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See Return to Zork Hint, Solution, Solution #2, Solution #3, Solution #4, Solution #5 here!
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Hint for Return to Zork
Some of the code words:
1. Suspendur = september
2. Jam = june
3. Augur = august
4. Mage = may
5. Ottober = october
6. Dismembur = december
7. Jelly = july
8. Arch = march
9. Mod day = monday
10. Wands day = wednesday
11. Star day = saturday
12. Sand day = sunday
13. Frobuary = february
14. Numberbur = november
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Solution for Return to Zork
Эта игра полна различных приключений и неожиданностей.Здесь будет всё:
и драки, и магия, и долгие похождения по неизведанным просторам. Вам
представится возможност полетать на настоящем орле. Вы будете сражаться с
чудовищами и троллями, будете путешествовать по рекам. Кто бы мог подумать,
что из подвала обычной старой мельницы можно попасть в другое время, но вам
предстоит и это. Основная ваша цель - это сразиться с богом сна Морфеем и
победить его. У вас есть всё для этого. Фотоаппарат которым вы можете фотог-
рафирывать всё, что вам встретится в пути и магнитофон, который автомати-
чески записывает и может по вашему желанию воспроизвести любой из диалогов,
которые вы услышите в пути. Hу а самое главное это то, что во время ваших
приключений вы преобретёте себе новых друзей. Удачи вам!!!
Возьмите слева камень (rock) и бросьте его в птицу (vulture). Идите вперёд,
к мояку. Войдите в маяк и поговорите с его хозяином. Выходите на улицу и
обойдите маяк слева. Срежте ножом виноградные лозы (vines). Свяжите ими дос-
ки, которые лежат на берегу. Садитесь на плот и плывите по реке. Когда уви-
дите мост, выходите. Вы попали в город WEST SHANBAR. Войдите в разрушенное
здание (destroyed hardware store). Возьмите коробку (box) и ручку (crank).
Выходите и идите к школе справа (school house). Постучите ручкой в колокол
и вас впустят внутрь. Поговорите с учителем и после небольшой контрольной
работы она даст вам тетрадь (notebook). Идите в мерию (town hall). Погово-
рите с мером (mayor). Ознакомьтесь с содержимым ящиков справа. После того
как вы покините мерию развернитесь и идите налево в старую мельницу (old
mill). Войдите в неё и пропустите стаканчик со стариком (Boos). Возьмите
рядом с машиной ключ (key). Поверните водяное колесо слева. Выходите из до-
ма и возвращайтесь в город. Идите к магазину, он находится далеко слева. От-
кройте дверь при помощи ключа. Возьмите в магазине батарейку (battery) с
полки. Далее откройте кассовый аппарат. Возьмите деньги и билеты. Выходите
из магазина и идите под мост. Отдайте мальчику билеты и взамен получите неч-
то (gift). Идите на мельницу и сделайте следующее:
Когда старик нальёт вам стакан полейте им на растение (plant), слева. Затем
сделайте тост и выпейте пустой стакан. Повторите эту операцию 4 раза, пока
старик не упадёт. Выходите из дома и снова возвращайтесь туда.
Повторите операцию 3 раза, а на четвёртый выберите в менюшке опцию с пере-
чёркнутым знаком. После того как старик даст вам ключи поднимите с пола про-
бирку (flask). Залезайте в подвал. Перед вами дверь. Откройте её при помощи
ключей, которые вам дал старик. Вы оказались в новом измерении. Выходите на
улицу и идите прямо. Войдите в MOODOCK'S ARMOURY и поиграйте в интересную
игру с мужиком (используйте игровую доску перед ним). Hужно запереть его фи-
гуру (ходите по кругу). Когда вы победите он даст вам меч (sword) и монету
(coin). Выходите из дома и повернитесь лицом к мосту. Перейдите мост и идите
налево. Возьмите книгу (book) у клоуна. Идите налево и увидите домик. Вой-
дите в дом через одно из окон. Войдите во вторую дверь слева. После того как
вас ударит приятная девушка и вы очнётесь попытайтесь ответить на её вопро-
сы. Затем идите из главной комнаты в комнату справа. Войдите в комнату и
возьмите зеркало (mirror) со стола. Из главной комнаты идите вперёд и вы по-
падёте на кухню. Возмите мыло (soap), затем термос (thermozz) со стола. От-
кройте холодильник и возьмите из него мясо (meat). Hевыходя из кухни положи-
те мыло в раковину (sink). Пустите воду из крана и получите полную раковину
мыльной воды. Возьмите нечто у себя из сумки и помойте его в мыльной воде.
Вместо него вы получите чистое нечто (mysterious disk). Из главной комнаты
войдите в комнату слева. Hа вас выскочит собака, если вы нажмёте на неё то
она кинется на вас. Выходите из дома. Выходите на дорогу. Походите по тропам
(только не уходите далеко) пока не встретите ту девушку. Сфотографируйте её.
Подойдите к её дому, но не входите в него а идите направо. Перед вами старая
мельница. Используйте имеющуюся у вас ручку на двери. Покрутите ручку по ча-
совой стрелке. Когда мельница развалится, возьмите морковь. Идите направо и
войдите в красный дом. Извинитесь (apologetic) перед парнем. Выходите на
улицу и возьмите с земли коробку (box). Идите в синий дом. Рядом с коровой
возьмите сено (hay) и снова положите его. Зажгите спичку и подожгите ей се-
но. Погрейте руки над огнём. Подоите корову в термос, а затем дайте ей мор-
ковку. Возвращайтесь в дом той девушки. Зайдите на кухню и наполните пробир-
ку, которую вы взяли у старика, водой из-под крана. Идите в город. Подойди-
те к последнему зданию слева и потяните за первый рычаг (lever 1) Возьмите
у себя из сумки bra box и киньте его в печку. Теперь опять потяните за пер-
вый рычаг. Далее потяните второй рычаг (lever 2). Когда откроится ящик,
заглените в него. Там будет лежать железка, полейте её из пробирки. Возьми-
те железку и подойдите к первому зданию слева (оно первое, если смотреть от
моста). Используйте железку на двери, чтобы войти в него. Потрясите (Shake)
коробку с хлопьями (cereal box) 2 раза и там появится свисток (whistle).
Возьмие его. Поймайте крысу (rats) которая бегает по столу. Положите крысу
в коробку (box), которая у вас уже припасена. Подойдите к последним зданиям,
там будет развилка. Идите налево. Возьмите керамику (tiles) с земли. Повер-
нитесь на 180 градусов и возьмите раму (frame). Положите керамику в раму и
посмотрите на неё. Вам предстоит поиграть в пятнашки так чтобы получилась
фраза "Water unseen at falls mix with bat dropping yields potion for". Ког-
да вы соберёте пятнашки в выше указаном порядке, вам дадут последнюю фишку.
Выходите из игры и берите камни (disk piece) и кусочки металла (pieces of
illuminyte) с земли. Теперь идите обратно в город и входите в первый дом
справа, если смотреть от моста. Подойдите поближе к женщине за стойкой и
дайте ей монеты. Поднимитесь на лифте и войдите в свой номер. Положите ку-
сочки металла на тумбочку. Hа пульте управления, который висит на стене по-
верните сначала первую, а затем вторую ручку и вы уснёте.
Итак, начинается самая главная часть игры.
Первым делом отправляйтесь на ферму и украдите немного морковки. Идите в ко-
ровник и перелейте в пробирку (flask) молоко из термоса, а затем подоите
корову. Как это делать вы уже знаете. Выходя из коровника,не забывайте угос-
тить корову морковкой. Теперь идите в Шепчущий Лес (Whispering Woods) и вы-
пейте всё молоко, которое у вас есть. Вам должны дать [5] очков за это.
Возможно, что очки вы получите не сразу, тогда вам придётся доить корову ёщё
несколько раз. И вот теперь когда получены долгожданные 5 очков смело захо-
дите в лес. Вот план вашего пути.
TeTTTTTTTTTTTTTTT
T T T T T T e - вход в лес.
T TTTTT T T TTT T T - деревья и камни.
T T T T x - выход из леса.
T TTT TTT T TTT T
T T T T T
T TTT T TTT TTT T
T T T T T T T
T TTT T T T T T T
T T T T T T
T TTT TTT T T T T
T T T T T T T
TTTTTTTTTTTTTxTTT
Вы вышли из леса и оказались на пристани. Ударьте в колокол (bell), пока не
появиться перевозчик. Покажите ему монету, которую вы получили вместе с ме-
чом и он перевезёт вас на остров. Идите к дому Канука. Войдя в дверь вы уви-
дите гуся. Возьмите письмена (scroll) и прочитайте их гусю. Гусь превратит-
ся в человека. Покажите ему кусочки диска (disk pieces) и затем входите в
бутылку, справа. Заходите на корабль и поднимайтесь на мачту. Увидите номер
на парусе. Hомер нужно запомнить. Заходите в каюту и берите тряпку (rag) и
идите к сейфу. Откройте его. Шифр сейфа вы видели на парусе. Возьмите в нём
кусочки диска (disk pieces) и металлические куски (metal rusty). Теперь нуж-
но взять в руки зеркальце из вашей сумки. Выходите из бутылки. Канук превра-
тится в гуся. Скормите гусю писмена и он снесёт яйцо. Выходите из дома и ис-
пользуйте на яйце нож. Писмена снова у вас. Идите на пристань и позвоните в
колокол. Снова покажите перевозчику монету. Когда сойдёте на берег идите об-
ратно в город. В городе зайдите в магазин Чёрного Смитта (Blacksmith shop) и
дайте ваш меч кузнецу. Пошатайтесь по городу пока кузнец чинит меч. Возвра-
щайтесь в кузницу и дайте кузнецу кучку монет из сумки (он может отказаться
от денег, значит меч не готов. Возвращайтесь позже). Когда получите меч об-
ратно идите во второй лес (поворот налево у развилки). Идите NORTH, EAST,
EAST, SOUTH. Вы окажитесь у металлического дерева. Используйте на нём свой
меч и подберите упавшие монеты. Меч ваш сломался. Идите обратно в город.
NORTH, WEST, WEST, SOUTH. Возвращайтесь в кузницу и верните кузнецу сломан-
ный меч. Получите взамен рецепт нового меча. Идите к кораблю Бена (Ben's
boathouse) Поговорите с ним о кнуте, который он держит в руках. Затем пока-
жите ему фотографию Ребекки. Он должен дать вам бумаги (sealed letter). За-
тем дайте ему рецепт меча. Он должен дать вам новый меч. Идите доить корову.
Полученное молоко перелейте в пробирку. Идите в лес в котором вы брали моне-
ты. Следуйте по данной карте.
TTTTTTTTTTTTTTTTTTTTT
@ T T$T
TTTTT TTT TTT TTT T T + - Вход.
T T T T T T T \ - Металлическое дерево.
T TTT TTT T T T TTT T - - Лучник.
T T T T T T T T % - Территория светлячка.
T T TTT TTTTTTT T T & - Дерево дух.
T T T T > - Лиственная западня.
T TTT TTT TTT TTT T $ - Статуя кабана.
T T T T T > T @ - Паук/Выход.
T T TTTTT&TTTTTTT T
T T T T T
TTTTT TTT TTT T TTTTT
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
Первая ваша остановка - Лучник (Bowman). Дайте лучнику молоко из пробирки и
он уйдёт. Подберите все вещи которые он оставил (лук, стрелы, пробирку).
Теперь идите к светлячку (Fairy Area). Вы оказались в темноте, зажгите спич-
ку. Поговорите дружески со светлячком и она даст вам мешочек (Fairy).
