ZORK ZERO - (You will need to look around this game on your own before using this hint-thru. Map it as you go for important rooms. Save the game frequently.) (You will meet a character called the Jester throughout the game. When he sticks a clown nose on your face, remove it before you suffocate. When he turns you into an alligator, you will drop all your possessions and can't pick them up till you turn back. When he makes the bedbug appear, yawn, lie down, or sing to make it go away. The game will begin with you as a waiter in a banquet hall. Follow the orders you receive to go to the Scullery, the Kitchen, and back to the Banquet Hall. The Megabox will appear after you have made a few moves. Dive under the table. After the panic has subsided, stand up and take the piece of parchment. Everything will fade as the king dies and the real game will begin. You will start in the Great Hall. Take the parchment and the calender. Go south of the hall to the throne room where you will find a scepter. Take the SCEPTER. Go upstairs and to the south of the Great Hall to the Gallery. Find a rebus covered by six flattened animals. Go south into the closet and press the button. An animal will be removed from the rebus. You will eventually encounter five more buttons with the same effect. Take the bag of food. Read the calender. Follow the suggestion to get into the secret wing. Take the candle from the secret passage. So south, then go west at the Tee to the Solar. Get the key here by solving the riddle. (Answer is "Y") Go west to Dimwit's room and look in the closet. Take the magic cloak and glove. Put the glove on. Follow the east branch of the Tee to the Bottom of the Stair. Go south into the dungeon and down into the hole. Take and wear the SEAMAN'S CAP, then wait a few turns for the jester to appear. He will ask you a riddle. Answer "triplet" and you will escape from the Oubiette. Go to the Torture Chamber southwest of the dungeon. Open all the torture devices until you find the METRONOME. Go to the entrance hall and ring the bell. The jester will ask you a riddle. Answer "time" and the gate will open. Go north to the Inner Bailey and take the worm. Go northwest to the Causeway and Barbican. Go up and turn the wheel to open the bridge. Go northwest to the Drawbridge and then the Outer Bailey. Go southwest from the Bailey to the Garrison and open the locker there. Take the key. Go northeast and follow the path to the Shady Park. Go to the URS Office north of the park. Answer the riddle. "bookkeeper" Take the Zorkmid coin. Go back to the park and east to the Village Center. Go south from the Village Center to the Post Office. Take the package and open it. (It is a homing pigeon) Go north to the Center then east to the FrobozzCo Lobby. Use the calender for directions to climb to Frank Lloyd Flathead's office. Take the T-SQUARE. Walk down into the basement. Press the button and continue south to Philharmonic Hall. Stand on the conductors stand. You will be transported to the basement. Get off the stand and take the VIOLIN. Get back on the stand and you will be transported back to the hall. Return to the Lobby. Go east then north to the Magic Shop. Take the Ring of Ineptitude and go back to the castle. Make sure you have the iron key and the candle. Go to the courtyard and unlock and open the door. Go north to the Library. Touch the armor three times to get the LANCE. Read through the encyclopedia there. Remember the Jesters name. Go south to the Chapel. Open the trap door (it is a short cut to the Crypt). Go east until you get to the Guest Rooms. Take the wand. Go east again into the Servant's Quarters. Go up to the Jesters Room. Open the large door and go north twice to the Pyramid Room. Take the goggles and put them on. Return to the Jester's Room. Open the small door to face the puzzle. (To move N weights from one peg to another, move N-1 weights to the remaining peg, move the Nth weight to the target peg, and move the N-1 weights to the target peg.) The large door in the Jester's room will not open until all weights are on one of the pegs. When you move all the weights to the right peg, (taking about 60 moves) go into the opened door and obtain the MANUSCRIPT. Move the weights to the left peg, go through the door, and get the cup with the magic potion. Return to the main wing of the castle. Make sure you have the candle, the wand, and the steel key. Put on the goggles if not on already. Go down from the Kitchen and take the Walnut. Go into the Parlor, point the