140 lines
7.8 KiB
Plaintext
140 lines
7.8 KiB
Plaintext
Beyond Zork
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Part IV
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Trek off to the northwest, where hunters are combing the area for something or
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other. In fact, it's a poor little Minx they're looking for. Just wait where
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you are, and the Minx will come bounding along to hide behind a tree. You can't
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get the Minx just yet, but you do have to protect her from her cruel owner.
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Notice the tracks in the snow? They lead right to the Minx's hiding place. All
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you need to do is "hide footprints" (nothing fancy, and don't say "hide
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footprints with snow" or anything similar).
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A nasty-looking young man will come along, and ask if you've seen the Minx. Lie
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and say no, then just wait until he leaves. Give the Minx a rub on the head,
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and you have a friend for life. If you wait some more, she'll dig up a truffle.
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There are three in the game, and since you need only one, it's ok to let her
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eat it.
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With the Minx in tow (she'll follow you anywhere), make your way back to Gurth
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City and the Magic Shoppe, where you can trade the Tear for the hourglass, if
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you haven't already. Then hike off to the Forest area.
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You'll have to dispose of the cruel puppet and the hellhound, if you didn't do
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that earlier in the game (the hellhound is tough, and a good candidate for the
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rod of Annihilation). When they're both removed from the scene, go to the
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oak tree in the Twilight area, and wait until the Minx digs up a truffle.
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This time, don't let the Minx eat it. Take the truffle, and walk over to the
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Clearing, where a second riddle awaits you. The answer to this one is as simple
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as the first: Youth. When you say that, a pool of eternal youth appears! It
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won't do you much good, but it will do wonders for the truffle, namely keep it
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preserved for all time. Step into the pool with the truffle.
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Now call Terry for the last time, and have him fly you over to the Ruins across
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the river (make sure you have the Minx in your arms before boarding Terry!).
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You can't cross by Zeno's Bridge, which is just a trap. When you arrive, a
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ghoul is sure to pop up from somewhere, and Terry, as usual, won't hang around.
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No sooner have you dealt with the ghoul, then an Undead Warrior appears. He's
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tough, but easy to get rid of: just hit him with the holy water, and that will
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be the end of him.
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You'll find a potion somewhere in the ruins, but what you really want is the
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archway in the plaza. Its most obvious feature is an hour-glass shape, a sure
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tipoff that the hourglass you have is needed here (this is a good time to
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define a macro for TURN HOURGLASS).
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Stand under the arch and turn the hourglass. ZOOM! You've created a magical
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timeline, that allows you to move forward and backward in time, and see the
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events, past and future, that occured or will occur in the plaza area. Of
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these, only two are of interest to you.
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The first is in the past, where a prince wearing a remarkably gaudy helmet has
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his head cut off. The helmet rolls into a trench, but before you can do
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anything, the prince's horse is killed and falls partway into the ditch. There
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is no way to stop this, or enter the trench beforehand, or move the horse (in
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fact, a bug in the game causes the program not to recognize the horse after
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it's dead).
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However...you CAN still throw things into the trench! So, pop the truffle into
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it. Because it's been in the pool of eternal youth, it will not decay, but
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stay fresh and palatable through all the eons to come.
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Now, move forward in time, noting how the plaza area becomes covered with
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rubble, a new ice age sets in, a new race emerges, and finally, all things end
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in Desolation, where the work of time, having first covered all, now reverses
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itself, and uncovers.
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Not enough for you to find anything, but the instincts of the Minx are
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something else. Sure enough, she sniffs out the presence of the truffle, and
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digs it up from the loose earth. And in the hole...the helmet! Whew!
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It's that time: time to pay a visit to your friendly neighborhood Ur-Grue.
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First, of course, return to the present and step out from the arch. Gather
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up the Minx (it really wouldn't be nice to leave her behind in a place like
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this) and leave the Ruins (with the word of Recall or through the plane of
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Atrii).
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Now, put on the helmet (which gives your Intelligence a boost), and join the
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black hemisphere and the white one. Together, they spin rapidly and become a
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gray sphere, which gives you a vision of a secret door in a wall, and the magic
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word needed to open the door.
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Now you know where the Ur-Grue is and how to get there, so hop along, Cassidy,
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because there isn't much more left to do in the game. Of course, you're
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wondering how to deal with the Ur-Grue, since it isn't afraid of any kind of
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light except sunlight, and the sword Grueslayer doesn't happen to be available
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in the game (make sure you have the rabbit's foot, clover, and horseshoe before
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entering the lair).
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Don't worry; you'll be able to get along quite nicely, thanks to the jar you
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lifted back in Queenie's garden. Once inside the secret door (DO NOT turn on
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your lantern here!), open the jar and blow a mirror. Now, position the mirror
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so that the light will reflect off it from this room to the next (Physics
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students will easily recognize the principle involved here).
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Walk into the next room, and do the same thing. In essence, you are setting
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up a chain of reflected sunlight through the caves (as you may have guessed,
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the position of the caves is random). Try not to waste any moves as you go
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through the rooms; the mirrors have only limited lifespans, after which they
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will pop and disappear. If the mirror in the first one pops out before you're
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through, you'll be in BIG trouble.
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Somewhere about now, the Lucksucker will show up. It has various appearances:
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a black cat, an umbrella, a ladder, a number 13, etc. This is where your lucky
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charms come into their own. Use one (any one) and hit the sucker (grin). It
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will run off...for awhile. Then it comes back again, so use another of your
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charms. All told, the Lucksucker will make three tries at you, so you do need
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all three lucky charms to get past it.
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Eventually you will come to a junction of rooms, and there is no way of knowing
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for sure which one the Ur-Grue is in. Explore each of them, and hope you're
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lucky. You'll know you've found the right one, as it will have a mound of
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treasure in it, and a creepy shadow in one corner.
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You have no time to waste here; create another mirror, and angle the shaft of
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light at the shadow in the corner. THAT did the trick! Or did it? As you
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approach the Ur-Grue, it grabs you tight! Oh-oh! After all this work, are you
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going to fail in the end?
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Well, maybe not! As you strangle in the Grue's grip, it begins to absorb all
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that compassion you've built up through the game! Filled with remorse, the
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Ur-Grue releases you, and goes off to who knows where. But he does allow you to
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take whatever you want from his treasure horde.
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As you might expect, the only thing you can really take is the Coconut of
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Quendor. So grab that and start making tracks (if the mirrors have popped by
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now, it's ok to use your lantern...there are regular grues lurking here),
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because an earthquake is about to commence.
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Ooops! You didn't quite make it out, but you're saved anyway! (Although being
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buried under fettucini is still not the most fun experience in the world). The
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old woman from the shop (see? it really was one old woman after all) and the
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sailor rescue you, and take you for a voyage on board the magical ship. Where
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to? Who knows? We'll have to wait for Beyond Beyond Zork for that! (grin)..
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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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