Part 10: Spell Making 101Chapter 9: Spell Making 101So here I am, in this room with a bunch of machines. At this first level of machines, I have the following on either side of me.On my right:A machine labeled Replication.On my left:Transmogrification.At the next level of machines I have.On my right:Modification.On my left:Origination.Final level.On my right:Elucidation.On my left:Interpretation.And then in front of me we have.This thing.The Spell Checker. You used to have to wait in line for hours to use this thing. I guess we can cut to the front of the line now.Sweet! And if I remember correctly I have a spell that you said needed to be run through a spell checker to work.Obidail. Let's run this thing through and see what it does.Spell named Obidail is soggy.Drying spell.Drying is complete.The Obidail spell looks good as new!'
Make the caster more attractive to other creatures.' Well, I certainly won't need this one.um.but I'll keep it anyway.I mean, you never know when I might have to help out some ugly person.Now, let's see if I can play with these other machines. I think I saw something at the beginning next to Replication.Looks like a box of empty parchment.It's a blank spell scroll. It won't do anything until you put it through the pressing tables, in the right order.Right order, eh? Well, seeing as how I'm going to have to guess on the right order, let's try all of them!We'll start with Origination. Seems like a good place to start.Okay, now our spell is in a nifty cover.
Let's start from the beginning of the machines in the room and go with Transmogrification.Now Replication.Now Modification.Now Elucidation.And finally, Interpretation.Okay, let's throw this sucker in the Spell Checker and get a new spell!Checking spell.Checking.Spell check complete.I'm assuming that disintegrating into thin air was not the desired affect.Well, trying this in a bunch of random ways isn't going to get us anywhere fast. If only I could make this easier.wait, didn't I read something about this in Yannick's locker?Sweet, let's get to it and make this Beburtt spell.In the correct order we have:Origination.Modification.Replication.Interpretation.And finally Transmogrification.Spell Checker time!Spell named Beburtt is not yet imbued. Imbuing spell.Imbuing is complete.The Beburtt spell gives the appearance of inclement weather. I use it for family reunions.Rock on. Time to head out of here, since that's the only spell I know how to make. Besides, I seem to remember a certain umbrella tree with a spell stuck inside it that I'm pretty sure would bloom given the proper motivation.Teleportation station time!Here we go. Let's check something.Yup, still there.
Jul 29, 2014 Now that I have your attention - We didn't lose on purpose. ( ͡° ͜ʖ ͡°) Zork Grand Inquisitor is for the PC, I have an old copy but you can also purchase it from GOG.com Like the video? Welcome to Zork! The year is 1066. You are a Private, Seventh Class, in the Inquisition Guard. After being relieved by Earl at the Port Foozle Inquisition Gift Kiosk, you find yourself standing in the Headquarters of Frobozz Electric. Gesticulating in front of you is the Pastor of Disaster, the Minister of Sinister, the Grand Inquisitor.
Now, let's make it rain.Look! It's fall.Looking at this closely it says.oh my God.
'Triplicate quantity of intoxicating beverages?' I'm, um, having trouble thinking I'm so happy. Let's add this thing into our Spell Books and get drunk!Hey, you're not getting added! What gives?The Zimdor spell triplicates the quantity intoxicating libation. The Frobozz Magic Alcoholic Beverage Company had it regulated, so it can't be gnustoed into your spell book.So this is a one time spell kind of thing!
I better use it wisely.Okay, I think it's high time I try to get into the Dungeon Master's house again. There's bound to be some clues telling me what to do next in there.Here we go. I've noticed some strange plant life going on here.They're eggplants! Get it?Yeah, cute.
I was actually referring to the red things in front of those.It's a snap dragon! This thing needs to take a chill pill.Awww, I think he's cute! Let's make him bigger.Damn, he didn't stay big.I don't think you would have wanted that to work anyway.Says you.Lets try to cut him off and take him with us.Watch it! Don't get too close!Oh fine, have it your way.
We'll give it the 'chill pill'.There there, hush hush. Let those photosynthetic neuroses just ooze on out of you.And then we'll cut him off to take him with us.This just doesn't seem fair. Effective maybe, but terribly unfair.Hey! It was your idea to give him the pill!
