Zork Grand Inquisitor: Hints and Cheats
Stuck? Need help? Hey, we all need a little boost now and then. Nothing to be ashamed of.
Handy Hints -- some general things that may be helpful to know while you play
Hint FAQ's -- If you're stuck, check here first. Chances are someone else has asked me the same question that's stumping you. By looking here first, you can avoid reading through the Walkthru and possibly spoiling other parts of the game for yourself. Of course, if you're the kind of person who reads the last page of a book first, by all means go ahead and skip right to the Walkthru!
ZGI Walkthru - step by step instructions for completing the game
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Scattered throughout the Empire are several transporter machines. Inserting your map into the machine will allow you to choose a destination to transport to, without having to walk there. Once you've been to a given destination, the transporter will be updated to allow you to return there. These machines are very handy since you'll have to do a lot of running back and forth between locations, so use them. It's much better than constantly getting onto the subway. You'll find transporters at the following locations:
- On the bridge at the Crossroads
- Next to the fountain at GUE Tech (only appears when you've exited through the door instead of the window)
- Beneath the open grate leading to the monastery
- In the yard to the right of the Dungeon Master's Lair
- At the entrance to the Spell Lab
- The entrance to Charon's boat in Hades
- Use the F8 key on your keyboard to put any inventory items that are in your hand back into your sack without having to open the inventory screen.
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- Save your game at every location you reach. There's many things to do in this game, and it would be a shame for you to have to start over because you missed something somewhere. Many people only save before trying something that may be potentially dangerous, but that can still screw you up if you need to go back in time later.
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Port Foozle
Starting at the street sign, you can go in three directions; left, into Port Foozle, right, up the path to the well, or behind you to the big brick building. Turn around to go up to the building, the Frobozz Electric Company. Read the signs on the fence. Turn to the counter sign (isn't it cool?) and take the rope hanging like a noose from the sign. Go back down to the starting point.
Go left into Port Foozle. The first building on your left is the Fish Shop. Turn the speaker volume way up so you hear the woman say "somebody turn that thing down!" While the speaker is loud, you can steal the Mead Light can and the plastic rings from the box of ice. Go down the dock and you'll see a machine with a hook and a lever. Hang the plastic rings on the hook and pull the lever. The fish will throw up a box containing a lantern. The lantern does not currently work, so you'll need to take it across the street from the fish market, to Jack's lantern repair shop. Use the lamp on the door and Jack will let you in. While he's away from the counter, take a cigar from his box. Jack will keep the lamp, but you'll get it back soon.
Explore the town (none of the other buildings are necessary to the game but it's a pretty fun trip, especially the second building on the left, which gives you a "Sling Blade" imitation when you knock on the door ). At the end of town you'll find a barrel and a table holding some Grand Inquisitor dolls. Ignite the doll with the cigar and then jump into the barrel to watch what takes place. Once Jack is taken in, go back to his shop and retrieve your magic lamp. You can then leave Port Foozle.
The well: Again facing the street sign, go right into the woods. At the well, tie the rope onto the well to go down. At the bottom, take the subway token. Cast the REZROV spell to open the door. (pretty cool ride, huh?)
Crossroads
Entering the crossroads, turn to the right. Open the glass door and take out the hammer, then smash the glass with the hammer to take the sword and the map. Don't worry about the purple umbrellas yet, you'll need to come back to it later. Going back to the right of the entrance, take the totem lying on the ground. You can then follow the crossroads paths to one of three locations; the GUE Tech University, the Underground Subway or the Dungeon Master's Lair.
Dungeon Masters Lair
Use your sword to cut the bushes blocking the entrance. Open the wooden stall and take the shovel and the THROCK spell. You can't do much else here yet, so go back the way you came.
GUE Tech
Cast REZROV to open the door. To get into the University you'll have to match up the three panels on each of the three puzzles. Just turn each of the panels until you match the top, middle and bottom. When you do it right, the ditches will close and allow you to pass through. After solving the third puzzle, a window will appear. Click on the window to enter GUE Tech. You can look around here if you like but you'll need to get more stuff before you can do anything.
Exit GUE Tech through the door (instead of using the window). Use the shovel on the pile of dirt and you'll find the KENDALL spell. Go back out to the Crossroads, then over the bridge to the entrance to the subway.
