Solving the ZORK series A walkthru by Scorpia +quot;Borrowed+quot; from CompuServe

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Skeptic Tank!

(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-) (-=-) (-=-) (-=-) Solving the ZORK series: A walkthru by Scorpia (-=-) (-=-) "Borrowed" from CompuServe Information Service by The Slipped Disk (-=-) (-=-) (-=-) (-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-)(-=-) ---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=--- ZORK I ---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=---=--- So, you're all set for The Great Underground Empire, eh? Okay, but before we begin, a few words about this walkthru. First, this is not the only way to solve the game. It's just one of the faster ones. Second, because there is no "wasted motion" in this game, you will not be visiting all the locations. So, you might want to play around with the game on your own for a while, mapping out as much as you can, without much regard for gathering treasures. Actually, mapping is a good idea, since, if you make a misstep somewhere, you might find yourself in trouble! Be especially careful to follow the directions when in the mazes; a wrong move there, and you could be lost for quite some time! Finally, you may not go through this in exactly the way it's written because of the thief. He is a variable item in the game; you never know where he will show up. Try to move out of the room he's in as soon as he shows up. But keep in mind that even if he does steal anything from you, you will get it all back from him in the end. Okay? Let's start the adventure! You begin West of the house, and your first chore is to get inside. So, go South and East. Open the window and enter the house (you're in the kitchen), then go West into the living room. Get the lamp, then move the rug, revealing the trap door. Open the trap door, turn on the lamp, and go down. At this point, some mysterious person will shut the door on you; don't worry about that for now. Okay, so here you are in the cellar. It's time to pick up your first treasure, so go South, then East to the Gallery. Get the painting, then continue North to the Studio. Go up the chimney (you can only fit with the lamp and the painting), and you will be in the kitchen again. Now, go upstairs to the attic, and get the knife and rope. Come back down and go into the living room. Open the case and put the painting inside. Then, drop the knife and get the sword. Open the trap door again, and return to the cellar. Again, the door is shut by someone (you never will find out who's doing this, but it doesn't matter). Now you're back in the cellar, and since we're coming to one of the more dangerous parts of the game, you might want to do a save here. Gripping your trusty sword, head North into the Troll room. There's a nasty troll here with a bloody axe, and the only way past is to kill him. So, do just that: "Kill Troll With Sword." It will most likely take more than one attempt, so keep at it, and eventually he will disappear in a cloud of black smoke. Now, drop the sword, because you really don't need it any more, and it will hinder you in carrying other, more important items. Having dispatched the troll, you move along East, East (into the Round room), then SE and East. You are now in the Dome room. It's a long way down, and too far to jump, so here's where the rope comes in handy. Tie the rope to the railing, then climb down the rope. You will be in the Torch room. Leave the torch for now; you'll be coming back this way again later. From the Torch room, go South, then East and get the coffin. Return West, then continue South to the Altar. There's no way you're going to get down that hole with the coffin, and even the program will tell you that you haven't got a prayer. That's a hint, folks: Just "Pray," and you will find yourself in the forest again. Since it's daylight out, save energy and turn off the lamp. Now, head along South, then North (I know, but it works!) to the clearing, then East to the Canyon View. Climb all the way down to the bottom, then go North to Rainbow's End. Drop the coffin and open it. Inside is a jeweled sceptre. Get that, and wave it. The rainbow will become solid (you'll need to cross over from the other side later). Now, "Look." You should see a pot of gold. Get that, and the coffin. After that, go SW, then all the way back up to Canyon View. From there, it's NW to the clearing, and then West to the window. Once in the kitchen, open the bag and get the garlic (nothing else, just the garlic). Go on into the living room, and put your treasures in the case. Now, sit down and take a breather, because you're about to do a lot of traveling! Once again, open the trap door, turn on the lamp, and go down. Watch carefully, and you will notice that this time, the door doesn't close! Whoever was doing it before must have gotten tired. Anyway, you're on your way to the dam, so move along North, East, North, NE, and East. You are now on top of the dam. From there, go North to the Lobby. Pick up the