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- ZORK NEMESIS HINT GUIDE Version 1 (April 3, 1996)
-
- This is a hint guide for the game "Zork Nemesis" from Activision. Before we
- begin I would like to express my opinion of the game: I think it is
- outstanding, but it is emphatically NOT for children. In movie terms I
- would rate this as "PG-13".
-
- Having said that, if you enter with the right frame of mind it will draw
- you into the game. Seldom have I had such an "immersive" experience.
-
- Another warning is this: The game includes the name "ZORK", but it
- has little if anything to do with the old Infocom "Zork" series. For all
- intents and purposes this game is unrelated. Thus if you are looking for an
- experience similar to the original Zork series you won't find it here. If
- you approach "Zork Nemesis" as its own game which is not part of any
- previous lineage, and simply accept it as it is, you will enjoy yourself
- immensely.
-
- One last warning: In many cases, the questions themselves are "spoilers".
- If one of the headings (made up) is "How do I open the purple garbage can",
- then if you haven't actually FOUND that it would cue you in that you should
- be looking for it. Therefore, it is advised that you use this document only
- when you are really stuck.
-
- One of the better hint guides I've seen is the "DiscWorld" hint guide,
- which is organized with two sections. Both have exactly the same headings,
- but the first has mild or somewhat cryptic clues, while the second is
- extremely clear and explicit. I've decided to do this one the same way.
-
- It is impossible for me to structure this without ever giving away
- anything. However, I'll try my best. It isn't giving much away to say that
- the game is organized loosely into three segments. The first segment has
- four objectives, and you must achieve all four before moving to the second.
- The first segment takes place within the area I will call "the temple". The
- second segment of the game also has four objectives, and these objectives are
- accomplished on four other "worlds" (actually other locations on Zork). The
- third segment has only one objective.
-
- The hint guide below is thus organized by these segments. Within any of the
- first two segments, the four objectives can be achieved in any order. The
- easy way to tell which segment you are in is to look at the "prefs" frame
- and see your score. If it is 0-3, you are in the first segment. If it is
- 4-7 you are in the second. If it is 8, you are in the final segment.
-
- This document is organized in the following order:
-
- SEGMENT 1 mild clues
- SEGMENT 1 explicit clues
- SEGMENT 2 mild clues
- SEGMENT 2 explicit clues
- EASTER EGGS AND POSTSCRIPT
-
- There are no clues for segment 3! You're on your own!
-
- There are seven main characters in this game. I will refer to them as
- Nemesis, Lucien (Lucien Kaine), Alexandria, Sophia, Malveax, Sartorius and
- Kaine (Thaddeus Kaine).
-
- General comment: Many adventure games have dozens of objects you must pick
- up and move around, sometimes incredible distances. This game is not like
- that. There are VERY few objects you can actually take with you. There is a
- special mouse pointer which indicates either "I can be picked up" or
- "Something can be placed here".
-
- General comment: Many of the things you see have to do with plot
- development. I rarely mention those. This hint guide is intended to deal with
- the puzzles which would hold up your progress in the game. Don't restrict
- yourself to just what I mention here or you will miss almost all the
- experience.
-
- This is not a "die whenever you do anything wrong" kind of game, so don't be
- afraid to experiment. And take lots of notes!
-
- ---------------------SEGMENT 1 MILD CLUES--------------------------------
-
- Is there anything I can do in the starting area? Well, it's quite a view,
- isn't it?
-
- How do I open the double-door? Have you looked up?
-
- What should I do in the library? A message from the Zork Librarian's
- Association: "Read a book today!" A message from the Frobozz Sliding Panel
- Company: "Slide a panel today!"
-
- What should I do in the fountain courtyard? Well, it's quite a view, isn't
- it?
-
- What should I do on the ruined deck? I just noticed that my watch stopped.
- What time is it? Wait a moment, what kind of clock is this, anyway?
-
- What should I do in the lab? There's sure a lot to look at here!
-
- What should I do with the four crypts? I've heard that seances are fun! By
- the way, what's your sign?
-
- What should I do with the altar? Looks like something is missing!
-
- Where are the four elements hidden? Did you obey the Zork Librarian's
- Association?
