Character Creation

I always select "Create your own character" when beginning a new game, so I can't give any advice about the preset characters. Dividing the 60% "potential" equally among the attributes has always worked OK for me (results in 11% per attribute), although you might find it useful to give a little extra to Endurance, Strength, and.or Dexterity to help out early on. Don't short yourself too much on Compassion, or you might not have enough at the end of the game. Your gender doesn't matter in a real gameplay sense, but there are a few items in the For Your Amusement sections where you will get different results based on your character's gender. (Curious default name, hmmm?)

Naming Objects

There are some objects you can name, if you like, so you can refer to them by nicknames rather than their object names: the dagger, shillelagh, spade, battleaxe, longsword, vague outline/phase blade, pterodactyl, minx, and butterfly/caterpillar. To name an object, use the following syntax: name the sword "Ralph".

Random Areas

There are eight areas of the game whose maps are randomly selected from a few possibilities the first time you enter them: the wine cellar, the lighthouse, the moors, the Fields of Frotzen, the forest, the jungle, the ruins of Pheebor, and underground. No advance directions can be given for these areas, so I just say "Explore", although none of them is very complex.


I suggest saving a game before walking into an area where there are monsters, and again if you defeat the monster. (You can't save while you're actually in the same location as a monster.) If you seem to be getting your butt kicked in a fight, you can always run away. Either keep moving -- you gain back an endurance point per turn -- or retreat to an area where the creature won't follow and rest.

Magical Items

With one exception (the scroll of Refreshment), the magic items in this game are randomized as to their exact location.

Scrolls: Fireworks, Gating. Honing, Mischief, Protection, Refreshment (the scroll of Refreshment is always in the Wine Cellar)
Potions: Death, Enlightenment, Forgetfulness, Healing, Might
Wand/Rod/Staff/Stave/Stick/Cane (you get one of each in each game, but for simplicity's sake I will always refer to "wands"): Anesthesia, Annihilation, Dispel, Eversion, Levitation, Sayonara

You must have scrolls, wands, and potions identified by showing them to the woman in the Magick Shoppe in Gurth before you can use them. Shake potions before you drink them. To use a scroll, read it, then say its word of power. To use a wand, just point it at your desired target.

The following magic items are needed to solve puzzles, so hang onto them when you find them: scroll of Gating (the palimpsest), wand of Eversion, wand of Levitation, wand of Dispel, potion of Enlightenment. Also hold on to the scroll of Honing for the longsword and the scroll of Protection for the plate armour. Drink the potion of Might whenever you come across it. (Because of the randomization of items, you might find both the potions of Enlightenment and Might, or you might have to buy one or both from the Magick Shoppe.)

The other scrolls (Fireworks, Mischief, Recall), wands (Annihilation, Sayonara, Anesthesia), and potions (Healing, Forgetfulness, Death) can be sold or used at your discretion.

All that said, let's begin the game.


You begin at a Hilltop. Go northwest. Examine the billboard and weeds. Get a weed. Go southeast and east twice to the Wharf. Examine the water. Get the driftwood (shillelagh). Go west and south and get the rusty lantern. Open the door and go west twice. Get the thrown dagger and wield it. Go west. Examine the onion. Open the cellar door. Save the game and go down.

If a rat-ant scurries in and attacks you in this location, you stand a decent chance of defeating it even with your rusty dagger, so give it a shot; restore if you fail (the door will lock behind you if you try to go back upstairs). Get the crinkly scroll. Read the scroll. Say the word written on it and your lantern and dagger will be "refreshed". Turn on the lantern.

Explore the cellar. Kill the discipline crab and take its crown. In the crab's Throne Room, search the nest and get the doubloon. Squeeze the moss in the Musty Corridor when you find it and you will gain dexterity in six turns. When you come across the skeleton, try to take the amulet; kick the skeleton, then take the amulet again and wear it. If you cannot climb the stack of crates when you find it, wait until you have gained dexterity from squeezing the moss and then try again. Get the wine bottle from the top of the stack. There is also a wand in the cellar.

Once you have gotten everything, read the amulet through the wine bottle. (Now that you've read it, the word of power will appear in the item description.) Return to the Wine Cellar location and try to go up. Say the word on the amulet. Break the cellar door. Go up. Give the bottle to the cook. Turn off the lantern. Roll the onion east. Put everything but the dagger in your pack. Get the bearskin rug. Continue rolling the onion east, north, and northeast to the Ledge.

