Zork 2 HTML Walkthrough
Introduction
Part 1 Let's ride the Carousel
Part 2 Let's stop the Carousel
Part 3 Let's rescue the Princess
Part 4 Let's rob the Bank
Part 5 Let's explore the Volcano
Part 6 Let's run another maze
Part 7 Let's conjure up the Demon, and get out of here
Introduction
There is a not a definitive highest points / least moves walkthrough
because of the random appearance of the Wizard and his Spells and
because of the initial random nature of the exits from the Carousel.
Though this walkthrough does not visit every area it is played in a
reasonably natural way as an adventurer might who had done some
preliminary exploration, and who wanted to deal with sources of danger
expeditiously.
Part 1 Let's ride the Carousel
Map 1. When the game opens you are inside the Barrow. Get the Lamp
and the Sword. Go South through the Narrow Tunnel, across the Foot
Bridge, and through the Great Cavern to the Shallow Ford.
Turn the Lamp On before the Grue gets you, and Go South again into the
Dark Tunnel. Go SE into the North End of Garden. Turn the Lamp off.
You may see the Unicorn with its Golden Key here, and will see the
Gazebo. Enter the Gazebo and get the Letter Opener, Matchbook,
Newspaper, Place Mat, and Teapot. The Teapot is not much use
empty, so Exit the Gazebo, Go North into the Dark Tunnel (turning on
the Lamp) and then NE to the Shallow Ford and Fill the Teapot with
water.
Go South through the Dark Tunnel, then SW twice past the Path Near
Stream to the Carousel.
Part 2 Let's stop the Carousel
At this stage of the game the Carousel is rotating, and its exits
present randomly. Go North and return repeatedly until you get into the
Riddle Room, Map 2. Say "A Well" as the answer to the riddle, and the
Stone Portal will split open.
Go East into the Pearl Room, but leave the Pearl Necklace be for
now. Go East again into the Circular Room, and Get into the Bucket.
Pour Water from the Teapot, and the Bucket will take you to the Top
of Well. Get out of the Bucket, and Drop the Teapot for the moment.
Go East into the Tea Room, and Get the Blue, Green, and Red Cakes.
Eat the Green Cake, and you will shrink. Go East into the Pool Room.
Throw the Red Cake into the Pool, and get the Candy. Don't bother
with the Flask. Go West into the Tea Room and Eat the Blue Cake to
regain your normal size.
Go NW into the Low Room. Get and Read the Geen Paper, which is the
instructions for the Robot, and drop it. Tell the Robot to go East,
and Go East yourself into the Machine Room. Tell the Robot to press
the Triangular Button. Tell the Robot to go South, and Go South
yourself into the Dingy Closet. Get the Red Crystal Sphere, and
when the Cage descends tell the Robot to lift the cage. You can't use
the Robot for anything else or take it with you, so just leave it there.
Go North into the Machine Room and West into the Low Room. Your compass
will start to misbehave, but keep Going SE until you get into the Tea
Room. Go West to the Top of Well, and Get the Teapot. Get into the
Bucket. Fill the Teapot with Water, and the Bucket will descend to
the Circular Room. Go West into the Pearl Room and get the Necklace. Go
East into the Riddle Room and NW into the Carousel Room, and Drop all
that you are carrying except the Lamp and the Sword.
To prepare for other parts of the adventure Go North into the Marble
Hall, get the Brick, and return; and then go SW into the Cobwebby
Corridor to get the String, and return. Drop both these objects.
Part 3 Let's rescue the Princess
Get the Letter Opener and the Place Mat. Go North through the Marble
Hall, Map 3, and North again through the Deep Ford. Go Up to the
Ledge in Ravine, and Up again to the Tiny Room.
Open the Lid (over the keyhole), Put the Mat under the door, insert the
Opener into the keyhole, pull the Mat, Get the Key, Get the Opener,
Unlock the door, Open the door, and Go North into the Dreary Room.
