614 lines
22 KiB
Plaintext
614 lines
22 KiB
Plaintext
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* InvisiClues(tm) *
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* The Hint Booklet for *
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* ZORK(R) II *
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***************************************************************************
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from Interactive Fiction Archive ftp://ftp.gmd.de/if-archive/
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Copyright by Infocom, Inc. Provided for non-commercial use only, with the
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sole intent of making information available that would otherwise be lost.
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Transcribed by Graeme Cree.
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I. The Carousel Area
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II. The Oddly Angled Room
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III. The Bank
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IV. Volcano Area
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V. The "Alice" Area
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VI. The Wizard's Workshop Area
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VII. General Questions
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VIII. How Points are Earned
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IX. For Your Amusement
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The Carousel Area
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*****************
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What is the solution to the riddle?
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A. The word "tall" is somewhat misleading from the usual point of view.
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B. Something deep, from the bottom, appears tall.
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C. It is a well. Type: ANSWER "A WELL". The key words are "round",
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"tall", and "draw".
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Is it possible to leave the carousel heading west?
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Not until the carousel has been stopped.
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I'm getting tired of the carousel; can it be stopped?
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A. Yes. The ZORK implementors do have some compassion.
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B. When you reach the point where a solution is possible, it should be
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fairly obvious.
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C. It involves the buttons in the Machine Room.
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What do I do with the clay brick?
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A. Be careful with it.
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B. Burning it will make its use apparent.
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C. It's plastic explosive.
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D. Using a fuse may give you time to leave the area before it explodes.
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E. Try inserting the black string.
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How do I open the door in the Tiny Room?
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A. Have you looked through the window?
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B. Are the spheres useful for anything?
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C. Have you looked into the red sphere?
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D. The door is locked from the inside. The key is still in the lock.
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E. You can push the key out of the hole with the letter opener.
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F. Try the old trick of slipping something under the door to catch the key.
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G. Try using the place mat.
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Is there a way to get past the ice in the Ice Room?
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A. Yes.
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B. Have you tried melting the glacier with anything?
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C. A large, portable source of heat might be useful.
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D. There is one nearby.
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E. You can lure the dragon into the Ice Room, thus solving two puzzles.
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F. Have you noticed that if you attack or in some way annoy the dragon,
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then leave the room, he follows you?
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Where do I find an Ice Pick?
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There is none.
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What is going on in the Topiary?
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You're not going to let a few hedges scare you, are you?
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How do I catch the unicorn and get the golden key?
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A. "The unicorn is a mythical beast."
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B. Only one of royal blood may approach a unicorn.
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C. Rescue the Princess from the dragon and watch what she does.
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D. Follow her.
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How do I enter the gazebo?
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You will not enter the dragon's lair while he lives.
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How do I kill the dragon?
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A. You are too puny to harm him directly.
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B. Even bombs have no effect!
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C. Did you notice when you attack the dragon and leave, he follows you?
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D. You can use this technique to lure him to the Ice Room.
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Can I kiss the Princess?
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Only when she's sleeping. Don't try anything nasty.
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How do I open the door in the Guarded Room?
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A. You will need a key to unlock it.
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B. You have probably seen the key.
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C. It is hanging from a red ribbon around the neck of the unicorn.
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D. You will also need to do something about the lizard doorkeeper.
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What do I do about the lizard doorkeeper?
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A. It cannot be killed.
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B. It can be satisfied by a particular treasure. When you find it, it
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should be obvious.
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C. There is a box of rare candied insects at the bottom of a pool of water.
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How do I move the menhir?
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A. Blasting will have no effect on it.
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B. You will not be able to get past the large menhir until you have
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mastered the Wizard's power, which first requires solving most of the
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other puzzles in the game.
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C. One way to move it is to use the wand to "float" it.
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D. Another way is to ask the demon to move it for you.
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What do I do with the Grue Repellent?
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Read the label.
