187 lines
10 KiB
Plaintext
187 lines
10 KiB
Plaintext
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Beyond Zork
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Part III
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So you're back from Froon, and you have the compass rose and the clover and the
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butterfly. Of course, most people know that butterflies are just grown-up
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caterpillars, so there must be some way of changing that pretty insect back
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into its larval form.
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Some folks try the pool of eternal youth in the forest, but that doesn't work.
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The pool only KEEPS things young, it doesn't MAKE them young. A fine
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distinction, but a necessary one. No, there is another way to get what you
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want.
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Open the lid of the organ, and put the cup inside (the butterfly will stay on
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it). Close the lid, and set the dial to the clock. Now, turn the crank
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*backwards*! Pretty horrible stuff, to be sure, but you can live through it.
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When you open the lid again, instead of a butterfly, you'll have a creepy
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caterpillar crawling on the cup. Get it quickly, before it decides to crawl
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off somewhere (in which case, you'll never see it again).
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Now let's see what we can do about a certain injured pterodactyl (whom most
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people like to rename to Terry) in the spooky areas.
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First you'll have to get rid of the Eldritch Vapor; I know for certain that the
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club will do the job. However, don't relax just yet; as soon as the Vapor fades
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away, a vicious Guttersnipe will come charging in! You'll have to fight him,
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too, before you can do anything else here.
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With both monsters removed from the scene (there are only two total here), you
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can go hunting for Terry. Poor critter, he has an arrow through his wing. And
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even though your intentions are only helpful, in his pain he won't let you near
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him. This is where you need the rod of Anesthesia.
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Point the rod at Terry to send him into dreamland. Once he's safely asleep,
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pull out the arrow (rip!), and place the limp weed on his wound (it's a
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Spenceweed, of course). The injury heals rapidly, and before long Terry is his
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old self again. Take the whistle from around his neck, and put it around your
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own. You'll be able to call Terry with it for a total of three rides.
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However, before you can go riding Terry, you'll need a saddle. The only one
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available is in the stall with the Unicorn by the Private Way. Head along there
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to get the saddle and help out a creature in need.
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The Unicorn doesn't look too happy, and I suppose you can't really blame her.
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However, before giving in to your good impulses, make sure you kiss her horn
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to increase your luck.
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Now, you can either use the amulet and then smash open the stall, or, if you
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have used up the amulet by now, you can use the wand of Levitation to raise
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both the Unicorn and the saddle (one at a time) out of the stall. Make sure
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you take the horseshoe in the corner (a lucky charm).
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After leaving the stable, use your whistle and summon Terry. Put the saddle
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on his back, then get up on him and start flying. The place you want is the
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castle (look at the map that comes with the game to see where that is). Use
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the compass rose to give you a good tail wind. Remember to point the rose in
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the opposite direction from the one in which you're going (for instance, you
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want an east wind to fly west). Also, there are some directions in which you
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can never go; these are the ones with the clouds in the way.
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Terry will land you in the castle garden. This is the castle of the Platypus
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Queen, who would not be happy to see you. Unfortunately, it sounds like she's
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on her way to the garden right now. You'd better find a place to hide real
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fast. I wouldn't recommend the statue, but the Morgia bush is bigger than you
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think. Squeeze behind it (oof! ouch) and wait.
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Terry (a coward at heart) will take off when Queenie appears. Don't worry, you
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will be able to call him back again. Thinking she's alone, the Platypus opens
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a secret compartment in the statue and removes a strange jar (there's no other
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way for you to find this, even if you tried examining or searching the statue).
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From the jar Queenie takes a hoop, and blows through...not a soap bubble, but
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a silvery mirror! Too bad the mirror's answer to her question isn't the one
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she wanted. After destroying it in a fit of temper, she huffs off, leaving you
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alone in the garden.
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Now you can see the secret compartment and get the jar, which will be needed
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for the end game. While you're at it, help yourself to a little Morgia root;
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it's good for you.
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Call Terry again, and fly off to Mizniaport; it's time to go hunting for the
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legendary Crocodile's Tear, the only object in the game worth enough for you
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to obtain the hourglass in the Magic Shoppe. You'll also be able to save the
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good people of Thriff from the depredations (or rather, stompings) of the
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fearsome Christmas Tree Monsters (but, one thing at a time here).
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After reaching Mizniaport, take a ride on the Jungle Skyway (free!). Climb off
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at the first support tower, and you're in the jungle, with crocodiles and giant
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bloddworms and even hungses (hungi?).
