}NW],"OPEN BOX", "TAKE VIOLIN",[E,N,N], AND THEN: "ENTER GAZEBO"... NOW: "DROP ALLBUT LAMP AND SWORD", "BUT LAMP ANDOPENER-H}", [OUT,S,S,W,N],"TAKE CLAY",[N,N,UP], "PUT MAT UNDER DOOR", "OPENLID", "PUT OPENER IN HOLE","TAKE MAT","TAKE KEY", "TAKE -I}OPENER", "UNLOCK DOORWITH KEY", "OPEN DOOR",[N], "TAKESPHERE",[S,DOWN,S,S,S,E,N,N] AND:"ENTER GAZEBO", "DROP ALL BUT LAMP,-J}SWORD, AND BRICK", "TAKE NEWSPAPER ANDAND MATCHES",[OUT,S,S,E,SW], "TAKESTRING", [N,DOWN,E,N,N], "ATTACK DRAGON,"SOUTH","-K}ATTACK DRAGON", [S], "ATTACKDRAGON", [W,W], AND: "TAKE RUBY",[S],"GET IN BASKET", "OPEN RECEPTACLE","PUT PAPER IN RECEPTAC-L}LE", "LIGHTMATCH", "LIGHT PAPER WITH MATCH",WAIT,WAIT,[W],"TIE WIRE TO HOOK", "GET OUT","TAKE COIN",[S], "OPEN PURPLE BOOK-M}","TAKE STAMP",[N], "GET IN", "UNTIE WIREWAIT,WAIT,WAIT,WAIT, [W],"TIE WIRE TO HOOK", "GET OUT",[S], "PUT STRING INBRICK"-N},"PUT BRICK IN HOLE", "LIGHTMATCH", "LIGHT STRING WITH MATCH",[N,S], "TAKE CROWN", [N], "GET IN", "UNTIE WIRE", "CLOSE REC-O}EPTACLE", WAIT(UNTIL BASKET REACHES VOLCANO BOTTOM)"GET OUT", [N,E,E,SE,E,N,N],"ENTERGAZEBO", NEXT:"DROP ALL BUT LAMP",[O-P}UT,S,W,SW,N,N,N,W,N,N], "TAKE CHEST",AND NOW:"KISS PRINCESS" (OR 'AWAKEN')AND GO:[S,S,S,SE,E,N,N], "ENTER GAZEBO"WAIT (4 P-Q}RINCESS TO GIVE U THE GOLD KEYFROM THE UNICORN), "OPEN CHEST","AGAIN""TAKE DRAGON", "DROP CHEST AND ROSE","TAKE CANDY, RED-R} SPHERE, BLUE SPHERE,AND PEARLS", [OUT,S,S,W,S,S,DOWN,S],TAKE CLUB", [SE,NE,NW,SW,N,UP,N,N,SW,SW], "FEED LIZARD CANDY", "U-S}NLOCK DOORWITH GOLD KEY", "OPEN DOOR", [S,W],"DROP ALL BUT LAMP",[E,N,N,NE,N,N,N,W,N,W,W,NE,E,S], "TAKE PORTRAIT",[N],"EN-T}TER LIGHT", "ENTER S WALL" (SOUTH WALL IN OTHER WORDS), "ENTER LIGHT","TAKE BILLS", "KILL",[W,W,W]. FINALLY: "TAKE LAMP",-U} GO:[S,S,S,SW,S,SE], "ENTER GAZEBO", "TAKE VIOLIN,RUBY, COIN,STAMP,CROWN" (YOU MIGHT ALSO TRY 'TAKE ALL' IN SOME VERSIONS)-V}, GO:[OUT,S,S,W,SW,SW,S,E], "DROP ALL BUT LAMP", "TAKE CLUB",[WEST], "THROW CLUBAT GLASS", "TAKE WHITE SPHERE",[EAST],"PU-W}T WHITE SPHERE ON DIAMOND STAND","PUT RED SPHERE IN RUBY STAND", "PUTBLUE SPHERE ON SAPPHIRE STAND", "TAKEBLACK SPHERE", [-X}SOUTH], "PUT SPHERE INCIRCLE", [NORTH], "TAKE RUBY,COIN,STAMP, AND VIOLIN", [SOUTH], "GIVE ALL BUT LAMP TO DEMON", [NORTH]-Y}, "TAKE ALL"[SOUTH], "GIVE ALL BUT LAMP TO DEMON", THEN: "TELL DEMON" (WHAT?) "GIVE MEWAND", "TAKE WAND", [N,E,N,N,NE,S],-Z}POINT WAND AT MENHIR", "SAY" (WHAT?)"FLOAT" (OR JUST 'SAY FLOAT'), THEN:[SW], "TAKE COLLAR", [NE,S,DOWN,DOWN],"PUT COLLAR -[}ON DOG",[EAST], "OPEN DOOR", [SOUTH], "TURN OFF LAMP", "OPENSECRET DOOR", [SOUTH]........... *** *** -\} Save Pass ?YESFiling, please wait ", "OPENSECRET DOOR", [SOUTH]........... *** *** ,5CTRL AND [S=Stop] [Q=Cont] [C=QUIT] The point of the game: You begin on the spaceship 1^}Feinstein.You are lowly cleaning help scrubbing the deck, when all of the sudden the ship explodes--and by an accident of1_} fate you happen to be standing near the escape pod right at the moment. You jettison from thE Feinstein and land on a nea1`}rby planet with a strange mystery. It seems to have been recently abandoned for no reason. Survival is point one. You'll1a} need food and rest. Repair many of the broken machines that you find. And then figure out why everyone is missing. Let's1b} get started. Deck Nine - All you have to do is keep waiting until the explosion - stay here - you'll be entertained (ran1c}domly) by the Ambassador from Blow' K-bibben-Gordo. After the ship explodes immediately go Port. Get in the WebbIng Wait -1d}- until the Pod lands and the Emergency Kit appears. Get out of Webbing. Take kit. Open Door. Go up. Keep going up until 1e}you get to Courtyard. Drop the brush and your ID. (You won't be needing the brush or the ID - they are excess baggage.) G1f}o north to the PlaI all, then go NE. Go east until you get to the corridor Junction. Then continue south until you get to1g} the Machine Shop. Go west to the Tool Room, take Laser (but drop the old battery) take the pliers and the flask and the M1q};BMISSASTRDOCB SOFTPORNDOCB"WITNESS DOCB8ULYSSES DOCB NBLAKPOOLDOCB nSANDEGYPDOCB {BRUCELEEDOCBNUMBERS DOCBDEST DOCBoZORK1 DOCB*PIRATE DOCB@ZORK2 DOCBQ]PLANETFLDOCB$INFIDL DOCB_ENCHANTRDOCBX:ZORK3 DOCBSTARCROSDOCBMISSASTODOCetal Bar. Then go back to the Machine Shop and put the flask under the spout. Then go north to the Corridor Junction. The1r}n go east till you get to Booth 2 In Booth 2 drop the Laser and the pliers. Then go west to the elevator lobby and push b1s}oth buttons. Then go west till you get to the Corridor Junction. (If you're hungry, open the kit and enjoy a treat of goo.1t}) From the Corridor Junction, go south then go east. Take the box. Then go back to the Booth 2. Drop the box. Then go bac1u}k to the Corridor Junction. Now go north to the Administration Corridor, go north and south between the South Administrat1v}ion Corridor and the Adminstration Corridor until you see the glint of light (random). Then search the crevice in the Adm1w}inistration Corridor South. Hold the bar near the key (it's a magnet) and bingo...you got it. (If you don't get the key th1x}e game can't even begin.) Now drop the bar once you have thE key (If the bar comes in contact with any of the cards you'l1y}l fid that they get scrambled--something you will regret.) Now go to the Mess Corridor. Unlock the padlock with the key.1z} Drop the padlock and the key and open the door. Drop everything except your uniform. Take the ladder and go back to the 1{}Administration Corridor. Drop the ladder. Open the ladder. Put ladder over the rift. Then go north over the ladder. Then g1|}o west into the offices. Open the