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- GATEWAY II: HOMEWORLD
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-
- INTRODUCTION
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- This walkthru gives explicit instructions on playing GATEWAY II
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- to a successful conclusion. It does, however, assume you have
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- read the Game Manual and are familiar with the various methods
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- of controlling your actions. This walkthru is based on the IBM
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- PC floppy diskette version.
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- Special thanks must go to CIS Gamers BigBad Mama and Stephane
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- Hui Bon Hoa who tested the accuracy and usability of this
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- walkthru.
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- OPENING SCENES
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- GATEWAY II begins with you being called out of your rich early
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- retirement to help investigate an artifact that has been
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- detected in our solar system, a little too close for comfort to
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- Earth. Is it a Heechee or an Assassin artifact and why is it
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- there? To make things still more uncomfortable the Assassins are
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- worshiped on Earth by a sect of very active fanatical
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- terrorists.
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- THE ADVENTURE BEGINS
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- The game starts with you settled in your living room in your San
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- Francisco penthouse apartment.
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- Head south-west into your bedroom. Take the matchbook from the
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- bedside table. Pick up the fax on the bed and read it. You learn
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- about the activities of the Phoenix sect, the fanatical
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- worshipers of the Assassins and the Gateway Corporation's take
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- over of the planned manned exploration of the Artifact.
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- Return to the living room and wait.
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- You are summoned by a Gateway executive to help in the Artifact
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- mission briefing. Wait. You receive a message from an FBI Agent
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- warning you that Phoenix sect operatives are coming to kill you.
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- Quick action is called for!
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- PART 1: ESCAPE
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- Burn the trash in the trash can or put the lit match to the
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- control unit. Then head south east into the Foyer. Go south to
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- the stairwell. Head east up the stairwell.
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- The aircar rescues you and whisks off to the Conference at the
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- space launch base.
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- CONFERENCE ROOM
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- Before you know it, the base is under attack by the Phoenix
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- sect. Miraculously, you are saved. Now, move quickly if you
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- want to stay alive!
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- Take the dead terrorist's radio. Pick up the piece of paper on
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- the table. Take the terrorist's mask and hand grenade. Put the
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- mask on and then read the paper.
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- Listen to the terrorist radio communications and go out to the
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- Engineering Lab.
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- ENGINEERING LAB
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- Unplug the cable to the robot arm, take the tuning fork, and go
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- down to the Research Center's Tram Station
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- TRAM STATION
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- Wait for a tram to arrive. Get inside the tram. Wait for the
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- tram to stop at the next station and get out at the Mission
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- Control Station
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- MISSION CONTROL
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- Go up to the Mission Control. Examine the specialist. Read his
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- white badge. Examine the control console. Enter A552, select
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- Aquila Mission, initiate the Auto Launch sequence and use the
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- authorization code written on the piece of paper, AERIE. You now
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- have 30 minutes before the automatic launch.
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- Go down to the tram station. Take a tram to the next stop, the
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- Launch Pad.
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- LAUNCH PAD
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- You've heard, via the radio, that the terrorists are going to
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- use the trams to get to the launch pad in time. You need to
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- damage the tram system. Pull the pin on the grenade and then
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- drop the grenade in the tram station.
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- MECHANICAL ROOM
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- Go up to the Mechanical Room. You need to pipe fuel to the
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- booster rockets. Replace the blue pipe's sensor with the red
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- pipe's sensor and pull the lever. Go up in the elevator.
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- GANTRY PLATFORM & SHIP
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- Go in to the ship and then on into the Flight Deck. Sit in the
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- command chair. Wait for the launch.
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- You now contact Gateway Enterprises and tell them of your
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- intention to carry out the Artifact mission. You go into
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- cryogenic sleep for the trip out to the Artifact. When you
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- awake, you are close to the Artifact. It draws your probeship
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- in....
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- PART II: THE ARTIFACT
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- Head out to the aft section of the ship. Open the medikit
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- cabinet, and take the hypo unit, autodoc and vial. Open the hull
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- door, and leave the ship.
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- Open the bulkhead door. Head north until you reach the Cargo
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- Bay, then go up into the Storage Room.
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- STORAGE ROOM
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- Here you see a very sick Diana Tolson. Put the autodoc on Diana
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- and examine the readout. She has been poisoned and has an
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- infection. Examine the hypo unit and set the blue dial to 4
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- (antitoxin) and the green dial to 4 (high dosage). Push the
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- toggle and inject Diana twice. Then change the blue dial to 3
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- (antibiotic) and inject her twice again. Wait for Diana to
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- recover. Talk to Diana to learn information about her and
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- Jack's exploration of the ship. Take the bowl. Open the blue box
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- and take the crystal rod.
