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Zork Nemesis: The Forbidden Lands Walkthrough by Dan Kennedy

by Dan Kennedy 57 sections about 96 minutes to read

To See or Not to See

Step into the armoury,
and examine the display cases to the left (powder) and right (archery).
Walk forward to the right of the stained glass windows. Examine the
displays straight ahead (weapons) and to the left ("The Age of
Kaine") inside this nook. Be sure not to touch the funny shaped
bottle with the lights, nor the item to its right – we’ll come back
and deal with this very dangerous material later.

Walk towards the door on
the other side of the room, and note the suit of armour standing to
the left – this makes a total of five knights. Displays can be found
to the left (the future) and right (barbarity). Turn around, and walk
towards the stained glass windows behind you. These represent the
five knights (suits of armour) found around the keep.

Remember Kaine’s notation
about the knights (something to the effect that two can see while
three are blind). Examine the five windows by clicking on each one;
from the left, the first two knights have their visor down, the next
two have them up, and the fifth has his (or her) visor down. Pan to
the left, and walk back over to the knight located within the armoury
– this knight corresponds to the second stained glass window (from
the left). The knight’s visor is already down, so nothing needs to
be changed here.

Exit the room, and click
on the knight outside the door (this one corresponds to the fifth
window from the left). This knight’s visor is already down, so nothing
needs to be changed here. Walk across the keep’s front room to the
other knight on this floor – this one corresponds to the third window
from the left. This knight’s visor is down, so click it once to raise
it up. Now back away, walk forward, and go up the stairs to your left.

At the top of the stairs,
turn to your left and approach the knight here (this one corresponds
to the first window from the left). Switch this knight’s visor to
the down position, turn around, and walk up the ascending stairs.
Keep moving forward past the games room until you reach the final
knight outside Lucien’s room. This one corresponds to the fourth window
from the left, so click on the visor to raise it up. A groaning click
indicates that the door inside the armoury has now opened.

What Geneva Convention?

Descend the stairs to your
right, continue to the ground floor of the front room, enter the armoury,
and proceed off to the left towards the newly-opened door. Walk through
the doorway, and descend to the dungeon. Turn to your left and walk
forward. There’s an open cell located immediately to your left; enter
the cell and examine the chalked message on the wall; apparently the
"man" symbol is important here. There are also two drawings
pinned to the walls above the bed that may be of interest. Evidently
Lucien has spent some time in here. Exit the room, turn to your left,
and enter the doorway straight ahead.

Welcome to Kaine’s torture
chamber. Begin your tour of his various information gathering tools
by clicking on the faint metallic outlines off to your right. Click
on the spinning blades to hear the screams of a victim. Back away,
and click on the table located to the left of the wall-light. Here
we find a skull crusher – click on the tool to hear more screams,
and a secret: "Code 9". Back away, and move forward two
steps. You’ll find a rack on your right side, which yields more screams
and another code (6). A metallic wheel located straight ahead yields
another secret "3 equals retreat".

Turn to your left, walk
forward, and click on the spiked chamber ahead; this yields "Code
10". Now turn to your right, and click on the wheel located here,
which yields "Code 12". Turn in the opposite direction,
and walk forward a step. On your right you will find a stock, but
no clues are forthcoming. Turn back, walk forward another step, and
click on the skeleton off to the left a bit; this yields "Code
12".

Chain of Command

Back away, turn to the
left, walk forward, turn to the right, and exit the room. Walk forward
several steps, turn to the right, and exit the dungeon. Make your
way through the armoury to the front room; walk to the gun, turn to
your right, and enter the parlour. Proceed to the display room, and
open the 5th display from the left to access the communications panel.

From the phantom victims
in the dungeon, we know five code numbers: 9 (split troops), 6 (infiltrate/destroy),
12 (verify message), 10 (distraction) and 1 (build bridges). We were
also told that 3 equalled retreat, but since that doesn’t jibe with
what was on Lucien’s easel (3 = dig trenches), we can ignore that
one. The only problems is that we don’t know the proper order to make
the commands.

