Zork Nemesis
www.activision.com
Screen Shots:
Desktop Theme:
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Cheats:
The following cheats will only work AFTER you finish the game once:
- Type "309newdorma" from any area of the game.
- Start a saved game. Once started, select save from the menu. Erase the name of one of your saved games and type in either "hello sailor" or "chloe."
Walkthrough:
***
version 1.0***
By Mark
Fox
Author
of the 11th Hour Walkthrough
Contact
me at
webmaster@gamenexus.com
Visit us on the
Internet at:
www.gamenexus.com
The Game
Nexus has all the hints and cheats you've been looking for and
it's 100% free!
Activision
and Zork are registered trademarks and Zork Nemesis is a
trademark of Activision, Inc.
All
right reserved
NOTES
Zork Nemesis is a long and
difficult game which rewards the player well with excellent
graphics and stimulating game play. This walkthrough is intended
as an aid and should be used sparingly so that you may get the
most enjoyment out of the game. It is highly recommended that you
read through your game manual at least once!
TRICKS
The following cheats will only
work AFTER you finish the game once.
- Type "309newdorma"
from any area of the game.
- Start a saved game. Once
started, select save from the menu. Erase the name of one
of your saved games and type in either "hello
sailor" or "chloe."
WALKTHROUGH
Temple
- You begin the game in a
barren landscape facing the Temple. Walk towards the
temple and go up the stairs. Walk around the building to
your right and enter the open door.
- Click on the casket and then
on the candle to the left.
- Walk around the back of the
building until you can travel towards the large temple
doors. Once at the doors, you may click your cursor
upwards and then on to the plaque. As stated on the
plaque, you must join the sun and the moon.
- Click on the left door panel
and then on the knocker. Lift the moon shaped knocker up
so that it touches the sun plate (hold down your mouse in
order to do this). The door will open and you will find
yourself inside the temple.
- Walk around to the open
hallway with pillars. Walk down the hallway to your right
and then straight again. Now go through the open door to
the outside "balcony."
- Click on the sun dial object
and take the rod. The rod will become your cursor (use
your right mouse button to scroll through available
cursors and inventory items).
- Exit the balcony through the
door which is directly opposite the "sun dial"
(you will see a picture of a woman on the wall on the
inside). This picture acts as your hint system. Click on
any puzzle inside the temple and then on this picture to
receive hints. This feature only works inside the temple
and not on the other worlds.
- Go up the stairs to your
right. There are four "stasis" chambers
surrounding you in this room. These are the four
alchemists. Click on each one a few times t receive
information. Also click on the head piece of each chamber
to see what the corresponding elemental symbols are.
- Now go back down the stairs
and exit this room.
- Walk straight through the
courtyard, towards the door you initially came through
when you entered the temple. The open door to the library
will be on the left.
- Go into the library and read
all available books.
- Walk up to the large panels
at the far end of this room. Click on the left side of
the first panel, the right side of the second panel, the
right side of the third panel and the left side of the
fourth panel.
- Rotate the figure on the door
so that his head is aligned with the (triangle) symbol.
The door will open.
- Now place the rod into the
opening in this dial. Place your cursor over the rod
(hold down the button) and rotate the dial until the
shadow is over the symbol for fire.
- Go through the door which has
just opened. Immediately to your right will be a mirror
which you must pick up.
- You will notice six hooks
hanging from the ceiling. Hang the mirror on the first
hook (far left). You will see the reflection of a candle
with a blue flame. You must now click on the candle which
corresponds to this reflection. When you turn around it
should be the 12th candle on the first full
row to the left of the door. Now click on the blue flame.
- Click the fir into the dial -
You will now be able to click on the crypt/chamber of the
alchemist (from your current position) to receive a
message.
- Now walk around the left side
of the alter. Go up the stairs with the grill in the
middle. Go through the left door. Here you will find a
mask with a flute-like instrument (on the right) and an
intricate waterfall structure on the left. Click on the
mask and listen carefully to the tune it plays. Now click
on the waterfall structure. There are seven ports on the
structure, each will play a different note when clicked.
You must now recreate the tune which the mask just
played. Click on the 1st, 4th and 5th
ports to solve the puzzle.
- turn back around and head up
the left staircase.
- Examine all of the pictures
in this room.
- Now click on the blue,
hourglass object in the center of the room. It will turn
into a chair.
- The chair acts as somewhat of
a transporter or time machine. Sit down in the chair and
spin around to the left. You will notice that the window
behind you will change to reflect different settings.
