Zork Grand Inquisitor

     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 

Port Foozle 

     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.

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

The Subway 

     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.

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.

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
the present.


     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.

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.

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
YASTARD spell.

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
YASTARD spell.

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
of Yorick.

     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.

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.

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