Return to Zork

by

Infocom

designed by

Doug Barnett

Hints and Spoilers by David Tanguay

Contents

General Comments

Walkthrough

Hints by Location

General Comments

Layout

The hints are organised by location. I assume that you are able to get the lay of the land on your own.

Each location is first presented as a hints page, suggesting what you should do there. Some locations require that you leave and then return later, possibly several times. The first presented hints page will show you hints for the the first time you visit that location. There will then be a link to a separate hints page for the second time you must visit that location, and so on for third and subsequent visits. Since I don't want to spoil things too much in the hints pages, most hints pages will will have a link to a "next visit" page even if you only have to visit once.

I assume that you've tried the obvious things before you've looked at the hints pages. E.g., picked up anything lying about, talked to people, mapped out mazes. The hints pages will, therefore, contain maze maps and other such simple spoilers.

Each hints page will have a link to a spoilers page which will tell you exactly what you have to do at that location. It will also tell you the hints the game gives to tip you off to these actions.

The walkthrough is a simple list of actions, with links to the individual spoiler sections.

General Hints

Take pictures of everything.

Ask everybody about everything in your inventory, all your pictures, and the places you can see on your map. You can also ask about recorded voices, but that gets exceedingly tedious: just ask about sound bites you think might provoke a good comment. A good rule of thumb is to ask everybody about everything before doing anything. I.e., do some reconnaissance first.

Be alert for puns and veiled hints. The game tells you almost everything you need to know, if only you have the wits to hear and the memory to use it. There are a few places where I found no hint (hindsight included) on how to proceed, but they were easy to get around by trying the obvious or more recently found items.

Things happen in threes.

You're supposed to be the hero: act honourably! Don't slaughter or pillage.

Trust the good people of Shanbar.

Save early, save often. Especially after accomplishing something tedious, like navigating a maze, or before trying something that has any hint of danger.

Walkthrough

This is a full, 225 point walkthrough. It assumes you have the rest of this document available. I.e., it does not detail each specific action; it is just a thread of actions that are described in the spoiler sections of this document.

