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- RETURN TO ZORK
-
- INTRODUCTION
-
- This walkthrough gives explicit instructions on playing RETURN TO ZORK to a
- successful conclusion. It does, however, assume you have read the Game
- Manual and are familiar with the various methods of controlling your
- actions.
-
- You may need a map of the Forest of the Spirits in addition to this
- walkthrough. The map, FOREST.GIF, in the Gamers Forum Adventure Library (LIB
- 2) is very good.
-
- The walkthrough assumes that everything you are instructed to pick up, you
- put in your inventory, unless stated otherwise.
-
- Many of the puzzles can be solved in any order so this walkthrough is only
- one way of playing the game through successfully.
-
- OPENING SCENES
-
- Can this be a text based adventure?...No! That's Rooper telling you you're
- a sweepstakes winner for an all expenses paid vacation to the Valley of
- Sparrows! Wow, this is just like a Comanche, soaring over hills and dales
- to...
-
- MOUNTAIN PASS
-
- Huh! There's Wizard Trembyle yelling at you from a tele-orb about needing a
- new battery!. And there is a nasty looking vulture sitting on the sign.
-
- First, frighten away the vulture. Pick up the rock on the left and throw it
- at the vulture. Now look at the sign. Trembyle tells you that this used to
- be the Valley of the Sparrows. It is now called the Valley of the Vultures.
- Dig (yes, _dig_) up the bonding plant with the knife. Leave the mountain
- pass.
-
- LIGHTHOUSE
-
- Go toward the lighthouse. Trembyle tells you to ask the lighthouse keeper
- about the road to the south. Go toward the lighthouse door and talk with the
- lighthouse keeper. Ask him, using the map, about the road to the south and
- the lighthouse. Leave the lighthouse, knowing that the keeper wants some
- illumynite, that you better find a battery for the tele-orb, and that the
- road to the south is impassable.
-
- Walk round the lighthouse to the broken down fence. Cut the vines with the
- knife and tie them on to the wood planks to make a raft. Use the raft to
- travel down the river to...
-
- WEST SHANBAR
-
- SCHOOLHOUSE
-
- Visit the schoolhouse to the right. Strike the bell with the knife. Ms.
- Peepers ask you a question. Look up the answer in the game manual and type
- in it in. Ms. Peepers gives you her notebook and asks you to find out what
- has happened to East Shanbar. Leave the schoolhouse.
-
- MAYOR'S OFFICE
-
- From the bridge go to the left to the town hall. Enter the building. Take a
- good look at the filing cabinet. There is a wealth of information in the
- mayor's office! Leave the town hall.
-
- HARDWARE STORE
-
- From the bridge go further down the road to the right. Enter the hardware
- store. Pick up the crank and wooden box. _Do not_ touch the mice. They are
- diseased. Leave the hardware store.
-
- OLD MILL.
-
- At the bridge, turn around, then go left to the old mill. Here you will
- meet Boos. Ignore him for now and go left through the back door. Pick up the
- key and operate the chock on the left. Enter the back door of the mill and
- leave through the front door. Return to the bridge.
-
- GIFT SHOP.
-
- From the bridge go further down the road to the left. Open the gift shop
- door using the key. Look at the cash register. Take the money and Dizzy
- World tickets. Take the battery from the shelf and put it in the tele-orb.
- Leave the gift shop.
-
- BRIDGE
-
- Turn around and go down so you end up underneath the bridge. Talk with the
- waif. Give him the Dizzy World tickets. In return, he gives you a gift.
- Leave the waif and go back up.
-
- OLD MILL
-
- Go left to the old mill. This time you should interact with Boos. Boos will
- pour you a drink. Make a toast, then pour the drink into the plant. Then
- drink! Do this three times. Each time Boos will make a different toast.
- Before the fourth drink ask Boos about the keys. He will give you the keys.
- Continue this drinking ritual, leaving and re-entering if necessary, until
- Boos fall down drunk. Pick up the flask. You now have access to the trap
- door in the floor. Go down to the basement and use Boos' keys on the locked
- door.
-
- NEW MILL
-
- You find yourself in another mill. Leave by the front door.
-
- EAST SHANBAR
-
- You have found East Shanbar...Underground!
-
- MOODOCK'S ARMORY
-
- Go into the town and go to Moodock's Armory to the left. Talk to Moodock
- about the Survivor Game. The rules of the game are in the Mayor's files at
- the town hall in West Shanbar, but Moodock explains them well. You should
- win the game easily. When you win, Moodock gives you a rusty sword and a
- coin.
