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ZORK II Part 1 Doesn't this look familiar? It should because it's right where ZORK I ended! Ah, here are your faithful companions from ZORK I, the lamp and the Elven Sword. Get these and go south three times, southwest, south. Light your lamp (there are grues lurking in the dark!). Go southeast. Turn your lamp off because you're in a beautiful garden that's lit by luminous lichens! Enter the gazebo and get everything you see laying on the table. Forget about the Unicorn because you're not capable of approaching the timid creature. Exit the gazebo, go south twice and west then turn your lamp back on. You've entered one of the strangest rooms in ZORK II...the Carousel! It spins madly about and everytime you move, you're taken to a random location. So the first thing we're going to do is turn it off. Select a random direction and keep returning to the Carousel Room using the chart below until you get to the Marble Hall. When you get there, go north to the Deep Ford and fill your teapot with water. Then go back south twice to the Carousel Room. Now, select another random direction and keep returning to the Carousel Room until you get to the Riddle Room. This is a good place to be because you're now able to turn off the Carousel and stop this craziness! ROOM NAME RETURN BY GOING: Menhir North Marble Hall South Cool Room Southeast Cobwebby Corridor Northeast Path Near Stream Southwest Topiary West Riddle Room Northwest You're looking at a huge stone door in the eastern wall. On its face is a riddle that must be answered before you can enter the door. Say "well" and the huge door opens with a thunderous roar! Go east and look. There's a beautiful Pearl Necklace laying here! Leave it for now and head east again. You've located the Frobozz Magic Well. That's what the legend on the wall says. Get in the bucket and pour the water out of the teapot. That's how the bucket is activated. When the last drop is poured, the bucket magically rises and you find yourself at the top of the well. Drop the teapot and get out of the bucket and go east. Hope you're dressed for the occasion because you've stumbled upon a tea party of sorts! Don't those cakes look appetizing? Don't eat anything just yet, there's someone waiting to meet you! Go northwest and imagine that...there's a robot standing here. Looks like he needs directing. Tell the robot to go east, then go east yourself. You're in the Carousel's control room. But don't touch those buttons yourself...they are highly dangerous to humans, but not to robots! Tell the robot to push the triangular button. As he's doing this, you receive clues as to what's happening in the Carousel Room. When the robot's done your bidding, tell him to go south then go south yourself. There's a red sphere here, but without some help, you'll never get it. Take the sphere and immediately a steel cage is dropped on top of you trapping you in the closet. If you don't act quickly, a poisonous gas will complete the job of catching the "footpad" (that's you!) and you'll be most dead! Tell the robot to lift the cage. The robot seems to take perverse pleasure in rending the cage to scrap metal! Trying to take the sphere sprung the trap, but you still haven't got it. So take the sphere again, say goodbye to the robot and go north, west and southeast back to the tea party room. ZORK II Part 2 Now it's time to eat some cake! Get the red, green and blue cakes and eat the green cake. My goodness, you've certainly lost a lot of weight! You're now the size of a mouse and everything is huge including those "cracks" you were able to just step over a few moments ago! But you're now small enough ts o enter the tiny hole to the east. So go east and throw the red cake into the pool. The cake acts like a sponge and soon the pool is completely empty revealing a bag of precious candy-coated insects. Get the candies and go west. Now to get you back to normal. Eat the blue cake and presto! You're now your original size and able to leave this strange tea party behind. Go west back to the bucket, get in and get the teapot. Now get the water and soon the bucket is back down at the bottom of the well. Drop the teapot, get out of the bucket and go west. Get the necklace this time and go west and northwest back to the Carousel Room. When you get there, you find it's stopped spinning and there's a dented metal box lying here. Open the box and you find a Stradivarius Violin! Your load is too heavy to get it just now, so let's go dump some stuff. Go southwest to the Cobwebby Corridor. This is a good place to drop any treasures and spheres you've managed to collect so far. As you've no doubt noticed, Frobozz