home *** CD-ROM | disk | FTP | other *** search
/ PC PowerPlay 11 / PCPP11.iso / faqs / zork-bey.doc < prev    next >
Encoding:
Text File  |  1993-03-26  |  16.9 KB  |  260 lines

  1.  
  2.  
  3.  
  4.  
  5. For Beyond Zork from Infocom
  6.  
  7.  
  8.  
  9.         AREA (generalized)                      HINT/SUGGESTIONS
  10.       ---------------------            -------------------------------------
  11.  
  12.         Beginning                       Be sure to go NW and examine the weed.
  13.                                         read the Legend and Lore of Quendor,
  14.                                         or ask the old woman in the magic shop
  15.                                         about the weed.
  16.                                         it has healing powers (see Mist)
  17.  
  18.         Warf/Sailor                     "Hello, sailor".
  19.                                         wait. take driftwood. name it (opt.)
  20.  
  21.         Pub                             take the lantern. you'll need it.
  22.                                         open the door. leave the rug alone
  23.                                         until you get out of the cellar. go
  24.                                         west into the kitchen. be sure to
  25.                                         take the dagger (see Lighthouse).
  26.  
  27.         Kitchen                         open the door. be sure you have
  28.                                         something to kill with, and the
  29.                                         lantern. listen to the cook. enter
  30.                                         the cellar.
  31.  
  32.         Cellar                          take the scroll and READ it. when
  33.                                         the lanter goes out, type the word in
  34.                                         the scroll to light it again. in the
  35.                                         throne room, "search debris". there's
  36.                                         a gold coin you can sell/trade to the
  37.                                         old woman.  squeeze any moss you find
  38.                                         (improves dexterity). then you can
  39.                                         climb the stacks. "LOOK AT AMULET
  40.                                         THROUGH BOTTLE".  if you have the
  41.                                         transport scroll and used it BEFORE
  42.                                         you entered the cellar, you can
  43.                                         escape that way. or wear the amulet
  44.                                         and say the word on the amulet. bash
  45.                                         the cellar door in with extra power.
  46.                                         once out, "roll the onion east". be
  47.                                         sure to take the rug.
  48.  
  49.         Lighthouse/Cliffs               read the inscription.
  50.                                         type "answer, lightning".
  51.                                         Be sure to have the onion, rug and
  52.                                         dagger from Pub/Kitchen. If you haven't
  53.                                         done this, go NW and take the salt
  54.                                         from the brine.  Roll the onion in
  55.                                         the direction you want to go. put salt
  56.                                         on the slug. rub the rug and touch the
  57.                                         dust bunny. take/wear the ring. at the
  58.                                         top, search debris, THEN read the
  59.                                         chest.  cut the onion with dagger when
  60.                                         the dorn beast attacks, then take
  61.                                         chest and run like h***. (Maybe this is
  62.                                         where I missed level 9. try using the
  63.                                         annihalation stick to destroy it).
  64.  
  65.         Arcadia                         wait for the monkey grinder.  wait
  66.                                         until the grinder deals with the
  67.                                         nymph who won't let you go north.
  68.                                         try to kill him (unlikely), or give
  69.                                         the chest to him (after you opened it
  70.                                         first). monkey grinders can't read!
  71.                                         a weapons shop is here as well.
  72.  
  73.         Mist                            if the vapor takes anything from you,
  74.                                         it will be in another location in the
  75.                                         mist area.  be sure to "wield the
  76.                                         driftwood" before the vapors appear.
  77.                                         if you don't already have it, get the
  78.                                         saddle from the stable (see Stable).
  79.                                         with the pterodactyl, either set dial
  80.                                         on the gurdy to ear and turn crank
  81.                                         right, or point annesthesia rod at
  82.                                         pterodactyl. take whistle,arrow. put
  83.                                         weed (see beginning) in wound. put
  84.                                         saddle on pterodactyl. only blow the
  85.                                         whistle when needed (you only get 3
  86.                                         opportunities). when you get on, fly.
