407 lines
24 KiB
Plaintext
407 lines
24 KiB
Plaintext
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ZORK ZERO
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Part 1
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GENERAL DESCRIPTION
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ZORK ZERO is a text adventure with some graphic additions. Since there
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is only one small maze in the entire ZORK ZERO game, I will give
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detailed directions for reaching a place only when they are absolutely
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necessary. I will only refer you to the parchment, calendar, and
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blueprint that come with the game for information needed from them. I do
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recommend saving your game frequently.
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PROLOGUE
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You start as a waiter in the banquet hall. Follow the orders you
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receive to go to the Scullery, the Kitchen, and back to the Banquet
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Hall. A few moves later Megaboz will appear. Dive under the table, and
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after the panic, be sure to stand up and take the piece of parchment.
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Everything will fade after the king dies, and the real game will start
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94 years later.
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FIRST EXPLORATIONS
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You start in the great hall. Take the parchment and the calendar. Read
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the parchment supplied with the game, and you will discover that you
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need 24 items (2 for each of the 12 Flatheads) and a magic word to
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complete the game. Each time you get one of these items, your score will
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go up by 12 points. South of the hall are the audience chamber and the
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throne room, where you will find a SCEPTER, the first of the 24 items
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you need. You can also read the proclamation in the Entrance Hall, which
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is north of your starting place.
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West of the hall is a garden with a flamingo that you will need later,
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and a locked door to the west wing. Northwest of the hall you will find
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a parlor with a fish tank containing a lobster (needed later), and west
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of the Parlor, the Torch Room. You can take the torches for amusement,
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but they will burn out soon and are not really needed.
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East of the Great Hall is a Courtyard leading to the locked East Wing.
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North of the Courtyard is the Banquet Hall, which is a good place to
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leave most objects while they are not needed.
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Upstairs and South from the great hall in the Gallery is a rebus which
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is covered by six flattened animals. Go South into the closet, and press
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the button there; one of the animals will be removed from the rebus. You
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will encounter five more such buttons, each of which will remove an
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animal when pressed. Take the bag of food from the Closet.
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GENERAL HINTS
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Every time you obtain one of the 24 needed items, your score will
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increase by 12 points. There is a character called the Jester, who will
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both help and annoy you. He will give you a funny paper and a slate,
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both of which contain important information that may vary from game to
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game. When he sticks a clown nose on your face, you must remove it
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before you suffocate. When he turns you into an alligator, you will drop
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all your possessions and be unable to pick up anything until you turn
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back a few moves later. When the bedbug appears, sleep, yawn, lie down,
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or sing a lullaby to get rid of it.
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THE SECRET WING
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Read the calendar, especially the FUN FAX for Suspendur. Follow the
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suggestion to get into the secret wing. Take the candle from the secret
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passage; it seems to be a magic candle that will stay lit. Go south and
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go west at the Tee to the Solar. There is a key here for the East Wing.
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To take the key you must solve the Jester's riddle: The answer is "Y."
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West of the Solar is Dimwit's Room and a closet containing a magic
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glove and a magic cloak. Take them and wear the glove. You will need the
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cloak later. There is a fly in the Parapet above the Solar, but you will
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not be able to get it now.
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Follow the east branch of the Tee to the Bottom of Stair. Go South into
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the Dungeon, and down the hole. Take and wear the SEAMAN'S CAP (second
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of the 24 items), and wait a few turns if necessary. The Jester will
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appear and ask you a riddle: If he is identical to his brother, but is
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not a twin, then what is he? Answer triplet (or quadruplet or
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quintuplet), and you will escape from the Oubliette.
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Go to the Torture chamber southwest of the dungeon, and open all the
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torture devices until you find and take the METRONOME (item 3).
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ZORK ZERO
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Part 2
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EXPLORING THE OUTDOORS
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Go to the Entrance Hall, and ring the bell. The Jester will ask you a
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riddle. Answer "time," and the Portcullis will open. Go north to the
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Inner Bailey, and take the worm (needed later). Continue northwest to
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the Causeway and Barbican. Go up, and turn the wheel to open the bridge.
