Friday, October 5, 2012

Awesomeness!

"G.U.E. ON NINE ZORKMIDS A DAY" [Pictures of 7 baggage tags: - North Anthar Granola Mines Clusters of FUN for the whole family - I Visited Greater Borphee And its Fixum Rixa Poo Nastic!! [sic.] - Come Again to ARAGAIN Capital of the Frigid River - King Zilbo Hotel Midtown Gurth "Where Every Guest is Treated Like a *ELTNID" - I [heart] MITHICUS - I Survived The Jungles of Miznia BLOODWORM MECCA of the G.U.E. - Flying Carpet Airlines forward to: Tunnels of Love, Frigid River Valley from: Lenko Cavem, 938120 Plateau Place, North-South City G.U.E TWELTH CLASS] A Traveller's Guide to the Great Underground Empire by Lester Foozilbarmumboz Frobozz Magic Book Company. Copied right in the year 873. All rights reversed. FESTERON TOWN LIBRARY 03/35/874 07/07/876 03/02/881 05/11/874 09/02/876 06/14/883 09/01/874 02/13/877 04/22/917 01/29/875 03/09/878 02/21/948 04/34/875 07/35/878 06/10/875 01/03/879 04/21/876 08/06/879 Please take care of me... library books belong to everyone. ANTHARIA [Picture] Shown at Flathead Stadium is a citizen trying to get a leg up on the competition during an exciting shark wrestling match. LOCAL GOVERNMENT: Antharia is ruled by a council of four "Elders"-- one from the Shipbuilding Guild, one from the Granola Miners Guild, one from the Marble Cutters Guild, and one from a popular waterfront pub called "Emu's." TRANSPORTATION: Getting to and from Antharia is limited to travel by ship. (An Enchanter familiar with teleportation spells can be hired, but are expensive and sometimes unreliable.) Normal third-class fare for this two-day journey can coast as much as 17 zorkmids during the month before the Marble Pageant. WEATHER: Except for an occasional hurricane in late summer, Antharian weather is picture-perfect. Leave your umbrella home, but don't forget to pack your swim suit and scuba gear! LODGING: The world-famous Zilton Hotel in downtown Anthar feature plush accommodations and easy access to most of the island's sights. Prices range from 6 to 24 zorkmids per night. More economical lodgings can be found at the bucolic Pterodactyl Inn. Every room features a stunning view of the cliffs overlooking the lovely north shore of the island, and rates range from 2 to 8 zorkmids per night. DINING: An absolute must is The Rusty Knife in West Anthar. Expect to wait at least an hour; the house specialty is flame-broiled sea serpent filet for a mere Zm1.25. Other fine seafood restaurants include the Finhouse (Zm0.50 to Zm1.50) and Zilbar's (Zm0.35 to Zm1.50). THINGS TO SEE: The shipbuilding factories of South Anthar are an amazing sight; plan to spend at least half a day. Tours for 1 zorkmid are available every hour from dawn to dusk. The burgeoning marble industry offers many exciting sights: the gaping mines in the Peltoid Valley, the cutting and polishing guilds at work, the 20-bloit conveyor belt at the port of Marba. Despite the reduced output since the Granola Riots, the granola mines in the north make an interesting visit if you can stand the smell. No trip to the island would be complete without a cruise on the island's only glass-bottom boat, the Bella Quease. The cruise leaves an hour before noon, and costs Zm2.25 (children under 12, Zm1.50). Glass Pipes SEASONAL EVENTS: The Marble Pageant, held annually in mid-spring, is highly recommended. However, during the month of the Pageant, hotel space becomes scarce, and many prices are inflated. Shark-wrestling, held every weekend during the summer at Anthar's Flathead Stadium, is an exciting experience if you can stomach the gore. Admission is Zm0.75. FACTS: Land Area: 959 square bloits Capital: Anthar Nickname: The Island Province Flower: The Spenseweed Motto: "Heiya wizka" ("Hello sailor") GREATER BORPHEE [Picture of a beach with sign: FLATHEAD BEACH "Beach Blanket Fannuci" [sic.] filmed here in 871 G.U.E.] With wave heights averaging 38 ft., surfing is always great. LOCAL GOVERNMENT: Greater Borphee is administered by a staff of part-time volunteer managers, whose decisions are ratified at least three times per year, but not more than every other week, by a series of local forums. TRANSPORTATION: Borphee is probably the single most accessible vacation spot in the Empire. From anywhere in the Borphee River valley, travel by ferry is easy and inexpensive. If you wish to travel by sea, Borphee has an excellent, busy harbor. By land, the Coast Road connects Borphee with the ancient cities to the north as well as the populous southlands. WEATHER: Thanks to the nearby ocean, Borphee has a very moderate climate. The rainy season lasts most of the winter, and summers tend to be humid. LODGING: Motel Spell is a highly commercialized tourist trap with overdone touches such as the issuing of self-casting REZROV spells instead of keys. Rooms start at 5 zorkmids. Be forewarned, patrons who miss check-out time will have their families turned into newts and their luggage turned into bat guano. The Borphee Inn, run by the Frobozz Magic Hotel Company, is comfortable and surprisingly affordable. While penthouse suites can run upwards of 33 zorkmids per