556 lines
22 KiB
Plaintext
556 lines
22 KiB
Plaintext
from: the Asimov collection
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BEYOND ZORK
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(Infocom)
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(Atari ST version)
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You start on a hilltop carrying a pack and 1 zorkmid. Your level is
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level 0 male peasant.
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Your starting attributes as Buck Palace are:
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Endurance........16%
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Strength..........8%
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Dexterity.........8%
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Intelligence......8%
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Compassion........1%
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Luck.............25%
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Armour Class......0%
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TO CARRY MORE:- If you're told your hands are full, put things in the
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pack. Any other message means you're just not strong enough. As your
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level goes up, you can carry a greater weight.
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There are 3 main areas: The Village where you start, Arcadia and
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Mizniaport.
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Prices shown are for selling things. It will cost twice as much to buy
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them (or buy them back!).
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THE VILLAGE.
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To find a Light - get the lantern (2z) from outside the pub.
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The Pub - get the bearskin. As you go west, a bandit throws a dagger at
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you. Get it. If you wait, you'll hear part of a conversation. The word
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"helmet" is mentioned and "north of the River Phee".
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The Dagger - rusty and not much use till you use the scroll of honing on
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it. It's worth 5z.
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The Wharf - wait here, you'll see a piece of wood in the water. Get it.
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The sailor tells you it's a shillelagh. Use this as a weapon.
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The Cook - says you can have the ONION if you bring a BOTTLE up from the
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cellar in one piece.
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Onion - see COOK. You can't carry it as it's too heavy. But you can push
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it in a direction.
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The Billboard - found north-west of the start. It's in a patch of weeds.
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Pick weed; it's SPENSEWEED.
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Spenseweed - See BILLBOARD. Use on the PTERODACTYL.
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The Patch of Brine - examine it to see some salt to use on the SLUG.
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MIZNIAPORT.
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The Market - as you go north, you bump into someone and see a fish cake
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(2z). Get it at once as it will vanish if you don't get it.
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The Fish Cake - eat it to gain intelligence and be able to read the
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scrolls.
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The Magick Shoppe - take scrolls and objects here to be identified. There
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is a case here which contains three potions, a rabbit's foot and an
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hourglass.
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Gondola - to use it, get on gondola, jump onto tower as it passes. To get
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back, get into gondola.
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Unicorn - kiss its horn to gain luck. Levitate it to release it and gain
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compassion.
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Horshoe - needed at the end of the game.
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Saddle - levitate it to get it and put it on the PTERODACTYL after you've
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healed it and got its whistle so you can ride it.
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The Boutique - contains a glass case which has in it: some plate mail -
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200z - some scale mail - 60z - a tunic - 20z - a cloak - 30z - stops
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monsters knowing you're in the next location - a fine example of elvish
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tailoring. It is said a potent virtue is woven into the cloth.
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ARCADIA.
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The Weapons Shop - contains a glass case which has in it: axe - 40z - a
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real skull-cleaver, sword - 100z - of elvish workmanship, scabbard - 80z
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- may be magical. The old woman suggests you take it to the magick shoppe
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for identification. There you're told it's the sheath of grue-slayer;
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wear it and it will give you powers of recuperation.
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The Hurdy-Gurdy - 30z - carried by the MONKEY-GRINDER. It has symbols on
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it: an eye, mouth, ear, nose and clock. Open the lid and put the
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butterfly in it, close it, turn the dial to clock, turn the crank to the
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left and the butterfly will be turned into a caterpillar. Also use it to
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find Froon. In Frotzen, turn the crank right with the dial on eye by the
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SCARECROW in the corn field. Note the colour it changes too as you'll
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need to know this for the KEY.
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The Monkey-Grinder - go into the location south of the guild. When you
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try to go west, he appears. Leave west and return or wait. Carry the
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previously-opened CHEST. Wait till he kills the nymph that guards the
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guild, then give him the chest.
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The Guild - you can't enter while the warning nymph is there. See
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MONKEY-GRINDER. Inside is a dispel object.
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Atrii.
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To get here, carry the scroll of gating and the vague outline. Say the
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word on the scroll and you are taken to the Ethereal Plane of Atrii. In
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certain locations, you can't move because you see a vague outline across
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the land which blocks your route. The vague outline which you were
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carrying has changed into a phase blade. Use it to cut the outline. You
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can now get to the Implementors.
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Implementors - are eating, drinking and playing catch with the coconut.
