ZORK II Solution by: Frank Walters, T.A.C.O. BELL ----------------------------------------- 1. INSIDE THE BARROW: Take the sword and lamp S,S,S,SW,S to the Dark Tunnel, TURN ON LAMP. Then SE to North End of Garden. Enter Gazebo. Take all objects, exit the Gazebo and go north and NE to Shallow Ford and fill teapot with water. South and SW to Carousel Room and drop all except lamp and teapot. 2. RIDDLE ROOM: Located SE of Carousel Room but because room is turning you may have to leave and reenter Carousel Room many times until you reach the Riddle Room. Once there, THE ANSWER IS "WELL". Go east to Circular Room, leaving pearl necklace until returning. Get in the bucket and put the water in the bucket. Get out of bucket at Top of Well and go east to Tea Room. Get all except the orange cake and eat the green cake. Go east to Pool Room and throw red cake in pool. Get the flask and the package of candies. West to Posts Room and eat the blue cake and turn off lamp. NW to Low Room and tell robot to go east. Follow him to Machine Room and have robot push the triangular button; send him south. Follow him to Dingy Closet and attempt to get the red sphere. Turn on the lamp when the cage falls on you and tell the robot to get cage. When he does you can turn off the lamp and take the red sphere. Return to the Tea Room via the Low Room. You may have trouble with directions from the Low Room because of the magnetics in that room now, but keep trying. Turn on the lamp and go west and get in the bucket and get the water into the teapot. Get out at bottom of well, go west and get pearls and return to Carousel Room. Open the steel box and take violin, candies, pearls and red sphere SW to the Guarded Room and drop them. Return to Carousel Room, getting the black string on the way. West to Room 8 for spray can of FROBOZZ MAGIC GRUE REPELLENT. You can only enter Room 8 after Carousel Room has been shut off by robot in Machine Room. East to Carousel room, drop string and can. 3. DRAGON ROOM: Take only lamp and sword NW to the Cool Room then north to the Dragon Room. (Carousel Room is no longer turning since the robot turned it off with the triangular button.) Try to kill the dragon to get his attention so he is "watching you carefully". Go south to Stone Bridge and dragon will follow. Attempt to kill him again and he will follow you south to Cool Room. Repeat and go west to Ice Room. When dragon follows you he will be fooled by the ice wall and drown himself with melted ice, opening a new passage west. Go east to Cool Room and drop sword. 4. RESCUE PRINCESS: Go north from Cool Room to Dragon Lair to find princess. Open chest and get golden statuette but if princess leaves before you can pick it up, follow her immediately and leave statue until later. Follow her all the way to the Gazebo. WAIT until the unicorn comes for her she will give you the gold key and a perfect rose. Retrace your steps from the Gazebo back to the Marble Hall and get the brick, then south to the Carousel Room. Drop all except lamp, key and statue and go SW to Guarded Room and drop key and statuette. Return N and NE to Carousel Room. 5. BANK OF ZORK: NW to Cool Room and north to Dragon Room. West to Bank Entrance, NW to West Teller's Room , west to Safety Depository and south to Chairman's Office. Get portrait of J. Pierpont Flathead, north to Safety Depository and drop portrait. Walk through curtain to the Small Room. Walk through south wall to Safety Depository. Walk through curtain again to Vault. Get Zorkmid bills. WALK THROUGH NORTH WALL to Safety Depository. Drop bills and go west to West Teller and west again back to Safety Depository. Now pick up portrait and bills. It is safe to take them through the curtain of light to the West Viewing Room and then south to Bank Entrance. East from the Bank Entrance will take you back to the Dragon Room, (N to the Dragon Lair if you don't have the statue yet) and go south to Cool Room, SE to Carousel and SW to the Guarded Room to drop all treasures. Return to Carousel. 6. DREARY ROOM: Take lamp, place-mat, and letter opener north and up the ledge to the Tiny Room. Slide the mat under the door and open the lid on the keyhole. Put the letter opener in the keyhole and when the key drops on the mat, move the mat and get the key and the letter opener. Unlock the door with the key, open the door and go north to get the blue crystal sphere from the Dreary Room. Retrace your steps to the Carousel and drop all except lamp and sphere and drop the blue sphere in the Guarded Room. Return to Carousel. 