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646 points version ZORK walkthrough

Zork 646 points version walkthrough

0. Caution
Always carry your lantern and torch in pairs, and don't turn off lantern and leave it at home to save battery power. Never let go on the way. Originally it should last 325 turns, but even if the power is turned off, the battery may be consumed as soon as you release it. The specific conditions are unknown, however it appears clock counter does not stop properly. Candles last 40 turns, FYI.
If you find a treasure, be sure to pick it up. After that, you may leave it there. If it is stolen by a thief before it is found but not picked up, even if it will be collected in the thief's hideout after that, the discovery points will not be counted and the full score will not be reached.
It is not a treasure but a necessary tool that is troubled by thief. It can be difficult to find a place to move, or in the worst case it can be left in a place where the tool must be required to go. There is also a weight limit, so it's a good idea to leave tools that you don't need right away in the Living Room.
Of course if you beat the thief in the earlier step, you do not have to worry about the thief who robs you or take treasures and tools away from where you drop them.

1. Until you dive into the dungeon
Take the mat, find the egg in the northern forest, open the window and proceed to the Living Room, take the lantern to collect all items in the Attic and Kitchen and finally go to the Living Room. Open the case, adjust your belongings, move the carpet, open the trap door and you're ready to go.

2. Exterminate trolls and secure torches
What to bring: Lantern, elf sword, rope, egg
After saving, go underground and defeat the troll. If you make a mistake, start over. After defeating it, proceed to the Dome Room, tie the rope to the handrail and hang down, and when you find the torch, turn off the lantern. From here onward, the lighting depends on the torch except for special places. Proceed through the maze via the Troll Room to the Cyclopes Room. On the way, do not touch skeleton and his rusty knife. Useful items are bag of coins (one of treasure) and skeleton keys. After expelling the Cyclopes, save it, go up to the hideout (Treasure Room) and give the egg to the thief. In rare cases, instant kill just after entering hideout, but at that time starts over. After handing over, you can return to the Living Room via the freshly made passage from the Cyclopes Room. Put the bag containing the coins you picked up in the case and open the trap-door. After that, the trap-door will always open to make it easier to get in and out. By the way, if you return to the maze and open the grating with the skeleton keys, another route to the ground will also open, but it should not be related to points or solution. In addition, there is no need to worry about being moved by thief if you return to the Dome Room and collect the rope. Also, if you keep the coffin in the Egyptian Room (not just looking at it but do not forget to pick up once), the thief may later carry it to his hideout.

3. Confrontation with thief (You may go to fight earlier, passing certain amount of time after giving the egg to the thief)
What to bring: Lantern, torch, knife
Save in the Cyclopes Room and up to the hideout. If overcome, you can recover the treasures that have been stolen. It is important that the egg are open and there is also a canary. If thief did not open egg yet, do this step a little bit later. Also collect golden cards from the Sokoban type maze beyond the hideout. Remind not to use card. Now you don't have to worry about thief. Winds up canary on a tree on the ground and collect bauble falling.
ちなみに、盗賊の隠れ家と寺院は魔法でつながっているので、お互いの部屋の名前を言うだけで行き来できるが、あまり活用する場面はない。(treasure, temple)なお同じく花崗岩の壁がある滑り台の部屋はフェイクでつながっていない。
Hideout and the Temple are connected by magic, you can teleport to each room by saying its name ("treasure", "temple"). The Slide Room which also has granite wall is fake and not connected.

4. Dam discharge and small room (step 4 to 7 are free in order)
What to bring: Lantern, torch, mat, rope
Go to the dam from the south side of the reservoir and collect all items in the Dam Lobby and Maintenance Room. It's a good idea to read the match and ask for a brochure. (In fact, you can ask it without flag of match finding. This means you can "send for brochure" just at the beginning of the game.) Later, if you hear a knock in the Living Room, the brochure will be in the post. After pressing the yellow button, return to the Dam (Flood Control Dam #3) and turn the bolt with a wrench. After this, you don't need a wrench, so put it there. Go to the dome and use the rope down, and go to the Dreary Room in the west. Place the mat under the door, open the lid and insert the screwdriver into the keyhole and the key will fall on the mat. After collecting the driver, unlock it with the dropped key and get the blue sphere. After this, if you return to the dome and collect the rope, you will not have to worry about being moved by thief. (Unless you beat the thief.)

5. Bank
What to bring: Lantern, torch
Go underground and go south to the bank while collecting the paintings. First, when you get a portrait, put it in the Safety Depository, enter the curtain, enter the south wall, enter the curtain again, get the bills, enter the north wall, enter the Safety Depository. Go back and put bills. After confirming that you do not have a portrait and bills, go to the Teller's Room, return to the Safety Depository, collect the portrait and the bills, and when you enter the curtain again, you will move to the Viewing Room and you will be able to leave the bank.
The trick here is that the tip of the curtain depends on where you were before. Also, it seems that there is no exit in the room beyond the curtain, but the exit is on the south side and the north side, respectively. You need to go to the Viewing Room from the Safety Depository to escape, but if you have a portrait or bills, you cannot go to the counter from the counter. Therefore, once put the portrait and bills in the Safety Depository.