Keep spinning until you get to the scene with the hand
saw. Take the saw and continue spinning until you get to
the winter scene. Use the saw to cut the large icicle
into the bowl. Have a look in the bowl. Now spin to the
right (examining the bowl at each turn). The ice will
melt at the volcanic, summer scene. Click on the water.
- Now click the water into the
dial and them click on the alchemist to receive a
message.
- Travel around the right side
of the alter. Follow through into the open door (you will
see pillars). Walk in as far as you can and lower your
cursor. Click on the map. The object of the puzzle is to
make only the blue stars glow.
- This is simply a matter of
clicking different blue and purple stars until only the
blue ones are left glowing. Once completed, a staircase
will lower from the ceiling.
- Travel up this staircase. You
will see an odd looking machine in front of you. Go
around to the right side of it and click on the black
"cricket" to close the room's windows. Now go
back to the controls. To solve the puzzle to must
correctly set the levers. The first lever is locked. The
second lever should be set to half. The third lever
should be set to full. The fourth lever should be set to
full and the fifth lever should be off.
- Click on the sphere.
- Now click the whirling air
into place on the dial and then click the alchemist.
- Go around the left side of
the alter. Travel through to the locked door with
skeleton hands. Two fingers must be exposed in order to
open the door. Open the first and sixth fingers to open
the door.
- Click on the lever at the
staircase. Go through the door once you descend. Click on
the telescope. Now turn around and go up the small set of
stairs. There will be a control unit and a small mining
car. Click on the top, right symbol of the control unit
and then on the car. Go up the stairs and click on the
skull object.
- Click the earth into place on
the dial. The alchemists will speak to you together.
- The alchemists will give the
Nemesis a jolt and your cursor will become a golden
sphere.
- Go around the to the back
side of the alter and down into the domed shaped
structure (planetarium).
- Push the right-hand control
lever up and to the right. Place your sphere into the arm
and push the right control lever all the way up. You may
now use the left control dial to travel to four different
"worlds" in order to obtain the four metal
which you seek.
- As you turn the dial, you
will hear four pings. Each ping indicates a valid
position for travel. They are in (approximately) the 9:00
o'clock, 10:00 o'clock, 2:00 o'clock and 3:00 o'clock
positions.
- This walkthrough will follow
a clockwise sequence. Although it does not matter which
world you travel to first, I would suggest starting at
the 9:00 o'clock position.
- Rotate the dial to the 9:00
o'clock position and let go.
The Monastery
- You will see a planet behind
you. Clicking on the planet will send you back to the
temple. This feature is the same in all worlds.
- Walk through the opening to
the left of the planet. There will be a coin on the
ground. Pick it up.
- Now go back through the
openings and up all of the stairs. You will find the
front door locked. There is a small passage way in the
ground to the right of the door. Go into it.
- You are now inside. To the
right is a donation box. Insert your coin (zorkmid) into
it. You will be presented with six marker cards. These
symbols (not what they say) are important clues to the
next puzzle.
Walk straight ahead where you will
see six heads mounted on the walls.
- There are also four basins
here which contain a total of eight symbol markers.
Collects only the six which match the ones which were
shown to you at the donation box (see above). Use your
right mouse button to scroll and collect these markers.
- Position yourself so that you
are looking straight ahead (staircase on both sides).
Turn to your left and, starting with the first head,
place the markers into the slots under the heads in the
shown order. Once completed, the heads will speak to you
in order. Make a note about the order in which they
speak. It is an important clue to a future puzzle.
- Now go up the right-hand
staircase and through the closed door (movie clip). In
the room off to the right, there is a grate in the floor.
Click on the grate a couple of times and then on the
piece of paper. This is an important clue to a future
puzzle. The characters on the right correspond to the
letters on the left. You will need the code for the word
"open" later (the first symbol on the second
line, the first symbol on the first line, the last symbol
on the third line and the second symbol on the second
line).
- Exit this room and go
straight ahead into the tower room. You'll see a wooden,
spiral staircase.
- Go up the stairs and through
the door which is behind the large machine. Alexandria's
room is on the right. Explore her room carefully to gain
information and background. Now exit her room and go
through the closed door at the end of the hall.
- Explore this room carefully
and take the magnifying glass which is on top of a book
on the right-hand counter. Click on the hookah for a
video clip.
- Now exit this section and go
back to the machine at the top of the stairs.
