167 lines
9.1 KiB
Plaintext
167 lines
9.1 KiB
Plaintext
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Beyond Zork
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Part II
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So now you have this giant onion (you'll have to roll it to take it with you;
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this is a good time to define a function key for ROLL ONION). However, you
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can leave it where it is for now; you have to go out into the world and look
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around until you find the wand of Annihilation, because your next stop is a
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certain nasty lighthouse (and while you're at it, help yourself to some of the
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brine drying in the sun...it will make your life easier soon).
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Once you have the wand (remember it might in fact be a cane or staff or
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something else), return to the tavern and get (roll?) your onion. On the way
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out, make sure to pick up the scruffy rug on the floor; it will come in handy
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later on. Roll the onion to the Ledge, where there a riddle is inscribed.
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Actually, this one is pretty easy. Tines suggest forks, but forks don't have
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much to do with reports. But, there are other things that have tines. For
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instance: Lightning. CRAAACK! You say it, and a bolt shoots down out of
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nowhere, opening a hole in the cliffside. Now you can get into the lighthouse.
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Of course, there are a few nasty things lurking around inside it. The first
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one is a spider. Bash the critter to make it go away (oh, I would recommend
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cleaning the place out before you start rolling the onion up and around).
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Then comes the giant slug. For this, you don't have to fight at all. Just put
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the salt on it (as anyone who lives in the country knows), and that will get
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rid of the repellant creature.
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Now it's dust bunny time. It will be found lurking in the corner of one of the
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rooms. If an item happens to be in that same room, don't worry; you can pick it
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up safely. Still, you must get rid of the bunny. A quick perusal of the booklet
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tells you that only static electricity and lemon-scented sprays have any effect
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on it.
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Well, you don't have a spray can of lemon Pledge handy, but you do have that
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scruffy rug. Drop the rug then rub your feet on it a few times. Dust bunny is
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getting nervous, isn't he? Poor thing. Touch the bunny, and ZAAAP! The bunny
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collapses and coalesces into a strange ring. Get that ring, you'll need it
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later.
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Ok, there is only one more creature to deal with, the dornbeast at the very
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top of the lighthouse. Roll your onion all the way up and into the room. You
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see a chest with a large plaque on it, with a warning in many languages: "Do
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not open this chest!". Of course, your first instinct, in the grand tradition
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of all adventurers, is to open the chest. Don't do it....yet.
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First, make sure that you aren't carrying too many items; that chest is pretty
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heavy. Then see to it that you have a sharp item (dagger or axe) in hand, and
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that your staff of Annihilation is ready. Ok, now try to get or open the chest.
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Whoops! The dornbeast appears, and is starting to turn all 69 (interesting
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number) eyes in your direction. Now is the time to move fast. Chop the onion!
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Sniff..sniff...whew! The onion's strong scent pervades the room, and if you
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think you have it bad, just pity the poor dornbeast with all those eyes
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watering.
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Put the critter out of its misery with the staff. Now you can safely pick up
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the chest (you can also search the debris for a platinum sextant that's buried
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there; it's another item for trading or selling). You really don't want to open
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it, but (if you're just dying to know what happens) you can do so safely once.
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Opening the chest transports you to the Plane of Transinfinite Spledor, where
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most of the Unicorns are now living. They resent any intrusions by humans, no
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matter how comapssionate (even if you've already freed the Unicorn in the
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stall), and will tell you so, in no uncertain terms. If you ever go back, you
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will suffer a most ignominious fate.
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After you have been unceremoniously returned to the lighthouse (or wherever it
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is you opened the chest), you can look inside the chest (it's safe for now).
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There are two things inside: a scroll and a vague outline. Don't try to look
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at the outline, just get all from the chest.
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Now, close the chest and take it, because you're about to play a nasty trick on
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a really nasty critter. Head along to Accardi-By-The-Sea and the Guildhall.
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Loafing in the area is a monkey grinder, equipped with the dreaded Sense Organ.
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He can do some pretty unpleasant things to you with that, and you'll have to
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suffer some first. You need to wait until the grinder has crushed the warning
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nymph at the entrance to the Guildhall (that's really nasty; I wish they had
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come up with something else for this).