I just decided that would be a good time to cut him.Alright, back up to the security door, which still isn't letting us in.But I seem to remember Dalboz saying that he had some bad habits. And is that an ashtray?Yup, sure is. Well, it's time to be enablers to his bad habits. Luckily I still have my cigar.Ah. Nothing like a good stogie.Excellent, half of the door is open. But seeing as how this is a magic door, I really shouldn't try to go through the open half until I have both parts taken care of.
Let's check on that chalice on the other side of the path.sigh. I'm guessing Harry is also an alcoholic. I was hoping it wouldn't come to this. Oh well, I really want to get inside there.Mead Lite?!
What kind of a drink is that? It would take at least twice what you've got there to do anything. Not that the wizards of this universe use or condone the use of alcohol or any mind altering substance in any way, shape, or form.Oh dammit, I have to use my 'make more liquor' spell! Son of bitch. Oh well, I guess it was too good to be true.Now you're talking.
36 Gloops of Mead Lite would besot the heartiest of the hearty.This better work.Want some rye? 'Course ya doPoor Harry. It starts with just one drink. 'One drink', he says, 'what could one tinsey little drink do?' And then another, and then another. Before you know it, my house is sloshed on the front lawn. There there, he'll sleep it off.
Shall we?Sounds good to me.What do ya think, eh? This place has some nice appointments, I've always thought it could use a conversation pit, though.-For anyone who wants to see how all this looks in motion:Tune in next time as we explore the house of a genuine Dungeon Master!
Zork Grand Inquisitor Review and WalkthroughZork Grand Inquisitor 26 October 1997Copyright © 1997 Balmoral Software(Portions copyright © 1997Activision, Inc. All rights reserved. Republication, redistribution orconversion is expressly prohibited without the prior written consent of BalmoralSoftware.
Contents subject to change! For the latest information, see.With its widespread humor, fairness to the player and faithfulness to itsroots, Zork Grand Inquisitor is destined to be a classic in theadventure game genre. Throughout the game, the player is reminded of themeticulous care with which this game has been created, and the overall Zorktheme is consistently maintained. Even the installation and game preferencesmenus show that an extra effort has been expended.Gameplay is straightforward, using a extension of the engine first developed in1996 for the preceding game in the series,(also well-received). Controls are immediately obvious and theuse of cursor highlights avoids the monotonous pixel-searching found in othergames. Full 360-degree lateral motion is possible from any of the main nodes inthe game, with plenty of close-ups also provided. Use of spells graduallyacquired throughout the game adds an interesting dimension to playability (andis reminiscent of older games such as).The spell system, a crucial gameplay component, adds a degree of game controlthat would otherwise be much less fun to experience.
Inventory and spells aremanaged through both a detail screen and two menus accessible at the top of themain gameplay screen. The tried-and-true 'sidekick formula' is usedin the form of a lantern containing the spirit of the former Dungeon Master. Atmany points throughout the game, he offers valuable advice, not to be missed.In later parts of the game, three time-tunnel quests are interesting,self-contained 'mini-games' that preserve the overall theme of thegame.Music is very good, perhaps not quite as remarkable as in, but definitely of a superior quality (and occasionallyreminiscent of themes in).Generally, it is atmospheric rather than intrusive, and is effective in settingvarious moods throughout the game.Lots of humor is interspersed throughout the game, often in the form ofreferences to earlier Zork games. Voice characterizations are consistently ofvery high quality ( Want some rye?
Course you do!, Brog like rrrox!).Ambient sounds are excellent and frequently directional.Given the fantasy setting, most of the FMV acting is satisfactory, with anine-member cast headed by TV actors Dirk Benedict, the 50ish veteran ofThe A Team and Battlestar Galactica, and Rip Taylor ( TheGong Show) as the Grand Inquisitor's sidekick, Undersecretary Wartle.There's not much to complain about in ZGI. For those of us who followthe advice of the Grand Inquisitor to save often, a few moresaved-game slots would have been nice. Also, an Undo-Last-Command functionwould probably require less pre-emptive saving in the game. Having tomanipulate the map every time a teleporter was used seemed to be an unnecessarycomplexity - why not just have all the teleporters activate the firsttime the map was inserted, then offer the map itself as a display on theteleporter? At any rate, a single keystroke can be used to return a held itemto inventory.On the other hand, the detailing and care lavished on this game really make itstand out. Many details are in the form of subtly-humorous images such as thehandmade patch on Lucy's purse.
