Walkthrough by Bonnie Collins
This walkthrough assumes you will explore the different areas of the game as
you discover them. It also assumes you are familiar with the game interface
and the other different facets of the game such as the teleportation devices,
the magic viewer in inventory, casting spells etc. The way I have chosen to
play this game is not necessarily the most direct route nor do you have to
play it in the order I have set out in this walkthrough.
After the game introduction you will find yourself in front of a sign post.
Check your inventory.....you are starting out with a perma suck vacuum
cleaner. Go left into Port Foozle.
Port Foozle, Frobozz Electric, Elsewhere
Find the loudspeaker in front of the fish market and press the green button to
increase the volume. This will drown out the alarm when you pick up the
mead-lite can from the display case in front of the fish market (be sure to
pick up the can while the voice is speaking). You will also get a plastic six
pack ring. After exploring the town you will soon discover no one is" at home"
to you. Note the posters, in particular the ones which mention Jack as the
local firefighter and the "save often" ones. This last one is a good one to
remember as you can die in this game.
Travel down to the docks and place the six pack ring on the fish hook. Use the
lever to lower the hook into the water. The six pack ring takes care of the
fish. You will then retrieve a crate. Inside you will find a lantern. Use it
to knock on the door of the lantern repair shop. Jack will take your lantern
and leave the room for a moment. While he is gone, pick up the self lighting
cigar. If you are not quick enough, you can come back later to get it. Back
out in the street use the cigar on the Talk to Me Grand Inquisitor doll on the
vendor's stand. Quickly hide in the barrel to the left of the vendor's stand.
Watch the cut scene. Return to Jack's shop and pick up the lantern. For a bit
of fun, check out the adventure game on the computer.
Leave Port Foozle the same way you came in and travel the unlisted path by the
sign post to Frobozz Electric. Get the rope from the billboard. Return to the
sign post and go down the path marked Elsewhere. Tie the rope to the well and
climb down (if you try to go down without the lantern, the Grues will get
you). You will discover your lantern is possessed by the Dungeon Master,
Dalboz. He becomes your valuable side kick throughout the game. When he
speaks, listen. Quite often he will give you valuable hints. You will also
meet Y'Gael who will give you a spell book containing Voxam, Rezrov and Igram
spells. Look in the bucket at the bottom of the well to find a subway token.
To open the GUE Underground entrance door, cast Rezrov on it. Walk forward and
the stair guardian will deposit you in the Great Underground Empire.
The Great Underground Empire
Near the entrance to the stairs you will see a glass case. Use the handle
attached to the right side of the case to open it. Take the hammer, close the
case and use the hammer to break the glass. Pick up the sword and the map.
Turn around and pick up the totem (Griff) lying on the path. Watch the cut
scene. Continue down the path. At the Crossroads turn left and use your sword
to cut away the vegetation blocking the door. Enter the Dungeon Master's Lair.
Open the garden shed and get the shovel and the Throck spell. Return to the
Crossroads, turn left and use Rezrov to open "In Magic We Trust" door. You
will come to the first of three pillar puzzles (beware of bottomless pits and
heed the warning sign about the grass). The first two are easy. Arrange each
so there is a complete picture. The third pillar is a bit more difficult. The
Top: top part of arched window
Middle: middle part of window, waves and forest visible
Bottom: bottom part of window with waves crashing against it
Enter through the newly formed window. You will find yourself in the lobby.
Look around until you spot a set of double doors. Exit through these doors,
turn around and climb the steps to the fountain. Turn to the right and use the
shovel on the dirt pile to dig up the Kendall spell. To leave the area place
the map in the teleportation device located left of the fountain. Select the
Crossroads, then move back from the screen and you will be transported to that
Walk across the bridge to the turnstile. Insert the subway token. Once inside,
look at the map on the wall. Cast Kendall on it to make it understandable.
Select Hades and move to the loading platform and wait. On arrival at Hades
examine the skeleton and remove the lottery ticket from its hand. Place the
ticket on the magic viewer in inventory. The objective is to uncover squares
to create a continuous path to the prize (500 zorkmids) located in the centre
of the ticket. The puzzle is quite simple and you have three tries before you
lose your soul and have to redo the ticket. If you are unable to solve it on
your own, the complete solution follows:
The ticket has 81 squares. Reproduce it on a piece of paper. Number the
squares from 1 to 81, counting left to right. Circle the following numbers
noting the order in which you circle them (ie: 63 is the first number you will
click the cursor on, 54 is the second, 53 is the third and so on):
63, 54, 53, 44, 35, 34, 25, 24, 23, 32, 31, 30, 39,
38, 47, 56, 57, 66, 75, 76, 71, 68, 69, 60, 51, 50, 41.
