This version has been updated for version 3.1 of
Dungeon.
Welcome to Dungeon.
There are many variables in
this game that are difficult to
account for in a walkthrough. Your
best defense against an
unwelcome surprise is to save the game often.
I suggest you
save at the end of each paragraph. Unfortunately, each time
you
save your game it destroys the previous save file. If you run
into the thief just move away from him. If he steals your
treasures, don't worry, you'll get them back. Okay, here we
go. .
.
You are at the west of a boarded up white house. Go south, and
then east to the back of the house. Open the window. Go east
into the forest. Move the pile of leaves. This reveals a
locked grate. Leaving the grate alone, or opening it will make
no
difference in the game. Go west, here you will find a tree
with a low
branch. Climb the tree, and take the egg from the
nest. Climb
down and go East, South, North, and East. You
have returned to the
back of the house. Enter the house. You
are in a kitchen.
On the table is a bottle and a sack. Just
take the bottle, and go west
to the living room. Take the
sword and the lamp. Move the rug,
and open the trap door. Turn
on your lamp, and go down into the
dungeon.
You are in a cellar, and it looks like there is no way to go
back. Go east to the troll room. Oh no, a nasty troll!
Kill
troll with sword. If the troll does not die with the first
blow, do it again. There is a chance that the troll may kill
you. If he does kill you, restore your game and try again.
Once
you have disposed of the troll drop the sword and go north
and then east to
the Round Room. This is one of the more
annoying places in the game.
The room is a turning. The first
thing we need to do is stop it! Until
we do stop it from
spinning any direction you enter will send you to a
random
place. Your goal is to find the Engravings Cave. Here are
a
set of directions to return you to the Round Room. If you see
a
treasure along the way, just leave it we will come back later
to retrieve
it. (Assuming the thief does not steal it. And if
he does, you'll
still get it back later.) Keep trying
different directions until
you enter the Engravings Cave.
(1) Deep Canyon -->
South
(2) Grail
Room -->
West
(3) North-South Passage
--> Northeast, Up, East, South,
South
(4) East-West
Passage --> East
(5) Winding
Passage --> East, North, North,
West
(6)
Maze
--> West, North, East
Okay, you've made it. Go southeast to the
riddle room. Answer
"Well", and the passage to the east will
open. Go East, take
the pearls, and continue east. Board the
bucket. Say it just
that way. Open the bottle, pour the
water. Well done. You are
now at the top of the well. Disembark
the bucket. Again, say
it just that way. Go east to the tea
room. Leave the cakes
for now, and go northwest. Tell robot
"East". Go East. Tell
robot "push triangular button". You
hear a dull thump in the
distance, and you have just stopped the round room
from
spinning. Tell robot "south". Go south. Take the
sphere. Tell
robot "lift cage". Take the sphere. Go north
and west. Now
you compass spins wildly. You need to keep trying
to get back
to the tea room. Try and go Southeast, if you end up in
the
Machine room go West and try another direction until you get to
the
tea room. Take all of the cakes. Eat the eatme cake. Go
East. Throw the red cake. take the tin of spices. Go West.
Eat the blue cake. Drop the orange cake. Go West. Board the
bucket. Fill bottle with water. Close the bottle.
Disembark.
Go west, west, down, and north. You are back in the
now stable
round room. Open the box. Take the violin.
Now
it is time to stop another nuisance. Every time you enter
the Dungeon
someone (probably the thief) shuts the trap door
and locks you in.
This will continue until you find a way out
of the Dungeon (other than the
fireplace.) So off we go . . .
West, West, South, South, East and
Up. Take the coins. Do not
touch the rusty knife or the
skeleton. Go Southwest, east,
south, and Northeast. A giant
Cyclops blocks the way. The
easiest way past him is the speak the name
of his nemesis. Say
"Odysseus". Go north then east and you will
be back in the
living room. Open the case. Put treasures in case. Take
the
egg.
If you still have the egg you need to give it to the thief
so
he can open it for you. If he has already stolen it skip to
the
next paragraph. Go west, south, and up. Give the egg to
the
thief. Waste no time and get out of there. Go Down,
North, and
East. If you get killed, you can restore the game
and try
again.
