Invisiclues
Return to Zork
Other Places in Zork
(Click or tap on any clue to reveal the clue.)
Ferryman's Isle
Where is it and how do I get there?
- Take a stroll through the Whispering Woods.
- What are those Woods whispering about?
- Take a load off. Stay a while!
- Ring dem bells, ring dem bells, ring dem bells!
- You know what they say about money; you can't take it with you when you die ... and this guy's already dead.
- Get the special coin from Moadikum Moodock, then survive the Whispering Woods long enough to navigate to the lake. Stand still long enough in the Woods to hear the trees sing "Three rings begin, two rings return" which tells you to ring the Ferryman's bell three times. Show the Ferryman the coin from Moodock for passage across the water.
What about the Duck?
- This Duck will eat all kinds of weird stuff, even if she isn't hungry.
- The Duck will feel guilty for her gluttonous eating habits and lay an egg to give you a break.
- This egg is just an old Zork yoke.
- She's left all sorts of things laying around. Some of it's worth reading.
- Some of it's worth reading to the Duck.
- If the Duck lays an egg, break the egg open to reclaim whatever you fed her. Pick up the scroll, look at it closely, then read it to her to transform her to her original identity as Canuk the mage.
What can I do with the Bottled Ship?
- If you don't ask, you'll never know!
- Twenty minutes in Zork is a relative thing. Go fast but don't bother with your watch. Watch your bubbles.
- Sometimes you just have to think small.
- Look around a bit, but not too much ... that's another adventure.
- Canuk doesn't have much of a memory; he usually has to write things down to be safe.
- While moving towards the ship's cabin, be sure to look down on the left side to meet a favorite adventurer then look up to see the combination to the safe written on the label of the bottle: "9427". Go into the cabin and take the rag. Then dial the combination. Turn the handle on the safe and take the disc piece and the rusty metal thing.
Can I survive Canuk's Yozozzo Spell?
- Can't imagine what's possessed Canuk? He sends you into the bottle to get the disc piece as a favor, then he turns you into a duck. Didn't Moodock have something to say about this sort of thing?
- Rule #1: be prepared. Rule #2: reflect on rule #1.
- Rebecca has just the thing ... but she left it in her room.
- Look at yourself! You have what it takes! All you need is a little hard work to take you from rags to riches.
- When you're about to leave the ship bottle, be sure to hold something that will reflect the duck spell. You can use the mirror from Rebecca Snoot's house, or the rusty metal thing from the safe after you shine it up with the rag you found in the ship's cabin.
What are the Blue Prints for?
- They're in the drawer ... study them carefully till they stick to your mind.
- It looks like a plan for something you've seen while you've been knocking around.
- It seems these plans hinge on magnetism.
- The Blue Prints are for the lllumynite Horseshoe Magnet Door Knocker on the front of Canuk's shack. Take your sword and pry the magnet off.
How can I leave Ferryman's Isle?
- There are two ways to return : by water or by air.
- Hear any old whispers ringing in your ears?
- The Ferryman requires a coin for your return passage.
- Always spend your money wisely.
- You only had one coin to begin with. Maybe you should never have given it to the Ferryman.
- When you leave the dock at the Whispering Woods, only show the coin to the Ferryman. When you want to return, go to the dock on Ferryman's Isle, ring the bell twice, and give him the coin.
How can I get off of Ferryman's Isle without a boat?
- There seems to be only one thing that can fly around here ... Vultures!
- Can't you dig up something the Lighthouse Keeper said about all of this? Rebecca might have mentioned something too!
- A good breakfast, like cereal, generally contains the essential ingredients you need for an adventure-filled day.
- It seems like every time you whistle, you get buzzed.
- Sticky fingers aren't enough to grab onto a Flying Vulture.
- You need the Whistle you get by shaking the Cereal Box in the General Store. Then you'll need to find the illumynite magnet: pry it off the door knocker on Canuk's shack with your sword. Go outside and, using the magnet with the Whistle in your inventory, blow the Whistle. After the Vulture picks you up, you will see your map. Click on any destination and the Vulture will transport you there. From now on, clicking on any map location you have previously visited will automatically transport you there via Vulture.
The Lighthouse - Revisited
How can I return to the Lighthouse?
