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- RETURN TO ZORK - Walkthrough
-
- Pick up rock
- Throw rock at vulture
- Look on sign
- Select your knife from inventory, then click on the bonding plant with it.
- Dig up the plant.
- Go forward twice to the lighthouse.
- Put the arrow on the door and select it.
- He lets you in, but you can't do anything here yet, so leave.
- Bear left around the lighthouse.
- Cut the vines with the knife.
- Tie the vines on the wood planks.
- Click on the raft.
- Go forward once, then click on the bridge.
- Go to the 1st building on your right, the schoolhouse.
- Strike the bell with the knife.
- Talk to Ms. Peepers, pass copy protection, and she gives you the notebook.
- Take a picture of Ms. Peepers while you're here, you'll need it later.
- Go into the Mayor's Office, he has helpful hints in his file cabinet,
- but you don't really need any of them.
- Go to the hardware store (2nd on right) and go in.
- Get the box and the crank, leave the mice, you don't need them ever.
- Now turn around until you see the bridge you came into town from the raft on.
- Go left at it, then into the old mill.
- After Boos gives you rye, pour it into his plant.
- Then click the glass on Boos, and make a toast.
- Drink the empty glass.
- Repeat the aboves 3 steps twice.
- Now ask Boos for his keys.
- Repeat the toasting procedure once more.
- Get the flask and then go out the left door.
- Pick up the key.
- Move the chock on the water wheel (leftmost portion of screen)
- Go back into the mill, and back to town.
- Go to the gift shop, and use the single key on the door.
- Get the battery, and the zorkmids and tickets from the cash register.
- Put the battery into your tele-orb.
- Now, go back until you're facing the bridge, and go down on the right.
- Give the waif the tickets, then fill the flask with river water.
- Go back to the old mill, and go down the trap door.
- Use Boos keys on the door.
- Exit the new mill through the door on the right.
- Move around freely here, until you get a feel for where various locations are.
- From East Shanbar (where all the little shops are) select the red building,
- which is Moodock's.
- Click on the Survivor Game Board, and beat Moodock at Survivor. (real easy)
- He gives you a sword, and a coin. Take them and leave.
- Go to the striped building which is the blacksmiths.
- Give him the sword and then leave.
- Cross the bridge into New West Shanbar and you should be at a fork, with
- a Hero's Memorial. Bear left at the fork.
- At the Fool's Memorial fork, grab the book and bear right. (again, wander,
- with the lack of compass directions, it is sometimes hard to find a location)
- You should now be at Pugney's Ranch. Go up to the red house, and click on
- the window.
- When he starts yapping, be apologetic and he'll give you permission to take
- the box of bras on his property.
- Take the box of bras.
- Now go back to East Shanbar (where the shops were) and go to the Incinerator.
- Push lever 1, and throw the box of bras into the incinerator.
- Close the incinerator (lever 1) and hit lever 2.
- Zoom in on the incinerator drawer and you should have a hot wire.
- Pour the water in the flask on the wire.
- Take wire.
- Go to the green building (next to Moodock's)
- Insert the wire in the door.
- Pick up the rats, and put them in the box.
- Shake the cereal box twice and take the whistle.
- Now go back to the Blacksmiths.
- Give him money for the repair work he did.
- Notice the jewel is gone from the hilt? He screwed you! Show him the sword.
- Now threaten him, and he should give you the True Dwarven Sword back.
- Show him the book you picked up from the fool's memorial.
- Give him 2 more Zorkmids, and he'll read the book.
- He smudges the page, and gives you 1 zorkmid back, pick it up and leave.
- Find the Fool's Memorial and go left at the fork.
- You should be near a trailer and a silo, go into the trailer through
- the window.
- Go into the first door on the left and click on the poodle.
- Now go into the door left of the large open arch.
- So you get KO'd. Talk to Rebecca. Pass copy protection.
- Now go into the open archway (kitchen)
- Pick up the soap from the sink, and drop it into the sink.
- Turn on the sink.
- Wash the waif's gift in the sink, you now have 1 disc piece (need 6)
- Open the fridge and take the frozen meat.
- Take the Thermozz from the table (next to cereal box)
- Click on the oven, and turn it on for kicks.
- Go into the door on the right of the arch.
