Zork Nemesis Walkthrough

7 April 1996

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Table of Contents

   * Entering the Temple
   * Exploring the Temple
   * Fire Puzzle
   * Water Puzzle
   * Earth Puzzle
   * Air Puzzle
   * Planetarium
   * Monastery
   * Conservatory
   * Castle
   * Asylum
   * Final Quest
   * Correspondences
   * Maps
   * Game Proficiency Levels
   * Easter Eggs
   * General Notes and Comments

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Entering the Temple

From the beginning position in the courtyard, move forward to the green
stone mausoleum. Move around to the right side of the mausoleum. Enter the
mausoleum and click on the burning candle and stone sarcophagus for
animations. The significance of the violin will become apparent later in
the game. If you look inside the sarcophagus, there's a friendly note from
Nemesis.

Exit the mausoleum and turn left to proceed to the back side of the
mausoleum. Head across the way to the main temple entrance. Look up to see
the door inscription:

        WHEN THE SUN  |  AND MOON ARE
          JOINED THE  |  ENTRANCE TO
            ETERNITY  |  IS OPENED

Note the wooden demon figurines -- they will be seen again in the save game
screen.

Zoom in on the left door and notice the moon-shaped knocker and sun-shaped
plate (the right door's knocker is missing). Drag the moon piece up to the
sun symbol to enter the temple.

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Exploring the Temple

At this point, it is handy to refer to the temple map at the back of the Z
booklet that came with the game. Move forward, then right to enter the
library. Read the several books on the long table:

        * Nemesis diary
             o temple map
             o references to four elements hidden in the temple
             o references to alchemical metals
             o reference to a blue star field

        * Astronomy for a New Age
             o correspondences between alchemists and planets
             o use of the planetarium

        * Interview with a Grue
             o see Easter Eggs

        * The Best of the New Zorker

        * Alchemy of Pure Love
             o reference to Quintessence (Philosopher's Stone)

        * My Best Excesses

Exit the library into the fountain courtyard and proceed all the way left
to the lab entrance. Read another of Nemesis' diaries (on the right, behind
the door). Note the references to elements hidden in the temple, the
colorlessness of air, and four metals corresponding to the four elements.
In the center of the lab, look down to see four zodiac symbols, also seen
on the temple map. Climb the creaky old ladder and check out the picture
book to the right. Move into the back room of the lab and click on each of
the six spinning mouth ornaments for more story background. On the drafting
table, read the scroll for information on the correspondences of planets,
metals and elements.

Exit the lab and proceed around the fountain courtyard to the hall on the
far side. On entering the hall, note the painting on the left wall. Click
on this painting to get clues to the puzzles in the temple.

Exit the hall through the doorway opposite the painting and enter an open
courtyard. Examine the sundial on the far side and take its post.

Re-enter the hallway and turn right to proceed up the stairs into the nave.
Click on each of the four trapped alchemists and the gold heads for more
story background and correspondences. At this point, you are ready to
attack the four element puzzles indicated by the corresponding zodiac
symbols in the temple map.

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Fire Puzzle

Unlike the other three temple puzzles, this one is located away from the
nave (see the temple map). Go to the temple library and face south.

Use this sequence to move the tapestries away from the doorway:

     Click the left side of the front tapestry

     Click the right side of the second tapestry

     Click the right side of the third tapestry

     Click the lower-left corner of the last tapestry

Proceed through the doorway and down the passage (note those crackling
flames!). On the zodiac pattern on the door at the end of the hallway, drag
the man's head to the fire symbol (open triangle). This pattern may also be
seen on a table in the lab. After the door opens, proceed inside.

Zoom in on the sundial and insert the sundial post you are carrying. Drag
the post until the shadow line falls across the zodiac symbol (h with
cross) corresponding to fire. A door opens on the far side; enter through
it.

Immediately turn right and pick up the mirror. Enter the main part of the
"candle room" and among the six hooks hanging from the ceiling, place the
mirror on the far left one. This arrangement is the only one in which an
unusual blue-flame candle can be seen in the mirror reflection. Noting the
relative position of the blue-flame candle in the (reversed) mirror image,
rotate to the right and click on the disguised blue-flame candle. It is the
twelfth candle from the doorway in the third row from the top. Click on the
blue flame to complete the fire puzzle.

Click on the flaming triangle in the altar, and then zoom in on the
highlighted alchemist (second from the left). Watch the video sequence
inside the coptic cross.

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Water Puzzle

On the temple map, the Fire puzzle is located to the west of and a little
behind the altar area. The entrance consists of stone steps flanking a
square ventilation grid.

Proceed up the stairs. You will be thrown out of either of the two doorways
unless the entrance puzzle is solved. To the south, click on the pan-pipes
figurine and listen to the rising sequence of notes played (if you can
discern them over the background music, that is). Turn around and set the
water spigots to produce the same sequence of sounds:

        ON              OFF             ON              OFF

                OFF             ON              OFF

A mechanical sound is heard, indicating that the tower may now be accessed
through the left-hand doorway (the right-hand doorway is a red herring).
Note that the game cannot be saved from the time the doorway is entered
until the final water puzzle is solved.

