CHEATS INDEX: # | A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | Q | R | S | T | U | V | W | X | Y | Z
RTZ is full of illogical points and obscure puzzles. While there
is much information in the game, with vague hints on what to do in
some situations, there is also a lot that isn't very clear at all.
This walkthru should help you finish the game without too much
frustration.
Save often as you venture through Zork, and take pictures of
everyone and every place that you can. Some of those pics are
important. I will be mentioning key items thoughout this file, but
remember to show all the items and pictures to everyone.
Also, when you're finished with an item, keep it in your
inventory. You'll need everything that doesn't get used up for the
endgame.
RTZ isn't exactly non-linear, but there are many things you can
do in different order and still reach the end game. For instance,
you can easily map your way through the Whispering Woods without the
bats, and thus visit Canuk before you see Witch Itah. You would
still have to release the bats there later, though, in order to get
the bat guano (the bats can only be let out at the Whispering
Woods).
So, if you are playing the game a little differently than
detailed here, it's probably not a cause for worry. Simply check the
walkthru for those places where you're stuck.
Okay, you start at the Mountain Pass. Pick up the rock at heave
it at the vulture, so you can use your knife to dig up the bonding
plant. You must dig it up, not just pull it up, as a living plant is
needed later on.
From there, move along forward to the lighthouse. Talk to the
keeper, then go back outside and around to the vines and planks. Cut
up the vines and use them on the planks to make a rickety raft. Ride
the raft downriver, and be ready to turn right when you see the
broken bridge. This will land you in Old West Shanbar.
Drop in the the mayor, talk to him, and read all the stuff in his
files. Then trek over to the schoolhouse and ring the bell with your
knife. Ms. Peepers will let you in, and give you a pop quiz. This is
part of the game's copy protection, and the questions are random.
Whatever she asks, you can find in the Encyclopedia
Frobozzica.
She'll give you a notebook that takes some automatic notes as the
game progresses. That's all you can do here for now, so continue on
to the hardware store. Pick up the box and crank. The mice are not
important, so don't take them (besides, they're diseased; you could
carry them safely in the box, but as you don't need them, why
bother?).
Go back to the bridge and down to have a brief chat with the
Waif. Climb up and go left to visit Boos Miller. Here's where the
info in the Mayor's files comes in handy. Boos offers you a drink
(he does this every time you enter his shack). Follow the toasting
ritual, being sure to dump your liquor into the potted (haha) plant
each time, and also pretend to drink each time after the stuff has
been poured out.
Afte he's had his third shot, ask for his keys. Before this, he's
not drunk enough to give them up, and on the fourth he conks out, so
it has to be done now. Finish up the ritual. Get the silver flask
from the floor and step out the other door to pick up the key for
the gift shop. Also pull the chock out of the water wheel so the
trap door will open inside the mill.
Go to the gift shop. Take the money and tickets from the cash
register, and the battery from the shelf. Put the battery in the
Teleglobe. Return to the Waif and give him the tickets. He will give
you a "gift". At this time, fill the silver flask with water from
the river (just there at the right edge of the screen).
You're pretty much done here for now, so go back to the mill and
down the trap door. Use Boos' bunch of key to unlock the door at the
bottom. Go through that and you'll be in East/West Shanbar (the New
West Shanbar).
Stop in at Moodock's first, and play Survivor with him. After you
win, he'll give you a rusty sword and a coin. Go to the Blacksmith's
and give him the sword to clean up. While he's doing that, go talk
to Molly at the Inn. By now the sword should be ready, so pay the
two zorkmids for it. Don't worry about money too much; you won't
need a lot of it, and this walkthru will show you how to get the
most from it.
Cross the bridge, and go left from the Hero's Memorial to the
Fool's Memorial. Pick up the book. This is a joke book. You can't
read it, but several others in the game can, and you need to collect
four jokes for your stint at the Comedy Club later on.
Go right to Pugney's Farm. Do NOT touch the box on the lawn. Talk
to Pugney, being sure that you use the "apologetic" expression while
he goes into his diatribe. He will then let you take the box. Back
up to the Fool's Memorial, and this time go right to Snoot's
Farm.
Enter via the window (no one will answer the door). Step through
the far door left to surprise Rebecca while she brushes her teeth.
Then she surprises you with a hefty right. Ouch! Sorry, no way to
avoid that. While you're sprawled on the floor, under a shotgun
barrel, you get to answer another copy protection question, again
from the Encyclopedia. This, fortunately, is the last one you have
to answer.
