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- Return To Zork
- Almost-Full-Point Solution
-
-
- NOTE : At certain points in the solve I will tell you to use an item, and not
- tell you to pick it up again, or just mention the existence of an item in a
- certain room. Make sure you pick EVERYTHING up (with the exception of the
- things I tell you NOT to pick up:)). Anything that you leave behind, you
- should go back and get.
-
-
- Hey. Well you're playing Return to Zork, and are stucker than stuck, and
- need some help. Look no further, here's the solution to the game! I didn't
- get all the points (only 218/225) but the end is there either way, and here's
- how to get to it. I also believe there are a few parts of the game that are
- just unsolveable (ie the oven, and anything relating to hellhounds).
-
- You start off in a mountain pass. A quick thing to do is pick up the rock
- from the lower left hand part of the screen and throw it at the vulture. Then
- you might be tempted to get the bonding plant from down below. Don't. My
- recommendation is to wait till later in the game to get the plant. So
- instead, just mosey down the path to the lighthouse. Enter the lighthouse and
- babble with the lighthouse keeper. He really doesn't have very much
- interesting to say at this point, so what you say doesn't matter very much.
- Next go outside the lighthouse again. Now if you head down the path, you'll
- be at the road to the south, unsolveable, so instead, go around the back of
- the lighthouse. From here, cut the vines from the fence, and bind the wood
- panels together with the vines. Now you have a raft, use it to go one space
- down the river, and get off at the bridge.
- You are now in the town of West Shanbar, facing the town-proper. First
- easy thing to do is go to the building on the far right, it's a destroyed
- hardware store. Go in, and get the box and the crank. You don't need the
- mice, so leave them there. Next stop should be the close house on the right,
- the school house. To get in, bang the bell with the crank or the dagger. The
- school teacher will first quiz you with the games first copy-protection, and
- then give you a notebook in which you can record all of your travels in the
- game. Next stop is the Town Hall, close building on the left, go in, talk to
- the mayor, and whatever. Then read ALL the files in the cabinets. It's a lot
- of reading, and you'll be referring back to it later on (and a lot of this
- solve won't make any sense without reading it). Then after you leave Town
- Hall, face center of town, and turn around from there, go off to the left of
- the screen, towards the mill. Go into the mill, and you'll have your first
- encounter with Boos. First of MANY. Go out the other door into the backyard
- of his house, and grab the key from the floor, and pull the chock out of the
- water wheel (I don't actually know what this accomplishes, but it gives you
- two points, so what the heck:)). Go back through the house, and back to town,
- where you can now go to the building on the far left. Use the key to unlock
- the door. Go in, grab the battery off the shelves, and the money and tickets
- out of the cash register. Then go back to facing the bridge, and on the far
- right side of the screen, your mouse arrow will point down, go this way. Here
- you will meet the waif. Give him the tickets, and he will give you a gift, it
- looks like a piece of lint, but it's very important later in the game. From
- here, go back the old mill, and do the following. When Boos pours you a
- drink, pour the drink out into the plant, then make a toast with him (glasses
- clinking icon) then drink the empty glass. Repeat this four times, and he
- will pass out, opening up the Great Underground Empire. But wait, you're not
- done yet. Leave the mill, and re-enter it, and repeat the entire
- pour/toast/drink process again, but only three times this time, after he says
- "Damn Few.", click on the "Don't Drink & Drive" icon, and he will give you his
- car keys. OK, don't get too excited here, you can't drive his car, but you
- can now enter the GUE. Before you leave this room, also be sure to grab the
- flask off of the ground by his feet.
- Go down the passage you just opened, and you will be at a door, open the
- door with the car keys, and you are now in a new mill! Exit this mill, and
- you are now within the GUE. Follow the path straight, into East Shanbar.
