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Zork Nemesis: The Forbidden Lands Walkthrough by Dan Kennedy

by Dan Kennedy 57 sections about 96 minutes to read

Weady to Wobble

First close the door via
the control panel, and then place the key in the slot for floor “20”
on the number panel. Once you reach the top floor, open the door and
get out. Turn to your right, and take a step forward. That peculiar
noise you hear is coming from the inaccessible, strangely wobbling
door off to your right. Take another step forward, and enter the room
to the right.

Walk towards the medical
equipment at the end of the walkway, and then turn to your left when
you reach the end. Approach the microscopes on the bench, and click
on each in turn to see the stages of conception. Afterwards click
on the books on the bench, and glance through “The Embryo”
– mystical conception indeed!

Turn around and approach
the bloodied examination table. Click on the needle on the table’s
surface, and click again to see Sartorius and Malveaux try to convince
Zoe Wolfe to undergo an important fertilization procedure. Disturbing.
Now walk to the other side of the room, past the control panel for
the creepy looking chair off to the left, and click on the drum sitting
here. A crazy lady comes out and tells us that our appointment is
waiting.

Back up, turn to the left,
walk towards the chair, and get in – the crazy lady is back, and zaps
us with juice. After its over, our vision is wobbling like crazy –
just enough to get through that wobbly door back out in the hallway.
Head out of the room, turn to the left, walk a step, and turn to the
left. Enter the wobbly doorway, and step into the elevator on the
other side. If you lose your “wobbliness” before you can
get to the door, just go back into the room and sit in the chair for
another zapping.

This elevator is simpler
to operate – just click on the control panel and click the left button
to go up. Once it stops, turn around and walk out into Sartorius’
inner sanctum.

The Intimate Sartorius

This room contains a lot
of personal effects of Sartorius. Turn immediately to your right to
see some lab equipment. Back up, move another step into the room,
and turn to your right to view the doctor’s diary – evidently he’s
having trouble living up to the legacy of his father. Another step
forward takes you into the corner, with several pictures to see and
letters to read. Once finished, turn around, take a step back towards
the elevator, turn to your right, take a step forward, turn to your
right towards the bed, and walk towards it. Click on the box on the
bed to open it, and grab the axe inside.

Back up a step, turn a
bit to the left, and walk into the corner of the room. Straight ahead
you’ll spot a miniature replica of the asylum. Click on the switch
at the model’s base to open up a small window at the top of the tower.
Back up, turn around, take a step towards the far wall, and turn to
you right. The open book here, “The Blood Alchemist”, speaks
of the elements, and includes an instruction list for creating tin:

  • Given that Flourine
    is present in the atmosphere
  • Helium raises
  • Oxygen alone is without
    effect
  • Hydrogen and Oxygen
    burn cooly and create water

The other book contains
some humorous information on miniaturization. Be sure to click on
Sartorius’ diplomas on the wall to the left of the books – he appears
to be proud of his accomplishments and his expulsions. Back away,
turn to your left, take a step forward, turn to the right, and walk
through the open doorway.

Give Yourself a Hand

You’ve walked into another
wheel-shaped room, with a doorway directly in front of you. Click
on the electrified keypad to get a close-up, but don’t touch it again
– you will be sent packing in a most unfortunate way. Instead, back
away and look for something that can be used to touch the lock without
frying yourself.

Turn to your right, and
walk forward. As you walk around the circular room, you will see a
number of “displays” to your left that consist of wired-up
body parts that jiggle and move when electricity is applied to them
via the button below. On display is a torso, a brain, a skeleton,
and an arm with the hand attached. None but the hand will be any help
here. Take out your axe, smash the glass protective shield, and then
grab the arm.

Walk forward one more step
to reach the two doorways again, and turn to your left to view the
electrified keypad. Click for a close-up, and then use the arm to
unlock the door (apparently the fingers have been here before). Walk
into the inner room, click on the ladder once to look up, and again
to climb.

Pushing Tin

You arrive at the top and
step onto a rooftop laboratory with two large pieces of equipment:
a sink and set of tanks to the left, and a large gas mixing chamber
and cylinders to the right. Approach the sink first, and look at the
tanks – evidently something’s not working, because each has a red
light lit up on it. Click on the sink to get a close-up, and click
on the tap in the centre to fill the sink with water. Now click on
the switch near the back right corner of the sink to drain the water
into the tanks, each of which now shows a healthy green light indicating
they’ve been filled.

