Zork: Grand Inquisitor чит-файл №4

ZORK GRAND INQUISITOR This walkthrough assumes that you are
familiar with the places in the game. You don't have to know exactly
where things are but you should have a rough idea of the Underground
and the different locations. PORT FOOZLE

Outside the fishmonger's find the speakers volume controls and
turn the volume to the maximum
While the speaker is talking take the can of Mead light and the
plastic rings form the ice box (+10)
Go to the crane on the pier and put the plastic rings on the hook

Operate the crane to pull the box out of the water and take the
lantern (it's broken) (+20)
Go to Antharia Jack's and use the lantern to knock on the door
(+5)
While Jack is looking for his wrench to repair the lantern QUICKLY
get a cigar from the box on the bench (watch the rest of the cut
scene until Jack throws you out)
Find the Grand Inquisitor dolls atop the crate next to the fence
and use the cigar to set the doll on fire (+15)
QUICKLY hide in the barrel (+19)
After Jack gets arrested go to his store get the lantern and leave
Port Foozle
FROBOZZ ELECTRIC

Outside Frobozz Electric get the rope (noose) that is hanging from
the large sign on the left
THE WELL

Use the rope on the well (+5)
Climb down the well into the Underground
As you descend to the Underground you meet with Dalboz of Gurth,
the Dungeon Master, whose spirit was imprisoned in the lantern by
Yannik, the Grand Inquisitor, when magic was banished from the realm.
At the bottom of the well you meet Y'Gael the Enchantress who gives
you the spell book (+15) and explains that there are three magic
relics to be found before magic can be restored and Yannik defeated.
These magic relics are: The Coconut of Quendor, the Skull of Yoruk
and the Cube of foundation. BOTTOM OF WELL

Search the bucket next to the door and take the subway token
Cast REZROV on the door to open it (+5) and go down the stairs
THE CROSSROADS

Open the display case on the left of the door, take the hammer,
close the case, smash the glass with the hammer (+5) and get
the Elven sword and the map
Take the dragon totem from the ground on the right of the door
(+14)
Go to the entrance to the Dungeon Master's lair
Use the sword to cut through the undergrowth (+9) and enter the
garden
THE DUNGEON MASTER'S LAIR

In the garden open the shed door and take the shovel and the THROCK
scroll
THE CROSSROADS

Go to the entrance to GUE Tech, cast REZROV on the gate to open
it (+9) and enter
GUE TECH
                               
The entrance exam to GUE Tech consists of the three pillar puzzles

Pillar #1 (+7)


Pillar #2 (+8)


Pillar #3 (+9)


Enter GUE Tech through the window on the third pillar exit through
the door
Use the shovel on the dirt pile to dig out the KENDALL scroll (+6)
THE CROSSROADS

Go to the entrance to the subway, insert the subway token into
the slot and go down (+9)
THE SUBWAY

Cast KENDALL on the subway announcement board to simplify the tracks
(+17)
Travel to Hades
Hades

Go to the skeleton and get the Scratch'n win ticket from his hand

Solve the puzzle (+10) to win 500 Zorkmids


FLOOD CONTROL DAM #3

Open the book next to the controls and get the GOLGATEM scroll

Cast REZROV on the closed sluice to open it
Press the blue and yellow buttons to close all four sluices and
create a flood (+12)
GUE TECH

Inside GUE Tech cast IGRAM on inscription 'Infinite Corridor' above
the hallway and walk down the corridor to the lockers to make
the hallway stay a smallway (+8)
Go to the change machine and insert the 500Z note to make change

