314 lines
19 KiB
Plaintext
314 lines
19 KiB
Plaintext
|
|
ZORK II
|
|
Part 1
|
|
|
|
Doesn't this look familiar? It should because it's right where ZORK I
|
|
ended! Ah, here are your faithful companions from ZORK I, the lamp and
|
|
the Elven Sword. Get these and go south three times, southwest, south.
|
|
Light your lamp (there are grues lurking in the dark!). Go southeast.
|
|
Turn your lamp off because you're in a beautiful garden that's lit by
|
|
luminous lichens! Enter the gazebo and get everything you see laying on
|
|
the table. Forget about the Unicorn because you're not capable of
|
|
approaching the timid creature. Exit the gazebo, go south twice and
|
|
west then turn your lamp back on.
|
|
You've entered one of the strangest rooms in ZORK II...the Carousel!
|
|
It spins madly about and everytime you move, you're taken to a random
|
|
location. So the first thing we're going to do is turn it off. Select
|
|
a random direction and keep returning to the Carousel Room using the
|
|
chart below until you get to the Marble Hall. When you get there, go
|
|
north to the Deep Ford and fill your teapot with water. Then go back
|
|
south twice to the Carousel Room. Now, select another random direction
|
|
and keep returning to the Carousel Room until you get to the Riddle
|
|
Room. This is a good place to be because you're now able to turn off
|
|
the Carousel and stop this craziness!
|
|
ROOM NAME RETURN BY GOING:
|
|
Menhir North
|
|
Marble Hall South
|
|
Cool Room Southeast
|
|
Cobwebby Corridor Northeast
|
|
Path Near Stream Southwest
|
|
Topiary West
|
|
Riddle Room Northwest
|
|
You're looking at a huge stone door in the eastern wall. On its face
|
|
is a riddle that must be answered before you can enter the door. Say
|
|
"well" and the huge door opens with a thunderous roar! Go east and
|
|
look. There's a beautiful Pearl Necklace laying here! Leave it for now
|
|
and head east again. You've located the Frobozz Magic Well. That's what
|
|
the legend on the wall says. Get in the bucket and pour the water out
|
|
of the teapot. That's how the bucket is activated. When the last drop
|
|
is poured, the bucket magically rises and you find yourself at the top
|
|
of the well. Drop the teapot and get out of the bucket and go east.
|
|
Hope you're dressed for the occasion because you've stumbled upon a tea
|
|
party of sorts! Don't those cakes look appetizing? Don't eat anything
|
|
just yet, there's someone waiting to meet you!
|
|
Go northwest and imagine that...there's a robot standing here. Looks
|
|
like he needs directing. Tell the robot to go east, then go east
|
|
yourself. You're in the Carousel's control room. But don't touch those
|
|
buttons yourself...they are highly dangerous to humans, but not to
|
|
robots! Tell the robot to push the triangular button. As he's doing
|
|
this, you receive clues as to what's happening in the Carousel Room.
|
|
When the robot's done your bidding, tell him to go south then go south
|
|
yourself. There's a red sphere here, but without some help, you'll
|
|
never get it. Take the sphere and immediately a steel cage is dropped
|
|
on top of you trapping you in the closet. If you don't act quickly, a
|
|
poisonous gas will complete the job of catching the "footpad" (that's
|
|
you!) and you'll be most dead! Tell the robot to lift the cage. The
|
|
robot seems to take perverse pleasure in rending the cage to scrap
|
|
metal! Trying to take the sphere sprung the trap, but you still haven't
|
|
got it. So take the sphere again, say goodbye to the robot and go
|
|
north, west and southeast back to the tea party room.
|
|
|
|
ZORK II
|
|
Part 2
|
|
|
|
Now it's time to eat some cake! Get the red, green and blue cakes and
|
|
eat the green cake. My goodness, you've certainly lost a lot of weight!