Let’s have another look
at that battle plan from Kaine’s room. It begins on the left saying
"could build bridges if enemy is distracted", then (following
the red arrows) "split troops", and "infiltrate…".
This would place the order as 10 (distraction), 1 (build bridges",
9 "split troops", and 6 "infiltrate/destroy";
followed by 12 "verify message".

Using the up/down arrows
on the device, punch in "10 1 9 6 12", and press the large
enter button to the right. The old soldier’s voice comes over the
speaker and tells you they’ve won the battle. Leave the display room,
and cross the parlour and the front room to reach the front door.
Click on the wooden door to receive congratulations from the old soldier.
Click on the door again to open it, and walk through.

Heavy Fuel

Proceed more or less straight
forward about five steps until you reach the general’s tank, and get
in (you will have to pan a bit to the left and right to find the proper
path). The tank has a control panel to the right (with a control stick
and a place to key in a destination code), and a doorway to the left.
The door doesn’t open, but there is a blue coloured tube to the left
of it – open it up to see that it is empty. Since the control stick
does nothing, its likely that this machine needs some fuel to operate.

Exit the vehicle, and walk
back into the keep (remember to pan a bit to the right or left to
find your way. Proceed off to the right and enter the armoury. Walk
over to the right to the "Age of Kaine" display and look
down. Click on the end of the black bottle to open up a small door
in body of the container. Now click on the other container to the
right of the bottle. Pick up the thaddium capsule (be quick, its poisonous),
place it inside the bottle’s compartment, and click on the end of
the bottle again to close the small door.

You only have a few minutes
before the container will blow up, so don’t dawdle. Pick up the bottle,
exit the armoury, and leave via the front door of the keep. Make your
way to the tank through the barricades, and get in. Turn to the left
to face the blue container in the corner, open it up by clicking on
its top, place the bottle inside, and close the container. The thaddium
is now contained, and will power your desert-mobile.

Turn around and face the
control panel; click on the small squares just to the left of the
sexy calendar. This brings up an input display requiring a six digit
code. Now, where did we get a six-digit code? How about the pool table
game? Using the arrow keys input "7 4 1 9 5 3" into the
display. Now back away, and click on the control stick to the right.
The vehicle takes off into the desert, pulls up to a cliff face, waits
for a door to open, and drives inside.

Pumping Iron

Leave the vehicle, and
enter the cavern ahead. You can walk forward to the wooden desk straight
ahead, but the books on the desk’s surface cannot be examined. Instead,
make your way over to the large machine on the left. Approach the
mould making machine, and click to get a close-up. The correct symbol
must be displayed on the right in order to construct the correct mould.
Build the symbol by choosing the correct squares from the eight on
the left, and then clicking the appropriate spot on the right.

Since we know Kaine’s symbol
is the male ( ) symbol, use the four squares across the top on the
left side to form the image to the right. Click on the first square
to the left along the top row, and place it by clicking on the top-right
square on the display on the right. The second square from the left
goes in the top left part of the display; the third square from the
left goes in the bottom left part of the display; and the fourth square
from the left goes in the bottom right corner of the display. Now
pull the lever to the right, and pick up the mould that comes out
below the 8 squares.

Back away from the machine,
pan to the right, and proceed down the passage leading forward. This
is a good spot to save your game since there is a timed sequence up
ahead. Get into the elevator at the end of the passage, turn around,
and click on the switch to drop the elevator. As you stop, a voice
tells you that you are in danger, and must leave immediately.