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It falls near you but before you can get it, it is carried off by an
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Ur-Grue. You are told to get it back and given a GOBLET to protect you
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from lightning.
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Goblet - carrying it, you can pass the two locations at the edge of
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Frotzen where lightning normally drives you back.
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The Grey Fields of Frotzen.
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There are several random locations, from one, CORBIES are circling a
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patch on the ground to the north but prevent you going north. There are
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three scarecrows in three fields but only one contains growing corn.
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There's a butterfly that settles on the rim of the goblet, a scroll and a
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four-leaf clover.
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Butterfly - see HURDY GURDY and CATERPILLER and CHRISTMAS TREE MONSTERS.
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Four Leaf Clover - a charm to ward off ill luck (20z). Needed at the end
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of the adventure.
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To get to Froon - See HURDY GURDY. A farm house lands and if you enter
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it, you're taken to Froon. Leave the farm house.
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Flowers in Froon - examine the flowers. One is a little lady who says
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that you've killed the boot (it's under the house!).
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Key - The mayor arrives and offers you a choice of three KEYS, lavender,
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puce and mauve. Take the one that corresponded to the colour the
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scarecrow's garments changed to (in the corn field).
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Corbies - to pass them carry the correct colour key. There, at the grey
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grotto, you find the COMPASS ROSE.
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Compass Rose - just the thing for an ill wind (20z). If you want to go
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north but the wind prevents you from flying that way, turn the stem in
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the opposite direction and the wind will change.
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Monsters and their treasure.
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The Cellar.
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There are 6 locations here, randomly arranged and linked. The locations
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are:
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musty corridor, wine cellar, shadowy stacks, reeking room, bottom of
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stack and top of stack.
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There are 3 monsters in the area; the discipline crab, rat ant and
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skeleton. There's also some moss of Mareilon there.
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There is a scroll and an object in the area.
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You get locked in and have to escape once you've finished with the area.
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All but the first location are dark so use the lantern. It doesn't last
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long but you can increase it's power using the scroll of refreshment
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which is at the bottom of the stairs.
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Moss of Mareilon - on a wall in the cellar. Squeeze it and after some
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timngling in your fingers, your dexterity increases. You must do this
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before you can climb the stack.
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The Stack - to climb it, see MOSS.
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The Crab - has a crown.
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The Crown - a tidy little trinket - 20z. Sell it.
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The Skeleton and Amulet - as you try to get the amulet, the skeleton
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grabs you. Attack it (which only takes one hit) and get the amulet.
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The Amulet - examine it, it has green runes, red swirls and three shiny
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stars. Examine it through the bottle. You can now read it's name eg the
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amulet of Squirp (random). The woman says it's a useful bit of Magick -
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9z.
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The Bottle - contains red liquid which you can see through. Examine the
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amulet through the bottle. After leaving the cellar, give the bottle to
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the cook so you can take the onion.
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To get back out through the cellar door, say squirp or whatever, wear the
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amulet (one star glows) and hit the door with the shillelagh. You can
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probably also use the scroll of recall.
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The Marshes.
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There are 6 locations here, randomly arranged and linked. The locations
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are:
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gasses, mudflats, noises, odors, eyes and deep mist.
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There are 2 monsters in the area; the edrich vapour and the guttersnipe.
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If the edrich vapour steals any of your things, it dumps them in one of
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the other locations. Neither monster is very hard to kill.
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There is a scroll, an object and a potion in the area.
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Pterodactyl - has a whistle round it's neck. There is an arrow in it's
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wing. Anaesthetise it, pull the arrow, get the whistle and rub spenseweed
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on the wound. You can now blow the whistle three times and the
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pterodactyl will arrive. You can ride it if you put the saddle on it and
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use the direction up but you may need the COMPASS ROSE to go in the
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direction you want.
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Whistle - a whistle of summoning - 10z. Use to call the pterodactyl.
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The Forest Area.
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This also has 8 random locations. They are: willow, birches, eerie copse,
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talons, pine grove, catalpa, twilight and clearing.
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There are 2 monsters, cruel puppet and hellhound. Both are hard to kill.
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Use the annihilation weapon or longsword and mail for the hellhound.
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There are 1 scroll and 1 object in the area.
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The inscription on the boulder in the clearing - say "youth" and a pool
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of radiance appears. Put the chocolate truffle in it for it to stay
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fresh.
