RAMA The game begins with the player in a drone shuttle, being transported from the Newton bay to a spot at the hub site inside the shell of RAMA. When the player arrives in RAMA and exits from the shuttle, he or she is immediately greeted by Nicole des Jardins. After Nicole speaks and takes the cable car down to the floor of RAMA, the player obtains his arm computer, an all purpose knife, and a flashlight from his locker, #2. None of the rest of the lockers are accessible at this time. Approach the hub site computer and view the nine introductory vidmails. These vidmails can only be seen at this particular location in the game. After Richard Wakefield's introductory vidmail completes, noise will be heard from locker #9 indicating that the lock has sprung. From this point forward, whenever the player is near this locker, a sound will be heard from inside it. Locker #9 doorknob will also become a hotspot after the Wakefield intro vidmail has been read. When the player opens the locker, Puck comes out and makes a little speech. Puck is then available to the player throughout the rest of the game, offering hints and information at key places. After the player obtains Puck, the cable car reappears at the hub site. Next the player reads Michael O'Toole's introductory vidmail. The code given to the player (Code= 4143) by O'Toole in his vidmail will activate the cable car and carry the player down into RAMA at any time after Puck is in the player's pocket and the O'Toole vidmail has been accessed. Walk away from the hub site computer after having seen the introductory vidmails. If the Wakefield and O'Toole vidmails have been viewed, then a realtime vidmail transmission from Francesca Sabatini will interrupt the game. Francesca asks the player to fetch her cigarette lighter from her locker. Her locker key, marked with the #6, is on an International Broadcasting Corporation (IBC) key ring somewhere around the hub site. Find the ladder and descend to the ledge. View the nuclear bomb. Pick up Francesca's key ring that is lying on the ledge in the opposite direction from the bomb. Return to the lockers at the hub site. Open locker #6 (Francesca's) and obtain eight objects that are inside. The objects are her cigarette lighter, three matrix puzzle pieces (PL11x- Good, PB32z- Bad, and PL21y- Bad), two map puzzle pieces (NY Map Section A and CP Map Section A), an unmarked key of exactly the same vintage as the key that was used to open Francesca's locker (which can only be seen if everything else is taken out), and a data cube containing a written memo from Francesca to David Brown about strategies for obtaining greater personal publicity from the mission. This data cube may be inserted into the computer and read. Discover that the new key opens Otto Heilmann's locker (#7). Obtain two objects that are inside, namely the straight lens for the optical instrument in the Wheel Region and an encrypted data cube. If the data cube is placed into the computer, the message that will come out is a memo from Otto to his henchmen. The heading and subject (Code name: Trinity) on the message can be read; the rest is encrypted. After all tasks at the hub site are completed, the player may enter the cable car and descend to the tent site on the floor of RAMA. Actually, the player may make this descent without opening either Francesca's or Otto's locker. In that case the player will have a direct encounter with Francesca when he tries to exit from the tent site. She will request that the player return to the hub site for her lighter. Once the player has completed all the play at the hub site, after the passage of a specified amount of time he will first receive a realtime vidmail from Nicole asking him to come on down, and then later another vidmail from Dr. Brown ordering him to come to the floor of RAMA. During the ride on the cable car from the hub site to the tent site, dawn will come to RAMA. If the player returns to the hub site later, he will see different lighting conditions and vistas of RAMA in the background. Future cable car rides will be instantaneous and uneventful. Explore the tent site. Discover the specimen tray, currently containing two matrix puzzle pieces (PL11y- Bad and PL21z- Bad), a map piece (NY Map Section B), and a red herring piece (one of the tools from the mouth of the crab biots). Discover and open the refrigerator, which at this time contains nothing. Find the three data cubes that Francesca promised to leave at the tent site on the table next to the specimen tray. These are the Getting to Know You videos and can be played at any time. On the table next to the computer, find a new data cube. This one was left by Nicole, after she met the player at the hub site, and contains a handwritten note from her as well as an excerpt from one of her favorite novels, 3001 by Arthur C. Clarke. Throughout the game, astronauts will be placing other objects in the specimen tray and in the refrigerator. Of prime importance is the fermentation agent for the still, which will be located in the refrigerator throughout the rest of the game after the gate to the second tier of London is first opened. Other matrix puzzle pieces, specifically PB11x- Good, PB21z- Bad, and PL32z- Bad, will appear in the specimen tray at specified points later in the game, triggered by the player's failure to pick them up the first time he was in the region where they initially were located. Try to exit from the tent site. Encounter Irina Turgenyev, who has come to the tent site to retrieve a cable that will be used in the attempted capture of a crab biot. After departing, the player will immediately receive a realtime vidmail from Dr. Brown explaining about the crab biot hunt and asking the player to explore RAMA on his own. Dr. Brown's vidmail will also contain a photo of the crab biot. Soon thereafter the player will find himself represented as an icon on a third person navigation map. From this point in the game until the player is allowed to enter the Iceport, the game is decidedly non-linear and can be played in many different sequences. What is essential is for the player to pass through the Beam Region, the Wheel Region, London, and Bangkok, accumulating both the inventory medallion and the four objects upon it (the avian ring, a free wild card, the human lair talisman, and the octospider lair talisman). Until he has accumulated all these necessary items, the player will not be allowed to enter the Iceport and continue with the next part of the game. In this walkthrough the following specific sequence is assumed for the play: Beam Region, London, Wheel Region, Bangkok. Whenever the player is not in one of the four specified regions, he is wandering on the Central Plains in a third person view. During these interim phases of the game, the player may encounter biots or other astronauts. These encounters also impact the play and will be scheduled by the game partly deterministically and partly according to the player's progress. This walkthrough will include one set of possible encounter sequences. During his search for the Beam Region, the player may encounter crab biot and centipede biot icons on the Central Plains navigation map. Standing directly in front of a crab biot icon will cause death. There are three death scenes in the game, depending upon if the player is killed by a spider biot, a nuclear blast, or some other phenomenon. Each involve meeting Arthur C. Clarke. If a crab biot kills the player, the generic death scene is triggered. Note that standing one space to the SIDE of the crab biot will allow the player to see a side view of six crabs, in bowling pin formation, passing through the area. Coming within one pixel of the centipede biot icon will permit the player to see the centipede biot in detail, and also to grab a matrix puzzle piece (PL22y- Bad for the first centipede to pass, PL21x- Good for the second centipede to be encountered, PB31y- Bad for the third centipede, continue to cycle until all three have been taken, then no more puzzle pieces). Centipede biots do not harm the player. After six centipede biot icons have appeared during the course of the game, these biots do not appear anymore on the Central Plains. The two bad puzzle pieces are lost from the inventory of the game. The good puzzle piece then goes to Nicole des Jardins and an astronaut encounter with her is set up for the player on the Central Plains at the first available opportunity. She remains the next free astronaut encounter until the player finally runs into her. Enter the Beam Region. Approach the Trash Biot. This prompts a video encounter with Reggie Wilson, who explains the trash system in RAMA, gives the player a data cube of the crab biots in bowling pin formation, and then