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You are but a lowly peasant who has to deal with the hard times that have
fallen upon the Southland of Quendor. The enchanters have all vanished without the
slightest trace and order has all but disappeared. Undesirables and monsters walk
the streets. You find yourself tested at every turn, with every success, your
strength and powers grow. Will you be able to get find the fabled Coconut of
Quendor? This game signified a notable departure from the standard format of
Infocom's earlier games which relied purely on text and puzzle-solving: among
other features, Beyond Zork incorporated a crude on-screen map, the use of
character statistics (attributes of endurance, strength, dexterity, intelligence,
compassion, and luck) and levels, and RPG combat elements. The player explores
the Southlands of Quendor somewhat aimlessly at first. Soon, however, a task is
bestowed by The Implementors, a group of godlike creatures jokingly based on
Infocom's game designers. The Coconut of Quendor, an incredibly powerful artifact
that embodies the whole of Magic, has fallen into the claws of an incredibly
foul beast: an Ur-grue. Rumored to be the spirits of fallen Implementors,
Ur-Grues can surround themselves in a sphere of darkness that only sunlight can
pierce. The player must recover the Coconut from this monster's grasp or face
the unthinkable consequences. The onscreen map shows the room the player is in
relation to the surrounding rooms. In addition, game navigation can be
accomplished via mouse clicks on the map. Some other features previously unseen
in Infocom's games include semi-randomized combat and area maps in which the
same set "rooms" appeared in game-dependent random configurations. |