Sunday, October 28, 2012

The 5 Most Common Mistakes People Make Regarding Fitness

Many people approach fitness the same way, they jump in as hard as possible, diet hard, train hard, and get burnt out within a few weeks. That leads to many people giving up. This can even happen to someone with years of fitness experience who tries to start a new diet and training program. The best thing you can do to make sure this doesn't happen to you is continue reading this article to find out 5 mistakes thousands of people make!

1 - No Planning

You have to plan ahead if you want to succeed with a healthier lifestyle through diet and fitness. Your diet, your training regime, your individual workout sessions, and your goals, both long term and short term, need to be planned before venturing into a new world. Failure to do any of these things listed could be catastrophic for your fitness lifestyle. Random workouts and meals are good sometimes, but if you rely on randomness all the time, you will probably fail!

2 - Too Many Excuses

Too many people make too many excuses. just because you have a little cough and no other symptoms does not mean you should put off your workout (unless you actually feel sick of course). Your friends may want to party later tonight so you can't workout today. Eating healthy is too expensive is another excuse we hear all the time. In reality, it isn't really expensive at all. There is an excuse for everything, and none of them are worth the time it took to think them up. If you want a better body and better overall health, quit making excuses and step up to the challenge. Nobody has made it to their goals by making excuses.

3 - Frequency Of Exercise

A lot of people think working out once a week for 15 minutes is just fine. Others think they have to be in the gym every day of the week for 2 hours or more. They are both wrong. You have to workout the right amount every week to meet your goals, and that amount of time spent working out is different for everyone. You want to workout enough to meet your goals within the foreseeable future and you don't want to overtrain and risk injury. Usually, the best routine to do is 3 to 4 times per week for about an hour per workout. In fact, thousands of people already follow workout routines that follow that schedule!

4 - Magic Answers

There are no magic pills, magic diets, or magic workout programs. There is nothing magic about success with health and fitness. It just takes hard work and dedication. It may sound harsh but it can't be any closer to the truth. Stop believing TV commercials and awesome advertisements.

5 - Comparisons

Comparing yourself to a fitness professional or somebody that has much more experience that you is setting yourself up for a downfall. Don't compare yourself to anybody. Your genetics are different than everybody, so you can't make comparisons that aren't fair. Instead of comparing yourself to someone else, why not compare yourself now to yourself a year ago. If that doesn't give you great motivation, then you are not working out right!

Now you know what you need to avoid doing if you want to succeed with your fitness lifestyle. If you just avoid these mistakes alone, you are on your way to succeeding with your goals, as long as they are within reach. Even the professionals make mistakes from time to time, so go ahead and save this article for future reference!

If you are looking for more information on health and fitness, you should check out Milo Martinovich Fitness. You can go to the website here: http://milomartinovich.blogspot.com. Milo Martinovich Fitness also offers services, such as Online Personal Training.

