Many people approach fitness the same way, they jump in as hard as possible,  diet hard, train hard, and get burnt out within a few weeks. Jumping in too fast can lead to exhaustion and boredom with health and fitness, leading to many people calling it quits. It even happens to people that have been doing it for years if they aren't careful. It doesn't just affect newcomers. Luckily, if you avoid the 5 mistakes outlined in this article, you probably won't have  that happen to you!
1 - Not Planning Ahead
Planning is probably the most essential thing that anybody successful with health and fitness does. This means you need to plan your diet, plan your  meals, plan your workout program, and set realistic goals in a reachable  timeframe. Chances are, if you forget to plan any of these things, your results will suffer and you may end up quitting, simply because you don't know what you need to be following. Randomness is not always good, especially in the  world of fitness!
2 - Excuses
Excuses are too common in our world today, and they are even more common in the fitness world. just because you have a little cough and no other symptoms does not mean you should put off your workout (unless you actually feel sick of course). Just because tonight is Friday and your buddies are all going out to the bar and they want you to come doesn't mean you can't workout. You can't afford to eat healthy. There is an excuse for  everything, and none of them are worth the time it took to think them up.  Stop making excuses if you want to be healthier and be physically fit. Nobody has made it to their goals by making excuses.
3 - Frequency Of Exercise
Do you think working out for 30 minutes a week is good? Well, some people do.  Others think they have to be in the gym every day of the week for 2 hours or  more. They are both wrong. You have to find the happy medium to see how much  you need to workout. You want to workout enough to meet your goals within  the foreseeable future and you don't want to overtrain and risk injury.  Sticking to something like hitting the gym 3 or 4 times a week for about an hour each time is something good to go by. This schedule works for thousands of people every week!
4 - Magic Answers
Sorry, science has still yet to come up with a workout program, and a pill that performs magic for you. If you  don't want to put in the hard work and effort, you aren't going to succeed.  I hate to sound mean but it's the truth. Companies spend millions on advertisements hoping the consumers don't realize that magic doesn't exist.
5 - Comparisons
Comparing yourself to a fitness professional or somebody that has much more experience that you is setting yourself up for a downfall. If you want to succeed, you can't go around comparing your body to the next person. Your genetics are different than everybody, so you  can't make comparisons that aren't fair. Instead of comparing yourself to  someone else, why not compare yourself now to yourself a year ago. If that doesn't give you great motivation, then you are not working out right!
Now you know what you need to avoid doing if you want to succeed with your fitness lifestyle. If you just avoid these mistakes alone, you are on your way to succeeding  with your goals, as long as they are within reach. Feel free to bookmark this article and come back to it anytime!
If you are looking for more information on health and fitness, you should check out Milo Martinovich Fitness. It features an informational Diet And Fitness Blog. If you would like to know about their services, like online personal training, click here: http://milomartinovich.blogspot.com/p/online-personal-training.html.
Sunday, October 28, 2012
Tuesday, October 9, 2012
221B BAKER STREET
1.                      >THE UNHOLY MAN<
  The  preacher was in  fact a thief who  had stolen the original
manuscript of Hamlet  from an  exhibit on the  Riviera, where  he
also  acquired his tan. The  preacher disguised the manuscript as
a Bible and had Longworth authenticate it for the Duke, whom  the
preacher  hoped would  buy it.  Longworth, however,  in desperate
need of money, killed the preacher with Hamlet's sword and  stole
the  manuscript.  Longworth,  who  does  not  smoke,  planted the
German-made cigarette near the  victim's body to throw  suspicion
from  himself; but  in the  process, he  accidentally dropped his
packet of aspirin.
KILLER: EARL LONGWORTH
WEAPON: SWORD
MOTIVE: MANUSCRIPT
2.                       >SILVER PATCH<
   Sir Reginald Cosgrove, in dire need of money, concocted a plot
to collect money from his large insurance policy on Silver Patch.
Sir  Reginald painted  over the silver  patch on the  mane of his
prize horse  and painted  a silver  patch on  the mane  of  Night
Dancer,  another  of  his  horses. He  then  switched  stalls and
poisoned  Night  Dancer,  who  now  looked  like  Silver   Patch.
Realizing  that  he  would  have to  take  Oscar  Switt  into his
confidence, Sir Reginald arranged for his trainer to meet him  at
the  stables. When Switt refused to  go along with Sir Reginald's
plan to kill Night Dancer, Sir Reginald became enraged and killed
the  trainer, smashing him over the head with an ale bottle, then
stabbing him repeatedly with the  broken bottle.
KILLER: SIR REGINALD COSGROVE
WEAPON: BROKEN BOTTLE
MOTIVE: INSURANCE
3.                 >THE CHAMELEON'S VENGEANCE<
Disguised as Inspector Lestrade, the chameleon planted explosives
in the violin case which housed the instrument Holmes was to play
in the duet finale at the Playhouse.
SURPRISE:     EXPLOSIVES
HIDING PLACE: VIOLIN CASE
CHAMELEON:    LESTRADE
4.                     >THE CODED MESSAGE<
   Knowing  death was near,  Rudolph Hickle forced  his canary to
swallow the valuable  Eyes of Lucifer.  Hickle then attempted  to
notify his good friend, Harry Blake, by writing in a code the two
had developed years ago.
MESSAGE: PEARLS INSIDE CANARY.
5.                     >THE CLERK'S DEMISE
 Two years after being  dishonorably discharged from the  British
military,  Donald  Hobson changed  his name  to Alfred  Cooke and
tried to  start a  new life.  Neither his  eventual employers  at
Scotland  Yard nor  his wife and  children knew the  truth of his
past. Manfred  Maloney  stumbled  onto  Cooke  and  attempted  to
blackmail  his  old  army  buddy. To  protect  his  secret, Cooke
killed Maloney with an icicle and  tried to make it appear to  be
the work of a radical political group.
KILLER: ALFRED COOKE (DONALD HOBSON)
WEAPON: ICICLE
MOTIVE: BLACKMAIL
6.                    >THE REWRITTEN DEATH<
  Understudy,  Vance Hillyard, planned to murder Roderick Garrick
to obtain  the  star's  role;  but,  owing  to  Hillyard's  color
blindness, the actor mistakenly killed Albert Boswell.
KILLER: VANCE HILLYARD
MOTIVE: STAR'S PART
7.                  >THE PILLAGED PAWNBROKER<
  While  cleaning out  her husband's  attic, Mrs.  Phyllis Cahill
inadvertently included among the items  sold to the pawnbroker  a
secreted  Ming  vase  John  Cahill had  stolen  from  the museum.
Cahill  traced  the   priceless  chinese  objet   d'art  to   the
pawnbroker  shop and broke in, placing  the Ming vase in an armor
helmet for protection  and wrapping the  treasure with  newspaper
and  string.  When  Miles  Balfour  surprised  the  thief, Cahill
killed the  pawnbroker with  a  broadsword from  the set  of  old
English  armor and, as  an afterthought, robbed  the cash till to
throw suspicion from himself.
KILLER: JOHN CAHILL
WEAPON: BROADSWORD
MOTIVE: MING VASE
8.                  >THE EMPTY-HANDED THIEF<
Metal Pipes  As was her custom periodically, Mrs. Beatrice Galton opened the
wall safe in  her husband's  study to view  the Renshaw  Diamonds