  87.  
  88.         Private Way                     take horseshoe. kiss the unicorn's
  89.                                         horn (good luck). give the chest to
  90.                                         the unicorn. if you have the levi-
  91.                                         tation staff, you can float the saddle
  92.                                         out of the stall.  Or speak the word
  93.                                         on the amulet (it's clobbering time!).
  94.                                         an armour shop is here as well. you'll
  95.                                         need the horseshoe, by the way, for
  96.                                         later (see Underground).
  97.  
  98.         Gondola (cable car)             once inside, wait and listen to the
  99.                                         speaker. when you get to a support
  100.                                         towers, exit. then down.
  101.  
  102.         Town NW of Private Way          eat the cake you find on the street.
  103.                                         there is a magic shop here. this is
  104.                                         where most of your questions about
  105.                                         certain objects can be answered ("ask
  106.                                         woman about ...."). buy the rabbit's
  107.                                         foot (see Underground).
  108.  
  109.         Forest                          the puppet and hellhound are very hard
  110.                                         to kill. use something that is very
  111.                                         good for this (stick of annihalation
  112.                                         or the equivalent). at the boulder,
  113.                                         answer "youth". if you have the minx
  114.                                         (see Village), wait by an oak for the
  115.                                         minx to find the truffle, then put the
  116.                                         truffle in the pool. keep the truffle
  117.                                         in you pack until needed (see Ruins)
  118.                                         or the minx will get it.
  119.  
  120.         Bridge                          there is no way across or back. take
  121.                                         the umbrella, open it, then jump.
  122.                                         best to use the pterodactyl or the
  123.                                         gating spell to get across to the
  124.                                         ruins.
  125.  
  126.         Ruins                           have the vial from the church in the
  127.                                         Village for the undead warrior. Have
  128.                                         minx! Also the hourglass from the
  129.                                         magic shop (after you give the jewel
  130.                                         from the Jungle to the woman).  go to
  131.                                         the arch, then enter. turn hourglass
  132.                                         over. go south twice and wait.  when
  133.                                         the prince is killed, put the truffle
  134.                                         in the trench. then turn the hourglass
  135.                                         and go north until you reach
  136.                                         desolation.  wait. let the minx do the
  137.                                         work for you. take/wear the
  138.                                         helmet. go back to the arch, then
  139.                                         exit.
  140.  
  141.         Castle                          here is where the pterodactyl comes
  142.                                         in. fly to the castle (you may have
  143.                                         to find it). use the compass rose to
  144.                                         adjust the winds (see Plains). be sure
  145.                                         you are not on your third turn with
  146.                                         the whistle or you will never leave.
  147.                                         hide behind the bush. take roots and
  148.                                         eat them (strength). wait. open the
  149.                                         statue and take the jar.
  150.  
  151.         Jungle                          if you are wearing the cloak, take it
  152.                                         off. attack baby hungus. let mother
  153.                                         hungus chase you (wait each turn.
  154.                                         she's kinda slow). go up on the idol.
  155.                                         when the mother hungus gets on the
  156.                                         bottom of the teeter-totter, take the
  157.                                         jewel. oops, you drop it and are
  158.                                         dumped in the idol. if you have the
  159.                                         lantern, light it. squeeze the moss
  160.                                         (it can't hurt). either use the gating
  161.                                         or transportation spells, or point
  162.                                         the Eversion stick at idol to get out.
  163.                                         Now that you're free, point Eversion
  164.                                         at mother to get jewel, THEN point
  165.                                         levitation at baby (to gain more
  166.                                         compassion). the jewel is worth 1000
  167.                                         zorkmids and is needed to buy the
  168.                                         hourglass (see Ruins).
  169.  
  170.         Village                         erase the footprints of the minx.
  171.                                         you definitely need the minx!
  172.                                         enter the church and sit down. look
  173.                                         under the pew. be sure you have the
  174.                                         caterpillar (see Plains) so you can
  175.                                         get by the christmas tree monsters.
