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Walkthrough

by DrCoolJamz1

Zak McKracken and the Alien Mindbenders

Walkthrough / Solution / Guide

Written by Jacky Swallia - 2002
[email protected]

Table of Contents (use control+f to find something specific):
I.    Introduction (INT)
II.   The Solution (TSL)
      1. The Story (TSR)
      2. Characters (TCH)
      3. Walkthrough (WLK)
III.    Airline Prices (ALP)
IV.   Those Wacky Yellow Markings (WYM)
V.  Problems (PRB)
      1. Getting "stuck" (STK)
      2. Running out of money (MNY)

************************
* I. Introduction (INT)*
************************
3.12.10 - v. 1.11 - Minor corrections and formatting.
8.26.02 - v. 1.1 - Added sections about airline prices and yellow
                   markings.
8.13.02 - v. 1.0 - First version.  Complete with no known errors.     

     This guide is my original work and is copyrighted by me, Jacky Swallia.  
The most current version will be at www.gamefaqs.com but you are welcome to
re-post it on another site as long as you don't remove my name or alter 
the content in any way.  My guides are meant to be freely shared but they
may not be sold for profit by anyone other than myself. 

     If you have any questions, comments or corrections feel free to drop me an
e-mail.  Please include the game in the subject line so I don't accidentally
delete it, thinking it's spam.

*************************
* II. The Solution (TSL)*
*************************
1. The Story (TSR)
     Many years ago (50 millennia ago, to be exact) Earth was being 
watched over and protected by a race called the Skolarians.  Protected 
from what, you ask?  The King and the Caponians.  The Caponians are 
always in search of stupider life forms and the Skolarians knew it was 
only a matter of time before they found Earth.  The Skolarians left 
certain safeguards on Earth in case the Caponians ever did decide to 
invade.
     Now it is the 1980's and the Caponians have finally found Earth 
and have plotted to take over using The Phone Company.  They send a low 
hum over every phone line that is slowly making the people of Earth 
stupider.  In a few days they will be stupid enough to take over.
     The Skolarian's plans to save Earth start rolling now in a series 
of dreams sent to the four main characters in the game.

2. The Characters (TCH)

Zak McKracken - A two-bit tabloid reporter, lonely and generally 
miserable.  He aspires to write wonderful works of literature and win a 
Pulitzer and find a lovely lady to share his life with.  A strange 
dream suddenly turns his life around.

Annie Larris - A great historian, but a little on the snooty side.  She 
is searching for artifacts she also had a dream about.

Melissa China (green space suit, black hair) - One of the coeds in 
space.  She and Leslie were given dreams that told them how to convert 
their van into a space shuttle and to blast off to Mars and wait for 
instructions.  So they went and now they're waiting.  

Leslie Bennett (pink space suit, blond hair) - The more adventurous of 
the two coeds.  She also received a strange dream but she is a little 
disappointed by Mars at first.

