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Zork - Großinquisitor (e)

Cover
ZORK GRAND INQUISITOR WALKTHROUGH
by Fritz Fraundorf (erggibbon@ffnetwork.com)
http://www.ffnetwork.com/cosmo

PORT FOOZLE

After the introduction, turn to your right and take the path leading
towards the monastery (brown building).  Look at the sign to your left
and take the noose.  Step back, turn around, and go back down the path
to the forest.  Continue straight to Port Foozle.

Look at the speaker controls and push the green button to set it to
"That's the Spirit!"  Step back, wait until the speaker is on, then
zoom in on the freezer and take the can of Mead Light.  Head to the
docks, look at the crane, and put the six pack ring on it.  Use the
crane to catch the fish, then take the lantern.

Go to the pawn shop (directly across from the docks) and use the lantern
on the door.  Antharia Jack will let you in.  Take a cigar from the
box, then watch while Jack tries to repair the lantern.  After you're
kicked out, head all the way down the street to the barrel.  Look
at the Talk To Me Grand Inquisitors and use the cigar on the one
out of the box.  Zoom back out and get into the barrel (don't try to
move or you'll get caught).  Jack will be captured by the Inquisition.

Go back to Jack's shop, enter, and take the lantern from the
counter.  Head back into the woods and take the trail leading to the
well (it's the one you haven't been down).  Use your rope on the well,
then climb down.  Insert Disc 2.

THE CROSSROADS

When you get to the bottom of the well, Y'Gael will give you your
spellbook.  Look in the bucket to the right and take the subway token,
then cast the Rezrov spell on the door to open it.  Head down the
stairs to the Crossroads.

The first order of business is to open the glass case to your right
and take the hammer.  Close it again, then smash the glass with the
hammer.  Take the sword and map.  Spin around and look for a small
metal object on the ground.  It's a totem.  Look at it, then take it.

To the right of the stairs is the umbrella tree, but you won't be able
to do anything there for a while.  Instead, turn left and walk forward,
then turn left again and head forward to a door.  Use the sword to cut
through the bushes and enter the door.

You're at the Dungeon Master's house (the guy in the lantern).  Open
up the toolshed and take the Throck scroll and the shovel.  Continue
down the path to the house.  Harry, the security system, won't let
you in.  Head right from the house to the teleportation system.  Put
your map in and teleport back to the Crossroads.  Cross the bridge,
then turn right and go up the door labeled "In Magic We Trust."  Use
Rezrov to open it and pass through. 

Look at the pillar to your left.  Spin the top and middle dials left
once, and the bottom dial left twice.  Continue to the next pillar.
Spin the top dial right once and the bottom dial right five times.
On the final pillar, spin the top dial left three times and the
middle dial right once.  Go through the window and into G.U.E. Tech.

You can't do a whole lot here right now, so just turn around and
go out the door.  You're now on the other side of the gap.  Turn
around again and go up the steps.  The university isn't here in
this normal space-time.  Use the shovel on the dirt to your right
to dig up a Kendall scroll.  Then put the map into the teleportation
station (to the left) and go back to the Crossroads.

UNDERGROUND UNDERGROUND

Cross the bridge to the door of the Great Underground Subway.  Look
at the slot and put the subway token in.  Head down into the subway
and look at the board on the wall.  Cast Kendall on it to simplify
it, then push the button for Hades.  Turn around and step onto the
subway platform.

Go down the subway tunnel to your right.  There is a skeleton sitting
on the bench; look at it.  Read the books, then take the lottery
ticket in the skeleton's hands.  Open up your inventory (right-click)
and put the lottery ticket in your Frobozz Magic Viewer.  To solve
the lottery puzzle, follow these directions:
ULUULULLDLLDLDDRDDRRURUULU.  You then get a 500 Zorkmid bill.

