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You start the game as Quinn in his quarters aboard the Lance of
Truth. As with almost all adventures, your first few tasks
centre around the collection of artefacts for use at later stages
in the game.
First of all, click the right button and select the 'use' cursor
(the hand) from the ensuing menu. Click this on the green
object leaning against the desk-like unit at the right of the
screen: it's a Tnuctipun Stepping Disk! Now click the same
cursor on the top of the circular table-like piece of furniture
centre-screen. As the General Purpose Table rises, the Stasis
Negator Gun will be revealed. Click the 'use' cursor on this as
well and you will collect it.
Now click the 'use' cursor on the door on the back wall to exit
Quinn's quarters.
You are now at the Deck Two Corridor. Click the 'use' cursor on
the Door labelled '1' (the one nearest the left-hand edge of the
screen), and you will enter the General Purpose Lab. Once in
there, click the use icon once on each of the following objects
to collect them: the Reader Device (purple, on the third
Storage Shelf up at the right-hand side of the screen); the
Hyper-Conducting Attractor Unit (grey with a handle, on the
floor by the Storage Shelves); and the Subminiature Sensor Probe
(like a big needle, inserted in the Algorithmic Array Console by
the Storage Shelves). Once all of these items are in your
possession, click the 'use' cursor on the Door by which you
entered the room to exit back out to the Deck Two Corridor.
This time, click the 'use' cursor on the Door labelled '2' (the
one in the centre of your screen), and you will enter the
Elevator. Once in there, select the Bridge as your destination
by clicking the 'use' cursor on the button by the label:
'Bridge'.
When you reach the Bridge, click the right-hand mouse button
again, and this time select the 'speech' cursor from the menu.
Click this cursor on Miranda (the lady in pink sitting towards
the left-hand edge of your view). As you will see, she wants you
to find some way of disabling the Stasis Field on the Quantum
Drive. That will be your second task after first extracting the
Infodisk from Quinn's (your) body.
When you have concluded your conversation with Miranda, turn your
attention to Seeker (the bear-like creature sitting centre-
screen). Click the 'speech' icon on him, and when presented with
a menu of possible questions to ask him, select option '2'.
After more discussion you will be presented with another
conversation menu. This time select option '3'. When the
conversation comes to an end, select the 'use' cursor again from
the right-mouse-button-menu and click this on the Door on the far
wall to re-enter the Elevator.
This time select Deck Five as your destination.
Upon arrival, turn your attention to the loose panel at the base
of the wall towards the right-hand side of your view. First,
click the 'use' cursor on the panel itself and you will shunt it
out of the way. Now click again, this time on the Multi-Purpose
Retention Clamp which had been hidden behind this panel.
From this location you also need to retrieve some Isolinear
Optical Fiber. To do this, click the 'use' cursor on the loose
wires hanging from the hole next to the locked Door at the
bottom-right corner of your view. When you have the Fiber, click
the 'use' cursor on the Door at the left-hand end of your view to
enter Sick Bay.
Once inside Sick Bay, take a look at the back wall. There you
will see a Storage Cabinet with five buttons visible just below
it. Click the 'use' cursor on any one of these buttons and the
door panel of the Cabinet will descend giving you access to the
Com-Scanner contained within. Collect this by clicking the 'use'
icon on it.
Now click the 'use' cursor on the large(ish) red Button on the
side of the Autodoc in the centre of your view. You will
automatically climb inside. When presented with the menu of
options, select 'Advanced Procedures' by clicking on the Button
alongside this label. DAMN! - You need an access code, and you
do not have one. Without the code you cannot continue, so click
on 'open Door' and you will automatically exit the Autodoc once
again.
Now click the 'use' cursor on the Door of Sick Bay to exit back
to the Deck Five Corridor, and then on the Elevator Door (the
one marked '5' in the middle of your screen) to enter the
Elevator. Once inside the Elevator, select the Bridge as your
destination...
When back at the Bridge, select the 'speech' cursor again and
click this on Miranda. Select response '2' from the resulting
conversation menu to ask her about the Autodoc. She says she
wants a 'Reader', so select (by clicking on...) the Personal,
Programmable Reader from your inventory, and click this on
Miranda. When you get the Reader back, this time programmed to
the Autodoc's requirements, click the 'use' cursor on the Door on
the far wall to once again retire to the Elevator.
From here you need to go back to Sick Bay. As before, to do this
simply select Deck Five in the Elevator, then click the 'use'
cursor on the left-hand Door when you arrive there.
Back in Sick Bay, select the Isolinear Optical Fiber from your
inventory and click this on the Autodoc's Connecting Junction
(the hole with green wires already visible through it). Now
select the newly re-programmed reader from your inventory and
click this on area directly right of the Connecting Junction
described as an 'ideal place to put a small device'. You are now
ready for foreign-object extraction, so click once again on the
red Button to enter the Autodoc, and re-select 'advanced
procedures' from the menu.
When the Infodisk has been extracted from your body, select 'open
Door' again and you will climb back out of the Autodoc. Now turn
your attention to the yellow Button below the red one on the
Autodoc's exterior. Clicking on this with the 'use' cursor will
result in a small Drawer opening which contains the Infodisk. Do
this, then collect the disk by clicking on it with the 'use'
cursor.
That concludes you work in Sick Bay, so it is time to leave.
Click on the Door with the 'use' cursor again to exit back to the
Deck Five Corridor, then on the Elevator's Door to enter there.
This time, select Landing Bay Two as your destination.
Upon arrival, click the 'use' cursor on the Three Metre Cable
Harness (the red/orange/yellow object coiled on the floor in the
middle of the room) to collect it. Now click the 'use' cursor
on the small Door on the far wall to enter the Vacuum Suit Room.
Once inside, take a look at the 'wardrobe' towards the right of
your screen, where the Vacuum Suits are stored. On either side
of this are two Cabinets (appearing as darker grey squares with
a red stripe down their right-hand sides). Click the 'use'
cursor on the left-most Cabinet to open it, then on it's
contents: the Sonic Stunner. Do the same for the right-most
Cabinet and collect the Canister of Laser Diffusion Aerosol which
is stored within. Now click on the Door to exit back out to
Landing Bay Two.
From back outside in Landing Bay Two, select the Cable Harness
from your inventory, and click this on the Hand Grip (appearing
as a light grey rectangle to the right of the Door to the Vacuum
Suit Room). Now select the Hyper-Conducting Attractor Unit from
your inventory, and click this on the other end of the now-tied-
up Cable Harness.
Next, bring up the right-hand-mouse-button menu again and select
the 'walk' icon from it. Click this at the far right-hand edge
of your view and you will see that as Quinn walks in that
direction, your view scrolls revealing more of the room.
When the right-hand wall of the room comes into view, stop and
click the 'use' cursor on the Control Panel at the base of the
wall near the right-hand end of your view. Clicking on this will
unfold the Magnetic Crane controls which you will automatically
then go and sit on.
When the POV shot of Quinn sitting on the Crane controls comes
up, click on the 'Operate Crane' Button and a new set of Buttons
will appear. Click again, this time on the 'Tractor Field'
toggle, so it reads 'Tractor Field On'. Now click on the 'right
arrow' Button 4 times, then the 'up arrow' Button 14 times so
that the Hyper-Conducting Electromagnet attracts the Hyper-
Conducting Attractor unit tied to the end of the Cable Harness
into the air.
When the Cable Harness is pointing directly upwards, do not click
on any further direction Buttons. Instead, click on 'Done' twice
and you should stand away from the Crane controls just before
they fold themselves away again. When this has happened, click
the 'use' cursor on the now-vertical Cable Harness and you will
climb up it to the Engineering Loft above.
Once you get up to the Loft, click the 'use' cursor on the small-
looking Door just visible at the left-hand side of your view, and
you will enter the Engine Compartment.
Stop when you enter this new location because the Laser is
dangerous and will need disabling before you can turn your
attention to the offending Stasis Field (the multi-shade grey
rectangle above the laser) which Miranda told you to sort out
when you were talking to her earlier.
To disable the Laser, firstly select the Canister of Laser
Diffusion Aerosol, and click this on the Laser itself. This will
protect you from being hit...at least for now! Now select the
Multi-Purpose Retention Clamp from your inventory and click this
on the Laser as well. Next, click the 'use' cursor on the Door
as if you were going to leave the room, and you will find that as
you are about to do so, the Laser will try to shoot at you, and
because it was restricted by the Clamp it will overheat and
explode! What fun!
With the Laser out of the way we can turn out attention to the
Stasis Field which is engulfing this compartment of the Quantum
Drive. First, select the Com-Scanner from your inventory and
click it on the '?' icon beside the visual representation of your
inventory at the bottom of your screen. This will open a close-
up of the Com-Scanner with 'Talk' and 'Scan' buttons, a frequency
slider, and a visual display. Click the 'use' cursor on the
frequency slider at the bottom of the close-up and drag this one
notch to the right. You should hear a noise similar to a
telephone dialing-tone. Now click anywhere off the close-up to
close it, before re-selecting the Com-Scanner from your inventory
and this time clicking it on the Laser.
Now select your Sonic Stunner from your inventory and click this
on the Com-Scanner now affixed to the Laser. You will
automatically take a few steps back before turning and shooting
the Com-Scanner which will result in the cloud of Laser Diffusion
Aerosol being dissipated. Click the 'use' cursor on the unharmed
Com-Scanner to retrieve it, then get the close-up of it again and
drag the notch back to its original position to turn off the
annoying tone.
Next, select the Programmable Sensor Probe from your inventory
and click it first on the Stepping Disk, then on the Stasis
Negator Gun, both also in your inventory. Now select the Fully
Charged Power Capsule from your inventory and click this on the
Stasis Negator Gun to power it up. Finally, select the Stasis
Negator Gun itself from your inventory and click it on the Stasis
Field. You will retreat a little again before turning and
blasting the field away once and for all!
You have finally finished here. Don't bother collecting the
Canister of Laser Diffusion Aerosol or the Retention Clamp as
these are no longer useful to you. Simply click the 'use' cursor
on the Door and this time you will leave the room back to Landing
Bay Two.
Click the 'use' cursor on the Cable Harness again and you will
climb back down to the main floor. Now click on the Elevator
Door and you will retreat to the relative comfort and safety of
the Elevator again.
Select the Bridge as your destination again, and when you arrive,
select the Infodisk and click this on Seeker. When you finish
conversing, select the 'speech' cursor and click this on Seeker
too. As you do this, you should automatically say "Success!".
If not, click the 'speech' cursor on Miranda or Seeker and talk
to them about anything and everything until this event does
occur. As soon as you utter the word "success", you will lose
control of the game (meaning that you have no control over the
events for a short period of time) as the first out-scene rolls
into action...
!SAVE!
When you recover control of the proceedings, select the 'speech'
cursor and click this on Seeker to ask his opinion on what you
should do next. He tells you to 'scan the underside for the
opening'. To do this, click the 'use' cursor on the monitor of
your workstation to your character's right, and you will bring up
the DSBS Computer Menu. Click on the 'Scan Ops' Button, then
the 'Passive Enabled' Button (it will toggle to 'Active
Enabled'), then the 'Deep Scan' Button. Follow this with a click
on the 'Geographical' Button, then when the picture on the
display changes, a click on the page up Button (the Button
furthest left on the display). The scan will now be made, and
the computer will soon locate Fist of God.
After a spate of talking between yourself, Seeker and Miranda
which you have no control over, you and Seeker will eventually
leave your ship and enter the Village of the Canyon People.
Watch as you automatically investigate the dying village chief,
then get shot at. When Quinn and Seeker dive into the Crater,
you recover control. Quickly select the Stasis Negator Gun from
your inventory and click this on the white Trooper standing on
the cliff above you. This will dissipate his Stasis Field
Armour. You can now kill him for good by selecting your Sonic
Stunner from your inventory and clicking this on.
With the Trooper gone, you and Seeker will automatically climb
back out of the Crater. Select the 'speech' cursor again and
click this on the Canyon Chief. First ask him what happened to
his village by choosing option '1' from the conversation menu.
