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Thread: Black Ops Zork Walkthrough

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    Black Ops Zork Walkthrough

    I am sure many people have absolutely no idea how to play Zork in Black Ops so i am providing a guide here that i took from another site.

    How to get Zork on Black Ops


    To enable cheat mode, go to the main screen on Black Ops,

    (PS3) Repeatedly press L2 + R2

    (Xbox) Repeatedly Press LT + RT

    After doing this, the dude will get out the chair he's tied to.
    Once out of the chair you can walk around the room freely.
    Walk around the room until you can find the Computer.

    Type in Zork into the computer. Then you will receive an achievement and can start out your mission

    Commands


    In the Zork games, the player is not limited to verb-noun commands, such as "take lamp", "open mailbox", and so forth. Instead, the parser supports more sophisticated sentences such as "put the lamp and sword in the case", "look under the rug", and "drop all except lantern". The game understands many common verbs, including "take", "drop", "examine", "attack", "climb", "open", "close", "count", and many more. The games also support commands to the game (rather than in the game) such as "save" and "restore", "script" and "unscript" (which begin and end a text transcript of the game text), "restart", and "quit".


    In all of the Zork text adventures, the following commands apply:

    n, s, e, w: Short for "go north", "go south", etc.

    nw, ne, sw, se: Short for "go northwest", "go southwest", etc.

    u and d: Short for "go up" and "go down"

    i: Reveals a player's inventory

    verbose: Gives full descriptions after each command (rather than omitting details already given to the player)

    score: Displays the player's current score, number of moves, and ranking

    If you roam around freely you will not be able to progress with the game into Zork II which is a new adventure.

    Warning: I have finished this myself and you do NOT get any achievements from finishing it but it really is quite fun

    Above Ground

    Open the mailbox. Get the leaflet and read it, then drop it. Go north twice and climb the tree. Get the egg from the nest and go back down. Go south and east. Open the window and enter the house by going west. Open the sack and you will see it contains a lunch and some garlic. You can hold on to the lunch it as the alternate solution to a later problem (see "The Cellar Area and Maze", below), or eat it (but save the garlic) and drink the water in the bottle, if you like. The brown sack can also be used as a container. Go west. Get the sword and lantern. Move the rug and open the trap door. Turn on the lamp. Go down into the Great Underground Empire.


    Regarding the Thief

    At any point underground, the Thief may come by and steal valuables from you. If this happens, don't worry; you'll get the treasure back at the end of the game. The Thief is hard to defeat in a fight. If he is already in a room when you enter, it is usually a good idea to leave immediately; giving him a treasure will also distract him from attacking you for one turn. The nasty knife from the Attic is a slightly better weapon against the Thief than the sword is. You also become a better match as you gain points, so save purposely attacking him for the very end of the game.


    The Cellar Area and Maze

    Go north. You may wish to save your game as the battle with the troll stands a good chance of killing you. Kill the troll with the sword. Go west and enter the Maze. Go west, west, and up. Get the bag of coins and the skeleton key. Go southwest, east, south, and southeast. Either say "Odysseus" to the Cyclops to scare him away, or give him the lunch and water (open the bottle first). Drop the egg if you haven't already given it to the Thief or had it taken from you.

    f you said "Odysseus", you may have noticed a new exit from this room opened up; go east twice and you're back in the Living Room. If you gave the Cyclops the lunch and water, you'll need to exit the Maze another way and make your way back to the house: northwest, south, west, up, west, southwest, northeast; open the grating with the skeleton key and go up; then go east, south, and west three times.

    Now that you have found another exit from the Great Underground Empire, the trap door in the Living Room will not close behind you. Open the trophy case and put the coins in it (if you have them). You can drop the key here. Open the trap door again and go down. Go south, then east. Get the painting, then go west, north, and up and put it in the trophy case.

    For Your Amusement:
    Go down the chimney from the Kitchen.
    Say hello to, listen to, and take the troll and Cyclops.
    Damage the painting (for example, by cutting or burning it).