Get the Blue Sphere. Although as a good environmentalist you would
like to leave the place as tidy as you found it your inventory is
getting full. So Leave the Mat on the floor and Drop the Key and the
Opener.
Go South into the Tiny Room, and Down to the Ledge in Ravine. Go West
to the Edge of Ledge, and Up to the Dragon Room.
You can't kill the Dragon, but you can entice him to kill himself. So
Hit the Dragon with your Sword, and then Go South on to the Stony
Bridge. He will follow you. Hit him again and Go South into the Cool
Room, and he will again follow. Hit him again with the Sword, and Go
West into the Ice Room. The Dragon will follow you, catch sight of
his reflection in the ice, melt the ice, and drown in the resultant
flood.
Before you go back to the Dragon Room to see what the Dragon was
protecting Go West into the Lava Room to see what the ice was
protecting. Get the Ruby, and note that there is a passage leading
South.
Go East back into the Ice Room, and note that there is a passage
leading Up. Go East into the Cool Room, North on to the Stony Bridge,
and North to the Dragon Room. Now that you have disposed of the Dragon
you can Go North into the Dragon's Lair. The Princess is here,
together with a Chest. Start to Open the Chest. This will waken the
Princess, and she will Go South. Follow her room by room (sometimes you
may need to Look to get the sequence going again) until she gets to the
Gazebo. Enter the Gazebo, Map 1, and Look once or twice until the
Unicorn appears. The Princess will take the Golden Key from around
the Unicorn's neck and give it to you together with a Rose.
Exit the Gazebo, and go South and South again through the Formal Garden
to the Topiary, then West into the Carousel. Drop everything except the
Lamp and the Sword.
Part 4 Let's rob the Bank
For this part of the game you don't really need the Sword, but a good
adventurer would feel naked without it. Last trip you left the Chest
unopened, so let's go there first.
Go NW to the Cool Room, Map 3, North to the Stony Bridge, North
again to the Dragon Room, and North to the Dragon's Lair. Open the
Chest and get the Statuette.
Go South to the Dragon Room, West to the Fresco Room, and West again
to the Bank Entrance, Map 4.
Save the Game, because you are about to run a vicious maze.
You can go NW or NE from this room. The complexes they lead to are
mirror images, and you only need to visit one. This solution is for the
NW complex; if you decide to go NE just transpose East for West. Do
not Go East if you are on the West side, or go West if you are on the
East side.
Go NW to the West Tellers Room. Go West into the Safety Depository.
Go South into the Chairman's Office, get the Portrait, and Go North
again.
Enter North Wall to get into the Small Room, and then Enter South Wall
to get back to the Safety Depository. Enter North Wall to get into the
Vault, and Get the Zorkmid Bills. Enter North Wall, and by some
magical process you will find yourself in the Safety Depository. Drop
the Portrait and the Bills. Go West, and by the same magical process
you will find yourself in the West Tellers Room. Go West back into the
Safety Depository, and Get the Portrait and Bills. Enter the North Wall
yet again, and this time you will find yourself in the West Viewing
Room. Go South to the Bank Entrance.
Retrace your steps (East, East, South, South, and SE) back to the
Carousel Room. Drop everything except the lamp and the sword.
Part 5 Let's explore the Volcano
Get the Matchbook, Newspaper, the String, and the Brick.
Go NW to the Cool Room (Map 3) and West to the Ice Room. Let us
assume that you have already explored the Lava Tube and found it to
be a dead end.
Go West into the Lava Room, and Go South into the Volcano Bottom (Map
5) where you will find the Hot Air Balloon. Get in the Basket. Open
the Receptacle, Put the Newspaper in the Receptacle, Light a Match, and
Light the Newspaper. Turn the Lamp off to conserve its battery. The
Balloon will eventually rise past the Narrow Ledge to the Wide Ledge.
Land here - it is important that you do not keep on going or you will
float out of the top of the Volcano and die.
Tie the Wire to the Hook, and Get out of the Basket. Turn the Lamp on.