Enter the room at the top of the stairs. Looking around the room from left
to right, note that the paintings portray consecutive time periods:

          I. Ice Age
         II. Bucolic Age
        III. Volcanic Age
         IV. Temple Construction Age
          V. Present Day
         VI. The Future (opening scene from "Return to Zork")

Click on the blue hourglass in the center of the room. It will turn into a
chair; sit on it. Turn around (rotating to the left) and look outside the
window -- the view is unchanged. At this point, each rotation of the chair
to the left will move you back in time one age, as seen in the view from
the window (and a rotation to the right will move forward in time). Move
back to the Temple Construction Age, zoom in, and pick up the saw. Continue
moving back in time to the Ice Age. Use the saw on the icicle in the window
to drop it into the blue bowl. Move forward in time to the Volcanic Age.

In the Volcanic Age, zoom in to the window (the icicle melts), and then
immediately zoom in on the blue bowl before the water has a chance to boil
away. Immediately click on the meltwater in the blue bowl before it
disappears.

Click on the altar triangle below the blue bowl of water, and then zoom in
on the highlighted alchemist (far right). Watch the video sequence inside
the coptic cross.

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Earth Puzzle

On the temple map, the Earth puzzle is located in the left rear of the
nave, well behind the altar area.

Proceed to the "skeleton hands" doorway. Open the door by clicking on the
far-left and third-from-right fingers to expose the zodiac and metal (iron)
symbols associated with the earth element.

Move forward and operate the gold staircase control lever to descend to the
lower level. Move forward, turn around and zoom in on the elevator gear
mechanism. Turn the crank to raise the steps in the staircase. Climb the
staircase back to the nave level and then continue up the staircase to the
tower.

Moving around the tower from left to right, look through each telescope and
note the basic shapes of each building and its associated symbol:

Building Description      Symbol              Seen later to be

Rounded turrets,          Filled triangle     IronDune Castle
buried in sand            pointing down

Tall structure with       Open triangle       Grey Mountains Asylum
guy-wires, surrounded     pointing down
by icy mountains

Large building with       Filled triangle     Frigid River Branch
blue roofs, broken        pointing up         Conservatory
columns to the side

Many roof                 Open triangle       Steppinthrax Monastery
spines, red sky           pointing up

Return to the lower level (via down arrow). Move forward through the open
gates to the end of the stone walkway. Look through the telescope at the
skull-like sculpture with the elemental symbol for earth (filled triangle
pointing down). Turn around and climb the steps to the mine train. Activate
the mine car by clicking on the building shape associated with the earth
element (upper right) -- other selections result in various one-way train
rides!

Ride the mine train car to the end of the line. Go up the stone steps to
the right and click on the black sculpture on the raised platform.

Click on the triangle at the top of the altar, and then zoom in on the
highlighted alchemist (second from the right). Watch the video sequence
inside the coptic cross.

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Air Puzzle

On the temple map, the Air puzzle is located in the right rear of the nave,
well behind the altar area.

Move forward into the air-puzzle tower and zoom in on the star chart on the
floor. Using the following notation (with numbers denoting purple stars and
letters blue ones):

                                                                 A         D

                                                                    C

                    3                                        B         E

        1               4            6
                 2                           8
                             5
                                         7

click on the following stars in sequence:

        Click           Blinking Stars

                        1  2  6  8  A  B  D

          8             1  2  6  A  B  D  E

          1             2  A  B  D  E

          2             A  B  E

          C             A  B  C  D  E

A beautiful blue bird flies up and a spiral staircase appears; take it up
to the tower.

Incidentally, the colored horns produce sounds of natural disasters:

        Horn            Sound
        ----            -----

        Red             Fire

        Yellow          Earthquake

        Lavender        Thunder

        Blue            Wind

        Green           Water

and are not required for solution of the Air puzzle.

Move around to the right side of the gas machine in the center of the tower
room. Zoom in on the color wheel and note the relative proportions:

        Red             1 unit
        Green           2 units
        Blue            2 units
        Yellow          2 units

Zoom out, then zoom in on the circular base under the crystal globe. Click
on the black scarab to darken the room. Return to the control panel on the
front of the gas machine and note that the gas flows are now visible. Based
on the color wheel, the following gas settings are required:

        Green           Full on (already done)
        Red             Half on
        Blue            Full on
        Yellow          Full on
        Cyan            Not used

These settings are made by dragging the levers to the appropriate notches.
However, note that mouse motion may be extremely sensitive at this point
and it may be very difficult to move the levers without repeated attempts
(and a great deal of patience). It worked best to start the hand cursor
with the lever in the crook between its thumb and forefinger; if the hand
cursor changed to an arrow, it was necessary to start the hand-drag over
again. Be sure not to release the mouse button until the hand cursor has
closed its fist in the desired target position, even if the cursor jumps
around erratically. It may be necessary to actually lift up the mouse and
repeat its track, all while continuously holding down the mouse button.

Click (only once) on the now-clear crystal globe (there may be very slow
cursor response at this point). Click on the steaming altar triangle, then
watch the video sequence.

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Planetarium

Enter the planetarium structure directly behind the altar area. This room
is the main jumping-off point for the remaining puzzle sections in the
game, all of which are outside the temple (see the Eastlands map in the Z
booklet that came with the game). There may be some mouse/cursor
responsiveness problems with the planetarium controls -- see the comments
in the Air puzzle section.

Drag the left control knob halfway up, then to the right. Put Nemesis'
globe in the now-raised holder. To activate the planetarium sun, drag the
left control knob to the left, then up.

