The Garden Area
Take the lamp and sword. Go south, south, south, southwest, south and southeast. Enter the gazebo and get the teapot. If you see the unicorn, look at it - we'll be back for the key later. Go back north and then northeast and fill up the teapot with water. Turn on the lamp, and go south, southwest, and southwest to the Carousel Room. This room is spinning, which is why you feel disoriented, and it means that you will only succeed in going the direction you type about 30% of the time. Try going southeast. If you end up in the Riddle Room, great. If not, return to the Carousel Room and try again. (southeast from Cool Room, south from Marble Hall, southwest from Path Near Stream, northeast from Cobwebby Corridor, west from Topiary, north from Menhir Room)
For Your Amusement:
Hang around in the Topiary for a while.
The Well, or "Alice" Area
When you make your way to the Riddle Room, answer the riddle by typing answer "well". Go east through the revealed passageway to the Pearl Room. Skip the necklace for now and go east to the Circular Room. You are actually at the bottom of a well here. Get in the bucket, and then pour water into it from the teapot. After the bucket rises to the top of the well, get out of it by saying stand and go east to the Tea Room. You can try reading the cakes, but the writing's too small to read on all but the green one: EAT ME. Take all the cakes, and eat the green cake. Go east through what was once a small hole to the Pool Room. Read the red, orange and blue cakes through the flask - EVAPORATE, EXPLODE and ENLARGE, huh? Drop the orange "explode" cake and throw the red "evaporate" cake in the pool. Take the candies. Go west back to the Posts Room (table legs, natch) and eat the blue "enlarge" cake.
For Your Amusement:
Eat the orange "explode" or red "evaporate" cakes.
Drink the contents of the flask.
The Robot and Room Spinner
Go northwest to the Low Room and read the paper, which is instructions for the robot, then drop it. You have to be in the same room as the robot to give it commands, so to bring it with you, you have to send it on ahead, and then follow it. Go east, then south, bringing the robot along. Try to take the sphere. Tell the robot to lift the cage. Get the sphere and look into it. Go back north to the Machine Room with the robot. The buttons here control the room spinner. The square button increases the spin to high, the round button decreases the spin to low, and the triangular button switches the field between the Low Room and the Carousel Room. Have the robot push the round button, then the triangular one. Go west, then southeast. If you wind up back in the Machine Room, just try again, as with the Carousel Room. If you are in the Tea Room, return west to Top of Well and get back in the bucket. Fill the teapot with water (from the bucket) and you will descend to the bottom again. Get out of the bucket and drop the teapot. Go west and get the pearl necklace. Go west and northwest back to the Carousel Room.
The Dreary Room and the Dragon's Lair
Open the steel box that has appeared and get the violin. Go southwest, get the string, and then go southwest once more. Give the candies to the lizard guardian to put it to sleep. Drop the necklace, violin and red sphere here, since this is near where we'll need them in the future. Go north, northeast, east, north, north, in, and get everything else from the gazebo. Leave the gazebo and go south, west, southwest, and north. Get the "brick" (it's plastic explosive, actually). Go north, north, and up. Put the place-mat under the door, open the keyhole lid, then put the letter opener in the keyhole. Remove the letter opener and drop it. Get the place-mat, and then get the key. Unlock the door with it, open the door, drop the key, and go north into the Dreary Room. Take the blue sphere and look into it. Go south, down, then west and north to the Dragon Room. Oo, big dragon. Attack him with your sword (if the Wizard has filched your sword, the brick will also work), then leave by going south. The dragon will follow. Attack him again to keep him interested, then go south again, then repeat to go west to the Ice Room. After the fracas, you will be able to exit west to the volcano region, but we're not going there just yet.
The Princess and the Wizard's Rooms
Return east, north, north, and north again. Kiss the Princess, and she will awake. Wait for her to leave, and follow her back to the Garden and into the Gazebo. Soon, the unicorn will appear, and you'll have the golden key from its neck, and a perfect rose. You can drop the rose. Leave the gazebo and go south, south, west, southwest, and southwest to the Guarded Room. Unlock the door with the golden key. Drop it here with your pearls and violin. Get the red sphere. Open the door and go south, then west into the Workroom. Put the red sphere on the ruby stand and the blue sphere on the sapphire stand. Go west and throw your sword (if your sword has been filched, the steel box from the Carousel Room will also work) at the aquarium to break the glass. Get the clear sphere. Return east and put the clear sphere on the diamond stand. Pick up the black sphere, and the next time you run into the Wizard, notice what he does!
For Your Amusement:
Attack the Princess.
Take the serpent.
