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ringwrld.txt
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1996-05-13
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~Return to Ringworld
`The Complete Solution - By Simon "LuDeCk" Burrows
`
`
`
`
`────────────────────────────────────────────────────────────────
~` THIS DOCUMENT: COPYRIGHT (c) 1995 EUROWAVE LEISURE Ltd.
~` COURTESY OF SIMON BURROWS
`────────────────────────────────────────────────────────────────
`
`
`
`
~INTRODUCTION:
`
`
`Having played around with Tsunami's Blue Force for over a year
`now, I decided to turn my attention to their latest creation:
`Return to Ringworld. Boasting full commentary and character-
`speech, this is a real multimedia CD-ROM game though I have found
`the puzzles to be trivial, the action uninteresting and the
`ending very unsatisfying. Oh well, see what you think as you
`play through it with this concise waltk-thru' solution.
~STATISTICAL BREAKDOWN:
`Time taken to complete game...............................11 hours
`Time taken to produce solution.....................approx 22 hours
`Number of Sections................................Only in 1, sorry
`Number of Words......................................Approx 11,000
`Number of Lines.......................................Approx 1,251
`Number of Bytes (characters)........................Approx 65,598
`Special Features..........................Suggested Save Locations
~THE SOLUTION:
`You start the game as Quinn in his quarters aboard the Lance of
`Truth. As with almost all adventures, your first few tasks
`centre around the collection of artefacts for use at later stages
`in the game.
`
`First of all, click the right button and select the 'use' cursor
`(the hand) from the ensuing menu. Click this on the green
`object leaning against the desk-like unit at the right of the
`screen: it's a Tnuctipun Stepping Disk! Now click the same
`cursor on the top of the circular table-like piece of furniture
`centre-screen. As the General Purpose Table rises, the Stasis
`Negator Gun will be revealed. Click the 'use' cursor on this as
`well and you will collect it.
`
`Now click the 'use' cursor on the door on the back wall to exit
`Quinn's quarters.
`
`You are now at the Deck Two Corridor. Click the 'use' cursor on
`the Door labelled '1' (the one nearest the left-hand edge of the
`screen), and you will enter the General Purpose Lab. Once in
`there, click the use icon once on each of the following objects
`to collect them: the Reader Device (purple, on the third
`Storage Shelf up at the right-hand side of the screen); the
`Hyper-Conducting Attractor Unit (grey with a handle, on the
`floor by the Storage Shelves); and the Subminiature Sensor Probe
`(like a big needle, inserted in the Algorithmic Array Console by
`the Storage Shelves). Once all of these items are in your
`possession, click the 'use' cursor on the Door by which you
`entered the room to exit back out to the Deck Two Corridor.
`
`This time, click the 'use' cursor on the Door labelled '2' (the
`one in the centre of your screen), and you will enter the
`Elevator. Once in there, select the Bridge as your destination
`by clicking the 'use' cursor on the button by the label:
`'Bridge'.
`
`When you reach the Bridge, click the right-hand mouse button
`again, and this time select the 'speech' cursor from the menu.
`Click this cursor on Miranda (the lady in pink sitting towards
`the left-hand edge of your view). As you will see, she wants you
`to find some way of disabling the Stasis Field on the Quantum
`Drive. That will be your second task after first extracting the
`Infodisk from Quinn's (your) body.
`
`When you have concluded your conversation with Miranda, turn your
`attention to Seeker (the bear-like creature sitting centre-
`screen). Click the 'speech' icon on him, and when presented with
`a menu of possible questions to ask him, select option '2'.
`After more discussion you will be presented with another
`conversation menu. This time select option '3'. When the
`conversation comes to an end, select the 'use' cursor again from
`the right-mouse-button-menu and click this on the Door on the far
`wall to re-enter the Elevator.
`
`This time select Deck Five as your destination.
`
`Upon arrival, turn your attention to the loose panel at the base
`of the wall towards the right-hand side of your view. First,
`click the 'use' cursor on the panel itself and you will shunt it
`out of the way. Now click again, this time on the Multi-Purpose
`Retention Clamp which had been hidden behind this panel.
`
`From this location you also need to retrieve some Isolinear
`Optical Fiber. To do this, click the 'use' cursor on the loose
`wires hanging from the hole next to the locked Door at the
`bottom-right corner of your view. When you have the Fiber, click
`the 'use' cursor on the Door at the left-hand end of your view to
`enter Sick Bay.
`
`Once inside Sick Bay, take a look at the back wall. There you
`will see a Storage Cabinet with five buttons visible just below
`it. Click the 'use' cursor on any one of these buttons and the
`door panel of the Cabinet will descend giving you access to the
`Com-Scanner contained within. Collect this by clicking the 'use'
`icon on it.
`
`Now click the 'use' cursor on the large(ish) red Button on the
`side of the Autodoc in the centre of your view. You will
`automatically climb inside. When presented with the menu of
`options, select 'Advanced Procedures' by clicking on the Button
`alongside this label. DAMN! - You need an access code, and you
`do not have one. Without the code you cannot continue, so click
`on 'open Door' and you will automatically exit the Autodoc once
`again.
`
`Now click the 'use' cursor on the Door of Sick Bay to exit back
`to the Deck Five Corridor, and then on the Elevator Door (the
`one marked '5' in the middle of your screen) to enter the
`Elevator. Once inside the Elevator, select the Bridge as your
`destination...
`
`When back at the Bridge, select the 'speech' cursor again and
`click this on Miranda. Select response '2' from the resulting
`conversation menu to ask her about the Autodoc. She says she
`wants a 'Reader', so select (by clicking on...) the Personal,
`Programmable Reader from your inventory, and click this on
`Miranda. When you get the Reader back, this time programmed to
`the Autodoc's requirements, click the 'use' cursor on the Door on
`the far wall to once again retire to the Elevator.
`From here you need to go back to Sick Bay. As before, to do this
`simply select Deck Five in the Elevator, then click the 'use'
`cursor on the left-hand Door when you arrive there.
`
`Back in Sick Bay, select the Isolinear Optical Fiber from your
`inventory and click this on the Autodoc's Connecting Junction
`(the hole with green wires already visible through it). Now
`select the newly re-programmed reader from your inventory and
`click this on area directly right of the Connecting Junction
`described as an 'ideal place to put a small device'. You are now
`ready for foreign-object extraction, so click once again on the
`red Button to enter the Autodoc, and re-select 'advanced
`procedures' from the menu.
`
`When the Infodisk has been extracted from your body, select 'open
`Door' again and you will climb back out of the Autodoc. Now turn
`your attention to the yellow Button below the red one on the
`Autodoc's exterior. Clicking on this with the 'use' cursor will
`result in a small Drawer opening which contains the Infodisk. Do
`this, then collect the disk by clicking on it with the 'use'
`cursor.