-
- I found an element and I can't leave the altar! Maybe someone wants to
- thank you!
-
- FIRE: How do I get into the Fire pavilion? Did you obey to the Frobozz
- sliding panel company?
-
- FIRE: How do I open the first door in the Fire pavilion? Use your head.
- What are we trying to find here, anyway?
-
- FIRE: How do I open the second door in the Fire pavilion? I've heard of
- time locks, but never one based on a sundial before. Of course, anything's
- possible.
-
- FIRE: How do I figure out which flame is the right one? I've heard it said
- that mirrors don't lie.
-
- AIR: What do I do with the horns? Well, what do they sound like?
-
- AIR: What do I do with the constellations? I think we need only one color
- here.
-
- AIR: Why can't I move the levers? There's something else you need to do
- first. At the moment you can't see what you are doing. You've probably
- missed a hotspot elsewhere in this room.
-
- AIR: How should I adjust the levers? Well, what color is pure air?
-
- EARTH: How do I unlock the first door? This door won't open unless you know
- a lot about what you are after and can prove it to the door. Redundancy
- doesn't hurt, either.
-
- EARTH: I can't go up the helical staircase! Well, maybe you should try
- something else.
-
- EARTH: I'm trapped underground and I can't get up! Maybe there's something
- near here which will change that.
-
- EARTH: What do I do at the top of the Earth pavilion? Heck of a view, ain't
- it?
-
- EARTH: What do I do with the telescope underground? Sure is a nice view,
- isn't it? (Bet you're getting tired of me saying that, aren't you ?)
-
- EARTH: Why can't I make the mine car move? Where do you want to go?
-
- WATER: I don't understand these doors! I've heard that time is circular,
- but this is ridiculous.
-
- WATER: How do I make the doors work correctly? Maybe the clue is musical.
-
- WATER: What do I do in the basement of the Water pavilion? Let's come back
- to this one later if we really need it, OK?
-
- WATER: What do I do at the top of the Water pavilion? The Zork Librarian's
- Association says "Turn back the pages of history!"
-
- -------------------SEGMENT 1 EXPLICIT CLUES------------------------------
-
- Is there anything I can do in the starting area? Nope - all you can do is
- go towards the temple complex. You cannot open the lock on the gate.
-
- How do I open the double-door? Move closer to the left hand door. The
- bottom of the knocker is a hot spot. Press and hold the left mouse button
- and drag up. This is here to teach you how to use both the "look up" and
- the "drag" mechanisms in the user interface.
-
- What should I do in the library? There are six books along one side of the
- library on a bench. Read all six of them. You'll probably want to come back
- later and refer to them. The entrance to the "Fire" pavilion is also
- located here behind sliding panels.
-
- What should I do in the fountain courtyard? This is a transit point to
- other interesting locations. It connects to the library, the ruined deck,
- Nemesis' lab and the hall with the painting. Try experimenting with the
- fountains.
-
- What should I do on the ruined deck? Look at the sundial and get the spike
- from it.
-
- What should I do in the lab? The only item which is critical is the scroll
- on the work table. The first page of it gives the symbols for the four
- planets, the four elements and the four metals and also shows their
- relationships. This is critical to solving many puzzles in this game, so
- copy this page down explicitly.
-
- What should I do with the four crypts? When you move to the lower closeup,
- there are two hotspots. The upper hotspot allows you to correlate a planet
- to each alchemist, and hence also an element and a metal. The lower hotspot
- permits you to listen to what the alchemist has to say for him/herself.
- This, combined with one of the books in the library, gives you a face for
- each name. The upper closeup is not used at this time.
-
- What should I do with the altar? The four objectives in this segment of the
- game will fill in the four outer holes. This will happen in due course.
-
- Where are the four elements hidden? In one of the books in the library is a
- map of the temple complex, and four planet symbols are written on it. These
- correlate to the elements you seek. This map is reproduced in the back of
- the tan pamphlet which was included with the game.
-
- I found an element and I can't leave the altar! Before you can proceed, you
- must watch an FMV sequence of the alchemist associated with that element.
- The correct crypt will be highlighted by a beam of sunlight. You must "move
- closer" to it.
