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- Walkthrough for WORLDS OF ULTIMA II: MARTIAN DREAMS
-
- INTRODUCTION
-
- MARTIAN DREAMS is the second game from Origin that does not take place in the
- realm of Britannia, but takes you instead to an alternate reality through a
- timegate created by the Orb of the Moons. Where the first game, SAVAGE EMPIRE,
- transported you to the hidden valley of Eodon on Earth in what I assumed was
- our own time period, MARTIAN DREAMS occurs on Mars in the year 1895. This must
- take place in an alternate universe, or every single trace of the events must
- have been obliterated and the dozen or so historical figures that participated
- must have been sworn to silence. The story line has holes in it that you could
- drive a truck through, the time paradox isn't sufficiently explained, but it
- is a a lot of fun.
-
- In your present day Earth, a strange woman arranges a meeting between your-
- self and Dr. Johann Spector at your place. After giving you some mysterious
- reading material, she disappears, leaving you and the redeemed villain from
- SAVAGE EMPIRE to make the next move. There are two books, a note, and a
- map, all written almost 100 years ago, as well as an old photograph. Both
- books were written by Dr. Spector in 1895. The first tells how the adventure
- began (will begin?) and contains brief biographies of each of the historical
- figures in the game. The second book describes the premature firing of
- Lowell's space cannon at the 1893 World's Fair which sent these people to
- Mars, most of them unwillingly. It contains information about Mars, gathered
- by the first expedition and relayed back to Nikolai Tesla on Earth with a set
- of reflectors.
-
- The note was written by Tesla himself, so he would believe your story when
- you arrived to join the rescue mission. The map had directions that led you to
- Tesla's laboratory, and using the Orb of the Moons as described in Spector's
- book it seemed that you and he could travel back to the same spot in 1895. In
- addition, you discovered definite proof that you must have participated -- an
- old photograph of you and Dr. Spector standing with the members of the rescue
- expedition.
-
- This was a mystery, and combined with the woman's cryptic parting message
- about saving both worlds, it was clear what you and Spector had to do. You
- traveled to Tesla's lab, opened a timegate to 1895, and met the other rescu-
- ers. Showing Tesla's note to him left him with no doubt that your story was
- true, and you joined the party when they journeyed to Mars.
-
- All this is covered in the lengthy opening sequence. Now, you must find a way
- to return the 1893 expedition to Earth. This is not a simple task, for you
- must help finish the space cannon being built on Mars, rescue several people
- whose minds have been taken over by Martians, and get the entire planet
- running again. This adventure is no doubt more complex than SAVAGE EMPIRE, and
- you will need help from almost all of the characters in the game.
-
- SURVIVAL ON MARS
-
- As detailed in Spector's book, Mars in 1895 has extreme cold weather, a low
- amount of oxygen in the air, and some very strange lifeforms. You will only be
- able to travel at night until about 10 P.M. -- even if clothed very warmly --
- before you start taking damage from the cold. When it gets close to that time,
- you had better find a safe place to pitch your tent, and it is not a good idea
- to eat any Martian berries before bedtime as the party will not be able to
- rest until the effect wears off.
-
- You can find a lot of equipment in your ship, although I was not able to find
- enough clothing for Nellie Bly and that meant an early bedtime of about 7:00
- until I found an arctic parka in Calamity Jane's trunk which I took. I played
- the entire game the first time fighting only with sabers, machetes, and
- occasionally an elephant gun. I didn't figure out how to open the nailed
- crates until late in the game, and that's where the best equipment and weapons
- were! Weapons safety is important. Never, ever give any gun set to shotgun to
- a party member who you don't set to Command action: all the party will suffer
- when he fires right through you to hit his target!
-
- There are many places to find tools and weapons, so if you leave a shovel or
- pliers somewhere, you can usually find another pair elsewhere, many times near
- a location that it is to be used. Weapons range from simple knives, machetes,
- and slings to pistols, rifles, and shotguns and a few ray guns which are load-
- ed by U)sing radium chips. Armor is pretty simple: the tougher the clothing
- the more protection from damage the character receives as well as extra warmth.
-
- There seems to be no moral code on Mars, you can pick up anything you find.
- For those steadfast Avatars, there is an exchange system that will allow you
- to buy what you need fairly. Oxium, the chewable oxygen supplement is the main
- currency, and things are priced very steeply. I wouldn't spend any oxium on
- items until I got into the Motherlode or found another supply of geodes on one
- of the northern plains, with the exception of perhaps buying Nellie warmer
- clothes. The three berry types with special properties may be traded for
- oxium, and there are a few good patches of berry bushes which can be har-
- vested. After picking the area clean, just leave for awhile and return to
- find them replenished.
-
- Three types of Martian berries will give you mental powers for a limited
- time. Purple berries give you telekinesis, the ability to U)se, G)et, and
- M)ove objects from a distance. Green berries are able to let you T)alk to in-
- animate objects, and if the object has any thoughts it will glow. There's only
- two uses for them that I know of in the game, talking to the Hellas Dream
- Machine and gaining mental power in the Argyre endgame. The brown berries pro-
- vide spatial awareness, and when U)sed they will turn night into day whether
- outside or in a cave, allowing you to see objects through some obstructions.
- Blue berries will make you dizzy for awhile, but will cure radiation sickness
- should you touch radium directly without tongs.
-
- Unfortunately, due to the way the lifeforms reproduce, they reappear in the
- same locations almost as quickly as the berries. I found the Creeping Cacti
- to be probably the hardest opponents, due to their large numbers. It may take
- you several tries to reach Cooter's place at the beginning of the game as a
- large force of Cacti stand between you and Noctis Labyrinthus.
-
- No one actually dies in battle, they "fall" instead. When you are overcome,
- the entire party is found by Dr. Yellin and carried back to your landing sight
- where Dr. Blood revives you. Fallen or injured party members can be treated on
- the field by using the oxygen canisters Dr. Blood prepares, restoring them to
- full health. Each canister weighs 15 pounds, so it may not be feasible to
- carry more than one. Dr. Blood seems to be the only person that can render
- medical treatment.
-
- Experience accumulates quickly during the game, and when you pitch your tent
- for any period the party members due a level increase get to increase one stat
- by choosing between a Sword (strength), a Heart (dexterity), or a Book (in-
- telligence). I saw no advantage to Intelligence, concentrate on the other two.
- Before camping, always see who may be due a level increase, and decide then
- what statistic to raise as you can't view their abilities when the question is
- asked.
-
- TIPS, TRICKS, AND SPECIAL LOCATIONS
-
- Note: This section covers some tricks you can use during the game, as well as
- locations of some places not covered in the walkthru. This also tells you the
- location of the "ruby slippers," an extreme "spoiler" that will allow you to
- see the endgame sequence early!
-
- There is a good supply of oxium geodes located on the Acidalia Planitia at
- about 38N, 58W. Most are located one level above you and you can only reach
- them by U)sing a purple berry to gain telekinetic power. Another source of
- geodes is found in the canyons that wind through the northern part of Syrtis
- Major Planum at 30N, 54E. However, both these locations may have oxy-leechs in
- the area. They won't take your geodes, but they will snatch loose oxium then
- run away. It has also been said by other players that there is a way to buy
- things from the traders without spending any oxium. If your Avatar puts at
- least 500 blobs of oxium into a small pouch, they say that the traders won't
- take any from you. I didn't test this idea, but it is mentioned here for those
- who want to try it.
-
- If an overwhelming force of hostile plantforms are nearby, the screen scroll
- will slow down to a crawl. If you don't feel up to the fight, U)se the spy-
- glass in their direction a few times and they'll vanish for a while. You'll
- only be able to use this technique outdoors in the daytime, but it is useful
- to escape the occasional large group of creeping cacti.
-
- Devil pods, if you can find them, can be useful when confronted by a large
- group of jumping beans, for example. If you D)rop one in the midst of the
- pack, it splits open and the pod devil will attack anything around it. How-
- ever, if it is still alive when the chosen enemy is gone it will turn on you.
-
- There is a good patch of berry bushes located between Ascraeus Mons and
- Xanthe Terra at approximately 12N, 70W. Another fair source is near the power
- station at 13N, 26W. After you pick an area clean, just walk away from the
- area for a while and it will be replenished when you return. Unfortunately,
- the creatures that were there will also be regenerated.
-
- Across the bridge at 4S, 121W and south to Aonia Terra you will find a "box
- house" at about 29S, 106W. You should find some radium chips in a lead box
- here as well as a heat ray gun. Ray guns are powered by U)sing radium chips,
- giving them 30 charges, but they are used up very quickly if you set the gun
- to either shotgun or combination. Freeze ray guns can temporarily freeze
- attacking plants as well as humans, so be cautious when using them.
-
- There is a small house near 69S, 135E that contains a heat ray gun. You will
- also find another heat ray gun in Elysium, a freeze ray gun in Kaxishek's
- polar laboratory, and another freeze ray gun when you finally get into Argyre.
- Argyre also contains a bag with 15 chips of radium and large stores of ammuni-
- tion for your firearms, but by the time you get inside there really isn't much
- fighting left to do.
-
- The ruby slippers are buried under a rock at 57S, 50E. If you put them on and
- U)se them three times, you will be given the option to see the endgame graphic
- sequence now and return to DOS. You will be able to restore the game from the
- last point you saved it.
-
- GETTING STARTED
-
- You can equip your beginning party pretty well from just the equipment in
- your ship, located at 26S, 146E. It's interesting to talk to your fellow
- passengers, but the important thing is to get the prybar from Dallas Garrett
- with the word NEED. Mention GEAR to him and he will suggest you get the sex-
- tant in the back of the ship. Prybar in hand, enter the back of the ship and
- open all the crates, trunks, chests, and barrels. You should find a pistol,
- rifle, and a Belgian Combine in the northwest crate, and the crate next to it
- contains 100 pistol rounds, 40 shotgun shells and 100 rifle rounds. The
- Belgian Combine may be U)sed to set it to Rifle, Shotgun, or Combination,
- therefore it can use rifle bullets, shotgun shells or fire one of each per
- round.
-
- NOTE: When you see a capitalized word in this walkthru, it usually refers
- to a key word that will get more information from the person you're talking
- to. These words appear in red letters if you have the help on.
-
- The carpet bag contains most of the tools you'll need to play the game, a
- pair of pliers, a pair of tongs, a wrench and a sledge hammer. The backpack
- comes with a lantern and 5 cans of oil, the all-important tent, and a tinder
- box. There should also be several machetes, an axe and a saber as well as
- various items of clothing which you should try to distribute evenly among
- yourself, Spector and Nellie Bly. Initially, you may want to equip everyone
- with machetes and your Avatar with the saber, although I'm not certain which
- weapons are the best. If a character is equipped with two weapons he is given
- two attacks per round. In one crate you'll find the sextant and telescope, and
- several other containers contain ornamental items that I doubt have any use in
- the game. After raiding the hold, you might talk to Tesla and mention
- COORDINATES to find that the previous expedition landed at 28S, 153W.
