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Walkthrough

by KeyBlade999

                     ______           _         _____ _____
                    |___  /          | |       |_   _|_   _|
                       / /  ___  _ __| | __      | |   | |
                      / /  / _ \| '__| |/ /      | |   | |
                     / /__| (_) | |  |   <      _| |_ _| |_
                    /_____|\___/|_|  |_|\_\    |_____|_____|


                  O------------------------------------------O
                  |      Zork II: The Wizard of Frobozz      |
                  |            An FAQ/Walkthrough            |
                  |              By KeyBlade999              |
                  |                                          |
                  |            File Size: 26.3 KB            |
                  |          Current Version: Final          |
                  |    Time of Update: 10:24 PM 11/6/2012    |
                  O------------------------------------------O


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                        Section Negative One: Donations             **ZORK_-1**
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

While I do write all of my guides for free, it does take a lot of time and
effort to put them together. If you're feeling generous and want to show your
appreciation, I am gladly accepting donations. I don't know exactly what the
donations will be used for, but just know that you would definitely be helping
me make more quality FAQs! Even the smallest donation amounts are appreciated,
and are a great way to say how much you appreciate the work I do. If you do
decide you'd like to donate, please send the donations through PayPal at the
e-mail address listed below. Thank you so very much for considering this!!

                          [email protected]

By the way, this is also my contact e-mail, so if you want to contribute
something to this or any of my other FAQs, or have a question to ask about one
of them, go ahead and use this e-mail.


=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=
                        Section Zero: Table of Contents              **ZORK_0**
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

  [Section Title] .............................................. [CTRL+F Tag]

  -1. Donations ................................................ **ZORK_-1**
   0. Table of Contents ........................................ **ZORK_0**
   1. Introduction ............................................. **ZORK_1**
   2. Version History .......................................... **ZORK_2**
   3. Legalities ............................................... **ZORK_3**

   4. Command Schemes .......................................... **ZORK_4**
   5. Main Walkthrough ......................................... **ZORK_5**


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                           Section One: Introduction                 **ZORK_1**
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

Welcome to another FAQ of mine. This one covers the PC game known as Zork II.
This magnificent game is part of a number of other Zork games, all of which are
difficult text-based adventure games, which is probably the reason you came
here. Well, you need help, and I shall do by best to give it.

...

Yeah, I don't know much to say about this. But try to enjoy.


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                         Section Two: Version History                **ZORK_2**
=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=~=

Final - First and likely only version of this FAQ completed.
        10:23 PM 11/6/2012


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                           Section Three: Legalities                 **ZORK_3**
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This FAQ may not be reproduced under any circumstances except for personal,
private use. It may not be placed on any website or otherwise distributed
publicly without advance written permission. Use of this guide on any other
website or as a part of any public display is strictly prohibited, and a
violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

� 2012 Daniel Chaviers (a.k.a. KeyBlade999).

If you would wish to contact me concerning this or my other FAQs, use this
e-mail: [email protected], or PM (Private Message) me on the GameFAQs
message boards.

O-----------------------------------O    O------------------------------------O
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| SuperCheats (www.supercheats.com) |    |  Cheat Index (www.cheatindex.com)  |
|                                   |    | Cheat Search (www.cheatsearch.com) |
|                                   |    |    www.panstudio.com/cheatstop     |
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|                                   |    |             Mega Games             |
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O-----------------------------------O    O------------------------------------O


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                        Section Four: Command Schemes                **ZORK_4**
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This game is one of a wide genre of text-based adventure games. In this game,
like many of them, you'll directly enter your commands into the command prompt
on-screen. There are a number of different ways to say things, but you had best
be sure in what you want to say.


Cardinal Directions:
````````````````````

These can be said in the form "Go/head/walk ___", or just "___". The blank is
the direction or an acceptable abbreviation as below.

 - North     (N)
 - East      (E)
 - South     (S)
 - West      (W)
 - Northeast (NE)
 - Northwest (NW)
 - Southeast (SE)
 - Southwest (SW)
 - Up        (U)
 - Down      (D)



Actions:
````````

There are a number of things you are supposed to do. A lot of them can mean the
same thing. Here are a number of them that function properly, thanks to TUI.

