| *************************************************************************** | |
| * InvisiClues(tm) * | |
| * The Hint Booklet for * | |
| * ZORK(R) II * | |
| *************************************************************************** | |
| [Copyright by Infocom, Inc. Provided for non-commercial use only, with the | |
| sole intent of making information available that would otherwise be lost. | |
| To whoever presently holds the copyright to the information contained in | |
| this file: if you think the existence of this file violates your copyright, | |
| please complain and the file will be removed. | |
| Transcribed by Graeme Cree.] | |
| I. The Carousel Area | |
| II. The Oddly Angled Room | |
| III. The Bank | |
| IV. Volcano Area | |
| V. The "Alice" Area | |
| VI. The Wizard's Workshop Area | |
| VII. General Questions | |
| VIII. How Points are Earned | |
| IX. For Your Amusement | |
| The Carousel Area | |
| ***************** | |
| What is the solution to the riddle? | |
| A. The word "tall" is somewhat misleading from the usual point of view. | |
| B. Something deep, from the bottom, appears tall. | |
| C. It is a well. Type: ANSWER "A WELL". The key words are "round", | |
| "tall", and "draw". | |
| Is it possible to leave the carousel heading west? | |
| Not until the carousel has been stopped. | |
| I'm getting tired of the carousel; can it be stopped? | |
| A. Yes. The ZORK implementors do have some compassion. | |
| B. When you reach the point where a solution is possible, it should be | |
| fairly obvious. | |
| C. It involves the buttons in the Machine Room. | |
| What do I do with the clay brick? | |
| A. Be careful with it. | |
| B. Burning it will make its use apparent. | |
| C. It's plastic explosive. | |
| D. Using a fuse may give you time to leave the area before it explodes. | |
| E. Try inserting the black string. | |
| How do I open the door in the Tiny Room? | |
| A. Have you looked through the window? | |
| B. Are the spheres useful for anything? | |
| C. Have you looked into the red sphere? | |
| D. The door is locked from the inside. The key is still in the lock. | |
| E. You can push the key out of the hole with the letter opener. | |
| F. Try the old trick of slipping something under the door to catch the key. | |
| G. Try using the place mat. | |
| Is there a way to get past the ice in the Ice Room? | |
| A. Yes. | |
| B. Have you tried melting the glacier with anything? | |
| C. A large, portable source of heat might be useful. | |
| D. There is one nearby. | |
| E. You can lure the dragon into the Ice Room, thus solving two puzzles. | |
| F. Have you noticed that if you attack or in some way annoy the dragon, | |
| then leave the room, he follows you? | |
| Where do I find an Ice Pick? | |
| There is none. | |
| What is going on in the Topiary? | |
| You're not going to let a few hedges scare you, are you? | |
| How do I catch the unicorn and get the golden key? | |
| A. "The unicorn is a mythical beast." | |
| B. Only one of royal blood may approach a unicorn. | |
| C. Rescue the Princess from the dragon and watch what she does. | |
| D. Follow her. | |
| How do I enter the gazebo? | |
| You will not enter the dragon's lair while he lives. | |
| How do I kill the dragon? | |
| A. You are too puny to harm him directly. | |
| B. Even bombs have no effect! | |
| C. Did you notice when you attack the dragon and leave, he follows you? | |
| D. You can use this technique to lure him to the Ice Room. | |
| Can I kiss the Princess? | |
| Only when she's sleeping. Don't try anything nasty. | |
| How do I open the door in the Guarded Room? | |
| A. You will need a key to unlock it. | |
| B. You have probably seen the key. | |
| C. It is hanging from a red ribbon around the neck of the unicorn. | |
| D. You will also need to do something about the lizard doorkeeper. | |
| What do I do about the lizard doorkeeper? | |
| A. It cannot be killed. | |
| B. It can be satisfied by a particular treasure. When you find it, it | |
| should be obvious. | |
