Zork Grand Inquisitor Walkthrough

Insert Zork Grand Inquisitor CD 2 and copy the folder called ZASSETS2 into the Zork Grand Inquisitor in your hard drive. Ok here is the tricky part. Launch Zork Grand Inquisitor, which will open Classic -wait for boot to finish. Right about now your Mac will talk to you if you have text-to-speech enabled.
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- Outside the fishmonger’s 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 (it’s broken) (+20)
- Go to Antharia Jack’s 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
- Outside Frobozz Electric get the rope (noose) that is hanging from the large sign on the left
- Use the rope on the well (+5)
- Climb down the well into the Underground
- 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
- 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 Master’s lair
- Use the sword to cut through the undergrowth (+9) and enter the garden
- In the garden open the shed door and take the shovel and the THROCK scroll
- Go to the entrance to GUE Tech, cast REZROV on the gate to open it (+9) and enter
- The entrance exam to GUE Tech consists of the three pillar puzzles
- Pillar #1 (+7)
- Pillar #2 (+8)
- Pillar #3 (+9)
- Enter GUE Tech through the window on the third pillarexit through the door
- Use the shovel on the dirt pile to dig out the KENDALL scroll (+6)
- Go to the entrance to the subway, insert the subway token into the slot and go down (+9)
- Cast KENDALL on the subway announcement board to simplify the tracks (+17)
- Travel to Hades
- Go to the skeleton and get the Scratch’n win ticket from his hand
- Solve the puzzle (+10) to win 500 Zorkmids
- 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)
- 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 (Yannik’s 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 Master’s 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
- 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
- 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)
- 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) (It’s the ZIMDOR spell which can be cast only once)
- 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)
- Inside the walking castle look at the pulsating heart and get the NARWILE spell scroll
- 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)
- 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)
- 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 Master’s 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
- 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)
- Run the SNAVIG scroll through the spell checker to get the SNAVIG spell (+8)
- 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
- Fly to the other foot and move the right nail to make the dragon’s belly emerge from the water (+5)
- Fly to the belly and take the inflatable raft and captain (inside the crate)
- Fly to the sleeping dragon’s hand and take the air pump from the skeleton
- Fly to the dragon’s head and plug the inflatable raft and captain in the nostrils
- Inflate them to open the dragon’s 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 doesn’t 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
- 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
- Go to the 1st time tunnel and cast YASTARD on the Brog totem to send the Brog to 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
- Go to the bottom of the well (where you started off)
- Cast GLORF on the rope to untie it and take it (+5)
- 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)
- 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
- Go to Antharia Jack’s 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
- 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
- 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)
- 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 you’ll get fried)
- Cast MARGI to make the electric fence appear (it’s invisible but it’s 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
ZORK GRAND INQUISITOR
This walkthrough assumes that you are familiar with the places in the game. You don’t have to know exactly where things are but you should have a rough idea of the Underground and the different locations.
PORT FOOZLE
FROBOZZ ELECTRIC
THE WELL
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 Y’Gael 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
THE CROSSROADS
THE DUNGEON MASTER’S LAIR
THE CROSSROADS
GUE TECH
THE CROSSROADS
THE SUBWAY
Hades
FLOOD CONTROL DAM #3
GUE TECH
SPELL LAB
NOTE: Here you can make spells from scratch. The instructions are in the brown book in Yannik’s locker. The only spell that can be created is BEBURTT so don’t bother about the others.
Also run the OBIDIL scroll through the spell checker to get the OBIDIL spell (+8)
CROSSROADS
DUNGEON MASTER’S LAIR
THE WALKING CASTLE Crystal cosmos game gameplay download.
DUNGEON MASTER’S LAIR
FLOOD CONTROL DAM #3
DUNGEON MASTER’S LAIR
THE WHITE HOUSE
SPELL LAB
HADES
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 dragon’s feet.
HADES
DUNGEON MASTER’S LAIR
THE WHITE HOUSE
CROSSROADS
MONASTERY
HALL OF INQUISITION
PORT FOOZLE - PAST
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
After completing all three tasks you get arrested by the Grand Inquisitor and end up in jail next to Antharia Jack’s cell
JAIL
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. Y’Gale 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
THE END
Solution © by Kostas Pontikis (GR) / sniper@compulink.gr
Port Foozle
Step forward to look at the crossroads sign, then back out and take the path on the left towards Port Foozle. Look at the speaker controls and press the green button, then wait until you hear the voice over the loudspeaker and quickly take the can from the freezer (you will end up with a set of plastic six-pack rings. Turn left and go out to the dock, then look at the hook on the right; put the rings on the hook, then pull the lever and you will catch a box. Take the lantern from the box.
