brian@jett.UUCP (08/17/84)
Well, folks, the response HAS been overwhelming (about 30 letters
in one day is overwhelming for me), Soooooooo...
**** THE ULTIMATE ZORK SPOILER ****
The following is (hopefully) a complete and total spoiler to
the Zork (in previous incarnations known as Dungeon) game. With
this file, you should be able to score 585 out of 585 in the
basic game plus 100 out of 100 in the advanced game. If your
version of zork does not feature a full 585 points (for example,
if the puzzle room was left out), or you have no advanced game,
you will still benefit from the rest of the answers. I have
tried to give away every possible detail on winning, but if I
have left anything out, please tell me so that I can update
the file immediately.
-- Brian "Dungeon Master" Reynolds
--- WARNING: If you have any interest at all in ever being
--- challenged by the ZORK game ever ever ever ever ever ever
--- ever ever ever again, READ NO FURTHER!
Useful Items:
1. Bottle of Water -> Pour into bucket at bottom of well (after
getting into the bucket via the "BOARD" command) to rise to
the top of the well. Get water back into the bottle to go
down.
2. Sack -> Useful for hiding things and distinguishing between
items of the same name. By putting all of the cakes in the
bag except for the "EAT ME" cake and closing the bag, it is
possible to eat the "EAT ME" cake by typing "EAT CAKE". The
sack will also allow you to take the sharp stick with you
in the magic boat.
3. Garlic -> Allows you to enter the bat room without being
carried away.
4. Rope -> When tied to the railing in the Dome Room, the rope
allows you to descend and get the Ivory Torch.
5. (Nasty) Knife -> Useful as a light weapon to carry around
and kill the Thief with. Won't work on the Troll.
6. Brick -> When combined with the shiny wire (via PUT WIRE IN
BRICK), the brick will become a bomb to blow things up. The
proper thing to blow up is the safe door near the top of the
volcano (put it in the hole in the strange box). Leave room
after lighting the wire, then come back and get the Crown
and leave IMMEDIATELY.
7. Sword -> Use it to kill the Troll, but don't carry it around
afterwards (too heavy).
8. Lantern -> Primary light source in dungeon.
9. Rug -> "MOVE RUG" to locate the trap door leading to the
dungeon.
10. Ivory Torch -> A Light Source. Should be placed (along
with the lump of coal) in the bucket in the coal mine and
lowered in order to provide a light source in the nether
portions of the mine (since the lamp won't fit through the
windy passage). It should then be retrieved, used for a
while (to save lamp time), and then thrown at the Glacier
to remove it and provide access to the Volcano. Be sure
to retrieve the torch from downstream as it is a treasure.
11. Wire -- See Brick (6).
12. Skeleton Keys -- will open the grating to let you out of
the maze into the forest. Dont bother to pick these up
as the grating is too far off the traveled portion of the
maze to be of use.
13. Bucket -> See bottle of water (1). To get in, BOARD, to
get out, DISEMBARK.
14. "EAT ME" Cake -> (See sack (2) for instructions on how to
eat this cake). Shrinks you so that you can travel east
into the pool room.
15. Red Cake -> Throw into the pool in the pool room to evaporate
the ick and retrieve the Tin of Spices
16. Blue Cake -> Used to grow back to normal size after leaving
the pool room.
17. Robot -> Bring robot to machinery room (TELL ROBOT, GO EAST),
and have him press the triangular button. This will drop
a box in the round room containing the fancy violin. Then,
tell robot to go south to the closet, go there yourself,
get the sphere yourself (thus allowing the cage to fall on
you), and "TELL ROBOT, LIFT CAGE".
18. Shovel -> Dig (several times) on the sandy beach to get
the statue.
19. Boat -> After being inflated with the pump, can be used to
travel downstream (commands: BOARD, LAUNCH, LAND, DISEMBARK).
20. Stick -> "WAVE STICK" to solidify the rainbow.
21. Buoy -> Contains the emerald.
22. Guidebook -> Fuel for the Balloon.
23. Matches -> Used to light: candles, wire on brick, guidebook.
24. Screwdriver -> Activates the machine in the coal mine to
make the diamond from the coal.
25. Tube -> Constains glue used to fix the boat if you are silly
enough to pop it or the leak in the maintenance room if you
press the blue button.
26. Wrench -> Used to open the Dam (enabling access past the
reservoir) after the yellow button has been pressed (some
versions apparently require pressing yellow, brown, yellow).
27. Pump -> Inflates the boat.
28. Basket in Coal Mine -> Put the torch and coal in and lower
them so that you will have a light source after going through
the windy passage.
