0
Please feel free to distrubute this walkthrough-I know how frustrated I was unt
il I finished this game.
It
s not a bad game, though the English in it leaves something to be desired. I
d recommend it to a new
adventure gamer except for about three really difficult puzzles (mainly owing t
o the awkward movement).
Any questions or comments, I
d love to hear them. Contact me at baret@mpx.com.au (I live in Australia).
Regards, Alex
AD 2044 (from L K Avalon]
WALKTHROUGH
By Trevanti (Alexander Tait)
BEGINNING FLOOR (2nd)
Cryogenic chamber room
You wake up in your bedroom. Somehow you
ve gotten out of the cryogenic tank. Look around. There are
quite a number of useful items to be found. At the moment, all you have is your
"electronic goaler"
(gaoler/jailer), some sort of security device. You
ll have to get rid of that as soon as possible.
First, examine the door. It
s locked. Notice the smoke detector/fire alarm? A possible way out?
Examine the video to the left of the door several times for amusing misanthropi
c propaganda.
Head over to the cryogenic chamber. On the right is a pedestal. Push the button
on top to open the chamber.
A comfy bed. Behind the bed, find the cigarettes. Examine the cigarettes closel
y. Take one for later use.
On the other side of the cryogenic chamber you notice an attachment on the wall
next to a sealed glass
chamber with stairs leading upward. Push the button on the "tummy fill up ultra
sonic detector". No food
detected. Better do something about that!
Go to the table at the right of the door. Open the apple at left (it
s fake). Inside one is a "breakfast pellet".
Eat it. Behind the bowl of apples, you find some matches.
Look at the other foodstuffs. Need some cutlery? Look under the table to find a
spoon. Head back to the
table to eat the soup. The drink there is not to your liking-no beer!
Head back to the "tummy fill up ultrasonic detector". Push the button. Now that
you've eaten, it allows you
access to the stairs. Head up to the bathroom/toilet suite.
Toilet suite
The small chamber up the stairs contains a sink, toilet, and pair of boots. Exa
mine them all closely. Behind
the boots you find a chip with an "A" written on it. Under the toilet is a news
paper dated 1984. Above the
sink you find a mirror. Take all three items. Head back down to the chamber.
Cryogenic chamber room
Now, you are ready to leave. Get the cigarette. Go to the examine view. Light i
t with the matches. Use the
lit cigarette on the smoke alarm. When the alarm sounds, the doors open and the
"vixen" walks in.
You need to work quickly. When she walks in, move the cursor over her mouth unt
il it becomes a mouth
shape. Click on her to kiss her and send her head over heels, literally! Down s
he goes, with legs spread-
eagled "where you belong"!?! Hurry out the door to the corridor.
Corridor
This corridor is shaped like a "T", with the long end pointing to the right. To
the left, note the lasers
preventing entrance to the rest of the corridor where a first aid kit sits on o
ne wall.
Using the mirror on the lasers short circuits it, allowing you access.
To your right, there is a door with a button to the right for access, leading t
o the Waste disposal room.
To the left, when you have disarmed the lasers, there is a door to the left and
right. The left is marked with
a box/arrow symbol. The right is a police area. Neither can be accessed at this
time successfully. Go on,
try!
Open the first aid kit and retrieve the gas mask inside.
Waste disposal room
A noxious scent fills this room. Head in. On the right is a box marked "Litter"
. Open it to reveal a spool of
green thread. Take it for later use. Beyond that is a barred gate which won
t open.
Moving forward, there is a series of garbage containers. Read the graffiti abov
e the containers.
Open the container. Be sure to wear your gas mask! Proceed down the revealed ch
ute to the incinerator.
Incinerator
The chute deposits you in an antechamber off the incinerator room, rapidly fill
ing with smoke. On your left
is a fire door. On the right is the incinerator, the source of the smoke. It is
too hot to open!
To the left of the incinerator and opposite where you entered is a mine car ("j
ust so-so a truck"). In the mine
car is a poker. Take it.
Move around the other side of the mine car. Give it a push. Note it rolls a sho
rt distance before rolling
back. Where the car was sitting, however, there is a discolored rock. If only y
ou could shift the mine car
long enough to look at the rock!