The Subway
Put the token into the slot and you can enter the subway. Use the KENDALL spell on the directions on the wall. You can then pick your destination. Press the button for Hades, then walk onto the platform to await the subway. You'll get picked up and after a crazy ride, you'll get dumped into the Hades terminal. Take the card from the skeleton's hand. In order to win the game, you'll need to click on the squares to plot a route to the center without making two mistakes. When you've done that, the $500 will be yours. Go back to the subway map and select the Crossroads, then walk up the escalator to return to GUE Tech.
GUE Tech
On the left behind the fountain you'll find a change machine. Put your $500 Zorkmid note into the machine to get coins. Although it may be tempting to start spending that money on junk food, you need to go to Flood Control Dam #3 first to take care of some business. So, back onto the subway!
Flood Control Dam #3
Put a zorkmid into the strange machine and it will give you a letter opener. Use the THROCK spell on the moss and then take the moss. Go into the dam control room. Look at the book on the panel, and take the GOLGATEM spell. Your goal at the control panel is to close all four dam openings. Cast the REZROV spell on any closed door, and then you'll be able to shut all four with the buttons. The dam will burst and flood the Empire (this is a good thing!). Done here, now it's time to return to GUE Tech. Take the subway to the crossroads and walk up the escalator to get back to the GUE entrance, then use the transporter.
GUE Tech.
Read all the postings on the bulletin board. Notice the message about the vending machine's relationship to the lockers! Around the fountain to the left you'll find three food and drink machines. Take the vacuum thing from your inventory and plug it into the bottom of the candy machine. Put a zorkmid into the slot and press #8 for a Zork Rock bar. When it gets stuck, turn on the vacuum and suck that baby out! Take your Zork Rock. Then, put another coin in the slot and press # 11. You won't get any candy but this will open the corresponding locker in the locker room. Turn left to the ice cream machine. Put in a coin and open the door on the right to get the OBIDIL spell.
On to the middle machine: put the Zork Rock in the cup area, then buy a Classic Blam. Quickly, move toward the infinite hallway and look up. Cast the "purple things" spell on the word "infinite" to change it to "finite," then quickly move down the hallway. At the end of the corridor are twelve lockers. Slip the Zork Rock bomb into the slot on the second locker in the middle row. KABLAAM! The locker will be blown open. Take the Dungeon Masters ID Card. Locker #11 should also be open, so take the pill and read the books. On the page that explains how to make the BEBURTT spell, cast the "Kendall" spell to make the instructions clear. You'll need to remember the order of the spell creation.Use the Dungeon Master's card to open the door near the lockers, to enter the Spell Lab.
The Spell Lab
On the bridge, you'll have to get past the invisible alarm guy. Don't bother fighting him, just cut the bridge ropes with your sword and wave bye-bye! Use the GOLGATEM spell to build another bridge. (Now that's a much nicer bridge!) In the spell lab, you're surrounded by machines. Above each machine is the command it is used for. Go straight ahead to the machine in the back, the Spell-Checker. Insert the soggy OBIDIL scroll into the spell-checker to render it useful again. Now it's time to make a spell, just like the book from Locker #11 told us to. Take a blank spell parchment from the box. You'll need to insert this sheet into the machines in this order: Origination Modification Replication Interpretation Transmogrification and then the Spell Checker. You will then be given the BEBURTT spell. Back to the Crossroads.
The Crossroads
Return to bottom of the stairs where you first came in. On the right you'll see the purple umbrella tree. Use the IGRAM spell on the umbrellas to make them transparent, then use BEBURRT to get the scroll. It's now time to explore the Dungeon Master's house.
Dungeon Masters Lair
To the right of the house, near the sunflowers, you'll find a hungry snapdragon. Give him the Prozork pill to put him to sleep, then use the sword to cut him free. Up against the side of the house under the window, you'll find a mushroom. Use the THROCK spell on the mushroom and it becomes kind of springy. Put the snapdragon on the mushroom, then pound it with the hammer to send the snapdragon up into the window. The snapdragon will return to you with part of a ripped spell scroll.
