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Zork Nemesis


Hint guide

     This is a hint guide for the game "Zork Nemesis" from Activision.
Before  we  begin  I  would  like to express my opinion of the game: I
think  it  is outstanding, but it is emphatically NOT for children. In
movie terms I would rate this as "PG-13".

     Having  said  that,  if you enter with the right frame of mind it
will  draw  you  into  the game. Seldom have I had such an "immersive"
experience.

     Another  warning  is this: The game includes the name "ZORK", but
it  has  little  if anything to do with the old Infocom "Zork" series.
For  all  intents and purposes this game is unrelated. Thus if you are
looking  for  an  experience  similar  to the original Zork series you
won't  find  it  here.  If you approach "Zork Nemesis" as its own game
which  is not part of any previous lineage, and simply accept it as it
is, you will enjoy yourself immensely.

     One  last  warning:  In  many cases, the questions themselves are
"spoilers".  If  one  of  the headings (made up) is "How do I open the
purple  garbage can", then if you haven't actually FOUND that it would
cue you in that you should be looking for it. Therefore, it is advised
that you use this document only when you are really stuck.

     One  of  the better hint guides I've seen is the "DiscWorld" hint
guide,  which  is  organized  with two sections. Both have exactly the
same headings, but the first has mild or somewhat cryptic clues, while
the  second  is  extremely clear and explicit. I've decided to do this
one the same way.

     It  is  impossible  for  me to structure this without ever giving
away anything. However, I'll try my best. It isn't giving much away to
say  that the game is organized loosely into three segments. The first
segment  has  four  objectives,  and  you must achieve all four before
moving  to the second. The first segment takes place within the area I
will  call  "the temple". The second segment of the game also has four
objectives,  and  these  objectives  are  accomplished  on  four other
"worlds"  (actually  other  locations  on Zork). The third segment has
only one objective.

     The  hint guide below is thus organized by these segments. Within
any  of the first two segments, the four objectives can be achieved in
any order. The easy way to tell which segment you are in is to look at
the  "prefs"  frame  and  see your score. If it is 0-3, you are in the
first segment. If it is 4-7 you are in the second. If it is 8, you are
in the final segment.

This document is organized in the following order:

SEGMENT 1 mild clues
SEGMENT 1 explicit clues
SEGMENT 2 mild clues
SEGMENT 2 explicit clues
EASTER EGGS AND POSTSCRIPT

     There are no clues for segment 3! You're on your own!

     There  are  seven  main  characters in this game. I will refer to
them  as  Nemesis, Lucien (Lucien Kaine), Alexandria, Sophia, Malveax,
Sartorius and Kaine (Thaddeus Kaine).

     General  comment: Many adventure games have dozens of objects you
must  pick  up  and  move around, sometimes incredible distances. This
game  is  not  like  that. There are VERY few objects you can actually
take with you. There is a special mouse pointer which indicates either
"I can be picked up" or "Something can be placed here".

     General  comment: Many of the things you see have to do with plot
development.  I  rarely  mention those. This hint guide is intended to
deal  with  the puzzles which would hold up your progress in the game.
Don't  restrict  yourself to just what I mention here or you will miss
almost all the experience.

     This  is not a "die whenever you do anything wrong" kind of game,
so don't be afraid to experiment. And take lots of notes!

---------------------SEGMENT 1 MILD CLUES-----------------------------

     Is there anything I can do in the starting area? Well, it's quite
a view, isn't it?

     How do I open the double-door? Have you looked up?

     What  should  I  do  in  the  library?  A  message  from the Zork
Librarian's  Association:  "Read  a  book  today!"  A message from the
Frobozz Sliding Panel Company: "Slide a panel today!"

     What  should  I  do in the fountain courtyard? Well, it's quite a
view, isn't it?

     What should I do on the ruined deck? I just noticed that my watch
stopped.  What  time is it? Wait a moment, what kind of clock is this,
anyway?

     What should I do in the lab? There's sure a lot to look at here!

     What  should  I  do with the four crypts? I've heard that seances
are fun! By the way, what's your sign?

     What should I do with the altar? Looks like something is missing!

     Where  are  the  four  elements  hidden?  Did  you  obey the Zork
Librarian's Association?

