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- For Beyond Zork from Infocom
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- AREA (generalized) HINT/SUGGESTIONS
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-
- Beginning Be sure to go NW and examine the weed.
- read the Legend and Lore of Quendor,
- or ask the old woman in the magic shop
- about the weed.
- it has healing powers (see Mist)
-
- Warf/Sailor "Hello, sailor".
- wait. take driftwood. name it (opt.)
-
- Pub take the lantern. you'll need it.
- open the door. leave the rug alone
- until you get out of the cellar. go
- west into the kitchen. be sure to
- take the dagger (see Lighthouse).
-
- Kitchen open the door. be sure you have
- something to kill with, and the
- lantern. listen to the cook. enter
- the cellar.
-
- Cellar take the scroll and READ it. when
- the lanter goes out, type the word in
- the scroll to light it again. in the
- throne room, "search debris". there's
- a gold coin you can sell/trade to the
- old woman. squeeze any moss you find
- (improves dexterity). then you can
- climb the stacks. "LOOK AT AMULET
- THROUGH BOTTLE". if you have the
- transport scroll and used it BEFORE
- you entered the cellar, you can
- escape that way. or wear the amulet
- and say the word on the amulet. bash
- the cellar door in with extra power.
- once out, "roll the onion east". be
- sure to take the rug.
-
- Lighthouse/Cliffs read the inscription.
- type "answer, lightning".
- Be sure to have the onion, rug and
- dagger from Pub/Kitchen. If you haven't
- done this, go NW and take the salt
- from the brine. Roll the onion in
- the direction you want to go. put salt
- on the slug. rub the rug and touch the
- dust bunny. take/wear the ring. at the
- top, search debris, THEN read the
- chest. cut the onion with dagger when
- the dorn beast attacks, then take
- chest and run like h***. (Maybe this is
- where I missed level 9. try using the
- annihalation stick to destroy it).
-
- Arcadia wait for the monkey grinder. wait
- until the grinder deals with the
- nymph who won't let you go north.
- try to kill him (unlikely), or give
- the chest to him (after you opened it
- first). monkey grinders can't read!
- a weapons shop is here as well.
-
- Mist if the vapor takes anything from you,
- it will be in another location in the
- mist area. be sure to "wield the
- driftwood" before the vapors appear.
- if you don't already have it, get the
- saddle from the stable (see Stable).
- with the pterodactyl, either set dial
- on the gurdy to ear and turn crank
- right, or point annesthesia rod at
- pterodactyl. take whistle,arrow. put
- weed (see beginning) in wound. put
- saddle on pterodactyl. only blow the
- whistle when needed (you only get 3
- opportunities). when you get on, fly.
-
- Private Way take horseshoe. kiss the unicorn's
- horn (good luck). give the chest to
- the unicorn. if you have the levi-
- tation staff, you can float the saddle
- out of the stall. Or speak the word
- on the amulet (it's clobbering time!).
- an armour shop is here as well. you'll
- need the horseshoe, by the way, for
- later (see Underground).
-
- Gondola (cable car) once inside, wait and listen to the
- speaker. when you get to a support
- towers, exit. then down.
-
- Town NW of Private Way eat the cake you find on the street.
- there is a magic shop here. this is
- where most of your questions about
- certain objects can be answered ("ask
- woman about ...."). buy the rabbit's
- foot (see Underground).
-
- Forest the puppet and hellhound are very hard
- to kill. use something that is very
- good for this (stick of annihalation
- or the equivalent). at the boulder,
- answer "youth". if you have the minx
- (see Village), wait by an oak for the
- minx to find the truffle, then put the
- truffle in the pool. keep the truffle
- in you pack until needed (see Ruins)
- or the minx will get it.
-
- Bridge there is no way across or back. take
- the umbrella, open it, then jump.
- best to use the pterodactyl or the
- gating spell to get across to the
- ruins.
-
- Ruins have the vial from the church in the
- Village for the undead warrior. Have
- minx! Also the hourglass from the
- magic shop (after you give the jewel
- from the Jungle to the woman). go to
- the arch, then enter. turn hourglass
- over. go south twice and wait. when
- the prince is killed, put the truffle
- in the trench. then turn the hourglass
- and go north until you reach
- desolation. wait. let the minx do the
- work for you. take/wear the
- helmet. go back to the arch, then
- exit.