day, basement rooms are available for as little as 3 zorkmids (but make your reservations well in advance). DINING: The Potion Palace, at the Borphee Inn, features a delightful menu of enchanted dishes. Waiters are a thing of the past at the Palace, as your mind is probed to discover the perfect meal for your taste, which then poofs into existence right at your table. A nightly floor show features dancing nymphs; expect to spend at least Zm4. Also highly recommended is the Smokestack, where even the heartiest of meals costs under a zorkmid. THINGS TO SEE: Borphee is the Kingdom's fastest-growing industrial city, with the magic scroll and potion factories leading the way. Both Spellbound and United Thaumaturgy offer free tours of their facilities. (Spellbound's deluxe tour costs Zm3, but it includes casting a time travel spell that gives you three extra hours in your schedule.) G.U.E. Tech, the newest of the Moss-League Colleges, produces the young Enchanters of tomorrow. Many graduates have gone on to start their own magic companies, and have become an identifiable subculture known as "Yuppie," or "Young Underground Professionals." Just a short trip south of the city are some of the most beautiful stretches of beach anywhere on the Flathead Ocean, including the very dunes where "Beach Blanket Fanucci" was filmed. Borphee nightlife is renowned throughout the Empire; Studio Frob on the wharf features an excellent Phlog and Tonic for Zm0.25. Warning: the Borphee Observation Tower is a complete waste of money. Admittance is Zm7, and the air in downtown Borphee never provides visibility of more than a fraction of a bloit. SEASONAL EVENTS: Borphee is the site of the annual Double Fanucci Championships. During the first week in autumn, the entire province fills up with every Double Fanucci fanatic in the kingdom. Tickets to each game in the finals cost 3 zorkmids, but usually sell out within hours. Scalpers command as much as 20 zorkmids for a good seat. In late spring, G.U.E. Tech holds their annual Spelling Bee, which is free and open to the public. The highlight of last year's competition was Magic O'Leary's stunning mastery of clairvoyance spells which allowed him to win the Bee before the first word was even issued. Every winter, the hills of Borphee come alive with the sound(s) of the most dreadful singers in the Kingdom. This event, aptly named The From Bad to Worst Songfest, allows those truly terrible singers to gain recognition while vying for the much-coveted prize of a pair of 18k gold earplugs. Because most hillside residents schedule out-of-town court appearances or surgery during this two-week period, you may be able to rent an apartment or house for as little as Zm2 or Zm3.5, respectively. On the official first day of summer, thousands gather at the Borphee Harbor for the G.U.E. Festival of Small Ships. Throughout the day, hundreds of these floating antiques drop their mini-anchors in the water and send off rockets, flares and fireworks to herald their safe arrival. Only those spectators 4 feet 5 inches and under will be allowed to board the ships. Admission is free so come early to beat the crowds. FACTS: Population: 1,107,810 Land Area: 754 square bloits Capital: Borphee Nickname: The Industrial Province Flower: The Compass Rose Motto: "Borphee-- fixum rixa poo nastik" ("Borphee-- better than you think") [Picture] Double Fanucci Stadium--where tickets for the annual Double Fanucci championships often go as high as 20 zorkmids each. THE FRIGID RIVER VALLEY [Picture] Flathead Mountains--inaccessable backwater of the Great Underground Empire. LOCAL GOVERNMENT: None to speak of. TRANSPORTATION: Unless you travel via flying carpet, you'll find this region to be virtually cut off from the rest of the Empire. You can hack your way east through the coastal forests with a machete, or try to cross the Flathead Mountains from the east, or you can try to travel up the Frigid River, bucking the most severe currents and dangerous rapids known to man. We suggest air travel. WEATHER: Very unpredictable, but you'll probably be spending most of your time underground. LODGING: The Tunnels of Love are a favorite of the Kingdom's honeymooners, located a stone's throw from Aragain Falls. The Tunnels are well-known for their vast honeycomb of passageways, and couples have been known to raise entire families just trying to find their rooms. Rates range from Zm2 for a room to Zm10 for a Honeymoon Suite. The Cliffhouse, near White Cliffs Beach, is inexpensive (all rooms are Zm2) and convenient to the big tourist spots. DINING: The Roundup, just off the Round Room, specializes in dragon dishes. Entrees range from Zm0.30 to Zm0.80. The Aqueduct offers reasonably good cuisine and a breathtaking view of one of the Empire's primary water channels. Slightly overpriced at Zm1.20 to Zm2.20. THINGS TO SEE: Flood Control Dam Number Three is a staggering engineering feat that must be seen to be believed. Nearby is Aragain Falls, the so-called Honeymoon Capital of the Great Underground Empire. Slightly farther away is the Royal Museum, although the three-week security