`
`That concludes you work in Sick Bay, so it is time to leave.
`Click on the Door with the 'use' cursor again to exit back to the
`Deck Five Corridor, then on the Elevator's Door to enter there.
`This time, select Landing Bay Two as your destination.
`
`Upon arrival, click the 'use' cursor on the Three Metre Cable
`Harness (the red/orange/yellow object coiled on the floor in the
`middle of the room) to collect it. Now click the 'use' cursor
`on the small Door on the far wall to enter the Vacuum Suit Room.
`
`Once inside, take a look at the 'wardrobe' towards the right of
`your screen, where the Vacuum Suits are stored. On either side
`of this are two Cabinets (appearing as darker grey squares with
`a red stripe down their right-hand sides). Click the 'use'
`cursor on the left-most Cabinet to open it, then on it's
`contents: the Sonic Stunner. Do the same for the right-most
`Cabinet and collect the Canister of Laser Diffusion Aerosol which
`is stored within. Now click on the Door to exit back out to
`Landing Bay Two.
`
`From back outside in Landing Bay Two, select the Cable Harness
`from your inventory, and click this on the Hand Grip (appearing
`as a light grey rectangle to the right of the Door to the Vacuum
`Suit Room). Now select the Hyper-Conducting Attractor Unit from
`your inventory, and click this on the other end of the now-tied-
`up Cable Harness.
`
`Next, bring up the right-hand-mouse-button menu again and select
`the 'walk' icon from it. Click this at the far right-hand edge
`of your view and you will see that as Quinn walks in that
`direction, your view scrolls revealing more of the room.
`When the right-hand wall of the room comes into view, stop and
`click the 'use' cursor on the Control Panel at the base of the
`wall near the right-hand end of your view. Clicking on this will
`unfold the Magnetic Crane controls which you will automatically
`then go and sit on.
`
`When the POV shot of Quinn sitting on the Crane controls comes
`up, click on the 'Operate Crane' Button and a new set of Buttons
`will appear. Click again, this time on the 'Tractor Field'
`toggle, so it reads 'Tractor Field On'. Now click on the 'right
`arrow' Button 4 times, then the 'up arrow' Button 14 times so
`that the Hyper-Conducting Electromagnet attracts the Hyper-
`Conducting Attractor unit tied to the end of the Cable Harness
`into the air.
`
`When the Cable Harness is pointing directly upwards, do not click
`on any further direction Buttons. Instead, click on 'Done' twice
`and you should stand away from the Crane controls just before
`they fold themselves away again. When this has happened, click
`the 'use' cursor on the now-vertical Cable Harness and you will
`climb up it to the Engineering Loft above.
`
`Once you get up to the Loft, click the 'use' cursor on the small-
`looking Door just visible at the left-hand side of your view, and
`you will enter the Engine Compartment.
`
`Stop when you enter this new location because the Laser is
`dangerous and will need disabling before you can turn your
`attention to the offending Stasis Field (the multi-shade grey
`rectangle above the laser) which Miranda told you to sort out
`when you were talking to her earlier.
`
`To disable the Laser, firstly select the Canister of Laser
`Diffusion Aerosol, and click this on the Laser itself. This will
`protect you from being hit...at least for now! Now select the
`Multi-Purpose Retention Clamp from your inventory and click this
`on the Laser as well. Next, click the 'use' cursor on the Door
`as if you were going to leave the room, and you will find that as
`you are about to do so, the Laser will try to shoot at you, and
`because it was restricted by the Clamp it will overheat and
`explode! What fun!
`
`With the Laser out of the way we can turn out attention to the
`Stasis Field which is engulfing this compartment of the Quantum
`Drive. First, select the Com-Scanner from your inventory and
`click it on the '?' icon beside the visual representation of your
`inventory at the bottom of your screen. This will open a close-
`up of the Com-Scanner with 'Talk' and 'Scan' buttons, a frequency
`slider, and a visual display. Click the 'use' cursor on the
`frequency slider at the bottom of the close-up and drag this one
`notch to the right. You should hear a noise similar to a
`telephone dialing-tone. Now click anywhere off the close-up to
`close it, before re-selecting the Com-Scanner from your inventory
`and this time clicking it on the Laser.
`
`Now select your Sonic Stunner from your inventory and click this
`on the Com-Scanner now affixed to the Laser. You will
`automatically take a few steps back before turning and shooting
`the Com-Scanner which will result in the cloud of Laser Diffusion
`Aerosol being dissipated. Click the 'use' cursor on the unharmed
`Com-Scanner to retrieve it, then get the close-up of it again and
`drag the notch back to its original position to turn off the
`annoying tone.
`
`Next, select the Programmable Sensor Probe from your inventory
`and click it first on the Stepping Disk, then on the Stasis
`Negator Gun, both also in your inventory. Now select the Fully
`Charged Power Capsule from your inventory and click this on the
`Stasis Negator Gun to power it up. Finally, select the Stasis
`Negator Gun itself from your inventory and click it on the Stasis
`Field. You will retreat a little again before turning and
`blasting the field away once and for all!
`
`You have finally finished here. Don't bother collecting the
`Canister of Laser Diffusion Aerosol or the Retention Clamp as
`these are no longer useful to you. Simply click the 'use' cursor
`on the Door and this time you will leave the room back to Landing
`Bay Two.
`
`Click the 'use' cursor on the Cable Harness again and you will
`climb back down to the main floor. Now click on the Elevator
`Door and you will retreat to the relative comfort and safety of
`the Elevator again.
`
`Select the Bridge as your destination again, and when you arrive,
`select the Infodisk and click this on Seeker. When you finish
`conversing, select the 'speech' cursor and click this on Seeker
`too. As you do this, you should automatically say "Success!".
`If not, click the 'speech' cursor on Miranda or Seeker and talk
`to them about anything and everything until this event does
`occur. As soon as you utter the word "success", you will lose
`control of the game (meaning that you have no control over the
`events for a short period of time) as the first out-scene rolls
`into action...
`
`
~` !SAVE!
`
`
`When you recover control of the proceedings, select the 'speech'
`cursor and click this on Seeker to ask his opinion on what you
`should do next. He tells you to 'scan the underside for the
`opening'. To do this, click the 'use' cursor on the monitor of
`your workstation to your character's right, and you will bring up
`the DSBS Computer Menu. Click on the 'Scan Ops' Button, then
`the 'Passive Enabled' Button (it will toggle to 'Active
`Enabled'), then the 'Deep Scan' Button. Follow this with a click
`on the 'Geographical' Button, then when the picture on the
`display changes, a click on the page up Button (the Button
`furthest left on the display). The scan will now be made, and
`the computer will soon locate Fist of God.
`
`After a spate of talking between yourself, Seeker and Miranda
`which you have no control over, you and Seeker will eventually
`leave your ship and enter the Village of the Canyon People.
