THE CRYSTAL KEY
Walkthrough by WITCHEN =O)
Revision 1.0 - May 2000
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Prologue
"Somewhere out there among the stars, lives another race of people. We know
this because, just weeks ago, our radio telescopes accidentally intercepted
one of their interplanetary communications. When we were able to decode it,
this is what we read:
"Danger: Ozgar has been defeated but not destroyed. Suralon is sinking.
Return to Arkonia. Abandon all colonies at once."
Who were the Arkonians? And who or what is Ozgar? "
Only days later, a gigantic alien spaceship deploys powerful satellites
around the earth. All kinds of upheavals occur in the next two days:
devastating earthquakes, critical weather shifts, and drastic gravitational
changes. Ozgar is coming after us.
You, a hypership test pilot, are relatively safe in the polar research
station, where the world's first hypership is being constructed. After
scientists successfully pinpoint the origin of the Arkonian signal, you are
chosen as the last hope; savior of the planet. Your mission? Find the
Arkonians and defeat the evil Ozgar.
Now on with the game!
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Part 1. THE GATEHOUSE WORLD
When you land in the hypership, pan around and check out the control panels.
(Critical: write those numbers down immediately and any other numbers,
symbols or light patterns you find during the game.) Turn around and exit
through the air lock behind you. Turn left in the antichamber and walk
outside into the sunshine. Go straight ahead between the rocks, up the vague
path to a grayish flat building you can just see up in the trees.
Walk up to the door of what appears to be some kind of gatehouse. Enter by
using the hand icon on the door handle. Once inside, go to your right and
check out the dilapidated tapestry hanging on the wall. It appears to have
one point of interest, besides all the holes, an image of an open book at the
bottom left edge of the tapestry.
Turn around and walk back to the center of the room. Turn slightly to the
right and use the cursor hot spot to enter the room to the left of the main
chamber. Once inside the room, turn left and click on the base of the torch
on the wall. Click on the base again to open a secret panel in the rock
wall. Turn right. Pick up the four books in the panel that has slid out
from the wall.
Turn right and go to the standing reddish urn in the corner of the room.
Click on the scrolls. Pick up the only one you are able to and look at it.
Click on it to roll it up. The scroll will be transferred to your back pack
in the left corner of your screen.
Exit the urn, turn right and reenter the main chamber. Turn around and go
forward to the table between the two torches at the end of the chamber. Tip
your back pack inventory over and click on the scroll at the right side. It
will begin to pulse. (When an inventory item is pulsing, you need only click
on the area of the screen where you want to use it. You don't need to pick
it up.) Click on the table. The scroll will unroll and you will see new
markings not earlier visible. Note the symbols on the right margin. Write
them down. Do they look familiar? And, doesn't this chart look like a floor
plan of the Gatehouse? Looks like there might be two floors, each with a
gray circular object at the lower right side. That just might be a
staircase. Let's find it.
Back out of the scroll, turn right, and go forward to the room on the
opposite side of the chamber. Turn right and click on the torch on the far
wall. Turn to your left and notice the new doorway and staircase. Go down
the staircase. At the bottom of the stairway, turn right, go forward, and
pan left to see an indentation, or niche, in the wall. It looks like there
might be a concealed doorway.
Turn around and go forward to return up the staircase. In the small room,
turn right, go forward two steps and turn toward the small shelf mounted on
the rock wall, to the lower left of the window.
Spill your back pack and place the correct books, in order, on the book
shelf. The first, second, third and fifth books shown in your inventory. (To
remove a misplaced book, just click on the shelf with no book pulsing in your
inventory.)
When all four of the books have been correctly placed, you will hear a low
rumbling sound. Back out of the bookshelf scene. Turn right, forward and
left to go back down the staircase. Turn right and descend the second
staircase that has opened behind the concealed door. Once in the lower room,
turn right and approach the table or console device against the wall. Look
down to see another book sitting to the left, and a joystick device to the
right. Click on the joystick to see the very last hologram entered to Arla's
diary. Arla is the daughter of the Arkonian gatekeeper, who lived at the
Gatehouse. She is a custodian of the crystal key.
When you have completed viewing Arla's message, click on the book laying on
the console. Then click on the right edge of the cover to open the book.
