ZORK NEMESIS DESIGN DOCUMENT: Part 7 - The Element Puzzle Sets

VERION 2.5/3.0 (1995/08/17) VERSION 4.1 (1995/09/27) LIST OF TEXT
RUFFINI'S NOTES ON VER 2.5/3.0
To be further released from their trapped states, each soul requires an element. To retrieve these elements, the player must solve a series of puzzles to find and then retrieve that element. The player knows to look for the elements based on clues from the trapped souls requests, the Nemesis voice recordings and the
pictures in the magic book in Nemesis' lab.

The player is searching for the original elements that each of the Alchemists mastered. These elements were released by the Alchemists when they were murdered by the Nemesis. The Nemesis, realizing they might be important instruments, kept the elements and hid them throughout the temple, keeping the elements alive and vibrant, but out of sight.

When a character's element is discovered, the player transports instantly back to the dome space. This prevents needless retracing of steps and helps the player understand that the correct actions have been completed. The puzzles are designed to be played in whatever order the player desires. One set may be started and then finished later after another set is started and completed.

The spirit urges the player to retrieve the other elements for each soul. After the playback, clicking on the sarcophagi will no longer play the short request described in the section "5.00 The Four Sarcophagi". Also the elements will become fused to the altar and will not be removable.
To be further released from their trapped states, each soul requires an element. To retrieve these elements, the player must solve a series of puzzles to find and then retrieve that element. The player knows to look for the elements based on clues from the trapped souls requests, the Nemesis voice recordings and the pictures in the magic book in Nemesis' lab.

The player is searching for the original elements that each of the Alchemists mastered. These elements were released by the Alchemists when they were murdered by the Nemesis. The Nemesis, realizing they might be important instruments, kept the elements and  hid them throughout the temple, keeping the elements alive and vibrant, but out of sight.

When a character's element is discovered, the player transports instantly back to the dome space. This prevents needless retracing of steps and helps the player understand that the correct actions have been completed. The puzzles are designed to be played in whatever order  he player desires. One set may be started and then finished later after other set is started and completed.

The spirit urges the player to retrieve the other elements for each soul. After the playback, clicking on the sarcophagi will no longer play the short request described in the section "5.00 The Four Sarcophagi". Also the elements will become fused to the altar and will not be removable.
7.01 Finding the Water Element Puzzle Set
Behind Sophia's Sarcophagi in the NW area of the main temple space, the player discovers a staircase leading up to a narrow room with a stone statue of a flautist's head on one wall and a seven-spouted water fountain on the other.

Stairs on the far wall go both up (the N staircase)and down (the S staircase). If the player clicks on the up staircase without solving the flute/foutnain puzzle, she will walk out of the S staircase [qt_actor] and returning to the Flute/Fountain Room. If the player walks down, she ends up coming out the N stairs [qt_actor] and returning to the Flute/Fountain Room. These are the Escher stairs.

If the player clicks on the carved head and flute, it produces a three-note flute sequence [audio_actor] (musical notes C, E and G) [LM AND DD TO DETERMINE NOTES] [animation_actor and audio_actor]. The tune will repeat every time the player clicks on the statue.
7.01 Finding the Water Element Puzzle Set
Behind Sophia's Sarcophagi in the NW area of the main temple space, the player discovers a staircase leading up to a narrow  room  with a stone statue of a flautist's head on one wall and a seven-spouted water fountain  on the other.

Stairs on the far wall go both up (the N staircase), and  down (the S staircase). If the player clicks on the up staircase without solving the flute/fountain puzzle, she will walk out of the S staircase [qt_actor] and returning to the Flute/Fountain Room. If the player walks down, she ends up coming out the N stairs [qt_actor] I and return to the Flute/Fountain Room. These are the Escher stairs.

If the player clicks on the carved head and flute, it produces a three-note flute sequence [audio_actor] (musical notes C, E and G) [LM AND DD TO DETERMINE NOTES] [animation_actor and audio_actor]. The tune will repeat every time the player clicks on the statue.
7.01.01 Musical Fountain
On the wall is a water fountain set in a marble niche. At the top, the fountain has seven spigots, each shaped like a different fish's mouth, with water pouring from them. The water falls into various cups and then spills into a collection base creating a unique musical tone [audio_actors]. The player clicks around on the fountain and finds that clicking on the spouts alternatively opens and closes the mouths thus turning the water on and off from each spout.

The notes represent a rising scale from C to B. When all notes are off, no sound is heard.

The Player will recognize the notes as containing the flute tune from the statue. She then attempts to match the notes by turning on and off the spigots until she recreates the same sequence played by the statue. When they match, the fountain plays in concert with the statue a short song and then stops [audio_actor]. The player then hears a massive lock turn [audio_actor].

Clicking again on the statue produces no sound. However, changing the spouts on the fountain away from the correct sequence will reset the puzzle. Now clicking on the statue will produce the three note sequence. If the player correctly readjusts the fountain, she hears the massive lock turn [audio_actor]. The short song reward will not play a second time.

If the player clicks on the down (N) staircase, she will descend [qt_actor] to a stone wall. The only thing to do at this point is turn around and return to the fountain area [qt_actor].
7.01.01 Musical Fountain
On the wall is a water fountain set in a marble niche. At the top, the fountain has seven spigots, each shaped like a different fish's mouth, with water pouring from them. The water falls into various cups and then spills into a collection base, creating a unique musical tone [audio_actors]. The player clicks around on the fountain and finds that clicking on the spouts alternatively opens and closes the mouths thus turning the water on and off from each spout.

The notes represent a rising scale from C to B. When all notes are off, no sound is heard.

The Player will recognize the notes as containing the flute tune from the statue. She then attempts to match the notes by turning on and off the spigots  until she recreates the the same sequence played by the statue. When they match, the fountain plays in concert with the statue a short song and then stops [audio_actor]. The player then hears a massive lock turn [audio_actor].

Clicking again on the statue produces no sound. However, changing the spouts on the fountain away from the correct sequence will reset the puzzle. Now clicking on the statue will produce the three note sequence. If the player correctly readjusts the fountain, she hears the massive lock turn [audio_actor]. The short song reward will not play a second time.

If the player clicks on the down (S) staircase, she will descend [qt_actor] to a stone wall. The only thing to do at this point is turn around and return to the fountain area [qt_actor].
7.01.02 Escher Landscape Room and Puzzle
The player climbs the up staircase (N) [qt_actor], which now leads to a room that is above the Flute Room.

The room is a perfect circle. It has a vaulted ceiling and a window to the left of the doorway overlooking part of the temple and the gorge (the same view the player saw earlier from the Temple Path and Mausoleum Exterior). In the window sill sits a stone cup; it is currently empty. Clicking on the cup gives the player a close-up of it.









Just to the left of the window begins a series of diagrams carved into the wall depicting the construction of the temple. Each scene is painted in remarkably vibrant colors. Below each drawing are strange runes of a lost tongue.

The pictures appear to circle the room in a counter clockwise direction.

The first diagram to the left of the window depicts Zork as it appears in Return to Zork.

The next panel to the left shows the temple in its current state, mist surrounding the structure. The cemetery and mausoleum are now part of the scene.

The third diagram shows a view of the Temple under construction. A waterfall is seen at the opening of one of the ends of the gorge. A foundation for a building has been begun. Just beyond the window is a scaffolding with a wood saw. The player can click on the saw to take it.

The fourth diagram is of a volcanic age.

The fifth image is of a mountain lake filling a valley between two plateaus. It seems to be raining in the scene.

