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Text File  |  1994-09-28  |  17KB  |  253 lines

  1. For Beyond Zork from Infocom
  2.  
  3.  
  4.  
  5.         AREA (generalized)                      HINT/SUGGESTIONS
  6.    ---------------------            -------------------------------------
  7.  
  8.      Beginning                       Be sure to go NW and examine the weed.
  9.                                      read the Legend and Lore of Quendor,
  10.                                      or ask the old woman in the magic shop
  11.                                      about the weed.
  12.                                      it has healing powers (see Mist)
  13.  
  14.      Warf/Sailor                     "Hello, sailor".
  15.                                      wait. take driftwood. name it (opt.)
  16.      Pub                             take the lantern. you'll need it.
  17.                                      open the door. leave the rug alone
  18.                                      until you get out of the cellar. go
  19.                                      west into the kitchen. be sure to
  20.                                      take the dagger (see Lighthouse).
  21.  
  22.       Kitchen                         open the door. be sure you have
  23.                                       something to kill with, and the
  24.                                       lantern. listen to the cook. enter
  25.                                       the cellar.
  26.       Cellar                          take the scroll and READ it. when
  27.                                       the lanter goes out, type the word in
  28.                                       the scroll to light it again. in the
  29.                                       throne room, "search debris". there's
  30.                                       a gold coin you can sell/trade to the
  31.                                       old woman.  squeeze any moss you find
  32.                                       (improves dexterity). then you can
  33.                                       climb the stacks. "LOOK AT AMULET
  34.                                       THROUGH BOTTLE".  if you have the
  35.                                       transport scroll and used it BEFORE
  36.                                       you entered the cellar, you can
  37.                                       escape that way. or wear the amulet
  38.                                       and say the word on the amulet. bash
  39.                                       the cellar door in with extra power.
  40.                                       once out, "roll the onion east". be
  41.                                       sure to take the rug.
  42.       Lighthouse/Cliffs               read the inscription.
  43.                                       type "answer, lightning".
  44.                                       Be sure to have the onion, rug and
  45.                                       dagger from Pub/Kitchen. If you haven't
  46.                                       done this, go NW and take the salt
  47.                                       from the brine.  Roll the onion in
  48.                                       the direction you want to go. put salt
  49.                                       on the slug. rub the rug and touch the
  50.                                       dust bunny. take/wear the ring. at the
  51.                                       top, search debris, THEN read the
  52.                                       chest.  cut the onion with dagger when
  53.                                       the dorn beast attacks, then take
  54.                                       chest and run like h***. (Maybe this is
  55.                                       where I missed level 9. try using the
  56.                                       annihalation stick to destroy it).
  57.     
  58.       Arcadia                         wait for the monkey grinder.  wait
  59.                                       until the grinder deals with the
  60.                                       nymph who won't let you go north.
  61.                                       try to kill him (unlikely), or give
  62.                                       the chest to him (after you opened it
  63.                                       first). monkey grinders can't read!
  64.                                       a weapons shop is here as well.
  65.          
  66.         ist                           if the vapor takes anything from you,
  67.                                       it will be in another location in the
  68.                                       mist area.  be sure to "wield the
  69.                                       driftwood" before the vapors appear.
  70.                                       if you don't already have it, get the
  71.                                       saddle from the stable (see Stable).
  72.                                       with the pterodactyl, either set dial
  73.                                       on the gurdy to ear and turn crank
  74.                                       right, or point annesthesia rod at
  75.                                       pterodactyl. take whistle,arrow. put
  76.                                       weed (see beginning) in wound. put
  77.                                       saddle on pterodactyl. only blow the
  78.                                       whistle when needed (you only get 3
  79.                                       opportunities). when you get on, fly.
  80.            
  81.       Private Way                     take horseshoe. kiss the unicorn's
  82.                                       horn (good luck). give the chest to
  83.                                       the unicorn. if you have the levi-
  84.                                       tation staff, you can float the saddle
  85.                                       out of the stall.  Or speak the word
  86.                                       on the amulet (it's clobbering time!).
  87.                                       an armour shop is here as well. you'll
  88.                                       need the horseshoe, by the way, for
  89.                                       later (see Underground).
  90.  
  91.       Gondola (cable car)             once inside, wait and listen to the
  92.                                       speaker. when you get to a support
  93.                                       towers, exit. then down.
  94.      
  95.       Town NW of Private Way          eat the cake you find on the street.
  96.                                       there is a magic shop here. this is
  97.                                       where most of your questions about
  98.                                       certain objects can be answered ("ask
  99.                                       woman about ...."). buy the rabbit's
  100.                                       foot (see Underground).
  101.       
  102.       Forest                          the puppet and hellhound are very hard
  103.                                       to kill. use something that is very
  104.                                       good for this (stick of annihalation
  105.                                       or the equivalent). at the boulder,
  106.                                       answer "youth". if you have the minx
  107.                                       (see Village), wait by an oak for the
  108.                                       minx to find the truffle, then put the
  109.                                       truffle in the pool. keep the truffle
  110.                                       in you pack until needed (see Ruins)
  111.                                       or the minx will get it.
  112.  
  113.       Bridge                          there is no way across or back. take
  114.                                       the umbrella, open it, then jump.
  115.                                       best to use the pterodactyl or the
  116.                                       gating spell to get across to the
  117.                                       ruins.
  118.  
  119.       Ruins                           have the vial from the church in the
  120.                                       Village for the undead warrior. Have
  121.                                       minx! Also the hourglass from the
  122.                                       magic shop (after you give the jewel
  123.                                       from the Jungle to the woman).  go to
  124.                                       the arch, then enter. turn hourglass
  125.                                       over. go south twice and wait.  when
  126.                                       the prince is killed, put the truffle
  127.                                       in the trench. then turn the hourglass
  128.                                       and go north until you reach
  129.                                       desolation.  wait. let the minx do the
  130.                                       work for you. take/wear the
  131.                                       helmet. go back to the arch, then
  132.                                       exit.
