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- 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 "everÑfresh" 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 hurdyÑgurdy 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 hurdyÑgurdy. 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 hurdyÑgurdy. 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 hurdyÑgurdy
- (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 glyphÑwriting!).
-
- 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 urÑgrue. 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 urÑgrue 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.
-