bequeathed  by her late mother. When  she attempted to return the
gem tray, a  stone fell to  the floor and  she whirled,  stepping
firmly,  only to  find the  "diamond" crushed  underfoot. Numbly,
Beatrice smashed "jewel" after "jewel" with a letter opener  from
the  desk.  She  suddenly  realized the  truth.  Her  husband had
disposed of her diamonds, replaced the gems with glass  replicas,
and  squandered  the  money.  Beatrice  confronted  Galton  as he
entered the room with the latest packet of unpaid bills and, in a
fury, she stabbed him.
KILLER: BEATRICE
WEAPON: LETTER OPENER
MOTIVE: DISCOVERED JEWELS
9.                  >THE PECULIAR CHARWOMAN<
  Tobacconist  Daniel Ferguson, equally dividing his time between
his London and Liverpool shops, found in the arrangement an equal
opportunity to divide his affections.  Surprised by his Liverpool
wife Bessie's  visit  to  his London  shop,  Ferguson  lured  the
unfortunate   girl  into  a   shed  behind  the   shop  (used  to
hickory-smoke certain  blends),  then  dressed his  victim  in  a
charwoman's garb, his immediate problem cured.
KILLER: DANIEL FERGUSON
MOTIVE: BIGAMY
CAUSE OF DEATH: SMOKE INHALATION
10.                  >THE DUCHESS'S DEMISE<
  In her sitting room at Barrington Manor, the Duchess confronted
Alex Stafford,  demanding he  return the  funds he  had won  from
cheating  at the card table. Enraged, Stafford killed the Duchess
with a poker  from the  fireplace and attempted  to establish  an
alibi for himself using ventriloquism.
KILLER: ALEX STAFFORD
MOTIVE: DISCOVERED CHEATING
ALIBI:  VENTRILOQUISM
11.                    >THE DEADLY CALLER<
  Captain Victor Juno  feared his  stepmother's wild  infatuation
for  gigolo  Lorenzo Marchetti  and  concocted a  fiendish murder
plot  to  secure  his  inheritance.  Juno  returned  to   England
carrying a deadly but trained Indian cobra.  He then adjusted the
radiator in his  stepmother's room to  emit a "whistling"  pitch.
from  his adjoining room,  Juno released the  cobra into a common
ventilator shaft  opening  near  his stepmother's  bed.  As  Mrs.
Lyons rose in the night hearing the gentle sound of movement, she
realized too  late  that  "music" from  the  radiator  pipes  had
"charmed" the caller.
KILLER: VICTOR JUNO
WEAPON: SNAKE
MOTIVE: INHERITANCE
12.                   >THE SPINSTER'S WILL<
  Learning that a vast diamond field had been discovered near the
worthless  gold mine Miss Pierpoint was to bequeath him, druggist
Ward Ramsey substituted  sleeping pills for  the aspirin  tablets
Miss Pierpoint kept at her bedside.
KILLER: WARD RAMSEY
WEAPON: SLEEPING PILLS
MOTIVE: DIAMOND MINE
13.                  >THE NETTLESOME BRIDE<
  Penelope Holloway discovered she was making  a bridal trousseau
for another woman  to marry  the man  who once  proposed to  her.
Seeking revenge for her romantic jealousy, the seamstress stabbed
Imogene Boylan with a pair  of scissors and stole the  engagement
ring from her finger.
KILLER: PENELOPE HOLLYWAY
MOTIVE: ROMANTIC JEALOUSY
WEAPON: SCISSORS
14.                   >THE AMOROUS SAILOR<
  "I wed two wives" should be Willie Dryden's epitaph.  The white
ring of untanned flesh around Willie's ring finger tipped  Holmes
to  the fact that  Willie had no business  marrying Mitzi. He was
already married in  Singapore to  the lady in  black. This  femme
fatale  followed Willie to London, learned he was marrying Mitzi,
took her place in the receiving line and gave Willie the kiss  of
death.
IDENTITY: DRYDEN'S WIFE
MOTIVE:   BIGAMY
METHOD:   POISON LIPSTICK
15.                   >THE UNKNOWN VICTIM<
  Enraged by his wife's confession  of having had an affair  with
Carl Seagram, Barry Auguston plotted the General's death.  On the
pretense of showing  him the house,  Auguston lured Seagram  into
the guest chamber.  Auguston requested a look at Seagram's sword;
and when he had it, he forced the General to change into a  tweed
suit  and then stabbed  him. He quickly  shaved off the General's
moustache and beard, hoping no  one would recognize him.  He left
the  body on  the bed,  along with  the sword.  He hoped Scotland
Yard would assume the missing General killed this man, then  drop
the case when the General couldn't be found.
KILLER: BARRY AUGUSTON
VICTIM: CARL SEAGRAM
MOTIVE: JEALOUSY
16.                >THE KIDNAPPED SONGSTRESS<
  Winnie  Oats and her manager  Dale Rice are devious characters.
They used poor  Lloyd Newcomb  to get  favorable publicity,  then
tried  to hang the kidnapping on him  by planting the mask in the
reporter's carriage. Dale Rice wore  the mask when he swept  down
on  the rope  to kidnap  Winnie, who  was fully  prepared for the
kidnapping.  Winnie's   husband,  Guy,   found  out   about   her
involvement   with  Newcomb.  Guy  booked  passage  for  himself,
probably bound for his lawyer and a divorce.
KIDNAPPER: DALE RICE
MOTIVE:    PUBLICITY STUNT
LOCATION:  PLAYHOUSE ATTIC
17.                >THE POISONED POKER PLAYER<
  Ralph  Cotson was  correctly convinced  that Roger  Stearns had
been winning at cards by cheating.  When Stearns brought his jade
ring  to Cotson the  jeweler for repair,  Cotson contaminated the
ring with cyanide poison, and waited anxiously for their next big
poker game.
MURDERER:     RALPH COTSON
MOTIVE:       CHEATING
HOW POISONED: RING
18.                  >THE GLUTTONOUS GOSSIP<
  Harold Quail, the driver of a food delivery carriage, was madly
in  love  with  Helen Thrush,  wife  of the  hotel  manager. When
Charles Maxwell exposed Harold's affair with helen in his  gossip
column, Helen committed suicide.  One night, as Harold was making
a food delivery at the  pub, waiters carried Charles Maxwell  out
to  the  carriage  to  be rushed  to  the  hospital.  Maxwell was
unconscious from an  orgy of  overeating.  Filled  with anger and
hatred  for  the  journalist,  Harold  covered  the  face  of the
unconscious man and smothered him  to death with his bare  hands.
KILLER: QUAIL
MOTIVE: REVENGE
METHOD: SMOTHERED WITH BARE HANDS
19.                 >THE WELL-INFORMED THIEF<
  Dentist Harrison Beale was in dire financial straits due to his
compulsive cardplaying, when he  decided to extract Mrs.  Haigh's
life  savings along  with her  tooth. Beale  administered a truth
serum when the widow visited the dentist.  While unconscious, the
widow  answered all of Harrison's  questions concerning where she
hid her life savings and when  she would be away from her  house.
THIEF: BEALE
HOW HE KNEW WHERE TO LOOK: ADMINISTERED TRUTH SERUM
       DURING DENTAL WORK.
20.                >THE LIMPING TAX COLLECTOR<
  Pawnbroker  Phillip  Pupil  was  a  very  lucky  man  until tax
collector Clarence  Alexander  discovered that  Pupil  had  filed
false   income  tax  returns  for   years.  faced  with  probable
imprisonment, Pupil  decided to  stab  Clarence with  a  poisoned
needle  and leave false clues of suicide.  When Clarence took his
shoes off in the park and waded in the pond, Pupil stuck a needle
dipped in curare poison  in Clarence's left  shoe.  When Clarence
put his shoe on and collapsed, Pupil rushed forward pretending to
render   first  aid.  He  used  this  opportunity  to  plant  the
typewritten suicide note  and the bottle  of poison on  Clarence.
KILLER: PHILLIP PUPIL
MOTIVE: TAX FRAUD
METHOD: STUCK POISONED NEEDLE INSIDE SHOE
21.                    >THE FALLEN ANGEL<
  Hot air  balloonist Willie  Crayfield talked  human fly  Hector
Angel  into  a daring  heist of  the Crown  Jewels stored  in the
heavily guarded  Tower of  London.  As Crayfield  maneuvered  his
balloon  above the Tower, Angel climbed down a rope and entered a
vent leading  to  the  room  containing  the  regal  gems.  After