Around to the front of the house, it's time to take on the security plant. Put the cigar into the ashtray and watch the plant: he is unable to resist a good stogie. Pour the Mead Light into the bowl on the right. Use the spell to increase the amount of beer in the bowl and send the plant into happy-land.
Inside the house, you'll need to listen to the Dungeon Master's voice mail to get the recipe for his hot cocoa. Take the fudge, the jar of insects, and the lard from the shelves. Go into the DM's bedroom and take the second part of the ripped scroll. By going into the mirror you can put the two parts together to get the SNAVIG spell. Back in the living room, look through the shades to see the walking castle. Use the OBIDIL spell to make the castle like you. Once inside the castle, take the NARWILE spell.
Use the bar of lard to plug the hole in the beehive. Cut the hive with the sword and take the honey. Back to the mixer inside the house put the moss, the lard, the fudge, the honey, the cup, and the jar on the tree to get the cocoa and the WASTARD spell. Back into the bedroom. In the closet is a timetunnel. Use NARWILE to activate the tunnel, then throw the Griff totem into the tunnel by clicking on the WASTARD spell then clicking on Griff.
The White House
You need to get the spell that is on the ground on the side of the house. Since "you can't take it with you," you'll have to find another way to send it through time. Inside the mailbox is a letter. Put the spell inside the envelope and return it to the mailbox. Dont forget to put the flag up on the mailbox! Now, go to hell!
Hades
Argh, this phone thing sucks, doesn't it? If you want to do it the easy way (which I didn't realize was possible at first), just cast Kendall on the phone. If you're a real adventurer, try to figure it out first. You have to listen to every single part of the whole message to know what buttons to push, since each number is represented by a different number! I found the easiest way to complete it was to write down which numbers I need, then write down which numbers stand for those numbers. For the last question, the correct answer is to press #5. (I'm still not sure why, but that's the number that works.) When Cheron appears, give him what he asks for and you'll be driven to hell. Go toward the gate. Although it's kind of fun to aggravate the two-headed monster, you don't need to enter the gate just yet. Just walk up to the mailbox and take the GLORF spell out. Then go back to the Spell Lab.
Spell Lab
All you have to do here is put the SNAVIG scroll into the spell checker to finish your spellbook.
Go back to the Crossroads, then back up the stairs to the bottom of the well where you came in. Use the GLORF spell on the rope you tied to the well, and take the rope back. Now that you have the rope, you can get into the Monastery. Go back onto the Subway and choose the Monastery.
The Monastery
Tie the rope to the sword, then throw the sword up to the hole in the ceiling. Now you can climb up. Inside the monastery you'll find the infamous totemizer. Be careful here one wrong move and you're history, so save your game! On the destination thing, choose "Inquisition". Around the machine you'll see a wheel with a green light. Turn the wheel to turn the light to red. You can now safely pull the lever and be "totemized."
Inside the museum, take the Lucy totem out of the box. Play around with all of the exhibits to see what they do. Go out the back door, you'll see a strange machine with a panel that opens. The solution is to take the middle hammer out so that the guards are all instructed to take the night off. Go back inside to the exhibit where the little man is boarding up the time tunnel. Pull the lever all the way and watch the man destroy his hammer. Put the hammer from the security panel in the man's hands and pull the lever again. The new hammer will destroy the planks and open up the time tunnel. Cast the NARWILE spell to activate it, then send the Lucy totem through the tunnel by clicking the WASTARD spell on her totem.
Old Port Foozle
After exploring the bar ("Want some rye? 'Course you do!") a bit, you should discover a table with a card game in progress. Take the cards, then walk around the bar some more until you see a fly buzzing around. Swat the fly with the 4 card to make it 5. Now you can easily complete the card game by putting 5 in the first slot, 1 in the second, 3 in the third and 2 in the last. You will then be brought to play a game of strip with Jack. Since Lucy is after all a telepathic, clicking on Jack will tell you what card he plans to play, so winning the game is a piece of cake. When you win, Jack will give you the second of your missing treasures, the Cube Of Foundation. Put it inside the castle on the pillow, then Lucy can return into the time tunnel. Your next stop is Hades. You can either go back down from the monastery to the subway, or use the totemizer again.
