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Читы для Return to Zork

Чит-файл для Return to Zork

Return to Zork

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр


Даты выхода игры

вышла в 1993 г.

Solution [ENG]

Информация актуальна для
Walkthrough by Rosemary and Gordon

General Tips

Take a photograph of everything and everyone and ask all and sundry about your
snaps. Conversations are automatically recorded, but it is far too tedious to
play every response to every person - you don't need to bother. However, there
is one exception, one reply from Ms Peepers will snap Rebecca out of her
trance and allow her to translate a joke for you.

Valley of the Vultures

Take the rock and throw it at the vulture. Dig up the bonding plant with your
knife. (If you pull it up it dies, but you can burn it any time and it will
grow again - killing it won't get you as many points though).
Lighthouse - talk to the keeper. He needs illumynite and gives a good hint
about the vultures. Believe what he says about the road to the south! Leave
upstairs for now and venture outside to cut the vines with your knife and tie
them to the planks. Using the raft gets you to ...

West Shanbar

Town Hall - talk to the Mayor and read files for numerous game hints.
Hardware store - take crank and box. Ignore the mice as you will need a rodent
with more grunt later.
School - use the crank on the bell then talk to Mavis - she will give you a
note book and a test. The answer is in your Encyclopedia Frobozzica or you can
work it out from the mayor's files.
Old Mill - leave Boos for now, look just out the back and get the key and
chock (to start the waterwheel). Take the key back to ...
Gift shop - it unlocks this door. Get the batteries for your orb. Get the
Zorkmids and tickets from the cash register.
Under bridge - talk gently to the waif. Give him the tickets and he will give
you a gift. Then back to ...
Old Mill - propose a toast as per directions in mayor's files. Pour your rye
onto the plant and only pretend to drink. (Repeat.) After the third toast ask
Boos for his keys and he will toss them to you. After the fourth drink he will
fall down drunk revealing a trapdoor. Get the metal flask before going down.
You now have the keys to the door at the bottom of the steps, so head down to

East Shanbar

Armory - talk to Moadikum Moodock. Beat him at 'Survivor' (you can't lose) and
he will give you a rusty sword and a token.
Blacksmith's - give him the sword to repair and return later to pay him and
pick it up. He swaps it for a fake so check it out closely. Then show it to
him and bare your teeth - he's not as tough as he looks - he'll apologise and
swap it for the real thing. (If you leave the shop and return later to tackle
him about his dishonesty he'll grudgingly tell you he gave the sword to Ben
and hand you a note to get it back). Leave this street for now and cross over
the bridge to ...

New West Shanbar

Fool's memorial - take the book.
Pugney's Ranch - chat to him apologetically, don't take the bra box until he
tells you to.
Snoot's farm - enter through the window. You bump into Rebecca and, once you
are properly introduced, she will help you with lots of hints. She also tests
you then gives permission for you to purloin her belongings. So feel free to
take the mirror, soap, thermoz and meat. (The meat will go off and make you
smelly, so you can leave it and come back later if you prefer.) Use the soap
and water to wash the waif's gift to reveal a piece of disc. Say hello to
Alexis the poodle to record her bark then don't waste any time with this
hellhound. Fill your flask with water before leaving.
Snoot's Silo - use the crank to get carrots.
Pugney's barn - take hay and drop it near the cow. Burn it to warm your hands.
Milk the cow using the thermoz then drink the milk and your sight will
improve. Feed the carrots to the cow then repeat above until you are told your
eyesight is so good it is resistant to any spell. Each time you milk the cow
you will need more carrots. Leave here with a full thermoz of milk, and back
to ...

East Shanbar

Incinerator - burn bra and pour water on the wire before taking it. (Only
operate one lever at a time to avoid the big bang.)
General Store - Use wire to pick the lock. Shake cereal box twice to get the
whistle. Put rats in box.
Docks - chat to Ben who will show you the cow hitch. (Give him the note, if
you have it, and he will give you the real dwarven sword). Showing photos will
prompt him to lament his lost love and he will give you a love letter to take
to Witch Itah. Hire the boat and use the rats to get it moving. Down the river
and into the ...


Witch Itah - talk to her but don't give her the note until you have asked all
you can. She will give you her stick. Leave bats for now (you haven't yet been
told to take them). Using the stick navigate the bog. (You are on your own
here as it shifts each time you enter.)


You will exit the bog near the Whispering Woods. Take photo then ignore them
for now as the bats will lead you through them later. Exit this location and
go to the ruins. Get tiles and frame and sort out the puzzle. The solution is:
Water unseen at falls mix with bat dropping yields potion for ...
The mystery tile will drop into place at the end and tells you two things -
how to make the invisibility potion and also to look out for several items
that have appeared at your feet. So pick up the illumynite and disc piece. (If
you have solved the puzzle elsewhere return here to get them.) You may be
short of cash by now so it is as good a time as any to tackle the ...