When he has answered that question, click the 'speech' cursor on
him again and this time ask him about the Tnuctipin Ship by
selection option '1' from the new conversation menu. Finally,
click the 'speech' cursor on him for a third time and after a few
last words he will die...
Yourself and Seeker will now automatically retreat to the Lance
of Truth (your ship) and there will be an long, automatic
conversation between the two of you and Miranda. When you are
shown a conversation menu with three possible responses, select
the option by which you tell the others that you will scan for
the ARM's location.
To carry out this scan as you have promised, first click the
'use' cursor on your Monitor to start up the Computer. Again,
press the 'Scan Ops' Button, but this time leave the 'Passive
Enabled' Button alone as Miranda advised, and only press the
'Short Scan' Button. This time you need to select the
'Technological' option when asked about the type of scan.
After being given the results of the scan there will be a little
more conversation after which you will be presented with a
further conversation menu. From this, select option '3' - 'The
most prudent course would be to go back out the way we came in'.
More speech will follow, then you will fly the Lance of Truth
back through the fist of God and onto a huge space ledge.
Having arrived on the Space Ledge there will be more automatic
conversation between the three of you, then you will be presented
with another conversation menu from which you should select
option '3'. After a quick argument with Miranda, Seeker will
leave the Bridge for the Vacuum Suit Room, which is exactly where
you must head for now.
Follow Seeker by clicking the 'use' cursor on Elevator Door.
Select Landing Bay Two as your destination from the Elevator, and
once there click the 'use' cursor on the Door on the far wall to
enter the Vacuum Suit Room
When Seeker has finished moaning, click the 'use' cursor on one
of the Oxygen Tanks (red, on he floor by the Vacuum Suit
'wardrobe') to take one. Now click the 'use' cursor on the
Space-suit Storage Control Panel to the left of the left-most
Storage Cabinet (also by the Vacuum Suit 'wardrobe'). When the
close-up of this Control Panel appears, click the 'left' Button,
then the 'select' Button. Now click anywhere off the close-up
to close it. Have a quick look at the selected Vacuum Suit by
clicking the 'eye' cursor on it. It should be a suit suitable
for the average human male. If it is not, use the Control Panel
again to find one that is suitable by scrolling through them with
the 'left' and 'right' buttons, selecting them with the 'select'
button, then viewing them with the 'eye' icon as we have done
with this first one.
When you find a suitable Vacuum Suit, select the Oxygen Tank from
your inventory and click this on in, then click the 'use' cursor
on it as well and you will climb inside. Finally, click the
'use' cursor on the air lock Door (the bulky Door at the left-
hand side of your view), and you and Seeker will leave the Lance
of Truth.
Once outside on the Space Ledge, select the 'walk' icon and click
it at the far left-hand side of your view. When you get into the
next screen, do exactly the same again so you walk another full
screen to the left. Keep walking in this same way to the left
many times. Eventually, the ARM will land and invade the Lance
of Truth with Miranda still inside! Do not worry about this
event as it supposed to happen and will, believe it or not, end
up to be vital to your success in the game.
At this point in the proceedings you are automatically given
momentary control of Miranda to make a conversation menu choice
for her. Choose any of the responses from the menu as they all
have the same eventual outcome. Soon the action will return to
Seeker and Quinn on the Space Ledge floor and Miranda is taken
away aboard your ship leaving you stranded on the giant Space
Ledge.
This part of the game is more difficult to explain that others as
there is no set pattern of actions you must make to succeed,
simply one goal which can be achieved in a series of different
ways.
Basically, you are stranded on an immense Space Ledge which you
must escape from in order to continue your adventure. It is
littered with space debris, most of which is useless. There are
also, however, ten useful items which you must to collect from
all corners of the Ledge to aid your escape. To do this, move
Quinn and Seeker around the Ledge, find the objects, then click
on them with the 'use' cursor and you will pick them up.
Also on the ledge are various spaceships. Most of these are
useless as they have crash-landed some time ago and their hulls
are no longer intact. It is worth noting, however, that you will
have to visit some of these crashed ships anyway because some of
them house two or three of the 10 objects mentioned above which
you will need to collect.
One of the spaceships on the Ledge, however, has not crash-
landed. It was built to transport 'people' around the Ledge and
is therefore called a Ledgehopper. When you have found 8 of the
10 items I have mentioned above, you must go to this Ledgehopper
with both Seeker and Quinn. As I will explain in due course,
most of the items you have found on the Ledge, together with two
more found inside the Ledgehopper, will then fit into various
'bays' on the side of the ship. When they are all fitted, the
ship will then be ready to transport you off the Ledge.
To help you find the ten items which you will need to collect,
the Ledgehopper and the crashed spaceships on the immense area of
the Ledge, you can use your Com-Scanner. First, select this from
your inventory, then click it on the '?' icon at the bottom of
your screen. When the close-up of the Scanner appears, select
the 'scan' Button and it will perform a scan of the Ledge, the
results of which can then be seen on the display above. Together
with the perimeter walls, there are six other types of things
which will show up on the scan. They are as follows :-
RED DOT - Quinn
ORANGE DOT - Seeker
DULL GREEN DOT - One of the 10 items
BRIGHT GREEN STRIPE - A crashed space-ship
BRIGHT GREEN DOT - The Communications Tower
BIG DULL _and_ BRIGHT GREEN DOT - The Ledgehopper
Now I have explained the basic theory behind this section of the
game, I will tell you exactly which locations to go to on the
Ledge, which character to go there with, and which order to do
this in. When describing the location which I want you to go to
next, rather than telling you to go north, south, east, west
etc., I will explain the location in terms of where it appears on
the scan. Carry out a scan with your Com-Scanner as described
above, then use the results of the scan to use as a guide to the
direction you should then go in.
When you know which direction to go in (get this by comparing
where your current location is on the scan [either the red dot
if you are Quinn, or the orange dot if you are Seeker] to the
location of your destination), use the 'walk' icon to go in that
direction until you arrive. If in doubt about whether you have
arrived at the right place, check with another scan to see
whether the dot representing your character is right on top of
the dot representing the correct location.
Okay, let's get movin'...
First of all, move Quinn to the Communications Tower. This is
represented by a bright green dot in the centre at the bottom of
the scan. When you arrive, click the 'use' cursor at the top of
the Ladder which extends up the Tower's side. When Quinn has
climbed to the top of the ladder and you are shown the close up
of the mechanism, click the 'use' cursor first on the lever, then
on the red Button behind it.
After closing the close-up, click the 'use' cursor right at the
top of the Communications Dish to collect the Battery which has
been inserted there. When you have the Battery, click the 'use'
cursor back at the bottom of the Ladder, and after a moment you
will be shown the close-up again. At the close-up, click the
'use' cursor on the lever to extend the Communications Dish back
to the vertical position, then close the close-up and you will
automatically descend the remaining distance to the bottom of the
ladder.
Your next location should be the dull green dot directly left on
the scan from the red dot which represents you. This dot is
between the one representing the Communications Tower, and the
one in the lower-left-hand corner representing a crashed
spaceship. When you arrive you will find the Guidance Control
Module. Collect this by clicking on it with the 'use' cursor.
Now continue left to the location represented by a bright green
stripe at the far bottom-left-hand corner of the scan. This
represents a smashed-up ship which in itself is useless, but
which has three of the ten items you are going to need to collect
to aid your escape off the Ledge.
When you arrive at the Ship, you will see that it covers two
screens. If you are not there already, go to the screen from
which you can see the right-hand side of the ship at the left-
hand edge of your view. Once there, click the 'use' cursor on
the Airbag on top of the ship to collect this, then on the
Functional Diagnostics Display on the ship's control panel
beneath where you took the Airbag from.
Now make your way around the ship and left, into the screen where
you can see the left-hand side of the ship at the right-hand edge
of your view. From there, click the 'use' cursor on the
Navigation Gyro (appearing as a brown object near the top of
your view poking out from the ship's left-hand side).
When you have these three items you have finished at this
location. Take another scan and locate the dull green dot at the
left-hand side of the scan just below the wall which sticks into
the scan near its top. Move to this location. Upon arrival you
should find a Partially Depleted Fuel Cell. Collect this by
clicking on it with the 'use' cursor.
Now it is time to change the character which you are currently in
control of for the first time. To do this, bring up the right-
hand-mouse-button-menu and click on the icon with the outline of
a single head on it. This, in turn, will bring up another menu
with Quinn, Seeker and Miranda listed on it. Select Seeker.
You will find that you are now controlling Seeker. Obviously,
you will be at a different location than you were at a moment ago
because you have now moved to the screen where Seeker has been
standing for the past few minutes. You will see that Seeker also
has a Com-Scanner which can be used in exactly the same way as
Quinn's, together with an identical Sonic Stunner too.
Take another scan in the same way as you did with Quinn to see
where you are located on the Ledge now. Remember that you are
now represented by an ORANGE dot because you have changed to
Seeker. Now move to the dull green dot in the middle at the top
of the scan. Getting to this will involve going in a general WNW
direction. When you arrive at the right spot you will find a
Radar Mechanism which should be collected by clicking on it with
the 'use' cursor as usual.
Now head back in the direction you came, towards the dull green
dot the other side of the wall to where you are, close to where
both characters started (this is SE from your present location).
You will obviously have to make your way around the wall to get
to this location. When you arrive you will see a bulky crate
with a Directional Actuator jammed underneath it. Click the
'use' cursor on the Directional Aculator and you will
automatically radio Quinn and ask him to help you get it out.
Once you have the Directional Aculator you should have collected
all the items you need to have in your possession before going to
the Ledgehopper, so it is time to take first Seeker, then Quinn
there now. It is represented on the scan by the biggest blip
(also the only which shows as both shades of green). It is west
and a little south from where you are standing when you collect
the Directional Aculator. First move Seeker there, then when he
is standing safely by its side, switch to the control of Quinn
once again and do the same with him.
When both Quinn and Seeker are standing by the Ledgehopper,
switch to controlling Quinn if you are not doing so already, and
click the 'use' cursor on the cockpit's hatch. When the view
changes to an internal shot from inside the Ledgehopper, click
the 'use' cursor first on the Door of the Storage Compartment
near the right-hand edge of your view, then on the Spare Ignitor
and the Thruster Control Valve within.
You have now collected all ten items you need to get the
Ledgehopper working - now it is just a matter of inserting them
in their proper places and then you'll be able to escape this
location at last. First you are going to insert the Functional
Diagnostics Display. To do this, first click the 'use' cursor on
the cracked, Non-Functional Diagnostics Display to remove this,
then select the Functional Diagnostics Display from your
inventory and click this in place of the cracked one to replace
it.
Now select the Directional Aculator from your inventory and click
this in the small black 'socket' in the middle of your view at
the bottom. (Where you would normally expect an aeroplane Joy-
Stick to fit.) You will put this into place ready for use when
you get the vehicle flying.
Now exit the Ledgehopper again by clicking the 'use' cursor on
the green Button towards the right of the ship's interior.
When the view reverts to exterior again, take a look at the
Ledgehopper. You will see a series of 'gaps' on its side, which
are, in fact, bays into which you have to fit the various items
you have been collecting on your travels around the Ledge.
Insert the items into the Ledgehopper as follows, starting with
the 'bay' at the far left-hand end of the ship and ending on the
'bay' in the nose of the ship at its far right-hand end (NOTE:
You must change to Seeker when you come to fit the Radar
Mechanism as he was the one who collected this item. Simply
change to him when you come to this, number 6, then back to Quinn
to fit number 7) :-
1) Battery 2) Partially Depleted Fuel Cell 3) Spare Ignitor
4) Thruster Control Valve 5) Navigation Gyro
6) Radar Mechanism 7) Guidance Control Module
You should be controlling Quinn at this point, though it does not
matter which character you are controlling. Simply click the
'use' cursor on the Cockpit Hatch and that character will enter
the ship, then change to the other character and do the same with
them.
When both characters are sitting inside the Ledgehopper you are
finally ready to take off and escape! To do this simply click
the 'use' icon on the Button on the top of the Directional
Aculator (Joy-Stick). Fortunately, there is just enough fuel
for you to reach the Rim Wall.
!SAVE!