Wand at the Lobster to turn it into a Nutcracker. Take the nutcracker. Go south and southwest. Unlock and open the door to enter the West Wing. Try to go west from the West Wing and answer the Jesters question. (Open the walnut with the nutcracker, then eat it) Go north of the West Wing to find the Peg room. Play Peggleboz. (Solution: QG SQ HR UL IK TI EJ OG AE FN MO LJ PF FC BD DK QG EJ OG) Go north to the gaming room. The Jester will play a shell game with you. Wearing the goggles, you can see where the ZORKMID BILL is. Point to it to get it. Go to the Gym to the south of the West Wing. Stow all your items (not what your wearing) and pick up the DUMBBELL. Return to the main part of the castle and stow the dumbbell. Make sure you have the coin, the candle, the perch, the pigeon, and the cloak. Put on the glove if you don't have it on already. Go down from the Great Hall to the Lower Hall, then down again to the Lowest Hall. To the south is a vault door. Examine the door and dial. Turn the dial to any number. Open the door and go south. Take the STOCK CERTIFICATE. Go north from the Lowest Hall and take the magic passages. Read the notice that will fly out when you take them. From the Lower Hall, go southwest to the Underground Highway. Go south to the exit and west to the Field Office. (The blueprint is supplied with the game) Go west to Lot 47. The closest you can come to the next object (hardhat) is a (chess) knights move away. Go there, using the magic passageways to do so. When you arrive, drop the pigeon's perch and wear the cloak. You will be transported to the Plain. Explore the area until you find one of the Knights. Drop the pigeon. The knight will be transported after he picks it up. Take off the cloak to return from the Plain. Take the pigeon from the knight. Tell him to go to the hardhat location (Soldier, x Then xx). Drop the pigeon, then take it to join him. Tell him to reverse his move. Repeat the process with the pigeon to get back to your past location. Take the hardhat and the perch from the knight. Work your way out of the Construction Zone. From the Exit, go south to the Crossroad and south again to the Toll Booth. Read the sign and put the coin in the basket. Ditch the cloak and other unneeded items. Follow the south path to the Orb Room. Take the Orbs and return to the Crossroads. Go east to the Cave-in. The Jester will ask for his middle name. (Was in encyclopedia) Answer him and take the Anti-pit Bomb. Return to the Lower Hall and go down twice to the Pits. Throw the bomb at the pits and take the LANTERN. Go back to the Lower Hall and north the Laboratory. Take the SCREWDRIVER. Return to the castle and stow you stuff. Make sure you are carrying the candle. Do not take the pigeon to this section. Go back to the Crossroads and take the west path. You will eventually reach a Fork. Continue west until you get to the Wharf, then go west to the Casino. The Jester will ask you to play a game. Read the calender about Babe Flathead. Use that information to win the game. Take the broom. Go south, east, then north to reach the Inquisition. Take the box that is there, and a number, and then read the rules. When your number comes up, enter "Executioner, behead me". You will be brought back into the fishing village. Go south, south, then southeast to the Warning Room. Read the sign and go northeast to the Room of Three Doors. Read the doors. Save the game.Two of the doors have statements that would both be true if the door led to Wishyfoo territory. Open the remaining door and take the shovel. Go down to the Fork. Return to the castle. Go to the Secret Wing. Go southeast from the Dungeon to the Cell. Sweep the cobwebs to find a GLASS FLASK. Go north from the Bottom of the Stair and north again into the Crypt. Look under the slab (indicated in the funny paper) and a hole will appear. You should receive the slate. Work your way outdoors to the Outer Bailey and stand at the stump. Follow the directions on the slate and dig with the shovel. Open the chest and find the GAUDY CROWN. Return to the castle and stow everything. Take the pigeon, perch, candle, squid repellent, and seaman's cap with you to the next section. Don the hat. Enter the Lower level and go southeast to the Royal Zoo. Go east to the West Shore of the Lake and enter the Dock. Enter the boat and examine the controls. Press the white button and the boat will go to the middle of the lake. Go down to the Hold of the boat and examine the Bathysphere. Drop the squid repellent. Open the