hide results

    Walkthrough by Anonymous

    Updated: 01/01/70 | Printable Version | Search This Guide

    	                 ZORK II Part One
    
     So, back for more, eh?  Zork I wasn't enough...or did you get
    hooked?  No matter, it's almost time to get started.  However,
    first a few words of advice. The Wizard of Frobozz is a lot more
    troublesome than the thief ever was.  This is due to his
    spell-casting abilities. Therefore, frequent saving of the game
    is recommended! Otherwise, you will be wasting a lot of time
    waiting for some spells to wear off. Okay, let's go!  Get the
    sword and lamp, and move along South, South, South, SW to the
    Shallow Ford.  At this point, turn on your lamp, then continue
    South, SE to the North End of Garden. Enter the Gazebo, and get
    all items on the table.  Then "Exit Gazebo," and go N, NE to the
    Shallow Ford and fill the teapot with water. Now, head South, SW,
    SW, and you will be in the Carousel Room. This is a wonderful
    place that spins you around, so you can't be sure that you're
    going in the direction you specify.  Fun, huh?  The thing to do
    here is keep moving around until you get to the Riddle Room. 
    That room is actually SE of the Carousel Room, but you aren't
    likely to get there by typing SE, at least not for a while.  So,
    every time you move, and find yourself somewhere else besides the
    Riddle Room, you will have to return to the Carousel Room and try
    again.  Also, before you start moving around, drop everything but
    the teapot and the lamp;  you'll pick up the things again as you
    need them. These are the directions from the various other rooms
    to the Carousel Room: Marble Hall - South Path Near Stream -
    Southwest Topiary - West Menhir Room - North Cobwebby Corridor -
    Northeast Cool Room - Southeast All right, you've finally made it
    to the Riddle Room.  Now, all you have to do is answer the
    riddle!  Actually, it's a fairly simple riddle;  just enter:  Say
    "A Well," and you will be able to move on to the East, which is
    the Pearl Room.  Leave the necklace for now, and continue East
    into the Circular Room. There is a large bucket here, just big
    enough for you to enter, so do that.  Then pour water into the
    bucket, and it will rise to the top of the well. Get out of the
    bucket, then go East into the Tea Room, and get all cakes except
    the orange one. Eat the green cake, and you will shrink down. 
    Now, go East into the Pool Room, and throw the red cake into the
    pool of tears. The water will be soaked up, and you can get the
    package of candies.  Forget about the flask;  there is no use for
    it. Return West to the Posts Room, and eat the blue cake. 
    Presto! You are returned to normal size. Stretch a little, then
    head NW into the Low Room.  Aha, there's a robot here.  Tell the
    robot to "Go E," then go that way yourself, and you will both be
    in the Machine Room.  I wouldn't be surprised if the controls to
    the Carousel room were here! Tell the robot to "Push Triangular." 
    There will be a thud in the distance (something fell), and the
    Carousel Room is now off. Tell the robot to go South, and do
    likewise.  You are now in a Dingy Closet, and a red sphere sits
    invitingly just beyond your grasp.  Try getting it, and a steel
    cage will come down over you (uh oh!).  Not to worry, however! 
    Once the cage is down, just tell the robot (even though you can't
    see him) to "Lift Cage."  Once that's done, you will be able to
    get the sphere.
    
                      ZORK II Part Two
    
     Now, getting back to the bucket may be a problem of sorts;
    pushing the button has caused strange things to happen in the Low
    Room.  So, after going North and West from the closet into the
    Low Room, you may have a problem when trying to go SE back to the
    Tea Room.  Keep trying however, and you'll get there sooner or
    later.  Then, go West from the Tea Room, enter the bucket, get
    the water, and the bucket will descend again. Get out, drop the
    Teapot, head West, pick up the necklace, then West again and NW
    to the Carousel Room.  There is a box here (the thud you heard
    before).  Open it, and inside is a violin.  You don't need to
    take it now, so just leave it here for the time being. Drop the
    sphere, necklace and candy, then get the sword, place mat and
    letter opener.  Move North to the Marble Hall, picking up the
    brick, then continue North until you come to the Ledge in Ravine. 
    Go up to the Tiny Room, which has a locked door.  Slide the mat
    under the door, then move the lid and insert the opener in the
    keyhole.  Remove the opener, then pull the mat and get the key. 
    Now, unlock and open the door and go North into the Dreary Room. 
    Drop the key and opener, and get the blue sphere. Now, it's South
    and Down to the ledge, then West and North into the Dragon Room
    (what would an adventure game be without a dragon?).  He's not
    one of your nicer dragons, so be careful here.  Hit him with the
    sword, then move South.  He will follow you.  Hit him a second
    time, and move South again.  He's still following you, and you're
    almost where you want to be.  Whack the scaly nuisance one more
    time, and head West into the Ice Room. Okay, the dragon follows
    you in, gets silly over his reflection in the glacier, and
    proceeds to get himself drowned.  You can drop the sword now,
    since you won't be needing it anymore.  As his body washes away,
    go East and SE to the Carousel Room, then SW to the Cobwebby
    Room. Get the string, then go back NE and pick up the newspaper
    and the matches.  Now move along NW, West, and West again into
    the Lava Room.  Leave the ruby for now, and continue on Southward
    to the Volcano Bottom. Aha, look what's here....a hot air
    balloon!  All you need is a way to get it inflated, and you just
    happen to have the means to do that.  Get into the basket, then
    open the receptacle and put the newspaper inside.  Light a match,
    then light the newspaper with the match.  Make sure you keep the
    receptacle open!  Now, just wait until the balloon rises to the
    Narrow Ledge, then "Land."  Tie the wire to the hook and get out
    of the basket. On the ledge is a gold coin. Pick that up and head
    South into the Library.  Get the purple book, open it, get the
    stamp, then drop the book.  You can ignore the other books;  they
    are all worthless.  Now, back North and into the basket again.
    Untie the wire, and wait until the balloon rises to the Wide
    Ledge. Again, "Land" and tie the wire to the hook.  Get out and
    go South.  Now, it's time for a few thrills.  Put the string in
    the brick, then put the brick in the hole in the box.  Now light
    a match, then light the string. Now, head North *IMMEDIATELY*.
    There will be an explosion, then you can safely go back and get
    the crown.  But don't dawdle; once you have it, get back to the
    basket pronto!  The explosion weakened the ledge, and it won't
    hold much longer. So, get in, untie the wire, close the
    receptacle, and wait until the balloon lands at the Volcano
    Bottom. Well, you seem to be doing almost as much travelling
    around as in Zork I, and you aren't finished yet, not by a long
    shot!  Go North, get the ruby, then East twice and SE to (yet
    again!) the Carousel Room.  Drop off everything but the lamp,
    then go NW, North, North, West, and West again, and you should
    now be at the entrance to the bank.
    