-
- FIRE: How do I get into the Fire pavilion? Click the left side of the first
- panel, the right side of the second, the right side of the third panel and
- the left side of the fourth panel.
-
- FIRE: How do I open the first door in the Fire pavilion? Rotate the head so
- it points to the "Fire" symbol.
-
- FIRE: How do I open the second door in the Fire pavilion? Put the spike
- from the sundial on the ruined deck into this sundial. Then rotate it so
- the shadow falls on the symbol for Saturnax.
-
- FIRE: How do I figure out which flame is the right one? You can simply
- click on every flame in the room until one lets you get close. But a better
- way is to try hanging the mirror from each of the hooks. One of the flames
- will reflect blue. That gives you a hint as to where to look.
-
- AIR: What do I do with the horns? Each of the horns makes the sound of an
- elemental force. Blue is wind, purple is thunder, yellow is an earthquake,
- green is rain, and red is fire. Also the blue horn is in a different key
- than the others. The point of all this is simply to tell you that blue is
- the color you should be striving for in the constellation puzzle in this
- same room.
-
- AIR: What do I do with the constellations? The idea is to have all the blue
- stars on and none of the purple stars on. The easiest way to do this is
- simply to click any purple star which is on and any blue star which is
- off. If you keep doing this eventually you'll get it right and you can
- watch an FMV sequence.
-
- AIR: Why can't I move the levers? You need to close the curtains first.
- When you are facing the levers, move to the right of the platform and
- search for a hotspot just under the sphere. If you click it, curtains will
- come down. This unfreezes all the levers except one, which is permanently
- stuck.
-
- AIR: How should I adjust the levers? Lever 2 should be half on. Levers 3
- and 4 should both be full on. Lever 5 should be off.
-
- EARTH: How do I unlock the first door? You must expose the symbols for Iron
- and for Murz, but no others, these being the metal and planet associated
- with Earth.
-
- EARTH: I can't go up the helical staircase! In this case you must go down
- first. Move the lever to cause the staircase to descend further.
-
- EARTH: I'm trapped underground and I can't get up! There is a mechanism at
- the base of the helix which really will convert it to stairs.
-
- EARTH: What do I do at the top of the Earth pavilion? The four buildings
- you can see are the places where segment 2 takes place. Each one is
- associated with an element and this room gives you that association. This
- information may also immediately be useful, so note it down.
-
- EARTH: What do I do with the telescope underground? This indicates what you
- are after in this area. So look and remember.
-
- EARTH: Why can't I make the mine car move? You have to select a destination
- on the small panel next to it.
-
- WATER: I don't understand these doors! The doors don't work correctly until
- you solve the water/music puzzle in this area.
-
- WATER: How do I make the doors work correctly? The panpipe on the left
- indicates the notes needed from the fountain. Counting from the left, turn
- on numbers 1, 4 and 5.
-
- WATER: What do I do in the basement of the Water pavilion? There is nothing
- to do here once you've solved the musical puzzle.
-
- WATER: What do I do at the top of the Water pavilion? Click the hourglass
- and it turns into a chair. Sit in the chair and start rotating left. Note
- that the open window changes for each full rotation. You'll need the saw
- from the first screen. When you get to the ice, cut an icicle and let it
- fall into the bowl. Then turn to the age showing lava and look closely at
- the bowl.
-
-
- ---------------------SEGMENT 2 MILD CLUES--------------------------------
-
- END OF SEGMENT 1: What do I do with this glowing yellow sphere? It looks
- like the Sun to me.
-
- PLANETARIUM: What do I do now? Shed a bit of light on the subject of your
- interest!
-
- FROM ANY WORLD: How do I get back to the temple? A planet got you here,
- maybe a planet will get you back!
-
- MONASTERY: The door is locked - how do I get in? Maybe you can sneak in
- some other way.
-
- MONASTERY: The door is locked - how do I get back out again? The same way
- you got in!
-
- MONASTERY: What do I do with the 6 heads? Something is missing underneath
- them!
-
- MONASTERY: What do these strange symbols mean next to the heads? I think
- you missed something important outside the monastery - go look again.
