Warning: The following contains information that will help you
solve the game. Please, DO NOT READ FROM START TO FINISH. You'll ruin
the game for yourself and be doomed to eternal suffering. Is that
worth it? Well, even so, don't say we didn't warn you...
Zork Grand Inquisitor Walkthrough
When the game starts you are standing at a crossroads. To the
left is Port Foozle, to the right is an old well, and behind you is
the path to the Monastery (now the Inquisition Headquarters). Head
toward Port Foozle. At the fish shop on the edge of town look at the
controls near the loudspeaker. Turn the volume on the Inquisition
loudspeaker to maximum. Look at the display case in front of the
store. While the speaker is spouting propaganda grab the stuff in the
display case (Light Mead and a plastic six-pack holder).
Turn around and go to the dock. Use the winch a few times to hear
everything the magic fish has to say. Place the six-pack holder on the
hook and use the winch again. After the fish leaves get the Lantern
from the Box.
Go to Antharia Jack's shop and show him the lantern (Use the
lantern with the door). After he lets you in he'll offer you a cigar
and go looking for his wrench. Take a cigar from the box. Jack will
fiddle with the lantern (and hit it a few times) then send you back
outside, keeping the lantern for himself.
Go to the end of the street. Look at the Talking Grand Inquisitor
doll and light it with the cigar. Turn around and jump inside the
barrel. After Jack gets hauled away by the Inquisition Police return
to his shop and pick up the lantern. While in the shop you can also
find a computer that is running Planetfall (Although you can't play).
After getting the lantern leave Port Foozle and head to the
Monastery. Read the signs on the fence and get the rope from the
Frobozz Electric Totemization Counter.
Now go to the well in the forest, use the rope to climb down the
well. After meeting Dalboz (who's trapped in the lamp) and talking to
Gael the Enchantress you will have your spellbook and be standing
outside one of the secret entrances to the Great Underground Empire.
The Secret Entrance and the Crossroads
Look around and find the bucket. Inside is the Subway Token.
After picking it up, cast REZROV on the door and proceed down the
Turn to the left. Next to the entrance is a small case that
contains a hammer, a Sword, and a map. Open the case and take the
hammer, then close it and use the hammer to break the glass. You can
now get the Sword and Map from the case.
Look on the ground to the right of the entrance. You will find
Griff's Totem there -- pick it up.
Proceed down the path to the crossroads. To the left is the
entrance to the Dungeon Masters Lair (currently blocked by brush). To
the right is the Crossroads teleport machine and entrance to the
subway. Straight ahead takes you to the entrance to GUE Tech.
Dungeon Master's Lair
Head to the left to the entrance to the Dungeon Master's Lair.
Use the sword to cut away the brush, then enter the doorway. Open the
shed just to the left of the entrance and get the shovel and the
THROCK spell. Head back to the crossroads and then go to the entrance
to GUE tech.
Open the door with the REZROV spell, then enter. To get into GUE
Tech you have to solve the matching puzzles on the three columns. On
the first two columns you have to match the pictures. The first column
the correct picture is a volcano with a river of lava. The correct
picture on the second is the tower with the "Z" on top. For the third
column you have to create a complete window. Match the sections so
that the entire window is visible, ignoring the rest of the image.
Click on the window that appears to enter GUE Tech.
Move around the fountain to the left and read all the notices on
the bulletin board. Continue around the fountain to the hallway
entrance. Look up above the hallway entrance to see the sign
describing it as an "Infinite Hallway". Cast IGRAM on the word
"Infinite" to change the hallway to a finite corridor. Enter quickly
before it changes back and go down the hallway and listen to all four
parts of the message from Belboz.
Head back to the fountain and exit GUE Tech using the door. Turn
around and go back up the stairs. The teleport station for GUE tech is
to the left. To the right is a pile of dirt. Use the shovel to dig up
the KENDALL spell, then use the teleport station to return to the
Use the token to enter the GUE Subway system. Read the poster,
then look at the directions on the wall. Cast KENDALL on the
instructions to make them less confusing. Press the Hades button, turn
around and step onto the platform.
The skeleton sitting on the bench has two books - read both, then
get the Old Scratch card from his hand. Save the game. Play the
scratch game (examine the card) until you win - restore you game if
you lose. After you win the cash head through the doorway and use the
teleport station to return to GUE Tech.
Go back inside the GUE Tech building by going down the steps and
entering the Window on the pillar. Head for the snack machines and use
the change machine to get Zorkmid coins in exchange for the 500
Zorkmid bill you won. Buy an ice cream sandwich - the wrapper is the
OBIDIL scroll, although it can't be used yet.
Use a Zorkmid to purchase Zork Rocks (#8) in the candy machine.
The candy gets stuck inside the machine. Plug the vacuum into the
candy machine and turn it on, then retrieve the candy from inside the
Save the game again. Place the Zork Rocks in the soda machine and
buy Classic Blam. Now hurry down the hallway to the lockers before the
Zork Rocks explode. Slip them the second locker on the middle row and
wait for it to explode. The locker is now open, and you can pick up
the Dungeon Master's student ID inside.
