Continuing in the tradition of Zork I, Zork II has more treasures to find and collect. As if that weren't enough, you have to contend with that pesky Wizard of Frobozz, who seems bent on interfering with whatever you do. If you're persistent, you'll get your revenge.
Note: The wizard appears at random, and there are times when the spells he casts on you can have fatal effects. At other times, they are merely inconvenient, causing you to drop your possessions or make you lose control of which direction you are going. Save the game often so you can restore if the wizard causes you too much trouble.
Inside the Barrow
GET ALL. S. S. S. SW. LIGHT LAMP. S. SW. SW. (Continue exiting and entering the carousel room until you get to the marble hall or the cool room. To re-enter the carousel room from the cobwebby corrider go NE, from the menhir room go N, from the riddle room go NW, from the topiary go W, and from the path near stream go SW.)
Now, from the cool room, go N. N. or from the marble hall go N. N. W. N.
Dragon Room
HIT DRAGON WITH SWORD. S. HIT DRAGON WITH SWORD. S. HIT DRAGON WITH SWORD. W. E. N. N. N. OPEN CHEST. AGAIN. (The princess will leave the room and start to walk to the gazebo, you will need to wait for her if she does not leave a room ahead of you.) S. E. E. D. S. E. E. N. IN.
Gazebo
GET ALL. WAIT. WAIT (until the princess gives you the key). DROP ROSE. OUT. S. W. W. N. GET WATER. N. U. PUT MAT UNDER DOOR. MOVE LID. PUT OPENER IN HOLE. GET MAT. GET KEY. GET OPENER. DROP OPENER. UNLOCK DOOR WITH IRON KEY. OPEN DOOR. N. GET SPHERE. DROP IRON KEY. S. D. D. S. DROP ALL EXCEPT LAMP AND POT. S. (Continue exiting and entering the carousel room as you did before, but this time stop when you enter the riddle room.)
Riddle Room
SAY, "WELL". E. E. GET IN BUCKET. POUR WATER IN BUCKET. GET OUT. E. GET ALL EXCEPT ORANGE. EAT GREEN. E. PUT RED IN POOL. GET CANDY. W. EAT BLUE. NW. ROBOT, EAST. E. ROBOT, PUSH TRIANGULAR. ROBOT, SOUTH. S. GET SPHERE. ROBOT, LIFT CAGE. GET SPHERE. N. W. (After you press the triangular button, directions sometimes get confused here, so you may have to stumble around until you get back to the top of the well.) SE. W. GET IN. GET WATER. GET OUT. W. GET NECKLACE. W. NW. DROP ALL EXCEPT LAMP. SW. GET STRING. NE. N. GET BRICK, NEWSPAPER AND MATCHES. N. N. W. N. W. W.
Bank Entrance
NE. E. S. GET PORTRAIT. N. ENTER CURTAIN. ENTER SOUTH. ENTER CURTAIN. GET BILLS. ENTER NORTH. DROP BILLS AND PORTRAIT. E. N. S. NE. E. GET BILLS AND PORTRAIT. ENTER CURTAIN. S. E. E. N. GET STATUE. S. S. S. DROP BILLS, STATUE AND PORTRAIT. W. W. S.
Volcano Bottom
GET IN. OPEN RECEPTACLE. PUT NEWSPAPER IN RECEPTACLE. LIGHT MATCH. BURN PAPER. READ LABEL. DROP LABEL. WAIT. LAND. TIE WIRE TO HOOK. GET OUT. S. OPEN PURPLE BOOK. GET STAMP. READ WHITE BOOK. N. GET ZORKMID. GET IN. UNTIE WIRE. DROP WHITE. WAIT (until you are by the wide ledge). LAND. TIE WIRE TO HOOK. GET OUT.
Wide Ledge
S. PUT STRING IN BRICK. PUT BRICK IN HOLE. LIGHT MATCH. LIGHT STRING WITH MATCH. N. S. GET CROWN. N. GET IN. UNTIE WIRE. CLOSE RECEPTACLE. DROP MATCHBOOK. WAIT (until the balloon lands). GET OUT. N. GET RUBY. E. E. GET ALL. SE.
Carousel Room
DROP RUBY, BILLS, AND PORTRAIT. N. GET ALL. S. GET CANDY AND SPHERE. SW. SW. GIVE CANDY TO LIZARD. UNLOCK DOOR WITH GOLD KEY. OPEN DOOR. S. W. PUT BLUE ON SAPPHIRE. PUT RED ON RUBY STAND. W. THROW SWORD AT AQUARIUM. GET SPHERE. E. PUT WHITE ON DIAMOND. GET SPHERE. S.
Pentagram Room
PUT SPHERE ON PENTAGRAM. GIVE KEY, CROWN, ZORKMID AND STAMP TO DEMON. N. E. N. N. NE. OPEN BOX. GET ALL EXCEPT TEAPOT AND BOX. GET VIOLIN. SW. SW. S. W. S. GIVE VIOLIN, NECKLACE, AND STATUE TO DEMON. GIVE RUBY, BILLS, AND PORTRAIT TO DEMON. DEMON, KILL WIZARD. GET WAND. N. E. N. N. NE. S.
Menhir Room
POINT WAND AT ROCK. SAY, "FLOAT". SW. GET COLLAR. NE. S. D. (Walk around until you find the club.) SE. NE. NW. SW. (Walk around some more until you are at the stairway.) D. PUT COLLAR ON DOG. E. OPEN DOOR. S. TURN LAMP OFF. OPEN SECRET DOOR. S.
Zork II Scoring
5 - Killing the dragon
15 - Getting the key from the princess
60 - 20 points each for the blue, red, and clear spheres
5 - Solving riddle room riddle
10 - Reaching the top of the well
45 - 15 points each for the candy, pearl necklace, and ruby
100 - 20 points each for the portrait, zorkmid coin, gaudy crown, and violin
25 - Getting the zorkmid bills
10 - Getting the Flathead stamp
10 - Entering the wizard's workshop
30 - Getting the black sphere
20 - 2 points each for 10 treasures given to demon
30 - Getting the magic wand
15 - Getting the dog collar
5 - Running the bases
10 - Entering cerberus room
3 - Entering crypt anteroom
2 - Entering crypt
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400 - Total