Tuesday, October 9, 2012

The Hint Booklet for Zork 2

I. The Carousel Area II. The Oddly Angled Room III. The Bank IV. Volcano Area V. The "Alice" Area VI. The Wizard's Workshop Area VII. General Questions VIII. How Points are Earned IX. For Your Amusement The Carousel Area ***************** What is the solution to the riddle? A. The word "tall" is somewhat misleading from the usual point of view. B. Something deep, from the bottom, appears tall. C. It is a well. Type: ANSWER "A WELL". The key words are "round", "tall", and "draw". Is it possible to leave the carousel heading west? Not until the carousel has been stopped. I'm getting tired of the carousel; can it be stopped? A. Yes. The ZORK implementors do have some compassion. B. When you reach the point where a solution is possible, it should be fairly obvious. C. It involves the buttons in the Machine Room. What do I do with the clay brick? A. Be careful with it. B. Burning it will make its use apparent. C. It's plastic explosive. D. Using a fuse may give you time to leave the area before it explodes. E. Try inserting the black string. How do I open the door in the Tiny Room? A. Have you looked through the window? B. Are the spheres useful for anything? C. Have you looked into the red sphere? D. The door is locked from the inside. The key is still in the lock. E. You can push the key out of the hole with the letter opener. F. Try the old trick of slipping something under the door to catch the key. G. Try using the place mat. Is there a way to get past the ice in the Ice Room? A. Yes. B. Have you tried melting the glacier with anything? C. A large, portable source of heat might be useful. D. There is one nearby. E. You can lure the dragon into the Ice Room, thus solving two puzzles. F. Have you noticed that if you attack or in some way annoy the dragon, then leave the room, he follows you? Where do I find an Ice Pick? There is none. What is going on in the Topiary? You're not going to let a few hedges scare you, are you? How do I catch the unicorn and get the golden key? A. "The unicorn is a mythical beast." B. Only one of royal blood may approach a unicorn. C. Rescue the Princess from the dragon and watch what she does. D. Follow her. How do I enter the gazebo? You will not enter the dragon's lair while he lives. How do I kill the dragon? A. You are too puny to harm him directly. B. Even bombs have no effect! C. Did you notice when you attack the dragon and leave, he follows you? D. You can use this technique to lure him to the Ice Room. Can I kiss the Princess? Only when she's sleeping. Don't try anything nasty. How do I open the door in the Guarded Room? A. You will need a key to unlock it. B. You have probably seen the key. C. It is hanging from a red ribbon around the neck of the unicorn. D. You will also need to do something about the lizard doorkeeper. What do I do about the lizard doorkeeper? A. It cannot be killed. B. It can be satisfied by a particular treasure. When you find it, it should be obvious. C. There is a box of rare candied insects at the bottom of a pool of water. How do I move the menhir? A. Blasting will have no effect on it. B. You will not be able to get past the large menhir until you have mastered the Wizard's power, which first requires solving most of the other puzzles in the game. C. One way to move it is to use the wand to "float" it. D. Another way is to ask the demon to move it for you. What do I do with the Grue Repellent? Read the label. The Oddly Angled Room ********************* Does the club have any use? A. Examine it. B. It is a baseball bat. C. It is a clue to the nature of this maze. How do I reignite the club? If you examine it, you'll notice that it was never ignited. What do the glowing diamonds signify? Progress. The brighter they glow, the closer you are to solving the puzzle. How do I break the glassy substance? A. It cannot be done with the club. B. You might try the bomb, but it won't get you anywhere. C. The solution to the problem of the Oddly Angled Room has nothing to do with breaking walls. What is the signifigance of the convention of wizards? You've been fantasizing again. Why does my sword glow when I am at the bottom of the stairs? You are one room away from a dangerous creature. What in the world do I do in the Oddly Angled Room? A. If you solve this without any help at all, my cap is off to you! B. The maze was meant to confound maze mappers. C. There are nine rooms. Almost all of the room connections are probabilistic - sometimes they work and sometimes they don't. (If you repeat any direction often enough, you'll travel through all the rooms.) D. Have you noticed all of the baseball clues: the Babe Flathead bat, "You'll never get past first base at this rate..."? E. The glowing diamonds are baseball bases - the brighter they glow, the further you've progressed. F. Left-handed pitchers are sometimes called "southpaws." G. The solution is to walk in the directions of a standard baseball diamond, starting from home plate (where the bat is): southeast, northeast, northwest, southwest. (It is admittedly a very difficult puzzle - apologies to non-American Zorkers). The Bank ******** What is the curtain of light for? A. Have you read the bank brochure? B. Have you tried touching it? C. Have you tried throwing anything at it? D. Have you tried walking through it? How do I turn off the alarm system? A. Are there any switches or electrical devices in the area? B. Does the Wizard have any appropriate spells? C. Unfortunately, the alarm system remains foolproof. You must find another way to remove treasures. How do I get out of the Small Room? A. You came in through a door, didn't you? B. Like most doors, the curtain door has two sides. C. The other side of the door may not be apparent. D. Try walking through the south wall. E. Once the curtain door has closed, the only way out is to give the Gnome something valuable. If you have nothing of value, you will be trapped forever. How does carrying the portrait affect where I will end up? A. Any association between items you are carrying and the room to which the curtain door leads is purely coincidental. How many places can I get to from the Depository? Seven, inlcuding four through the curtain. How do I get into the vault? A. The curtain door leads to four locations. B. It is completely deterministic (i.e., non-random). C. The location to which it leads is determined by the direction from which you entered the Depository. D. If you enter from the east, you will be transported to the East Viewing Room; if you enter from the west, to the West Viewing Room. If you enter from the south (e.g., the Chairman's Office) you will be transported to the Small Room. E. You can leave the Small Room by walking through the south wall (thus entering the Depository from the North). F. If you enter the Depository from the north, you will