
                           ZORK GRAND INQUISITOR

This walkthrough assumes that you are familiar with the places in the game.
You dont have to know exactly where things are but you should have a rough
idea of the Underground and the different locations.

PORT FOOZLE

   * Outside the fishmongers find the speakers volume controls and turn
     the volume to the maximum

   * While the speaker is talking take the can of Mead light and the
     plastic rings form the ice box (+10)

   * Go to the crane on the pier and put the plastic rings on the hook

   * Operate the crane to pull the box out of the water and take the
     lantern (its broken) (+20)

   * Go to Antharia Jacks and use the lantern to knock on the door (+5)

   * While Jack is looking for his wrench to repair the lantern quickly get
     a cigar from the box on the bench (watch the rest of the cut scene
     until Jack throws you out)

   * Find the Grand Inquisitor dolls atop the crate next to the fence and
     use the cigar to set the doll on fire (+15)

   * Quickly hide in the barrel (+19)

   * After Jack gets arrested go to his store get the lantern and leave
     Port Foozle

FROBOZZ ELECTRIC

   * Outside Frobozz Electric get the rope (noose) that is hanging from the
     large sign on the left

THE WELL

   * Use the rope on the well (+5)

   * Climb down the well into the Underground

As  you descend  to  the Underground  you meet  with  Dalboz of  Gurth, the
Dungeon Master,  whose spirit was imprisoned in  the lantern by Yannik, the
Grand Inquisitor, when magic  was banished from the realm. At the bottom of
the well you meet YGael the Enchantress who gives you the spell book (+15)
and explains that there are three magic relics to be found before magic can
be restored  and Yannik  defeated. These magic  relics are: The  Coconut of
Quendor, the Skull of Yoruk and the Cube of foundation.

BOTTOM OF WELL

   * Search the bucket next to the door and take the subway token

   * Cast REZROV on the door to open it (+5) and go down the stairs

THE CROSSROADS

   * Open the display case on the left of the door, take the hammer, close
     the case, smash the glass with the hammer (+5) and get the Elven sword
     and the map

   * Take the dragon totem from the ground on the right of the door (+14)

   * Go to the entrance to the Dungeon Masters lair

   * Use the sword to cut through the undergrowth (+9) and enter the garden

THE DUNGEON MASTERS LAIR

   * In the garden open the shed door and take the shovel and the THROCK
     scroll

THE CROSSROADS

   * Go to the entrance to GUE Tech, cast REZROV on the gate to open it
     (+9) and enter

GUE TECH

   * The entrance exam to GUE Tech consists of the three pillar puzzles

   * Pillar #1 (+7)
     [Image]

   * Pillar #2 (+8)
     [Image]

   * Pillar #3 (+9)
     [Image]

   * Enter GUE Tech through the window on the third pillar exit through the
     door

   * Use the shovel on the dirt pile to dig out the KENDALL scroll (+6)

THE CROSSROADS

   * Go to the entrance to the subway, insert the subway token into the
     slot and go down (+9)

THE SUBWAY

   * Cast KENDALL on the subway announcement board to simplify the tracks
     (+17)

   * Travel to Hades

Hades

   * Go to the skeleton and get the Scratchn win ticket from his hand

   * Solve the puzzle (+10) to win 500 Zorkmids
     [Image]

FLOOD CONTROL DAM #3

   * Open the book next to the controls and get the GOLGATEM scroll

   * Cast REZROV on the closed sluice to open it

   * Press the blue and yellow buttons to close all four sluices and create
     a flood (+12)

GUE TECH

   * Inside GUE Tech cast IGRAM on inscription Infinite Corridor above
     the hallway and walk down the corridor to the lockers to make the
     hallway stay a smallway (+8)

   * Go to the change machine and insert the 500Z note to make change

   * Take the change

   * Insert 1Z in the ice cream machine (to the left of the change machine)
     and take the sandwich ice cream which melts and leaves you with the
     OBIDIL scroll

   * Insert 1Z in the candy machine (to the right of the drinks machine)
     and press #11 (+12)

   * Go to the lockers (Yanniks locker is now open) and get the Prozork
     tablet

   * Return to the candy machine and attach the permasuck to the lower part
     (+5)