departs. Watch the animation on the data cube. Pick up one matrix puzzle piece (PL22z- Bad) from the bin at the Trash Biot. Observe the paraffin cube with the wild card inside. Pick up the concave optical lens near the paraffin cube. Pick up Central Plains map piece near cube. Pick up matrix puzzle piece (PL31x-- Good) also near cube. Note: if player enters and leaves Beam Region without picking up PL31x, the Central Plains map piece, and the concave optical lens, it is assumed not only that other astronauts have been in the Beam Region during the interim, but also that the crab biots came through the area and picked up the trash. The matrix puzzle piece (PL31x-- Good) and the Central Plains map piece will both be in the trash biot bin on the player's second time through. Failure to acquire these puzzle and map pieces on the second pass will cause them to move to the trash pit, and be gunked, where they can be found subsequently in the game. In this case, the player must enter the Wheel Region and solve the still puzzle before he can complete the play in the Beam Region and London. If the concave optical lens is not picked up during the player's first sojourn in the Beam Region, another astronaut picks it up and places it in the refrigerator at the tent site. Observe the biot hangar. Find broken red glass shard in corner near the biot hangar. Pick up New York map piece near hangar, as well as matrix puzzle piece PL32y- Bad. This puzzle piece and map piece will follow the same sequence (Beam Region to trash biot bin to trash pit with gunk) as PL31x described above. The broken red glass shard will remain fixed in place throughout the game. Walk over near the Beam. Pick up matrix puzzle piece PL11z- Bad, which will also go to the trash biot bin on the second pass through the region, and then to the trash pit with gunk afterwards. Discover the route to London. Leave the Beam Region in that direction. Encounter Dr. Takagishi on the way. Determine, with his advice, the timing of the ray. Pass the barrier and turn off the ray switch. Pick up two map pieces (one Central Plains and one New York) and one matrix puzzle piece (PL32z) near the ray barrier. If the player returns to the Beam Region, or enters the first tier of London, without acquiring these three pieces, then they are taken by Dr. Takagishi and can be found in the specimen tray at the tent site at each subsequent time in the game. Notice the strange fixture on the top of the ray switch. Approach the outside of London. Open the gates to the first tier of London by inserting PL11x- Good, from Francesca's locker, in the proper place on the matrix next to the gate. If two improper pieces are tried by the player, then the gate puzzle changes and becomes the matrix originally set for the second tier of London. If this occurs, PL22x- Good, which would have been located in the first tier of London in normal circumstances, immediately appears in the specimen tray at the tent site. For this situation, to enter the first tier of London the player must backtrack to the tent site. Enter first tier of London. Door to second tier is in front of player, RAMA display to the left, a pair of covered puzzle boards to the right. Approach RAMA display. Activate different elements using controls. When RAMA model flies through solar system model, sound effects announce uncovering of puzzle boards. Pick up two matrix puzzle pieces around display (PL22x- Good and PL31z- Bad). Pick up remainder of map pieces scattered around room. Assemble maps of Central Plains and New York on puzzle boards. Pick up matrix puzzle piece underneath puzzle boards (PB22y- Bad). Notice hint about inventory medallion and items on map of New York. Entire Central Plains map will be lit forever on navigation view after CP map is assembled in London first tier. Approach door to second tier of London. Insert two proper matrix pieces, PL21x and PL22x, one having been obtained from centipede (or Nicole) and the other in London first tier (or from the specimen tray). If two improper pieces are inserted, door to matrix closes and will not open again until player leaves first tier. This process repeats if additional wrong pieces are inserted. Enter second tier after door opens. Go down ramp onto elevated platform around giant trash pit. Discover a matrix puzzle piece on platform (PL31y- Bad). Explore walkway around to left, where door to London third tier is located. Explore walkway around to right, which triggers mantis biot emerging from door, shining red light on elevator, raising elevator, and then later causing elevator to descend. Explore on far side of elevator, pick up box with mystery contents in out of way spot. Notice that box has sculpture of ray barrier on its top. Take box out to ray barrier, match with fixture on ray switch, remove PB32x- Good from open box. Return to London second tier. Place red glass shard on flashlight and use on target on elevator. Elevator will come up from below. Then use red light again to make elevator descend to floor of trash pit. Descend ramp from elevator platform to walkways into and around trash pit itself. Discover critical good puzzle piece, PL32x- Good, in unusual location (opposite look direction from grate) on one of these walkways. Also discover in specific corners, near grates, matrix puzzle pieces that have been gunked with blue material. At the beginning of game, gunked pieces include PB21x- Good, PB31x- Good, PB11y- Bad, and PB21y- Bad. These are all in separate locations. Pick up all these pieces. Note: six other matrix puzzle pieces may migrate here, depending on how the game is being played. Specifically, one or all of PL31x- Good, PL11z- Bad, PL22z- Bad, PL32y- Bad, PB11z- Bad, and PB31z- Bad may end up gunked in the trash pit, each in a different spot. Return up elevator to platform around trash pit. Approach door to third London tier and insert PL31x and PL32x. If two improper matrix pieces are inserted, puzzle will change to a new one requiring different puzzle pieces. The three Bangkok progressive matrices and the London third tier matrix rotate together as a group of four. Enter London third tier. The player is now in the biot display room, showing mantis, crab, and centipede biots engaged in animated activities. There are no puzzle pieces in this room. Around the corner to the left, however, the player will find a crane biot, a menacing spider biot protecting an alcove area of the room, and a laser gun. Do not approach the spider biot. He is hostile and will kill you. Walk up the ramp to the laser gun emplacement. Activate the crane biot by firing the laser gun. The crane will hoist the spider biot off the floor and keep it there as long as the player stays in the room. Quickly throw the switch below the monitor in the alcove. The picture will change from static to the inside room of the wheel puzzle. Then pick up the inventory medallion, also in the alcove, and leave the room. If, for any reason, the player returns to the room, the spider biot will be active again, guarding the alcove, and must be restrained by the crane biot. Leave London altogether. Along the way, notice that none of the elements of the inventory medallion are yet illuminated. Upon first exit from London with the inventory medallion in the player's possession, a distressed Nicole des Jardins will be encountered. Nicole tells player about death of Reggie Wilson and hands him a data cube of Francesca's news broadcast following the tragic end to the crab biot hunt. Watch the news broadcast. Return toward the Beam Region. If the player takes the other path away from London, not toward the Beam Region, he will be stopped by astronaut Heilmann, who will tell him that he must turn around and go the other way. After passing through the Beam Region, but before finding the Wheel Region, the player may again encounter either crab or centipede biots. Unless the critical matrix puzzle piece PL21x has already been moved from the second centipede to Nicole des Jardins, no astronaut encounters on the Central Plains will occur until BOTH the Beam and Wheel Regions have been entered and exited. Find the Wheel Region and enter it. Pick up matrix puzzle piece (PB31z- Bad) from trash biot bin (if by any chance the Wheel Region is entered before the Beam Region, then the encounter with Reggie Wilson will take place here). Walk over to mechanical corn field. Pluck sole mature piece of mechanical corn from field. Discover matrix puzzle piece (PB11x- Good) among the rows. Pick up this piece. If not acquired before leaving Wheel Region first time, this puzzle piece will be moved to the specimen tray at the tent site, carried by another astronaut. Proceed to giant ruined biot. Observe sparks, discharges, and finger twitch. Pick