| Beyond Zork | |
| Part I | |
| This is one of Infocom's more difficult games, and not simply because of the | |
| puzzles, some of which are very tough. What makes things hard for the player is | |
| the fact that much of the game is random in nature: objects and places are | |
| never quite the same from one game to the next. A staff of Levitation this time | |
| might be a staff of Sayonara the next. The arrangement of rooms in the cellar | |
| is never the same twice. Magic words on scrolls are different each time you | |
| play. | |
| Added to this confusion is a multiplicity of solutions to many of the problems | |
| in the game. For example, there are at least five ways of getting off Zeno's | |
| Bridge, and at least two for getting the Unicorn out of the stall. Sometimes, | |
| the difficulty is deciding which method to use to solve a puzzle: you can't | |
| always be sure that the way you're doing it won't put you in a hole later on, | |
| when a magic item is used up (and most magic items have few charges). | |
| Yet, some order can be made out of the chaos. While room arrangements change, | |
| the rooms themselves stay the same in type and number. Wands, sticks, staves, | |
| etc. may have different properties, but they will always do one of the same six | |
| things: Annihilate, Levitate, Evert, Dispel, Anesthetize, or Vanish a creature. | |
| Ditto for potions: their effects and colors may change, but only to a limited | |
| degree. | |
| Also, items will be found in roughly the same places. For example, a stick or | |
| cane or rod or somesuch will always be found somewhere in the spooky area where | |
| the Eldritch Vapor hangs out, and a potion will always come to light somewhere | |
| in the Ruins. | |
| So once you've played the game for awhile, you'll get to know where to look for | |
| various objects. It might not do quite the same thing as the last time, but | |
| eventually you'll be able to collect everything in the game, once you know | |
| where to look for it. | |
| Always take new-found items to the Magic Shoppe and have them identified. It | |
| costs nothing, and the only other way to find out what they do is to try them | |
| out, which wastes charges on the rods, and may kill you if it's a potion. | |
| Once an item has been identified, it will not change properties during the | |
| game. | |
| Also, there is no way to go through the curtains from this side, but later on | |
| you'll be able to come through from the other side, which is in the astral | |
| plane of Atrii. And you can't steal anything from the shop, either; the old | |
| woman watches you like a hawk (it's probably the same old woman in all three | |
| shops). | |
| Several items in the game are there just for the purpose of trading for cash. | |
| These include the bubble gum card, the platinum sextant, the silver ornament, | |
| the gold crown, the gold doubloon, and the diamond snowflake. Exchange them for | |
| zorkmids (or an item of similar value in the shops), so that you don't end up | |
| carrying around excess items in your inventory. | |
| Almost anything you buy can be sold back in the shops, but you will get only | |
| half price for them. For instance, the axe costs 40 zorkmids, but if you sell | |
| it back to the old woman, you will get only 20 for it. | |
| Character creation does not seem to be as important as one might first expect. | |
| You definitely need a good Stamina score; the more you have, the more damage | |
| you can take and the better your chances of defeating the various monsters you | |
| have to face in the game (although not all monsters are bested with weapons). | |
| Remember that if your Stamina is dropping rapidly in an encounter, you can | |
| always run off and come back another time; there is no difficulty in escaping, | |
| except for those unfortunate times when you're caught in a dead end, and you | |
| have no helpful spells to get you out of trouble. | |
| Intelligence, while important, is very easy to increase, so you needn't start | |
| out with too high a score in this attribute. Compassion will also increase | |
| during the game when you help out some of the creatures in difficulty, so a | |
| high starting score here is also not necessary (but do put a few points into | |
| it, anyway). | |
| Strength is helpful in several instances, so have a good starting score here. | |
| Luck is harder to gauge; I suspect it helps a bit in combats (which, from my | |
| observations, are not handled in typical RPG style), so you might want to put | |
| a few extra points into this one (the "lucky charms" that you find in the game | |
| will not increase your luck; they have another purpose entirely). Good | |
| dexterity is also useful, primarily again for combat. | |
| The actual number of points you put into any attribute is up to you; a | |
| difference of a point or two in any attribute usually won't make that much | |
| difference, expecially as most of your attributes will increase during the game | |
| anyway. | |