The game is not an exercise in ultra-hi-respretty pictures, and fits neatly on two CD-ROM's in a standard-sized jewelcase. Instead, the game designers have concentrated on story and tone, and haveproduced a superior product.
With its light-hearted premise and whimsicalcharacters, ZGI is a pleasure to experience.Some useful keystrokes:SpacebarSkip video sequenceF8 Return held item to inventoryF7 Show current score and rankRight-click the mouse to access the inventory windowNot everything is shown in this walkthrough. Some sequences can be played in adifferent order.In the game introduction, you find that magic has been rubbed out in Zork andyour job is to restore it before the Grand Inquisitor can carry out his plan tosubdue the populace with Inquizivision.
Checking your inventory, you'll findthe only item you're carrying is a PermaSuck vacuum cleaner. Enter the town ofPort Foozle and zoom in on the loudspeaker control in front of the fish market.Press the green button to increase the loudspeaker volume, which will drown outthe alarm that sounds when you pick up the Acme mead can from the ice box tothe left (be sure to pick up the can when the broadcast voice is speaking).Walk to the dock and put the plastic six-pack rings on the fishing hook, thenuse the lever to lower the hook into the water and strangle the goatfish,scaring him off and retrieving a crate. Pick up the lantern from the crate anduse it to knock on the door of the lantern repair shop at the entrance to town.Antharia Jack takes your lantern and steps away for a moment. While he'sgone, zoom in and pick up a Frobozz Electric Auto-Lighting Cigar (or return tohis shop for one later).Wandering around town, you'll find all doors closed to you, even if you try toimpersonate a PermaSuck salesperson. On the dark building next to thechain-link fence, note the posters suggesting you save often and one identifyingAntharia Jack as the local fireman. At the vendor's stand in front of thefence, use your lighted cigar to ignite a highly-flammable Talk To Me GrandInquisitor doll.
Quickly move to the left and hide in the barrel infront of the fence, then watch Jack get arrested by the Inquisition.Return to Jack's now-abandoned shop and pick up the lantern. While there, youcan see an unfinished adventure game playing on Jack's PC.
Exit the shop andturn left to leave town. From the signpost, follow the unmarked path to thefenced-in Steppinthrax Monastery and pick up the rope from the MagicInquisition totemization billboard.
Return to the signpost and follow the pathmarked Elsewhere. Tie the rope to the crossbeam of the welland climb down.After a CD change, you'll meet Dalboz, the Dungeon Master possessing yourlantern. Although he gives you an an opportunity to introduce yourself, he'llprefer to refer to you as Ageless, Faceless, Gender-Neutral,Culturally-Ambiguous Adventure Person, or AFGNCAAP for short. You'll also meetthe lovely Y'Gael, who will give you a spellbook containing VOXAM,REZROV and IGRAM. Look down andpick up a subway token from the bucket. You won't be able to open the G.U.E.Underground entrance door until you cast REZROV on it.
Move forwardand let the enchanted stair dragon carry you down to the Crossroads of theGreat Underground Empire.At the base of the stairs, zoom in on the glass case and open it using thehandle at right. Remove the hammer and close the case, then use the hammer tobreak the glass. Take the elven sword and G.U.E. Map.Turn around and pick up the Griff totem lying on the path, then watch the videosequence showing his capture by the Inquisition. Continue down the path to thecrossroads, then turn left and approach a small green door. Use your sword tocut away the foliage and enter the Dungeon Master's lair.
Open the gardeningshack and pick up the shovel and THROCK spell. There's more to dohere later, but for now return to the crossroads. Turn left and useREZROV to open the 'In Magic We Trust' door. Move forwardto the G.U.E. Tech entrance.
Click on the pillar guarding the first of threebottomless pits and arrange its images in the following pattern:Cross to the second pillar and arrange its images in the following pattern:Finally, cross to the third pillar and arrange its images into the composite ofthree different windows:Go through the materialized window and enter the G.U.E Tech lobby. Turn aroundand leave through the large double doors, ending up on what was previously thefar side of the third bottomless pit. Turn around and climb the stairs to thefountain. Veer to the right and use your shovel to dig up the KENDALLspell from the pile of dirt between the columns.On the other side of the fountain, put your map into the teleportation stationand select the Crossroads as your destination. Zoom out from the screen andyou'll be transported to a location near the G.U.E. Cross the bridgeto the Great Underground Subway and insert your subway token into the slot inthe turnstile. Zoom in on the subway map on the wall and decipher it using theKENDALL spell.