up matrix puzzle piece (PB11z- Bad) and crowbar that is adjacent to ruined biot. If not picked up on first pass, puzzle piece will move to trash bin, and thence to gunk in trash pit. Crowbar remains fixed in this location throughout the duration of the game. Move across to pedestal in center of region. Pick up chassis on ground and mount on pedestal. Observe that the lens holders are automatically extruded. Insert lenses from Heilmann's locker and one picked up beside paraffin cube in Beam Region. Also pick up matrix puzzle piece (PB21z- Bad) near pedestal. This puzzle piece will subsequently move to the specimen tray in the tent site if the player does not pick it up during first visit to Wheel Region. Chassis will always remain in this site-- it is too heavy to be carried far by astronauts or crab biots. Continue across to machine that looks like a still. Turn knob to start flow of fluid into still. Insert one piece of mechanical corn. Return to tent site for fermentation agent. While traversing Central Plains encounter Richard Wakefield. Take lens that he offers you. Soon thereafter encounter Nicole des Jardins. She is just being friendly and giving advice, but she mentions that there are interesting articles at the tent site. Continue to tent site and obtain fermentation agent from refrigerator. Pick up other game pieces, if available, from specimen tray and refrigerator. Return to Wheel Region with agent and lens. Insert final lens in instrument. The instrument will animate and automatically fire a laser, aimed toward the Beam Region, where it will melt the paraffin cube, exposing the progressive matrix piece PB22x- Good. This critical piece can be picked up on any subsequent visit to the Beam Region. Put fermentation agent in still. Gauge now shows full. Turn knob and liquid comes out, cleaning blue gunk off sink area. Clean as many as four of gunky matrix pieces. Gauge now shows empty. Each time player leaves and subsequently enters the Wheel Region, for whatever purpose, one piece of mechanical corn, good for the cleaning of five items at the still, will have grown and be available for plucking. If a piece is plucked during a visit, the next entry will produce a new piece. Each piece unplucked during a visit to the Wheel Region remains in position from visit to visit. Approach wheel puzzle. Arrival on wheel puzzle ramp for the first time is trigger for Francesca Sabatini to suddenly appear next to the player. Francesca gives player decryption card and suggests the player take it back to the tent site for her. If player inserts card into computer, then all encrypted memos (including Heilmann's first one about Trinity, that was found in his locker) can be read. Stand on wheel ramp and notice solitary pathway to center of wheel is currently directly opposite. Descend to walkway around five spoked wheel. Notice that the center pathway has moved one position, counterclockwise, during the player's descent from ramp. Move either direction around perimeter of wheel. Observe that this time the center pathway has moved TWO positions, again counterclockwise. Continue to observe wheel motion pattern, moving around perimeter (wheel moves 1, then 2, then 3, then 4, then 5 positions counterclockwise with each motion of the player, and then repeats the pattern). Calculate the correct position to be able to take the pathway to center of wheel. Reach center of wheel puzzle. Find a matrix puzzle piece (PB32y- Bad) and add it to inventory. Notice monitor showing switch at back of alcove in London tier 3. Also notice matrix controller card (should be recognized as one of the items on inventory medallion) being prominently displayed out of reach high on ledge behind monitor. Change channel on monitor. Screen shows inside of biot hangar (there is only static on this second channel if switch behind spider biot in London has not YET been thrown), which suddenly springs into life. Monitor now shows spider biot being freed from behind fence while mantis biots move ladder out of the fence that has now been opened. Cross Central Plains to Beam Region and biot hangar. Avoid spider biots roaming the Central Plains from this point forward in game. They will kill you. Have an optional astronaut encounter with a grumpy Otto Heilmann who warns about the dangers in RAMA. Go to the biot hangar and secure the ladder. Take it back to the Wheel Region. This time when player mounts the ramp to the wheel puzzle, the center pathway is offset from the ramp by two spokes. Descend to the perimeter of the wheel and move around, observing that the pattern of motion of the wheel is still the same, even though the initial conditions have changed. Follow the center pathway to the hub of the wheel for the second time. Use the ladder to obtain the matrix controller card. Note that a portion of the inventory medallion now becomes illuminated. Approach Bangkok. Insert puzzle piece PB11x into the proper place. Door will open. Two improper tries will cause the puzzle to rotate to a different matrix. Enter first room on first level. Carefully observe numerical displays on walls opposite three learning machines. Left to right, the machines are called Repetition, Recognition, and Manipulation. Activate Repetition machine and observe demonstration. Show ability to repeat human numbers shown on Repetition machine. Five consecutive correct answers to increasingly difficult problems will expose a knob below machine. Turn knob and open door to human museum. Player may proceed to museum and Level 2 of Bangkok at this time, but this is not the most efficient way to play the game. Activate Recognition machine on first level and observe demonstration. Show ability to recognize meaning of human numbers. Five consecutive correct answers will result in a prize, an octospider crunchie, that will come out of the machine. Player may proceed to human museum or go next to the Manipulation machine. Activate Manipulation machine and observe demonstration. Show ability to add and subtract human numbers. Make five consecutive correct answers and earn a jewel from machine. Enter human museum, observe all the displays and exhibits, learn about humans. Pick up one matrix puzzle piece (PB22z- Bad) here. Walk into elevator. Insert two proper matrix pieces, PB21x and PB22x, causing cover on elevator button to retract. As usual, insertion of two improper elements will cause the puzzle to rotate to another matrix. Push elevator button. Ride to second Bangkok level. Enter first room on second level. Carefully observe displays opposite learning machines. Activate three machines and show ability to repeat, recognize, and manipulate myrmicat numbers. Successful Repetition shows a knob which can be turned to enter the myrmicat museum. Successful Recognition earns the human talisman, one of the items on the inventory medallion. Succesful Manipulation earns a second jewel. Player may proceed to the myrmicat museum after Repetition, but can only make progress in the game by finishing Recognition as well. On all levels completing Manipulation earns the bonus jewel, but is not necessary to proceed in the game. Enter myrmicat museum, observe all the displays and exhibits, learn about the unusual metamorphosis of manna melon into myrmicat into sessile and back to manna melon again. Pick up myrmicat clippers here, which can be used to cut the cable in the giant ruined biot, thereby freeing the avian from its trap. Walk into elevator. Input proper matrix pieces, PB31x and PB32x, into slots. Two improper insertion attempts will cause puzzle cover to descend (if this is final matrix, as it is in this walkthrough). Cover will retract after the player leaves both the museum and elevator areas and then returns. When elevator is activated, ride to final Bangkok level. Enter first room on third level. Carefully observe numerical displays on walls opposite learning machines. Activate machines and show ability to repeat, recognize, and manipulate octospider numbers. Repetition rewards player with knob that can be turned to enter the octospider museum. Recognition earns octo talisman, one of elements on inventory medallion. Notice that three of the four items on the inventory medallion are now illuminated. Successful completion of octospider Manipulation earns third and final jewel, causing noise to come from elevator. Return to elevator. Matrix puzzle has folded down to unveil spot for insertion of the three jewels. Insert jewels. Take Rosetta Stone into inventory. This special cube matches human, octospider, and myrmicat numbers on each face. Enter the octospider museum. Observe the exhibits that tell more about the fascinating octospider species. Pick up the strange looking indigo-green tetrahedron that is, in fact, the entrance