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  1.                              BEYOND ZORK TIPS
  2.  
  3. For Beyond Zork from Infocom
  4.  
  5.  
  6.  
  7.         AREA (generalized)                      HINT/SUGGESTIONS
  8.    ---------------------            -------------------------------------
  9.  
  10.      Beginning                       Be sure to go NW and examine the weed.
  11.                                      read the Legend and Lore of Quendor,
  12.                                      or ask the old woman in the magic shop
  13.                                      about the weed.
  14.                                      it has healing powers (see Mist)
  15.  
  16.      Warf/Sailor                     "Hello, sailor".
  17.                                      wait. take driftwood. name it (opt.)
  18.      Pub                             take the lantern. you'll need it.
  19.                                      open the door. leave the rug alone
  20.                                      until you get out of the cellar. go
  21.                                      west into the kitchen. be sure to
  22.                                      take the dagger (see Lighthouse).
  23.  
  24.       Kitchen                         open the door. be sure you have
  25.                                       something to kill with, and the
  26.                                       lantern. listen to the cook. enter
  27.                                       the cellar.
  28.       Cellar                          take the scroll and READ it. when
  29.                                       the lanter goes out, type the word in
  30.                                       the scroll to light it again. in the
  31.                                       throne room, "search debris". there's
  32.                                       a gold coin you can sell/trade to the
  33.                                       old woman.  squeeze any moss you find
  34.                                       (improves dexterity). then you can
  35.                                       climb the stacks. "LOOK AT AMULET
  36.                                       THROUGH BOTTLE".  if you have the
  37.                                       transport scroll and used it BEFORE
  38.                                       you entered the cellar, you can
  39.                                       escape that way. or wear the amulet
  40.                                       and say the word on the amulet. bash
  41.                                       the cellar door in with extra power.
  42.                                       once out, "roll the onion east". be
  43.                                       sure to take the rug.
  44.       Lighthouse/Cliffs               read the inscription.
  45.                                       type "answer, lightning".
  46.                                       Be sure to have the onion, rug and
  47.                                       dagger from Pub/Kitchen. If you haven't
  48.                                       done this, go NW and take the salt
  49.                                       from the brine.  Roll the onion in
  50.                                       the direction you want to go. put salt
  51.                                       on the slug. rub the rug and touch the
  52.                                       dust bunny. take/wear the ring. at the
  53.                                       top, search debris, THEN read the
  54.                                       chest.  cut the onion with dagger when
  55.                                       the dorn beast attacks, then take
  56.                                       chest and run like h***. (Maybe this is
  57.                                       where I missed level 9. try using the
  58.                                       annihalation stick to destroy it).
  59.     
  60.       Arcadia                         wait for the monkey grinder.  wait
  61.                                       until the grinder deals with the
  62.                                       nymph who won't let you go north.
  63.                                       try to kill him (unlikely), or give
  64.                                       the chest to him (after you opened it
  65.                                       first). monkey grinders can't read!
  66.                                       a weapons shop is here as well.
  67.          
  68.         ist                           if the vapor takes anything from you,
  69.                                       it will be in another location in the
  70.                                       mist area.  be sure to "wield the
  71.                                       driftwood" before the vapors appear.
  72.                                       if you don't already have it, get the
  73.                                       saddle from the stable (see Stable).
  74.                                       with the pterodactyl, either set dial
  75.                                       on the gurdy to ear and turn crank
  76.                                       right, or point annesthesia rod at
  77.                                       pterodactyl. take whistle,arrow. put
  78.                                       weed (see beginning) in wound. put
  79.                                       saddle on pterodactyl. only blow the
  80.                                       whistle when needed (you only get 3
  81.                                       opportunities). when you get on, fly.
  82.            
  83.       Private Way                     take horseshoe. kiss the unicorn's
  84.                                       horn (good luck). give the chest to
  85.                                       the unicorn. if you have the levi-
  86.                                       tation staff, you can float the saddle
  87.                                       out of the stall.  Or speak the word
  88.                                       on the amulet (it's clobbering time!).
  89.                                       an armour shop is here as well. you'll
  90.                                       need the horseshoe, by the way, for
  91.                                       later (see Underground).
  92.  
  93.       Gondola (cable car)             once inside, wait and listen to the
  94.                                       speaker. when you get to a support
  95.                                       towers, exit. then down.
  96.      
  97.       Town NW of Private Way          eat the cake you find on the street.
  98.                                       there is a magic shop here. this is
  99.                                       where most of your questions about
  100.                                       certain objects can be answered ("ask
  101.                                       woman about ...."). buy the rabbit's
  102.                                       foot (see Underground).
  103.       
  104.       Forest                          the puppet and hellhound are very hard
  105.                                       to kill. use something that is very
  106.                                       good for this (stick of annihalation
  107.                                       or the equivalent). at the boulder,
  108.                                       answer "youth". if you have the minx
  109.                                       (see Village), wait by an oak for the
  110.                                       minx to find the truffle, then put the
  111.                                       truffle in the pool. keep the truffle
  112.                                       in you pack until needed (see Ruins)
  113.                                       or the minx will get it.
  114.  
  115.       Bridge                          there is no way across or back. take
  116.                                       the umbrella, open it, then jump.
  117.                                       best to use the pterodactyl or the
  118.                                       gating spell to get across to the
  119.                                       ruins.
  120.  
  121.       Ruins                           have the vial from the church in the
  122.                                       Village for the undead warrior. Have
  123.                                       minx! Also the hourglass from the
  124.                                       magic shop (after you give the jewel
  125.                                       from the Jungle to the woman).  go to
  126.                                       the arch, then enter. turn hourglass
  127.                                       over. go south twice and wait.  when
  128.                                       the prince is killed, put the truffle
  129.                                       in the trench. then turn the hourglass
  130.                                       and go north until you reach
  131.                                       desolation.  wait. let the minx do the
  132.                                       work for you. take/wear the
  133.                                       helmet. go back to the arch, then
  134.                                       exit.
