Grey Mountains Asylum


In the frozen north lies the Grey Mountains Asylum, home to Dr Erasmus Sartorius and all manner of unspeakable experiments carried out in the name of science.



NOTE: These hints are not presented as a step-by-step walkthrough. There are many items scattered about that are not essential to the completion of the game, but either add to the already magnificent atmosphere, or further the plot as we glimpse the sometimes sordid circumstances behind the coming of Nemesis. These are not mentioned, as to do so would spoil the pleasure of finding them yourself.
The head experiment

In the main laboratory on the first floor, sits an eerie row of severed heads - with space for one more. To fill this space, descend in the lift to the basement and search the mortuary for a body (with head attached). Take this and place it in the guillotine apparatus, operating the machine from the control platform. Once this is done, the severed head should be able to be taken to the lab and placed in the empty space.

The five pushbuttons in front of the head evoke differing emotions from it, offering clues of varying use.


Operating the blood machine

What I refer to as the blood machine is the piece of equipment comprising a robot arm, two buttons and a lever. The two buttons (marked A and R - probably Accept and Reject), either place a jar of blood in the rectangular container, or remove one from it respectively. When the lever is pulled, a blue ray shines on the jars, showing the contents as in an x-ray. Whilst in the container, a jar can be picked up. This can then be taken to the machine on the opposite wall and placed in the grab-arm, causing the contents of the jar to be poured into the bowl.


Finding the key to the 20th floor

The head refers to an inmate swallowing a key. The container inside the refrigerator, when subjected to the blue ray, appears to contain a jar with a stomach containing a key in it. The top of this container is secured with a numbered combination lock. The head hints at a number sequence, and the container under x-ray reveals the numbers "20-18" preceded by an indistinct smudge...

When the combination is cracked, the jar can then be taken and emptied using the blood machine, thus making available the key in the blood-filled bowl. The key can then be picked up and inserted into the 20th floor slot in the elevator.


Gaining access to Sartorius' quarters

Up on the 20th floor, there are only two areas of interest: a pulsating door and the room with the chair in it. Accept treatment from the rather disturbed woman claiming to be Dr Sartorius and your vision will start to blur then pulse. In this state, you are able to pass through the pulsating door into a lift which will take you to Sartorius' quarters.


Ascending to the top of the Asylum

In Sartorius' quarters, look at the model of the Asylum. Press the button on the model to goad it into action. Also, take the small axe fom the box on the bed. In the chamber beyond the quarters, an electrified entry pad stops you from going any further. Look round the chamber at Sartorius' collection of grim and grotesque experiments. Use the axe to smash the glass in front of the severed arm, take the arm and use it to operate the entry pad. This reveals a ladder leading to the very top of the Asylum.


Finding Sartorius' metal: TIN

The chamber at the top of the Asylum contains the apparatus necessary to make tin.

The most useful hint here is the "formula" in the manual (on the page following Sartorius' photograph). This tells you the order in which the various machines must be operated in order for the metal to be produced.

The first thing to do is fill the bath with water, then empty it. This powers the generators and gives electricity to the rest of the machines. Now, the combination of hydrogen and oxygen must be balanced correctly to cause the chemical reactions to the metal to make tin. Helium is then pumped into the sphere, allowing you to touch the metallic symbol and complete this section of the game.


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