Zork: Grand Inquisitor чит-файл №2

Installation:
If you do not have DirectX 5.0 on your machine, you must install it before
playing. The installer will tell you if you don't have it. You can follow the
set-up instructions from there.

How to Play:
Zork Grand Inquisitor is a first person adventure game. Just about every
action can be controlled from the mouse.

Clicking:
To navigate, pick something up or cast a spell, position the cursor over the
area where you want to interact and press the left mouse button.

Panning:
To turn around, move the cursor to the left or right side of the screen. The
image will rotate. Move the cursor back to the center of the screen to stop.
Some images are close ups and cannot be rotated.

If you need more help, press F1 in the game
Now onto the actual game:

You start off with a sweeping, cinematic montage showing news footage of
what's been happening in the world of Zork lately. And you know what? It's not
pretty. A tyrannical despot named the Grand Inquisitor has taken over, and
he's been working to make life as miserable and boring as possible in his
once-great dominion.

The introduction ends with a shot of the classic White House from Zork being
destroyed by a wrecking ball.

This is where you come in:

Forest Outside of Port Foozle:
You begin the game in a clearing on the outskirts of Port Foozle. There is a
sign in front of you pointing left towards Port Foozle, and right towards...
everything else. You are a traveling perma-suck salesman, so your only
possession is one very large perma-suck machine.

Follow the not-so-subtle blue glow into town.

At the first node in town, there is a speaker volume control just to your
left, and an ice box with one fish in it to the left of that. Look at the
volume control and raise it to "That's the spirit!"

Now step back and look at the ice box. When the loudspeaker voice is blaring
at its loudest setting, the fish market owner will not be able to hear her
alarm when you try to steal her fish. Wait for the voice to speak, then click
on the fish. Instead of taking the fish, you will pick up the can of mead and
a six-pack holder.

Once you have the can of mead and the six-pack holder, walk over to the dock
and place the six-pack holder on the hook. Lower the hook by pulling the
lever, and you will scare away Marvin the Mythical Goatfish.

The hook raises, lifting a crate up with it. You swing the crate around and
open it up. Take the lantern out of the crate and click on the door of
Antharia Jack's Pawn Shack with it.

When Jack goes in back to look for his tools, look at the cigar case on the
counter and steal one of his auto-lighting cigars. He comes back a moment
later, unleashes the Dungeon Master, then kicks you out of his shop without
returning the lantern back.

Put the cigar in your close-up viewer and click on it to light it. Then walk
all the way to the end of the street and click on the Grand Inquisitor doll
with your cigar. It lights on fire and sends Earl the guard running in fear.

In the seconds before the Inquisition troops arrive, jump inside the barrel
nearby to hide. When the guards arrive, Jack will be arrested for the crime
instead of you. Now you can go back inside his shack and take the lantern
back.

You're done in the town. Go back into the forest.

At the sign post, continue to Elsewhere (that is the area directly away from
town, to the right of the sign). This should lead you to the:

Monastery:
This the headquarters of the Inquisition. Look at the billboard on the left
and take the noose hanging on the side. That's all you need here. Read the
signs on the gate, then head back down the canyon.

At the sign, head further into the woods toward the well.

Forest and Well:
Navigate to the close up of the well. Click the rope onto the well and climb
down (you will have to switch discs here).

Well Bottom:
The Dungeon Master, who is trapped in your lamp, will now speak. He introduces
himself and then suggests that you call Y'Gael. She appears and gives you a
spell book.

Once the Dungeon Master is done talking, look at the bucket on the wall and
take the subway token out.

Now look at the close-up of the door. Open your spell book and select the
Rezrov spell from the Middle Magic page. Click on the door and it magically
opens.

Click on the staircase and you will be hurled down to the bottom. At the
bottom of the stairs, back up into the:

Crossroads:
At the entrance to the crossroads, turn around and face the wall-mounted case
to the left of the dragon staircase. Walk up to the case and open it by
clicking on the right side. If you try to take the map or sword, you'll notice
that they're stuck in place and cannot be moved. Take the hammer out instead,
close the case, and break the glass with the hammer. Now you can reach in and
take the map and the sword. Do that.

