============================== Zork II: The Wizard of Frobozz ============================== Solution by David Tanguay (dat@thinkage.on.ca) General ------- Pick up anything you can. If your score increases, you'll need it later on, so keep it or drop it in a convenient place. Other objects are needed, too, but you can drop them once you have used them. The Well -------- The answer to the riddle room is "well". You pour water onto the bottom of the bucket (while inside) to raise it to the top of the well. Getting the water again causes the bucket to descend. The Machine Room ---------------- You should first get the red sphere. Send the robot into the closet, then go in yourself. When you are trapped, tell the robot to lift the cage. You can then get the sphere. Look into it and you'll see the dreary room. Send the robot to the tea room and follow. Then send the robot to the machine room and have it press the triangular button. This stops the carousel. The Tea Room ------------ Eat the cake with green letters to shrink you, then go east to the pool room. Get the flask and look through it at the other cakes to see their effects. Throw the red cake into the pool, evaporating it, exposing the candies. Eat the blue cake to go back to normal size. The Tiny Room ------------- Put the placemat under the door. Put the letter opener into the keyhole to knock out the key. Retrieve the placemat, and the key is on it. The Bank -------- In the saftety depository, you can walk through the shimmering curtain of light. Where you end up depends on how you last entered the depository: from the east/west teller's room, you end up in the respective viewing room; from the chairman's office, you end up in the small room; from the small room, you end up in the vault. You leave the small room by walking through the south wall. You leave the vault by walking through the north wall. To take treasure out of the depository, you must first drop it and leave the depository. Then return via a teller's room, pick up the treasure, then exit to a viewing room via the curtain. The Dragon ---------- Attack the dragon. It won't do much, but the dragon will then follow your next move. Repeat attacking and moving until the dragon follows you to the ice room. There, the dragon will attack its reflection in the ice, melting away the ice. When you return to the dragon's lair, get the chest and follow the princess to the gazebo. There she will get the ribbon from the unicorn and give you the key. The Volcano ----------- Inside the basket, open the receptacle and put the newspaper inside, then burn it with a match. The balloon rises. At a ledge, land, get out, and tie the wire to the hook. In the dusty room, put the string into the brick, put the brick into the hole, then light the string with a match. Quickly exit and return. Get the crown (and the card) and hurry back to the balloon. Untie the balloon, then close the receptacle and wait until you descend back to the bottom. The Oddly Angled Room --------------------- Look at the club: this must be a baseball bat. Follow the bases: southeast, northeast, northwest, southwest to home plate, then south back to the oddly angled room. The Guarded Room ---------------- Give the candies to the lizard. Unlock the door with the gold key from the unicorn. The Wizard's Workshop --------------------- Go to the aquarium. Throw the club at it, then retrieve the clear sphere. In the workroom, put the spheres on their matching stands then retrieve the black sphere. Put the black sphere in the circle in the pentagon room. You must give the demon the following treasures: violin, ruby, coin, stamp, bills, portrait, statuette, necklace, crown, and golden key (except any that have been filched by the wizard). Ask the demo to give you the wand. Cerberus -------- Point the wand at the menhir and say "float". Go southwest into the kennel and get the collar. Put the collar on Cerberus and he becomes tames. Getting Out ----------- Inside the crypt, turn your lamp off. Then open the secret door and go south. ----------------- Appendix: Scoring ----------------- solving the riddle 5 pearl necklace 15 ascending the well 10 red sphere 20 candy 15 violin 20 blue sphere 20 portrait 20 bills 25 killing the dragon 5 statuette 20 gold key 15 ruby 15 coin 20 stamp 10 crown 20 solving Oddly Angled Room 5 getting past lizard door 10 clear sphere 20 black sphere 30 giving treasures to demon 20 maximum (2 per treasure) wand 30 collar 15 entering Cerebus' Room 10 entering Crypt Anteroom 3 entering Crypt 2