ZORK NEMESIS DESIGN DOCUMENT: Part 15 - Act Three

VERION 2.5/3.0 (1995/08/17) VERSION 4.0 (1995/09/18) VERSION 4.1 (1995/09/27) RUFFINI'S NOTES ON VER 4.0
At the beginning of the third act, the player has completed all of the 4 portal worlds and has witnessed the complete flashback of the ceremony in which Lucien kills the characters and finds Alexandria dead. The Alchemists relate that they tricked the player and Lucien. Lucien gives the player his ring, the access tool, to his chambers. He tells the player to burn Alexandria's body.

The water fountain is a barrier puzzle that provides access to the cisterns below the temple. Once in the cisterns the player will advance to the Nemesis' inner sanctum. Here the player faces her last and greatest challenge - to create the final Alchemical symbol. If done correctly, the winning endgame plays out.
At the beginning of the third act, the player has completed all of the 4 portal worlds and has witnessed the complete flashback of the ceremony in which Lucien kills the characters and finds Alexandria dead. The Alchemists relate that they tricked the player and Lucien. Lucien gives the player his ring, the access tool, to his chambers. He tells the player to burn Alexandria's body.

The water fountain is a barrier puzzle that provides access to the cisterns below the temple. Once in the cisterns the player will advance to the Nemesis' inner sanctum. Here the player faces her last and greatest challenge - to create the final Alchemical symbol. If done correctly, the winning endgame plays out.
At the beginning of the third act, the player has completed all of the 4 portal worlds and has witnessed the complete flashback of the ceremony in which Lucien kills the characters and finds Alexandria dead. The Alchemists relate that they tricked the player and Lucien. Lucien gives the player his ring, the access tool, to his chambers. He tells the player to burn Alexandria's body.

The water fountain is a barrier puzzle that provides access to the cisterns below the temple. Once in the cisterns the player will advance to the Nemesis' inner sanctum. Here the player faces her last and greatest challenge - to create the final Alchemical symbol. If done correctly, the winning endgame plays out.
15.01 Standing before the Altar: The Complete Flashback

Once the last Act 2 metal is in place, the player sees the complete sacrifice ceremony played out in the black mirror [video_actor]. This is in place of the last character's mini-flashback.

[AS THE PLACEMENT OF THE FINAL SACRIFICE FLASHBACK WAS CHANGED IN LATER DRAFTS, THE COMPARISON WILL BE DETAILED FURTHER BELOW]







15.02 Four Alchemists Deride the Player
Now that the player finally knows the real story about what happened and feels betrayed for having trusted the Alchemists, the Alchemists each rub salt into the player's wounds further.



15.02.01  Malveaux's Derision
[888 DIALOGUE]

15.02.02 Sartorius' Derision
[888 DIALOGUE]

15.02.03  Kaine's Derision
[888 DIALOGUE]

15.02.04 Sophia's Derision 
[888 DIALOGUE]











































15.03     Lucien Captured
After the ceremony flashback and the derision sequences, the globes begin to glow and then display the images of the 4 characters [qt_actors]. The characters will be heard chanting in unison [audio_actor], and Lucien will appear above the altar [video_actor]. He appears to be trapped magically as he hovers over the altar. The effect should suggest that he is restrained. The speak of the balance being tipped. The Alchemists reveal their terrible plot and that all is in motion once again.
[888 DIALOGUE]

LUCIEN
What have you done. The balance is tipped too far, destroyed. Everything is ruined.

MALVEAUX
On the contrary, all is divine. You have done everything we could not. The ceremony can now be completed.

SOPHIA
But where is Alexandria's body?

LUCIEN
Away safe from you.

Lucien looks at the player. He throws his ring to the player in disgust.

This is the end of everything I have worked for. It is destroyed by you. All of you are my traitors. The one thing I ever wanted. Here,
(he removes his ring and throws it at his father). Take it.

His ring falls to the floor. The player can then inspect the ring. A wedding ring will then appear as a [vr_actor]. The player will inspect it and find that it has the sun symbol predominantly engraved into it. When the player double-clicks, the ring will transform to a [cursor_object], and the Nemesis will finish his speech. He asks the player to burn Alexandria's body, but Sartorius says it will be for nothing because it is her spirit that is required.

LUCIEN, CONT.
Burn Alexandria's body before they can complete the ceremony.

SARTORIUS
A waste of effort. Alexandria's body is useless to us now. Her spirit is what we require, and it has been trapped in this temple since the ceremony.

ALEXANDRIA
Accept our fate, my love.

Alexandria appears suspended next to Lucien [video_actor]. Lucien strains against his invisible chains. The Alchemists says they need to begin their ceremony again.

KAINE
You never understood Lucien. This is about eternal life. No more death for us. No worrying about the end, watching all of work slip away into oblivion.

LUCIEN
What about Alexandria's suffering; what about her life?"

SARTORIUS
She was created for this. Her purity is necessary. We needed to keep you away because if you two came together, all of our years of preparation would have disappeared in an instant.

LUCIEN
Alexandria, I have failed. I could not learn enough of this wretched witchcraft to save you. I am sorry.

MALVEAUX
Enough. The eclipse is coming. Our timing must be perfect for the sun and moon to join and out eternity opened.

SOPHIA
(nodding towards the player)
"What about this one?"
 
KAINE
No need to worry. Nothing can stop us now.

The Alchemists begin to chant. The ceiling opens, and the shadow of an eclipse appears above the altar space.

Lucien urges the player to leave while he can.

LUCIEN
Leave this place. You have done enough damage, my nemesis.

At the end of his speech, the altar will make one last transformation and give the player a final clue for the next object she will need to bring back to successfully complete the endgame. The center of the altar will rotate over [animation_actor] and reveal the quintessence symbol. The player will note the symbol and turn from the altar. The characters will continue to chant [audio_actor] continuously from this point until the endgame.  
15.01 Four Metals Returned

NOTE: IF THE PLAYER HAS RETURNED WITH ALL FOUR METALS FROM THE FOUR WORLDS, THE FOURTH CHARACTER MURDER SEQUENCE WILL NOT OCCUR NOR WILL THE PLAYER TRANSITION TO THE CHARACTERS'S SARCOPHAGUS.
 INSTEAD:
The player places the fourth and final metal object on the altar and suddenly:

Her POV SHIFTS BACKWARD as if she were being blown into a closet behind the altar. The closet doors slam shut. If she clicks on the doors, they open to REVEAL the FOUR ALCHEMISTS standing by the altar. The sarcophagi are splintered and cracked apart.

The Alchemists' Elixir
The alchemists still stand next to the altar. Before the player, hovering in space, is a strangely luminescent liquid in a crystal vial -- the ELIXIR OF LIFE.

SARTORIUS
You've done it -- you've freed us from the dark hold of the Nemesis. The battle of knowledge is all but won.
(gesturing to Elixir)
Because of you, we now possess the Elixir of Life. You must drink it, but drink it quickly -- or we will all perish. In a few seconds it will ferment into the rankest poison. Hurry!

All the other alchemists urge the player to hurry.

Refusing The Elixir
If the player does not click on the elixir, it disappears. She witnesses the following:
(Note: If the player does click on the elixer, the action will move directly to Accepting the Elixir, from Scene 62.)

SARTORIUS
(condescendngly surprised)
So the adventurer is not as stupid as we thought.

SOPHIA smirks at us -- languid, indifferent. A new woman.

SOPHIA
I hope you're not going to whine. It's so unattractive. All great quests require sacrifices. Preferably -- someone else's. Now Kaine and I will be together forever.
(sarcastic)
How can I ever thank you?

MALVEAUX
Can you blame me, pilgrim? I loved the girl. But.after the life I'd lived, my reward would have been damnation. I had to live forever. Now I will.
(sarcastic)
Bless you.

KAINE
My son was weak. I couldn't bequeath him my kingdom. It's mine. I won it. I grew it. I earned it. So I decided to keep it. Forever. You were a great ally.
 
SARTORIUS
(condescendingly)
From the first time I saw your face with its signs of stunted intelligence, I knew you could be well-used. Now the jewel of the crown of knowledge will be mine.

SOPHIA
First--there is the small matter of an eternity of torture to be returned.

SARTORIUS
(smiling coldly)
Yes. Returned -- with dividends. Shall we summon him, dear?

Sartorius RAISES HIS HANDS -- a conjurer's gesture. The other alchemists RAISE THEIR HANDS -- forming a circle. WIND STIRS their hair -- and with a FLASH of light and a RUMBLING in the temple ...

MALVEAUX
Spirit of Corruption, Caught in the whirling of the Spheres, We summon you forward.

FX - LUCIEN appears, trapped in a glowing, alchemical force field (Note: he should not look demonic now. His hood should be thrown back, revealing the human, very appealing features of Lucien).

LUCIEN
I tried to warn you -- but you believed those devils. You unholy fool.
(in pain)
May you always be haunted by the face of the one I love -- the one you've damned!

SOPHIA
Oh, shut up, Lucien. Stop babbling. It's your turn now. Try to be a man.

KAINE
First we complete the ceremony. I'll find the girl's corpse.

LUCIEN
It's not too late! Redeem yourself. If there's any good in you, don't let them touch Alexandria's body. Go! Now!

SARTORIUS
You idiot. It's not her body -- it's her spirit inside it that we need.

Malveaux addresses his co-conspirators.

MALVEAUX
It's time to invoke the eclipse. Time for the sun and moon to join. For eternity to open itself to us.
(to CAMERA, with an evil grin)
And time for you to go, pilgrim.

Lucien looks at the player, desperately. He takes a RING from his finger, and holds it out towards her.

LUCIEN
(shouting to us)
Find her body -- quickly! Before the eclipse is complete. Take this ring. It will guide you.

He HURLS the ring at the player. As he does, the player is THROWN BACKWARDS, out the doors, which then SLAM in her face. The player finds herself in the Cloister, Lucien's ring before her. (Skip to next section, Flashback Through the Ring.)




15.01 Four Metals Returned

NOTE: IF THE PLAYER HAS RETURNED WITH ALL FOUR METALS FROM THE FOUR WORLDS, THE FOURTH CHARACTER MURDER SEQUENCE WILL NOT OCCUR NOR WILL THE PLAYER TRANSITION TO THE CHARACTERS'S SARCOPHAGUS.
 INSTEAD:
The player places the fourth and final metal object on the altar and suddenly:

Her POV SHIFTS BACKWARD as if she were being blown into a closet behind the altar. The closet doors slam shut. If she clicks on the doors, they open to REVEAL the FOUR ALCHEMISTS standing by the altar. The sarcophagi are splintered and cracked apart.

The Alchemists' Elixir
The alchemists still stand next to the altar. Before the player, hovering in space, is a strangely luminescent liquid in a crystal vial -- the ELIXIR OF LIFE.

SARTORIUS
You've done it -- you've freed us from the dark hold of the Nemesis. The battle of knowledge is all but won.
(gesturing to Elixir)
Because of you, we now possess the Elixir of Life. You must drink it, but drink it quickly -- or we will all perish. In a few seconds it will ferment into the rankest poison. Hurry!

All the other alchemists urge the player to hurry.

Refusing The Elixir
If the player does not click on the elixir, it disappears. She witnesses the following:
(Note: If the player does click on the elixer, the action will move directly to Accepting the Elixir, from Scene 62.)

SARTORIUS
(condescendngly surprised)
So the adventurer is not as stupid as we thought.

SOPHIA smirks at us -- languid, indifferent. A new woman.

