 
For Beyond Zork from Infocom
 
   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

--<eof>