will cause you to drop various items with his crazy "F" spells. It's a light waster having to try to pick up items over and over again. And you will always drop the item you're trying to pick up plus one additional item you're carrying! It's frustrating, to say the least! Frobozz will also steal items from you with his "Filch" spell and before you know it, the treasure you've been lugging around with you suddenly isn't there any more! You don't loose points for this, but when it's time for you to buy the services of the demon, it will be confusing knowing if he's demanding one more treasure that Frobozz may have stolen or that you haven't found yet. So unload your treasures and spheres here. Don't worry about the lizard just yet. We have more important things to do! We'll take care of the lizard, treasures and spheres at the same time in the last part of this walkthru. Lying on the ground here is a coil of odd looking string. This is actually an explosives fuse. Get it and go northeast back to the Carousel Room. Get the violin and go west (a room you weren't able to get to until the Carousel was turned off). Get the Grue Repellent (in case your lamp runs out of power) and go back east. Once more back southwest to the Cobwebby Corridor to unload the violin and repellent, then northeast back to the Carousel Room. We're off to slay dragons, so look lively and make sure you have your sword with you! Go northwest to the cool room, then go north twice. Oooh! It's scary in here because we're face to face with a huge fire-breathing dragon! You can't possibly kill it, but you can get its attention! Hit it with the sword and go south. I'll be darned, it's following you! Hit it again and go south again. Hmmm, still with you? Good! Hit it one more time and lead it west. You've both entered a room of glassy ice. The dragon sees its own reflection and in true dragon fashion, is outraged that there's another dragon in his realm! It breathes a huge flame of fire which immediately melts all the ice in the room! The dragon is inundated with water, which eaffectively quenches its flame and it is carried to its doom far away. In melting the ice in the room, the dragon has opened another door for you. So go west and look. There's a huge ruby lying here! Drop the sword and get the ruby then go east twice to the Cool Room. We're off to free a princess now so go north three times. You've entered the Dragon's Lair and sleeping here as if under a spell is a beautiful princess. Don't try anything strange with the princess! There's also a rotted old chest here. When you try to open it, though, the princess awakens and looks out of the lair and at you. If she leaves the room, follow her, but if she's just sitting there looking indecisive, try opening the chest again. We'll get what you found in the chest later. Just don't lose the princess! Eventually, she will leave. Follow her everywhere she goes. If she pauses, a "look" should get her moving again. Soon, she'll lead you back to the Garden and enter the gazebo. When she does, enter the gazebo, too. After several "looks" and "waits" (and turning your lamp off!), the Unicorn will approach the princess without fear. She will remove the red ribbon from its neck, tie her hair up with it and give you the tiny gold key and a perfect rose, mount the Unicorn, and ride off. Drop the rose, as pretty as it is, you don't need it. Exit the gazebo, go south twice, turn your lamp on, and go west back to the Carousel Room. Let's go rob a bank! ZORK II Part 3 We're off to play "footpad" again, only this time we're not going to need any help to get the loot! From the Carousel Room go northwest to the Cool Room, north twice and west twice to the Bank Entrance. This next part is a little tricky, so follow the directions closely so you don't set off any alarms! Go northeast, east and south to the Chairman's Office. My, my! Look at that, old J. Pierpont Flathead himself! But not in the flesh, only in an oil painting. Get the portrait and go back north. Drop the painting here and enter the shimmering curtain of light. You've been transported to a seemingly exitless room! But don't panic, just enter the south wall and presto! You're back at the Safety Deposity again. Enter the curtain once more and this time, it looks like the same room, but it isn't! For here lying neatly stacked is a pile of ZORKmid Bills! Get the bills and enter the north wall. Now drop the bills and go west. If you try to leave the Depository carrying the bills or the portrait, an alarm sounds and an invisible barrier blocks your leaving! Go back west to the bank vault, get the bills and the portrait and enter the curtain of light then go south. This time, when you exit the room, you find yourself back at the bank's main entrance! You did it! Let's get out of here before they loose the hounds on us! Go east twice back to the Dragon's Room and go north to its Lair. Now get the golden dragon statuette and go south. Your're pretty well loaded up, but there's one more task to perform in this area, so go east twice and up to the Tiny Room. What a strange place this is! We're going to pick this lock. Put the placemat you've been lugging around under the door and lift the lid that's covering the keyhole. Now put the letter opener into the keyhole. <clunk!