| C. There is a box of rare candied insects at the bottom of a pool of water. | |
| How do I move the menhir? | |
| A. Blasting will have no effect on it. | |
| B. You will not be able to get past the large menhir until you have | |
| mastered the Wizard's power, which first requires solving most of the | |
| other puzzles in the game. | |
| C. One way to move it is to use the wand to "float" it. | |
| D. Another way is to ask the demon to move it for you. | |
| What do I do with the Grue Repellent? | |
| Read the label. | |
| The Oddly Angled Room | |
| ********************* | |
| Does the club have any use? | |
| A. Examine it. | |
| B. It is a baseball bat. | |
| C. It is a clue to the nature of this maze. | |
| How do I reignite the club? | |
| If you examine it, you'll notice that it was never ignited. | |
| What do the glowing diamonds signify? | |
| Progress. The brighter they glow, the closer you are to solving the | |
| puzzle. | |
| How do I break the glassy substance? | |
| A. It cannot be done with the club. | |
| B. You might try the bomb, but it won't get you anywhere. | |
| C. The solution to the problem of the Oddly Angled Room has nothing to do | |
| with breaking walls. | |
| What is the signifigance of the convention of wizards? | |
| You've been fantasizing again. | |
| Why does my sword glow when I am at the bottom of the stairs? | |
| You are one room away from a dangerous creature. | |
| What in the world do I do in the Oddly Angled Room? | |
| A. If you solve this without any help at all, my cap is off to you! | |
| B. The maze was meant to confound maze mappers. | |
| C. There are nine rooms. Almost all of the room connections are | |
| probabilistic - sometimes they work and sometimes they don't. (If you | |
| repeat any direction often enough, you'll travel through all the rooms.) | |
| D. Have you noticed all of the baseball clues: the Babe Flathead bat, | |
| "You'll never get past first base at this rate..."? | |
| E. The glowing diamonds are baseball bases - the brighter they glow, the | |
| further you've progressed. | |
| F. Left-handed pitchers are sometimes called "southpaws." | |
| G. The solution is to walk in the directions of a standard baseball | |
| diamond, starting from home plate (where the bat is): southeast, | |
| northeast, northwest, southwest. (It is admittedly a very difficult | |
| puzzle - apologies to non-American Zorkers). | |
| The Bank | |
| ******** | |
| What is the curtain of light for? | |
| A. Have you read the bank brochure? | |
| B. Have you tried touching it? | |
| C. Have you tried throwing anything at it? | |
| D. Have you tried walking through it? | |
| How do I turn off the alarm system? | |
| A. Are there any switches or electrical devices in the area? | |
| B. Does the Wizard have any appropriate spells? | |
| C. Unfortunately, the alarm system remains foolproof. You must find | |
| another way to remove treasures. | |
| How do I get out of the Small Room? | |
| A. You came in through a door, didn't you? | |
| B. Like most doors, the curtain door has two sides. | |
| C. The other side of the door may not be apparent. | |
| D. Try walking through the south wall. | |
| E. Once the curtain door has closed, the only way out is to give the Gnome | |
| something valuable. If you have nothing of value, you will be trapped | |
| forever. | |
| How does carrying the portrait affect where I will end up? | |
| A. Any association between items you are carrying and the room to which the | |
| curtain door leads is purely coincidental. | |
| How many places can I get to from the Depository? | |
| Seven, inlcuding four through the curtain. | |
| How do I get into the vault? | |
| A. The curtain door leads to four locations. | |
| B. It is completely deterministic (i.e., non-random). | |
| C. The location to which it leads is determined by the direction from | |
| which you entered the Depository. | |
| D. If you enter from the east, you will be transported to the East Viewing | |