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- Go back down to the Cargo Bay and head east until you reach the
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- Terminal Room.
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- TERMINAL ROOM
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- Open the access panel then plug the crystal cube into the
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- crystal matrix. Examine the control console. Talk with Miki.
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- Ask her how to get through the locked bulkhead door. Push the
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- other buttons, if you're interested in the other computer
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- programs' stories. Click on the button in the top left corner to
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- exit the computer screen.
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- Head west, back to the Cargo Bay, then go north-east to the
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- bulkhead door. Enter the code you got from Miki on the keypad
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- to open the door. Continue north-east to an obelisk room. Touch
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- the portal with the crystal rod and go north through the portal.
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- FIRST ZOO: BLOB, DINOSAURS, LIZARD
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- Collect some ooze in the bowl. Head north to the spiny plant
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- growth. Take a twig and head south. The blob will stay wrapped
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- around you, harmlessly. Go north and wait for the blob to make a
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- way through the spiny plant for you.
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- Head north-east through the gap to the tree. Climb the tree.
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- Take, then drop, a fruit pod on each of the three dinosaur
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- things. Wait to recover from your exertions and your fall, then
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- follow the lizard to the north west. Pour the ooze on the stalks
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- and take a crystal egg. Head west and then exchange the crystal
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- egg for the crystal rod with the lizard. Make sure you pick up
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- the crystal rod.
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- Go east, and head through the portal (touch it with the rod
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- first). Head north, via an obelisk room, into the corridor. Go
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- along the corridor to the next obelisk room and portal. Examine
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- the obelisk. Make sure you have the codes written on the piece
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- of paper. Then head north through the portal. (From this point
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- on instructions on how to get through the portals are omitted.
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- There are no exceptions to the method used to this point. You
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- always have to use the crystal rod.)
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- SECOND ZOO: ANCIENT MAN
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- You find yourself underground, so go up to a meadow. Head
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- north-west and take a branch from the forest. Return to the
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- south-east. Put on the dead animal skin and cover yourself with
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- mud. Head north-east to the ape men. Then head north to the
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- cave entrance. Enter the cave to the north-east, pick up the
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- leather thong and head north further into the cave, to the ape
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- man chief. Show him the crystal rod. Examine the vial, then toss
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- it on the fire.
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- Having won the respect of the chief with your mastery of fire,
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- you are now challenged to show your mastery of the hunt! Attach
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- the hypo unit to the spear. Set the blue dial to 6 (sedative)
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- and the green dial to 5 (maximum dosage). Throw the spear at the
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- saber toothed tiger.
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- Head back to the cave, south east, then north east. Make a torch
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- by setting light to the branch with the fire. Go north, then
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- north-west to the portal. Head north though the portal.
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- Continue north until you reach a lab.
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- THIRD ZOO: GENETIC INDUCER & NASTY INSECTS
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- In the lab, open the container and take it. Now, head north to
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- the obelisk room. Examine the obelisk. Go north through the
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- portal. Set both the hypo unit dials to 4 (high dosage,
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- antitoxin). Head north again. Take some green goo from the
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- trough and put it in the container. After the nasty insects are
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- attracted inside the container, close it. If you have been
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- poisoned, inject yourself once or twice with the hypo. Now
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- return south to the lab.
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- Put the container on the inducer platform. Examine the inducer.
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- Follow the instructions for operating the inducer in the GATEWAY
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- II: HOMEWORLD Official Hint Book (included in game box). Remove
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- the scorpion-like tail and modify the mandibles to antennae.
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- Take the cage and return north to the area containing the nasty
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- insects. Open the cage and drop it. All the nasties will become
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- harmless. However, you may still get poisoned before they are
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- all transformed so you made need another hypo injection or two.
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- Now, head north to the portal. Go through it to the obelisk
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- room.
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- SPIDER ROBOT
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- You will have to act quickly here, so read the following through
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- before leaving the obelisk room. Head north-west into a corridor
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- with a door on the left. Open the door and you will see the
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- robot. Immediately go west into the room. Release the gun from
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- its clamp by turning the key, then take the gun. When the
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- spider robot appears, shoot its sensor first, then shoot the
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- robot. Then head north to the computer room.
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- COMPUTER ROOM (THE OLDEST ONE)
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- Open the computer housing panel. The Oldest One is rather
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- annoyed with you it seems! You must disable him. Remove the
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- green core. Now go north-west, remove the panel and green core.
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- Then go north-east and do the same again. Then south-east,
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- removing the final green core.
