-----------------------------------------------------------------------------

  Beyond Zork:

   - Manual
   - Hints
   - Manual: The Lore and Legends of Quendor
   - Solve

---------------------------------------------------------------<< EMPIRE >>--


   ______________            USAlliance presents...          ______________
  |              |                                          |              |
  |  USAlliance  |      Beyond Zork Instruction Manual      |  USAlliance  |
  |______________|                                          |______________|
                               Typed by:  Z-Man




 - Preface to the Story

     Dark times have fallen upon the Southlands of Quendor.  All the
enchanters have disappeared without a trace.  Monsters roam the countryside.
The taverns are filled with disturbing rumors and unsavory characters.
     A simple peasent like yourself knows better than to get involved in the
affairs of wizards.  But everyone you meet seems intent on testing your
abilities to the utmost.  You find yourself drawn into a web of fantasy and
magic, solving puzzles, seeking treasure, avoiding traps, and fighting
monsters. Your strength and power grow with every encounter, until the most
fabulous treasure of all--the fabled Coconut of Quendor--lies within your
grasp.  If only you can survive long enough to claim it!
     Unlike other Infocom stories in which your character is "set" from the
start, Beyond Zork lets you create your own character with six attributes:
endurance, strength, dexterity, intelligence, compassion, and luck.  Some
situations in the story require dexterity, some require a combination of these
attributes.  You can choose your attributes yourself, or you can use a
character already set up by the computer.
     You must fight monsters and solve puzzles to succeed in your quest.
Since your success will often depend on your attributes, mindful players will
try to improve their attributes as they venture onward.
     The story is presented in a new and flexible way.  A map in the
upper-right portion of yur screen shows the immediate area and the directions
you can move. You can use the on-screen map and your mouse to move to adjacent
rooms if you have an Apple IIgs or Macintosh.  If your computer has a numeric
keypad, you can use it to move around as well.
     Experienced Infocom players may recognize references to other Infocom
games.  However, there are many new commands in Beyond Zork, and character
development adds a new degree of challenge.

 - The On-Screen Map

     The on-screen map shows only a small part of the entire geography, so
it's a good idea to draw a separate map as you play.

     Some notes about the on-screen map:

o A question mark on the map indicates a dark room (a room in which you need
  a light source to see).
o Room exits are displayed on the map only if you've seen them.
o A room with an UP exit shows an up arow on the map.
o A room with a DOWN exit shows a down arrow on the map.
o A room with both an UP exit and a DOWN exit shows both an up arrow and a
  down arrow.
o You can click on the up or down arrows to move UP or DOWN (if you have an
  Apple IIgs or Macintosh).

 - Function Keys

     As described elsewhere in this documentation, many commands have
abbreviations:  you can type N instead of NORTH, for instance, or I instead of
INVENTORY.
     With function keys, you can use a single keystroke as an abbreviation for
whatever you choose.  You can use a function key to abbreviate a long word
that you don't like to type (like HIPPOPOTAMUS), or to abbreviate a commonly
used command (like RESTORE), or even to abbreviate a whole sentence (like
ATTACK THE MONSTER WITH THE SWORD).
     You start the story with the function keys already set to commonly used
commands.  To see what the function keys are set to, or to change the settings
of the function keys, type DEFINE at the prompt (>) and press the RETURN key.
Then use your up or down arrow keys to highlight the setting(s) you want to
change.  The vertical bar (|) or exclamation point (!) is used as an
abbreviation for the RETURN key; so changing LOOK to LOOK| means you want the
RETURN key automatically pressed when you use that function key.
     You can restore all the original settings of the function keys by
highlighting the RESTORE DEFAULTS command and pressing the RETURN key.
     To leave the DEFINE screen, highlight the EXIT command and press the
RETURN key.
     The chart below shows where the function keys are on your machine.

     Apple IIe and IIc;
      Apple-1 through Apple-0
     Apple IIgs;
      Command-1 through Command-0
     Apple Macintosh;
      Command-1 through Command-0

 - Special Commands

COLOR - If you are playing Beyond Zork on a computer with a color monitor, you
can type COLOR to change the colors on your screen.  This command works only
on computers which support a color display.

DEFINE - This command allows you to change the settings of the function keys.
For example, if pressing function key 2 is like typing INVENTORY, you can
change this to DROP ALL, or DROP ALL followed by RETURN, or anything else, by
using the DEFINE command.

MODE - If you find the maps and other screen features of Beyond Zork
undesirable, you can use the MODE command.  This will make the screen look
"standard," like every other Infocom game.  The status line will list your
name, attributes, location, and available exits.  Typing MODE a second time
will cause the "enhanced" screen features to return.

NAME - In Beyond Zork, you have the power to name weapons and living things.
For instance, you can NAME THE DOG "ROVER" or NAME THE SWORD "EXCALIBUR" or
NAME THE HIPPOPOTAMUS "FRED".  Beyond Zork will then use the name in its
descriptions, and you can use the name as a synonym for the object.  This
feature is particularly convenient when an unnamed object is long or hard to
spell.

NOTIFY - Normally in Beyond Zork, the game will notify you whenever any of
your attributes change (for example, when your luck goes up or when your
dexterity goes down) or when any attribute returns to normal (such as when you
build your endurance back afer being wounded in battle).  You can turn off
this notification feature by using the NOTIFY command.  Typing NOTIFY a second
time turns the feature back on.

PRIORITY - As you play Beyond Zork, most information is displayed in a box at
the top half of your screen.  For instance, when you enter a new room, the
room's description will appear in the box; when you then type INVENTORY, your
inventory will appear in the box.  If you want to specify what kind of
information will appear in the box, you can use the PRIORITY command.  For
example, if you want the box to show you your inventory at all times, type
INVENTORY (and press the RETURN key) and then type PRIORITY (and press the
RETURN key); thereafter the box will always show your inventory, updating it
when you pick up new items or drop or lose others.  (Room descriptions will
thereafter appear in the bottom half of the screen.)  Similarly, if you want
the box to show room descriptions at all times, type LOOK (and press the
RETURN key) and then type PRIORITY (and press the RETURN key).  You can turn
this feature off by typing PRIORITY OFF.

REFRESH - This command clears your screen and redraws the display.

SETTINGS - This command allows you to view and change many of the settings
dealing with screen display and output.  (You can turn SCRIPTing on or off,
you can change descriptions from BRIEF to VERBOSE, you can change the setting
of PRIORITY, and so on.)  Use the up and down arrow keys to select a setting,
and use the left and right arrow keys to change a setting.  You can restore
all of the default settings by highlighting RESTORE DEFAULT and pressing the
RETURN key.

STATUS - This command displays your attributes, telling you your strength,
luck, endurance, compassion, dexterity, intelligence, and armor class.  This
command is synonymous with SCORE.

