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- ELECTRONIC GAMER TEG-7766
-
- ZAK MCKRACKEN
-
- 1 Starting Out, Seattle
- 2 Annie, Miami, Nepal, Zaire
- 3 Peru, Mexico, Mars
- 4 London, Zaire, Cairo, Mars, Endgame
-
- Enter choice !s all
- ELECTRONIC GAMER TEG-7767
-
-
-
-
- ZAK MCKRACKEN AND THE ALIEN MINDBENDERS
- Part 1
-
- STARTING OUT TIPS, AND GOING TO SEATTLE
-
- Once again, it's up to you to save the world from a terrible fate -- rampant
- stupidity! You, in this case, are Zak McKracken, ace reporter for the National
- Inquisitor, the kind of tabloid you see around 7-11 check-out counters.
- Eventually, you will gain allies in your quest, but for now I'm afraid that you
- are on your own!
-
- First, a few basic hints. Whenever you enter a new room, click on the command
- "WHAT IS" and sweep over the objects in the room with your cursor. Anything that
- does not register cannot be manipulated by you. Now, just because it registers
- doesn't mean it's important, but nine times out of ten it's there for a reason.
- Second, I cannot overemphasize the importance of reading the articles in the
- newspaper that comes with the game. It is chock full of clues, and should be
- consulted regularly. Remember that there is a twisted logic at work here, and
- there is often more than one way of solving a problem. And save often, of
- course!
-
- When the game starts, you have just awakened from a strange dream in which you
- saw a map. It occurs to you that you should make a copy of that map, so that's
- one of your first priorities.
-
- You awake in your bedroom, so check that out first. There's a dresser, a desk,
- a lamp, a telephone, and an answering machine. OPEN the dresser, then PICK UP
- the phone bill. READ the phone bill. Then cross to the desk, and open it. PICK
- UP the kazoo. Next to the desk there's a piece of the wall that looks different
- from the rest. PICK UP the loose piece of wallpaper. Now, if you look under the
- desk, you will notice an object resting there. When you try to PICK UP your
- CashCard, however, you push it further under the desk. No problem. USE the phone
- bill with the CashCard and it's yours. READ the CashCard. Seems like a lot of
- money? It won't last. The only other thing in your bedroom of importance is the
- fishbowl, but you don't need that yet, so let's move into the living room. (If
- you want to, you can TURN ON your answering machine. It is not necessary to the
- solution, but otherwise you won't get messages from your mother. The phone
- works, by the way, but I never found any numbers to call.) WALK to the door and
- you'll be in the living room.
-
- When you try to TURN ON the TV, you can't. There are two reasons why: First,
- PICK UP the loose cushion. Aha! USE the plug with the power outlet on the wall.
- But you still can't TURN ON the TV. If you do a "WHAT IS" on the TV, you will
- notice an infrared sensor, so obviously you have to find the remote control. I
- don't know about you, but whenever I can't find my remote control, I always know
- where to look first. WALK to the couch and PICK UP the other cushion. Then PICK
- UP the remote control you find underneath, WALK TO the TV, and USE the remote
- control. Watch the TV to get more of an idea as to what's going on in the world.
-
- You might as well TURN OFF the TV and WALK TO the kitchen. Under the sink
- you'll find a cabinet. OPEN the cabinet and PICK UP the box of crayons. USE the
- yellow crayon with the piece of wallpaper, and you'll have a map! Then OPEN the
- refrigerator and PICK UP the egg. PICK UP the small key by the side of your
- door, OPEN the door, and go out.
-
- When you get to the street level, go left to the French bakery. PUSH the
- doorbell. When the man leaves, PUSH it again. Then, once again. PICK UP the
- stale bread and WALK TO the door to the right of your stairs. OPEN the door and
- go inside to TPC -- The Phone Company. Check out the representative and your
- surroundings. They will become important later. For now, GIVE the phone bill to
- the representative. Then PICK UP the application next to the counter (on the far
- left), and USE the yellow crayon with the application. You can then go back to
- your entryway, USE the small key with the mailbox, then USE the application with
- the mailbox. CLOSE the mailbox. It's time to take a trip to Seattle to cover a
- story about a two-headed squirrel!
