P U Z Z L E : The double door into the Temple. S O L U T I O N : Examine the knocker on the left door and rotate the crescent moon upward so that it covers the sun. P U Z Z L E : The sliding panels on the south side of the Library. S O L U T I O N : Click on the left side of the first panel, the right side of the second and third, and the left side of the fourth. P U Z Z L E : The stone wheel in the first room leading to the Fire Vault, with six symbols and a naked guy on it. S O L U T I O N : Rotate the wheel so the naked guy's head is pointing at the triangle in the lower left. P U Z Z L E : The pink sundial in the second room leading to the Fire Vault. S O L U T I O N : Walk out to the garden and pluck the blade from the pink sundial there. Bring it to this room and insert it into the hole, then rotate the sundial until the shadow falls on the last symbol on the left. In the Fire Vault, click on the blue-flamed candle in the lower-right of the mirror P U Z Z L E : The Fire Vault, a room filled with candles. S O L U T I O N : Grab the mirror next the door and hang it from each of the hooks. The flame that reflects blue is the one to click on. P U Z Z L E : The entry to the Air Vault, with a cluster of horns and a starmap on the "floor." S O L U T I O N : The horns make the sounds of various elemental forces. Notice that the blue horn is the sound of wind. Wind is moving air. A clever clue indeed. Click-off all the purple stars on the map and click on all the blue stars to reveal stairs to the Air Vault. To dim the lights, look at the base of the globe and click the panel just right of center that contains the roach P U Z Z L E : The Air Vault, with a large gas globe in the middle of the room. S O L U T I O N : Before you can start messing around with the globe's levers, you need to darken the room. Walk onto the right side of the levers and examine the base of the globe. Press the right-hand "bug" button to lower the curtains. Return to the levers and tweak them like so: turn the second lever (starting from the left) to the halfway mark; turn the third and fourth levers to full; leave the fifth lever alone. P U Z Z L E : The first door to the Earth Vault, with two skeletal hands clutching a bar. S O L U T I O N : Each finger covers a symbol. Click on the two covering the Earth symbols (the first finger on the left hand, the second finger on the right hand) to unlock the door. P U Z Z L E : I can't climb up the stairs behind the skeletal hands. S O L U T I O N : Move the lever to lower the stairs into an area with a telescope and a mine cart. P U Z Z L E : The mine cart in the Earth Vault. S O L U T I O N : You have to choose a destination from the four-button panel before getting into the cart. Click on the upper-right symbol, then hop in the cart to take a ride to a big staircase, at the top of which is the Earth element. P U Z Z L E : The double doors to the Water Vault, which don't seem to work correctly. S O L U T I O N : Click on the panpipe to the left of the doors to hear three musical notes. Now examine the water spouts to the right of the doors. Click on the first spout from the left, then the fourth spout, then the fifth spout. P U Z Z L E : The Water Vault, with an hourglass in the middle of the room and paintings on the walls. S O L U T I O N : Click on the hourglass and it turns into a chair. Sit in the chair and rotate slowly to the left until the "window" reveals a workshop with a saw. Walk forward, take the saw, and sit back down in the chair. Rotate to the left until the window shows an icy mountain range. Walk forward and use the saw to cut the icicle above the bowl. Return to the chair and rotate right until the window shows the lava world. The icicle melts. Examine the bowl and quickly click on the water before it turns to vapor. For interplanetary travel, use the lever with the T-shaped base to move the sun into the center of the orbiting globes P U Z Z L E : I've found all four elements and have the glowing globe. Might there be somethin' to do with it? S O L U T I O N : You betcha. Walk to the planetarium down the stairs at the north end of the Temple. Use the left lever and shift it to the right. Insert the glowing globe and shift the left lever to put the "sun" smack-dab in the middle of many pretty planets. Now use the right lever to rotate the planets. When you hear a ringing bell, you can let go of the lever to travel to that planet. There are four planets to which you can zap yourself, one location on each: the Asylum, Castle, Conservatory, and Monastery. To revive this corpse you'll really need to use your head... P U Z Z L E : What can I do in the Asylum basement? S O L U T I O N : Some mighty sick stuff. Open the drawers in the walls until you find an intact corpse. Pick it up and place it in the large tray at the end of the room. Walk to the control panel in the middle of the basement and click on the levers from left to right to decapitate the corpse. Walk back to the tray and take your freshly minted head out of the bowl. Place the head on the spike in the first-floor exam room, and press the five red buttons for some unusual conversation (and not just because a disembodied head is talking to you). P U Z Z L E : How do I open the safe in the exam room on the first floor? S O L U T I O N : The safe has a five-number combination. The first three numbers are spilled by the disembodied head. Obtaining the fourth and fifth digits takes a bit more work. First, snag