  135.  
  136.       Castle                          here is where the pterodactyl comes
  137.                                       in. fly to the castle (you may have
  138.                                       to find it). use the compass rose to
  139.                                       adjust the winds (see Plains). be sure
  140.                                       you are not on your third turn with
  141.                                       the whistle or you will never leave.
  142.                                       hide behind the bush. take roots and
  143.                                       eat them (strength). wait. open the
  144.                                       statue and take the jar.
  145.       
  146.       Jungle                          if you are wearing the cloak, take it
  147.                                       off. attack baby hungus. let mother
  148.                                       hungus chase you (wait each turn.
  149.                                       she's kinda slow). go up on the idol.
  150.                                       when the mother hungus gets on the
  151.                                       bottom of the teeter-totter, take the
  152.                                       jewel. oops, you drop it and are
  153.                                       dumped in the idol. if you have the
  154.                                       lantern, light it. squeeze the moss
  155.                                       (it can't hurt). either use the gating
  156.                                       or transportation spells, or point
  157.                                       the Eversion stick at idol to get out.
  158.                                       Now that you're free, point Eversion
  159.                                       at mother to get jewel, THEN point
  160.                                       levitation at baby (to gain more
  161.                                       compassion). the jewel is worth 1000
  162.                                       zorkmids and is needed to buy the
  163.                                       hourglass (see Ruins).
  164.  
  165.       Village                         erase the footprints of the minx.
  166.                                       you definitely need the minx!
  167.                                       enter the church and sit down. look
  168.                                       under the pew. be sure you have the
  169.                                       caterpillar (see Plains) so you can
  170.                                       get by the christmas tree monsters.
  171.                                       open the reliquary after you defeat
  172.                                       the tree monsters. take white hemi-
  173.                                       sphere. "put peg in hole" (examine
  174.                                       black & white hemispheres).
  175.      
  176.       Mountaintop                     open mailbox.read leaflet.open parcel.
  177.                                       in cottage, search table and take the
  178.                                       black hemisphere. READ THE BOOK.
  179.                                       you'll need something powerfull to get
  180.                                       past the snow wight (annihalation or
  181.                                       the equivalent). point the dispel
  182.                                       wand (from north room when you first
  183.                                       met the monkey grinder in Arcadia) at
  184.                                       the dome, then run like H***. Before
  185.                                       the lava cools (AND if you're wearing
  186.                                       the ring), "inscribe glyph with burin"
  187.                                       to ward off the monsters that weren't
  188.                                       killed by the lava.
  189.  
  190.       Etherial Plane                  read the scroll of gating. use the
  191.                                       phase blade to cut the outline.
  192.                                       this will take you to the Implementors
  193.                                       and their kin. wait. take the goblet
  194.                                       and lick it (more luck).
  195.  
  196.       Plains                          have the hurdy-gurdy. set dial to the
  197.                                       eye and turn crank right when you get
  198.                                       to the scarecrow in the flourishing
  199.                                       fields. NOTICE THE COLOR. when the
  200.                                       butterfly appears, wait until it lands
  201.                                       on the goblet. put butterfly in gurdy,
  202.                                       set dial to clock, then turn crank to
  203.                                       the LEFT. take caterpillar and save it
  204.                                       for later (see Village). when you
  205.                                       reach the farmhouse, go in AND STAY.
  206.                                       wait for the tornado to pick you up
  207.                                       and take you away (see Flowers). if
  208.                                       you enter the house then exit, or if
  209.                                       you wait too long to enter the house,
  210.                                       the storm will kill you. take the
  211.                                       clover you find as all good luck
  212.                                       charms (including the rabbit's foot
  213.                                       in the magic shop) are needed (see
  214.                                       Underground). take the key you get
  215.                                       from the mayor (see Flowers) to
  216.                                       where the corbies are. then take the
  217.                                       rose (useful when on the pterodactyl).
  218.       
  219.       Flowers                         exit the house. examine the flowers.
  220.                                       wait. when the mayor offers you a
  221.                                       key, take the key of the same color
  222.                                       as the flourishing field scarecrow
  223.                                       (see Plains).
  224.  
  225.       Underground                     after you have eaten the cake, drank
  226.                                       the potion of enlightenment, and
  227.                                       worn the helmet, you can "look into
  228.                                       the gray sphere" (see Village) for
  229.                                       the password to open the rock wall.
  230.                                       you need all luck charms (rabbit's
  231.                                       foot, clover, horseshoe, and anything
  232.                                       else you think is a luck charm). also
  233.                                       you'll need the jar and the best
  234.                                       armour you can buy. go to the wall
  235.                                       NW of the Village. say the word and
  236.                                       open the door. once inside, take the
  237.                                       circlet from the jar.  "blow bubble.
  238.                                       turn mirror south". remember that
  239.                                       angle of incidence equals angle of
  240.                                       reflection. if light is coming from
  241.                                       the SE and you want to go SW, you must
  242.                                       turn mirror South for the light to
  243.                                       reflect. strike all lucksuckers (i.e.
  244.                                       black cat, stepladder, umbrella, etc)
  245.                                       with luck charms. once in the treasure
  246.                                       chamber, turn your mirror to shine on
  247.                                       the shadow. then search treasure, take
  248.                                       the coconut, then run/wait/whatever.
  249.                                       you will eventually get buried, but
  250.                                       help is on it's way .....
  251.  
  252.                                       congratulations! you made it!
  253.  
  254. ******************************************************************************
  255.