| Room; if you enter from the west, to the West Viewing Room. If you | |
| enter from the south (e.g., the Chairman's Office) you will be | |
| transported to the Small Room. | |
| E. You can leave the Small Room by walking through the south wall (thus | |
| entering the Depository from the North). | |
| F. If you enter the Depository from the north, you will be transported to | |
| the Vault. | |
| How do I get out of the Vault? | |
| A. How did you get out of the Small Room? | |
| B. Try the north wall. | |
| Volcano Area | |
| ************ | |
| What are the basket and canvas for? | |
| A. The canvas is attached to the basket, as is the receptacle. | |
| B. You can get into the basket. | |
| C. This is a deflated balloon. | |
| Once I've determined what the basket and canvas are, how do I use them? | |
| A. Once you inflate the balloon, you will find a card with instructions | |
| for use. These hints deal with inflation. | |
| B. Not all balloons use hydrogen or helium. | |
| C. Remember that hot air is less dense and therefore rises? | |
| D. Burn something (such as the newspaper) in the receptacle. | |
| How do I leave the top of the volcano without being killed? | |
| You don't but isn't it a glorious death? | |
| Which of the three paths down to the valley is best? | |
| A. Ask the scarecrow. | |
| B. Beware of the lions and tigers and bears. | |
| C. I suppose you'll soon be skipping and singing, "We're off to see the | |
| Wizard". | |
| D. If you haven't guessed by now, this is a nonsense question. | |
| What is the signifigance of the mines and smelter? | |
| A. Have you tried processing ore? | |
| B. Did you dig for the lode of mithril? | |
| C. I find it amazing that you got this far, since there are no mines or | |
| smelters in Zork II. Keep in mind the warning in the introduction: | |
| Do not use the presence or absence of a question on a certain topic | |
| as an indication of what is important, and don't assume that long | |
| answers indicate important questions. | |
| How do I extend the lava tube? | |
| This is not possible. | |
| What do I do about the gnome? | |
| The volcano gnome appears only if you are stranded on a ledge. He will | |
| help you, but only for a fee. | |
| How can I translate the books? | |
| A. A Zorkish-to-English dictionary would be useful, wouldn't it? | |
| B. So, of course, there isn't one. | |
| C. You cannot translate them. | |
| How can I open or remove the rusty old box? | |
| A. It has an oblong hole chipped into it. | |
| B. Nothing short of blasting will open it. Someone seems to have done you | |
| a favor by creating a hole in which to place the bomb. | |
| Who is M. Agrippa? | |
| Didn't he design the Pantheon in Rome? | |
| The "Alice" Area | |
| **************** | |
| Can I get up the well, and if so, how? | |
| A. Yes. | |
| B. What is a well for? | |
| C. Have you tried putting water in the bucket? | |
| D. Get in the bucket, then pour water in it. | |
| What does the engraving say? | |
| It is the logo for a Frobozzco subsidiary. | |
| obo obo | |
| r z | |
| AGI becomes f MAGIC z | |
| E L WELL | |
| c y | |
| mpa o n | |
| mpa | |
| or "Frobozz Magic Well Company" as can be clearly read at the top of | |
| the well. | |
| How do I catch the magic mouse? | |
| A. Have you tried using the green cheese? | |
| B. There is no mouse. Sorry. | |
| Can the writing on the cakes be read? | |
| A. On all but one, it is too small to see with the naked eye. | |
| B. Not even the robot can read it. | |
| C. A magnifying glass would be useful. | |
| D. Try reading it through the flask in the Pool Room. | |
| Can the Mad Hatter be cured? | |
| A. There is no cure for advanced mercury poisoning? | |
| B. What Mad Hatter? | |
| How do I get back down from here? | |
| A. The reverse of the way you got up. | |
| B. If the bucket has gone back down, you're stuck. The water evaporates | |
| in 100 moves. | |
| What do the cakes do? | |
| A. Experiment with them. Try eating them. You can't be afraid to try | |