Turn around and go to the pawn shop. Knock on the door, then use your lantern on the door. Take a cigar from the box on the table, and you will end up back outside. Go along the road into town until you reach the barrel at the end. Turn right and look at the dolls, then use your cigar on one and quickly get into the barrel. After Jack is apprehended, return to the pawn shop and take the lantern. Go back to the crossroads and take the unmarked path to the right to reach the Steppinthrax Monastery. Look at the large sign to the left and take the rope, then return to the crossroads once more. Turn right and go to the well. Use your rope on the well, then climb down.
Great Underground Empire
Look in the bucket on the right and take the subway token, then approach the door and cast Rezrov on it. Go down the stairs to reach the crossroads.
The Crossroads
Look at the small glass case on the wall here. Open it by using the handle on the right, and take the small hammer, then close the case again. Smash the glass with the hammer so you can take the sword and the GUE map. Back out and turn right, then look at the totem on the ground and take it. Continue along the path and turn left, then go forward until you are blocked by bushes. Use your sword to cut the bushes, then go through the door.
Dungeon Master's Lair
Open the toolshed and take the Throck scroll and the shovel. Head down the path to the house, where you will be stopped by the house's security system. Back out and go just right of the house. Approach the teleportation system and insert your map, then go back to the crossroads.
The Crossroads
Cross over the bridge and turn right, then approach the archway with the sign 'In Magic We Trust'. Cast Rezrov on the door, then go through.
GUE Tech
Look at the first pillar and spin the dials to create a scene with an erupting volcano and lava. Go forward and look at the second pillar, creating a scene with a stone pillar with Z at the top. Go forward once more and approach the third and final pillar. Spin the dials to show segments of 3 different windows, then go forward through the window that appears. Turn around and go through the large double doors to return outside, then turn around again to see the building is gone. Go up the stairs towards the fountain, then head slightly to the right and dig in the dirt with your shovel. Pick up the Kendall scroll, then turn around and go to the teleportation machine. Insert your map and travel again.
The Crossroads
Go over the other bridge and approach the entrance to the subway. Insert your token in the slot. Walk forward, then look at the map on the left wall and cast Kendall on it. Now click on Hades, then turn around and step on to the platform.
Hades
Step off the platform and turn right, going forward until you reach a skeleton on a seat. Examine both books, then take the lottery ticket from the skeleton's hand. Use this on the Frobozz Magic Viewer in your inventory and click your way through the maze to the middle to get 500 Zorkmids. Continue to the end of the subway to enter Hades, then use the teleportation machine to the left.
GUE Tech
Go down the stairs and click on the window in the pillar to enter the university. Read the messages on the board to the left, then go over toward the vending machines. Put your 500 Zorkmids into the change machine and take the coins. Leave the university by going through the window to the right of the double doors, then head back down to the subway. Look at the map and click on Flood Control Dam #3. Turn around and step on to the platform.
Flood Control Dam #3
Step off the platform and look at the machine to the left; insert a Zorkmid from your inventory, then take the letter opener. Back out and look at the drain near the wall to see some moss. Cast Throck on the moss before picking it up. Continue to the end of the subway to reach the Dam controls. Look inside the book on the left and take the Golgatem scroll, then look at the main controls. Cast Rezrov on the closed panel outside, then press the blue and yellow buttons to bust everything open. Go back to the map and click on The Crossroads, then turn around and step on to the platform. Go back up out of the subway and use the teleportation machine on the left.
GUE Tech
Go down the stairs and click on the window to get inside again. Walk around to the right and look up to see a purple sign that reads 'Infinite Corridor'. Cast Igram on the first word, then look back down and walk forwards into the corridor. Click on Belboz's picture on the left, then continue along the corridor to a set of halls going in multiple directions. Turn right and look at the middle row of lockers - the second one changes your cursor and will be important shortly. Return along the corridor to the vending machines in the lobby. Look at the white vending machine and insert a Zorkmid, then quickly use the sandwich slot to find an Obidil scroll. Turn around and approach the candy machine. Insert a Zorkmid, then press button 8 - the candy will not fall. Back out and use your PermaSuck vacuum on the dispenser hole at the bottom of the machine. Look at the vacuum and flip the switch to turn it on, then open the hopper and take the candy from inside. Save your game. Go to the other vending machine here. Put your Zork Rocks candy beneath the dispenser, then insert a Zorkmid and press the button for Slam Classic. Pick up the candy mixture, then quickly head back to the lockers and put the candy mixture into the second locker of the middle row. Wait for it to blow open, then take the ID card from the locker. Go back to the candy machine, insert a Zorkmid and press button 11. Quickly go back to the lockers and take the Prozork pill from the new open locker, then read the books. Turn around to the large door and use the ID card in the slot to the left. Head through the door.
