============ Zork Nemesis ============ Solution by David Tanguay (dat@thinkage.on.ca) ------- General ------- I assume you will do preliminary scouting. I.e., I'll say "go to the office" assuming you can find it on your own. There are many books and notes lying around. Read them all. I'll note any that are not immediately visible. Many times when you touch some object you are presented with a vision from the past. I'll indicate where the active objects are, but not contents of the vision. ------- Opening ------- Enter the mausoleum in front of the temple. The candle presents a vision. Inside the crypt is a note from Nemesis. Go to the temple door. Look up, and read the sign. On the left side knocker, drag the moon to the sun to open the door. Go to the library and read all the books. Note in particular: - the flow of time in the gallery is circular - "planet must be fully in light" - associations of alchemists to planets - quintessence is joining of Sun and Moon, man and woman - map of the temple (also in the game booklet) Go to the laboratory. Note in particular: - the symbol of the man on the desk, with Malveaux written by it - the associations of planets, metals, elements, and alchemists With the library information and the information in the booklet, make the following table (you'll have to sketch the associated symbols): Sartorius - Juperon - Tin - Air Kaine - Murz - Iron - Earth Malveaux - Saturnax - Lead - Fire Hamilton - Venusnv - Copper - Water Go to the tombs. Click the symbols above each person to know their element, and listen to their pleas (all want their element). ---------- Fire Quest ---------- Go to the patio and get the rod from the sundial. Go to the library and move the panels aside to reveal the passage. Go down the passage to the door. Turn the man's head to the fire symbol to open the door. Put the rod into the sundial. Turn the dial so that the shadow points to the Saturnax symbol. The mechanism activates, lighting the way to another door. Open the door and enter a room of candles. Get the mirror in the alcove to the right. Above the candles are hooks for the mirror. When you put the mirror on the leftmost hook you'll see one candle has a blue flame. Face the rightmost end of the candles. Follow the then-bottom row to the twelfth candle to the left. Look at it then get the flame. You are returned to the dias on the stage by the tombs. Press the flaming symbol, then go to Malveux's (highlighted) tomb and listen to him. --------- Air Quest --------- Go to the Juperon wing (north-east corner of the temple). Inside there's a star map. You must light up all the blue stars and extinguish the purple stars. (Clicking each star toggles it and one other, but not vice versa. Make a table of the associations. Then it's easy.) When you're done a stairway drops down. Go upstairs to a machine. Walk around to the right side. Approach the machine and press the middle-right bug to lower the shutters. The middle-left bug will open them later. At the back of the machine, notice the colour wheel with the air symbol in the middle, on a white background. Return to the front of the machine and look at the levers. Set the colour inside the globe to white by moving the levers 1 2 2 0 (where 0 is up, 2 is all the way to the right). Get the tornado. You are returned to the dias. Press the air symbol, then go to Sartorius' (highlighted) tomb and listen to him. ----------- Earth Quest ----------- Go to the Murz wing (north-west corner of the temple). Open the door by revealing only the corresponding symbols: iron and Murz. Use the lever to lower the stairs, taking you down with them. At the bottom, use the machine to activate the stairs. Go upstairs, twice, to a room with four telescopes. Through one you will see a building and the earth symbol: remember the outline of the building. Return downstairs (twice) and find another telescope. You will again see the earth symbol and an earthen object shaped like a skull. Go to the rail car. On the box to the right, set the car's destination by clicking the image of the building you saw that matches the earth symbol. Ride the car to the area you saw through the downstairs telescope. Follow the path to the skull and get it. You are returned to the dias. Press the earth symbol, then go to Kaine's (highlighted) tomb and listen to him. ----------- Water Quest ----------- Go to the Venusnv wing, just to the east of the stage (just south of the Murz wing). Before the doors, look left to a statue of a pipe player. Play the pipes and note the tones. To the right of the doors is a fountain, where each tap plays a tone. Match the tap tones to pipe tones (from left, taps 1, 4, 5). This sets the door passage mechanism. Go through the left door upstairs to a gallery. Note the pictures. Set the chair in the middle and sit on it. Spinning left takes you backwards in time, spinning right goes forward. Spin left until you see construction through the back window. Get the saw you see there. Continue left until the window has icicles. Use the saw to cut the icicle -- it falls into the bowl. Spin right until you see the hot, volcanic period. The icicle melts. Get the water before it boils away. You are returned to the dias. Press the water symbol. The alchemist are freed and now want you to retrieve their associated metals from their homes. Get the golden ball left behind. ---------- The Orrery ---------- Go to the orrery. Move