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- /************************************************************************
- This text originally appeared in the pages of THE OFFICIAL HINT *
- BOOK FROM LEGEND ENTERTAINMENT COMPANY OF FREDERICK POHL's GATEWAY *
- ************************************************************************/
-
-
- CONTENTS SECTION
-
- INTRODUCTION BY FREDERICK POHL
-
- QUICK REFERENCE: WHAT IS IN THE HINT BOOK ..............................1
-
- GENERAL TIPS ...........................................................2
-
- PUZZLES AND ANSWERS ....................................................3
-
- SECTION ONE ....................................................3A
-
- SECTION TWO ....................................................3B
-
- COMPLETE LIST OF POINTS ................................................4
-
- ***************************************************************************
- INTRODUCTION
-
- BY FREDERICK POHL
-
- Several years ago, I wrote a novel called Gateway, which told of an ancient
- race of aliens who parked a fleet of auto-navigable, faster-than-light
- spaceships on an asteroid, and then vanished. I was proud of the book when
- I finished it, and delighted when it won just about all the awards the field
- of science fiction has to offer. And ever since its release I've been
- thrilled by the way people respond to the Gateway experience. The original
- novel is still in print, and the entire Heechee saga has sold several
- million copies all over the world, with translations into nearly twenty
- languages.
-
- Now I have a brand-new thrill with the appearance of the first computer game
- to explore the Gateway universe. The designers at Legend have created a
- wonderful adaptation that is true to the spirit of the original, yet tells a
- host of entirely new stories. The game succeeds in capturing all the flavors
- of danger, adventure, futuristic speculation- and even awe!- that I felt when
- I first began to tell the story of the Heechee's bizarre legacy.
-
- In addition to the story, I was fascinated by the game environment itself. As
- an author, I work hard to try to get inside the heads of my characters. But
- when you play this game you become the main character, and you have the
- marvelous power to leap off the assigned page and poke into the whole
- unexplored landscape of the story, exploring all the "what if's" that we
- novelists do not have the scope to investigate. This is a whole new dimension
- to me, which makes the story come to life and lets the reader participate in
- new and wonderful ways.
-
- I think that Gateway "the game" is a first-rate example of science fiction at
- its most colorful and exciting. I only hope that this talented team of
- designers, artists and programmers has already started to work on a sequel.
-
-
-
- SECTION 1
- ==========================================================================
- QUICK REFERENCE:
- WHAT IS IN THE HINT BOOK
-
- This hint book contains a great deal of information about Frederick Pohl's
- GATEWAY, from very general tips to detailed answers for every puzzle in the
- game. Also included are maps, and a list of where all of the points are
- scored.
-
- For quick reference, we have included a summary of what is in every section
- of the book:
-
- GENERAL TIPS
- Some tips and advice on playing the game and interacting with the
- game interface.
-
- PUZZLES AND ANSWERS
- This section is composed of two parts. The first contains a numbered
- listing of all the puzzles in the game followed by the several
- specific questions on each. The second section contains the answers.
-
- LIST OF POINTS
- How all of the points are scored in the game, listed by puzzle.
-
- This book contains information pertaining only to game play. If you
- have a technical question dealing with installation or the specific
- behavior of the game on your computer, you should look in the of your game
- manual entitled TROUBLESHOOTING AND TECHNICAL ASSISTANCE or call customer
- support at 1-800-658-8891 between 9:00 a.m. and 5:00 p.m. Eastern Time.
-
-
- SECTION 2
- ==========================================================================
- GENERAL TIPS
-
- This is organized according to game section and contains general tips and
- good advice which we hope will add to the enjoyment of the game.
-
- TIPS THAT APPLY TO ALL SECTIONS OF THE GAME
-
- "Talking to Characters." Getting information from characters is
- important part of this game. The best way to talk to someone you meet in
- the game is to ask them about objects, people, or events that you have
- encountered in other parts of the game. The command format for this is
- simply to ASK {name of character} ABOUT {whatever it is you want to ask
- about}. For instance, if you want to ask Thom Seldridge about the
- Corporation, simply enter ASK THOM SELDRIDGE ABOUT CORPORATION.
-
- "Taking advantage of the game interface." If you have a mouse and
- are comfortable with typing to play the game. One of the best features of
- our game system is its flexibility; there are enough ways to interact with
- the game that you can pick a combination of methods that is comfortable
- for you.
-
- Click on the compass rose directions to move from room to room.
-
- Click on objects in the pictures to LOOK at them.
-
- Click on the buttons in the upper left hand corner of the screen
- to learn about your inventory (INVENTORY) and score (STATUS)
-
- Click on PICTURE to make the picture come back.
-
- Double click on verbs in the verb menu for single word command
- inputs like WAIT, UNDO, SAVE, RESTORE, RESTART, QUIT, and AGAIN.
-
- Use the verb and object menus to build simple commands like
- EXAMINE ROCK, TAKE DEBIT CARD, DROP BADGE, or READ BOOK.
-
- Use the verb and object menus to talk to characters. Click on
- ASK, then the character name, then ABOUT. You will see a list of
- objects and people in the object menu that this character is smart
- about. Double click on one of these choices to complete the
- command. Using the "ask about" menus will eliminate a lot of
- typing of mouse clicking associated with asking the character
- about things he or she doesn't know about.
-
- If you are a good typist, you may consider typing in complex
- commands that use many words and verbs that are farther down on
- the verb list (like SHOOT THE UGLY GIANT SCORPION WITH THE LASER
- GUN). While typing will speed up entry in some cases, you should
- keep in mind that you do not have to type: All of the verbs and
- objects you need to play the game are on the menus.
-
- For more on how to interact with the game, please see the game manual
- which was packaged with your game.
-
- "Short cut for operating the ship control panel." There is a
- short cut for selecting course codes on the ship control panel: Click on
- the course code you want in the list of codes you'll find displayed in the
- window in the lower half of the screen. The course code you click on will
- automatically be set. Also: If you don't have a mouse, you'll find that
- the "mouse emulator" for the ship control panel is very easy to use.
- Simply steer the mouse cursor with the four arrow keys and press <SPACE>
- to "click".
-
- TIPS FOR PART I: GATEWAY PROSPECTOR
-
- "News and Bullentin Board items on the PV commset." The messages
- that you get on the PV commset are very important for solving puzzles.
- The news and bullentin board items are not. While there are some minor
- clues in the news stories and bullentin board entries, you should remember
- that they are not essential to game play. Don't feel like you have to
- read every word in every news story. This text is here primarily for
- atmosphere and storytelling we have not buried the solutions to puzzles
- here.
-
- "The DataMan." The DataMan has a great deal of background
- information about Gateway, a detailed explanation of how to operate the
- ships, a brief description of Gateway Station geography, and a
- continuously updated Corporate Record that shows you how you are doing in
- the game. The Corporate Record is probably the most useful feature of the
- DataMan, and you should check on it periodically to monitor your progress
- (in tandem with the SCORE or STATUS commands from the command line).
-
- "Ship Handling Class." Be sure to attend your ship handling class
- and get a blue badge. While the material covered in class is all in your
- DataMan, you must attend class to get your badge. You need the blue badge
- in order to go on prospecting missions. If you miss class on the first
- day, don't panic; there are sessions every day at 15:00 in room T20.
-
- "Your Proctor." It's a good idea to meet Thom Seldridge in the
- bar the first night, you can catch him again the next night at the same
- time.
-
- "Nubar Kamalian." If you don't meet Nubar the first night, don't
- worry; he comes back every night at 21:00 (nine o'clock)
-
- "The Maintenance Man." Read the text for the maintenance man's
- banter very carefully. There are important clues here.
