VERION 2.5/3.0 (1995/08/17) | VERSION 4.1 (1995/09/27) | LIST OF TEXT (A) | LIST OF TEXT (B) | RUFFINI'S NOTES ON VER 2.5/3.0 |
The
temple is the central action location in the game. The player starts
and returns here as she advances through the game. The temple is
designed to facilitate these actions — the major characters reside in
this location, and the layout is such that the player can logically and
easily navigate the space to complete all of the required tasks in Act
I. In the temple space, the player learns that she is in a strange building haunted by an evil creature called the Nemesis. The player learns that four souls are trapped in this temple, victims of the Nemesis. The souls' only chance of salvation is the player. The player also learns that if she does not assist these trapped souls, she may suffer the same miserable fate. The player learns from the souls that they can only speak in gasps unless their life elements are brought to them. Once the correct element is found and put in place, each character will tell a portion of their story. When all four characters have been helped, the Nemesis awakens. The Nemesis appears and nearly kills the player, but the player is rescued at the last minute by the four souls. The souls then tell more of their tale and ask the player to journey into their realms to retrieve the metal which will brings each of the trapped souls to life. The secret of bringing the souls to life lies in learning the Alchemical secrets hidden in each portal world. During the element search, the player meets the Rokeby Venus. The Venus acts as a game-state sensitive help function, providing clues and further understanding. The Venus is located in the temple, but not in the same area as the Sarcophagi. |
The
temple is the
central action location in the game. The player starts and returns here
at she advances through the game. The temple is designed to
facilitate these actions — the major characters reside in this
location, and the layout is such that the player can logically and
easily navigate the space to complete all of the required tasks in Act
I. In the temple space, the player learns that she is in a strange building haunted by an evil creature called the Nemesis. The player learns that four souls are trapped in this temple, victims of the Nemesis. The souls' only chance of salvation is the player. The player also learns that if she does not assist these trapped souls, she may suffer the same miserable fate. The player learns from the souls that they can only speak in gasps unless their life elements are brought to them. Once the correct element is found and put in place, each character will tell a potation of their story. When all four characters have been helped, the Nemesis awakens. The Nemesis appears and nearly kills the player, but the player is rescued at the last minute by the four souls. The souls then tell more of their tale and ask the player to journey into their realms to! retrieve the metal which will bring each of the trapped souls to life. The secret of bringing the soiuls to life lies in learning the Alchemical secrets hidden in each portal world. During the element search, the player meets the Rokeby Venus. The Venus acts as a game-state sensitive help function, providing and further understanding. The Venus is located in the temple but not in the same area as the Sarcophagi. |
The phrase "Rokeby Venus" is an extremely peculiar one that I am not familiar with, and that would certainly stand out as strange to almost every game player, but since I am not at all sure what it is, I am at a loss to suggest a replacement. | ||
4.01 Walkthrough, Act One This section describes the most logical walkthrough of the temple space. It describes the places, characters, and objects the player will encounter. Nemesis is a nonlinear game. The player can traverse its environment for the most part unrestricted. The puzzle landscape of the game guides the player through incremental discovery of its back story and, ultimately, to its endgame. The first series of puzzles are all located within the temple world. The Temple is a magical landscape that hides the four primary elements that must be located and placed on the altar near the sarcophagi. The player will also meet the story's six primary characters in this act. Their interactions set up the player's motivation to locate the Alchemists' essences and to learn their individual histories. At the act's most abstract level, the puzzle sequence looks like this: entry ' sarcophagi ' Venus ' 4 elements ' Nemesis ' portals The player is free to explore the temple space in any order. The most likely sequence will lead the player into the dome area first and then onto the other rooms and halls. As the player explores the space, more information is presented about the temple and what is possible in the space. An adventure game player will assume her tasks are to explore, navigate the puzzle landscape, and to collect objects. We want to take advantage of these assumptions so that the player acts without evaluating potential consequences. This reinforces the central conceit. After the player has first encountered the characters, she will be sympathetic to their suffering and wonder what they did to deserve such a fate. The player will be motivated to see what other characters populate this environment and how they relate to one another. Through examination, the player will learn that the only way she can interact further with the trapped characters is by finding each of their special elements. When this element is placed on the altar, their spirits will be conjured. The temple is laid out after the fashion of most mosques — there is a large central dome to the north [to the right in the figure below], and a cloister with a fountain in the south end. Not shown are the library and galleries which extend off from the south end of the cloister area, and the east/west walls of the dome area respectively. Also, in the northeast and northwest corners are accesses to the two Minarets seen outside. In the event the player takes no action for 30 minutes the temple will crumble and the game will start over. |