the left lever to the right, put the gold ball into the basket, then move the left lever to the top. The sun is loaded. You can go to a location by turning the right handle so that the location's associated planet is completely lit by the sun. E.g., the monastery is Malveaux's home, who wants fire, which is associated with Saturnax. Turn the handle to the 9:00 position to light to go there. Similarly, the asylum is at 3:00, the conservatory at 10:00, and the castle at 2:00. ---------------------- Steppinthrax Monastery ---------------------- Go to the terrace and pick up the zorkmid. Go up to the monastery proper and enter via a hole in the ground to the right of the door. In the entry hall, to your right is a donation box. Insert the zorkmid and read the notes. Take note of the symbols on the note and the emotion related. On the other side of the door is a bulletin board: note the measures taken for the Seventh Tone. Move on to the six heads. In the bowls are plaques: take the size that match the symbols from the donation box. Put each plaque under the head displaying the associated emotion (left side from entrance, left to right, is fear, anger, boredom; right side is happiness, lust, suspicion). The heads will recite a poem. Note the order that they talk: anger, suspicion, lust, boredom, fear, happiness. Go to the monks sleeping dorm. The insane monk will tell you the master (Malveaux) sleeps upstairs. The baptismal dish offers a vision. Nearby is a grate in the floor. Move it around and you'll find a paper with translations from words to symbols. Note the symbol sequence for the untranslated word at the top, OPEN. Go upstairs to past the monks' rooms to the office. Get the clarifying glass, the Implementor's Eye. The hooka (?) on the desk offers a vision. Go to Alexandria's room. Her music stands offers a vision. Go to the bell ringing machine outside this wing, taking note of the wallchart on the way: the Seventh Tone is six symbols long. Operate the machine by entering the symbols corresponding to the poem by the heads. A bell rope will descend from the tower. Go to the rope and pull it. The rope will pull you up then let you down. At the top of the pull is an open window. You have to quickly step forward when the rope pulls you up to go through this window onto the balcony. Go to Malveaux's room. Notice the painting above the bed -- in particular the order and colour of the flames: blue, yellow, red, orange, white. Use the Implementor's Eye on the book on the bed. It will show you five skulls: note the orientation of the skulls (front, left, half-right, half-left, right). An object on the table by the foot of the bed offers a vision. There's a loose book on the bookshelf near the bed: pulling it opens a secret passage downstairs to near the heads. Go to the reading/copying room. Read the books on Yoruk to see how he got to hell. Read Malveaux's book to see another vision. Go to the walkways, to the central lock. Click the symbols for OPEN, c.f. the note in the grate. This opens the door down to the museum. In the museum, find the blue clam-like machine. Open it and turn off the burglar alarm. Inspect all the artifacts. Get the ruby from Yoruk's shield and the torch of the endless fire. Note the appearance of the replica of Yoruk's shield. Go down the trapdoor (by the alarm system control). Talk to the mummies to learn more about Yoruk's shield. Bear right and enter the crypt. Light the torch from the one on the wall. Rub the dirt off the coffin: it's Yoruk's. Open it, go inside, and close it. Voila, Yoruk's shield. Return the missing ruby and get the shield. Leave the coffin. You can put the torch in the holder on the wall. Go to the fiery passage and use the shield to dowse the flames. Set the skulls to face as indicated in Malveaux's book: this opens a secret passage to the lab. Enter the lab and get the key and ingot. Open the small door in the wall. Insert the key and turn it, pull the handle, insert the ingot, pull the handle again, once again to open the device, then get the ball. Go to the gear machine and put the ball in the basket, pull the weight, and get the purified ball. Turn the wheel to fire up the smelter. Set the flames colours top to bottom in the order of the flames as seen in Malveaux's picture. Drop the ball into the lion's mouth. Pump the bellows to cool off the lead talisman. When you pick up the talisman you are returned to Agrippa, to the dias. Insert the talisman, look at the blood in the centre, then look at the lit tomb. -------------------------------- Frigid River Branch Conservatory -------------------------------- Enter the practice hall and look at the chart on the wall, near the gramophone. Note the order of the instruments. Go to the office. In the book you'll find pictures of the violin, fleezle, nambino, and popperkey. The game booklet contains addition sketches of the gederaglini and miano, and brief descriptions of all the instruments. Notes in the desk explain that calcium tablets help in purifying the crystal. Get the tuning fork from the box on the table. Put it in the holder on the piano. Strike the fork then the matching key of the piano (A, 4th octave, 24th white key from the left). you'll hear a clunk. Look into the the back of the piano and get the key. Use the key with the lamp on the desk, then turn the lamp on. Note the instructions. Note also the map, leading to the room with the water