When you regain control of the action again, you next need to
find some way of transporting yourself the long distance to the
nearest Elevator. Fortunately, this is pretty easy because a
Mag-Lev Transport Car has been provided for you. To get to this,
move the cursor to the bottom of your view and find a point where
it changes from it's current 'picture' (hand, crosshair etc.)
to an arrow pointing downwards. When it does this it means this
is a spot where you can exit into the screen south of your
current location, so simply click and the characters will make
their way down a screen.
In the next screen go south again in the same way, and then again
in the screen after that. You should now arrive at the Mag-Lev
Transport Car's parking spot. Click the 'use' cursor on the side
of this vehicle and you will both climb aboard.
When you view reverts to a POV internal shot of the Car's
controls, stop a moment and let me explain the controls :-
At the bottom left-hand corner of the view is the Radar. The
white dot in the middle of this is your car, and the vertical
lines represent the road it can be moved along. To the right of
this are a set of six green lights which graphically represent
the movement of the car. Pay no attention to these!
Next, further right still, comes two columns of several red
lights each. A short time after you start moving, the bottom
light of the left-hand column will light. This means you are
approaching the first landmark on the road: an Elevator. As you
get closer to this Elevator, this light will move up the column,
until the top light is lit. At this point you are very near the
Elevator. Because this Elevator is jammed we are going to drive
straight past this one and go onto the next one. As you will
see, when we go past this first elevator, the light will go out,
and instead the top one on the right-hand column will light. As
we go further and further away from the Elevator again, the light
will move down the column until the very bottom light has lit and
gone out again. Still further down the road, you will start
approaching a second Elevator, so the light at the bottom of the
left-hand column will light again and the whole process will
start over. This time, however, you will need to stop when the
light reaches the top of the column as, at this point, you will
be outside the second elevator.
Look further along to the right of the Car's controls. The
white/grey Button is your forward/reverse toggle. The section
which it white (lit up) represents the direction you are
currently going in - top section=forward, bottom
section=backward. Note that if you are going at full speed it
will take some time for the ship to slow before it can change the
direction it is moving in.
Next to the forward/reverse toggle is, as you can see, a large
red Button. Use this to stop, or, if the Car is already
stationary, to exit the interior view back outside. Next to
this, at the far bottom right-hand corner of your view is the
acceleration slider. When the notch is at the top you are either
stopped or slowing, drag it down to the bottom and you will
increase to full speed.
Now I have explained the controls you are ready to go :-
First of all, drag the notch on the Acceleration Slider to the
bottom and watch as you slowly increase to full speed. After a
while, one of the red lights will light up as I have explained as
above. Watch each light go on then off in turn as I described.
When all the lights are unlit again, it means you are directly in
between the two Elevators. Now get ready as you begin to
approach the Elevator you need to stop at.
When the lights start moving up the left-hand column again, pay
attention. Use the acceleration slider to slow down a little,
then when the second to top light is lit, slow right down so you
are just trundling along and have greater control over your Car.
Watch the Radar carefully. When you see a circular outline
beside the road on it, allow your ship to approach this, then use
the red button just before you get to it to slow, and hopefully
stop right outside it. If you go past the outline, switch to
reverse and approach it from the other side. Do not exit your
Car until it is stopped directly outside the Elevator which you
will be able to judge by checking with the Radar. Now click the
red Button from a stationary position and you will exit the Car.
When you get outside, take a look at the pathway on which you are
standing. If it looks the same as it did when you entered the
Car (ie, you can not leave the screen to the left because there
is a seemingly bottom-less gap there), re-enter the Car and be
more accurate in your positioning outside the Elevator. If,
however, you can now walk left now do so by clicking the cursor
at the far left-hand edge of the screen and you should arrive
outside an Elevator.
When you arrive outside the Elevator, first change the character
you are controlling to Seeker if you are not doing so already,
then click the 'use' cursor on the double-doors at ground level
at the front of the Elevator. When Seeker is standing holding
the doors open, quickly change back to controlling Quinn, and
this time click the 'use' icon just below Seeker's right armpit
where there is a lever inside the Elevator. This will result in
the Steps leading up the the two upper doors extending so they
can be climbed. Now click the 'use' cursor on either of the two
upper doors and you will enter the Elevator.
Change back to Seeker again when you get inside the Elevator, and
click the 'use' cursor on the Robot. After struggling to hold
the Robot, Seeker will drop it, but if you click on it again,
this time he will manage to keep it up. Quickly change back to
controlling Quinn, then select the Airbag from his inventory and
click it underneath the robot to wedge it. After some
conversation, you will automatically pressurise the Elevator with
Seeker's air. When this has happened, select the Rebreater Tank
from your inventory and click this on the Airbag to inflate it.
When the Airbag has been inflated and all but pushed the Robot
off the Elevator control's, click the 'use' cursor on the Button
on the far wall next to the left-most Door, and the controls will
come up, pushing the robot over as they do so. Now click the
'use' cursor again, this time on the internal Elevator's Doors,
and a close-up of the controls will be shown. On this, click the
'use' cursor first on the second Button from the left, then on
the central Button. The Elevator will finally start moving, and
a moment later the scene will cut to Miranda's misfortunes with a
dictator called Teal.
When Teal offers you the drink, choose any of the responses from
the menu as each will eventually result in the same outcome.
Keep choosing responses from the menus until he momentarily
leaves the room. Quickly click the 'use' cursor on the frayed
wires just underneath Miranda's left arm and she will tug one of
them out. As soon as she's done this, Teal will return, and a
few moments later you will jump back to the action with Quinn and
Seeker again.
You and Seeker will automatically climb out of the Elevator and
almost immediately collapse through lack of oxygen! When the
scene cuts to the recovery room, click the use icon on the
'dressing gown' hanging on the pole at the base of your bed,
then select the 'speech' cursor and click this on the caretaker
(man standing nearest the chamber's Door). When he has finished
talking, click the same cursor on him again to ask him a
different question, and then a third time to thank him.
Eventually you will automatically go and talk with Astor
Pharisha, reciter of the Spill Mountain Folk.
Click the 'speech' cursor on her and you will embark on a huge
conversation. Listen/read this if you want to get involved in
the story's plot, otherwise skip it as it is particularly boring!
When it comes to an end, move the cursor to the bottom of your
view where you entered this room and click to leave the cavern.
You are now on a Spill Mountainside. There are many Bridges,
pathways and Steps in this area so you can get around the Spill
Mountain Folk's Village. You will see many men walking around
just as you are doing. Ignore these as they won't talk or
interact with you in any way.
First of all you need to reclaim your Oxygen tank. To do this,
walk left four screens, then go up the Bridge. At the top of the
Bridge, walk back to the right two screens, then click the cursor
through the Door (the cursor will change from a cross-hair to an
arrow when you can click to enter). When you get inside the
Storage Room above the Tanning Room, click the 'use' cursor on
the winch handle by the hole in the floor to wind the rock down.
When this is done, click back out of the room the way you came.
Once back outside you need to make your way to the Tanning Room
itself. To get to this room, go back the two screens to the
left, make your way back down the Bridge, then go right two
screens and enter the Door there. Inside, click the 'use' cursor
on the Oxygen Tank and you will automatically throw it into the
pit in the middle of the room. After a moment it should float to
the surface so you can just see it in the hole. If this is the
case, click the 'use' cursor on it to recover it. If not, leave
then re-enter the room and this time it should be available to be
taken.
Now you need to fill the tank with helium. This is done in the
Helium room! You can get there by first exiting the Tanning
Room, then by going right one screen, down the Stairs, left two
screens, down the Bridge, right a further two screens, down more
Stairs, and then right two more screens. Now click through the
Door at that location to enter the room with the Helium-
Generating Machine housed within it.
Select your Rebreater Tank from your inventory and click this on
the small tap set in the side of one of the chambers of the
Helium Machine. When the tank is filled, exit back outside and
go right one more screen to the Balloon Launch Platform. Walk
right to the edge of the platform, then select the Rebreather
Tank from your inventory and click it on the Balloon. Astor
Pharisha will walk in and talk to you for a moment, then you will
take to flight on the Balloon.
When the arial shot of you on you Balloon appears, turn your
attention to the dial at the bottom of your view. The Button to
the left of that increases your altitude, the one to the right
decreases it. As soon as you begin to fly, click the left-hand
arrow. If it is reported to you that you are already at maximum
altitude, that's okay, otherwise keep clicking on this arrow
until it does so.
Now you must wait as your Balloon floats on the Spill Mountain
currents. As you will see in time, the Balloon will not stay in
the same position on the screen, but move around. When it
reaches the far top-left hand corner of your view, quickly click
the right-hand arrow as many times as you can until the balloon
is at minimum altitude. Now wait as you float slowly down, and
around, and around, and around, and eventually out of the screen
completely. This will take a long time, so why not go off and
make a cup of tea?!
When you do eventually set down in the Desert, select the Com-
Scanner from your inventory, and as you did so many times on the
Space Ledge, take a scan. On the display you will find there
will appear an arrow. Exit the location you are currently in, in
the direction this arrow points. In the next screen, take
another scan and leave, again in the direction the arrow points.
Go through the same procedure in a further three locations (5
times in all), and you should eventually find yourself outside
the forest.
Click the cursor at the right-hand edge of the screen to enter
the forest, then select Erjenta's Flute from you inventory and
click this on yourself to attract Nej G'Lor. Watch as he tries
to attack you, as you brush him off easily, and eventually as he
leaves the screen to supposedly go and light a fire. Now click
the cursor about half way up at the right-hand edge of the screen
(just where he exited a moment ago) and you follow him.
After a fireside conversation with Nej G'lor, the scene will
automatically cut to outside the forest by the ARM Outpost. Wait
until you regain control of the proceedings, then quickly select
the Sonic Stunner from you inventory and click this on the ARM
Trooper to zap him dead! You will now automatically change into
his uniform, then Nej G'Lor will drag his body away never to be
seen again. Now click the 'use' cursor on the ARM Outpost and
you will take over the roll of the dead Trooper.
Wait on top of the Outpost for the ARM Ship to land, then Quinn
will automatically descend and enter it, leaving the other ARM
Trooper for the night watch. The ship will take you to the ARM
Base where you will automatically take on the zapped Trooper's
roll of guard duty. You can do no more here for now, as in this
uniform you are under strict control of Teal, so change
characters back to Seeker.
!SAVE!
Select the 'speech' cursor again and click this on Astor. She
will tell you a long story about some lusty Vampires living in
caverns in the heart of the Spill Mountains, and you will
automatically take on the challenge of banishing these evil
characters. When you have concluded your long conversation,
leave the room in the same manner as you did when you were
controlling Quinn.
When you get outside, go left four screens then take the Bridge
to the next level up. Go back to the right two screens, then
enter the room above the Tanning Room which you were in with
Quinn earlier. Once inside, click the 'use' cursor on the blue
Alcohol Flask on the shelf in the corner, then leave again.
Retrace your steps back, two screens to the left and back down
the Bridge. Now go right two screens and enter the Tanning Room.
In there, click the 'use' cursor on the Tanner's Face Mask which
is hanging on the far wall, then exit this room also.
Continue right into the next screen and take the Steps downwards.
When you get to the bottom of the stairway, head left one screen
and go through the Door you find there. You should find yourself
in some sort of bedroom! Click the 'use' cursor first on the
pouch hanging on the pole just to your right, then on the
Sherbergoat Oil Lamb on the cabinet below the window on the far
wall. Now exit this room again, and go left one more screen
before heading down the Bridge.
Once at the bottom of the Bridge, head right one screen, then
enter through the Door you find there. As before, click the
'use' cursor on the Sherbergoat Oil Lamp on the cabinet below the
window on the far wall to collect it, then exit.
Go right another screen when you have finished in that room, then
head down the stairway. Go right when you reach the bottom, then
right again, where you should then enter the room with the Helium
Machine in. Click the 'use' cursor on the Glass Dome to collect
that, then leave the room and go one more screen to the right
where you should arrive at the Balloon Launch Platform (if not,
go right another screen, and then you definitely will!)
