189 lines
11 KiB
Plaintext
189 lines
11 KiB
Plaintext
Beyond Zork
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Part I
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This is one of Infocom's more difficult games, and not simply because of the
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puzzles, some of which are very tough. What makes things hard for the player is
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the fact that much of the game is random in nature: objects and places are
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never quite the same from one game to the next. A staff of Levitation this time
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might be a staff of Sayonara the next. The arrangement of rooms in the cellar
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is never the same twice. Magic words on scrolls are different each time you
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play.
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Added to this confusion is a multiplicity of solutions to many of the problems
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in the game. For example, there are at least five ways of getting off Zeno's
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Bridge, and at least two for getting the Unicorn out of the stall. Sometimes,
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the difficulty is deciding which method to use to solve a puzzle: you can't
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always be sure that the way you're doing it won't put you in a hole later on,
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when a magic item is used up (and most magic items have few charges).
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Yet, some order can be made out of the chaos. While room arrangements change,
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the rooms themselves stay the same in type and number. Wands, sticks, staves,
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etc. may have different properties, but they will always do one of the same six
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things: Annihilate, Levitate, Evert, Dispel, Anesthetize, or Vanish a creature.
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Ditto for potions: their effects and colors may change, but only to a limited
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degree.
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Also, items will be found in roughly the same places. For example, a stick or
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cane or rod or somesuch will always be found somewhere in the spooky area where
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the Eldritch Vapor hangs out, and a potion will always come to light somewhere
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in the Ruins.
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So once you've played the game for awhile, you'll get to know where to look for
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various objects. It might not do quite the same thing as the last time, but
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eventually you'll be able to collect everything in the game, once you know
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where to look for it.
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Always take new-found items to the Magic Shoppe and have them identified. It
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costs nothing, and the only other way to find out what they do is to try them
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out, which wastes charges on the rods, and may kill you if it's a potion.
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Once an item has been identified, it will not change properties during the
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game.
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Also, there is no way to go through the curtains from this side, but later on
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you'll be able to come through from the other side, which is in the astral
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plane of Atrii. And you can't steal anything from the shop, either; the old
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woman watches you like a hawk (it's probably the same old woman in all three
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shops).
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Several items in the game are there just for the purpose of trading for cash.
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These include the bubble gum card, the platinum sextant, the silver ornament,
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the gold crown, the gold doubloon, and the diamond snowflake. Exchange them for
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zorkmids (or an item of similar value in the shops), so that you don't end up
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carrying around excess items in your inventory.
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Almost anything you buy can be sold back in the shops, but you will get only
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half price for them. For instance, the axe costs 40 zorkmids, but if you sell
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it back to the old woman, you will get only 20 for it.
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Character creation does not seem to be as important as one might first expect.
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You definitely need a good Stamina score; the more you have, the more damage
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you can take and the better your chances of defeating the various monsters you
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have to face in the game (although not all monsters are bested with weapons).
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Remember that if your Stamina is dropping rapidly in an encounter, you can
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always run off and come back another time; there is no difficulty in escaping,
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except for those unfortunate times when you're caught in a dead end, and you
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have no helpful spells to get you out of trouble.
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Intelligence, while important, is very easy to increase, so you needn't start
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out with too high a score in this attribute. Compassion will also increase
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during the game when you help out some of the creatures in difficulty, so a
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high starting score here is also not necessary (but do put a few points into
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it, anyway).
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Strength is helpful in several instances, so have a good starting score here.
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Luck is harder to gauge; I suspect it helps a bit in combats (which, from my
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observations, are not handled in typical RPG style), so you might want to put
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a few extra points into this one (the "lucky charms" that you find in the game
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will not increase your luck; they have another purpose entirely). Good
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dexterity is also useful, primarily again for combat.
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The actual number of points you put into any attribute is up to you; a
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difference of a point or two in any attribute usually won't make that much
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difference, expecially as most of your attributes will increase during the game
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anyway.
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Armor and weapons are variable things. I went through almost the entire game
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with no armor at all, and with the battle axe as my weapon. For the end game, I
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sold back the hourglass, and used the money to buy the plate armor and the
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sword, which I found not necessary at all. Armor, in my experience, was not
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very helpful; I seemed to take as much damage with it as without it.
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One more thing to note is that you must defeat, not simply evade, EVERY monster
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in the game to complete the adventure with the highest score. While it's
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possible to finish without having fought (one way or another) all the monsters,
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you won't get to the highest level unless you actually do that.