At the front of the mine car, there is a brake switch. Switch it on. Then push
the mine car again. It stops
when it gets to the end of the track.
Now, to the rock! Underneath is a frightened mouse. Pick him up.
Exit through the door to the workshop.
Workshop
On entering, note the stairs to your right and the tool bench directly in front
of you. The door you entered
through is now sealed and cannot be opened.
The bench consists of a drill, vice, and protective mask. The drill is the only
useable tool. Use the chip in
the drill to create a hole in it. Use the thread on the chip.
Under the bench top is a drawer. Open it to reveal a hammer. Add this to the in
ventory. Turn around.
Examine the bucket. Inside is a metal pin. Take this too.
Head up the stairs to the landing.
Landing
At the top of the stairs is a barred gate. You saw this gate in the waste dispo
sal room. It cannot be opened
from this side.
To the left of the gate is a cupboard used for storage of clothes and tools. Ex
amine this carefully: the top
part is empty. The lower cupboard contains a protective glove.
Under the bottom cupboard (easily missed) you will find a key. This is the key
to the barred gate. Open the
gate, head back into the waste disposal room and back down to the incinerator r
oom.
Incinerator
Go to the incinerator. Use the glove on the left door. Get rid of the electroni
c gaoler in the flames. (I don't
know if this is necessary to complete the game).
Head out through the fire door into the workshop, and go upstairs. Go through t
he waste disposal room
back to the corridor.
Corridor
The door to the Thought Police has an old inscription above a slot on it. There
is an entry button to the right
of it.
Put the mouse into the slot. The "vixen" inside panics, opens the door and prom
ptly falls over after which
she heads into the toilet at left. Enter the interrogation room.
Interrogation
On entering the room, note the prison cell to the right. It is secured in a pro
tective beam and is secured with
two magnetic locks.
Go to the desk, directly across from the entrance. Examine the lit desk lamp an
d a top-secret file. Take note
of the names in the file.
There are two drawers under the desk. The right one is locked and cannot be ope
ned. The left one, when
opened, reveals a key. Take the key.
Go over to the cell. Use the key to shut off the beam by putting it to the magn
etic lock. Look inside the cell.
There is a note out of reach. Use the poker to get the note. It reads, "She pre
ssed 3871", the code to the safe
under the monitors at left.
Go to the desk at the left of the room. It has three monitors over it. In the d
rawer is a touch pad.
Use the code to open the safe. There are two switches inside. Ensure they are b
oth pulled up. You will hear
two metallic clunks. This will switch off the electronic bars that block the do
or opposite the interrogation
room.
Exit the interrogation room and proceed forward to the elevator lobby.
Elevator lobby
On entering, you see a brownish door with a green transparent window. To the ri
ght is a brown door
(inaccessible). At left is the control panel.
Go to the control panel. There is a slot. Use the thread on the chip. Then use
the chip on the slot. The string
makes it recoverable.
Trial and error reveals the buttons are "O", "D", "A", and "N", reading left to
right. Recall the names on the
top-secret file. Only one used those four: "DONA". Press the letters in accordi
ngly: 2-1-4-3. A voice states
you have access to the elevator.
Proceed to the elevator (the brownish green door). Head in. At left is the cont
rol box which has four level
buttons. However, the fourth button is just a fake. Push the first button to go
up to the top floor.
(Sometime, you need to turn around in the elevator and inspect the niche above.
If you look closely, you
find a screwdriver.)
When the elevator comes to a halt, push the button to the left of the control p
anel to open the doors. Go out
to the first floor.
FIRST FLOOR
Teleportation chamber room
Exit into the tiled room. Walk forward and to the left. There is a teleportatio
n chamber down there. Use the
buttons on the control box to open it and go in. Look behind the chair to find
a rope.
At left there is another control box with a slider on it. A voice tells you to
dismantle it. Use the screwdriver
to open the control box. Remove the chip inside.
Go back to the elevator entrance. This time head right. There is a funny green
object at left, an air lock at
right, and a "wicket gate" in between.
Knock on the wicket gate. It opens to reveal a vixen requesting your pass. Kiss
ing her does not let you pass
this time. Go back to the elevator and go to level three.
