The GWJ Adventure Game Club - Game 27: Zork Nemesis

Zork Nemesis (1996)

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This graphic adventure game developed by Zombie LLC and published by Activision is a strong departure from the usual levity and humor in the Zork franchise. The first Zork title not to be marketed under the Infocom label, this installment is darker and has the player investigating the sudden disappearance of four prominent figures in Zorkian society, as well as the desolation which now pervades the Forbidden Lands. You can still expect FMVs, though!

I strongly recommend taking a quick look at the manual (which features a useful map with symbols) and giving Bivotar's Journal a more thorough read. Bivotar is the agent who was sent before you, the player, were dispatched to the Forbidden Lands, and only his journal was found... (it's one of those gorgeous feelies we used to get back in the day, and I've still hung on to mine after all these years). The journal is very interesting, sets the tone, provides many hints to the game and background info. It's not a prerequisite but it adds a lot of flavor to the game. There's a subtitle patch which might be useful for some sections which are quieter.

You can find the wikipedia page here, usual spoiler warning apply. How Long to Beat estimates about 6 to 7 hours to completion, but if you're "speed running" (ie, if you know the game like the back of your hand, it'll only take two ). Available platforms are
Windows 95, MS-DOS and Macintosh apparently. It's currently on sale in the Steam store for less than 4€ but can be found elsewhere.

CONTENT WARNING:

Sexual content, murder and some mild pixelated gore, body horror.

The main thread is right this way. We'll be playing Zork Nemesis in January 2021, with an extra month for wiggle room.

I think it's no secret that I'm beyond excited to play this again! Here's the track for the Temple of Agrippa where you start out (and where you'll spend a lot of time, presumably).

There's a walkthrough over at the Zork Library, but I'm available to give gentle hints and nudges should you require them. I will of course be streaming this, once I figure out the technical aspects of streaming a DOSBox game.
As I recall, you might need to slow the cycle CPUs or the panning in game is way too fast. Will report back.

So psyched to revisit this! Being reminded of the journal that came with the game, I checked the box of old games from my parents' garage that showed up recently, and lo and behold it was in there! If I could only play through it with my sister again, my nostalgic recreation would be complete.

Oh my gosh, that's amazing that you found it, Benign1!! I imagine it would've been lost to time in many households. I know I threw out a bunch of old manuals because of lack of space, and it kinda broke my heart. Held on to this one though, because it's so special to me.

Looking forward to diving into this one the moment I put the final bits on KR0.

I have the big box on my shelf and always wanted to give it another try. I'm a huge Infocom fan and grew up playing their games (I am still bad at them unfortunately). Since I want to play the english version I bought the game again in the GOG sale.
I already read the german Journal and I noticed the map is missing in my version, so thanks for the links, Eleima!
I'll skim the english Journal, too ... those 90's translations tend to be very irritating.

Marchantia wrote:

I have the big box on my shelf and always wanted to give it another try. I'm a huge Infocom fan and grew up playing their games (I am still bad at them unfortunately). Since I want to play the english version I bought the game again in the GOG sale.
I already read the german Journal and I noticed the map is missing in my version, so thanks for the links, Eleima!
I'll skim the english Journal, too ... those 90's translations tend to be very irritating.

Oh woooooooooooow, you still have the box, that's SO COOL. (yes, I'm geeking out, what did you expect?) Glad the map will be useful.

I'm hoping to get to my playthrough soon. I can't wait, but I have to keep on top of the GOTY for the moment. Speaking of which, don't forget to post your list!!

So my test run for the stream turned into "I'll just run through the trials and also the Conservatory because <3". But looks like I'm all set up. I couldn't get the subtitles to work though, did anyone else have better luck?

Edit: also added a content warning. It's a game that was rated M for mature for a reason.

Haven’t participated in one of these game clubs but Zork: Nemesis was one of my favorite adventure games in the 90s. Hoping to have time to play it again and participate in the discussion!

I have now played for an hour and a half.
I still feel like I'm running through this world very cluelessly, pulling switches, pushing buttons, and reading books. A few puzzles I have actually solved myself. I like the strange, quiet atmosphere of the game.

