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- BEYOND ZORK
-
- Typed in by INSKIPP. Edited by PARASITE.
-
-
- Section I: About Beyond Zork
-
- Preface to the Story
- Dark times have fallen upon the Southlands of Quendor. All
- the enchanters have disappeared without a trace. Monsters roam
- the countryside. The taverns are filled with disturbing rumors
- and unsavory characters.
-
- A simple peasant like yourself knows better than to get
- involved in the affairs of wizards. But everyone you meet seems
- intent of testing your abilities to the utmost. You find
- yourself drawn into a web of fantasy and magic, solving puzzles,
- seeking treasure, avoiding traps, and fighting monsters. Your
- strength and power grow with every encounter, until the most
- fabulous treasure of all -- the fabled Coconut of Quendor -- lies
- within your grasp. If only you can survive long enough to claim
- it!
-
- Unlike other Infocom stories in which your character is set
- from the start, Beyond Zork lets you create your own character
- with six attributes: endurance, strength, dexterity,
- intelligence, compassion, and luck. Some situations in the story
- require dexterity, some require strength, some require
- intelligence, and so on; some situations require a combination of
- these attributes. You can choose your attributes yourself, or
- you can use a character already set up by the computer.
-
- You must fight monsters and solve puzzles to succeed in your
- quest. Since your success will often depend on our attributes,
- mindful players will try to improve their attributes as they
- venture onward.
-
- The story is presented in a new and flexible way. A map in
- the upper-right portion of your screen shows the immediate area
- and the directions you can move. You can use the on-screen map
- and your mouse to move to adjacent rooms if you have a Apple IIgs
- or Macintosh, an Amiga, an Atari ST, or an IBM-PC with a
- Microsoft compatible mouse. (If your computer has a numeric
- keypad, you can use it to move around as well.)
-
- Experienced Infocom players may recognize references to other
- Infocom games. However, there are many new commands in Beyond
- Zork, and character development adds a new degree of challenge.
- All players should read the rest of Section 1 before plunging
- into the story.
-
- THE ON-SCREEN MAP
- The on-screen map shows only a small part of the entire
- geography, so it's a good idea to draw a separate map as you
- play. (Or use the handy-dandy companion map supplied by your
- truly -mt)
-
- Notes about the on-screen map:
-
- - A question mark on the map indicates a dark room (a room in
- which you need a light source to see).
-
- - Room exits are displayed on the map only if you've seen them.
-
- - A room with a UP exit shows an up arrow on the map
-
- - A room with DOWN exit shows a down arrow on the map.
-
- - A room with an UP exit and a DOWN exit shows both an up arrow
- and a down arrow.
-
- - You can click on the up or down arrows to move UP or DOWN (if
- you have the mouse option with certain computers).
-
- FUNCTION KEYS
- As described elsewhere in this manual, many commands have
- abbreviation: you can type N instead of NORTH, for instance, or I
- instead of INVENTORY.
-
- With function keys you can use a single keystroke as an
- abbreviation for whatever you choose. you can use a function key
- to abbreviate a long work that you don't like to type (like
- HIPPOPOTAMUS), or to abbreviate a commonly used command (like
- RESTORE), or even to abbreviate a whole sentence (like ATTACK THE
- MONSTER WITH SMALL THERMONUCLEAR DEVICE).
-
- You start the story with the function keys already set to
- commonly used commands. To see what the function keys are set
- to, or to change the settings of the function keys, type DEFINE
- at the prompt ">" and press the RETURN (or ENTER) key. Then use
- your up or down arrow keys to highlight the setting(s) you want
- to change. The vertical bar or exclamation point is used as an
- abbreviation for the return or enter key; so changing LOOK to
- LOOK! means you want the command executed whenever you press that
- function key.
-
- Note: Only one RETURN can be include in each function key
- definition. Anything typed after the first RETURN will be
- discarded.
-
- You can restore all the original settings of the function
- keys by highlighting the RESTORE DEFAULTS command and pressing
- the RETURN key. To leave the DEFINE screen, highlight the EXIT
- command and press the RETURN key.
-
- SPECIAL COMMANDS
- There are a number of command which have special meanings.