> What was that? Pull the placemat and look. There's the key! Get the key and drop the placemat. Then get the letter opener and drop it. Now unlock the door with the rusty key (you have to specify which key if you're still carrying the tiny gold key!), open the door and go north into the Dreary Room. If you're still carrying the rusty key, you can drop it because you don't need it anymore. Sitting in the middle of the table is a Blue Sphere! Get the sphere and go south, down twice, south twice and southwest to the Cobwebby Corridor. Drop everything you're carrying except for the lamp, match, newspaper and string. Go back northeast and north to the Marble Hall. Get the clay brick and go back south then northwest to the Cool Room. Now go west twice and south. Well, would you look at that? There's a deflated hot-air balloon lying here. Let's see if it still works! Get in the basket and open the receptacle. Put the newspaper in the receptacle and light the newspaper with one of your matches. I would strongly suggest you save your game here. There are several spells that Frobozz may cast on you that would effectively kill you! One is "Float" which is a rather nasty spell that causes you to float in the air. Think what would happen if you were in the balloon 200 feet above the volcano floor and were caused to float! While you read the above paragraph, the balloon finished inflating and has risen off the volcano floor. You will see three ledges on your way up. Only the first and third ledges are wide enough for you to land on. So wait until you see the first ledge then land the balloon. Always, always, always tie the wire to the hook you see on the ledge. If you don't, your transportation will float away from you! Get out of the basket and look. There's a gold ZORKmid coin lying here pretty as you please! Get the coin and go south to the Library. There are several books lying here, but the one we're interested in is Purple. Don't bother trying to read the books. They're written in a long forgotten tongue. Get the Purple Book and go north back to the ledge and get into the basket. Drop the coin and book, untie the wire and wait until you see the third ledge. The description of the ledges will seem alike, so watch closely for the ledge and open sky above you. When you see the third ledge, land the balloon (tie the wire!), get out of the balloon and go south to the Dusty Room. See the hole in the strange box sitting here? Put the clay brick in the hole, then put the coiled string in the brick. Light the fuse with one of your matches then go north. Don't hang around in the room after you light the fuse! When you hear the explosion go back south into the room and look. There's a Gawdy Gold Crown lying here! Get the Crown and go back north, get in the balloon, untie the wire and close the receptacle. After you close the receptacle, you notice the balloon is started to descend. Which is good. You didn't really want to go floating off in space, did you? Right! Also as you're descending you see the ledge you just left crumble away to nothingness! It must have been the explosion that loosened whatever was holding the ledge in place. Whew! Close call! While you're waiting for the balloon to reach ground level again, get the Purple Book and open it. Doing so reveals a rare ZORKmid Stamp! Get the stamp and drop the book then get the coin and when you reach the ground, get out of the basket and go back north, east, up and south to the Cobwebby Corridor. Drop the Crown, Stamp, Coin and matches here. You should only be carrying the lamp now. One more stop, then we'll put this puzzle together! Go northeast then south to the Menhir Room. Then go south to the stairway and go down the stairs. You've entered the Oddly-Angled Room maze. The maze is completely unmappable, but don't despair. The diamond shaped windows you see in each room tells you your progress. When you're doing well, the windows increase in intensity. When you've accomplished your task, the windows glow serenly. When you're not doing so well, the windows glow dimly. Go southeast until you see a club lying