| *************************************************************************** | |
| * InvisiClues(tm) * | |
| * The Hint Booklet for * | |
| * Plundered Hearts and Beyond Zork * | |
| *************************************************************************** | |
| [Copyright by Infocom, Inc. Provided for non-commercial use only, with the | |
| sole intent of making information available that would otherwise be lost. | |
| To whoever presently holds the copyright to the information contained in | |
| this file: if you think the existence of this file violates your copyright, | |
| please complain and the file will be removed. | |
| Typed in from the original hintbook by Graeme Cree (Plundered Hearts) and | |
| Paul David Doherty (Beyond Zork).] | |
| Sample Question | |
| *************** | |
| There's a bird nearby with a jewel in its beak. How can I get it? | |
| A. You can't catch the bird, but you can make it drop the jewel. | |
| B. What do birds like to eat? | |
| C. TAKE THE WORM FROM THE FISHERMAN. If you then DROP THE WORM, the bird | |
| will drop the jewel. | |
| TABLE OF CONTENTS | |
| ***************** | |
| InvisiClues for Beyond Zork | |
| *************************** | |
| Grubbo-by-the-Sea | |
| The Wine Cellar | |
| The Lighthouse | |
| The Ethereal Plane of Atrii | |
| Accardi-by-the-Sea | |
| The Moors | |
| The Castle | |
| Mizniaport | |
| The Fields of Frotzen | |
| Froon | |
| Gurth | |
| The Jungles of Miznia | |
| Thriff | |
| The Forest | |
| The Ruins | |
| Underground | |
| That Which Can Be Named | |
| Variable Magic Item Lists | |
| Treasure Locations and Values | |
| For Your Amusement | |
| Grubbo-by-the-Sea | |
| ***************** | |
| Why can't I talk to the old sailor? | |
| A. Perhaps he's a bit hard of hearing. | |
| B. YELL AT THE SAILOR. | |
| C. Oh, well. You don't need to talk to him anyway. | |
| What's the significance of the sailor's painting? | |
| A. You'll find out, if you live long enough. | |
| How do I get the driftwood out of the water? | |
| A. Easy. Just GET THE DRIFTWOOD OUT OF THE WATER. | |
| What's a shillelagh? | |
| A. EXAMINE THE SHILLELAGH. | |
| B. "Shillelagh" is an Irish word for a cudgel. | |
| C. A cudgel is a club for bashing things. | |
| A leprechaun stole my shillelagh! How do I get it back? | |
| A. EXAMINE THE RAINBOW. It may hold a clue to the thief's whereabouts. | |
| B. LOOK UNDER THE POT OF GOLD. | |
| C. Rainbow? Pot of gold? | |
| D. Remember the warning in the introduction! Don't let the presence or | |
| absence of questions influence your play, and don't assume that long | |
| answers are associated with important questions. | |
| What's the significance of the sign outside the tavern? | |
| A. Read the room description again, carefully. | |
| B. Part of the sign is made of a real lantern. | |
| C. TAKE THE LANTERN OFF THE HOOK. You'll be glad you did. | |
| How do I get into the tavern? | |
| A. Just GO INTO THE TAVERN. (Make sure you OPEN THE FRONT DOOR first.) | |
| One of the bandits threw a dagger at me! What should I do? | |
| A. Relax. They're just amusing themselves. | |
| B. Besides, there may be something in it for you. | |
| C. PULL THE DAGGER OUT OF THE WALL. It might come in handy later. | |
| Why won't the cook let me take the giant onion? | |
| A. Why should he? It's his onion. He may be willing to trade for it, | |
| though. | |
| B. ASK THE COOK ABOUT THE GIANT ONION. | |
| C. After you retrieve the wine bottle, GIVE THE BOTTLE TO THE COOK. Now | |
| you can ROLL THE ONION in any direction you like. | |
| How do I get into the wine cellar? | |
| A. There's a door leading downward. | |
| B. OPEN THE CELLAR DOOR. GO DOWN THE STAIRS. | |
| The Wine Cellar | |
| *************** | |
| The Lore and Legends of Quendor doesn't say anything about rat-ants! | |
| A. Take heart. The Rat-Ant's Cookbook says plenty about peasants. | |
| B. Rat-ants, though small, can be quite deadly. Fight back! | |
| What do I do with the crinkly scroll? | |
| A. READ THE SCROLL. It may give you a clue. | |
| B. If strange, flowing runes are inscribed across the top of the scroll, | |
| skip ahead to the next question. | |
| C. The strange word on the scroll is its Word of Power. | |
| D. To invoke a scroll's Magick, you must speak its Word of Power. For | |
| example, if the scroll's word is "Foo," type SAY "FOO" or just FOO. | |
| I can't read the runes on a scroll! What's going on? | |
| A. Your character's intelligence isn't high enough to read this scroll. | |
| You must either find a way to improve your character's intelligence, or | |
| RESTART the story with a smarter character. | |
| I spoke the Word on the crinkly scroll. What happened? | |
| A. The "refreshing pink aura" that surrounded you when you spoke the Word | |
| also surrounded your possessions. | |
| B. EXAMINE the items you were holding when you read the scroll. | |
| C. The crinkly scroll is a Scroll of Refreshment. If you're holding the | |
| rusty lantern when you read this scroll, the lantern now "looks good as | |
| new," and you'll find that it lasts much longer. The rusty dagger is | |
| also renewed and sharpened by the scroll. | |
| D. Other items can be affected by the Scroll of Refreshment. Experiment! | |
| My scroll disappeared! How do I get it back? | |
| A. You don't. Ever. So forget it. | |
| How do I see in the dark? | |
| A. You need a source of light. | |
| B. Remember the name of the tavern upstairs? | |
| C. Remember that sign outside the tavern? | |
| D. Remember the rusty lantern hanging on that sign outside the tavern? | |
| E. You'll need that lantern to survive in the wine cellar. Next time, | |
| remember to read room descriptions carefully, and try to TAKE | |
| everything that isn't nailed down. | |
| I just found a wand (stick, rod, stave, cane or staff)! How do I use it? | |
| A. Just point it at the thing you want to affect. | |
| How do I get the tiny crown from the discipline crab? | |
| A. He's not likely to give it up without a fight. | |
