Zork: Grand Inquisitor чит-файл №3

by Mikko Runolinna

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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 stairs.

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 Crossroads.

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.

Hades

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 vacuum.

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 interrupted.

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 tunnel.

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.

Hades

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 it.

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 spell.

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 Crossroads.

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.

Hades

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.

Hades

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 tunnel.

Jail

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 game.

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.

Congratulations. You've successfully completed Zork: Grand Inquisitor.