Zak McKracken and the Alien Mindbenders
Walkthrough / Solution by Jacky Swallia
MightyHamsterX@aol.com
Copyright 2002
Table of Contents:
I. Introduction
II. Version History
III. Credits & Legal Stuff
IV. The Solution
1. The Story
2. Characters
3. Walkthrough
V. Airline Prices
VI. Those Wacky Yellow Markings
VII. Problems
1. Getting "stuck"
2. Running out of money
VIII. Closing Thoughts
*******************
* I. Introduction *
*******************
Welcome to my second guide for yet another classic Commodore game.
You may have seen my guide for Ultima V, which I enjoyed writing and I
got a lot of positive feedback on so I decided to give it another shot.
So here we go.
***********************
* II. Version History *
***********************
8.26.02 - v. 1.1 - Added sections about airline prices and yellow
markings.
8.13.02 - v. 1.0 - First version. Complete with no known errors.
*************************
* Credits & Legal Stuff *
*************************
Zak McKracken and the Alien Mindbenders is copyrighted by Lucas
Arts Games. Neither my guide nor myself is associated with the company
in any way.
This guide is copyrighted by me, Jacky Swallia, and is protected
by International copyright law. This guide may not be reproduced,
altered, posted and or sold in any way, shape or form without my
permission.
As of right now this guide may only be found at www.gamefaqs.com
and www.gamewinners.com. I don't have any plans to have it posted
anywhere else because I have learned that it is just too much trouble
to have my work floating all over the Internet. So if you see it
somewhere other than the sites I have listed, please let me know as I
am very poor and I could use the money from a lawsuit.
****************
* The Solution *
****************
1. The Story
Many years ago (50 millennia ago, to be exact) Earth was being
watched over and protected by a race called the Skolarians. Protected
from what, you ask? The King and the Caponians. The Caponians are
always in search of stupider life forms and the Skolarians knew it was
only a matter of time before they found Earth. The Skolarians left
certain safeguards on Earth in case the Caponians ever did decide to
invade.
Now it is the 1980's and the Caponians have finally found Earth
and have plotted to take over using The Phone Company. They send a low
hum over every phone line that is slowly making the people of Earth
stupider. In a few days they will be stupid enough to take over.
The Skolarian's plans to save Earth start rolling now in a series
of dreams sent to the four main characters in the game.
2. The Characters
Zak McKracken - A two-bit tabloid reporter, lonely and generally
miserable. He aspires to write wonderful works of literature and win a
Pulitzer and find a lovely lady to share his life with. A strange
dream suddenly turns his life around.
Annie Larris - A great historian, but a little on the snooty side. She
is searching for artifacts she also had a dream about.
Melissa China (green space suit, black hair) - One of the coeds in
space. She and Leslie were given dreams that told them how to convert
their van into a space shuttle and to blast off to Mars and wait for
instructions. So they went and now they're waiting.
Leslie Bennett (pink space suit, blond hair) - The more adventurous of
the two coeds. She also received a strange dream but she is a little
disappointed by Mars at first.
3. The Walkthrough
**San Francisco**
The opening sequence starts with Zak arguing with his boss over a
lousy assignment about a two-headed squirrel. Zak reluctantly agrees
to go. Later that night Zak has a strange dream about aliens and ankhs
and...Annie.
Zak wakes up back in his own room and now you take control. Zak
suggests making a map of what he saw in his dream. But what to draw it
on? In his dresser drawer is a phone bill for over a thousand dollars.
In his desk drawer is a kazoo. You can't make a map with either of
those, but take them anyway. Take the fish bowl too. What's this by
the door? Some torn wallpaper might do the trick nicely. Take it and
head out to the living room. (For a laugh, turn on Zak's answering
machine before you leave the bedroom. If you come back to check it
once in a while you'll hear various messages from Zachary's mother.
Not required, but it's pretty funny.)