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The Oddly Angled Room
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*********************
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Does the club have any use?
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A. Examine it.
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B. It is a baseball bat.
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C. It is a clue to the nature of this maze.
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How do I reignite the club?
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If you examine it, you'll notice that it was never ignited.
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What do the glowing diamonds signify?
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Progress. The brighter they glow, the closer you are to solving the
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puzzle.
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How do I break the glassy substance?
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A. It cannot be done with the club.
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B. You might try the bomb, but it won't get you anywhere.
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C. The solution to the problem of the Oddly Angled Room has nothing to do
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with breaking walls.
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What is the signifigance of the convention of wizards?
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You've been fantasizing again.
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Why does my sword glow when I am at the bottom of the stairs?
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You are one room away from a dangerous creature.
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What in the world do I do in the Oddly Angled Room?
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A. If you solve this without any help at all, my cap is off to you!
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B. The maze was meant to confound maze mappers.
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C. There are nine rooms. Almost all of the room connections are
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probabilistic - sometimes they work and sometimes they don't. (If you
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repeat any direction often enough, you'll travel through all the rooms.)
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D. Have you noticed all of the baseball clues: the Babe Flathead bat,
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"You'll never get past first base at this rate..."?
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E. The glowing diamonds are baseball bases - the brighter they glow, the
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further you've progressed.
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F. Left-handed pitchers are sometimes called "southpaws."
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G. The solution is to walk in the directions of a standard baseball
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diamond, starting from home plate (where the bat is): southeast,
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northeast, northwest, southwest. (It is admittedly a very difficult
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puzzle - apologies to non-American Zorkers).
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The Bank
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********
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What is the curtain of light for?
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A. Have you read the bank brochure?
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B. Have you tried touching it?
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C. Have you tried throwing anything at it?
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D. Have you tried walking through it?
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How do I turn off the alarm system?
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A. Are there any switches or electrical devices in the area?
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B. Does the Wizard have any appropriate spells?
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C. Unfortunately, the alarm system remains foolproof. You must find
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another way to remove treasures.
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How do I get out of the Small Room?
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A. You came in through a door, didn't you?
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B. Like most doors, the curtain door has two sides.
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C. The other side of the door may not be apparent.
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D. Try walking through the south wall.
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E. Once the curtain door has closed, the only way out is to give the Gnome
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something valuable. If you have nothing of value, you will be trapped
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forever.
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How does carrying the portrait affect where I will end up?
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A. Any association between items you are carrying and the room to which the
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curtain door leads is purely coincidental.
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How many places can I get to from the Depository?
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Seven, inlcuding four through the curtain.
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How do I get into the vault?
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A. The curtain door leads to four locations.
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B. It is completely deterministic (i.e., non-random).
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C. The location to which it leads is determined by the direction from
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which you entered the Depository.
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D. If you enter from the east, you will be transported to the East Viewing
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Room; if you enter from the west, to the West Viewing Room. If you
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enter from the south (e.g., the Chairman's Office) you will be
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transported to the Small Room.
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E. You can leave the Small Room by walking through the south wall (thus
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entering the Depository from the North).
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F. If you enter the Depository from the north, you will be transported to
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the Vault.
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How do I get out of the Vault?
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A. How did you get out of the Small Room?
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B. Try the north wall.
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Volcano Area
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************
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What are the basket and canvas for?
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A. The canvas is attached to the basket, as is the receptacle.
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B. You can get into the basket.
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C. This is a deflated balloon.
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Once I've determined what the basket and canvas are, how do I use them?
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A. Once you inflate the balloon, you will find a card with instructions
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for use. These hints deal with inflation.
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B. Not all balloons use hydrogen or helium.
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C. Remember that hot air is less dense and therefore rises?
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D. Burn something (such as the newspaper) in the receptacle.
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How do I leave the top of the volcano without being killed?
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You don't but isn't it a glorious death?
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Which of the three paths down to the valley is best?