The Volcano
Go east, north, north, and north again, then down to the Ice Room and west into the Lava Room. Pick up the moby ruby and continue south to the bottom of the volcano. The odd contraption here is a hot air balloon! Get in the basket, open the receptacle, and then put the newspaper in it. Light a match and burn the newspaper. Read the label that drops from the balloon as it inflates, then drop the label. The balloon will begin to rise. Wait one turn until you come to Volcano Near Small Ledge, and land. Tie the wire to the hook, and then get out of the balloon with stand. Get the zorkmid, and then go south to the Library. Open the purple book and get the stamp. Return north to the balloon and get back in. Untie the wire from the hook. Wait three turns until you are at Volcano Near Wide Ledge, and land and moor the balloon again. Go south. Put the brick in the hole, insert the string in the brick, and then light a match and burn the string. Immediately return north. After the explosion, go back south and get the crown. Read the card… uh oh. Hurry back into the balloon and untie the wire. Close the receptacle to smother the fire, and the balloon will gradually deflate and let you descend back to Volcano Bottom. Get out of the basket, and go north, east, east, southeast, southwest, and southwest. Drop your treasures (crown, stamp, zorkmid, and ruby) and head all the way back to the Dragon Room: north, northeast, north thrice, west, and north. Go north into the Lair and open the chest. Take the statuette, and then go south and west twice into the Bank Entrance.
For Your Amusement:
Go all the way up and out the top of the volcano in the balloon, or leave
it moored to the Wide Ledge and wait for the ledge to collapse.
The Bank
Go northwest or northeast into the Teller's Room, then west or east into the Safety Depository. Read the paper on the ground, and then drop it. Read the cube. Go south and take the portrait. Go north and then walk through north wall: it is actually made out of light. You will be transported to the Small Room. Leave it by walking through the south wall, then walk through the north wall again. This time, you are transported to the Vault. Get the bills, and then walk through the north wall once more. Drop the bills and the portrait, exit the room to the east or west, and then return east or west into the Depository. Pick up the bills and portrait and walk through the curtain of light again. You will be transported to the East or West Viewing Room, from which you can go south to the Bank Entrance.
Summoning the Demon
Go east, east, south, south, and southeast to the Carousel Room. Take a quick detour west and pick up the grue repellent. Go east, southwest, and southwest to the Guarded Room. Pick up what you can and start transporting everything to the Pentagram Room, south west south of here. (The key is not a treasure; you can skip it.) This will take a couple trips. When finished, put the black sphere in the pentagram to summon the demon. Pick up the treasures and give them to him. After he finally agrees to do you a service, say demon, give me the wand, then get the wand. (Other possibilities are demon, kill the wizard, which the demon seems to find quite cathartic, or demon, move the menhir. This last, however, does not dispose of the wizard's power, something you probably desire to do by this point.)
For Your Amusement: Play around with the wand. To cast a spell, point or wave the wand at something and say "[spell]". Unfortunately for the cause of said amusement, you cannot point the wand at yourself, and not everything is an appropriate target. I have therefore not been able to figure out exactly what all the spells do. The possible spells are fall (makes subject trip and fall when they move), float (makes an object float), freeze (makes subject unable to move), fence, fierce (enrages subject), ferment (makes subject drunk), fear (makes subject afraid), feeble (makes subject weak and unable to carry much or fight), fumble (makes subject drop items), filch (steals a possession from subject; to filch back your sword in the Trophy Room, you need to refer to it as "elvish sword" to distinguish it from the others), fantasize (makes subject see things which aren't there), fireproof, fry, fudge ("a strong odour of chocolate permeates the room"), fluoresce (makes an object glow with light - one might assume this is the spell seen in the Enchanter games as frotz), free, frobizz, frobozzle, and frobnoid.
The Oddly Angled Rooms and the Crypt
Return to the Carousel Room (north, east, north, north, northeast) and go south to the Menhir Room. "Float" the menhir and go southwest into the Kennel. Get the collar and leave. Go south, then down into the Oddly-angled Rooms maze. This is actually a baseball diamond (…"oddly-angled" Implementor brains, if you ask me) and the solution is to walk around the bases, starting from the pitcher's mound. Wander about until the diamond in the floor turns dark. Then go west, southeast, northeast, northwest, and southwest. You will hear "a strange rusty squeal echoing in the distance". Find your way back to the room with the stairway and go down. Put the collar on Cerberus. Go east, then open the door into the Crypt and go south. Apply the grue repellent to yourself and turn off your lamp. Open the secret door you can now see, and - congratulations, moby adventurer - go south to Zork III.
For Your Amusement:
Pet or kill Cerberus after collaring him.
Remove Cerberus' collar.
Die after freeing the demon (kill
me with sword, if nothing else).
For Your Amusement at various times:
Diagnose whenever the Wizard has just cast a spell on you (especially ferment,
freeze, float, or feeble).