1121 lines
51 KiB
Plaintext
1121 lines
51 KiB
Plaintext
"HINTS for
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ZORK ZERO
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(c) Copyright 1988 Infocom, Inc. All Rights Reserved."
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<BEGIN-SEGMENT HINTS>
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;"Longest hint topic and longest question can be one line, unless it shares
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a line with another such in the other column. Each question can have up to
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16 answers."
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<CONSTANT HINTS
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<CONSTRUCT-HINTS HINT-COUNTS ;"Put topics in Quotes - followed by PLTABLEs
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of Questions and Answers in quotes"
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;"17 character wide"
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;"this set of quotes is 36 chars. wide"
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"PROLOGUE"
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<PLTABLE "surviving Megaboz's attack"
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"Just DIVE UNDER A TABLE when everyone else does.">
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<PLTABLE "getting the scrap of parchment"
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"After Megaboz's departure, just get out from under the
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table. You can now pick up the scrap.">
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<PLTABLE "saving Dimwit from the evil witch"
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"Don't go on until you've read the enchanted fairy tale book."
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"First you must get to the parapet area."
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"Then say DIMWIT, DIMWIT, LET DOWN YOUR GOLDEN HAIR."
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"There is no evil witch. There is no enchanted fairy tale
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book. And there is no reason that you should be reading this hint, unless
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you want to ruin the game for yourself by looking at hints you don't need!">
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"GREAT HALL AREA"
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<PLTABLE "opening the portcullis"
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"Ring the bell."
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"Answer the jester's riddle!"
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"ANSWER \"TIME\"">
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<PLTABLE "the four torches"
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"Two of the torches are already burned out and the other two
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burn out within about 12 turns. Not too useful, eh?"
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"See the hints about finding a permanent light source
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in the General Questions section.">
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<PLTABLE "about the cauldron"
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"See the hints about the goal of the game in the General
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Questions section.">
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<PLTABLE "reading the rebus"
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"You'll have to remove those flattened animals."
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"Something in the vicinity of the Gallery does something
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regarding the rebus."
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"The key-shaped button in the closet. See the hints about
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these buttons in the General Questions section."
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"You probably won't be able to remove all the animals
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until almost the very end of ZORK ZERO."
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"Once you've removed all the animals, you should be able
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to decipher the rebus -- if you've noticed one key point."
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"Look at the \"N\" in the upper left corner of the rebus."
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"It's a mirror image of an \"N.\" In fact, the entire rebus
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is a mirror image. Read it from right to left."
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"The rebus, in text form, reads: (first line) TIE + BIRD - B
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+ PIE + N (second line) EYE + URN + MIND - D (third line) W + OAR (fourth line)
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MATCH + CHICK + STORM - M"
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"This forms the words (first line) \"tired pine\" (second
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line) \"iron mine\" (third line) \"wore\" (fourth line) \"magic store.\" Now
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you just have to figure out what to do with these words!\"">
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<PLTABLE "opening the walnut"
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"You can't open the nutshell without a tool."
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"Namely, a nutcracker. Magic is also involved."
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"Don't go on until you've found the magic wand
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and know what it does."
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"The wand can turn something into a nutcracker."
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"Point wand at lobster.">
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"EAST WING"
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<PLTABLE "opening the door in East Hall"
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"You'll need a key from another section of the game."
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"It's the iron key from the Solar (in the secret wing).">
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<PLTABLE "Encyclopedia Frobozzica"
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"It's extremely useful for reading about all sorts of
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interesting things. For example, try READ ABOUT MEGABOZ.">
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<PLTABLE "using the wand"
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"Have you read the writing on the wand?"
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"You can find out what the wand does by looking up
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\"Fisha\" in the encyclopedia."
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"Try pointing the wand at various living creatures to
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see what they turn into."
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"For example, the flamingo turns into a lawn ornament.
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Anything inanimated using the wand will return to its former state after
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16 turns. Also, the wand can only be used 5 times, so don't waste it!">
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<PLTABLE "Tower of Bozbar"
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"To find out the rules, read about Tower of Bozbar
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in the encyclopedia."
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"To move the tower to (for example) the right peg, you must
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get the 6-ugh weight to the right peg without crushing any other weight.
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Therefore, you must get the 5-ugh weight to the left peg without crushing
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other weights. And so on..."
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"Here are the keystrokes required to move the pile of weights
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to the left peg: 1R 2L 1L 3R 1C 2R 1R 4L 1L 2C 1C 3L 1R 2L 1L 5R 1C 2R 1R 3C
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1L 2C 1C 4R 1R 2L 1L 3R 1C 2R 1R 6L 1L 2C 1C 3L 1R 2L 1L 4C 1C 2R 1R 3C 1L 2C
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1C 5L 1R 2L 1L 3R 1C 2R 1R 4L 1L 2C 1C 3L 1R 2L 1L."
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"When you \"win,\" you'll be able to get to a new room by
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going north from the Jester's Quarters."
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"There are three different Pyramid Rooms, depending on whether
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the six weights are on the left peg, the center peg, or the right peg.">
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<PLTABLE "large arched door"
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"It cannot be opened unless all six Tower of Bozbar weights
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are on the same peg. See the Tower of Bozbar hints in this section.">
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<PLTABLE "magic goggles"
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"Wear them."
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"Try looking at various things."
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"Try looking at a closed container with something inside,
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such as the package."
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"The goggles give you x-ray vision.">
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"WEST WING"
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<PLTABLE "opening the door in West Hall"
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"You'll need a key from another section of the game."
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"It's the steel key from the locker in the Garrison
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(in the bailey area).">
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<PLTABLE "riddle of the West Wing"
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"You can't go west from the West Wing until you've
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solved the jester's puzzle. You must physically show him something that
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satisfies his conditions."
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"It's an object from a dark area of the castle."
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"The walnut from the Root Cellar."
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"You must open it in his presence (to prove that no one
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has seen it before) and then SHOW THE WALNUT TO THE JESTER."
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"To prove that no one will ever see it again,
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simply EAT THE WALNUT.">
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<PLTABLE "winning Peggleboz"
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"Unfortunately, there's no good way to give hints for
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Peggleboz. There's no \"trick\" to it. Just keep trying, and if you finally
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give up, look at the next hint for one set of winning moves."
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"Move the peg at Q to G. Then S to Q. H to R. U to L. I to K.
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T to I. E to J. O to G. A to E. F to N. M to O. L to J. P to F. F to C. B to
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D. D to K. Q to G. E to J. O to G. Other solutions are possible.">
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<PLTABLE "jester's shell game"
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"The jester is obviously pretty handy with magic, and is the
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sort of person who wouldn't be above cheating at a game like this."
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"You can point at various shells all day long, but it
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won't get you the zorkmid bill!"
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"You must use magic yourself, and catch the jester cheating."
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"You'll need a magical item from another area."
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"It's something from the East Wing. Don't read on unless
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you've been there."
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"The goggles from the Pyramid Room. Do you know what they do?"
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"They give you x-ray vision. If you go into the Gaming
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Room wearing them, you'll see where the zorkmid bill really is. Just
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point at that location.">
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<PLTABLE "flying the dirigible"
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"First, ENTER THE GONDOLA."
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"Next, EXAMINE THE CONTROLS."