7. UP THE VOLCANO IN A BALLOON: Take lamp, matches, newspaper, brick and black braided string NW to Cool Room, west to Lava Room, leave ruby until later and go south to Volcano Bottom. Get in the basket and open the metal receptacle and put the newspaper in it. Light a match and then light the newspaper with it. Wait until the balloon lifts off. Read the blue label for landing instructions. As the balloon rises, bypass the small ledge and wait until you reach Volcano near Wide Ledge and land. Upon landing, tie the braided wire to the hook and get out of balloon. Go south to Dusty Room and put the black string in the brick. Put the brick in the hole in the rusted box, light the match and light the string with the match. Immediately go north. The muffled explosion occurs one move after lighting the fuse. Go south and get crown and card and leave before the roof falls in. Get in balloon and close the metal receptacle before untying the wire. With the receptacle closed, the balloon will descend gradually, meanwhile you can read the card and drop the crown in the basket. When you descend to the 200 foot level to Volcano near Small Ledge, land again and secure wire to hook. Get out and go south to Library. Get all books go north and get gold zorkmid from ledge and get in balloon. Untie wire and drop zorkmid in basket. Read the books on the way down to Volcano Bottom. The white book after reading can be used for additional fuel for the balloon if needed. The Flathead stamp is in the purple book. Get all the goodies after landing and return to Lava Room for the ruby and east to Ice Room. Up, then south will take you to Cobwebby Corridor and SW to Guarded Room. Drop stamp, zorkmid, ruby and crown and go to Carousel Room to drop all except lamp. 8. ODDLY-ANGLED-ROOM: Take lamp and sword south to the stairs and down to the Oddly-Angled-Room which is a maze. The sword glows dimly at the stairway entrance. This is like a baseball diamond and you must find home plate. Usually you can just move south to the wooden club. If not try another cardinal direction (N,S,E,W) until you see the club. The diamond shaped window should be flickering. Get the club. This is home plate. First base is the only direction that causes the window to change from flickering to dimly glowing (SE). Second base is 90 degrees left. (NE). The window should be glowing. Third base is 90 degrees left (NW) and the window will be glowing brightly. Turn for home (SW) and the window will be glowing serenely. One more move will find home plate, always in a cardinal direction. Here the sword will be glowing with a faint blue glow. Go down the secret stairs to the Cerberus Room to gain 10 extra points. You can now bypass the maze since the door has been opened by going up or down two staircases between the Cerberus Room and the Stairway south of the Menhir Room. Return to Carousel and drop baseball bat and sword. 9. GUARDED ROOM: SW from Carousel Room to Guarded Room. Give candies to lizard and unlock door with gold key and open door. Take red and blue crystals and whatever treasures you can carry south and west to Wizard's Workroom. Put red sphere on ruby stand and blue sphere on sapphire stand. Go south to Pentagram Room and drop all treasures: pearl necklace gold key golden dragon statuette Stradivarius moby ruby portrait of J. Pierpont Flathead priceless gold zorkmid Flathead stamp Dimwit Flathead's gaudy crown zorkmid bills 10. AQUARIUM: North from Pentagram Room and west to Aquarium. The aquarium contains a baby sea serpent. It also contains a clear crystal sphere which is invisible in the sandy bottom of the tank. The only save way to kill the sea serpent without him killing you is to throw something at the aquarium. I use the club (Babe Flathead's). When the serpent dies, get the clear sphere which will eventually go on the diamond stand to complete the set. 11. WIZARD'S WORKROOM: Once you have the clear sphere, put it on the diamond stand with the other two spheres and magically the three will disappear to be replaced by a black stand in the center with a black sphere. Take this south to the Pentagram Room. 12. PENTAGRAM ROOM: Place the black sphere in the