| TIPS FOR BEYOND ZORK | |
| (c) 1992 Erik Futtrup, Denmark (email: futtrup@daimi.aau.dk) | |
| and Twan Lintermans, Holland | |
| Wait near the old sailer and take driftwood. | |
| 'Wield' a weapon before using it. | |
| Exit gondola when you're near a platform. | |
| To get the Minx, wipe the tracks and wait for hunters to leave. | |
| This will give you 15% compassion. | |
| The Minx can discover truffles at every location where an oak is | |
| present. Just wait for him to dig it up. Eating a truffle costs 1% | |
| compassion but an "ever�fresh" truffle can come in handy later! | |
| The answer to the riddle about the 'tines' is 'lightning'. | |
| The answer to the riddle on the boulder is 'youth'. | |
| To get rid of the dust bunnies, get the rug and a staff or stick | |
| and type "rub rug with staff" (for static electricity!), then type | |
| "touch bunny" and watch what happens! The ring can be used later | |
| in the game! | |
| Use Sayonara to get rid of the Dorn near the chest or better yet, | |
| cut the onion with the axe and watch him cry his 69 eyes out. | |
| To get the onion you'll need the wine bottle from the cellar, up | |
| with the stacks, which only works with 15% dexterity. | |
| Still in the cellar? Use the scroll of recall outside the pub and say | |
| the word that hangs in the sky once you're in the cellar. You can | |
| also kick the door in, using one of the stars on the amulet (see | |
| later for explanation) | |
| Haven't found a light? Use the lantern on the hook outside the | |
| pub, which can be renewed with the scroll of renewal. | |
| Having trouble reading scrolls, get your intelligence up by eating | |
| the cake from the market (20% gain) or drinking the potion of | |
| enlightenment (20%). | |
| Kiss horn of unicorn for 15% luck, buy and rub rabbit's foot for | |
| 10% luck. | |
| More luck can be obtained by touching the coating in the goblet, | |
| given to you by the Implementors! (another 15%). | |
| How do you get the goblet? Open the chest once and take the | |
| outline and the palimpsest when you return. | |
| Use palimpsest and create an entrance by cutting the outline with | |
| the phase blade (formerly the outline, Magick can do wonders, you | |
| know). | |
| The pterodactyl can be very helpful, if only you could cure it! Take | |
| weed at Edge of Storms (spenceweed), use anesthesia on | |
| pterodactyl, take arrow and put weed on wound. Don't forget to | |
| take his whistle to summon him if you need. | |
| All you need is a saddle, and you can fly on the pterodactyl: the | |
| saddle is in the stable and can be taken with the levitation or by | |
| using the amulet. | |
| How do I use the amulet? This is only possible, if you have the | |
| wine bottle! Look at amulet through bottle, so the red twines don't | |
| blurr the picture anymore! Then you can say the word, written on | |
| the amulet and get 99% strength for a few moves, using one of the | |
| three stars on the amulet. | |
| Put the saddle on the pterodactyl and fly north (wait if wind is | |
| blowing against you! Cloudy directions cannot be entered) to get to | |
| the ruins. | |
| Use the vial from under the pew in the Chapel (Jungle) to get rid | |
| of the undead warrior. | |
| To get more dexterity, squeeze moss in cellar or idol, giving you | |
| 8% each. | |
| To get rid of the monkey grinder, give him the closed chest, after | |
| you've opened it once to get to the implementors! He can't read.. | |
| To get the jewel, hit the baby hungus, wait for its mother to | |
| follow you to the maw of the idol. Get up and take the jewel when | |
| the hungus is on the jaw! | |
| How do I get out of the idol and get the jewel from the hungus? | |
| Use the eversion twice! Point it at idol and hungus | |
| To get more compassion (15%), use levitation on the baby hungus | |
| (who deserves it after being hit by you!). | |
| Sell the jewel (1000 zorkmids) and buy the hourglass, which can be | |
| used at the ruins, under the arch (shaped like an hourglass!). | |
| Once under the arch, turn the hourglass and you can travel | |
| through time! Take the minx and a truffle, who has been in the | |
| pool of youth, so it will stay fresh forever! Throw the truffle in | |
| the trench (where the helmet rolls into) and travel through time to | |
| the place called "desolation" and wait for the minx to dig up the | |
| truffle. Then you can take the helmet! [Don't go back to the battle | |
| trench after that, because history will start all over again and | |
| you'll lose the helmet you're carrying. | |
| Wearing the helmet gives you 30% intelligence and 5% armor class | |
| extra. | |
| Use the hurdy�gurdy from the monkey grinder near the corbies in | |
| the gray field of Frotzen! Set dial to eye and close lid. Then turn | |