Walk over to the gas mixing
equipment – you’ve got a central gas mixer (made of glass), a helium
tank to the left, and a spark switch to the right. Click near the
top-right corner of the screen to examine the oxygen and hydrogen
tanks to the right of the spark switch. Currently, the oxygen tank
is turned on, and the hydrogen tank is off. Since we know that oxygen
does nothing by itself, switch off the oxygen tank using the toggle
lever at the top of the cylinder, and switch on the hydrogen.

Back away to face the gas
mixing chamber, and click on the spark switch to get the gas fired
up. The metal present inside the mixer turns a hot orange colour.
Time to cool it down. Since we know oxygen and hydrogen will burn
cooly and produce water, click to the right to see the tanks, turn
on the oxygen tank (leave the hydrogen tank on as well), back away,
and hit the spark switch.

The resulting reaction
cools the molten tin. In order to grab the newly created metal, click
on the helium tank switch, which raises the mixer cover. Click on
the tin symbol to reclaim the lost metal and be transported back to
Zork. Back at the altar, click on the new symbol to set it into the
surface, and then click on the pool in the centre for a quick vision
of Sartorius burning – is that how he died?

Once again, walk to Sartorius’
coffin to hear him speak (it’s the first from the left). He admits
that they weren’t innocents, but Alexandria’s conception was necessary
to save the land and to locate the quintessence. Maybe so, but the
whole thing is rather creepy.

I’m On Fire

Make an about-face, walk
to the right of the dais, and cut over to the left to the dome-covered
transporter room. Walk down the stairs and approach the orrery. Grasp
the right knob, and turn it clockwise just a tiny bit (maybe two or
three notches – keep it at the 9-o’clock position) until you hear
the bell tone. The transporter will whisk you away to Malveaux’s monastery
on Saturnax.

Saturnax is a fiery-lava
filled land, and the monastery is perched on a big mound of what looks
to be basalt. From your initial position, turn around to see the small
planet that will take you back to Zork if need be. Now turn to your
left, and walk through the doorway here. There’s a plaque on the rock
wall to your left that is mildly interesting. More importantly, pan
to the left until you find the yellow down-pointing arrow near the
right side of the doorway. Look downward, and click on the funny looking
clump on the ground – you will uncover a coin here. Pick it up, and
back away.

Advance back through the
doorway, and continue straight ahead through the next one as well.
Now click on the stairs in front of you to ascend part of the way
to the monastery. Click again on the stairs ahead to climb to the
top. Walk towards the building, and then toward the main doorway off
to the left a bit. Walk right up to the door and click on it – you
can pound and pound, but you won’t get in. Click on the door’s note
to see why – closed for exorcism.

Pay Your Dues

There’s got to be some
way in – turn to your right, and click between the two pillars there
to get a close-up of a tunnel leading down into the ground. Another
click sucks you inside the monastery’s front room. To the left of
the door you’ll find a wooden box, and a framed picture on the wall
which says “Donate Now”. What are you waiting for? Grab
your coin and insert it into the slot at the top of the box. A series
of papers will drop out of the box on the right side. Grab them and
start reading.

The papers show a series
of symbols that represent emotions. These symbols are important, so
pay attention!

  • a face with a long,
    narrow upright mouth represents fear
  • a face with slits for
    eyes and a wavy mouth represents anger
  • a single flat line represents
    boredom
  • a large upturned curve
    represents happiness
  • the outline of someone’s
    back represents sensualness
  • a face with wavy eyebrows
    and narrowed eyes represents suspicion

Once you are done with
the papers, they disappear. Pan to the right and click on the bulletin
board to the right of the door. The notes and pictures here mentions
more Zorkian jokes (try typing “hello sailor” into your
keyboard right now!), and one grisly story about a monk who was drawn
and quartered for messing up the ringing of the 7th tone.

Back away, turn around,
and make your way through the front room via the centre aisle. In
the centre of the room click on the yellow up-arrow to see a full
view of the giant flame displayed. Back in horizontal panning mode,
continue forward, and up the stairs at the end of the room.