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"Since you're in Flatheadia now, PUSH THE RIGHT BUTTON."
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"Later, when you want to return from Fenshire,
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use the left button.">
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"SECRET WING"
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<PLTABLE "getting into the secret wing"
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"See the hints about finding a permanent light source
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in the General Questions section.">
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<PLTABLE "getting the iron key"
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"When you try to take it the jester will ask you a riddle."
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"Don't take the riddle too literally. There's a trick to it."
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"\"...beginning of youth...center of
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eye...end of eternity...\""
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"...Youth...eYe...eternitY.."
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"ANSWER \"THE LETTER Y\"">
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<PLTABLE "magic glove"
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"Putting the glove on gives you additional
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sensory keeness and dexterity.">
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<PLTABLE "magic cloak"
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"Wear it."
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"You've been teleported to a strange new region. See the
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hints about the Plain in that section.">
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<PLTABLE "getting the fly"
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"See the hints about flies in the General Questions section.">
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<PLTABLE "getting out of the Oubliette"
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"A few turns after picking up the seaman's cap, the jester
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should appear and ask a riddle."
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"It will help if you think of \"twins\" as \"doublets.\""
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"ANSWER \"A TRIPLET\"">
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<PLTABLE "Torture Chamber ticking noise"
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"Just look inside each of the torture devices.">
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<PLTABLE "cobwebs in the Cell"
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"You want to clear them away, but you can't do it by hand."
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"You need a cleaning implement, which you'll find
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in a later section."
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"The broom from winning Double Fanucci in Port Foozle.">
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<PLTABLE "Crypt"
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"See the General Questions hints about the funny paper.">
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<PLTABLE "Oracle"
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"Read about the Oracle of Bargth in the encyclopedia."
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"The oracle can do amazing things -- if activated. See
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anything that might activate it?"
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"There's that depression on the forehead."
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"You must put something in the depression."
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"Something from the lake area."
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"The moby ruby from the Lake Bottom."
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"Once you've put the ruby in the depression, you can use
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the oracle. Don't expect it to talk to you though."
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"ENTER THE ORACLE'S MOUTH. This will transport
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you to a new region!"
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"But wait -- there's more! Have you found the amulet?"
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"Notice any similarities between the
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amulet and the oracle?"
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"They're both serpent's heads with four eyes. Examine the
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amulet at several different times."
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"Every four turns, the amulet will display a different
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number of open eyes."
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"The oracle will transport you to a different region
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depending on how many eyes are open on the amulet."
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"When no eyes are open, you'll go to the Crag. One eye -->
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Glacier. Two eyes --> Delta. Three eyes --> Foot of Statue. All four eyes -->
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Mine Entrance.">
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"BAILEY/VILLAGE AREA"
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<PLTABLE "opening the drawbridge"
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"You can't open it from the Barbican..."
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"...but you can from the Upper Barbican."
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"TURN THE WHEEL. This will raise and lower the drawbridge.">
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<PLTABLE "opening the locker"
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"Try OPEN THE LOCKER.">
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<PLTABLE "Ursula Flathead"
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"Don't read any further until you've summoned
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Ursula using the ouija board."
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"Examine Ursula's legs."
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"Nice legs, huh?"
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"There's no ouija board and no way to summon Ursula
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Flathead. If you read hints about areas you're not stuck at, you'll
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ruin the game for yourself!">
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<PLTABLE "opening the doors at Perimeter Wall"
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"\"It would take the power of a mighty wizard...\""
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"...such as Megaboz."
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"You won't be able to open these doors until you've
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stopped the Curse.">
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<PLTABLE "URS Office riddle"
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"Read it carefully."
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"ANSWER \"BOOKKEEPER\"">
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<PLTABLE "pigeon and perch"
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"The address on the package should give you a clue."
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"The pigeon is some kind of homing pigeon -- and the
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perch is presumably its \"home.\""
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"Have you noticed anything unusual about the behavior
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of the pigeon, such as when you pick it up."
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"The address on the package refers to FrobozzCo Bldg, 193-E.
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If you go to the 193rd floor and go east, you'll find a clue -- but you
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should be able to figure it out without it."
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"Try dropping both the pigeon and perch, and
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picking up the pigeon."
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"Try dropping the perch in one room, the pigeon in another,
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and picking up the pigeon."
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"The pigeon is a teleportation device. When a person, such
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as yourself, takes the pigeon, it teleports that person to the location of
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the perch. This can be quite useful.">
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<PLTABLE "climbing the FrobozzCo Building"
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"Since you have no rappelling equipment, you'd best do
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your climbing INSIDE the building."
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"Have you found the memo on the fourth floor?"
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"Don't bother trying to find any of those
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teleportation tokens. The memo is just a \"red herring.\" You'll have
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to climb the building on foot."
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"Of course, other than your driving curiosity, there's
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no reason to go all the way to the top.">
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"LOWER LEVELS"
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<PLTABLE "opening the vault"
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"You'll need something from elsewhere."
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"Have you found anything which increases your dexterity?"
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"Wearing the glove from the Magic Clothes Closet, turn the
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dial to any number.">
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<PLTABLE "getting the brass lantern"
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"You'll need something from elsewhere."
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"Have you been to the Cave-In?"
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"THROW THE ANTI-PIT BOMB when you're in Pits.">
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<PLTABLE "Testing Room booths"
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"Have you entered either booth? Pushed the black button?"
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"Try dropping one (and only one) thing in one booth, getting
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in the other booth, and pushing the button."
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"The above procedure turns you into whatever you put
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in the first booth. This is useful for solving a puzzle from another
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part of the game.">
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<PLTABLE "snake"
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"As long as there's a snake in the cage, you can't
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open the cage...and live."
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"When is a snake not a snake?"
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"Have you found the magic wand and used it on the snake?"
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"Once you've turned the snake into a rope, you can safely open
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the cage. The rope is useful elsewhere.">
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"G. U. HIGHWAY"
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<PLTABLE "Construction site"
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"First, refer to the blueprint of this area that came in your
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Zork Zero package."
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"You want to get to the room where Quizbo left his hardhat,
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but it isn't currently accessible."
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"You can get a lot closer using the Frobozz Magic Passages."
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"The closest you can get is room #17."
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"Have you noticed any similarity between the Construction
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area geography and the geography of any other section of the game?"
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"Count the number of rooms in the Construction area. Don't
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go on until you've been somewhere else with the same number of rooms."
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"The Plain. There's a connection between it and the
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Construction area. Read the hints about the Plain."
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"Look at the relationship of room #17 and the hardhat room."
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"You need someone's help..."
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"...someone who can \"jump\" over the walls between you
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and the hardhat..."
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"...such as the black knight or the white knight."
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"You must figure out a way to get one of the
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knights to room #17."
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"See the question about the pigeon and perch."
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"Leave the perch in room #17, and give the pigeon to one
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of the knights. Return to room #17 by removing the cloak. The knight will
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have picked up the perch."
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"Next, take the pigeon, and give the knight directions to
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send him to the hardhat room. Drop the pigeon, and pick it up again to
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teleport yourself to the hardhat room."
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"Reverse the process to get the knight and yourself back
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to room #17. Take the hardhat from the knight, and wend your way back out
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of the Construction area. That's all, folks! There's no other purpose of the
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chess/Plain area besides supplying you with a knight!">
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<PLTABLE "the jester's middle name"
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"Any wrong guess will give you a clue."
