ГзьG €ry lost planet of Magrathea, and........ And what comes next, will have to wait for the sequel (and let's hope it isn't too long a wait!!!)! set foot in the pantry, you will be overwhelmed by depression! So, that magic moment has arrived, the moment you've been waiting for ever since you left Earth: drink the real tea!! (Ahhhhhh, good to the last drop!) All right! Now you can go into the Pantry (yay)! Marvin will be there, sulking as usual. Tell him to fe than the thief ever was. This is due to his spell-casting abilities. Therefore, frequent saving of the game is recommended! Otherwise, you will be wasting a lot of time waiting for some spells to wear off. Okay, let's go! Get the sword and lamp, and move along South, South, South, SW to the Shallow Ford. At this point, turn on your lamp, then continue South, SE to the North End of Garden. Enter the Gazebo, and get all items on the table. Then "Exit Gazebo," and go N, NE to the Shallow IFCOMSols-1ЃUЄяРBOOT €DIRECTORY ИZORK_IIH  ЌZORK_IIIHT ТZORK_IH ~HitchHikerH)іSEASTALKERHC xCUTHROATSHNHINTSHLEFT]ИY!n1e else besides the Riddle Room, you will have to return to the Carousel Room and try again. Also, before you start moving around, drop everything but the teapot and the lamp; you'll pick up the things again as you need them. These are the directions from the various other rooms to the Carousel Room: Marble Hall - South Path Near Stream - Southwest Topiary - West Menhir Room - North Cobwebby Corridor - Northeast Cool Room - Southeast All right, you've finally made it to the Ridd x Eth: drink the real tea!! (Ahhhhhh, good to the last drop!) All right! Now you can go into the Pantry (yay)! Marvin will be there, sulking as usual. Tell him to fix ZORK II Part One So, back for more, eh? Zork I wasn't enough...or did you get hooked? No matter, it's almost time to get started. However, first a few words of advice. The Wizard of Frobozz is a lot more troublesomix the hatch. Marvin will grumble, but he will agree to it, and tell you to meet him at the Hatch Access Space, with the proper tool, in twelve moves. As you already have the tool (thanks to the fruit), you can go directly to Access space (drop everything but the tool and the Fish), and wait for Marvin. When he arrives and asks for the tool, give it to him. Marvin will fiddle briefly, and the hatch will slide open. Go out to the Hatch, and then down the Hatch. Wow! You have now Ford and fill the teapot with water. Now, head South, SW, SW, and you will be in the Carousel Room. This is a wonderful place that spins you around, so you can't be sure that you're going in the direction you specify. Fun, huh? The thing to do here is keep moving around until you get to the Riddle Room. That room is actually SE of the Carousel Room, but you aren't likely to get there by typing SE, at least not for a while. So, every time you move, and find yourself somewherle Room. Now, all you have to do is answer the riddle! Actually, it's a fairly simple riddle; just enter: Say "A Well," and you will be able to move on to the East, which is the Pearl Room. Leave the necklace for now, and continue East into the Circular Room. There is a large bucket here, just big enough for you to enter, so do that. Then pour water into the bucket, and it will rise to the top of the well. Get out of the bucket, then go East into the Tea Room, and get all cakes exck, then continue North until you come to the Ledge in Ravine. Go up to the Tiny Room, which has a locked door. Slide the mat under the door, then move the lid and insert the opener in the keyhole. Remove the opener, then pull the mat and get the key. Now, unlock and open the door and go North into the Dreary Room. Drop the key and opener, and get the blue sphere. Now, it's South and Down to the ledge, then West and North into the Dragon Room (what would an adventure game be you will both be in the Machine Room. I wouldn't be surprised if the controls to the Carousel room were here! Tell the robot to "Push Triangular." There will be a thud in the distance (something fell), and the Carousel Room is now off. Tell the robot to go South, and do likewise. You are now in a Dingy Closet, and a red sphere sits invitingly just beyond your grasp. Try getting it, and a steel cage will come down over you (uh oh!). Not to worry, however! Once the cage is down, just tell tt be needing it anymore. As his body washes away, go East and SE to the Carousel Room, then SW to the Cobwebby Room. Get the string, then go back NE and pick up the newspaper and the matches. Now move along NW, West, and West again into the Lava Room. Leave the ruby for now, and continue on Southward to the Volcano Bottom. Aha, look what's here....a hot air balloon! All you need is a way to get it inflated, and you just happen to have the means to do that. Get into the basket, t West from the Tea Room, enter the bucket, get the water, and the bucket will descend again. Get out, drop the Teapot, head West, pick up the necklace, then West again and NW to the Carousel Room. There is a box here (the thud you heard before). Open it, and inside is a violin. You don't need to take it now, so just leave it here for the time being. Drop the sphere, necklace and candy, then get the sword, place mat and letter opener. Move North to the Marble Hall, picking up the bricept the orange one. Eat the green cake, and you will shrink down. Now, go East into the Pool Room, and throw the red cake into the pool of tears. The water will be soaked up, and you can get the package of candies. Forget about the flask; there is no use for it. Return West to the Posts Room, and eat the blue cake. Presto! You are returned to normal size. Stretch a little, then head NW into the Low Room. Aha, there's a robot here. Tell the robot to "Go E," then go that way yourself, and without a dragon?). He's not one of your nicer dragons, so be careful here. Hit him with the sword, then move South. He will follow you. Hit him a second time, and move South again. He's still following you, and you're almost where you want to be. Whack the scaly nuisance one more time, and head West into the Ice Room. Okay, the dragon follows you in, gets silly over his reflection in the glacier, and proceeds to get himself drowned. You can drop the sword now, since you won'he robot (even though you can't see him) to "Lift Cage." Once that's done, you will be able to get the sphere. ZORK 2 Part TWO Now, getting back to the bucket may be a problem of sorts; pushing the button has caused strange things to happen in the Low Room. So, after going North and West from the closet into the Low Room, you may have a problem when trying to go SE back to the Tea Room. Keep trying however, and you'll get there sooner or later. Then, gohen open the receptacle and put the newspaper inside. Light a match, then light the newspaper with the match. Make sure you keep the receptacle open! Now, just wait until the balloon rises to the Narrow Ledge, then "Land." Tie the wire to the hook and get out of the basket. On the ledge is a gold coin. Pick that up and head South into the Library. Get the purple book, open it, get the stamp, then drop the book. You can ignore the other books; they are all worthless. Now, backst for now; instead, say "Hello Princess," and wait until she leaves. Follow her, and continue to follow her until you are both in the Gazebo, then wait. The unicorn will appear, and the princess will give you the key from around its neck, and also a rose. You can drop the rose; it has no use in the game. Well, you're getting closer to the end-game, but there are still a few things left to do. Exit the Gazebo, then move South, West, SW. Drop off some of the treasures, then gnto! The explosion weakened the ledge, and it won't hold much longer. So, get in, untie the wire, close the receptacle, and wait until the balloon lands at the Volcano Bottom. Well, you seem to be doing almost as much travelling around as in Zork I, and you aren't finished yet, not by a long shot! Go North, get the ruby, then East twice and SE to (yet again!) the Carousel Room. Drop off everything but the lamp, then go NW, North, North, West, and West again, and you should now be at thst. Either way, you should find a club. Get the club, and from that point, go SE, NE, NW, SW. Watch the room descriptions carefully as you do this; the little diamonds on the floor should get brighter with each move you make (you are actually "running the bases" here). If they are not doing this, restore the game and try again. When you have done it successfully, there will be a noise in the distance. Now, you should try to go either North or South (that varies also). If o Get the bills, then "Enter North Wall," and once more you are in the Depository. Now, drop the bills and portrait, and go East to the East Tellers Room. Go East again to the Depository, pick up the goodies, and "Enter Light." This time, you are in the East Viewing Room. From there, go South and you will be at the bank entrance. You have robbed the bank, and kept the alarms silent. Okay, head along East until you reach the Dragon Room, then North to the Dragon's Lair. Leave the che North and into the basket again. Untie the wire, and wait until the balloon rises to the Wide Ledge. Again, "Land" and tie the wire to the hook. Get out and go South. Now, it's time for a few thrills. Put the string in the brick, then put the brick in the hole in the box. Now light a match, then light the string. Now, head North *IMMEDIATELY*. There will be an explosion, then you can safely go back and get the crown. But don't dawdle; once you have it, get back to the basket proo back NW, North, North, North to the Lair again. Open the chest and get the statuette, then return to the Carousel Room. From there, due South to the stairway. This is a good place to save the game, as you are about to enter one of the nastier mazes around. Go down the stairs, and you will be in the Oddly-Angled Room. Things are not always as they seem here, and the exact direction to go at this point is not constant. Try East first, and if you can't go that way, then try Wee entrance to the bank. ZORK II Part Three The bank is tricky, so follow directions carefully here. Go NE, then East into the Safety Depository, then South into the office and pick up the portrait, and back North again. Now, "Enter Light," and you will be in a small room. At this point "Enter South Wall," and you will be in the Depository again. "Enter Light" a second time, and you will find yourself in the vault, with a pile of bills in front of you.ne way doesn't work, try the other, and if neither works, try East or West. There will be a staircase going down, but you don't want to do that yet, so go Up instead, and head North until you are back in the Carousel Room. Get the blue and red spheres and the candy. Drop a few things if you have to, but hang on to the club! Now, SW twice, and you are in the Guarded Room, with a lizard head in the doorway. Give the candy to the lizard, then unlock the door with the gold key. Open the endless stairs, ready to embark on the final part of your journey. So, pick up the lamp, turn it on, and head along due South until you come to the shore of the lake. Drop the lamp , and jump into the lake. Brrrr!!! Pretty cold! So, don't stay in there long; swim west and then go South into the Scenic Vista. Kind of a strange place, with changing numbers on the wall and a bare table...not quite all that scenic, eh? Well, get the torch,Room to get all the stuff. When you have given everything to the demon, tell the demon, "Give Me The Wand," and he will take the wand from the Wizard and