home *** CD-ROM | disk | FTP | other *** search
- ~The Daedulus Encounter (JB)
-
- (Virgin)
-
- Solution contributed to Cheet Sheets by John Barnsley.
-
-
- INTRODUCTION
-
- The Daedulus Encounter is a game based around the Interactive
- Movie theme starring Tia Carrere (of Wayne's World fame) and
- Christian Bocher (from Melrose Place). This Sci-Fi "blockbuster" is
- set in the year 2135AD as the first Interstellar war is almost
- at an end. You and your team (Tia & Christian) are on a routine
- patrol in your ship when it comes under attack and you are all
- forced to flee via the escape pods. Unfortunately, your pod doesn't
- work properly, leaving you up the creek with all manner of
- problems. There is still hope, though. Your brain has been saved and
- put in a life support machine and, if you can work out the puzzles
- and defeat the aliens, you may just survive.
-
- OPENING
-
- The caption 'TWO MONTHS LATER' appears, you hear voices and the
- vision of loveliness that is Tia Carrere looms into view. She
- asks whether you can hear her or not. Should you answer YES, all
- will be fine. Answering NO will give Tia a smile as she gets
- excited by your sense of humour. Either way, the effect is the
- same. You have ten seconds to respond, otherwise it will all go
- dark, Tia will fade away and the game will end. Not the trickiest
- part of the game, admittedly.
-
- TRAINING MISSION
-
- Essentially, this section of the game gives you a chance to try
- out your probe and become familiarised with the control system.
-
- You have entered the Draylak system. Tia asks you to start up the
- probe.
-
- During this section there is a video help if you take too long to
- respond. The correct sequence of action is: STARTUP, DIAGNOSTICS,
- DEPLOY.
-
- In the asteroid, you are asked to get ID on the rogue ship.
- Select ANALYSIS. You fly up to the Vakkar ship where you are
- confronted by a door. The laser will automatically be
- activated. To open the door, shoot the little green sensor on
- the top right switch. Miss, and the probe is destroyed and game
- over.
-
- Inside the Vakkar ship, Tia will helpfully point out it's dark. To
- make her happy, switch on the FLOODLIGHT. You will have 30
- seconds in which to explore the interior of the ship by
- clicking on the green directional indicators. Selecting the down
- arrow lets you circle round the dead alien to see the 'Kick Me' sign
- on its back.
-
- You will then approach a floating metal object. Use the GRAPPLE-ARM
- to grab hold of it. Tia will ask you to analyse it, so
- you'd better select ANALYSIS. Back on the Artemis, Zack asks whether
- you fancy a trip to Mizar. If you respond YES, you'll go there. If
- you respond NO, you'll be outvoted and go there anyway!
-
- ENCOUNTER
-
- The Artemis will crash into another ship. Select DIAGNOSTICS to
- find out what's going on. You will have to restore the ship's
- power by solving the Artemis Circuit Puzzle.
-
- ARTEMIS CIRCUIT PUZZLE
-
- Make the correct connections and power will be restored. Tia will
- ask you to run an ID; select ANALYSIS. You are asked to
- activate the probe. As before, select STARTUP, DIAGNOSTICS, DEPLOY.
-
- DOOR A (RED DOOR)
-
- You will approach a hole in the Alien ship. Tia will ask you to go
- in and turn on your FLOODLIGHT, so do it. You will then have 15
- seconds to have a quick look around. You will approach a door that
- leads into the Alien ship. Selecting ANALYSIS will tell you that
- the door is photon reactive. To open the door, use the MULTILIGHT
- CONTROL. Any colour light will do. Tia and the other person cannot
- fit through the door but conveniently you can. Go in and you will
- find yourself in the Crew Quarters where you can move around using
- the green indicators.
-
- TO FIND THE ORB IN THE CREW QUARTERS
-
- When the probe enters the Crew Quarters, it flies to the back
- chamber. Click forward (middle of the video screen) to go to
- the front of the chamber. When you get there, spin 90 degrees to
- your right where you will be faced with four groups of pods.