The sixth and final diagram appears to show a world filled with glaciers. Several icicles hang from the top of the widow above the open cup on the sill.

To the left of the sixth image is the door way through which the player entered.
7.01.02 Escher Landscape Room and Puzzle
The player climbs the up staircase (N) [qt_actor], which now  leads to a room that is above the Flute Room.

The room is a perfect circle. It has a vaulted ceiling and a window to the left of the doorway overlooking part of the temple and the gorge (the same view the player saw earlier from the Temple Path and Mausoleum Exterior). In the window sill its a stone cup; it is currently empty. Clicking on the cup gives the player a close-up of it.

In the middle of the, room is an hour glass. When the player clicks on it. it turns ever [animation_actor] to  reveal a swivel chair on the  bottom. If the player clicks on the  chair, her POV. lowers as if she were sitting in the chair [animation_actor]. From this lowered POV of the chair, the player can spin around completely.

Just to the left of the window  begins a series of diagrams carved into the wall depicting the construction of the temple. Each scene is painted in remarkably vibrant colors. Below each drawing are strange runes of a lost tongue.

The pictures appear to circle the room in a counter clockwise direction.

The first diagram to the left of the window depicts Zork as it appears in Return to Zork.

The next panel to the left shows the temple in its current state, mist surrounding the structure. The cemetery and mausoleum are now part of the scene.

The third diagram shows a view of the Temple under construction. A waterfall is seen at the opening of one of the ends of the gorge. A foundation for a building has been begun. Just beyond the window is a scaffolding with a wood saw. The player can click on the saw to take it.

The fourth diagram is of a volcanic age.

The fifth image is of a mountain lake filling a valley between two plateaus. It seems to be raining in the scene.

The sixth and final diagram appears to show a world filled with glaciers. Several icicles hang from the top of the widow above the open cup on the sill.

To the left of the sixth image is the door way through which the player entered.
























"Below each drawing are strange runes of a lost tongue." I have included the following potential example, a phrase based on the runes that label the map included in the Zork I packaging.
7.01.02.01 Obtaining the Water
As the player turns counter-clockwise, she begins to hear chanting or murmurs. She sweeps around the room, past the illustrations and doorway to face the window. The view outside looks oddly different. The temple is less decayed and smoke seems to be rising past the window.

Turning again, the voices fade away and are replaced by the sounds of stone being chiseled. Strange orders are yelled from worker to worker. Hammering is heard as well as the player passes the window again. A waterfall can be seen at the end of the gorge. A scaffolding appears just beyond the window.

Around once more and the scene changes again. Volcanoes burst on the horizon.

As the player sweeps counterclockwise past the next view to the view she sees rain falling on a lake where the gorge once was.

The player sweeps counterclockwise once again to see a glacier in the distance with icicles hanging above the cup.

The player must take the wood saw from the construction era and cut the icicle above the cup with it. The icicle will drop in the cup.

In order to get water the player must now turn clockwise. With each complete turn the scene in the window changes and the ice in the cup melts. If the player tarries longer than 5 seconds at the volcanic scene the water in the cup will boil off and evaporate [animation_actor]. The player will have to restart the sequence if the water boils off.
7.01.02.01 Obtaining the Water
As the player turns counter-clockwise, she begins to hear chanting or murmurs. She sweeps around the room, past the illustrations and doorway to face the window. The view outside looks oddly different. The temple is less decayed and smoke seems to be rising past the window

Turning again, the voices fade away and are replaced by the sounds of stone being chiseled. Strange orders are yelled from worker to worker. Hammering is heard as well as the player passes the window again. A waterfall can be seen at the end of the gorge. A scaffolding appears just beyond the window.

Around once more and the scene changes again. Volcanoes burst on the horizon.

As the player sweeps counterclockwise past the next view to the view she sees rain falling on a lake where the gorge once was.

The player sweeps counterclockwise once again to see a glacier in the distance with icicles hanging above the cup.

The player must take the wood saw from the construction era and cut the icicle above the cup with it. The icicle will drop in the cup with it.

In order to get water the player must now turn clockwise. With each complete turn the scene in the
window changes and  the ice in the cup  melts. If the player tarries longer than 5 seconds at the volcanic scene the water in the cup will boil off and evaporate [animation_actor] The player will have to restart the sequence if the water boils off.
7.01.02.02 Eye Candy Components of the Escher Room
If the player leaves the room at any time, the room resets; that is, the player may see the filled water cup, leave and return, but she will have to turn around the room three more times to fill it again.

If the player turns clockwise, she will see one scene from Return to Zork.

Turning counter-clockwise past the rain scene or clockwise past the destruction view has no effect. The view remains of these starting and ending dioramas.
7.01.02.02 Eye Candy Components of the Escher Room
If the player leaves the room at any time, the room resets; that is, the player may see the filled water cup, leave and return, but she will have to turn around the room three more times to fill it again.

If the player turns clockwise, she will see West Shanbar from Return to Zork.

Turning counter-clockwise past the rain scene or clockwise past the destruction view has no effect. The view remains of these starting and ending dioramas.
7.01.03 Return to the Temple Altar
The player is now standing in front of the Altar. The water vessel is hovering above its place in the compass. When the player clicks anywhere on the screen, the vessel morphs into all water and changes shape to fit the compass slot. This transformation occurs while the element lowers into place [animation_actor].
7.01.03 Return to the Temple Altar
The player is now standing-in front of the Altar. The water vessel is hovering above its place in the compass, When the player  clicks anywhere on the screen, the vessel morphs into all water and changes shape to fit the compass slot. This transformation occurs while the element lowers into place [animation_actor].
7.01.04 Sophia Element Recovery Responses
When the player returns with the correct alchemical element, she will appear behind the altar looking at Sophia's sarcophagi. As the player places the element on the altar, a BEAM OF LIGHT falls on Sophia's sarcophagus.

If the player clicks on the highlighted sarcophagus, she is transported instantly to a position near the sarcophagus. The player's new POV is a MEDIUM LOW ANGLE SHOT of the "medallion" area directly above the sarcophagus.

All four speak right after receiving the mystical element that - temporarily - stops their torture and restores their vigor. There's incredible relief and increasing vigor in their expressions and tones. But they've still got the ravaged look of victims newly freed from captivity.

ON SOPHIA'S SARCOPHAGUS -- She's at once sensual and maternal -- a ripe woman in the prime of her life, older but still beautiful.

SOPHIA
(almost erotically)
Oh yes, water. The spring of life seeps deep into my bones. Thank you.
(looks around)
Nemesis -- I can withstand you for an eternity!
(at player)
You understand that he murdered us. Worse than that he murdered two children: Lucien and Alexandria. Innocents --
(looks away guiltily)
-- not like us.

If the player has brought all of the other elements, see section 7.01.05 below. If the player has not yet brought all of the elements to all of the characters, Sophia will continue as follows:

SOPHIA
Free the others. Please.

The player is now motivated to retrieve the other elements (if necessary) and discover if the other characters will interact with her.
7.01.04 Sophia Element Recovery Responses
When the player returns with the correct alchemical element, she will appear behind the altar looking at Sophia's sarcophagi. As the player places the element on the altar, a BEAM OF LIGHT falls on Sophia's sarcophagus.

If the player clicks on the highlighted sarcophagus, she is transported instantly to a position near the sarcophagus. The player's new POV is a MEDIUM LOW ANGLE SHOT of the "medallion" area directly above the sarcophagus.

