This walkthrough is intended for personal use only, and is not to be distributed or edited in any form without permission of the author. This walkthrough is not intended for any commercial use. This walkthrough cannot be published in any print publication or web site except for http://www.gamefaqs.com. If this guide sucks like the last one, I want all records of existence destroyed, comprende? This FAQ is only for GameFAQS!!!!
Updates: V2.0: Rewrote the whole durned thing! Hopefully it's marginally better. V1.0: A really, REALLY crummy job I did about three years ago, which I'm sure I can never eradicate from the web.
********What is Zork: The Undiscovered Underground?
I'm glad you asked! Zork: The Undiscovered Underground is a token little text adventure by Marc Blanc and Mike Berlyn released freely by Activision celebrating the release of Zork: Grand Inquisitor in October, 1997. Marc Blanc co-authored the original Zork Trilogy, and Mike Berlyn, wrote such games as Suspended and Infidel.
The game is set in the year 1066, one year before the events of Zork: Grand Inquisitor. You play a low level guard in the Inquisition Guard stationed in Port Foozle, and you are given a task by none other than Grand Inquisitor Mir Yannick himself! You are to search through a previously unexplored portion of the Great Underground Empire (hence the title) and report back upon encountering any forms of vile magic. Off you go, with only a trusty brass lantern and a cheap plastic knock-off of an elven sword for company. Oh, and the swarms of grues that no doubt lurk down there.
********Okay, what's a grue?
The Grue is a sinister, lurking presence in dark places. Its favorite diet is adventurers, but its insatiable appetite is tampered by its fear of light. No Grue has ever been seen by the light of day, and few have survived its fearsome jaws to tell the tale. (Source: Every single Zork game)
********Where can I get the game?
Lots of places! For free, too! Try the Unofficial Infocom web site (http://www.csd.uwo.ca/Infocom/) You can get the entire original Zork Trilogy for free here too. Just as a note, I do not care for software piracy much, and only condone the free download of Zork I, Zork II, Zork III, and Zork: The Undiscovered Underground, as they are freeware.
********Hey, what's up with this game? I don't see even see any anti-aliasing, much less Bezier curves and dynamic light sourcing!
That's because it's a text adventure and you actually have to *read* the text and type in an appropriate command in response.
For instance, if you want to go north, you would enter GO NORTH. This particular command can be abbreviated to simply N. If you want to pick up an atomic vector plotter, you would type TAKE ATOMIC VECTOR PLOTTER. You'll figure it out.
********Is there a multiplayer option?
Shut up. Better yet, shut the hell up.
********Is there at least a railgun in the game?
No, but there aren't any jumping puzzles, either, so consider yourself lucky.
********How do I win?
There's a succint question for ya. Let's begin the walkthrough.
You begin in New Excavation with your fake sword and busted lantern. Travel northeast twice, and you'll enter the Cultural Complex. This will be the central hub of the game. Go north into the Convention Center Lobby, then northwest to the Souvenier Stand. If you've been reading the signs along the way, you'll find there's some sort of convention going on. At the stand, you'll find someone hawking some candy bars, popcorn, post cards, and a chicken finger. (But I thought chickens didn't have fingers! Ba-dum-BUM! Thank you, good night, folks!) Read the postcards to find more information about the nature of this convention. Talking to the salesman reveals that he is wearing a mask. Take the mask to see his true form! And remember it, too! Once, he's gone, take the candy bars, the postcards, and the popcorn and head back southeast to the Convention Center Lobby.
Remember what the salesman looked like? Good since you have to put on the proper gloves, mask, and body suit to match what he looked like. Head back to the Convention Center. Drop your lantern. As you've probably figured out, the place is swarming with grues. Since you're dressed like one, you should be safe for a while. Go north into the Convention Hall. Quickly take the hat, shoes, and glasses and skeedaddle back south. Do NOT exit via the chute. You can take off the silly get-up if you'd like, but you still need the gloves on.
Return to the Cultural Complex and head south. You will enter the Hall of Science Lobby. From here go south into the Mud Forum and take all the nice things. For the record, take the tree, house, balloon, flathead, and raft. Return to the Cultural Complex and head east into the Theater. Head east again to the stage, then east again backstage. Open the trunk you'll find there and take the five-zorkmid piece inside. Return all the way to the Hall of Science Lobby, then east into the Museum of Illusion. Inside you'll find two annoying antiques whining in a corner. Examine the tree you picked up in the Mud Forum to find a ball being held by a piece of tinsel. Take the tinsel and tie it to the coin. Put the coin in the slot for a free hint! Well, part of one, anyway. Take the coin, as you can pull it out with the string, and insert the coin again. The oracles will grudgingly give out hints. Remember the number of the rib that Mike mentions.
Return to the Hall of Science Lobby yet again, and head west into the Museum of Adventure. Inside, you'll notice a skeleton. Remember what Mike said about prying the rib? Well, pry it! You now have access to the incredible majesty that is the Janitor's Closet!!! Inside, you'll find an aerosol can. Never, ever let go this thing! Reading the label, you'll find it's bug repellent.
Make your way back to the stage. Examine the footlights, and take the red and blue lenses. Put them in the glasses, and then you have yourself a handy pair of 3-D glasses! Go back to the Mud Forum. Wear the glasses and drop everything else. (Yes, I know I said to hold onto the can. Oh, well.) Open the cover of the display unit. Hold the button on the unit so it stays on. This will display the combination for the sealed door. Take note of the five items that appear, from closest to farthest, take those items, and place the closest on the circle, second closest on square, then triangle, then pentagon. The sealed door should open. Take the candy bars, the lantern, and the repellent can. Drop one candy bar in the Mud Forum, one in the Hall of Science Lobby, and one in the Cultural Complex. Return to the Mud Forum and head southeast.
