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-
- Rama
-
- 10 November 1996
-
- Walkthrough Abbreviations
-
- F: Forward (Fn for n repetitions)
- L: Left
- R: Right
- B: Back out
- U: Up
- D: Down
- Most animations can be skipped by pressing Esc
-
- ------------------------------------------------------------------------
-
- Walkthrough Introduction
-
- A significant characteristic of Rama is its randomization of play components,
- affecting inventory item locations, the timing of animation sequences, a few
- puzzles, and certain destination locations in the central plains. For example,
- many inventory items have no fixed location where they may be found - if you
- need something you haven't found yet, you're just going to have to search
- carefully for it (fortunately, items do not seem to migrate within a particular
- game). As a result, it's not possible to give an exact step-by-step procedure
- for progressing through the game - your mileage may vary. If you can't find an
- item that you need for a puzzle, continue on with the game and it may become
- available later. The game designers' purpose in creating these randomizations is
- not clear - they change only the details of the game, not the basic concepts or
- gameplay strategy, and add little to game replayability.
-
- As a basic strategy, pay particular attention to the ground, as artifacts may
- often be found there. A painstaking, but effective approach to moving through
- the environment is to turn completely around at each node position and check
- each view carefully.
-
- Much of the inventory turns out to be "red herrings" - unneeded in your actual
- gameplay sequence, but perhaps confusing your choices at various points and
- making gameplay a bit more complex.
-
- To prepare for several tasks in Bangkok and other locations, brush up on your
- base-8 and base-16 arithmetic skills.
-
- Project Newton Crew:
-
- ID Character Game Role
-
- 002 Yourself Adventurer
- 004 Shigeru Takagishi Scientist
- 005 David Brown Mission Commander
- 006 Francesca Sabatini Video Journalist
- 007 Otto Heilmann Chief Security Officer
- 008 Michael O'Toole Codemaster
- 009 Richard Wakefield Chief Engineer
- 010 Reggie Wilson Print Journalist
- 011 Irina Turgenyev Career Cosmonaut
- 012 Nicole des Jardins Medical Officer
- Hiro Yamanaka IBI Agent
- Janos Tabori IBI Agent
- Valeriy Borzov Your predecessor, now deceased
-
- All characters are from the Clarke/Lee book Rama II
-
- After the game introduction and animation of Nicole, move F L F2 to the computer
- console. Click on it, then on the MAIL command to bring up your vidmail. Each
- message adds a bit to the backstory of the game and introduces you to the basic
- personalities of the other astronauts. In particular, note Wakefield's Falstaff
- creation (you'll see more of it later) and O'Toole's favorite primes sequence
-
- 41,43,47,53,...,1601
-
- or
-
- x^2 - x + 41, for 1 <= x <= 40
-
- The cable car code "Pending_relink"
- tppabs="http://kraven.simplenet.com/oplos/is.class" derived from the first two
- elements of this sequence: 4143.
-
- Move L and watch the animation of an avian flying by. Move F4 L F and descend
- the ladder. Move R F and click on the nuclear device. Pick up the locker #6 key
- next to the INACTIVE light. Go back up the ladder and move F R F R to the
- lockers. Open Locker #2 with the key in your inventory and pick up the ISA
- multi-tool and your wristcomp. The wristcomp has a map feature that will often
- come in handy during gameplay. Open the unlocked Locker #9 and pick up your
- trusty sidekick, Puck. If you get a vidmail message from Sabatini requesting her
- cigarette lighter, you can ignore it. Open Locker #6 with the key in your
- inventory and pick up two pattern artifacts, a blank key, three symbol plaques
- and a datacube. Combine the datacube with your wristcomp to read a message from
- Sabatini to Brown. Use the blank key to open Locker #7 and pick up an optical
- lens and a datacube containing an encoded message from Heilmann to his
- underlings. If you spend a lot of time at the hub camp, you'll eventually get a
- friendly reminder from Nicole to come on down.
-
- From the lockers, move L F2 R F L and get in the cable car. Enter the code from
- O'Toole's vidmail message and press the red button. Enjoy the ride down to the
- base camp, with a rare third-person POV.
-
- ------------------------------------------------------------------------
-
- Central Plains
-
- Move R F to the table and pick up a note from Nicole and a datacube (both
- shameless plugs for Clarke's upcoming book 3001). Move L2 F R and open the
- storage box on the other table. Inside, pick up any pattern artifact(s) and
- symbol plaque(s) you may find. Other astronauts add items to this storage box
- from time to time, so check back on it (and the refrigerator) later if you seem
- to be missing an item. Move B L2 F and watch the animation of Turgenyev. Move F3
- out onto the central plains. To identify fixed destinations on the central
- plains radar map, we'll use a clock analogy.
-
- It's often possible to enter and exit a central plains location from more than
- one direction. There are a few randomized locations on the central plains that
- contain a moving biot symbol. You can check these out for information on how the
- biots move and act, but be careful not to get in front of a triangular sextet of
- crab biots, or you'll get trashed! In particular, be sure to visit the centipede
- biot location (4 green squares in a row) and pick up a symbol plaque if it drops
- one.