-
- BLACKSMITH'S SHOP
-
- Give the sword to the Blacksmith and leave.
-
- RUINS
-
- Head to the end of town, past the incinerator and to the ruins to the left.
- Pick up the tiles. Turn around and pick up the frame. Put the tiles in the
- frame and rearrange them so that they read:
-
- Water unseen at falls mix with bat dropping yields potion for ...
- SEARCH FOR THREE MORE PIECES ON THE GROUND WHERE THIS ...
-
- When you have arranged the tiles correctly, the missing words will be
- revealed:
-
- invisibility
- WAS FOUND
-
- Turn around, and pick up the illumynite rocks and disk piece. Return to
- town.
-
- BLACKSMITH'S SHOP
-
- Give the smith some money and he will give you a shiny sword.
-
- FOREST OF THE SPIRITS
-
- Head out of town past the incinerator again. This time continue past the
- ruins to the Spirit Forest to the left.
-
- From the forest entrance go north, east, then south to the money tree.
- Strike the branches of the tree with your shiny sword. Your sword has
- broken! Pick up the coins. Leave the forest by going north, west then south.
- Head back to town.
-
- BLACKSMITH'S SHOP
-
- Ask the smith about the broken sword by threatening him. He will give you a
- voucher for another sword.
-
- BRIDGE
-
- Go to the bridge and go left to Ben. Give the voucher to Ben and he will
- give you the Dwarven sword. Have Ben show you the knot. Play the recording
- of Ms. Peepers to Ben. He will give you a letter for his old girlfriend, a
- witch.
-
- FOOL'S MEMORIAL
-
- Go over the bridge to New West Shanbar and the Hero's Memorial. Head left
- to the Fool's Memorial. Take the book.
-
- PUGNEY'S RANCH
-
- Go right to Pugney's Ranch. Talk to Pugney at the window, apologetically.
- Take the Bra Box when you leave.
-
- SNOOT'S FARM
-
- Go straight on from the fool's memorial to Snoot's Farm. Look at the silo.
- Use the crank on the Silo latch. Crank clockwise. Pick up some carrots.
-
- Go into the farm house through the window. Head left and you will encounter
- Alexis. All you have to do here is listen to Alexis bark. Your tape recorder
- will automatically record this. You will use this recording later. Go into
- the bathroom, via the other door on the left. Rebecca Snoot will punch you.
- Answer her question. The answer will be in the game manual.
-
- Go straight on into the kitchen. Turn on the sink taps then fill the flask
- with water. Put the soap in the sink. Turn on the taps and wash the waif's
- gift in the soapy water. Put the disk piece with the other disk pieces. Take
- the thermozz.
-
- Go through the door on the right and pick up the mirror from the chest of
- drawers.
-
- INCINERATOR
-
- Return to town and go to the incinerator. Operate lever 1 and throw the bra
- box into the incinerator. Operate lever 1 again. Operate lever 2. Examine
- the drawer. Pour the water in the flask on the hot wire. Take the wire and
- go the General Store.
-
- GENERAL STORE
-
- Open the door to the door lock with the wire. Shake the cereal box _twice_
- and take the whistle. Take the rats! Put them in the wooden box. Careful
- now...rats carry diseases!
-
- BRIDGE
-
- Return to Ben, and hire a boat by handing over some money. Power the boat
- with the rats! Take the rats out of the box and place them in the motor.
- Take the boat to the Witch's Hut.
-
- WITCH'S HUT
-
- Smile at the witch, then ask her about the book. She will tell you a joke.
- Hand over the letter from Ben. The witch gives you a stick with which to
- navigate the bogs.
-
- CREEPING BOGS
-
- Use the stick to find out which patches are firm. Walk only on the firm
- patches. I found this route got me out of the bogs: East, North, West, North
- three times and West, but it does vary slightly!
-
- BLACKSMITH'S SHOP
-
- Return to the Blacksmith and show him the book. He will tell you half a
- joke if you hand over some money!
-
- WEST SHANBAR
-
- Go to the bridge then go right to the new mill. Go though the back door to
- the rungs up to the old mill. Return to West Shanbar.
-
- SCHOOLHOUSE
-
- Go to the school house and show Ms. Peepers the book. She recommends
- Rebecca Snoot to help you translate the book.
-
- MAYOR'S OFFICE
-
- Go into the town hall and show the book to the mayor. You have now
- collected two and a half jokes!
