Newsgroups: rec.games.int-fiction
Path: gmd.de!jvnc.net!yale.edu!news.yale.edu!yar.trincoll.edu!downes1-245.dynamic.trincoll.edu!rbryan
From: Russell L. Bryan <rbryan@Mail.trincoll.edu>
Subject: Zork solves ...
Message-ID: <1992Dec7.023500.3052@starbase.trincoll.edu>
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X-Xxdate: Sun, 6 Dec 92 02:38:44 GMT
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Organization: Starving Writers of America (sole member)
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Date: Mon, 7 Dec 1992 02:35:00 GMT
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Aargh.  The problem with walkthrough solves is that they're always filled
with the cutesy little pseudo-solves which the kind people at Infocom put
in for the feeble of mind.  We have discussed the Zork I dam and "echo"
puzzle before, but the Zork III solve has an even WORSE case of quick
fixes.  The mirror box puzzle is supposed to be a fairly complicated but
nice solution to getting past the guardians -- by manuevering the box
between the guardians so that they see a reflection which they assume is
just their mate, you can easily open the northern door and head out to
the DM.  But NO, this solve uses the STUPID "Hello, sailor" solution.

For those of you who don't know, "Hello, sailor" was a joke from the
start -- check out Zork I, where it says that those who say "Hello,
sailor" will be doomed as idiots!

That's my say.

-- Russ
