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Text File  |  1993-01-20  |  18KB  |  282 lines

  1. ======================================================================== 280
  2. Date:     Tue, 20 Feb 90 17:24:38 -0900
  3. To:       jford1@ua1vm
  4. Sender:   "ACAD2A::AXMAC"  <AXMAC@ALASKA.BITNET>
  5. Reply-To: "Big MAC..."  <AXMAC@ALASKA.BITNET>
  6. From:     "Big MAC..."  <AXMAC@ALASKA>
  7.  
  8. *****************************************************************************
  9. *****************************************************************************
  10.                  W A R N I N G !!!!!!   S P O I L E R !!!!!!!!!
  11. *****************************************************************************
  12. *****************************************************************************
  13.  
  14.  
  15.  
  16.  
  17.  
  18.  
  19. For Beyond Zork from Infocom
  20.  
  21.  
  22.  
  23.         AREA (generalized)                      HINT/SUGGESTIONS
  24.       ---------------------            -------------------------------------
  25.  
  26.         Beginning                       Be sure to go NW and examine the weed.
  27.                                         read the Legend and Lore of Quendor,
  28.                                         or ask the old woman in the magic shop
  29.                                         about the weed.
  30.                                         it has healing powers (see Mist)
  31.  
  32.         Warf/Sailor                     "Hello, sailor".
  33.                                         wait. take driftwood. name it (opt.)
  34.  
  35.         Pub                             take the lantern. you'll need it.
  36.                                         open the door. leave the rug alone
  37.                                         until you get out of the cellar. go
  38.                                         west into the kitchen. be sure to
  39.                                         take the dagger (see Lighthouse).
  40.  
  41.         Kitchen                         open the door. be sure you have
  42.                                         something to kill with, and the
  43.                                         lantern. listen to the cook. enter
  44.                                         the cellar.
  45.  
  46.         Cellar                          take the scroll and READ it. when
  47.                                         the lanter goes out, type the word in
  48.                                         the scroll to light it again. in the
  49.                                         throne room, "search debris". there's
  50.                                         a gold coin you can sell/trade to the
  51.                                         old woman.  squeeze any moss you find
  52.                                         (improves dexterity). then you can
  53.                                         climb the stacks. "LOOK AT AMULET
  54.                                         THROUGH BOTTLE".  if you have the
  55.                                         transport scroll and used it BEFORE
  56.                                         you entered the cellar, you can
  57.                                         escape that way. or wear the amulet
  58.                                         and say the word on the amulet. bash
  59.                                         the cellar door in with extra power.
  60.                                         once out, "roll the onion east". be
  61.                                         sure to take the rug.
  62.  
  63.         Lighthouse/Cliffs               read the inscription.
  64.                                         type "answer, lightning".
  65.                                         Be sure to have the onion, rug and
  66.                                         dagger from Pub/Kitchen. If you haven't
  67.                                         done this, go NW and take the salt
  68.                                         from the brine.  Roll the onion in
  69.                                         the direction you want to go. put salt
  70.                                         on the slug. rub the rug and touch the
  71.                                         dust bunny. take/wear the ring. at the
  72.                                         top, search debris, THEN read the
  73.                                         chest.  cut the onion with dagger when
  74.                                         the dorn beast attacks, then take
  75.                                         chest and run like h***. (Maybe this is
  76.                                         where I missed level 9. try using the
  77.                                         annihalation stick to destroy it).
  78.  
  79.         Arcadia                         wait for the monkey grinder.  wait
  80.                                         until the grinder deals with the
  81.                                         nymph who won't let you go north.
  82.                                         try to kill him (unlikely), or give
  83.                                         the chest to him (after you opened it
  84.                                         first). monkey grinders can't read!
  85.                                         a weapons shop is here as well.
  86.  
  87.         Mist                            if the vapor takes anything from you,
  88.                                         it will be in another location in the
  89.                                         mist area.  be sure to "wield the
  90.                                         driftwood" before the vapors appear.
  91.                                         if you don't already have it, get the
  92.                                         saddle from the stable (see Stable).