Mountain Pass

  • throw rock at vulture [2]
  • dig up plant [3]
    Lighthouse
  • ask about road to south
  • cut vines
  • tie planks [5]
  • take raft ride [7]
    Old Mill
  • get key
  • release chock [9]
    Gift Shop
  • unlock [10]
  • get battery, tickets, coins
    Hardware Store
  • get box, crank
    School House
  • ring bell [12]
  • answer test [14]
  • take Peepers picture
    Mayor's Office
  • read filing cabinet
    Under Bridge
  • give tickets, get gift [16]
    Old Mill
  • toast [17]
  • toast [18]
  • toast [19]
  • get keys [21]
  • toast [22]
  • get flask
  • go down, unlock door [24]
    Fool's Memorial
  • get book
    Snoot's Farm Trailer
  • go in window
  • go to bathroom
  • get slugged, answer question
  • go to bedroom
  • get mirror [25]
  • go to dog room
  • hear dog bark
  • go to kitchen
  • get thermozz [26]
  • get soap [27]
  • drop soap in sink
  • turn on water [28]
  • wash gift [30]
  • fill flask with water
  • get meat [31]
    Snoot's Farm Silo
  • turn clockwise with crank [32]
  • get carrots
    Pugney's House
  • talk with Pugney
  • get bra box [33]
    Pugney's Barn
  • get and drop hay
  • burn hay [35]
  • warm hands [37]
  • milk cow [42]
  • feed cow carrots [44]
  • drink milk twice
    Moodock's Armory
  • take his picture
  • ask about him [45]
  • win survivor [47]
  • get sword and coin
    Blacksmith's
  • as about book and pay
  • give sword [49]
    Incinerator
  • incinerate bra box [51]
  • douse wire [53]
    General Store
  • get rats
  • get whistle [55]
    Ben's dock
  • talk, be fascinated
  • learn cow-hitch [57]
  • get note [59]
  • rent boat [61]
  • put rats in motor [63]
    Witch's Hut
  • give note, get stick
  • navigate bog [68]
    Blacksmith's
  • get sword
  • get dwarven sword [73]
    Ruins
  • assemble puzzle
  • solve puzzle [88]
  • get disc, illumynite
    Forest of the Spirits: Tree with metal leaves
  • get coins [89]
  • (repeat as necessary, later on -- no additional points)
    Inn of Isenough
  • pay for room [91]
  • go to room
  • illumynite on nightstand [93]
  • sleep [95]
    Pugney's Barn
  • milk cow
  • drink milk [100]
    Forest of the Spirits: Bowman
  • give milk [102]
    Forest of the Spirits: Fairy
  • get dust [104]
    Forest of the Spirits: Leaves trap
  • spring trap [105]
    Forest of the Spirits: Hungry Boar Memorial
  • get disc [108]
    Vulture Pits
  • sprinkle dust on meat [110]
  • feed vultures [112]
  • get talon
    Snoot's Trailer
  • get more meat
    Inn of Isenough
  • sleep again [114]
    Vulture Pits
  • sprinkle dust on meat, feed vultures again [116]
    Snoot's Farm
  • get more meat
    Inn of Isenough
  • sleep again [118]
    Troll Caverns
  • (just get them on the map, and wander until the meat rots)
    Vulture Pits
  • sprinkle dust on meat, feed vultures again [120]
    Ben's Dock
  • rent boat
    Witch's Hut
  • ask about cow, get bats [122]
  • navigate back through bog
    Whispering Woods
  • free bats [124]
  • get guano
  • follow bats to dock
    Ferryman's Dock
  • ring bell thrice [125]
  • show him coin [127]
    Canuk's Shack
  • get magnet
  • get bottle, scroll
  • read scroll to duck [129]
  • ask about book
  • ask about bottle
  • open safe [131]
  • get disc
  • hold mirror, reflect spell [136]
  • get egg
    Ferryman's Dock
  • summon ferry [137]
  • summon vulture: hold magnet, blow whistle [138]
    Mayor's Office
  • ask about book
    Cliffs of Depression
  • get rope
  • tie it to tree [140]
  • go down
    Chucle's Comedy Club
  • replay jokes (Mayor,Blacksmith,Itah,Canuk) [148]
  • win contest and disc [149]
    Lighthouse
  • show illumynite [151]
  • ask about disc [153]
  • ask about rope
  • cow-hitch rope to rail [154]
  • tie talon to rope [156]
  • throw rope [158]
    Bel Naire
  • get shield
  • get sword blessed
    Dwarven Mines
  • wear helmet
  • get directions
  • navigate mine per directions [168]
    Lighthouse
  • retrieve talon
    Ancient Ruins
  • give statues appropriate goods
  • put disc in trencher [170]
  • press button [190]
  • retrieve stuff
    Troll Caverns
  • wield sword
  • kill guard left [191]
  • kill guard up [192]
  • kill guard down [193]
  • threaten leader, get necklace [195]
  • get out, remove helmet
    Forest of the Spirits: Spider Web
  • show necklace [197]
  • cut web [198]
    Flood Control Dam #3
  • get water into flask
  • drop guano into flask [200]
    Blocked Path
  • throw Frobozz disc [215]
    Citadel of Zork
  • shoot arrow
  • quaff potion
  • replay Alexis barking [220]
  • throw inventory at bridge
  • cross bridge [225]
    Morphius' Research Laboratory
  • trounce Morphius [win]
  • No more hints

    You know how to do everything you have to do here.

    Ancient Ruins

    There's a folder about the Muses in the Mayor's Office. It contains an interesting poem.

    next visit

    spoilers

    Ben's Dock

    Talk to Ben and go with the flow. Look carefully at the guts of the motor: it's not an internal combustion engine!

    next visit

    spoilers

    Bel Naire Temple

    The Holy Woman is a good guy. Trust her.

    next visit

    spoilers

    Bottled Ship

    The secret is to climb up.

    next visit

    spoilers

    Blocked Path

    The Mage Canuk will tell you what to do here.
    The Muses will give you the means.

    next visit

    spoilers

    Blacksmith's

    Take Moodock's advice, but be leery.