4.01 Walkthrough, Act One This section describes the most logical walkthrough of the temple space. It describes the places, characters, and objects the player will encounter. Nemesis is a nonlinear game. The player can traverse its environment for the most part unrestricted. The puzzle landscape of the game guides the player through incremental discovery of its back story and, ultimately, to its endgame. The first series of puzzles are all located within the temple world. The Temple is a magical landscape that hides the four primary elements that must be located and placed on the altar near the sarcophagi. The player will also meet the story's six primary characters in this act. Their interactions set up the player's motivation to locate the Alchemists' essences and to learn their individual histories. At the act's most abstract level, the puzzle sequence looks like this: entry ' sarcophagi ' Venus ' 4 elements ' Nemesis ' portals The player is free to explore the temple space in any order. The most likely sequence will lead the player into the dome area first and then onto the other rooms and halls. As the player explores the space, more information is presented about the temple and what is possible in the space. An adventure game player will assume her tasks are to explore, navigate the puzzle landscape, and to collect objects. We want to take advantage of these assumptions so that the player acts without evaluating potential consequences. This reinforces the central conceit. After the player has first encountered the characters, she will be sympathetic to their suffering and wonder what they did to deserve such a fate. The player will be motivated to see what other characters populate this environment and how they relate to one another. Through examination, the player will learn that the only way she can interact further with the trapped characters is by finding each of their special elements. When this element is placed on the altar, their spirits will be conjured. The temple is laid out after the fashion of most mosques — there is a large central dome to the north [to the right in the figure below], and a cloister with a fountain in the south end. The library, alchemy lab, and galleries extend off from the south end of the cloister area, and the east/west walls of the dome area respectively. Also, in the northeast and northwest corners are accesses to the two Minarets seen outside. |
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4.02 Introduction - The Death of
the Thief The player sees a THIEF from behind dressed in black. A dark fog swirls around him. The thief bends over suddenly as if stabbed. He turns toward the player, clutching a knife sticking in his stomach. The Thief pulls it from his stomach and tosses it aside. The player's POV moves into the wound and the player feels as though she is moving through the wound rapidly as if it were a tunnel. The player hurtles through the tunnel at an incredible speed before coming to a sudden stop at the opening of a real tunnel. The player appears to teeter on the brink for a moment then step back. As the player surveys the deep chasm at her feet she sees a huge temple built into a precipice far across the abyss. Text from ZORK I appears on the screen [INSERT TEXT]. Credits roll. If the player clicks anywhere on the text or on the credits she is lifted over the chasm and flies through the mountains surrounding the temple. She flies through a small graveyard and through a double iron gate toward the temple before coming to a stop on the temple path. |
02 Introduction - The Death of
the Thief The player sees a THIEF from behind dressed in black. A dark fog swirls around him. The thief bends over suddenly as if stabbed. He turns toward the player, clutching a knife sticking in his stomach. The Thief pulls it from his stomach and tosses it aside. The player's POV moves into the wound and the player feels as though she is moving through the wound rapidly as if it were a tunnel. The player hurtles through the tunnel at an incredible speed before coming to a sudden stop at the opening of a real tunnel. The player appears to teeter on the brink for a moment then step back. As the player surveys the deep chasm at her feet she sees a huge temple built into a precipice far across the abyss. Credits roll. If the player clicks anywhere on the text or on the credits she is lifted over the chasm and flies through the mountains surrounding the temple. She flies through a small graveyard and through a double iron gate toward the temple before coming to a stop on the temple path. |
VENUS FLY THROUGH - INTRODUCTION As we enter the wound and pass through the corporeal tunnel, we begin to hear a whispering, beautiful, WOMAN'S VOICE. The whispering grows louder, until we can barely to make out the words... WOMAN
...Listen, wanderer. Have a care. There is foul
magic here.(still whispering) (growing louder,
desperate)
Sometimes a single act can be so evil it can curse the world. It can
unravel the future. (mists of time)
No one remembers exactly when it began, but I believe it was on the day
of the Great Eclipse.At that moment, a cloud of darkness was born, and it grew, swelling until its fecund evil spread throughout the empire, even into my underground domain. Now we all lie -- piteous and -- under the curse. The rank birthright of this black age. What has been done can be undone. You must help us. Follow me. |
VENUS FLY THROUGH - INTRODUCTION As we enter the wound and pass through the corporeal tunnel, we begin to hear a whispering, beautiful, WOMAN'S VOICE. The whispering grows louder, until we can barely to make out the words... WOMAN
...Listen, wanderer. Have a care. There is foul
magic here. A dark season has come to the Forbidden Lands of Zork.(still whispering) (growing louder,
desperate)
Sometimes a single act can be so evil it can curse the world. So rank,
it can unravel the future. (mists of time)
My
people have forgotten exactly when it began, as the plague seeps
through their veins and brains and sinews. But I do not forget. I
forget nothing.(a beat)
It
happened on the eve of the Great Eclipse. A darkness was born
that day -- a
[ ] cloud that grew,
swelling empire, until it cloaked even my underground domain.(a
beat)
Now we spent under the curse. That is the crippled birthright of this
black age. (a beat)
What
has been done must be undone. You can help us. You
can
restore the order of things. I will show you the way. |
You have not mentioned exactly which text from Zork I you will use. I assume it to be, and would recommend, either the Outside of the White House introduction, or one of the various encounters with the thief. [in the final version of the game, Alexandria Wolfe, not Venus, is the one who speaks a revised version of this speech here] |