For Your Amusement:
Repeatedly say hello sailor around the old sailor.
Ask the cook about himself.
Examine the wine bottle, and open the mailbox on the bottle.
Try to pick up the onion, both with and without the power of the amulet.
Walk across the bear rug and then touch someone.


Read the inscription on the cliff and say lightning to answer the riddle. Go northwest to the Tidal Flats and get some salt from the brine patch. Return southeast and roll the onion west into the lighthouse. Save the game. Leave the onion here for the time being, and go up.

On the first floor you will find a wand and a giant spider. On the second floor you will find a bubblegum card and a giant slug. It is to your advantage to draw the monsters into the stairway (locations with arrows) to fight if you can, because they won't follow you up or down if you need to escape to rest. (If you find the slug too tedious to defeat, throw the salt at it.) On the third floor, you will find a scroll. In the Dusty Corner with the dust bunny, drop the rug, walk across it, and then touch the bunny. Get the ring and wear it.

From the third floor, go back down to the bottom of the lighthouse, then roll the onion all the way up to the fourth floor Lamp Room. Search the debris and get the sextant. Put everything in your pack. Save the game. Try to get the chest. Cut the onion and get the chest while the dorn beast is disabled. (Alternatively, you can repeatedly cut the onion and then attack the dorn beast while he is disabled for three turns, until "the dorn sniffs away the last of its tears", in order to kill him for experience, but you might want to come back later with the sword if you feel like doing that, because it has a lot of hit points and you have a hard time effectively hitting it at this point in the game. Another alternate solution is the Wand of Annihilation, if you have it.) Leave the lighthouse, all the way back down to the Ledge.

Drop the chest and open it. No, go on, open the chest. On the Plane of Transinfinite Splendor, wait two turns. Once back on the Ledge, get the outline and the palimpsest from the chest. Close the chest and pick it up again. Go northwest and northeast to Accardi-by-the-Sea. Open the door of the weapon shop and go west. Examine the case. Ask the woman about each of the objects in the case. Get the crown, sextant, bubblegum card, doubloon, dagger, and shillelagh out of the pack and sell them. Buy the sword, get it, and wield it.

Go east twice to Outside Guild Hall. Try to go north. Wait three turns. When the monkey grinder manifests, go west, then return east and try to go north again. The monkey grinder will squish the warning nymph. Give the chest to the monkey grinder. Get the hurdy-gurdy (you can refer to it as "hurdy" or "gurdy") and put it in your pack. Close the sea chest and pick it up. Go north to the Lobby, get the wand, and put it in your pack. Go south, west, southwest, southeast, southwest, and south three times to the Moors.

For Your Amusement:
Open the sea chest a second time.
(save first)


Explore. Kill the guttersnipe and the eldritch vapor. If the vapor manages to steal any of your items, you will find them in other Moors locations. There are a scroll, a wand, and a potion in here. (You may find yourself struggling with weight limits at this point. Make sure you keep everything in your pack as much as you can. The sea chest is both heavy and bulky, so drop it temporarily if you need to to get other items so you can put them in your pack, but remember to pick the chest up again.)

When you find the wounded pterodactyl, get the hurdy-gurdy and weed from your pack. Drop the chest. Turn the dial on the hurdy-gurdy to the ear, then turn the crank to the right. While the pterodactyl is asleep, get the arrow, then rub the weed on the wound. Drop the arrow. When the pterodactyl wakes up, he will now be well-disposed to you. Pet him if you like. Take the whistle and wear it. We'll be doing more with the pterodactyl later. Put the hurdy-gurdy back in your pack and get the chest again.

Head to the location where "the mist thins out a bit to the southwest". Go southwest, west, northeast and north to a Stablehouse. Drop the chest, get the horseshoe, and put it in your pack. Kiss the unicorn's horn for luck. Pick up the chest and give it to the unicorn. Say the word on the amulet again and break the stall. Go in and get the saddle. (You can also use the Wand of Levitation if you have it.) Leave the stall and go south, southwest, and northwest to the Intersection.


