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ZORK2B.TXT
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1993-08-14
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++++++ ZORK II ANSWERS +++++++
Warning!!! This program contains a COMPLETE WALKTHRU of one of the
ways to completely solve the game ZORKII (c) INFOCOM. If you do NOT
want all the answers, but only hints, call the NEC-AID Society RBBS
715-362-3444 300/1200 and leave a msg for the SYSOP, he will be glad
to help. If you do decide to use this program, using CTRL-S and <cr>
will enable you to see "just a little bit" at a time......~
* * * Zork II * * *
So, ready to continue the adventure in the GREAT UNDERGROUND EMPIRE,
eh? Wasn't ZORKI enough to convince you? Oh, well..another adventure
and another adventurer.....[sigh....] Before we begin, let me give
you a few well chosen 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 F***** spell 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 -SE ~
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. 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. ~
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 ledge 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.
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!