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Continue northwest to the Drawbridge, and the Outer Bailey. The
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Perimeter Wall northwest of the Bailey cannot be passed until the end of
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the game.
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Go southwest from the Bailey to the Garrison, and open the locker. Take
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the key, which opens the West wing. Go northeast and follow the
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northeast path to the Shady Park. You can explore the church to the
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South, but it is not essential to the game. In the URS Office North of
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the park, answer "bookkeeper" to the riddle and take the Zorkmid Coin.
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Go back to the park, and East to the Village Center. The courtroom to
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the North is not essential to the game.
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Go south from the Village Center to the Post Office. Take the package
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and open it. The magic homing pigeon works as follows: Anyone who takes
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it will be transported to the location of the perch. Go north to the
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Center, and east to the FrobozzCo Lobby. Climb to the office of Frank
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Lloyd Flathead (see the calendar for its location) and take the T-SQUARE
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(item 4). Then walk down to the basement.
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Press the button in the basement, and continue South to Philharmonic
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hall. Stand on the conductor's stand, and you will be transported to the
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basement. Get off and take the VIOLIN (item 5). Get back on the stand to
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re-enter the hall. The areas to the south and east are not essential to
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the game. Return to the Lobby, and continue east and north to the Magic
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Shop, where you can take the Ring of Ineptitude. Go back to the castle.
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EAST WING
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Make sure you have the iron key and the candle, and go to the
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Courtyard. Unlock and open the door. North of the East Wing is the
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Library. Touch the armor 3 times to get the LANCE (item 6). Read the
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encyclopedia about various things. In particular, read the entry about
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the Jester, as you will need his name. South of the East Wing is a
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Chapel. Open the trap door, which is a short cut to the Crypt.
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East of the East Wing are the Guest Rooms. Take the wand, which can
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animate or freeze objects for 16 turns. Go east again to the Servants'
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Quarters, and up to the Jester's Quarters. Open the large door, and go
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North twice to the Pyramid room. Take and wear the goggles. They will
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enable you to look into objects. Return to the Jester's Quarters.
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Open the small door, and you will be confronted by the Tower Of Bozbar
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(more commonly known as the Tower of Hanoi). [Ed's note: Save your game
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before starting this puzzle!] The recursive procedure to solve this
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puzzle is as follows: To move N weights from one peg to another, move
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N-1 weights to the remaining peg, move the Nth weight to the target peg,
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and move the N-1 weights to the target peg. The large door in the
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Jester's Quarters will open only when all weights are on one of the
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pegs, and will lead to 1 of 3 different rooms, each of which contains an
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object you need.
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You already have the goggles from the center peg. Move the weights to
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the right peg (it will take 63 moves) and obtain the MANUSCRIPT (item
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7). Move the weights to the left peg and obtain the cup with the magic
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potion. Return to the main part of the Castle.
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WEST WING
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Make sure you have the candle, the wand, and the steel key, and are
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wearing the goggles. Go down from the Kitchen, and take the Walnut. Then
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go into the parlor, and point the wand at the Lobster; it will turn into
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a nutcracker. Go south and southwest. Unlock and open the door, then
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enter the West Wing. Try to go West from the West Wing and the Jester
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will ask you to show him something that nobody has ever seen before and
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nobody will ever see again. Open the walnut with the nutcracker, and
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show it to the Jester. Then eat it. This will allow you to go further
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West later on.
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North of the West Wing is the Peg Room. Play Peggleboz (If you are
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unable to win, one solution is QG SQ HR UL IK TI EJ OG AE FN MO LJ PF FC
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BD DK QG EJ OG.) Go north to the Gaming Room. The Jester will play a
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shell game. Since you are wearing the goggles, you will see exactly
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where the ZORKMID BILL (item 8) is. Point there and you will get it.