Forest of the Spirits

First go east to the money tree. Hit it with your sword for a few Zorkmids.
You can come back whenever you need more money. Then head for the Bowman and
when you get the chance offer him your milk (he is blind). He'll then see the
error of his ways and drop his bow and arrow. Take them and your thermos and
head north to the fairy. When you are plunged into darkness strike a match.
The fairy will repay you for rescuing her with some fairy dust. Continue on to
the Tree Spirit and listen to her ditty about the dangers of the forest. Then
head eastwards keeping an eye open for the pile of leaves. Spring the trap by
throwing something at it then use your sword to slash it and retrieve the
object. North again to the boar and hit it with your sword three times for
another piece of disc. Next go westwards to meet the spider. Don't get too
close, just take a photo. Exit the woods and return briefly to Witch Itah.
Show her this photo for a hint on how to deal with the spider and also show
her photo of the Whispering Woods. She will then let you take the bats. Out
through the bog once more to the ...

Whispering Woods

Release bats and follow their trail. Your sight will fail if you didn't polish
off a good supply of milk in the barn earlier. If you didn't you will need to
drink the milk once on the way through and once on the way back - so don't get
greedy as there are only two gulps and I hope you replenished the thermos
after you shared it with the bowman.)
Ferryman's dock - ring bell three times. Show token to ferryman.
Island - lever magnet from door then enter. Take the scroll and use it to
unduck Canuk. Talk to him but ask him about the bottle last and he will shrink
you to fit inside it.
In bottle - swim up to get combination to the safe then enter cabin and take
the rag. Open the safe take disc and metal thing. Rebecca informed you that
mirrors deflect spells so ready your's before exiting. If you don't have the
mirror use the rag on the metal thing and hold onto that instead. Then Canuk
is easily subdued by his own reflected spell. If you try to exit here with the
scroll you will lose it so feed it to Canuk the duck then take the egg. Break
the egg any time to get the scroll again. Ring ferry bell twice to return.
Before you leave the woods take a bat dropping and put it in the flask, then
off to the ...

Cliffs of Depression

Use the rope to climb down. Inside there is no time for idle chit chat. 'Tell'
your 4 jokes and Cliff will give you a piece of disc. The jokers are the
blacksmith, Canuk, Rebecca (with a little help from Ms Peepers), Witch Itah
and the Mayor - take your pick. The book from the Fool's Memorial is useful in
getting them. Also you will need your bonding plant here. (If it is dead, burn
it then come back later). Grab the rope as you leave, you will need it
elsewhere. You must be getting tired by now so back to East Shanbar and visit
the ...

Inn of Issinough

Chat to Molly and rent a room. Put your illumynite on the night stand then
turn on the monitor and watch the ad. Next turn off the light to dream of
Morpheus. Do this three times. You will need to leave the Inn each time and
pay again for your room. When you have taken all the taunts you can take from
Morpheus head for the ...

Vulture Pits

It's time for the meat now and it must be rotten. Sprinkle fairy dust on it
then throw it towards the pits. Now zap past the sleeping vultures to get the
talon. Outside use your magnet with the whistle. A vulture will appear and
carry you off. You can use the map now to travel to any place you have
previously visited so return to the lighthouse and give the illumynite to the
keeper. Show him your disc pieces and he will give you the last piece. Go up
to the rail and tie the rope using the cow hitch. Use talon on rope then throw
it ...

Across the river - and back again briefly

Bel Nair Temple - talk to the Holy Woman and get your sword blessed. Take
shield from the statue outside then go north to the Dwarfs. They will give you
a miner's helmet. Listen carefully to the "Left, Right, Straight" dialogue,
it's important later, but first fly back to ...
The Troll Caverns - wear the helmet, take your sword and enter. You will meet
three trolls in succession and if you checked out the skeleton at the entrance
you will know to strike the first troll 'left', the next one 'up' and the last
one 'down'. Threaten the troll leader and he will give you the necklace.
Spider again - just show it the necklace and it scarpers. Cut the web and
approach ...
Flood Control Dam #3. Go behind the waterfall and top up the bat droppings in
your flask with water. You now have the invisibility potion.
Dwarfs again - pick up rope and talon on the way then enter the mine.
Turn L, R, Straight, R, L, R, S, R, L, L, R, S to arrive at the ...
Ancient Ruins (statues) - put disc pieces in the trencher. Starting at the
left, give the statues the stick, talon, thermoz, helmet, shield and orb. You
will also need to give the box to the statue with the helmet. Press button and
take the Flying Disc of Frobozz.

The end

Go to Wall of Illusion (nearby the Cliffs of Depression) and shatter it with
the disc. Next fire an arrow at the hand above the Citadel. When you meet the
Orc, drink your potion and play Alexis' bark. At the bridge unload all your
possessions until you are light enough to cross. Then accept the challenge and
play Survivor. Remember that the wizard can pass on any move. And that's it.
Win the game and you've won the game!!!

Copyright(c) Quandary 1995. All rights reserved.

This walkthrough will get you to the end of the game, but with 3 points short
of the maximum score. If anyone can tell us what we missed it would be

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