Walk over to the umbrella tree to the left of the case. You'll notice that the
umbrellas are purple. And you know what that means, don't you? That's right.
Open up your spell book (press F6), select Igram from the Deep Magic page, and
cast it on the umbrellas. Take note of the fact that casting Igram on the tree
does absolutely nothing of any value.

Back up, and turn to the right of the Dragon Stairs doorway. You will notice a
discus like object on the ground. Pick that up. It's the Griff totem. In the
game, you will find three totems that will help you on your quest. This is the
first one.

You're done with this area, so head up the path towards the center of the
crossroads. You can go any way you want, but for the purposes of this
walkthrough, we'll start with the Dungeon Master's Lair. Turn left and walk
straight ahead to the wooden door. Open it up.

Rank Undergrowth? Cut through this stuff with the sword.

Click through the opening to enter the garden.

Dungeon Master's Garden:
Open the tool shed and retrieve the Throck spell. Notice how it writes itself
into your spell book automatically. Click on the shovel to take it as well.

Turn around and head...

Back to the Crossroads:
Walk to the center of the crossroads and then down the path to the left. At
the locked door to GUE Tech, cast your Rezrov spell to open it up.

GUE Tech:
You are now standing in the exterior of GUE Tech, in front of the famed
entrance exam. Move in close to the first pillar to begin.

The panels on the first pillar should appear, and you can spin them around to
line them up. Your looking for a volcano that's flowing lava down its side and
under a bridge in the foreground. The lava isn't in yet, but you can still
figure it out. Spin the top pillar until you find a volcano top. Then move
down to the bottom row and spin until you find a bridge. Finally, spin the
middle pillar until it automatically stops at the right answer.

Oh, and by the way. Try to avoid jumping into those bottomless pits that block
your path.

The pillar will tilt down and turn into a bridge, allowing you to cross over
to the second pillar. This one is a bit more difficult. It's about shadows.

There are several different sculptures here. You want the straight,
obelisk-like spire with the "Z" on the top. Spin the top row until you find
that "Z." The spin the middle row and find a mid-section that matches.
Finally, spin the bottom row until you find a shadow that matches the shape of
the sculpture itself, and is also facing in the same direction as the shadow
on the side of the sculpture.

When you complete it, the bottomless pit to the left of the pillar will turn
into shadow.

All right, this next one is a little counter-intuitive. You have six different
pictures, each of which you can put together in their entirety, but none of
them will work as the solution. What you need to do is find the complete image
of the window that is hidden in portions of three different images. Take the
top part from the trees that meet, take the middle section from the pillars on
either side of the frame, and take the bottom part from the water flowing out
of the sewer pipe. If you put the three sections together, it will resemble a
window. You can walk through it and you will find yourself inside the rotunda.

GUE Tech Rotunda:
Welcome to the rotunda. Now it's time to leave.

Turn around and walk out the front door. You will end up on the far side of
the third pillar. A place that you cannot get to any other way. Walk up the
stairs behind you to where the fountain is. To the right of the fountain,
you'll see a pile of dirt. Dig in the dirt with the shovel that you picked up
in the Dungeon Master's shed and you will uncover the Kendall scroll. Click on
it to gnusto it into your inventory.

Now walk over to the teleportation station on the other side of the fountain,
slide your map into it, and select the crossroads as your destination by
clicking on it in the viewer screen.

Back in the Crossroads again:
Walk to the end of the path that you're on and you'll reach the entrance to
the Great Underground Subway. There should be a turnstile in front of you. Put
the subway token in the coin slot... Good job.

The Subway Station:
Head through the turnstile and you'll find yourself inside one of the subway
stations. Walk to the edge of the platform and wait. Eventually you will hear
the building sound of a subway car approaching, but right now you have to sit
and wait in relative silence for about five seconds. The subway car will come
and pass you by completely without even slowing down. Hmm... Try taking a look
at that map over by the wall. It shows that you're at the crossroads and that
there are nearly a dozen other stations you could go to. but the map is
convoluted beyond recognition, leaving you stuck in the station... Unless!

Go into your spell book and cast the Kendall spell on the subway map. That
will make the it a whole lot easier to navigate. Now you can click on any of
the four buttons on the map and go to one of the subway stops. Let's start by
making a brief stop at Flood Control Dam #3. Push the button, walk to the edge
of the platform and wait for the subway car to come around.

