RINGWORLD (TM) - Revenge of the Patriarch (TM) by Tsunami Walkthrough by Veikko Danilas I used the CD-version of the Ringworld but this solve should apply to a disk version as well. Sound Blaster music is kind of a lame but hey, just use roland (or GUS) to get amazingly (sometimes) enjoyable results. The environment is based on Larry Niven's "Know Space" which adds certain charm to the adventure. Enough of a loose talk, we have an universe to save. After an introductionary animation you'll find yourself standing before family Chemeee's cosy home. Touch that fancy doorbell beam to announce your arrival. Kzinti guy comes up and asks for some proof. Give him Louis Wu's signet ring, which should satisfy that big cat. Your little chit-chat with friendly host is rather abruptly interrupted (it doesn't really matter, what you say). Stun the intruder - just to be sure. Didn't he just drop something? Yes, let's pick it up and follow our host. Now there are three fly cycles but only two riders and we don't want to leave and transportation behind. So climb into free fly cycle (just pick one). Insert that "modern" floppy and read the message contained on disk. Also don't forget to press SLAVE button. We might need that floppy later so take it back and leave the cycle. Now hop into another and set it to MASTER (inserting yellow disk first). Pull speed control lever and let's get out of here ! Sometimes it's better to rely on other beings so let Iacch-Captain to do your dirty work. Looks like we got some unwelcome visitors. You should put them out cold, using that trusty stunner. Now sit back and enjoy some cinematics. So Miranda is going to cause some serious trouble. If you want to punish her for it, stun her but it's not very polite to shoot them' ladies so you can just talk with her and let the time pass. Luckily our furry friend is smarter than you and doesn't have any prejudices against shooting a woman. COPY PROTECTION !!! What a obnoxious thing to put into a CD-game! I thought we got rid of those stupid manual lookups with CD-s, but no such luck! Really lame, if you ask me. Reconnect those wires and reach some sort of an agreement with Iacch-Captain. So she requires some proof to back up your story. The AutoDoc has many functions so we can use it to access interesting information. Put that yellow mission disk into AutoDoc. So now we are all friends - great. Relax and watch another one of those great animations. Ringworld, here we come ! So here we are, in a little heavenly canyon, playing gods and all ... Our friend Rock That Safeguards His People wants to have a little drink so don't keep him waiting. There doesn't seem to be something very drinkable in here so we shall return to lander in search for drink. In lander bay is a computer that allows you to access ship's computer containing delightfully detailed information about Known Space. It's really interesting to read those entries but it's not unavoidable right now. We should take a lift to the level 2. Left from a Quinn is a food replicator so we could use it a little. Yep, ale, that's it! This Alterian Moonshine should be a hot stuff. So back to the chief's hut we go. Quite sadly Quinn is subjected to a rishatra with a member of another race but it has it's advantages so just suffer through it. After working you can grab a rope and wander back to the chief's room. Can we find room in our pocket for that little ladder thingy? Yes of course (i just looove adventure games). Leave the house and watch as guard conveniently leaves his pervious standpoint. There are some interesting smokes up there so let's take a closer look. Use that "portable" ladder and once up, tie chief's rope to the rock (we have to move silently). Now pick a hole and descend into it (no, not the right one, you might get, hmm, toasted). There are some items to admire but you should concentrate on back wall and take some notes or just remember that little (star)map there. WALK out and grab priest's necklace from just under his nose. Back thru the ceiling you go and down using the ladder. You'll be placed at the Tech so look at the map (from temple's back wall) and put those pegs in correct holes. Wow, a little cute spaceship. Procedures require a scan of any new interesting object so let's do just that. Well well, looks like you just completed your first task, only Miranda will have to do some researching jet. So your next job lies in the caverns. Talk with seeker - it doesn't really matter, what you'll say. He speeds ahead and you and Miranda form the exited audience. Oops, now you'll have to save his furry ass. Take a lift to level 2. That storage room can be very useful at times so just walk in and grab the med-kit. Back to the cave we go. There are some skeletons lying about but nothing important. So let's enter that cave. There seems to be some kind of a bat creature caught in the net. Help him by pulling the rope that hangs from the net. Ouch ! And so you have found our furry friend. Inject him with your medcit (bites can be very dangerous). But unfortunately it doesn't help much. Grab a sharp stone fragment from the floor and slide thru the upper