Select Hades as your destination and move onto themetal loading platform behind you.Zoom in on the skeleton at the far end of the platform and remove the lotteryticket from its hand. Go to your inventory and bring the ticket into theFrobozz Magic Viewer.The ticket operates like a real-life lottery scratcher with 79 separate squaresthat can be individually uncovered. Your goal is to remove them in such a wayas to create a continuous path from the first uncovered square at lower rightto the prize at center.
Only squares that can be reached from the path you'vecreated so far are eligible for scratching (cursor highlighted). If you changeyour mind about the path, you can backtrack the active square.
Make threemistakes and you'll lose your soul. This puzzle is pretty easy if you alwayschoose branch points that move you closer to the center.
Clickfor a solution.Zoom out from the skeleton and note the references to serpent nostrils in thebook lying open on the seat next to the skeleton. Exit the subway platform tothe Styx dock, then turn around and use the teleportation station to go toG.U.E. Go down the steps and enter the school lobby through the pillarwindow. On the bulletin board at left, note the references to an explosivecombination of Zork Rocks and cola, and to a relationship between a candyvending machine and student lockers. In the vending machine alcove, convertyour 500ZM bill into a bag of zorkmids (which should be more than enough forthe rest of the game).We have lots more to do at G.U.E. Tech, but for now exit through the window tothe right of the double doors and return to the subway station via theCrossroads. Take the subway to Flood Control Dam #3.
Along the way, you'll seea video sequence showing Jack on his way to being totemized.On the subway platform, use a zorkmid in the souvenir machine to obtain aletter opener. Cast THROCK on the moss growing in a drainpipe tocreate a quantity large enough to pick up. Under the window at one end of thesubway platform, open the ornate book and pick up the GOLGATEM spell.Read the book for clues on how you can destroy Flood Control Dam #3.
Zoom inon the dam control panel. If desired, cast GOLGATEM on the mountainsseen through the window. Each of the four colored buttons on the control panelchanges the state of exactly two of the dam sluice gates.
In order to closeall of them, you'll have to cast REZROV on one of the closedgates, then use the appropriate control button(s). For example, if the gatesare in this configurationOpen Open Closed Open1 2 3 4cast REZROV on gate 3, then press the blue and yellow buttons. You'llsee a video sequence showing Jack saved from totemization by a power failure inFoozle caused by the dam's destruction. Take the subway back to Hades and exitthe platform past the sitting skeleton. Turn around and zoom in on theteleportation station to return to G.U.E.
Enter the lobby through thepillar window and head for the long hallway at right. Look up before enteringthe hallway and you'll notice the purple Infinite Corridor sign. CastIGRAM on the word 'Infinite' and quickly enter thenow-finite hallway (you can first try casting IGRAM on the word'Corridor' for an alternative view, or later for yet another view).At the beginning of the hallway, click on the picture of Belboz to learn ofthree lost magic artifacts needed to return magic to Zork. At the far end ofthe hallway are three branching hallways in which you can see pictures of theseartifacts:Skull of YorukCoconut of QuendorCube of Foundationand learn their histories. At the junction of the hallways, note the 3 x 4array of student lockers.Revisit the vending machine alcove in the lobby.
Insert a zorkmid into thefreezer unit and quickly pick up the Obidil scroll from the Sandwitchdispenser. This scroll requires spell-checking before it can be added to yourspellbook.Zoom in on the glass-fronted candy machine opposite the freezer unit and you'llsee an array of buttons in the same pattern as the student lockers at the endof the hallway.
By inserting a zorkmid and pressing one of the buttons, youcan open any single locker (except #6, for which the corresponding candymachine button is missing). Most lockers are empty or have inaccessible magicparaphernalia inside; the only ones of interest are #8 and #11. In #8, you cancast KENDALL on the book 'How to Win at Double Fanucci'. In#11, be sure to pick up a Prozork tablet and read the book 'Better SpellManufacturing'.If you haven't already done so, press button 8 on the candy machine for someZork Rocks candy.
The package tilts forward but doesn't fall, so you'll haveto 'help' it by attaching your PermaSuck machine to the dispenserhole at bottom. Back out and turn the vacuum on to suck out the candy. Thepackage can be retrieved by lifting the lid on the PermaSuck.