All four speak right after receiving the mystical element that - temporarily - stops their torture and restores their vigor. There's incredible relief and increasing vigor in their expressions and tones. But they've still got the ravaged look of victims newly freed from captivity.

ON SOPHIA'S SARCOPHAGUS -- She's at once sensual and maternal -- a ripe woman in the prime of her life, older but still beautiful.   

SOPHIA
(almost erotically)
Oh yes, water. The spring of life seeps deep into my bones. Thank you.
(looks around)
Nemesis -- I can withstand you for an eternity!
(at player)
You understand that he murdered us. Worse than that he murdered two children: Lucien and Alexandria. Innocents --
(looks away guiltily)
-- not like us.

If the player has brought all of the other elements, see section 7.01.05 below. If the player has not yet brought all of the elements to all of the characters, Sophia will continue as follows:

SOPHIA
Free the others. Please.

The player is now motivated to retrieve the other elements (if necessary) and discover if the other characters will interact with her.





























I again question the realism of refering to the Nemesis as the Nemesis. Why would they be calling him this if they know him by name and in flesh and blood?
7.01.05 Sophia's Segue into Four Way Dialogue
When we return with the fourth and final element from the various parts of the temple, we land at the altar looking out toward the sarcophagi. The character whose element is the fourth speaks to us from the medallion area (LONG SHOT) of his/her sarcophagus.

ON SOPHIA'S SARCOPHAGUS

SOPHIA
(recovering)
Ah.. The union of the four powers is complete and finally we are reunited.
(to the others)
Kaine, Sartorius, Malveaux -- thank god you survived. Now we must plan our escape.
(to the player)
You're our only hope ... and we're yours. You must learn the secrets of alchemy in our worlds -- and retrieve our lost metals.
(looking around, quickly)
Our time is running out.

Following this response, the player will see the "Nemesis Awakens" sequence (see Section 8.00).
7.01.05 Sophia's Segue into Four Way Dialogue
When we return with the fourth and final element from the various parts of the temple, we land at the altar looking out toward the sarcophagi. The character whose element is the fourth speaks to us from the medallion area (LONG SHOT) of his/her sarcophagus.

ON SOPHIA'S SARCOPHAGUS   

SOPHIA
(recovering)
Ah.. The union of the four powers is complete and finally we are reunited.
(to the others)
Kaine, Sartorius, Malveaux -- thank god you survived. Now we must plan our escape.
(to the player)
You're our only hope ... and we're yours. You must learn the secrets of alchemy in our worlds -- and retrieve our lost metals.
(looking around, quickly)
Our time is running out.

Following this response, the player will see the "Nemesis Awakens" sequence (see Section 8.00).















Again, I would imagine that replacing "thank god" with something like "Thank the Implementors!" or "Thank the heavens!" would be an increase in realism. Skipping ahead briefly, I
now make the same comment for section 7.02.09.
7.02 Finding the Fire Element
The element of fire is hidden in a secret candle room accessed through the library. The library's upper level is vault and is accessed by a staircase in the back wall behind the maps . The player climbs the steps [qt_actor] and finds herself at a locked door with a mandala on its face.
7.02 Finding the Fire Element
The element of fire is hidden in a secret candle room accessed through the library. The library's upper level is vault and is accessed by  a staircase in the back wall behind the maps. The player climbs the steps [qt_actor] and finds herself at a locked door with a mandala on its face.
7.02.01 Walking to The Library
The player leaves the altar space and dome area, passing through the hallway and cloister. From here, she enters the library. (See "6.06 The Library", page 45) after moving the hanging maps aside, the player clicks on the back staircase and walks upstairs [qt_actor].
7.02.01 Walking to The Library
The player leaves the altar space and dome area, passing through the hallway and cloister. From here, she enters the library. (See "6.06 The Library", page 34) after moving the  hanging maps aside, the player clicks on the back staircase and walks upstairs into a passageway [qt_actor].
7.02.02 The Vault Entry — The Mandala
At the top of the stairs, the player finds a locked door. Clicking on the door will produce the sound of a handle turning unsuccessfully [audio_actor]. The player will find a Mandala on the door. The Mandala on the vault door depicts a male figure displayed on top of a Mandala. His arms, legs, and head point to the seven different planetary symbols (Sun, Moon, Mercury, Venus, Saturn, Jupiter and Mars) that are on the outer edge of the Mandala. Circling this ring of symbols is another set of alchemical symbols, some representing fire.

[LM TO SUPPLY SYMBOLS.]

In order to open the door, the player must invert the figure by clicking and dragging on it [animation_actor]. If the player moves the Mandala to the wrong position, a click is heard [audio_actor], but nothing else happens. When the figure's head is pointing down towards the symbol of the sun, the vault door opens [animation_actor]. The player must align the sole fire symbol in the second ring of symbols with the head and fire symbol in the first ring of symbols.

Once the door is open, it does not close, and the Mandala becomes inaccessible [game_state_object].
7.02.02 The Vault Entry — The Mandala
At the end of the passage way, the player finds a locked door. Clicking on the door will produce the sound of a handle turning unsuccessfully [audio_actor]. The player will find a Mandala on the door. The Mandala on the vault door depicts a male figure displayed on top of a ring of symbols. His arms, legs, and head point to the seven different planetary symbols (Sun, Moon, Mercury, Venus, Saturn, Jupiter and Mars) that are on the outer edge of the Mandala. Circling this ring of symbols is another set of alchemical symbols, one represents fire.



In order to open the door the player must invert the figure by clicking and dragging on it order to open [animation_actor]. If the player moves the Mandala to the wrong position, a click is heard [audio_actor], but nothing else happens. When the figure's head is pointing down towards the symbol of the sun, the vault door opens [animation_ actor]. The player must align the sole fire symbol in the second ring of symbols with the head and  fire symbol in the first ring of symbols.

Once the door is open, it does not close, and the Mandala becomes inaccessible [game_state_object].
7.02.03 The Vault
The vault is smaller than the library below by about a third. It is a simple but stunning cruciform room with a pitched ceiling and 5 distinctive small prism skylights that all cast rays of light directly onto the pedestal. The sundial has a face but no blade to throw a shadow on the sundial face. The room itself will have dark walls, further accentuated by the pools of light on the pedestal. The player will not be able to discern any markings or features on the dark smooth walls of the vault. The player will recognize the pedestal and the skylights as components of the emblem illustrated in the magic book in the lab.
7.02.03 The Vault
The vault is smaller than the library below by about a third. It is a simple but stunning cruciform room with a pitched ceiling and 5 distinctive small prism skylights that all cast rays of light directly onto the pedestal. The sundial has a face but no blade to throw
throw a shadow on the sundial face. The room itself will have dark walls, further accentuated by the pools of light on the pedestal. The player will not be able to discern any markings or features on the dark smooth walls of the vault. The player will recognize the pedestal and the skylights as components of the emblem illustrated in the magic book in the lab.
7.02.04 The Sundial and the Walled Garden
The sundial blade is located in a walled garden, north of the cloister area. The player returns down the stairs [qt_actor], through the library and into the cloister area. Clicking on the north doorway takes the player into the walled garden.

The garden is small, surrounded by six foot high walls. The earth minaret and gallery (clearly two stories from this vantage point) are visible looming over the north wall. In the center of the garden, a pedestal, identical to the one in the Vault Room, stands with a sundial atop it.

The player clicks on the sundial blade, and it transforms into a vr_actor.