    Can this guy read?

    next visit

    spoilers

    Chuckle's Comedy Club

    The people in the comedy club want to hear jokes. You can't speak, so let others do the talking for you. Heard any good ones, lately?

    next visit

    spoilers

    Cliffs of Depression

    You'll need something to get down that cliff.

    next visit

    spoilers

    Canuk's Shack

    That's an interesting knocker.

    Something about those blueprints looks familiar.

    That duck isn't natural. The scroll has something to say about the subject.

    Canuk doesn't sound trustworthy, and he can cast horrible spells. Remember what happened to Moodock?

    next visit

    spoilers

    Citadel of Zork

    Be desperate. Try something you haven't previously been able to use to good effect.

    The Orc Leader looks too tough to fight. Try scaring him away.
    What would an Orc be afraid of?

    That bridge looks rickety. Trying throwing a rope across. Maybe that will tell you something.

    next visit

    spoilers

    Dwarven Mines

    Listen carefully to the general's directions.

    next visit

    spoilers

    Flood Control Dam #3

    Water unseen at falls
    Well, here are the falls.

    next visit

    spoilers

    Ferryman's Dock and Ferryman's Island

    The Whispering Woods told you the secret.
    What else would a guy like that want?

    next visit

    spoilers

    Fool's Memorial

    There's something funny here.

    next visit

    spoilers

    Forest of the Spirits

    This is a simple maze. Here's a map to save you the tedium:
        +-+-+-+-+-+-+-+-+-+-+
         W    |           |S|  W: spider and web
        +-+-+ +-+ +-+ +-+ + +  S: Hungry Boar Memorial
        | | |     |   | |   |
        + +-+ +-+ + + + +-+ +
        |   | | |   | |   | |
        + + +-+ +-+-+-+ + + +
        | |               | |
        + +-+ + +-+ +-+ +-+ +
        |   |     |T| |  L  |  T: Tree Spirit
        + + + +-+-+-+-+-+-+ +  L: leaves
        |     |     |   |   |
        +-+-+ +-+ +-+ + +-+-+
        |   |  F  |   |     |  F: Fairy
        + +-+ +-+ +-+ +-+ +-+
        |     |   |     | | |
        + +-+ +-+ + + + + + +
        | |   |  B  |       |  B: Bowman
        + +-+ +-+ + + +-+ + +
        |   | |   | | | |C| |  C: tree with metal leaves
        +-+-+-+-+-+-+ +-+-+-+
                     Ruins
    

    Tree with metal leaves: Try to get some of those leaves. spoiler

    Bowman: Listen to what he's saying and you'll learn that he has a serious handicap. What worked on you will also work on him. spoiler

    Fairy: You'll need some light to see her. Be nice to her; she's had a rough time. spoiler

    Tree Spirit: She'll sing you fascinating songs. spoiler

    Leaves: Careful! Those leaves might conceal something. I recommend you save the game. spoiler

    Hungry Boar Memorial: Better get him before he gets you for supper. spoiler

    Spider: This beast is too tough to fight. Try scaring it off. spoiler

    Gift Shop

    You'll have to unlock that door. Return when you have a key.

    spoilers

    General Store

    You'll need something to pick that lock. Furthermore, you will have to transform something else to get it.

    You don't really eat cereal for the cereal, do you?

    Why are people afraid of rats?

    next visit

    spoilers

    Hero's Memorial

    Looks serious, doesn't it?

    Hardware Store

    Hardware stores usually contain useful things.

    next visit

    spoilers

    Inn of Isenough

    Adventuring can be tiresome. Now might be a good time to catch a few winks.
    Beware: East Shanbar can be dangerous in the dark.

    next visit

    spoilers

    Incinerator

    Incinerator's are good for transforming garbage into more useful material.
    Be careful! They can be dangerous to operate. Follow the operating instructions.

    next visit

    spoilers

    Lighthouse

    Take Trembyle's advice.

    Listen to the Keeper and travel by water.
    There's no boat here, but there is plenty of wood.

    next visit

    spoilers

    Moodock's Armory

    What happened to his arm?
    What is that survivor game?

    next visit

    spoilers

    Morphius' Research Laboratory

    Moodock waived a useful move for the Wizard. Look for it if Ms. Peepers didn't already tell you.

