End Game Hints by slater@nrlssc.navy.mil Okay, Cretin: You've taken the easy way out and consulted this file about the end game. You obviously have no shame - something which makes you a definite candidate for the Chosen of Zork. You can also find the solution in the commercial hints booklet (yes, we lied a little), because this particular section remained unchanged when Infocom wrote Zork III. You start the end game with your back literally to the wall, and with only a sword and lamp in your possession. Go down the steps which lie before you and proceed north to the room which has the beam of light on the floor. "Break beam with sword", go south, and "push button". Go back north, take the sword, and continue north until you see the mirror which has swung open. "Enter", and take a look around at the very strange room you have entered. You are actually in a wooden box which can be made to slide along a long hallway. You need to use the box as "cover" in order to avoid being bludgeoned to death by two stone guardians who are midway down the hall. If the box shakes, or if the guardians see you, it's curtains. So be careful to pay attention to the following directions. First of all, you need to rotate the box so that it will slide along the guide channel that's carved in the floor. There is more than one way to do that, but all methods start with lifting the short pole so that the box can rotate. Do the following: lift short pole push red wall push red wall lower short pole At this point, the box is facing north and is firmly anchored to the slot again so that it won't shake. Push the mahogany wall three times (your sword will glow very brightly as you pass the guardians), and then lift the short pole again. You want to rotate the box until the pine wall (which is really a door) is facing north. Push the red wall until the compass rose indicates south, and then lower the short pole again. Push the pine wall, and it will open. Go north, and you will be facing a door which the dungeon master must open before you can proceed. Knock on the door. The dungeon master will answer it, and will demand that you answer three questions before you can enter. The questions are chosen randomly from the list which follows. Even if you "mess up", it turns out that you can give the correct answer long after your time has supposedly expired. In other words, you have unlimited time to come up with the correct answers to three of the following: "From which room can one enter the robber's hideaway without passing through the cyclops room?" "Beside the Temple, to which room is it possible to go from the Altar?" "What is the absolute minimum specified value of the Zorkmid treasures, in Zorkmids?" "What object is of use in determining the function of the iced cakes?" "What can be done to the mirror that is useful?" "The taking of which object offends the ghosts?" "What object in the dungeon is haunted?" "In which room is the phrase 'Hello sailor' useful?" Once the dungeon master opens the door (and he may never do that if you've been a complete cheat on your way here), you'll find yourself in a series of hallways which you want to follow to their northernmost point. The dungeon master will follow you, but don't let that worry you. What you need to do is to get to the dial that's at the parapet at the north end and to use it to control a jail cell which is nearby. To win the game, do the following: turn dial to 4 push button tell master, stay s open door s tell master, turn dial to 6 tell master, push button open bronze door s You will find yourself in the dungeon master's office, and will in fact find that YOU are now the dungeon master. Somehow, it isn't all you thought it'd be. ...