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A. Ask the scarecrow.
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B. Beware of the lions and tigers and bears.
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C. I suppose you'll soon be skipping and singing, "We're off to see the
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Wizard".
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D. If you haven't guessed by now, this is a nonsense question.
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What is the signifigance of the mines and smelter?
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A. Have you tried processing ore?
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B. Did you dig for the lode of mithril?
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C. I find it amazing that you got this far, since there are no mines or
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smelters in Zork II. Keep in mind the warning in the introduction:
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Do not use the presence or absence of a question on a certain topic
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as an indication of what is important, and don't assume that long
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answers indicate important questions.
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How do I extend the lava tube?
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This is not possible.
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What do I do about the gnome?
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The volcano gnome appears only if you are stranded on a ledge. He will
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help you, but only for a fee.
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How can I translate the books?
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A. A Zorkish-to-English dictionary would be useful, wouldn't it?
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B. So, of course, there isn't one.
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C. You cannot translate them.
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How can I open or remove the rusty old box?
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A. It has an oblong hole chipped into it.
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B. Nothing short of blasting will open it. Someone seems to have done you
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a favor by creating a hole in which to place the bomb.
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Who is M. Agrippa?
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Didn't he design the Pantheon in Rome?
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The "Alice" Area
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****************
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Can I get up the well, and if so, how?
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A. Yes.
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B. What is a well for?
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C. Have you tried putting water in the bucket?
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D. Get in the bucket, then pour water in it.
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What does the engraving say?
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It is the logo for a Frobozzco subsidiary.
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obo obo
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r z
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AGI becomes f MAGIC z
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E L WELL
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c y
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mpa o n
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mpa
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or "Frobozz Magic Well Company" as can be clearly read at the top of
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the well.
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How do I catch the magic mouse?
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A. Have you tried using the green cheese?
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B. There is no mouse. Sorry.
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Can the writing on the cakes be read?
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A. On all but one, it is too small to see with the naked eye.
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B. Not even the robot can read it.
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C. A magnifying glass would be useful.
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D. Try reading it through the flask in the Pool Room.
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Can the Mad Hatter be cured?
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A. There is no cure for advanced mercury poisoning?
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B. What Mad Hatter?
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How do I get back down from here?
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A. The reverse of the way you got up.
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B. If the bucket has gone back down, you're stuck. The water evaporates
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in 100 moves.
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What do the cakes do?
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A. Experiment with them. Try eating them. You can't be afraid to try
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anything in Zork II (but you may want to SAVE your state first).
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B. Reading them will tell you something.
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What can I do with the flask of poison?
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A. Kill yourself or others.
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B. Examine it.
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C. Examine it. Look through it. Use it as a magnifier to read the
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writing on the cakes.
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How can I get the object under the water?
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A. You cannot successfully enter the water.
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B. There is no valve to drain the pool or plug the leak.
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C. There is a way to make the pool evaporate.
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D. Try throwing the red ("evaporate") cake into the pool.
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How do I cross the chasm?
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A. There is no way to cross while in your small state.
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B. Once you return to normal size, the chasm will be a small crack again.
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How do I control the robot?
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Read the instructions.
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What is EBCDIC?
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It stands for Extended Binary-Coded-Decimal Interchange Code, which
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IBM equipment often uses instead of ASCII (American Standard Code for
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Information Exchange).
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What is a footpad?
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A. It is not a doormat.
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B. Check the dictionary.
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C. It means "thief" (i.e. you).
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How can I take the red sphere?
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A. Have you noticed that when the cage falls, you don't die immediately?
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B. You have time to tell the robot to lift the cage (if he is in the room).
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What do the buttons do?
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A. If you psuh them, you are electrocuted.
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B. You can experiment with them by ordering the robot to push them.
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C. The buttons control the electromagnetic field which spins the Carousel
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Room.
