Showing posts with label Zork 1. Show all posts
Showing posts with label Zork 1. Show all posts

Monday, February 9, 2009

Zork I - FAQ

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NOTE: This FAQ was written while playing the Zork I version that came with the
Lost Treasures of Infocom package that was released in 1991 by Activision. As
far as I know, everything will be the same for other game versions.


*** STEP 1: Find a way into the Great Underground Empire (GUE). ***

Right after starting a new game, go north twice and climb the tree. Take the
jewel-encrusted egg, then climb down and go south and east. To get into the
white house, open the window and then enter it.

Go west from the kitchen to get to the living room, then pick up the brass
lantern. Move the large oriental rug, then open the newly revealed trap door.
Drop the jewel-encrusted egg on the floor, then go down and light the lantern.
You're now in the GUE!


*** STEP 2: Get some easy points. ***

Go south and east, pick up the painting, then go north and up to return to the
kitchen. Turn the lantern off in order to save battery power, then go to the
living room.

Get the sword and jewel-encrusted egg, then open the trophy case and put the
painting into it. Return to the kitchen and go up to the dark attic. Turn the
lantern on, type GET ALL to get the rope and nasty knife, then turn the lantern
off and go back down to the kitchen.

Go back to the living room and open the trap door again. Go down and turn the
lantern on, then save your game before going north to the troll room. Attack the
troll with the sword until one of you is dead. If it's you, restore your save
and try again. If it's the troll, save your game again before moving on.

Drop the sword, then go east twice to get to the round room. Go southeast to the
engravings cave and east to the dome room. Tie your rope to the railing, then
climb down the rope in order to reach the torch room.

Turn the lantern off and get the ivory torch, then go south and drop the
lantern in the temple area. Go east to the Egyptian room and take the coffin,
then open the coffin and take the sceptre from inside it.


*** STEP 3: Get rid of the thief. ***

Go back west to the temple area and save your game. Killing the thief now is
possible, but you'll usually get killed and have to restore your save. When
you're ready to try, type TEMPLE or TREASURE to magically teleport to the
thief's treasure room. (This presumably works because of the granite walls.)

First, give the jewel-encrusted egg, ivory torch, gold coffin, and sceptre to
the thief. Immediately type TEMPLE or TREASURE again to return to the temple.
Use the DIAGNOSE command to see if you've been badly injured. If so, wait until
you're mostly or fully healed before continuing.

Pick up the lantern and turn it on (since the treasure room sometimes
mysteriously goes dark), then save your game again. Return to the treasure room
and attack the thief with the nasty knife until he or you are dead. If it's you,
restore your save and try again. Hopefully, you'll be able to win in only a few
tries.


*** STEP 4: Loot the maze. ***

After saving your game, turn off the lantern and drop the nasty knife. Then get
the torch, chalice, egg, and sceptre. Go down to reach the cyclops room, then
type ODYSSEUS or ULYSSES to get rid of the cyclops. You can now go east twice
from the cyclops room to reach the living room.

Get the golden clockwork canary from the egg, then put the egg, canary, sceptre,
and chalice into the trophy case. Drop the lantern, reopen the trap door, then
go back west to the cyclops room.

From there, go northwest, south, west, and then down to reach the dead
adventurer's room. Get the bag of coins, then go north, west, south, and east to
get back to the troll room. From there, you can go south and then up to return
to the living room. Put the bag of coins in the trophy case.

Go back to the cyclops room, then up to the treasure room. Take the coffin if
you can. If not, wait until your injuries are healed, then take it. Return to
the living room and put the coffin into the trophy case.


*** STEP 5: Getting more GUE treasures. ***

Go to the kitchen, open the bag, and take the garlic from it. Return to the
living room and go down to the cellar, then north to the troll room. Go east
three times to get to the loud room, where you'll need to type ECHO before
getting the platinum bar. (STILL one of the most dopey things I've ever seen in
a game!)

Go up and then east to reach Flood Control Dam #3. Go north to the lobby and
take the matchbook. Go north from it to reach the maintenance room, where you'll
need to pick up a wrench and a screwdriver. Press the yellow button to unlock
the dam control panel's bolt, then go south twice. Turn the bolt with the wrench
in order to open the dam's sluice gates.

