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    FAQ/Walkthrough by AEgerton

    Version: 2.0 | Updated: 02/17/01 | Search Guide | Bookmark Guide

    Zork:  The Undiscovered Undergound FAQ
    VERSION 2.0
    February 17, 2001
    Andrew Egerton
    This walkthrough is intended for personal use only, and is not to be
    distributed or edited in any form without permission of the author.  This
    walkthrough is not intended for any commercial use.  This walkthrough cannot be
    published in any print publication or web site except for
    http://www.gamefaqs.com.  If this guide sucks like the last one, I want all
    records of existence destroyed, comprende?  This FAQ is only for GameFAQS!!!!
    V2.0:	Rewrote the whole durned thing!  Hopefully it's marginally better.
    V1.0:	A really, REALLY crummy job I did about three years ago, which I'm sure I
    can never eradicate from the web.
    ********What is Zork: The Undiscovered Underground?
    I'm glad you asked!  Zork: The Undiscovered Underground is a token little text
    adventure by Marc Blanc and Mike Berlyn released freely by Activision
    celebrating the release of Zork: Grand Inquisitor in October, 1997.  Marc Blanc
    co-authored the original Zork Trilogy, and Mike Berlyn, wrote such games as
    Suspended and Infidel.
    The game is set in the year GUE 1066, one year before the events of Zork: Grand
    Inquisitor.  You play a low level guard in the Inquisition Guard stationed in
    Port Foozle, and you are given a task by none other than Grand Inquisitor Mir
    Yannick himself!  You are to search through a previously unexplored portion of
    the Great Underground Empire (hence the title) and report back upon
    encountering any forms of vile magic.  Off you go, with only a trusty brass
    lantern and a cheap plastic knock-off of an elven sword for company.  Oh, and
    the swarms of grues that no doubt lurk down there.
    ********Okay, what's a grue?
    The grue is a sinister, lurking presence in dark places of the earth. Its
    favorite diet is adventurers, but its insatiable appetite is tempered by its
    fear of light. No Grue has ever been seen by the light of day, and few have
    survived its fearsome jaws to tell the tale.  (Source:  Every single Zork game)
    ********Where can I get the game?
    Lots of places!  For free, too!  Try the Unofficial Infocom web site
    (http://www.csd.uwo.ca/Infocom/)  You can get the entire original Zork Trilogy
    for free here too.  Just as a note, I do not care for software piracy much, and
    only condone the free download of Zork I, Zork II, Zork III, and Zork: The
    Undiscovered Underground, as they are freeware.
    ********Hey, what's up with this game?  I don't see even see any anti-aliasing,
    much less Bezier curves and dynamic light sourcing!
    That's because it's a text adventure and you actually have to *read* the text
    and type in an appropriate command in response.
    For instance, if you want to go north, you would enter GO NORTH.  This
    particular command can be abbreviated to simply N.  If you want to pick up an
    atomic vector plotter, you would type TAKE ATOMIC VECTOR PLOTTER.  You'll
    figure it out.
    ********Is there a multiplayer option?
    Shut up.  Better yet, shut the hell up.
    ********Is there at least a railgun in the game?
    No, but there aren't any jumping puzzles, either, so consider yourself lucky.
    ********How do I win?
    There's a succint question for ya.  Let's begin the walkthrough.
    You begin in New Excavation with your fake sword and busted lantern.  Travel
    northeast twice, and you'll enter the Cultural Complex.  This will be the
    central hub of the game.  Go north into the Convention Center Lobby, then
    northwest to the Souvenier Stand.  If you've been reading the signs along the
    way, you'll find there's some sort of convention going on.  At the stand,
    you'll find someone hawking some candy bars, popcorn, post cards, and a chicken
    finger.   (But I thought chickens didn't have fingers!  Ba-dum-BUM!  Thank you,
    good night, folks!)  Read the postcards to find more information about the
    nature of this convention.  Talking to the salesman reveals that he is wearing
    a mask.  Take the mask to see his true form!  And remember it, too!  Once, he's
    gone, take the candy bars, the postcards, and the popcorn and head back
    southeast to the Convention Center Lobby.