UNDO - You can use this command to "back-up" one move.  Supose, for example,
that you found a package but didn't know what was in it.  You might type OPEN
THE PACKAGE and be told "The package explodes as you open it, damaging your
weapons and destroying all your other possessions."  You could then type UNDO,
and you would "back up" one move.  Your weapons and other possessions would be
intact, and you could try giving the package to an enemy, or leaving it alone,
or something else.  The UNDO command does not work during combat (when you're
fight a monster, for instance).

ZOOM - As long as you are playing Beyond Zork in "enhanced" mode rather than
in "standard" mode, a partial map of the game will automatically appear on
your screen.  By using the ZOOM command, you can see more rooms on your
screen, but in less detail (e.g., UP and DOWN exits will not be shown); typing
ZOOM a second time returns the map size to normal.

 - Hints for Better Playing

     1.  If you are creating your own character, remember that all of the
attributes are important.  Don't be tempted to put all your eggs in one basket
(by giving yourself lots of endurance, for instance, but very little luck or
dexterity); otherwise you may not be able to solve a puzzle or defeat certain
monsters.  The attributes of the "default" characters are all sufficient to
complete the story.

     2.  There are two ways to buy things in a store.  You can simply trade
items in your inventory for merchandise you want, or you can offer valuables
to the shopkeeper and establish a personal line of credit.  If you're not sure
what an item is worth, ask the shopkeeper.

     3.  Weapons are more effective if you WIELD them first.  You can SET
ASIDE or UNWIELD a weapon when you're done with it.

     4.  Certain magic items (such as wands and scrolls) can only be used a
few times before they lose their potency.  Conserve your magic!

     5.  It's a good idea to bring any items you find (or steal) to a
specialist for identification.  This will alert you to any special properties
they may possess.

     6.  Don't be surprised if parts of the geography seem to change from time
to time, or if treasures appear in different guises and locations.  No two
games of Beyond Zork are exactly alike!

 - Numeric Keypad commands

          _________________                   _________________
         |  7  |  8  |  9  |                 | NW  |  N  | NE  |
         |_____|_____|_____|                 |_____|_____|_____|
         |  4  |  5  |  6  |     Becomes     |  W  | U/D |  E  |
         |_____|_____|_____|                 |_____|_____|_____|
         |  1  |  2  |  3  |                 | SW  |  S  | SE  |
         |_____|_____|_____|                 |_____|_____|_____|


          Typed:  10/29/87                A USAlliance Publication


-----------------------------------------------------------------------------


        Dread times have befallen the Kingdom of Quendor.  The wizards have
mysteriously disappeared.  The Enchanter's Guild Hall lies in ruins.  Villages
are abandoned, drunken men mutter strange tales, and vicious monsters haunt
the streets and wastelands.  Now it falls on you, a lowly peasant, to unravel
the meaning behind these ominous events.  Will you accept the challenge?
        Of course you will.  For your're a hardy adventurer, ready to confront 
t
he
most fearsome foe.  And in BEYOND ZORK, you have an arsenal of new weapons and
abilities at your disposal.
        You start by designing your own character.  Choose from such diverse
attributes as strength, endurance, compassion, and luck, or let the computer
select for you.  As you venture onward, your character will evolve, reflecting
your success in your quest.
select for you.  As you venture onward, your character will evolve, reflecting
 than
ever.  In the heat of battle, the special function keys let you strike the
decisive blow with a single keystroke.  There's even an on-screen map to chart
your progress!
        As you grow in experience and abilities, you realize that you're being
prepared for a great task, a task of which you know nothing... as yet.  Your
search for the answer will lead you deep underground, where unspeakable
monsters guard the fabled Coconut of Quendor.
     Within these pages is recorded certain knowledge regarding the flora,
fauna, and locales of the kingdom.  Although this wisdom has well stood the 
test

of time, I would not wish to see it lost forever in the uncertain mists of the
ancestors, I have writ into permanence the lore and legends of Quendor.

     GRUE:

The grue is a sinister, lurking presence in the dark places of the earth.  Its
favorite diet is adventurers, but its insatiable appetite is tempered by its
fear of light.  No grue has ever been seen by the light of day; few have
survived its fearsome jaws to tell the tale.

     DISCIPLINE CRAB:

Discipline crabs are small moral crustaceans found in cellars, fallout 
shelters
and other subterranean lairs.  These brooding curmudgeons are deeply offended 
by

the slightest intrusion; if cornered, they employ their razor-edged pincers 
with

righteous efficiency.

     ELDRITCH VAPOR:

Eldritch vapors dwell in cemeteries, moors and other locales where fog will 
hide
their evershifting forms.  Gleeful and mischievous, they enjoy snatching away
the posessions of those foolish enough to wander into their realm.  Visitors
without possessions are themselves snatched away.

     DORNBEAST:

Smart adventurers run the other way when they hear "Hurumph," the battle cry 
of
with a single glare.  Captured victims are plastered with round, sticky
secretions that never come off.

     MONKEY GRINDER:

Avoid this nightmare at any cost!  Spawn of a carnival necromancer, the monkey
grinder can blast minds to jelly with its powerful Sense Organ.  Deceptively
eloquent in both manner and speech, these loathsome creatures actually possess
little intelligence, and suffer an illiteracy rate of 103%.

     IMPLEMENTOR:

The Implementors are a race of minor deities who dwell on the Ethereal Plane 
of
sweet nectars flow freely.  Implementors do not discourage rumors that the 
world
was created by them as a plaything.

     GIANT CORBIE:

Corbies are carrion birds with sharp eyesight and sharper beaks.  Their color
200 bloits away.  Corbies prefer the taste of dead, rotting flesh, but have 
been

known to feast on live, running adventurers.

     CHRISTMAS TREE MONSTER:

Vast herds of these luminous vegetables roam freely amid the glacial valleys 
of
trample everything in their path.  Christmas tree monsters are repelled by
caterpillars, but nobody can explain why.

     MINX:

Irresistably cuddly, the minx shares all the most ingratiating characteristics
of kittens, koala bears and piglets.  Minxes are highly prized for their 
ability

to find and root out chocolate truffles from the ground, and will eagerly 
devour
them if given the opportunity.

     UNICORN:

Most unicorns have fled to the Plane of TransInfinite Splendor, where they 
enjoy
a carefree existence free from the cruelty of man.  The unhappy few left 
behind
are eagerly sought by zoos and private collectors.  It is good luck to kiss a
unicorn's horn; but woe to any fool who harms one.

     FROON:

Legends of this magical kingdom date back before the reign of Entharion the 
Wise

(0-41 GUE).  Said to lie somewhere beyond the clouds, Froon was the setting 
for
a series of beloved children's books by L. Frank Fzort, and later became a
successful movie musical starring Judy Garlic.

     HUNGUS:

Part sheep, part hippopotamus, the hungus builds its nest in jungle swamps and
other hot, squishy places.  Normally docile and eager to avoid conflict or

at anything that dares to threaten its kin.

     SPENSEWEED:

The healing virtues of this common roadside plant are well documented.  
Although

as a salve.  Avoid the cheap commercial preparations, which may contain
artificial coloring and preservatives.