to the corridor called Meenie from atrium in the octospider lair in New York. Exit from Bangkok into the Central Plains, heading back for the Wheel Region. Upon exit from Bangkok, since three of the four inventory items are illuminated, a RAMA quake occurs lasting for six to eight seconds. Player receives two realtime vidmails in succession, the first from Irina Turgenyev and the second from Richard Wakefield. Irina expresses her terror and Richard explains that RAMA has undergone a trajectory correction. If player tries to go down the path to the Iceport at this point, he is met again and turned back by Otto Heilmann. He must go back toward the Wheel Region. After ten subsequent moves in any first person region, the player receives another realtime vidmail, this time from Dr. Brown. Dr. Brown announces that RAMA is now on an impact course with the Earth and that there is a discussion underway on Earth about abandoning the mission altogether. The moment the Wheel Region is entered an avian swoops overhead. We hear a sound effect as it becomes entrapped by the giant ruined biot. When the player walks by this giant ruined biot, he hears the squawks of the avian who is now unable to escape from what is left of the giant biot. Open panel on ruined biot. Cut cable with myrmicat clippers. Apply crowbar to ruined biot finger to release avian. Grateful avian then offers one of its neck rings to player before flying away. Inventory medallion is now fully illuminated and, therefore, the road to the Iceport is now available to the player. The player may head that way on his own. If not, after twenty moves the player receives a vidmail from Nicole asking him to come to the Iceport. This vidmail repeats every twenty moves until the player does indeed arrive at the Iceport. The way to the Iceport should be apparent from the Central Plains Map in London, if the player cannot find it any other way. When player enters Iceport, he encounters first Dr. Brown and then Nicole. The player also learns that Takagishi, O'Toole, and Sabatini are off exploring a mysterious city of skyscrapers that is located in the middle of the frozen Cylindrical Sea. Dr. Brown and Nicole walk off together after a non-interactive scene, leaving the player alone in the Iceport. Explore around the area. Find the second nuclear bomb and a data cube containing a short, uncoded letter from Francesca to David Brown. This letter contains a comment that suggests that Francesca and Brown both now know about the bomb deployments. If the player tries to leave the Iceport before the second nuclear bomb has been found, he is stopped by Dr. Brown and/or Nicole. If player persists in disobeying orders (here, or anywhere in the game), he is first warned and then fired by Dr. Brown and the game terminates. After finding the second nuclear bomb, Nicole will be waiting in one of the icemobiles. She will suggest that the player join her. She then inputs another O'Toole code to start the icemobile. Nicole talks to the player as they cross the ice. She also sees Yamanaka and Tabori pass and sends a vidmail to Dr. Brown. After disembarking from the icemobile on the shores of New York, player will find an abandoned, broken icemobile that was used by Takagishi, O'Toole, and Sabatini to cross the ice. Nicole will stay in icemobile and encourage the player to look around. The player cannot enter the other icemobile, but can proceed to the gates of New York and insert the inventory medallion in the proper place. Gates will then open. Just inside gate, pick up encrypted data cube in tuning fork alcove. With decryption card in place, read Heilmann memo to Yamanaka and Tabori that reminds player that the codes on the nuclear bombs were designed by O'Toole. Activate each of the five tuning forks in the alcove. Hear the sounds and see the color displays. The colors are for octospider use. Continue down avenue into the avian piazza. A large tetrahedron sits in the center of the piazza. On one side an avian statue and a myrmicat statue flank some steps. Place the ring on the neck of the avian statue. Hear a mechanical sound. A knob appears on the triangular door. It is too high for the player to reach. Puck cues that the player cannot reach it yet. Wander around the piazza counterclockwise. Find and observe the maze controller alley, the mural alley, the skyscraper alley, the maze entrance/exit, an unexplained structure that is hiding the avian lair door, and a niche where two objects can be found. Pick up both the two sided medallion and the green lens. Notice that the medallion has a manna melon on one side and a screen on the other. Approach the maze controller and activate it with the piece obtained from the wheel puzzle on the Central Plains. Notice that the piston in the controller can be moved to any of five locations, and that the lights above the controller designate where the piston is located. Determine the meaning of the controller and the lights by setting the piston in each of the different positions and then crossing the piazza and entering the maze to see what the piston setting means in terms of accessibility to the piazzas of New York. Conclude this experiment by finding the one controller setting that permits free flow among all three piazzas. Set the controller at this setting for the remainder of the game. Each piazza contains an entrance to the maze. That part of the maze that is always accessible from the avian piazza is called the avian maze. The octospider maze and human maze are defined similarly. Scattered throughout the mazes are five tuning forks (let's call these A, B, C, D, and E). Tuning Fork A is in the avian maze, B and C are in the octospider maze, and D and E are in the human maze. Tuning Forks A, C, and E are red herrings-- they have no specific use in the game. Tuning Forks B and D, however, are important in game play. Tuning Fork D in the human maze plays a key game role in the avian piazza; Tuning Fork B in the octospider maze controls a key element of the game in the human piazza. While unraveling the maze controller code and making multiple trips through the small mazes, the player should pick up all five of these tuning forks and add them to his inventory. Walk over to skyscraper alley. Study the features in the alley, including a pillar that would look like a staircase if tipped over, four closed doors and one open door, a ramp that leads to one of these closed doors, a window into a room elevated from the floor of the piazza, and a tuning fork icon mounted on the wall beside the ramps. Use Tuning Fork D on icon mounted on wall in skyscraper alley. Listen for sound of movement of mechanical system. Notice that ramp has moved. Repeat process until ramp is lined up with open door. Ascend ramp and look out window of elevated room. Observe stools on ledge across piazza. Notice that one of them is loose and tipped over. Find and acquire disassembled maze controller piston in elevated room. Descend from room and go to pillar in skyscraper alley. Install jack and notice that pillar now looks even more like a staircase. Climb up pillar. Pick up loose stool. Descend to piazza and cross to the tetrahedron. Place stool below triangular doorknob. Climb up on stool and turn doorknob. Tetrahedron opens. Look around inside but return to mural alley before proceeding. Observe and interpet mural that indicates relationship between manna melon and Raman screen. Enter tetrahedron again. Find periscope machine and activate it. Notice that machine has an eight position dial and a button that locks the machine in a fixed position. Rotate the dial to each location, viewing the bas-relief available at each setting. When a manna melon appears on the machine monitor, lock the periscope in that position. A loud mechanical sound will indicate that the structure hiding the avian door is being lifted away. Exit from the tetrahedron and notice that the structure that was hiding the avian lair cover is gone. Observe the avian lair cover and the two key slots beside it. Leave the avian piazza, through the maze exit, and proceed to the octospider piazza. Enter the octospider piazza and walk around it carefully in a counterclockwise direction, observing the structures and picking up inventory items along the way. Pass the large octohedron first. There is no apparent way to open the door. Continuing around the plaza, enter a winding niche that contains a blue lens and a tetrahedral key with green on both exposed sides (in the future the tetrahedral keys will be identified by their two colors- - this is the green-green tetra). Pick up these objects and continue past the maze controller alley to another alley, apparently empty but characterized by repeating panels. In the corner of this niche pick up