Continue down the subway tunnel into Hades and use the teleportation
station to go back to G.U.E. Tech.  Go down the stairs and click on
the window (on the pillar) to get into the university proper.  In
the university, turn left and go up to the vending machines.  Put
your 500 Zorkmid bill in the change machine (between the first and
second vending machines).  Take the coins.  Go back out the front
door and teleport to Hades.

At Hades, go into the subway tunnel and push the button for Flood
Control Dam #3.  Get on the subway.  There should be a brief
cutscene with Antharia Jack, then you arrive at the dam.  Look at
the machine to your left.  Right-click to get into your inventory
screen, click on the Zorkmid bag to get a Zorkmid, and put it in
the machine.  Take the letter opener.

Zoom in on the vent in the middle of the tunnel and cast Throck
on the small piece of moss.  Take the Moss of Marellon.  Cross
the subway tunnel to the dam.  Look at the book to the left
of the dam, open it, and take the Golgatem scroll.  Then look at
the dam controls.  You can push the buttons to open and close the
dam, but there is no way to solve the puzzle noramlly, so you
have to cheat a little.  Cast Rezrov on the closed gate to open
it, then push the blue and yellow buttons to blow the dam.

After the cutscene, punch the Monastery button and take the subway
(if you want, you can cast Golgatem on the dam to make a bridge
over the river, but it doesn't seem to have any purpose).  You
can't do anything here yet, so just pop your map into the
teleportation station and go to G.U.E. Tech.

G.U.E. TECH

Read all the messages on the bulletin board if you want (Mike's
Pants?), then walk up to the hallway entrance.  The hallway is
infinite, so don't bother going down it.  Instead, look up at
the sign over the hall (it's really hard to see).  Cast Igram
(turn purple things invisible) on the word "Infinite", so the
sign just reads "Corridor."

Walk into the "Corridor."  Listen to Belboz's message, then
continue to the main hall.  Look at lockers to your right,
and note the position of the locker that turns the cursor
yellow when you pass over it (it's the second locker in the
middle row) -- that's Dalboz's locker.  Go down each hall and
listen to Belboz's messges about the artifacts you need to
return magic to the Empire.

Go back to the vending machines at the lobby.  Look at the
white vending machine.  Get a Zorkmid from your bag (an easy
way is to just press F9) and put it in the slot.  Open the
Sandwitch slot (on the right) and take the ice cream bar
for an Obidil scroll.  The Obidil scroll is soggy, so you
can't use it just yet.

Look at the candy vending machine (the one on the right).
Get a Zorkmid and put it in the slot.  Press 8 for the Zork
Rocks.  The candy won't come out; the machine is stuck.
Zoom back out, then zoom in on the hole at the bottom of
the machine.  Use the PermaSuck vacuum on it.  After you've
attached the vacuum, look at it and flip the switch.  Open
up the vacuum and take the Zork Rocks out.

Save your game, then look at the middle vending machine.
Put the Zork Rocks in cup space at the bottom (under the
nozzle).  Get a Zorkmid, put in the slot, and press the
button for Slam Classic.  The Zork Rocks have been armed!
Grab the Rocks and run back to the lockers.  Put the
package in Dalboz's locker, then wait in an adjoining
corridor for the explosion.  You shouldn't have any
trouble doing it in time.

After the Zork Rocks blow, look in Dalboz's locker and
take the ID card.  Go back to the candy vending machine.
Put a Zorkmid in and press button 11 (matching the candy
wrapper at the lockers).  Mir Yannick's locker will open
(yeah, this is a pretty obscure puzzle).  Go back to the
lockers and look in Yannick's locker.  Take the Prozork
pill.  Read the books, then turn around and use Dalboz's
ID card on the slot in front of the big door.  It opens.
Pass through into the Spell Lab.

SPELL LAB

Zoom in on the bridge guardian (who's been turned
invisible with the Igram spell).  Use your sword on the ropes of
the bridge.  The bridge will fall, taking the guardian with it.
Cast Golgatem on the opposite ledge to make a new bridge (if
you didn't blow up Flood Control Dam #3, there wouldn't be any
water here, and you couldn't cast the spell).