Pan to the right a bit,
and exit the elevator. Walk towards the funny looking keypad on the
right. This gadget sets the temperature of the iron, which has to
be just right. Start by hitting the RESET button, and then click on
different combinations of buttons to slowly raise the temperature.
When you get the right temperature (about half-way up the scale),
you will hear a "ding", but it is easy to miss the temperature
and go too high (in that case just hit the reset button again). Hitting
the following combination of red buttons will set the correct temperature:

Back away, and walk towards
the final piece of equipment. Place the mould next to the silvery
pipe-thing on the left, and press the "arm" button. Once
the symbol is raised by the arm, press the "fan" button
to cool it to room temperature. Click for a close up of the symbol,
and again on the iron to send yourself back to Zork.

Press the symbol into the
altar, and click on the pool in the centre to see Kaine with his throat
cut. Walk over to his coffin, where he asks for your forgiveness,
and pleads to have Lucien brought back.

Follow the Music

Return to the transport
room behind the dais for the last time, and approach the orrery. Position
the right lever to the ten o’clock position, and you are zipped away
to Madame Sophia’s music conservatory on the banks of a wide river.
You begin your journey situated on a small balcony at the corner of
the building. Just click on the planet to the left of your starting
point to return to Zork; otherwise enter the building through the
open doorway behind you.

You will spot a music practice
area off to your right, and a staircase straight ahead (the wall to
your left has been destroyed). Walk forward up the stairs, turn to
your right, and proceed down the hallway. About half-way along, turn
to your left to see a picture of Sophia with all of her charges, including
Alexandria front and centre. Continue straight, turn to your right,
and descend the stairs ahead. Have a quick look at the record player
located almost directly in front of you at the bottom of the stairs
– there are several hot spots, but nothing to do here without a record
to play.

Back away, pan to your
left, and click on the picture hanging on the wall to the right of
the stairs – this is a diagram showing the positions of various instruments
in a Zorkian orchestra. The front row (left to right) contains a Violin,
a Nambino, a Miano and a Fleezle, while the back row consists of a
Wertmizer, a Gederaglini, a Frobophone and a Popperkeg (whatever THEY
are!). Back away from the picture, turn around, walk towards the centre
of the practice room, turn to your right, and enter the band area.

There are music stands
and chairs located in front of you, and to the left and right. Pan
off to the left a bit, and click on the yellow downward pointing arrow
to look down here. You’ll find four musical instruments on the floor
that you must pick up, including the following:

  • A violin ("Boo
    Dee Dah De Do Dee Dee Dah Doo"),
  • A stick with a gold
    end ("Plonk Plonk Plink Plink Plonk Plunk"),
  • A round drum ("Boom
    Buddah Boom Buddah Boom Boom Boom"), and
  • A saxophone-looking
    instrument ("Hoowoo Doo Dooooooooo").

Return to horizontal panning,
pan to the right, click on the downward pointing arrow, and pick up
the four remaining instruments:

  • A gold and purple pipe
    ("Hrrrm Hrrrrrr Hrrrm Hrrrr Hrrrr"),
  • An accordian looking
    instrument ("Leeee Lah Leeee Lo Lah Lee Leeee"),
  • A curvy horn ("Whooo
    Whoo Whooo Whaaa Whooo Whooo"), and
  • A small harp ("Blanga
    Danga Donga Danga Danga").

Return to horizontal panning,
and quickly mouse over the musicians’ chairs to find a number of hotspots
in the practice area. Clearly we must place each instrument in its
proper location within the Zorkian orchestra – however, we’ll need
to identify each instrument first. Turn your back to the practice
area, move forward, turn to your left, and walk past the record player
into the hallway ahead.

The Lobbyist

Click on the door ahead
to open it, and enter the main lobby of the building. Immediately
turn to your left, and walk straight forward directly towards the
poster for an upcoming concert. You pass a staircase leading off to
the left; we’ll come back here a little later. Click on the poster
to get a close up – looks like this was a concert given by Alexandria
and her violin. The poster is too damaged to stay up on the board
by itself.

Turn to your left, and
note the door to the Boiler Room – it’s locked, but you will be seeing
more of it later. Back up, turn around, and walk into the centre of
the room. Turn to your left, and walk towards the set of double doors
here – this is the entrance to the auditorium. Approach the doors
and click on them – a woman comes out and tells us we’ve missed the
show. We’ll try again later.