drawers in the desks and take the kitchen card, the shuttle card, and the upper elevato1}}r card. By this time you should be getting tired. It's important that you find a place to sleep that is safe. Go back to 1~}the Dorm Area and get in bed. When you wake up you'll be bright and chipper for tomorrow. Get out of bed and take your th1}ings. Go to the Mess Corridor. Go south into the Mess Hall. Take the canteen and open it up. Slide the kitchen card throug1}h the slot and go south. Put the canteen under the spout and push the button. Take the canteen. You've now found an unlim1}ited source of food. Just make sure that you keep your canteen filled and you'll be O.K. Go back inside the Mess Hall and1} drop the Kitchen access card. Now go back to the Machine Room. From the Machine Room, go east to the Robot Room. Search 1}the robot. ThEn turn it on. Go to the elevator lobby. Go south inside the lower elevator and drop the lower card and the s1}huttle card. Then go to thE upper elevator. By this time your valuable friend Floyd should be bugging you for attention a1}nd loving. Eat when you are hungry..it's better to eat from your canteen than the kit. You might want to save the goo in 1}the kit for emergencies. Just go back to the kitchen and refill your canteen when you need to. But don't forget to drop t1}he kitchen card in the Mess Hall. Go to the Upper Elevator. Slide the upper card through the slot. Push the up button. Wa1}it. When the elevator door opens go south then go northeast to the Comm Room. Pay attention to the color of the flashing 1}light. This will be the same color koulant that you'll have to get in the Machine Room. Go back to the elevator, activate1} the elevator and go downstairs to the Machine Room. Fill the flask. Push the same color button as the flashing light in t1}he Comm Room, then take the flask. Go back to the Comm Room and empty the flask in the hole. Pay attention to the new col1}or light. Take the flask back downstairs to the Machine Room and push the new colored light klant code. Take the filled 1}flask back upstairs and empty the flask in the hole again. Do this one more time (there are three lights in all). This wil1}l fix the Comm Room. You can drop the flask since you won't be needing it any more. Now go back downstairs to the elevato1}r lobby. Don't forget to drop the upper card in the upper elevator. Eat if you have to, but try to only eat from the cant1}een. If the canteen needs to be filled, do it now. Go to the lower elevator. Slide the lower card through the slot. Then 1}push the down button. Wait. Drop the lower card and take the shuttle access card. When the elevator stops get out by going1} north. Then go east. Go south and then go east. Slide the shuttle card through the slot. Push the lever up. Do it again.1} Wait until the display says 60. Then push the lever down. Again. Wait until the shuttle slides into the station. Go west1} and drop the shuttle card. Go north, then go east. Go Est again. At the fork go southeast to the Project Corridor West. G1}o east to the Project Corridor. Then go south to the Projcon Office. Go east to the Computer Room. Take the output and re1}ad the output. (By the way make sure that Floyd joins you in the Computer Room.) With Floyd go south. Then go north until1} the Project Corridor east. Then go east to the Main Lab. From the Lab go south. Search the lab uniform pocket and take th1}e card and the paper and the battery. The paper has the clue for opening up the combination lock in the Rec Corridor (a p1}uzzle that you'll never need). Go back to the Project Corridor East. Then go north to the Library Lobby. Play with the ma1}chine if you want. It's very good for clues about the whys of the story, and a lot of fun to translate. But time is of the1} essence. Go east to Booth 3. Slide the card through the slot and push the beige button. Zap!!! You find yourself back in1} Booth 2. Take a look around; everything you put inside the Booth is waiting for you. Slide the card through the slot aga1}in and this time push the tan button. Wheeeeee! Now you and your supplies are back in Booth 3. Take the pliers and the bed1}istor. Go west. Then go north. Then go north again to the Course Control. Open the cube. Remove the fused bedistor with t1}he pliers. Drop the fused bedistor and the pliers. Take the good bedistor and put it in the cube. Close the cube. Go to S1}ystems Corridor West. Go down into the Repair Room. Make certain that Floyd is with you herE. If he's not, just wait and h1}e'll turn up. When Floyd shows, tell him to go north. When he comes back, tell Floyd to take the Fromitz. Go back to the 1}Systems Corridor. Then go north to the Planetary Defense. Open the panel. Take the second board. Put the shiny Fromitz in1} the socket. Close panel. You have now completed the middle portion of the game. Eat when you have to. Now go to the Main 1}Lab. Open the Bio-Lock, go southeast then go east. Make sure that Floyd is with you. He'll volunteer for an important mis1}sion; let him. Open the door, close the door, wait, open the door, close the door. Floyd will be out of commission. Take 1}the card and sing your song about the legend of Starcross. Go back to Booth 3. By now it's late in the day and time for re1}st. Once in Booth 3, slide the teleportation card through the slot and push the beige button. If you still have time befo1}re you rest, go ahead and fill your canteen in the kitchen, then go to sleep in the dorm area. By now you're starting to 1}feel pretty sick. If you didn't get a chance last night to fill your canteen, you'd better do that now. Head down to the 1}Booth 