-
- Find Nicole's position (012) and watch the animation of her. Back out to the
- radar map and head for the biot garage area at 3 o'clock. Move F L F to the cube
- of alien plastic containing a symbol plaque; you'll return for this one later
- after the plastic is melted. Move R2 F2 and get a datacube from Reggie Wilson
- describing crab biots. Move L2 F R F R F R and pick up a red crystal from the
- remains of the broken sphere. Move L F R F into the biot garage and let Puck
- describe the various types of biot inside:
-
- Biot Type Purpose
-
- Centipede Repairs other biots
- Mantis Uses colored light
- Crane Lifts heavy loads
- Crab Trash collector
- Shark Water-borne
- Spider Assassin
-
- Exit the biot garage, move L F2 R F and be sure to check for items on the ground
- under the large slanting building. At various points, you may be interrupted
- with an animation sequence in which you are given an inventory item (symbol
- plaque, optical lens, etc.) from one of the astronauts. Move back to the radar
- map and head for London at 1 o'clock.
-
- Move F and listen to Takagishi. It's a little hard to pick up through his
- accent, but he does make a reference to a "pattern" in the pulsing of the
- forcefield blocking entry to the red London building ahead. If you count the
- individual pulses of the forcefield, you'll note that after every ninth pulse
- there is a short pause during which the field is off. If you time it right, the
- pause will give you enough time to move through the forcefield without getting
- fried. After you've passed through, move L and pull the tan-colored drawer to
- turn off the forcefield. Note the encircled triangle at the top of the
- forcefield switch - you'll need to use that later. Pick up any items lying on
- the ground. Move R2 F to the London entrance.
-
- Click on the small flanking column to the right, having a red design on it. This
- is the London entrance puzzle. Pick a symbol plaque from your inventory that has
- an appearance appropriate for the pattern displayed by the other eight plaques;
- for example, a horizontally-split yellow-and-green pentagon with two white and
- two black dots. You have undoubtedly picked up some "red herrings" along the
- way, so examine your choice carefully. When the correct plaque has been placed,
- you'll hear the sound of the London entrance door opening.
-
- Move F2 and and turn all the way around checking for inventory items, looking in
- particular between the decorated column supports. Also check the doorway through
- which you entered and the doorway on the opposite side of the room. To the left,
- you can operate a device showing various aspects of the Rama spacecraft,
- including a red sphere that seems to show the locations of various species
- inside Rama. Another sequence shows the fabrication of the Rama spacecraft
- shell, but a more likely construction method (at least for humans) would involve
- hollowing-out an existing asteroid.
-
- On the opposite side of the room, zoom in on the left panel and place your
- pattern artifacts to create an oval representation of New York island in Rama's
- cylindrical sea. When complete, the oval shows a map through a maze of corridors
- to three plazas. Zoom in on the right panel and place your six remaining pattern
- artifacts. Getting the order right is tricky, descriptions may help:
-
- Left to right:
-
- 1.Yellow island in purple sea at center 2.Italy-shaped yellow protuberance at
- lower center 3.Small rectangular yellow region at lower center edge 4.Irregular
- yellow region extending down to lower center edge 5.Single yellow island in
- purple region at lower edge 6.Several yellow islands in purple region at lower
- edge
-
- When complete, the display shows a map of the central plains, with red dots
- representing artifact locations and white smudges providing close-ups. Left to
- right, the locations are:
-
- òDock òBiot Garage òLondon òBig Wheel òBangkok
-
- The second door puzzle in London requires two symbol plaques. After you've
- opened the door, move F2 R F L F and watch the animation of the mantis biot
- using a red laser (twice) to descend on an elevator. Move F2 and pick up the
- biot box. On examining this box, you'll see that it looks like it can be opened,
- perhaps using the triangular button on its back. Have you seen this triangular
- shape before?
-
- Move B L and create a red laser equivalent from your inventory by combining the
- red crystal shard and the ISA multi-tool (use its button to put it into
- flashlight mode). To summon the elevator, use the red flashlight on the laser
- target in front of you. Move B F and repeat the laser procedure to descend into
- the sewage pit. Explore the pit areas at the ends of all three walkways to pick
- up symbol plaques, which will be dirty from the fluid in the pit. There may also
- be clean symbol plaque(s) on the walkways themselves. Exit the pit using the
- elevator as before.
-
- Facing the door the mantis came out of, move R F2 R F2 R F and observe the trash
- transport carts. Move L to yet another door puzzle. The plaques on this type of
- door puzzle are most easily identified by the symbolic base-3 notation at the
- bottom; for example, the symbols
-
- <Picture>Base-3 Symbol Plaque
-
- represent the digits 0 0 1 2 0 in base 3 (which translates to 15 decimal). By
- translating their base-3 digits, you'll see that the symbol plaques in the door
- puzzle are arranged in sequence, left to right and top to bottom. It then
- becomes straightforward to identify which symbol plaque(s) you need in order to
- fill in the gap(s) in the sequence - make a note of them. Of course, the trick
- is getting the plaques themselves and cleaning them if necessary, for they won't
- insert into the door puzzle when dirty. Also, be aware that "red herrings" may
- creep into your inventory; for example, plaques with the correct base-3 symbols,
- but with the other symbols wrong.
-
- With this goal in mind, exit the London structure and return to the forcefield
- control switch outside. Put the biot box on the triangle at the top of the
- switch. Remove the symbol plaque from the now-open biot box. Move L F3 to the
- central plains radar map. Return to the base camp and pick up a box of powder
- from the refrigerator. Go back to the radar map and head for the Big Wheel area
- at 10:30.
-
- If you run into Francesca (Princess Leia with a jawbone), she'll give you a
- decryption card. First her cigarette lighter and now a computer card -- she does
- consider you to be her gofer, doesn't she? Go ahead and load the card into your
- wristcomp, and you'll be able to read the encoded message from Heilmann
- (subject: Trinity) that you intercepted earlier. You'll also be able to read any
- other encoded messages you happen to come across in the course of gameplay.
