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- BEYOND ZORK SOLUTION
-
- Taken from an ST SEWER SOFTWARE docs disk. Solution by MEZZO. Edited by Parasite.
-
-
- You start on a hilltop carrying a pack and 1 zorkmid. Your level is
- level 0 male peasant.
-
- Your starting attributes as Buck Palace are:
- Endurance........16%
- Strength..........8%
- Dexterity.........8%
- Intelligence......8%
- Compassion........1%
- Luck.............25%
- Armour Class......0%
-
- TO CARRY MORE:- If you're told your hands are full, put things in the
- pack. Any other message means you're just not strong enough. As your
- level goes up, you can carry a greater weight.
-
- There are 3 main areas: The Village where you start, Arcadia and
- Mizniaport.
-
- Prices shown are for selling things. It will cost twice as much to buy
- them (or buy them back!).
-
- THE VILLAGE.
-
- To find a Light - get the lantern (2z) from outside the pub.
-
- The Pub - get the bearskin. As you go west, a bandit throws a dagger at
- you. Get it. If you wait, you'll hear part of a conversation. The word
- "helmet" is mentioned and "north of the River Phee".
-
- The Dagger - rusty and not much use till you use the scroll of honing on
- it. It's worth 5z.
-
- The Wharf - wait here, you'll see a piece of wood in the water. Get it.
- The sailor tells you it's a shillelagh. Use this as a weapon.
-
- The Cook - says you can have the ONION if you bring a BOTTLE up from the
- cellar in one piece.
-
- Onion - see COOK. You can't carry it as it's too heavy. But you can push
- it in a direction.
-
- The Billboard - found north-west of the start. It's in a patch of weeds.
- Pick weed; it's SPENSEWEED.
-
- Spenseweed - See BILLBOARD. Use on the PTERODACTYL.
-
- The Patch of Brine - examine it to see some salt to use on the SLUG.
-
- MIZNIAPORT.
-
- The Market - as you go north, you bump into someone and see a fish cake
- (2z). Get it at once as it will vanish if you don't get it.
-
- The Fish Cake - eat it to gain intelligence and be able to read the
- scrolls.
-
- The Magick Shoppe - take scrolls and objects here to be identified. There
- is a case here which contains three potions, a rabbit's foot and an
- hourglass.
-
- Gondola - to use it, get on gondola, jump onto tower as it passes. To get
- back, get into gondola.
-
- Unicorn - kiss its horn to gain luck. Levitate it to release it and gain
- compassion.
-
- Horshoe - needed at the end of the game.
-
- Saddle - levitate it to get it and put it on the PTERODACTYL after you've
- healed it and got its whistle so you can ride it.
-
- The Boutique - contains a glass case which has in it: some plate mail -
- 200z - some scale mail - 60z - a tunic - 20z - a cloak - 30z - stops
- monsters knowing you're in the next location - a fine example of elvish
- tailoring. It is said a potent virtue is woven into the cloth.
-
- ARCADIA.
-
- The Weapons Shop - contains a glass case which has in it: axe - 40z - a
- real skull-cleaver, sword - 100z - of elvish workmanship, scabbard - 80z
- - may be magical. The old woman suggests you take it to the magick shoppe
- for identification. There you're told it's the sheath of grue-slayer;
- wear it and it will give you powers of recuperation.
-
- The Hurdy-Gurdy - 30z - carried by the MONKEY-GRINDER. It has symbols on
- it: an eye, mouth, ear, nose and clock. Open the lid and put the
- butterfly in it, close it, turn the dial to clock, turn the crank to the
- left and the butterfly will be turned into a caterpillar. Also use it to
- find Froon. In Frotzen, turn the crank right with the dial on eye by the
- SCARECROW in the corn field. Note the colour it changes too as you'll
- need to know this for the KEY.
-
- The Monkey-Grinder - go into the location south of the guild. When you
- try to go west, he appears. Leave west and return or wait. Carry the
- previously-opened CHEST. Wait till he kills the nymph that guards the
- guild, then give him the chest.
-
- The Guild - you can't enter while the warning nymph is there. See
- MONKEY-GRINDER. Inside is a dispel object.
-
- Atrii.
-
- To get here, carry the scroll of gating and the vague outline. Say the
- word on the scroll and you are taken to the Ethereal Plane of Atrii. In
- certain locations, you can't move because you see a vague outline across
- the land which blocks your route. The vague outline which you were
- carrying has changed into a phase blade. Use it to cut the outline. You
- can now get to the Implementors.