The player double-clicks and the sundial blade becomes a cursor object. If the player clicks on the pedestal in the garden, the sundial blade is returned to it. Until the sundial is used in the vault, it can be placed and removed from the garden unlimited times. Also, the player may pick up the sundial before entering the vault upstairs.
7.02.04 The Sundial and the Walled Garden
The sundial blade is located in a walled garden, east of the cloister area. The player returns down the stairs [qt_actor], through the library and into the cloister area. Clicking on the north doorway takes the player into the walled garden.

The garden is small, surrounded by six foot high walls. In the center of the garden, a gazebo has been overgrown by a tree. In the NE corner (node 3), a sundial and blade are sitting.



The player clicks and the sundial blade becomes a cursor_object.


                                       If the player clicks on the pedestal in the garden, the sundial blade is returned to it. Until the sundial is used in the vault, it can be placed and removed from the garden unlimited times. Also, the player may pick up the sundial before entering the vault upstairs.
7.02.05 Return to the Vault
The player returns to the vault and clicks on the pedestal with the sundial cursor_object. The sundial blade clicks [audio_actor] into place on the pedestal [animation_actor]. The blade focuses the light from the overhead skylight onto the reflective face of the sundial.



The frame becomes a vr_actor, and the player rotates the sundial on the podium by click dragging. The light reflects off the polished surface of the sundial onto the walls and dark corridors of the Vault room. The correct solution is to stop rotating when the lights highlight the small door on the far wall of the Vault.

When the sundial is correctly aligned, the door clicks open on the wall directly across from the player [animation_actor]. Light emanates from within the secret room.

The sundial is now fused to the pedestal. Once the puzzle is solved, the sundial will not rotate or react to the player's clicks. Also, there is no way to close the inner door once it is opened.
7.02.05 Return to the Vault
The player returns to the vault and clicks on the pedestal with the sundial cursor_object. The sundial blade clicks [audio_actor] into place on the pedestal [animation_actor]. The player can now rotate the sundial face so the shadow falls on its symbols engraved along the edge. When the shadow falls on the fire symbol, the center of the face flips to reveal a mirror. The sundial turns to face into the room.

The frame becomes active, and the player rotates the sundial on the podium by click dragging. The light reflects off the polished surface of the sundial onto the walls and dark corridors of the Vault room. The correct solution is to stop rotating when the lights highlight the small door on the far wall of the Vault

When the sundial is correctly aligned, the door clicks open on the wall directly across from the player [animation_actor]. Light emanates from within the secret room.

The sundial is now fused to the pedestal. Once the puzzle is solved, the sundial will not rotate or react to the player's clicks. Also, there is no way to close the inner door once it is opened.
7.02.06 The Candle Room
The player goes into the secret door and enters a small room filled with dozens of candles in a variety of candlesticks arranged in tiers around the perimeter of the room. One of the candles is the fire element. The player is now motivated to determine which of the candles is the correct one.

In a niche near the door of the candle room is a rectangular mirror. The Mirror is a [vr_actor]. The player clicks on the mirror, and it transforms into a [vr_actor]. The player can click on it again and it will become a [cursor_object] which she can "hang" on several moon-shaped hooks hanging from the ceiling in the middle of the room.

As the player hangs the mirror on different hooks the candles are reflected in it [animation_actor]. When the player hangs the mirror on the far left hook, the mirror will reflect the one candle that is lit with a blue flame. The player rotates her POV to the candles and clicks on the candle that was seen as blue in the mirror by remembering its position. The tier of candles will be designed in such a way that this will be possible.

Once the correct candle is clicked on, it transforms into a [vr_actor]. (Note: This puzzle may be solved by sheer luck; there will be no prevention from solving it without using the mirror. Hopefully the number of candles (50+) will push players away from trial and error. The player double-clicks, fanfare_2 plays, and the player is immediately returned to the temple altar via a dissolve.
7.02.06 The Candle Room
The player goes into the secret door and enters a small room filled with dozens of candles in a variety of candlesticks arranged in tiers around the perimeter of the room. One of the candles is the fire element.The player is now motivated to determine which of the candles is the correct one.

In a niche near the door of the candle room is a rectangular mirror. The player clicks on the mirror, and it transforms into her cursor [cursor_object] which she can "hang" on one of six moon-shaped hooks hanging from the ceiling in the middle of the room.


As the player hangs the mirror on different hooks the candles are reflected in it [animation_actor]. When the player hangs the mirror on the far left hook, the mirror will reflect the one candle that is lit with a blue flame. The player rotates her POV to the candles and clicks on the candle that was seen as blue in the mirror by remembering its position. The tier of candles will be designed in such a way that this will be possible.

Once the correct candle is clicked on, it transforms into a [cursor_object]. (Note: This puzzle may be solved by sheer luck; there will be no prevention from solving it without using the mirror. Hopefully the number of candles (50+) will push players away from trial and error The player double-clicks, and the player is immediately returned to the temple altar via a dissolve.
7.02.06.01 The Wrong Candle
If the player clicks on a wrong candle, it will become a [cursor_object]. If the player clicks on any tier, the candle returns to its original location. If the player clicks on another wrong candle, the first returns to its initial position, and the second becomes the [cursor_object].

If the person is holding a wrong candle while using the mirror, the candle stays a [cursor_object], and the mirror functions as noted above. If the player clicks on the correct candle while holding a wrong candle, the wrong is returned to its original spot and the correct one becomes a [vr_actor] as before. Lastly, if the player attempts to leave the room with a wrong candle, a sudden blast of wind is heard [audio_actor], and the candle blows out. The candlestick remains momentarily, but then dissolves away. If the player looks back at the tiers, the taken candle is back in the puzzle and relit.
7.02.06.01 The Wrong Candle
If the player clicks on a wrong candle, it will spew fire briefly at the player.
7.02.07 Return to the Altar
The player is now standing in front of the Altar. The candle is hovering above its place in the compass. When the player clicks anywhere on the screen, the candle morphs into all flames and magically changes shape to fit the compass slot. This transformation occurs while the element lowers into place [qt_actor]. A brilliant beam of light highlights Malveaux's sarcophagus. If the player clicks on the sarcophagus, she will be instantly transported to the foot of the sarcophagus.
7.02.07 Return to the Altar
The player is now standing in front of the Altar. The candle is hovering above its place in the compass. When the player clicks anywhere on the screen, the candle   morphs into all flames and magically changes shape to fit the compass slot. This transformation occurs while the element lowers into place [qt_actor]. A brilliant beam of light highlights Malveaux's sarcophagus. If the player clicks on the sarcophagus, she will be instantly transported to the foot of the sarcophagus.
7.02.08 Malveaux Element Recovery Response
ON MALVEAUX'S SARCOPHAGUS -- Though he's worn and exhausted, you can see a face rich in paternal warmth. His appearance is that of a wealthy noble.

MALVEAUX
(recovering)
Bless you, good brother. Ah, fire. Spark of the universe. I feel the heat in my very soul.
(darkly)
The Nemesis. My daughter Alexandria was his victim. Brilliant, beautiful -- and he killed her simply because she got in the way. I couldn't save her, and for that, I'll burn yet.
(wistfully)
Sometimes, I feel her spirit here. I hear her music. Please -- help us. There is a way to bring her back.

The player now advances to look for the next elemental puzzle set.
7.02.08 Malveaux Element Recovery Response
ON MALVEAUX'S SARCOPHAGUS -- Though he's worn and exhausted, you can see a face rich in  paternal warmth. His appearance is that of a wealthy noble.