-
- A note about coordinates and the game map - the latitude and longitude aren't
- marked, but each line of latitude covers 10 degrees and each line of longitude
- is equal to 20 degrees. The center of the map is at 180, 0 and runs almost
- directly through the Amazonis Planitia. The longitude numbers from this spot
- proceed from 180W to 0 as you head east, and from 180E to 0 as you head west,
- wrapping around at the left and right edges of the map. The latitude progress-
- es from 0 to 70 from the equator both north and south. The longitude seemed
- confusing at first, I wish they would have centered the map on 0, 0.
-
- Attempt to U)se the prybar on the hatch, and Dr. Blood will stop you to ask
- a question whose answer can be found in one of the two books that came with
- the game. This is the only copy-protection I found, and when you answer cor-
- rectly Blood will allow you to continue. After opening the hatch, Blood will
- speak up again, warning you of the risk to your health and telling you about
- the oxygen canisters he'll begin preparing. Immediately, and whenever without
- oxium in your inventory, your strength and dexterity will drop by 4 points
- each while your intelligence will drop by 3. There are no great battles to
- fight if you journey almost directly east to the 1893 site, and there you'll
- recruit another party member who has a small amount of oxium.
-
- 1893 LANDING SITE
-
- Heading almost directly east from your ship and edging around the southern
- edge of the forest, you'll soon reach the previous landing site at 28S, 153W.
- You'll know when you're close when you spot the long east-west trench that the
- space bullet left as it landed. In the crate just to the left of the hatch,
- you find 50 pistol rounds, and in the cockpit you'll find an elephant gun with
- 50 shells. Inside the crate under a book you'll find a weed sprayer, which can
- hold 30 charges of weed killer. The weed sprayer may be your best weapon
- against the creeping cacti that you'll probably encounter as you head towards
- Noctis Labyrinthus, and there is one can of weed killer (10 charges) in the
- rear hold. The phlogonistite can't be removed - by you.
-
- Leftenant Dibbs is here, left by Percival Lowell to await a second expedi-
- tion, namely you. He has much useful information about what happened since
- messages stopped being sent to Earth. Mention EXPLORATION and he tells you
- that when Mr. Carnegie ran out of iron ore to make steel for a space cannon,
- the expedition split up into four main groups to explore the planet. Three of
- the groups set up residence in the abandoned Martian cities that they named
- for nearby landmarks, while Calamity Jane and Buffalo Bill set up an OUTPOST
- at 12S, 129W and became TRADERS.
-
- Jack SEGAL settled in OLYMPUS, at 10N, 110W and soon his group took over the
- CANNON construction site on Olympus Mons. He became very CAUTIOUS, barring the
- settlement from all outsiders that might have been CONTAMINATED by the Dream
- MACHINES. You'll hear a lot more about these as the game goes on, if you
- prompt Dibbs with DANGEROUS he'll reluctantly elaborate.
-
- Percival Lowell and his group found a working Dream Machine in ELYSIUM, near
- Elysium Mons at 20N, 114E. He attempted to utilize the machine to communicate,
- and now they are all MAD, believing themselves to be Martians. Shortly after,
- someone smashed the communications REFLECTOR.
-
- Grigori RASPUTIN found ARGYRE on the Argyre Planitia at 30S, 107W and closed
- off almost all communication with others. Little is known about his business,
- and you won't get to meet him until near the end of the game.
-
- Lt. Dibbs will also tell you of the transport TUBES, of the four BRIDGES that
- were extended over the empty canals, and of CRAZY MARCUS who escaped the Dream
- Machine and moved to HELLAS at 27S, 77E. Marcus claims to know secrets about
- the Dream Machines and to have been able to talk to inanimate objects.
-
- These give you an abundance of leads to follow up, but if you refer to Nellie
- Bly's NOTEBOOK when you talk to her, you will be reminded that you need to
- find a reliable source of oxium. Ask Dibbs about OXIUM, and he'll tell you how
- it is used, and of MCGEE who prospects for it. Dibbs joins your party, and you
- can divide the 20 oxium he carries amongst your group of four. He suggests you
- now should visit the TRADERS at their OUTPOST on Arsia Mons at 12S, 129W.
-
- TRADERS, RESCUING COOTER
-
- After your conversation with Dibbs, you may have a better idea of what the
- game is all about. However, your first priority should be obtaining a large
- supply of oxium. You use 1 blob of the stuff each hour, and you only have 5
- apiece. From the 1893 landing site, head almost directly northeast to 12S,
- 129W. There may be a couple of sextellegers to fight outside the outpost, I
- recommend the elephant gun to dispose of them.
-
- In the outpost you'll meet Buffalo Bill and Calamity Jane. Bill sells TRAIL
- goods such as tents, lanterns, and tinderboxes as well as AMMUNITION. Talk to
- him about NOCTIS, and he'll tell you that a bridge across the canal is located
- at 4S, 121W. Calamity Jane sells CLOTHING, and trades OXIUM for BERRIES. Ask
- her about COOTER, who supplies their oxium, and she'll tell you that he hasn't
- been around for quite a while. If you agree to help find him, Bill will give
- you 30 more oxium and 3 purple berries when you mention OXY. He'll also give
- you more information: The entrance to Noctis Labyrinthus is at 20S, 113W and
- Cooter's cave is at 12S, 81W.
-
- There are a few items of good clothing in the trader's chests, I took the
- arctic parka from Jane's stuff for Nellie to use. You can also find another
- can of weed killer, a pistol and more pistol rounds here.
-
- You can also find three substantial caches of oxium just outside the walls of
- the trading outpost, buried in the chasm where you can't get them. However,
- take the Martian shovel located right outside the door and U)se a purple
- berry. Now, you can U)se the shovel from a distance on the disturbed ground,
- then G)et the oxium you uncover. I found a total of 45 blobs, so it's worth
- the trouble.
-
- Leave the outpost and head almost directly northeast to the bridge at 4S,
- 121W. Cross the bridge and make a dash for 11S, 100W. This isn't the marked
- entrance to Noctis that Bill told you about, but it is a straighter route to
- Cooter's cave. If you're lucky, you'll avoid the group of Creeping Cacti that
- will approach from the south. If not, you have a tough fight ahead, so save
- the game first. Equip your Avatar with the weed sprayer, and let the others
- use the firearms.
-
- If you entered Noctis at 11S, 100W just go directly east to the cave
- entrance. If you entered at 20S, 113W where the marker flag is located,
- proceed east, turn north, then east again. Light a lantern by having a
- character ready it, then just U)se it. The oil is automatically loaded and the
- tinderbox is assumed to be used. Enter the cave at 12S, 81W and walk north
- until you see the plank on the other side of the chasm. U)se a purple berry,
- and you'll gain the power of telekinesis for a short period of time. You can
- U)se, G)et, or M)ove objects from a distance while the effect lasts. M)ove the
- plank to the south twice, and you can cross over into Cooter's cave. You'll
- find some more blobs of oxium and purple berries in here, and a small pouch
- containing more ammunition, but the big loot is to the north. The two notes
- you find here, one written by Cooter and one by Rasputin, indicate that the
- old man met with foul play in Coprates Chasma when he refused to reveal the
- source of his oxium to Rasputin.
-
- You could go directly to where Cooter is and rescue him, but first you should
- explore the tunnels to the north. There is another plank to be moved, if your
- psychic power has worn off just pop another purple berry. The branch to the
- west contains nothing but bushrats and rat poison, and I could find no way to
- U)se the rat poison. You will encounter ammonoids in the tunnels to the east,
- but you will find many oxium geodes. Geodes may be broken with a hammer to
- G)et the oxium inside, the amount of which is randomized before the geode is
- broken. Since this quantity can vary quite a bit, a good technique is to save
- the game before opening the geode and restoring if you don't find enough. In
- my game, the amounts varied from a low of 7 to a high of 91.
-
- Cooter has barricaded himself in a cave to the southeast of Coprates Chasma,
- and you must kill the ammonoids there to get to him. From Cooter's cave, go
- directly south all the way to the rock, and the marker flag is to the east at
- 17S, 79W. This large open area is home to Sand Trappers, and they can be tough
- opponents. They may be avoided if you stick very close to the walls and work
- your way around to the southeastern corner. Continue east, south, and east
- again and you'll find the cave at 21S, 64W. Enter and kill the ammonoids be-
- fore moving the crates. If an ammonoid attacks Cooter, he will not respond
- when you try to T)alk to him.
-
- After rescuing him, he tells you about a REE-ward, the MAP which shows where
- his oxium stashes are. It's located one step west of the flag you passed at
- 17S, 79W and a SHOVEL is located under the rock to the west of that. The map
- shows 3 STASHES of oxium located at 14N, 41W - 10N, 39W - 4N, 27W and
- indicates the MOTHERLODE inside the power plant at 13N, 26W. Cooter tells you
- that the huge stash of oxium is behind a closed electrical DOOR but there is
- no POWER to open it and that EDISON at OLYMPUS might know how to get it going.
-
- Leave the prospector, and if you like you may go get the shovel and map. If
- you have a shovel already, you may just want to go straight to the stashes and
- get them. The second stash at 10N, 39W was already uncovered when I found it,
- but the other two contain a fair amount of oxium. If you got a good quantity
- of oxium in Cooter's cave, you may want to go straight to Olympus, as there's
- nothing much you can do at the power plant until you are allowed into Olympus.
-
- GETTING INTO OLYMPUS
-
- Retrace your steps out of Noctis Labyrinthus and go to the Olympus gate at
- 2N, 112W. Talk to Nathaniel Peters here, who is guarding the gate against
- anyone not KNOWN to the residents, due to the LOONIES from ELYSIUM. He wants
- PROOF of your integrity, and if Dibbs is with you he offers to vouch for you.
- But Dibbs is feared to be tainted also, so he doesn't qualify. When Nathaniel
- say that you must get 3 signatures on a note, Dibbs suggests the EXPLORERS.
- This is fine with Nathaniel, and he tells you that they were last known to be
- around Syrtis Major at 10N, 71E. He hands you a note, and will not speak to
- you again except to check the note.