4.03 Temple Path The player comes to a stop at an open area bordered by walls to the N, E and S and by a cliff edge on the W. A stairway north leads to the top of the wall to a small structure at the foot of the temple. Looking up, she sees magnificent temple, massive and grandiose. The temple is located in the middle of a desolate space surrounded by fog. It is mostly single storied in the front, but a domed area is seen at the rear. Two large minarets are attached to the far corners of the dome area.. The wind blows and howls [audio_actor]. The player hears the creak of the gate through which she just few [audio_actor] and the faintest bell ringing [audio_actor]. If she turns toward the sound of the gate, the gate will slam shut [animation_actor]. If she clicks on the gate once again, the gate will appear to shake slightly [animation_actor]. The gate will remain closed for the remainder of the game [game_state_actor]. The cemetery is bleak and gray and the plants that surround it are dead and withered. Trees are black and gnarled, their knots of roots appearing as trapped, anguished faces screaming in horror and pain. The colors of this world are washed out, gray, pastel, muted red. The sky is severe — black clouds on a gray sky. Dense briar lines the path. The player can move NW, N and NE, respectively. The player can look out over the cliff edge to the surrounding landscape. |
4.03 Temple Path The player comes to a stop at an open area bordered by walls to the N, E and S and by a cliff edge on the W. A stairway north leads to the top of the wall to a small structure at the foot of the temple. Looking up, she sees magnificent temple, massive and grandiose. The temple is located in the middle of a desolate space surrounded by fog. It is mostly single storied in the front, but a multi-level domed area is seen at the rear. Two large minarets are attached to the far corners of the dome area.. The wind blows and howls [audio_actor]. The player hears the creak of the gate through which she just few [audio_actor] and the faintest bell ringing [audio_actor]. If she turns toward the sound of the gate, the gate will slam shut [animation_actor]. If she clicks on the gate once again, the gate will appear to shake slightly [animation_actor]. The gate will remain closed for the remainder of the game [game_state_actor]. The cemetery is bleak and gray and the plants that surround it are dead and withered. Trees are black and gnarled, their knots of roots appearing as trapped, anguished faces screaming in horror and pain. The colors of this world are washed out, gray, pastel, muted red. The sky is severe — black clouds on a gray sky. Dense briar lines the path. The player can move NW, N and NE, respectively. The player can look out over the cliff edge to the surrounding landscape. |
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4.03.01 Mausoleum - Exterior From the Temple Path, the player lands on a porch surrounding a small stone structure. The nodes on the W side of the porch provide views over the cliff edge and landscape beyond, the nodes on the E side of the structure provide views of the perimeter wall and the graveyard beyond, the nodes on the S provide views of the Temple Path and the nodes on the N side of the porch give the player views of the S side of the Temple. The player can travel W or E. Either direction will allow the player to circumnavigate the structure. If the player travels E and from there N, she will see an open door to her left through which violin music can be heard [audio_actor]. The player can continue N or enter the small structure. The violin music will repeat whenever the player is on the Mausoleum porch. Steps lead down N from the porch of the Mausoleum to the Temple Entry. |
4.03.01 Mausoleum - Exterior From the Temple Path, the player lands on a porch surrounding a small stone structure. The nodes on the W side of the porch provide views over the cliff edge and landscape beyond, the nodes on the E side of the structure provide views of the perimeter wall and the graveyard beyond, the nodes on the S provide views of the Temple Path and the nodes on the N side of the porch give the player views of the S side of the Temple. The player can travel W or E. Either direction will allow the player to circumnavigate the structure. If the player travels E and from there N, she will see an open door to her left through which violin music can be heard [audio_actor]. The player can continue N or enter the small structure. The violin music will repeat whenever the player is on the Mausoleum porch. A candle can be seen flickering in the Mausoleum. Steps lead down N from the porch of the Mausoleum to the Temple Entry. |
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4.03.02 Mausoleum - Interior If the player chooses to enter the structure from the Mausoleum Exterior, she advances W to the Mausoleum Interior. The player can advance W. A single candle burns in a niche in the W wall of the chamber [animation_actor] and a silver coffin with a partially open lid takes up the NW corner of the room. Clicking on the candle gives the player a close-up of the candle. Clicking on the candle creates an apparition of Alexandria floating before the player [video_actor]. She mouths something which is not audible. A gust of wind makes the candle flicker [animation_actor] and the phantom dissolves in smoke [animation_actor]. As the vision fades, the violin music stops. The player can turn N to see a beautifully engraved coffin with delicate patterns and lines. Clicking on the coffin lid, the player sees the lid rotate further open. A violin circles the coffin then returns to the coffin [animation_actor]. As it circles the coffin, the violin plays music [midi_actror]. When the animation ends the coffin lid returns to its original (i.e., partially open) position. If the player clicks on the lower part of the coffin, she will see a close-up of the coffin. If the player clicks on the coffin she will get a tilt-down view of the coffin with only the violin inside. She will notice that the coffin contains no body. At this point, the player can go E and leave the Mausoleum Interior then turn S to the nodes leading around the porch to the Temple Path or N to reach the Temple Entry. |