Take the change
Insert 1Z in the ice cream machine (to the left of the change machine)
and take the sandwich ice cream which melts and leaves you with
the OBIDIL scroll
Insert 1Z in the candy machine (to the right of the drinks machine)
and press #11 (+12)
Go to the lockers (Yannik's locker is now open) and get the Prozork
tablet
Return to the candy machine and attach the permasuck to the lower
part (+5)
Insert 1Z and press #8 (Zork rock)
Activate the permasuck to suck the Zork rock
Open the permasuck and take the Zork rock (+13)
Put the Zork rock in the drinks machine
Insert 1Z and press 'Blam Classic'
As soon as you have the bomb run to the lockers insert it in locker
#6 (+8) and retreat until you hear the explosion
Return to the blown locker (Dungeon Master's locker) and take the
student ID
Turn to the door with the card reader on the left and insert the
student ID to open it
Enter the spell lab
SPELL LAB

Use the sword to cut the rope that holds the bridge and get rid
of the six armed invisible bridge guy (+5)
Cast GOLGATEM on the opposite ledge to create a new bridge (+5)

Cross the bridge and take a blank spell scroll from the box to
the right of the 'Replication' table
NOTE: HERE YOU CAN MAKE SPELLS FROM SCRATCH. THE INSTRUCTIONS ARE
IN THE BROWN BOOK IN YANNIK'S LOCKER. THE ONLY SPELL THAT CAN BE
CREATED IS BEBURTT SO DON'T BOTHER ABOUT THE OTHERS.

Process the blank scroll in the following order: Origination =>
Modification => Replication => Interpretation => Transmogrification

Run the resulting scroll through the spell checker and you get
the BEBURTT spell (+19)
Also run the OBIDIL scroll through the spell checker to get the OBIDIL
spell (+8) CROSSROADS

Go to the umbrella tree
Cast IGRAM on the purple umbrellas to turn them invisible and reveal
the scroll
Cast BEBURTT on the invisible umbrella and get the scroll (+20)
(It's the ZIMDOR spell which can be cast only once)
DUNGEON MASTER'S LAIR

In the garden throw the Prozork tablet at the snap dragon to put
it to sleep
Use the sword to cut the snap dragon (+5)
Go behind the house where there is a mushroom-like plant below
the window
Cast THROCK on the plant to turn it into a spring-plant
Put the snap dragon on the spring-plant
Hit the plant with the hammer to get the piece of scroll from the
window (+8)
Walk to the front door to Harry, the alarm system (!)
Empty the can of Mead light in the cup on the right of the front
door
Cast ZIMDOR on the cup to fill it
Put the cigar in the ashtray on the left of the front door (+15)
to put out the alarm
Once inside the lair look through the blinds to see the walking
castle
QUICKLY cast OBIDIL on the castle to make it approach the lair
(+10)
THE WALKING CASTLE

Inside the walking castle look at the pulsating heart and get the
NARWILE spell scroll
DUNGEON MASTER'S LAIR

Return to the lair and pick up the following: (a) the cocoa mug
from the vine on the left of the front door (b)the jar of hot
bugs, the Hungus lard and the fudge from the bookcase on the left
of the window
Exit to the garden and go to the beehive
Put the Hungus lard in the hive to scare away the bees, cut the
hive open with the sword and get the honey comb (+6) (do this
QUICKLY before the bees return)
FLOOD CONTROL DAM #3

Put 1Z in the machine to get the letter opener
At the bottom of the drain pipe cast THROCK on the moss of Mareilon
to make it grow and take it (+5)
DUNGEON MASTER'S LAIR

Inside the lair put the Hungus lard, honeycomb, moss of Mareilon
and Fudge on the chia processor
Next put the cocoa mug and finally the jar of hotbugs for a hot
cup of cocoa blend
You also get the YASTARD spell (+15) (might as well drink the cocoa)

Enter the Dungeon Master's room
From the window over the bed get the other half of the torn scroll

Through the mirror enter the mirror image of the D.M.'s room where
everything works the opposite way
Here, through the inventory, combine the two pieces of the torn
scroll and get the SNAVIG spell-scroll (+8). You still have to
run the scroll through the spell checker to get the spell itself