| B. ATTACK THE DISCIPLINE CRAB | |
| C. If you win, he'll drop the crown. | |
| Can I do anything with the pile of seashells? | |
| A. SEARCH THE PILE. There may be something interesting within. | |
| Why can't I climb the stack of crates? | |
| A. Not very coordinated, are you? | |
| B. Coordination is related to dexterity. | |
| C. Your character's dexterity isn't high enough to climb the stack. You | |
| must either find a way to improve your character's dexterity, or | |
| RESTART the story with a more dexterous character. | |
| D. Something in the cellar can help you increase your dexterity. | |
| E. Read The Lore and Legends of Quendor. | |
| F. One of the rooms in the wine cellar has moss on the walls. | |
| G. The "Moss of Mareilon" entry in Lore and Legends explains how you can | |
| use the moss to improve your dexterity. | |
| H. Be patient. It takes a few moves for the moss to take effect. | |
| My lantern keeps going out. Where can I recharge it? | |
| A. Bring it to the nearest hardware store. (Too bad there aren't any | |
| hardware stores in this part of Quendor.) | |
| B. The crinkly scroll can serve the same purpose, though. | |
| C. Refer to the questions about the crinkly scroll for more clues. | |
| Help! A skeleton is strangling me! | |
| A. The slightest defense is enough to defeat the skeleton. | |
| B. KICK THE SKELETON. Preferably before he kills you. | |
| How do I decipher the runes on the amulet? | |
| A. Something about the runes makes them different from the swirls and | |
| flourishes. | |
| B. It's their color. | |
| C. Magick can't help you here, but perhaps Science can. | |
| D. Specifically, the Science of Optics. | |
| E. A color filter might help you distinguish the green runes from the red | |
| swirls and flourishes. | |
| F. Something in the cellar can be used as a red color filter. | |
| G. It's the bottle of wine. | |
| H. LOOK AT THE AMULET THROUGH THE WINE BOTTLE. The red, transparent liquid | |
| will mask out the red swirls enough for you to read the green runes. | |
| Of what use is the amulet? | |
| A. It makes a nice necklace. PUT ON THE AMULET. | |
| B. While wearing the amulet, speak the Word of Power inscribed upon it. | |
| (See the previous question on how to read the amulet.) | |
| C. For even more fun, type STATUS before you speak the amulet's Word. | |
| D. Be warned! The extra strength lasts only a few moves. Also, you can | |
| only invoke the amulet's Magick three times. | |
| How do I get back upstairs out of the cellar? | |
| A. If you had a key, maybe you could unlock the door. Unfortunately, there | |
| are no keys to be found. Looks as if you'll have to break the door | |
| down. | |
| B. You'd have to be pretty strong to break down that door. | |
| C. It's unlikely that any character you would create would be strong | |
| enough to do the job. | |
| D. Luckily, there's something magical in the wine cellar that can help. | |
| E. PUT ON THE AMULET and speak the Word of Power inscribed upon it. (See | |
| previous two questions.) | |
| F. This should boost your strength enough to BREAK DOWN THE CELLAR DOOR. | |
| (If your character's strength isn't high enough, you must either find a | |
| way to improve it, or RESTART the story with a stronger character.) | |
| G. There are three other magical ways out of the cellar, but you might not | |
| yet have the magic items needed. | |
| H. The Wand of Sayonara will also get you out. You want to teleport | |
| yourself, so POINT THE WAND OF SAYONARA AT MYSELF. | |
| I. The scroll of Recall will transport you out, but only if you've said | |
| its Word of Power elsewhere. Speaking the Word of Power a second time | |
| will return you to where it was first spoken. | |
| J. The scroll of Gating (the palimpsest) will also save you. Just hold the | |
| palimpsest and speak its Word of Power. | |
| I saved my game just before I entered the wine cellar. When I restored and | |
| went down again, the geography was different! What's going on? | |
| A. The wine cellar is one of several "regions" in the story which are | |
| randomly generated the first time you enter them. The geography isn't | |
| the only thing that varies; the names of magic items and the locations | |
| of treasures and monsters may also differ. Once you enter a region, its | |
| attributes remain constant for the remainder of the story. | |
| The Lighthouse | |
| ************** | |
| What's the meaning of the inscription on the cliff wall? | |
| A. It's a riddle. | |
| B. A dictionary might help you find the answer. | |
| C. Forks have tines. "Ere" means "before." The word "report" has many | |
| meanings. | |
| D. Don't develop the next hint unless you're really stumped. | |
| E. Type the word LIGHTNING and watch what happens. | |
| That giant slug is tough! Anything I can do to improve my odds? | |
| A. You don't need to defeat the slug to complete the story. | |
| B. Bloodthirsty, eh? Well, if fighting, Magick or running away don't work, | |
| there is an alternative. | |
| C. Chemical warfare. | |
| D. Slugs are notoriously sensitive to a certain common substance. | |
| E. That substance is salt. | |
| F. There's a patch of brine at the Tidal Flats near the lighthouse. | |
| G. Go to the Tidal Flats and GET SOME SALT. Then return to the lighthouse | |
| and HURL THE SALT AT THE GIANT SLUG. | |
| How do I get the dust bunny? | |
| A. Just PICK UP THE DUST BUNNY. | |
| B. Prolific, aren't they? | |
| C. You can't take any of the dust bunnies. But you'll have to get rid of | |
| them to complete the story. | |
| These dust bunnies are driving me nuts! What do I do? | |
| A. Read The Lore and Legends of Quendor. | |
| B. There are no lemon-scented sprays to be found in this story. | |
| C. There is an excellent source of static electricity, though. | |
| D. It's in the tavern. | |
| E. It's the bearskin rug lying on the floor. | |
| F. See what happens when you WALK ACROSS THE BEARSKIN RUG. | |
| G. Try touching something after you walk across the rug. | |
