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NWN MODULES

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Title  Zork I: The Great Underground Empire (Ultimate Edition)
Author  Chaos_Theocrat
Submitted / Updated  11-14-2006 / 11-30-2012
Category  Dungeon Adventure
Expansions  Requires All Expansions (SoU & HotU & CEP)
Setting  The GUE (The Great Underground Empire)
Language  English
Single or Multiplayer  Single Player
Max Character Level  Any
Max # Players  01
Min # Players  01
Min Character Level  Any
Gameplay Hours  04
Description
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.

Files

NameTypeSizeDownloads
Zork_I__GUE_Ultimate_Walkthrough.rarZork_I__GUE_Ultimate_Walkthrough.rar
Submitted: 11-14-2006 / Last Updated: 11-30-2012
rar8.57Kb1901
Zork I - GUE Ultimate Walkthrough
Zork_I__GUE_Ultimate_Module.rarZork_I__GUE_Ultimate_Module.rar
Submitted: 11-14-2006 / Last Updated: 11-30-2012
rar4Mb3105
Zork I - GUE Ultimate Module
SCORE OUT OF 10
9.37
17 votes
View Stats
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Zork I: GUE


Finally, with Cave Ruins!


Zork I: GUE - The Ultimate Edition is Here!





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Comments (53):

  1  2 Next>

Posted by Mirgalen at 2013-03-26 05:25:49    Voted 3.50 on 03/26/13
I agree with some of the comments made by Werelynx2 and WombatHarness.

I welcome people using the Aurora engine to do original games or conversion. However this one cannot be completed (thief/egg bug would require console to complete the game).

Posted by WombatHarness at 2013-03-03 11:18:56    Voted 1.00 on 03/03/13
Zork was a puzzle game, not an action or combat game. Combat resolution was arbitrary and instantaneous, and attempting to fight something without the proper tools was usually unsuccessful. It's completely the opposite of D&D, which is all about increasing a character's ability to fight and survive anything. I was interested to see how Zork could be adapted to D&D. Unfortunately, it wasn't. You simply dropped the superficial elements of Zork into NWN, and it doesn't really work as either a NWN adventure or as a decent recreation of Zork. The reason the Grues would instantly kill you if you dropped your light in Zork was because they were all around you in the dark, just beyond the edge of your light; here, however, you can be in a brightly lit room and suddenly a giant demon teleports in and instakills you. That's not Zork, it's not D&D, and it's not fun. You should test your cells with characters of all races: Dwarfs (and presumably smaller characters) can't access the items on the tabletop in the first interior cell (not that a sword is worth anything when the only thing you are expected to fight can one-shot you before it's even visible). Any mod that absolutely REQUIRES that you read a walkthrough, or have extensive prior knowledge of a defunct quarter-century-old game, is a fail IMO. Lowest possible marks for an hour of confusing, frustrating and completely miserable play that I wouldn't repeat if I were paid to do so.

Posted by werelynx2 at 2012-12-09 04:41:07    Voted 7.25 on 12/09/12
Seeing new edition I tried it once more, this time finishing it.

I have to admit I had never played the original Zork, therefore the 'true to original adaptation' aspect is lost to me. I love all adventure(point'n'click) games, but your Zork was a little tedious and frustrating.
On the other hand I loved your Crypt of Medea and KotHG modules.

- typo: "shere" - lightning sphere in round room(placeable) name;
- lots of running and backtracking, boots of speed should be nice(high level monk?), as well as shortened areas
- can't get the clockwork canary out of the egg, probab;y because I killed the thief before he could steal it from me(spawned it using console)
- if you return to resorvoir by transition you still llok like a boat and won't change back
- Ancient Map did not show up in the trophy case at all, despite both the walkthrough and journal saying so(spawned it using console)
- description of the items: "there is nothing special about this item".. does not tell player much, does it?
- where is the sequel? ;)

Anyway welcome back to the community!
_________________________
Thanks Rolo:)

Posted by Coris Bloodshy at 2012-12-08 16:23:29    Voted 10.00 on 12/08/12
Welcome back.... Always enjoy your work...

Posted by chaos_theocrat at 2012-11-30 18:00:29    Voted 10.00 on 12/15/06
Here is the brand new *Ultimate* Edition to celebrate my return to Nwn modding and to give all the fans of my Zork module a nice early Christmas present for the holidays. Have fun, my friends! :)
_________________________
Chaos is not about anarchy! It is creativity that is boundless and unrestrained.