- Zoom in on the nightstand and take the mirror.
- Go outside until you're facing the trailer again, and go right.
- You should be at a silo. Use the crank on the silo latch.
- Turn the crank clockwise.
- Pick up the carrots.
- Now make your way back to Pugney's Ranch.
- Go into his barn (big blue barn)
- Pick up some hay, from near the cow's mouth.
- Drop the hay a little in front of his front hooves.
- Take the matches from your inventory and light one of them.
- Light the hay on fire.
- Now, with nothing in your hands, click on the hay fire.
- Warm your hands.
- Take the Thermozz out of your inventory, and click it on the cow.
- Milk the cow.
- Feed the carrots to the cow, then use the camera to take a picture of it.
- Now, go way, way back through the mills to the first town you came to
- when you got off the raft. (you go right from the bridge in New West Shanbar)
- Go to the schoolhouse and show the book (the one you had the Blacksmith
- translate) to Ms. Peepers.
- Go to the Mayor's Office, and show him the book.
- By this time the meat you picked up from the trailer should be rotting.
- (You'll know, because everyone will tell you that you're reeking.)
- You're done here for now, so go back through the mills again.
- Now find the bridge that goes to New West Shanbar, and go left of it.
- You should now be at a dock.
- End your conversation with him, and click on the knot Ben is holding.
- Once you learn the cow-hitch, click on Ben and ask him about photos.
- Click on the picture of Ms. Peepers. He'll give you a love letter.
- Give Ben some Zorkmids and you'll rent a boat.
- Take the rats you have out of the box, and put them into the motor.
- Go down the river to the Witch's hut, and go in.
- You'll have to drop the rotting meat on the ground here before she'll even
- talk to you. Once you do that, show Witch Itah the book.
- Now give Ben's love letter to the Witch.
- She'll give you the Witches Stick. DON'T touch the bat cage or you will
- effectively end the game. (Guardian takes all possessions from you)
- Pick up the stick, and the meat, and go out the opening in the hut.
- Unfortunately, the directions in the bog are random, and change every game.
- Therefore you will have to map out the directions with the witch stick.
- What you do is place the witches stick over the patch of bog you are about
- to step to. If it sinks, don't go there, obviously.
- Now, make your way to the fork in the road, where the incinerator is on the
- left.
- Bear left at the fork.
- You should be at some ancient ruins. Pick up the tiles.
- Do an about face and pick up the frame.
- Select the tiles from your inventory, and use them with the frame. Drop
- the tiles into the frame.
- Look at the puzzle.
- You want to spell out the following:
- (In small letters)
- Water unseen at falls mix with bat dropping yields potion for (invisibility)
- (big letters)
- Search for three more pieces on the ground where this (was found)
- Once you solve the puzzle, there will be 2 illuminite rocks and another
- piece of the disc (#2) either right where you're standing, or right behind you.
- Pick them up, or do an about face, and then pick them up.
- Now, when you are in the ruins, and can see trees on the left, go to them
- and you'll be in the Forest of the Spirits.
- Go NORTH, EAST, EAST and SOUTH.
- You should be at a tree with metal leaves.
- Hit the tree with the witch's stick to get more zorkmids. (You can do this
- as many times as you need money, which you will need to do.)
- Do an about face, then go WEST, WEST, NORTH, WEST, SOUTH and WEST.
- Give the Thermozz to the Archer.
- (Incidentally, the guy who IS the Archer played Flash Gordon in the movies.)
- (You know - Flash...aaaaaa-aaah! Oh well, maybe not.)
- Pick up the Thermozz, the Bow, and the arrows.
- Go NORTH, NORTH, and WEST.
- Quickly take matches from your inventory, and light one of them.
- Click on the Fairy, then be Friendly, she'll give you fairy dust.
- Go EAST, SOUTH, SOUTH, EAST, NORTH, EAST, SOUTH, SOUTH and SOUTH.
- You should be back in the ruins.
- (From this point on, if at any you should run into Rebecca, show her the book
- that you've been having people translate from.)
- She usually hangs out to the right of the fork at the Hero's Memorial.
- Make your way (ONLY after she has translated the book for you) to
- Snoot's Farm, and go left of it.
- You should be facing a path with trees and water in the distance.
- Go towards the tree.