matches, then go either North or East (doesn't matter) into the Maintenance room. Get the wrench and the screwdriver, then push the yellow button. Now, return to the dam, and you will see that the green bubble is lit. Turn the bolt with the wrench, then drop the wrench. You have opened the dam, and you will be coming back this way again to reap the fruits of your labors. However, right now, you're on your way to Hades, so let's get going! Go South, then down into the Loud room. Leave the platinum bar for now; you'll get it later. Head West into the Round room, then SE and East (hmmmm, haven't you been here before?). Again, climb down the rope. This time, get the torch. At this point, you can turn off your lamp; the torch will provide light so long as you have it. Now, continue straight South, getting the bell, then the book and candles from the altar. Go down the hole to the cave, then down again to the entrance to Hades. Your candles will have blown out by this time, but don't worry about it. Okay, here's where you have to be careful. First, ring the bell. It will become red hot and you will drop it. You will also drop the candles. Stay calm, and do the following, all in one command: Get the candles, light match, light candles with match (necessary, because of the torch, and *DON'T* use the torch, or you'll vaporize the candles!). Okay, strange things happened when you lit the candles, now read the book. Whew! The demons have been exorcised! Drop the book, then go South and get the crystal skull. Now, back North, then up to the cave, then North to the Mirror room. By the way, better put out the candles. Rub the mirror, and you will now be in another Mirror room (this one is North of the dam, as the other one is South). Now, go North, then West, then North, then West into the Squeaky room (well, I told you you'd be doing a lot of traveling this time!). Make sure you have the garlic with you, then go North into the Bat room. So long as you have the garlic, he won't bother you. There is a jade figurine here, but leave it for now. You'll pick it up on your way out. Go East to the Shaft room. Put the torch into the basket, then turn on your lamp and head North to the Smelly room, then down to the Gas Room (best not to carry any open flames here!). Now, you are about to enter a small maze, so follow these directions *CAREFULLY*! East, Northeast, Southeast, Southwest, down, and you should be at the top of the ladder (if you aren't, may God have mercy on your soul!). From there, go down to the Ladder Bottom, and then South to the Dead End for the coal. Get that, then return to the ladder top. From there, go up, North, East, South, North, and you will be back in the Gas room. Go up, then South to the Shaft room again. Put the coal in the basket, and lower the basket. Now, guess what? You have to go back through the coal mine again! So, make your way to the Ladder Bottom, but this time, go West to the Timber room. Ignore the broken timber (not useful for anything), and drop all but the screwdriver. Now, you can squeeze through the crack to the West. And here you are in the Drafty Room, which is also at the bottom of the shaft. There's the basket, so get the coal and the torch, and move South into the Machine room. Open the lid, put the coal in the machine, close the lid, and turn the switch with the screwdriver. Drop the screwdriver, open the lid, and get the diamond (well, no one ever said Zork was an *EASY* game!). Now, go back North, and put the torch and the diamond in the basket. Squeeze back East into the Timber room. Get the skull, lamp, and garlic. You won't be needing the matches and the candles any more, so you can leave them. (They were insurance in case the thief came along and stole the torch before you could get the diamond). Now, head East again to the Ladder Bottom, and from there up and through the coal mine (you know the way now!), to the Gas room. Pick up the bracelet, then continue on up and South to the Shaft room. Get the torch and the diamond from the basket, turn off the lamp, then go West into the Bat room. Get the jade, then go South, East, South to the Slide room. Now, here's a fast way back to the cellar: Just go down the slide! Wheeeee! Then it's up to the living room (remember, the trap door is open now), and all the treasures go into the case. Huff! Puff! Bet you didn't know you'd be doing *THIS* much running around! But, don't get too relaxed, there's still plenty more to come (urk!). Turn on the lamp, and return to the cellar. From there, it's North (ah, deja vu!), then East, North, NE to Reservoir South. Now that the sluice gates are open, you can head North, picking up the trunk of jewels, North again to Reservoir North, getting the air pump, and North one more time, getting the crystal trident. After that, go all the way back South again to Reservoir South, then East to the dam, and then East once more to the Dam Base. Here you find a little pile of folded plastic; guess what it is? Right, it's an inflatable boat! So, inflate it with the pump, then drop the pump, then get