MALVEAUX
(recovering)
Bless you, good brother. Ah, fire. Spark of the universe. I feel the heat in my very soul.
(darkly)
The Nemesis. My daughter Alexandria was his victim. Brilliant, beautiful -- and he killed her simply because she got in the way. I couldn't save her, and for that, I'll burn yet.
(wistfully)
Sometimes, I feel her spirit here. I hear her music. Please -- help us. There is a way to bring her back.

The player now advances to look for the next elemental puzzle set.











I am very confused by Malveaux's speech stating that Lucien killed Alexandria. This isn't true, is it? Is this a mistake? If it is a trick, or a ploy, I suggest that it might be too confusing.
7.02.09 Malveaux's Segue into Four Way Dialogue

ON MALVEAUX'S SARCOPHAGUS

MALVEAUX
(recovering)
Ah.. The union of the four powers is complete and finally we are reunited.
(to the others)
Kaine, Sartorius, Malveaux -- thank god you survived. Now we must plan our escape.
(to the player)
You're our only hope ... and we're yours. You must learn the secrets of alchemy in our worlds -- and retrieve our lost metals.
(looking around, quickly)
Our time is running out.

Following this response, the player will see the "Nemesis Awakens" sequence (see Section 8.00).
7.02.09 Malveaux's Segue into Four Way Dialogue

ON MALVEAUX'S SARCOPHAGUS

MALVEAUX
(recovering)
Ah.. The union of the four powers is complete and finally we are reunited.
(to the others)
Kaine, Sartorius, Malveaux -- thank god you survived. Now we must plan our escape.
(to the player)
You're our only hope ... and we're yours. You must learn the secrets of alchemy in our worlds -- and retrieve our lost metals.
(looking around, quickly)
Our time is running out.

Following this response, the player will see the "Nemesis Awakens" sequence (see Section 8.00).
7.03 Puzzle Set: Finding the Air Element
The air element must be created from a series of gases located on a platform at the top of the Northeast Minaret. The player must first gain access to the platform by solving the mosaic puzzle and then correctly mix the gases.
7.03 Puzzle Set: Finding the Air Element
The air element must be created from a series of gases located on a platform at the top of the Northeast Minaret. The player must first gain access to the platform by solving the mosaic puzzle and then correctly mix the gases.
7.03.01 The Northeast Minaret
The player enters the circular ground floor room of the stone minaret through a doorway near Sartorius' sarcophagus in the northeast portion of the dome space.

The base of the minaret is approximately 50' in diameter. If the player looks up, she will see a wooden platform approximately 100' above ground level. If the player looks for ways of reaching the platform inside or outside the minaret, she will find none.
7.03. 01 The Northeast Minaret
The player enters the circular ground floor room of the stone minaret through a doorway near Sartorius' sarcophagus in the northeast portion of the dome space.

The base of the minaret is approximately 50' in diameter. If the player looks up, she will see a wooden platform approximately 100' above ground level. If the player looks for ways of reaching the platform inside or outside the minaret, she will find none.
7.03.02 The Mosaic
The mosaic is a star chart with various different colored stars in a random pattern. Wherever the player clicks or steps on a tile, it depresses [animation_actor] with a distinct "click" sound [audio_actor].

An ornate wooden stand holds five different strange spiral shaped objects. Each device has an opening at one end, which appears similar to a gramophone horn. Each object has a distinct yet subtle color (red, green, blue, yellow and purple) that matches the colors in the floor mosaic. Each is about the size of a large seashell.

As the player clicks on each of the horns she will hear a different environmental sound corresponding to different colors as follows -- purple: thunder, blue: wind, yellow: earthquake, red: fire, green: rain.

The star colors (five in total) match the color of the horns. Clicking on each star causes them to glow [animation_actor]. The blue stars correspond to wind, or the air element. If the player clicks on all of the blue stars (while having pressed no others), the glowing blue stars will form the outline of a bird. The bird will dissolve into being [animation_actor] and break out through the mosaic and up to the roof as previously designed.


The mosaic bird will fly to the ceiling triggering a large carved stone staircase, which descends with a crash to the minaret floor. If the player clicks on the staircase, a 10-second movie [qt_actor] will play depicting the player's journey up to the platform.
7.03.02 The Mosaic
The mosaic is a star chart with various different colored stars in a random pattern. Wherever the player clicks or steps on a tile, it depresses [animation_actor] with a distinct "click" sound [audio_actor], its color brightening.

An ornate wooden stand holds five different strange spiral shaped objects. Each device has an opening at one end, which appears similar to a gramophone horn. Each object has a distinct yet subtle color (red, green, blue, yellow and purple) that matches the colors in the floor mosaic. Each is about the size of a large seashell.

As the player clicks on each of the horns she will hear a different environmental sound corresponding to different colors as follows -- purple: thunder, blue: wind, yellow: earthquake, red: fire, green: rain.

The star colors (five in total) match the color of the horns. Clicking on each star causes them to glow [animation_actor]. The blue stars correspond to wind, or the air element. If the player clicks on all of the blue stars (while having pressed no others), the glowing blue  stars will form the outline of a bird. The bird will dissolve into being [animation_actor] and break out through the mosaic and up to the roof as previously designed. The stars are randomly lit and not lit at the beginning of the game.

The mosaic bird will fly to the ceiling triggering a large carved stone staircase, which descends with a crash to the minaret floor. If the player clicks on the staircase, a movie [qt_actor] will play depicting the player's journey up to the platform.

The star chart in this location could use any of the constellations mentioned earlier not used in the other charts.




















As for the animated bird, it was as I remember seeing it distinctly unthreatening. I would be much more impressed by something more sinister, such as the giant corbie shown in the Beyond Zork packaging.
7.03.03 The Platform Laboratory
Looking around, the player sees that she is in a laboratory with many open windows (the openings are now mostly containing the remnants of the panes which once kept out the wind) looking out on to the landscape of Zork. Immediately around the temple, fog can be seen. The room is actually high enough to be above the ground level clouds. Wind whistles through the lab [audio_actor].

The laboratory walls contain various displays of butterflies. The butterflies are pinned and mounted according to color — the same colors as the horns downstairs.

Various Zorkian scientific charts line the walls. 
7.03.03 The Platform Laboratory
Looking around, the player sees that she is in a laboratory with many open windows (the openings are now mostly containing the remnants of the panes which once kept out the wind) looking out on to the landscape of Zork. Immediately around the temple, fog can be seen. The room is actually high enough to be above the ground level clouds. Wind whistles through the lab [audio_actor].

The laboratory walls contain various displays of butterflies. The butterflies are pinned and mounted according to color — the same colors as the horns downstairs.

Various Zorkian scientific charts line the walls.

(Need Section on Shades & Scarabs. Also, when shades are down, player cannot leave the room.)















I have the following recommendations for the various Zorkian scientific charts described in this section

- An anatomical diagram of a brogmoid, with various lines, labels, axes, and angles, etc. For a picture of a brogmoid, see the Sorcerer packaging.

- A scientific sketch of a brogmoid holding a flat disc, the Quendoran world, on his shoulders, with the entire chart marked by geometrical lines, angles, half-circles, etc. There is a smaller and less scientific version of what I am talking about portrayed in the Zork Zero packaging, in the section on Ralph Waldo Flathead.

- A parody or inaccurate twin of the periodic table of elements, but much smaller, with a seemingly random or chaotic organization of boxes and grids, using Zork-style names for elements: hydroboz, frobanium, etc.