Posted by werelynx2 at 2012-06-08 09:13:35    Voted 7.25 on 12/09/12
- thief is everywhere and it is really annoying, he finds me after few seconds
- grues are unkillable(I thought I should take the torch off to squeeze through chimney)
- but as it turns out you need to only have 2 items in your inventory in order to squeeze through chimney
- no idea what lvl should I start(took pre-epic monk for faster run)
- all those drop sth in order to do something design is not very friendly and playable for a person that have never played original Zork
- railling is destroyable(when it shouldn't be)
_________________________
Thanks Rolo:)

Posted by McV at 2011-03-17 23:26:34    Voted 10.00 on 03/17/11
Except for all the new-fangled graphics, this feels a LOT like the original, and is tons of fun to play. Imagine! Zork with graphics ... and not 8-bit ones either!

Nice work. Are you going to release other Zork(s)? I'd love to see a NwN version of 'Beyond Zork' with the gondola ride and everything - painful scripting to do that, but AWESOME if it could be pulled off. Keep it up!
_________________________
[Blog] [Revenant Module] [The Immortal Module] [Darkened Ruins Reskin] [Immortal GUI Alpha Test]

Posted by Also Copy at 2009-06-10 11:47:07    Voted 8.75 on 12/05/08
Do you have CEP 2.0? An older or newer version probably won't work.

Is cep2_v1.tlk (think that's right) in your tlk folder?

Hopefully you'll still check back here.

Posted by prator at 2009-05-24 12:22:11    
Hmmmm... I'm pretty sure I've got all of the required software for this module, but I can't make the module work. Whenever I try to start it up, I get the message that I'm "missing required custom talk table."

Posted by rdawg at 2009-05-05 18:38:58    Voted 9.00 on 05/05/09
This is an intriguing mod that's a bit of a departure from standard NWN stuff. The original Zork was a little before my time so I can't speak to how truly the mod captures the original game, but I had a pretty fun time with it nonetheless.

Posted by Jedijax at 2009-04-02 01:51:17    
Please, include complete information about a module when you upload it. Some of us are very picky about the modules we play, and feel frustrated whenever we end up with one that is completely off our charts. There is a reason why Maximus has included options to clasify modules according to their use of traps and tricks, roleplaying, hack&slashing.

Usually, I don't like module adaptations of old games or PnP's because they are alost completely gameplay-oriented, with little or none roleplay options or storyline. Since I believe the plot and character development are the high peak of videogames (as I don't play to merely entertain myself), I feel dissapointed whenever I download modules lacking in such fields.

Just a little note, so it is easier for the community to know what they are getting, and deciding if it is worth the time and effort.

Posted by MeltdownZero at 2009-02-07 13:13:03    Voted 9.00 on 02/07/09
About as close to a faithful adaptation of the original as you can get! I only have a couple complaints. One involves the treasure counter. I had 19 of the treasures in the case and carried the 20th, but the journal reported that I had two treasures yet undiscovered. I placed the last treasure in the case, and the game correctly registered all 20 treasures. That misleading journal entry caused me some confusion though, making me wonder if I'd missed something somehow.

*spoiler*



Second, when inflating the pile of plastic into the magic boat, it only seems to work when you do it right at the top of the dam. While I was able to inflate it at other spots on the river, the option to launch the boat wasn't available.

*end spoiler*

Overall, an excellent adaptation of the original Zork 1, and it really took me back to the C64 days! :) I wish the Grues weren't god-moded though. For fun I imported an epic to see if I could exact revenge on those friggen Grues, and couldn't hurt 'em! :(

Posted by Also Copy at 2008-12-05 03:22:25    Voted 8.75 on 12/05/08
A very good adaptation of Zork worth a playthrough or two.