stealing  the Crown Jewels, Angel commenced  to climb back up the
rope into  the gondola  of Crayfield's  balloon. Angel  made  the
fatal  mistake  of first  handing  the gems  to  Crayfield before
completing his climb.  As soon as  Crayfield grabbed the  jewels,
he  drew  a sword  and  cut the  rope  Angel was  ascending. Poor
Hector Angel fell to his death  still clutching a section of  the
severed rope.
KILLER: WILLIE CRAYFIELD
WEAPON: SWORD
HOW KILLER ESCAPED: HOT AIR BALLOON
22.                    >THE ALPHABET SPY<
  The  leaders of  the militant  German province  of Prussia were
about  to  expand  their  influence  by  invading  France.   This
aggression  became known  as the bloody  Franco-Prussian War, and
the date in  the message  marked Prussia's  first assault.  Bonus
points  for any  sleuth who pegged  the year as  1870, five years
after the civil war.
THE MESSAGE: AUGUST NINETEENTH
THE EVENT:   INVASION OF FRANCE
WHO SENT THE MESSAGE: KING WILHELM
23.                  >THE MYSTERIOUS SKULL<
  If  you know  anything about  the sport  of rowing,  you know a
"scull" is a  racing boat  used in  the Olympics  and the  Henley
Regatta.  The  fishermen who  pulled  the coach  from  the Thames
heard the right word, but  everybody assumed the wrong  spelling.
KILLER:     ROWING TEAM
HOW KILLED: HIT BY BOAT
MOTIVE:     COVER UP DRUG USE
24.                   >THE MUSICAL MURDER<
  The  quartet's harpist was bitter over the theft of his musical
piece "Goodbye, Dolly,"  so  he was  determined  to  end  William
Minor's  career on a sour  note. You had an  edge on this case if
you know music and recognized that on the piano an E flat and a D
sharp are exactly the same note.
KILLER: JEFF DESHARPE
WEAPON: HARP STRING
MOTIVE: STOLEN COMPOSITION
25.                  >THE EYE OF THE EIGER<
  Sir  Edmund  Hillman was  an  old fashioned  hero: adventurous,
modest and widely admired. Dr.  Simon "Sy" Klopps who scaled  the
Eiger  with Hillman deeply resented that his team leader gathered
"all the glory"  for the  climb. Motivated by  intense envy,  Dr.
Klopps  utilized his considerable skills  as a hypnotist to cause
Sir Edmund to disgrace himself  by appearing to shoplift  clothes
bearing  the  Eiger  fashions  logo.  Holmes  realized  that  Sir
Edmund's doodles  of  a  green  eye in  the  Eiger  revealed  the
solution  to the case. Sir  Edmund's subconscious mind associated
Dr. Klopps with the  one-eyed monster of  myth, the cyclops.  The
green  eye on the sketch suggested envy as a motive and hypnotism
as the means of the crime.
CRIMINAL: DR. SY KLOPPS
MOTIVE:   ENVY
METHOD:   HYPNOTISM
26.                   >THE RANDOM MURDERS<
Bongs  Whig   precinct   worker  Sean   Byron   set  a   new   low  in
unsportsmanlike conduct  in  a political  campaign:  he  murdered
supporters  of  the  opposition party.  The  incumbent candidate,
Whig Sir Leroy Tick,  derived a double  benefit from his  zealous
supporter's  actions  since the  murders  not only  decreased the
number of Labour votes but also  provided him with a strong  "law
and  order" campaign issue.  Although Sir Leroy  did not instruct
Byron to commit murder, he set  the shocking events in motion  by
ordering  his unbalanced aide to "do  what it takes" to eliminate
the Labour lead in the polls. Byron did as he was told.
KILLER:     SEAN BYRON
MASTERMIND: SIR LEROY TICK
MOTIVE:     WIN ELECTION
27.                  >MORIARTY'S CHALLENGE<
  The  arch-villain,  Professor  James  Moriarty,  chose  Holmes'
birthday as an appropriate occasion  to engage the master  sleuth
in  a battle of  wits. He planted  an explosive in  the candle at
the table  reserved for  Holmes at  the London  Bistro.  Although
waiter  Bill Beaconfield bore no ill will toward Holmes and never
had dealings with Moriarty, he was Moriarty's unwitting agent  in
crime   by  lighting  the  candle  intended  to  kill  the  great
detective. As the  candles at  the restaurant  last three  hours,
and  the explosive was contained midway  in the candle on Holmes'
table, the murder would have occurred at 9:30.
MORIARTY'S AGENT: BILL BEACONFIELD
METHOD:           EXPLODING CANDLE
INTENDED TIME OF MURDER: 9:30 PM
28.                >THE DOCTOR'S LAST LAMENT<
  Dr. Van Nogh was a man  with a guilty conscience. He served  in
the  British Army during the South  African Campaign; but when he
was captured in battle he became a traitor and fought on the side
of the Boers. Hence his cryptic remark that he had been a "bloody
bore". His  commanding  officer, General  Vernon  Arnoux,  always
suspected  Van Nogh's treason but  could never prove it. Finally,
he decided to take justice into  his own hands and "execute"  Van
Nogh.  When Arnoux confronted  Van Nogh, he  permitted the Doctor
to  write  a  suicide  note.  The  general  killed  Van  Nogh  by
injecting  air  into  the  man's arm  with  a  hypodermic needle.
Afterwards, thinking  that  he  needed a  more  credible  suicide
method,  General Arnoux poured cyanide into the dead man's mouth.
KILLER: ARNOUX
WEAPON: HYPODERMIC
MOTIVE: PUNISH TREASON
29.                  >THE MYSTERIOUS MURDER<
  Irene   Marlow  was  unaware  of  her  husband's  old  business
partnership with Albert Kenilworth.  Colonel Marlow had  swindled
Kenilworth,  driving  him  to commit  suicide.  Ten  years later,
Albert's brother  Arnold  made good  on  his threat  of  revenge.
Marlow  had never met Albert Kenilworth, which Kenilworth used to
his advantage. He  followed Marlow and  engaged the  unsuspecting
Colonel  in  a game  of backgammon  at the  pub. After  the game,
Kenilworth jumped the Colonel  and injected him with a large dose
of strychnine, causing near-instantaneous death.  Kenilworth then
dragged Marlow's body to  the dock and threw  it into the  river.
MURDERER: ARNOLD KENILWORTH
MOTIVE:   REVENGE
CAUSE OF DEATH: THE DRUG, STRYCHNINE
WHERE:    PARK
30.                >THE MURDERED STOCKBROKER<
  Barry Coopersfield, worried  about the  competition from  Henry
Lancelot's  company, devised a  devious plan to  gain extra money
for  himself.  He  convinced  Bailey  that  they  should  buy  an
insurance  policy in case either of them died, with the surviving
partner getting the insurance money.  After the policy was  taken
out,  Coopersfield took his  souvenir western "six-gun" revolver,
followed Bailey after work, and shot him outside the tobacconist.
Coopersfield  then went to  the Wild West  Show at the Playhouse.
Posing as a stagehand,  he snuck into the  prop room and put  his
revolver  in a prop bin containing other revolvers from the show.
MURDERER: BARRY COOPERSFIELD
MOTIVE:   INSURANCE MONEY
WHERE MURDER WEAPON IS: PLAYHOUSE PROP ROOM
Invisiclues for Zork: The Undiscovered Adventure
Introduction
Warning: The following contains answers to questions that you may not want
.... YET! Read only if you are completely stuck. YOU HAVE BEEN WARNED !!!!!
Entrance to the Undiscovered Underground
How do I shirk my responsibilities?
1. Have you tried walking west?
2. How about East?
3. North, South, Down, Up?
4. In other words, you can't. Type Enter or NE to go underground.
The boulders just collapsed my exit route. What do I do?
1. You can try eating them.
2. There's not much you can do with them at this point. You will
need to get them removed to file your report though.
Convention Center
What's a Grue?
1. The Grue is a sinister, lurking presence in dark places. Its favorite
diet is adventurers, but its insatiable appetite is tampered by its fear of
light. No Grue has ever been seen by the light of day, and few have
survived its fearsome jaws to tell the tale.
How do I enter the Grues Convention with my lantern?
1. Read the above description of Grues.