-
- EAST SHANBAR
-
- CHUCKLE'S COMEDY CLUB
-
- Return to the old mill, go down to the new mill and return to East Shanbar.
- Next time you bump into Rebecca Snoot, ask her about the book. When you have
- three and a half jokes recorded (Witch Itah, Blacksmith, Mayor, Rebecca)
- review which tracks they are. (Canuk will supply you with another joke, but
- you shouldn't need it.)
-
- Go out of town to Snoot's Farm. Go left to the Cliffs of Depression. Take
- the rope and tie it to the tree. Go down the cliff. Go into the cave, your
- live bonding plant getting you into the comedy club.
-
- Play each of the four jokes (the half joke counts as a whole joke) and
- Cliff will give you another piece of disk.
-
- Return back up the cliff and take the rope.
-
- INN OF ISENOUGH
-
- Time to call it a night. Return to town and check in at the Inn of
- Isenough. Pay Molly for a room and take the elevator. Put the illumynite
- rocks on the night stand, then operate the light switch on the monitor.
- Sweet dreams!...or may be not! When you wake up. Turn on the lights with the
- light switch. You can re-fill the flask of water here but you shouldn't need
- to. Pick up the illumynite rocks. Leave the room and leave the inn.
-
- If you want more points, sleep at the inn for three nights. But it is not
- necessary to complete the game.
-
- PUGNEY'S RANCH
-
- Go to Pugney's Ranch. Enter the barn. Pick up a clump of hay, drop it and
- burn it with a lighted match. Warm your hands above the fire. Use the
- thermozz and milk the cow. If you return for more milk, you will have to
- feed the cow the carrots as well as warm your hands again.
-
- FOREST OF THE SPIRITS
-
- Return to the Spirit Forest on the other side of town. When you encounter
- the bowman and fairy give the thermozz of milk to the bowman. The milk will
- improve his eyesight. Pick up the dropped items: the thermozz, the bow and
- the arrows. Go north and west and you will be in the dark. Strike a match
- _quickly_ and you will see the fairy. Talk to the fairy and she will give
- you some fairy dust.
-
- Go north and east to the pile of leaves. Throw something into the leaves
- and that will spring a trap. Strike the leaves and what ever you used to
- spring the trap will fall out. Continue east then north until you find the
- Hungry Boar Memorial. Strike the memorial until you have found the disk
- piece. Take the disk piece. Retrace your steps out of the forest.
-
- WITCH'S HUT
-
- Go to Ben and pay for use of the boat again and go to the witch's hut. Ask
- Witch Itah about the thermozz of milk. Take the bat cage. Return to town via
- the creeping bog.
-
- VULTURE PITS
-
- Return to Snoot's Farm and take the meat out of the refrigerator in the
- kitchen. Wander around for a while and wait for the meat to thaw and then
- start rotting. Sprinkle fairy dust on the meat. Go to Pugney's Ranch and go
- left past the barn. Throw the meat into the vulture pit. The vultures will
- grab the meat, eat it and fall asleep. Go into the pit and pick up the
- vulture talon.
-
- If you want more points, feed the vultures some more times. You will need
- to fetch more meat from the Snoot's refrigerator and sprinkle it with fairy
- dust. It not necessary to do this to complete the game.
-
-
- WHISPERING FOREST.
-
- Head out of town past the ruins to the Whispering Forest to the right.
- Enter the forest. Take the bat out of the cage. Pick up some bat guano.
- Follow the bats through the forest. When you vision gets _very_ bad (i.e.
- worse than tunnel vision) drink some milk from the thermozz.
-
- FERRYMAN'S DOCK
-
- Eventually you will arrive at the ferry dock. Summon the ferry by striking
- the bell three times. _Show_ the coin, that Moodock gave you, to the
- ferryman. The ferry takes you to Ferryman's Isle.
-
- CANUK'S SHACK
-
- Turn around at the ferry dock on the island and go down the path on the
- left. Use the sword to pry the magnet off the door knocker. Go into the
- shack. Pick up the scroll and read it to the duck. _Do not_ ask about the
- ship in the bottle until you have talked to Canuk about everything you want
- to. _Do not_ ask about the scroll. Finally, ask about the ship in the
- bottle.