THIRD FLOOR
Corridor
As you exit, you may note the "Department of Archeology" sign overhead. There a
re a number of doors
lining this corridor but only a few are accessible.
Any attempt to proceed down the corridor brings on the "Iron Maiden" who knocks
you flat. The Iron
Maiden is very unstable and connecting the rope between the columns will trip h
er and put her out of
commission.
The left room has a seat that you can break but you cannot enter.
Go straight down to the Archeological Institute.
Archeological institute
At first you cannot enter this room. But the chair can be used to climb up. How
ever, you will need to put
the newspaper down first-I don
t know why. Above the door is the key to the door. Now you can enter the
room.
This room is full of historical treasures. Examine them for laughs and the foll
owing: the temple hides a
chisel. Further around is a mechanical stamping device. On the wall a painting
hides a safe that has a
fluorescent detector.
Go to the desk. The first drawer is locked. Use the chisel on it and collect th
e membership card.
The second drawer holds a pass. Take the pass. Use the stamping machine on the
pass. Then use the stamps
on the desk for a second stamp.
The third drawer has a paper clip.
Head back to the elevator and go to Level 1.
FIRST FLOOR
Teleportation chamber room
Go back to the vixen. Show your membership card and pass to get through the air
lock. (She doesn't seem
to notice you are male! Although, if you look at your image in the mirror, it i
s rather feminine.) Go into the
storeroom.
Storeroom
At left are the vacuum containers. Use the poker to open them. One holds a blue
glove. The other is empty.
Opposite the containers are the radiation suits. Examine them. The left has a p
ocket. Use the glove to get
the remote control out.
Move over to the left where a metal door is. At left and right are control box
type things. Use the remote
control on the left box. Both open.
Inside is a row of switch connectors. The last two are removable and need to be
placed in the box at right.
Now, doing all this doesn
t open the door. You are required to press the buttons in the right box in a ce
rtain
order. Notice they are all different shapes-each has a different number of side
s. Push them in ascending
order of number of sides. The door opens to the Cage lift room.
Cage lift room
There is a cage lift and a power box visible from the door. Examine the power b
ox to find it is locked.
Look closely at the ground below the power box. Find the socket wrench and a sm
all rock. Use the wrench
to open the power box. Make sure you wear the glove to avoid "shock" when you s
witch on the power.
There is another control panel to the left of the main power box. Playing with
this shows you it is the lift
control.
Go over to the lift. Note the rusty latch. Use the hammer to open it. Then open
the cage. Go in. Turn to the
power control. It
s too far to reach. Throw the stone to switch on the lift. Up you go.
At the top, there is a manhole with a slot in it. Use the metal rod you found i
n the workshop in the slot. Use
the rod to unlock the manhole. Then proceed upward into the hole.
Painting Room
A very dark room-so dark you can see nothing at first. Light a match to illumin
ate the room. Another
control panel. Push the green button to light up the room. Go into the room.
There is a device in the middle of this garishly painted room. On top of it sit
s a video camera. Go to the rear
of the device. Open the panel there. Inside you find some phosphorus next to so
me radioactive waste. Use
you glove to knock over he waste and take the phosphorus.
Further to the right is a rock. Crush it with the hammer to get a cockroach.
Go back over to the left of the machine. Examine the wall to find that there is
a weakness in the painting
wall. No way to get through at this time.
Go back to the second floor.
SECOND FLOOR
Interrogation
Use the cockroach on the slot like you did the mouse earlier. Again the vixen p
anics and heads to the toilet.
Go over the desk. You now find the cupboard at left, previously locked, is now
unlocked. Open it and take
the knife inside.
Now go back to the first floor.
FIRST FOLOOR
Archeological institute
Go back the Archeology Directorate. Go over to the safe behind the painting. Us
e the phosphorus on the
detector. It unlocks. Open the safe and take the lighter.
Return to the room with the painting on the third level.
THIRD LEVEL
Painting room
Go back over to the weakness in the painting wall. Use the knife to cut a hole
to the outside. Go through.
OUTSIDE LEVEL
Wall and gate
Go out past some ferns to a gate. There is a villa beyond it. However, the gate
is electrified and there is no
power box to disable it.
