Infocom button
Beyond Zork graphic

Walkthrough by Bruce A. Smith

Beyond Zork takes elements of the Enchanter series, combines them with the Zork series and adds role-playing on top of it. The resulting hybrid retains the feel of previous Infocom games, but has a greater replay value because of the role-playing element. Beyond Zork is the first Infocom game to have an auto-map feature, which is definitely a nice touch. It is also one of the few Infocom games which can truly boast of having different solutions for several different puzzles. Altogether it is an impressive package.

Many parts of Beyond Zork are random. The geography of certain areas change with each game, as well as the locations of wand-like items, scrolls, and potions. Of course, how well you do in combat is also determined by a computer simulated roll of the dice. As a result it is difficult to present this game in a step-by-step format. At times you may have to fiddle with your inventory or explore an area on your own, otherwise the solution here should provide you with all the information you need. Make sure to save the game often, especially before combat, because it is almost certain that your character will die several times.

It is to your advantage when using this walkthrough to start with a character whose percentages are all at least at eight percent, especially in the categories of dexterity and intelligence.

Hilltop

NW. GET WEED. SE. E. E. EXAMINE PAINTING. GET CLUB. WIELD CLUB. W. S. GET LANTERN. DROP WEED. OPEN DOOR. W. W. GET DAGGER. W. ASK COOK ABOUT ONION. OPEN DOOR. D.

Wine Cellar

WAIT (until the rat-ant attacks). HIT ANT. AGAIN (until it is defeated). GET SCROLL. READ SCROLL. Type in the word from the scroll. If your character is not intelligent enough to read the scroll, try using the magic words at the end of this walkthrough. TURN LANTERN ON. The placement of the seven locations of the cellar are random. Here is what to do there.

Shadowy Stacks: KICK SKELETON. AGAIN. GET AMULET. WEAR AMULET.

Musty Corridor: SQUEEZE MOSS. (This will improve your dexterity a few moves later.)

Throne Room: HIT CRAB (until it runs away). GET CROWN. SEARCH DEBRIS. GET GOLD.

Reeking Room: GET (the wand-like object that is there).

Bottom of Stack: U (once your dexterity has gone up from squeezing the moss at Musty Corridor).

Top of Stack: GET BOTTLE. D.

Wine Cellar: (Once you have everything from the cellar area.) U. EXAMINE BOTTLE. EXAMINE AMULET. LOOK AT AMULET THROUGH BOTTLE. Enter the word that is on the amulet. BREAK DOOR. TURN LANTERN OFF. U.

Kitchen

GIVE BOTTLE TO COOK. PUSH ONION E. AGAIN. DROP LANTERN. W. GET RUG. E. PUSH ONION N. PUSH ONION NE. NW. NE. OPEN DOOR. W. SELL GOLD. SELL CROWN. E. SW. GET BRINE. SE. LIGHTNING. PUSH ONION W.

Lighthouse

There are three levels of the lighthouse between the base where you are now and the Lamp Room. Each level contains four locations. PUSH the onion with you as you go up through the levels. In the first level, fight the spider and get the wand-like object. In the second level, put the salt on the slug when it attacks and get the bubblegum card. In the third level, get the scroll. At Dusty Corner: RUB RUG. TOUCH BUNNY. GET RING. WEAR RING. DROP RUG.

Lamp Room

OPEN CHEST. CUT ONION WITH DAGGER. HIT DORN (until it sniffs away the last of its tears). CUT ONION. Continue hitting the Dorn and cutting the onion until the Dorn beast is defeated. It may take some time. SEARCH DEBRIS. GET SEXTANT. Return to the base of the lighthouse. E. NW. NE. W. SELL CARD. SELL SEXTANT. SELL DAGGER. SELL CLUB. BUY SWORD. GET SWORD. WIELD SWORD. E. PUT ALL IN PACK. DROP PACK. SW. SE. W. Go to the top of the lighthouse again. GET CHEST. Return to the base of the lighthouse. E. NW. NE. E.