SOPHIA
I hope you're not going to whine. It's so unattractive. All great quests require sacrifices. Preferably -- someone else's. Now Kaine and I will be together forever.
(sarcastic)
How can I ever thank you?

MALVEAUX
Can you blame me, pilgrim? I loved the girl. But.after the life I'd lived, my reward would have been damnation. I had to live forever. Now I will.
(sarcastic)
Bless you.

KAINE
My son was weak. I couldn't bequeath him my kingdom. It's mine. I won it. I grew it. I earned it. So I decided to keep it. Forever. You were a great ally.
 
SARTORIUS
(condescendingly)
From the first time I saw your face with its signs of stunted intelligence, I knew you could be well-used. Now the jewel of the crown of knowledge will be mine.

SOPHIA
First--there is the small matter of an eternity of torture to be returned.

SARTORIUS
(smiling coldly)
Yes. Returned -- with dividends. Shall we summon him, dear?

Sartorius RAISES HIS HANDS -- a conjurer's gesture. The other alchemists RAISE THEIR HANDS -- forming a circle. WIND STIRS their hair -- and with a FLASH of light and a RUMBLING in the temple ...

MALVEAUX
Spirit of Corruption, Caught in the whirling of the Spheres, We summon you forward.

FX - LUCIEN appears, trapped in a glowing, alchemical force field (Note: he should not look demonic now. His hood should be thrown back, revealing the human, very appealing features of Lucien).

LUCIEN
I tried to warn you -- but you believed those devils. You unholy fool.
(in pain)
May you always be haunted by the face of the one I love -- the one you've damned!

SOPHIA
Oh, shut up, Lucien. Stop babbling. It's your turn now. Try to be a man.

KAINE
First we complete the ceremony. I'll find the girl's corpse.

LUCIEN
It's not too late! Redeem yourself. If there's any good in you, don't let them touch Alexandria's body. Go! Now!

SARTORIUS
You idiot. It's not her body -- it's her spirit inside it that we need.

Malveaux addresses his co-conspirators.

MALVEAUX
It's time to invoke the eclipse. Time for the sun and moon to join. For eternity to open itself to us.
(to CAMERA, with an evil grin)
And time for you to go, pilgrim.

Lucien looks at the player, desperately. He takes a RING from his finger, and holds it out towards her.

LUCIEN
(shouting to us)
Find her body -- quickly! Before the eclipse is complete. Take this ring. It will guide you.

He HURLS the ring at the player. As he does, the player is THROWN BACKWARDS, out the doors, which then SLAM in her face. The player finds herself in the Cloister, Lucien's ring before her. (Skip to next section, Flashback Through the Ring.)




































































In reference to Kaine's remark about bequeathing his kingdom, since political structures at this historical time are still somewhat in limbo, and we haven't had him declared king anywhere in particular, it makes more sense to think of his "kingdom" as his ancestral lands, or maybe his conquered territory.






















































The four alchemists were originally preparing to kill Alexandria during an eclipse; isn't it somewhat of a strange coincidence that after their long period of suspended animation is brought to an end, it is now time for another eclipse? Is this a continuity problem?



MALVEAUX
We've decided to kill you rather than share our secrets. Good bye.
Accepting the Elixir
Note: If, in Scene 61, the player clicks on the elixir, the action immediately jumps to Scene 62.
Suddenly, the player's P.O.V. CHANGES -- as the player FALLS TO THE FLOOR. CAMERA is now staring up at the ceiling. Offscreen, she hears CHOKING noises -- ours -- as we begin to die.

SARTORIUS (O.S.)
Is the idiot dead yet?

Malveaux's comes directly into view directly over us, staring down with distain.

MALVEAUX
Not quite.

Malveaux's HAND comes into view -- holding a SHOVEL. It comes down heavily on to our heads (the screen) with a LOUD CLANG.  Offscreen, we hear the LAUGHTER of the alchemists. And their voices, fading out...

SOPHIA (O.S.)
(amidst laughter)
Did you really think we'd share our eternity with you?
(a beat -- to alchemists)
Let's get on with the ceremony.

The screen BLACKS OUT. The player is dead.
Accepting the Elixir
Note: If, in Scene 61, the player clicks on the elixir, the action immediately jumps to Scene 62.
Suddenly, the player's P.O.V. CHANGES -- as the player FALLS TO THE FLOOR. CAMERA is now staring up at the ceiling. Offscreen, she hears CHOKING noises -- ours -- as we begin to die.

SARTORIUS (O.S.)
Is the idiot dead yet?

Malveaux's comes directly into view directly over us, staring down with distain.

MALVEAUX
Not quite.

Malveaux's HAND comes into view -- holding a SHOVEL. It comes down heavily on to our heads (the screen) with a LOUD CLANG.  Offscreen, we hear the LAUGHTER of the alchemists. And their voices, fading out...

SOPHIA (O.S.)
(amidst laughter)
Did you really think we'd share our eternity with you?
(a beat -- to alchemists)
Let's get on with the ceremony.

The screen BLACKS OUT. The player is dead.







INT TEMPLE
Sophia is restraining Alexandria, who struggles to be free. Sartorius rises and places a bowl to her lips, steam swirling out of the liquid. She drinks, and her eyes begin to droop.

INT TEMPLE - LATER
Alexandria is on the altar. She is sitting up, but only with the help of Sartorius and Kaine. Sophia makes a last brush stroke through her dark hair. She puts down the brush and takes a white veil, which she places on Alexandria's head.

INT DUNGEON CELL
Lucien bribes the guard and scampers out of the castle basement.

INT TEMPLE
Kaine is chanting from an Alchemy book, he glances over at Malveaux who is holding a knife.
Sartorius waves his hands above the altar symbols. The symbols begin to spin.

INT MONASTERY
Lucien throws a monk (the insane monk from act 2) against a wall demanding to know where the Alchemists went.

[888 DIALOGUE]

LUCIEN
"WHERE ARE THEY?"

MONK
The old temple; they're at the old temple."


INTTEMPLE
The four Alchemists are chanting.












Sophia closes her eyes as she sways to the sound. The intensity increases, reaching a climax.

Alexandria is before them, sleeping peacefully.


EXT TEMPLE DOORS
Lucien kicks in the doors with a CRASH.

INT TEMPLE - CLOSE UP
Malveaux smiling.

LUCIEN CLOSE UP

His hand raised with a knife glistening in the eclipse. The knife shoots downwards.

CLOSE UP
Alexandria's face in repose. Suddenly, her body convulses.

INT TEMPLE
Lucien races in as the four Alchemists converge on the body. Lucien screams in anguish

[888 DIALOG U E]

NOOOOOOOO!

Lucien drives his sword into Kaine's heart, a look of shock registers on Kaine's face as he screams.
Sartorius dives for Lucien.

SARTORIUS
You fool, stop, before you ruin all.

Lucien slams Sartorius into a pillar, and the sound of a skull CRACKING is heard. Sartorius slides to the floor.

Lucien grabs a candle and flings it at Malveaux's face. The Bishop erupts into flames.

Sophia cowers before Lucien, sobbing for forgiveness. He looks at her, then at Alexandria's dead body. He raises his sword, seeming to pause, taking a final look at Alexandria. Lucien swings downward with all his force. Sophia SCREAMS.


















Lucien kicks over the altar table and the elements crash to the floor breaking.

Lucien approaches Alexandria and begins to sob. His sobbing echoes in the temple as the vision fades.
Flashback Through the Ring
The player has fallen to the floor of the cloister. The RING lies on the ground nearby. When the player clicks on the RING, the scene dissolves into a FLASHBACK of the closet doors opening to reveal:

Scene 63




































The four alchemists surrounding the altar, praying.

MALVEAUX
"No generation without corruption.
No life without death.
The blackness of putrefaction
Must precede the whiteness,
As night precedes day."

THE FOUR ALCHEMISTS
(in unison)
Natura, Anima, Spirit of Perfection. Purify, Cleanse, Transmute these Metals into the Philospher's Stone.

They are framed by the closet doorway. We see Sophia close her eyes as she sways to the sound. The intensity increases.

Alexandria lays on the altar before them, sleeping peacefully.

Kaine holds the alchemy book. Malveaux holds a HUGE KNIFE.

Sartorius waves his hands above the ALTAR SYMBOLS. The symbols begin to spin.

We see Malveaux raise the GLISTENING KNIFE. It hovers for a beat above Alexandria.

Beyond them, at the top of the stairs leading to the altar, Lucien suddenly appears.

LUCIEN
NO!

But he is too late, and the KNIFE SHOOTS DOWNWARD. Alexandria convulses.





Lucien rushes toward Malveaux, pushing him backward. The momentum throws him back toward the railing that surrounds the altar. He falls and is IMPALED on the shard finial of the bannister.


Sartorius tries to get away, but Lucien picks up A CANDLE and FLiINGS IT at him. Sartorius' robe catches on fire, and he is engulfed in flames. As he burns,

Lucien looks to the altar where Sophia is trying to complete the ceremony with Alexandria's body.
    .
Lucien approaches her. He bends down and grabs THE CORDING that secures her alchemical medallion around her neck. She COWERS as she looks toward the CAMERA.

SOPHIA
Please! Don't kill me.

Lucien pulls the cord relentlessly TIGHT ... TIGHTER ... until she falls limp ... and dead.

Lucien looks in anguish at Alexandria, who lies dead with the sacrificial knife deep in her chest. Then, he looks up across the altar and sees Kaine glowering at him.

Lucien draws the knife from Alexandria's body. He approaches Kaine who contemptuously stands his ground. They stare into each others' eyes, until Lucien places the knife to his father's throat for a moment-- just as Kaine had dared him to in their previous encounter.

Only this time, the knife STABS DEEP INTO KAINE'S THROAT, and he falls dead.

Lucien goes to Alexandria's lifeless body. His eyes are glued to her and already filled with the haunted, hunted look of the Nemesis. He touches her face. His primal yell of anguish fills the temple as the vision fades.
Flashback Through the Ring
The player has fallen to the floor of the cloister. The RING lies on the ground nearby. When the player clicks on the RING, the scene dissolves into a FLASHBACK of the closet doors opening to reveal:

Scene 63




































The four alchemists surrounding the altar, praying.

MALVEAUX
"No generation without corruption.
No life without death.
The blackness of putrefaction
Must precede the whiteness,
As night precedes day."

THE FOUR ALCHEMISTS
(in unison)
Natura, Anima, Spirit of Perfection. Purify, Cleanse, Transmute these Metals into the Philospher's Stone.

They are framed by the closet doorway. We see Sophia close her eyes as she sways to the sound. The intensity increases.

Alexandria lays on the altar before them, sleeping peacefully.

Kaine holds the alchemy book. Malveaux holds a HUGE KNIFE.

Sartorius waves his hands above the ALTAR SYMBOLS. The symbols begin to spin.

We see Malveaux raise the GLISTENING KNIFE. It hovers for a beat above Alexandria.

Beyond them, at the top of the stairs leading to the altar, Lucien suddenly appears.

LUCIEN
NO!

But he is too late, and the KNIFE SHOOTS DOWNWARD. Alexandria convulses.





Lucien rushes toward Malveaux, pushing him backward. The momentum throws him back toward the railing that surrounds the altar. He falls and is IMPALED on the shard finial of the bannister.


Sartorius tries to get away, but Lucien picks up A CANDLE and FLiINGS IT at him. Sartorius' robe catches on fire, and he is engulfed in flames. As he burns,

Lucien looks to the altar where Sophia is trying to complete the ceremony with Alexandria's body.
    .
Lucien approaches her. He bends down and grabs THE CORDING that secures her alchemical medallion around her neck. She COWERS as she looks toward the CAMERA.

