Windows :: Zork III Cheat Codes
Well, youve come a long way since you first stood by the mailbox outside the house in the forest. Youve 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 lampKind 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! Youre in a room from Zork II....Room 8, as a matter of fact. However, you dont 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, youre in a Damp Passage. Drop the torch, and just wait there until youre pulled back to Scenic Vista.
Okay, youre finished here, so move along North to the shore, and again jump in the lake. Splash! It hasnt 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 cant stay in the icy waters too long, and sooner or later a hungry fish will come looking for you. Therefore, its 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
By the way, this is the only one of the Zorks where you dont lose points if you die. But, all the items youve collected so far get scattered all around, and its 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 theres 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 cant go back
So, from the Damp Passage hike along West to the Junction
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 cant tell you exactly how, since theres 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, its West through the Barren Area, and West again to the Cliff. Bet you just cant 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 dont have a key to open it. In fact, theres no way for you to open it at all. But dont despair, theres 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 youre 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 its a vial. Itll come in handy later, so pick it up. Now comes the fun part: You have to wait for the earthquake
While youre waiting, you might want to wander around a little, although youve 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
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 youre back in 776 GUE, but the time machine seems to have vanished! No matter, wait for the guards to leave, then get the ring
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 wont move any more.
10. Then West and North.
Finally! You have maneuvered the ladder under the hole
Okay, youve 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 its 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 isnt 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, youre 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, dont let the long and complicated descriptions scare you! Its 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 wouldnt 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 cant 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! Search for more cheats at CheatCodesClub
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