4.03.02 Mausoleum - Interior If the player chooses to enter the structure from the Mausoleum Exterior, she advances W to the Mausoleum Interior. A single candle burns in a niche in the W wall of the chamber [animation_actor] and a silver coffin with a partially open lid takes up the NW corner of the room. Clicking on the candle gives the player a close-up of the candle. Clicking on the candle creates an apparition of Alexandria floating before the player [video_actor]. She mouths something which is not audible. A gust of wind makes the candle flicker [animation_ actor] and the phantom dissolves in smoke [animation_actor]. As the vision fades, the violin music stops. The player can turn N to see a beautifully engraved coffin with delicate patterns and lines. Clicking on the coffin lid, the player sees the lid rotate open further. A violin circles the coffin then returns to the coffin [animation_ actor]. As it circles the coffin, the violin plays music [midi_actor]. When the animation ends the coffin lid returns to its original (i.e., partially open) position. If the player clicks on the lower part of the coffin, she will see a close-up of the coffin. If the player clicks on the coffin she will get a tilt-down view of the coffin with only the violin inside. She will notice that the coffin contains no body. At this point, the player can go E and leave the Mausoleum Interior then turn S to the nodes leading around the porch to the Temple Path or N to reach the Temple Entry. |
(NEMESIS LETTER IN CRYPT) I will be there, waiting, at the gates of Hell. Nobody in Zork will escape my wrath. the Nemesis |
If you want the "beautifully engraved coffin" to display some text in a foreign language, the following inscription is similar to the sort of writing that has appeared before on zorkmid coins, and is presumably some sort of Zorkish script: [presumably there was supposed to be some text enclosed here, but I only have obtained a text version of this document] |
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4.04 Temple Entry - Exterior From the Mausoleum Exterior, the player lands on the Temple Entry. This is a narrow strip of ground between the N wall of the Mausoleum Exterior and the S wall of the Temple. If the player advances N, she sees the main entrance doors of heavy wood with a large ornate double knocker in the center of the each door. The knocker is ancient and worn — created by the earlier followers of the animistic religion who originally constructed the temple. |
4.04 Temple Entry - Exterior From the Mausoleum Exterior, the player lands on the Temple Entry. This is a narrow strip of ground between the N wall of the Mausoleum Exterior and the S wall of the Temple. If the player advances N, she sees the main entrance doors of heavy wood with a large ornate double knocker in the center of the each door. The knocker is ancient and worn — created by the earlier followers of the animistic religion who originally constructed the temple. |
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4.04.01 The Knocker Puzzle The player is now at Node 2A, directly in front of the door knockers. The knocker has two components: on each of the doors is a crescent shaped striker (the moon) with a ring shaped metal plate (the sun) above. Both the striker and plate have ornate inlays. If the player clicks on the striker, the striker [animation_actor] lifts and bangs loudly against the wood portion of the door three times; the player hears the knocks [audio_actor] reverberate inside and outside the temple, reinforcing the desolate feeling. The player can tilt-up (Node 2E) and see two gargoyles with a stone banner held between them over the door. Click on Node E gives the player a close-up view of the banner (Node 2F). The banner reads "When the sun and the moon are joined the entrance to eternity is opened" [text_actor]. The writing is in an ornate script and beautifully engraved. The player tilts back down to Node 2A, and this time clicks-and drags the striker on either door up to the sun-shaped plate above it.. Dragging either striker causes both moon strikers to rise onto the plates. [LM TO FINALIZE KNOCKER PUZZLE] When the symbols of the sun (on the plates) and the moon (on the striker) are joined and the doors open [animation actor]. (The sun and the moon are the planetary symbols for the Nemesis and Alexandria.) The doors may be closed if desired from Node 2A. From this point forward, the player can open or close the doors from the inside from Node 3B or outside (from Node 2A) by clicking on them. The Temple main doors will remain in the last position the player leaves them [game_state_actor]. If the player looks behind her to Node 2C she will see ravens circling and leaves blowing. |
4.04.01 The Knocker Puzzle The player is now at Node 2A, directly in front of the door knockers. The knocker has two components: on each of the doors is a crescent shaped striker (the moon) with a ring shaped metal plate (the sun) above. Both the striker and plate have ornate inlays. If the player clicks on the striker, the striker [animation_actor] lifts and bangs loudly against the wood portion of the door three times; the player hears the knocks [audio_actor] reverberate inside and outside the temple, reinforcing the desolate feeling. The player can tilt-up (Node 2E) and see two gargoyles with a stone banner held between them over the door. Click on Node E gives the player a close-up view of the banner (Node 2F). The banner reads "When the sun and the moon are joined the entrance to eternity is opened" [text_actor]. The writing is in an ornate script and beautifully engraved. The player tilts back down to Node 2A, and this time clicks-and drags the striker on the left door up to the sun-shaped plate above it. Dragging the striker causes the striker to rise onto the plates. When the symbols of the sun (on the plates) and the moon (on the striker) are joined and the doors open [animation_actor]. (The sun and the moon are the planetary symbols for the Nemesis and Alexandria.) The doors may be closed if desired from Node 2A. From this point forward, the player can open or close the doors from the inside from Node 3B or outside (from Node 2A) by clicking on them. The Temple main doors slam shut behind the player when she walks through [audio actor]. If the player looks behind her to Node 2C she will see ravens circling and leaves blowing. |
It would be nice to replace the gargoyles with miniature stone brogmoids, not out of any symbolic religious beliefs, but simply because brogmoids would probably be the Zork equivalent. Images of a brogmoid can be found in the Sorcerer and Zork Zero packaging. As for the ravens, there are similar creatures in the Zork world known as corbies, from the Beyond Zork packaging, that could make suitable replacements or equivalents. |
