The Lake and Aqueduct
Get the lamp and turn it on. Go south. Notice your sword, stuck in the rock, but you can't take it directly. Continue south until you reach the Lake Shore. Turn the lamp off and drop it. Jump into the lake. Dive down. There are two enemies to watch out for here: a giant roc above the surface, and a giant fish below it. Underwater, the "small, shiny object" or "something shiny" in the sand is an amulet, so take it. If you don't get it, keep trying. If you run out of air you just return to the surface, but you'll probably need to exit the lake and re-enter it lest you freeze to death from staying in the water too long. When you have the amulet, go to the western shore, and then go south.
Get the torch and wait until the indicator over the viewing table reads "II". Touch the table. You'll find yourself in Room 8 from Zork II. Get the grue repellent and wait one turn; you will return to the Scenic Vista. Wait one more turn (the indicator reads "III"), then touch the table again. Damp Passage is a location one south and one east from the Endless Stair at the start of the game. Drop the torch here and again wait to be returned to the Scenic Vista. Return north to the lake shore and jump in once more. Dive, retrieve the grue repellent you dropped, and return to the surface. Swim across to the southern shore. Apply the grue repellent to yourself and go south, south, and east. Get the key. Raise the manhole cover and you will find an exit down to the Aqueduct. Go north three times to the Damp Passage and get the torch. You can return to the Lake Shore for the lamp if you like (nostalgic?), but the torch will last the rest of the game.
For Your Amusement:
Repeatedly try to pull the sword from the stone.
Get eaten by the roc or the fish.
Eat the algae.
Try to walk into the swamp or quicksand.
Visit Zork I (indicator "I") or Enchanter (indicator "IV").
Be on the Aqueduct or at the Aqueduct View when the earthquake happens (go there quickly and just wait).
Burn the grue repellent can with the torch.
The Cliff and Land of Shadow
Go west three times to the cliff-top and get the waybread. Go down the rope. Get the chest. Wait on the ledge for a man to appear at the top of the cliff. Tie the chest to the rope, and wait again until he reappears. Grab the rope. The man will give you a wooden staff from the chest. Head back down the cliff twice, and go south to the Flathead Ocean. Wait until you see a ship approaching. Say hello sailor (you were waiting for the game where that would do something, wouldn't you?) and the Viking will throw you a gift. Pick up the vial and examine it - it's an invisibility potion. Go east. Wander about in the Land of Shadow until you encounter the hooded figure. Your sword will appear in your hand. Attack the figure repeatedly, but don't kill it. When the figure is "badly hurt and defenceless", take its hood. Take its cloak as well. Find your way east out of the Land of Shadow to the Creepy Crawl.
For Your Amusement:
Say hello to the man at the cliff.
Throw something at the man from the cliff.
Burn the staff and the trees.
Say "hello sailor" before the ship arrives, or after it leaves.
Enter the quicksand at the south side of the Land of Shadow.
The Royal Museum
Go east twice and south twice. If the earthquake hasn't happened yet, wait here until it does. Go east through the cleft in the rock to the Museum Entrance. Go north. As will become apparent soon, the grey machine is a pressurizer like the one used in Zork I to make the diamond, and the black machine is a room spinner like the one in Zork II. Push the gold machine (a "temporizer", or time machine) south. Open the stone door and push the machine east into the Jewel Room. Read the plaque there. Dedicated in 777, huh? Turn the dial on the gold machine to 776, then sit on the seat and push the button. You are now in the Jewel Room in the year 776. Take the ring and wait until the guards leave. Open the door, go west and open the wooden door, then go north. Look under the seat of the gold machine. Put the ring under the seat. Sit in the machine again, turn the dial to 948 (the present, when you found it in the first place), and push the button. Look under the seat and you will retrieve the ring. Stand, open the door, and go south. Open the stone door and go east to the Jewel Room. Get all your belongings. Read the plaque again.
For Your Amusement:
Be at the Great Door when the earthquake happens (as with the Aqueduct, just go straight there and then wait).
Listen to the guards through the door.
Hang around in the Royal Museum and try to catch a glimpse of the robot.
Go to the Museum Entrance and Jewel Room in 777, and listen to the dedication.
The Royal Puzzle
Go west and south to the Royal Puzzle entrance and read the note. ("Intrepid adventurers do not fear mere warning notes!") Go down into the Royal Puzzle. The sandstone "walls" are actually the sides of cubical blocks. In here, you need to get the lore book (which is hiding under one of the blocks), and then manoeuvre a ladder (which is attached to another one of the blocks) to allow you to climb back out at the place you came in. There are two blocks with ladders, but only one can be positioned correctly. The following sequence of moves will work:
PUSH EAST WALL. S. S. SE. PUSH SOUTH WALL. N. NE. PUSH SOUTH WALL. TAKE BOOK. PUSH SOUTH WALL. E. NE. PUSH WEST WALL. SW. NW. NE. PUSH SOUTH WALL. SW. PUSH EAST WALL. NE. PUSH SOUTH WALL. NW. N. N. N. PUSH EAST WALL. SW. S. SE. NE. N. PUSH WEST WALL. NW. PUSH SOUTH WALL. AGAIN. W. NW. NW. PUSH SOUTH WALL. SE. SE. SE. NE. PUSH WEST WALL. AGAIN. SW. PUSH NORTH WALL. AGAIN. AGAIN. NW. UP.
For Your Amusement:
Burn the book.
The Mirror Box and Prison Cell
Leave the Museum and go to the Engravings Room: north, west, north, north, west, west, north, east, northeast. If no one is there, leave the room and return until an old and wizened man appears. Shake the man to wake him, and then give him the waybread. Open the secret door and go north twice to the Beam Room. Drop the can of grue repellent, to block the beam of light. Go south and press the button. Return north thrice and you will now be inside the Mirror Box.
Raise the short pole so you can rotate the box, and push the yellow wall twice (the compass rose now points north). The compass rose points the same direction as the mahogany wall, which allows you to move the box when you push it. Lower the short pole again and push the mahogany wall three times. Raise the short pole. Push the white or black walls to rotate the box so the mahogany wall faces south. Push the pine wall and go north to the Dungeon Entrance. (The puzzle here is that you've bypassed the twin Guardians of Zork, who kill anything that comes between them, but can't tell the difference between their twin and their reflection. An alternate solution to the puzzle is to drink the contents of the vial and walk past while invisible.)
Knock on the door and the Dungeon Master will answer. Go north, east or west, and north twice. Look at the sundial. Turn the dial to 4, and then press the button. Go south, open the door, and go south into the prison cell. Tell the Dungeon Master to go to the Parapet, then to turn the dial to another number (pick any), then press the button. Unlock the bronze door with the key, and then open the door. Go south into the Treasury of Zork. Congratulations, Dungeon Master!
For Your Amusement:
Look into the mirror or knock on the dungeon door while invisible.
Throw something into the flaming pit in the dungeon.
For Your Amusement at various times:
Get eaten by a grue (surely you know how?) - you may run into not merely one grue, but an entire convention!
Repeatedly examine the key.
last updated 6/29/12