Flood Control Dam #3 Subway Stop:
Welcome to the FCD#3 subway stop.

Walk to the far window and read the book to the left of it. Pick up the
Golgatem spell inside the book.

Then turn your attention back to the Flood Control Dam outside the window. You
can press all four buttons to open and close the doors, but you can never get
them all closed at the same time. Cast Rezrov on any one of the doors that is
closed at any given time to make the puzzle solvable.

Once the doors all close and the dam is destroyed, turn back around and start
heading out. But before leaving, stop at the large pipe running down the wall
and look at the moss growing at its base. Cast Throck on the moss to generate
more of it, then click on it with your sword to cut some off and put it in
your inventory.

Now turn to the subway map, select the Hades stop, and walk to the platform to
await the next car.

Hades Subway Stop:
When you get off the subway, walk to the skeleton sitting in the booth. Read
his book, then take the lottery ticket out of his hand.

Put the lottery ticket in your close-up viewer and get ready to play the game.

To win, follow the path from the starting point to the treasure in the center
tile. Each row is rotated a different degree, so reverse each row in your mind
to determine the correct path. The winning path is a sort of counter-clockwise
spiral, leading from the starting tile inward. From the starting tile go up,
then left, up, up, left, up, left, left, down, left, left, down, left, down,
down, right, down, down, right, right, up, right, up, up, left, up. Got that?

When you win, the ticker turns into a 500 zorkmid bill.

Walk through the doorway ahead to the shores of Hades. Put your map in the
teleporter nearby, and jump to the GUE Tech exterior.

Back at GUE Tech:
At the fountain in the GUE Tech exterior, walk down the stairs to the third
pillar, click on it, then climb through the window to get back inside the
rotunda.

Head over to the bulletin board. There are various clues in the notes on the
board.

Walk over to the doorway on the other side of the fountain. The hallway
leading off from the door is called the infinite corridor. The sign right
above the doorway tells you so. If you walk down it, it leads on forever. But
if you cast Igram on the word "Infinite" before walking down it, you can get
to the end. Do so.

Next, walk back to the vending machine area. The small machine with bellows on
either side is a change machine. Insert your 500 Zorkmid bill to get change.
You will need coins for the vending machines and to get to Hades. Grab the
coins in the dispenser and they are automatically put in a bag for you. You
can now click on the coin sack in the inventory to get a Zorkmid. In fact, do
so.

Go over to the ice cream machine to the left of the change machine. Insert a
coin and open the far right door. Take the scroll inside. It is a defective
Odibil spell. Not much to do with this now, so just keep it in your inventory.

Back up and turn to the candy machine on the far right. Put a coin in the
machine and select the Zork Rocks (button number 8). They slide most of the
way forward but get stuck on the ledge. Now install the perma-suck machine
from your inventory onto the front of the candy machine. Flick the switch on
the perma-suck to turn it on. It will suck the Zork Rocks out, then break.
Open up the perma-suck and pull the Zork Rocks out. The perma-suck is now
broken, so just leave it there.

Now move on to the soda machine. It's the only vending machine you haven't
looked at yet. Put the Zork Rocks in the soda dispenser area, drop a coin in
the slot, and select Blam Classic. The Zork Rocks are now highly volatile.
Pick them up, and you will have 45 seconds until they self-destruct.

To deactivate the package of Zork Rocks, leave them inside the dispenser area
and pour Thaddium-free Diet Blam on it.

Anyway, take the Zork Rocks and head down the once-Infinite Corridor.

Infinite Corridor:
At the end of the corridor, you see a wall of lockers. Look at the middle row,
and slide the Zork Rocks through the crack in the second locker over from the
left. Once the Zork Rocks are safely inside the locker, they will detonate and
push the door open. You can now see inside Dalboz's locker.

Take Dalboz's Student ID card, then back up.

Look at the second locker from the right on the bottom row. See the candy
wrapper on the ground? There's one that looks just like it back in the candy
machine. Back up and walk to the rotunda.