Zak's apartment is a mess so pick up the cushion by the TV and put
it back on the couch. Now plug the TV in. Hmmm...there doesn't seem
to be an "on" button on this TV. Well, puck up the left couch cushion
and get the remote control. Turn on the TV and learn about Annie, the
coeds on Mars and the stupidity epidemic sweeping Earth.
Head over to the kitchen and get the butter knife from the wall.
Open the cabinet under the sink. Hello, a box of crayons! Too bad
there's only yellow left. Use it in the wallpaper to make your
wallpaper map. Open the fridge and get the egg. Head back to Zak's
room and use the butter knife on the blue card under the desk. Yay,
it's Zak's CashCard! It's got about $12,000 on it, which is plenty to
get you started. Head back out of Zak's room.
Get the small key hanging by the front door and head out of the
apartment and to the left to Le Bakery. Ring the doorbell three times
to get the bread from hell delivered to you. Nothing will happen if
you ring the bell after the bread is dropped. Pass up The Phone
Company for now and head to 14th avenue and to Lou's Loans. You've got
a lot of shopping to do here. Buy the wet suit, the hat, the tool kit,
the golf club and the nose glasses. You do NOT have to buy the guitar
and don't even bother buying a lotto ticket - yet. Head outside and
open the toolkit. Walk to the right and use the wire cutters on the
Bob E. Pinz sign (I'm sure nobody will miss it). Head back to 13th
avenue.
You have a couple of options with that massive phone bill. You
can do the honest thing and give your CashCard to the attendant and pay
it or you can put on the wet suit, hat and nose glasses. Now you can
go behind the counter and use the computer to clear your bill the easy
way. You can also go in the back room but there's nothing really
important here right now. What you want now is the King's Fan Club
application in the front. Fill it out (in yellow crayon) and head
outside. Use your small key in the mailbox and put the application in.
Go back upstairs to Zak's apartment. Use the monkey wrench on the
pipe under the sink. Put the bread in the sink and turn on the garbage
disposal. You should see a pile of breadcrumbs in the cabinet now.
Take them. You have a couple of options now. You can either fix the
pipe and dump Sushi in the sink and let him live out his life there, or
you can turn the garbage disposal on him. It's pretty nasty, but you
don't need Sushi anymore so get rid of him either way. At this point
you could also go back to Zak's room and use the monkey wrench on the
loose boards in Zak's room. It makes a hole in the floor, which turns
out to be a secret passage to The Phone Company. I have never needed
to use this passage so I usually skip that. Why tear up a perfectly
good floor and make Zak lose his security deposit? Leave the apartment
again.
Head over to the bus to the right. The driver is sleeping. A
little kazoo music will wake him up. Use your CashCard in the bus and
off to the airport you go. When you get there pass up the reservations
terminal (you already have your ticket to Seattle from your boss) and
give your CashCard to the devotee dancing on the left. He will sell
you his last book. Head to the left and to the gate.
The airplane ride is probably one of the most amusing parts of the
whole game. The flight attendant gives a very discouraging speech
about flight safety and then she passes out your meal (peanuts). Now
the fun begins. Head to the bathroom and use the toilet paper in the
sink. Turn the water on and wait for it to flood. Push the call
button and the attendant will come and clean it up. While she is
occupied with that, head to the front of the plane and put the egg in
the microwave and turn it on. Yuck! The attendant should be about
done with the bathroom now. She'll come and yell at you and tell you
to sit down. She'll be busy with the egg for some time so pick up the
cushion from the first empty seat. A lighter falls out so pick it up
too. Now start opening the overhead compartments. In one of them
there will be an oxygen tank. Take it too. You should have plenty of
time to do this while the attendant is moaning about the mess, but if
you do run out of time you can just flood the bathroom again. Once
you've got everything the plane will land and you'll be in Seattle.
**Seattle**
Exit the airport to the right and you'll be in front of Mt.
