             Zork III tutorial compliments of the Mystic Caverns
                  ****  Can be downloaded as BULLET6  ****

       Well,  you've  come  a  long way sice 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 <say goodbye to it; you won't be seeing it again>, 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 <while you're swimming on the surface>,  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 <the Grue 
   repellant wouldn't have lasted that long>, 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 <you can't 
   get the sword out of the rock,  so don't  even  try>,  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  <notice  how  you've  been  doing a lot of waiting 
   around?  I hope you're a patient person!>. 
       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 <it's a time machine, in case you were wondering>, 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 <and *only* 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 <you will get the ring automatically when you do this>,  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 <which was the purpose of all this
        pushing and running around>, 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  <it's  worse!  heheheheh..just 
   kidding!>.  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! 

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