3. The Walkthrough (WLK)

**San Francisco**
     The opening sequence starts with Zak arguing with his boss over a 
lousy assignment about a two-headed squirrel.  Zak reluctantly agrees 
to go.  Later that night Zak has a strange dream about aliens and ankhs 
and...Annie. 
     Zak wakes up back in his own room and now you take control.  Zak 
suggests making a map of what he saw in his dream.  But what to draw it 
on?  In his dresser drawer is a phone bill for over a thousand dollars.  
In his desk drawer is a kazoo.  You can't make a map with either of 
those, but take them anyway.  Take the fish bowl too.  What's this by 
the door?  Some torn wallpaper might do the trick nicely.  Take it and 
head out to the living room.  (For a laugh, turn on Zak's answering 
machine before you leave the bedroom.  If you come back to check it 
once in a while you'll hear various messages from Zachary's mother.  
Not required, but it's pretty funny.)
     Zak's apartment is a mess so pick up the cushion by the TV and put 
it back on the couch.  Now plug the TV in.  Hmmm...there doesn't seem 
to be an "on" button on this TV.  Well, puck up the left couch cushion 
and get the remote control.  Turn on the TV and learn about Annie, the 
coeds on Mars and the stupidity epidemic sweeping Earth.
     Head over to the kitchen and get the butter knife from the wall.  
Open the cabinet under the sink.  Hello, a box of crayons!  Too bad 
there's only yellow left.  Use it in the wallpaper to make your 
wallpaper map.  Open the fridge and get the egg.  Head back to Zak's 
room and use the butter knife on the blue card under the desk.  Yay, 
it's Zak's CashCard!  It's got about $12,000 on it, which is plenty to 
get you started.  Head back out of Zak's room.
     Get the small key hanging by the front door and head out of the 
apartment and to the left to Le Bakery.  Ring the doorbell three times 
to get the bread from hell delivered to you.  Nothing will happen if 
you ring the bell after the bread is dropped.  Pass up The Phone 
Company for now and head to 14th avenue and to Lou's Loans.  You've got 
a lot of shopping to do here.  Buy the wet suit, the hat, the tool kit, 
the golf club and the nose glasses.  You do NOT have to buy the guitar 
and don't even bother buying a lotto ticket - yet.  Head outside and 
open the toolkit.  Walk to the right and use the wire cutters on the 
Bob E. Pinz sign (I'm sure nobody will miss it).  Head back to 13th 
avenue.  
     You have a couple of options with that massive phone bill.  You 
can do the honest thing and give your CashCard to the attendant and pay 
it or you can put on the wet suit, hat and nose glasses.  Now you can 
go behind the counter and use the computer to clear your bill the easy 
way.  You can also go in the back room but there's nothing really 
important here right now.  What you want now is the King's Fan Club 
application in the front.  Fill it out (in yellow crayon) and head 
outside.  Use your small key in the mailbox and put the application in.
     Go back upstairs to Zak's apartment.  Use the monkey wrench on the 
pipe under the sink.  Put the bread in the sink and turn on the garbage 
disposal.  You should see a pile of breadcrumbs in the cabinet now.  
Take them.  You have a couple of options now.  You can either fix the 
pipe and dump Sushi in the sink and let him live out his life there, or 
you can turn the garbage disposal on him.  It's pretty nasty, but you 
don't need Sushi anymore so get rid of him either way.  At this point 
you could also go back to Zak's room and use the monkey wrench on the 
loose boards in Zak's room.  It makes a hole in the floor, which turns 
out to be a secret passage to The Phone Company.  I have never needed 
to use this passage so I usually skip that.  Why tear up a perfectly 
good floor and make Zak lose his security deposit?  Leave the apartment 
again.
     Head over to the bus to the right.  The driver is sleeping.  A 
little kazoo music will wake him up.  Use your CashCard in the bus and 
off to the airport you go.  When you get there pass up the reservations 
terminal (you already have your ticket to Seattle from your boss) and 
give your CashCard to the devotee dancing on the left.  He will sell 
you his last book.  Head to the left and to the gate.
     The airplane ride is probably one of the most amusing parts of the 
whole game.  The flight attendant gives a very discouraging speech 
about flight safety and then she passes out your meal (peanuts).  Now 
the fun begins.  Head to the bathroom and use the toilet paper in the 
sink.  Turn the water on and wait for it to flood.  Push the call 
button and the attendant will come and clean it up.  While she is 
occupied with that, head to the front of the plane and put the egg in 
the microwave and turn it on.  Yuck!  The attendant should be about 
done with the bathroom now.  She'll come and yell at you and tell you 
to sit down.  She'll be busy with the egg for some time so pick up the 
cushion from the first empty seat.  A lighter falls out so pick it up 
too.  Now start opening the overhead compartments.  In one of them 
there will be an oxygen tank.  Take it too.  You should have plenty of 
time to do this while the attendant is moaning about the mess, but if 
you do run out of time you can just flood the bathroom again.  Once 
you've got everything the plane will land and you'll be in Seattle.