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"\"I should know...I LOOKED IT UP this morning.\""
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"Go to the Library and read about the jester.">
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<PLTABLE "getting past the toll gate"
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"Examine the toll gate."
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"You can get a coin at the URS Office in the village."
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"Put the coin in the basket.">
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<PLTABLE "crossing the fissure"
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"No way, Jose.">
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<PLTABLE "entering the rest stop"
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"You can't.">
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"PORT FOOZLE"
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<PLTABLE "giant sandcrab"
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"Use the tartar sauce."
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"There's no giant sandcrab in ZORK ZERO.">
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<PLTABLE "Inquisition"
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"You need to go in there to get the box and its contents.
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Then of course, you need to get out alive."
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"It's a logic puzzle. Read the rules, and think about
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their implication."
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"When it's your turn, you need to ask the executioner
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one particular request."
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"Upon entering, take a ticket. When your number is
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called, say EXECUTIONER, BEHEAD ME. (Don't forget to pick up the box
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while you're waiting.)">
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<PLTABLE "playing Double Fanucci"
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"Just play for a while, have fun, and try to deduce rules."
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"For one thing, everything is consistent. For example, every
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time you single-play the Seven of Plungers, you will get the same result."
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"So, if a particular play is illegal (the jester won't
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let you do it) that will always be true."
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"There are, however, far too many rules for you to ever
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learn them all. Also, when either player exceeds a score of 1241 points,
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the game ends in a tie."
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"You can cheat to your heart's content..."
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"...but to win, you need an indefensible gambit."
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"Sound familiar?"
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"Re-read your calendar."
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"Specifically, the bio of Babe Flathead."
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"Now that you know an indefensible gambit, wait for your
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opening and play it! (If any of the plays during your gambit are illegal,
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you're out of luck -- you'll just have to try again later.)">
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<PLTABLE "Room of Three Doors"
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"Read the sign in the Warning Room. Also read each
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of the three doors."
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"This is just a straightforward logic puzzle. You must
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solve it every time you enter this room, because the signs on the doors
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are randomized each time."
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"Make a list of all six possible combinations of
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doors: 1) Wishyfoo - Prevaricon - Veritassi 2) W - V - P 3)
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V - W - P 4) V - P - W 5) P - W - V 6) P - V - W"
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"Now, using the rules from the sign in the Warning Room,
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and the facts on each of the three doors, test the six combinations. Only
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one combination will fit all the rules."
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"If you're still stuck, or want to save time in future
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visits to this area, here's a convenient rule: the door to Wishyfoo Territory
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is the one door whose sign mentions the Veritassi in statement #2.">
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"LAKE/DESERT AREA"
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<PLTABLE "royal yacht"
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"\"You need nautical gear.\""
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"Have you seen anything a sailor might wear?"
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"You must be wearing the seaman's cap from the Oubliette."
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"Pushing each of the four colored buttons will send you
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to a different shore. Pushing the white button will send you to the center
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of the lake.">
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<PLTABLE "bathysphere"
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"You must be in it."
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"You should close the door."
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"PUSH THE LEVER DOWN to lower the bathysphere."
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"The diving bell won't work when the yacht is docked
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at the shore, only when it's in the center of the lake.">
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<PLTABLE "that darn squid"
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"You won't be able to get that ruby until you
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deal with the squid."
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"Don't look any further until you've explored Port Foozle."
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"You need something from the Inquisition. See those hints."
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"The pellet of squid repellent. Read the
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instructions on the box."
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"You must get the pellet into the vicinity of the squid."
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"You can drop it in the Hold..."
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"...then go into the bathysphere and use the
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waldo to pick it up..."
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"...then drop it when you get to Lake Bottom. You'll
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then be able to pick up the ruby in the waldo, unmolested."
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"Aternately, you could throw the pellet off the yacht
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when you're in the center of the lake; it will sink to Lake Bottom.">
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<PLTABLE "Philharmonic Hall"
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"Something in the room's description is highlighted."
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"Or, should we say, \"spotlighted.\""
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"The conductor's stand. STAND ON THE STAND."
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"To get back from the Conductor's Pit, get off the stand and
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then stand on it again.">
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<PLTABLE "Theatre"
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"There's nothing important here.">
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<PLTABLE "crossing the bridge"
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"Try CROSS THE BRIDGE."
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"There's no way to cross the stream. However, if you answer
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the jester's riddle here, you'll get the object that was on the other side
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of the stream.">
|
|
<PLTABLE "riddle of the four men"
|
|
"The men were not playing cards or any other kind of game.
|
|
Reread the riddle with that in mind."
|
|
"Key words are \"play\" and \"score.\""
|
|
"The men were musicians in a band. ANSWER \"MUSIC.\"">
|
|
<PLTABLE "riding the camel"
|
|
"First, get on the camel."
|
|
"Then, just type the direction you want to move in,
|
|
as you normally do."
|
|
"The camel will only enter the desert if \"watered.\""
|
|
"Ride the camel to the Stream. He will now be willing
|
|
to enter the desert. Once in the desert, you must locate the Great
|
|
Underground Oasis, which will be useful later.">
|
|
<PLTABLE "riding the unicorn"
|
|
"First, get on the unicorn."
|
|
"It looks as if you can't ride a unicorn.">
|
|
<PLTABLE "boulder"
|
|
"Try PUSH THE BOULDER."
|
|
"If you don't want to sink the yacht, leave it docked at the
|
|
South Shore when you push the boulder.">
|
|
<PLTABLE "bowl of elixir"
|
|
"You can't drink the elixir without a straw."
|
|
"There's a straw in the Kitchen, but if you've already
|
|
tried, you know that it's deadly to drink the elixir. You want to do
|
|
something else with the elixir."
|
|
"You simply want to touch the elixir."
|
|
"Since the bowl is so narrow, you can't reach the elixir --
|
|
at its current level."
|
|
"But there's a way to raise the level of the elixir."
|
|
"Have you ever gone DOWN from the Grotto?"
|
|
"Put the gravel in the bowl."
|
|
"Each of the first three times you slide down the chute from
|
|
the Grotto, you'll get a pile of gravel. If you put all three in the bowl, the
|
|
level of the elixir will be raised enough to touch it."
|
|
"Now that you've touched the elixir, do you have a clue about
|
|
what you've accomplished?"
|
|
"The description you get from touching the elixir contains a
|
|
clue. Also, look up St. Foobus in the encyclopedia."
|
|
"The elixir has given you \"power over small insects.\""
|
|
"Such as flies."
|
|
"You can now take all the flies.">
|
|
"CRAG & ENVIRONS"
|
|
<PLTABLE "getting to the lower ledge"
|
|
"The spire is important."
|
|
"You need to tie a rope to the spire."
|
|
"You won't find a rope anywhere..."
|
|
"...but you can \"make\" one..."
|
|
"...using magic."
|
|
"Have you found the magic wand? Read the hints about it."
|
|
"Turn the snake into a rope, tie the rope to the spire, and
|
|
climb down. The snake will only stay a rope for 16 turns, so you have few
|
|
turns to waste.">
|
|
<PLTABLE "Enchanted Cave"
|
|
"Read about Zilbeetha in the encyclopedia."