Outside Guild Hall

N. WAIT. WAIT. WAIT. HIT GRINDER. AGAIN. GIVE CHEST TO MONKEY. GET PALIMPSEST AND OUTLINE. CLOSE CHEST. GET CHEST. W. W. SELL CHEST. E. GET PACK. WEAR PACK. PUT PALIMPSEST AND OUTLINE IN PACK. E. GET GURDY. N. GET (the wand-like object that is there). S. W. SW. SE. SW. S. GET ALL. S.

Moor's Edge

S. There are six random locations in the moor. You will be attacked by an eldritch vapor that may run off with some of the items you are holding. HIT THE VAPOR (each time you see it, until it is defeated). Shortly after, you'll be attacked by a guttersnipe. Fight it too. Explore the moor, getting the items the vapor took from you as well as another scroll, wand and potion. When you find the pterodactyl, DROP GURDY AND WEED. Leave the pterodactyl for now and exit the moors to the southwest.

Bluffs

W. DROP LANTERN. NE. N. KISS HORN. SAY (the word on the amulet). BREAK STALL. GET HORSESHOE. IN. GET SADDLE. S. SW. DROP SHOE. E. Return to where the pterodactyl was. GET WEED. EXAMINE GURDY. EXAMINE DIAL. TURN DIAL TO EAR. TURN CRANK TO RIGHT. GET ARROW. PUT WEED ON WOUND. GET WHISTLE. WEAR WHISTLE. PUT SADDLE ON PTERODACTYL. GET GURDY. Return to the Bluffs. W. NW. N. N. GET CAKE. EAT CAKE. N. OPEN DOOR. W.

Magick Shoppe

SELL ARROW. SELL AMULET. LOOK IN CASE. BUY FOOT. GET FOOT. RUB FOOT. I. ASK WOMAN ABOUT: the ring, the palimpsest, two scrolls that you have, the four wands that you have, the potion that you are carrying, and the potions in the case. You may have to get items from your pack to do the following. If you have the scroll of fireworks or the scroll of mischief, sell them. If you have the scroll of honing, read it and enter the word on it. If you have the wand-like object of anesthesia, sell it. If the potion you have is not of enlightenment or might, sell it. If you do have the potion of enlightement or might, READ it, SHAKE it and then DRINK it. If either or both of these two potions is for sale and you have enough money, then buy one, get it, READ it, SHAKE it, and DRINK it. E. GET GATING. READ GATING. Enter the word from the scroll.

Ethereal Plane of Atrii

SE. I. GET PHASE BLADE. (The Vague Outline you were carrying has become a phase blade.) CUT OUTLINE WITH PHASE BLADE. DROP PHASE BLADE. SE. WAIT. WAIT. WAIT. GET COCONUT. WAIT. WAIT. WAIT. GET GOBLET. (The implementers should transport you to edge of storms.) PUT ALL IN PACK. GET GOBLET AND GURDY. W.

Fields of Frotzen

There are eight random location in the fields. Find and get the scroll and the four-leaf clover. When you see the butterfly, wait for it to land on your goblet. Then find the scarecrow that is surrounded by flourishing corn. TURN DIAL TO EYE. TURN CRANK TO RIGHT. Note the color of the rags on the scarecrow. WAIT (until a farmhouse falls from the sky). Look around in the fields until you get to the farmyard. IN. WAIT (until the house is picked up by a tornado and lands again). OPEN DOOR. N.

Froon

EXAMINE FLOWERS. WAIT (until the mayor offers you a key). GET the color of key that matches the color of the rags on the scarecrow earlier. You will them be returned to a vacant lot. There is a portion of the fields that the corbies would not let you enter before. They will let you pass through to the Gray Grotto now that you have the key. EXAMINE BUSH. GET ROSE. Exit the fields to the west.

Intersection

OPEN GURDY. TURN DIAL TO CLOCK. PUT GOBLET IN GURDY. CLOSE GURDY. TURN CRANK TO LEFT. OPEN GURDY. GET GOBLET. EXAMINE GOBLET. DROP KEY. N. N. GET OUTLINE. W. SELL GURDY. SELL OUTLINE. ASK WOMAN ABOUT ROSE. E. S. S. BLOW WHISTLE. GET ON SADDLE. U. TURN STEM NE. SW. D.