**Seattle**
     Exit the airport to the right and you'll be in front of Mt. 
Rainier.  Take a branch from the tree and go to the cave.  There's that 
two-headed squirrel everyone's been making such a fuss about.  He's 
blocking your way, so you have a couple of options.  You can give him 
the peanuts from your plane trip and let him go on his merry way or you 
can use the butter knife on him and kill him.  It's up to you.  Once 
he's out of your way, use the butter knife (or any of the tools from 
the tool box) on the loose dirt to make an opening to the cave.  Go 
inside.  It's dark, but luckily there's a fire pit.  All you need now 
is some fire.  In the upper left corner of the cave there is a bird's 
nest.  Use the tree branch to snag it and put them both in the fire 
pit.  Use the lighter on them and you've got light.  Go to the far 
right of the cave to some strange markings on the wall.  Use the yellow 
crayon on them and Zak will draw an ankh and a door will appear.  Go 
inside to meet your first piece of the Skolarian device, the blue 
crystal.  Use the remote control to release the crystal.  Take it and 
head out of the cave and back to the airport.  Buy a ticket back to San 
Francisco.

**San Francisco**
     Head back up to 14th avenue and drop the blue crystal into the 
drop slot between Lou's Loans and Bob E. Pinz.  Wait a minute and Annie 
will come out to talk to you.  You'll exchange information about your 
dreams and she will tell you about her friends on Mars.  She will also 
give you half of the yellow crystal.  You can now SWITCH between all 
four characters.
     For now you only have to worry about Zak and Annie.  SWITCH to 
Annie and have her pull the green blotter on her desk.  Yay, it's her 
CashCard!  She's got about $5,400, which is barely enough for her.  
Take them both to the bus on 13th avenue.  Zak's King Fan Club card 
should have come by now so you can get that while you're here.  Once 
you've done that have Zak play the kazoo to wake the driver.  SWITCH to 
Annie and have her get on the bus.  SWITCH to Zak and have him get on 
the bus and use his CashCard twice to pay for both of them (Annie's 
funds are VERY limited).  Once you get to the airport have Zak and 
Annie buy tickets to London (you can't have Zak buy her ticket, they're 
non-transferable).  

**London**
     Annie is going to hang out here for a while so have Zak buy a 
ticket to Nepal.

**Nepal**
     You have to be a little careful here because this is one of the 
places where you can get stuck.  Head to the right and give the book 
you bought from the devotee to the guard.  He will let you in to see 
Guru.  Guru will teach you how to use the blue crystal if you've kept 
your karma up (meaning you didn't kill the two-headed squirrel or shred 
Sushi).  If he says your karma is bad, just wait outside for a while 
and go back in.  Now you can use the blue crystal to trade spirits with 
animals.  You could practice on the yak if you want, but it's not that 
exciting being a yak.  Anyway, head to the right and light the hay on 
fire.  Both guards will come running.  Go to the jail on the left and 
take the flagpole.  If you try this while the guard is still in there 
you will be arrested and game over.  So make sure he's at the blazing 
hay before you swipe the flagpole.  Once you've got it use your 
CashCard in the yak and go back to the airport.  Buy a ticket to Zaire.

**Zaire**
     Head outside here and you will meet the first of many very 
annoying mazes in the game.  Really, this one isn't too bad so just 
find your way to the little village.  Go see the Shaman in the hut to 
the left and give him the golf club.  He and his friends will teach you 
a dance to "unlock the head" (on Mars) so write down the order they 
duck.  Shaman is 1, the next guy is 2 and the last guy is 3.  You 
should have 6 numbers written down when they finish and the dance is 
different for each game.  Once that's over the Shaman tells you to come 
back with the yellow crystal.  Find your way back to the airport and 
buy a ticket to Cairo.

**Cairo**
     Buy a ticket to Miami.

**Miami**
     Miami is closed for repairs but there's a nice bum you can talk 
to.  He looks like he could use some enlightenment so give him the book 
you bought in San Francisco.  He is so happy he gives you his booze.  
Buy a ticket to the Bermuda Triangle.

