A Module by Chaos_Theocrat and others
A Neverwinter Nights adaptation by Chaos_Theocrat, based on the module Zork I that was created by Eblis O'Shaughnessy. Zork I, was originally an Infocom text adventure, as written by Marc Blank and David Lebling.
Requirements: Nwn 1.69, and all the expansions (SoU, HoTU, CEPv2.2c3) Also requires: the Zork I Hak Pak, which comes with the module itself. Put the module file in the modules directory, and the hak file in the hak directory. Then you'll be ready to set off on your Zork adventure.
Prepare yourself, brave adventurer, for you are about to set off upon a quest to find the treasures that lie scattered about the GUE (Great Underground Empire) and perhaps even return alive to tell the tale! But beware... for savage grues lurk in the dark and a solitary thief stalks the halls, seeking to steal the treasures for himself. Fiendish mazes, diabolical traps, and crafty puzzles... it's all there in the fullest, most accurate translation of the classic game ever to hit Nwn! Zork I, the Ultimate Edition. No fans of Nwn, and Zork, should be without one!
New in this edition is a total graphic overhaul of every single area, with vastly improved visual effects as well (especially the rainbow). The Journal Entries have been fixed correctly, too, as was requested. (There are only nineteen treasures that you have to actually *find* in the game. The Twentieth is the Ancient Map that appears in the case.)
And, last but not least, are all new diabolical traps and terrors that appear in the world of Zork for the first time in this all-new version! These added perils are all covered in the new walkthrough for the game.
Bonus Material: Included with the game is a scan of the original box cover, and a poster map showing a cartoon-style rendition of the areas.
Gameplay note: Occasionally, you will need to type commands in the text bar. In this game, there are only two times when this is necessary and so I can safely list the two commands related to them here without the spoiling of anything by it... Odysseus and Echo are the commands. Those who have played Zork before, will know when to type these words, while newcomers to the GUE, must figure it out for themselves. If you do get stuck, my walkthrough for the game will get you through. Just remember that the world of Zork is in 3D this time, so pay attention to your 3D compass frequently as you explore the caverns and dungeons of the GUE! Regarding the boat - you can inflate it anywhere along the very edges of the Frigid River, but not too far from the edges or it won't work. See the walkthrough for more information about the inflatable boat.
Credits: Full credit for all scripts and area designs goes to eblis... who created the original Zork I module back in the day; credit for the tilesets goes to Adam Miller; credit for the world of Zork goes to the folks at Infocom... who gave all of us fans so many years of adventure. Lastly: full credit for those realistic cave ruins... goes to Hellfire, while credit for all the new trees in standard rural goes to Helvene.
Attachment | Size |
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Zork I - GUE Ultimate Module (920) | 4.01 MB |
Zork I - GUE Ultimate Walkthrough (Updated!) (312) | 8.9 KB |
Today, I finally got the chance to release the updated version of the walkthrough for this game (better late than never I always say!). Here are some details about what it is that this new and improved walkthrough now contains...
*** Spoiler Alert --- Spoilers to follow! ***
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1. More detailed strategies on how to get to the utility closet and avoid the lethal electric trap in the Round Room.
2. Explanation about getting the darts needed to get past a pit on the way to the Mines.
3. Instruction to place the Ivory Torch into the display case before placing the final treasure (the Platinum Bar).
That last part is super important since it might not be obvious to many that the Ivory Torch is one of the final treasures needed in order to get the Ancient Map to spawn into the display case correctly. So now, anyone who could not figure out how to get the Ancient Map to spawn will have no problems.
I just completed a thorough playthrough of my Zork I module and was able to complete it 100% perfectly, so it is totally able to be beaten.
For those having trouble with getting the treasure contained in the egg, you need to allow the Thief to steal the egg since only he knows how to open it. The walkthrough explains when, where, and how you will get both the egg and the treasure back from the Thief (it is very near the end of the game). So if you follow the walkthrough step by step exactly, you will have no trouble getting through that part of the quest. *Smiles*
Nothing new has been added to the game itself, this was just a (very needed!) update for the walkthrough.
Have fun (and a much easier time now) adventuring in the Great Underground Empire of Zork! :)
Maybe, you shouldn't smash the railing before fixing the rope on it ;-)
I tried to play this again, utilizing the Walk Through closely, and I made it a fair way in, to Chapter 2. I did not like the lack of combat, the surroundings that were so repetitive, the many transitions that lead nowhere etc...Modules that have such overwhelming need for constant reference to the Walk Through are not fun for me, so I have quit. Some may dig this, I don't.