-
- Continue to your right to the corner, where you'll find a bus and a sleeping
- driver. USE the kazoo, which will wake him. WALK to the CashCard reader, and USE
- the CashCard in the reader. And it's off to the airport!
-
- Oh no, one of those obnoxious shaven-headed devotees of some far-out Eastern
- religion is trying to sell you a book! For once, give in. GIVE your CashCard to
- the devotee. He will give you a book on enlightenment. Since you already have
- your ticket, you can just WALK to the gate and the planes.
-
- Now there are three things you need on the plane, and the stewardess will stop
- you from getting them, so you have to distract her for a sufficiently long
- period of time to allow you to do what you need to do. This section should
- delight the practical joker in all of us!
-
- WALK to the back of the plane, OPEN the door, and go into the toilet. CLOSE the
- door. PICK UP the toilet paper, then USE the toilet paper with the sink. TURN ON
- the faucet and PUSH the call button. OPEN the door and walk forward to the front
- of the plane. (Ain't I a stinker?) On your way to the galley, PICK UP the seat
- cushion from the seat in front of yours. You will notice something fall out onto
- the floor when you do so. PICK UP the lighter. Then WALK to the microwave oven
- in the galley. OPEN the microwave, USE the egg with the microwave, CLOSE the
- microwave, and, finally, TURN ON the microwave. (This all must be accomplished
- before the stewardess finishes cleaning up the head, so you might want to save
- before you try it.) The resultant mess will gain the stewardess's undivided
- attention for a while. As she is cleaning up after you, OPEN all the overhead
- bins. In one, you will find an oxygen tank, which you can PICK UP. While you're
- waiting to land, you can READ the book and the oxygen tank for future reference.
-
- When you land in Seattle, WALK to the outside door and into the woods. PICK UP
- the tree branch overhead. GIVE the peanuts you received as a "meal" on the plane
- to the two-headed squirrel, then USE the tree branch on the loose dirt.
- (Alternately, you can USE the butter knife from your apartment on the squirrel
- but this will haunt you later in the game.) WALK to the cave entrance.
-
- Who turned out the lights? Well, TURN ON the lighter and use its glow to check
- out the cave. Up and to your right is an abandoned bird's nest, and on the floor
- is a fire pit. You can't reach the bird's nest yourself, so USE the tree branch
- with the nest, USE the nest with the fire pit, then USE the branch with the nest
- in the firepit, and USE the lighter on everything. And Lucasfilm said "Let there
- be light!"
-
- On the far right wall of the cave is a door with some strange markings (and
- they won't be the last!) READ the strange markings, then USE your yellow crayon
- on the markings. This one time, the game will complete the picture for you, and
- the door will open. Go inside.
-
- There is a machine holding a blue crystal, which you saw in your dream at the
- beginning of the game. You need it, but it's locked in place. Fortunately, you
- notice an infrared sensor on the machine that looks just like the one you've got
- on your TV back home. Could it...nah! Well, might as well give it a shot. USE
- the remote control. Presto!
-
- Now, take the blue crystal. The lights will go out, but you should be able to
- find your way back to the cave with no problems. From there, return to the
- airport, and USE the reservation machine to buy a ticket back to San Francisco.
- It's time to get some help in your quest!
-
- ZAK MCKRACKEN AND THE ALIEN MINDBENDERS is published by Lucasfilm Games and
- distributed by Mediagenic.
-
- This walkthru is copyright (c) 1989 by Paul J. Grant. All rights reserved.
-
-
- ELECTRONIC GAMER TEG-7781
-
-
-
-
- ZAK MCKRACKEN AND THE ALIEN MINDBENDERS
- Part 2
-
- ANNIE, MIAMI, NEPAL, AND ZAIRE
-
- You now have an artifact, and you need some advice. Remember the woman from the
- Society for Ancient Wisdom you saw on TV? Why not go see her?