- Click on the bottom right group (of three). The orb is in the upper
- left pod and is guarded by an alien. Click on the pod and be
- prepared to do battle with the alien, who will throw you to the
- back of the pod. Your laser will automatically become armed so fry
- the alien with it and use the GRAPPLE-ARM to grab the orb. Exit
- the Crew Quarters through the same door that you came in. If you
- fail to find the orb, you are asked if you found any nagigational
- controls. If you respond YES, Zack tries to blow up the door and
- inadvertantly destroys the ship, ending the game. The correct
- response, therefore, is NO. From here you go to the Rest Room,
- which is purely a cinematic sequence, with no interactivity.
- After the Rest Room, you will travel through the Central Hub and
- proceed to Door B.
-
- DOOR B (YELLOW DOOR)
-
- You cannot get the orb in this door, it can be retrieved in the
- end game only. When you approach Door B, you need to run an
- ANALYSIS. This will tell you that the door is photon reactive. It
- will also say 'POSSIBLE LANGUAGE FOUND'. Record a word, such as
- YELLOW DOOR, it may come in handy, later.
-
- OVERLAPPING HEXAGON PUZZLE
-
- Use the MULTILIGHT and send the colour yellow. This will
- reveal the Overlapping Hexagon Puzzle in which you must line up
- various parts of a hexagon to form a complete central hexagon.
- After a somewhat lengthy cinematic sequence, you will take an
- elevator up to the Observation Deck. Run an ANALYSIS to discover
- that it's photon reactive. Open the shutters by clicking on the
- MULTILIGHT CONTROL, any colour light will do. You will then be
- required to solve the Sun Puzzle.
-
- SUN PUZZLE
-
- To solve this puzzle, click on the outer hemispheres until they all
- become yellow. Following this, you will come under attack
- from a host of bloodthirsty Krinn. Your laser will automatically
- become activated allowing you to join in with the shoot-fest by
- clicking on the beasts with your mouse. Be careful not to shoot
- Tia or Zack as it will not be appreciated. You must shoot TEN Krinn
- to advance. Advancing means that Zack accidentally blasts a hole in
- the Observation Deck window and he and Tia get sucked out. To save
- them, you need to close the shutters. Select the MULTILIGHT
- CONTROL. Any colour light will close them. During your heroics,
- the probe takes a knock. Rapidly run DIAGNOSTICS to find out the
- problem.
-
- PROBE RELAY PUZZLE
-
- The Probe Relay Puzzle will appear which you must solve in a set
- period of time to survive. To do this, click on the various gates
- until they are all closed. Successfully solving the puzzle will
- result in you winding up back in the Central Hub at Door C.
-
- DOOR C (BLUE DOOR)
-
- On approaching Door C, run an ANALYSIS. This will tell you that the
- door is photon reactive. It will also say 'POSSIBLE LANGUAGE FOUND'.
- Record a word, such as BLUE DOOR, as it may be useful later. Use the
- MULILIGHT to send the colour blue. This will open to the Door C
- Puzzle which is called the Rhythm Puzzle.
-
- RHYTHM PUZZLE
-
- Arrange the various outer shapes so that they correspond to a
- complete inner hexagon with no overlapping grey triangles. An
- elevator will then take you and your friends up to the Meditation
- Chamber. The hapless Zack screws up again and falls down the
- elevator shaft. Although it is tempting to leave him there and
- concentrate on Tia, he will need rescuing if you wish to continue
- the game. Follow him down the shaft and pull him back up. Apply
- just enough thrust to pull him up without overheating the probe's
- engine. Do this by tapping on the THRUST CONTROL, keeping the
- indicator fairly central. Zack will then be dropped back on to the
- platform and show his gratitude by trying to get off with Tia
- Carrere in front of your face. Eventually, you will drop into
- another NAV movie, allowing you to circle the statue in the
- Meditation Chamber. Run an ANALYSIS to discover that it's photon
- reactive. Look for the blue button in the centre of the statue's
- platform. Click on any colour in the MULTILIGHT CONTROL. An object
- will fly out and morph into the Orbits Puzzle.