Далее идите к Дереву духу (Tree Spirit). Послушайте её надоедливую песню и
уходите. Следующий пункт - Лиственная западня (Leaf Trap). Бросьте свой меч
вперёд и ловушка поднимится вверх. Используйте нож на листьях и получите об-
ратно меч. Теперь идите к статуе кабана (Boar Statue). Ударьте по ней три
раза мечём и вам дадут вторую половинку диска. Идите к выходу. Перед вами
паутина. Вы ничего не сможете с ней сделать,не побеспокоив паука. Возвращай-
тесь назад, к городу. Идите в Шепчущий Лес и пересиките его. Hа пристани вы-
зовите перевозчика и показывайте монету. Hа двери в дом Канука вы увидите
магнит. Отдерите его мечом. Загляните в вашу сумку и используйте магнит на
свистке. Когда появится орёл не пугайтесь, теперь это ваш надёжный помошник.
Покажите орлу любое место на карте и он мигом перенесёт вас туда. Идите на
ферму и наполните молоком свои ёмкости. Идите налево и попадёте в Vulture
Pits. Загляните в сумку и используйте на мясе мешочек который вам дала Свет-
лячок. Бросьте мясо в сторону пещеры и его сожрут орлы. Когда они заснут за-
ходите в пещеру и берите бумеранг (talon). Теперь идите к Утёсам Депрессии.
Cliffs of Depression. Берите верёвку (rope). Теперь идите на пристань к ло-
дочнику Бену и заплатите ему за лодку. Войдите в лодку и засуньте в мотор
крысу из ящика. Плывите на болота. Заходите в дом-дерево и знакомтесь с его
хозяйкой, ведьмой Witch Ita. Будьте осторожны в выражениях, вы должны пока-
зать, что вы друг. Когда диалог закончен покажите ведьме молоко. Затем от-
дайте ей письмо, которое вам дал Бен. Ведьма с восторгом прочитает письмо и
удалится. Возьмите её посох (stick) и решайте, что делать: Идти по болоту и
заработать очки или вызывать орла, чтобы он унёс вас оттуда. Если вы решили
идти по болоту используйте посох ведьмы на каждом островке. Если он тонет,
то там трясина. Карты болота нет и я могу лишь дать совет:держите путь на
восток. Если вы решили вызвать орла, достаточно заглянуть в сумку и указать
на карте любое место, чтобы там оказаться. Когда вы сделали свой выбор идите
к меру. Покажите ему книгу и он переведёт вам один диалог. Далее идите к
школе и покажите книгу мисс Пепперс. Она скажет вам, что следующий диалог
вам переведёт Ребекка. Идите её искать. Когда она появится используйте маг-
нитофон и прокрутите ей запись разговора с мисс Пепперс. Затем покажите ей
книгу и она переведёт вам второй диалог. Отправляйтесь на лодочную станцию
и заплатите за лодку. Плывите к дому колдуньи. Если её там нет походите нем-
ного по берегу и она вернётся. Покажите ей книгу и она переведёт вам третий
диалог. Теперь идите к кузнецу и покажите книгу ему. Заплатите ему и он пе-
рреведет четвёртый диалог. Если он отказывается от денег, значит мало даёте.
Идите к металлическому дереву и используйте меч, чтобы заработать деньги.
Теперь у вас есть запись четырёх диалогов. Отправляйтесь в точку, где вы на-
чали игру. Посмотрите на плакат и увидите, что там растет растение. Выкопай-
те его ножом. Идите к Утесам Депрессии. Закиньте верёвку на сук и спускай-
тесь по ней вниз. Заходите в клуб и используйте магнитофон, чтобы собравшие-
ся услышали по очереди запись четырёх диалогов. Им понравится ваше выступле-
ние и в качестве приза вы получите кусочек диска. Отправляйтесь на маяк, но
-
прежде возьмите верёвку. Отдайте смотрителю кусочки металла (pieces of
illuminyte), затем покажите ему кусочки диска и получите от него завершающую
часть диска. Поднимитесь на верх и используйте её на перилах. Завяжите её
узлом, которому вас научил лодочник Бен. Прицепите к верёвке бумеранг. Заб-
росьте верёвку на другой берег. Получится прочный мост. Идите в храм. Возь-
мите кстатуи щит (shild). Заходите в храм. Дружески поговорите со святой
женщиной. Дайте ей свой меч и она освятит его. Идите обратно на маяк и сни-
мите с верёвки бумеранг. Теперь используйте карту и пусть орёл унесёт вас
обратно в храм. Во дворе храма увидите пролом в заборе. Идите туда, это до-
рога в лагерь солдат. Там вы получите в подарок генеральскую шапку. Идите
налево, вверх и попадете в Mining cart. Используйте тележку и вам предстоит
увлекательное путешествие по тоннелю. Во время этого путешествия вам предёт-
ся управлять своей каретой. Hужно успевать поворачивать направо или на лево.
П - поворот направо.
Л - поворот налево.
В - вперёд. Проезжаете первые повороты и сворачиваете только на следующих.
Ваш путь такой: Л П В П Л П В П Л Л П В
Итак, вы попали в мемориал скульптур. Вам нужно дать каждой статуе её вещь.
Hачинайте слева направо.
1) ПОСОХ КОЛДУHЬИ.
2) БУМЕРАHГ.
3) ТЕРМОС.
ЦЕHТРАЛЬHУЮ СТАТУЮ ПРОПУСКАЙТЕ.
4) ГЕHЕРАЛЬСКАЯ ШАПКА и ПУСТАЯ КОРОБКА.
5) ЩИТ.
6) TELE - ORB (Шар из сумки).
Затем положите кусочки диска в середину бассейна. Hажмите на зелёную кнопку.
Ваши кусочки востоновлены в одно целое. Забирайте свой склеенный диск и вос-
пользуйтесь услугами орла. HО ПРЕЖДЕ СОБЕРИТЕ ВСЕ СВОИ ВЕЩИ HАЗАД.
Идите в Troll Cave. Заходите в пещеру и кладите генеральскую шапку. Стало
светло. Перед вами охранник. Зарубите его мечом, удар должен быть слева.
Идите вперёд и убейте охранника ударом снизу. Вперёд. Этого красавчика зару-
бите сверху. Вперёд. Перед вами король троллей. Запугайте его и он выложит
вам талисман (necklace). Выходите из логова троллей и идите в зелёный лес.
Hайдите там паука и покажите ему талисман. Паук ретируется. Разрубите мечом
паутину и идите к Flood Control Damp. Забирайтесь наверх и наполните пробир-
ку водой из водопада. Теперь идите на лодочную станцию и заплатите за лодку.
Поезжайте к ведьме на остров и покажите ей термос молоком. Она разрешит вам
взять летучих мышей в клетке. Берите их. Идите в Лес Шептания. Сделайте шаг
вперёд и выпустите летучих мышей. Подберите то, что они после себя оставили
(нечто зелёное) и положите это в пробирку с водой, в вашей сумке. Теперь
идите к Утесам Депрессии. Развернитесь на 180 градусов и идите налево.
Киньте в невидимую преграду ваш диск и вам откроется Замок Забвения. Подой-
дите к воротам и используйте лук со стрелами. Перед вами открыли двери. Сме-
ло вперёд. Вы наткнулись на охранника, который готовится атаковать вас. Вы-
пейте содержимое пробирки и исчезнете из глаз охранника. Затем используйте
магнитофон и включите охраннику запись ALEXIIS. Услышав рёв голодных псов,
охранник испугается и покинет свой пост. Идите вперёд и окажитесь в пещере
с двумя потоками лавы. Вот вы и попали в самое сердце царства Морфеуса.
Выбрасывайте из сумки все, что там есть. Лава отступит и можно идти вперёд,
через пропасть.
ВHИМАHИЕ!!!!!!!!!!!! СОХРАHИТЕ ИГРУ!!!
ФИHАЛ
~~~~~
Вы в логове Морфеуса и он сам перед вами. Вам предстоит поиграть с ним в иг-
ру похожую на шахматы. Правила очень просты. Ваша фигура ходит как обычный
шахматный конь. Фигура Морфеуса ходит как заблагорассудится Морфеусу.
Ваша задача сводится к тому, чтобы запереть его фигуру. Если вам удастся это
радуйтесь вы победитель. Если вас постигла неудача, то вы присоединяетесь к
колекции каменных фигурок, которые бог сна собирает в свободное время.
Итак, будем надеятся на ваши умственные способности. ВЫ ПОБЕДИЛИ!! УРА!!!!!
ВЫ ОСВОБОДИЛИ ВСЕ HАРОДЫ ПРОШЛОГО И БУДУЮЩЕГО ОТ ЗЛОГО БОГА. ВЫ СПАСЛИ ВСЕХ
ТЕХ КТО ОСМЕЛИЛСЯ ИГРАТЬ В HЕРАВHУЮ ИГРУ С МОРФЕУСОМ. УРА ВЫ ПОБЕДИТЕЛЬ!!!!!
г=========¬
¦ THE END ¦
L=========-
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Solution for Return to Zork
RTZ is full of illogical points and obscure puzzles. While there is much
information in the game, with vague hints on what to do in some situations,
there is also a lot that isn't very clear at all. This walkthru should help
you finish the game without too much frustration.
Save often as you venture through Zork, and take pictures of everyone and
every place that you can. Some of those pics are important. I will be
mentioning key items thoughout this file, but remember to show all the items
and pictures to everyone.
Also, when you're finished with an item, keep it in your inventory. You'll
need everything that doesn't get used up for the endgame.
RTZ isn't exactly non-linear, but there are many things you can do in
different order and still reach the end game. For instance, you can easily map
your way through the Whispering Woods without the bats, and thus visit Canuk
before you see Witch Itah. You would still have to release the bats there
later, though, in order to get the bat guano (the bats can only be let out at
the Whispering Woods).
So, if you are playing the game a little differently than detailed here, it's
probably not a cause for worry. Simply check the walkthru for those places
where you're stuck.
Okay, you start at the Mountain Pass. Pick up the rock at heave it at the
vulture, so you can use your knife to dig up the bonding plant. You must dig
it up, not just pull it up, as a living plant is needed later on.
From there, move along forward to the lighthouse. Talk to the keeper, then go
back outside and around to the vines and planks. Cut up the vines and use them
on the planks to make a rickety raft. Ride the raft downriver, and be ready to
turn right when you see the broken bridge. This will land you in Old West
Shanbar.
Drop in the the mayor, talk to him, and read all the stuff in his files. Then
trek over to the schoolhouse and ring the bell with your knife. Ms. Peepers
will let you in, and give you a pop quiz. This is part of the game's copy
protection, and the questions are random. Whatever she asks, you can find in
the Encyclopedia Frobozzica.
She'll give you a notebook that takes some automatic notes as the game
progresses. That's all you can do here for now, so continue on to the hardware
store. Pick up the box and crank. The mice are not important, so don't take
them (besides, they're diseased; you could carry them safely in the box, but
as you don't need them, why bother?).
Go back to the bridge and down to have a brief chat with the Waif. Climb up
and go left to visit Boos Miller. Here's where the info in the Mayor's files
comes in handy. Boos offers you a drink (he does this every time you enter his
shack). Follow the toasting ritual, being sure to dump your liquor into the
potted (haha) plant each time, and also pretend to drink each time after the
stuff has been poured out.
Afte he's had his third shot, ask for his keys. Before this, he's not drunk
enough to give them up, and on the fourth he conks out, so it has to be done
now. Finish up the ritual. Get the silver flask from the floor and step out
the other door to pick up the key for the gift shop. Also pull the chock out
of the water wheel so the trap door will open inside the mill.
Go to the gift shop. Take the money and tickets from the cash register, and
the battery from the shelf. Put the battery in the Teleglobe. Return to the
Waif and give him the tickets. He will give you a "gift". At this time, fill
the silver flask with water from the river (just there at the right edge of
the screen).
You're pretty much done here for now, so go back to the mill and down the trap
door. Use Boos' bunch of key to unlock the door at the bottom. Go through that
and you'll be in East/West Shanbar (the New West Shanbar).
Stop in at Moodock's first, and play Survivor with him. After you win, he'll
give you a rusty sword and a coin. Go to the Blacksmith's and give him the
sword to clean up. While he's doing that, go talk to Molly at the Inn. By now
the sword should be ready, so pay the two zorkmids for it. Don't worry about
money too much; you won't need a lot of it, and this walkthru will show you
how to get the most from it.