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D. The square button increases the spin to high speed. The round button
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decreases the spin to low speed. The triangular button flips the field
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from the Carousel Room to the Low Room, releasing the iron box and
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causing the carousel to stop spinning. (Note: increasing the speed
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and flipping the field up to the Low Room is dangerous.
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The Wizard's Workshop Area
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**************************
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Can I open the Wizard's trophy case?
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A. Not directly.
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B. Treasures you were carrying when you died or which the Wizard has
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"filched" from you are kept in his trophy case. If you acquire the
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Wizard's wand, you can "filch" them back.
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How do I take the Wizard's wands from the wand rack?
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You don't. They can't be taken.
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What do I do with the yellow sphere?
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A. You've been fantasizing again.
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B. There is no yellow sphere.
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How can the owl be released?
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A. The owl and the other memoriabilia in the Trophy Room are protected by
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a powerful spell which cannot be broken.
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B. No kidding!
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What do I do with the black sphere?
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A. Have you tried looking into it?
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B. The creature with the horrible face has freed you to return to your
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quest after dying. Can you return the favor?
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C. It has been alleged that dmeons are conjured up using pentagrams.
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D. Try placing the black sphere in the pentagram.
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Can the flying owl be caught?
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A. Don't you have your owl net handy?
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B. The FANTASIZE spell does not include a flying owl. Where did you see it?
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C. If every question in this book were pertinent to the game, the questions
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themselves would give far too much away. Questions such as this should
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convince you to ignore questions that are not of immediate use.
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How do I detach the stands from the bench?
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You don't.
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What are the stands for?
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A. Their colors should be revealing.
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B. Rubies are red, sapphires are blue, diamonds are clear.
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C. Try putting the crystal spheres in the appropriate stands.
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Does the pentagram have any signifigance?
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It has been alleged that pentagrams are used by wizards to conjure up
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demons.
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What do I do with the palm tree?
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Admire its beauty.
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How do I kill the serpent?
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A. A fish out of water...
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B. Have you tried breaking the aquarium glass?
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C. As serpents are rather dangerous, you should stand far back and throw
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something at the glass.
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How do I enter the aquarium?
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A. You might try typing: ENTER THE AQUARIUM
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B. There is no way to enter the aquarium and live.
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How do I satisfy the demon?
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A. Have you tried following his instructions?
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B. If you have been wondering what to do with all the treasures, you now
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know.
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C. You must give him the fancy violin, moby ruby, zorkmid coin, Flathead
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stamp, zorkmid bills, portrait, golden statuette, pearl necklace, gaudy
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crown, and golden key (minus any you had in your possession when you
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died or any that were "Filched" from you).
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||
|
What do I do once I've satisfied the demon?
|
||
|
A. You should as the demon to give you something.
|
||
|
B. It's something you need to finish the game; you've seen it but haven't
|
||
|
been able to get it.
|
||
|
C. It's the wizard's wand. Type: DEMON, GIVE ME THE WAND, or DEMON, KILL
|
||
|
THE WIZARD.
|
||
|
|
||
|
|
||
|
GENERAL QUESTIONS
|
||
|
*****************
|
||
|
|
||
|
What is the object of this game?
|
||
|
A. Part of the object of this game is to discover the object of this game.
|
||
|
B. If you just keep solving puzzles, eventually you will find that you
|
||
|
have finished the game.
|
||
|
|
||
|
What should I do with the treasures I've found?
|
||
|
A. This is one of the puzzles you must solve. It really doesn't matter
|
||
|
where you keep them. You will find out what to do with them later in
|
||
|
the game.
|
||
|
|
||
|
What do I do about the Wizard?
|
||
|
A. You need to discover and master the source of the Wizard's powers in
|
||
|
order to complete the game. Until you do, he will create a lot of
|
||
|
mischief for you.
|
||
|
|
||
|
How many spells are there in this game?