                      ZORK II Part Three
    
     The bank is tricky, so follow directions carefully here.  Go NE,
    then East into the Safety Depository, then South into the office
    and pick up the portrait, and back North again.  Now, "Enter
    Light," and you will be in a small room.  At this point "Enter
    South Wall," and you will be in the Depository again. "Enter
    Light" a second time, and you will find yourself in the vault,
    with a pile of bills in front of you.  Get the bills, then "Enter
    North Wall," and once more you are in the Depository. Now, drop
    the bills and portrait, and go East to the East Tellers Room.  Go
    East again to the Depository, pick up the goodies, and "Enter
    Light." This time, you are in the East Viewing Room.  From there,
    go South and you will be at the bank entrance.  You have robbed
    the bank, and kept the alarms silent. Okay, head along East until
    you reach the Dragon Room, then North to the Dragon's Lair. Leave
    the chest for now; instead, say "Hello Princess," and wait until
    she leaves. Follow her, and continue to follow her until you are
    both in the Gazebo, then wait.  The unicorn will appear, and the
    princess will give you the key from around its neck, and also a
    rose.  You can drop the rose; it has no use in the game. Well,
    you're getting closer to the end-game, but there are still a few
    things left to do. Exit the Gazebo, then move South, West, SW. 
    Drop off some of the treasures, then go back NW, North, North,
    North to the Lair again.  Open the chest and get the statuette,
    then return to the Carousel Room.  From there, due South to the
    stairway.  This is a good place to save the game, as you are
    about to enter one of the nastier mazes around. Go down the
    stairs, and you will be in the Oddly-Angled Room. Things are not
    always as they seem here, and the exact direction to go at this
    point is not constant.  Try East first, and if you can't go that
    way, then try West.  Either way, you should find a club.  Get the
    club, and from that point, go SE, NE, NW, SW.  Watch the room
    descriptions carefully as you do this;  the little diamonds on
    the floor should get brighter with each move you make (you are
    actually "running the bases" here).  If they are not doing this,
    restore the game and try again. When you have done it
    successfully, there will be a noise in the distance.  Now, you
    should try to go either North or South (that varies also).  If
    one way doesn't work, try the other, and if neither works, try
    East or West.  There will be a staircase going down, but you
    don't want to do that yet, so go Up instead, and head North until
    you are back in the Carousel Room. Get the blue and red spheres
    and the candy.  Drop a few things if you have to, but hang on to
    the club!  Now, SW twice, and you are in the Guarded Room, with a
    lizard head in the doorway. Give the candy to the lizard, then
    unlock the door with the gold key.  Open the door and go South,
    then West twice into the Aquarium.  Throw the club at the
    aquarium, then get the clear sphere.  Go East into the Wizard's
    Workroom. Put each sphere on the stand of the same color, then
    get the black sphere that appears, and go South into the
    Pentagram Room.  Put the sphere on the circle, and the Demon will
    appear.  You must give him *ALL* the treasures you have
    collected, as well as the gold key.  This will mean at least one
    more trip to and from the Carousel Room to get all the stuff. 
    When you have given everything to the demon, tell the demon,
    "Give Me The Wand," and he will take the wand from the Wizard and
    give it to you. Now, you're almost finished!  Go North, East,
    North, North, NE, South, and you are in the Menhir Room.  You
    need to get the Menhir out of the way for a little while, so do
    this:  Wave the wand at the Menhir and say, "Float."  The Menhir
    will rise up, allowing you to go SW into the kennel and get the
    collar. After that, go NE, then South, then Down, and Down again
    into the Cerberus Room. Cerberus is no problem;  just put the
    collar on him.  Now, go East, then South, and you are in the
    Crypt.  Turn off the lamp, and you will notice a secret door in
    the south wall.  Open the door and go South, and you will be on
    the Landing.  The game is over!! Or is it?  After all, there's
    still Zork III up ahead!