However, I always find myself asking: but why? Why does someone build such complicated mechanisms to open a door or to use a staircase? Do the puzzles make sense in the world? Or is the world just for the puzzles after all?
I hope the world becomes more coherent as the story unfolds more and more. I've discovered the hint system, but needed it just once for Sartorius when

Spoiler:

I saw the star map on the floor. I recognized the Juperon sign but I thought I needed to get all the other stars to sparkle, too.

I'm stuck on this part right now:

Spoiler:

After finding the elements of water and earth, I am now in the room for air. I have no idea what the machine in the middle of the room is trying to tell me with the color panels. Likewise, I don't understand the purpose of the trumpets at the staircase. Is there a connection there? I suppose I need to attract butterflies through the open windows?
Also, I put the hand of the sundial in the other sundial in the library hallway.
And I need a sun for the planetary system?
Questions upon questions ...

This game released a few months before I left Egghead Software to work for IBM. It brings back memories of sitting with the other employees and playing our way through it cooperatively during slow times.

Zork Nemesis is a weird Activision take of an already weird fantasy setting that I love. They went all out on graphics (for the time) and really dove deep into mid-90's "multimedia" cheese (not a bad thing).

So far I've gone through the first part and gotten to the planets. Been a long time since I played a game where note taking helps, and it turns out I've missed it.

Still playing and enjoying, but there's a key technique intrinsic to 80's and 90's graphical adventure games that'll help everyone:

Move the mouse pointer over ALL the things.

When all progress stops, I've invariably missed something. Sometimes it's in the feelies (the journal), but most often it's something I could've clicked in a room that I missed.

LouZ is absolutely right. Definitely make sure you read all the books, all the letters, press all the buttons. Clues are peppered throughout the world.
One thing I'd forgotten but mentioned last night during my stream and that Marchantia mentioned: you can always go back to the painting in the corridor leading up to the altar (the one with the Venus and the cherub holding up a mirror). That's the ingame hint system. Otherwise, ask here.

Marchantia wrote:

I like the strange, quiet atmosphere of the game.

It's what makes this game so special to me and I love that about it.

Marchantia wrote:

However, I always find myself asking: but why? Why does someone build such complicated mechanisms to open a door or to use a staircase? Do the puzzles make sense in the world? Or is the world just for the puzzles after all?

I actually found the answers to the those questions last night. In essence, yes, they do make sense in the world, because they're hiding away powerful things, powerful artifacts, things that have been hidden away, so that no one could access them. This is absolutely deliberate, if a bit fanciful, for sure.

Marchantia wrote:

I hope the world becomes more coherent as the story unfolds more and more.

That's the troubling thing. The story is definitely delivered in crumbs and out of order, which can make it very confusing. It all comes to a head at the end though, I promise.

Marchantia wrote:

I'm stuck on this part right now:

Spoiler:

After finding the elements of water and earth, I am now in the room for air. I have no idea what the machine in the middle of the room is trying to tell me with the color panels. Likewise, I don't understand the purpose of the trumpets at the staircase. Is there a connection there? I suppose I need to attract butterflies through the open windows?
Also, I put the hand of the sundial in the other sundial in the library hallway.
And I need a sun for the planetary system?
Questions upon questions ...

Okay, so first off, you'll get that "sun" automatically, you're going to have to get all four first, so don't sweat about that. Regarding the air puzzle:

Spoiler:

There's definitely something going on with the color panels, and one of them is a reference, the break down between primary colors and secondary, whereas the other, the one with the symbol for air, will give you the info on the color breakdown you need to create perfect air. Both colors and sizes of the wedges are important here. There's no attracting butterflies, the light versus dark is just there to help you see the colors.

More clues:

Spoiler:

You'll need to be in the dark, so you can see the different colors of the gases. Pressing that dark beetle will lower the blinds and allow you to see the gas colors, whereas it's too bright otherwise. From there, you figure out the breakdown in the gases, which colors you need to create perfect air.

More specific:

Spoiler:

One of the levers is broken, the green one, if I recall correctly. So that's going to a constant in the equation you're trying to solve. You need to work with the remaining colors, cyan, red, blue, yellow, to mix gases and obtain air. You'll know you managed it when a small twister appears.