give it to you. Now, you're almost finished! Go North, East, North, North, NE, South, and you are in the Menhir Room. You need to get the Menhir out of the way for a little while, so do this: Wave the wand at the Menhir and say, "Float." The Menhir will rise up, allowing you to go SW into the kennel and get the collar. After that, Okay, you're finished here, so move along North to the shore, and again jump in the lake. Splash! It hasn't gotten any warmer; in fact, you just dropped the can of repellant. So, go Down, and you will be on the lake bottom. Ah, there it is! But, could there be something else there, too? "Get all," and you will have not only the repellant but also an amulet. This is one of those "wonderful" variable things; it may take more than one try on your part to get both items. In the meant x Eth: drink the real tea!! (Ahhhhhh, good to the last drop!) All right! Now you can go into the Pantry (yay)! Marvin will be there, sulking as usual. Tell him to fix ZORK III Part One Well, you've come a long way since you first stood by the mailbox outside the house in the forest. You've defeated the thief, outwitted the Wizard of Frobozz, and now, you stand at the foot of the door and go South, then West twice into the Aquarium. Throw the club at the aquarium, then get the clear sphere. Go East into the Wizard's Workroom. Put each sphere on the stand of the same color, then get the black sphere that appears, and go South into the Pentagram Room. Put the sphere on the circle, and the Demon will appear. You must give him *ALL* the treasures you have collected, as well as the gold key. This will mean at least one more trip to and from the Carousel and wait for the number to change to "II." Then, touch the table. My oh my! You're in a room from Zork II....Room 8, as a matter of fact. However, you don't have much time to sight-see, so get the can of Grue repellant, then try moving East, and you will find yourself back in Scenic Vista again. Now wait for the number to change to "III," then touch the table again. This time, you're in a Damp Passage. Drop the torch, and just wait there until you're pulled back to Scenic Vista.go NE, then South, then Down, and Down again into the Cerberus Room. Cerberus is no problem; just put the collar on him. Now, go East, then South, and you are in the Crypt. Turn off the lamp, and you will notice a secret door in the south wall. Open the door and go South, and you will be on the Landing. The game is over!! Or is it? After all, there's still Zork III up ahead! you have collected, as well as the gold key. This will mean at least one more trip to and from the Carousel ime, you can't stay in the icy waters too long, and sooner or later a hungry fish will come looking for you. Therefore, it's best to save the game before you jump in from the Western Shore. So if you die in the water, or get eaten by the fish, or picked up by the Roc , you don't have to start all the way back at the beginning. By the way, this is the only one of the Zorks where you don't lose points if you die. But, all the items you've col that point, get his hood. The figure will then disappear, leaving the cloak behind. Get that also. Now, you have to get out of here, and I can't tell you exactly how, since there's no way of knowing exactly where you were when the fight started. However, if you go Eastwards, you will exit the Shadow Land at either the Creepy Crawl or the Foggy Room. From either place, go North to the Junction. ZORK III Part Two From the Junction, it's West through the least there's some light in here! And by the light you can see a strange key. Get the key, then move the manhole cover and go down. And here you are on an aqueduct. Since you can't go back , you might as well go forward. So, just head along North and you will come to the Water Slide. Go North down the slide, and guess where you are? In the Damp Passage! And there's the torch, so pick it up, because you're certainly going to need a li Eventually, he will return and help you back up the cliff. He will also give you a staff, which is what you're really after here. Take the staff, then go back down to the ledge, and from there, to the Cliff Base. Now trek South to the Flathead Ocean, and do a little more waiting. Sooner or later a ship will come floating by. As soon as you see it, say: "Hello, Sailor." The man in the ship will throw something onto the beach for you. Take a look, and you will see it's a vial. It'll be able to fight. However, since there's no way of telling when that will happen, you just have to keep moving around until it does. At least you will get a chance to practice some elementary map-making! Also, this is the most dangerous part of the game, as the figure is quite capable of killing you, too! So, best to save before you enter Shadow Land. When the mysterious figure finally appears, attack him with your sword until he is badly wounded and cannot defend himself. Atlected so far get scattered all around, and it's time-consuming to go look for them. Okay, now you have the can and the amulet, so head Up to the surface, then South to the Southern shore. 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 the repellant. So, spray the smelly stuff on yourself, and go South, and you will find yourself in a Dark Place. Go South again, then East, and you will be in the key room. Whew! At 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 doing it. Just wait around and someone will come along the top of the cliff. You may not really trust him, but tie the rope to the chest when he asks, and wait around some more. ght source...especially when you think of where you're going next. So, from the Damp Passage hike along West to the Junction , then South into Creepy Crawl, and Southwest into the Shadow Land. Here we come to another variable portion of the game. You will have to wander around in the Shadow Land until a cloaked and hooded figure appears. When that happens, the sword will suddenly materialize in your hand, and you will come in handy later, so pick it up. Now comes the fun part: You have to wait for the earthquake . While you're waiting, you might want to wander around a little, although you've been to most of the accessible places by now. In any case, wherever you are, once the earthquake hits, make your way to the Creepy Crawl, and from there East into the Tight Squeeze, then East again into the Crystahere, West, South, South, East, East, North, and push the West wall two times. 9. Now, South, West, and push the North wall until it won't move any more. 10. Then West and North. Finally! You have maneuvered the ladder under the hole , and now you can just go up and out! WHEW!!!! ZORK III Part Three Okay, you've solved the Royal Puzzle and you have the book, so go North to the Museum Entrar the guards to leave, then get the ring , then open the door, go out into the Entrance, open the North door and go North. By golly, the machine is right there! Put the ring under the seat, turn the dial to 948, get in, and push the button. Whew, you're back in the right time period again. Get out of the machine, look under the seat , then back South, and South again, to the Royal Puzzle. Okay folks, you and then make visible to you a secret door. He will then vanish. Okay, you're getting closer to the end! Open the door, and go into the Button Room, then 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 North one more time, and you will be inside. Now, don't let the long and complicated descriptions scare you! It'you come to the marble wall, and push the East wall. 4. Now, go West, South, South, South, South, East, East, North, North, North, and push the West wall. 5. From there, go East, South, South, South, West, West, West, West, North, North, North, West, North. Push the East wall three times. 6. Now, West, West, South, South, East, East, South, and push the East wall. 7. Okay, now West, West, West, North, North, North, East, East, and push the South wall two times. 8. From tl Grotto. Then all the way South to the Great Door, and East into the Museum Entrance. Now, open the East door, then go North into the Museum. Look at the gold machine , then set the dial to 776. Here comes the fun part: Push the machine South into the Entrance, then East into the Jewel Room. Get into the machine, and push the button. Aha! Now you're back in 776 GUE, but the time machine seems to have vanished! No matter, wait fonce, then open the East 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 variable events: Sooner or later, an old man will be sleeping here. If he isn't there the first time you arrive, walk around a little and return. When you finally do see him, wake him up and give him the bread. He will eat itare about to enter the absolute nastiest part of the game. You must follow the instructions *EXACTLY* as given, or you will never get out. And, since it would be easy to make a mistake here, I strongly recommend you save the game. 1. Go Down the hole, then push the South wall. Then go East, South, East, East. Push the South wall, get the book, and push the South wall again. 2. Push the West wall twice. Then go East, South, and push the East wall. 3. Now, go straight North until s not really as bad as you think . First, raise the short pole. Then, push the white panel twice. Now, push the pine panel, and go North. Okay, so here you are, standing a little too close for comfort to the Guardians of Zork. If I were you, I wouldn't try going past them quite yet! Open the vial, then drink the liquid. While nothing seems to have happened, you have in fact become invisible. Now you can walk North until you come to the locked doorr ones. Second, because there is no "wasted motion" in this game, you will not be visiting all the locations. So, you might want to play around with the game on your own for a while, mapping out as much as you can, without much regard for gathering treasures. Actually, mapping is a good idea, since, if you make a misstep somewhere, you might find yourself in trouble! Be especially careful to follow the directions when in the mazes; a wrong move there, and you could be lost fol have to be done by someone else. So, first tell the DM to go to the Parapet. Then tell him to turn the dial to 1, and then tell him to push the button. All right!! The magic moment has arrived! Unlock the bronze door with the key, open the door, and go South! ***** TA DA!! ***** Finally, Zork is finished! You have survived all the perils, pitfalls, and puzzles, and now, *YOU* are the new Dungeon Master. Have fun! walk North until you come to the locked door 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 this 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 first treasure, so go South, then East to the Gallery. Get the painting, then continue North to the Studio. Go up the chimney (you can o x Eth: drink the real tea!! (Ahhhhhh, good to the last drop!) All right! Now you can go into the Pantry (yay)! Marvin will be there, sulking as usual. Tell him to fix ZORK I Part One So, you're all set for The Great Underground 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 faste. Knock on the door, and the Dungeon Master will open it and let you in. All right, hang in there, you have reached the end game! Go 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, you will notice a bronze door in one of the walls. However, you can't open it yet! Something else has to be done. And it wilr quite some time! Finally, you may not go through this in exactly the way it's written because of the thief. He is a variable 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 the window. Knock on the door, and the Dungeon Master will open it and let you in. All right, hang in there, you have reached the end game! Go 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, you will notice a bronze door in one of the walls. However, you can't open it yet! Something else has to be done. And it wilnly fit with the lamp and the painting), and you will be in the kitchen again. Now, go upstairs to the attic, 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 someone (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 comitreasures in the case. Now, sit down and take a breather, because you're about to do a lot of traveling! ZORK I Part Two 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 bored. 