- You can't get there by land or by water. Guess you'll have to fly!
- Didn't Rebecca talk about traveling by air?
- Don't look for other flying things - stick to Vultures!
- Try to dig something up from your conversations with the Lighthouse Keeper.
- A good breakfast, like cereal, generally contains the essential ingredients you need to get through an adventure.
- Knock around on Ferryman's Isle. If you're too blue, you'll blow your chance.
- You'll need the Whistle from a box of cereal and an illumynite magnet. Shake the box in the General Store. Using the magnet with the Whistle in your inventory, blow the Whistle to call the Vulture and attach yourself to its talons. Click on the map to select a destination from any of the locations you have already visited. From now on, click on a location on your map and you will be instantly transported there via Vulture!
How can I get inside the Lighthouse?
- Didn't the Keeper let you know that he could use a little extra something?
- He gave up on passwords. Now he wants to be enlightened.
- Finding things a bit puzzling? Maybe you just haven't been in the right frame of mind.
- Solve the Magic Tiles Puzzle, and read carefully.
- After you solve the Magic Tiles Puzzle, go to the location specified and collect the illumynite rocks and the disc piece. Capture a pet Vulture and fly back to the Lighthouse. Show the Keeper an illumynite rock (he'll only take one if you still have two) and he will let you in.
How can I cross the river from the Lighthouse?
- You must get to the Temple across the river. You can't walk, fly, or swim, and half the bridge is gone. You'll have to make a bridge.
- A rope bridge is a good idea. But be mindful of what the Keeper said!
- It takes a real cowboy to do some fancy rope-tying.
- Maybe it's time to get a new perspective on crossing the river ... raise your thoughts to a higher level and branch out.
- Just when you feel like you're at the end of your rope, you find something to hitch your hopes to.
- Don't bite your nails ... sometimes sharp fingernails can be useful tools.
- Learn the Cow-Hitch knot from Ben Fyshin by showing him a picture of a cow or simply asking him to show you the knot he's tying. Get the Return Talon from the Vulture Pits and the rope from the Cliffs of Depression, then go upstairs in the Lighthouse. Using the CowHitch, tie one end of the rope to the rail, then tie the Talon on the other end of the rope. Throw the end of the rope with the attached Return Talon towards the tree on the other side of the river.
The Temple at Bel Naire
What do I do with the True Dwarven Sword?
- A rusty sword is hardly worth blessing.
- It the sword breaks, the blessing will fall.
- The Trolls aren't exactly dying to see the Holy Woman bless the True Sword.
- If you made the connection between the sword Moodock gave you and the famous sword entrusted to him, you are right. But you're not alone and this is no joke.
- Unfortunately, you couldn't take before-and-after pictures, and you didn't get a receipt - someone needs to vouch for the authenticity of your sword.
- Get the sword from Moodock and give it to the Blacksmith to clean, and come back later. He'll give you a clean, fancy sword that you can tell is not the same one by examining the handle. Go back and show the Blacksmith the "fake" sword and threaten him until he gives in and gives you either the Dwarven Sword or a voucher to retrieve the sword from the person he sold it to. Then show the Dwarven Sword to the Holy Woman, and she'll bless it.
How can I find the passage to the Dwarven Camp?
- How curious - there are no dead cats around.
- The Dwarven Sword can actually be a double blessing.
- It's an interesting puzzle, though it's not worth repeating.
- It must get pretty lonely being a Holy Woman.
- Asking the Holy Woman about certain items, such as the Orb or the True Dwarven Sword, or being interested over and over in her conversations, will result in her granting you access to the path to the Dwarven Camp. The entrance to this path can be seen when looking back towards the Lighthouse at the Temple. It's to the right of the gate where a portion of the wall used to be.
Flood Control Dam #3
Where's the Waterfall?
- It's at one end of the Frozen River.
- It may cost some arms and legs to get there, but it's worth it.
- You can only approach it from the east.
- Get past the Spider in the Forest of the Spirits. The Dam is just beyond her home.
How do I make illumynade?
- Did you find the recipe yet?
- You'll have to do some research before you can find the right container.
- It's amazing where you might find ingredients.
- Solve the Magic Tiles Puzzle from the Ruins.