Spell Lab
Continue forward on to the bridge. Use your sword on the ropes on the right of the bridge to get rid of the bridge guardian. Cast Golgatem on the opposite ledge to create a new bridge, then go over to the other side. Turn right and take a blank scroll from the crate. Step forward to the middle of the room, then use the scroll in the machines in this order:
- Origination (middle, left side)
- Modification (middle, right side)
- Replication (near, right side)
- Interpretation (far, left side)
- Transmogrification (near, left side)
Use the scroll in the machine at the end of the room to turn it into a Beburtt scroll. Also use your Obidil scroll in this machine. Go back over the bridge and use your map in the teleportation machine.
The Crossroads
Go back past where you entered the crossroads area to find an umbrella tree. Cast Igram on the tree, then cast Beburtt. Pick up the Zimdor scroll (this one will not end up in your spell book). Turn around and go forward, then turn left and go through the door.
Dungeon Master's Lair
Go along the path and turn to the left to find some snapdragons. Use your Prozork pill on the nearest one to put it to sleep, then use your sword on it and you will take its head. Go towards the house, then head around to its right side to find a green plant. Cast Throck on it, then put the snapdragon on it and hit it with your hammer - you will get a torn piece of scroll. Go back to the front of the house and approach the birdbath on the right. Pour your tin of mead into it, then use your Zimdor scroll to triple its volume. Now look at the ashtray to the left of the house entrance and pur your cigar into it - the cigar and mead should take care of the home security system.
Go inside and examine the phone to listen to the messages. Back out and open up the screen directly in front of you to see a castle. Open it again and cast Obidil on the castle - you will end up in the castle. Look up and take the Narwile scroll, then turn around and go back to the house. Search the house to collect the red mug, hotbugs, Hungas lard and Flatheadia fudge. Read all the books you can find in here. Go back outside the house and look at the beehive. Use your lard in the beehive to get rid of the bees, then take the lard before using your sword on the beehive. Take the honeycomb, then enter the house again. Look at the twisted tree trunk in the corner of the room - this is a Chia Processor. Put the lard, honeycomb, fudge, moss, hotbugs and cocoa mug on the processor and you will receive a Yastard scroll.
Go through the doorway to the blue bedroom. Take the other torn half of the scroll from the window, then head through the mirror in the corner of the room; in here everything is reversed. Look in your inventory and combine the two torn scroll halves in the Frobozz Magic Viewer, then go back through the mirror again. Next cast the Yastard spell on your totem of Griff and you will end up travelling to the White House as Griff.
White House
Walk around to the back of the house and pick up the Glorf scroll. Go back to the front of the house and open the mailbox. Take the letter and put it in your Frobozz Magic Viewer, then use the Glorf spell on it. Put the letter back in the mailbox, close the mailbox and lift the red flag on its side. Head around the back of the house and go back through the time tunnel. Find a teleporter and use your map to travel.
Spell Lab
Go to the machine at the back of the room and put your Snavig scroll inside to repair it. Leave the lab and teleport once more.
Hades
Pick up the phone receiver and follow the prompts to dial 82895. After Charon appears, give him 2 Zorkmids. Go over and talk to the Hades beast, then go to the mailbox to the left of the gateway. Open the mailbox and take the mail from inside. In your inventory, use the envelope on your Frobozz Magic Viewer, then open it with your letter opener to get the Glorf scroll. Return to Charon but don't pay him again; instead cast Snavig on him to become his clone. Quickly go back and talk to the Hades beast and it will leave. Now examine the display behind the beast and take Charon's punch card. Go through the gate and look left, picking up the totem from the ground. Cast Narwile on the time tunnel, then cast Yastard on Griff's totem.
