ZORK - GRAND INQUISITOR As solved by John Betteridge @~See the Hints section for some more specific answers ro certain @~puzzles. When the game starts, you are shown a newsreel telling you that all magic in the Great Underground Empire of Zork has been banned by the Inquisition. The punishment for practising magic or rebellion is Totemisation. This form of punishment involves the miscreant being put through a machine which turns you into a disc-like object called a Totem. Port Foozle. You start the game just outside Port Foozle as a Perma-suck salesman with your sample of a Perma-suck machine. Curfew is just beginning and the loudspeakers are blaring. Enter the town and knock on doors. You will be told to go away. At the fish shop turn the loudspeaker control to maximum. You can then get the can of Mead-Light and plastic rings from the ice box without the alarm being noticed. Go to the dock and operate the crane. The Goatfish appears and tells you to stop. When he dives back, hang the plastic rings on the hook and operate the crane again. This time it comes back with a crate which has a Lantern inside. Take the Lantern to Antharia Jack's shop and show it to him. He will let you in and you can get a Cigar. Jack tells you to leave the Lantern with him and turns you out. At the far end of the street is a box of Inquisitor dolls and a barrel. Set fire to the doll using the cigar then hide in the barrel. Jack appears and is arrested by the guards. Go to Jack's place and pick up the Lantern. You then find out it contains the Spirit of the Dungeon Master, Dalboz of Gurth who tells you get underground quickly. Go to Flathead Mesa and get the rope from the notice board. Find the well, tie the rope and go down. At the bottom of the well the enchantress Y'Gael appears and gives you a spell book with three spells. Get the Subway Token from the bucket and cast the Resrov spell on the door. You can now go underground. Underground. To one side of the entrance is a glass case. Open it and get the Hammer. Close the case and use hammer to break the glass to get the Sword and Map. On the other side of the entrance is a Totem. Pick it up and you find out it is Griff the dragon. At the Crossroads, turn left. Cut the foliage with the sword and enter Dalboz's garden in which is the Dungeon Master's Lair. Open the shed and get the Shovel and Throck spell. Explore the garden until you find the teleportation station. Leave the garden and turn left at the crossroads. Cast the Resrov spell on the door and enter the grounds of G.U.E Tech. Go to the first pillar and turn the segments to get a complete picture. The pit will fill up and you can go to the next pillar. Again, turn the segments until the correct picture appears. The pit will be covered and you can go to the last pillar. Turn the segments and when the correct picture is found, enter and you find yourself inside the main hall of G.U.E Tech. G.U.E Tech. Read the notice board then find the Infinite Corridor. Cast the Igram Spell on the word "Infinite" and quickly enter the corridor. Explore all the corridors and you will find pictures of the three lost artifacts you need to find. The Message from the Wizard Balboz also informs you of the Time tunnels. Also there are twelve lockers and a Brown door. Leave the Hall through the main doors, turn and go back up the steps. To the right is a pile of dirt. Use shovel and get the Kendall spell. Also here is a teleportation station. Insert the map, press the buttons until the crossroads appear. Stand back and you are at the Subway Station. Use the Token in the turnstile. Dalboz will help you here (as if you needed it) and go down to the platform. Read the advert for "Old Scratcher's" Scratch card. Cast the Kendall spell on the indicator board. Press button for Flood Control Dam No.3 and stand at the edge of the platform. You are picked up by the passing train, and see a video sequence of Antharia Jack about to be totemised, then you are thrown off at your destination. Flood Control Dam No. 3 Study the Souvenir Machine then go to the Control Desk. Open the book and get the Golgatem spell. Read about what happens when all 4 dam gates are closed. At the control panel are 4 buttons which control the opening and closing of the gates. When you have closed all the gates the dam bursts and the electricity supply to Port Foozle is cut off thus saving Jack from being totemised. (Just for fun, try casting the Golgatem spell on the water.) Back down the platform is a drain. Cast the Throck spell on it and get the Moss. Go to the indicator board press button for Hades and wait at the edge of the platform. Hades. At the end of the platform is a skeleton reading a book on hypnotism. In his hand is a Scratch card. Take it then read the other book about Captain Zahab. Put the scratch card on your viewer and work out the correct way through the maze. When you win you get a 500 ZM note. Go down the passage to the teleportation machine then back to the indicator board. Press button for the Monastery and wait for the train. Monastery Note the open vent in the roof. Use the teleportation