inside the boat, say "Launch," and you're floating off along the Frigid River. Now, just keep waiting until you see the buoy. Get that, then "East" to the beach. Get out of the boat, then get the shovel and move on to the Sandy Cave to the NE. You might want to save the game at this point, since you have to dig here until the scarab turns up, and I'm sure you don't want to get buried alive (it's been known to happen!). Okay, drop the{_ shovel and get the scarab, then go back SW. Drop the buoy and open it; inside is an emerald. Get that, then continue South to the Aragain Falls. Here you can cross the rainbow (so do that!), which brings you to the End of The Rainbow. Turn off the lamp, then go SW to the Canyon Bottom. From there, make your way back to the living room, and put all the treasures in the case. Your collection is quite impressive by now, but you aren't finished yet. Go East twice, then North twice. Climb up the tree and get the egg. Climb down again, and go South, East, and back to the living room. However, this time, you don't put the treasure in the case. Turn on the lamp, and go down (once again!) into the cellar, and North to the Troll room. Now, you are about to enter a maze, so follow the directions very carefully! West (this brings you into the maze), South, East, up, and you find several items here. Take only the coins and the key, and be careful not to touch the skeleton! From here, go SW, East, South, SE, and you will be in the Cyclops room. The Cyclops is not friendly, but you can deal with him effortlessly: Just type in "Ulysses" (or "Odysseus," if you prefer). Old One-Eye will tear out of there right through the wall! In fact, he will create a passage eastward from that room right into the living room! However, you don't want to go that way yet! Instead, go upstairs, and you will be in the Treasure Room, the thief's secret lair. Now, give him the egg, and go back downstairs, then East to the living room. Deposit the coins in the case, then get the knife (the thief needs a little time to open the egg). Okay, go back West to the Cyclops room. Again, at this point, saving is recommended; the thief will not be easy to kill! So, head upstairs and use the nasty knife to kill the thief. Once he's dead, all treasures in the room will be visible. This includes the egg, a silver chalice, and anything he may have stolen from you before. Get everything, then follow these directions: Down, NW, South, West, up, down, NE, and you will be in the Grating Room. Unlock and open the grate (watch out for falling leaves!), then go up. You will be in a clearing. From there, go South and climb the tree again. Wind up the canary that's inside the egg. A songbird will come by and drop a bauble for you. Climb down again and get the bauble, then return to the living room. Put all the treasures in the case, making sure you *REMOVE THE CANARY* from the egg and put it in the case separately! You're almost finished! Just one more trip to make! Now, for the last time, enter the cellar and go North. From the Troll Room, go East until you come again to the Loud Room. Type in: "Echo," and you will now be able to get the bar. So, grab it and return to the living room. Once you place it in the case, you will get a message. Follow the advice of that message, and you will get a map. Take that, and return to the place where this all started, the mailbox West of the house. You should have no trouble getting to the barrow from there. Of course, once you enter the barrow.... You didn't really think it would end there, did you? Not when there's still Zork II and Zork III waiting for you up ahead! Ah, but it's too late; you can't turn back now! You'll just have to grit your teeth through to the end (with a little help, of course). See you in Zork II! ===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-=== ZORK II ===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-===-=== So, back for more, eh? Zork I wasn't enough...or did you get hooked? No matter, it's almost time to get started. However, first a few words of advice. The Wizard of Frobozz is a lot more troublesome than the thief ever was. This is due to his spell-casting abilities. Therefore, frequent saving of the game is recommended! Otherwise, you will be wasting a lot of time waiting for some spells to wear off. Okay, let's go! Get the sword and lamp, and move along South, South, South, SW to the Shallow Ford. At this point, turn on your lamp, then continue South, SE to the North End of Garden. Enter the Gazebo, and get all items on the table. Then "Exit Gazebo," and go N, NE to the Shallow Ford and fill the teapot with water. Now, head South, SW, SW, and you will be in the Carousel Room. This is a wonderful place that spins you around, so you can't be sure that you're going in the direction you specify. Fun, huh? The thing to do here is keep moving around until you get to the Riddle Room. That room is actually SE of the Carousel Room, but you aren't likely to get there by typing SE, at least not for a while. So, every time you move, and find yourself