`Watch as you automatically investigate the dying village chief,
`then get shot at. When Quinn and Seeker dive into the Crater,
`you recover control. Quickly select the Stasis Negator Gun from
`your inventory and click this on the white Trooper standing on
`the cliff above you. This will dissipate his Stasis Field
`Armour. You can now kill him for good by selecting your Sonic
`Stunner from your inventory and clicking this on.
`With the Trooper gone, you and Seeker will automatically climb
`back out of the Crater. Select the 'speech' cursor again and
`click this on the Canyon Chief. First ask him what happened to
`his village by choosing option '1' from the conversation menu.
`When he has answered that question, click the 'speech' cursor on
`him again and this time ask him about the Tnuctipin Ship by
`selection option '1' from the new conversation menu. Finally,
`click the 'speech' cursor on him for a third time and after a few
`last words he will die...
`
`Yourself and Seeker will now automatically retreat to the Lance
`of Truth (your ship) and there will be an long, automatic
`conversation between the two of you and Miranda. When you are
`shown a conversation menu with three possible responses, select
`the option by which you tell the others that you will scan for
`the ARM's location.
`
`To carry out this scan as you have promised, first click the
`'use' cursor on your Monitor to start up the Computer. Again,
`press the 'Scan Ops' Button, but this time leave the 'Passive
`Enabled' Button alone as Miranda advised, and only press the
`'Short Scan' Button. This time you need to select the
`'Technological' option when asked about the type of scan.
`
`After being given the results of the scan there will be a little
`more conversation after which you will be presented with a
`further conversation menu. From this, select option '3' - 'The
`most prudent course would be to go back out the way we came in'.
`More speech will follow, then you will fly the Lance of Truth
`back through the fist of God and onto a huge space ledge.
`
`Having arrived on the Space Ledge there will be more automatic
`conversation between the three of you, then you will be presented
`with another conversation menu from which you should select
`option '3'. After a quick argument with Miranda, Seeker will
`leave the Bridge for the Vacuum Suit Room, which is exactly where
`you must head for now.
`
`Follow Seeker by clicking the 'use' cursor on Elevator Door.
`Select Landing Bay Two as your destination from the Elevator, and
`once there click the 'use' cursor on the Door on the far wall to
`enter the Vacuum Suit Room
`
`When Seeker has finished moaning, click the 'use' cursor on one
`of the Oxygen Tanks (red, on he floor by the Vacuum Suit
`'wardrobe') to take one. Now click the 'use' cursor on the
`Space-suit Storage Control Panel to the left of the left-most
`Storage Cabinet (also by the Vacuum Suit 'wardrobe'). When the
`close-up of this Control Panel appears, click the 'left' Button,
`then the 'select' Button. Now click anywhere off the close-up
`to close it. Have a quick look at the selected Vacuum Suit by
`clicking the 'eye' cursor on it. It should be a suit suitable
`for the average human male. If it is not, use the Control Panel
`again to find one that is suitable by scrolling through them with
`the 'left' and 'right' buttons, selecting them with the 'select'
`button, then viewing them with the 'eye' icon as we have done
`with this first one.
`
`When you find a suitable Vacuum Suit, select the Oxygen Tank from
`your inventory and click this on in, then click the 'use' cursor
`on it as well and you will climb inside. Finally, click the
`'use' cursor on the air lock Door (the bulky Door at the left-
`hand side of your view), and you and Seeker will leave the Lance
`of Truth.
`
`Once outside on the Space Ledge, select the 'walk' icon and click
`it at the far left-hand side of your view. When you get into the
`next screen, do exactly the same again so you walk another full
`screen to the left. Keep walking in this same way to the left
`many times. Eventually, the ARM will land and invade the Lance
`of Truth with Miranda still inside! Do not worry about this
`event as it supposed to happen and will, believe it or not, end
`up to be vital to your success in the game.
`
`At this point in the proceedings you are automatically given
`momentary control of Miranda to make a conversation menu choice
`for her. Choose any of the responses from the menu as they all
`have the same eventual outcome. Soon the action will return to
`Seeker and Quinn on the Space Ledge floor and Miranda is taken
`away aboard your ship leaving you stranded on the giant Space
`Ledge.
`
`This part of the game is more difficult to explain that others as
`there is no set pattern of actions you must make to succeed,
`simply one goal which can be achieved in a series of different
`ways.
`
`Basically, you are stranded on an immense Space Ledge which you
`must escape from in order to continue your adventure. It is
`littered with space debris, most of which is useless. There are
`also, however, ten useful items which you must to collect from
`all corners of the Ledge to aid your escape. To do this, move
`Quinn and Seeker around the Ledge, find the objects, then click
`on them with the 'use' cursor and you will pick them up.
`
`Also on the ledge are various spaceships. Most of these are
`useless as they have crash-landed some time ago and their hulls
`are no longer intact. It is worth noting, however, that you will
`have to visit some of these crashed ships anyway because some of
`them house two or three of the 10 objects mentioned above which
`you will need to collect.
`
`One of the spaceships on the Ledge, however, has not crash-
`landed. It was built to transport 'people' around the Ledge and
`is therefore called a Ledgehopper. When you have found 8 of the
`10 items I have mentioned above, you must go to this Ledgehopper
`with both Seeker and Quinn. As I will explain in due course,
`most of the items you have found on the Ledge, together with two
`more found inside the Ledgehopper, will then fit into various
`'bays' on the side of the ship. When they are all fitted, the
`ship will then be ready to transport you off the Ledge.
`
`To help you find the ten items which you will need to collect,
`the Ledgehopper and the crashed spaceships on the immense area of
`the Ledge, you can use your Com-Scanner. First, select this from
`your inventory, then click it on the '?' icon at the bottom of
`your screen. When the close-up of the Scanner appears, select
`the 'scan' Button and it will perform a scan of the Ledge, the
`results of which can then be seen on the display above. Together
`with the perimeter walls, there are six other types of things
`which will show up on the scan. They are as follows :-
`
`
~` RED DOT - Quinn
~` ORANGE DOT - Seeker
~` DULL GREEN DOT - One of the 10 items
~` BRIGHT GREEN STRIPE - A crashed space-ship
~` BRIGHT GREEN DOT - The Communications Tower
~`BIG DULL _and_ BRIGHT GREEN DOT - The Ledgehopper
`
`
`Now I have explained the basic theory behind this section of the
`game, I will tell you exactly which locations to go to on the
`Ledge, which character to go there with, and which order to do
`this in. When describing the location which I want you to go to
`next, rather than telling you to go north, south, east, west
`etc., I will explain the location in terms of where it appears on
`the scan. Carry out a scan with your Com-Scanner as described
`above, then use the results of the scan to use as a guide to the
`direction you should then go in.