-
- Move F and pick up a symbol plaque from the trash dump transfer tray. Move B R
- F2 R and pick up a metal seed from one of the cone-shaped "plants" on the
- ground. Move L2 F R F and pick up a bent rod at the site of the damaged biot.
- Move L F2 to the distillation mechanism. Zoom in on the central part of the
- mechanism and insert the metal seed into the star-shaped hole at right. Put the
- box of powder into the adjacent receptacle. Turn the thumbwheel at upper right
- to get fluid flowing into the mechanism. Move B and click on the device at right
- shaped like a pot-bellied stove. Press the triangular red button to clean the
- blue material off the tray. The vertical graduated tube at left indicates you
- have four remaining cleanings. Find the needed symbol plaque(s) in your
- inventory and clean each one by putting it in the tray and using the red button.
-
- Return to the radar map and find Wakefield's position (009). Watch the animation
- of him and get a third optical lens. Return to the big wheel area and move to
- the gun in the center of the area. Click on it to open its barrel and insert the
- three optical lenses from your inventory. After the gun fires, return via the
- radar map to the biot garage area. Move F L F and pick up the symbol plaque from
- the now-melted plastic cube. This will probably give you everything you need to
- open the third door in London. While in this area, check the trash dump transfer
- tray for any artifacts.
-
- Return to London via the radar map and go back to the closed door at the top of
- the sewage pit. Use symbol plaque(s) from your inventory to open the door. Move
- F2 L F L F2 R F R through the biot demonstration room. Click on the device to
- fire a green laser at the crane biot and get it to disable the spider biot
- guard. Move R F L F2 L and pick up the alien palette. Zoom in on the display
- console behind the spider biot and pull the lever down to activate a video link
- with the big wheel control room you'll visit later.
-
- Exit London and return to the radar map. Along the way, Nicole will give you a
- datacube describing Wilson's death, and Rama will make a course correction,
- apparently now heading for impact with Earth. Go to Bangkok at the 9 o'clock
- position on the radar map and solve another symbol plaque puzzle to open its
- front door. This puzzle uses base-2 symbols rather than base-3.
-
- Move F and use the three machines at left to solve simple symbol-matching,
- counting and addition/subtraction problems. On completion of a set of problems,
- each machine will open. In the left machine, click on the phonograph-like device
- to open the door at the far end of the room. In the right machine, pick up a red
- gem. Enter into the first Bangkok level, a human museum (don't forget to keep
- hunting for symbol plaques).
-
- After exploring the museum (and admiring the bikini, if you're so inclined),
- move to the elevator car at the back of the room. Click on the marked post at
- center to bring up another symbol plaque puzzle. This puzzle typically involves
- sequences of white, black and circle sectors, and requires, for example, plaques
- with
-
- White at 5:30, middle ring
- Black at 3:30, outside ring
- Circle at 5:30, inside ring
-
- White at 9:30, middle ring
- Black at 6:30, outside ring
- Circle at 12:30, middle ring
-
- Click on the purple triangular button to take the elevator up. Turn around and
- enter a room containing Raman arithmetic teaching machines. The machines on the
- right can be used to define the base-16 Raman numbers. After listening to
- Wakefield's lecture, solve the base-16 arithmetic problems using the three
- machines at left. On completion of a set of problems, each machine will open. In
- the left machine, click on the phonograph-like device to open the door at the
- far end of the room. In the center machine there are 11 marks per display row,
- and number buttons range from 0 at upper left to 15 at lower right. Note that
- the base-16 answers you must provide may contain more than one digit; for
- example, if there are 72 marks shown in the display, you must enter (4,8) using
- Raman symbols, since 72 = 4 x 16 + 8. Similarly, if there are 111 symbols in the
- display, you must use the buttons for Raman symbols (6,15); that is, the button
- second from the right in the top row, and the button at far right in the bottom
- row. When the problems in the center machine have been completed, pick up a
- human icon from inside the machine. In the right machine, addition is symbolized
- by a simple hexagon and subtraction by a circle inside a hexagon. When its
- problems have been solved, pick up another red gem.
-
- Enter into the main room of the second Bangkok level, a Raman museum. Go to the
- display to the right of the Raman furniture and pick up a Raman cutting tool.
- Note also the statue of a Raman (looking like something out of Yellow Submarine)
- and a slideshow of the weird Raman life cycle.
-
- At the far side of the room, enter the second Bangkok elevator. Click on the
- marked post at center to bring up the last symbol plaque puzzle. This puzzle
- again typically involves sequences of white, black and circle sectors, and
- requires, for example, plaques with
-
- White at 10:30, outside ring
- Black at 12:30, middle ring
- Circle at 6:30, inside ring
-
- White at 12:30, middle ring
- Black at 8:30, middle ring
- Circle at 11:30, middle ring
-
- One or both of these symbol plaques may require cleaning in the distillation
- mechanism at the big wheel area; while there you can free an avian from the
- clutches of the broken biot you saw earlier. To accomplish this, zoom in on the
- sparking area in the bottom of the biot and use your Raman cutting tool to sever
- the electrical cable. Move B and use the bent rod in your inventory to free the
- avian. Be sure to pick up the red neck ring the avian gives you.