- You will see a chart on the
wall. The code for the seventh bell is missing. You must
enter the code for the seventh bell into the machine. The
symbols must be entered in the sequence spoken to you by
the heads. The code is:
- Now click on the machine and
enter the code. A top will lower from the ceiling.
- When you click on the rope,
you will be pulled upwards. You must jump through the
window while you are in the up position. Do so by
clicking on the window (you must be very quick).
- Once outside, walk down and
enter the bedroom.
- Make a note of the picture
above the bed. It is an important clue to a future puzzle
(Blue, Yellow, Red, Orange, White).
- Look at the photo and
medallion on the small table by the door (video clip).
Explore this room carefully for information. The book on
the left bookcase is the trigger to the secret door (do
not open the passage yet).
- Place your magnifying glass
on top of the book on the bed. Now look at it. This is an
important clue to a future puzzle. The skulls are
positioned in the 6, 9, 5, 7 and 3 o'clock positions.
- Go through the secret passage
by clicking on the book in the left bookcase.
- Go up the staircase to the
left and then follow the hallway around to the left until
you get to the study room.
- You will see many books on
podiums. Read all available books to get background
information and a video clip.
- Go through the door and the
back left side of this room. Walk straight ahead to the
dial I the center of the room.
- Spell out the word
"open" by clicking on the appropriate buttons
(see above for solution).
- The small gate (which is
directly behind you) has opened. Click on the gate to go
downstairs.
- Click on the covered
"basin" object in front of you. To turn off the
security system and open the secret passage, you must
click on the systems buttons.
- Now take the ruby from
Yoruk's Shield (beside the snake statue) and the unlit
Torch of Endless Fire.
- Go through the secret floor
passage in front of the covered, control basin.
- Click on each of the mummies
twice to hear what they have to say.
- SAVE YOUR GAME HERE
- Go down the stairs to the
right and through the door with the open gate. Light your
torch by clicking it on the one on the wall. Walk into
the darkness of this room and place your torch into the
holder on the right wall.
- Open the casket, go inside
and close the lid. Click your ruby on the inside of the
casket's lid. Take the shield and exit.
- Go back up the stairs and
into the room with the lava floor. A wall of fire will
appear when you go in.
- Click your shield on the wall
of fire.
- To your right, at the end of
the passage, will be five skulls. You must turn them so
that they match the positions of the ones seen in the
book. The position are : First skull is O.K., second
skull to 9 o'clock, third skull to 5 o'clock, fourth
skull to 7 o'clock and the fifth skull to 3 o'clock.
- A door will open behind you.
Go through it.
- To your left will be a gold
key, piece of silver and a book. Read the book.
- Now click on the control
lever beside the egg shaped, silver machine. Place your
piece of silver inside. Now click on the small access
panel and insert your key. You may now pull the lever to
close and operate the machine. Retrieve your metal ball
from the machine.
- Go back to the machine which
is towards the door and place your ball of metal into the
machines basket. Now click on the counter weights to dunk
your ball.
- Take you ball and go back
around to the opposite side of the room. There is a
console here with a wheel. Turn the wheel to allow the
lava to flow.
- Under the lions head are five
flames. Set them to the same colors as the ones seen in
the bedroom. From top to bottom they are: Blue, Yellow,
Red, Orange, White (white look more like purple).
- Place you ball into the lions
mouth. The molten metal will flow out. Cool it down with
a blast of air. Click on your metal.
- Click the metal into the
dial. Click the center to watch a video. Click on the
alchemist.
- Go back to the planetarium
and set the control to the 10 o'clock position.
The Conservatory
- Go into the conservatory and
look at the wall picture at the far side of the room at
the foot of the stairs. The picture indicates the proper
position of various instruments of the orchestra.
- Now click on the stage, lower
your cursor and pick up all eight instruments.
- Continue through the closed
door beside the picture and then straight through to the
back of the room.
- Go into the office and take
the tuning fork from the small box on the table to the
right.
- Sit down at the piano, place
the fork into its holder and listen to the note it makes
when clicked. Play the note on the piano. It should be
the 16th white key from the right - you will
hear something drop.
- Go around to the back of the
piano and take the key from inside.
- Sit down at the desk and
insert the key into the lamp. Turn on the lamp to reveal
important instructions on the desk blotter which will be
used later.
- Explore the drawers of the
desk for information.
- There is an assortment of
records beside the table. Take the "Introduction to
the Orchestra" and "Alexandria's Debuts
Album."
- Click on the book "On
Music and Perfection" so that you will know what
four of the orchestral instruments look like (they are
also pictured in your game manual).
- Exit and go back through the
door labeled "practice."