     CHOCOLATE TRUFFLE:

Chocolate truffles grow only between the roots of oak trees.  Dark brown when
fresh, they decompose rapidly once exposed to air.  Truffles were a favorite 
of
entire forests to indulge his bottomless appetite.

     MOSS OF MAREILON:

First classified in 843 GUE by Thwack of Mareilon, this soft, pale fungus
thrives in underground tunnels and public toilets.  When squeezed, the moss


     COMPASS ROSE:

The stem of this rare annual always droops in the direction of the prevailing
wind.  Rumors that the compass rose can actually control the wind are hotly
denied by the Guild of Meteorologists, who harvested the species to the brink 
of

extinction in the Rose Riots of 811 GUE.

     MORGIA ROOT:

It is a rare enchanter who does not carry morgia root to gnaw on during a long
journey.  The mint-flavored juice improves stamina, slakes thirst and conceals
bad breath.  In domestic applications, morgia root is often baked into pies, 
and

makes an excellent platypus stuffing.

     CRUEL PUPPET:

itself into unflattering caricatures of its opponent, accompanied by jeers, 
rude

noises and shocking accusations.  Staunch monarchs have been reduced to tears 
by

these merciless shapeshifters.

     DUST BUNNY:
Dust bunnies burrow in obscure corners and under furniture, and defend their
territory by multiplying.  They can clog a passageway in seconds, filling the
air with dark, suffocating particles.  Static electricity and lemon-scented
sprays are their only natural enemies.

     PHEEBOR:

Ruins of this ancient city are still visible at the confluence of the rivers
Phee and Bor.  The reason for its downfall (circa 400 BE) is unclear, but
minstrels sing of a feud between Pheebor and its sister city Borphee over the
naming of what is now called the Borphee River.

     RED HERRING:

These common fish patrol the dark recesses of freshwater pools and streams.  
But

a handful of granola brings them racing to the surface, a fact known by every
rural schoolboy.  The old adage about red herrings being "good brain food" has
no scientific basis.

     LUCKSUCKER:

Lucksuckers feed on good fortune.  Part physical entity, part mental 
phenomenon,

the sucker's appearance is based on the laws of probability, and may change
without warning.  Good luck charms provide only a temporary shield against
attack.  The best strategy is to run!

     UR-GRUE:

Ur-grues are thought to be the shades of fallen Implementors.  Skilled in 
black
sorcery, the ur-grue can envelop itself in a personal zone of darkness which
neither lamp nor flame can penetrate.  Sunlight is the only thing it fears.  
It
is unwise even to speak of this utterly evil entity.

     THE COCONUT OF QUENDOR:

Through reluctant to dismiss the Coconut outright, most historians regard its
historical existence as dubious at best.  Orkan of Thriff has suggested that 
if
all the "Shards of The One True Coconut" and "Vials of The Blessed Milk" were
gathered in one place, they would form a stack nine bloits high.

-----------------------------------------------------------------------------
 ___________________________________________________________________________
|                                                                           |
|               Beyond Zork:  The Lore and Legends of Quendor               |
|                                                                           |
|                           A USAlliance Release                            |
|                                                                           |
|                             Typed By:  Z-Man                              |
|___________________________________________________________________________|

     Within these pages is recorded certain knowledge regarding the flora,
fauna, and locales of the kingdom.  Although this wisdom has well stood the test
of time, I would not wish to see it lost forever in the uncertain mists of the
future.  Therefore, for the enrichment of our heirs and with homage to our
ancestors, I have writ into permanence the lore and legends of Quendor.

                                                  -MNG

     GRUE:

The grue is a sinister, lurking presence in the dark places of the earth.  Its
favorite diet is adventurers, but its insatiable appetite is tempered by its
fear of light.  No grue has ever been seen by the light of day; few have
survived its fearsome jaws to tell the tale.

     DISCIPLINE CRAB:

Discipline crabs are small moral crustaceans found in cellars, fallout shelters
and other subterranean lairs.  These brooding curmudgeons are deeply offended by
the slightest intrusion; if cornered, they employ their razor-edged pincers with
righteous efficiency.

     ELDRITCH VAPOR:

Eldritch vapors dwell in cemeteries, moors and other locales where fog will hide
their evershifting forms.  Gleeful and mischievous, they enjoy snatching away
the posessions of those foolish enough to wander into their realm.  Visitors
without possessions are themselves snatched away.

     DORNBEAST:

Smart adventurers run the other way when they hear "Hurumph," the battle cry of
the deadly dornbeast.  Its 69 sensitive eyes can paralyze an unwary explorer
with a single glare.  Captured victims are plastered with round, sticky
secretions that never come off.

     MONKEY GRINDER:

Avoid this nightmare at any cost!  Spawn of a carnival necromancer, the monkey
grinder can blast minds to jelly with its powerful Sense Organ.  Deceptively
eloquent in both manner and speech, these loathsome creatures actually possess
little intelligence, and suffer an illiteracy rate of 103%.

     IMPLEMENTOR:

The Implementors are a race of minor deities who dwell on the Ethereal Plane of
Atrii.  Their ample free time is spent on costly luncheons where gossip and
sweet nectars flow freely.  Implementors do not discourage rumors that the world
was created by them as a plaything.

     GIANT CORBIE:

Corbies are carrion birds with sharp eyesight and sharper beaks.  Their color
vision is so well developed, they can spot a yellow grotch in a hayfield from
200 bloits away.  Corbies prefer the taste of dead, rotting flesh, but have been
known to feast on live, running adventurers.

     CHRISTMAS TREE MONSTER:

Vast herds of these luminous vegetables roam freely amid the glacial valleys of
the south.  Residents fear the autumn migrations, in which the trees cheerfully
trample everything in their path.  Christmas tree monsters are repelled by
caterpillars, but nobody can explain why.

     MINX:

Irresistably cuddly, the minx shares all the most ingratiating characteristics
of kittens, koala bears and piglets.  Minxes are highly prized for their ability
to find and root out chocolate truffles from the ground, and will eagerly devour
them if given the opportunity.

     UNICORN:

Most unicorns have fled to the Plane of TransInfinite Splendor, where they enjoy
a carefree existence free from the cruelty of man.  The unhappy few left behind
are eagerly sought by zoos and private collectors.  It is good luck to kiss a
unicorn's horn; but woe to any fool who harms one.

     FROON:

Legends of this magical kingdom date back before the reign of Entharion the Wise
(0-41 GUE).  Said to lie somewhere beyond the clouds, Froon was the setting for
a series of beloved children's books by L. Frank Fzort, and later became a
successful movie musical starring Judy Garlic.

     HUNGUS:

Part sheep, part hippopotamus, the hungus builds its nest in jungle swamps and
other hot, squishy places.  Normally docile and eager to avoid conflict or
activity of any kind, the hungus is fiercely clannish, and will instantly charge
at anything that dares to threaten its kin.

     SPENSEWEED:

The healing virtues of this common roadside plant are well documented.  Although
it is safe to eat, spensweed is most effective when applied directly to wounds
as a salve.  Avoid the cheap commercial preparations, which may contain
artificial coloring and preservatives.