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 North rrying other, more important items. Having dispatched the troll, you move along East, East (into the Round room), 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 comes in handy. Tie the rope to the railing, then climb down the rope. You will be in the Torch room. Leave the torch for now; you'll be coming back this way again later. From the Torch room, go South, then East and get the coffin. Return West, then continu, 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 you 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 candles from the altar. Go down the hole to the cave, then down again to the entrance to n and open it. Inside is a jeweled sceptre. Get that, and wave it. The rainbow will become solid (you'll need to cross over from the other side later). Now, "Look." You should see a pot of gold. Get that, and the coffin. 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 ng to one of the more dangerous parts of the game, you might want to do a save here. Gripping your trusty sword, head 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 will disappear in a cloud of black smoke. Now, drop the sword, because you really don't need it any more, and it will hinder you in cato the Lobby. Pick up the matches, then go either North or East (doesn't matter) into the Maintenance room. Get the wrench and the screwdriver, then push the yellow button. Now, 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 of your labors. However, right now, you're on your way to Hades, so let's get going! Go Southe South to the Altar. There's no way you're going to get down that hole with the coffin, and even the program 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 coffiHades. Your candles will have blown 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 command: Get the candles, light match, light candles with match (necessary, because of the torch, and *DON'T* use the torch, or you'll vaporize the candles!). Okay, strange things happened when you lit the cand into 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 North, and put the torch and the diamond in the basket. Squeeze back East into the Timber room. Get the skull, lamp, and garlic. You won't be needing the matches and the candles any more, so you can leave them. (They were insurance in case e!). 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, but leave it for now. You'll pick it up on your way out. ZORK I Part Three 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 t 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 relaxed, there's still plenty more to come (urk!). ZORK I Part Four Turn on the lamp, and return to the cellar. From there, it's North (ah, deja vu!), then East, North, NE to Reservoir South. Now that the sluice gaten the basket, and lower the basket. Now, guess what? You have to go back through the coal mine again! So, make your way to the Ladder Bottom, but this time, go West to the Timber room. Ignore the broken timber (not useful for anything), and drop all but the screwdriver. Now, you can squeeze through the crack to the West. And here you are in the Drafty Room, which is also at the bottom of the shaft. There's the basket, so get the coal and the torch, and move Southles, now read the book. Whew! The demons 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 now be in another Mirror 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 timthe thief came along and stole the torch before you could get the diamond). Now, head East again to the Ladder Bottom, and 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 the Bat room. Get the jade, then go South, East, South to the Slide room. Now, here's a fast way back to the cellar: Justo 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. From there, go up, North, East, South, North, and you will be back in the Gas room. Go up, then South to the Shaft room again. Put the coal is are open, you can head North, picking up the trunk of jewels, North again to Reservoir North, getting the air pump, and North one more time, getting the crystal trident. After that, go all the way back South again to Reservoir South, then East to the dam, and then East once more to the Dam 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 "Launc 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, saving is recommended; the thief will not be easy to kill! So, head upstairs and use the nasty knife to kill the thief. Once he's dead, all treasures in the room will be visible. This includes the egg, a silver chalice, and anything he may have been stolen from you before. Get everything, then follow these directions: Down, NW, South, West, up, d emerald. Get that, then continue 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 treasures 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, East, and back 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 come 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 living room. Once you 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 no trouble gettings 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 there right through the wall! In fact, he will create a passage eastward from that room right into the living room! However, you 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 theh," and you're floating off along the Frigid River. Now, just keep waiting until you see the buoy. Get that, then "East" to the beach. Get out of the boat, then get the 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 here 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 anown, 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 clearing. From there, go South and climb the tree 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! to the living room. However, this time, you don't put the treasure in the case. Turn on the lamp, and go down (once again!) into the cellar, and North to the Troll room. Now, you are about to enter a maze, so follow the directions very carefully! West (this brings you into the maze), 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 Cyclop to the barrow from there. Of course, once you enter the barrow.... You didn't really think it would end there, did you? Not when there's still Zork II and Zork III waiting for you up ahead! Ah, but it's too late; you can't turn back now! You'll just have to grit your teeth and follow through to the end (with a little help, of course). See you in Zork II! in the case, making sure you *REMOVE THE CANARY* from the egg and put it in the case separately! You're almost finished! and turn on the light. That's a little better, anyway! Or maybe not, since you're having a hard time getting coordinated. Grab the dressing gown and put it on, then look in the pocket. an aan analgesic! Take that, then get the screwdriver and the toothbrush, and head South to the porch (did you hear a tree fall? Rather omnious, isn't it?). Here you find something no modern home should be without: junk mail. Take the mail, and go on outside. Uh-oh! There's a very big bulldozer on  x E finish "Witness." This game is a much simpler one than "Deadline," so I hope you won't be disappointed when you see how easy it is to solve this mystery. Okay, Hitchhiker Part I Ok everyone, hang on to your seats (and your towels!); this is probably going to be the wildest adventure game you'll ever play...unless Infocom comes out with a sequel, which they just might doe preoccupied with the sky, but he is aware enough of you ttry and give you back your towel. Don't take it, or he'll leave and you will a la lot worse off than you ever imagined (can things be worse than this? They sure can!). Instead of taking the towel, ask Ford about your home. He will eventually come to his senses, and realize what is going on. When that happens, he will be able to persuade Prosser to take your place in front of the bulldozer while the two of you head off to the pub too some of the objects you come across, and even some helpful information (sometimes). And remember, no matter how bad things may look: DON'T PANIC! Here you are, mild-mannered Arthur Dent, about to start the worst day of your life, although you don't know that...yet! Actually, the day is already getting off to a bad start, since you've just woken up in the dark, with a really bad headache (and it's all downhill from here). The first thing you need to do is stand up 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 come 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 living room. Once you 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 no trouble gettingits way to level your home, and there's Prosser standing by, watching it all. Are you going to take this lying down? You bet you are! That's the only way to stop it: lie down in front of the bulldozer. No matter how close the thing gets, don't panic; it won't run you over (of course, in a short time, it really won't matter what happens to the house, but you don't know that yet). Just wait awhile until Ford Prefect shows up (read the junk mail while you wait). Ford seems a trifl! Before we get started, a few words of advice. This is not the only way of getting through the game. Many of the problems and situations (such as the whale's belly) have more than one solution. So, you might want to save the game from time to time, and experiment a little, to see if you can find other ways of doing things (actually, it's wise to save the game anyway, in case you make a mistake). Also, consult the Guide frequently during play; you will gain some useful insights t hoist a few. As soon as Prosser takes your place, go South and West to the pub. Buy a cheese (?) sandwich while you wait for him to arrive (when you read the description, you'll understand about the "?"). When Ford gets there, he'll buy you a few beers. Drink only three of them. Around about the time you've finished the third one, there will be a loud crash. In fact, it's the sound of your home being demolished by the bulldozer (that will teach you to trust anyone who wear. That shouldn't be hard, right? All you need to do is push the button on the dispensing machine, and you'll have one, right? Hehehehehehe! Those Babel Fish are pretty slippery characters (but, you may have found that out already for yourself!). And the cleaning robots are certainly no help; seem seem to have only one mission in life: grabbing your Fish away from you. Well, we really can't let that happen! So, first thing to do is remove your gown and hang it on the h day (which has just barely begun), the Vogon construction ships appear, to demolish the Earth to make way for a new Hyper-space Bypass (hmmm, maybe Ford wasn't kidding when he said he was from another planet, or that Earth would be destroyed in a short time). Still, don't panic...wait until Ford drops the Sub-etha signalling device. There won't be much time after that, so pick