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| W A R N I N G !!!!!! S P O I L E R !!!!!!!!! | |
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| For Beyond Zork from Infocom | |
| AREA (generalized) HINT/SUGGESTIONS | |
| --------------------- ------------------------------------- | |
| 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! | |
| ****************************************************************************** | |
| If I left anything out, and you've gotten stuck on something, please feel free | |
| to contact me. I'll be more than happy to help out. | |
| Dave Marshburn | |
| marshburn@niehs | |
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