Cross the bridge and look in the crate to your right.  Take a
blank spell scroll.  Put the blank scroll in the following
machines: Origination (middle, left side), Modification
(middle, right side), Replication (front, right side),
Interpretation (back, left side), and finally
Transmogrification (front, left side).  Then put the scroll
on the spell checker at the far end of the hall to get the
Beburtt spell.  While you're at the spell checker, also put it
in the Obidil scroll to get it added to your spellbook.

You're done here, so cross the bridge to the handy teleportation
station and go to the Crossroads.  Return to the umbrella
tree (remember it?) -- it's next to the stairs from the well.
Cast Igram on the umbrella tree to reveal a spell scroll, then
use Beburtt.  Get the Zimdor scroll.  It's regulated, so you
can only use it once.  Now walk or teleport to the Dungeon
Master's Lair.  Be sure to get the Griff totem if you haven't
already.

DUNGEON MASTER'S LAIR

Look for the snapdragons on the path to the house.  Zoom in
on it and give it your Prozork pill to put it sleep.  Use your
sword on it and get it.  Head around to the side of the house
(from the front door, turn right and walk forward, then turn
left a little bit and step forward).  You should be at a
close-up of a plant. Cast Throck on the plant, then put the
snapdragon on it.  Whack the plant with your hammer and you'll
get a piece of a scroll.  Not only is it only half a scroll,
it's backwards.

Go up to the front of the house, where old Harry the house
alarm is.  Once you're as close to the house as you can get,
look at the ashtray on the left and put your cigar in it to
put Harry's right arm out of commission.  Look at the birdbath
to your right and pour the Mead Light in it, then use the Zimdor
scroll on the Mead Light to triple it.  Harry's other arm will
take the Mead Light and fall unconscious, allowing you to enter
the house (and sparing you from his annoying singing!).

Enter the house.  Listen to all the messages on the phone (right
in front of you, on the table), then open up the window screen
above it to see the walking castle.  After Dalboz is done
talking, open the screen again and use Obidil on the castle.
Inside the castle, look up at the chandelier and take the
Narwile scroll.

Back in the Dalboz's house, look at the plants next to the
doorway and take the red mug.  Read all the books (there are
three), then take the hotbugs, Hungus Lard, and Flathedia
fudge (the fudge is sitting on the tree stump).  Pop back
outside and look at the beehive.  Put the Hungus Lard in
to make the bees leave.  Get your lard back, use the sword
on the beehive, and take the honeycomb.

Go back in the house and look at the Chia Processor (the
twisted-looking tree to the left of the door).  Put the
Hungus Lard, Quelbee honeycomb, Flathedia fudge, Moss of
Marellon, cocoa mug, and hotbugs in the processor.  You
will get the Yastard spell.

Go through the blue door to Dalboz's room.  Look at the
window and take the other half of the Snavig scroll.
You still can't put it together, however, because the
scroll is backwards.  Read Dalboz's diary if you want,
then step through the mirror in the corner of the room.
Everything is in reverse here.  Open up your inventory
and put one half of the Snavig scroll on the Frobozz
Magic Viewer.  Then pick up the other half of the scroll
and use it on the one in the viewer to assemble them.

Return to the normal version of the room (use the mirror
again) and open up the cabinet next to the bed.  Use
the Narwile spell to open the time tunnel, then go to
your inventory screen.  Cast Yastard on the totem of the
Griff to send it through the time tunnel.  You're at the
White House.

There's not a whole lot you can do here as the Griff.
Turn right and walk forward.  The time tunnel leading
back is here.  Pick up the Glorf spell scroll on the side
of the house.  Open the house's mailbox and take the
letter.  Put in the Frobozz Magic Viewer and use the
spell scroll on it.  Put the letter back in the mailbox,
close it, and put the flag up.  Then take the time
tunnel back to Dalboz's House.