     CHOCOLATE TRUFFLE:

Chocolate truffles grow only between the roots of oak trees.  Dark brown when
fresh, they decompose rapidly once exposed to air.  Truffles were a favorite of
Lord Dimwit Flathead the Excessive (770-789 GUE), who ordered the excavation of
entire forests to indulge his bottomless appetite.

     MOSS OF MAREILON:

First classified in 843 GUE by Thwack of Mareilon, this soft, pale fungus
thrives in underground tunnels and public toilets.  When squeezed, the moss
releases an invisible cloud of spores which improves the dexterity of laboratory
rat-ants.  Its effect on other species is uncertain.

     COMPASS ROSE:

The stem of this rare annual always droops in the direction of the prevailing
wind.  Rumors that the compass rose can actually control the wind are hotly
denied by the Guild of Meteorologists, who harvested the species to the brink of
extinction in the Rose Riots of 811 GUE.

     MORGIA ROOT:

It is a rare enchanter who does not carry morgia root to gnaw on during a long
journey.  The mint-flavored juice improves stamina, slakes thirst and conceals
bad breath.  In domestic applications, morgia root is often baked into pies, and
makes an excellent platypus stuffing.

     CRUEL PUPPET:

Few creatures are more dispised than the cruel puppet.  It attacks by twisting
itself into unflattering caricatures of its opponent, accompanied by jeers, rude
noises and shocking accusations.  Staunch monarchs have been reduced to tears by
these merciless shapeshifters.

     DUST BUNNY:

Dust bunnies burrow in obscure corners and under furniture, and defend their
territory by multiplying.  They can clog a passageway in seconds, filling the
air with dark, suffocating particles.  Static electricity and lemon-scented
sprays are their only natural enemies.

     PHEEBOR:

Ruins of this ancient city are still visible at the confluence of the rivers
Phee and Bor.  The reason for its downfall (circa 400 BE) is unclear, but
minstrels sing of a feud between Pheebor and its sister city Borphee over the
naming of what is now called the Borphee River.

     RED HERRING:

These common fish patrol the dark recesses of freshwater pools and streams.  But
a handful of granola brings them racing to the surface, a fact known by every
rural schoolboy.  The old adage about red herrings being "good brain food" has
no scientific basis.

     LUCKSUCKER:

Lucksuckers feed on good fortune.  Part physical entity, part mental phenomenon,
the sucker's appearance is based on the laws of probability, and may change
without warning.  Good luck charms provide only a temporary shield against
attack.  The best strategy is to run!

     UR-GRUE:

Ur-grues are thought to be the shades of fallen Implementors.  Skilled in
black sorcery, the ur-grue can envelop itself in a personal zone of darkness
which neither lamp nor flame can penetrate.
Sunlight is the only thing it fears.
It is unwise even to speak of this utterly evil entity.

     THE COCONUT OF QUENDOR:

Through reluctant to dismiss the Coconut outright, most historians regard its
historical existence as dubious at best.  Orkan of Thriff has suggested that if
all the "Shards of The One True Coconut" and "Vials of The Blessed Milk" were
gathered in one place, they would form a stack nine bloits highery,
 the ur-grue can envelop itself in a personal zone of darkness 

----------------------------------------------------------------------------

                       Beyond Zork solution 


This is one of Infocom's more difficult games, and not simply because of the
puzzles, some of which are very tough. What makes things hard for the player is
the fact that much of the game is random in nature: objects and places are
never quite the same from one game to the next. A staff of Levitation this time
might be a staff of Sayonara the next. The arrangement of rooms in the cellar
is never the same twice. Magic words on scrolls are different each time you
play.
 
Added to this confusion is a multiplicity of solutions to many of the problems
in the game. For example, there are at least five ways of getting off Zeno's
Bridge, and at least two for getting the Unicorn out of the stall. Sometimes,
the difficulty is deciding which method to use to solve a puzzle: you can't
always be sure that the way you're doing it won't put you in a hole later on,
when a magic item is used up (and most magic items have few charges).
 
Yet, some order can be made out of the chaos. While room arrangements change,
the rooms themselves stay the same in type and number. Wands, sticks, staves,
etc. may have different properties, but they will always do one of the same six
things: Annihilate, Levitate, Evert, Dispel, Anesthetize, or Vanish a creature.
Ditto for potions: their effects and colors may change, but only to a limited
degree.
 
Also, items will be found in roughly the same places. For example, a stick or
cane or rod or somesuch will always be found somewhere in the spooky area where
the Eldritch Vapor hangs out, and a potion will always come to light somewhere
in the Ruins.
 
So once you've played the game for awhile, you'll get to know where to look for
various objects. It might not do quite the same thing as the last time, but
eventually you'll be able to collect everything in the game, once you know
where to look for it.
 
Always take new-found items to the Magic Shoppe and have them identified. It
costs nothing, and the only other way to find out what they do is to try them
out, which wastes charges on the rods, and may kill you if it's a potion.
Once an item has been identified, it will not change properties during the
game.
 
Also, there is no way to go through the curtains from this side, but later on
you'll be able to come through from the other side, which is in the astral
plane of Atrii. And you can't steal anything from the shop, either; the old
woman watches you like a hawk (it's probably the same old woman in all three
shops).
 
Several items in the game are there just for the purpose of trading for cash.
These include the bubble gum card, the platinum sextant, the silver ornament,
the gold crown, the gold doubloon, and the diamond snowflake. Exchange them for
zorkmids (or an item of similar value in the shops), so that you don't end up
carrying around excess items in your inventory.
 
Almost anything you buy can be sold back in the shops, but you will get only
half price for them. For instance, the axe costs 40 zorkmids, but if you sell
it back to the old woman, you will get only 20 for it.
 
Character creation does not seem to be as important as one might first expect.
You definitely need a good Stamina score; the more you have, the more damage
you can take and the better your chances of defeating the various monsters you
have to face in the game (although not all monsters are bested with weapons).
Remember that if your Stamina is dropping rapidly in an encounter, you can
always run off and come back another time; there is no difficulty in escaping,
except for those unfortunate times when you're caught in a dead end, and you
have no helpful spells to get you out of trouble.
 
Intelligence, while important, is very easy to increase, so you needn't start
out with too high a score in this attribute. Compassion will also increase
during the game when you help out some of the creatures in difficulty, so a
high starting score here is also not necessary (but do put a few points into
it, anyway).
 
Strength is helpful in several instances, so have a good starting score here.
Luck is harder to gauge; I suspect it helps a bit in combats (which, from my
observations, are not handled in typical RPG style), so you might want to put
a few extra points into this one (the "lucky charms" that you find in the game
will not increase your luck; they have another purpose entirely). Good
dexterity is also useful, primarily again for combat.
 
The actual number of points you put into any attribute is up to you; a
difference of a point or two in any attribute usually won't make that much
difference, expecially as most of your attributes will increase during the game
anyway.
 
