Mini-Zork walkthrough in 10 parts, made for the Mini-Zork page on www.deblauweschicht.nl. ** HEREAFTER THERE BE SPOILERS! ** This walkthrough follows the one for Zork I (also available on www.deblauweschicht.nl) as closely as is practical. The thief is a problematic force in the Great Underground Empire. In some occasions he might abduct some vital items from the player, the most serious being the light source. If such an incident occurs, it might be prudent to revert to an earlier game state. Save often! Contrary to other installments of Zork I, the egg treasure does not need opening. It may therefore be deposited in the trophy case straight away. PART I, on the surface (egg) ---------------------------- The game begins at the iconic Zork I starting location in front of the White House. We collect the egg and break and enter the house. West of House > n North of House > n Forest Path > climb tree Up a Tree > take egg (6 points) > d Forest Path > s North of House > e Behind House > open window > w (10 points) Kitchen > w Living Room > open case > put egg in case (Note: unlike in Zork I, this egg cannot be opened. Therefore, no action on the part of the thief is required here.) > move rug > open trap door > take lantern PART II, going underground (painting) ------------------------------------- A short first excursion into the Great Underground Empire. We go in through the trap door and return with a beautiful painting through a narrow chimney that leads from below to the Kitchen. > d (25) Cellar > turn on lamp > e Studio > take painting (7) > u (Note: only two items can be take through this passage at one time.) Kitchen > u Attic > take all > d Kitchen > turn off lamp > put knife on table (Note: the knife is a useful weapon against the thief, but is not needed now.) > w Living Room > put painting in case PART III, another way to the surface (bag of coins) --------------------------------------------------- We deal with the troll and venture into the maze for more treasure and an alternative route to the surface. > get sword > open trap door Cellar > turn on lamp > n Troll Room > kill troll with sword (10) (Note: repeat until the troll is dead.) > w Maze > w Maze > u Maze (with skeleton) > take bag (11) > take key > sw Maze > u Maze > ne Grating Room > unlock grate with key > open grate > u Forest Path > turn off lamp > s North of House > e Behind House > w Kitchen > w Living Room > put bag in case PART IV, a visit to Hell! (torch and crystal skull) --------------------------------------------------- In which we venture to the Land of the Dead. > drop all except lantern and rope > open trap door > d (Note: the trap door is now no longer closed behind us.) Cellar > turn on lamp > n Troll Room > ne Reservoir South > e Dam > take matchbook > w Reservoir South > s Round Room > se Dome Room > tie rope to railing > climb down rope Temple > turn off lamp > read inscription > take torch and bell (12 for the torch) > s Altar > read book (Note: book is added to inventory automatically.) > take candles > d Windy Cave > d Entrance to Hades > ring bell (Note: the following manipulations with the candles may not all be necessary; the candles may still be burning, and we may not have dropped them.) > take candles > light match > light candles with match > read book (Note: we now have access to Hades. Some objects are now no longer necessary.) > drop matchbook and black book and bell and candles > s Hades > take skull (22) > n Entrance to Hades > u Windy Cave > n Twisting Passage > n Round Room > w Troll Room > s Cellar > u Living Room > put skull in case PART V, some archaeology (coffin and sceptre) --------------------------------------------- A quick visit to the Egyptian Room. > put down lantern (Note: with the torch in our possession we can do without the lantern for a while.) > d Cellar > n Troll Room > e Round Room > se Dome Room > d Temple > e Egyptian Room > Take coffin (13) (Note: the coffin is not empty.) > w Temple > s Altar > pray (15) Forest Edge (Note: wow!) > w Forest > w Behind House > w Kitchen > w Living Room > open coffin > take sceptre (9) > put coffin in case PART VI, an aquatic experience (trunk of jewels) ------------------------------------------------ We take a closer look at the reservoir and the Frigid River. > d Cellar > n Troll Room > ne Reservoir South > e Dam > ne Maintenance Room > take wrench and screwdriver > press yellow button > sw Dam > turn bolt with wrench (20) > drop wrench > w Reservoir