HADES

First, teleport back to the Spell Lab and use the Snavig
scroll on the spell checker to add it your spellbook.
Then go to Hades.  Look at the phone on the pedestal
and pick up the receiver.  You can solve the puzzle on
your own, or just press 8, 2, 8, 9, 5.  Charon will then
come to pick you up.  Give him two Zorkmids.

Once you've crossed the Styx, talk to the Hades Beast,
who won't let you by.  Look at the mailbox next to the
gate of Hades and open it.  Take the letter and put it on
your magic viewer, then use the letter opener on it.  You
then get the final spell, Glorf.

Go back to Charon, but don't click on him or you'll ride
back.  Instead, cast the Snavig spell on him to turn
yourself into a clone of him.  Go talk to the Hades Beast
and it (they?) will leave.  Take the Charon punch card
and the gate will open.  Go through.  Turn left and take
the Brog totem at your feet.  After the flashback ends,
use Narwile on the time tunnel to open it.  Go to your
inventory and cast Yastard on the Griff's totem to send him
through the time tunnel.

ARCHIPELAGO

Fly to the claw-shaped "island" to your left.  Tweak the
spine on the right to make the dragon's body rise up.
Fly to there and zoom in on the box (in the middle of the
debris; it's kind of hard to see).  Take both items, then
fly to your left and get the air pump.  Fly back to the
body, and, from there, fly to the dragon's nose (straight
ahead).

Spin around and look at the nose.  Put the inflatable
sailor (blue) in one nostril and the life raft (red) in
the other.  Use the air pump on both, then zoom out.  The
dragon will surface.  Fly inside its mouth.

Walk forward, then look up and take the Coconut of Quendor
from the dragon's tonsils.  Zoom back around and wait
around until Sneffle (the guy in the dragon) throws you a
rope.  Take it, then spin around and take the dragon's
gold tooth as well.

Look up at the dragon's nostrils.  Find the life raft (it's
probably on the right) and put the Coconut of Quendor
in.  Fly out of the dragon's mouth (you can't leave with
the Coconut in your inventory), then turn around and
look at the top of the dragon's head.  Use the rope to tie
the inflatable sailor and the life raft together.

Fly back inside and save your game.  Look up at the inflatable
sailor and use the gold tooth on it.  Immediately look
back down and fly out the dragon's mouth before it sinks and
kills you.  Look at the life raft (which has landed in the
water) and take it.  The walking castle will appear and you
will automatically go inside.  Put the Coconut of Quendor
on the red platform, then go back through the time tunnel
to the present.

WHITE HOUSE

Charon will not let you leave Hades once you've passed
through the gates, but temp workers can still leave.  So
cast Snavig on the Hades Beast to turn into it/them, then
go talk to Charon again to leave.  Wait until you've returned
to normal, then use your map on the teleportation station and
go to the Dungeon Master's Lair.  Go to the time tunnel in
Dalboz's room, and, this time, send the Brog through.

Back at the White House, turn right and head down the path.
Talk to the Flickering Torch, then take it.  Go back to the
House and break in (getting a board in the process).  Head
down the stairs and take an egg.  Go back up the stairs
and look at the cooking pot near the door.  Put the egg in
and light the pot with the torch.  Wait until the egg turns
a gold color, then take it.

Descend the stairs again.  If you want, you can eat the pile
of rocks near the steps, but it doesn't seem important.  Throw
the egg at the stalactite in the distance (there's a beam of
light nearby).  Some rocks will fall down, making a pathway.
Cross them to the puzzle containing the Skull of Yoruk.  You
can shuffle the chess pieces around all you like, but it won't
do any good.  Just smash up the puzzle with the board and take
the Skull.  The walking castle will show up again.  Put the
Skull on the platform to the left and take the time tunnel
back.