Cross the bridge, and go left from the Hero's Memorial to the Fool's Memorial.
Pick up the book. This is a joke book. You can't read it, but several others
in the game can, and you need to collect four jokes for your stint at the
Comedy Club later on.
Go right to Pugney's Farm. Do NOT touch the box on the lawn. Talk to Pugney,
being sure that you use the "apologetic" expression while he goes into his
diatribe. He will then let you take the box. Back up to the Fool's Memorial,
and this time go right to Snoot's Farm.
Enter via the window (no one will answer the door). Step through the far door
left to surprise Rebecca while she brushes her teeth. Then she surprises you
with a hefty right. Ouch! Sorry, no way to avoid that. While you're sprawled
on the floor, under a shotgun barrel, you get to answer another copy
protection question, again from the Encyclopedia. This, fortunately, is the
last one you have to answer.
Rebecca gives you permission to take what you need, and vanishes for the time
being. After this, she will pop up along the different roads around the
Shanbars. You'll be running into her now and then, so she hasn't gone for
good. For the moment, raid the refrigerator for the meat, and pick up the
Thermofrozz on the table.
Put the soap in the sink and turn on the water. Wash the Waif's gift in the
soap suds. Ta-da! You have the first of six pieces of the Flying Disk of
Frobozz. Then go to the bedroom and help yourself to the mirror on the table.
There is no way past Alexis, the poodle/hellhound. However, it IS important
that you make him growl once, so you have it on tape. You will need this
recording near the end, so don't forget it.
On your way out, go left to the silo. Use the crank from the warehouse,
clockwise, to break the thing open. Snarf some carrots. Then head back to
town, and visit the incinerator. Pull lever 1 and throw the box of brassieres
into the incinerator. Pull lever 1 to close the furnace.
Now pull lever 2 and look in the box. A single hot wire resides within. Pour
out the water in the flask on it. Use this wire to pick the lock on the door
of the general store.
Shake the cereal box two times to bring the vulture whistle to the top. Take
that, and then catch the rats running around. Put them in the crate you got
back at the warehouse.
Go out of town past the incinerator. Take a picture of the Whispering Woods.
Then go the other way to the ruins. Pick up the tiles, then step into the
woods and come out again. This time, you see a frame on the ground. Take that,
and put the tiles into it to create the sliding-block puzzle.
When the tiles are properly arranged, they spell out the following message:
"Water unseen at falls
Mix with bat dropping
Yields potion for invisibility"
The last tile will appear when the others are in the proper positions. You
must do this puzzle, because the second message (the large letters) tells you
to look again at the ground around the ruins. This time, you will find two
pieces of illuminite, and the second piece of the Flying Disk. These don't
appear until after the puzzle is complete.
Okay, visit Ben Fyshin off the left of the bridge. Show him a picture of any
woman. He will ask you to take a letter for him to Witch Itah. Click on the
knot so he shows you how to make a cow-hitch knot. Now rent a boat from him.
At the close-up of the motor, take the rats from the box and put them into the
motor. Ride forward to the swamp and Itah's hut. By this time, the meat is
pretty rank, so drop it outside her door before you enter, or she won't talk
to you.
Show Itah the book and get your first joke. Then give her Ben's letter. She
hightails it out of there, allowing you to take her stick. Do NOT touch the
bat cage at this time, or you'll be in big trouble. Go out the back door, and
make your way through the bogs, using the stick to test the earth along the
way.
As soon as you're back, go to the Spirit Forest (not the Whispering Woods).
After you step inside, go north, east, east, and south to the Zorkmid Tree.
Hit the tree with the stick. This will shake down some money for you (you
could also use the sword, but that breaks, and we don't need extra
complications here).
Then rent another boat from Ben for a second trip to Itah. This time, show her
your picture of the Whispering Woods, and she will allow you to take the bats.
Pick up your rotting meat, and make a second trip through the bogs. Luckily,
you won't have to visit the dear lady again.
Return to Pugney's Farm, and head over to the barn. Pick up a clump of hay,
then drop it. Light a match to burn the hay, then warm your cold little hands
over it. Get the Thermo from your inventory, hold it over the cow, and milk
the darling for all she's worth.
Trek back to the Spirit Woods. After you step inside, go north, north, west,
south, west. Here you see a blind archer trying to shoot a fairy. At the first
opportunity, give him the Thermo of milk. Now that he can see, he's a trifle
embarrassed, and after making apologies, drops his bow and arrows before
taking off, probably for some quest or other (what a kingly gesture ;).
Grab all the stuff. From here, go north twice. Face west, light a match, and
walk west to have a chat with the fairy. Be sure to use the friendly face so
you get the fairy dust. That's all you can do in the forest for now, so make
another trip to Pugney's barn.
This time, move off northwest to the Vulture Pits. Standing carefully outside,
sprinkle the fairy dust on the meat, then throw the meat. After the vultures
wolf it down and flap off into dreamland, nip inside the pit and grab the
talon (there's nothing else in here to grab).
It's been awhile since we've seen our friends in Old West Shanbar, so now is a
good time to revisit. Show the book to the mayor to get your second joke. Also
show it to Ms. Peepers. She can't read it, but she tells you that Rebecca
might help with this. Also show her the pic of Moodock, so you know about that
little extra move (or non-move, actually) in Survivor. You must have this
information for the endgame.
Okay, head over to New West Shanbar, and the Whispering Woods. On this
occasion, simply walk straight in for a few screens, then turn around and walk
out again. When your peripheral vision fails, drink some milk. This won't be
enough, though. Altogether, you need three sips, and the Thermo only holds two
at most. Since the archer had a slug, yours empties the Thermo.
You guessed it, it's cow-milking time again. Been wondering about those
carrots, eh? This is when you feed em to Bossy....and of course, you have to
warm up those frigid digits of yours again, too.
With a now-full Thermo, return to the Whispering Woods (stop off at Snoots
farm along the way to grab some more carrots). After you step in, free the
bats. They helpfully leave a trail of guano for you to follow. Remember to
pick up one piece of it. Then just go along in the wake of the bats, drinking
milk when necessary. Eventually, you emerge at the ferry dock.
Ring the bell three times ("three rings begins"). As you expected, the
skeletal ferryman appears. Show him the coin you got from Moodock. You *must*
SHOW it, only! If you give it to him, you'll be in trouble (actually, not too
much trouble, since you have the talon, but life is easier and you do need
that coin later for something else).
When you arrive, walk up the path to Canuck's hut. Use the sword to pry off
the magnet door knocker. The sword will break, but that's okay. Go inside.
Pick up the scroll, and read it to the duck to restore Canuk to his rightful
form.
Show him the book to pick up your third joke. Ask him about various inventory
items (he IS informative), especially the disk pieces. Then click on the
bottle in back and ask him about it. He'll tell you there's a disk piece
inside it and shrink you down so you can get the piece.
Once inside the bottle, go straight forward to the room (just outside the
room, you can go up to read the safe combination, if you wanted to). Pick up
the rag, then set the tumblers to 9427 and open the safe. Take the disk piece
and rusty metal. Close the safe, and back out to where you arrived.
Before going further, get the mirror from your inventory. If by any chance you
don't have that, wipe the rusty metal with the rag to get a reflective
surface, and hold the shiny metal in your hand.
Whichever, one of those two items must be ready before you leave the bottle.
As you likely figured out, Canuk is possessed at times by Morphius and as soon
as you emerge from the bottle, Canuck will cast a Duck spell at you. If you
don't reflect it back, the game will end somewhat abruptly.
Once Canuk is a duck again, pick up the scroll and feed it to him. He will lay
an egg. In this form, you can take the scroll out of the hut with you. That
finishes up this segment, and you can return to Shanbar by ringing the ferry
bell twice ("two rings return"). As before, show the coin to the ferryman to
gain passage.
Now it's time to have a little showdown with Mr. Blacksmith. Show him the
sword, and use the threatening expression several times. He admits he made a
little goof with the sword (ie, the one he gave you wasn't the one you gave
him), and hands you a voucher to give to Ben. So do that little thing, and now
you have the real Elvish (NOT Dwarven; it was *never* a Dwarven sword!!!)
artifact.
Walk around until Rebecca turns up and show her the book to obtain the fourth
joke. Go to the Cliffs of Depression, pick up the rope, and tie it to the
tree. Get out your tape recorder, and set it for the four jokes. Doing this
now saves you time later. Just scroll through to the four people, and set the
tape at the beginning of each track with a joke on it.
Okay, climb down the rope and enter the comedy club. Play the tapes. Let each
track run through to completion. After the fourth one, Cliff will give you
another piece of the Flying Disk. Your bonding plant is almost dead by now, so
don't stick around. Climb back up, and remember to take the rope with you.
There's a little segment here that doesn't do much for advancing the action,
but you do get some points for it. Rent a room from Molly. Once in your room,
put the illuminite on the night stand, and turn off the light. After the
dream, turn on the light, take back the rocks, and leave. Kinda disappointing,
but that's all there is to it.
Go to some open place (for instance, the ruins). Hold the magnet and use it
with the whistle. A vulture will fly up and carry you off. You can go anywhere
on the map, and the place you want is the lighthouse.
After you land, visit the keeper. Give him one of your illuminite rocks. Then
have a little chat with him. The first thing is to show him your pieces of the
disk. Amazingly, he has one, also, and hands it over to you. You now have five
pieces, and the disk is almost complete.
All right, upstairs you go. Tie the rope to the rail with the cow-hitch knot.
Tie the talon to the rope, then toss the rope. Thanks to the talon, you have a
double rope bridge that is safe to cross.
Just outside the temple, take the shield from the statue. When you meet the
Holy Woman, be sure to use the "fascinated" expression several times, as only
this will get her to tell you anything about the disk (oddly, showing her the
pieces will not evoke any reaction at all!).
At this time, you get a special gift. Your map has become a magical map, and
you can travel instantly to any spot on it, merely by clicking on the location
(bet you were wondering how to get back down river, eh? ;).
Now give her the sword so she can bless it. That takes care of the temple. On
your way out, go NE (right) from the courtyard to the Dwarf mines. One of the
Dwarfs will give you a miner's helmet. Use your map to get to the Troll Cave.
Wear your helmet and ready your sword. You must defeat three Troll Guards
before you reach the Troll Chief. Use a Left stroke for the first guard, an Up
stroke for the second one, and a Down stroke for the third.
Okay, when you walk in on the chief, you MUST use the "threaten" expression
repeatedly while he talks. He'll go from bluster to whining, and finally hand
over the necklace before running away in shame. Just showing him the sword
won't help; he'll whine and cringe, but he won't do anything else.
The end game isn't far off now, but you still have a few things to do here and
there, such as in the Spirit Forest. Make your way back to the spot where you
got the fairy dust. From there, go west, north, north, north, east five times,
south, and east again. At this spot, you see a pile of leaves on the ground.
This is a trap. Throw anything at it to set it off (I used the shiny metal
piece myself). Once that's out of the way, go east once, and then due north to
the Hungry Board Memorial. Strike it three times with your sword for the sixth
and final piece of the disk. Back up one step.
Go west, north, west four times, south, west, west, north, west, west. You
should now be at the nasty spider. Show it the necklace, and off it goes. Some
fearless spider ;). Break the web with your sword. Go forward to flood control
dam number 3, then forward again to the back side of the falls. Fill the
silver flask from the backside of the water, then drop the piece of guano in
it. Your invisibility potion is now complete.
Use the map to return to the Dwarf mines. Since you have the sword, another
Dwarf shows up, and the byplay between the two of them is supposed to tell you
the directions to maneuver the mine car to reach the statues. But as you have
this walkthru, though, you don't have to take any notes (heh).
Mine car directions: Left, Right, Straight, Right, Left, Right, Straight,
Right, Left, Left, Right, Straight.