be transported to the Vault. How do I get out of the Vault? A. How did you get out of the Small Room? B. Try the north wall. Volcano Area ************ What are the basket and canvas for? A. The canvas is attached to the basket, as is the receptacle. B. You can get into the basket. C. This is a deflated balloon. Once I've determined what the basket and canvas are, how do I use them? A. Once you inflate the balloon, you will find a card with instructions for use. These hints deal with inflation. B. Not all balloons use hydrogen or helium. C. Remember that hot air is less dense and therefore rises? D. Burn something (such as the newspaper) in the receptacle. How do I leave the top of the volcano without being killed? You don't but isn't it a glorious death? Which of the three paths down to the valley is best? A. Ask the scarecrow. B. Beware of the lions and tigers and bears. C. I suppose you'll soon be skipping and singing, "We're off to see the Wizard". D. If you haven't guessed by now, this is a nonsense question. What is the signifigance of the mines and smelter? A. Have you tried processing ore? B. Did you dig for the lode of mithril? C. I find it amazing that you got this far, since there are no mines or smelters in Zork II. Keep in mind the warning in the introduction: Do not use the presence or absence of a question on a certain topic as an indication of what is important, and don't assume that long answers indicate important questions. How do I extend the lava tube? This is not possible. What do I do about the gnome? The volcano gnome appears only if you are stranded on a ledge. He will help you, but only for a fee. How can I translate the books? A. A Zorkish-to-English dictionary would be useful, wouldn't it? B. So, of course, there isn't one. C. You cannot translate them. How can I open or remove the rusty old box? A. It has an oblong hole chipped into it. B. Nothing short of blasting will open it. Someone seems to have done you a favor by creating a hole in which to place the bomb. Who is M. Agrippa? Didn't he design the Pantheon in Rome? The "Alice" Area **************** Can I get up the well, and if so, how? A. Yes. B. What is a well for? C. Have you tried putting water in the bucket? D. Get in the bucket, then pour water in it. What does the engraving say? It is the logo for a Frobozzco subsidiary. obo obo r z AGI becomes f MAGIC z E L WELL c y mpa o n mpa or "Frobozz Magic Well Company" as can be clearly read at the top of the well. How do I catch the magic mouse? A. Have you tried using the green cheese? B. There is no mouse. Sorry. Can the writing on the cakes be read? A. On all but one, it is too small to see with the naked eye. B. Not even the robot can read it. C. A magnifying glass would be useful. D. Try reading it through the flask in the Pool Room. Can the Mad Hatter be cured? A. There is no cure for advanced mercury poisoning? B. What Mad Hatter? How do I get back down from here? A. The reverse of the way you got up. B. If the bucket has gone back down, you're stuck. The water evaporates in 100 moves. What do the cakes do? A. Experiment with them. Try eating them. You can't be afraid to try anything in Zork II (but you may want to SAVE your state first). B. Reading them will tell you something. What can I do with the flask of poison? A. Kill yourself or others. B. Examine it. C. Examine it. Look through it. Use it as a magnifier to read the writing on the cakes. How can I get the object under the water? A. You cannot successfully enter the water. B. There is no valve to drain the pool or plug the leak. C. There is a way to make the pool evaporate. D. Try throwing the red ("evaporate") cake into the pool. How do I cross the chasm? A. There is no way to cross while in your small state. B. Once you return to normal size, the chasm will be a small crack again. How do I control the robot? Read the instructions. What is EBCDIC? It stands for Extended Binary-Coded-Decimal Interchange Code, which IBM equipment often uses instead of ASCII (American Standard Code for Information Exchange). What is a footpad? A. It is not a doormat. B. Check the dictionary. C. It means "thief" (i.e. you). How can I take the red sphere? A. Have you noticed that when the cage falls, you don't die immediately? B. You have time to tell the robot to lift the cage (if he is in the room). What do the buttons do? A. If you psuh them, you are electrocuted. B. You can experiment with them by ordering the robot to push them. C. The buttons control the electromagnetic field which spins the Carousel Room. D. The square button increases the spin to high speed. The round button decreases the spin to low speed. The triangular button flips the field from the Carousel Room to the Low Room, releasing the iron box and causing the carousel to stop spinning. (Note: increasing the speed and flipping the field up to the Low Room is dangerous. The Wizard's Workshop Area ************************** Can I open the Wizard's trophy case? A. Not directly. B. Treasures you were carrying when you died or which the Wizard has "filched" from you are kept in his trophy case. If you acquire the Wizard's wand, you can "filch" them back. How do I take the Wizard's wands from the wand rack? You don't. They can't be taken. What do I do with the yellow sphere? A. You've been fantasizing again. B. There is no yellow sphere. How can the owl be released? A. The owl and the other memoriabilia in the Trophy Room are protected by a powerful spell which cannot be broken. B. No kidding! What do I do with the black sphere? A. Have you tried looking into it? B. The creature with the horrible face has freed you to return to your quest after dying. Can you return the favor? C. It has been alleged that dmeons are conjured up using pentagrams. D. Try placing the black sphere in the pentagram. Can the flying owl be caught? A. Don't you have your owl net handy? B. The FANTASIZE spell does not include a flying owl. Where did you see it? C. If every question in this book were pertinent to the game, the questions themselves would give far too much away. Questions such as this should convince you to ignore questions that are not of immediate use. How do I detach the stands from the bench? You don't. What are the stands for? A. Hookahs Their colors should be revealing. B. Rubies are red, sapphires are blue, diamonds are clear. C. Try putting the crystal spheres in the appropriate stands. Does the pentagram have any signifigance? It has been alleged that pentagrams are used by wizards to conjure up demons. What do I do with the palm tree? Admire its beauty. How do I kill the serpent? A. A fish out of water... B. Have you tried breaking the aquarium glass? C. As serpents are rather dangerous, you should stand far back and throw something at the glass. How do I enter the aquarium? A. You might try typing: ENTER THE AQUARIUM B. There is no way