2. They dont seem to like light, do they?
3. Have you tried dropping your lantern?
4. Of course, without your lamp, the Grues eat you.
5. You cannot enter the convention with the lantern (on or off).
How do I survive in the Grue Convention?
1. Without a light, you will have to rely on subterfuge.
2. You will need to be in costume.
Where do I find a token for the Zork Underground Subway?
1. In the bucket.
2. At the bottom of the well.
3. You know, just before the Dragon Stairs.
4. What Subway!!! This is not Zork Grand Inquisitor! This is one of those
questions which was put in here for the sole purpose of teaching a lesson -
do not use the presence or absence of a question on a certain topic as an
indication of what is important, and don't assume that long answers
indicated important questions.
I'm hungry and I want a souvenir of my jaunt. How do I purchase items at
the Souvenir Stand?
1. Have you tried buying one?
2. Don't have enough money, huh?
3. What about taking one?
4. The salesman doesn't seem to be into charity at the moment.
5. You'll need to get rid of the salesman before you can obtain the candy
or anything else at the souvenir stand.
How do I chase away the salesman?
1. He looks kind of creepy, don't you think?
2. Why would his face be so unmoving - it isn't natural.
3. Steamrollers Maybe that's not his face!
4. Have you spoken to him yet?
5. He's wearing a mask. You need to remove it.
How do I take the mask off the salesman?
1. He's pretty well out of reach behind the counter.
2. You'll need to get him to come closer.
3. Type "Salesman, hello" or "Talk to salesman" to get him to lean forward.
Then, take his mask. Be sure to read the description carefully.
Am I mistaken, or did the game just describe a Grue?
1. Pretty sacrilegious, huh?
2. Didn't think that was coming, did you?
3. We're pretty proud of ourselves for taking that chance.
4. Well, it wasn't that big a chance as we had Marc Blank and Mike Berlyn
write the game.
Was that the first time a Grue was described in a Zork game?
1. Of course. Everything in this game is brand, spanking new.
2. Well, except for Grues.
3. And Zork.
4. And the lantern.
5. Now that you mention it, you can Frotz a Grue in Sorcerer anytime you
are in the dark to get a brief description of these fearsome creatures.
What can I do with the popcorn?
1. You can string it together for a decoration.
2. How about shipping your computer to mom?
3. Maybe soak up a small reservoir?
4. All you can do with it is eat it.
What do I do with the masks, gloves and body suits in the Changing Room?
1. You could wear them.
2. Do you see any items that resemble any of the local wild life?
3. Which ones make up the best Grue disguise?
4. Note the look of the Grue Salesman when you take off his mask. Then wear
the same items to dress up like a Grue.
How do I survive the Grue Convention
1. Your costume only fools the Grues for so long. You can't survive more
than a few moves.
After jumping down the chute, how do I stop the walls from collapsing in
the Trash Compactor?
1. Have you braced the walls with the pole?
2. Did you shoot the snake creature in the water?
3. Have you tried a laser blaster on the door?
4. What trash compactor? There is no way to survive jumping down the chute.
Why do I want to go in the convention anyway?
1. You need to grab the glasses.
Theater
How do I navigate the maze of seats?
1. Don't you love mazes?
2. This one is huge.
3. Did you try dropping objects in each of the environments and then
mapping the areas?
4. Wow, you could walk for days.
5. Better yet, don't bother. There is no way to get through the maze. It
only exists to teach you not to go into mazes.
How do I take a lens off a footlight?
1. They are hot to the touch.
2. You need something to protect your hands.
3. Wear any of the gloves from the changing room.
What's in the trunk?
1. Why don't you open it?
Hall of Science
How do I raise the cover and push the button?
1. That cover is pretty heavy. You need to keep holding it with one hand.
2. It takes another hand to push the button.
3. You need to drop all of your inventory you are carrying to open the
cover and push the button.
4. You do not need to drop items you are wearing.
How do I see the image under the cover?
1. The image is fuzzy and out of alignment.
2. Did you notice the colors?
3. You will need special eye wear to correct the image.
4. What about the lenses?
5. Put the red and blue lenses in the glasses.
6. Wear the glasses, raise the cover and push the button.
How do I get through the sealed door?
1. You need to align the symbols on the floor.
2. Did you look at the image under the cover?
3. Place the models on the correct symbols to unlock the door.
Where do I find a second quint-Zorkmid coin?
1. Did you check the trunk for a second coin?
2. Did you look under all the seats?
3. Maybe you should steal one from the Grues?
4. Of course, that would all be too easy.
5. There is only one quint-Zorkmid coin.
How do I consult the oracle with only 5 Zorkmids?
1. You need a way to make your money last.
2. Did you look at the coin?
3. Interesting shape, isn't it?
4. You could try to attach something to the coin so you can retrieve it.
5. TIE THE TINSEL TO THE COIN. You can now insert the coin twice.
How do I open the Janitor's Closet?
1. Did you Rezrov the door?
2. Whoops, wrong game again. Maybe something else will work?
3. How about a skeleton key?
4. Actually, the skeleton is the key to this puzzle.
5. Consult the Oracle in the Museum of Illusions for more information.
The Cage
How do I survive the Rat-Ants
1. Glass Pipes They are pretty hungry.
2. Maybe you could feed them.
3. Hey, they like candy?
4. Is there anything else sweet around that could curve their appetite?
5. The boulders blocking your escape are sweet.
How do I get the Rat-Ants to the Tunnel?
1. They are not very smart.
2. And they like candy.
3. Maybe you could lure them to the tunnel.
4. Leave a trail of candy between the Cage and the Cultural Complex.
I escaped, but so did the Rat-Ants.
1. You need to arm yourself with a deterrent before you make your escape.
2. Did you know that Rat-Ants are insects, not rodents?
3. Make sure you have the Bug Spray before you lead the Rat- Ants to the
outside.
4. Oh yeah, make sure you don't waste the spray before then either.
General Questions
How do I turn the lantern on?
1. Did you read the description of the Lantern?
2. Looks to be in bad shape.
3. The switch doesn't seem to work.
4. If you were really frustrated with a device, what would you do?
5. HIT THE LANTERN to turn it back on.
Where do I get some tinsel?
1. Where do you usually find tinsel?
2. Are there any trees around?
3. Look at the miniature tree in the Mud Forum.
What do I do with the bug repellent?
1. You kill bugs of course, but only at the right time.
How Points Are Scored
5 fixing the lantern
8 seeing a Grue
10 impersonating a Grue
5 opening the massive door
5 choosing a lens
5 experimenting with the glasses
10 revealing the hidden picture
8 decorating a coin
10 consulting the oracles
5 opening the closet
19 finding sundry items
5 escaping the GUE
5 debugging the GUE
100 Total
For Your Amusement - have you tried:
Attempting to kill the Salesman
Breaking the Mirror in the Changing Room
Going down the Trash Chute
Wearing the adventurer's hat from the Convention Hall
Licking the Boulders
Sitting on the seats in the Theater main area
Looking at the curtains
Pulling down the curtains
Taking a bow on stage
Looking at the stickers on the trunk
Opening the Mailbox on the model white house
Friday, October 5, 2012
Zrokage
 ===================================================================
 ===================================================================
 