Armor and weapons are variable things. I went through almost the entire game
with no armor at all, and with the battle axe as my weapon. For the end game, I
sold back the hourglass, and used the money to buy the plate armor and the
sword, which I found not necessary at all. Armor, in my experience, was not
very helpful; I seemed to take as much damage with it as without it.
 
One more thing to note is that you must defeat, not simply evade, EVERY monster
in the game to complete the adventure with the highest score. While it's
possible to finish without having fought (one way or another) all the monsters,
you won't get to the highest level unless you actually do that.
 
As you read through this walkthru, keep in mind that it will often show only
one or two solutions to a particular puzzle; there may be other ways of
getting something done that aren't mentioned. Remember that if I call something
a stick or wand or rod, that is just for convenience; when you play, these
items may not be the same or do the same thing.
 
Save the game frequently while playing. In the Apple version, the save disk
allows for only three positions (down from the usual four for 128K games), so
have several save disks handy before you start.
 
So you begin on top of a hill, with nothing but a single zorkmid to your name.
The first thing you want is a weapon, so head on down to the Wharf, where a
familiar old sailor is painting a magical ship on his canvas. You can say
"Hello sailor", but nothing happens here. The sailor is not important until
the very end, so just ignore him and grab the shillelagh that's floating
around in the scummy water. Fortunately, you can refer to the shillelagh as
a "club" (no renaming needed); it's a lot easier to type!
 
At this point, you have several options: you can roam around the countryside
for awhile, trying to pick up as many magical items as you can while avoiding
most of the monsters (known as running away), or you can explore the cellar
of the Rusty Lantern. Remember to take the lantern off the hook before you go
inside.
 
The bandits by the fireplace are useful only for mentioning a mysterious
"helmet" north of the River Phee. This is in the Ruins, and you aren't quite
ready for those yet. As the bandits can't be fought or driven away, just ignore
them (the dagger makes a second weapon for you, if you want to take it).
 
In the kitchen you find an ominous locked door and a giant onion. Many people
have been puzzled by its use in the game, but we will come to that eventually.
Talk to the cook about the onion, and sooner or later, he'll offer you the
onion if you'll go down into the wine cellar and retrieve a bottle of rare
wine. Of course, this is not as easy as it sounds, and I ssuggest saving the
game either just before or just after you go down the stairs.
 
The first thing you find down there is a crinkly scroll (one of the few fixed
items in the game). This renews items, such as your lantern (very handy).
However, soon after you pick up the scroll, a rat-ant will scurry into the
room. This is your first encounter.
 
After you've bashed it enough and sent it scurrying back into the darkness,
it's time to look around for the wine. There is one other nasty critter down
here, a discipline crab. However, it doesn't roam around, you'll only find it
in its lair. Naturally, there is no way of knowing where that lair is, and
you may walk into it without realizing it. Let's hope you've found the mold
that increases dexterity first (just squeeze the mold and wait awhile; when
your finger itches, look at it...and you must look at it to get the increase).
 
When the crab has been defeated, it leaves behind its gold crown. If you then
search the nest, you will also find a gold doubloon. Both these items have only
one use: to trade for cash or other objects. Therefore, don't be afraid to sell
them.
 
Also in the cellar is a skeleton with an amulet around its neck. Of course the
moment you reach down to get the amulet, the skeleton comes to life and begins
to strangle you. Fortunately, one good smack with the club should take care of
this bony nuisance.
 
Once the amulet is yours, examine it carefully. There seem to be a lot of red
and green squiggles on it, so if there's anything to read, it's quite
illegible. But we'll be taking care of that shortly.
 
In one room is a stack of crates that is almost a staircase. Now that your
Dexterity has been increased by the mold, you'll be able to climb it quite
easily, and obtain the wine bottle at the top (by the way, in one of the other
rooms you should find a stick or stave or whatnot).
 
Hmm, maybe this wasn't so hard, after all. So you climb back down and return
to the stairs, only to have the door slammed shut in your face! Shades of Zork
I! Now what are you going to do?
 
Well, there aren't any secret ways out, I can tell you that. If you traipsed
around the countryside beforehand, you could use the word of recall to get
yourself out (if you found the scroll with it). Or, if you have the stave of
Sayonara, you could point it at yourself, and get out that way.
 
But, if you don't happen to have anything like that, don't despair! The answer
is right there in your hot little hands! Look at that wine closely: it's RED!
AHA!!! Read the amulet through the wine bottle! Lo and behold, you can see
a magic word (does this remind anyone of Zork II?). Say the secret (err, magic)
word, and your strength is temporarily (1 move) increased to 99! Now you're
strong enough to smash open the door: WHAM!
 
And the amulet is good for two more uses, even. Not a bad little bauble to
have, eh? But anyway, you give the wine to the cook (you can't open it, and it
has no other purpose in the game), and you are now the proud owner of a giant
onion. Doesn't that just make your day? 
So now you have this giant onion (you'll have to roll it to take it with you;
this is a good time to define a function key for ROLL ONION). However, you
can leave it where it is for now; you have to go out into the world and look
around until you find the wand of Annihilation, because your next stop is a
certain nasty lighthouse (and while you're at it, help yourself to some of the
brine drying in the sun...it will make your life easier soon).
 
Once you have the wand (remember it might in fact be a cane or staff or
something else), return to the tavern and get (roll?) your onion. On the way
out, make sure to pick up the scruffy rug on the floor; it will come in handy
later on. Roll the onion to the Ledge, where there a riddle is inscribed.
 
Actually, this one is pretty easy. Tines suggest forks, but forks don't have
much to do with reports. But, there are other things that have tines. For
instance: Lightning. CRAAACK! You say it, and a bolt shoots down out of
nowhere, opening a hole in the cliffside. Now you can get into the lighthouse.
 
Of course, there are a few nasty things lurking around inside it. The first
one is a spider. Bash the critter to make it go away (oh, I would recommend
cleaning the place out before you start rolling the onion up and around).
 
Then comes the giant slug. For this, you don't have to fight at all. Just put
the salt on it (as anyone who lives in the country knows), and that will get
rid of the repellant creature.
 
Now it's dust bunny time. It will be found lurking in the corner of one of the
rooms. If an item happens to be in that same room, don't worry; you can pick it
up safely. Still, you must get rid of the bunny. A quick perusal of the booklet
tells you that only static electricity and lemon-scented sprays have any effect
on it.
 
Well, you don't have a spray can of lemon Pledge handy, but you do have that
scruffy rug. Drop the rug then rub your feet on it a few times. Dust bunny is
getting nervous, isn't he? Poor thing. Touch the bunny, and ZAAAP! The bunny
collapses and coalesces into a strange ring. Get that ring, you'll need it
later.
 
Ok, there is only one more creature to deal with, the dornbeast at the very
top of the lighthouse. Roll your onion all the way up and into the room. You
see a chest with a large plaque on it, with a warning in many languages: "Do
not open this chest!". Of course, your first instinct, in the grand tradition
of all adventurers, is to open the chest. Don't do it....yet.
 