machine here to go to G.U.E Tech. G.U.E Tech. Go down the steps and through the window in the pillar. Go to the change machine in the vending area and insert the 500 ZM note. Take the coins and insert one in the Ice Cream Machine. When you get the ice cream bar it contains a wet Obidil spell. Go to the candy machine, insert coin and press No. 8 button for Zork Rocks. It does not fall (Don't you just hate it when that happens.). You also hear a distant creak. If you go to the lockers you find No. 8 has opened. Read the book and cast the Kendall spell on it. Back at the candy machine insert your Perma-suck device into the hole at the bottom. Switch it on, open it and get Your Zork Rocks. Take it to the Drinks machine and put it in the grill. Insert coin and press button for Blam Classic. The Zork rocks are now liable to explode. Pick it up and go to locker No. 6. Push it the slot and stand back. The door will be blown off and you can get the Student ID card. By now you will have noticed the locker which has been vandalised. Using the candy machine press No.11 to open it. It contains a Pro-Zork tablet and books. Read the books and get the tablet. Go to the brown door and swipe the ID card through the box. The door opens and you can go down to the Spell Lab. Spell Lab. Here you are confronted by the invisible six armed purple monster (With a terrible Scottish accent.). Cut the bridge rope with your sword to get rid of it. Cast the Golgatem Spell and cross the new bridge. To the right is a box of blank Beburt spell scrolls. Take one and pass it through the machines in the correct order then use the Spellchecker. Use the Spellchecker on the Obidil scroll. Use the teleportation machine and go to the Crossroads. Crossroads. Go to the Umbrella Tree and cast the Igram Spell. Now cast the Beburt spell and get the Zimdor scroll. Use the Subway train to travel to Flood Control Dam No.3 Flood Control Dam No.3 Put Coin in Souvenir Machine and get letter opener. Travel back to the crossroads and go to Dalboz's Garden. Garden. Give the Pro-Zork tablet to the Snapdragon and cut it off with the sword. Go up to the house. There is an ashtray to the left and a birdbath to the right. Harry the security guard will not let you in. Put the cigar in the ashtray to get rid of one arm then pour the Mead light drink into the birdbath. Cast the Zimdor scroll on it and the other arm falls down. Enter the Dungeon Master's Lair. Dungeon Master's Lair Enter the house and read everything. Listen to the telephone answering machine. Pick up Lard, Fudge, Hot-bugs and cocoa mug. Outside the house put Lard in Bee's nest. Retrieve Lard and cut nest to get Honeycomb. At the side of the house is a spring-plant. Cast the Throck spell on it and put the Snapdragon on top. Hit spring-plant with hammer and the snapdragon will get half a scroll. Back inside the house, put the Lard, Fudge, Honeycomb, Moss, Hot-bugs and Mug on the Processor. You now have the Yastard spell. Drink cocoa and go into bedroom. On the window ledge is the other half of the torn scroll. Get it and go through mirror to the mirror room. Place the two halves of the scroll on you viewer and you now have a torn Snavig scroll. A quick trip to the Spellchecker will repair it. Back in the Study, click on the roller blind. You get a view of the walking castle. Cast the Obidil spell on him and wait till he comes to you. Inside the Castle get the Narwile spell from his heart and return to the bedroom. Open the cupboard and inside is a Time Tunnel. Open it with the Narwile spell then cast the Yastard spell on the Griff Totem. This will take Griff to the White House. White House.(As Griff) Open the letter box and get the Envelope. (note the address.) At the side of the house is a Glorf scroll and a time tunnel. Get scroll and put it in the envelope. Put it back in the letter box, close flap and raise the flag. Return to bedroom through the time tunnel. Use the teleportation machine and go to Hades. Hades Use the telephone to call the ferry. Give Charon 2 coins and he takes you to Hades Proper. At the Gates is a two headed monster who won't let you pass. Cast the Snavig spell on Charon and quickly return to the Two Headed monster. He thinks you are Charon and stands aside. Click on Charon's card in the rack and as you clock off the gates will open. Click on the letter box and get envelope. Open it with the Letter opener and you get the Glorf spell. Go through the gates and get the Brog Totem. There is another Time tunnel here. Cast the Narwile spell on it then cast Yastard on the Griff Totem again. This will send him out to sea. Out to Sea.