**Bermuda Triangle**
     You now have a parachute, and for good reason.  The pilot will 
tell a lame joke and then the plane will get zapped up into the Space 
Caddy.  The pilot will enter a sequence to return back to the Bermuda 
Triangle.  Write this code down, but DON'T go with him.  Instead go 
ring the doorbell.  The Caponian that answers the door will take you to 
the King.  While he's deciding what to do with you, give him the Fan 
Club Card.  He will tell you that you are welcome back anytime and the 
other Caponian will show you the sequence to return back to San 
Francisco.  Again, write this code down but don't leave yet.  Go back 
inside the Space Caddy and to the right is the Lotto-Dictor.  Read it 
to get tomorrow's winning Lotto numbers.  Go back out to the landing 
pad and enter the code for the Bermuda Triangle.  You'll be zapped to 
the middle of the sky so use your parachute right away!  You'll land 
safely in the ocean, thanks to your flotation cushion from the 
airplane.  
     See that fin in the background?  It's a dolphin and your first 
chance to use the blue crystal, but he's too far away.  Call him with 
the kazoo and use the crystal on him.  Once you've swapped psyches, 
swim underwater and to the right.  Pick up the seaweed and you'll find 
a glowing object.  Pick it up and swim back to the surface.  Give the 
glowing object to Zak and switch back.  The Caponians will sense your 
use of the crystal and they will come down and take you captive.  Don't 
worry.  Think of it as a free trip back to San Francisco.

**San Francisco**
     Welcome to the Mindbender.  It will slowly suck your intelligence 
so before you get too stupid, put on your clever disguise (wet suit, 
hat and nose glasses).  At that exact moment the Caponian in front will 
decide to check on you.  He mistakes you for his buddy and lets you 
out.  Go to the cabinet on the left wall and open it to get your stuff 
back.  You might need to wait a minute or two if the Mindbender has 
already sucked some of your commands.  Don't worry, though.  They'll 
slowly but surely come back.  Once you've got your stuff head out and 
go to Lou's Loans (you can take off the disguise now).  Buy a Lotto 
ticket using the numbers from the Lotto-Dictor.  Head back to the 13th 
avenue bus and the airport.  Buy a ticket to Peru.

**Peru**
     Welcome to another forest maze.  Again, this one isn't too bad.  
Work through it until you come to a river and bird preserve.  Use the 
breadcrumbs in the bird feeder and use the blue crystal on the bird 
that comes.  Once you've swapped fly to the huge carving and into the 
left eye.  Pick up the scroll and fly back to the valley and to Zak.  
Give him the scroll and switch back.  Again, let the Caponian give you 
a free ride back to San Francisco and repeat the process for escaping 
the Mindbender.  Go back to Lou's Loans and cash in your Lotto ticket.  
Congratulations, you lucky dawg!  You're $10,000 richer!  Go back to 
the bus and back to the airport.  Buy a ticket to Mexico City.

**Mexico City**
     You'll wind your way through another simple jungle maze and come 
to an ancient temple.  Now you'll meet the first really annoying maze.  
There's no real way to guide you through these mazes.  Just keep 
lighting the torches and work your way through to a room with a statue 
with some strange markings and the other half of the yellow crystal.  
You'll need to go to Mars to find the pattern.  SWITCH to Melissa.