to enter the aquarium and live. How do I satisfy the demon? A. Have you tried following his instructions? B. If you have been wondering what to do with all the treasures, you now know. C. You must give him the fancy violin, moby ruby, zorkmid coin, Flathead stamp, zorkmid bills, portrait, golden statuette, pearl necklace, gaudy crown, and golden key (minus any you had in your possession when you died or any that were "Filched" from you). What do I do once I've satisfied the demon? A. You should as the demon to give you something. B. It's something you need to finish the game; you've seen it but haven't been able to get it. C. It's the wizard's wand. Type: DEMON, GIVE ME THE WAND, or DEMON, KILL THE WIZARD. GENERAL QUESTIONS ***************** What is the object of this game? A. Part of the object of this game is to discover the object of this game. B. If you just keep solving puzzles, eventually you will find that you have finished the game. What should I do with the treasures I've found? A. This is one of the puzzles you must solve. It really doesn't matter where you keep them. You will find out what to do with them later in the game. What do I do about the Wizard? A. You need to discover and master the source of the Wizard's powers in order to complete the game. Until you do, he will create a lot of mischief for you. How many spells are there in this game? A. There are 12 that the Wizard commonly casts on you. B. There are seven others that have special purposes. C. The 12 are FALL, FLOAT, FREEZE, FENCE, FIERCE, FERMENT, FEAR, FEEBLE, FUMBLE, FILCH, FANTASIZE, AND FIREPROOF. The seven are FRY, FUDGE, FLOURESCE, FREE, FROBIZZ, FROBOZLE, and FROBNOID. What does the FANTASIZE spell do? Sometimes it causes you to see a bizarre object that isn't there in the room. How do I cast a spell? A. You'll need a wand. B. Read the white book. C. Point (or wave) the wand at the object to be ensorcelled. Then incant the spell (e.g. SAY "FLOAT") Is there anything special about the spells the Wizard mumbles? No. They are the same ones he says aloud. Where should I play the violin? A. Carnegie Hall? B. Where is HHELLO SAILOR useful? How can I get the pearls back from the housekeeper? A. What housekeeper? B. Are you sure that you are playing Zork II? How do I get past Cerberus? A. The FIERCE spell is not recommended. B. The FLOAT and FEEBLE spells are not strong enough. C. Even the demon can't overcome him (them?). D. Try taming him by putting on his collar. E. The collar is found behind the menhir. Where does saying HELLO AVIATOR cause something to happen? A. The same place HELLO SAILOR and HELLO FOOTPAD cause something to happen. B. Nowhere. What do I do for light when my lamp runs out? A. If you have oer 200 points and are in the dark with a burned-out lamp, wait for the Wizard to arrive. He will cast the FLOURESCE spell and you won't need a light source (however, there are unfortunate side effects). Can the dmeon help me? A. He is mightier than the Wizard. B. He will help you if you help him. C. Once you have satisfied him, he will perform a deed for you. D. Ask him to give you the wand or to move the menhir. Where do I find the white sphere? A. Try looking into the blue sphere? B. It is actually clear, not white. C. For any man with half an eye What stands before him he may spy But optics sharp it needs and keen To see what is not to be seen -"Sleuth" D. Clear glass is invisible under water. E. It is in the aquarium. Are the spheres useful for anything? A. What if they were called crystal balls? B. Have you tried examining them? C. Try looking through them. D. When you look into one, you see the view from the next one in the chain (somewhat like the palantirs in The Lord of the Rings). How many spheres are there? A. Bongs Have you ever died in ZORK II? B. There are four. C. You will create the fourth with the first three. What do I do with the perfect rose? A. Admire it's beauty. B. Must something so beautiful have any other use? How do I go down the staircase landing without being killed? A. In later releases (revision) of the game, the landing is guarded by "magical" runes. B. "Magical wardens," "green lines of enormous power," "close in on you as if searching for something. C. You may proceed down the stairs and to the finish if you are carrying the Wizard's wand. What do I do with the heads on poles? A. We suggest that you not disturb the remains. B. Let the dead rest in peace. What is the signifigance of "Feel Free"? A. Both words begin with an "F". B. This is an inside joke. It is what one Implementor says to another Implementor offering suggestions for changes in a game. It has no signifigance. I have all the points but somehow don't feel finished. What do I do? A. Type: SCORE B. The grue repellent label is a very subtle hint. C. The Crypt is a "place of death." D. It is too light to see the door to ZORK III. E. When the crypt is dark, the door is visible. (Of course, the crypt will never be dark if you are flourescing.) In release 18 and later, you will need to be carrying the wand also. I've finished the game but don't have all 400 points. What's going on? A. Don't let it bother you. You have really completed the game. B. Treasures in the Wizard's trophy case are not required to satisfy the demon. Each treasure not give to the demon will leave you with fewer points. I haven't finished the game and I don't have all 400 points. So what else is new? How Points are Earned ********************* Treasures: Their Values and Locations (Use only as a last resort) TREASURE VALUE WHERE FOUND pearl necklace 15 in the Pearl Room gold key 15 hanging on the unicorn dragon statuette 20 in the chest red sphere 20 in the Dingy Closet fancy violin 20 in the iron box portrait 20 in the Bank Chairman's office moby ruby 15 in the Lava Room zorkmid bills 25 in the Bank Vault blue sphere 20 in the Dreary Room package of candy 15 under the pool of tears black sphere 30 you create it gaudy crown 20 in the rusty box clear sphere 20 in the aquarium Flathead Stamp 10 in the purple book gigantic dog collar 15 in the Kennel gold zorkmid coin 20 on the narrow volcano ledge Wizard's wand 30 the Wizard has it OTHER POINTS Other points are gained by: solving the riddle (5), getting to the top of the well (10), killing the dragon (5), entering the Wizard's Workshop (10), solving the Oddly Angled Room maze (5), entering Cerberus' room (10), entering the Crypt anteroom (3), entering the Crypt (2), and giving treasures to the demon (2 each, maximum 20). For Your Amusement ****************** Have you tried: ...setting off the bomb in the Dusty Room and then waiting in the balloon tied to the ledge? ...petting or killing Cerberus after putting on his collar? ...removing Cerberus' collar? ...attacking the Princess? ...taking the serpent? ...diagnosing yourself while under certain spells? ...waiting around the Topiary?