First, make sure that you aren't carrying too many items; that chest is pretty
heavy. Then see to it that you have a sharp item (dagger or axe) in hand, and
that your staff of Annihilation is ready. Ok, now try to get or open the chest.
 
Whoops! The dornbeast appears, and is starting to turn all 69 (interesting
number) eyes in your direction. Now is the time to move fast. Chop the onion!
Sniff..sniff...whew! The onion's strong scent pervades the room, and if you
think you have it bad, just pity the poor dornbeast with all those eyes
watering.
 
Put the critter out of its misery with the staff. Now you can safely pick up
the chest (you can also search the debris for a platinum sextant that's buried
there; it's another item for trading or selling). You really don't want to open
it, but (if you're just dying to know what happens) you can do so safely once.
 
Opening the chest transports you to the Plane of Transinfinite Spledor, where
most of the Unicorns are now living. They resent any intrusions by humans, no
matter how comapssionate (even if you've already freed the Unicorn in the
stall), and will tell you so, in no uncertain terms. If you ever go back, you
will suffer a most ignominious fate.
 
After you have been unceremoniously returned to the lighthouse (or wherever it
is you opened the chest), you can look inside the chest (it's safe for now).
There are two things inside: a scroll and a vague outline. Don't try to look
at the outline, just get all from the chest.
 
Now, close the chest and take it, because you're about to play a nasty trick on
a really nasty critter. Head along to Accardi-By-The-Sea and the Guildhall.
Loafing in the area is a monkey grinder, equipped with the dreaded Sense Organ.
 
He can do some pretty unpleasant things to you with that, and you'll have to
suffer some first. You need to wait until the grinder has crushed the warning
nymph at the entrance to the Guildhall (that's really nasty; I wish they had
come up with something else for this).
 
Once he's done that, present him with the chest. Remember the booklet: monkey
grinders are illiterate. He can't read the warning plaque, so naturally, he
opens the chest. POOF! Goodbye monkey grinder, and it couldn't have happened to
a nicer (?) person. Once he's gone, you can nip into the Guildhall and get the
wand that's there (you'll also notice that the hall has been abandoned long
ago).
 
It's about time now to pay a visit to those almost-mythical beings, the
Implementors. Take the organ (examine it and play around with it for a while if
you like) and leave it at the edge of the Fields of Frotzen where the
billboard is. Read the scroll from the chest, and say the magic word. Whoosh!
You are now in the plane of Atrii!
 
As you walk around, you'll find yourself above a number of familiar places,
including three that have curtains. These are, of course, the three shops. If
you walk through a curtain, you'll be back in Quendor, and you don't want to
do that right now.
 
Instead, move around until you find a vague outline blocking your path. Does
that remind you of anything...like maybe the outline you found in the chest?
Why not check your inventory?
 
Well, look at that! The vague outline from the chest has now been transformed
into a force blade! Use the blade to cut the outline in your way, and before
you know it, you'll be attending (in a manner of speaking) the eternal banquet
(luncheon?) of the Implementors.
 
This, however, does not mean that they are especially pleased to see you,
although they are not quite as reclusive as the unicorns. Just hang around,
and soon they'll be playing catch with the fabulous Coconut of Quendor. Wow!
You mean it's gonna be this easy?
 
Hah! Don't you believe it! The Coconut hits the floor, and before anyone can
get to it, a nasty black spot appears out of nowhere, sucks up the Coconut, and
vanishes. The Coconut of Quendor is now in the hands of the diabolical Ur-Grue!
Uh-oh.
 
The Implementors are not happy about this. They unanimously volunteer you to
bring it back (this is about the time you start wishing you'd stayed home on
the farm). To help you along, one of the Implementors hands you a golden
goblet, then kicks you out to the Fields of Frotzen.
 
Pick up the organ, and set the dial to the eye symbol. With goblet in hand,
walk into the Fields. The magical chalice will keep the lightning away, and
you'll be able to explore this rather drab and dismal area, inhabited only
by three scarecrows, a flock of corbies, a butterfly, and a four-leaf clover.
 
Take the clover when you come to it. The butterfly will eventually come to you
and rest on the rim of the goblet, so there's no need to try and catch it. But
it's the scarecrows that are the really important things here.
 
You'll notice that only one of them has any growing corn. For some reason, the
corbies don't like this particular scarecrow. Of course, to you, it looks just
like the other two, but then, as noted in the booklet, corbies can see color,
even in this drab land, far better than you can.
 
So, play the organ, and for a little while, color spruces up the area. Check
out the color of the scarecrow's rags, and remember it. Also, you must make
sure you have seen all three scarecrows, or nothing else will happen.
 
What you're waiting for is a farmhouse to fall. As soon as you hear it hit
earth, start searching, and get inside immediately. Wait out the storm, which
will transport you to the Land of Oz (err, Froon). Thud!
 
Exit the house. You'll notice a large boot underneath. There is no way to get
the boot (really! you don't need any ruby slippers to get back home). Examine
the flowers, and before long, the happy inhabitants of Froon will be making a
big fuss over you for delivering them from a big heel (grin).
 
The mayor will offer you the key to the city. Actually, there are three keys,
each a different color (they are all cheap styrofoam imitations, too). In fact,
they are the same three colors as the scarecrows. What a coincidence!
 
All you have to do is take the key that's the same color as the scarecrow the
corbies don't like, after which you are once again unceremoniously booted out
(have you tried mouthwash? maybe some deoderant...).
 
With key in hand, you are now able to pass the flock of corbies, and reach the
one other growing thing: a rose bush, with a single compass rose on its
branches. 
So you're back from Froon, and you have the compass rose and the clover and the
butterfly. Of course, most people know that butterflies are just grown-up
caterpillars, so there must be some way of changing that pretty insect back
into its larval form.
 
Some folks try the pool of eternal youth in the forest, but that doesn't work.
The pool only KEEPS things young, it doesn't MAKE them young. A fine
distinction, but a necessary one. No, there is another way to get what you
want.
 
Open the lid of the organ, and put the cup inside (the butterfly will stay on
it). Close the lid, and set the dial to the clock. Now, turn the crank
*backwards*! Pretty horrible stuff, to be sure, but you can live through it.
When you open the lid again, instead of a butterfly, you'll have a creepy
caterpillar crawling on the cup. Get it quickly, before it decides to crawl
off somewhere (in which case, you'll never see it again).
 
Now let's see what we can do about a certain injured pterodactyl (whom most
people like to rename to Terry) in the spooky areas.
 
First you'll have to get rid of the Eldritch Vapor; I know for certain that the
club will do the job. However, don't relax just yet; as soon as the Vapor fades
away, a vicious Guttersnipe will come charging in! You'll have to fight him,
too, before you can do anything else here.
 
With both monsters removed from the scene (there are only two total here), you
can go hunting for Terry. Poor critter, he has an arrow through his wing. And
even though your intentions are only helpful, in his pain he won't let you near
him. This is where you need the rod of Anesthesia.
 