- Take the rope from the railing and tie it on the tree.
- Go down the rope twice.
- NOTE: Before you go into the club, you MUST have/have done the following:
- Have the LIVING bonding plant in your inventory.
- Have had the book translated by the following people:
-
- The Blacksmith
- Witch Itah
- The Mayor
- Rebecca
-
- Go into Chuckle's Comedy Club.
- Once Cliff tells you to "make him laugh" use your tape recorder and play
- back the jokes that each of the 4 people told you.
- If you followed this solve religiously, the number of the recordings are as
- follows:
-
- The Blacksmith, Track #3
- Witch Itah, Track #1
- The Mayor, Track #4
- Rebecca, Track #4
-
- Upon playing these, you will win the contest, and Cliff will give you another
- piece of the disc (#3).
- Leave Cliffs quickly, and climb back up the rope.
- Take the rope from the tree, and put it in your inventory.
- Go back to Pugney's ranch and go left from the barn.
- You should be at the vulture pits.
- Take the fairy dust and use it with the rotting meat.
- Sprinkle the fairy dust on the meat, then select the meat from inventory.
- Throw the rotting meat.
- Quickly go forward into the pits, grab the talon, and leave.
- Go back the barn, and milk the cow again, putting milk in the Thermozz.
- Go back into town, and make your way to Ben's boat again.
- Make sure you have a photo of the cow at this point.
- Pay for another boat ride, and go into the witches hut again.
- Ask Witch Itah about photos, and click on the photo of the cow.
- Take the bat cage, and go through the bog again (the map should be the same
- as the first time you went through it.)
- Now, from the fork at the incinerator, go right. You will be outside
- Whispering Woods.
- Make sure you have: The Thermozz with milk, the batcage, the sword, and
- the coin that Moodock gave you.
- Select the bat cage from inventory, and release the bats.
- As soon as they fly off, pick up some bat "guano" from the ground.
- Follow the bats, when you start to lose your peripheral vision (It's
- critical when it says "Can you see the Ga-lactic Milky Way?" take a drink of
- milk from the Thermozz)
- If you can't follow the bats, or you can't see them at some points, the
- following moves will take you to the exit.
- SOUTH, EAST, EAST, SOUTH, EAST, SOUTH, EAST, SOUTH, EAST, NORTH, NORTH,
- (Now would be a good time to drink milk) NORTH, EAST, EAST, SOUTH, SOUTH,
- SOUTH, WEST, SOUTH, SOUTH and you should be out.
- Go out onto the Ferryman's dock and ring the bell three times.
- SHOW the coin to the Reaper, DON'T give it to him or you'll have to load a
- saved game. He'll take you across the lake.
- Go back from the dock and up the hill until you reach Canuk's shack.
- Go up to the door, and pry the door knocker (magnet) off with your sword.
- Go into the shack (click on the doorknob.)
- Pick up the bottle, and the scroll.
- Read the scroll to the duck and Canuk will appear.
- Ask Canuk about the bottle you just picked up, and he will put you inside
- the bottle. You must do *everything* quick here.
- Go forward three times and get the rag.
- Examine the safe next to the bed. The combination is 9427.
- Open the safe, get the disc piece (#4) and the rusty metal thing.
- Put the mirror in your hand, and back up out of the bottle.
- When Canuk gets ready to kill you, click the mirror on him to change him
- into a duck.
- Go back to Ferryman's Isle and hit the bell twice. Give the reaper the coin.
- Go back through the woods, following the trails of the bats.
- Drink milk when necessary.
- Use the rag from inventory to wipe the rusty metal thing. (What good it does,
- I don't know)
- Make your way to vulture pits. Use the magnet from inventory with
- the whitle, and then blow the whistle. A vulture will pick you up.
- You can now go anywhere you have been on the map, simply by clicking on it.
- Now would be a good time to get more hay from the barn, and more carrots
- from the exploded silo - you'll need them later on.
- Once you've got them, select the lighthouse from your map, and go there.
- Go into the lighthouse and give the keeper one of your illuminite rocks,
- he'll let you in.
- Show the Keeper your disc pieces, and he'll give you another one (#5)
- Go upstairs, take the rope and tie a cow-hitch knot on the railing.
- Take the talon from inventory, and tie it to the rope.