| Armor and weapons are variable things. I went through almost the entire game | |
| with no armor at all, and with the battle axe as my weapon. For the end game, I | |
| sold back the hourglass, and used the money to buy the plate armor and the | |
| sword, which I found not necessary at all. Armor, in my experience, was not | |
| very helpful; I seemed to take as much damage with it as without it. | |
| One more thing to note is that you must defeat, not simply evade, EVERY monster | |
| in the game to complete the adventure with the highest score. While it's | |
| possible to finish without having fought (one way or another) all the monsters, | |
| you won't get to the highest level unless you actually do that. | |
| As you read through this walkthru, keep in mind that it will often show only | |
| one or two solutions to a particular puzzle; there may be other ways of | |
| getting something done that aren't mentioned. Remember that if I call something | |
| a stick or wand or rod, that is just for convenience; when you play, these | |
| items may not be the same or do the same thing. | |
| Save the game frequently while playing. In the Apple version, the save disk | |
| allows for only three positions (down from the usual four for 128K games), so | |
| have several save disks handy before you start. | |
| So you begin on top of a hill, with nothing but a single zorkmid to your name. | |
| The first thing you want is a weapon, so head on down to the Wharf, where a | |
| familiar old sailor is painting a magical ship on his canvas. You can say | |
| "Hello sailor", but nothing happens here. The sailor is not important until | |
| the very end, so just ignore him and grab the shillelagh that's floating | |
| around in the scummy water. Fortunately, you can refer to the shillelagh as | |
| a "club" (no renaming needed); it's a lot easier to type! | |
| At this point, you have several options: you can roam around the countryside | |
| for awhile, trying to pick up as many magical items as you can while avoiding | |
| most of the monsters (known as running away), or you can explore the cellar | |
| of the Rusty Lantern. Remember to take the lantern off the hook before you go | |
| inside. | |
| The bandits by the fireplace are useful only for mentioning a mysterious | |
| "helmet" north of the River Phee. This is in the Ruins, and you aren't quite | |
| ready for those yet. As the bandits can't be fought or driven away, just ignore | |
| them (the dagger makes a second weapon for you, if you want to take it). | |
| In the kitchen you find an ominous locked door and a giant onion. Many people | |
| have been puzzled by its use in the game, but we will come to that eventually. | |
| Talk to the cook about the onion, and sooner or later, he'll offer you the | |
| onion if you'll go down into the wine cellar and retrieve a bottle of rare | |
| wine. Of course, this is not as easy as it sounds, and I ssuggest saving the | |
| game either just before or just after you go down the stairs. | |
| The first thing you find down there is a crinkly scroll (one of the few fixed | |
| items in the game). This renews items, such as your lantern (very handy). | |
| However, soon after you pick up the scroll, a rat-ant will scurry into the | |
| room. This is your first encounter. | |
| After you've bashed it enough and sent it scurrying back into the darkness, | |
| it's time to look around for the wine. There is one other nasty critter down | |
| here, a discipline crab. However, it doesn't roam around, you'll only find it | |
| in its lair. Naturally, there is no way of knowing where that lair is, and | |
| you may walk into it without realizing it. Let's hope you've found the mold | |
| that increases dexterity first (just squeeze the mold and wait awhile; when | |
| your finger itches, look at it...and you must look at it to get the increase). | |
| When the crab has been defeated, it leaves behind its gold crown. If you then | |
| search the nest, you will also find a gold doubloon. Both these items have only | |
| one use: to trade for cash or other objects. Therefore, don't be afraid to sell | |
| them. | |
| Also in the cellar is a skeleton with an amulet around its neck. Of course the | |
| moment you reach down to get the amulet, the skeleton comes to life and begins | |
| to strangle you. Fortunately, one good smack with the club should take care of | |
| this bony nuisance. | |
| Once the amulet is yours, examine it carefully. There seem to be a lot of red | |
| and green squiggles on it, so if there's anything to read, it's quite | |
| illegible. But we'll be taking care of that shortly. | |
| In one room is a stack of crates that is almost a staircase. Now that your | |
| Dexterity has been increased by the mold, you'll be able to climb it quite | |
| easily, and obtain the wine bottle at the top (by the way, in one of the other | |
| rooms you should find a stick or stave or whatnot). | |
| Hmm, maybe this wasn't so hard, after all. So you climb back down and return | |