**Mars**
     Watch the opening Mars sequence and then listen to the two coeds 
complain about the lack of guys.  Once you get control open the door of 
the shuttle van and go inside.  Open the glove box and get the girl's 
CashCards and the fuses.  Get the boom box and get the Digital Audio 
Tape out of the tape player.  Go back out to Mars and give Leslie her 
CashCard and the fuse.  SWITCH to Leslie.
     Go to the left and buy a token from the monolith.  Head to the 
right and go inside the Friendly Hostel.  The door is broken.  Use the 
token in the panel.  Try to pick up the old fuse and it will crumble in 
your hand.  Use the new fuse in the panel.  Now you can close the Mars 
door and open the hostel door.  Go inside.  Take the yellow tape off 
the locker and open the locker.  Take the flashlight.  Pull the covers 
and take the broom alien (you must have Leslie to do this, Melissa is 
too chicken sh*t to look under the covers).  To the right of the beds 
is a ladder - take it also.  Leave the hostel and use the alien on the 
sand in front.  You'll uncover some solar panels and the tram will work 
now.  Go back to Melissa and give her the vinyl tape and the ladder.  
SWITCH to Melissa.
     Use the vinyl tape on the Digital Audio Tape.  Now you can record 
on it.  Go to the right and to the Mars face.  To open the door, use 
the pattern that the Shaman taught you.  Go inside the Great Chamber 
and walk to the right.  You'll come across a statue with some strange 
markings.  Hmmm...this statue is very similar to the one in Mexico.  
Read the markings and write them down, but don't switch back to Zak 
yet.  You've still got some work to do here and you might as well do it 
now.
     Go back to the first big door in the Great Chamber.  Use the 
ladder on the pole with the blue sphere.  Put the tape in the boom box 
if you haven't already.  You can listen to the song on the tape, if you 
want.  Once you've heard enough turn it on to record and press the blue 
sphere.  It will make a nice little noise and you'll catch it on tape.  
Turn off the boom box when the door opens.  Melissa must do this part 
because she won't give her boom box to Leslie.  
     Don't go through the door.  Instead go back to the Chamber and go 
to the second door.  It has a pole but the blue sphere is busted.  Turn 
the boom box on play and the alien song will open that door.  Don't go 
in there either.  Go back to the Great Chamber and repeat for the third 
door.  Now go back to the beginning of the Great Chamber and SWITCH to 
Leslie.
     Head to the Great Chamber and go to the first door Melissa opened.  
Welcome to the most annoying maze in the game.  Not only is it long and 
complicated, it's dark so turn on the flashlight.  You are looking for 
two things in this maze.  The first is the atmosphere generator.  Once 
you find it turn on both switches and when the meters are at green the 
Great Chamber will now be breathable so you can take off your helmets.  
Leslie must do this because Melissa is afraid of heights and she won't 
go in the atmosphere room.  Trust me.  I learned this the hard way.  
Anyway, this is important because when Zak is finally able to teleport 
to Mars, his oxygen tank will only have 14 minutes and you don't need 
him running out of air.  If you do this now, you won't need the "space 
suit" when you first teleport Zak to Mars.
     Once you've turned on the atmosphere generator head back into the 
maze and start looking for your second task.  You're looking for a room 
with a map of the Earth (similar to Zak's wallpaper map).  The map has 
some strange markings on the right, so read them and write them down.  
Now find your way out of the maze and into the Great Chamber.  Your 
work here is done for now so SWITCH back to Zak.

**Mexico City**
     Now that you have the code to getting that statue to let go of the 
other half of the yellow crystal, use the yellow crayon on the strange 
markings and draw what you saw on the statue on Mars.  Take the yellow 
crystal and make your way out of the maze and into the jungle.  Get 
back to the airport and buy a ticket to London.

**London**
     Have Zak give the whiskey and the scroll to Annie.  SWITCH to 
Annie and send her outside.  There's an electric fence and a guard.  
The guard seems to be a little chilly.  I know a little booze always 
warms me up so give the whiskey to the Sentry.  After a most unpleasant 
bender the sentry will pass out leaving the switch for electric fence 
wide open.  (The Sentry won't drink with Zak.  I guess he doesn't play 
that way.  He'll only take the whiskey from Annie.)  SWITCH to Zak and 
go outside.  Flip the switch in the guardhouse and then use the wire 
cutters on the fence.  Go through the fence to Stonehenge.
     Now it's time to fuse those crystal shards together.  Put both 
shards on the altar stone.  See that little notch on the left?  Put the 
flagpole from Katmandu there.  SWITCH to Annie and send her to 
Stonehenge.  Have her step up to the altar stone and read the scroll.  
Lightening will strike the flagpole and the shards will fuse together.  
Annie's work is done here so send her back to the airport.  SWITCH to 
Zak and send him back to the airport also.  Buy both Annie and Zak 
tickets to Cairo.

