Beyond Zork Solution Beyond Zork Solution #2

See Beyond Zork Solution, Solution #2 here!

Solution for Beyond Zork


by Erik Futtrup, Denmark futtrup@daimi.aau.dk) and
Twan Lintermans, Holland

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Wait near the old sailer and take driftwood. 'Wield' a weapon before using it.


Exit gondola when you're near a platform.

To get the Minx, wipe the tracks and wait for hunters to leave. This will give
you 15% compassion.

The Minx can discover truffles at every location where an oak is present. Just
wait for him to dig it up. Eating a truffle costs 1% compassion but an
"everTfresh" truffle can come in handy later!

The answer to the riddle about the 'tines' is 'lightning'.

The answer to the riddle on the boulder is 'youth'.

To get rid of the dust bunnies, get the rug and a staff or stick and type "rub
rug with staff" (for static electricity!), then type "touch bunny" and watch
what happens! The ring can be used later in the game!

Use Sayonara to get rid of the Dorn near the chest or better yet, cut the
onion with the axe and watch him cry his 69 eyes out.

To get the onion you'll need the wine bottle from the cellar, up with the
stacks, which only works with 15% dexterity.

Still in the cellar? Use the scroll of recall outside the pub and say the word
that hangs in the sky once you're in the cellar. You can also kick the door
in, using one of the stars on the amulet (see later for explanation)

Haven't found a light? Use the lantern on the hook outside the pub, which can
be renewed with the scroll of renewal.

Having trouble reading scrolls, get your intelligence up by eating the cake
from the market (20% gain) or drinking the potion of enlightenment (20%).

Kiss horn of unicorn for 15% luck, buy and rub rabbit's foot for 10% luck.

More luck can be obtained by touching the coating in the goblet, given to you
by the Implementors! (another 15%).

How do you get the goblet? Open the chest once and take the outline and the
palimpsest when you return.
Use palimpsest and create an entrance by cutting the outline with the phase
blade (formerly the outline, Magick can do wonders, you know).

The pterodactyl can be very helpful, if only you could cure it! Take weed at
Edge of Storms (spenceweed), use anesthesia on pterodactyl, take arrow and put
weed on wound. Don't forget to take his whistle to summon him if you need.

All you need is a saddle, and you can fly on the pterodactyl: the saddle is in
the stable and can be taken with the levitation or by using the amulet.

How do I use the amulet? This is only possible, if you have the wine bottle!
Look at amulet through bottle, so the red twines don't blurr the picture
anymore! Then you can say the word, written on the amulet and get 99% strength
for a few moves, using one of the three stars on the amulet.

Put the saddle on the pterodactyl and fly north (wait if wind is blowing
against you! Cloudy directions cannot be entered) to get to the ruins.

Use the vial from under the pew in the Chapel (Jungle) to get rid of the
undead warrior.

To get more dexterity, squeeze moss in cellar or idol, giving you 8% each.

To get rid of the monkey grinder, give him the closed chest, after you've
opened it once to get to the implementors! He can't read..

To get the jewel, hit the baby hungus, wait for its mother to follow you to
the maw of the idol. Get up and take the jewel when
the hungus is on the jaw!

How do I get out of the idol and get the jewel from the hungus? Use the
eversion twice! Point it at idol and hungus

To get more compassion (15%), use levitation on the baby hungus (who deserves
it after being hit by you!).

Sell the jewel (1000 zorkmids) and buy the hourglass, which can be used at the
ruins, under the arch (shaped like an hourglass!).

Once under the arch, turn the hourglass and you can travel through time! Take
the minx and a truffle, who has been in the pool of youth, so it will stay
fresh forever! Throw the truffle in the trench (where the helmet rolls into)
and travel through time to the place called "desolation" and wait for the minx
to dig up the truffle. Then you can take the helmet! [Don't go back to the
battle trench after that, because history will start all over again and you'll
lose the helmet you're carrying.

Wearing the helmet gives you 30% intelligence and 5% armor class extra.

Use the hurdyTgurdy from the monkey grinder near the corbies in the gray field
of Frotzen! Set dial to eye and close lid. Then turn the crank right until a
farmhouse will fall down. Find the farm, enter it and wait to get to a giant
boot!

Examine the flowers near the boot and choose the right key .... the one having
the same colour as the thirdscarecrow after turning the hurdyTgurdy. Carrying
this key gives you access through the giant wall of corbies and you'll find a
(compass) rose.