|
|
"You must find the orb in which Zilbeetha is imprisoned."
|
|
"You'll find four orbs beyond the toll gate."
|
|
"You must identify the correct orb or else
|
|
(like many before you) you will die."
|
|
"There's a location somewhere in Zork Zero where the true
|
|
essence of a magically-imbued item can be seen."
|
|
"It's somewhere \"beyond\" the oracle."
|
|
"It's the Mirror Lake below the Glacier."
|
|
"Look at each of the orbs in the mirror."
|
|
"Now return to the Enchanted Cave with Zilbeetha's orb
|
|
and place it on the altar. The fragile flower is your prize.">
|
|
<PLTABLE "hexagonal hole"
|
|
"Most likely, when you're able to solve this
|
|
puzzle, you'll know it."
|
|
"You must get a hexagonal block from somewhere in Fenshire."
|
|
"By solving the borphbelly stew puzzle."
|
|
"Put the hexagonal block into the hexagonal hole.">
|
|
<PLTABLE "getting back to Flatheadia"
|
|
"There are a couple of ways. One involves something
|
|
from the lake area."
|
|
"It something which has an obvious link with the oracle."
|
|
"It's the amulet from the Great Underground Mountain.
|
|
(See the oracle hints.)"
|
|
"To get back, you simply need to rub the amulet..."
|
|
"...while wearing it."
|
|
"The other method involves the pigeon and
|
|
perch. See those hints."
|
|
"Just leave the pigeon somewhere in Flatheadia, bring the
|
|
pigeon with you when you enter the oracle, and use it to teleport back.">
|
|
"GLACIER"
|
|
<PLTABLE "surviving the climb down"
|
|
"You'll never make it on foot."
|
|
"You must ride something."
|
|
"The toboggan from the Kennel.">
|
|
<PLTABLE "mirror"
|
|
"The mirror has certain magical properties."
|
|
"LOOK AT THE MIRROR."
|
|
"As suggested by the previous response, look at the reflection
|
|
of various things in the mirror."
|
|
"The mirror reveals the unseen essence of magically-imbued
|
|
items, such as the amulet, pigeon, wand, etc."
|
|
"You'll need the mirror to solve a puzzle which you'll
|
|
come across elsewhere."
|
|
"Specifically, the Enchanted Cave puzzle.">
|
|
<PLTABLE "Chalet"
|
|
"To get to Frank Lloyd Flathead's chalet, you have
|
|
to get off Mirror Lake."
|
|
"In addition to its magical properties, the lake also seems
|
|
to be a frictionless surface, making walking impossible."
|
|
"Other methods of propulsion are possible, though."
|
|
"Throw something. You can pick a direction, if you like, and
|
|
you'll go in the opposite direction. Otherwise, you'll go in a random
|
|
direction. For example, THROW TOBOGGAN NORTH.">
|
|
<PLTABLE "getting back to Flatheadia"
|
|
"There are a couple of ways. One involves something
|
|
from the lake area."
|
|
"It something which has an obvious link with the oracle."
|
|
"It's the amulet from the Great Underground Mountain.
|
|
(See the oracle hints.)"
|
|
"To get back, you simply need to rub the amulet..."
|
|
"...while wearing it."
|
|
"The other method involves the pigeon and
|
|
perch. See those hints."
|
|
"Just leave the pigeon somewhere in Flatheadia, bring the
|
|
pigeon with you when you enter the oracle, and use it to teleport back.">
|
|
"DELTA"
|
|
<PLTABLE "Help! I'm lost"
|
|
"There's a common method in interactive fiction for mapping
|
|
maze-like regions. It's a way to make seemingly identical rooms non-identical."
|
|
"Drop a different object in each room. Then you'll be able
|
|
to map the geography with no trouble!"
|
|
"Delta locations will appear on the on-screen map only if
|
|
you've dropped an object there.">
|
|
<PLTABLE "toad and spyglass"
|
|
"You must ask the toad for the spyglass."
|
|
"But he'll only allow himself to be addressed by his
|
|
proper name. You must find out his name."
|
|
"Look to your packaging."
|
|
"More specifically, the calendar."
|
|
"More specifically, the biography on John Paul Flathead."
|
|
"Now that you know the toad's name, ask him for the spyglass."
|
|
"The flies which you've probably run across in various
|
|
places are the Four Fantastic Flies of Famathria. See the hints in General
|
|
Questions about the flies."
|
|
"Once you've gotten all four flies, give them to the toad
|
|
and ask him again for the spyglass.">
|
|
<PLTABLE "riddle of the lily pad"
|
|
"Read the riddle again carefully, noting the various
|
|
puns and allusions."
|
|
"The key words are \"fool,\" \"nonsense,\"
|
|
and \"wildebeest.\""
|
|
"There's no riddle of the lily pad. You shouldn't have
|
|
even been looking at these hints!">
|
|
<PLTABLE "getting back to Flatheadia"
|
|
"There are a couple of ways. One involves something
|
|
from the lake area."
|
|
"It something which has an obvious link with the oracle."
|
|
"It's the amulet from the Great Underground Mountain.
|
|
(See the oracle hints.)"
|
|
"To get back, you simply need to rub the amulet..."
|
|
"...while wearing it."
|
|
"The other method involves the pigeon and
|
|
perch. See those hints."
|
|
"Just leave the pigeon somewhere in Flatheadia, bring the
|
|
pigeon with you when you enter the oracle, and use it to teleport back.">
|
|
"FUBLIO VALLEY"
|
|
<PLTABLE "opening Megaboz's trap door"
|
|
"You can't reach it without help."
|
|
"There's a ladder elsewhere in the game."
|
|
"In Fenshire."
|
|
"See the hints about the vase."
|
|
"Once you have the ladder, put it down, stand on it, and
|
|
open the trap door.">
|
|
<PLTABLE "opening Megaboz's trunk"
|
|
"The poem in Megaboz's hut is the key to finding the key."
|
|
"You must find the words to fill in the blanks."
|
|
"The blank words come from the rebus. See those hints."
|
|
"As the complete poem indicates, you must stand in a
|
|
shade of a tired pine. Find it."
|
|
"It's at the Quarry's Edge. You must be in the Quarry to
|
|
be in the tree's shadow."
|
|
"Furthermore, you must be wearing the ring of ineptitude
|
|
from the Magic Shop (in Flatheadia) and carrying the sapphire from the iron
|
|
mine (near the Crag)."
|
|
"If you've satisfied those three conditions, a key will
|
|
appear that will open the trunk.">
|
|
<PLTABLE "getting the four-gloop vial"
|
|
"There's no way without getting zapped with the hunger spell."
|
|
"You'll have to find something to eat."
|
|
"There's nothing in the entire game that's edible by a
|
|
human (except the walnut, which isn't enough for a meal)."
|
|
"But there are several things which are edible by animals."
|
|
"Too bad you're not an animal."
|
|
"For example, if you were a flamingo, you could eat the
|
|
flamingo food from the closet near the Gallery."
|
|
"See the hints about the booths in the Laboratory..."
|
|
"...and about the wand.">
|
|
<PLTABLE "toe fungus"
|
|
"Have you seen any other fungus?"
|
|
"Remember these two groups of fungi;
|
|
they'll be important later."