    The Dam and Reservoir

    Go down the trap door. Go north, then east three times to the Loud Room. Type echo. Get the platinum bar. Go west, west, west, south, and up and put it in the trophy case. (This is the easier solution to this puzzle, requiring the fewest moves, but you can also get the bar by emptying the Reservoir, closing the dam gates, and coming back here to get it while the Reservoir fills up again. See the next moves if that solution interests you.) Return to the Loud Room by going down, north, and east 3 times, then go up, east, and north. Get the matchbook. Go north or east. Get the wrench and screwdriver. Push the yellow button. Go south twice back to the dam and turn the bolt with the wrench. Drop the wrench. Go west and wait until the reservoir empties (look for the description "The water level is now quite low here"). Go north. Drop the bottle if you still have it (for weight-capacity reasons), and get the trunk of jewels. Take it back to the trophy case (south, southwest, southwest, west, south, up). Return to the Reservoir (down, north, east, north, northeast, and north). Go north again and get the air pump. Go north again and get the crystal trident. Go up, north, north, west, and then down to the Cellar. Go up and put the trident in the case.

    For Your Amusement:
    Read the matchbook.



    The Temple Area

    Go east to the Kitchen, then up to the Attic and get the rope. Go back down, west, and down into the Cellar. Go north, east, east, southeast, and east. Tie the rope to the railing and go down. Get the torch and turn off your lamp. Go south and drop everything but the torch. You may wish to save a game here as the torch is not just a light source, but a treasure, and there's a chance that the Thief will come by and steal it from you, leaving you in the dark and likely to be eaten by a grue. It's easier to restore to this point than to deal with making your way back to where you were when you died. (You may also wish to save every dozen or twenty moves until you pick up the lamp again.) Go east and get the coffin. Open it and take the sceptre. Go west, then south. Ignore the candles and book for now and pray at the altar. You will be teleported to the forest. Go east, south, east, enter the house, and go west. Put the coffin and sceptre in the trophy case.

    Return to the Temple (down, north, east, east, southeast, east, down, south), where you dropped everything, and get the matchbook and bell. Open the matchbook. Go south and get the candles and black book. Put out the candles. Go down, then down again. Make sure you're carrying nothing but the book, candles, bell, matchbook, and torch. Ring the bell. You will drop it, and the candles. Get the candles, light a match, light the candles, then read the book. Go south and get the skull. Drop the book, matches and candles. Go north, up, north three times, west, west, south, and up. Put the skull in the trophy case. Get the sceptre again while you are here. Return to the Temple (down, north, east, east, southeast, east, down, south) and collect all your belongings. (You should have the air pump, screwdriver, lamp, sword, sack with garlic, sceptre, and torch.)

    For Your Amusement:
    Light the candles with the torch.
    Burn the black book.
    Try something naughty with the bodies in Hades.



    Old Man River

    From the Temple, go south, down, north, north, north, east, up, east, east. At Dam Base, inflate the pile of plastic with the air pump. Drop the pump. Read the label, then drop it. Put the sword, screwdriver and sceptre in the boat before you get in; they are sharp and will puncture it if you board while carrying them. (You can also put the screwdriver and scepter in the sack.) Get in the boat and launch. Wait ten turns while the river carries you downstream. When you see the buoy, get it and go east to land. Get out of the boat. Open the buoy, take the emerald, and drop the buoy. Get the shovel. Go northeast and dig in the sand with the shovel until you find the scarab. Drop the shovel and take the scarab. Go southwest, pick up all your items except the buoy and boat, and then go south twice. Wave the sceptre. Go west twice across the rainbow. You're carrying too much to get the pot of gold at the moment, so go southwest, up, up, northwest, west, and enter the house. Go west and put the scarab, emerald, and scepter in the trophy case. Then go back for the pot of gold by going east, east, east, down, down, north, then return (southwest, up, up, northwest, west, west, west) and put it in the case too. (If the pot of gold is gone, then the Thief has stolen it. We'll get it back at the end of the game.)

    For Your Amusement:
    Wave the sceptre while standing on the rainbow.


    The Coal Mine

    If you are carrying the garlic in the sack, take it out and carry it normally. From the Living Room, go down, north, east twice to the Round Room and go south twice. Touch the mirror and you will be transported to the north Mirror Room. Go north, west, north, west, and north. Get the jade figurine. Go east. Put the torch and screwdriver in the basket. Turn on your lamp. Go north, then down. Get the bracelet. Go east, northeast, southeast, southwest, and down twice. Go south and get the coal. Go north, back up the ladder and stairs and then go north, east, south, and north through the mine, then up and south to the Shaft Room. Put the coal in the basket as well, then lower it. Retrace your steps to the bottom of the ladder (north, down, east, northeast, southeast, southwest, down, down), go west, drop everything, and then west again.