bathysphere, enter it, close the door, and examine the controls. Turn on the lights, put your hand in the hole, and grab the squid repellent. Push the lever down. Wait until you reach the bottom and release the repellent. Grab the Ruby on the bottom then push the lever up. When you get to the top, remove your hand from the hole, open the door, get out, and take the Ruby. Go up to the Deck and press the green button to go to the South Shore. Leave the boat and the dock then go west to the Stream. When you go west the Jester will ask you a riddle. Answer "music". He will then give you a DIPLOMA. Go back east then south to the Edge of Desert. Then go east to the Great Underground Savannah, then northeast to the great Underground Woods. Go north to the base of Mountain then east up the mountain. Take the Amulet. Push the boulder and continue north to the Grotto. Press the button and continue northeast to the Shrine. Leave all your possessions here but the pigeon and candle. Go to the Grotto and go down. You will fall into the Lowest Hall. Take the gravel, the candle, then the pigeon to get back. Put the gravel into the bowl. Repeat this until you have 3 helpings of gravel in the bowl. Touch the elixir. Take your possessions and wear the cap and the amulet. Return to the base of the mountain and go north to the Stable. Take the SADDLE and the rooster. Go back to the docks, on your way, take the fox and the fly. Get into the boat and push the yellow button. After arrival, start making your way back to the Castle. Pick up the toboggan from the Kennels, west of the zoo, on the way. Don't leave the rooster alone with the fox or worm. Go to the Castle and stow your possessions. For this next part, only take the fox, rooster, and worm with you. Go to the West Hall then west into the Dirigible Hanger. Enter the Dirigible and press the right button. Wait until you arrive at Fenshire. Leave the dirigible and go south to the Deserted Castle. Go east to the Ruined Hall then north to the Marsh. Give the fox, rooster, and worm to the Jester. The Jester will want to make a stew with the ingredients after taking you north to the Nice Lunch Spot. You can only carry one item and cannot leave the rooster with either the fox or the worm. Carry the rooster north, drop it, return and take the fox north. Take the rooster and drop the fox. Go south, take the worm, and drop the rooster. Go north, drop the worm, and return to take the rooster north. The Jester will make the stew and you will end up in Fenshire Hangar with a hexagonal block. Press the left button to return to the castle. Take the ruby, candle, toboggan, pigeon, perch, and all 4 orbs with you for the next section. Also, wear the amulet. Go to the Crypt and down to the Oracle. Drop the perch and put the ruby in the depression to activate the Oracle. Examine the amulet as the Oracle blinks. When the number of open eyes in the Oracle is one, enter the Oracle. You will be transported to the Glacier. Drop the toboggan and ride it down to Mirror Lake. Look at all four Orbs in the mirror. One of the Orbs will show a sleeping maiden. Discard the other 3, throwing the last one east. You should end up on the west side of the lake after the reaction calms. Go into the Chalet and take the SCALE MODEL. Drop the pigeon, then take it to return to the Oracle. For the next section, take the candle, hexagonal block, wand, orb, and the pigeon. Wear the amulet. Leave the perch at the Oracle and go down to the Royal Zoo. Drop the pigeon. Be careful here!! Save the game. Point the wand at the snake, turning it into a rope (for 16 turns). Open the cage. Take the rope and the pigeon to get back to the Oracle. Enter the Oracle when no eyes are open. You will be at the Crag. Go down to the Upper Ledge and tie the rope to the spire. Go down to the Lower Ledge and take the EASEL and the LANDSCAPE. Drop and take the pigeon to get back. Return to the Crag and press button. Go northeast to the Natural Arch. Go down to the Enchanted Cave. Put the orb on the Alter and take the flower. Return to the Crag and go southwest to the Hollow. Put the block in the hole and go south to the Iron Mine. Take the sapphire and return to the Oracle by dropping and picking up the pigeon. Return to Fenshire and go south from the Ruined Hall to the Hothouse. Play Snarfem. (look at the flowers on the left and right to show how many to take) When you win, take the fan. Go to the Ruined Hall. Put the flower in the vase and go east. Take the ladder then return to the Castle. For