| Walkthru | |
| for: | |
| ZORK ZERO | |
| GENERAL DESCRIPTION | |
| ZORK ZERO is a text adventure with some graphic additions. Since there is | |
| only one small maze in the entire ZORK ZERO game, I will give detailed | |
| directions for reaching a place only when they are absolutely necessary. I | |
| will only refer you to the parchment, calendar, and blueprint that come with | |
| the game for information needed from them. I do recommend saving your game | |
| frequently. | |
| PROLOGUE | |
| You start as a waiter in the banquet hall. Follow the orders you receive to | |
| go to the Scullery, the Kitchen, and back to the Banquet Hall. A few moves | |
| later Megaboz will appear. Dive under the table, and after the panic, be sure | |
| to stand up and take the piece of parchment. Everything will fade after the | |
| king dies, and the real game will start 94 years later. | |
| FIRST EXPLORATIONS | |
| You start in the great hall. Take the parchment and the calendar. Read the | |
| parchment supplied with the game, and you will discover that you need 24 items | |
| (2 for each of the 12 Flatheads) and a magic word to complete the game. Each | |
| time you get one of these items, your score will go up by 12 points. South of | |
| the hall are the audience chamber and the throne room, where you will find a | |
| SCEPTER, the first of the 24 items you need. You can also read the | |
| proclamation in the Entrance Hall, which is north | |
| r starting place. | |
| West of the hall is a garden with a flamingo that you will need later, and a | |
| locked door to the west wing. Northwest of the hall you will find a parlor | |
| with a fish tank containing a lobster (needed later), and west of the Parlor, | |
| the Torch Room. You can take the torches for amusement, but they will burn out | |
| soon and are not really needed. | |
| East of the Great Hall is a Courtyard leading to the locked East Wing. North | |
| of the Courtyard is the Banquet Hall, which is a good place to leave most | |
| objects while they are not needed. | |
| Upstairs and South from the great hall in the Gallery is a rebus which is | |
| covered by six flattened animals. Go South into the closet, and press the | |
| button there; one of the animals will be removed from the rebus. You will | |
| encounter five more such buttons, each of which will remove an animal when | |
| pressed. Take the bag of food from the Closet. | |
| GENERAL HINTS | |
| Every time you obtain one of the 24 needed items, your score will increase by | |
| 12 points. There is a character called the Jester, who will both help and | |
| annoy you. He will give you a funny paper and a slate, both of which contain | |
| important information that may vary from game to game. When he sticks a clown | |
| nose on your face, you must remove it before you suffocate. When he turns you | |
| into an alligator, you will drop all your possessions and be unable to pick up | |
| anything until you turn back a few moves | |
| . When the bedbug appears, sleep, yawn, lie down, or sing a lullaby to get rid | |
| of it. | |
| THE SECRET WING | |
| Read the calendar, especially the FUN FAX for Suspendur. Follow the | |
| suggestion to get into the secret wing. Take the candle from the secret | |
| passage; it seems to be a magic candle that will stay lit. Go south and go | |
| west at the Tee to the Solar. There is a key here for the East Wing. To take | |
| the key you must solve the Jester's riddle: The answer is "Y." | |
| West of the Solar is Dimwit's Room and a closet containing a magic glove and | |
| a magic cloak. Take them and wear the glove. You will need the cloak later. | |
| There is a fly in the Parapet above the Solar, but you will not be able to get | |
| it now. | |
| Follow the east branch of the Tee to the Bottom of Stair. Go South into the | |
| Dungeon, and down the hole. Take and wear the SEAMAN'S CAP (second of the 24 | |
| items), and wait a few turns if necessary. The Jester will appear and ask you | |
| a riddle: If he is identical to his brother, but is not a twin, then what is | |
| he? Answer triplet (or quadruplet or quintuplet), and you will escape from the | |
| Oubliette. | |
| Go to the Torture chamber southwest of the dungeon, and open all the torture | |
| devices until you find and take the METRONOME (item 3). | |