|
|
"See the hints about the witches in the Antharia section.">
|
|
<PLTABLE "getting back to Flatheadia"
|
|
"There are a couple of ways. One involves something
|
|
from the lake area."
|
|
"It something which has an obvious link with the oracle."
|
|
"It's the amulet from the Great Underground Mountain.
|
|
(See the oracle hints.)"
|
|
"To get back, you simply need to rub the amulet..."
|
|
"...while wearing it."
|
|
"The other method involves the pigeon and
|
|
perch. See those hints."
|
|
"Just leave the pigeon somewhere in Flatheadia, bring the
|
|
pigeon with you when you enter the oracle, and use it to teleport back.">
|
|
"ANTHARIA"
|
|
<PLTABLE "entering the mine and surviving"
|
|
"Yes. You'll need something, though. Look to your
|
|
packaging for inspiration."
|
|
"You'll need the hardhat that's mentioned in the note
|
|
attached to your blueprint. See the hints about the construction site.">
|
|
<PLTABLE "picking up the club"
|
|
"It's enchanted."
|
|
"You need the help of others."
|
|
"Met the witches in the Icky Cave? If not, read the
|
|
TID BITZ from Ottobur (on your calendar) to find out how to summon them."
|
|
"Try speaking to the witches. If you do what they want,
|
|
they'll remove the enchantment on the club.">
|
|
<PLTABLE "that darn black bird"
|
|
"There's no way to keep the bird from snatching
|
|
your light source."
|
|
"But the bird will only snatch one light source for
|
|
each turn you're in the Aerie."
|
|
"So, if you had two light sources, and didn't dawdle,
|
|
you could get light into the cave."
|
|
"Bring both the candle from the Secret Passage and the brass
|
|
lantern from the Pits."
|
|
"Once you're in the Icky Cave with a light source, consult
|
|
the Ottobur TID BITZ (in the calendar from your package) to learn how to
|
|
summon the witches.">
|
|
<PLTABLE "helping the witches, part 1"
|
|
"Talk to either witch. Example: SICKLY WITCH, HELLO."
|
|
"To fulfill the witches' task, you'll need to get
|
|
to the Great Underground Oasis. It's beyond the desert to the south of
|
|
Lake Flathead. See the hints about the desert."
|
|
"It's impossible to measure exactly six gloops using only the
|
|
nine-gloop vial, since the vial isn't calibrated. You need something else."
|
|
"You need the four-gloop vial from Gumboz's Shack in the
|
|
Fublio Valley. See the hints about getting that vial."
|
|
"Once you have both vials at the oasis, use the following
|
|
procedure. (The numbers in brackets refer to the number of gloops that will
|
|
be in the large and small vials after each step.) 1) fill the large vial
|
|
[L:9,S:0] 2) pour the large vial into the small vial [L:5,S:4] 3) empty the
|
|
small vial [L:5,S:0] 4) pour the large vial into the small vial [L:1,S:4]
|
|
5) empty the small vial [L:1,S:0] 6) pour the large vial into the small
|
|
vial [L:0,S:1] 7) fill the large vial [L:9,S:1] 8) pour the large vial into
|
|
the small vial [L:6,S:4]"
|
|
"To get the large vial with six gloops back to the witches,
|
|
you'll have to use the yacht to cross the lake, since taking the chute from
|
|
the Grotto will spill the oasis water.">
|
|
<PLTABLE "helping the witches, part 2"
|
|
"Once you've given water to the witches, you'll discover
|
|
that they need something else: brogmoid ear wax. Have you seen a
|
|
brogmoid ear anywhere?"
|
|
"Climb down the one pit that remains open in Pits after
|
|
you throw the bomb. You'll eventually meet the giant brogmoid who holds
|
|
up the world. But the passage into his ear is blocked by fungus."
|
|
"There's a way to get the fungus to part. It involves magic."
|
|
"If you haven't solved the Tower of Bozbar, see those hints."
|
|
"The potion from the left-hand Pyramid Room is useful. If
|
|
you don't know what it does, your calendar might be helpful."
|
|
"Read the bio of Thomas Alva."
|
|
"Fungus is a plant."
|
|
"At the Ear, drink the potion and listen to the fungus."
|
|
"The fungus would probably be very appreciative if you
|
|
were to restore their long-lost cousin. Have you seen any other fungus?"
|
|
"Have you been to Fublio Valley?"
|
|
"Keep climbing up into the mountains, and you'll eventually
|
|
get to the foot of the giant brogmoid who holds up the \"next\" world. There's
|
|
more fungus there."
|
|
"Drink more potion, then call the name of the lost cousin.
|
|
[Note: this name changes each time you play.] For example, >CALL RALPH."
|
|
"Take the little fungus, return to the Ear, and give it to
|
|
the ear fungus. Now, go IN to the Inner Ear to get the ear wax."
|
|
"Bring the ear wax back to the witches and give it to them.
|
|
They will now remove the enchantment..."
|
|
"...and the club in the stadium is now takeable!">
|
|
<PLTABLE "getting back to Flatheadia"
|
|
"There are a couple of ways. One involves something
|
|
from the lake area."
|
|
"It something which has an obvious link with the oracle."
|
|
"It's the amulet from the Great Underground Mountain.
|
|
(See the oracle hints.)"
|
|
"To get back, you simply need to rub the amulet..."
|
|
"...while wearing it."
|
|
"The other method involves the pigeon and
|
|
perch. See those hints."
|
|
"Just leave the pigeon somewhere in Flatheadia, bring the
|
|
pigeon with you when you enter the oracle, and use it to teleport back.">
|
|
"MAREILON"
|
|
<PLTABLE "travelling in time"
|
|
"You must be in the metal cage."
|
|
"You select a destination year using the beaver pelts."
|
|
"Don't forget to say the magic word, GEEKO.">
|
|
<PLTABLE "stopping the Endless Fire"
|
|
"Have you been to Outside the Tavern?"
|
|
"Examine the utility pole."
|
|
"That red box is a fire alarm. Pull it."
|
|
"The firemen will leave after seven turns
|
|
unless you give them the glass wombat.">
|
|
<PLTABLE "the moss salesman"
|
|
"Don't read on until you've been the to Moss Farm."
|
|
"Are you aware that hedgehogs love moss?"
|
|
"Are you aware that diamonds come from coal?"
|
|
"Are you aware that good dental hygiene prevents cavities?"
|
|
"Are you aware that there's no moss salesman in Zork Zero?
|
|
Are you aware that there isn't even a scene in Mareilon? Are you aware that
|
|
you shouldn't be reading this section? Are you aware?">
|
|
<PLTABLE "returning to Flatheadia"
|
|
"You get back the same way you got here to Mareilon."
|
|
"In other words, fantasize!">
|
|
"FENSHIRE"
|
|
<PLTABLE "fireplace"
|
|
"If you could clean out the rubble, you might be able to
|
|
climb up the chimney."
|
|
"But you can't clean out the rubble."
|
|
"This space intentionally left blank.">
|
|
<PLTABLE "mural"
|
|
"Nice picture of a ladder, eh?">
|
|
<PLTABLE "vase"
|
|
"What do you normally use a vase for?"
|
|
"Seen a flower?"
|
|
"You can get a flower if you solve the Enchanted Cave
|
|
puzzle. Put the flower in the vase.">
|
|
<PLTABLE "Snarfem"
|
|
"It's a math puzzle."