-
- "A hint about the gun." You need to get the gun out of the Armory
- for one of the adventures in Part II.
-
- TIPS FOR PART II: OTHER WORLDS
-
- Where to find the Pedroza Lounge. THe Pedroza Lounge is behind
- the oak door in the Casino (go EAST).
-
- Your Space Suit. You don't need a space suit on worlds where the air
- is identified as breathable. You'll find that the game will help you by
- telling you where you need a space suit and where you don't. The space suit
- is not essential to solving puzzles - it is there to keep you alive in a
- toxic atmosphere or a vacuum.
-
- Inventory Management. When you leave one of the shield generator
- planets, you'll notice that the game "makes" you drop everything that you
- picked up while on the planet. The reason this happens is so inventory man-
- agement is simplified (who wants to carry around a hundred objects?). While
- you might need something from Gateway to solve a puzzle on one of the four
- shield generator planets, you generally don't need to take anything from a
- shield planet back to Gateway or to another planet.
-
- TIPS FOR PART III: ENDGAME
-
- Special hint. Pay careful attention to your surroundings.
-
- SECTION 3
- ==========================================================================
- PUZZLES AND ANSWERS
-
- All of the puzzles in the game are represented in this section.
- First, scan Section One: Puzzles and look for the subhead which corresponds
- to the puzzle you are having difficulty with. Then read further to find
- your specific question. Note the question number, and turn to Section Two:
- Answers. Note that the Puzzle pages themselves give away a little bit of
- information about the puzzle solutions.
-
- SECTION 3A: PUZZLES
-
- PART I: GATEWAY PROSPECTOR
-
- 1. THE DEBIT CARD AND THE PV COMMSET
- 1.A Where is the debit card?
- 1.B How do I get my messagse?
-
- 2. THE DATAMAN
- 2.A How do I get the DataMan?
-
- 3. SHIP HANDLING CLASS
- 3.A Where and when is the class held?
- 3.B Where do I get a blue badge?
-
- 4. THOM SELDRIDGE
- 4.A When and where am I supposed to meet Thom Seldridge?
- 4.B What is Thom waiting for after he tells me about Gateway?
-
- 5. NUBAR KAMALIAN, THE TRIVIA GAME, AND THE SILVER MEDALLION
- 5.A Where do I find Nubar?
- 5.B How do I get the silver medallion?
- 5.C What are the answers to the questions in the Old Earth Trivia
- Game?
-
- 6. THE FIRST MEETING WITH TERRI NEILSON
- 6.A Where do I find Terri Neilson?
- 6.B How do I get Terri to sponsor me for the Orion Program?
- 6.C I called Terri and there was no answer or the line was busy,
- what do I do now?
-
- 7. THE FIRST MISSIONS
- 7.A How do I go on a mission?
- 7.B What am I looking for the first time I go on a mission?
- 7.C What is the significance of the Black Hole, Fragments, Red Giant,
- Andromeda, and Nebula missions?
-
- 8. SIGMA DAYAN 7
- 8.A How do I get into the cave opening on the cliff?
- 8.B How do I solve the "moving portal" puzzle in the Entry Chamber?
-
- 9. GETTING THE GREEN BADGE
- 9.A I've gone on two missions and brought back an artifact. How do I
- get my green badge?
-
- 10. THE MAINTENANCE KEY
- 10.A What do I do with the machine in Central Park?
- 10.B How do I get the maintenance key from the old man?
- 10.C What is important about the old man's speech?
-
- 11. THE MAGAZINE
- 11.A How do I get the magazine?
-
- 12. THE TUNING FORK
- 12.A Where is the tuning fork?
- 12.B How do I get the tuning fork out of the museum without being
- arrested?
-
- 13. THE GUN
- 13.A Where is the gun?
- 13.B How do I get the gun out of the Armory?
-
- 14. PERRY AND THE SECRET ROOM
- 14.A Where and when does Perry appear?
- 14.B How do I spy on him?
- 14.C How do I get into the secret room?
- 14.D What do I do in the secret room?
-
- 15. THE GREEN BADGE BRIEFING
- 15.A Where and when are the special Orion Program briefings?
- 15.B How do I get into the briefing?
-
- 16. THE METAL CYLINDER ON ALEPH 4
- 16.A How do I stop the Mutzer creatures from kicking me out of the
- clearing (so I can spy on them)?
- 16.B How do I get the metal cylinder from the chief Mutzer?
-
- 17. GETTING INTO THE DOME ON ALPH 4
- 17.A How do I get into the dome?
-
- 18. THE PRIMARY COLOR PUZZLE INSIDE THE DOME ON ALEPH 4
- 18.A How can I take the Heechee device that is inside the dome?
-
-
- PART II: OTHER WORLDS
-
- 19. THE BEACH VR AND THE PEDROZA CLUB MEMBERSHIP PIN
- 19.A Where is the Pedroza Lounge
- 19.B How do I get into the Pedroza Lounge to meet the person who
- sent me that cryptic message?
- 19.C How do I get into the Beach VR?
- 19.D How do I break the Beach Virtual Reality?
-
- 20. LEONARD WORDEN'S SPECIAL BRIEFING
- 20.A I met the big shot in the Tanning Room - Now how do I get into
- the special briefing?
-
- 21. THE METAL DISK ON AURIGAE 6
- 21.A How do I repair the metal disk?
- 21.B What do I do with the disk once I've repaired it?
-
- 22. GETTING THE BLACK PYRAMID FROM THE RESIDENCE ON AURIGAE 6
- 22.A How do I get the black pyramid from behind the panel in the
- Residence?
- 22.B Why do I need the black pyramid?
-
- 23. THE TEMPLE COURT AND THE OCTAGONAL ROOM MAZE ON AURIGAE 6
- 23.A How do I deactivate the force field in the Temple Court?
- 23.B How do I get through the maze?
- 23.C What do I do once I've reached the middle of the maze?
-
- 24. ACTIVATING THE AURIGAE 6 SHIELD GENERATOR
- 24.A How do I activate the shield generator now that the force field
- is down?
-
- 25. THE SPIDER AND THE ANEMONES ON KADUNA 3
- 25.A How do I kill the spider?
- 25.B How do I get through the anemones?
-
- 26. THE SWAMP CREATURE ON KADUNA 3
- 16.A How do I get past the swamp?
-
- 27. THE PLAZA AND THE SNAKE ON KADUNA 3
- 27.A How do I get past the snake?
-
- 28. THE PUFFERSLUG IN THE TOWER ON KADUNA 3
- 28.A How do I get past the pufferslug?
-
- 29. ACTIVATING THE KADUNA 3 SHIELD GENERATOR
- 29.A How do I activate the Kaduna 3 shield generator?
-
- SPECIAL NOTE: DORMA 5
- The dreams you will experience on Dorma 5 provide important clues. You
- should SLEEP often on this planet so that you can have a chance to dream.
-
- 30. THE BOWL AND THE BERRIES ON DORMA 5
- 30.A What is the first thing I should do on Dorma 5?
- 30.B How do I get past the beast?
- 30.C How do I fix the bowl?
- 30.D What should I do with the bowl once I have fixed it?
- 30.E How do I get the crystal shard?
-
- 31. TAMING THE BEAST ON DORMA 5
- 31.A How do I tame the beast?
-
- 32. REPLACING THE BOULDER IN THE DIKE ON DORMA 5
- 32.A How do I get the beast to put the boulder back in the dike?