The right control knob is used to select each puzzle destination:

                        Conservatory            Castle

        Monastery                                               Asylum

To select a destination, drag the right control knob until a
typewriter-bell sound is heard at the appropriate angle indicated above
(always in the upper half of the circle). At this point, the planet
associated with the destination is lit up by the sun in the solar system
model. After a traveling video sequence, the desired destination is
reached. Nearby, there will be a rotating planet sprite. Click on this
image to return to the planetarium if a different destination is desired.

Here are the CD-ROM's associated with each destination:

        Destination             CD-ROM

        Monastery                 2
        Conservatory              2
        Castle                    3
        Asylum                    3

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Monastery

On arrival at the monastery, go through the doorway to the right, turn
around and pick up the zorkmid coin lying on the ground. Move through two
doorways and up the stone steps to the monastery entrance. A sign on the
door says the monastery is closed, so you will need to find an alternative
entrance. Enter the drainpipe on the ground to the right of the doorway.
Turn around and put the zorkmid into the donation box. Read the "fortunes"
from the Gods of Emotion that come out of the box:

        Symbol                          Emotion

        Black oval with two dots        Fear
        M-mouth                         Anger
        Horizontal line                 Boredom
        Smile                           Happiness
        Spine diagram                   Spine
        Frowning eyes                   Suspicion

Note the curse on you if you open the donation box and take back the
zorkmid! However, this action can be used to produce alternative fortune
texts. For more amusement, check out the bulletin board on the other side
of the walled-up doorway.

Cross the room and go up the steps. Take the plates for the six emotion
symbols from the four urns in the hallway (the segmented-circle and
slanted-claw symbols are not needed and should be left behind to avoid
unnecessary inventory). Zoom in on each of the Gods-of-Emotion heads and
place the corresponding symbol plate underneath it. Choices can be made by
examining the facial expressions and tones of voice of each head:

                Fear            Anger           Boredom

        Steps                                                   Hallway

                Suspicion       Spine           Happiness

If plates are placed from left to right, they are also in the same order as
in the cards produced by the donation box. On completion of the plate
placements, the heads speak in turn to produce a complete rhyme about
Yoruk. Make note of the order in which the heads speak:

        Sequence        Emotion         Symbol

           1            Anger           M-mouth
           2            Suspicion       Frowning eyes
           3            Spine           Spine diagram
           4            Boredom         Horizontal line
           5            Fear            Black oval with two dots
           6            Happiness       Smile

Facing the dead-end hallway, take the stairs to the right. Continue
straight on and open the door at the end of the hall. Enter the room with
volcanic floor grates. Move forward and watch the video sequence. Note the
interesting optical illusion caused by the gold 3 x 3 grid at the bottom of
the wooden structure.

Turn right and enter the side room. Click on the baptismal for another
video sequence. Click twice on the floor grate in the back of the room.
Click on the note to obtain a substitution code:

        Letter          Symbol

          O             Infinity sign
          P             Trident with cross at the bottom
          E             Curvy backwards E with two spirals
          N             Circle with six dots, cross at the bottom

Return through the fire-grates room to the hallway. Follow the hallway
straight ahead down and up the steps to the other end. Enter the bell tower
and take the spiral wooden staircase to the top. Enter the doorway behind
the ropes of the bell-ringing mechanism.

Open the solid door third from the end on the right, and enter Alexandria's
room. Explore this room for clues to the childhood of one of the game's
main characters, noting in particular the reference to Alexandria's locket
and clicking on the front of the music stand for a video sequence.

Return to the hall (facing Brother Will's room), turn right and proceed
through the double doors at the end of the hallway into Malveaux' study. An
important clue in this room is Sophia Hamilton's letter referring to the
love between Bishop Malveaux' adopted daughter Alexandria and General
Kaine's son Lucien. Click on the hookah for a video sequence. Zoom in on
the shelf on the left side of the room and pick up the gold-framed
magnifying glass. Note also Dr. Sartorius' notes on the treatment of his
father's fatal disease.

Return halfway back down the hallway and notice that the stairs to
Malveaux' quarters are blocked -- another way in will need to be found.
Return to the bell tower and look at the poster on the wall. The first five
symbols in the sequence for the seventh bell are missing, but we can infer
what they are from the order of the talking heads.

Move over to the front of the bell-ringing mechanism and press the buttons
in that order, or use the following diagram:

           1     6         -     5     -         2     3

        -     -     -   -     -     -     4   -     -     -

A rope then descends from a trapdoor in the ceiling. Click on this rope to
ride it up the tower. As soon as you pass the open window, click on it to
exit the bell tower.

Move to the end of the terrace, turn around and enter Malveaux' room. From
the left side (not front) of the table with the red and blue candles, click
on the gold medallion for a video sequence. Click the book on the
nightstand; note the reference to a marriage between Alexandria and Lucien.
An essential clue is the order of the flame colors in the picture on the
wall above the bed. Left to right, they are:

     Blue
     Yellow
     Red
     Orange
     White

Use the magnifying glass on the blurry picture on the bed to derive a skull
orientation sequence:

     Facing front
     Facing 90 degrees left
     Facing 45 degrees right
     Facing 45 degrees left
     Facing 90 degrees right

Finally, touch the brownish book in the left-hand bookcase to return
through a secret passage to the main monastery hallway. Move forward to the
intersection, then go either right, right or left, left to enter the back
hallway (behind the secret passage).

Find the entrance to the scriptorium and move to the central bookstand at
the back, where the St. Yoruk book yields a video sequence regarding the
marriage of Alexandria and Lucien. For the complete Yoruk legend, check the
four books to the left and right of the central bookstand. The essential
fact (in the last book) is Yoruk's passage through a ring of fire using a
bronze shield studded with five red rubies.