`
`When you know which direction to go in (get this by comparing
`where your current location is on the scan [either the red dot
`if you are Quinn, or the orange dot if you are Seeker] to the
`location of your destination), use the 'walk' icon to go in that
`direction until you arrive. If in doubt about whether you have
`arrived at the right place, check with another scan to see
`whether the dot representing your character is right on top of
`the dot representing the correct location.
`
`Okay, let's get movin'...
`
`First of all, move Quinn to the Communications Tower. This is
`represented by a bright green dot in the centre at the bottom of
`the scan. When you arrive, click the 'use' cursor at the top of
`the Ladder which extends up the Tower's side. When Quinn has
`climbed to the top of the ladder and you are shown the close up
`of the mechanism, click the 'use' cursor first on the lever, then
`on the red Button behind it.
`
`After closing the close-up, click the 'use' cursor right at the
`top of the Communications Dish to collect the Battery which has
`been inserted there. When you have the Battery, click the 'use'
`cursor back at the bottom of the Ladder, and after a moment you
`will be shown the close-up again. At the close-up, click the
`'use' cursor on the lever to extend the Communications Dish back
`to the vertical position, then close the close-up and you will
`automatically descend the remaining distance to the bottom of the
`ladder.
`
`Your next location should be the dull green dot directly left on
`the scan from the red dot which represents you. This dot is
`between the one representing the Communications Tower, and the
`one in the lower-left-hand corner representing a crashed
`spaceship. When you arrive you will find the Guidance Control
`Module. Collect this by clicking on it with the 'use' cursor.
`
`Now continue left to the location represented by a bright green
`stripe at the far bottom-left-hand corner of the scan. This
`represents a smashed-up ship which in itself is useless, but
`which has three of the ten items you are going to need to collect
`to aid your escape off the Ledge.
`
`When you arrive at the Ship, you will see that it covers two
`screens. If you are not there already, go to the screen from
`which you can see the right-hand side of the ship at the left-
`hand edge of your view. Once there, click the 'use' cursor on
`the Airbag on top of the ship to collect this, then on the
`Functional Diagnostics Display on the ship's control panel
`beneath where you took the Airbag from.
`
`Now make your way around the ship and left, into the screen where
`you can see the left-hand side of the ship at the right-hand edge
`of your view. From there, click the 'use' cursor on the
`Navigation Gyro (appearing as a brown object near the top of
`your view poking out from the ship's left-hand side).
`
`When you have these three items you have finished at this
`location. Take another scan and locate the dull green dot at the
`left-hand side of the scan just below the wall which sticks into
`the scan near its top. Move to this location. Upon arrival you
`should find a Partially Depleted Fuel Cell. Collect this by
`clicking on it with the 'use' cursor.
`
`Now it is time to change the character which you are currently in
`control of for the first time. To do this, bring up the right-
`hand-mouse-button-menu and click on the icon with the outline of
`a single head on it. This, in turn, will bring up another menu
`with Quinn, Seeker and Miranda listed on it. Select Seeker.
`
`You will find that you are now controlling Seeker. Obviously,
`you will be at a different location than you were at a moment ago
`because you have now moved to the screen where Seeker has been
`standing for the past few minutes. You will see that Seeker also
`has a Com-Scanner which can be used in exactly the same way as
`Quinn's, together with an identical Sonic Stunner too.
`
`Take another scan in the same way as you did with Quinn to see
`where you are located on the Ledge now. Remember that you are
`now represented by an ORANGE dot because you have changed to
`Seeker. Now move to the dull green dot in the middle at the top
`of the scan. Getting to this will involve going in a general WNW
`direction. When you arrive at the right spot you will find a
`Radar Mechanism which should be collected by clicking on it with
`the 'use' cursor as usual.
`
`Now head back in the direction you came, towards the dull green
`dot the other side of the wall to where you are, close to where
`both characters started (this is SE from your present location).
`You will obviously have to make your way around the wall to get
`to this location. When you arrive you will see a bulky crate
`with a Directional Actuator jammed underneath it. Click the
`'use' cursor on the Directional Aculator and you will
`automatically radio Quinn and ask him to help you get it out.
`
`Once you have the Directional Aculator you should have collected
`all the items you need to have in your possession before going to
`the Ledgehopper, so it is time to take first Seeker, then Quinn
`there now. It is represented on the scan by the biggest blip
`(also the only which shows as both shades of green). It is west
`and a little south from where you are standing when you collect
`the Directional Aculator. First move Seeker there, then when he
`is standing safely by its side, switch to the control of Quinn
`once again and do the same with him.
`When both Quinn and Seeker are standing by the Ledgehopper,
`switch to controlling Quinn if you are not doing so already, and
`click the 'use' cursor on the cockpit's hatch. When the view
`changes to an internal shot from inside the Ledgehopper, click
`the 'use' cursor first on the Door of the Storage Compartment
`near the right-hand edge of your view, then on the Spare Ignitor
`and the Thruster Control Valve within.
`You have now collected all ten items you need to get the
`Ledgehopper working - now it is just a matter of inserting them
`in their proper places and then you'll be able to escape this
`location at last. First you are going to insert the Functional
`Diagnostics Display. To do this, first click the 'use' cursor on
`the cracked, Non-Functional Diagnostics Display to remove this,
`then select the Functional Diagnostics Display from your
`inventory and click this in place of the cracked one to replace
`it.
`
`Now select the Directional Aculator from your inventory and click
`this in the small black 'socket' in the middle of your view at
`the bottom. (Where you would normally expect an aeroplane Joy-
`Stick to fit.) You will put this into place ready for use when
`you get the vehicle flying.
`
`Now exit the Ledgehopper again by clicking the 'use' cursor on
`the green Button towards the right of the ship's interior.
`When the view reverts to exterior again, take a look at the
`Ledgehopper. You will see a series of 'gaps' on its side, which
`are, in fact, bays into which you have to fit the various items
`you have been collecting on your travels around the Ledge.
`
`Insert the items into the Ledgehopper as follows, starting with
`the 'bay' at the far left-hand end of the ship and ending on the
`'bay' in the nose of the ship at its far right-hand end (NOTE:
`You must change to Seeker when you come to fit the Radar
`Mechanism as he was the one who collected this item. Simply
`change to him when you come to this, number 6, then back to Quinn
`to fit number 7) :-
`
`
~`1) Battery 2) Partially Depleted Fuel Cell 3) Spare Ignitor
~`4) Thruster Control Valve 5) Navigation Gyro
~`6) Radar Mechanism 7) Guidance Control Module
`
`
`You should be controlling Quinn at this point, though it does not
`matter which character you are controlling. Simply click the
`'use' cursor on the Cockpit Hatch and that character will enter
`the ship, then change to the other character and do the same with
`them.