Rebecca gives you permission to take what you need, and vanishes
for the time being. After this, she will pop up along the different
roads around the Shanbars. You'll be running into her now and then,
so she hasn't gone for good. For the moment, raid the refrigerator
for the meat, and pick up the Thermofrozz on the table.
Put the soap in the sink and turn on the water. Wash the Waif's
gift in the soap suds. Ta-da! You have the first of six pieces of
the Flying Disk of Frobozz. Then go to the bedroom and help yourself
to the mirror on the table.
There is no way past Alexis, the poodle/hellhound. However, it IS
important that you make him growl once, so you have it on tape. You
will need this recording near the end, so don't forget it.
On your way out, go left to the silo. Use the crank from the
warehouse, clockwise, to break the thing open. Snarf some carrots.
Then head back to town, and visit the incinerator. Pull lever 1 and
throw the box of brassieres into the incinerator. Pull lever 1 to
close the furnace.
Now pull lever 2 and look in the box. A single hot wire resides
within. Pour out the water in the flask on it. Use this wire to pick
the lock on the door of the general store.
Shake the cereal box two times to bring the vulture whistle to
the top. Take that, and then catch the rats running around. Put them
in the crate you got back at the warehouse.
Go out of town past the incinerator. Take a picture of the
Whispering Woods. Then go the other way to the ruins. Pick up the
tiles, then step into the woods and come out again. This time, you
see a frame on the ground. Take that, and put the tiles into it to
create the sliding-block puzzle.
When the tiles are properly arranged, they spell out the
following message:
"Water unseen at falls Mix with bat dropping Yields potion
for invisibility"
The last tile will appear when the others are in the proper
positions. You must do this puzzle, because the second message (the
large letters) tells you to look again at the ground around the
ruins. This time, you will find two pieces of illuminite, and the
second piece of the Flying Disk. These don't appear until after the
puzzle is complete.
Okay, visit Ben Fyshin off the left of the bridge. Show him a
picture of any woman. He will ask you to take a letter for him to
Witch Itah. Click on the knot so he shows you how to make a
cow-hitch knot. Now rent a boat from him.
At the close-up of the motor, take the rats from the box and put
them into the motor. Ride forward to the swamp and Itah's hut. By
this time, the meat is pretty rank, so drop it outside her door
before you enter, or she won't talk to you.
Show Itah the book and get your first joke. Then give her Ben's
letter. She hightails it out of there, allowing you to take her
stick. Do NOT touch the bat cage at this time, or you'll be in big
trouble. Go out the back door, and make your way through the bogs,
using the stick to test the earth along the way.
As soon as you're back, go to the Spirit Forest (not the
Whispering Woods). After you step inside, go north, east, east, and
south to the Zorkmid Tree. Hit the tree with the stick. This will
shake down some money for you (you could also use the sword, but
that breaks, and we don't need extra complications here).
Then rent another boat from Ben for a second trip to Itah. This
time, show her your picture of the Whispering Woods, and she will
allow you to take the bats. Pick up your rotting meat, and make a
second trip through the bogs. Luckily, you won't have to visit the
dear lady again.
Return to Pugney's Farm, and head over to the barn. Pick up a
clump of hay, then drop it. Light a match to burn the hay, then warm
your cold little hands over it. Get the Thermo from your inventory,
hold it over the cow, and milk the darling for all she's
worth.
Trek back to the Spirit Woods. After you step inside, go north,
north, west, south, west. Here you see a blind archer trying to
shoot a fairy. At the first opportunity, give him the Thermo of
milk. Now that he can see, he's a trifle embarrassed, and after
making apologies, drops his bow and arrows before taking off,
probably for some quest or other (what a kingly gesture ;).
Grab all the stuff. From here, go north twice. Face west, light a
match, and walk west to have a chat with the fairy. Be sure to use
the friendly face so you get the fairy dust. That's all you can do
in the forest for now, so make another trip to Pugney's
barn.
This time, move off northwest to the Vulture Pits. Standing
carefully outside, sprinkle the fairy dust on the meat, then throw
the meat. After the vultures wolf it down and flap off into
dreamland, nip inside the pit and grab the talon (there's nothing
else in here to grab).
It's been awhile since we've seen our friends in Old West
Shanbar, so now is a good time to revisit. Show the book to the
mayor to get your second joke. Also show it to Ms. Peepers. She
can't read it, but she tells you that Rebecca might help with this.