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The Rope Bridge - seems impossible to cross. There's an umbrella on it. A
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sign says "Zeno's Bridge - cross at your own risk". To get the umbrella,
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use the scroll of recall to get back or get ptero to stop here then take
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off again.
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Umbrella - don't open it indoors or your luck goes down. Doesn't seem to
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have a positive use.
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The Lighthouse.
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This has 9 random locations on 3 levels. They are:
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Dimly lit room, creaky corner, room of gloom, crumbling walls, chamber of
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light, twilight room, saggy ceiling, dusty corner, saggy floor.
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There are 4 monsters, a giant spider on the ground floor, a slug on level
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1, a dust bunny on level 3 in the dusty corner and a dorn beast in the
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lamp room which appears when you try to get the chest. There is 1 scroll
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and 1 object in the area plus a bubblegum card.
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Spider - kill as usual.
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Slug - throw salt at it.
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Dust Bunny - divides if you attack it. Rub the RUG and touch the bunny.
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It is destroyed by the electrical charge to leave a RING.
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Dorn Beast - cut the ONION with the sharpened DAGGER to affect its eyes.
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Then get the chest and use the recall scroll to get out.
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Ring - a ring of shielding, the same as the coal walkers of Egreth use
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(50z). When you put it on, you feel a chill. Used to protect you from the
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heat of the lava.
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Bubble Gum Card - sell it
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Chest - has a plate on it saying "do not open". Open it and you're
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transported to the Plane of Transinfinite Spendor which is inhabited by
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unicorns. They warn you not to return or you'll be put into a life of
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servitude so give the chest to the MONKEY-GRINDER who is illiterate.
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Inside the chest is a palimpsest (scroll of gating) and a VAGUE OUTLINE.
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Vague outline - little more than a curiosity, art least on this plane of
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existance. 20z. Turns into a phase blade in Atrii.
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The Ruined Area over the bridge (Pheebor).
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**** Get here on Ptero but use recall to get back. ****
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This also has 6 random locations. They are:
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debris, glare, aqueduct, dusty street, courtyard, plaza.
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There are two monster, a ghoul and an undead warrior.. There is a potion
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in the area.
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There's an arch with an opening shaped like an hourglass in the plaza.
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Ghoul - attacks you with a SPADE. Annihilate it. It drops the spade.
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Undead warrior - throw the VIAL of holy water at it.
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The Arch - go under it with the minx, truffle and hourglass. Turn the
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hourglass and you can travel forwards (north) and backwards (south) in
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time.
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The Past - in the battlefield scene, you see Prince Foo's helmet. If your
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intelligence isn't high enough, the combatants speak in runes. The
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sinister Knight on the black stallion cuts off prince Foo's head and his
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helmet rolls in the trench. The stallion is then shot with an arrow and
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falls on top.
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The Helmet - to get it, when it falls in the trench, throw the TRUFFLE in
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the trench. Get the minx, go back under the arch and go into the future,
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using the hourglass. Wearing it increases your intelligence.
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The Future - at the time where it says the ground is soft (Desolation),
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the minx will dig up the truffle. You can then get the helmet.
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The Jungle.
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The are 6 random locations. These are:
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underbrush, ferns, quicksand, creepers, bird cries and fungus.
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There are 2 monsters, crocodile and mossy boulder/bloodworm.
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A baby hungus is stuck in the quicksand with its mother nearby.
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There'a a scroll and 1 object in the area.
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There's also a tusk and an idol with a jewel in its maw. <20>
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The Tusk - worth 40z
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The Jewel - to get it, hit the baby hungus and the mother will chase you
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to the idol. Get the jewel, it drops and the mother Hungus eats it. You
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are tipped into the idol. Use the scroll of recall to get out. To get the
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jewel back, evert the mother hungus. The jewel is worth 1000z. You must
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get this so you can buy the HOURGLASS.
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The Baby Hungus - to free it, point the levitation weapon at it. Your
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compassion will go up.
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From this area, you can reach a waterfall and the village of Thriff.
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The Chapel - under the pew is a vial of holy water.
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Cardinal Toolbox - wants to know who will save them from the CHRISTMAS
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TREE MONSTERS. The saviour can have anything he wants. The only thing
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that protects the village is Orkan's glyph but that is written in snow
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and will melt.
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The Relinquary - Ask for it when you deal with the CHRISTMAS TREE
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MONSTERS. It contains a WHITE HEMISPHERE.
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The Minx - hides from the hunters behind the OAK TREE. To save it, erase
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its tracks.