-
- Return to the second elevator in Bangkok and activate it with your now-clean
- symbol plaque(s). Again operate three arithmetic machines, this time with
- rainbow-colored base-8 octospider numbers:
-
- 0 White
- 1 Red
- 2 Orange
- 3 Yellow
- 4 Green
- 5 Blue
- 6 Dark Purple
- 7 Light Purple
- + Red/white striped
- - Blue/white striped
-
- As before, complete the problems to open the door and obtain an octospider icon
- and a red gem. Enter into the main room of the third Bangkok level, an
- octospider museum. Note the interesting statues showing a pregnant octospider
- and a communications demo. Pick up an indigo-green jewel on the floor in this
- room.
-
- Return to the elevator you just used and put the three red gems you have in
- inventory into the receptacle at center. Pick up a number box showing
- equivalences between human, Raman and octospider number systems, coming in very
- handy later in the game. You're now finished with Bangkok; return to the central
- plains radar map via the two elevators.
-
- Head for the big wheel area. From the gun at the center of this area, move F2 D
- F to the perimeter of the big wheel, then move L F3 R F2 into the control room.
- Zoom in on the display screen and press the right button. Watch an animation of
- a mantis biot releasing spider biots from the biot garage. Move B L F2 L F3 R F6
- to the radar map. Note that there are new location(s) on the radar map where you
- can (fatally) encounter a loose spider biot. Return to the biot garage area.
- Make your way to the back of the biot garage and pick up the gate lying on the
- floor.
-
- Return to the big wheel control room and put the gate up against the central
- pillar. Using the gate as a ladder, go up and take the blank plaque from atop
- the control pillar.
-
- Return to the central plains radar map. For an interesting perspective with the
- Rama lights on, you can revisit the hub camp by taking the cable car back up
- from the base camp. You've now visited all the important areas in the central
- plains, so you might as well head for the docks (iceport) at 4:30 and meet Brown
- (005). If you wait a few minutes, you'll get vidmail from Nicole asking you to
- come there anyway. In the meantime, you can track down Heilmann (007) and listen
- to his Rama paranoia. By the way, if you try to go to the iceport earlier in the
- game, you'll be repeatedly warned to stay away, and eventually "fired" from the
- expedition.
-
- From your initial entry from the radar map, move L F R to meet Brown and obtain
- a datacube. Brown and Nicole will block your exit back to the central plains, so
- you're forced to eventually take the icemobile with Nicole to New York island in
- Rama's frozen cylindrical sea. First, however, view the vidmails from Sabatini,
- O'Toole and Takagishi that you received in the datacube from Brown. Also, be
- sure to note the second nuclear device on the upper level of the iceport,
- currently inactive as was the first one you saw at the hub camp. The bomb's
- disarming code apparently consists of 20 digits, grouped as a sequence of five
- 4-digit numbers. Go on down the ramp and notice that Nicole is sitting in the
- icemobile's cockpit (if you watch her from two steps back on the lower platform,
- she kind of looks like one of those bobbing-head toy dogs people used to have in
- their cars). Join her in the icemobile and change CD's. Enjoy the ride to New
- York island while listening to Nicole's chatter.
-
- ------------------------------------------------------------------------
-
- New York
-
- Don't feel bad when Nicole abandons you on the New York dock so she can "look
- around" in the icemobile. Yeah right, she probably just wants to hotrod it on
- the ice. Anyway, you're on your own again, and won't see Nicole (or much of
- anyone else) until the end of the game. Go on up the stairs and use the alien
- palette to open the doors into New York. Move through the doors (which lock
- behind you) and pick up a datacube lying on the ground. It contains a message
- from Heilmann to his underlings, and mentions a bomb whose disarming code is
- "five of (O'Toole's) favorite numbers". Move F3 into the Avian Plaza.
-
- ------------------------------------------------------------------------
-
- Initial Explorations
-
- Looking up, you'll get a view of the walls around the perimeter of this
- jewel-shaped plaza, as well as gaps at the top and lower left indicating
- passageways leading out of the plaza. In the distance, you'll be able to see the
- cylindrical sea on the far side of Rama. The mapping feature of your wristcomp
- will come in particularly useful during your explorations of New York; use it
- frequently to maintain your bearings and to identify points of interest.
- Throughout New York, you'll find alien artifacts in the form of bi-colored
- jewels, optical tuning forks and other devices. Unlike in the central plains,
- the locations of these artifacts do not seem to be randomized for each gameplay
- of Rama.
-
- Using the following Avian Plaza map:
-
- EXIT TO MAZE TALL WHITE
- SCULPTURE RAMP
-
- AVIAN LAIR
-
- MANNA MELON
- PICTURE
-
- TETRAHEDRON
-
- RECESS PURPLE MAT LATHE
-
- ENTRANCE
- FROM DOCK
-
- visit the Raman manna-melon picture to the right of the central tetrahedron
- structure. Then make your way to the cul-de-sac behind the semicircular tank to
- the right of the central tetrahedron structure. Zoom in on the lathe-like device
- having five vertical red lights on it. Put the blank plaque from your inventory
- into the similarly-shaped depression in the center of the device. The green
- triangular buttons can be used to move the yellow-tipped rod over the plaque;
- each position is identified by one of the red lights. Each position (except the
- center one) records a tone onto the blank plaque. Each of the three tones
- corresponds to an initially-locked door in the New York maze that you'll be
- entering shortly. If the plaque has been recorded with the corresponding tone,
- the door will be opened. The simplest way to open all the doors in the New York
- maze is to record all three tones onto the plaque, which fortunately can be done
- by moving the rod until it's fully extended and the rightmost red light is
- glowing. If you remove the plaque while the rod is in this position, it will
- have been properly recorded.