-
- Walk around Olympus to 12N, 111W and cross this bridge. It's a long trip to
- Syrtis Major, and you are likely to encounter several sextellegers, as well as
- a Giant Maw if you stray too far into open plains. The best route is probably
- to follow the canal edge westward around to it's north tip at 52N, 163W then
- follow the polar ice cap to the canal at 52N, 123E. Continue south-southwest
- past Elysium at 31N, 87E. Alternatively, you can cross the bridges at 18N,
- 111W and 25N, 121E but you may encounter more sextellegers. Continue southwest
- then west to 10N, 71E to the mine at Syrtis Major.
-
- Dr. David Yellin is outside here, unable to help his companions who have been
- trapped in the MINE by a CAVE-in while they were SURVEYING for IRON ore. There
- is an unassembled DRILL in the building to the west, but Yellin doesn't have
- the right TOOL. When you mention TOOL, if one of the party members has a
- wrench they'll speak up. If you have a wrench, and you should have one from
- the carpet bag in your ship, you're set. The crate in the southwest corner of
- the building contains the drill part, G)et it then D)rop it on the drill base.
- Connect the two pieces by U)sing the wrench, then you can M)ove it north and
- south only to get it to the track. Walking behind it will push it in the right
- direction, go north into the mine, turn west then north again until you reach
- the rock pile. U)se the drill a few times and you'll clear a path through.
-
- Leave the drill here, you'll need it later. You've rescued Major Greg Duprey
- and Richard Sherman, T)alk to each and say NOTE to get them to sign. Duprey
- doesn't have a lot of information, but Sherman immediately joins the party and
- can be asked about almost every location that they've marked with flags. He is
- a good source of information, ask him about ARGYRE, for example, to see what
- you'll be up against there. With the explorers rescued, leave the mine and ask
- Yellin about NOTE to get the third signature.
-
- Return to Olympus and T)alk to Nathaniel, who now will open the gates. Once
- inside, you will be able to talk to several important people, and now the
- story starts to get moving. The most important, in his own mind, is the leader
- Jack Segal, who resides in the northwest corner of his settlement of "RIGHT"-
- thinking humans. Segal tells you he "persuaded" MARCUS to leave for HELLAS
- after he used one of the DANGEROUS DREAM machines HERE, then used his influ-
- ence to have the other people destroy it. Other important clues you can gain
- from him by talking to him about LOWELL, RASPUTIN, TRIPPET, JEAN and LEGRANDE.
-
- The next thing you need to do is get into the Hellas dream machine, and this
- first requires getting the electricity back on. The power plant is located in
- the building where Cooter found the "motherlode," and you must get it started
- up as well as repairing the broadcast towers. After investigating the plant,
- you will have to return to Olympus to have a part repaired by Trippet.
-
- POWERING UP THE PLANET
-
- The Martian power plant is located underground, and the entrance is in the
- building at 13N, 26W. The complex has a few rooms with objects you can't use,
- panels you can't understand how to use, and scrolls that explain how the
- system works as well as a history of the Martian industrial revolution. One
- room that is powered by electricity contains Cooter's "motherlode," oxium
- geodes and bins of oxium that will provide you with all you need once you get
- the door open.
-
- Two mechanical men, Coker and Stoker, run the power plant. Talking to Coker
- is not very productive, all you learn is that he brings the COAL from the wall
- to the conveyor BELT. Stoker, at the other end of the belt, takes the coal and
- feeds the FURNACE, which supplies POWER to the planet through the broadcast
- TOWERS. He mentions that the cables above are fragile, and any sudden change
- (like starting up the generator) could damage them. The furnace may be started
- temporarily by hand-feeding it some coal in case of a shutdown, but to keep it
- going requires a steady supply of coal from the Coker-Stoker team. Mention
- BELT to Stoker and he will tell you that this key link between the two robots
- is broken, and Dibbs will say that Trippet in Olympus could fix it.
-
- Take the broken belt, which weighs only five pounds and return to Olympus.
- Talk to the would-be canal barge Captain Trippet and say BELT. He should fix
- it, and you can then U)se it at the same spot you found it. Now, you should
- find a Martian wheelbarrow in one of the rooms which you can push next to one
- of the piles of coal lying around the furnaces. U)se a shovel to put the coal
- into the wheelbarrow, push it next to the furnace then U)se the shovel to put
- the coal into the furnace. The belt should begin to move, so clear the path
- for Stoker, who's going to head straight for the furnace with a huge chunk of
- coal. After a short graphic interlude, the power plant is again alive!
-
- Unfortunately, as Stoker mentioned, the electrical surge damaged the cables
- that connect the broadcast towers outside the station. Inside the now active
- power door is a 10 lb. spool of cable which you should now take. You need a
- pair of rubber gloves, which Spector should have if you haven't discarded
- them. If you don't have these, I believe there was a pair in Calamity Jane's
- trunk at the outpost. You will take a lot of damage from the vents that are
- now spewing steam if you try to return the way you came, but there is a route
- back through the mines. You can enter the next room and take all the oxium
- geodes now if you want, and you may also U)se the oxium bins as much as you
- like, getting 20 blobs of oxium each time. This is the motherlode that Cooter
- told you about!
-
- Enter the tunnels to the south of the oxium bin room, and the path through to
- the outside is fairly simple. In general, first go east, south and west, then
- continue south and west to a four-way branch. Turning south, you should reach
- a lighted passage where you'll fight some bushrats. At the end of this passage
- is another power door leading to a room under the central set of broadcast
- towers. In case you don't have one, there is a pair of pliers lying here. The
- scroll explains the repair procedure, and if you have the cable, gloves, and
- pliers you're ready to go. Go up the stairs to the surface and give the stuff
- to your Avatar as all your other party members will decline the job - try to
- get Nellie Bly to do it for a laugh. Now, ready the gloves, U)se the pliers on
- the cable TO the tower. After another graphic sequence, the power should now
- be spreading all over the planet, activating the transport tubes, bridges and
- doors that will give you access to all sorts of new areas.
-
- THE SECRET OF THE DREAM MACHINE
-
- If you just got the power back on and are at the broadcast towers at 4N, 15W
- you can return to Olympus by following the canal to the bridge at 12N, 111W.
- You should now investigate the only dream machine in the western half of
- Hellas at 23S, 62E which can now be reached as the bridges are operational. Go
- to the transport tubes just south from Olympus at 1N, 109W and enter the
- southwestern one, which will take you in a flash to the eastern part of Hellas
- at 34S, 72E. Before going to see the machine, find Marcus who may be found in
- the greenhouse at 23S, 75E.
-
- MAD Marcus was thrown out of OLYMPUS by Segal when he used a DREAM machine.
- He tells you that LOWELL and the others at Elysium weren't crazy, but that the
- MARTIANS POSSESSed their bodies when they used the machines. When you use a
- dream machine, you enter a dream WORLD shaped partly by your own IMAGINATION.
- Marcus believes that when the Martians began to die out, they escaped into
- this dream world, and while SOME were happy to wait for rescue from outside or
- to live forever inside, many others chose to inhabit the bodies of the humans
- who used the machines. The humans were TRAPPED in nightmares of their own, and
- Marcus believes they can be RESCUED if there were a working machine. He also
- says he discovered something IMPORTANT... you can leave the dream world by
- T)alking to yourself to wake up.
-
- Marcus reveals that there is another dream machine on the ISLAND across the
- canal that divides HELLAS, but that it seems to be broken. He thinks you can
- FIX it, and furthermore states that the machine can tell you how to do it if
- you talk to it! He claims that the BERRIES in the GARDEN to the east give one
- the power of psychometry, the ability to talk to certain OBJECTS. The garden
- is filled with JUMPING beans, and Marcus can no longer fight to get in. These
- are green berries, and if you already have a supply you won't have to venture
- into the garden at 26S, 83E.
-
- Use the lever to extend the bridge at 30S, 68E then enter the building with
- the two fountains in front. U)se a green berry, and T)alk to the Dream
- Machine. This "conversation" is more a series of feelings, you feel what the
- machine does. Thus, the "dialogue" is rather limited, it feels BLOCKED. It is
- DEAD, missing a large glowing ROCK known as radium. This is all the informa-
- tion you will get for now, time to return to Olympus.
-
- OLYMPUS MONS
-
- Back in Olympus, there are a few people that can give you information to help
- you get the Hellas dream machine running again. You will have to go into the
- mines of Olympus Mons to get some radium and attempt a rescue, and get Edison
- to rewire a control panel from the underground access tunnel.
-
- Madame Curie is in a building just inside the front gates. Ask her about her
- RESEARCH and REACTIVE ROCK. She will tell you that she believes the Martians
- used small pieces of this for their machines and mechanical men while larger
- pieces may have been used in larger devices, perhaps like the machine Segal
- destroyed. The pieces she found in the MINES seem to attract terrible WORMS,
- and the rock makes them GROW. She suggests a relationship between the size of
- the radium deposits and the size of the worms nearby. Spector mentions to you
- that unless you PROTECT yourself, exposure to radium may be fatal. When you
- ask Madame Curie about this, she is rather puzzled (some have said that she
- died prematurely from her experiments with radioactive elements, not knowing
- the harmful effects), but she offers you the use of the tongs and lead box in
- her lab. If you don't have a pair, be sure to take these, and certainly take
- the lead box.
-
- The Olympus dream machine, ordered destroyed by Segal, is being reluctantly
- guarded by Legrande Antoine Couillard while his BROTHER was sent to look for
- iron ore in the MINES. Everyone is AFRAID to look for him because of the
- worms, but if you HELP find JEAN, Legrande will let you inside to look at the
- DREAM machine despite Segal's orders. Agree to help him, shaking his HAND, and
- you will discover he is a mason. Not a terribly important fact, but interest-
- ing.
-
- Thomas Edison was very interested in the DREAM machine, but he had little
- chance to STUDY it before Segal had it destroyed. However, he did get to see
- the CONTROL panel, and believes that he could rewire almost any similar one
- to function in a dream machine. He mentions that he saw one in the underground
- access tunnel between Olympus and Olympus Mons, if you brought it to him he
- could do the job.
-
- Enter the access tunnel at 12N, 117W and follow it to where it ends at 12N,
- 125W, picking up the panel along the way. Head around the mountain to the mine
- entrance at 3N, 137W. Hearst has a shop near the tunnel exit, selling weapons
- and Martian artifacts. You'll need to make a deal with him later, but right
- now you shouldn't need anything he's selling. There are going to be some
- pretty tough fights with worms in the mines, make sure everyone is rested up
- first.
-
- Inside the mine, go directly north all the way then turn west. You may fight
- some oxy-leeches here, all I can advise you to do is to have your Avatar give
- all his oxium to another party member then battle these critters in solo mode.
