Zak McKracken and the Alien Mindbenders - Lucasfilm - 1st Part Solved by Dave Barker You play the part of Zak McKracken, a reporter for a gutter tabloid called the National Inquisitor. Your first assignment is to get the scoop on a two-headed squirrel. Then things get more serious, yet funnier, as you find that a "universal stupid epidemic" is gradually reducing the population's I.Q. to zero, and all the authorities know is that it's caused by a tone intermittently transmitted over the phone lines. Aliens from space are behind the scheme, which you hope to foil by teaming up with three female characters and travelling around the world in search of ancient artifacts needed to construct an anti-stupidity machine. You can switch between the characters and must get them to act in unison to solve certain puzzles. But you have to solve a few puzzles just to find the other characters in this game. Many problems have alternate solutions, though there is only one way to solve the game itself. Several action-oriented puzzles require manual dexterity, these are not difficult, you just need to be quick! Numerous clues are cleverly concealed in satirical news stories and adverts in a tabloid-size, eight-page copy of the National Inquisitor that is packaged with the game. Notes:- 1. If someone other than Zak is to perform the actions listed for a location, that person's name appears in brackets following the location's name. 2. After the first trip to the Airport and on the plane, the solution just names your next destination, omitting instructions to take the bus and use the Reservations Terminal. 3. There are several jungle mazes that are randomised and therefore cannot be mapped. In these, just keep taking turns off the path (instead of going through the far left or right side exit) when possible, until you arrive at your destination. 4. Certain characters can only perform some actions, such as Annie reading the scroll, but most may be performed by anyone. 5. Carefully read the copy of the National Inquisitor, it contains many clues. Make sure that you watch through the loading sequence and "dream scene" at least once. 6. Learn to use the "alt" keys to switch between characters, this will be necessary later when performing multi-character tasks that have time limits. WALKTHROUGH. ZAK'S BEDROOM:- OPEN DRESSER DRAWER, PICK UP PHONE BILL, PICK UP SUSHI IN FISH BOWL, USE LAMP WITH SUSHI IN FISHBOWL - you empty goldfish and water into the lamp, don't turn on the lamp! PULL TORN WALLPAPER - on wall by side of door. USE TORN WALLPAPER ON PLASTIC CARD - your credit card was out of reach. OPEN DESK DRAWER, PICK UP KAZOO. ZAK'S LIVING ROOM AND KITCHEN:- PICK UP SEAT CUSHION - on sofa. PICK UP REMOTE CONTROL, OPEN CABINET - under sink. PICK UP BOX OF CRAYONS - there is only a yellow crayon in the packet. USE YELLOW CRAYON ON TORN WALLPAPER - you draw the map that you saw in your dream. OPEN REFRIGERATOR, PICK UP EGG. OPEN DOOR - exit to the street. BAKERY:- PUSH DOORBELL - three times, the baker throws something at you. PICK UP STALE BREAD. Go right and around the corner. LOU'S LOANS:- OPEN DOOR - and enter shop. BUY WET SUIT, BUY TOOL KIT, BUY GOLF CLUB, BUY HAT, BUY NOSE GLASSES, BUY GUITAR - by using credit card. Leave shop. BOB E. PINS HAIR SALON:- OPEN TOOL KIT, USE WIRE CUTTERS ON BOBBY PIN SIGN - you cut down and take the giant pin. Return to flat. ZAK'S LIVING ROOM:- USE MONKEY WRENCH ON PIPE - under sink. TURN ON SWITCH - above sink, switches on the waste disposal unit. USE STALE BREAD IN SINK - the bread is turned into crumbs. PICK UP BREAD CRUMBS. Exit to street. PHONE COMPANY:- PUT ON HAT, PUT ON NOSE GLASSES. Now, OPEN DOOR - to phone company. ENTER PHONE COMPANY, OPEN COUNTER DOOR, USE COMPUTER TERMINAL - you clear your account with the phone company by falsely entering that it has been paid. Exit phone company. TAKE