At left as you exited into the outside, on top of the wall (difficult to see) i
s a spike. Throw the rope up to the
spike. Now climb over into the villa grounds.
Villa grounds
At the right is a gazebo. Push the sundial close to it and climb up. Get anothe
r rope.
Head over to the left to a bench. Then go toward the moat around the villa. Tra
vel under the bridge through
the water. On the other side, back up to a fern. Near the fern are some twigs.
Head over to the bridge leading to the villa. Examine the left pot plant to fin
d a key. Use the key to get into
the villa. Head into the foyer area.
Foyer
The foyer has an assortment of rooms and a large fountain in the middle of it.
Examine the fountain to find
it full of radioactive water. Examine the side of the fountain-there
s a nut that can be loosened to drain the
water. When drained, take the shotgun cartridge out.
The two left-hand doors are inaccessible.
On the next wall are two shields. Move the left one to find a flashlight. Unfor
tunately, examination reveals
no batteries.
The right shield, when moved, hides two fuses, one of which can be removed. The
fuse is blown.
Take the door at right to proceed into the living room.
Living room
Central to this room is a large open fire. Put the paper in the fireplace. A vo
ice suggests you start with
something else. Put the twigs in, then the fireplace. Light a cigarette. Use it
to light the fire.
Get the wet cartridge out. Put it on the mantelpiece briefly. Back away and ret
urn to find it dry.
To the left is a sofa. Behind the sofa, find the wire. Use the wire on the fuse
to repair it. Put the fuse back
where you found it to restore power.
Go out the right door into the study.
Study
Go over to the books. Remove a book. Examine the book to loosen a page that has
"Orbium Solestium" on
it. It also has writing in invisible ink. The space has a dial on the wall. Ret
urn to the living room.
Living room
Move to the fire. When you near it, the warmth reveals the text on the page: "5
right, 7 left, 3 right".
Return to the study.
Study
At the right of the room is a footstool. It has a piece of moldy bread in it-pu
rpose unknown. Stand on the
footstool to retrieve the shotgun. Load the shotgun with the cartridge.
il I finished this game.
It
s not a bad game, though the English in it leaves something to be desired. I
d recommend it to a new
adventure gamer except for about three really difficult puzzles (mainly owing t
o the awkward movement).
Any questions or comments, I
d love to hear them. Contact me at baret@mpx.com.au (I live in Australia).
Regards, Alex
AD 2044 (from L K Avalon]
WALKTHROUGH
By Trevanti (Alexander Tait)
BEGINNING FLOOR (2nd)
Cryogenic chamber room
You wake up in your bedroom. Somehow you
ve gotten out of the cryogenic tank. Look around. There are
quite a number of useful items to be found. At the moment, all you have is your
"electronic goaler"
(gaoler/jailer), some sort of security device. You
ll have to get rid of that as soon as possible.
First, examine the door. It
s locked. Notice the smoke detector/fire alarm? A possible way out?
Examine the video to the left of the door several times for amusing misanthropi
c propaganda.
Head over to the cryogenic chamber. On the right is a pedestal. Push the button
on top to open the chamber.
A comfy bed. Behind the bed, find the cigarettes. Examine the cigarettes closel
y. Take one for later use.
On the other side of the cryogenic chamber you notice an attachment on the wall
next to a sealed glass
chamber with stairs leading upward. Push the button on the "tummy fill up ultra
sonic detector". No food
detected. Better do something about that!
Go to the table at the right of the door. Open the apple at left (it
s fake). Inside one is a "breakfast pellet".
Eat it. Behind the bowl of apples, you find some matches.
Look at the other foodstuffs. Need some cutlery? Look under the table to find a
spoon. Head back to the
table to eat the soup. The drink there is not to your liking-no beer!
Head back to the "tummy fill up ultrasonic detector". Push the button. Now that
you've eaten, it allows you
access to the stairs. Head up to the bathroom/toilet suite.
Toilet suite
The small chamber up the stairs contains a sink, toilet, and pair of boots. Exa
mine them all closely. Behind
the boots you find a chip with an "A" written on it. Under the toilet is a news
paper dated 1984. Above the
sink you find a mirror. Take all three items. Head back down to the chamber.
