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    Walkthrough by The Manx

    Updated: 12/03/05 | Search Guide | Bookmark Guide

    The Manx’s Return to Zork Walkthrough
    The Story-
    You're the winner of some kind of sweepstakes and find yourself swept off to a
    magical world.
    Misc. Stuff You Should Know Before the Game Begins-
    The Guardian: This guy will show up and take all your stuff if you kill an
    innocent person or take something that doesn’t belong to you without permission
    you.  Don't do that.  Actually, I've found that by dropping all your droppable
    stuff before leaving the screen where you committed the atrocious act will let
    you just come back and pick it up after he leaves.
    The Walkthrough-
    You begin the game by arriving in the Valley of the Vultures.  You'll have
    several things in your inventory:
    Map: This is filled in as you explore the game and shows you where, generally,
    you are.
    Camera: Takes pictures of things you see and people you meet when used.  All
    photos are placed in the photo album
    Photo album: Contains all your photos.
    Tape recorder: Automatically records the conversations you have for playback
    later. Conversations are sorted by the character you have them with.
    A Knife: Pretty much what you'd expect a knife to be.
    Matches: Ordinary matches.
    Tele-Orb: The wizard Trembyle will tell you stories and give you advice through
    this thing.  When the game begins, it's in need of a new battery.
    Pick up the rock on the left side of the screen and throw it at the vulture on
    top the signpost, then look at the sign and use your knife to dig up the
    bonding plant growing at the bottom.  Look at the sign and the plant for extra
    points.  Proceed forward to the lighthouse and then forward again.  Click on
    the door to enter.  Talk to the keeper if you like, noting that the road to the
    south is impassable.  You'll need to find another way to proceed.  Then leave.
    Go to the left around the lighthouse.  Use your knife to cut up the vines, then
    tie them around the lumber on the ground to make a raft.  Click on that to
    travel down the river.  You'll end up in the town of West Shanbar.
    Click on the building nearest on the right.  Use the knife to hit the bell and
    enter (the key and the crank you'll find in the town also work).  Talk to Mrs.
    Peepers.  She'll give you a quiz, the answer to which is contained in the
    Encyclopedia Frobozzica part of the booklet that came with the game.  She'll
    give you a notebook which "noteworthy" things are automatically recorded in.
    Before you leave, take her picture.  Then go to the building furthest on the
    right.  Take the crank and the box, then leave.  Turn around, then go left.
    Enter the house, ignoring Boos, the town drunk, for now.  Go out the left door.
    Remove the chock in the water wheel and pick up the key on the ground.  Return
    to the main street and go to the building furthest on the left, the gift shop.
    Use the key to get in.  Take the battery on the shelf and drop it into the orb.
    Go over to the cash register, and take the Zorkmids and tickets inside.  Then
    leave.  Go back to the school for bonus points, then return to the main street.
    Go into the building nearest on the left.  It's the mayor's office.  Peruse the
    files in the filing cabinet, like the Muses' poem, the rules of Survivor and
    the procedure of toasting, then leave.  Then go back to the main street, turn
    around and go down the stairs on the right of the bridge.  Give the waif the
    tickets and go back up.  Go back to Boos' place.
    Click the glass on him and make a toast, then pour the glass into the plant on
    the left.  Then click the empty glass on Boos and drink (it doesn't matter that
    it's empty.  Do it anyway).  Repeat twice.  After that, click on Boos and ask
    for his keys, then make a toast and all that again. After he passes out, pick
    up the flask near his head and go down the trapdoor. Unlock the door with Boos'
    keys and go out through the right door to arrive in East Shanbar.
    Head over the bridge and bear left at the Hero's Memorial.  Pick up the joke
    book at the Fool's Memorial.  Keep going forward to the Snoot Farm.  Enter
    through the window, and go through the left door in the north wall to not only
    meet Rebecca, but also get punched out.  When you wake up, click on Rebecca and
    you'll be presented with another quiz.  Rebecca will authorize you to take
    anything you need.
    Go through the leftmost door and click on Alexis the dog to get a recording of
    her barking.  Go through the right door and look at the dresser.  Take the
    mirror.  Then go through the central door and take the thermozz off the table.
    Open the fridge and take the meat.  Drop the soap in the sink and turn on the
    water.  Wash the waif's gift.  It becomes a disk piece.  Click the flask on the
    sink and fill it with water.  Zoom in on the stove and turn it on for a story
    and bonus points (not to mention make Rebecca mad when she gets home), then go
    outside.  Go right to arrive at the silo.  Use the crank and turn it clockwise.
    Pick up some carrots then go right again. Go back to the farmhouse and click on
    the window.  Apologize and you'll be given permission to take the box.  Back
    out and take it, then back up again and go into the barn.  Take a picture of
    the cow, then pick up hay and drop it. Light a match and burn it.  Use the fire
    to warm you hands, then milk the cow with the thermozz.  Leave.