| H. Bring the rug to the room with dust bunnies. PUT DOWN THE RUG THEN WALK | |
| ACROSS IT. TOUCH A DUST BUNNY. | |
| I. Don't forget to PICK UP THE RING. You'll need it later. | |
| Is there any way to get rid of the dornbeast? | |
| A. You can fight the dornbeast, but you're not likely to survive. Only the | |
| most powerful Magick can destroy him. That dorn is tough ... but not | |
| invulnerable. | |
| B. Read The Lore and Legends of Quendor. | |
| C. Have you studied the illustration of the dornbeast? | |
| D. The dornbeast has 69 sensitive eyes. | |
| E. There's an object in the game which can wreak havoc on sensitive eyes. | |
| F. It's in the tavern. | |
| G. It's the giant onion in the kitchen. | |
| H. Roll the giant onion into the Lamphouse. CUT THE GIANT ONION WITH THE | |
| DAGGER (or any other sharp weapon). This will inconvenience the | |
| dornbeast long enough for you to GET THE SEA CHEST and scram! (Refer to | |
| a previous question if you can't take the giant onion.) | |
| I. You don't need to kill the dornbeast, but if you want to get maximum | |
| experience in the story (for more endurance) you can repeatedly cut the | |
| onion and attack the dornbeast while he's disabled by the onion. | |
| Alternately, POINT THE WAND (or whatever) OF ANNIHILATION AT THE | |
| DORNBEAST. | |
| Is there anything in the debris besides the chest? | |
| A. SEARCH THE DEBRIS. | |
| B. The sextant you find is a valuable treasure. | |
| How do I open the sea chest? | |
| A. Easy. Just OPEN THE CHEST. | |
| B. Relax. Pay attention to everything the stallion tells you. | |
| C. And don't open that chest again! | |
| What on earth can I do with a vague outline? | |
| A. Nothing... on earth. | |
| B. The old woman at the Magick Shoppe may be able to tell you. | |
| C. Have you brought the outline to another plane of existence? | |
| D. Have you examined the palimpsest? | |
| E. Have you discovered the palimpsest's Word of Power? | |
| F. While holding the vague outline, speak the Word of Power inscribed upon | |
| the palimpsest. | |
| G. Check your inventory. The outline has changed. | |
| What is a palimpsest? | |
| A. A palimpsest is a writing surface (in this case, a scroll) which has | |
| been erased and reused. | |
| B. The palimpsest is the only scroll in the story which can be reused. | |
| The Ethereal Plane of Atrii | |
| *************************** | |
| Where am I? | |
| A. Read The Lore and Legends of Quendor. Look under the entry on | |
| Implementors. | |
| An outline is blocking my path! | |
| A. Whack it with something! | |
| B. Ordinary weapons don't seem to work here. | |
| C. You need an extraordinary weapon. | |
| D. It's the vague outline. | |
| E. The outline isn't so vague on the Plane of Atrii. | |
| What are these curtains doing here? | |
| A. Just hanging around. | |
| B. Do they remind you of any other locations in the story? | |
| C. Each of the shops (in Accardi, Mizniaport and Gurth) has a curtain. | |
| D. WALK THROUGH THE CURTAIN. Convenient, eh? | |
| Is there anything I can do with the Implementors? | |
| A. Pay attention. | |
| B. Follow orders. | |
| C. Rejoice in your good fortune! Few indeed are those lucky enough to | |
| witness an Implementors' Lunch. | |
| Accardi-by-the-Sea | |
| ****************** | |
| Why aren't there any price tags in the weapon shop? | |
| A. This is a very exclusive establishment. Its patrons would probably be | |
| offended by such crass commercialism. | |
| B. Maybe the old woman behind the counter can help you. | |
| C. You can ASK THE OLD WOMAN ABOUT anything in the display case. | |
| Which weapon should I buy? | |
| A. The best you can afford. | |
| B. The old woman doesn't haggle. | |
| C. Don't forget to ask the old woman about the scabbard. | |
| I only have one zorkmid! Where can I find more? | |
| A. You won't find any zorkmids lying around. But those other things you've | |
| been picking up might be worth something. | |
| B. If you think an item may be valuable, SHOW IT TO THE OLD WOMAN to find | |
| out how much it's worth. You can then SELL THE ITEM to beef up your | |
| supply of zorkmids. | |
| C. You can also TRADE items you have for items in the display case. | |
| How do I get into the Guild Hall? | |
| A. That warning nymph sure is a pest, eh? | |
| B. You can't get past the warning nymph without help. | |
| C. Stick around for a few moves. Help is on the way. | |
| D. The monkey grinder will squash the nymph for you soon after he appears. | |
| Nothing can stop you now (except the monkey grinder). | |
| E. You can fight the monkey grinder, but survival is unlikely. Wands and | |
| scrolls aren't much good against him, either. | |
| F. Read The Lore and Legends of Quendor. | |
| G. Did you notice the statistic regarding the literacy rate of monkey | |
| grinders? | |
| H. There is an object in the story that could be dangerous to someone who | |
| can't read. | |
| I. It's in the lighthouse. | |
| J. Have you noticed the warning plaque on the sea chest? | |
| K. GIVE THE SEA CHEST TO THE MONKEY GRINDER after he squashes the warning | |
| nymph. Now you can WALK INTO THE GUILD HALL. | |
| What can I do with the hurdy-gurdy? | |
| A. EXAMINE THE HURDY-GURDY and its various parts before you experiment. | |
| B. You can turn the crank to the left or right. | |
| C. Try closing the hurdy-gurdy before turning the crank. | |
| D. Try pointing the dial at different pictures before turning the crank. | |
| E. Try putting things into the hurdy-gurdy before you close it and turn | |
| the crank. | |
| The Moors | |
| ********* | |
| Help! An eldritch vapor is stealing my possessions! | |
| A. The vapor won't steal anything that you wield or wear. | |
| B. Whack it a few times with a good weapon. It'll go away. | |
| C. Once you've gotten rid of the vapor, look around. You'll find your | |
| stolen possessions in the moors, scattered but intact. | |
| The pterodactyl won't let me near. Should I ignore him? | |
| A. Not if you want to finish the story. | |