    In order to win, you have to make a "knight's tour" of the board, leaving only one square unvisited at the end. Solve that (e.g., on a chess board) before trying to face Morphius.

    spoilers

    Mayor's Office

    There's a wealth of information here.

    next visit

    spoilers

    Mountain Pass

    You'll have to attack that vulture from a distance.

    Don't hurt the gentle inhabitants of Zork!

    next visit

    spoilers

    Old Mill

    Just passin' through.

    next visit

    spoilers

    Pugney's Barn

    How would you feel if someone grabbed your private parts with cold hands? You'll need to generate some heat to warm your hands.

    That milk was good! How about some more?

    next visit

    spoilers

    Pugney's House

    Don't steal! Be polite!

    next visit

    spoilers

    Rebecca Snoot

    You will randomly meet Rebecca as you wander about.
    She is intelligent and studious. Ask her about things, and ask her again, at a later meeting, if she didn't know anything the first time.

    next visit

    spoilers

    Ruins

    Pick up the pieces and put them back together. You will be rewarded.

    next visit

    spoilers

    School House

    Let the teacher know you're here.

    next visit

    spoilers

    Snoot's Silo

    You need something to open the latch. You should already have it.

    next visit

    spoilers

    Snoot's Trailer

    You've tried knocking and nobody seems to be home. The door is locked, but there's another way in.

    There's soap in the kitchen. Do you have anything dirty to wash?

    Pet the nice doggy.

    next visit

    spoilers

    Troll Caverns

    You need to be able to carry a light and wield a weapon at the same time. If it's not obvious how, then you haven't yet got the necessary equipment.

    The dead guy left you an important clue.

    The troll leader is right: you can't outfight him.
    But does he really believe that?

    next visit

    spoilers

    Under the Bridge

    Wouldn't you like to put a smile on the poor waif's face?

    next visit

    spoilers

    Vulture Express

    Vultures can be your friends. Music hath charms...

    spoilers

    Vulture Pits

    These gourmet vultures like their carrion spicey.

    next visit

    spoilers

    Witch's Hut

    Witches can be dangerous, but remember: you're the hero.

    Learned ladies are likely literate. Ask her about people and things.

    next visit

    spoilers

    Whispering Woods

    You'll need exceptionally good eyesight to make it through these woods. Consume lots of eye-food: you'll know when you've had enough.

    You don't have to map out this maze. There are some others with exceptional navigation skills that will lead you through.

    Here's a map, anyway:

         road to Shanbar
        + +-+-+-+ +-+-+-+
        |   |   | |   | |
        + +-+-+ + + +-+ +
        |       | |     |
        + + + +-+-+ +-+ +  ^
        |   |     | |   |  N
        + +-+ + +-+ +-+ +
        | |   |   | | | |
        + + + + + + + + +
        | |   | |   |   |
        + +-+ +-+ + + + +
        |   | |     | | |
        +-+-+-+-+-+-+ +-+
                     dock
    

    next visit

    spoilers

    Blacksmith's

    This guy doesn't look very trustworthy. Better check your sword.

    next visit

    spoilers

    Ferryman's Dock and Ferryman's Island

    What did the Woods whisper to you?

    next visit

    spoilers

    Gift Shop

    Look around for interesting stuff.

    Inn of Isenough

    An experienced adventurer learns to sleep whenever possible. Three is a magic number.

    spoilers

    Lighthouse

    Give the Keeper what he so desperately needs!
    Ask him about things.

    Make sure the rope is well secured. Don't use just any old knot.
    How can you make it secure at the other end?

    next visit

    spoilers

    Mayor's Office

    Ask the Mayor about things you have discovered underground.

    next visit

    spoilers

    Old Mill

    This is no time to get drunk! You should practice the local toasting custom with Boos', to be ready for your victory celebration. Details are in the Mayor's office.

    next visit

    spoilers

    Pugney's Barn

    Milk is good for your eyesight.

    next visit

    spoilers

    School House

    Ask the teacher about things you discovered underground.

    next visit

    spoilers

    Vulture Pits

    Perhaps they're still hungry?

    next visit

    spoilers

    Witch's Hut

    Pet bats? Maybe she'll open up if you talk about other pets.

    next visit

    spoilers

    Forest of the Spirits: Bowman Spoiler

    The bowman is blind. Give him your thermozz, with milk in it, to cure his blindness. [2]
    Pick up the bow and arrows.