- Many of these command appear in all Infocom games, but those that
- are starred "*" below are new to Beyond Zork. You can use all
- special commands over and over as needed. Some count as a turn,
- others do not. Type the command after the prompt ">" and press
- RETURN.
-
- AGAIN
- Beyond Zork will respond as if you had repeated your previous
- command. For instance, typing HIT THE MONSTER WITH THE TOASTER
- OVEN then typing AGAIN would be like hitting the monster twice in
- a row. You can abbreviate AGAIN with G.
-
- BRIEF
- If you are playing in "normal" mode instead of "enhance" mode
- (see MODE below), or if you are printing a transcript as you play
- (see SCRIPT below), this command tells Beyond Zork to print the
- full description of a location *only* the first time you enter
- it. On subsequent visits, Beyond Zork will print only the name
- of the location and the objects present. This is how Beyond Zork
- will normally act, unless you tell it otherwise using the VERBOSE
- or SUPERBRIEF commands. The SUPERBRIEF commands tells Beyond
- Zork to print only the name of a place you have entered, even if
- you have never been there before. In this mode, Beyond Zork will
- not even print which object are present.
-
- Of course, you can always get a description of your location
- and the items there by typing LOOK. In SUPERBRIEF mode the blank
- line between turns will be eliminated. This mode is meant for
- players who are already very familiar with the geography. The
- VERBOSE command tells Beyond zork that you want a complete
- description of each location, and the objects in it, every time
- you enter a location, even if you've been there before.
-
- COLOR *
- If you are playing Beyond Zork on a color monitor, you can
- type COLOR to change the colors on your screen. This command
- works only on computers which support a color display.
-
- DEFINE *
- This command allows you to change the setting of the function
- keys. For example, if pressing function key 2 is like typing
- INVENTORY, you can change this to DROP ALL, or DROP ALL followed
- by RETURN, or anything else, by using the DEFINE command. See
- "Function Keys" previously covered in this manual.
-
- DIAGNOSE
- Beyond Zork will give you a medical report of your physical
- condition.
-
- INVENTORY
- Beyond Zork will lest what your are carrying. Occasionally
- an inventory list will be too long to fit in the upper window.
- When this happens, the word "{more}" will appear in the corner of
- the window, and the UP and DOWN arrow keys can be used to scroll
- the window. You can abbreviate INVENTORY with I.
-
- LOOK
- This tells Beyond Zork to describe your location in full
- detail. Occasionally a room description will be too long to fit
- in the upper window. When this happens, the word "{more}" will
- appear in the corner of the window, and the UP and DOWN arrow
- keys can be used to scroll the window. You can abbreviate LOOK
- to L.
-
- MODE *
- If you find the maps and other screen features of Beyond Zork
- undesirable, you can use the MODE command. This will make the
- screen look "standard," like every other Infocom game. The
- status line will list your name, attributes, location, and
- available exits. Typing MODE a second time will cause the
- "enhanced" screen features to return.
-
- MONITOR *
- Your character's endurance attribute is especially important.
- Therefore, whenever something affects your endurance (being
- wounded during combat, for example), your endurance level is
- automatically displayed on the screen. If for some reason you
- do not wish to monitor your endurance, use the MONITOR command to
- turn this feature off. Typing MONITOR a second time turns the
- endurance display feature back on.
-
- NAME *
- In Beyond Zork, you have the power to name weapons and living
- things. For instance, you can NAME THE DOG "ROVER" or NAME THE
- SWORD "EXCALIBUR" or NAME THE HIPPOPOTAMUS "FRED". Beyond Zork
- will then use the name in its descriptions, and you can use the
- name as a synonym for the object. This feature is particularly
- convenient when an unnamed object is long or hard to spell.
-
- NOTIFY *
- Normally in Beyond Zork, the game will notify you whenever
- any of your attributes change (for example, when your luck goes
- up or when your dexterity goes down) or when any attribute
- returns to normal (such as when you build your endurance back
- after being wounded in battle). You an turn off this
- notification feature by using the NOTIFY command. Typing NOTIFY
- a second time turns the feature back on.