clearance procedure discourages many visitors. If mountain climbing turns you on, the Flathead Mountains offer one of the best challenges anywhere. SEASONAL EVENTS: On the first day of summer, crowds line the banks of the Frigid River for a spectacular sight: the annual opening of the floodgates of FCD Number Three, which lower the water level of the reservoir behind. Frequently, the king himself will be on hand to open the floodgates personally. FACTS: Population: 98,330 Land Area: 15,232 square bloits Capital: Aragain Nickname: The Deepest Province Flower: The Budding Fern Motto: "Blippi burz fliggin" ("Dig we must") GURTH AND MITHICUS LOCAL GOVERNMENT: An informal board of 13 thousand citizens meets three times each day to settle disputes and ratify the provincial budget. TRANSPORTATION: Take the Coast Road south from Borphee, or sail to the port of Miznia. Travel from any of the westlands should coast no more than 5 zorkmids. WEATHER: Absolutely wonderful for most of the year, but it can sometimes get unbearably hot during the peak summer months; bring mosquito netting. LODGING: In Gurth, try the King Zilbo Hotel, an elegant old building with rooms for as little as Zm2.50. Your best bet in Mithicus is the new No-Frill Inn. Rooms are only Zm0.75 per night, but almost everything is extra. (For example, beds are an additional Zm0.50 per night, pillows Zm0.20.) DINING: The Broken Lantern in the village of Grubbo-By-The-Sea serves a fine parrot stew, as well as other local delicacies in an intimate setting. The desserts are world-famous; the morgia root pie is a must. Most meals will be around Zm1.50; desserts are extra. THINGS TO SEE: The southlands are known for their many fine artisans. You can make arrangements to see carpenters, woodcarvers, rock cutters, potmakers, and basket weavers at work. The region is also prime vacationland, with many activities to choose from: sky diving, bull- fighting, surfing, skin diving and glurking. Rates vary seasonally, but a day's worth of any of these activities will cost you no more than 2 or 3 zorkmids. Consider exploring the jungles of Miznia, but stay away from the well-marked bloodworm spawning grounds unless you have a trained guide. Trained guides usually start at Zm8 per day. SEASONAL EVENTS: The gigantic Gurth City Crafts Fair is held every weekend during the spring. The finest products of over 80 different guilds are displayed and sold. In early autumn, the annual Harvest Festival gets underway for a colorful two-week celebration featuring local foods, drinks, song and dance. FACTS: Population: 2,883,190 Land Area: 21,545 square bloits Capital: Gurth City Nickname: The Vacation Province Flower: The Morgia Motto: "Utribiz oomum flaxil zobs" ("Don't eat moldy bread") [Picture] Over 80 different guilds and 120 different local delicacies are represented at the Gurth City Crafts Fair. THE GRAY MOUNTAINS [Picture] The snow-making equipment at the Gray Mountains always provides optimal snowburrowing conditions. LOCAL GOVERNMENT: Local matters are settled entirely by a tyrannical governor who is chosen once a month by a lottery. TRANSPORTATION: Travel to this remote area has recently been made much simpler by the completion of the Great Underground Highway's eastern branch. Tolls will run as high as Zm3 depending on your point of departure. WEATHER: Thanks to active hot springs, the temperature of the underground caverns in this region stays at a uniform ideal temperature. However, up on the surface, the temperature is nearly always below freezing, with frequent blizzards. LODGING: The brochures for Grayslopes recommend a place called the Ski Pole, but avoid this fleabag at all costs, unless you like bedbugs, rusty water, and rude help. (Apparently, the owners of Grayslopes also own a piece of the Ski Pole.) Instead, stay at the intimate Come-On Inn, which cost only Zm1.30. The Come-On also offers discounts on all equipment rental. DINING: The Glacier Room is a colorful dive which is a favorite hangout for the locals. In addition to generous helpings of good food, the Glacier Room also provides cast rests for diners. From Zm0.60. Warning: ignore recommendations by natives to dine at the Rotgut. Although the locals love to eat there, recommending it to visitors is a practical joke the natives love to play. After all, they've been brought up on this sort of food, plus they know all the best bromide cures. THINGS TO SEE: The hot springs are somewhat overrated as a tourist spot. As far as we're concerned, a trip to the Gray Mountains means one thing: snow sports. A lift ticket at Grayslopes costs Zm3 for a day. Skating on the slanted frozen surface of Lake Dinge is an exhilarating experience. Snowburrowers rent for around 6 zorkmids per week, but be sure to spend an extra Zm1.50 for a service contract. SEASONAL EVENTS: None. There are no seasons in the Gray Mountains. FACTS: Population: 18,370 Land Area: 13,441 square bloits Capital: Frostham Nickname: The Fire and Ice Province Flower: Frobizzan Moss Motto: "Mekie zimbuz" ("Maybe tomorrow") from Interactive Fiction Archive ftp://ftp.gmd.de/if-archive/

