WELL, YOU'VE COME A LONG WAY SINCE YOU FIRST STOOD BY THE
MAILBOX OUTSIDE THE HOUSE IN THE FOREST. YOU'VE DEFEATED THE
THIEF, OUTWITTED THE WIZARD OF FROBOZZ, AND NOW, YOU STAND AT
THE FOOT OF THE ENDLESS STAIRS, READY TO EMBARK ON THE FINAL
PART OF YOUR JOURNEY. SO, PICK UP THE LAMP, TURN IT ON, AND HEAD
ALONG DUE S UNTIL YOU COME TO THE SHORE OF THE LAKE. DROP THE
LAMP , AND JUMP INTO THE LAKE. BRRRR! PRETTY COLD! SO, DON'T STAY
IN THERE LONG; SWIM W AND THEN GO S .
GET THE TORCH, AND WAIT FOR THE NUMBER TO CHANGE TO "II." THEN,
TOUCH THE TABLE. MY OH MY! YOU'RE IN A ROOM FROM ZORK II... ROOM
8, AS A MATTER OF FACT. HOWEVER, YOU DON'T HAVE MUCH TIME TO
SIGHT-SEE, SO GET THE CAN OF GRUE REPELLANT, THEN TRY MOVING E,
AND YOU WILL FIND YOURSELF BACK IN SCENIC VISTA AGAIN. NOW
WAIT FOR THE NUMBER TO CHANGE TO "III," THEN TOUCH THE TABLE
AGAIN. THIS TIME, YOU'RE IN A DAMP PASSAGE. DROP THE TORCH, AND
JUST WAIT THERE UNTIL YOU'RE PULLED BACK TO SCENIC VISTA. OKAY,
YOU'RE FINISHED HERE, SO MOVE ALONG N TO THE SHORE, AND AGAIN
JUMP IN THE LAKE.
SPLASH! IT HASN'T GOTTEN ANY WARMER; IN FACT, YOU JUST DROPPED
THE CAN OF REPELLANT. SO, GO DOWN, AND YOU WILL BE ON THE LAKE
BOTTOM. AH, THERE IT IS! BUT, COULD THERE BE SOMETHING ELSE
THERE, TOO? "GET ALL," AND YOU WILL HAVE NOT ONLY THE
REPELLANT BUT ALSO AN AMULET. THIS IS ONE OF THOSE "WONDERFUL"
VARIABLE THINGS; IT MAY TAKE MORE THAN ONE TRY ON YOUR PART
TO GET BOTH ITEMS. IN THE MEANTIME, YOU CAN'T STAY IN THE ICY
WATERS TOO LONG, AND SOONER OR LATER A HUNGRY FISH WILL COME
LOOKING FOR YOU. THEREFORE, IT'S BEST TO SAVE THE GAME BEFORE
YOU JUMP IN FROM THE WERN SHORE. SO IF YOU DIE IN THE WATER, OR
GET EATEN BY THE FISH, OR PICKED UP BY THE ROC , YOU DON'T HAVE
TO START ALL THE WAY BACK AT THE BEGINNING. BY THE WAY, THIS IS
THE ONLY ONE OF THE ZORKS WHERE YOU DON'T LOSE POINTS IF YOU
DIE. BUT, ALL THE ITEMS YOU'VE COLLECTED SO FAR GET SCATTERED
ALL AROUND, AND IT'S TIME-CONSUMING TO GO LOOK FOR THEM.
OKAY, NOW YOU HAVE THE CAN AND THE AMULET, SO HEAD UP TO THE
SURFACE, THEN S TO THE SERN SHORE. YOU CAN SEE A CAVE TO THE S,
AND IT LOOKS KIND OF DARK. IN FACT, IT *IS* DARK IN THERE, WHICH IS
WHY YOU HAVE THE REPELLANT. SO, SPRAY THE SMELLY STUFF ON
YOURSELF, AND GO S, AND YOU WILL FIND YOURSELF IN A DARK PLACE.
GO S AGAIN, THEN E, AND YOU WILL BE IN THE KEY ROOM. WHEW! AT LE
THERE'S"SOME LIGHT IN HERE! AND BY THE LIGHT YOU CAN SEE A
STRANGE KEY. lGED THE KEY, THEN MOVE THE MANHOLE COVER AND
GO DOWN. HERE YOU ARE ON AN AQUEDUCT. SINCE YOU CAN'T GO
BACK , YOU MIGHT AS WELL GO FORWARD. SO, JUST HEAD ALONG N AND
YOU WILL COME TO THE WATER SLIDE.