(The "straight" means pass by a branch without turning)
The car should end at the seven statues. First, put the disk pieces into the
trencher. Now put the following items on the statues, from left to right:
Witch Stick, Talon, Thermo, Box & Helmet (these go on the same statue),
Shield, Orb.
Then push the green button. The statues should start to move, tossing the orb
around until it ends up in the hands of the seventh statue. The one wearing
the helmet shines light on the orb, and that reforges the disk into a whole,
functional one. Whew!
Take the disk from the trencher, and use the map to travel to the Cliffs. Go
to the left of the Cliffs, where the path is apparently blocked by rocks.
This, of course, is the Wall of Illusion. Throw the disk. Smash! That takes
care of the illusion, and you can approach the Citadel.
Use the bow with the arrows (NOT the other way around) to shoot the hand and
open the door. Get your tape recorder with the Alexis track ready. Pick up the
silver flask. Walk in on the Orc guard. Take a sip from the flask, then play
the tape to scare him off (it would have made more sense to walk in already
invisible, but....)
In the next room, you have to shed ALL your inventory items. Doesn't matter
much, since you don't need any of them after this. Just keep chucking stuff at
the bridge until you get the message it's safe to cross over. Before doing
that, however, save the game.
When you cross the bridge, you finally meet Morphius, and must play a game of
Survivor with him (you get the Trembyle piece). During this segment, you are
NOT able to save or restore the game. So, in case you lose, or get yourself
into a corner where you can't win, you want a save position handy.
The game itself is just what you played with Moodock, but since you have the
Wizard this time, you have to be a bit more careful with your moves. And keep
in mind the ability to pass, as this is what will win the game for you.
Winning the game causes Morphius such anguish he pretty much explodes (sorta
like being in a transporter beam set to maximum dispersal). After that, you
can sit back and enjoy the ending sequences.
This walkthru is copyrighted 1993 by Scorpia, all rights reserved. Return To
Zork is copyighted 1993 by Activision.
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Solution #2 for Return to Zork
RETURN TO ZORK: WANT SOME HINTS? 'COURSE YA DO!
THE HINTS WILL BE GIVEN WITH LINES IN BETWEEN.
IF YOU WANT A GENTLE HINT STOP AT THE LINE.
IF YOU NEED MORE OF A HINT YOU CAN KEEP READING.
MOUNTAIN PASS:
Pick up the rock.
...........
How do you get rid of that vulture?
...........
Throw the rock at the vulture.
...........
What to do with that plant?
...........
DIG UP the plant by the sign with the knife.
LIGHTHOUSE AREA:
Talk to the Keeper in the lighthouse.
Cut the vine and tie on wood planks to make raft. Use raft to
travel down the river and turn when you get to the bridge.
THE TOWN OF WEST SHANBAR:
GIFT SHOP:
The key is behind the Old Mill.
Battery for the Orb is inside the shop.
Cash drawer has money and Dizzyworld tickets.
HARDWARE:
Wooden box. Diseased mice. Crank.
SCHOOL:
How to get inside?
........
Try something on the bell.
........
Use the crank on the bell.
THE BRIDGE:
You will find Waif under the bridge.
..........
Try the tickets to Dizzyworld.
..........
Ask about bonding plant.
TOWN HALL:
You will find the Mayor here.
Check out the file cabinet.
Many of the hints for the game will be found here.
OLD MILL:
Boos Myller is here.
You need to read the files in the Mayor's office on toasting.
If you cannot keep up with his drinks....you can always cheat!
..........
The plant comes in handy.
..........
Pour the drink in the plant.
..........
You need to toast 4 times.
BASEMENT DOOR:
Where are the keys?
..........
Boos Myller has the keys.
..........
How do I get the keys?
..........
Ask for the keys before Boos takes his 4th drink!
THE OTHER SIDE:
TOWN OF NEW WEST SHANBAR:
NOTE: THESE ARE GIVEN IN RANDOM ORDER!
INN OF INSENOUGH:
So you need a room?
..........
Why do I keep dying when I turn the lights off?
..........
Have you found something to do with the nightstand?
..........
Try the illumynite rocks.
..........
Did you try the tuner on the monitor?
..........
Put the rocks on the nightstand and turn the tuner on the
monitor. You will then be able to turn the lights off for a
little sleep and dreaming.
MOODOCK:
Have you read up on the survivor game in the mayor's office?
..........
You will need these skills later in the game!!!!!!!
..........
Play the game and win and he will give you a sword and a coin.
BLACKSMITH:
You will find the blacksmith to be such a nice guy.
'Course ya do!
..........
Has your sword broke YET?
..........
Go and have a word with him about it.
..........
He will give you a letter to give to Ben.
Take the letter to Ben and he will give you the real sword?
..........
Have you asked him about the book?
..........
He will provide a joke for you.
GENERAL STORE:
How do I get inside?
..........
You will need to find something to pick the lock?
..........
Have you found a box around anywhere?
..........
So I have the box but it does not help.
..........
Throw the box in the incinerator.
..........
Did read up on the incinerator in the mayor's office?
..........
You will need something to cool the wire.
..........
Do you have anything that holds water?
..........
Try filling the flask or thermozz with water.
..........
Pull lever 1 and throw the box in the top.
Close lever 1 and pull lever 2.
Look in the drawer and you will see the wire.
Pour the water on the wire and pick it up.
Use the wire to pick the lock to the general store.
.........
Did You shake the cereal box a couple of times?
.........
What about those rats?
.........
Put the rats in the wooden box.
THE BRIDGE:
This is where you will find Ben.
..........
Have you shown him any photos?
..........
Have you shown him any women in photos?
..........
Did you get the letter?
..........
Have you learned anything from him?
..........
Check out his knot!
..........
So you rented a boat and you cannot get it to work!
..........
You need something to run it!
..........
Have you tried the rats from the general store?
..........
You will need to ride the boat more than once.
..........
The rats will still be in the boat when you return for your next
trip to visit the Witch.
THE WITCH HUT:
You will want to ask questions before you give her the letter.
..........
How do you get the bats?
..........
You will have to get the bats on your next trip!
..........
Did you ask her about the book?
CREEPING BOGS:
There is something you need to help you get out of the bogs.
..........
Did you take the witch's stick?
..........
You will need it to navigate to find out where you can step in
the bogs.
..........
Head north and west to get out of the bogs.
THE RUINS:
Have you got that puzzle together yet?
..........
Exactly what are we trying to say here?
..........
Do you give up?
'Course ya do!
..........
(Water) Search for 3 more pieces on the ground where this...
FOREST OF THE SPIRITS:
Have you found a tree with metal leaves?
..........
Use you sword on the tree.
..........
The tree is located east of the entrance.
The bowman and the fairy.
..........
How can you help the bowman?
..........
Have you found something to help eyesight?
..........
Have you a cow anywhere?
..........
Give the bowman milk.
..........
So where is the fairy?
..........
Go north and west and you will be in the dark!
..........
Strike a match and you will find the fairy.
..........
You will be given fairy dust.
..........
You will need to return to this area again so it is best to map
out your directions.
..........
Have you found the tree spirit?
..........
What to do with those piles of leaves?
..........
Throw something at them.
..........
You can use your sword to open them up and get back your item.
..........
The spider.
..........
Have you been through the Troll caverns yet?
..........
You need the necklace from the Troll leader.
The statue.
........
You need to open the statue.
........
Try the sword.
WHISPERING WOODS:
Are you having trouble with your vision?
.........
Have you found anything around to help with eyesight?
.........
Have you seen any cows?
.........
Use the milk to help you vision.
.........
How do I get around in here?
.........
There has to be an easier way?
.........
Have you found something that travels well in the dark?
.........
Have you visited Witch Itah again?
.........
She will give you permission to take the bats on your 2nd trip.
.........
Just follow the bats through the forest.
.........
Do you need that stuff from the bats for anything?
'Course ya do!!
.........
The way through the forest
s,s,e,e,s,e,s,e,s,e,n,n,n,e,e,s,s,s,w,s,s
just in case you lost your way!
THE FERRY:
Three rings begin.
Two rings return.
.........
That is a clue for something close.
.........
Maybe a bell nearby?
.........
Ring the bell 3 times to go over and 2 times to get back across.
So you have no coin to get back across?
.........
I certainly hoped you saved you game!
.........
He will give you a ride if just SHOW him the coin.
CANUK'S SHACK:
Have you found a bottle around?
........
One that has a ship inside?
........
What to do with the scroll?
........
Did you try feeding it to the duck?
........
Throw the egg and you will have the scroll again.
Ducks really know how to recycle!
........
Have you tried reading the scroll to the duck?
........
Canuk will give you a lot of info.
........
You might want to wait on asking him about some items.
........
It is best to ask about the bottle last.
........
I would advise you have your game saved if you want to ask about
the scroll!
........
The ship in the bottle.
........
So you found the safe and so where is the combo?
........
Have you looked around in high places?
........
The combo is on the top sail.
........
Combo is 9-4-2-7.
........
So you do all that to get turned into a duck?
........
How can you stop that spell?
........
Or maybe you can just reflect it?
........
Try the mirror.
........
It is a good idea to have it out before you leave the bottle!
........
So you have another piece of the disc.
You might want to find another way out than going back through
the forest!! Details later.
PUGNEY'S RANCH:
Have you read up on the guardian in the mayor's office?
........
If you take that box first, you might have wished you didn't.
........
He gives permission to take the bar box after you talk to him.
........
The cow.
........
How can you get this cow milked?
........
Do you remember cold hands and a warm heart?
'Course ya do!
It does not apply here!
........
Maybe you need to warm up your hands?
........
Have you tried a little heat?
........
Light the hay with the matches and warm you hands.
........
So you warmed you hands and he still boots you out.
........
If you need more milk you will need to find his food.
........
What did Pugney say he eats?
........
Find the carrots.
........
Seen a silo around?
THE SILO:
Have you found a way to open the door?
........
What do you have that will open it?
........
Try the crank.
........
Turn it clockwise.
FOOL'S MEMORIAL:
You will find the book.
SNOOT'S FARM:
So no one answers the door.
.........
Maybe there is another way inside?
.........
Have you tried the window?
How about Alexis?
Do you find him to be man's best friend?
'Course ya do!
........
I have not found a way past him either.
........
And I doubt there is one.
........
Have you checked out the files in the mayor's office on hellhounds?
........
Have you checked out the kitchen?
........
Did you find some cleaning item?
........
Maybe you should take a bath?
........
Or maybe you have something that needs to be cleaned?
........
Maybe something lucky?
........
Clean Wait's gift in the sink.
........
So you have another piece of the disc.
........
Have you checked for food?
........
Maybe you will get hungry later?
........
Maybe something cool?
........
Beef. It's what's for dinner!
........
Want a steak? 'Course ya do!
........
Maybe you should cook it in the oven!
........
Ha-ha-ha!
CLIFFS ON DEPRESSION:
Seen any rope lately?
........
What's down there?
........
Tie the rope to the tree and go on down.
........
The comedy club.
........
Found any good jokes?
........
So exactly how many jokes do you need?
........
Did you listen good to Pugney?
........
You need 4 jokes to win.
........
Did you show the book to everyone?
........
Rebecca
Mayor
Blacksmith
Witch Itah
TROLL CAVERNS:
Having a lighting problem?
........
Need a match?
........
'Course ya do!
........
So you solved the light problem but you cannot fight!
........
You need a better light source.
........
Have you been back to the lighthouse?
........
Have you been to the Dwarven mines?
........
If you haven't then don't bother.
........
You need the helmet from the dwarven mines.
VULTURE PITS:
So the vulture keeps having you for lunch?
........
Got anything he might be interested in eating?
........
Got anything rotten?
........
Toss it in and see what happens?
........
So that did not exactly work as planned.
........
Do you think a little seasoning would help?
.........
'Course ya do!
.........
Have you been to the forest?
.........
Have you met a fairy?
.........
Use the fairy dust on the rotten meat and throw it in.