| to the stairs, only to have the door slammed shut in your face! Shades of Zork | |
| I! Now what are you going to do? | |
| Well, there aren't any secret ways out, I can tell you that. If you traipsed | |
| around the countryside beforehand, you could use the word of recall to get | |
| yourself out (if you found the scroll with it). Or, if you have the stave of | |
| Sayonara, you could point it at yourself, and get out that way. | |
| But, if you don't happen to have anything like that, don't despair! The answer | |
| is right there in your hot little hands! Look at that wine closely: it's RED! | |
| AHA!!! Read the amulet through the wine bottle! Lo and behold, you can see | |
| a magic word (does this remind anyone of Zork II?). Say the secret (err, magic) | |
| word, and your strength is temporarily (1 move) increased to 99! Now you're | |
| strong enough to smash open the door: WHAM! | |
| And the amulet is good for two more uses, even. Not a bad little bauble to | |
| have, eh? But anyway, you give the wine to the cook (you can't open it, and it | |
| has no other purpose in the game), and you are now the proud owner of a giant | |
| onion. Doesn't that just make your day? | |
| Beyond Zork is copyrighted 1987 by Infocom Inc. | |
| This walkthru is copyrighted 1987 by Scorpia, all rights reserved. | |
| Beyond Zork | |
| Part II | |
| So now you have this giant onion (you'll have to roll it to take it with you; | |
| this is a good time to define a function key for ROLL ONION). However, you | |
| can leave it where it is for now; you have to go out into the world and look | |
| around until you find the wand of Annihilation, because your next stop is a | |
| certain nasty lighthouse (and while you're at it, help yourself to some of the | |
| brine drying in the sun...it will make your life easier soon). | |
| Once you have the wand (remember it might in fact be a cane or staff or | |
| something else), return to the tavern and get (roll?) your onion. On the way | |
| out, make sure to pick up the scruffy rug on the floor; it will come in handy | |
| later on. Roll the onion to the Ledge, where there a riddle is inscribed. | |
| Actually, this one is pretty easy. Tines suggest forks, but forks don't have | |
| much to do with reports. But, there are other things that have tines. For | |
| instance: Lightning. CRAAACK! You say it, and a bolt shoots down out of | |
| nowhere, opening a hole in the cliffside. Now you can get into the lighthouse. | |
| Of course, there are a few nasty things lurking around inside it. The first | |
| one is a spider. Bash the critter to make it go away (oh, I would recommend | |
| cleaning the place out before you start rolling the onion up and around). | |
| Then comes the giant slug. For this, you don't have to fight at all. Just put | |
| the salt on it (as anyone who lives in the country knows), and that will get | |
| rid of the repellant creature. | |
| Now it's dust bunny time. It will be found lurking in the corner of one of the | |
| rooms. If an item happens to be in that same room, don't worry; you can pick it | |
| up safely. Still, you must get rid of the bunny. A quick perusal of the booklet | |
| tells you that only static electricity and lemon-scented sprays have any effect | |
| on it. | |
| Well, you don't have a spray can of lemon Pledge handy, but you do have that | |
| scruffy rug. Drop the rug then rub your feet on it a few times. Dust bunny is | |
| getting nervous, isn't he? Poor thing. Touch the bunny, and ZAAAP! The bunny | |
| collapses and coalesces into a strange ring. Get that ring, you'll need it | |
| later. | |
| Ok, there is only one more creature to deal with, the dornbeast at the very | |
| top of the lighthouse. Roll your onion all the way up and into the room. You | |
| see a chest with a large plaque on it, with a warning in many languages: "Do | |
| not open this chest!". Of course, your first instinct, in the grand tradition | |
| of all adventurers, is to open the chest. Don't do it....yet. | |
| First, make sure that you aren't carrying too many items; that chest is pretty | |
| heavy. Then see to it that you have a sharp item (dagger or axe) in hand, and | |
| that your staff of Annihilation is ready. Ok, now try to get or open the chest. | |
| Whoops! The dornbeast appears, and is starting to turn all 69 (interesting | |
| number) eyes in your direction. Now is the time to move fast. Chop the onion! | |
| Sniff..sniff...whew! The onion's strong scent pervades the room, and if you | |
| think you have it bad, just pity the poor dornbeast with all those eyes | |
| watering. | |
| Put the critter out of its misery with the staff. Now you can safely pick up | |
| the chest (you can also search the debris for a platinum sextant that's buried | |
| there; it's another item for trading or selling). You really don't want to open | |
| it, but (if you're just dying to know what happens) you can do so safely once. | |
| Opening the chest transports you to the Plane of Transinfinite Spledor, where | |