Cryogenic chamber room
Now, you are ready to leave. Get the cigarette. Go to the examine view. Light i
t with the matches. Use the
lit cigarette on the smoke alarm. When the alarm sounds, the doors open and the
"vixen" walks in.
You need to work quickly. When she walks in, move the cursor over her mouth unt
il it becomes a mouth
shape. Click on her to kiss her and send her head over heels, literally! Down s
he goes, with legs spread-
eagled "where you belong"!?! Hurry out the door to the corridor.
Corridor
This corridor is shaped like a "T", with the long end pointing to the right. To
the left, note the lasers
preventing entrance to the rest of the corridor where a first aid kit sits on o
ne wall.
Using the mirror on the lasers short circuits it, allowing you access.
To your right, there is a door with a button to the right for access, leading t
o the Waste disposal room.
To the left, when you have disarmed the lasers, there is a door to the left and
right. The left is marked with
a box/arrow symbol. The right is a police area. Neither can be accessed at this
time successfully. Go on,
try!
Open the first aid kit and retrieve the gas mask inside.
Waste disposal room
A noxious scent fills this room. Head in. On the right is a box marked "Litter"
. Open it to reveal a spool of
green thread. Take it for later use. Beyond that is a barred gate which won
t open.
Moving forward, there is a series of garbage containers. Read the graffiti abov
e the containers.
Open the container. Be sure to wear your gas mask! Proceed down the revealed ch
ute to the incinerator.
Incinerator
The chute deposits you in an antechamber off the incinerator room, rapidly fill
ing with smoke. On your left
is a fire door. On the right is the incinerator, the source of the smoke. It is
too hot to open!
To the left of the incinerator and opposite where you entered is a mine car ("j
ust so-so a truck"). In the mine
car is a poker. Take it.
Move around the other side of the mine car. Give it a push. Note it rolls a sho
rt distance before rolling
back. Where the car was sitting, however, there is a discolored rock. If only y
ou could shift the mine car
long enough to look at the rock!
At the front of the mine car, there is a brake switch. Switch it on. Then push
the mine car again. It stops
when it gets to the end of the track.
Now, to the rock! Underneath is a frightened mouse. Pick him up.
Exit through the door to the workshop.
Workshop
On entering, note the stairs to your right and the tool bench directly in front
of you. The door you entered
through is now sealed and cannot be opened.
The bench consists of a drill, vice, and protective mask. The drill is the only
useable tool. Use the chip in
the drill to create a hole in it. Use the thread on the chip.
Under the bench top is a drawer. Open it to reveal a hammer. Add this to the in
ventory. Turn around.
Examine the bucket. Inside is a metal pin. Take this too.
Head up the stairs to the landing.
Landing
At the top of the stairs is a barred gate. You saw this gate in the waste dispo
sal room. It cannot be opened
from this side.
To the left of the gate is a cupboard used for storage of clothes and tools. Ex
amine this carefully: the top
part is empty. The lower cupboard contains a protective glove.
Under the bottom cupboard (easily missed) you will find a key. This is the key
to the barred gate. Open the
gate, head back into the waste disposal room and back down to the incinerator r
oom.
Incinerator
Go to the incinerator. Use the glove on the left door. Get rid of the electroni
c gaoler in the flames. (I don't
know if this is necessary to complete the game).
Head out through the fire door into the workshop, and go upstairs. Go through t
he waste disposal room
back to the corridor.
Corridor
The door to the Thought Police has an old inscription above a slot on it. There
is an entry button to the right
of it.
Put the mouse into the slot. The "vixen" inside panics, opens the door and prom
ptly falls over after which
she heads into the toilet at left. Enter the interrogation room.
Interrogation
On entering the room, note the prison cell to the right. It is secured in a pro
tective beam and is secured with
two magnetic locks.
Go to the desk, directly across from the entrance. Examine the lit desk lamp an
d a top-secret file. Take note
of the names in the file.
There are two drawers under the desk. The right one is locked and cannot be ope
ned. The left one, when
opened, reveals a key. Take the key.