                    ANSWER          FOLLOW          SAY
                    ATTACK          GIVE            SEARCH
                    BLOW            INFLATE         SHAKE
                    BREAK           JUMP            SLIDE
                    BURN            KICK            SMELL
                    CLIMB           KNOCK           STAY
                    CLOSE           LIGHT           STRIKE
                    COUNT           LISTEN          SWIM
                    CROSS           LOCK            TAKE
                    CUT             LOOK            TELL
                    DEFLATE         LOWER           THROW
                    DIG             MOVE            TIE
                    DRINK           OPEN            TOUCH
                    DROP            POUR            TURN
                    EAT             PRAY            UNLOCK
                    ENTER           PULL            WAKE
                    EXAMINE         PUSH            WALK
                    EXIT            PUT             WAVE
                    EXTINGUISH      RAISE           WEAR
                    FILL            READ            WIND



Spelling/Grammar:
`````````````````

It goes without saying. Don't screw it up. Most commands, except directions,
should have a verb and noun in them.

Also, be specific. Don't just say "fight". Like when fighting the troll near
the start of Zork I, saying "fight" assumes with your hands. Instead, say
"Fight with sword" or, even better, "Fight troll with sword". This way, exactly
what you want to do is conveyed properly.



Miscellaneous Commands:
```````````````````````

There are a number of other commands available to you. Here are the ones I know
of, with suitable abbreviations within parentheses, and grouped together by
similar/related effects.

 - Verbose   : Whenever you re-enter a room, you'll get another description.
 - Brief     : Returns verbosity to normal, starting setting.
 - Superbrief: Only a room's name and items are detailed.
 - Look (L)  : Get a redescription of the room.

 - Diagnose: Learn of current condition. Imagine your wound status like HP.
             Perfect health is 3/3 HP, hit with a light wound is 2/3 HP, and
             hit with a serious wound is 1/3 HP.

 - Inventory (I): Find out all of the items on your person.

 - Score: Get your rank, moves, and score. Scores are out of 400.

 - Again (G): Repeat the last command you used.
 - Wait (Z) : Use three moves consecutively with nothing occurring. Often used
              to heal wounds.

 - Save    : Save a game.
 - Restore : Load a saved game.
 - Restart : Begin a new game.
 - Quit (Q): Completely exit the game.



Absolute Randomness:
````````````````````

There are a number of things in this game you can do that have pretty much no
use in the game at all, except for fun or something. This is just pretty much
my documentation for random commands that result in rather humorous effects.
There's nothing much to gain from doing any of these.

And, no, I don't plan on adding to this list. What's here is what's here; if
you find something else, great, but it's not pertinent to the game.


 - Jump, Hop, Leap, etc.: Generally, you'll get insulted, but in some areas
                          that are high up, you often get killed.

 - Scream, Shout, etc.: "Aaaarrrrgggghhhh!"

 - Cut Self: With the sword in your possession, you'll go all emo and die.

 - Throw ___ at Self: Basically the above. Can be done with the most things.
                      It may kill you, may not.

 - Eat Self: "Auto-cannibalism is not the answer."

 - Rape ___: "What an (ahem!) strange idea."

 - Kiss Me: "I'd sooner kiss a pig."

 - Love: "I don't know the word 'love'."

 - Kill Me with Me: "You don't have the you."

 - Zork: "At your service." I guess the narrator is named Zork?


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                        Section Five: Main Walkthrough               **ZORK_5**
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 O---------------------------------------------------------------------------O
 |                               NOTES ON THIS                               |
 |                                                                           |
 |  This section contains a full, rather verbose walkthrough for this game.  |
 |  While the commands to input are vague, they are easily drawn out from    |
 |  context. This walkthrough was designed to be less boring than a direct   |
 |  listing of the commands to enter; if you want such a list, you'll have   |
 |  to look at a different FAQ. (Not to bash those FAQs, of course. It just  |
 |  gets rather mundane looking at the same commands over and over.)         |
 |                                                                           |
 |  Additionally, this walkthrough is one of the faster ways of completing   |
 |  the game. Thusly, you won't readily explore it as much you would on your |
 |  own. This will likely ruin the game for you, so I just suggest doing it  |
 |  yourself first, or at least trying to do so.                             |
 |                                                                           |
 O---------------------------------------------------------------------------O

A Riddle for the Ages:
``````````````````````