.........
You will then be able to get the talon.
HOW DO YOU GET BACK AFTER GOING TO CANUK'S SHACK?
HOW DO YOU GET BACK TO THE LIGHTHOUSE?
The easiest way to handle these questions is to answer them both
at the same time!
........
That is a pretty good hint!
........
Did you talk to Canuk about vulture's?
........
Did you ask Canuk about the whistle?
........
Did you try blowing the whistle?
........
So you got the vulture but you need a little more.
........
Did you find anything at Canuk's shack to help?
........
Did you check out the blueprints?
........
Does it look familiar?
........
Did you check the door?
........
Pry off the magnet with the sword from Canuk's door.
........
Use the magnet with the whistle and the vulture will come and
take you anywhere you want to go.
THE LIGHTHOUSE AGAIN:
You have something that the keeper is interested in finding.
........
You might want to review you tape recorder.
........
Maybe something you found at the ruins after you completed the puzzle?
........
Illumynite.
Have you checked outside?
........
Maybe you can do something with that rail?
........
I don't want to string you along.
........
Try the rope.
........
Remember what the keeper said about the rope?
........
Met anyone that was all tied up?
........
Maybe around a boat?
........
Did you talk to Ben?
........
Maybe you could use something with that rope?
........
Maybe something to bring it back?
........
Maybe something like a boomerang?
........
Try the talon.
BEL NAIRE TEMPLE:
Did you check out the files in the mayor's office?
.........
Did you see anything interesting outside?
.........
Did you ask about you inventory items?
.........
Did you ask about everything?
.........
Did you ask about the sword?
.........
DWARVEN MINES:
Did you find a good source of light?
.........
Do you know of a place to use that somewhere?
.........
'Course ya do!
.........
Did they check out your sword?
.........
That's good.
Did you find you way through the mines?
..........
If you make a wrong turn you go right back to where you started.
..........
Do you already know that?
..........
And I bet you know what is coming next.
..........
'Course ya do!
..........
For the exact way through
...........
L,R,S,R,L,R,S,R,L,L,R
...........
That was a bit of a pain to get through!
ANCIENT RUINS:
Have you found out who gets what yet?
........
Have you read up in the mayor's office?
........
Did you notice a difference about one of the statues?
........
Maybe the one in the center?
........
Maybe you should leave that one alone?
.........
You cannot give him anything.
..........
So you have given all the six statues something and it still does not work?
..........
Are you having a problem with balance?
..........
Maybe you need to give a little more?
.........
One of the statues gets two items.
.........
Here is the items in order from left to right:
.........
Witch's stick
Talon
Thermozz
(Center statue gets nothing)
Box and helmet
Sheild
Tele-orb
You know to put the disc in there, don't you?
.........
'Course ya do!
.........
It will have to be complete first!
.........
SO NOW HOW DO I GET BACK?
There is another way around.
.........
Have you checked out your map lately?
.........
How are you going to get back there?
.........
Click where you want to go on the map and you will be there!
CITADEL OF ZORK:
Have you found it yet?
.........
Have you found a place you cannot pass?
.........
Try the Cliffs of Depression and turn around you will have an
arrow to the left.
.........
So how can you break through that blocked path?
.........
Do you remember what Canuk said?
.........
Do you suppose it is an illusion?
.........
Do you know anything that can break illusions?
.........
What about all those pieces you have been picking up?
.........
Throw the disc at the blocked path?
.........
You will have to have the disc re-forged for it to work.
.........
In that case you need to go back to the ancient ruins.
.........
HOW DO YOU GET PASSED THE ORC?
Maybe it would be best if he did not see you?
.........
You did figure out the puzzle from the ruins, didn't you?
.........
So did you make the potion?
.........
Well have a drink.
.........
Have you beat up the orc yet?
.........
Maybe there is another way?
.........
Maybe you should check to files on hellhounds?
.........
Maybe man's best friend can help?
.........
Play the tape of Alexis to the orc.
WHAT ABOUT THAT BRIDGE?
Maybe you should lighten your load?
.........
Between downloading and uploading you should get it.
.........
You will give up almost all of you items to get across the
bridge. All except the photos, recorder, etc.
.........
You might want to save before you go inside.
.........
And brush up on your survivor skills.
.........
You will have to beat Morphius at the game. There is no real hints here
because of the variables.
.........
Just remember how the game is played.
.........
AND REMEMBER YOU CAN PASS!!
.........
And you finally get to meet Rooper!
.........
LOCATIONS OF THE DISC PIECES:
1. The ruins--complete puzzle first
2. Wait's gift--needs to be cleaned
3. Comic club--win contest first
4. Canuk--in bottle with ship
5. Lighthouse--2nd visit
6. Forest of spirits--Boar statue--open with sword
GENERAL TIPS AND HINTS:
Mirrors reflect spells.
Maximum illumination from Illumynite can be obtained by placing
near radio speakers.
The prototype Tele-orb can receive but it cannot send.
With the puzzle all but 1 piece is visible until the correct
arrangement of words is achieved.
The dwarven sword needs to be blessed by the Holy Women of Bel
Naire Temple.
The object of the survivor game is to occupy the last remaining
square on the board.
Talons make good boomerangs.
The cow only eats carrots. Milk is good for eyesight.
The Tele-orb can be some kind of a lens.
Blacksmith with broken sword---use "suspicious"
The Troll leader---use "threaten"
SHOW the coin for the ferry ride.
Rooper turned Canuk into a duck.
Magnets attract illumynite.
Use flying disc of Frobozz to crack wall of illusion.
All the disc pieces are hidden.
The rats are in the boat the next time you go to use it.
You need to be invisible to get passed to orc.
You cannot hurt him but the Alexis tape will scare him off.
Troll cavern: 1. Sword left 2. Sword up 3. Sword down
Threaten the leader for the necklace.
Combo to safe in the ship is in the top sail.
You need to DIG UP the bonding plant with the knife.
Key for the gift shop is behind the Old Mill.
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Solution #3 for Return to Zork
Solve written by Remo Williams and the Mad Butcher
NOTE: There are no compass directions until you are in a maze. In cases
where you need to go to a specific location, the path to get there will
be noted by either forward, left, right, or back.
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.
*****IMPORTANT*****
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
Stand back and watch the ending!
(It's pretty sleazy)
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Solution #4 for Return to Zork
Walkthrough by Rosemary and Gordon
General Tips
Take a photograph of everything and everyone and ask all and sundry about your
snaps. Conversations are automatically recorded, but it is far too tedious to
play every response to every person - you don't need to bother. However, there
is one exception, one reply from Ms Peepers will snap Rebecca out of her
trance and allow her to translate a joke for you.
Valley of the Vultures
Take the rock and throw it at the vulture. Dig up the bonding plant with your
knife. (If you pull it up it dies, but you can burn it any time and it will
grow again - killing it won't get you as many points though).
Lighthouse - talk to the keeper. He needs illumynite and gives a good hint
about the vultures. Believe what he says about the road to the south! Leave
upstairs for now and venture outside to cut the vines with your knife and tie
them to the planks. Using the raft gets you to ...
West Shanbar
Town Hall - talk to the Mayor and read files for numerous game hints.
(Important).
Hardware store - take crank and box. Ignore the mice as you will need a rodent
with more grunt later.
School - use the crank on the bell then talk to Mavis - she will give you a
note book and a test. The answer is in your Encyclopedia Frobozzica or you can
work it out from the mayor's files.
Old Mill - leave Boos for now, look just out the back and get the key and
chock (to start the waterwheel). Take the key back to ...
Gift shop - it unlocks this door. Get the batteries for your orb. Get the
Zorkmids and tickets from the cash register.
Under bridge - talk gently to the waif. Give him the tickets and he will give
you a gift. Then back to ...
Old Mill - propose a toast as per directions in mayor's files. Pour your rye
onto the plant and only pretend to drink. (Repeat.) After the third toast ask
Boos for his keys and he will toss them to you. After the fourth drink he will
fall down drunk revealing a trapdoor. Get the metal flask before going down.
You now have the keys to the door at the bottom of the steps, so head down to
...
East Shanbar
Armory - talk to Moadikum Moodock. Beat him at 'Survivor' (you can't lose) and
he will give you a rusty sword and a token.
Blacksmith's - give him the sword to repair and return later to pay him and
pick it up. He swaps it for a fake so check it out closely. Then show it to
him and bare your teeth - he's not as tough as he looks - he'll apologise and
swap it for the real thing. (If you leave the shop and return later to tackle
him about his dishonesty he'll grudgingly tell you he gave the sword to Ben
and hand you a note to get it back). Leave this street for now and cross over
the bridge to ...
New West Shanbar
Fool's memorial - take the book.
Pugney's Ranch - chat to him apologetically, don't take the bra box until he
tells you to.
Snoot's farm - enter through the window. You bump into Rebecca and, once you
are properly introduced, she will help you with lots of hints. She also tests
you then gives permission for you to purloin her belongings. So feel free to
take the mirror, soap, thermoz and meat. (The meat will go off and make you
smelly, so you can leave it and come back later if you prefer.) Use the soap
and water to wash the waif's gift to reveal a piece of disc. Say hello to
Alexis the poodle to record her bark then don't waste any time with this
hellhound. Fill your flask with water before leaving.
Snoot's Silo - use the crank to get carrots.
Pugney's barn - take hay and drop it near the cow. Burn it to warm your hands.
Milk the cow using the thermoz then drink the milk and your sight will
improve. Feed the carrots to the cow then repeat above until you are told your
eyesight is so good it is resistant to any spell. Each time you milk the cow
you will need more carrots. Leave here with a full thermoz of milk, and back
to ...
East Shanbar
Incinerator - burn bra and pour water on the wire before taking it. (Only
operate one lever at a time to avoid the big bang.)
General Store - Use wire to pick the lock. Shake cereal box twice to get the
whistle. Put rats in box.
Docks - chat to Ben who will show you the cow hitch. (Give him the note, if
you have it, and he will give you the real dwarven sword). Showing photos will
prompt him to lament his lost love and he will give you a love letter to take
to Witch Itah. Hire the boat and use the rats to get it moving. Down the river
and into the ...
Swamp
Witch Itah - talk to her but don't give her the note until you have asked all
you can. She will give you her stick. Leave bats for now (you haven't yet been
told to take them). Using the stick navigate the bog. (You are on your own
here as it shifts each time you enter.)
Ruins
You will exit the bog near the Whispering Woods. Take photo then ignore them
for now as the bats will lead you through them later. Exit this location and
go to the ruins. Get tiles and frame and sort out the puzzle. The solution is:
Water unseen at falls mix with bat dropping yields potion for ...
The mystery tile will drop into place at the end and tells you two things -
how to make the invisibility potion and also to look out for several items
that have appeared at your feet. So pick up the illumynite and disc piece. (If
you have solved the puzzle elsewhere return here to get them.) You may be
short of cash by now so it is as good a time as any to tackle the ...
Forest of the Spirits
First go east to the money tree. Hit it with your sword for a few Zorkmids.
You can come back whenever you need more money. Then head for the Bowman and
when you get the chance offer him your milk (he is blind). He'll then see the
error of his ways and drop his bow and arrow. Take them and your thermos and
head north to the fairy. When you are plunged into darkness strike a match.
The fairy will repay you for rescuing her with some fairy dust. Continue on to
the Tree Spirit and listen to her ditty about the dangers of the forest. Then
head eastwards keeping an eye open for the pile of leaves. Spring the trap by
throwing something at it then use your sword to slash it and retrieve the
object. North again to the boar and hit it with your sword three times for
another piece of disc. Next go westwards to meet the spider. Don't get too
close, just take a photo. Exit the woods and return briefly to Witch Itah.
Show her this photo for a hint on how to deal with the spider and also show
her photo of the Whispering Woods. She will then let you take the bats. Out
through the bog once more to the ...