    In the Drafty Room, get the items from the basket and go south. Open the machine, put the coal inside, and close it again. Turn the switch with the screwdriver. Open the machine and get the diamond. Drop the screwdriver. Go north and put the torch and diamond in the basket. Go east, pick up your items, and go back through the coal mine to the Shaft Room (east, up, up, north, east, south, north, up, south). Raise the basket. Drop the sword and take the diamond and torch. Go west, south, east, and south, then down to the Cellar, up, and put the torch, diamond, bracelet, and figurine in the trophy case.


    The Treasure Room and the Barrow

    Drop the garlic (or eat it, if you are silly that way). Go east and up to the Attic and pick up the nasty-looking knife. Return down and west. If you used the "Odysseus" solution to the Cyclops puzzle, go west twice from the Living Room to the Cyclops Room. If not, go down to the Cellar, north and west into the Maze, then west, west, up, southwest, east, south, southeast. Once in the Cyclops Room, save the game (because the Thief definitely still can kill you) and go up. Attack the Thief with the nasty knife. (If by chance he is not there, leave and return until he appears.) When you have killed him, take the chalice, the canart, and the egg (and any treasures the Thief stole from you). Go down to the Cyclops Room and then east twice to the Living Room (or return through the Maze: northwest, south, down, south, north, east, south, up). Put the chalice and egg (and any other treasures you may have recovered) in the case. Leave the house by going east twice, and go north twice into the forest. Wind the canary. Get the brass bauble. Return south and east to the house, go west twice, and put the canary and bauble in the case. Look at the trophy case, and you will find a map has appeared. Take it and look at it. Go east twice, then go south and west to West of House. Go southwest down the "secret path" which has appeared, and enter the Barrow to the west. Congratulations, you're now in Zork II!

    For Your Amusement:
    Say hello to, listen to, and take the Thief.

    For Your Amusement at various times:
    Swear at Zork.
    Cut something with the knife or sword.
    Light something on fire (such as the pile of leaves), then pour water on it from the bottle.
    Get killed after praying at the altar, then wait or score while a spirit.
    Walk around the house or in the forest.
    Try these commands: Zork; xyzzy or plugh; chomp; win; lose; mumble or sigh; repent; yell or scream; bite myself; take myself; find, count, listen to, what is, and smell various things (house, hands, teeth, myself, candles, leaves, matches…).


    Credits to http://www.eristic.net/games/infocom/zork1.html

    Everyone please visit this link to browse through the site's quality black ops content more easily
    http://buypoe.com/black-ops/8672-bla...-glitches.html

    Note : Zork II cannot be played in Black ops because only Zork I was added as an easter egg into Black Ops


    Guess what, its not over yet with the new Zork II walkthrough !

    Regarding the Wizard

    The Wizard of Frobozz can appear at any point and may cast various spells on you when he does. Most of them are harmless or at most inconvenient and the best course of action is simply to do nothing and wait until the effect has worn off. Cast at the wrong time, though, their effects can occasionally cause you to die or get into an unsolvable state with regards to the puzzles. You'll take care of the Wizard eventually, but until that point, I recommend you save your game every so often, just in case. (Thankfully, there's no wandering antagonist in this game like the Thief in Zork I.)


    The Garden Area

    Take the lamp and sword. Go south, south, south, southwest, south (don't worry about the 1 turn in the dark here; you'll immediately exit next move) and southeast. If you see a "large, white animal", look at it; we'll be back for that key later. Enter the gazebo and get the teapot, then leave the gazebo. Go back north and then northeast and fill up the teapot with water. Turn on the lamp, and go south, southwest, and southwest to the Carousel Room. This room is spinning, which is why you feel disoriented, and it means that you will only succeed in going the direction you type about 30% of the time. Try going southeast. If you end up in the Riddle Room, great. If not, return to the Carousel Room and try again. (southeast from Cool Room, south from Marble Hall, southwest from Path Near Stream, northeast from Cobwebby Corridor, west from Topiary, north from Menhir Room)

    For Your Amusement:
    Hang around in the Topiary for a while.


