| ZORK II Part One | |
| So, back for more, eh? Zork I wasn't enough...or did you get | |
| hooked? No matter, it's almost time to get started. However, | |
| first a few words of advice. The Wizard of Frobozz is a lot more | |
| troublesome than the thief ever was. This is due to his | |
| spell-casting abilities. Therefore, frequent saving of the game | |
| is recommended! Otherwise, you will be wasting a lot of time | |
| waiting for some spells to wear off. Okay, let's go! Get the | |
| sword and lamp, and move along South, South, South, SW to the | |
| Shallow Ford. At this point, turn on your lamp, then continue | |
| South, SE to the North End of Garden. Enter the Gazebo, and get | |
| all items on the table. Then "Exit Gazebo," and go N, NE to the | |
| Shallow Ford and fill the teapot with water. Now, head South, SW, | |
| SW, and you will be in the Carousel Room. This is a wonderful | |
| place that spins you around, so you can't be sure that you're | |
| going in the direction you specify. Fun, huh? The thing to do | |
| here is keep moving around until you get to the Riddle Room. | |
| That room is actually SE of the Carousel Room, but you aren't | |
| likely to get there by typing SE, at least not for a while. So, | |
| every time you move, and find yourself somewhere else besides the | |
| Riddle Room, you will have to return to the Carousel Room and try | |
| again. Also, before you start moving around, drop everything but | |
| the teapot and the lamp; you'll pick up the things again as you | |
| need them. These are the directions from the various other rooms | |
| to the Carousel Room: Marble Hall - South Path Near Stream - | |
| Southwest Topiary - West Menhir Room - North Cobwebby Corridor - | |
| Northeast Cool Room - Southeast All right, you've finally made it | |
| to the Riddle Room. Now, all you have to do is answer the | |
| riddle! Actually, it's a fairly simple riddle; just enter: Say | |
| "A Well," and you will be able to move on to the East, which is | |
| the Pearl Room. Leave the necklace for now, and continue East | |
| into the Circular Room. There is a large bucket here, just big | |
| enough for you to enter, so do that. Then pour water into the | |
| bucket, and it will rise to the top of the well. Get out of the | |
| bucket, then go East into the Tea Room, and get all cakes except | |
| the orange one. Eat the green cake, and you will shrink down. | |
| Now, go East into the Pool Room, and throw the red cake into the | |
| pool of tears. The water will be soaked up, and you can get the | |
| package of candies. Forget about the flask; there is no use for | |
| it. Return West to the Posts Room, and eat the blue cake. | |
| Presto! You are returned to normal size. Stretch a little, then | |
| head NW into the Low Room. Aha, there's a robot here. Tell the | |
| robot to "Go E," then go that way yourself, and you will both be | |
| in the Machine Room. I wouldn't be surprised if the controls to | |
| the Carousel room were here! Tell the robot to "Push Triangular." | |
| There will be a thud in the distance (something fell), and the | |
| Carousel Room is now off. Tell the robot to go South, and do | |
| likewise. You are now in a Dingy Closet, and a red sphere sits | |
| invitingly just beyond your grasp. Try getting it, and a steel | |
| cage will come down over you (uh oh!). Not to worry, however! | |
| Once the cage is down, just tell the robot (even though you can't | |
| see him) to "Lift Cage." Once that's done, you will be able to | |
| get the sphere. | |
| ZORK II Part Two | |
| Now, getting back to the bucket may be a problem of sorts; | |
| pushing the button has caused strange things to happen in the Low | |
| Room. So, after going North and West from the closet into the | |
| Low Room, you may have a problem when trying to go SE back to the | |
| Tea Room. Keep trying however, and you'll get there sooner or | |
| later. Then, go West from the Tea Room, enter the bucket, get | |
| the water, and the bucket will descend again. Get out, drop the | |
| Teapot, head West, pick up the necklace, then West again and NW | |
| to the Carousel Room. There is a box here (the thud you heard | |
| before). Open it, and inside is a violin. You don't need to | |
| take it now, so just leave it here for the time being. Drop the | |
| sphere, necklace and candy, then get the sword, place mat and | |
| letter opener. Move North to the Marble Hall, picking up the | |
| brick, then continue North until you come to the Ledge in Ravine. | |
| Go up to the Tiny Room, which has a locked door. Slide the mat | |
| under the door, then move the lid and insert the opener in the | |
| keyhole. Remove the opener, then pull the mat and get the key. | |
| Now, unlock and open the door and go North into the Dreary Room. | |
| Drop the key and opener, and get the blue sphere. Now, it's South | |
| and Down to the ledge, then West and North into the Dragon Room | |
| (what would an adventure game be without a dragon?). He's not | |
| one of your nicer dragons, so be careful here. Hit him with the | |
| sword, then move South. He will follow you. Hit him a second | |
| time, and move South again. He's still following you, and you're | |
| almost where you want to be. Whack the scaly nuisance one more | |
| time, and head West into the Ice Room. Okay, the dragon follows | |
| you in, gets silly over his reflection in the glacier, and | |
| proceeds to get himself drowned. You can drop the sword now, | |
| since you won't be needing it anymore. As his body washes away, | |
| go East and SE to the Carousel Room, then SW to the Cobwebby | |
| Room. Get the string, then go back NE and pick up the newspaper | |
| and the matches. Now move along NW, West, and West again into | |
| the Lava Room. Leave the ruby for now, and continue on Southward | |
| to the Volcano Bottom. Aha, look what's here....a hot air | |
| balloon! All you need is a way to get it inflated, and you just | |
| happen to have the means to do that. Get into the basket, then | |
| open the receptacle and put the newspaper inside. Light a match, | |