Go over to the cell. Use the key to shut off the beam by putting it to the magn
etic lock. Look inside the cell.
There is a note out of reach. Use the poker to get the note. It reads, "She pre
ssed 3871", the code to the safe
under the monitors at left.
Go to the desk at the left of the room. It has three monitors over it. In the d
rawer is a touch pad.
Use the code to open the safe. There are two switches inside. Ensure they are b
oth pulled up. You will hear
two metallic clunks. This will switch off the electronic bars that block the do
or opposite the interrogation
room.
Exit the interrogation room and proceed forward to the elevator lobby.
Elevator lobby
On entering, you see a brownish door with a green transparent window. To the ri
ght is a brown door
(inaccessible). At left is the control panel.
Go to the control panel. There is a slot. Use the thread on the chip. Then use
the chip on the slot. The string
makes it recoverable.
Trial and error reveals the buttons are "O", "D", "A", and "N", reading left to
right. Recall the names on the
top-secret file. Only one used those four: "DONA". Press the letters in accordi
ngly: 2-1-4-3. A voice states
you have access to the elevator.
Proceed to the elevator (the brownish green door). Head in. At left is the cont
rol box which has four level
buttons. However, the fourth button is just a fake. Push the first button to go
up to the top floor.
(Sometime, you need to turn around in the elevator and inspect the niche above.
If you look closely, you
find a screwdriver.)
When the elevator comes to a halt, push the button to the left of the control p
anel to open the doors. Go out
to the first floor.
FIRST FLOOR
Teleportation chamber room
Exit into the tiled room. Walk forward and to the left. There is a teleportatio
n chamber down there. Use the
buttons on the control box to open it and go in. Look behind the chair to find
a rope.
At left there is another control box with a slider on it. A voice tells you to
dismantle it. Use the screwdriver
to open the control box. Remove the chip inside.
Go back to the elevator entrance. This time head right. There is a funny green
object at left, an air lock at
right, and a "wicket gate" in between.
Knock on the wicket gate. It opens to reveal a vixen requesting your pass. Kiss
ing her does not let you pass
this time. Go back to the elevator and go to level three.
THIRD FLOOR
Corridor
As you exit, you may note the "Department of Archeology" sign overhead. There a
re a number of doors
lining this corridor but only a few are accessible.
Any attempt to proceed down the corridor brings on the "Iron Maiden" who knocks
you flat. The Iron
Maiden is very unstable and connecting the rope between the columns will trip h
er and put her out of
commission.
The left room has a seat that you can break but you cannot enter.
Go straight down to the Archeological Institute.
Archeological institute
At first you cannot enter this room. But the chair can be used to climb up. How
ever, you will need to put
the newspaper down first-I don
t know why. Above the door is the key to the door. Now you can enter the
room.
This room is full of historical treasures. Examine them for laughs and the foll
owing: the temple hides a
chisel. Further around is a mechanical stamping device. On the wall a painting
hides a safe that has a
fluorescent detector.
Go to the desk. The first drawer is locked. Use the chisel on it and collect th
e membership card.
The second drawer holds a pass. Take the pass. Use the stamping machine on the
pass. Then use the stamps
on the desk for a second stamp.
The third drawer has a paper clip.
Head back to the elevator and go to Level 1.
FIRST FLOOR
Teleportation chamber room
Go back to the vixen. Show your membership card and pass to get through the air
lock. (She doesn't seem
to notice you are male! Although, if you look at your image in the mirror, it i
s rather feminine.) Go into the
storeroom.
Storeroom
At left are the vacuum containers. Use the poker to open them. One holds a blue
glove. The other is empty.
Opposite the containers are the radiation suits. Examine them. The left has a p
ocket. Use the glove to get
the remote control out.
Move over to the left where a metal door is. At left and right are control box
type things. Use the remote
control on the left box. Both open.
Inside is a row of switch connectors. The last two are removable and need to be
placed in the box at right.
Now, doing all this doesn
t open the door. You are required to press the buttons in the right box in a ce
rtain
order. Notice they are all different shapes-each has a different number of side
s. Push them in ascending
order of number of sides. The door opens to the Cage lift room.
Cage lift room
There is a cage lift and a power box visible from the door. Examine the power b
ox to find it is locked.