Dragon Archipelago
Fly over to the right foot in the distance and move the toe to the right to expose the dragon's belly. Fly there and zoom in on the wreckage, picking up the inflatable raft and inflatable sailor. Next go to the dragon's right hand and zoom in on the skeleton so you can pick up the air pump. Now fly back to the belly them up to the dragon's head. Look at the nostrils and insert your two inflatable items, then use the air pump on both of them to get the dragon to raise its head out of the water. Fly into the mouth and go forward until you can take the Coconut of Quendor. Wait for the rope to appear and then pick it up. Turn around and also take the gold tooth. Look up and put the Coconut into the red life raft, then fly out of the dragon's mouth and up to the nostrils again. Use the rope to tie the two inflatable items together. Fly back into the dragon's mouth and save your game. Look up and use the gold tooth on the blue inflatable sailor, then quickly look back down and fly out of the dragon's mouth again. Look down to the raft and pick it up, then you will end up in the walking castle. Place the Coconut on the nearest red platform, then go through the time tunnel.
Hades
Go out through the gate and cast Snavig on the Hades beast, then quickly go to see Charon and he will take you back over the river. Use the teleporter to travel again.
Dungeon Master's Lair
Enter the house and go through the doorway into the blue room. Look at the time tunnel, then cast the Yastard spell on your totem of Brog and you will end up travelling to the White House as Brog.
White House
Turn around and go along the path, talking to the Flickering Torch (the one on the right), then picking it up. Go back to the white house and remove the boards from the front door, then go inside and down the stairs. Pick up an egg, then go back upstairs and put the egg in the pot. Light the pot with your torch, then pick up the egg once it turns golden. Go downstairs again and throw the egg at the stalactite to the left. Jump across the gap, then break the puzzle with your board and take the Skull of Yoruk. You will end up in the walking castle again. Turn left and place the Skull on the low red platform, then go through the time tunnel.
Crossroads
Make your way back through the crossroads and up the dragon stairs. Look up at the rope and cast Glorf on it to get it. Head back down and into the subway. Go to the map and click on Monastery, then turn around and step on to the platform. Step back from the platform and turn left, walking along to a cave-in. Combine your sword and rope in your inventory, then use this on the grate above you before climbing up the rope.
Steppinthrax Monastery
Look at the panel and select 'To Hall of Inquisition'. Go further into the room and look at the three valves; turn the right dial and the yellow light will turn off. Go to the far end of the room and flip the switch to pass through the totemizer and reach the Hall. Look in the bin in the corner of the room to get another totem. Turn around and go through the doors at the other end of the hall. Turn left and press the red button, then take the middle hammer. Return inside and find the exhibit called 'Closing the Time Tunnels'. Move the switch on the right to its bottom position, then press the button; the robot's hammer will break. Now give your hammer to the robot and press the red button again to break the boards. Cast Narwile on the time tunnel, then cast Yastard on Lucy's totem.
Port Foozle
Turn around and enter the pub with the sign 'Ladies' Night'. Approach the bar, then turn around and take the cards from the table. Go over to the dart board and use the 4 card on it to turn it into a 5 card. Return to the card table and insert the cards from left to right in the order 5-1-2-3. Win the game against Jack and you will end up with the Cube of Foundation. After you automatically reach the castle, turn right and place the Cube on the final red platform, then go through the time tunnel. You will be captured by the inquisition and placed in prison.
Prison
Take the poster from the left wall, then look up at the grate on the right wall and click on it until you see a scroll from Jack (who is in the next cell). Use your letter opener on the screws in the corners of the grate, then take the Lexdom scroll and use it on the prison door. Look down and slide the poster under the door, then look back up and use the letter opener on the lock to push the key through. Pull the poster back and take the key, then use it on the lock. Leave the cell and turn left, approaching the large machine. Look at the controls and enter the code 31AB, then press the button and you will escape from prison with Jack.
Flathead Mesa
Enter the castle and take the 3 artifacts, then go back outside and save your game. Walk towards the radio tower and approach the tent just to the right (don't go inside). Use your Booznik scroll on your spell book to reverse all the spells inside. Now cast Vorzer on the tent to close it. Walk to the tower and cast Margi on its upper portion to reveal an electrified fence. Back up and look at the end of the cord just to the left, then pull out the plug to disable the fence. Approach the fence and use your sword on it to cut through. Head through to the base of the tower.
Look at the panel beneath the tower; open it, put the Skull inside, and close it again. Now climb the tower and you will stop at a small opening. Look inside and put the Cube inside here, then back out and climb up to the top. Turn around and look at the scales, then put the Coconut in the right side of the scales. You will then receive the lantern; put it in the left side of the scales. Try to cast Maxov on the scales, but there is too much noise. Look up and use your sword on the wires. Look back down and cast Maxov on the scales.