| anything in Zork II (but you may want to SAVE your state first). | |
| B. Reading them will tell you something. | |
| What can I do with the flask of poison? | |
| A. Kill yourself or others. | |
| B. Examine it. | |
| C. Examine it. Look through it. Use it as a magnifier to read the | |
| writing on the cakes. | |
| How can I get the object under the water? | |
| A. You cannot successfully enter the water. | |
| B. There is no valve to drain the pool or plug the leak. | |
| C. There is a way to make the pool evaporate. | |
| D. Try throwing the red ("evaporate") cake into the pool. | |
| How do I cross the chasm? | |
| A. There is no way to cross while in your small state. | |
| B. Once you return to normal size, the chasm will be a small crack again. | |
| How do I control the robot? | |
| Read the instructions. | |
| What is EBCDIC? | |
| It stands for Extended Binary-Coded-Decimal Interchange Code, which | |
| IBM equipment often uses instead of ASCII (American Standard Code for | |
| Information Exchange). | |
| What is a footpad? | |
| A. It is not a doormat. | |
| B. Check the dictionary. | |
| C. It means "thief" (i.e. you). | |
| How can I take the red sphere? | |
| A. Have you noticed that when the cage falls, you don't die immediately? | |
| B. You have time to tell the robot to lift the cage (if he is in the room). | |
| What do the buttons do? | |
| A. If you psuh them, you are electrocuted. | |
| B. You can experiment with them by ordering the robot to push them. | |
| C. The buttons control the electromagnetic field which spins the Carousel | |
| Room. | |
| D. The square button increases the spin to high speed. The round button | |
| decreases the spin to low speed. The triangular button flips the field | |
| from the Carousel Room to the Low Room, releasing the iron box and | |
| causing the carousel to stop spinning. (Note: increasing the speed | |
| and flipping the field up to the Low Room is dangerous. | |
| The Wizard's Workshop Area | |
| ************************** | |
| Can I open the Wizard's trophy case? | |
| A. Not directly. | |
| B. Treasures you were carrying when you died or which the Wizard has | |
| "filched" from you are kept in his trophy case. If you acquire the | |
| Wizard's wand, you can "filch" them back. | |
| How do I take the Wizard's wands from the wand rack? | |
| You don't. They can't be taken. | |
| What do I do with the yellow sphere? | |
| A. You've been fantasizing again. | |
| B. There is no yellow sphere. | |
| How can the owl be released? | |
| A. The owl and the other memoriabilia in the Trophy Room are protected by | |
| a powerful spell which cannot be broken. | |
| B. No kidding! | |
| What do I do with the black sphere? | |
| A. Have you tried looking into it? | |
| B. The creature with the horrible face has freed you to return to your | |
| quest after dying. Can you return the favor? | |
| C. It has been alleged that dmeons are conjured up using pentagrams. | |
| D. Try placing the black sphere in the pentagram. | |
| Can the flying owl be caught? | |
| A. Don't you have your owl net handy? | |
| B. The FANTASIZE spell does not include a flying owl. Where did you see it? | |
| C. If every question in this book were pertinent to the game, the questions | |
| themselves would give far too much away. Questions such as this should | |
| convince you to ignore questions that are not of immediate use. | |
| How do I detach the stands from the bench? | |
| You don't. | |
| What are the stands for? | |
| A. Their colors should be revealing. | |
| B. Rubies are red, sapphires are blue, diamonds are clear. | |
| C. Try putting the crystal spheres in the appropriate stands. | |
| Does the pentagram have any signifigance? | |
| It has been alleged that pentagrams are used by wizards to conjure up | |
| demons. | |
| What do I do with the palm tree? | |
| Admire its beauty. | |
| How do I kill the serpent? | |
| A. A fish out of water... | |
| B. Have you tried breaking the aquarium glass? | |
| C. As serpents are rather dangerous, you should stand far back and throw | |