Proceed to the back of the scriptorium and exit through the open door on
the left.

Move to the central intersection of the walkways and note the circle of
familiar glyphs. Click on them in the order required to spell out OPEN, or
use the following table:

        Order           Position

          1              2 o'clock
          2             10 o'clock
          3              3 o'clock
          4             12 o'clock

A metallic clank is heard, indicating that the gate is now unlocked to the
down staircase off of the walkway near the gallery entrance. Take this
staircase down to the museum level, and note the announcement about the
theft-prevention system.

Move into the museum, and note the locked trapdoor in the floor. Turn
around and zoom in on the circular grey stone pedestal. Here, the alarm
system may be deactivated and the trapdoor unlocked by pressing any of the
four knobs. Before returning to the trapdoor, explore the museum displays
thoroughly and pick up the ruby from Yoruk's shield (next to the snake
sculpture) and the Torch of the Endless Fire (next to the shield replica).

Open the trapdoor to the crypt. Click on the mummies to left and right for
interesting comments. Move forward into the crypt, where you will see a
large stone tower. Take the stairs down and then to the right. Go through
the open gate and light the torch you are carrying from the lit one on the
wall. Move to the sarcophagus in the back of the room.

Zoom in on the nameplate on the front of the sarcophagus. Brush off the
soot to reveal Yoruk's name. Zoom out and open the lid of the sarcophagus.
Get inside it and close the lid. Put the ruby you are carrying into the
center hole in the shield under the lid. Take the shield. Open the lid and
get out of the sarcophagus. Put your lit torch in the wall receptacle.

Exit the room and go back up the stairs. Continue to the right into the
red-glowing room. Mouse action may be slow here due to the detailed flames
animation. Move forward until you encounter the wall of flame. Click the
shield on the flames to extinguish them.

Move forward, then turn right and zoom in on the five-skulls puzzle. By
clicking on the left or right eye sockets, position the skulls using the
orientation sequence from the book on Malveaux' bed. This will open a
secret door behind you. Enter through it into Malveaux' laboratory.

Move to the alcove on the left and pick up the gold key and scrap of metal.
Go to the equipment with the lion's head and spiral tube. Turn left and
zoom in on the rectangular wall hatch. Open it and insert the key into the
slot. Turn the key to wind up the metal-compression apparatus. Zoom out and
move the control knob at the right of the hatch to open the egg-shaped
device on the left. Put the twisted metal scrap into the receptacle. Click
the control knob twice and retrieve the now-spherical metal.

Zoom out and move to the opposite side of the room where the acid-bath
apparatus is located. Put the metal ball into the basket suspended above
the boiling liquid. Zoom out and move the weights at the end of the rope to
immerse the metal in the bath. Retrieve the now-white metal ball from the
basket.

Cross over to the opposite side of the room. Turn the wheel on the valve
for the lower pipe connected to the central column in the room. This starts
the flow of lava through the pipe. Turn around and face the lion's-head
heating apparatus. Touch the flame control panels to set up the flames in
the color order described in the picture on the wall of Malveaux' bedroom
(the "white" flame actually appears purplish).

Drop the metal ball into the lion's mouth. Quickly move down to the exit
pan and pump the bellows (if you dawdle, the metal will cool and you will
have to start the procedure all over).

Click on the metal zodiac symbol and change CD's at the prompt. Watch the
video sequence, noting the progress of the solar eclipse. Click on the
zodiac symbol suspended above the altar. Zoom in on the central bowl and
watch the video sequence of Malveaux' death. Zoom out and then zoom in on
the highlighted alchemist (second from the left). Watch the video sequence
inside the coptic cross.

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Conservatory

The music during the traveling video to the Conservatory is reminiscent of
Return to Zork.

On arrival at the Conservatory, enter through the doorway and turn right.
Move straight past the orchestra setup on the left and note the Z'orchestra
diagram next to the archway:

                       gederaglini     frobophone

                         nambino          miano
        wertmizer                                       popperkeg

                 violin                          fleezle

On the other side of the archway is a phonograph.

Pass through the archway and open the door at the end of the short hallway.
Move into the lobby and cross it to the open doorway opposite the large
window of the ticket booth. Enter the Conservatory office. Zoom in on the
wooden box on the side table with the lighted blue lamp. Open the box and
pick up the tuning fork. Turn to the right and proceed to the piano bench.
Zoom in on the small red box above the keyboard and insert the tuning fork.
Touch the tuning fork and listen to the A undertone -- you need to match it
on the piano keyboard

[Image]Piano Keyboard

Press the A key that is the sixteenth complete white key from the right.
Move around to the back of the piano and zoom in to the inside. Take the
key. Zoom out, turn right and look at the green book on the stand. This
book illustrates some of the Z'orchestral instruments, as does the Z book
that came with the game.

Move around to the back side of the desk and check the bottom drawers for
notes. Zoom in on the desktop and put the key into the socket in the lamp.
Pull the lamp chain to disclose a map of Hamilton's secret laboratory. Note
the arrows moving down from the boiler room beneath the prop room under the
stage and out to the right. Also of interest are the procedural notes
written in the margin:

     PREPARE the Boiling Solution
     SEED with Crystal
     PURIFY the Crystal
     RING the Notes Together

To the right of the side table where you found the tuning fork, zoom in on
the phonograph album bin. Flip through them and take the last two:

     Introduction to the Orchestra

     Alexandria Wolfe Debut Album

Return to the lobby and exit through the door to the left of the stairs
(marked "Practice"). Put the Introduction album (all-blue label) on the
phonograph and crank it up. For some interesting messages from Nemesis and
Hamilton, play the album backwards by clicking on the direction switch in
the shadows of the left corner:

     Paul is dead

     Redrum

     I'm such a bitch

     Mom always said, "Oooh, smokin'!"