Turn around, and walk straight
across the room to the main entrance to the Conservatory. We can’t
open these doors, but there are objects to see to the left and right;
to the left find a plaque commemorating the building’s main benefactor
(our friend General Kaine), and to the right view a picture taken
during the building’s construction.

Return to the centre of
the room, turn to your right, and walk forward to the wall. On your
right find a deserted ticket booth that allows you to view a close
up of the ticket window. Back up, turn around, and enter the doorway
straight ahead.

Getting in Tune

This appears to be Sophia’s
office – surely a great place to find some useful clues. Turn immediately
to your left, and walk to the left of the grand piano. There’s framed
violin music on the wall to your left, but the main item of interest
here is the piano’s keyboard located to the right. You can click on
some of the keys, and the small red box above the keyboard on the
left side, but nothing seems to be working yet. Back away from the
keyboard, turn to your right, and walk towards the room’s entrance
again.

Walk forward one step into
the room, and turn to your right to see a small table. Click on the
box on the table’s surface to open it, and grab the tuning fork inside
the box. Now back away, and return to the piano keyboard. Grab the
tuning fork and click on the red box above the keyboard to place the
fork inside the box. Now click on the fork, and attempt to find the
piano key that matches this tone exactly. For those of you musically
challenged, the correct piano key is the 24th white key from the left.
You should hear a clunk the first time you hit the correct key.

Back away, walk to the
room entrance and take one step into the room again. Turn around and
click on the open portion of the grand piano to look closer – and
again closer – and pick up the key next to the piano wires – you dislodged
it when you hit that note.

Back away from the piano,
and turn around to face the small table again. Click on the collection
of records located to the right of the table. Flip the records over
by clicking on each in turn until you reach the fifth record (an introduction
to the orchestra). Take this record, and the sixth one as well – it’s
a recording of Alexandria’s live performance.

Back away from the record
collection, turn in the opposite direction and examine the far wall.
Click on the photograph of Alex above the book on the lectern, and
then click on the book. "On Music and Perfection" tells
us about the Violin, the Fleezle (the instrument that resembles a
saxophone), the Nambino (the round drum), and the Popperkeg (the stick
with the gold end). We’ve accomplished half of our instrument identification
task!

The Sound of Music

Turn towards Sophia’s desk,
walk to the right of it, turn to your left, and walk forward. Now
turn to your left and click on the desk itself. Click on the left-bottom
drawer on the front of the desk to open it, and click on the letters
inside. All of the letters are from Kaine, discussing the war, his
wife, and Lucien. There’s also a receipt for a gas recharge for Sophia’s
gas lamp (and a warning about leaving the key in the lamp’s keyhole).
Close the drawer, and open the bottom-right drawer of the desk. Inside
find some letters from Malveaux about Alexandria, Lucien and their
experiments, as well as some notes from Sartorius that discuss "…supersaturating
liquids in generation of large crystals" and the use of calcium
bromide for purity.

Click on the top of the
desk to get closer to Sophia’s gas lamp, and use the key from the
piano to unlock it at its base. Now find the pull cord for the lamp
(a very faint line just to the right of the lamp’s stem) and click
on it to turn the lamp on. The surface of the desk is illuminated
showing a plan of the Conservatory. Note the "woman" symbol
near the bottom of the plan – it’s located below (and to the right
of) the Boiler Room, which is below the Prop Room, which is below
the Stage. Note the "recipe" written on the plan: "Prepare
the boiling solution; Seed with crystal; Purify crystal; Ring notes
together"

Back away, walk around
the desk, and proceed back out to the lobby. Walk into the centre,
and angle off to the left towards the door marked "Practice".
Walk through the door, and turn to the left to view the record player.
Take out the Orchestra Introduction record, and place it on the turntable.
Now click the lever on the right to power up the player, and then
click on the switch below the record to start your listening session.

