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Just like always, I can't just let you dive right into my wonderful knowledge without telling you that this is in no way a complete walkthrough.  Nothing can replace the enjoyment of exploring Quendor on your own, and I most certainly don't do everything possible in this walkthrough.  This is merely a step-by-step guide to get the coconut back into the Implementers' possession in the quickest way I've found possible.  My personally commentary can be found in the GREEN text.  Like always, you have my leave to ignore me or even to point and laugh at my stupidity.  Now, with that out of the way, on with the adventure!

Beginning

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Go North-West and examine the Weed. (if need-be, you can look it up in the Lore and legends of Quendor that came with your copy of the game.)

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Or you can ask the old woman at the Magick Shop about the Weed. (It has Healing Powers. Take some)

Warf / Sailor

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Take the Driftwood.

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Name it if you like.  (I'm particularly fond of "Harry, the Shillelagh")

Pub / Tavern

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Take the Lantern outside the Pub, You'll need it.

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Open the door and walk inside.

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Take the Dagger.

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Go West into the Kitchen.

Kitchen

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Take a weapon, and open the door.

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Listen to the Cook, and enter the Cellar.

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After you leave the Cellar, roll the onion will you, take the bearskin rug, and roll the onion outside and up to the Lighthouse.

Cellar

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Take the Scroll and Read it. (It will relight the Lantern)

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In the Throne Room, Search the Debris and take the Gold Doubloon.

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Squeeze any moss you find to improve your Dexterity.

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Climb the stacks when you have enough Dexterity.

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"Look at the Amulet Through the Bottle"

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Use the Amulet to break the door of the Cellar.

Lighthouse / Cliffs

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Don't forget the Onion, you'll need it at the top, so just keep Rolling it with you.

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Read the inscription and type, "answer, Lightning."

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Go to the North-West and take salt from the Brine.

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Use Salt on the Slug.

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Walk across the bearskin rug and touch the dust Bunnies.

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Take and Wear the Ring.

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At the top search the debris before you read the chest.

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Cut the onion with the dagger when the Dorn beast attacks.

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Take the chest and run your Ass off. (Maybe you can "Annihilate" the Dorn beast.  Who knows?)

Arcadia

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Wait for the Monkey-Grinder to deal with the Nymph.

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Give him the chest (After you've opened it once, He can't read anyway)

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Take the Hurdy-Gurdy.

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Try to kill him if you like.

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There's a Weapon shop here.

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Take the Dispel Wand from the North room in the Enchanter Headquarters for use on the Mountaintop later.

Mist

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If the Vapor Takes anything from you, it will be at a random location in the Mist.

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Be sure to "Wield the Shillelagh" ("Wield Harry" <giggle>) before the Vapors show up.

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You can't do anything with the Pterodactyl until you have the Hurdy-Gurdy and the Saddle from the Stable.

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Once you do, Set the Gurdy dial to Ear and turn the Crank to the Right.

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Take the Whistle, and Arrow.

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Put weed in his wound.

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Put the Saddle on him.

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Name him if you like.

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The whistle will give you Three times to fly on the Pterodactyl anywhere, although I'd wait until you get the Compass Rose from the Fields.

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Don't use it more than once, or you won't be able to come back from the Castle later.

Private Way

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Take the Horseshoe for use in the Underground.

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Kiss the Unicorn's Horn. (Luck)

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To release the Unicorn you can do one of three things: (Levitate it, Bash the door, or give it the Chest from the Lighthouse)

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Take the Saddle for use in the Mist.

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There is an Armor Shop here.

Gondola /Cable Car

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Wait, and listen to the conductor.

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When you reach a support tower, exit, and climb down into the Jungle.

Town

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This is North-West of the Private Way

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Eat the cake you find on the street.

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There's a Magick Shop in this area.

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This old woman can answer most of your questions.

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You'll be able to afford the Hourglass after you sell the Dragon's Tear from the Idol in the Jungle to her.

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Buy the Rabbit's Foot for use in the Underground.

Forest

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The Cruel Puppet and Hellhound are DAMN hard to kill.

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I just use the (Stick, Wand, Etc.) of Annihilation.  It's much easier.

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If you have the Minx (Village), wait by an Oak Tree for him to find a Truffle.

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Put the truffle in the pool for use later in the Ruins.

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Make sure to keep the Truffle in your pack or else the Minx will eat it.

Bridge

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There is no way across or back.

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Take the Umbrella, open it, and Jump.

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It's best to use either the Pterodactyl or a Gating scroll to get across to the Ruins.

Ruins

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You'll need the Minx from the Village, and the Hourglass from the Magick Shop in Town.

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You need the Vial from the church in town to defeat the Undead Warrior.

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Enter the Arch and turn the Hourglass over.

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Go South twice and wait until the Prince is killed.

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Put the truffle in the trench, turn the hourglass over and go North until you reach Desolation.

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Wait and let the Minx do the work for you.

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Take the Helmet and put it on.

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Go back to the Arch and exit.

Castle

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To get here you have to ride the Pterodactyl.

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You'll need to find it from the air, so don't fly until you get the Compass Rose from the Fields.

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Hide behind the bush.

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Take the Roots and eat them for Strength.

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Wait, then open the statue and take the Jar hidden inside.

Jungle

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You'll the Lamp, and a *something* of Eversion, and a *something* of Levitation.

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Take off the Cloak if you're wearing it.

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Attack the Baby Hungus.

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Make the Mother Hungus chase you. (You'll have to wait each turn you move so she can catch up.)

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Get up on the Idol, and once Mother Hungus get on the bottom, take the Jewel.