-
- 33. ACTIVATING THE DORMA 5 SHIELD GENERATOR
- 33.A How do I activate the Dorma 5 shield generator?
-
- SPECIAL NOTE: NEMIRA 3
- Your goal on Nemira 3 is to turn on the shield generator, and since
- many of the puzzles have more than one solution, there are a number
- of ways to accomplish this. Your score may vary depending on the
- solutions you have chosen, and you may end up with an extra $1 million
- in bonus money when you return to gateway.
-
- 34. GETTING INTO BECKER'S HOUSE ON NEMIRA 3
- 34.A Where is Becker's house?
- 34.B How do I get across the rope bridge?
- 34.C What are these cairns for?
-
- 35. MOVING BECKER'S PET DINOSAUR ON NEMIRA
- 35.A How do I get the gopheria off the control panel?
- 35.B How do I keep the gopheria from getting back on the control
- panel?
- 35.C How do I get past the small mattress on the control panel?
-
- 36. REPLACING THE MISSING FOCAL LENS ON NEMIRA 3
- 36.A Where is the focal lens?
- 36.B How do I get the lens from across the chasm?
- 36.C Where can I find an axe?
- 36.D Where can I find some rope?
- 36.E What do I do with the focal lens?
-
- 37. FINDING THE MISSING ACTUATOR CELL ON NEMIRA 3
- 37.A Where is the actuator cell?
- 37.B What do I need to dismantle the field actuator?
- 37.C Where is the grommet wrench?
- 37.D Where is the flange defuser?
- 37.E Where is the actuator calipers?
- 37.G Where is the shovel?
- 37.H Where is the canterlope grave?
- 37.I What do I do with the actuator cell?
-
- 38. DISMANTLING THE FIELD ACTUATOR ON NEMIRA 3
- 38.A How do I remove the grommets?
- 38.B How do I remove the cylinder cap?
- 38.C How do I remove the flange connector?
- 38.D How do I discharge the field actuator?
- 38.E How do I remove the core?
-
- 39. REPLACING THE MISSING LENS COVER ON NEMIRA 3
- 39.A Where is the missing lens cover?
- 39.B Where can I find some vermaculite ore?
- 39.C Where is the pickaxe?
- 39.D What do I do with the ore?
- 39.E How do I get Becker to give me the lens cover?
- 39.F What do I do with the lens cover?
-
- 40. THE RAFT TRIP ON NEMIRA 3
- 40.A What do I do with the raft?
- 40.B I agreed to help Becker get his cane. Now what do I do?
- 40.C Where is the tiller?
- 40.D Where is the pail?
- 40.E How do I begin the river voyage?
- 40.F How do I survive the river voyage?
-
- 41. HINTS ABOUT ROLF BECKER
- 41.A What do I do with the magazine?
- 41.B What do I do with the wooden stand?
- 41.C What do I do with the personal log?
- 41.D What do I do with the field notebook?
- 41.E Does it matter whether I'm nice to Becker?
- 41.F How do I get Becker to come back to Gateway with me?
-
- PART III: ENDGAME
-
- 42. THE STARCHART
- 42.A Where can I find the silver sphere that Worden told me about in
- the briefing after all the shield generators were activated?
- 42.B What do I do with the sphere once I've got it?
-
- 43. DEEP PSYCH
- 43.A How do I get into the Deep Psych virtual reality?
- 43.B How do I pass the Deep Psych test?
-
- 44. THE HEECHEE SATELLITE
- 44.A How do I activate the cloaking system once I'm in the Heechee
- satellite?
- 44.B What do I do with the ring in the compartment?
- 44.C There are sparks on the surface of the globe. What do I do
- now?
- 44.D I'm in the travel pod at the satellite. What next?
- 44.E I've docked with the Watchtower. What do I do with the orb?
-
- 45. THE BALLROOM
- 45.A Why do things keep changing?
- 45.B Why do I keep winning?
- 45.C How do I escape this environment?
-
- 46. THE DEMON GAUNTLET AND THE EMPTY CHAMBER
- 46.A What is this hell environment?
- 46.B How do I get across the Demon Gauntlet?
- 46.C How do I make the invisible demon in the Empty Chamber
- visible?
- 46.D How do I get the ring?
-
- 47. ESCAPING FROM HELL
- 47.A What do I do in the Mirror Room?
- 47.B How do I escape this environment?
-
- 48. THE FINAL STEP
- 48.A How do I solve this puzzle?
-
- SECTION 3B: ANSWERS
-
- PART I: GATEWAY PROSPECTOR
-
- 1. THE DEBIT CARD AND THE PV COMMSET
- 1.A You'll find the debit card on the desk in Your Quarters. TAKE DEBIT
- CARD to add it to your inventory.
-
- 1.B To use the PV commset, PUT DEBIT CARD IN PV COMMSET while
- you are in Your Quarters. When the PV commset comes up on the screen,
- select menu option (1), Play New Messages. Click on the "NEXT" button (or
- press the <N> key) until you have read all of your messages.
-
- 2. THE DATAMAN
- 2.A While you are in your Quarters, OPEN THE DESK DRAWER and then
- TAKE BOOK. If you then READ BOOK, you will see a note from your proctor
- telling you to exchange this book for the DataMan in the Corporation Offices.
- Go to the Corporation Offices and GIVE THE BOOK TO RECEPTIONIST. She
- will take the hardcover book and give you the DataMan. To use the DataMan,
- simply TURN ON DATAMAN.
-
- 3. SHIP HANDLING CLASS
- 3.A Ship handling class is held in Room T20 at 15:00 (three o'clock in the
- afternoon). Room T52 is on Level Tanya, just east of Corridor T6. Take the
- dropshaft from Level Dog by going to Corridor D4 and then DOWN to Level
- Tanya. You can get this information by reading your messages (see 1.B).
-
- 3.B You will be given a blue badge if you attend ship handling class
- (see 3.A).
-
- 4. THOM SELDRIDGE
- 4.A You should meet Thom Seldridge at the Blue Hell Bar at 20:00 (eight
- o'clock at night). If you read your messages on the PV commset (see 1.B), you
- will see a message from him to that effect.
-
- 4.B After Thom tells you about Gateway and begins to look at you expec-
- tantly, BUY THOM A DRINK. He will then tell you about the Orion Program,
- give you a Corporation memo about the Program, and tell you where and
- when to meet Terri Neilson (in the Blue Hell Bar at 22:00). BUY THOM A
- DRING again when he finishes talking about the Orion Program and he will
- introduce you to Nubar Kamalian.
-
- 5. NUBAR KAMALIAN, THE TRIVIA GAME, AND THE SILVER MEDALLION
- 5A. Thom Seldridge will introduce you to Nubar if you have been friendly
- and plied him with a couple of drinks (see 4.B). If you miss Thom or you
- didn't buy him drinks, you can meet up with Nubar the next night at 21:00
- (nine o'clock) in the Blue Hell Bar.
-
- 5.B BUY NUBAR A DRINK after he sits down and asks you for one. Listen
- to him talk about his experiences and his woes. Eventually he will challenge
- you to a game of Old Earth Trivia. He will get a score of seven pionts. PLAY
- GAME when he is done. If you get a score higher than seven, Nubar will give
- you his medallion.
-
- 5.C The answers to the old Earth Trivia questions are as follows:
- Question History & Art & Science & Games
- Number Geography Ent. Nature
- (1) 3 4 3 1
- (2) 2 2 2 2
- (3) 4 4 4 4
- (4) 2 1 1 4
- (5) 4 1 4 1
- (6) 1 2 3 4
- (7) 2 3 2 2
- (8) 4 4 4 3
- (9) 1 1 3 2
- (10) 4 3 4 4
-
- 6. THE FIRST MEETING WITH TERRI NEILSON
- 6.A Per you talk with Thom Seldridge (see 4.B) you learned that Terri
- shows up in the Blue Hell Bar around 22;00 hours (ten o'clock) to have a
- drink. You should show up in the bar at that time.