| EXPLORING THE OUTDOORS | |
| Go to the Entrance Hall, and ring the bell. The Jester will ask you a riddle. | |
| Answer "time," and the Portcullis will open. Go north to the Inner Bailey, and | |
| take the worm (needed later). Continue northwest to the Causeway and Barbican. | |
| Go up, and turn the wheel to open the bridge. Continue northwest to the | |
| Drawbridge, and the Outer Bailey. The Perimeter Wall northwest of the Bailey | |
| cannot be passed until the end of the game. | |
| Go southwest from the Bailey to the Garrison, and open the locker. Take the | |
| key, which opens the West wing. Go northeast and follow the northeast path to | |
| the Shady Park. You can explore the church to the South, but it is not | |
| essential to the game. In the URS Office North of the park, answer | |
| "bookkeeper" to the riddle and take the Zorkmid Coin. Go back to the park, and | |
| East to the Village Center. The courtroom to the North is not essential to the | |
| game. | |
| Go south from the Village Center to the Post Office. Take the package and | |
| open it. The magic homing pigeon works as follows: Anyone who takes it will be | |
| transported to the location of the perch. Go north to the Center, and east to | |
| the FrobozzCo Lobby. Climb to the office of Frank Lloyd Flathead (see the | |
| calendar for its location) and take the T-SQUARE (item 4). Then walk down to | |
| the basement. | |
| Press the button in the basement, and continue South to Philharmonic hall. | |
| Stand on the conductor's stand, and you will be transported to the basement. | |
| Get off and take the VIOLIN (item 5). Get back on the stand to re-enter the | |
| hall. The areas to the south and east are not essential to the game. Return to | |
| the Lobby, and continue east and north to the Magic Shop, where you can take | |
| the Ring of Ineptitude. Go back to the castle. | |
| EAST WING | |
| Make sure you have the iron key and the candle, and go to the Courtyard. | |
| Unlock and open the door. North of the East Wing is the Library. Touch the | |
| armor 3 times to get the LANCE (item 6). Read the encyclopedia about various | |
| things. In particular, read the entry about the Jester, as you will need his | |
| name. South of the East Wing is a Chapel. Open the trap door, which is a short | |
| cut to the Crypt. | |
| East of the East Wing are the Guest Rooms. Take the wand, which can animate | |
| or freeze objects for 16 turns. Go east again to the Servants' Quarters, and | |
| up to the Jester's Quarters. Open the large door, and go North twice to the | |
| Pyramid room. Take and wear the goggles. They will enable you to look into | |
| objects. Return to the Jester's Quarters. | |
| Open the small door, and you will be confronted by the Tower Of Bozbar (more | |
| commonly known as the Tower of Hanoi). [Ed's note: Save your game before | |
| starting this puzzle!] The recursive procedure to solve this puzzle is as | |
| follows: To move N weights from one peg to another, move N-1 weights to the | |
| remaining peg, move the Nth weight to the target peg, and move the N-1 weights | |
| to the target peg. The large door in the Jester's Quarters will open only when | |
| all weights are on one of the pegs, and will l | |
| 1 of 3 different rooms, each of which contains an object you need. | |
| You already have the goggles from the center peg. Move the weights to the | |
| right peg (it will take 63 moves) and obtain the MANUSCRIPT (item 7). Move the | |
| weights to the left peg and obtain the cup with the magic potion. Return to | |
| the main part of the Castle. | |
| WEST WING | |
| Make sure you have the candle, the wand, and the steel key, and are wearing | |
| the goggles. Go down from the Kitchen, and take the Walnut. Then go into the | |
| parlor, and point the wand at the Lobster; it will turn into a nutcracker. Go | |
| south and southwest. Unlock and open the door, then enter the West Wing. Try | |
| to go West from the West Wing and the Jester will ask you to show him | |
| something that nobody has ever seen before and nobody will ever see again. | |
| Open the walnut with the nutcracker, and show it to | |
| ester. Then eat it. This will allow you to go further West later on. | |
| North of the West Wing is the Peg Room. Play Peggleboz (If you are unable to | |