 "S","E","OPEN WINDOW","ENTER HOUSE","W","GET LAMP","MOVE RUG","OPEN TRAP
 DOOR",  "TURN ON THE LAMP","D","S","E","GET PAINTING",  "N",  "U",  "U",
 "GET KNIFE AND ROPE",  "D",  "W",  "OPEN CASE",  "PUT PAINTING IN CASE",
 "DROP KNIFE", "GET SWORD", "OPEN TRAP DOOR", "D".
 
 ...................................................................
   SAVE THE GAME NOW. IF YOU BUY THE FARM, WE GOT THIS FAR ANYWAY...
 ...................................................................
 
 "N",  "KILL TROLL WITH SWORD" UNTIL YOU KILL HIM,  DROP SWORD, "E", "E",
 "SE", "E",  "TIE ROPE TO RAILING",  "CLIMB DOWN ROPE",  "S",  "E",  "GET
 COFFIN",  "W",  "S",  "PRAY", "TURN OFF THE LAMP", "S", "N", "E", "D" TO
 THE CANYON BOTTOM,  "N",  "DROP COFFIN",  "OPEN COFFIN",  "GET SCEPTRE",
 "WAVE SCEPTRE",  "LOOK",  "GET GOLD AND COFFIN", "SW", "U" TO THE CANYON
 VIEW", "NW", "W", "ENTER HOUSE",  "OPEN BAG",  "GET GARLIC",  "W",  "PUT
 COFFIN, SCEPTRE, AND GOLD INTO CASE".
 