-
- 6.B Terri will tell you about the Orion Program and its prerequisites if you
- ASK TERRI ABOUT ORION PROGRAM or GIVE TERRI THE MEMO.
-
- 6.C You have restarted or restored the game. Go back and look at the
- napkin to check the number. The number changes.
-
- 7. THE FIRST MISSIONS
- 7.A Once you have your blue badge, you are flight crew (see 3.A and 3.B
- for information about how to get your blue badge). You can go on a mission
- the day after you actually get your badge. The procedure for going on a mis-
- sion is simple: Go to the Hangar Entrance on Level Tanya and GIVE BADGE
- TO AGENT or walk SOUTH. If you have a valid blue or green badge, the agent
- will sign you up for a mission, escort you to the dock where the ship is, and
- program the on-board computers with your set of course codes. When she
- leaves you at the dock, simply go UP to enter ship, CLOSE THE HATCH,
- and SIT to access the control panel. See the section in the manual on How
- to Operate the Heechee Ships for more information on the operation of the
- panel and the ship itself.
-
- 7.B You are prospecting. You are looking for a planet that you can land
- on that has concentrations of Heechee metal. Use the course codes that were
- assigned to you to explore the six destinations available to you. If you
- "strike out" by going on a mission to dead intergalactic space, the black
- hole, the red giant, the nebula, or the planetary fragments, then return to
- Gateway and ship out again. Keep looking. When you find yourslef in orbit
- around a planet (Sigma Dayan 7), then you have found what you are looking
- for. See 8.A or 8.B for more information about what to do once you have
- found Dayan 7.
-
- 7.C These missions are "strike out" missions - you don't find any Heechee
- technology, and you don't even have an opportunity to leave the ship. You
- need to ship out again after you get back from one of these missions. There
- are no puzzles to solve on these missions.
-
- 8. SIGMA DAYAN 7
- 8.A Go WEST from below the cave entrance to the base of the cliff, then
- WEST again to the rockslide. CLIMB ROCKSLIDE or go UP to reach the top of
- the butte (the plateau). Walk EAST along the plateau and then EAST again.
- PUSH THE ROCK you see here to create a rockfall. The resulting pile of rocks
- will give you access to the cave opening. Retrace your steps until you are
- standing below the entrance again, then CLIMB ROCKFALL or go UP to reach
- the Entry Chamber.
-
- 8.B Once in the Entry Chamber, note where the portal appeared last:
-
- IF THE PORTAL YOU NEED TO GO
- APPEARED TO THE... TO THE...
-
- Northeast EAST
- East WEST
- West NW
- Northest NORTH
- North NE
-
- You'll anticipate where the portal will appear and sail through just in time.
- After a crawl through a passageway, you will be in the Ovoid Room. TAKE
- THE BOX you see there. This box (and evidence of two trips out) is what you
- need to qualify for the Orion Program.
-
- 9. GETTING A GREEN BADGE
- 9.A Once you have gone on two missions and brought back the artifact
- from Sigma Dayan 7, you have fulfilled the requirements that Terri outlined
- for the Orion Program (see 6.A and 6.B). You need to give Terri a call on
- the PV commset using the phone number that is on the cocktail napkin she gave
- you during the first meeting. Go to Your Quarters, INSERT DEBIT CARD IN
- SLOT,and select menu option (6), Place Call. Dial the number that you read
- off of the cocktail napkin. If Terri isn't in, call back an hour or two
- later. If Terri is in and you have met the requirements, then she will
- agree to meet you in the Blue Hell and give you your green badge.
- Note: If you have met the requirements for a green badge but you
- never talked to Terri before you shipped out, then meet her in the bar at
- 22:00 and ask her about the Orion Program.
-
- 10. THE MAINTENANCE KEY
- 10.A PULL THE RED LEVER on the machine in Central Park. A maintenance
- man will show up a few turns later. He has an access key that will allow
- you to open the vents in the Armory, Your Quarters, and the conference
- rooms on Level Tanya.
-
- 10.B The old man will hand you the maintenance key right after he shows up.
- Simple DROP MAINTENANCE KEY IN HYDROPONICS TRAY to hide it. You can recover
- it after he has left. You should stick around until he finishes talking
- because his banter contains very important clues. Note: There is an
- alternate solution to this puzzle. When he first arrives, the old man
- will hand you the key. He will subsequently hand you various other tools
- and ask you to put them in the toolbox. If you hang on to the key but put
- all of the other tools in the toolbox, the old man won't notice that the
- key is missing when he gathers everything up after he is finished and leaves.
-
- 10.C The most important clue the old man gives you is that Perry shows up
- on Level Babe every night at midnight and then disappears.
-
- 11. THE MAGAZINE
- 11.A You can get the magazine from the receptionist in the Corporation
- Offices by giving her the rose you find in Central Park.
-
- 12. THE TUNING FORK
- 12.A The tuning fork is on display in the Gateway Museum.
-
- 12.B You need the medallion you got from Nubar Kamalian for winning the
- Trivia Game in order to solve this puzzle (see 5.B, 5.C). Go to the Gateway
- Museum. If you exaimine the device there, you will see that it has a circular
- depression on its upper surface. PUT MEDALLION IN DEPRESSION (or PUT
- MEDALLION ON DEVICE) and the device will begin to hum. TAKE TUNING
- FORK FROM PEDESTAL and PUT TUNING FORK INSIDE DEVICE. A hologram of the
- tuning fork will appear above the medallion, which is actually holographic
- film. TAKE HOLOGRAM. PUT HOLOGRAM ON PEDESTAL. The hologram will spoof the
- alarm system. You can now TAKE TUNING FORK FROM DEVICE and leave the museum
- with the tuning fork in hand.
-
- 13. THE GUN
- 13.A The gun is sitting atop a storage cabinet in the Armory.
-
- 13.B You will need the maintenance key you got from the old man to solve
- this puzzle (see 10.B). Go to the Armory and TAKE THE GUN. STAND ON
- THE CABINET. OPEN VENT WITH MAINTENANCE KEY. Insdie the vent you will see
- a small button. PRESS BUTTON. THis will summon the maintenance robot,
- which will arrive within a few turns. PUT GUN IN SPIDER ROBOT CONTAINER.
- The robot will scuttle off with the gun. Go to another room with a vent
- (like Room T20). STAND ON TABLE. OPEN VENT WITH MAINTENANCE KEY. PRESS
- BUTTON. The spider robot will automatically re-appear with the gun. TAKE
- GUN. Note: The spider robot will automatically dump whatever is in its
- container after two hours. You must reclaim the gun before this happens.
-
- 14. PERRY AND THE SECRET ROOM
-
- 14.A The old maintenance man will tell you that Perry appears on Level
- Babe at midnight (For infomration about the old man, see 10.A, 10.B, 10.C).
- He also tells you that he had a crate dragged into the corridor that Perry
- uses so that the old man could spy on Perry. These clues point to Corrifor
- B4 on Level Babe.
-
- 14.B Go up to Corridor B4 before midnight. HIDE IN CRATE. WAIT while
- Perry shows up and then disappears into the wall.
-
- 14.C Perry will drop a slip of paper when he is fumbling around by the
- Heechee metal wall. EXIT CRATE and TAKE SLIP OF PAPER after Perry leaves.