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4.05 Temple Entry - Interior The player enters through the grand doorway and is instantly struck by the magnificence of the space. Though opulent, the feeling is of decayed opulence and corrupted wealth. As the player lands on Node 3, she will hear the main doors close behind her [audio_actor]. From Node 3C she can get a close-up of the door. From this close-up she can click on the doors to open them. She will see ravens flying and leaves blowing outside from either Node 3C or 3E if the door is open. With the door open, the player can return to the Temple Entry -Exterior at this point or move further N into the Temple Entry. The player finds herself in a long hallway with three doors on the W wall and three doors on the E wall, the player cannot pass through the doors at Nodes 2B, 2D, 5B and 5D. The player can move N to Node 4. At Node 4A, the player sees ahead of her a colonnaded courtyard with two fountains. The water fountains are on [animation_actor] and the trickle of water is audible [audio_actor]. At Node 3D the player sees a partially boarded-up doorway giving a dim view of a laboratory behind it. At Node 4B the player sees a closed door. Clicking on this door moves her directly in front of it (Node 6A). Clicking on the door from Node 6A will open the door [animation_actor]. When the door is opened the player sees the Library. From Node 6A she can proceed into the Library. Unlike the Temple main doors, this door cannot be closed again [game_state_actor] once opened. The player can move N from Node 4 to Node 5. From Node 5A she can click forward to enter the Cloister. |
4.05 Temple Entry - Interior The player enters through the grand doorway and is instantly struck by the magnificence of the space. Though opulent, the feeling is of decayed opulence and corrupted wealth. As the player lands on Node 3, she will hear the main doors close behind her [audio_actor]. From Node 3C she can get a close-up of the door. From this close-up she can click on the doors to open them. She will see ravens flying and leaves blowing outside from either Node 3C or 3E if the door is open. With the door open, the player can return to the Temple Entry -Exterior at this point or move further N into the Temple Entry. The player finds herself in a long hallway with three doors on the W wall and three doors on the E wall, the player cannot pass through the doors at Nodes 3B, 3D, 5B and 5D. The player can move N to Node 4. At Node 4A, the player sees ahead of her a colonnaded courtyard with two fountains. The water fountains are on [animation_ actor] and the trickle of water is audible [audio_actor]. At Node 3D the player sees a partially boarded-up doorway giving a dim view of a laboratory behind it. From Node 6A she can proceed into the Library. The player can move N from Node 4 to Node 5. From Node 5A she can click forward to enter the Cloister. |
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4.07 The Cloister From Node 5A in the Temple Entry the player lands on Node 1 of the Cloister. The Cloister is a rectangular room open to the sky bordered by a covered colonnaded walkway. The player can move N or turn E or W to explore the room further. The player sees open doorways on the E end of the N wall and the W end of the S wall. In the middle of the N wall is short hallway leading N. On the W end of the N wall is a bricked-up doorway. On the E end of the S wall is a closed door. In the center of the room stand two large fountains to the W and E. The player sees and hears a steady flow of water from both of them. Clicking on either fountaingives the player a close-up of each fountain. Prominent on both fountains is a small knob. Clicking on the knob on either fountain from Nodes 7E or 7F stops the flow of water. When the water in the W fountain stops flowing, the player will see a small ring-shaped indentation at eye-level on the otherwise smooth stone face of the fountain. The E fountain is identical in every respect to the W fountain except for this ring-shaped s. The player can move into the Garden, move to Node 2C and click to open the door to the Library [animation_actor], move to Node 6C and click to enter the Nemesis Lab. While the player can enter any of the temple spaces at this time, she is attracted to the main dome space straight ahead because of the sobbing [audio_actor, 15 sec loop] coming from the dome area. [We will convolute and spatialize the audio samples for this space to better replicate the feeling of space and surface texture of the dome]. |
4.07 The Cloister From Node 5A in the Temple Entry the player lands on Node 1 of the Cloister. The Cloister is a rectangular room open to the sky bordered by a covered colonnaded walkway. The player can move N or turn E or W to explore the room further. The player sees open doorways on the E end of the N wall and the W end of the S wall. In the middle of the N wall is short hallway leading N. On the W end of the N wall is a bricked-up doorway. In the center of the room stand two large fountains to the W and E. The player sees and hears a steady flow of water from both of them. Clicking on either fountain gives the player a close-up of each fountain. Prominent on both fountains is a small knob. Clicking on the knob on either fountain from Nodes 7E or 7F stops the flow of water. When the water in the W fountain stops flowing, the player will see a small ring-shaped indentation at eye-level on the otherwise smooth stone face of the fountain. The E fountain is identical in every respect to the W fountain except for this ring-shaped s. The player can move into the Garden, move to Node 2C to the Library [animation–actor], move to Node 6C and click to enter the Nemesis Lab. While the player can enter any of the temple spaces at this time, she is attracted to the main dome space straight ahead because of the sobbing [audio_actor, 15 sec loop] coming from the dome area. [We will convolute and spatialize the audio samples for this space to better replicate the feeling of space and surface texture of the dome]. |