symbol beyond the boiler room. Get the two records from the stand by the table. Return to the practice hall and play the records in the gramophone. Play the "Introduction to the Zorchestra" to learn the instruments: turn the crank, flip the (lower) "on" switch. Also play the record in reverse: turn the crank, flip the (upper left) "reverse" switch, flip the "on" switch. Also play the other record forward to learn the traditional closing fanfare, and backwards to learn more about Hamilton's nature. In the orchestra pit, place the instruments in the proper charts, per the chart. You will hear an echo from the past: the harmony of the spheres is C D E B G. Go upstairs to Hamilton's room. Read the notes and watch the vision in the tub: Hamilton and Kaine are planning for immortality. The book on alchemy also mentions the C D E B notes. Go into the girls' dormitory to Alexandria's bed. See a vision in the mirror, and another in the music box about how Alexandria lost her locket. There are letters from Lucien under the floorboards, and books on the table. Look at the posters on the bed, and take the last one (matching the torn one in the hall downstairs). Try to get into the auditorium: there is no show, they're closed. Replace the torn poster with the one from upstairs. Go to the ticket booth (across from the office) and get a ticket. You can now use the ticket to enter the auditorium. Note that the woman says you're in box C. Go upstairs to box C and use the glasses to see a vision. Go downstairs to the floor and you hear a man demanding the playing of the closing fanfare. Go to the pit, pick up the conductor's baton, and touch it on the positions of the instruments (per the chart in the practice hall) in order of the closing fanfare (per the record). The lights come on. Go behind the stage. Read Alexandria's note to Lucien. Look at the backing scenes: note the hole. Look at the pictures beside the stage booth: note the doors in the 5th and 7th scenes which match the position of the hole. Turn on scenery machine in the booth by pressing the red button, then raise all but the 5th and 7th scenes by pressing the corresponding blue buttons. Walk through the hole to behind the scenery, and thence down the stairs. Listen to the radio. Get into the swan and turn the crank to raise it. Turn around and go down through the drum into the boiler room. Remember the map? Note the controls: only the second goes down, but it won't stay. Turn around and look down to find a portal and the locket. Grab the locket -- it falls. Dive after it, retrieve it, and return to the boiler room. Use the locket to hold down the lever. Dive through the portal again and go through the doors and on to the secret laboratory. Read the map on the wall to learn the location of the notes. In the centre you'll find the vat, with water boiling (because of the lever in the boiler room). Get a crystal from the outcropping and throw it into the vat. Get the calcium tablet from the green fish and toss it in the vat. A crystal rises. Quickly, play the notes (i.e., touch the appropriate crystals) in order C D E B G, where G is the crystal in the vat. You must have them all playing at the same time. When you pick up the talisman you are returned to Agrippa, to the dias. Insert the talisman, look at the blood in the centre, then look at the lit tomb. --------------- Irondune Castle --------------- Pull the crank to go down the tower. Go to Thaddeus' room. Open the desk (on left) drawers. There is a note: three are blind, two can see. Another talks about thaddium. Get the nitro glycerin. Read the books on the nightstand and on the tables by the side door. Use the nitro to open the chest. Inside is a map on breaking the siege: distraction, build bridges, split troops, decoy, infiltrate. Go to the games room. Read the notes on the wall. Operate the pool machine and note the ball sequence at the end, particularly for "fishing in the desert": 7 4 1 9 5 3. Go to Lucien's room. Read the note by the bed. Get the gunpowder under the closet. Read the books and notes on the bed, noting the thaddium explosion. Get the brush on the easel and use it on the canvas, revealing the military tactics code. Go downstairs to the main hall and try going out the front door. You can't since there is a siege in place. Go to the lounge. Get the sword handle on the chair near the entrance and attach it to the blade over the fireplace. You will see a vision, and be left with a whole sword. Go to the dog (cat?) cannon. Twist the ear to load the bones. Open the back end and load the powder. Close and pull the tail to fire the cannon. It blows open the back door. Go into the back room and play the various campaign illustrations (left to right is good). Note the one titled "battle in progress". Go to the main hall, to the suit of armour that has a sword belt. Insert the sword, opening the door to the museum. Look at the suits of armour in the pictures, noting which have their visors open. Go to the suits of armour in the castle (outside both bedrooms, two in the main hall, one in the museum). Open or close their visors as in the pictures. This opens a door in the museum leading to the dungeon. Go into the dungeon. Look around Lucien's cell, then inspect all the torture devices. You will hear voices saying things like "code 10 decoy", matching the codes in Lucien's bedroom. You will hear all the codes you saw on the map in