Go north twice to the South Market in Gurth. After you bump into the hawker, get the fish cake and eat it. (You will gain intelligence in a few turns.) Go north to North Market. Open the door and go west into the Magick Shoppe. Show all the rods, scrolls (including the palimpsest), and the potion you've collected to the old woman. Drink or sell whatever you have, as appropriate. (Don't forget to shake potions before drinking them.) Examine the case and ask the woman about the potions in the case. Buy the rabbit's foot, take it, and rub it. Buy whatever potions you can afford. (If you need more money, you can also sell the amulet.) Leave the shop. Get the palimpsest (a.k.a. Scroll of Gating) out of your pack and read it. Say the word on it.

Ethereal Plain of Atrii

Notice the curtain hanging in the air at Above City. If you walk through it, you will return to the Magick Shoppe. There are two other curtains on the Plain, at Above Seaport and Above Town, which go to the Armor and Weapon Shops, respectively.

Try to go southeast. Examine your inventory. Notice that the vague outline has turned into a phase blade? ("What on earth do I do with a vague outline?" "Nothing... on earth.") Get the phase blade and cut the outline with it. Then go southeast to Above Fields. Wait here for a few turns. When the Implementors drop the coconut and it "skitters across the plane", try to get it. An ur-grue will appear and slurp up the coconut. Keep waiting. When an Implementor holds out a goblet to you, take it. You will be transported to Edge of Storms. Taste the coating in the goblet to gain luck.

For Your Amusement:
Don't take the coconut when the Implementor asks you to.
Have a full inventory in your hands when the Implementor tries to give you the goblet.
(Say the name of the goblet outside.

The Gray Fields of Frotzen

Go west into the Gray Fields of Frotzen. Explore the area. When you spot a butterfly, wait while it finds the sweet coating on the goblet and alights on the rim. You will also find a scroll and a four-leaf clover. There are three scarecrows in this area, but only the third one you find actually scares the corbies (they squawk with "fear", "terror", or "anxiety", as opposed to "anger", "rage", or "fury"). When you find it, turn the dial on the hurdy-gurdy to the eye and turn the crank to the right. Note the color of the rags on this scarecrow in the room description (mauve, puce, or lavender).

After "a movement overhead catches your eye", find the Farmyard and enter the crashed Farm House. Close the door. Oopen the hurdy-gurdy, put the goblet in it, and close it. Turn the dial to the clock and then turn the crank to the left. Open the gurdy, get the goblet, and examine it. You'll find you've "turned back the clock" on the butterfly and now have a caterpillar! Put everything in your pack. Continue to wait for a storm to brew and pick up the farm house, Wizard of Oz style. ("Kerblam! Lightning heralds the approach of a deadly funnel!", then "Thwack! The farm house jerks violently upward...")

When the house crash-lands again, open the door and go north to Froon. Look under the house. Look at the flowers. Wait until the mayor Grope arrives, has a jewel box brought, and opens it. Examine the keys. Take the one that is the color the corbies were afraid of. You will be transported back to the Fields.

Make your way to the Fields location where "a flock of corbies is circling a point on the ground," where you previously couldn't pass by the corbies. Now that you are carrying something of the color that scares them, you will be able to pass by into the Gray Grotto. Examine the rosebush and take the compass rose. Leave the Fields towards the west and go to the Intersection. You can now drop the key. Go north twice and west to the Magick Shoppe. Show the woman the scroll. Sell the outline and gurdy. Buy any potions if you are still missing some. Leave the shop and go northeast and north to the Forest.

The Forest

Explore. In here you will find a cruel puppet, a hellhound. a scroll, and a wand. When you see the boulder in the Clearing, read the inscription; the answer to the riddle on is youth. Drop the saddle at South Chasm. Return southward out of the forest to the Magick Shoppe and show the woman the wand and scroll.

For Your Amusement:
Insult the cruel puppet.

The Jungle

Leave the shop and go south twice, southeast, and west to the Skyway Entrance. Wait for a gondola to appear, and for the conductor to say "all aboard". Get into the gondola. Wait three turns until you are near a support tower, and then jump to it. Go down and save the game.

Explore the Jungle area. You will find a nasty bloodworm, a crocodile, a mossy rock (at least, so it seems), an ivory tusk, a wand, a scroll, and an idol with a "crocodile tear" hanging in it.