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Stow all your items, and pick up the DUMBBELL (item 9) in the gym south
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of the West Wing. Return to the main part of the Castle and stow the
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dumbbell.
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UNDERGROUND
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Make sure you have the candle, the coin, the pigeon, the perch, and the
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cloak, and are wearing the glove. (Note: You may have to try more than
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once to pick up the pigeon.) Go down from the Great Hall to the Lower
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Hall, and down again to the Lowest Hall.
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To the South is a closed vault door. Examine the door, then examine the
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dial, and turn it to any number. Because of the dexterity the glove
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gives you, you will automatically crack the safe. Open the door, go
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south, and take the STOCK CERTIFICATE (item 10). Also go north from the
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Lowest hall, and take the magic passages. Read the notice that flies out
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when you take them.
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From the Lower hall, go southwest to the Great Underground Highway,
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south to the Exit, and west to the Field Office. The blueprint there is
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supplied with the game. The memo indicates that a hard-hat was left in
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one of the lots. Go west to lot 47.
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The closest you can get to the hat is a Knight's (as in chess) move
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away. Go there; you will need to install the magic passages to do so.
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You do not need the hammer you will find along the way. When you arrive,
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drop the perch and wear the cloak You will be transported to the Plain,
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an area constructed like a chessboard. Explore the area until you find
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one of the knights. Drop the pigeon; the knight will pick it up and be
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transported.
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Take off the cloak to return from the plain. The knight will be with
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you holding the pigeon and the perch. Take the pigeon from him, and tell
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him to go to the hard-hat location: "SOLDIER, x THEN xx." Drop the
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pigeon, and take it to join him. He will be wearing the hard-hat. Tell
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him to reverse his move, and repeat the process with the pigeon. Take
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all to get the hat and the perch, and work your way out of the
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construction zone.
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From the Exit go south to the Crossroad, and south again to the Toll
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Booth. Read the sign and put the coin in the basket. Ditch the cloak,
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and other unneeded items here, or your hands will be too full. Follow
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the south path all the way to the Orb Room, and take the orbs. Return to
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the Crossroads and go east to the Cave-In. The Jester will ask you for
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his middle name, which you found in the encyclopedia. Answer correctly,
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and take the anti-pit bomb.
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Return to the Lower Hall, and go down twice to the Pits. Throw the bomb
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at the pits, and you will be able to take the LANTERN (item 11). Go back
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up to the lower hall and north to the Laboratory and take the
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SCREWDRIVER (item 12). Return to the castle to stow your loot.
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ZORK ZERO
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Part 3
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PORT FOOZLE
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Make sure you are carrying the candle, and are NOT carrying the pigeon.
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Go back to the Crossroads and take the west path. When you reach the
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Fork, continue west all the way to the Wharf, and west to the Casino.
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The Jester will ask you to play Double Fanucci. Sit down and begin
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playing. If you read the calendar about Babe Flathead, you will be able
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to eventually win, and take the broom.
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Stand up and go south, east, and north to reach the Inquisition. Take
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the box that is there, and a number, and read the rules. When your
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number comes up, enter "EXECUTIONER, BEHEAD ME," which is paradoxical to
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the posted rules. You will be put back into the Fishing Village. Go
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south twice, and southeast to the Warning Room. It is a good idea to
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save your game at this point. Read the sign and go northeast to the Room
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of Three Doors. Read the doors. Two of the doors have statements that
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would both be true if the door led to Wishyfoo territory. Open the
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remaining door, and take the shovel. Go down, and you will be at the
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fork.
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Return to the castle. In the Secret Wing go to the Cell, which is
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southeast from the Dungeon. Sweep the cobwebs, and you will find a GLASS
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FLASK (item 13). Go north from the Bottom of Stair and north again into
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the crypt. By now you should have received the funny paper. Look under
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the indicated slab, and a hole to the Oracle will appear. You should
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also have received the slate. Work your way outdoors to the outer
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Bailey, stand at the stump (remember the slate is old and the tree was
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living at the time), follow the directions, and dig with the shovel.