|
|
"The number of pebbles in each pile can be translated
|
|
into a binary form: 0=0, 1=1, 2=10, 3=11, 4=100, 5=101, 6=110, 7=111,
|
|
8=1000, 9=1001. Then, add the four resulting numbers as though they were
|
|
in base 10, not base 2. This sum should then be adjusted so that each
|
|
digit is even (0, 2 or 4). Examine the four binary numbers, and determine
|
|
which one must be reduced in order to create a sum whose digits are all
|
|
even. Next, determine the number of pebbles you need to take from the
|
|
appropriate pile in order to achieve the new binary number which will
|
|
result in the all-even sum. That's your correct move for the current
|
|
turn! For example, if you had piles of 7, 3, 9, and 2 pebbles, the
|
|
binary equivalents would be 111, 11, 1001, and 10. The non-binary sum
|
|
of those four numbers is 1133. If 1001 were reduced to 110, the new sum
|
|
would be 242 -- all digits even! In order to change 1001 (binary 9) to
|
|
110 (binary 6), remove 3 pebbles from pile 3. It's that simple!"
|
|
"Some of you may be just a tad confused. Take heart!
|
|
There's also a non-mathematical solution!"
|
|
"As you play, watch the screen carefully."
|
|
"Specifically, keep an eye on the blossoms."
|
|
"Notice how they are constantly opening and closing.
|
|
Notice any pattern?"
|
|
"How many flowers are on each side?"
|
|
"The four flowers on the left side are telling you (or the
|
|
jester) which pile to select. The nine flowers on the right side indicate
|
|
how many pebbles to remove from that pile."
|
|
"If there's no \"correct\" move to make, all the blossoms
|
|
will be closed. However, since you get to go first, if you keep making the
|
|
\"correct\" move every turn, it will be the jester who will never have a
|
|
\"correct\" move, and you will win every time!">
|
|
<PLTABLE "borphbelly stew"
|
|
"To find out the ingredients, look up borphbelly
|
|
stew in the encyclopedia."
|
|
"Bring the three ingredients to the Marsh. The rooster
|
|
and fox can be found on the far side of the lake, and the worm is found
|
|
just beyond the castle portcullis."
|
|
"If the jester has crossed the quicksand, you've got
|
|
to bring the ingredients to him. But you can only carry one thing at a
|
|
time across the rocks. Worse, the fox will eat the rooster if you leave
|
|
them alone, and the rooster will eat the worm if you leave them alone."
|
|
"Drop everything but the rooster. Cross the quicksand.
|
|
Drop the rooster. Go back and get the fox. Cross the quicksand. Drop the
|
|
fox and get the rooster..."
|
|
"Go back, drop the rooster, and get the worm. Cross
|
|
the quicksand and drop the worm. Finally, go back and get the rooster!">
|
|
"PLAIN"
|
|
<PLTABLE "explain the geography"
|
|
"Walk around as much as you can, making a map and noticing
|
|
how the descriptions change and the characters you meet."
|
|
"You seem to be in a region of 64 locations..."
|
|
"...arranged in an 8 by 8 matrix..."
|
|
"...with alternating locations dark and light..."
|
|
"...and various dark- and light-colored royal and
|
|
martial characters."
|
|
"You are on a giant chessboard.">
|
|
<PLTABLE "explain the puzzle"
|
|
"Don't read on until you understand the geography."
|
|
"Although you're on a giant chessboard, this isn't a chess
|
|
puzzle. (That is, you don't have to figure out how to checkmate one of the
|
|
kings or whatever.) But you do need to know how chess pieces move."
|
|
"Actually, there's no puzzle on the Plain at all; but the
|
|
Plain DOES relate to another puzzle elsewhere in Zork Zero."
|
|
"Have you seen a geography which is similar to the Plain?"
|
|
"How many rooms are there in the Plain?"
|
|
"There are also 64 rooms, arranged in a 8 by 8 matrix,
|
|
in the Construction area! See those hints.">
|
|
<PLTABLE "getting back from the Plain"
|
|
"How did you get here?"
|
|
"Just remove the cloak!">
|
|
"THE JESTER"
|
|
<PLTABLE "read this note about riddles!"
|
|
"Riddle hints are in the sections relating
|
|
to the location where you're asked the riddle.">
|
|
<PLTABLE "killing the jester"
|
|
"You can't. There's no way to get the jester to leave
|
|
you alone. In fact, you wouldn't want him to -- he does some useful things
|
|
as well as annoying things.">
|
|
<PLTABLE "scroll"
|
|
"The scroll is a word puzzle."
|
|
"Try rearranging the letters in \"RAM A NAG.\""
|
|
"They rearrange to \"ANAGRAM,\" of which this
|
|
message is an example."
|
|
"The scroll anagrams to \"ENTER LIBRARY;
|
|
TOUCH ARMOR THRICE.\" So -- do so!">
|
|
<PLTABLE "slate"
|
|
"The first step is finding the tree in question. The dusty
|
|
old slate refers to the tree as the oldest elm around."
|
|
"Examine the slate."
|
|
"The slate itself is very old!"
|
|
"So, you're looking for what was the oldest elm tree
|
|
around...a century ago!"
|
|
"The elm in question has since died..."
|
|
"...and is now the stump in the Outer Bailey."
|
|
"Stand on the stump and follow the instructions
|
|
on the slate (these directions vary each time you play). You've
|
|
now identified a spot."
|
|
"But, as you can tell by the fact that nothing
|
|
happened, you're not done yet. Do these directions remind you of
|
|
any sort of classic directions?"
|
|
"They're just like the directions you might expect
|
|
to find on a map leading to buried treasure!"
|
|
"Once you've obtained the shovel from Wishyfoo
|
|
Territory, follow the slate directions from the stump and dig a
|
|
hole in the ground.">
|
|
<PLTABLE "that pesky bedbug"
|
|
"Re-read the jester's parting comment for a clue."
|
|
"Also, examine the bedbug."
|
|
"The bedbug is very, very tired."
|
|
"You need to put it to sleep."
|
|
"How would you normally put someone or something
|
|
to sleep? Like a child, for instance..."
|
|
"Try singing a lullaby, or yawning, or lying down,
|
|
or going to sleep yourself..."
|
|
"Alternately, you could use the wand, but that would
|
|
waste precious wand shots.">
|
|
<PLTABLE "funny paper"
|
|
"Read it."
|
|
"Once you've gotten to the Crypt, look under the
|
|
slab mentioned in the funny paper! (The slab in question changes each
|
|
time you play.)">
|
|
"GENERAL QUESTIONS"
|
|
<PLTABLE "permanent light source"
|
|
"Forget the torches. They'll always burn out right
|
|
away. Look elsewhere."
|
|
"You software pirates might as well give up now."
|
|
"Peruse your Lives of the Twelve Flatheads calendar."
|
|
"Especially the Suspendur FUN FAX."
|
|
"Do what this FUN FAX suggests, in order to find Dimwit's
|
|
secret wing. You'll find a light source there. (Note: there are two locations
|
|
where you could perform this act -- so try them both!)">
|
|
<PLTABLE "goal of the game"
|
|
"The key to stopping the Curse is contained on the
|
|
scrap of parchment which fell out of Megaboz's pocket (and which is enclosed
|
|
in your Zork Zero package). Read it carefully."
