CONNECTIONS: It's A Mind Game
WALKTHROUGH
Created and sent in by George Ison
CONNECTIONS
ItÆs a Mind Game
VIDEO PROBLEMS: If your Quick Time movies show a black screen, the following
are possible fixes:
In the windows directory, thereÆs a qtw.ini file. In the [video] section, it is
normally set to Optimize=Hardware. The three possible fixes are: Optimize=Driver,
Optimize=BMP, or Optimize=DIB. After playing the game, you may want to change
back to the normal setting of Optimize=Hardware in the [Video] section. Making
any changes requires a restart of windows.
Your goal is to collect items representing innovations throughout history and
put them into a chain of connections. When you find an item and itÆs placed in
your chain, click it to see an interesting and educational video about that item
and the relation to other items in the chain. When the chain is finished, you
automatically go to another area of game. About the only drawback in the game,
it has to be started from disc 1 each time.
You stand facing a castle. Check the control box just right of the drawbridge.
Look under the carpet in front of the castle. Turn around and enter the building
with a single door. Examine the window inside. Turn and talk to Mr. Burke, who
appears several times throughout the game. When youÆre alone, examine the picture
of Africa on the wall. Nearby, click the steel balls and notice the clicks. Turn
the globe to Africa and youÆll discover a safe behind the wall picture.
Examine the card on the desk (faint imprint of some numbers.) Get the pencil. Click
itÆs image on your chain. Do this for all new images on the chain. In the middle
drawer, uncover the card and notice the five digit number. Could these be related
to the clicks of the steel balls? Anyhow, itÆs the combination to the safe, which
contains a couple of shillings.
In the right drawer, there should be some carbon paper. Rub it over the card with
the imprint. Play the message on the phone. Be sure to rewind it. Make sure youÆve
examined everything on the desk and in the room. At the building with two doors,
enter the Apothecary on the left. Buy the yellow bottle on the shelf. Exit and enter
the Electronics shop next door.
Examine the oscilloscope, TV, etc. Play the video tape on the TV (itÆs critical.)
You learn about a drawbridge opener and a certain voltage. Go back to the office.
Remember the phone number you found on the card? ItÆs to the Electronics shop. Make
the call and immediately play the answering machine when the shop owner answers.
Go to the shop and get the oscilloscope. ItÆs useless until you restore the phosphor
coating to its screen. Maybe a trade at the Apothecary will help. Once the oscilloscope
has been repaired, go to the drawbridge and open the control box. Place the scope
inside and set the proper voltage that you learned about in the video tape. Enter
the Castle.
NOTE: R means turn right, L means turn left, F means go forward once, F2 means forward
twice, and so on.
CASTLE.
Go straight ahead past the fountain. Talk to the guard. R, F, R, F, L. Go down steps
to the pump station. Get the shovel. Examine the pump. Face away from it to see the
flooded stairway leading down. Go
back upstairs and exit to the fountain. Go straight ahead to the other red door.
ThereÆs a sword in the stone. This is your ticket past the guard. Turn right to a
small doorway. Get a condenser from the crate. Return to the Apothecary.
APOTHECARY.
The woman should be gone. Get a match and a bucket. Return to the castle pump room.
PUMP ROOM.
Use the condenser on the side of the pump. Get a bucket of water, from the flooded
stairwell, and use it on the condenser. Use your shovel on the coal. Open the furnace
and use the shovel on it. Light the furnace and use the shovel on it again. Go down
the drained stairwell. Lower the two sword switches, on the control bank, all the way.
Return to the sword room and get the sword. Show it to the guard. Try to get the
jewel from the crown. Try again. Go back down to the control room and look at the
computer screen on the right of the control bank. Get the idea? At the three wall
switches, set them left to right false, false, true. Go get the jewel from the crown
and examine it and anything new on your chain.
Try to leave the throne room. Listen to Mr. Burke. You end up in a desert. Ride the
balloon. Examine the chain image. Turn to face the town.
MINING TOWN.
F2, L, F, L to the side entrance of the Orpheum. Go through the hallways, knock on
the magicianÆs door and approach him. Go to the side entrance of the stage and watch
the act. Go to the door with a star and knock on it. Leave the theater and go to the
Dry Goods store. Click on the jar of aspirin on the bottom shelf. Check out the self
service telegraph room. The morse code chart is critical. Try the key a few times if
you want to. Go to the saloon.
SALOON.