| B. If you could heal the pterodactyl's wound, maybe he would trust you. | |
| C. The Lore and Legends of Quendor mentions a cure for wounds. | |
| D. You'll find what you need near the Hilltop where the story began. | |
| E. PICK A WEED from the patch around the billboard at Edge of Storms. You | |
| can use it to heal the pterodactyl. | |
| How do I treat the pterodactyl? He still won't let me near! | |
| A. Extracting the arrow is likely to be painful. | |
| B. You must put the pterodactyl to sleep before you can treat him. There | |
| are two ways to do this, both involving Magick. | |
| C. One way is to obtain a Wand of Anesthesia. This can be tricky, as the | |
| wand's location varies from game to game. If you find the wand, POINT | |
| IT AT THE PTERODACTYL for immediate results. | |
| D. The other method involves the hurdy-gurdy. | |
| E. One of the dial settings on the hurdy-gurdy produces an especially | |
| relaxing effect. | |
| F. Bring the hurdy-gurdy to the pterodactyl's room. POINT THE DIAL AT THE | |
| PICTURE OF AN EAR. CLOSE THE HURDY-GURDY. TURN THE CRANK TO THE RIGHT. | |
| The soothing music will lull the pterodactyl to sleep. GET THE ARROW | |
| (yuck). Now RUB THE WEED AGAINST THE WOUND. When the pterodactyl wakes | |
| up, you'll have a valuable new friend. | |
| Why should I want a pterodactyl for a friend? | |
| A. He can do something you can't do. | |
| B. He can fly. | |
| C. GET ON THE PTERODACTYL. After you've cured him, of course. | |
| D. His skinny back obviously wasn't meant for riders. | |
| E. There's a device for supporting riders of skinny backs. | |
| F. You'll find one in Mizniaport, southwest of the moors. | |
| G. It's inside the stall. | |
| H. Once you've figured out how to get the saddle, bring it to the | |
| pterodactyl and put it on him. RIDE THE PTERODACTYL. Now you can soar | |
| all over the place by saying FLY (or giving him directions)! | |
| The pterodactyl disappeared! Where did he go? | |
| A. He flew off when you left him alone. | |
| B. You can call him back with the whistle. I hope you took it with you. | |
| Is the whistle useful? | |
| A. Definitely. Try blowing the whistle anywhere outdoors. | |
| B. Try blowing it when the pterodactyl isn't nearby. | |
| C. You can use the whistle to summon the pterodactyl up to three times. He | |
| won't appear if you're near a monster, or anyplace where it would be | |
| difficult or dangerous for him to land. | |
| The winds make navigation a real pain. Is there anything I can do? | |
| A. It would be nice if you knew which way the wind was blowing. | |
| B. It would be even nicer if you could control the wind. | |
| C. Read The Lore and Legends of Quendor. | |
| D. Have you found a compass rose yet? | |
| E. There's a compass rose growing in the Fields of Frotzen. Refer to the | |
| Fields of Frotzen section of the booklet for clues. | |
| F. If you EXAMINE THE ROSE, you can see which way the wind is blowing | |
| from. | |
| G. To change the wind direction, POINT THE STEM TO THE SOUTH (or towards | |
| whichever way you want the wind to blow from). Now you can fly | |
| anywhere. | |
| The Castle | |
| ********** | |
| What's the Magick password that will lower the drawbridge? | |
| A. Ask the pelican. | |
| B. Insist. | |
| C. CUT OFF THE PELICAN'S HEAD. That'll teach him to listen! | |
| D. Password? Drawbridge? Pelican? This isn't Wishbringer. | |
| Help! I keep getting caught by the Queen! | |
| A. She's likely to catch anybody she sees. | |
| B. If she couldn't see you, she might not catch you. | |
| C. Find a place to hide. | |
| D. HIDE BEHIND THE BUSH and keep quiet! She'll go away eventually. | |
| Is the morgia bush good for anything? | |
| A. You can hide in it. Ouch! (See previous question.) | |
| B. Read The Lore and Legends of Quendor. | |
| C. Morgia root increases your strength. Try it. You'll like It. | |
| How do I get the jar? | |
| A. The same way the Queen did. | |
| B. Wait for the Queen to leave. GET OUT OF THE BUSH. OPEN THE STATUE. | |
| How do I get out of the castle? | |
| A. The same way you got there. | |
| B. BLOW THE WHISTLE. | |
| Mizniaport | |
| ********** | |
| Haven't I seen this old woman somewhere before? | |
| A. Perhaps, if you've visited another store previously. | |
| B. EXAMINE THE OLD WOMAN. How curious. | |
| How do I buy things in the boutique? | |
| A. The same way you buy things everywhere else. | |
| B. Refer to the questions about the weapon shop for more help. | |
| Which armor should I buy? | |
| A. The best you can afford. | |
| B. One item has an unusual description. | |
| C. EXAMINE THE CLOAK. | |
| D. If you can afford it, BUY THE CLOAK and bring it to the Magick Shoppe | |
| in Gurth City. ASK THE OLD WOMAN ABOUT THE CLOAK. | |
| Do I need the horseshoe? | |
| A. Yes. | |
| B. PICK UP THE HORSESHOE. It'll come in handy later. | |
| How do I shoe the unicorn? I can't find any nails! | |
| A. There are no nails to be found. Use the red-hot spikes instead. | |
| B. There aren't any red-hot spikes, either. | |
| C. You don't need to shoe the unicorn. | |
| I can't reach the saddle! | |
| A. There are two ways to get the saddle. Both require Magick. | |
| B. One way is to obtain a Wand of Levitation. If you find the wand, POINT | |
| IT AT THE SADDLE. Then PICK UP THE SADDLE. | |
| C. The other way is more violent (and fun). | |
| D. It involves the amulet. | |
| E. PUT ON THE AMULET and speak its Word of Power. Your increased strength | |
| will allow you to BREAK DOWN THE STALL. Then you can GO INTO THE STALL | |
| and PICK UP THE SADDLE. | |
| That unicorn sure looks sad. Isn't there anything I can do for her? | |
| A. She probably doesn't enjoy being cooped up like that. | |
| B. There are three (count 'em, three!) ways to free the unicorn. All | |
| require the use of Magick. | |
| C. The first two solutions are the same ones you can use to obtain the | |
| saddle. Refer to the previous question for clues. | |
| D. The third solution involves an object found in the lighthouse. | |