   * Insert 1Z and press #8 (Zork rock)

   * Activate the permasuck to suck the Zork rock

   * Open the permasuck and take the Zork rock (+13)

   * Put the Zork rock in the drinks machine

   * Insert 1Z and press Blam Classic

   * As soon as you have the bomb run to the lockers insert it in locker #6
     (+8) and retreat until you hear the explosion

   * Return to the blown locker (Dungeon Masters locker) and take the
     student ID

   * Turn to the door with the card reader on the left and insert the
     student ID to open it

   * Enter the spell lab

SPELL LAB

   * Use the sword to cut the rope that holds the bridge and get rid of the
     six armed invisible bridge guy (+5)

   * Cast GOLGATEM on the opposite ledge to create a new bridge (+5)

   * Cross the bridge and take a blank spell scroll from the box to the
     right of the Replication table

NOTE: Here  you can make spells  from scratch. The instructions  are in the
brown  book in  Yanniks  locker. The  only spell  that  can be  created is
BEBURTT so dont bother about the others.

   * Process the blank scroll in the following order: Origination =>
     Modification => Replication => Interpretation => Transmogrification

   * Run the resulting scroll through the spell checker and you get the
     BEBURTT spell (+19)

     Also run the OBIDIL scroll through the spell checker to get the OBIDIL
     spell (+8)

CROSSROADS

   * Go to the umbrella tree

   * Cast IGRAM on the purple umbrellas to turn them invisible and reveal
     the scroll

   * Cast BEBURTT on the invisible umbrella and get the scroll (+20) (Its
     the ZIMDOR spell which can be cast only once)

DUNGEON MASTERS LAIR

   * In the garden throw the Prozork tablet at the snap dragon to put it to
     sleep

   * Use the sword to cut the snap dragon (+5)

   * Go behind the house where there is a mushroom-like plant below the
     window

   * Cast THROCK on the plant to turn it into a spring-plant

   * Put the snap dragon on the spring-plant

   * Hit the plant with the hammer to get the piece of scroll from the
     window (+8)

   * Walk to the front door to Harry, the alarm system (!)

   * Empty the can of Mead light in the cup on the right of the front door

   * Cast ZIMDOR on the cup to fill it

   * Put the cigar in the ashtray on the left of the front door (+15) to
     put out the alarm

   * Once inside the lair look through the blinds to see the walking castle

   * Quickly cast OBIDIL on the castle to make it approach the lair (+10)

THE WALKING CASTLE

   * Inside the walking castle look at the pulsating heart and get the
     NARWILE spell scroll

DUNGEON MASTERS LAIR

   * Return to the lair and pick up the following: (a) the cocoa mug from
     the vine on the left of the front door (b)the jar of hot bugs, the
     Hungus lard and the fudge from the bookcase on the left of the window

   * Exit to the garden and go to the beehive

   * Put the Hungus lard in the hive to scare away the bees, cut the hive
     open with the sword and get the honey comb (+6) (do this quickly
     before the bees return)

FLOOD CONTROL DAM #3

   * Put 1Z in the machine to get the letter opener

   * At the bottom of the drain pipe cast THROCK on the moss of Mareilon to
     make it grow and take it (+5)

DUNGEON MASTERS LAIR

   * Inside the lair put the Hungus lard, honeycomb, moss of Mareilon and
     Fudge on the chia processor

   * Next put the cocoa mug and finally the jar of hotbugs for a hot cup of
     cocoa blend

   * You also get the YASTARD spell (+15) (might as well drink the cocoa)

   * Enter the Dungeon Masters room

   * From the window over the bed get the other half of the torn scroll

   * Through the mirror enter the mirror image of the D.M.s room where
     everything works the opposite way

   * Here, through the inventory, combine the two pieces of the torn scroll
     and get the SNAVIG spell-scroll (+8). You still have to run the scroll
     through the spell checker to get the spell itself

   * Return to the normal room and open the closet to reveal the 1st time
     tunnel

   * Cast NARWILE on the time tunnel to activate it (+25)

   * Cast YASTARD on the dragon totem to send the dragon through the 1st
     time tunnel to the White House