`
`When both characters are sitting inside the Ledgehopper you are
`finally ready to take off and escape! To do this simply click
`the 'use' icon on the Button on the top of the Directional
`Aculator (Joy-Stick). Fortunately, there is just enough fuel
`for you to reach the Rim Wall.
`
`
~` !SAVE!
`
`
`When you regain control of the action again, you next need to
`find some way of transporting yourself the long distance to the
`nearest Elevator. Fortunately, this is pretty easy because a
`Mag-Lev Transport Car has been provided for you. To get to this,
`move the cursor to the bottom of your view and find a point where
`it changes from it's current 'picture' (hand, crosshair etc.)
`to an arrow pointing downwards. When it does this it means this
`is a spot where you can exit into the screen south of your
`current location, so simply click and the characters will make
`their way down a screen.
`
`In the next screen go south again in the same way, and then again
`in the screen after that. You should now arrive at the Mag-Lev
`Transport Car's parking spot. Click the 'use' cursor on the side
`of this vehicle and you will both climb aboard.
`
`When you view reverts to a POV internal shot of the Car's
`controls, stop a moment and let me explain the controls :-
`
`At the bottom left-hand corner of the view is the Radar. The
`white dot in the middle of this is your car, and the vertical
`lines represent the road it can be moved along. To the right of
`this are a set of six green lights which graphically represent
`the movement of the car. Pay no attention to these!
`
`Next, further right still, comes two columns of several red
`lights each. A short time after you start moving, the bottom
`light of the left-hand column will light. This means you are
`approaching the first landmark on the road: an Elevator. As you
`get closer to this Elevator, this light will move up the column,
`until the top light is lit. At this point you are very near the
`Elevator. Because this Elevator is jammed we are going to drive
`straight past this one and go onto the next one. As you will
`see, when we go past this first elevator, the light will go out,
`and instead the top one on the right-hand column will light. As
`we go further and further away from the Elevator again, the light
`will move down the column until the very bottom light has lit and
`gone out again. Still further down the road, you will start
`approaching a second Elevator, so the light at the bottom of the
`left-hand column will light again and the whole process will
`start over. This time, however, you will need to stop when the
`light reaches the top of the column as, at this point, you will
`be outside the second elevator.
`
`Look further along to the right of the Car's controls. The
`white/grey Button is your forward/reverse toggle. The section
`which it white (lit up) represents the direction you are
`currently going in - top section=forward, bottom
`section=backward. Note that if you are going at full speed it
`will take some time for the ship to slow before it can change the
`direction it is moving in.
`
`Next to the forward/reverse toggle is, as you can see, a large
`red Button. Use this to stop, or, if the Car is already
`stationary, to exit the interior view back outside. Next to
`this, at the far bottom right-hand corner of your view is the
`acceleration slider. When the notch is at the top you are either
`stopped or slowing, drag it down to the bottom and you will
`increase to full speed.
`
`Now I have explained the controls you are ready to go :-
`
`First of all, drag the notch on the Acceleration Slider to the
`bottom and watch as you slowly increase to full speed. After a
`while, one of the red lights will light up as I have explained as
`above. Watch each light go on then off in turn as I described.
`When all the lights are unlit again, it means you are directly in
`between the two Elevators. Now get ready as you begin to
`approach the Elevator you need to stop at.
`
`When the lights start moving up the left-hand column again, pay
`attention. Use the acceleration slider to slow down a little,
`then when the second to top light is lit, slow right down so you
`are just trundling along and have greater control over your Car.
`Watch the Radar carefully. When you see a circular outline
`beside the road on it, allow your ship to approach this, then use
`the red button just before you get to it to slow, and hopefully
`stop right outside it. If you go past the outline, switch to
`reverse and approach it from the other side. Do not exit your
`Car until it is stopped directly outside the Elevator which you
`will be able to judge by checking with the Radar. Now click the
`red Button from a stationary position and you will exit the Car.
`
`When you get outside, take a look at the pathway on which you are
`standing. If it looks the same as it did when you entered the
`Car (ie, you can not leave the screen to the left because there
`is a seemingly bottom-less gap there), re-enter the Car and be
`more accurate in your positioning outside the Elevator. If,
`however, you can now walk left now do so by clicking the cursor
`at the far left-hand edge of the screen and you should arrive
`outside an Elevator.
`
`When you arrive outside the Elevator, first change the character
`you are controlling to Seeker if you are not doing so already,
`then click the 'use' cursor on the double-doors at ground level
`at the front of the Elevator. When Seeker is standing holding
`the doors open, quickly change back to controlling Quinn, and
`this time click the 'use' icon just below Seeker's right armpit
`where there is a lever inside the Elevator. This will result in
`the Steps leading up the the two upper doors extending so they
`can be climbed. Now click the 'use' cursor on either of the two
`upper doors and you will enter the Elevator.
`
`Change back to Seeker again when you get inside the Elevator, and
`click the 'use' cursor on the Robot. After struggling to hold
`the Robot, Seeker will drop it, but if you click on it again,
`this time he will manage to keep it up. Quickly change back to
`controlling Quinn, then select the Airbag from his inventory and
`click it underneath the robot to wedge it. After some
`conversation, you will automatically pressurise the Elevator with
`Seeker's air. When this has happened, select the Rebreater Tank
`from your inventory and click this on the Airbag to inflate it.
`
`When the Airbag has been inflated and all but pushed the Robot
`off the Elevator control's, click the 'use' cursor on the Button
`on the far wall next to the left-most Door, and the controls will
`come up, pushing the robot over as they do so. Now click the
`'use' cursor again, this time on the internal Elevator's Doors,
`and a close-up of the controls will be shown. On this, click the
`'use' cursor first on the second Button from the left, then on
`the central Button. The Elevator will finally start moving, and
`a moment later the scene will cut to Miranda's misfortunes with a
`dictator called Teal.
`
`When Teal offers you the drink, choose any of the responses from
`the menu as each will eventually result in the same outcome.
`Keep choosing responses from the menus until he momentarily
`leaves the room. Quickly click the 'use' cursor on the frayed
`wires just underneath Miranda's left arm and she will tug one of
`them out. As soon as she's done this, Teal will return, and a
`few moments later you will jump back to the action with Quinn and
`Seeker again.
`
`You and Seeker will automatically climb out of the Elevator and
`almost immediately collapse through lack of oxygen! When the
`scene cuts to the recovery room, click the use icon on the
`'dressing gown' hanging on the pole at the base of your bed,
`then select the 'speech' cursor and click this on the caretaker
`(man standing nearest the chamber's Door). When he has finished
`talking, click the same cursor on him again to ask him a
`different question, and then a third time to thank him.
`Eventually you will automatically go and talk with Astor
`Pharisha, reciter of the Spill Mountain Folk.