-
- OOPS
- If you accidentally mistype a word, such that Beyond Zork
- doesn't understand the word, you can correct yourself on the next
- line by typing OOPS and the correct word. Suppose, for example,
- you typed TAKE THE CLUB FROM THE GIANT and were told "You can't
- use that word 'giant' in this story." You cold type OOPS GIANT
- rather than retyping the entire sentence
-
- PRIORITY *
- As you play Beyond Zork, most information is displayed in a
- box at the top half of your screen. For instance, when you enter
- a new room,the room's description will appear in the box; when
- you then type INVENTORY, your inventory will appear in the box;
- on some machines, when you type STATUS (see below), your
- attributes will appear in the box. If you want to specify what
- kind of information will appear in the box, you can use the
- PRIORITY command. For example, if you want the box to show your
- inventory at all times, type INVENTORY (and press the RETURN and
- then type PRIORITY; thereafter the box will always show your
- inventory, updating it when you pick up new items or drop or lose
- others. (Room descriptions will thereafter appear in the bottom
- half of the screen.) Similarly, if you want the box to show room
- descriptions at all times, type LOOK (and press the RETURN key)
- You can turn this feature off by typing PRIORITY OFF.
-
- QUIT
- This lets your stop. If you want to save your position
- before quitting, follow the instructions in the "Saving the
- Story" section. You can abbreviate QUIT with Q.
-
- REFRESH *
- This command clears your screen and redraws the display.
-
- RESTART
- This stops the story and starts over from the beginning.
-
- RESTORE
- This restores a position made using the SAVE command. See
- "Saving the STory" section for more details.
-
- SAVE
- This puts a snapshot of your current position on your storage
- disk. You can return to a saved position in the future using the
- RESTORE command. You cannot SAVE during combat.
-
- SCORE
- This command displays your attributes, telling you your
- strength, luck, endurance, compassion, dexterity, intelligence,
- and armor class. This command is synonymous with STATUS.
-
- SCRIPT
- This command tells your printer to begin making a transcript
- of the story as you venture onwards. A transcript may aid your
- memory but is not necessary. It will work on certain computers.
-
- SETTINGS *
- This command allows you to view and change many of the
- setting dealing with screen display and output. Use the up and
- down arrow keys to select a setting, and use the left and right
- arrow keys to change a setting. You can restore all the default
- setting by highlighting RESTORE DEFAULT and pressing the RETURN
- key.
-
- STATUS *
- This command displays your attributes, telling you your
- strength, luck, endurance, compassion, dexterity, intelligence,
- and armor class. This command is synonymous with SCORE.
-
- SUPERBRIEF
- See BRIEF above.
-
- UNDO *
- You can use this command to back up one move. Suppose, for
- example, that you found a package but didn't know what was in it.
- You might type OPEN THE PACKAGE and be told "The package
- explodes as you open it, damaging your weapons and destroying all
- your other possessions." You could then type UNDO and you would
- back up one move. You weapons and other possessions would be
- intact, and you could try giving the package to an enemy, or
- leaving it alone, or something else. The UNDO command does not
- work during combat (when you're fighting a monster, for
- instance). Note that the UNDO command works only on certain
- computers with enough memory.
-
- UNSCRIPT
- This commands your printer to stop making a transcript.
-
- VERBOSE
- See BRIEF above.
-
- VERSION
- Beyond Zork responds by showing you the released number and
- the serial number of your copy of the story. Please include this
- information if you ever report a bug in the story.
-
- WAIT
- This will cause time in the story to pass. Normally, between
- turns, nothing happens in the story. You could leave your
- computer, take a nap, and return to the story to find that
- nothing has changed. You can use WAIT to make time pass in the
- story without doing anything. For example, you can wait for a
- specific time, or wait for an event to happen, etc. You can
- abbreviate WAIT to Z.
-
- ZOOM *
- As long as you are playing Beyond Zork in enhanced mode
- rather than in standard mode, a partial map of the game will
- automatically appear on your screen. By using the ZOOM command,
- you can see more rooms on your screen, but in less detail (e.g.,
- UP and DOWN exits will not be shown); typing ZOOM a second time
- returns the map size to normal.