2. Do your teleportation routine. Drop the teleport card, and make certain that you have the miniaturization card. 1}Take the laser with the new battery. Go to the miniaturization booth. Slide the card through the slot then -- type 384 tha1}t was the number from the computer output). Please do a game save at this point because you won't be able to waste any mo1}ves after this. You have shrunk down to the size of a chip. At Station 384 go east to the Strip near the station. Then go1} north to the Strip near the relay. Look inside the relay. Make sure that your laser is set to 1. Fire the laser at the sp1}eck. Keep on doing that until the speck is no more. Once that's done, turn the dial on the laser to 6. Now head back sout1}h. Oh no! A killer microbe. Fire the laser at the microbe. Keep firing until you find yourself holding a HOT laser. Once 1}the laser is HOT, throw the laser over the side. The microbe will follow the laser and vanish to its death. Now head back 1}to the Booth. From the Auxiliary Booth go north to the Lab Office. Do another game save at this point (this will be your 1}last chance to take a rest). Search the desk, then take and wear the gas mask. Push the red button. Open the door. Go wes1}t into the Bio Lab. Open the lab door. Go west to the Bio-lock west. Open the Bio-lock and go west into the Main Lab. Run1} back to the Projcon office. Go south into the Cryo-elevator. Push the Button. Whewww!! ust wait a little bit and now all1} will come clear. The game is over. You are a hero! *** ***hTime remaining: 2 minutes: all0z 堠  ɠΠƠɠĠŠ̠ This is really one of INFOCOM5}'s easiest games to date... and with a somewhat disappointing ending. But it is still an INFOCOM product and that means fi5}rst rate adventuring!!!When you start off, you have been left in your tent by your muntinous workers. A crate is airdrop5}ped 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 thep5}yramid... of course this area isspelled out on the map that comeswith the game package (shades of Starcross)but don't worr5}y... you don't need the crate's contents if you follow this step by step tutorial.... To begin:Get up, S, 5}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, Get5} canteen, Get sack,N, N, N, N, Break lock with rock, Getlock, Drop lock and rock, Open trunk, Get beef and map, S, W, W, D5}rink, Open canteen,Fill canteen, Close canteen, E, E, E, S, S, E, E, Dig in sand, Again, AgainAgain, Again, Unfold map, Put5} cube in opening.Drop map and shovel, D==> You are now in the pyramid and ready to explore. You first need to eat, drin5}k and light the torch, so:Drop sack, Eat beef, Open canteen, Drink, Close canteen, Drop canteen Get rope, Tie rope to alt5}ar, Throw ropg north, Get torch and jar and matches, Open jar, Pour liquid on torch, Close jar, Light match, Light torch,5} Put matchbook and jar in sack Get sack, D OK, here is where you rack up alotof points... if you're interestedin how th5}e later puzzles are solvednote what jewel is found in which room (nw,sw,se,ne) and also studythe hieroglyphics in each roo5}m. If you're just out to solve thisbugger, then just keep followingthese steps:Push statue, Get head, Push statue NW,5}Drop head, SE, SE, SE, Get Opal, NW, NW,NW, Get Head, Push Statue SE, Again, Drophead, NW, NW, NW, Get Diamond, SE, SE, 5}SE,Get Head, Push statue NW, Push statue NE,Drop head, SW, SW, SW, Get Emerald, NE,NE, NE, Get head, Push Statue SW, Agai5}n,Drop head, NE, NE, NE, Get Ruby, SW, SW, U, Drop all but torch==> Whew! Well that was a pain. On to more interesting 5}stuff:S, D, NE, NW, N, E, D, W, Put torch in knothole, Get shim, Drop shim, Push upbeam, Get torch, E, U, W, Get beam, S,5}W, N, E, N, D, D, N, N, E, S, Get silver chalice, N, W, W, S, Get golden chaliceN, E, S, S, U, U, S, W, S, E, SE, SW, U,U5}, Put ruby and diamond and emerald and opal in sack, Get sack, W, S Now you need to remove the rightcombination of brick5}s from this panel which will open the secretdoorway. This combination is re-vealed in the papyrus scroll foundon board th5}e barge (study thosehieroglyphics carefully!)Get first brick, Drop first brick, GetThird brick, Drop third brick, Get fi5}fth brick, Drop fifth brick And now for the final sets of puzzles!E, N, D, Drop sack, Get axe, Breakplaster with axe,5} 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 doorwa5}y, Opendoor, W, Drop sack OK, now you must put the properjewel clusters in the proper holeson the slab. The room direct5}ion inwhich you found the jewel determinewhich corner you put it on the slab:Put diamond in first hole, Put ruby insecon5}d hole, Put emerald in third hole,Put Opal in fourth hole, Open slab, Get book Now's a good time to replenish yourtorch5}, so:Get jar, Open jar, Pour liquid on torchDrop jar, Get sack, E, Get beam, N, N,Put beam under lintel, Break seal with 5}axe, Drop axe, Open door, N, E, Put silver chalice on left, Put golden chalice on right, Drop sack, Put pack in silver cha5}lice, Get scarab, W, Put book in large recess, Put scarab in small recess. Reading the book (using the spatulaand exam5}ining both the book and thescarab gave the clues to theabove actions with the book andscarab. Now, you must unlock thesta5}tues in a particular order. Theclue to that order was in the headingsto the hieroglyphics in each of thefour rooms of the5} gods. The order is:Turn Neith, Turn Selkis, Turn Isis, Turn Nephthys, Open Sarcophagus YOU WON!!! 5} Good Luck Captain MoonBeam Out Thank you for calling TOM MATOUS LOGOFF 6:23 5}AMConnect time 17 minuts MoonBeam Out Thank you for calling TOM MATOUS LOGOFF 6:23 4 Welcome to the wonderful world of Enchanter! Before