- If the whole party gets into the fight you risk losing a lot of oxium. Go all
- the way west, the tunnel that branches northeast has ammonoids and cave worms
- but not much else. Follow the tunnel southwest, then go south as far as you
- can and turn east. When you start hearing "Body Critical!" messages, you're
- getting close. Fight past the rock worms, and when you get close enough to
- Jean he will automatically talk to you, giving you his Masonic symbol as he
- expires. Here you should also find some blocks of radium, ready the tongs then
- G)et a block. Immediately M)ove it into the lead box, or you will be poisoned
- by radiation. If you feel like fighting, you can get some radium chips to
- power any ray guns you find. I found two heat ray guns in here, one was in a
- tunnel past some rock worms and bushrats. The other was buried under the
- rubble you pass as you took the tunnel north, which can be cleared with a
- drill that you find off in the tunnel to the east.
-
- Leave the mine, and rest up outside. Chances are that one or more characters
- have a level raise coming after fighting all those worms. Carnegie could have
- been found if you took the tunnel to the west, but you'll be returning to talk
- to him later anyway. Climb up to the top of Olympus Mons using the slopes at
- 14N, 153W - 14N, 149W - 10N, 147W. Fight the band of Proto-Martians here then
- retrieve the camera at 9N, 145W. You will trade this to Hearst later after you
- find someone to develop the plate. If you like, take a look at the barrel of
- the space cannon near 9N, 138W before heading back down the mountain.
-
- Return to Olympus, find Edison and mention CONTROL. He'll rewire the panel in
- your inventory to work on a dream machine. Now, talk to Legrande and break the
- bad news to him about JEAN. After he takes the Masonic Symbol from you, allow
- him a moment of mourning then talk to him again about his agreement to let you
- see the DREAM machine. He unlocks the door, and there is the Martian device,
- smashed beyond repair. However, there is one piece still functional here that
- the Hellas machine lacks, G)et the headgear.
-
- With the rewired control panel, a block of radium and the headset in hand,
- you can now repair the Hellas dream machine. You will learn of the ruthless
- Martian villain who doomed his race to extinction, forcing the remaining
- Martians to flee into the dream machines. You will meet the benevolent
- Martians of Hellas, and rescue four of the nine humans who are trapped in
- endless nightmares while the Elysium Martians took over their bodies in order
- to live again.
-
- HELLAS DREAM MACHINE
-
- Take the transport tubes to Hellas and cross the bridge at 30S, 68E and go to
- the building that houses the dream machine at 23S, 62E. If you "talked" to the
- machine earlier, you know the first thing it needs is the glowing ROCK. U)se
- the block of radium on the power unit. If you now U)se a green berry to talk
- to the machine again, you will find it still "feels" BLOCKED, it is still
- UNDIRECTED and lacking a CONNECTION. D)rop the rewired panel on the cabinet
- and U)se the wrench to fasten it. Then U)se the headgear on the machine itself
- and the machine is ready for a test run by your brave Avatar!
-
- Move your Avatar into the seat, then have another character (I used Spector)
- go into solo mode and U)se the control panel. You fade into the strange world
- of Martian Dreams, where you find five symbolic obelisks in the Hall of
- Dreams. Four contain dream worlds that hold the minds of H.G. Wells, George
- Washington Carver, Louis Comfort Tiffany and Vladimir Ilyich Lenin. The fifth
- holds the dream city of Hellas, inhabited by the Martians that lived there.
-
- The mind of Lenin is trapped in the obelisk marked with a hammer and sickle
- in the southwest part of this hall. Walk to the front of the marker and enter
- his nightmare. Wind your way through his "village," a mixture of people some
- of whom seem to be living in comfort while others suffer in poverty. Lenin's
- task is to evenly distribute the wealth of the village among the 25 people, a
- noble idea but impossible in the real world even under socialism.
-
- Gather the rubles and you will also find an azurite stone. There are two
- problems here: you will not have an amount of cash that can be divided by 25,
- and you certainly can't divide the stone. Do your best, comrade, I found 253
- rubles and so I dropped 10 each into 25 piles. This left me with 3 rubles and
- the gem. Speak to Lenin again and tell him no, that you did not divide the
- wealth evenly. Mention STONE, and he will ask you if you found the gem. Answer
- yes, of course, and he will explain how he plans to dispose of the stone in an
- equitable manner. It didn't sound kosher to me, but give it to him anyway. You
- still have some extra rubles, so talk to him again and say no again. Mention
- EXTRA, and he will tell you to divide the bulk evenly then tell him you have
- divided it all fairly, even though you haven't. Fear not, for Lenin has the
- answer to your dilemma. It still seems fishy, but give him the extra rubles
- and his nightmare is over. You awake in the company of your friends, although
- not really feeling that you've done the right thing somehow.
-
- Have Spector U)se the panel again, and reenter the dream world. Lenin waits
- where his obelisk once stood, as will all the people you free until you free
- these four as well as four more who are trapped in the Elysium dream machine.
- This time, go to the obelisk marked with a lamp in the southeast corner, this
- is Tiffany's prison. It begins very strangely, your "mother" is attacking you!
- You can't strike your mother, and if you stand there and take the punishment
- you will eventually "die" and awaken! The solution is to run, run right off
- the edge of the cliff into an endless fall. Speed things up by pressing the
- "down" arrow, just before you impale yourself on a set of spikes you will be
- transported to a relatively normal living room!
-
- U)se the book on the table and you'll read an interesting do-it-yourself
- tutorial on bullfighting. Strange, there's no bull here, right? Get the red
- throw rug lying here, but don't ready it yet! Walk along the path, and the
- ground begins to shake. You soon reach Tiffany's shop, and his worst fear is
- realized as there is a rampaging bull breaking up all his fine glassware and
- china. Waste no time, head for the north wall and throw the switch that opens
- the door. Now ready the throw rug, and wait until the bull notices. Lead him
- through the door, drop your "cape" on the platform and slip past him through
- the door. Tiffany thanks you, his nightmare is over, and you awake again.
-
- Your third rescue involves not so much a green thumb as it does strategy and
- luck. I had to try this one a couple times to succeed, if you fail just T)alk
- to yourself to awaken and try again. Approach the obelisk marked with a
- Martian pod in the northwest corner, this is where Carver resides. You must
- make your way through a path strewn with Martian lifeforms, and slowly walk
- through a forest of wandering trees. If you can't get through here, pass turns
- until the trees move then try again. Further along the path is another such
- forest, patience is the key here. You reach an open area where the botanist
- Carver needs your help to grow a Martian from seed to mature pod. Normally
- this isn't a problem, but cave worms are on the way. He gives you a bucket of
- water, 4 wormsbane seeds and a Martian ritual pod knife.
-
- Not much I can tell you here, start by U)sing the water on the pod plant that
- Carter left behind. Pass a few turns, and you should see several cave worms
- approaching. Plant a wormsbane seed or two in their path, and U)se the water
- on them two times to produce a flower. This will repel the worms, but must be
- watered again when the flower disappears. Attack the worms with your hands if
- they get too close, you should be able to hold them off until the pod matures.
- If they get past you and get to the plant you've failed, T)alk to yourself and
- try again. Once the pod is ripe, U)se the knife on it to cut it open. Carver
- pops out, and thanks you for letting him experience the full Martian life
- cycle. He tells you he will wait in the Hall of Dreams until EVERYONE is free.
- He names the four humans in the Hellas dream machine as well as four others
- trapped in Elysium. When you finish the conversation, you awake.
-
- Make sure you have your full hitpoints for the last rescue, it is the only
- one here that will involve real combat. H.G. Wells is trapped in the north-
- eastern obelisk that is marked with footprints. You must negotiate a strange
- maze filled with some mundane objects, some useful items and a lot of
- dreamstuff. If you have talked to Marcus in Hellas, you know that dreamstuff
- can be used to create things that you imagine. You won't have any control over
- the dreamstuff in the game, but you will be able to get the items you need by
- trial and error. At the end of the maze, Wells is surrounded by invisible
- Proto-Martians that you must find and kill to end the nightmare.
-
- The first patch of dreamstuff you find in the maze yields a weed sprayer,
- G)et it and follow the path until "You feel dizzy...." Your sense of direction
- has been altered by 180 degrees, east becomes west, northeast becomes south-
- west, and so on. Knowing this, maneuver yourself to the purple berries and
- G)et them. This will allow you to G)et items and patches of dreamstuff that
- are out of your reach, and a couple of these are very good for fighting the
- Proto-Martians at the end of the maze. U)se a berry and G)et the knife or U)se
- the dreamstuff next to the knife which should yield a hatchet. Walk back to
- the east and you should see a bottle of green paint, G)et it. Fight the
- Janitor and creepers, readying both the hatchet and knife will allow you two
- attacks per round.
-
- Just to the south of the janitor your directions will change again, this time
- by 90 degrees. Northwest becomes northeast, north becomes east, east becomes
- south, and so on. There is some more dreamstuff around here, most of it makes
- some pretty useless stuff, but there is a group of four which will get you a
- revolver and some pistol rounds. Continue along the maze towards the southwest
- until your directions change once again, altered by 90 degrees the other way.
- Northeast becomes northwest, north becomes west, etc. A little further along
- you hit another change, 180 degrees this time just like the first time. The
- platform off to the northwest contains some really useful stuff. U)se the
- barrel to get 16 elephant gun rounds, and inside the carpet bag you should
- find an elephant gun.
-
- Finally, as you approach the marker flags, your sense of direction will re-
- turn to normal. U)se the bottle of paint on the weed sprayer, ready it then
- approach H.G. Wells. When you T)alk to him, he'll tell you to get rid of THEM,
- INVISIBLE monsters that attack when you MOVE, and that he's not going anywhere
- until you get rid of them. When you end the conversation, they attack. The
- best strategy to defeat them may be to first attack them with the sprayer,
- causing them to become visible then shoot them with the elephant gun. In
- addition, you may want to quickly move away to put some distance between you
- and them, although they will still throw rocks at you. This fight will drain
- hitpoints from you in the "real" world, and it might take you a couple tries
- to defeat them, save before beginning the fight.
-
- After this battle, Wells is rescued and you awaken. All four humans will
- still have to wait in the Hall of Dreams until you free the other four trapped
- in the Elysium dream machine. Now enter the dream world once more and approach
- the one obelisk that remains, marked with a Martian. This is the dream version
- of the city of Hellas, and the layout is exactly like western Hellas where you
- are now. Five Martians "live" here, Prektesh the Agrarian, Xaktsesh the
- Arborist, Plashef the Cultivator, Pukchep the Gatherer and Chsheket the Am-
- bassador. You will also find several scrolls in these buildings that contain
- some interesting myths about Mars, the moon Phobos, Earth and the asteroid
- belt.