| win, one solution is QG SQ HR UL IK TI EJ OG AE FN MO LJ PF FC BD DK QG EJ | |
| OG.) Go north to the Gaming Room. The Jester will play a shell game. Since you | |
| are wearing the goggles, you will see exactly where the ZORKMID BILL (item 8) | |
| is. Point there and you will get it. Stow all your items, and pick up the | |
| DUMBBELL (item 9) in the gym south of the West Wing. Return to the main part | |
| of the Castle and stow the dumbbell. | |
| UNDERGROUND | |
| Make sure you have the candle, the coin, the pigeon, the perch, and the | |
| cloak, and are wearing the glove. (Note: You may have to try more than once to | |
| pick up the pigeon.) Go down from the Great Hall to the Lower Hall, and down | |
| again to the Lowest Hall. | |
| To the South is a closed vault door. Examine the door, then examine the dial, | |
| and turn it to any number. Because of the dexterity the glove gives you, you | |
| will automatically crack the safe. Open the door, go south, and take the STOCK | |
| CERTIFICATE (item 10). Also go north from the Lowest hall, and take the magic | |
| passages. Read the notice that flies out when you take them. | |
| From the Lower hall, go southwest to the Great Underground Highway, south to | |
| the Exit, and west to the Field Office. The blueprint there is supplied with | |
| the game. The memo indicates that a hard-hat was left in one of the lots. Go | |
| west to lot 47. | |
| The closest you can get to the hat is a Knight's (as in chess) move away. Go | |
| there; you will need to install the magic passages to do so. You do not need | |
| the hammer you will find along the way. When you arrive, drop the perch and | |
| wear the cloak You will be transported to the Plain, an area constructed like | |
| a chessboard. Explore the area until you find one of the knights. Drop the | |
| pigeon; the knight will pick it up and be transported. | |
| Take off the cloak to return from the plain. The knight will be with you | |
| holding the pigeon and the perch. Take the pigeon from him, and tell him to go | |
| to the hard-hat location: "SOLDIER, x THEN xx." Drop the pigeon, and take it | |
| to join him. He will be wearing the hard-hat. Tell him to reverse his move, | |
| and repeat the process with the pigeon. Take all to get the hat and the perch, | |
| and work your way out of the construction zone. | |
| From the Exit go south to the Crossroad, and south again to the Toll Booth. | |
| Read the sign and put the coin in the basket. Ditch the cloak, and other | |
| unneeded items here, or your hands will be too full. Follow the south path all | |
| the way to the Orb Room, and take the orbs. Return to the Crossroads and go | |
| east to the Cave-In. The Jester will ask you for his middle name, which you | |
| found in the encyclopedia. Answer correctly, and take the anti-pit bomb. | |
| Return to the Lower Hall, and go down twice to the Pits. Throw the bomb at | |
| the pits, and you will be able to take the LANTERN (item 11). Go back up to | |
| the lower hall and north to the Laboratory and take the SCREWDRIVER (item 12). | |
| Return to the castle to stow your loot. | |
| PORT FOOZLE | |
| Make sure you are carrying the candle, and are NOT carrying the pigeon. Go | |
| back to the Crossroads and take the west path. When you reach the Fork, | |
| continue west all the way to the Wharf, and west to the Casino. The Jester | |
| will ask you to play Double Fanucci. Sit down and begin playing. If you read | |
| the calendar about Babe Flathead, you will be able to eventually win, and take | |
| the broom. | |
| Stand up and go south, east, and north to reach the Inquisition. Take the box | |
| that is there, and a number, and read the rules. When your number comes up, | |
| enter "EXECUTIONER, BEHEAD ME," which is paradoxical to the posted rules. You | |
| will be put back into the Fishing Village. Go south twice, and southeast to | |
| the Warning Room. It is a good idea to save your game at this point. Read the | |
| sign and go northeast to the Room of Three Doors. Read the doors. Two of the | |
| doors have statements that would both be | |
| f the door led to Wishyfoo territory. Open the remaining door, and take the | |
| shovel. Go down, and you will be at the fork. | |
| Return to the castle. In the Secret Wing go to the Cell, which is southeast | |