-
- ORBITS PUZZLE
-
- Solve this puzzle by arranging the planets in such a way that they
- cause an eclipse to occur on the uncontrollable planet. The sky will
- then morph to a night-time scene with planets and you will
- enter another navigational movie, enabling you to move back and
- forth from the planets to the statue. To get the statue to release
- the hidden orb, transmit the colour sequence found on the outside
- of the door that led to this Meditation Chamber. The statue will
- offer the orb and Zack will take it. You are then led down the
- elevator and into the Central Hub.
-
- DOOR D (ORANGE DOOR)
-
- You can only retrieve either the orb or the Claw in this room.
- One is retrieved in the end game. If neither is retrieved in this
- cinematic, both must be retrieved in the end game in two trips. On
- approaching Door D, run an ANALYSIS to discover that it is
- photon reactive. It will also say 'POSSIBLE LANGUAGE FOUND' so
- record a word for later use. Using the MULTILIGHT, send the
- colour orange. This will open to the Door D puzzle which is called
- the Rotating Shapes Puzzle.
-
- ROTATING SHAPES PUZZLE
-
- The idea of this puzzle is to freeze the various shapes into
- pairs of matching silhouettes. Stop individual shapes by clicking on
- them and finely adjust them by clicking on the centre of the
- puzzle. If you arrange them correctly, you can then progress.
- The next cinematic sequence leads you into the Infirmary and drops
- you into another NAV movie. Spin to the right and run an ANALYSIS to
- discover that it's photon reactive. Click on the orb holder between
- the two rightmost sickbay pods. Transmit the colour sequence found
- outside of Door D. The orb holder will now open. Use the GRAPPLE-ARM
- to grab the orb.
-
- RETRIEVING THE CLAW
-
- Spin to the left. Click on the spidery-looking object on the long
- arm. You will approach it. Follow these instructions:
-
- 1. Transmit a red MULTILIGHT colour. This will cause the laser to
- lower.
-
- 2. Transmit a blue MULTILIGHT colour. This will cause the laser to
- morph. You now need to make three cuts.
-
- 3. Transmit orange MULTILIGHT colour - cut #1.
-
- 4. Transmit yellow MULTILIGHT colour - cut #2.
-
- 5. Transmit purple MULTILIGHT colour - cut #3.
-
- Transmitting a green will kill you so it's probably best not to
- do. After the third cut, the dead alien's claw will be cut off.
- Click on the bottom of the video to return to the NAV. Spin to
- the right until you see the claw, and click on it. Use the
- GRAPPLE-ARM to pick it up. You will be returned to the Infirmary
- NAV. If you already have the orb, you won't be able to get the
- claw. You will need to come back and get it during the End Game.
- The next cinematic will lead you out of the Infirmary and take you
- back to the Central Hub and over Door E.
-
- DOOR E (GREEN DOOR)
-
- When you approach Door E, you need to run an ANALYSIS which will
- tell you that the door is photon reactive. It will also say
- 'POSSIBLE LANGUAGE FOUND' so record a word for later use. Use
- the MULTILIGHT and send the colour green. This will open to the Door
- E puzzle which is called the Light Reflection Puzzle.
-
- LIGHT REFLECTION PUZZLE
-
- Solve this by connecting the beams from like to like colours.
- The Krinn screws up the door and Tia and Zack become trapped,
- leaving you to open the door from the other side. First you must
- retrieve the orb. The cinematic drops you into a navigational
- movie. Spin about-face and click to go forward. Run an ANALYSIS
- to discover that it's photon reactive. You will come upon an orb
- holder. Use the MULTILIGHT to transmit the correct colour sequence
- found on the outside of Door E. The orb holder will open, use the
- GRAPPLE-ARM to grab hold of it. You are returned to a navigational
- section. Spin about-face and click to go forward. You will be
- outside the entrance to The Maze.
-
- THE MAZE
-
- Here's how to get to the other side and open the door for Tia and
- Zack.
-
- 1. Click to go forward. You have now entered the maze.
-
- 2. Turn on the FLOODLIGHT.
-
- 3. Go forward.
-
- 4. Go forward.
-
- 5. Turn left and go forward.