Rainier. Take a branch from the tree and go to the cave. There's that
two-headed squirrel everyone's been making such a fuss about. He's
blocking your way, so you have a couple of options. You can give him
the peanuts from your plane trip and let him go on his merry way or you
can use the butter knife on him and kill him. It's up to you. Once
he's out of your way, use the butter knife (or any of the tools from
the tool box) on the loose dirt to make an opening to the cave. Go
inside. It's dark, but luckily there's a fire pit. All you need now
is some fire. In the upper left corner of the cave there is a bird's
nest. Use the tree branch to snag it and put them both in the fire
pit. Use the lighter on them and you've got light. Go to the far
right of the cave to some strange markings on the wall. Use the yellow
crayon on them and Zak will draw an ankh and a door will appear. Go
inside to meet your first piece of the Skolarian device, the blue
crystal. Use the remote control to release the crystal. Take it and
head out of the cave and back to the airport. Buy a ticket back to San
Francisco.
**San Francisco**
Head back up to 14th avenue and drop the blue crystal into the
drop slot between Lou's Loans and Bob E. Pinz. Wait a minute and Annie
will come out to talk to you. You'll exchange information about your
dreams and she will tell you about her friends on Mars. She will also
give you half of the yellow crystal. You can now SWITCH between all
four characters.
For now you only have to worry about Zak and Annie. SWITCH to
Annie and have her pull the green blotter on her desk. Yay, it's her
CashCard! She's got about $5,400, which is barely enough for her.
Take them both to the bus on 13th avenue. Zak's King Fan Club card
should have come by now so you can get that while you're here. Once
you've done that have Zak play the kazoo to wake the driver. SWITCH to
Annie and have her get on the bus. SWITCH to Zak and have him get on
the bus and use his CashCard twice to pay for both of them (Annie's
funds are VERY limited). Once you get to the airport have Zak and
Annie buy tickets to London (you can't have Zak buy her ticket, they're
non-transferable).
**London**
Annie is going to hang out here for a while so have Zak buy a
ticket to Nepal.
**Nepal**
You have to be a little careful here because this is one of the
places where you can get stuck. Head to the right and give the book
you bought from the devotee to the guard. He will let you in to see
Guru. Guru will teach you how to use the blue crystal if you've kept
your karma up (meaning you didn't kill the two-headed squirrel or shred
Sushi). If he says your karma is bad, just wait outside for a while
and go back in. Now you can use the blue crystal to trade spirits with
animals. You could practice on the yak if you want, but it's not that
exciting being a yak. Anyway, head to the right and light the hay on
fire. Both guards will come running. Go to the jail on the left and
take the flagpole. If you try this while the guard is still in there
you will be arrested and game over. So make sure he's at the blazing
hay before you swipe the flagpole. Once you've got it use your
CashCard in the yak and go back to the airport. Buy a ticket to Zaire.
**Zaire**
Head outside here and you will meet the first of many very
annoying mazes in the game. Really, this one isn't too bad so just
find your way to the little village. Go see the Shaman in the hut to
the left and give him the golf club. He and his friends will teach you
a dance to "unlock the head" (on Mars) so write down the order they
duck. Shaman is 1, the next guy is 2 and the last guy is 3. You
should have 6 numbers written down when they finish and the dance is
different for each game. Once that's over the Shaman tells you to come
back with the yellow crystal. Find your way back to the airport and
buy a ticket to Cairo.
**Cairo**
Buy a ticket to Miami.
**Miami**
Miami is closed for repairs but there's a nice bum you can talk
to. He looks like he could use some enlightenment so give him the book
you bought in San Francisco. He is so happy he gives you his booze.
Buy a ticket to the Bermuda Triangle.
