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Fanclub Das Freakmagazin 2
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ripley.txt
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1996-05-13
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~Ripley
Walkthrough, abbreviated version.
First, in deference to Sanctuary Woods, this is not a thorough
walk-thru, in that I'm not listing out all the miniscule commands
step-by-step as is given in their _Official Player's Guide_. This
is more of a macroscopic overview with some key hints on getting
through each section.
Second, the game comes with a walkthrough up until you enter the
Hall of Classics, so I'll start after then.
Third, some things will be true in general, including: always buy
foreign currency the first time you arrive in a new land; sketch
everything you can; listen carefully to everything you hear.
*PEIPING*
HALL OF CLASSICS
The wheel spokes knocked something out of place.
Talk to Mei, look at and sketch everything you see. Talk to the
priest. Mail your two treasures back to New York and then go to
DANZIG.
*DANZIG*
Go to the castle, and chat with the gardener until you've no more
choices. Chat with the Baron. There is a hard-to-spot oddity in the
sitting room.
BILLIARD ROOM
Take everything you can, and open every drawer you can.
FINDING THE LAB
From the Billiard Room, you need to use the billiard ball and a
tiny, hidden switch on the wall to get the secret door to open.
GETTING THE EMERALD
Get everything from the drawer and walls. To get the emerald, set
up a mechanism using the lever key, the surgical tubing, the pump
handle, the handle from the faucet, and the periodic table (!).
GETTING OUT OF THE LAB
The mechanism here requires the glass jar, the lever key, the pump
rod, the pump handle, the cork, the rubber plug, the garden hose,
the surgical tube, the faucet pipe, and the handle to the sink (yes,
they *all* go into the mechanism). For the combination to the door,
read the letters on the Emerald backwards, and look at an item which
you got in this room which is not presently keeping the door open.
AFTER THE LAB
Head to the graveyard. Check out the bell. After Wolf leaves, try
climbing the ladder to peer into the grates. After you see the rope
mechanism, you'll have to go back to New York to get a pair of items
that began the game in the Odditorium. When you come back to Danzig
with these items, the ladder will be gone, and Wolf will be at the
side of the castle. You need some of the he's using. Distract him
by doing something on the castle grounds to anger him. Then grab
his stuff, and use it to get back at the grate. You'll need the two
things from New York, plus another thing you grabbed on the castle
grounds, to put into the grate to get the bell ringing.
Send the treasures back to NY (but keep the emerald) if you didn't
drop them off already, and then head to PERU.
*PERU*
Be sure to look carefully at this Posh Express Office more than the
others, and sketch things, and ask questions of the desk clerk.
Head to MOCHA MOCHE.
MOCHA MOCHE
Cross the chasm and talk to the digger. Bargain with him for the
oddity, and then give him something from your inventory. Grab the
rest of his things, including the toy, when he leaves. Get the
vines (two of them) and replace the rope with them. Use the rope
and ladder to get the skull. Oh, and of course, look at the stele.
THE OBSERVATORY
Your journal now has plenty enough material on the first page alone
to open the door to the observatory (look for patterns in the order
of the glyphs). Use the skull and shovel to move the dome. Then
grab everything you can and head back to Peru, and then get a plane
to EASTER ISLAND.
*EASTER ISLAND*
Talk to the woman in the pit. Talk to her about things til you find
out all you can from her. Head to the old woman's cove.
OLD WOMAN
Talk to the old woman, and take all you can. Head back to the dig
site. Read and take the note. Take everything else you can as well,
both at the dig site and in the buildings (there are five, including
the note). Get the obsidian stone from the statue you sketched.
Head back to the old woman. Use two of the things in your inventory
together to move the statue. Give the old woman one of your items
which should go with the statue, and then head back to Posh Express.
Do some trading. Head back to the Old Woman with the last bit of
the statue. After the old woman leaves, get Twelvetrees to help you
check out the hole on the cliff. Take everything, including the
item she drops. Head to the Quarry.
QUARRY MAZE
Use the primitive map and Twelvetrees' map to find your way to the
four symbols on the statues (sketch them). Figure out which rock
needs moving. Use two of the items you have as a single combined
item to wet down the area in front of the rock. Sketch what you
find, and then take it back to Twelvetrees.
ESCAPING THE DIG SITE
Go into the shed and find the item you can pick up. Rig a trap
using the item you just found, the drain valve of the gas tank, the
pull cord, and the lighter. Do something to get the nasties'
attention and get out of the window quickly. Then, after all is
resolved, send your oddities back to New York and then head to
SIKKIM.
*SIKKIM*
Grab an item from the Posh Express here. Get past the guard using
something small you found long ago (the guard has something that
looks a lot like this tiny item). The guard does have a good bit of
information about things, which you should listen to carefully
before getting past him. Talk to him again before you go by him.
TEMPLE
There are five prayer wheels you can take. Take them all and
rearrange them in their correct order (what the monks tell you will
help. Note that the monks KNOW one prayer, and are SEEKING a
second, different one, neither of which matches the movable wheel in
front of them). Then talk to the monk who's been there the longest
and you'll get into the maze.
TEMPLE MAZE
Pull each rope to figure out which ways you may go (you can only go
in lighted directions). Map the maze -- it is long, but there are
luckily no one-way doors. There are two oddities that you can
pocket at dead ends in the maze. The ladder going up is easy to get
to, and you need but look at everything in the Cupola. Head back to
the Posh Express, mail your goodies back to NY, and then head to
PEIPING.
*PEIPING, Finale*
Get the gong and mallet -- you'll regret not having them otherwise.
Crush the guy who's trying to kill Mei. Get your journal back, and
restore the writing on it with something from the room. You'll be
whicked off to the Farm.
FARM
This is a pretty self-explanatory area. Talk to the Farmer after
every new discovery. Look at everything at the farm, and then head
where the farmer indicates; find the hand, and dig it out (you'll
need a shovel). Go into the hole. Remember, the farmer has lots of
answers.
*TOMB*
FIVE CORRIDORS
Check out all five, and read the last line on your journal. There
are some items you can take before passing through the jade door
(actually, one is too big to carry, but you can bring it with you
still).
PATTERN TUNNEL
You'll need to find a way to trigger the traps without being killed.
It's easier than it looks. Get the crank handle, and never leave it
behind when you move through a door.
BLOCK TUNNEL
You have to prop the heavy block up with something. You need a
third item besides the crank and the propping-up item to be able to
get the propping item into place safely. Grab the crank again.
BRIDGE
This is tricky, and I'll only mention two things you should do here:
1) move the wheel a few time and pay close attention.
2) You are heavier than Mei, and so she should cross first.
TOMB CHAMBER
Mercury is very heavy, much heavier than water, and so things float
in it very easily.
The rest is simple. Have fun!
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Steve Pagano pagano@math.binghamton.edu
FDC Zazu SirZazu@msn.com
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