Go to the candy machine again, put a zorkmid in, and this time press button
number 11 to select the same candy bar that was lying on the floor over by the
lockers. The candy won't come out, but pushing the button will open the locker
where the candy bar was lying. The wrapper on the ground is a clue to the link
between the candy machine and the lockers. The buttons on the candy machine
are arranged in the same order as the lockers, and pushing any button will
open its corresponding locker.

Once you've selected number 11, walk back down to the end of the corridor.

Look down on the bottom row at the second locker from the right again. It's
Yannick's locker. Take the Prozork tablet and read all the books inside. One
of them will tell you about time tunnels. Another will tell you how to
manufacture spells. You can solve the logic problem, or just cast the Kendall
spell on the sheet of paper to get the solution.

Anyway, when you've read everything and taken the Prozork, close the locker,
back up, and head down the three other hallways that lead out from here. In
each hallway, you will find a mural picturing one of the three lost artifacts.
Clicking on the murals will insight long explanations from the Wizard Belboz
as to the origin of the artifact.

When you're done with the three hallways, go back to the center slide Dalboz's
student ID card through the slot on the Spell Labs door, and walk through.

Spell Labs:
Welcome to the Spell Laboratories. Well, not quite. To reach to the Spell
Labs, you still need to get past the six-armed invisible guard.

Instead of attacking him directly, cut the side of the rope bridge with your
sword and let him fall, then cast Golgatem to make a new bridge appear in its
place.

Walk across the bridge to the Spell Labs and pick up the Beburtt parchment on
the far right. You need to manufacture it by running it through the tables in
the right order. The solution to the logic puzzle in Yannick's locker is
Origination, Modification, Replication, Interpretation, Transmutation. Place
the Beburtt scroll on those five tables in that order, then run it through the
Spell Checker. Click on it when it pops out, and it will be gnustoed into your
spell book.

Next, pull out the novelty Obidil scroll from your inventory and run it
through the Spell Checker. Click on it when it comes out and that, too, will
be gnustoed into your spell book.

You are done with this area for now. Go back across the bridge, put your map
in the teleporter, and jump to the Underground Crossroads.

Almost the last trip to the Crossroads:
Walk down the path that leads back to the umbrella tree. Cast your new Beburtt
spell on the tree. The umbrellas will think it's raining and they will
blossom, causing the scroll hidden inside one of the buds to fall to the
ground.

Pick the scroll up. It's the Zimdor spell. It triplicates quantities of
intoxicating beverages. Because of its intense power, it can only be cast
once. Cast it on your can of mead to turn it into a much larger can,
containing enough mead to get someone (or something) drunk.

Back in the Dungeon Master's Garden:
Walk back to the middle of the garden from where you appear behind the house.
There should be a snapdragon nearby. He snaps at you whenever you try to grab
him. Toss the Prozork tablet into his mouth to put him to sleep, then cut his
head off with the sword. Don't worry, you didn't kill it. It's just sleeping.

Now walk around to the back of the house again and put the snapdragon's head
on the trampoline plant. Throck the trampoline plant so that it is ready for
use when you come back to it later on.

Head around to the front of the house now and look at the front door. Access
to the house is blocked by the Dungeon Master's home security system. He won't
let anyone in who isn't the Dungeon Master (don't even bother trying to
convince him that the lamp you're holding is the man himself).

Fortunately, Harry has some weaknesses. He's a chain-smoking alcoholic.

First put the lit cigar in the ash tray to the left of the front door. He
smokes it and blows the top half of his door open. Then pour the Zimdored can
of mead into the birdbath. He will drink the mead, get piss drunk almost
instantly, and pass out with the bottom half of his front door hanging open.

You can now walk inside.

Note: If you miss your opportunity and pour the mead into the birdbath before
casting Zimdor on it, you can always cast zimdor on the mead while looking
into the birdbath, and it will triplicate inside.

Vista Room:
This is the DM's house. Navigate to his answering machine to hear the recipe
for a drink. The tree in the corner is the food processor. From the room, you
will need to collect the cup off the vine next to the front door, the hotbugs
on the shelf, the hungus lard next to it and a piece of fudge from the stump
under the shelves.

The one remaining ingredient is back outside in the garden.

Before you walk out, navigate to the book on the stand. You will see some fun
tricks to play with snapdragons. This is a hint for something, but it's not
important right now.