THE WHITE HOUSE

   * Walk to the side of the house

   * Get the GLORF spell scroll from the ground

   * Open the mail box, get the envelope, put the scroll in the envelope,
     put the envelope in the mail box, close the mail box, raise the flag

   * Leave through the time tunnel behind the house (You return to the
     present)

SPELL LAB

   * Run the SNAVIG scroll through the spell checker to get the SNAVIG
     spell (+8)

HADES

   * Find the phone and pick up the receiver

   * When you hear press one for the list of questions press 8

   * The answers are: 2, 8, 9, 5 and Charon arrives (+1)

   * Give 2Z to Charon to take you to the realm of the dead

   * When you arrive to the other side turn around and cast SNAVIG on
     Charon to assume his form (+9)

   * Move towards the two-headed guardian (which lets you pass as Charon)
     and punch the card with your name Charon (+3). The gate opens

   * On the ground to your left is the Brog totem. Get it (+14)

   * Cast NARWILE on the 2nd time tunnel to activate it

   * Cast YASTARD on the dragon totem to send the dragon through the 2nd
     time tunnel to the Ocean

OCEAN

You arrive at an  oceanic landscape which is actually a BIG dragon sleeping
in the  water. The time tunnel  through which you arrived  is on one of the
dragons feet.

   * Fly to the other foot and move the right nail to make the dragons
     belly emerge from the water (+5)

   * Fly to the belly and take the inflatable raft and captain (inside the
     crate)

   * Fly to the sleeping dragons hand and take the air pump from the
     skeleton

   * Fly to the dragons head and plug the inflatable raft and captain in
     the nostrils

   * Inflate them to open the dragons mouth (+16)

   * Fly into the mouth close to the uvula to find the Coconut of Quendor.
     Take it

   * Someone from inside the belly of the dragon throws you a rope to help
     him get out. You can if you want but in the end he dies anyway so it
     doesnt really matter. Just take the rope. Also take the gold tooth

   * Look up and put the Coconut of Quendor in the raft

   * Exit the mouth and tie the raft to the captain on the outside

   * Fly inside once more and using the gold tooth pop the captain (+9) so
     that he drags the raft with the coconut out of the dragon and quickly
     get out of the mouth

   * Collect the Coconut of Quendor as the walking castle appears place it
     in its rightful position inside the castle (+10)

   * Exit the castle and you return to the present

HADES

   * Back in Hades check out the mail box outside the gate and get the mail
     (+10)

   * Open the envelope with the letter opener and you get the GLORF spell
     (+107)

   * To leave cast SNAVIG on the two-headed guardian to assume its form and
     give 1Z to Charon to take you back

DUNGEON MASTERS LAIR

   * Go to the 1st time tunnel and cast YASTARD on the Brog totem to send
     the Brog to the White House

THE WHITE HOUSE

   * Walk to the boarded front door and pull on the board to take it and
     reveal an opening (+5)

   * Go to the cave entrance near the White House

   * Take the torch on the left (blickering torch)

   * Take the torch on the right (Flickering torch)

   * Return to the White House, enter and quickly light the fire under the
     pot on the right with the flickering torch (+18)

   * Go down the stairs and get an egg from the Grue nest

   * Eat some rocks (right of stairs)

   * Go upstairs again, light the fire once more and boil the egg until it
     becomes hard (color changes to gold)

   * Take the boiled egg, go downstairs and throw it at the beam of light
     over the chasm (+14)

   * Jump over the chasm to the chess puzzle (+5)

   * Use the board to smash the puzzle (+26)

   * Get the Skull of Yoruk (you are transferred to the walking castle) and
     put it on the proper pillow (+10)

   * Return to the present through the time tunnel

CROSSROADS

   * Go to the bottom of the well (where you started off)

   * Cast GLORF on the rope to untie it and take it (+5)

MONASTERY

   * Use the rope on the sword (+13)

   * Use the sword on noose on the grating to climb inside the monastery
     (+7)

   * On the control panel of the totemizer press the button labeled To
     Hall of Inquisition