(As Griff) Fly to the "island" on the left and touch the end talon. Fly to the Main Island, find box and get Red and Blue packages. Fly to the island with the skeleton and get Air Pump. Fly to head of Monster and stuff packages into the nostrils. Inflate them with the pump and the Dragon's mouth will open. Fly into the mouth and get the Coconut of Quendor. As you stand back you hear a voice coming from below. Some poor soul (remember the message on the answering machine) wants you to help him and throws you a Rope. Get the Gold tooth and put the Coconut in the rubber dinghy. Leave the mouth and go to the nostrils. Tie the rope between the dinghy and the inflatable sea-captain. Return to the mouth and puncture the Sea Captain with the Gold tooth. He will fly out taking the dinghy with him. Quickly leave the mouth and you find the dinghy floating by the side of the island. As you retrieve the Coconut, the Castle appears and you go inside. Put the Coconut on a cushion and exit through time tunnel. You are now back in Hades. What happens to the poor bloke in the monster, we'll never know. Hades. Cast Snavig on the Two Headed monster and Charon will take you back to the Subway station. Use the transporter and travel to the Crossroads. Crossroads. Return to the bottom of the well and cast the Glorf spell on the rope. Return to the Dungeon Master's Lair. Dungeon Master's Lair. At the time tunnel send Brog to the White House. White House. (As Brog.) Get the Flickering and Bickering Torches. Pull the plank from the door and enter. Go down the stairs and find the Grue's Eggs. There are some rocks down here as well and you can eat some if you feel hungry. Go back upstairs and light the fire with one of the torches. Boil the Egg until hard then go back downstairs and throw it across the chasm. A pathway opens and you can cross to where the Skull of Yoruk is held in a cage. When you have solved the puzzle, get the Skull and you are then transported back to the Castle. Put the Skull on a cushion and leave through the time tunnel back to the D.M.L. Travel to the Monastery. Monastery. Tie the Rope to the Sword and throw it into the vent. Climb up and you find yourself in the Totemiser Room. There is a panel here. Press the button for Hall of Inquisition. At the side of the machine are three controls. Turn the wheel on one of them until the light goes out. This turns off the Perma-seal process. At the front of the machine, ensure you have a green light and press button. You are taken through the machine and end up in the bin at the Hall of Inquisition. Also in the Bin is the Totem of Lucy. Get it and exit through the door at the other end of the Hall. Here is a communication device. Press the red button to open it and take the middle Big Hammer. Return to the Hall and go to the Time Tunnel Exhibit. The button will start it and the lever makes it go faster. Turn it to full speed and its hammer will break off. Replace it with the Big Hammer and turn it on again at full speed. This will break away the wood blocking the Time Tunnel. This time cast the Yastard spell on the Lucy Totem who is sent back to Port Foozle in the past. Port Foozle. (As Lucy) You are in luck. It's Ladies Night at Antharia Jack's. Floyd lets you in but you cannot enter the back-room. This is for high rollers only. Test your mind reading skills on the barman and Floyd. Find the Alpine's Quandary Table and play till you win. You are then invited to play Strip Grue-Fire-Water with Jack. Using your telepathic powers its easy to win. (I didn't find out what happens if you lose.). Your Prize is the Cube of Foundation. The Castle appears and in you go. Drop the Cube on a cushion and exit. The Inquisitor is waiting for you. All your possessions are taken from you (except the letter opener) and you are put in jail. Prison In your cell, Jack talks to you through the vent. After a while he passes a scroll to you. Use the letter opener to unscrew the vent to get it. Take the poster from the wall and put it under the door. Cast the scroll spell on the door and use the letter opener to push the key out. Pull the poster back and you have the Key. Outside the cell round the corner is the panel which controls all the doors in the prison. Watch the TV screen until you see Jack in his cell. Make a note of the number and using the plan discover which sequence of numbers and letters will release Jack. Enter the sequence and push the button. Jack escapes, retrieves your inventory and the Castle crashes through the wall to rescue you both and takes you to Flathead Mesa. Flathead Mesa. The Enchantress Y'Gael appears to you, gives you the Booznik scroll and tells you to climb the radio tower. Go back into the Castle and collect the Cube, Skull and Coconut. Cast the scroll on the Spell-book which will reverse all the spells in it. Go to the tent where the guards are talking and cast Vorzer spell on it, locking them inside. Go to the Tower and cast the Margi Spell. This will make the electrified fence visible. Stand back then follow the lead to the plug and pull it out. Cut the fence with your sword and go to the base of the tower. Put the Skull in the box then climb up to the Cube shaped hole. What shall I put in here? I hear you cry. Leave the Cube here and climb further to the weather vane. Put the Coconut in one cup and the Lantern in the other and then look up. When you cast the Maxov spell to unite the magic the loudspeakers are too loud. Cut the wire with your Sword and before the Inquisitor can reach you, cast the Maxov spell again. Sit back and enjoy the ending. The End - o -