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Читы для Zork 2: The Wizard of Frobozz

Чит-файл для Zork 2: The Wizard of Frobozz

Zork 2:
The Wizard of Frobozz

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Infocom
Издатель:Infocom
Жанры:Adventure (I-Fiction)
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1983 г.

Solution [ENG]

Информация актуальна для
            ZORK II             Part One

So, back for more, eh?  Zork I wasn't enough...or did you get hooked?  No
matter, it's almost time to get started.  However, first a few words of
advice. The Wizard of Frobozz is a lot more troublesome than the thief ever
was.  This is due to his spell-casting abilities. Therefore, frequent saving
of the game is recommended! Otherwise, you will be wasting a lot of time
waiting for some spells to wear off.

Okay, let's go!  Get the sword and lamp, and move along South, South, South,
SW to the Shallow Ford.  At this point, turn on your lamp, then continue
South, SE to the North End of Garden. Enter the Gazebo, and get all items on
the table.  Then "Exit Gazebo," and go N, NE to the Shallow Ford and fill
the teapot with water.

Now, head South, SW, SW, and you will be in the Carousel Room. This is a
wonderful place that spins you around, so you can't be sure that you're
going in the direction you specify.  Fun, huh?  The thing to do here is keep
moving around until you get to the Riddle Room.  That room is actually SE of
the Carousel Room, but you aren't likely to get there by typing SE, at least
not for a while.  So, every time you move, and find yourself somewhere else
besides the Riddle Room, you will have to return to the Carousel Room and
try again.  Also, before you start moving around, drop everything but the
teapot and the lamp;  you'll pick up the things again as you need them.
These are the directions from the various other rooms to the Carousel Room:

Marble Hall - South

Path Near Stream - Southwest
                                        
Topiary - West

Menhir Room - North

Cobwebby Corridor - Northeast

Cool Room - Southeast

All right, you've finally made it to the Riddle Room.  Now, all you have to
do is answer the riddle!  Actually, it's a fairly simple riddle;  just
enter:  Say "A Well," and you will be able to move on to the East, which is
the Pearl Room.  Leave the necklace for now, and continue East into the
Circular Room. There is a large bucket here, just big enough for you to
enter, so do that.  Then pour water into the bucket, and it will rise to the
top of the well.

Get out of the bucket, then go East into the Tea Room, and get all cakes
except the orange one. Eat the green cake, and you will shrink down.  Now,
go East into the Pool Room, and throw the red cake into the pool of tears.
The water will be soaked up, and you can get the package of candies.  Forget
about the flask;  there is no use for it.

Return West to the Posts Room, and eat the blue cake.  Presto! You are
returned to normal size. Stretch a little, then head NW into the Low Room.
Aha, there's a robot here.  Tell the robot to "Go E," then go that way
yourself, and you will both be in the Machine Room.  I wouldn't be surprised

if the controls to the Carousel room were here! Tell the robot to "Push
Triangular."  There will be a thud in the distance (something fell), and the
Carousel Room is now off.

Tell the robot to go South, and do likewise.  You are now in a Dingy Closet,
and a red sphere sits invitingly just beyond your grasp.  Try getting it,
and a steel cage will come down over you (uh oh!).  Not to worry, however!
Once the cage is down, just tell the robot (even though you can't see him)
to "Lift Cage."  Once that's done, you will be able to get the sphere.


                          ZORK  2        Part  TWO

Now, getting back to the bucket may be a problem of sorts; pushing the
button has caused strange things to happen in the Low Room.  So, after going
North and West from the closet into the Low Room, you may have a problem
when trying to go SE back to the Tea Room.  Keep trying however, and you'll
get there sooner or later.  Then, go West from the Tea Room, enter the
bucket, get the water, and the bucket will descend again. Get out, drop the
Teapot, head West, pick up the necklace, then West again and NW to the
Carousel Room.  There is a box here (the thud you heard before).  Open it,
and inside is a violin.  You don't need to take it now, so just leave it
here for the time being.

Drop the sphere, necklace and candy, then get the sword, place mat and
letter opener.  Move North to the Marble Hall, picking up the brick, then
continue North until you come to the Ledge in Ravine.  Go up to the Tiny
Room, which has a locked door.  Slide the mat under the door, then move the
lid and insert the opener in the keyhole.  Remove the opener, then pull the
mat and get the key.  Now, unlock and open the door and go North into the
Dreary Room.  Drop the key and opener, and get the blue sphere.

Now, it's South and Down to the ledge, then West and North into the Dragon
Room (what would an adventure game be without a dragon?).  He's not one of
your nicer dragons, so be careful here.  Hit him with the sword, then move
South.  He will follow you.  Hit him a second time, and move South again.
He's still following you, and you're almost where you want to be.  Whack the
scaly nuisance one more time, and head West into the Ice Room.

Okay, the dragon follows you in, gets silly over his reflection in the
glacier, and proceeds to get himself drowned.  You can drop the sword now,
since you won't be needing it anymore.  As his body washes away, go East and
SE to the Carousel Room, then SW to the Cobwebby Room. Get the string, then
go back NE and pick up the newspaper and the matches.  Now move along NW,
West, and West again into the Lava Room.  Leave the ruby for now, and
continue on Southward to the Volcano Bottom.