- A primitive flow-chart showing the relationships between the various mystical powers, such as the Implementors, the gods of each element, the elements themselves, the Presence, Incantation, and Unusual Effect, and mankind itself, as well as various arrows and dotted lines between each label.
7.03.04 The Gas Machine
Dominating the center of the room is an enormous machine festooned with pipes, cylinders and crowned by a glass globe.

Specifically, five separate brass gas cylinders are filled with different colored gases (red, green, blue, yellow, purple). Each of the cylinders are controlled by a brass spigot above each cylinder with the following markings from left to right— a square ^ ("OFF"), a solid triangle - ("1/2") and a filled square ^ ("ON"). Initially, each of the spigots (except the cylinder containing the green gas) is set to "OFF." The cylinder containing the green gas is set permanently to "ON" because the control knob has broken off.

When the player clicks on any of the spigots [animation_actors] (except the one above the cylinder containing green gas), she can move the spigot indicator sideways to the next indicator. The setting controls how much gas (if any) flows out of the cylinders.

These spigots are, in turn, connected to wildly spiraling and twisting glass tubing which lead into a glass globe in the center of the apparatus. Since the green gas spigot is jammed in the "ON" position, the tubing leading from that cylinder has filled the globe with swirling green gas [animation_actor].

The player can only see the gas in the central globe if she clicks on the black scarab on the E side of the apparatus. Clicking on the scarab will lower shades over the windows [animation_actor] and allow the player to see the mixture of gases in the globe. Clicking on the glowing white scarab will return light to the room as the shades roll back up.

When the player moves the spigot indicator above any other cylinder, the player hears a hiss indicating that either 1 unit (the "ON" position) or a 1/2 unit of the gas (the "1/2" position) has been released from the cylinder [audio_actor]. The player will also see the colored gas traveling through the glass piping into the large globe [animation_actor]. The globe will spiral into a new color mixture [animation_actor]. For example, if the red is turned to 1/2, the central color will become brownish (red and green together).

If the player clicks a spigot to the "OFF" position, the hiss will cease, and the gas in the tube will leak out of the globe, leaving that tubing clear [animation_actor]. The central color will also change to reflect the color of the feeding gases [animation_actor].

By consulting the color wheels arrayed around the edges of the apparatus , the player will realize that she will have to mix various portions of colored gas in order to create "clear" gas — air. Since the player starts with green gas, she must add the four other colors in one of two different combinations in order to "neutralize" the green. The goal is to get 1 unit of each gas:

1. Since green contains 1/2 blue and 1/2 yellow (from the color chart), the player will realize that she can add 1 unit of red gas, 1/2 unit of blue gas and 1/2 unit of yellow gas (leaving purple off) to create a clear gas in the bell jar, OR

2. since 1 unit of purple gas contains 1/2 unit of red gas and 1/2 unit of blue gas, the player can also add 1 unit of purple gas, 1/2 unit of red gas and 1/2 unit of yellow gas (leaving blue off) to neutralize the green gas.

When the player manipulates the spigots to either formula, the space in globe turns clear [qt_actor] — the player has created "air". The air then becomes transformed into a small tornado. When the player clicks on the clear bell jar, the tornado becomes a cursor object. The player is instantly transported [qt_actor] back to the altar in the temple dome.

Once the puzzle has been solved, all of the gas leaks out of the source cylinders, leaving nothing in any of them if the player were to return to the lab [game_state_actor].
7.03.04 The Gas Machine
Dominating the center of the room is an enormous machine festooned with pipes, cylinders and crowned by a glass globe.

Specifically, five separate brass gas cylinders are filled with different colored gases (red, green, blue, yellow, purple). Each of the cylinders are controlled by a brass spigot above each cylinder.


Initially, each of the spigots (except the cylinder containing the green gas) is set to "OFF." The cylinder containing the green gas is set permanently to "ON" because the control knob has been broken off.

When the player clicks on any of the spigots [animation_actors] (except the one above the cylinder containing green gas), she can move the spigot indicator sideways to the next indicator. The setting controls how much gas (if any) flows out of the cylinders.

These spigots are, in turn, connected to wildly spiraling and twisting glass tubing which lead into a glass globe in the center of the apparatus. Since the green gas spigot is jammed in the "ON" position, the tubing leading from that cylinder has filled the globe with swirling green gas [animation_actor].

The player can only see the gas in the central globe if she clicks on the black scarab on the E side of the apparatus. Clicking on the scarab will lower shades over the windows [animation_actor] and allow the player to see the mixture of gases in the globe. Clicking on the glowing white scarab will return light to the room as the shades roll back up.

When the player moves the spigot indicator above any other cylinder, the player hears a hiss indicating that either 1 unit (the "ON" position) or a 1/2 unit of the gas (the "1/2" position) has been released from the cylinder [audio_actor]. The player will also see the colored gas traveling through the glass piping into the large globe [animation_actor]. The globe will spiral into a new color mixture [animation_actor]. For example, if the red is turned to 1/2, the central color will become brownish (red and green together).

If the player clicks a spigot to the "OFF" position, the hiss will cease, and the gas in the tube will leak out of the globe, leaving that tubing clear [animation_actor]. The central color will also change to reflect the color of the feeding gases [animation_actor].

By  consulting the color wheels arrayed around the edges of the apparatus, the player will realize that she will have to mix various portions of colored gas in order to create "clear" gas —  air. Since the player starts with green-gas, she must add the four other colors in one of-two different combinations in order to "neutralize" the green. The goal is to get 1 unit of each gas:

1. Since green contains 1/2 blue and 1/2 yellow (from the color chart), the player will realize that she can add 1 unit of red gas, 1/2 unit of blue gas and 1/2 unit of yellow gas (leaving purple off) to create a clear gas in the bell jar, OR

2. since 1 unit of purple gas contains 1/2 unit of red gas and 1/2 unit of blue gas, the player can also add 1 unit of purple gas, 1/2 unit of red gas and 1/2 unit of yellow gas (leaving blue off) to neutralize the green gas.

When the player manipulates the spigots to either formula, the space in globe turns clear [qt_actor] — the player has created "air". The air then becomes transformed  into a small tornado. When the player clicks on the clear bell jar, the tornado becomes a cursor object. The player is instantly transported [qt_actor] back to the altar in the temple dome.

Once the puzzle has been solved, all of the gas leaks out of the source cylinders, leaving nothing in any of them if the player were to return to the lab [game_state_actor].
7.03.05 Sartorius Element Recovery Response
The beaker/tornado hovers above the altar. The player clicks and the tornado appears to spin more rapidly [qt_actor]. The whole jar spins in a whirl as it descends in the altar while flattening out. A brilliant beam of light highlights Kaine's sarcophagus. If the player clicks on the sarcophagus, she will be instantly transported to the foot of the sarcophagus.

ON SARTORIUS' SARCOPHAGUS -- He recovers quickly, his madness retreating into his extreme genius. Always a mental beat ahead of everyone, he's always slightly impatient. Now he's anxious to make us understand the quest ahead.

SARTORIUS
Oh.
(inhaling deeply -- sucking the air)
Pure air, pure life.
(to himself)
Yes, yes, thanks, thanks. This is good. This is very good.
(aware of the player)
Of course. We were not innocents. We were alchemists -- rebels, explorers -- risking everything in the search for eternal life.
(tapping his head)
We discovered it -- but the Nemesis seeks it for his own dark purposes. If he learns our secret, it will be... dreadful.
(pleading)

If the player has brought all of the other elements, see section 7.03.06 below. If the player has not yet brought all of the element to all of the characters, Sartorius will continue as follows:

SARTORIUS
Help us. We can't do it without you -- and you will perish without us.