Purchasing the matching candy in the machine to open all the
other lockers - you must purchase the candy, then come down to the
lockers. The only other locker you have to open is the third one on
the bottom row (the one with all the graffiti). Head back to the candy
machine and buy the candy that matches that locker (number 11). Return
to the lockers and get the ProZork sedative from the locker and read
all the books. Use the KENDALL spell to make the spell creation
textbook easier to understand. After reading textbook turn around and
use the ID Card to open the door to the Spell Lab.
Enter the Spell Lab and use the teleport station to the right and
return to the crossroads.
Flood Control Dam #3
Take to subway to Flood Control Dam #3 (You no longer need a
token to enter the subway). Turn to the left and use a Zorkmid in the
machine to get a souvenir letter opener. Look at the drainpipe and Use
THROCK on the Moss of Mareilon to make it grow, then pick it up.
Head to the dam control area and read the books. You will find
the GOLGATEM spell.
Use the REZROV spell and the dam controls to close all four
gates. The dam will be destroyed and power to Port Foozle will be
Take the subway back to the crossroads and head back to the spell
lab using the teleport system.
The Spell Lab
Use the sword to cut the ropes of the bridge, sending the
invisible six-armed guy to the bottom of the canyon. Cast GOLGATEM to
build a new bridge.
Head to the Spell Checker and run the OBIDIL spell through it to
make it useable. Get a blank scroll form the box near the bridge, and
then follow the instruction from the textbook you found in the lockers
to create the BEBURTT spell. Entered the blank scroll into the
machines in the spell lab in exactly this order: Origination,
Modification, Replication, Interpretation, Transmogrification and
finally the Spell Checker.
Use the teleport station to return to the Crossroads.
Head to the umbrella plant. Casting IGRAM on the blossoms to
reveal a scroll inside one of them, then cast BEBURTT. The blossoms
will open and drop the ZIMDOR scroll. Pick it up and head back to the
Dungeon Master's Lair.
The Dungeon Master's Lair
Walk toward the house until you get to the snapdragon. Give the
sedative to the snapdragon and use the sword to cut it loose. Head to
the house and place the cigar in the ashtray on the left and pour the
Light Mead into the basin on the right. Use the ZIMDOR scroll you got
from the umbrella plant to increase the amount of Mead in the basin.
Now that the alarm is disabled you can enter the house.
Inside the house get the Flatheadia Fudge, the jar of hotbugs and
the Hungus Lard from the shelves to the left. Get the mug from the
rack near the food processor. Read all the books you can find (three
on the shelves to the left, one in the corner by the door, and two
more on the shelves to the right. Listen to all the messages on the
answering machine. Save the game again.
Head back outside and place the lard in the beehive to scare away
the Quelbees. Quickly remove the lard and then use the sword on the
hive. Pick up the honeycomb.
Walk around the side of the house to find the teleport station.
Turn toward the house and look under the window. You will find a small
mushroom-shaped plant. Cast THROCK on the plant and then place the
snapdragon on top. Hit the plant with the hammer - the snapdragon will
jump to the windowsill and fetch a torn piece of the SNAVIG scroll. .
Walk back around the house and go inside. Open the blinds and
look at the walking castle. Use OBIDIL to attract him closer and go
inside. Pick up the NARWILE spell from the castle's heart and go back
into the house.
Place the Moss of Mareilon, mug, Hungus Lard, Flatheadia Fudge,
Quelbee Honeycomb and the jar of hotbugs in the food processor. You
will get a mug of hot chocolate and the YASTARD spell. Take the mug
and the jar of hotbugs.
Now go into the next room. Grab the other piece of the SNAVIG
scroll from the windowsill, then walk through the mirror. Assemble the
pieces of the scroll and walk back though the mirror.
Open the wardrobe to reveal a time tunnel. Cast NARWILE on the
tunnel, then use YASTARD on Griff's totem to send him through the
The White House (Griff)
Behind the house lays the GOFLE spell. Pick it up and then open
the mailbox to reveal an envelope addressed to Hell. Put the scroll
inside the envelope and place the envelope in the mailbox. Close the
mailbox and put the flag up. Head to the time tunnel on and return to
Use the teleport station to go to Hades. Go through the doorway
and pick up the phone. You now need to decode the automated message
system to get Charon to show up. This puzzle can be difficult, but
carefully listening to everything that is said will get you through
When Charon arrives pay him two Zorkmids and he will take you to
hell. Open the mailbox there and get the envelope with the GLORF
Pay Charon 2 Zorkmids to take you back across the river, then use
the teleport station to return to the Spell Lab.
Run the SNAVIG scroll through the spell checker to repair it. You
should now have a full book of spells. Teleport back to the
Go to the secret entrance and use GLORF on the rope and take it.
Head back to the subway and take it to the Monastery.
Tie the rope to the sword and throw it up to the grate in the
ceiling. Climb up the rope.
Inside the Monastery is the Totemization device. You should save
the game at this point. Look at the controls and turn the wheel with
the light on it to disable the "PermaSeal" step. Change the
destination to the Inquisition chamber, then move to the entrance to
the machine and pull the lever.