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4.08 Temple Hallway From Node 4A of the Cloister, the player can move N to the Temple Hallway to the sole node in this room, Node 1. This is short arched hallway. N are steps leading up to the Dome Room and E is an open archway to the Garden. On the W wall of the hallway is a painting modeled after Velasquez's Rokeby Venus. Clicking on the painting from Node 1D will give the player a close-up of the Venus painting. The painting depicts a young woman laying on her right side with her back to the viewer. Her face is reflected in a mirror that is held by a Cupid. She is not looking at herself, but at the player. The apparent size of the painting is 1.5 x 1 meter. The mirror is ~170 x 100 pixels in the frame. The mirror is a [video_actor]. The painting acts as a guide and aide to the player during her quest. The player can click on any part of the painting from Node 1E to initiate playback. The Venus is a mystical help function. She helps the player because she realizes that the balance of the situation will not alter unless an external force intervenes. Having been trapped in the temple for eternity herself centuries ago by an early Zorkian priest, the Venus wants the player to succeed. The Rokeby Venus can potentially speak many times to the player. As the Venus speaks the mirror animates [animation_actor]. When the player returns to the painting, having advanced to a new game state, the painting will be capable of giving the player another message about how to proceed. This character is apparently sympathetic to the player's motivations and assists with short clues. The following is a partial list of conditions for and interactions with the Venus [game_state_actors]. 1. First Encounter If this is the first time the player has encountered the Venus, she whispers "...come come here". She acknowledges the player and relates that the player is in great danger. She alludes to the Nemesis and says that the secret to this place can be found in the Library. 2. Magic Book If the player has explored the Library but not found the magic book, the Venus tells the player about the magic book in the Alchemy Lab 3. Element Puzzle Hints 3a. Water Element Puzzle If the player has previously clicked on the statue of the flute player, the Venus will respond to the player by giving a clue to the puzzle and fountain mechanisms. 3b. Air Element Puzzle If the player has clicked on the tiles or horns in the air minaret, the Venus will suggest searching for the color of fresh air. 3c. Fire Element Puzzle If the player has previously clicked on the vault mandala or pedestal, the Venus will give the player a clue about the location of the sundial. 3d. Earth Element Puzzle The Venus suggests something about traveling through tunnels. 4. Nemesis After the player has first encountered the Nemesis, she will tell the player to watch out for him in the portal lands and that he may take on various incarnations. 5. Orrery If the player has completed all of the element puzzles but has not yet traveled to the portal worlds, the Venus will respond to the player by giving a clue about the use of the orrery. n+. reserved for other interactions The Venus will provide hints and guides for all puzzles in the game, but the player will have to travel back to the temple to receive the help. The Venus will respond based on the last puzzle manipulated. If a puzzle was just solved, the Venus will push the player towards the next obstacle. NOTE: FOR A CURRENT LIST OF VENUS HINT SEQUENCES SEE THE "VENUS HINTS" SECTION OF DESIGN PACKAGE BOOK 2. |
From Node 4A of the Cloister, the player can move N to the Temple Hallway to the sole node in this room, Node 1. This is short arched hallway. N are steps leading up to the Dome Room and E is an open archway to the Garden. On the W wall of the hallway is a painting modeled after Velasquez's Rokeby Venus. Clicking on the painting from Node 1D will give the player a close-up of the Venus painting. The painting depicts a young woman laying on her right side with her back to the viewer. Her face is reflected in a mirror that is held by a Cupid. She is not looking at herself, but at the player. The apparent size of the painting is 1.5 x 1 meter. The mirror is ~170 x 100 pixels in the frame. The mirror is a [video_actor]. The painting acts as a guide and aide to the player during her quest. The player can click on any part of the painting from Node 1E to initiate playback. The Venus is a mystical help function. She helps the player because she realizes that the balance of the situation will not alter unless an external force intervenes. The Rokeby Venus can potentially speak many times to the player. As the Venus speaks the mirror animates [animation_ actor]. When the player returns to the painting, having advanced to a new game state, the painting will be capable of giving the player another message about how to proceed. This character is apparently sympathetic to the player's motivations and assists with short clues. The following is a partial list of conditions for and interactions with the Venus [game_state_actors]. 1. First Encounter If this is the first time the player has encountered the Venus, she whispers "...come here". She acknowledges the player and relates that the player is in great danger. She alludes to the Nemesis and says that the secret to this place can be found in the Library. 2. Magic Book If the player has explored the Library but not found the magic book, the Venus tells the player about the magic book in the Alchemy Lab. 3. Element Puzzle Hints 3a. Water Element Puzzle If the player has previously clicked on the statue of the flute player, the Venus will respond to the player by giving a clue to the puzzle and fountain mechanisms. 3b. Air Element Puzzle If the player has clicked on the tiles or horns in the air minaret, the Venus will suggest searching for the color of fresh air. 3c. Fire Element Puzzle If the player has previously clicked on the vault mandala or pedestal, the Venus will give the player a clue about the location of the sundial. 3d. Earth Element Puzzle The Venus suggests something about traveling through tunnels. 4. Nemesis After the player has first encountered the Nemesis, she will tell the player to watch out for him in the portal lands and that he may take on various incarnations. 5. Orrery If the player has completed all of the element puzzles but has not yet traveled to the portal worlds, the Venus will respond to the player by giving a clue about the use of the orrery. n+. reserved for other interactions The Venus will provide hints and guides for all puzzles in the game, but the player will have to travel back to the temple to receive the help. The Venus will respond based on the last puzzle manipulated. If a puzzle was just solved, the Venus will push the player towards the next obstacle. NOTE: FOR A CURRENT LIST OF VENUS HINT SEQUENCES SEE THE "VENUS HINTS" SECTION OF DESIGN PACKAGE BOOK 2. |
FIRST
VENUS PAINTING ENCOUNTER: IN THE TEMPLE: VENUS
It's
you. Thank the Implementors -- I've been waiting. I feared you had lost
courage, and fled. |