Monday, August 6, 2012

Return To Zork

Return To Zork Almost-Full-Point Solution NOTE : At certain points in the solve I will tell you to use an item, and not tell you to pick it up again, or just mention the existence of an item in a certain room. Make sure you pick EVERYTHING up (with the exception of the things I tell you NOT to pick up:)). Anything that you leave behind, you should go back and get. Hey. Well you're playing Return to Zork, and are stucker than stuck, and need some help. Look no further, here's the solution to the game! I didn't get all the points (only 218/225) but the end is there either way, and here's how to get to it. I also believe there are a few parts of the game that are just unsolveable (ie the oven, and anything relating to hellhounds). You start off in a mountain pass. A quick thing to do is pick up the rock from the lower left hand part of the screen and throw it at the vulture. Then you might be tempted to get the bonding plant from down below. Don't. My recommendation is to wait till later in the game to get the plant. So instead, just mosey down the path to the lighthouse. Enter the lighthouse and babble with the lighthouse keeper. He really doesn't have very much interesting to say at this point, so what you say doesn't matter very much. Next go outside the lighthouse again. Now if you head down the path, you'll be at the road to the south, unsolveable, so instead, go around the back of the lighthouse. From here, cut the vines from the fence, and bind the wood panels together with the vines. Now you have a raft, use it to go one space down the river, and get off at the bridge. You are now in the town of West Shanbar, facing the town-proper. First easy thing to do is go to the building on the far right, it's a destroyed hardware store. Go in, and get the box and the crank. You don't need the mice, so leave them there. Next stop should be the close house on the right, the school house. To get in, bang the bell with the crank or the dagger. The school teacher will first quiz you with the games first copy-protection, and then give you a notebook in which you can record all of your travels in the game. Next stop is the Town Hall, close building on the left, go in, talk to the mayor, and whatever. Then read ALL the files in the cabinets. It's a lot of reading, and you'll be referring back to it later on (and a lot of this solve won't make any sense without reading it). Then after you leave Town Hall, face center of town, and turn around from there, go off to the left of the screen, towards the mill. Go into the mill, and you'll have your first encounter with Boos. First of MANY. Go out the other door into the backyard of his house, and grab the key from the floor, and pull the chock out of the water wheel (I don't actually know what this accomplishes, but it gives you two points, so what the heck:)). Go back through the house, and back to town, where you can now go to the building on the far left. Use the key to unlock the door. Go in, grab the battery off the shelves, and the money and tickets out of the cash register. Then go back to facing the bridge, and on the far right side of the screen, your mouse arrow will point down, go this way. Here you will meet the waif. Give him the tickets, and he will give you a gift, it looks like a piece of lint, but it's very important later in the game. From here, go back the old mill, and do the following. When Boos pours you a drink, pour the drink out into the plant, then make a toast with him (glasses clinking icon) then drink the empty glass. Repeat this four times, and he will pass out, opening up the Great Underground Empire. But wait, you're not done yet. Leave the mill, and re-enter it, and repeat the entire pour/toast/drink process again, but only three times this time, after he says "Damn Few.", click on the "Don't Drink & Drive" icon, and he will give you his car keys. OK, don't get too excited here, you can't drive his car, but you can now enter the GUE. Before you leave this room, also be sure to grab the flask off of the ground by his feet. Go down the passage you just opened, and you will be at a door, open the door with the car keys, and you are now in a new mill! Exit this mill, and you are now within the GUE. Follow the path straight, into East Shanbar. First building to enter is the second one on the left. Go into Moodock's Armoury, and have a chat with him, then play a game of Survivor (he'll explain the rules to you). It's also impossible for you to lose in this incarnation of Survivor (you will play a much harder version later on), so just futz around, and once you win he will give you a sword, and a coin (not a Zorkmid though). Next, out of the building, turn around from the center of town, and face the bridge. Cross the bridge, and go to the left. At the Fool's Memorial, pick up the book off of the floor. From here, proceed down the left path again, and follow it into Snoot's Farm. Enter through the window, as the door is locked. Enter the door second from the left, and in that room will be the lovely Rebecca Snoot, brushing her teeth. She'll knock you out for breaking and entering, however. When you get up, talk to her and she'll quiz you with the second and final copy-protection of the game. Once you're out of that predicament, from the main room, go into the door on the right side of the room, zoom in on the cabinet, and grab the mirror from the desk. Then again, from the main room, go through the center archway, and in the kitchen take the soap off the sink, the thermozz from the table, and open the refridgerator and take the meat out. (The meat will rot, don't worry about it, you want it to rot.) From there, put the soap in the sink, and run the water on it, you will now have soapy water, wash the waif's gift in the soap, and lo and behold, you have a piece of a mysterious disk. Neat. In the kitchen is also an oven that blows up if you turn it on (Why it does this is beyond me) and a box of cereal that you can't pick up. Again, from the main room again, go into the door on