29. Coal -> Used to make the diamond in the coal mine machine.
30. Candles -> Needed to exorcise the demons. Will also provide
a light source for a (very) short time.
31. Bell -> Needed for exorcism.
32. Book -> Needed for exorcism; to exorcise, get book, bell,
and candles, go to entrance to hades, and type "EXORCISE".
33. Balloon -> (basket, receptacles, etc. at volcano bottom).
Use BOARD and DISEMBARK to get in and out. Put the guidebook
in the receptacle and light it to inflate the balloon. Use
"WAIT" to travel in the balloon. If the receptacle is open,
the balloon will go up 100 feet. If it is closed, the balloon
will go down 100 feet. Don't go more than 400 feet above the
volcano bottom. To land on a ledge (you can't land on the
observation ledge), type "LAND", then "TIE BRAIDED WIRE TO HOOK"
so that the balloon won't float away. Use "UNTIE BRAIDED WIRE"
when you are ready to leave.
34. Purple Book -> Open the purple book in the library to find the
zorkmid stamp.
35. Strange Box -> Blow this up with the brick to get the Crown.
36. Canary -> Take into teh forest and wind it in order to
retrieve the bauble.
Treasures:
1. Egg -> In tree north of house. Give this to the Thief early
in the game and leave him alone for a while so that he will
open it for you.
2. Canary -> Inside egg. Wind in forest to retrieve the bauble.
(I'm actually not sure if this is worth any points itself
or not.)
3. Bauble -> In forest (see above).
4. Pot of Gold -> On the small beach at the "other end" of the
rainbow (after the rainbow has been solidified).
5. Work of Art -> in art gallery.
6. Portrait -> in office in bank.
7. Zorkmids -> in bank vault. To get them, go to the office
and pick up the portrait, then go to the depository and
walk through the curtain of light into the bare room. Then,
walk through the south wall ("WALK THROUGH SOUTH WALL") back
into the depository, walk through the curtaifn of light
again, pick up the zorkmid bills, and go back through the
north wall to the depository. Drop the portrait and bills,
walk over to the viewing room, come back, pick up portrait
and bills, walk through the curtaifn of light to the viewing
room, and leave.
8. Ivory Torch: below the dome room (see rope and torch under
useful items).
9. Bag of Coins: in maze.
10. Chalice: in thief's lair.
11. Gold Card: in the puzzle room (to be discussed later).
12. Sphere: in closet near machine room (see Robot).
13. Tin of Spices: In pool of ick in pool room (see cakes).
14. Solid Gold Coffin: In egyptian room; easiest wa to get
it out is to take it to the altar and pray.
15. Ruby: in ruby room past glacier.
16. Stamp: inside purple book in library.
17. Lord Dimwit's Crown: in Strange Box in Volcano (see brick).
18. Platinum Bar: in the loud room. Type "ECHO" to make the
loud room quiet enough that you can pick it up.
19. Trunk of Jewels: reservoir
20. Emerald: inside buoy.
21. Statue: buried in the sandy beach (use shovel and dig).
22. Trident: Atlantis room past reservoir.
23. Figurine: In the Bat room near the coal mine (see garlic).
24. Bracelet: In the Gas Room of the coal mine.
25. Diamond: Made by putting lump of coal into the machine and
activating: see srewdriver, torch.
26. Violin: in round room (see robot).
Items of little or no value:
1. pile of leaves -> covers grating to maze
2. mailbox & note -> west of house.
3. lunch -> in sack. Can be used in combination with the bottle
of water to get past the Cyclops, but make sure you do the
well first.
4. U.S. News and Dungeon Report -> living room
5. Useless lamp -> in maze with skeleton
6. Note from Thief -> above the puzzle room.
7. Bat Guano -> inside cave with shovel.
8. White, Blue, and Green books -> Library in volcano.
9. Note -> in safe with Crown.
10. Timbers -> timber room in coal mine. These were of use in
an early early early version of Dungeon, but are no longer
of any value.
11. Coke bottles & Listings -> Crypt of the Unknown Implementers
Traps:
1. Rusty knife in maze attacks the wielder.
2. Touching skeleton in maze offends the ghosts.
3. Attempting to pick up the sphere with no robot around (or
telling the robot to pick up the sphere) is disastrous.
4. Eating the orange cake causes explosion.
5. Dont stay in box room or on ledge in volcano after getting
the crown, as it will collapse very quickly. Get ALOFT in
the balloon.
6. Pressing the blue button in the maintenance room causes
room to (slowly) fill up with water.
7. Taking torch, candles, or lit match into smelly or gas rooms
causes explosion.