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The Oak tree - the MINX hides behind it. After saving the minx, wait and
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the minx will dig up a CHOCOLATE TRUFFLE.
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The Chocolate Truffle - if you're carrying the minx, put the truffle in
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the pack, or the minx will eat it. It goes off so put it in the pool of
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radiance. It will then last indefinately. Don't eat it yourself or your
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compassion will drop if the minx sees you.
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The Christmas Trees - an ornament hits you. There's a glyph written in
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the snow which is all that protects the village. To get past them, you
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must be carrying the CATERPILLAR.
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The Mailbox - inside is a leaflet. If you get it, it turns into a parcel.
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Open the parcel and the packaging disappears. You now see a BURIN.
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Burin - use it to write a new glyph. You must have previously read either
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the glyph in the snow or the one in the book.
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Book - in the cabin. Contains details of how Orkan got to Thriff and a
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sample glyph. When you get it, you see a black hemisphere underneath.
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Black Hemisphere - in the cabin under the BOOK. On it's flat surface is a
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peg.
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White hemisphere - a great potential lies within (25z). In the RELIQUARY.
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On it's flat surface is a hole.
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Hemispheres - put peg in hole, the old woman tells you to close your eyes
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but it's too late. The sphere strobes and you are left with a GREY SPHERE
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which is the bok/jukes etc (random) which shows visions of things yet to
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come for those who have enough wit to see them. 50z. You must have
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drunk the potion of enlightenment, be wearing the helmet and eaten the
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fishcake. You then see a warlock saying a magic word in front of a wall
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of stone in which a door opens. Say this word by the sunlit wall.
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Snowdrfift - conceals a SNOW WIGHT.
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Snow wight - to deal with it, sayonara it.
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The Dome - dispel it, an lava flows down the mountainside, obliterating
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the glyph so that the trees take over in a few moves once the lava cools.
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You must outrun the lava so you aren't overcome. Wearing the RING, go
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onto the hot lava and use BURIN. You make a new glyph which remains when
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the lava cools and hardens. CARDINAL TOOLBOX comes out carrying the
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RELIQUARY and asks what you want. Ask him to give the reliquary to you.
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He does. Open it to see the WHITE HEMISPHERE.
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Silver Ornament - worth 2z.
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The Castle
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To get here, use Ptero and Compass rose.
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Bush - it's a MORGIA BUSH. Pick a root and hide behind it when you see
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something materialising in the garden.
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Platypus - if she sees you, you're captured so hide behind the BUSH. She
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opens a secret compartment in the statue and takes out a jar from which
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she blows a mirror using a circlet. Then she leaves again.
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Statue - once the platypus has appeared and gone, you can see the secret
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compartment. Open it to get the JAR.
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Jar - needed at the end of the adventure.
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To get back, use Ptero (recall is blocked from here).
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The End.
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After you see the secret word in the SPHERE, go to the sunlit wall below
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the castle (the other wall by Mizniaport is shady and won't work.) Say
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the word and open the door which appears.
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There are a series of random dark locations here. You can't use your
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lantern as it is exploded if you try to light it. Carry the HORSESHOE,
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CLOVER and RABBIT'S FOOT.
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Wait near the entrance and LUCK SUCKERS will appear. They can take the
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form of a black cat, a stepladder, a number 13 or an umbrella. Throw the
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charms at them in turn.
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Entering deeper into this area, presences appear, three in all. Attack
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them carrying the sword and wearing the plate mail. Then go into the
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deepest area. A shadow is there, it's the UR-GRUE. Go back to the
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entrance, blow a MIRROR and turn it so it reflects light into the area.
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Do this all the way in and blow the final one in the room with the shadow
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and turn it so it hits it. You now see an old man who tries to take you
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over, starting by feeding on your compassion but as it's so strong, he
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cannot defeat you. (If your compassion isn't high,ie: if you haven't done
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the three compassionate things, he wins).
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So long as you win, he leaves and tells you to take what you want. Search
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the treasure to find the coconut. The area starts to collapse but you are
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saved by Y'Gael and leave with the sailor and the cook in the sailor's
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painted ship.
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Inscriptions.
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On the ledge:
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My tines be long, my tines are short.
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My tines end ere my first report. What am I?
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Say "lightning" and an exit will open west to the lighthouse.
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On the boulder in the clearing:
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Never ahead, ever behind,
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Yet flying swiftly past,
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For a child I last forever,
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For adults, I'm gone too fast.