the far left. In there is Alexis the poodle/hellhound. Click on her and she will growl at you. Nothing else is necessary from the dog, but her growling is necessary for you to win the game. After you leave the building, on random occasions, Rebecca will come and meet you out on the road. When you do see her, take her picture. Next stop is the carrot silo. From the front of Rebecca's house, go up and to the right, and you will be at the carrot silo. Take the crank, and put it on the silo door, and crank it clockwise. The silo will explode and you should take some of the carrots. From here, again go up and to the right, and you will be at the Pugney farm. Go to the red house first, and DON'T take the box off the ground. Go to the door, and open the window and talk to Pugney. Be Apologetic, and he will let you take the box off the front lawn. Once you finish with him, grab the box, and now go to the blue barn behind the red house. Go inside with the cow, and take a clump of hay from the ground (left bottom corner) pick it up, drop it again, and then take the matches and light the hay on fire. Now warm your hands by the fire, and milk the cow with the thermozz. Then feed the cow the carrots. Next stop, back to Rebecca's house, and go into her kitchen (or bathroom) and fill the flask (not the thermozz) with water. Now go back to East Shanbar and go to the last building on the left. Pull lever 1 and the top of the incinerator will open. Throw the bra box into the incinerator, and pull lever 1 again. Then pull lever 2, and zoom in on the drawer. Pour the water from the flask onto the hot wire, and pick the wire up. Now take that wire, and enter the first building on the left (from the center of town) and use the wire to pick the lock. Shake the cereal box. Shake it again. Take the whistle. Next pick up the rats, and IMMEDIATELY put them into the box you picked up earlier. (The meat you picked up, by now, should have rotted away) Make SURE you put the rats into the box, or you will die a quick death. Next up is go from the center of town, straight out, to the fork in the road, pick the left one first. Pick the tiles up off the floor, and then turn around, and pick the frame up off the floor. Drop the tiles into the frame, and you have a lovely word puzzle. The solution to the puzzle is "Water unseen at falls mix with bat dropping yields potion for", and once you get that far, the last block will fall into place, "invisibility". Now, in the same place, twirl around once more, and pick up the disk piece and the two pieces of illuminyte off the floor. From here, go back to the center of town, and enter the first building on the right (by this point most people will be telling you that you stink). Buy a room from Molly Kettle, and go up to your room in the elevator. Enter the room, and place the illuminyte rocks onto the nightstand. Then zoom in on the monitor, and turn the radio on. Then turn the lights off. You will have a dream about Morpheus, the head bad-guy of the game. Next, get up, turn the lights back on, and take your illuminyte back (make sure to turn the lights on first). Exit this building now. Now for the hard parts. There are now two mazes to deal with. One is rather vicious, and one is just annoying because of what you have to do. The first woods we will discuss is the Whispering Woods, the right fork in the road from the path straight out of town. First things first, however. Go back to the silo, grab more carrots. Go back to the cow, pour your thermozz milk into the flask, and then milk the cow again (it must be done the same way as earlier). Now go to the Whispering Woods. Once you enter, your vision will start deteriorating. Once the comment reads "Can you see the Galactic Milky-Way?", drink ALL the milk you have, it should say that your vision is now good enough to break any spell. If it says this, and gives you five points, your done. If not, repeat the same process over again (milking cow, etc), and the second time it will give you the points (I had to do it twice). Once this is accomplished, here is a map of the woods. TeTTTTTTTTTTTTTTT T T T T T T e=enter T TTTTT T T TTT T T=Tree or rock (wall essentially) T T T T x=exit T TTT TTT T TTT T T T T T T T TTT T TTT TTT T T T T T T T T Whispering Woods T TTT T T T T T T NOTE : Due to an annoying way that this game's T T T T T T creators made the maps, I have to show one T TTT TTT T T T T tree as two. So it is actually only six T T T T T T T paces from the entrance straight south, not TTTTTTTTTTTTTxTTT 12 as it may seem. Ok, so my map-drawing facilities aren't first class. But you get the picture. Once you get out of the maze, you may have noticed a whispering in the woods (wow what a coincidence) it says "two rings begin, three rings return" (or maybe it's vice-versa, anyway, that irrelevant). You will now be standing at a dock with a bell. Ring it twice (or is it three? Again, irrelevant, just ring it again if the ferryman doesn't come on two). Now the ferryman will arrive with his hand extended. Show him the coin Moodock gave you, and he will ferry you across the river. You are now on Canuk's Island. Go to his house. At the door, you will see a magnet on top of the door. We'll be getting that later:) Once inside, you will see a duck, a ship in a bottle, a scroll, and blueprints. Take the scroll and read it to the duck. Whammo, Canuk will appear. He will tell you some babble about the history of Zork and whatnot. Show him the disk pieces. He will now transport you into the ship in a bottle. Go into the bottle, and wander around. The time limit, I don't think is enforced (if it's really 20 minutes, it's MUCH more than you need). Get onto the ship, and go up the stairs, and you will see a number, write it down. Now go back downstairs, and down the stairs again. Pick up the rag off the cabinet, and zoom in on the safe. Enter the number you just wrote down into the safe, and open it. Now take the disk piece and the rusty metal thing out of it. Once you've done this, take your mirror, and put it in your hand (ie your