| from the Dungeon. Sweep the cobwebs, and you will find a GLASS FLASK (item | |
| 13). Go north from the Bottom of Stair and north again into the crypt. By now | |
| you should have received the funny paper. Look under the indicated slab, and a | |
| hole to the Oracle will appear. You should also have received the slate. Work | |
| your way outdoors to the outer Bailey, stand at the stump (remember the slate | |
| is old and the tree was living at the ti | |
| ollow the directions, and dig with the shovel. Open the chest and take the | |
| GAUDY CROWN (item 14). Return to the castle and stow everything. | |
| THE LAKE AND DESERT AREAS | |
| Be sure to have the squid repellent, pigeon, perch, and candle, and to wear | |
| the seaman's cap. Enter the Lower Level, and go southeast to the Royal Zoo, | |
| and east to the West Shore of the Lake. Enter the dock; then enter the boat | |
| and examine the controls. Press the white button (while wearing the cap), and | |
| the yacht will go to the middle of the lake. | |
| Go down to the Hold, and examine the Bathysphere. Drop the squid repellent, | |
| open the Bathysphere, enter it, close the door, and examine the controls. Turn | |
| on the lights, put your hand in the hole, grab the squid repellent, and push | |
| the lever down. Wait until you reach the bottom. Release the repellent, grab | |
| the ruby, which is on the bottom, and push the lever up. When you reach the | |
| top, remove your hand from the hole, open the door, get out, and take the | |
| ruby. | |
| Go up, and press the green button to go to the South shore. Leave the yacht, | |
| leave the dock, and go west to the stream. When you try to go west, the Jester | |
| will ask you a riddle. Answer "music" and you will receive a DIPLOMA (item | |
| 15). Go back east, south to the Edge of Desert, east to the Great Underground | |
| Savannah (you will get the fly later), and northeast to the Great Underground | |
| Woods. Leave the fox for now, and continue north to the Base of Mountain. Go | |
| east up the mountain and take the amulet | |
| Push the boulder, and you will be able to continue north to the Grotto. Press | |
| the button (3) and continue northeast to the Shrine. The elixir here is toxic, | |
| as you will discover if you use the straw from the kitchen to drink it, but | |
| what you have to do is merely touch it. Leave most of your possessions here; | |
| you need to keep the pigeon and the candle, and be sure to leave the perch. Go | |
| to the Grotto, and go down. You will fall into the Lowest Hall with some | |
| gravel. Take the gravel, the candle, and t | |
| eon to get back. Put the gravel in the bowl, and repeat this two more times | |
| (so that there are 3 helpings of gravel in the bowl). You can now touch the | |
| elixir. This will enable you to take the flies. Take your possessions, and | |
| wear the cap and the amulet. | |
| Return to the base of the mountain and go north to the Stable, where you can | |
| take the SADDLE (item 16) and the rooster. On your way back to the docks take | |
| the fox and the fly. Get onto the yacht, press the yellow button to go back, | |
| make your way to the Castle, and stow you possessions. On your way back, pick | |
| up the toboggan from the Kennels (west of the Royal Zoo). DO NOT leave the | |
| rooster alone with either the fox or the worm! | |
| FENSHIRE | |
| Take ONLY the fox, rooster, and worm with you. Go to the West Hall, and | |
| continue west to the Dirigible Hanger. Enter the dirigible, and press the | |
| right button. Wait until you arrive in Fenshire. Leave the dirigible, go south | |
| to the Deserted Castle, east to the Ruined Hall, and north to the Marsh. | |
| Give the fox, rooster, and worm to the Jester, who will now have all the | |
| ingredients for Borphbelly Stew -- although he'll insist on going North to the | |
| Nice Lunch Spot. You now face the old puzzle (more commonly given as fox, | |
| goose, and corn). You can carry only one item, and cannot leave the rooster | |
| with either the fox or the worm. The solution is: Carry the rooster north. | |
| Drop it, return, and take the fox north. Take the rooster, and drop the fox. | |
| Go south, take the worm, and drop the rooster. Go | |
| drop the worm, and return to take the rooster North. | |
| The Jester will make the stew, and you will end up in the Fenshire Hangar | |
