214 lines
8.9 KiB
Plaintext
214 lines
8.9 KiB
Plaintext
TIPS FOR BEYOND ZORK
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(c) 1992 Erik Futtrup, Denmark (email: futtrup@daimi.aau.dk)
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and Twan Lintermans, Holland
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Wait near the old sailer and take driftwood.
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'Wield' a weapon before using it.
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Exit gondola when you're near a platform.
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To get the Minx, wipe the tracks and wait for hunters to leave.
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This will give you 15% compassion.
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The Minx can discover truffles at every location where an oak is
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present. Just wait for him to dig it up. Eating a truffle costs 1%
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compassion but an "ever¥fresh" truffle can come in handy later!
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The answer to the riddle about the 'tines' is 'lightning'.
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The answer to the riddle on the boulder is 'youth'.
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To get rid of the dust bunnies, get the rug and a staff or stick
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and type "rub rug with staff" (for static electricity!), then type
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"touch bunny" and watch what happens! The ring can be used later
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in the game!
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Use Sayonara to get rid of the Dorn near the chest or better yet,
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cut the onion with the axe and watch him cry his 69 eyes out.
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To get the onion you'll need the wine bottle from the cellar, up
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with the stacks, which only works with 15% dexterity.
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Still in the cellar? Use the scroll of recall outside the pub and say
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the word that hangs in the sky once you're in the cellar. You can
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also kick the door in, using one of the stars on the amulet (see
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later for explanation)
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Haven't found a light? Use the lantern on the hook outside the
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pub, which can be renewed with the scroll of renewal.
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Having trouble reading scrolls, get your intelligence up by eating
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the cake from the market (20% gain) or drinking the potion of
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enlightenment (20%).
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Kiss horn of unicorn for 15% luck, buy and rub rabbit's foot for
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10% luck.
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More luck can be obtained by touching the coating in the goblet,
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given to you by the Implementors! (another 15%).
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How do you get the goblet? Open the chest once and take the
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outline and the palimpsest when you return.
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Use palimpsest and create an entrance by cutting the outline with
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the phase blade (formerly the outline, Magick can do wonders, you
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know).
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The pterodactyl can be very helpful, if only you could cure it! Take
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weed at Edge of Storms (spenceweed), use anesthesia on
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pterodactyl, take arrow and put weed on wound. Don't forget to
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take his whistle to summon him if you need.
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All you need is a saddle, and you can fly on the pterodactyl: the
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saddle is in the stable and can be taken with the levitation or by
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using the amulet.
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How do I use the amulet? This is only possible, if you have the
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wine bottle! Look at amulet through bottle, so the red twines don't
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blurr the picture anymore! Then you can say the word, written on
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the amulet and get 99% strength for a few moves, using one of the
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three stars on the amulet.
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Put the saddle on the pterodactyl and fly north (wait if wind is
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blowing against you! Cloudy directions cannot be entered) to get to
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the ruins.
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Use the vial from under the pew in the Chapel (Jungle) to get rid
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of the undead warrior.
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To get more dexterity, squeeze moss in cellar or idol, giving you
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8% each.
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To get rid of the monkey grinder, give him the closed chest, after
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you've opened it once to get to the implementors! He can't read..
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To get the jewel, hit the baby hungus, wait for its mother to
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follow you to the maw of the idol. Get up and take the jewel when
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the hungus is on the jaw!
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How do I get out of the idol and get the jewel from the hungus?
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Use the eversion twice! Point it at idol and hungus
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To get more compassion (15%), use levitation on the baby hungus
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(who deserves it after being hit by you!).
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Sell the jewel (1000 zorkmids) and buy the hourglass, which can be
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used at the ruins, under the arch (shaped like an hourglass!).
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Once under the arch, turn the hourglass and you can travel
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through time! Take the minx and a truffle, who has been in the
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pool of youth, so it will stay fresh forever! Throw the truffle in
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the trench (where the helmet rolls into) and travel through time to
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the place called "desolation" and wait for the minx to dig up the
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truffle. Then you can take the helmet! [Don't go back to the battle
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trench after that, because history will start all over again and
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you'll lose the helmet you're carrying.
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Wearing the helmet gives you 30% intelligence and 5% armor class
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extra.