Getting Emotional

Look to the left and right
of your current position – you’ve got 3 sculpted heads on either side,
with four large urns situated below. Click on each of the urns for
a close-up; inside each you will find two emotion symbol tags that
can be picked up – six will be familiar, and two will not. Now click
on each of the six heads to hear them speak – their emotions should
be fairly evident from the tone of their speech and the look on their
faces.

Note the empty slots under
each head. Match the proper symbol tag to its head: on the left side
(from left to right) place the fear, anger, and bored tags in the
slots; on the right side (from left to right) place the happy, sensual
and suspicious tags in the slots. Once you’ve matched the 6 tags (the
other two were red herrings) to the correct heads, the poem is recited
in correct order. Pay attention to the order of the speakers, this
becomes important later: anger, suspicion, sensual, bored, fear, and
happiness.

Walk forward a step, and
turn to your left. Proceed straight ahead and enter the darkened room
before you. This is the base of a tower, with a central spiral staircase
leading upwards. You can switch to vertical panning to see the full
extent of the stairs above you. Click on the bottom of the stairs,
and eventually you will make your way up to the top. The large contraption
with the ropes and all the buttons is the bell-ringer.

Click on the framed picture
behind and to the left of the ringer. This sheet gives the codes for
the different bells for the monastery, with the previously mentioned
“7th Bell” left blank on the bottom. Although we’ve already
worked out what the 6 buttons are to ring the 7th bell, let’s leave
this for a bit and come back to it. Turn to your right, and walk along
the catwalk a few steps. Turn to your left, and click on the wooden
doors to open them.

Oh, Brother!

You step through into a
hallway lined with bedrooms for the brothers who lived at the monastery.
Immediately to your left and right you can peek into the rooms of
Ben and Cilius (note the still-lit candles). Another step brings you
to Brother Andrew’s room on the left, and a staircase leading upwards
– the nameplate beside the stairs reads “Brother Malveaux”.
Click on the stairs, climb to the top, and bang on the door – you
won’t be getting through here any time soon. Retreat down the stairs
and take another step along the hallway.

On the left you’ll glimpse
Will’s room, and on the right – Alexandria! We’ve found our child
from the Asylum. Click on the door to open it, and walk through –
we are immediately greeted by the cries of the baby Alex – evidently
she was brought here after her birth. Walk to your left, turn to your
right and take a step forward. Now turn to your right and click on
the sheet music to watch a movie of the child Alexandria playing violin
for her adopted daddy.

Back away, walk forward
into the corner, turn to face the bed and walk forward. There’s a
diary lying up against the wall here that gives you a look into the
young Alexandria’s mind. Now approach the bed and click on the violin
to get a tune to explore by. Turn around, walk to the door, click
on it and leave.
Continue down the hallway another step – Brother Steve’s room is to
the left, and a closed wooden doorway lies directly ahead. Click on
the door to open it, and step into Malveaux’s study.

Memoirs of Malveaux

There are photographs hanging
on the wall on either side as you enter the room. Oddly enough, the
guy in the photo on the wall to the left looks like George Hamilton
(he of the Day-Glo tan), while Malveaux seems to be hanging out with
John Forsythe from Dynasty in the photo to the right. Continue into
the room, turn left when you get to the desk, and approach the medical-looking
book on the table. This book contains some letters from Sartorius
to his father (who may have come to the monastery in the last stages
of his life).

Sneak a peak at the kewl
candles, turn to your right, and walk forward. You will find a set
of scales and a flat looking glass object on the counter here. Click
on the looking glass, and read the passage it magnifies. You can now
take the glass with you. Pan to the right, and walk around to the
far end of the central desk. Walk into its centre, and approach the
items in the middle.

Click on the urn on the
desk to send a cloud of smoke into the air, which triggers a vision
of a discussion of the Nemesis between three of the alchemists. Now
click on the letter in the very bottom left corner of the screen –
it identifies the glass thing we picked up on the counter as the Implementor’s
Eye. Now turn around and exit the central desk. Turn to your right,
and approach the letters on the counter. Both are written by Sophia,
and detail Alexandria’s life at the Conservatory, and her worrisome
love for Lucien, Kaine’s son.