**Bermuda Triangle**
You now have a parachute, and for good reason. The pilot will
tell a lame joke and then the plane will get zapped up into the Space
Caddy. The pilot will enter a sequence to return back to the Bermuda
Triangle. Write this code down, but DON'T go with him. Instead go
ring the doorbell. The Caponian that answers the door will take you to
the King. While he's deciding what to do with you, give him the Fan
Club Card. He will tell you that you are welcome back anytime and the
other Caponian will show you the sequence to return back to San
Francisco. Again, write this code down but don't leave yet. Go back
inside the Space Caddy and to the right is the Lotto-Dictor. Read it
to get tomorrow's winning Lotto numbers. Go back out to the landing
pad and enter the code for the Bermuda Triangle. You'll be zapped to
the middle of the sky so use your parachute right away! You'll land
safely in the ocean, thanks to your flotation cushion from the
airplane.
See that fin in the background? It's a dolphin and your first
chance to use the blue crystal, but he's too far away. Call him with
the kazoo and use the crystal on him. Once you've swapped psyches,
swim underwater and to the right. Pick up the seaweed and you'll find
a glowing object. Pick it up and swim back to the surface. Give the
glowing object to Zak and switch back. The Caponians will sense your
use of the crystal and they will come down and take you captive. Don't
worry. Think of it as a free trip back to San Francisco.
**San Francisco**
Welcome to the Mindbender. It will slowly suck your intelligence
so before you get too stupid, put on your clever disguise (wet suit,
hat and nose glasses). At that exact moment the Caponian in front will
decide to check on you. He mistakes you for his buddy and lets you
out. Go to the cabinet on the left wall and open it to get your stuff
back. You might need to wait a minute or two if the Mindbender has
already sucked some of your commands. Don't worry, though. They'll
slowly but surely come back. Once you've got your stuff head out and
go to Lou's Loans (you can take off the disguise now). Buy a Lotto
ticket using the numbers from the Lotto-Dictor. Head back to the 13th
avenue bus and the airport. Buy a ticket to Peru.
**Peru**
Welcome to another forest maze. Again, this one isn't too bad.
Work through it until you come to a river and bird preserve. Use the
breadcrumbs in the bird feeder and use the blue crystal on the bird
that comes. Once you've swapped fly to the huge carving and into the
left eye. Pick up the scroll and fly back to the valley and to Zak.
Give him the scroll and switch back. Again, let the Caponian give you
a free ride back to San Francisco and repeat the process for escaping
the Mindbender. Go back to Lou's Loans and cash in your Lotto ticket.
Congratulations, you lucky dawg! You're $10,000 richer! Go back to
the bus and back to the airport. Buy a ticket to Mexico City.
**Mexico City**
You'll wind your way through another simple jungle maze and come
to an ancient temple. Now you'll meet the first really annoying maze.
There's no real way to guide you through these mazes. Just keep
lighting the torches and work your way through to a room with a statue
with some strange markings and the other half of the yellow crystal.
You'll need to go to Mars to find the pattern. SWITCH to Melissa.
**Mars**
Watch the opening Mars sequence and then listen to the two coeds
complain about the lack of guys. Once you get control open the door of
the shuttle van and go inside. Open the glove box and get the girl's
CashCards and the fuses. Get the boom box and get the Digital Audio
Tape out of the tape player. Go back out to Mars and give Leslie her
CashCard and the fuse. SWITCH to Leslie.
Go to the left and buy a token from the monolith. Head to the
right and go inside the Friendly Hostel. The door is broken. Use the
token in the panel. Try to pick up the old fuse and it will crumble in
your hand. Use the new fuse in the panel. Now you can close the Mars
door and open the hostel door. Go inside. Take the yellow tape off
the locker and open the locker. Take the flashlight. Pull the covers
and take the broom alien (you must have Leslie to do this, Melissa is
too chicken sh*t to look under the covers). To the right of the beds
is a ladder - take it also. Leave the hostel and use the alien on the
sand in front. You'll uncover some solar panels and the tram will work
now. Go back to Melissa and give her the vinyl tape and the ladder.