- Click on the phonograph
machine. Place the "Intro. to the Orchestra"
album on the turn table and wind it up a few times. The
switch at the bottom of your screen is the on/off switch.
The switch above it (which is hard to see) is the
forward/reverse switch.
- Turn the machine on by
clicking the bottom button. Listen to the information.
- Now wind it up again, flick
the reverse switch and play the record backwards.
- Remove the record and replace
it with "Alexandria's" album. Pay special
attention to the closing fanfare. It is an import clue to
a future puzzle. The instruments (in order) which are
played during the fanfare are : Popperkeg, Nambino,
Popperkeg, Wertmizer and Violin.
- Now click on the stage again
and place the instruments on the appropriate chairs
according to their proper position in the orchestra. Note
that two chairs occupy one position.
- Once completed, you will hear
a message regarding notes. They are import clues to a
future puzzle. The sacred notes are: C, D, E, B, G.
- Go through the door again and
up the two flights of stairs.
- Go into the dorm bedroom.
Alexandria's bed is at the far end of this room. Click on
the scrap book which is on her bed and take the last page
from the book.
- Explore the books on her
table and the music box on her dresser. Lower your cursor
and click on the floor boards to get information (various
papers).
- Exit this room and go into
Sophia's bedroom. Read the letters on her dresser.
- Click on the bathtub behind
the divider to get a video clip. Read the book on the day
bed.
- Go back downstairs and click
your poster (from the scrap book) over the billboard with
the same picture (at the foot of the stairs).
- Go to the ticket booth and
take the ticket. Read what it says.
- Now go into the auditorium
(large double door to the side) by clicking your ticket
on the door. You are in box "C."
- Go up the auditorium stairs,
turn around to your left then up another flight of
stairs. Go into the door marked "C" and sit
down. Click on the opera glasses.
- Go back downstairs and into
the main auditorium room. Some guy will want to hear the
concluding fanfare played.
- At this point you may want to
turn your monitor's brightness up somewhat.
- Walk up onto the stage, pick
up the baton from the podium and conduct the fanfare.
Refer to the chart of orchestral positions. To play the
fanfare click on the position for the Popperkeg, Nambino,
Popperkeg, Wertmizer and Violin.
- Go through the stage door
when the lights come on.
- Read the note which is on top
of a crate to the left.
- You will notice an opening in
the backdrop curtain. Your objective is to open this
section to create a passage into a back room from where
you may a secret lab.
- Go into the small control
room. Look at the clip board to the right. Each photo
represents a backdrop. You must make the fifth backdrop
come down behind the first in order to create the opening
. Start the machine (big button) and then use the blue
button to control the backdrops. Note that the first
button is fried. Press the 2nd, 3rd,
4th and 6th buttons. Go through the
passage.
- Once through, go down the
stairs.
- Click on the swan and crank
the lever. Slide into the pool. You will crash through
the floor.
- Lower your cursor and click
on the manhole in the floor then on the locket.
- SAVE YOUR GAME HERE
- You must go into the water to
retrieve the locket.
- Lower your cursor, grab the
locket and then click on the door. You must hurry to
avoid drowning.
- You are now in the lab. Look
at the map on the wall behind you. Each crystal on the
map is related to a single sacred note. The crystal for
the note "G" is not on the map. You will create
this crystal later.
- Go through the door into the
boiler room.
- Click the gauges on the wall.
Now click your locket onto the second gauge to hold it
open.
- Go back into the crystal room
through the door.
- There is a hole in the wall
with green crystals. Take one.
- Now click on the green
crystal statue and take the disk. Throw the disk into the
bubbling vat in the center of this room followed by your
green crystal. No go get another disk form the statue and
throw it in too. You have now created you "G"
note crystal.
- Refer back to the wall map
and play (click) the crystal in the sacred order (i.e. C,
D, E, B, G).
- C and D are by the hole with
the green crystals. B is just past the green statue
structure (not the one beside it). G is the center
crystal.
- Retrieve the metal from the
center vat.
- Click the metal into place on
the dial, click the center for a video and then on the
alchemist.
- Go back to the planetarium
and set the control to the 2 o'clock position.
Irondune
- Click the lever to go down.
- Go down the stairs to the
first landing then up the other set of stairs to Kaine's
bedroom.
- Click on the desk in this
room. Open the left hand drawer and take the nitro. Read
the note which states that "three are blind and two
can see." This refers o the suits of armor in the
castle.