Point the rod at Terry to send him into dreamland. Once he's safely asleep,
pull out the arrow (rip!), and place the limp weed on his wound (it's a
Spenceweed, of course). The injury heals rapidly, and before long Terry is his
old self again. Take the whistle from around his neck, and put it around your
own. You'll be able to call Terry with it for a total of three rides.
 
However, before you can go riding Terry, you'll need a saddle. The only one
available is in the stall with the Unicorn by the Private Way. Head along there
to get the saddle and help out a creature in need.
 
The Unicorn doesn't look too happy, and I suppose you can't really blame her.
However, before giving in to your good impulses, make sure you kiss her horn
to increase your luck.
 
Now, you can either use the amulet and then smash open the stall, or, if you
have used up the amulet by now, you can use the wand of Levitation to raise
both the Unicorn and the saddle (one at a time) out of the stall. Make sure
you take the horseshoe in the corner (a lucky charm).
 
After leaving the stable, use your whistle and summon Terry. Put the saddle
on his back, then get up on him and start flying. The place you want is the
castle (look at the map that comes with the game to see where that is). Use
the compass rose to give you a good tail wind. Remember to point the rose in
the opposite direction from the one in which you're going (for instance, you
want an east wind to fly west). Also, there are some directions in which you
can never go; these are the ones with the clouds in the way.
 
Terry will land you in the castle garden. This is the castle of the Platypus
Queen, who would not be happy to see you. Unfortunately, it sounds like she's
on her way to the garden right now. You'd better find a place to hide real
fast. I wouldn't recommend the statue, but the Morgia bush is bigger than you
think. Squeeze behind it (oof! ouch) and wait.
 
Terry (a coward at heart) will take off when Queenie appears. Don't worry, you
will be able to call him back again. Thinking she's alone, the Platypus opens
a secret compartment in the statue and removes a strange jar (there's no other
way for you to find this, even if you tried examining or searching the statue).
 
From the jar Queenie takes a hoop, and blows through...not a soap bubble, but
a silvery mirror! Too bad the mirror's answer to her question isn't the one
she wanted. After destroying it in a fit of temper, she huffs off, leaving you
alone in the garden.
 
Now you can see the secret compartment and get the jar, which will be needed
for the end game. While you're at it, help yourself to a little Morgia root;
it's good for you.
 
Call Terry again, and fly off to Mizniaport; it's time to go hunting for the
legendary Crocodile's Tear, the only object in the game worth enough for you
to obtain the hourglass in the Magic Shoppe. You'll also be able to save the
good people of Thriff from the depredations (or rather, stompings) of the
fearsome Christmas Tree Monsters (but, one thing at a time here).
 
After reaching Mizniaport, take a ride on the Jungle Skyway (free!). Climb off
at the first support tower, and you're in the jungle, with crocodiles and giant
bloddworms and even hungses (hungi?).
 
The first thing to do is eliminate both the croc and the bloodworm. This will
take some doing, but it's quite possible to beat them enough to send them away
(unless, of course, you prefer to use other methods). If you need a safe place
to heal up inbetween, go to any of the support towers; the monsters won't
follow you there.
 
Once they're both gone, map out the area, locating both the idol and the mother
hungus and baby. The idol mouth, as you know if you've stepped on it before, is
a seesaw arrangement. Whenever you try reaching up for the jewel, the seesaw
overblanaces and dumps you into the bowels of the idol. You need enough weight
on your end to keep the tongue stable so you can grab the jewel. And the only
thing weighty enough is a full-grown hungus. So, once you've located the idol,
return to the quicksand patch, and take a swipe at junior (just make sure you
aren't wearing the cloak from the Armor Shoppe at this point).
 
Oooo....mama didn't like that at all!! Looks like she's coming for you, so
start hustling toward the idol. If mama doesn't show up right behind you, just
wait awhile, she won't be far behind. Keep on going, right up into the idol's
maw. Mama will follow right after you.
 
With her poundage on the tongue, you can reach up and get the Tear. OOps! It
fell down, and mama ate it! Well, at least that seemed to satisfy her for some
reason or other, and she ambles down off the idol. Uh-oh.
 
Swoosh! You're neatly deposited inside the idol's belly. Gee, it's dark down
here; I hope you brought a lantern with you. Of course, you could probably use
a magical spell or somesuch to get out before the grues get to you, but light
is much better at the moment; there's another colony of mold growing on the
walls.
 
Once you've squeezed this mold, you can leave (the word of recall will do
nicely), and then make another trip back to Mizniaport's Skycars. After all,
you still have to get that jewel.
 
The baby hungus and mama will be at the quicksand patch. First, point your
rod of Eversion at mama and give her an unsettling experience. Horrible thing,
the insides of a hungus! However, the jewel hasn't been digested yet, and it
pops out!
 
Now, you can use your rod of levitation to free junior from the quicksand,
thereby adding to your compassion score. Whew! And it's off through the jungle
to the quaint town of Thriff.
 
Actually, there isn't much to see here except the chapel, where Cardinal
Toolbox is moaning and whining about the imminent destruction of the town.
Take a seat in the pew and search it. You find a vial, which the old woman in
the Magic Shoppe will tell you is holy water. Hang on to it, as you'll need it
later.
 
I know you want to get your hands on that reliquary on the altar, but you're
gonna have to work for it first. Leave the chapel, and take the road into the
mountains, which is just packed with Christmas Tree Monsters, singing their
fiendish holiday songs.
 
However, since you have that caterpillar with you, they won't give you any
trouble; in fact, they edge nervously aside as you pass by. Of course, one lone
caterpillar isn't really enough to stop the trees; something more permanent is
needed.
 
Beyond the trees is a small hut. Inside you find a burin (useful for inscribing
glyphs of warding), a diary (useful for historical reading and not much else),
and a black hemisphere. Get the hemisphere and the burin, then leave.
 
Hmmm..there seems to be a snowdrift blocking the way further up the mountain.
Then again, maybe it isn't a drift...it's Snow Wight! (What, no dwarves?).
Yes, another monster to do battle with. Just bop on him (it?), and after he's
gone, the way to the top of the volcano will be clear.
 
The dome across the mouth of the volcano looks like pretty heavy-duty magic.
Only what you'd expect, to keep the volcano from erupting. But that's what we
want right now...a nice hot flood of lava to go roaring down the mountainside.
So, point your wand of Dispel Magic at the dome.
 
That certainly did the trick, and if I were you, I'd be running like heck down
the mountainside and all the way back to Thriff. Whew! Don't worry, the lava
won't quite reach the town. And you can bet it sure did a number on those
Christmas Tree Monsters!
 
But there's still the problem of keeping them away permanently. Lava, when it
dries (?), is pretty permanent stuff. I'll bet if you could inscribe the glyph
of warding before the lava becomes to hard, the good people of Thriff would be
very grateful.
 