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Open the chest and take the GAUDY CROWN (item 14). Return to the castle
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and stow everything.
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THE LAKE AND DESERT AREAS
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Be sure to have the squid repellent, pigeon, perch, and candle, and to
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wear the seaman's cap. Enter the Lower Level, and go southeast to the
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Royal Zoo, and east to the West Shore of the Lake. Enter the dock; then
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enter the boat and examine the controls. Press the white button (while
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wearing the cap), and the yacht will go to the middle of the lake.
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Go down to the Hold, and examine the Bathysphere. Drop the squid
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repellent, open the Bathysphere, enter it, close the door, and examine
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the controls. Turn on the lights, put your hand in the hole, grab the
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squid repellent, and push the lever down. Wait until you reach the
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bottom. Release the repellent, grab the ruby, which is on the bottom,
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and push the lever up. When you reach the top, remove your hand from the
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hole, open the door, get out, and take the ruby.
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Go up, and press the green button to go to the South shore. Leave the
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yacht, leave the dock, and go west to the stream. When you try to go
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west, the Jester will ask you a riddle. Answer "music" and you will
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receive a DIPLOMA (item 15). Go back east, south to the Edge of Desert,
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east to the Great Underground Savannah (you will get the fly later), and
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northeast to the Great Underground Woods. Leave the fox for now, and
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continue north to the Base of Mountain. Go east up the mountain and take
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the amulet.
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Push the boulder, and you will be able to continue north to the Grotto.
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Press the button (3) and continue northeast to the Shrine. The elixir
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here is toxic, as you will discover if you use the straw from the
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kitchen to drink it, but what you have to do is merely touch it. Leave
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most of your possessions here; you need to keep the pigeon and the
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candle, and be sure to leave the perch. Go to the Grotto, and go down.
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You will fall into the Lowest Hall with some gravel. Take the gravel,
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the candle, and the pigeon to get back. Put the gravel in the bowl, and
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repeat this two more times (so that there are 3 helpings of gravel in
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the bowl). You can now touch the elixir. This will enable you to take
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the flies. Take your possessions, and wear the cap and the amulet.
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Return to the base of the mountain and go north to the Stable, where
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you can take the SADDLE (item 16) and the rooster. On your way back to
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the docks take the fox and the fly. Get onto the yacht, press the yellow
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button to go back, make your way to the Castle, and stow you
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possessions. On your way back, pick up the toboggan from the Kennels
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(west of the Royal Zoo). DO NOT leave the rooster alone with either the
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fox or the worm!
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FENSHIRE
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Take ONLY the fox, rooster, and worm with you. Go to the West Hall, and
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continue west to the Dirigible Hanger. Enter the dirigible, and press
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the right button. Wait until you arrive in Fenshire. Leave the
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dirigible, go south to the Deserted Castle, east to the Ruined Hall, and
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north to the Marsh.
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Give the fox, rooster, and worm to the Jester, who will now have all
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the ingredients for Borphbelly Stew -- although he'll insist on going
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North to the Nice Lunch Spot. You now face the old puzzle (more commonly
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given as fox, goose, and corn). You can carry only one item, and cannot
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leave the rooster with either the fox or the worm. The solution is:
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Carry the rooster north. Drop it, return, and take the fox north. Take
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the rooster, and drop the fox. Go south, take the worm, and drop the
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rooster. Go north, drop the worm, and return to take the rooster North.
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The Jester will make the stew, and you will end up in the Fenshire
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Hangar with a hexagonal block. Press the left button to return to the
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Castle; you will have to go to Fenshire again later.