    Forest of the Spirits: Tree with Metal Leaves Spoiler

    Strike the leaves with your Dwarven sword: the leaves fall, and are coins. [1]

    You can do this repeatedly in future visits.

    Forest of the Spirits: Fairy Spoiler

    Light a match, before the grues get you.
    Talk to fairy, be friendly, and she'll give you some fairy dust. [2]

    Forest of the Spirits: Leaves Spoiler

    The leaves are hiding a rope snare. Throw something at the leaves to spring the trap. [1]

    Carrots are a good choice, since you can always get more.

    Forest of the Spirits: Hungry Boar Memorial Spoiler

    Strike the boar with your Dwarven sword. [1]
    And again. [1]
    And once again, to reveal a disc piece. [1]
    Get the disc piece.

    Forest of the Spirits: Tree Spirit Spoiler

    Be fascinated or friendly and she will sing you different songs. They're not critical, so leave when you're bored.

    Forest of the Spirits: Spider and Web Spoiler

    Show the spider the troll leader's necklace. [2] It will run away in fear.
    Cut the web with your sword to clear the path. [1]

    Ancient Ruins Spoiler

    The Muses are the statues with the bases. The other statue in the middle is the catcher. Give the Muses, in order left to right, the stick, the talon, the thermozz, the helmet and the box (both to one statue), the shield, and the tele-orb.

    Put the disc pieces into the trencher. [2]
    Press either button and the disc is reforged. [20]

    Pick up the stuff before you leave -- you'll need some of it later.


    In the Mayor's filing cabinet is a folder on the Muses, containing a poem. Each line in the poem describes, in a cryptic way, what to give each Muse.

    Ben's Dock Spoiler

    Talk to Ben, and be fascinated.
    Ask him about that rope in his hands and he'll teach you the cow-hitch. [2]
    Ask him about any woman and he'll tell you of the Witch. He'll give you a note to deliver to her. [2]
    Give him money to rent the boat. [2]
    Put the rats in the motor to power the boat. [2]
    You can now travel in the boat.

    Bel Naire Temple Spoiler

    Take the shield.
    Talk to Holy Woman, be fascinated. Ask her about the things in the temple, and about your dwarven sword. Give her your sword to bless. Out in the courtyard, the road to the Dwarven Mines will open for you.

    Bottled Ship Spoiler

    Go up the mast and see the numbers "9427".
    Inside the cabin, get the rag and open the safe using those numbers. [2]
    Get the disc piece and the metal bit.
    Hold the mirror in hand, then leave the ship, backing out over the bow. When Canuk sees you, he will throw a duck spell at you. It will bounce off the mirror and duckify him instead. [5]
    Moodock told you he lost his arm due to a reflected spell.
    Canuk's voice, lapsing into Morphius', should alert you to possible treachery.

    Blocked Path Spoiler

    Throw the reforged Frobozz disc. [15]
    The wall of illusion comes crashing down.
    Morphius tells you he is behind a wall of illusion in one of your dreams at the Inn of Isenough.

    When asked about the disc pieces, Canuk will tell you how he used to use them to shatter walls of illusion.

    If you look at your photos, you will see two "photos from home" depicting the blocked path. The second will be a little different from the first, suggesting that this is a wall of illusion.

    Blacksmith's Spoiler

    Ask him about the book. Give him the two zorkmids to read it. Get the one zorkmid back.

    Give him your Dwarven sword to fix. [2]
    Return later to get your sword back.

    Chuckle's Comedy Club Spoiler

    You should have been asking people about the book that you found at the Fool's Memorial. Specifically, the Blacksmith, Canuk, Itah, the Mayor, and Rebecca will be able to translate a joke for you.
    Play a recording of one of them reading a joke. [2]
    Play a different one. [2]
    Play a different one. [2]
    Play a different one. [2]
    You win the contest and receive a disc piece. [1]

    Get out of there quickly: you die when your bonding plant dies.
    Don't take pictures, they don't like it.