-
- When you get back to the San Francisco airport, WALK to the door on your right
- and you will find yourself back on the street corner by the bus. WALK up to the
- top of the screen and 14th Avenue. For the time being, walk by the pawnshop and
- continue to the second door. USE the blue crystal on the drop slot. Annie will
- open the door, invite you inside, and show you a picture of the machine you need
- to build in order to defeat the Aliens. Make a copy of this diagram for future
- reference.
-
- About this time, you will also notice that you can use the command SWITCH. Try
- it out by switching to Annie and have her pick up the blotter on her desk, and
- pick up the CashCard underneath. You won't need Annie's direct help for a while,
- so switch back to Zak. You've got to get the other yellow crystal shard that
- complements the one that Annie gave you, and it won't be easy, believe me.
-
- WALK out of Annie's office and go back left to the pawnshop. There you will BUY
- the following: the nose glasses, the hat, the tool box, the golf club, the
- guitar, and the wet suit. Go outside and to the right to the large bobby pin
- sign. OPEN the tool box, and USE the wire cutters on the sign. You have now gone
- from malicious mischief on the plane to vandalism and petty theft! About this
- time, you should have received a letter. Make your way back to your apartment
- entrance and USE the small key on the mailbox. PICK up the letter inside and
- read it. You are now a proud member of the King Fan Club. If the letter hasn't
- arrived yet, wander around a bit until it does.
-
- Go upstairs to your kitchen. USE the monkey wrench on the pipe below the sink,
- then TURN ON the switch behind the faucet. This will activate your garbage
- disposal. USE the stale French bread in the sink, and PICK UP the bread crumbs
- you've made. Be sure to TURN OFF the disposal and USE the wrench on the pipe
- again to fix things back to the way they were. (It might be fun at this point to
- PICK UP the butter knife and go into your bedroom. PICK UP the loose corner of
- carpet [lower right] and try to USE the butter knife in the loose floor boards.
- No go, huh? Well, try the monkey wrench. Now, USE the rope on the hole and you
- can climb down and check out the aliens' secret room!) Now go back to the
- airport, and buy a ticket for Miami.
-
- Miami is closed but there's a panhandler there whom you should take pity on.
- GIVE him your cashcard, then GIVE him the book. He will read it, return it to
- you, and also give you a bottle of whiskey. From Miami, fly to either London or
- Cairo, and from there to Katmandu. (Whenever you leave the U.S.A., you will have
- to use the right exit code as found in the sheet that accompanies the game.) In
- Katmandu, go right to the fancy door and try to OPEN the door. GIVE the book to
- the guard, and he will allow you inside to meet the Swami. (First read the
- things on the bulletin board.) The Swami will tell you how to use the blue
- crystal to trade minds with any animal, a talent that will come in useful sooner
- or later! In fact, I'll bet you're dying to try it out right now, aren't you? Go
- ahead! BUT SAVE FIRST!
-
- USE the blue crystal on the Yak. Well, no one said it had to be exciting. About
- now, your use of the blue crystal will have triggered something in that secret
- room. Watch what the aliens do and pay particular attention to their method of
- disguise. Return to your own body, and wait around until the alien shows up. He
- will take you captive, bring you back to his headquarters, and brainwash you,
- taking your crystals. For now, however, merely restore the game to where you
- saved. Go to the left and check out the police station. There is a flagpole out
- in front which you need, but stealing a flag is probably considered treason in
- Nepal; so, you have to be fast or sneaky. Either way, you have already saved the
- game at this point, so give it a shot. PICK UP the flag pole, and WALK to the
- yak as fast as you can, then USE the CashCard in the yak. If your timing is
- right, you'll get away scot free.
-
- The alternative route is to USE the lighter on the hay bale to the right of the
- temple. While everyone is busy putting out the fire, you can nonchalantly
- saunter over to the police station and pillage it. If your conscience starts to
- bother you, remember, it's for a very worthwhile cause.