8. Going over 400 feet above volcano bottom in balloon causes
balloon to pop.
9. Getting in barrel near waterfall and saying "Geronimo" causes
you to go over the waterfall and die.
10. Touching crypt or heads before wraith has admitted you
causes death.
Tricks for getting places:
1. RUB the mirror to zap between the two mirror rooms.
2. Pray at the altar to get to the forest.
Obstacles:
1. Puzzle room: This room is located past the thief's lair.
Go to the place where the thief's note is, ignore the note,
and go down. Movement is accomplished by pushing sandstone
walls (for example, your first action should be PUSH EAST WALL).
The object is to get the gold card from under one of the
blocks, and get out using the ladder [ignore the door with
the slot -- it will ALWAYS confiscate the card]. I will
describe the puzzle as an 8 by 8 matrix numbered from 0 to
7 horizontally, and 0 to 7 vertically. Horizontal coordinates
will be listed before Vertical ones. 0,0 is the marble block
in the northwest corner. 1,1 is the entrance. 4,4 is the
block on top of the gold card. The following is a diagram
of the room (MM = marble block, SS = standstone block)
00|01|02|03|04|05|06|07
00:MM|MM|MM|MM|MM|MM|MM|MM
01:MM| |SS| | |SS| |MM
02:MM|SS| |MM| |SS| |MM
03:MM| | | | |MM| |MM
04:MM|SS| | |SS|SS| |MM
05:MM| | |SS| | | |MM
06:MM|MM|MM| | | |MM|MM
07:MM|MM|MM|MM|MM|MM|MM|MM
To solve the puzzle, you must move the following blocks in
this exact order:
2,1 to 3,1
5,1 to 6,1
3,1 to 4,1
4,1 to 5,1
1,4 to 1,5
1,2 to 1,3
1,3 to 1,4
4,4 to 4,5
(get gold card)
4,5 to 4,6
4,6 to 3,6
3,5 to 2,5
5,4 to 4,4
4,4 to 4,5
4,5 to 4,6
5,2 to 4,2
4,2 to 4,3
4,3 to 4,4
4,4 to 3,4
3,4 to 3,3
3,3 to 2,3
2,3 to 2,2
2,2 to 2,1
then go to 1,1 and climb the ladder!
As you can see, this puzzle is a royal pain, but such is
adventuring...
2. Maze -> From the troll room, do: S,W,E,U,get coins,SW,E,S,NE
to get to the Cyclops room.
3. Cyclops -> Say "ULYSSES" to scare him away and create a new
(and very convenient) exit to the living room.
4. Troll -> Kill him with the sword.
5. Thief -> Early in the game, give him the egg and leave him
alone for a while. Later, go to his lair (up from the cyclops
room) with the knife and some treasures. Give him the treasures,
one at a time, taking a swing at him between each one. The
treasures will distract the thief, and also insure that his
treasures will remain when he dies.
Advanced Game:
When you have recovered ALL of the treasures, and have verified
that you have scored 585 points, go into the dungeon and wander
around for a while (stay in the general vicinity of the crypt).
When the wraith appears, go directly to the crypt and open it.
Go inside, turn off your light, and wait. You will then be given
a chance to choose a password by which you can return to the game
at this point later on. Should you wish to play the game from
here without bothering with the beginner's portion of the game,
try typing INCANT MHORAM DFNOBO.
Now, go to the beam of light, and type "BREAK BEAM WITH SWORD".
(You may have noticed by now that you are carrying the sword
for some reason or other). Press the red button, then go to
the hallway, and enter the mirror. Lift the short pole to free
the room up for movement. Press the red wall to turn until
you are facing north. Push the pole back to stabilize the
room (or else...) then press the mahogany wall to move until
you can go no further. Lift the pole again, turn (using the
red wall) until facing south, put the pole back, and press the
pine wall to exit.
Knock on the door, then answer the DM's questions (3 of the
following):
how to read the cakes? flask
what item is haunted? rusty knife
get to thief's lair? temple entrance
where from altar? forest
offends the ghosts? skeleton
hello sailor useful? none
value of zorkmid treasures? 30003
Useful to do with mirror? rub
Tell DM to follow ("TELL MASTER, FOLLOW"), go to the parapet,
tell DM to stay, turn sundial to 4, go back to cell and make
sure bronze door is there, tell DM to follow, go to pit, tell
DM to stay, go back to cell, get in and close wooden door, tell
DM to press button, open bronze door, go south!
--
-- Brian Reynolds
{ihnp4|clyde|sdcrdcf}!akgua!jett!brian