Aha, look what's here....a hot air balloon!  All you need is a way to get it
inflated, and you just happen to have the means to do that.  Get into the
basket, then open the receptacle and put the newspaper inside.  Light a
match, then light the newspaper with the match.  Make sure you keep the
receptacle open!  Now, just wait until the balloon rises to the Narrow
Ledge, then "Land."  Tie the wire to the hook and get out of the basket.

On the ledge is a gold coin. Pick that up and head South into the Library.
Get the purple book, open it, get the stamp, then drop the book.  You can
ignore the other books;  they are all worthless.  Now, back North and into
the basket again. Untie the wire, and wait until the balloon rises to the

Wide Ledge.

Again, "Land" and tie the wire to the hook.  Get out and go South.  Now,
it's time for a few thrills.  Put the string in the brick, then put the
brick in the hole in the box.  Now light a match, then light the string.
Now, head North *IMMEDIATELY*. There will be an explosion, then you can
safely go back and get the crown.  But don't dawdle; once you have it, get
back to the basket pronto!  The explosion weakened the ledge, and it won't
hold much longer. So, get in, untie the wire, close the receptacle, and wait
until the balloon lands at the Volcano Bottom.

Well, you seem to be doing almost as much travelling around as in Zork I,
and you aren't finished yet, not by a long shot!  Go North, get the ruby,
then East twice and SE to (yet again!) the Carousel Room.  Drop off
everything but the lamp, then go NW, North, North, West, and West again, and
you should now be at the entrance to the bank.


                    ZORK II            Part Three

The bank is tricky, so follow directions carefully here.  Go NE, then East
into the Safety Depository, then South into the office and pick up the
portrait, and back North again.  Now, "Enter Light," and you will be in a
small room.  At this point "Enter South Wall," and you will be in the
Depository again. "Enter Light" a second time, and you will find yourself in
the vault, with a pile of bills in front of you.  Get the bills, then "Enter
North Wall," and once more you are in the Depository.

Now, drop the bills and portrait, and go East to the East Tellers Room.  Go
East again to the Depository, pick up the goodies, and "Enter Light." This
time, you are in the East Viewing Room.  From there, go South and you will
be at the bank entrance.  You have robbed the bank, and kept the alarms
silent.

Okay, head along East until you reach the Dragon Room, then North to the
Dragon's Lair. Leave the chest for now; instead, say "Hello Princess," and
wait until she leaves. Follow her, and continue to follow her until you are
both in the Gazebo, then wait.  The unicorn will appear, and the princess
will give you the key from around its neck, and also a rose.  You can drop
the rose; it has no use in the game.

Well, you're getting closer to the end-game, but there are still a few
things left to do. Exit the Gazebo, then move South, West, SW.  Drop off
some of the treasures, then go back NW, North, North, North to the Lair
again.  Open the chest and get the statuette, then return to the Carousel
Room.  From there, due South to the stairway.  This is a good place to save
the game, as you are about to enter one of the nastier mazes around.

Go down the stairs, and you will be in the Oddly-Angled Room. Things are not
always as they seem here, and the exact direction to go at this point is not
constant.  Try East first, and if you can't go that way, then try West.
Either way, you should find a club.  Get the club, and from that point, go
SE, NE, NW, SW.  Watch the room descriptions carefully as you do this;  the
little diamonds on the floor should get brighter with each move you make
(you are actually "running the bases" here).  If they are not doing this,
restore the game and try again.

When you have done it successfully, there will be a noise in the distance.

Now, you should try to go either North or South (that varies also).  If one
way doesn't work, try the other, and if neither works, try East or West.
There will be a staircase going down, but you don't want to do that yet, so
go Up instead, and head North until you are back in the Carousel Room.

Get the blue and red spheres and the candy.  Drop a few things if you have
to, but hang on to the club!  Now, SW twice, and you are in the Guarded
Room, with a lizard head in the doorway. Give the candy to the lizard, then
unlock the door with the gold key.  Open the door and go South, then West
twice into the Aquarium.  Throw the club at the aquarium, then get the clear
sphere.  Go East into the Wizard's Workroom.

Put each sphere on the stand of the same color, then get the black sphere
that appears, and go South into the Pentagram Room.  Put the sphere on the
circle, and the Demon will appear.  You must give him *ALL* the treasures
you have collected, as well as the gold key.  This will mean at least one
more trip to and from the Carousel Room to get all the stuff.  When you have
given everything to the demon, tell the demon, "Give Me The Wand," and he
will take the wand from the Wizard and give it to you.

Now, you're almost finished!  Go North, East, North, North, NE, South, and
you are in the Menhir Room.  You need to get the Menhir out of the way for a
little while, so do this:  Wave the wand at the Menhir and say, "Float."
The Menhir will rise up, allowing you to go SW into the kennel and get the
collar. After that, go NE, then South, then Down, and Down again into the
Cerberus Room.

Cerberus is no problem;  just put the collar on him.  Now, go East, then
South, and you are in the Crypt.  Turn off the lamp, and you will notice a
secret door in the south wall.  Open the door and go South, and you will be
on the Landing.  The game is over!!

Or is it?  After all, there's still Zork III up ahead!

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