tunnel. Walk to the rope (avoiding that slippery tile) and cut the rope with a sharp stone. Examine surrounding if you like and revisit those charming fellows (by falling thru floor again). Try to leave by the tunnel ... Friends can be very useful at the tight places. Follow little critter to find a secret way to the throne room (and that precious stasis box). Use stunner to dispose of any bothering flesheaters. Talk to the bat creature and touch that big pillar. Here it is ! Get that shiny box and leave at once. Now we need to speak with the Seeker so just fall thru again(or skip it if you don't want to speak with a big cat). Climb out and walk to the pillar with secret door in it. There is a big rock quite near to that pillar. Remove the rock and join your friends back at lander. So we have a problem here: how to open a box. For every problem there should be an answer somewhere and frequently it's good to check with computer database. Read information about Stasis Fields and go talk to your team-mates (on 1-St deck). Now say that you want to fly a probe if you'd like to do some action for a change. Or you can leave action part to the Seeker. And there comes that transmission again. We should dive into the ocean depths but it's a rather dangerous thing to do without a proper equipment. Go back to the lander's storage bay and wear your environmental suit and open the airlock. Are we all set? Yes, so dive right in. This boss guy gives you a little quest that needs some flying power. Drop that bulky suit and proceed to the bay (you might want to visit Seeker for some directions). Operate Fly cycle control panel and fly to the "sky house". The crazy man doesn't want to cooperate so you should stun that loser. There is a key in the transfer tube and cork on the wooden barrel. Take them both. Greed liquid can be collected with a jar from the table. Touch those novels on the shelf and discover a paper. 2-4-3. seems to be some kind of a combination. Examine that stool and turn it according to paper slip (2 times to the right, 4 to the left and 3 to the right). Take a look at the floor safe and open it using the key (from transfer tube). There is nothing more to be done in that house and you should return to the lander. And while you are there at the lander bay check out the tech console. Grab what's left from the probe and walk back to the beach. Give dolphin hands, translator and green slime to the amphibian and he'll bring you another stasis box. Take it and that ends another mission. When Seeker leaves talk to the slave and head for the castle (nice surrounding). There seems to be a large quantities of straw here. Some of it is dump or just filthy so select clean and dry spot and grab a handful. You shouldn't forget your new duties so guide Quinn to the patriarch (out and right and down again). Patriarch spoils his tunic (what a shame) and Quinn gets a chance to be useful for a change. Get the spoiled tunic and go for the new one (out and right and right again). Guard can be surpassed by showing him the spoiled tunic. In the closet is a lot of tunics but they aren't really needed(let that cat suffer without one!). One of the Kzinti arrows is actually a trigger for a secret compartment. Get the short sword and return to the bedroom. Insert the short sword into a nearest column to acquire a perfect fit. Yes, stasis box at last. Now if only you could distract that guard character. Let's great a little accident. Get a candle from the candelabra and make a nice little fire on the patriarch's bed using straw and the candle. Balcony seems to be a perfect escape route so speed to the balcony and use your portable communicating device(scanner). Alas our fearless heroes are back at the mysterious ship. Shut down the stasis field with a remote control (negator). Access panel gives you a nice little picture puzzle correct order : 3 5 1 2 4 6 Get the little bugger out of that bucket of bolts (slaver ship) and give him the telepath's helmet for a continued communication. A magnetic key can be used to open the maintenance cover. Put that moving blue field into the stasis box and take it with you. Now it's possible to retrieve these interesting modules and leave the slaver ship. Wounded guy tries to get nasty but you are able to eliminate him with a neural wave nullifier. "Manhandle" your guest back to the ship and seal the exits. Quinn finds himself in a perilous position without a chance to escape but then he remembers those strange devices from the slaver ship. With a shaking hand he uses a device and teleports into relative safety of the bridge. And so we bid our heroes a found farewell as they speed back to the ringworld to find another challenges and puzzles in the "Return to the Ringworld (TM)". Universe is safe once more. We didn't quite find Louis Wu or Chmee but maybe we will in the sequel. Who knows? And more importantly : who cares? Written on early March Dedicated to Spoiler's Centre WEB site on internet http://www.et.ee/spoiler E-mail: veiks@et.ee (C) 1995 Veikko Danilas This walkthru may be copied and distributed by any means under the condition that it is left in its entirety