Posted by tanarries at 2008-09-11 18:25:52    
help i cant get in to the mod keeps telling me i am missing cep_add_tiles

i have the latest ver of cep and patch can some one pleas help

Posted by Saduj at 2008-06-03 13:41:21    Voted 10.00 on 06/03/08
Awesomely Cool stuff :)
_________________________
Carcerian/Saduj's Submissions: (169 Portrait/Soundset Unlocker) (12 NWN Fonts) (30 NWN Fonts) (Auto-Emotes) (Custom Dragon Disciples) (Dynamic Wildshape) (Keyring) (NPC Schedules) (Sacred Shields) (Spawning Undead) (Shayans Subrace Engine for 169)

Posted by dirtsheep at 2007-10-17 10:00:42    
I played a little bit of Zork back in the day. I love those old text adventures. Unfortunately, Zork was by no means the best of them...it was, however, a grand experiment. Not playable, necessarily (by me, anyway), but very, very interesting. A new thing in the world.

I was excited to download this, just to have a look around the great underground kingdom. Like Zork, I don't think I'll finish this, but also like Zork, it's a grand experiment. Nicely done.

When you redo "Leather Goddesses of Phobos," I'm gonna be right there with ya :)

Posted by chaos_theocrat at 2006-12-22 20:11:10    Voted 10.00 on 12/15/06
I'm very glad you liked this module, Illather, and thank you for the vote! On another note... the previous email address I've listed for contacting me is no longer valid; my older brother has been *hogging* it lately for his own use, so I've deleted that and set him up with his own. Now you can just reach me at my original email address which is: [email protected] Once more I wish everybody a happy holiday season, and I'll probably be posting some new content in the new year!
_________________________
Chaos is not about anarchy! It is creativity that is boundless and unrestrained.

Posted by Illather at 2006-12-22 14:06:04    Voted 10.00 on 12/22/06
I just found this site last night, and the first thing I find is a module for Zork I. Being a big Zork fan, I had to download it.

You did a great job on recreating the game. This is something I had hoped to see as soon as I got NWN. Thanks for making that dream come true.

Posted by chaos_theocrat at 2006-12-15 17:56:03    Voted 10.00 on 12/15/06
Well, since this is a complete module now, all fixes done and everything, I think it's safe to post my naturally biased vote. Taken for what it is, a perfect translation of an old classic computer game, I'll give it a 10.00
_________________________
Chaos is not about anarchy! It is creativity that is boundless and unrestrained.

Posted by Steve_Savicki at 2006-12-15 12:28:38    Voted 10.00 on 12/14/06
Time to place your own vote now. ;)
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by chaos_theocrat at 2006-12-15 12:02:58    Voted 10.00 on 12/15/06
Steve I have emailed you as you have requested. As stated in the email, I have playtested this module through, from beginning to end, and see not a thing wrong with it, myself. Either A. email me with the problem you are having or B. post it here and I will see (within reason) what can be done.
_________________________
Chaos is not about anarchy! It is creativity that is boundless and unrestrained.

Posted by Steve_Savicki at 2006-12-14 04:05:20    Voted 10.00 on 12/14/06
CHANGE OF VOTE:

Very uniquely graphical, a loyal remake.

Still unable to complete it due to something being my fault; will need Theocrat to e-mail me.
_________________________
Steve's Characters - please don't forget to vote on them if you play them.

Thanks,
Steve

Posted by chaos_theocrat at 2006-12-12 21:14:26    Voted 10.00 on 12/15/06
Jazhara7... I think you'll enjoy this module a whole lot, especially if you liked the original Zork! This is, for the most part, a scene for scene re-make with only a few necessary little liberties (due to Nwn) taken. It is a different engine for Zork (Nwn, 3D), but seems to work well regardless. It is ironic you sould mention a quote about the Knights Templar, I did a duology of modules about them. The first is "A Tooth for an Eye" and is a medieval murder mystery which is set in the years surrounding some of the odd events which occured around the time when the Templars began to be looked at in a sinister light by the Inquisition, while the second one is "Knights of the Holy Grail" which is an Arthurian epic that ties into the Templar's earliest history and so is an unofficial prequel to the first module. At any rate, I'll be taking a break from Nwn for the holidays, so if I do anything new (in the way of projects) it will be in the new year.
Happy Holidays all! (And have fun.)
P.S. I'm glad Mr. Grue is reformed and has a good translator. :)
_________________________
Chaos is not about anarchy! It is creativity that is boundless and unrestrained.