Play the Introduction album forwards to get an idea of the sounds of the
eight Z'orchestral instruments. For additional clues, you can click on the
instruments themselves on the raised orchestral platform in the same room
as the phonograph. Then, play Alexandria's album (green-and-blue label)
forwards and pay close attention to the Standard Zorkian Conclusory Fanfare
at the end:

     popperkeg
     nambino
     popperkeg
     wertmizer
     violin

Turning now to the raised orchestral platform, put each instrument on the
chair of its corresponding Z'orchestral section, using the layout from the
diagram on the wall and the following instrument descriptions:

        Instrument      Appearance

        violin          typical

        nambino         copper-colored drum with gold rings, membrane facing up

        miano           C-shaped lyre with about seven strings

        fleezle         clarinet bent into a U-shape

        popperkeg       purplish-brown tube with bulge in the middle and shiny
                        brass endcap

        frobophone      unwrapped French horn

        gederaglini     two-ended thin green horn with blue bulge in the middle

        wertmizer       central keyboard with white bellows at each end

When all instruments have been correctly placed, you will hear an orchestra
tuning up, followed by Sophia Hamilton describing the Harmony of the
Spheres to Alexandria:

     C D E B G

Return to the lobby and take the stairs up to the second level (use the
left staircase from the landing). Proceed around the balcony to the right
and enter the pupils' dormitory. Move all the way to the right, into
Alexandria's section. On the dresser, zoom in on the mirror and inside the
music box for video sequences. Check the letters from Lucien and Malveaux
under the floorboards. From the scrapbook on the bed, take the last concert
poster.

Return to the balcony, then turn right and explore Hamilton's room. In the
Alchemy book on the purple sofa, note the reference on the second page to
the Harmony of the Spheres:

     C D E B

There are various letters on the dressing table. Click on the bathtub
behind the screen for an interesting video sequence. Return back downstairs
to the lobby.

At the foot of the stairs, turn left and replace the torn concert poster
with the one in your inventory. This opens the auditorium entrance. Put all
record albums from your inventory back into the record bin in the
Conservatory office -- you won't be needing them any more (click on the
upper part of the rear wood panel after all the albums in the bin have been
tilted forward). Exit the office and pick up your concert ticket from the
ticket booth. Be sure to note that your seat is in Box C.

Enter the auditorium by clicking your ticket on the closed doors and then
opening them again. Take the stairs up to the second balcony (two full
floors up from the lobby level) -- the second staircase can be seen if you
move to the right and then turn around. Enter Box C (the doors on this
level are labeled). Zoom in on the table and use the opera glasses to watch
Alexandria complete the concert (except for the Standard Zorkian Conclusory
Fanfare) -- Lucien appears to be her only audience!

Return to the lobby level and move forward into the darkened orchestra pit.
Pick up the baton. Using the Z'orchestral layout and fanfare sequence, use
the baton to complete the concert. Watch for cursor highlights to let you
know which of the darkened Z'orchestral sections you are directing.

Move forward from the conducting dias into the stage area. Turn right and
enter the backdrop control room. Check the clipboard on the desk and note
that the only backdrops with access holes on the right are the fifth
(checkerboard courtyard) and seventh (straw hut). All other backdrops need
to be raised, so after turning on power to the control panel with the red
button, press all blue buttons except the first and third from the right.
Zoom out and move through the holes in the backdrops to the rear of the
stage. At the blank easel, turn around and descend the stairs between the
railings.

In the prop room, move between the swan and the large blue drum. Face away
from the drum and operate the crank. Turn around again and descend to the
boiler room by bursting through the drum.

Look down and zoom in on the floor hatch. Pick up Alexandria's locket --
oops, it's dropped into the water! Dive into the water -- you then have
only a limited time to look down, get the locket, and then rotate around to
exit through the doorway (mouse responsiveness may be sluggish at this
point).

You have now entered Hamilton's laboratory, and are treated to the haunting
closing theme of Zork Nemesis. Turn right and move between the blue crystal
and green sculpture to the hatchway in the corner. Go through this hatchway
back in to the boiler room. Move left to the heat control levers on the
wall. Put Alexandria's locket on the second lever from the left to hold its
valve in an open position, providing heat through the pipes into the
laboratory. Return to the laboratory through the furnace door you exited.

Immediately turn right and check the laboratory map on the wall. Note the
positions of the sacred-note crystals (the other blue crystals are red
herrings). Also, the position of a wall alcove of green crystals is
indicated next to the D crystal.

Take the white calcium bromide tablet from the mouth of the green
sculpture. Pick up a green crystal from the wall alcove. Put both the
crystal and the tablet into the firepit. Next, touch the blue crystals in
the correct order: C D E B. Move back to the firepit and touch the clear
crystal for the final note (G) of the sequence.

Zoom in to the firepit. Click on the metal zodiac symbol and change CD's at
the prompt. Watch the video sequence, noting the progress of the solar
eclipse. Click on the zodiac symbol suspended above the altar. Zoom in on
the central bowl and watch the video sequence of Hamilton's death. Zoom out
and then zoom in on the highlighted alchemist (at the far right). Watch the
video sequence inside the coptic cross.