  176.                                         open the reliquary after you defeat
  177.                                         the tree monsters. take white hemi-
  178.                                         sphere. "put peg in hole" (examine
  179.                                         black & white hemispheres).
  180.  
  181.         Mountaintop                     open mailbox.read leaflet.open parcel.
  182.                                         in cottage, search table and take the
  183.                                         black hemisphere. READ THE BOOK.
  184.                                         you'll need something powerfull to get
  185.                                         past the snow wight (annihalation or
  186.                                         the equivalent). point the dispel
  187.                                         wand (from north room when you first
  188.                                         met the monkey grinder in Arcadia) at
  189.                                         the dome, then run like H***. Before
  190.                                         the lava cools (AND if you're wearing
  191.                                         the ring), "inscribe glyph with burin"
  192.                                         to ward off the monsters that weren't
  193.                                         killed by the lava.
  194.  
  195.         Etherial Plane                  read the scroll of gating. use the
  196.                                         phase blade to cut the outline.
  197.                                         this will take you to the Implementors
  198.                                         and their kin. wait. take the goblet
  199.                                         and lick it (more luck).
  200.  
  201.         Plains                          have the hurdy-gurdy. set dial to the
  202.                                         eye and turn crank right when you get
  203.                                         to the scarecrow in the flourishing
  204.                                         fields. NOTICE THE COLOR. when the
  205.                                         butterfly appears, wait until it lands
  206.                                         on the goblet. put butterfly in gurdy,
  207.                                         set dial to clock, then turn crank to
  208.                                         the LEFT. take caterpillar and save it
  209.                                         for later (see Village). when you
  210.                                         reach the farmhouse, go in AND STAY.
  211.                                         wait for the tornado to pick you up
  212.                                         and take you away (see Flowers). if
  213.                                         you enter the house then exit, or if
  214.                                         you wait too long to enter the house,
  215.                                         the storm will kill you. take the
  216.                                         clover you find as all good luck
  217.                                         charms (including the rabbit's foot
  218.                                         in the magic shop) are needed (see
  219.                                         Underground). take the key you get
  220.                                         from the mayor (see Flowers) to
  221.                                         where the corbies are. then take the
  222.                                         rose (useful when on the pterodactyl).
  223.  
  224.         Flowers                         exit the house. examine the flowers.
  225.                                         wait. when the mayor offers you a
  226.                                         key, take the key of the same color
  227.                                         as the flourishing field scarecrow
  228.                                         (see Plains).
  229.  
  230.         Underground                     after you have eaten the cake, drank
  231.                                         the potion of enlightenment, and
  232.                                         worn the helmet, you can "look into
  233.                                         the gray sphere" (see Village) for
  234.                                         the password to open the rock wall.
  235.                                         you need all luck charms (rabbit's
  236.                                         foot, clover, horseshoe, and anything
  237.                                         else you think is a luck charm). also
  238.                                         you'll need the jar and the best
  239.                                         armour you can buy. go to the wall
  240.                                         NW of the Village. say the word and
  241.                                         open the door. once inside, take the
  242.                                         circlet from the jar.  "blow bubble.
  243.                                         turn mirror south". remember that
  244.                                         angle of incidence equals angle of
  245.                                         reflection. if light is coming from
  246.                                         the SE and you want to go SW, you must
  247.                                         turn mirror South for the light to
  248.                                         reflect. strike all lucksuckers (i.e.
  249.                                         black cat, stepladder, umbrella, etc)
  250.                                         with luck charms. once in the treasure
  251.                                         chamber, turn your mirror to shine on
  252.                                         the shadow. then search treasure, take
  253.                                         the coconut, then run/wait/whatever.
  254.                                         you will eventually get buried, but
  255.                                         help is on it's way .....
  256.  
  257.                                         congratulations! you made it!
  258.  
  259. ******************************************************************************
  260.