Whispering Woods
Release bats and follow their trail. Your sight will fail if you didn't polish
off a good supply of milk in the barn earlier. If you didn't you will need to
drink the milk once on the way through and once on the way back - so don't get
greedy as there are only two gulps and I hope you replenished the thermos
after you shared it with the bowman.)
Ferryman's dock - ring bell three times. Show token to ferryman.
Island - lever magnet from door then enter. Take the scroll and use it to
unduck Canuk. Talk to him but ask him about the bottle last and he will shrink
you to fit inside it.
In bottle - swim up to get combination to the safe then enter cabin and take
the rag. Open the safe take disc and metal thing. Rebecca informed you that
mirrors deflect spells so ready your's before exiting. If you don't have the
mirror use the rag on the metal thing and hold onto that instead. Then Canuk
is easily subdued by his own reflected spell. If you try to exit here with the
scroll you will lose it so feed it to Canuk the duck then take the egg. Break
the egg any time to get the scroll again. Ring ferry bell twice to return.
Before you leave the woods take a bat dropping and put it in the flask, then
off to the ...
Cliffs of Depression
Use the rope to climb down. Inside there is no time for idle chit chat. 'Tell'
your 4 jokes and Cliff will give you a piece of disc. The jokers are the
blacksmith, Canuk, Rebecca (with a little help from Ms Peepers), Witch Itah
and the Mayor - take your pick. The book from the Fool's Memorial is useful in
getting them. Also you will need your bonding plant here. (If it is dead, burn
it then come back later). Grab the rope as you leave, you will need it
elsewhere. You must be getting tired by now so back to East Shanbar and visit
the ...
Inn of Issinough
Chat to Molly and rent a room. Put your illumynite on the night stand then
turn on the monitor and watch the ad. Next turn off the light to dream of
Morpheus. Do this three times. You will need to leave the Inn each time and
pay again for your room. When you have taken all the taunts you can take from
Morpheus head for the ...
Vulture Pits
It's time for the meat now and it must be rotten. Sprinkle fairy dust on it
then throw it towards the pits. Now zap past the sleeping vultures to get the
talon. Outside use your magnet with the whistle. A vulture will appear and
carry you off. You can use the map now to travel to any place you have
previously visited so return to the lighthouse and give the illumynite to the
keeper. Show him your disc pieces and he will give you the last piece. Go up
to the rail and tie the rope using the cow hitch. Use talon on rope then throw
it ...
Across the river - and back again briefly
Bel Nair Temple - talk to the Holy Woman and get your sword blessed. Take
shield from the statue outside then go north to the Dwarfs. They will give you
a miner's helmet. Listen carefully to the "Left, Right, Straight" dialogue,
it's important later, but first fly back to ...
The Troll Caverns - wear the helmet, take your sword and enter. You will meet
three trolls in succession and if you checked out the skeleton at the entrance
you will know to strike the first troll 'left', the next one 'up' and the last
one 'down'. Threaten the troll leader and he will give you the necklace.
Spider again - just show it the necklace and it scarpers. Cut the web and
approach ...
Flood Control Dam #3. Go behind the waterfall and top up the bat droppings in
your flask with water. You now have the invisibility potion.
Dwarfs again - pick up rope and talon on the way then enter the mine.
Turn L, R, Straight, R, L, R, S, R, L, L, R, S to arrive at the ...
Ancient Ruins (statues) - put disc pieces in the trencher. Starting at the
left, give the statues the stick, talon, thermoz, helmet, shield and orb. You
will also need to give the box to the statue with the helmet. Press button and
take the Flying Disc of Frobozz.
The end
Go to Wall of Illusion (nearby the Cliffs of Depression) and shatter it with
the disc. Next fire an arrow at the hand above the Citadel. When you meet the
Orc, drink your potion and play Alexis' bark. At the bridge unload all your
possessions until you are light enough to cross. Then accept the challenge and
play Survivor. Remember that the wizard can pass on any move. And that's it.
Win the game and you've won the game!!!
Copyright(c) Quandary 1995. All rights reserved.
This walkthrough will get you to the end of the game, but with 3 points short
of the maximum score. If anyone can tell us what we missed it would be
appreciated!
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Solution #5 for Return to Zork
Almost-Full-Point Solution
v3.0
I looked at version 2.0 after solving RTZ-CD, and found that it was
_still_ filled with factual and grammatical errors. Hopefully, such
demons have been exorcised in this version, which is a complete rewrite
of version 2. Also, I've tried to put direct solutions to most puzzles
in rot-13, so you can get hints without having the whole thing given
away. In some cases, there are more than one separate rot-13 sections
for one puzzle. The first one will be a clue, and the latter ones will
be more complete solutions. If you don't know how to decode rot-13, ask
somebody at your site. It's pretty simple. Also, I'd like to thank Chad
McQuinn (cmcquinn@s-cwis.unomaha.edu) for the sliding-puzzle solution
that he sent me. It's simple, direct, and it works. Thanks, Chad!
--Nat
A few preliminary notes:
------------------------
* Pick up everything unless I tell you not to. Chances are that you'll
need it at some point. I ended up using everything except the mice
and the rusty metal thing (does anyone know what that does?). In
some situations (Pugney's, Witch Itah's), you'll have to get
permission to take things first. As a precaution, don't take
anything from somebody's home without permission.
* Talk to all the characters (except those who are directly trying to
harm you, like the Troll Guards or the Orc) and ask them about
everything you can think of. Sometimes it's hard to predict who knows
something that can help you.
* You don't need to get all 225 points to win. I only got 221, and the
previous author of this walkthrough only got 218. All you need to do
is complete all the major puzzles and defeat Morpheus.
Beginning
---------
Your first stop is the Mountain Pass. As a first
step, you might want to get rid of the vulture. See anything that might
do the trick?
(Guebj gur fgbar ng gur ihygher.)
Next, take a good look at the sign. Remember that the bonding plant
is there, but don't take it yet -- you'll need it later.
Instead, go down to the Lighthouse. Talk to the Keeper for a while, and
look around the lighthouse. He'll tell you about the Road to the South
and his vulture problems. Remember the bit about the vultures; it's a
useful clue.
By now, you know you can't get through the Road to the South. What you
need is an alternate route. Fortunately, there's one right behind the
Lighthouse. Remember Huck Finn? You've got the ingredients for your own
version right here.
(Phg gur ivarf bss gur srapr naq gura gvr gurz gb gur cynaxf gb ohvyq
n ensg. Pyvpx ba vg gb sybng qbja gb Jrfg Funaone. Jura lbh trg gurer,
lbh'yy ybfr gur ensg. Qba'g jbeel; lbh jba'g arrq vg ntnva.)
West Shanbar
------------
West Shanbar has six basic locations: the Mayor's Office, the School,
the Gift Shop, the Hardware Store, the Old Mill, and under the bridge.
You should go into the Hardware Store first and take the crank and the
box. Leave the mice alone; if you pick them up, they'll give you a fatal
disease.
Next, go to the Schoolhouse. You won't be able to get anyone to answer
the door, so you'll have to get the teacher's attention some other way.
(Evat gur oryy jvgu rvgure gur penax be gur xavsr.)
Once in, you'll have to take a quiz on the days of the week. This
info is in Appendix A of the manual and doesn't relate to the game at
all. My guess is that the quiz is a copy-protection relic from the non-CD
version. When you answer it correctly, you'll get a notebook to record
information in. The game automatically jots notes down for you; the
notebook basically keeps you from having to take complete notes.
After that, go to the Mayor's Office. Talk to the mayor for a while,
and then look at his files. Make sure you read everything, and it will
be entered into your notebook. You might want to write down things that
seem important, though, especially if they aren't in the notebook.
You can't go to the Gift Shop yet, since you don't have the key.
Instead, go to the Mill. To get there, turn around in the town and go
left at the bridge. Once in, go through the left door and get the key
that's on the ground there. You'll need to pull the chock also, though
you won't know why until later. By the way, don't drink the rye that Boos
gives you. It's a bit strong for you.
Now that you have the key, go back to the Gift Shop. Unlock the door and
go in. Take the battery, the tickets, and the coins (the tickets and
coins are in the cash register). Drop the battery into the Tele-Orb and
you'll be able to listen to Trembyle's comments once again.
Your next stop is under the bridge, where you'll find the Waif.
Talk to him for a while, being careful not to scare him off. He'll talk
about wanting to go somewhere happy; you can (and should) do something
about this.
(Tvir uvz gur gvpxrgf naq ur'yy tvir lbh n tvsg gung ybbxf n ybg yvxr
n cvrpr bs yvag. Oryvrir vg be abg, vg'f n ernyyl vzcbegnag vgrz.)
Go back to the Mill now. Make sure you've read up in the Mayor's files
on drinking and toasting, and the next bit should be pretty obvious. Be
careful not to drink the rye, though.
(Cebcbfr n gbnfg jvgu Obbf, naq gura cbhe lbhe qevax vagb gur cynag.
Qevax gur rzcgl tynff naq ur'yy cbhe lbh n arj bar. Qb gur
gbnfg-cbhe-qevax ebhgvat gjvpr zber naq gura nfx uvz sbe uvf xrlf.
Ur'yy unaq gurz bire naq gura nfx lbh gb tb trg uvz n fvk-cnpx. Trg
gur tynff bhg ntnva - vg'f va lbhe vairagbel - naq gbnfg-cbhe-qevax
bapr zber. Ur'yy cnff bhg, erirnyvat n gencqbbe qbja. Gnxr gur synfx
ng uvf srrg, naq gura cebprrq qbja. Ol gur jnl, vs lbh tb bhgfvqr
rira sbe n frpbaq, Obbf jvyy or gbgnyyl fbore jura lbh erghea. Ubj'f
gung sbe pbagvahvgl?)
East Shanbar and the Great Underground Empire
---------------------------------------------
When you go down the ladder from the mill, you'll come to a locked
door. Unlock it with Boos' keys and proceed through. Meet the New Mill,
same as the Old Mill (sorry). The right door leads to the Great
Underground Empire, while the left leads to East Shanbar. Go to East
Shanbar first.
The first building to enter is Moodock's Armory, the second on the
left. Chat with Moodock for a while, and then click on the Survivor board
in front of him. He'll explain the rules to you and then challenge you to
a game. It's impossible to lose here (well, I couldn't manage it at
least), so just finish the game and he'll give you a rusty sword and a
gold coin.
Take the sword to the Blacksmith's Shop, which is the second one on
the right, for cleaning. Give the sword to the blacksmith, and he'll
clean it. It will take a while, so you might as well do something while
you wait. Turn around in East Shanbar and go over the bridge to the New
West Shanbar. At the Hero's Memorial, turn left and go to the Fool's
Memorial.
Take the book on the memorial, and go left again to get to Snoot's
Farm. The door is locked, so you'll have to use another method to get
inside.
(Tb va guebhtu gur jvaqbj.)
Once in, wander around but don't take anything. Eventually, you'll run
into the lovely Rebecca Snoot. She'll knock you out for breaking and
entering, and you'll wake up looking down the barrel of her shotgun. Be
sorry and she'll forgive you. She will tell you to take what you need
and explain how you're both on the same side. When she does, take the
mirror from her room and then go to the room on the left and record the
dog's bark (you'll need it at the end of the game). Go to the kitchen
next and take the soap from the sink, the thermozz from the table (damn
trademarked names), and the meat from the refrigerator. The meat will
eventually rot, but that's a good thing. You'll need rotten meat later
on. Once you've taken everything, you've got some cleaning to do.
(Chg gur fbnc va gur fvax, ghea ba gur snhprg, naq jnfu gur Jnvs'f
tvsg. Vg gheaf bhg gb or n cvrpr bs n oebxra qvfx.)
Don't turn on the stove; it will blow up (I have no idea why, it
just does). Also, fill your flask with water from the tap. once you've
done all this, you can leave. Make sure you get a picture of Rebecca
later when you see her in town. You'll need it. Go to the silo by the
house next and open the door.