Talk to the miner. Turn left toward the piano and listen to Mr. Burke. Play a little
yourself. Take the role from the piano slot. Check the image on your chain. Talk to
the gambler. Eventually, the phone rings. Answer it and get a dollar. Talk to the gambler
again and show him your dollar. Carefully notice the order that he lays the cards down.
Change them to that order but from left to right, QKQQKKK. You get the gamblerÆs keys
and a carburetor.
Remember, always check new items on your chain. Put the carburetor on the carÆs engine.
Get a crank and half map from the trunk. Carefully listen to the music in the next part.
It will possibly save you several trips later. Use the crank on the front of the car.
Note the tune on the radio and the BIG clue, DYNAMITE. Give the half map to the miner
and get a whole map.
Click the map in inventory for the directions. Check the piano rolls and keep the one
that plays the tune from the car radio. Go to the Dry Goods store.
TELEGRAPH ROOM.
Look at the code chart and write down the codes for dynamite. -.., -.--, -., .-, --,
.., -, . and tap them on the key. Keep the dashes long and the dots short. This is
relatively easy with a telegraph key, but with your mouse itÆs quite different. For
instance, the letter N -. give a long blast, then immediately give a short blast without
hesitation. If you pause between the - and the .
it will be interpreted as two different letters. After you correctly tap out the word
dynamite, you win that very item, which is needed to clear the mine entrance. Return
to the Orpheum.
THEATER.
Go under the stage to the hydraulics room. Click the plaque on the wall, up for off,
down for on. Adjust all valve arrows up to shut them off. Adjust the upper right valve
down for on. Adjust the lower left valve, by the meter, down for on. Working your way
back to the upper right valve, there are three additional valves to turn on (down) so
that steam can go from the upper right valve to the meter and raise it to 100.
If you have too much trouble, consult the built in hint feature for a drawing of the
valves. When the meter registers, go around the halls to backstage and the hydraulic
lift. Ride it up, turn around and go forward to the attic room on the left. Put your
piano roll in the loom and turn it on. If itÆs the correct one, you will get a rug
with some red symbols on it. This is a code to a puzzle in the mine. Once you get the
rug with symbols, go to the mine entrance.
MINE.
Use the dynamite to clear the entrance and try to find your way through the mine with
the minerÆs map or do the following: F4, L, F2, R. F2, L, F2, L. F2, R, F2, R, F2, R.
Click the light patch, on the wall, for a sliding tile puzzle. Click your pattern rug
on the puzzle. Solve it and turn around. Go forward and get the gold nuggets. In hints,
use the magic square to get out or do the following: turn around, go back to the light
colored patch and turn right. Then, F2, L, F2, L. F2, R, F2, R. F2, L, F2, R, F4.
At the Dry Goods, buy some aspirin and go to the womanÆs dressing room at the Emporium.
Give her the aspirin. Click the item on the dresser. Examine all new items on your chain.
Back away from the dresser. Eventually watch some gents playing lawn bowling. Score the
game by giving a point to the colored ball closest to the white peg. Or points to balls
of same color if more than one is closest to the white peg. You get a ball for correctly
scoring. Go to the Bank.
BANK.
The teller wonÆt talk. Hmm! Go to the Diner and talk to the bowlers on the right next to
the last booth. At the register, try to take the paper from the jar. Click on the ketchup
bottle next to the register. Take the paper from the jar and click on it in inventory.
Go give the note to the bank teller. You have to find out the motherÆs maiden name. Go
to the grave yard.
GRAVEYARD.
Find CaseyÆs father, Bob MoranÆs grave. CaseyÆs brother TomÆs grave confirms that Watson
is the maiden name. Return to the bank and get a crank from a safety deposit box. Now go
to the ship.
SHIPÆS HOLD.
Take the sextant. Use the crank on the small silver plate on the cannon. Set the cannon
level and use your bowling ball on the cannon. Press the button. Go around to the side of
the bank, enter the hole in the vault and look around. Do your own fingerprint.
JAIL.
Move the stool and click the corner of the floor. You discover a rare bone and get a
reward of a three dollar bill! Now you can afford that 2.99 special.
DINER.
Give the three dollars to the waiter and get the penny change. Take the restroom key from
the side of the register. In the restroom, click the mirror and take the piece of fallen
mirror. Go to the ship.
SHIPÆS HOLD.
Click your sextant on the night sky. Click the mirror piece on the sextant (large brass
circle-itÆs actually the eyepiece) to get a star fix. Adjust the light dot with the up
and down arrows so that itÆs on the horizon (water line.) Back from closeup of eyepiece
and note the degree heading of 50. Set the red handled telegraph lever to same heading.