-
- Implementors - are eating, drinking and playing catch with the coconut.
- It falls near you but before you can get it, it is carried off by an
- Ur-Grue. You are told to get it back and given a GOBLET to protect you
- from lightning.
-
- Goblet - carrying it, you can pass the two locations at the edge of
- Frotzen where lightning normally drives you back.
-
- The Grey Fields of Frotzen.
-
- There are several random locations, from one, CORBIES are circling a
- patch on the ground to the north but prevent you going north. There are
- three scarecrows in three fields but only one contains growing corn.
- There's a butterfly that settles on the rim of the goblet, a scroll and a
- four-leaf clover.
-
- Butterfly - see HURDY GURDY and CATERPILLER and CHRISTMAS TREE MONSTERS.
-
- Four Leaf Clover - a charm to ward off ill luck (20z). Needed at the end
- of the adventure.
-
- To get to Froon - See HURDY GURDY. A farm house lands and if you enter
- it, you're taken to Froon. Leave the farm house.
-
- Flowers in Froon - examine the flowers. One is a little lady who says
- that you've killed the boot (it's under the house!).
-
- Key - The mayor arrives and offers you a choice of three KEYS, lavender,
- puce and mauve. Take the one that corresponded to the colour the
- scarecrow's garments changed to (in the corn field).
-
- Corbies - to pass them carry the correct colour key. There, at the grey
- grotto, you find the COMPASS ROSE.
-
- Compass Rose - just the thing for an ill wind (20z). If you want to go
- north but the wind prevents you from flying that way, turn the stem in
- the opposite direction and the wind will change.
-
- Monsters and their treasure.
-
- The Cellar.
-
- There are 6 locations here, randomly arranged and linked. The locations
- are:
- musty corridor, wine cellar, shadowy stacks, reeking room, bottom of
- stack and top of stack.
- There are 3 monsters in the area; the discipline crab, rat ant and
- skeleton. There's also some moss of Mareilon there.
- There is a scroll and an object in the area.
- You get locked in and have to escape once you've finished with the area.
-
- All but the first location are dark so use the lantern. It doesn't last
- long but you can increase it's power using the scroll of refreshment
- which is at the bottom of the stairs.
-
- Moss of Mareilon - on a wall in the cellar. Squeeze it and after some
- timngling in your fingers, your dexterity increases. You must do this
- before you can climb the stack.
-
- The Stack - to climb it, see MOSS.
-
- The Crab - has a crown.
-
- The Crown - a tidy little trinket - 20z. Sell it.
-
- The Skeleton and Amulet - as you try to get the amulet, the skeleton
- grabs you. Attack it (which only takes one hit) and get the amulet.
-
- The Amulet - examine it, it has green runes, red swirls and three shiny
- stars. Examine it through the bottle. You can now read it's name eg the
- amulet of Squirp (random). The woman says it's a useful bit of Magick -
- 9z.
-
- The Bottle - contains red liquid which you can see through. Examine the
- amulet through the bottle. After leaving the cellar, give the bottle to
- the cook so you can take the onion.
-
- To get back out through the cellar door, say squirp or whatever, wear the
- amulet (one star glows) and hit the door with the shillelagh. You can
- probably also use the scroll of recall.
-
- The Marshes.
-
- There are 6 locations here, randomly arranged and linked. The locations
- are:
- gasses, mudflats, noises, odors, eyes and deep mist.
- There are 2 monsters in the area; the edrich vapour and the guttersnipe.
- If the edrich vapour steals any of your things, it dumps them in one of
- the other locations. Neither monster is very hard to kill.
- There is a scroll, an object and a potion in the area.
-
- Pterodactyl - has a whistle round it's neck. There is an arrow in it's
- wing. Anaesthetise it, pull the arrow, get the whistle and rub spenseweed
- on the wound. You can now blow the whistle three times and the
- pterodactyl will arrive. You can ride it if you put the saddle on it and
- use the direction up but you may need the COMPASS ROSE to go in the
- direction you want.
-
- Whistle - a whistle of summoning - 10z. Use to call the pterodactyl.
-
- The Forest Area.
-
- This also has 8 random locations. They are: willow, birches, eerie copse,
- talons, pine grove, catalpa, twilight and clearing.
- There are 2 monsters, cruel puppet and hellhound. Both are hard to kill.
- Use the annihilation weapon or longsword and mail for the hellhound.