- If you READ SLIP OF PAPER you will see a five digit code. HIT TUNING FORK
- to make the blister appear. PUT TUNING FORK IN BLISTER. Enter the code
- you saw on the slip of paper. A portal will appear in the wall and you can
- enter the secret room.
-
- 14.D You don't need to come back to the secret room until much later in
- the game (see 42.A).
-
- 15. THE GREEN BADGE BRIEFING
- 15.A The Orion Program briefings are held every day at 09:00 hours (nine
- o'clock in the morning) in Room T52 on Level Tanya.
-
- 15.B You need to have a green badge to participate in the briefing (see 6.B
- and 9.A for information about getting a green badge).
-
- 16. THE METAL CYLINDER ON ALEPH 4
- 16.A HIDE BEHIND BOULDER or go WEST from the clearing. WAIT while the
- Mutzers file into the clearing and perform their ritual. Note that the chief
- Mutzer has custody of the dome key (the metal cylinder).
-
- 16.B TAKE THE SALAMANDER from the Lake Shore. If it is not there when
- you show up, then WAIT until it appears. Once you have the salamander,
- WAIT until you hear the second wailing sound (the second blast on the horn)
- from the north or east, then go to the Mutzer Village. The Mutzers will all be
- at the dome ritual, and you can ENTER BIG HUT (or go SE from the village)
- and then go DOWN to hide under the hut. WAIT until the Mutzer chief
- returns to the hut and climbs into the tank (you'll hear him). Then: UP.
- DROP SALAMANDER IN TANK. WAIT. Go back DOWN to hide and WAIT until the
- Mutzer wakes up, finds the cylinder gone, and runs off to look for it. Once
- they have gone away, return to the Lake Shore. You will see the metal
- cylinder next to the pile of rocks. TAKE CYLINDER.
-
- 17. GETTING INTO THE DOME ON ALEPH 4
- 17.A Go to the base of the dome. PUT METAL CYINDER IN DOME SLOT. Then take
- the test that ensues. The idea is to select the shape that doesn't belong
- with the others. The answers (and reasons) are listed below.
-
- THE ANSWERS:
-
- QUESTION DESCRIPTION ANSWER
- (1) Triangles and circles 4
- (2) Starts with a pentagon 4
- (3) Lots of intersecting lines 3
- (4) Mirror images 2
- (5) Circles within circles 5
-
- THE REASONS:
-
- QUESTION REASON
- (1) The circle is the odd shape
-
- (2) The circle is the only one that is not a polygon
-
- (3) The parallel lines are the only ones that
- don't intersect if projected into infinity
-
- (4) Figure number 2 has the only intersection that
- cannot be produced by translation of the encom-
- passing shapes (to look at it another way, Figure
- number 2 is the only one where the encompassing
- shapes are not parallel)
-
- (5) Figure number 5 is the only one where the little
- circle is not in the center of the largest circle
-
- When you have answered all five questions correctly, a portal will appear and
- you will enter the dome.
-
- 18. THE PRIMARY COLOR PUZZLE INSIDE THE DOME ON ALEPH 4
- 18.A TAKE ALL FANS that you see when you first get inside the dome.
- CLIMB PLATFORM or go UP. Solve the primary puzzle like this: PUT
- BLUE FAN IN RED SLOT. PUT YELLOW FAN IN BLUE SLOT. PUT RED FAN IN
- YELLOW SLOT.
-
- PART II: OTHER WORLDS
-
- 19. THE BEACH VR AND THE PEDROZA CLUB MEMBERSHIP PIN
- 19.A The Pedroza Lounge is behind the oak door in the Casino. If you go
- EAST from the Casino, you will enter the Lounge (assuming you have a mem-
- bership pin).
-
- 19.B You need a gold Pedroza Club membership pin to get into the Pedroza
- Lounge. The VR tech in the VR Terminal is a member, and he will offer you
- his membership if you can find a bug in his Beach Virtual Reality program.
-
- 19.C Go to the VR Terminal. LIE ON COUCH. PUT ON COLLAR. SET
- SWITCH TO BEACH. PRESS POWER BUTTON.
-
- 19.D The flaw in this virtual reality is the drink scanner/replicator on the
- bar counter. The key to breaking the reality is to overload it by creating an
- infinite number of Banana Daiquiris. Since the bartender is stopping you from
- using the scanner, you must disable him somehow. The answer is to get him
- drunk. TAKE DRINK. GIVE DRINK TO BARTENDER. AGAIN. AGAIN.
- AGAIN. AGAIN. Once he is slumped over and singing to himself, TAKE
- DRINK and PUT DRINK IN SCANNER. The result is an overload of the virtual
- reality.
-
- 20. LEONARD WORDEN'S SPECIAL BRIEFING
- 20.A Go to the Corporation Offices. Make sure you are holding or wearing
- your green badge.
-
- 21. THE METAL DISK ON AURIGAE 6
- 21.A Replace the cracked prism in the tray with the clear prism you get
- from the Residence.
-
- 21.B STEP ON DISK. It's a matter transporter.
-
- 22. GETTING THE BLACK PYRAMID FROM THE RESIDENCE ON
- AURIGAE 6
- 22.A The oval depression in the cabinet must be filled before you can take
- the black pyramid. Go to the Temple Court from the City Centre after trans-
- porting over from the Landing Pad on the metal disk (if you haven't fixed the
- disk, see 21.A and 21.B). CATCH BEETLE (the bugs are oval and will fit in the
- oval depression). The go back to the Landing Pad and take the clear prism
- and bright cube. Go to the Residence and PUT THE CLEAR PRISM IN DIA-
- MOND TRAY, then PUT BRIGHT CUBE IN SOCKET. The cabinet will open,
- and you can PUT BEETLE IN OVAL TRAY and then TAKE PYRAMID.
-
- 22.B The black pyramid is the key to deactivating the force field in the
- Temple Court.
-
- 23. THE TEMPLE COURT AND THE OCTAGONAL ROOM MAZE ON
- AURIGAE 6
- 23.A You need to navigate through the octagonal room maze and put the
- black pyramid on the stand.
-
- 23.B The key to solving the maze is the color spectrum: Red, Orange,
- Yellow, Green, Blue, Indigo, Violet (ROY G BIV). All you need to do is go
- through the doors in the colored wall following the spectrum sequence. The
- solution path is as follows: From the first room, go SE (through the red
- door), EAST, NW, SOUTH, WEST, SE, NORTH.
-
- 23.C PUT PYRAMID ON STAND to deactivate the force field.
-
- 24. ACTIVATING THE AURIGAE 6 SHIELD GENERATOR
- 24.A While in the Temple Court, TURN KNOB, PULL LEVER, and then
- PRESS BUTTON. The shield generator will come out of the surface of the
- planet and activate.
-
- 25. THE SPIDER AND THE ANEMONES ON KADUNA 3
- 25.A You need the gun from the Armory to kill the spider. When it first
- appears, SHOOT SPIDER WITH GUN. It will rear up, exposing its underbelly.
- SHOOT SPIDER WITH GUN again to finish him off, then go WEST to break the
- grip of the shoots.
-
- 25.B Reclaim the gun from the spider. In the process of taking the gun,
- you will wade into the ichor from the spider's mortal wound. This ichor will
- protect you from the anenomes (if you don't want to reclaim the gun, then
- TOUCH ICHOR or PUT ICHOR ON ME).