**Cairo**
     Have Zak give his wallpaper map and the yellow crayon to Annie.  
SWITCH to Annie.  Send Annie to the Sphinx on the right and to one of 
the legs.  Use the yellow crayon on the strange markings and draw the 
picture from the map of earth from the Mars maze.  A secret doorway 
will open up.  Go inside to yet another maze.  If you read the first 
sign it will warn you about the Guardian of the Sphinx.  Work your way 
through this maze.  If you come to a door with a red brick border and a 
sign above it with two eyes, you've come to the right place.  There is 
another similar door in the Sphinx but instead of just the two eyes 
there will also be a nose type thing on the sign.  This is the chamber 
of the Guardian.  You can go in and listen to him snore if you want, 
but if you go in three times, you're Guardian chow.  Anyway, once you 
get to the right doorway go inside and read the hieroglyphics.  It will 
tell you which order to press the buttons to reveal a secret map of 
Mars.  Do like Annie suggests and add the map of Mars to Zak's 
wallpaper map.  Once you've done this read the markings in the upper 
right corner of the map and make note of the pattern.  Now find your 
way back out of the maze and outside the Sphinx.  Give Zak back his map 
and crayon and SWITCH back to Zak.  Go back to the airport and buy a 
ticket to Zaire.

**Zaire**
     Find your way through the jungle maze and back to the village.  Go 
see the Shaman again and give him the yellow crystal.  He will teach 
you how to use it.  It is a teleportation device and it will let you 
teleport to anywhere on your wallpaper map.  You can play around and 
see where all the places go do.  Once you're finished with that go to 
Peru.

**Peru**
     You're in the right eye of the huge carving.  There is a 
candelabra here so take it.  It's part of the device.  You could have 
come here as the bird but the bird wouldn't have been able to lift it 
anyway.  Your work on Earth is just about done so teleport to Mars now.

**Mars**
     If you've turned on the atmosphere generator in the Great Chamber 
already you'll be fine but if you haven't, make sure Zak is wearing his 
space suit BEFORE you teleport.  The space suit consists of the wet 
suit, the fish bowl with duct tape on it and the oxygen mask.
     You'll teleport to a room in the great chamber and it seems like 
you're trapped but you're not.  Use the yellow crayons on the markings 
on the center door and make the pattern from the map of Mars in the 
Sphinx and all three doors will open.  Exit any of the doors and work 
your way through the maze (yes, in the dark).  Once you find your way 
out you'll me in the main Great Chamber and Leslie and Melissa are 
waiting here for you.  Talk to them and SWITCH to Leslie.  Give the 
flashlight to Zak and SWITCH to Zak.  Head to the second door in the 
Great Chamber and turn on the flashlight.  Go through the hall to the 
room with the statue holding an ankh.  Take the ankh and go back out 
into the Great Chamber and to the third door.  Go down that hall to a 
very strange room.  Use the ankh from the statue in the panel to lower 
the force field.  Press the button on the hologram machine to learn 
more about the Skolarians and the Caponians.  Take the small key on the 
wall, but when you take the large key it crumbles.  Crud.
     Go back out to the Great Chamber and put on your space suit and go 
out to Mars.  Go to the monolith and buy 5 tokens.  SWITCH to Melissa.  
Make sure she puts on her helmet and go out to Mars.  Stop by the 
shuttle and refill your oxygen supply.  Go to the monolith where Zak is 
and SWITCH to Leslie.  Put on her helmet, go to Mars and the shuttle, 
refill oxygen and go to where Zak and Melissa are.  SWITCH to Zak and 
give 1 token to Leslie and 2 tokens to Melissa.  Everyone should have 2 
tokens now.  You probably actually won't need all these tokens, but you 
never know.  Put a token in the tram and QUICKLY SWITCH to Melissa.  
Put a token in the tram and QUICKLY SWITCH to Leslie.  Put a token in 
the tram and enjoy the ride to the pyramids.
     Once you get to the pyramid go to the entrance and use the broom 
alien on the pile of sand again.  This time he gets a little pissy 
about you sweeping with his head and he leaves, but you're done with 
him anyway.  SWITCH to Zak.  Go to the entrance of the pyramids.  I bet 
that gold key that crumbled would have fit nicely in that keyhole.  No 
matter.  Just use the Bob E. Pinz sign and pick the lock.  Go inside 
and walk down the hall.  Don't worry that it's dark, there's only one 
room to go to.  Once you get there go all the way to the left and 
SWITCH to Melissa.  Go inside the pyramid and go inside the same room 
as Zak.  Use the "what is" until you find the sarcophagus feet.  Push 
them to reveal a secret passage.  SWITCH to Zak and go up the newly 
opened staircase.  SWITCH to Leslie and go inside the pyramid and find 
the sarcophagus room.  Go through the secret staircase also.  Make sure 
both Zak and Leslie have cleared the stairs and SWITCH to Melissa.  
Move away from the sarcophagus to close the staircase.  SWITCH to Zak.  
Use the gold key in the box and walk in front of the containment 
device.  SWITCH to Leslie and push the button in the box the gold key 
opened.  QUICKLY SWITCH to Zak and grab the white crystal.  
Congratulations!  You now have all the parts of the Skolarian device.  
Now you've just got to put the bad boy together.  
     If you want you can take Leslie and Melissa back to the landing 
site and blast them off into space, if you want.  If not it doesn't 
matter.  You're finished with them now.  Teleport back to Earth and 
Cairo.

