Mr. Bill's Adventureland
Easter Eggs & Fun Things To Try
After Playing Zork Adventure Games
The following jewels come from various sources. Some were included in Infocom's hint books (listed first, copyright Infocom), whereas others were sent to us by our friends: primarily Arthur, with additional contributions from Jason, Tullis, Jonathan and Robin. Special thanks to Laird Malamed, Director of Zork Grand Inquisitor, for the Easter Eggs in that game.
INDEX
Zork I
Zork II
Zork III
Enchanter
Sorcerer
Spellbreaker
Wishbringer
Beyond Zork
Zork Zero
Return To Zork
Zork Nemesis
Zork Grand Inquisitor
Zork: The Undiscovered Underground
Zork I
- open the grating from beneath while the leaves are still on it
- swear
- wave the scepter while standing on the rainbow
- try something nasty with the bodies in Hades
- burn the black book
- damage the painting
- light the candles with the torch
- read the matchbook
- try to take the Thief, Troll, Cyclops, and Yourself
- try cutting things with the knife or sword
- pour water on something burning
- eat the garlic
- drink the water
- sail over Aragain Falls
- knock the troll unconscious, disarm him, wait for him to wake up, then return the axe to him and let him kill you
WORDS TO TRY:
- WAIT or SCORE (while dead as a spirit)
- HELLO (to Troll, Thief, Cyclops)
- ZORK
- OIL
- XYZZY
- WALK AROUND (in forest, outside house, or in house)
- PLUGH
- FIND (especially with house, hands, teeth, me)
- CHOMP
- COUNT (candles, leaves, matches)
- WIN (or LOSE)
- MUMBLE (or SIGH)
- LISTEN (especially to the Troll, Thief, or Cyclops)
- REPENT
- WHAT IS (grue, zorkmid, etc)
- YELL (or SCREAM)
- SMELL
Back to the Index
Zork II
- set off the bomb in the Dusty Room and then wait in the balloon tied to the ledge
- pet or kill Cerberus after putting on his collar
- remove Cerberus' collar
- attack the Princess
- take the serpent
- diagnose yourself while under certain spells
- wait around the Topiary
- cast all of the spells on Cerberus
- ask the demon to kill Cerberus
- wander around the Oddly-Angled Maze while under the FANTASIZE spell's influence
- try fighting the dragon while under the protection of the FIREPROOF spell
- fly all the way out of the volcano in the balloon
- repeatedly look around in the Wizard's Quarters
- try to move around while under the influence of the FLOAT spell
- read the purple book
- try casting a spell without waiting for the wand to recharge several times
- set the room-rotating motors to full power, switch the room-rotating motors to the Low Room, then enter the Low Room (may have to try repeatedly)
Back to the Index
Zork III
- say hello to the man at the cliff
- try to throw anything from the cliff at the man
- try being eaten by the roc or swallowed by the fish in the lake
- try to eat the algae
- try repeatedly to examine the key
- say HELLO SAILOR before the Viking boat arrives or after it leaves
- try being at the aqueduct view, on the aqueduct, at the great door, or visiting one of the other Zorks when the earthquake takes place
- look for the robot tidying the Royal Museum (no doubt closing doors it finds open)
- walk into the Grue Convention in the dark rooms
- go to the Museum Entrance of Jewel Room in 777
- listen to the guards or the dedication through the door
- look into the mirror or knock on the dungeon door while invisible
- try to walk through the swamp or quicksand
- burn the staff, book, tree, Grue Repellant can
- try to enter the world numbered IV from the viewing table
- repeatedly try to pull the sword out of the stone
- throw something into the fiery pit in the Dungeons
Back to the Index
Enchanter
- swear
- examine all the paintings: cast ZIFMIA on Dimwit Flathead and the Wizard of Frobozz
- cast ZIFMIA on Krill, Belboz, or the old woman
- cast GUNCHO on the rainbow tortoise, the adventurer, or yourself
- cast KULCAD on the banquet, the frogs, or the pencil
- cast KULCAD on the knot, then have the adventurer cut it with his sword
- cast NITFOL on the hairy shapes after they imprison you
- cast CLEESH on the hairy shapes after they imprison you
- lead the adventurer or the rainbow tortoise onto the Winding Stair
- examine the globe in the Map Room
- try to open the Guarded Door repeatedly
- cast CLEESH on yourself
- cast VAXUM or NITFOL on the dragon
- cast VAXUM on Krill
- cast NITFOL on yourself
- give a treasure to the adventurer after he says, "Hello, sailor?"
