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- 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 yu 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 ou 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. Part 2
- Now it's time to eat some cke! 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
- to 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 partybehind.
- 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 carying! 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? God! 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 i 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!
-
-
- 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 entrane! 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 on 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 coled 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 srenly. 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!
-
- 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 rubystand 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 sas 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 ourself 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.
-