OFF HAT, TAKE OFF NOSE GLASSES, walk to bus. BUS:- Driver is asleep. USE KAZOO, USE CASHCARD IN CASHCARD READER. AIRPORT:- GIVE CASHCARD TO DEVOTEE - get book. USE RESERVATIONS TERMINAL, select Seattle. Walk left onto airplane. AIRPLANE:- Wait until plane has taken off and stewardess is handing out the meals, you are given some peanuts. Walk to far left and enter toilet. USE TOILET PAPER IN SINK, TURN ON SINK - when sink has overflowed and the floor is flooded, PUSH CALL BUTTON. Walk to empty seat on far right. PICK UP CUSHION, something falls to the floor. PICK UP LIGHTER. Return to your seat, when the stewardess returns, use same trick to distract her again and go to far right. OPEN MICROWAVE OVEN, USE EGG IN MICROWAVE OVEN, CLOSE MICROWAVE OVEN, TURN ON MICROWAVE OVEN - return to seat. When the egg explodes, the stewardess will remain in that area. OPEN BIN. Search all the overhead luggage bins until you find the oxygen tank. PICK UP OXYGEN TANK. Return to your seat and wait for the plane to land. SEATTLE, IN NATIONAL FOREST:- PICK UP TREE BRANCH - you take branch from the tree. GIVE PEANUTS TO SQUIRREL - it can just be seen poking its head out of a hole in the bottom right of the screen. USE TREE BRANCH WITH LOOSE DIRT - you clear the entrance to a cave, enter cave. CAVE:- Dark! Use the "what is" command to find the bird nest and the fire pit. USE TREE BRANCH ON BIRD NEST, USE TREE BRANCH ON FIRE PIT, USE BIRD NEST ON FIRE PIT, USE LIGHTER ON NEST AND BRANCH - cave is now light enough to see. USE YELLOW CRAYON ON STRANGE MARKINGS - a door appears, enter the door. In room with strange machine. USE REMOTE CONTROL - the blue crystal is released. PICK UP BLUE CRYSTAL, return to the airport and fly to Miami. MIAMI, AIRPORT:- GIVE BOOK TO BUM - the Tramp gives you a bottle of whiskey. Return to San Francisco. SAN FRANCISCO, DROP SLOT:- Go around corner and to the blue door, first past "Lou's Loans". USE BLUE CRYSTAL ON DROP SLOT - you put the blue crystal through the letter box. Wait for Annie to open the door and invite you in. ANNIE'S ROOM, (ZAK & ANNIE):- You discover that you have both had the same dream. Annie gives you a yellow crystal shard saying that when it is whole it will let you join her friends on Mars. She also returns the blue crystal to you, adding that you will need a space suit too. GIVE WHISKEY TO ANNIE, GIVE GOLF CLUB TO ANNIE, GIVE WIRE CUTTERS TO ANNIE. Now switch to Annie. PICK UP BLOTTER - revealing a cashcard. PICK UP CASHCARD. BUS AND AIRPORTS (ANNIE):- USE WIRE CUTTERS ON BUS - you bash the cutters against the side of the bus and wake the driver up. USE CASHCARD IN CASHCARD READER. You must fly to Miami, then to Cairo, and then to Kinshasa. KINSHASA, JUNGLE PATH (ANNIE):- This path is randomised! See Note 3. HUT (ANNIE):- Go to the Shaman's hut, the one to the far left and enter. GIVE GOLF CLUB TO SHAMAN - he is very pleased and says he will give you some information. This is to be a six-figure number. Watch the three men jumping up and down noting the sequence in which they jump. ie 3, 1, 2, 1, 2, 1, though it will be randomised! The sequence will be the same as the code needed for the huge door at the Face Chamber on Mars. Return to the airport via the random jungle. Fly to Cairo, and then to London. LONDON, SENTRY BOX (ANNIE):- GIVE WHISKEY TO GUARD - he falls down drunk. PULL SWITCH - turns off the electric fence. USE WIRE CUTTERS ON FENCE. Switch to Melissa. MARS, OUTSIDE SHUTTLE BUG (MELISSA):- Leslie is here also. OPEN DOOR. INSIDE SHUTTLE BUG (MELISSA):- PICK UP BOOM BOX, PICK UP DAT - cassette tape. OPEN GLOVE COMPARTMENT, PICK UP FUSE, PICK UP CASHCARDS. Exit shuttle bug. OUTSIDE SHUTTLE BUG (MELISSA):- GIVE CASHCARD TO LESLIE - you will find out if it is the correct one of the two when you come to use them. Walk left past Hostel to the monolith. MONOLITH (MELISSA):- USE CASHCARD