- Amaze your friends - drink illumynade in front of them.
- One part bat guano, one part water from the falls. Mix together in a silver flask. Drink sparingly.
The Ancient Ruins
What's to do at the Ancient Ruins?
- These are monumental - definitely something to write about!
- b. What is a trencher? It's not in the function; it's all in the form! Can you put all the pieces together?
- As Rebecca might have mentioned, the Orb can focus light energy, but if you try to get near the lightning's destination you'll hurt yourself. Oh, you'll kick yourself when you figure it out.
- That poem holds the key - top to bottom and left to right. Look for seven things from your travels described in verse.
- This set of sculptures IS the forge for the Flying Disc of Frobozz! The Bog Staff from the Witch and the Return Ta Ion are two items to be used ... give them to the statues. How did you regain your sight?
- The Orb and the Thermozz are two more items to distribute among the statues. Keep your guard up or you won't be able to count your blessings.
- Use the shiny shield you got from the Temple of Bel Naire. Now step up to the challenge. You have a helmet and it's not for boxing.
- Hand out the wooden box and the helmet. Time to press your luck.
- Put the six pieces of the Flying Disc of Frobozz on the trencher. Give the statues the following items in your inventory as described in the poem in the file cabinet. From left to right (skipping the middle statue): Bog navigation stick from Witch Itah, the Return Talon from the Vulture Pits, the Thermozz, the miner's helmet, the box, the shiny shield, and the orb. When all the pieces are in place, press the red button. And the Flying Disc of Frobozz will be re-forged!
The Citadel
Where's the Wall of Illusion? How do I get past it once I find it?
- You can't see it. It's an illusion. How depressing!
- Fortunately, all roads lead somewhere.
- It could be anywhere! This impass is getting you nowhere.
- It's a toss up. You must be shattered!
- From the Cliffs of Depression, face north, but go west (left). At the pass you cannot travel through, throw the forged Flying Disc of Frobozz at the pass; you'll hit the Wall of Illusion and shatter it. Beyond it is Morphius's Citadel.
How can I get into the Citadel?
- Did you try knocking? Did you realize you're about to subjugate yourself to Morphius?
- There's his hand, up near the top. Bow to it.
- You have to be blind not to see what you have to use.
- Ah, the slings and arrows of outrageous adventures.
- Take the bow dropped by the cured blind Bowman, and use it with the arrows in your inventory to fire a shot at the hand over the Citadel gate.
How can I get past the Orc?
- What did Moodock say about fighting the Orcs?
- Can't you see that he's blind with ambition? You'll never get past him like this.
- He may be baffled by your seeming disappearance, but he's dogged in his pursuit of higher rank.
- He's so anxious to get his promotion, he'd do anything to open up the files and listen to his records. He's sure his breeding will come into play.
- There's a special relationship between Orcs and HellHounds. It's a one-way thing.
- Get a recording of Alexis, the Hellhound, barking and snarling. You'll also need the invisibility potion of bat guano and Waterfall water in the silver flask from the Old Mill. When you see the Orc, drink the potion and he'll be baffled. Immediately, play a recording of Alexis. He'll think it's an invisible Hellhound and flee.
How can I get past the Fiery Pit?
- Walking on the bridge gives you a sinking feeling. Maybe it's another trap waiting to be sprung.
- Notice that if you put weight on the bridge, it sinks lower ... what goes down , must come up!
- Throw enough of your things onto the bridge and you 'll see another bridge rising on the right.
- Throw everything you can from your inventory onto the left bridge. You must have at least seven items to throw. Then cross the right bridge when it is all the way up.
How can I be the final Survivor?
- Morphius wants to learn strategy. Unfortunately, for all his bluster, Moodock wasn't much of a teacher of this game.
- Did you ask Ms. Peepers about the Survivor game and Moodock?
- Jeepers! Be careful not to pass up good advice.
- If you pass up the chance to consult your notebook on the game of Survivor, you might later regret making the wrong move.
- Using the Pass maneuver learned from Ms. Peepers, whenever you don't have a move, pass to force Morphius to free up a square. It's worth a try. Whenever you don't need to pass, consider using a strategy of moving the Wizard in an alternating pattern from an outside square to an inside square and back.