Back in the Dungeon Master's Garden:
Standing in front of the house again, look to the nest of Quelbees. They are
extremely sensitive to smells. The hungus lard in your inventory stinks really
bad. Stick the hungus lard inside the Quelbee's nest. They will all fly away
in disgust, leaving you the opportunity to cut off a piece of honeycomb with
your sword once you pull the hungus lard back out.

You're done here. Go back inside.

Back inside:
Now turn to the food processor and put the hungus lard, the chunk of fudge,
the honeycomb, and the moss of mareilon in place. Put the mug in the
receptacle and the jar of hotbugs underneath to heat it up.
                               
When everything is in place, the food processor will make the cocoa. Just
click on the cocoa when it's done and Dalboz will give you the Yastard spell,
gnustoing it into your spell book for you.

Now turn your attention to the window that's covered by blinds. When you peak
through them, you'll see the massive walking castle outside. Click on him with
the Obidil spell to make him attracted to you. He will walk over and open his
drawbridge for you.

Walk inside.

Castle Interior:
Take a look at the heart. There's the Narwile spell which you will need to
open time tunnels. Take it.

Not much else to do in here, so walk back out and step into the Dungeon
Master's bedroom, leading out from the Vista room.

Dungeon Master's Bedroom:
You are now in the Dungeon Master's bedroom. Turn around, face his wardrobe,
and click on it to open it up. There's a closed time tunnel inside. Cast
Narwile on it to open it, then cast Yastard on your Griff totem to throw it
into the time tunnel. The Griff returns to his regular form while inside the
time tunnel and arrives at the old white house, over 100 years in the past.

First trip to the White House Exterior:
Open up the mailbox and take the envelope out. Whatever you put in the
envelope and send will go directly to Hades, where you will receive it upon
dying.

Walk over to the side of the house. See the scroll lodged into the boarded-up
window? Fly up to grab it.

Put the scroll inside the envelope, the envelope back in the mailbox, close
the mailbox, and flip the red flag on the side. Now jump back through the time
tunnel to re-enter to your body in the present day.

Return to the Dungeon Master's Bedroom:
You're back in the bedroom. Walk over to the window sill and take the torn
scroll piece labeled "GIV-."

Turn to the bed and read through Dalboz's journal.

Then turn to the mirror and walk through it. You will appear in a mirror image
of the same room.

Mirror Room:
Notice that the "GIV-" scroll piece has turned into a "-VIG." Everything in
this room is backwards -- even navigation. Grab the scroll piece labeled
"-ANS" on this side. You need the two sides to combine to say "SNAVIG," so
leave the part that now says "-VIG" in here and walk back through the mirror
with the "-ANS" piece.

Head outside from the vista room and walk around to the back of the house.

One last time in the Dungeon Master's Garden:
Go up to the trampoline plant in the back of the house. Having already placed
the snapdragon down and cast Throck on it, whack the trampoline with the
hammer that you picked up in the Adventurer's case. The snapdragon will be
thrown up to the second floor window sill, where it will grab the "-VIG"
scroll piece, then jump back down and deliver it to you.

You can now combine "SNA-" and "-VIG" in your inventory, but it won't gnusto
because you haven't re-attached the pieces properly. You have to run it
through the spell checker in order to make it a functioning spell again.

Turn to the teleporter, put your map in, and jump...

Back to the Spell Labs:
There's just one thing left to do here. Walk over to the spell checker and run
the combined Snavig scroll through the machine. When it comes out, click on it
to gnusto it into your inventory.

Now walk back across the machine yet again and slide your map into the
teleporter. Jump to Hades, go up to the map in the Hades subway station,
select the Flood Control Dam, and ride over there.

Quick task at Flood Control Dam #3:
Run over to the Zorkmid press and slide one coin into the machine. A letter
opener will pop out. Take it, turn to the map and select Hades again, then hop
on the subway and ride back.

Hades again:
The next thing you have to do is get across the river Styx by calling the
Hades Shuttle Service and paying Charon, the oarsman, to get across. Walk to
the shore and pick up the phone.