Also show her the pic of Moodock, so you know about that little
extra move (or non-move, actually) in Survivor. You must have this
information for the endgame.
Okay, head over to New West Shanbar, and the Whispering Woods. On
this occasion, simply walk straight in for a few screens, then turn
around and walk out again. When your peripheral vision fails, drink
some milk. This won't be enough, though. Altogether, you need three
sips, and the Thermo only holds two at most. Since the archer had a
slug, yours empties the Thermo.
You guessed it, it's cow-milking time again. Been wondering about
those carrots, eh? This is when you feed em to Bossy....and of
course, you have to warm up those frigid digits of yours again,
too.
With a now-full Thermo, return to the Whispering Woods (stop off
at Snoots farm along the way to grab some more carrots). After you
step in, free the bats. They helpfully leave a trail of guano for
you to follow. Remember to pick up one piece of it. Then just go
along in the wake of the bats, drinking milk when necessary.
Eventually, you emerge at the ferry dock.
Ring the bell three times ("three rings begins"). As you
expected, the skeletal ferryman appears. Show him the coin you got
from Moodock. You *must* SHOW it, only! If you give it to him,
you'll be in trouble (actually, not too much trouble, since you have
the talon, but life is easier and you do need that coin later for
something else).
When you arrive, walk up the path to Canuck's hut. Use the sword
to pry off the magnet door knocker. The sword will break, but that's
okay. Go inside. Pick up the scroll, and read it to the duck to
restore Canuk to his rightful form.
Show him the book to pick up your third joke. Ask him about
various inventory items (he IS informative), especially the disk
pieces. Then click on the bottle in back and ask him about it. He'll
tell you there's a disk piece inside it and shrink you down so you
can get the piece.
Once inside the bottle, go straight forward to the room (just
outside the room, you can go up to read the safe combination, if you
wanted to). Pick up the rag, then set the tumblers to 9427 and open
the safe. Take the disk piece and rusty metal. Close the safe, and
back out to where you arrived.
Before going further, get the mirror from your inventory. If by
any chance you don't have that, wipe the rusty metal with the rag to
get a reflective surface, and hold the shiny metal in your
hand.
Whichever, one of those two items must be ready before you leave
the bottle. As you likely figured out, Canuk is possessed at times
by Morphius and as soon as you emerge from the bottle, Canuck will
cast a Duck spell at you. If you don't reflect it back, the game
will end somewhat abruptly.
Once Canuk is a duck again, pick up the scroll and feed it to
him. He will lay an egg. In this form, you can take the scroll out
of the hut with you. That finishes up this segment, and you can
return to Shanbar by ringing the ferry bell twice ("two rings
return"). As before, show the coin to the ferryman to gain
passage.
Now it's time to have a little showdown with Mr. Blacksmith. Show
him the sword, and use the threatening expression several times. He
admits he made a little goof with the sword (ie, the one he gave you
wasn't the one you gave him), and hands you a voucher to give to
Ben. So do that little thing, and now you have the real Elvish (NOT
Dwarven; it was *never* a Dwarven sword!!!) artifact.
Walk around until Rebecca turns up and show her the book to
obtain the fourth joke. Go to the Cliffs of Depression, pick up the
rope, and tie it to the tree. Get out your tape recorder, and set it
for the four jokes. Doing this now saves you time later. Just scroll
through to the four people, and set the tape at the beginning of
each track with a joke on it.
Okay, climb down the rope and enter the comedy club. Play the
tapes. Let each track run through to completion. After the fourth
one, Cliff will give you another piece of the Flying Disk. Your
bonding plant is almost dead by now, so don't stick around. Climb
back up, and remember to take the rope with you.
There's a little segment here that doesn't do much for advancing
the action, but you do get some points for it. Rent a room from
Molly. Once in your room, put the illuminite on the night stand, and
turn off the light. After the dream, turn on the light, take back
the rocks, and leave. Kinda disappointing, but that's all there is
to it.
Go to some open place (for instance, the ruins). Hold the magnet
and use it with the whistle. A vulture will fly up and carry you
off. You can go anywhere on the map, and the place you want is the
lighthouse.
After you land, visit the keeper. Give him one of your illuminite
rocks. Then have a little chat with him. The first thing is to show
him your pieces of the disk. Amazingly, he has one, also, and hands
it over to you. You now have five pieces, and the disk is almost
complete.