We'll begin our game right after Zork I ended - in the Stone Barrow. Pick up
the familiar sword and lantern. Then go south, south, south, southwest, south,
and southeast. As you do so, take note of the darkness in that area. If you
lurk around in the darkness after the move into which you enter it, and don't
turn on a light source (i.e. lantern), you'll be devoured by a grue. Lucky you,
if you go straight to another area with light - strange, being underground -
you'll be okay.

Anyways, after that last southeast movement, you should be in the Garden. There
is a chance you'll find a unicorn here - it has a key around its neck which we
will take eventually, but not now. Enter the gazebo and take everything from
within.

Leave the gazebo and go north, then northeast. Fill the teapot with the water
nearby, then go south, southeast, south, south, and west. Turn on the lantern
to find yourself in the Carousel Room. This area is spinning like a top, so if
you leave, you'll end up not knowing really where you're gonna go.

First, drop everything you have except for the lantern and the teapot, then
save the game. That way, if you don't get to the Riddle Room, you can just
restore your file and try again. Try exiting to the southeast; if you make it,
hurray. If not, restore and try again (or just re-enter and try again).

And so, I present unto you, a riddle in the Riddle Room:

                        "What is tall as a house,
                           round as a cup,
                             and all the king's horses
                               can't draw it up?"

Say "A well" and the door will open up. Wow, that was freakin' hard.



Alice in Wonderland?:
`````````````````````

Yup, this is going to seem filled with references to that popular novel/movie.

After opening the door in the Riddle Room, go east two times. Enter the bucket
in the Circular Room, then pour the water into the bucket. Get out of the
bucket afterwards and go east to the Tea Room.

Here, you'll find a number of cakes. The orange one will blow you up. Nice.
The red one will suck you dry. Cool. The green one will shrink you, and the
blue one will make you big. Three will kill you, and I bet you know which ones.

However, take the red and blue cakes, then eat the green one. Go east after
getting shrunken down. Then throw the red cake into the pool and that thing
will suck the river dry.  O_o  Get the rare candies. (What, we're playing
Pok�mon now? Use one to level up! By the by, you won't be able to eat them.)

Go west and eat the blue cake.



Hunting the Ruby and Sapphire Spheres:
``````````````````````````````````````

Holy crap, more references to Pok�mon games! R/S wasn't released until 2003,
22 years after this game came out. The Rare Candies reference came from the
original Pok�mon games (Red/Blue/Green/Yellow), released in the mid-1990s.
Interesting.

Anyways, after eating the blue cake, go northwest to find a robot. Tell him
to go east. (Basically, you input the phrase, without quotes, "Robot, ____",
with the blank indicating what you'd do if you were the robot. Read the green
paper nearby for a similar explanation.) Go east yourself.

Have the robot push the triangular button and that'll stop the Carousel Room
from being ... carousel-y, and it will cause something to fall there. Tell the
robot to go south, and then you will follow it.

Try to take the sphere to get trapped. Oh no! All we can do is tell that robot
to lift the cage, but that'll never -- oh, it works. Get the sphere, then go
north, then west to the Low Room.

Now it is spinning! Use the general save-and-restore process as needed so you
can get to the Tea Room to the southeast. Once you get there, go west and enter
the bucket. Take the water, then drop the teapot and exit the bucket. Go west
and take the necklack, then go west and northwest to the Carousel Room.

You'll notice a metal box here. Open it and take the violin from within. Then
go southwest and drop all of the treasures there. (You'll take them further
along this path later.) Go northeast and take the sword, mat, and letter
opener.