| the crank right until a farmhouse will fall down. Find the farm, | |
| enter it and wait to get to a giant boot! | |
| Examine the flowers near the boot and choose the right key .... the | |
| one having the same colour as the �third� scarecrow after turning | |
| the hurdy�gurdy. Carrying this key gives you access through the | |
| giant wall of corbies and you'll find a (compass) rose. | |
| The rose can be used to see in which direction the wind blows | |
| AND can actually change the direction of the wind! "Set rose to | |
| se" enables you to fly nw with the wind in your back (cloudy | |
| directions are still unaccessable). | |
| You can use the palimpsest to go to the ruins as well, by saying | |
| the word on it when you are on the ground, walk to the location | |
| you want to go to once you're above the ground and say the word | |
| on the palimpsest again. | |
| Search the debris in the lamphouse of the lighthouse and you'll | |
| find a valuable sextant you can sell! | |
| To get past the Christmas Tree monsters you have to change the | |
| butterfly in a caterpillar using the hurdy�gurdy. The butterfly will | |
| align on the rim of the goblet somewhere in the fields of Frotzen | |
| (it's attracted by the nectar!). Put the butterfly in the hurdy�gurdy | |
| (open the lid first) and close the lid. Set the dial to clock and turn | |
| the crank left ("reverse" time, a butterfly comes out of a | |
| caterpillar normally, now it's the other way around). | |
| Carrying the caterpillar, the trees will avoid you and you can get | |
| through. Take the diary and the hemisphere, along with the leaflet | |
| from the mailbox. | |
| The leaflet will turn into a burin, needed to inscribe the glyph! | |
| The real Infocom freaks can read the diary and know what "girgol" | |
| means (from Spellbreaker: stop time). The other ones have to rely | |
| on my tip here: point the dispel rod at the dome to undo the spell | |
| and release the lava. | |
| Run away from the lava, or you'll get killed. | |
| Wear the ring and enter the lava while it's still hot. Inscribe the | |
| glyph with the burin (the glyph is written in the diary as well, so | |
| read it if you haven't done that earlier; without an example there'll | |
| be no glyph�writing!). | |
| Ask cardinal Toolbox for the leather folder and open it: the two | |
| hemispheres can be put together, type "put peg in hole". The | |
| obtained sphere comes in real handy, getting to the end scene of | |
| this magnificent game! | |
| Make sure all your attributes are as high as possible before getting | |
| into the final battle. | |
| Fly to the castle (you can see it from the "Rock Wall" in the | |
| jungle, using the pterodactyl and the rose. Hide behind the bush | |
| and wait for the platypus to leave! Then take a root and eat it for | |
| 3% strength and take the jar from the statue. Blow the whistle and | |
| fly back to the mountainside on the pterodactyl. | |
| You're ready to try the end scene now: high attributes, all the | |
| charms to ward off ill luck (horseshoe, four leave clover, rabbit's | |
| foot) are also needed, along with the jar to make mirrors. | |
| Enter the "maze" and make mirrors to reflect the light, making you | |
| able to penetrate the maze further. The lucksucker (cat or anything | |
| else) can be hit with the charm that colours green! When the | |
| daylight comes from the sw, turn the mirror s to reflect it to the | |
| se. | |
| Keep making mirrors and try to find the ur�grue. Be careful, | |
| mirrors do not last forever, so you'll probably have to go all the | |
| way back now and then. Finally point a mirror at the ur�grue and | |
| you'll have defeated him (when you've enough compassion....). | |
| Take the coconut from the pile of treasure and walk around the | |
| maze for a few moves ......... the game will end soon enough then | |
| and I won't tell you what happens ...... find out for yourself!!!! | |
| May the Spell of Good Luck be with you..... | |
| Kwaliterma Software Unlimited, Holland!! | |
| List of objects | |
| Shillelagh, worth 10 (everything costs twice as much as it's worth | |
| when you want to buy it; all the prices in this list are based upon | |
| what you get when you sell the item). | |
| Potion of Might, 12, gives 16% strength. | |
| scroll of Mischief, 1, big fun at parties (useless, but fun). | |
| .... of Eversion, 10, makes things turn inside out. | |
| cloak, 15, 5% armor class, can be worn over another garment. | |
| leather tunic, 10, 10% armor class. | |
| scale mail, 30, | |
| plate mail, 100, 60% armor class. | |
| scroll of Fireworks, 1, (useless, gives authors of the game) | |
| tusk, 40, not needed anywhere. | |
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