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