SOPHIA
Please! Don't kill me.

Lucien pulls the cord relentlessly TIGHT ... TIGHTER ... until she falls limp ... and dead.

Lucien looks in anguish at Alexandria, who lies dead with the sacrificial knife deep in her chest. Then, he looks up across the altar and sees Kaine glowering at him.

Lucien draws the knife from Alexandria's body. He approaches Kaine who contemptuously stands his ground. They stare into each others' eyes, until Lucien places the knife to his father's throat for a moment-- just as Kaine had dared him to in their previous encounter.

Only this time, the knife STABS DEEP INTO KAINE'S THROAT, and he falls dead.

Lucien goes to Alexandria's lifeless body. His eyes are glued to her and already filled with the haunted, hunted look of the Nemesis. He touches her face. His primal yell of anguish fills the temple as the vision fades.
15.03.01 The Ring Cursor
When the player turns around, the ring [cursor_object] will glow and hum briefly [cursor_object and audio_actor], indicating that the player is moving in the right direction. Each time the player clicks to advance, turn, or select an object from this point - the ring [cursor_object] will glow and hum to indicate a correct selection and will do nothing if the selection is incorrect.

The correct path for the player from the altar will be straight out of the temple dome area and into the cloister. At the edge of the cloister, between the two columns on either side of the temple entrance, the ring will glow if the player faces the fountain.
15.03.01 The Ring Cursor
When the player turns around, the ring is the player's cursor [cursor_object].
15.03.01 The Ring Cursor
When the player turns around, the ring is the player's cursor [cursor_object].
15.03.02 Losing Endgame 1
If the player leaves the temple via the front doors at this point, a losing Endgame plays out. She will hear a tremendous scream from Lucien emanating out of the temple [audio_actor]. Lightening will strike and the temple will split open at the dome to reveal the four Alchemist's heads rising like a monster [video_actor] above the building. Malveaux laughs and wishes the player goodbye.

[888 DIALOGUE]

A fire ball forms out of Malveaux's eyes and blasts the player into oblivion.
15.04 Water Fountain Entry Puzzle
The cloister has a water fountain in its center. Water flows from the centerpiece down into its pool. The centerpiece is an [animation_actor] and constantly plays back the water flowing from its spout. If the player clicks on the spout, she sees a detail of it.

The spout is cylindrical in shape, sticking six inches above the top of the fountain. Halfway up the spout, the pipe widens, and a rectangular slot is visible. If the player clicks on the slot, the ring slips into it [animation_actor], and the fountain lowers [animation_actor] accompanied by the sounds of massive stones turning and grinding [audio_actor]. The player is still holding the ring.
The water has stopped and a staircase leads down.

15.04 Water Fountain Entry Puzzle
The cloister has a water fountain in its center. Water flows from the centerpiece down into its pool. The centerpiece is an [animation_actor] and constantly plays back the water flowing from its spout. If the player clicks on the spout, she sees a detail of it.

The Hand
Extending from the fountain is a large stone hand. The finger of the hand is active. If the player clicks on the hand while carrying Lucien's ring, the ring slips onto it [animation_actor]. The walls dissolve [animation_actor], and then reform, now in a natural rough stone. The player has been transported to the tunnels beneath the Temple, remnants of the Great Underground Empire.

Return to the GUE
Except for the fountain, everything has changed. Instead of the smooth stone masonry of the Temple, the player is surrounded by the rough rock of a natural underground tunnel. The flagstones beneath her feet have been replaced by uneven cobblestones that are cracked and covered with moss. Although she doesn't know it, she is in a branch of the GUE underground highway that was sealed off over three hundred years ago. Except for the Nemesis, no one has visited this place in centuries.

A carved stone in the roadway reads, "Mile 735, Southern Highway. 666 GUE."


The Fountain
The fountain in front of the player is identical to the fountain in the cloister. A hand reaches towards the player. The hand wears a golden ring. It is active. If the player clicks on it, the ring becomes her cursor [cursor_object].

The Cave In
To the left, the road runs twenty feet to a cave in that has partially buried a toll booth. Near the toll booth, she notices an ancient detonation box with its handle pressed down. The box is completely rusted, but the player can see two wires running from the detonation box into the cave in.

The Moss
On the wall, a patch of moss is active. Faint letter can be seen behind the moss. If the player clicks on it, the moss will clear [animation_actor] to show a carved curse, which reads, "A pox on Duncanthrax, a ruler without heart, the greatest evil known to man." [text_actor].

The Facade
Having seen that she cannot advance past the cave-in, the player turns around. She sees that the rough road ends a short flight of steps to a doorway set in a massive facade of cavorting, sensual figures like in the ancient temples of India. Two figures of a man and a woman form the central doorway as they reach out to one another. The double doors are closed.
This is the entrance to the Temple built by C. Agrippa, Duncanthrax's chief engineer, when Agrippa decided that alchemy was too dangerous to be exposed to men devoid of compassion. It is a temple devoted to the power of love, of alchemy as well as a barrier to heartless adventurers.

The Stone Tablet
Set beside the stairs is a stone tablet; in it the player can read the following:
"The greatest achievement in science and medicine, in religion and law, give us nothing if we have not love, for power without love can only bear the fruits on infamy. Only the pure of heart and of soul may hope to enter here and survive." [text_actor]

The Door Lock
The door is active. When she clicks on it, she sees two dials covered in runes. One edge of each dial touches the center seam of the double doors so that the two dials almost form a horizontal figure eight. The dials have five symbols carved into them. Where the dials meet at the door's seam, the two symbols touching.
Both dials are active. She can turn the dials one at a time by clicking on the dials to make them rotate [animation_actor]. When they rotate, she will hear the tumblers moving inside the door [audio_actor].

Solving the Door Puzzle
Although she doesn't know it, each dial carries one half of the five alchemical symbols: fire, water, earth, air, and quintessence. When the dials are turned so that these two halves touch, each symbol should be recognizable. When the player turns the dials so that the quintessence symbol appears, the locks makes a loud chunking sound and the doors swing open [animation_actor]. The player can enter the temple.
15.04 Water Fountain Entry Puzzle
The cloister has a water fountain in its center. Water flows from the centerpiece down into its pool. The centerpiece is an [animation_actor] and constantly plays back the water flowing from its spout. If the player clicks on the spout, she sees a detail of it.

The Hand
Extending from the fountain is a large stone hand. The finger of the hand is active. If the player clicks on the hand while carrying Lucien's ring, the ring slips onto it [animation_actor]. The walls dissolve [animation_actor], and then reform, now in a natural rough stone. The player has been transported to the tunnels beneath the Temple, remnants of the Great Underground Empire.

Return to the GUE
Except for the fountain, everything has changed. Instead of the smooth stone masonry of the Temple, the player is surrounded by the rough rock of a natural underground tunnel. The flagstones beneath her feet have been replaced by uneven cobblestones that are cracked and covered with moss. Although she doesn't know it, she is in a branch of the GUE underground highway that was sealed off over three hundred years ago. Except for the Nemesis, no one has visited this place in centuries.

A carved stone in the roadway reads, "Mile 735, Southern Highway. 666 GUE."


The Fountain
The fountain in front of the player is identical to the fountain in the cloister. A hand reaches towards the player. The hand wears a golden ring. It is active. If the player clicks on it, the ring becomes her cursor [cursor_object].

The Cave In
To the left, the road runs twenty feet to a cave in that has partially buried a toll booth. Near the toll booth, she notices an ancient detonation box with its handle pressed down. The box is completely rusted, but the player can see two wires running from the detonation box into the cave in.

The Moss
On the wall, a patch of moss is active. Faint letter can be seen behind the moss. If the player clicks on it, the moss will clear [animation_actor] to show a carved curse, which reads, "A pox on Duncanthrax, a ruler without heart, the greatest evil known to man." [text_actor].

The Facade
Having seen that she cannot advance past the cave-in, the player turns around. She sees that the rough road ends a short flight of steps to a doorway set in a massive facade of cavorting, sensual figures like in the ancient temples of India. Two figures of a man and a woman form the central doorway as they reach out to one another. The double doors are closed.
This is the entrance to the Temple built by C. Agrippa, Duncanthrax's chief engineer, when Agrippa decided that alchemy was too dangerous to be exposed to men devoid of compassion. It is a temple devoted to the power of love, of alchemy as well as a barrier to heartless adventurers.

The Stone Tablet
Set beside the stairs is a stone tablet; in it the player can read the following:
"The greatest achievement in science and medicine, in religion and law, give us nothing if we have not love, for power without love can only bear the fruits on infamy. Only the pure of heart and of soul may hope to enter here and survive." [text_actor]

The Door Lock
The door is active. When she clicks on it, she sees two dials covered in runes. One edge of each dial touches the center seam of the double doors so that the two dials almost form a horizontal figure eight. The dials have five symbols carved into them. Where the dials meet at the door's seam, the two symbols touching.
Both dials are active. She can turn the dials one at a time by clicking on the dials to make them rotate [animation_actor]. When they rotate, she will hear the tumblers moving inside the door [audio_actor].

Solving the Door Puzzle
Although she doesn't know it, each dial carries one half of the five alchemical symbols: fire, water, earth, air, and quintessence. When the dials are turned so that these two halves touch, each symbol should be recognizable. When the player turns the dials so that the quintessence symbol appears, the locks makes a loud chunking sound and the doors swing open [animation_actor]. The player can enter the temple.

















The Great Underground Highway you refer to cannot be over 300 years old, as this would predate the conquests of Duncanthrax, and the first real highways were not built until the 660s or 670s. If it -is- such a highway, the carved stone should read something like: "Bloit 57, Great Underground Highway 72". If you want to insist on its great age, it is possible that it is NOT a Great Underground Highway, but instead a natural tunnel that predates the conquests of Duncanthrax, and thus wouldn't have any kind of stone label unless it had been added later. Incidentally, the curse under the moss is very cool, but might cause some confusion, as we will see
soon.

[This date is correctly changed to 668 GUE in the final version of the game.]



















The explanation of the temple entrance is excellent. However, the person in question was M. Agrippa, not C., who I stated in my first report was active during Dimwit's reign, and was even possibly his friend. This is however 100 years after Duncanthrax. Unless you are trying to imply that C. Agrippa is some sort of ancestor to M. Agrippa, which is a little too much of a coincidence, then this reference should be fixed. If the person or people responsible for the construction of the temple lived during the reign of Duncanthrax, as we agreed upon in the past, then more likely names would be the Satchmoz and Ernie Flathead (abbreviated to E. Flathead for less cheesiness) that I mentioned in my first report. Since Agrippa is a more recognizable and compelling name, if you choose to use it, remember that it would imply that the rebuilder of the temple is not the same as the person responsible for the moss curse, since Agrippa would have little reason to curse Duncanthrax 100 years after his reign.



15.05 The Cisterns





The space immediately below the fountain is the temple's cisterns. The walls, floors, and ceilings are wet masonry. The first room below the fountain will have five exits, not including the stairs up. The ring cursor object will indicate the correct direction.

















































If the player advances in the wrong direction, she will pass down a pipe-like hallway and return to this room [qt_actor] after being led on a variety of twists and turns. Obviously, there are only two wrong tunnels with both openings in the Cistern room.



The player advances down the correct path, which is also a pipe-like tunnel. The path descends as the player moves through the space [qt_actor].
15.05 The Cisterns
A set of stairs lead down into the building. Following these, the player curves down and right to finish in a room directly underneath the second fountain [animation_actor].