Face back toward the helm and listen to Burke. (Disc change)
COURTYARD.
Now youÆre in a medieval courtyard. Turn right twice and go up the stairs on the right
side of the building to GalileoÆs office. Turn left in the room to see the telescope.
Click the arrow cursor above the eyepiece for a side view of the telescope. It needs a
lens in the center slot. Click on the lunch box. Click on the boat in the bottle. Click
the curtain to reveal a broken shrink machine. It needs a timing device. It also needs
insulation on the area above the red bars.
Exit GalileoÆs and go to the door on the left, the Tapestry Shop. Help the shop keeper
turn red patterns into orange. Watch the tapestry video on your chain for an idea. Create
alternating red and yellow squares. When successful, you get her watch. Enter the church
and go to the organ straight ahead and on the right. The devil plays four main notes. You
discover the organ doesnÆt work. R, F, L, F, L. ThereÆs a water wheel that powers the
organ. ItÆs broken.
Cross to the left side hallway and enter the belfry. Fix the gears for the hunchback and
he will give you a wrench for the water wheel. Open the metal on the right and arrange
the gears from right to left in the following order: medium, small, medium, large. Medium,
small, large, medium, large. Take the wrench and repair the water wheel.
Remember the four notes? The middle black key (Ab), the next white key left (G), second
white key left of there (E), white key right of there (F.) After the pulpit raises, get
the lens from the bible and return to GalileoÆs. Put the lens in the telescope and get
a sandwich. At the shrink machine, replace the timing device and use the shrink wrap.
Pull the upper left lever to shrink yourself and enter the ship in the bottle. Knock on
the door. Turn right and get the map. Give it to the captain. Enter the hold in front
of the captain. At the laquer tables, the left lever slides the tables left, and the
right lever rotates the tables around the center of the room. Maneuver the tables for a
clear path to the door. If youÆre growing old, the magic button in hints will do it.
Review any new items on your chain. Then, exit the door.
EGYPTIAN DESERT.
Approach the woman and do a match puzzle. TIP: first remove the top center one. After
the puzzle, click the cup. Go left to the Sphinx. The guard requires a password. Return
to the tent.
TENT.
Click the phone, then click the cradle to the right of the fax machine. Now you have
to restore power. Get a hose from a drawer. Go
outside and take the gas caps from the generator and the truck. Click the hose on either
gas nozzle. Pull the generator start cord. Back in the tent, get the code tape from the
fax. Review the code video on your chain.
The difficult solution is to use the book, on the chest of drawers, to decode the tape.
The easy way is to wrap the tape around the tent pole. Either way, go to the Sphinx and
enter the code word on the wall.
SPHINX KITCHEN.
MEASURING FLOUR.
Dump a full small cup into the large cup. With another full small cup, fill the large
cup. Dump the full large cup back into the cannister. Put the large empty cup back on
the counter. Dump the partial small cup into the large cup. Dump a full small cup into
the large cup.
SETTING OVEN TEMPERATURE.
Go to the fish bowl and try to get the thermometer. Maybe the fridge has something you
can feed the fish. After getting the thermometer, place it in the oven and close the door.
Turn on the right knob and change the left knob a little. Recheck the thermometer. Keep
changing the left knob until the temperature is at 350. Go through the door by the fridge.
CODED DOOR HIEROGLYPHS.
Numbers already displayed are 1-5 from left to right. You need 6 and 7. One step back
from closeup, 6 is in the third column from left. It looks like two eyes with eyebrows.
7 is in the eleventh column and near the bottom. It looks like a wishbone. Enter the new
door and turn left. Watch a short video of the Pharaoh taking a bath. Click the curtain.
You need the toy warship.
You have to drain the tub. Click the hand on the water near the left side of the faucet.
Click the ship on the curtain.
THRONE ROOM ANTECHAMBER.
Maneuver around till you can enter the red trapdoor. Look at the instructions on the wall.
By heating a tank of water, it flows into another making it heavier. That one will pull
cords fastened to columns that open the big doors. Back upstairs, smash the small chair
on the right near the trapdoor. Place the broken pieces on the small blue altar near the
large doors.
Move the large mirror to direct the light towards the altar. Now you have to concentrate
the light onto the wood. Thoroughly check the room for a magnifying glass. Once youÆve
ignited the wood, the large doors will open. Enter and talk to the Pharaoh. The rest is
automatic.
AUTHOR: GKI