| E. It's the sea chest. | |
| F. Have you tried to OPEN THE SEA CHEST? (Don't do it more than once.) | |
| G. The Lore and Legends of Quendor has something to say about unicorns. | |
| H. SHOW THE SEA CHEST TO THE UNICORN. Note her reaction. | |
| I. GIVE THE SEA CHEST TO THE UNICORN. | |
| The Fields of Frotzen | |
| ********************* | |
| How do I get past the lightning at Edge of Storms? | |
| A. Somebody above the clouds doesn't like you. | |
| B. The Implementors dwell above the clouds. You should pay them a visit. | |
| C. You need to have read the palimpsest in order to continue. | |
| D. Listen to what the mild-mannered Implementor says when he offers you | |
| the goblet? | |
| E. You can go west from Edge of Storms (or east from Intersection) as long | |
| as you're holding the Implementors' goblet. | |
| How do I catch the butterfly? | |
| A. You need a lure. | |
| B. Insects are attracted to sweet things. | |
| C. You'll find something sweet on the Ethereal Plane of Atrii. | |
| D. There's a sweet, sticky coating inside the goblet. | |
| E. Just bring the goblet to the butterfly's vicinity and WAIT. It won't | |
| take long for her to find the sweet coating. | |
| Is there any way to get a scarecrow? | |
| A. No. You don't need to move any scarecrows to complete the story. | |
| What do I do with the scarecrows? | |
| A. EXAMINE each one of them. | |
| B. One of the scarecrows is not like the others. | |
| C. Only one of the scarecrows seems to be doing its job. | |
| D. Something about the "good" scarecrow is fending off the corbies. | |
| E. The corbies see something about the "good" scarecrow that you don't. | |
| F. Read The Lore and Legends of Quendor. | |
| G. Your color vision is muted while you're in the Fields of Frotzen. | |
| H. There is an object in the story that enhances colors. | |
| I. It's the hurdy-gurdy. | |
| J. Bring the hurdy-gurdy to one of the scarecrows. CLOSE THE HURDY-GURDY. | |
| POINT THE DIAL AT THE PICTURE OF AN EYE. TURN THE CRANK TO THE RIGHT. | |
| You can now discern the color of the rags on each scarecrow. | |
| K. The corbies don't like the color of the "good" scarecrow. You can use | |
| this information to your advantage later. | |
| How do I get by the corbies blocking off part of the fields? | |
| A. You can't fight your way through. There are too many. | |
| B. Have you noticed the scarecrows scattered around the fields? | |
| C. Have you determined the significance of the scarecrows? If not, refer | |
| to the question about the scarecrows before going any further. | |
| D. If you had something of the correct color, the corbies would let you | |
| by. | |
| E. See the question about the farmhouse and the section about Froon. | |
| Where'd this farmhouse come from? | |
| A. Wait around outside until a storm starts brewing. | |
| B. Maybe the answer is inside, safe from the storm. | |
| C. GO INTO THE FARMHOUSE. WAIT. Happy landings. | |
| Froon | |
| ***** | |
| How do I polish the giant boot? | |
| A. With the giant rag... | |
| B. that's in the giant bag... | |
| C. held by the giant hag. | |
| D. ASK THE GIANT HAG FOR THE GIANT RAG IN THE GIANT BAG. | |
| E. Rag? Hag? Bag? You don't need to polish the giant boot. | |
| Nothing is happening here in Froon. What do I do? | |
| A. LOOK UNDER THE HOUSE. | |
| B. EXAMINE THE FLOWERS. | |
| C. That's not a flower! That's an inhabitant of Froon. | |
| D. Wait for the mayor to show up. | |
| Does it matter which key I take? | |
| A. Only if you want to finish the story. | |
| B. Do any of the colors look familiar? | |
| C. The scarecrows in the Fields of Frotzen are dressed in the same colors | |
| as the three keys. | |
| D. Only one of the scarecrows fends off the corbies. | |
| E. The corbies stay away from it because they don't like that color. | |
| F. Take the key that corresponds to the color of the "good" scarecrow. | |
| Now you can fend off corbies, too! | |
| Gurth | |
| ***** | |
| The street hawker dropped something! | |
| A. Oh, well. She's gone now. | |
| B. PICK UP THE FISH CAKE. Quickly! | |
| This old woman looks awfully familiar. | |
| A. She may indeed, if you've visited another store previously. | |
| Is there anything I need to buy in the Magick Shoppe? | |
| A. Many of the items are quite useful. One is essential. | |
| B. Unfortunately, it's the most expensive item. The hourglass. | |
| C. It's impossible to afford the hourglass unless you find something | |
| incredibly valuable to trade for it. | |
| D. Such a treasure lies in the jungles of Miznia. | |
| E. Take a ride on the Skyway and pay attention to the conductor. | |
| F. You must retrieve the Crocodile's Tear. When you do, SELL THE TEAR TO | |
| THE OLD WOMAN. Now you can afford the hourglass. | |
| Can I do anything at the Shady Wall? | |
| A. You bet. | |
| B. But only if you have a gray sphere. Refer to the appropriate question | |
| for details. | |
| The Jungles of Miznia | |
| ********************* | |
| How do I get into the gondola? | |
| A. Just GET INTO THE GONDOLA. | |
| B. It helps if you wait for the conductor to say "All aboard." | |
| Are the support towers good for anything? | |
| A. Of course. They hold up the gondola. They're also a convenient way to | |
| visit the jungle. | |
| B. Read the room description carefully as you pass one of the towers. | |
| C. There's a maintenance platform near the top of each tower. | |
| D. JUMP ONTO THE PLATFORM as your gondola passes by one of the towers. Now | |
| you can CLIMB DOWN A LADDER and visit the jungle. | |
| What can I do with the mossy rock? | |
| A. The question is, what will the mossy rock do with you? | |
| B. It's not really a mossy rock. It's a bloodworm! | |
| C. It's clobberin' time! | |
| It's completely dark! What happened? | |
| A. Looks like you've fallen into the idol. Hope you brought your lantern. | |
| Is there any light source besides the lantern? | |
| A. Yes. One magic item produces a very brief glow of light. | |
| B. It's the amulet. | |
