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Title Screen

Zork Grand Inquisitor

Developer: Activision
Publisher: Activision
Platform: Windows
Released in US: November 4, 1997



Zork Grand Inquisitor is a game in the vein of Myst, with a strong bent on humor. In it, a Local Ageless Faceless Gender Neutral Culturally Ambiguous Adventure Person finds a smarmy talking lamp and accidentally destroys a fascist takeover with magic.

Sub Pages

SoundIcon.png
Unused Audio
Sounds and non-mission dialogue that never got a chance to be heard.


Unused Story

Crossroads "Bucket"

The Crossroads originally had an additional puzzle in it, a bucket shaped contraption in the middle of the subway bridge. Not much is known about how this puzzle functioned, but it apparently would transform items into different items. A shot from the preview trailer shows the unused skeleton key being turned into the garden shears. Closeups and panorama images of the puzzle no longer exist in game, though it is still on the base panorama for the subway entrance and subtitles still exist.


Subtitle File:uc5eh04q.txt

It looks like it was possible to put the sword on the contraption, leading to this admonishment from Dalboz.

<Dalboz>I applaud your pacifistic nature, but what kind of sorry-assed adventurer are you, magazine boy?
<Dalboz>Never put your sword down.

Subtitle File:uc5eh05q.txt

<Dalboz>I was lookin' for those shears.

Subtitle File:uc5eh06q.txt

Looks like its possible the subway token might have come from the contraption.

<Dalboz>That's a Great Underground Subway Token.
<Dalboz>Ya know, it's useful for riding a Great Underground Subway.

Subtitle File:uc5eh07q.txt

<Dalboz>Good ole skeleton key.  I love you baby.

Unused Totem Comments

The totems originally were going to be a lot more chatty compared to release, as they have a ton of surviving comments related to AFGNCAAP's puzzle solving and exploring. Its also likely that the totems were intended to acquired earlier, as Lucy and Brog have comments for situations that proceed their acquisition in the final version. Some of these comments still work ingame if you add the totems to you inventory with debug commands.

Brog Hungus Lard

Lucy's comment on Slim's scratch card

Griff's comments on Lucy's heritage in the Castle

Brog's Kendall disappointment in the subway

Comments on the mail in Hades

Griff's panic on the Zork Rocks exploding.

Griff's conversation with 6 arms.

Brog's comment on six arms/Spell Checker

Totem's comments on lockers(subtitle only)

Griff Quest

Griff's time tunnel segment seemed to have a particularly large slimming down from concept to release, losing several puzzles in the process.

Extended Dragon Raising Puzzle

Extant images for Griff's quest suggest that raising the dragon's body from the ocean was a multi step process. The base panoramas for the area show various body parts submerged by default, so its likely that they had to be raised one at a time. It should be noted, that sending Lucy or Brog to the islands will show also show all islands submerged. Script variables for this behavior still exist, with multiple extra hotspots on each of the dragon's appendages defined:

Node cd60

  1. cd60_touch_rightmost_claw_end_timer

Node cd70

  1. cd70_rightmost_claw_hotspot - hotspot to raise belly in the final
  2. cd70_rightmost_claw_hotspot
  3. cd70_rightmost_claw_timer
  4. cd70_touch_rightmost_claw_end_timer
  5. cd70_touch_rightmost_claw_tummy_down
  6. cd70_touch_rightmost_claw_tummy_up

Node cd50

  1. cd50_index_claw_hotspot
  2. cd50_middle_claw_hotspot
  3. cd50_pinky_claw_hotspot


Node cd40
Panorama Statevalues with Label
ZGI-dragon-right-cd40s011.png *
  • 01600 # cd40_display_index_claw_moved_pump_gone
  • 01601 # cd40_display_index_claw_moved_pump_there
  • 01602 # cd40_display_index_claw_normal_pump_gone
  • 01603 # cd40_display_index_claw_normal_pump_there
  • 01604 # cd40_display_tummy_down
  • 01605 # cd40_display_tummy_up
  • 01606 # cd40_index_claw_moved
  • 01607 # cd40_index_hotspot
  • 01608 # cd40_middle_claw_timer
  • 01609 # cd40_middle_hotspot
  • 01610 # cd40_pinky_hotspot
  • 01611 # cd40_touch_middle_claw_end_timer
  • 01612 # cd40_touch_middle_claw_tummy_above_water
  • 01613 # cd40_touch_middle_claw_tummy_below_water

Closed Chest

The chest containing the blow up captain and raft was originally locked or closed. Closeups of the closed chest are missing, but an panorama overlay for the open state survives. Additionally, the chest is closed in FMVs of Griff flying, and a slideshow in the demo showed it closed as well.