|
||
|
A. There are 12 that the Wizard commonly casts on you.
|
||
|
B. There are seven others that have special purposes.
|
||
|
C. The 12 are FALL, FLOAT, FREEZE, FENCE, FIERCE, FERMENT, FEAR, FEEBLE,
|
||
|
FUMBLE, FILCH, FANTASIZE, AND FIREPROOF. The seven are FRY, FUDGE,
|
||
|
FLOURESCE, FREE, FROBIZZ, FROBOZLE, and FROBNOID.
|
||
|
|
||
|
What does the FANTASIZE spell do?
|
||
|
Sometimes it causes you to see a bizarre object that isn't there in
|
||
|
the room.
|
||
|
|
||
|
How do I cast a spell?
|
||
|
A. You'll need a wand.
|
||
|
B. Read the white book.
|
||
|
C. Point (or wave) the wand at the object to be ensorcelled. Then incant
|
||
|
the spell (e.g. SAY "FLOAT")
|
||
|
|
||
|
Is there anything special about the spells the Wizard mumbles?
|
||
|
No. They are the same ones he says aloud.
|
||
|
|
||
|
Where should I play the violin?
|
||
|
A. Carnegie Hall?
|
||
|
B. Where is HHELLO SAILOR useful?
|
||
|
|
||
|
How can I get the pearls back from the housekeeper?
|
||
|
A. What housekeeper?
|
||
|
B. Are you sure that you are playing Zork II?
|
||
|
|
||
|
How do I get past Cerberus?
|
||
|
A. The FIERCE spell is not recommended.
|
||
|
B. The FLOAT and FEEBLE spells are not strong enough.
|
||
|
C. Even the demon can't overcome him (them?).
|
||
|
D. Try taming him by putting on his collar.
|
||
|
E. The collar is found behind the menhir.
|
||
|
|
||
|
Where does saying HELLO AVIATOR cause something to happen?
|
||
|
A. The same place HELLO SAILOR and HELLO FOOTPAD cause something to happen.
|
||
|
B. Nowhere.
|
||
|
|
||
|
What do I do for light when my lamp runs out?
|
||
|
A. If you have oer 200 points and are in the dark with a burned-out lamp,
|
||
|
wait for the Wizard to arrive. He will cast the FLOURESCE spell and you
|
||
|
won't need a light source (however, there are unfortunate side effects).
|
||
|
|
||
|
Can the dmeon help me?
|
||
|
A. He is mightier than the Wizard.
|
||
|
B. He will help you if you help him.
|
||
|
C. Once you have satisfied him, he will perform a deed for you.
|
||
|
D. Ask him to give you the wand or to move the menhir.
|
||
|
|
||
|
Where do I find the white sphere?
|
||
|
A. Try looking into the blue sphere?
|
||
|
B. It is actually clear, not white.
|
||
|
C. For any man with half an eye
|
||
|
What stands before him he may spy
|
||
|
But optics sharp it needs and keen
|
||
|
To see what is not to be seen
|
||
|
-"Sleuth"
|
||
|
D. Clear glass is invisible under water.
|
||
|
E. It is in the aquarium.
|
||
|
|
||
|
Are the spheres useful for anything?
|
||
|
A. What if they were called crystal balls?
|
||
|
B. Have you tried examining them?
|
||
|
C. Try looking through them.
|
||
|
D. When you look into one, you see the view from the next one in the chain
|
||
|
(somewhat like the palantirs in The Lord of the Rings).
|
||
|
|
||
|
How many spheres are there?
|
||
|
A. Have you ever died in ZORK II?
|
||
|
B. There are four.
|
||
|
C. You will create the fourth with the first three.
|
||
|
|
||
|
What do I do with the perfect rose?
|
||
|
A. Admire it's beauty.
|
||
|
B. Must something so beautiful have any other use?
|
||
|
|
||
|
How do I go down the staircase landing without being killed?
|
||
|
A. In later releases (revision) of the game, the landing is guarded by
|
||
|
"magical" runes.