  93.                                         with the pterodactyl, either set dial
  94.                                         on the gurdy to ear and turn crank
  95.                                         right, or point annesthesia rod at
  96.                                         pterodactyl. take whistle,arrow. put
  97.                                         weed (see beginning) in wound. put
  98.                                         saddle on pterodactyl. only blow the
  99.                                         whistle when needed (you only get 3
  100.                                         opportunities). when you get on, fly.
  101.  
  102.         Private Way                     take horseshoe. kiss the unicorn's
  103.                                         horn (good luck). give the chest to
  104.                                         the unicorn. if you have the levi-
  105.                                         tation staff, you can float the saddle
  106.                                         out of the stall.  Or speak the word
  107.                                         on the amulet (it's clobbering time!).
  108.                                         an armour shop is here as well. you'll
  109.                                         need the horseshoe, by the way, for
  110.                                         later (see Underground).
  111.  
  112.         Gondola (cable car)             once inside, wait and listen to the
  113.                                         speaker. when you get to a support
  114.                                         towers, exit. then down.
  115.  
  116.         Town NW of Private Way          eat the cake you find on the street.
  117.                                         there is a magic shop here. this is
  118.                                         where most of your questions about
  119.                                         certain objects can be answered ("ask
  120.                                         woman about ...."). buy the rabbit's
  121.                                         foot (see Underground).
  122.  
  123.         Forest                          the puppet and hellhound are very hard
  124.                                         to kill. use something that is very
  125.                                         good for this (stick of annihalation
  126.                                         or the equivalent). at the boulder,
  127.                                         answer "youth". if you have the minx
  128.                                         (see Village), wait by an oak for the
  129.                                         minx to find the truffle, then put the
  130.                                         truffle in the pool. keep the truffle
  131.                                         in you pack until needed (see Ruins)
  132.                                         or the minx will get it.
  133.  
  134.         Bridge                          there is no way across or back. take
  135.                                         the umbrella, open it, then jump.
  136.                                         best to use the pterodactyl or the
  137.                                         gating spell to get across to the
  138.                                         ruins.
  139.  
  140.         Ruins                           have the vial from the church in the
  141.                                         Village for the undead warrior. Have
  142.                                         minx! Also the hourglass from the
  143.                                         magic shop (after you give the jewel
  144.                                         from the Jungle to the woman).  go to
  145.                                         the arch, then enter. turn hourglass
  146.                                         over. go south twice and wait.  when
  147.                                         the prince is killed, put the truffle
  148.                                         in the trench. then turn the hourglass
  149.                                         and go north until you reach
  150.                                         desolation.  wait. let the minx do the
  151.                                         work for you. take/wear the
  152.                                         helmet. go back to the arch, then
  153.                                         exit.
  154.  
  155.         Castle                          here is where the pterodactyl comes
  156.                                         in. fly to the castle (you may have
  157.                                         to find it). use the compass rose to
  158.                                         adjust the winds (see Plains). be sure
  159.                                         you are not on your third turn with
  160.                                         the whistle or you will never leave.
  161.                                         hide behind the bush. take roots and
  162.                                         eat them (strength). wait. open the
  163.                                         statue and take the jar.
  164.  
  165.         Jungle                          if you are wearing the cloak, take it
  166.                                         off. attack baby hungus. let mother
  167.                                         hungus chase you (wait each turn.
  168.                                         she's kinda slow). go up on the idol.
  169.                                         when the mother hungus gets on the
  170.                                         bottom of the teeter-totter, take the
  171.                                         jewel. oops, you drop it and are
  172.                                         dumped in the idol. if you have the
  173.                                         lantern, light it. squeeze the moss
  174.                                         (it can't hurt). either use the gating
  175.                                         or transportation spells, or point
  176.                                         the Eversion stick at idol to get out.
  177.                                         Now that you're free, point Eversion
  178.                                         at mother to get jewel, THEN point
  179.                                         levitation at baby (to gain more
  180.                                         compassion). the jewel is worth 1000
  181.                                         zorkmids and is needed to buy the
  182.                                         hourglass (see Ruins).
  183.  
  184.         Village                         erase the footprints of the minx.
  185.                                         you definitely need the minx!
  186.                                         enter the church and sit down. look
  187.                                         under the pew. be sure you have the
  188.                                         caterpillar (see Plains) so you can
  189.                                         get by the christmas tree monsters.