`
`Click the 'speech' cursor on her and you will embark on a huge
`conversation. Listen/read this if you want to get involved in
`the story's plot, otherwise skip it as it is particularly boring!
`When it comes to an end, move the cursor to the bottom of your
`view where you entered this room and click to leave the cavern.
`
`You are now on a Spill Mountainside. There are many Bridges,
`pathways and Steps in this area so you can get around the Spill
`Mountain Folk's Village. You will see many men walking around
`just as you are doing. Ignore these as they won't talk or
`interact with you in any way.
`
`First of all you need to reclaim your Oxygen tank. To do this,
`walk left four screens, then go up the Bridge. At the top of the
`Bridge, walk back to the right two screens, then click the cursor
`through the Door (the cursor will change from a cross-hair to an
`arrow when you can click to enter). When you get inside the
`Storage Room above the Tanning Room, click the 'use' cursor on
`the winch handle by the hole in the floor to wind the rock down.
`When this is done, click back out of the room the way you came.
`
`Once back outside you need to make your way to the Tanning Room
`itself. To get to this room, go back the two screens to the
`left, make your way back down the Bridge, then go right two
`screens and enter the Door there. Inside, click the 'use' cursor
`on the Oxygen Tank and you will automatically throw it into the
`pit in the middle of the room. After a moment it should float to
`the surface so you can just see it in the hole. If this is the
`case, click the 'use' cursor on it to recover it. If not, leave
`then re-enter the room and this time it should be available to be
`taken.
`
`Now you need to fill the tank with helium. This is done in the
`Helium room! You can get there by first exiting the Tanning
`Room, then by going right one screen, down the Stairs, left two
`screens, down the Bridge, right a further two screens, down more
`Stairs, and then right two more screens. Now click through the
`Door at that location to enter the room with the Helium-
`Generating Machine housed within it.
`
`Select your Rebreater Tank from your inventory and click this on
`the small tap set in the side of one of the chambers of the
`Helium Machine. When the tank is filled, exit back outside and
`go right one more screen to the Balloon Launch Platform. Walk
`right to the edge of the platform, then select the Rebreather
`Tank from your inventory and click it on the Balloon. Astor
`Pharisha will walk in and talk to you for a moment, then you will
`take to flight on the Balloon.
`
`When the arial shot of you on you Balloon appears, turn your
`attention to the dial at the bottom of your view. The Button to
`the left of that increases your altitude, the one to the right
`decreases it. As soon as you begin to fly, click the left-hand
`arrow. If it is reported to you that you are already at maximum
`altitude, that's okay, otherwise keep clicking on this arrow
`until it does so.
`
`Now you must wait as your Balloon floats on the Spill Mountain
`currents. As you will see in time, the Balloon will not stay in
`the same position on the screen, but move around. When it
`reaches the far top-left hand corner of your view, quickly click
`the right-hand arrow as many times as you can until the balloon
`is at minimum altitude. Now wait as you float slowly down, and
`around, and around, and around, and eventually out of the screen
`completely. This will take a long time, so why not go off and
`make a cup of tea?!
`
`When you do eventually set down in the Desert, select the Com-
`Scanner from your inventory, and as you did so many times on the
`Space Ledge, take a scan. On the display you will find there
`will appear an arrow. Exit the location you are currently in, in
`the direction this arrow points. In the next screen, take
`another scan and leave, again in the direction the arrow points.
`Go through the same procedure in a further three locations (5
`times in all), and you should eventually find yourself outside
`the forest.
`
`Click the cursor at the right-hand edge of the screen to enter
`the forest, then select Erjenta's Flute from you inventory and
`click this on yourself to attract Nej G'Lor. Watch as he tries
`to attack you, as you brush him off easily, and eventually as he
`leaves the screen to supposedly go and light a fire. Now click
`the cursor about half way up at the right-hand edge of the screen
`(just where he exited a moment ago) and you follow him.
`
`After a fireside conversation with Nej G'lor, the scene will
`automatically cut to outside the forest by the ARM Outpost. Wait
`until you regain control of the proceedings, then quickly select
`the Sonic Stunner from you inventory and click this on the ARM
`Trooper to zap him dead! You will now automatically change into
`his uniform, then Nej G'Lor will drag his body away never to be
`seen again. Now click the 'use' cursor on the ARM Outpost and
`you will take over the roll of the dead Trooper.
`
`Wait on top of the Outpost for the ARM Ship to land, then Quinn
`will automatically descend and enter it, leaving the other ARM
`Trooper for the night watch. The ship will take you to the ARM
`Base where you will automatically take on the zapped Trooper's
`roll of guard duty. You can do no more here for now, as in this
`uniform you are under strict control of Teal, so change
`characters back to Seeker.
`
`
~` !SAVE!
`
`
`Select the 'speech' cursor again and click this on Astor. She
`will tell you a long story about some lusty Vampires living in
`caverns in the heart of the Spill Mountains, and you will
`automatically take on the challenge of banishing these evil
`characters. When you have concluded your long conversation,
`leave the room in the same manner as you did when you were
`controlling Quinn.
`
`When you get outside, go left four screens then take the Bridge
`to the next level up. Go back to the right two screens, then
`enter the room above the Tanning Room which you were in with
`Quinn earlier. Once inside, click the 'use' cursor on the blue
`Alcohol Flask on the shelf in the corner, then leave again.
`
`Retrace your steps back, two screens to the left and back down
`the Bridge. Now go right two screens and enter the Tanning Room.
`In there, click the 'use' cursor on the Tanner's Face Mask which
`is hanging on the far wall, then exit this room also.
`
`Continue right into the next screen and take the Steps downwards.
`
`When you get to the bottom of the stairway, head left one screen
`and go through the Door you find there. You should find yourself
`in some sort of bedroom! Click the 'use' cursor first on the
`pouch hanging on the pole just to your right, then on the
`Sherbergoat Oil Lamb on the cabinet below the window on the far
`wall. Now exit this room again, and go left one more screen
`before heading down the Bridge.
`
`Once at the bottom of the Bridge, head right one screen, then
`enter through the Door you find there. As before, click the
`'use' cursor on the Sherbergoat Oil Lamp on the cabinet below the
`window on the far wall to collect it, then exit.
`
`Go right another screen when you have finished in that room, then
`head down the stairway. Go right when you reach the bottom, then
`right again, where you should then enter the room with the Helium
`Machine in. Click the 'use' cursor on the Glass Dome to collect
`that, then leave the room and go one more screen to the right
`where you should arrive at the Balloon Launch Platform (if not,
`go right another screen, and then you definitely will!)
`
`Take the stairs up at this point, and at the top go right and
`then up the Bridge. Once at the top again, go right on screen
`and enter the room there with the huge crack in the floor. Click
`the use icon on the rope hanging on the right-hand wall, then
`click somewhere down the crack and you will climb down the
`fissure.