The rose can be used to see in which direction the wind blows AND can actually
change the direction of the wind! "Set rose to se" enables you to fly nw with
the wind in your back (cloudy directions are still unaccessable).

You can use the palimpsest to go to the ruins as well, by saying the word on
it when you are on the ground, walk to the location you want to go to once
you're above the ground and say the word on the palimpsest again.

Search the debris in the lamphouse of the lighthouse and you'll find a
valuable sextant you can sell!

To get past the Christmas Tree monsters you have to change the butterfly in a
caterpillar using the hurdyTgurdy. The butterfly will align on the rim of the
goblet somewhere in the fields of Frotzen (it's attracted by the nectar!). Put
the butterfly in the hurdyTgurdy (open the lid first) and close the lid. Set
the dial to clock and turn the crank left ("reverse" time, a butterfly comes
out of a caterpillar normally, now it's the other way around).

Carrying the caterpillar, the trees will avoid you and you can get through.
Take the diary and the hemisphere, along with the leaflet from the mailbox.

The leaflet will turn into a burin, needed to inscribe the glyph! The real
Infocom freaks can read the diary and know what "girgol" means (from
Spellbreaker: stop time). The other ones have to rely on my tip here: point
the dispel rod at the dome to undo the spell and release the lava.

Run away from the lava, or you'll get killed.

Wear the ring and enter the lava while it's still hot. Inscribe the glyph with
the burin (the glyph is written in the diary as well, so read it if you
haven't done that earlier; without an example there'll be no glyphTwriting!).

Ask cardinal Toolbox for the leather folder and open it: the two hemispheres
can be put together, type "put peg in hole". The obtained sphere comes in real
handy, getting to the end scene of this magnificent game!

Make sure all your attributes are as high as possible before getting into the
final battle.

Fly to the castle (you can see it from the "Rock Wall" in the jungle, using
the pterodactyl and the rose. Hide behind the bush and wait for the platypus
to leave! Then take a root and eat it for 3% strength and take the jar from
the statue. Blow the whistle and fly back to the mountainside on the
pterodactyl.

You're ready to try the end scene now: high attributes, all the charms to ward
off ill luck (horseshoe, four leave clover, rabbit's foot) are also needed,
along with the jar to make mirrors.

Enter the "maze" and make mirrors to reflect the light, making you able to
penetrate the maze further. The lucksucker (cat or anything else) can be hit
with the charm that colours green! When the daylight comes from the sw, turn
the mirror s to reflect it to the se.

Keep making mirrors and try to find the urTgrue. Be careful, mirrors do not
last forever, so you'll probably have to go all the way back now and then.
Finally point a mirror at the urTgrue and you'll have defeated him (when
you've enough compassion....).
                                        
Take the coconut from the pile of treasure and walk around the maze for a few
moves ......... the game will end soon enough then and I won't tell you what
happens ...... find out for yourself!!!!

May the Spell of Good Luck be with you.....

Kwaliterma Software Unlimited, Holland!!

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List of objects:

Shillelagh, worth 10 (everything costs twice as much as it's worth when you
want to buy it; all the prices in this list are based upon what you get when
you sell the item).

Potion of Might, 12, gives 16% strength.
Scroll of Mischief, 1, big fun at parties (useless, but fun).
Of Eversion, 10, makes things turn inside out.
Cloak, 15, 5% armor class, can be worn over another garment.
Leather tunic, 10, 10% armor class.
Scale mail, 30,
Plate mail, 100, 60% armor class.
Scroll of Fireworks, 1, (useless, gives authors of the game)
Tusk, 40, not needed anywhere.

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(c) 1992 Erik Futtrup, Denmark (email: futtrup@daimi.aau.dk) and Twan
Lintermans, Holland

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Solution #2 for Beyond Zork


        AREA (generalized)                      HINT/SUGGESTIONS
      ---------------------            -------------------------------------

        Beginning                       Be sure to go NW and examine the weed.
                                        read the Legend and Lore of Quendor,
                                        or ask the old woman in the magic shop
                                        about the weed.
                                        it has healing powers (see Mist)

        Warf/Sailor                     "Hello, sailor".
                                        wait. take driftwood. name it (opt.)

        Pub                             take the lantern. you'll need it.
                                        open the door. leave the rug alone
                                        until you get out of the cellar. go
                                        west into the kitchen. be sure to
                                        take the dagger (see Lighthouse).

        Kitchen                         open the door. be sure you have
                                        something to kill with, and the
                                        lantern. listen to the cook. enter
                                        the cellar.