Kaine's bedroom, and also "code 12 verify". Return to the war history room, to the battle in progress display. Set the codes 10 1 9 6 (from the map) and 12 (from the dungeon) (these are also written on the game booklet). The strategy works, the siege is broken. Explore outside the castle. You can enter the tank, but there is no power. Return to the war museum, to the Age of Kaine display. Press the button on the bottle to open it. Quickly open the other container, get the thaddium, put it into the bottle, and close the bottle. You must now hurry to the tank. At the rear is a blue container. Open it, insert the bottle of thaddium, close the blue container, and the tank is powered up. Go to the front of the tank and set the dial to "fishing in the desert": 7 4 1 9 5 3. Operate the joystick and the tank takes you to the laboratory. Go to the machine and assemble the Murz symbol. Pull the lever then take the ingot. Go down the elevator. Quickly, set the rods on the right until you hear a bell. Put the ingot in the machine, in the upper left compartment. Arm the device, then cool the talisman with the fan. When you pick up the talisman you are returned to Agrippa, to the dias. Insert the talisman, look at the blood in the centre, then look at the lit tomb. --------------------- Grey Mountains Asylum --------------------- Go to the records room and read the files. Use the flashlight to see a vision. Go to the laboratory. Note the heads on the table, and the empty stand. Go to the elevator. Close the door. Turn the key for B (basement). Open the door and enter the morgue. Go to the back right. Open a drawer on the right side, third row up, fourth column, and get the corpse. Put it in the bin at the back of the room. Go to the machine in the centre of the room. Operate the levers in order left to right to behead the corpse. Go to the back of the room and retrieve the head. Return upstairs to the laboratory. Put the head on the stand and press the buttons to hear the head speak. Note the numbers 36 24 36. Open the refrigerator in the corner and get the safe. There is a machine near the refrigerator: put the safe in the compartment on the upper left. Press the lever on the box, then look at the safe. You see - 20 - 18 and a key inside. Open the safe (36 24 36 20 18) and get the vial. Go to the machine on the other side of the room and put the vial in the "hand". It dumps the contents in the bowl. Reach in and get the key. Go to the elevator and use the key to go to the 20th floor. As you walk around the level, note the wobbly door that you can't go through. Go to the operating room. Read the books on the shelf. Look through the microscopes, then look at the needle on the table. Try to go through the other end of the room: an inmate will tell you to sit in the chair-like machine. Sit in the machine and she will activate it. The world goes wobbly. Quickly head to the wobbly door, and through it. Take the elevator there up to Sartorius' chambers. Read the books, noting the bit about miniaturisation, and the purification of tin: fluorine, helium, oxygen, hydrogen and oxygen. Get the reflex hammer from Sartorius' bed. Go to the body parts display. Note that the door lock is shorted out: don't touch it. Use the hammer to break the glass of the hand display then take the hand. Use the hand to operate the door lock. You can't go up the tower because the ladder is up. Go to the miniature of the building in the other room and flip the switch (you should see nothing in the top hole of the model). You can now climb up the ladder to the laboratory. Go to the sink and fill it with water. Pull the lever there to empty the sink and charge the batteries. Look at the machine on the other side of the room. Flip the hydrogen lever right (the oxygen should already be left), then pull the electrical switch: this melts the ore into the mold. Flip the oxygen lever right and pull the switch: water cools the metal. Flip the helium tank lever right to raise the glass. When you pick up the talisman you are returned to Agrippa, to the dias. -------------------------- Agrippa: Saving Alexandria -------------------------- The alchemists are reanimated. They offer you an elixir: don't drink it. Lucien is the nemesis. You must save Alexandria by finding her body. Take the ring to see how they all died. Go to the fountains in the central yard. Twist the right horn to stop the water. One of the fountains has a handle hiding behind the water: use the ring on it to take you to an underground alcove. Go through the iris to the crypt. Look at the top of the crypt, from several angles if necessary, until you find a wand. Walk up to the sarcophagus and look at it up close to see a vision of Alexandria. Link your gold ring to her silver ring. Put the rings in the dragon's bowl and click the jewel. The dragon melts the rings. Pick up the bowl and put it into the elephant's bowl. Click the jewel to cool the metal, then retrieve the ingot. Put it in the snake's mold and click the jewel to shape the metal. Pick up the talisman and put it into the daemon's mold. Give the wand to the daemon's hand and he'll purify the quintessence. When you pick up the talisman you are returned to Agrippa, to the overhead walkway. Go down to the dias and use the quintessence on Alexandria. The alchemists are defeated, and Lucien and Alexandria are saved. Go outside the gate and touch the painting to see the end credits.