-
- Canuk may have attempted to give you twenty minutes, but Morphius is trying
- to kill you. _Hurry!_ Once inside the ship in the bottle, climb up the mast
- and look at the sail. Climb down and go into the cabin, on the left. Open
- the safe, to the right, using the numbers on the sail: 9 4 2 7. Turn the
- handle and take the disk piece. Get the mirror out of your inventory ready
- to use _immediately_ you leave the bottle. (If you don't have the mirror,
- use the piece of metal in the safe, polished with the rag on the bed.) Leave
- the cabin, to the left, and get out of the bottle by going down until you
- are out. Morphius tries to turn you into a duck but click the mirror on
- Canuk and the spell will be reflected, turning Canuk back into a duck.
-
- Leave the shack. Use the magnet on the whistle and blow the whistle. From
- now on, you can go effortlessly anywhere on the map you want to, via
- "Vulture Airlines". Just click on the location on the map. Note that the map
- has two pages and each page has two screens.
-
- LIGHTHOUSE
-
- Go to the lighthouse. Give the illumynite rocks to the lighthouse keeper.
- Show him the disk pieces. He will give you the final piece of the disk. Go
- upstairs to the rail. Tie the rope to the rail with a cow-hitch knot. Attach
- the talon to the rope. Throw the rope over to the tree. Use the rope bridge.
-
- BEL NAIRE TEMPLE
-
- Walk over to the temple. Take the shield on the statue outside the temple.
- Go into the temple and present your sword to the holy woman. She will bless
- your sword giving it it's full powers.
-
- Return to the lighthouse and collect the rope and talon. Return to the
- temple. Turn around and head right to the Dwarven mines.
-
- DWARVEN MINES
-
- The dwarves will give you a helmet and be impressed by your sword! Their
- comic conversation is actually giving you directions to navigate the mine!
- Power the helmet with the illumynite rock. Head over to the left, put the
- helmet on. Jump on the trolley and go into the mine. This is the way
- through: Left, Right, Straight, Right, Left, Right, Straight, Right, Left,
- Left, Right, Straight.
-
- ANCIENT RUINS
-
- From the left, _missing out_ the statue in the middle put the following
- items on the statues: Witch's Stick, Talon, Thermozz, Box and Helmet,
- Shield, Tele-Orb. Put the disk pieces in the trencher and press either the
- red or green button. Pick up the re-forged Flying Disk of Frobbozz from the
- trencher. Reclaim the items you put on the statues.
-
- TROLL CAVERN
-
- Go to the troll cavern, right from the Hero's Memorial. Look at the
- skeleton. His finger has traced the letters L U D. These are instructions
- for fighting the troll guards inside the cavern. Put the helmet on. Enter
- the cavern.
-
- The first troll guard is swinging from the right. Attack him with your
- sword swinging from the left. The second troll guard is swinging down, so
- swing your sword up. The third troll guard is swinging up, so swing down.
-
- Threaten the troll leader and he will give you his necklace.
-
- FOREST OF THE SPIRITS
-
- Go the Spirit Forest and visit the spider in the north west corner. Show
- the troll's necklace of fear to the spider. Break through the web with
- the sword. Go to the falls and walk behind them. Fill the flask with the
- 'unseen' water and drop the bat guano into the flask. You now have a potion
- of invisibility.
-
- WALL OF ILLUSION
-
- Go to the Cliffs of Depression and turn around. Go left. You will be
- blocked by an invisible wall. Throw the flying disk of Frobozz at the wall
- of illusion. Walk toward the Citadel of Zork.
-
- CITADEL OF ZORK
-
- Shoot the hand with the bow and arrows to make the gate open. When you see
- the Orc, drink the potion of invisibility and play the Alexis track on the
- tape recorder.
-
- Go over to the citadel bridge. Throw your inventory items at the bridge
- until the bridge has lowered and risen to a new position and is safe to
- cross.
-
- Cross the bridge to your final confrontation with Morphius. You have to
- play Survivor with him and now you are playing the difficult role of Wizard
- Trembyle.
-
- You start out on square A1. Move as follows:
- B3, D4, C2, A3, C4, D2, B1, C3, D1, B2, D3, B4, A2. When Canuk moves to
- occupy the square you need to go to, _pass_ using the knob on the lower left
- or right. Canuk will then move to another square allowing you to move to the
- correct position. Ignore Morphius' jibes!
-
- Congratulations you have defeated Morphius! Your friends of the Good Magic
- are restored and you finally get to meet Rooper.
-
- RETURN TO ZORK is published and distributed by INFOCOM, an Activision
- Company.
-
- This walkthrough is copyright (c) 1994 by Diana Griffiths and the Gamers
- Forum Adventure Library. All rights reserved.
-
-