we start, a few words about the game: first,9} it helps to make a map as you go along. You will not be visiting all the locations, and if you make a misstep somewhere,9} having a map will save you a lot of time and trouble. Second, you will need to have food and water with you most of the 9}time. Make sure you eat and drink when the program warns you that you are hungry and thirsty. Also, keep in mind that, if 9}your water supply runs out, you can always get more, but once the bread is gone, you won't be able to obtain more food. S9}o, don't go too far astray, or you might starve to death! Finally, remember to save the game every once in awhile, especi9}ally before doing anything dangerous! Ok, the game begins with your being summoned by Belboz to a council of the Cir9}cle of Enchanters. You are told that you must put an end to Krill, a nasty and powerful Wizard, after which, with your tr9}usty spell book, you are sent into the game proper, where you find yourself at a fork in te road. From there, go NE, then9} North, and you will be in a shack. Get the jug and the lantern, then open the oven door and get the bread. You have food9}, now you need some water. Go South from the shack, then NE, SE, NE to the Shady Brook. Here you fill your jug with 9}water. Head SW SE to another fork in the road, and from there SW SW to a deserted village. Well, almost deserted. There's 9}one place that seems to be inhabited. You head South, and run into an old crone who hands you a spell scroll, and pushes 9}you back out the door again. This scroll has the REZROV spell. Use the GNUSTO spell to write it into your spell book, the9}n learn the spell. Now, go NE NE, and you're back at the fork. From there, head along East until you come to the outer gat9}e of Krill's castle. REZROV the gate, then continue East to the inside gate. Learn the FROTZ, NITFOL, and REZROV spe9}lls. FROTZ the lantern, then go North twice to the tower, and then Up the tower steps to the Jewel Room. There is an egg 9}here, with all manner of little switches and doodads on it. You could actually open the egg by figuring out the proper se9}quence, but that isn't necessary. REZROV the egg, and it will open, to reveal a shredded scroll. There is no way to avoid9} this, even if you opened it by hand. Don't worry about that, however. Just get the scroll, and drop the egg. Learn REZROV9} once more (very handy, that spell!), then go Down to the Tower, and from there due East through the four Mirror Rooms to9} the North Gate. REZROV the gate. Now move out North through the gate to the Woods. Here you find another spell scro9}ll. This is the KREBF spell, which will repair the shredded scroll. You will only need this spell once, so you don't real9}ly have to GNUSTO it. In any case, cast the KREBF spell on the shredded scroll, which will be restored and usable. The spe9}ll on this scroll is ZIFMIA. GNUSTO that one, then walk East to the Swamp. NITFOL the frogs, who will tell you how to get9} the CLEESH spell. GNUSTO that one, too. Now, return to the North Gate, and from there go back West through the Mirr9}or Rooms to the Tower, and then from there due South until you come to the SouthWest Tower. Go East to the South Hall, the9}n South to dungeon. Open the cell door and enter the cell. Examine the walls. Aha! A loose block! Move the block, and you9} will be able to move East into a secret room. There is another spell scroll here, the EXEX spell. Get the scroll and GNU9}STO the spell. You will also find a silver spoon here, but that item is just "window dressing"; it has no useful purpose 9}in the game, you should leave it behind. Now go back West, then South and Up to the South Hall again. Drop everythin9}g you have, and go East into the Gallery. In the dark, you will see that one portrait is lit up. Move that, and you will f9}ind a black candle and a black scroll. The scroll holds the OZMOO spell. Get these items and return West. Pick up your su9}pplies (you won't need the lantern if you take the candle), then GNUSTO the OZMOO spell. About now, you're probably feeli9}ng a bht thred. Go West to the Tower, and Up the stairs. Well, look at that! A comfy featherbed. Get into bed and drift o9}ff to sleep. While you sleep, you have a dream. The dream is an indication of the location of another scroll. When morning9} comes, get up, then examind the bedpost. Aha! A hidden switch! Press it, and a compartment will open up, revealing the V:}AXUM spell. Get that scroll and GNUSTO the spell. It will soon be time for you to get yourself killed (among other things:}), so learn the OZMOO, NITFOL, and EXEX spells. Gown the stairs, the head East until you come to the South Gate. Go :}South from there to the meadow, then SE to the Shore. Here you will see a giant turtle with a rainbow-colored shell. Cast :}NITFOL on the turtle, then tell him to follow you. Return to the South Gate and go East from there to the base of the Sou:}thEast Tower. Go up the stairs, and you will be in the Engine Room, which is full of all sorts of dangerous and incompreh:}ensible machinery. Cast EXEX spell on the turtle, then tell him to go SE and get the scroll. The speed spell will ma:}ke him fast enough to dodge safely through that room into the Control Room, where the Kulcad spell scroll is. On his way b:}ack, he'll set off a trap, but his heavy shell will protect him. You couldn't have managed it, because you have no protec:}tion from the sharp spears. The turtle will give you the scroll, then return to the beach. The Kulcad spell is too powerf: }ul for you to GNUSTO, so you'll have to just hold on to the scroll until you need it. And