I am not familiar with this Velasquez painting, and thus cannot tell if it is visually appropriate for this game. However, the motivations you give for the Rokeby Venus are not convincing in any way. If the image has been trapped for centuries, and if we stick with what we've said about the temple, that would imply that the event took place either less than 200 or greater than roughly 600 years ago. In either case the image would have little reason to care about or even understand anything around her, much less support the player in any way. To introduce a minor sub-plot that would clarify the issue, let's conceptualize the woman in the painting as a modern person from a 9th or 10th century noble family from Aragain, whose relatives are close friends and loyal subjects of Syovar. She has been kidnapped and trapped by the four alchemists to both gain a bargaining chip in their struggles, and when this failed, to be the subject of arcane experimentation. At any rate, it is probably necessary to use a phrase other than Rokeby Venus within the game itself. [unfortunately I have not yet been able to obtain this part of the design package] |
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4.09 The Dome Room From Node 1 A of the Hallway, the player can move N to Node 1 of the Temple Dome. The player enters the main dome space and is struck by its eerie grandeur. At the top of the cathedral ceiling is a large dome with strips of symbols engraved on its interior surface. The main space is bordered by a series of archways, and a walkway can be seen circling the dome on a second level. In the northern end of the dome space on a raised platform is a stone altar. Four magnificent sarcophagi populate the NE, SE, SW and NW corners of the large chamber. Each sarcophagus consists of a large medallion-like stone circle standing above a glass coffin. The coffins contain figures shrouded in white linen. Visions of the alchemist inside each sarcophagus appear in the center of the stone medallions. |
4.09 The Dome Room From Node 1A of the Hallway, the player can move N to Node 1 of the Temple Dome. The player enters the main dome space and is struck by its eerie grandeur. At the top of the cathedral ceiling is a large dome with strips of symbols engraved on its interior surface. The main space is bordered by a series of archways, and a walkway can be seen circling the dome on a second level. In the northern end of the dome space on a raised platform is a stone altar. Four magnificent sarcophagi populate the NE, SE, SW and NW corners of the large chamber. Each sarcophagus consists of a large medallion-like stone circle standing above a glass coffin. The coffins contain figures shrouded in white linen. Visions of the alchemist inside each sarcophagus appear in the center of the stone medallions. |
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4.10 Description of the
Alchemical Altar The temple altar is the central game state device of the game. It indicates what elements, objects and symbols the player must retrieve to successfully advance and gives the player a sense of visual accomplishment as she advances. The altar was created by the four Alchemists who used it in their brutal murder of Alexandria. The compass is blank when the player first discovers it. When the player clicks on the compass the first time, it animates [animation_actor] and unfolds to reveal the Seal of Solomon which then re-orients to display the four elemental symbols on its edge. As the player finds and retrieves the first four elements from their hidden locations inside the temple, the symbols in the compass illuminate [animation_actor] to indicate completion. Each of the symbols glow brightly until the player completes the task required. When each element is returned to the compass, a beam of light highlights the sarcophagus of the alchemist to which the element corresponds. By clicking on the highlighted sarcophagus, the player will travel instantly to the base of that sarcophagus. A hallucination of the character within plays back in the circular image space in the center of the stone medallion. The end of the first act is signaled when the last elemental object has been retrieved. After the last character's hallucination, the altar transforms again [animation_actor] to reveal the next act's metal symbols. These are the characters' planetary and metal symbols. The player searches for and retrieves the characters' metals in Act II. At the successful placement of the metal on the altar, blood will seep from the object into a shallow pool in the center of the altar. In this pool the player will see a hallucination of that character's role in Alexandria's sacrifice [video_actor]. As in Act I, a beam of light then highlights the sarcophagus of the alchemist to which the metal corresponds. By clicking on the highlighted sarcophagus, the player will travel instantly to the base of the sarcophagus. A hallucination plays back in the image space in the center of the stone medallion. When the last metal symbol has been returned to the altar and the last character's sacrifice hallucination has played back, the player witnesses the entire sacrifice sequence and each character's true role in it. At the conclusion of Act II, the player realizes that the tables have turned. The Nemesis will appear above the altar [video_actor] float above it. The four alchemists sit in chairs on the altar, having escaped their painful imprisonment in the sarcophagi The characters and the Nemesis will begin a dialogue that explains the true relationship between the characters. At the conclusion of the dialogue, the compass will make one last transformation. The center of the compass will flip [animation_actor] and reveal the quintessence symbol. This symbol is the last object the player must retrieve to play out the endgame. The quintessence object is actually two objects — the gold and silver rings of Lucien and Alexandria. The player must join the two objects, refine them in the four elements in the deep Inner Chamber below the temple and then bring the quintessence object back to the compass to win the game. When the Nemesis appears above the altar at the end of Act II, he will drop his ring. The player will inspect the ring [vr_actor] and then double-click on it, transforming it into a [cursor_object]. When the player leaves the altar space, the ring cursor object acts as a kind of hot and cold compass. The ring will glow [animation_actor]whenever the player is moving in the right direction and will cease to glow when she is not. |
4.10 Description of the