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Use the hurdy¥gurdy from the monkey grinder near the corbies in
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the gray field of Frotzen! Set dial to eye and close lid. Then turn
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the crank right until a farmhouse will fall down. Find the farm,
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enter it and wait to get to a giant boot!
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Examine the flowers near the boot and choose the right key .... the
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one having the same colour as the third scarecrow after turning
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the hurdy¥gurdy. Carrying this key gives you access through the
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giant wall of corbies and you'll find a (compass) rose.
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The rose can be used to see in which direction the wind blows
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AND can actually change the direction of the wind! "Set rose to
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se" enables you to fly nw with the wind in your back (cloudy
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directions are still unaccessable).
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You can use the palimpsest to go to the ruins as well, by saying
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the word on it when you are on the ground, walk to the location
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you want to go to once you're above the ground and say the word
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on the palimpsest again.
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Search the debris in the lamphouse of the lighthouse and you'll
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find a valuable sextant you can sell!
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To get past the Christmas Tree monsters you have to change the
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butterfly in a caterpillar using the hurdy¥gurdy. The butterfly will
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align on the rim of the goblet somewhere in the fields of Frotzen
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(it's attracted by the nectar!). Put the butterfly in the hurdy¥gurdy
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(open the lid first) and close the lid. Set the dial to clock and turn
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the crank left ("reverse" time, a butterfly comes out of a
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caterpillar normally, now it's the other way around).
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Carrying the caterpillar, the trees will avoid you and you can get
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through. Take the diary and the hemisphere, along with the leaflet
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from the mailbox.
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The leaflet will turn into a burin, needed to inscribe the glyph!
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The real Infocom freaks can read the diary and know what "girgol"
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means (from Spellbreaker: stop time). The other ones have to rely
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on my tip here: point the dispel rod at the dome to undo the spell
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and release the lava.
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Run away from the lava, or you'll get killed.
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Wear the ring and enter the lava while it's still hot. Inscribe the
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glyph with the burin (the glyph is written in the diary as well, so
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read it if you haven't done that earlier; without an example there'll
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be no glyph¥writing!).
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Ask cardinal Toolbox for the leather folder and open it: the two
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hemispheres can be put together, type "put peg in hole". The
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obtained sphere comes in real handy, getting to the end scene of
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this magnificent game!
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Make sure all your attributes are as high as possible before getting
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into the final battle.
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Fly to the castle (you can see it from the "Rock Wall" in the
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jungle, using the pterodactyl and the rose. Hide behind the bush
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and wait for the platypus to leave! Then take a root and eat it for
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3% strength and take the jar from the statue. Blow the whistle and
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fly back to the mountainside on the pterodactyl.
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You're ready to try the end scene now: high attributes, all the
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charms to ward off ill luck (horseshoe, four leave clover, rabbit's
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foot) are also needed, along with the jar to make mirrors.
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Enter the "maze" and make mirrors to reflect the light, making you
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able to penetrate the maze further. The lucksucker (cat or anything
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else) can be hit with the charm that colours green! When the
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daylight comes from the sw, turn the mirror s to reflect it to the
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se.
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Keep making mirrors and try to find the ur¥grue. Be careful,
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mirrors do not last forever, so you'll probably have to go all the
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way back now and then. Finally point a mirror at the ur¥grue and
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you'll have defeated him (when you've enough compassion....).
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Take the coconut from the pile of treasure and walk around the
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maze for a few moves ......... the game will end soon enough then
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and I won't tell you what happens ...... find out for yourself!!!!
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May the Spell of Good Luck be with you.....
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Kwaliterma Software Unlimited, Holland!!
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List of objects
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Shillelagh, worth 10 (everything costs twice as much as it's worth
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when you want to buy it; all the prices in this list are based upon
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what you get when you sell the item).
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Potion of Might, 12, gives 16% strength.
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scroll of Mischief, 1, big fun at parties (useless, but fun).
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.... of Eversion, 10, makes things turn inside out.
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cloak, 15, 5% armor class, can be worn over another garment.
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leather tunic, 10, 10% armor class.
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scale mail, 30,
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plate mail, 100, 60% armor class.
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scroll of Fireworks, 1, (useless, gives authors of the game)
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tusk, 40, not needed anywhere.
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