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- Miki tells you have the Oldest One on the run, but there is more
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- to do. Return to each of the computer rooms and remove three of
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- the blue cores. Leave one blue core in place. Great! Miki has
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- opened all the doors in the ship, so you can get into the
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- restricted areas now. Oh no! The Oldest One is in the crystal
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- matrix with Miki now.
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- Leave the computer rooms area and go south via the Equipment
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- Room until you reach the Cargo Bay. Then go east to the Terminal
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- Room. Examine the access panel and remove the crystal cube.
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- Return west to the Cargo Bay then head north, via the computer
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- room area, to the Bridge.
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- BRIDGE
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- Examine the slip of paper. Write down (really) the Heechee
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- numbers that you found on second Obelisk (the Ape Men zoo)
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- (unless you've got a terrific memory for patterns!). Look at the
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- bridge console and enter the numbers you have written down or
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- memorized. The Artifact heads for Earth.
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- When you arrive you are asked to sit tight. Then the Phoenix
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- sect terrorists board the Artifact. Having identified where the
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- Assassins are located they plan to take the Artifact and fetch
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- the Assassins! When you attempt to hide, you accidentally get
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- into an escape pod and activate it!
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- PART III
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- THE KORD COMMUNITY
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- You land on a very icy looking planet. Pick up the clamp and
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- compass. Wait. A Kord comes by and depicts some events you
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- recognize. Follow the Kord, east, north, then east. You arrive
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- at the Kord village. Follow the Kord into a dwelling to the
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- south. The Kords depict some more scenes for you. You see
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- another Heechee ship crash into this planet and you watch the
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- Kords' method of finding it and then making a representation of
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- it in ice.
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- Leave the dwelling and go east, where some Kords are gathered
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- around a fissure. Examine the fissure. Examine the dust. The
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- Kord "tells" you some stories about how to use the white dust
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- and where it comes from.
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- Return west to the village, then go south-east to the ice
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- garden. Take the following carvings: lamprey, worm, ship, gem,
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- bowl and cutter. Head south to the artist. Show the cutter
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- carving to the artist and you will receive a new cutter. Show
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- the gem carving to the artist and he will show you a story of
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- two Kords who enter a cave with a red glow and how only one Kord
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- leaves. Note the configuration of the cave entrance. Show the
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- bowl carving to the artist and he will supply you with a crystal
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- bowl.
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- Return north, then north-west to the village. Head west twice,
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- then north twice to the rock cleft where the crystal monster
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- lives. Fill the bowl with water, then go south twice, then west
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- twice to the Glacier Entrance.
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- GLACIER
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- Go west and pour the water onto the floor to see which way the
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- passages slope. Go north-west. Pour the water again and go
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- south. Pour the water again and go south-east. Pour the water
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- again and go north to the center of the crater. Go down into the
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- pit. Examine the numeric code on the ship carving. Enter this
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- code on the ship's keypad. This has unlocked the hatch. Now
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- open the hatch. Take the pod from the Heechee corpse. Now you
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- need to get out of this pit! Open the ship's access panel. Press
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- the blue button on the corroded clamp, then take the corroded
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- clamp. Drop the corroded clamp. Put the clean clamp on the
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- corroded clamp. Stand on the clamp, then press the red button.
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- CRYSTAL MONSTER & ICE CLIFF
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- Leave the glacier, then go north twice and then east five times
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- until you reach the cave entrance that you saw the two Kord
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- enter in the artists story. Enter the cave and go north until
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- you reach the source of the red glow. Use the cutter to remove
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- the dead crystal kord from the cavern wall. Take the kord.
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- Go south to leave the cave then go west three times until you
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- reach the crystal monster. Throw the kord at the monster and
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- wait until the monster dies. Head north. On the way, note the
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- behavior of the "diggle." Continue north until you reach a cliff
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- face. Scrape the ice away from the cliff face using the cutter.
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- Soon, a diggle comes by. Wait for it to make a tunnel through
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- the rock. Head north until you reach the mountain hollow. You
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- realize that this must be a Heechee rescue station. Put the pod
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- in the impression.
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- RESCUE STATION
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- Go east into the machine room. Take and examine the remote
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- control module. This controls a robot. Push the bulkhead button
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- to open the door. Then push the right arrow three times. Push
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- the bulkhead button again and a door will open in the machine
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- room. Exit the control module. Go east into the secret chamber.
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- Examine the alien device and place you hand on the handprint.