-
- MONASTERY: Which symbols go with which heads (I can't understand what they
- say)? Zorkminster Fuller says "The medium IS the message!"
-
- MONASTERY: What are the six symbols for "The Seventh Bell"? Hmm.. have you
- run into a sequence of six of these symbols elsewhere?
-
- MONASTERY: What do I do with the bell rope? Reverse Bungie Jumping! The new
- Zorkian sport!
-
- MONASTERY: How do I read the page in the book on Malveaux's bed? Maybe
- something from elsewhere in the Monastery would help.
-
- MONASTERY: What is there to do in the chapel? If you haven't found
- something to read here, keep looking.
-
- MONASTERY: What do I do in the room with all the books? The Zork
- Librarian's Society says etc.
-
- MONASTERY: How do I unlock the locked gate in the room beyond the books?
- Maybe it's a combination lock. (Ignore that keyhole behind the curtain!)
-
- MONASTERY: What do I enter into the rotor in the room beyond the books? How
- do you spell OPEN?
-
- MONASTERY: What do I do in the museum? Pick up a couple of things.
-
- MONASTERY: How do I open the trapdoor in the museum? Have you read the sign
- near the base of the stairs? You may have missed an important hotspot.
-
- MONASTERY: How do I get by Nemesis's flames in the passage? Did you read
- the history of Saint Yoruk?
-
- MONASTERY: Something just ate me! Do you remember reading about Grues in
- the temple library?
-
- MONASTERY: What do I do with the five skulls? If you don't know, you
- haven't searched the rest of the monastery enough yet.
-
- MONASTERY: The third machine just keeps giving me the drillbit back. Hmmm -
- have you noticed that the five flames are hotspots, so to speak?
-
- ASYLUM: How do I open the safe? To get ahead on this one you may need
- another head.
-
- ASYLUM: What can I do in the morgue? Now THIS is ghoulish. There's a
- machine here and you're going to have to use it on something.
-
- ASYLUM: I'm on the 20th floor - how do I get through the vibrating door?
- Hmm, I think you need a treatment. Sit down.
-
- ASYLUM: The control panel on the 21st floor electrocutes me! Well, it's
- hard to kill a hand which is already dead.
-
- ASYLUM: I can't reach the ladder! Go back in the other room and look some
- more.
-
- ASYLUM: I can't get a spark! Maybe the batteries have dried out.
-
- ASYLUM: How do I process the tin? Instructions are in a book downstairs.
-
- IRONDUNE: How do I get into Kaine's chest? There's a note on his desk held
- in place by a dagger. Read it for a hint.
-
- IRONDUNE: How many of the closed doors can I open? Three (and one later).
-
- IRONDUNE: The old soldier won't let me outside! Well, there's a WAR on out
- there! But if the war was won, he might let you out.
-
- IRONDUNE: How do I open one of the doors guarded by a suit of armor? One of
- the suits of armor has two hotspots. What's missing from this one?
-
- IRONDUNE: How do I open the door at the far side of the library? Have you
- looked closely at the bronze dog?
-
- IRONDUNE: What should I enter into the radio control panel? Check out the
- map in Kaine's chest and the radio code in the painting in Lucien's room.
-
- IRONDUNE: How do I open the second door in the trophy room? Look closely at
- the stained glass windows.
-
- IRONDUNE: Why won't the tank move? You need to set a destination, and you
- need fuel.
-
- IRONDUNE: How do I get the iron in the mine? Get a mold, and be quick about
- it!
-
- CONSERVATORY: What do I do in the practice room? There is a place for
- everything and everything should be in its place!
-
- CONSERVATORY: What do I do in Sophia's office? Have you found the tuning
- fork? Try that note on the piano.
-
- CONSERVATORY: The lady won't let me into the auditorium! She doesn't think
- there's a show. But what if she DID think there was a show, eh?
-
- CONSERVATORY: I can't get into the boiler room. Try some other door right
- now.
-
- CONSERVATORY: How do I turn the lights on? We need the fanfare. Did you
- listen to the records?
-
- CONSERVATORY: How do I get past the backdrops? Have you looked at the panel
- in the control booth?