mouse cursor shows you holding it). Exit the boat. Canuk, who you may have noticed by now, is controlled by Morpheus, will try to turn you into a duck. But since you are holding the mirror, it will reflect back at him. Now take the scroll, and feed it to the duck, he will lay an egg. Take the egg, and exit the house. Now cut the egg open with your knife. And you will have the scroll (I don't think this affects the gameplay, but it's nice to have:)). Next thing off, get back onto the boat (show the ferryman the coin again, and of course ring the bell a few times to get him there) and find your way back out of the forest. Now another quick thing to do is to go into town and show the blacksmith (second building on the right) your rusty old sword. Get him to fix the sword, and pay any fee he requests. He may tell you to come back in a little while, just wander around until it is fixed. Next thing is to go into the other forest, the left fork from the fork in road from the path out of town. Youtube Marketing Services
Once in, the first thing you should do is the following, go NORTH, EAST, EAST, SOUTH, and you will be at a tree. Hit the tree with your sword, and it'll break the sword (and also drop some coins on the ground) take the coins. Now exit the forest again, via NORTH WEST WEST SOUTH, and go to the blacksmith. Complain to him that your sword is broken. He will mumble something, and give you a receipt for a new sword. Now go to the center of town again, and turn around, to face the bridge, go to the left, and you will be at Ben's boathouse. Talk to Ben. Ask him about the knot he's holding in his hand. Show him the picture of Rebecca if you've taken it buy now, and he will give you a sealed letter (if you don't have the picture yet, no rush, don't worry) and finally, give him the receipt from the blacksmith, and he will give you the True Dwarven Sword of Zork. How nice. Now back to the forest (on the fork left). This a pretty vicious forest and has lots of nasty things in it, and is rather big, as well, here again is another attempt at mapping it:) TTTTTTTTTTTTTTTTTTTTT @ T T$T TTTTT TTT TTT TTT T T +=Entrance T T T T T T T \=Metallic Tree T TTT TTT T T T TTT T -=Bowman T T T T T T T T %=Grue/Fairy Area T T TTT TTTTTTT * T T &=Tree Spirit T T T T >=Leaf Trap T TTT * TTT TTT TTT T $=Boar Statue T T T T T > T @=Spider Web/Exit T T TTTTT&TTTTTTT T *=The two annoying places that force me to map T T T T T this way(you won't notice anything special TTTTT TTT TTT T TTTTT unless your used to mapping mazes of this type) T T % T T T T TTT TTT TTT TTT TTT T T T T T T T TTT TTT T T T T T T T T - T T T TTT TTT T T TTT T T T T T T T T T T TTTTTTTTTTTTT+TTT\TTT The metallic tree has already been explained. To get past the bowman, you must make sure to have some milk in your containers. Just give him the milk and he will go away, and leave his bow and arrows. Take them. Next go to the Grue/Fairy area. It will say "It's dark, just like Grues like it." Light a match (the same way you would use your inventory anywhere else), and the fairy you just rescued will talk to you, be real friendly with her, and she'll give you fairy dust (you might have to talk to her once or twice to get the dust from her). Next stop, the tree spirit. Get her to babble her annoying songs. She really isn't very useful at all. So just get out of there when you get bored. Now the leaf trap. When you see the leaves, drop something in it (not your sword) the trap will be sprung. Now just use your sword to cut your leaves, and whatever you threw in will fall to the ground, just pick it up. Now go to the boar memorial. Strike the memorial thrice (three times) with your sword, and you will get another disk piece. You can go to the spider, but you can't get past it yet anyway, so why bother, get out of this maze. Next stop, get your bootie back to Canuk's House (go through the whispering woods again). Now at his door, look at the magnet. Neat, eh? Pry it off with you sword. Now stand there, holding the magnet. Use magnet with whistle. Blow away on the whistle, and a vulture will come swooping down. Uh oh! Not at all, this vulture will carry you to anywhere that you need to go in the game! So just go to Pugney's Farm first, go to the barn again, (now might not be a bad time to fill up on milk), and go to the left behind the barn. You will be at the Vulture Pits. Pour the fairy dust onto the rotting meat, and throw it. The vultures will come out and eat the meat and fall asleep. Go into the pits and take the talon. Next, run over to the screen one screen in front of Rebecca's house (it has signs to the cliffs and Rebecca's house). Go to the left, and follow that path to the Cliffs of Depression. Take the rope from the railing. Now go back into town, and go back to Ben the boatman. Pay him for the boat. Zoom in on the boat, and take the rats out of the box and put them into the motor. Now you will be at the Witch's house. Go on inside, she won't bite. Ok, be careful what expressions you show to the witch, just be friendly. Then show her the milk that you have and she will let you take the bat cage, do so. Then show her the sealed letter from Ben, and she will give you staff, take it. Then she's outta there. Now you can either go through the swamp, or use the vulture to get out. I recommend going through the swamp, you get 5 points for it. To do so, you must walk one step out of the witch's house. Then take her staff, and place it on the ground in front of you, if it falls in, it is not safe to walk there, if it stands on it, you can proceed. I can't map that, as the swamp is different for each person, and possibly each time. Just get out, its usually not more than 7 or 8 steps. Once out of the swamp, first stop is going to be west shanbar, that's on the above ground level of the map. Go first to the mayor, and show him the Zorkian book (you got it from the Fool's Memorial), he will translate a joke for you. Now go to Ms. Peepers (the schoolhouse) and show her the book, she will tell you that Rebecca can translate it. Next stop is