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- Now, go west twice, then north to the hangar. Hit the tuning
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- fork. Go up into the Heechee ship. Operate the control module
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- again. Send the robot left then up three times. Push the trident
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- button three times. Now, return the robot to the machine room.
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- Return to the machine room yourself. Watch the different colors
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- displayed on the screen, noting the length of the bar underneath
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- for each color. Wait until you have seen all six colors
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- displayed. Return to the Heechee ship. Operate the control
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- module and look, via the robot, at the screen. Note which color
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- must be being displayed and exit the control module. Push the
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- appropriate color button. You are on your way to the Heechee
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- Homeworld!
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- PART IV: HOMEWORLD
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- You are greeted by the Heechee, taken before the council, told
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- you must never leave the Homeworld, and assigned quarters.
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- YOUR QUARTERS AND THE PLACE OF LEARNING
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- Examine the blinking communicator. Note that first your message
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- is from Raphide. Open the cabinet and take the pouch. Pick up
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- the pod and put it on. Leave your quarters and go west to the
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- Place of Moving. You will arrive in the quad of a large campus,
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- the Place of Learning.
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- Go south with the escort. Open the pouch and note the sleeping
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- powder. Wait. When the escort leaves his thermos on the table,
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- put the powder in it. Wait. The escort will drink from the
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- thermos and fall asleep for the duration of the game! Now you
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- are free to come and go as you please. Wait for the green light
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- to come on then enter the lecture hall to the west. You give
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- your first lecture.
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- Return to your quarters, going east to the trams and then north.
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- Examine the communicator. You receive a message asking you to be
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- at the theater at 3:00 p.m. Go back to the campus quad, wait
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- until 2:55 then go north-east to the theater. (You may go and
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- watch the show several times, if you have time while you are
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- waiting, and are interested.) You will meet Macropterous who
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- will tell you about the White Hand, a religious organization
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- that sympathizes with you and will help you try to leave the
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- Heechee Homeworld.
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- THE WHITE HAND
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- Leave the theater and return to the city streets by going east
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- via the trams. Then go south-east and listen to the speaker
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- telling the crowd about Sterigma and his ancient prophecies.
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- When the speaker starts repeating himself, leave, going east,
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- then south. In the garden, read the plaque about Ironweed. Move
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- the mound of dirt and pick up the Ironweed seeds.
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- Now, head north until you reach the hangar. go inside your ship
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- and examine the panel. Select the unmarked code. Your ship will
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- take to you to a harsh sandy landing site. Wait. When the
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- guide-thing appears, head north to the Temple of Sterigma.
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- Examine the stone disks, then turn them as follows: the wings
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- should point to the sky, the knife should point to the fire, the
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- plant should point to the water and the hammer should point to
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- the stone.
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- You will now go down to the Inner Sanctum and talk with
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- Exegesis. Talk to Exegesis about Fogram and the White Hand's
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- beliefs. Then get him to help you with your problems. Ask him
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- about the three missing components. Ask about each of the
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- missing components and how to get hold of them. In particular,
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- ask about the location of a field generator.
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- THE FIELD GENERATOR
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- Leave the inner sanctum, and return to the ship. Examine the
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- control panel and select the unmarked course.
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- Exit the ship, head north and you will find yourself at an
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- archaeological dig site. Plant the Ironweed seeds next to the
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- pillar. Push the red button on the pillar. Look at, then pick up
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- the shiny object (a Field Science badge) and take the Field
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- Generator.
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- THE GRAVITY LENS
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- Leave the dig site and return to the ship. Select the City
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- Hangar on the control panel to return to the city.
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- Go south twice, then head east, then north to the sewer. Put the
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- field generator in the sewage, then press its button. The sewage
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- turns as hard as rock. Now you can get across to the maintenance
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- shaft. Go north until you reach the tube junction. Jump. Take
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- the gravity lens. Put everything in the pod. Make sure you are
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- wearing the pod. Now climb up until you reach a tube junction.
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- Get out of the maintenance shaft and return to the sewer. Push
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- the button the field generator to release the sewage and pick up
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- the field generator.
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- THE NAV DATA CHIP
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- Leave the sewer and head west from the alleyway. Go north until
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- you reach the hangar. Enter you ship and take it to the
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- Administrative Planet. Before leaving the ship write down
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- (really) the code for the Temple Site from the control panel.
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- When you arrive in the docking area one of the technicians tells
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- you about the probes. Go north to the Command Center. Examine
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- the control panel and enter the code for the temple site, from
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- your ship's control panel. This will launch a probe and have it
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- land at the Temple Site.