| something at the glass. | |
| How do I enter the aquarium? | |
| A. You might try typing: ENTER THE AQUARIUM | |
| B. There is no way to enter the aquarium and live. | |
| How do I satisfy the demon? | |
| A. Have you tried following his instructions? | |
| B. If you have been wondering what to do with all the treasures, you now | |
| know. | |
| C. You must give him the fancy violin, moby ruby, zorkmid coin, Flathead | |
| stamp, zorkmid bills, portrait, golden statuette, pearl necklace, gaudy | |
| crown, and golden key (minus any you had in your possession when you | |
| died or any that were "Filched" from you). | |
| What do I do once I've satisfied the demon? | |
| A. You should as the demon to give you something. | |
| B. It's something you need to finish the game; you've seen it but haven't | |
| been able to get it. | |
| C. It's the wizard's wand. Type: DEMON, GIVE ME THE WAND, or DEMON, KILL | |
| THE WIZARD. | |
| GENERAL QUESTIONS | |
| ***************** | |
| What is the object of this game? | |
| A. Part of the object of this game is to discover the object of this game. | |
| B. If you just keep solving puzzles, eventually you will find that you | |
| have finished the game. | |
| What should I do with the treasures I've found? | |
| A. This is one of the puzzles you must solve. It really doesn't matter | |
| where you keep them. You will find out what to do with them later in | |
| the game. | |
| What do I do about the Wizard? | |
| A. You need to discover and master the source of the Wizard's powers in | |
| order to complete the game. Until you do, he will create a lot of | |
| mischief for you. | |
| How many spells are there in this game? | |
| A. There are 12 that the Wizard commonly casts on you. | |
| B. There are seven others that have special purposes. | |
| C. The 12 are FALL, FLOAT, FREEZE, FENCE, FIERCE, FERMENT, FEAR, FEEBLE, | |
| FUMBLE, FILCH, FANTASIZE, AND FIREPROOF. The seven are FRY, FUDGE, | |
| FLOURESCE, FREE, FROBIZZ, FROBOZLE, and FROBNOID. | |
| What does the FANTASIZE spell do? | |
| Sometimes it causes you to see a bizarre object that isn't there in | |
| the room. | |
| How do I cast a spell? | |
| A. You'll need a wand. | |
| B. Read the white book. | |
| C. Point (or wave) the wand at the object to be ensorcelled. Then incant | |
| the spell (e.g. SAY "FLOAT") | |
| Is there anything special about the spells the Wizard mumbles? | |
| No. They are the same ones he says aloud. | |
| Where should I play the violin? | |
| A. Carnegie Hall? | |
| B. Where is HHELLO SAILOR useful? | |
| How can I get the pearls back from the housekeeper? | |
| A. What housekeeper? | |
| B. Are you sure that you are playing Zork II? | |
| How do I get past Cerberus? | |
| A. The FIERCE spell is not recommended. | |
| B. The FLOAT and FEEBLE spells are not strong enough. | |
| C. Even the demon can't overcome him (them?). | |
| D. Try taming him by putting on his collar. | |
| E. The collar is found behind the menhir. | |
| Where does saying HELLO AVIATOR cause something to happen? | |
| A. The same place HELLO SAILOR and HELLO FOOTPAD cause something to happen. | |
| B. Nowhere. | |
| What do I do for light when my lamp runs out? | |
| A. If you have oer 200 points and are in the dark with a burned-out lamp, | |
| wait for the Wizard to arrive. He will cast the FLOURESCE spell and you | |
| won't need a light source (however, there are unfortunate side effects). | |
| Can the dmeon help me? | |
| A. He is mightier than the Wizard. | |
| B. He will help you if you help him. | |
| C. Once you have satisfied him, he will perform a deed for you. | |
| D. Ask him to give you the wand or to move the menhir. | |
| Where do I find the white sphere? | |
| A. Try looking into the blue sphere? | |
| B. It is actually clear, not white. | |
| C. For any man with half an eye | |
| What stands before him he may spy | |
| But optics sharp it needs and keen | |
| To see what is not to be seen | |
| -"Sleuth" | |