back down below. Wander around until Rebecca shows up, and play her the quote from Ms. Peepers about her being able to translate it, then show her the book. Next off, go back to Witch Ita, and show her the book (if she's not there, just wander around until she shows up again), and she will translate one more joke. Then go to the blacksmith, and pay his fee, and he will translate the last joke. Now go back to the Valley of the Vultures (Mountain Pass, where you start the game) (remember just click anywhere on the map now, and the vulture will bring you there). Click on the sign, and use the knife to dig up the bonding plant. Now go back to the Cliffs of Depression. Tie the rope to the tree, and climb down the side of the cliff and go into the Comedy Club. Now playback the four jokes that the people just told you to the audience. When you are done, Cliff will give you a disk piece. Now go to the lighthouse. Give the keeper a piece of illuminyte, and show him your disk pieces, he will give you the final piece. Go up to the top of the lighthouse and tie the rope onto the railing using the cow-knot that Ben taught you. Then tie the vulture talon onto the rope, and throw the rope across the river. The talon will boomerang back and tie itself around the railing, and you will have a nice rope bridge. Cross the bridge and follow the path to the Temple Bel Naire. Take the shield from the statue, and go into the Temple. Show the Holy Woman your sword and she will bless it for you. Now exit the Temple, and turn around once. There will be a gateway in the right side of the screen, follow that path to the dwarf camp. Talk to the Dwarven dudes, and they will give you a hardhat. Take it. Then go up to the top left part of the screen and go to the mining cart. Now this is very annoying. The path you must follow to escape the mining maze is the following, where L is Left, R is Right, and S is Straight. Make sure to only click once at each intersection, as the dumb game buffers your mouse clicks and it will screw you up occasionally. The path is L R S R L R S R L L R S. (By the way that puzzle is easy, just write down each word the dwarves say to each other that is Left, Right or Straight). Once out, you will be at the temple of the muses. From left to right, but the following items on each of the statues : 1) Staff 2) Talon 3) Thermozz Center) Nothing 4) Helmet AND Box 5) Shield 6) Tele-Orb Then place the disk pieces on the bowl in front, and hit a button (green I think I hit, I don't think it matters) watch the ensuing stupidity, and they will reassemble your disk into a whole again. The center statue is different, he is not a muse, but the "Catcher" (detailed in the Mayor's filing cabinets). Make sure to pick up all the items once you are done. Now take the vulture down to the Hero's Memorial. Take the right fork in the road, and go into the Troll Cave. Put your helmet on and all will be lit up. At the first troll, swing left, the next, swing up, the third, swing down. Then at the troll king, click on "Threatening" until he wimps out and gives you the necklace. Now go back to the green forest, and find your way to the spider. Show the spider the necklace, and he will wimp out. Then go up Flood Control Damn #3 (!), and fill up your flask from the "backside of the water". Now go to the whispering woods, and go one space in, and release the bats. Pick up the bat guano, and drop it into the flask with the clear water (from FCD#3). You now have an invisibility potion. Now off to the Cliffs of Depression. From there, turn around and go to the left. Throw the Flying Disk of Frobozz, and it will dispel the illusion. (To get 4 extra points now goto the hotel two more time and dream like before - to get the money bang the metal tree with you're swordas many times as possible.) Go forward into the castle, and shoot the bow and arrow at the gates, and the hand will open the door for you. Once in, an orc will start attacking you. Drink the invisibility potion, and then play back the recording of Alexis the hellhound barking, the orc will wimp out and run away. Now, at the Citadel Bridge, throw *EVERYTHING* that you have at the bridge, until you have NOTHING left in your inventory. The bridge will come back up. SAVE THE GAME NOW:) Go over the bridge for your final confrontation with Morpheus. A game of Survivor. Only now you play Trembyle instead of Canuk, which makes the game VERY hard. Here is the pattern to win, the number represents what order you should make the moves in. If he blocks the move, pass your turn, and he will move to another space, do NOT deviate from the course I give here, or you will have to forfeit and will have to start over again. 0 5 12 9 0=Where you start 11 8 1 4 14=Where you will end 6 3 10 13 C=Where Canuk/Morpheus will die C 14 7 2 Again, if he blocks your move, do NOT go anywhere else, just pass your turn, he MUST move, he is not allowed to pass. Once you complete this, you've won the game! Congratulations. The ending of the game is kinda bad, but the game itself is pretty good, I enjoyed it a lot. Some of the puzzles (the bra box) were ridiculous, and some of the scenes (the Mining Maze, COME ON! Infocom games are NOT coordination games) really annoyed me, but all in all it was a pretty good game. I don't know where to find the remaining 7 points, but obviously it isn't very important. Till next time, seeya! -bYtE -October 11th, 1993 Thanks go out to Ozone and wc who played the game concurrently with me on IRC. Greets go to Magyar and Patch who can now read this and stop bugging me!:) X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X Another file downloaded from: The NIRVANAnet(tm) Seven & the Temple of the Screaming Electron Taipan Enigma 510/935-5845 Burn This Flag Zardoz 408/363-9766 realitycheck Poindexter Fortran 510/527-1662 Lies Unlimited Mick Freen 801/278-2699 The New Dork Sublime Biffnix 415/864-DORK The Shrine Rif Raf 206/794-6674 Planet Mirth Simon Jester 510/786-6560 "Raw Data for Raw Nerves" X-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-X