Takagishi's video camera and two data cubes. Watch the video sequences on the data cubes. On one a pair of octospiders is seen leaving the octo piazza. The other animation, also filmed by Takagishi, follows a long, slithering black and gold tentacle around a corner, into a nest of octospiders, and then becomes black. Finding Dr. Takagishi's video camera and the data cubes is the second of two triggers (the first trigger was standing in front of the unhidden avian lair door over in the avian piazza) that together initiate an animated sequence that takes place throughout the rest of the game, as long as the player has not yet looked down into the avian lair. Once these two flags have been set, every time the player enters the avian piazza from the maze exit again, and subsequently stands in front of the tetrahedron facing north, the avian rescued fron the giant ruined biot in the Wheel Region will fly into and then out of the scene. For a minimum of ten moves, that avian will be next to its lair door, beckoning to the player, prepared to lead the player into the avian lair. Three different options exist, depending on the player's response. The player may enter the avian lair, look down into the lair but not enter, or never even look down into the lair. If the player enters the avian lair, the ledges are quickly withdrawn and there is no escape for the player until he has completed the gameplay in that lair. If the player looks into the avian lair, and sees the ledges extend, but chooses not to descend, then the lair remains in exactly that same state until the player returns to the same location. If the player does not reach the spot where he can look down into the lair, then after ten moves (or longer if the player can still see the beckoning avian at the end of the moves) the avian flies away, out of the piazza, and the entire sequence repeats the next time that the player enters the piazza from the maze entrance and stands in front of the tetrahedron facing north. In this walkthrough the player will not return to the avian piazza (triggering the sequence above that gives him an opportunity to enter the avian lair) until after he has explored the octospider and human piazzas and uncovered the human and octospider lair entrances. This is the way to play the game to have the best chance of completing the final timed segment in the allocated period. Therefore, the player should conclude his circumnavigation of the octospider piazza by locating the artifact museum alley and also the artifact museum itself. Pick up the blue-green and indigo-yellow tetras in the artifact museum alley. Then enter the artifact museum. Notice the colored displays, four on either side of the walkway and one directly ahead. Each of the nine displays features a specific primary color (red, orange, yellow, green, blue, indigo, violet, black, and white). The eight displays on either side each contain an exhibit that is held in place by a clamp. A diamond-shaped hole in a plate associated with the clamp suggests that it may be possible to unlock the clamps and take the objects. In reality, there are only three objects in the artifact museum that the player can acquire: the photograph of Michael O'Toole and his wife that is in the green area to the left of the walkway, the Eenie gate yellow-red tetra in the blue area on the right (which cannot be opened until the human piazza has been explored), and a prism mounted on the slightly elevated stage directly in front of the player. Insert the green-green tetra in the proper slot and remove the O'Toole photo from its clamp. Examine the photograph in detail and note the number circled on its back associated with a specific O'Toole anniversary. Note that the word CODE has been written underneath the circled number. This is the first of the critical clues to the code that must be determined before the bomb can be disarmed at the end of the game. Note that if the flashlight shines on the prism, two colors fall across the locking plate. Observe also that the prism is mounted on a plate that can be spun, changing the orientation of the prism. Dial new locations for the prism until the colors falling on the locking plate are yellow and orange. This releases the lock. Take the prism into inventory. Approach the octohedron in the piazza. Place prism is triangular hole on the lockplate. Shine flashlight on the prism. A spectrum appears on the plate and the octohedron door opens. Enter the octohedron and examine the unusual machine in its center. The machine has four sliding controls, three identical longer ones and a smaller one to the right of the others, that can be activated by the player. These sliders and the body of the machine are attached to three screens that are elevated slightly above the rest of the apparatus. On top of each of these three monitors is a smaller, rectangular screen that constantly exhibits a color swatch. Experiment with the right slider and determine that its function is to designate which of the three screens will be illuminated and filled with a single, solid color. Experiment with the three longer sliders, each of which can be placed in five different settings, and notice that these sliders control the actual color of that illumination. Change the positions of the sliders until the colors shown on the three individual screens exactly match the colors on the swatches above. Each time a match is made, the machine will signal. When all three colors have been matched, a loud mechanical sound will be heard from the piazza. Leave the octohedron and return to the alley where the repeating panels were seen. Notice that the octospider lair door is now visible. Notice also the shape of the two separate keyholes, into one of which the octospider talisman earned in Bangkok can be placed. The octospider lair cover will not open, however, until the other key is found. Depart from the octo piazza using the mazes and proceed to the human piazza. Enter the piazza and explore in a counterclockwise direction, past the moat beyond which is an inaccessible door, a pair of empty alleys, the maze controller alley with its statue of a human, a complex, closed pentahedron with a tuning fork statue on one side and a skyscraper on the other, and a final alley, called Arthur's alley, down which he will walk at the end of the game. Throughout this piazza are scattered several inventory pieces: a yellow lens that has no use in the game, the blue-yellow tetra that opens the clasp holding the yellow-red tetra in the octospider artifact museum over in the octo piazza, a data cube with a hastily written memo from Francesca suggesting that she has encountered danger, and three more tetras that will be of use in the octospider lair, namely the green-red, blue-red, and indigo- red. Go to the front of the pentahedron. Use Tuning Fork B on fork statue. Hear a door opening sound. Turn around and look at the pentahedron. A mantis will come out of it and the door will then close. As the animation continues, the mantis will shine a blue light on a panel on the skyscraper, which will cause the skyscraper door to open. The mantis will file through this door and disappear, the door closing behind it. Put blue lens on flashlight. Shine flashlight on panel on skyscraper door. After door opens, enter skyscraper and look around Mantis Room. At opposite end of room is a small subway car. Enter and activate subway. Disembark at first stop and enter Puzzle Room #1. Walk around and examine Puzzle Room #1. Each of Puzzle Rooms contains the same basic set of displays. One display is a symbolic representation of the subway structure in this skyscraper. Another prominent display features blocks arranged according to size. This is a significant hint about the basic puzzle activity inside the skyscraper in the human piazza. On the largest wall in each of the three Puzzle Rooms is a nine element row with empty frames, under which is a three element frame column. Each of the frames stacked on the column contains a picture of something from Earth. Each of the empty elements on the row and each of the frames on the column is a hot spot. Experiment and determine that the three frames on the column can be placed, one at a time, into the frame elements on the row. The player also has the freedom to remove the column frames from the row, and restack them. Thus the three column frames can be arranged in any way the player desires. Take the three column frames and place them in three of the nine empty frame elements of the row. Then return to the subway. Discover at the next stop that the door is locked. Return to the subway and continue to the next stop. Disembark and enter Puzzle Room #2, identical to the first puzzle room except for three different Earth objects