The Hint Booklet

Sample Question *************** How many grues does it take to screw in a light bulb? A. Don't go on unless you've asked WHAT IS A GRUE? B. You could break a bulb, then hide and watch what happens. C. None. Grues are terrified of light. Table of Contents ***************** Introduction Above Ground The Cellar Area The Maze The Round Room Area The Dam Area Old Man River The Coal Mine Area The Land Beyond the Chasm General Questions How Points are Scored For Your Amusement (after you've finished) Above Ground ************ Where do I find a machete? There is none. The game must have _some_ limitations. You can't expect to walk to the nearest airport and fly to London to see the British Museum... How do I cross the mountains? Play ZORK II. How do I kill the songbird? What a concept! You need a psychiatrist. Is the nest useful for anything? A. In China you might make bird's nest soup. B. This is not China. C. In other words, no. How do I open the egg without damaging it? A. _You_ don't. B. Glass Bubblers Have you tried saying OPEN EGG? C. It takes a great deal of manual dexterity and the proper tools. D. Someone else in the game can do it. E. Only the Thief can open the egg. Give it to him or leave it underground where he will find it. How do I fix the broken canary? A. It is broken beyond repair. B. No one can fix it. Really! Are the leaves useful for anything? A. They're great for hiding gratings. B. They can be taken, counted, or burned. How do I open the grating? A. You must unlock it. B. You need the skeleton key. C. It can be unlocked only from below. D. The grating and key can be found in the Maze. How do I get off the roof of the house? A. How did you get up there? B. Someone from Infocom would love to hear how you did it. C. This is one of those questions which was put in here for the sole purpose of teaching a lesson -- do not use the presence or absence of a question on a certain topic as an indication of what is important, and don't assume that long answers indicate important questions. Once I have the canary in an undamaged state, what do I do with it? A. Something is attracted to its singing. B. It is also a treasure. C. Try winding it in the forest. How do I get the brass bauble? A. You must open the egg first. B. See the previous question. How do I open the front door? A. It cannot be knocked down. B. It cannot be destroyed. C. It cannot be opened. How do I get into the house? A. Have you checked all sides? B. There's a window in the back which is partly open. Open it and climb through. Can I eat the lunch? Try it. Try the water, too. You can't be afraid to try _anything_ in ZORK I (but it may make sense to SAVE your state first). How do I get into the dungeons? A. The entrance is in the house. B. Trapdoors can be hidden. C. Move the rug. What is a grue? Ask ZORK I. The Cellar Area *************** Can the trapdoor be opened from below? No. The only way to keep the trapdoor from closing behind you is to find another exit (other than the chimney, which is very limited). How do I get up the ramp in the Cellar? A. "The ramp is too slippery to climb." B. Is there a way to make it less slippery? C. No. You won't ever get up the ramp. How do I negotiate with the Troll? A. Trolls tend not to be conversational. They require a much more direct approach. B. You won't get past the Troll while he is conscious. C. Kill him with the sword. What do I do with the axe? A. It can be used as a weapon, but isn't really necessary for anything. B. +---------------------------------------------------------------------+ | | | | | | | >>This space intentionally left blank.<< | +---------------------------------------------------------------------+ Does the paint in the studio mean anything? The artist was sloppy. The Maze ******** How do I get through the Maze? A. It is essential that you make a map of the Maze. B. All ten directions are used: N, S, E, W, NE, NW, SE, SW, UP and DOWN. C. Some passages lead back to the same room. D. Rooms can be marked by dropping objects. (However, the Thief can be a pain.) E. There are 22 rooms west of the Troll Room. What do I do with the rusty knife? A. If you had your sword when you took it, the pulse of blinding light should have served as a warning. B. Try throwing the knife or attacking someone with it. What do I do with the skeleton? A. Let the dead rest in peace. B. +---------------------------------------------------------------------+ | | | | | | | | | | | >>This space intentionally left blank.<< | +---------------------------------------------------------------------+ Can I use the broken lantern? If you think it's useful, there's this bridge you might be interested in. How do I get past the Cyclops? A. Fighting isn't always the answer. B. There are two solutions. The alternate begins at F. C. What happens if you hang around too long, or give something to the Cyclops? D. He's hungry, isn't he? E. Feed him the lunch and water. F. Do you remember your mythology? G. Take a very close look at the commandment in the black book. H. The Cyclops is scared silly of the name of his father's nemesis, ODYSSEUS (first letter of each line in commandment -- some computer screens are narrow and make this more difficult to see). The Latin version of the name, ULYSSES, is also accepted. I. For fun, try saying ODYSSEUS elsewhere. The Round Room Area ******************* How do I get the platinum bar? A. For ZORK I releases (revisions) 1 through 14, the only solution to this problem begins at G. For ZORK I releases 15 on, there are two solutions -- the preferred solution begins at B, the alternate at G. B. What is causing the loud roar? C. Is there a way to control the flow of water? D. Solve the puzzle of the dam. E. Does opening or closing the dam gates affect anything downstream? F. Open the dam gates. Wait until the reservoir is empty, then close the gates. Take advantage of the silence in the Loud Room while the reservoir refills. G. This solution to the Loud Room requires no object or information from elsewhere in the game. H. The solution has something to do with the room's acoustics. I. What happens whenever you say something? >something?< >>something?<< J. Type ECHO. How do I kill the rock? A. How silly! B. The term "living rock" is metaphorical, and should not be taken literally. Is there anything special about the mirror? A. Breaking it is not a good idea. B. Looking into it can be fun. C. Did you ever try touching or rubbing it? D. There are two Mirror Rooms. Touching the mirror in one transports you to the other. How do I enter Hades? A. You must exorcise the evil spirits. B. For a hint, turn the page in the black book. C. It requires the bell, book and candles. D. Ring the bell, light the candles, and read the black book. E. The order in which you perform the ceremony is very important. Also, you must be holding the candles when you light them. Speed is of the essence, too -- don't waste any more time than is necessary between steps. Can I get anywhere from the Dome Room? A. Yes. It is likely that you have seen the necessary equipment. B. It is found in the Attic. C. Tie the rope to the railing. Can I go up from the Torch Room? No. How do I get out of the Temple area? A. You'll never reach the rope. B. You can leave from the altar end by going down, but "you haven't a prayer of getting the coffin down that hole." C. Or solve the puzzle of the granite walls. D. The altar has magical powers. What is usually done at altars? E. Try praying. The Dam Area ************ How do I blow up the dam? A. What a concept! B. +---------------------------------------------------------------------+ | | | | | | | | | | | | | >>This space intentionally left blank.<< | +---------------------------------------------------------------------+ How is the control panel operated? A. You can turn the bolt. B. You need the wrench. C. You must activate the panel. (Green bubble lights up.) What is the green bubble for? It indicates that the control panel is activated. Use the buttons in the Maintenance Room. What do I do with the object which looks like a tube of toothpaste? A. Read the tube. B. Brushing your teeth with it is not sensible. C. It doesn't oil the bolt well. D. Gooey gunk like this is good for patching leaks in water pipes or boats. What is the screwdriver for? You'll know when the time comes. What do the buttons in the Maintenance Room do? A. Try them all. You should be able to find out. B. The blue button causes a water pipe to burst. C. The red button turns the lights on and off. D. The yellow button activates the control panel at the dam. (The green bubble is now glowing.) E. The brown bubble [sic] deactivates the control panel. Can I stop the leak? A. Yes, but not with your finger. B. Isn't there some sort of glop you could apply? C. Use the gunk in the tube. What is the pile of plastic good for? A. What is the valve for? B. Did you try blowing into it? C. You need the air pump, which is north of the Reservoir. D. Solve the dam problem, or figure out the mirror. Old Man River ************* Can the river be crossed? Not without a boat. What will placate the River God? A. What have you tried to throw into the river? B. There is no River God. Anything thrown in is lost forever. How do I get back from across the river? A. If you launch the boat from Sandy Beach, you can cross the river to the west to White Cliffs South. B. It is also possible to cross the rainbow. How do I control the boat? A. Read the label. B. You can say BOARD (or GET IN), DISEMBARK (or GET OUT), LAUNCH, and LAND (or a direction towards a landing area). You can also let the current carry you. How do I carry a pointy object onto the boat? Pointy objects can puncture a plastic boat. You should not carry them on. Put them in the boat before boarding or put them into a container, such as the brown sack, first. How do I go over the falls? A. Just stay in the boat and wait. B. Well, what did you expect? C. "I