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Once you are trapped in the Idol, turn your lamp on, and squeeze the moss.

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The easiest ways out of the Idol is to point Eversion at it.

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Point Eversion at Mama Hungus to get the Jewel.

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Point Levitation at baby Hungus (Compassion).

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Take the Jewel to the Magick Shop in Town and sell it for enough money to buy the Hourglass.

Village

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Erase the footprints of the Minx.

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Enter the Church and sit down.

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Look under the Pew.

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To get Past the Christmas Tree Monsters, you'll need the Caterpillar from the Fields.

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After you defeat the Christmas Tree Monsters on the Mountaintop, Open the reliquary take the White Hemisphere.

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Put the Peg into the hole and fit the White and Black (Mountaintop) Hemispheres together to form the Grey Sphere.

Mountaintop

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Open the Mailbox, and read the leaflet.

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Open the Parcel.

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In the Cottage, Search the table and take the Black Hemisphere.

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Read the Book.

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You'll need an annihilation stick or equivalent to get past the Snow Wight.

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Point the dispel wand from Arcadia at the Dome and run Like HELL!! (You do that a lot in this game have you noticed?)

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Before the Lava cools, "Inscribe Glyph with Burin" to ward off the Monsters that weren't killed by the Lava.

Ethereal Plane of Atrii

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Read the scroll of Gating.

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Use the Phase Blade to cut the outline.

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Once in the presence of the Implementers, wait, and then take the Goblet.

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Lick the Goblet (Luck).

Flourishing Fields

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You'll need the Hurdy-Gurdy from Arcadia.

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When you get to the Scarecrows, turn the Gurdy Dial to the Eye and turn the crank RIGHT.

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Remember the color of the scarecrow that the corbies are afraid of.

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Wait until the butterfly lands on the goblet, then put the goblet in the Hurdy-Gurdy.

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Don't forget to close the Hurdy-Gurdy.

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Set the dial to the clock, and turn the crank LEFT.

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Take the Caterpillar for use in the Village.

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When you get to the farmhouse, enter and STAY INSIDE. (If you leave you will die)

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Wait for the Tornado to take you to the Land of Froon.

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Take the Four-Leaf Clover, and keep it with the other good-luck charms.

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Take the key you get from the mayor of Froon to where the Corbies are, and take the Compass Rose for use with the Pterodactyl.

Land of Froon

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Exit the House.

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Examine the Flowers.

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Wait for the Mayor.

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Take the key of the same color as the scarecrow from the Fields.

Underground

Remember that in Physics, the Angle of Incidence is equal to the Angle of reflection. [See I went to college!]  This could make things extremely mathematic, but luckily for you, we only have to deal with the 8 cardinal directions here.  If the light is coming from the South-East, and you want to go South-West, you must turn the mirror South for the light to reflect.
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After you have eaten the cake [Town], drank the potion of Enlightenment [Town], and Worn the Helmet [Ruins], you'll be able to look into the Grey Sphere [Village] to get the password to open the rock wall.

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You'll need all of the Good Luck charms you've found: The Horseshoe [Private Way], Clover [Fields], Rabbit's Foot [Town].

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You'll also need the Jar [Village], and the best Armor you can afford [Private Way].

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Go to the Rock wall North-West of the Village, and say the password and open the door.

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Once inside, Take the Circlet from the Jar.

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"Blow Bubble then Turn Mirror South"

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Strike all the Luck suckers (Black Cat, Stepladder, Umbrella, with Good Luck charms.)

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Once you're in the treasure chamber, turn your mirror to shine the light on the shadow.

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Search the Treasure.

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Take the Coconut of Quendor.

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Do whatever you want, you're going to get buried.

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Don't worry, Help is on the way.

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You're about to be witness to the end of Magick in the Great Underground Empire.  (Well, until Zork: Grand Inquisitor anyway)

Fun Things to Try

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Ask the old women about anything.

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Ask the Cook about himself

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Point the Sayonara Wand at the Snow Wight.

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Insult the Cruel Puppet.

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Point the Levitation Wand at the Reliquary.

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Touch people after you cross the bear skin rug.

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Use the Umbrella while you're on the Pterodactyl.

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Open the Umbrella while inside.

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Eat a truffle in front of the Minx.

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Sell a truffle to the old woman.

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Taste the sticky coating on the goblet.

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Open the Chest a second time.

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Turn the crank on the Hurdy-Gurdy (12 ways) while near the old woman.

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Drink the Potions of Forgetfulness and Death.

Treasures

Keep in mind that Magick items can be sold for Zorkmids as well.
Treasure Value Where Found
Silver Ornament 2 ZM Christmas Tree Monsters
Truffles (3) 5 ZM Under Oak Trees
Gold Doubloon 10 ZM Crab's Nest
Tiny Crown 20 ZM On the Crab
Bubble Gun Card 30 ZM 2nd Floor Lighthouse
Sextant 30 ZM Lamphouse
Ivory Tusk 40 ZM Jungle
Diamond 50 ZM Snow Wight
Crocodile's Tear 1000 ZM Idol

Variable Magick Items

These are the different kings of things that can have Magick abilities.

Wands Scrolls Potions
Anesthesia Fireworks Death
Annihilation Gating Enlightenment
Dispel Honing Forgetfulness
Eversion Mischief Healing
Levitation Protection Might
Sayonara Refreshment N/A

Things to Name

This is a list of the various things in the game that can be named:

Weapons

Dagger

Shillelagh

Spade

Battle-Axe

Longsword

Vague Outline / Phase Blade

Creatures

Pterodactyl

Minx

Butterfly / Caterpillar