Drop the wrench, then go south, southwest, and south to return to the round
room. Drop the screwdriver, platinum bar, and garlic, then go southeast and east
to get to the dome room. Climb down the rope again, then go south and take the
brass bell. Go south again and take the candles and black book.

Go down twice to get to the entrance to Hades. Relight the candles if a gust of
wind blew them out on your way here (LIGHT MATCH, then LIGHT CANDLES WITH
MATCH), then ring the bell. You'll now have to pick up the candles and relight
them. After doing so, read from the black book. That'll get rid of the evil
spirits, and you can drop the black book, candles, and matchbook.

Go south to the Land of the Dead and get the crystal skull, then go north, up
and north to reach a mirror room. Touch the mirror to be teleported to the other
mirror room, then go east and south. Get the crystal trident, then go south and
get the air pump. Go south once more and pick up the trunk full of jewels.

Go south, southwest, south, and south again to get back to the round room. Drop
the air pump, then go west, west, south, and up to reach the living room. Put
the crystal trident, trunk of jewels, and crystal skull in the trophy case.


*** STEP 6: Raiding the coal mine. ***

Get the lantern, then return to the round room and pick up the clove of garlic
and the screwdriver. Go south twice to get to the southern mirror room, then
touch the mirror to get teleported to the other mirror room.

Go north, west, north, west, and north to get to the bat room. Drop the garlic
there to keep the vampire bat busy holding his nose for the rest of the game.
Go east to reach the shaft room. Put the torch and screwdriver in the basket,
then go north and turn the lantern on.

Go down to the gas room, then go east, northeast, southeast, southwest, and down
to reach the ladder top. Go down and then south to reach a room with a small
pile of coal in it. Take the coal, then return to the shaft room by going north,
up, up, north, east, south, north, up, and south.

Put the coal in the basket, then lower the basket. Go north, down, east,
northeast, southeast, southwest, and down to get back to the ladder top area. Go
down and west to reach the timber room, then drop the lantern and go west to
reach the drafty room, where your lowered basket is.

Get everything from the basket, then go south to the machine room. Open the
machine's lid, put the coal in the lid, close the lid, and flip the switch with
the screwdriver. Now you can open the lid and take a huge diamond!

Drop the screwdriver, then go north and put the diamond and torch into the
basket. Go east and get the lantern. Go east and up to reach the ladder top,
then go up, north, east, south, and north to get back to the gas room. Pick up
the sapphire bracelet, then go up and south to reach the shaft room.

Raise the basket and get everything from it, then drop the lantern. Go west and
get the jade figurine, then go south, east, south, east, and south to get back
to the mirror room. Touch the mirror, then go north twice to return to the round
room.

Get the platinum bar, then return to the living room and put the bar, figurine,
diamond, and bracelet into the trophy case. You're really building up the
treasure collection!


*** STEP 7: Getting some outdoor treasures. ***

Get the canary and sceptre back, then go back to the round room and get the air
pump. Go east, up, east, and down to get to the dam base, where your uninflated
boat is. Inflate it with the command BLOW UP PLASTIC WITH PUMP, then drop the
pump.

Put the sceptre in the boat so it won't puncture the flimsy thing, then enter
the boat and type LAUNCH. Pick up the sceptre and keep entering the command LOOK
until you reach the area with the red buoy. Take the buoy, then go east to land
the boat on a sandy beach.

Get out of the boat, then open the buoy, get the emerald from it, and drop the
buoy. Pick up the nearby shovel, then go northeast to the sandy cave area. Dig
in the sand until you uncover a scarab, then take the scarab and drop the
shovel.

Go southwest to the sandy beach, then go south twice to reach Aragain Falls.
Wave the scepre in order to make the rainbow solid, then go west twice to cross
it. Take the pot of gold, then go southwest, up twice, northwest, west, north,
and north. Wind the clockwork canary to get a songbird to drop the final
treasure, a brass bauble, on your head. Don't forget to pick it up!