South (Note: it may be necessary to wait until the water in the reservoir has disappeared.) > n Reservoir > take trunk (15) > n Reservoir North >take pump > s Reservoir > s Reservoir South > sw Troll Room > s Cellar > u Living Room > put trunk in case PART VII, a ride on the river (emerald, scarab, pot of gold) ------------------------------------------------------------ Here we make a strange trip along the Frigid River. > drop screwdriver > d Cellar > n Troll Room > ne Reservoir South > e Dam > d Dam Base > inflate pile of plastic with pump > read label > get in boat > launch Frigid River (in the magic boat) > wait (Note: repeat wait until we are at the buoy; approximately 4 waits.) Frigid River (in the magic boat) > take buoy > e Sandy Beach > get out of boat > open buoy (18) > take emerald > drop buoy > take shovel > ne Sandy Cave > dig in sand with shovel > dig in sand with shovel > dig in sand with shovel > dig in sand with shovel > take scarab (15) > sw Sandy Beach > drop label and shovel and pump > s Aragain Falls > wave sceptre > w End of Rainbow > take pot of gold (19) > sw Canyon Bottom > u Canyon View > w Forest Edge > w Forest > w Behind House > w Kitchen > open sack > take garlic > w Living Room > put emerald and scarab and pot of gold and sceptre in case PART VIII, the mines (jade figurine, bracelet, huge diamond) ------------------------------------------------------------ In which we visit a dangerous underground underground area. > take screwdriver and lantern > d Cellar > n Troll Room > ne Reservoir South > n Reservoir > n Reservoir North > n Drafty Cave > n Winding Passage > n Slide Room > w Mine Entrance > n Bat Room (Note: the garlic neutralizes the bat.) > take jade figurine (13) > e Shaft Room > put torch and screwdriver in basket (Note: do not go north holding the torch.) > lower basket (Note: as a precaution for wandering thieves.) > n Gas Room > turn on lantern > take bracelet (10) > e Coal Mine > n Coal Mine > s Coal Mine > d Ladder Room > take pile of coal (Note: the passage to the west is too narrow to pass with anything.) > u Coal Mine > e Coal Mine > nw Coal Mine > w Gas Room > s Shaft room > pull chain (Note: only necessary if basket has been lowered before.) > put coal in basket > lower basket > n Gas Room > e Coal Mine > n Coal Mine > s Coal Mine > d Ladder Room > put down all > w Drafty Room > take coal and screwdriver and torch (10) > s Machine Room > open lid > put coal in machine > close lid > turn switch with screwdriver > open lid > take diamond (25) > n Drafty Room > put all in basket > e Ladder Room > take all > u Coal Mine > e Coal Mine > nw Coal Mine > w Gas Room > s Shaft room > pull chain > turn off lamp > take diamond and torch > w Bat Room > s Mine Entrance > e Slide Room > d Cellar > u Living Room > put diamond and bracelet and figurine in case PART IX, finish the thief (chalice) ----------------------------------- The thief stands in the way of progress. We deal with him. > e Kitchen > drop garlic > take knife > w Living Room > d Cellar > n Troll Room > w Maze > w Maze > u Maze (with skeleton) > sw Maze > e Maze > e Maze > se Cyclops Room > cyclops, ulysses (Note: it's also possible to pacify the cyclops by giving him the food and drink from the Kitchen, but then you don't get the handy new exit to the Living Room.) > u (20) Thief's Lair (Note: the thief will appear as soon as we enter his hideout.) > kill thief with knife (Note: repeat until done.) > take chalice (20) (Note: and any other treasures that the thief may have purloined.) > d Cyclops Room > e Living Room > put torch and chalice in case (25) (Note: if all treasures have been deposited in the trophy case, a parchment map will appear.) PART X, the end --------------- We have full score now, but some moves remain. > e Kitchen > e Behind House > s South of House > w West of House (Note: a secret path has appeared.) > sw Inside the Barrow This is the end of Mini-Zork. In the final message of the game we are encouraged to play Zork II and Zork III (of which there are no "mini" versions). Sadly, at the time Mini-Zork came out Infocom had ceased to exist as an IF company and was only continued as a label by Activision. Treasure list ------------- A chalice A torch (providing light) A jade figurine A sapphire-encrusted bracelet A huge diamond A sceptre A pot of gold A beautiful jeweled scarab A large emerald A trunk of jewels A gold coffin A crystal skull A leather bag of coins A painting A jeweled egg