| C. PUT ON THE AMULET and speak its Word of Power. The glowing star will | |
| provide two moves' worth of illumination. | |
| Is there anything to do inside the idol? | |
| A. Reread the room description. | |
| B. Read The Lore and Legends of Quendor. | |
| C. The moss on the walls should look familiar. | |
| D. It's Moss of Mareilon. Use it to boost your dexterity. It can't hurt. | |
| Why can't I see the secret door in the idol? | |
| A. It's an awfully good secret. | |
| B. So secret that it doesn't even exist. | |
| C. Sorry. There is no secret door. | |
| How do I get back outside of the idol? | |
| A. There are no less than four ways to escape from the idol. All of them | |
| involve Magick. | |
| B. One of the ways involves a wand. | |
| C. The Wand of Eversion will do the trick. | |
| D. "Eversion" means "inside out." | |
| E. POINT THE WAND OF EVERSION AT THE IDOL. You're free! | |
| F. The other three ways are the same as getting out of the cellar. Just | |
| develop the last three clues pertaining to escaping from the Cellar. | |
| I can see the Crocodile's Tear, but I can't reach it without falling into | |
| the idol! This is driving me crazy! | |
| A. The idol's maw is like a seesaw. | |
| B. You need something heavier than you to hold down the bottom end. | |
| C. One of your jungle friends may be able to help. | |
| D. How about the mother hungus? | |
| E. You have to get the mother hungus to follow you. | |
| F. Read The Lore and Legends of Quendor. | |
| G. If you threaten the baby hungus, his mother will chase you through the | |
| jungle! | |
| H. The hungus is slow. Give her time to catch up. If you're wearing the | |
| cloak, take it off... it makes it harder for her to follow you. | |
| I. Lead the mother hungus to the idol. GET INTO THE MAW. The mother will | |
| climb up onto the bottom edge. Now you can climb up and GET THE JEWEL. | |
| J. Sort of. | |
| I lost the jewel! How do I get it back? | |
| A. A great, big bottle of laxative might work. | |
| B. Unfortunately, there's no laxative to be found. Try something else. | |
| C. There's a wand that can help. | |
| D. It's the Wand of Eversion. | |
| E. "Eversion" means "inside out." | |
| F. POINT THE WAND OF EVERSION AT THE MOTHER HUNGUS. | |
| Poor widdle baby hungus! Is there any way to rescue him? | |
| A. Yes. (Sniff.) | |
| B. To rescue the baby, you must obtain a Wand of Levitation. This can be | |
| tricky, as the wand's location varies from game to game. | |
| C. When you find the wand, POINT IT AT THE BABY HUNGUS. | |
| D. But don't free the baby before you get the Crocodile's Tear! Otherwise, | |
| you won't be able to complete the story. | |
| What can I do at the waterfall? | |
| A. Nothing. It's just scenery. | |
| Thriff | |
| ****** | |
| How do I stop the hunter from finding the minx? | |
| A. He might not find her if he didn't know where to look. | |
| B. He's following her footprints in the snow. | |
| C. Quick! RUB OUT THE FOOTPRINTS before the hunter arrives. | |
| Where do I find chocolate truffles? | |
| A. Read The Lore and Legends of Quendor. | |
| B. They're not easy to find without help. | |
| C. One of the creatures in Lore and Legends can help you. | |
| D. Bring the minx to an oak tree and put her down. WAIT. | |
| E. PICK UP THE CHOCOLATE TRUFFLE before she eats it herself! | |
| F. And don't leave the truffle anywhere she can get her paws on it. | |
| Those truffles don't last very long, do they? | |
| A. Nope. The Lore and Legends of Quendor says so. | |
| B. There is a way to keep truffles fresh. | |
| C. The clock setting on the hurdy-gurdy will renew the truffles when you | |
| turn the crank to the left (if the truffle is inside). | |
| D. However, they'll start decaying again right away. | |
| E. There's a way to keep them eternally fresh. | |
| F. Don't continue unless you've visited the forest north of Gurth. | |
| G. Have you answered the riddle on the boulder? | |
| H. Remember what the hollow voice says when you answer the riddle. | |
| I. DROP THE CHOCOLATE TRUFFLE INTO THE POOL. Or, WALK INTO THE POOL while | |
| holding a truffle. It will now remain fresh forever. | |
| Can I do anything at the Rock Wall? | |
| A. Definitely. But only if you have a gray sphere. Refer to the | |
| appropriate question for details. | |
| Is there anything I can do in the Chapel? | |
| A. Be quiet and pay attention. | |
| B. SIT DOWN ON THE PEW. Cardinal Toolbox is rather long-winded. | |
| C. LOOK UNDER THE PEW. Surprise! | |
| How do I get the reliquary? | |
| A. You have to earn it. | |
| B. Listen to the Cardinal's sermon. There may be an opportunity here. | |
| C. If you save Thriff from the Christmas tree monsters, "anything you ask | |
| will be your reward." | |
| D. Including the reliquary. | |
| E. After you thwart the Christmas tree monsters, find the Cardinal. ASK | |
| THE CARDINAL FOR THE RELIQUARY. | |
| What is the glyph in the snowy clearing? | |
| A. Listen to Cardinal Toolbox in the chapel. | |
| B. It's a Glyph of Warding, left by Orkan. It prevents the Christmas tree | |
| monsters from entering the village. | |
| The Christmas tree monsters won't let me past! | |
| A. They wouldn't be very good monsters if they did, would they? | |
| B. The Lore and Legends of Quendor is full of useful facts. | |
| C. You need a caterpillar. (See next question.) | |
| D. Once you've got a caterpillar, show it to the Christmas tree monsters. | |
| Then you'll be able to get by them. | |
| Where do I find a caterpillar? | |
| A. Where do caterpillars come from? | |
| B. More precisely, what comes from caterpillars? | |
| C. Butterflies! | |
| D. You need to first get the butterfly from the Fields of Frotzen. | |
| E. Now you need to turn back the clock on the butterfly. | |
| F. The clock on the hurdy-gurdy that is. | |
| G. PUT THE GOBLET (along with the butterfly) IN THE GURDY. CLOSE THE | |
| GURDY. TURN THE DIAL TO THE CLOCK. TURN THE CRANK TO THE LEFT. OPEN THE | |
| GURDY. Abracadabra ... Poof! A caterpillar. | |