| then light the newspaper with the match. Make sure you keep the | |
| receptacle open! Now, just wait until the balloon rises to the | |
| Narrow Ledge, then "Land." Tie the wire to the hook and get out | |
| of the basket. On the ledge is a gold coin. Pick that up and head | |
| South into the Library. Get the purple book, open it, get the | |
| stamp, then drop the book. You can ignore the other books; they | |
| are all worthless. Now, back North and into the basket again. | |
| Untie the wire, and wait until the balloon rises to the Wide | |
| Ledge. Again, "Land" and tie the wire to the hook. Get out and | |
| go South. Now, it's time for a few thrills. Put the string in | |
| the brick, then put the brick in the hole in the box. Now light | |
| a match, then light the string. Now, head North *IMMEDIATELY*. | |
| There will be an explosion, then you can safely go back and get | |
| the crown. But don't dawdle; once you have it, get back to the | |
| basket pronto! The explosion weakened the ledge, and it won't | |
| hold much longer. So, get in, untie the wire, close the | |
| receptacle, and wait until the balloon lands at the Volcano | |
| Bottom. Well, you seem to be doing almost as much travelling | |
| around as in Zork I, and you aren't finished yet, not by a long | |
| shot! Go North, get the ruby, then East twice and SE to (yet | |
| again!) the Carousel Room. Drop off everything but the lamp, | |
| then go NW, North, North, West, and West again, and you should | |
| now be at the entrance to the bank. | |
| ZORK II Part Three | |
| The bank is tricky, so follow directions carefully here. Go NE, | |
| then East into the Safety Depository, then South into the office | |
| and pick up the portrait, and back North again. Now, "Enter | |
| Light," and you will be in a small room. At this point "Enter | |
| South Wall," and you will be in the Depository again. "Enter | |
| Light" a second time, and you will find yourself in the vault, | |
| with a pile of bills in front of you. Get the bills, then "Enter | |
| North Wall," and once more you are in the Depository. Now, drop | |
| the bills and portrait, and go East to the East Tellers Room. Go | |
| East again to the Depository, pick up the goodies, and "Enter | |
| Light." This time, you are in the East Viewing Room. From there, | |
| go South and you will be at the bank entrance. You have robbed | |
| the bank, and kept the alarms silent. Okay, head along East until | |
| you reach the Dragon Room, then North to the Dragon's Lair. Leave | |
| the chest for now; instead, say "Hello Princess," and wait until | |
| she leaves. Follow her, and continue to follow her until you are | |
| both in the Gazebo, then wait. The unicorn will appear, and the | |
| princess will give you the key from around its neck, and also a | |
| rose. You can drop the rose; it has no use in the game. Well, | |
| you're getting closer to the end-game, but there are still a few | |
| things left to do. Exit the Gazebo, then move South, West, SW. | |
| Drop off some of the treasures, then go back NW, North, North, | |
| North to the Lair again. Open the chest and get the statuette, | |
| then return to the Carousel Room. From there, due South to the | |
| stairway. This is a good place to save the game, as you are | |
| about to enter one of the nastier mazes around. Go down the | |
| stairs, and you will be in the Oddly-Angled Room. Things are not | |
| always as they seem here, and the exact direction to go at this | |
| point is not constant. Try East first, and if you can't go that | |
| way, then try West. Either way, you should find a club. Get the | |
| club, and from that point, go SE, NE, NW, SW. Watch the room | |
| descriptions carefully as you do this; the little diamonds on | |
| the floor should get brighter with each move you make (you are | |
| actually "running the bases" here). If they are not doing this, | |
| restore the game and try again. When you have done it | |
| successfully, there will be a noise in the distance. Now, you | |
| should try to go either North or South (that varies also). If | |
| one way doesn't work, try the other, and if neither works, try | |
| East or West. There will be a staircase going down, but you | |
| don't want to do that yet, so go Up instead, and head North until | |
| you are back in the Carousel Room. Get the blue and red spheres | |
| and the candy. Drop a few things if you have to, but hang on to | |
| the club! Now, SW twice, and you are in the Guarded Room, with a | |
| lizard head in the doorway. Give the candy to the lizard, then | |
| unlock the door with the gold key. Open the door and go South, | |
| then West twice into the Aquarium. Throw the club at the | |
| aquarium, then get the clear sphere. Go East into the Wizard's | |
| Workroom. Put each sphere on the stand of the same color, then | |
| get the black sphere that appears, and go South into the | |
| Pentagram Room. Put the sphere on the circle, and the Demon will | |
| appear. You must give him *ALL* the treasures you have | |
| collected, as well as the gold key. This will mean at least one | |
| more trip to and from the Carousel Room to get all the stuff. | |
| When you have given everything to the demon, tell the demon, | |
| "Give Me The Wand," and he will take the wand from the Wizard and | |
| give it to you. Now, you're almost finished! Go North, East, | |
| North, North, NE, South, and you are in the Menhir Room. You | |
| need to get the Menhir out of the way for a little while, so do | |
| this: Wave the wand at the Menhir and say, "Float." The Menhir | |
| will rise up, allowing you to go SW into the kennel and get the | |
| collar. After that, go NE, then South, then Down, and Down again | |
| into the Cerberus Room. Cerberus is no problem; just put the | |
| collar on him. Now, go East, then South, and you are in the | |
| Crypt. Turn off the lamp, and you will notice a secret door in | |
| the south wall. Open the door and go South, and you will be on | |
| the Landing. The game is over!! Or is it? After all, there's | |
| still Zork III up ahead! | |
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