-
- CONSERVATORY: What do I do beneath the stage? Play with the swan!
-
- CONSERVATORY: I can't make the lever in the boiler room stay down! I think
- you need to go for a swim.
-
- CONSERVATORY: OK, the lever in the boiler room stayed down - now what? I
- think you need to go for another swim.
-
- CONSERVATORY: What do I do in the crystal room? The answer to this lies on
- Sophia's blotter and in the practice chamber.
-
- -------------------SEGMENT 2 EXPLICIT CLUES------------------------------
-
- END OF SEGMENT 1: What do I do with this glowing yellow sphere? It is the
- Sun in the planetarium. Use the left lever there to install it.
-
- PLANETARIUM: What do I do now? Use the right hand lever to rotate the
- planets, until the planet you are interested in is lit. When you get to a
- correct position, a small bell will ring. If you let go of the lever,
- you'll get an FMV movement sequence.
-
- FROM ANY WORLD: How do I get back to the temple? At the point the
- planetarium sent you there is always a floating model of the planet. Click
- this planet to return to the planetarium.
-
- MONASTERY: The door is locked - how do I get in? As you face the door, turn
- to your right and look down. There is a hole you can enter.
-
- MONASTERY: The door is locked - how do I get back out again? There is a
- hole in the floor you can exit through.
-
- MONASTERY: What do I do with the 6 heads? Look into the four pots, in which
- there are 8 placards. 6 of these go under the 6 heads.
-
- MONASTERY: What do these strange symbols mean next to the heads? Outside on
- the ground is a Zorkmid. Feed it to the machine by the door and read the
- slips it ejects.
-
- MONASTERY: Which symbols go with which heads (I can't understand what they
- say)? Ignore WHAT the heads say and concentrate on HOW they say it. Each
- symbol represents an attitude. Specifically, on the left side from left to
- right they are fear, anger, boredom; on the right side from left to right
- they are happiness, body, suspicion. The other two symbols are not used.
-
- MONASTERY: What are the six symbols for "The Seventh Bell"? Once the heads
- are matched with their symbols downstairs, the order that they speak is the
- order of symbols in "The Seventh Bell". Specifically the order is anger,
- suspicion, body, boredom, fear, happiness. (If you are having a hard time
- seeing the symbols, counting from the left this is 2, 14, 16, 12, 9, 4.)
-
- MONASTERY: What do I do with the bell rope? This is somewhat real-time but
- you can repeat it as many times as necessary. After you pull on the rope,
- move your cursor to center of the screen. When you reach the top, click and
- you'll go through the window up there.
-
- MONASTERY: How do I read the page in the book on Malveaux's bed? You need an
- object from his study on the second level - get there through the belltower.
- Use it on the book.
-
- MONASTERY: What is there to do in the chapel? Under a grate in one corner
- is a piece of paper you'll need to look at.
-
- MONASTERY: What do I do in the room with all the books? Read the legend of
- St. Yoruk.
-
- MONASTERY: How do I unlock the locked gate in the room beyond the books? In
- the center of that room is a pillar with a rotor in the middle.
- The combination is derived from the piece of paper under the
- grate in the chapel. That piece of paper gives correspondences between
- letters and symbols. The combination is "OPEN" using these symbols. There
- are 12 symbols on the dial - the proper sequence is 2:00, 10:00, 3:00, 12:00.
-
- MONASTERY: What do I do in the museum? You need the jewel and the torch.
-
- MONASTERY: How do I open the trapdoor in the museum? Near the center of the
- room is a metal mushroom shape. It can be opened if you are looking at it
- from the right direction, and with it you can deactivate the burglar alarm.
-
- MONASTERY: How do I get by Nemesis's flames in the passage? You need the
- shield of Yoruk. It can be found near here.
-
- MONASTERY: Something just ate me! Light the torch you got from the museum
- off of the torch on the wall here. That'll keep that old Grue away!
-
- MONASTERY: What do I do with the five skulls? The answer is in the book on
- Malveaux's bed on the third level, which was revealed using the lense from
- his study on the second level. Specifically, from left to right they are:
- center, left-2, right-1, left-1, right-2.