Take the stairs up at this point, and at the top go right and
then up the Bridge. Once at the top again, go right on screen
and enter the room there with the huge crack in the floor. Click
the use icon on the rope hanging on the right-hand wall, then
click somewhere down the crack and you will climb down the
fissure.
When you get to the bottom you will find a puddle of corrosive
fluid which will need dealing with before you can get the key
which floats in it. To deal with it, first select one of the Oil
Lamps from your inventory and click this on the puddle. Now
select the Glass Dome and click this on the Lamp you have just
put in the puddle, and the vacuum which this creates will suck up
the corrosive fluid. Now click the 'use' cursor first on the
Scrith Key to collect it, then at the far top-left-hand corner of
the screen to climb back to the room above.
Upon arrival back at the top of the fissure, leave the room the
way you entered it, then go left one screen, down the Bridge,
left one screen, down the Steps, left three screens, up the
Steps, left two screens, up the Bridge, right two screens, up the
Stairway, left three screens, up the Bridge, and finally right
four screens.
You should now find yourself outside the Elevator. If not,
either I've made a mistake or you did, in which case you'll have
to find your way there yourself. (It is on the highest accessible
level of the village, so just keep going up where possible, then
take a look around.)
When you do locate the Elevator, click the 'use' cursor on its
left-hand Door and you will enter the shaft. Now click at the
bottom of the ladder and you will descend into the screen below.
Go down through a further three screens to the point where your
passage downwards is blocked by think ice. Now select the Gun-
Powder Pouch from your inventory and click this on the ice, then
do the same with the remaining Oil Lamp in your inventory, and
after retiring to a safe distance, you will smash this on the
ice, igniting the Gun Powder as you do so.
The resulting blast will melt away a section of the ice giving
you passage through a door into the Vampire's lair. Click the
cursor through this door to enter.
Upon arrival in the first room, select the Scrith Key from your
inventory and click this on the closed Door to the right. When
that is unlocked, select the Alcohol Flask from your inventory
and click this on the Tanner's Face Mask also in your inventory.
Now select the newely-flavoured Face Mask, click it on your
character, and you will put it on, masking the odour of the
Vampires. You are now ready to continue into the caverns, so
click the cursor through the Door to the right and you will
advance...
The following section of the game is a large maze of pipe-
encrusted rooms in which a total of 18 Vampires roam. You must
shoot all of these Vampires with your Sonic Stunner before you
will be allowed to continue to the next part of the game. Some
Vampires will die after one hit from the Stunner, but with others
you will have to hit them three times before they die.
Follow my directions as outlined below and you will successfully
complete this maze. R means Right, L, left, U, up a ladder, D,
down a ladder, F, through a Doorway in the far wall (thus, away
from you), B, through a Doorway in the near wall (thus towards
you). Those places in the directions where I write 'Vampire'
indicate that there will be a Vampire in the _next_ room. By
telling you this before you enter the room, it means you can
ready yourself for the battle which will occur in a moment.
In case you don't realise, to shoot, select the Sonic Stunner
from your inventory, then click this on the Vampire in question.
My directions will be in two sections because some distance
through the maze you will come upon a room where some special
instructions are needed. I make no guarantees about the
effectiveness of these directions, by the way. Although I am
almost certain that they will take you successfully along one
possible route through the maze, I am also almost certain that
there are quicker routes and possibly even safer routes through
the maze which you may wish to investigate yourself.
!SAVE!
If you're sitting comfortably, then I will begin :-
R, U, L, F, Vampire, R, Vampire, R, R, U, R, D, R, F, D, L, F, R,
F, U, B, U, Vampire, L, Vampire, L, L, D, F, D, Vampire, L, L, U,
U, R, B, D, B, R, D, Vampire, L, Vampire L, L, U, F, U, R, B, L,
B, B, R, Vampire, R, Vampire, R, L, F, Vampire, L, B, L, F, F, R,
Vampire, R, Vampire, R, R, D, R, F, F, D, L, B, Vampire, L,
Vampire, L, R, R, F, U, U, Vampire, R, L, L.
This final left move should take you into a room with a large
number of scrolls lying on shelves on the back wall, together
with a Containment Field protecting a cubic Gem from prying
fingers in the middle of the floor! First click the 'use' cursor
on the scrolls and you will take a couple of them, then on the
keypad beneath the Containment Field in the foreground. On the
close-up of the Keypad you will see 16 Buttons. Starting on the
top row, click each Button once, and only once, going from left
to right, top to bottom. When you have made the 16 clicks, all
the buttons should be red and the Containment Field will disperse
leaving you free to then click the 'use' cursor on the cubic Gem.
When you have both the Scrolls and the Gem, continue following
the directions as listed below :-
R, D, D, R, U, B, B, L, U, L, L, L, F, L, D, B, D, R, R, R, U, L,
F, U, F, L, D, D, R, R, U, B, U, R, R, R, D, F, D, B, L, B, R, U,
B, L, U, L, D, L, L, L, B, R, D, R, F, R, Vampire, R, B, L, U,
Vampire, L, R, D, R, F, L, L, L, Vampire, L, R, B, L, L, L.
You should now find yourself back in the room where you had to
unlock the door with the Scrith Key earlier. If you have not
been allowed into this room it means you have missed a Vampire,
so you will have to go all the way back and kill it! If,
however, you are allowed in, it means you have completed the maze
successfully and can now head back to Astor Parisha to give her
the good news. (If you are not in the room I mention, go left
once more and then you should be.)
When you have completed the maze, click back through the door to
enter the Elevator shaft, then climb back up the ladder by
clicking at the top of the screen. Go up a further two screens
until you reach the level with the door. When you reach there,
click the 'use' cursor on the small red Button by the Door and
you will climb back onto the Spill Mountainside.
Now it is time to find Astor Parisha again. To do this, go left
through four screen and descend down the Bridge. Now go right
four times and enter the room there. Once inside, select the
scrolls from your inventory, and click these on Astor. Now
select the Sapphire-Blue Gem Cube and click this on Astor as
well. She will not take this objects; just tell you about it.
You have now completed all the tasks Seeker can do, and now he
will have to wait to be picked up later. In order that he can be
picked up he will need to wait at the Balloon Launching Pad where
Quinn took off from earlier. To get to there, leave the room the
way you went entered it, go left one screen, down the Steps, left
two screens, down the Bridge, right two screens, down the Steps,
and right three further screens. Now walk right, as far as you
can, so you are standing right on the edge of the platform. This
is vital for the continuation of Miranda's story.
Now switch to Miranda.
!SAVE!
Once you have eaten the food and stood back up from the bed, you
will recover control of the proceedings. You must now escape
from this cell, and the way to do this is to kill the guard when
he enters to reclaim your tray. Unfortunately you do not have
any weapons, so this isn't as easy as it sounds. Instead you
must be a little more ingenious!
First of all, click the 'use' cursor on the empty Tray and the
Pillow to collect them, then on the light above the Toilet to
take out the bulb. Now select the Pillow and click this on the
toilet to block it, then select the length of Superconductor Wire
from your inventory and click this into the now-empty light shade
to divert the electricity from this. Finally, select the tray
from your inventory and click this on the pillow, then click the
'use' cursor on the Toilet Flusher and the trap will be set!
The guard should now return to collect the tray. As he goes to
pick it up he will make contact with the water and will be
electrocuted! Now to make a getaway through the gate he has left
open. Quickly click the cursor beyond the Gate to enter the
corridor.
Now click the 'walk' icon at the left-hand end of your view and
as you walk along you will see that the view scrolls to reveal a
'normal' Door just right of some Security Beams. Click the 'use'
cursor on this Door and you will enter the Guard's Station. Take
a look on the floor near the top of your view, just left of
centre. There you will see a Guard's Toolbox. Click the 'use'
cursor on this and you will automatically approach it and take a
Laser Hacksaw from inside. This is no longer a safe place to
stay, so go back out of the Office the way to came, go back to
the right, and re-enter your cell.
Once back in the relative safety of your cell, select the Laser
Hacksaw from your inventory and click this on Air Vent Grate just
to the right of your bed. You will automatically climb up into
the Vent Shaft.
The next section of the game is also a maze of sorts, but one
where the emphasis is on puzzles rather that complex path-
finding. The puzzles involve the disabling of Anti-Pest Lasers,
one of which is situated directly to your right, set in the
right-hand wall. Click the 'use' cursor on this you will see a
close-up of a bare panel with three red Jumpers on it.
By clicking on the Jumpers with the 'use' icon, you can move them
around into different patterns. You have to set the Jumpers to
the correct pattern (combination) (there are 12 possible
combinations in all), and then the Laser will be disabled
allowing you to pass past it. Some of the Lasers in the Vent
System have no combination and are put there simply to block your
passage in that direction.
Compare the pattern of this first Laser to the one drawn below
and make changes where necessary to make it match. It will then
be disabled :-
o-----o-----o
o-----o o
When you have set the Laser to this combination you will be ready
continue. Now select the 'walk' icon and click this at the
right-hand end of the tunnel, past the Laser. Miranda will crawl
along. Keep clicking to the right of Miranda, and she kill keep
crawling forwards. Stop when you come across a junction to the
left. Go left here and continue north. When you get to the next
junction, go right and continue forward again until you reach the
next Anti-Pest Laser. Now click the 'use' cursor on this to
bring up the close-up, and set the Jumpers as follows to disable
it :-
o-----o-----o
|
|
o o o
Continue past the Laser, then go left round the corner. Go
forward a few more steps, then take the passage to the right at
the next junction. Now continue going forward again until you
get blocked by another Laser. Click the 'use' icon on this and
set the pattern as below :-
o o-----o
| |
| |
o o o
Almost directly past the Laser is another Air Vent Grate set in
the right-hand wall of the tunnel. Move so you are lying next to
this Grill, then click the 'eye' cursor on it. The view will
change to a POV through the bars, and you will see a short scene
with Dr. Tomko talking to a Lab Assistant. When this has
finished and you return to the tunnel view, click the 'eye'
cursor on the Vent in exactly the same way again, and you will
get another scene. Do it a third time and on this occasion you
will see the two characters leaving. A fourth time will confirm
that the coast is clear. This is your chance. Quickly select
the 'use' cursor and click this on the grill.
Once inside the Lab, click the 'use' cursor on the Door to the
right and you will enter the Anatomy Laboratory. Click the 'use'
cursor on any of the covered bodies, and you will automatically
walk over to investigate one of them. Now click the same cursor
on the computer against the back wall, and some the Ghouls will
come alive and begin to chase you. At this point you lose
control of the game as a long automatic scene rolls into
action...
Read through the conversation which takes place on the Ice Shelf
back at the Spill Mountains between Seeker, Miranda, Quinn and
the Puppet. When it is complete you will automatically fly the
ARM's ship into the Flup Tube system. This is another maze in
which you can see where you're going by watching the big overhead
display at the bottom-right hand corner of your view. The grey
bar is an Acceleration Slider and obviously the four red Buttons
are directional controls.
Slide the Acceleration Slider from the top speed which it begins
at, to minimum speed (the next step up from stopped). Now make
your way through the tunnels at this leisurely speed using the
following directions, and you will eventually reach another exit
from the Tubes :-
Past Three Lefts, L, Past One Left, R, L, L, Past One R, R, L, L,
R, Past Three Rights, L, L, R, R, L, Past One Right and One Left,
R, L, L Past One Right, R, R.
When you reach the exit, your ship will emerge from the sea bed
and automatically enter Teal's lair - a futuristic water city.
When you regain control of the action, click the 'use' cursor on
the Door at the far end of the corridor and you will walk through
to the next room. Now do the same there and you will walk
through to the Circular Outer Hallway. Once there, click the
cursor to our character's lefts so they walk left, around the
perimeter of the Hallway and into the next screen, where you
should do the same again so you enter the screen with the double
doors leading into the Circular inner Hallway.
Click the 'use' cursor on the double doors, and sit back and
watch the plot take its final few twists. You have only one
remaining action to do: when the ghoul has killed Teal and
approaches you, click the walk icon into the white beam which
appears and you will be transported away to...?
CONGRATULATIONS, YOU HAVE COMPLETED RETURN TO RINGWORLD!