Afterwards, go north three times and up to the Tiny Room. There, put the mat
under the nearby door, then open the lid. Put the letter opener into the
keyhole and pull the mat. Bingo! A key falls out! Take the key and the letter
opener, then unlock the door by using the key. Then just drop the key and
letter opener.

Open the door and go north. Take the sphere here.



Dragons and Unicorns:
`````````````````````

Okay, so we have the Ruby and Sapphire (or just red and blue) Spheres). Once
you get the second one, go south, down, west, and north. You'll probably take
notice of the big dragon there. While he won't attack you, he has no plans to
move, and he WILL attack if you annoy him. Ever wanna know what barbeque felt
like?

Anyways, we need to kill this reptilian beast, but how? You'll love it. First,
save, just in case. Then attack the dragon with the sword. Go south after it
is annoyed and it will follow you. Attack the dragon with the sword and go
south. Repeat this again, but go west to the Ice Room. After some decent
imagery, long story short, the dragon commits suicide. Cool.

After this, drop the sword and go east, then north three times to the Dragon's
Lair. Open the chest nearby and take the statuette from within. Remember the
princess? She probably left the area by now. Go south, east, east, south,
south, and you'll find the princess opening a secret path. Go east twice, then
go north. Turn off the lantern and head into the gazebo.

Wait around for the unicorn to appear to the two of you. She'll ride off on it
eventually, giving you the key as a gesture of gratitude to saving her.

She will also hand over a useless rose. Drop it; it's worthless.



Batter Up!:
```````````

After receiving the key from the unicorn, leave the gaze and go south, south,
and west. Switch on the lantern and go south twice. Save real quick, because
it is possible to get lost here for reasons unknown.

Then go down to the Oddly-Angled Room. First, find the club. It usually can be
found to the east or west; restore and retry if you fail. Then pick it up and
go southeast, northeast, northwest, and southwest. Watch as the diamonds become
brighter as you go along.

Yup, getting the idea? This is a baseball field, and that club is a baseball
bat. Wonder how it got underground, though. Maybe a sinkhole opened up beneath
Yankee Stadium or something? :P

Anyhow, after running to the southwest, you'll probably need to go north (or
west, sometimes), then up, north, and north again to the Carousel Room. There,
drop everything except the red sphere, blue sphere, gold key, club, lamp,
and statuette.

Then go southwest and pick up the treasures you dropped earlier. Continue
southwest and give the candy to the lizard. They're known to hibernate for
long periods of time, so we'll be okay now. Unlock the door with the key, then
open it.

Go south and west. Turn off the lantern and take note of the three stands here.
One is made of ruby; another of sapphire; another of diamond. Hmm... Put the
blue sphere on the sapphire stand, and the red sphere on the ruby stand. Okay,
that seems to fit, but where's our diamond sphere. (Sounds weird saying that.)

Go west and  THROW  the club at the aquarium. Yes, you must throw it or die.
After doing so, the aquarium shatters and the sea serpent dies at your feet.
Take the clear sphere and go east. Put the clear sphere on the diamond stand.

Afterwards, those three stands and sphere disappear to reveal a black stand
and sphere. Take this black sphere and go south to the Pentagram Room. Ooh,
satanic rituals! Put the sphere into the circle and you'll release the demon
within, making you, not the wizard, his master. This also disarms the wizard
of his abilities. Nice.

Of course, wait around for the wizard to come before continuing.