-
- 26. THE SWAMP CREATURE ON KADUNA 3
- 26.A The key to getting past the swamp is the worm that keeps attaching
- itself to you. The pterosaurs circling overhead and the beast in the swamp
- all like to eat the worms. If you THROW WORM INTO SWAMP, the octopus will
- fight with one of the pterosaurs. The result will be that the octopus is
- killed and floats to the surface. You can walk along the carcass of the beast
- to get across to the other side of the swamp.
-
- 27. THE PLAZA AND THE SNAKE ON KADUNA 3
- 27.A First you need to get the pod from the pod tree near your ship in the
- Jungle Clearing. TAKE POD and head EAST untill you get to the Spikeball
- Field. DROP THE POD to entice one of the rats to run out of the forest. The
- rat will run into the spikeball plant and be killed. TAKE THE RAT. Go EAST to
- the Plaza, then GIVE RAT TO SNAKE. The snake will eat the rat and will settle
- down to digest its meal. it will ignore you.
-
- 28. THE PUFFERSLUG IN THE TOWER ON KADUNA 3
- 28.A Back in the Spikeball Field there is a spike stuck into one of the
- trees. You need to get that spike, then STAB PUFFERSLUG WITH SPIKE. Splat!
-
- 29. ACTIVATING THE KADUNA 3 SHIELD GENERATOR
- 29.A TURN KNOB, PULL LEVER, and then PRESS BUTTON. If you haven't
- killed the pufferslug, then see 28.A
-
- 30. THE BOWL AND THE BERRIES ON DORMA 5
- 30.A TAKE THE BRANCH AND VINE while in the Dark Forest. Then WAIT
- and watch the beast's movement patterns.
-
- 30.B The key is the beast's movement patterns. Watch where he goes,
- where he appears from, and how long it takes. When the beast enters
- the cave on the southeastern side of the clearing, you can go EAST into the
- Forest Clearing and then NORTH into the Tunnel Antechamber.
-
- 30.C You need the small stone you will find 0on the Northern Shore. PUT
- SMALL STONE IN BOWL to plug the hole.
-
- 30.D You need to fill it with berries and then leave it in the Tunnel
- Antechamber to distract to distract the beast while you vnture into the cave
- on the other side of the clearing. You can find the berries on the
- Northwestern Shore. PUT BERRIES IN BOWL, then return to the forest.
-
- 30.E Fill the bowl with berries (see 30.C and 30.D) and then go to the
- Tunnel Antechamber when the beast is in the cave. DROP BOWL. Then return
- to the Dark Forest, wait for the beast to go into the tunnel, and go into the
- cave. In the Crystal Cave you need to HIT SHARD WITH THE BRANCH to dislodge
- it, then TAKE SHARD.
-
- 31. TAMING THE BEAST ON DORMA 5
- 31.A You tame the beast using the crystal shard (see 30.E) that you find in
- the Crystal Cave. First you must WASH SHARD in the pond. The next time
- you are in the same room with the beast, he will become transfixed by the
- crystal. If you TETHER BEAST WITH VINE he will follow you around.
-
- 32. REPLACING THE BOULDER IN THE DIKE ON DORMA 5
- 32.A Lead the beast to the dike THROW CRYSTAL IN POND to break its
- hold on the beast. The beast will shake off the effects of the crystal and
- see you. He will then pick up the boulder and throw it at you. Go EAST into
- the pond during the turn that the boulder is in the air. The boulder will plug
- into dike.
-
- 33. ACTIVATING THE DORMA 5 SHIELD GENERATOR
- 33.A TURN KNOG, PULL LEVER, and then PRESS BUTTON.
-
- 34. GETTING INTO BECKER'S HOUSEON NEMIRA 3
- 34.A Becker's House is across the rope bridge from the Pinnacles. To get to
- the Pinnacles from the Mountain Plateau, head NE to the Halfway Point, NW
- to the Mountain Trailhead, NORTH to the Meadow, NORTH to the Cliff
- Trailhead, and finally NE.
-
- 34.B That pterodactyl means business. You can take either of two
- approaches with it. First, if you've got the pistol from Gateway, you can
- shoot it (this is not nice). Alternately, you can blow the whistle that's
- hanging on the cactus at the Crash Site. Take the whistle to the Pinnacles
- and blow it.
-
- 34.C Becker's a forgetful guy and the mountain trails can be confusing. He
- put them in the various places to remind him of the proper trails to reach
- specific mountain sites.
-
- 35. MOVING BECKER'S PET DINOSAUR ON NEMIRA 3
- 35.A You can take either of the two approaches with the fierce gopheria.
- First, if you've got the pistol from Gateway, you can shoot the little bugger.
- A kinder approach would be to ASK BECKER ABOUT THE GOPHERIA and learn
- about the Jubifruit leaves the animal craves. If you ASK BECKER ABOUT THE
- JUBIFRUIT LEAVES, he tells you that he grows them in his garden. Find
- Becker's garden northwest of the Mountain Trailhead and PICK LEAVES.
- Return to Becker's house and FEED THE LEAVES TO THE GOPHERIA.
-
- 35.B The gopheria gobbles the Jubifruit leaves and quickly returns to his
- mattress on the control panel. While he's eating, MOVE THE SMALL MAT TO
- THE FLOOR, and the animal will reluctantly return to the mattress in its new
- position.
-
- 35.C Move it to the floor.
-
- 36. REPLACING THE MISSING FOCAL LENS ON NEMIRA 3
- 36.A The focal lens is that glassy object visible across the chasm from the
- Meadow, just north of the Mountain Trailhead.
-
- 36.B There are two ways of recovering the lens from across the chasm.
- The first way is to get the axe from Becker's tree house, up the ladder from
- his garden. Take the axe to the Meadow and CHOP DOWN THE TREE WITH THE
- AXE (not nice). The fallen tree spans the distance across the chasm. Walk
- EAST to recover the lens. A second and more gentle approach is to get the
- rope coil from the Pinnacles, take it to the Meadow and TIE THE ROPE TO
- THE TREE LIMB. Then you can SWING ACROSS CHASM to get the lens.
-
- 36.C In Becker's tree house, up the rope ladder from his garden.
-
- 36.D On the trail beside the rope bridge, at the Pinnacles.
-
- 36.E You need to replace the lens in the lens housing underneath the con-
- trol panel in Becker's House. PUT LENS IN HOUSING or PUT LENS UNDER
- PANEL to install it.
-
- 37. FINDING THE MISSING ACTUATOR CELL ON NEMIRA 3
- 37.A There are actually two actuautor cells. One is buried in an old grave
- that Becker once dug. The other is within the core of a field actuator at the
- Crash Site. If you read Becker's personal log, you can learn about the grave
- site. If you ASK BECKER ABOUT THE CELL, he'll tell you there's one in the
- actuator in his ship.
-
- 37.B To dismantle the field actuator without "blowing it," you'll need a
- grommet wrench, a flange defuser, an actuator discharger, and some
- actuator calipers.
-
- 37.C Inside the maintenance crib at the Crash Site.
-
- 37.D Inside the maintenace crib at the Crash Site.
-
- 37.E In the drawer in Becker's Tree House.
-
- 37.F In the drawer in Becker's Tree House.
-
- 37.G In the Garden.
-
- 37.H At the River Trailhead, although you'll need to read Becker's
- personal log to find out about it first.
-
- 37.I The actuator cell needs to be installed in the lens housing in
- Becker's house. PUT CELL IN HOUSING to replace it.
-
- 38. DISMANTLING THE FIELD ACTUATOR ON NEMIRA 3
- 38.A You can remove the grommets from the actuator panel with the grommet
- wrench. REMOVE GROMMETS WITH WRENCH.