Put the ZorkRocks in the soda machine and insert a zorkmid.Soaking the candy with Slam Classic creates a bomb that will explode within 45seconds if not contained (like the Thaddium in). Pick up the explosive and quickly make your way backto the student lockers. Insert the Zork Rocks into the slot of the onlypermanently-sealed locker - #6 (second from the left in the middle row). Waitfor the bomb to explode and blow off the locker door. Pick up Dalboz's studentID and use it in the card reader for the closed door near the lockers.Enter through the doorway and destroy the invisible purple beast by strikingthe rope bridge with your sword. If you've previously destroyed Flood ControlDam #3, a stream of water will be flowing into the gorge ahead of you and youcan cast GOLGATEM to create a bridge to the Spell Lab.Cross the bridge and pick up a blank spell scroll at right. The only one of thesix spell-processing machines that can be used is Origination; insert the blankscroll there and it will gain a border.
The only sequence of remaining pressingtables that satisfies all the requirements in the book 'Better SpellManufacturing' from Mir Yannick's locker is:ModificationReplicationInterpretationTransmogrificationfollowed by Spell Checking (the Elucidation machine is not used). Process thescroll to obtain the BEBURTT spell. While zoomed in on the SpellChecker, record the OBIDIL spell by inserting the soggy ice-creamsandwich wrapper from your inventory.Return across the bridge and teleport to the Crossroads. Head back to the footof the stairs at the G.U.E. If desired, cast IGRAM on theUmbrella Tree to disclose a spell scroll hidden inside one of the blossoms.Cast BEBURTT on the tree to release the scroll. Pick up the scrollcontaining the one-shot ZIMDOR spell. Unfortunately, you won't beable to explore the pathway beyond the tree.Return along the path to the Dungeon Master's Lair.
Move up the garden pathand put the snapdragon plant to sleep with the Prozork tablet. Remove thesnapdragon from its stalk with your sword. Continue toward the front door ofthe house, where entrance will be blocked by the Dungeon Master's home securitysystem. Zoom in on the birdbath at right and pour out the can of mead you'vebeen carrying.
Triple its quantity by casting ZIMDOR on it. Zoom inon the ashtray at left and drop the cigar into it.Enter the house and examine the book on the bookstand next to the entrance,learning about snapdragons and spring plants. Pick up a jar of hotbugs, a plugof glazed hungus lard and a piece of Flatheadia fudge from the shelves at left.Read a book from the top shelf to see images of the Blue-skinned Brog(Brogmoidus C. Graphicus) and Griff (Lesser Serpentus Canus) creatures. Checkthe vegetative answering machine next to the chair to obtain a cocoa recipefrom 'Gluttonous Recipes of the Fat and Unemployed':Flatheadia fudgeQuelbee's nest contentsHungus lardHotbugsMossLeave the house the way you came in and wander around to the backyard byfollowing the path next to the birdbath. Along the base of the back wall ofthe house, cast THROCK on the mushroom-like plant, then place thesnapdragon on it.
Strike the plant with your hammer to obtain the torn half ofa spell scroll.Return to the front of the house and insert the hungus lard into the quelbees'nest. After you've scared away the quelbees, remove the lard andquickly split the nest with your sword, extracting a quelbee honeycomb.Re-enter the house and open the window blinds to see Hugh, the walking castle.To call him to you, cast OBIDIL on him. Enter Hugh's ribcage, look upand pick up the NARWILE spell.
Return to the house and explore thebedroom off to the left. Pick up another torn half of a spell scroll from thewindow sill. Go through the mirror and then examine the torn scrolls in yourinventory. Combine them together on your Frobozz Magic Viewer tool.
Use thereversed cursor icons to return back through the mirror, then exit the bedroom.Pick a red mug from the vine near the entrance. Zoom in on the food-processortree next to it and drop the mug, fudge, honeycomb, lard, hotbugs and moss onit, then learn the YASTARD spell.Go back to the bedroom and open the cabinet doors, revealing a (collapsed) timetunnel. Cast NARWILE on the tunnel to activate it, then open yourinventory window and cast YASTARD on the Griff totem you've beencarrying. After you become Griff and arrive at the White House, move around toits backyard and pick up the Glorf scroll. Return to the front of the house andremove the unsealed envelope from the mailbox. Using the Frobozz Magic Viewertool in your inventory window, insert the Glorf scroll into the envelope. Tomail the scroll to Hades, put the sealed envelope back into the mailbox, closeit and raise the red flag.