| with a hexagonal block. Press the left button to return to the Castle; you | |
| will have to go to Fenshire again later. | |
| ORACLE AND GLACIER AREA | |
| Wear the amulet, and take the ruby, candle, toboggan, pigeon, perch and all 4 | |
| orbs. Go to the Crypt and down to the Oracle. Drop the perch, and put the ruby | |
| in the depression to activate the Oracle. If you examine the amulet, anywhere | |
| from none to all 4 of the eyes may be open. Every few turns the Oracle will | |
| blink, and the number of open eyes will increase by 1 (or cycle from 4 to 0). | |
| Enter the Oracle at a time when one eye is open; you will be transported to | |
| the Glacier. | |
| Drop the toboggan, and ride it; you will slide down to Mirror Lake. Look at | |
| all 4 orbs in the mirror. One of them will show a sleeping maiden. Discard the | |
| 3 that do not, throwing the last one east. The reaction will put you on the | |
| west side of the lake. Enter the Chalet, and take the SCALE MODEL (item 17). | |
| Drop and take the pigeon to return to the Oracle. | |
| CRAG AREA | |
| Leave the perch at the Oracle, continue wearing the amulet, and equip | |
| yourself with the pigeon, the proper orb, candle, hexagonal block, and wand. | |
| Go down to the Royal Zoo, and drop the pigeon. SAVE YOUR GAME AT THIS POINT. | |
| You may have to wait a few turns here to get the timing right. You have only | |
| 16 turns before the rope reverts into a snake. | |
| Point the wand at the snake, which will turn into a rope. Open the cage, and | |
| take the rope and the pigeon to get back to the Oracle. Enter the Oracle when | |
| no eyes are open. You will be transported to the Crag. Go down to the Upper | |
| Ledge, tie the rope to the Spire. Go down to the Lower Ledge, and take the | |
| EASEL (item 18), and the LANDSCAPE (item 19). Drop and take the pigeon to get | |
| back. | |
| Return to the Crag as before and press the button (4). Go northeast (or | |
| southeast) to the Natural Arch, and down to the Enchanted Cave. Put the orb on | |
| the altar, and take the flower. Return to the Crag, go southwest to the | |
| Hollow. Put the block in the hole, and go south to the Iron Mine. Take the | |
| sapphire, and return to the Oracle via the pigeon drop. | |
| Return to Fenshire, and go south from the Ruined Hall to the Hothouse, and | |
| play Snarfem (Nim). If you do not know how to play look at the flowers. The | |
| ones on the left show the pile number; those on the right show how many to | |
| take. After you win, take the fan. In the Ruined Hall, put the flower in the | |
| vase, go east, and take the ladder. Return to the castle. | |
| ANTHARIA I | |
| Make sure you are wearing the hard-hat and the amulet, and have the candle, | |
| pigeon, and lantern. Enter the Oracle when all 4 eyes are open; you will be | |
| transported to the Mine Entrance. Go east to the Rubble Room, north to the | |
| Heart of Mine, and north to the Crawl. Press the button there (5). Go | |
| northwest and take the QUILL PEN (item 21). | |
| Leave the mine, go west to the Coast Road, and southwest to Flathead Stadium. | |
| You will be unable to take the club. Go southeast to the Edge of Bog, and east | |
| to the Cliff Bottom. Turn on the lantern, go up to the Precipice, and east to | |
| the Aerie. A bird will take one of your light sources. Continue southeast to | |
| the Icky Cave. Summon the witches (see the Ottobur page in the calendar to | |
| learn how). Say hello to one of the witches. They'll ask for 6 gloops of water | |
| from the Great Underground Oasis, and | |
| ou a 9-gloop vial. | |
| Leave the Cave. Search the nest, and take the tie. Your light sources will be | |
| at the Cliff Bottom. Turn off the lantern, and return to the castle via the | |
| pigeon drop. | |
| FUBLIO VALLEY | |
| Make sure you are wearing the amulet, and carrying the candle, pigeon, and | |
| ladder. Enter the Oracle when 3 eyes are open to reach the Foot of Statue. Go | |
| southwest to the view, south to Outside Hut, and west to Megaboz's Hut. Read | |
| the poem. Leave the ladder and climb it. Open the trap door, and go up to the | |
| Attic. Press the button -- the last of the six buttons in the game. You will | |
| come back later to open the trunk. Return to the view (leaving the ladder | |