All right, upstairs you go. Tie the rope to the rail with the
cow-hitch knot. Tie the talon to the rope, then toss the rope.
Thanks to the talon, you have a double rope bridge that is safe to
cross.
Just outside the temple, take the shield from the statue. When
you meet the Holy Woman, be sure to use the "fascinated" expression
several times, as only this will get her to tell you anything about
the disk (oddly, showing her the pieces will not evoke any reaction
at all!).
At this time, you get a special gift. Your map has become a
magical map, and you can travel instantly to any spot on it, merely
by clicking on the location (bet you were wondering how to get back
down river, eh? ;).
Now give her the sword so she can bless it. That takes care of
the temple. On your way out, go NE (right) from the courtyard to the
Dwarf mines. One of the Dwarfs will give you a miner's helmet. Use
your map to get to the Troll Cave.
Wear your helmet and ready your sword. You must defeat three
Troll Guards before you reach the Troll Chief. Use a Left stroke for
the first guard, an Up stroke for the second one, and a Down stroke
for the third.
Okay, when you walk in on the chief, you MUST use the "threaten"
expression repeatedly while he talks. He'll go from bluster to
whining, and finally hand over the necklace before running away in
shame. Just showing him the sword won't help; he'll whine and
cringe, but he won't do anything else.
The end game isn't far off now, but you still have a few things
to do here and there, such as in the Spirit Forest. Make your way
back to the spot where you got the fairy dust. From there, go west,
north, north, north, east five times, south, and east again. At this
spot, you see a pile of leaves on the ground.
This is a trap. Throw anything at it to set it off (I used the
shiny metal piece myself). Once that's out of the way, go east once,
and then due north to the Hungry Board Memorial. Strike it three
times with your sword for the sixth and final piece of the disk.
Back up one step.
Go west, north, west four times, south, west, west, north, west,
west. You should now be at the nasty spider. Show it the necklace,
and off it goes. Some fearless spider ;). Break the web with your
sword. Go forward to flood control dam number 3, then forward again
to the back side of the falls. Fill the silver flask from the
backside of the water, then drop the piece of guano in it. Your
invisibility potion is now complete.
Use the map to return to the Dwarf mines. Since you have the
sword, another Dwarf shows up, and the byplay between the two of
them is supposed to tell you the directions to maneuver the mine car
to reach the statues. But as you have this walkthru, though, you
don't have to take any notes (heh).
Mine car directions: Left, Right, Straight, Right, Left, Right,
Straight, Right, Left, Left, Right, Straight.
(The "straight" means pass by a branch without turning)
The car should end at the seven statues. First, put the disk
pieces into the trencher. Now put the following items on the
statues, from left to right: Witch Stick, Talon, Thermo, Box &
Helmet (these go on the same statue), Shield, Orb.
Then push the green button. The statues should start to move,
tossing the orb around until it ends up in the hands of the seventh
statue. The one wearing the helmet shines light on the orb, and that
reforges the disk into a whole, functional one. Whew!
Take the disk from the trencher, and use the map to travel to the
Cliffs. Go to the left of the Cliffs, where the path is apparently
blocked by rocks. This, of course, is the Wall of Illusion. Throw
the disk. Smash! That takes care of the illusion, and you can
approach the Citadel.
Use the bow with the arrows (NOT the other way around) to shoot
the hand and open the door. Get your tape recorder with the Alexis
track ready. Pick up the silver flask. Walk in on the Orc guard.
Take a sip from the flask, then play the tape to scare him off (it
would have made more sense to walk in already invisible,
but....)
In the next room, you have to shed ALL your inventory items.
Doesn't matter much, since you don't need any of them after this.
Just keep chucking stuff at the bridge until you get the message
it's safe to cross over. Before doing that, however, save the
game.
When you cross the bridge, you finally meet Morphius, and must
play a game of Survivor with him (you get the Trembyle piece).
During this segment, you are NOT able to save or restore the game.
So, in case you lose, or get yourself into a corner where you can't
win, you want a save position handy.
The game itself is just what you played with Moodock, but since
you have the Wizard this time, you have to be a bit more careful
with your moves. And keep in mind the ability to pass, as this is
what will win the game for you.
Winning the game causes Morphius such anguish he pretty much
explodes (sorta like being in a transporter beam set to maximum
dispersal). After that, you can sit back and enjoy the ending
sequences.
This walkthru is copyrighted 1993 by Scorpia, all rights
reserved. Return To Zork is copyighted 1993 by Activision.
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