Beyond Zork Part II 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. Beyond Zork is copyrighted 1987 by Infocom Inc. This walkthru is copyrighted 1987 by Scorpia, all rights reserved.