|
|
"Only the long piece of writing toward the left-center of
|
|
the scrap is important -- but some of it is cut off."
|
|
"This missing text is:|
|
|
The Curse cannot...|
|
|
Except by...|
|
|
Tossing it...|
|
|
Then...|"
|
|
"Good luck, Blackbeard.">
|
|
<PLTABLE "all those key-shaped buttons"
|
|
"Try pushing them, of course!"
|
|
"The first time you push a button, it produces a sound.
|
|
Do these sounds remind you of anything?"
|
|
"The sounds are like the sounds made by certain animals..."
|
|
"...specifically, the animals covering the rebus!"
|
|
"Each time you push a button, one of the rebus animals
|
|
will go away. There are six buttons, corresponding to the six animals,
|
|
located in the Closet, the FrobozzCo Basement, the Grotto, the Crag,
|
|
the Crawl, and the Attic.">
|
|
<PLTABLE "getting the flies"
|
|
"You can't catch them, even with the added help of the
|
|
Frobozz Magic Glove."
|
|
"You need to do something magical before you can get the
|
|
flies. You'll probably know it when you come to it."
|
|
"See the hints about the elixir in the Lake Area section.">
|
|
"AS A LAST RESORT"
|
|
<PLTABLE "read this note first"
|
|
"Use this section as a last resort if you can't find the
|
|
information you need anywhere else in the hints. The first part is a list
|
|
of the 24 items you need, and where to find them. The second and third parts
|
|
are a list of how all 1000 points are scored.">
|
|
<PLTABLE "the Flathead Items, part 1"
|
|
"The following hints each tell you everything you need
|
|
to know about one Flathead Item: what it is, which Flathead it belongs to,
|
|
and where to find it."
|
|
"gaudy crown (Dimwit): buried in the Outer Bailey according
|
|
to the slate puzzle"
|
|
"sceptre (Dimwit): in the Throne Room"
|
|
"diploma (John D.): solving the riddle at the Stream"
|
|
"stock certificate (John D.): in the Vault"
|
|
"saddle (Stonewall): in the Stable"
|
|
"lance (Stonewall): inside the armor in the Library
|
|
according the the scroll puzzle"
|
|
"violin (Johann Sebastian): in the Conductor's Pit"
|
|
"metronome (Johann Sebastian): hidden in the Torture Chamber"
|
|
"zorkmid bill (J. Pierpont): winning the shell game
|
|
in the Gaming Room."
|
|
"silk tie (J. Pierpont): in the nest in the Aerie"
|
|
"screwdriver (Thomas Alva): in the Laboratory"
|
|
"brass lantern (Thomas Alva): in the Pits">
|
|
<PLTABLE "the Flathead Items, part 2"
|
|
"The following hints each tell you everything you need
|
|
to know about one Flathead Item: what it is, which Flathead it belongs to,
|
|
and where to find it."
|
|
"landscape (Leonardo): on the Lower Ledge"
|
|
"easel (Leonardo): also on the Lower Ledge"
|
|
"flask (Lucrezia): behind the cobwebs in the Cell"
|
|
"fan (Lucrezia): winning Snarfem in the Hothouse"
|
|
"manuscript (Ralph Waldo): in the rightmost Pyramid Room
|
|
which can be accessed by solving the Tower of Bozbar to the right peg"
|
|
"quill pen (Ralph Waldo): in a Dead End of the granola mine"
|
|
"seaman's cap (John Paul): in the Oubliette"
|
|
"spyglass (John Paul): in one of the Delta rooms"
|
|
"scale model (Frank Lloyd): in the Chalet"
|
|
"t-square (Frank Lloyd): in the room of the FrobozzCo
|
|
Building where Frank Lloyd had to move his office to due to acrophobia,
|
|
according to his bio in the calendar"
|
|
"club (Babe): in Flathead Stadium"
|
|
"dumbbell (Babe): in the Gym">
|
|
<PLTABLE "how all points are scored, part 1"
|
|
"The list of points is broken down into four parts due to
|
|
length. The hints in each part tell all the places in which your score
|
|
increases, and the number of points (in parentheses)."
|
|
"You get 12 points for getting each of the Flathead
|
|
Items (12 x 24 = 288)"
|
|
"You get 5 points for putting each Flathead Item in the
|
|
\"right place\" (see \"goal of the game\") (5 x 24 = 120). You will also LOSE 5
|
|
points if you put anything OTHER than a Flathead Item in the \"right place.\""
|
|
"opening the portcullis (20)"
|
|
"opening the Secret Passage (18)"
|
|
"getting the iron key (20)"
|
|
"leaving the Oubliette (20)"
|
|
"entering the East Wing (8)"
|
|
"entering the West Wing (8)"
|
|
"winning Peggleboz (16)"
|
|
"entering the center Pyramid Room (7)"
|
|
"entering the left Pyramid Room (7)"
|
|
"entering the right Pyramid Room (7)"
|
|
"[continued in part 2]">
|
|
<PLTABLE "how all points are scored, part 2"
|
|
"[continued from part 1]"
|
|
"solving the walnut riddle (20)"
|
|
"getting the zorkmid coin (6)"
|
|
"opening the toll gate (14)"
|
|
"entering Wishyfoo Territory (6)"
|
|
"getting out of the Inquisition (25)"
|
|
"winning Double Fanucci (18)"
|
|
"getting the anti-pit bomb (6)"
|
|
"reaching the center of Lake Flathead (18)"
|
|
"pushing the boulder (6)"
|
|
"getting the moby ruby (25)"
|
|
"reaching the Oracle (10)"
|
|
"putting the ruby in the depression (9)"
|
|
"[continued in part 3]">
|
|
<PLTABLE "how all points are scored, part 3"
|
|
"[continued from part 2]"
|
|
"reaching the Crag (10)"
|
|
"reaching the Glacier (10)"
|
|
"reaching the Delta (10)"
|
|
"reaching the Foot of Statue (10)"
|
|
"reaching the Mine Entrance (10)"
|
|
"throwing something at Mirror Lake (14)"
|
|
"getting the flower (25)"
|
|
"reaching the Smaller Hangar (6)"
|
|
"entering the Secret Room at Fenshire (16)"
|
|
"solving the borphbelly stew puzzle (9)"
|
|
"[continued in part 4]">
|
|
<PLTABLE "how all points are scored, part 4"
|
|
"[continued from part 3]"
|
|
"entering the Iron Mine (14)"
|
|
"abating your hunger (20)"
|
|
"reaching the Great Underground Oasis (8)"
|
|
"entering the Plain (16)"
|
|
"getting the hardhat (25)"
|
|
"entering the Rubble Room and surviving (9)"
|
|
"entering the Inner Ear (18)"
|
|
"touching the elixir (16)"
|
|
"getting the rusty key (14)"
|
|
"entering the Attic (8)"
|
|
"winning the game (30)">
|
|
"FOR YOUR AMUSEMENT"
|
|
<PLTABLE "read this note first"
|
|
"These are for your amusement after you have completed Zork
|
|
Zero. We recommend against looking at these before finishing, since many of
|
|
them give away the answers to various puzzles.">
|
|
<PLTABLE "things to try around Flatheadia"
|
|
"Examine the tables in the Banquet Hall during the prologue."