  133.  
  134.       Castle                          here is where the pterodactyl comes
  135.                                       in. fly to the castle (you may have
  136.                                       to find it). use the compass rose to
  137.                                       adjust the winds (see Plains). be sure
  138.                                       you are not on your third turn with
  139.                                       the whistle or you will never leave.
  140.                                       hide behind the bush. take roots and
  141.                                       eat them (strength). wait. open the
  142.                                       statue and take the jar.
  143.       
  144.       Jungle                          if you are wearing the cloak, take it
  145.                                       off. attack baby hungus. let mother
  146.                                       hungus chase you (wait each turn.
  147.                                       she's kinda slow). go up on the idol.
  148.                                       when the mother hungus gets on the
  149.                                       bottom of the teeter-totter, take the
  150.                                       jewel. oops, you drop it and are
  151.                                       dumped in the idol. if you have the
  152.                                       lantern, light it. squeeze the moss
  153.                                       (it can't hurt). either use the gating
  154.                                       or transportation spells, or point
  155.                                       the Eversion stick at idol to get out.
  156.                                       Now that you're free, point Eversion
  157.                                       at mother to get jewel, THEN point
  158.                                       levitation at baby (to gain more
  159.                                       compassion). the jewel is worth 1000
  160.                                       zorkmids and is needed to buy the
  161.                                       hourglass (see Ruins).
  162.  
  163.       Village                         erase the footprints of the minx.
  164.                                       you definitely need the minx!
  165.                                       enter the church and sit down. look
  166.                                       under the pew. be sure you have the
  167.                                       caterpillar (see Plains) so you can
  168.                                       get by the christmas tree monsters.
  169.                                       open the reliquary after you defeat
  170.                                       the tree monsters. take white hemi-
  171.                                       sphere. "put peg in hole" (examine
  172.                                       black & white hemispheres).
  173.      
  174.       Mountaintop                     open mailbox.read leaflet.open parcel.
  175.                                       in cottage, search table and take the
  176.                                       black hemisphere. READ THE BOOK.
  177.                                       you'll need something powerfull to get
  178.                                       past the snow wight (annihalation or
  179.                                       the equivalent). point the dispel
  180.                                       wand (from north room when you first
  181.                                       met the monkey grinder in Arcadia) at
  182.                                       the dome, then run like H***. Before
  183.                                       the lava cools (AND if you're wearing
  184.                                       the ring), "inscribe glyph with burin"
  185.                                       to ward off the monsters that weren't
  186.                                       killed by the lava.
  187.  
  188.       Etherial Plane                  read the scroll of gating. use the
  189.                                       phase blade to cut the outline.
  190.                                       this will take you to the Implementors
  191.                                       and their kin. wait. take the goblet
  192.                                       and lick it (more luck).
  193.  
  194.       Plains                          have the hurdy-gurdy. set dial to the
  195.                                       eye and turn crank right when you get
  196.                                       to the scarecrow in the flourishing
  197.                                       fields. NOTICE THE COLOR. when the
  198.                                       butterfly appears, wait until it lands
  199.                                       on the goblet. put butterfly in gurdy,
  200.                                       set dial to clock, then turn crank to
  201.                                       the LEFT. take caterpillar and save it
  202.                                       for later (see Village). when you
  203.                                       reach the farmhouse, go in AND STAY.
  204.                                       wait for the tornado to pick you up
  205.                                       and take you away (see Flowers). if
  206.                                       you enter the house then exit, or if
  207.                                       you wait too long to enter the house,
  208.                                       the storm will kill you. take the
  209.                                       clover you find as all good luck
  210.                                       charms (including the rabbit's foot
  211.                                       in the magic shop) are needed (see
  212.                                       Underground). take the key you get
  213.                                       from the mayor (see Flowers) to
  214.                                       where the corbies are. then take the
  215.                                       rose (useful when on the pterodactyl).
  216.       
  217.       Flowers                         exit the house. examine the flowers.
  218.                                       wait. when the mayor offers you a
  219.                                       key, take the key of the same color
  220.                                       as the flourishing field scarecrow
  221.                                       (see Plains).
  222.  
  223.       Underground                     after you have eaten the cake, drank
  224.                                       the potion of enlightenment, and
  225.                                       worn the helmet, you can "look into
  226.                                       the gray sphere" (see Village) for
  227.                                       the password to open the rock wall.
  228.                                       you need all luck charms (rabbit's
  229.                                       foot, clover, horseshoe, and anything
  230.                                       else you think is a luck charm). also
  231.                                       you'll need the jar and the best
  232.                                       armour you can buy. go to the wall
  233.                                       NW of the Village. say the word and
  234.                                       open the door. once inside, take the
  235.                                       circlet from the jar.  "blow bubble.
  236.                                       turn mirror south". remember that
  237.                                       angle of incidence equals angle of
  238.                                       reflection. if light is coming from
  239.                                       the SE and you want to go SW, you must
  240.                                       turn mirror South for the light to
  241.                                       reflect. strike all lucksuckers (i.e.
  242.                                       black cat, stepladder, umbrella, etc)
  243.                                       with luck charms. once in the treasure
  244.                                       chamber, turn your mirror to shine on
  245.                                       the shadow. then search treasure, take
  246.                                       the coconut, then run/wait/whatever.
  247.                                       you will eventually get buried, but
  248.                                       help is on it's way .....
  249.  
  250.                                       congratulations! you made it!
  251.  
  252. ******************************************************************************
  253.