 ...................................................................
 SAVE THE GAME AGAIN. THIS IS CHECKPOINT 2. HOPE YOU GOT THIS FAR CORRECTLY.
 ...................................................................
 
 "OPEN TRAP DOOR",  "TURN ON LAMP",  "D",  "N", "E", "N", "NE", "E", "N",
 "GET MATCHES", "N", "GET WRENCH AND SCREWDRIVER",  "PUSH YELLOW BUTTON",
 "S",  "S",  "TURN THE BOLT WITH THE WRENCH",  "S",  "D", "W", "SE", "E",
 "CLIMB DOWN ROPE", "GET THE TORCH", "TURN OFF LAMP", "S", "GET THE BELL,
 BOOK,  AND CANDLES",  "GO HOLE",  "D",  "RING THE BELL",  "LIGHT MATCH",
 "LIGHT THE CANDLES WITH THE MATCH", "READ THE BOOK",  "DROP BOOK",  "S",
 "GET SKULL",  "N",  "U", "N", "PUT OUT CANDLES", "RUB MIRROR", "N", "W",
 "N", "W", "N", "E", "PUT TORCH IN BASKET", "TURN ON LAMP", "N", "D".
 
 ...................................................................
     SAVE THE GAME. THIS MAZE IS A PAIN, AND IF YOU LOSE YOUR WAY,
     MAY THE GOOD LORD HAVE  MERCY ON YOUR POOR SOUL.
     THIS IS CHECKPOINT 3. WELCOME!!
 ...................................................................
 
 "E",  "NE",  "SE",  "SW",  "D", "D" TO THE LADDER BOTTOM.  IF YOU AREN'T
 THERE, RESTORE THE GAME.  YOU MESSED UP.  IF YOU ARE,  "S",  "GET COAL",
 "N", "U" TO THE LADDER TOP, "U", "N", "E", "S", "N", "U", "S", "PUT COAL
 AOD SCREWDRIVER IN BASKET", "LOWER BASKET", "N", "D", "E",  "NE",  "SE",
 "SW",  "D",  "D",  "W",  "DROP ALL",  "GO C^!1K",  "GET COAL, TORCH, AND
 SCREWDRIVER", "S", "OPEN THE LID",  "PUT COAL INTO MACHINE",  "CLOSE THE
 LID",  "TURN  SWITCH WITH SCREWDRIVER",  "OPEN THE LID",  "GET DIAMOND",
 "DROP SCREWDRIVER",  "N",  "PUT TORCH AND DIAMOND IN THE  BASKET",  "E",
 "GET SKULL,  LAMP,  AND GARLIC",  "E", "N" TO THE LADDER BOTTOM, THROUGH
 THE COAL MINE (SEE ABOVE IF YOU FORGOT) TO THE GAS ROOM, "GET BRACELET",
 "U", "S", "RAISE BASKET", "GET TORCH AND DIAMOND", "TURN OFF LAMP", "W",
 "GET JADE",  "S",  "E",  "S",  "GO  SLIDE",  "U",  "PUT  DIAMOND,  JADE,
 BRACELET, AND TORCH IN CASE", "DROP GARLIC".
 
 ...................................................................
  SAVE THE GAME. WELCOME TO CHECKPOINT 4. HALFWAY DONE NOW!
 ...................................................................
 
 "TURN ON LAMP", "N", "E", "N", "NE",  "N",  "GET TRUNK",  "N",  "GET AIR
 PUMP",  "N",  "GET TRIDENT",  "S" TO RESERVOIR SOUTH, "E", "E", "INFLATE
 BOAT WITH PUMP", "GET IN BOAT", "SAY LAUNCH".
 
 ...................................................................
     SAVE THE GAME. YOU COULD MESS UP. WELCOME TO CHECKPOINT 5...
 ...................................................................
 
 "WAIT" UNTIL YOU SEE A BUOY.  "GET BUOY", "E" TO THE BEACH", "GET OUT OF
 BOAT", "GET SHOVEL", "NE".
 
 ...................................................................
    SAVE THE GAME. YOU MIGHT GET BURIED ALIVE. CHECKPOINT 6 HERE!!
 ...................................................................
 
 "DIG WITH SHOVEL" UNTIL THE SCARAB SHOWS UP.  IF YOU GET BURIED, RESTORE
 THE GAME.  IF YOU DIDN'T AND YOU FOUND THE SCARAB,  "DROP  THE  SHOVEL",
 "GET SCARAB",  "SW", "DROP BUOY", "OPEN BUOY", "GET EMERALD", "S" TO THE
 FALLS, "CROSS RAINBOW", "TURN OFF LAMP",  "SW" TO CANYON BOTTOM,  "U" TO
 CANYON VIEW",  FROM THERE, GO BACK TO THE HOUSE AND ENTER IT.  GO TO THE
 LIVING ROOM.  "PUT SCARAB, EMERALD,  CHEST,  AND TRIDENT IN CASE",  "E",
 "E",  "N",  "N",  "CLIMB UP TREE", "GET EGG", "CLIMB DOWN", "S", "E", GO
 BACK TO THE LIVING ROOM, "TURN ON LAMP", "D", "N".
 
 ...................................................................
   SAVE THE GAME. ANOTHER MAZE. THIS TIME, WE FIND THE THIEF'S LAIR!
   CHECKPOINT 7
 ...................................................................
 
 "W", "S", "U", "TAKE COINS AND KEY", "SW", "E", "S", "SE" TO THE CYCLOPS
 ROOM.  NOW,  THE CYCLOPS HATES PEOPLE,  BUT YOU CAN GET HIM OUT OF HERE.
 "ULYSSES", (OR "ODYSSEUS" IF YOU PREFER), "U", "GIVE EGG TO THIEF", "D",
 "E", "PUT COINS IN CASE", "GET KNIFE", "W".
 
 ...................................................................
    SAVE THE GAME!!! THE THIEF IS A KILLER!!! WELCOME TO CHECK POINT 8.
 ...................................................................
 
 "U","KILL THIEF WITH KNIFE" UNTIL YOU ACTUALLY KILL HIM, "GET ALL", "D",
 "NW", "S", "W", "U", "D", "NE", "UNLOCK GRATE", "OPEN GRATE", "U",  "S",
 "CLIMB TREE",  "WIND UP CANARY",  "CLIMB DOWN",  "GET BAUBLE", GO TO THE
 LIVING ROOM AGAIN, "REMOVE CANARY FROM EGG", "PUT EGG,  CANARY,  BAUBLE,
 STILETTO IN CASE", "D", "N", "E" UNTIL YOU GET TO THE LOUD ROOM, "ECHO",
 "GET BAR", "W" TO THE TROLL ROOM,  "S",  "U",  "PUT ALL EXCEPT LAMP INTO
 CASE", YOU SHOULD THEN GET A MESSAGE.  FOLLOW THE ADVICE OF THE MESSAGE,
 AND YOU WILL GET A MAP.  "GET MAP",  GO TO THE MAILBOX,  AND FROM THERE,
 YOU SHOULD HAVE NO TROUBLE GETTING TO THE BARROW
 Glass Pipes
 ......................................................................
 WAIT TILL YOU MEET THE WIZARD! AND THEN YOU GET TO MEET THE TOUGHEST OF
 THEM ALL...THE DUNGEON MASTER!
 ...................................................................
  MASTER!
 ...................................................................
 
