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- Relics Of Deldroneye II
-
- Written by Christopher and Lee Bamber
- @5
- THE SOLUTION
-
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- The Island of Debreen
- =====================@1
- Relics of Deldroneye II - 'Island of Debreen' is an adventure filled
- with a sense of mystery. And such an aura can be shattered forever
- by reading the entire solution to a game before even playing it. It is
- advised the following solution should be used to help you when your
- final effort is a futile one. Anything less than that and you are
- denying yourself the rewards that come with completing a game such as
- this on your own. However, if you want to see it all, and see it now
- then please read on...
-
- You take control of Falcon on the bridge of his new spaceship, and have
- narrowly escaped collision with an unknown vessel at the expense of all
- your fuel and reserve power. You decide to steal the nessesary power
- from the unknown vessel by manouvering your ship to its side and cutting
- your way in.
-
- 1. Moving the Ship
- ------------------
- Use the laserpen on the Power In socket on the console to active the
- view screen. Look at the view screen to read the situation. Now use
- the laserpen on the Power Out socket to retrieve your valuable power.
- Move right to the engine room and open the engine panel. Feed power
- from your laserpen into the engine to activate it. Make your way to
- the navigation room and open the PIV Door. Feed your last unit of
- power from the laserpen into the computer via the Power Input Valve.
- Talk to the computer and it will eventually feed some vectors into the
- main computer back on the bridge. Before leaving the room, open the
- power output valve door and restore the power to your laserpen by taking
- it back. Go to the bridge and new vectors will be available, so hit
- the button on the console and the ship should move to the calculated
- vector, next to the Debreen vessel.
-
- 2. Forced Entry
- ---------------
- From here on in, you'll need a spacesuit to survive your exploration of
- the Debreen craft. Go down the corridor from the junction between the
- navigation room and the bridge, and enter the suit-o-matic. You should
- now be adorned with metal clothing. Enter the docking bay, press the
- Borble and make your way to the docks bay exit. The huge Debreen outer
- wall looms to cover the whole entrance to the docking bay. Use the last
- unit of power from your laserpen to cut a hole in the weak part of the
- wall. Enter the newly created hole and find yourself in a small alcove.
- Move to the automatic doors and enter. In this long corridor, and at
- the foot of the door you have just emerged is a small green device. Kick
- this device to brake it. A small magnet will come loose, which you must
- collect. Now continue down the corridor and have a chat with the robot
- sitting in the tubing.
-
- 3. The Electric Ladder
- ----------------------
- If you continue to the far left of this corridor and enter the door, you
- will find a room with a very tasty ladder. Unfortunately, when you climb
- it you will get stunned. Kick the panel below the slot and look inside.
- The lever is too far so we need to reach it somehow. Go to the next
- room at the end of the next corridor along, and find the corpse of a
- dead alien explorer. On its remains are some gloves and a belt. Take
- both, and then use the magnet on the belt to form a magnet on a string
- style tool. Return to the cracked panel and fish out the lever. Use
- this lever on the slot to deactivate the defences of the zone. This
- includes the power supply to the ladder!
-
- 4. The Turret
- -------------
- Ascending the ladder to the top will reveal that the Debreen craft has
- been welded to the hull of an altogether different ship. This new area
- is guarded with a trained laser turret, the walls are clearly made of
- heat resisting material, where the floor is not and is falling apart.
- Try and get to the door, and you'll get zapped and fall to the bottom of
- the ladders. Don't worry, the spacesuit is designed for such impacts.
- You will find it very difficult to come to harm. Half way up the ladder
- you will find an alcove with an empty energy cell. Take this from the
- wall and climb the ladder. Show this energy cell to the turret and it
- will rather casually fire at it, er, and you. When you regain your
- bearings, at the bottom of the ladder, the energy cell will be on the
- floor next to you, FULL! Return the energy cell to its socket, and you
- should have stabilized the laser turret, and its mode will change to
- 'peace' green. Open the newly available door, and enter.
