
Travel through five mind-bending worlds to discover the ancient secret of Alchemy that will free the trapped souls from evil’s grip…Do you dare enter the Forbidden Lands?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Imagine if Myst was made by Stanley Kubrick. I can't help feeling like the Zork tag came to this game late in development. Its dark, oppressive, and mystical atmosphere doesn't fit with the comic snark we are used to. If you found Grand Inquitor or Return to Zork to be overly goofy, you may still greatly enjoy this game. It shares very little with them. The focus is mainly on alchemy and hermeticism which is genuine enough to satisfy a this pagan with a classics degree. This game is incredibly difficult and designed to be slow paced, but the solutions to puzzles are usually so cool that it was worth it to stand there staring at it forever. Also worth buying for the soundtrack alone. Its the first game Mark Morgan (Fallout, Planescape) did and it is a straight banger. Like a first album almost. Even in dos-box, the sound quality is amazing. If you're not familiar, think Lustmord with bongos. Either way, grab this. Its a cool game too.
Unable to play the game as the screen rotation is way to fast even on its lowest setting.
Excellent puzzles, fun, whimsical atmosphere, while still being a little eerie... yes, it's a throwback to 1996, so don't expect the best graphics, but the game play and story make it all worth it. Point and click style.. just make sure you save occasionally.. I played for 2 hours, died (I forgot you can die in this game) and had to start over because I never manually saved LOL
To read this with screenshots visit https://lonemountainhomestead.blogspot.com/ I first played Zork Nemesis, a PC game from 1996, in June and July of 2000. I finished it, with hints, in just under 26 hours of total gameplay. It instantly became one of my favourite games, scoring 86%. This put it ahead of the original Myst for me, but behind Riven and Obsidian. Thus it became my third favourite game back in the day. How does it stand up today? Deb and I played it as a team, and we took just under 17 hours, using my notes from 2000 to help us out. There are spoilers, so beware. We played it on Steam, beginning in April and concluding in June of 2026. The original CDs (three of them) sometimes got stuck during game play, though I also found some problems with the Steam version. At the very beginning I was unable to use the cursor to guide us through the game. It would spin or move far too quickly. Luckily a previous gamer had posted a solution on Steam, and for the most part it worked like a charm. Each time the game was started (including after any save) players have to hold down the Ctrl key and then strike the F11 key 18 times! That seemed to slow down the cursor just enough to allow the game to progress normally. If that is too many and the cursor gets stuck, use the F12 key to back off a bit. The second problem with the Steam version is that it gave me such a large window that the movies were quite pixelated and the backgrounds were not as sharp as I remember. Screenshots were also a pain, as the Wind. and PS keys need to be used, meaning that only a single screenshot at a time can be taken. But I quibble. Let's get to the game itself. Use headphones. The music and sounds are just fantastic, and hold up as well today as ever. The game grabs the player from the very moment of arrival. The courtyard of a great Cathedral sets the tone for the whole game--dark, gloomy, mysterious and enveloped in faded decadence. There is very little sunlight, and many gradations of shadow. This is an enhanced slideshow game, with 360 degree motion, so that looking all around is essential. Sometimes up and down options are also available, but not always. Gothic effects intensify once inside the vast interior. The building turns out to be a kind of Myst Island, in that there is much to see, do and solve before access to four other worlds can be gained. Most puzzles are based around alchemical procedures, some hard and some easy. A lot of playtime will be spent in the main building, until one solves the mystery of using the orrery, a device which will enable the player to visit four other worlds. But before that happens there are four main puzzles to solve within the main temple. Some of these puzzles are quite hard, while others can be solved in time with patience and some careful thinking. Note-taking is essential. My favourite initial puzzle was in the room with the paintings, and though far from logical I found it to be quite an ingenious and highly original addition to game puzzles. Sophia's (Venus is her planet) awakening requires solving a water puzzle. This remains one of my favourite puzzles of all time. Ice must be melted into water, using the paintings in the room and the chair provided. Good luck! Sartorious (Jupiter) requires his upstairs air puzzle to be solved. Kaine (Mars) involves a terrifying ride in a mine car, which will lead to many deaths before a solution is found. Save before riding! Malveaux (Saturn) involves sliding screens in the library, and finding a sun to place in the orrery. Once these preliminary puzzles are solved, a pretty big task, it's off to other worlds. There is an