-
- Use the New York map:
-
- <Picture>New York Map
-
- you first saw in London to explore the maze passageways. If you have trouble
- finding the exit from the Avian Plaza to the maze, find the central tetrahedron
- and face its front steps (flanked by avian and Raman statues), then move L F R2
- F2. Inside the maze, Puck will point out the location of five "tuning fork"
- devices; you need only the red and blue ones (see map above). The color of a
- tuning fork can be checked by pressing the switch on its handle. After picking
- the red and blue ones up, make your way to the Octospider Plaza.
-
- Using the Octospider Plaza map:
-
- LATHE
-
- GROTTO
-
- TETRAHEDRON
-
- ENTRANCE
-
- and the mapping function of your wristcomp, you'll find a lathe device in a
- cul-de-sac identical to the one you found in the Avian Plaza (in fact all three
- plazas have one and the rod position seems to be synchronized between all of the
- lathes). However, you won't need it if you've already programmed your blank
- plaque with all three door tones.
-
- From the plaza entrance, move center-forward toward the aqua-colored dome, then
- move R F2 L and pick up a green-green octahedron lying on the ground. Move R2 F
- and pick up a blue filter from the ground. For more of the backstory, move L2 F
- L F2 R F2 L F and pick up Takagishi's video camera. Remove the datacube from it
- and play it in your wristcomp (the particular area shown in the octospider lair
- is not actually encountered in the game). Using the New York map, proceed to the
- Human Plaza.
-
- From the plaza entrance, move R F2 and note that access to the door opposite is
- prevented by a deep chasm. Looking down, you'll see two shiny rods reminiscent
- of elevator pistons, so maybe there's a chance you can bridge this gap. Your
- wristcomp map does seem to indicate some sort of indirect access to that area of
- the plaza. Move L2 F2 R F R F and pick up a blue-yellow octahedron. Move L2 F R2
- F2 R into the lathe cul-de-sac and pick up a green-red octahedron lying in the
- corner. Move R F2 R2 F R and zoom in on the large green tuning-fork sculpture.
- Put the blue tuning fork (the one with a single red mark on its handle) into the
- similarly-shaped depression in the sculpture to provide matching blue colors.
- Move L and watch the animation of a mantis biot coming out of the pyramid and
- entering the far door using a blue laser. Using the same method you employed
- inside London, prepare a blue laser simulacrum by combining your ISA multi-tool
- flashlight with the blue filter in your inventory (first removing the red shard,
- if necessary). Move F and use the light on the laser target to open the door.
- Enter the room and get into the blue subway chair.
-
- Click on the large red button to take the subway counterclockwise to the next
- station. Move F2 R and note the nine monitors at top and three at bottom. If you
- zoom in on the lower monitors, you'll see that they each represent a form of
- Earth life. Your goal, which will require visiting other stations along the
- subway ring, is to put the lifeforms in "evolutionary order" along the top row
- of monitors. The correctness of any answer you try can be checked simply by
- returning to the subway chair and then immediately re-entering the room. When
- complete, the left-to-right order of images in the upper row of monitors should
- be:
-
- Protozoa
- Ant
- Snail
- Frog
- Cat
- Eagle
- Seal
- Cow
- Elephant
-
- although it's not clear how the Ramans decided a cow was more advanced than a
- cat! When you've completed the puzzle, go to the now-open fourth subway station
- and get into another subway chair. Press the red button and exit at your
- destination. Press the yellow handle to raise the platform in the distance. This
- action bridges the chasm.
-
- Return to the Octospider Plaza entrance and move L F L and pick up an
- indigo-yellow octahedron lying on the ground. Move R2 F R F into the "grotto".
-
- Click on the bright green pedestal at left. Borrow the green-green jewel from
- your inventory to release O'Toole's anniversary photo. Pick up the photo and
- make a note of the numerical value on its back (which varies from game to game).
- Back out and click on the gray-and-white pedestal to the right. Use the
- blue-yellow jewel from inventory to obtain a yellow-red octahedron from the
- pedestal. Back out and click on the central pedestal flanked by gold-and-bronze
- columns. Ignore the obvious solicitation for a yellow-orange jewel (which you'll
- never find) and instead use your ISA multi-tool flashlight (without a filter) to
- shine white light into the prism on the pedestal. If the light does not release
- the prism from the pedestal, try clicking on the little circular mirrors about
- five times with your hand cursor to re-orient the prism. Pick up the prism and
- move B R3 F L F L F R F to the tetrahedron in the Octospider Plaza (although the
- grotto contains a number of other interesting items, you won't need any more of
- them). Put the prism into the triangular hole at left. Click on the inserted
- prism with your flashlight to open the tetrahedron door.
-
- Move B F into the tetrahedron for yet another color-related puzzle. Here, the
- object is simple - just use the three large slide controls to mix colors
- matching the targets shown at the top. Press the central red button to turn on
- the puzzle, and use the tan-and-red control at right center to select each of
- three colors to match:
-
- Left color:
- Left and center slides all the way down,
- right slide 3/4 of the way up
-
- Center color:
- Left slide 3/4 of the way up,
- center slide half way up,
- right slide all the way up
-
- Right color:
- Left slide half way up,
- center slide 3/4 of the way up,
- right slide 1/4 of the way up
-
- When the puzzle is complete, you'll hear the sound of another door opening, this
- time in the back of the Octospider Plaza (which you'll visit later).
