Oh, there you are!! I was wondering when I would see you again.
This game is a little more complicated than the first one, as it involves "Magick" Yup, that's how they spell it in the GUE. (That's Great Underground Empire, the name Dimwit Flathead gave to the region)
From time to time, an old man will walk into the room, this is the Wizard of Frobozz, and he's there to mess with you. He usually casts one of his spells on you. (Those of which I'll list in a few lines)
Now, there are 12 spells that the Wizard can cast on you, and Seven others that have special purposes.
The 12 basic spells include:
FALL - make you think you are falling for a short period of time.
FLOAT - Makes you float in the air. (This is the only spell I use in the walkthrough)
FREEZE - Freezes you in place for a couple turns.
FENCE - ????
FIERCE - makes you Hopping Mad.
FERMENT - ??????
FEAR - You get scared of the Wizard and run from the room.
FEEBLE - you can't carry as much for awhile.
FUMBLE - You drop a random item.
FILCH - Steals something of yours and places it in the Wizard's Study.
FANTASIZE - Makes you see random things that aren't really there.
FIREPROOF - Makes you fireproof
The seven special purpose spells are:
FRY - ???????
FUDGE - ???????
FLOURESCE - ???????
FREE - ???????
FROBIZZ - ????????
FROBOZZLE - ????????
FROBNOID - ???????
Where it's Found
|Pearl Necklace||15||in the Pearl Room|
|Gold Key||15||hanging on the Unicorn|
|Dragon Statuette||20||in the chest|
|Red Sphere||20||In the Dingy Closet|
|Fancy Violin||20||in the Iron Box|
|Portrait||20||In the Bank Chairman's Office|
|Moby Ruby||15||in the Lava Room|
|Zorkmid Bills||25||in the Bank Vault|
|Blue Sphere||20||in the Dreary Room|
|Package of Candy||15||Under the Pool of Tears|
|Black Sphere||30||You Create it in the Pentagram Room|
|Dimwit's Gaudy Crown||20||in the rusty box|
|Clear Sphere||20||in the Aquarium|
|Flathead Stamp||10||in the purple book|
|Gigantic Dog Collar||15||in the Kennel|
|Gold Zorkmid Coin||20||on the narrow Volcano Ledge|
|Wizard's Wand||30||the Wizard Has it|
Solving the Riddle 
getting to the top of the well 
killing the dragon 
entering the Wizard's workshop 
solving the oddly-angled room maze 
entering Cerberus' Room 
entering the crypt anteroom 
entering the crypt 
giving treasures to the demon [2 each, max 20]
Well now, let's begin shall we?
Take the Sword and the Lamp.
Go South, South, South, South-West to reach the Shallow Ford.
Turn your Lamp on.
Go South, South-East to reach the North end of the Garden.
Enter the Gazebo, take everything from the table, and exit the gazebo.
Go North, North-East to the Shallow Ford.
Fill the Teapot with Water
Go South, South-West, South-West to reach the Carousel Room.
These are the directions from the various other rooms, and their different direction from the Carousel Room:
Marble Hall - North
Path Near Stream - North-East
Topiary - East
Riddle Room - South-East
Menhir Room - South
Cobwebby Corridor - South-West
Cool Room - North-West
Room 8 - West (Not accessible until later)
Drop everything but the Teapot and Lamp
Keep trying until you go to the Riddle Room to the South-East
Once in the Riddle room, all you have to do is answer the riddle.
The answer to the riddle is to Say, "A Well". A pathway will open to the East.
Go to the East, Through the Pearl Room, and continue East into the The Circular Room
Enter the bucket.
Pour the water into the bucket to make it rise to the top of the 'Well"
Exit the bucket and go East into the Tea Room.
Take all the cakes but the Orange one.
Eat the green cake to shrink down.
Go East into the Pool Room.
Throw the Red Cake into the pool of tears to soak it up.
Take the package of candies.
Return West to the Posts Room.
Eat the Blue Cake, to return to normal size.
Head North-West into the Low Room.
Tell the Robot to "Go East".
Walk East into the Machine Room.
Tell the robot to "Push Triangular" to shut off the Carousel Room. (and make something fall in the distance)
Tell the robot to "Go South".
Go South to the Dingy Closet.
Try to take the Red Sphere. (A cage comes down over you.)
Tell the robot (even though you can't see him) to "Lift Cage".
Take the Red Sphere.
Go North and then West to get back into the Low Room.
Keep trying until you exit South-East into the Tea Room.
Go West and enter the bucket, take the water, and descend back to the Circular Room.
Get out of the bucket.
Drop the Teapot, and go West into the Pearl Room.
Now you can take the Necklace.
Go West, then North-West into the Now Defunct Carousel Room.
Open the Box. (It's what fell before)
Don't take the Violin just yet.
Drop the Red Sphere, Necklace, and the Candies.
Take the Sword, Placemat, and Letter Opener.
Go North into the Marble Hall
Take the Brick and Go North until you come to the Ledge in Ravine.
Go Up to the Tiny Room.
Slide the mat under the door.
Move the lid, and insert the letter opener into the keyhole, knocking the key down onto the placemat.
Pull the mat, and take the key.
Unlock and open the door.
Go North into the Dreary Room.
Drop the Key and Letter Opener.
Take the Blue Sphere.
