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- @6
- @4 Epsilon 9 Solution
- -----------------
- @1
- The Entrance
- ------------
-
- * Operate the cupboard.
- * Examine the book.
- * Examine the notepad on the desk.
- * Operate the computer.
-
- Underground
- -----------
-
- * Send Nodd back into the lift.
- * Use the quadrocorder on the alien door.
- * Operate the quadrocorder. You now have two atmosphere readings. To open
- the door you need to match the atmosphere to the other side by operating
- the gas tanks.
- Quick solution: Operate the chlorine tank 5 times then the oxygen tank
- 6 times.
- * Operate the alien symbols.
-
- Master Control
- --------------
-
- * At this point Yeno has to take one path and Nodd the other.
- One path leads to the bridge, the other to the windmill.
-
- The Bridge
- ----------
-
- * Operate the red button. Save first, because you can't save
- during the puzzle.
- * This puzzle is really evil. This is how it works:
- Each square on the grid has a corresponding panel. Operating the panel
- brings up a logical puzzle. If you get it right that square will be
- activated. I won't give the solutions here as there are only six
- possibilities in each case, so if you can't work it out just guess.
-
- When activated, a green square lights up the square in the direction
- of the arrow. A red square will light up itself, but only if the
- square that the arrow is pointing to is already lit. Each square can
- only be activated once. If you reach a dead end, press the red button
- again.
-
- * If you get through this first time, apply to join Mensa.
- * When a complete path is lit up, you can cross the bridge and enter
- the next room (Teleport I)
-
- The Windmill
- ------------
-
- Nodd's solution:
-
- * Operate the alien toolbox.
- * Use the screwdriver on the radio.
- * Operate the panel.
- * Take the regulator.
- * Use the amplifier on the slot.
- * Operate the dial.
-
- Yeno's solution:
-
- * Operate the alien toolbox
- * Operate the wheel.
- * Use the hydrospanner on the pipe section.
- * Use the pipe section on the exit.
-
- Both characters:
-
- * Go through to the next room (The Alien)
-
- The Alien
- ---------
-
- * Save now. As the warning says, you can die here.
- * Taking a step forward will activate the next sequence. When the alien
- appears, shoot it, unless you want to die horribly.
- * Examine the ceiling.
- * Shoot the ceiling.
- * Go through to the next room (Teleport II). If you didn't shoot the
- ceiling first, it's game over, man.
-
- Teleport I/II
- -------------
-
- You should have one character in each of the teleport rooms. For the
- purpose of this puzzle, it doesn't matter which character is in which
- room.
-
- In Teleport I (following the bridge):
-
- * Examine the notebook. You will find a yellow card.
- * Use the card on the platform.
- * Operate the controls until you see the other character.
- * Operate the cupboard.
- * Take the bar.
- * Use the bar on the panel.
- * Take the cables.
-
- In Teleport II (following the alien):
-
- * Take the box nearest the door.
- * Use the box on the scanner.
- * Operate the scanner.
- * Take the sunglasses.
- * Take the box back to the previous room, operate the unit, and use the
- box on the unit. Return to Teleport II.
- * Examine the open box. You will find a blue card.
- * Use the card on the platform.
- * Operate the controls until you see the other character.
- * Switch back to Teleport I.
-
- Back in Teleport I:
-
- * Operate the switch.
- * Take the blue card.
- * Use the blue card on the card reader.
- * Switch back to Teleport II.
-
- Back in Teleport II:
-
- * Take the yellow card.
- * Use the yellow card on the card reader.
- * Go through to the next room (Corridor I).
- * Switch to the other character.
-
- The next puzzle is different for each character.
-
- Yeno's solution:
-
- * Take the flask.
- * Use the flask on the orange fluid twice.
- * Use the flask on the green fluid.
- * Use the flask on the yellow fluid.
- * Operate the unit.
- * Use the cable on both sockets.
- * Use the flask on the unit.
- * Use the formula on the cupboard.
- * Take the door.
- * Go into the next room (Water).
-
- Nodd's solution:
-
- * Use the cable on the socket, then on the door.
- * Go through to the next room (Water).
-
- Corridor I
- ----------
-
- No puzzle here, just go on to Statues.
-
- Water
- -----
-
- Yeno's solution:
-
- * Use the door on the water.
- * Use the panel on the water.
-
- Nodd's solution:
-
- * Use the cable on the water, then on the other cable (by the door).
-
- * The door here won't open until the other character reaches Corridor II.
-
- Statues
- -------
-
- * Nodd should examine the strange symbols. Yeno should use the
- quadrocorder on them.
- * Walk over to the trapdoor. When the eye appears, quickly operate the
- sunglasses. Fail, and you die.
- * Go through the door. The character will leave the sunglasses behind.
-
- Corridor II
- -----------
-
- * Operate the switch. This opens the door in the Water room so that the
- other character can get into the Statues room.
- * When both characters are through, make one stand on the pad on the
- floor, and the other walk through the doorway.
-
- Then watch the ending sequence.
-
-
- #7PLEASE CLICK ON THE 'INDEX' BUTTON
-
-