-
- You find yourself inside the Hellas dream machine, exit the building and find
- Prektesh in the building to the southwest. He is the Agrarian of HELLAS, the
- finest grove on Mars. The DREAM-world became their REFUGE from the PLAGUE that
- RAXACHK, Agrarian of ARGYRE unleashed in an attempt to rule the planet. The
- BACTERIA doomed all the Martians as well as their OFFSPRING, forcing them to
- flee into the dream world to wait FOREVER for someone to RESCUE them. He asks
- for your AID to find them new BODIES. The ELYSIUM Martians took over the
- bodies of the humans that used their dream machine to attempt to grow new
- Martians from SEEDS, and Prektesh asks you to FORGIVE them for their CRIMES.
- He tells you that PLASHEF knows where the Hellas seeds may be found, and adds
- that their ARBORIST Xaktsesh was working on an alternative plan for new
- bodies.
-
- Plashef the CULTIVATOR is just to the northwest of Prektesh's home, and he
- has much information that you will need to grow a Martian. XAKTSESH warned him
- of the PLAGUE in time for him to put some SEEDLINGS in a SECURE place. Next to
- the Hellas greenhouse is a PRESERVATION unit that Plashef used to save some
- seeds from the SCHEMES of Raxachk. Plashef will tell you how the GROWTH of the
- seeds must proceed, you must plant the seed then water it. The proper FERTILI-
- ZERS must be applied, a mixture of NITROGEN, PHOSPHATE and POTASSIUM, some
- samples of each are in his laboratory just outside the greenhouse. The seed
- takes nine days to produce a pod, during which you must look at it at least
- three times, then the pod must be cut open.
-
- Xaktesh the ARBORIST "lives" in a small building southeast from Prektesh. She
- does the needed HEALING in the Grove, although her skills are not needed in
- the DREAM-world. Her podmate KAXISHEK was RESEARCHING the creation of a diffe-
- rent kind of body that would be unaffected by the PLAGUE. He based his LABORA-
- TORY along the border of the northern icecap, in the belief the cold would
- slow the plague long enough for him to finish a PROTOTYPE. She HOPEs he was
- successful as he never followed her into the dream world.
-
- I met Pukchep the GATHERER wandering about, his duty is to help the KNOWLEDGE
- of the dead Martians of his GROVE survive. He adds the REMAINS of the Martians
- who die to the compost so that the life experience will pass on to new bodies
- through the soil. Part of his job was also to trade CHEMICALS with Fazek from
- Elysium, but he says you should ask Plashef for more information on that.
-
- Finally, Chsheket the AMBASSADOR of Hellas is usually found wandering just
- south of her house which is located northwest from Prektesh. She doesn't have
- much information to tell you other than the fact that ELYSIUM and ARGYRE seem
- to have PLANS for producing bodies for transfer. She will be the one whom you
- finally bring back into the real world, and she is to be a member of your
- party in the latter part of the game.
-
- T)alk to yourself to awaken, and polish off your green thumb. You have to
- grow a Martian and get one of the Hellas dream city citizens to transfer into
- it. It will be a tragic experiment, but necessary to prove your sincerity to
- the Elysium Agrarian Tekapesh, now inhabiting Percival Lowell's body.
-
- GROWING A MARTIAN
-
- With your four human friends waiting in the Hall of Dreams, you now must gain
- access to the Elysium dream machine to free the others. Tekapesh, the Agrarian
- of Elysium, will not allow you to have their bodies back until you can prove
- you are sincere in finding new bodies in which they can live. You have all the
- information you need from the Hellas Cultivator to try and grow a Martian, and
- almost everything you need is in Hellas.
-
- You will need to make a short trip to the northern icecap in order to get
- some ice, and this is a good opportunity to meet the "people" of Elysium. Pick
- up a bucket from either the Hellas greenhouse or one of the buildings in Olym-
- pus as well as a pick, then take the northwest transport tube to the terminal
- at 30N, 112E. Inside Elysium are the eight humans whose bodies have been
- possessed by Martians. If you've already been to the Hellas dream city, these
- people will not really be able to add to the information you have, but you
- might find it interesting anyway. The transfer to human bodies has left its
- signs, they are very unkempt and dirty, as they are trying to live as plants.
- While talking to them, you will notice they seem confused at times. You'll
- probably also notice that much of their human personality still comes through
- in the conversation, most noticeably in Lenin's case.
-
- Bikchiz is the Elysium Ambassador who has taken the body of H.G. Wells. He is
- also the HISTORIAN and will tell you about ARGYRE, RAXACHK, and of the disas-
- ter that he brought upon the Martian race. Pashesh, the assistant to BIKCHIZ,
- took Lenin's form and will talk about any PLANTAL or Martian city. Xichack is
- a sort of naturalist, and is living in Wyatt Earp's body. He has EXPLORED most
- of the planet and knows about CREATURES such as the SUBTERRANEAN worms and he
- also will talk about WATER.
-
- Cheshef, also known as Carver, is the CULTIVATOR. He was only an assistant
- when the plague struck down his predecessor, and doesn't know as much as he
- did about the growth process. He tells you that the seed needs WATER and
- FERTILIZER and must be visited three times during the nine day cycle, but he
- doesn't know much else. Fazek, the GATHERER, inhabits the body of Melies, and
- can tell you more about how the life experience is passed on through the soil
- through the COMPOST. He talks about TRADING with the Gatherer from Hellas for
- MATERIALS and CHEMICALS, and that there is a LABORATORY at 25S, 75E. Sisik, in
- the body of Mark Twain, is the ASSISTANT gatherer and can tell you more about
- how KNOWLEDGE is passed on through the SOIL to the DESCENDANTS.
-
- Chaktsaf, or Louis Tiffany, is the Elysium ARBORIST. The most important thing
- he has to tell you is how the TRANSFERENCE will be done. As the soil is now
- BARREN, the YOUNG Martian will not be born aware, but someone from the DREAM
- world must transfer into the body by using the dream machines. Finally, the
- Elysium AGRARIAN Tekapesh took Percival Lowell's body. He is the radical
- leader who will not relinquish the human forms until they succeed in growing
- BODIES for the TRANSFER. He will not allow you access to the DREAM machine
- here until you can show him some hope, or perhaps a better solution. He will
- talk about the PLAGUE and RAXACHK, the RESURRECTION of the true Martian FORM,
- and he will refer you to his fellow plantals when asked about other things
- like PODS and CULTIVATION. If you hadn't been to the Hellas dream city, all
- this information would be more useful but less complete.
-
- Now that you've met the Elysium Martians, you should go all the way north to
- the icecap and U)se the pick to chip off a chunk of ice. G)et it, then M)ove
- it into your bucket before it melts. Kaxishek's lab is slightly west from here
- but you won't be able to enter for awhile, now head back to Hellas to get a
- seed from the building at 25S, 78E. Even though the power is on, this door is
- rusted shut. There are plenty of places to find oil, if you haven't already
- picked up some the easiest to find may be in Madame Curie's lab in Olympus.
- U)se the oil on the door and you can now enter. There are four seeds here, you
- only need one.
-
- Enter the greenhouse and U)se a shovel to dig a hole then D)rop the seed in.
- U)se the shovel to move the dirt back in the hole and bury the seed. U)se the
- water on the mound, then G)et the Nitrogen, Potassium, and Potash that you
- should find around the greenhouse. If you have lost any of these, there should
- be more in Elysium. U)se each chemical on the mound, and if you look at it you
- should see a growing seed. If not, and you've messed up something, there are
- three more seeds in Hellas as well as more chemicals in the other Martian
- cities. However, it's pretty hard to get wrong, so now you just need to wait
- nine days. You deserve a break anyway, so go outside the city and pitch your
- tent repeatedly, checking your baby every three days. It should change into
- three different forms, finally sprouting a pod. U)se any blade to cut the pod
- open, and you should find an unconscious Martian!
-
- Note: Just to be difficult, I decided not to look at the plant for several
- days to see what would happen. It didn't die, but it didn't advance to the
- next stage of growth. I waited a total of over 12 days, but it didn't grow
- every three days unless I actually L)ooked at it.
-
- You'll probably need to shuffle someone's inventory, as the Martian weighs 25
- pounds. Get the Martian, which has no consciousness at all because the soil
- was barren, and carry it to the Hellas dream machine. You must visit the dream
- city of Hellas once more to find a Martian willing to attempt the transfer.
- Chsheket is willing to go, but Prektesh decides he must take the risk. T)alk
- to yourself to awaken, D)rop the Martian in the seat of the dream machine and
- U)se the panel to activate the transfer.
-
- A short graphic interlude follows as Prektesh moves into his new form, then
- you are T)alking with "him." His TASK is now to grow bodies for all the dream
- world Martians to move into. When you try to end the conversation, suddenly
- the Agrarian begins DYING! After stating that the plague could no longer be in
- the AIR, Prektesh frantically tries to determine why his body is affected
- while you are still healthy. As you watch helplessly, he comes to the conclu-
- sion that the plague must now be in the SOIL. Realizing that any new plant-
- based body that is grown will be contaminated, he says you must talk to
- Xaktesh in the dream city about ALTERNATE bodies. He mentions the laboratory
- in the northern polar icecap, and tells you that you must win the trust of
- Tekapesh to be able to get any further. Taking his dead body to the Elysium
- Agrarian him will convince him that his plan will not work, and he will allow
- you to attempt your own plan.
-
- End the conversation, and Prektesh expires. Pick up his body and return to
- Elysium. First you had to tell Legrande in Olympus about his brother, now you
- must again be the bearer of bad news to Tekapesh. The Martian body is taken
- from you, and he agrees to cooperate with your "schemes." However, to gain
- access to the dream machine here in order to rescue the other four humans you
- will have to prompt him again. Ask him about REBUILDING, and he admits that
- PODS are not the answer, but that he and his fellow Martians will keep these
- forms until something BETTER is offered. Answer yes when he asks you if you
- know of another solution besides plants or worms, and he will allow you to try
- and free your companions from the dream world. When all eight are waiting in
- the Hall of Dreams he and the other body-snatchers will leave the bodies and
- allow the humans to return, but they will not wait forever in the dream world
- for you to succeed.
-
- ELYSIUM DREAM MACHINE
-
- After Tekapesh gives you access to the Elysium dream machine, you are now set
- to rescue the four humans trapped inside. Percival Lowell, Georges Melies,
- Mark Twain, and Wyatt Earp are here, and you must solve their dilemmas to
- release them from their nightmares. The Elysium dream machine is fully func-
- tioning and you can enter the Hall of Dreams without problem, where once again
- there are four obelisks which represent each of the individuals imprisoned
- within.