-
- Return to the Avian Plaza. From a position facing the front steps of the central
- tetrahedron (flanked by avian and Raman statues), move R F L2 F2 R F R into a
- hidden courtyard. Zoom in on the wall recess and put the red tuning fork (the
- one with four red marks on its handle) into the similarly-shaped depression in
- the wall recess to provide matching red colors. Click the tuning fork on the
- recess again to move the white ramp behind you into position at the open doorway
- above. From the recess, move B L2 F2 L2 up the white ramp and into the upper
- room. Pick up the piston device lying in the corner.
-
- Move F2 R F R and zoom in on the base of the tall sculpture in the courtyard.
- Place the piston (in its retracted mode) on the sculpture base. Click on the
- piston to cause the sculpture to tip over. Move B and use the sculpture like a
- staircase to reach the reviewing stand on the upper level. Move R and pick up an
- avian perch. Move R and go back down the staircase. Move F L F R2 F2 L to a
- close-up of the avian statue at the entrance to the tetrahedron in the plaza.
- Put the avian neck ring from your inventory onto the statue to disclose a handle
- that operates the tetrahedron entrance door. Move R and put the avian perch on
- the top step so you can reach the door handle. Zoom in on the handle and click
- on it to open the tetrahedron. Move B F2 into its interior. Click on the red
- handle to activate the device. Use the left rotary dial to select an image of
- the Raman manna melon you saw earlier in this plaza, then click on the right
- slide control. You'll hear the sound of another door opening, this time an
- access portal to the Avian lair. Move B L F2 R2 and observe the flightpath of an
- avian. Move F2 L and watch the avian jump down into its now-disclosed lair. Move
- F2 to the edge of a deep shaft and listen as the avian you saw earlier moves
- through some tunnels and activates a ladder for your descent into the shaft. If
- you move F at this point, you'll not be able to back up into the Avian Plaza
- until you've completed the full avian lair solution.
-
- ------------------------------------------------------------------------
-
- Avian Lair
-
- Move F into the avian shaft; the portion of the ladder you used is retracted.
- Your initial orientation is looking down into the shaft from the remaining rungs
- of the ladder; move F U L to the north corridor on level 2:
-
- Avian Lair Map
-
- Level North Side South Side
-
- 1 (top) Control Room (locked)
-
- 2 Roost Hatchery
-
- 3 Theatre (locked)
-
- 4 (bottom) (locked) Schoolroom
-
- Move F2 into a large roost area (if you try to exit back to the shaft, your way
- is blocked by a purple avian). Watch the red avian obtain a manna melon from the
- dispenser and hold it out to you. Take it from him and cut it in half with your
- ISA multi-tool knife. Eat half of the melon using your ISA multi-tool spoon. As
- "your brainwaves are being altered within your optic lobe", note the hidden
- purple figures on the wall murals. These are visible because you're able to see
- ultraviolet light (like the avians) for a short time after eating some of the
- manna melon. This ability, although temporary, will come in handy later in the
- game. For now, return one half of the melon to the red avian, and he'll direct
- you to an elevator at the rear of the room. Take the elevator up to the avian
- triumvirate and accept their gift of a Raman numerical translator. Move L for a
- view of the entire avian roost. Move L, then wait for the avian kingpin to send
- you back down the elevator.
-
- Move L F R2 and operate the handle of the dispenser to obtain two more manna
- melons. Cut them open so they're ready to eat later. Move R2 F2 D F U L F into
- the theatre in the north corridor on level 3, and watch the avian actors leave
- the stage. Move F L F and pick up the oil-filled gourd to the right of the lit
- one. Move R F3 R2 and watch the upset green avian fly up. Move L and take the
- octospider pyramid from the stand holding the octospider costume (the other
- stand holds a costume of a Raman). Move R F3 L and then move right-forward to
- leave the stage area. Move R2 back to the shaft.
-
- Move R and click on the bridge control mechanism at lower left. If you try to
- move the green wheel, it jams. Put some of the oil from the gourd on it and
- you'll be able to fully turn it to extend the bridge across the shaft. Move B L
- F L D F U L F L into the schoolroom in the south corridor on level 4. Note the
- room code at the top of the entrance; you can use the number wheel from Bangkok
- to translate it to (11,8,3). Move L F2 L F L F to zoom in on a wall mural
- depicting extended ledges in the avian shaft. Eat one of your manna melon halves
- to disclose a hidden three-digit Raman number code, which translates to (6,9,8).
- Move R F R F R F to a circular wall mural. Eat another manna melon half to show
- a special relationship between the rings of Raman, human and octospider numbers:
-
- Raman sequence: 27 4 49 57 9 32
- Human sequence: 60 4 8 14 9 17
- Octospider sequence: 27 4 18 22 23 3
-
- The only sector in which the numbers in all three systems agree is the one at
- right, for which all values are 4. This structure of rings of numbers will be
- seen again later in the game.
-
- Move R F L3 F3 U F D F R U F2 D L F to a closed door in the north corridor on
- level 1. Note the Raman number code above the doorway, which translates to
- (7,2,15). Move F and play this number sequence on your avian translator, whose
- buttons are numbered from 0 at upper left to 15 at lower right. The door opens;
- move F2 to the control panel at left. Click twice on the large circular red knob
- to activate the third monitor from the left. Use the 16-button Raman keypad to
- enter the schoolroom code (11,8,3) - keys are numbered from 1 at upper left to
- 13 at lower left to 0 at lower right. The monitor now displays a real-time view
- of the schoolroom on level 4. Move the blue sliding knob at the right of the
- control panel down to its lowest position in order to activate both upper and
- lower staircases to the schoolroom podium; you can see the results of your
- changes on the monitor. Move R F and again use the (7,2,15) code on the
- translator to open the door. Move F2 D F2 U F L U F D L F R F2 L F U into the
- avian hatchery in the south corridor on level 2. Grab the overhead bars to enter
- a recess near the ceiling. Move L and pick up a grappling hook and cable. Move
- L2 and use the bars to descend to the floor of the room.