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Say "youth" and a pool of radiance appears.
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Scrolls.
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There are several about the area, mostly hidden randomly. Their contents
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are also mostly random. To find out what they're for, ask the woman in
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the magic shop. To understand them, eat the FISHCAKE. The scrolls are:
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small, vellum, gilt-edged, crinkly, rumpled, smooth and a piece of
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parchment.
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The scrolls titles are:
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Scroll of Recall - something to do with transportation and useful for
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emergencies - 5z - say the word on it and the word appears in the air in
|
||
that location. Afterwards, saying that word will transport you to that
|
||
location. Use to escape from the idol.
|
||
|
||
Scroll of ??? (in the cellar) - something to do with refreshment - use to
|
||
refresh your lantern.
|
||
|
||
Scroll of Mischief - something to do with yard improvements - 1z - Scroll
|
||
of Protection - bestows rich blessings on your armour - 5z - Scroll of
|
||
Honing - 5z - use this to sharpen the dagger and improve the shillelagh.
|
||
|
||
Scroll of Fireworks - something to do with humility - essential reading -
|
||
1z - Just gives credits!
|
||
|
||
Scroll of Gating - something to do with transcentendal physics -
|
||
10z - not as robust as Dimension Door but serviceable. Use to get to the
|
||
Ethereal plane of Atrii.
|
||
|
||
Potions.
|
||
|
||
There are several about the area, hidden randomly. Their contents are
|
||
also random. To find out what they're for, ask the woman in the magic
|
||
shop. Three are in the case in the shop, one in the mists and one in the
|
||
ruins.
|
||
The colours of the potions are: dark, gray, milky, cloudy and clear.
|
||
There's also a vial.
|
||
|
||
The potions are:
|
||
might, healing, forgetfulness, enlightenment, death. All are worth 12z
|
||
and cost 24z to buy.
|
||
|
||
Shake the potion of enlightenment and drink it to increase your
|
||
intelligence.
|
||
|
||
Other Objects.
|
||
|
||
These are mostly randomly hidden. There are:
|
||
a cane, rod, staff, wand, stave. There are also an hourglass and rabbits
|
||
foot in the case in the shop and a vial of holy water in the chapel and a
|
||
dispel stave/staff in the guild.
|
||
|
||
Uses:
|
||
|
||
Eversion - turns things inside out - use to get jewel back from mother
|
||
hungus.
|
||
|
||
Levitation - use on the baby HUNGUS, SADDLE and UNICORN.
|
||
|
||
Anaesthesia - aim it at a creature and watch it stagger - 10z - use on
|
||
the PTERODACTYL.
|
||
|
||
Sayonara - teleports throuble out of your way - 10z - use on the SNOW
|
||
WIGHT. If you use it on the monkey-grider, he reflects it back and you're
|
||
transported to one of a series of random locations.
|
||
|
||
Annihilation - instant death in most cases - 10z
|
||
|
||
Dispel - 10z - neutralises the effects of magick - use on the DOME
|
||
|
||
Hourglass - 1000z TO BUY. A relic of ancient Pheebor. It's purpose is
|
||
lost in time.Perhaps it is part of a greater magick. A miniature
|
||
hourglass of brass and crystal filled with fine white sand.
|
||
|
||
Vial of holy water - use against vampires, wraiths, anything dead that
|
||
moves - 4z - use against the UNDEAD WARRIOR
|
||
|
||
Rabbit's foot - 5z TO BUY - a charm to ward off ill luck. Rub it to gain
|
||
luck and use against the LUCK SUCKERS at the end.
|
||
|
||
Your Endurance goes up when you go up a level.
|
||
|
||
Your Strength goes up when you wear and use the amulet (temporary)
|
||
|
||
Your Luck goes up when you rub the rabbit's foot and kiss the unicorn's
|
||
horn.
|
||
|
||
Your Compassion goes up when you levitate the baby Hungus, levitate the
|
||
unicorn and erase the minx tracks but drops if you eat a truffle in front
|
||
of the minx.
|
||
|
||
Your dexterity increases when you squeeze the moss.
|
||
|
||
Your experience goes up when you deal sucessfully with a monster.
|
||
|
||
Your intelligence goes up when you eat the fish cake, wear the helmet and
|
||
drink the potion of enlightenment.
|
||
|
||
Strength goes down when you use magic so, eg, don't use a rod twice in
|
||
successive moves or you expire.
|
||
|
||
|
||
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
|
||
|