up the device, push the green button (if you dropped the Aunt's thing, have no fear: it will turn up again ou never thought outer space would be like this! However, now that you have the Fish, you'll be able to understand anyone who talks to you. Hitchhiker Part II By the way, somewhere along the line, you will get a message that one of the phrases you've used was instrumental in starting a war that wiped out most of a small galaxy. There is nothing you can do about this; no matter how you try, it will come to pass. Rather unfortunate, isn't it? Even more ng again, so smell. Sniff, sniff. Ugh! Whatever it is, it sure is strong! You are also now dimly aware of a shadow, look at it. Well, well, it turns out to be Ford Prefect! And, looking around, you find yourself in the hold of a Vogon ship. Certainly better than being on Earth (or where Earth used to be). There's a glass case with an Atomic Vector Plotter inside, but don't bother with it yet. You have something else to do first, namely, obtain a Babel Fishs a digital watch!). Don't take that sitting down, leave the pub and return to where your house used to be. Along the way, you'll see a starving dog. While you may wonder if anything could eat that sandwich and survive, give it to the dog, who will (amazingly!) enjoy it immensely, ignoring a microscopic space fleet that whizzes past (remember that fleet). Then continue on to the ruins of your home (Ford will be right behind you). And just about now, to put a perfect ending to a perfectook. Now, wait for Ford to curl up, then get the towel and the satchel. Put the towel over the drain, and the satchel in front of the robot panel. Now comes the part that drives most people crazy: they don't know how to stop the upper-half-of-the-room cleaning robot. But, it's so simple: just put the junk mail on top of the satchel. Now you can push the button! Then step back and watch the Rube Goldberg shenanigans, which end with the Babel Fish stuck solidly in your ear (squish!). Bet y later), and you will be in....the dark. Get used to that, you'll be spending a lot of time there before this is over. Nis over. Notice that, at first, you can't do much. All your five senses seem be be out of order. However, if you wait, and read the descriptions very carefully, you will see that eventually, it mentions only 4 of your senses. one one that's missing is the one you can use. Keep this in mind, it will come in handy later. Right now, your nose seems to be workiunfortunate, sooner or later, the survivors will figure out how that happened, and they will be looking for revenge....but more about that charming prospect later. Right now, press the switch on the case. This will tell you what the code is that will open the case so you can snatch the plotter. Make careful note of what word is required; it is chosen randomly each time. Too bad you have to listen to some pretty rotten poetry to get the word. Speaking of poetry, in a short while, you've seen them both before, at a party you attended a short time ago. While you listen to the chatter between Zaphod and Ford, you can begin to drop some items here. You can drop the plotter, screwdriver, gown, and signalling device. By this time, everyone else has gone to the sauna, leaving you alone on the Bridge with Eddie, the shipboard computer. Don't mind Eddie, he's a little over-protective, but he's a good sort at heart. In fact, you can pretty much igyou don't have to enjoy the poetry. Unfortunately, since you survived both verses, the Captain is going to have you and Ford shoved out the airlock (you have now found something worse than appreciating Vogon poetry). While Ford tries to talk the guard out of spacing the two of you, type in the word from the poem. You must put quotes around the word, or it won't go through. Then get the plotter when the case opens. Now just wait awhile, and you and Ford will soon be in the aiprogram will tell you there is nothing to see. That, too, is a lie! Keep looking, and you'll find that there are some things to see here, especially the spare drive. Don't worry about the tools for now; you can leave them where they are. Once you have the drive, go back to the Fore End corridor, then head Port where you'll find the Nutrimat (try consulting the Guide about the Nutrimat). Touch the pad, and you will be provided with a delicious (?) cup of advanced tea substitut and watch the display, until it no longer says you can't hear. Then listen, and you will hear the sound of the star drive. Now it gets cute: the program will lie to you, and say there is an exit to port. Don't you believe it! Go Aft instead, and you will be in Entry Bay 2. You can ignore the brochure, if you like. Go Aft again, and you're in the Fore End of the corridor. Here, Ford will find you, and take you up to the bridge, where you meet Zaphod and Trillian. Actually, you and Ford will be hustled into the Captain's quarters, and strapped into Poetry Appreciation Chairs (worser could could happen, but right now, you probably can't think of any). After the Vogon Captain has tortured you with the first verse, grit your teeth and enjoy the poetry. He will then, to your dismay, read you the next verse. While you could easily live without hearing it, in this case, you do need to listen so you know the word to type in. Fortunately, after the second verse, nore him, as well as Marvin the Paranoid Robot, although Marvin will be important much later on (depressing as that may sound). Ok, time to prepare for some pretty weird happenings! First you'll need the spare improbability drive. So, go down, then Aft. Keep going Aft. The program will tell you that the Engine Room is dangerous. It LIES! Don't listen to it, just keep going Aft. Eventually, you'll get there. Of course, as soon as you're there, you'll want to look around. The rlock, with very little time left. In fact, time has just run out, and there you are in the depths of space. Lucky for you, the Guide explained how to survive all of 30 seconds out there! Well, perhaps not so lucky, since, considering the vastness of space, it's quite improbable that another ship will come by to pick you up before the 30 seconds run out. So naturally, 29 seconds later, the Heart of Gold (the HOG) comes past and picks you up. There you are in the dark again. Waite. Fortunately, you don't have to drink it. Take the cup (ignore the carton, it's useless) and return to the bridge. Drop the cup and the drive. Now, plug the small plug in to the small receptacle, and put the plotter's dangly bit into the tea substitute. Ok, you are about to have some pretty strange experiences, but before you throw the switch, some words of advice and caution. There are five scenarios (all rather short, but all of them important), that have to be completed. Tremoving the towel!) to re-enter the Lair and then go SouthWest. Here you will find the skeleton of some poor soul clutching a Nutrimat Computer Interface Card. Take the card, and just wait around for awhile. You will be mistakenly captured as a Bugblatter Beast (talk about insults!), but you will eventually be freed, and have some other adventures along the way, before you find yourself back in the dark again. When you get back to the HOG, you can drop the asteroid paint chipnce in and out of those, but you do have to spend time waiting in the dark. I couldn't find a way around this, so you'll just have to live with it. Finally, it's a good idea to save the game after you complete each scenario, just in case. With that said, it's time, so push the switch! The Bugblatter Beast When you come out of the dark, you find yourself in the Lair of the dreaded Bugblatter Beast. There are, perhaps, better places you could wish yourself to be in, considering thatthur and a mysterious man named Phil. Take a good look at Arthur, and you will see he has a huge ball of fluff on his jacket. Just what you want, but your hands are full. Drop the plate you're holding, and get the fluff. Open your handbag and put the fluff in it, then the the plate again (otherwise, the pushy hostess won't leave you alone). Now, all you need to do is wait, trying not to be bored to tears by Arthur's feeble attempts at conversation. Give Phil a look, and shortly sharp stones, and then cover your head with the towel. Old Buggy is so dumb, he thinks that, since you can't see him, he can't see you. But, this won't last for very long, so you have to fool him, and quickly. Lucky for you, this isn't hard. Carve your name on the Bugblatter's memorial. When he sees the name there, he will think he's already eaten you, which is why he can't see you (dumb may be an understatement here). The Beast will then curl up for a nap, leaving you free (after hey come up in random order, so each one has its own little section of the walkthru. The lead-in to each of them is that familiar dark area, where you have to wait until one of your senses is working again. You will be in the dark area again when the scenario ends (and you will have listen for the drive sound), which will then bring you back to the HOG. Also, be aware there are times that you may briefly go back to one of the scenarios you have already completed. You just sort of bouper and the interface card in the Fore End before going up to the Bridge (you'll need the interface later, but there's no need to drag it around with you now). Once on the Bridge, push the switch again, and you'll be back in the dark. Trillian The dark ends with something liquidy to the touch. In fact, you find your fingers bathing in a glass of wine. Coming to your senses, you realize that you are now Trillian, and you are at the party where you (she?) met both Ar, among its many charms, the Bugblatter has those tungsten-carbide vast-pain claws (perhaps he was a dentist in a previous life). However, you are here for a purpose, so you'll just have to do something the Beast. Consulting the Guide tells you that Bugblatters are incredibly stupid, which is certainly the case. In the meantime, the Beast is bearing on you, demanding your name. Don't be shy, introduce yourself, then run like heck East out of the Lair. Pick up one of thehe will come over, and take you out to his scooter. As you blast off, everything once again becomes.....dark. Ford Now you find yourself standing in a country lane, holding a satchel. The place looks familiar. In fact, it's the lane outside Arthur's home, and this time you seem to be Ford Prefect. Those Vogons will be arriving soon, so there's not much time. Open the satchel, and take the satchel fluff, the towel, and the sub-etha signalling device. Go Nor gets closer...closer....closer....and then, at last! the autopilot wakes up, just in time, and steers you to safety! Whew, that was a close one. Ok, now you can stand up and go North to the Dais, where the dedication ceremonies will be held. Wait around, enjoying the cheers of the crowd (read the banner if you like), until Trillian appears. She will jump out of the crowd, and hold a gun to one of your heads. The guards are a little hesitant about what to do, so now's your chance: tell them notont of the bulldozer. He'll make a little fuss, but you'll manage to persuade him. Now, you and Arthur can hurry over to the pub, and drink some beer (remember to buy peanuts). Sit there, drinking your beer (no more than three!), meditating on why Arthur is taking the imminent demise of the world so calmly, until the house falls and Arthur goes tearing out. Follow him to the ruins of his home. Drop the satchel, and put the satchel fluff on top of it. Now wait. The Vogon shi Earth (at least you're yourself this time!). Hmmmm, looking