Royal Garden

GET OFF. GET ROOT. HIDE BEHIND BUSH. GNAW ON ROOT. DROP ROOT. PUT CLOVER AND GOBLET IN PACK. WAIT (while the Platypus blows a bubble and leaves). OUT. OPEN COMPARTMENT. GET JAR. BLOW WHISTLE. GET ON SADDLE. U. TURN STEM SW. NE. D. GET OFF. N. N. NE. N.

The Forest

The forest has seven random locations. Do not go north of the South Chasm. HIT the cruel puppet and the hellhound until they run away. If they are to difficult to defeat, and you have the wand-like object of annihilation, POINT it at them. Search until you find another wand-like object and a scroll. At the clearing: READ INSCRIPTION. SAY YOUTH. Exit the forest to the south at Outskirts. SW. W.

Magick Shoppe revisited

I. ASK WOMAN about the wand-like object that you got from the forest and the two unidentified scrolls you have. If you have either the scroll of mischief or fireworks, sell them. If you just got the scroll of honing, read it and enter the word on it. If you have the wand-like object of anesthesia or annihilation sell it. E. S. S. SE. GET ALL. PUT ALL IN PACK. CASH (if you have more than 60 zorkmids, OPEN DOOR. N. BUY SCALE. GET SCALE. WEAR SCALE. S.). W. WAIT (until the conductor announces boarding). IN. WAIT (four times). GET OUT. D. SE.

Jungle

There are eight random locations in the jungle. HIT the crocodile and the bloodworm, until they run away. Get the ivory tusk, the scroll, and the wand-like object. Once you have done all these, find the idol and the mother hungus with her baby, HIT BABY and then lead the mother to the idol. She's slow, so wait for her at each location.

At the idol: IN. WAIT (for the mother hungus to step on the jaw). GET JEWEL. GET LANTERN. LIGHT LANTERN. SQUEEZE MOSS. GET EVERSION. POINT EVERSION AT IDOL. (If none of your wands are labeled eversion than point the one that is not labeled at the idol.) TURN LANTERN OFF. WAIT (until strength is back to normal). Return to the quicksand. POINT EVERSION AT MOTHER. GET JEWEL. GET LEVITATION. POINT LEVITATION AT BABY. (If none of your wands are labeled levitation than point the one that is not labeled at the idol.) Exit the jungle to the south at the waterfall. SW.

Thriff

NW. W. DROP LANTERN. GET JAR AND CLOVER. DROP JAR AND CLOVER. GET SHOE AND FOOT. DROP SHOE AND FOOT. GET RECALL. READ RECALL (or the scroll that mentions transportation). Enter the word from the scroll and note what it is). E. WAIT. RUB OUT FOOTPRINTS. WAIT (until the hunter leaves). SE. W. LOOK UNDER PEW. GET VIAL. WAIT. WAIT. E. S. READ GLYPH. W. PUT ALL IN PACK. GET ORNAMENT. GET CATERPILLAR. SHOW CATERPILLAR TO TREES. W.

Mountain Trail

OPEN MAILBOX. GET LEAFLET. READ LEAFLET. OPEN PARCEL. I. S. GET BOOK. READ BOOK. DROP BOOK. GET HEMISPHERE. N. W. HIT WIGHT (until it is defeated). GET FLAKE. W. LOOK UNDER DOME. GET DISPEL. POINT DISPEL (or the unlabeled wand), AT DOME. E. E. N. S. INSCRIBE GLYPH ON LAVA. WAIT (until the Cardinal offers you anything). ASK FOR RELIQUARY. N. NW. W. OPEN RELIQUARY. DROP RELIQUARY. GET WHITE. CONNECT BLACK TO WHITE. DROP SPHERE. GET GATING. GET MINX. Enter word on gating scroll. NE. E. ENTER CURTAIN.

