Zork: Nemesis Zork: Nemesis --------------------------------------------------------------------------- This file was intended to help gamers play Zork Nemesis until a walkthrough became available. It provides a list of the various sites, puzzles, and videos and indicates where clues are given in the game. It does not contain solutions to puzzles, but should be used as a hint file or as a check list to make sure nothing was overlooked. Basic advice: Let the cursor be your guide. It frequently points out important details. Scan an object thoroughly. Many of us missed vital clues because we failed to examine an object sufficiently with the cursor. READ BIVOTAR'S JOURNAL THOROUGHLY. It contains a great deal of information and many, many clues. Some videos are shown only once, such as the mad monk video. Videos can be stopped by pressing the space bar. The paintings throughout the game are reproductions of actual paintings from museums. There is a list in the credits at the end. And finally, enjoy the humor throughout the game. It's even fun to die. Z-FILE: TEMPLE OF AGRIPPA Comments: The basic purpose of this part of the game is to acquaint you with the plot and the main characters and to train you to use your deductive reasoning and powers of observation. In reading the material in the laboratory and library, you should make note of the elements (and the corresponding people in the sarcophagi) and the associated symbols (more than 1 set), planets, and metals. TEMPLE COURTYARD 1. Locked gate to graveyard with lock: no action. 2. Green temple with suns: video (click on candle); sarcophagus with violin and note. 3. Main Temple door puzzle: clue above door (watch for vertical arrows throughout the game). Manipulate the grab hand (page 10 of the reference manual). Hint: The correct hand movement is vertical. TEMPLE (Note: There is a floor plan of the Temple in back of Bivotar's journal.) 1. Laboratory: clues and background information; no puzzles to solve. Book by lab entrance: clue for air machine puzzle. Drawing of man in circle: clue for fire puzzle. Book at the top of the ladder: association between elements and people in the sarcophagi. Scroll near the voice disks in back room: information on associations. 2. Library: Examine books. "Map" screens lead to fire puzzle. Book written by Nemesis: provides clues for water element puzzle and star puzzle (air). Astronomy book: clue for planet puzzle; associations. Alchemy of Pure Love: mentions sun and moon. Knife: interesting. Other books: background information. Interview with a Grue: It's useful to remember that a grue likes dark places. 3. Water fountains in courtyard: not a puzzle at this stage, but note features. 4. Outside courtyard with sundial: wooden stick (vital for fire puzzle). 5. Venus (marked by X on map): on-screen hint feature. Venus will only answer three questions per puzzle. The much admired lady no longer provides useful information once you leave the Temple. 6. Sarcophagi: Click on the gold head insets above each sarcophagus to find the symbol for each person. View 4 videos. Clicking on each person more than twice becomes very painful for them; use space bar to stop video. 7. Large stone "altar" on balcony behind sarcophagi: The importance of this structure will become apparent as you solve the four elements. 8. Planet room: You will be able to solve this puzzle after you find the four elements. Consult Bivotar's map of the Temple to locate each element. 9. Element: Fire (Bishop Malveaux) - in library sundial puzzle (clue elsewhere), diagram on door (clue in lab), mirror, candle puzzle. If you place the mirror correctly in the room, it will help you find the right candle. 10. Element: Water (Madame Sophia Hamilton, musician) music puzzle, room with paintings (gallery), and chair. When you solve the music puzzle, you will hear the sound of a door opening. Hint: The chair is a time machine (clue for this was in a book in the library). Focus on the bowl to find water. 11. Element: Earth (General Thaddeus Kaine) (Note: you can die here) skeleton fingers puzzle (clue elsewhere), telescope, mine cart control panel (clue elsewhere), mine cart. 12. Element: Air (Doctor Erasmus Sartorius) star puzzle, air machine puzzle (there are minor clues to both puzzles in books) Hint: You need to find the one side of the air machine that is different (other than the front). That side will provide you with a color clue and a mechanism to darken the room, so that you can to see the colors. Once you solve all four element puzzles, you will view a video. Take what you are given to the planet room. The planetary system is a transportation device that, once the puzzle is solved, will take you to the other sites in the game. The picture of the planet room on the back of the game box and in Bivotar's journal provides a hint. You will hear a bing when the specific planet is in the correct position. You can visit the other four sites in any order you wish. You can also leave the sites at any time and return to the Temple (provided you remember where you arrived). Each site is self-contained. There is no need to carry inventory items from one site to another. To make your inventory lighter, leave items behind before you leave a specific site. The order below is the order in which I played the game and, in my opinion, begins with the easiest site and ends with the most difficult. Z-FILE: ASYLUM You arrive on an outside balcony on the 1st floor. 