        Cellar                          take the scroll and READ it. when
                                        the lanter goes out, type the word in
                                        the scroll to light it again. in the
                                        throne room, "search debris". there's
                                        a gold coin you can sell/trade to the
                                        old woman.  squeeze any moss you find
                                        (improves dexterity). then you can
                                        climb the stacks. "LOOK AT AMULET
                                        THROUGH BOTTLE".  if you have the
                                        transport scroll and used it BEFORE
                                        you entered the cellar, you can
                                        escape that way. or wear the amulet
                                        and say the word on the amulet. bash
                                        the cellar door in with extra power.
                                        once out, "roll the onion east". be
                                        sure to take the rug.

        Lighthouse/Cliffs               read the inscription.
                                        type "answer, lightning".
                                        Be sure to have the onion, rug and
                                        dagger from Pub/Kitchen. If you haven't
                                        done this, go NW and take the salt
                                        from the brine.  Roll the onion in
                                        the direction you want to go. put salt
                                        on the slug. rub the rug and touch the
                                        dust bunny. take/wear the ring. at the
                                        top, search debris, THEN read the
                                        chest.  cut the onion with dagger when
                                        the dorn beast attacks, then take
                                        chest and run like h***. (Maybe this is
                                        where I missed level 9. try using the
                                        annihalation stick to destroy it).

        Arcadia                         wait for the monkey grinder.  wait
                                        until the grinder deals with the
                                        nymph who won't let you go north.
                                        try to kill him (unlikely), or give
                                        the chest to him (after you opened it
                                        first). monkey grinders can't read!
                                        a weapons shop is here as well.

        Mist                            if the vapor takes anything from you,
                                        it will be in another location in the
                                        mist area.  be sure to "wield the
                                        driftwood" before the vapors appear.
                                        if you don't already have it, get the
                                        saddle from the stable (see Stable).
                                        with the pterodactyl, either set dial
                                        on the gurdy to ear and turn crank
                                        right, or point annesthesia rod at
                                        pterodactyl. take whistle,arrow. put
                                        weed (see beginning) in wound. put
                                        saddle on pterodactyl. only blow the
                                        whistle when needed (you only get 3
                                        opportunities). when you get on, fly.

        Private Way                     take horseshoe. kiss the unicorn's
                                        horn (good luck). give the chest to
                                        the unicorn. if you have the levi-
                                        tation staff, you can float the saddle
                                        out of the stall.  Or speak the word
                                        on the amulet (it's clobbering time!).
                                        an armour shop is here as well. you'll
                                        need the horseshoe, by the way, for
                                        later (see Underground).

        Gondola (cable car)             once inside, wait and listen to the
                                        speaker. when you get to a support
                                        towers, exit. then down.

        Town NW of Private Way          eat the cake you find on the street.
                                        there is a magic shop here. this is
                                        where most of your questions about
                                        certain objects can be answered ("ask
                                        woman about ...."). buy the rabbit's
                                        foot (see Underground).
                                        
        Forest                          the puppet and hellhound are very hard
                                        to kill. use something that is very
                                        good for this (stick of annihalation
                                        or the equivalent). at the boulder,
                                        answer "youth". if you have the minx
                                        (see Village), wait by an oak for the
                                        minx to find the truffle, then put the
                                        truffle in the pool. keep the truffle
                                        in you pack until needed (see Ruins)
                                        or the minx will get it.

        Bridge                          there is no way across or back. take
                                        the umbrella, open it, then jump.
                                        best to use the pterodactyl or the
                                        gating spell to get across to the
                                        ruins.

        Ruins                           have the vial from the church in the
                                        Village for the undead warrior. Have
                                        minx! Also the hourglass from the
                                        magic shop (after you give the jewel
                                        from the Jungle to the woman).  go to
                                        the arch, then enter. turn hourglass
                                        over. go south twice and wait.  when
                                        the prince is killed, put the truffle
                                        in the trench. then turn the hourglass
                                        and go north until you reach
                                        desolation.  wait. let the minx do the
                                        work for you. take/wear the
                                        helmet. go back to the arch, then
                                        exit.

        Castle                          here is where the pterodactyl comes
                                        in. fly to the castle (you may have
                                        to find it). use the compass rose to
                                        adjust the winds (see Plains). be sure
                                        you are not on your third turn with
                                        the whistle or you will never leave.
                                        hide behind the bush. take roots and
                                        eat them (strength). wait. open the
                                        statue and take the jar.