When you have finished with the ticket puzzle, back away from the skeleton and
look at the book on the seat. Make note of the reference about plugging the
serpent's nostrils. Also read the book in the skeleton's hand.
Beyond the skeleton is the dock for the River Styx. There is a teleportation
device in this area. Use it to travel to GUE Tech.
GUE Tech - 2nd visit
Enter the lobby through the pillar window (down the stairs then to your
right). Locate the bulletin board and read the notices. In particular, the
ones about combining Zork rocks and cola, and the relationship between the
candy machine and the student lockers. Move to the vending machine area. Use
the money machine to change your Zorkmid bill into coins. Leave this area and
go to the long hallway. Before entering, look up and cast Igram on the word
"Infinite" in the purple Infinite Corridor sign. This should reduce the
hallway to a "smallway". On the left side of the hall, click on the picture of
Belboz to learn you must find the three lost items (Skull of Yoruk, Coconut of
Quendor, Cube of Foundation) in order to return magic to Zork. Further down
the hall there are three halls leading off the main one. Down each of these
halls can be found a picture of the lost items. Click on the pictures for a
brief history of each.
At the junction of the three halls you will find the student lockers. Return
to the vending machines. Insert a Zorkmid into the frozen treats machine.
Press the dispensing door on the right. Quickly pick up the Obidil scroll from
the dispenser. This spell cannot be added to your spell book until it has been
spell checked to dry it out. Go to the candy machine. The numbered buttons
represent the student lockers. If you insert a Zorkmid then press a button you
can open a corresponding locker (except #6 as the button is missing). There
are only two lockers you need to open in this manner, #8 and #11. Cast Kendall
on the book found in locker #8 for some important information. Still having
problems? Then cast kendall again. In #11, pick up the prozork pill and read
all the books.
Now to open locker #6, it has to be important because the corresponding button
is missing. Return to the candy machine and try to pick up the Zork rocks
which comes from pressing #8. It's stuck. Attach the perma suck vacuum to the
hole located at the bottom of the machine. Turn the vacuum on and it will suck
out the candy. Open the lid of the vacuum to retrieve the candy. At this point
I suggest you save your game.
Place the candy in the soda machine tray. Spend another Zorkmid to soak the
candy with Blam Classic. You now have a homemade explosive device which will
explode in 45 seconds. Pick up the bomb and quickly make your way to the
student lockers. Insert it into the slot of locker #6 (middle row, second from
left). Stand back and watch the bomb blow the door off. Pick up Dalboz's
student ID card and use it in the card reader by the door near the lockers.
Once inside the lab area immediately use the teleportation device to go to the
Crossroads, then to the Subway. Select Flood Control Dam #3 on the map. Walk
to the loading platform. Enter the tram and watch the cut scene.
Flood Control Dam #3
At the subway station put a Zorkmid in the souvenir machine to buy a letter
opener. Cast Throck on the moss growing on the drainpipe. Pick up the moss.
Move into the dam control room. Adjacent to the controls you will find a book.
Open it to retrieve a Golgatem spell. Read the book for clues on how to
destroy the dam. The objective is to close all four gates. Move in close to
the control panel. Cast Rezrov on the closed gate (second gate from the
right). Press the brown, blue, red and blue buttons in that order to destroy
the dam. Your configuration may be different than the one described above if
you have been fiddling with the gates beforehand. If so, cast Rezrov on any
closed gate, keep pressing buttons (randomly works as the puzzle is now
simplified) and a short time later you will destroy the dam. Watch the cut
scene. Return to the Crossroads and teleport to the Lab.
At the lab you will discover the bridge is guarded by a six armed invisible
bridge guy. Forget about using magic on this beast. Use the sword to cut the
rope on the right side of the bridge. Cast Golgatem to create a bridge. Cross
the bridge and pick up a blank scroll from the box on the right. Insert it
into the Origination machine to give the scroll a border. Now insert the
scroll into the following machines in the order given: Modification,
Replication, Interpretation and Transmogrification. Lastly, run it through the
spell checker to obtain the Beburtt spell. While here insert the Obidil spell
into the spell checker. Cross over the bridge and use the teleportation device
to go to the Crossroads.
Walk across the bridge, turn left and walk to the Umbrella Tree. Cast Beburtt
on the tree to cause the umbrellas to open and release the Zindor scroll. Pick
up the scroll. You won't be able to put it in your spell book but you can use
it as is. Retrace your steps up the path, turning left to enter the Dungeon
Dungeon Master's Lair
Feed the prozork pill to the snapdragon then use the sword on its stem.
