189 lines
11 KiB
Plaintext
189 lines
11 KiB
Plaintext
|
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.
|
|||
|
|