 -=-=-=-=-=-=-=-=-=-=-=-
 
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 <=---=====---=====---=====---=====---=>
 <<^<<                             >>^>>
 <<^>                               <^>>
 <<^>     THE COMPLETE SOLUTION     <^>>
 <<^<<                             >>^>>
 <=---=====---=====---=====---=====---=>
 \-[^]-:\:-[^]-:\:-[^]-:/:-[^]-:/:-[^]-/
 
 -> NOTE: THE WIZARD MAY APPEAR ONCE AND
    A WHILE AND CAST A SPELL ON YOU,
    DON'T WORRY. THE SPELL WILL WEAR OFF
    AFTER A WHILE. IF YOU CAN'T DO
    ANYTHING ELSE, JUST WAIT IT OUT.
    IT WOULD BE WISE TO SAVE THE GAME
    PERIODICALLY, AS A PRECAUTION IN
    IN CASE YOU MAKE A MISTAKE.
 
 "TAKE ALL", [S,S,S,SW,S], "LIGHT LAMP",
 [SE], "ENTER GAZEBO", "TAKE TEAPOT",
 "EXIT", [N,NE], "FILL TEAPOT", [S,SE],
 [S,S,W]
 
 -> YOU ARE NOW IN THE CAROUSEL ROOM.
    BECAUSE OF ITS RAPID SPINNING, YOU
    ARE DISORIENTED IN DIRECTION. YOU
    ARE TRYING TO GET TO THE RIDDLE ROOM
    WHICH LIES TO THE SE, BUT YOU MIGHT
    END UP SOMEWHERE ELSE. JUST MAKE
    YOUR WAY BACK TO THE CAROUSEL ROOM
    AND KEEP TRYING UNTIL YOU GET THERE.
    WHEN YOU GET TO THE RIDDLE ROOM, YOU
    WILL NEED TO SOLVE THE RIDDLE BEFORE
    YOU CAN GET TO THE PEARL ROOM. JUST
    SAY "A WELL", WHICH IS THE ANSWER
    TO THE RIDDLE.
 
 [EAST], "TAKE PEARLS", [EAST], "GET
 INTO BUCKET", "POUR WATER", "GET OUT",
 [EAST], "TAKE RED, BLUE, AND GREEN
 CAKES", "EAT GREEN CAKE", [EAST],
 "THROW RED CAKE INTO POOL", "TAKE
 CANDY", [WEST], "EAT BLUE CAKE", [NW]
 
 -> INSTRUCTIONS ON OPERATING THE ROBOT
    CAN BE FOUND IN THE SAME ROOM AS THE
    ROBOT IS. DO THE FOLLOWING:
 
       TELL ROBOT "GO EAST"
       THEN GO [EAST] YOURSELF
       TELL ROBOT "PUSH TRIANGLE"
       TELL ROBOT "GO SOUTH"
       THEN GO [SOUTH] AND "TAKE SPHERE"
       TELL ROBOT "LIFT CAGE"
       THEN "TAKE SPHERE" AND GO [N,W]
 
 -> IN THE LOW ROOM, YOUR COMPASS WILL
    BE QUITE UNRELIABLE, SO JUST DO WHAT
    YOU DID IN THE CAROUSEL ROOM, EXCEPT
    THIS TIME YOU'RE TRYING TO GET SE
    TO THE TEA ROOM.
 
 [WEST], "GET INTO BUCKET", "FILL
 TEAPOT", "GET OUT", "DROP TEAPOT", [W],
 [W,NW], "OPEN BOX", "TAKE VIOLIN", [E],
 [N,N], "ENTER GAZEBO", "DROP ALL BUT
 LAMP AND SWORD", "TAKE MAT AND OPENER",
 "EXIT", [S,S,W,N], "TAKE BRICK", [N,N],
 [UP], "PUT MAT UNDER DOOR", "OPEN LID",
 "PUT OPENER IN HOLE", "TAKE MAT", "TAKE
 KEY", "TAKE OPENER", "UNLOCK DOOR WITH
 KEY", "OPEN DOOR", [NORTH], "TAKE
 SPHERE", [S,DOWN,S,S,S,E,N,N], "ENTER
 GAZEBO", "DROP ALL BUT LAMP, SWORD, AND
 BRICK", "TAKE NEWSPAPER AND MATCHES",
 "EXIT", [S,S,W,SW], "TAKE STRING", [N],
 [DOWN,E,N,N], "ATTACK DRAGON", [SOUTH],
 "ATTACK DRAGON", [SOUTH], "ATTACK
 DRAGON", [W,W], "TAKE RUBY", [SOUTH],
 "GET INTO BASKET", "OPEN RECEPTICLE",
 "PUT PAPER IN RECEPTICAL", "LIGHT
 MATCH", "LIGHT PAPER WITH MATCH",
 "WAIT", "WAIT", [WEST], "TIE WIRE TO
 HOOK", "GET OUT", "TAKE COIN", [SOUTH],
 "OPEN PURPLE BOOK", "TAKE STAMP", [N],
 "GET INTO BASKET", "UNTIE WIRE",
 "WAIT", "WAIT", "WAIT", "WAIT", [WEST],
 "TIE WIRE TO HOOK", "GET OUT", [SOUTH],
 "PUT STRING ON BRICK", "PUT BRICK IN
 HOLE", "LIGHT MATCH", "LIGHT STRING
 WITH MATCH", [N,S], "TAKE CROWN", [N],
 "GET INTO BASKET", "UNTIE WIRE", "CLOSE
 RECEPTICAL", "WAIT"
 
 -> KEEP WAITING UNTIL THE BASKET
    REACHES THE VOLCANO BOTTOM.
 
 "GET OUT", [N,E,E,SE,E,N,N], "ENTER
 GAZEBO", "DROP ALL BUT LAMP", "EXIT",
 [S,W,SW,N,N,N,W,N,N], "TAKE CHEST",
 "KISS PRINCESS", [S,S,S,SE,E,N,N],
 "ENTER GAZEBO", "WAIT"
 
 -> KEEP WAITING UNTIL THE PRINCESS
    GIVES YOU THE GOLD KEY FROM THE
    UNICORN.
 