Return to the normal room and open the closet to reveal the 1st
time tunnel
Cast NARWILE on the time tunnel to activate it (+25)
Cast YASTARD on the dragon totem to send the dragon through the
1st time tunnel to the White House
THE WHITE HOUSE

Walk to the side of the house
Get the GLORF spell scroll from the ground
Open the mail box, get the envelope, put the scroll in the envelope,
put the envelope in the mail box, close the mail box, raise the
flag
Leave through the time tunnel behind the house (You return to the
present)
SPELL LAB

Run the SNAVIG scroll through the spell checker to get the SNAVIG
spell (+8)
HADES

Find the phone and pick up the receiver
When you hear 'press one for the list of questions' press 8
The answers are: 2, 8, 9, 5 and Charon arrives (+1)
Give 2Z to Charon to take you to the realm of the dead
When you arrive to the other side turn around and cast SNAVIG on
Charon to assume his form (+9)
Move towards the two-headed guardian (which lets you pass as Charon)
and punch the card with your name 'Charon' (+3). The gate opens

On the ground to your left is the Brog totem. Get it (+14)
Cast NARWILE on the 2nd time tunnel to activate it
Cast YASTARD on the dragon totem to send the dragon through the
2nd time tunnel to the Ocean
OCEAN You arrive at an oceanic landscape which is actually a BIG
dragon sleeping in the water. The time tunnel through which you arrived
is on one of the dragon's feet.

Fly to the other foot and move the right nail to make the dragon's
belly emerge from the water (+5)
Fly to the belly and take the inflatable raft and captain (inside
the crate)
Fly to the sleeping dragon's hand and take the air pump from the
skeleton
Fly to the dragon's head and plug the inflatable raft and captain
in the nostrils
Inflate them to open the dragon's mouth (+16)
Fly into the mouth close to the uvula to find the Coconut of Quendor.
Take it
Someone from inside the belly of the dragon throws you a rope to
help him get out. You can if you want but in the end he dies anyway
so it doesn't really matter. Just take the rope. Also take the
gold tooth
Look up and put the Coconut of Quendor in the raft
Exit the mouth and tie the raft to the captain on the outside
Fly inside once more and using the gold tooth pop the captain (+9)
so that he drags the raft with the coconut out of the dragon and
QUICKLY get out of the mouth
Collect the Coconut of Quendor as the walking castle appears place
it in its rightful position inside the castle (+10)
Exit the castle and you return to the present
HADES

Back in Hades check out the mail box outside the gate and get the
mail (+10)
Open the envelope with the letter opener and you get the GLORF
spell (+107)
To leave cast SNAVIG on the two-headed guardian to assume its form
and give 1Z to Charon to take you back
DUNGEON MASTER'S LAIR

Go to the 1st time tunnel and cast YASTARD on the Brog totem to
send the Brog to the White House
THE WHITE HOUSE

Walk to the boarded front door and pull on the board to take it
and reveal an opening (+5)
Go to the cave entrance near the White House
Take the torch on the left (blickering torch)
Take the torch on the right (Flickering torch)
Return to the White House, enter and QUICKLY light the fire under
the pot on the right with the flickering torch (+18)
Go down the stairs and get an egg from the Grue nest
Eat some rocks (right of stairs)
Go upstairs again, light the fire once more and boil the egg until
it becomes hard (color changes to gold)
Take the boiled egg, go downstairs and throw it at the beam of
light over the chasm (+14)
Jump over the chasm to the chess puzzle (+5)
Use the board to smash the puzzle (+26)
Get the Skull of Yoruk (you are transferred to the walking castle)
and put it on the proper pillow (+10)
Return to the present through the time tunnel
CROSSROADS

Go to the bottom of the well (where you started off)
Cast GLORF on the rope to untie it and take it (+5)
MONASTERY