The voiceover explains
the origin of the eight instruments, and plays a sample of each allowing
you to identify the four remaining instruments: the harp (a Miano),
the accordian (a Wertmizer), the gold and purple pipe (a Gederaglini),
and the curvy horn (a Frobophone). Take the record off the turntable,
and replace it with Alex’s live recording. Hit the right lever, and
the switch again to start the recording. Listen to Alex play the "Harmony
of the Spheres" (yet again), and then listen closely to the Zorkian
Conclusory Fanfare (note the instruments that play, and their order).
The correct sequence is Popperkeg, Nambino, Popperkeg, Wertmizer,
and Violin.

Musical Arrangement

Back away from the record
player, and walk back over to the practice area for the orchestra,
where you first picked up the instruments). Face the chairs on the
left side, and using your new knowledge of the instruments, and the
diagram showing where each sits in the orchestra, place the instruments
on the proper chairs.

On the left side, place
the Violin and the Nambino in the front row (from left to right),
and the Wertmizer and the Gederaglini in the back row. One the right
side of the orchestra, place the Miano and the Fleezle in the front
row, and the Frobophone and the Popperkeg in the back row. Once the
instruments are placed in the proper configuration, the sound of the
players tuning their instruments can be heard. Be patient – a recording
of Sophia criticizing Alexandria for lack of concentration plays in
a few moments. Be sure to note the string of notes that Sophia mentions
several times: C D E B G.

Leave the practice area,
and return to the lobby through the door to the left. In the lobby,
turn to the left, take a step forward, and ascend the staircase to
your left. On the landing, turn around and click on the second flight
of stairs to complete your ascent. At the top of the stairs, turn
to your right, and walk along the hall to the corner. Turn to your
left, take a step forward, and enter the girls’ dormitory on your
right.

Sophia’s Choice

Inside the dormitory room,
turn to your right, and walk forward three steps. Alexandria’s living
quarters are located on your left. Pan to the left, examine the picture
hanging on the wall above her bed, and click on the scrapbook lying
on the bed’s surface. It contains several posters from her appearances,
including a good copy of the poster displayed in the lobby. Place
this poster into your inventory, and close the scrap book again.

Find the downward pointing
arrow to the right of the bed, and examine the floor to find a loose
floorboard that can be lifted. There are letters from Malveaux and
Lucien hidden in the uncovered space under the board. Back away, and
click on the two books on the table by the window – "The Musings
on the Power of Melody" and "The Path to Musical Perfection"
contain the usual mumbo-jumbo.

On the dresser, click on
the red music box, and click again on the turnkey to see a silver
violin. Click once more to the right of the silver violin to see a
movie showing a private moment between Lucien and Alexandria that
is interrupted by Sophia (and causes the loss of Alex’s locket through
the floorboards – landing next to some sort of well). Now click on
the mirror next to the music box – we see a vision of Sophia begging
Alexandria to remain at the Conservatory instead of running off with
Lucien.

Turn around and exit the
dormitory via the doorway. Turn to your right, and walk forward two
steps into Sophia’s bedroom. Move off to your right, and then walk
towards the purple sofa near the far wall. Click on the book on the
seat to read more musical alchemy nonsense. Back away from the sofa,
pan to left, and walk to the privacy screen to the right of the vanity.
Click to peek at the bathtub behind the screen, and then click inside
the tub to see a steamy movie of Kaine and Sophia getting friendly.

Back away from the screen,
turn around to face the table and chairs in the centre of the room,
and walk towards them. Now turn around again and walk to the vanity.
Click on the mirror to see a close up, and read the letters on the
surface of the vanity (various letters, one of which is from Kaine’s
wife!). Back away, and exit the room.

The Show Must Go On

Turn to your right, and
walk forward along the corridor. When you get to the corner, turn
left and walk along this side of the second floor. Once you are to
the next corner, turn left again, and walk forward a step – you are
now able to descend the staircase. Turn around on the landing and
descend back to the lobby., Turn to your left and approach the torn
poster for Alexandria’s show. Click for a close up, and place the
mint copy of the poster over top of the torn one. Immediately the
lights grow brighter in the lobby, and you can hear the murmur of
a crowd.