        Jungle                          if you are wearing the cloak, take it
                                        off. attack baby hungus. let mother
                                        hungus chase you (wait each turn.
                                        she's kinda slow). go up on the idol.
                                        when the mother hungus gets on the
                                        bottom of the teeter-totter, take the
                                        jewel. oops, you drop it and are
                                        dumped in the idol. if you have the
                                        lantern, light it. squeeze the moss
                                        (it can't hurt). either use the gating
                                        or transportation spells, or point
                                        the Eversion stick at idol to get out.
                                        Now that you're free, point Eversion
                                        at mother to get jewel, THEN point
                                        levitation at baby (to gain more
                                        compassion). the jewel is worth 1000
                                        zorkmids and is needed to buy the
                                        hourglass (see Ruins).

        Village                         erase the footprints of the minx.
                                        you definitely need the minx!
                                        enter the church and sit down. look
                                        under the pew. be sure you have the
                                        caterpillar (see Plains) so you can
                                        get by the christmas tree monsters.
                                        open the reliquary after you defeat
                                        the tree monsters. take white hemi-
                                        sphere. "put peg in hole" (examine
                                        black & white hemispheres).

        Mountaintop                     open mailbox.read leaflet.open parcel.
                                        in cottage, search table and take the
                                        black hemisphere. READ THE BOOK.
                                        you'll need something powerfull to get
                                        past the snow wight (annihalation or
                                        the equivalent). point the dispel
                                        wand (from north room when you first
                                        met the monkey grinder in Arcadia) at
                                        the dome, then run like H***. Before
                                        the lava cools (AND if you're wearing
                                        the ring), "inscribe glyph with burin"
                                        to ward off the monsters that weren't
                                        killed by the lava.

        Etherial Plane                  read the scroll of gating. use the
                                        phase blade to cut the outline.
                                        this will take you to the Implementors
                                        and their kin. wait. take the goblet
                                        and lick it (more luck).

        Plains                          have the hurdy-gurdy. set dial to the
                                        eye and turn crank right when you get
                                        to the scarecrow in the flourishing
                                        fields. NOTICE THE COLOR. when the
                                        butterfly appears, wait until it lands
                                        on the goblet. put butterfly in gurdy,
                                        set dial to clock, then turn crank to
                                        the LEFT. take caterpillar and save it
                                        for later (see Village). when you
                                        reach the farmhouse, go in AND STAY.
                                        wait for the tornado to pick you up
                                        and take you away (see Flowers). if
                                        you enter the house then exit, or if
                                        you wait too long to enter the house,
                                        the storm will kill you. take the
                                        clover you find as all good luck
                                        charms (including the rabbit's foot
                                        in the magic shop) are needed (see
                                        Underground). take the key you get
                                        from the mayor (see Flowers) to
                                        where the corbies are. then take the
                                        rose (useful when on the pterodactyl).

        Flowers                         exit the house. examine the flowers.
                                        wait. when the mayor offers you a
                                        key, take the key of the same color
                                        as the flourishing field scarecrow
                                        (see Plains).

        Underground                     after you have eaten the cake, drank
                                        the potion of enlightenment, and
                                        worn the helmet, you can "look into
                                        the gray sphere" (see Village) for
                                        the password to open the rock wall.
                                        you need all luck charms (rabbit's
                                        foot, clover, horseshoe, and anything
                                        else you think is a luck charm). also
                                        you'll need the jar and the best
                                        armour you can buy. go to the wall
                                        NW of the Village. say the word and
                                        open the door. once inside, take the
                                        circlet from the jar.  "blow bubble.
                                        turn mirror south". remember that
                                        angle of incidence equals angle of
                                        reflection. if light is coming from
                                        the SE and you want to go SW, you must
                                        turn mirror South for the light to
                                        reflect. strike all lucksuckers (i.e.
                                        black cat, stepladder, umbrella, etc)
                                        with luck charms. once in the treasure
                                        chamber, turn your mirror to shine on
                                        the shadow. then search treasure, take
                                        the coconut, then run/wait/whatever.
                                        you will eventually get buried, but
                                        help is on it's way .....

                                        congratulations! you made it!

******************************************************************************

If I left anything out, and you've gotten stuck on something, please feel free
to contact me.  I'll be more than happy to help out.

Dave Marshburn
marshburn@niehs
́ MAILER ALASKA  2/21/90
¢Big MAC...          jford1@ua1vm         2/20/90 No subject



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