somewhere else besides the Riddle Room, you will have to return to the Carousel Room and try again. Also, before you start moving around, drop everything but the teapot and the lamp; you'll pick up the things again as you need them. These are the directions from the various other rooms to the Carousel Room: Marble Hall - South Path Near Stream - Southwest Topiary - West Menhir Room - North Cobwebby Corridor - Northeast Cool Room - Southeast All right, you've finally made it to the Riddle Room. Now, all you have to do is answer the riddle! Actually, it's a fairly simple riddle; just enter: Say "A Well," and you will be able to move on to the East, which is the Pearl Room. Leave the necklace for now, and continue East into the Circular Room. There is a large bucket here, just big enough for you to enter, so do that. Then pour water into the bucket, and it will rise to the top of the well. Get out of the bucket, then go East into the Tea Room, and get all cakes except the orange one. Eat the green cake, and you will shrink down. Now, go East into the Pool Room, and throw the red cake into the pool of tears. The water will be soaked up, and you can get the package of candies. Forget about the flask; there is no use for it. Return West to the Posts Room, and eat the blue cake. Presto! You are returned to normal size. Stretch a little, then head NW into the Low Room. Aha, there's a robot here. Tell the robot to "Go E," then go that way yourself, and you will both be in the Machine Room. I wouldn't be surprised if the controls to the Carousel room were here! Tell the robot to "Push Triangular." There will be a thud in the distance (something fell), and the Carousel Room is now off. Tell the robot to go South, and do likewise. You are now in a Dingy Closet, and a red sphere sits invitingly just beyond your grasp. Try getting it, and a steel cage will come down over you (uh oh!). Not to worry, however! Once the cage is down, just tell the robot (even though you can't see him) to "Lift Cage." Once that's done, you will be able to get the sphere. Now, getting back to the bucket may be a problem of sorts; pushing the button has caused strange things to happen in the Low Room. So, after going North and West from the closet into the Low Room, you may have a problem when trying to go SE back to the Tea Room. Keep trying however, and you'll get there sooner or later. Then, go West from the Tea Room, enter the bucket, get the water, and the bucket will descend again. Get out, drop the Teapot, head West, pick up the necklace, then West again and NW to the Carousel Room. There is a box here (the thud you heard before). Open it, and inside is a violin. You don't need to take it now, so just leave it here for the time being. Drop the sphere, necklace and candy, then get the sword, place mat and letter opener. Move North to the Marble Hall, picking up the brick, then continue North until you come to the Ledge in Ravine. Go up to the Tiny Room, which has a locked door. Slide the mat under the door, then move the lid and insert the opener in the keyhole. Remove the opener, then pull the mat and get the key. Now, unlock and open the door and go North into the Dreary Room. Drop the key and opener, and get the blue sphere. Now, it's South and Down to the ledge, then West and North into the Dragon Room (what would an adventure game be without a dragon?). He's not one of your nicer dragons, so be careful here. Hit him with the sword, then move South. He will follow you. Hit him a second time, and move South again. He's still following you, and you're almost where you want to be. Whack the scaly nuisance one more time, and head West into the Ice Room. Okay, the dragon follows you in, gets silly over his reflection in the glacier, and proceeds to get himself drowned. You can drop the sword now, since you won't be needing it anymore. As his body washes away, go East and SE to the Carousel Room, then SW to the Cobwebby Room. Get the string, then go back NE and pick up the newspaper and the matches. Now move along NW, West, and West again into the Lava Room. Leave the ruby for now, and continue on Southward to the Volcano Bottom. Aha, look what's here....a hot air balloon! All you need is a way to get it inflated, and you just happen to have the means to do that. Get into the basket, then open the receptacle and put the newspaper inside. Light a match, then light the newspaper with the match. Make sure you keep the receptacle open! Now, just wait until the balloon rises to the Narrow Ledge, then "Land." Tie the wire to the hook and get out of the basket. On the ledge is a gold coin. Pick that up and head South into the Library. Get the purple book, open it, get the stamp, then drop the book. You can ignore the other books; they are all worthless. Now, back North and into the basket again. Untie the wire, and wait until the balloon rises to the Wide Ledge. Again, "Land" and tie the wire to the hook. Get out and go South. Now, it's time for a few thrills. Put the string in the brick, then put the brick in the hole in the box. Now