`
`When you get to the bottom you will find a puddle of corrosive
`fluid which will need dealing with before you can get the key
`which floats in it. To deal with it, first select one of the Oil
`Lamps from your inventory and click this on the puddle. Now
`select the Glass Dome and click this on the Lamp you have just
`put in the puddle, and the vacuum which this creates will suck up
`the corrosive fluid. Now click the 'use' cursor first on the
`Scrith Key to collect it, then at the far top-left-hand corner of
`the screen to climb back to the room above.
`
`Upon arrival back at the top of the fissure, leave the room the
`way you entered it, then go left one screen, down the Bridge,
`left one screen, down the Steps, left three screens, up the
`Steps, left two screens, up the Bridge, right two screens, up the
`Stairway, left three screens, up the Bridge, and finally right
`four screens.
`
`You should now find yourself outside the Elevator. If not,
`either I've made a mistake or you did, in which case you'll have
`to find your way there yourself. (It is on the highest accessible
`level of the village, so just keep going up where possible, then
`take a look around.)
`
`When you do locate the Elevator, click the 'use' cursor on its
`left-hand Door and you will enter the shaft. Now click at the
`bottom of the ladder and you will descend into the screen below.
`Go down through a further three screens to the point where your
`passage downwards is blocked by think ice. Now select the Gun-
`Powder Pouch from your inventory and click this on the ice, then
`do the same with the remaining Oil Lamp in your inventory, and
`after retiring to a safe distance, you will smash this on the
`ice, igniting the Gun Powder as you do so.
`
`The resulting blast will melt away a section of the ice giving
`you passage through a door into the Vampire's lair. Click the
`cursor through this door to enter.
`
`Upon arrival in the first room, select the Scrith Key from your
`inventory and click this on the closed Door to the right. When
`that is unlocked, select the Alcohol Flask from your inventory
`and click this on the Tanner's Face Mask also in your inventory.
`Now select the newely-flavoured Face Mask, click it on your
`character, and you will put it on, masking the odour of the
`Vampires. You are now ready to continue into the caverns, so
`click the cursor through the Door to the right and you will
`advance...
`
`The following section of the game is a large maze of pipe-
`encrusted rooms in which a total of 18 Vampires roam. You must
`shoot all of these Vampires with your Sonic Stunner before you
`will be allowed to continue to the next part of the game. Some
`Vampires will die after one hit from the Stunner, but with others
`you will have to hit them three times before they die.
`
`Follow my directions as outlined below and you will successfully
`complete this maze. R means Right, L, left, U, up a ladder, D,
`down a ladder, F, through a Doorway in the far wall (thus, away
`from you), B, through a Doorway in the near wall (thus towards
`you). Those places in the directions where I write 'Vampire'
`indicate that there will be a Vampire in the _next_ room. By
`telling you this before you enter the room, it means you can
`ready yourself for the battle which will occur in a moment.
`
`In case you don't realise, to shoot, select the Sonic Stunner
`from your inventory, then click this on the Vampire in question.
`My directions will be in two sections because some distance
`through the maze you will come upon a room where some special
`instructions are needed. I make no guarantees about the
`effectiveness of these directions, by the way. Although I am
`almost certain that they will take you successfully along one
`possible route through the maze, I am also almost certain that
`there are quicker routes and possibly even safer routes through
`the maze which you may wish to investigate yourself.
`
`
~` !SAVE!
`
`
`If you're sitting comfortably, then I will begin :-
`
`
~`R, U, L, F, Vampire, R, Vampire, R, R, U, R, D, R, F, D, L, F, R,
~`F, U, B, U, Vampire, L, Vampire, L, L, D, F, D, Vampire, L, L, U,
~`U, R, B, D, B, R, D, Vampire, L, Vampire L, L, U, F, U, R, B, L,
~`B, B, R, Vampire, R, Vampire, R, L, F, Vampire, L, B, L, F, F, R,
~`Vampire, R, Vampire, R, R, D, R, F, F, D, L, B, Vampire, L,
~`Vampire, L, R, R, F, U, U, Vampire, R, L, L.
`
`
`This final left move should take you into a room with a large
`number of scrolls lying on shelves on the back wall, together
`with a Containment Field protecting a cubic Gem from prying
`fingers in the middle of the floor! First click the 'use' cursor
`on the scrolls and you will take a couple of them, then on the
`keypad beneath the Containment Field in the foreground. On the
`close-up of the Keypad you will see 16 Buttons. Starting on the
`top row, click each Button once, and only once, going from left
`to right, top to bottom. When you have made the 16 clicks, all
`the buttons should be red and the Containment Field will disperse
`leaving you free to then click the 'use' cursor on the cubic Gem.
`When you have both the Scrolls and the Gem, continue following
`the directions as listed below :-
`
`
~`R, D, D, R, U, B, B, L, U, L, L, L, F, L, D, B, D, R, R, R, U, L,
~`F, U, F, L, D, D, R, R, U, B, U, R, R, R, D, F, D, B, L, B, R, U,
~`B, L, U, L, D, L, L, L, B, R, D, R, F, R, Vampire, R, B, L, U,
~`Vampire, L, R, D, R, F, L, L, L, Vampire, L, R, B, L, L, L.
`
`
`You should now find yourself back in the room where you had to
`unlock the door with the Scrith Key earlier. If you have not
`been allowed into this room it means you have missed a Vampire,
`so you will have to go all the way back and kill it! If,
`however, you are allowed in, it means you have completed the maze
`successfully and can now head back to Astor Parisha to give her
`the good news. (If you are not in the room I mention, go left
`once more and then you should be.)
`
`When you have completed the maze, click back through the door to
`enter the Elevator shaft, then climb back up the ladder by
`clicking at the top of the screen. Go up a further two screens
`until you reach the level with the door. When you reach there,
`click the 'use' cursor on the small red Button by the Door and
`you will climb back onto the Spill Mountainside.
`
`Now it is time to find Astor Parisha again. To do this, go left
`through four screen and descend down the Bridge. Now go right
`four times and enter the room there. Once inside, select `the
`scrolls `from your inventory, and click these on Astor. Now
`select the Sapphire-Blue Gem Cube and click this on Astor as
`well. She will not take this objects; just tell you about it.
`
`You have now completed all the tasks Seeker can do, and now he
`will have to wait to be picked up later. In order that he can be
`picked up he will need to wait at the Balloon Launching Pad where
`Quinn took off from earlier. To get to there, leave the room the
`way you went entered it, go left one screen, down the Steps, left
`two screens, down the Bridge, right two screens, down the Steps,
`and right three further screens. Now walk right, as far as you
`can, so you are standing right on the edge of the platform. This
`is vital for the continuation of Miranda's story.
`
`Now switch to Miranda.
`
`
~` !SAVE!