    Turn around at the main farm screen and go left.  Return to East Shanbar.  Go
    into Moodock's armory (it's the red building on middle left).  Click on the
    Survivor game board in front of Moodock to learn the rules.  When you beat
    Moodock, he'll give you a sword and a token.  Put them both in inventory.  Go
    back out and go to the incinerator (it's next to Moodock's).  Pull lever 1, the
    one on the right, and throw the bra box into the incinerator.  Pull lever 1,
    now pull lever 2.  Zoom in on the drawer and pour the flask of water on the
    wire.  Take the wire.
    Go to the general store (the building with green windows), and
    use the wire to open the door.  Shake the cereal box twice to get a whistle.
    Pick up the rat on the counter and quickly drop it in the box.  Leave.  Go the
    bridge and go left.  Meet Ben.  Ask him about the picture of Mrs. Peepers to
    get a letter to deliver to Witch Itah.  Click on the "knot" area around his
    hands to learn the cow-hitch.  Give him Zorkmids to rent his boat.  Remove
    the rats from the box and put them in the motor.  Go forward.  Go inside the
    Drop the rotting meat.  Give the letter to Itah and take her walking stick
    (it's the only thing she allows you to take).  Go out and navigate the swamp.
    It's different every time you play, and you need to use the stick on the island
    in the direction you're facing to make sure it's safe.  If the stick sinks into
    the mud, walking that way will kill you.  Make a map.
    When you get out, go forward to reenter East Shanbar.  Visit the Inn of
    Isenough several times to get stories from Trembyle and extra points, but don't
    go in yet.  Go back to Ben and rent the boat again.  Go back to Itah's place.
    Ask her about the joke book in your inventory and about the cow photo.  Take
    the bat cage and the rotting meat, then go through the bog again, but be warned
    it's different from the first time.  Look at the bat cage when you get out,
    then turn around and enter whispering woods.  Release the bats and pick up some
    guano, then follow the bats (and the trail of guano) through the forest.  When
    your vision almost completely goes black, drink from the thermozz.  After you
    get out, go forward and click on the bell three times.  Show Moodock's token to
    the ferryman (do not give it to him, you’ll need it later) to be taken across
    the lake.
    Turn around and take the path at the left side of the screen.  Approach Canuk's
    shack, then use the sword to pry off the door knocker.  Go inside.  Pick up
    the scroll and read it to the duck.  Ask Canuk about the joke book, then the
    bottle behind him.  Once inside, look up to see the combination upside down.
    Enter the white door, and pick up the rag.  Get close to the safe and enter the
    combination 9427, then open it. Take the disc piece and the rusty metal thing,
    then close the safe. Grab the mirror out of your inventory and back out of the
    bottle. Use the mirror on Canuk QUICKLY, and leave.
    Use the magnet on the whistle and blow it to summon a vulture.  You can now go
    anywhere you've already been by clicking on the location on the map.  The curls
    in the upper right corner flip the map between the upper and lower levels of
    the game.  Go to West Shanbar and ask the mayor about the joke book, then go to
    East Shanbar and pay the blacksmith a visit (his building is next to the Inn of
    Isenough).  Give him the sword and ask him about the joke book.  Pay him to
    translate it, then pick up the Zorkmid and leave.  Go out of town, in the
    direction away from the footbridge, and go left to meet Rebecca again.  Go past
    her, and pick up the tiles.  Turn around and drop them into the frame.  Solve
    the sliding puzzle.
    When successfully completed, the top line says "Water unseen at falls mix with
    bat dropping yields potion for invisibility," while the bottom says "search for
    three more pieces on the ground where this was found" (a twelfth tile appears
    once you've properly aligned the rest).  If you can't seem to solve it, hit
    reset and slide the tile next to the hole according to the directions below.
    Left, above, right, above, left, below (x), right, above (x2), left (x2),
    below, right, below, left, above, left, below, right, above (x2), left, below,
    right (x2), above, left, below, right, below, right.
    That is, when the directions say left, click on the tile to the left of the
    hole, above the hole when it says above, and so on.  Turn around and pick up
    the illumynite and disc pieces.  Go left and enter the Forest of the Spirits.
    From the first screen, go forward, turn right, go forward twice, turn right
    again and go forward.  Hit the leaves with the stick and pick up the Zorkmids
    that fall.  Use the map to return to East Shanbar.  Enter the Inn of Isenough
    and pay Molly for a room.  Take the elevator up.  Put the illumynite on the
    nightstand, then look at the monitor and turn off the lights.
    When you wake up, look at the monitor and turn the lights back on.  Take the
    illumynite and leave the inn.  Go to the blacksmith's and pay him.  Show him
    the sword and threaten him to get back the real one. Go to Snoot's Farm, then
    back out.  Turn left and forward to the Cliffs of Depression.  Take the guard
    rope and tie it to the tree, the go down.  Enter the comedy club.  Play back
    the tracks on your tape recorder that are jokes (you got Canuk, the blacksmith,
    Itah and the mayor to read them, didn't you?). After you play all four back,
    you'll get another disc piece.