|
|
You're now the size of a mouse and everything is huge including those
|
|
"cracks" you were able to just step over a few moments ago! But you're
|
|
now small enough ts
|
|
o enter the tiny hole to the east. So go east and
|
|
throw the red cake into the pool. The cake acts like a sponge and soon
|
|
the pool is completely empty revealing a bag of precious candy-coated
|
|
insects. Get the candies and go west. Now to get you back to normal.
|
|
Eat the blue cake and presto! You're now your original size and able to
|
|
leave this strange tea party behind.
|
|
Go west back to the bucket, get in and get the teapot. Now get the
|
|
water and soon the bucket is back down at the bottom of the well. Drop
|
|
the teapot, get out of the bucket and go west. Get the necklace this
|
|
time and go west and northwest back to the Carousel Room.
|
|
When you get there, you find it's stopped spinning and there's a dented
|
|
metal box lying here. Open the box and you find a Stradivarius Violin!
|
|
Your load is too heavy to get it just now, so let's go dump some stuff.
|
|
Go southwest to the Cobwebby Corridor.
|
|
This is a good place to drop any treasures and spheres you've managed
|
|
to collect so far. As you've no doubt noticed, Frobozz will cause you
|
|
to drop various items with his crazy "F" spells. It's a light waster
|
|
having to try to pick up items over and over again. And you will always
|
|
drop the item you're trying to pick up plus one additional item you're
|
|
carrying! It's frustrating, to say the least! Frobozz will also steal
|
|
items from you with his "Filch" spell and before you know it, the
|
|
treasure you've been lugging around with you suddenly isn't there any
|
|
more! You don't loose points for this, but when it's time for you to
|
|
buy the services of the demon, it will be confusing knowing if he's
|
|
demanding one more treasure that Frobozz may have stolen or that you
|
|
haven't found yet. So unload your treasures and spheres here.
|
|
Don't worry about the lizard just yet. We have more important things
|
|
to do! We'll take care of the lizard, treasures and spheres at the same
|
|
time in the last part of this walkthru.
|
|
Lying on the ground here is a coil of odd looking string. This is
|
|
actually an explosives fuse. Get it and go northeast back to the
|
|
Carousel Room.
|
|
Get the violin and go west (a room you weren't able to get to until the
|
|
Carousel was turned off). Get the Grue Repellent (in case your lamp
|
|
runs out of power) and go back east. Once more back southwest to the
|
|
Cobwebby Corridor to unload the violin and repellent, then northeast
|
|
back to the Carousel Room.
|
|
We're off to slay dragons, so look lively and make sure you have your
|
|
sword with you!
|
|
Go northwest to the cool room, then go north twice. Oooh! It's scary
|
|
in here because we're face to face with a huge fire-breathing dragon!
|
|
You can't possibly kill it, but you can get its attention! Hit it with
|
|
the sword and go south. I'll be darned, it's following you! Hit it
|
|
again and go south again. Hmmm, still with you? Good! Hit it one more
|
|
time and lead it west. You've both entered a room of glassy ice. The
|
|
dragon sees its own reflection and in true dragon fashion, is outraged
|
|
that there's another dragon in his realm! It breathes a huge flame of
|
|
fire which immediately melts all the ice in the room! The dragon is
|
|
inundated with water, which eaffectively quenches its flame and it is
|
|
carried to its doom far away. In melting the ice in the room, the
|
|
dragon has opened another door for you. So go west and look. There's a
|
|
huge ruby lying here! Drop the sword and get the ruby then go east
|
|
twice to the Cool Room.
|
|
We're off to free a princess now so go north three times. You've
|
|
entered the Dragon's Lair and sleeping here as if under a spell is a
|
|
beautiful princess. Don't try anything strange with the princess!