-
- HINTS FOR BETTER PLAYING
- 1) If you are creating your own character, remember that all of
- the attributes are important. Don't be tempted to put all your
- eggs in one basket (by giving yourself lots of endurance, for
- instance, but very little luck or dexterity); otherwise you may
- not be able to solve a puzzle or defeat certain monsters. The
- attributes of the default characters are all sufficient to
- complete the story.
-
- 2) There are two way to buy things in a store. You can simply
- trade items in your inventory for merchandise you want, or you
- can offer valuables to the shopkeeper and establish a personal
- line of credit. If you're not sure what an item is worth, ask
- the shopkeeper.
-
- 3) Weapons are more effective if you WIELD them first. You can
- SET ASIDE or UNWIELD a weapon when you're done with it.
-
- 4) Certain magic items (such as wands and scrolls) can only be
- used a few times before they lose their potency. Conserve your
- magic!
-
- 5) It's a good idea to bring any items you find to a specialist
- for identification. This will alert you to any special
- properties they may possess.
-
- 6) Don't be surprised if parts of the geography seem to change
- from time to time, or if treasures appear in different guises and
- locations. Not two games of Beyond Zork are exactly alike.
-
- SECTION II: ABOUT INFOCOM'S INTERACTIVE FICTION
-
- SAVING THE STORY
- Saving and restoring: It will probably take you many days to
- complete the game. Using the SAVE feature, you can continue the
- story at a later time without having to start over from the
- beginning, just as you can place a bookmark in a book you are
- reading. SAVE puts a snapshot of your place in the story onto
- another disk. You should also save your place before trying
- something dangerous or tricky. That way, even if you get lost or
- killed in the story, you can return to your saved position. You
- cannot save during combat (while fighting a monster, for
- instance).
-
- To save your place in the story, type SAVE at the prompt ">",
- and then press the RETURN key. Then follow the instructions for
- saving and restoring that the computer asks. Some computers
- require a blank disk, that has already been formatted, for saves.
- Using a disk with data on it may result in the loss of that data,
- depending on your computer. Beyond Zork offers from 3 to 7
- different SAVEd positions, depending on the type of computer.
-
- You can restore a saved position any time you want. To do
- so, type RESTORE at the ">" prompt. Then follow instructions
- that the computer asks. You can then continue the story from the
- point where you used the SAVE command.
- Quitting and Restarting:
-
- If you want to start over from the beginning, type RESTART
- and press the RETURN key. If you want to stop the game entirely,
- type QUIT and press the RETURN key.
-
- COMMUNICATING WITH INFOCOM'S INTERACTIVE FICTION
- If your computer has a numeric keypad you can use it to move
- around, rather than typing in the directions (N,E,S,W etc.).
-
- ------- ----------
- !7!8!9! !NW!N !NE!
- ------- ----------
- !4!5!6! becomes !W !UD!E !
- ------- ----------
- !1!2!3! !SW!S !SE!
- ------- ----------
-
- The 5 key is for both UP and DOWN. If you are in a location
- which has both an UP and DOWN exit, the 5 key will act as if you
- typed WALK AROUND.
-
- You can include several sentences on one input line if you
- separate them by the word THEN or by a period. (Note that each
- sentence will still count as a turn.) You don't need a period at
- the end of the input line. For example, you could type all of
- the following at once, before pressing the RETURN:
-
- >READ THE SIGN. GO NORTH THEN TAKE THE CROWBAR AND
- MALLET
-
- The words IT and ALL can be very useful. For example:
-
- >TAKE THE APPLE. POLISH IT. PUT IT IN THE BOX.
- >CLOSE THE HEAVY METAL DOOR. LOCK IT.
- >TAKE THE SHOE. EMPTY IT. PUT IT ON.
-
- The word IT refers to either the last direct object you
- mentioned or the last object the story mentioned. If there is
- any confusion, the story will ask you to be more specific.
-
- There are three kinds of questions that Beyond Zork
- understands: WHO IS, WHERE IS, and WHAT IS. For example:
-
- >WHO IS HOWARD?
- >WHERE IS THE MAP?
- >WHAT IS PLUTONIUM?