Return to the Dungeon Master's Lair via the timetunnel in the backyard.Exit the house and use the teleportation station in the backyard to go to theSpell Lab. Run the pieced-together Snavig scroll through the Spell Checker.Teleport to Hades and zoom in on the red telephone at the dock. After listeningto all of the confusing instructions, press 8 for the list of questions, thenanswer each of four questions using the keypad responses 2, 8, 9 and 5(alternatively, you can cast KENDALL on the telephone dial after you'velifted the receiver, then just press.). When Charon's shuttle appears, givehim a zorkmid, then another one.To get by the two-headed Hades monster, you'll have to make yourself look likean employee of the place. After Charon has taken you across the river Styx,cast SNAVIG on him and quickly move to the Hades monster.Open the gates of Hades by inserting Charon's card into the time clock. Pickup the Brog totem lying on the ground and watch the video sequence of histotemization in the Monastery. Exit back through the doorway, turn around andpick up your mail from the mailbox.
Examine the envelope in your inventorywindow and open it with the letter opener to extract the GLORF spell.Re-enter the gates of Hades and activate the time tunnel with theNARWILE spell. Open your inventory window and cast YASTARDon the Griff (left-hand) totem. After a CD change, you arrive at the DragonArchipelago.
Fly to the foot in the distance and tweak the right toe to exposethe dragon's belly. Fly to it and pick up the inflatable raft and Sea Captainfrom the wooden crate. Fly to the dragon's right hand and pick up an air pumpfrom the kneeling skeleton. Fly back to the dragon's belly and then on to itshead. Insert the two inflatable items into the dragon's nostrils, then inflatethem with the pump to get the dragon to raise its head out of the water (it'llstill be asleep, though).Enter the dragon's mouth and pick up the Coconut of Quendor from its uvula.Zoom out and wait for the dragon's throat resident to throw you a rope. Takethe rope, then turn around and remove a gold tooth from the dragon.
Look up andput the coconut into the inflated raft. Exit the dragon's mouth past histeeth, then turn around and zoom in on his nostrils. Attach the rope to theinflated items and re-enter the dragon's mouth.
Look up and puncture theinflated Sea Captain with the gold tooth. Quickly look back down andexit the dragon's mouth. Retrieve the Coconut of Quendor from the raftfloating next to the dragon's belly. Put the coconut on its pillow inside thecastle and return through the time tunnel to Hades.After a CD change, exit the gates of Hades and cast SNAVIG on thetwo-headed monster. Quickly approach Charon and click on him toreturn to the Hades dock.
After your two-headed vision wears off, teleport tothe Dungeon Master's Lair and enter the house.Zoom in on the time tunnel in the bedroomand cast YASTARD on the Brog (right-hand) totem. Follow the path awayfrom the White House toward the burning torches in the distance. Pick up theright-hand (flickering, not bickering) torch, then return to the White Houseand tear off the boards blocking the front door, picking up a loose board inthe process.Go downstairs and pick up a Grue egg (or several) from the nest. If you'rereally hungry, turn right and munch on some rrrox! Go backupstairs and light the fire with the torch.
Hard-cook a Grue egg (until itturns golden), then pick it up and return downstairs. Throw the golden egg atthe stalactites and jump forward to the Grue chess puzzle. You can try tofigure out the game,. Act like a true Brog and just bash the cage with thestick to retrieve the Skull of Yoruk. Inside the castle, put the skull on itspillow (the only one Brog can reach) and return through the time tunnel to theDungeon Master's Lair. Along the way, watch a video sequence showing the GrandInquisitor threatening Antharia Jack with a hungus prod and Jack's flashback(flashforward?) about a game of Grue-Fire-Water.Teleport to the Crossroads, then take the stairs up to the G.U.E.
Entrance.Look up and remove the rope using the GLORF spell.Go back downstairs and take the subway to the Monastery. Move to the rockfallat the end of the platform. Open your inventory window and attach the rope tothe sword. Look up and use the sword-rope combination on the ceiling hatch.Climb the rope into the Monastery. Move forward and set the Totemizerdestination selector to the Hall of Inquisition. Note that the PermaSeal uniton top of the Totemizer is glowing yellow. Move to the side of the machine andzoom in on the set of several control valves.