ZGI-griff-chest-open-everlay-.png

Additionally, Griff has surviving comments trying to open it himself.

griff_whining1.ogg

griff_whining2.ogg

Water Grue Puzzle

At some point during his segment, Griff would face off against sharks, or "water grues" as he calls them. Surviving dialoge suggests that Griff needed to "fish" with something to solve the puzzle. Additionally, surviving dialogue is name as subzone globals, so its not entirely clear where the encounter occurred, but its possible there were multiple such encounters.

((GRIFF DIALOGUE HERE))

Unused Captain and Raft Interactions

Closeup cd6k, the closeup where you recover the Coconut of Quendor, is rather odd. Its possible to place the unused inflated captain and inflated raft objects here, and if untouched, they will drift away. Since its not possible to obtain/inflate deflated versions outside of the dragon's nose, this behavior goes totally unused. What part this played in the other cut puzzles is unknown.

((GAMEPLAY VIDEO OF THE INFLATABLES))

Additionally, its one of the only closeups in the game to break filename convention, as panorama cd60 is the Time Tunnel exit, while the closeup is accessed from cd20. the raised belly. This suggests it was moved to its current access location.

Unused Inventory

Unused Items

  • Bag images are used only for the full inventory screen. The quick access bar uses cursors.
  • Items have 4 cursors, one for each of the global cursor states (normal, loading, glowing, and glowing-loading) though the icons are exact duplicates.
  • Despite multiple unused items all using the TEMP SLOT/CURSOR images, the icons are duplicated for each instance.
Item ID Bag Icon Cursor Glowing Cursor Closeup Purpose
5 ZGI-g0zyu051.png ZGI-cursor-g0bac051.png ZGI-cursor-glowing-g0bbc051.png ZGI-closeup-gjivj051.png The cigar in an unlit state. While not totally unused ingame, it immediately lights on pickup, making it impossible to see in the inventory or viewer. An unused animation for the cigar lighting also exists.
12 A illuminated version of Dalboz, as an inventory item. Since Dalboz is only an unlit inventory item at the beginning and end of the game, this goes unused. Despite having a item viewer closeup, it does not load ingame.
14 An early scroll of unknown use. Possibly an early spell scroll of some kind.
26 An early version of the 1 player card from Lucy's segment.
27 An early version of the 2 player card from Lucy's segment.
28 An early version of the 3 player card from Lucy's segment.
29 An early version of the 4 player card from Lucy's segment.
30 An early version of the 5 player card from Lucy's segment. The 5 card doesn't exist in the final version of the puzzle, so its likely there were some redesigns.
33 ZGI-temp-slot.png File:ZGI-cursor-g0bac211.png File:ZGI-cursor-glowing-g0bbc211.png Most likely an early version of the spell lab scroll, given its location on list near GUE Tech items.
38 ZGI-temp-slot.png ZGI-temp-cursor.png ZGI-temp-cursor-glowing.png Unknown item, most likely intended for GUE Tech. Shares sound effects with Dalboz's ID when removed from the viewer.
51 ZGI-temp-slot.png ZGI-temp-cursor.png ZGI-temp-cursor-glowing.png A mucilage rose from Dalboz's garden. This item is shockingly complete, with Dalboz even having a comment when placed in the viewer. Its exact usage is unknown, but Dalboz's comment about its stickiness suggests it was used for gluing something together, potentially the torn SNAVIG scroll.
66 Charon's timecard from Hades. The final game uses a cutscene for punching out, so this object is never used.
73 An unknown paper object of some kind. Given its place between Brog's inventory items, it's possible this is the cut mailbox leaflet from Zork 1, of which dialogue survives for.
81 An inflated version of the raft from Griff's segment. Normally its only possible to inflate them in the dragon's nose. Inflating them in your inventory was likely possible at one point, for solving one of the cut puzzles from that segment.
82 An inflated version of the blow up captain from Griff's segment. Much like the raft, likely cut functionality intended for one of the removed puzzles.
99 A reversed version of the recombined SNAVIG scroll. Dalboz prevents you from gluing the scroll back together while its reversed in the finished game, so this item goes unused.
112 A temp item that's likely one of the card's from Lucy's segment, due to list placement.
113 ZGI-temp-slot.png ZGI-temp-cursor.png ZGI-temp-cursor-glowing.png A temp item that's likely one of the card's from Lucy's segment, due to list placement.
114 ZGI-temp-slot.png ZGI-temp-cursor.png ZGI-temp-cursor-glowing.png A temp item that's likely one of the card's from Lucy's segment, due to list placement.
115 ZGI-temp-slot.png ZGI-temp-cursor.png ZGI-temp-cursor-glowing.png A temp item that's likely one of the card's from Lucy's segment, due to list placement. This one is likely a placeholder for the 1 card, as it shows a closeup of it in the viewer.
124 An unused face down card from Lucy's segment. Its purpose is unknown

