Zork Nemesis Do you Dare to Enter the Nightmare of the Forbidden Lands? In the darkest corner of the Zork universe, an evil curse casts its shadow over the Forbidden Lands. The Nemesis, a demonic creature, has slain the Great Alchemists of the Empire, damning their spirits to an eternal hell. You are their only hope, and the only hope for peace in the Empire. CLASSIFICATION: Unclassified LOCATION: Greater Underwing, Sec. 3502.32 ARCHIVE FILE # A-NEM/FOBILA CONTENTS: Communications received from Agent L. Karlok Bivotar transmitted from 20 bloits downwind of the Eastlands (a.k.a. the Forbidden Lands) INSTRUCTIONS: By Order of The Esteemed Vice Regent Syovar: To be filed without indexing among the personal papers and memoirs of the Vice Regent. Seal is to remain undisturbed on pain of severe torture and/or dismemberment of any violator. Signed, Regal Director of Records and Historical Accuracy Frobozz National Archives Most Honored Visitor, I am Karlok Bivotar, a fully authorized Agent and Representative of the Vice Regent Syovar. His eminence has entrusted me with a strange and challenging assignment. I am to travel to the Forbidden Lands and master the secrets of alchemy so that I may face the darkest evil the Great Underground Empire has ever known: the Nemesis. I now stand at the outskirts of the Forbidden Lands. From here I will transmit my notes across The Great Underground Empire. If you dare, follow my steps and join me. The Vice Regent has promised Great Rewards, but be warned: the mission is dangerous. If you do not fear black magic, death inspiring curses and the untold power of the Nemesis, then Sign the Frobozz National Archive Guest Registry so that on successful completion of the mission, you may be eligible for rewards. Should you choose to not register and leave all the bounty for me, I still implore you to take up our cause and Proceed to the Temple. TEMPLE This place, this temple of the ancients, is one of power, of wild magic. The kind of magic that creates and destroys worlds. From the books I have read here and in the Archives, I've learned that this magic is rooted in Alchemy -- the study of the great system of correspondences that holds our cosmos together. My guess is that there are five alchemical elements: Fire, Water, Earth, Air and the Quintessence. The nature of this fifth element is unknown. Some speculate that it is spiritual like love or hate. Others say it is physiological like blood or marrow, while still others speculate that it is chemical like ether or sulfur. Regardless of its nature, all of the writings agree upon the boundless power of the Quintessence. It is clear to me now that we must gather each of the four known elements in order to obtain the Quintessence. Once possessed it will give us the power to face the Nemesis. I stand before the altar. In its stone surface are carved four symbols - each representative of one of the known elements. If you need to learn more, the Archives hold many volumes on the subject of Alchemy. May the spirit of Saint Yoruk be your guide. As a humble servant of the Vice Regent and the Archive, I have searched the web universe to gather these resources on the magic of Alchemy. IRON DUNE I have reached the castle Irondune and was surprised at its size and ornate beauty. It is a place of war, but also a place of science. In the castle library, the writings of the Generals tell that in the struggle for earth, they maneuver their troops through an elaborate system of codes. These communications are of such a sophisticated nature that I have been unable to decipher them. All that I know is this: there is a final code here that is incomplete by one symbol. If you can decipher the code and complete it with the final symbol from the book below, your battle to acquire Earth shall be complete. MONASTERY As I wander through the Monastery at Steppinthrax, I stop upon a stone staircase to look over the arresting view. The landscape, broken by volcanic formations, seems to reflect the unrest I am feeling. The unrest of the curse of the Nemesis. I turn to go and here set in the wall, most probably by Saint Yoruk himself, is a message: "The Happy Fields where joy forever dwells cannot hold a candle to the warmth of the fires that burn in the Underworld. Follow the right path." Some of the bricks in the wall have a symbol -- most certainly alchemical -- carved in their surface. I place my hand upon a brick and its symbol glows. Touch it again, and the light is extinguished. There is one golden brick, that when I press it, seems to activate some unseen force. There must be a meaning to these symbols. If I ignite the right sequence and press the golden brick perhaps... Yoruk's words reverberate in my mind. FOLLOW THE RIGHT PATH I cannot help but believe that these words hold the answer to capturing FIRE. ASYLUM This place appears completely deserted save for the blood everywhere which suggests to me the work of the Nemesis. My feet crunch on scattered papers with every step I take. I found a notebook with a formula for some kind of potion. Closer inspection tells me that it is indeed the recipe for Air. The notebook refers to a laboratory on the 18th floor. The elevator offers access to floors 2 thru 19, but either the wiring is lost to disrepair or the contraption has been cursed. Every button I push brings unpredictable results. A passage in the notebook offers the only clue to the method of this machine's madness: For transportation this lift behaves rather oddly, although sometimes quite even but never perfect like a square. Get to the 18th floor and you shall have Air. CONVERVATORY Following along the banks of the Frigid River leads me to the Conservatory. The atmosphere of the imposing structure hangs heavy and still. I can see that it has fallen to disrepair. I stop and can almost hear lingering melodies from years ago. Then as if the mighty river has opened its throat, I hear the roar of a great beast, a demon in a murderous frenzy and with the gentle pierce of glass breaking I hear a single word whispered. "Nemesis." I understand now that for the waters to flow freely, the music must once again play. There are three entrances to the Conservatory. They shall all lead you to the same inner chamber. Choose the one that suits you best, based on the tools you have brought along for your mission. (Be warned -- entering without the proper tools may lead you to crash and you will have to begin again.)