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Читы для Zork 3: The Dungeon Master

Чит-файл для Zork 3: The Dungeon Master

Zork 3:
The Dungeon Master

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Выдержка из Энциклопедии игр

Разработчик:Infocom
Издатель:Infocom
Жанры:Adventure (I-Fiction)
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1982 г.

Solution [ENG]

Информация актуальна для
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 South until you come to the shore of the lake. Drop the lamp , and
jump into the lake. Brrrr!!! Pretty cold! So, don't stay in there long; swim
west and then go South into the Scenic Vista.

Kind of a strange place, with changing numbers on the wall and a bare
table...not quite all that scenic, eh? Well, get the torch, and wait for the
number to change to "II." Then, touch the table. My oh my! You're in a room
from Zork II....Room 8, as a matter of fact. However, you don't have much time
to sight-see, so get the can of Grue repellant, then try moving East, and you
will find yourself back in Scenic Vista again. Now wait for the number to
change to "III," then touch the table again. This time, you're in a Damp
Passage. Drop the torch, and just wait there until you're pulled back to
Scenic Vista.

Okay, you're finished here, so move along North to the shore, and again jump
in the lake. Splash! It hasn't gotten any warmer; in fact, you just dropped
the can of repellant. So, go Down, and you will be on the lake bottom. Ah,
there it is! But, could there be something else there, too? "Get all," and you
will have not only the repellant but also an amulet. This is one of those
"wonderful" variable things; it may take more than one try on your part to get
both items. In the 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 Western Shore. So if you die in
the water, or get eaten by the fish, or picked up by the Roc , you don't have
to start all the way back at the beginning.

By the way, this is the only one of the Zorks where you don't lose points if
you die. But, all the items you've 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 South to the Southern shore. You
can see a cave to the South, and it looks kind of dark. In fact, it *is* dark
in there, which is why you have the repellant. So, spray the smelly stuff on
yourself, and go South, and you will find yourself in a Dark Place. Go South
again, then East, and you will be in the key room.

Whew! At least there's some light in here! And by the light you can see a
strange key. Get the key, then move the manhole cover and go down. And here
you are on an aqueduct. Since you can't go back , you might as well go
forward. So, just head along North and you will come to the Water Slide. Go
North down the slide, and guess where you are? In the Damp Passage! And
there's the torch, so pick it up, because you're certainly going to need a
light source...especially when you think of where you're going next.

So, from the Damp Passage hike along West to the Junction , then South into
Creepy Crawl, and Southwest into the Shadow Land. Here we come to another
variable portion of the game. You will have to wander around in the Shadow
Land until a cloaked and hooded figure appears. When that happens, the sword
will suddenly materialize in your hand, and you will be able to fight.
However, since there's no way of telling when that will happen, you just have
to keep moving around until it does. At least you will get a chance to
practice some elementary map-making! Also, this is the most dangerous part of
the game, as the figure is quite capable of killing you, too! So, best to save
before you enter Shadow Land.

When the mysterious figure finally appears, attack him with your sword until
he is badly wounded and cannot defend himself. 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 Eastwards, you will exit the Shadow Land at either the Creepy Crawl or
the Foggy Room. From either place, go North to the Junction.

From the Junction, it's West through the Barren Area, and West again to the
Cliff. Bet you just can't wait to climb down the rope, huh? Well, pick up the
bread first, then go down to the ledge. Well, well, a chest! Too bad you don't
have a key to open it. In fact, there's no way for you to open it at all. But
don't despair, there's a way of 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. Now trek South to
the Flathead Ocean, and do a little more waiting. Sooner or later a ship will
come floating by. As soon as you see it, say: "Hello, Sailor." The man in the
ship will throw something onto the beach for you. Take a look, and you will
see it's a vial. It'll come in handy later, so pick it up. Now comes the fun
part: You have to wait for the earthquake .

While you're waiting, you might want to wander around a little, although
you've been to most of the accessible places by now. In any case, wherever you
are, once the earthquake hits, make your way to the Creepy Crawl, and from
there East into the Tight Squeeze, then East again into the Crystal Grotto.
Then all the way South to the Great Door, and East into the Museum Entrance.
Now, open the East door, then go North into the Museum. Look at the gold
machine , then set the dial to 776.

Here comes the fun part: Push the machine South into the Entrance, then East
into the Jewel Room. Get into the machine, and push the button. Aha! Now
you're back in 776 GUE, but the time machine seems to have vanished! No
matter, wait for the guards to leave, then get the ring , then open the door,
go out into the Entrance, open the North door and go North. By golly, the
machine is right there! Put the ring under the seat, turn the dial to 948, get
in, and push the button. Whew, you're back in the right time period again. Get
out of the machine, look under the seat , then back South, and South again, to
the Royal Puzzle.

Okay folks, you are about to enter the absolute nastiest part of the game. You
must follow the instructions *EXACTLY* as given, or you will never get out.
And, since it would be easy to make a mistake here, I strongly recommend you
save the game.

1. Go Down the hole, then push the South wall. Then go East, South, East,
East. Push the South wall, get the book, and push the South wall again.

2. Push the West wall twice. Then go East, South, and push the East wall.

3. Now, go straight North until you come to the marble wall, and push the East
wall.

4. Now, go West, South, South, South, South, East, East, North, North, North,
and push the West wall.

5. From there, go East, South, South, South, West, West, West, West, North,
North, North, West, North. Push the East wall three times.

6. Now, West, West, South, South, East, East, South, and push the East wall.

7. Okay, now West, West, West, North, North, North, East, East, and push the
South wall two times.

8. From there, West, South, South, East, East, North, and push the West wall
two times.

9. Now, South, West, and push the North wall until it won't move any more.

10. Then West and North.

Finally! You have maneuvered the ladder under the hole , and now you can just
go up and out! WHEW!!!!
                                        
Okay, you've solved the Royal Puzzle and you have the book, so go North to the
Museum Entrance, then open the East door and get your other stuff from the
Jewel Room. Then it's back West to the Great Door, and from there back to the
Junction. Now, East into the Damp Passage, and NE to the Engravings Room.
Well, we have here yet another of those variable events: Sooner or later, an
old man will be sleeping here. If he isn't there the first time you arrive,
walk around a little and return.

When you finally do see him, wake him up and give him the bread. He will eat
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 North to the Beam Room. Put the sword in the beam, then go back to the
Button Room and push the button. Now, back North to the Beam Room and North
again into the Mirror Room. There will be an opening in the Mirror, so go
North one more time, and you will be inside. Now, don't let the long and
complicated descriptions scare you! It's not really as bad as you think .

First, raise the short pole. Then, push the white panel twice. Now, push the
pine panel, and go North. Okay, so here you are, standing a little too close
for comfort to the Guardians of Zork. If I were you, I wouldn't try going past
them quite yet! Open the vial, then drink the liquid. While nothing seems to
have happened, you have in fact become invisible. Now you can walk North until
you come to the locked 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 North, then West,
then North again. The DM will be following you. Go North to the Parapet, set
the dial to 4, and push the button. Now, go South, open the cell door, and
step inside. The DM will not follow you in. Once inside, you will notice a
bronze door in one of the walls. However, you can't open it yet! Something
else has to be done. And it 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 South! Finally,
Zork is finished! You have survived all the perils, pitfalls, and puzzles, and
now, YOU are the new Dungeon Master. Have fun!

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