around, you see an ultra-plasmic awl. Pick that up, since it might come in handy later. Now, take a good look at the aliens. They are Vl'hurg and G'guvunt. Sound familiar? Ring any bells? Remember that small galaxy you pretty much wiped out with your careless words? Well, they finally figured out what happened, and now they are on their way to Earth to take revenge! (Uh oh) You can't really stop them, so just wait around . As your speedboat zooms towards its destination, search the seat carefully and you will find seat fluff and a key. The key opens the toolbox, but you don't need to do that now. Just make sure you take the box; you might be needing it later. Now, if you continue on your present course, you'll never make it between the cliffs and the spire (or maybe you know that already). The trick is to make auto-pilot do the hard work, so steer the boat towards the rocky spire. The spireth, and there you will see Arthur lying in front of the bulldozer. With a certain feeling of deja vu, you offer him the towel. However, instead of taking it, he asks you about his home. You suddenly realize what is going on (not that it really matters, considering what will shortly happen!). In a moment of magnanimity (or possibly madness), you decide to take Arthur hitchhiking with you. But first, you have to deal with Prosser. Go over to him, and ask him to lie down in fr to shoot. After a few moments, they will drop their rifles into a pile..just what you've been waiting for. Tell Trillian to shoot the rifles. As the weapons disappear, you and Trillian make a break for the HOG! You made it!! But...everything seems to be to be getting....dark. The War Room Ah ha, fooled ya! I bet when you heard the sound of the star drive, you thought you were back on the HOG. But, surprise! you're in the War Room of a mighty war fleet approachingps will appear, the winds will pick up, and you'll start fumbling with the device. Oops! You just dropped it! Fortunately, it rolls over by Arthur, who picks it up and looks at it. Also fortunately, Arthur manages to push the right button, and everything becomes....dark. Zaphod You come out of the dark to find that you're now Zaphod Beeblebrox, the President of the Universe. In fact, you're on your way to steal the Heart of Gold (with a little help from Trillian)and hope for the best. The fleet gets closer and closer, and then arrives. Amazingly, the first they they see is....a huge dog happily munching a cheese (?) sandwich! The sight of this giant monster, contentedly eating, softens the hearts of the Vl'hurgs and G'guvunts. With a new mission in life, they turn around and go home. Along the way, they transport you back to the HOG. Unfortunately, since the aliens are microscopic, so are yso are you.....and you end up materiau will automatically pick up the No Tea). Remove the dangly bit from the tea substitute, and put it in the real tea. You have one more little trip to make. First, however, drop everything you are carrying except the Babel Fish and the Aunt's Thing (yes, you have it again, you just can't get rid of it). Push the switch on the Drive. After a short stay in the dark, you will find yourself in the whale's tummy (it may, however, take more than try to get here, but you will make it eventually). TherPart III Ok, now you should have collected the four fluffs, the ultra-plasmic awl, the paint chipper, the nutrimat computer interface, and the tool box. After you have done the last scenario (whichever one that is), don't go back to the Bridge. Pick up the interface, and go to the Nutrimat. It's tea time! Open the panel on the Nutrimat, remove the circuit board, and replace it with the interface. Now, touch the pad. With a clearer idea of just what it is you want, the N the satchel, and the last one is in the pocket of your gown (unless you took it out earlier and dropped it somewhere). The Aunt's Thing has reappeared by now, so go up to the Bridge. Take the flowerpot, plant all four fluffs, drop the pot, and wait awhile. When you see a tiny sprout has formed, take the pot into the sauna. When you emerge, a changed man, you will also have a changed plant. However, there is another problem! The HOG has landed on Magrathea, but Eddie, overprotective as uto vaporize the HOG (hmmm, they really AREN'T friendly!). Now, push the switch on the spare drive. Wow! Talk about improbabilities! The missiles have turned into a giant sperm whale! After accepting the congratulations of Ford, Zaphod, and Trillian (who conveniently disappear into the sauna again), return to the Nutrimat, where you will find, at last, a cup of REAL tea. Get the cup (you will drop the No Tea), but don't drink it!! Bring it to the Bridge. Drop the real tea (yolizing inside your own head! But wait....maybe there is a madness in this method, after all (or is that the other way around?). Move along the mazy of synapses (any direction will do, they're all alike), until you come to the particle. Look at the particle, and you will see it's your common sense. If there's one thing you surely don't need in THIS adventure, it's common sense, so take the particle. Whoops! Everythig just went.....dark. Hitchhiker e's a flowerpot here! Get the pot, and put it in the Aunt's Thing. Now, wait around (you really don't have a choice), and soon you will be in the dark again. Ah, back on the HOG at last. If you take inventory, you'll notice you don't have the Aunt's Thing. Don't panic! It will, as always, turn up. In the meantime, go around picking up the various fluffs. The Zaphod fluff, along with the tool box, will be by the hatch. Trillian's, of course, is in her handbag, and Ford's is onutrimat begins to have some problems. Its own limited circuitry can't handle it (well, it's just a dumb machine, after all), so it ties into the main shipboard computer. Don't spend time here watching the Nutrimat go through its gyrations. Head for the bridge, and plug the large plug into the large receptacle. The moment is almost here: the HOG has arrived at the legendary lost planet of Magrathea, the the natives aren't friendly. In fact, they are sending up a bunch of missiles sual, has jammed the hatch shut. And, he's not going to open it, no matter how long it takes him to check for dangers on the planet (which will be quite a few years). Hitchhiker Part IV You are almost ready! First, eat the fruit from the plant (mmm, tasty!). You have a vision, and pay close attention to it: the vision shows you what tool Marvin will need to open the hatch. This varies from game to game, and there is no way to know which one it is ix the hatch. Marvin will grumble, but he will agree to it, and tell you to meet him at the Hatch Access Space, with the proper tool, in twelve moves. As you already have the tool (thanks to the fruit), you can go directly to Access space (drop everything but the tool and the Fish), and wait for Marvin. When he arrives and asks for the tool, give it to him. Marvin will fiddle briefly, and the hatch will slide open. Go out to the Hatch, and then down the Hatch. Wow! You have now o the Screening Door. Open it. The Door, impressed by your being able to have both Tea and No Tea will let you through! However, WAIT!!! Don't go through the door yet! If you set foot in the pantry, you will be overwhelmed by depression! So, that magic moment has arrived, the moment you've been waiting for ever since you left Earth: drink the real tea!! (Ahhhhhh, good to the last drop!) All right! Now you can go into the Pantry (yay)! Marvin will be there, sulking as usual. Tell him to fip Randall is raising the roof. The first thing to do is turn on the videophone. As soon as you do that, though, you realize that the picture is fuzzy. That's easy to correct; simply adjust the videophone. There is Commander Zoe Bly, looking worried, and telling you about an urgent problem at the undersea Aquadome. You'd better pick up the microphone, then turn it on. After asking Bly about the problem, question her about the monster she's seen. Bly is sounding ever more desperate, so tellset foot on the legendary lost planet of Magrathea, and........ And what comes next, will have to wait for the sequel (and let's hope it isn't too long a wait!!!)! set foot in the pantry, you will be overwhelmed by depression! So, that magic moment has arrived, the moment you've been waiting for ever since you left Earth: drink the real tea!! (Ahhhhhh, good to the last drop!) All right! Now you can go into the Pantry (yay)! Marvin will be there, sulking as usual. Tell him to funtil you eat the fruit. That is also why you have to collect all those tools. Get the tool that you saw in the vision. If it happens to be one you haven't seen yet, then you'll find it in Marvin's pantry. The trick now is to find Marvin, and he's in his pantry, behind the screening door. First, get the real tea. You automatically drop the No Tea. But, you don't have your common sense anymore, so....pick up the No Tea! Now, you have both Tea and No Tea at the same time!! Go t x E 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 anymo SEASTALKER Part One As you sit quietly at the workbench in your research laboratory, you're startled into action by the sound of the videophone alarm bell. You'd better act quickly, because your buddy Tix the hatch. Marvin will grumble, but he will agree to it, and tell you to meet him at the Hatch Access Space, with the proper tool, in twelve moves. As you already have the tool (thanks to the fruit), you can go directly to Access space (drop everything but the tool and the Fish), and wait for Marvin. When he arrives and asks for the tool, give it to him. Marvin will fiddle briefly, and the hatch will slide open. Go out to the Hatch, and then down the Hatch. Wow! You have now her goodbye. Suddenly, however, something's wrong with the videophone, and your score drops by 3 points! Now is the time to go to the Computestor for a clue. First, turn off the microphone and drop the microphone onto the workbench. Then, head for the Computestor and turn it on. Since the machine is now ready for questions, ask it about the videophone. Hmmmm...the problem could be one of many, but you suspect that something may be wrong with the electrical panel. The panel is just moves must be accurate to avoid destruction. One quick way to reach the seawall opening is to follow these moves: Northeast, then three Norths, then Northeast again, then wait. The alarm bells may be ringing, but you'll safely avoid a submerged obstacle. Then, suddenly, an approaching ship is detected by the sonar. You'll have to stop waiting and set your depth to 15 meters to dive below the ship. Wait again, and you'll chug right on through the seawall opening into the ocean. b, the "Scimitar." Realizing that the sub won't start unless you have the atomic catalyst capsule, you first examine the work counter. There is the capsule, so you grab it and head for the Scimitar. Once settled in the pilot's seat, with Tip nearby, you decide to check the sub for any problems. Pushing the test button gives you a positive readout, but you're still apprehensive. You will need to open the access panel in order to enter the sub's crawl space, but you don't have a toudy of a particular article in the magazine reveals that Dr. Jerome Thorpe (an Aquadome staff member) has succeeded in creating mutant sea creatures. Further, Thorpe announces in the article that he plans to marry your lab assistant, Sharon Kemp! You're beginning to understand who's behind the attack on the Aquadome, and you're even more anxious to arrive. Wait a while longer, and then, as you near the structure, your sonarphone rings. It's