     I  found  an  element  and I can't leave the altar! Maybe someone
wants to thank you!

     FIRE:  How  do  I get into the Fire pavilion? Did you obey to the
Frobozz sliding panel company?

     FIRE: How do I open the first door in the Fire pavilion? Use your
head. What are we trying to find here, anyway?

     FIRE:  How  do  I open the second door in the Fire pavilion? I've
heard  of  time  locks,  but  never  one based on a sundial before. Of
course, anything's possible.

     FIRE:  How  do  I  figure  out which flame is the right one? I've
heard it said that mirrors don't lie.

     AIR: What do I do with the horns? Well, what do they sound like?

     AIR:  What  do I do with the constellations? I think we need only
one color here.

     AIR: Why can't I move the levers? There's something else you need
to  do  first.  At the moment you can't see what you are doing. You've
probably missed a hotspot elsewhere in this room.

     AIR: How should I adjust the levers? Well, what color is pure air?

     EARTH:  How  do  I  unlock  the  first door? This door won't open
unless you know a lot about what you are after and can prove it to the
door. Redundancy doesn't hurt, either.

     EARTH:  I  can't  go  up  the  helical staircase! Well, maybe you
should try something else.

     EARTH:  I'm trapped underground and I can't get up! Maybe there's
something near here which will change that.

     EARTH:  What  do I do at the top of the Earth pavilion? Heck of a
view, ain't it?

     EARTH:  What  do  I  do with the telescope underground? Sure is a
nice  view,  isn't  it?  (Bet  you're getting tired of me saying that,
aren't you ?)

     EARTH: Why can't I make the mine car move? Where do you want to go?

     WATER:  I  don't  understand these doors! I've heard that time is
circular, but this is ridiculous.

     WATER:  How do I make the doors work correctly? Maybe the clue is
musical.

     WATER:  What do I do in the basement of the Water pavilion? Let's
come back to this one later if we really need it, OK?

     WATER:  What  do  I do at the top of the Water pavilion? The Zork
Librarian's Association says "Turn back the pages of history!"

-------------------SEGMENT 1 EXPLICIT CLUES---------------------------

     Is  there  anything I can do in the starting area? Nope - all you
can  do  is go towards the temple complex. You cannot open the lock on
the gate.

     How do I open the double-door? Move closer to the left hand door.
The bottom of the knocker is a hot spot. Press and hold the left mouse
button  and  drag  up.  This  is here to teach you how to use both the
"look up" and the "drag" mechanisms in the user interface.

     What  should  I  do in the library? There are six books along one
side  of the library on a bench. Read all six of them. You'll probably
want  to come back later and refer to them. The entrance to the "Fire"
pavilion is also located here behind sliding panels.

     What  should  I  do  in the fountain courtyard? This is a transit
point  to other interesting locations. It connects to the library, the
ruined  deck,  Nemesis'  lab  and  the  hall  with  the  painting. Try
experimenting with the fountains.

     What  should I do on the ruined deck? Look at the sundial and get
the spike from it.

     What  should  I do in the lab? The only item which is critical is
the  scroll  on the work table. The first page of it gives the symbols
for  the  four planets, the four elements and the four metals and also
shows their relationships. This is critical to solving many puzzles in
this game, so copy this page down explicitly.

     What should I do with the four crypts? When you move to the lower
closeup,  there  are  two  hotspots.  The  upper hotspot allows you to
correlate  a planet to each alchemist, and hence also an element and a
metal.  The  lower hotspot permits you to listen to what the alchemist
has  to  say  for him/herself. This, combined with one of the books in
the  library, gives you a face for each name. The upper closeup is not
used at this time.

     What  should  I  do  with  the altar? The four objectives in this
segment  of  the  game  will  fill  in the four outer holes. This will
happen in due course.

     Where  are  the  four elements hidden? In one of the books in the
library  is  a  map of the temple complex, and four planet symbols are
written  on  it. These correlate to the elements you seek. This map is
reproduced in the back of the tan pamphlet which was included with the
game.