*** STEP 8: Getting ready for Zork II. ***

Go south, east, and west twice to get back to the living room. Type PUT ALL IN
CASE to get all the treasures in the trophy case and your score up to 350. Look
at the case to see that there's a new ancient parchment map in it.

Take the map and look at it to find that there's a new path leading southwest
from the area where you started the game. To get back there, go east twice, then
north and west. You can now go southwest and enter the barrow in order to finish
this zorky old game.

Zork 1

1. The Timber Room
2. Hades
3. The Platinum Bar
4. The Pot of Gold
5. Opening the Egg
6. The Bauble
7. The Sluice Gates


1. Consider the uses of a basket, as well as alternate light sources.
Remember that the solution to a problem may not necessarily reside in
the same room...or at the same height.


2. First, get the spirits' attention. Having done that, there's only two
other things left to do, so play around a little until you have
everything in the right order. Read any good books lately?


3. This one is easy, if subtle. Consider the outstanding quality of the
room, and make an order of it.


4. Well, you know where to look, right? You just have to do something
first. Have you seen anything around that might remind you of a rainbow?
Get the point?


5. The program didn't lie: *YOU* have neither the skills nor the expertise,
so who else is left? Be generous, it will pay off in the end.


6. First, you need to have the egg open. Then, you have to go to the
logical place and do the logical thing. When the egg is open, this
should be music to your ears.


7. Everything you need is at hand. Play around in the Maintenance Room, and
remember to check other rooms as well for a change. Tools can come in
handy, too.



* * * Zork II Hints * * *

1. The Riddle Room
2. The Red Sphere
3. The Dragon
4. The Balloon
5. The Bank
6. The Menhir
7. The Oddly-Angled Room
8. The Demon


1. Aren't riddles a pain? This one should make you thirsty. (Think about
that for awhile)



2. You can't do this one by yourself, so bring along some help. And keep
in mind that just because you can't see something, that doesn't mean
it's out of range.


3. You can't do anything with him where you find him; now, if you could
just get him to follow you...


4. Balloons are filled with hot air; seen anything flammable around
lately?


5. Yes, this is certainly a tricky one! The key is the curtain of light;
pay close attention to its description, as well as the piece of paper on
the floor. Also keep in mind that things are not always what they seem
to be here, either.


6. Ah, if only you had magical powers, you might be able to do something
about this!


7. First, remember that this room is *oddly-angled*. Second, what does the
club look like to you? Third, read the name on the club carefully; that
should give you some ideas. Fourth, what's on the floors? Think about
all that and you should be able to figure out what to do here.


8. A *very* greedy character...but he will help you, if you know what you
want! (Hint: remember the Menhir!)



* * * Zork III Hints * * *

1. The Hooded Figure
2. The Chest
3. Scenic Vista
4. The Ship
5. The Jewel Room
6. The Royal Puzzle
7. The Guardians of Zork


1. Mysterious, isn't he? Also, not too friendly! However, beter not kill
him...he has something you need.


2. *You* will certainly never be able to open it.


3. What would you do here if you couldn't see? And don't forget what's on
the wall.


4. Remember the book from Zork I? No? Well, just be friendly!


5. First, read the date on the cage carefully. Second, don't be greedy!
Third, the way to bring back what you have should be obvious; you just
have to look in the right place.


6. Don't take the easy way out...be pushy! (It helps to have paper and
pencil handy here!) Westward Ho!


7. The solution is transparent.... bottoms up!



* * * StarCross Hints * * *

1. The Red Rod
2. The Blue Rod
3. The Green Rod
4. The Silver Rod
5. The Violet Rod
6. The Crystal Rod
7. The Control Bubble
8. Breathable Air


1. No more Mr. Nice Guy! Be cruel!


2. This one is tricky. The disks will help you here, once you figure out
what they are. You will also need something else here ("a tisket, a
tasket...").


3. Again, the disks will be helpful. Also, be a litterbug!


4. This one you have to look for, but it isn't far away. Shake a few
things, and see what happens


5. First, you have to weasel your way to the Green Dock. After that, those
mysterious disks will once again come in handy.