GO N DOWN THE SLIDE, AND GUESS WHERE YOU ARE? IN THE DAMP
PASSAGE! THERE'S THE TORCH, SO PICK IT UP, BECAUSE YOU'RE
CERTAINLY GOING TO NEED A LIGHT SOURCE...ESPECIALLY WHEN YOU
THINK OF WHERE YOU'RE GOING NEXT. SO, FROM THE DAMP PASSAGE
HIKE ALONG W TO THE JUNCTION , THEN S INTO CREEPY CRAWL, AND SW
INTO THE SHADOW LAND. HERE WE COME TO ANOTHER VARIABLE
PORTION OF THE GAME. YOU WILL HAVE TO WANDER AROUND IN THE
SHADOW LAND UNTIL A CLOAKED AND HOODED FIGURE APPEARS.
WHEN THAT HAPPENS, THE SWORD WILL SUDDENLY MATERIALIZE IN
YOUR HAND, AND YOU WILL BE ABLE TO FIGHT. HOWEVER, SINCE
THERE'S NO WAY OF TELLING WHEN THAT WILL HAPPEN, YOU JUST
HAVE TO KEEP MOVING AROUND UNTIL IT DOES.
AT LE YOU WILL GET A CHANCE TO PRACTICE SOME ELEMENTARY
MAP-MAKING! ALSO, THIS IS THE MOST DANGEROUS PART OF THE GAME,
AS THE FIGURE IS QUITE CAPABLE OF KILLING YOU, TOO! SO, BEST TO
SAVE BEFORE YOU ENTER SHADOW LAND. WHEN THE MYSTERIOUS
FIGURE FINALLY APPEARS, ATTACK HIM WITH YOUR SWORD UNTIL HE IS
BADLY WOUNDED AND CANNOT DEFEND HIMSELF. AT THAT POINT, GET
HIS HOOD. THE FIGURE WILL THEN DISAPPEAR, LEAVING THE CLOAK
BEHIND. GET THAT ALSO. NOW, YOU HAVE TO GET OUT OF HERE, AND I
CAN'T TELL YOU EXACTLY HOW, SINCE THERE'S NO WAY OF KNOWING
EXACTLY WHERE YOU WERE WHEN THE FIGHT STARTED. HOWEVER, IF
YOU GO EWARDS, YOU WILL EXIT THE SHADOW LAND AT EITHER THE
CREEPY CRAWL OR THE FOGGY ROOM. FROM EITHER PLACE, GO N TO
THE JUNCTION. FROM THE JUNCTION, IT'S W THROUGH THE BARREN
AREA, AND W AGAIN .
YOU JUST CAN'T WAIT TO CLIMB DOWN THE ROPE, HUH? WELL, PICK UP
THE BREAD FIRST, THEN GO DOWN TO THE LEDGE. WELL, WELL, A CHEST!
TOO BAD YOU DON'T HAVE A KEY TO OPEN IT. IN FACT, THERE'S NO WAY
FOR YOU TO OPEN IT AT ALL. BUT DON'T DESPAIR, THERE'S A WAY OF
DOING IT. JUST WAIT AROUND AND SOMEONE WILL COME ALONG THE
TOP OF THE CLIFF. YOU MAY NOT REALLY TRUST HIM, BUT TIE THE ROPE
TO THE CHEST WHEN HE ASKS, AND WAIT AROUND SOME MORE.
EVENTUALLY, HE WILL RETURN AND HELP YOU BACK UP THE CLIFF. HE
WILL ALSO GIVE YOU A STAFF, WHICH IS WHAT YOU'RE REALLY AFTER
HERE. TAKE THE STAFF, THEN GO BACK DOWN TO THE LEDGE, AND
FROM THERE, TO THE CLIFF BASE.
TREK S TO THE FLATHEAD OCEAN, AND DO A LITTLE MORE WAITING.
SOONER OR LATER A SHIP WIL OKAY, NOW W, W, W, N, N, N, E, E, AND
PUSH THE S WALL TWO TIMES.
08. FROM THERE, W, S, S, E, E, N AND PUSH THE W WALL TWO TIMES.
09 . NOW, S, W, AND PUSH THE N WALL UNTIL IT WON'T MOVE ANY MORE.