SWITCH to Melissa.
Use the vinyl tape on the Digital Audio Tape. Now you can record
on it. Go to the right and to the Mars face. To open the door, use
the pattern that the Shaman taught you. Go inside the Great Chamber
and walk to the right. You'll come across a statue with some strange
markings. Hmmm...this statue is very similar to the one in Mexico.
Read the markings and write them down, but don't switch back to Zak
yet. You've still got some work to do here and you might as well do it
now.
Go back to the first big door in the Great Chamber. Use the
ladder on the pole with the blue sphere. Put the tape in the boom box
if you haven't already. You can listen to the song on the tape, if you
want. Once you've heard enough turn it on to record and press the blue
sphere. It will make a nice little noise and you'll catch it on tape.
Turn off the boom box when the door opens. Melissa must do this part
because she won't give her boom box to Leslie.
Don't go through the door. Instead go back to the Chamber and go
to the second door. It has a pole but the blue sphere is busted. Turn
the boom box on play and the alien song will open that door. Don't go
in there either. Go back to the Great Chamber and repeat for the third
door. Now go back to the beginning of the Great Chamber and SWITCH to
Leslie.
Head to the Great Chamber and go to the first door Melissa opened.
Welcome to the most annoying maze in the game. Not only is it long and
complicated, it's dark so turn on the flashlight. You are looking for
two things in this maze. The first is the atmosphere generator. Once
you find it turn on both switches and when the meters are at green the
Great Chamber will now be breathable so you can take off your helmets.
Leslie must do this because Melissa is afraid of heights and she won't
go in the atmosphere room. Trust me. I learned this the hard way.
Anyway, this is important because when Zak is finally able to teleport
to Mars, his oxygen tank will only have 14 minutes and you don't need
him running out of air. If you do this now, you won't need the "space
suit" when you first teleport Zak to Mars.
Once you've turned on the atmosphere generator head back into the
maze and start looking for your second task. You're looking for a room
with a map of the Earth (similar to Zak's wallpaper map). The map has
some strange markings on the right, so read them and write them down.
Now find your way out of the maze and into the Great Chamber. Your
work here is done for now so SWITCH back to Zak.
**Mexico City**
Now that you have the code to getting that statue to let go of the
other half of the yellow crystal, use the yellow crayon on the strange
markings and draw what you saw on the statue on Mars. Take the yellow
crystal and make your way out of the maze and into the jungle. Get
back to the airport and buy a ticket to London.
**London**
Have Zak give the whiskey and the scroll to Annie. SWITCH to
Annie and send her outside. There's an electric fence and a guard.
The guard seems to be a little chilly. I know a little booze always
warms me up so give the whiskey to the Sentry. After a most unpleasant
bender the sentry will pass out leaving the switch for electric fence
wide open. (The Sentry won't drink with Zak. I guess he doesn't play
that way. He'll only take the whiskey from Annie.) SWITCH to Zak and
go outside. Flip the switch in the guardhouse and then use the wire
cutters on the fence. Go through the fence to Stonehenge.
Now it's time to fuse those crystal shards together. Put both
shards on the altar stone. See that little notch on the left? Put the
flagpole from Katmandu there. SWITCH to Annie and send her to
Stonehenge. Have her step up to the altar stone and read the scroll.
Lightening will strike the flagpole and the shards will fuse together.
Annie's work is done here so send her back to the airport. SWITCH to
Zak and send him back to the airport also. Buy both Annie and Zak
tickets to Cairo.
**Cairo**
Have Zak give his wallpaper map and the yellow crayon to Annie.