    The Well or "Alice" Area

    When you make your way to the Riddle Room, answer the riddle by typing answer "well". Go east through the revealed passageway to the Pearl Room. Skip the necklace for now and continue east to the Circular Room. You are actually at the bottom of a well here. Get in the bucket, and then pour water into it from the teapot. After the bucket rises to the top of the well, get out of it by saying stand and go east to the Tea Room. You can try reading the cakes, but the writing's too small to read on all but the green one: EAT ME. Take all the cakes, and eat the green cake. Go east through what was once a small hole to the Pool Room. Read the red, orange and blue cakes through the flask - EVAPORATE, EXPLODE and ENLARGE, huh? Drop the orange "explode" cake and throw the red "evaporate" cake in the pool. Take the candies. Go west back to the Posts Room (table legs, natch) and eat the blue "enlarge" cake.

    For Your Amusement:
    Eat the orange "explode" or red "evaporate" cakes.
    Drink the contents of the flask.



    The Robot and Room Spinner

    Go northwest to the Low Room and read the paper, which is instructions for the robot, then drop it. You have to be in the same room as the robot to give it commands, so to bring it with you, you have to send it on ahead, and then follow it. Go east, then south, bringing the robot along. Try to take the sphere. Tell the robot to lift the cage. Get the sphere and look into it. Send the robot north, then follow it to the Machine Room. The buttons here control the room spinner. The square button increases the spin to high, the round button decreases the spin to low, and the triangular button switches the field between the Low Room and the Carousel Room. Have the robot push the round button, then the triangular one. Go west, then southeast. If you wind up back in the Machine Room, just try again, as with the Carousel Room. If you are in the Tea Room, return west to Top of Well and get back in the bucket. Fill the teapot with water (from the bucket) and you will descend to the bottom again. Get out of the bucket and drop the teapot. Go west and get the pearl necklace. Go west and northwest back to the Carousel Room.


    The Dreary Room and the Dragon's Lair

    Open the steel box that has appeared and get the violin. Go southwest, get the string, and then go southwest once more. Give the candies to the lizard guardian to put it to sleep. Drop the necklace, violin and red sphere here, since this is near where we'll need them in the future. Go north, northeast, east, north, north, in, and get everything else from the gazebo. Leave the gazebo and go south, west, southwest, and north. Get the "brick" (it's plastic explosive, actually). Go north, north, and up. Put the place-mat under the door, open the keyhole lid, then put the letter opener in the keyhole. Remove the letter opener and drop it. Get the place-mat, and then get the key. Unlock the door with it, open the door, drop the key, and go north into the Dreary Room. Take the blue sphere and look into it. Go south, down, then west and north to the Dragon Room. Oo, big dragon. Attack him with your sword (if the Wizard has filched your sword, the brick will also work), then leave by going south. The dragon will follow. Attack him again to keep him interested, then go south again, then repeat to go west to the Ice Room. After the fracas, you will be able to exit west to the volcano region, but we're not going there just yet.


    The Princess and the Wizard's Rooms

    Return east, north, north, and north again. Kiss the princess, and she will awake. Wait for her to leave, and follow her back to the Garden and into the Gazebo. Wait. Soon, the unicorn will appear, and you'll have the golden key from its neck, and a perfect rose. You can drop the rose. Leave the gazebo and go south, south, west, southwest, and southwest to the Guarded Room. Unlock the door with the golden key. Drop it here with your pearls and violin. Get the red sphere. Open the door and go south, then west into the Workroom. Put the red sphere on the ruby stand and the blue sphere on the sapphire stand. Go west and throw your sword (if your sword has been filched, the steel box from the Carousel Room will also work) at the aquarium to break the glass. Get the clear sphere (you can skip the sword). Return east and put the clear sphere on the diamond stand. Pick up the black sphere. (The next time you run into the Wizard, notice what he does!)

    For Your Amusement:
    Attack the Princess.
    Take the serpent.



    The Volcano

    Go east, north, north, and north again, then down to the Ice Room and west into the Lava Room. Pick up the moby ruby and continue south to the bottom of the volcano. The odd contraption here is a hot air balloon! Get in the basket, open the receptacle, and then put the newspaper in it. Light a match and burn the newspaper. Read the label that drops from the balloon as it inflates, then drop the label. The balloon will begin to rise. Wait one turn until you come to Volcano Near Small Ledge, and land. Tie the wire to the hook, and then get out of the balloon with stand. Get the zorkmid, and then go south to the Library. Open the purple book and get the stamp. Return north to the balloon and get back in. Untie the wire from the hook. Wait three turns until you are at Volcano Near Wide Ledge, and land and moor the balloon again. Stand and go south. Put the brick in the hole, insert the string in the brick, and then light a match and burn the string. Immediately return north. After the explosion, go back south and get the crown. Read the card… uh oh. Hurry back into the balloon and untie the wire. Close the receptacle to smother the fire, and the balloon will gradually deflate and let you descend back to Volcano Bottom. Drop the card and matches. Get out of the basket, and go north, east, east, southeast, southwest, and southwest. Drop your treasures (crown, stamp, zorkmid, and ruby) and head all the way back to the Dragon Room: north, northeast, north thrice, west, and north. Go north into the Lair and open the chest. Take the statuette, and then go south and west twice into the Bank Entrance.