light a match, then light the string. Now, head North *IMMEDIATELY*. There will be an explosion, then you can safely go back and get the crown. But don't dawdle; once you have it, get back to the basket pronto! The explosion weakened the ledge, and it won't hold much longer. So, get in, untie the wire, close the receptacle, and wait until the balloon lands at the Volcano Bottom. Well, you seem to be doing almost as much travelling around as in Zork I, and you aren't finished yet, not by a long shot! Go North, get the ruby, then East twice and SE to (yet again!) the Carousel Room. Drop off everything but the lamp, then go NW, North, North, West, and West again, and you should now be at the entrance to the bank. The bank is tricky, so follow directions carefully here. Go NE, then East into the Safety Depository, then South into the office and pick up the portrait, and back North again. Now, "Enter Light," and you will be in a small room. At this point "Enter South Wall," and you will be in the Depository again. "Enter Light" a second time, and you will find yourself in the vault, with a pile of bills in front of you. Get the bills, then "Enter North Wall," and once more you are in the Depository. Now, drop the bills and portrait, and go East to the East Tellers Room. Go East again to the Depository, pick up the goodies, and "Enter Light." This time, you are in the East Viewing Room. From there, go South and you will be at the bank entrance. You have robbed the bank, and kept the alarms silent. Okay, head along East until you reach the Dragon Room, then North to the Dragon's Lair. Leave the chest for now; instead, say "Hello Princess," and wait until she leaves. Follow her, and continue to follow her until you are both in the Gazebo, then wait. The unicorn will appear, and the princess will give you the key from around its neck, and also a rose. You can drop the rose; it has no use in the game. Well, you're getting closer to the end-game, but there are still a few things left to do. Exit the Gazebo, then move South, West, SW. Drop off some of the treasures, then go back NW, North, North, North to the Lair again. Open the chest and get the statuette, then return to the Carousel Room. From there, due South to the stairway. This is a good place to save the game, as you are about to enter one of the nastier mazes around. Go down the stairs, and you will be in the Oddly-Angled Room. Things are not always as they seem here, and the exact direction to go at this point is not constant. Try East first, and if you can't go that way, then try West. Either way, you should find a club. Get the club, and from that point, go SE, NE, NW, SW. Watch the room descriptions carefully as you do this; the little diamonds on the floor should get brighter with each move you make (you are actually "running the bases" here). If they are not doing this, restore the game and try again. When you have done it successfully, there will be a noise in the distance. Now, you should try to go either North or South (that varies also). If one way doesn't work, try the other, and if neither works, try East or West. There will be a staircase going down, but you don't want to do that yet, so go Up instead, and head North until you are back in the Carousel Room. Get the blue and red spheres and the candy. Drop a few things if you have to, but hang on to the club! Now, SW twice, and you are in the Guarded Room, with a lizard head in the doorway. Give the candy to the lizard, then unlock the door with the gold key. Open the door and go South, then West twice into the Aquarium. Throw the club at the aquarium, then get the clear sphere. Go East into the Wizard's Workroom. Put each sphere on the stand of the same color, then get the black sphere that appears, and go South into the Pentagram Room. Put the sphere on the circle, and the Demon will appear. You must give him *ALL* the treasures you have collected, as well as the gold key. This will mean at least one more trip to and from the Carousel Room to get all the stuff. When you have given everything to the demon, tell the demon, "Give Me The Wand," and he will take the wand from the Wizard and give it to you. Now, you're almost finished! Go North, East, North, North, NE, South, and you are in the Menhir Room. You need to get the Menhir out of the way for a little while, so do this: Wave the wand at the Menhir and say, "Float." The Menhir will rise up, allowing you to go SW into the kennel and get the collar. After that, go NE, then South, then Down, and Down again into the Cerberus Room. Cerberus is no problem; just put the collar on him. Now, go East, then South, and you are in the Crypt. Turn off the lamp, and you will notice a secret door in the south wall. Open the door and go South, and you will be on the Landing. The game is over!! Or is it? After all, there's still Zork III up ahead! =-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-= ZORK III =-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-=-==-= Well, you've come a long way since you first stood by the mailbox outside the