Walk into the centre of
the room, and turn to the left towards the doors leading into the
auditorium. Approach the doors and click to open them.- the woman
comes to the door and implores you to hurry and get your ticket. Walk
back to the centre of the room, turn to the left, walk forward, and
turn to the right to approach the ticket window. Click for a close
up of the window, and grab your ticket to the show, directing you
to Box C.

Proceed back to the theatre
doors, and with the ticket in your hand, click on the doors to enter.
The woman lets you in – walk forward into the darkness. A velvet rope
blocks your path forward so pan to your left and climb the stairs
located here. Turn around at the top, and ascend the next staircase
to the first balcony level. Turn to your left and move forward along
the corridor, examining the doors to the right to find Box C. You
won’t find it on this level though. Retrace your steps, walk past
the stairs on your right, and continue forward.

Turn to your left, and
note the narrow stairs leading up to the next level. Walk forward
along the hallway, again examining the doors to the right for Box
C. You find your private Box C three doors before the end of the hall
Click on the door to enter, and again to walk forward and sit down.
You’ll need something to see the stage, so click on the opera glasses
– you see a movie of Alexandria playing the Harmony of the Spheres.
Lucien appears to be the only other audience member.

Holding the Audience
Hostage

Turn around and exit the
room – walk left along the corridor and descend the staircase ahead.
At the bottom, turn to your right, walk forward, and descend the stairs
on your left. On the landing, turn around and descend to the base
of the stairs. Turn to your left, walk forward, turn to the right,
and walk forward into the darkened auditorium.

Walk three steps forward
as a voice calls for the orchestral fanfare in order to end the concert.
Walk up onto the stage, and pick up the baton lying on the floor here
You now have to play the fanfare by clicking on the correct hotspots
on the dark stage – the orchestra is laid out just as it was in the
practice area, and in the diagram on the wall.

Remember the fanfare –
Popperkeg (back row, fourth hotspot from left), Nambino (front row,
second hotspot from left), Popperkeg, Wertmizer (back row, first hotspot
from left) and Violin (front row, first hotspot from left). I found
that the easiest way to find the correct hotspots was to centre myself
using the dimly lit aisle behind you, and then panning across to the
left. Make sure you can find all of the hotspots as well – some are
pretty close together.

Stagehand

Once you get the right
five instruments played in order, the lights come on revealing a doorway
at the back of the stage. Proceed forward and enter the doorway into
the backstage area. Turn to your left, walk forward, turn to your
right, and step forward again. Turn to your left, and click on the
note lying on top of a crate here – it appears that Sophia has a secret
laboratory back here somewhere.

Turn around to face the
opposite direction, and take two steps forward. Now look to your left
– there’s a rip in the backdrop here, but it doesn’t lead anywhere.
Turn to your left, walk forward, then make two left turns – you should
now be able to walk two steps forward into the stage control room.
Click on the clipboard located to your right – it contains drawings
of all seven of the backdrops hanging in the back of the stage area.

Remembering that the rip
is in the bottom left corner of the first backdrop, which of the six
others might allow for an opening into what lies beyond the backdrops?
Backdrops 5 (a door in the corner) and 7 (an open hut) offer the best
choices. We now must lift Backdrops 2, 3, 4 and 6 out of the way.
The control board to the left of the clipboard will do the trick.
Noting that the first button has been burnt away, press the 2nd, 3rd,
4th, and 6th buttons (from the left) to lift the appropriate backdrops.

Return to the ripped portion
of the backdrop – you should have a clear pathway into the room beyond.
Walk into the room, pan to your right, and click on the staircase
here to descend to the prop room. Proceed forward (to the right of
the giant swan), and walk towards the wooden mask along the far wall
of the room. Turn to your right, and click on the old-time radio here
to get a message about the locket Alexandria dropped into the floorboards.