When you've collected everything, go to Quicksand. Hit the baby hungus to piss off its mother. Go to the Idol, waiting each turn you move for the mother hungus to follow you. Get into the maw. With the mother hungus standing on the bottom of the maw, get the jewel. In the idol, turn on your lantern. Squeeze the moss. Point the wand of Eversion at the idol. Turn off the lantern. Return to the Quicksand. Point the wand of Eversion at the mother hungus. Point the wand of Levitation at the baby hungus. Get the jewel. (You may need to wait until your strength returns.)

Speak the word on the palimpsest. Find Above City and go through the curtain to return to the Magick Shoppe. Sell the tusk and trade (not sell) the tear for the hourglass. Get the hourglass. You can now sell most of your magic items since you no longer need them, except for the wand of Dispel and scrolls of Gating (palimpsest) and Protection. Leave the shop and go south twice, southeast, open the door, and go north to the Boutique (armor shop). Buy the scale mail and cloak, get them, and wear them.


Go south and west and ride the skyway. Jump off at a support tower and go down. Go through the jungle to the Waterfall. Go southwest, northwest and west to the Rock Wall. Notice the castle. Return east. Erase the footprints. Wait for the hunters to leave. Get the minx. Don't worry when she jumps out of your arms; she'll follow you, although you may have to wait a turn for her to catch up.

Go southeast and west into the Chapel. Sit in the pew. Look under the pew. Get the vial. Stand up and go east and south to the Snowy Clearing. Examine the glyph. Get the caterpillar from the goblet. Try to go west. Show the caterpillar to the Christmas tree monsters. Get the silver ornament. Go west. Open the mailbox. Get the leaflet and read it. Open the parcel; you now have a burin. Go south into the cabin Laboratory. Read the book. Search the bench. Get the black hemisphere. Go north and west. Attack the wight. When you have won, get the snowflake that fell at your feet (it's actually a diamond).

Go west. Point the wand of Dispel at the dome. Run back east twice and then north to Thriff. With the burin in your hand, return south and write the glyph in the lava. Return north. Wait until the Cardinal asks what you would like as a reward. Ask the Cardinal for the reliquary. Open it and get the white hemisphere. Examine the black and white hemispheres. Put the peg in the hole and you will get a gray sphere. Go northeast and north to Quicksand. Make sure the minx has followed you into the jungle. Go through the jungle, get on a support tower (picking up the minx first) and into the gondola, and return to Skyway Entrance. Pick up the minx again before exiting the gondola into Mizniaport.

For Your Amusement:
Point the wand of Levitation at the reliquary.
Point the wand of Sayonara at the snow wight.

Ruins of Pheebor

Get the palimpsest out of your pack. Get the minx if she's jumped out of your grip. Say the word on the palimpsest. Go to Above Forest and say the word of power again. Find the oak tree at the Twilight location. Wait for the minx to dig up a truffle (this may take several turns). Get it and go to the pool of radiance at the Clearing. Enter the pool while holding the truffle in your hands. Put the truffle in your pack. Pick up the minx (wait for her to show up first, if necessary).

Go to South Chasm. Blow the whistle to summon the pterodactyl. Get the saddle and put it on the pterodactyl. Get the minx, mount the pterodactyl, and go up. The pterodactyl can't fly against the wind, but luckily, you have something with you that can control the wind: the compass rose. Point the compass rose to the southwest. Go northeast twice to Over Ruins, then land. (If the wind changes mid-flight, just point the compass rose to the southwest again.)

Dismount the pterodactyl. Explore this area. The ghoul can be killed with physical combat. Throw the vial of holy water at the undead warrior to take care of it. There is also a potion in this area. When you've been everywhere and gotten the potion, go to Plaza. Stand under the arch and get the hourglass from your pack. Save the game.

Turn the hourglass. Go south twice to the Battleground and examine the trench. Wait and watch for one turn. When the sand runs out, turn the hourglass again. Wait another turn while the two knights fight and one is killed along with his horse. Get the truffle from your pack and drop it into the trench. (Make sure you specify the trench; if you simply drop it, the minx will eat it.) Turn the hourglass again, go north four times to Glacier, turn it once more, and go north two more times to Desolation. Wait here for the minx to dig up the truffle. Examine the minxhole. Get the helmet and wear it. Turn the hourglass and return south four times to the Plaza. Exit the arch.