-
- MONASTERY: The third machine just keeps giving me the drillbit back. You
- need to set the colors of the five flames correctly. The sequence is on the
- wall over Malveaux's bed on the third level. From top to bottom they are
- blue, yellow, red, orange, whitish-purple.
-
- ASYLUM: How do I open the safe? The combination is 5 numbers. You get three
- of them from a head on the bench and two by XRAYing the safe itself. If you
- want to avoid a really disgusting sequence, the combination
- is 36-24-36-20-18.
-
- ASYLUM: What can I do in the morgue? One of the drawers on the wall has a
- complete body in it. You're going to have to use this machine to chop its
- head off, so you can get the head.
-
- ASYLUM: I'm on the 20th floor - how do I get through the vibrating door?
- You need to let "Dr. Sartorius" (actually an escaped inmate) give you a
- treatment. Before the visual hallucinations wear off, go through the door.
- If you don't get there in time, you'll have to get another treatment.
-
- ASYLUM: The control panel on the 21st floor electrocutes me! Use the hammer
- from the other room to break the glass covering the dead hand. Use it to
- punch the buttons on the panel. The hammer is a bit hard to find because
- the location connectivity there is a bit strange. You need to stand in
- the center of the room and look towards the bed.
-
- ASYLUM: I can't reach the ladder! In the other room is a model of the
- tower. Push the button on its base.
-
- ASYLUM: I can't get a spark! Fill the sink and drain it. This will make
- the batteries work.
-
- ASYLUM: How do I process the tin? Step by step: Put water in the sink, then
- drain it. Set the Oxygen lever to the left and the Hydrogen lever to the
- right, then trigger the spark to get a hot flame. Set both Oxygen and
- Hydrogen to the right and trigger the spark to get a cool flame. Then
- trigger the helium to raise the lid.
-
- IRONDUNE: How do I get into Kaine's chest? There is an ampule of Nitro
- inside Kaine's desk. Use it to blow the lock.
-
- IRONDUNE: How many of the closed doors can I open? Three: One of the side
- doors on the lower level guarded by a suit of armor, the double doors on
- the lower level which right now seems to be guarded by the "old soldier",
- and the double door at the far side of the library. There's also another
- door on the far side of the trophy room which can be opened, but initially
- you can't see it.
-
- IRONDUNE: The old soldier won't let me outside! You have to find the radio
- control panel and enter the correct orders into it first to win the war.
-
- IRONDUNE: How do I open one of the doors guarded by a suit of armor? One of
- the suits of armor has two hotspots. If you place the complete sword on the
- lower hotspot, the door next to him will open.
-
- IRONDUNE: How do I open the door at the far side of the library? The bronze
- dog is a cannon. Open the "breech" (in this case, where the dog would wear
- its britches?) and put the gunpowder from Lucien's room in it. Then twist
- the dog's ear to load it. Finally, pull its tail to fire it.
-
- IRONDUNE: What should I enter into the radio control panel? There are
- actually three sources. You can translate the tactic from Kaine's map using
- the radio code on Lucien's canvas; you can listen to the torture victims in
- the basement and they'll tell you what the numbers should be (but not the
- order) or, as it happens, the answer is written inside the front cover of
- the tan booklet which was shipped to you with the game: 10, 1, 9, 6, 12.
-
- IRONDUNE: How do I open the second door in the trophy room? There are five
- suits of armor in the place, each corresponding to one of the stained glass
- windows. The visors of all five must be set correctly to cause this door to
- open.
-
- IRONDUNE: Why won't the tank move? You need to set a destination. Kaine
- used the pool table to store the combination (741953). You need fuel. In
- the trophy room in one of the display cabinets is a lump of Thaddium.
- You'll need to put it into the purple container in the back of the tank. It
- has to be put into the bottle next to it; put the thaddium and bottle into
- the purple gizmo in the back of the tank. Be quick about it or you'll die!
-
- IRONDUNE: How do I get the iron in the mine? First go to the mold machine
- and make a mold of the Murz symbol. Pick it up. Walk into the elevator and
- go down. Turn to the small panel to the right and press the reset button,
- and then the left-hand six buttons. Turn back to the large machine and step
- closer to it. Insert the mold in the middle, then press the "arm" button.