Truth. As with almost all adventures, your first few tasks
centre around the collection of artefacts for use at later stages
in the game.
First of all, click the right button and select the 'use' cursor
(the hand) from the ensuing menu. Click this on the green
object leaning against the desk-like unit at the right of the
screen: it's a Tnuctipun Stepping Disk! Now click the same
cursor on the top of the circular table-like piece of furniture
centre-screen. As the General Purpose Table rises, the Stasis
Negator Gun will be revealed. Click the 'use' cursor on this as
well and you will collect it.
Now click the 'use' cursor on the door on the back wall to exit
Quinn's quarters.
You are now at the Deck Two Corridor. Click the 'use' cursor on
the Door labelled '1' (the one nearest the left-hand edge of the
screen), and you will enter the General Purpose Lab. Once in
there, click the use icon once on each of the following objects
to collect them: the Reader Device (purple, on the third
Storage Shelf up at the right-hand side of the screen); the
Hyper-Conducting Attractor Unit (grey with a handle, on the
floor by the Storage Shelves); and the Subminiature Sensor Probe
(like a big needle, inserted in the Algorithmic Array Console by
the Storage Shelves). Once all of these items are in your
possession, click the 'use' cursor on the Door by which you
entered the room to exit back out to the Deck Two Corridor.
This time, click the 'use' cursor on the Door labelled '2' (the
one in the centre of your screen), and you will enter the
Elevator. Once in there, select the Bridge as your destination
by clicking the 'use' cursor on the button by the label:
'Bridge'.
When you reach the Bridge, click the right-hand mouse button
again, and this time select the 'speech' cursor from the menu.
Click this cursor on Miranda (the lady in pink sitting towards
the left-hand edge of your view). As you will see, she wants you
to find some way of disabling the Stasis Field on the Quantum
Drive. That will be your second task after first extracting the
Infodisk from Quinn's (your) body.
When you have concluded your conversation with Miranda, turn your
attention to Seeker (the bear-like creature sitting centre-
screen). Click the 'speech' icon on him, and when presented with
a menu of possible questions to ask him, select option '2'.
After more discussion you will be presented with another
conversation menu. This time select option '3'. When the
conversation comes to an end, select the 'use' cursor again from
the right-mouse-button-menu and click this on the Door on the far
wall to re-enter the Elevator.
This time select Deck Five as your destination.
Upon arrival, turn your attention to the loose panel at the base
of the wall towards the right-hand side of your view. First,
click the 'use' cursor on the panel itself and you will shunt it
out of the way. Now click again, this time on the Multi-Purpose
Retention Clamp which had been hidden behind this panel.
From this location you also need to retrieve some Isolinear
Optical Fiber. To do this, click the 'use' cursor on the loose
wires hanging from the hole next to the locked Door at the
bottom-right corner of your view. When you have the Fiber, click
the 'use' cursor on the Door at the left-hand end of your view to
enter Sick Bay.
Once inside Sick Bay, take a look at the back wall. There you
will see a Storage Cabinet with five buttons visible just below
it. Click the 'use' cursor on any one of these buttons and the
door panel of the Cabinet will descend giving you access to the
Com-Scanner contained within. Collect this by clicking the 'use'
icon on it.
Now click the 'use' cursor on the large(ish) red Button on the
side of the Autodoc in the centre of your view. You will
automatically climb inside. When presented with the menu of
options, select 'Advanced Procedures' by clicking on the Button
alongside this label. DAMN! - You need an access code, and you
do not have one. Without the code you cannot continue, so click
on 'open Door' and you will automatically exit the Autodoc once
again.
Now click the 'use' cursor on the Door of Sick Bay to exit back
to the Deck Five Corridor, and then on the Elevator Door (the
one marked '5' in the middle of your screen) to enter the
Elevator. Once inside the Elevator, select the Bridge as your
destination...
When back at the Bridge, select the 'speech' cursor again and
click this on Miranda. Select response '2' from the resulting
conversation menu to ask her about the Autodoc. She says she
wants a 'Reader', so select (by clicking on...) the Personal,
Programmable Reader from your inventory, and click this on
Miranda. When you get the Reader back, this time programmed to
the Autodoc's requirements, click the 'use' cursor on the Door on
the far wall to once again retire to the Elevator.
From here you need to go back to Sick Bay. As before, to do this
simply select Deck Five in the Elevator, then click the 'use'
cursor on the left-hand Door when you arrive there.
Back in Sick Bay, select the Isolinear Optical Fiber from your
inventory and click this on the Autodoc's Connecting Junction
(the hole with green wires already visible through it). Now
select the newly re-programmed reader from your inventory and
click this on area directly right of the Connecting Junction
described as an 'ideal place to put a small device'. You are now
ready for foreign-object extraction, so click once again on the
red Button to enter the Autodoc, and re-select 'advanced
procedures' from the menu.
When the Infodisk has been extracted from your body, select 'open
Door' again and you will climb back out of the Autodoc. Now turn
your attention to the yellow Button below the red one on the
Autodoc's exterior. Clicking on this with the 'use' cursor will
result in a small Drawer opening which contains the Infodisk. Do
this, then collect the disk by clicking on it with the 'use'
cursor.
That concludes you work in Sick Bay, so it is time to leave.
Click on the Door with the 'use' cursor again to exit back to the
Deck Five Corridor, then on the Elevator's Door to enter there.
This time, select Landing Bay Two as your destination.
Upon arrival, click the 'use' cursor on the Three Metre Cable
Harness (the red/orange/yellow object coiled on the floor in the
middle of the room) to collect it. Now click the 'use' cursor
on the small Door on the far wall to enter the Vacuum Suit Room.
Once inside, take a look at the 'wardrobe' towards the right of
your screen, where the Vacuum Suits are stored. On either side
of this are two Cabinets (appearing as darker grey squares with
a red stripe down their right-hand sides). Click the 'use'
cursor on the left-most Cabinet to open it, then on it's
contents: the Sonic Stunner. Do the same for the right-most
Cabinet and collect the Canister of Laser Diffusion Aerosol which
is stored within. Now click on the Door to exit back out to
Landing Bay Two.
From back outside in Landing Bay Two, select the Cable Harness
from your inventory, and click this on the Hand Grip (appearing
as a light grey rectangle to the right of the Door to the Vacuum
Suit Room). Now select the Hyper-Conducting Attractor Unit from
your inventory, and click this on the other end of the now-tied-
up Cable Harness.
Next, bring up the right-hand-mouse-button menu again and select
the 'walk' icon from it. Click this at the far right-hand edge
of your view and you will see that as Quinn walks in that
direction, your view scrolls revealing more of the room.
When the right-hand wall of the room comes into view, stop and
click the 'use' cursor on the Control Panel at the base of the
wall near the right-hand end of your view. Clicking on this will
unfold the Magnetic Crane controls which you will automatically
then go and sit on.
When the POV shot of Quinn sitting on the Crane controls comes
up, click on the 'Operate Crane' Button and a new set of Buttons
will appear. Click again, this time on the 'Tractor Field'
toggle, so it reads 'Tractor Field On'. Now click on the 'right
arrow' Button 4 times, then the 'up arrow' Button 14 times so
that the Hyper-Conducting Electromagnet attracts the Hyper-
Conducting Attractor unit tied to the end of the Cable Harness
into the air.
When the Cable Harness is pointing directly upwards, do not click
on any further direction Buttons. Instead, click on 'Done' twice
and you should stand away from the Crane controls just before
they fold themselves away again. When this has happened, click
the 'use' cursor on the now-vertical Cable Harness and you will
climb up it to the Engineering Loft above.
Once you get up to the Loft, click the 'use' cursor on the small-
looking Door just visible at the left-hand side of your view, and
you will enter the Engine Compartment.
Stop when you enter this new location because the Laser is
dangerous and will need disabling before you can turn your
attention to the offending Stasis Field (the multi-shade grey
rectangle above the laser) which Miranda told you to sort out
when you were talking to her earlier.
To disable the Laser, firstly select the Canister of Laser
Diffusion Aerosol, and click this on the Laser itself. This will
protect you from being hit...at least for now! Now select the
Multi-Purpose Retention Clamp from your inventory and click this
on the Laser as well. Next, click the 'use' cursor on the Door
as if you were going to leave the room, and you will find that as
you are about to do so, the Laser will try to shoot at you, and
because it was restricted by the Clamp it will overheat and
explode! What fun!
With the Laser out of the way we can turn out attention to the
Stasis Field which is engulfing this compartment of the Quantum
Drive. First, select the Com-Scanner from your inventory and
click it on the '?' icon beside the visual representation of your
inventory at the bottom of your screen. This will open a close-
up of the Com-Scanner with 'Talk' and 'Scan' buttons, a frequency
slider, and a visual display. Click the 'use' cursor on the
frequency slider at the bottom of the close-up and drag this one
notch to the right. You should hear a noise similar to a
telephone dialing-tone. Now click anywhere off the close-up to
close it, before re-selecting the Com-Scanner from your inventory
and this time clicking it on the Laser.
Now select your Sonic Stunner from your inventory and click this
on the Com-Scanner now affixed to the Laser. You will
automatically take a few steps back before turning and shooting
the Com-Scanner which will result in the cloud of Laser Diffusion
Aerosol being dissipated. Click the 'use' cursor on the unharmed
Com-Scanner to retrieve it, then get the close-up of it again and
drag the notch back to its original position to turn off the
annoying tone.
Next, select the Programmable Sensor Probe from your inventory
and click it first on the Stepping Disk, then on the Stasis
Negator Gun, both also in your inventory. Now select the Fully
Charged Power Capsule from your inventory and click this on the
Stasis Negator Gun to power it up. Finally, select the Stasis
Negator Gun itself from your inventory and click it on the Stasis
Field. You will retreat a little again before turning and
blasting the field away once and for all!
You have finally finished here. Don't bother collecting the
Canister of Laser Diffusion Aerosol or the Retention Clamp as
these are no longer useful to you. Simply click the 'use' cursor
on the Door and this time you will leave the room back to Landing
Bay Two.
Click the 'use' cursor on the Cable Harness again and you will
climb back down to the main floor. Now click on the Elevator
Door and you will retreat to the relative comfort and safety of
the Elevator again.
Select the Bridge as your destination again, and when you arrive,
select the Infodisk and click this on Seeker. When you finish
conversing, select the 'speech' cursor and click this on Seeker
too. As you do this, you should automatically say "Success!".
If not, click the 'speech' cursor on Miranda or Seeker and talk
to them about anything and everything until this event does
occur. As soon as you utter the word "success", you will lose
control of the game (meaning that you have no control over the
events for a short period of time) as the first out-scene rolls
into action...
!SAVE!
When you recover control of the proceedings, select the 'speech'
cursor and click this on Seeker to ask his opinion on what you
should do next. He tells you to 'scan the underside for the
opening'. To do this, click the 'use' cursor on the monitor of
your workstation to your character's right, and you will bring up
the DSBS Computer Menu. Click on the 'Scan Ops' Button, then
the 'Passive Enabled' Button (it will toggle to 'Active
Enabled'), then the 'Deep Scan' Button. Follow this with a click
on the 'Geographical' Button, then when the picture on the
display changes, a click on the page up Button (the Button
furthest left on the display). The scan will now be made, and
the computer will soon locate Fist of God.
After a spate of talking between yourself, Seeker and Miranda
which you have no control over, you and Seeker will eventually
leave your ship and enter the Village of the Canyon People.
Watch as you automatically investigate the dying village chief,
then get shot at. When Quinn and Seeker dive into the Crater,
you recover control. Quickly select the Stasis Negator Gun from
your inventory and click this on the white Trooper standing on
the cliff above you. This will dissipate his Stasis Field
Armour. You can now kill him for good by selecting your Sonic
Stunner from your inventory and clicking this on.
With the Trooper gone, you and Seeker will automatically climb
back out of the Crater. Select the 'speech' cursor again and
click this on the Canyon Chief. First ask him what happened to
his village by choosing option '1' from the conversation menu.