The space immediately below the fountain is the temple's cisterns. The walls, floors, and ceilings are wet masonry. When the player enters, she stops in the center of the room. From the center, the player can turn to see many archways including the stairs up. All six archways are active. When she clicks on a doorway, she sees a close-up of the doorway. Above each of the doorway is written an alchemical symbol. Among other symbols, these include symbols for the following:

Fire
Earth
Water
Air
Quintessence

The Stairs Up
On the sixth doorway [1KB1], she sees an engraving, "Love is like water the bearer of life." [animation_actor]. If she clicks on this door, she will be taken back to the facade.

Lucien's Note
Graffiti has been scratched into the wall next to the doorway with the Fire sign [1EB1]. The player may recognize Lucien's handwriting. It reads, "Damn the Engineer who built this place. He torments me, knowing all and giving nothing. Damn his love! I would give my life to bring her back, but not even that suffice." [textactor]

Solving the Cistern Puzzle
Under time pressure to finish the final act, the player will want to find a way out of the Cistern Room. The sounds of water and the wet environment will start her thinking about water; soon, she will remember the alchemical sign for water. Just as she anticipated, she finds the symbol for water carved above one of the door ways. When she clicks on this doorway from the close-up, she be ripped down a wet narrow passage and then up a short incline to a dry, earthen room [animation_actor].

Alternatively, the player may notice that the sound of running water is louder in some directions than in others. When she faces the door above which is carved the alchemical sign for water, she notices the sound of running water is distinctly louder. If she then clicks on this door way from the close-up, she will be ripped down a wet narrow passage and then up a short incline to a dry, earthen room [animation_actor].

Choosing the Wrong Door
If the player advances in the wrong direction, she will pass down a pipe-like hallway and return to this same room [qt actor] after being led on a variety of twists and turns. To the player, it may appear that there are an infinite number of identical rooms, but in fact, she can see only two wrong tunnels both of which loop back into the Cistern room. [qt_actor]. 
15.05 The Cisterns
A set of stairs lead down into the building. Following these, the player curves down and right to finish in a room directly underneath the second fountain [animation_actor].

The space immediately below the fountain is the temple's cisterns. The walls, floors, and ceilings are wet masonry. When the player enters, she stops in the center of the room. From the center, the player can turn to see many archways including the stairs up. All six archways are active. When she clicks on a doorway, she sees a close-up of the doorway. Above each of the doorway is written an alchemical symbol. Among other symbols, these include symbols for the following:

Fire
Earth
Water
Air
Quintessence

The Stairs Up
On the sixth doorway [1KB1], she sees an engraving, "Love is like water the bearer of life." [animation_actor]. If she clicks on this door, she will be taken back to the facade.

Lucien's Note
Graffiti has been scratched into the wall next to the doorway with the Fire sign [1EB1]. The player may recognize Lucien's handwriting. It reads, "Damn the Engineer who built this place. He torments me, knowing all and giving nothing. Damn his love! I would give my life to bring her back, but not even that suffice." [textactor]

Solving the Cistern Puzzle
Under time pressure to finish the final act, the player will want to find a way out of the Cistern Room. The sounds of water and the wet environment will start her thinking about water; soon, she will remember the alchemical sign for water. Just as she anticipated, she finds the symbol for water carved above one of the door ways. When she clicks on this doorway from the close-up, she be ripped down a wet narrow passage and then up a short incline to a dry, earthen room [animation_actor].

Alternatively, the player may notice that the sound of running water is louder in some directions than in others. When she faces the door above which is carved the alchemical sign for water, she notices the sound of running water is distinctly louder. If she then clicks on this door way from the close-up, she will be ripped down a wet narrow passage and then up a short incline to a dry, earthen room [animation_actor].

Choosing the Wrong Door
If the player advances in the wrong direction, she will pass down a pipe-like hallway and return to this same room [qt actor] after being led on a variety of twists and turns. To the player, it may appear that there are an infinite number of identical rooms, but in fact, she can see only two wrong tunnels both of which loop back into the Cistern room. [qt_actor].
15.06 The Blinded Statue
At the end of the tunnel is a statue that holds a spear. A lantern sits on the base of the statue and provides the illumination for the room. It also provides dramatic lighting of the statue, casting an eerie shadow on the wall behind it. There is no apparent exit, but the ring will glow each time the player attempts to advance towards the statue. The player will reason that the statue blocks her correct path.









The statue is a simple stone representation of a Zorkian Athena. The statue holds a spear and is blindfolded with a white cloth.


If the player clicks on the statue, it will animate [animation_actor], turning its head towards the player and recites a cryptic hint for the final puzzle [audio_actor]:
[888 DIALOGUE]


When the player clicks on the blindfold, it will slip off [animation_actor]. The floor immediately in front of the statue then recedes to reveal a stairs that descends below the statue [animation_actor]. The player clicks and advances down the stairs [qt_actor], and the space quickly turns darker.







15.06 The Blinded Statue
At the end of the tunnel is a statue that holds a spear. A lantern sits on the base of the statue and provides the illumination for the room. It also provides dramatic lighting of the statue, casting an eerie shadow on the wall behind it. There is no apparent exit, but the ring will glow each time the player attempts to advance towards the statue. The player will reason that the statue blocks her correct path.

Between the player and the statue is a patch of sand. In the sand are drawn alchemical symbols. The player can click.on the symbols for a close-up [1EB1, 1EB2, 1EB3, 1EB4, 1EB5]. The symbols are fire, water, earth, air and quintessence. From the close-up, the player can click anywhere to return to the front of the statue.

The statue is a simple earthen representation of a Zorkian Athena. The statue holds a spear and is blindfolded with a white cloth. Written on the cloth is:
"Without love, justice is blind," [text actor]. The base of the statue and the blindfold are both active.
If the player clicks on the statue, it will animate [animation_actor], turning its head towards the player and recites a cryptic hint for the final puzzle [audio_actor]:
[888 DIALOGUE]

Solving the Earth Puzzle
When the player clicks on the blindfold, it will slip off [animation_actor]. The statue opens her eyes, looks at the player, then turns her head and looks down over her left shoulder [animation_actor]. The player should be able to deduce that the statue is looking at the earth symbol in the sand.
When the player then clicks on the earth symbol, the sand animates, swirls, and as the player is drawn towards the center of the sand vortex, the room start to spin; the player is sucked through the floor [animation_actor].
15.06 The Blinded Statue
At the end of the tunnel is a statue that holds a spear. A lantern sits on the base of the statue and provides the illumination for the room. It also provides dramatic lighting of the statue, casting an eerie shadow on the wall behind it. There is no apparent exit, but the ring will glow each time the player attempts to advance towards the statue. The player will reason that the statue blocks her correct path.

Between the player and the statue is a patch of sand. In the sand are drawn alchemical symbols. The player can click.on the symbols for a close-up [1EB1, 1EB2, 1EB3, 1EB4, 1EB5]. The symbols are fire, water, earth, air and quintessence. From the close-up, the player can click anywhere to return to the front of the statue.

The statue is a simple earthen representation of a Zorkian Athena. The statue holds a spear and is blindfolded with a white cloth. Written on the cloth is:
"Without love, justice is blind," [text actor]. The base of the statue and the blindfold are both active.
If the player clicks on the statue, it will animate [animation_actor], turning its head towards the player and recites a cryptic hint for the final puzzle [audio_actor]:
[888 DIALOGUE]

Solving the Earth Puzzle
When the player clicks on the blindfold, it will slip off [animation_actor]. The statue opens her eyes, looks at the player, then turns her head and looks down over her left shoulder [animation_actor]. The player should be able to deduce that the statue is looking at the earth symbol in the sand.
When the player then clicks on the earth symbol, the sand animates, swirls, and as the player is drawn towards the center of the sand vortex, the room start to spin; the player is sucked through the floor [animation_actor].
Grues Within the Earth
When the spinning stops, the player finds herself in nearly complete darkness. Only the light from her ring casts a thin ring of light around her. As she gathers her bearings, she notices the sound of claws draging on stone behind her as well as the low gnashing of teeth [animation_actor]. If she turns, the sounds will diminish [audio_actor]; then, if she remains still, the sounds increase behind her [audio_actor].
She can see a pin prick of light through the darkness; if she clicks on this, she emerges on a cliff ledge [animation_actor].

Grues Without the Ring
If the player doesn't have the ring when she is sucked through the floor, she falls into total darkness. She hears the sound of claws dragging and teeth gnashing.





She is quickly consumed by grues.
Grues Within the Earth
When the spinning stops, the player finds herself in nearly complete darkness. Only the light from her ring casts a thin ring of light around her. As she gathers her bearings, she notices the sound of claws draging on stone behind her as well as the low gnashing of teeth [animation_actor]. If she turns, the sounds will diminish [audio_actor]; then, if she remains still, the sounds increase behind her [audio_actor].
She can see a pin prick of light through the darkness; if she clicks on this, she emerges on a cliff ledge [animation_actor].

Grues Without the Ring
If the player doesn't have the ring when she is sucked through the floor, she falls into total darkness. She hears the sound of claws dragging and teeth gnashing.

As she turns, she notices a pin-prick of light that is active to the cursor. If she clicks on this within ten seconds of falling, she will rush towards the light, but just as she thinks she will escape, a claw fills her POV. [animation_actor]. She is eaten by grues.

If she waits more than ten seconds, she is also eaten by grues with an appropriate tearing of flesh and cracking of bone [animation_actor].



















































After two more "steps" the player comes to a T intersection. The ring [cursor_object] glows and hums in both directions and the player at this point will reason that she must follow the wind sound she hears when she faces left - no sound is heard when she faces right. The effect could combine the barely audible voice of Alexandria mixed into the wind sound. The player then navigates a series of 3 intersections, each time advancing in the direction of the wind sound.

When the player enters the next chamber, the ring [cursor_object] returns to its normal function of indicating correct path or action.
The Wind Room
The player finds herself in near total darkness. She hears the hum and whirr of machinery, and she sees an glowing light switch. The switch is turned down and is active.
When she clicks on the switch, the lights come on. The room around her is cramped because of three massive machines which consist of fans, propellers, needles and dials. Each machine is active. She can also see three dark doorways accessible down paths between the machines. The doorways are active.

The Machines
If she click on the machines, she gets a close-up of each one [1EB1, 1FB1, 1GB1]. Each machine has one active dial and one switch. If she clicks on the dial, the dial will turn right and the machine will become louder [animation_actor]. She can click on the dial again; the dial turns left and the machine becomes quieter [animation_actor].
If she clicks on the switch, the switch flips and the machine turns off and becomes silent [animation_actor]. She can click on the switch again, and the switch flips; the machine turns on and makes noise [animation_actor].

The Doorways
If she clicks on the doorways, she advances into darkness. Unless she has turned off the machines, she can hear the hum of machinery echoing off the tunnel walls [animation_actor].
Two areas of darkness are active. If she clicks on one of them, she will travel down a pitch black tunnel to one of the other two darkened doorways. The three darkened tunnels are in fact connected in a circle.
When she turns around, she sees the doorway back to the machinery room. Only this archway is active.
In one of the tunnels, she can also make out the faint sound of the wind mixed with the sound of machinery [animation_actor]. The sound of the wind will be stronger if one of the machines is turned off [audio_actor]; and quite strong if two are turned off [audio_actor].