     I  found  an  element and I can't leave the altar! Before you can
proceed,  you  must  watch an FMV sequence of the alchemist associated
with  that element. The correct crypt will be highlighted by a beam of
sunlight. You must "move closer" to it.

     FIRE: How do I get into the Fire pavilion? Click the left side of
the  first  panel, the right side of the second, the right side of the
third panel and the left side of the fourth panel.

     FIRE:  How  do I open the first door in the Fire pavilion? Rotate
the head so it points to the "Fire" symbol.

     FIRE: How do I open the second door in the Fire pavilion? Put the
spike  from  the  sundial  on  the ruined deck into this sundial. Then
rotate it so the shadow falls on the symbol for Saturnax.

     FIRE:  How  do I figure out which flame is the right one? You can
simply  click on every flame in the room until one lets you get close.
But  a better way is to try hanging the mirror from each of the hooks.
One of the flames will reflect blue. That gives you a hint as to where
to look.

     AIR:  What  do  I  do with the horns? Each of the horns makes the
sound  of  an elemental force. Blue is wind, purple is thunder, yellow
is  an  earthquake, green is rain, and red is fire. Also the blue horn
is in a different key than the others. The point of all this is simply
to  tell  you that blue is the color you should be striving for in the
constellation puzzle in this same room.

     AIR:  What  do  I do with the constellations? The idea is to have
all the blue stars on and none of the purple stars on. The easiest way
to do this is simply to click any purple star which is on and any blue
star  which  is  off.  If you keep doing this eventually you'll get it
right and you can watch an FMV sequence.

     AIR:  Why can't I move the levers? You need to close the curtains
first.  When  you  are  facing  the  levers,  move to the right of the
platform  and search for a hotspot just under the sphere. If you click
it, curtains will come down. This unfreezes all the levers except one,
which is permanently stuck.

     AIR:  How  should I adjust the levers? Lever 2 should be half on.
Levers 3 and 4 should both be full on. Lever 5 should be off.

     EARTH:  How  do  I  unlock  the  first  door? You must expose the
symbols  for  Iron  and for Murz, but no others, these being the metal
and planet associated with Earth.

     EARTH: I can't go up the helical staircase! In this case you must
go  down  first.  Move  the  lever  to  cause the staircase to descend
further.

     EARTH:  I'm  trapped  underground  and I can't get up! There is a
mechanism  at  the  base  of the helix which really will convert it to
stairs.

     EARTH:  What  do  I do at the top of the Earth pavilion? The four
buildings you can see are the places where segment 2 takes place. Each
one  is  associated  with  an  element  and  this  room gives you that
association.  This information may also immediately be useful, so note
it down.

     EARTH:  What  do  I  do  with  the  telescope  underground?  This
indicates what you are after in this area. So look and remember.

     EARTH:  Why  can't I make the mine car move? You have to select a
destination on the small panel next to it.

     WATER:  I  don't  understand  these  doors!  The doors don't work
correctly until you solve the water/music puzzle in this area.

     WATER: How do I make the doors work correctly? The panpipe on the
left  indicates  the notes needed from the fountain. Counting from the
left, turn on numbers 1, 4 and 5.

     WATER:  What do I do in the basement of the Water pavilion? There
is nothing to do here once you've solved the musical puzzle.

     WATER:  What  do I do at the top of the Water pavilion? Click the
hourglass  and  it  turns  into  a  chair.  Sit in the chair and start
rotating  left.  Note  that  the  open  window  changes  for each full
rotation.  You'll  need the saw from the first screen. When you get to
the ice, cut an icicle and let it fall into the bowl. Then turn to the
age showing lava and look closely at the bowl.

---------------------SEGMENT 2 MILD CLUES-----------------------------

     END  OF  SEGMENT 1: What do I do with this glowing yellow sphere?
It looks like the Sun to me.

     PLANETARIUM: What do I do now? Shed a bit of light on the subject
of your interest!

     FROM ANY WORLD: How do I get back to the temple? A planet got you
here, maybe a planet will get you back!

     MONASTERY:  The  door  is locked - how do I get in? Maybe you can
sneak in some other way.

     MONASTERY:  The door is locked - how do I get back out again? The
same way you got in!

     MONASTERY:  What  do  I do with the 6 heads? Something is missing
underneath them!