When he has answered that question, click the 'speech' cursor on
him again and this time ask him about the Tnuctipin Ship by
selection option '1' from the new conversation menu. Finally,
click the 'speech' cursor on him for a third time and after a few
last words he will die...
Yourself and Seeker will now automatically retreat to the Lance
of Truth (your ship) and there will be an long, automatic
conversation between the two of you and Miranda. When you are
shown a conversation menu with three possible responses, select
the option by which you tell the others that you will scan for
the ARM's location.
To carry out this scan as you have promised, first click the
'use' cursor on your Monitor to start up the Computer. Again,
press the 'Scan Ops' Button, but this time leave the 'Passive
Enabled' Button alone as Miranda advised, and only press the
'Short Scan' Button. This time you need to select the
'Technological' option when asked about the type of scan.
After being given the results of the scan there will be a little
more conversation after which you will be presented with a
further conversation menu. From this, select option '3' - 'The
most prudent course would be to go back out the way we came in'.
More speech will follow, then you will fly the Lance of Truth
back through the fist of God and onto a huge space ledge.
Having arrived on the Space Ledge there will be more automatic
conversation between the three of you, then you will be presented
with another conversation menu from which you should select
option '3'. After a quick argument with Miranda, Seeker will
leave the Bridge for the Vacuum Suit Room, which is exactly where
you must head for now.
Follow Seeker by clicking the 'use' cursor on Elevator Door.
Select Landing Bay Two as your destination from the Elevator, and
once there click the 'use' cursor on the Door on the far wall to
enter the Vacuum Suit Room
When Seeker has finished moaning, click the 'use' cursor on one
of the Oxygen Tanks (red, on he floor by the Vacuum Suit
'wardrobe') to take one. Now click the 'use' cursor on the
Space-suit Storage Control Panel to the left of the left-most
Storage Cabinet (also by the Vacuum Suit 'wardrobe'). When the
close-up of this Control Panel appears, click the 'left' Button,
then the 'select' Button. Now click anywhere off the close-up
to close it. Have a quick look at the selected Vacuum Suit by
clicking the 'eye' cursor on it. It should be a suit suitable
for the average human male. If it is not, use the Control Panel
again to find one that is suitable by scrolling through them with
the 'left' and 'right' buttons, selecting them with the 'select'
button, then viewing them with the 'eye' icon as we have done
with this first one.
When you find a suitable Vacuum Suit, select the Oxygen Tank from
your inventory and click this on in, then click the 'use' cursor
on it as well and you will climb inside. Finally, click the
'use' cursor on the air lock Door (the bulky Door at the left-
hand side of your view), and you and Seeker will leave the Lance
of Truth.
Once outside on the Space Ledge, select the 'walk' icon and click
it at the far left-hand side of your view. When you get into the
next screen, do exactly the same again so you walk another full
screen to the left. Keep walking in this same way to the left
many times. Eventually, the ARM will land and invade the Lance
of Truth with Miranda still inside! Do not worry about this
event as it supposed to happen and will, believe it or not, end
up to be vital to your success in the game.
At this point in the proceedings you are automatically given
momentary control of Miranda to make a conversation menu choice
for her. Choose any of the responses from the menu as they all
have the same eventual outcome. Soon the action will return to
Seeker and Quinn on the Space Ledge floor and Miranda is taken
away aboard your ship leaving you stranded on the giant Space
Ledge.
This part of the game is more difficult to explain that others as
there is no set pattern of actions you must make to succeed,
simply one goal which can be achieved in a series of different
ways.
Basically, you are stranded on an immense Space Ledge which you
must escape from in order to continue your adventure. It is
littered with space debris, most of which is useless. There are
also, however, ten useful items which you must to collect from
all corners of the Ledge to aid your escape. To do this, move
Quinn and Seeker around the Ledge, find the objects, then click
on them with the 'use' cursor and you will pick them up.
Also on the ledge are various spaceships. Most of these are
useless as they have crash-landed some time ago and their hulls
are no longer intact. It is worth noting, however, that you will
have to visit some of these crashed ships anyway because some of
them house two or three of the 10 objects mentioned above which
you will need to collect.
One of the spaceships on the Ledge, however, has not crash-
landed. It was built to transport 'people' around the Ledge and
is therefore called a Ledgehopper. When you have found 8 of the
10 items I have mentioned above, you must go to this Ledgehopper
with both Seeker and Quinn. As I will explain in due course,
most of the items you have found on the Ledge, together with two
more found inside the Ledgehopper, will then fit into various
'bays' on the side of the ship. When they are all fitted, the
ship will then be ready to transport you off the Ledge.
To help you find the ten items which you will need to collect,
the Ledgehopper and the crashed spaceships on the immense area of
the Ledge, you can use your Com-Scanner. First, select this from
your inventory, then click it on the '?' icon at the bottom of
your screen. When the close-up of the Scanner appears, select
the 'scan' Button and it will perform a scan of the Ledge, the
results of which can then be seen on the display above. Together
with the perimeter walls, there are six other types of things
which will show up on the scan. They are as follows :-
RED DOT - Quinn
ORANGE DOT - Seeker
DULL GREEN DOT - One of the 10 items
BRIGHT GREEN STRIPE - A crashed space-ship
BRIGHT GREEN DOT - The Communications Tower
BIG DULL _and_ BRIGHT GREEN DOT - The Ledgehopper
Now I have explained the basic theory behind this section of the
game, I will tell you exactly which locations to go to on the
Ledge, which character to go there with, and which order to do
this in. When describing the location which I want you to go to
next, rather than telling you to go north, south, east, west
etc., I will explain the location in terms of where it appears on
the scan. Carry out a scan with your Com-Scanner as described
above, then use the results of the scan to use as a guide to the
direction you should then go in.
When you know which direction to go in (get this by comparing
where your current location is on the scan [either the red dot
if you are Quinn, or the orange dot if you are Seeker] to the
location of your destination), use the 'walk' icon to go in that
direction until you arrive. If in doubt about whether you have
arrived at the right place, check with another scan to see
whether the dot representing your character is right on top of
the dot representing the correct location.
Okay, let's get movin'...
First of all, move Quinn to the Communications Tower. This is
represented by a bright green dot in the centre at the bottom of
the scan. When you arrive, click the 'use' cursor at the top of
the Ladder which extends up the Tower's side. When Quinn has
climbed to the top of the ladder and you are shown the close up
of the mechanism, click the 'use' cursor first on the lever, then
on the red Button behind it.
After closing the close-up, click the 'use' cursor right at the
top of the Communications Dish to collect the Battery which has
been inserted there. When you have the Battery, click the 'use'
cursor back at the bottom of the Ladder, and after a moment you
will be shown the close-up again. At the close-up, click the
'use' cursor on the lever to extend the Communications Dish back
to the vertical position, then close the close-up and you will
automatically descend the remaining distance to the bottom of the
ladder.
Your next location should be the dull green dot directly left on
the scan from the red dot which represents you. This dot is
between the one representing the Communications Tower, and the
one in the lower-left-hand corner representing a crashed
spaceship. When you arrive you will find the Guidance Control
Module. Collect this by clicking on it with the 'use' cursor.
Now continue left to the location represented by a bright green
stripe at the far bottom-left-hand corner of the scan. This
represents a smashed-up ship which in itself is useless, but
which has three of the ten items you are going to need to collect
to aid your escape off the Ledge.
When you arrive at the Ship, you will see that it covers two
screens. If you are not there already, go to the screen from
which you can see the right-hand side of the ship at the left-
hand edge of your view. Once there, click the 'use' cursor on
the Airbag on top of the ship to collect this, then on the
Functional Diagnostics Display on the ship's control panel
beneath where you took the Airbag from.
Now make your way around the ship and left, into the screen where
you can see the left-hand side of the ship at the right-hand edge
of your view. From there, click the 'use' cursor on the
Navigation Gyro (appearing as a brown object near the top of
your view poking out from the ship's left-hand side).
When you have these three items you have finished at this
location. Take another scan and locate the dull green dot at the
left-hand side of the scan just below the wall which sticks into
the scan near its top. Move to this location. Upon arrival you
should find a Partially Depleted Fuel Cell. Collect this by
clicking on it with the 'use' cursor.
Now it is time to change the character which you are currently in
control of for the first time. To do this, bring up the right-
hand-mouse-button-menu and click on the icon with the outline of
a single head on it. This, in turn, will bring up another menu
with Quinn, Seeker and Miranda listed on it. Select Seeker.
You will find that you are now controlling Seeker. Obviously,
you will be at a different location than you were at a moment ago
because you have now moved to the screen where Seeker has been
standing for the past few minutes. You will see that Seeker also
has a Com-Scanner which can be used in exactly the same way as
Quinn's, together with an identical Sonic Stunner too.
Take another scan in the same way as you did with Quinn to see
where you are located on the Ledge now. Remember that you are
now represented by an ORANGE dot because you have changed to
Seeker. Now move to the dull green dot in the middle at the top
of the scan. Getting to this will involve going in a general WNW
direction. When you arrive at the right spot you will find a
Radar Mechanism which should be collected by clicking on it with
the 'use' cursor as usual.
Now head back in the direction you came, towards the dull green
dot the other side of the wall to where you are, close to where
both characters started (this is SE from your present location).
You will obviously have to make your way around the wall to get
to this location. When you arrive you will see a bulky crate
with a Directional Actuator jammed underneath it. Click the
'use' cursor on the Directional Aculator and you will
automatically radio Quinn and ask him to help you get it out.
Once you have the Directional Aculator you should have collected
all the items you need to have in your possession before going to
the Ledgehopper, so it is time to take first Seeker, then Quinn
there now. It is represented on the scan by the biggest blip
(also the only which shows as both shades of green). It is west
and a little south from where you are standing when you collect
the Directional Aculator. First move Seeker there, then when he
is standing safely by its side, switch to the control of Quinn
once again and do the same with him.
When both Quinn and Seeker are standing by the Ledgehopper,
switch to controlling Quinn if you are not doing so already, and
click the 'use' cursor on the cockpit's hatch. When the view
changes to an internal shot from inside the Ledgehopper, click
the 'use' cursor first on the Door of the Storage Compartment
near the right-hand edge of your view, then on the Spare Ignitor
and the Thruster Control Valve within.
You have now collected all ten items you need to get the
Ledgehopper working - now it is just a matter of inserting them
in their proper places and then you'll be able to escape this
location at last. First you are going to insert the Functional
Diagnostics Display. To do this, first click the 'use' cursor on
the cracked, Non-Functional Diagnostics Display to remove this,
then select the Functional Diagnostics Display from your
inventory and click this in place of the cracked one to replace
it.
Now select the Directional Aculator from your inventory and click
this in the small black 'socket' in the middle of your view at
the bottom. (Where you would normally expect an aeroplane Joy-
Stick to fit.) You will put this into place ready for use when
you get the vehicle flying.
Now exit the Ledgehopper again by clicking the 'use' cursor on
the green Button towards the right of the ship's interior.
When the view reverts to exterior again, take a look at the
Ledgehopper. You will see a series of 'gaps' on its side, which
are, in fact, bays into which you have to fit the various items
you have been collecting on your travels around the Ledge.
Insert the items into the Ledgehopper as follows, starting with
the 'bay' at the far left-hand end of the ship and ending on the
'bay' in the nose of the ship at its far right-hand end (NOTE:
You must change to Seeker when you come to fit the Radar
Mechanism as he was the one who collected this item. Simply
change to him when you come to this, number 6, then back to Quinn
to fit number 7) :-
1) Battery 2) Partially Depleted Fuel Cell 3) Spare Ignitor
4) Thruster Control Valve 5) Navigation Gyro
6) Radar Mechanism 7) Guidance Control Module
You should be controlling Quinn at this point, though it does not
matter which character you are controlling. Simply click the
'use' cursor on the Cockpit Hatch and that character will enter
the ship, then change to the other character and do the same with
them.
When both characters are sitting inside the Ledgehopper you are
finally ready to take off and escape! To do this simply click
the 'use' icon on the Button on the top of the Directional
Aculator (Joy-Stick). Fortunately, there is just enough fuel
for you to reach the Rim Wall.
!SAVE!