Solving the Wind Room Puzzle
To solve the wind room puzzle, the player must turn off all of the machinery. When she does, she will hear the faint sound of the wind coming from the direction of the windy tunnel.
If she clicks on this doorway, she will move again into the darkened tunnel. This time, however she will hear the distinct sound of wind. When she turns in the proper direction, this will become very loud, and she will notice a new area near the top of her screen has become active.
If she clicks on this, she will move into a wind maze. At each step, she will face two active points in the darkness. One of these points will emit the sound of wind [audio_actor]; the other returns only silence. If the player follows the sound of the wind, she will exit the maze; otherwise, after three missteps, she will fall into a bottomless pit (she is dead).
When the player enters the next chamber, the ring [cursor_object] returns to its normal function of indicating correct path or action.
The Wind Room
The player emerges emerges from the darkness onto a narrow ledge above a vast chasm. Except for a very thick hose, the room is empty. The hose extends over the edge of the chasm. She also notices several other holes in the wall, one of which appears to be glowing. Written above the holes is another of C. Agrippa's sayings, "The heartless scientist knows only hot air." [text_actor].

In the middle of the hose is a large rock that pins the hose to the rocky ground. The rock and the end of the hose are both active.

If the player tilts down from the edge of the chasm, she will see what looks like a bathtub dangling at the end of the hose, and below the bathtub a fabric curtain. Despite appearances, this is not a bathtub, but the gondola of a hot air balloon. The curtain is really massive deflated balloon.

Hooking Up the Hot Air
When she clicks on the hose, she gets a close-up of the end of the hose and the rock wall. The hose appears to be deflated. There are five holes in the rock wall, one glowing more red than the others. There is also a valve set in the end of the hose. The hose and valve are both active.

Inflating the Balloon
When she clicks on the hose, the hose unscrews from the wall and she can drag the hose to any of the other holes [animation _actor]. When she releases the hose, it screws into the nearest hole automatically [animation_actor].

If she inserts the hose into the glowing pipe, the hose fills with air.

From the wall to the large rock, the hose is inflated. Beyond the rock, the hose is still flat and deflated. The rock is active.

When she clicks on the rock, it animates and rolls off of the hose; the hose fills with air and the player hears air rushing through the hose [animation_actor].

Jumping into the Gondola
If she tilts down at the edge of the chasm, she will see the balloon filling with air. The balloon begins to rise [animation_actor]; the player must time the rise of the balloon and jump into gondola as it passes. She is carried across the opposite ledge; there, the balloon lands and she can climb out [animation_actor].

NOTE: We could also ask her to pilot the balloon.

Missing the Boat
If she misses the gondola, the balloon will rise to the length of the hose. The hose is still active. If she now clicks on the hose, she gets a close-up of the end
of the hose. The valve and the end of the hose are active.

If she clicks on the valve, it turns and releases hot air. The balloon descends [animation_actor]. She can now click on the rock, which animates and rolls back into place [animation_actor].

Hot Air Can Kill
If she clicks on the end of the hose, it unscrews. If the rock is not on top of the hose, one of two things happens: 1) if the balloon is flying, the player is lifted from the ledge an carried over the chasm where she looses her grip and falls to her death [animation_actor]; 2) if the balloon is deflated, the weight of the balloon yanks her off the ledge and pulls her to her death.












It is unclear to me what exactly these machines are supposed to be. If they do serve a known purpose, you could label them Frobozz Magic _____ Company accordingly.
15.07 The Fire Place Puzzle






The player enters another chamber. This one is of similar size and proportions as the others.





The player will also find a tablet (a coping stone) set flat against the wall on the opposite side of the fireplace. The these words are etched into the tablet:
"Behold. I watch the entrance to eternity (infinity symbol)" [text actor].


At the far end of the chamber is a huge and hideous fireplace. The mantle and entire wall are made of a giant face. The gaping mouth is the fire place. A large fire burns inside of it [animation_actor]. The eyes of the giant are glass, and the flames from within cast beams of red light into the chamber [animation_actor].

The player will explore further and examine the eyes of the fireplace's face. They are made of crystal, and the flames of the fireplace illuminate them. The eyes cast weak beams of red light into the room on to the floor. The beams focus into two red ovals on the floor [animation_actor].
If the player clicks on the eyes, she will find that that rotate upwards. If the player turns to look behind her after adjusting the eyes, she will find that their beams have intensified as they have rotated. They have also moved their focus towards the opposite wall [animation_actor]. The player will then see that the beams can be made to focus - by experimentation - across the room and eventually onto the tablet.
















If the player adjusts the eyes correctly, the two ovals will converge onto the (infinity symbol) on the tablet. When the player does this, a fanfare plays, and the player will see the beams of light extinguish. When she turns to face the fireplace, she will see that the fire has extinguished and she may pass. The player exits the chamber and advances down a series of steps in a long passage [qfactor].
15.07 The Fire Place Puzzle
The Fire Room contains:
-An enormous fireplace
-An enormous face
-A statue of a book carved in stone
-A podium

The player enters another chamber. This one is about the same size as the others. Besides a small podium, the room contains only a massive fireplace set below a huge carved face.

The Stone Book
When the player enters, she notices beside her a stone carving of a book set flat on a short podium. The podium is active and if the player clicks on it, she will see these words are etched into the cover of the stone book: "Behold. I watch the entrance to eternity (infinity symbol)" [text_actor].

The Fireplace
At the far end of the chamber is a huge and hideous fireplace. The mantle and entire wall are made of a giant face. The gaping mouth is the fire place. The fireplace is as tall as a man and contains no fire. The eyes of the giant are closed. The hearth and the eyes are both active.

If the player clicks on the hearth, she advances to stand within the fireplace. She can click again to return to the view of the hearth and head.

The Eyes
Having entered the hearth, the player examines the head more closely. When she clicks on the eyes, she sees a close-up of them. The eyes are active. If the player clicks an eye, both eyes snap open and she hears a hideous groan [audio_actor]. The eyes are made of crystal; they glow with a red luminescence.
If the player turns to look behind her after opening the eyes, she will find that their light forms beams of light that meet at the far end of the room [animation_actor] .
When she follows the beams of light, she sees that they converge on the podium. Clicking on the podium, she discovers that the book is no longer stone, but fine paper bound in supple leather. The book is active.
Clicking on the book causes it to open [animation_actor]. The player reads, "What is religion if not love. Through love one sees the heart, where lies ever hidden the philosopher's stone." [textactor]. When she opens it, she also hear a roaring from behind her [audio_actor].
When the player turns again to the fireplace, the eyes have been extinguished. But the fireplace is now full of flames and is active. If she clicks on the fire place, she sees a close-up of the hearth filled with flames [animation_actor] and can see that back of the hearth is now open. The opening is active, and she can return to the room by clicking of the stone around the fireplace.
If the player clicks on the flames, she advances through them safely [animation_actor] and then proceeds down a series of steps in a long passage [qt_actor].
15.07 The Fire Place Puzzle
The Fire Room contains:
-An enormous fireplace
-An enormous face
-A statue of a book carved in stone
-A podium

The player enters another chamber. This one is about the same size as the others. Besides a small podium, the room contains only a massive fireplace set below a huge carved face.

The Stone Book
When the player enters, she notices beside her a stone carving of a book set flat on a short podium. The podium is active and if the player clicks on it, she will see these words are etched into the cover of the stone book: "Behold. I watch the entrance to eternity (infinity symbol)" [text_actor].

The Fireplace
At the far end of the chamber is a huge and hideous fireplace. The mantle and entire wall are made of a giant face. The gaping mouth is the fire place. The fireplace is as tall as a man and contains no fire. The eyes of the giant are closed. The hearth and the eyes are both active.

If the player clicks on the hearth, she advances to stand within the fireplace. She can click again to return to the view of the hearth and head.

The Eyes
Having entered the hearth, the player examines the head more closely. When she clicks on the eyes, she sees a close-up of them. The eyes are active. If the player clicks an eye, both eyes snap open and she hears a hideous groan [audio_actor]. The eyes are made of crystal; they glow with a red luminescence.
If the player turns to look behind her after opening the eyes, she will find that their light forms beams of light that meet at the far end of the room [animation_actor] .
When she follows the beams of light, she sees that they converge on the podium. Clicking on the podium, she discovers that the book is no longer stone, but fine paper bound in supple leather. The book is active.
Clicking on the book causes it to open [animation_actor]. The player reads, "What is religion if not love. Through love one sees the heart, where lies ever hidden the philosopher's stone. Signed, C. Agrippa." [text_actor]. When she opens it, she also hear a roaring from behind her [audio_actor].
When the player turns again to the fireplace, the eyes have been extinguished. But the fireplace is now full of flames and is active. If she clicks on the fire place, she sees a close-up of the hearth filled with flames [animation_actor] and can see that back of the hearth is now open. The opening is active, and she can return to the room by clicking of the stone around the fireplace.
If the player clicks on the flames, she advances through them safely [animation_actor] and then proceeds down a series of steps in a long passage [qt_actor].
15.07.01 The Black Lake
The passage opens finally onto a platform that looks over a huge underground lake. The lake is black. The underground ceiling is low, creating a dramatic effect. Across the lake in the distance is a temple facade carved directly into a rock face.


The player will advance down a flight of steps to a small dock [qt actor], When the player reaches the dock, a small boat will appear out of the gloom [qt_actor]. The boat is ferried by a tall figure completely covered in a shroud. When the boat docks the figure beckons with a bony hand. The player will advance into the boat, and it will move [animation_actor] across the lake [qt actor].




































The boat will dock again on the other side and the figure will point again - this time directing the player towards the temple facade.
15.07.01 The Black Lake
The passage opens finally onto a platform that looks over a huge underground lake. The lake is black. The underground ceiling is low, creating a dramatic effect. Across the lake in the distance is a temple facade carved directly into a rock face.

The Boat
The player will advance down a flight of steps to a small dock [qt_actor]. When the player reaches the dock, a small boat will appear out of the gloom [qt actor]. The boat is empty, but active. If the player clicks on the boat, her POV. enters it. [animation_actor].

The player notices a strange contraption in the bow of the boat. The contraption consists of four concentric hoops of steel mounted on swivels. At the center of the hoops is a flat plat painted green and blue. A small figurine holds the plat in the air, and another small figurine stands on top of the plate. This is a representation of the Zorkian universe as the builder of this temple conceived it. The small figures are Brogmoids, which keeps Zork from falling through the void. The two largest hoops have small jewels set into them. The other two hold one ring each, silver on the smallest hoop, gold on the second to smallest ring. The jewels represent the brightest stars in the Zork sky; the gold ring represents the sun; the silver ring the moon. The device is active.


If the player clicks on the device, she sees a close up of it. All four of the hoops are active. If the player clicks on a hoop, she can rotate the jewel or ring around the circle by dragging it.

Solving the Puzzle
When the player places the sun and moon (gold and silver rings) both at twelve o'clock on their hoops, the gold ring animates and transforms into a glowing ball; the light from the ball falls on the silver ring, which now appears spherical, and in turn causes a shadow to fall on the disk [animation_actor].




When this happens, the player will notice that a ring of light has appeared around the boat as if the shadow were centered on the boat; illuminated by this new light, the boat begins to journey across the lake [qt_actor].
The boat will dock again on the other side, leaving the player towards the temple facade.
15.07.01 The Black Lake
The passage opens finally onto a platform that looks over a huge underground lake. The lake is black. The underground ceiling is low, creating a dramatic effect. Across the lake in the distance is a temple facade carved directly into a rock face.

The Boat
The player will advance down a flight of steps to a small dock [qt_actor]. When the player reaches the dock, a small boat will appear out of the gloom [qt actor]. The boat is empty, but active. If the player clicks on the boat, her POV. enters it. [animation_actor].