     MONASTERY:  What do these strange symbols mean next to the heads?
I think you missed something important outside the monastery - go look
again.

     MONASTERY:  Which symbols go with which heads (I can't understand
what they say)? Zorkminster Fuller says "The medium IS the message!"

     MONASTERY: What are the six symbols for "The Seventh Bell"? Hmm..
have you run into a sequence of six of these symbols elsewhere?

     MONASTERY:  What  do  I  do  with  the  bell rope? Reverse Bungie
Jumping! The new Zorkian sport!

     MONASTERY:  How do I read the page in the book on Malveaux's bed?
Maybe something from elsewhere in the Monastery would help.

     MONASTERY:  What  is  there  to  do in the chapel? If you haven't
found something to read here, keep looking.

MONASTERY: What do I do in the room with all the books? The Zork
Librarian's Society says etc.

     MONASTERY: How do I unlock the locked gate in the room beyond the
books?  Maybe it's a combination lock. (Ignore that keyhole behind the
curtain!)

     MONASTERY:  What do I enter into the rotor in the room beyond the
books? How do you spell OPEN?

     MONASTERY: What do I do in the museum? Pick up a couple of things.

     MONASTERY:  How  do  I  open the trapdoor in the museum? Have you
read  the  sign  near  the  base of the stairs? You may have missed an
important hotspot.

     MONASTERY:  How  do I get by Nemesis's flames in the passage? Did
you read the history of Saint Yoruk?

     MONASTERY:  Something  just ate me! Do you remember reading about
Grues in the temple library?

     MONASTERY:  What do I do with the five skulls? If you don't know,
you haven't searched the rest of the monastery enough yet.

     MONASTERY:  The  third  machine just keeps giving me the drillbit
back. Hmmm - have you noticed that the five flames are hotspots, so to
speak?

     ASYLUM:  How do I open the safe? To get ahead on this one you may
need another head.

     ASYLUM:  What  can  I  do  in  the  morgue? Now THIS is ghoulish.
There's  a  machine  here  and  you're  going  to  have  to  use it on
something.

     ASYLUM:  I'm  on  the  20th  floor  -  how  do  I get through the
vibrating door? Hmm, I think you need a treatment. Sit down.

     ASYLUM:  The  control  panel  on  the 21st floor electrocutes me!
Well, it's hard to kill a hand which is already dead.

     ASYLUM:  I  can't reach the ladder! Go back in the other room and
look some more.

     ASYLUM: I can't get a spark! Maybe the batteries have dried out.

     ASYLUM:  How  do  I  process  the tin? Instructions are in a book
downstairs.

     IRONDUNE:  How do I get into Kaine's chest? There's a note on his
desk held in place by a dagger. Read it for a hint.

     IRONDUNE: How many of the closed doors can I open? Three (and one
later).

     IRONDUNE:  The  old soldier won't let me outside! Well, there's a
WAR on out there! But if the war was won, he might let you out.

     IRONDUNE:  How  do  I  open one of the doors guarded by a suit of
armor? One of the suits of armor has two hotspots. What's missing from
this one?

     IRONDUNE:  How do I open the door at the far side of the library?
Have you looked closely at the bronze dog?

     IRONDUNE: What should I enter into the radio control panel? Check
out  the  map  in  Kaine's chest and the radio code in the painting in
Lucien's room.

     IRONDUNE:  How do I open the second door in the trophy room? Look
closely at the stained glass windows.

     IRONDUNE: Why won't the tank move? You need to set a destination,
and you need fuel.

     IRONDUNE:  How  do I get the iron in the mine? Get a mold, and be
quick about it!

     CONSERVATORY: What do I do in the practice room? There is a place
for everything and everything should be in its place!

     CONSERVATORY: What do I do in Sophia's office? Have you found the
tuning fork? Try that note on the piano.

     CONSERVATORY:  The  lady  won't  let  me into the auditorium! She
doesn't  think  there's  a show. But what if she DID think there was a
show, eh?

     CONSERVATORY:  I  can't  get into the boiler room. Try some other
door right now.

     CONSERVATORY:  How  do I turn the lights on? We need the fanfare.
Did you listen to the records?