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ZORK ZERO
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Part 4
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ORACLE AND GLACIER AREA
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Wear the amulet, and take the ruby, candle, toboggan, pigeon, perch and
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all 4 orbs. Go to the Crypt and down to the Oracle. Drop the perch, and
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put the ruby in the depression to activate the Oracle. If you examine
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the amulet, anywhere from none to all 4 of the eyes may be open. Every
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few turns the Oracle will blink, and the number of open eyes will
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increase by 1 (or cycle from 4 to 0). Enter the Oracle at a time when
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one eye is open; you will be transported to the Glacier.
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Drop the toboggan, and ride it; you will slide down to Mirror Lake.
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Look at all 4 orbs in the mirror. One of them will show a sleeping
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maiden. Discard the 3 that do not, throwing the last one east. The
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reaction will put you on the west side of the lake. Enter the Chalet,
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and take the SCALE MODEL (item 17). Drop and take the pigeon to return
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to the Oracle.
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CRAG AREA
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Leave the perch at the Oracle, continue wearing the amulet, and equip
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yourself with the pigeon, the proper orb, candle, hexagonal block, and
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wand. Go down to the Royal Zoo, and drop the pigeon. SAVE YOUR GAME AT
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THIS POINT. You may have to wait a few turns here to get the timing
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right. You have only 16 turns before the rope reverts into a snake.
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Point the wand at the snake, which will turn into a rope. Open the
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cage, and take the rope and the pigeon to get back to the Oracle. Enter
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the Oracle when no eyes are open. You will be transported to the Crag.
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Go down to the Upper Ledge, tie the rope to the Spire. Go down to the
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Lower Ledge, and take the EASEL (item 18), and the LANDSCAPE (item 19).
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Drop and take the pigeon to get back.
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Return to the Crag as before and press the button (4). Go northeast (or
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southeast) to the Natural Arch, and down to the Enchanted Cave. Put the
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orb on the altar, and take the flower. Return to the Crag, go southwest
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to the Hollow. Put the block in the hole, and go south to the Iron Mine.
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Take the sapphire, and return to the Oracle via the pigeon drop.
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Return to Fenshire, and go south from the Ruined Hall to the Hothouse,
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and play Snarfem (Nim). If you do not know how to play look at the
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flowers. The ones on the left show the pile number; those on the right
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show how many to take. After you win, take the fan. In the Ruined Hall,
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put the flower in the vase, go east, and take the ladder. Return to the
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castle.
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ANTHARIA I
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Make sure you are wearing the hard-hat and the amulet, and have the
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candle, pigeon, and lantern. Enter the Oracle when all 4 eyes are open;
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you will be transported to the Mine Entrance. Go east to the Rubble
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Room, north to the Heart of Mine, and north to the Crawl. Press the
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button there (5). Go northwest and take the QUILL PEN (item 21).
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Leave the mine, go west to the Coast Road, and southwest to Flathead
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Stadium. You will be unable to take the club. Go southeast to the Edge
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of Bog, and east to the Cliff Bottom. Turn on the lantern, go up to the
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Precipice, and east to the Aerie. A bird will take one of your light
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sources. Continue southeast to the Icky Cave. Summon the witches (see
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the Ottobur page in the calendar to learn how). Say hello to one of the
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witches. They'll ask for 6 gloops of water from the Great Underground
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Oasis, and give you a 9-gloop vial.
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Leave the Cave. Search the nest, and take the tie. Your light sources
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will be at the Cliff Bottom. Turn off the lantern, and return to the
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castle via the pigeon drop.
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FUBLIO VALLEY
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Make sure you are wearing the amulet, and carrying the candle, pigeon,
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and ladder. Enter the Oracle when 3 eyes are open to reach the Foot of
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Statue. Go southwest to the view, south to Outside Hut, and west to
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Megaboz's Hut. Read the poem. Leave the ladder and climb it. Open the
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trap door, and go up to the Attic. Press the button -- the last of the
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six buttons in the game. You will come back later to open the trunk.