- First building to enter is the second one on the left. Go into Moodock's
- Armoury, and have a chat with him, then play a game of Survivor (he'll explain
- the rules to you). It's also impossible for you to lose in this incarnation
- of Survivor (you will play a much harder version later on), so just futz
- around, and once you win he will give you a sword, and a coin (not a Zorkmid
- though). Next, out of the building, turn around from the center of town, and
- face the bridge. Cross the bridge, and go to the left. At the Fool's
- Memorial, pick up the book off of the floor. From here, proceed down the left
- path again, and follow it into Snoot's Farm. Enter through the window, as the
- door is locked. Enter the door second from the left, and in that room will be
- the lovely Rebecca Snoot, brushing her teeth. She'll knock you out for
- breaking and entering, however. When you get up, talk to her and she'll quiz
- you with the second and final copy-protection of the game. Once you're out of
- that predicament, from the main room, go into the door on the right side of
- the room, zoom in on the cabinet, and grab the mirror from the desk. Then
- again, from the main room, go through the center archway, and in the kitchen
- take the soap off the sink, the thermozz from the table, and open the
- refridgerator and take the meat out. (The meat will rot, don't worry about
- it, you want it to rot.) From there, put the soap in the sink, and run the
- water on it, you will now have soapy water, wash the waif's gift in the soap,
- and lo and behold, you have a piece of a mysterious disk. Neat. In the
- kitchen is also an oven that blows up if you turn it on (Why it does this is
- beyond me) and a box of cereal that you can't pick up. Again, from the main
- room again, go into the door on the far left. In there is Alexis the
- poodle/hellhound. Click on her and she will growl at you. Nothing else is
- necessary from the dog, but her growling is necessary for you to win the game.
- After you leave the building, on random occasions, Rebecca will come and meet
- you out on the road. When you do see her, take her picture.
- Next stop is the carrot silo. From the front of Rebecca's house, go up
- and to the right, and you will be at the carrot silo. Take the crank, and put
- it on the silo door, and crank it clockwise. The silo will explode and you
- should take some of the carrots. From here, again go up and to the right, and
- you will be at the Pugney farm. Go to the red house first, and DON'T take the
- box off the ground. Go to the door, and open the window and talk to Pugney.
- Be Apologetic, and he will let you take the box off the front lawn. Once you
- finish with him, grab the box, and now go to the blue barn behind the red
- house. Go inside with the cow, and take a clump of hay from the ground (left
- bottom corner) pick it up, drop it again, and then take the matches and light
- the hay on fire. Now warm your hands by the fire, and milk the cow with the
- thermozz. Then feed the cow the carrots. Next stop, back to Rebecca's house,
- and go into her kitchen (or bathroom) and fill the flask (not the thermozz)
- with water. Now go back to East Shanbar and go to the last building on the
- left. Pull lever 1 and the top of the incinerator will open. Throw the bra
- box into the incinerator, and pull lever 1 again. Then pull lever 2, and
- zoom in on the drawer. Pour the water from the flask onto the hot wire, and
- pick the wire up.
- Now take that wire, and enter the first building on the left (from the
- center of town) and use the wire to pick the lock. Shake the cereal box.
- Shake it again. Take the whistle. Next pick up the rats, and IMMEDIATELY put
- them into the box you picked up earlier. (The meat you picked up, by now,
- should have rotted away) Make SURE you put the rats into the box, or you
- will die a quick death. Next up is go from the center of town, straight out,
- to the fork in the road, pick the left one first. Pick the tiles up off the
- floor, and then turn around, and pick the frame up off the floor. Drop the
- tiles into the frame, and you have a lovely word puzzle. The solution to the
- puzzle is "Water unseen at falls mix with bat dropping yields potion for", and
- once you get that far, the last block will fall into place, "invisibility".
- Now, in the same place, twirl around once more, and pick up the disk piece and
- the two pieces of illuminyte off the floor. From here, go back to the center
- of town, and enter the first building on the right (by this point most people
- will be telling you that you stink). Buy a room from Molly Kettle, and go up
- to your room in the elevator. Enter the room, and place the illuminyte rocks
- onto the nightstand. Then zoom in on the monitor, and turn the radio on.
- Then turn the lights off. You will have a dream about Morpheus, the head
- bad-guy of the game. Next, get up, turn the lights back on, and take your
- illuminyte back (make sure to turn the lights on first). Exit this building
- now.
- Now for the hard parts. There are now two mazes to deal with. One is
- rather vicious, and one is just annoying because of what you have to do. The
- first woods we will discuss is the Whispering Woods, the right fork in the
- road from the path straight out of town. First things first, however. Go
- back to the silo, grab more carrots. Go back to the cow, pour your thermozz
- milk into the flask, and then milk the cow again (it must be done the same way
- as earlier). Now go to the Whispering Woods. Once you enter, your vision
- will start deteriorating. Once the comment reads "Can you see the Galactic
- Milky-Way?", drink ALL the milk you have, it should say that your vision is
- now good enough to break any spell. If it says this, and gives you five
- points, your done. If not, repeat the same process over again (milking cow,
- etc), and the second time it will give you the points (I had to do it twice).
- Once this is accomplished, here is a map of the woods.