-
- 6. Go forward - you will pass an upgrade.
-
- 7. Turn left and go forward.
-
- 8. Turn left and go forward.
-
- 9. Turn left and go forward.
-
- 10. Turn right and go forward.
-
- 11. Go forward.
-
- You should now be in the hallway of Door E.
-
- TO EXIT BACK TO THE MAZE ENTRANCE
-
- There is a little hole in the wall, five chambers to the right of
- the NAV start point. Click on it to leave the Cryogenics Chamber.
-
- 1. Go forward.
-
- 2. Go forward.
-
- 3. Turn right and go forward.
-
- 4. Go forward.
-
- 5. Go forward.
-
- 6. Turn right and go forward. You must now go back
- through the Maze to Door E corridor.
-
- THE MAZE EASTER EGG (CRYOGENICS CHAMBER)
-
- This section is purely for show and to boost the egos of the
- programmers!!
-
- 1. Click to go forward. You have now entered the maze.
-
- 2. Turn on the FLOODLIGHT.
-
- 3. Go forward.
-
- 4. Go forward.
-
- 5. Turn left and go forward.
-
- 6. Go forward - you will pass an upgrade.
-
- 7. Turn left and go forward.
-
- 8. Turn left and go forward.
-
- 9. Turn left and go forward.
-
- 10. Turn right and go forward.
-
- 11. Go forward.
-
- This brings you to the Cryogenics Chamber. Check out some
- really ugly people who have met an unfortunate fate!
-
- `In order of appearance (moving right):
- ` Mark Giambruno
- ` Andy Murdock
- ` Britton Peddie
- ` Drew Vinciguerra
- ` Bill Niemeyer
- ` Eric Chadwick
- ` Laura Hainke
- ` Gody Chancellor
- ` Steve Goeckler
- ` Mike Larson
-
- ANOTHER EASTER EGG
-
- There is another little hole in the wall, four chambers to the right
- of the NAV start point. This will take you into another room filled
- with more ugly frozen people.....in order of appearance:
- `Jay Fitt Gustavo Ramirez
- `Marco Bertoldo Tim O'Meara
- `John Evershed Dave Felton
- `Noah Kennedy Thom Bishop
- `Bill Zelinsky Kirsten Turrigiano
- `Jim Lively
-
- DOOR F (PURPLE DOOR)
-
- When you approach Door F, you need to run an ANALYSIS which tells
- you that the door is photon reactive. It will also say 'POSSIBLE
- LANGUAGE FOUND'. Record a word as you will need it later. Use the
- MULTILIGHT and send the colour purple. This will open to the
- Door F puzzle which is called the Avoid The Triangles Puzzle.
-
- AVOID THE TRIANGLES PUZZLE
-
- It is a pseudo noughts and crosses game where you play against the
- computer to create an unbroken loop of at least four pieces. You
- will then enter the Seminary Ring. Run an ANALYSIS to discover
- that it's photon reactive. You can NAV around by clicking on the
- NAV indicators in the video window. Use the MULTILIGHT CONTROL to
- send a different coloured light to the plates. Certain colours will
- cause Frescos to appear on the plates. Each plate has two Frescos.
- Required colours will match the fresco colour. Click on
- ANALYSIS to record a word that each Fresco represents. You will
- need some of these Fresco Words later on, in the Chrysalis Chamber.
-
- Fresco #1a - Green (for good ending)
- Fresco #2a - Orange
- Fresco #3a - Purple
- Fresco #4a - Red (for good ending)
- Fresco #5a - Red
- Fresco #6a - Orange
- Fresco #7a - Red
- Fresco #1b - Blue
- Fresco #2b - Red
- Fresco #3b - Blue
- Fresco #4b - Yellow
- Fresco #5b - Blue
- Fresco #6b - Yellow
- Fresco #7b - Yellow
-
- Exit the fresco NAV from the plate which you entered. Tia walks out
- onto an orb platform. A force field traps her. Use the word recorded
- from Door F to turn off the force field and save the
- Indo-Chinese beauty. You have ten seconds to do this otherwise
- she will die an early death. The cinematic will lead you out back
- into the Central Hub.