| most of the Unicorns are now living. They resent any intrusions by humans, no | |
| matter how comapssionate (even if you've already freed the Unicorn in the | |
| stall), and will tell you so, in no uncertain terms. If you ever go back, you | |
| will suffer a most ignominious fate. | |
| After you have been unceremoniously returned to the lighthouse (or wherever it | |
| is you opened the chest), you can look inside the chest (it's safe for now). | |
| There are two things inside: a scroll and a vague outline. Don't try to look | |
| at the outline, just get all from the chest. | |
| Now, close the chest and take it, because you're about to play a nasty trick on | |
| a really nasty critter. Head along to Accardi-By-The-Sea and the Guildhall. | |
| Loafing in the area is a monkey grinder, equipped with the dreaded Sense Organ. | |
| He can do some pretty unpleasant things to you with that, and you'll have to | |
| suffer some first. You need to wait until the grinder has crushed the warning | |
| nymph at the entrance to the Guildhall (that's really nasty; I wish they had | |
| come up with something else for this). | |
| Once he's done that, present him with the chest. Remember the booklet: monkey | |
| grinders are illiterate. He can't read the warning plaque, so naturally, he | |
| opens the chest. POOF! Goodbye monkey grinder, and it couldn't have happened to | |
| a nicer (?) person. Once he's gone, you can nip into the Guildhall and get the | |
| wand that's there (you'll also notice that the hall has been abandoned long | |
| ago). | |
| It's about time now to pay a visit to those almost-mythical beings, the | |
| Implementors. Take the organ (examine it and play around with it for a while if | |
| you like) and leave it at the edge of the Fields of Frotzen where the | |
| billboard is. Read the scroll from the chest, and say the magic word. Whoosh! | |
| You are now in the plane of Atrii! | |
| As you walk around, you'll find yourself above a number of familiar places, | |
| including three that have curtains. These are, of course, the three shops. If | |
| you walk through a curtain, you'll be back in Quendor, and you don't want to | |
| do that right now. | |
| Instead, move around until you find a vague outline blocking your path. Does | |
| that remind you of anything...like maybe the outline you found in the chest? | |
| Why not check your inventory? | |
| Well, look at that! The vague outline from the chest has now been transformed | |
| into a force blade! Use the blade to cut the outline in your way, and before | |
| you know it, you'll be attending (in a manner of speaking) the eternal banquet | |
| (luncheon?) of the Implementors. | |
| This, however, does not mean that they are especially pleased to see you, | |
| although they are not quite as reclusive as the unicorns. Just hang around, | |
| and soon they'll be playing catch with the fabulous Coconut of Quendor. Wow! | |
| You mean it's gonna be this easy? | |
| Hah! Don't you believe it! The Coconut hits the floor, and before anyone can | |
| get to it, a nasty black spot appears out of nowhere, sucks up the Coconut, and | |
| vanishes. The Coconut of Quendor is now in the hands of the diabolical Ur-Grue! | |
| Uh-oh. | |
| The Implementors are not happy about this. They unanimously volunteer you to | |
| bring it back (this is about the time you start wishing you'd stayed home on | |
| the farm). To help you along, one of the Implementors hands you a golden | |
| goblet, then kicks you out to the Fields of Frotzen. | |
| Pick up the organ, and set the dial to the eye symbol. With goblet in hand, | |
| walk into the Fields. The magical chalice will keep the lightning away, and | |
| you'll be able to explore this rather drab and dismal area, inhabited only | |
| by three scarecrows, a flock of corbies, a butterfly, and a four-leaf clover. | |
| Take the clover when you come to it. The butterfly will eventually come to you | |
| and rest on the rim of the goblet, so there's no need to try and catch it. But | |
| it's the scarecrows that are the really important things here. | |
| You'll notice that only one of them has any growing corn. For some reason, the | |
| corbies don't like this particular scarecrow. Of course, to you, it looks just | |
| like the other two, but then, as noted in the booklet, corbies can see color, | |
| even in this drab land, far better than you can. | |
| So, play the organ, and for a little while, color spruces up the area. Check | |
| out the color of the scarecrow's rags, and remember it. Also, you must make | |
| sure you have seen all three scarecrows, or nothing else will happen. | |
| What you're waiting for is a farmhouse to fall. As soon as you hear it hit | |
| earth, start searching, and get inside immediately. Wait out the storm, which | |
| will transport you to the Land of Oz (err, Froon). Thud! | |
| Exit the house. You'll notice a large boot underneath. There is no way to get | |
| the boot (really! you don't need any ruby slippers to get back home). Examine | |