SWITCH to Annie. Send Annie to the Sphinx on the right and to one of
the legs. Use the yellow crayon on the strange markings and draw the
picture from the map of earth from the Mars maze. A secret doorway
will open up. Go inside to yet another maze. If you read the first
sign it will warn you about the Guardian of the Sphinx. Work your way
through this maze. If you come to a door with a red brick border and a
sign above it with two eyes, you've come to the right place. There is
another similar door in the Sphinx but instead of just the two eyes
there will also be a nose type thing on the sign. This is the chamber
of the Guardian. You can go in and listen to him snore if you want,
but if you go in three times, you're Guardian chow. Anyway, once you
get to the right doorway go inside and read the hieroglyphics. It will
tell you which order to press the buttons to reveal a secret map of
Mars. Do like Annie suggests and add the map of Mars to Zak's
wallpaper map. Once you've done this read the markings in the upper
right corner of the map and make note of the pattern. Now find your
way back out of the maze and outside the Sphinx. Give Zak back his map
and crayon and SWITCH back to Zak. Go back to the airport and buy a
ticket to Zaire.
**Zaire**
Find your way through the jungle maze and back to the village. Go
see the Shaman again and give him the yellow crystal. He will teach
you how to use it. It is a teleportation device and it will let you
teleport to anywhere on your wallpaper map. You can play around and
see where all the places go do. Once you're finished with that go to
Peru.
**Peru**
You're in the right eye of the huge carving. There is a
candelabra here so take it. It's part of the device. You could have
come here as the bird but the bird wouldn't have been able to lift it
anyway. Your work on Earth is just about done so teleport to Mars now.
**Mars**
If you've turned on the atmosphere generator in the Great Chamber
already you'll be fine but if you haven't, make sure Zak is wearing his
space suit BEFORE you teleport. The space suit consists of the wet
suit, the fish bowl with duct tape on it and the oxygen mask.
You'll teleport to a room in the great chamber and it seems like
you're trapped but you're not. Use the yellow crayons on the markings
on the center door and make the pattern from the map of Mars in the
Sphinx and all three doors will open. Exit any of the doors and work
your way through the maze (yes, in the dark). Once you find your way
out you'll me in the main Great Chamber and Leslie and Melissa are
waiting here for you. Talk to them and SWITCH to Leslie. Give the
flashlight to Zak and SWITCH to Zak. Head to the second door in the
Great Chamber and turn on the flashlight. Go through the hall to the
room with the statue holding an ankh. Take the ankh and go back out
into the Great Chamber and to the third door. Go down that hall to a
very strange room. Use the ankh from the statue in the panel to lower
the force field. Press the button on the hologram machine to learn
more about the Skolarians and the Caponians. Take the small key on the
wall, but when you take the large key it crumbles. Crud.
Go back out to the Great Chamber and put on your space suit and go
out to Mars. Go to the monolith and buy 5 tokens. SWITCH to Melissa.
Make sure she puts on her helmet and go out to Mars. Stop by the
shuttle and refill your oxygen supply. Go to the monolith where Zak is
and SWITCH to Leslie. Put on her helmet, go to Mars and the shuttle,
refill oxygen and go to where Zak and Melissa are. SWITCH to Zak and
give 1 token to Leslie and 2 tokens to Melissa. Everyone should have 2
tokens now. You probably actually won't need all these tokens, but you
never know. Put a token in the tram and QUICKLY SWITCH to Melissa.
Put a token in the tram and QUICKLY SWITCH to Leslie. Put a token in
the tram and enjoy the ride to the pyramids.
Once you get to the pyramid go to the entrance and use the broom
alien on the pile of sand again. This time he gets a little pissy
about you sweeping with his head and he leaves, but you're done with
him anyway. SWITCH to Zak. Go to the entrance of the pyramids. I bet
that gold key that crumbled would have fit nicely in that keyhole. No
matter. Just use the Bob E. Pinz sign and pick the lock. Go inside
and walk down the hall. Don't worry that it's dark, there's only one
room to go to. Once you get there go all the way to the left and
SWITCH to Melissa. Go inside the pyramid and go inside the same room
as Zak. Use the "what is" until you find the sarcophagus feet. Push
them to reveal a secret passage. SWITCH to Zak and go up the newly
opened staircase. SWITCH to Leslie and go inside the pyramid and find
the sarcophagus room. Go through the secret staircase also. Make sure
both Zak and Leslie have cleared the stairs and SWITCH to Melissa.