    Go back up the cliffs and take the rope.  Go back to the Forest of the Spirits.
    Turn around, go forward twice, turn left, go forward, turn left and go forward
    again, then turn right and go forward.  Give the thermozz to the bowman.  Pick
    up the thermozz, bow and arrows.  Turn right, go forward twice, and turn left.
    Light a match and go forward.  Talk to the fairy to get fairy dust.  Sprinkle
    it on the rotting meat.  Go to the Hero's Memorial and go right to meet Rebecca
    and learn about vultures' talons.  If you don't run into her, that's okay.  Go
    to Pugney's Ranch.  Go toward the barn, then turn left and go to the vulture
    pits. Throw the meat at the cave.  Enter and pick up the talon, then leave.
    Fly to the lighthouse.  Give some illumynite to the keeper and ask him about
    the disc pieces to get another one from him.  Go up the stairs. Tie the rope
    to the railing with the cow-hitch, then tie the talon to the rope and throw the
    rope to make a bridge. Cross the river to the temple. Grab the shield from
    the statue and go inside the temple (come back to this screen a couple times
    for extra points and background from Trembyle).  Talk to the holy woman and ask
    her about the sword.  Give it to her and she'll bless it.  Leave and go through
    the hole in the right wall. Enter the dwarf camp, and pay attention to the
    Abbot-and-Costelloesque conversation that follows.  They're actually giving you
    directions for later.
    Go to the Hero's Memorial and go right to reach the entrance to the troll
    caves.  Wear the helmet, and take the sword out of your inventory.  Look at the
    skeleton to see a series of letters; "LUD." This is the direction from which
    you need attack each of the guards inside the cave.
    Enter the cave and go forward.  Attack the badly-costumed actor...I mean, troll
    with a left swing.  Forward again.  Upward swing for this troll.  Forward
    again.  Downward swing for the last one.  Go forward again.  Talk to the troll
    leader and repeatedly threaten him to get the Necklace of Fear.
    Go back to the Forest of the Spirits.  Turn around, go forward twice, turn
    left, go forward, turn left, go forward, turn right, go forward, turn right, go
    forward twice, turn left, go forward twice, turn right, go forward thrice, turn
    right, go forward five times, turn right, go forward, turn left, and go
    forward.  Throw something (besides the sword) at the pile of leaves to spring a
    trap.  Strike the trap with the sword to get back the thing you threw.  Then go
    forward, turn left, and go forward until you find the boar statue.  Hit it
    three times with the sword to reveal the disc piece inside.
    Back up, turn left, go forward, turn right, go forward, turn left, go forward
    four times, turn left, go forward, right, go forward twice, right, forward,
    left and forward twice.  Show the Necklace of Fear to the spider.  Slice the
    web with your sword.  Go forward to the dam, then again on the right side of
    the screen.  Fill the flask from the waterfall and drop the bat guano in to
    make a blue potion.
    Go back to the lighthouse and get the rope. Fly to the dwarven mines and
    remove the helmet.  Go toward the mines in the background.  Click on the cart
    and follow the directions the dwarves gave you earlier (left, right, straight,
    right, left, right, straight, right, left, left, right, straight).  If you mess
    up, you'll just end up back at the beginning of the cart run.
    Use the stick on the first statue, the talon on the second, the thermozz on the
    third, helmet and box on the fifth, the shield on the sixth, and the tele-orb
    on the seventh.  Drop the disc pieces in the trencher.  Press either the green
    or red button, doesn't matter which, to repair the disc.  Pick it up and stash
    it, then get back all the stuff you used on the statues.  Go to the Cliffs of
    Depression, but then turn around and turn left. Throw the disk at the wall of
    illusion to shatter it.
    Approach the Citadel of Zork.  Use the bow with the arrows and shoot an arrow
    at the hand.  Enter and drink the invisibility potion. Use the tape recorder
    to play back Alexis barking to get rid of the orc, then go forward. Throw all
    your stuff that can be thrown at the bridge until the one sinks and another one
    Rises. You can't throw stuff like the camera, the tape recorder or the photo
    album.  If you run out of things to throw, you can back to the Forest of the
    Spirits and hit the tree to get Zorkmids to use (thanks to Moo Dools for
    pointing this out to me). Once it’s all the way up, cross. You'll have to play
    Morphius at Survivor, but this time you're playing Trembyle, not Canuk.  Move
    to following squares:
    A1, C2, B4, A2, C1, D3, B2, A4, C3, B1, A3, C4, D2, B3, D4.
    If a space is occupied when you need to move there, pass until the Canuk marker
    is out of the way. Congratulations! You used my walkthrough to beat the game!
    Legal Stuff-
    Return to Zork is copyright 1993 Activision.
    The Manx’s Return to Zork Walkthrough is copyright 2001.  No portion of this
    walkthrough may be copied or distributed without the consent of the author.
    Contact Info-
    I can be reached at gladrius@hotmail.com if you want to praise my work, find
    out what other walkthroughs I've written, send me money, offer me a job, ask me
    out or something like that.

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