Sunday, February 5, 2012

Tricomin Products For Hair Loss

Did you know that hair loss is a problem that both men and women have to deal with? The difference between each is related to biological reasons. Even though the causes are different, there is one great solution to help both women and men to help bring back their hair loss by helping the roots become stronger and fighting off anything that would affect the hairs condition. This product is called Tricomin. It comes in different forms such as shampoo and conditioner and sprays that have cells to help build back the hair structure and keep the hair in great condition. All this is possible with the copper nutritional complex formulation that is found in Triamino.

With what was just stated above, you might be ready to go out and purchase something from the Tricomin selection but first it might be in your best interest to know what is the back story for the Tricomin products that help with hair loss and the many selections to choose from by Tricomin that's now offered to you.

To begin with, it's a must to know that copper is what is used to help promote healthy hair and why it's used. In your hair you have levels of copper and this can be what affects you having hair loss. If there is a lack of copper in hair then that can cause hair to be unhealthy and start falling out, yet an overage of copper can also cause damage as well. Too much copper will lead to hair loss happening sooner then expected. The goal is to keep the copper levels at healthy balance to prevent any sort of hair loss at all.

Now you may be wondering how much copper is needed to keep hair healthy and how to go about keeping the levels at what's required. There have been different tests ran that came out showing 2.5 milligrams (give or take 0.7 milligrams) levels of copper is best. Below I have listed some hints to help keep your copper levels at what is required to prevent hair loss. Read on...

1) Don't consume hard water

2) Lower the amount of meat you eat

3) Read up on the amount of copper in medicines, especially in birth control pills

At this point is when it's best to use a Tricomin hair product to work along with you to stop hair loss. This product was formed by thorough testing and research linking to how amino acids and copper go hand-in-hand with hair loss. As you may notice the older people get the less hair they may have. This is caused to as you age your copper levels drop. Tricomin products are there to bring back up the levels of copper to balance them out in which stop hair loss and bring your hair back to looking healthy as can be.

Tricomin is made to give the hair follicle copper that it's missing which helps the proteins and collagen feed the hair follicle during hair growth. That's when it's recommended! If hair follicles get all their needs exactly where it's most important, then hair loss can be slowed due to more hair growth.

Tricomin Solution Follicle Therapy Spray is the best known product from the Tricomin company. The spray is specifically directed to give the copper foundation to the scalp and hair follicles. In this spray is a conditioner that is designed to stay in your hair for a longer time, even when you wash in a shower. By it being there the copper is provided to help with hair growth.

For a greater affect that most people choose, they would buy the Tricomin shampoo and use it right before applying the Tricomin spray. By using the shampoo the scalp will receive minerals and amino acids that are much needed, especially with fine hair or hair that is thinning out. What's great about Tricomin follicle spray is that it can be put on hair whether it's wet or dry!

Many users have stated that they see a change in their hair after using products by Tricomin after just a few weeks, so if you're looking to stop hair loss as soon as possible don't wait any longer. Take action now that will lead you to stopping hair loss with Triamino copper nutritional complex formulation.