-
- Percival Lowell is in the southeast obelisk, marked with a man holding a
- telescope. You enter a set of platforms, each of which represents a planet in
- the solar system. You begin on Mercury, and it is hot here! You'll take damage
- as long as you're on this planet, but there are a pair of winged shoes lying
- on the next platform. You start this dream with telekinetic power, so G)et the
- footgear of the mythical messenger and put them on. Walk across space to the
- representation of Venus, where you find Cupid's bow and arrows, as well as a
- mirror. G)et them both, ready the bow and arrows then continue on to Earth.
- Here you find a note and a map left by Lowell, indicating that he went to the
- planet Neptune to search for the ninth planet.
-
- On Mars you can T)alk to the metal woman who is the only HOPE for her race,
- and her EXISTENCE depends on you. She indicates that the DESPAIR caused by the
- plague is known and in the past, while she represents the unknown future which
- you are somehow responsible to create. Now you must cross the asteroid belt to
- reach Jupiter, a simple maze that requires using the asteroids as stepping
- stones. There is only one possible path, just go in any direction that you are
- allowed, visiting each asteroid.
-
- Cross over to Jupiter, then to Saturn. Shoot the red spot of Jupiter to charm
- it if it gets in your way. On Uranus you'll find Lowell, who was unable to get
- to Neptune to STUDY the SOLAR SYSTEM and discover Pluto. He needs a HERO to
- take his telescope to Neptune, defeat the monster, find Pluto and then send a
- signal back. Of course you volunteer, and he gives you his telescope. You can
- signal him with the mirror when you reach the ninth planet and a shot from the
- magic bow will allow you to get by the monster, a Martian Canal worm. Shoot
- the worm, walk over to Neptune and U)se the telescope to the southwest to get
- a look at your destination. Just work your way across space in that direction,
- it isn't a difficult path. U)se the hand mirror when you reach Pluto to send
- a message to Lowell, who now realizes he is on Mars and that this was a dream.
- He returns to the Hall of Dreams, and you awaken.
-
- The southwest obelisk is where Georges Melies is imprisoned, and the obelisk
- bears a marking which looks like someone using a camera. In a dramatic
- fashion, the moving PICTURE maker explains that if you MOVE and touch CERTAIN
- squares, the WALLS close in, spelling certain DOOM. The door is rusted shut,
- and you must reach the dreamstuff on the opposite wall to imagine some oil,
- returning to open the door. The darker blue tiles are safe to step on, but
- each time you step on a grayish one the room narrows by one tile.
-
- The route is very simple: West, northwest, northeast, north, north and then
- northeast. G)et the dreamstuff and U)se it to get the oil. Return to the door
- by going southwest, south, southeast then south twice. Melies steps aside and
- you can U)se the oil on the rusty door. Melies returns to the Hall of Dreams,
- and you are allowed a moment in the spotlight before you awaken.
-
- Samuel Clemens, also known as Mark Twain, is in the northeastern obelisk that
- is marked by a riverboat. Entering his nightmare, you join him on a riverboat,
- actually a Martian canal barge. T)alk to him and he hands you a pilot's cap,
- explaining that you must help him collect the PAGES of his manuscript which
- were blown away and scattered along the "Mississippi." You must get the pages
- to the POST office box in TIME, or he'll be in trouble with his publisher. The
- pages are lying on shoals all along the "river," and you must steer the barge
- along to G)et them. You need to find only 25 of the pages, and I counted about
- 35 lying around so you should have no problem.
-
- The difficult part of this sequence is navigating the barge among the shoals,
- which are invisible at first. To see the obstructions you must first find a
- piece of dreamstuff, and U)se it to imagine some brown berries. You should get
- four berries, enough to finish the trip, but if you run out there is at least
- one other patch of dreamstuff further down the "river" that gives you some
- more. U)sing a berry gives you increased "spatial awareness," allowing you to
- see the shoals. U)se the barge controller in the direction you want to go then
- pass turns to move.
-
- After you have collected 25 pages, T)alk to Mark Twain again and he will put
- the pages in order, making a manuscript that is ready for you to mail. The
- mail box is at the end of the "river" to the southeast, on a white platform.
- U)se the manuscript here, and Clemens will be able to escape. You awaken, and
- now there is just one more rescue to complete.
-
- Wyatt Earp is inside the last obelisk in the northwestern corner, which bears
- a symbol of a marshall's badge and a gun. When you approach this obelisk, you
- are suddenly back in the dream machine, being attacked by four Proto-Martians!
- You have a piece of dreamstuff in your inventory, U)se it to create a saber
- and then dispose of the monsters. After this battle, you pass out from fatigue
- and awaken to discover that you actually slaughtered your companions! L)ook at
- each body to search it, and you will find money on your dead friends. G)et all
- the cash, you should find about 60 dollars, then leave the building and follow
- the winding path to the north.
-
- You enter an open area where a horse auction is about to take place, and you
- find the notorious Ike Clanton. He's here for the auction, and you must make
- sure you can outbid him for one particular HORSE. There are three for sale, a
- BROWN one, a BLACK one and a GRAY one. Ike tells you that the black one is the
- best of the lot, and that the gray one is going to be trouble. You may T)alk
- to each of the horses, and if you played ULTIMA V or VI, you will realize that
- the brown horse is the talking horse Smith! He recognizes you from SOMEPLACE,
- you're the AVATAR who he used to give HINTS to. He wants you to BUY him, and
- tells you that IKE is going to bid on MARSHALL, the gray horse. You can also
- ask him about PISTOL, the black horse, but Smith tries to discourage you from
- bidding on anyone but him.
-
- As Smith tells you, the black horse doesn't have much of a personality and if
- you T)alk to him he has nothing to say. The gray horse is terribly confused,
- he doesn't want anyone to BUY him, especially IKE. He must be FREE to protect
- his HERD, and says you'll buy him instead. Now, T)alk to the AUCTIONEER and
- BID on the GRAY horse. If you bid on the other horses first, you won't have
- enough to outbid Clanton and buy Marshall. You can keep raising your bid until
- you get Ike to give up or you can just go ahead and bid 50 dollars right away.
- After you buy Marshall, T)alk to him again and FREE him. You will wake up, and
- now all eight humans in Hellas and Elysium should be waiting in the Hall of
- Dreams to return to their own bodies again.
-
- T)alk to Tekapesh again and mention BETTER. He honors the agreement, and in
- another graphic sequence he and his fellow Martians return to the dream world
- and allow the humans to have their bodies back. He repeats his warning before
- he departs, that you will not have unlimited time to find them new bodies. Now
- you can talk to the newly restored humans, and they will be able to help you
- repair the ice melting stations located along the northern icecap.
-
-
- MELTING THE ICECAP
-
- With all eight humans returned to their bodies in Elysium, they are now able
- to talk with you about their professions and other subjects. More importantly,
- two of them can help you fix the ice melting stations to get the water flowing
- into the canals again.
-
- Return to Olympus and Peary will now talk about the STRUCTURES he found along
- the polar ICECAP that he believes were used to MELT ice as a source of water.
- He will tell you the THREE towers are POSITIONED along the northern icecap at
- 55N, 125W - 59N, 23W - 55N, 100E and that the system seems to have BROKEN
- down. He thinks that with the help of Tiffany, Carter and Edison you should be
- able to REPAIR it.
-
- From Olympus, travel across the northern bridge almost directly north to the
- first tower at 55N, 125W and pick up the broken lens, which weighs about 12
- pounds. Now you can follow the edge of the icecap west to 55N, 100E and take
- the broken tracking motor in the building at 55N, 100E or travel to Elysium
- using the transport tubes at Olympus then travel north. Once you get the
- motor, return to Elysium and talk to Louis Tiffany. He can FIX most things
- made of GLASS, mention the BROKEN LENS and he will repair it. While in
- Elysium, talk to Carver about how the WEEDS that are surrounding the third
- tower at 59N, 23W may be DESTROYED with POISON. You should have found a weed
- sprayer in a crate near the SHIP at 28S, 153W as well as some weed killer.
- However, there are a few spray guns in Elysium and you can either find some
- weed killer inside the crate under a lantern in Sarah Bernhardt's house in
- Olympus or buy it from Buffalo Bill at the trader's outpost. T)alk to Lowell
- before you leave about how the LENS must be FOCUSED.
-
- Take the transport tube back to Olympus then T)alk to Edison about the MOTOR
- and he will fix it. Now, U)se the lens on the tower at 55N, 125W then U)se the
- motor on the tower at 55N, 100E. Follow the icecap west to the third tower at
- 59N, 23W and U)se the weed sprayer on the vines that cover it. (Attacking the
- vines with the sprayer doesn't work, for some logical reason). Finally, L)ook
- at your watch and U)se the panel. The alignment coordinate is represented by
- the military time with no separating colon. If it is 8:13 A.M. enter 0813,
- 7:26 P.M. is entered as 1926.
-
- The following graphic intermission describes your success at dawn, the sun
- comes up and is focused through the lenses, melting the ice to fill the huge
- cisterns. Sherman suggests that you now check out the pumping station at 18N,
- 167W to make sure things are working right. Indeed, the job isn't finished
- yet, the water hasn't begun flowing through the canals. To turn the water on
- you will need someone impervious to steam and strong enough to turn a large
- valve. You must find and activate the mechanical body from Kaxishek's polar
- lab, then transfer a Martian from Hellas into it.
-
- CHSHEKET'S NEW BODY, TURNING THE WATER ON
-
- With the icecap melting, you can enter Kaxishek's laboratory where Xaktesh's
- podmate from Hellas was working on a body for the Martians to transfer into
- that would be immune to the plague. You won't be able to do anything there
- until you obtain a "heartstone," a piece of azurite which you must get from
- Hearst in his Olympus shop. Follow the underground access tunnel in Olympus at
- 12N, 117W to the exit at 12N, 125W then T)alk to the famous entrepreneur in
- the building whose entrance is at 9N, 127W. He and Nellie Bly will have a few
- cross words at the beginning of your conversation, then ask him about AZURITE.
- He'll only trade it if you do a great FAVOR, something that will help increase
- his newspaper's circulation. He sent a photographer to take a picture of the
- space cannon up on Olympus Mons, and though he's worried about the man, he is
- much more concerned with retrieving the camera. If you followed this walkthru
- you already found the camera at 9N, 145W after defeating a band of Proto-
- Martians who surely killed the photographer. If you don't have it, go get it
- now.
-
- With the camera in hand, mention CAMERA to Hearst, who will take it from you
- and give you the plate. He'll tell you that you must have Georges Melies in
- Elysium develop it first, so go there and ask Melies to DEVELOP the PLATE from
- the CAMERA to produce a PHOTO. Return to Hearst and say PHOTO, and although he
- gripes a bit about the quality he honors the bargain and gives you the gem.
- You now can install it in the mechanical body that you will find in the
- laboratory.