Volcano Go Boom-Boom:
`````````````````````

Now that we've freed the satanic demon from within the sphere, we need to make
an offering of treasure unto him so he can slay the crap out of the Wizard of
Frobozz. For now, give all of your treasure to the demon and go north. Don't
worry, those two won't move.

Go east and switch on the lantern, then north twice. Take the string and go
northeast. Get the matchbox and newspaper, then go north and take the brick.
Go south, northwest, west, west, and south to find yourself at the bottom of a
volcano. Maybe this world isn't as far underground as we think.

Enter the basket, open the receptacle, and put the newspaper into it. Then
light a match, burn the newspaper, and turn off the lantern. Save, just in case
you go too high - you'll actually crash into the mountains and die, death being
swift even outside of the Great Underground Empire.

Wait around until the small ledge appears and land. Tie the wire to the hook
(or the balloon floats away), then exit the basket. Get the zorkmid nearby and
go south. Turn on the lantern and open the purple book. Get the stamp and go
north. Turn off the lantern.

Re-enter the basket and untie the wire. Wait until you reach the second ledge
and land. Tie the wire to the hook and get out. Go south. I'd recommend saving,
like, right now because this next bit is pretty dangerous. Put the black string
into the brick, then the brick into the wall.

Light a match and then light the string. Go north or be exploded. Wait for the
explosion, then go south and get the crown and card. (You have to enter "Get
crown and card"; "Get all" doesn't work on the latter for some reason.) Then
go north, enter the basket, and untie the wire.

Wait a turn, close the receptacle, and turn on the lantern. Now, why did we
get out of there in a rush? Wait some more turns, since you'll have to, and you
will find out why. Since you're gonna be waiting around a few turns anyways,
read the card.  -_-  Drop it and the matchbook.



Bank Robbery:
`````````````

Continue waiting around for the balloon to hit the volcano bottom. Then exit
the basket and go north. Take the ruby and go east, east, north, north, west,
and west to the bank. Save and be sure to follow my directions exactly - there
is a rather complex security system here, not to mention annoying loops, like
in the Zork I mazes.

Go northeast, east, and south. Take the painting, then go north. Enter the
shimmering light, then enter the south wall. Enter the shimmering light. Take
the bills there, the final treasure.

Then enter the north wall. Drop the bills and portrait (trust me), then go east
two times. Get the bills and the portrait, then enter the shimmering light. Go
south to find the entrance to the bank. Nice. Save and be sure to give the
camera the finger on the way out.  [Disclaimer: Not a legitimate action.]



Death of a Wizard:
``````````````````

After reaching the bank entrance, go east, east, south, south, southeast,
southwest, southwest, south, west, and south. Give all of the treasures to
the demon, who is finally sated and will do as you command. Enter the command
"Demon, kill Wizard", without the quotes, of course.

Your will is his command; needless to say, no more Wizard of Frobozz. Take the
wand now. Since you are the master of the demon powering this wand, you now
have the power of the wizard. Nice.  ^_^

Go north, east, north, north, northeast, and south. If you recall how all of
things the wizard said began with the letter "F" - often mistaken as a certain
swear word when he failed a spell - you'll probably notice that one of the
menhirs here has an "F" on it.

Point the wand at the menhir and say "Float". Go southwest and get the collar,
then go northeast, south, and down. Hey, this area's familiar. Go down. You'll
meet up with a rather ... nice doggie. You know this three-headed beast as
Cerberus, the triple-headed dog of Hell.

To tame him, as suicidal as it may seem, put the collar on Cerberus. Go east
afterwards and open the door there. Go south and turn off the lantern. Open
the secret door. If you want a retainable save file, go ahead and save, since
there are a lot of things unmentioned here.

Otherwise, see what happens when you go south...



End-Game Evaluation:
````````````````````

When replaying the game with my walkthrough as above, making minute changes as
needed, this was my end result. Of course, the game didn't let me finish - it
just closed off, but the same happened with Zork I, which I'm quite sure was
done, since it did so at the Stone Barrow. Anywho, I hit "restart" and the
game gave me the below. As such, this proves the completionistic nature of this
guide. Thanks for reading.


 O--------------------------------------------------------------------------O
 |    "Your score is 400 ([out of a] total of 400 points), in 349 moves.    |
 |           This score gives you the rank of Master Adventurer."           |
 O--------------------------------------------------------------------------O





O=============================================================================O
|                      This is the end of KeyBlade999's                       |
|                       FAQ/Walkthrough for the PC game                       |
|                       Zork II: The Wizard of Frobozz.                       |
O=============================================================================O
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          | |            | |                         | | \ /  \ / | |
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                              \ \_\     \ \_\     \ \_\
                               \/_/      \/_/      \/_/
                                                               KeyBlade999