    For Your Amusement:
    Go all the way up and out the top of the volcano in the balloon, or leave it moored to the Wide Ledge and wait for the ledge to collapse.



    The Bank

    Go northwest or northeast into the Teller's Room, then west or east into the Safety Depository. Read the paper on the ground, and then drop it. Read the cube. Go south and take the portrait. Go north and then walk through north wall: it is actually made out of light. You will be transported to the Small Room. Leave it by walking through the south wall, then walk through the north wall again. This time, you are transported to the Vault. Get the bills, and then walk through the north wall once more. Drop the bills and the portrait, exit the room to the east or west, and then return east or west into the Depository. Pick up the bills and portrait and walk through the curtain of light again. You will be transported to the East or West Viewing Room, from which you can go south to the Bank Entrance.


    Summoning the Demon

    Go east, east, south, south, and southeast to the Carousel Room. Take a quick detour west and pick up the grue repellent. Go east, southwest, and southwest to the Guarded Room. Pick up what you can and start transporting everything to the Pentagram Room, south, west, and south of here. This will take a couple trips. When finished, put the black sphere in the pentagram to summon the demon. Pick up the treasures and give them to him. (Any treasures the Wizard has filched from you are not required to satisfy him.) After he finally agrees to do you a service, say demon, give me the wand, then get the wand. (Other possibilities are demon, kill the wizard, which the demon seems to find quite cathartic, or demon, move the menhir. This last, however, does not dispose of the wizard's power, something you probably desire to do by this point.)

    For Your Amusement: Play around with the wand. To cast a spell, point or wave the wand at something and say "[spell]". Unfortunately for the cause of said amusement, you cannot point the wand at yourself, and not everything is an appropriate target. I have therefore not been able to figure out exactly what all the spells do. The possible spells are fall (makes subject trip and fall when they move), float (makes an object float), freeze (makes subject unable to move), fence, fierce (enrages subject), ferment (makes subject drunk), fear (makes subject afraid), feeble (makes subject weak and unable to carry much or fight), fumble (makes subject drop items), filch (steals a possession from subject; to filch back your sword in the Trophy Room, you need to refer to it as "elvish sword" to distinguish it from the others), fantasize (makes subject see things which aren't there), fireproof, fry, fudge ("a strong odour of chocolate permeates the room"), fluoresce (makes an object glow with light - I speculate this is the spell seen in the Enchanter games as frotz), free, frobizz, frobozzle, and frobnoid.


    The Oddly Angled Rooms and the Crypt

    Return to the Carousel Room (north, east, north, north, northeast) and go south to the Menhir Room. Point the wand at the menhir and say "float". Go southwest into the Kennel. Get the collar and return northeast. Go south, then down into the Oddly-angled Rooms maze. This is actually a baseball diamond (…"oddly-angled" Implementor brains, if you ask me!) and the solution is to walk in the sequence of directions a standard baseball diamond would have (pitcher faces west, hence a left-handed pitcher being a "southpaw"), starting from the pitcher's mound. From the room with the stairway, alternate east and west until the diamond in the floor turns dark. Then go west, southeast, northeast, northwest, and southwest. You will hear "a strange rusty squeal echoing in the distance". Find your way back to the room with the stairway and go down. Put the collar on Cerberus. Go east, then open the door into the Crypt and go south. Apply the grue repellent to yourself and turn off your lamp. Open the secret door you can now see, and - congratulations, moby adventurer - go south to Zork III.

    For Your Amusement:
    Pet or kill Cerberus after collaring him.
    Remove Cerberus' collar.
    Die after freeing the demon (kill me with sword, if nothing else).

    For Your Amusement at various times:
    Diagnose whenever the Wizard has just cast a spell on you (especially ferment, freeze, float, or feeble).



    Please register and ask your questions through the comments <3 I would love you for that ;D

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    Retired Pwnage's Avatar
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    I still don't get it.. what do you do? xD
    How do you do such tasks? Just.. type it in?