-
- CENTRAL HUB
-
- There are no interactivity points in the Central Hub. If you
- have only found one orb then the sequence plays "At least we
- have got this". If you've managed to find more than one, it
- plays "At least we have got these". You must now return to the
- game and recover all the orbs you missed. There are six in total.
-
- END GAME
-
- For all doors in the End Game, start at the Central Hub entry
- point. The doors are laid out sequentially in a clockwise fashion,
- starting at Door A (Red) and proceeding to Door B (Yellow), Door
- C (Blue), Door D (Orange), Door E (Green) and Door F (Purple).
- When returning from a door in the End Game, you are always returned
- to the Central Hub looking towards Door A.
-
- DOOR A END GAME (RED DOOR)
-
- Since you didn't have to open this door at the beginning, you
- must now solve the Door A puzzle. When you approach Door A,
- run an ANALYSIS to discover that it is photon reactive. It will
- also say 'POSSIBLE LANGUAGE FOUND'. Record a word as you may need
- it later. Use the MULTILIGHT CONTROL and send the colour red.
- This will open to the Door A puzzle which is called the Rubik
- Hexagon Puzzle.
-
- RUBIK HEXAGON PUZZLE
-
- Rotate the groups of colours until the central pattern resembles
- that of the one in the top right of the screen. The door will
- open and you will proceed down Corridor A into the Corridor NAV,
- where you may spin around 360 degrees to observe the area. Proceed
- forward down the corridor to the Door A antechamber. Spin to the
- right and click on the door with the dead alien. This will lead
- you into the Crew Quarters. To find the orb in the Crew Quarters,
- when the probe enters, it flies to the back chamber. Click forward
- to go to the front chamber. When you get there, spin 90 degrees to
- your right where you will be faced with four groups of pods. Click
- on the bottom right group (of three). The orb is in the upper
- left pod and is guarded by an alien. Click on the pod and be
- prepared to do battle with the alien, who will throw you to
- the back of the pod. Your laser will automatically become
- armed so slay the beast and use the GRAPPLE-ARM to grab the orb.
- Exit the Crew Quarters by leaving through the door you entered.
- You are returned to the Door A antechamber. Spin 90 degrees to the
- left. Click on the door (it is the one right before the one with
- the alien stuck in it). You will travel down Corridor A into the
- Corridor NAV. You may spin around to observe the area. Click to
- go forward, and you will return to the Central Hub.
-
- DOOR B END GAME (YELLOW DOOR)
-
- Spin right two doors to the Yellow Door and click on it. You will
- approach the door. Use the MULTILIGHT CONTROL to transmit yellow.
- The door will open and you will proceed down Corridor B to the
- Corridor NAV. Proceed forward down the corridor to Door B
- antechamber. Spin to the left and click on the door. This will
- lead you into the Environmental Control. Spin right, you will see
- an orb holder. Run an ANALYSIS to discover that it's photon
- reactive. Click on the orb holder. Transmit the language
- that you previously recorded outside the Yellow Door. The orb
- holder will open. Select GRAPPLE-ARM to retrieve the orb. Click the
- bottom of the video to go back to the door entrance.
-
- SIGHT-SEEING TOUR
-
- If you wish, you can go for a sight-seeing tour at this stage. Click
- on the door. You are returned to the Door B Antechamber. Spin to
- the left. Click on the door. You will proceed to the Engine Room.
- Click to go forward. You will reach the far Hub of the Engine Room.
- You can spin around 360 degrees to observe the area. Exit from
- where you entered. You will return to the main Engine Room NAV.
- Spin right 120 degrees. Click on the path. This will take you to a
- dead end. Spin around and exit from where you came. You will be
- returned to the main Engine Room NAV. Click forward to leave the
- Engine Room. You will return to Door B antechamber. Click to go
- forward through the door and downn Corridor B. You will reach
- Corridor B NAV. You may spin around 360 degrees to observe the
- area. Click to go forward. You will be returned back to the Central
- Hub.