-
- TeTTTTTTTTTTTTTTT
- T T T T T T e=enter
- T TTTTT T T TTT T T=Tree or rock (wall essentially)
- T T T T x=exit
- T TTT TTT T TTT T
- T T T T T
- T TTT T TTT TTT T
- T T T T T T T Whispering Woods
- T TTT T T T T T T NOTE : Due to an annoying way that this game's
- T T T T T T creators made the maps, I have to show one
- T TTT TTT T T T T tree as two. So it is actually only six
- T T T T T T T paces from the entrance straight south, not
- TTTTTTTTTTTTTxTTT 12 as it may seem.
-
-
- Ok, so my map-drawing facilities aren't first class. But you get the
- picture. Once you get out of the maze, you may have noticed a whispering in
- the woods (wow what a coincidence) it says "two rings begin, three rings
- return" (or maybe it's vice-versa, anyway, that irrelevant). You will now be
- standing at a dock with a bell. Ring it twice (or is it three? Again,
- irrelevant, just ring it again if the ferryman doesn't come on two). Now the
- ferryman will arrive with his hand extended. Show him the coin Moodock gave
- you, and he will ferry you across the river. You are now on Canuk's Island.
- Go to his house. At the door, you will see a magnet on top of the door.
- We'll be getting that later:) Once inside, you will see a duck, a ship in a
- bottle, a scroll, and blueprints. Take the scroll and read it to the duck.
- Whammo, Canuk will appear. He will tell you some babble about the history of
- Zork and whatnot. Show him the disk pieces. He will now transport you into
- the ship in a bottle. Go into the bottle, and wander around. The time limit,
- I don't think is enforced (if it's really 20 minutes, it's MUCH more than you
- need). Get onto the ship, and go up the stairs, and you will see a number,
- write it down. Now go back downstairs, and down the stairs again. Pick up
- the rag off the cabinet, and zoom in on the safe. Enter the number you just
- wrote down into the safe, and open it. Now take the disk piece and the rusty
- metal thing out of it. Once you've done this, take your mirror, and put it in
- your hand (ie your mouse cursor shows you holding it). Exit the boat. Canuk,
- who you may have noticed by now, is controlled by Morpheus, will try to turn
- you into a duck. But since you are holding the mirror, it will reflect back
- at him. Now take the scroll, and feed it to the duck, he will lay an egg.
- Take the egg, and exit the house. Now cut the egg open with your knife. And
- you will have the scroll (I don't think this affects the gameplay, but it's
- nice to have:)).
- Next thing off, get back onto the boat (show the ferryman the coin again,
- and of course ring the bell a few times to get him there) and find your way
- back out of the forest. Now another quick thing to do is to go into town and
- show the blacksmith (second building on the right) your rusty old sword. Get
- him to fix the sword, and pay any fee he requests. He may tell you to come
- back in a little while, just wander around until it is fixed.
- Next thing is to go into the other forest, the left fork from the fork in
- road from the path out of town. Once in, the first thing you should do is the
- following, go NORTH, EAST, EAST, SOUTH, and you will be at a tree. Hit the
- tree with your sword, and it'll break the sword (and also drop some coins on
- the ground) take the coins. Now exit the forest again, via NORTH WEST WEST
- SOUTH, and go to the blacksmith. Complain to him that your sword is broken.
- He will mumble something, and give you a receipt for a new sword. Now go to
- the center of town again, and turn around, to face the bridge, go to the left,
- and you will be at Ben's boathouse. Talk to Ben. Ask him about the knot he's
- holding in his hand. Show him the picture of Rebecca if you've taken it buy
- now, and he will give you a sealed letter (if you don't have the picture yet,
- no rush, don't worry) and finally, give him the receipt from the blacksmith,
- and he will give you the True Dwarven Sword of Zork. How nice. Now back to
- the forest (on the fork left). This a pretty vicious forest and has lots of
- nasty things in it, and is rather big, as well, here again is another attempt
- at mapping it:)
-
- TTTTTTTTTTTTTTTTTTTTT
- @ T T$T
- TTTTT TTT TTT TTT T T +=Entrance
- T T T T T T T \=Metallic Tree
- T TTT TTT T T T TTT T -=Bowman
- T T T T T T T T %=Grue/Fairy Area
- T T TTT TTTTTTT * T T &=Tree Spirit
- T T T T >=Leaf Trap
- T TTT * TTT TTT TTT T $=Boar Statue
- T T T T T > T @=Spider Web/Exit
- T T TTTTT&TTTTTTT T *=The two annoying places that force me to map
- T T T T T this way(you won't notice anything special
- TTTTT TTT TTT T TTTTT unless your used to mapping mazes of this type)
- T T % T T T
- T TTT TTT TTT TTT TTT
- T T T T T T
- T TTT TTT T T T T T
- T T T - T T
- T TTT TTT T T TTT T T
- T T T T T T T T
- TTTTTTTTTTTTT+TTT\TTT
-
- The metallic tree has already been explained. To get past the bowman, you
- must make sure to have some milk in your containers. Just give him the milk
- and he will go away, and leave his bow and arrows. Take them. Next go to the
- Grue/Fairy area. It will say "It's dark, just like Grues like it." Light a
- match (the same way you would use your inventory anywhere else), and the fairy
- you just rescued will talk to you, be real friendly with her, and she'll give
- you fairy dust (you might have to talk to her once or twice to get the dust
- from her). Next stop, the tree spirit. Get her to babble her annoying songs.