| behind). Go southeast to the Cairn, and east | |
| side Shack. Read the sign and go northeast into Gumboz's Shack. Take the | |
| 4-gloop vial. Gumboz will cast a hunger spell on you. Return to the Castle by | |
| the pigeon drop. | |
| BOOTHS | |
| Take the bag of food and the wand (as well as the candle you are carrying) | |
| and go to the Formal Garden. Point the wand at the Flamingo; it will become a | |
| lawn ornament. Go east to the Great Hall, down, and north twice to reach the | |
| Testing Room. Put the Flamingo into one of the booths, and enter the other. | |
| Open the bag and wait until the ornament becomes a Flamingo again. Press the | |
| button, and YOU will become a flamingo! Eat the food to remove the hunger | |
| spell. | |
| OASIS | |
| Make sure you are carrying both vials, the candle, and are wearing the cap. | |
| Take the yacht to the green dock. Go south, west, and ride the camel. Before | |
| the camel will enter the desert, he must drink water at the Stream. From the | |
| Edge of Desert, go south, southwest, southeast twice, and northeast to the | |
| Great Underground Oasis. Dismount. You can get 6 gloops as follows: Fill the | |
| 9-gloop vial, and fill the 4-gloop vial from it twice. This will leave 1 gloop | |
| in the large vial, which you can transfer t | |
| small one. Fill the large vial, and fill the 4-gloop vial from it. Six gloops | |
| will remain in the 9-gloop vial. | |
| FUNGUS | |
| Return with the vial to the witches. When you give them the vial, they | |
| discover that they need some brogmoid earwax. Take the cup of potion, and go | |
| all the way down from the Great Hall to the Pits, and continue following the | |
| path down to the ear of the brogmoid. Drink the potion and listen. The fungi | |
| will be seeking a long-lost cousin (the name will vary from game to game). | |
| Return to the Castle. | |
| MAGIC WORD AND EARWAX | |
| By now the entire rebus will be visible. The solution is (note that it is a | |
| mirror image): TIRED PINE, IRON MINE, WORE, MAGIC STORE. These combine with | |
| the poem in Megaboz's hut. Take the Ring of Ineptitude, and the sapphire (plus | |
| candle, amulet, potion, pigeon). Return to the Fublio valley, and follow the | |
| path west from the View all the way to On Top of the World. Drink more potion | |
| and call for the cousin by name. Take the small fungus that appears. | |
| Work your way back down to the View. Go southeast, south and down to the | |
| Quarry (in the shadow of a tired pine). Wear the Ring of Ineptitude (you will | |
| drop all you are holding), and take the sapphire. Remove the ring. You can now | |
| go to the Attic and unlock the trunk. Open the trunk and take the notebook and | |
| the fly. Read the notebook to get the magic word. | |
| Gather your items and return to the castle. Work your way to the ear again, | |
| and drop the fungus. You are now able to go further IN and take the earwax. | |
| Finally, give the wax to the Antharian witches, and go grab the CLUB (item 23) | |
| at the Stadium. | |
| DELTA AND ENDGAME | |
| Before going to the Delta, go to the Parapet above the Solar in the secret | |
| wing, and take the fly there. Enter the Oracle when 2 eyes are open to reach | |
| the delta. This is the only maze in the game. One solution is as follows: Go | |
| southwest twice and then northwest to reach the toad. Try to take the SPYGLASS | |
| (item 24). You will have to ask the toad for it. Furthermore, you will have to | |
| call him by name. Look up his name in the calendar article on John Paul | |
| Flathead. The toad will ask for the 4 flies, | |
| ch you have 3. | |
| Go north, then northeast twice to the River's End. Take the fly and go | |
| southwest, northwest, and southwest back to the toad. Give him the flies, and | |
| ask for the spyglass. Take it and return to the Castle. You should now have | |
| all 24 items and the magic word. Do as instructed on the parchment. Now you | |
| can go past the Perimeter Wall (northwest of the Outer Bailey), and watch the | |
| Castle turn into the small white house with a mailbox: The starting point of | |
| ZORK I! | |
| ZORK ZERO is published by Infocom, Inc. and distributed by MEDIAGENIC. | |
| This walkthru is copyright (c) 1989 by David Sachs. All rights | |
| reserved. | |
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