|
|
There's also a rotted old chest here. When you try to open it, though,
|
|
the princess awakens and looks out of the lair and at you. If she
|
|
leaves the room, follow her, but if she's just sitting there looking
|
|
indecisive, try opening the chest again. We'll get what you found in
|
|
the chest later. Just don't lose the princess! Eventually, she will
|
|
leave. Follow her everywhere she goes. If she pauses, a "look" should
|
|
get her moving again. Soon, she'll lead you back to the Garden and
|
|
enter the gazebo. When she does, enter the gazebo, too. After several
|
|
"looks" and "waits" (and turning your lamp off!), the Unicorn will
|
|
approach the princess without fear. She will remove the red ribbon from
|
|
its neck, tie her hair up with it and give you the tiny gold key and a
|
|
perfect rose, mount the Unicorn, and ride off. Drop the rose, as pretty
|
|
as it is, you don't need it. Exit the gazebo, go south twice, turn your
|
|
lamp on, and go west back to the Carousel Room. Let's go rob a bank!
|
|
|
|
ZORK II
|
|
Part 3
|
|
|
|
We're off to play "footpad" again, only this time we're not going to
|
|
need any help to get the loot! From the Carousel Room go northwest to
|
|
the Cool Room, north twice and west twice to the Bank Entrance. This
|
|
next part is a little tricky, so follow the directions closely so you
|
|
don't set off any alarms!
|
|
Go northeast, east and south to the Chairman's Office. My, my! Look
|
|
at that, old J. Pierpont Flathead himself! But not in the flesh, only
|
|
in an oil painting. Get the portrait and go back north. Drop the
|
|
painting here and enter the shimmering curtain of light. You've been
|
|
transported to a seemingly exitless room! But don't panic, just enter
|
|
the south wall and presto! You're back at the Safety Deposity again.
|
|
Enter the curtain once more and this time, it looks like the same room,
|
|
but it isn't! For here lying neatly stacked is a pile of ZORKmid Bills!
|
|
Get the bills and enter the north wall. Now drop the bills and go west.
|
|
If you try to leave the Depository carrying the bills or the portrait,
|
|
an alarm sounds and an invisible barrier blocks your leaving! Go back
|
|
west to the bank vault, get the bills and the portrait and enter the
|
|
curtain of light then go south. This time, when you exit the room, you
|
|
find yourself back at the bank's main entrance! You did it! Let's get
|
|
out of here before they loose the hounds on us!
|
|
Go east twice back to the Dragon's Room and go north to its Lair. Now
|
|
get the golden dragon statuette and go south. Your're pretty well
|
|
loaded up, but there's one more task to perform in this area, so go east
|
|
twice and up to the Tiny Room. What a strange place this is! We're
|
|
going to pick this lock. Put the placemat you've been lugging around
|
|
under the door and lift the lid that's covering the keyhole. Now put
|
|
the letter opener into the keyhole. <clunk!> What was that? Pull the
|
|
placemat and look. There's the key! Get the key and drop the placemat.
|
|
Then get the letter opener and drop it. Now unlock the door with the
|
|
rusty key (you have to specify which key if you're still carrying the
|
|
tiny gold key!), open the door and go north into the Dreary Room.
|
|
If you're still carrying the rusty key, you can drop it because you
|
|
don't need it anymore. Sitting in the middle of the table is a Blue
|
|
Sphere! Get the sphere and go south, down twice, south twice and
|
|
southwest to the Cobwebby Corridor. Drop everything you're carrying
|
|
except for the lamp, match, newspaper and string. Go back northeast and
|
|
north to the Marble Hall. Get the clay brick and go back south then
|
|
northwest to the Cool Room. Now go west twice and south.
|
|
Well, would you look at that? There's a deflated hot-air balloon lying
|
|
here. Let's see if it still works! Get in the basket and open the
|
|
receptacle. Put the newspaper in the receptacle and light the newspaper
|
|
with one of your matches.
|
|
I would strongly suggest you save your game here. There are several
|
|
spells that Frobozz may cast on you that would effectively kill you!
|
|
One is "Float" which is a rather nasty spell that causes you to float in
|
|
the air. Think what would happen if you were in the balloon 200 feet
|
|
above the volcano floor and were caused to float!