- She really isn't very useful at all. So just get out of there when you get
- bored. Now the leaf trap. When you see the leaves, drop something in it (not
- your sword) the trap will be sprung. Now just use your sword to cut your
- leaves, and whatever you threw in will fall to the ground, just pick it up.
- Now go to the boar memorial. Strike the memorial thrice (three times) with
- your sword, and you will get another disk piece. You can go to the spider,
- but you can't get past it yet anyway, so why bother, get out of this maze.
- Next stop, get your bootie back to Canuk's House (go through the
- whispering woods again). Now at his door, look at the magnet. Neat, eh? Pry
- it off with you sword. Now stand there, holding the magnet. Use magnet with
- whistle. Blow away on the whistle, and a vulture will come swooping down. Uh
- oh! Not at all, this vulture will carry you to anywhere that you need to go
- in the game! So just go to Pugney's Farm first, go to the barn again, (now
- might not be a bad time to fill up on milk), and go to the left behind the
- barn. You will be at the Vulture Pits. Pour the fairy dust onto the rotting
- meat, and throw it. The vultures will come out and eat the meat and fall
- asleep. Go into the pits and take the talon. Next, run over to the screen
- one screen in front of Rebecca's house (it has signs to the cliffs and
- Rebecca's house). Go to the left, and follow that path to the Cliffs of
- Depression. Take the rope from the railing. Now go back into town, and go
- back to Ben the boatman. Pay him for the boat. Zoom in on the boat, and take
- the rats out of the box and put them into the motor. Now you will be at the
- Witch's house. Go on inside, she won't bite. Ok, be careful what expressions
- you show to the witch, just be friendly. Then show her the milk that you have
- and she will let you take the bat cage, do so. Then show her the sealed
- letter from Ben, and she will give you staff, take it. Then she's outta
- there. Now you can either go through the swamp, or use the vulture to get
- out. I recommend going through the swamp, you get 5 points for it. To do so,
- you must walk one step out of the witch's house. Then take her staff, and
- place it on the ground in front of you, if it falls in, it is not safe to walk
- there, if it stands on it, you can proceed. I can't map that, as the swamp is
- different for each person, and possibly each time. Just get out, its usually
- not more than 7 or 8 steps. Once out of the swamp, first stop is going to be
- west shanbar, that's on the above ground level of the map. Go first to the
- mayor, and show him the Zorkian book (you got it from the Fool's Memorial),
- he will translate a joke for you. Now go to Ms. Peepers (the schoolhouse) and
- show her the book, she will tell you that Rebecca can translate it. Next stop
- is back down below. Wander around until Rebecca shows up, and play her the
- quote from Ms. Peepers about her being able to translate it, then show her the
- book. Next off, go back to Witch Ita, and show her the book (if she's not
- there, just wander around until she shows up again), and she will translate
- one more joke. Then go to the blacksmith, and pay his fee, and he will
- translate the last joke. Now go back to the Valley of the Vultures (Mountain
- Pass, where you start the game) (remember just click anywhere on the map
- now, and the vulture will bring you there). Click on the sign, and use the
- knife to dig up the bonding plant. Now go back to the Cliffs of Depression.
- Tie the rope to the tree, and climb down the side of the cliff and go into the
- Comedy Club. Now playback the four jokes that the people just told you to
- the audience. When you are done, Cliff will give you a disk piece. Now go to
- the lighthouse. Give the keeper a piece of illuminyte, and show him your disk
- pieces, he will give you the final piece. Go up to the top of the lighthouse
- and tie the rope onto the railing using the cow-knot that Ben taught you.