The player notices a strange contraption in the bow of the boat. The contraption consists of four concentric hoops of steel mounted on swivels. At the center of the hoops is a flat plat painted green and blue that reminds the player of a squashed globe. A small figurine holds the plate in the air, and another small figurine stands on top of the plate. This is a representation of the Zorkian universe as conceived it. The small figures are Brogmoids, who keep Zork from falling through the void. The two largest hoops hold two small jewels which represent the brightest stars in the sky. The other two hold one ring each, silver on the smallest hoop, representing the moon, and gold on the neighboring hoop, representing the sun. The device is active.

If the player clicks on the device, she sees a close up of it. All four of the hoops are active. If the player clicks on a hoop, she can rotate the jewel or ring around the circle by dragging it.

Solving the Puzzle
When the player places the sun and moon (gold and silver rings) both at twelve o'clock on their hoops, the gold ring animates and transforms into a glowing ball; the light from the ball falls on the silver ring, which now appears spherical, and in turn causes a shadow to fall on the disk; the player's POV dives down onto this miniature Zork, passed through the atmosphere, then zooms past the temple through the earth and returns to the boast [animation_actor].

When this happens, the player will notice that a ring of light has appeared around the boat as if the shadow were centered on the boat; illuminated by this new light, the boat begins to journey across the lake [qt_actor].
The boat will dock again on the other side, leaving the player towards the temple facade.















The astronomical device is excellent; I would like to see the orrery resemble it as well if possible.
15.07.02 The First Rumblings
As the player steps off the boat, the ground shakes [animation_actor] and earth movement rumblings is heard [audio_actor]. Dirt falls from the ceiling near the player [animation_actor]. Another shake is heard [audio_actor] and seen [animation_actor]. This time, part of the facade falls and smashes [animation_actor], followed by a second piece [animation_actor].
15.07.02 The First Rumblings
As the player steps off the boat, the ground shakes [animation_actor] and earth movement rumblings is heard [audio_actor]. Dirt falls from the ceiling near the player [animation_actor]. Another shake is heard [audio_actor] and seen [animation_actor]. This time, part of the facade falls and smashes [animation_actor], followed by a second piece [animation_actor].
15.07.02 The First Rumblings
As the player steps off the boat, the ground shakes [animation_actor] and earth movement rumblings is heard [audio_actor]. Dirt falls from the ceiling near the player [animation_actor]. Another shake is heard [audio_actor] and seen [animation_actor]. This time, part of the facade falls and smashes [animation_actor], followed by a second piece [animation_actor].
15.07.03 Losing Endgame 2: Buried Alive
The player must click on the doorway to enter the temple. If she does not, the next quake will cause the entire facade to collapse around her, and she will die [animation_actor].
If the player acts quickly, she will advance into the temple [qt_actor]. As soon as she is inside, the earth will shake again, sealing the doorway behind her [animation_actor].
15.07.03 Losing Endgame 2: Buried Alive
From the edge of the lake, the player advances quickly to the stone temple. This temple has no door, but several ledges run across the face and sides of the structure. Three ladders rise from the ground to the first, third, and fourth level. All of these ladders are active.

The player must click on one of these within a short period of time, or another quake will massive chunks of rock crashing to the ceiling.
15.07.03 Losing Endgame 2: Buried Alive
From the edge of the lake, the player advances quickly to the stone temple. This temple has no door, but several ledges run across the face and sides of the structure. Three ladders rise from the ground to the first, third, and fourth level. All of these ladders are active.

The player must click on one of these within a short period of time, or another quake will massive chunks of rock crashing to the ceiling.
Solving the Ladder Maze
This puzzle is nothing more than a maze. If the player can see a connecting path from the front of the building, then the maze should be quite easy. In effect, the player sees the entire map by looking the building face and noting which ladders she should climb. If on the other hand the ledges wrap around the corners of the building, then player will not be able to see the map in one glance, although by sketching each view, the player could quickly create an overhead of the maze.

To solve the maze, the player selects the right ladders in the right order and hey-presto, she's home free.
Solving the Ladder Maze
This puzzle is nothing more than a maze. If the player can see a connecting path from the front of the building, then the maze should be quite easy. In effect, the player sees the entire map by looking the building face and noting which ladders she should climb. If on the other hand the ledges wrap around the corners of the building, then player will not be able to see the map in one glance, although by sketching each view, the player could quickly create an overhead of the maze.

To solve the maze, the player selects the right ladders in the right order and hey-presto, she's home free.
15.08 The Inner Chamber
Behind the facade is a huge annular vault, the original temple built by Locksmoore. This room is round and is supported by a circle of columns that are near its center.

At this point the ring will continuously glow - indicating that the player has reached her objective.


The player will quickly advance across the space between the columns and will find at their center an altar on which the body of Alexandria rests, covered by a white satin sheet. Clicking on the sheet pulls it aside to reveal the body [animation_actor]. Alexandria is laid out on the altar, appearing to be perfectly preserved.

The altar is made of marble, and has intricate carvings of symbols and etchings. Prominently carved in the center of each side of the altar is an animal. The four animals are a whale, snake, bird and dragon.
The rest of the room is empty.
15.08 The Raised Altar
At the top of the structure, the player discovers a massive altar, (the original temple built by Locksmoore ?should we keep this?). The player has a bleak and vast view over the black lake towards the lowering cliffs of mines and upwards to the shadowed reaches of the arching granite sky. At this point the ring will continuously glow - indicating that the player has reached her objective.

The player will quickly advance to the altar on which the body of Alexandria rests, covered by a white satin sheet. Clicking on the sheet pulls it aside to reveal the body [animation_actor]. Alexandria is laid out on the altar, appearing to be perfectly preserved.



The altar is made of marble, and has intricate carvings of symbols and etchings. To the left, beneath Alexandria's head, a marble dragon's head extends from the altar. A stone bowl extends from base of the alter position as if to catch anything that might fall from the dragon's mouth. To the right, at the foot of the altar, a crystal fountains rests on top of four iron rods some ten feet in the air.

On the other side of the altar rises a raw stone column almost eight feet high, marked faintly by a single horizontal seem. Near the player is a burning torch [animation_actor].
15.08 The Raised Altar
At the top of the structure, the player discovers a massive altar.

The player has a bleak and vast view over the black lake towards the lowering cliffs of mines and upwards to the shadowed reaches of the arching granite sky. At this point the ring will continuously glow - indicating that the player has reached her objective.

The player will quickly advance to the altar which has on it a wooden coffin like an Egyptian tomb. Clicking on the top causes it to morph and to reveal Alexandria's body [animation_actor]. Alexandria appears as if a ghost. When she disappears, the top returns as before except for a silver ring set where Alexandria's forehead would have been.

The altar is made of marble.

In one corner of the altar, a marble dragon's head rises over a stone bowl. A stone bowl extends from base of the alter position as if to catch anything that might fall from the dragon's mouth. To the right, at the other end of the altar, a crystal fountains rests on top of four iron rods some ten feet in the air.

In a third corner rises a raw stone column almost eight feet high, marked faintly by a single horizontal seam. Near the player is a burning torch [animation_actor].




The use of the Locksmoore name is not terribly important one way or another, provided that you keep in mind that if, as we have suggested, the temple was originally constructed long before the invasions of Duncanthrax, it is thus somewhat unlikely that anyone in the former Great Underground Empire would know the name of the original person responsible, unless his identity survived via some distant legend.
15.08.01 Losing Endgame 3: Fire Everywhere
A torch is sitting in a holder next to the body. If the player clicks on the torch, she can move it around [animation_actor]. If the player moves it to Alexandria, her body begins to burn [qt_actor]. Immediately the temple shakes and falls apart around the player. The temple splits open and the player sees an eclipse in the sky [qt_actor], The player hears laughing from the Alchemists [audio_actor] as the walls collapse around the player [qt_actor], This is the second losing endgame.
15.08.01 Losing Endgame 3: Fire Everywhere
A torch is sitting in a holder next to the body. If the player clicks on the torch, she can move it around [animation_actor]. If the player moves it to Alexandria, her body begins to burn [qt_actor]. Immediately the temple shakes and falls apart around the player. The temple splits open and the player sees an eclipse in the sky [qt_actor], The player hears laughing from the Alchemists [audio_actor] as the walls collapse around the player [qt_actor]. This is the second losing endgame.
15.08.01 Losing Endgame 3: Fire Everywhere
A torch is sitting in a holder next to the body. If the player clicks on the torch, she can move it around [animation_actor]. If the player moves it to Alexandria, her body begins to burn [qt_actor]. Immediately the temple shakes and falls apart around the player. The temple splits open and the player sees an eclipse in the sky [qt_actor], The player hears laughing from the Alchemists [audio_actor] as the walls collapse around the player [qt_actor]. This is the second losing endgame.
15.08.02 The Big One: Elements Revealed
Thirty seconds after the player has removed the sheet from Alexandria, another quake will strike. This time, the shaking is more violent [animation_actor] with loud rumbles and cracks [audio_actor]. The ceiling will split open [animation_actor], revealing the impending eclipse [qt actor], A beam of light from the sky descends on Alexandria [animation_actor]. The player has a limited time period to complete this part of the game. She can check her time by looking up at the eclipse or at its shadow on the altar.
When the light hits the torch, it cracks open, and the flame goes out [animation_actor]. Suddenly, the four animals begin to spew forth elements. The bird blows air, the snake spits dirt, the dragon bellows fire, and the whale spouts water.
15.08.02 The Big One: Elements Revealed
Thirty seconds after the player has removed the sheet from Alexandria, another quake will strike. This time, the shaking is more violent [animation_actor] with loud rumbles and cracks [audio_actor]. The ceiling will split open [animation_actor], revealing the impending eclipse [qCactor]. A beam of light from the sky descends on Alexandria [animation_actor].

When the light hits the torch, it cracks open, and the flame goes out [animation_actor]. The player has a limited time period to complete this part of the game. She can check her time by looking up at the eclipse or at its shadow on the altar.
15.08.02 The Big One: Elements Revealed
Thirty seconds after the player has removed the sheet from Alexandria, another quake will strike. This time, the shaking is more violent [animation_actor] with loud rumbles and cracks [audio_actor]. The ceiling will split open [animation_actor], revealing the impending eclipse [qCactor]. A beam of light from the sky descends on Alexandria [animation_actor].

When the light hits the torch, it cracks open, and the flame goes out [animation_actor]. The player has a limited time period to complete this part of the game. She can check her time by looking up at the eclipse or at its shadow on the altar.
15.08.03 The Final Puzzle




The player will eventually discover the lead ring on Alexandria's hand. If the player clicks on the ring, a fanfare_2 [audio_actor] will play and the ring will transform and join Lucien's [animation_actor] as a [cursor_object].

The player must click on the elements with the rings in the correct order. If the player clicks in the wrong order (including clicking twice in a row on the same element), the rings transform back to their raw state of two separate, dull rings [animation_actor].

The rings go into the air first, where they are magically polished until shiny [animation_actor]. Next the rings go into the fire; the rings melt into a soft orange mass [animation_actor]. The rings are then placed in the pouring dirt. They harden into the Philosopher's Stone, glowing bright yellow [animation_actor]. Finally, the rings/stone is placed in the water. The water acts as a drill and carves the infinity symbol (=) out of the stone [animation_actor]. The final symbol is gold and silver, intertwined. Engraved in the symbol are small quintessence symbols. The player is transported back to the altar when the puzzle is completed correctly.
15.08.03 The Final Puzzle
From the six puzzles of the ancient temple, the player will be reminded of the seven symbols: quintessence, water, earth, air, fire, silver moon and golden sun. As she examines the body of Alexandria, she will immediately notice Alexandria's silvery wedding ring. The ring is active.