see no intelligence here." D. By the way, have you ever taken a close look at the word ARAGAIN? Glass Pipes What is the significance of the rainbow? A. You can cross it and get the pot of gold. B. You do not click your heels together three times while saying "There's no place like home." C. The description of one of the treasures, and the result of manipulating it properly were meant to be subtle hints. D. Raise or wave the sceptre while standing at the end of the rainbow. How do I get through the crack in the Damp Cave? A. "It's too narrow for most insects." B. You don't. How do I turn myself into an insect? A. Build a cocoon? B. Not bloody likely. The Coal Mine Area ****************** What do I do about the bat? A. It's a vampire bat. B. Have you never watched an old horror movie? C. Use the garlic. How do I get beyond the Smelly Room? If your lantern battery is dead, forget it. How do I find my way through the coal mine? I would think you were an expert maze-mapper by now. Is the basket on the chain useful? Anything that complex in ZORK I is useful. How do I get through the narrow passage from the Timber Room? A. "You cannot fit through this passage with that load." B. Did you try dropping everything? What source of light can I bring into the Drafty Room? A. Matches. B. (Well, no one said they would work in a draft.) You can't carry a light source in. There is another way. C. Why might the room be drafty? D. Did you ever wonder where the shaft with the basket led? E. Objects, including light sources, can be placed in the basket. The basket can be lowered and raised. What is the timber for? It makes the room more interesting and the adventurer more confused. How do I use the machine? A. The switch description should remind you of something. B. Try putting something inside and turning the machine on with the screwdriver. Have a dictionary handy. C. You can make a diamond from coal. What is meant by the "Granite Wall" in the Slide Room? Evidently the ancient Zorkers did not have strong truth-in-advertising laws. Take nothing for granite. Is the coal good for anything? A. It is a source of carbon. B. One of the most valuable gems is made of carbon. C. Diamonds are pure carbon in crystalline form. They are created under tremendous heat and pressure. Is the gas of any use? It's great for blowing up dim-witted adventurers who wander into a coal mine with an open flame. The Land Beyond the Chasm ************************* How do I cross the chasm? There's no bridge. How do I build a bridge? A. An interesting idea... B. The timber might be useful. C. But then again, maybe not. D. A valiant attempt, but this is getting you nowhere. Why doesn't the magic word "plugh" work in the land beyond the chasm? A. "A hollow voice says Fool." B. Should nonsense words work anywhere in ZORK I? C. Remember the warning in the introduction. Do not let the presence or absence of questions, or the lengths of the answers, influence your game. After the meteor strike activates the long-dormant volcano and destroys the bridge, how do I get back across the chasm? Whew! (That might actually be an interesting addition to the game.) General Questions ***************** Why does the sword glow? Elvish swords are magical, and glow with a blue light when dangers (particularly dangerous beings) are near. What do I do about the Thief? A. Discretion is the better part of valor. B. You can almost always avoid a confrontation by walking away. Although you may be robbed, at least you won't be killed. How many points are there in the game? 350. Any time you say QUIT, RESTART, or SCORE, this is pointed out. How do I get out of the dungeons? A. There are six exits. B. The chimney will allow you to carry one object at a time in addition to your lamp. C. Once you find an exit other than the chimney, the trapdoor will not close behind you. D. Probably the easiest exit (conceptually) is by way of the grating. You will probably come across the other three exits while solving some of the harder problems, but it is not necessary to find more than one to complete the game. What is the significance of all the engravings? The knowledgeable critic, I. Q. Roundhead, wrote a ten-volume study of the engravings of the ancient Zorkers. To make a long story short, he concluded that the Zorkers were very strange people. How do I kill the Thief? A. The Thief is a cunning and dangerous opponent, skilled in the martial arts. Novice Zorkers would do well to avoid him. B. It is possible to distract him for one move by giving him something of value. C. The nasty knife is a marginally more effective weapon to use against him. D. As you gain in points, you become a better match. How can I recharge my lamp? A. What makes you think you can? B. It is always best to conserve resources. You can prolong its life by turning it off whenever you can and using alternate light sources. What happens when you die in ZORK I? A. You may appear in the forest with your belongings scattered (valuables below ground, nonvaluables above). B. You may wander as a spirit until you find a way to resurrect yourself. C. ZORK I is as fair as baseball. Three strikes and you're out. D. You become a spirit if you have visited a certain location before death. E. The location is the altar in the South Temple. F. Try praying at the altar. Who is "the Other Occupant?" A. "He of the large bag." B. The Thief, of course. How do I go over the falls without killing myself? Why not ask, "How do I cut off my head without killing myself?" Where is HELLO SAILOR useful? A. Are you sure you want to know? B. Absolutely certain? C. To quote the black book, "Oh ye who go about saying unto each: 'Hello Sailor': Dost thou know the magnitude of thy sin before the gods? ... Surely thou shalt repent of thy cunning." D. Nowhere. (You were warned.) Why do things move and disappear in the dungeon? A. The Thief is constantly moving about. B. There is a high probability that he will take valuable objects (except the gold coffin) which you have seen. There is a much lower probability that he will take a nonvaluable object (again, only if you have seen it), and he may later decide to drop it. Where are the treasures the Thief took from me? A. As he wanders about stealing things, he puts them in his bag. Whenever he stops in his Treasure Room, he drops off the valuables he has collected. B. You can get the contents of the bag by defeating him in a fight. C. The Treasure Room is guarded by the Cyclops. What do I do with the stiletto? A. Congratulations! Getting the stiletto is rare. If you keep it away from the Thief, he won't attack you. B. It is a weapon, nothing more. Who is the lean and hungry gentleman? The Thief. Where can I use the shovel? A. It will dig only into very soft soil. B. Try it in the sand. C. The sand in the Sandy Cove [sic] is most promising. Is there any significance to all the granite walls? A. There are only two true granite walls. B. While next to a real granite wall, you can transport yourself to the location of the other by saying the name of the room. C. The two granite walls are in the Temple and the Treasure Room. Which object is best for casting images? A. What are you talking about? B. +---------------------------------------------------------------------+ | | | | | | | | | >>This space intentionally left blank.<< | +---------------------------------------------------------------------+ Many people have questions pertaining to the map. This section is for them. How do I get into the Strange Passage? A. This is not necessary to complete the game. B. See the alternative Cyclops answer. How do I get into the Stone Barrow? A. You'll know when the time comes. B. When you have all 350 points, you'll be able to enter the Barrow. How Points are Scored. ********************** Progress Points *************** (Use only as a last resort.) You get 10 points for getting into the house, 25 for getting into the Cellar, 5 for getting past the Troll, 13 for getting to the Drafty Room, and 25 for getting to the Treasure Room. These points plus all the treasure points make 350. When you have all 350 points, the twentieth treasure will appear in the case -- a map which leads (indirectly) to 400 more points (ZORK II). Treasures: Their Values and Locations ************************************* (Use only as a last resort.) value value treasure (touch) (case) where jewel-encrusted egg 5 5 in nest in tree clockwork canary 6 4 in the egg beautiful painting 4 6 Gallery platinum bar 10 5 Loud Room ivory torch 14 6 Torch Room gold coffin 10 15 Egypt Room Egyptian sceptre 4 6 in the coffin trunk of jewels 15 5 Reservoir crystal trident 4 11 Atlantis Room jade figurine 5 5 Bat Room sapphire bracelet 5 5 Gas Room huge diamond 10 10 you create it bag of coins 10 5 in the Maze crystal skull 10 10 Land of Living Dead jeweled scarab 5 5 buried in Sandy Cave large emerald 5 10 in the buoy silver chalice 10 5 Treasure Room pot of gold 10 10 End of Rainbow brass bauble 1 1 the songbird has it For Your Amusement ****************** (after you've finished the game): Have you ever: ...opened the grating from beneath while the leaves were still on it? ...tried swearing at ZORK I? ...waved the sceptre while standing on the rainbow? ...tried anything nasty with the bodies in Hades? ...burned the black book? ...damaged the painting? ...lit the candles with the torch? ...read the matchbook? ...tried to take yourself (or the Thief, Troll, or Cyclops)? ...tried cutting things with the knife or sword? ...poured water on something burning? ...said WAIT or SCORE while dead (as a spirit)? Words you may not have tried: HELLO (to Troll, Thief, Cyclops) ZORK OIL (lubricate) XYZZY WALK AROUND (in forest, outside house, or inside house) PLUGH FIND (especially with house, hands, teeth, me) CHOMP COUNT (candles, leaves, matches) WIN MUMBLE (or SIGH) LISTEN (especially to the Troll, Thief, or Cyclops) REPENT WHAT IS (grue, zorkmid, ...) YELL (or SCREAM) SMELL