(Chg gur penax va gur qbbe naq ghea vg pybpxjvfr gb bcra vg. Gur fvyb
jvyy rkcybqr, naq lbh'yy or noyr gb gnxr gur pneebgf. Gnxr fbzr naq
chg gurz va lbhe vairagbel.)
Exit the house and go to Pugney's ranch. Don't take the box on the yard
until Pugney gives you permission. Go up to the front of the house and
talk to Pugney; he'll yell at you for a while and tell you about his
carrot-eating cow. Be sorry, and he'll give you permission to take the
box of bras.
Your next stop is his barn, where you need to get milk from his cow.
There are a few steps here, and you'll need to warm your hands and feed
the cow when you milk her.
(Cvpx hc n pyhzc bs unl naq qebc vg. Yvtug n zngpu naq frg gur unl
ba sver. Hfr gur unl sver gb jnez lbhe unaqf, naq gura zvyx gur pbj
vagb gur gurezbmm. Znxr fher lbh hfr gur gurezbmm. Srrq gur pneebgf
gb gur pbj orsber lbh yrnir. Lbh'yy arrq gb tb guebhtu guvf rirel
gvzr lbh zvyx gur pbj.)
By now, the blacksmith should be finished with your sword. Go back to
East Shanbar and pay him the two zorkmids he wants. Once you have the
sword, it's time to get into the locked store (the first building on the
left, with the sign that says "If you can get in, it's yours"). Look at
the lock; you'll need something to open it. Neither of your keys will
work. Maybe you could pick it, but with what? Do you have anything like a
wire or that might contain a wire?
(Oenf graq gb unir jver va gurz, qba'g gurl?)
(Lbh arrq gb trg gur oen bhg bs gur jnl bs gur jver. Lbh zvtug jnag gb
gel oheavat vg bss; jurer zvtug lbh or noyr gb qb gung?)
(Gnxr gur obk bs oenf gb gur vapvarengbe, juvpu vf gur ynfg ohvyqvat ba
gur yrsg va Rnfg Funaone. Chyy yrire bar gb bcra gur gbc naq guebj gur
obk va. Chyy yrire bar ntnva gb pybfr vg, naq gura chyy yrire gjb. Gur
qenjre jvyy bcra. Mbbz va ba vg naq lbh'yy frr n tybjvat jver. Cbhe gur
jngre sebz lbhe synfx bagb gur jver naq lbh'yy or noyr gb cvpx vg hc.
Gnxr gur jver onpx gb gur fgber naq hfr vg gb cvpx gur ybpx.)
Once in the store, take the rats and *immediately* put them in the box
(if you don't, they'll give you a fatal disease). Next, take a look at
the cereal. Kids' cereal, hmm? Doesn't that usually have a prize in it?
(Funxr gur obk gjvpr naq gnxr gur juvfgyr gung snyyf bhg.)
The next thing to do is go out to the Ruins. To get there, go straight
out from the center of town and take a left at the fork in the road. Take
the tiles off the floor and then turn around. Pick up the frame and
you've got the ingredients to a really annoying puzzle.
(Qebc gur gvyrf vagb gur senzr naq lbh unir n fyvqvat jbeq chmmyr. Fyvqr
gur gvyrf vagb gur evtug fragrapr naq gur gjrysgu gvyr jvyy nccrne.)
(Gur fragrapr lbh arrq gb sbez vf "jngre hafrra ng snyyf zvk jvgu ong
qebccvat lvryqf cbgvba sbe {oynax}". Vs lbh ybbx ng gur bgure jbeqf ba
gur gvyrf, lbh'yy frr gur qverpgvbaf gb sbyybj nsgre lbh fbyir gur
chmmyr.)
(Vs lbh qba'g jnag gb fyvqr gur gvyrf nebhaq nvzyrffyl be lbhe flfgrz vf
gbb fybj sbe gur gvyrf gb zbir jvgu nal ernfbanoyr fcrrq, urer'f n
qverpg fbyhgvba. Gur yrggref n-y pbeerfcbaq gb gur gvyrf nf fubja ba gur
yrsg. Gb fbyir gur chmmyr, pyvpx ba gurz va gur beqre ba gur evtug:
-Tevq-- -----------------Fbyhgvba------------------
n o p q x w s r v w x t u y x t u y x w s o n r v w
r s t u x t s w x t s w x t p q u y x t p q u t p o
v w x y s t u y x t s w v r s t u y x w s r v w x y
Jura lbh qb, gur ynfg cvrpr jvyy snyy vagb cynpr naq lbh'yy trg n ybg
bs cbvagf.)
Twirl around in place twice, pick up the disk piece and the two pieces
of illuminyte, and then go back to town. By now, most people will tell
you that you smell bad, but this won't affect your chances.
Go to the Inn of Isenough, the first building on the right, and get a
room from Molly Moodock by giving her money. Then go to your room and get
ready for bed.
(Jura lbh trg gb gur ebbz, chg gur vyyhzvalgr ba gur avtug fgnaq svefg.
Arkg, mbbz va ba gur zbavgbe naq ghea ba gur enqvb. Svanyyl, ghea bss
gur yvtug naq lbh'yy qernz nobhg Zbecurhf, gur urnq onq-thl va gur tnzr.
Vs lbh qba'g chg gur vyyhzvalgr ba gur avtug fgnaq, tehrf jvyy rng lbh.
Va gur zbeavat, ghea gur yvtug onpx ba orsber lbh gnxr lbhe vyyhzvalgr.)
Two Somewhat Nasty Mazes
------------------------
This is one of the harder parts. There are two mazes, the Whispering
Woods and the Forest of the Spirits. Deal with the Whispering Woods
first, since it's easier than the Forest of the Spirits. I've put the
maps for these two mazes at the end of this file, since there's no
reasonable way to encode them. It's really not that hard to map them
yourself if you have any mapping experience, though.
To get to the Whispering Woods, take the right fork straight out of East
Shanbar. Once in, your vision will start to deteriorate. You'll need to
fix that, but how?
(Jura gur tnzr nfxf lbh, "Pna lbh frr gur Tn-ynpgvp Zvyxl Jnl?", vg'f n
ernyyl ovt pyhr nobhg jung gb qb.)
(Zvyx qbrf n obql tbbq, rfcrpvnyyl gur rlrf.)
(Tb onpx gb Chtarl'f enapu naq trg zber zvyx. Cbhe gur gurezbmm vagb
lbhe synfx naq gura zvyx gur pbj ntnva. Znxr fher gb tb guebhtu gur
jubyr unl-zngpu-sver-unaq jnezvat-zvyxvat-pneebg ebhgvar ntnva, nf lbh
zvtug unir gb qb guvf n srj zber gvzrf. Jura lbh unir gur zvyx, tb onpx
gb gur sberfg. Gur arkg gvzr vg tvirf lbh gur zvyxl jnl pbzzrag, qevax
nyy gur zvyx lbh unir. Vg fubhyq fnl "Lbhe ivfvba vf abj tbbq rabhtu gb
oernx nal fcryy." naq tvir lbh svir cbvagf. Vs vg qbrfa'g, lbh'yy unir
gb tb onpx, trg zber zvyx, naq ercrng gur jubyr cebprff hagvy lbh trg
gur cbvagf. Gur cerivbhf nhgube bs guvf jnyxguebhtu unq gb zvyx gur pbj
svir gvzrf orsber ur tbg gur cbvagf. V bayl unq gb qb vg gjvpr, gubhtu.)
While you wander through the woods, you'll hear a female voice
whispering "Three rings begin, two rings return." That's a clue telling
you what to do when you reach the end of the maze.
(Evat gur oryy gung znal gvzrf gb fhzzba gur sreelzna.)
When you get to the Ferryman's dock, book passage with him across the
lake. He doesn't take zorkmids, so you'll need something else.
(Ur'f n ybg yvxr gur sreelzna Puneba sebz Terrx zlgu.)
(Napvrag Terrxf jrer ohevrq jvgu n tbyq pbva gb obbx cnffntr jvgu Puneba)
(Fubj uvz gur tbyq pbva gung Zbbqbpx tnir lbh naq ur'yy gnxr lbh npebff
gur ynxr.)
When you get to the island, go up to Canuk's shack. Don't bother
knocking; he's in no condition to answer you. Before you talk to him,
you'll need to un-duck him. Use whatever's lying around.
(Ernq gur fpebyy gb Pnahx naq ur'yy ha-qhpx.)
Canuk will talk to you and tell you a bit about the history of Zork. Ask
him about the disk pieces, the tele-orb, and the book. Don't ask him
about the scroll; he'll turn _you_ into a duck if you do. After you've
exhausted your inventory, ask him about the items in his shack. Save the
game before you ask him about the bottle.
When you ask him about the bottle, he'll tell you that he hid a piece of
the disk in it and then shrink you down so you can retrieve it. He'll
tell you that you've got twenty minutes until the spell wears off, but
remember that you'll drown in much less than that.
When you're on the ship, you'll need to open the safe. It's a
combination job. Do you see any numbers around that might work?
(Tb hc sebz gur znva oevqtr naq pbcl qbja gur hcfvqr-qbja ahzoref lbh
frr gurer. Gura tb qbja vagb gur pnova naq frg gur fnsr gb gung
pbzovangvba. Bcra vg naq gnxr rirelguvat va vg. Gura, trg bhg bs gur
obggyr orsber lbh qebja.)
When you get back, Canuk has a nasty surprise for you. He's being
controlled by Morpheus (that's why his voice changes every now and then
and he gets that odd expression), and Morpheus doesn't like you. Unless
you can do something to prevent it, you'll be a duck.
(Ersyrpg ba lbhe fvghngvba orsber lbh yrnir gur obggyr)
(Cvpx hc gur zveebe sebz lbhe vairagbel orsber lbh rkvg gur obggyr, fb
vg'f va lbhe unaq. Jura Pnahx/Zbecurhf pnfgf gur qhpx fcryy ba lbh, vg
jvyy or ersyrpgrq onpx ng uvz.)
For fun, try feeding the scroll to the duck. He'll eat it and lay an
egg. Cut the egg open with your knife and you'll have the scroll back
again.
By the way, you can't take either the bottle or the scroll out of the
shack. If you do, they'll disappear from your inventory when you leave
and wind up back in the shack.
Take a look at the magnet on Canuk's door knocker. You'll need to return
for it later. Don't try to pry it off the knocker yet.
Summon the ferryman again and book return passage to the forest. Go back
to the fork in the road by East Shanbar and go left this time. This
takes you to the ruins. From there, go to the Forest of the Spirits. Go
in and look around. You should probably take care of the tree with metal
leaves first.
When you get to the tree, think about what the leaves might be and what
you can do about them.
(Gurl'er pbvaf. Uvg gur gerr jvgu lbhe fjbeq gb trg gurz. Jryy, lbhe
fjbeq oebxr. Vfa'g gung n ovg fgenatr?)
(Gur Qjneira Fjbeq vf fhccbfrq gb or haoernxnoyr. Lbh zvtug jnag gb unir
n oevrs pung jvgu fbzrbar nobhg guvf abj.)
(Tb onpx gb gur Oynpxfzvgu; ur zhfg unir fjvgpurq gur fjbeq jura lbh
yrsg vg jvgu uvz.)
(Fubj gur fjbeq gb gur Oynpxfzvgu. Ur'yy fnl gung vg'f lbhef naq lbh
whfg qba'g erpbtavmr vg, ohg whfg guerngra uvz naq ur'yy onpx qbja. Gnxr
gur ibhpure ur tvirf lbh naq oevat vg gb Ora Slfuva [gb gur yrsg bs gur
oevqtr jura lbh ghea nebhaq va Rnfg Funaone])
When you get to Ben's dock, ask him about the knot he's tying. It's a
cow-hitch, and you'll need to know how to tie one later. Then, show him
the picture of Rebecca that you should have taken by now. If you haven't
taken the picture yet, don't worry. Come back when you have taken it.