When Sartorius finishes his dialogue, the symbol  [Jupiter] appears in the mirror, slowly rotating [qt_actor]. Playback ends and the sarcophagus does not respond to further interaction.
7.03.05 Sartorius Element Recovery Response
The beaker/tornado hovers above the altar. The player clicks and the tornado appears to spin more rapidly [qt_actor]. The whole jar spins in a whirl as it descends in the altar while flattening out. A brilliant beam of light highlights Kaine's sarcophagus. If the player clicks on the sarcophagus, she will be instantly transported to the foot of the sarcophagus.

ON SARTORIUS' SARCOPHAGUS -- He recovers quickly, his madness retreating into his extreme genius. Always a mental beat ahead of everyone, he's always slightly impatient. Now he's anxious to make us understand the quest ahead.

SARTORIUS
Oh.
(inhaling deeply -- sucking the air)
Pure air, pure life.
(to himself)
Yes, yes, thanks, thanks. This is good. This is very good.
(aware of the player)
Of course. We were not innocents. We were alchemists -- rebels, explorers -- risking everything in the search for eternal life.
(tapping his head)
We discovered it -- but the Nemesis seeks it for his own dark purposes. If he learns our secret, it will be... dreadful.
(pleading)

If the player has brought all of the other elements, see section 7.03.06 below. If the player has not yet brought all of the element to all of the characters, Sartorius will continue as follows:

SARTORIUS
Help us. We can't do it without you -- and you will perish without us.

When Sartorius finishes his dialogue, the symbol  [Jupiter] appears in the mirror, slowly rotating [qt_actor]. Playback ends and the sarcophagus does not respond to further interaction.
7.02.09 Sartorius' Segue into Four Way Dialogue

ON SARTORIUS' SARCOPHAGUS

SARTORIUS
(recovering)
Ah.. The union of the four powers is complete and finally we are reunited.
(to the others)
Kaine, Sartorius, Malveaux -- thank god you survived. Now we must plan our escape.
(to the player)
You're our only hope ... and we're yours. You must learn the secrets of alchemy in our worlds -- and retrieve our lost metals.
(looking around, quickly)
Our time is running out.

Following this response, the player will see the "Nemesis Awakens" sequence (see Section 8.00).
7.02.09 Sartorius' Segue into Four Way Dialogue

ON SARTORIUS' SARCOPHAGUS

SARTORIUS
(recovering)
Ah.. The union of the four powers is complete and finally we are reunited.
(to the others)
Kaine, Sartorius, Malveaux -- thank god you survived. Now we must plan our escape.
(to the player)
You're our only hope ... and we're yours. You must learn the secrets of alchemy in our worlds -- and retrieve our lost metals.
(looking around, quickly)
Our time is running out.

Following this response, the player will see the "Nemesis Awakens" sequence (see Section 8.00).









This is a minor detail of course, but Sartorius' line should be fixed to say "Kaine, Sophia, Malveaux -- thank the gods [or Implementors]", and not "Kaine, Sartorius, Malveaux -- thank god".
7.04 Finding the Earth Element Puzzle
The earth element is in pre-Roman ruins deep below the temple space. When the player enters the northwest area of the temple, she finds a locked door leading to the minaret in the west wall.
7.04 Finding the Earth Element Puzzle
The earth element is in pre-Roman ruins deep below the  temple space. When the player enters the northwest area of the temple, she finds a locked door leading to the minaret in the west wall.
\You mention the pre-Roman character of the ruins. There is no way to express this visually, and I doubt there will be any written reference to it within the game itself. I have mentioned above that the temple was reconstructed after the conquests of Duncanthrax, so what is underneath would be pre-Quendoran, and not pre-Roman. This is just a minor critical detail.
7.04.01 The Fist Spear Lock
In an alcove behind Kaine's sarcophagus is a set of double wooden doors with two carved wooden fists holding a spear.

By lifting (clicking) each of the fingers on the wooden fists [animation_actor], the player reveals a different Alchemical symbol carved into the shaft of the spear. The spear under each fist contains an earth symbol in addition to other symbols.

right hand: [four symbols here]
left hand: [four symbols here]   (answers underlined)

In order to open the doors, the player must open one finger in each fist that reveals a spear symbol corresponding to earth. If more than one finger is opened on each fist, the doors will not open. Once the doors open, they remain open for the remainder of the game. The doors open in such a way that the fists are gone from sight. Clicking on a finger switches it between open and closed positions.

If the player successfully manipulates the wooden fist puzzle, the doors will swing open [animation_actor] onto a spiral staircase leading down.
7.04.01 The Fist Spear Lock
In an alcove behind Kaine's sarcophagus is a set of double wooden doors with two carved wooden fists holding a spear.

By lifting (clicking) each of the fingers on the wooden fists [animation_actor], the player reveals a different Alchemical symbol carved into the shaft of the spear. The spear under each fist contains an earth symbol in addition to other symbols.

right hand: [four symbols here]
left hand: [four symbols here] (answers underlined)

In order to open the doors, the player must open one finger in each fist that reveals a spear symbol corresponding to earth. If more than one finger is opened on each fist, the doors will not open. Once the doors open, they remain open for the remainder of the game. The doors open in such a way that the fists are gone from sight. Clicking on a finger switches it between open and closed positions.

Of the player successfully manipulates the wooden fist puzzle, the doors will swing open [animation_actor] revealing a spiral staircase leading down.
7.04.02 Minaret Stairs
The stairs are stone. The passage is dark, with light emanating from the door behind. If the player steps off the landing to ascend or descend the steps, the steps collapse to a slide. The player slides down the newly created ramp in a circular pattern [qt_actor].
7.04.02 Minaret Stairs
The stairs are stone. The passage is dark, with light emanating from the door behind. If the player steps off the landing to ascend or descend the steps, the steps collapse to a slide. The player slides mown the newly created ramp in a circular pattern [qt_actor].
7.04.03 Ramp/Minaret Bottom
The player slides to a stop facing away from the ramp. Turning around, the player faces the ramp. If the player clicks on the ramp, nothing happens. A lever is set in the wall, currently down, next to two sets of parallel lines. The upper set is vertical II, the lower is horizontal =.


If the player clicks on the lever, she can move it to the up position [animation_actor]. The stairs appear out of the ramp, and an exit is formed [qt_actor]. Switching the lever reverses the process. If the player clicks on the stairs, she climbs out of the minaret bottom back to the temple space [qt_actor] or up to the temple observatory.
7.04.03 Ramp/Minaret Bottom
The player slides to a stop facing away from the ramp. Turning around, the player faces the ramp. If the player clicks on the ramp, nothing happens. A lever is set in the wall, currenty down. There are three positions. Down indicates the ramp has been activated. Middle means the stairs are in trap mode, and up locks stairs in the steps position.

If the player clicks on the lever, she can move it to the up position [animation_actor]. The stairs appear out of the ramp, and an exit is formed [qt_actor]. Switching the lever reverses the process. If the player clicks on the stairs, she climbs out of the minaret bottom back to the temple space [qt_actor] or up to the temple observatory.
7.04.04 Eye Candy — The Minaret Observatory
The player may now climb all the way to the top of the minaret [qt_actor]. The portal world buildings and landscapes are barely visible through the windows. By clicking on the telescopes standing in front of each of the four open windows, the player will see close-up views of each portal world.