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Castle

On arrival at IronDune, click the control lever to take the elevator inside
the castle. Move forward and descend the stairs either to the left or the
right. Enter the doorway centered under the staircases. Enter the room and
pick up the broken sword on your right. Take it to the fireplace in the
central part of the room and attach it to the broken end of the sword blade
on the mantel; watch the video sequence. Pick up the now-complete sword and
exit the room back to the circular entry area.

Move to the doorway at the foot of the left set of stairs. Note the style
of the displayed suit of armor. Zoom in on it and put the sword into its
scabbard in order to open the door to the weapons room.

In the weapons room, note the stained-glass windows depicting five styles
of armor:

        Style                   Location                        Helmet

        Basket facemask,        Outside Thaddeus' room          Closed
        spined shoulders

        Samurai                 Weapons room                    Closed

        Conquistador            Opposite weapons room           Open

        Roman                   Outside Lucien's room           Open

        Traditional,            Outside weapons room            Closed
        with breast plates

Return to the entry area and take the first (right-hand) stairs up to the
first landing. Turn right and take the side stairs up to Lucien's room
landing. Open the helmet of the suit of armor. Enter Lucien's room. Pick up
the bag of gunpowder under the armoire (there's also a letter there). Go to
the blank easel opposite the fireplace and use its paintbrush to uncover
the military code on the canvas:

  1. Build Bridge
  2. Ambush
  3. Dig Trenches
  4. Latrine Cleaning
  5. Coup d'Etat
  6. Infiltrate & Destroy
  7. Serve Mess
  8. Burn & Pillage
  9. Split the Troops
 10. Distraction
 11. Drop Thaddium
 12. Verify Message

There are a number of other items of interest in Lucien's room, including
letters from Alexandria and a draft notice.

Exit Lucien's room and continue up the stairs to the far right. At the top
landing, turn right and enter the games room. On the wall to the left, note
the controls for the automatic pool table:

     First Button:
     Candles and Broomsticks

     Second Button:
     Shaving a Cat

     Third Button:
     Fishing in the Desert

     Fourth Button:
     Triple Splitter

     Fifth Button:
     SHOOT!

Play each pool game by first pressing the game setup button (1 through 4)
and then pressing button 5 to shoot. Note the final sequence of pool balls
at the end of each game:

        Game                            Ball Sequence

        Candles and Broomsticks         1  7  4  3  5  9

        Shaving a Cat                   4  7  1  3  9  5

        Fishing in the Desert           7  4  1  9  5  3

        Triple Splitter                 4  3  5  9  7  1

Exit the games room and descend the stairs to the right. At the first large
landing, close the helmet on the suit of armor. Rotate right and enter
Thaddeus' room. Check the desk drawers. In the left one, take the vial of
nitro. Also note the poem referring to the suit-of-armor code for gaining
access to the castle dungeon. Use the vial of nitro to open the trunk at
the foot of the bed. Inside is a red scroll describing how to break the
IronDune siege, with references to some of the military actions in Lucien's
painting code. The blue scroll contains the Eastlands map from the Z
booklet that came with the game. There are other items of interest in
Thaddeus' room, but none critical to further gameplay.

Exit Thaddeus' room and continue down the stairs to the near left. At the
foot of the stairs, turn right and continue down into the circular entry
area. Immediately turn right and open the helmet on the conquistador suit
of armor. If the samurai suit of armor in the weapons room has its helmet
closed (the default), a mechanical sound will now be heard and the way to
the dungeon is open. Cross the entry area and enter the weapons room.

You can now proceed into the dungeon through the doorway off to the left of
the weapons room. If you activate the torture devices, you will obtain some
of the military codes from Lucien's painting:

     9: Split the Troops
     6: Infiltrate & Destroy
     12: Verify Message
     10: Distraction
     1: Build Bridge

However, these gruesome tasks (and indeed the entire suit-of-armor code
quest) are completely unnecessary since the five correct codes (and in the
right sequence) are clearly marked on the inside cover of the Z booklet
that came with the game:

     10 1 9 6 12

Return to the hall where you found the sword. At the entrance, turn left
and zoom in on the rear of the metal dog sculpture (cannon). Open the hatch
and drop the bag of gunpowder you are carrying. Move around to the muzzle
and use the ear switch to load the bones-ammunition from the dish. Go back
to the rear area and use the tail lever to fire the cannon. This has the
effect of opening the far door to the library.

Enter the library and, if desired, check out the animated military
tableaux. However, the essential one is the second from the right (Battle
in Progress), which houses a command radio for the battle raging outside
IronDune castle. Enter the 5-number military code sequence and press the
red Enter button. Return to the weapons room. Move to the Age of Kaine area
on the right, where a display case has been broken open.

Zoom in on the display case. Press on the lights on the neck of the
canister to open it. Open the dark cylinder and transfer the Thaddium core
to the canister; close the canister. At this point, you have only a limited
time to find a proper receptacle for the canister (in the tank's power
source). Immediately return to the circular entry area and exit through the
main doors directly across from the stairways, past the Old Soldier.
Proceed forward into the tank and place the canister in the purple-blue
receptacle. Be sure to close the lid.