Continue on the path until you reach the birdbath. Pour the can of mead-lite
into the bath, then use the Zindor scroll on the birdbath to increase the
quantity. Turn left and place the cigar in the ashtray. You will now be able
to enter the house.
Read all the books in the front room paying particular attention to the ones
which mention the lost magic items, snapdragons (and spring plants), Hugh,
Brog and Griff. Pick up the lard and jar of hotbugs from the shelf. Get the
fudge from the tree stump. Listen to all the messages on the answering machine
and make note of the ingredients needed for the cocoa blend: fudge, honey,
lard, hotbugs and moss. Pluck the red mug from the mug vine.
Exit the house and make your way to the beehive. Use the lard on the hive then
remove the lard and quickly strike the hive with your sword to get the
honeycomb. While still outside, move to the back of the house and locate the
mushroom. Cast Throck on it to get it to coil. Place the sleeping snapdragon
head on the mushroom. Strike the cap with the hammer to obtain half a spell
Return indoors. Use the mug, fudge, honeycomb, lard, hotbugs and moss on the
tree located just left of the mug vine to get the Yastard spell.
Enter the bedroom. Here you will find the other half of the spell scroll on
the window ledge. Pass through the mirror and combine both halves of the
scroll on the magic viewer. It's a Snavig spell but it needs to be spell
checked. Return through the mirror (your cursor is reversed while you are on
the "other side" of the mirror). Leave the bedroom and go to the front room.
Open the window shade and cast Obidil on Hugh the Walking Castle. Enter the
castle, look up and retrieve the Narwile spell.
Go back to the bedroom. Open the closet door to reveal a collapsed time
tunnel. Cast Narwile on the tunnel then cast Yastard on the totem in
inventory. You will become Griff and find yourself in front of the White
House. Open the mailbox and remove the envelope. Move to the side yard of the
house and take the Glorf scroll. Using the magic viewer to insert the Glorf
scroll into the envelope and return it to the mailbox. Close the mailbox and
raise the red flag to indicate to the mail carrier there is a letter waiting
to be collected.
Return to the Dungeon Master's Lair through the time tunnel. Teleport to the
Lab. Run Snavig through the spell checker to mend it. Teleport to Hades.
Use the telephone located beside the dock of the River Styx. Listen to all the
instructions then press #8 for a list of questions. Answer the questions by
pressing the following numbers: 2, 8, 9, 5. Charon will appear. Pay him two
Zorkmids and he will ferry you across the river. You will be greeted by a two
headed monster who refuses to let you pass. To get by him you must make
yourself look like an employee of Hades. To do this cast Snavig on Charon then
quickly move past the two headed monster and pick up Charon's time card and
use it on the time clock. The gates will open. Enter and pick up the totem
(Brog). Watch the cut scene. Go back out through the gates, turn around and
open the mail box. Use the letter opener in inventory on the envelope to
retrieve the Glorf spell.
Coconut of Quendor
Enter through the gates of Hades and cast Narwile on the time tunnel. In
inventory cast Yastard on the left totem (Griff). When you arrive at your
location you will see clusters of rock formations jutting out of the water.
These clusters form a rock dragon who is partially submerged under the water.
Fly to the foot, pull the right toe and you will expose the dragon's belly.
Fly there and pick up the inflatable dingy and sea captain from the crate. Fly
to the dragon's right hand and take the air pump from the skeleton. Return to
the dragon's belly and move to its head. Insert the dingy and sea captain into
the nostrils. Inflate both of them with the air pump and the dragon will raise
its head out of the water and open its mouth. Enter the mouth and pick up the
Coconut of Quendor (at back of throat). Move away from the throat and the
dragon's denizen will throw you a rope. Pick up the rope. Look at the dragon's
teeth, take the gold one. Now look up and you will see the dingy. Place the
coconut in the dingy. Leave the dragon's mouth, turn around and move in close
to his nostrils. Tie one end of the rope to the dingy and the other end to the
sea captain. Return to inside of the dragon's mouth. Look up and use the gold
tooth on the sea captain. Quickly exit the mouth. Take the coconut from the
dingy floating beside the dragon. Place it on one of the cushions inside the
Use the time tunnel to return to Hades. Pass through the gates and cast Snavig
on the two headed monster. Board the ferry before the spell wears off (or you
will have to cast it again). Teleport to the Dungeon Master's Lair and enter
Skull of Yoruk
Move in close to the time tunnel in the bedroom. Cast Yastard on the right
totem (Brog). Take the path to the burning torches. Pick up the torch on the
right, return to the White House and rip off the boards covering the door.