-
- Move F4 D F2 U L F3 R F3 R to the podium in the schoolroom in the south corridor
- on level 4. Attach the grappling hook to the handle in the elevator shaft and
- use it to descend to the lower level. Move F R F2 L and pick up a bowl from the
- storeroom. Move F4 L F2 L to a pool filled with a caustic liquid. Use the bowl
- from the storeroom in the pool to obtain some of the liquid. Move F L F and use
- the liquid from the bowl to loosen a corroded lever on the pool control panel.
- Click on the now-freed lever to bring it down. Click twice on the central
- triangular pointer so that it's pointing left, then click on the red post at
- right to move it into a vertical position. Click on the small red button at the
- center of the triangular pointer to drain the left pool. Move B L2 F R F R and
- take the small white pyramid from the center of the now-drained pool.
-
- Move B R F4 R and use the rope to climb back up to the schoolroom podium. Move R
- F2 R F L2 F3 U F2 D L F R F L F L2 to the back side of the large purple cylinder
- in the hatchery in the south corridor on level 2. Zoom in on the hatch and place
- the costume (octospider) pendant in the receptacle. After it's been scanned,
- return it to inventory and place the pool (human) pendant into the same
- receptacle. Pick up the magnetic card after the hatch opens.
-
- Exit the hatchery back to the central shaft. Move D F U F L U F2 D L F2 back to
- the closed door in the north corridor on level 1. Again use the avian translator
- to gain access to the control room. When you have gone through the door, note
- the Raman number code above the entrance to the elevator shaft, which translates
- to (9,14,7). Enter the shaft, look down and use this code on your translator to
- ascend to the upper level. Move U L F and insert the magnetic card into the slot
- to activate the control panel. Using the Raman keypad, enter the (6,9,8) shaft
- platform extension code. Return to the central shaft; you'll now be able to move
- up and exit the avian lair.
-
- On exit, listen to Wakefield's warning about the bomb detonation countdown and
- get Falstaff from him. From this point on in the game, you're under a time
- constraint to find the bomb and disarm it before the six-hour countdown elapses.
- You can check on the countdown status by using your wristcomp, but be aware that
- the rate at which it counts down accelerates when you move through the New York
- environment, just as if you were actually taking the time to walk about rather
- than just clicking with a mouse interface. However, when you are standing still,
- the countdown progresses in real time. During your explorations, save and
- restore your game frequently to avoid running out of countdown time.
-
- ------------------------------------------------------------------------
-
- Octospider Lair
-
- Head for the Octospider Plaza. From the entrance, move forward toward the
- tetrahedron at right, then move L F3 R F L to the row of gray squares at the
- back of the plaza. This door was disclosed by the prism-tetrahedron puzzle you
- solved earlier.
-
- Zoom in on the hexagonal access panel and put the star-shaped octospider icon in
- the lower triangular hole and the costume pendant in the upper triangular hole.
- Move B F3 R F2 L F3 R3 F5 down to the fountain room. Zoom in on the closed door
- ahead, then click on the left-center region of the door. Use Falstaff to
- retrieve the blue-orange octahedron. Move B R F R and take three datacubes from
- Sabatini's uniform for more of the backstory about the guilty parties. Move B L2
- and press the second white key from the right on the left-hand keyboard. Move L2
- and zoom in on the wall panel. Put the indigo-yellow jewel from your inventory
- into the indicated receptacle to open the panel. Pick up all the octahedra
- inside the panel, in particular the orange-red one at bottom.
-
- Move B L F2 and use the blue-orange jewel to open the door back to the
- octospider hub. Move F2 onto the central purple sinking platform in this room.
- Look up and note the displacement of colored squares on the ceiling. This is
- part of a puzzle that needs to be solved in order to reach the lower level of
- the octospider lair. It works like a base-8 clock - note the number of positions
- (0-7) the white square has been displaced clockwise from the home position at
- right. For each clockwise displacement of the inner ring white square, count 8,
- and for each clockwise displacement in the outer ring, count 1. The total is a
- key number that will be used in an alien device you'll find later. For example,
- if the inner white square is at 6 o'clock (a displacement of 2) and the outer
- white square is at 9 o'clock (a displacement of 4), the key number is 2 x 8 + 4
- = 20.
-
- This puzzle re-randomizes every time you step on the sinking platform.
-
- From the sinking platform, move L2 to face the doorway to the immediate right of
- the entrance ramp. Move F and use the yellow-red jewel from your inventory to
- open the door. Move F6 R and zoom in on the alien device. Click on the spongy
- blue button at bottom to bring up the alternate display. Find the position of
- your key number from the ceiling puzzle and click on it to light up that many
- red bars. Click again on the blue button; the black circle at left will show
- spikes extending outside its perimeter and the right diagram will match what you
- saw on the ceiling in the hub. Move B L and use your green-red jewel to open the
- door. Move F2 L F D F3 R into the lower level of the octospider lair.