Okay, we have one last nuisance to get rid of, namely the
thief. You can not kill the thief until you have at least 200
points, and more is better. So, now we will go off and get as
many
treasures as we can. Open the trap door and go down. Go
back to
the round room (East, north, and East). Go east to the
Grail
room. Take the Grail. Go west. Go Northeast twice. You
are
in a strange cavernous room. Say "echo". Okay, now you
can take
the bar. Off to the dam now. Go Up, and East. We
need to
open the sluice gates, so go north. Take the
matchbook. Read the
Matchbook. Interesting! A free
brochure. Send for free
brochure. Go north. Take the
screwdriver, and the wrench.
Push the yellow button. This
have activated the control panel for the
dam. Go south twice.
Turn the bolt with the wrench. Drop
the wrench. Go south
twice. Go southeast and east. A giant
mirror is here. Touch
the mirror. The ground shakes. You have
been transported to
another mirror room, identical to the first. Go
east and
down. Take the trident. Go southeast and take the pump.
Go
north, up, north, west twice, and down the slide. Your back in
the
cellar, go up to the living room. Put the treasures in the
case.
Drop the pump and screwdriver.
Go back down into the cellar. Go
south twice. Take the
painting. Go west. Here we are at the bank
of Zork! And we
intend to rob it. Go northeast, east and
south to the
Chairman's Office. Get the portrait and go back north. Drop
all, and take the lamp. Walk through the north wall. You've
been
transported to a seemingly exitless room! But don't panic,
just walk through
the south wall, presto! You're back at the
Safety Deposity again. Walk
through the north wall once again,
and you have found the vault! Lying
neatly is a pile of 200
Zorkmid bills. Take the bills and enter the
north wall. Now
drop the bills and go west. If you try to leave the
Depository
carrying the bills or the paintings, an alarm sounds and an
invisible barrier blocks your leaving! Go back west to the bank
vault,
take all, enter the curtain of light then go south. This
time, when you exit
the room, you find yourself back at the
bank's main entrance. Go south
twice. Go north, west, and up to
the living room. Put treasures in the
case. Take the bottle.
You should have just the lamp, matches and bottle
with you
now. Go down, east, north, and east. Go east, and
up. Take
the Bell. Go east again. Take the book and the
candles. Go
west twice, east, south and down. Now lets get
rid of those
evil spirits. Open the bottle. Ring the
bell. Ouch! Pour
the water in the bell. Take the
bell. Take the candles.
Light a match. Light the candles
with the match. Read the
book. Go east twice, and west
twice. This is just to get the
points. Go up, and west.
Touch the mirror. Go east, down,
southeast, and south. Take the
trunk. Go north twice, up,
north, west twice, and down the
slide. Go up to the living
room. Put the trunk in the
case. Drop all, and take the lamp.
Save.
Here we go.
First off check you score. Your rank must be at
Adventurer. Next,
check your condition with diagnose. You
should be perfectly
healthy. If not read ahead to get more
treasures. Then when your
score is high enough, and your health
is good you will be off to kill the
thief. Go east, and up.
Take the knife. Go back down to
the kitchen, west twice, south
and up. Kill the thief with the
knife. Keep up the fight
until one of you is dead. If you die,
restore and try again.
If the thief dies, take all the
treasures. Go down, north and
east. Put the treasures in the
case.
Okay, your lamp will not last long enough for you to finish the
game, so we need another light source. To do this you need the
rope from the attic. Go east and up. Take the rope and the
brick. Go down and west. Drop the brick. Go down. Go
east,
north, and down. You are at the deep ravine. Go west, and
then east. You are at the top of the dome. Tie the rope to
the rail and climb down. Take the torch, and turn off the
lamp. Go
down, east, north, and down to the deep ravine. Go
down and
west. Take the wire. Go north and east. Take the
coffin. The coffin does not fit through any of the standard
exits. So well have to use some magic (or prayer). Go up,
north, and east. Now go north trice. Go up and north. You
are in the northern mirror room. Touch the mirror. Go north
twice. (note you could go to the temple from here and pray.
This would take you to the forest.) Go west four times, and up
to
the living room. Put the coffin in the case.
Now for a ride on the
frigid river. Take the pump. Go down to
the cellar. The
first stop is to get the shovel in the small
cave. Go east, north,
east, northwest, east twice, south, east
twice, take the shovel. Now
off to the boat. Go Northwest,
south, up, east, and down.
