EXPLORING THE OUTDOORS Go to the Entrance Hall, and ring the bell. The Jester will ask you a riddle. Answer "time," and the Portcullis will open. Go north to the Inner Bailey, and take the worm (needed later). Continue northwest to the Causeway and Barbican. Go up, and turn the wheel to open the bridge. Continue northwest to the Drawbridge, and the Outer Bailey. The Perimeter Wall northwest of the Bailey cannot be passed until the end of the game. Go southwest from the Bailey to the Garrison, and open the locker. Take the key, which opens the West wing. Go northeast and follow the northeast path to the Shady Park. You can explore the church to the South, but it is not essential to the game. In the URS Office North of the park, answer "bookkeeper" to the riddle and take the Zorkmid Coin. Go back to the park, and East to the Village Center. The courtroom to the North is not essential to the game. Go south from the Village Center to the Post Office. Take the package and open it. The magic homing pigeon works as follows: Anyone who takes it will be transported to the location of the perch. Go north to the Center, and east to the FrobozzCo Lobby. Climb to the office of Frank Lloyd Flathead and take the T-SQUARE (item 4). Then walk down to the basement.