Friday, October 5, 2012

Zork 2 1

ZORK II Part 1 Doesn't this look familiar? It should because it's right where ZORK I ended! Ah, here are your faithful companions from ZORK I, the lamp and the Elven Sword. Get these and go south three times, southwest, south. Light your lamp (there are grues lurking in the dark!). Go southeast. Turn your lamp off because you're in a beautiful garden that's lit by luminous lichens! Enter the gazebo and get everything you see laying on the table. Forget about the Unicorn because you're not capable of approaching the timid creature. Exit the gazebo, go south twice and west then turn your lamp back on. You've entered one of the strangest rooms in ZORK II...the Carousel! It spins madly about and everytime you move, you're taken to a random location. So the first thing we're going to do is turn it off. Select a random direction and keep returning to the Carousel Room using the chart below until you get to the Marble Hall. When you get there, go north to the Deep Ford and fill your teapot with water. Then go back south twice to the Carousel Room. Now, select another random direction and keep returning to the Carousel Room until you get to the Riddle Room. This is a good place to be because you're now able to turn off the Carousel and stop this craziness! ROOM NAME RETURN BY GOING: Menhir North Marble Hall South Cool Room Southeast Cobwebby Corridor Northeast Path Near Stream Southwest Topiary West Riddle Room Northwest You're looking at a huge stone door in the eastern wall. On its face is a riddle that must be answered before you can enter the door. Say "well" and the huge door opens with a thunderous roar! Go east and look. There's a beautiful Pearl Necklace laying here! Leave it for now and head east again. You've located the Frobozz Magic Well. That's what the legend on the wall says. Get in the bucket and pour the water out of the teapot. That's how the bucket is activated. When the last drop is poured, the bucket magically rises and you find yourself at the top of the well. Drop the teapot and get out of the bucket and go east. Hope you're dressed for the occasion because you've stumbled upon a tea party of sorts! Don't those cakes look appetizing? Don't eat anything just yet, there's someone waiting to meet you! Glass Pipes Go northwest and imagine that...there's a robot standing here. Looks like he needs directing. Tell the robot to go east, then go east yourself. You're in the Carousel's control room. But don't touch those buttons yourself...they are highly dangerous to humans, but not to robots! Tell the robot to push the triangular button. As he's doing this, you receive clues as to what's happening in the Carousel Room. When the robot's done your bidding, tell him to go south then go south yourself. There's a red sphere here, but without some help, you'll never get it. Take the sphere and immediately a steel cage is dropped on top of you trapping you in the closet. If you don't act quickly, a poisonous gas will complete the job of catching the "footpad" (that's you!) and you'll be most dead! Tell the robot to lift the cage. The robot seems to take perverse pleasure in rending the cage to scrap metal! Trying to take the sphere sprung the trap, but you still haven't got it. So take the sphere again, say goodbye to the robot and go north, west and southeast back to the tea party room. ZORK II Part 2 Now it's time to eat some cake! Get the red, green and blue cakes and eat the green cake. My goodness, you've certainly lost a lot of weight! You're now the size of a mouse and everything is huge including those "cracks" you were able to just step over a few moments ago! But you're now small enough ts o enter the tiny hole to the east. So go east and throw the red cake into the pool. The cake acts like a sponge and soon the pool is completely empty revealing a bag of precious candy-coated insects. Get the candies and go west. Now to get you back to normal. Eat the blue cake and presto! You're now your original size and able to leave this strange tea party behind. Go west back to the bucket, get in and get the teapot. Now get the water and soon the bucket is back down at the bottom of the well. Drop the teapot, get out of the bucket and go west. Get the necklace this time and go west and northwest back to the Carousel Room. When you get there, you find it's stopped spinning and there's a dented metal box lying here. Open the box and you find a Stradivarius Violin! Your load is too heavy to get it just now, so let's go dump some stuff. Go southwest to the Cobwebby Corridor. This is a good place to drop any treasures and spheres you've managed to collect so far. As you've no doubt noticed, Frobozz will cause you to drop various items with his crazy "F" spells. It's a light waster having to try to pick up items over and over again. And you will always drop the item you're trying to pick up plus one additional item you're carrying! It's frustrating, to say the least! Frobozz will also steal items from you with his "Filch" spell and before you know it, the treasure you've been lugging around with you suddenly isn't there any more! You don't loose points for this, but when it's time for you to buy the services of the demon, it will be confusing knowing if he's demanding one more treasure that Frobozz may have stolen or that you haven't found yet. So unload your treasures and spheres here. Don't worry about the lizard just yet. We have more important things to do! We'll take care of the lizard, treasures and spheres at the same time in the last part of this walkthru. Lying on the ground here is a coil of odd looking string. This is actually an explosives fuse. Get it and go northeast back to the Carousel Room. Get the violin and go west (a room you weren't able to get to until the Carousel was turned off). Get the Grue Repellent (in case your lamp runs out of power) and go back east. Once more back southwest to the Cobwebby Corridor to unload the violin and repellent, then northeast back to the Carousel Room. We're off to slay dragons, so look lively and make sure you have your sword with you! Go northwest to the cool room, then go north twice. Oooh! It's scary in here because we're face to face with a huge fire-breathing dragon! You can't possibly kill it, but you can get its attention! Hit it with the sword and go south. I'll be darned, it's following you! Hit it again and go south again. Hmmm, still with you? Good! Hit it one more time and lead it west. You've both entered a room of glassy ice. The dragon sees its own reflection and in true dragon fashion, is outraged that there's another dragon in his realm! It breathes a huge flame of fire which immediately melts all the ice in the room! The dragon is inundated with water, which eaffectively quenches its flame and it is carried to its doom far away. In melting the ice in the room, the dragon has opened another door for you. So go west and look. There's a huge ruby lying here! Drop the sword and get the ruby then go east twice to the Cool Room. We're off to free a princess now so go north three times. You've entered the Dragon's Lair and sleeping here as if under a spell is a beautiful princess. Don't try anything strange with the princess! There's also a rotted old chest here. When you try to open it, though, the princess awakens and looks out of the lair and at you. If she leaves the room, follow her, but if she's just sitting there looking indecisive, try opening the chest again. We'll get what you found in the chest later. Just don't lose the princess! Eventually, she will leave. Follow her everywhere she goes. If she pauses, a "look" should get her moving again. Soon, she'll lead you back to the Garden and enter the gazebo. When she does, enter the gazebo, too. After several "looks" and "waits" (and turning your lamp off!), the Unicorn will approach the princess without fear. She will remove the red ribbon from its neck, tie her hair up with it and give you the tiny gold key and a perfect rose, mount the Unicorn, and ride off. Drop the rose, as pretty as it is, you don't need it. Exit the gazebo, go south twice, turn your lamp on, and go west back to the Carousel Room. Let's go rob a bank! ZORK II Part 3 We're off to play "footpad" again, only this time we're not going to need any help to get the loot! From the Carousel Room go northwest to the Cool Room, north twice and west twice to the Bank Entrance. This next part is a little tricky, so follow the directions closely so you don't set off any alarms! Go northeast, east and south to the Chairman's Office. My, my! Look at that, old J. Pierpont Flathead himself! But not in the flesh, only in an oil painting. Get the portrait and go back north. Drop the painting here and enter the shimmering curtain of light. You've been transported to a seemingly exitless room! But don't panic, just enter the south wall and presto! You're back at the Safety Deposity again. Enter the curtain once more and this time, it looks like the same room, but it isn't! For here lying neatly stacked is a pile of ZORKmid Bills! Get the bills and enter the north wall. Now drop the bills and go west. If you try to leave the Depository carrying the bills or the portrait, an alarm sounds and an invisible barrier blocks your leaving! Go back west to the bank vault, get the bills and the portrait and enter the curtain of light then go south. This time, when