|
||
|
B. "Magical wardens," "green lines of enormous power," "close in on you as
|
||
|
if searching for something.
|
||
|
C. You may proceed down the stairs and to the finish if you are carrying
|
||
|
the Wizard's wand.
|
||
|
|
||
|
What do I do with the heads on poles?
|
||
|
A. We suggest that you not disturb the remains.
|
||
|
B. Let the dead rest in peace.
|
||
|
|
||
|
What is the signifigance of "Feel Free"?
|
||
|
A. Both words begin with an "F".
|
||
|
B. This is an inside joke. It is what one Implementor says to another
|
||
|
Implementor offering suggestions for changes in a game. It has no
|
||
|
signifigance.
|
||
|
|
||
|
I have all the points but somehow don't feel finished. What do I do?
|
||
|
A. Type: SCORE
|
||
|
B. The grue repellent label is a very subtle hint.
|
||
|
C. The Crypt is a "place of death."
|
||
|
D. It is too light to see the door to ZORK III.
|
||
|
E. When the crypt is dark, the door is visible. (Of course, the crypt will
|
||
|
never be dark if you are flourescing.) In release 18 and later, you
|
||
|
will need to be carrying the wand also.
|
||
|
|
||
|
I've finished the game but don't have all 400 points. What's going on?
|
||
|
A. Don't let it bother you. You have really completed the game.
|
||
|
B. Treasures in the Wizard's trophy case are not required to satisfy the
|
||
|
demon. Each treasure not give to the demon will leave you with
|
||
|
fewer points.
|
||
|
|
||
|
I haven't finished the game and I don't have all 400 points.
|
||
|
So what else is new?
|
||
|
|
||
|
|
||
|
How Points are Earned
|
||
|
*********************
|
||
|
|
||
|
Treasures: Their Values and Locations
|
||
|
(Use only as a last resort)
|
||
|
|
||
|
TREASURE VALUE WHERE FOUND
|
||
|
pearl necklace 15 in the Pearl Room
|
||
|
gold key 15 hanging on the unicorn
|
||
|
dragon statuette 20 in the chest
|
||
|
red sphere 20 in the Dingy Closet
|
||
|
fancy violin 20 in the iron box
|
||
|
portrait 20 in the Bank Chairman's office
|
||
|
moby ruby 15 in the Lava Room
|
||
|
zorkmid bills 25 in the Bank Vault
|
||
|
blue sphere 20 in the Dreary Room
|
||
|
package of candy 15 under the pool of tears
|
||
|
black sphere 30 you create it
|
||
|
gaudy crown 20 in the rusty box
|
||
|
clear sphere 20 in the aquarium
|
||
|
Flathead Stamp 10 in the purple book
|
||
|
gigantic dog collar 15 in the Kennel
|
||
|
gold zorkmid coin 20 on the narrow volcano ledge
|
||
|
Wizard's wand 30 the Wizard has it
|
||
|
|
||
|
OTHER POINTS
|
||
|
Other points are gained by: solving the riddle (5), getting to the top of
|
||
|
the well (10), killing the dragon (5), entering the Wizard's Workshop (10),
|
||
|
solving the Oddly Angled Room maze (5), entering Cerberus' room (10),
|
||
|
entering the Crypt anteroom (3), entering the Crypt (2), and giving
|
||
|
treasures to the demon (2 each, maximum 20).
|
||
|
|
||
|
|
||
|
For Your Amusement
|
||
|
******************
|
||
|
|
||
|
Have you tried:
|
||
|
|
||
|
...setting off the bomb in the Dusty Room and then waiting in the balloon
|
||
|
tied to the ledge?
|
||
|
...petting or killing Cerberus after putting on his collar?
|
||
|
...removing Cerberus' collar?
|
||
|
...attacking the Princess?
|
||
|
...taking the serpent?
|
||
|
...diagnosing yourself while under certain spells?
|
||
|
...waiting around the Topiary?
|
||
|
|