Another Zork I walkthrough, made for the Zork I page on www.deblauweschicht.nl ** Spoilers follow below! ** We'll do this in segments. We'll also try to be pragmatic, but some ground will likely be treaded more than once. Hints concerning the thief: The thief gets around; he does not seem to be hindered by obstacles that would defeat the player. It is a Zork rule that the thief only takes and disperses items from rooms that have been visited by the player. So, in order to preserve the predictable location of items, don't visit their containing room until you are ready to collect them. Don't try to confront the thief too early in the game. You need some experience before you have a chance of winning. If you run into the thief at an inconvenient moment, you can do two things. Either stay in character and try to finish the game anyway, or restore and study the thief's itenerary to avoid him. In this walkthrough, we confront him in the very end. Only the thief can open the egg. Leave it somewhere where he can find it. PART I, on the surface (egg) ---------------------------- It all starts here. White house, mailbox, et cetera. First, we prepare ourselves before going underground. West of House > n North of House > n Forest Path > climb tree Up a Tree > take egg (5 points) > d Forest Path > n Clearing > move leaves > s Forest Path > s North of House > e Behind House > open window > go through window (10) Kitchen > w Living Room > move rug > open trap door > take lantern PART II, going underground (painting) ------------------------------------- Now we enter the Great Underground Empire to collect our first treasure. Also, we leave the egg so that the thief can open it for us. Other than the egg, we only take the lantern with us as our return to the surface will lead us through a constricted passage that allows carrying not more than two items. > d (25) Cellar > turn on lamp > s East of Chasm > e Gallery > take painting (4) > put down egg > n Studio > u (note: this passage is constricted; not more than two items can be carried through it.) Kitchen (Note: we are back in the white house.) > u Attic > take all > d > turn off lamp > put knife on table > w Living Room > open trophy case > put painting in case (6) PART III, another way to the surface (bag of coins) --------------------------------------------------- Going up via the chimney every time is somewhat tedious, but there is another way. The troll and the maze are featured in this part. The rooms in the maze are indistinguishable by their description, and can normally only be mapped by leaving items in them to be able to tell them apart. The thief has a tendency to pick up these objects and leave them somewhere else, frustrating your mapping attempts. > take sword > open trap door > d Cellar > turn on lamp > n The Troll Room > kill troll with sword (repeat until troll is dead) > w Maze > w Maze > w Maze > u Maze (with skeleton) > take bag and key (10 for bag) > sw Maze > u Maze > d Maze > ne Grating room > unlock grating with skeleton key > open grating (Note: apparently, opening this way to the surface ends the phenomenon of the trap door being closed and barred behind you. Now convenient and unrestricted passage via the trap door has become possible.) > u Clearing > turn off lamp > s Forest Path > s North of House > e Behind House > w Kitchen > w Living Room > put bag in case (5) PART IV, more underground (platinum bar) ---------------------------------------- We continue our forays in the GUE and collect more treasure. > put down sword and skeleton key > open trap door > d (note: the trap door is now no longer closed and barred behind you after descending) Cellar > turn on lamp > n The Troll Room > e (5) East-West Passage > e Round Room > e Loud Room > echo > take platinum bar (10) > w Round Room > w East-West Passage > w The Troll Room > s Cellar > u Living Room > turn off lamp > put bar in case (5) PART V, some archaeology (coffin and sceptre) --------------------------------------------- In a similar direction as the previous outing. It appears to be not possible to do the two in one go, as one of the items we will collect now is so large that we can't take anything else with us. > d Cellar > turn on lamp > n The Troll Room > e