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Return to the view (leaving the ladder behind). Go southeast to the
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Cairn, and east to Outside Shack. Read the sign and go northeast into
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Gumboz's Shack. Take the 4-gloop vial. Gumboz will cast a hunger spell
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on you. Return to the Castle by the pigeon drop.
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BOOTHS
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Take the bag of food and the wand (as well as the candle you are
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carrying) and go to the Formal Garden. Point the wand at the Flamingo;
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it will become a lawn ornament. Go east to the Great Hall, down, and
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north twice to reach the Testing Room. Put the Flamingo into one of the
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booths, and enter the other. Open the bag and wait until the ornament
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becomes a Flamingo again. Press the button, and YOU will become a
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flamingo! Eat the food to remove the hunger spell.
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OASIS
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Make sure you are carrying both vials, the candle, and are wearing the
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cap. Take the yacht to the green dock. Go south, west, and ride the
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camel. Before the camel will enter the desert, he must drink water at
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the Stream. From the Edge of Desert, go south, southwest, southeast
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twice, and northeast to the Great Underground Oasis. Dismount. You can
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get 6 gloops as follows: Fill the 9-gloop vial, and fill the 4-gloop
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vial from it twice. This will leave 1 gloop in the large vial, which you
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can transfer to the small one. Fill the large vial, and fill the 4-gloop
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vial from it. Six gloops will remain in the 9-gloop vial.
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ZORK ZERO
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Part 5
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FUNGUS
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Return with the vial to the witches. When you give them the vial, they
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discover that they need some brogmoid earwax. Take the cup of potion,
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and go all the way down from the Great Hall to the Pits, and continue
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following the path down to the ear of the brogmoid. Drink the potion and
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listen. The fungi will be seeking a long-lost cousin (the name will vary
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from game to game). Return to the Castle.
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MAGIC WORD AND EARWAX
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By now the entire rebus will be visible. The solution is (note that it
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is a mirror image): TIRED PINE, IRON MINE, WORE, MAGIC STORE. These
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combine with the poem in Megaboz's hut. Take the Ring of Ineptitude, and
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the sapphire (plus candle, amulet, potion, pigeon). Return to the Fublio
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valley, and follow the path west from the View all the way to On Top of
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the World. Drink more potion and call for the cousin by name. Take the
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small fungus that appears.
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Work your way back down to the View. Go southeast, south and down to
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the Quarry (in the shadow of a tired pine). Wear the Ring of Ineptitude
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(you will drop all you are holding), and take the sapphire. Remove the
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ring. You can now go to the Attic and unlock the trunk. Open the trunk
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and take the notebook and the fly. Read the notebook to get the magic
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word.
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Gather your items and return to the castle. Work your way to the ear
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again, and drop the fungus. You are now able to go further IN and take
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the earwax. Finally, give the wax to the Antharian witches, and go grab
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the CLUB (item 23) at the Stadium.
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DELTA AND ENDGAME
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Before going to the Delta, go to the Parapet above the Solar in the
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secret wing, and take the fly there. Enter the Oracle when 2 eyes are
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open to reach the delta. This is the only maze in the game. One solution
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is as follows: Go southwest twice and then northwest to reach the toad.
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Try to take the SPYGLASS (item 24). You will have to ask the toad for
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it. Furthermore, you will have to call him by name. Look up his name in
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the calendar article on John Paul Flathead. The toad will ask for the 4
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flies, of which you have 3.
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Go north, then northeast twice to the River's End. Take the fly and go
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southwest, northwest, and southwest back to the toad. Give him the
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flies, and ask for the spyglass. Take it and return to the Castle.
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You should now have all 24 items and the magic word. Do as instructed
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on the parchment. Now you can go past the Perimeter Wall (northwest of
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the Outer Bailey), and watch the Castle turn into the small white house
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with a mailbox: The starting point of ZORK I!
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ZORK ZERO is published by Infocom, Inc. and distributed by MEDIAGENIC.
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This walkthru is copyright (c) 1989 by David Sachs. All rights
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reserved.
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