|
|
While you read the above paragraph, the balloon finished inflating and
|
|
has risen off the volcano floor. You will see three ledges on your way
|
|
up. Only the first and third ledges are wide enough for you to land on.
|
|
So wait until you see the first ledge then land the balloon. Always,
|
|
always, always tie the wire to the hook you see on the ledge. If you
|
|
don't, your transportation will float away from you!
|
|
Get out of the basket and look. There's a gold ZORKmid coin lying here
|
|
pretty as you please! Get the coin and go south to the Library. There
|
|
are several books lying here, but the one we're interested in is Purple.
|
|
Don't bother trying to read the books. They're written in a long
|
|
forgotten tongue. Get the Purple Book and go north back to the ledge and
|
|
get into the basket. Drop the coin and book, untie the wire and wait
|
|
until you see the third ledge. The description of the ledges will seem
|
|
alike, so watch closely for the ledge and open sky above you. When you
|
|
see the third ledge, land the balloon (tie the wire!), get out of the
|
|
balloon and go south to the Dusty Room.
|
|
See the hole in the strange box sitting here? Put the clay brick in
|
|
the hole, then put the coiled string in the brick. Light the fuse with
|
|
one of your matches then go north. Don't hang around in the room after
|
|
you light the fuse! When you hear the explosion go back south into the
|
|
room and look. There's a Gawdy Gold Crown lying here! Get the Crown and
|
|
go back north, get in the balloon, untie the wire and close the
|
|
receptacle. After you close the receptacle, you notice the balloon is
|
|
started to descend. Which is good. You didn't really want to go
|
|
floating off in space, did you? Right! Also as you're descending you
|
|
see the ledge you just left crumble away to nothingness! It must have
|
|
been the explosion that loosened whatever was holding the ledge in
|
|
place. Whew! Close call!
|
|
While you're waiting for the balloon to reach ground level again, get
|
|
the Purple Book and open it. Doing so reveals a rare ZORKmid Stamp!
|
|
Get the stamp and drop the book then get the coin and when you reach the
|
|
ground, get out of the basket and go back north, east, up and south to
|
|
the Cobwebby Corridor. Drop the Crown, Stamp, Coin and matches here.
|
|
You should only be carrying the lamp now. One more stop, then we'll put
|
|
this puzzle together!
|
|
Go northeast then south to the Menhir Room. Then go south to the
|
|
stairway and go down the stairs. You've entered the Oddly-Angled Room
|
|
maze. The maze is completely unmappable, but don't despair. The
|
|
diamond shaped windows you see in each room tells you your progress.
|
|
When you're doing well, the windows increase in intensity. When you've
|
|
accomplished your task, the windows glow serenly. When you're not doing
|
|
so well, the windows glow dimly. Go southeast until you see a club
|
|
lying on the floor. Pick up the club and swing it. Whoosh! Time to run
|
|
the bases and head for home. So run southeast, northeast, northwest and
|
|
southwest. As you run southwest, you hear a rusty squealing like a
|
|
long-lost panel opening! Keep going southwest until you get back to the
|
|
stairway. I'll be darned! There's another stairway leading further
|
|
down! You're not ready to go down yet, so go up the stairway, north
|
|
twice and southwest to the Cobwebby Corridor. It's time to meet the
|
|
Demon!
|
|
|
|
ZORK II
|
|
Part 4
|
|
|
|
At last! You're ready to give Frobozz a run for his money and get his
|
|
magic wand! But first you have to get past the lizardhead guard! What
|
|
do lizards eat? Right! Insects! Get the candied insects, the tiny
|
|
gold key and the two spheres and go southwest to the door. Feed the
|
|
lizard the candies. Talk about gluttony! The lizard gobbles the
|
|
candies and settles back for a long snooze! Unlock the door with the
|
|
tiny key, open the door and go south through the door.
