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.


    Source: geocities.com/timessquare/castle/2701

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