The phone is an automated hell all its own. To make matters easy, here is what
to type at the main menu (when you hear "press 1 for the questions"):

8 - for the questions
2 - to answer No, you are not currently living
8 - to answer Yes, you did die within 10 days
9 - for cheese
5 - for Rather Stinky.

Note: You could also just cast Kendall on the phone and the boat will come
immediately.

Enjoy the movie of the oarsman rowing to the dock, and do your best to look
convincingly dead as he holds his hat out. Since Charon isn't much of a
talker, everything he needs to say appears on the top of his hat. Anyway, he
will ask you for exact change. Hand him two zorkmids from your bag of coins
(one at a time).

Charon will ride you across to the entrance to Hades. Unfortunately, the
entrance is guarded by the two-headed Hades beast. You need to trick him to
get past.

But before you do that, look over at the mailbox to the left of the gate. Open
it up, and the envelope that you sent from the white house is inside. Take the
envelope out and use the letter opener to open it up. The Glorf spell will
automatically gnusto into your spell book.

Now go back to Charon and cast Snavig on him, then return to the Hades beast.
He will think you're Charon going on your lunch break, and will let you go by
once you punch out. But to punch out, you need to know the oarsman's name. To
find out which card to punch out with, read this walkthrough and use the name
that has already been referred to half-a-dozen times.

Good job.

The gate opens up and you can walk through.

Past the gates of Hades, you'll find another time tunnel. But before you open
it up, pick-up the Brog totem lying on the ground nearby. Okay, now cast
Narwile to open the tunnel, then cast Yastard on the Griff again to throw him
through to the coconut quest.

Dragon Archipelago:
You are now hovering above the left foot of the giant sleeping Watchdragon who
guards the Coconut of Quendor. Fly to the dragon's right foot and pull the
gold toe. Then fly to the dragon's stomach and look in the nearby crate to get
the inflatable boat and the inflatable sea captain.

Fly over to the dragon's right hand to pick up the air pump, then fly to the
dragon's nose. Stuff the inflatable sea captain in one nostril, and the
inflatable boat in the other, then inflate both with your air pump. The
dragon's head will rise out of the water. Fly into the dragon's mouth.

Dragon's Mouth:
The first thing to do inside the mouth is to take the Coconut of Quendor that
is hanging off of the dragon's uvula.

Next, pick up the broken piece of one of the dragon's teeth. Then talk to the
man in the throat until he tosses up the rope. Take the rope from him.

Now look into the nostrils up above and find the one with the boat in it.
Slide the Coconut of Quendor into the pouch in the raft.

Fly back outside the mouth and tie one end of the rope to the sea captain's
leg, and the other end to the raft.

Fly into the mouth again, look in the nostril with the sea captain stuffed in
it, and pop the sea captain with the piece of the dragon's tooth. The sea
captain will sputter around in the air with the inflatable boat in tow, then
finally hit the water and sink. The boat however, which is still inflated,
will stay safely on the surface.

Fly out to the raft and pick-up the coconut. The walking castle will burst out
of the water and open its draw bridge for you. Fly inside and put the coconut
on its pedestal. A time tunnel will open up next to you. Jump in the time
tunnel and return to the present.

Back in Hades:
Now you need to get back from Hades. Since you've passed through the gates,
Charon will not give you a ride back. So you have to trick him the same way
that you tricked the Hades beast. Cast Snavig on the Hades beast and walk up
to Charon. He will gladly give the Hades beast a ride back.

On the subway side of the river, walk up to the teleporter and jump to the
Dungeon Master's garden.

From the garden, walk back into the Dungeon Master's bedroom, cast Narwile on
the time tunnel again, and cast Yastard on your new Brog totem to throw him
through the time tunnel.

White House Exterior again:
Walk over to the stone barrow in the distance as the Brog and pick up the two
torches. Now walk over to the front door of the house and use your brute
strength to pull the wooden boards off. You automatically keep one of the
boards in your inventory. Step through the hole in the door and walk down the
stairs.

Grue Breeding Ground:
At the bottom of the stairs, look over at the nest of eggs and pick one of
them up. Now walk back up the stairs, put the egg in the can of water, and
light the fire under the can with your torch to hard-boil the egg. Take the
egg ou and put it in your inventory.