| the flowers, and before long, the happy inhabitants of Froon will be making a | |
| big fuss over you for delivering them from a big heel (grin). | |
| The mayor will offer you the key to the city. Actually, there are three keys, | |
| each a different color (they are all cheap styrofoam imitations, too). In fact, | |
| they are the same three colors as the scarecrows. What a coincidence! | |
| All you have to do is take the key that's the same color as the scarecrow the | |
| corbies don't like, after which you are once again unceremoniously booted out | |
| (have you tried mouthwash? maybe some deoderant...). | |
| With key in hand, you are now able to pass the flock of corbies, and reach the | |
| one other growing thing: a rose bush, with a single compass rose on its | |
| branches. | |
| Beyond Zork is copyrighted 1987 by Infocom Inc. | |
| This walkthru is copyrighted 1987 by Sorpia, all rights reserved. | |
| Beyond Zork | |
| Part III | |
| So you're back from Froon, and you have the compass rose and the clover and the | |
| butterfly. Of course, most people know that butterflies are just grown-up | |
| caterpillars, so there must be some way of changing that pretty insect back | |
| into its larval form. | |
| Some folks try the pool of eternal youth in the forest, but that doesn't work. | |
| The pool only KEEPS things young, it doesn't MAKE them young. A fine | |
| distinction, but a necessary one. No, there is another way to get what you | |
| want. | |
| Open the lid of the organ, and put the cup inside (the butterfly will stay on | |
| it). Close the lid, and set the dial to the clock. Now, turn the crank | |
| *backwards*! Pretty horrible stuff, to be sure, but you can live through it. | |
| When you open the lid again, instead of a butterfly, you'll have a creepy | |
| caterpillar crawling on the cup. Get it quickly, before it decides to crawl | |
| off somewhere (in which case, you'll never see it again). | |
| Now let's see what we can do about a certain injured pterodactyl (whom most | |
| people like to rename to Terry) in the spooky areas. | |
| First you'll have to get rid of the Eldritch Vapor; I know for certain that the | |
| club will do the job. However, don't relax just yet; as soon as the Vapor fades | |
| away, a vicious Guttersnipe will come charging in! You'll have to fight him, | |
| too, before you can do anything else here. | |
| With both monsters removed from the scene (there are only two total here), you | |
| can go hunting for Terry. Poor critter, he has an arrow through his wing. And | |
| even though your intentions are only helpful, in his pain he won't let you near | |
| him. This is where you need the rod of Anesthesia. | |
| Point the rod at Terry to send him into dreamland. Once he's safely asleep, | |
| pull out the arrow (rip!), and place the limp weed on his wound (it's a | |
| Spenceweed, of course). The injury heals rapidly, and before long Terry is his | |
| old self again. Take the whistle from around his neck, and put it around your | |
| own. You'll be able to call Terry with it for a total of three rides. | |
| However, before you can go riding Terry, you'll need a saddle. The only one | |
| available is in the stall with the Unicorn by the Private Way. Head along there | |
| to get the saddle and help out a creature in need. | |
| The Unicorn doesn't look too happy, and I suppose you can't really blame her. | |
| However, before giving in to your good impulses, make sure you kiss her horn | |
| to increase your luck. | |
| Now, you can either use the amulet and then smash open the stall, or, if you | |
| have used up the amulet by now, you can use the wand of Levitation to raise | |
| both the Unicorn and the saddle (one at a time) out of the stall. Make sure | |
| you take the horseshoe in the corner (a lucky charm). | |
| After leaving the stable, use your whistle and summon Terry. Put the saddle | |
| on his back, then get up on him and start flying. The place you want is the | |
| castle (look at the map that comes with the game to see where that is). Use | |
| the compass rose to give you a good tail wind. Remember to point the rose in | |
| the opposite direction from the one in which you're going (for instance, you | |
| want an east wind to fly west). Also, there are some directions in which you | |
| can never go; these are the ones with the clouds in the way. | |
| Terry will land you in the castle garden. This is the castle of the Platypus | |
| Queen, who would not be happy to see you. Unfortunately, it sounds like she's | |
| on her way to the garden right now. You'd better find a place to hide real | |
| fast. I wouldn't recommend the statue, but the Morgia bush is bigger than you | |
| think. Squeeze behind it (oof! ouch) and wait. | |
| Terry (a coward at heart) will take off when Queenie appears. Don't worry, you | |
| will be able to call him back again. Thinking she's alone, the Platypus opens | |
| a secret compartment in the statue and removes a strange jar (there's no other | |