Turn around and enter the appropriate code (Fishing in the Desert) into the
tank's control panel. Click on the joystick on the right. Exit the tank
when it stops. Zoom in on the Mold Primer and configure it for Kaine's
zodiac symbol. Pull the handle and remove the mold from the drawer. Enter
the elevator at the back of the room.

Take the elevator down and exit to the right. Again, there is a limited
amount of time to complete the following tasks. Zoom in on the control
panel on the right. Press the large red power button, and then these four
of the grid buttons:

        +---+---+---+---+
        |   |   |   | X |
        +---+---+---+---+
        | X |   |   |   |
        +---+---+---+---+
        |   | X |   | X |
        +---+---+---+---+

This establishes a good median temperature for the iron forging process.
Zoom out. Move forward and zoom in to the central machine. Put the mold you
are carrying into the brown tray. Click on the ARM button, then on the FAN
button. Finally, zoom in on the cooled metal piece and click on it. Change
CD's at the prompt. Watch the video sequence, noting the progress of the
solar eclipse. Click on the zodiac symbol suspended above the altar. Zoom
in on the central bowl and watch the video sequence of Kaine's death. Zoom
out and then zoom in on the highlighted alchemist (second from the right).
Watch the video sequence inside the coptic cross.

---------------------------------------------------------------------------

Asylum

WARNING: This location involves certain tasks, imagery and sounds that some
players may find repulsive. If children are playing the game, parental
discretion is strongly advised. If you wish to skip the walkthrough of this
part of the game and obtain the information derived from it, link here.

On arrival at the asylum, enter Floor 01 through the open doorway. The
first door on the left is the records room; click twice on the flashlight
on the rear table for a video sequence. Check the records in the drawers.

Move to the opposite side of the central core and take the elevator down to
the B level (don't forget to close the elevator doors and use the red power
button before selecting a destination floor). Open the elevator doors and
enter the morgue. Position yourself in the back right corner and face the
right-hand wall. Open the drawer fourth from the corner in the third row
from the bottom. Remove the cadaver and close the drawer. Turn around and
put the body into the rectangular box in the bloody alcove. Move to the
control panel in the center of the room and face back toward the alcove.
Zoom in on the controls and click on each of the three levers from left to
right. Return to the alcove and pick up the decapitated head. Save your
game at this point.

Take the elevator back to Floor 01 and enter the first door on the right.
Move forward and put the severed head on the spiked stand. Press any of the
five red buttons to hear what the talking head has to say; the button at
the lower left discloses the first part of the safe combination:

     First part of safe combination: 36-24-36

Turn around and get the safe (it looks kind of like a bottle) out of the
freezer in the corner. Turn right and face the X-ray machine.

Put the safe where the X-ray gun can illuminate it. Turn on the X-ray using
the yellow-tipped lever. Zoom in to the safe to disclose a key inside and
the rest of the safe combination:

     Second part of safe combination: 20-18

Turn off the X-ray machine, then zoom into the top of the safe. Enter the
full combination 36-24-36-20-18. Remove the red beaker.

Cross to the opposite side of the room and place the beaker in the
mechanical arm. Zoom in on the glass bowl and retrieve the key. Return to
the elevator in the main core and use the key to reach Floor 20.

Enter the doorway opposite from the elevator. Move forward into the room.
Zoom in on the open doorway to the right for a video sequence. Other
information is available on the table to the left. Sit in the
Thousand-Fingers chair. Move forward and exit the room. Open and enter the
first door on the left (this must be done while you are still under the
"influence" of the chair). You are now in another elevator; take it up to
Floor 21.

There is quite a bit of information on Floor 21, but in particular be sure
to obtain the rubber hammer from the bed in the center of the back wall,
move the switch on the asylum model to the right, and note the Purification
of Tin procedure in The Blood Alchemist book:

           Purification of Tin
        +-----------------------+
        |  Given that Flourine  |
        |  is Present in This   |
        |  Atmosphere:          |
        +=======================+
        |  Helium Raises        |
        +-----------------------+
        |  Oxygen Alone Is      |
        |  Without Effect       |
        +-----------------------+
        |  Hydrogen and Oxygen  |
        |  Burn Cooly and       |
        |  Create Water         |
        +-----------------------+

Exit out the back door of the room, into the circular gallery (some
gruesome images here). Move to the left and face right. Break the glass
with the rubber hammer. Take the severed hand and use it to open the
electrified keypad at the gallery entrance -- press any of the 9 keys
(thanks to Steven C. Den Beste for lending a hand here).

Enter the core and take the ladder up to Sartorius' laboratory. Fill, then
empty the sink to charge the batteries. Move the oxygen tank lever left and
the hydrogen tank lever right. Zoom out and use the electrical switch to
the right of the glass globe; the molten metal falls into the mold. Move
the oxygen tank lever right. Zoom out and use the electrical switch again;
the metal cools. Move the helium tank lever right. Zoom in and click on the
metal zodiac piece.

Watch the video sequences, noting that the solar eclipse is nearly at hand.
Resist the urging of the four alchemists to drink the Elixir of Life. When
Lucien gives you the gold ring, click on it.