-
- 38.B UNSCREW THE CYLINDER CAP.
-
- 38.C You can easily REMOVE FLANGE CONNECTOR WITH THE FLANGE DEFUSER.
-
- 38.D You can discharge the field actuator, preventing it from exploding,
- by attaching the clips on actuator the discharger to the anodes on the
- actuator plug. ATTACH GRAY CLIP TO THE TETRAHEDRON ANODE and ATTACH BLUE
- CLIP TO THE PYRAMID ANODE.
-
- 38.E Pull the core out of the actuator canister with the actuator
- calipers. You'll need to remove the flange connector first. REMOVE THE
- CORE WITH THE CALIPERS and TAKE ACTUATOR CELL.
-
- 39. REPLACING THE MISSING LENS COVER ON NEMIRA 3
- 39A. Becker's got it. If you ASK BECKER ABOUT LENS COVER, AS BECKER
- ABOUT THE ORE, or ASK BECKER ABOUT ABANDONED MINE, he'll offer to trade
- you the lens cover for some ore.
-
- 39.B The purple ore that Becker wants is contained in a vein of rock
- beneath the surface of the River Overlook, southwest from the River
- Trailhead. You'll need a pickaxe to mine it.
-
- 39.C The pickaxe is in Becker's abandoned mineshaft, just west of the
- Mountain Plateau where you landed.
-
- 39.D GIVE ORE TO BECKER and he'll trade you the lens cover for it, after
- testing the ore first, of course.
-
- 39.E After you give Becker the ore, he says he's got to test it and
- tells you to meet him at the Garden. Go to the Garden, just northwest
- of the Mountain Trailhead, and he'll give you the lens cover.
-
- 39.F The lens cover needs to be installed in the lens housing in
- Becker's House.
-
- 40. THE RAFT TRIP ON NEMIRA 3
- 40.A You can't ride on the raft without some help. Neither can Becker.
- If you ASK BECKER ABOUT THE RAFT or ASK BECKER ABOUT THE GLINT you can
- see from the Vantage Point, he'll ask you if you'll help him recover
- his cane. Agree to help him.
-
- 40.B If you've agreed to help Becker retrieve his cane, ASK BECKER
- ABOUT THE RAFT and he'll tell you need a pail and a tiller to begin the
- voyage.
-
- 40.C At the River Trailhead, just south of the Garden.
-
- 40.D In Becker's garden.
-
- 40.E To get underway, you need to have the metal pail and Becker has to
- have the tiller. GIVE THE TILLER TO BECKER. Go to the River Shore and
- GET ON THE RAFT. TELL BECKER TO GET ON THE RAFT. You're ready to go.
- LAUNCH THE RAFT and you're on your way.
-
- 40.F Listen to Captain Becker and BAIL each and every turn until the
- raft trip is over.
-
- 41. HINTS ABOUT ROLF BECKER
- 41.A Becker's been stranded on Nemira 3 for a long time so he's probably
- hungry for news of home. Also, there's an article in the magazine about
- his wife, Adriana. Give the magazine to him and you'll make him a happier
- guy.
-
- 41.B ASK BECKER ABOUT WOODEN STAND for a surprise.
-
- 41.C You might try reading it while Becker is napping.
-
- 41.D You can learn all about the wonders of Nemiran wildlife in
- Becker's field notebook. Winnerpellers, Mendobrillium, and Phylangomorphs
- are only a few of the natural wonders observable here.
-
- 41.E Yes and no. You can win the game and turn on the shield generator
- regardless of how nice you are in solving the various puzzles on Nemira 3.
- However, Becker may not return with you if you've been especially nasty.
-
- 41.F Be nice to him and do as he says, respecting the delicate desert
- flora and fauna on Nemira 3.
-
- PART III: THE ENDGAME
-
- 42. THE STARCHART
- 42.A The silver sphere is a Heechee starchart. You'll find it behind
- the panel in the secret room after all four of the shield generators
- are turned on (hence the four illuminated sets of Heechee characters).
- See 10.A, 10.C, 12.A, 12.B, 14.A, 14.B, 14.C and 14.D for information
- about how to get into the secret room.
-
- 42.B Take it down to the Corporation Offices after you get out of the
- briefing with Leonard Worden.
-
- 43. DEEP PSYCH
- 43.A Leonard Worden will authorize you to enter Deep Psych during the
- briefing you undergo after the last shield generator is activated. You
- simply need to go from that meeting to the VR Terminal, where the tech
- on duty will give you the password. Once you have the password, LIE ON
- THE COUCH. PUT ON COLLAR. SET SWITCH TO DEEP PSYCH. TYPE (password).
- PRESS BUTTON.
-
- 43.B The demon symbolizes your fears. Confront your fears: JUMP OVER
- CHASM so that you are on the same side as the demon. WAIT. Continue
- to WAIT until you read that the demon is clawing on the door. Use your
- fear to solve the problem at hand: LIFT DEMON or PICK UP DEMON so that
- it can reach the bar on the door and dislodge it. Together you will sail
- through the door and avoid plunging into the chasm.
-
- 44. THE HEECHEE SATELLITE
- 44.A Here's an easy one. PRESS BUTTON.
-
- 44.B PUT ON THE RING.
-
- 44.C TOUCH THE GLOBE.
-
- 44.D PRESS PEDAL.
-
- 44.E TOUCH ORB.
-
- 45. THE BALLROOM
- 45.A This is a clue that you are in a virtual reality.
-
- 45.B The directive of the VR you are currently in is to keep you winning.
-
- 45.C You can destroy this VR by countering the VR's directive. You must
- find a way to lose. There are two ways to do this:
-
- The first is to accumulate a stake by visiting the Guess
- Your Weight Booth or the Ball Throw Booth, playing enough
- times until you have over $100 on your card. Then you
- should join the poker game. Go to the secluded bar and
- SHOW CARD TO MAN. Play a hand and then FOLD. You can use
- the rules of the card game you are playing (poker) to defeat
- VR. You win by losing.
-
- The second way is to use a flaw in the Wheel of Fortune
- Booth against the VR. If you bet on more than one number,
- you will lose one of your bets. This will short-circuit
- the VR.
-
- 46. THE DEMON GAUNTLET AND THE EMPTY CHAMBER
- 46.A It is another virtual reality generated by the Assassin.
-
- 46.B Take the sword from the Hydra Lair. Go to the Demon Gauntlet and
- cross. When you get hit with the net, CUT NET WITH SWORD. CUT NET WITH
- SWORD again, then TAKE THE SACK that the demons throw at you. TAKE THE
- NET and continute along the gauntlet.
-
- 46.C You need to use the ash on the ground in the Hydra Lair to make the
- demon visible. How? PUT ASH IN THE SACK you got when you crossed the
- Demon Gauntlet (see 46.A). Go to the Empty Chamber. WAIT. Continue to
- WAIT until "you hear a scuffle on the stalagmite shelf." This is your
- clue that the invisible demon is sitting on the shelf. THROW ASH ON
- SHELF. The demon will become visible.
-
- 46.D THROW THE NET ON DEMON. TAKE RING. If you haven't got the net,
- then see 46.A.
-
- 47. ESCAPING FROM HELL
- 47.A The statues in the Mirror Room breath out Berserker dust. You can
- figure out which one is about to breath out because it will begin moving
- a turn before it "spews." WAIT until one of the statues starts to move,
- then note the name of the one that does. PUT SACK ON (name of statue).
- If you don't have the sack, see 46.B.
-
- 47.B After the statue in the Mirror Room fills the sack with dust
- (see 47.A), TAKE SACK and return to the Hydra Lair. THROW DUST ON HYDRA.