     CONSERVATORY: How do I get past the backdrops? Have you looked at
the panel in the control booth?

     CONSERVATORY: What do I do beneath the stage? Play with the swan!

     CONSERVATORY:  I  can't  make  the  lever in the boiler room stay
down! I think you need to go for a swim.

     CONSERVATORY:  OK, the lever in the boiler room stayed down - now
what? I think you need to go for another swim.

     CONSERVATORY:  What  do  I  do in the crystal room? The answer to
this lies on Sophia's blotter and in the practice chamber.

-------------------SEGMENT 2 EXPLICIT CLUES---------------------------

     END  OF  SEGMENT 1: What do I do with this glowing yellow sphere?
It  is the Sun in the planetarium. Use the left lever there to install
it.

     PLANETARIUM: What do I do now? Use the right hand lever to rotate
the  planets,  until the planet you are interested in is lit. When you
get  to  a  correct position, a small bell will ring. If you let go of
the lever, you'll get an FMV movement sequence.

     FROM ANY WORLD: How do I get back to the temple? At the point the
planetarium  sent  you there is always a floating model of the planet.
Click this planet to return to the planetarium.

     MONASTERY:  The door is locked - how do I get in? As you face the
door, turn to your right and look down. There is a hole you can enter.

     MONASTERY:  The  door  is  locked  - how do I get back out again?
There is a hole in the floor you can exit through.

     MONASTERY:  What  do  I  do  with the 6 heads? Look into the four
pots, in which there are 8 placards. 6 of these go under the 6 heads.

     MONASTERY:  What do these strange symbols mean next to the heads?
Outside on the ground is a Zorkmid. Feed it to the machine by the door
and read the slips it ejects.

     MONASTERY:  Which symbols go with which heads (I can't understand
what  they say)? Ignore WHAT the heads say and concentrate on HOW they
say  it. Each symbol represents an attitude. Specifically, on the left
side  from  left  to right they are fear, anger, boredom; on the right
side from left to right they are happiness, body, suspicion. The other
two symbols are not used.

     MONASTERY:  What are the six symbols for "The Seventh Bell"? Once
the  heads  are  matched with their symbols downstairs, the order that
they speak is the order of symbols in "The Seventh Bell". Specifically
the order is anger, suspicion, body, boredom, fear, happiness. (If you
are having a hard time seeing the symbols, counting from the left this
is 2, 14, 16, 12, 9, 4.)

     MONASTERY:  What  do  I  do  with the bell rope? This is somewhat
real-time  but you can repeat it as many times as necessary. After you
pull  on  the rope, move your cursor to center of the screen. When you
reach the top, click and you'll go through the window up there.

     MONASTERY:  How do I read the page in the book on Malveaux's bed?
You  need  an  object  from  his study on the second level - get there
through the belltower. Use it on the book.

     MONASTERY:  What  is  there to do in the chapel? Under a grate in
one corner is a piece of paper you'll need to look at.

     MONASTERY:  What do I do in the room with all the books? Read the
legend of St. Yoruk.

     MONASTERY: How do I unlock the locked gate in the room beyond the
books?  In  the  center  of  that room is a pillar with a rotor in the
middle.  The  combination is derived from the piece of paper under the
grate in the chapel. That piece of paper gives correspondences between
letters  and  symbols.  The combination is "OPEN" using these symbols.
There are 12 symbols on the dial - the proper sequence is 2:00, 10:00,
3:00, 12:00.

     MONASTERY: What do I do in the museum? You need the jewel and the
torch.

     MONASTERY:  How  do  I  open the trapdoor in the museum? Near the
center  of the room is a metal mushroom shape. It can be opened if you
are  looking  at  it  from  the  right  direction, and with it you can
deactivate the burglar alarm.

     MONASTERY:  How  do I get by Nemesis's flames in the passage? You
need the shield of Yoruk. It can be found near here.

     MONASTERY:  Something  just  ate me! Light the torch you got from
the  museum  off  of the torch on the wall here. That'll keep that old
Grue away!

     MONASTERY:  What  do  I do with the five skulls? The answer is in
the  book  on  Malveaux's  bed  on the third level, which was revealed
using the lense from his study on the second level. Specifically, from
left to right they are: center, left-2, right-1, left-1, right-2.