  190.                                         open the reliquary after you defeat
  191.                                         the tree monsters. take white hemi-
  192.                                         sphere. "put peg in hole" (examine
  193.                                         black & white hemispheres).
  194.  
  195.         Mountaintop                     open mailbox.read leaflet.open parcel.
  196.                                         in cottage, search table and take the
  197.                                         black hemisphere. READ THE BOOK.
  198.                                         you'll need something powerfull to get
  199.                                         past the snow wight (annihalation or
  200.                                         the equivalent). point the dispel
  201.                                         wand (from north room when you first
  202.                                         met the monkey grinder in Arcadia) at
  203.                                         the dome, then run like H***. Before
  204.                                         the lava cools (AND if you're wearing
  205.                                         the ring), "inscribe glyph with burin"
  206.                                         to ward off the monsters that weren't
  207.                                         killed by the lava.
  208.  
  209.         Etherial Plane                  read the scroll of gating. use the
  210.                                         phase blade to cut the outline.
  211.                                         this will take you to the Implementors
  212.                                         and their kin. wait. take the goblet
  213.                                         and lick it (more luck).
  214.  
  215.         Plains                          have the hurdy-gurdy. set dial to the
  216.                                         eye and turn crank right when you get
  217.                                         to the scarecrow in the flourishing
  218.                                         fields. NOTICE THE COLOR. when the
  219.                                         butterfly appears, wait until it lands
  220.                                         on the goblet. put butterfly in gurdy,
  221.                                         set dial to clock, then turn crank to
  222.                                         the LEFT. take caterpillar and save it
  223.                                         for later (see Village). when you
  224.                                         reach the farmhouse, go in AND STAY.
  225.                                         wait for the tornado to pick you up
  226.                                         and take you away (see Flowers). if
  227.                                         you enter the house then exit, or if
  228.                                         you wait too long to enter the house,
  229.                                         the storm will kill you. take the
  230.                                         clover you find as all good luck
  231.                                         charms (including the rabbit's foot
  232.                                         in the magic shop) are needed (see
  233.                                         Underground). take the key you get
  234.                                         from the mayor (see Flowers) to
  235.                                         where the corbies are. then take the
  236.                                         rose (useful when on the pterodactyl).
  237.  
  238.         Flowers                         exit the house. examine the flowers.
  239.                                         wait. when the mayor offers you a
  240.                                         key, take the key of the same color
  241.                                         as the flourishing field scarecrow
  242.                                         (see Plains).
  243.  
  244.         Underground                     after you have eaten the cake, drank
  245.                                         the potion of enlightenment, and
  246.                                         worn the helmet, you can "look into
  247.                                         the gray sphere" (see Village) for
  248.                                         the password to open the rock wall.
  249.                                         you need all luck charms (rabbit's
  250.                                         foot, clover, horseshoe, and anything
  251.                                         else you think is a luck charm). also
  252.                                         you'll need the jar and the best
  253.                                         armour you can buy. go to the wall
  254.                                         NW of the Village. say the word and
  255.                                         open the door. once inside, take the
  256.                                         circlet from the jar.  "blow bubble.
  257.                                         turn mirror south". remember that
  258.                                         angle of incidence equals angle of
  259.                                         reflection. if light is coming from
  260.                                         the SE and you want to go SW, you must
  261.                                         turn mirror South for the light to
  262.                                         reflect. strike all lucksuckers (i.e.
  263.                                         black cat, stepladder, umbrella, etc)
  264.                                         with luck charms. once in the treasure
  265.                                         chamber, turn your mirror to shine on
  266.                                         the shadow. then search treasure, take
  267.                                         the coconut, then run/wait/whatever.
  268.                                         you will eventually get buried, but
  269.                                         help is on it's way .....
  270.  
  271.                                         congratulations! you made it!
  272.  
  273. ******************************************************************************
  274.  
  275. If I left anything out, and you've gotten stuck on something, please feel free
  276. to contact me.  I'll be more than happy to help out.
  277.  
  278. Dave Marshburn
  279. marshburn@niehs
  280. · MAILER ALASKA  2/21/90
  281. ºBig MAC...          jford1@ua1vm         2/20/90 No subject
  282.