When you regain control of the action again, you next need to
find some way of transporting yourself the long distance to the
nearest Elevator. Fortunately, this is pretty easy because a
Mag-Lev Transport Car has been provided for you. To get to this,
move the cursor to the bottom of your view and find a point where
it changes from it's current 'picture' (hand, crosshair etc.)
to an arrow pointing downwards. When it does this it means this
is a spot where you can exit into the screen south of your
current location, so simply click and the characters will make
their way down a screen.
In the next screen go south again in the same way, and then again
in the screen after that. You should now arrive at the Mag-Lev
Transport Car's parking spot. Click the 'use' cursor on the side
of this vehicle and you will both climb aboard.
When you view reverts to a POV internal shot of the Car's
controls, stop a moment and let me explain the controls :-
At the bottom left-hand corner of the view is the Radar. The
white dot in the middle of this is your car, and the vertical
lines represent the road it can be moved along. To the right of
this are a set of six green lights which graphically represent
the movement of the car. Pay no attention to these!
Next, further right still, comes two columns of several red
lights each. A short time after you start moving, the bottom
light of the left-hand column will light. This means you are
approaching the first landmark on the road: an Elevator. As you
get closer to this Elevator, this light will move up the column,
until the top light is lit. At this point you are very near the
Elevator. Because this Elevator is jammed we are going to drive
straight past this one and go onto the next one. As you will
see, when we go past this first elevator, the light will go out,
and instead the top one on the right-hand column will light. As
we go further and further away from the Elevator again, the light
will move down the column until the very bottom light has lit and
gone out again. Still further down the road, you will start
approaching a second Elevator, so the light at the bottom of the
left-hand column will light again and the whole process will
start over. This time, however, you will need to stop when the
light reaches the top of the column as, at this point, you will
be outside the second elevator.
Look further along to the right of the Car's controls. The
white/grey Button is your forward/reverse toggle. The section
which it white (lit up) represents the direction you are
currently going in - top section=forward, bottom
section=backward. Note that if you are going at full speed it
will take some time for the ship to slow before it can change the
direction it is moving in.
Next to the forward/reverse toggle is, as you can see, a large
red Button. Use this to stop, or, if the Car is already
stationary, to exit the interior view back outside. Next to
this, at the far bottom right-hand corner of your view is the
acceleration slider. When the notch is at the top you are either
stopped or slowing, drag it down to the bottom and you will
increase to full speed.
Now I have explained the controls you are ready to go :-
First of all, drag the notch on the Acceleration Slider to the
bottom and watch as you slowly increase to full speed. After a
while, one of the red lights will light up as I have explained as
above. Watch each light go on then off in turn as I described.
When all the lights are unlit again, it means you are directly in
between the two Elevators. Now get ready as you begin to
approach the Elevator you need to stop at.
When the lights start moving up the left-hand column again, pay
attention. Use the acceleration slider to slow down a little,
then when the second to top light is lit, slow right down so you
are just trundling along and have greater control over your Car.
Watch the Radar carefully. When you see a circular outline
beside the road on it, allow your ship to approach this, then use
the red button just before you get to it to slow, and hopefully
stop right outside it. If you go past the outline, switch to
reverse and approach it from the other side. Do not exit your
Car until it is stopped directly outside the Elevator which you
will be able to judge by checking with the Radar. Now click the
red Button from a stationary position and you will exit the Car.
When you get outside, take a look at the pathway on which you are
standing. If it looks the same as it did when you entered the
Car (ie, you can not leave the screen to the left because there
is a seemingly bottom-less gap there), re-enter the Car and be
more accurate in your positioning outside the Elevator. If,
however, you can now walk left now do so by clicking the cursor
at the far left-hand edge of the screen and you should arrive
outside an Elevator.
When you arrive outside the Elevator, first change the character
you are controlling to Seeker if you are not doing so already,
then click the 'use' cursor on the double-doors at ground level
at the front of the Elevator. When Seeker is standing holding
the doors open, quickly change back to controlling Quinn, and
this time click the 'use' icon just below Seeker's right armpit
where there is a lever inside the Elevator. This will result in
the Steps leading up the the two upper doors extending so they
can be climbed. Now click the 'use' cursor on either of the two
upper doors and you will enter the Elevator.
Change back to Seeker again when you get inside the Elevator, and
click the 'use' cursor on the Robot. After struggling to hold
the Robot, Seeker will drop it, but if you click on it again,
this time he will manage to keep it up. Quickly change back to
controlling Quinn, then select the Airbag from his inventory and
click it underneath the robot to wedge it. After some
conversation, you will automatically pressurise the Elevator with
Seeker's air. When this has happened, select the Rebreater Tank
from your inventory and click this on the Airbag to inflate it.
When the Airbag has been inflated and all but pushed the Robot
off the Elevator control's, click the 'use' cursor on the Button
on the far wall next to the left-most Door, and the controls will
come up, pushing the robot over as they do so. Now click the
'use' cursor again, this time on the internal Elevator's Doors,
and a close-up of the controls will be shown. On this, click the
'use' cursor first on the second Button from the left, then on
the central Button. The Elevator will finally start moving, and
a moment later the scene will cut to Miranda's misfortunes with a
dictator called Teal.
When Teal offers you the drink, choose any of the responses from
the menu as each will eventually result in the same outcome.
Keep choosing responses from the menus until he momentarily
leaves the room. Quickly click the 'use' cursor on the frayed
wires just underneath Miranda's left arm and she will tug one of
them out. As soon as she's done this, Teal will return, and a
few moments later you will jump back to the action with Quinn and
Seeker again.
You and Seeker will automatically climb out of the Elevator and
almost immediately collapse through lack of oxygen! When the
scene cuts to the recovery room, click the use icon on the
'dressing gown' hanging on the pole at the base of your bed,
then select the 'speech' cursor and click this on the caretaker
(man standing nearest the chamber's Door). When he has finished
talking, click the same cursor on him again to ask him a
different question, and then a third time to thank him.
Eventually you will automatically go and talk with Astor
Pharisha, reciter of the Spill Mountain Folk.
Click the 'speech' cursor on her and you will embark on a huge
conversation. Listen/read this if you want to get involved in
the story's plot, otherwise skip it as it is particularly boring!
When it comes to an end, move the cursor to the bottom of your
view where you entered this room and click to leave the cavern.
You are now on a Spill Mountainside. There are many Bridges,
pathways and Steps in this area so you can get around the Spill
Mountain Folk's Village. You will see many men walking around
just as you are doing. Ignore these as they won't talk or
interact with you in any way.
First of all you need to reclaim your Oxygen tank. To do this,
walk left four screens, then go up the Bridge. At the top of the
Bridge, walk back to the right two screens, then click the cursor
through the Door (the cursor will change from a cross-hair to an
arrow when you can click to enter). When you get inside the
Storage Room above the Tanning Room, click the 'use' cursor on
the winch handle by the hole in the floor to wind the rock down.
When this is done, click back out of the room the way you came.
Once back outside you need to make your way to the Tanning Room
itself. To get to this room, go back the two screens to the
left, make your way back down the Bridge, then go right two
screens and enter the Door there. Inside, click the 'use' cursor
on the Oxygen Tank and you will automatically throw it into the
pit in the middle of the room. After a moment it should float to
the surface so you can just see it in the hole. If this is the
case, click the 'use' cursor on it to recover it. If not, leave
then re-enter the room and this time it should be available to be
taken.
Now you need to fill the tank with helium. This is done in the
Helium room! You can get there by first exiting the Tanning
Room, then by going right one screen, down the Stairs, left two
screens, down the Bridge, right a further two screens, down more
Stairs, and then right two more screens. Now click through the
Door at that location to enter the room with the Helium-
Generating Machine housed within it.
Select your Rebreater Tank from your inventory and click this on
the small tap set in the side of one of the chambers of the
Helium Machine. When the tank is filled, exit back outside and
go right one more screen to the Balloon Launch Platform. Walk
right to the edge of the platform, then select the Rebreather
Tank from your inventory and click it on the Balloon. Astor
Pharisha will walk in and talk to you for a moment, then you will
take to flight on the Balloon.
When the arial shot of you on you Balloon appears, turn your
attention to the dial at the bottom of your view. The Button to
the left of that increases your altitude, the one to the right
decreases it. As soon as you begin to fly, click the left-hand
arrow. If it is reported to you that you are already at maximum
altitude, that's okay, otherwise keep clicking on this arrow
until it does so.
Now you must wait as your Balloon floats on the Spill Mountain
currents. As you will see in time, the Balloon will not stay in
the same position on the screen, but move around. When it
reaches the far top-left hand corner of your view, quickly click
the right-hand arrow as many times as you can until the balloon
is at minimum altitude. Now wait as you float slowly down, and
around, and around, and around, and eventually out of the screen
completely. This will take a long time, so why not go off and
make a cup of tea?!
When you do eventually set down in the Desert, select the Com-
Scanner from your inventory, and as you did so many times on the
Space Ledge, take a scan. On the display you will find there
will appear an arrow. Exit the location you are currently in, in
the direction this arrow points. In the next screen, take
another scan and leave, again in the direction the arrow points.
Go through the same procedure in a further three locations (5
times in all), and you should eventually find yourself outside
the forest.
Click the cursor at the right-hand edge of the screen to enter
the forest, then select Erjenta's Flute from you inventory and
click this on yourself to attract Nej G'Lor. Watch as he tries
to attack you, as you brush him off easily, and eventually as he
leaves the screen to supposedly go and light a fire. Now click
the cursor about half way up at the right-hand edge of the screen
(just where he exited a moment ago) and you follow him.
After a fireside conversation with Nej G'lor, the scene will
automatically cut to outside the forest by the ARM Outpost. Wait
until you regain control of the proceedings, then quickly select
the Sonic Stunner from you inventory and click this on the ARM
Trooper to zap him dead! You will now automatically change into
his uniform, then Nej G'Lor will drag his body away never to be
seen again. Now click the 'use' cursor on the ARM Outpost and
you will take over the roll of the dead Trooper.
Wait on top of the Outpost for the ARM Ship to land, then Quinn
will automatically descend and enter it, leaving the other ARM
Trooper for the night watch. The ship will take you to the ARM
Base where you will automatically take on the zapped Trooper's
roll of guard duty. You can do no more here for now, as in this
uniform you are under strict control of Teal, so change
characters back to Seeker.
!SAVE!
Select the 'speech' cursor again and click this on Astor. She
will tell you a long story about some lusty Vampires living in
caverns in the heart of the Spill Mountains, and you will
automatically take on the challenge of banishing these evil
characters. When you have concluded your long conversation,
leave the room in the same manner as you did when you were
controlling Quinn.
When you get outside, go left four screens then take the Bridge
to the next level up. Go back to the right two screens, then
enter the room above the Tanning Room which you were in with
Quinn earlier. Once inside, click the 'use' cursor on the blue
Alcohol Flask on the shelf in the corner, then leave again.
Retrace your steps back, two screens to the left and back down
the Bridge. Now go right two screens and enter the Tanning Room.
In there, click the 'use' cursor on the Tanner's Face Mask which
is hanging on the far wall, then exit this room also.
Continue right into the next screen and take the Steps downwards.
When you get to the bottom of the stairway, head left one screen
and go through the Door you find there. You should find yourself
in some sort of bedroom! Click the 'use' cursor first on the
pouch hanging on the pole just to your right, then on the
Sherbergoat Oil Lamb on the cabinet below the window on the far
wall. Now exit this room again, and go left one more screen
before heading down the Bridge.
Once at the bottom of the Bridge, head right one screen, then
enter through the Door you find there. As before, click the
'use' cursor on the Sherbergoat Oil Lamp on the cabinet below the
window on the far wall to collect it, then exit.
Go right another screen when you have finished in that room, then
head down the stairway. Go right when you reach the bottom, then
right again, where you should then enter the room with the Helium
Machine in. Click the 'use' cursor on the Glass Dome to collect
that, then leave the room and go one more screen to the right
where you should arrive at the Balloon Launch Platform (if not,
go right another screen, and then you definitely will!)