Commander Bly, asking to speak privately the reactor, you'll need to turn on the reactor and fill the docking tank with seawater. Once the tank is filled, turn on the engine, open the tank gate, then open the throttle. Push the joystick to the east, and you're off! The surface of Frobton Bay isn't the safest spot around, so the first thing you need to do is set your depth to 5 meters and set the throttle to slow. You'll want to check the sonar occasionally to make sure you're not heading toward any obstacles. Your sequence ofdown the hallway, so go to the panel, and examine it. Well, well, apparently the circuit breaker is open. By fixing the circuit breaker, you regain your 3 points. However, you are starting to wonder whether treachery is afoot here in the lab. It's time to have a chat with your assistant, Sharon Kemp. Go to the office and confront Sharon with your suspicions. Her answers are evasive, and she seems very nervous. Since time is growing short, you decide to leave Sharon and head for your suBe sure to save the game here, since you won't want to cross Frobton Bay again! You can turn on the autopilot now, since the sub will head straight for the Aquadome. Because you fixed the voltage regulator, you can set the throttle to fast without overheating. Wait now, as you continue diving deeper and deeper. To check out an enormous whale, aim your searchlight to starboard. The trip will take a little while longer, so you might want to ask Tip about that magazine he's reading. A close stol. Maybe Tip has such an item? Tip comes through, handing you a Universal Tool. Open the access panel, and carefully crawl into the space. A check of the voltage regulator reveals that it is damaged. Use the tool to fix the regulator. Now all is A-OK, and you won't have any problems going full throttle to the Aquadome. You're ready to get underway, so crawl out of the space, close the access panel, close the sub's hatch, and put the catalyst capsule into the reactor. After closingwith you when you arrive. You wait a few more turns, and the sub slows to a stop in the docking tank. Open the throttle to slide into the cradle. You wait while the water in the tank empties, and you save the game again. SEASTALKER Part Two Before opening the hatch and exiting the sub, you pick up the emergency oxgyen gear...just in case. Leave the Scimitar and head straight for the Aquadome's Reception Area where Bly and her crew await you. Greet them, and then take a offer to prepare a special tranquilizer gun for you. Get the dart gun and have Tip install that as well. During your explorations and conversations, Mick Antrim will check out the Scimitar then return and ask you whether you'd like to have an Emergency Survival Unit installed in the sub. You agree, then poke around a while longer until the unit is in place. It's time to think about improving your navigation and sonar -- the Snark will be difficult to capture or kill. You ask Tip about inctrolyte relay. Put the relay into the cylinder, and close the access door. Your efforts are successful, and the air supply is now functioning properly. As you return to the Reception Area, you observe Doc Horvak with Bly's oxygen gear. You're suspicious, so when Bly ask you to accompany her to the office, you go with her. She volunteers some interesting information: She suspects sabotage in the Aquadome and shows you certain evidence. The evidence consists of a black box which you You'd better confront Amy and Bill with this evidence before you do anything else. The instant you show the syringe to Bill, he turns and runs away. He's heading for the sub, and you race to the office to view his actions on the station monitor. As you watch Bill climb down the inside ladder of the docking tank, you realize you have only seconds to trap him. You quickly turn off the docking tank electricity so Bill can't open the gate. He knows he can't get out now, so he surrenders. Yo crew members will assist you in your search for the traitor. Ask everyone about everyone else, check the locker in the men's dorm, set the black box onto the sonar, and observe everyone's behavior. Commander Bly will offer to supply you with a bazooka so that you can hunt the monster (the "Snark"). Get that from her and have Tip install it on the sub's extensor claw. Find Doc Horvak and show him the magazine article about Thorpe. Doc will come up with some interesting conclusions, and will quick look around. Your explorations are interrupted by a sudden realization that something is wrong with the air supply. Quickly using the oxygen gear you so intelligently brought with you, head for the Dome Center. Commander Bly and several crew members are gasping for breath, so time is short. Use the universal tool to open the access door to the air supply assembly. Instantly noticing that something has been unscrewed from an important cylinder, you pick up the object. It is an elestalling a fine grid and a fine throttle control in the sub, and he agrees to do so. You're about ready to head out into the ocean again, but you still haven't come to a firm conclusion about who the Aquadome traitor is. Once in your pilot's seat, however, you notice that the survival unit installed by Amy and Bill is equipped with a nasty looking syringe. Grabbing the syringe, you head for Doc Horvak and ask him to analyze it. His analysis reveals that the hypo is filled with arsenic!open and examine. This device could be used to interfere with the Aquadome's sonar, and Tip has an idea about how to trap the saboteur. Go to the Storage Room with Tip and discuss his idea. Before you reach the storage area, you notice the special Fram Bolt Wrench lying under Bly's desk. Realizing that the wrench must have been used to tamper with the air supply, you show it to Doc Horvak. His reaction proves most interesting. Now you need to do some serious thinking. Conversations with variousu turn the electricity back on, and leave the office. Cheers follow you as you head back to the Scimitar. After filling the docking tank with water, you turn on the engine and open the gate. Turning the joystick to the South, you open the throttle. Save the game, and head out into the ocean. SEASTALKER Part Three You're finally ready to confront the Snark and, perhaps, the evil Dr. Thorpe. Exit the Aquadome's docking tank by going South, then set the throttle to med has several solutions. This walkthru will show you one way of completing the adventure. However, there are others, so when you've finished, you might want re-play the game, doing different things, to see if you can come up with another way of recovering the treasures successfully. Also, you should be aware that you can only recover treasures from 2 of the ships, the Sao Vera and the S.S. Leviathan. The other wrecks are only red herrings, and you don't have to bother with them. Which okly toward the Aquadome, 9-ady to batter it to bits. Here is one method you can use to put the Sea Cat out of commission before Thorpe has a chance to attack you: East twice, then check your sonar to make sure you're in position. Set throttle to slow, then turn South. Head Northwest four times. Oh oh! Dr. Thorpe has recovered consciousness and his voice is crackling over the sonarphone. Ignore him, and head Northwest twice more. The sub will be just to the EaOk! The game starts with a long lead in, explaining how you came by the book of shipwrecks. You will have to sit through this on each boot-up; no way around it. After that, the game really begins, with you lying in bed in your scruffy room at the Red Boar Inn. The first thing to do is stand up, then wind your watch (time is important in the game, and if your watch runs down, you can't keep track of the time). There's a note on the floor. Read that, then open your dresser. Inside are the shipwr x Es Quarters. Show Johnny the envelope. That will take care of Weasel! Now go North and up. Put on your tank and mask. Johnny will tell you about the orange line, but Cutthroats Part I Welcome aboard, matey! Dust off your scuba tank, shake out your flippers, and prepare to go treasure hunting. But first, a word from our sponsor. Cutthroats, like most Infocom games,ium. Turn Southeast and wait until you reach the Snark and the Sea Cat (piloted by Dr. Thorpe). Thorpe will taunt you with his power, and admit his plan to wreck the Aquadome. Suddenly, Thorpe's transmission breaks off, and Sharon Kemp begins to speak to you. She explains how she only went along with Thorpe to try to trap him, and she's ready to help you capture the Snark. Sharon has a lot of interesting things to tell you, but you don't have time to talk to her right now. The Snark is moving quicf the two real wrecks you will dive for depends on the item you are shown by Johnny Red. If he shows you the gold coin, it's the Sao Vera; if it's the dinner plate, then the ship is the Leviathan. Further, most of your actions up to the dive itself will be pretty much the same, so this section of the walkthru will take you up almost to the dive itself. After that, consult either the Sao Vera section, or the Leviathan section, depending on which ship you're investigating. st of the Sea Cat, so, all on one line, enter the following command: West then aim bazooka at power pod then shoot power pod with bazooka. There! You've done it! The Sea Cat is out of commission and Thorpe's out cold again. Sharon guides the Snark to its hidden cavern so that you can safely study it later. You've completed your mission and saved the Aquadome! e Snark. Sharon has a lot of interesting things to tell you, but you don't have time to talk to her right now. The Snark is moving quiceck book, your bankbook, and a room key. Get the key, open the door, go out, and lock the door again. You don't want to leave the door open, or the Weasel will come by later and steal the shipwreck book. If that happens, the game is over before it even starts. You don't need to take the book with you, so locking the door is effective here. Now, go downstairs and out to the Wharf Road. Follow the road East until you get to the Shanty. Enter the Shanty, and you will see Johnny Red and Pete tha, no if it's the Leviathan. The two of you will then head back to International Outfitters to rent a ship and purchase supplies and equipment. McGinty will be in the store when you get there. However, just wait, and he'll leave eventually. Johnny will make his purchases first, and you will have to chip in some of the cash you're carrying. However, you will have plenty of money left over to buy whatever you need. When it's your turn, buy the flashlight and the shark repellfrom finding out what you're up to. After that, leave the Shanty, go back West to the end of Wharf Road, and from there Southwest twice and Northwest once, which brings you to the lighthouse. Now, wait for Pete, who will be the last person to arrive. Once Pete gets there, Johnny will show an object, either the coin or the plate. This indicates which wreck to dive for. After that, he'll give further instructions, which you should read carefully. When he's finished, go back to ng Ocean Road to the end, then Southwest to Shore Road, and continue West along Shore Road until you reach the Ferry dock. Wait around. Soon McGinty will appear, and a short while later, Weasel. The two men will go off to a corner and talk. Then Weasel will hand something to McGinty, and board the Ferry (you can't get on it yourself, but you have other things to do, anyway). Ok, now you've seen that, go back to Ocean Road, and then into the alleyway. The alley runs behind alsouth to the end, then go Southwest to the Ocean