Now walk back to the bottom of the stairs and throw the hard-boiled egg at the
thin shaft of light next to the closest stalactite. It will break open,
sending tons of rock down as well as many shafts of light. Hop across the
ravine, staying inside the shafts of light, until you reach the strange
contraption on the far side.

Smash the contraption into little pieces with your wooden board and take the
skull out of the holder. A ladder will drop down and you can climb up to get
back inside the walking castle. Put the skull on one of the pedestals and
another time tunnel will open up. Jump into the time tunnel to return, once
again, to the present day.

You just can't stay out of the Dungeon Master's bedroom can you?:
The time tunnel drops you off in the Dungeon Master's bedroom again. Walk
outside to the back of the house and teleport over to the crossroads (or you
could just walk, it'd take about the same amount of time).

Crossroads, still yet again once more:
From the teleporter, head back to the dragon stairs where you came in. Go up
into the well and look up at the rope. Cast your new Glorf spell on the rope
to untie it and put it in your inventory.

Now walk over to the subway station, select Monastery from the map, and ride
the subway there.

Monastery Subway Stop:
Here you are at the Monastery subway stop. Walk to the left of the platform
and go all the way to the far end. Look up from where you're standing and
you'll see a grate. Cast Rezrov to get it open. Now go into your inventory
screen and select the sword. Put it in the examine tool on the right side of
the screen, then go back and pick up the rope. Click the rope on the sword
inside the box and you'll have a new combined item. We call it "Sword with
rope tied to it." Throw the sword through the open grate, and you'll have a
rope hanging down from the grate. Use your use superhuman climbing abilities
to shoot through the hole and blast into the totemizer room of the former
Steppinthrax Monastery.

Totemizer Room:
Next, walk up to the lever panel on the right side of the big, nasty-looking
machine against the near wall. That's the totemizer that has been causing so
many problems for the people of Zork. But to get to where you need to go,
you're going to have to get inside and ride through it. Be strong brave
adventurer.

Set the lever to Display bin setting on the nearby panel.

Step away from the lever control and walk to the left.

Look at the diagram on the wall. It's a little hard to read, but step 4
applies Perma-Seal, which insures permanence of totemization. That would be a
bad thing.

There are three wheels in front of the machine. These control the power to the
machine, the location that the totemizer will send you to, and the state of
the Perma-seal fluid. Notice the yellow light on the top of the machine, below
the tube marked "Perma-Seal." You want to get that light to turn purple, so
turn the wheel on the far right (with the yellow light). The light will go out
above the wheel and the Perma-seal indicator will turn purple.

Walk up to the mouth of the machine and look at the control panel beside it.
Pull the lever to activate the machine and click on it to crawl inside. Now
sit back and enjoy being crushed into a small novelty item.

Exhibit Hall:
After flopping into the display bin, you will expand to full size because
Perma-Seal was not applied. You should now be standing in the middle of the
Steppinthrax Monastery Exhibit Hall.

You'll hear the Lucy totem calling you from within the display bin that you
just got out of. Turn back and pick her up.

You are safe to walk around and look at all the exhibits here. Take particular
note on the one regarding time tunnels.

Walk to a close-up view of the odd little man banging his mallet against the
wooden door.

Click to the left of the lever to make him start banging. Click again to make
him go faster. And again to make him go faster still. When he's going at full
speed, just sit and wait. Eventually he will break his mallet off and stop.
You'll need to replace his hammer with a new and bigger one.

Monastery Exterior:
Walk out the front door to the area behind the gate that you encountered in
the beginning. Turn to your left and you'll see a strange metal cylinder. Open
it up and pull the middle mallet out. Read the sign on the gate to your right
and you'll find out what you just did. But that doesn't really matter. What
matters, is that you now have a new, and quite large, mallet.

Back in the Exhibit Hall:
Now put your new mallet in the little guy's hands and make him hammer the
wooden boards again. This time, his new hammer will smash through, revealing
another time tunnel. Cast Narwile on this time tunnel, then cast Yastard on
the Lucy totem to throw her through to the Cube quest.

Old Port Foozle:
This is Port Foozle from well over 100 years ago. Click on the door to (what
will someday be) Jack's Pawn Shack, and a mean-looking bouncer will open the
view-hole and eye you in a disturbing manner. He opens the door and invites
you inside Jack's failing casino.