Use the rope on the sword (+13)
Use the sword on noose on the grating to climb inside the monastery
(+7)
On the control panel of the totemizer press the button labeled
'To Hall of Inquisition'
In front of the totemizer locate the turning wheel controls and
turn the one below the yellow light until the light goes out (this
makes the totemization process reversible since by doing this
you cut off the supply of permaglue that keeps the victims imprisoned
inside the totems)
Flip the main switch to initialize the process (+10)
HALL OF INQUISITION

After the totemizer takes you to the hall of inquisition get outside
using the door on the opposite side of the hall
Open the code machine box on the left by pressing the red button

Get the middle hammer thing (+8) (This also creates a code message
that sends the guards for a break)
Go inside again and get the girl totem from the bin (+14)
Go to the 'Closing the time tunnels' exhibit
Pull the small lever all the way down and press the red button
(The hammer brakes)
Replace the broken hammer with the one you took from the box outside

Press the red button again to reveal the 3rd time tunnel (+9)
Cast NARWILE on the time tunnel to activate it
Cast YASTARD on the third totem to send Lucy Flathead to Port Foozle
in the past
PORT FOOZLE - PAST

Go to Antharia Jack's and knock on the door to get in (+18)
Take the cards from the table close to the bar
Use the card with four holes on the dart board to punch an extra
(fifth) hole (+7)
Back to the card table insert the four cards in the slots so that
they form the equation: 5 ¸ 1 - 3 = 2 (+5)
You are lead to the back room for a game of strip Grue-Fire-Water
with Antharia Jack
The rules of the game are simple: Fire wins Grue Grue wins Water
Water wins Fire Lucy Flathead is a telepath which means that she
can read the mind of Jack. Before making your choise click on the
window in front of Jack to read his thoughts and choose accordingly

Win four rounds (+20)
Play for a fifth time and Jack gives you the Cube of Foundation

The castle appears-Put the cube on the last empty pillow (+10)

Exit through the time tunnel to return to the present
After completing all three tasks you get arrested by the Grand Inquisitor
and end up in jail next to Antharia Jack's cell JAIL

Check the vent and use the letter opener to unscrew it (+15)
Click on the open vent to talk to Jack until he gives you the LEXDOM
scroll (the spell can be cast only once)
From the wall get the announcement poster
Put the poster under the cell door
Cast LEXDOM on the door to create a lock and key
Push the key with the letter opener through the keyhole
Pull the poster from under the door to get the key (+10)
Unlock the door and exit
Check the security console on the left of your cell (you see Antharia
Jack through camera 31-05)
Punch in 31-AB and press the button to free Jack (+23)
You set Jack free and he sneaks out and gives you back your stuff.
In the cut scene that follows the walking castle arrives and transports
you to the inquisition camp at the top of a hill, where the Grand
Inquisitor is getting ready to address the people. Y'Gale pops out
of nowhere once again and gives you the BOOZNIK scroll (the spell
can be cast only once) that reverses the functions of all the spells
in your book INQUISITION CAMP

Take from the walking castle the three relics of magic (i.e. the
Coconut of Quendor, the Skull of Yoruk and the Cube of Foundation)

Cast BOOZNIK on your spell book to reverse the spells (+6)
Move towards the guard tent and cast VORZER on the tent to seal
it shut (+17)
Walk to the radio tower until you are close enough to see the electric
discharges (take care not to step to close or you'll get fried)

Cast MARGI to make the electric fence appear (it's invisible but
it's purple!)
Step back and unplug the cable (+10)
Cut through the fence with the sword
At the base of the radio tower on the left open the hatch and place
the Skull of Yoruk (+14)
Go up the tower and in the middle place the Cube of Foundation
in the square hole (+12)
Go all the way to the top, place the Coconut of Quendor on one
side (+13) and the lantern on the other to balance it (+10)
Next look up and use the sword to cut the cable (either left or
right) to silence the Grand Inquisitor (+5)
Finally cast MAXOV on the antenna to bind the magic energies (+50)
1000/1000
THE END Solution c by Kostas Pontikis (GR) / sniper@compulink.gr