- Once the animation stops, press the "fan" button. If all goes well you'll
- now be able to move closer to the sample of iron. Click it and you'll be
- transported back to the temple.
-
- CONSERVATORY: What do I do in the practice room? You must place all the
- instruments onto the chairs in the proper arrangement according to the
- chart on the wall. You'll also need to listen to the records from Sophia's
- office on the record player.
-
- CONSERVATORY: What do I do in Sophia's office? The key for the note
- represented by the tuning fork will release a lamp key inside the piano.
- Use the key on her desk lamp and turn it on. There are also other things
- here you need to see, and don't forget to get the two records.
-
- CONSERVATORY: The lady won't let me into the auditorium! Get the last
- poster out of Alexandria's portfolio upstairs and put it onto the board
- next to the boiler room door. Then get a ticket from the ticket booth. Use
- the ticket on the auditorium door and she'll let you in.
-
- CONSERVATORY: I can't get into the boiler room. You have to get into the
- auditorium first.
-
- CONSERVATORY: How do I turn the lights on? After you've gone to box C and
- seen the FMV sequence, come back downstairs. You have to use the baton to
- "cue" the sections where the instruments are sitting in the correct sequence
- to generate the traditional fanfare. From the records the sequence is:
- popperkeg, nambino, popperkeg, wertmizer, violin. The instruments are NOT
- laid out exactly like in the practice room. Rather, it is more like in an
- opera house. Here is more or less what it looks like from above:
-
-
- X 2 X X
-
- 4 5 PODIUM X 1,3
-
- The numbers indicate the order in which you must hit the hot spots. Since
- it is dark, you'll have to hunt a bit to get them right. There isn't any
- hurry, but if you screw up the sequence you have to start over.
-
- CONSERVATORY: How do I get past the backdrops? The control panel must be
- turned on. The first button is burned out. Turn on buttons 2, 3, 4 and 6.
-
- CONSERVATORY: What do I do beneath the stage? Get into the swan and raise
- yourself. Then jump on the drum to get to the boiler room. By the way, you
- won't have to come this way again. After you do this you'll unlock the
- boiler room door from inside.
-
- CONSERVATORY: I can't make the lever in the boiler room stay down! Try to
- get the locket, but it will drop into the water. You'll have to go down
- into the water after it. Then use it on the lever while the lever is in the
- up position.
-
- CONSERVATORY: OK, the lever in the boiler room stayed down - now what? You
- need to go back in the water. There's a door you can exit through down there.
-
- CONSERVATORY: What do I do in the crystal room?
- This is extremely difficult, mostly because the background
- music drowns out the sound of the crystals and the place is extremely
- difficult to navigate. You're going to have to spend a lot of time here
- getting to know the place and where all the crystals are. Something which
- may help is that the background music is in the key of C. There is also a
- map on the wall which tells about where things are. You need to find a
- place in the wall filled with crystals and get one of them. Toss it into
- the boiling pot, and a large black crystal will appear. Then go to the
- large green crystalline fish and open its mouth and get the wafer. Toss
- this in the pot, and the crystal will turn gray. (If you do this in the
- wrong order it won't work.) Now you have to play the notes in the proper
- order. The "Music of the spheres" is CDEBG - but the G is the gray crystal
- itself. The other four are spread around the room - you'll have to find
- them, and turn them on in the correct order. Unfortunately, a crystal only
- stays on about a minute, so if you go too slowly you'll have to start
- over. Another thing which won't work is to turn one of the crystals on, off
- and on again - this is considered to disrupt the sequence.
-
-
-
- -------------------EASTER EGGS AND POSTSCRIPT---------------------
-
- Here are a couple of neat things to do with a saved-game after you won:
-
- Type "hello sailor" and hit return.
-
- Type "chloe" and hit return.
-
-
- Corrections and new easter eggs should be mailed to denbeste@world.std.com
- I would also be interested in better ways to put the "mild" hints.
-
- This hint guide is copyright 1996 by Steven C. Den Beste. It is freely
- redistributable as long as it is not altered in any way.
-
-
-