Beyond Zork: The Coconut of Quendor
Description official descriptions
Aimlessly wandering through the Southlands of Quendor, the hero of the game encounters the Implementors, powerful beings who warn him of a terrible danger: the Coconut of Quendor, the very embodiment of Magic, has been stolen by terrifying monsters known as Ur-Grue, said to be the spirits of fallen Implementors. The task is clear, but by no means easy: locate the Ur-Grue and return the Coconut of Quendor to its rightful owners!
Beyond Zork: The Coconut of Quendor introduces a somewhat different gameplay system compared to the previous text adventures of the Zork series. Text-based interaction and puzzle-solving are still present; however, role-playing elements have been added to the mix. The player character has six attributes assigned to him: endurance, strength, dexterity, intelligence, compassion, and luck. These can be determined by the player at the beginning of the game, randomly chosen by the game, or provided as part of a pre-generated character. The attributes affect the outcome of combat, which occurs in certain locations. They can also be raised or lowered during the game by gaining experience, drinking and eating certain items, wearing accessories, or in another fashion (sometimes humorous - for example, intelligence will be lowered by typing in swear words). Many locations and objects in the game are randomly generated.
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Reviews
Critics
Average score: 84% (based on 13 ratings)
Players
Average score: 3.3 out of 5 (based on 55 ratings with 4 reviews)
Great blend of classic text adventure with mouse navigation
The Good
The mapping feature and the mouse control added to the Zork experience.
The Bad
It's a great game. A little harder than usual but that isn't always a bad thing.
The Bottom Line
Great way to experience the old school text adventure.
DOS · by gametrader (208) · 2000
A truly great game from one of the masters of interactive fiction
The Good
Back in the '80's, I used to worship at the throne of Brian Moriarty the way kids today worship at the throne of Sid Meier or the Blizzard gang, and this game is one of the reasons why. Forget all the "innovative" stuff like the automap and the (basically inconsequential) RPG elements in the game; Beyond Zork is essentially about two things: great writing and great puzzles. First, the writing.
As anyone who has actually tried it knows, it's very difficult to write good descriptive prose for text adventures (especially back in the day when the whole game had to fit into 256K of memory). A lot of information needs to be conveyed as concisely as possible, and with an artistic flair that makes it an enjoyable read for the player. It may sound easy to do in theory, but it's devilishly hard to bring off successfully in practice, even for talented and accomplished writers. Yet Brian Moriarty makes it all seem so easy. Witness the opening room description from Beyond Zork:
Hilltop: The horizon is lost in the glare of morning upon the Great Sea. You shield your eyes to sweep the shore below, where a village lies nestled beside a quiet cove. A stunted oak tree shades the inland road.
Now, compare that to the usual kind of schlock we get in text adventures:
Hilltop: You look across the valley and see a village sitting on the shore of the Great Sea. There's an oak tree next to the road.
'Nuff said. I'll only add that while many text adventure fans feel that Brian's best writing was done in Trinity (which I certainly loved as well), the prose in Beyond Zork is every bit its equal in my book, and this game is worth playing if for no other reason than to experience it and savor it.
But there's another reason to play as well: the puzzles. As in so many of the Infocom fantasy games, Beyond Zork's puzzles are often satirical takes on everyday themes and cliches, or reference jokes and in-jokes between the author and his audience. This is not only what makes them so much fun to solve, but this familiarity also gives the player some built-in clues as to how he might actually go about approaching them. That's not to say that they're easy--not by any means. Beyond Zork sports some of the hardest puzzles in the whole Infocom repertoire. But they're not obscure or unfair puzzles, either, and that's what ultimately makes them so satisfying when you do finally crack them. There are also quite a lot. This game is pretty long, and it has a lot of content.
The Bad
If you don't like puzzles, you probably won't like Beyond Zork. Just a warning up front. It's a lot like Spellbreaker in that regard. Also, it's possible to get the game into an unwinnable state and not realize it, which is a major strike against it. It's one thing to get a game into an unwinnable state, but to struggle with one for days on end only to find out from some third party that you've been trying to go up a dead-end alley is unacceptable. Still, this game was made in the days before it was set in stone that games just couldn't do that, so I tend to cut it some slack in that regard. But be forewarned anyway. If you get stuck to the point where you think you've tried everything, you just might have.
The Bottom Line
Beyond Zork is one of the best text adventures of all time by one of the few true masters of the genre. It features outstanding writing, clever puzzles, zany, off-kilter humor, and tons of atmosphere. If you liked Spellbreaker and/or Trinity, then it's a fair bet you'll like Beyond Zork too.
DOS · by Jim Newland (56) · 2001
The Good
The map graphics were new and good. Show all possible exits except closed doors a great leap forward from text only and the status line.
Magic was fun. Find potions or buy them to increase your abilities. Shops sell magic and weapons.
Experience, Strength, Luck, Compassion, Fighting... was good. Lots of creatures to fight. Winning increases your Experience, Strength - lose and you die. You need to find weapons too. The are also other ways to increase your other abilities.
The Bad
The puzzles were too difficult.
The Bottom Line
One of Infocoms and Interactive fictions best games.
DOS · by David Ledgard (58) · 2005
Trivia
Extras
The box contained the booklet "The Lore and Legends of Quendor", the map "Southland of Quendor", a registration card with promotion for Wishbringer and a flyer "Infocom Presents Lane Mastodon for InfoComics".
References
Based on the illustrations in the manual, the Coconut of Quendor looks pretty much like the Holy Hand Grenade of Antioch from Monty Python and the Holy Grail, which also had a unusual fascination with coconuts.
Information also contributed by beatbox
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Related Sites +
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Beyond Zork Transcript Game
Working Z Machine Game -
Beyond Zork Walkthrough
by Erik Futtrup, Denmark, and Twan Lintermans, Holland (posted on Gameboomers.com) -
Infocom Documentation Project
A site hosting the documentation (with permission) for some of Infocom's text adventures, including Beyond Zork. -
The Commodore Zone
All about the game with introduction, images, related links and comments area. -
The Infocom Gallery
High-quality scans of the grey box package and manual of Beyond Zork. -
Walkthrough
Complete Walkthrough for Beyond Zork
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Contributors to this Entry
Game added by Brian Hirt.
Macintosh, Apple II, Amiga added by Terok Nor. Apple IIgs added by Игги Друге. Commodore 128 added by Mr Giggles. Atari ST added by Belboz.
Additional contributors: Alan Chan, Dan Homerick, Jeanne, Pseudo_Intellectual, David Ledgard, mo , c64fan, Patrick Bregger.
Game added March 1, 1999. Last modified May 23, 2024.