| way for you to find this, even if you tried examining or searching the statue). | |
| From the jar Queenie takes a hoop, and blows through...not a soap bubble, but | |
| a silvery mirror! Too bad the mirror's answer to her question isn't the one | |
| she wanted. After destroying it in a fit of temper, she huffs off, leaving you | |
| alone in the garden. | |
| Now you can see the secret compartment and get the jar, which will be needed | |
| for the end game. While you're at it, help yourself to a little Morgia root; | |
| it's good for you. | |
| Call Terry again, and fly off to Mizniaport; it's time to go hunting for the | |
| legendary Crocodile's Tear, the only object in the game worth enough for you | |
| to obtain the hourglass in the Magic Shoppe. You'll also be able to save the | |
| good people of Thriff from the depredations (or rather, stompings) of the | |
| fearsome Christmas Tree Monsters (but, one thing at a time here). | |
| After reaching Mizniaport, take a ride on the Jungle Skyway (free!). Climb off | |
| at the first support tower, and you're in the jungle, with crocodiles and giant | |
| bloddworms and even hungses (hungi?). | |
| The first thing to do is eliminate both the croc and the bloodworm. This will | |
| take some doing, but it's quite possible to beat them enough to send them away | |
| (unless, of course, you prefer to use other methods). If you need a safe place | |
| to heal up inbetween, go to any of the support towers; the monsters won't | |
| follow you there. | |
| Once they're both gone, map out the area, locating both the idol and the mother | |
| hungus and baby. The idol mouth, as you know if you've stepped on it before, is | |
| a seesaw arrangement. Whenever you try reaching up for the jewel, the seesaw | |
| overblanaces and dumps you into the bowels of the idol. You need enough weight | |
| on your end to keep the tongue stable so you can grab the jewel. And the only | |
| thing weighty enough is a full-grown hungus. So, once you've located the idol, | |
| return to the quicksand patch, and take a swipe at junior (just make sure you | |
| aren't wearing the cloak from the Armor Shoppe at this point). | |
| Oooo....mama didn't like that at all!! Looks like she's coming for you, so | |
| start hustling toward the idol. If mama doesn't show up right behind you, just | |
| wait awhile, she won't be far behind. Keep on going, right up into the idol's | |
| maw. Mama will follow right after you. | |
| With her poundage on the tongue, you can reach up and get the Tear. OOps! It | |
| fell down, and mama ate it! Well, at least that seemed to satisfy her for some | |
| reason or other, and she ambles down off the idol. Uh-oh. | |
| Swoosh! You're neatly deposited inside the idol's belly. Gee, it's dark down | |
| here; I hope you brought a lantern with you. Of course, you could probably use | |
| a magical spell or somesuch to get out before the grues get to you, but light | |
| is much better at the moment; there's another colony of mold growing on the | |
| walls. | |
| Once you've squeezed this mold, you can leave (the word of recall will do | |
| nicely), and then make another trip back to Mizniaport's Skycars. After all, | |
| you still have to get that jewel. | |
| The baby hungus and mama will be at the quicksand patch. First, point your | |
| rod of Eversion at mama and give her an unsettling experience. Horrible thing, | |
| the insides of a hungus! However, the jewel hasn't been digested yet, and it | |
| pops out! | |
| Now, you can use your rod of levitation to free junior from the quicksand, | |
| thereby adding to your compassion score. Whew! And it's off through the jungle | |
| to the quaint town of Thriff. | |
| Actually, there isn't much to see here except the chapel, where Cardinal | |
| Toolbox is moaning and whining about the imminent destruction of the town. | |
| Take a seat in the pew and search it. You find a vial, which the old woman in | |
| the Magic Shoppe will tell you is holy water. Hang on to it, as you'll need it | |
| later. | |
| I know you want to get your hands on that reliquary on the altar, but you're | |
| gonna have to work for it first. Leave the chapel, and take the road into the | |
| mountains, which is just packed with Christmas Tree Monsters, singing their | |
| fiendish holiday songs. | |
| However, since you have that caterpillar with you, they won't give you any | |
| trouble; in fact, they edge nervously aside as you pass by. Of course, one lone | |
| caterpillar isn't really enough to stop the trees; something more permanent is | |
| needed. | |
| Beyond the trees is a small hut. Inside you find a burin (useful for inscribing | |
| glyphs of warding), a diary (useful for historical reading and not much else), | |
| and a black hemisphere. Get the hemisphere and the burin, then leave. | |
| Hmmm..there seems to be a snowdrift blocking the way further up the mountain. | |
| Then again, maybe it isn't a drift...it's Snow Wight! (What, no dwarves?). | |