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Once he's done that, present him with the chest. Remember the booklet: monkey
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grinders are illiterate. He can't read the warning plaque, so naturally, he
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opens the chest. POOF! Goodbye monkey grinder, and it couldn't have happened to
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a nicer (?) person. Once he's gone, you can nip into the Guildhall and get the
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wand that's there (you'll also notice that the hall has been abandoned long
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ago).
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It's about time now to pay a visit to those almost-mythical beings, the
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Implementors. Take the organ (examine it and play around with it for a while if
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you like) and leave it at the edge of the Fields of Frotzen where the
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billboard is. Read the scroll from the chest, and say the magic word. Whoosh!
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You are now in the plane of Atrii!
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As you walk around, you'll find yourself above a number of familiar places,
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including three that have curtains. These are, of course, the three shops. If
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you walk through a curtain, you'll be back in Quendor, and you don't want to
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do that right now.
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Instead, move around until you find a vague outline blocking your path. Does
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that remind you of anything...like maybe the outline you found in the chest?
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Why not check your inventory?
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Well, look at that! The vague outline from the chest has now been transformed
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into a force blade! Use the blade to cut the outline in your way, and before
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you know it, you'll be attending (in a manner of speaking) the eternal banquet
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(luncheon?) of the Implementors.
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This, however, does not mean that they are especially pleased to see you,
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although they are not quite as reclusive as the unicorns. Just hang around,
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and soon they'll be playing catch with the fabulous Coconut of Quendor. Wow!
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You mean it's gonna be this easy?
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Hah! Don't you believe it! The Coconut hits the floor, and before anyone can
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get to it, a nasty black spot appears out of nowhere, sucks up the Coconut, and
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vanishes. The Coconut of Quendor is now in the hands of the diabolical Ur-Grue!
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Uh-oh.
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The Implementors are not happy about this. They unanimously volunteer you to
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bring it back (this is about the time you start wishing you'd stayed home on
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the farm). To help you along, one of the Implementors hands you a golden
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goblet, then kicks you out to the Fields of Frotzen.
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Pick up the organ, and set the dial to the eye symbol. With goblet in hand,
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walk into the Fields. The magical chalice will keep the lightning away, and
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you'll be able to explore this rather drab and dismal area, inhabited only
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by three scarecrows, a flock of corbies, a butterfly, and a four-leaf clover.
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Take the clover when you come to it. The butterfly will eventually come to you
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and rest on the rim of the goblet, so there's no need to try and catch it. But
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it's the scarecrows that are the really important things here.
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You'll notice that only one of them has any growing corn. For some reason, the
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corbies don't like this particular scarecrow. Of course, to you, it looks just
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like the other two, but then, as noted in the booklet, corbies can see color,
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even in this drab land, far better than you can.
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So, play the organ, and for a little while, color spruces up the area. Check
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out the color of the scarecrow's rags, and remember it. Also, you must make
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sure you have seen all three scarecrows, or nothing else will happen.
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What you're waiting for is a farmhouse to fall. As soon as you hear it hit
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earth, start searching, and get inside immediately. Wait out the storm, which
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will transport you to the Land of Oz (err, Froon). Thud!
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Exit the house. You'll notice a large boot underneath. There is no way to get
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the boot (really! you don't need any ruby slippers to get back home). Examine
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the flowers, and before long, the happy inhabitants of Froon will be making a
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big fuss over you for delivering them from a big heel (grin).
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The mayor will offer you the key to the city. Actually, there are three keys,
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each a different color (they are all cheap styrofoam imitations, too). In fact,
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they are the same three colors as the scarecrows. What a coincidence!
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All you have to do is take the key that's the same color as the scarecrow the
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corbies don't like, after which you are once again unceremoniously booted out
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(have you tried mouthwash? maybe some deoderant...).
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With key in hand, you are now able to pass the flock of corbies, and reach the
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one other growing thing: a rose bush, with a single compass rose on its
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branches.
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Beyond Zork is copyrighted 1987 by Infocom Inc.
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This walkthru is copyrighted 1987 by Scorpia, all rights reserved.
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