now, it's time for you to die. : } Go down the stairs, then West to the Hall and North to the Closet. Pick up the Jeweled Box and continue North to the : }Courtyard. Don't bother trying REZROV on the Box; even that spell isn't powerful enough to open it. Just go East to the f: }ront of the temple, drop everything you have, then go East once more. You will be captured and put in a cell to await a s: }acrificial ceremony, at which you will be the guest of honor. Now, OZMOO yourself, and Wait. The creatures will soon :}come for you, and you will be offered up on an altar and a knife plunged into your heart. Because of the OZMOO spell, you:} won't really be dead. However, you now have the means of opening the Jeweled Box. Once you are on your feet again, step d:}own from the altar, amd go East back to the courtyard. Cut the rope, then open the box and get the MELBOR scroll. Pick up:} the rest of your possesions, and GNUSTO the MELBOR spell. Now, learn MELBOR, VAXUM and ZIFMIA, then head West, West to t:}he Inside Gate, and from there to the Mirror Rooms. Here you must wait until you see the Adventurer on the other side of :}the mirror. At that point, ZIFMIA Adventurer, and he will appear before you, a little bit upset. Since you have a move to :}spare here, MELBOR yourself, then VAXUM the Adventurer, who will now be very friendly towards you. He will also be lookin:}g at your inventory with covetous eyes. As soon as he's been VAXUM'd, head directly East until you come to the Guarded Ro:}om. Don't worry, your new friend will follow you along. Once at the door (and you should carefully read the description of:} it; it's really amusing), tell the Adventurer to open it. He will do so, and thd illusionr of monsters will disappear, r:}evealing only a plain wooden door. Go North through the door into the Map Room. Here is one of those variable things in t:}he game. There are several objects in this room, two of which, the map and the pencil, are crucial to your success. Somet:}imes, the Adventurer will pick up one or both of these items. You must get them back from him before he leaves, or you may:} never catch up to him again, in which case the game is lost. If the Adventurer picks up something you need, tell him to :}give it to you, and he will. In any case, you should drop the dagger now because you don't need it anymore. You also won':}t need the purple scroll with the FILFRE spell. Make sure you have the map and the pencil, then go back to the North Gate,:} and from there South to the Library. Examine the ashes on the floor, then the tracks in the ashes. These will lead :}you to a mousehole in the wall. Reach inside, and you will find the scroll with the GONDAR spell. GNUSTN th`t one. While : }you're poking about here, you might hear gutteral voices coming towards you. Don't worry; the MELBOR spell will keep you :!}protected from any of the hairy creatures that might enter the room. There is also a dusty old book here that you might w:"}ant to read, as it will help you to understand what you're doing next. From the Library, return to the South Hall, then go:#} down into the dungeon, and down once more to the first Translucent Room. You will probably be tired now, so just go to s:$}leep right where you are; nothing will hurt you. You only had to sleep in the bed to have the dream to find the VAXUM spe:%}ll. When you wake up, eat and drink if necessary, then drop your spell book and the jug. Look at the map, and you wil:&}l see some lettered points connected by lines. This is a magic map of the area where you are now. If you connect two adja:'}cent points with the pencil, an opening will actually appear between those two rooms. Likewise, if you erase a line betwe:(}en two points, then you close off the opening between the two rooms. However, you can only use the eraser twice and the po:)}int twice before each becomes useless. Now that you know what you have, let's put it to some good use. You are standing a:*}t the moment at point B on the map. From there, move South, East, NE, SE, and you will be at point F. The point all by it:+}self, P, is where the Unseen Terror currently resides, and you are about to free it. Draw a line from P to F. You will see:,} the opening appear in the wall before your eyes, and then a very scared Belboz will appear briefly with a warning. Now, :-}move SW twice (the first time you won't get anywhere) and you will be at point P, where the GUNCHO spell is. Now, erase t:.}he line from B to R, which will keep the Terror from escaping. Also erase the line from M to V, which traps him in the roo:/}ms again. Pick up the GUNCHO scroll, and make your way to point J. Draw a line from J to B, then walk West to B and get y:0}our spell book. Learn the CLEESH, GONDAR, and MELBOR spells. The GUNCHO spell is too strong to be written in your book, s:1}o you'll have to carry the scroll with you. Now, go Up twice to the South Hall. MELBOR yourself, then go West to the:2} South Gate, and from there due North to the Junction. At that point, head East twice to the Winding Stairs. This is anot:3}her powerful illusion; no matter how much you walk up or down, you will never get anywhere. KULCAD the stairs, and they w:4}ill disappear, leaving you over a Bottomldss Pit! Fortunately, the bannister turned into a vellum scroll containing the I:5}ZYUK spell. IZYUK yoursel, and fly East into (ta-da!) The Warlock's Tower! Here, at last, you come face-to-face with Krill:6} himself. However, before you can take care of him, you will have to get rid of a couple of his friends. When the dragon :7}attacks, GONDAR the dragon, and when the being