- There are 1 scroll and 1 object in the area.
-
- The inscription on the boulder in the clearing - say "youth" and a pool
- of radiance appears. Put the chocolate truffle in it for it to stay
- fresh.
-
- The Rope Bridge - seems impossible to cross. There's an umbrella on it. A
- sign says "Zeno's Bridge - cross at your own risk". To get the umbrella,
- use the scroll of recall to get back or get ptero to stop here then take
- off again.
-
- Umbrella - don't open it indoors or your luck goes down. Doesn't seem to
- have a positive use.
-
- The Lighthouse.
-
- This has 9 random locations on 3 levels. They are:
- Dimly lit room, creaky corner, room of gloom, crumbling walls, chamber of
- light, twilight room, saggy ceiling, dusty corner, saggy floor.
-
- There are 4 monsters, a giant spider on the ground floor, a slug on level
- 1, a dust bunny on level 3 in the dusty corner and a dorn beast in the
- lamp room which appears when you try to get the chest. There is 1 scroll
- and 1 object in the area plus a bubblegum card.
-
- Spider - kill as usual.
-
- Slug - throw salt at it.
-
- Dust Bunny - divides if you attack it. Rub the RUG and touch the bunny.
- It is destroyed by the electrical charge to leave a RING.
-
- Dorn Beast - cut the ONION with the sharpened DAGGER to affect its eyes.
- Then get the chest and use the recall scroll to get out.
-
- Ring - a ring of shielding, the same as the coal walkers of Egreth use
- (50z). When you put it on, you feel a chill. Used to protect you from the
- heat of the lava.
-
- Bubble Gum Card - sell it
-
- Chest - has a plate on it saying "do not open". Open it and you're
- transported to the Plane of Transinfinite Spendor which is inhabited by
- unicorns. They warn you not to return or you'll be put into a life of
- servitude so give the chest to the MONKEY-GRINDER who is illiterate.
- Inside the chest is a palimpsest (scroll of gating) and a VAGUE OUTLINE.
-
- Vague outline - little more than a curiosity, art least on this plane of
- existance. 20z. Turns into a phase blade in Atrii.
-
- The Ruined Area over the bridge (Pheebor).
-
- **** Get here on Ptero but use recall to get back. ****
-
- This also has 6 random locations. They are:
- debris, glare, aqueduct, dusty street, courtyard, plaza.
- There are two monster, a ghoul and an undead warrior.. There is a potion
- in the area.
- There's an arch with an opening shaped like an hourglass in the plaza.
-
- Ghoul - attacks you with a SPADE. Annihilate it. It drops the spade.
- Undead warrior - throw the VIAL of holy water at it.
-
- The Arch - go under it with the minx, truffle and hourglass. Turn the
- hourglass and you can travel forwards (north) and backwards (south) in
- time.
-
- The Past - in the battlefield scene, you see Prince Foo's helmet. If your
- intelligence isn't high enough, the combatants speak in runes. The
- sinister Knight on the black stallion cuts off prince Foo's head and his
- helmet rolls in the trench. The stallion is then shot with an arrow and
- falls on top.
-
- The Helmet - to get it, when it falls in the trench, throw the TRUFFLE in
- the trench. Get the minx, go back under the arch and go into the future,
- using the hourglass. Wearing it increases your intelligence.
-
- The Future - at the time where it says the ground is soft (Desolation),
- the minx will dig up the truffle. You can then get the helmet.
-
- The Jungle.
-
- The are 6 random locations. These are:
- underbrush, ferns, quicksand, creepers, bird cries and fungus.
- There are 2 monsters, crocodile and mossy boulder/bloodworm.
- A baby hungus is stuck in the quicksand with its mother nearby.
- There'a a scroll and 1 object in the area.
- There's also a tusk and an idol with a jewel in its maw.
-
- The Tusk - worth 40z
-
- The Jewel - to get it, hit the baby hungus and the mother will chase you
- to the idol. Get the jewel, it drops and the mother Hungus eats it. You
- are tipped into the idol. Use the scroll of recall to get out. To get the
- jewel back, evert the mother hungus. The jewel is worth 1000z. You must
- get this so you can buy the HOURGLASS.
-
- The Baby Hungus - to free it, point the levitation weapon at it. Your
- compassion will go up.
-
- From this area, you can reach a waterfall and the village of Thriff.
-
- The Chapel - under the pew is a vial of holy water.