house in the forest. You've defeated the thief, outwitted the Wizard of Frobozz, and now, you stand at the foot of the endless stairs, ready to embark on the final part of your journey. So, pick up the lamp, turn it on, and head along due South until you come to the shore of the lake. Drop the lamp , and jump into the lake. Brrrr!!! Pretty cold! So, don't stay in there long; swim west and then go South into the Scenic Vista. Kind of a strange place, with changing numbers on the wall and a bare table...not quite all that scenic, eh? Well, get the torch, and wait for the number to change to "II." Then, touch the table. My oh my! You're in a room from Zork II....Room 8, as a matter of fact. However, you don't have much time to sight-see, so get the can of Grue repellant, then try moving East, and you will find yourself back in Scenic Vista again. Now wait for the number to change to "III," then touch the table again. This time, you're in a Damp Passage. Drop the torch, and just wait there until you're pulled back to Scenic Vista. Okay, you're finished here, so move along North to the shore, and again jump in the lake. Splash! It hasn't gotten any warmer; in fact, you just dropped the can of repellant. So, go Down, and you will be on the lake bottom. Ah, there it is! But, could there be something else there, too? "Get all," and you will have not only the repellant but also an amulet. This is one of those "wonderful" variable things; it may take more than one try on your part to get both items. In the meantime, you can't stay in the icy waters too long, and sooner or later a hungry fish will come looking for you. Therefore, it's best to save the game before you jump in from the Western Shore. So if you die in the water, or get eaten by the fish, or picked up by the Roc , you don't have to start all the way back at the beginning. By the way, this is the only one of the Zorks where you don't lose points if you die. But, all the items you've collected so far get scattered all around, and it's time-consuming to go look for them. Okay, now you have the can and the amulet, so head Up to the surface, then South to the Southern shore. You can see a cave to the South, and it looks kind of dark. In fact, it *is* dark in there, which is why you have the repellant. So, spray the smelly stuff on yourself, and go South, and you will find yourself in a Dark Place. Go South again, then East, and you will be in the key room. Whew! At least there's some light in here! And by the light you can see a strange key. Get the key, then move the manhole cover and go down. And here you are on an aqueduct. Since you can't go back , you might as well go forward. So, just head along North and you will come to the Water Slide. Go North down the slide, and guess where you are? In the Damp Passage! And there's the torch, so pick it up, because you're certainly going to need a light source...especially when you think of where you're going next. So, from the Damp Passage hike along West to the Junction , then South into Creepy Crawl, and Southwest into the Shadow Land. Here we come to another variable portion of the game. You will have to wander around in the Shadow Land until a cloaked and hooded figure appears. When that happens, the sword will suddenly materialize in your hand, and you will be able to fight. However, since there's no way of telling when that will happen, you just have to keep moving around until it does. At least you will get a chance to practice some elementary map-making! Also, this is the most dangerous part of the game, as the figure is quite capable of killing you, too! So, best to save before you enter Shadow Land. When the mysterious figure finally appears, attack him with your sword until he is badly wounded and cannot defend himself. At that point, get his hood. The figure will then disappear, leaving the cloak behind. Get that also. Now, you have to get out of here, and I can't tell you exactly how, since there's no way of knowing exactly where you were when the fight started. However, if you go Eastwards, you will exit the Shadow Land at either the Creepy Crawl or the Foggy Room. From either place, go North to the Junction. From the Junction, it's West through the Barren Area, and West again to the Cliff. Bet you just can't wait to climb down the rope, huh? Well, pick up the bread first, then go down to the ledge. Well, well, a chest! Too bad you don't have a key to open it. In fact, there's no way for you to open it at all. But don't despair, there's a way of doing it. Just wait around and someone will come along the top of the cliff. You may not really trust him, but tie the rope to the chest when he asks, and wait around some more. Eventually, he will return and help you back up the cliff. He will also give you a staff, which is what you're really after here. Take the staff, then go back down to the ledge, and from there, to the Cliff Base. Now trek South to the Flathead Ocean, and do a little more waiting. Sooner or later a ship will come floating by. As soon as you see it, say: "Hello, Sailor." The