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- Now, return in your ship to the city hangar. Leave and head west
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- to the trams, then to the Place of Learning. Go south into the
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- lounge and wait until it is time to give a lecture. Return to
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- the city hangar and take the ship to the Temple site. Visit
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- Exegesis and talk to him about Solifluction, Raphide and the
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- TransWarp Drive. Keep talking to Exegesis until he reveals his
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- true identity, you know everything you can about Astatine and
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- have a plan to contact Raphide.
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- THE TRANSWARP DRIVE
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- Leave the temple site and return to the city hangar. Go to the
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- Place of Learning and enter the lounge. Wait for the green
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- light, then enter the lecture hall. You will give your lecture
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- and surreptitious message to Raphide. Return to your quarters
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- and answer the communicator. Talk with Raphide. Raphide should
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- ask you to help him kill his father in exchange for information
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- on the TransWarp theories. You should agree.
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- Leave your quarters and head east to the Place of Seeing. Wait
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- for it to open. Then head east and wait until the telescope is
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- in place for viewing. Look through the telescope and write down
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- (really) the shape of the Aesthemis Constellation. Wait until
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- the telescope is at ground level, then leave and go west to the
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- Place of Learning.
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- Go west, enter the pattern of the Aesthemis Constellation and go
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- into the laboratory. Touch the screen and talk to Astatine. Get
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- him to tell you the code to start the demo and have him
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- disengage the clasps holding the datastore in place. Take the
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- datastore. Put on the visor and examine the prototype. Look at
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- the keypad and enter the code given you by Astatine.. Wait
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- until the beam of light is straight, then take the prototype.
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- You will have to restart the demo if you misjudge this. Take off
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- the visor.
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- Return to your quarters and talk with Raphide on the
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- Communicator. He will erase Astatine and tell you about
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- Solifluction. Now take the ship to the Temple Site and talk with
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- Exegesis/Conference. Get him to tell you about the Datavaults.
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- THE DATAVAULTS
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- Return to your ship and head for the Administration Planet. Go
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- east from the docking area to reception. Then go south-east. Put
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- on the prototype and press the stud to activate it. Go east to
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- the vault entrance. Wait until the robot has removed the shield,
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- then take the cable coils. Touch the index with the cables. Then
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- wait for the robot to remove the index shield. (If you like,
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- skip to the next paragraph, fifth sentence.) Look at the index
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- and enter "Solifluction." Mmmm, didn't work. Oh, well! Wait for
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- the prototype to recharge, push the stud, then return to the
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- ship and go to the Temple Site.
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- Talk with Exegesis/Conference again. Return to the Data vault
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- and repeat the process to get to the index. Exegesis/Conference
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- gave you a clue as to how Fogram may have filed Solifluction.
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- Fogram considered Solifluction to be a traitor. Enter "traitor"
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- in the index. Note the code of the datafan. Go east into the
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- datavault. Enter the datafan code on the keypad. Wait for the
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- workthing to give you the datafan. Then transfer the personality
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- in the datafan into the datastore by connecting them and pushing
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- the download switch. Leave the datafan behind by dropping it. Go
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- west into the datavault entrance. Wait until the prototype is
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- recharged and press the stud. Return to the ship and go to the
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- Temple Site. Tell Exegesis/Conference that you have a
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- personality in the datastore and he will activate Solifluction's
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- personality.
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- Solifluction explains the TransWarp theories and your ship is
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- modified so it can make the journey out of the black hole.
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- Solifluction also explains how your prototype can be modified to
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- make you invisible. The prototype is modified accordingly. Then
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- you are off to the Artifact.
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- PART V: ENDGAME
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-
- You dock with the Artifact. Leave the ship, open the bulkhead
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- door and head up the corridor, north-east. Diana will talk to
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- you and tell you that the Phoenix sect still have control of the
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- ship and are planning to take the Artifact to the Assassins'
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- world.
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- Put on the prototype and push the stud. Go west until you reach
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- the dream room. Lay on the couch, tell the terrorist leader you
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- are an Assassin and instruct him to go to the bridge. Head east
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- to the cargo bay, then south to your ship. Take the radio from
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- the cabinet. Leave the ship, go north to the cargo bay, then
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- east to the Terminal Room. Drop the radio here. Go west to the
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- cargo bay. Wait until the prototype recharges and then push the
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- stud. Go west to the dream room and lie on the couch. Select the
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- dialogue path that continues instructing the terrorists and
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- contains the words "safe. Open."
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- Return to the Terminal Room and put the crystal cube in the
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- matrix.
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- Enjoy the dramatic closing sequences!
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- GATEWAY II is published by Legend Entertainment Company and
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- distributed by Accolade, Inc.
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