Alchemical Altar The temple altar is the central same state device of the game. It indicates what elements, objects and symbols the player must retrieve to successfully advance and gives the player a sense of visual accomplishment as she advances. The altar was created by the four Alchemists who used it in their brutal murder of Alexandria. maybe cut-- The compass is blank when the player first discovers it. When the player clicks on the compass the first time, it animates [animation_actor] and unfolds to reveal the Seal of Solomon which then re-orients to display the four elemental symbols on its edge. As the player finds and retrieves the first four elements from their hidden locations inside the temple, the symbols in the compass illuminate [animation_actor] to indicate completion. Each of the symbols glow brightly until the player completes the task required. maybe cut-- When each element is returned to the compass, a beam of lighthighlights the sarcophagus of the alchemist to which the element corresponds. By clicking on the highlighted sarcophagus, the player will travel instant) to the base of that sarcophagus. A hallucination of the character within plays back in the circular image space in the center of the stone medallion. The end of the first act is signaled when the last elemental object has been retrieved. After the last character's hallucination, the altar transforms again [animation_actor] to reveal the next act's metal symbols. These are the characters' planetary and metal symbols. The player searches for and retrieves the characters' metals in Act II. At the successful placement of the metal on the altar, blood will seep from the object into a shallow pool in the center of the altar. In this pool the player will see a hallucination of that character's role in Alexandria's sacrifice [video_actor]. As in Act I, a beam of light then highlights the sarcophagus of the alchemist to which the metal corresponds. By clicking on the highlighted sarcophagus, the player will travel instantly to the base of the sarcophagus. A hallucination plays back in the image space in the center of the stone medallion. When the last metal symbol has been returned to the altar and the last character's sacrifice hallucination has played back, the player witnesses the entire sacrifice sequence and each character's true role in it. At the conclusion of Act II, the player realizes that the tables have turned. The Nemesis will appear above the altar [video_actor] float above it. The characters and the Nemesis will begin a dialogue that explains the true relationship between the characters. At the conclusion of the dialogue, the compass will make one last transformation. The center of the compass will flip [animation_actor] and reveal the quintessence symbol. This symbol is the last object the player must retrieve to play out the endgame. The quintessence object is actually two — objects the gold and silver rings of Lucien and Alexandria. The player must join the two objects, refine them in the four elements in the deep Inner Chamber below the temple and then bring the quintessence object back to the compass to win the game. When the Nemesis appears above the altar at the end of Act II, he will drop his ring. The player will inspect the ring [vr_actor] and then double-click on it, transforming it into a [cursor_object]. When the player leaves the altar space, the ring cursor_object acts as a kind of hot and cold compass. The ring will glow [animation_actor] whenever the player is moving in the right direction and will cease to glow when she is not. |
What exactly is this Seal of Solomon? Will the player recognize it as such, or will it be labeled as such? You mention the elemental symbols; are they aligned in a compass-like design? Are there cardinal directions implied in this Seal? You could label it with the four cardinal runes included on the map within the Zork I packaging. I do not know what I think the thief's ring should look like specifically, but there are some very interesting and suitably mystical rings portrayed in the Spellbreaker packaging that many Zork players would undoubtedly recognize as realistic. |
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4.11 The Closet Directly N of the Altar is a small narrow room. The player will find herself here after returning from the portal worlds with the metal. A light seeps in from the bottom of the door from the Dome Room. Clicking on the door to the Closet from Node MA will open the Closet door. Clicking on the door from inside the Closet opens the door as well. |
4.11 The Closet Directly N of the Altar is a small narrow room. The player will find herself here after returning from the portal worlds with the metal A light seeps in from the bottom of the door from the Dome Room. Clicking on the door to the Closet from Node MA will open the Closet door. Clicking on the door from inside the Closet opens the door as well. |
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4.12 The Portal Paintings Behind the altar hang a sequence of four paintings depicting the four portal landscapes of the game (Castle, Asylum, Conservatory and Monastery). The canvas in the frame remains blank until the player has successfully returned from the world with the character's metal [game_stateactor]. If the player has accomplished this task, clicking on any one of these will produce a playback of all the flashbacks [video_actor] seen in that portal world. The clips will be in chronological order even if they were not initially viewed in the worlds in that sequence. This feature allows the player to recap her journey and look for clues missed in the video sequences. The cancel key combination halts the recap. If the player clicks on the empty canvases before she has seen any sequences in that land, the player hears a short musical motif ending with an unresolved note [midi_actor]. This indicates that something is possible, but not yet available. The Venus will also mention the functions of the paintings later in the game. |
4.12 The Portal Paintings Behind the altar hang a sequence of four paintings depicting the four portal landscapes of the game (Castle, Asylum, Conservatory and Monastery). The canvas in the frame remains blank until the player has successfully returned from the world with the character's metal [game_state_actor]. If the player has accomplished this task clicking on an one of these will produce a playback of all the flashbacks [video_actor] seen in that portal world. The clips will be in chronological order even if they were not initially viewed in the worlds in that sequence. This feature allows the player to recap her journey and look for clues missed in the video sequences. The cancel key combination halts the recap. If the player clicks on the empty canvases before she has seen any sequences in that land, the player hears a short musical motif ending with an unresolved note [midi_actor]. This indicates that something is possible, but not yet available. The Venus will also mention the functions of the paintings later in the game. |