the next part, take the candle, pigeon, and lantern. Wear the amulet and hard hat. Go to the Oracle. Enter it when all four eyes are open. You will end up in the Mine Entrance. Go east, north, then north again to the Crawl. Press the button. Go northwest and take the QUILL PEN. Leave the mine. Go west, then southwest to Flathead Stadium. Go southeast then east to the Cliff bottom. Turn on the Lantern and go up the Precipice. Go east to the Aerie. A bird will take one of your lights. Go southeast to the Icky Cave. Use the calender to summon the witches. Say hello to one of them. They will ask you for 6 gloops of water from the Underground Oasis. They will give you a vial. Leave the cave. Search the birds nest and find the tie and take it. Go to the Cliff Bottom and take your light. Turn off the lantern and return to the castle by dropping/picking up the pigeon. Bring the candle, pigeon, and ladder with you for this section. Wear the amulet. Go to the Oracle and enter it when 3 eyes are open. You will be at the foot of the Statue. Go southwest then south to the Outside Hut. Go west to Megaboz's Hut and read the poem. Leave the ladder and climb it. Open the trap door and go up to the Attic. Press the button. Leave the ladder there and return to the View. Go southeast to the Cairn and east to the Outside Shack. Read the sign and go northeast into Gumboz's Shack. Take the 4-gloop vial. Gumboz will cast a spell on you. Return to the Castle by the pigeon drop. Take the wand, the candle, and the bag of food and go to the Formal Garden. Point the wand at the Flamingo and take it. Go east to the Great Hall, then down, then north twice to reach the Testing room. Put the flamingo into one of the booths then enter the other. Open the bag then wait for the ornament to come alive again. Press the button and you will become a Flamingo. Eat the food. Make sure you have both vials, the candle, and are wearing the cap for the next part. Take the boat to the green dock. Go south, west, then ride the camel. Let the camel drink at the Stream before the Edge of Desert. From the Edge, go south, southwest, southeast twice, and northeast to the Underground Oasis. Dismount the camel. Get 6 gloops of water. (Fill the 9-gloop vial and fill the 4-gloop vial from it twice. This will leave one gloop in the large vial which you can transfer to the small one. Fill the large vial and fill the 4-gloop vial from it. Six gloops will remain in the 9-gloop vial.) Return with the vial to the witches. Give them the vial and they will tell you they need some brogmoid earwax. Take the cup of potion and go all the way down from the Great Hall to the Pits. Continue following the path down to the ear of the Brogmoid. Drink the potion and listen. (The fungus will be seeking a long lost cousin.) Return to the castle. By now the rebus will be visible. The solution is: tired pine, iron mike, wore, magic store. These combine with the poem in Megaboz's hut. Take the Ring of Ineptitude and the sapphire, candle, amulet, potion and pigeon. Go to the Fublio valley and follow the path west from the View till you get to On Top Of The World. Drink more potion and call for the cousin by name. Take the small fungus that appears. Go back down to the view. Go southeast, south, and down to the Quarry. Wear the Ring of Ineptitude and take the Sapphire. Remove the ring. Go to the Attic and unlock the trunk. Open the trunk and take the notebook and the fly. Read the notebook and find the magic word. Gather the items you dropped and return to the castle. Go down to the ear again and drop the fungus. Go further in and take the earwax. Go up and give the wax to the witches. Go grab the CLUB at the stadium. Go to the parapet above the Solar in the Secret Wing. Take the fly. Enter the Oracle when 2 eyes are open to get to the Delta. Go southwest twice then northwest to the toad. You will have to ask the Toad for the spyglass. Call him by his name listed in the calender article on John Paul Flathead. Go north, then northeast twice to the Rivers End. Take the fly and go southwest, northwest, southwest back to the toad. Give him the four flies and ask for the spyglass. Take it and return to the castle. You should now have the 24 items and the magic word. Do as the Parchment instructs to use them. Now, you can go past the perimeter wall, northwest of the Outer Bailey and watch the Castle turn into the small white house with the mailbox: where Zork 1 begins. ZORK ZERO IS PUBLISHED BY INFOCOM, INC. AND DISTRIBUTED BY MEDIAGANIC