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Zork III (Apple II)
Retro Achievements Missables Guide
🔶 Zork III (Apple II)
This guide covers missable and optional achievements for Zork III on Retroachievements. For progression achievements, you can refer to Zork III Invisiclues. For all other achievements, read on!
Since Zork III is a puzzle game, this guide uses a system similar to Invisiclues where you can get hints rather than an outright solution for any given achivement. Click on the question you have for the achievement, and it should display the next hint. If you're still stuck you can keep clicking to expand the next hints until you'll eventually see the solution, which will appear in bold.
Set and guide created by stoneskipper42
Badges created by DrPac
Information in this guide courtesy of:
Zork III Source Code Collection
Zork Wiki
This guide mirrors the one available on the achievement set developer's Github
Live Die Repeat [1]
Restore a saved game immediately after dying. Don't forget to save early and often!
How do I save?
First thing it says to do is insert a save diskette, so insert a formatted save disk in drive 1 or 2.
I don't have one. How do I make one?
AppleWin's documentation says you can create a new disk image that acts as a blank, unformatted by telling AppleWin to use an image file which doesn't already exist. But you'd need to format it before it can be used.
How do I format the disk?
AppleWin's documentation says you can use the DOS 3.3 disk image to write and initialize a program to format the disk. Assuming you have DOS 3.3.
I wonder if there's any other formatted Apple II disks you could use?
Make a copy of your Zork III disk and rename it.Oops, I saved over my Zork III disk and now it won't boot. How do I fix it?
AppleWin doesn't actually overwrite your dsk images, it creates its files for "modified" disks and adds them to a SAVE directory wherever you have AppleWin installed. As long as you have a Zork III disk with the same name and AppleWin has a "modified" disk with the same name, it'll load your corrupted disk.
Oooh, that's so interesting ... but really, how do I fix it?
Rename your Zork III disk or delete the modified Zork III image in AppleWin's SAVE directory.Okay, I have a save diskette but every time I try to save it says "Failed". What am I doing wrong?
Seems like a good time to check the Zork III user manual.
Errr, the manual says to follow the instructions for saving and restoring on the Reference Card. Where's the reference card?
Finding a readable copy of the INTERLOGIC Reference Card sure seems difficult, doesn't it?
You can use any position (0-7), but you HAVE to use slot 6. Make sure you've loaded a formatted save disk into drive 2.Hey, what's the deal? I died and restored, but the acheivement didn't pop!
Make sure you restored immediately after dying, without making any other moves. Trying to go directions you can't, looking around, or checking your inventory still count as moves.
Okay, I entered "RESTORE" immediately after dying and before any other commands, but it still didn't pop!
Make sure the game you're reloading was BEFORE when you died. If you died on turn 3 and restored to turn 53, sort of seems against the spirit of the achievement, doesn't it?
I did that too! It's still not working!
Use F11 to create save states of your game right before you restore and right after, then open a ticket and I'll take a look.I died but the game isn't letting me enter any more commands, how do I restore?
The dungeon master will only return you to the Endless Stair a limited number of times before he gives up on you.
If you've already been brought back three times, you'll need to restart to reset your number of continues.
I haven't been revived three times, but it still says "END OF SESSION"!
The dungeon master is powerful, but not omnipotent; he can't bring you back if you've strayed too far from his domain.
You can't be revived if you die in the future or past.
Nothing Happens Here [5]
Get the attention of a lone mariner
Where do I find the lone mariner?
Where do mariners usually hang out?
Merriam webster defines "mariner" as: a person who navigates or assists in navigating a ship
There's only one place on the map that's big enough for a ship
If you think you're in the right place and didn't find anything, try waiting
If you tried waiting and STILL didn't find anything, try restarting; he only shows up for one turn, then never returns
Wait at Flathead OceanHow do I get the mariner's attention?
Whatever you're going to do, do it fast because he isn't sticking around.
The hint for this is actually contained within the game manual for Zork III
Technically, it's contained within the game manuals for Zork I and Zork II as well, depending on the edition.
It's also included in Commandment #12592 from the Altar book in Zork I
Usually, saying this results in the response "Nothing happens here", although saying it at Flathead Ocean results in "Nothing happens yet" or "Nothing happens anymore".
Say "Hello sailor"
Extreme Valor [5]
Stare into the face of danger while passing the Guardians
What do I need to do?
Typically you get past the guardians by solving the mirror box puzzle, which means you never see the guardians and they never see you.
If you try to cross the hallway without solving the mirror box puzzle, the guardians will kill you on sight.
Cross the hallway without solving the mirror box puzzle, and without the guardians seeing you, but you can still see them.Okay, but how do I actually do that?
One way mirrors would work.
How do I make a one way mirror?
You can't, but if you could it would work. Probably.
How else can you move without being seen?
Unfortunately the hallway is well lit, so there's no way to sneak past under the cover of darkness. And you don't have dark vision.
Say, have you found anything else invisible?
Did you alread find the vial?
Drink the invisible liquid after opening the vial.
And move quickly, it only lasts for one turn.