Boutique

I. You may have to get some things from your pack to sell them. SELL all your wands. SELL TUSK. SELL JEWEL. SELL DIAMOND. SELL ORNAMENT. SELL CATERPILLAR. SELL GOBLET. SELL RING. SELL BURIN. SELL SCALE (or TUNIC if you still have it). BUY CLOAK. GET CLOAK. WEAR CLOAK. BUY PLATE. GET PLATE. WEAR PLATE. OPEN DOOR. S. NW. N. N. W. ASK WOMAN ABOUT the scroll you got in the jungle. SELL it if it is of fireworks or mischief. READ it and use it if it is of honing or protection. BUY HOURGLASS. GET HOURGLASS. E. NE. N. Having re-entered the forest, go to Twilight where there is an oak tree and WAIT until the minx digs up a truffle. GET TRUFFLE. Now go to the clearing where the boulder is. PUT TRUFFLE IN POOL. IN. GET TRUFFLE. PUT TRUFFLE IN PACK. OUT. BLOW WHISTLE. GET MINX. GET ON SADDLE. U. GET ROSE. TURN STEM SW. NE. NE. D.

Ruins of Pheebor

GET OFF. The ruins of pheebor contain 6 random locations. Do not go south of the North Chasm. Hit the ghoul until it retreats, and THROW THE VIAL at the undead warrior. Get the potion. Then go to the plaza. Plaza: STAND UNDER ARCH. TURN HOURGLASS OVER. S. S. WAIT. WAIT. GET TRUFFLE. DROP TRUFFLE IN TRENCH. TURN HOURGLASS OVER. N. N. N. N. TURN HOURGLASS OVER. N. N. WAIT (until minx digs up truffle). GET HELMET. WEAR HELMET. TURN HOURGLASS OVER. S. S. S. S. Leave the plaza. READ GATING. Enter the word on the gating scroll. SW. SW. S. ENTER CURTAIN. ASK THE WOMAN ABOUT the potion you got in Pheebor. If it is not the potion of enlightenment or might, sell it. If it is, SHAKE it, and DRINK it. Enter the word from the gating scroll. E. N. ENTER CURTAIN. SELL HOURGLASS. BUY SCABBARD. GET SCABBARD. WEAR SCABBARD. Enter the word from the recall scroll.

Rock Wall

GET ALL EXCEPT RELIQUARY. LOOK IN SPHERE. Enter the word you see there. DROP SPHERE. OPEN DOOR. NW. WAIT, For a lucksucker to appear. It may be in the form of a ladder, a number thirteen, a black cat, or an umbrella. THROW SHOE AT LUCKSUCKER. Sooner or later in the underground, you will run across two more lucksuckers. When you do, THROW RABBIT'S FOOT at one. THROW CLOVER at the other. Go one more room farther into the underground. WAIT (for a lurking presence to appear). HIT GRUE (until it is defeated). WAIT, and HIT GRUE again, until you have defeated two more. Return to Rock Wall. OPEN JAR. GET CIRCLET. BLOW BUBBLE. TURN MIRROR N. NW.

Underground

Now you can explore the ten random locations of the underground. Continue using the bubble mirrors to create light. (You do not have to dip the circlet between bubbles.) You will need to angle the mirrors to cast light from room to room. For example, to get sunlight to go from ne to nw, TURN MIRROR N. If mirrors pop or are popped, you may have to go back and remake them. When you see moss on the wall squeeze it.

Treasure Chamber

The UR-GRUE is hiding here. Angle the light into this room. BLOW BUBBLE. TURN MIRROR EAST. TURN LANTERN ON. SEARCH TREASURE. GET COCONUT. WAIT (until you are rescued and the game ends).

Magic words that are randomly associated with the amulet, the gray sphere, and the scrolls: BOK, BLARN, YQUEM. WATKIN, SQUIRP, MACUGA, PROSSER, SMEE, STELLA, JUKES, YABBA.

Wand-like objects: Rod, staff, stave, wand, stick, cane.

Map

Download the map for this game.

Requires Adobe Reader.
Return to the Main Infocom Page.