the safe out of the exam room's freezer. Place it in the X-ray machine, turn the machine on, and examine the box to see the final two numbers. Turn off X-ray machine and examine the top of the safe to see the lock. Click on each of the numbers in order and the dial automatically spins. The combination, just in case you've, uh, misplaced it is (you big cheater): 36, 24, 36, 20, 18. P U Z Z L E : What do I do with the jar inside the safe? S O L U T I O N : Walk to the other side of the exam room and place the jar in the robotic hand. It dumps the jar's contents into a bowl, boiling away the mushy stuff and leaving behind a key. This key works in the elevator to take you to the 20th floor. P U Z Z L E : How do I get through the pulsing door on the 20th floor? S O L U T I O N : Go into the treatment room and touch things (except for the chair) until "Dr. Sartorius" appears and offers to treat you. Sit in the chair and let her shock you silly. Return to the pulsing door and go through it. If the treatment wears off before you get through the door, you need to get buzzed a second time. P U Z Z L E : The electrified keypad on the 21st floor. S O L U T I O N : You can't touch the panel without taking a fatal jolt. Explore the chamber to find a box and look inside the box to find a hammer. Return to the room with the control panel and examine the various body parts. When you find the severed arm, break the glass with the hammer. Take the arm and use it on the keypad. P U Z Z L E : I've punched the keypad, but can't reach the ladder. S O L U T I O N : Explore the chamber and press the button at the base of the model of the Asylum. P U Z Z L E : The batteries in the alchemist's lab on the 23rd floor. S O L U T I O N : Fill the sink and then drain it to power up the batteries. Use the correct combination of Helium and Oxygen to make the element in the alchemist's lab P U Z Z L E : How do I make the element in the alchemist's lab? S O L U T I O N : Shift the oxygen lever to the left and the hydrogen lever to the right. Trigger a spark to ignite a hot flame. Now set the oxygen and hydrogen levers to the right and trigger another spark for a cool flame. Trigger the helium to raise the lid, and behold your newly made element. P U Z Z L E : The armory door, with a swordless suit of armor guarding it. S O L U T I O N : Go to the ballroom and take the sword handle across from the dog. Put the handle on the sword over the fireplace. Take the completed sword to the suit of armor and slide it into the scabbard. The door opens. P U Z Z L E : The dungeon door, with a samurai suit of armor next to it. S O L U T I O N : The stained glass windows in the armory have pictures of five suits of armor-the same five suits found in various locations of the castle. You have to adjust the visors of the armor to match the stained glass windows. The visors of the Spanish knight (red pants) and the Roman knight (with shield) should be up; the other three should be down. Use the vial of nitro to blow the lock on this trunk, then check out the maps inside. P U Z Z L E : How do I open the chest in Kaine's room? S O L U T I O N : Open the desk drawer and take the vial of nitro. Use it on the trunk lock to blow it open. Inside are two battle plan maps which you can compare with the erasable canvas in Lucien's room to learn a code. Enter the code into the war room radio and you can leave the castle and board the tank. (The code is 10, 1, 9, 6, 12.) P U Z Z L E : How do I open the door in the ballroom? S O L U T I O N : Get the bag of gunpowder from underneath the dresser in Lucien's room. Put the gunpowder into the rear of the dog. Click on the dog's ear to load in the bones. Pull on the dog's tail to fire the cannon and blow up the door into the war room. Once in the driver's seat of the tank, enter the code you gathered from the castle's billiards table, after successfully completing the trick-shot. P U Z Z L E : How do I drive the tank? S O L U T I O N : You have to enter a combination of numbers obtained from the pool table in the castle. At the pool table, click the third button, then the fifth button, to make the trick shot. Look at the ball return and note the series of numbers. This code takes the tank to the alchemy lab. (The code is 7, 4, 1, 9, 5, 3.) P U Z Z L E : The tank still ain't movin'. S O L U T I O N : You need a fuel source. Go to the armory and open the thaddium container. You're now exposed to a radioactive substance, so be quick. Put the thaddium in the container next to it and take the container to the tank. Drop the container into the purple holder in the back of the tank. Now you're ready to rumble. P U Z Z L E : What do I do in the alchemy lab? S O L U T I O N : Use the mold machine to make the Murz symbol you saw on the dungeon wall. (It's the symbol for "male.") Take the mold and go down the elevator. Turn right and press the reset button on the panel, then press the six buttons on the left-hand side. Walk forward to the machine and insert the mold. Press the ARM button, then press the FAN button when it takes out the symbol. Walk forward and touch the symbol. P U Z Z L E : The piano in the office. S O L U T I O N : Open the small box on the table and take the tuning fork. Go to the piano and use the fork in the holder (a small box with a hole). Ring the fork to hear a middle A note. Play a middle A on the keyboard and you hear a strange noise. Go to the back of the piano, look inside, and take the key. Use the key