`
`
`Once you have eaten the food and stood back up from the bed, you
`will recover control of the proceedings. You must now escape
`from this cell, and the way to do this is to kill the guard when
`he enters to reclaim your tray. Unfortunately you do not have
`any weapons, so this isn't as easy as it sounds. Instead you
`must be a little more ingenious!
`
`First of all, click the 'use' cursor on the empty Tray and the
`Pillow to collect them, then on the light above the Toilet to
`take out the bulb. Now select the Pillow and click this on the
`toilet to block it, then select the length of Superconductor Wire
`from your inventory and click this into the now-empty light shade
`to divert the electricity from this. Finally, select the tray
`from your inventory and click this on the pillow, then click the
`'use' cursor on the Toilet Flusher and the trap will be set!
`
`The guard should now return to collect the tray. As he goes to
`pick it up he will make contact with the water and will be
`electrocuted! Now to make a getaway through the gate he has left
`open. Quickly click the cursor beyond the Gate to enter the
`corridor.
`
`Now click the 'walk' icon at the left-hand end of your view and
`as you walk along you will see that the view scrolls to reveal a
`'normal' Door just right of some Security Beams. Click the 'use'
`cursor on this Door and you will enter the Guard's Station. Take
`a look on the floor near the top of your view, just left of
`centre. There you will see a Guard's Toolbox. Click the 'use'
`cursor on this and you will automatically approach it and take a
`Laser Hacksaw from inside. This is no longer a safe place to
`stay, so go back out of the Office the way to came, go back to
`the right, and re-enter your cell.
`
`Once back in the relative safety of your cell, select the Laser
`Hacksaw from your inventory and click this on Air Vent Grate just
`to the right of your bed. You will automatically climb up into
`the Vent Shaft.
`
`The next section of the game is also a maze of sorts, but one
`where the emphasis is on puzzles rather that complex path-
`finding. The puzzles involve the disabling of Anti-Pest Lasers,
`one of which is situated directly to your right, set in the
`right-hand wall. Click the 'use' cursor on this you will see a
`close-up of a bare panel with three red Jumpers on it.
`By clicking on the Jumpers with the 'use' icon, you can move them
`around into different patterns. You have to set the Jumpers to
`the correct pattern (combination) (there are 12 possible
`combinations in all), and then the Laser will be disabled
`allowing you to pass past it. Some of the Lasers in the Vent
`System have no combination and are put there simply to block your
`passage in that direction.
`Compare the pattern of this first Laser to the one drawn below
`and make changes where necessary to make it match. It will then
`be disabled :-
`
`
~` o─────o─────o
~`
~`
~` o─────o o
`
`
`When you have set the Laser to this combination you will be ready
`continue. Now select the 'walk' icon and click this at the
`right-hand end of the tunnel, past the Laser. Miranda will crawl
`along. Keep clicking to the right of Miranda, and she kill keep
`crawling forwards. Stop when you come across a junction to the
`left. Go left here and continue north. When you get to the next
`junction, go right and continue forward again until you reach the
`next Anti-Pest Laser. Now click the 'use' cursor on this to
`bring up the close-up, and set the Jumpers as follows to disable
`it :-
`
`
~` o─────o─────o
~` │
~` │
~` o o o
`
`
`Continue past the Laser, then go left round the corner. Go
`forward a few more steps, then take the passage to the right at
`the next junction. Now continue going forward again until you
`get blocked by another Laser. Click the 'use' icon on this and
`set the pattern as below :-
`
`
~` o o─────o
~` │ │
~` │ │
~` o o o
`
`
`Almost directly past the Laser is another Air Vent Grate set in
`the right-hand wall of the tunnel. Move so you are lying next to
`this Grill, then click the 'eye' cursor on it. The view will
`change to a POV through the bars, and you will see a short scene
`with Dr. Tomko talking to a Lab Assistant. When this has
`finished and you return to the tunnel view, click the 'eye'
`cursor on the Vent in exactly the same way again, and you will
`get another scene. Do it a third time and on this occasion you
`will see the two characters leaving. A fourth time will confirm
`that the coast is clear. This is your chance. Quickly select
`the 'use' cursor and click this on the grill.
`
`Once inside the Lab, click the 'use' cursor on the Door to the
`right and you will enter the Anatomy Laboratory. Click the 'use'
`cursor on any of the covered bodies, and you will automatically
`walk over to investigate one of them. Now click the same cursor
`on the computer against the back wall, and some the Ghouls will
`come alive and begin to chase you. At this point you lose
`control of the game as a long automatic scene rolls into
`action...
`
`Read through the conversation which takes place on the Ice Shelf
`back at the Spill Mountains between Seeker, Miranda, Quinn and
`the Puppet. When it is complete you will automatically fly the
`ARM's ship into the Flup Tube system. This is another maze in
`which you can see where you're going by watching the big overhead
`display at the bottom-right hand corner of your view. The grey
`bar is an Acceleration Slider and obviously the four red Buttons
`are directional controls.
`
`Slide the Acceleration Slider from the top speed which it begins
`at, to minimum speed (the next step up from stopped). Now make
`your way through the tunnels at this leisurely speed using the
`following directions, and you will eventually reach another exit
`from the Tubes :-
`
`
~`Past Three Lefts, L, Past One Left, R, L, L, Past One R, R, L, L,
~`R, Past Three Rights, L, L, R, R, L, Past One Right and One Left,
~`R, L, L Past One Right, R, R.
`
`
`When you reach the exit, your ship will emerge from the sea bed
`and automatically enter Teal's lair - a futuristic water city.
`When you regain control of the action, click the 'use' cursor on
`the Door at the far end of the corridor and you will walk through
`to the next room. Now do the same there and you will walk
`through to the Circular Outer Hallway. Once there, click the
`cursor to our character's lefts so they walk left, around the
`perimeter of the Hallway and into the next screen, where you
`should do the same again so you enter the screen with the double
`doors leading into the Circular inner Hallway.
`
`Click the 'use' cursor on the double doors, and sit back and
`watch the plot take its final few twists. You have only one
`remaining action to do: when the ghoul has killed Teal and
`approaches you, click the walk icon into the white beam which
`appears and you will be transported away to...?
`
`
`
`
` ───────────────────────────────────────────────────────────
~` CONGRATULATIONS, YOU HAVE COMPLETED RETURN TO RINGWORLD!!
` ───────────────────────────────────────────────────────────
`
`
`
` ══════════════════════════
~`By Simon "LuDeCk" Burrows
` ══════════════════════════
`
`
`
`
`────────────────────────────────────────────────────────────────
~` THIS DOCUMENT: COPYRIGHT (c) 1995 EUROWAVE LEISURE Ltd.
~` COURTESY OF SIMON BURROWS
`────────────────────────────────────────────────────────────────