-
- From the airport, buy a ticket, and fly to Kinshasa, Zaire. After going through
- several random jungle scenes, you will find yourself in a clearing. At the far
- left in the clearing is a hut with a sign out front. Go inside, and you will
- meet the Shaman who's in the picture with the Swami back in Nepal. GIVE him the
- golf club. Out of gratitude, he and two of his countrymen will show you a dance.
- TAKE NOTES! When the three men stop dancing and line up in a row, write down the
- order in which they bob their heads. (This differs from game to game.) The
- Shaman will tell you to return when you have the yellow crystal, so it's time to
- head out again. Wend your way back through the jungle to the airport, fly to
- Cairo, and from there back to Miami.
-
- About now you should have severely depleted your CashCard. So before we head
- home, let's try to get you some more money. In Miami, buy a ticket to the
- Bermuda Triangle. Your plane will be caught by a mysterious beam, and you will
- end up on a spaceship. The pilot will enter a four-note combination on the
- colored panels (this too varies from game to game), but when he invites you back
- aboard the plane, stay over on the far right by the doorway. Once the bright
- white glare disappears, push the button by the side of the door. You will be
- captured and taken before the King of the Aliens. Before he can decide what
- horrible fate worse than death should befall you, give the Fan Club Card (or the
- guitar) to the King. This will make you the King's good friend, and one of his
- minions will show you a different color combination that will send you home.
- Don't use it yet. Instead, return to the King's chamber, and WALK to the right
- and READ the Lott-O-Dictor, which will give you tomorrow's winning number. Then
- go back to the color panel, press the right combination of buttons, and stand on
- the platform to the left of the panel. You will be teleported straight home. Go
- back to the pawnshop and BUY a Lottery ticket. (At this point, you can also SELL
- your bent butter knife.) You can pick up your earnings after your trip to Latin
- America.
-
- ZAK MCKRACKEN AND THE ALIEN MINDBENDERS is published by Lucasfilm Games and
- distributed by Mediagenic.
-
- This walkthru is copyright (c) 1989 by Paul J. Grant. All rights reserved.
-
-
- ELECTRONIC GAMER TEG-7794
-
-
-
-
- ZAK MCKRACKEN AND THE ALIEN MINDBENDERS
- Part 3
-
- PERU, MEXICO, AND MARS
-
- At SFO, buy a ticket for Lima, Peru. When you reach Lima, you will have to
- wander through a few jungle screens until you reach a scenic overlook. If you
- continue right past the ancient bird feeder, you'll see a huge carving. Now, if
- only you had wings....
-
- Go back to the bird feeder, and USE the bread crumbs on the feeder. This will
- attract a sparrow. Save the game! USE the blue crystal on the sparrow. Use of
- the blue crystal will alert the aliens to your location, and you want to avoid
- capture. Now, depending on your game system, you will have to press a certain
- key or button (on the Amiga, for example, you click the right mouse button) to
- avoid watching the "cut" scene of the Alien putting on his disguise. Activate
- this feature as soon as the scene begins. This will give you enough time to do
- what you need to do.
-
- In the bird's body, FLY to the giant carving and to its right eye. You will see
- a candelabra and a platform. You can't do anything here right now, so fly out
- and go to the left eye. PICK UP the scroll on the floor, and FLY back out of the
- eye, across the valley, and back to Zak. GIVE the scroll to Zak, then return to
- Zak's body. As quickly as possible, get back into the jungle. You must
- accomplish this before the Alien arrives.
-
- Return to the airport and fly to Mexico City. You'll have to go through yet
- another jungle until you reach the Aztec pyramid. Pick any of the three
- entrances and go inside. Now you're in a real maze, which you can map if you
- want to, but it can be solved fairly easily by trial and error. In each room
- there is at least one torch, which you will have to locate (with a "WHAT IS")
- and then USE with the lighter. There are three types of corridors in the
- pyramid: long ones with green faces on the walls, medium ones with blue faces,
- and short ones with no faces. You will enter a long corridor; try each exit from
- it until you locate a medium corridor; from there, try to find which of the
- several doors leads to a short corridor. One of the short corridor rooms has a
- door which leads into a room with a statue holding a shard of yellow crystal,
- and on the base of the statue are some strange yellow markings. Unfortunately,
- here you must draw the correct figure yourself, and you don't know what it is. I
- would recommend that you save the game at this point, and prepare to meet the
- rest of our intrepid crew.