ON MONOLITH - you pick up a token, repeat action to get second token. These tokens are used as tickets for the tram. Go to hostel and enter airlock. ENTRANCE TO FRIENDLY HOSTEL (MELISSA/LESLIE):- USE TOKEN ON METAL PLATE - plate opens to reveal a fuse box. PICK UP BURNT FUSE - it disintegrates. USE FUSE IN FUSE BOX. Switch to Leslie, and join Melissa in the airlock. PUSH LEFT BUTTON - closes outer door. PUSH RIGHT BUTTON - opens inner door, enter door. INSIDE FRIENDLY HOSTEL (LESLIE):- PICK UP VINYL TAPE - from side of right locker. PICK UP LADDER, PICK UP COVERS - from bottom bunk. PICK UP BROOM ALIEN, OPEN LOCKER - the one on the right side. PICK UP FLASHLIGHT. Enter the airlock. ENTRANCE TO FRIENDLY HOSTEL (LESLIE):- PUSH RIGHT BUTTON, closes inner door. PUSH LEFT BUTTON - opens outer door. OUTSIDE FRIENDLY HOSTEL (LESLIE):- USE BROOM ALIEN ON SAND PILE - reveals the solar panels that power the tram. Walk to far right to Huge Face and door. HUGE FACE AND DOOR (LESLIE):- The door has three large buttons on it. USE LADDER ON DOOR. Push the buttons as per the dance sequence you watched in Kinshasa. That is six times in all. PICK UP LADDER - enter door. GREAT CHAMBER (LESLIE):- Go to first north door. OUTSIDE MASSIVE DOOR ONE, (LESLIE/MELISSA):- You see a crystal sphere mounted on a pedestal. Switch to Melissa, bring her here to join Leslie. Switch to Leslie. GIVE VINYL TAPE TO MELISSA, USE LADDER ON PEDESTAL, climb up ladder to top. Switch to Melissa. USE VINYL TAPE ON DAT - you can now record on it. USE DAT WITH BOOM BOX. TURN ON BOOM BOX - select record option. Switch to Leslie. PICK UP CRYSTAL SPHERE - as you touch the sphere a sound is emitted which is recorded by the boom box. The door opens. Climb down ladder. PICK UP LADDER, TURN ON FLASHLIGHT, ENTER DOOR - you head North into the dark. BEYOND DOOR ONE, (LESLIE):- Proceed through maze until you locate the atmosphere machine room. TURN ON SWITCH - right. TURN ON SWITCH - left. Wait until both gauges show green. TAKE OFF HELMET. Proceed through maze again to the map room. READ STRANGE MARKINGS - copy symbol to use in Sphinx in Egypt. Proceed through maze to outside door one. TURN OFF FLASHLIGHT. Both exit to great chamber and go to door two. OUTSIDE MASSIVE DOOR TWO, (LESLIE/MELISSA):- A pedestal is here but the crystal sphere is smashed. GIVE FLASHLIGHT TO MELISSA. Switch to Melissa. TAKE OFF HELMET, TURN ON BOOM BOX - select play option. The recording from door one triggers the opening mechanism. TURN ON FLASHLIGHT. Enter door, going northwards. BEYOND DOOR TWO, (MELISSA):- Go to end of dark room, enter door in north wall. PICK UP ANKH - return to outside door two and Leslie. GIVE ANKH TO LESLIE, GIVE FLASHLIGHT TO LESLIE. Switch to Leslie. Both exit to great chamber and on to third door. OUTSIDE MASSIVE DOOR THREE, (LESLIE/MELISSA):- Another sphere on top of a pedestal. With Leslie, USE LADDER ON PEDESTAL, climb up ladder to top. PICK UP CRYSTAL SPHERE - as you touch the sphere a sound is emitted. The door opens. Climb down ladder. PICK UP LADDER, TURN ON FLASHLIGHT, ENTER DOOR - you head north into the dark. BEYOND DOOR THREE, (LESLIE):- Go to end of dark room and enter door in north wall. USE ANKH ON PANEL - this switches off the forcefield. The machine in this chamber contains useful information. PUSH BUTTON - an image is projected, take a note of its message. PICK UP GOLDEN KEY - return to outside door three and Melissa. GIVE GOLDEN KEY TO MELISSA. Both exit to great hall. GREAT CHAMBER (LESLIE/MELISSA):- Read strange markings on huge statue between doors two and three. Note symbol to use in Mexican Temple. Move both characters near to exit of great chamber. Switch to Zak. SAN FRANCISCO, ANNIE'S ROOM (ZAK):- Send Zak from Annie's Room to catch the bus to the Airport and then fly to Mexico........... @~To be continued in the next issue of SynTax.