    Cliffs of Depression Spoiler

    Take the rope and tie it to the tree. [2]
    Climb down and go to Chuckle's Comedy Club. You should have a bonding plant from the Mountain Pass.

    When you're done, take the rope with you.

    Canuk's Shack Spoiler

    Look at the blueprints: you'll see the knocker on the door.
    Pick up the bottle and the scroll.
    Read the scroll to the duck and it turns into the Mage Canuk. [2]
    Ask Canuk about the joke book and he'll read you a joke.
    Don't ask Canuk about the scroll!
    Lastly, ask Canuk about the bottle. He'll then shrink you to go inside it.

    Afterwards, you can feed the scroll to the duck and pick up the egg. You can take the egg out of the shack (but not the scroll or bottle). When you open the egg later, the scroll is inside!
    On your way back to the dock, use your sword to pry the knocker off to get a magnet.

    Citadel of Zork Spoiler

    Remove your helmet if you're wearing it.
    Shoot an arrow at the door and it will open.

    To get rid of the Orc, drink the potion of invisibilty.
    Then play the tape of Alexis barking and he will wander off. [5]

    Throw something at the bridge and it will tell you to continue downloading your inventory. Throw everything you have at the bridge, until it says it's safe to cross.
    Then, you cross. [5]


    The file on hellhounds, in the Mayor's Office, told you that Orcs were afraid of invisible hellhounds.
    After seeing Alexis, Wizard Trembyle told you that she was a hellhound.

    Dwarven Mines Spoiler

    Wear the helmet the general gives you

    Note the sequence of directions (left, right, straight) the dwarves mention:

  • L R S R L R S R L L R S
    Hop on the mining car and follow these directions at each intersection. [10]
  • Flood Control Dam #3 Spoiler

    Scoop water from behind the falls into your flask.
    Drop in the bat guano and get a potion of invisibility. [2]
    The sliding tile puzzle told you all about it.

    Ferryman's Dock and Ferryman's Island Spoiler

    Click on the bell three times to summon the ferry. [1]
    Show the Ferryman the big coin and he'll take you across. [2]

    When you're done on the island, take the ferry back.


    The Whispering Woods said "Three rings begin. Two rings return.".
    You can give him the coin, but how will you return?
    Just general caution: don't give something away unless you have to.

    Fool's Memorial Spoiler

    Pick up the book.
    Pugney will tell you what it is. He lives nearby.

    Gift Shop Spoiler

    Use the key found behind the Old Mill to open the door. [1]

    Drop the battery in the orb, like Trembyle requested at the start.

    Look in the cash register and take the money and the tickets.


    ?Either the Mayor or Ms. Peepers? told you that the Gift Shop was abandoned, so it's okay to break in and take stuff.

    General Store Spoiler

    You'll need the wire from the incinerator to pick the lock. Come back when you have it.

    Hardware Store Spoiler

    Pick up the crank and the box.

    You don't really need the mice, but if you pick them up be sure to put them into the box, else you'll die from the plague.

    Inn of Isenough Spoiler

    Give Molly 3 zorkmids to rent a room. [2]
    Go up the elevator to the room.
    Put your illumynite rocks on the nightstand. [2]
    Look at the monitor. Turn the lights off, sleep, and dream. [2]

    You can leave the rocks here, as long as your pick them up again, later.

    Return later.

    Incinerator Spoiler

    Flip up lever 1.
    Throw in the bra box.
    Flip down lever 1.
    Flip up lever 2.
    Look in the drawer and see a hot wire. [2]
    Cool it with water. [2]
    You should have taken the opportunity to fill Boos' flask with water when you were at Snoot's Farm.
    The operating instructions for the incinerator were in the Mayor's filing cabinet.
    Pugney told you that the bras were useless. Unwanted bras are meant to be burned.

    Lighthouse Spoiler

    Ask the Keeper about the Road to the South (on the map).
    It's impassible, so don't try it.