1st floor: file room, "head" lab, elevator (note missing key for 20th floor). File Room: files, flashlight (video). Files contain background information on various people. Leon Mason - vital clue. Patient X - clue. Morgue (in basement): There are two bodies but only one is useful. One unpleasant task to be performed. You only need to take one inventory item with you. Head lab: freezer with safe; X-ray machine; long table with strange panel with red buttons; "disposal" machine. Safe puzzle: vital clue. See what's inside. The safe combination lock is on top (note the last number dialed). Leon: vital information (and evidence of disturbed mind). Obtain key. 20th Floor: elevator, odd vibrating door, strange machine room. Strange machine room: book, microscopes, syringe (video), device to right of machine (you must view this video before being treated), treatment chair (vital action). You need to determine how to get to the 21st floor. Get a treatment. 21st Floor: various displays; room with electric panel and additional displays. Reflex hammer (inventory item) - This item is difficult to find; stand in the center of the room and look for a bed-like structure between screens (next to the asylum model); Asylum model (vital action); book entitled The Blood Alchemist (vital clue). You need to determine how to get to the 22nd floor by solving the electric door panel puzzle (you can die here). 22nd Floor (Sartorius's laboratory): Sink, various gas tanks, an electric switch (on table near the glass bubble). You need to make the metal symbol for Sartorius. The vital clue for this was provided on the 21st floor and in Bivotar's journal (I found Bivotar's journal easier to follow). Once you have made the metal, click on it and a series of actions similar to what happened when you found the elements will occur. View video back at the Temple. Z-FILE: CONSERVATORY You arrive outside the Practice Room. Locations on First Floor: Practice Room, locked Boiler Room door with poster in front of it, door to Auditorium (with woman who won't let you in), Sophia's office, and ticket office. Sophia's office: box with tuning fork; piano with block for tuning fork; various records (pick up two); desk with two drawers; book. You need to obtain something from the piano. Play the note of the tuning fork (you will hear something besides the note), and then examine the piano thoroughly. Book with instruments is a clue for puzzles elsewhere. Sophia's desk: Drawers with letters (the paid bill is a vital clue). Blotter has vital clue after you shed some light on it. Practice Room: various instruments on platform; record player; Z'orchestra chart. You need to complete the Z'orchestra puzzle on the platform to obtain a vital clue. Play the two records on the record player; one record is vital (clue to puzzle in auditorium). It's also amusing to play the records backwards. Locations on Second Floor: Sophia's room and Alexandria's "room" (in the back of the large room with many beds); a locked door that need not be opened. Sophia's room: letters, bathtub (video), book about music (minor clue). Alexandria's room: poster book (vital inventory item); book (minor clue); secret place with letters under floorboards; music box with violin (vital video). Back to first floor: You need to determine how to enter the auditorium. An inventory item helps. Once you have opened the door to the auditorium, follow the woman's instructions. Go to Balcony C and view the video. Proceed to the stage and conduct the fanfare (clue on record). Once you play the proper sequence, the lights will come on and you can go onto the stage. Stage: Alexandria's note; scrims (the painted backdrops at the back of the stage) with important hole; room with machine that raises and lowers the scrims and a clipboard with copies of the scrims (clue to scrims puzzle). Once you solve the scrims puzzle, you will be able to climb through the scrims to the back of the stage. Hint: Make a passageway through the scrims. Stairs to Prop Room Prop Room: radio with hint; swan; drum. Boiler Room: locket on floor (follow it); boiler lever puzzle; door to 1st floor; door to cave. Underwater room: an entrance to the cave; inventory item. You can die here. Lever puzzle: Determine how to keep it in the down position. Cave (lab): various large blue crystals; green crystal statue (tablet dispenser); chart on wall showing location of various crystals and their notes; stash of seed crystals in recess in wall; "cauldron." Follow the instructions on the blotter. The end product of this alchemy process is a relatively clear crystal with a visible tablet in its center. Ring the crystals in their proper order. The crystals must be rung together; do not turn them off. You should obtain a metal symbol, which will take you back to the Temple. View video there. Z-FILE: MONASTERY After you arrive, while you're still near the point of arrival, follow the down arrow and pick up a coin. The front door of the Monastery is locked. Find the hole to the right of the door and jump in it. Make a note of where you arrive inside the Monastery. The Monastery is a very complex location. Entry Hall (room in which you arrive) Sign above donation box: clue. Donation box: You must insert the coin in the box properly (without opening the box, look for the "hand"), or you will not receive slips of paper with clues. You can retrieve the coin and redeposit it for further clues. Bulletin board is amusing. Six Gods of Emotion Puzzle: Find the various plaques in the urns and determine where they can be used. You must match the symbols with the emotions. The solution to this puzzle gives you the solution to the 7th bell puzzle. Mad Monk Room: View mad monk video. Baptismal Font Room: View video (font). Find clue to the glyph puzzle (OPEN). Copy down the clue exactly as it is written. 