Back away, and turn back
towards the big swan. Turn to face the large drum located to the right
of the swan. Click on the rope hanging from the ceiling to the right
of the drum, and watch a small statue of a man fall from the ceiling
onto the drum and bounce off. Now turn to look at the swan, and click
to move towards it. You are now standing inside the swan – pan around
until you find the winch handle, and click on it to raise the swan
up into the air. Now turn to face the drum again, look down, and click
on the drum’s surface to jump. You pass through the drum into the
room below.

Boiler Room

Welcome to the Boiler Room!
Look down at the floor, and click on the well in the centre of the
room to get a close up of Alexandria’s locket. Grab it…oops!
Time to do a little underwater diving. Click on the water’s surface
twice to jump into the well. At the bottom, look down at your feet,
and spin round until you spot the locket. Reach down and grab it.
Now look up again, and pan around until you spot a doorway that will
take you out of this room (there’s a clock above the door).

Click on the door to leave
the submerged room, and travel up a spiral staircase. You now find
yourself in Sophia’s strange laboratory. From your current position,
walk forward between a large blue crystal and a green one shaped like
a seal. Note the three blue crystals located off to your left – walk
to the left of these crystals. You will now be staring at the crystal
mixing bath – unfortunately it doesn’t appear to be "on".
Back away from the bath, pan to the right, and go forward. From your
new position, proceed to the right of the drawing on the wall, and
click on the steel doors to your left to re-enter the boiler room.

We’ve got to find some
way of turning on the bath. Turn to your left and walk forward – there
will be six levers on the wall here to your left. Click on the second
one from the left – it stays down for a few seconds, and then pops
back up, If we could weight it down somehow…take out the locket
and click on the faulty lever – the locket is enough to keep the switch
down. Back away, turn to your left, walk forward, and turn to the
right. You can now proceed back into the lab straight ahead.

The Crystal Key

Again walk to the crystal
bath by proceeding left of the three blue crystals. The bath is now
happily bubbling away. Since we’ve now "Prepared the Solution"
(remember the steps on Sophia’s blotter in her office?), we’ve got
to "Seed with Crystal". Back away from the bath, turn to
your left, and walk towards the wall straight ahead. A small hollowed
out area contains a number of dark green crystals – just click to
grab one. Turn around, return to the crystal bath, and toss the crystal
into the bath liquid. A big black crystal grows out of the centre
of the liquid.

Now to "Purify Crystal"
– back away from the bath, turn to your left, and walk towards the
crystal hollow again. Turn to your left and walk forward – you are
now standing next to the green crystal seal again. Clicking on the
seal yields a white tablet. Grab the tablet, turn around, and return
to the bath. Tossing the white tablet into the bath causes the crystal
to turn white.

Time to "Ring Notes
Together" – back away, turn to the right, walk forward, pan to
the right, and click on the drawing on the wall. This plan shows the
relative positions of all of the items in the lab. In order to ring
the notes, you must recreate those five notes that Sophia drilled
into Alexandria during her lessons: C D E B G. Note the locations
of the crystals that will chime the first four notes.

Begin by turning around,
walking to the left of the three blue crystals, turning to your left
at the crystal bath, walking forward, and turning to your right. You
should be staring at two small blue crystals in front of the wall
here. Click on the crystal to the right first to ring the "C"
note, and then the left one to ring the "D". Turn to your
right and go forward two steps (past the crystal bath); pan to your
left, and click on the first blue crystal you see (the furthest right
of the three blue crystals) to ring the "E".

Keep panning to the left,
and take two steps forward to walk between the green seal crystal
and the tall blue one. Click on the blue crystal located in front
of you to ring the "B" note. Pan to the right, and walk
forward. Walk to the crystal bath, and click on the white crystal
inside the bath to ring the final "G" note. A few moments
later, the crystal shatters – click forward and grab the copper symbol
to be transported back to Zork.