Go South into the Dusty Room where you will find a Rusty Box with an
oblong (brick shaped) hole in it. Put the String in the Brick. Put the
Brick in the Hole. Light the Match and then Light the String with the
Match. Go North, and you should hear an explosion. I had terrible
troubles getting the String to make the Brick explode - I think it is
necessary to use the full sentence 'Light the String with the Match'.
Go back South and get the Crown.
Go back North to the Wide Ledge and the Balloon. Turn the Lamp off. Get
in the Basket and untie the Wire. Close the Receptacle, and the Balloon
will Descend. Land at the Narrow Ledge, Tie the Wire to the Hook, and
Get out of the Basket. Get the Zorkmid Coin. Turn the Lamp on, and go
South into the Library. Get the Purple Book and Open it. Get the
Stamp. Drop the Book. Go back North to the Wide Ledge, Get in the
Basket, and untie the Wire. The Balloon will descend to the Volcano
Bottom.
Turn the Lamp on, Get out of the Bucket, and retrace your steps back to
the Carousel Room (North, East, East, and SE). Drop All.
Part 6 Let's run another maze
Get the Lamp and the Sword. Go South into the Menhir Room, Map 6.
Note the exit to the SW blocked by the standing stone. Go South to the
Stairway.
Save the game here, since you are about to run a particularly vicious
maze.
Go Down, and you will find yourself in the Oddly Angled Room. Blunder
about trying each direction in turn until you get to a part of the
Oddly Angled Room which contains a Club, and has dimly flickering
diamond panes on the floor. If you can't get to a location with this
combination restore and try again. Get the Club.
From here Go SE and the diamonds should be glowing dimly. Go NE and the
diamonds should be glowing. Go NW and they should be glowing brightly.
Go SW and they should be glowing serenely. If you do not see this
sequence restore and try again.
When you have solved the maze you will hear a rusty sqeal. Save the
game again. Blunder about trying one direction after until you get to
a location where a stairway leads down to the Cerberus Room. Go Down
to check that Cerberus is alert, and then go Up, Up, and North to get
back to the Carousel Room.
Part 7 Let's conjure up the Demon, and get out of here
Keep the Club, and Get the Red and Blue Spheres, the Candy, and the
Gold Key. You can also wear the Crown.
Go SW into the Cobwebby Corridor, Map 5, and SW again into the
Guarded Room. Feed the Candy to the Lizard Head and it will go to
sleep. Open the door with the Gold Key.
Go South into the Wizard's Workshop and East into the Wizard's
Workroom. Put the Red Crystal Sphere on the Ruby Stand, and the Blue
one on the Sapphire Stand. You obviously need to find another sphere to
go on the Diamond Stand, and just as obviously it will be translucent.
Where could it be hidden?
Go West into the Aquarium Room, and Hit the Aquarium with the Club.
This is rather hard on the Sea Serpent, but will reveal a Clear Sphere
. Get it, and go back East to the Workroom. Put the Clear Sphere on the
Diamond Stand. The three spheres will disappear in clouds of smoke, and
a Black Crystal Sphere will appear.
Get the Black Sphere and Go South into the Pentagram Room. Put the
Sphere on the Circle, and the Demon will appear. Give him the Crown
and the Gold Key, and he will demand the rest of the Treasures. Get
them all from the Carousel Room, and give them to the Demon. When he is
satisfied 'Tell Demon to give the Wand to me', and he will do so. Do
NOT just tell him to get the Wand, or he will keep it for himself.
Even though he gives you the Wand you still have to Get it.
Retrace your steps to the Carousel Room (North, East, North, North, and
SW). Then go South into the Menhir Room. Wave the Wand, and then tell
the stone to Float. Go SW into the Kennel and Get the Collar. Go NE
back into the Menhir Room, then South to the Stairway. Go Down into
the Oddly Angled Room, and Down again into the Cerberus Room. Put
the Collar on Cerberus and he will become friendly.
Go East into the Anteroom, Open the Door, and Go South into the Crypt.
Turn the Lamp off, and you will see a Secret Door to the South. Open
it and Go South.
On to Zork 3.
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