man in the ship will throw something onto the beach for you. Take a look, and you will see it's a vial. It'll come in handy later, so pick it up. Now comes the fun part: You have to wait for the earthquake . While you're waiting, you might want to wander around a little, although you've been to most of the accessible places by now. In any case, wherever you are, once the earthquake hits, make your way to the Creepy Crawl, and from there East into the Tight Squeeze, then East again into the Crystal Grotto. Then all the way South to the Great Door, and East into the Museum Entrance. Now, open the East door, then go North into the Museum. Look at the gold machine , then set the dial to 776. Here comes the fun part: Push the machine South into the Entrance, then East into the Jewel Room. Get into the machine, and push the button. Aha! Now you're back in 776 GUE, but the time machine seems to have vanished! No matter, wait for the guards to leave, then get the ring , then open the door, go out into the Entrance, open the North door and go North. By golly, the machine is right there! Put the ring under the seat, turn the dial to 948, get in, and push the button. Whew, you're back in the right time period again. Get out of the machine, look under the seat , then back South, and South again, to the Royal Puzzle. Okay folks, you are about to enter the absolute nastiest part of the game. You must follow the instructions *EXACTLY* as given, or you will never get out. And, since it would be easy to make a mistake here, I strongly recommend you save the game. 1. Go Down the hole, then push the South wall. Then go East, South, East, East. Push the South wall, get the book, and push the South wall again. 2. Push the West wall twice. Then go East, South, and push the East wall. 3. Now, go straight North until you come to the marble wall, and push the East wall. 4. Now, go West, South, South, South, South, East, East, North, North, North, and push the West wall. 5. From there, go East, South, South, South, West, West, West, West, North, North, North, West, North. Push the East wall three times. 6. Now, West, West, South, South, East, East, South, and push the East wall. 7. Okay, now West, West, West, North, North, North, East, East, and push the South wall two times. 8. From there, West, South, South, East, East, North, and push the West wall two times. 9. Now, South, West, and push the North wall until it won't move any more. 10. Then West and North. Finally! You have maneuvered the ladder under the hole , and now you can just go up and out! WHEW!!!! Okay, you've solved the Royal Puzzle and you have the book, so go North to the Museum Entrance, then open the East door and get your other stuff from the Jewel Room. Then it's back West to the Great Door, and from there back to the Junction. Now, East into the Damp Passage, and NE to the Engravings Room. Well, we have here yet another of those variable events: Sooner or later, an old man will be sleeping here. If he isn't there the first time you arrive, walk around a little and return. When you finally do see him, wake him up and give him the bread. He will eat it and then make visible to you a secret door. He will then vanish. Okay, you're getting closer to the end! Open the door, and go into the Button Room, then North to the Beam Room. Put the sword in the beam, then go back to the Button Room and push the button. Now, back North to the Beam Room and North again into the Mirror Room. There will be an opening in the Mirror, so go North one more time, and you will be inside. Now, don't let the long and complicated descriptions scare you! It's not really as bad as you think . First, raise the short pole. Then, push the white panel twice. Now, push the pine panel, and go North. Okay, so here you are, standing a little too close for comfort to the Guardians of Zork. If I were you, I wouldn't try going past them quite yet! Open the vial, then drink the liquid. While nothing seems to have happened, you have in fact become invisible. Now you can walk North until you come to the locked door. Knock on the door, and the Dungeon Master will open it and let you in. All right, hang in there, you have reached the end game! Go North, then West, then North again. The DM will be following you. Go North to the Parapet, set the dial to 4, and push the button. Now, go South, open the cell door, and step inside. The DM will not follow you in. Once inside, you will notice a bronze door in one of the walls. However, you can't open it yet! Something else has to be done. And it will have to be done by someone else. So, first tell the DM to go to the Parapet. Then tell him to turn the dial to 1, and then tell him to push the button. All right!! The magic moment has arrived! Unlock the bronze door with the key, open the door, and go South! ***** TA DA!! ***** Finally, Zork is finished! You have survived all the perils, pitfalls, and puzzles, and now, *YOU* are the new Dungeon Master. Have fun!

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E-Mail Fredric L. Rice / The Skeptic Tank