|
|
The odor of strange, pungent smells asail your senses! You've located
|
|
the Wizard's Workshop. The smells seem to be coming from the west. Go
|
|
west. It's Frobozz's Workroom and there's all sorts of arcane
|
|
paraphernalia lying about. The important thing to notice, though, is
|
|
the color of the stands you see on the workbench. Hmmm...ruby,
|
|
sapphire, diamond. Red sphere, Blue sphere, and one sphere you haven't
|
|
found yet. Put the red sphere on the ruby stand and the blue sphere on
|
|
the sapphire stand. Then go west again. You're in the Aquarium Room
|
|
and sitting there looking absolutely harmless is an aquarium with a baby
|
|
sea serpent in it. Don't you believe it! That guy would kill you if
|
|
you got too close to it! Throw the club at the aquarium. The club
|
|
smashes the aquarium to pieces, the water drains out revealing a dying
|
|
baby sea serpent and a Clear Sphere!
|
|
Get the sphere and go back east to the Workroom and put the Clear
|
|
sphere on the diamond stand. As you do so, all three spheres disappear
|
|
in three puffs of colorful smoke, a fourth stand appears holding a Black
|
|
Sphere! Get the Black sphere and go south to the Pentagram Room. Put
|
|
the Black sphere on the Pentagram.
|
|
Up out of the depths of some long forgotten spell appears a Demon! As
|
|
you listen, you find that he will do you any one service if you will pay
|
|
his fee! The wand! Go north, east, and north twice to where you've been
|
|
storing your treasures, get as many as you can carry and go back to the
|
|
Pentagram Room. Give the Demon the treasures one at a time. As you do
|
|
so, he gives little mutters of pleasure and indications that what you've
|
|
given him is not enough. When you've given him your first load of
|
|
treasures, return to the Cobwebby Corridor, get the rest of the
|
|
treasures and go back to the Pentagram Room. Give the Demon the rest of
|
|
the treasures. As you're doing this, Frobozz may appear and try to
|
|
dissuade you from your task. But don't relent! Keep giving the Demon
|
|
the treasures until he says it's a small fee, but it's enough for the
|
|
service.
|
|
You must be very specific in telling the Demon what you want done.
|
|
Tell him to give you the wand. He approaches Frobozz menacingly, making
|
|
surly remarks in the process. Frobozz tries one last spell, "Fudge!"
|
|
which leaves the smell of Chocolate wafting in the air. Cringing in
|
|
terror, Frobozz relinquishes the wand to the Demon and rushes out of the
|
|
room. The Demon gives you the wand and disappears leaving you quite
|
|
alone! Time to finish the puzzle!
|
|
Go north, west, north twice and northeast to the Carousel Room. Now go
|
|
south to the Menhir Room. That huge block was an obstacle before, but
|
|
no longer! Point the wand at the Menhir and say "Float". The Menhir
|
|
glows briefly and then rises gently into the air revealing a passage
|
|
behind it! Go southwest and you've located a Kennel. How odd! There's
|
|
a dog's collar here, too! Get the collar and go back northeast then
|
|
south and down the stairway twice.
|
|
What a dog! Three heads growling and snapping at you! Put the collar
|
|
on the dog and it becomes quite tame, even puppy-ish! Cute. No time to
|
|
pet it, though, you're almost through. Go east into the Crypt Anteroom
|
|
then south into the Crypt. A moment of silence, please, for the
|
|
builders of the Great Underground Empire of ZORK...the Flatheads. Don't
|
|
feel quite through? You're not! Turn the lamp off. There in the
|
|
southern wall you see a faint line of light outlining a door! Open the
|
|
door and go south to the Landing. Finally, go down the stairs. You
|
|
find yourself on an endless stairway. You've conquered Frobozz! Your
|
|
final test of courage and skill awaits you in ZORK III where you become
|
|
the new Wizard of ZORK!
|
|
ZORK II is copyrighted by
|
|
Infocom, Inc., 1982.
|
|
This walkthru is copyrighted
|
|
by Barbara Baser, 1984.
|
|
All rights reserved.
|
|
|
|
|