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-
- Return to Zork
-
-
- Pictures: Take them whenever you can.
- Talk, ask and record as many things as you can.
- many of the pertinent clues are in the teacher's books.
-
- MOUNTAIN PASS:
- pick up the rock and throw it at the vulture. Then zoom in on the
- sign and DIG the plant up with knife. Make sure it's not dead!
-
- LIGHTHOUSE:
- Talk to the dude and ask about the road to the south.
-
- OUTSIDE LIGHTHOUSE:
- cut the vines with the knife and tie them to the boards. Go down
- stream.
-
- ENTRANCE TO TOWN:
- there's not much to do here. You might go to the mayor's office and
- read about everything. Especially toasting, as written by our
- favorite drunk, Boos Miller. Hmmm... 4 toasts huh?
- Next, go past ol BOOS to the TRUCK.
-
- TRUCK:
- Get the key and move the chock. This key goes to the General Store,
- so go to the store.
-
- GENERAL STORE:
- Unlock the store and get the batteries. Put them in the orb. Open
- the cash register and get the Dizzy World Tickets and the money.
-
- BROKEN BUILDING:
- Get the box and the crank. Then get the mice and put them in the
- box. Upon completion of the game, I didn't really find a use for
- the mice, but I was missing 3 points.
-
- SCHOOL:
- Use the crank on the bell and go talk to Ol' Peepers. Peepers gives
- you a pop quiz and then the book which she wants you to fill in.
- Now you can go to West Sandbar.
-
- KID UNDER THE BRIDGE:
- The kid under the bridge hasn't had much of a childhood, and
- probably wouldn't mind a few tickets to Dizzy World. He'll give you
- a dirty piece of something.
-
- BOOS MILLER.
- Pour the whiskey out and then toast and drink. Once you have done
- this three times, old Boos is quite drunk and in no condition to
- drive. So be a pal and ask for his keys. Toast a final time and
- Boos becomes so unconscious that the falls off his stool. Get the
- silver flask and go downstairs. Use the keys on the door and then
- exit to the right.
-
- *******************************************************************
- NOW YOU'RE IN WEST SANDBAR!
- *******************************************************************
-
- JOKER STATUE:
- Get the book.
-
- TRAILER HOME:
- Go into the bathroom and get punched out. After you have your
- second quiz, you can come in the door rather than the window. Now
- go into the bedroom and get the mirror. In the kitchen get the soap
- and fill the sink and then use the soap on the running water. Put
- the rock from the kid in the soapy water and it's suddenly part of
- a plate! While you're here, take the oppurtunity to will the flask
- with water. Get the thermos and leave.
-
- SHED BEHIND THE TRAILER:
- Use the crank clockwise on the shed. Oops! It broke! Oh well get
- some carrots for that stupid cow and go to Pugney's place.
-
- PUGNEY'S:
- Go talk to pugney. Apologize and then be fascinated. Now you can
- get the bra box. Go to the cow. The cow is very finicky and likes
- to be milked the right way. So get the hay and drop it. Light a
- match and then light the hay. Use your hands on the fire and then
- use the thermos on the cow to milk it. Drink all of the milk.
-
- IF YOU HAVE A DEAD BONDING PLANT:
- Destroy it, then find a live one later. Dead bonding plants are
- worthless. (You can destroy it by eating it or burning it I
- believe). Read the files in the mayor's office on plants.
-
- MOODOCK'S PLACE:
- Play survivor! The guy's bored! Moodock knows allot too, talk to
- him. Don't bother trying to loose. It has been done, but Moodock
- just tells you you're dumb.
-
- THE BLACKSMITH:
- When you first give the Blacksmith the sword, he tells you to come
- back, but when he gives you the sword, it's the wrong one! So show
- it to him and then threaten him. He'll give it to you on the spot.
- Also, ask about the book, but only pay 2 zorkmids.
-
- THE INCINERATOR:
- Pull lever 2 and throw the bra box in then throw lever two and then
- lever 1. Use water from the flask on the wire and then get it.
-
- THE STORE:
- Pick the lock with the wire and shake the cereal box twice. The
- whistle seems to call buzzards if you're in certain places. Get the
- rats after throwing out the mice.
-
- THE RUINS:
- Get the tiles and then turn around and get the frame. Put the tiles
- in the frame and arrange it into "Water unseen at falls mix with
- bat droppings yields potion for" (I hated this part, but you get
- allot of points for it and if you look where you currently are,
- you'll get illuminite and another piece of the plate!
- Here's the solution:
- L=click on the tile left of the space, R=right, A=above, B=Below:
- LARALBBRAALLBRBLALBRAALBRRALBRBR
-
- THE HOTEL:
- Give that lady money and go upstairs. Put the illuminite by the bed
- stand and now you can turn the lights off safely with your new
- night light! Pretty psychedelic dream, huh? Get the rocks and
- leave. If you come back and sleep a second time, you'll have a
- different dream and get 2 extra points.
-
- WHISPERING WOODS:
- Before you enter, go back to the cow. Feed it and then milk it.
- Drink once and save the other for someone who is blind. Now you can
- see through any spell. Release the bats at the entrance of the
- forrest. Get some guano. You don't really need to make a map If you
- get the bats from the Witch first. They take you down the only
- useable path out.
-
- THE FERRYMAN:
- Show him the coin.