-
- DOOR C END GAME (BLUE DOOR)
-
- Spin right three doors to the Blue Door and click on it. You will
- approach the door. Use the MULTILIGHT CONTROL to transmit blue.
- The door will open and you will proceed up the elevator shaft to
- the Meditation Chamber NAV. This NAV movie allows navigation
- around the statue in the Meditation Chamber. If you haven't
- already solved this section, look for the blue button in the
- centre of the statue's platform. Click on the MULTILIGHT CONTROL,
- any colour will work. A statue pod will fly out and morph into the
- Orbit's Puzzle.
-
- ORBITS PUZZLE
-
- To solve this, arrange the manoeuvrable planets so as to cause an
- eclipse on the unmanoeuvrable planet. When you win the Orbits
- Puzzle, the sky will morph to a niht-time scene with planets. This
- is a NAV movie which will let you NAV back and forth from the
- planets to the statue. To get the statue to release the hidden orb,
- you must transmit the sequence as found outside the Blue Door. The
- statue will release the orb. Select GRAPPLE-ARM to retrieve the orb
- and return to the Meditation Chamber NAV. Spin around behind the
- statue until you can see the elevator shaft. Click on the hole.
- You will travel back down the elevator shaft and back to the Central
- Hub.
-
- DOOR D END GAME (ORANGE DOOR)
-
- In Door D, there are two items to be retrieved - an orb and an
- alien claw. They can only be retrieved one at a time (the probe has
- one GRAPPLE-ARM).
-
- RETRIEVING THE ORB
-
- Spin right four doors to the Orange Door and click on it. You will
- approach the door. Use the MULTILIGHT CONTROL to transmit orange.
- The door will open and you will proceed down Corridor D to the
- Corridor D NAV. You may spin around 360 degrees to observe the
- area. Proceed forward down the corridor to the Infirmary. In the
- Infirmary NAV movie, spin to the right. Click on the orb holder
- (it is between the 2nd and 3rd leftmost sickbay pods). Transmit
- the colour sequence originally found outside the Orange Door. The
- orb holder will open. Use the GRAPPLE-ARM to grab the orb. You are
- returned to the NAV.
-
- RETRIEVING THE CLAW
-
- If you already have the orb, you won't be able to get the claw. But
- if you haven't, then spin to the left. Click on the spidery-looking
- object on the long arm. You will approach it. Follow these
- instructions:
-
- 1. Transmit a red MULTILIGHT colour. This will cause the
- laser to lower.
-
- 2. Transmit a blue MULTILIGHT colour. This will cause the
- laser to morph. You now need to make three cuts.
-
- 3. Transmit orange MULTILIGHT colour - cut #1.
-
- 4. Transmit yellow MULTILIGHT colour - cut #2.
-
- 5. Transmit purple MULTILIGHT colour - cut #3.
-
- Transmitting a green will kill you, so it's probably best not to.
- After the third cut, the dead alien's claw will be cut off. Click
- on the bottom of the video to return to the NAV. Spin to the right
- until you see the claw, and click on it. Use the GRAPPLE-ARM to pick
- it up. You will be returned to the Infirmary NAV. Click to go
- forward through the door and down Corridor D. You will reach
- Corridor D NAV and may spin around 360 degrees to observe the area.
- Click to go forward. You will be returned to the Central Hub.
-
- DOOR E END GAME (GREEN DOOR)
-
- Spin right five doors to the Green Door and click on it. You will
- approach the door. Use the MULTILIGHT CONTROL to transmit green.
- The door will open and you will proceed down Corridor E to the
- Corridor E NAV, where you may spin around 360 degrees to observe
- the area. Proceed forward to the Farm Area. You will ending up
- facing the entrance to The Maze. Spin about-face and go forward.
- You will come upon an orb holder. Transmit the sequence found
- outside the Green Door. The orb holder will open so use the
- GRAPPLE-ARM to retrieve the orb. You are returned to the Farm Area
- NAV and will have to find your way back via the Maze.
-
- THE MAZE
-
- Here's how to get to the other side and open the door for Tia and
- Zack.
-
- 1. Click to go forward. You have now entered the maze.
-
- 2. Turn on the FLOODLIGHT.