-
- Castle here is where the pterodactyl comes
- in. fly to the castle (you may have
- to find it). use the compass rose to
- adjust the winds (see Plains). be sure
- you are not on your third turn with
- the whistle or you will never leave.
- hide behind the bush. take roots and
- eat them (strength). wait. open the
- statue and take the jar.
-
- Jungle if you are wearing the cloak, take it
- off. attack baby hungus. let mother
- hungus chase you (wait each turn.
- she's kinda slow). go up on the idol.
- when the mother hungus gets on the
- bottom of the teeter-totter, take the
- jewel. oops, you drop it and are
- dumped in the idol. if you have the
- lantern, light it. squeeze the moss
- (it can't hurt). either use the gating
- or transportation spells, or point
- the Eversion stick at idol to get out.
- Now that you're free, point Eversion
- at mother to get jewel, THEN point
- levitation at baby (to gain more
- compassion). the jewel is worth 1000
- zorkmids and is needed to buy the
- hourglass (see Ruins).
-
- Village erase the footprints of the minx.
- you definitely need the minx!
- enter the church and sit down. look
- under the pew. be sure you have the
- caterpillar (see Plains) so you can
- get by the christmas tree monsters.
- open the reliquary after you defeat
- the tree monsters. take white hemi-
- sphere. "put peg in hole" (examine
- black & white hemispheres).
-
- Mountaintop open mailbox.read leaflet.open parcel.
- in cottage, search table and take the
- black hemisphere. READ THE BOOK.
- you'll need something powerfull to get
- past the snow wight (annihalation or
- the equivalent). point the dispel
- wand (from north room when you first
- met the monkey grinder in Arcadia) at
- the dome, then run like H***. Before
- the lava cools (AND if you're wearing
- the ring), "inscribe glyph with burin"
- to ward off the monsters that weren't
- killed by the lava.
-
- Etherial Plane read the scroll of gating. use the
- phase blade to cut the outline.
- this will take you to the Implementors
- and their kin. wait. take the goblet
- and lick it (more luck).
-
- Plains have the hurdy-gurdy. set dial to the
- eye and turn crank right when you get
- to the scarecrow in the flourishing
- fields. NOTICE THE COLOR. when the
- butterfly appears, wait until it lands
- on the goblet. put butterfly in gurdy,
- set dial to clock, then turn crank to
- the LEFT. take caterpillar and save it
- for later (see Village). when you
- reach the farmhouse, go in AND STAY.
- wait for the tornado to pick you up
- and take you away (see Flowers). if
- you enter the house then exit, or if
- you wait too long to enter the house,
- the storm will kill you. take the
- clover you find as all good luck
- charms (including the rabbit's foot
- in the magic shop) are needed (see
- Underground). take the key you get
- from the mayor (see Flowers) to
- where the corbies are. then take the
- rose (useful when on the pterodactyl).
-
- Flowers exit the house. examine the flowers.
- wait. when the mayor offers you a
- key, take the key of the same color
- as the flourishing field scarecrow
- (see Plains).
-
- Underground after you have eaten the cake, drank
- the potion of enlightenment, and
- worn the helmet, you can "look into
- the gray sphere" (see Village) for
- the password to open the rock wall.
- you need all luck charms (rabbit's
- foot, clover, horseshoe, and anything
- else you think is a luck charm). also
- you'll need the jar and the best
- armour you can buy. go to the wall
- NW of the Village. say the word and
- open the door. once inside, take the
- circlet from the jar. "blow bubble.
- turn mirror south". remember that
- angle of incidence equals angle of
- reflection. if light is coming from
- the SE and you want to go SW, you must
- turn mirror South for the light to
- reflect. strike all lucksuckers (i.e.
- black cat, stepladder, umbrella, etc)
- with luck charms. once in the treasure
- chamber, turn your mirror to shine on
- the shadow. then search treasure, take
- the coconut, then run/wait/whatever.
- you will eventually get buried, but
- help is on it's way .....
-
- congratulations! you made it!
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