When the player clicks on the ring, the ring joins Lucien's ring [cursor_object], and for the first time in the game, the player is carrying two objects.

The Dragon's Head
While the player now has two rings, they don't look anything like the symbol of quintessence. From her alchemical tests in the Second Act and from her tests in the Third Act, she knows she must find fire, water, earth and air so she begins to explore the devices on the altar.

Clicking on the dragon's head, she sees a close-up of the head from the side. It looks much like a Chinese dragon with two long iron whiskers on either side of its jaw. The near eye and whiskers are active. From this view the player can also click down for a close-up of the Wind Bowl.

If she clicks on the eye, the dragon roars with pain and spits fire [animation_actor]. Otherwise, nothing changes.

If she clicks on the jaw, it opens with a growl [animation_actor]. Carefully examining the dragons, she sees that the open jaw is active as well as the whisker. If she clicks on the open jaw, she gets a close-up of the dragon's mouth. The front teeth are widely separated and form a channel out of the mouth. The bottom of the mouth is active.

If the player clicks on the bottom of the mouth, the rings are deposited in the mouth. The rings are still active, and the player can click on them to take the rings [cursor_object]. The player can also click anywhere else to go back to the side view close-up of the dragon's head.

If she clicks on the dragon's eye now, the dragon shoots flame and sounds a note, the first note of the Harmony of the Spheres [animation_actor]. From the front of the dragon's mouth, pours the combined melted metals of the two rings [animation_actor].

The Wind Bowl
Beneath the dragon's head is a stone bowl with two spouts aimed down into the bowl. In the rim of the bowl are two concentric rings. Both rings have alchemical symbols inside of them. The rings are active.

If the player clicks on a ring, it turns one character clockwise. If the sign of the sun and the sign of the moon are aligned, the player hears the sound of rushing air and then the second note of the Harmony of the Spheres [audio_actor]. This lasts for twenty seconds or so and then stops.

After Melting the Rings
When she melts the rings, the metal pours into the Wind Bowl. Now the player clicks down to see a close-up the wind bowl; the liquid metal has filled the bottom of the stone bowl. If she does nothing for ten seconds, the metal will congeal. If, on the other hand, she clicks on the ring and aligns the sun and the moon, the wind bowl will begin to blow [audio_actor]. The metal will swirl, gain speed, and begin to levitate; as the metal rises through the air, the metal will begin to form the basic shape of the quintessence; after a moment, it will clatter back into the bowl [animation_actor]. The metal is now active.

If the player clicks on the metal, it becomes her cursor [cursor_object]. The metal looks like a very fat, blackened version of the quintessence.


The Crystal Fountain
The Crystal Fountain consists of a crystal fountain suspended on four ten-foot iron rods and an iron bowl on a platform just above the floor. The iron bowl is directly underneath the crystal bowl (this should be clear because the four rods are mounted at the corners of the crystal bowl and run down in parallel lines to the corners of the iron bowl. In the center of the iron bowl is an depression in the shape of the quintessence. Both the iron bowl and the crystal bowl are active.

If the player clicks on the crystal bowl, she sees a close-up of the raised fountain.

If the player clicks on the iron bowl, she sees a close-up of the lower, metal bowl with its quintessence depression.

If the player examines either of these without having cast and cooled the rings, she will find nothing active. However, if she examines the metal bowl while she is carrying the very fat, blackened quintessence, she will notice that the depression is active. If she clicks on the depression, the fat quintessence animates and tries to fit into the depression [animation_actor]. The casting is too fat, though, and the metal again becomes the player's cursor [cursor object].

The Earthen Compressor
The raw stone column rises almost eight feet off the floor. From the nearest node, the column is active. If the player clicks on it, she see a close-up of the seam of the column. Above the seam, she notices six characters carved into the rock. These are: fire, water, earth, air, sun, moon. They are all active. If she clicks on them, the buttons will depress slightly [animation_actor].

When she depresses one, nothing happens. If she depresses only the sun and the moon, the column begins to split at the horizontal seam [animation actor].

The top half of the column spins upwards on a threaded center, rising one revolution until the six carvings return to the player's POV. The column appears very much unchanged, except that the carvings are higher up and that at the edges of the column there are several inches separating the bottom and top half of the column. This gap is active.


If the player clicks on it with the two separate rings, the rings will animate and enter the gap [animation_actor] one on each side of the threaded center. If the player clicks on a carving, and the column rotates back, compressing the rings. The player can lift the column again and retrieve the rings if she wants (and she'd better want if she's going to solve the game.)

If the player clicks on any of the carvings, the column rotates back down with a forceful, creaking, wrenching sound [animation_actor]. The player can also click to go back to the surround. If she does, she'll hear the column descending.

What To Do With The Earthen Compressor
Once the player has created the fat quintessence and unsuccessfully tried to use it with the Crystal Foundation, she will remember the Earthen Compressor. When the Compressor is open, she will click on the gap; the quintessence will animate and insert into one side. She can then compress it by clicking on the carvings. As the column compresses the metal, the sound rises to the pitch of a note, the third note in the Harmony of the Spheres. As this note reaches a fever pitch, the upper column shatters [animation_actor]. Left on the column is a well formed, but blackened quintessence.  


Solving the Crystal Fountain
Having created the proper shape with the compressor, the player returns to the iron bowl on the Crystal Fountain. She clicks down and then clicks on the depression. The quintessence fits perfectly and lowers into the bowl to become flush with the metal [animation_actor]. From the direction of the ladder she hears a loud caacunk [audio_actor].

Following the sound, she discovers a rectangular chamber about the size of the umbrella. Inside the chamber is a wand.

Taking the wand, she returns to the Crystal Fountain. She clicks up and sees that the crystal fountain is active. She clicks on the Fountain with the wand, and the Fountain shatters [animation_actor] and sounds the fourth note of the Harmony of the Spheres. Water falls through the air and bombards the quintessence which appears to glow and bubble, and then absorb the liquid. As it does so, the quintessence becomes shiny and polish, a fine mixture of silver and gold. The completed quintessence rises from the iron chamber and floats above Alexandria's body. The quintessence is active.
15.08.03 The Final Puzzle
From the six puzzles of the ancient temple, the player will be reminded of the seven symbols: quintessence, water, earth, air, fire, silver moon and golden sun. As she examines the body of Alexandria, she will immediately notice Alexandria's silvery wedding ring. The ring is active.

When the player clicks on the ring, the ring joins Lucien's ring [cursor_object], and for the first time in the game, the player is carrying two objects.

The Dragon's Head
While the player now has two rings, they don't look anything like the symbol of quintessence. From her alchemical tests in the Second Act and from her tests in the Third Act, she knows she must find fire, water, earth and air so she begins to explore the devices on the altar.

Clicking on the dragon's head, she sees a close-up of the head from the front. It looks much like a Chinese dragon with two long iron whiskers on either side of its jaw. The near eye and whiskers are active. From this view the player can also click down for a close-up of the Wind Bowl.

If she clicks on the eye, the dragon roars with pain and spits fire [animation_actor]. Otherwise, nothing changes.
 
If she clicks on the jaw, it opens with a growl [animation_actor]. Carefully examining the dragons, she sees that the open jaw is active as well as the whisker. If she clicks on the open jaw, she gets a close-up of the dragon's mouth. The front teeth are widely separated and form a channel out of the mouth. The bottom of the mouth is active.

If the player clicks on the bottom of the mouth, the rings are deposited in the mouth. The rings are still active, and the player can click on them to take the rings [cursor_object].



If she clicks on the dragon's eye now, the dragon shoots flame amdd sounds a note, the first note of the Harmony of the Spheres [animation_actor]. From the front of the dragon's mouth, pours the combined melted metals of the two rings [animation_actor].

The Wind Bowl
Beneath the dragon's head is a stone bowl with two spouts aimed down into the bowl. In the rim of the bowl are two concentric rings. Both rings have alchemical symbols inside of them. The rings are active.

If the player clicks on a ring, it turns one character clockwise. If the sign of the sun and the sign of the moon are aligned, the player hears the sound of rushing air and then the second note of the Harmony of the Spheres [audio_actor]. This lasts for twenty seconds or so and then stops.

After Melting the Rings
When she melts the rings, the metal pours into the Wind Bowl. Now the player clicks down to see a close-up the wind bowl; the liquid metal has filled the bottom of the stone bowl. If she does nothing for ten seconds, the metal will congeal. If, on the other hand, she clicks on the ring and aligns the sun and the moon, the wind bowl will begin to blow [audio_actor]. The metal will swirl, gain speed, and begin to levitate; as the metal rises through the air, the metal will begin to form the basic shape of the quintessence; after a moment, it will clatter back into the bowl [animation_actor]. The metal is now active.

If the player clicks on the metal, it becomes her cursor [cursor_object]. The metal looks like a very fat, blackened version of the quintessence, also known as a melted infinity.

The Crystal Fountain
The Crystal Fountain consists of a crystal fountain suspended on four ten-foot iron rods and an iron bowl on a platform just above the floor. The iron bowl is directly underneath the crystal bowl (this should be clear because the four rods are mounted at the corners of the crystal bowl and run down in parallel lines to the corners of the iron bowl. In the center of the iron bowl is an depression in the shape of the quintessence. Both the iron bowl and the crystal bowl are active.

If the player clicks on the crystal bowl, she sees a close-up of the raised fountain.

If the player clicks on the iron bowl, she sees a close-up of the lower, metal bowl with its quintessence depression.

If the player examines either of these without having cast and cooled the rings, she will find nothing active. However, if she examines the metal bowl whi e she is-carrying the melted infinity, she will notice that the depression is active. If she clicks on the depression, the melted infinity animates and tries to fit into the depression [animation_actor]. The casting is too fat, though, and the metal again becomes the player's cursor [cursor_object].

The Earthen Compressor
The raw stone column rises almost eight feet off the floor. From the nearest node, the column is active. If the player clicks on it, she see a close-up of the seam of the column. Above the seam, she notices six characters carved into the rock. These are: fire, water, earth, air, sun, moon. They are all active. If she clicks on them, the buttons will depress slightly [animation_actor].

When she depresses one, nothing happens. If she depresses only the sun and the moon, the column begins to unscrew, splitting along the horizontal seam [animation actor].

The top half of the column spins upwards on a threaded center, rising one revolution until the six carvings return to the player's POV. The column appears very much unchanged, except that the carvings are higher up and that at the edges of the column there are several inches separating the bottom and top half of the column. This gap is active.

Crushing the Unmelted Rings
If the player clicks on the gap with the two separate rings, the rings will animate and enter the gap [animation_actor] one on each side of the threaded center. If the player clicks on a carving, and the column rotates back, compressing the rings. The player can lift the column again and retrieve the rings if she wants (and she'd better want if she's going to finish the game.)

If the player clicks on any of the carvings, the column rotates back down with a forceful, creaking, wrenching sound [animation_actor]. The player can also click to return to the surround. If she does, she'll hear the column descending.

What To Do With The Earthen Compressor
Once the player has created the melted infinity and unsuccessfully tried to use it with the Crystal Foundation, she will remember the Earthen Compressor. When the Compressor is open, she will click on the gap; the melted infinity will animate and insert into one side.. She can then compress it by clicking on the carvings. As the column compresses the metal, the sound rises to the pitch of a note, the third note in the Harmony of the Spheres. As this note reaches a fever pitch, the unbalanced pressure causes the upper column to shatter [animation_actor]. Left on the column is a well formed, but blackened quintessence.