Take the stairs up at this point, and at the top go right and
then up the Bridge. Once at the top again, go right on screen
and enter the room there with the huge crack in the floor. Click
the use icon on the rope hanging on the right-hand wall, then
click somewhere down the crack and you will climb down the
fissure.
When you get to the bottom you will find a puddle of corrosive
fluid which will need dealing with before you can get the key
which floats in it. To deal with it, first select one of the Oil
Lamps from your inventory and click this on the puddle. Now
select the Glass Dome and click this on the Lamp you have just
put in the puddle, and the vacuum which this creates will suck up
the corrosive fluid. Now click the 'use' cursor first on the
Scrith Key to collect it, then at the far top-left-hand corner of
the screen to climb back to the room above.
Upon arrival back at the top of the fissure, leave the room the
way you entered it, then go left one screen, down the Bridge,
left one screen, down the Steps, left three screens, up the
Steps, left two screens, up the Bridge, right two screens, up the
Stairway, left three screens, up the Bridge, and finally right
four screens.
You should now find yourself outside the Elevator. If not,
either I've made a mistake or you did, in which case you'll have
to find your way there yourself. (It is on the highest accessible
level of the village, so just keep going up where possible, then
take a look around.)
When you do locate the Elevator, click the 'use' cursor on its
left-hand Door and you will enter the shaft. Now click at the
bottom of the ladder and you will descend into the screen below.
Go down through a further three screens to the point where your
passage downwards is blocked by think ice. Now select the Gun-
Powder Pouch from your inventory and click this on the ice, then
do the same with the remaining Oil Lamp in your inventory, and
after retiring to a safe distance, you will smash this on the
ice, igniting the Gun Powder as you do so.
The resulting blast will melt away a section of the ice giving
you passage through a door into the Vampire's lair. Click the
cursor through this door to enter.
Upon arrival in the first room, select the Scrith Key from your
inventory and click this on the closed Door to the right. When
that is unlocked, select the Alcohol Flask from your inventory
and click this on the Tanner's Face Mask also in your inventory.
Now select the newely-flavoured Face Mask, click it on your
character, and you will put it on, masking the odour of the
Vampires. You are now ready to continue into the caverns, so
click the cursor through the Door to the right and you will
advance...
The following section of the game is a large maze of pipe-
encrusted rooms in which a total of 18 Vampires roam. You must
shoot all of these Vampires with your Sonic Stunner before you
will be allowed to continue to the next part of the game. Some
Vampires will die after one hit from the Stunner, but with others
you will have to hit them three times before they die.
Follow my directions as outlined below and you will successfully
complete this maze. R means Right, L, left, U, up a ladder, D,
down a ladder, F, through a Doorway in the far wall (thus, away
from you), B, through a Doorway in the near wall (thus towards
you). Those places in the directions where I write 'Vampire'
indicate that there will be a Vampire in the _next_ room. By
telling you this before you enter the room, it means you can
ready yourself for the battle which will occur in a moment.
In case you don't realise, to shoot, select the Sonic Stunner
from your inventory, then click this on the Vampire in question.
My directions will be in two sections because some distance
through the maze you will come upon a room where some special
instructions are needed. I make no guarantees about the
effectiveness of these directions, by the way. Although I am
almost certain that they will take you successfully along one
possible route through the maze, I am also almost certain that
there are quicker routes and possibly even safer routes through
the maze which you may wish to investigate yourself.
!SAVE!
If you're sitting comfortably, then I will begin :-
R, U, L, F, Vampire, R, Vampire, R, R, U, R, D, R, F, D, L, F, R,
F, U, B, U, Vampire, L, Vampire, L, L, D, F, D, Vampire, L, L, U,
U, R, B, D, B, R, D, Vampire, L, Vampire L, L, U, F, U, R, B, L,
B, B, R, Vampire, R, Vampire, R, L, F, Vampire, L, B, L, F, F, R,
Vampire, R, Vampire, R, R, D, R, F, F, D, L, B, Vampire, L,
Vampire, L, R, R, F, U, U, Vampire, R, L, L.
This final left move should take you into a room with a large
number of scrolls lying on shelves on the back wall, together
with a Containment Field protecting a cubic Gem from prying
fingers in the middle of the floor! First click the 'use' cursor
on the scrolls and you will take a couple of them, then on the
keypad beneath the Containment Field in the foreground. On the
close-up of the Keypad you will see 16 Buttons. Starting on the
top row, click each Button once, and only once, going from left
to right, top to bottom. When you have made the 16 clicks, all
the buttons should be red and the Containment Field will disperse
leaving you free to then click the 'use' cursor on the cubic Gem.
When you have both the Scrolls and the Gem, continue following
the directions as listed below :-
R, D, D, R, U, B, B, L, U, L, L, L, F, L, D, B, D, R, R, R, U, L,
F, U, F, L, D, D, R, R, U, B, U, R, R, R, D, F, D, B, L, B, R, U,
B, L, U, L, D, L, L, L, B, R, D, R, F, R, Vampire, R, B, L, U,
Vampire, L, R, D, R, F, L, L, L, Vampire, L, R, B, L, L, L.
You should now find yourself back in the room where you had to
unlock the door with the Scrith Key earlier. If you have not
been allowed into this room it means you have missed a Vampire,
so you will have to go all the way back and kill it! If,
however, you are allowed in, it means you have completed the maze
successfully and can now head back to Astor Parisha to give her
the good news. (If you are not in the room I mention, go left
once more and then you should be.)
When you have completed the maze, click back through the door to
enter the Elevator shaft, then climb back up the ladder by
clicking at the top of the screen. Go up a further two screens
until you reach the level with the door. When you reach there,
click the 'use' cursor on the small red Button by the Door and
you will climb back onto the Spill Mountainside.
Now it is time to find Astor Parisha again. To do this, go left
through four screen and descend down the Bridge. Now go right
four times and enter the room there. Once inside, select the
scrolls from your inventory, and click these on Astor. Now
select the Sapphire-Blue Gem Cube and click this on Astor as
well. She will not take this objects; just tell you about it.
You have now completed all the tasks Seeker can do, and now he
will have to wait to be picked up later. In order that he can be
picked up he will need to wait at the Balloon Launching Pad where
Quinn took off from earlier. To get to there, leave the room the
way you went entered it, go left one screen, down the Steps, left
two screens, down the Bridge, right two screens, down the Steps,
and right three further screens. Now walk right, as far as you
can, so you are standing right on the edge of the platform. This
is vital for the continuation of Miranda's story.
Now switch to Miranda.
!SAVE!
Once you have eaten the food and stood back up from the bed, you
will recover control of the proceedings. You must now escape
from this cell, and the way to do this is to kill the guard when
he enters to reclaim your tray. Unfortunately you do not have
any weapons, so this isn't as easy as it sounds. Instead you
must be a little more ingenious!
First of all, click the 'use' cursor on the empty Tray and the
Pillow to collect them, then on the light above the Toilet to
take out the bulb. Now select the Pillow and click this on the
toilet to block it, then select the length of Superconductor Wire
from your inventory and click this into the now-empty light shade
to divert the electricity from this. Finally, select the tray
from your inventory and click this on the pillow, then click the
'use' cursor on the Toilet Flusher and the trap will be set!
The guard should now return to collect the tray. As he goes to
pick it up he will make contact with the water and will be
electrocuted! Now to make a getaway through the gate he has left
open. Quickly click the cursor beyond the Gate to enter the
corridor.
Now click the 'walk' icon at the left-hand end of your view and
as you walk along you will see that the view scrolls to reveal a
'normal' Door just right of some Security Beams. Click the 'use'
cursor on this Door and you will enter the Guard's Station. Take
a look on the floor near the top of your view, just left of
centre. There you will see a Guard's Toolbox. Click the 'use'
cursor on this and you will automatically approach it and take a
Laser Hacksaw from inside. This is no longer a safe place to
stay, so go back out of the Office the way to came, go back to
the right, and re-enter your cell.
Once back in the relative safety of your cell, select the Laser
Hacksaw from your inventory and click this on Air Vent Grate just
to the right of your bed. You will automatically climb up into
the Vent Shaft.
The next section of the game is also a maze of sorts, but one
where the emphasis is on puzzles rather that complex path-
finding. The puzzles involve the disabling of Anti-Pest Lasers,
one of which is situated directly to your right, set in the
right-hand wall. Click the 'use' cursor on this you will see a
close-up of a bare panel with three red Jumpers on it.
By clicking on the Jumpers with the 'use' icon, you can move them
around into different patterns. You have to set the Jumpers to
the correct pattern (combination) (there are 12 possible
combinations in all), and then the Laser will be disabled
allowing you to pass past it. Some of the Lasers in the Vent
System have no combination and are put there simply to block your
passage in that direction.
Compare the pattern of this first Laser to the one drawn below
and make changes where necessary to make it match. It will then
be disabled :-
o-----o-----o
o-----o o
When you have set the Laser to this combination you will be ready
continue. Now select the 'walk' icon and click this at the
right-hand end of the tunnel, past the Laser. Miranda will crawl
along. Keep clicking to the right of Miranda, and she kill keep
crawling forwards. Stop when you come across a junction to the
left. Go left here and continue north. When you get to the next
junction, go right and continue forward again until you reach the
next Anti-Pest Laser. Now click the 'use' cursor on this to
bring up the close-up, and set the Jumpers as follows to disable
it :-
o-----o-----o
|
|
o o o
Continue past the Laser, then go left round the corner. Go
forward a few more steps, then take the passage to the right at
the next junction. Now continue going forward again until you
get blocked by another Laser. Click the 'use' icon on this and
set the pattern as below :-
o o-----o
| |
| |
o o o
Almost directly past the Laser is another Air Vent Grate set in
the right-hand wall of the tunnel. Move so you are lying next to
this Grill, then click the 'eye' cursor on it. The view will
change to a POV through the bars, and you will see a short scene
with Dr. Tomko talking to a Lab Assistant. When this has
finished and you return to the tunnel view, click the 'eye'
cursor on the Vent in exactly the same way again, and you will
get another scene. Do it a third time and on this occasion you
will see the two characters leaving. A fourth time will confirm
that the coast is clear. This is your chance. Quickly select
the 'use' cursor and click this on the grill.
Once inside the Lab, click the 'use' cursor on the Door to the
right and you will enter the Anatomy Laboratory. Click the 'use'
cursor on any of the covered bodies, and you will automatically
walk over to investigate one of them. Now click the same cursor
on the computer against the back wall, and some the Ghouls will
come alive and begin to chase you. At this point you lose
control of the game as a long automatic scene rolls into
action...
Read through the conversation which takes place on the Ice Shelf
back at the Spill Mountains between Seeker, Miranda, Quinn and
the Puppet. When it is complete you will automatically fly the
ARM's ship into the Flup Tube system. This is another maze in
which you can see where you're going by watching the big overhead
display at the bottom-right hand corner of your view. The grey
bar is an Acceleration Slider and obviously the four red Buttons
are directional controls.
Slide the Acceleration Slider from the top speed which it begins
at, to minimum speed (the next step up from stopped). Now make
your way through the tunnels at this leisurely speed using the
following directions, and you will eventually reach another exit
from the Tubes :-
Past Three Lefts, L, Past One Left, R, L, L, Past One R, R, L, L,
R, Past Three Rights, L, L, R, R, L, Past One Right and One Left,
R, L, L Past One Right, R, R.
When you reach the exit, your ship will emerge from the sea bed
and automatically enter Teal's lair - a futuristic water city.
When you regain control of the action, click the 'use' cursor on
the Door at the far end of the corridor and you will walk through
to the next room. Now do the same there and you will walk
through to the Circular Outer Hallway. Once there, click the
cursor to our character's lefts so they walk left, around the
perimeter of the Hallway and into the next screen, where you
should do the same again so you enter the screen with the double
doors leading into the Circular inner Hallway.
Click the 'use' cursor on the double doors, and sit back and
watch the plot take its final few twists. You have only one
remaining action to do: when the ghoul has killed Teal and
approaches you, click the walk icon into the white beam which
appears and you will be transported away to...?
CONGRATULATIONS, YOU HAVE COMPLETED RETURN TO RINGWORLD!