6. Stop the moving floor
What to bring: Lanterns, torches, bottles
Go to the Round room with a moving floor. After some trial and error, go to the Engravings Cave. The answer to the riddle is a well. To raise the bucket of a well, pour water into the bucket ("pour water"), and to lower it, collect water from the bucket ("open bottle"-> "get water"). This trick is contradiction to expected. The smaller cake is "eat me" and the larger cake is blue. When you throw red at the pool, the water in the pool evaporates and you can find a tin of herbs. You can see the role of the cake by color by looking through the flask ("read red with flask"). The buttons in the Machine Room must be pushed by the robot ("robot, push rectangular"), otherwise you will be electrocuted. The white sphere trap is lifted by a robot ("robot, raise cage"). Don't forget to take the jewels after you lift them. Collect the violin in the box in the Round room on the way back.

7. River rafting
What to bring: Lantern, torch, brown bag
Collect platinum bar in the Loud Room (why echo negates magic?) and shovel in a Small Cave. Platinum bar is heavy, so take them back to the Living Room. Then to the reservoir, ignored the trunk (pick it up once for scoring) and collect the pump. Go to the Dam Base, inflate the plastic (boat) with pump and leave the pump there. Put a magic wand in your bag, take the boat and go down the river. If you inadvertently puncture a boat with a magic stick, repair it with glue ("open tube"-> "get viscous material"-> "glue boat with viscous material"). Collect the emerald from the buoy, the statue from the sand, cross the rainbow bridge made of magic wand, collect the pot, and return to the Living Room by the route on the ground.

8. Mine 1
What to bring: Lantern, torch, brown bag, screwdriver, rope
To the mine via the reservoir. The trunk and trident on the way are heavy, so it is necessary to make several round trips to and from the Living Room. With a brown bag (actually the garlic in it), break through the bat and collected figurine, and in the Smelly Room put a torch and collected the bracelet. It's heavy and the location is close, you can leave extra things such as treasures and bags in the Slide Room. Enter the mine, collect coal, put the coal, torch, and driver in a basket and lower them, go to the Lower Shaft. The light of the lantern leads you to the Timber Room, just adjacent room you put everything under the shaft. Generate diamonds with machine using coal, torch and driver. Don't forget to switch from the lantern to the torch as soon as you're done, returning to the Shaft Room and raising the basket.

9. Mine 2
After a break, bring the timber to the Slide Room and tie the rope. Bring only the lantern and go down, collect the red sphere in the Sooty Room, return to the Slide Room, and switch the lights to the torch. Bring all the treasures you got from the mine back to your Living Room. In addition, collect the wire in the stream View, and the coffin in the Egyptian Room. Since the coffin cannot pass through some narrow corridors, carry it to the mirror room on the opposite bank and teleport to another mirror room near the Temple. (Of course, if the thief took it with him, it should have been collected in the hideout.)

10. Exorcism and volcano (If the lantern battery remains, you should be able to capture the volcano first, but if you go to the volcano immediately after exorcism, you can use candles first, so it is advantageous)
What to bring: Lantern, torch, match, guide, brick, wire
Collect the Bell at the Temple and the Bible and candles at the Altar and head to the entrance to Entrance to Hades. Ring the bell, pick up the dropped candles, light it with a match, and read the Bible to complete the ritual. Go to the Tomb of the Unknown Implementer in the back. Then rush to the Glacier Room with the candles. Throw the torch at the ice, go to volcano, get into the balloon, insert the guide into the receptacle and light it with a match, and the balloon will float. Land the low ledge and collect a coin and purple book (stamp enclosed), and on the high ledge, put brick (explosive) and wire (fuse) to blow the door and collect the crown (and card). After successfully collecting all the treasures, close the lid of the receptacle and it will descend. Simply wait while ascending and descending. On the way to home, collect the ruby ​​and ivory torch (burned out, which should have arrived in the Stream View) and went to the Living Room. The candles should run out on the way, so there should be a lantern from there, and battery-power should still be enough remaining.

11. To the end game
What to bring: Lantern
Put all the treasures in the case and make sure you have reached 646 points. When you reach the Tomb of the Unknown Implementer and turn off lamp, you will see something that looks like a ghost, then open the door and enter the graveyard in the north. If you close the door and turn off the lantern and wait, you will be transferred to the end game. You will be taught spells so that you can start with the endgame as desired.

12. Endgame
To enter the mirror (not "enter mirror", just "enter"), firstly break the floor detection beam with sword and then press the red button.
Rotate the structure so that it is out of the sight of Zork's guardians. Push the colored wall while raising the short pole to rotate it, and push the wooden wall while lowering it to secure the passage. ("raise short pole"->"push red"->"push red"->"lower short pole"->"push mahogany"...)
When you knock at the door, the dungeon master comes out and the question begins. As for the zorkmid value question, it is not a point, so check the specified amount. 200 100 Zorkmid bills, 10,000 Zorkmid coin, and 3 Zorkmid stamp, so a total of 30,003 Zorkmid.
Follow the corridor and finally reach the Parapet. Here, use the dungeon master like a robot to achieve your goal. If you tell the dungeon master to be there, he won't follow you ("master, stay"). Even in the Prison Cell, your voice reaches the dungeon master. Set it to the 4th floor ("master, set dial to four"->"master, push button") and enter the Prison Cell with the bronze door, then set it on the 5th floor ("master, set dial to five"->"master, push button"). A bronze door leads to the entrance to the final treasure, Treasury of Zork.