-
- Zoom in on the octospider lair map and click on the blue button to activate one
- of the doorways on the upper level; the colored triangles start blinking. You
- are again standing on a sinking ceiling-puzzle platform; move B U and figure out
- its key number. Move D R F3 and use the alien device with the new key number to
- activate the spikes in the access tube. Move B L F R and notice O'Toole's
- crucifix lying on the ground - not a good omen! Move U F R and head for the
- left-hand door. Use the violet-blue jewel from your inventory to open it. Move F
- R F into the octospider trophy room. Here you'll see such gruesome sights as
- Takagishi stuffed, and a photo of him getting that way (with clamps). How about
- those octospiders, anyway? If you read the Rama book series, you'll find a
- similar episode occurring, in which Takagishi is later found to have died by
- "natural causes" (perhaps heart failure on first encountering an octospider!).
- There's also a good color photo of a couple of Ramans here, and another
- tri-lingual number wheel in which the sector directly to the right is again
- emphasized.
-
- Move to the closed door at the far side of the room and use your orange-red
- jewel to open it. Enter the back room and observe the octoteacher. When it
- displays 7 and waits for your response, click on the upper-left corner of the
- color tower to rotate it a quarter turn, then click on the light-purple square
- second from the bottom. The octoteacher seems thrilled by your response, gives
- you O'Toole's catechism card, and exits the room. Oh, well, I guess O'Toole
- won't be needing it any more!
-
- Before leaving the room, pick up O'Toole's favorite-number chart from the top of
- the color tower, and an organic lump from the octospider food dish (it could be
- part of Takagishi for all you know!).
-
- Move L2 F3 L F2 R F D F4 L F into the subway room in the lower level (you
- needn't re-solve the ceiling puzzle if you avoided the main octospider hub). Put
- the organic lump into the miniature subway car, followed by Falstaff. From
- Falstaff's perspective, take the organic lump and click on the white button in
- the subway car. Move F and watch the animation of the big octospider stealing
- food from a miniature one. Move L and take the hand laser from the wall. Move B
- R and put the organic lump into the empty light-green feeding dish at right.
- After the octospider returns to his meal, move R and get O'Toole's ID card. Move
- B R, re-enter the subway car and use it to return to the subway room. Move F out
- of the subway car and restore your normal perspective. If desired, move R F2 and
- note Sabatini's scarf in the full-size inoperative subway car. Exit the subway
- room onto the sinking platform. Since you've now reset the ceiling puzzle at
- least twice, look up and derive the new key number.
-
- Use the previously-established procedure to exit the lower level, then return
- through the right-hand tunnel to the main octospider hub. Exit up the ramp back
- into the Octospider Plaza and head for the Human Plaza.
-
- ------------------------------------------------------------------------
-
- Endgame
-
- From the entrance to the Human Plaza, move R F3 to the door that was previously
- inaccessible on the other side of a chasm (for which you raised a bridge by
- solving the subway puzzle in the back of this plaza). Zoom in on the hexagonal
- access panel and put the human icon in the right holes and the pool pendant in
- the left hole. Move B F2 inside. Solve the tri-lingual number wheel puzzle by
- making all rings display 9 at right; that is, by clicking on the inner, middle
- and outer rings 3, 1 and 4 times, respectively (pi?). Move F L F R and use the
- green laser on the crane biot to have it disable the spider biot guarding the
- bomb. Move R F L F and zoom on on the bomb's code panel.
-
- The bomb's disarming sequence is a set of five 4-digit numbers, with leading
- zeroes used when necessary. Each time Rama is played (at least from the point
- when you've exited the avian lair), the disarming sequence is re-randomized.
-
- From Heilmann's message to Yamanaka and Tabori, there's every reason to believe
- the disarming code is generated from five of the numbers on O'Toole's prime
- sequence chart. Each of the forty numbers on the chart contains four or fewer
- digits.
-
- The clues in O'Toole's belongings all refer to the sequence number in his list
- of forty favorite numbers; for example, if the reverse side of his anniversary
- photo makes a reference to "21st", it means that one of the 4-digit disarming
- code numbers is the 21st element of his sequence, which from his chart is 0461
- (you may have a different number on the back of the photo). On O'Toole's ID
- card, the month and date of his birth are circled, providing two more sequence
- numbers.
-
- Looking at the reverse side of O'Toole's catechism card, you'll see that the
- first 4-digit code number is the 15th in the sequence (0251), and the last is
- the 33rd in the sequence (1097).
-
- You now know what all five code numbers are, with the only question being the
- positioning of the middle three. Of the four digits already displayed on the
- bomb's panel, the first two are the trailing digits of the second code number,
- and the last two are the leading digits of the third code number. Using
- O'Toole's sequence chart in conjunction with the above information, you can
- define the positioning of the middle three code numbers.
-
- Here's an example from one particular Rama game:
-
- Bomb digits displayed: 61|00
-
- Source Sequence Number Code Number Position
-
- Catechism card 15 0251 First
- Catechism card 33 1097 Fifth
- Photo 21 0461 Second
- ID Card 3 0047 Third
- ID card 29 0853 Fourth
-
- The positioning of the second, third and fourth code numbers is the only
- arrangement matching what is already displayed on the bomb.
-
- Once the disarming code numbers have been entered, click on the INPUT button to
- disarm the bomb (you get three tries before the bomb automatically detonates).
- If you hear the sound of compressed air being released and a majestic fanfare
- begins, you've done it! Back out and listen to Nicole's vidmail describing
- what's going on upstairs. Move R2 F4 and watch the endgame sequence, at the end
- of which Arthur C. Clarke makes a vague reference to a game sequel.
-
-