Move to the right along
the counter, and examine the book on the counter here to the left
– it contains a letter from Sartorius. Make your way forward, exit
the room, proceed along the hallway to the far end, and re-enter the
bell tower. Walk around the catwalk until you are positioned directly
in front of the bell ringing apparatus. Click on its base to get a
closer look at the keys, and key in the six symbols representing the
emotions of the six sculpted heads back in the front hallway. The
order to hit the keys matches the order of the poem’s lines that were
read by the heads: anger, suspicion, sensual, bored, fear, and happiness.

In the Bedroom

We see a rope descending
from a trap door over to your left. Walk over to the rope and click
on it to go for a quick ride. That window you see as you quickly hop
up and down on the rope is your destination – click on it as you go
up, and you are shot out onto an exterior second floor balcony. Pan
to the right, and follow the balcony for a few steps. Then pan to
the right again, walk forward under the covered portion, and then
turn to the right once more – you should spot an open doorway in front
of you.

Enter Malveaux’s bedroom
– turn to your left and step into the room. There’s a small table
to your right that contains a funny looking disk, and a picture of
Alexandria. Back away, and move towards the wall with the windows
– now click on the same table again, and again on the disk. We see
a short movie showing Malveaux agonizing over the choices he’s made.

Turn around and approach
the bookcase immediately to the left of the windows. Click on the
book located front-and-centre, and read a passage from Malveaux’s
journal. Now turn to your left, and walk towards his bed (you can
stop at the door and pound away, but you won’t get through). Standing
facing the bed, examine the painting on the wall – the five flames
are coloured (left to right) blue, yellow, red, orange and white.

There’s another book lying
on the bed – click on it to see a blurry image. Didn’t we read that
the Implementor’s Eye helps to clear up images? Grab the glass item
and click on the book to reveal a picture detailing 5 skulls in various
positions. If you follow the path of the pink ribbon, the five skulls
face the following directions in order: front, left, front-right,
front-left, and right.

Turn around and find the
important book on the bookcase here (try the 5th book from the left
on the middle shelf). Click on the book to send you down a secret
passage that deposits you near the talking heads on the ground floor.
Never fear though – you can return to Malveaux’s bedroom if you so
desire by turning around and clicking on the wall straight ahead.

Chapel Madness

Move forward a step, turn
to your left, and take a few steps towards the wooden door ahead.
Click on the doors to open them and enter the monastery’s chapel.
This is a pretty bare-bones place – walk forward until you are almost
to the garish altar at the end of the room. A lonely brother scurries
out from behind the altar (you may recognize Horace from some of the
photos), and tells you the place is haunted. He is quite mad, and
the screams send him over the edge.

Once he’s cleared off,
turn to your right and enter the bapistry straight ahead. Approach
the font in the centre of the room, and click on it to see Alexandria’s
baptism. Pan to the right, and walk into the far corner of the room.
Find the yellow down-pointing arrow, and look down – there’s a loose
grate on the floor here. Click it twice to shift it from side to side,
and pick up the note that will be visible on the left side of the
grate.

The paper says “OPEN”
at the top, and gives a set of example words (“push on the glyphs’)and
the corresponding ornate symbols for each letter. Of course, its easy
enough to figure out the correct symbols for “OPEN” using
the example words: O = infinity (sideways “8”), P = fork
with a cross at the base, E = a curvy snake, and N = a little stick
figure with lines coming from the head.

Back away from the grate,
and return to the outside hallway via the chapel. Take a step out
into the hallway, turn to your right, go forward, turn to the left,
take a step forward, and enter the room on your right.

Difficult to De-scribe

You enter the scribe’s
room, with writing desks set up to the left and right. Step into the
room, and walk down the aisles between the desks to the left and right.
You can examine the books that the scribes were working on, but there
aren’t any clues here, nor any reading material. Make your way back
to the centre aisle, and continue into the room. Malveaux’s desk is
straight ahead – click on the book here, and watch a scene where Malveaux
has apparently agreed to marry Alexandria and Lucien. But he’s double
crossed them, and Kaine storms in to arrest Lucien; Alexandria turns
for help, but Malveaux has slipped away.

