Beyond Zork (Infocom) - Neil Shipman Where there are monsters the local geography changes and certain items are found in different places each time you play. However, once you've mapped them and saved your position these locations will remain unchanged. Major geography is the same all the time as shown on the map which comes with the packaging, places being referred to by the letters A - J. Rods, canes, staves, etc., potions and scrolls do different things in different games. Ask the woman in the Magick Shoppe about them to find out what's what. Read each scroll to find its Magic Word and point each rod, stick, etc. at something to use it.The Magic Words on scrolls and by which some items are known will also change from game to game. Magical items will only be effective a limited number of times, so use them wisely. When you first meet a monster it is sensible to go back one location and save your position. Then approach it again and try attacking with a particular weapon (making sure that you're wielding it first). When playing the game as the default character it is possible to succeed with just the dagger and no armour at all, but your chances are improved by having a more powerful weapon and increased armour class. As a general rule have your endurance fairly high before entering a fight and save your wand of annihilation for use against the more powerful monsters. There are a number of different ways of solving some of the problems and what you are able to do will depend on your status at the time. All items have a value and can be sold to amass zorkmids and give you enough cash to buy other useful things. The following is a list of objects and monsters showing where they can be found and how they can be used or defeated. For the sake of convenience all magic wands, canes, etc., are referred to as rods. You start with just a pack and 1 zorkmid. A Ruins Ghoul A monster. Kill it. Spade Dropped by ghoul. No use but can be sold. Undead Warrior A monster. Kill it by throwing vial at it. Rod & Potion Ask woman in Magick Shoppe about them. Under Arch: Turn hourglass to travel back and forth in time. Helmet After restoring truffle to pristine condition in pool of radiance throw it in trench in Battleground and wait for stallion to be killed. Then take minx to Desolation and wait for it to dig in loose earth to uncover helmet. Wear it to increase intelligence and armour class. B Bridge Umbrella Open it and jump off bridge. Can be repaired when broken using scroll of renewal. C Forest Cruel Puppet A monster. Kill it. Hellhound A monster. Kill it. Scroll & Rod Ask woman in Magick Shoppe about them. Inscription Answer to riddle is Youth. Carry truffle into pool of radiance to restore it to pristine condition. D Town Weapons In Weapon Shop. Monkey Grinder A monster. Wait until it's killed the nymph then give it the chest to kill it. Palimpsest In chest. Scroll of gating for transport to and from Ethereal Plane. Vague Outline In chest. Changes into phase blade on Ethereal Plane. Hurdy-Gurdy Left behind by monkey grinder. Put butterfly in it, set dial to clock and turn crank left or right to change butterfly into caterpillar. Set dial to eye and turn crank left or right to change Fields of Frotzen from gray to gold at each scarecrow. Dispel Rod In Guild Hall. Use it to remove dome from over lava. Ethereal Plane Get there and back by saying Magic Word on gating scroll. Alternatively, return to earth by opening curtains in Shops. Phase Blade Transformed from vague outline. Cut outline of curtain with it. Goblet/Chalice Given to you by the implementors. Taste nectar in it to increase luck. Carry it to ward off lightning and enter Fields of Frotzen. E City Fish cake Thrown at you as you leave market. Eat it to increase intelligence. In Magick Shoppe: Various Potions Ask woman about them. Rabbit's Foot Lucky charm. Rub it to increase luck. Throw it at lucksucker. Hourglass Turn it under arch to travel back and forth in time. F Seashore Salt In brine patch. Throw it on slug. Inscription Answer to riddle is Lightning. In Lighthouse: Giant Spider A monster. Kill it. Slug A monster. Kill it with salt. Scroll & Rod Ask woman in Magick Shoppe about them. Bubble Gum Card A treasure. Dust Bunny A monster. Kill it by rubbing tusk on rug then touching dust bunny. Ring Dropped by dust bunny. Wear it to walk on lava. Sextant A treasure. Search rubbish in lamp room to find it. Dorn A monster. Cut onion to make it cry then get chest. Chest Give it to monkey grinder. It contains palimpsest and vague outline. Opening chest transports you to Plane Of TransInfinite Splendor. (You can only do this safely once, although you don't need to do it at all.) G Roadway Entry and exit point for Fields of Frotzen. Carry goblet/chalice to ward off lightning. H Fields of Frotzen Butterfly Wait for it to be attracted to nectar in chalice. Change it into caterpillar with hurdy-gurdy. Scarecrows Change gray fields into gold with hurdy-gurdy. Note colour of rags (mauve, lavender or puce) worn by scarecrow where corn is flourishing. Farmhouse Arrives after fields have been turned to gold. Enter it to get transported to Froon. Key Examine flowers in Froon. Wait until mayor offers you a key and choose mauve, lavender or puce according to colour of relevant scarecrow's rags. Corbies Monsters. Carry key to