Keep a board for yourself. Descend the stairs and pick up an egg from the
nest. Go back up stairs and use the torch to light the cooking fire. Cook the
egg until it turns golden. Take the egg back downstairs and click it on the
stalactite (or is it stalagmite :-)?) located left of the stairs. Jump to the
chess puzzle. You can spend a considerable amount of time trying to solve this
puzzle. Or you can do it the quick and easy way.....clobber it with the board.
Pick up the skull. At the castle, place it on one of the two remaining
cushions. Return to the Dungeon Master's Lair via the time tunnel. Watch the
Teleport to the Crossroads. Walk to the stair guardian and he will deposit you
at the bottom of the well. Look up and use the Glorf spell on the rope. Now
you have the means to enter the Monastery. Take the subway to the Monastery.
In inventory tie the rope to the sword. Walk to the rock pile at the end of
the subway station. Look up and use the sword/rope on the opening. Climb up
and enter the Monastery. You will be standing near a large machine. Locate the
destination selector and set it to the Hall of Inquisition by clicking on the
button beside the destination. Move to the left until you are in front of
three large "wheels". Turn the right wheel to turn off the machine, then turn
the left one to activate the control panel. Go to the control panel (located
at the left end of the machine). The light should be green. Pull the switch.
You will find yourself in the Hall of Inquisition. Turn around and pick up the
totem (Lucy) from the box near the door. Leave this room by the double doors
at the other end (beside the exhibit sign). Turn left, press the red button to
open the signal box. Note the symbols above the hammers. Examine the diagram
on the fence. If you remove the middle hammer, a message will be sent
dismissing the guards early that evening. Return to the signal box and remove
the middle hammer and place it in inventory. Re-enter the building and go to
the "Closing the Time Tunnel" exhibit. Pull the control lever all the way down
then press the red button. The hammer head will fall off. Replace it with the
one you took from the signal box. Press the red button again and another time
tunnel will appear.
Cube of Foundation
Cast Narwile on the time tunnel. In inventory, cast Yastard on the totem
furthest to the right (Lucy). It's Ladies Night at the casino. Enter and pick
up the four playing cards on the slotted table in front of the bar. Walk to
the dart board and use #4 card on the fly to change the card to a 5. Return to
the slotted table. Insert the cards into the slots in such an order so as to
complete the equation correctly:
5 divided by 1, minus 2 = 3 or
5 divided by 1, minus 3 = 2
If you change the number on any other card except the 4 you will not be able
to solve the equation.
With your mathematical success comes an invitation to the back room to play
Strip Grue/Fire/Water. The Zork version of scissors/paper/rock. You can't
really lose at this game so have fun. You can play along and test your own
telepathic powers or, as you are playing as Lucy (who is telepathic) you can
cheat. Just click on Jack to read his mind. Either way Jack will eventually
lose enough times and give you the Cube of Foundation. Place it on the
remaining cushion at the castle. This will activate a time tunnel. Enter the
tunnel. Watch the cut scene.
Look around your cell. Use the letter opener on the air vent. Bang the letter
opener on the vent a few times and Jack will give you a scroll with the Lexdom
spell. Remove the poster from the wall and slide it under the door. Cast
Lexdom on the door then use the letter opener on the keyhole to jiggle the key
free. Pull the poster back from beneath the door. Use the key to open the
door. Once outside the cell turn left and proceed to the monitoring station.
Move in on the TV monitor. When you see Jack waving at the camera, make a note
of his cell number: 31-05. Save your game. Enter 31 on the keyboard and then
enter the two letter combination. You have four possibilities: AA, AB, BA, BB.
Press the white button. If you don't want to try all the letter combinations
just enter AB and Jack will be freed. Watch the cut scene.
End Game Sequence
Y'Gael will give you the Booznik spell. Use this spell on your spell book to
reverse all of the spells' properties. Enter the castle and pick up the
Coconut of Quendor, Skull of Yoruk and the Cube of Foundation. Leave the
castle and walk to the purple tent next to the radio tower. Cast Vorzer
(Rezrov backwards) on it and the guards will be sealed inside. Cast Margi on
the electrical sparks to reveal an electric fence. Back away from the fence,
turn left and unplug the power cord. Use your sword to cut the fence. Go to
the tower. Place the skull in the container at the base of the tower. Midway
up the tower place the cube in the cube shaped hole. Climb further up, turn
around place the coconut in the right "cup" and the lantern in the left one
for counter balance. Cut the antenna with your sword. Quickly cast Maxov on
Watch the final scene.
Copyright й Bonnie Collins 1997. All rights reserved.