**Cairo**
     You find yourself in the room that the Skolarian device needs to 
be put together in.  Use the glowing object on the base.  Use the 
candelabra on the glowing object.  Use the three crystals in the 
crystalabra.  Go to the left part of the room and throw the small 
switch with the green handle.  This will open a new staircase.  SWITCH 
to Annie.  Go to the pyramid and go inside.  You'll be in the dark but 
just keep going to the right and through a doorway.  In this room go to 
the left and at the end you'll come to the secret staircase.  Flip the 
green switch again to close the staircase and go to one of the other 
switches and push it.  SWITCH to Zak and push the other switch to 
activate the Skolarian device.  Congratulations!  You have saved the 
world from stupidity!  

****************************
* III. Airline Prices (ALP)*
****************************
     This section of my guide was an afterthought.  Airline travel in 
Zak McKracken is very important and it is crucial to know where you're 
going so you don't have to make a lot of trips to get somewhere.  This 
wastes time and money, neither of which you have a lot of.  I have 
compiled a list of flights arranged by city.  So if you're in Zaire and 
you need to get somewhere Zaire doesn't fly to, this eliminates the 
guesswork.
     NOTE on the Exit Visa Codes:  If you intend to fly out of the 
United States the reservations terminal will ask you for an Exit Visa 
Code, which I guess is Zak's equivalent of a passport.  I played the 
game on a cracked (or hacked for folks nowadays) version so no matter 
what I entered for the code it still let me buy the ticket.  Back in 
the day I also played on an original version and I had to actually 
enter the correct code.  If you enter an incorrect code three times 
you're thrown in Katmandu jail.  The list of codes was this horribly 
long, dark red sheet (dark red to prevent copying) and there's no way I 
could list the codes here.  Bottom line, if you are playing an original 
and you need the codes you're going to have to look elsewhere or else 
get a cracked version and avoid that mess altogether. 
     All that being said, here's your flight schedules.  A star (*) by 
a destination indicates an Exit Visa Code is required.

From: San Francisco, USA:
To:                    Price:
Lima, Peru*            $937.00
London, England*       $808.00
Mexico City, Mexico*   $295.00
Miami, USA             $305.00
Seattle, USA           $260.00

From: Seattle, USA:
To:                    Price:
Miami, USA             $407.00
San Francisco, USA     $260.00

From: Miami, USA:
To:                    Price:
Cairo, Egypt*          $1,316.00
London, England*       $808.00
Mexico City, Mexico*   $271.00
San Francisco, USA     $305.00
Bermuda Triangle*      $99.00

From: Mexico City, Mexico:
To:                    Price:
Lima, Peru             $691.00
London, England        $779.00
Miami, USA             $271.00
San Francisco, USA     $295.00

From: Lima, Peru:
To:                    Price:
Mexico City, Mexico    $691.00
San Francisco, USA     $937.00

From: London, England:
To:                    Price:
Cairo, Egypt           $795.00
Katmandu, Nepal        $1,589.00
Mexico City, Mexico    $779.00
Miami, USA             $511.00
San Francisco, USA     $808.00