    Remember what the salesman looked like?  Good since you have to put on the
    proper gloves, mask, and body suit to match what he looked like.  Head back to
    the Convention Center.  Drop your lantern.  As you've probably figured out, the
    place is swarming with grues.  Since you're dressed like one, you should be
    safe for a while.  Go north into the Convention Hall.  Quickly take the hat,
    shoes, and glasses and skeedaddle back south.  Do NOT exit via the chute.  You
    can take off the silly get-up if you'd like, but you still need the gloves on.
    Return to the Cultural Complex and head south.  You will enter the Hall of
    Science Lobby.  From here go south into the Mud Forum and take all the nice
    things.  For the record, take the tree, house, balloon, flathead, and raft. 
    Return to the Cultural Complex and head east into the Theater.  Head east again
    to the stage, then east again backstage.  Open the trunk you'll find there and
    take the five-zorkmid piece inside.  Return all the way to the Hall of Science
    Lobby, then east into the Museum of Illusion.  Inside you'll find two annoying
    antiques whining in a corner.  Examine the tree you picked up in the Mud Forum
    to find a ball being held by a piece of tinsel.  Take the tinsel and tie it to
    the coin.  Put the coin in the slot for a free hint!  Well, part of one,
    anyway.  Take the coin, as you can pull it out with the string, and insert the
    coin again.  The oracles will grudgingly give out hints.  Remember the number
    of the rib that Mike mentions.
    Return to the Hall of Science Lobby yet again, and head west into the Museum of
    Adventure.  Inside, you'll notice a skeleton.  Remember what Mike said about
    prying the rib?  Well, pry it!  You now have access to the incredible majesty
    that is the Janitor's Closet!!!  Inside, you'll find an aerosol can.  Never,
    ever let go this thing!  Reading the label, you'll find it's bug repellent.
    Make your way back to the stage.  Examine the footlights, and take the red and
    blue lenses.  Put them in the glasses, and then you have yourself a handy pair
    of 3-D glasses!  Go back to the Mud Forum.  Wear the glasses and drop
    everything else.  (Yes, I know I said to hold onto the can.  Oh, well.)  Open
    the cover of the display unit.  Hold the button on the unit so it stays on. 
    This will display the combination for the sealed door.  Take note of the five
    items that appear, from closest to farthest, take those items, and place the
    closest on the circle, second closest on square, then triangle, then pentagon. 
     The sealed door should open.  Take the candy bars, the lantern, and the
    repellent can.  Drop one candy bar in the Mud Forum, one in the Hall of Science
    Lobby, and one in the Cultural Complex.  Return to the Mud Forum and head
    Now you'll find yourself in a cage.  drop your remaining candy bar, and you'll
    see a whole mess of rat-ants.  (These events are mutually exclusive, by the by)
     Run all the way back to the Tunnel.  The rat-ants will chew through boulders
    that were blocking your escape.  Head southwest one last time and you'll win
    the game!  If you aren't carrying the repellent can at this point, you'll get
    to see what the inside of a totemizer looks like!  If you were, get ready to
    receive a Great Reward from the Grand Inquisitor!
    ********Hey!  My lantern went out!  I'm likely to be eaten by a grue!
    Shake it a bit! (Footnote 8)
    ********That walkthrough sucked.  Are there InvisiClues?
    There sure are!  Activision has some on their web site.  Navigate to the Zork:
    Grand Inquisitor page, and enter to Hotel New Zork.  Go east to the telegraph
    office, and click on the file cabinet.   On the close-up view, click on the
    upper cabinet towards the upper part of the screen. This should take you to the
    InvisiClues, you ingrates!
    ********Can you provide a map?
    Not in ASCII art.  This isn't a very complex game, compared with the Infocom
    days of yore, so you can probably map it yourself pretty easily.  Just draw a
    box representing each room, and draw a line between them for each passage.  A
    list of the rooms follow.