East-West Passage > e Round Room > se Engravings Cave > e Dome Room > tie rope to railing > climb down rope Torch Room > turn off lamp > s Temple > e Egyptian Room > turn on lamp > take coffin (10) > w Temple > turn off lamp > s Altar > pray Forest (Note: a third way back to the surface!) > e Forest Path > s North of House > e Behind House > w Kitchen > w Living Room > open coffin > take sceptre (4) > put coffin in case (15) PART VI, going to hell (ivory torch, crystal skull) --------------------------------------------------- This trip involves acquiring an alternative light source, a visit to Hades, and the performance of a strange ritual. Also involves a first trip to the Flood Control Dam #3. This covers a bit more ground than before so there is some chance that we will encounter the thief. > put down sceptre > d Cellar > turn on lamp > n Troll Room > e East-West Passage > e Round Room > n North-South Passage > ne Deep Canyon > e Dam > n Dam Lobby > take matchbook > s Dam > s Deep Canyon > d Loud Room > w Round Room > se Engravings Cave > e Dome Room > d Torch Room > turn off lamp > take torch (14) > s Temple > take bell > s Altar > take book and candles > d Cave (Note: it is possible that some gust of wind blows out your candles. This is why we picked up the matchbook.) > d Entrance to Hades > ring bell > light match > light candles with match > take candles > read book > s Land of the Dead > take skull (10) > n Entrance to Hades > u Cave > n Mirror Room > n Narrow Passage > n Round Room > w East-West Passage > w Troll Room > s Cellar > u Living Room > put skull in case (10) PART VII, a short excursion (trident) ------------------------------------- The first part of the Great Underground Empire has now been ransacked. Using an unusual mode of transportation we now enter parts north of Flood Control Dam #3. > e Kitchen > drop matchbook and book and candles > w Living Room > d Cellar > n The Troll Room > e East-West Passage > e Round Room > s Narrow Passage > s Mirror Room > touch mirror (Note: we are now transported to another room with the same name) > l > e Cave > d Atlantis Room > take trident (4) > s Reservoir North > take pump > n Atlantis Room > u Cave > n Mirror Room > n Cold Passage > w Slide Room > d (Note: another unexpected connection between rooms; one-way) Cellar > u Living Room > put trident in case (11) PART VIII, the dam (trunk of jewels) ------------------------------------ In which we undertake to make dry the area that is presently in a flooded state on account of Flood Control Dam #3. > drop pump > d Cellar > n The Troll Room > e East-West Passage > e Round Room > n North-South Passage > ne Deep Canyon > e Dam > n Dam Lobby > n Maintenance Room > press yellow button > take wrench and tube and screwdriver > s Dam Lobby > s Dam > turn bolt with wrench > drop wrench > w Reservoir South > wait (until water level is suficiently low) > n Reservoir > take trunk (15) > s Reservoir South > sw Chasm > sw East-West Passage > w The Troll Room > s Cellar > u Living Room > put trunk in case (5) PART IX, the river (emerald, scarab, pot of gold) --------------------------------------------------- During an exciting trip over the Frigid River we will lay our hands on some more treasures. > drop screwdriver > take pump > take sceptre > d Cellar > n The Troll Room > e East-West Passage > e Round Room > n North-South Passage > ne Deep Canyon > e Dam > d Dam Base > inflate plastic with pump > put down sceptre > get in boat > take sceptre (Note: if the boat is punctured here something probably went wrong with the sceptre, which has a sharp point on one end. This can be repaired by using the tube found in the maintenaince room north of the dam lobby (see the previous section), and remember that the thief tends to replace items that we have encountered earlier but have left behind.) > launch boat Frigid River, in the magic boat > wait (or do other things compatible with traveling in a boat along the White Cliffs, until we are carried to a buoy) > take buoy > e Sandy Beach, in the magic boat > get out of boat Sandy Beach > drop pump and label and tube > open buoy (5) > take emerald > drop buoy > take shovel > ne Sandy Cave > dig in sand with shovel (four times) > take scarab (5) > drop