-
- Travel almost directly north from Elysium and enter the lab at 54N, 112E. The
- central room is directly north, and there are side rooms to the east and west.
- The west room contains nothing of interest, but in the east room you'll meet
- the mechanical man named CUTTER, appropriate for his job. He can FASHION a GEM
- into a HEARTSTONE if he has a piece of AZURITE. The heartstone is used in the
- MECHANICAL men to hold the SENTIENCE of a plantal inside, giving it "life." He
- cannot cut the gem as he has no POWER, his ENERGY source has run out and he
- needs a radium chip. If you don't have any chips with you, just L)ook at the
- mangled robot lying near Cutter and you will find 3 chips. G)et a chip with
- the tongs, U)se it on Cutter then mention FASHION again. He will cut the gem
- for you and give you the heartstone which you can now U)se on the mechanical
- woman in the laboratory. G)et the metal woman, which weighs 25 pounds, and the
- freeze ray gun in the southeast crate if you want, then return to the trans-
- port tubes to travel to Hellas.
-
- D)rop the mechanical woman on the dream machine and U)se the panel. Chsheket,
- the Hellas ambassador, transfers into her new body and now Sherman will leave
- the party in order to make room for your new member. He drops all of his items
- and you can have Chsheket pick them up. She has 240 hit points and will heal
- as you do when you rest, or she can be repaired by Dr. Blood and Tesla at your
- ship. I'm not certain if she can be revived if she is killed, but I suspect
- she can be rebuilt by Tesla.
-
- Her first concern upon awakening in her new METAL body is to find some way to
- make her appearance more acceptable to the humans. Nellie suggests that Sarah
- Bernhardt at Olympus may be able to help, as she is an actress familiar with
- makeup and disguises. Chsheket agrees, and adds that you should also talk to
- the leader of the Olympus settlement, although I could get nothing useful out
- of Segal. Gather Sherman's equipment, take the transport tube back to Olympus
- and T)alk to Bernhardt about a DISGUISE. Spector explains that you need to
- make the bodies look human and Sarah says that she can create a pigment using
- ROUGE berries from Argyre to provide color, but this won't work without some-
- thing to cover Chsheket's metal skin that can hold the dye. Now the Martian
- tells you how the mechanical men who work around the cisterns were coated with
- a water repellent substance that resembles human skin, and Sarah agrees to
- create a dye that will blend with the rubber coating when you bring her the
- berries.
-
- You can't get into Argyre yet, but you can now get the water flowing through
- the canal's with Chsheket's help. Leave Olympus, cross the bridge at 4S, 111W
- and enter the pumping station at 18N, 167W. You will find a large room to the
- west which contains the cisterns which are now filled with water as well as
- the pumping machinery. There is a mechanical man here named DIVER who keeps
- the pipeworks functional in the master PUMPING station, which controls the
- flow of water MELTED from the icecaps into the CANALS. Diver can't get to the
- WHEEL beyond the STEAM leaks that controls the flow because he isn't allowed
- to move that far. He adds that there is a machine that applies a COATING to
- mechanical men in a room to the southeast, which is just south from the
- entrance. It uses a SEALANT that GREEN coloring was added to in order to make
- the coating more lifelike (to Martians).
-
- If you ask Chsheket about the STEAM, she will assure you that it will not
- hurt her new body, so put her into solo mode and send her south, west, then
- north. She can walk right through the steam leaks to reach the valve to the
- west and U)se it to turn the water on. Another set of pictures depicts her
- opening the valve and the canals filling with water from the cisterns.
-
- With this operation complete, all the systems on Mars are again operational,
- and now you can transport iron ore from the mine at Syrtis Major to Carnegie
- at the space cannon construction site inside Olympus Mons. You will be able to
- get into Argyre to get the rouge berries, but only after you can prove that
- you absolutely need to in order to recover another valuable item.
-
- ORE FOR THE SPACE CANNON
-
- With the canals now filled you can use the barges to move around the planet,
- but the return of the water has brought back the huge canal worms. If you talk
- to Trippet in Olympus about his JOB, he'll tell you that he was originally
- hired to pilot the CANAL BARGES, and he tells you the locations of all of the
- ones he found. The only one you're interested in right now is the really large
- one docked in Hellas at 27S, 62E. It has cannons on it which can be U)sed to
- help kill the canal worms, and a track that will allow you to move a railroad
- cart onto it. Take the transport tube to Hellas and U)se the lever in the
- barge dock to retract the bridge.
-
- Board the barge and U)se the control to navigate to Syrtis Major, following
- the canal north to 6S, 67E then east to 6S, 106E. Continue north to 6N, 106E
- then west to 6N, 72E and align the track on the barge with the middle track on
- shore. Leave the barge and enter the mine, pushing the rail cart ahead of you.
- Be sure to "park" the vehicle by U)sing the controller and pressing the space
- bar to center it. If you forget to do this, you will have to follow the canal
- to track down the barge.
-
- Inside the mine, push the cart north to the turntable and U)se a wrench to
- tighten the switch. U)se the switch to rotate the track, push the cart north
- and U)se the switch again. Push the cart to the junction where the track turns
- north and leave it there, you can't push it north. Follow the track north past
- the rubble you cleared with the drill to free Sherman and Duprey. Move north,
- pushing the drill ahead of you, then all the way down the first tunnel to the
- west. Here is a Martian wheelbarrow and shovel, as well as a good deposit of
- iron ore in the tunnel wall.
-
- Carnegie needs one full cart of iron ore to finish the cannon, and it takes
- seven full wheelbarrow loads to fill the cart. As you moved the drill north,
- you passed a cart on the track, return there and push the cart north to where
- the tunnel branches west. Now you must go all the way west to the end of the
- tunnel and U)se the drill on the iron ore deposit to produce a pile. U)se the
- shovel to move the ore into the wheelbarrow then push it east to the cart.
- U)se the shovel move the load of ore into the cart and push the wheelbarrow
- all the way back. Repeat this sequence six more times and you will have a full
- cart, it will contain seven loads of ore and its appearance will change. By
- the way, because your fellow party members tend to get in your way, this task
- is easier to accomplish in solo mode.
-
- Push the filled cart south until it is adjacent to the one at the junction,
- and U)se the shovel to move all seven loads into the empty cart. Push it east
- to the turntable, U)se the switch then push the cart all the way south out of
- the mine and onto the barge. After all that manual labor, you now can navigate
- the barge to the space cannon site at Olympus Mons. Follow the canal east to
- 6N, 106E then north to 14N, 106E. Continue east to 14N, 165E and then north to
- 21N, 165E and east to 21N, 164W. Here you need to make a decision: The north
- route is quite a bit longer as you must go all the way around, but there is a
- barge parked in the southern branch at 8N, 164W which you will have to move to
- the north of this junction if you want to get past it. I chose the northern
- route because it was less complicated, but there are lots of creeping cacti
- waiting along the south shore. That route continues north to 31N, 162W then
- east past an island of berry bushes and jumping beans to 31N, 128W. Continue
- south to 19N, 128W and east to 19N, 120W. Finally, south to 0, 120W and then
- west to line up with the tracks at 0, 137W.
-
- Park the barge here and push the cart north into the mine to another turn-
- table and U)se the wrench to tighten the switch. U)se the switch, push the
- cart north and U)se the switch again. Carnegie is to be found either at the
- west end of the tracks or in the small room to the east of the space cannon.
- Most of what he has to say you already know, he needs fresh RESOURCES to
- finish the SPACE CANNON. He only needs one more cartload of iron ORE to make
- enough STEEL with the Martian smelting MACHINE they found. The mine here ran
- dry, so he sent the EXPLORERS to look elsewhere while JEAN searched deeper
- inside Olympus Mons. The explorers reported back that they had found ore at
- Syrtis Major but could find no way to TRANSPORT it here.
-
- Carnegie will only recognize the ORE you brought so far if it is a full cart
- of seven loads, and if you have pushed it most of the way down the western
- track. After you explain how you got it here, no small task, he tells you that
- now you need to retrieve the phlogonistite from the ship at the 1893 landing
- site while his men continue to mine the ore.
-
- GETTING INTO ARGYRE, MAKEUP FOR CHSHEKET
-
- Sometime after you get the canals filled, the phlogonistite in the ship from
- the first expedition will be stolen. If you mention PHLOGONISTITE to Carnegie,
- he will assume you have been to the site and discovered the theft, whether you
- have or not. He suggest that you might find a clue at the scene of the crime
- that you or Mr. ROOSEVELT could use to deduce the identity of the thief.
-
- If you now go to Olympus and talk to Roosevelt, he'll say he has a good idea
- that the Russian monk RASPUTIN was the one who SABOTAGED the 1893 EXPEDITION
- and that he took FINGERPRINTS from the original CAPSULE. He also believes one
- of Rasputin's followers destroyed Lowell's REFLECTOR but he doesn't have
- enough EVIDENCE yet to prove his theories. If you consent, he will record your
- PRINTS as he has almost everyone else's. He needs a CLUE, something that
- Rasputin or his men touched so he can compare the fingerprints on it with the
- ones he found near the capsule fuse.
-
- Return to the rear hold of the 1893 capsule at 28S, 150W and you only find
- some broken straps where the phlogonistite once sat. This is the clue you
- need, you should be able to take one of them. Before you show the strap to
- the Mars police, you need to get the microscope from Plashef's Hellas lab at
- 25S, 75E so Roosevelt can search for fingerprints. Now he can draw the conclu-
- sion that Rasputin sabotaged the expedition and stole the phlogonistite, al-
- though I don't think he had conclusive proof. With no prints from Rasputin
- himself, and not having the prints of every other human on Mars, all he could
- really prove is that the person who discharged the space cannon was the same
- one who stole the propellant. However, this is enough for him, and more
- importantly it will be enough to convince Carnegie that you really must break
- into Argyre.
-
- If you talk to Peary in Olympus you learn that ARGYRE is fortified by thick
- GATES and that the cannonballs fired from the barge cannons are too soft to
- blow them open. You will be able to breach the eastern gate if you can
- convince Carnegie to make some steel BALLS to load a cannon with. After you
- supply him with the ore for the space cannon, he will make a set if you have
- proof that you really must get into Rasputin's stronghold. Once Roosevelt con-
- cludes that Rasputin stole the phlogonistite, Carnegie will take time to make
- the item which can be U)sed on the barge cannon at 4S, 9W. Cross the north
- bridge from Olympus and follow the canal all the way around, then navigate the
- barge to the canal spur at 32S, 29W. U)se the cannonballs on the cannon then
- fire it at the gates a couple of times to make an entrance.