     MONASTERY:  The  third  machine just keeps giving me the drillbit
back.  You  need  to  set the colors of the five flames correctly. The
sequence  is  on the wall over Malveaux's bed on the third level. From
top to bottom they are blue, yellow, red, orange, whitish-purple.

     ASYLUM: How do I open the safe? The combination is 5 numbers. You
get three of them from a head on the bench and two by XRAYing the safe
itself.  If  you  want  to  avoid  a  really  disgusting sequence, the
combination is 36-24-36-20-18.

     ASYLUM:  What  can  I do in the morgue? One of the drawers on the
wall  has  a  complete  body  in  it. You're going to have to use this
machine to chop its head off, so you can get the head.

     ASYLUM:  I'm  on  the  20th  floor  -  how  do  I get through the
vibrating  door?  You need to let "Dr. Sartorius" (actually an escaped
inmate)  give  you  a treatment. Before the visual hallucinations wear
off,  go through the door. If you don't get there in time, you'll have
to get another treatment.

     ASYLUM:  The control panel on the 21st floor electrocutes me! Use
the  hammer  from  the other room to break the glass covering the dead
hand.  Use  it  to punch the buttons on the panel. The hammer is a bit
hard to find because the location connectivity there is a bit strange.
You need to stand in the center of the room and look towards the bed.

     ASYLUM: I can't reach the ladder! In the other room is a model of
the tower. Push the button on its base.

     ASYLUM:  I  can't  get  a spark! Fill the sink and drain it. This
will make the batteries work.

     ASYLUM:  How do I process the tin? Step by step: Put water in the
sink, then drain it. Set the Oxygen lever to the left and the Hydrogen
lever  to  the  right,  then trigger the spark to get a hot flame. Set
both  Oxygen  and Hydrogen to the right and trigger the spark to get a
cool flame. Then trigger the helium to raise the lid.

     IRONDUNE:  How do I get into Kaine's chest? There is an ampule of
Nitro inside Kaine's desk. Use it to blow the lock.

     IRONDUNE:  How many of the closed doors can I open? Three: One of
the  side  doors  on  the  lower level guarded by a suit of armor, the
double doors on the lower level which right now seems to be guarded by
the "old soldier", and the double door at the far side of the library.
There's also another door on the far side of the trophy room which can
be opened, but initially you can't see it.

     IRONDUNE:  The old soldier won't let me outside! You have to find
the  radio control panel and enter the correct orders into it first to
win the war.

     IRONDUNE:  How  do  I  open one of the doors guarded by a suit of
armor?  One  of  the suits of armor has two hotspots. If you place the
complete sword on the lower hotspot, the door next to him will open.

     IRONDUNE:  How do I open the door at the far side of the library?
The bronze dog is a cannon. Open the "breech" (in this case, where the
dog would wear its britches?) and put the gunpowder from Lucien's room
in  it. Then twist the dog's ear to load it. Finally, pull its tail to
fire it.

     IRONDUNE: What should I enter into the radio control panel? There
are  actually three sources. You can translate the tactic from Kaine's
map  using  the  radio  code on Lucien's canvas; you can listen to the
torture  victims in the basement and they'll tell you what the numbers
should be (but not the order) or, as it happens, the answer is written
inside  the  front  cover  of the tan booklet which was shipped to you
with the game: 10, 1, 9, 6, 12.

     IRONDUNE: How do I open the second door in the trophy room? There
are five suits of armor in the place, each corresponding to one of the
stained glass windows. The visors of all five must be set correctly to
cause this door to open.

     IRONDUNE: Why won't the tank move? You need to set a destination.
Kaine  used the pool table to store the combination (741953). You need
fuel.  In  the trophy room in one of the display cabinets is a lump of
Thaddium.  You'll need to put it into the purple container in the back
of  the  tank.  It  has  to be put into the bottle next to it; put the
thaddium  and bottle into the purple gizmo in the back of the tank. Be
quick about it or you'll die!