- Throw the rope.
- Go forward to the tree, forward again to the temple.
- Get the shield from the statue, and enter the temple.
- End your conversation with her, and give her your sword. She'll bless it.
- Exit the temple, do an about face and go out the right door.
- The dwarven leader will give you a helmet. Take the helmet and leave.
- Make your way back to the lighthouse, and pick up the rope and talon.
- Use your map and go directly to the troll caverns (right of the hero fork)
- Pick up your illuminite rock from inventory, and use it with the helmet.
- Wear the helmet, pick up your sword (should be blue now) and enter the
- troll caverns.
- At the first guard, swing left. Go forward.
- At the second guard, swing up. Go forward.
- At the third guard, swing down. Go forward.
- At the head troll, keep threatening him. He'll give you the fear necklace.
- After you get the necklace, go directly to the Forest of the Spirits via
- the map.
- First, go to the leaves pit. The directions are as follows:
- From the entrance: NORTH, NORTH, WEST, SOUTH, WEST, NORTH, NORTH, WEST, WEST,
- NORTH, NORTH, NORTH, EAST, EAST, EAST, EAST, EAST, SOUTH, and EAST
- At the pile of leaves, use your talon and throw it at the pile of leaves.
- Take your knife and strike the trap with it. Retrieve your talon.
- From here go through the new opening, NORTH, NORTH, NORTH and NORTH.
- You should be at a statue of a boar.
- Hit the statue three times with your sword and retrieve the final piece of
- the disc.
- Go back, WEST, NORTH, WEST, WEST, WEST, WEST, SOUTH, WEST, WEST, NORTH,
- WEST and WEST.
- You should be at a spider. Show the Fear Necklace to the spider and he will
- run away.
- Use your sword from inventory, and cut the web. Go forward to the dam.
- Go once forward until you're close to the dam, then fill the flask with
- the water from the dam.
- Take the bat guano from your inventory, and drop it into the flask.
- You now have an invisibility potion.
- Use the map to go directly to the Dwarven Mines (where you got the helmet)
- And enter the mine cart. The directions for the cart are as follows:
- LEFT, RIGHT, STRAIGHT, RIGHT, LEFT, RIGHT, STRAIGHT, RIGHT, LEFT, LEFT,
- RIGHT and STRAIGHT.
- You should be at the Ancient Ruins.
- NOW - From LEFT to RIGHT give the statues the following.
- 1. WITCH STICK
- 2. TALON
- 3. THERMOZZ
- 4. BOX & HELMET
- 5. SHIELD
- 6. TELE-ORB
-
- Put the disc pieces in the trencher, then push the RED button.
-
- You now have the Flying Disc of Frobozz.
- Pick up EVERYTHING you see here, and then use the map to go directly to
- the Cliffs of Depression.
- From there, do an about face, and go left.
- You should be at the Wall of Illusion, previously unpassable.
- Throw the Frobozz disk at the Wall of Illusion, and go forward to the
- Citadel of Zork.
- Take the bow from your inventory, and click on the arrows.
- Shoot an arrow at the hand, and the Citadel's gate will open.
- When you reach the Orc Leader, drink the invisibilty potion that you mixed
- in the flask.
- When it says the Orc Guard can still sense your presence, play the recording
- of Alexis (the poodle) he will run away.
- Go forward to the Citadel Bridge.
-
- ┌──────┐
- │ note │
- └──────┘
- At this point you MUST have the following:
- Shield Fear Necklace Zorkmids Flask
- Helmet Knife Matches Bow
- Arrows Tele-Orb Box Rope
- Fairy Dust Thermozz Talon Witch Stick
- Sword Illuminite Puzzle Carrots
- Hay Mirror Metal Thing Rag
- Book Wire Boos Keys Gold Key
- Bonding Plant
-
- Now, start tossing EVERYTHING at the Citadel Bridge (into the fire.)
- Once you have thrown enough objects into the fire, the bridge will be safe
- to cross. (You will see a message saying so)
- Cross the bridge.
- You must now play Survivor against Morphius for it all.
- Here is a pattern which will always work, as long as you pass your move if
- Canuk is occupying the next space you need to go to.
-
- B3, D4, C2, B4, D3, C1, A2, C3, D1, B2, C4, D2, B1, A3
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