featured in the frame elements on the column. Also, there may or may not be one or more of the frame elements seen earlier from Puzzle Room #1 in place in the nine element row. Either way, the player should take the three elements from the column here and place them on the row. Then he should continue to Puzzle Room #3 and repeat the same activity. Somewhere in this process the player will discover that the purpose of this puzzle is to verify that he is indeed a human (or someone quite familiar with life forms on the planet Earth) and to show that he knows the comparative SIZES of the nine objects (ranging from an amoeba to the planet Earth itself) featured on the three columns in the three Puzzle Rooms. When the nine element row is completed, moving from left to right will show a monotonic increase in the size of the items represented. Each time that a column frame element is placed into the CORRECT row frame, it will remain there while the player moves between puzzle rooms. Incorrect placings will be restored to the column in that room and will be there again when the player returns. At any time, the player can exit through the Mantis Room, return to the human piazza, and continue with the game. Once the nine column frames have been properly placed in the array, each of the puzzle rooms will feature a completed array. More importantly, a door will open at the second subway stop (between Puzzle Room #1 and Puzzle Room #2) and the player can pass through that door into another subway car. This car will carry him to a place where he can activate a machine that creates a bridge across the moat that prevents entrance to the inaccessible door in the human piazza. Return to the piazza, cross the bridge to the moat. Inspect the door to the human lair. Note the two keyholes adjacent to the door, one of which will be matched by the human talisman earned in Bangkok. The other key is not yet available. Leave the human piazza by means of the maze and return to the avian piazza. Find the beckoning avian and approach the entrance to the avian lair. Look down the central shaft of the avian lair. See the avian fly across. Note its squawks and the subsequent sound of a door closing. Notice the ledges below you. Descend one level in the lair. Hear noise of ledges withdrawing. Look up once and see an open corridor. Look up a second time, at lights coming from New York, and determine that an exit from the avian lair is no longer possible. Look down the open corridor. Notice that there is a single illuminated light above the portal, indicating that this corridor is on the first level. Look across the shaft. Observe that there is no way for the player to cross. Also note that the door to the opposite passageway is not open. Proceed down the open passageway on the first level. Encounter a closed entryway above which are three strange written characters. Approach closer, look inside, determine that there is no way to open the door. Back off two steps, look around, find the decorated cistern. Activate the cistern by throwing the wall switch. Spend time watching the activity of the cistern. Notice that with each drop a different alien character around the cistern is illuminated. Recall from early experiences in Bangkok that these characters are myrmicat numbers. Upon departing from cistern, observe that the three characters over the closed entryway are also myrmicat numbers, in fact they are 7, 2, 15. Leave first level in avian lair and descend to second level, where two illuminated lights are over the open portal. Notice that across the shaft, still inaccessible, is another open corridor. Enter the Great Hall of the avians by moving through the open portal. Once inside, turn in all directions and observe. Note the guard avian who prohibits departure from the Great Hall. Also note the three myrmicat numbers over the doorway (4, 12, 15). Move forward in Great Hall. Observe avian manipulating manna melon machine. Accept manna melon offered. Cut manna melon in two pieces with knife. Eat one half of manna melon with spoon. Notice that immediately after eating melon additional new designs can be seen on the wall mosaics. Observe that these designs vanish again after a few seconds. Conclude that eating a piece of manna melon alters perception. Offer second half of manna melon to avian. After it eats, the avian flies to a machine in the distance and beckons. Go toward the beckoning avian and take elevator ride up to where the three avian muckymucks are perched. Take squawk box that is offered. Examine squawk box in detail, noticing that each of the sixteen individual elements emits a different sound and has a different number of little triangles around its periphery. Put squawk box in inventory and look around at other roosting avians. Descend Great Hall elevator and return to manna melon machine. Obtain three or more manna melons and place them in inventory. Notice that guard is gone from door. Pick up mapboard near door. Examine mapboard, note layout of rooms in avian lair. Eat half a manna melon with mapboard in hand, observing that three myrmicat numbers appear in each symbolic room for a few seconds. Leave Great Hall and second level. Descend to third level of avian lair. Observe that corridor across the shaft is inaccessible. Notice bridge controls at bottom left of third level open portal. Work bridge control device. Observe that bridge across shaft only extends part way. Enter avian theater and watch end of play. Turn around, notice number over the door (0, 4, 6). Move forward to myrmicat benches. Look left, note that room is being illuminated by something inside a gourd. Approach gourd and add unlit gourd to inventory. Now look right and see corridor leading backstage. Enter passageway and proceed to dressing room. Look around room, encounter avian who flies away. Discover octospider lair key in pocket of costume on stand. Add key to inventory. Leave theater. Use gourd on bridge controls. Turn controls again until bridge is fully extended. Cross shaft. Ascend to second level. Proceed down corridor to Hatchery. Wander around room. Discover niche on north side of special column. Note there is no way yet to open the door to the niche. Continue to explore Hatchery. Find jungle gym on opposite side of the column. Look up and see rest of jungle gym structure. Climb jungle gym to loft. Find rope and add to inventory. Climb down from loft. Note room number (15, 0, 2) above door upon departure. Descend to fourth level of avian lair. Note that corridor across shaft is not accessible. Enter open portal leading to schoolroom. Wander around schoolroom floor, looking at murals and eating a piece of manna melon in front of each mural. Notice that the post- melon vision suggests a method for operating the ledges above the first level of the lair. Note in addition that one set of three numbers is associated with the visual depicting the RETRACTION of the ledges, and a different set of three numbers are aligned with the picture of the extension of the ledges. Copy down the myrmicat numbers (6, 9, 8) from the mural representing extending the ledges. Observe that it is impossible to climb to the podium in the schoolroom. Leave schoolroom, noting number (11, 8, 3) above door. Return to bridge and cross shaft on the third level. Climb up two levels. Approach security/defense door. Squawk door numbers 7, 2, 15 (numbers seen above door can be translated using either Rosetta Stone or quick refresher course at the cistern). Watch door open. Enter security/defense room. Observe keypad with myrmicat numbers. Fiddle with knob until picture of myrmicat pool room appears. Note that far right sliding mechanism causes toggle in room configuration. This is very important. Also observe that numbers are illuminated while security picture is present, suggesting use for keypad. Input new numbers into keypad. If numbers are those just used to open security/defense door (7, 2, 15), then a myrmicat message appears on screen. If numbers are those for any particular room (room numbers can all be seen on mapboard by eating a manna melon; alternately, they could have been written down by the player on a pad each time he visited a room) in the avian lair, then a picture of that room appears on the screen. Any other numbers entered on the keypad produce a response that looks like television static. If the schoolroom numbers (11, 8, 3) are now entered into the keypad, AND the sliding mechanism is used to toggle the physical configuration in the schoolroom, then the ramps can be placed so that the player will be able to reach the podium. Approach elevator in security/defense room. Note numbers (9, 14, 7) over elevator. Look down and use squawk box on microphone to input these numbers. Enter elevator and