- read both chapters in the dusty book: cast ZIFMIA on the Implementers and the Unseen Terror
- WAIT repeatedly when you're falling down the Bottomless Pit
- cast ZIFMIA on yourself
- SLEEP repeatedly and learn all the different dreams
Back to the Index
Sorcerer
- type WAKE UP during your dream
- wander around as long as you can during your dream
- cast AIMFIZ on the servants, Frobar (repeatedly), Helistar (repeatedly), Duncanthrax, Dimwit Flathead, the Wizard of Frobozz, Krill, and yourself
- cast YOMIN on yourself, the gate gnome (awake and asleep), the park gnome, and the barker
- cast VEZZA repeatedly
- cast MALYON on Duncanthrax's statue or the bunnies in the throwing booth
- as a bat, lead the dornbeast through the Glass Maze until you reach a pit
- try to fill a vial with water while it still contains potion
- open a vial of potion underwater
- drink the BLORTLE (amber) potion, then wander around in the dark
- drink a potion while still under the influence of another (not counting BERZIO)
- drink the indigo potion
- try to cross the minefield while flying
- cast PULVER on the moat or the flume
- cast MALYON on an ordinary object
- play the slot machine repeatedly (try to get the jackpot)
- take the ball away from the throwing booth
- go on the rides in the Amusement Park
- try to talk to the parrot
- cast MEEF on the morgia plant, then play through the game and read the last line of the winning screen
Back to the Index
Spellbreaker
- swear
- try to leave, talk, attack the speaker, or cast a spell during the meeting at the beginning
- examine Orkan, Sneffle, Hoobly, Gzornenplatz or Ardis after they become amphibians
- type FOLLOW SHADOW after it disappears
- try to cast a spell on the guard at the Storied Manse
- before you get any cubes, cast difficult spells repeatedly to see the different failure messages
- try to cast a spell other than BLORPLE at the Flat Plain (where the talking rocks are)
- try to cast spells on or attack the alarm fairy in the Vault
- try to cast spells on or attack the guards in the Vault
- try to cast spells on or attack the shopkeeper
- offer an item other than the coin or jewel (non-magical, magical, or a Cube of Foundation) to the shopkeeper
- try to move around while falling in midair
- as a grue, try to eat another grue
- as a grue, type SLAVER or GURGLE
- as yourself, type SLAVER or GURGLE
- give an answer that isn't an Enchanter's name to Belboz's question
- give the wrong answer to Belboz's question, then later in the game try to use the key he gives you
- cast YOMIN on all the different characters in the game
- give the bread or fish to the green-eyed rock
Back to the Index
Wishbringer
- swear repeatedly
- read the wanted posters in the Post Office
- try to take the candle from the Church in Festeron and in Witchville
- at the beginning, try to attack or give orders to Mr. Crisp
- examine the theater marquee in Festeron
- give the envelope to the gravedigger in the Graveyard
- examine the naughty postcards in the Magic Shoppe
- try to enter the curtain in the Magic Shoppe
- open the can inside the Magic Shoppe
- wait around in the Magic Shoppe without taking the can
- give a gold coin to the troll
- try to attack the stunted humanoids in the Arcade
- disobey King Anantinus
- wake up the baby grue
- say ALEXIS, HEEL to the poodle or hellhound before you read the violet note
- put something in the small mailbox, let the two mailboxes meet, then go into the museum
- read the leaflet
- put something in the wizard's hat
- WISH FOR FREEDOM while chained in the Tower when Mr. Crisp is still present
- get caught in prison enough times that you get sent to the Tower
- rescue the seahorse in Festeron, then get caught in prison 3 times
- WISH FOR RAIN while outside in the presence of another character
- try to open the violet note
- break open the display case in the Museum without turning off the alarm
- give Wishbringer to the old woman when she appears
- put on the 3D glasses when the old woman appears
- try to attack the Evil One
Back to the Index
Beyond Zork
- ask the old woman (each one) about almost anything
- ask the cook about himself
- point the Sayonara wand at the snow wight
- insult the cruel puppet
- point the Levitation wand at the reliquary
- touch people after crossing the bear rug
- open the umbrella while flying on the pterodactyl
- open the umbrella indoors
- eat a truffle in front of the minx
- sell a truffle to the old woman
- taste the sticky coating in the goblet
- open the chest a second time
- turn the crank on the hurdy-gurdy (12 possibilities) near the old woman
- drink either the potion of Forgetfulness or Death
- as a female character, ask Y'Gael at the Magic Shoppe about the potion of Might
- refer to Y'Gael by her real name instead of "the old woman"
- say HELLO SAILOR around the old sailor, repeatedly
- try to pick up the giant onion, with and without the power of the amulet
- use all of the wands on yourself