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    VIP Status Kronos's Avatar
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    Quote Originally Posted by Pwnage View Post
    I still don't get it.. what do you do? xD
    How do you do such tasks? Just.. type it in?
    yea like open mailbox,go north,go west,go south,drop letter,open letter etcetcetc.

    [11:40:19 AM] Snipes12: I stopped pleasuring dave, i figured if I didnt have admin by now it was pointless.
    [1:21:13 AM] Snipes12.: Just delete your forum account
    [1:21:18 AM] Snipes12: You dont deserve to be a member.
    [1:21:24 AM] Soborocks: ^ agreed

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    Retired thazestyburrito's Avatar
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    like pwnage said this is insanely confusing are you sure they did not have another guide with it? I mean I somewhat understand how it works but there are still so many confusing bits in there. And if there was not an accompanying guide can you yourself elaborate on it? because a random internet surfer is not going to understand how to get to the zork game there is also no description of any sort of goal, are you trying to kill a monster? are you trying to find a magical amulet? is there no goal at all? I noticed you got into zork II or w/e was that just the main goal? what is in zork II? why do we need to follow these directions? why cant we just roam freely around?
    all things that I think should be answered more descriptively otherwise this is just a wall of text to people


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    VIP Status Kronos's Avatar
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    Quote Originally Posted by thazestyburrito View Post
    like pwnage said this is insanely confusing are you sure they did not have another guide with it? I mean I somewhat understand how it works but there are still so many confusing bits in there. And if there was not an accompanying guide can you yourself elaborate on it? because a random internet surfer is not going to understand how to get to the zork game there is also no description of any sort of goal, are you trying to kill a monster? are you trying to find a magical amulet? is there no goal at all? I noticed you got into zork II or w/e was that just the main goal? what is in zork II? why do we need to follow these directions? why cant we just roam freely around?
    all things that I think should be answered more descriptively otherwise this is just a wall of text to people
    I will edit it in the morning. Im too sleepy >_<"

    [11:40:19 AM] Snipes12: I stopped pleasuring dave, i figured if I didnt have admin by now it was pointless.
    [1:21:13 AM] Snipes12.: Just delete your forum account
    [1:21:18 AM] Snipes12: You dont deserve to be a member.
    [1:21:24 AM] Soborocks: ^ agreed

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    VIP Status Kronos's Avatar
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    I have added how to get zork on the game and also the commands

    [11:40:19 AM] Snipes12: I stopped pleasuring dave, i figured if I didnt have admin by now it was pointless.
    [1:21:13 AM] Snipes12.: Just delete your forum account
    [1:21:18 AM] Snipes12: You dont deserve to be a member.
    [1:21:24 AM] Soborocks: ^ agreed

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    Retired Sobo's Avatar
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    Quote Originally Posted by Zekets View Post
    lol nice copypasta
    lol nice 5 posts! Honestly, he gave credit to the site, and it is bringing in more traffic to our site, what is wrong with that?


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    VIP Status Kronos's Avatar
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    Oh Yes 1,000 views ! ;D

    [11:40:19 AM] Snipes12: I stopped pleasuring dave, i figured if I didnt have admin by now it was pointless.
    [1:21:13 AM] Snipes12.: Just delete your forum account
    [1:21:18 AM] Snipes12: You dont deserve to be a member.
    [1:21:24 AM] Soborocks: ^ agreed

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    Quote Originally Posted by natasha9211 View Post
    mate i don't understand it can u make it more simple please
    :3 Well zork is not very simple in itself,this is as simple as it can get though,if you need help add my skype/msn and let's see what i can help you with

    [11:40:19 AM] Snipes12: I stopped pleasuring dave, i figured if I didnt have admin by now it was pointless.
    [1:21:13 AM] Snipes12.: Just delete your forum account
    [1:21:18 AM] Snipes12: You dont deserve to be a member.
    [1:21:24 AM] Soborocks: ^ agreed

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    VIP Status Kronos's Avatar
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    Bump. I added the Zork II walkthrough

    [11:40:19 AM] Snipes12: I stopped pleasuring dave, i figured if I didnt have admin by now it was pointless.
    [1:21:13 AM] Snipes12.: Just delete your forum account
    [1:21:18 AM] Snipes12: You dont deserve to be a member.
    [1:21:24 AM] Soborocks: ^ agreed

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