     IRONDUNE: How do I get the iron in the mine? First go to the mold
machine  and make a mold of the Murz symbol. Pick it up. Walk into the
elevator  and  go down. Turn to the small panel to the right and press
the reset button, and then the left-hand six buttons. Turn back to the
large  machine  and  step closer to it. Insert the mold in the middle,
then press the "arm" button. Once the animation stops, press the "fan"
button.  If  all  goes  well  you'll now be able to move closer to the
sample of iron. Click it and you'll be transported back to the temple.

     CONSERVATORY:  What  do I do in the practice room? You must place
all  the  instruments  onto  the  chairs  in  the  proper  arrangement
according  to the chart on the wall. You'll also need to listen to the
records from Sophia's office on the record player.

     CONSERVATORY:  What  do  I do in Sophia's office? The key for the
note represented by the tuning fork will release a lamp key inside the
piano.  Use  the  key  on her desk lamp and turn it on. There are also
other  things  here  you  need to see, and don't forget to get the two
records.

     CONSERVATORY:  The lady won't let me into the auditorium! Get the
last poster out of Alexandria's portfolio upstairs and put it onto the
board  next to the boiler room door. Then get a ticket from the ticket
booth. Use the ticket on the auditorium door and she'll let you in.

     CONSERVATORY:  I  can't get into the boiler room. You have to get
into the auditorium first.

     CONSERVATORY:  How  do I turn the lights on? After you've gone to
box C and seen the FMV sequence, come back downstairs. You have to use
the  baton  to "cue" the sections where the instruments are sitting in
the  correct  sequence  to  generate the traditional fanfare. From the
records  the  sequence  is:  popperkeg, nambino, popperkeg, wertmizer,
violin.  The instruments are NOT laid out exactly like in the practice
room.  Rather, it is more like in an opera house. Here is more or less
what it looks like from above:

        X       2                       X        X

        4       5     PODIUM            X        1,3

     The  numbers  indicate  the  order  in which you must hit the hot
spots.  Since it is dark, you'll have to hunt a bit to get them right.
There  isn't  any  hurry, but if you screw up the sequence you have to
start over.

     CONSERVATORY:  How do I get past the backdrops? The control panel
must  be turned on. The first button is burned out. Turn on buttons 2,
3, 4 and 6.

     CONSERVATORY:  What  do I do beneath the stage? Get into the swan
and  raise  yourself. Then jump on the drum to get to the boiler room.
By  the  way, you won't have to come this way again. After you do this
you'll unlock the boiler room door from inside.

     CONSERVATORY:  I  can't  make  the  lever in the boiler room stay
down!  Try  to get the locket, but it will drop into the water. You'll
have  to  go  down  into  the water after it. Then use it on the lever
while the lever is in the up position.

     CONSERVATORY:  OK, the lever in the boiler room stayed down - now
what?  You  need  to go back in the water. There's a door you can exit
through down there.

     CONSERVATORY: What do I do in the crystal room? This is extremely
difficult, mostly because the background music drowns out the sound of
the  crystals and the place is extremely difficult to navigate. You're
going  to  have  to spend a lot of time here getting to know the place
and  where  all the crystals are. Something which may help is that the
background  music  is in the key of C. There is also a map on the wall
which  tells  about  where things are. You need to find a place in the
wall  filled  with  crystals  and  get  one  of them. Toss it into the
boiling  pot,  and  a  large black crystal will appear. Then go to the
large  green  crystalline  fish  and open its mouth and get the wafer.
Toss  this in the pot, and the crystal will turn gray. (If you do this
in  the  wrong order it won't work.) Now you have to play the notes in
the  proper  order. The "Music of the spheres" is CDEBG - but the G is
the  gray  crystal itself. The other four are spread around the room -
you'll  have  to  find  them,  and  turn them on in the correct order.
Unfortunately,  a  crystal  only stays on about a minute, so if you go
too  slowly  you'll have to start over. Another thing which won't work
is  to  turn  one  of  the  crystals  on,  off  and on again - this is
considered to disrupt the sequence.


-------------------EASTER EGGS AND POSTSCRIPT-------------------------

     Here  are  a  couple of neat things to do with a saved-game after
you won:

Type "hello sailor" and hit return.

Type "chloe" and hit return.

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