-
- SWITCH to either Melissa or Leslie, who are standing by their converted VW
- Microbus in the Martian desert, just waiting for something to do. Have the co-ed
- you switched to OPEN the van door and go inside. OPEN the glove compartment.
- PICK UP the boom box, the CashCards, the fuse, and the digital audio tape from
- the radio. USE the oxygen valve if you like. Leave the van, and make sure each
- girl has the correct CashCard. WALK to the left, past the alien hostel, and to
- the black monolith. USE the CashCard in the slot, and then do it again so you
- get two tokens. Now switch to the other girl, and have her do the same, so that
- each co-ed has two tokens.
-
- Bring them both inside the hostel. USE the token on the metal plate to the
- right of the airlock door, and PICK UP the burnt-out fuse. Then, USE the fuse
- from your van in the air lock fuse box, and PUSH the button, closing the door.
- Next, PUSH the button by the door on the right wall, and send Leslie into the
- dormitory. (Melissa is a little too squeamish.) Check out the locker by the door
- and PICK UP the little strip of yellow vinyl tape. OPEN the right side of the
- cabinet, and PICK UP the flashlight. Move to the right and PICK UP the covers,
- revealing a dead alien shaped like a broom. Finally, PICK UP the ladder in the
- far right corner, and leave.
-
- WALK both the girls to the right (past the van) to the Giant Face and a door
- that has three buttons on it. Set up the ladder under the highest button, and
- send one co-ed up the ladder, while parking the other by the lowest. Now press
- the buttons in the order indicated by the dancing natives in Zaire. This will
- open the door. Take both girls inside.
-
- Inside you will find two huge statues and three massive doors. On one of the
- statues will be strange yellow markings. READ the markings and copy the symbol
- down (they change from game to game). This is the symbol Zak needs to draw on
- the Mexican statue's base to get the yellow crystal shard. But first there are
- some other matters to take care of in the Great Chamber. Your oxygen will not
- last forever, and it might be nice to see the girls' faces. Let's find the air
- conditioning unit.
-
- WALK to the massive door on the left. USE the ladder by the pedestal, and WALK
- to the crystal globe. Have the other girl USE the vinyl tape with the digital
- audio tape (DAT), allowing you to record over it. USE the DAT in the boom box,
- TURN ON the boom box, and set it to Record. SWITCH to the girl on the ladder and
- PICK UP the globe. There will be an annoying whine and the door will open. Send
- LESLIE with the flashlight into the chamber.
-
- You find yourself in a maze of colored doors. You can map this maze if you
- like, but the quick and dirty way is to go through the purple door, then the
- blue door, then the purple. You should find yourself in a room with a machine.
- READ the gauges on the machine, then PUSH both switches. Once both gauges move
- into the green, you will be able to remove your helmets inside the whole Great
- Chamber.
-
- Exit the machine room and go through the blue door. From there, take the purple
- door, another purple door, and finally the door with the red edges on your far
- right. There you will find a room with a familiar map, a representation of the
- Sphinx, and more strange markings which you should copy down. To find your way
- to the exit, go out and take the yellow door, then the blue door, the red door
- on the far left, the red door on the far right, the red door on the far right,
- and the red doorway on the far left.
-
- Next move to the middle of the three massive doors. The crystal globe here is
- broken, so you have to USE the boom box in Play mode, which will produce the
- sound you need to open the door. This is not a maze, thankfully. All you need to
- do is go through the doorway over on the right Inside you will see a close
- relative of the statue in Mexico, holding an ankh. PICK UP the ankh.
-
- Finally, you can open the massive door on the far right by either method, and
- once you enter and go through the door in that chamber, you will find a force
- field, which you turn off when you USE the ankh in the panel. PUSH the button on
- the strange machine and you will see what I assume is a hologram of the ancient
- aliens who prepared all this for you. PICK UP the smaller key on the wall (the
- larger one will crumble into dust). At this point, it's time to leave Mars, and
- go back to Zak.