-
- 5. Metal Hell
- -------------
- Again, a third ship has been welded to this Debreen junk-heap, but due
- to a misscalculation, the floor was placed thirty-feet lower than would
- have been ideal. Falcon falls and destroys the only mobile robot in the
- complex when he lands IN IT! When the dust settles, rip the pipe off
- the wall and enter the open door to the right. In this dark room, take
- the Optiwire and container hidden in the junk, use the pipe to crowbar
- open the dome to steal the brain of the robot. Have a pleasant chat with
- the active immobile robot, then nick his arm. Exit this spooky place
- and return to the first metal room. Use the pipe to crowbar open the
- door and enter. Have a chat with the guard robot, and when he starts to
- bore you enter the adjoining open door. take the tape from the dispenser
- and have a look at the dome. It needs repairing. Use the tape on the
- optiwire to make a strong sticky wire. You can use this strong sticky
- wire to reconnect the leads leading to the dome. Return to the guard
- room and inform the robot he can have a break, but alas he has not moved
- for so long he has rusted. Come to the rescue and return to the first
- metal room. use the container to collect the oil from the right wall,
- and give this to the guard robot. He will squeek his way to the rest
- room for a very long vacation. Use the robot arm you stole from the
- secuirty robot to activate the palm scanner near the gold door. The
- doors will open and you can enter. Inside, a brainy blob on a pillar
- greets you with kind words. Give him the brain you took from the other
- robot and accept his advice, and return to the first metal room. Try
- using the laserpen on the metal door on the north wall. The effort was
- hopeful, but you will see your efforts fail. Return to the blob with
- this news and he will replicate a device which will enable you to
- charge your laserpen to full power. By returning to the metal door,
- and firing the laser, you realise doing so would be dangerous. The
- shiny surface would reflect the laser. Return to the guard room and
- laser open a panel hidden in a slight indent on the north wall. Take
- the sandpaper like substance and use it on the door to make it rough.
- Now fire the laserpen to gain access to the next segment of the Debreen
- vessel.
-
- 6. The Huamin Conflict
- ----------------------
- An opportunity to relax and enjoy the comic lunacy of two crazy alien
- ghostlings. Simply take the spangley object from the wall in the left
- room from where you entered the maze, and continually talk from one
- alien to the other, twisting the facts and conveying mis-information
- to your new alien friends. Eventually they will destroy each other in
- an invisible fight to the death. As the ghostlings disappear, so will
- the obstruction and you can use the spangley key object on the floor
- of the room with the eye. The eye will scan you and the door will
- open, awaiting your eager entry.
-
- 7. Destination Debreen
- ----------------------
- Cross the spacewalk to the large doors and talk to the small sphere set
- into the door. The centurion will not open the doors. Go to the right
- and take the pole from the twisted piping. Go to the far left and have
- a look at the junction box. Try using the pipe you collected from the
- metal room to pull it off the wall and it will break under the pressure.
- Now try the much stronger space metal of the Debreen, and watch the
- junction box fall off the wall with ease. When you return to the gate,
- a maintenance robot is busy finding the error, whicn you recently
- created. He has had to open a small door to get partly outside, and you
- get leap into the gap without the centurion looking. Once inside, make
- your way through the sandy corridors until you reach a room with a
- crater, and a metalic object imbedded in the ground. Look for a button
- different from the rest and press it. The Debreen will be brought from
- stasis, and revived. Unfortunately, you have left the space-port open
- and have let out all the special air the Debreen need to breath. He
- is slowly pleading for his life, so you must quiz him on how exactly to
- close the door and return to the port you entered. Find the hidden
- button by walking around the port-entrance and then press it. Return
- to the crater room and follow the Debreen into the newly revealed
- secret door to the his control center.
-
- When you enter the room, a large wall mounted display shows in vivid
- detail the evil sight a Medivian Nose. The nose, horrifically, being
- firmly attatched to a battleship and in the mood for destruction. It
- fires three plasma bolts simultaniously and rocks the entire Debreen
- vessel. Talk to the Debreen and assess your situation, and reassess it!
- Exit his patient abode, and continue right until you cannot progress
- any further. Find the hidden door, and open it. Inside, you will
- find a garbage bat, which opens in the barren void of space. You can
- also see the real, unmagnified Medivian ship floating about. Take the
- green orb from the garbage bay power system and place it in the small
- Deldroneye Weapon on the floor. Using the small pressure socket, the
- green orb will slot into place, and then run back to the Debreen
- Control Center. Ask the Debreen to activate the Garbage system and it
- will activate, instead, the powerful Deldroneye laser.
-
- And as the passive Debreen seemed about to refuse the request, and in
- a language Falcon understood well, the strange creature said, "OK...
- Let's Fry'em!". No sooner had Falcons amusement formed a grin wider
- than his own face, the Deldroneye laser was ripping across the small
- distance to the Medivian ship...
-
- ...the rest of the story opened Falcons eyes to further truths about
- the Relics Of Deldroneye, but you'll just have to complete the game and
- read THAT for yourself.
-
- [RELICS II SOLUTION ENDS]
-
- #7PLEASE CLICK ON THE 'INDEX' BUTTON
-