You will see a graphic of a compartment with a box inside. On top of the box
are five buttons. There are five lines of indecipherable code appearing
under the graphic. The lines are meaningful to you only because of their
length; long, short, short, long and medium.
Turn away from the console and go up one flight of stairs to the room where
the spiral staircase ends. You will come to a stop directly under and a
little to the left of the spiral staircase. Look for a hot spot on the wall
under the protruding underside of the staircase. Click on the hotspot and
you will get a close up of a door with a ring latch. Click on the ring. The
door will open to reveal a safe compartment. This is the real version of the
graphic you saw in the book at the console downstairs. Push and drag the
square buttons to coincide with the length of the coded lines in the book,
high , low, low, high, middle. The box will open to reveal a mirrored, red
velvet compartment. And, inside it, the blue and gold crystal key. Click on
the key to move it into your back pack.
Turn around. Go back down the stairway to the room with the console and the
lighted globes. Go straight forward to the circular archway on the opposite
wall. Turn slightly left to see a panel mounted on the stone wall. Click on
the panel to access it. See that interestingly shaped hole in the base of
the panel? Looks like a good fit for your newly acquired crystal key. Use
the crystal key on the panel. The screen will display a set of six cylinders
and two small blue lights at the bottom. This is the control panel for the
transporter portal. The display represents the Gatehouse World, where you
are now. So, clicking on the cylinders on the screen, will not be
effective. Instead, click on the lower right blue light. the cylinder image
will be replaced by a gold volcano or bowl-like image.
Click on the gold image to activate the portal. The crystal key will return
to your back pack and the portal will open to show a bright, desert and
mountain scene. Click on the portal to be transported to the Desert World.
Part 2. THE DESERT WORLD
You're positioned to be looking between two sheer, black granite cliffs.
Turn right to see what appears to be some sort of antenna device. Turn right
again to see two tall black, engraved columns to your rear. Looks like an
entrance way. Turn right again to see a metallic building, apparently
damaged extensively by laser fire sometime in the past. Ozgar's work, no
doubt. Turn back to your left, toward the tall black columns, and exit out
between the columns. You will see a vast desert plain, blazing in the heat.
Turn right and pan down to see a stairway, of sorts, cut into the rock.
Descend the stairway and go right forward where you see a cave in a black
rock, with some kind of grayish looking all terrain vehicle parked inside.
Go forward to the cave. Look around at the barrels, red tool box
accessories, and take the battery cables off the center gray rack.
Get into the vehicle and click to go forward. The control panel will immerge
and establish itself for operation. And, you will be propelled automatically
to the right, across the desert. You arrive at what looks like an abandoned
Arkonian power station. Exit your vehicle by clicking on the windshield.
Turn to your left. Go forward, right , into the power station. Climb the
stairway to examine the control room and various control panels. There is a
panel with three large levers to the far right. Try the levers to find them
inoperable. You need something else first, before you can operate these
levers to turn on the power. Leave the control platform. Go down the stairs
and out into the desert. Turn left and go forward, two times. You are now
standing on the right side of the power station. Turn left to see two
pipelines entering the power station structure. Click on the large pipe for
a close up of the area where the pipelines enter the building. Just to the
left, below the smaller pipeline, there's a metal shelf with something laying
on top of it. Find it with the hot spot and pick it up. It looks like some
sort of electronic tool. The tool will automatically go into your back pack.
Turn around and take one step forward toward the desert. Turn to your left
and go forward once more, along the large pipeline. Turn left. you will see
a black metal bar resting against the pipeline. Take the metal bar.
Turn around and go back into the front of the power station and up the
stairway to the control room. Walk over to the far right control panel with
the three levers. Click on the switches for the correct view. Notice the
bright metal holes in each of the three lever handles. Select the black
metal bar from your back pack. When it is pulsing, click on the hole in the
first lever to your left. The bar will position itself and lower the three
levers to turn on the power.
Turn around and leave the power station. Get back into your vehicle. Lower
your cursor and click on the dashboard (not the windshield). The vehicle
will take you back to its original position in the desert cave. You will see
and hear a brief sand storm, caused by a landing space ship; followed by a
surprise laser attack by one Ozgar's guards. Apparently, your actions at the
power station have alerted Ozgar. The laser will stun you temporarily, and
you will be taken hostage and whisked away to Ozgar's mothership.