Early Inventory Placeholders

Demo Inventory Leftovers

The demo version of the inventory, along with its version of the totems and zorkmid bag, at files X X and X. Of note, the demo's missing Lucy totem is present!

Early Map

An early unused version of the map is in the game's global folder, all using the filename prefix of gv0. It has several differences compared to the final:

  • Locations images exist for both the Walking Castle and the Monastery.
  • Locations and Subway stations have a full color version. Its likely the map was supposed to highlight your current location in full color.
  • The lettering on the greyed locations is red instead of the final's blue.
  • Some locations have versions without the subway line in them. The final already has the subway on it when acquired.
Map Base
Base Map Base Map with Subway Line
File:ZGI-early-map-gv0zf021.png File:ZGI-early-map-subway-gv0zf031.png
Crossroads
Color Color with Subway line Color Subway Station
File:ZGI-crossroads-color-gv0zv221.png File:ZGI-crossroads-color-with-sub-gv0zv211.png File:ZGI-color-crossroads-station-gv0zv231.png
GUE Tech
Greyed Out Color
File:ZGI-guetech-color-gv0zv261.png File:ZGI-guetech-bw-gv0zv271.png
Spell Lab
Greyed Out Color
File:ZGI-spell-lab-bw-gv0zv371.png File:ZGI-spell-lab-color-gv0zv361.png
Dungeon Master's Lair
Greyed Out Greyed Out with Subway Color Color with Subway line
File:ZGI-dm-lair-bw-no-linegv0zv201.png File:ZGI-dm-lair-bw-with-line-gv0zv181.png File:ZGI-dm-lair-color-no-line-gv0zv191.png File:ZGI-dm-lair-color-with-line-gv0zv171.png
Walking Castle
Greyed Out Color
File:ZGI-castle-bw-gv0zv251.png File:ZGI-castle-color-gv0zv241.png
FCD #3 Station
Greyed Out Color
File:ZGI-fcd3-bw-gv0zv291.png File:ZGI-fcd3-color-gv0zv281.png
Hades
Greyed Out Greyed Out with Subway Color Color with Subway line Greyed Out Station Color Station
File:ZGI-hades-bw-gv0zv331.png File:ZGI-hades-bw-subway-gv0zv311.png File:ZGI-hades-color-gv0zv321.png File:ZGI-hades-color-with-line-gv0zv301.png File:ZGI-hades-station-bw-gv0zv351.png File:ZGI-hades-station-lit-gv0zv341.png
Monastery
Greyed Out Greyed Out with Subway Color Color with Subway line Greyed Out Station Color Station
File:ZGI-dm-lair-bw-no-linegv0zv201.png File:ZGI-dm-lair-bw-with-line-gv0zv181.png File:ZGI-hades-color-gv0zv321.png File:ZGI-hades-color-with-line-gv0zv301.png

Spellbook Leftovers

Leftovers for two previous versions of the spellbook exist in the game's global folder. One of them seems to match the spellbook around the time of the game's demo, a second a more transitional iteration to the final.


Images for the demo version's spellbook, albeit with all images instead of just 3. This version crucially lacks Voxam, Glorf, and all of the reverse spells. In its place however, is the cut spell Esrever. Oddly, the images are reversed in storage, and are presented here corrected for clarity.

A second set of spellbook images, made sometime between the demo's and the final one, has some changes. Glorf has now been added, though with an early graphic, Kendall and Igram are still using their early icons, and Voxam is still not present.


