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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