- Look in the other drawer to
find a picture and some letters. There is also a letter
stuck on the spike and another stuck with a dagger. There
are also notes, letter, photos, books etc. on either side
of the locked door in this room, on the night stands and
on the bed.
- Click on the chest at the
foot of the bed. It is locked. Now click your nitro on
the chest. Look at the maps and the letters. The red map
holds important information to a future puzzle. (Notice
the shackles on the bed!)
- Exit the bedroom and go up
the stairs to your right. Pass the games room and go down
the other side.
- Go into the other bedroom
(Lucien's). Read the letters on the desk. Click on the
small table beside the paint easel (video clip). Now
click on the easel. Pick up the paint brush and uncover
the message by holding down you mouse button and rubbing
it over the canvas. These are the radio codes. They are:
1-Build bridge, 2-Ambush, 3-Dig trenches, 4-Latrine
cleaning, 5-Coup d'etate, 6-Infiltrate and destroy,
7-Serve mess, 8-Burn and pillage, 9-Split the troops,
10-Distraction, 11-Drop thaddium and 12-Verify message.
- Now go to the wardrobe by the
bed. Lower your cursor, read the note and take the gun
powder.
- Exit this room and go
downstairs to the main floor.
- Go through the door on the
center wall under the stairs.
- To your left is a broken
sword handle. Take it. Walk to the fire place in this
room and click your sword handle to the end of the blade
on the mantel (video clip). Take the sword and exit the
room.
- Click on the large door
directly in front of you on the center wall. You will see
a movie clip with an old soldier.
- Go into the door passage at
the foot of the stairs. There is a gray suit of armor
here. Click on him and place your sword in his side
holder. The door behind you will open.
- Go inside and make a note of
the stained glass figures. You objective will be to
adjust all of the face masks of the suits of armor to
match those displayed in the glass (i.e. opened or
closed). Remember that three are blind and two can see.
- Open the face mask of the
suit at the foot of the stairs with a "red
skirt."
- Close the face mask of the
suit outside of Kaine's bedroom (has a wire type mask).
- Open the face mask of the
suit outside of Lucien's bedroom (has a blue mohawk style
head piece).
- You will hear a passage door
open somewhere in the castle. It is the passage into the
dungeon which is inside the room with the stained glass
(weapons museum room).
- Go to the dungeon and look at
the drawing on the walls of the open cell. Go into the
torture room. Click on all of the torture devices to get
more information about the radio codes.
- Go back into the room where
you found the sword. To your right is a dog shaped
"statue." This is actually a cannon. Click on
the dog and then on its ear. Now click on his behind (not
the tail). Go inside and deposit your gunpowder. Exit,
close his behind and pull his tail. The bones will be
projected across the room and will provide you with a
passage into another room.
- Go into this new room. You
will notice six display tables here. Starting from the
left, click on each one and then on each of the read
buttons inside to get information about war strategies
etc. Skip table number five. That is the radio
communication table (battle in progress).
- Now open the fifth table and
relay your battle plan to the old soldier by entering the
appropriate radio codes. The code should be 10, 1, 9, 6,
12. This code is printed on the inside, front cover of
your game manual.
- Go back upstairs to the games
room. Look at the sign on the wall by the pool table.
Note the "fishing in the desert" entry.
Click on the pool table. Press button #3 and then button
#5. Look at the ball recovery bay (on the side of the
table) after the shot is made. Make a note of the numbers
shown. This is an important clue to a future puzzle.
- The code is 7, 4, 1, 9, 5, 3.
- Now exit this room and go to
the weapons museum room.
- SAVE YOUR GAME HERE
- Go to the "Age of
Kaine" display. Click the red light on the bottle
shaped object then on the cylindrical object. Take the
thaddium and put it in the bottle. Close and take the
bottle.
- Exit the room and go out the
door where the old soldier talked to you. Get into the
tank, open the lid of the purple canister, place your
bottle inside and close the lid.
- Click on the control pad and
enter the code from the billiard balls (7, 4, 1, 9, 5,
3).
- Click on the joystick. The
tank will drive to a cave opening.
- Now go to the large machine
in the room and enter the earth symbol by first clicking
on the corresponding area to the right and them on the
main display. (1st plate to top right display
corner, 2nd plate to top left, 3rd
plate to bottom left, fourth plate to bottom right).
- Pull the lever and take the
mold.
- SAVE YOUR GAME HERE
- Now go through the door and
pull the lever down.
- Click on the control unit to
the right and them on the large red button.
- Press the first six buttons
(from top to bottom - the first two columns of buttons).