Contempt of Swiftness [5]
Recover the strange key after jumping off the aqueduct
Okay, I jumped off the aqueduct. Where's the key?
Where do items usually go after you die?
Most items are scattered among random accessible locations upon death, with a few exceptions.
Like the lamp, which is always returned to the Endless Stair (even if it's broken).
Or the key, which is always returned to the Key Room if it was between the Dark Place and the High Arch when you died, or if it was held by you when you died in one of those places.
If only there was someplace you could put the key so it wasn't TECHNICALLY in one of those places OR on your person.
Like, say, a container of some kind.
Bring the opened chest with you when you go to the key room, then put the key in the chest before you jump.
Okay, I did all that, but now I'm at the endless stair and I still don't have the key. Where is it?
In the chest.
Where's the chest?
In a random accessible location, start looking =)
Personalized Accommodations [1]
Receive custom-built lodgings from Lord Dimwit Flathead
Okay, how do I do that?
They do call him Lord Dimwit Flathead the Excessive. Any time he's involved, you'll probably get way more than you need.
Unfortunately Dimwit isn't known for his charity, so he's unlikely to give anything away for free.
Usually if you're arrested you'd go to jail. But what if Dimwit got involved?
Try to get arrested when Dimwit is present.
Are there any special events when you know Dimwit will be there?
Travel to the dedication ceremony in 777 from the Museum Entrance or the Jewel Room.
OZMOO SELF [1]
Enter the sacrificial altar without an exit plan
Where is the sacrificial altar?
Enchanter
What's Enchanter?
It was originally planned to be a sequel to Zork III but spun off its own trilogy; Enchanter, Sorcerer, and Spellbreaker.
Okay, but I'm playing Zork. How do I get to a room in another game?
Same way you picked up an important item from Zork II
Wait until the indicator at the Scenic Vista reads "IV", then touch the table.
Let's be honest, you already got this one by accident, didn't you?
Must Be a Lot of Open Windows Somewhere [5]
Find out who keeps closing doors in the museum
Okay, how do I do that?
Well, closing doors is actually a secondary job of the door closer.
Their primary job is keeping the museum neat and tidy, and making sure all the exhibits are in the right place.
Sure would be a pity if someone moved something and didn't put it back.
What's the biggest, most noticeable thing in the museum can you move?
How far can you move it without breaking it?
Move the gold machine into the Jewel Room and wait.
No, like really wait.
This event only happens in the Jewel Room if the time machine is there, and only has a 4% chance of occurring on any given turn.
A Hell of a Mystery No One Thought Was a Mystery [3]
Discover how one of the treasures of Zork II ended up in a volcano
Okay, how do I do that?
Amusingly, it seems like you had something to do with the treasure being relocated. And since you presumably picked up said treasure in Zork II, it has some interesting implications about causality within the Zork universe.
The treasure will be moved into the volcano for improved security.
Or rather, the treasure will have already been moved into the volcano for improved security.
Anything you could do to cause important people to be worried about security in the past?
Step 1: Go into the past and steal the crown jewels (one of them anyway).
Step 2: Return to the present and check on the rest of the crown jewels.
Step 3: I wonder where you could get more information about what happened to the jewels? Good thing you're in a museum, they like talking about the past.
After stealing the ring and returning to 948, go to the Jewel Room and read the bronze plaque
#3 Just Has a Nice Ring To It [5]
Overhear an omnipotent local tyrant discussing the creation of a very impressive structure
Who's the omnipotent local tyrant?
Well, who's the most powerful guy around?
I'd hardly consider the dungeon master to be a tyrant, who else?
He's actually not that around anymore.
But he is important enough to be mentioned on bronze plaques and rendered in royal seals.
You're looking for Lord Dimwit Flathead.Where can I listen to the omnipotent local tyrant?
Said local tyrant was born in 723 GUE, so unless he made it to the ripe old age of 225, 948 is a bad place to start looking.
He actually died in 789 GUE.
If you travel to any year the museum was open, you'll be surrounded by really stupid guards with really deadly weapons, and that won't end well for you.
The museum didn't close until 883 GUE, so you're unlikely to find him anytime after that unless he was entombed in the museum. (He wasn't.)
Travel to 776 from the Machine Room or the Jewel Room.How can I listen to the omnipotent local tyrant?
If you're in the right place you'll hear voices which sound like they belong to military or police personnel.
If you wait for a while, they'll leave.
If you try to open the door before they leave, you'll see there are armed and you should probably stay put. Trying to open the door is risky, as there's a 3% chance a guard will notice, enter the room, and vaporize you.
Wonder why there's so many guards when the museum isn't opened yet?
If you've already stolen the ring or visited the dedication ceremony, you'll know that said tyrant is very concerned about security.
He's visiting the museum for inspection before it opens, but won't always be in earshot.
And if the guards have left, he's gone too.
As long as you're in the right place and the guards are still there, just wait. If the guards are present there's only a 6% chance of overhearing him on any given turn, but the guards leave after 3-15 turns so you may have to eavesdrop more than once.- NES/Famicom
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