10. THEN W AND N. FINALLY! YOU HAVE MANEUVERED THE LADDER
UNDER THE HOLE
, AND NOW YOU CAN JUST GO UP AND OUT! WHEW!
OKAY, YOU'VE SOLVED THE ROYAL PUZZLE AND YOU HAVE THE BOOK,
SO GO N TO THE MUSEUM ENTRANCE, THEN OPEN THE E DOOR AND GET
YOUR OTHER STUFF FROM THE JEWEL ROOM. THEN IT'S BACK W TO THE
GREAT DOOR, AND FROM THERE BACK TO THE JUNCTION. NOW, E INTO
THE DAMP PASSAGE, AND NE TO THE ENGRAVINGS ROAM. WELL, WE
HAVE HERE YET ANOTHER OF THOSE VARIABLE EVENTS: SOONER OR
LATER, AN OLD MAN WILL BE SLEEPING HERE. IF HE ISN'T THERE THE
FIRST TIME YOU ARRIVE, WALK AROUND A LITTLE AND RETURN. WHEN
YOU FINALLY DO SEE HIM, WAKE HIM UP AND GIVE HIM THE BREAD. HE
WILL EAT IT AND THEN MAKE VISIBLE TO YOU A SECRET DOOR. HE WILL
THEN VANISH.
OKAY, YOU'RE GETTING CLOSER TO THE END! OPEN THE DOOR, AND GO
INTO THE BUTTON ROOM, THEN N TO THE BEAM ROOM. PUT THE SWORD
IN THE BEAM, THEN GO BACK TO THE BUTTON ROOM AND PUSH THE
BUTTON. NOW, BACK N TO THE BEAM ROOM AND N AGAIN INTO THE
MIRROR ROOM. THERE WILL BE AN OPENING IN THE MIRROR, SO GO N
ONE MORE TIME, AND YOU WILL BE INSIDE. NOW, DON'T LET THE LONG
AND COMPLICATED DESCRIPTIONS SCARE YOU! IT'S NOT REALLY AS BAD
AS YOU THINK . FIRST, RAISE THE SHORT POLE. THEN, PUSH THE WHITE
PANEL TWICE. NOW, PUSH THE PINE PANEL, AND GO N.
OKAY, SO HERE YOU ARE, STANDING A LITTLE TOO CLOSE FOR COMFORT
TO THE GUARDIANS OF ZORK. IF I WERE YOU, I WOULDN'T TRY GOING
PAST THEM QUITE YET! OPEN THE VIAL, THEN DRINK THE LIQUID. WHILE
NOTHING SEEMS TO HAVE HAPPENED, YOU HAVE IN FACT BECOME
INVISIBLE. NOW YOU CAN WALK N UNTIL YOU COME TO THE LOCKED
DOOR. KNOCK ON THE DOOR, AND THE DUNGEON MASTER WILL OPEN IT
AND LET YOU IN. ALL RIGHT, HANG IN THERE, YOU HAVE REACHED THE
END GAME! GO N, THEN W, THEN N AGAIN. THE DM WILL BE FOLLOWING
YOU. GO N TO THE PARAPET, SET THE DIAL TO 4, AND PUSH THE BUTTON.
NOW, GO S, OPEN THE CELL DOOR, AND STEP INSIDE. THE DM WILL NOT
FOLLOW YOU IN.
ONCE INSIDE, YOU WILL NOTICE A BRONZE DOOR IN ONE OF THE WALLS.
HOWEVER, YOU CAN'T OPEN IT YET! SOMETHING ELSE HAS TO BE DONE,
AND IT WILL HAVE TO BE DONE BY SOMEONE ELSE. SO, FIRST TELL THE
DM TO GO TO THE PARAPET. THEN TELL HIM TO TURN THE DIAL TO 1, AND
THEN TELL HIM TO PUSH THE BUTTON. ALL RIGHT!! THE MAGIC MOMENT
HAS ARRIVED! UNLOCK THE BRONZE DOOR WITH THE KEY, OPEN THE
DOOR, AND GO S! ** TA DA!! ** FINALLY, ZORK IS FINISHED! YOU HAVE
SURVIVED ALL THE PERILS, PITFALLS, AND PUZZLES, AND NOW, *YOU*
ARE THE NEW DUNGEON MASTER.
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