attacks, CLEESH him. Now, you're ready for the main event. As Krill begins:8} his chant, GUNCHO him. He is banished forever from this plane of existence, and you have become a member of the Circle O:9}f Enchanters!! *** ***dv: s plane of existence, and you have become a member of the Circle O89CTRL AND [S=Stop] [Q=Cont] [C=QUIT] ************ * ZORK III * ************ Pick up t>;}he lamp, turn it on, and head along due South until you come to the shore of the lake. Drop the lamp <} you won't be seeing it again>, and jump into the lake. Brrrr!!! Pretty cold! So, don't stay in there long; swim west a>=}nd then go South into the Scenic Vista. Kind of a strange place, with changing numbers on the wall and a bare table...no>>}t quite all that scenic, eh? Well, 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 ge>@}t the can of Grue repellant, then try moving East, and you will find yourself back in Scenic Vista again. Now wait for t>A}he number to change to "III," then touch the table again. This time, you're in a Damp Passage. Drop the torch, and just >B}wait there until you're pulled back to Scenic Vista. Okay, you're finished here, so move along North to the shore, and aga>C}in jump in the lake. Splash! It hasn't gotten any warmer; in fact, you just dropped the can of repellant. So, go Down, >D}and you will be on the lake bottom. Ah, there it is! But, could there be something else there, too? "Get all," and you>E} will have not only the repellant but also an amulet. This is one of those "wonderful" variable things; it may take more>F} 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 >G}later a hungry fish will come looking for you. Therefore, it's best to save the game before you jump in from the Western >H}Shore. So if you die in the water, or get eaten by the fish, or picked up by the Roc I}e>, 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 do>J}n't lose points if you die. But, all the items you've collected so far get scattered all around, and it's time-consuming>K} to go look for them. Okay, now you have the can and the amulet, so head Up to the surface, then South to the Southern sh>L}ore. You can see a cave to the South, and it looks kind of dark. In fact, it *is* dark in there, which is why you have >M}the repellant. So, spray the smelly stuff on yourself, and go South, and you will find yourself in a Dark Place. Go Sout>N}h again, then East, and you will be in the key room. Whew! At least there's some light in here! And by the light you can>O} see a strange key. Get the key, then move the manhole cover and go down. And here you are on an aqueduct. Since you can>P}'t go back , you might as well go forward. So, just head along North a>Q}nd you will come to the Water Slide. Go North down the slide, and guess whereyou are? In the Damp Passage! And there's>R} the torch, so pick it up, because you're certainly going to need a light source...especially when you think of where you'>S}re going next. So, from the Damp Passage hike along West to the Junction T}'t even try>, then South into Creepy Crawl, and Southwest into the Shadow Land. Here we come to another variable portion >U}of the game. You will have to wander around in the Shadow Land until a cloaked and hooded figure appears. When that hap>V}pens, the sword will suddenly materialize in your hand, and you will be able to fight. However, since there's no way of t>W}elling when that will happen, you just have to keep moving around until it does. At least you will get a chance to practi>X}ce some elementary map-making! Also, this is the most dangerous part of the game, as the figure is quite capable of kill>Y}ing you, too! So, best to save before you enter Shadow Land. When the mysterious figure finally appears, attack him wit>Z}h your sword until he is badly wounded and cannot defend himself. At that point, get his hood. The figure will then disa>[}ppear, leaving the cloak behind. Get that also. Now, you have to get out of here, and I can't tell you exactly how, sin>\}ce there's no way of knowing exactly where you were when the fight started. However, if you go Eastwards, you will exit >]}the Shadow Land at either the Creepy Crawl or the Foggy Room. From either place, go North to the Junction. From the Junct>^}ion, it's West through the Barren Area, and West again to the Cliff. Bet 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 dog it. Just wait around and >a}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, >b}and wait around some more. Eventually, he will return and help you back up the cliff. He will also give you a staff, wh>c}ich is what you're really after here. Take the staff, then go back down to the ledge, and from there, to the Cliff Base. >d}Now trek South to the Flathead Ocean, and do a little more waiting. Sooner or later a ship will come floating by. As so>e}on as you see it, say: "Hello, Sailor." The man in the ship will throw something onto the beach for you. Take a look, a>f}nd 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>g} earthquake . While you're waitin>h}g, you might want to wander around a little, although you've been to most of the accessible places by now. In any case, w>i}herever you are, once the earthquake hits, make your way to the Creepy Crawl, and from there East into the Tight Squeeze, >j}then East again into the Crystal Grotto. Then all the way South to the Great Door, and East into the Museum Entrance. No>k}w, open the East door, then go North into the Museum. Look at the gold machine l}ndering>, then set the dial to 776. Here comes the fun part: Push the machine South into the Entrance, then East into the>m} Jewel