black circle and th demon will appear. He makes the Wizard helpless and will give you your request but only if you pay his fee: ten of your precious treasures. You will get 2 points for each of the treasures you give him. Don't give him any objects except treasure, you won't get them back. (See treasures para. 9.) Once he is satisfied, TELL DEMON "GIVE MAGIC WAND TO ME". If you just tell him to get the wand, he will get it for himself. Get wand, N,E,N,N,NE to Carousel. South to Menhir Room. 13. TROPHY ROOM: South of Wizard's Workshop. Contains trophy cabinet and various objects. You cannot touch them because of some spell that shocks you. When treasures are "Filched" they appear in the trophy cabinet. You can retrieve them after you get your wish by using the wand to "Filch" them back. (This is my theory, not tested: Number of treasures demanded by demon are reduced by number filched by Wizard.) 14. MENHIR ROOM: In the southwest corner of this room stands a huge menhir (stone). If you look behind the stone you will see a narrow crack and a large room. Once you have the magic wand your can POINT WAND AT STONE AND SAY "FLOAT". You have time to go SW to the Kennel and obtain the gigantic dog collar, then NE back to the Menhir Room. S,D,D to Cerberus Room. 15. CERBERUS ROOM: The elephant sized, three-headed dog snaps at you when you try to kill him. If you talk to him he will answer "Grrrr". PUT COLLAR ON DOG. He will be you faithful friend and let you pass. E, OPEN DOOR, S to Crypt. 16. CRYPT: You must still have the wand with you. TURN OFF LAMP. This will allow you to see the outline of the secret door. Open secret door and go South to the conclusion of "The Wizard of Frobozz". Without the wand at this point, you will fall down the stairs. Congratulations Superior Adventurer! VARIOUS OBJECTS: >Elvish sword of great antiquity - some help in Oddly-Angled Room using the glow as a hint. Also to throw at aquarium, or use to bluff the dragon. >stoppered glass flask - use as magnifying glass to read small print on cakes. >perfect rose - just nice, no use. >wooden club (Babe Flathead) - just a clue for the baseball diamond you are supposed to figure out in the oddly-angled rooms, it is at home plate where you start to run the bases; also to throw at aquarium. WIZARD'S SPELLS: All the spells cast by the Wizard of Frobozz are of limited duration and will wear off after some period of time. Some of the known effects and indications of the spells are listed below. Potentially dangerous spells are shown with an asterisk (*). "Quotes indicate spell is dissipated." * FALL: You trip over yourself when you move from rome to room. You can fall off high place and die. Wait it out while staying in same room. FANTASIZE: You imagine things that aren't there and see objects that don't exist. FEAR: You are terrified by the Wizard and fee from the room. "You suddenly decide the Wizard is no longer that terrifying..." FEEBLE: You feel very weak. You can only carry a very few objects. "You no longer feel weak." FENCE: An invisible force prevents you from leaving the room. Could be dangerous in the Topiary, where the hedges come to life. * FERMENT: You are drunk. You don't always go the direction you want and could stumble into a wrong room. Make sure lamp is on in case you stumble into a dark or dangerous room. "You are feeling better now." FIERCE: You are enraged at the Wizard and try to attack him. Your sword begins to glow red. "You feel cooler and less angry now." FILCH: If you are carrying any treasures, they will vanish. Do not pick up any treasures (10 items listed in para. 9) or they will vanish. Ordinary objects are not affected. Vanished treasures appear in the Wizard's trophy cabinet in the Trophy Room. FIREPROOF: You cannot be harmed by fire, even the dragon's breath. Careful, it may wear off at the wrong time. * FLOAT: You feel very light. You are floating in the air. WAIT it out until you sink back down again. Dangerous only if you are in position to fall off a high place, such as a ledge or the balloon or top of the well. "You sink back down." You use this spell on the MENHIR to get it out of the way. FREEZE: You are frozen stiff. WAIT until you thaw out. See FENCE above. FUMBLE: You keep dropping objects as you try to pick things up. Just make sure you have everything you want before leaving the room. ******