    New Excavation:   NE to Tunnel
    Tunnel:   NE to Cultural Complex, SE to New Excavation
    Cultural Complex:   N to Convention Center Lobby, E to Theater, S to Hall of
    Science Lobby, SW to Tunnel
    Convention Center Lobby:   S to Cultural Complex, NW to Souvenier Stand,  N to
    Convention Hall
    Souvenier Stand:   N to Changing Room, SE to Convention Center
    Changing Room:   S to Souvenier Stand
    Convention Hall:   S to Convention Center Lobby
    Hall of Science Lobby:   N to Cultural Complex, S to Mud Forum, E to Museum of
    Illusion, W to Museum of Adventure
    Mud Forum:   N to Hall of Science Lobby, SE to Cage
    Theater:   W to Cultural Complex, E to Stage
    Stage:   W to Theater, E to Backstage
    Backstage:   W to Stage
    Museum of Illusion:   W to Hall of Science Lobby
    Museum of Adventure:   E to Hall of Science Lobby, SW to Janitor's Closet
    Janitor's Closet:   NE to Hall of Adventure
    Cage:   NW to Mud Forum
    ********Do you have a list of points?
    Yes, indeedy!
    Taking the salesman's mask:                              8 pts
    Taking the Baby Rune candy bar:                          1 pt
    Taking the Multi-Implementeers candy bar:                1 pt
    Taking the $ZM100000 candy bar:                          1 pt
    Taking the Forever Gores candy bar:                      1 pt
    Shaking the lamp for the first time:                     5 pts
    Entering the Convention Hall alive:                     10 pts
    Taking the glasses:                                      5 pts
    Taking the zorkmid coin:                                 5 pts
    Attaching the tinsel to the coin:                        8 pts
    Putting the coin in the slot twice:                     10 pts
    Prying the proper rib:                                   5 pts
    Taking the aerosol can:                                  5 pts
    Taking one of the lenses from the stage:                 5 pts
    Putting a lens in the glasses:                           5 pts
    Projecting the image in the Mud Forum:                  10 pts
    Putting models on shapes:                                5 pts
    Winning the game:                                       10 pts
    Total Score:                                           100 pts
    ********How 'bout an item list?
    Sigh, if I must
    Item                       Found                    Use
    cheaply-made sword         in inventory             pries the skeleton's rib
    brass lantern              in inventory             provides light
    postcards                  Souvenier Stand          reading material
    Baby Rune                  Souvenier Stand          lures the rat-ants
    Multi-Implementeers        Souvenier Stand          lures the rat-ants
    ZM$100000                  Souvenier Stand          lures the rat-ants
    Forever Gores              Souvenier Stand          lures the rat-ants
    popcorn                    Souvenier Stand          none
    various gloves             Changing Room            fools grues
    various masks              Changing Room            fools grues
    various body suits         Changing Room            fools grues
    hat                        Convention Hall          none
    shoes                      Convention Hall          none
    glasses                    Convention Hall          views the image in Mud
    tree                       Mud Forum                opens the sealed door
    house                      Mud Forum                opens the sealed door
    hot-air balloon            Mud Forum                opens the sealed door
    flathead                   Mud Forum                opens the sealed door
    raft                       Mud Forum                opens the sealed door
    tinsel                     Mud Forum, on tree       attaches to coin
    glass ball                 Mud Forum, on tree       none
    quint-zorkmid coin         Backstage                buy hints from oracles
    aerosol can                Jantior's closet         killing rat-ants
    blue lens                  Stage                    component for 3-D glasses
    green lens                 Stage                    none
    red lens                   Stage                    component for 3-D glasses
    yellow lens                Stage                    none
    ********Are there any fun easter eggs?
    Yes there are!  Consult the InvisiClues (described above) since I don't want to
    shamelessly rip off information from that thing.
    ********Why did you make this FAQ three years after the fact?
    Well, the crappiness of the original was getting to me, and I'm planning on
    writing a couple more, so I'm using this for a practice run.
    ********Hey, this format is laid out in a series of questions!  This really is
    a FAQ!
    Well, that wasn't a question, and this still isn't a FAQ since the F stands for
    Thanks to:
    Marc Blank and Mike Berlyn for writing this fun game!
    Activision for keeping the Zork Series alive (at least up to 1997), and for
    producing Zork: Grand Inquisitor, a game just as good as the Infocom adventures
    of yore.
    CJayC for hosting my humble FAQ!
    This FAQ was written by Andrew Egerton (c) 1997-2001
    Coming Soon!  Or very, very later:
    Lemmings 2: The Tribes Walkthrough (another old PC game no one cares about!)
    Rockman and Forte (Megaman and Bass) CD Translation Guide
    Footnote 8:  It's not a very good lantern, is it?

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