Look closely at the ground below the power box. Find the socket wrench and a sm
all rock. Use the wrench
to open the power box. Make sure you wear the glove to avoid "shock" when you s
witch on the power.
There is another control panel to the left of the main power box. Playing with
this shows you it is the lift
control.
Go over to the lift. Note the rusty latch. Use the hammer to open it. Then open
the cage. Go in. Turn to the
power control. It
s too far to reach. Throw the stone to switch on the lift. Up you go.
At the top, there is a manhole with a slot in it. Use the metal rod you found i
n the workshop in the slot. Use
the rod to unlock the manhole. Then proceed upward into the hole.
Painting Room
A very dark room-so dark you can see nothing at first. Light a match to illumin
ate the room. Another
control panel. Push the green button to light up the room. Go into the room.
There is a device in the middle of this garishly painted room. On top of it sit
s a video camera. Go to the rear
of the device. Open the panel there. Inside you find some phosphorus next to so
me radioactive waste. Use
you glove to knock over he waste and take the phosphorus.
Further to the right is a rock. Crush it with the hammer to get a cockroach.
Go back over to the left of the machine. Examine the wall to find that there is
a weakness in the painting
wall. No way to get through at this time.
Go back to the second floor.
SECOND FLOOR
Interrogation
Use the cockroach on the slot like you did the mouse earlier. Again the vixen p
anics and heads to the toilet.
Go over the desk. You now find the cupboard at left, previously locked, is now
unlocked. Open it and take
the knife inside.
Now go back to the first floor.
FIRST FOLOOR
Archeological institute
Go back the Archeology Directorate. Go over to the safe behind the painting. Us
e the phosphorus on the
detector. It unlocks. Open the safe and take the lighter.
Return to the room with the painting on the third level.
THIRD LEVEL
Painting room
Go back over to the weakness in the painting wall. Use the knife to cut a hole
to the outside. Go through.
OUTSIDE LEVEL
Wall and gate
Go out past some ferns to a gate. There is a villa beyond it. However, the gate
is electrified and there is no
power box to disable it.
At left as you exited into the outside, on top of the wall (difficult to see) i
s a spike. Throw the rope up to the
spike. Now climb over into the villa grounds.
Villa grounds
At the right is a gazebo. Push the sundial close to it and climb up. Get anothe
r rope.
Head over to the left to a bench. Then go toward the moat around the villa. Tra
vel under the bridge through
the water. On the other side, back up to a fern. Near the fern are some twigs.
Head over to the bridge leading to the villa. Examine the left pot plant to fin
d a key. Use the key to get into
the villa. Head into the foyer area.
Foyer
The foyer has an assortment of rooms and a large fountain in the middle of it.
Examine the fountain to find
it full of radioactive water. Examine the side of the fountain-there
s a nut that can be loosened to drain the
water. When drained, take the shotgun cartridge out.
The two left-hand doors are inaccessible.
On the next wall are two shields. Move the left one to find a flashlight. Unfor
tunately, examination reveals
no batteries.
The right shield, when moved, hides two fuses, one of which can be removed. The
fuse is blown.
Take the door at right to proceed into the living room.
Living room
Central to this room is a large open fire. Put the paper in the fireplace. A vo
ice suggests you start with
something else. Put the twigs in, then the fireplace. Light a cigarette. Use it
to light the fire.
Get the wet cartridge out. Put it on the mantelpiece briefly. Back away and ret
urn to find it dry.
To the left is a sofa. Behind the sofa, find the wire. Use the wire on the fuse
to repair it. Put the fuse back
where you found it to restore power.
Go out the right door into the study.
Study
Go over to the books. Remove a book. Examine the book to loosen a page that has
"Orbium Solestium" on
it. It also has writing in invisible ink. The space has a dial on the wall. Ret
urn to the living room.
Living room
Move to the fire. When you near it, the warmth reveals the text on the page: "5
right, 7 left, 3 right".
Return to the study.
Study
At the right of the room is a footstool. It has a piece of moldy bread in it-pu
rpose unknown. Stand on the
footstool to retrieve the shotgun. Load the shotgun with the cartridge.