-
- You will meet other people and creatures in Beyond Zork. You
- can talk to some of these beings by typing their name, then a
- comma, then whatever you want to say to them. Hear are some
- examples:
-
- >LOIS, HELLO
- >SHOPKEEPER, WHAT IS MY CREDIT?
- >OLD MAN, TELL ME ABOUT THE PLATYPUS
- >WILLY, PUT ON THE GLOVE THEN THROW THE BALL
-
- Most people in the story don't care for idle chatter. Your
- deeds will speak louder than you words.
-
- Beyond Zork recognizes over 1500 words, nearly all that you
- are likely to use in your commands. However, Beyond Zork uses
- many words in its descriptions that it will not recognize in your
- commands. For example, you might read, "The full moon is bright
- and clear, and the trees cast eerie shadows." If Beyond Zork
- doesn't recognize the words MOON or SHADOWS in your input, you
- can assume they are not important to your completion of the
- story, except to provide you with a more vivid description of
- where you are or what is going on.
-
- THE LORE AND LEGENDS OF QUENDOR
- ( A Bestiary Guide for Beyond Zork )
-
- Within these pages is recorded certain knowledge regarding the
- flora, fauna, and locales of the kingdom. Although this wisdom
- has well stood the test of time, I would not wish to see it lost
- forever in the uncertain mists of the future. There fore to our
- ancestors, I have writ into permanence the lore and legends of
- Quendor.
- -MNG
- Grue
- The grue is a sinister, lurking presence in the dark places
- of the earth. Its favorite diet is adventurers, but its
- insatiable appetite is tempered by its fear of light. No grue
- has ever been seen by the light of day; few have survived its
- fearsome jaws to tell the tale.
-
- Discipline Crab
- Discipline crabs are small, moral crustaceans found in
- cellars, fallout shelters and other subterranean lairs. These
- brooding curmudgeons are deeply offended by the slightest
- intrusion; if cornered, they employ their razor-edged pincers
- with righteous efficiency.
-
- Eldritch Vapor
- Eldritch vapors dwell in cemeteries, moors and other locales
- where fog will hide their ever-shifting forms. Gleeful and
- mischievous, they enjoy snatching away the possessions of those
- foolish enough to wander into their realm. Visitors without
- possessions are themselves snatched away.
-
- Dornbeast
- Smart adventurers run the other way when they hear "Hurumph,"
- the battle cry of the deadly dornbeast. Its 69 sensitive eyes
- can paralyze an unwary explorer with a single glare. Capture
- victims are plastered with round, sticky secretions that never
- come off.
-
- Monkey Grinder
- Avoid this nightmare at any cost! Spawn of a carnival
- necromancer, the monkey grinder can blast minds to jelly with its
- powerful Sense Organ. Deceptively eloquent in both manner and
- speech, these loathsome creatures actually possess little
- intelligence, and suffer an illiteracy rate of 103%.
-
- Implementor
- The Implementors are a race of minor deities who dwell on the
- Ethereal Plane of Atrii. Their ample free time is spent on
- costly luncheons where gossip and sweet nectars flow freely.
- Implementors do not discourage rumors that the world was created
- by them as a plaything.
-
- Giant Corbie
- Corbies are carrion birds with sharp eyesight and sharper
- beaks. Their color vision is so well developed, they can spot a
- yellow grotche in a hayfield from 200 bloits away. Corbies
- prefer the taste of the dead, rotting flesh, but have been known
- to feast on live, running adventurers.
-
- Christmas Tree Monster
- Vast herds of these luminous vegetables roam freely amid the
- glacial valleys of the south. Residents fear the autumn
- migrations, in which the trees cheerfully trample everything in
- their path. Christmas tree monsters are repelled by
- caterpillars, but nobody can explain why.
-
- Minx
- Irresistibly cuddly, the minx shares all the most
- ingratiating characteristics of kittens, koala bears and piglets.
- Minxes are highly prized for their ability to find and root out
- chocolate truffles from the ground, and will eagerly devour them
- if given the opportunity.
-
- Unicorn
- Most unicorns have fled to the Plane of TransInfinite
- Splendor, where they enjoy a carefree existence free from the
- cruelty of man. The unhappy few left behind are eagerly sought
- by zoos and private collectors. It is good luck to kiss a
- unicorn's horn; but woe to any fool who harms one.