Now you'll find yourself in a cage. drop your remaining candy bar, and you'll see a whole mess of rat-ants. (These events are mutually exclusive, by the by) Run all the way back to the Tunnel. The rat-ants will chew through boulders that were blocking your escape. Head southwest one last time and you'll win the game! If you aren't carrying the repellent can at this point, you'll get to see what the inside of a totemizer looks like! If you were, get ready to receive a Great Reward from the Grand Inquisitor!
********Hey! My lantern went out! I'm likely to be eaten by a grue!
Shake it a bit! (Footnote 8)
********That walkthrough sucked. Are there InvisiClues?
There sure are! Activision has some on their web site. Navigate to the Zork: Grand Inquisitor page, and enter to Hotel New Zork. Go east to the telegraph office, and click on the file cabinet. On the close-up view, click on the upper cabinet towards the upper part of the screen. This should take you to the InvisiClues, you ingrates!
********Can you provide a map?
Not in ASCII art. This isn't a very complex game, compared with the Infocom days of yore, so you can probably map it yourself pretty easily. Just draw a box representing each room, and draw a line between them for each passage. A list of the rooms follow.
New Excavation: NE to Tunnel
Tunnel: NE to Cultural Complex, SE to New Excavation
Cultural Complex: N to Convention Center Lobby, E to Theater, S to Hall of Science Lobby, SW to Tunnel
Convention Center Lobby: S to Cultural Complex, NW to Souvenier Stand, N to Convention Hall
Souvenier Stand: N to Changing Room, SE to Convention Center
Changing Room: S to Souvenier Stand
Convention Hall: S to Convention Center Lobby
Hall of Science Lobby: N to Cultural Complex, S to Mud Forum, E to Museum of Illusion, W to Museum of Adventure
Mud Forum: N to Hall of Science Lobby, SE to Cage
Theater: W to Cultural Complex, E to Stage
Stage: W to Theater, E to Backstage
Backstage: W to Stage
Museum of Illusion: W to Hall of Science Lobby
Museum of Adventure: E to Hall of Science Lobby, SW to Janitor's Closet
Janitor's Closet: NE to Hall of Adventure
Cage: NW to Mud Forum
********Do you have a list of points? Yes, indeedy!
Taking the salesman's mask: 8 pts Taking the Baby Rune candy bar: 1 pt Taking the Multi-Implementeers candy bar: 1 pt Taking the $ZM100000 candy bar: 1 pt Taking the Forever Gores candy bar: 1 pt Shaking the lamp for the first time: 5 pts Entering the Convention Hall alive: 10 pts Taking the glasses: 5 pts Taking the zorkmid coin: 5 pts Attaching the tinsel to the coin: 8 pts Putting the coin in the slot twice: 10 pts Prying the proper rib: 5 pts Taking the aerosol can: 5 pts Taking one of the lenses from the stage: 5 pts Putting a lens in the glasses: 5 pts Projecting the image in the Mud Forum: 10 pts Putting models on shapes: 5 pts Winning the game: 10 pts -------------------------------------------------------------------------- Total Score: 100 pts
********How 'bout an item list? Sigh, if I must
Item Found Use -------------------------------------------------------------------------- cheaply-made sword in inventory pries the skeleton's rib brass lantern in inventory provides light postcards Souvenier Stand reading material Baby Rune Souvenier Stand lures the rat-ants Multi-Implementeers Souvenier Stand lures the rat-ants ZM$100000 Souvenier Stand lures the rat-ants Forever Gores Souvenier Stand lures the rat-ants popcorn Souvenier Stand none various gloves Changing Room fools grues various masks Changing Room fools grues various body suits Changing Room fools grues hat Convention Hall none shoes Convention Hall none glasses Convention Hall views the image in Mud Forum tree Mud Forum opens the sealed door house Mud Forum opens the sealed door hot-air balloon Mud Forum opens the sealed door flathead Mud Forum opens the sealed door raft Mud Forum opens the sealed door tinsel Mud Forum, on tree attaches to coin glass ball Mud Forum, on tree none quint-Zorkmid coin Backstage buy hints from oracles aerosol can Jantior's closet killing rat-ants blue lens Stage component for 3-D glasses green lens Stage none red lens Stage component for 3-D glasses yellow lens Stage none
********Are there any fun easter eggs? Yes there are! Consult the InvisiClues (described above) since I don't want to shamelessly rip off information from that thing.
********Why did you make this FAQ three years after the fact? Well, the crappiness of the original was getting to me, and I'm planning on writing a couple more, so I'm using this for a practice run.
********Hey, this format is laid out in a series of questions! This really is a FAQ! Well, that wasn't a question, and this still isn't a FAQ since the F stands for "frequently".
Thanks to: Marc Blank and Mike Berlyn for writing this fun game
Activision for keeping the Zork Series alive (at least up to 1997), and for producing Zork: Grand Inquisitor, a game just as good as the Infocom adventures of yore.
CJayC for hosting my humble FAQ
This FAQ was written by Andrew Egerton (c) 1997-2001
Coming Soon! Or very, very later: Lemmings 2: The Tribes Walkthrough (another old game no one cares about!) Rockman and Forte (Megaman and Bass) CD Translation Guide (with Mystery Co- author!)