Lastly, this odd orphaned THROCK entry at gs0zv841.tga seems to belong to neither set, nor the final. File:ZGI-mystery-throck-gs0zv841.png

Unused Animations

DM's Lair THROCK Hotspots

dg10w041.rtf and dg10w051.rtf are two unused animations for casting THROCK on the plants next to Dalboz's shed.

Unused Spellbook Animations

Voxam, Rezrov, and Igram are already in the spellbook when you obtain it. Despite this, gnusto animations exist for them.

Unused Scenes

Early Title Screen

An early development placeholder title screen exists at file u000f011.tga. Interestingly, this logo would survive all the way to the demo, where it would be used for the slideshows. No scripts survive for this version of the title screen.

File:ZGI-early-title-u000f011.png

Test Screen

A test screen for interactivity exits at file gjtsf011.tga. Scripts still exist for this screen, though only the last button has funtionality, playing Griff's time tunnel cutscene. Viewable by using location X in the ScummVM debugger.

Leftover Debug screen

This screen, gjlaf011.tga, is a fully functional debug screen for adding inventory, permanent items, or even character switching! Most likely from late in development, as none of the removed items are present. location g j l a 0 in the ScummVM debugger will bring you here.

File:ZGI-debug-screen-gjlaf011.png


Unused Garden Shears Interactions

The unused garden shears inventory item can be used on the snapdragon. While they can be used in place of the sword to cut the sleeping plant, attempting to use them on a conscious snap dragon will play an unused animation of the plant rejecting you. File:ZGI-Snapdragon-shears-.gif

Additionally, there's this overlay in the the panorama, showing shears stuck in the ground. Its possible this was a result of the failed cut animation. Setting statevalue X to 1 will make this active ingame.

File:ZGI-panorama-shears-.png

Early DM Lair Front Door

location d e 1 f 0 brings you to an earlier version of the entrance of the DM's house. Notably, both the cigar ashtray and the booze birdbath are absent. Interestingly, the reversed top half of the Snavig scroll is also here. It can be picked up, and doing so will even remove the scroll from its location in the final game. DM_lair_early_entrance.png

Additionally, if you try to back out of the closeup, it will bring you to this duplicate of the shed at location de1e. Nothing is interactable, but it is possible to advance back to the early entrance, or back out to the crossroads, by passing the panorama screens between either. early_shed_png


Mirror Room Dresser

A duplicate closeup of Dazlboz's dresser exists for the mirror room, and even has a hotspot to open it. Doing so reveals the a placeholder image in place of the normal time tunnel, and it also sets the normal dresser open. mirror_dresser.png mirror_dresser2.png mirror_dresser3.png

Disabled Flower Lamp

The flower lamp that illuminates snapdragon training book has an unused off state. Its purpose is unknown. File:ZGI-off-flower-lamp.png

GUE Tech Chalice

In the closeup of the left display case shows the chalice was actually meant to be picked up. Scripts for the action still exists, and doing so will give you item 35, which is the hot cocoa mug. Its possible the chalice was originally going to be used in place of said mug. display case closeup.png

GUE Tech Y'gael Alert System

The classroom hallway, where Belboz warns the player to find the lost 3 treasures, actually has Y'Gael underneath on the base panorama. She's present on the both the "fixed" hallway and the endless one as well. It is unknown if it was planned that she narrate the warnings, or was just a placeholder.

Endless Hallway Version
ZGI-pano-with-ygael-endless-th20s011.png
Normal Hallway Version
ZGI-pano-with-ygael-th10s011.png

She also can be spotted if you look closely when solving the hallway puzzle

Hallway animation freeze frame

Temp Art

File hp1ff052.tga is this lovely little piece of temp art, most likely a test of Charon's states.

ZGI-hades-temp-art-hp1ff051.png

Early Teleportation Station

An early version of the teleportation station exists on the base panorama for the Hades's docks. A second instance of this early design survives as an overlay image for the Monastery station. File:ZGI-early-hades-teleport- File:ZGI-early-monastary-teleport-

An earlier shot of the DM Lair station, using the final design exists as well, at a more severe angle then the final. File:ZGI-early-DM-lair-teleport-

Early Totemized Daily Sign

An early placeholder for the Totemized Daily billboard exists both in Monst1 and Monst2 directories, and both under the filename of mx1hf021.tga. The one from Monst2 seems to be an earlier iteration. No scripting remains.