-
- CANOOKE'S PLACE:
- Use the sword on the door and pry the magnet go in and get the
- bottle and then hold the scroll. Read it on the duck and then
- question Canooke thoroughly about everything but the boat & scroll.
- Then show him the boat. After this feed the duck the scroll and
- leave with the egg.
-
- THE BOAT:
- Go in and up the mast. See those numbers? Now go in the cabin and
- get the rag. Open the safe using those numbers and get those two
- things inside. Clean the plate with the rag. Now leave, but with
- the mirror in hand and use it on the double crossing Canooke.
-
- GOING BACK:
- Ring twice and then reverse your course.
-
- THE FORREST OF THE SPIRITS:
- Go in and to the right and then the next right. Ever seen a money
- tree? Use the sword on the tree and get your money.
-
- Now leave and get some more milk and come back to the woods, but
- instead go to your first left and then to the right. the bowman's
- blind too so give him some milk and then get the bow and arrows and
- thermos. Now go N,N,W and you'll be in the dark. light a match and
- then talk nice to the fairy. get the dust.
-
- BACK AT THE TRAILER HOME:
- get the meat. When it rots, get the dust and put some on the meat.
- Throw it and the buzzards fall over. Go in and get a talon. You may
- do this a second time for an additional two points, but nothing
- else is in the pits
-
- THE WOODS:
- The woods have three things in them you'll have to find: the boar,
- the spider, and the talking tree.
-
- THE BOAR:
- Strike the boar with the REAL Sword and you'll get a piece of the
- disc.
-
- THE SPIDER:
- Show her the necklace from the Troll King.
-
- THE TREE:
- Talk to her.
-
- THE BOAT:
- Go to the boat house in town by turning around and going left while
- at the head of town. Ask Ben about any woman. Ask about the knot
- and then pay for the boat. The mice are too weak which is why we
- now have Rats. Put the rats in the motor and off you go.
-
- THE WITCH:
- Give her the letter and get the stick, but what about the bats? You
- have to come back again and ask about the whispering woods or the
- cow (I guess cause he's used for the woods). You have to get back
- through the bogs, checking with the stick for good pads of land.
-
- THE CLIFFS:
- Get the rope and tie it to the tree. Then go down and having asked
- the witch, the teacher and then Rebecca, the mayor, and Canooke
- about the book, play their recordings. One more piece of the disc
- down! Get the rope into inventory as you leave.
-
- THE WHISTLE: Ok here's the stunt to speed everything up on getting
- around: go to a place where the vultures will come if you whistle.
- Now, whit the magnet in hand, use the whistle and then use the
- magnet on the vulture. You can now go anywhere on the maps by just
- using the map in inventory.
-
- BACK AT THE LIGHTHOUSE:
- Give the illuminite to the lighthouse keeper and he'll be really
- happy. Show him the disc and he'll give you the last piece and tell
- you to go across the river to the Bel Naire Temple.
-
- UPSTAIRS IN THE LIGHTHOUSE:
- Tie the rope using Ben's knot then put the talon on the other end
- and throw it. Now the bridge is double strength. Go across, and
- then come back to the light house. Get the rope, and use the map to
- get across for now on. Get the shield outside the temple and go in
-
- BEL NAIRE TEMPLE:
- Talk to the lady a while and then ask about the sword. Now give it
- to her. Leave and go to the right outside in the courtyard.
-
- THE DWARVES:
- Listen to Larry and Moe and get the helmet
-
- MINES:
- Put the helmet on and go in. The order should be in the mine:
- L,R,S,R,L,R,S,R,L,L,R,S now you're at the muses!
-
- THE MUSES:
- Check on the muses in the mayor's office. The order is:
- (From L to R) staff,talon,milk,nothing,helmet,shield,orb. The box
- also goes under the dude with the helmet. Place the disc in the
- trencher. Press either button. Get all the items and leave.
-
- THE DRAIN PIPE/TROLL CAVES:
- Put the helmet on and go in with sword in hand. Attack the trolls,
- swinging first left, then up, then down on each respective troll.
- Go in to the king's chamber and threaten him by clicking the
- threaten icon until you get the necklace.
-
- THE SPIDER IN THE WOODS:
- Show the spider the necklace and then cut the web with the sword.
-
- FLOOD CONTROL DAM #3:
- Fill the potion with water from the falls and add guano to the
- potion.
-
- NOW YOU'RE READY FOR THE FINAL STAGE:
- If you look in the picture album, you will see that the negatives
- have developed. (I never did figure out how) One picture is of the
- pass over by the cliffs and the other is the same picture with
- something behind it.
- Hmmm... maybe this is a wall of illusion.
-
- PASS:
- Throw the forged disc.
-
- CASTLE GATES:
- Shoot the bow.
-
- ENTRANCE:
- Orcs are scared of invisible hell hounds, so drink the potion and
- play the recording of the dog.
-
- BRIDGE:
- You have to throw all items at the bridge before you may cross.
-
- THE GAME:
- Here is the solution: (Remember, you can pass if he's in your way!)
-
- | 1 | 18 | 15 | 10 |
- +++
- | 14 | 11 | 4 | 7 |
- +++
- | 5 | 2 | 9 | 12 |
- +++
- | CA | 13 | 6 | 3 |
-
-
- ENJOY!
-
- todd@tamu.edu
- Todd Ehren Rinaldo
-
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