Choosing Sides

Back in the Temple, the
four alchemists who you’ve just released from their death state are
already brewing up some mischief. They implore you to drink a special
elixir that will turn to poison in a matter of moments. If you haven’t
figured it out by now, these people are the real villains of the story.
Don’t drink the liquid, even after they beg you. After you refuse,
they summon Nemesis, who berates you for listening to the alchemists
and doing their bidding. He tells you that there is once chance to
stop them by saving Alexandria’s spirit, and gives you a gold ring.

You are transported to
the interior courtyard of the temple, with the ring that Nemesis (who,
by now, you know is Lucien) gave to us suspended in space. Click on
the ring, and watch Alexandria’s sacrifice, and the subsequent murder
of the alchemists. Now grab the ring, turn to your right, and walk
out into the courtyard to the two fountains (don’t go anywhere else
in the temple, or you will be killed!). Turn to the fountain on your
left, click the right ivory tusk (if the water is still flowing),
and click on the metallic hand inside the fountain structure for a
close-up.

Grabbing the ring from
your inventory, click on the hand – a passageway is revealed, and
you are pushed forward. Walk forward and look to your left – there’s
a plaque here that indicates the "Frobozz Magic Construction
Company" is responsible for the digs. Back away, and turn to
the right – a message is displayed on a carved stone. Turn back to
face the large brown circle straight ahead, and click to be transported
into another tunnel.

Silver and Gold

Walk forward – there appears
to be a body covered with a shroud in the middle of the room. Walk
off to the right, and turn to face the large statue of a dragon against
the wall. Something can be placed in the bowl in front, but we don’t
have anything to place there yet. Turn around, walk to the right of
the body, and turn again to face the centre of the room. Look up towards
the ceiling here – find the arrow that allows you to look up above
the body, and the room shakes. Grab the mace that has shaken loose
from the ceiling, and back away.

Turn around and examine
the elephant statue – again, we can’t do anything here yet. Walk to
the right of the body again, and then turn to face the shroud. We
can now walk forward and examine the body – click to see a brief glimpse
of Alexandria placing a silver ring on her chest. After the vision
clears, grab the ring from atop the body by holding Lucien’s gold
ring in your hands and clicking on the silver ring. Back away, turn
and walk towards the bear statue. The bear hold a large container
in its hands. Walk forward again and examine the Snake statue – more
machinery here to operate.

Cross the room once more
and approach the dragon statue. Place the rings in the pan, and click
on the triangular "fire" symbol beside the dragon, who melts
the rings with his breath. Grab the bowl from the statue, and walk
over to the elephant statue. Place the bowl in the pan in front of
the elephant and click on the triangular "air" symbol to
cause the elephant to cool the rings with his trunk.

Carry the cooled metal
to the snake statue, and place it in the bowl. Click the triangular
"earth" symbol to trigger a press which forms the rings
into shape. Pick up the rings once again, bring them over to the bear
statue, and place them on the pad. The bear lowers the large container
of water in its hands. Grab your mace and click on the top of the
container – the bear smashes the container, which covers the rings
with a shiny coating.

Ring Toss

You are transported to
a catwalk up above the main room of the temple. Turn to your left
and click to go forward. You approach the alchemists just as they
begin their last ritual to make themselves immortal – they’ve found
Alexandria’s body, and are trying to steal her spirit. Take out the
finished rings, and click on the picture in front of you to cause
utter chaos. They scream frustration as you are transported out into
the grey outside – to the yard where you began the game.

The temple explodes in
front of you as Lucien and Alexandria thank you for your help. They
invite you to follow them as they leave. Turn around, and walk through
the now-unlocked gate. Turn around again, and spot a painting from
the temple – the one hanging in the passage between the large room
and the interior courtyard. Click for a close-up, and again to end
the game.

Screenshots

Zork Nemesis screenshot 2

Other guides for Zork Nemesis: The Forbidden Lands