Solving the Crystal Fountain
Having created the proper shape with the compressor, the player returns to the iron bowl on the Crystal Fountain. She clicks down and then clicks on the depression. The quintessence fits perfectly and lowers into the bowl to become flush with the metal [animation_actor]. From the direction of the ladder she hears a loud cawchunk [audio_actor].

Following the sound, she discovers a rectangular chamber about the size of the umbrella. Inside the chamber is a wand.

Taking the wand, she returns to the Crystal Fountain. She clicks up and sees that the crystal fountain is active. She clicks on the Fountain with the wand, and the Fountain shatters [animation_actor] and sounds the fourth note of the Harmony of the Spheres. Water falls through the air and bombards the quintessence which appears to glow and bubble, and then absorb the liquid. As it does so, the quintessence becomes shiny and polish, a fine mixture of silver and gold. The completed quintessence rises from the iron chamber and floats above Alexandria's body. The quintessence is active.
15.08.04 Losing Endgame 4: Too Much Time
The player must solve the puzzle before the eclipse completes. If she does not, the fourth losing endgame plays. The floor to the vault cracks open, and the altar falls inside [animation_actor]. The player has little time to react because she falls in afterward [animation_actor] and dies.
15.08.04 Losing Endgame 4: Too Much Time
The player must solve the puzzle before the eclipse completes. If she does not, the fourth losing endgame plays. The floor to the vault cracks open, and the altar falls inside [animation_actor]. The player has little time to react because she falls in afterward [animation_actor] and dies.
15.08.04 Losing Endgame 4: Too Much Time
The player must solve the puzzle before the eclipse completes. If she does not, the fourth losing endgame plays. The floor to the vault cracks open, and the altar falls inside [animation_actor]. The player has little time to react because she falls in afterward [animation_actor] and dies.
15.09 The Reward
The player stands before the altar. The new symbol hovers above the center [qCactor]. The eclipse is almost complete.






























The player clicks, and Malveaux yells that ceremony will be reversed.
[888 DIALOGUE]

MALVEAUX
What are you doing. That will reverse the ceremony.

Suddenly, the eclipse forms and a blast of light strikes the infinity symbol, reflecting into the four balls.











The Alchemists scream, and the globes explode in a blast of wind, fire, water and dirt [video_actor].

Lucien and Alexandria dissolve into view, fully alive. Lucien says they better get out [video_actor].







The player follows the two lovers racing out of the temple. 
15.09 The Reward
When the player clicks on the quintessence, she is transported to the mezzanine. She witness the following:

71 INT. THE TEMPLE - MEZZANINE/DOME ROOM - DAY
The player looks down diagonally from the mezzanine to the alchemists who are in the dome room. The alchemists stand around the altar, chanting. The translucent, shimmering SPIRIT OF ALEXANDRIA levitates above the altar's center.

SARTORIUS
The eclipse is complete

MALVEAUX
No generation without corruption,
No life without death,
The blackness of putrefaction
Must precede the whiteness
As night precedes day.

THE ALCHEMISTS
(in unison)
Natura, Anima, Spirit of Perfection, Purify, cleanse. Transmute these metals into the Philosopher's Stone.

The CEILING opens -- a shadowy ECLIPSE forming In the sky.

[NOTE: PLEASE SHOOT BOTH MASTER AND OTHER ANGLES INCLUDING A CUT OF AN IMPENDING ECLIPSE FOR THIS SEQUENCE.]
 
The player has the ring. The alchemists are shocked. If the player clicks the ring on to the altar, we see:

MALVEAUX
What are you doing? Stop!

The ECLIPSE FORMS and a BLAST OF LIGHT strikes the infinity symbol, reflecting into the FOUR SARCOPHAGI.

CLOSE ON ALCHEMIST'S FACES screaming, as they realize, too late, what you have done.

THE ALCHEMISTS
(ad lib)
"No!" "Stop!" "Damn you!" Etc.

Our POV suddenly moves up to a point above the dome floor. The alchemists SCREAM and the sarcophagi EXPLODE in a BLAST OF WIND, FIRE, WATER, EARTH.

The player, still on the mezzanine, hears Alexandria's voice offscreen, from the right.

ALEXANDRIA (O.S.)
This way!

LUCIEN (O.S.)
Run!

The player turns and sees Alexandria and Lucien -- fully restored to the flesh, holding hands. They turn the corner and race out of the temple. The player follows.
15.09 The Reward
When the player clicks on the quintessence, she is transported to the mezzanine. She witness the following:

71 INT. THE TEMPLE - MEZZANINE/DOME ROOM - DAY
The player looks down diagonally from the mezzanine to the alchemists who are in the dome room. The alchemists stand around the altar, chanting. The translucent, shimmering SPIRIT OF ALEXANDRIA levitates above the altar's center.

SARTORIUS
The eclipse is complete

MALVEAUX
No generation without corruption,
No life without death,
The blackness of putrefaction
Must precede the whiteness
As night precedes day.

THE ALCHEMISTS
(in unison)
Natura, Anima, Spirit of Perfection, Purify, cleanse. Transmute these metals into the Philosopher's Stone.

The CEILING opens -- a shadowy ECLIPSE forming In the sky.

[NOTE: PLEASE SHOOT BOTH MASTER AND OTHER ANGLES INCLUDING A CUT OF AN IMPENDING ECLIPSE FOR THIS SEQUENCE.]
 
The player has the ring. The alchemists are shocked. If the player clicks the ring on to the altar, we see:

MALVEAUX
What are you doing? Stop!

The ECLIPSE FORMS and a BLAST OF LIGHT strikes the infinity symbol, reflecting into the FOUR SARCOPHAGI.

CLOSE ON ALCHEMIST'S FACES screaming, as they realize, too late, what you have done.

THE ALCHEMISTS
(ad lib)
"No!" "Stop!" "Damn you!" Etc.

Our POV suddenly moves up to a point above the dome floor. The alchemists SCREAM and the sarcophagi EXPLODE in a BLAST OF WIND, FIRE, WATER, EARTH.

The player, still on the mezzanine, hears Alexandria's voice offscreen, from the right.

ALEXANDRIA (O.S.)
This way!

LUCIEN (O.S.)
Run!

The player turns and sees Alexandria and Lucien -- fully restored to the flesh, holding hands. They turn the corner and race out of the temple. The player follows.

71A INT. THE TEMPLE - DAY

If the player does not click on the altar in time, we see:
The alchemists, still standing around the altar, completing their ceremony. They still chant, as Alexandria's spirit floats above the altar's center.

MALVEAUX
No generation without corruption,
No life without death,
The blackness of putrefaction
Must precede the whiteness
As night precedes day.

THE ALCHEMISTS
(in unison)
Natura, Anima, Spirit of Perfection, Purify, cleanse. Transmute these metals into the Philosopher's Stone.

SARTORIUS
Drink in this philosophic elixir. It is done.

LIGHTNING STRIKES Alexandria's spirit body -- and she SCREAMS in pain. The alchemists are transfigured into an eerie, luminescent state. LIGHT STREAMS from their fingers.

ON THEIR GLOWING FACES -- registering the bliss of their new omnipotence.

SOPHIA turns to you with a sadistic smile.

SOPHIA
Say good-bye.

The screen FLASHES WHITE. Our P.O.V. shifts as we FALL BACKWARDS. CAMERA angles on the black sky showing through the cracked dome above us.

SOPHIA (O.S.)
What a loser.

The screen BLACKS OUT. The player is dead.
Failing to Use the Quintessence in Time

If the player does not click on the altar in time, we see:
The alchemists, still standing around the altar, completing their ceremony. They still chant, as Alexandria's spirit floats above the altar's center.

MALVEAUX
No generation without corruption,
No life without death,
The blackness of putrefaction
Must precede the whiteness
As night precedes day.

THE ALCHEMISTS
(in unison)
Natura, Anima, Spirit of Perfection, Purify, cleanse. Transmute these metals into the Philosopher's Stone.

SARTORIUS
Drink in this philosophic elixir. It is done.

LIGHTNING STRIKES Alexandria's spirit body -- and she SCREAMS in pain. The alchemists are transfigured into an eerie, luminescent state. LIGHT STREAMS from their fingers.

ON THEIR GLOWING FACES -- registering the bliss of their new omnipotence.

SOPHIA turns to you with a sadistic smile.

SOPHIA
Say good-bye.

The screen FLASHES WHITE. Our P.O.V. shifts as we FALL BACKWARDS. CAMERA angles on the black sky showing through the cracked dome above us.

SOPHIA (O.S.)
What a loser.

The screen BLACKS OUT. The player is dead

As soon as the player is outside, she turns around and sees the temple fold in on itself into a geometric shape. Lucien picks up the shape and hurls into the sky where it disappears in a flash [video_actor].




























Lucien and Alexandria thank you and walk into towards the waning eclipse [video_actor].
72 EXT. TEMPLE - DAY
While Lucien and Alexandria watch, the temple folds in on itself, collapsing to a geometric shape. Lucien picks it up.

LUCIEN
Here's alchemy. And we can thank Destiny...
(hurls it)
... that we're done with it!

It disappears in a FLASH. The lovers -- exhausted but triumphant -- hold each other close. Then Lucien pulls away.

LUCIEN
We have to get away from here.

ALEXANDRIA
Wait.
(to CAMERA)
Come with us.

LUCIEN
She's right. I mistook you. We have more than destiny to thank. We have you.
(gestures)
Stay with us, my fool.
(smiling)
My friend.
(clutching his wounded side)
We are the same blood. You have no nemesis in Zork.

They walk - slowly, wearily - through a gate towards the waning eclipse.
THE END
72 EXT. TEMPLE - DAY
While Lucien and Alexandria watch, the temple folds in on itself, collapsing to a geometric shape. Lucien picks it up.

LUCIEN
Here's alchemy. And we can thank Destiny...
(hurls it)
... that we're done with it!

It disappears in a FLASH. The lovers -- exhausted but triumphant -- hold each other close. Then Lucien pulls away.

LUCIEN
We have to get away from here.

ALEXANDRIA
Wait.
(to CAMERA)
Come with us.

LUCIEN
She's right. I mistook you. We have more than destiny to thank. We have you.
(gestures)
Stay with us, my fool.
(smiling)
My friend.
(clutching his wounded side)
We are the same blood. You have no nemesis in Zork.

They walk - slowly, wearily - through a gate towards the waning eclipse.
THE END
General comment:
I like the added emphasis on love for the theme of this temple, but we must then assume that our four have drifted from the original intent of the faith, as they seem to exhibit little of the same loving leanings.




Final Remarks:
I must admit that at the end of my review of the design document for Zork: Nemesis, I am extremely confused. Least among the things that confused me was the fact that I did not know the philosopher's stone to be anything more than a key to long life; this is technically somewhat different from granting the power to resurrect, which seems to be what it does for Alexandria and Lucien. More importantly, I find it very hard to understand why the player should be working towards that goal. The love story is of course compelling on a human level, but why should anyone work to reunite a woman with a man that has just been seen killing four people in Zork: Nemesis and tried to kill you every chance he got in Zork I? The lines between right and wrong were far too blurred for me at least to have any particular interest in the outcome of Lucien's story, which leads me to ask the further question, why does the second Dungeon Master care either? Is it out of some desire to atone for his murder of the thief, or is it out of some obscure knowledge that victory for the alchemists will mean more than their discovery of eternal life? Is it anywhere stated or implied that the alchemists pose some kind of larger threat beyond the narrow scope of the lives of Alexandria and Lucien? Whatever the answers to these questions might be, in my own opinion they certainly need to be greatly clarified.