Move away from the sarcophagus to close the staircase. SWITCH to Zak.
Use the gold key in the box and walk in front of the containment
device. SWITCH to Leslie and push the button in the box the gold key
opened. QUICKLY SWITCH to Zak and grab the white crystal.
Congratulations! You now have all the parts of the Skolarian device.
Now you've just got to put the bad boy together.
If you want you can take Leslie and Melissa back to the landing
site and blast them off into space, if you want. If not it doesn't
matter. You're finished with them now. Teleport back to Earth and
Cairo.
**Cairo**
You find yourself in the room that the Skolarian device needs to
be put together in. Use the glowing object on the base. Use the
candelabra on the glowing object. Use the three crystals in the
crystalabra. Go to the left part of the room and throw the small
switch with the green handle. This will open a new staircase. SWITCH
to Annie. Go to the pyramid and go inside. You'll be in the dark but
just keep going to the right and through a doorway. In this room go to
the left and at the end you'll come to the secret staircase. Flip the
green switch again to close the staircase and go to one of the other
switches and push it. SWITCH to Zak and push the other switch to
activate the Skolarian device. Congratulations! You have saved the
world from stupidity!
*********************
* V. Airline Prices *
*********************
This section of my guide was an afterthought. Airline travel in
Zak McKracken is very important and it is crucial to know where you're
going so you don't have to make a lot of trips to get somewhere. This
wastes time and money, neither of which you have a lot of. I have
compiled a list of flights arranged by city. So if you're in Zaire and
you need to get somewhere Zaire doesn't fly to, this eliminates the
guesswork.
NOTE on the Exit Visa Codes: If you intend to fly out of the
United States the reservations terminal will ask you for an Exit Visa
Code, which I guess is Zak's equivalent of a passport. I played the
game on a cracked (or hacked for folks nowadays) version so no matter
what I entered for the code it still let me buy the ticket. Back in
the day I also played on an original version and I had to actually
enter the correct code. If you enter an incorrect code three times
you're thrown in Katmandu jail. The list of codes was this horribly
long, dark red sheet (dark red to prevent copying) and there's no way I
could list the codes here. Bottom line, if you are playing an original
and you need the codes you're going to have to look elsewhere or else
get a cracked version and avoid that mess altogether.
All that being said, here's your flight schedules. A star (*) by
a destination indicates an Exit Visa Code is required.
From: San Francisco, USA:
To: Price:
Lima, Peru* $937.00
London, England* $808.00
Mexico City, Mexico* $295.00
Miami, USA $305.00
Seattle, USA $260.00
From: Seattle, USA:
To: Price:
Miami, USA $407.00
San Francisco, USA $260.00
From: Miami, USA:
To: Price:
Cairo, Egypt* $1,316.00
London, England* $808.00
Mexico City, Mexico* $271.00
San Francisco, USA $305.00
Bermuda Triangle* $99.00
From: Mexico City, Mexico:
To: Price:
Lima, Peru $691.00
London, England $779.00
Miami, USA $271.00
San Francisco, USA $295.00
From: Lima, Peru:
To: Price:
Mexico City, Mexico $691.00
San Francisco, USA $937.00
From: London, England:
To: Price:
Cairo, Egypt $795.00
Katmandu, Nepal $1,589.00
Mexico City, Mexico $779.00
Miami, USA $511.00
San Francisco, USA $808.00
From: Cairo, Egypt:
To: Price:
Katmandu, Nepal $1,033.00
Kimsasha, Zaire $644.00
London, England $795.00
Miami, USA $1,316.00
From: Kimsasha, Zaire:
To: Price:
Cairo, Egypt $644.00
Katmandu, Nepal $1,399.00
From: Katmandu, Nepal:
To: Price:
Cairo, Egypt $644.00
Katmandu, Nepal $1,399.00
***********************************
* VI. Those Wacky Yellow Markings *
***********************************
This part of the guide was also an afterthought because I cover
how find all of the yellow markings in the walkthrough part, but I
figured some people might not want to be complete cheaters and read the
guide and just want a hint or reminder. The yellow markings are where
most people get hung up in the game. So here they are. Note that the
markings change from game to game and as many times as I have played
this game I have not seen the same pattern twice, so there are many
possible combinations. You could try your luck guessing, but be
prepared to sit a while if you do that.