Pan to the left, and spot
the left-most book displayed on an upright display bench. Walk over
to the book, and read about the merchant Yoruk and his journey into
the Underworld. The story continues in the book immediately to the
right. Once your done with it, turn around and walk over to the two
books on the other side of the room to finish the story. Yoruk uses
a shield with 5 imbedded rubies to get past the guardian demon.

After you’ve finished the
story, pan to the left and walk towards the back of the room. Now
turn to the left, and walk towards the open door ahead. Walk through
the door into the museum. You can walk along the balcony that circles
the room on this level, but none of the other doors open, and there
aren’t any accessible ways down to the ground floor. Return to the
corner where you first entered the room, and walk to the centre of
the intersecting pathways.

Click on the central pedestal
to get a close-up view of some sort of dial mechanism with familiar-looking
symbols placed in a circle. Time to use the information learned in
the chapel to open the way ahead. Click the symbols for the four letters
in OPEN to unlock a gate down to the ground floor of the room. The
correct symbols are at the 2 o’clock, 10 o’clock, 3 o’clock, and 12
o’clock positions. Back away from the pedestal, turn around, take
one step towards the open doorway, and turn to the left. A gate with
a opened lock lies in front of you – click on the door to descend
into the museum.

The Grand Tour

A female voice immediately
warns you that the premises are protected from theft. Since you will
need several items from the museum displays, you’ll have to de-activate
this protection system. A little more information on the theft protection
system is available on a placard to the right of the stairs behind
you.

Turn around to face away
from the stairs, and spot the blue mushroom-shaped item to the left
of the central pillar. Walk to the left of the mushroom item, then
turn around and face it. One click will open the top of the mechanism,
and another click on either of the two red buttons inside deactivates
the theft protection system. Thought it was going to be harder, didn’t
you?

Now its time to take a
tour around the museum to see what we can find. Turn around and face
the set of table and chairs in the corner of the room, and click on
the bookcase to the left. There’s an hourglass here that looks interesting.
The next bookcase to the left contains some scrolls of historical
importance. Back away, pan to the left and step forward. You can now
access another bookcase (containing a magic wand), and two sculptures.
The one to the right is a neat little serpent number, while the one
to the left contains a large ruby stone (from Yoruk’s shield, no less).
Click on the stone to grab it, and back away.

Another bookcase to the
left of the statues has a spell book on it. Pan towards the left,
and walk a couple of steps past the staircase (to your right) to the
other side of the room. The bookcase to the left of the stairs contains
more scrolls, and there’s a neat globe in the corner of the room here.
Click on the bookcase to the left of the globe to view a replica of
the famous shield, as well as a torch hanging on the wall. Grab the
torch, and back away.

The remaining displays
about the room contain a large blue jewel, a glowing stick and a sword,
a shroud, a sheath, a crystal ball and a bowl of “Sacred Granola”.
Once you’ve seen them all, return to your spot standing in front of
the blue mushroom object. Turn around to face the table and chairs
in the corner again, and pan to the right – you should easily find
the downward pointing arrow here. Look down to spot a trapdoor in
the floor, and click to travel downward.

Tales From the Crypt

You will find mummies staring
at you from the left and right – click on their heads to hear messages
about the shield again, and a warning about flames. Walk forward into
the darkened passageway. Instead of walking towards the fire-lit doorway
to your left, head to the right of the pillar in front of you. Go
straight ahead, pan to the right, and walk towards the strange looking
gate (there’s another narrow passage here that leads off to the left
to a room filled with coffins, but it’s a dead end).

Walk forward towards the
lone burning torch in the wall. You hear some ominous grunting and
moaning in the darkness to your left, but resist going off in that
direction yet (unless you want to meet a Grue face-to-face, and die
in the process). Click on the flame for a close-up, grab your torch
from inventory, and light it. Now you can turn to your left, and walk
in that direction. Ignore the empty torch holder set into the wall
to your right, and instead click on the crypt to your left.

Click on the plaque on
the front of the crypt to see whose final resting place this is: Yoruk!
Now click on the crypt lid to climb into your new bed. Click on the
lid to close it (I know this is against your better judgement). You
should now see Yoruk’s actual shield set into the bottom of the lid,
with a missing spot in the centre. Grab your ruby and place it into
the shield. Now take the shield, click to the left of the lid to open
the crypt again, and climb out.