Road, and North into the bank. Make your withdrawl, then leave and return to Ocean Road, where you go Southeast to Point Lookout. Drop your passbook here (that Mcginty has sharp eyes, and you don't want him to see you with that, either), and wait for Johnny. When Johnny arrives, show him the money you just took from the bank. He'll be satisfied, and then ask if the wreck is more than 200 feet underwater. Answer yes if it's the Sao Vere Rat already there. Sit down and order breakfast, then wait for Weasel to show. Order a glass of water when you get thirsty. While you're waiting, you might want to listen to the parrot. He doesn't have anything important to say, but you might get a chuckle out of him. Eventually, Weasel will arrive, and Johnny will ask if you're interested in doing some treasure hunting. Say yes, and then Johnny will have you all meet again a little later at the lighthouse, in order to keep McGinty ent. If you're diving for the Sao Vera, that's all you need. However, if you are diving for the Leviathan, also buy the following items: C battery, putty, and electromagnet, and also rent the small air compresser (so you can fill your tank). All these items will be delivered to the ship for you, so you don't have to take them with you. Now, it's time to uncover a little double-dealing. Leave Outfitters, and go back East along Wharf Road to the end, then Southeast again to Ocean Road. Go aloyour room at the Red Boar. Get your passbook. If you're diving for the Leviathan, also get your scuba gear from the closet (scuba gear not needed for the Sao Vera). Leave the room (lock the door behind you!), and go back out. Walk East along Wharf road to the end, and go Southeast to the Ocean Road. If you're going to use your scuba gear for the dive, go Southwest into the alley, and drop your scuba gear there. You don't want McGinty to see you lugging it around. Follow the Ocean Road l the buildings, and it will come in very handy! Go West along the alley (pick up your scuba gear if you dropped it here earlier) , until you're standing behind the vacant lot, which is next door to McGinty's. Wait here, and McGinty will come by, heading from East to West. Continue waiting, and he will soon re-appear, going from West to East (he is walking along Wharf Road, of course). Once you see him the second time, go West once, and you're behind his store. The door is locked, but you ca but for this dive, it won't be needed. You're all set, so dive in! Once underwater, turn on your flashlight, because it's going to get dark pretty soon. Oops! A shark just showed up! Good thing you have the repellent. Open the canister, and the shark will take off. Now, just keep going down until you reach the wreck. You're on the top deck of the Leviathan, with a hole at your feet. Go down through the hole, to the Middle Deck. Here, you can only go up or down, so go down again, tow deck. Then go north until you reach the crews quarters, and hide your envelope under the bed. You don't want Weasel to know you have it (he'll kill you), and if you show it to Johnny now, you'll cancel the expedition. Now you have to do some more waiting. The delivery boy will come around, and drop off the items you've bought. Then the others will start to arrive. When Johnny comes, go to the Captain's Cabin, and tell him the longitude and latitude of the wreck, which you can easiw you can go up through the hole. You're on the Middle Deck again, although a different part of it. The way South is narrow, so remove your tank, then go due South until you come to the room with the safe. This is the tricky part. Turn on the drill, drill the lock, and then *immediately* turn off the drill again. Otherwise, it will burn out, and you'll have a big problem later! Ok, inside the safe is a glass case containing some valuable stamps. Alas, there is a crack in the case, and water is nd flippers. Get the drill and the C battery, open the drill, put the battery inside, and close the drill. Get the remaining items, except the compresser. Fill your tank with the compresser, then go South. Along the way, get the envelope from under the bed. Stop in the galley to eat and drink, then continue on South to the Captain's Quarters. Show Johnny the envelope. That will take care of Weasel! Now go North and up. Put on your tank and mask. Johnny will tell you about the orange line, n open the window and get through into the place. Here you will find an envelope that proves the Weasel is out to double-cross you all. Get the envelope, then leave by the window. Go back along the alley to the Vacant lot, then go straight North until you come to the dock where the rental ships are moored. Both ships have approximately the same layout; they are slightly different on the top deck, but below they are exactly the same. Enter whichever ship has been rented for the dive, and go belo the Below Decks area. From there, go South, to the room with the closed door. You might want to read the sign on the door before you open it. Once past the door, you're in a mine locker. All the mines are tied down, except for one loose one, floating in front of a hole. Fortunately, you can take care of that problem without difficulty. Touch the magnet to the mine, then turn on the magnet. Drop the magnet (why that doesn't blow you to bits, I don't know, but that's how it works). Noly get by looking at the shipwreck book that came in the game package. Then go back to the crews quarters, and wait some more. Eventually, you'll reach the dive site. At this point, you should now read either the Sao Vera section or the Leviathan section, whichever is applicable. Cutthroats Part II - Leviathan So it's time for the Leviathan. Get up, then go North to the storage locker. Here you will find all the things you bought at Outfitters. Put on your wet suit a starting to seep in. However, don't be alarmed; you'll have enough time to fix that. Go back North to the room with the hole in it. Put your tank back on. Go through the hole into the mine locker, then North, then up through another hole. Surprise! This room still has air in it. Good thing, too, because the water level in the case was starting to get too high for comfort! Now, turn on the drill, and drill a hole in the case. As the water drains out, the drill dies (lasted just long enough). Nobunks to keep them from moving back. Now you can go South again, to another room, with a ladder leading down. Climb down that one. Oops! Crash again! This time, though, the whole ladder didn't crumble. Still, it's going to be hard to reach it on your way back. No matter, you still have to find tha treasure, so go North. Uh Oh!! There's a giant squid here! Good thing for you it's asleep. And if you're smart, you won't wake it up! So, just go right on by, don't try doing anything to ting is to get off the bed, and head North to the Storage Locker. Here you'll find the flashlight and repellent, as well as a deap-sea diving outfit. There is also a small machine here, that you won't be needing (it's a locater box. If you really want to fiddle with it, you have to buy a dry cell to make it work). Get everything but the box, then go back South. Get the envelope from under your bed, stop off in the Galley to eat and drink, then continue on to Johnny's cabin. Show him the envelope Hmmmm, now, which chest to take? Let's try the oak chest. Push that out West through the hole (carefully! You don't want to cut your air supply!). Wait awhile, and the orange line will appear. Get that, tie it to the oak chest, and tug on the line. The chest will slowly make its way upward, while you return to the ship. Now, push the maple chest south, past the sleeping squid, and south again into the room with the ladder. Climb on the chest, and you'll be able to reach the ladder and cown, but you'll get there. Now you're on the top deck of the Sao Vera, with a hole at your feet. Go down the hole. Crash! Looks like the ladder broke. You may have a problem getting back up again! Then again, maybe not. Leave that for now, and make your way South, into the room with the iron bars. Get one, because it will come in handy soon. Then keep going South, until you come to the room with the bunks barring the way. Move the bunks with the bar, then wedge the bar under the w, open the tube of putty, and put the glob of putty on the hole. The putty will seal both the hole and the crack. And that's just about it for the Leviathan. All you have to do now is go back through the ship, and up to your own boat, where your comrades are waiting. Congratulations! You're now a very rich diver! Cutthroats Part III - Sao Vera It's off to the Sao Vera. This one has a few more obstacles than the Leviathan did, but none of them are particularly difficult. The first thhe squid at all. In the next room is an oak chest, along with a hole in the side of the ship. Leave that for now, and keep going North. In the next room are some skeletons, remains of the crew. Examine them, and you'll see one wears a scabbard. In the scabbard is a sword. Get that, and go North again, to the last room. Here you will find a maple chest. The chest is to heavy to carry, so push it back South until you come to the oak chest (note: you must say "Push Maple Chest South"). , which will put an end to Weasel's double-cross. Now wear the suit and go up on deck. Johnny will be there, and will tell you about the orange line. Keep in mind what he says. If you look around, you'll see a large air compressor, with an air hose. Attach that to your suit, and then turn on the compressor. You're all set, so dive in! Once underwater, turn on your flashlight. There's that pesky shark again! Open your canister to get rid of it, then keep on going down. It will be a long way dlimb back up to the middle deck. From there, go North until you reach the room with the cask in it. Now, push the cask north with you, until you come back to the room with the mast and the rope tied around it. Climb on the cask, then cut the rope with the sword. Drop the sword (you can't leave with it), and then make your way up and out. Once on the top deck, just keep going up until you're back on the boat. The chest will be opened to display hundreds of gold coins. Congratulations, you'ren, you have to go to the logical place and do the logical thing. When the egg is open, this should be music to your ears. 7. Everything you need is at hand. Play around in the Maintenance Room, and remember to check other rooms as well for a change. Tools can come in handy, too. * * * Zork II Hints * * * 1. The Riddle Room 2. The Red Sphere 3. The Dra xOng about the memorial, and don't throw in the towel! 5. Have you forgotten Trillian? Isn't she holding something? 6. Consult the Guide about intelligence. Wha * * * Zork I Hints * * * 1. The Timber Room 2. Hades 3. The Platinum Bar 4. The Pot of Gold of range. 3. You can't do anything with him where you find him; now, if you could just get him to follow you... 4. Balloons are filled with hot air; seen anything flammable around lately? 5. Yes, this is certainly a tricky one! The key is the curtain of light; pay close attention to its description, as well as the piece of paper on the floor. Also keep in mind that things are not always what they seem to be here, either. 6. Ah, if only you had magical powers,Read any good books lately? 3. This one is easy, if subtle. Consider the outstanding quality of the room, and make an order of it. 4. Well, you know where to look, right? You just have to do something first. Have you seen anything around that might remind you of a rainbow? Get the point? 