-
- 3. Go forward.
-
- 4. Go forward.
-
- 5. Turn left and go forward.
-
- 6. Go forward - you will pass an upgrade.
-
- 7. Turn left and go forward.
-
- 8. Turn left and go forward.
-
- 9. Turn left and go forward.
-
- 10. Turn right and go forward.
-
- 11. Go forward.
-
- Turn left when you exit the maze and you will find your way back
- to the Central Hub.
-
- DOOR F END GAME (PURPLE DOOR)
-
- In Door F there are no items to be retrieved - Tia gets the orb
- in the cinematic. The door is used to review the Frescos. They are
- visual clues to solving the game. Spin left one door to the
- Purple door and click on it. You will approach the door. Use the
- MULTILIGHT CONTROL to transmit purple. The door will open and you
- will proceed down Corridor F to the Corridor F NAV. You may spin
- around 360 degrees to observe the area. Proceed forward down the
- corridor to the Seminary. Click on the door on the left. You will
- enter the back chamber of the Seminary. Spin about-face. Go
- through the door and back to the main chamber of the Seminary. Spin
- about-face to face the Frescos. Click on the Fresco plate and you
- will now enter the Fresco NAV. Use the MULTILIGHT CONTROL to send
- a different coloured light to the plates. Certain colours will
- cause Frescos to appear on the plate. Each plate has two Frescos.
- Required colours will match the Fresco colour. Click on ANALYSIS to
- record word that each Fresco represents. You will need some of
- these Fresco words later on, in the Chrysalis Chamber. It is
- advisable not to record every single Fresco as your database
- will become full, causing problems later on.
-
- Fresco #1a - Green (for good ending)
- Fresco #2a - Orange
- Fresco #3a - Purple
- Fresco #4a - Red (for good ending)
- Fresco #5a - Red
- Fresco #6a - Orange
- Fresco #7a - Red
- Fresco #1b - Blue
- Fresco #2b - Red
- Fresco #3b - Blue
- Fresco #4b - Yellow
- Fresco #5b - Blue
- Fresco #6b - Yellow
- Fresco #7b - Yellow
-
- Exit the Fresco NAV from the plate which you entered. Go forward
- through the door and down Corridor F into another NAV, where
- again you may spin around 360 degrees to observe the area. Go
- forward to the Central Hub.
-
- CHRYSALIS
-
- Once you have found all six orbs, some weird stuff happens.
- To make progress, you need the claw which, if you gave it to him,
- Zack discarded on the floor. Have a scan around the Central Hub
- until you find it and pick it up with the GRAPPLE-ARM. Tia and
- Zack go up the Central Hub chamber and enter the Chrysalis
- Chamber. You fly to the Priest. ANALYSE the alien and get two
- MULTILIGHT patterns. The alien sees Tia and Zack and starts coming
- towards them. At this point you must sendone of the Fresco Words
- (Fresco #1) to communicate with the alien. If you then send the
- correct Fresco Word (Fresco #4), the following sequence takes place.
-
- NICE, HAPPY, POLITICALLY-CORRECT ENDING
-
- The alien puts up a force field that reduces the temperature. A
- second Fresco Word needs to be sent to tell the alien to protect
- the ship. If the wrong word is sent, or none at all, then you fry in
- the burning Artemis and the game ends. If the correct Fresco Word
- is sent then the happy cinematic plays.
-
- NASTY ENDING
-
- If the incorrect Fresco Word is sent to the alien, or nothing sent
- at all, then it attacks. A battle begins and the Priest must be
- killed. If it is not killed then the game ends. If the Priest is
- killed then the Queen comes out of the shell and begins to attack.
- You have to lower the light beams so that the alien can be killed.
- This is done by transmitting the MULTILIGHT sequence obtained from
- the Priest. If it isn't transmitted, everyone dies. If it is
- transmitted then the Queen is killed and you must solve the final
- Navigation Puzzle in order to navigate the ship away from the Sun.
- If the puzzle is solved then the ship moves away from the Sun and
- the game ends. Otherwise, everyone dies a tragic death.
-
-