Inflate the boat with the pump.
Drop the pump. Put the stick in
the boat. (If you are
carrying the stick while you board or disembark
the boat the
boat will be punctured.) Board the boat.
Launch. Go down
three times. Take the buoy. Go west.
Disembark. Take the
shovel. Dig sand with shovel 4 times.
Take the statue. Go
south twice. Wave the stick. Go east
twice. Take the pot of
gold. Go Southeast, and up twice.
Now back to the house. Go
south, north, west twice, east twice, south,
north, east, and
in. Open the sack, and take the garlic. Go west
to the living
room. Open the buoy. Put the emerald in the
case. Drop the
buoy. Put the pot in the case. Put the
statue in the case.
Drop the stick and the shovel. Take the
screwdriver.
Now it time go mining. Down to the cellar. East,
north, and
east. Southeast to the winding passage, and east to the
mirror
room. Touch the mirror. Go west twice, and north.
Here we
are at the entrance to the mine. Go northwest and west.
Good
thing we have that garlic to keep the bat at bay. Take the
figurine. Go east, south and northeast. You are in the shaft
room. Put the torch and the screwdriver in the basket. Do not
under any circumstances take the torch any further. Turn on
your
lamp and go north. Now go west and down. Pweew! Gas!
Good thing you left the torch behind. Take the bracelet and go
up. Now into the mine (part I). Go east, northeast, north,
northeast, northwest, and down. You should be at the ladder
top. Go down, northeast. Take the coal. Go south, up
twice,
east twice, and south. You are back at the shaft room.
But
the coal in the basket. Lower the basket. Now into the mine
(part II). Go north, northeast, north, northeast, northwest,
and
down. At the ladder top again. Go down and south. Drop
all. Go southwest through the narrow passage. (You can not
walk through here carrying anything.) Take the coal, torch,
and
screwdriver. Go east to the machine room. Open the lid,
put the
coal in the machine, close the lid. Turn the switch
with the
screwdriver, and open the lid. Take the diamond. Go
northwest. Put the diamond, torch, and screwdriver in the
basket. Go northeast. Take all. Go north, up
twice. East
twice, and south. Drop the timber here (you'll need
it later).
Raise the basket. Take all from the basket. Turn off
the
lamp. Go west, south, and down the slide. Go up to the
living
room. Put the diamond, bracelet and figurine in the case.
Drop the garlic and the screwdriver.
Okay, now its time for the royal
puzzle. Go West, south, and
up to the thief's hide-a-way. Go
east. Make sure you save
here. Be very careful to follow these
directions exactly.
Down, push east wall, South, Southwest, Push south wall,
East
twice, Push south wall, North twice, East, Push south wall,
Take
card, Push south wall, East, Northeast, Push west wall
four times, Northeast
twice, North, Push east wall, Southwest,
South, Southeast, Northeast, North,
Push west wall, Northwest,
Push south wall twice, West, Northwest twice,
Push south wall,
Southeast trice, Northeast, Push west wall twice,
Southwest,
Push north wall trice, Northwest, Up.
Whew! That is
the most difficult puzzle in Dungeon. Glad its
over. Go West,
down, north, and east to the living room. Put
the card in the
case. Drop all.
The next puzzle is new to version 3.1 of
Dungeon. It's called
the Palantirs. Go east twice, south and
west. Take the mat
from the front of the house. Go South and
east. Enter the
house, and go west to the living room. Take the
screwdriver
and the torch. Go Down, east, north down, west, east,
down,
and west to the Size room. Put the mat under the door.
Open
the lid. Put the screwdriver in the keyhole. Take the
mat.
Take the key. Unlock the door with the key. Open the
door.
Enter the room. Take the sphere. Exit the
room. Go east,
down, east, north, down, west, and east to the dome
room.
Untie the rope. Take the rope. Go east, west, south,
west
twice, and up to the living room. Put treasures in the
case.
Drop all.
Take the rope and the torch. Go down,
east, north, easta,
southeast, and east to the mirror room. Touch the
mirror. Go
west twice, north, northeast. Take the timber.
Go west and
south. Drop the timber. Tie the rope to the
timber. Go down
trice. Go east and south to the sooty
room. Take the sphere.