Go to North Chasm and south onto the bridge. Get the umbrella and open it. Go down off the bridge. Get everything you dropped, except the broken umbrella. Go to the Boutique (Armor Shop) by going southeast, southeast, southwest, south three times, through the Moors, southwest, west, and north. Sell the hourglass, ornament, diamond, burin, caterpillar, goblet, and wand of Dispel. Remove your scale mail and sell it. Buy the plate mail, get it, and wear it. Get out the scroll of Protection, read it, and say the word on it.

Leave the shop and go northwest, north, north, and west to the Magick Shoppe. Check the last potion that you got from the Ruins. Sell it, keep it (if it's Healing), or drink it, as appropriate. Return east, south, and south to the Intersection.

For Your Amusement:
Eat the truffle in front of the minx.
Read the notice at either end of the bridge. Try walking across it.
Open the umbrella while flying on the pterodactyl.
Open the umbrella indoors.

While wearing the helmet, repeatedly look into the gray sphere.

The Castle

Blow the whistle. Get on the pterodactyl and go up. Point the rose to the northeast and fly southwest. Land from Over Castle into the Royal Garden. Dismount and hide behind the morgia bush. Get a root and eat it to gain Strength. Wait and watch for seven turns. (The name of the fairer platypus may be familiar if you've played Wishbringer.) When the platypus leaves, get out of the bush and examine the statue. Open the compartment and take the jar. Blow the whistle again and ride the pterodactyl. Go up. Point the rose northwest and fly southeast. Land from Over Mountainside into Thriff.

DIsmount. Go northwest and west to Rock Wall. Shake and drink the potion of Enlightenment. Wait a turn for your intelligence to go up. Look into the gray sphere. Make a note of the word the warlock speaks. Put everything in your pack except your sword, the jar, and your three luck charms (horseshoe, clover, rabbit's foot). Open the crystal jar and take the circlet (a.k.a. a bubble wand). Say the word of power that the warlock in the vision spoke. (Unlike every other word of power, in this case you need to put it in quotes.) Open the door. Save the game.


Go in and blow a bubble. Turn the mirror so that it reflects the incoming light into the direction of the exit passageway. (E.g., if you entered by going northwest, turn the mirror south so that it will reflect the light from the southeast towards the southwest.) Explore the underground using this light, blowing bubbles as necessary to keep reflecting it onwards. The "lurking presences" are grues; you should be able to defeat them in a fight, but you can also usually just avoid them by keeping on the move. The things such as umbrellas, number 13s, and black cats are lucksuckers. If one appears, hit it with one of your luck charms. You may need to backtrack and make new mirrors, because they don't last forever, and can also be popped by the creatures wandering about.

When you find the Treasure Chamber with the shadow, notice in the room description what corner of the room it is in. Blow a bubble and turn it so that the sunlight is reflected directly onto the shadow. Since you have enough compassion, you will survive its attack. Search the treasure and take the coconut. You can try to run out of the passage, or just hang around - the end is the same.

For Your Amusement:
Get killed by a lucksucker.

For Your Amusement at various times:
Refer to the old woman in the shops as "Y'Gael".
Ask the old woman about anything you can think of. (For some objects you will get different responses depending on your character's gender, so try playing as both male and female.)
Turn the crank on the hurdy-gurdy near Y'Gael. (Remember, there are 12 possibilities, left and right for each setting.)
Play all 12 settings of the hurdy-gurdy in front of the pterodactyl.
Get a monster to attack you when the pterodactyl is present.
Drink the potions of Forgetfulness and Death.
Sell a truffle to Y'Gael.
Drink a potion in front of Y'Gael without shaking it.
Drink the potion of Death in front of Y'Gael.
Examine the vague outline.
Use all the wands on yourself.
Attack Y'Gael or use a wand on her.
Attack a friendly character.
Swear repeatedly.
Insult a friendly character, or a monster other than the cruel puppet.
Talk to, examine, and listen to the bandits.
Read the scrolls of Mischief or Fireworks.
Kill yourself.


For further entertainment, you may be interested in these lists of bugs in Beyond Zork:
Nathan Simpson external link, Graeme Cree external link, XyzzyNews external link

Back to the Infocom index

Back to the games index

Last updated 7/29/2017