Hades
Once again, pay Cheron to get across the water. To get past the two-headed monster you'll need to use the SNAVIG on Cheron so you turn into his clone. The two-headed guy will then think you are Cheron. Use Cheron's punch card to open the gate. Once you're inside, pick up the Brog totem. Activate the third time tunnel with NARWILE, and use WASTARD to send the Griff through it.
The Water & the Dragon
The first thing you have to do is pull on the claw that is standing up in the water. The dragon will rise slightly out of the water and you can now access several of the "islands" (which are really parts of the dragon.) On the large middle island you'll find a rubber man and a rubber boat. Take them, then turn to the left. The next island over has a air pump which you also need. Go on to the next island and turn around to look back. You'll see that the island behind you is actually the head of the dragon with two huge nostrils! Put the rubber man in one nostril and the boat in the other, then pump them up with the air pump. The dragon will open his mouth and you can enter in. Once in, look up and you'll find the Coconut Of Quendor free for the taking. The sailor living in the dragon will send up a rope for you. Tie the rope to the dragon's tooth. Turn around and look up and you'll see the ends of the two rubber things blocking the dragon's nose holes. Put the coconut inside the rubber boat. Take the rope back (looks like the sailor didn't really need it!) and go back outside the dragon. From the outside of the nostrils, tie the rope to the boat. (The boat and the man will be tied together.) Go back inside the dragon and pull out the golden tooth. Use the golden tooth to pop the rubber man. The man will fly away, taking the boat and the coconut, too. Get out of the dragon fast. You can now find the rubber boat floating in the water and retrieve your coconut. This will put you back in the castle to place the coconut onto it's pillow.
Once you're back in Hades, you'll need to go back through the gate out to the two-headed monster. Cheron has been instructed not to let anyone return from Hell, so you'll have to convince him you're somebody else. Use the SNAVIG spell on the two-headed monster, then quickly go to Cheron and embark on your return trip. After crossing the water, it's time to go back to the Dungeon Master's house.
Dungeon Masters Lair
Go into the bedroom and send the Brog through the time tunnel.
The White House
Turn around and head toward the torches burning behind you. The torch on the left has a bad attitude, doesn't he? You'll need to use the torch on the left (the "flickering" torch) to finish up here, although it's kind of fun to take them both with you and listen to them bicker.
Luckily, the Brog is strong enough to break down the wood blocking the house entrance. Once you're in, you'll need to use the flickering torch to see, because the other torch is a coward when it comes right down to it. Go downstairs and take the grue eggs. Bring them back upstairs and light the little pot on the floor with the torch, then cook each of the grue eggs in the flames until they turn golden. Go back downstairs and fling the eggs at the opening. You will enter a chess game that guards the skull of Yorrick. Attempting to play chess is beyond the Brog's capabilities, so just use the wooden stick and bash the cage surrounding the skull. Place the skull on its pillow inside the castle, and it's time to face the Inquisitor.
Prison Cell
Talk to Jack through the air vent. He'll take pity on you and give you a scroll. Open the screws on the vent with your letter opener and take the scroll. Take the poster off the wall and slide it under the door. Use the scroll spell on the door to create a lock and key. Use the letter opener to push the key through the keyhole, then pull the poster (and the key) out from under the door. Voila the key opens the cell door.
Left of the cell you find a control panel and a map of all of the cells. Your goal is to open Jack's cell. Watching the monitor will reveal Jack's location (he's in room 31-AB). Change the numbers on the panel to 31-AB and the door to Jacks room will open, allowing him to retrieve your stuff and meet up with you.
Top of Port Foozle
Take the three treasures from the castle. Use the spell the Enchantress gave you on your spell book to turn all your spells into their reverse form. You're almost done! Use the VORZER spell on the tent to seal off the door, locking the guards inside. In front of the tower the MARGI spell reveals a purple electrified fence. You'll need to unplug the electricity before touching the fence (just pull the plug). Use your sword to cut the fence open.
Put the skull in the box at the bottom of the tower. Climbing up, you'll find a hole just right for the cube. At the top, put the coconut on the scale, then use the lantern on the other side to balance the coconut. All the way up, you need to cut the power line for the Inquisitor's speaker so that your final spell can be heard. After cutting the line, cast the final spell. Congratulations . you've saved the Empire!
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