Monst1 version Monst2 version
ZGI-early-totemizer-sign2-mx1hf021.png ZGI-early-totemizer-sign1-mx1hf021.png


Unused Telegraph Messages

The telegraph machine has messages if you remove an additional or more hammers. Since its only possible to remove a single hammer, these 4 endings go unused. Additionally, no death screens exist for some of the obvious bad scenarios.

Totemizer lever

The location selection panel on the Totemizer originally had a lever so selecting the location. Interestingly, its stored with a duplicate set of panel light states that go unused.

Sword on Monastery Entrance

The sword with rope is used to enter the Totemizer room from the subway and is automatically picked up on entry. Apparently this was originally a manual process, as a closeup of the sword on the exit hole exists.

Unused Barrow Closeup

The barrow near the white house was originally going to have the ending text of Zork 1 on it as an easter egg.

A scripted closeup of the sign still exists without a text overlay, as do voice line triggers for all 3 of the totem characters. It even match the state of the flickering torch too!

Unboarded Front Door

An overlay image for the the barrow entrance panorama exists for if you are playing as Griff, Lucy, or AFGNCAAP. None of them can pull the boards off. Toggleable ingame by setting statevalue X 1 File:ZGI-nonbrog-wh-front-door-.png

Unused Crossroads sign

The Crossroads "fan" symbol used on the ingame map and teleporter was at one point abled to be examined when standing under it. Location x in the ScummVM debugger will bring you here, and statevalue X 1-4 to view the signs.

Demo Leftover Well

An early version of looking out of the well's bottom exists at file X, X, and X. The Sundown with Rope version was used in the demo.

Crossroads DM Lair Exit Closed

The door from the crossroads to the DM's lair was originally going to be closed, as an additional Rezrov tutorial, per the variable name of uc3e_rezrov_door. Functionality of the door was partially stripped, as its not possible to see the closeup in game, though setting the statevalue flat X to X will change the panorama in front of the door, and put the closeup and the central crossroad panorama(uc4e) into a "closed" state with no visual difference.

Flood Control Dam #3 unused light

An unused light for the FCD #3 console exits, as does a matching panorama overlay. Overlay images for the console buttons in the on state from the panorama exist too. None have any scripts remaining.

Early Moss of Marilon Closeup

The Moss Of Marilon closeup from the game's trailer still exists in a scripted state, at location u e 3 h 0 . Casting Throck on it still works, but it cant'be be picked up.

Additionally, unused panorama overlays for the pipe's state.

File:ZGI-moss-pipe-state-combined.png

Unused Bar Closeup

File qb2ff011.tga is an unused closeup of Jack's bar during Lucy's time tunnel segment. Reachable via debug commands, but there's no interaction.
File:ZGI-unused-bar-qb2ff011.png

Early "Slim" Skeleton

An early version of the Hades station skeleton exists at uh1ff011.tga. Compared to the final, he's missing his second book about the Coconut of Quendor, and has 2 zorkmids in his hand instead of the scratch card. A closeup of the hand exists at uh1gf011.tga.

Unused Cursors

Zork Nemesis had 2 sets of global cursors for interaction, a set for normal state and a set for "loading". ZGI upgraded this to 4 sets of adding a full "glowing" set and "glowing loading" set. Much like *Nemesis* however, only the neutral cursor ever glows in gameplay, so these two new sets go almost entirely unused.

This cursor set, for dragging levers, goes unused, as there's no levers in the game. Much like the other cursors, it was updated from Nemesis to have a full 4 state set.

The cursors for transitioning from horizontal to vertical panoramas are still on the cursor list. Much like the above lever drag cursor, *Grand Inquisitor* has no levers, and these go unused.

These cursors are stored in the CURSOR.ZFS file near Lucy's special crystal ball cursor. Their use is unknown, but they may have been intended for the totem quests.

Oddities

The coffee cup on the jail cell control panel is an overlay, both in close up and panorama. The reason is unknown.

A unique overlay and script logic of the White House without boards exists for when playing as Lucy or Griff. Since they can't get the boards off, this never is used in gameplay.

While incredibly unlikely for the average player, its possible to reach the Hades time tunnel without having seen the one in Dalboz's bedroom. Doing so will cause him to make a unique comment at the Hades one.