7th Bell Puzzle (this is located up the winding wooden staircase): chart on wall, bell machine, door to monks' rooms. Before solving the puzzle, find the door to the monks' rooms. One of the doors along the hallway is the door to Alexandria's room. View video (music stand). You will also find a book and a violin. At the end of the hallway is Malveaux's office: video (hookah); implementor's eye (mirror-like object) (inventory item); message on the paper under the eye (vital clue); various other objects. Use the clue from the six gods of emotions puzzle to solve the bell machine puzzle. Click on rope and jump out the window. Bishop Malveaux's Room: poster (vital clue for lab); book on bed (vital clue, use implementor's eye); secret two-way passage to hallway; various books. Monk's Reading Room (room with books) Video (Malveaux's book on St. Yoruk). Leave the room by the other door to find the glyph puzzle and the Monastery Museum. Glyph Puzzle (located in the center of several walkways). Note: You don't need to open the wooden doors. Solving the glyph puzzle opens the golden gate. Hint: Compare both sides of the glyph clue for a pattern (cryptogram). Monastery Museum: alarm system mechanism, ruby, torch, trapdoor to dungeon. You must perform certain actions to open the trapdoor. Dungeon (there are two places here where you can die) St. Yoruk's crypt: You must obtain St. Yoruk's shield. Hint: Grues don't like light. Walkway through fire: This leads you to the five skulls puzzle. Solving the puzzle opens the door to the lab. Laboratory: various machines, golden key, piece of metal; book; bellows; wheel to turn on gas. Follow the instructions you found under the implementor's eye. You should make a round ball of metal in the first machine. The colors are not that easy to identify and set. Once you have the proper color sequence, use the bellows to obtain a metal shaped like Malveaux's symbol. Click on it and return to the Temple. Z-FILE: CASTLE IRONDUNE You arrive on top of the elevator tower. Note where the elevator takes you in the event you want to leave. Bivotar's journal provides many hints for the Castle. UPSTAIRS General Kaine's Room: chest; night tables, desk; tables by door. Night tables: two photographs; journal in which missing gunpowder is mentioned. Desk: note about nitroglycerin; letter from Ellron; two drawers (note about 5 fellows - vital clue; nitroglycerin (inventory item) plus letters. Tables by door: notes from Sartorius (clue); book with comments about codes; vital note about temperature for casting metal in book of photographs. Trunk: You need to open it. One map is vital (strategy sequence). Letter has vital clue. Game Room: Billiard game provides a vital clue. The other game is not important. Lucien's Room: palette (video); easel and blank canvas; gunpowder (inventory item); various notes. Blank canvas puzzle: "Paint" the canvas repeatedly to find vital clue (radio codes). DOWNSTAIRS Closed door with the old guard, two knights in alcoves, and door to a salon. Salon: dog statue; sword handle; fireplace with sword blade (video); whole sword is an inventory item. Dog puzzle (vital) Hint: The dog has more than one working end. War Room: displays of various battles (click on red buttons for explanations). You need to solve the puzzle of the Battle in Progress and win the war. Clues about radio codes elsewhere. Solution to puzzle is in Bivotar's journal. Weapons Museum Entrance in alcove with totally black knight. Solve black knight puzzle to open door. In museum: various display cases (two items in the cases are vital) (you can die from the thaddeum); clue to knights puzzle (stained glass windows). Solving the knights puzzle allows you to enter the dungeon. Dungeon (entrance in Weapons Museum) Lucien's cell: clue on wall. Torture chamber: provides additional clues about radio codes. If you have won the war, you can leave the Castle. Tank (outside) There are two puzzles to solve in the tank: how to power up the tank, correct destination code (clue elsewhere). Use the joystick to drive the tank to the lab. Lab First floor: solve mold primer puzzle (clue elsewhere); book with virtually invisible hint. Elevator to Reactor Room Save your game at this point. I had difficulty solving the reactor puzzle because of program problems. Reactor Room (you can die here and probably will) Unfortunately, there are no specific instructions in the Castle as to how to proceed here other than the temperature clues. Place the molten metal in the reactor first (clue in Sartorius's letter) and then solve the correct temperature puzzle on the reactor temperature control panel. Hint: Press an even number of buttons and watch the temperature gauge. When you have entered the correct setting, you should hear a ping and a voice informing you that the optimal temperature has been reached. Apparently, there is more than one correct solution to this puzzle (St. Yoruk had mercy on us). Make the metal (Kaine's symbol) and return to the Temple. Save your game before you click on your final metal. FINALE The finale is fairly straightforward. You will be given two inventory items (rings), but need one other item which can be found above Alexandria's body. ---------------------------------------------------------------------------