-
- Cardinal Toolbox - wants to know who will save them from the CHRISTMAS
- TREE MONSTERS. The saviour can have anything he wants. The only thing
- that protects the village is Orkan's glyph but that is written in snow
- and will melt.
-
- The Relinquary - Ask for it when you deal with the CHRISTMAS TREE
- MONSTERS. It contains a WHITE HEMISPHERE.
-
- The Minx - hides from the hunters behind the OAK TREE. To save it, erase
- its tracks.
-
- The Oak tree - the MINX hides behind it. After saving the minx, wait and
- the minx will dig up a CHOCOLATE TRUFFLE.
-
- The Chocolate Truffle - if you're carrying the minx, put the truffle in
- the pack, or the minx will eat it. It goes off so put it in the pool of
- radiance. It will then last indefinately. Don't eat it yourself or your
- compassion will drop if the minx sees you.
-
- The Christmas Trees - an ornament hits you. There's a glyph written in
- the snow which is all that protects the village. To get past them, you
- must be carrying the CATERPILLAR.
-
- The Mailbox - inside is a leaflet. If you get it, it turns into a parcel.
- Open the parcel and the packaging disappears. You now see a BURIN.
-
- Burin - use it to write a new glyph. You must have previously read either
- the glyph in the snow or the one in the book.
-
- Book - in the cabin. Contains details of how Orkan got to Thriff and a
- sample glyph. When you get it, you see a black hemisphere underneath.
-
- Black Hemisphere - in the cabin under the BOOK. On it's flat surface is a
- peg.
-
- White hemisphere - a great potential lies within (25z). In the RELIQUARY.
- On it's flat surface is a hole.
-
- Hemispheres - put peg in hole, the old woman tells you to close your eyes
- but it's too late. The sphere strobes and you are left with a GREY SPHERE
- which is the bok/jukes etc (random) which shows visions of things yet to
- come for those who have enough wit to see them. 50z. You must have
- drunk the potion of enlightenment, be wearing the helmet and eaten the
- fishcake. You then see a warlock saying a magic word in front of a wall
- of stone in which a door opens. Say this word by the sunlit wall.
-
- Snowdrfift - conceals a SNOW WIGHT.
-
- Snow wight - to deal with it, sayonara it.
-
- The Dome - dispel it, an lava flows down the mountainside, obliterating
- the glyph so that the trees take over in a few moves once the lava cools.
- You must outrun the lava so you aren't overcome. Wearing the RING, go
- onto the hot lava and use BURIN. You make a new glyph which remains when
- the lava cools and hardens. CARDINAL TOOLBOX comes out carrying the
- RELIQUARY and asks what you want. Ask him to give the reliquary to you.
- He does. Open it to see the WHITE HEMISPHERE.
-
- Silver Ornament - worth 2z.
-
- The Castle
-
- To get here, use Ptero and Compass rose.
- Bush - it's a MORGIA BUSH. Pick a root and hide behind it when you see
- something materialising in the garden.
-
- Platypus - if she sees you, you're captured so hide behind the BUSH. She
- opens a secret compartment in the statue and takes out a jar from which
- she blows a mirror using a circlet. Then she leaves again.
-
- Statue - once the platypus has appeared and gone, you can see the secret
- compartment. Open it to get the JAR.
-
- Jar - needed at the end of the adventure.
-
- To get back, use Ptero (recall is blocked from here).
-
- The End.
-
- After you see the secret word in the SPHERE, go to the sunlit wall below
- the castle (the other wall by Mizniaport is shady and won't work.) Say
- the word and open the door which appears.
-
- There are a series of random dark locations here. You can't use your
- lantern as it is exploded if you try to light it. Carry the HORSESHOE,
- CLOVER and RABBIT'S FOOT.
-
- Wait near the entrance and LUCK SUCKERS will appear. They can take the
- form of a black cat, a stepladder, a number 13 or an umbrella. Throw the
- charms at them in turn.
-
- Entering deeper into this area, presences appear, three in all. Attack
- them carrying the sword and wearing the plate mail. Then go into the
- deepest area. A shadow is there, it's the UR-GRUE. Go back to the
- entrance, blow a MIRROR and turn it so it reflects light into the area.
- Do this all the way in and blow the final one in the room with the shadow
- and turn it so it hits it. You now see an old man who tries to take you
- over, starting by feeding on your compassion but as it's so strong, he
- cannot defeat you. (If your compassion isn't high,ie: if you haven't done
- the three compassionate things, he wins).