- drink the potion of Death in front of Y'Gael
- drink a potion without shaking it in front of Y'Gael
- attack Y'Gael or use a wand on her
- attack a friendly character
- swear repeatedly
- insult a friendly character, or a monster other than the Cruel Puppet
- talk to the bandits
- examine and listen to the bandits
- don't pick up the coconut when the Implementor asks you to
- have your inventory full when the Implementor tries to give you the chalice
- say the name of the chalice outside
- repeatedly try to go forward on Zeno's Bridge
- play all twelve settings of the hurdy-gurdy (all six dial settings, turning the crank left or right), in front of the pterodactyl and Y'Gael
- have a monster attack you when the pterodactyl is present
- read the scrolls of Mischief or Fireworks
- while wearing the Pheehelm, repeatedly look into the scrystone
- get killed by a Lucksucker
- examine the vague outline
- try to kill yourself
Back to the Index
Zork Zero
- swear repeatedly
- examine the tables at the banquet
- examine Dimwit Flathead at the banquet
- stay standing when Megaboz casts his spell
- go into the Entrance Hall during the banquet
- say one of the magic words on the parchment
- say HELLO SAILOR and then SAILOR, HELLO
- try to attack, give commands to, kiss, and use the wand on the jester
- wait for the jester to appear while you're in the barge, with the witches, and with Otto
- use the wand on yourself, the bedbug, a chess piece, and Otto
- after using the wand on Otto, wait around for him to recover
- touch the potion in the carafe twice
- drink the potion in the carafe with the straw
- look at the jester in the mirror pond
- break the walnut in front of the jester, then eat it without showing it to him
- try to remove your hand when it's not in the waldo
- type TURN AROUND
- sing a lullaby when the bedbug's not around
- try to play the violin
- change yourself into a violin, then type DIAGNOSE
- type DIAGNOSE when transformed into something else
- wait for the jester to appear while you're transformed
- when the jester turns you into an alligator, enter the moat
- when you have a candle, drop the cannonball into the murder hole in the Upper Barbican
- drop something into the machicolations in the Parapet
- try to attack the giant spiders in the Cell
- enter all of the torture devices in the Torture Chamber, including the comfy chair
- climb to the 400th story of the FrobozzCo building
- play Double Fanucci until the jester declares a draw
- bring the cloak into the Inquisition; bring the pigeon and perch into the Inquisition with a chess piece waiting outside
- get killed in the Inquisition
- wait for the jester to appear in the Inquisition
- open the wrong door at the 3 doors
- listen to all the different plants with the green potion
- LET GO when you're hanging from the roots
- drop the perch into the next world when you're hanging from the roots, then teleport there with the pigeon
- throw the perch over the fence in Antharia, then teleport there with the pigeon
- drop the perch out of the gondola, then teleport there with the pigeon
- look at all of the magical objects in the mirror pond
- jump out of the gondola
- play the kazoo
- COUGH or SNEEZE outside the Witch's Cave
- COUGH or SNEEZE repeatedly in the Witch's Cave
- swing the bat 3 times
- examine, listen to, touch, smell, taste, and step in the granola
- type WAKE PRINCE when you see his statue
- hang around inside when the castle begins to collapse
Back to the Index
Zork: The Undiscovered Underground
- try to go any direction but northeast at the beginning
- try to move, pick up, taste, and eat the boulders
- examine the art in the Cultural Center
- rearrange the letters on the poster boards at the Hall of Science
- enter the maze in the Theatre
- examine the chest in the Backstage area
- BOW while on the Stage, then try to pick up the roses
- try to climb the curtains in the Theatre
- examine the costumes, scrims, and scenery Backstage
- try to enter the Grue Convention with your light on
- try to enter the Grue Convention without a costume
- wait around in the Grue Convention
- remove a part of your costume while in the Grue Convention
- put on one item of the adventurer's clothes while in the Grue Convention
- examine the boots
- enter the trash chute
- attack the salesman
- after seeing the mask, try to take it without getting the salesman to approach you
- eat the popcorn
- eat each of the candy bars
- examine the chicken finger, then try to pick it up
- examine each of the models in the MUD Forum
- wait repeatedly in the Janitor's Closet
- wait repeatedly in the Hall of Illusion
- examine both of the Implementors' busts
- try to attack one of the busts
- examine each of the bones in the Museum of Adventure
- go east from the Cage, after you've been warned
- wait around next to the rat-ants
- go aboveground without the bug spray
Mr. Bill's Adventureland
Copyright © March 2001
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