5. The program didn't lie: *YOU* have neither the skills nor the expertise, so who else is left? Be generous, it will pay off in the end. 6. First, you need to have the egg open. The now a very rich diver! take? Let's try the oak chest. Push that out West through the hole (carefully! You don't want to cut your air supply!). Wait awhile, and the orange line will appear. Get that, tie it to the oak chest, and tug on the line. The chest will slowly make its way upward, while you return to the ship. Now, push the maple chest south, past the sleeping squid, and south again into the room with the ladder. Climb on the chest, and you'll be able to reach the ladder and cgon 4. The Balloon 5. The Bank 6. The Menhir 7. The Oddly-Angled Room 8. The Demon 1. Aren't riddles a pain? This one should make you thirsty. (Think about that for awhile) 2. You can't do this one by yourself, so bring along some help. And keep in mind that just because you can't see something, that doesn't mean it's out 5. Opening the Egg 6. The Bauble 7. The Sluice Gates 1. Consider the uses of a basket, as well as alternate light sources. Remember that the solution to a problem may not necessarily reside in the same room...or at the same height. 2. First, get the spirits' attention. Having done that, there's only two other things left to do, so play around a little until you have everything in the right order. you might be able to do something about this! 7. First, remember that this room is *oddly-angled*. Second, what does the club look like to you? Third, read the name on the club carefully; that should give you some ideas. Fourth, what's on the floors? Think about all that and you should be able to figure out what to do here. 8. A *very* greedy character...but he will help you, if you know what you want! (Hint: remember the Menhir!) * * * Zo You have to project yourself into this one. It would also help if you could see, if only in a fragmentary way. 7. "For every action, there is an equal AND OPPOSITE reaction...". Think about where you want to go, and aim accordingly. 8. Do something with the Red Rod. It helps a little if you know chemistry. * * * Suspended Hints * * * 1. Trouble with Weather Control? 2. Can't fix Iris? er be able to open it. 3. What would you do here if you couldn't see? And don't forget what's on the wall. 4. Remember the book from Zork I? No? Well, just be friendly! 5. First, read the date on the cage carefully. Second, don't be greedy! Third, the way to bring back what you have should be obvious; you just have to look in the right place. 6. Don't take the easy way out...be pushy! (It helps to have paper and pencil handy here!) Westward Ho! 7. The solution t he'd rather ride. 5. Imagine a cutting sensation. 6. 'Tis a far, far better thing.... 7. You can learn a lot from TV. 8. Be sure the errand boy knows that inches matter. * * * Deadline Hints * * * 1. Looking for a motive? 2. Can't figure out the method? 3. Still wondering about method? 4. Need more proof? 5. Trying to lay a trap?more Mr. Nice Guy! Be cruel! 2. This one is tricky. The disks will help you here, once you figure out what they are. You will also need something else here ("a tisket, a tasket..."). 3. Again, the disks will be helpful. Also, be a litterbug! 4. This one you have to look for, but it isn't far away. Shake a few things, and see what happens 5. First, you have to weasel your way to the Green Dock. After that, those mysterious disks will once again come in handy. 6.rk III Hints * * * 1. The Hooded Figure 2. The Chest 3. Scenic Vista 4. The Ship 5. The Jewel Room 6. The Royal Puzzle 7. The Guardians of Zork 1. Mysterious, isn't he? Also, not too friendly! However, beter not kill him...he has something you need. 2. *You* will certainly nev 3. Main Supply Machine broken? 4. Want the camera? 5. Looking for spare parts? 6. Worried about Poet and Waldo? 7. Trying to reset? 8. Still trying to reset? 1. The bard will take only a second to fix a hundred problems. 2. This is touchy, but not too rough. 3. I see that you aren't grasping the concept of teamwork. 4. His legs may be Longfellow's, buis transparent.... bottoms up! * * * StarCross Hints * * * 1. The Red Rod 2. The Blue Rod 3. The Green Rod 4. The Silver Rod 5. The Violet Rod 6. The Crystal Rod 7. The Control Bubble 8. Breathable Air 1. No 6. Does your trap fail? 1. Spend a couple of minutes fiddling with what's on the desk. 2. A criminal after Romeo's heart. 3. You look like you need to freshen up. When you get where you're going, be very snoopy. 4. Take time to stop and smell the roses. 5. Make like Juliet, and your patience will be rewarded. 6. Exact timing is the key that unlocks many a door. * * * Witness Hints * * * to be generous. Butter them up a little. 4. The answer to this one just scrolled right past you! 5. The answer is monstrous. Anyone seen George around lately? 6. The answer to this one is hard to give a hint for; you really have to know something about Eastern religion. If you happen to know the names of the male and female principles, that's the answer. Check out the wall in the monk's room for a symbol. 7. Well, the answer is *not* Sophia Loren...think about that for awh 5. Well, then, go find some nails. 6. Be quick with your nippers. * * Mask of The Sun Hints * * 1. The Silver Bowl 2. Exiting the first pyramid 3. The Gas Chamber 4. Leaving the Altar Room 5. Exiting the third pyramid 1. Something you've had with you from the very beginning of the game can help you here. Be careful hwalk through the swamp, so, do you remember seeing anything anywhere that floats? 2. Don't go around in circles; the answer is staring right at you. 3. Well, don't just stand there, move! And move fast!! 4. There could be something behind those bars; wonder if there's anyone around who could slip through them? 5. Be daring! Eavesdropping helps, so does a thorough search. * * * Planetfall Hints * * * 1. The key in t 4. The Second Monastery 5. The Monk's First Question 6. The Monk's Second Question 7. The Monk's Third Question 8. The Dragon's First Question 9. The Dragon's Second Question 1. Do the obvious thing and remember: if at first you don't succeed... 2. He might be in the mood for a little conversation....and doesn't he look a bit thin? 3. It pays 1. Nothing exciting happening? 2. Can't find any clues? 3. Wondering about the method? 4. Is the butler inscrutable? 5. Trying to nail down proof? 6. Can't unlock the clock? 1. You look tired. Sit down and relax. 2. Ring for the butler. 3. Better look around some more, but watch out for sharp objects. 4. Don't worry, he's just an average mystery fan, too. ile! 8. Judy Garland could probably tell you the answer to this riddle. (No, it isn't the Yellow Brick Road!) 9. The answer to this one is just heavenly. * * Dark Crystal Hints * * 1. Crossing the swamp 2. Aughra's Riddle 3. Evading the Garthim 4. Entering the castle 5. Getting to the Crystal 1. Well, you can't just ow you use it! 2. You have to urn your way out of this one. Heavy stuff! 3. Try a direction....remember, there are more than four! 4. You might find a way out if you look through a glass darkly. 5. Patience is a virtue. Don't expect anything to happen for awhile. * * Serpent's Star Hints * * 1. Getting past the wolf 2. The Wandering Monk 3. The First Monastery he crack 2. Across the rift 3. Fromitz replacement 4. Miniaturization card 5. The microbe 6. The mutants 1. The solution is an attractive one; have you been to the Tool Room yet? 2. Extend yourself, and you may get the idea! 3. Visit the Repair Room with a friend. Don't be shy about giving orders. 4. Floyd could help you here, if only he understood the situation. 5. HOT stuff! The Circular Room 3. The Niches 4. The Slab Room 5. The Scarab 6. The Four Statues 1. A few translations to help you along: /!\ Beam <--* Put -!- Balance =) Right niche (@@) Ruby cluster !* Left disc >*> Scarab !!! Door *--> Take/pick 2. Be patient and weight for the answer; don't lose your her life for this one, but the sacrifice is worth it. Get the point? 2. Do like Dr. Dolittle, only get a substitute...teacher. 3. Too much light is bad for the eyes, dreamer. 4. First, get his attention (why not give him a call?). Then, get on his good side. 5. You'll get by with a little help from your friends. 6. This is child's play. Have you been below the dungeon? And don't chew on the pencil! 7. Remember that a pencil has two ends, and two functions. Don't 5. Seeing double? 6. Those Grues! 1. You need to get the trunk open. Have you read your Infotater lately? 2. You'll need to go batty to solve this one! And have you been down by the 3. Careful reading of the Infotater should help...and that's no manure!! 4. Stop draggin' your feet. This is a one in a Malyon chance! 5. Remember the Golden Rule, and at whom you're looking! 6. Repellant, aren't they? Don't forget that weestart, C is E. 2. First, take safety precautions. Then, consider what might be able to float, and is big enough to carry you with it. 3. Import some London weather, with a little help from the French. 4. Think sharp here! The fog is thick stuff. 5. The bull is really a Marxist fish in disguise. 6. Well, if it was a mountain, you could..... * * * Infidel Hints * * * 1. Some Hieroglyphs 2. In fact, too hot to handle! 6. Don't stop for anything!! * * * The Enchanter Hints * * * 1. The Jeweled Box 2. The Engine Room 3. The Gallery 4. The Adventurer 5. The Guarded Door 6. The Map 7. The Guncho Scroll 8. The Winding Stairs 1. Think sharp....you might have to risk youad! 3. Beam me up, Scotty! 4. The position of the holes should remind you of something; or are you going around in circles? 5. Stay level-headed, and your cup will not runneth over! 6. One good turn deserves another. Keep an orderly mind @ all times * * * Sorcerer Hints * * * 1. Getting out 2. The Glass Maze 3. The Cannon 4. No place left to go? be afraid to let the cat out of the bag, so long as you can close the bag again. 8. Bet you didn't know your character was a mime. * Death in the Caribbean Hints * 1. The Message on the Monument 2. Crossing the River 3. The Zombie 4. The Fog 5. The Bull 6. The Quicksand 1. Simply substitution. As a ds are still weeds! * * * Seastalker Hints * * * 1. Can't fix the videophone? 2. Can't start the sub? 3. Circuits overheating? 4. Can't identify the traitor? 5. Can't navigate accurately? 6. Can't stop the Sea Cat? 1. Go to the electrical panel and check out the circuit breaker. 2. Check the work counteееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееe HOG 6. The Screening Door 7. Opening the Hatch 1. Bring some junk along with you, and put it somewhere! 2. You have five senses; count while you wait! 3. Too many connections make for sparks! 4. Consult the Guide about the Bugblatter. Do some sharp thinking about the memorial, and don't throw in the towel! 5. Have you forgotten Trillian? Isn't she holding something? 6. Consult the Guide about intelligence. What happenееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееr for an item you need. 3. Enter the crawl space and check out the voltage regulator. 4. Check the emergency survival unit and confront the persons who installed 5. Ask Tip about a fine grid. 6. Better zap the power pod! * * * Hitchhiker * * * 1. The Babel Fish 2. The Dark 3. The Spare Drive 4. The Bugblatter 5. Zaphod & thееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееееs when you pick up the 7. Marvin can do the job with the proper tool. The solution is a fruity one, fine grid. 6. Better zap the power pod! * * * Hitchhiker * * * 1. The Babel Fish 2. The Dark 3. The Spare Drive 4. The Bugblatter 5. Zaphod & 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