- The hydra will breath in the berserker dust and attack the first thing
- that it sees: its own heads. The result is that two new heads are created
- for every head destroyed, and the new heads join the fray as soon as they
- appear. The infinite progression continues until the VR locks up.
-
- 48. THE FINAL STEP
- 48.A Once you have slept and gotten your messages, youknow tht you are
- in another Assasin virtual reality. The puzzle is to figure out how to
- get the Deep Psych password so you can unleash the virus program. The
- answer is to use the UV light in the Tanning Room to read the VR Manual.
- TAKE THE MANUAL from the VR Terminal, then go to the Tanning Room. READ
- THE MANUAL in the Tanning Room. Note the day of the month on the status
- line and remember the password on the corresponding line in the manual.
- Return to the VR Terminal. LIE ON COUCH. PUT ON COLLAR. TYPE (password).
- And - hold your breath here - PRESS BUTTON. That's it. You've won.
-
- SECTION 4
- ==========================================================================
- COMPLETE LIST OF POINTS
-
- Number
- of
- Points Achievement
-
- Gateway
- 3 Taking the book from the desk drawer
- 2 Taking the debit card from your desk
- 2 Taking the rose from Central Park
- 5 Getting the magazine from the receptionist
- 5 Getting the DataMan from the receptionist
- 5 Pulling the shut-off lever in Central park
- 10 Getting the maintenance key by hiding it in the planter
- tray or putting the old man's tools away
- 5 Opening vent cover with maintenance key
- 5 Pressing the call button for the spider robot
- 5 Putting the gun in the spider robot's waste box
- 15 Retrieving the gun from the spider robot
- 10 Getting your blue badge at Hector's lecture
- 15 Winning the medallion from Nubar
- 5 Asking Terri about the Orion Program or the memo you got from Thom
- 10 Getting Terri's phone number on the napkin
- 25 Getting your mission bangle
- 30 Getting your green badge from Terri
- 15 Getting the green badge course code from Worden
- 5 Putting the medallion in the depression in the Heechee camera
- in the Gateway Museum
- 10 Making a hologram on the tuning fork
- 15 Putting the hologram on the pedestal
- 5 Entering the Pedroze Lounge
- 25 Listening to Big Shot's speech in the tanning room
- 10 Meeting with Worden after Aleph 4 (and getting shield generator codes)
- 5 Spying on Perry in Corridor B4
- 5 Making the blister appear in Corridor B4
- 3 Putting the tuning fork in the blister
- 10 Making the portal appear in Corridor B4
- 5 Entering the Hidden Room
- 50 Taking the silver sphere (star chart)
- 10 Getting the code for the Assassin watchTower
-
- Dayan 7
- 5 Pushing the rock to make a rockslide
- 5 Getting into the Entry Chamber
- 15 Getting into the Ovoid Room
- 25 Taking the Heechee box
-
- Aleph 4
- 5 Taking the salamander
- 2 Entering the Mutzer village
- 2 Hiding under the Chief's Hut
- 10 Putting the salamander in the tank
- 15 Getting the metal cylinder from the Lake Shore
- 20 Getting into the Dome (passing the test)
- 2 Taking the red prayer fan
- 2 Taking the blue prayer fan
- 2 Taking the yellow prayer fan
- 2 Putting the red fan in the yellow slot
- 2 Putting the blue fan in the red slot
- 2 Putting the yellow fan in the blue slot
- 25 Releasing the red fan
-
- Beach VR
- 5 Giving a drink to the bartender
- 10 Putting your dirink in the scanner to break the VR
- 10 Taking the Pedroza Lounge membership pin
-
- Aurigae 6
- 7 Putting the bright cube and clear prism in the transporter disk
- 7 Stepping on the disk to arrive at the City Center
- 7 Catching a beetle in the Temple Court
- 7 Putting the bright cube and clear prism in the cabinet in
- the Residence
- 7 Putting the beetle in the cabinet's oval tray
- 7 Taking the black pyramid from the cabinet
- 14 Getting through the maze to the pyramid stand
- 19 Putting the pyramid on the stand
- 25 Activating the schield generator
-
- Kaduna 3
- 3 Taking the fruit pod
- 4 Removing the work from your helmet
- 10 Killing the spider
- 5 Getting to the Swamp
- 10 Killing the octopus
- 5 Reaching the Field
- 3 Taking the spike from the tree
- 5 Kliing the rat
- 5 Taking the dead rat
- 10 Feeding the rat to the snake
- 5 Entering the Tower
- 10 Killing the pufferslug
- 25 Activating the shield generator
-
- Dorma 5
- 4 Seeing the beast for the first time
- 12 Taking the wooden bowl
- 6 Taking the small stone
- 8 Filling the bowl with berries
- 6 Getting the first dream
- 5 Taking the strong vine
- 9 Taking the long branch
- 17 Leaving the berry bowl in the Tunnel Antechamber
- 12 Dislodging the crystal fragment
- 11 Taking the crystal shard
- 20 Washing the crystal
- 16 Tying the vine to the beast
- 14 Bringing the beast to the dike
- 15 Throwing the crystal in the pond
- 20 Entering the pond so the boulder fixes the dike
- 25 Turning on the shield generator
-
- Nemira 3
- 5 Seeing the glint from the Vantage Point
- 5 Taking the pickaxe
- 1 Examining the Halfway Point cairn
- 1 Examining the River Trailhead cairn
- 1 Examining the Cliff Trailhead cairn
- 3 Finding the wreckage
- 7 Taking the whistle
- 1 Greet Becker
- 1 Give magazine to Becker
- 5 Taking the jubifruit leaves
- 5 Taking the shovel
- 5 Taking the metal pail
- 5 Finding Becker's house
- 6 Taking the coil of rope
- 1 Tying the rope to the winnerpeller limb
- 12 Getting focal lens
- 1 Blowing whistle at Pinnacles
- 12 Digging up ore
- 12 Taking ore
- 12 Getting lens cover from Becker
- 12 Getting actuator cell from wreckage or grave
- 29 Putting cell in housing
- 20 Putting lens in housing
- 20 Putting lens cover in housing
- 1 Playing drums with Becker
- 7 Starting the raft trip
- 1 Getting Becker's cane
- 7 Finishing the raft trip
- 1 Giving jubifruit leaves to T. Rex
- 10 Moving the small mat to the floor
- 25 Activating the shield generator
- 20 Bringing Becker back to Gateway
-
- Deep Psych VR
- 10 Jumping over chasm
- 15 Lifting scrabbling demo to solve VR
-
- Satellite
- 50 Turning on final component of cloaking system
- 5 Wearing collar
- 15 Touching the blue globe
- 15 Touching the black orb
-
- Ballroom
- 25 Breaking VR by folding from poker game or betting
- on two wheel-of-fortune slots
-
- Hell
- 5 Taking the sword
- 5 Cutting the net once
- 5 Cutting the net again
- 5 Taking the net
- 5 Taking the sack
- 5 Putting ash on the shelf in the Empty Chamber
- 15 Throwing ash at the invisible demon
- 10 Throwing the net on the demon
- 10 Taking the demon's ring
- 10 Wearing the demon's ring
- 15 Collecting the magic dust in the sack
- 50 Throwing the dust at the hydra to break the VR
-
- Final Step
- 20 Reading PV message from virus program
- 15 Taking VR manual
- 15 Reading VR passwords
- 20 Entering Deep Psych password
- 100 Beginning Deep VR inside Gateway VR (winning the game)
-
- 1600 Total
-
-
-
-
-
-