Room. Get into the machine, and push the button. Aha! Now you're back in 776 GUE, but the time machine seems to >n}have vanished! No matter, wait for the guards to leave, then get the ring , then open the door, go>o} out into the Entrance, open the North door and go North. By golly, the machine is right there! Put the ring under the s>p}eat, 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>q} machine, look under the seat , then back South, and South again, t>r}o the Royal Puzzle. Okay folks, you are about to enter the absolute nastiest part of the game. You must follow the instr>s}uctions *EXACTLY* as given, or you will never get out. And, since it would be easy to make a mistake here, I strongly rec>t}ommend you save the game. 1. Go Down the hole, then push the South wall. Then go East, South, East, East. Push the Sou>u}th wall, get the book, and push the South wall again. 2. Push the West wall twice. Then go East, South, and push the East>v} wall. 3. Now, go straight North until you come to the marble wall, and push the East wall. 4. Now, go West, South, Sou>w}th, South, South, East, East, North, North, North, and push the West wall. 5. From there, go East, South, South, South, >x}West, West, West, West, North, North, North, West, North. Push the East wall three times. 6. Now, West, West, South, Sou>y}th, East, East, South, and push the East wall. 7. Okay, now West, West, West, North, North, North, East, East, and push >z}the South wall two times. 8. From there, West, South, South, East, East, North, and push the West wall two times. 9. No>{}w, South, West, and push the North wall until it won't move any more. 10. Then West and North. Finally! You have maneuv>|}ered the ladder under the hole , and now you can just go up >}}and out! Okay, you've solved the Royal Puzzle and you have the book, so go North to the Museum Entrance, then open the Ea>~}st door and get your other stuff from the Jewel Room. Then it's back West to the Great Door, and from there back to the >}Junction. Now, East into the Damp Passage, and NE to the Engravings Room. Well, we have here yet another of those va>}riable events: Sooner or later, an old man will be sleeping here. If he isn't there the first time you arrive, walk aroun>}d 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 vis>}ible to you a secret door. He will then vanish. Okay, you're getting closer to the end! Open the door, and go into the B>}utton Room, then North to the Beam Room. Put the sword in the beam, then go back to the Button Room and push the button. >}Now, back North to the Beam Room and North again into the Mirror Room. There will be an opening in the Mirror, so go Nor>}th one more time, and you will be inside. Now, don't let the long and complicated descriptions scare you! It's not rgall>}y as bad as you think . First, raise the short pole. Then, push the white panel twic>}e. Now, push the pine panel, and go North. Okay, so here you are, standing a little too close for comfort to the Guardia>}ns of Zork. If I were you, I wouldn't try going past them quite yet! Open the vial, then drink the liquid. While nothin>}g seems to have happened, you have in fact become invisible. Now you can walk North until you come to the locked door. K>}nock 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 North, then West, then North again. The DM will be following you. Go North to the Parapet, set the dial to 4,>} and push the button. Now, go South, open the cell door, and step inside. The DM will not follow you in. Once inside, yo>}u 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 wi>}ll 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 t>}he door, and go South! ***** TA DA!! ***** Finally, Zork is finished! You have survived!! *** *** >}: and go South! ***** TA DA!! ***** Finally, Zork is finished! You have survived!! *** *** < STARCROSS Part OneAh, outer space! No dank and dusty dungeons here....but you can be sure that theB} puzzles are no easier than they were in the Great Underground Empire! So, settle in and get ready for lift-off.There you aB}re,zzles are no easier than they were in the Great Underground Empire! So, settle in and get ready for lift-off.There you a@ EKT. [Q=Cont] [C=QUIT] נϠŠΠĠPUSH SWITCH, OPEN DOOR, GO DOOR, SAYSTARSTRUCK, D puzzles are no easier than they were in the Great Underground Empire! So, settle in and get ready for lift-off.There you aF}re, floating around space in your ship, alarm bells ringing in your ears. Obviously, something's about to happen. Get the taF}pe library, then get up and go Starboard into the Bridge. Push the red button, which will shut off the alarm bell, and read F}the screen. This will tell you which object on your map is the one to head for.Now, there's no way I can tell you the exact F}coordinates, as the destination changes from game to game. However, it isn't hard to figure out what they are. Once you've F}done that, sit down in the control couch and fasten the belt. Now you have to enter the course into the computer, which is dF}one as follows: Computer, range is x, theta is y, phi is z. The computer will ask you to confirm the new course, which you F}do by saying: Computer, confirm new program. After that, you're off!And now it's time for the hallmark of all Infocom gameF}s: Waiting! You'll sit in the couch, and wait until you arrive at the alien ship and you are captured by it . Once your ship is down on the dock, unfasten the belt, get up, and go StarF}board into the storage room. Get the suit, put it on, then get the line. Head Portwards back to the bridge.Fun times with aF}irlocks begin now. Open the inner door, go out, close