-
- Once inside Argyre, you can go directly to where Rasputin is at 31S, 38W. You
- can talk to Emma Goldman, a truly independent woman who definitely believes in
- SPEAKING her mind. On earth she was an ORATOR who encouraged ANARCHY as a
- means to overthrow the GOVERNMENT that was run by the rich people like
- CARNEGIE. Her SPEAKING makes her very POWERFUL, and she sides with RASPUTIN
- because he will create a paradise on Mars where all people will be FREE and
- all things will be FAIR. She admits to breaking the REFLECTORS so that she
- could end Carnegie's monopoly on trading, and she threatens to do worse things
- now that they are alone here on Mars.
-
- There is a lot of ammunition and some good weapons in some of the buildings,
- another ray gun and 25 radium chips as well. These aren't going to be of much
- use to you now, the rest of the game doesn't have much combat. It does make
- you wonder if there was another way into Argyre earlier, however.
-
- Rasputin's thugs won't bother you, they believe his mental powers make him
- invincible. Ask him his name, and Chsheket gasps in horror as he reveals that
- he is RAXACHK in the body of Rasputin! You immediately learn that he has
- hidden the phlogonistite in the DREAM world and that if you REMOVE it, it will
- set off a CATACLYSM that will DESTROY MARS and the dream world as well.
- Spector confirms that this is indeed possible, and Chsheket seconds his
- opinion as her people had experimented with material transfers in the past.
- She tells you that you must FREE her people from the dream world before you
- attempt to retrieve the explosive, and that means creating acceptable bodies
- for them. Rasputin declares this a futile effort, that the people of Earth
- will never accept robotic Martians as equals, and even if you succeed in dis-
- guising the bodies you'll not be able to leave Mars with the propellant. In
- the mad Martian's eyes, you face a dilemma that you can't solve, and the final
- victory will be his. However, you must continue to try, and that means first
- getting the rouge berries for Sarah Bernhardt to make the pigment. When you
- return here with the transformed Chsheket, the situation will be very
- different.
-
- Get a clump of rouge berries from one of the bushes around the city then exit
- Argyre through the east gate, walking around to the transport tubes at 34S,
- 64W and return to Olympus. Tell the actress you have the ROUGE berries and she
- will mix a jar of pigment for you. Then return to the pumping station at 18N,
- 167W and enter the room in the southeast area of the cistern room. Open the
- crate, G)et the rubber then U)se it in the sprayer. U)se the pigment on the
- sprayer, put Chsheket into solo mode to put her inside the machine, then U)se
- the panel. In another graphic sequence, the metal body of the Martian ambassa-
- dor is coated with the synthetic skin, transforming "her" into a beautiful
- facsimile of a human female. Spector immediately provides clothing from some-
- where to cover the shapely form, a convention that Martians aren't acquainted
- with, and suggests that she speak with the women about when it should be
- removed... you realize this is the strange woman who you met (will meet?)
- almost 100 years later!
-
- Now, the rest of the dream world Martians must be provided with equally nice
- bodies that the humans on Earth will accept. Chsheket suggests that you see
- the leader of the Olympus settlement and get him to organize the construction
- of the mechanical bodies as rapidly as possible so the Martians can escape the
- Dream world before it is destroyed. This is probably the only thing Jack Segal
- is good at, making others go to work. Return to Olympus and talk to him, his
- condescending attitude towards the Martians seems to have vanished after see-
- ing the fruits of your labor. He will get the body construction started while
- you retrieve the phlogonistite, and the two expeditions as well as the new
- Martians will await you at the space cannon. You must return to Argyre, con-
- front your own nightmares and defeat Raxachk in the dream world in order to
- return the propellant to the real world.
-
- ARGYRE DREAM MACHINE, ENDGAME
-
- The humans at Olympus, under Segal's direction, are busy manufacturing bodies
- for the Martians in the dream world. The space cannon at Olympus Mons is being
- completed with the iron ore you mined, and everyone is preparing for immediate
- departure. You must return to Argyre and enter the dream machine, find Raxachk
- and retrieve the phlogonistite fuel.
-
- A massacre seems to have occurred in the Martian city since you left, all the
- humans have been killed except Rasputin and Emma Goldman. She tells you that
- RAXACHK murdered everyone but her, then forced her to operate the DREAM
- machine and transfer him back into the dream world. Emma kept the machine
- operating so that you could follow him, but the game logic requires that you
- talk to the confused monk Rasputin and ask him his NAME before the machine
- will work. He tells you that he was lured to Mars by VISIONS that RAXACHK sent
- him on Earth, convincing him that he could RULE the planet. Raxachk took
- Rasputin's body, and the monk became TRAPPED in a nightmare where his enemies
- tried to shoot, stab, drown and POISON him. Rasputin was freed when Raxachk
- went back into the DREAM WORLD for unknown reasons.
-
- You must now got to the dream machine in Argyre and seek the Evil Martian,
- retrieve the phlogoniste and escape from this dream world with the fuel. Save
- before you enter here... you can't wake yourself up from this nightmare until
- Raxachk is defeated, for his powers are too strong here. Enter the machine and
- you will live one of your worst nightmares, the ShadowLords from ULTIMA V are
- alive and well! They want to corrupt you by putting you in situations where it
- seems that the Principles of Truth, Love and Courage cannot prevail.
-
- Faulinei, ShadowLord of FALSEHOOD, and his two SIBLINGS who you thought you
- DESTROYED in Britannia now seek to REEDUCATE you in their VIRTUES. Your first
- TEST is to determine which of two dream figures is really your companion,
- Johann Spector. Each looks alike and speaks the same, but one is really a
- Martian and is LYING. When you determine which is the real Spector, go to the
- fake and call "him" a LIAR. The one object that will do the job is the mirror,
- located near the "Spector" at the east end of the maze. Move it in front of
- him and observe the reflection. If it is human, call the other "Spector" a
- LIAR, if you see a Martian, accuse "him." The door at one end of the maze will
- open, pass through it to your next test.
-
- The ShadowLord of HATRED, Astaroth, is waiting to give you your next lesson.
- In his TEST, your three FRIENDS are being held by a wounded Martian who claims
- VENGEANCE upon them for attacking "him." There are several patches of
- dreamstuff in this maze, some of which can be U)sed to imagine a freeze ray
- gun, a pistol and some pistol rounds. You might attack the Martian, but each
- time you do he will kill one of your friends. The solution can be found in one
- of the pieces of dreamstuff which will yield a healing potion. Just U)se the
- magic potion on your enemy to heal him. He will realize his error in acting
- out of anger and vengeance, he thanks you and then you are transported to your
- third "teacher."
-
- Nosfentor is the ShadowLord of COWARDICE, and her test involves merely show-
- ing the COURAGE to save your friends Yellin and Duprey. At the patch of desert
- far to the north is a sand leviathan, the worst monster on Mars. As you run
- north along the path to save join them, various traps will chop your hit
- points down. If you choose to T)alk to the Martians on the east platforms they
- will ADVISE you of the TRAPS ahead and PLEAD with you not to go on. They tell
- you that a safe exit lies through the exit to the west, and that you should
- take the easy way out as your friends are doomed anyhow. If you U)se the
- dreamstuff that lies just before the monster you'll get a saber, but all you
- really have to do is show your courage and step onto the desert in order to
- escape.
-
- With the three ShadowLords defeated and your virtue intact, you are suddenly
- transported to a platform where Raxachk himself has barricaded himself behind
- a crystal wall with the canisters of phlogonistite. The mighty Avatar does
- not frighten him, but he is bored waiting here to depart for Earth while his
- PLANS develop. If you ENTERTAIN him by winning three combats, he might GIVE
- you the PHLOGONISTITE. Agree, and you are transported to a small room where
- jumping beans attack. The dreamstuff here can be shaped into several items,
- but the only one that will help you right now is the machete. Arm yourself
- with it to defeat the jumping beans, getting as much of the dreamstuff as you
- can. If you kill all the critters, you'll be asked if you're ready for the
- next challenge. If you haven't gotten all the dreamstuff, especially the
- elephant gun rounds and the green berries, you may want to decline. The bridge
- to the first scene will still be there, you can return and get the rest of the
- dreamstuff.
-
- The second combat takes place in a cave, you must defeat the ammonoids here.
- You really need to get one particular piece of dreamstuff here which will turn
- into purple berries, before you kill all the creatures and are transported to
- the third combat. Otherwise, there isn't much of interest here. When you have
- finished off the ammonoids, you are transported to the third scene, a seeming-
- ly empty desert. A sand leviathan lurks here, along with some more dreamstuff.
- It is easy to defeat this menace if you picked up the purple berries from the
- cave and the elephant gun rounds from the first scene. Stay on the white edge
- that goes around the desert, if you wander onto the sand the leviathan will
- attack. U)se a purple berry to get the dreamstuff lying on the sand, you
- should be able to find an elephant gun and some brown berries. U)se one of
- these berries, and the monster's maw becomes a visible target for your
- elephant gun.
-
- Defeat this monster and you are returned to the center platform where Raxachk
- seems to have forgotten all about the game and the phlogonistite. He says that
- there is nothing you can DO to HARM him, that you neither have access to any
- more DREAMSTUFF nor the mental power to draw any from the void. Even if you
- had some, he says, your race wouldn't be able to imagine a weapon powerful
- enough to breach the walls of his CITADEL for a hundred years. Obviously, he
- doesn't realize where you really came from! U)se a brown berry to allow you to
- see the interior of the entrance room of his stronghold and you will see a
- switch that will open the door as well as the dreamstuff hoard. U)se a purple
- berry to give you the ability to U)se the switch, then enter the room and
- attempt to U)se the dreamstuff hoard. Your mental power seems to be too weak
- to gather any of the dreamstuff, but if you U)se a green berry you now will be
- able to pull a piece out of the void. U)se the first piece you get and you
- should be able to imagine a 20th century M-60 machine gun.
-
- Now ready the weapon, aim at Raxachk through the wall of his citadel and
- shoot him with the machine gun. A graphic sequence shows you putting the
- three fuel canisters on the realizer, then activating it to send the
- phlogonistite back to your companions in Argyre. You friends then help you
- transfer back to your body, and just as Raxachk said, mass destruction begins
- in the form of "mars" quakes. You must get all three 10 pound canisters back
- to Carnegie at Mons Olympus where everyone is waiting to launch the cannon.
- All the members of both expedition as well as the Martians from Hellas in
- their new bodies are here, and each has his or her own short message to tell
- you. T)alk to Carnegie and then sit back to watch the endgame sequence, which
- explains (in part) how Mars as we know it today came to be.
-
- WORLDS OF ULTIMA II: MARTIAN DREAMS is published and distributed by Origin.
-
- This walkthru is copyright (c) 1991 by Venger. All rights reserved.