<!--
	Title: Beyond Zork
	Author: Joe Terwilliger
	Source: QuestBusters, v5(3)
	Date: March 1988
	Transcription by Steve Derby
-->

<div class="article-sidebar-box float-right" style="border: 6px double; font-style: italic;">
To decode clues, count two letters back.
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Many elements of *Beyond Zork* are randomized: Locations in some areas,
plus the objects found there, are arranged differently, and magic spells often have
different names or are cast with different items. For these reasons no map is
provided (since it wouldn't do much good unless you got lucky and hit the same
pattern of maps, etc.), and the solution itself is presented in a new format.

Instead of giving a step-by-step walkthrough, this one tells what must be
done and which spells are needed in each general area. The magic items' effect
vary from game to game, so related answers refer simply to the spell: Thing
of Annihilation, for example (though these have been coded). You can ask the
woman at the Magick Shoppe to identify spells and items. If you don't have an item
mentioned here, just look around—it won't be hard to find. Locations of those
not readily noticed are pointed out.

If you use this walkthru, let us know how you like the format.

**Hilltop, Sea and Tavern**<br>
Go northwest from the start and get the weed at Edge of Storms. At the dock,
examine the sailor's canvas and get the driftwood. Wield it as a weapon. Get the
lantern outside the Tavern, enter and wait to hear the bandit's mention the helmet.
Try to go west, then get the dagger.

**Wine Cellar and Kitchen**<br>
When you first enter the Cellar, get the scroll and read it. (Say the word on it if
your light goes out.) Squeeze the moss on the wall for Dexterity so you can climb
the Bottom Stack and get the wine bottle. Slay the skeleton, get the amulet and wear
it Get the crown and search the nest for the coin; sell both. After the door is
slammed on your, tgcf the amulet through the dqvvng and say the word to get a
Strength boost so you can break the door. Conserve the lantern by shutting it off as
soon as possible. Give the bottle to the cook. Go east and get the rug, pushing
the onion to the cliff wall.

**Cliff and Lighthouse**<br>
The riddle's answer is nkijvpkpi, which lets you enter the lighthouse. Inside
you'll need the ucnv (from the vkfcn hncvu), twi, Thing of cppkjkncvkqp,
fciigt and the qpkqp. Bash the spider and vjtqy ucnv on the slug. twd the twi and
vqwej the Dust Bunny. Get and wear the ring. (Sell the bubblegum card) ewv the
qpkqp with the fciigt to distract the Dornbeast, then point the thing of
cppkjkncvkqp at him and take the chest and get all. Search the debris in the top
room and sell the sextant.

**Accardi by the Sea**<br>
Give the ejguv to the Monkey Grinder after he squashes the warning nymph.
Get the palimpsest and vague outline from the chest. Get the gurdy. You can sell the
chest. Buy the axe, wield it and use the Scroll of Honing on it. Use the axe to
slay the Puppet, then point the thing of cppkjkncvkqp at the Hellhound. Get all
you find in the forest Eat the fishcake for an Intelligence boost.

**Plane of Atrii**<br>
Say the word from the icvkpi spell (from the chest) to enter the plane of Atrii.
Move around until you find a place where the fabric of time squeezes shut to
produce a vague outline. The xciwg qwvnkpg you found in the chest becomes
a Phase Blade when you enter the Plane of Atrii; use it to cut the vague outline
blocking your route. Enter the blocked off area and you'll find the Implementors.
Wait till they drop the coconut and give you the iqquv. They'll most likely
teleport you to the billboard.

**Fields of Frotzen**<br>
The iqquv will protect you from the thunderstorm. Get the four-leaf clover
when you find it Wait for a dwvvgthna to land on the iqquv. Open the gurdy and
put the iqquv in it Close the gurdy, set the dial to enqem and turn the crank left.
Open it and get the caterpillar before he runs away. Remove the iqquv and close
the gurdy. Find the scarecrow with a flourishing crop of corn around him.
Tum the dial on the gurdy to eye, then turn the crank to the right. Note the
scarecrow's rags: the Corbies are afraid of this color. Afterl the farmhouse falls,
enter it and stay until the storm subsides.

**Land of Froon**<br>
Exit the house. Examine the flowers. When offered, take the key that's the
same color as the scarecrow's rags. When transported back to the fields you can pass
the Corbies and get the Compass Rose.

**Jungle**<br>
Kill or point Thing of cppkjkncvkqp at the crocodile and bloodworm. Find the Idol,
then the Hungus. Attack the baby. The mother will attack and follow you to the
Idol. Climb the Idol. When the mother is on the bottom, get the jewel. Inside the
Idol, turn on the lamp. Squeeze the moss, then point the Thing of gxgtukqp at the
wall. Find the mother and point the Thing of gxgtukqp at her to get the jewel. Then
point the Thing of ngxkvcvkqp at the baby. You can sell the tusk.

**Thriff**<br>
Look under the pew in the chapel for the vial. Listen to the Cardinal. Examine the
glyph, then go west of the clearing. The caterpillar will scare the Trees. (Sell the
ornament) Open the mailbox and examine the contents thoroughly. This
should net you a burin. Go south and search the bench to get the Black Hemisphere.
Go north and west to kill the Snow Wight You may have to recuperate
a few times to do so, or use the Thing of cppkjkncvkqp. Sell the snowflake. Go
west and point the Thing of fkurgnn at the dome. Boogie on back to Thriff before
you get fried. Make sure you 're wearing the tkpi, then return to the clearing. With
the burin, inscribe a glyph in the hot lava. Ask the Cardinal for the reliquary and get
the White Hemisphere from it. Go northwest and hide the minx's footprints.
After the hunter leaves, pet the minx. Wait until she digs up a truffle and let her
eat it Don't forget the sunlit wall to the west of here. Remember, you must pick
up the minx to take her to certain places.

**Stable**<br>
Get the horseshoe. Kiss the unicorn's horn first for luck, then say the word on
the amulet and smash the stable door. Or you can use Thing of ngxkvcvkqp to free
the unicorn and get the saddle.

**Pterodactyl**<br>
Make sure you're holding the yggf and Thing of cpguvjgukc and have enough
room to hold the arrow and whistle. Point the Thing of cpguvjgukc at the pterodactyl.
Get the arrow, then put the yggf on the wound. Get and wear the whistle. Put
the saddle on the pterodactyl. Get the minx and board the pterodactyl. To fly,
"go up" and point the Compass Rose in the opposite of the direction you want to
go. Fly until you're over the castle (near Thrift), then land.

<p class="italic center"><a href="/library/questbusters-walkthru-beyond-zork-part-two">Continued next month</a></p>