    Use the knife to cut the vines.
    Tie the vines to the planks to build a raft. [2]
    Take the raft to West Shanbar. [2]

    Return later when you have some illumynite for the keeper.

    Moodock's Armory Spoiler

    Take Moodock's picture then ask him about it. [1]
    Win the game and you'll receive a Dwarven sword and a token. [2]

    Morphius' Research Laboratory Spoiler

    A winning sequence is:
  • B3 D4 C2 B4 D3 C1 A2 C3 A4 B2 C4 D2 B1 A3
    and pass whenever Morphius blocks a move in the sequence.
    Ms. Peepers will tell you, when asked about Moodock, that the Wizard is allowed to pass on his turn. You can see it also by just moving the mouse around, here.
  • Mayor's Office Spoiler

    Talk to the Mayor. Read everything in the filing cabinet.

    Return later to ask the Mayor about new things.

    Mountain Pass Spoiler

    Pick up the rock and throw it at the vulture. [2]

    Dig up the bonding plant with your knife. [1]
    Don't cut it or pull it out.

    Old Mill Spoiler

    Just pass through the mill and go out back. There you will find a key to the Gift Shop.
    Release the chock. [2]

    Return later to deal with Boos.

    Pugney's Barn Spoiler

    Take a picture of the cow.
    Pick up some hay and drop it. Light it with a match. [2]
    Warm your hands over the fire. [2]
    Use the thermozz to milk her. [5]
    Be appreciative: feed her the carrots. [2]
    Drink the milk. Your vision improves.
    Drink some more. Your vision gets even better.

    Return later to get more milk, once the cow is ready.


    ?Witch Itah? will tell you you need warm hands to milk a cow. ?Pugney? will tell you that the cow only eats carrots.

    Pugney's House Spoiler

    Don't take the bra box.

    Talk to Pugney first, be apologetic for disturbing him, and he'll let you take it. [1]

    Rebecca Snoot Spoiler

    Ask her about the joke book. You will have to ask her more than once, and also after asking Ms. Peepers about her.

    Ask her about vultures ?or will she tell you?.

    Ruins Spoiler

    Drop the tiles into the frame and then examine the puzzle.
    Slide the tiles to make the following: [15]

    Water unseen at falls
    mix with bat dropping
    yields potion for

    Turn around and pick up the disc piece and the illumynite rocks.

    School House Spoiler

    Strike the bell with the crank or the knife. [2]
    Ms. Peepers, the teacher, will let you in.
    Answer her question and she'll give you her notebook. [2]

    Return later to ask her about new things.

    Snoot's Silo Spoiler

    Put the crank into the silo latch and turn it clockwise. [1]
    Pick up some carrots.

    Snoot's Trailer Spoiler

    Go in through the window. Go to the bathroom, get slugged by Rebecca and answer her question.
    Click on Alexis.
    Get the mirror from the bedroom. [1]

    In the kitchen, pick up the thermozz. [1]
    Pick up the soap. [1] Drop it into the sink and turn on the water, to get soapy water. [1] Wash the dirt off waif's gift and discover it's a disc piece. [2]
    Take the opportunity to fill the flask with water.
    Turn on the oven. Boom! but Trembyle will tell you something interesting.
    Open the refrigerator and take the frozen meat. [1]

    You can repeatedly return for more meat, as you need it.

    Troll Caverns Spoiler

    Wear the mining helmet and carry the Dwarven sword.
    Kill the first troll with a swing left. [1]
    Kill the second troll with a swing up. [1]
    Kill the third troll with a swing down. [1]
    Talk to the troll leader and keep threatening him. He will get scared and give you his necklace. [2]
    Beside the skeleton is scrawled "LUD", for "left, up, down".

    Under the Bridge Spoiler

    Give him the Dizzyworld tickets and he'll give you a gift. [2]

    Vulture Express Spoiler

    Hold the magnet and blow the whistle. [1]
    A vulture will come and take you to any place on your map. Thereafter you can simply click on any place on the map to get there instantly.