-
- So long as you win, he leaves and tells you to take what you want. Search
- the treasure to find the coconut. The area starts to collapse but you are
- saved by Y'Gael and leave with the sailor and the cook in the sailor's
- painted ship.
-
- Inscriptions.
-
- On the ledge:
- My tines be long, my tines are short.
- My tines end ere my first report. What am I?
-
- Say "lightning" and an exit will open west to the lighthouse.
-
- On the boulder in the clearing:
- Never ahead, ever behind,
- Yet flying swiftly past,
- For a child I last forever,
- For adults, I'm gone too fast.
-
- Say "youth" and a pool of radiance appears.
-
- Scrolls.
-
- There are several about the area, mostly hidden randomly. Their contents
- are also mostly random. To find out what they're for, ask the woman in
- the magic shop. To understand them, eat the FISHCAKE. The scrolls are:
- small, vellum, gilt-edged, crinkly, rumpled, smooth and a piece of
- parchment.
-
- The scrolls titles are:
- Scroll of Recall - something to do with transportation and useful for
- emergencies - 5z - say the word on it and the word appears in the air in
- that location. Afterwards, saying that word will transport you to that
- location. Use to escape from the idol.
-
- Scroll of ??? (in the cellar) - something to do with refreshment - use to
- refresh your lantern.
-
- Scroll of Mischief - something to do with yard improvements - 1z - Scroll
- of Protection - bestows rich blessings on your armour - 5z - Scroll of
- Honing - 5z - use this to sharpen the dagger and improve the shillelagh.
-
- Scroll of Fireworks - something to do with humility - essential reading -
- 1z - Just gives credits!
-
- Scroll of Gating - something to do with transcentendal physics -
- 10z - not as robust as Dimension Door but serviceable. Use to get to the
- Ethereal plane of Atrii.
-
- Potions.
-
- There are several about the area, hidden randomly. Their contents are
- also random. To find out what they're for, ask the woman in the magic
- shop. Three are in the case in the shop, one in the mists and one in the
- ruins.
- The colours of the potions are: dark, gray, milky, cloudy and clear.
- There's also a vial.
-
- The potions are:
- might, healing, forgetfulness, enlightenment, death. All are worth 12z
- and cost 24z to buy.
-
- Shake the potion of enlightenment and drink it to increase your
- intelligence.
-
- Other Objects.
-
- These are mostly randomly hidden. There are:
- a cane, rod, staff, wand, stave. There are also an hourglass and rabbits
- foot in the case in the shop and a vial of holy water in the chapel and a
- dispel stave/staff in the guild.
-
- Uses:
-
- Eversion - turns things inside out - use to get jewel back from mother
- hungus.
-
- Levitation - use on the baby HUNGUS, SADDLE and UNICORN.
-
- Anaesthesia - aim it at a creature and watch it stagger - 10z - use on
- the PTERODACTYL.
-
- Sayonara - teleports throuble out of your way - 10z - use on the SNOW
- WIGHT. If you use it on the monkey-grider, he reflects it back and you're
- transported to one of a series of random locations.
-
- Annihilation - instant death in most cases - 10z
-
- Dispel - 10z - neutralises the effects of magick - use on the DOME
-
- Hourglass - 1000z TO BUY. A relic of ancient Pheebor. It's purpose is
- lost in time.Perhaps it is part of a greater magick. A miniature
- hourglass of brass and crystal filled with fine white sand.
-
- Vial of holy water - use against vampires, wraiths, anything dead that
- moves - 4z - use against the UNDEAD WARRIOR
-
- Rabbit's foot - 5z TO BUY - a charm to ward off ill luck. Rub it to gain
- luck and use against the LUCK SUCKERS at the end.
-
- Your Endurance goes up when you go up a level.
-
- Your Strength goes up when you wear and use the amulet (temporary)
-
- Your Luck goes up when you rub the rabbit's foot and kiss the unicorn's
- horn.
-
- Your Compassion goes up when you levitate the baby Hungus, levitate the
- unicorn and erase the minx tracks but drops if you eat a truffle in front
- of the minx.
-
- Your dexterity increases when you squeeze the moss.
-
- Your experience goes up when you deal sucessfully with a monster.
-
- Your intelligence goes up when you eat the fish cake, wear the helmet and
- drink the potion of enlightenment.
-
- Strength goes down when you use magic so, eg, don't use a rod twice in
- successive moves or you expire.