6. You have to project yourself into this one. It would also help if you
could see, if only in a fragmentary way.


7. "For every action, there is an equal AND OPPOSITE reaction...". Think
about where you want to go, and aim accordingly.


8. Do something with the Red Rod. It helps a little if you know chemistry.




* * * Suspended Hints * * *

1. Trouble with Weather Control?
2. Can't fix Iris?
3. Main Supply Machine broken?
4. Want the camera?
5. Looking for spare parts?
6. Worried about Poet and Waldo?
7. Trying to reset?
8. Still trying to reset?



1. The bard will take only a second to fix a hundred problems.


2. This is touchy, but not too rough.


3. I see that you aren't grasping the concept of teamwork.


4. His legs may be Longfellow's, but he'd rather ride.


5. Imagine a cutting sensation.


6. 'Tis a far, far better thing....


7. You can learn a lot from TV.


8. Be sure the errand boy knows that inches matter.



* * * Deadline Hints * * *

1. Looking for a motive?
2. Can't figure out the method?
3. Still wondering about method?
4. Need more proof?
5. Trying to lay a trap?
6. Does your trap fail?


1. Spend a couple of minutes fiddling with what's on the desk.


2. A criminal after Romeo's heart.


3. You look like you need to freshen up. When you get where you're going,
be very snoopy.


4. Take time to stop and smell the roses.


5. Make like Juliet, and your patience will be rewarded.


6. Exact timing is the key that unlocks many a door.



* * * Witness Hints * * *

1. Nothing exciting happening?
2. Can't find any clues?
3. Wondering about the method?
4. Is the butler inscrutable?
5. Trying to nail down proof?
6. Can't unlock the clock?


1. You look tired. Sit down and relax.


2. Ring for the butler.


3. Better look around some more, but watch out for sharp objects.


4. Don't worry, he's just an average mystery fan, too.


5. Well, then, go find some nails.


6. Be quick with your nippers.




* * Mask of The Sun Hints * *

1. The Silver Bowl
2. Exiting the first pyramid
3. The Gas Chamber
4. Leaving the Altar Room
5. Exiting the third pyramid



1. Something you've had with you from the very beginning of the game can
help you here. Be careful how you use it!


2. You have to urn your way out of this one. Heavy stuff!


3. Try a direction....remember, there are more than four!


4. You might find a way out if you look through a glass darkly.


5. Patience is a virtue. Don't expect anything to happen for awhile.




* * Serpent's Star Hints * *

1. Getting past the wolf
2. The Wandering Monk
3. The First Monastery
4. The Second Monastery
5. The Monk's First Question
6. The Monk's Second Question
7. The Monk's Third Question
8. The Dragon's First Question
9. The Dragon's Second Question



1. Do the obvious thing and remember: if at first you don't succeed...


2. He might be in the mood for a little conversation....and doesn't he
look a bit thin?


3. It pays to be generous. Butter them up a little.


4. The answer to this one just scrolled right past you!


5. The answer is monstrous. Anyone seen George around lately?


6. The answer to this one is hard to give a hint for; you really have to
know something about Eastern religion. If you happen to know the names
of the male and female principles, that's the answer. Check out the wall
in the monk's room for a symbol.


7. Well, the answer is *not* Sophia Loren...think about that for awhile!


8. Judy Garland could probably tell you the answer to this riddle. (No, it
isn't the Yellow Brick Road!)


9. The answer to this one is just heavenly.




* * Dark Crystal Hints * *

1. Crossing the swamp
2. Aughra's Riddle
3. Evading the Garthim
4. Entering the castle
5. Getting to the Crystal




1. Well, you can't just walk through the swamp, so, do you remember seeing
anything anywhere that floats?


2. Don't go around in circles; the answer is staring right at you.


3. Well, don't just stand there, move! And move fast!!


4. There could be something behind those bars; wonder if there's anyone
around who could slip through them?


5. Be daring! Eavesdropping helps, so does a thorough search.





* * * Planetfall Hints * * *

1. The key in the crack
2. Across the rift
3. Fromitz replacement 4. Miniaturization card
5. The microbe
6. The mutants



1. The solution is an attractive one; have you been to the Tool Room yet?


2. Extend yourself, and you may get the idea!


3. Visit the Repair Room with a friend. Don't be shy about giving orders.


4. Floyd could help you here, if only he understood the situation.


5. HOT stuff! In fact, too hot to handle!


6. Don't stop for anything!!





* * * The Enchanter Hints * * *

1. The Jeweled Box
2. The Engine Room 3. The Gallery
4. The Adventurer
5. The Guarded Door
6. The Map
7. The Guncho Scroll
8. The Winding Stairs