 "OPEN CHEST", "AGAIN", "TAKE DRAGON",
 "DROP CHEST AND ROSE", "TAKE CANDY, RED
 SPHERE, BLUE SPHERE, AND PEARLS",
 "EXIT", [S,S,W,S,S,DOWN,S], "TAKE
 CLUB", [SE,NE,NW,SW,S,UP,N,N,SW,SW],
 "FEED LIZARD CANDY", "UNLOCK DOOR WITH
 GOLD KEY", "OPEN DOOR", [S,W], "DROP
 ALL BUT LAMP", [E,N,N,NE,N,N,N,W,N,W],
 [W,NE,E,S], "TAKE PORTRAIT", [NORTH],
 "ENTER LIGHT", "ENTER SOUTH WALL",
 "ENTER LIGHT", "TAKE BILLS", "KILL",
 [W,W,W], "TAKE LAMP", [S,S,S,SW,S,SE],
 "ENTER GAZEBO", "TAKE VIOLIN, RUBY,
 COIN, STAMP, AND CROWN", "EXIT", [S,S],
 [W,SW,SW,S,W], "DROP ALL BUT LAMP",
 "TAKE CLUB", [WEST], "THROW CLUB AT
 GLASS", "TAKE WHITE SPHERE", [EAST],
 "PUT WHITE SPHERE ON DIAMOND STAND",
 "PUT RED SPHERE ON RUBY STAND", "PUT
 BLUE SPHERE ON SAPPHIRE STAND", "TAKE
 BLACK SPHERE", [SOUTH], "PUT SPHERE IN
 CIRCLE", [NORTH], "TAKE RUBY, COIN,
 STAMP, AND VIOLIN", [SOUTH], "GIVE ALL
 BUT LAMP TO DEMON", [NORTH], "TAKE
 ALL", [SOUTH], "GIVE ALL BUT LAMP TO
 DEMON"
 
 -> NOW, TELL DEMON "GIVE ME WAND".
    GUESS WHAT?
 
 "TAKE WAND", [N,E,N,N,NE,S], "POINT
 WAND AT MENHIR"
 
 -> NOW, SAY "FLOAT". FEELS GREAT,
    DOESN'T IT?
 
 [SOUTHWEST], "TAKE COLLAR", [NE,S,D,D],
 "PUT COLLAR ON DOG", [E], "OPEN DOOR",
 [SOUTH], "TURN OFF LAMP", "OPEN SECRET
 DOOR", [SOUTH]
 
 -> CONGRATULATIONS!! YOU HAVE SOLVED
 
 -=-=-=-=-=-=-=-=-=-=-=-
 
 ==========================================================================
 ZORK III BY INFOCOM
 ==========================================================================
 WELL,  YOU'VE COME A LONG WAY SINCE  YOU  FIRST  STOOD  BY  THE  MAILBOX
 OUTSIDE  THE HOUSE IN THE FOREST.  YOU'VE DEFEATED THE THIEF,  OUTWITTED
 THE WIZARD OF FROBOZZ,  AND NOW,  YOU STAND AT THE FOOT OF  THE  ENDLESS
 STAIRS,  READY TO EMBARK ON THE FINAL PART OF YOUR JOURNEY.  SO, PICK UP
 THE LAMP,  TURN IT ON,  AND HEAD ALONG DUE S UNTIL YOU COME TO THE SHORE
 OF  THE LAKE.  DROP THE LAMP , AND JUMP INTO THE LAKE.  BRRRR!  PRETTY COLD!  SO, DON'T STAY IN
 THERE      LONG;      SWIM      W      AND     THEN    GO   S .
 
 GET  THE TORCH,  AND WAIT FOR THE NUMBER TO CHANGE TO "II." THEN,  TOUCH
 THE TABLE.  MY OH MY!  YOU'RE IN A ROOM FROM ZORK  II...  ROOM  8,  AS A
 MATTER OF FACT.  HOWEVER,  YOU DON'T HAVE MUCH TIME TO SIGHT-SEE, SO GET
 THE CAN OF GRUE REPELLANT, THEN TRY MOVING E, AND YOU WILL FIND YOURSELF
 BACK IN SCENIC VISTA AGAIN.  NOW WAIT FOR THE NUMBER TO CHANGE TO "III,"
 THEN TOUCH THE TABLE AGAIN.  THIS TIME,  YOU'RE IN A DAMP PASSAGE.  DROP
 THE TORCH, AND JUST WAIT THERE UNTIL YOU'RE PULLED BACK TO SCENIC VISTA.
 OKAY, YOU'RE FINISHED HERE, SO MOVE ALONG N TO THE SHORE, AND AGAIN JUMP
 IN  THE LAKE.
 
 SPLASH!  IT HASN'T GOTTEN ANY WARMER;  IN FACT, YOU JUST DROPPED THE CAN
 OF REPELLANT. SO, GO DOWN, AND YOU WILL BE ON THE LAKE BOTTOM. AH, THERE
 IT IS! BUT, COULD THERE BE SOMETHING ELSE THERE, TOO? "GET ALL," AND YOU
 WILL HAVE NOT ONLY THE REPELLANT BUT ALSO AN  AMULET.  THIS  IS  ONE  OF
 THOSE "WONDERFUL" VARIABLE THINGS; IT MAY TAKE MORE THAN ONE TRY ON YOUR
 PART TO GET BOTH ITEMS.  IN THE MEANTIME,  YOU CAN'T  STAY  IN  THE  ICY
 WATERS TOO LONG, AND SOONER OR LATER A HUNGRY FISH WILL COME LOOKING FOR
 YOU.  THEREFORE,  IT'S BEST TO SAVE THE GAME BEFORE YOU JUMP IN FROM THE
 WERN  SHORE.  SO IF YOU DIE IN THE WATER,  OR GET EATEN BY THE FISH,  OR
 PICKED UP BY THE ROC ,  YOU  DON'T
 HAVE TO START ALL THE WAY BACK AT THE BEGINNING. BY THE WAY, THIS IS THE
 ONLY ONE OF THE ZORKS WHERE YOU DON'T LOSE POINTS IF YOU DIE.  BUT,  ALL
 THE  ITEMS  YOU'VE  COLLECTED SO FAR GET SCATTERED ALL AROUND,  AND IT'S
 TIME-CONSUMING TO GO LOOK FOR THEM.
 
 OKAY,  NOW YOU HAVE THE CAN AND THE AMULET,  SO HEAD UP TO THE  SURFACE,
 THEN S TO THE SERN SHORE. YOU CAN SEE A CAVE TO THE S, AND IT LOOKS KIND
 OF DARK.  IN FACT,  IT *IS* DARK IN THERE,  WHICH IS WHY  YOU  HAVE  THE
 REPELLANT.  SO,  SPRAY THE SMELLY STUFF ON YOURSELF,  AND GO S,  AND YOU
 WILL FIND YOURSELF IN A DARK PLACE.  GO S AGAIN, THEN E, AND YOU WILL BE
 IN  THE  KEY ROOM.  WHEW!  AT LE THERE'S"SOME LIGHT IN HERE!  AND BY THE
 LIGHT YOU CAN SEE A STRANGE KEY. 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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