| Is the leaflet useful for anything? | |
| A. READ THE LEAFLET. | |
| B. OPEN THE PARCEL. | |
| What do I do with the little black book? | |
| A. READ IT. Some of the information in it will prove useful. | |
| How did that dome get on top of the mountain? | |
| A. Somebody who knows a lot about Magick left it there. | |
| B. Read the little black book in the Laboratory. | |
| C. Did you LOOK UNDER THE DOME yet? | |
| D. Orkan cast a yonked girgol spell on the lava to keep it from erupting. | |
| How do I stop the glyph from melting with the snow? | |
| A. You can't. You must find some other way to thwart the Christmas tree | |
| monsters. | |
| How do I thwart the Christmas tree monsters? | |
| A. That Glyph of Warding seems to work just fine. But it's going to melt | |
| sooner or later. You must inscribe a more permanent Glyph. | |
| B. LOOK UNDER THE DOME at the Mountain Peak. | |
| C. You need to free that lava from Orkan's spell. | |
| D. There is a Magick item that neutralizes Magick. | |
| E. It's the Dispel Wand. | |
| F. POINT THE DISPEL WAND AT THE DOME. | |
| G. Run! The lava will bury you if you don't get out of its path! | |
| I buried the Christmas trees, but they still trample the village! | |
| A. Obviously you didn't destroy all of the trees. | |
| B. The trees aren't the only things you destroyed in the Snowy Clearing. | |
| C. You also melted the Glyph of Warding. | |
| D. You need to inscribe another Glyph before the lava cools and the | |
| surviving trees trample the village. | |
| I can't return to the clearing! It's too hot! | |
| A. If you wait for the lava to cool, then it's too late. You need Magick | |
| help to survive that heat. | |
| B. There is a Magick item that will help you resist heat. | |
| C. It's found on the third level of the lighthouse. | |
| D. It's the dust bunny. | |
| E. When you defeat the dust bunnies, they coalesce into a ring. Take that | |
| ring to the Magick Shoppe and SHOW IT TO THE OLD WOMAN. | |
| F. PUT ON THE RING. Now you can walk onto the hot lava safely. | |
| I made it to the Lava Flow! Now what? | |
| A. The lava underfoot is still soft. | |
| B. It's an ideal drawing medium. | |
| C. INSCRIBE A GLYPH ON THE GROUND. When the lava cools, you'll have a | |
| Glyph of Warding permanently etched into the rock. | |
| What tool do I need to inscribe a glyph? | |
| A. Read the black book from the Laboratory. | |
| B. Did you look inside the mailbox outside the Laboratory? | |
| C. Did you read the leaflet and open the parcel? | |
| D. You need the burin to inscribe a glyph. (As in _Spellbreaker_.) | |
| Where can I study glyphs? I don't know which one to inscribe! | |
| A. There's one you can study in the Snowy Clearing. | |
| B. There's another one in the little black book. | |
| C. Just examining either one is enough. | |
| Is the thing in the reliquary useful? | |
| A. Not by itself. Does it remind you of something you found somewhere | |
| else? | |
| B. Something in the Laboratory on the workbench? | |
| C. The black hemisphere. EXAMINE THE BLACK HEMISPHERE. | |
| D. EXAMINE THE WHITE HEMISPHERE. | |
| E. The peg and the hole go together. | |
| F. PUT THE PEG INTO THE HOLE. | |
| What can I do with the gray sphere? | |
| A. EXAMINE THE GRAY SPHERE. | |
| B. PEER INTO THE GRAY SPHERE. | |
| C. You need something to make the swirls more intelligible. | |
| D. You need more intelligence. | |
| E. Unless you started with a super-intelligent character, you must find | |
| ways to boost your intelligence. | |
| F. A fish cake will help, but it's probably not enough. | |
| G. The Enlightenment potion will help, but it's probably not enough. | |
| H. There's one more thing you can do that will boost your intelligence. | |
| I. Did you ever listen to the bandits in the Rusty Lantern? | |
| J. You need to obtain the item that they are talking about. | |
| K. It's a helmet. Stop reading these hints until you get it. | |
| L. PUT ON THE HELMET. Your intelligence goes up! | |
| M. If you've done all three thing [sic] to boost your intelligence, now | |
| you can PEER INTO THE GRAY SPHERE. | |
| N. One of the visions holds an important clue. | |
| O. While standing at either the Shady Wall (southwest of Gurth) or the | |
| Rock Wall (northwest of Thriff), repeat the Word of Power uttered by | |
| the warlock you saw in the vision. | |
| P. PUSH THE OUTLINE, like the warlock did. | |
| The Forest | |
| ********** | |
| What does the inscription on the boulder mean? | |
| A. It's a riddle. | |
| B. Don't develop the next hint unless you're really stumped. | |
| C. Type the word YOUTH and watch what happens. | |
| How do I get across the bridge? | |
| A. You can't. Ever. Really. You cannot reach the far side of the bridge by | |
| walking across. | |
| B. There is a way to get off the bridge. Five ways, in fact. Four involve | |
| Magick. | |
| C. The non-Magick way involves the item you found on the bridge. | |
| D. It's the umbrella. | |
| E. GET THE UMBRELLA THEN OPEN IT. JUMP. | |
| F. Three more ways are the same as those for getting out of the cellar. | |
| Just develop the last three clues pertaining to escaping from the | |
| Cellar. | |
| G. The pterodactyl may also be able to help you if you've helped him. | |
| H. BLOW THE WHISTLE. If you've saddled the pterodactyl and have not used | |
| up your three summons, CLIMB ON THE PTERODACTYL and FLY. | |
| The Ruins | |
| ********* | |
| Help! I can't kill the undead warrior! | |
| A. Of course not. He's not really alive. | |
| B. If weapons don't work, perhaps Magick will. | |
| C. There is a Magick item that can deal with undead creatures. | |
| D. THROW THE VIAL OF HOLY WATER AT THE UNDEAD WARRIOR. | |
| Are the weeds at the Glare good for anything? | |
| A. Read The Lore and Legends of Quendor. | |
| B. It's spenseweed. | |
| What is the significance of the arch in the Plaza? | |
| A. EXAMINE THE ARCH. | |
| B. There's something with a similar shape elsewhere in the story. | |
| C. It's in the Magick Shoppe in the display case. | |