Leave this room via the
open gate as before, and walk forward – proceed up the stairs to your
left, and the click on the fire-lit doorway to the right. You enter
a dimly lit room of unknown purpose. Walk forward until a wall of
flame (and the voice of Nemesis) blocks your path. Take out Yoruk’s
shield and click on the fire to clear a path forward.

Step straight ahead until
you reach the wall at the far end. There’s a closed door to your left,
and a bench to your right. Click on the bench to see a set of five
skulls laid out. We know the correct orientation of the skulls from
the Implementor’s eye view in Malveaux’s bedroom: front, left, front-right,
front-left, and right. Change the angle of the skulls by clicking
either on the left or right side of the skulls. After the correct
sequence is achieved, the door behind you opens to reveal Malveaux’s
secret alchemist lab.

Heavy Metal

Walk forward into the room,
and angle off to the left of the central pillar. Turn to your left,
and approach the stone bench here. There’s a small piece of metal
and a brass key on the bench to be picked up, plus a book on alchemy
to peruse. Back away, turn to your right and approach the equipment
here. Turn to your left, and click on the machinery for a close-up.
You first must unlock the mechanism by clicking on the handle of the
small metal panel set into the wall – this reveals a recessed compartment
with a keyhole in it. Place the key into the keyhole, and click again
to spin it around for a bit.

Click on the gold coloured
lever on the controller to move it to the right, and the egg-shaped
thing on the left opens. Place your small metal piece in the central
bowl, and then click on the gold lever again to close and spin the
egg. Hit the lever one last time to open the egg again – our jagged
piece of metal has been transformed into a sphere. Pick the sphere
up, and back away form the equipment.

Turn to your left, and
walk back towards the door – turn left again, and walk towards the
equipment on the other side of the room. In the close-up view, click
on the left side to show a container suspended over a bath of liquid.
Place the sphere in here, and back away. Now click on the weight hanging
close to the ground on the very right side of the equipment to bathe
your sphere in the liquid. When its done, click to the left again,
and retrieve the now polished sphere from the container.

Old Flame

Back completely away, and
walk back to the other machinery on the other side of the room. Facing
the equipment with the small flames and the lion’s head, turn around
to face the central pillar, and click on the pipe here to see a wheel
valve attached to some piping. Click on the valve to turn on the flow
of lava to the equipment. Now back away, and face the flame equipment
again.

The flames that are shown
must be set in the same order as the painting in Malveaux’s bedroom:
from the top down, the order should be blue, yellow, red, orange and
white.
Click each of the flames to change them to the correct colour sequence.
Now grab the silver sphere, and click the lion’s head to send it into
the mechanism. Find the downward pointing arrow and look down to see
the molten metal ooze in a cup on the floor. Finally, click on the
bellows to the right to change the molten metal into a symbol of lead.

Click on the symbol to
transport yourself back to Zork, and click again to push the symbol
it into the surface of the altar. Touching the central pool of liquid
brings about a vision of Malveaux being stabbed. Now walk over to
Malveaux’s coffin to hear how sorry he is for hurting Alexandria.

Take an “about-face”
and proceed behind the central dais to the transporter room under
the dome. Approach the orrery, grab the brass lever on the right,
and twist it around to the 2-o’clock position – when you hear the
ding, let go. You are transported to the sandy dunes of Murz, home
of Kaine’s fortress Irondune.

Soldier of Misfortune

You begin on the lookout
turret of Irondune, staring at the planet that will take you back
to Zork with a click if you so desire. Spin around and take in the
view – lots and lots of sand. Locate the lever to the left of the
planet, and click it to descend into the keep. By now you’ve probably
noticed the sound of guns and battle cries in the background – apparently
we’re under attack.

Exit the elevator onto
a balcony overlooking the front room of the complex – stairs descend
off to the left and right. Walk to the left, and descend down to the
ground floor. There is a large fortified door immediately to your
left as you reach the bottom of the stairs. You can walk forward and
examine the door, but there isn’t any way through. Pan around and
face the suit of armour standing to the left of the door. Upon closer
inspection, its missing something at its belt, and its visor can be
moved up and down.