    Vulture Pits Spoiler

    Let the meat from Snoot's refrigerator rot. Sprinkle fairy dust on it. [2]
    Outside the pits, throw the meat. The vulture will eat it and pass out. [2]
    Go inside the cave and pick up the talon.

    Return later.

    Witch's Hut Spoiler

    Be suspicious when she tells you of the tea.
    Give her the note from Ben, unopened!
    Ask her about the book.

    Don't take the bats! She didn't give you permission.

    With the stick in hand, click on the bog pods to see whether or not they're safe to step on. You have to make your way through a little maze, and it changes every time you enter the bog. It's regular and consistent, however. You'll come out of it near East Shanbar. [5]

    Return later for the bats.

    Whispering Woods Spoiler

    You must drink milk from Pugney's Barn three times to get the necessary eyesight.

    Release Witch Itah's bats at the entrance in the woods. [2]
    They drop guano: pick it up.
    Follow the bats (and the trail of guano) through the woods to the dock.
    Listen to the whispering.


    Witch Itah told you that the bats were good navigators.

    Blacksmith's Spoiler

    Pay him the two zorkmids for your sword. He gives you the wrong sword: the hilt is plain. Show him the sword and threaten him. He'll find your Dwarven sword and return it. [5]

    Ferryman's Dock and Ferryman's Island Spoiler

    Ring the bell twice to summon the ferry. [1]
    Show the Ferryman the coin and he'll take you back.
    You could ride a vulture back directly from Canuk's, but you would miss out on the point.

    General Store Spoiler

    Shake the cereal box twice and get the prize: a whistle. [2]
    Catch the rats, but put them in your box else you'll die of the plague. You'll need them.

    Inn of Isenough Spoiler

    As before, rent a room, sleep, and dream. [2]
    The dream will be different this time.

    Return again, later, for a third sleep. [2]

    Also, if you come to the Inn front a fourth time you will see a different message from Trembyle.

    Lighthouse Spoiler

    Show the Keeper the illumynite and he'll take one and let you in. [2]
    Ask him about the disc pieces and he'll give you another. [2]
    He'll also suggest you go to the Bel Naire Temple, via rope bridge.
    Ask him about the rope and he'll tell you to tie it double strong.

    Go upstairs and tie the rope to the rail with a cow-hitch. [1]
    Tie the talon to the rope. [2]
    Throw the rope across to the tree. [2]

    Return later to get the talon.


    The Keeper told you to bring him some illumynite.
    He then told you about the Temple, and the rope bridge.
    He told you to tie it double strong.
    Rebecca will tell you that vulture talons are like boomerangs.

    Mayor's Office Spoiler

    Ask the Mayor about the joke book and he'll read you a joke.

    Old Mill Spoiler

    Pour the whiskey into the plant. Make a toast. [1] Drink the empty glass.
    Repeat pour, toast, drink. [1]
    Repeat again. [1]
    Ask Boos for his keys and he'll give them to you. [2]
    Pour, toast, and drink a fourth time. [1]
    Pick up the flask.
    Go downstairs and open the door with the keys. [2]
    The West Shanbar toasting custom, invented by Boos, is described in the filing cabinet in the Mayor's Office.

    Pugney's Barn Spoiler

    After a little while, milk the cow as before.
    Drink the milk a third time to get great vision. [5]
    Well, the cow eats carrots, and carrots are good for your sight, so ...

    School House Spoiler

    Ask Ms. Peepers about the joke book, or Rebecca, and she'll tell you that Rebecca could translate it.
    Later, when you meet the wandering Rebecca, she'll have studied up and will be able to translate a joke for you.

    Also, when asked about Moodock, she'll tell you that, in the Survivor game, the Wizard is allowed to pass on his turn.

    Vulture Pits Spoiler

    Get more rotten meat, sprinkle fairy dust on it, and throw it to the vultures. [2]
    Don't bother going into the cave again.

    Come back later and feed them a third time. [2]

    Witch's Hut Spoiler

    Talk to her and be friendly. You don't really have to, but it's cute.

    Ask her about the cow (or milk) and she'll let you take the bats. [2]

    Lighthouse Spoiler


    Take a vulture ride to return and get the vulture talon.