From: Cairo, Egypt:
To:                    Price:
Katmandu, Nepal        $1,033.00
Kimsasha, Zaire        $644.00
London, England        $795.00
Miami, USA             $1,316.00

From: Kimsasha, Zaire:
To:                    Price:
Cairo, Egypt           $644.00
Katmandu, Nepal        $1,399.00

From: Katmandu, Nepal:
To:                    Price:
Cairo, Egypt           $644.00
Katmandu, Nepal        $1,399.00

****************************************
* IV. Those Wacky Yellow Markings (WYM)*
****************************************
     This part of the guide was also an afterthought because I cover 
how find all of the yellow markings in the walkthrough part, but I 
figured some people might not want to be complete cheaters and read the 
guide and just want a hint or reminder.  The yellow markings are where 
most people get hung up in the game.  So here they are.  Note that the 
markings change from game to game and as many times as I have played 
this game I have not seen the same pattern twice, so there are many 
possible combinations.  You could try your luck guessing, but be 
prepared to sit a while if you do that.

Yellow Marking:                       Where to find:
Wallpaper map                         Map in Zak's dream
2-headed squirrel cave (Seattle)      Ankh in Zak's dream
Mexico City statue (yellow crystal)   Statue on Mars (Great Chamber)
Sphinx leg (Cairo)                    Map in Mars maze
Wallpaper map with Mars               Sphinx maze map (Cairo)
Mars teleport pad room                Sphinx maze map (Cairo)


*********************
* V. Problems (PRB) *
*********************
1. Getting "stuck" (STK)
     The one downfall of this game is that there are several ways to 
get stuck.  By stuck I mean that if you do certain things the game will 
be IMPOSSIBLE to complete.  It sucks, but it's better to know about the 
things and avoid them than to be surprised.  I have a list of things I 
know of.  There may be more.  If you know of more, please feel free to 
e-mail me.  Or if you know ways out of these, let me know also.

Any character dying - Annie even tells you this.  If anyone dies, it is 
impossible to complete the mission and the game.

Washing away the breadcrumbs - If you forget to take the pipe apart 
before you put the bread in the garbage disposal, they'll be washed 
away forever.  There is no other way to call the bird in Peru, 
therefore you can't get the scroll to fuse the yellow crystal so you're 
stuck.

Getting thrown in Katmandu jail - If you take the flagpole without 
lighting the hay on fire first, the guard will jail you and this is 
just as good as dying because you're stuck.  This also happens if you 
are playing an original version of the game and you enter an incorrect 
Exit Visa Code.

*NOTE: I have received several e-mails saying that getting thrown in jail
is not the end of the world and in fact there are ways for Annie to get you
out.  I haven't tested them, but they seem legit.

Blasting the coeds off into space before the Mars work is done - There 
is no way to turn the shuttle around so if you ship them off too soon, 
you're stuck.

2. Running out of money (MNY)
     Everyone's funds are limited in this game, but if you're careful 
you should be ok with money, except maybe with Zak because he has to 
travel a lot more than the others.  The easiest way to earn Zak money 
is to use the Lotto-Dictor.  It gives you $10K straight up and 
personally I've only had to do this once per game, but you can do it as 
many times as you need or want to.
     Annie is another story.  She's a historian, so she's pretty poor.  
Like I said, if you're careful you will be ok, but if she does run out 
of money you can't use the Lotto-Dictor because she won't gamble.  One 
thing you can do is have Zak give her the bent butter knife and have 
her sell it to Lou.  He mistakes it for modern art and pays quite a bit 
for it.  Another thing you can do is have Zak buy the guitar, give it 
to Annie, have her sell it and have Zak buy it back and repeat.  It 
won't hurt Zak because he can always use the Lotto-Dictor and you 
should be able to get Annie as much money as she needs this way.
     There is no way to earn Melissa and Leslie money.  There is also 
almost no way for them to run out of money, unless you buy about a 
million tokens, which is the only thing on Mars to buy.  If for some 
odd reason they do run out of money and need tokens have Zak teleport 
to Mars and buy the tokens and give them to the coeds.

-Fin-
Jacky Swallia
[email protected]