Back away, and walk out
into the room towards the large gun in the centre. You can’t really
examine it, so turn towards the front wooden doors of the keep, and
walk towards them. Click for a close-up, and then click again to open
the door. An old soldier comes and tells you that it isn’t safe to
come out since Irondune is under attack.

You can examine the two
paintings to the left and right of the wooden doors if you wish. Pan
to the right, and approach the other fortified door on this floor
– it’s located directly across the room from the first, and cannot
be opened. Examine the suit of armour here as well – this one is not
missing anything at its belt, although its visor can also be manipulated.

Back away, and walk to
the base of the stairs located nearby. Walk up the stairs, turn to
the left, and follow the passageway up to the top. To your left you
will find a third inaccessible fortified door, and a suit of armour.
Pan back to the right, and enter the doorway ahead.

Letters From the Front

Kaine’s bedroom contains
bookshelves to the left and right as you enter his room. You can examine
the second shelf from the ceiling on the right-hand side, but there
isn’t really anything there. Instead, move towards the desk to the
left of Kaine’s bed, turn around, and click on the desk to examine
it. The most obvious clue is the note visible on the top surface –
it’s a threatening letter from Ellron, Kaine’s enemy.

Back away, and click on
a small drawer on the left side of the desk, just below the top shelf.
Inside, you’ll find a small vial of nitro, and a note mentioning something
about 5 knights – 3 that are blind, and two that can see. Is this
referring to the suits of armour? Back away, and click to view the
right side of Kaine’s desk. Open up a similar drawer on the right
side to find several more letters (a fallen ally, missing gunpowder)
and a picture of Sophia. Are they sweet on each other? Hmm…

Back away, and walk to
the centre of the room. Turn around and click on the note now visible
on the front side of the desk – it’s a message reminding Kaine to
get more nitro. Now turn to your right, and click to the left of Kaine’s
bed. Examine the photographs next to the bed – Sophia and Lucien.
Return to the centre position, and walk to the right of the bed to
examine a page from Kaine’s diary. He suspects his son of stealing
items, including the gunpowder.

Return once more to the
centre of the room, and click on the trunk at the foot of the bed.
Its locked, so grab the vial of nitro and click on the lock to blow
it to smithereens. Inside the trunk, you’ll find a stack of letters
on the right – several love letters from Sophia, and something about
a cat-shaped cannon. There are also two scrolls on the left – the
left one shows a good map of the Forbidden Lands (was I the only one
who thought we were travelling to different planets?!?), while the
right one shows some battle plans. Evidently, Kaine plans to “build
bridges while enemy is distracted”, “split troops”,
“distract enemy with powder”, and “infiltrate”.

Back away from the trunk,
turn to the right, and walk into the alcove. To the left, find a scrap
book with pictures of Kaine’s young family, a note about casting iron
(not too hot or cold!) and several newspaper articles about the war
with Ellron. Back away, turn around, and examine the book on the left
– it contains information on encryption, with several passages circled:
“codes…must be hidden”, “don’t have to hide”,
and “encryption is a game”. The letters beside the book
are notes from Sartorius about the use of air as a purification instrument.

War Games

Exit Kaine’s room, pan
to the left, and proceed up the set of stairs ahead. After two steps,
turn to your left and enter the games room. Take a step forward towards
the game tables, and click on the foozball table to the right. A click
on the player handles will give the game a good spin.

Back away, and approach
the pool table to the left. Click on the rule sheet, which is posted
on the wall to the left of the table. Numbers 3 “Fishing in the
Desert” and 5 “Shoot” look particularly suited to our
current location. Click on the table to get a better view of the proceedings.
Clicking buttons 1 through 4 will set the pool shots up by loading
the balls into the mechanical arm (which racks them up) while button
5 initiates the shot. Hit Button No. 3, and then Button 5 to shoot.
Now click on the window in the side of the table (to the right of
the buttons) to see the alignment of the balls, which yields a 6-digit
number: 741953.

Back away from the table,
turn around, and exit the room. Turn to your left, and descend
the stairs. You are staring at a fourth fortified door, and corresponding
suit of armour. Turn to your left, and enter Lucien’s room.