-
- Save the game here, just in case you make a mistake. USE the yellow crayon on
- the strange markings. By placing the cursor on the screen where you want to draw
- a line, you can recreate the drawing the co-eds found on the huge statue. When
- it's done, click on FINISHED DRAWING. The statue will release the crystal shard
- and you can take it. Find your way out of the pyramid, return to the airport,
- and from there to San Francisco. It's time to pick up Annie and finish this
- game!
-
- ZAK MCKRACKEN AND THE ALIEN MINDBENDERS is published by Lucasfilm Games and
- distributed by Mediagenic.
-
- This walkthru is copyright (c) 1989 by Paul J. Grant. All rights reserved.
-
-
- ELECTRONIC GAMER TEG-8359
-
-
-
-
- ZAK MCKRACKEN AND THE ALIEN MINDBENDERS
- Part 4
-
- LONDON, ZAIRE (AGAIN), CAIRO, MARS (AGAIN), AND ENDGAME
-
- Once back in San Francisco, go home and get your fish, Sushi, and his
- transparent domicile. USE the fishbowl with the sink to give Sushi a temporary
- home, and then leave. On your way to Annie's office, be sure to visit the pawn
- shop and pick up your lottery winnings. Would that real life were as full of
- such sure things!
-
- GIVE the scroll to Annie (who is the only one who can read it). Then both of
- you should walk down to catch the bus (remember only Zak can wake the driver),
- and you both should go to the airport and buy tickets for London. Zak should
- GIVE the bottle of whiskey to Annie, who should, in turn, GIVE it to the sentry
- by the electric gate outside of Stonehenge. He will get drunk and pass out,
- enabling Annie to TURN OFF the switch that controls the electrified fence. Zak
- can USE the wire cutters on the fence, and both can WALK to Stonehenge. Zak
- should USE the yellow crystal shards on the altar, then USE the flag pole on the
- little notch on the left. SWITCH to Annie, who can READ the scroll again and
- produce the desired effect. Have ZAK pick up the yellow crystal (now fused
- whole), and send both back to the airport.
-
- Both Zak and Annie should fly to Cairo, but send Zak on from there to Zaire,
- and have him visit the Shaman once again. The Shaman will explain to Zak how to
- use the yellow crystal for teleportation purposes. Zak should then rejoin Annie
- in Cairo.
-
- On one of the two legs of the Sphinx will be some more of those ubiquitous
- yellow markings. Zak must recreate the drawing seen in the chamber on Mars below
- the depiction of the Sphinx, which will open a secret door. Both Annie and Zak
- must go inside. Yep, it's another maze, but (a) it's lighted, and (b) there's an
- easy solution. Always go through the doorway with a picture of the sun over it
- (or in one case, the doorway is at the end of a corridor, and the sun is above
- and to the right). Eventually you will find a door with what looks like a pair
- of horns above it. Inside you will find some hieroglyphics which only Annie can
- read. They will instruct her to push the left button, then the right button, and
- the center button. (One of the hieroglyphics looks suspiciously like an Imperial
- fighter from Star Wars, by the way.) Once the panel opens, Zak should USE his
- yellow crayon on his wallpaper map, and you should write down the last set of
- strange markings (whew) by the depiction of the Great Face.
-
- Retrace your steps out of the Sphinx. At this point, Zak should go to the big
- pyramid across the street, and enter the tiny little door on the left side. With
- lighter in hand, he will be able to find the doorway to the right, find the
- torch on the way inside that room, and light it. Bring Annie to join him in the
- room with the sarcophagus, then send Zak only back to the airport, and fly him
- to Miami.