THE MOTHERSHIP:
Look around to view your meager, dirty accommodations. Try the hot spot on
the door. No luck. Click on the triangular shaped metal panel to the upper
left of the cell door for a close up. Boy, good thing the guard threw you in
here with your back pack, huh? Click on the electronic tool you got at the
power station. Click on the panel. The tool will position itself at the
panel. Click on the front of the switch device on the top of the tool. A
lighted torch will appear. Click on any one of the three rivets on the
panel. The torch will immediately remove all three rivets to display the
locking mechanism for the cell door. Click on the upper circuit board to get
a close up. The tool will position itself to the right of your screen. You
will see a circular lever to your left and a vertical sliding bar to the
upper left. By placing your cursor at the vertical slot, so that it changes
to an open hand, drag down and to the right. Try dragging the lower lever
over to the right you will discover the locking pin at the base of the panel,
just above the circular lever. However, if you can see the circular dial and
the locking pin jutting out from the center of it,below the circuit board,
you don't need to drag the lever at this point. Click on your tool in back
of the top switch, this time, to use the tool's metal cutters. Click on the
locking pin to sheer it off.
Click to get a close up again. Click and slowly drag on the lower left
lever, over to your right. The cell door will open automatically.
You are looking out into the the mothership's passageway. Go forward into
the passageway. Turn to your left to see another long passageway. Go
forward. At the junction, you are given the choice to go right or left. Go
left. You will come to another junction. Go right. Click on the ladder to
go up. At the yellow lit grill, turn left and go forward down the
passageway. Go forward up the ramp to the door of the the mothership's
control room. Click on the window. You will see a side view of Ozgar
abusing one of his guards.
Turn around from the window and quickly go down the ramp, turn left and go
into the little alcove ahead of you. Ozgar will come levitating down the
ramp and will turn left in the passageway beyond your position. Whew! That
was close.
Go forward to follow Ozgar's path down the passageway. When you stop, the
yellow lit grill is on your left. Go forward again. you will go around a
curve to the left and stop near another door. Go forward once more to stop
in front of the door. Click on the window to get a quick peek at Ozgar's
private domain.
Time to get off this mothership. You've escaped and have done enough
sleuthing for the time being.
Turn around and click forward twice, where you see the red lights on the
floor of the passageway. You will go back around the curve to the right.
When you stop, the yellow lit grill should be to your immediate right. Turn
left. Go forward to descend the ladder to the level where your cell is
located. Turn around and look at the ladder. Click down at the bottom of
the ladder view to go down another level. You will see a door directly in
front of you.
Turn slightly to the right and click forward. You should see a large blue
pipe in front of you and to the right. Turn slightly left and go forward to
a junction. Turn right to descend another ramp. You will enter the ship's
air lock and open a second spiral door to the mothership's docking bay. Turn
slightly right and go forward toward the ship. You will find yourself on an
elevator platform. Look down right to see the handle that operates the
platform. Click on the button you see at the top. Turn around at the top
and enter the ship. Ahead of you is the bow of the ship, where the green and
orange lights are.
Go forward twice to enter the ship's cockpit area. Turn around and click on
one of the crew chairs to be seated at the ship's controls. The control
panel will appear in front of you. The coordinates you will key into the
yellow keypad are the same ones displayed on the control panel of your
hypership when you landed at the gatehouse 285 016 909. (The keypad is
numbered left to right 1-9, with the zero appearing at the bottom.) Write
down the numeric equivalent of the orange numbers appearing on the control
panel, the mothership's location code: 327 845 483. You will need the code
later. Now, key in the 285 016 909 numeric code for the gatehouse location
and you are on your way back to the Gatehouse World.
Part 3. THE GATEHOUSE WORLD
Back in the Gatehouse World, click on the down arrow at the lower edge of the
control panel to stow it away. Turn slightly right and go forward up the
ramp. Go forward down the passageway to the exit off to your right. (Don't
go through any of the red neon doorways, unless you want to take a tour.)
Use the lever on the platform to lower yourself to the ground. Turn slightly
right and click on the green hills. You will be transported back to the spot
where you originally landed, just below the gatehouse. Turn left.