ascend. When elevator stops turn around and walk to console. Notice slot for object as well as display featuring the ledges. Return to fourth level, opposite side of shaft, to schoolroom. Mount podium using ramps extended while in security/defense room. Pull lever on podium. Observe again impacts of altered vision. While at podium, turn around one hundred and eighty degrees. Note broken elevator descending to somewhere. Tie rope to elevator handle. Climb down rope into myrmicat area. Explore myrmicat domain. Go left first into pool room. Notice pools, including one that has a key in the center. Don't try to obtain it yet, or the consequences will be disaster. Instead, locate the pools control area. Push button in center of control device and notice that water drains out of the pool directly in front of the player. Next discover that the primary lever is stuck. Now go back past the elevator into the other side, the sessile room. Pick up cup that is sitting on a rock. Fill this cup with fluid from one of the pools. Pour contents of cup on pool control lever and note that it melts the residue that is at the bottom of the lever. Push button on top of lever and notice that it lowers to a position similar to two others on the control device. Change the pointer in the center of the control device until it points in the direction of the pool with the key in the center. This pointer will be aimed at roughly eight o'clock when it is in the correct position. Now raise the lever behind the pointer and press button to drain the distant pool. Proceed to the emptied pool. Pick up the human lair key on the stand in the center. Take the key into inventory and climb back up to the hatchery, level 2, this same side of the shaft. Locate niche on north side of column celebrating symbiosis between the avians and the sessiles-melons-myrmicats. Insert human and octospider lair keys into niche. Door should open. Take myrmicat ID card out of niche. Remember slot on console that was seen after elevator ride in security defense room. Return to security defense room. Open door with squawk box (7, 2, 15) and activate elevator with squawk box (9, 14, 7). Ascend to special room and insert myrmicat ID card in proper slot. Enter code (6, 9, 8) to extend the ledges. Notice that the ledges do indeed extend even on the display. Leave security/defense area by coming down the elevator and using the squawk box to open the door. Approach the shaft. Look up. Notice that ledges are extended. Exit to avian plaza. Encounter Richard Wakefield upon leaving the avian lair. Richard, bursting with enthusiasm, informs player that nuclear bombs have been set by Heilmann et al, and that they will detonate in six hours, destroying RAMA and everything in it, unless somehow the third nuclear bomb, which is somewhere in New York, is found and disarmed. Before leaving Richard, who will himself join Nicole in also searching for the bomb, gives the robot Falstaff to the player and tells him to use the Shakespearean robot wherever necessary in his search for the bomb. From this time forward in the game, a countdown clock appears on the main game interface. Find the maze entrance off the avian piazza and pass through the maze to the octospider piazza. Locate the octospider lair entrance and insert both the octo key found inside the avian lair and the octo talisman earned in Bangkok. Descend down the ramps of the octo lair into the atrium. Hear the noise when standing in the lair at the bottom of the ramp. Look up at the dome on the ceiling of the atrium. Notice the rotating color bands that are laid out in concentric circles, with an octo language header in the middle of the design. Starting at the header, and moving toward the spiked, stylized pointer, an octospider number is formed by the colors on the two circles. Note this number. Note also that the number changes every time that the player stands on the pad at the end of the ramp. Look around the atrium. Notice that there are four tunnels leading to the rest of the lair. From left to right, call these tunnels Eenie, Meenie, Mynie, and Moe. The gates to Eenie, Meenie, and Mynie are closed and locked. The gate to Moe is open. Walk into Moe. See the pair of octospiders apparently dancing. Continue into the cistern area, triggering a non-interactive animation in which the octos see the player, point at him, turn off their music, talk to each other in color bands around their heads, and scoot out the back door, which closes and locks behind them. Walk back now toward the atrium and discover that the Moe gate has been closed as well and requires a blue-orange tetra to open it. The player is trapped in Moe corridor. Examine the cistern area. Francesca Sabatini's space suit is lying in a corner. In the pockets of her suit are three data cubes (which can be watched whenever the player desires-- they all deal, in one way or another, with the Heilmann plot to deploy the bombs) and a decryption card. Add all these items to inventory. Next approach the two keyboards in front of the fountains. One of the keyboard sets has colored keys, and gives a refresher course in octo numbers. Pushing the colored key (which is a specifiec octo number) produces the proper number of light beams on the wall and spigots gushing from the fountains. The second keyboard set, all white, plays octo music, which is a combination of dancing waters and colors (since octospiders are deaf). Each white key produces a different octo "song". If the third key from the left is pushed, however, the sound of a door opening is heard. Turn completely around anytime that particular song is being played. A hidden niche, containing a cache of the tetras that are the keys to the octo gates, is now visible. To enter the niche, use the yellow-indigo tetra found earlier in the artifact museum alley of the octo piazza. The cache includes nine tetras on a rack. Of these nine, only two are important in the game, the blue-violet tetra and the red- orange tetra. Add tetras to the inventory. None of these tetras will, however, open either of the gates of Moe. Approach the back door to Moe, the one through which the dancing octos escaped. See a blue-orange tetra lying on the other side of the gate. Activate Falstaff and place the robot on the ground. In an animated sequence, he will pass through the gate and retrieve the blue- orange tetra. Open the Moe gate and return to the atrium. Check Mynie gate and discover both that the corridor is blocked and that none of the tetras in inventory will open it. Observe the latest dome setting and then open the Meenie gate with the green-indigo tetra found in the octospider museum in Bangkok. Proceed down the corridor and turn left into the octo gallery. Observe the stuffed Takagishi and avian, the wheel commemorative display (like the one in the schoolroom in the avian lair-- a foreshadowing of the Wheel Room in the human lair), and six photographs, one of which is a picture of a nuclear bomb with four numbers (the seventh through tenth) already entered into its side. Note also, on the far side of the gallery, an apparent door, with a lock, but no colors defined for the tetra that would open it. Leave the gallery and continue down Meenie corridor. Approach the cylindrical descending pit. Notice that the spikes, that could be used to climb down, retract whenever the player reaches the lip of the pit. Go in the Eenie back gate using a red-green tetra picked up in the human piazza. Find the abacus alcove on the left. Examine artwork relating abacus to the numerical art of the atrium dome. Set octo abacus to the number in the atrium dome. Return to the descending pit. Notice that now the spikes protrude when the player stands on the lip. Descend to lower level of octospider lair. Note that abacus off to left is set at same number as abacus on upper level. If this abacus is reset by the player, then the spikes retract, making ascent impossible. Walk to right into dome room. Look up at ceiling at dome similar to one in octo atrium. The lower level dome and abacus must be set to the same number for ascent. While in dome room, notice symbolic map on wall. Recognize that this is map of upper level of octospider lair. Depicted on this map is an additional room behind the locked door in the octo gallery. On map is button which, if pushed, causes red and orange lights to fill the adjacent triangular areas, thus defining the red-orange tetra that needs to be used to enter the octo research lab behind the gallery. This is essentially a simple octo security system-- colleagues arriving by subway can simply buzz the octo researcher and it will identify the key that should be used. Enter subway station. Inspect large, inoperable subway at one end. Find Francesca's scarf, which