   * In front of the totemizer locate the turning wheel controls and turn
     the one below the yellow light until the light goes out (this makes
     the totemization process reversible since by doing this you cut off
     the supply of permaglue that keeps the victims imprisoned inside the
     totems)

   * Flip the main switch to initialize the process (+10)

HALL OF INQUISITION

   * After the totemizer takes you to the hall of inquisition get outside
     using the door on the opposite side of the hall

   * Open the code machine box on the left by pressing the red button

   * Get the middle hammer thing (+8) (This also creates a code message
     that sends the guards for a break)

   * Go inside again and get the girl totem from the bin (+14)

   * Go to the Closing the time tunnels exhibit

   * Pull the small lever all the way down and press the red button (The
     hammer brakes)

   * Replace the broken hammer with the one you took from the box outside

   * Press the red button again to reveal the 3rd time tunnel (+9)

   * Cast NARWILE on the time tunnel to activate it

   * Cast YASTARD on the third totem to send Lucy Flathead to Port Foozle
     in the past

PORT FOOZLE - PAST

   * Go to Antharia Jacks and knock on the door to get in (+18)

   * Take the cards from the table close to the bar

   * Use the card with four holes on the dart board to punch an extra
     (fifth) hole (+7)

   * Back to the card table insert the four cards in the slots so that they
     form the equation: 5  1 - 3 = 2 (+5)

   * You are lead to the back room for a game of strip Grue-Fire-Water with
     Antharia Jack

The rules of the game are simple:

Fire wins Grue

Grue wins Water

Water wins Fire

Lucy Flathead is a telepath which means that she can read the mind of Jack.
Before making your choise  click on the window in front of Jack to read his
thoughts and choose accordingly

   * Win four rounds (+20)

   * Play for a fifth time and Jack gives you the Cube of Foundation

   * The castle appears-Put the cube on the last empty pillow (+10)

   * Exit through the time tunnel to return to the present

After completing  all three tasks you get  arrested by the Grand Inquisitor
and end up in jail next to Antharia Jacks cell

JAIL

   * Check the vent and use the letter opener to unscrew it (+15)

   * Click on the open vent to talk to Jack until he gives you the LEXDOM
     scroll (the spell can be cast only once)

   * From the wall get the announcement poster

   * Put the poster under the cell door

   * Cast LEXDOM on the door to create a lock and key

   * Push the key with the letter opener through the keyhole

   * Pull the poster from under the door to get the key (+10)

   * Unlock the door and exit

   * Check the security console on the left of your cell (you see Antharia
     Jack through camera 31-05)

   * Punch in 31-AB and press the button to free Jack (+23)

You set Jack  free and he sneaks out and gives you  back your stuff. In the
cut scene that follows the walking castle arrives and transports you to the
inquisition  camp at  the  top of  a hill,  where  the Grand  Inquisitor is
getting ready to address  the people. YGale pops out of nowhere once again
and gives  you the  BOOZNIK scroll (the  spell can be cast  only once) that
reverses the functions of all the spells in your book

INQUISITION CAMP

   * Take from the walking castle the three relics of magic (i.e. the
     Coconut of Quendor, the Skull of Yoruk and the Cube of Foundation)

   * Cast BOOZNIK on your spell book to reverse the spells (+6)

   * Move towards the guard tent and cast VORZER on the tent to seal it
     shut (+17)

   * Walk to the radio tower until you are close enough to see the electric
     discharges (take care not to step to close or youll get fried)

   * Cast MARGI to make the electric fence appear (its invisible but its
     purple!)

   * Step back and unplug the cable (+10)

   * Cut through the fence with the sword

   * At the base of the radio tower on the left open the hatch and place
     the Skull of Yoruk (+14)

   * Go up the tower and in the middle place the Cube of Foundation in the
     square hole (+12)

   * Go all the way to the top, place the Coconut of Quendor on one side
     (+13) and the lantern on the other to balance it (+10)

   * Next look up and use the sword to cut the cable (either left or right)
     to silence the Grand Inquisitor (+5)

   * Finally cast MAXOV on the antenna to bind the magic energies (+50)
     1000/1000



                                  THE END

Solution  by Kostas Pontikis (GR) / sniper@compulink.gr




