If you need more hints, let me know.

That did help!
I got a sun and 4 elements. And I'm on my way to some other places now ... and managed to ...

Spoiler:

... blow myself up? Didn't see that coming!

Remember the adventure game mantra! “save early, save often.”
And preferably in different slots.

That being said, I think There are only three instances in this game in which you can die...

Eleima wrote:

Remember the adventure game mantra! “save early, save often.”
And preferably in different slots.

That being said, I think There are only three instances in this game in which you can die...

I've been eaten by a grue, burned alive, exploded, died of toxic exposure (not due to the explodey thing), and died in a tragic minecart accident so far. There are more for uh... the completionist.

You know, as I was typing that post, it kinda dawned on me I was probably forgetting a bunch of ways. To be completely truthful, the first time I wrote it, I said "you can't die in Zork Nemesis." And then I figured, well, no that's wrong, there's the Thaddium in Irondune. And then I remembered last night where I could've died getting the metal. And I was like... "oh dear, you just never misstep in this game anymore and you're so very, very wrong."

Spoiler:

 

Oh my gosh, that was amazing, Merphle, thank you so much.

So just wrapped it up tonight, and I really took my sweet time and spent 5 hours on it. And I mean really, really took my time. Read all the things, clicked on everything (except maybe some of the dioramas in Irondune).
Bet I could speed run it in 90mins, though.

I've spent a good nostalgia-soaked hour or so on this so far and got through the trials. Definitely reading all the things and appreciating all the little touches. I'm maybe a tiny bit disappointed that the puzzles have been 100% auto-pilot so far as they were still embedded in my brain, hoping maybe there's something further in that I'll have forgotten about. Either way, I'm enjoying the ride.

Heh. I know what you mean, Benign1. If I tried thinking too hard or explaining the puzzles, they would elude me, but if I just went in and did it... muscle memory did the trick. For the life of me, I can't explain the air puzzle in the tower, but I just know the levers' positions.
Glad you're enjoying it.

Eleima wrote:

Heh. I know what you mean, Benign1. If I tried thinking too hard or explaining the puzzles, they would elude me, but if I just went in and did it... muscle memory did the trick. For the life of me, I can't explain the air puzzle in the tower, but I just know the levers' positions.
Glad you're enjoying it. :)

Spoiler:

There's a guide on one side which shows the proportions of each color. That always made more sense to me than the other clue which is pretty much "make this color".

--- Reviewish part follows ---

The previous time I played this game, I was 23 years old and impatient. Didn't read much of anything. Didn't let the video sequences soak in. Just went through solving weird puzzles until it was over.

This time I spent a bit over 8.5 hours playing it in a nostalgia-filled tour. The latter bulk of it in a distracto-binge on the horrible Wednesday when I last replied to this post.

I was wrong about this game. Memory said it was a lot less Zorkey than it is, but that's because I didn't play it for the details back then. A grue and a gazebo sat me down this time and carefully explained where I went wrong. (I think) I've experienced all of the deaths, read/seen all of the things, and (I'm sure) this game now receives its proper level of esteem from me - which is much more than it used to. There was faffing about, but Zork has always begged for that sort of thing and it inevitably pays off.

My only complaint is a minor one. This game isn't an intro to the Zork universe. There are lots of details throughout that someone new to this place would never know are interesting, cute, hilarious, or worthy of note at all. It's obvious that the team was steeped in its craziness, but the MYST-like format doesn't lend a lot of surrounding context to everything that's on the screen. Suffice to say, if you play through this it might be worth trying your hand at other Zork nonsense (for newer players to Zork). You might recognize more than a few things.

I completely agree with the basis of your minor complaint, LouZiffer, it's definitely not a "typical" Zork game and not one I would recommend to players new to Zork, for sure. I think I might recommend Zork Grand Inquisitor, actually. Which I might replay soon or choose as a pick, who knows. Return to Zork is also very Zork-y, but older and perhaps a bit clunkier. I love all of them dearly though.

If anything, I'm so glad you enjoyed it more than 23yo you did. And I'm glad it helped a bit on Jan 6th. Thanks so much for your post.

Also... " a grue and a gazebo." Heh.