|
|
"Try eating the lobster."
|
|
"Try entering the fish tank after trying to take it. Or,
|
|
after restarting, try to take the fish tank after trying to enter it."
|
|
"Try to close the walnut shell after opening it."
|
|
"Put the drinking straw in your mouth."
|
|
"Climb down the banner from the Balcony."
|
|
"Drop the cannonball through the murder hole in the
|
|
Upper Barbican, while you're holding a lit candle."
|
|
"Try to enter the moat. Now, wait until the jester turns
|
|
you into an alligator then enter the moat."
|
|
"Climb to the 400th floor of the FrobozzCo Building."
|
|
"Drop something through the machicolation in the Parapet."
|
|
"Try killing the giant spiders in the Cell."
|
|
"Use the Testing Room booths to turn yourself into
|
|
a violin. Then DIAGNOSE."
|
|
"Read the inscription on the toboggan."
|
|
"Look inside the camel. And at the South Shore, type
|
|
CAMEL, DRINK WATER."
|
|
"At Hanging from Roots, let go."
|
|
"Talk to the giant brogmoid.">
|
|
<PLTABLE "fun at Fenshire"
|
|
"Leave the Gondola in mid-flight."
|
|
"Try to clean the fireplace in the Ruined Hall."
|
|
"Try to put something into the Borphbelly Stew cookpot.">
|
|
<PLTABLE "stuff to try the beyond the oracle"
|
|
"Try to wake the statue in the Enchanted Cave."
|
|
"Look at the reflection of the following things in
|
|
Mirror Lake: the candle, the magic wand, the flask, the cloak, the glove, the
|
|
goggles, the pigeon, the perch, the amulet, the jester, the potion, the
|
|
sapphire, the scrap of parchment, one of the magic passages, and a chesspiece."
|
|
"Answer YES when Otto asks
|
|
\"Do you think you own this swamp?\""
|
|
"Play the harmonica."
|
|
"Clean the rusty key, then read it."
|
|
"Enter the Icky Cave, for the first time,
|
|
with no light source, then cough."
|
|
"Swing the bat...three times."
|
|
"Taste, smell, touch, then step in the
|
|
granola in the granola mines.">
|
|
<PLTABLE "fun with magic"
|
|
"Point the wand at a chess piece, the bedbug, a fly,
|
|
the giant brogmoid, the jester, one of the witches, the executioner,
|
|
a unicorn, and Otto. (In Otto's case, wait around until the magic wears off.)"
|
|
"Listen to the various elm trees, the birch, the pine,
|
|
the spenseweed, the large and small lily pads, the flower, and the roots
|
|
below the world (after drinking the potion, of course)."
|
|
"Drop the perch out of the Gondola in mid-air, or into the
|
|
abyss from Under the World, or into the Oubliette, or over the fence at North
|
|
of Anthar... and then pigeon to it."
|
|
"Put a chess piece at (for example) Foot of Statue, then
|
|
return to the Oracle. Holding the perch, put the pigeon in the oracle's mouth."
|
|
"Carry the pigeon and perch into the Inquisition after
|
|
leaving a chess piece out in the Fishing Village."
|
|
"Carry the cloak into the Inquisition."
|
|
"Smash the four orbs."
|
|
"Try to install a magic passage in one of the walls of
|
|
the bathysphere or dirigible."
|
|
"Instead of going though the gates at the Perimeter Wall,
|
|
stay in the castle when it turns into the white house.">
|
|
<PLTABLE "things to try anywhere"
|
|
"Cough anywhere besides the Icky Cave."
|
|
"Type DATE."
|
|
"When you're over 1000 turns, type TIME."
|
|
"Count your eyes."
|
|
"Try to remove your hand
|
|
(other than when it's in the waldo hole)."
|
|
"Sing a lullaby when no one (including the bedbug) is around.
|
|
Sing it when the jester is around. SING A LULLABY TO (an inanimate object)."
|
|
"Turn around."
|
|
"Look through any keyhole."
|
|
"For Zork Trilogy players: type HELLO SAILOR.">
|
|
<PLTABLE "fun things to do with the jester"
|
|
"Examine the jester while wearing the goggles."
|
|
"When the jester is preventing you from entering the
|
|
Dirigible Hangar, teleport him away using the pigeon, then go west again."
|
|
"Wait for the jester to appear: at the Pits, before you've
|
|
sealed them up; at the Icky Cave; at the Delta location where Otto sits; at
|
|
the Testing Room while you're turned into something."
|
|
"Wait at the Hold for the jester to appear, then enter the
|
|
diving bell and use the waldo to pick up the jester."
|
|
"Type TIP THE JESTER.">
|
|
<PLTABLE "encyclopedia entries"
|
|
"The illustrated entries are: Dimwit Flathead, Megaboz,
|
|
Flatheadia, the FrobozzCo Building, Brogmoidism, Zilbeetha, the Jester, and
|
|
the Four Fantastic Flies of Famathria."
|
|
"You can read about the following people: Boswell
|
|
Barwell, Frobesius Fublius, Entharion, Korboz, Gumboz, the Wizard of
|
|
Frobozz, Zorbius Blattus, Zylo Pickthorn, Belboz, Davmar, Duncanthrax,
|
|
Wurb Flathead, Ursula Flathead, Saint Foobus, Saint Bovus, Saint Quakko,
|
|
Saint Wiskus, Saint Honko, and Saint Balhu."
|
|
"You can look up the following places: Fublio Valley,
|
|
Fenshire, Quilbozza Beach, the Flathead Ocean, Frigid River, Frigid River
|
|
Valley, Mirror Lake, Eastlands, Westlands, Froblo Park, Borphee, Pheebor,
|
|
Flood Control Dam #3, Lake Flathead, Largoneth Castle, Egreth Castle, Mount
|
|
Foobia, Land of Shadow, Rockville Estates, Royal Museum, Mareilon, Antharia,
|
|
Flathead Stadium, Gray Mountains, Flathead Mountains, Zorbel Pass, Thriff,
|
|
Gurth, Miznia, Mithicus, Fields of Frotzen, Port Foozle, Frobozz, Aragain
|
|
Falls, Flathead Fjord, and the Great Underground Empire."
|
|
"There are entries on the following events: Diablo
|
|
Massacre, Zucchini Wars, Treaty of Znurg, Battle of Ragweed Gulch, Endless
|
|
Fire, and Granola Riots."
|
|
"You'll find moderately interesting entries on these items:
|
|
Peggleboz, Tower of Bozbar, Snarfem, Double Fanucci, Oracle of Bargth,
|
|
Inquisition, Encyclopedia Frobozzica, Borphbelly Stew, Jewel of Jerrimore,
|
|
zorkmid, bloit, chess, the Curse, Curse Day, brogmoid, grue, hellhound,
|
|
Mithican chameleon, Polar Gumffbeast, spenseweed, fungus, Wishyfoo, Prevaricon,
|
|
Veritassi, Great Underground Highway, FrobozzCo International, Enchanters
|
|
Guild, magic potion, magic wand, and rebus."
|
|
"Don't forget to try to READ ABOUT ME."
|
|
"Finally, the hopelessly fannish among you can look up
|
|
Zork, Infocom, and Steve Meretzky.">>>
|
|
|
|
<END-SEGMENT> |