in the desk lamp and pull the string to reveal a blueprint. P U Z Z L E : The record player in the corner of the practice room. S O L U T I O N : There are two records in the office that you can play. Place a record on the player, then crank the handle five times and click the lever on the right to play it. (Click the lever on the left to miss the clues and play it backwards.) The first record gives you the names and sounds of instruments, which helps you solve the practice room puzzle. The second record gives you a very obscure clue about the orchestra pit puzzle. Musical Chairs: Arrange the instruments in the proper order to hear a clue about the Harmony of the Spheres. P U Z Z L E : The practice room, with eight instruments and chairs. S O L U T I O N : Place the instruments in this order in the back row, from left to right: Wertmizer, Gederaglini, Frobophone, Popperkeg. In the front row, from left to right: Violin, Nambino, Miano, Fleezle. When every instrument is in the right place, you hear a clue about the Harmony of the Spheres. P U Z Z L E : I can't get into the auditorium. The usher keeps rejecting me. S O L U T I O N : Go upstairs to the dormitory and look for a poster book on one of the beds. Take the last poster out of the book and go down to the hall. Replace the torn poster with the pristine one. Walk to the ticket booth and snatch your ticket. (There's a clue on the ticket about where to go in the auditorium.) P U Z Z L E : The lights are out in the auditorium. S O L U T I O N : After you visit Box C and view the full-motion video sequence (look in the glasses), come back downstairs and walk into the auditorium until you reach the podium. Take the baton and click on the various chair sections to make the different instruments play in this order: Popperkeg (back row, far right), Nambino (front row, just in front and right of the podium), Popperkeg, Wertmizer (back row, far left), and Violin (front row, far left). P U Z Z L E : What's there to do in the backdrop area? S O L U T I O N : There's a hidden doorway that leads to the prop room, but you need to set up the backdrops in a certain way to reveal the door. The clipboard of pictures is a clue, but here's the S O L U T I O N : press buttons 2, 3, 4, and 6 on the control panel. P U Z Z L E : The prop room frightens and confuses me. S O L U T I O N : Pull the rope for a clue, and keep reading for the answer. Go to the swan and crank it into the air, then look down at the drum and jump through it into the boiler room. P U Z Z L E : What's in the boiler room? S O L U T I O N : Look at the pool of water in the middle of the room and try to take the locket. It slips down into the pool. Jump into the pool after it, look down, and take it from the floor. Now walk through the door and up the stairs to the alchemy lab. This map is your key to knowing which musical note each crystal plays. P U Z Z L E : I can't figure out this alchemy lab. What should I do? S O L U T I O N : Go to the boiler room and place the locket on the second lever from the left. This opens the gas blow and turns on the boiling pool in the lab. Return to the lab and take a green crystal from the stalactites on the wall. Throw the green crystal into the pool and it becomes a black crystal. Go to the green fish and yank the stone tablet out of it. Throw this into the pool and the black crystal becomes a clear crystal. (Can't you just feel the healing energy flowing out of it?) Now here's the tricky part: walk around the room and click on the crystals in the order that Sophia mentioned to play the Harmony of the Spheres. Refer to the map on the lab wall to know which crystals play which notes. The order of notes is C, D, E, B, G. (G is the clear crystal.) P U Z Z L E : The Monastery door is locked. S O L U T I O N : Face the door, turn right, and look down at the hole. Crawl through it and into the building. P U Z Z L E : The homage box at the entry of the Monastery. S O L U T I O N : There's a gold coin outside the Monastery, down the stairs and near a sign that says "Heat and Light Transform the World." Take the coin and insert it into the homage box to get six slips of paper. You can take the coin out of the box and put it in again for six more slips. Look carefully at the symbols on the slips. Pay close attention to how each head speaks, rather than the words they say. P U Z Z L E : The talking heads in the hall of the Monastery. S O L U T I O N : First, read the slips from the homage box. Second, click on each head and listen not to what it says (which is gibberish), but the way it speaks. Third, look into the four pots below the heads. There are two symbols in each pot. Match the attitude symbols to the heads and they speak in the correct order, giving you a handy clue about another puzzle. (The heads on the left side of the hall are fear, anger, and boredom; the heads on the right side are happiness, TK, suspicion.) P U Z Z L E : The control panel in the bell tower. S O L U T I O N : You have to ring the bells by pressing the symbols that match the talking heads in the hall, and you have to ring them in the order that the heads spoke. Click on the symbols in this order (counting from the left): 2, 14, 16, 12, 9, 4. P U Z Z L E : The bell rope. S O L U T I O N : Click on the bell rope, then click on the window as you swing upward. You end up on the balcony outside Malveux's bedroom. P U Z Z L E : The strange page in the book on Malveux's bedroom. S O L U T I O N : Take