you exit the room, you find yourself back at the bank's main entrance! You did it! Let's get out of here before they loose the hounds on us! Go east twice back to the Dragon's Room and go north to its Lair. Now get the golden dragon statuette and go south. Your're pretty well loaded up, but there's one more task to perform in this area, so go east twice and up to the Tiny Room. What a strange place this is! We're going to pick this lock. Put the placemat you've been lugging around under the door and lift the lid that's covering the keyhole. Now put the letter opener into the keyhole. What was that? Pull the placemat and look. There's the key! Get the key and drop the placemat. Then get the letter opener and drop it. Now unlock the door with the rusty key (you have to specify which key if you're still carrying the tiny gold key!), open the door and go north into the Dreary Room. If you're still carrying the rusty key, you can drop it because you don't need it anymore. Sitting in the middle of the table is a Blue Sphere! Get the sphere and go south, down twice, south twice and southwest to the Cobwebby Corridor. Drop everything you're carrying except for the lamp, match, newspaper and string. Go back northeast and north to the Marble Hall. Get the clay brick and go back south then northwest to the Cool Room. Now go west twice and south. Well, would you look at that? There's a deflated hot-air balloon lying here. Let's see if it still works! Get in the basket and open the receptacle. Put the newspaper in the receptacle and light the newspaper with one of your matches. I would strongly suggest you save your game here. There are several spells that Frobozz may cast on you that would effectively kill you! One is "Float" which is a rather nasty spell that causes you to float in the air. Think what would happen if you were in the balloon 200 feet above the volcano floor and were caused to float! While you read the above paragraph, the balloon finished inflating and has risen off the volcano floor. You will see three ledges on your way up. Only the first and third ledges are wide enough for you to land on. So wait until you see the first ledge then land the balloon. Always, always, always tie the wire to the hook you see on the ledge. If you don't, your transportation will float away from you! Get out of the basket and look. There's a gold ZORKmid coin lying here pretty as you please! Get the coin and go south to the Library. There are several books lying here, but the one we're interested in is Purple. Don't bother trying to read the books. They're written in a long forgotten tongue. Get the Purple Book and go north back to the ledge and get into the basket. Drop the coin and book, untie the wire and wait until you see the third ledge. The description of the ledges will seem alike, so watch closely for the ledge and open sky above you. When you see the third ledge, land the balloon (tie the wire!), get out of the balloon and go south to the Dusty Room. See the hole in the strange box sitting here? Put the clay brick in the hole, then put the coiled string in the brick. Light the fuse with one of your matches then go north. Don't hang around in the room after you light the fuse! When you hear the explosion go back south into the room and look. There's a Gawdy Gold Crown lying here! Get the Crown and go back north, get in the balloon, untie the wire and close the receptacle. After you close the receptacle, you notice the balloon is started to descend. Which is good. You didn't really want to go floating off in space, did you? Right! Also as you're descending you see the ledge you just left crumble away to nothingness! It must have been the explosion that loosened whatever was holding the ledge in place. Whew! Close call! While you're waiting for the balloon to reach ground level again, get the Purple Book and open it. Doing so reveals a rare ZORKmid Stamp! Get the stamp and drop the book then get the coin and when you reach the ground, get out of the basket and go back north, east, up and south to the Cobwebby Corridor. Drop the Crown, Stamp, Coin and matches here. You should only be carrying the lamp now. One more stop, then we'll put this puzzle together! Go northeast then south to the Menhir Room. Then go south to the stairway and go down the stairs. You've entered the Oddly-Angled Room maze. The maze is completely unmappable, but don't despair. The diamond shaped windows you see in each room tells you your progress. When you're doing well, the windows increase in intensity. When you've accomplished your task, the windows glow serenly. When you're not doing so well, the windows glow dimly. Go southeast until you see a club lying on the floor. Pick up the club and swing it. Whoosh! Time to run the bases and head for home. So run southeast, northeast, northwest and southwest. As you run southwest, you hear a rusty squealing like a long-lost panel opening! Keep going southwest until you get back to the stairway. I'll be darned! There's another stairway leading further down! You're not ready to go down yet, so go up the stairway, north twice and southwest to the Cobwebby Corridor. It's time to meet the Demon! ZORK II Part 4 At last! You're ready to give Frobozz a run for his money and get his magic wand! But first you have to get past the lizardhead guard! What do lizards eat? Right! Insects! Get the candied insects, the tiny gold key and the two spheres and go southwest to the door. Feed the lizard the candies. Talk about gluttony! The lizard gobbles the candies and settles back for a long snooze! Unlock the door with the tiny key, open the door and go south through the door. The odor of strange, pungent smells asail your senses! You've located the Wizard's Workshop. The smells seem to be coming from the west. Go west. It's Frobozz's Workroom and there's all sorts of arcane paraphernalia lying about. The important thing to notice, though, is the color of the stands you see on the workbench. Hmmm...ruby, sapphire, diamond. Red sphere, Blue sphere, and one sphere you haven't found yet. Put the red sphere on the ruby stand and the blue sphere on the sapphire stand. Then go west again. You're in the Aquarium Room and sitting there looking absolutely harmless is an aquarium with a baby sea serpent in it. Don't you believe it! That guy would kill you if you got too close to it! Throw the club at the aquarium. The club smashes the aquarium to pieces, the water drains out revealing a dying baby sea serpent and a Clear Sphere! Get the sphere and go back east to the Workroom and put the Clear sphere on the diamond stand. As you do so, all three spheres disappear in three puffs of colorful smoke, a fourth stand appears holding a Black Sphere! Get the Black sphere and go south to the Pentagram Room. Put the Black sphere on the Pentagram. Up out of the depths of some long forgotten spell appears a Demon! As you listen, you find that he will do you any one service if you will pay his fee! The wand! Go north, east, and north twice to where you've been storing your treasures, get as many as you can carry and go back to the Pentagram Room. Give the Demon the treasures one at a time. As you do so, he gives little mutters of pleasure and indications that what you've given him is not enough. When you've given him your first load of treasures, return to the Cobwebby Corridor, get the rest of the treasures and go back to the Pentagram Room. Give the Demon the rest of the treasures. As you're doing this, Frobozz may appear and try to dissuade you from your task. But don't relent! Keep giving the Demon the treasures until he says it's a small fee, but it's enough for the service. You must be very specific in telling the Demon what you want done. Tell him to give you the wand. He approaches Frobozz menacingly, making surly remarks in the process. Frobozz tries one last spell, "Fudge!" which leaves the smell of Chocolate wafting in the air. Cringing in terror, Frobozz relinquishes the wand to the Demon and rushes out of the room. The Demon gives you the wand and disappears leaving you quite alone! Time to finish the puzzle! Go north, west, north twice and northeast to the Carousel Room. Now go south to the Menhir Room. That huge block was an obstacle before, but no longer! Point the wand at the Menhir and say "Float". The Menhir glows briefly and then rises gently into the air revealing a passage behind it! Go southwest and you've located a Kennel. How odd! There's a dog's collar here, too! Get the collar and go back northeast then south and down the stairway twice. What a dog! Three heads growling and snapping at you! Put the collar on the dog and it becomes quite tame, even puppy-ish! Cute. No time to pet it, though, you're almost through. Go east into the Crypt Anteroom then south into the Crypt. A moment of silence, please, for the builders of the Great Underground Empire of ZORK...the Flatheads. Don't feel quite through? You're not! Turn the lamp off. There in the southern wall you see a faint line of light outlining a door! Open the door and go south to the Landing. Finally, go down the stairs. You find yourself on an endless stairway. You've conquered Frobozz! Your final test of courage and skill awaits you in ZORK III where you become the new Wizard of ZORK! ZORK II is copyrighted by Infocom, Inc., 1982. This walkthru is copyrighted by Barbara Baser, 1984. All rights reserved.