in-game hint system in the game before accessing the other worlds. Look for the painting of Venus and Cupid for some assistance, which will likely be required from time to time. Once in the four new worlds, the object is to find a secret lab in each and manufacture a unique symbol, one for each imprisoned mage. The story is quite good, at its heart a love story thwarted by the mages. It is up to the player to set things right for the young couple, who have been grossly wronged. It is highly probable that players will die during the game, so save often. Once the orrery is mastered, the four worlds can be visited in any order. If players get stuck they may leave the world to visit another, thus working on several levels in shifts, if desired. However, each world is a closed unit and the puzzles within can all be solved without traveling elsewhere. I much prefer this kind of game to ones where a player must travel far outside the main puzzle area. Once a new world is solved, the game brings the player back to the cathedral for a cut scene, and to place the newly acquired metal symbol in its proper place on the the central altar. Then it's back to the orrery for the next adventure. Once all four worlds all solved, a final major puzzle must be solved, and the four nitwits outwitted. Hint: do not drink their offering when it comes. The first world we chose was Saturn, the realm of Malveaux's great monastery. This is a vast place with much exploring to do. Although the four worlds always begin outside, all of the main events are indoors. There are maze-like hallways that lead to a library, and from there through to a museum, which holds the key to solving this world. There are upper and lower levels everywhere, but one of them, the bedroom, is particularly difficult to reach. Players have to grab a bell rope that moves much too quickly. It can be done, but patience is required. Overall this is a fun segment with good puzzles and plenty of areas to explore. The music is a highlight of the game overall, and we hear it a lot in this world. Next we traveled to Mars, the world of Kaine and his on-going war. Again there is much to explore in Irondune Castle. We were able to get into all areas without aid, but we needed help towards the end. To open a gold chest we searched everywhere for a key. Nope. You have to blow it open with a stick of TNT. Okay, not so great a puzzle. If you get far enough you get to drive a tank, though getting it to work is very tricky. An air freshener and fuzzy dice hand from the windshield, and a girlie calendar decorates one wall. The tank leads to the final puzzle, again a two storey event involving a secret lab. Overall the puzzles are good, though the radio code is pretty hard to figure out. There is a very gruesome dungeon in which I don't recommend spending much time. In fact, despite many light touches and funny moments, the game is pretty intense and dark, culminating in the asylum sequence (see below). Zork Nemesis is a humdinger of a game, and should not be missed by adventure game enthusiasts. The story, based on love and alchemy, is first rate. The music is excellent, and the orrery as a means of inter-world transport is original and a brilliant touch. Puzzles are mostly fair and doable, though impatient players like myself will want hints and a walkthrough at times. This is a game badly in need of a complete update and freshening up. The actual game will never be dated as the story is timeless and involving, but in its current state it hampers the immersive experience. So much work went into this game. At least it's available in it's current condition on Steam. One quibble (spoiler alert). Like in Myst, when trying to decide which brother is evil, this game sets up the player for defeat. There is no hint that the character with the voice of Satan is actually the good guy. This is done simply to misdirect the player into making wrong choices at the end. Boo, hiss. After solving so many hard puzzles and dying so many times, players deserve a break at the end, not more punishment for their "wrong" choices. A great game, and I now raise it's mark to 88%, higher than when I first played it. Happy gaming!!
Outside of Riven, and maybe few other Myst series games, this is one of the best. Old, but a true masterpiece. Highly recommend.
I mean, it's an obvious rip off of Myst, but it's better than Myst in any way I can think of except originality. I only wish it was a bit goofier. There's also way too many corpses.
This would make an EXCELLENT VR port.
Love this game. its full of great puzzles, and really relaxing. highly recommend if your into puzzles,
A pretty short game, but the puzzles are fun and do require note taking if you want to avoid backtracking. The story is interesting as you uncover it and the world of zork is fun to explore. I like the live action cut scenes, although you might have trouble getting them to play properly.
Raw port that doesn't account for modern computer clock speeds, etc. Results in the screen turning at a blindingly fast rate. If nostalgia drives you to fiddle with it, maybe it'd be worth it for you. But, coming in blind, it wasn't worth it for me.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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