shovel > sw Sandy Beach > s Shore > s Aragain Falls > wave sceptre > w On the Rainbow > w End of Rainbow > take pot of gold (10) > sw Canyon Bottom > u Rocky Ledge > u Canyon View > nw Clearing > w Behind House > w Kitchen > open sack > take garlic > w Living Room > put scarab in case (5) > put emerald in case (10) > put pot of gold in case (10) > put sceptre in case (6) PART X, the mine (jade figurine, bracelet, huge diamond) -------------------------------------------------------- We move to the northern part of the map for a lengthy excursion to the coal mine. > take screwdriver > d Cellar > n The Troll Room > e East-West Passage > e Round Room > s Narrow Passage > s Mirror Room > touch mirror Mirror Room > n Cold Passage > w Slide Room > n Mine Entrance > w Squeaky Room > n Bat Room (Note: the vampire bat is rendered harmless by the garlic) > take jade figurine (5) > e Shaft Room > put torch and screwdriver in basket > n Smelly Room > turn on lamp > d Gas Room > take bracelet (5) > e Coal Mine > ne Coal Mine > se Coal Mine > sw Coal Mine > d Ladder Top > d Ladder Bottom > s Dead End > take coal > n Ladder Bottom > u Ladder Top > u Coal Mine > n Coal Mine > e Coal Mine > s Coal Mine > n Gas Room > u Smelly Room > s Shaft Room > put coal in basket > lower basket > n Smelly Room > d Gas Room > e Coal Mine > ne Coal Mine > se Coal Mine > sw Coal Mine > d Ladder Top > d Ladder Bottom > w Timber Room > put down all > w Drafty Room > take coal and screwdriver and torch (13) > s Machine Room > open lid > put coal in machine > close lid > turn switch with screwdriver > open lid > take diamond (10) > drop screwdriver > n Drafty Room > put torch and diamond in basket > e > take all except timber > e Ladder Bottom > u Ladder Top > u Coal Mine > n Coal Mine > e Coal Mine > s Coal Mine > n Gas Room > u Smelly Room > s Shaft Room > raise basket > take torch and diamond > w Bat Room > s Squeaky Room > e Mine Entrance > s Slide Room > d Cellar > u Living Room > put diamond in case (10) > put bracelet in case (5) > put figurine in case (5) PART XI, the thief (chalice, opened egg, clockwork canary) ---------------------------------------------------------- We must now confront and defeat our nemesis, the thief. Also known as the annoyer. The A-hole. The enemy of all decent text adventurers. > e Kitchen > take knife > drop garlic > w Living Room > d Cellar > n The Troll Room > w Maze > w Maze > w Maze > u Maze (dead adventurer) > sw Maze > e Maze > s Maze > se Cyclops Room > cyclops, odysseus (Note: the cyclops knocks down the east wall in fleeing. This opens yet another way to the surface, and straight to the living room in white house, no less.) > u (25) Treasure Room (Note: it is likely that we will meet the thief here. With the number of points that we have amassed by now, we should be able to deal with him.) > kill thief with knife (repeat until done) > take chalice (10) > take egg > take canary (6) (Note: and take any other treasures that the thief may have purloined.) > d Cyclops Room > e Strange Passage > e Living Room > put torch in case (6) > put chalice in case (5) > put egg in case (5) PART XII, the end (bauble) -------------------------- We are left with one task, and that's to get the final six points. > e Kitchen > e Behind House > n North of House > n Forest Path > u Up a Tree > wind canary > d Forest Path > take bauble (1) > s North of House > e Behind House > w Kitchen > w Living Room > put bauble in case (1) > put canary in case (4) (Note: if our collection of treasures is complete, we will find a map in the trophy case.) > take map > read map > e Kitchen > e Behind House > n North of House > w West of House (Note: a new path has opened.) > sw Stone Barrow > w Inside the Barrow (Note: now play Zork II!) Treasure list ------------- A golden clockwork canary A beautiful brass bauble A jewel-encrusted egg A chalice A torch (providing light) A jade figurine A sapphire-encrusted bracelet A huge diamond A sceptre A pot of gold A large emerald A beautiful jeweled scarab A trunk of jewels A crystal trident A crystal skull A gold coffin A platinum bar A leather bag of coins A painting The map that appears in the trophy case after putting all these items in is considered the twentieth treasure.