on the floor. Pick up the club and swing it. Whoosh! Time to run the bases and head for home. So run southeast, northeast, northwest and southwest. As you run southwest, you hear a rusty squealing like a long-lost panel opening! Keep going southwest until you get back to the stairway. I'll be darned! There's another stairway leading further down! You're not ready to go down yet, so go up the stairway, north twice and southwest to the Cobwebby Corridor. It's time to meet the Demon! ZORK II Part 4 At last! You're ready to give Frobozz a run for his money and get his magic wand! But first you have to get past the lizardhead guard! What do lizards eat? Right! Insects! Get the candied insects, the tiny gold key and the two spheres and go southwest to the door. Feed the lizard the candies. Talk about gluttony! The lizard gobbles the candies and settles back for a long snooze! Unlock the door with the tiny key, open the door and go south through the door. The odor of strange, pungent smells asail your senses! You've located the Wizard's Workshop. The smells seem to be coming from the west. Go west. It's Frobozz's Workroom and there's all sorts of arcane paraphernalia lying about. The important thing to notice, though, is the color of the stands you see on the workbench. Hmmm...ruby, sapphire, diamond. Red sphere, Blue sphere, and one sphere you haven't found yet. Put the red sphere on the ruby stand and the blue sphere on the sapphire stand. Then go west again. You're in the Aquarium Room and sitting there looking absolutely harmless is an aquarium with a baby sea serpent in it. Don't you believe it! That guy would kill you if you got too close to it! Throw the club at the aquarium. The club smashes the aquarium to pieces, the water drains out revealing a dying baby sea serpent and a Clear Sphere! Get the sphere and go back east to the Workroom and put the Clear sphere on the diamond stand. As you do so, all three spheres disappear in three puffs of colorful smoke, a fourth stand appears holding a Black Sphere! Get the Black sphere and go south to the Pentagram Room. Put the Black sphere on the Pentagram. Up out of the depths of some long forgotten spell appears a Demon! As you listen, you find that he will do you any one service if you will pay his fee! The wand! Go north, east, and north twice to where you've been storing your treasures, get as many as you can carry and go back to the Pentagram Room. Give the Demon the treasures one at a time. As you do so, he gives little mutters of pleasure and indications that what you've given him is not enough. When you've given him your first load of treasures, return to the Cobwebby Corridor, get the rest of the treasures and go back to the Pentagram Room. Give the Demon the rest of the treasures. As you're doing this, Frobozz may appear and try to dissuade you from your task. But don't relent! Keep giving the Demon the treasures until he says it's a small fee, but it's enough for the service. You must be very specific in telling the Demon what you want done. Tell him to give you the wand. He approaches Frobozz menacingly, making surly remarks in the process. Frobozz tries one last spell, "Fudge!" which leaves the smell of Chocolate wafting in the air. Cringing in terror, Frobozz relinquishes the wand to the Demon and rushes out of the room. The Demon gives you the wand and disappears leaving you quite alone! Time to finish the puzzle! Go north, west, north twice and northeast to the Carousel Room. Now go south to the Menhir Room. That huge block was an obstacle before, but no longer! Point the wand at the Menhir and say "Float". The Menhir glows briefly and then rises gently into the air revealing a passage behind it! Go southwest and you've located a Kennel. How odd! There's a dog's collar here, too! Get the collar and go back northeast then south and down the stairway twice. What a dog! Three heads growling and snapping at you! Put the collar on the dog and it becomes quite tame, even puppy-ish! Cute. No time to pet it, though, you're almost through. Go east into the Crypt Anteroom then south into the Crypt. A moment of silence, please, for the builders of the Great Underground Empire of ZORK...the Flatheads. Don't feel quite through? You're not! Turn the lamp off. There in the southern wall you see a faint line of light outlining a door! Open the door and go south to the Landing. Finally, go down the stairs. You find yourself on an endless stairway. You've conquered Frobozz! Your final test of courage and skill awaits you in ZORK III where you become the new Wizard of ZORK! ZORK II is copyrighted by Infocom, Inc., 1982. This walkthru is copyrighted by Barbara Baser, 1984. All rights reserved.