---------------------------------------------------------------------------

Final Quest

Face the left-hand fountain in the center of the courtyard. Click on the
right elephant's tusk to turn off the water. Zoom in on the sun/hand
ornament and use Lucien's ring on it to enter the subterranean crypt. Move
forward into the center of the eye structure to enter the tomb. Note the
orientation of figures in the interior:

        Wolfman         Elephant

                Sarcophagus

        Snake           Dragon

                Entrance

Zoom in to the sarcophagus from the rear and click on it for a video
sequence; Alexandria's ring appears. Click Lucien's ring on Alexandria's;
they turn into a pair. Put the rings into the bowl in front of the dragon,
then click on either the gold triangle or the dragon's eye. Collect the
disk of molten metal and put it into the tray in front of the elephant.
Click on the gold triangle. Pick up the blob of cooled metal and put it
into the snake's mold. Click on the ruby triangle. Collect the molded
result and put it into the receptacle in front of the wolfman.

Return to the elephant's location, turn around and face the sarcophagus.
Move up and forward to disclose a copper-colored magic wand. Take the wand
to the wolfman and put it into his raised hand. Click on the gold metal and
watch the video sequence.

Zoom in on the altar from the walkway overhead. Quickly click the fused
rings on Alexandria's body; watch the final video sequence.

For game credits, exit the courtyard through the open gates, turn around
and click on the ripped painting.

---------------------------------------------------------------------------

Correspondences

[Image]Correspondences

Maps

[Image]Temple Map

Eastlands Map

---------------------------------------------------------------------------

Game Proficiency Levels

Tasks Completed         Title                   Task

        0               Adept
        1               Novice                  Element
        2               Apprentice              Element
        3               Scientist               Element
        4               Doctor                  Element
        5               Seer                    Metal
        6               Evoker                  Metal
        7               Diviner                 Metal
        8               Alchemist               Metal
        9               Master of Alchemy       Final Quest

---------------------------------------------------------------------------

Easter Eggs

   * Type "chloe" at any time.

   * Type "hello sailor" at any time.

(from the comp.sys.ibm.pc.games.adventure newsgroup)

---------------------------------------------------------------------------

General Notes and Comments

   * Zork Nemesis is extremely rich in detail, offering a wealth of
     background information in nearly every location, all of which adds
     much to the overall atmosphere and "feel" of the game. Expect each
     location in the game to provide a full evening's gameplay. Most of the
     essential clues are described in this walkthrough, but other clues
     have been left to the player to discover. These include notes,
     letters, photos, books, pictures on the wall and other hints,
     highlights and hotspots. Also, the overall plot and details on the
     interactions between characters are left for the player to experience
     and interpret. Some puzzles may have alternate solutions. Important
     information may be found in the Z booklet that came with the game --
     be sure to read it thoroughly!

   * The game is encountering some controversy among players as a result of
     certain gruesome areas in the gameplay, particularly the guillotine in
     the Asylum. Although that device is not a new idea (the Shivers game
     had one as well), its presentation may be considered too graphic by
     some players. If desired, some of the clues in this walkthrough can be
     used to bypass these areas of the game.

   * This walkthrough pertains to the DOS version of the game.

   * The game starting sequence is very quick -- just hit the space bar at
     the Activision logo to go to the main menu, and then make a single
     mouse click to bring up the restore-game menu. This design is very
     enjoyable in comparison with other contemporary games.

   * Continuity in the game is excellent -- if an object is placed or the
     environment altered in some way (such as opening a door), virtually
     all subsequent screen shots are updated with the change.

   * A couple of bad logic errors were found in the game. First, the icicle
     from the Ice Age in the Water puzzle didn't melt if it was examined in
     the Bucolic (Frobozzolithic) Age, but clearly the air would be warm
     enough. Second, the dead hand used to get past the electrified keypad
     on Asylum Floor 21 shouldn't really work -- a dead hand will conduct
     electricity quite well, as the hand animation showed before it was
     removed from the window. Don't feel bad if you got stuck on that one!

   * You cannot save or restore a game if you are currently zoomed in on a
     closeup. However, you can quit the game from any position. The save
     game overwrite warning has a minor word wrap typo.

   * Be sure to dump unneeded inventory (musical instruments, for example)
     before completing the corresponding metal puzzle, so that unnecessary
     inventory searching is avoided in the future. Since the puzzles may be
     played in any order, inventory from one location is never needed
     elsewhere.

   * Occasional problems were encountered with using the mouse to drag an
     item in the game.

   * Faulty lip sync was noticed in several locations, particularly in the
     endgame sequence with Lucien and Alexandria together.

   * Momentary sound dropouts were noticed on the Conservatory phonograph.
     Shouldn't the "Introduction to the Orchestra" album be titled
     "Introduction to the Z'Orchestra"?

   * The animal cannon in IronDune is clearly meant to be a dog, but in
     Kaine's notes is referred to as a cat (or, maybe it's a cat that likes
     to eat bones).

   * In the first military tableau on the left in the IronDune library
     (Fort Griffspotter), it's impossible to hear the narration over the
     waterfall sound. However, the narration in all other tableaux is fine.

   * "Monastery" was misspelled on the Eastlands map in the Z booklet that
     came with the game. In letters and notes, the Grey Mountains were
     sometimes spelled "Gray" and "Sophia" was sometimes spelled "Sofia".

   * The Flood Control Dam (F.C.D.) is called #3 on the Eastlands map, but
     shows up as #7 in the opening video sequence for the Conservatory.
     Also, there are references to dam #678 in letters from Kaine (however,
     this may refer to a location away from the Conservatory).

   * The Yoruk legend book has the five shield rubies in an X-shaped
     pattern. However, the actual shield from the crypt has the rubies
     arranged in a cross pattern.

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Copyright (c) 1996 Balmoral Software. Portions copyright (c) 1996
Activision, Inc.
