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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;
you don't need it for anything.
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!
The game "Zork II" is
copyrighted by InfoCom, 1981.
This walkthru is copyrighted
by Scorpia, 1983.