Go South and Down to the Ledge and then West and North to the Dragon Room.
Hit the Dragon with your Sword. (hehehe)
Go South to the Stone Room Quickly!!
Hit the Dragon with your Sword again. (hehehe)
Go South into the Cool Room Quickly!
Smack this stupid lizard with your sword one more time. (hehehe)
Go West into the Ice Room Quickly!
After the Dragon's body is washed away, Drop your Sword and Go East and South-East into the Carousel Room, then Go South-West into the Cobwebby Corridor.
Take the String, then go North-East into the Carousel Room.
Take the newspaper and the matches.
Go North-West, West, and then West once again to get to the Lava Room.
Forget the Ruby for now and continue South-West into the Volcano Bottom.
Get into the Basket.
Open the receptacle and put the newspaper inside.
Light a Match and then light the newspaper with the match.
Do NOT close the receptacle.
Wait until the Balloon rises to the Narrow Ledge, and then "Land".
Tie the Wire to the Hook and exit the basket.
On the ledge is a Gold Coin.
This is probably a Zorkmid Coin. (See to your Right --->)
Take the Zorkmid.
Go South into the Library.
Take the Purple Book, Open it and take the Stamp.
Drop the book, and go back North to the ledge.
Get back into the basket and untie the rope.
Wait until the Balloon reached the Wide Ledge and then "Land"
Tie the Wire to the Hook, and exit the basket.
Go South into the Dusty Room.
Put the string in the brick. (Sound impossible? Not when the brick is a brick of PLASTIC EXPLOSIVE)
Put the brick into the hole in the box embedded in the wall.
Light a Match and then light the String (fuse) with the match.
Run to the North IMMEDIATELY!
After the explosion, Run into the room and take Dimwit's Gaudy Crown.
Run back to the ledge and hop into the basket.
Until the rope, and close the receptacle.
Wait until the balloon lands on the Volcano Bottom.
Go North and Take the Ruby, then go East, East, and the South-East to the Carousel Room.
Drop everything but the Lamp.
Go North-West, North, North, West, and West once more to reach the Bank Entrance.
Go North-East and then East to enter the Safety Depository, and then South into the Director's Office.
Take the Portrait of J. Pierpont Flathead and head back North into the Depository.
For a picture of the Portrait, take a look to your Right.
This is what happens when you let a crazy Zork Fan have a Scanner.
"Enter South Wall"
"Enter Light" to reach the Vault.
Take the Stack of Bills.
"Enter North Wall" to go back to the Safety Depository.
Drop the Bills and the Portrait.
Go East into the East Teller's Room, and East again to get into the (guess what) Depository.
Take the Bills and Portrait.
"Enter Light" to go to the East Viewing Room.
Go South to the Bank Entrance.
Go East until you reach the Dragon Room, and then go North into the Dragon's Lair.
Say, "Hello Princess"
Wait until she leaves.
Follow her until you are both in the Gazebo.
Wait until the Unicorn appears.
The Princess will give you the key from around the Unicorn's neck and a Rose, then she'll leave.
Drop the Rose, and then exit the Gazebo.
Go South, West, and South-West to get back to the Carousel Room.
Drop everything but the Lamp and Key (From the Unicorn).
Go North-West, North, North, and North again to return to the Dragons' Lair.
Open the chest and take the Statuette.
Return to the Carousel Room.
Go South, through the Menhir Room, and to the the Stairway.
Save your game, this is a nasty (and might I add RANDOM) maze coming up so I'm not sure how I can help you.
Go Down into the Oddly-Angled Room
Walk East or West until you come to a place where you find a club (Baseball Bat) and take it.
Now run the bases; Go South-East, North-east, North-West, and South-West.
The diamond in the ground should get brighter as you go.
If the diamond is not getting brighter, just RESTORE and try going each direction twice or three times. (I.E.: SE, SE, NE, NE, NW, NW, SW, SW)
When you do it correctly, there will be a noise in the distance.
Now, just find the exit.
Try going North or South, and if not there, try East or West.
Find the Staircase that goes down.
Don't go down the stairs, instead go Up and North until you're back in the Carousel Room.
Take the Blue and Red Spheres and the Candies.
Drops some stuff if you must, but keep the club.
Go South-West, South-West to the Guarded Room.
Give the Candies to the Lizard Head.
Unlock the door with the Gold Key.
Open the Door and Go South, then West to reach the Aquarium.
Throw the Club at the Aquarium.
Take the Clear Sphere.
Go East into the Wizard's Workroom.
Put each Sphere on it's corresponding stand.
Take the Black Sphere.
Go South into the Pentagram Room.
Put the Sphere on the circle, to make the Demon appear.
Give ALL the treasures you've collected to the Demon. (This'll take several trips back to the Carousel Room)
Once you've given him them all, tell him to "Give me the Wand"
He will take the Wand from the Wizard and give it to you.
Go North, East, North, North, North-East, South to reach the Menhir Room.
Wave the Wand at the Menhir and say, "FLOAT" to move it out of the way for a little bit.
Go South-West into the Kennel.
Take the Collar.
Go North-East, South, Down, and Down again to reach the Cerberus Room.
Put the Collar on Cerberus.
Go East then South to get to the Crypt.
Turn the Lamp off to see the secret door in the South Wall.
Open the door and step South onto the Landing.