After you land in the inquisition chamber pick up Lucy's totem
from the box. Look at all the displays, then exit the monastery. Read
all the signs on this side of the fence, then open the message sender
near the door. Remove the middle hammer to change the message being
sent to the guards, and then go back inside.
Go to the display on sealing up the time tunnels. Move the lever
to set the speed of the display to the fastest setting and turn it on.
After the hammer in the display breaks replace it with the one you
took from the message system. Activate the display again and the
planks over the time tunnel are destroyed.
Casting NARWILE on the tunnel, then send Lucy through it with the
Port Foozle (Lucy)
Go into Jack's bar and head to the math game. Take all the cards,
then use the "four" card with the fly buzzing around near the door to
make it a "five" card. Using the modified card solve the math problem
in the machine. You will be ushered into the back room to play strip
Grue, Fire, and Water with Jack.
Click on Jack before each round to read his mind, then select to
correct button to defeat him. Eventually he will give you the Cube of
Foundation and the walking castle will show up. Place the cube on one
of the cushions then exit the castle through the time tunnel.
Head for Hades, either by going back down to the subway, or
setting the destination of the Totemizer and going through it again.
Once you're across the river again cast SNAVIG on Charon, then go to
the guard near the gates of Hell. He'll let you take Charon's
timecard, punch him out, then go through the gates of Hell.
Pick up Brog's totem from the floor and move on to the Time
Tunnel. Cast NARWILE on the tunnel, then send Griff through with the
The Dragon (Griff)
Turn to the left until you find an "island" Griff can fly to.
Push the claw, which will cause the sleeping dragon to shift,
revealing more places you can go. Find the box in the ship wreckage
and get the inflatable raft and man. On the dragon's hand to the left
of the wreckage is a skeleton holding an air pump. Fly to the dragon's
shout and place the raft and inflatable man in his nostrils. Use the
pump to inflate both. You can now enter the dragon's mouth. Save the
game before you go inside.
Once inside take the gold tooth and the Coconut of Quendor. Talk
to the guy inside the dragon until he throws you a rope. Ignore his
requests for help and place the Coconut inside the raft. Go out side
and tie the rope to the raft and inflatable man. Head back inside the
dragon's mouth again and use the gold tooth to pop the inflatable man.
After popping him you need to exit the dragon's mouth very quickly.
Find the raft and collect the Coconut.
When the castle appears go inside and place the Coconut on the
cushion, then go through the time tunnel.
Charon won't take you back across the river because you've gone
through the gates of Hell. Cast SNAVIG on the two-headed guard then go
to Charon. He'll take you across the river. Use the teleport to go to
the Dungeon Master Lair. Go inside the house and head back to the time
tunnel in the wardrobe. Use YASTARD to send Brog through the tunnel.
The White House (Brog)
Go to the cave entrance and take both torches. Go back to the
White House and rip the boards off the door. Once inside head
downstairs and collect the Grue eggs. Go back upstairs and use the
Flickering Torch with the pot in the corner, then place each egg in
the pot to boil it.
Once you have boiled all the eggs go back downstairs. Throw the
eggs at the stalactites until the break away and reveal a platform you
can jump to. Jump across the chasm to the Chess puzzle and the Skull
There's no way for Brog to win the game, just use the board you
pulled from the door to smash the game and pick up the Skull. Place
the skull on the cushion in the castle and exit through the time
Once Brog returns you will be arrested and thrown in jail. Talk
to Jack through the air vent until he gives you a scroll. Use the
letter opener to unscrew the vent and take the scroll. Take the poster
off the wall. Use the scroll on the cell door to create a lock. Place
the poster under the door and push the key out of the lock using the
letter opener. Take the key and poster and unlock the door. Save the
Go to the control panel to the left of the cell and examine the
blueprints. Watch the monitor until you see jack waving through his
cell window. Using the blueprints and the camera number that displayed
when you saw Jack figure out what cell he's in. Set the controls to
that cell number and press the button. Jack will go get your stuff and
come meet you at the control panel. The walking castle will appear
again and take you to Flathead Mesa.
Once Gael has given you the scroll use it on your spellbook to
reverse all your spells. Go back into the castle and take all three
artifacts. Exit the castle.
Head toward the broadcast tower. Use the VORZER spell to close
the guard tent, then use MARGI to reveal the invisible fence. Unplug
the fence, and then cut it with the sword. You now need to place the
artifacts in the correct positions on the tower. The Skull goes in a
box at the bottom of the tower, the Cube goes in the hole halfway up
the tower, and the Coconut goes in one of the cups at the top of the
tower. After you place the Coconut Dalboz will have you balance the
cups using the lantern.
After placing all the items look up and cut the wire using the
sword. Once the Grand Inquisitor starts climbing the tower cast the
spell to bind the parts of magic.
The Inquisitor will be destroyed, the creatures trapped in totems
will all be freed, Lucy will be elected Queen, and you will become the
fourth Dungeon Master.
You've successfully completed Zork: Grand Inquisitor.