| Yes, another monster to do battle with. Just bop on him (it?), and after he's | |
| gone, the way to the top of the volcano will be clear. | |
| The dome across the mouth of the volcano looks like pretty heavy-duty magic. | |
| Only what you'd expect, to keep the volcano from erupting. But that's what we | |
| want right now...a nice hot flood of lava to go roaring down the mountainside. | |
| So, point your wand of Dispel Magic at the dome. | |
| That certainly did the trick, and if I were you, I'd be running like heck down | |
| the mountainside and all the way back to Thriff. Whew! Don't worry, the lava | |
| won't quite reach the town. And you can bet it sure did a number on those | |
| Christmas Tree Monsters! | |
| But there's still the problem of keeping them away permanently. Lava, when it | |
| dries (?), is pretty permanent stuff. I'll bet if you could inscribe the glyph | |
| of warding before the lava becomes to hard, the good people of Thriff would be | |
| very grateful. | |
| Of course, the lava is pretty hot right now, so put on your dust bunny ring | |
| before you go back to what used to be the snowy clearing. Yep, that lava is | |
| still pretty torrid, but it's cooling fast. At the right time, inscribe the | |
| glyph of warning into the lava. Thriff has been saved! | |
| The happy residents come out to greet you, with Toolbox leading them. The sneak | |
| tries to hide the reliquary behind his back (not as generous as the mayor of | |
| Froon, is he?), but if you ask him for it, he'll give the reliquary to you. | |
| You're almost done here, all you need to do now is get yourself a minx. | |
| Beyond Zork is copyrighted 1987 by Infocom Inc. | |
| This walkthru is copyrighted 1987 by Scorpia, all rights reserved. | |
| Beyond Zork | |
| Part IV | |
| Trek off to the northwest, where hunters are combing the area for something or | |
| other. In fact, it's a poor little Minx they're looking for. Just wait where | |
| you are, and the Minx will come bounding along to hide behind a tree. You can't | |
| get the Minx just yet, but you do have to protect her from her cruel owner. | |
| Notice the tracks in the snow? They lead right to the Minx's hiding place. All | |
| you need to do is "hide footprints" (nothing fancy, and don't say "hide | |
| footprints with snow" or anything similar). | |
| A nasty-looking young man will come along, and ask if you've seen the Minx. Lie | |
| and say no, then just wait until he leaves. Give the Minx a rub on the head, | |
| and you have a friend for life. If you wait some more, she'll dig up a truffle. | |
| There are three in the game, and since you need only one, it's ok to let her | |
| eat it. | |
| With the Minx in tow (she'll follow you anywhere), make your way back to Gurth | |
| City and the Magic Shoppe, where you can trade the Tear for the hourglass, if | |
| you haven't already. Then hike off to the Forest area. | |
| You'll have to dispose of the cruel puppet and the hellhound, if you didn't do | |
| that earlier in the game (the hellhound is tough, and a good candidate for the | |
| rod of Annihilation). When they're both removed from the scene, go to the | |
| oak tree in the Twilight area, and wait until the Minx digs up a truffle. | |
| This time, don't let the Minx eat it. Take the truffle, and walk over to the | |
| Clearing, where a second riddle awaits you. The answer to this one is as simple | |
| as the first: Youth. When you say that, a pool of eternal youth appears! It | |
| won't do you much good, but it will do wonders for the truffle, namely keep it | |
| preserved for all time. Step into the pool with the truffle. | |
| Now call Terry for the last time, and have him fly you over to the Ruins across | |
| the river (make sure you have the Minx in your arms before boarding Terry!). | |
| You can't cross by Zeno's Bridge, which is just a trap. When you arrive, a | |
| ghoul is sure to pop up from somewhere, and Terry, as usual, won't hang around. | |
| No sooner have you dealt with the ghoul, then an Undead Warrior appears. He's | |
| tough, but easy to get rid of: just hit him with the holy water, and that will | |
| be the end of him. | |
| You'll find a potion somewhere in the ruins, but what you really want is the | |
| archway in the plaza. Its most obvious feature is an hour-glass shape, a sure | |
| tipoff that the hourglass you have is needed here (this is a good time to | |
| define a macro for TURN HOURGLASS). | |
| Stand under the arch and turn the hourglass. ZOOM! You've created a magical | |
| timeline, that allows you to move forward and backward in time, and see the | |
| events, past and future, that occured or will occur in the plaza area. Of | |
| these, only two are of interest to you. | |
| The first is in the past, where a prince wearing a remarkably gaudy helmet has | |
| his head cut off. The helmet rolls into a trench, but before you can do | |
| anything, the prince's horse is killed and falls partway into the ditch. There | |