Jack's Casino:
Walking around, you'll see that there's nothing much to do in here. Pick up
all four cards at the table marked "Apine's Quandary" and walk over to the
wall where the fly is buzzing frantically. Smash the bug with the card that
has four dots on it. The card will now have a fifth dot, of dubious origin.

Go back to the "Apine's Quandary" table and lay the four card with the smashed
bug in the first slot on the far left. Then lay the card with one dot in the
next slot over. Put the 3 card in the next one, and the 2 card in the slot on
the far right (or switch the 2 and the 3 if you want, the equation below will
still be valid). You've made the puzzle work. The bouncer will appear and tell
you that you've been invited into the back room.

Back Room:
You now have to play Strip Grue, Fire, Water with Antharia Jack. Since you are
a mind-reader though, you can simply click on him behind the curtain to hear
which of the three options he's going to play.

It's very simple, if he's going to take fire, you take water. If he's going to
take water, you take grue. And if he's going to take grue, you take fire.
That's it. After you win five rounds, he will offer you the Cube of Foundation
as a way out of stripping naked.

When you take the cube, the castle door will smash through the wall. Run into
the castle and put the cube on its pedestal. Yet another time tunnel will open
up. Jump through the time tunnel and you'll end up back in the exhibit hall.

Unfortunately, you are met there by the Grand Inquisitor and Wartle, who
immediately arrest you and throw you in the Inquisition Jail to await
totemization.

Jail Cell:
You are thrown in jail, stripped of your inventory, and left only with your
letter opener.

You hear Jack calling you from through the grate. Go over and talk to him
until he throws you the Lexdom spell scroll. Click on the grate with your
letter opener to get it off, then pick-up the scroll. Cast Lexdom on the door
to make a keyhole with a key in it.

Take the notice off the wall and slide it under the door. Then poke the key in
the keyhole with your letter opener to make it fall through and land on the
notice.

Pull the notice back under the door, take the key, put it through the keyhole
on this side and open the door to get out.

Cell Block:
You now need to break Jack out of jail so that he'll pick up you're stuff for
you.

Go to the area with all the security monitors and look at the number of Jack's
cell block. It is listed at the top of the screen on the monitor that shows
Jack languishing in his cell.

Now glance over at the map of the jail. Look in Jack's cell block, and notice
with cell has a ventilator shaft leading into it. That is Jack's cell.

Go over to the cell selector and enter in 31AB, Jack's cell block and cell
number, then hit the button to unlock that cell.

You have just freed Jack. He evades the guards, picks up your stuff, and meets
you in your cell block just as the walking castle comes crashing through to
take you to the Flathead Mesa to stop the Grand Inquisitor's coronation.

Flathead Mesa:
Listen to Y'Gael drop blatant clues as to what to do at the mesa, then take
the spell scroll that she gives you. Cast your new Booznik spell on your
entire spell book to reverse all of your spells.

Walk up to the tent that obstructs your path to the tower. Cast the reversed
Rezrov spell on the tent so that the door seals shut. You can now walk past
the tent to the tower.

But you'll have to stop there, because there's something that's still blocking
your path. Cast the reversed Igram spell on the region in front of you to make
the invisible electric fence purple. Now you can see it, but you still need to
turn it off.

Look down and to the side of the fence and pull the plug out of its socket.
The fence is now safe to touch. Cut a hole through it with your sword and walk
through.

Now look at the glass dome at the base of the tower. Open it up and put the
Skull of Yoruk inside (you did take the three artifacts out of the castle,
didn't you?). Close the dome and start climbing up the tower.

Halfway up, you find a nook. Put the Cube of Foundation in the nook. Now climb
up to the top of the tower.

At the top, you'll see a perfect place to cram the Coconut of Quendor. Stick
it in the wind-gauge thingy. Unfortunately, that makes the thingy tip over, so
follow the Dungeon Master's orders and hang the lantern on the other side so
that it balances.

You can cast the Maxov spell now, but it won't work until you shut the Grand
Inquisitor up. Cut the wire hanging off the top of the tower with your sword
to turn his microphone off, then cast Maxov again before he climbs up the
tower to reach you.

That's it. The game is over. You won.