STEPPINTHRAX MONASTERY

Go to the Crossroads and take the dragon stairs back up to
the well.  Look up.  DON'T climb up the rope, but instead cast
Glorf on it.  You'll get the rope.  You can now finally
access the Monastery.  Teleport there and go to your inventory.
Combine the sword and the rope, then use it on the grate above
you.  Climb up the rope.

First, save your game in case you mess up.  Look at the panel close
to you and set the Totemizer machine to "To Hall of Inquistion." 
Now look at the three dials on the middle of the machine (further
down the room).  Turn the dial on the right.  The yellow light
should go off.  Go the control panel on the far end of the room
and flip the switch.  After a lengthy (but cool) trip through
the Totemizer, you will hopefully end up on the other side of the
Monastery.

The doors next to you lead back to the Totemizer machine, should
you wish to leave the Monastery for some reason.  Look in the
bin near you and take the totem of Lucy Flathead.  After the
flashback, cross the room and go out the doors.  You're now on
the other side of the fence you saw in Port Foozle at the start
of the game.  Push the red button to your left, then take the
MIDDLE Omega Hammer.

Go back inside and look at the "Closing the Time Tunnels" exhibit.
Move the lever on the right to the bottom (two clicks), then push
the red button.  The robot's hammer will break.  Replace it with
the Omega Hammer and press the red button again.  The boards will
break.  Cast Narwile on the time tunnel, then use Yastard to send
Lucy through the time tunnel.

LADIES' NIGHT

Turn around and enter the pub (Antharia Jack's store in the present).
Walk up to the bar, then turn around and look at the table.  Get
the four cards.  Go over to the dartboard on the side of the room
and use the 4-card on it to get an extra hole.  Go back to the
table and put in the equation 5 / 1 - 3 = 2.  You will then be
taken to the back room to play Strip Grue, Fire, Water against
Antharia Jack.  Just keep playing until you win the Cube of
Foundation (I don't think you can lose, but you might want to save
your game first anyway).  The walking castle shows up again.  Store
the Cube of Foundation in the last slot and return to the present
-- where you are captured by the Inquistion.

PRISON

Take the Totemization notice to your left, then look at the grate
to your right.  Click on it until Jack gives you a scroll.  Use
the letter opener on the two screws in the corner of the grate to
open it.  Take the Lexdom scroll (create lock and key) and use it
on the door.  Look down and slide the Totemization notice under
the door.  Look back up and use the letter opener on the lock to
knock the key on it.  Slide the notice back into the cell and
take the key.  Use the key on the lock.  Leave the cell, save your
game, and head to the machine to your left.  Use the buttons to
input 31AB on the dials, then push the big button to free Antharia
Jack.  Jack will give you your stuff back, then the walking castle
will come and you will be taken to Port Foozle.

FLATHEAD MESA

Pop inside the castle and take the three artifacts, then head for
the radio tower.  Stop at the guard's tent and zoom in.  Go to
your inventory and use the Booznik scroll on your spellbook to
reverse all your spells, then cast your new Vorzer (Rezrov
reversed) spell on the tent to close it.  If you want, stick
around in front of the tent for a while for a little easter egg...

Save your game (in case you click in the wrong place), then walk
towards the tower.  Use Margi (turn invisible things purple) on
the upper-right of the tower.  Don't click if the cursor is the
movement arrow or you'll die.  Back up, look at the end of
the cord, and pull the plug.  Use your sword on the fence to
cut through.

At the radio tower, look at the plate underneath the tower.  Open
it up, put the Skull of Yoruk inside, and close it again.  Start
climbing until you pause at a hole.  Zoom in on the hole and put
the Cube of Foundation inside, then start climbing again until
you reach the top.  Look at the scales and put the Coconut of
Quendor in.  When you get Dalboz's lantern as a cursor, put it
on the other side of the scales.  Try to cast Maxov -- Yannik is
talking too loud.  Look up and use the sword on the wires.  When
you get control again, cast Maxov.  You win!