-
- In Miami, buy another ticket to the Bermuda Triangle, and before the beam can
- get you, USE the parachute. The cushion you stole from the first airplane will
- keep you afloat. USE the kazoo, which will summon a dolphin. Save the game here,
- and USE the blue crystal on the dolphin. As the dolphin, SWIM underwater and to
- the lower right to a clump of seaweed. PICK UP the seaweed, then PICK UP the
- glowing object behind it. Return to the surface, GIVE the glowing object to Zak,
- and return Zak to his own body. Immediately, USE the yellow crystal. The maps
- you have drawn will appear, and you can use the cursor to pick where on the map
- you want to go. Click on the yellow dot in South America, and you will be
- teleported to the room in the huge carving's right eye where the candelabra was.
- PICK UP the candelabra and get ready to teleport to the secret chamber inside
- the Martian pyramid. USE the yellow crystal and click on the pyramid.
-
- Oops. Nothing happened.
-
- Well, you have to get to Mars anyway, so USE the yellow crystal again and click
- on the Great Face. You will be teleported into a chamber with three doors and,
- yes: more strange yellow markings! USE your yellow crayon to recreate the figure
- you saw in the map room inside the Sphinx, and all three doors will open. Go
- through the center door, and you find yourself in the maze of colored doors.
- TURN ON your lighter, go through the green door on the far left, and the yellow
- door on the far left of the second room; go all the way to the left, and you'll
- be in the Great Chamber. Zak can meet up with Melissa and Leslie at long last.
-
- No time for chitchat, though. Have Leslie put her helmet back on and WALK to
- the big pile of sand in front on the hostel. USE the broom alien on the sand, to
- reveal solar panels, then send her over to stand by the tram. Next, PUT ON
- Melissa's helmet, and send her over to the the tram. Finally, you have to send
- Zak outside, but he needs a spacesuit. PUT ON the wet suit, the oxygen tank and
- the fishbowl, then USE the duct tape on the fishbowl. Perfect! Send Zak to the
- shuttlebug where he can use the oxygen valve to freshen his tank and bring it up
- the full 15 minutes; then, send him to the monolith, and have him USE his
- CashCard in the slot. He needs only one token. Zak should then join the others
- by the tram. Save the game here!
-
- Have each of the three USE the token in the tram. All three must get on board
- before it leaves, or you can't finish the game. The tram will go to the Martian
- pyramid, and let everyone off. Send Leslie to the pyramid, and USE the broom
- alien on the sand pile. Send Zak there, and USE the bobby pin sign. Then give
- Zak the flashlight, and have him enter the pyramid. It is a duplicate of the
- Egyptian pyramid, except for the sarcophagus.
-
- This one can be manipulated. Bring both co-eds into the chamber, and have one
- PUSH the sarcophagus's feet. This will open a secret door to the left of the
- sarcophagus. Send the second girl up the stairs, have her stand by the button,
- and send Zak up there. (You may have to move the girl away from the
- sarcophagus's feet to close the hole in the door.) PUSH the button, quickly
- SWITCH to Zak, and PICK UP the white crystal. Zak should USE the yellow crystal
- to teleport to the dot on the map near Cairo.
-
- (While not necessary, it is fun to send Melissa and Leslie back on the tram,
- have them pick up their fuse in the hostel fuse box, replace it in the van, and
- then USE the controls to head home.)
-
- Zak is now in a secret room with a big base, two switches and a lever. First,
- PULL the lever, which opens a secret set of stairs. SWITCH to Annie, who has
- been waiting patiently below, and have her come up the stairs. PULL the lever
- again to close the panel in the floor. Have Zak USE the glowing object on the
- base, USE the candelabra on the glowing object, and USE each of the three
- crystals in their proper position as shown in your dream and the diagram in
- Annie's office. (Oh no, you forgot what order to put them in? You dunderhead,
- now you'll have to start from the beginning! Just kidding.... Actually, the
- program automatically puts each in the right position.) When the machine is
- finished, have Zak and Annie each pull a switch in turn. Then sit back and enjoy
- your victory and the amusing epilogue. It's Miller time!
-
- ZAK MCKRACKEN AND THE ALIEN MINDBENDERS is published by Lucasfilm Games and
- distributed by Mediagenic.
-
- This walkthru is copyright (c) 1989 by Paul J. Grant. All rights reserved.
-