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.
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 on12/14/06
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 on12/15/06
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 2006-12-1205:36:47
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 2006-12-1205:33:48
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 on12/15/06
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 on12/15/06
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 on12/15/06
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 2006-11-2021:21:04
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 on12/15/06
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.