| D. Clear glass is invisible under water. | |
| E. It is in the aquarium. | |
| Are the spheres useful for anything? | |
| A. What if they were called crystal balls? | |
| B. Have you tried examining them? | |
| C. Try looking through them. | |
| D. When you look into one, you see the view from the next one in the chain | |
| (somewhat like the palantirs in The Lord of the Rings). | |
| How many spheres are there? | |
| A. Have you ever died in ZORK II? | |
| B. There are four. | |
| C. You will create the fourth with the first three. | |
| What do I do with the perfect rose? | |
| A. Admire it's beauty. | |
| B. Must something so beautiful have any other use? | |
| How do I go down the staircase landing without being killed? | |
| A. In later releases (revision) of the game, the landing is guarded by | |
| "magical" runes. | |
| B. "Magical wardens," "green lines of enormous power," "close in on you as | |
| if searching for something. | |
| C. You may proceed down the stairs and to the finish if you are carrying | |
| the Wizard's wand. | |
| What do I do with the heads on poles? | |
| A. We suggest that you not disturb the remains. | |
| B. Let the dead rest in peace. | |
| What is the signifigance of "Feel Free"? | |
| A. Both words begin with an "F". | |
| B. This is an inside joke. It is what one Implementor says to another | |
| Implementor offering suggestions for changes in a game. It has no | |
| signifigance. | |
| I have all the points but somehow don't feel finished. What do I do? | |
| A. Type: SCORE | |
| B. The grue repellent label is a very subtle hint. | |
| C. The Crypt is a "place of death." | |
| D. It is too light to see the door to ZORK III. | |
| E. When the crypt is dark, the door is visible. (Of course, the crypt will | |
| never be dark if you are flourescing.) In release 18 and later, you | |
| will need to be carrying the wand also. | |
| I've finished the game but don't have all 400 points. What's going on? | |
| A. Don't let it bother you. You have really completed the game. | |
| B. Treasures in the Wizard's trophy case are not required to satisfy the | |
| demon. Each treasure not give to the demon will leave you with | |
| fewer points. | |
| I haven't finished the game and I don't have all 400 points. | |
| So what else is new? | |
| How Points are Earned | |
| ********************* | |
| Treasures: Their Values and Locations | |
| (Use only as a last resort) | |
| TREASURE VALUE WHERE FOUND | |
| pearl necklace 15 in the Pearl Room | |
| gold key 15 hanging on the unicorn | |
| dragon statuette 20 in the chest | |
| red sphere 20 in the Dingy Closet | |
| fancy violin 20 in the iron box | |
| portrait 20 in the Bank Chairman's office | |
| moby ruby 15 in the Lava Room | |
| zorkmid bills 25 in the Bank Vault | |
| blue sphere 20 in the Dreary Room | |
| package of candy 15 under the pool of tears | |
| black sphere 30 you create it | |
| gaudy crown 20 in the rusty box | |
| clear sphere 20 in the aquarium | |
| Flathead Stamp 10 in the purple book | |
| gigantic dog collar 15 in the Kennel | |
| gold zorkmid coin 20 on the narrow volcano ledge | |
| Wizard's wand 30 the Wizard has it | |
| OTHER POINTS | |
| Other points are gained by: solving the riddle (5), getting to the top of | |
| the well (10), killing the dragon (5), entering the Wizard's Workshop (10), | |
| solving the Oddly Angled Room maze (5), entering Cerberus' room (10), | |
| entering the Crypt anteroom (3), entering the Crypt (2), and giving | |
| treasures to the demon (2 each, maximum 20). | |
| For Your Amusement | |
| ****************** | |
| Have you tried: | |
| ...setting off the bomb in the Dusty Room and then waiting in the balloon | |
| tied to the ledge? | |
| ...petting or killing Cerberus after putting on his collar? | |
| ...removing Cerberus' collar? | |
| ...attacking the Princess? | |
| ...taking the serpent? | |
| ...diagnosing yourself while under certain spells? | |
| ...waiting around the Topiary? | |
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