Turn the rightmost wheel toextinguish its yellow light and turn off the PermaSeal unit (now glowingpurple). If necessary, turn the central wheel to activate the Totemizercontrol board. Zoom out from the wheels, then zoom in on the control board atleft.
Pull the switch to pass through the Totemizer. Since you weren'tPermaSealed, you spring back to normal shape after landing in the museum-likeHall of Inquisition.Turn around and pick up the Lucy Flathead totem from the bin, learning herstory via a video sequence. Exit the museum through the doorway next to the'The Perils of Magic' sign.
Turn left and press the red button toopen the Inquisition signalling device (who's that speaking with a countryaccent?). Note the symbols shown above the three hammers. Examine thesignaling device diagram attached to the chain-link fence and observe thatremoving the middle hammer will result in the 'Apprehend Goatfish'message being sent instead as a message dismissing the guards. Go back to thesignalling device and remove the center hammer. Take it back inside to theexhibit entitled 'Closing The Time Tunnels'.
Pull the control leverall the way down to operate the model at the highest speed. Press the redbutton to run the model until its hammer head falls off. Replace the hammerwith the one you removed from the signalling device, then operate the modelagain to expose another time tunnel.Activate the time tunnel with the NARWILE spell. Open your inventorywindow and cast YASTARD on the Lucy (rightmost) totem. After a CDchange,you find yourself as Lucy in an earlier Port Foozle.
The only place you can gois into the casino, where it's Ladies Night. Zoom in on the bartender, thenturn around and pick up four playing cards from the Alpine's Quandry sic game. Your job is to insert the cards into the slots to make avalid arithmetic problem.
However, no solution is possible with the four cardsas given. Move to the dart game closer to the front of the casino and smash thatannoying insect with the 4 card, turning it into a 5-spot. Return to the gameconsole and complete the arithmetic problem in one of two ways:5 / 1 - 2 = 3or5 / 1 - 3 = 2Changing the number of spots on any card other than the 4 will not work.You can play Grue-Fire-Water, the Zorkian equivalent of scissors-paper-stone,with Antharia Jack in the back room of the casino. The game seems rigged sothat Jack always loses, even if you're trying to let him win or if you keepselecting the same button (seefor a much more difficult version of this game).
How high can youmake Lucy's pile of clothes? Once we saw 8 or 10 garments, with no end insight! Eventually, Jack loses five times and gives up the Cube of Foundation inlieu of his heart-decorated underwear. Inside the castle, put the cube on theremaining pillow to activate the time tunnel back to the Monastery. Enter thetunnel and watch a video sequence showing you and Jack being thrown in jail.In your prison cell, zoom in on the ventilation grille and remove its lowerright-hand screw using the letter opener. Rattle the vent a couple of timesuntil Jack gives you a scroll containing the one-shot LEXDOM spell.Grab the poster from the cell wall and slide it under the door. CastLEXDOM on the door, then use the letter opener on the keyhole to ejectthe key.
Pull the poster back in and retrieve the key. Put the key in thekeyhole to open the door.Exit the cell and turn left toward the guards' station. Zoom in on the TVmonitor and wait until you see Jack in his cell, waving at the camera. Notethe monitor number; e.g., 31-05. Save your game at this point.You'll need to enter the number of Jack's cell into the control unit and thenopen his door by pressing the white button.
Unfortunately, there are fourpossibilities (AA, AB, BA and BB), so you may need to restore a saved game ifyou don't get it right the first time. Enter 31AB to release Jack, then watcha video sequence showing your escape from prison and Jack's search for Lucy.Y'Gael will give you the BOOZNIK spell (an obvious reference to aninfamous character).
Even though the Dungeon Master says you've got thethree magic items, you'll still need to retrieve them from inside the yellowcastle. Open your inventory window and use the BOOZNIK scroll on yourspellbook. After all your spells have been reversed, cast VORZER onthe purple tent next to the radio tower, trapping the guards inside.
CastMARGI on the electric sparks to disclose an invisible fence surroundingthe tower. Back out from the fence and unplug its power cord at left. Tearopen the fence with your sword and move forward to the tower.Put the Skull of Yoruk in the nook at the base of the tower. Climb halfway upthe tower and put the Cube of Foundation into the cube-shaped hole. Go fartherup the tower, turn around and put the Coconut of Quendor into the cup-shapedreceptacle. Counterbalance it with the lantern.
Go up to the very top of thetower and cut the antenna with your sword.