When you show it to him, he'll tell you about his girlfriend and give you
a sealed letter to give to her. Don't open it. Finally, give him the
receipt from the blacksmith and he'll give you your real sword.
Now you should go back to the Forest. Go to the encounter with the
bowman and the fairy. Can you figure out what the bowman's problem is?
How might you solve it?
(Ur'f oyvaq; ur ernyyl qbrfa'g xabj fur'f n snvel. Lbh'ir qrnyg jvgu
sberfg-vaqhprq oyvaqarff orsber, unira'g lbh?)
(Tvir uvz n gurezbmm be synfx shyy bs zvyx.)
When the bowman realizes his mistake, take the bow and arrows he leaves
behind. Go on until you reach the dark section of the woods. Grues love
darkness -- you ought to do something about the pitch blackness.
(Yvtug n zngpu.)
When you get some light, you'll see the Fairy. Talk to her and be very
friendly. She'll give you some fairy dust, which you'll need once you get
out of the forest.
The next stop is the Tree Spirit. I can't figure out what use there is
in her songs, but you might as well listen to her. Her songs will be
recorded in your notebook, so they're probably important.
After the Spirit, you'll encounter a leaf trap. It looks a lot like a
leaf pile on the ground, so there's not much surprise to it. If you go
forward, you'll be caught in it. That's a bad thing.
(Guebj fbzrguvat sebz lbhe vairagbel bagb gur cvyr naq vg jvyy gevttre
gur genc. Gura, hfr lbhe fjbeq gb phg gur genc ncneg gb ergevrir gur
vgrz.)
Proceed onward until you reach the Hungry Boar Memorial. What to do here
isn't immediately obvious, but it should strike you soon enough.
(Fgevxr. Guvax nobhg vg.)
(Uvg gur fgnghr jvgu lbhe fjbeq hagvy lbh svaq fbzrguvat va vg.)
Other Regions, And A Nice Way To Get There
------------------------------------------
After the boar, you can't do anything more in the forest yet. Go back
to Canuk's shack (through the Whispering Woods again). and get the
magnet off his door knocker. You'll need to use your sword to pry it
off. When you get it, back up and then use it.
(Erzrzore jung gur Xrrcre fnvq nobhg ihygherf.)
(Ur fnvq gung gurl'ir tbg zntargvp pynjf. Lbh'ir tbg n zntarg. Uzz.)
(Ubj pbhyq lbh trg n ihygher urer? Vg'f abg yvxr pnyyvat n pno, vf vg?)
(Ubyq gur zntarg naq oevat hc lbhe vairagbel. Hfr gur zntarg jvgu gur
juvfgyr lbh tbg bhg bs gur prerny obk. Oybj gur juvfgyr naq n ihygher
jvyy pbzr nybat naq pneel lbh gb naljurer ba lbhe znc gung lbh jnag
gb tb gb. Lbh arrq gb unir ivfvgrq n ybpngvba ng yrnfg bapr ol sbbg
sbe vg gb fubj hc ba lbhe znc, gubhtu.)
For your first aerial voyage, go back to Pugney's Farm. Fill up on milk
and then go to the left behind the barn. This is the Vulture Pits, where
the vultures live. If you're going to find a vulture talon anywhere, this
is the place. Unfortunately, vultures aren't all that friendly. If you
just go into the pits, they'll kill you. You wouldn't happen to have
anything that might interest a vulture, would you?
(Gur gbjafcrbcyr unir abgvprq vg. Fb fubhyq lbh. Or fher gb frnfba vg
orsber lbh hfr vg, gubhtu.)
(Gur zrng. Vg'f ebggra, whfg gur jnl ihygherf yvxr vg. Fcevaxyr gur
snvel qhfg bagb gur zrng naq gura guebj vg. Gur ihygherf jvyy rng vg naq
snyy nfyrrc. Jura gurl qb, tb vagb gur Cvgf naq gnxr gur gnyba.)
When you're done, it's time to visit the Cliffs of Depression. Take a
left at the Fool's Memorial and keep going left. Once there, you'll need
a way down the cliff. Oddly, it's keeping you from falling now.
(Gnxr gur ebcr naq gvr vg gb gur gerr.)
If you go down, you'll see Chuckle's Comedy Club, but you need a
bonding plant to get in. Don't go yet; you need some material before
you enter a stand-up amateur night.
Go back to Ben's; by now you should have gotten the sealed letter from
him. Be suspicious when he offers a boat, and he'll reveal that there's a
minor problem with his boats. It's nothing you can't solve, so rent one
from him. When you get on the boat, the problem with the engine is
obvious; there's just a treadmill with no one to power it. You know
someone, don't you?
(Gnxr gur engf bhg bs gur obk naq vzzrqvngryl chg gurz va gur ratvar.)
Sail along the river (you can only go forward) and you'll get to the
Witch's Hut. Go inside; she won't bite. Be friendly with her, and
she'll talk to you for a while. Ask her about the Whispering Woods on
your map and show her the book. Once she's given you permission to take
the bats and translated a joke for you, give her the sealed letter.
She'll take your boat, but she'll let you take her stick to navigate the
bogs with. Take everything and go out the door.
The bogs are different for each person, so I can't give a map for them.
You'll have to watch your step here; the ground isn't always solid.
(Hfr gur fgnss gb grfg gur tebhaq va sebag bs lbh. Ubyq vg va lbhe unaq
naq pyvpx ba gur tebhaq va sebag bs lbh. Vs vg fvaxf, qba'g fgrc gurer.
Vs vg qbrfa'g, vg'f fnsr gb jnyx ba.)
You'll have to find your own way out of the bogs, but it doesn't hurt to
draw your own map for them. You could use the vulture to get out of the
bogs, but you get five points for doing it the hard way.
(Trg bhg ol tbvat abegu naq jrfg. Rnfg jvyy riraghnyyl genc lbh. Vg'f
hfhnyyl abg zber guna frira be rvtug fgrcf, ohg vg zvtug gnxr lbh
ybatre.)
After you get out of the bogs, you'll need to get ready for amateur
night at Chuckle's (you did read the night life file at the mayor's and
look at your matchbox, didn't you?). To win a standup contest, you'll
need some material.
(Hfr gur wbxrf crbcyr unir genafyngrq sbe lbh sebz gur obbx. Fb sne,
Pnahx naq Jvgpu Vgnu unir tvira lbh wbxrf. Lbh pna trg gjb zber, sebz
crbcyr lbh zvtug abg rkcrpg gb or noyr gb genafyngr napvrag
jevgvat.)
(Fbzrgvzrf crbcyr cvpx hc n arj ynathntr orpnhfr gurl unir gbb zhpu
gvzr ba gurve unaqf. Fbzr crbcyr nyfb zvtug qb vg gb fhecevfr crbcyr
jub guvax gurl'er gbb fghcvq gb yrnea.)
(Tb gb gur Znlbe va Jrfg Funaone [hfr gur ihygher gb trg gurer] naq
fubj uvz gur obbx. Gura, tb gb gur oynpxfzvgu naq qb gur fnzr. Ur'yy
punetr lbh gjb mbexzvqf sbe vg naq gura fzhqtr gur cntr. Ur fperjf
hc gur wbxr naq qnzntrf gur obbx, fb ur tvirf lbh bar mbexzvq onpx.
Qba'g jbeel nobhg vg; gur wbxr jvyy fgvyy jbex.)
If you go to Chuckle's now, you'll find out that you don't have what it
takes to get in. Go get what it takes.
(Tb gb gur Zbhagnva Cnff naq _qvt_ hc gur obaqvat cynag. Vs lbh phg vg,
vg jvyy qvr.)
Before you go back to the club, you might want to prepare your material.
Also, take the bonding plant to the Waif and ask him about it.
(Vg urycf gb phr hc gur erpbeqvatf fb gurl'er ernql gb cynl. Lbh'yy
arrq gb trg gur wbxrf sebz gur Znlbe, Jvgpu Vgnu, Pnahx, naq gur
Oynpxfzvgu ernql be ng yrnfg xabj juvpu ahzore erpbeqvatf gurl ner.)
When you're onstage, do your jokes. Believe it or not, people will
laugh. Try to do them quickly; while you tell jokes, your bonding plant
is dying. When you've told all four, Cliff will give you a disk piece as
a prize. After you climb back up the cliffs, make sure you take the rope
with you. You'll need it later.
Go to the lighthouse next, using the vulture to get there. The Keeper
will ask you about something you're carrying. Give it to him. If you're
careful, you'll get something in return from him.
(Tvir gur Xrrcre n cvrpr bs vyyhzvalgr sbe gur yvtugubhfr. Gura, fubj
uvz lbhe qvfx cvrprf naq ur'yy tvir lbh gur svany cvrpr.)
Now that you've got all the pieces, it's time to do something about
them. Nowhere you've been seems right; where else could you go?
(Ybbx ng lbhe znc. Jung ovt nern unira'g lbh orra gb? Lbh'er fgnaqvat
evtug arkg gb vg.)
(Npebff gur evire.)
Well, you know where to go. Now, how do you get there? Maybe a clearer
view will help you...
(Tb gb gur gbc bs gur yvtugubhfr.)
(N ebcr oevqtr zvtug or avpr. Hfr gur pbj-uvgpu gung Ora fubjrq lbh.)
(N fvatyr-ebcr oevqtr vfa'g rabhtu. Ubj zvtug lbh trg gur yvar bire
gur evire naq onpx ntnva?)
(Orsber lbh guebj gur ebcr, gvr gur gnyba gb gur raq. Gung jnl, vg
jvyy erghea jura lbh guebj vg naq znxr n avpr, fnsr gjb-ebcr oevqtr.
Gnybaf ner yvxr obbzrenatf, erzrzore?)
East Side Story
---------------
Once on the east side of the river, use the map to return to the
lighthouse and retrieve your rope and talon. Then use the map to cross
over again and follow the path down to Bel Naire Temple. Outside the
temple, you'll see a shield hanging on a statue. Take it, you'll need it
later. Next, go inside and have a chat with the unusually high
priestess. She'll be able to tell you a bit about what's going on, and
she will grant you a magical favor if you show her what she wants to see.
(Erzrzore gur Znlbe'f svyrf. Gur cevrfgrffrf bs Ory Anver unir
genqvgvbanyyl qbar n pregnva fbzrguvat rnpu trarengvba. Jub ner lbh
gb oernx jvgu genqvgvba?)
(Gur cevrfgrffrf unir genqvgvbanyyl oyrffrq gur Qjneira Fjbeq bs Mbex.
Tvir lbhe fjbeq gb gur cevrfgrff naq fur'yy oyrff vg sbe lbh.)
Once you're done chatting with the priestess, leave the temple and
turn around once. Go through the gate on the right and you'll be at the
Dwarven Camp. The Dwarves will notice your sword, assume you're one of
them, and give you a hard hat. Listen carefully to their conversation.
It's important.
(Vs vg fbhaqf yvxr gurl'er bire-rknttrengvat pregnva cnegf, gurl ner.
Gung'f jung lbh fubhyq cnl nggragvba gb. Jevgvat vg qbja jbhyqa'g uheg
rvgure.)
(Jura gurl fnl "yrsg", "evtug", be "fgenvtug", gurl'er tvivat lbh
qverpgvbaf sbe hfr va gur zvarf. Jevgr gurz qbja be pbafhyg gur yvfg
orybj.)
(y e f e y e f e y y e f
y vf yrsg, e vf evtug, naq f vf fgenvtug)
After they're done talking, go up to the top left of the screen and
put on your hard hat. You need to go through the mines, following the
directions the dwarves gave you. This is a really annoying part, as is
involves coordination and timing, not exactly the first words to spring
to mind when you think of an Infocom game. At each intersection, you
need to click in the proper direction to move your cart. Make sure you
only click once at each intersection; the game buffers your clicks and
will screw you up if you click more than once.
Once you're out, you will be at the temple of the muses. It's time to
reforge the Flying Disk of Frobozz. To do so, you've got to go through a
rather tedious process with the statues. | |