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The first thing to do is eliminate both the croc and the bloodworm. This will
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take some doing, but it's quite possible to beat them enough to send them away
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(unless, of course, you prefer to use other methods). If you need a safe place
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to heal up inbetween, go to any of the support towers; the monsters won't
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follow you there.
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Once they're both gone, map out the area, locating both the idol and the mother
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hungus and baby. The idol mouth, as you know if you've stepped on it before, is
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a seesaw arrangement. Whenever you try reaching up for the jewel, the seesaw
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overblanaces and dumps you into the bowels of the idol. You need enough weight
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on your end to keep the tongue stable so you can grab the jewel. And the only
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thing weighty enough is a full-grown hungus. So, once you've located the idol,
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return to the quicksand patch, and take a swipe at junior (just make sure you
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aren't wearing the cloak from the Armor Shoppe at this point).
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Oooo....mama didn't like that at all!! Looks like she's coming for you, so
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start hustling toward the idol. If mama doesn't show up right behind you, just
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wait awhile, she won't be far behind. Keep on going, right up into the idol's
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maw. Mama will follow right after you.
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With her poundage on the tongue, you can reach up and get the Tear. OOps! It
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fell down, and mama ate it! Well, at least that seemed to satisfy her for some
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reason or other, and she ambles down off the idol. Uh-oh.
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Swoosh! You're neatly deposited inside the idol's belly. Gee, it's dark down
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here; I hope you brought a lantern with you. Of course, you could probably use
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a magical spell or somesuch to get out before the grues get to you, but light
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is much better at the moment; there's another colony of mold growing on the
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walls.
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Once you've squeezed this mold, you can leave (the word of recall will do
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nicely), and then make another trip back to Mizniaport's Skycars. After all,
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you still have to get that jewel.
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The baby hungus and mama will be at the quicksand patch. First, point your
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rod of Eversion at mama and give her an unsettling experience. Horrible thing,
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the insides of a hungus! However, the jewel hasn't been digested yet, and it
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pops out!
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Now, you can use your rod of levitation to free junior from the quicksand,
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thereby adding to your compassion score. Whew! And it's off through the jungle
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to the quaint town of Thriff.
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Actually, there isn't much to see here except the chapel, where Cardinal
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Toolbox is moaning and whining about the imminent destruction of the town.
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Take a seat in the pew and search it. You find a vial, which the old woman in
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the Magic Shoppe will tell you is holy water. Hang on to it, as you'll need it
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later.
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I know you want to get your hands on that reliquary on the altar, but you're
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gonna have to work for it first. Leave the chapel, and take the road into the
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mountains, which is just packed with Christmas Tree Monsters, singing their
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fiendish holiday songs.
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However, since you have that caterpillar with you, they won't give you any
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trouble; in fact, they edge nervously aside as you pass by. Of course, one lone
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caterpillar isn't really enough to stop the trees; something more permanent is
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needed.
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Beyond the trees is a small hut. Inside you find a burin (useful for inscribing
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glyphs of warding), a diary (useful for historical reading and not much else),
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and a black hemisphere. Get the hemisphere and the burin, then leave.
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Hmmm..there seems to be a snowdrift blocking the way further up the mountain.
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Then again, maybe it isn't a drift...it's Snow Wight! (What, no dwarves?).
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Yes, another monster to do battle with. Just bop on him (it?), and after he's
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gone, the way to the top of the volcano will be clear.
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The dome across the mouth of the volcano looks like pretty heavy-duty magic.
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Only what you'd expect, to keep the volcano from erupting. But that's what we
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want right now...a nice hot flood of lava to go roaring down the mountainside.
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So, point your wand of Dispel Magic at the dome.
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That certainly did the trick, and if I were you, I'd be running like heck down
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the mountainside and all the way back to Thriff. Whew! Don't worry, the lava
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won't quite reach the town. And you can bet it sure did a number on those
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Christmas Tree Monsters!
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But there's still the problem of keeping them away permanently. Lava, when it
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dries (?), is pretty permanent stuff. I'll bet if you could inscribe the glyph
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of warding before the lava becomes to hard, the good people of Thriff would be
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very grateful.
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Of course, the lava is pretty hot right now, so put on your dust bunny ring
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before you go back to what used to be the snowy clearing. Yep, that lava is
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still pretty torrid, but it's cooling fast. At the right time, inscribe the
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glyph of warning into the lava. Thriff has been saved!
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The happy residents come out to greet you, with Toolbox leading them. The sneak
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tries to hide the reliquary behind his back (not as generous as the mayor of
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Froon, is he?), but if you ask him for it, he'll give the reliquary to you.
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You're almost done here, all you need to do now is get yourself a minx.
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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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