get past them. Rose Beyond the corbies. Point it in direction from which you want wind to blow when riding on pterodactyl. Four-leaf Clover Lucky charm. Throw it at lucksucker. I Village Weed Under billboard. Put it on pterodactyl's wound to increase compassion. Shillelagh In water by wharf. Get it before it floats away. A weapon. Lantern Hanging on hook outside pub. Use it to see in cellar. Limited life can be extended by using scroll of renewal. Knife Thrown at you when leaving pub. A weapon. Also use it to cut onion to make dorn cry. Bearskin Rug In pub. Rub tusk on it to produce static electricity to defeat dust bunny. Onion In kitchen. Give wine to cook to get it. Push it to lamp room in lighthouse. Cut it to make dorn cry. In Cellar: Scroll & Rod Ask woman in Magick Shoppe about them. Rat-ant A monster. Kill it. Discipline Crab A monster. Kill it. Crown Left by discipline crab. A treasure. Doubloon Examine crab's nest to find it. A treasure. Moss Squeeze it to increase dexterity. Wine Bottle Climb crates to find it. Use it to read amulet. Give it to cook to get onion. Skeleton A monster. Kill it. Amulet Worn by skeleton. Read it through wine to decipher runes. Wear it and say Magic Word to increase strength momentarily. You can then hit door to get out of cellar and hit stable door to free unicorn. J Castle Ride pterodactyl to get there and back. Platypus Hide in morgia bush to avoid being seen by her. Morgia Root Get it from bush. Eat it to increase strength. Statue Wait in hiding until platypus has gone then examine it to find opening. Crystal Jar Inside statue. Open it to find bubble solution and circlet. Circlet Carry circlet and jar then blow bubble to produce mirror. K Mist Scroll, Rod & Ask woman in Magick Shoppe about them. Potion Eldritch Vapour A monster. Kill it. Guttersnipe A monster. Kill it. Pterodactyl Point rod of anaesthesia at it. Get arrow and whistle. Put weed on wound. Put saddle on pterodactyl to ride it. Blow whistle to summon it. Point rose in opposite direction to where you want to go so wind blows the right way. You must use pterodactyl to get to castle. L Jungle Bloodworm A monster. Kill it. Crocodile A monster. Kill it. Scroll & Rod Ask woman in Magick Shoppe about them. Ivory Tusk Rub it on rug to produce static electricity to defeat dust bunny. Mother & Baby Attack baby then move away and wait for mother Hungus to follow. Go to idol, climb on jaw and wait for hungus to Jewel join you. Then get jewel - hungus eats it and you end up inside idol. Light lamp, squeeze moss to increase dexterity and get out by using either rod of eversion on idol, teleportation on yourself, or scroll of recall (having said the Magic Word outside first). Then use rod of eversion on mother hungus to get jewel and lift baby out of quicksand with rod of levitation to increase compassion. M Seaport Horseshoe Lucky charm. Throw it at lucksucker. Unicorn Free it to increase compassion by hitting stall door after increasing strength with amulet, or by lifting it over with rod of levitation. Saddle Get it from inside stall after freeing unicorn or by lifting it over with rod of levitation. Put it on pterodactyl. Items of Armour In Boutique. N Mountainside Vial In church. Sit in pew and look under it to find vial of Holy water. Throw it at undead warrior to kill it. Ornament A treasure. Thrown at you by christmas trees. Christmas Trees Monsters. Carry caterpillar to get past them. Leaflet Inside mailbox. Turns into parcel when you read it. Burin Inside parcel. Use it to inscribe glyph on lava. Diary In shack. Read it to see glyph. Carry it when inscribing glyph on lava. Black Hemisphere In shack under diary. Join it to white hemisphere. Snow Wight A monster. Kill it and it turns into a snowflake. Diamond A treasure. Snowflake turns into this when picked up. Lava Point dispel rod at dome to release it then go down mountain to Thriff. Wear ring to walk on hot lava then go back to where glyph in snow has been obliterated and inscribe glyph on lava. Reliquary Ask cardinal for it when glyph has been inscribed on lava. White Hemisphere Inside reliquary. Join it to black hemisphere. Minx Erase tracks to prevent hunters from capturing it and increase compassion. Wait until it unearths truffle from tree roots. Get truffle before minx eats it. Use minx to uncover helmet in Desolation under Arch. Truffle Unearthed by minx. Put it in pack in order to carry truffle and minx together. Take it into pool of radiance to restore to pristine condition then throw it in trench in Battleground under Arch. Gray Sphere Produced by joining white hemisphere to black hemisphere. Look in it while wearing helmet to find Magic Word which makes door appear in wall above pasture. Underground Say Magic Word and push door to enter. Make a mirror in each location by blowing bubbles and turn mirrors in appropriate directions to reflect sunlight from outside. Lucksuckers Three of these monsters appear out of a possible four - stepladder, number 13, black cat and spinning umbrella. Throw a lucky charm (rabbit's foot, horseshoe or four-leaf clover) at each one to kill it. Shadow The final monster. Reflect sunlight at it to kill it, but you must have enough compassion before you can succeed. Coconut The final treasure. Search mound to find it. Played by Neil Shipman on Atari ST. March 1989.