cannot be taken, and a portable, Polaroid-like photo of the third bomb with its four numbers already in place. This is an exact copy of the photograph hanging on the wall in the gallery. Cross station to tiny subway. Activate Falstaff, who walks in subway in non-interactive sequence. Access wrist computer and switch to Falstaff's point of view. Note that Falstaff can turn around, come back, and see huge boot of player. This demonstrates process for deactivation of Falstaff. From Falstaff's point of view, enter tiny subway, push control button, and watch animated sequence of subway car moving through tunnel. At other end, subway door pulls away. Observe animation of octomorphs eating in nest area. After this observation, and at any time during this portion of the game, Falstaff can turn around, return to the player, and have the point of view switch back to the player. Step forward into nest area as Falstaff. Observe animated sequence in which huge tentacle from full-sized octo comes into nest and takes crunchie out of bowl of morph on the far right. This octomorph exhibits agitation, and then storms off to the right. The other three eating octomorphs are not affected by the action. Turn left as Falstaff. See the giant octo eye in the window. Watch it disappear. Notice the laser gun against the wall. Add it to inventory. Turn left again. See the subway entrance and two permanently locked octospider doors. Turn left one one more time and see the agitated octomorph standing in front of O'Toole's Universal Identity Card (UID). This octomorph will not move and allow the player to obtain the UID. Turn as Falstaff to face octomorph bowls again. Take octo crunchie earned in Bangkok (if not in inventory, then crunchie can be found in research lab) and place in far right bowl. Octomorph who was agitated earlier now slithers into picture and happily eats. As Falstaff, turn right and take the UID. Notice that O'Toole has circled the month and day of his birthday, 3 and 29, and written words CODE somewhere on the UID. Return to subway station as Falstaff, find player's boots, deactivate Shakespearean robot. As player, enter lower level dome room, observe ceiling, set abacus, and ascend spikes to upper level of lair. Enter gallery. Proceed to lab door. Notice that lock now has red and orange colors. Insert red-orange tetra and enter laboratory. When player draws near to octo teacher, a long non-interactive sequence occurs. During this sequence the octo teacher a) says hello in color, b) indicates that it is going to demonstrate something (also by speaking in color), c) touches the octo number for 4 on the pedestal, d) taps while four balls appear on the translucent screen, e) touches the lower part of the screen with its tentacle and the human number 4 appears, f) speaks the octo number four in color while the screen also shows the octo colors for 4, g) next says to the player, repeat after me, h) then taps five times to produce five balls on the screen, i) touches the screen causing the human number 5 to appear, and j) waits for the player to respond. Note that the pedestal beside the teacher can spin. The octospider is waiting for the player to maneuver that pedestal, as necessary, and touch the octospider number for 5. If this is properly done, the octo teacher will react joyously. If the player does nothing for a fixed period of time, or does not respond correctly, the octo teacher will repeat the part of the sequence beginning with the octo phrase in color, repeat after me. The demonstration sequence with the 4 will not be repeated. If, after three attempts, the player has not yet correctly operated the pedestal and identified the octospider number 5, the teacher turns around and ignores the player. The player must leave the octo gallery altogether before having another chance with the teacher. When the player returns, there will still be no demonstration sequence. This time, following the same basic procedure as before, the teacher will ask the player to find the number 7 in octospider on the pedestal. Whenever the player gives a correct response, either the first time or later in the game, the octo teacher reacts joyously, hands O'Toole's catechism card to the player, turns off its equipment, and leaves the laboratory out the back door. Examine the catechism card. On the back is written 15, ..., ..., ..., 33, underneath which O'Toole has written, in bold letters as before, the word CODE. Having acquired the catechism card, the UID, and the anniversary photo from the octo piazza, the player now has all the clues necessary to disarm the bomb. The five numbers that should be entered (each is a four place number, so that 41 becomes 0041), and the order in which they should be entered, can be deduced from all these clues and the seventh through tenth digits already in place on the bomb. The key to the code is that O'Toole's favorite sequence beginning with the number 41 is the source for all the numbers and digits in the disarming code. Thus 15, the first number, refers to the 15th number in O'Toole's sequence. Similarly, the 33, the last number, and the 3 and the 29 from the UID, all refer to specific numbers in O'Toole's sequence. After the octo teacher has left, explore the laboratory carefully. Find and add to inventory the following three objects: an octospider crunchie, O'Toole's crucifix, and most importantly, a wooden pocket item given to O'Toole by his family showing all the numbers in his favorite sequence. On this item 41 is identified as the first number, 43 as the second, 47 as the third, 53 as the fourth, 61 as the fifth, 71 as the sixth, 83 as the seventh, and so forth up to 1601 as the fortieth number in O'Toole's sequence. With this item the player can quickly see what the fifteenth, the thirty-third, and other critical elements in the sequence may be. Leave the lab and the octo gallery. Return to the atrium. Exit from the octospider lair into the octo piazza. Enter the maze and cross to the human piazza. Find the entrance to the human lair and insert both the human key found in the avian lair and the human talisman earned in Bangkok. Walk down the stairs into the Wheel Room. Examine wheel puzzle directly in front of player. Notice that myrmicat numbers are on the wedges on the outermost of three concentric circles. In the middle are octospider numbers; the wedges of the innermost circle contain human numbers. A pointer is on one side of the wheel. Note that there exists one, and only one, number that is common to all three wheels. Move each of the concentric circles so that the identical three values are aligned with each other and with the pointer. The pistons on the right of the wheel puzzle will operate, a door will pull away, and the bomb room will be in full view. Enter the bomb room. Survey the entire area. Hard left from the player is a crane biot with its target area out of reach. In front of the player is the nuclear bomb that must be disarmed, guarded by a spider biot that is threatening. To the right of the bomb, facing the player, is a black screen that reflects some of the light. If the player moves to his left, after entering the room, he will be able to see the target on the crane biot reflected in that screen. The player can move right or left from his entrance point without risk. At each of the four spots (there are two more locations to the right of the player's first location-- what's against the opposite wall here is not important) the spider biot moves on a parallel course, staying the same distance away from the player, and continues to threaten. If, at any time, the player steps FORWARD, deeper into the room, the spider biot attacks and kills him. The player then goes to the spider biot death scene with Arthur. Move to the location just to the left of the entry location. Aim the laser at the target on the black screen. Activate the crane biot. Watch the crane biot pick up the spider biot and render it harmless. Walk up to the bomb. Input the proper other sixteen digits. Notice that each time any group of the four digits is correct, those numbers lock in place and cannot be changed again. When all twenty correct digits have been entered, countdown clock on the bomb will stop, the flashing ACTIVE will change to INACTIVE, and the player will receive a vidmail from Nicole requesting that he come upstairs. Walk out of the bomb room and climb the stairs. Upon entering the human piazza, a non- interactive sequence will take over. Richard and Nicole will be in the first part of this sequence, followed by the giant colored rings of celebration emanating from the Big Horn in the distance. The player will then be taken to Arthur's alley, where Arthur will appear with all his menagerie and congratulate the player.