| D. ASK THE OLD WOMAN ABOUT THE HOURGLASS. | |
| E. Try experimenting with the hourglass near the arch. | |
| F. Under the arch. | |
| G. STAND UNDER THE ARCH. TURN OVER THE HOURGLASS. | |
| How do I get the helmet out of the trench? | |
| A. Just REACH INTO THE TRENCH. | |
| B. Sorry, there's no way you can move the stallion to get the helmet. | |
| C. Looks as if you'll have to come back later. Much later. | |
| I don't know exactly where (when?) to dig! | |
| A. You need to mark the location of the trench. | |
| B. Some creatures are prized for their ability to dig up things. | |
| C. Read The Lore and Legends of Quendor. | |
| D. Minxes aren't known for digging up helmets. | |
| E. They are able to dig up truffles, though. | |
| F. Unfortunately, chocolate truffles don't last very long. Refer to the | |
| question about truffles to find out how to make them last. | |
| G. The minx can't dig if the ground is too hard. | |
| H. Take a truffle to the Pool of Eternal Youth. PUT THE TRUFFLE IN THE | |
| POOL. Now take the truffle back in time to the Battleground. DROP THE | |
| TRUFFLE INTO THE TRENCH. Now go forward in time with the minx to | |
| Desolation. The minx will do the rest. | |
| Underground | |
| *********** | |
| How do I see underground? It's dark. | |
| A. You need a source of light. The lantern, perhaps? Perhaps not. | |
| B. If you've been to the castle, reflect on the problem for a while. If | |
| not, you need to get there before continuing. | |
| C. Experiment with the jar. And with the mirrors. | |
| D. Reread the description for the Rock Wall room carefully. | |
| E. Blow a bubble mirror just inside the Rock Wall. | |
| F. The mirrors rotate, as if they were on pivots. | |
| G. From the secret doorway at Rock Wall: GO INSIDE. OPEN THE JAR. TAKE THE | |
| CIRCLET. BLOW A BUBBLE. TURN THE MIRROR TO THE SOUTH. | |
| H. Using a series of mirrors, you can reflect sunlight into any one of the | |
| Underground passageways. | |
| Is there any way to stop the lucksuckers? | |
| A. Read The Lore and Legends of Quendor. | |
| B. HIT THE LUCKSUCKER with the best weapons you've got. | |
| C. Lucksuckers aren't affected by ordinary weapons. | |
| D. Good luck charms can forestall their attack. | |
| E. Try showing one of your good luck charms to a lucksucker. | |
| F. Throw a good luck charm at a lucksucker. | |
| How do I deal with the lurking presences in the dark? | |
| A. You can't see them to fight them without Magick. | |
| B. Wearing the helmet will enable you to attack them normally. | |
| C. The grues are the toughest monsters in the game. You need to be well | |
| prepared to fight them. | |
| D. Protected plate mall and a honed elvish sword are the best weapons | |
| against the grues. | |
| What is the shadow in the corner? | |
| A. It is unwise to speak of such things. | |
| B. It's an ur-grue. Consult The Lore and Legends of Quendor for all the | |
| terrifying details. | |
| How do I deal with the shadow? | |
| A. Very carefully. | |
| B. The Lore and Legends of Quendor may shed some light on the matter. | |
| C. You need to shed some light on the shadow. | |
| D. Sunlight. | |
| E. Arrange some mirrors so that a beam of sunlight illuminates the | |
| Treasure Chamber. BLOW A BUBBLE in the Chamber. TURN THE MIRROR TO THE | |
| EAST. | |
| I don't want to strangle baby grues! How do I survive the ur-grue's attack? | |
| A. Uh-oh. Looks as if all your compassion was sucked away. Nobody with an | |
| ounce of compassion could strangle a baby ... not even a baby grue. | |
| B. You didn't accumulate enough compassion during the course of the story | |
| to survive the ur-grue's attack. | |
| C. There are three ways to gain compassion. | |
| D. Rescuing the minx. (Which you've probably already done.) | |
| E. Releasing the unicorn also gains compassion. | |
| F. The third way to gain compassion is to rescue the baby hungus by using | |
| the levitation wand. | |
| Look at all that plunder! How do I bring it home? | |
| A. Don't you want to gloat over it first? | |
| B. Don't you want to SEARCH IT? | |
| C. Oh, my. What have we here? | |
| D. PICK UP THE COCONUT. And don't let it go! | |
| E. Congratulations. | |
| That Which Can be Named | |
| *********************** | |
| Weapons | |
| Dagger, Shillelagh, Spade, Battle-axe, Longsword, Vague Outline/Phase | |
| Blade | |
| Animals | |
| Pterodactyl, Minx, Butterfly/Caterpillar | |
| Variable Magic Items Lists | |
| ************************** | |
| Wands | |
| Anethesia [sic], Annihilation, Dispel, Eversion, Levitation, Sayonara | |
| Scrolls | |
| Fireworks, Gating, Honing, Mischief, Protection, Refreshment | |
| Potions | |
| Death, Enlightenment, Forgetfulness, Healing, Might | |
| Treasure Locations and Values | |
| ***************************** | |
| (Note -- Magick items can also be resold for zorkmids.) | |
| Treasure Location Value | |
| Silver Ornament Christmas Trees 2 | |
| Truffles (3) Under Oak Trees 5 | |
| Gold Doubloon Crab's Nest 10 | |
| Tiny Crown On the Crab 20 | |
| Bubble Gum Card 2nd Floor Lighthouse 30 | |
| Sextant Lamphouse 30 | |
| Ivory Tusk Jungle 40 | |
| Diamond Snow Wight 50 | |
| Crocodile's Tear Idol 1000 | |
| For Your Amusement | |
| ****************** | |
| Have you tried... | |
| asking the old woman (each one) about almost anything? | |
| asking the cook about himself? | |
| pointing the Sayonara wand at the snow wight? | |
| insulting the cruel puppet? | |
| pointing the Levitation wand at the reliquary? | |
| touching people after crossing the bear rug? | |
| opening the umbrella while flying on the pterodactyl? | |
| opening the umbrella indoors? | |
| eating a truffle in front of the minx? | |
| selling a truffle to the old woman? | |
| tasting the sticky coating in the goblet? | |
| opening the chest a second time? | |
| turning the crank on the hurdy-gurdy (12 possibilities) near the old | |
| woman? | |
| drinking the potion of forgetfulness? death? | |
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