- Then tie the vulture talon onto the rope, and throw the rope across the river.
- The talon will boomerang back and tie itself around the railing, and you will
- have a nice rope bridge. Cross the bridge and follow the path to the Temple
- Bel Naire. Take the shield from the statue, and go into the Temple. Show the
- Holy Woman your sword and she will bless it for you. Now exit the Temple, and
- turn around once. There will be a gateway in the right side of the screen,
- follow that path to the dwarf camp. Talk to the Dwarven dudes, and they will
- give you a hardhat. Take it. Then go up to the top left part of the screen
- and go to the mining cart. Now this is very annoying. The path you must
- follow to escape the mining maze is the following, where L is Left, R is
- Right, and S is Straight. Make sure to only click once at each intersection,
- as the dumb game buffers your mouse clicks and it will screw you up
- occasionally. The path is L R S R L R S R L L R S. (By the way that puzzle
- is easy, just write down each word the dwarves say to each other that is Left,
- Right or Straight). Once out, you will be at the temple of the muses. From
- left to right, but the following items on each of the statues :
- 1) Staff
- 2) Talon
- 3) Thermozz
- Center) Nothing
- 4) Helmet AND Box
- 5) Shield
- 6) Tele-Orb
-
- Then place the disk pieces on the bowl in front, and hit a button (green I
- think I hit, I don't think it matters) watch the ensuing stupidity, and they
- will reassemble your disk into a whole again. The center statue is different,
- he is not a muse, but the "Catcher" (detailed in the Mayor's filing cabinets).
- Make sure to pick up all the items once you are done. Now take the vulture
- down to the Hero's Memorial. Take the right fork in the road, and go into the
- Troll Cave. Put your helmet on and all will be lit up. At the first troll,
- swing left, the next, swing up, the third, swing down. Then at the troll
- king, click on "Threatening" until he wimps out and gives you the necklace.
- Now go back to the green forest, and find your way to the spider. Show the
- spider the necklace, and he will wimp out. Then go up Flood Control Damn #3
- (!), and fill up your flask from the "backside of the water". Now go to the
- whispering woods, and go one space in, and release the bats. Pick up the bat
- guano, and drop it into the flask with the clear water (from FCD#3). You now
- have an invisibility potion. Now off to the Cliffs of Depression. From
- there, turn around and go to the left. Throw the Flying Disk of Frobozz, and
- it will dispel the illusion. (To get 4 extra points now goto the hotel two
- more time and dream like before - to get the money bang the metal tree with
- you're swordas many times as possible.)
-
- Go forward into the castle, and shoot the bow and arrow at the gates, and
- the hand will open the door for you. Once in, an orc will start attacking
- you. Drink the invisibility potion, and then play back the recording of
- Alexis the hellhound barking, the orc will wimp out and run away. Now, at the
- Citadel Bridge, throw *EVERYTHING* that you have at the bridge, until you have
- NOTHING left in your inventory. The bridge will come back up. SAVE THE GAME
- NOW:) Go over the bridge for your final confrontation with Morpheus. A game
- of Survivor. Only now you play Trembyle instead of Canuk, which makes the
- game VERY hard. Here is the pattern to win, the number represents what order
- you should make the moves in. If he blocks the move, pass your turn, and he
- will move to another space, do NOT deviate from the course I give here, or you
- will have to forfeit and will have to start over again.
-
- 0 5 12 9 0=Where you start
- 11 8 1 4 14=Where you will end
- 6 3 10 13 C=Where Canuk/Morpheus will die
- C 14 7 2
-
- Again, if he blocks your move, do NOT go anywhere else, just pass your turn,
- he MUST move, he is not allowed to pass. Once you complete this, you've
- won the game! Congratulations.
-
- The ending of the game is kinda bad, but the game itself is pretty good, I
- enjoyed it a lot. Some of the puzzles (the bra box) were ridiculous, and some
- of the scenes (the Mining Maze, COME ON! Infocom games are NOT coordination
- games) really annoyed me, but all in all it was a pretty good game. I don't
- know where to find the remaining 7 points, but obviously it isn't very
- important. Till next time, seeya!
-
- -bYtE
- -October 11th, 1993
-
- Thanks go out to Ozone and wc who played the game concurrently with me on IRC.
- Greets go to Magyar and Patch who can now read this and stop bugging me!:)
-
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