| is no way to stop this, or enter the trench beforehand, or move the horse (in | |
| fact, a bug in the game causes the program not to recognize the horse after | |
| it's dead). | |
| However...you CAN still throw things into the trench! So, pop the truffle into | |
| it. Because it's been in the pool of eternal youth, it will not decay, but | |
| stay fresh and palatable through all the eons to come. | |
| Now, move forward in time, noting how the plaza area becomes covered with | |
| rubble, a new ice age sets in, a new race emerges, and finally, all things end | |
| in Desolation, where the work of time, having first covered all, now reverses | |
| itself, and uncovers. | |
| Not enough for you to find anything, but the instincts of the Minx are | |
| something else. Sure enough, she sniffs out the presence of the truffle, and | |
| digs it up from the loose earth. And in the hole...the helmet! Whew! | |
| It's that time: time to pay a visit to your friendly neighborhood Ur-Grue. | |
| First, of course, return to the present and step out from the arch. Gather | |
| up the Minx (it really wouldn't be nice to leave her behind in a place like | |
| this) and leave the Ruins (with the word of Recall or through the plane of | |
| Atrii). | |
| Now, put on the helmet (which gives your Intelligence a boost), and join the | |
| black hemisphere and the white one. Together, they spin rapidly and become a | |
| gray sphere, which gives you a vision of a secret door in a wall, and the magic | |
| word needed to open the door. | |
| Now you know where the Ur-Grue is and how to get there, so hop along, Cassidy, | |
| because there isn't much more left to do in the game. Of course, you're | |
| wondering how to deal with the Ur-Grue, since it isn't afraid of any kind of | |
| light except sunlight, and the sword Grueslayer doesn't happen to be available | |
| in the game (make sure you have the rabbit's foot, clover, and horseshoe before | |
| entering the lair). | |
| Don't worry; you'll be able to get along quite nicely, thanks to the jar you | |
| lifted back in Queenie's garden. Once inside the secret door (DO NOT turn on | |
| your lantern here!), open the jar and blow a mirror. Now, position the mirror | |
| so that the light will reflect off it from this room to the next (Physics | |
| students will easily recognize the principle involved here). | |
| Walk into the next room, and do the same thing. In essence, you are setting | |
| up a chain of reflected sunlight through the caves (as you may have guessed, | |
| the position of the caves is random). Try not to waste any moves as you go | |
| through the rooms; the mirrors have only limited lifespans, after which they | |
| will pop and disappear. If the mirror in the first one pops out before you're | |
| through, you'll be in BIG trouble. | |
| Somewhere about now, the Lucksucker will show up. It has various appearances: | |
| a black cat, an umbrella, a ladder, a number 13, etc. This is where your lucky | |
| charms come into their own. Use one (any one) and hit the sucker (grin). It | |
| will run off...for awhile. Then it comes back again, so use another of your | |
| charms. All told, the Lucksucker will make three tries at you, so you do need | |
| all three lucky charms to get past it. | |
| Eventually you will come to a junction of rooms, and there is no way of knowing | |
| for sure which one the Ur-Grue is in. Explore each of them, and hope you're | |
| lucky. You'll know you've found the right one, as it will have a mound of | |
| treasure in it, and a creepy shadow in one corner. | |
| You have no time to waste here; create another mirror, and angle the shaft of | |
| light at the shadow in the corner. THAT did the trick! Or did it? As you | |
| approach the Ur-Grue, it grabs you tight! Oh-oh! After all this work, are you | |
| going to fail in the end? | |
| Well, maybe not! As you strangle in the Grue's grip, it begins to absorb all | |
| that compassion you've built up through the game! Filled with remorse, the | |
| Ur-Grue releases you, and goes off to who knows where. But he does allow you to | |
| take whatever you want from his treasure horde. | |
| As you might expect, the only thing you can really take is the Coconut of | |
| Quendor. So grab that and start making tracks (if the mirrors have popped by | |
| now, it's ok to use your lantern...there are regular grues lurking here), | |
| because an earthquake is about to commence. | |
| Ooops! You didn't quite make it out, but you're saved anyway! (Although being | |
| buried under fettucini is still not the most fun experience in the world). The | |
| old woman from the shop (see? it really was one old woman after all) and the | |
| sailor rescue you, and take you for a voyage on board the magical ship. Where | |
| to? Who knows? We'll have to wait for Beyond Beyond Zork for that! (grin).. | |
| Beyond Zork is copyrighted 1987 by Infocom Inc. | |
| This walkthru is copyrighted 1987 by Scorpia, all rights reserved. | |
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