-
- Froon
- Legends of this magical kingdom date back before the reign of
- Entharion the Wise (0-41 GUE). Said to lie somewhere beyond the
- clouds, Froon was the setting for a series of beloved children's
- books by L. Frank Fzort, and later became a successful movie
- musical starring Judy Garlic.
-
- Hungus
- Part sheep, part hippopotamus, the hungus builds its nest in
- jungle swamps and other hot, squishy places. Normally docile and
- eager to avoid conflict or activity of any kind, the hungus is
- fiercely clannish, and will instantly charge at anything that
- dares to threaten its kin.
-
- Spenseweed
- The healing virtues of this common roadside plant are well
- documented. although it is safe to eat, spenseweed is most
- effective when applied directly to wounds as a salve. Avoid the
- cheap commercial preparations, which may contain artificial
- coloring and preservatives.
-
- Chocolate Truffle
- Chocolate truffles grow only between the roots of oak trees.
- Dark brown when fresh, they decompose rapidly once exposed to
- air. Truffles were a favorite of Lord Dimwit Flathead the
- Excessive (770-789 GUE), who ordered the excavation of entire
- forests to indulge his bottomless appetite.
-
- Moss of Mareilon
- First classified in 843 GUE by Thwack of Mareilon, this soft,
- pale fungus thrives in underground tunnels and public toilets.
- When squeezed, the moss releases an invisible cloud of spores
- which improves the dexterity of laboratory rat-ants. Its effect
- on other species is uncertain.
-
- Compass Rose
- The stem of this rare annual always droops in the direction
- of the prevailing wind. Rumors that the compass rose can
- actually control wind are hotly denied by the Guild of
- Meteorologists, who harvested the species to the brink of
- extinction in the Rose Riots of 811 GUE.
-
- Morgia Root
- It is a rare enchanter who does not carry morgia root to gnaw
- on during a long journey. The mint-flavored juice improved
- stamina, slakes thirst and conceals bad breath. In domestic
- applications, morgia root is often baked into pies, and makes an
- excellent platypus stuffing.
-
- Cruel Puppet
- Few creatures are more despised than the cruel puppet. It
- attacks by twisting itself into unflattering caricatures of its
- opponent, accompanied by jeers, rude noises and shocking
- accusations. Staunch monarchs have been reduced to tears by
- these merciless shapeshifters.
-
- Dust Bunny
- Dust bunnies burrow in obscure corners and under
- furniture,and defend their territory by multiplying. They can
- clog a passageway in seconds, filling the air with dark,
- suffocating particles. Static electricity and lemon-scented
- sprays are their only natural enemies.
-
- Pheebor
- Ruins of this ancient city are still visible at the
- confluence of rivers Phee and Bor. The reason for its downfall
- (circa 400 BE) is unclear, but minstrels sing of a feud between
- Pheebor and its sister city Borphee over the naming of what is
- now called the Borphee River.
-
- Red Herring
- These common fish patrol the dark recesses of freshwater
- pools and streams. But a handful of granola brings them racing
- to the surface, a fact known by every rural schoolboy. The old
- adage about red herrings being "good brain food" has no
- scientific basis.
-
- Lucksucker
- Lucksucker feed on good fortune. Part physical entity, part
- mental phenomenon, the sucker's appearance is based on the laws
- of probability, and may change without warning. Good luck charms
- provide only a temporary shield against attack. The best
- strategy is to run!
-
- Ur-Grue
- Ur-grues are thought to be the shades of fallen Implementors.
- Skilled in black sorcery, the ur-grue can envelope itself in a
- personal zone of darkness which neither lamp nor flame can
- penetrate. Sunlight is the only thing it fears. It is unwise to
- even speak of this utterly evil entity.
-
- The Coconut of Quendor
- Though reluctant to dismiss the Coconut outright, most
- historians regard its historical existence as dubious at best.
- Orkan of Thriff has suggested that if all the "Shards of The One
- True Coconut" and "Vials of The Blessed Milk" were gathered in
- one place, they would form a stack nine bloits high.
-