Of course, the lava is pretty hot right now, so put on your dust bunny ring
before you go back to what used to be the snowy clearing. Yep, that lava is
still pretty torrid, but it's cooling fast. At the right time, inscribe the
glyph of warning into the lava. Thriff has been saved!
 
The happy residents come out to greet you, with Toolbox leading them. The sneak
tries to hide the reliquary behind his back (not as generous as the mayor of
Froon, is he?), but if you ask him for it, he'll give the reliquary to you.
You're almost done here, all you need to do now is get yourself a minx. 
Trek off to the northwest, where hunters are combing the area for something or
other. In fact, it's a poor little Minx they're looking for. Just wait where
you are, and the Minx will come bounding along to hide behind a tree. You can't
get the Minx just yet, but you do have to protect her from her cruel owner.
 
Notice the tracks in the snow? They lead right to the Minx's hiding place. All
you need to do is "hide footprints" (nothing fancy, and don't say "hide
footprints with snow" or anything similar).
 
A nasty-looking young man will come along, and ask if you've seen the Minx. Lie
and say no, then just wait until he leaves. Give the Minx a rub on the head,
and you have a friend for life. If you wait some more, she'll dig up a truffle.
There are three in the game, and since you need only one, it's ok to let her
eat it.
 
With the Minx in tow (she'll follow you anywhere), make your way back to Gurth
City and the Magic Shoppe, where you can trade the Tear for the hourglass, if
you haven't already. Then hike off to the Forest area.
 
You'll have to dispose of the cruel puppet and the hellhound, if you didn't do
that earlier in the game (the hellhound is tough, and a good candidate for the
rod of Annihilation). When they're both removed from the scene, go to the
oak tree in the Twilight area, and wait until the Minx digs up a truffle.
 
This time, don't let the Minx eat it. Take the truffle, and walk over to the
Clearing, where a second riddle awaits you. The answer to this one is as simple
as the first: Youth. When you say that, a pool of eternal youth appears! It
won't do you much good, but it will do wonders for the truffle, namely keep it
preserved for all time. Step into the pool with the truffle.
 
Now call Terry for the last time, and have him fly you over to the Ruins across
the river (make sure you have the Minx in your arms before boarding Terry!).
You can't cross by Zeno's Bridge, which is just a trap. When you arrive, a
ghoul is sure to pop up from somewhere, and Terry, as usual, won't hang around.
 
No sooner have you dealt with the ghoul, then an Undead Warrior appears. He's
tough, but easy to get rid of: just hit him with the holy water, and that will
be the end of him.
 
You'll find a potion somewhere in the ruins, but what you really want is the
archway in the plaza. Its most obvious feature is an hour-glass shape, a sure
tipoff that the hourglass you have is needed here (this is a good time to
define a macro for TURN HOURGLASS).
 
Stand under the arch and turn the hourglass. ZOOM! You've created a magical
timeline, that allows you to move forward and backward in time, and see the
events, past and future, that occured or will occur in the plaza area. Of
these, only two are of interest to you.
 
The first is in the past, where a prince wearing a remarkably gaudy helmet has
his head cut off. The helmet rolls into a trench, but before you can do
anything, the prince's horse is killed and falls partway into the ditch. There
is no way to stop this, or enter the trench beforehand, or move the horse (in
fact, a bug in the game causes the program not to recognize the horse after
it's dead).
 
However...you CAN still throw things into the trench! So, pop the truffle into
it. Because it's been in the pool of eternal youth, it will not decay, but
stay fresh and palatable through all the eons to come.
 
Now, move forward in time, noting how the plaza area becomes covered with
rubble, a new ice age sets in, a new race emerges, and finally, all things end
in Desolation, where the work of time, having first covered all, now reverses
itself, and uncovers.
 
Not enough for you to find anything, but the instincts of the Minx are
something else. Sure enough, she sniffs out the presence of the truffle, and
digs it up from the loose earth. And in the hole...the helmet! Whew!
 
It's that time: time to pay a visit to your friendly neighborhood Ur-Grue.
First, of course, return to the present and step out from the arch. Gather
up the Minx (it really wouldn't be nice to leave her behind in a place like
this) and leave the Ruins (with the word of Recall or through the plane of
Atrii).
 
Now, put on the helmet (which gives your Intelligence a boost), and join the
black hemisphere and the white one. Together, they spin rapidly and become a
gray sphere, which gives you a vision of a secret door in a wall, and the magic
word needed to open the door.
 
Now you know where the Ur-Grue is and how to get there, so hop along, Cassidy,
because there isn't much more left to do in the game. Of course, you're
wondering how to deal with the Ur-Grue, since it isn't afraid of any kind of
light except sunlight, and the sword Grueslayer doesn't happen to be available
in the game (make sure you have the rabbit's foot, clover, and horseshoe before
entering the lair).
 
Don't worry; you'll be able to get along quite nicely, thanks to the jar you
lifted back in Queenie's garden. Once inside the secret door (DO NOT turn on
your lantern here!), open the jar and blow a mirror. Now, position the mirror
so that the light will reflect off it from this room to the next (Physics
students will easily recognize the principle involved here).
 
Walk into the next room, and do the same thing. In essence, you are setting
up a chain of reflected sunlight through the caves (as you may have guessed,
the position of the caves is random). Try not to waste any moves as you go
through the rooms; the mirrors have only limited lifespans, after which they
will pop and disappear. If the mirror in the first one pops out before you're
through, you'll be in BIG trouble.
 
Somewhere about now, the Lucksucker will show up. It has various appearances:
a black cat, an umbrella, a ladder, a number 13, etc. This is where your lucky
charms come into their own. Use one (any one) and hit the sucker (grin). It
will run off...for awhile. Then it comes back again, so use another of your
charms. All told, the Lucksucker will make three tries at you, so you do need
all three lucky charms to get past it.
 
Eventually you will come to a junction of rooms, and there is no way of knowing
for sure which one the Ur-Grue is in. Explore each of them, and hope you're
lucky. You'll know you've found the right one, as it will have a mound of
treasure in it, and a creepy shadow in one corner.
 
You have no time to waste here; create another mirror, and angle the shaft of
light at the shadow in the corner. THAT did the trick! Or did it? As you
approach the Ur-Grue, it grabs you tight! Oh-oh! After all this work, are you
going to fail in the end?
 
Well, maybe not! As you strangle in the Grue's grip, it begins to absorb all
that compassion you've built up through the game! Filled with remorse, the
Ur-Grue releases you, and goes off to who knows where. But he does allow you to
take whatever you want from his treasure horde.
 
As you might expect, the only thing you can really take is the Coconut of
Quendor. So grab that and start making tracks (if the mirrors have popped by
now, it's ok to use your lantern...there are regular grues lurking here),
because an earthquake is about to commence.
 
Ooops! You didn't quite make it out, but you're saved anyway! (Although being
buried under fettucini is still not the most fun experience in the world). The
old woman from the shop (see? it really was one old woman after all) and the
sailor rescue you, and take you for a voyage on board the magical ship. Where
to? Who knows? We'll have to wait for Beyond Beyond Zork for that! (grin)..