Specifically, a row of volcanoes surround the Monastery building. The range of volcanoes sweeps out, lower in altitude to become rolling hills. Kaine's castle can be seen nestled between two desert hills. The hills open to an expansive grassy field which ends at a seashore. On an island of mists in the sea, a glass structure (the conservatory) can be seen near the month of a river. Through the final window is a glacier. Located in the midst of huge slabs of ice is a tall circular stone building -- the Asylum.
7.04.04 Eye Candy — The Minaret Observatory
The player may now climb all the way to the top of the minaret [qt_actor]. The portal world buildings and landscapes are barely visible through the windows. By clicking on the telescopes standing in front of each of the four open windows, the player will see close-up views of each portal world.

Specifically, a row of volcanoes surround the Monastery building. The range of volcanoes sweeps out, lower in altitude to become rolling hills. Kaine's castle can be seen nestled between two desert hills. The hills open to an expansive grassy field which ends at a seashore. On an island of mists the sea, a glass structure (the conservatory) can be seen near the mouth of a river. Through the final the final window is a glacier. Located in the midst of huge slabs of ice is a tall circular stone building -- the Asylum.







I think we had agreed that the conservatory would be on the eastern edge of the Frigid River, considerably inland, and even further east than the central temple, and thus the conservatory would -not- be in sight of the sea at this point. Furthermore, it should be remembered that the insane asylum is -much- farther to the north and is thus at a much greater distance than any of the others. It is highly doubtful to me that it would be visible at all without some sort of magical device.
7.04.05 Mine Tunnel Room
At the bottom of the Minaret ramp is a narrow passageway forward. The player enters the passageway [qt_actor] and comes to a enormous underground room. Directly in front of the door to the Bottom Room is a telescope. The player can click on the telescope to move it for views of the Earth Element Room and a Sumerian facade and a small boat far below. The chasm itself seems impassable. In a small tunnel on the E side of the passage is a mine car. the player can click on the mine car then negotiate a deadly maze of traps in order to get to the Earth Element room.
7.04.05 Mine Tunnel Room
At the bottom of the Minaret ramp is a narrow passageway forward. The player enters the passageway [qt_actor] and comes to a enormous underground room. Directly in front of the door to the Bottom Room is a telescope. The player can click on the telescope to move it for views of the Earth Element Room and a Sumerian facade and a small boat far below. The chasm itself seems impassable. Ina small tunnel on the E side of the passage is a mine car. the layer can click on the mine car then negotiate a deadly maze of traps-in order to get to the Earth Element room.

SIGN IN MINE CAR WARNING:

SUDDEN CURVES, SHARP TURNS, LONG DROPS.
7.04.06 The Mine Car Puzzle
The player enters a mine car which begins to move down tracks. The car eventually comes to a junction in the tracks. A handle in the front of the mine car moves left or right allows the player to select the direction of travel. If the player navigates correctly, she arrives at the earth element room. Hanging from chains are various symbols. The player must turn by clicking the lever left or right at the appropriate earth-related symbol. If the player makes a wrong turn, she meets one of the following deaths: into a lake, crash into a wall, burn in fire and fly out of the mine into the gorge.

[LM TO SUPPLY SYMBOLS; NEED TO PLACE CLUE TO PUZZLE SYMBOLS ELSEWHERE IN TEMPLE]
7.04.06 The Mine Car Puzzle
The player enters a mine car which begins to move down tracks. The car eventually comes to a junction in the tracks. A handle in the front of the mine car moves left or right allows the player to select the direction of travel. If the player navigates correctly, she arrives at the earth element room. Hanging from chains are various symbols. The player must turn by clicking the lever left or right at the appropriate earth-related symbol. If the player makes a wrong turn, she meets one of the following deaths: into a lake, crash into a wall, burn in fire and fly out of the mine into the gorge.
7.04.08.01 The Earth Element Room
The player can enter the Earth Element Room only by successfully completing the mine car puzzle. The earth element is a head-shaped chunk of crystal standing on a boulder at the top of a short staircase. Clicking on the earth element takes the player back to the temple.
7.04.08.01 The Earth Element Room
The player can enter the Earth Element Room only by successfully completing the mine car puzzle. The earth element is a head-shaped chunk of crystal standing on a boulder at the top of a short staircase. Clicking on the earth element takes the player back to the temple.
7.04.09 Kaine's Element Recovery Response
The player stands before the Altar. The Earth element hovers above the compass. Clicking causes the element to tip over. Earth spills out onto the compass transforming into a solid piece of earth [qt_actor].

A brilliant beam of light highlights Kaine's sarcophagus. If the player clicks on the sarcophagus, she will be instantly transported to the foot of the sarcophagus.

ON KAINE'S SARCOPHAGUS -- Now back in control of himself, Kaine seems brave, kingly, gracious. He's like a lion - strong, masculine, with a tamed ferocity of expression.

KAINE
You've done well ... I misjudged you. The four elements. In union they create the universe. Each of us commands one, arid it gives us strength, but it's temporary.
(darkens, remembering)
He is a monster. My own murder I will forgive him -- but not the murder of my son. I was a man with many flaws. But Lucien was just a boy. Once I vowed to get revenge. Now I just want my son back. I have never asked this of anyone, but now ... I ask you. Help me.
7.04.09 Kaine's Element Recovery Response
The player stands before the Altar. The Earth element hovers above the compass. Clicking causes the element to tip over. Earth spills out onto the compass transforming into a solid piece of earth

A brilliant beam of light highlights Kaine's sarcophagus. If the player clicks on the sarcophagus, she will be instantly transported to the foot of the sarcophagus.

ON KAINE'S SARCOPHAGUS -- Now back in control of himself, Kaine seems brave, kingly, gracious. He's like a lion - strong, masculine, with a tamed ferocity of expression.

KAINE
You've done well ... I misjudged you. The four elements. In union they create the universe. Each of us commands one, and it gives us strength, But it's temporary.
(darkens, remembering)
He is a monster. My own murder I will forgive him -- but not the murder of my son. I was a man with many flaws. But Lucien was just a boy. Once I vowed to get revenge. Now I just want my son back. I have never asked this of anyone, but now...I ask you. Help me.






















I found Kaine's speech to be -VERY- confusing. Lucien IS the "monster", so who is this other person that Kaine is refering to? Is he being metaphorical? Or is this a serious error? Or have I missed something entirely?
7.04.10 Kaine's Segue into Four Way Dialogue

ON KAINE'S SARCOPHAGUS

KAINE
(recovering)
Ah.. The union of the four powers is complete and finally we are reunited.
(to the others)
Kaine, Sartorius, Malveaux -- thank god you survived. Now we must plan our escape.
(to the player)
You're our only hope ... and we're yours. You must learn the secrets of alchemy in our worlds -- and retrieve our lost metals.
(looking around, quickly)
Our time is running out.

Following this response, the player will see the "Nemesis Awakens" sequence.
7.04.10 Kaine's Segue into Four Way Dialogue

ON KAINE'S SARCOPHAGUS

KAINE
(recovering)
Ah.. The union of the four powers is complete and finally we are reunited.
(to the others)
Kaine, Sartorius, Malveaux -- thank god you survived. Now we must plan our escape.
(to the player)
You're our only hope ... and we're yours. You must learn the secrets of alchemy in our worlds -- and retrieve our lost metals.
(looking around, quickly)
Our time is running out.

Following this response, the player will see the "Nemesis Awakens" sequence.