1. Think sharp....you might have to risk your life for this one, but the
sacrifice is worth it. Get the point?


2. Do like Dr. Dolittle, only get a substitute...teacher.


3. Too much light is bad for the eyes, dreamer.


4. First, get his attention (why not give him a call?). Then, get on his
good side.


5. You'll get by with a little help from your friends.


6. This is child's play. Have you been below the dungeon? And don't chew
on the pencil!


7. Remember that a pencil has two ends, and two functions. Don't be afraid
to let the cat out of the bag, so long as you can close the bag again.


8. Bet you didn't know your character was a mime.




* Death in the Caribbean Hints *

1. The Message on the Monument
2. Crossing the River
3. The Zombie
4. The Fog
5. The Bull
6. The Quicksand



1. Simply substitution. As a start, C is E.


2. First, take safety precautions. Then, consider what might be able to
float, and is big enough to carry you with it.


3. Import some London weather, with a little help from the French.


4. Think sharp here! The fog is thick stuff.


5. The bull is really a Marxist fish in disguise.


6. Well, if it was a mountain, you could.....





* * * Infidel Hints * * *

1. Some Hieroglyphs
2. The Circular Room
3. The Niches
4. The Slab Room
5. The Scarab
6. The Four Statues



1. A few translations to help you along:

/!\ Beam <--* Put -!- Balance
=) Right niche (@@) Ruby cluster !* Left disc
>*> Scarab !!! Door *--> Take/pick


2. Be patient and weight for the answer; don't lose your head!


3. Beam me up, Scotty!


4. The position of the holes should remind you of something; or are you
going around in circles?


5. Stay level-headed, and your cup will not runneth over!


6. One good turn deserves another. Keep an orderly mind @ all times





* * * Sorcerer Hints * * *

1. Getting out
2. The Glass Maze
3. The Cannon
4. No place left to go?
5. Seeing double?
6. Those Grues!



1. You need to get the trunk open. Have you read your Infotater lately?


2. You'll need to go batty to solve this one! And have you been down by the
riverside yet?


3. Careful reading of the Infotater should help...and that's no manure!!


4. Stop draggin' your feet. This is a one in a Malyon chance!


5. Remember the Golden Rule, and at whom you're looking!


6. Repellant, aren't they? Don't forget that weeds are still weeds!





* * * Seastalker Hints * * *

1. Can't fix the videophone?
2. Can't start the sub?
3. Circuits overheating?
4. Can't identify the traitor?
5. Can't navigate accurately?
6. Can't stop the Sea Cat?




1. Go to the electrical panel and check out the circuit breaker.


2. Check the work counter for an item you need.


3. Enter the crawl space and check out the voltage regulator.


4. Check the emergency survival unit and confront the persons who installed
it.


5. Ask Tip about a fine grid.


6. Better zap the power pod!




* * * Hitchhiker * * *

1. The Babel Fish
2. The Dark
3. The Spare Drive
4. The Bugblatter
5. Zaphod & the HOG
6. The Screening Door
7. Opening the Hatch



1. Bring some junk along with you, and put it somewhere!


2. You have five senses; count while you wait!


3. Too many connections make for sparks!


4. Consult the Guide about the Bugblatter. Do some sharp thinking about the
memorial, and don't throw in the towel!


5. Have you forgotten Trillian? Isn't she holding something?


6. Consult the Guide about intelligence. What happens when you pick up the
real tea?


7. Marvin can do the job with the proper tool. The solution is a fruity
one, and that's no fluff!