Go north, down, and up to the living
room. Put treasures in
case. Drop all.
Take the
Newspaper, brick, matches, lamp, torch, and wire.
Were getting
there. One last major puzzle to solve. Go back
down into the
cellar. Go east, north, and down twice. Go
west, and
north. Turn on your lamp, and throw the torch. You
need to hurry
from here on out, because your lamp will not last
too long. Go west,
take the ruby. Go west, and south. Hello
Aviator! Board the
basket. Open the receptacle. Put the
newspaper in the
receptacle. Light a match. Light the
newspaper with the
match. Away we go. Wait (type "wait")
until you reach the small
ledge. Land on the ledge.
Disembark, and tie the rope to the
hook (you don't want to get
stuck here). Take the coin, and go
south. Take the purple
book. Go north and board the
balloon. Untie the rope. Wait
until you reach the wide
ledge. Land the balloon and
disembark. Tie the rope to the
hook. Go south. Put the brick
in the hole. Put the wire in
the brick.
Save.
Light a match. Light the wire with
the match. Now get outta
there! Go north. Boooooom!
Go south. Take the crown. Now
get outta there! Go
north. Wheew! Just in time. You still
need to hustle, so
board the basket, untie the rope. Close the
receptacle. Now wait
as you sink to the bottom.
Go north, west, south, and north. Take
the now burned-out
torch. Go east, north trice, up, north, west,
west. Untie the
rope (so you can slide down the slide). Down the
slide, and up
to the living room. >> Turn off your lamp.
<< Put the ruby,
torch, coin, and crown in the case. Open
the purple book. Put
the stamp in the case. Drop the purple
book. Take the egg.
Take the canary from the egg. Put the egg
back in the case.
Go east trice, then west. You are back by the
tree where you
found the egg. Wind the canary. Take the
bauble. Go east,
south, north, east. Now back to the front of
the house. Go
south and west. Take the brochure (good thing you
read that
matchbook). Take the stamp. Go south, east and
in. Go west
to the Living room. Put the bauble, canary, and the
Don Woods
stamp in the case.
Congratulations ! You have just received
all 616 points. But
what this not fireworks? No trumpets with a
fanfare? You
still have the end-game to finish! Wait, and
continue to wait
until you get a message from a sinister, wraithlike
figure.
Save.
Turn you lamp back on. With any luck
you will have just enough
battery power to get you though. Take the
matches and candles
just in case. Go down, east, north, east trice,
south, down,
east twice. You are back at the crypt. Open the
crypt. (This
can only be done once the end-game has started.)
Enter the
crypt. Close the crypt. Turn off your lamp and
wait.
You can no longer save the game from this point forward.
However, you can restore to this point by incanting a magic
phrase. Follow the instructions and write down you magic
incantation. Now walk down the steps. Go north, drop you
sword and go south. Now push the red button. Go north, take
the sword, and go north again. Enter the box. Lift the short
pole. Push the red panel twice. Lower the short pole. Push
the mahogany panel trice. lift the short pole and push the red
panel four times. Now push the pine panel and go north. Knock
on the door. The Dungeon Master appears and will ask you three
questions. You must answer all three questions correctly or
you
will not be able to finish the game.
"The taking of which object offends
the ghosts?" Skeleton.
"From which room can one enter the robber's
hideaway without
passing through the Cyclops room?" Temple.
(note: type 'treasure').
"What object is of use in determining the
function of the iced
cakes?" Flask.
"What object in the dungeon
is haunted?" Rusty knife.
"Besides the temple, to which room is it
possible to go from
the alter?" Forest.
"What can be done to
the mirror that is useful?" Touch.
"In which room is the phrase
'Hello sailor' useful?" None.
"What is the absolute minimum
specified value of the Zorkmid
treasures, in zorkmids?"
30003.
Now go north twice, east, and north twice. Set the dial to
4.
Push the button. Tell master, stay. Go south.
Open the
door. Go in. Tell master, set dial to 6. Tell
master, push
button. Open the bronze door. Go south. At
last the
treasures of Dungeon of Zork are
yours!
-------------------------------------------------------------
Any
questions comments, bugs, etc. can be reported to me
at:
horowitz@panix.com