The Kaine Mutiny

Take several steps into
the room, turn to the left, and walk to the left of the bed. Examine
the mirror on the wall straight ahead, and note the piece of paper
in the bottom left corner – its Lucien’s draft notice. Back away,
turn to your left, and look down using the yellow arrow. There are
two odd items lying on the floor here: a sack of gunpowder is hidden
under the bureau (you can just see the side of the bag), and a note
from Kaine lies to the right. Read the note, take the gunpowder, and
return to the centre of the room.

Pan to the left and click
on Lucien’s desk for a close up. There are two pieces of paper on
the desk; one describes Kaine’s experiments with Thaddium, a highly
explosive substance, and the other is a love letter from Alexandria.
Back away, turn to the left, and click on the easel to the right.

Grab the paintbrush at
the base of the easel, and rub it (hold the left mouse button down)
over the canvas. You should be able to slowly uncover the hidden message
beneath. The message consists of twelve numbered commands:

1. build bridge
2. ambush
3. dig trenches
4. latrine cleaning
5. coup d’etat
6. infiltrate / destroy
7. serve meal
8. burn / pillage
9. split troops
10. distraction
11. drop thaddium
12. verify message

Several of these commands
look familiar (we saw them on Kaine’s battle plans), but we’ll have
to wait to see how they will be used. Back away, turn a little to
the right, and click on Lucien’s paint palette to see a movie of Kaine
counselling Lucien to be discrete about his affair with Alexandria.
There are also several pictures hanging on the wall, and in the fireplace
that can be examined on this side of the room.

Blasting Cats

Make your way out of Lucien’s
room, descend the stairs ahead, and return to the ground floor of
Irondune’s front room. Walk to the gun in the centre room, and turn
around to face away from the main wooden door. Click forward and enter
the parlour.

Turn immediately to your
right, and pick up the broken sword hilt that is in front of you.
Now turn around and face the other way. This is the famed “cat
cannon” that was mentioned in one of Kaine’s letters. Click on
the end of the gun’s barrel to get a closer view. Clicking on the
cat’s right ear causes the bowl of bones to lift up and dump its contents
into the gun.

Back away and click on
the cat’s bum to get a close up of the back of the gun. Click below
the cat’s tail to open up the gun, and click again to get an interior
view. This seems like a logical place to deposit the gunpowder, so
do so. Back away, and click on the cat’s tail to fire the cannon.
The doorway on the far side of the room is now demolished, allowing
you to enter.

Back away from the cannon,
and walk two steps further into the room (past the chairs, tables,
and piano). Turn towards the fireplace to the left, and walk towards
it. The sword hanging from the mantle looks like it could use a hilt
– take the broken sword hilt out and click on the broken end to restore
the sword. We are treated to a movie in which Kaine goads his son
into fury by insulting his lovely. Once the movie is done, take the
sword, and back away. Continue through the room, and enter through
the doorway at the end.

The Art of War

The smallish room at the
far end of the parlour contains six wooden displays, five of which
depict famous battles in Zorkian history. The sixth display (second
one from the right) contains some sort of communications device. Step
towards each of the displays, click on them to open the display case,
and hit each of the three (or four) red buttons to hear about the
significance of the battles. Each one suggests a certain tactic:

  • Fort Griffspotter –
    Infiltration
  • Flood Control Dam 3
    – Distraction
  • Stonewall – Split Troops
  • Yipple Rebellion – Build
    Bridges
  • Diablo Massacre – Decoy

The first four tactics
are on the list of twelve hidden under Lucien’s easel, while the fifth
is not. Open the communications device, and note the input screen
to the left. We must enter a string of five numbers that represent
commands for the old soldier to carry out. Based on the battle plan
in Kaine’s room, and the displays in this room, we have a fairly good
idea on what four of the five numbers are, but we’ll need more information.

Exit the display room,
and return to the front room of the keep. Walk to the centre gun,
turn to your left, and proceed to the fortified door straight ahead.
Turn around, and click on the suit of armour standing here. Remember
that it was missing something at its waist. Grab the sword from your
inventory, and click on the knight’s waist. The doorway behind you
rumbles as it opens.

Other guides for Zork Nemesis: The Forbidden Lands