Yellow Marking: Where to find:
Wallpaper map Map in Zak's dream
2-headed squirrel cave (Seattle) Ankh in Zak's dream
Mexico City statue (yellow crystal) Statue on Mars (Great Chamber)
Sphinx leg (Cairo) Map in Mars maze
Wallpaper map with Mars Sphinx maze map (Cairo)
Mars teleport pad room Sphinx maze map (Cairo)
*****************
* VII. Problems *
*****************
1. Getting "stuck"
The one downfall of this game is that there are several ways to
get stuck. By stuck I mean that if you do certain things the game will
be IMPOSSIBLE to complete. It sucks, but it's better to know about the
things and avoid them than to be surprised. I have a list of things I
know of. There may be more. If you know of more, please feel free to
e-mail me. Or if you know ways out of these, let me know also.
Any character dying - Annie even tells you this. If anyone dies, it is
impossible to complete the mission and the game.
Washing away the breadcrumbs - If you forget to take the pipe apart
before you put the bread in the garbage disposal, they'll be washed
away forever. There is no other way to call the bird in Peru,
therefore you can't get the scroll to fuse the yellow crystal so you're
stuck.
Getting thrown in Katmandu jail - If you take the flagpole without
lighting the hay on fire first, the guard will jail you and this is
just as good as dying because you're stuck. This also happens if you
are playing an original version of the game and you enter an incorrect
Exit Visa Code.
Blasting the coeds off into space before the Mars work is done - There
is no way to turn the shuttle around so if you ship them off too soon,
you're stuck.
2. Running out of money
Everyone's funds are limited in this game, but if you're careful
you should be ok with money, except maybe with Zak because he has to
travel a lot more than the others. The easiest way to earn Zak money
is to use the Lotto-Dictor. It gives you $10K straight up and
personally I've only had to do this once per game, but you can do it as
many times as you need to.
Annie is another story. She's a historian, so she's pretty poor.
Like I said, if you're careful you will be ok, but if she does run out
of money you can't use the Lotto-Dictor because she won't gamble. One
thing you can do is have Zak give her the bent butter knife and have
her sell it to Lou. He mistakes it for modern art and pays quite a bit
for it. Another thing you can do is have Zak buy the guitar, give it
to Annie, have her sell it and have Zak buy it back and repeat. It
won't hurt Zak because he can always use the Lotto-Dictor and you
should be able to get Annie as much money as she needs this way.
There is no way to earn Melissa and Leslie money. There is also
almost no way for them to run out of money, unless you buy about a
million tokens, which is the only thing on Mars to buy. If for some
odd reason they do run out of money and need tokens have Zak teleport
to Mars and buy the tokens and give them to the coeds.
**************************
* VIII. Closing Thoughts *
**************************
Thank you for using my little guide. Please feel free to e-mail
me with any corrections, suggestions, comments, compliments, etc. I
check my e-mail several times a day and I always reply to e-mails about
my guides. Just do me a favor and make the subject line specific
because I also get a lot of junk e-mail and if the subject line looks
iffy to me, I delete it. Happy gaming.
Copyright 2002 by Jacky Swallia
MightyHamsterX@aol.com