This should set the ideal temperature.
- Go to the large machine in
this room and insert your mold. Now press the
"arm" button and then the "fan"
button. Click on the metal.
- Click the symbol into place
on the dial, click the center to see a video clip and
then click the alchemist.
- Go back to the planetarium
and set the control to the 3 o'clock position.
The Asylum
- Go inside and walk to your
left. Go into the file room and read all available files.
Click on the flashlight to watch a video clip.
- Go into the room with the
mounted heads.
- Take the safe from the reach
in freezer.
- Go to the x-ray machine and
place the safe into the machine's opening. Pull the lever
and look at the safe. You will see the numbers
"___18-20" and a key. Turn off the machine and
exit the room (you my leave the safe where it is)
- Go to the elevator, close the
door and press the "B" button. Now open the
door and exit.
- This is the morgue. You must
find a corpse with an attached head in one of the
available drawers.
- As you walk in the room the
corpse should be on the left side, four rows from the end
in the second from the top drawer (I think!).
- Take the body and drop it
into the machine in this room. Go to the controls and
pull the levers in order.
- Retrieve the head from the
bowl.
- Go to the elevator and back
up to the first floor.
- Go into the room with the
heads and place the one you're carrying on the available
spike. Press the button to get information. Make note of
the numbers he tells you. They are 36-24-36.
- Go back to the machine with
the safe. Click on the close up of the safe to get a
different perspective which will allow you to turn the
dial.
- Enter the code which the head
gave you plus the 20-18 which you saw under the x-ray.
The full code is 36-24-26-20-18.
- Take the bucket from the safe
and place it in the arm of the other machine in this
room.
- Retrieve the key from the
liquid.
- Exit and go to the elevator.
Close the door and insert your key into the 20th
floor slot. Go to the 20th floor.
- Note that there is one open
and one closed door on this floor. Remember their
proximity to one another.
- Go through the open door and
explore the contents (do not touch the chair yet). You
will see a video clip when you click on the needle on the
gurney.
- tray walking towards the door
by the chair. You will be greeted by a crazed doctor.
- SAVE YOUR GAME
- Sit down in the chair. You
will get buzzed.
- Quickly exit this room and
enter the room with the closed door in the hallway (you
must be buzzed to enter).
- Go up and explore this room
carefully. Take the ax from the display case box. There
is a small model of the asylum in a display case. Click
on the base of this model so that an opening appears in
the roof.
- Walk though the door. Walk
around this circular room until you get to the display
with the hand and forearm.
- Break the glass with the ax
and take the arm.
- SAVE YOUR GAME
- Use the hand to press the
buttons on the short-circuiting control pad.
- Go up the ladder. If the
ladder is not fully extended (you can not reach it) go
back and press the model's base again.
- Click on the tub and fill it
with water. Once filled, drain the water by pulling the
lever. This allows the batteries to operate.
- Now go to the large machine
with the glass sphere.
- The oxygen lever should be to
the left and the hydrogen lever to the right. Give it a
blast of helium and pull the lever.
- Now put the oxygen lever to
the right and pull the lever.
- SAVE YOUR GAME HERE
- Give it some helium and take
your metal.
Temple
- Do not drink from the cup.
- Click on the ring
- Go into the middle of the
courtyard and turn off the flowing water by clicking on
the right horn of each fountain.
- Now click the ring on the
centerpiece of the fountain.
- Go through the passage and
enter the room
- Click on the casket with your
ring and then again after the movie clip. You should now
have a gold and silver ring.
- Put the rings in the dragon's
dish and click on his triangle.
- Take the metal and place it
in the elephant's dish. Click on his triangle.
- Now place the metal in the
snake's dish. Click on his triangle.
- Now take the metal and place
it in the beast's dish
- Go stand in front of the
elephant figure (so that your back is to him) and raise
tour cursor. There will be a small earthquake and a wand
will appear. Take the wand and place it in the beast's
hand.
- Take the metal.
- Now click over the edge of
the walkway to where the alchemists are.
- Click your metal on the
spirit.
- You are now outside. Exit
through the gate, turn around and click on the picture to
end the game. Congratulations!
This document is copyright 1996
by Mark Fox. Reproduction and / or distribution is permitted as
long as no changes are made..
This document was a lot of work so
I would appreciate hearing from you with any suggestions or
corrections. To may contact me personally on the Internet at:
webmaster@gamenexus.com. Your e-mail is always welcome. I will
always respond to your questions or comments.
Thanks for reading.
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