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As you read through this walkthru, keep in mind that it will often show only
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one or two solutions to a particular puzzle; there may be other ways of
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getting something done that aren't mentioned. Remember that if I call something
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a stick or wand or rod, that is just for convenience; when you play, these
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items may not be the same or do the same thing.
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Save the game frequently while playing. In the Apple version, the save disk
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allows for only three positions (down from the usual four for 128K games), so
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have several save disks handy before you start.
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So you begin on top of a hill, with nothing but a single zorkmid to your name.
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The first thing you want is a weapon, so head on down to the Wharf, where a
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familiar old sailor is painting a magical ship on his canvas. You can say
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"Hello sailor", but nothing happens here. The sailor is not important until
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the very end, so just ignore him and grab the shillelagh that's floating
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around in the scummy water. Fortunately, you can refer to the shillelagh as
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a "club" (no renaming needed); it's a lot easier to type!
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At this point, you have several options: you can roam around the countryside
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for awhile, trying to pick up as many magical items as you can while avoiding
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most of the monsters (known as running away), or you can explore the cellar
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of the Rusty Lantern. Remember to take the lantern off the hook before you go
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inside.
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The bandits by the fireplace are useful only for mentioning a mysterious
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"helmet" north of the River Phee. This is in the Ruins, and you aren't quite
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ready for those yet. As the bandits can't be fought or driven away, just ignore
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them (the dagger makes a second weapon for you, if you want to take it).
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In the kitchen you find an ominous locked door and a giant onion. Many people
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have been puzzled by its use in the game, but we will come to that eventually.
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Talk to the cook about the onion, and sooner or later, he'll offer you the
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onion if you'll go down into the wine cellar and retrieve a bottle of rare
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wine. Of course, this is not as easy as it sounds, and I ssuggest saving the
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game either just before or just after you go down the stairs.
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The first thing you find down there is a crinkly scroll (one of the few fixed
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items in the game). This renews items, such as your lantern (very handy).
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However, soon after you pick up the scroll, a rat-ant will scurry into the
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room. This is your first encounter.
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After you've bashed it enough and sent it scurrying back into the darkness,
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it's time to look around for the wine. There is one other nasty critter down
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here, a discipline crab. However, it doesn't roam around, you'll only find it
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in its lair. Naturally, there is no way of knowing where that lair is, and
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you may walk into it without realizing it. Let's hope you've found the mold
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that increases dexterity first (just squeeze the mold and wait awhile; when
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your finger itches, look at it...and you must look at it to get the increase).
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When the crab has been defeated, it leaves behind its gold crown. If you then
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search the nest, you will also find a gold doubloon. Both these items have only
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one use: to trade for cash or other objects. Therefore, don't be afraid to sell
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them.
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Also in the cellar is a skeleton with an amulet around its neck. Of course the
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moment you reach down to get the amulet, the skeleton comes to life and begins
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to strangle you. Fortunately, one good smack with the club should take care of
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this bony nuisance.
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Once the amulet is yours, examine it carefully. There seem to be a lot of red
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and green squiggles on it, so if there's anything to read, it's quite
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illegible. But we'll be taking care of that shortly.
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In one room is a stack of crates that is almost a staircase. Now that your
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Dexterity has been increased by the mold, you'll be able to climb it quite
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easily, and obtain the wine bottle at the top (by the way, in one of the other
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rooms you should find a stick or stave or whatnot).
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Hmm, maybe this wasn't so hard, after all. So you climb back down and return
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to the stairs, only to have the door slammed shut in your face! Shades of Zork
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I! Now what are you going to do?
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Well, there aren't any secret ways out, I can tell you that. If you traipsed
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around the countryside beforehand, you could use the word of recall to get
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yourself out (if you found the scroll with it). Or, if you have the stave of
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Sayonara, you could point it at yourself, and get out that way.
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But, if you don't happen to have anything like that, don't despair! The answer
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is right there in your hot little hands! Look at that wine closely: it's RED!
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AHA!!! Read the amulet through the wine bottle! Lo and behold, you can see
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a magic word (does this remind anyone of Zork II?). Say the secret (err, magic)
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word, and your strength is temporarily (1 move) increased to 99! Now you're
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strong enough to smash open the door: WHAM!
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And the amulet is good for two more uses, even. Not a bad little bauble to
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have, eh? But anyway, you give the wine to the cook (you can't open it, and it
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has no other purpose in the game), and you are now the proud owner of a giant
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onion. Doesn't that just make your day?
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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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