the golden mirror from Malveux's office and use it on the page. This gives you a clue about the door to the alchemy lab. Leave no grate unturned. Under this one, you'll find a clue to solving the puzzle on the pillar, in the center of the room. P U Z Z L E : What can I do in the chapel with the mad monk? S O L U T I O N : Explore the corner of the room to find a grate. Shift the grate and read the piece of paper underneath it for a clue about the puzzle in the middle of the relic room. P U Z Z L E : The puzzle on the pillar in the middle of the relic room. S O L U T I O N : Find the piece of paper in the chapel for a clue about the solution. Click on the symbols (which are laid out like a clock face) in this order: 2:00, 10:00, 3:00, 12:00. P U Z Z L E : What do I do in the relic room? S O L U T I O N : Take the ruby and torch from the displays. Walk to the stone oyster (hey, that's what it looks like to me) and click on the four buttons. Look down at the trapdoor in the floor, open it, and go downstairs. Walk to the right and continue forward to the torch. Use your torch on the lit torch to light it up. Continue down the hall and put the torch into the holder in the wall. Fail to do this and you'll be eaten by a Grue. P U Z Z L E : How do I find Yoruk's shield? S O L U T I O N : Find the tomb in the basement of the relic room. Get inside the tomb, close the lid, and use the ruby to "activate" the shield. Take the shield and walk across the hall to the fire passage. Quickly walk through the passage with the shield as your cursor object. P U Z Z L E : The door to the alchemy lab, with five skulls as the lock. S O L U T I O N : You can find the combo to this lock by reading the book in Malveux's bedroom with the golden mirror from his study. Rotate the skulls so that their jaws are facing certain directions. From left to right: down, left, down/right, down/left, right. P U Z Z L E : The alchemy lab. S O L U T I O N : Take the key and lump of metal from the table. Put the metal into the spinning egg and put the key in the key slot (on the panel in the wall). Crack the key and spin the spinner. Open the spinner and take the metal ball. Walk across the lab and put the ball in the chemical bath. Lower the basket and take out your shiny new ball. Return to the other side of the lab again and turn on the lava pipe to start the flow. Now go to the flame machine and set the flames to the colors you saw on the banner above Malveux's bed. (In case you forgot, from top to bottom: blue, yellow, red, orange, white.) Put the ball in the lion's mouth, then look down and pump the bellows to cool the metal. Touch the element to finish the Monastery. P U Z Z L E : The Elixir of Life that the Four Alchemists tell you to drink is worse for your health than eating an entire Triple-Decker Pizza. S O L U T I O N : Don't drink the Elixir, you ol' Gump; wait for it to disappear instead. P U Z Z L E : You have the golden ring given to you by the Nemesis, but can't find Alexandria's body. S O L U T I O N : Go to the waterfalls in the courtyard. Click on the horn on the right side of each waterfall to turn it off. Examine the doors behind the falls; one of them has a skeletal hand. Plop the ring into the hand to open a passage to the secret chamber with Alexandria's mummified body. P U Z Z L E : You're in Alexandria's burial chamber. What do you do with the golden ring? S O L U T I O N : Examine Alexandria's body and use the ring on it. A second ring appears on her chest. Take the ring and it automatically combines with the first ring. Looks a little like one of them mind-boggling infinity symbols, eh? P U Z Z L E : You've found the ring on Alexandria's body. What can you do with the combined rings? S O L U T I O N : You need to process the two rings by using them with the four statues on the periphery of the chamber. Start by placing the rings in the bowl of the dragon statue and clicking on the triangular symbol to the dragon's right; he melts the rings into a bowl. Take the bowl and use it with the elephant statue to create a metallic blob, Use the blob with the snake to create an infinity symbol. Use the symbol with the globe-holding statue. For some serious action, use the mace on this frightening statue. P U Z Z L E : You've placed the infinity symbol into the globe-holding statue, but nothing's happening. S O L U T I O N : Walk to each statue, face Alexandria, and look up at the roof; it shifts slightly every time you look up, and a mace appears after one such shift. Take the mace and use it on the globe-holding statue for a gratuitous display of violence. Put your grubby paw-er, pointer on the symbol to leave the chamber via Bitchin' Magic Airlines. P U Z Z L E : You have the infinity symbol. Now what? S O L U T I O N : You're standing on a catwalk above the altar of the Alchemists. Turn left, look down, and use the symbol on the altar. Ka-blooey. After beating the game, load in one of your saved games and type CHLOE (hit ENTER after the E) or HELLO SAILOR (type the space between the words and hit ENTER after the R). Zork - Master of the Elements, Activision's Zork web game. Faye's Shrine of Zork, a thorough site about the Great Underground Empire. The Unofficial Infocom Home Page, devoted to the original creators of the Zork series. Zork Tribute. Search for the hidden links! Zork Nemesis GameSpace. Read the review and check out trailers from this impressive game.
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