Posted by Jazhara7 at 2006-12-12 05:36:47    
Oh, and I forgot to mention, my good friend Mr. Grue (he's a reformed Grue, living over at my place and visiting the forums over at Adventuregamers.com through my account there. He only speaks Grue, and in a formal way, though. But my dear Angeldragon foster child Iggy has no problems understanding him, so she's acting as his translator.) is looking forward to meeting his parents again.


- :) :) :) :) :) :) :)
_________________________
Sounds like a job for....
Ta ta ta dah...
The Knights Templar
"Oh no, We're not falling for that trap again..."

Posted by Jazhara7 at 2006-12-12 05:33:48    
I remember starting Zork, getting to one point or another (once I explored the cliffs, another time I explored the caves. I believe there was a back entrance into the caves hidden somewhere among the cliffs. Ah, good times, good times.), then abandonding the game for some time. When I would return to it, I would have forgotten my savegame and or what things I had already done, so I had to start again. In fact, this process repeats itself to this day. I think my last attempt was about my 12th.

Maybe this will enable me to maybe finish the game in some way.

Oh, and I guess I won't be able to type "XYZZY" and get the reply "Nothing happens", right? A pity, really. I will miss that little thing.

I will leave a rating once I have played it. Yay for Zork!


- :) :) :) :) :) :) :)
_________________________
Sounds like a job for....
Ta ta ta dah...
The Knights Templar
"Oh no, We're not falling for that trap again..."

Posted by chaos_theocrat at 2006-12-05 12:46:50    Voted 10.00 on 12/15/06
A tiny note on the name of the game's subtitle (basically... GUA, vs. GUE):
GUA stands for the Great Underground Adventure, which was the name that I was originally going to call my Nwn version of Zork I, before I decided to
go with the *actual* name used by the original text game, which was as we all know the GUE (Great Underground Empire). I hope this will help those who all this time might have been a little confused by what GUA actually stands for in the mod and hak files. I decided to leave the files with the original names (GUA) for simplicity's sake but in the game it is proper GUE.
_________________________
Chaos is not about anarchy! It is creativity that is boundless and unrestrained.

Posted by chaos_theocrat at 2006-12-05 12:22:13    Voted 10.00 on 12/15/06
The final fixed version is up, so It is safe to consider Zork I a totally finished masterpiece. Time for me to bid the GUA a fond farewell, at least for a while, for other worlds... and therefore other projects... demand my attention. (It's been fun, though!)
_________________________
Chaos is not about anarchy! It is creativity that is boundless and unrestrained.

Posted by chaos_theocrat at 2006-12-05 11:21:34    Voted 10.00 on 12/15/06
After careful consideration, and many hours of building and playtesting, I have decided that Zork 2 just isn't as interesting, when done as an Nwn module, as Zork 1 is. Therefore, I'm going to be shifting work to some of my other projects instead, and leave the Zork universe for a while. Also, I've noticed a small bug in Zork 1, which I'll be uploading a fix for. It isn't anything showstopping, just an architectural glitch... but I'm a bit of a perfectionist so I just have to fix it before calling it a day as far as Zork and the GUA goes. I'll post again to let everyone know when it's up. Farewell for now!
_________________________
Chaos is not about anarchy! It is creativity that is boundless and unrestrained.

Posted by MGSkaggs at 2006-11-20 21:21:04    
Sweet! Just spotted this and cannot wait to try it, I was a HUGE infocom fan back when I had a 64!
THANKS!!

_________________________
-----------------------------------------
Creation is 100% imagination, but hakpaks
are another story altogether! ;-)

MGSkaggs Desert City Tileset
MGSkaggs All Purpose Placeables 2.0
MGS '10 Towers' Rural Add-On
MGS Egyptian Placeables Pak #2

Posted by chaos_theocrat at 2006-11-19 20:48:33    Voted 10.00 on 12/15/06
There! The final version is up. What is different this time around is that I've replaced Helvene's Natural Caves with Hellfire's Cave Ruins. I fixed the door transition in Hellfire's set and now it's as perfect as Helvene's if not better since it's not as dark. (Which is the primary reason for this replacement.) This marks the end of my work on Zork I, so I will be able to concentrate on making Zork II the best remake of that game possible for Nwn, just as I've done for this one. I hope everyone enjoys this version, after all: "Want some Zork? 'Course you do!" (In-Joke from Return to Zork)That said... Big Cheers!
_________________________
Chaos is not about anarchy! It is creativity that is boundless and unrestrained.

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