the inner door, open the outer door, and go out. Get used to doing thF}at, because you'll be doing it again, and again! So, now you're on the Red Dock, and there's a strange-looking sculpture herF}e. Closer examination, and a little thought, shows that it's a representation of the solar system. Aha! Could it be...? YouF} press the fourth bump, and strange things happen. Press the small bump, and a black rod appears...get the rod, and the outeF}r airlock door opens! Okay, go inside , and you are in a Red Hall. At this point, you might wF}ant to save the game, and just wander around, doing some mapping. Actually, I recommend that you do so, since there will be F}a point in the game where I won't be able to give you specific directional instructions. Now that you've checked out the terrF}itory a bit, restore to your original entry point. You're ready for the great rod hunt....because the object of the game is F}to activtate and control the artifact, which is done via different colored rods. Right now, you want the red one, so, go NortF}h, then West into the Room on Ring Two. From there, North into the Zoo, and East into the rat-ant cage. The red rod is part F}of the nest, and you just can't reach over and get it. This is one of the very few times in an Infocom where violence is necF}essary: Smash the nest with the tape library . While the rat- ants look at you in terror, grab the red F}rod and the tape library. Now it's time for the yellow rod, so head along West, South, West, which will bring you to the BlF}ue Hall. Go South once and you're at the Blue Airlock. Open the door, go down, close inner door, etc. When you reach the BlF}ue Dock, go Aft until you come to the Spider-like alien. It's quite intelligent and even friendly. Give it the tape library,F} and in return you will get the yellow rod. Take that, and make your way back to the Blue Hall. STARCROSS F} Part TwoYou have two rods, and you will be using them now. From the Blue Hall, go up, and you're in the Grasslands.F} Go South to the Thin Forest, open the hatch there, and go down into the Repair Room. Put the yellow rod in the yellow slotF}. That turns on the lights in the Yellow Hallway. Put the red rod in the SECOND red slot. Make sure it's the second; this F}will provide a breathable atmosphere for you.Now, get the metal square, and go up, then North, then down again to the Blue HF}all. From there, West to the Yellow Hall and Yellow Airlock. You know the drill by now, but there's an extra feature this tF}ime: You will have to try to open the outer door twice . Also, while you're in the Yellow Airlock, pick up the bF}asket; it will come in very handy! Once on the Yellow Dock, tie the line to the suit and then to the hook. Head Portwards, gF}et the pink rod, put it in the basket, then go back Starboard to the dock, untie yourself, and return to the Yellow Hall. NowF}, it's time for the blue rod. Go South twice, then East once. You are in a laboratory with a mysterious silver globe floatingF} in mid-air. Inside the globe, although you can't see it now, is a blue rod. It's easy to get, however. Take the two disksF} off the wall. Put one on the floor, and one under the globe. It doesn't matter which way you do it, the result will be theF} same. Put the basket on the globe, then turn the dial to 4. Ta-da! The basket suddenly appears on the disk on the floor, F}with the blue rod! Turn the dial to 1, then get both disks, the basket, and the blue rod. Put the rod in the basket. In facF}t, put all rods in the basket when you get them.Okay, there's still plenty of rods to collect, so let's keep moving! Head WF}est, then North four times to the end of the hallway, then West to the Room on Ring One, and South from there into the ComputF}er Room. Open the panel on the computer, then insert the metal square into the slot. Turn on the computer, and you will get F}a gold rod. Don't worry about all the displays; they aren't important to you. Now comes more waiting. What you're waiting fF}or this time is the mechanical "mouse" that collects trash. So, move around until it makes an appearance. As soon as it doesF}, drop one of the disks . The mouse will pick it up. After that, you must follow the mouse around until it disaF}ppears into a secret door in one of the rooms. There are several different rooms where the mouse can do this, so you *must* F}follow it. Wait there until it reappears and leaves, wait a little longer to make sure it won't come back, then drop the otheF}r disk on the floor and step on it. Zap!! You're in the Garage! . Pick up the disk, then emF}pty the trash bin until you find the green rod. Go North and you will be in the Room on Ring Four. STARF}CROSS Part ThreeYou are now in the Room on Ring Four. Now, this is why you had to do some mapping on your own: F}You must get the other disk you dropped, and there's no telling exactly in which room that was.So, you must explore on your oF}wn until you find the disk. Once you've done that, make your way to the Blue Hall where the airlock is. From there, go NortF}h twice, then West into the Observatory. Drop off one of the disks, then hike along East, South, East, East, South, East intF}o the Weasel Village, and then East once more to the Village Center. Wait around a short while, and the Weasel chief will apF}pear. He will indicate that he wants your space suit. That's no problem, since the air will remain breathable, and you don'tF} need the suit anymore. So, give it to him. Then, when he wants to give you something in return, point to the brown rod he F}wears around his neck. He will give it to you, and start to leave. Follow him!