Now, if all has gone well, you can proceed up to the gatehouse. Go back
through the gatehouse, down both the spiral and lower staircases, to the
transporter portal room. Go to the control panel and use the blue crystal
key from your back pack to activate the panel. Click on the right lower blue
light to bring up the gold volcano image. Click on the image. Pass through
the portal and back into the desert.
Part 4. THE DESERT WORLD
Go forward and then right to the cave under the right black cliff. Pan down
and around until you see a lighted tunnel. Go forward once. When you come
to a stop at the bottom, turn left and go forward. You will be standing in
front of a battered blue hatch. Press the lighted button on the left hatch
frame to open the door. Go down the stairway to the platform you can see off
to your right. Just click on the platform. Pan down and pull the lever on
the control panel in front of you. You will see that the control panel
operates a switching device that closes a suspended track in front of you.
The light on the control panel turns green.
Click just to the left of the panel to go down the stairway. Go forward
again, down a second set of stairs to arrive inside a huge open freight car.
Turn left and click on the lever to the right of the freight car's control
panel. The light turns green and off you go. At the end of your ride, turn
right and click to enjoy a dizzyingly quick trip down the stairway.
Turn right and click on the ladder to climb atop a huge generator. You will
see two switches in front of you. Drag each switch, one at a time, slowly to
the top and let go. You should hear the sound of a starting engine. If you
hear buzzing, try again.
Back down off the generator. Go left forward to what looks like a
submersible vehicle. Go forward up the ladder to get inside. Click on the
circular control switch in front of you. the glass hatch will close and you
will be submerged to pick up several rock samples. The rocks will be stowed
in your back pack. You automatically leave the submersible. Turn around and
go back up the stairway to the freight car. Turn left to use the control
lever and you will return up the tram way. Turn right to exit the freight
car and go up the stairway. When you stop, turn right and go forward twice,
out through the blue hatchway. Go forward up the lighted tunnel stairway and
back out into the desert sun.
When you come to a stop, go slightly right and forward. Turn around, past
the cave with the desert vehicle you borrowed earlier, to the stone stairs
directly behind you. Climb the stairs. Turn left and go forward to the
aluminum looking building damaged by laser fire.
Turn left and enter the building. Go into the room off to the right of your
screen. Go left and forward to the control panel. Up and slightly to the
left, you will see a round basin-like appliance. Click on it to see that is
some kind of loading receptacle. Get the rock samples out of your back pack
and place them in the receptacle.
Look down at the control panel and click on it for a close up. Click on the
vertical gray strip in the circular dial to start the machinery. At the end
of the noisy refining process, you will be rewarded with a gold coin or disc.
Leave the building. Walk forward twice. Turn left and go forward between
the two black cliffs, three times, to the area where you see a crater with a
suspension bridge leading to it. Cross the bridge. Pan down to look at the
standing potholes of water in the crater's center.
Find the pothole that doesn't make a splash when you throw rocks in the water
from your back pack. (Don't worry, you have plenty of rocks.) To find the
pothole that doesn't splash when you throw a rock in it, go left from the end
of the bridge. Then go left forward to the sandy spot. Turn immediately
(not far) left and go forward to the right of the brown mound. Pan down.
You will see a pond with the tip of a mountain reflected in it. Go forward
and throw a rock in the pond. The rock disappears and makes no splash.
Throw you gold coin from the refining process into the pond. The metallic
qualities of the coin will short out the deliberately placed hologram.
Hmmm. There's a stone stairway under there. Go down the stairway and turn
around to view a huge metal door. Try the lever on the door. No luck. Turn
around so your are facing the white rock under the staircase. Pan down to
see a hologram imager instrument attached to the white rock. Click on it for
a close up. Back out and turn around to the door again.
Pan down to see the electrical cord for this imager plugged into an outlet at
the base of the rock wall. Click on the plug at the end of the cord. Click
and drag the plug out of the socket. Click on the socket for a close up.
Plug the battery cables from your back pack into the socket. Click on the
other end of the battery cables. Click and drag this end of the battery
cables to the door handle. The door will be blown open immediately. Turn
around and pick up the battery cables.
Go through the doorway into a dimly lit cave. Go straight ahead toward the
light on the opposite wall. Click on the wall and another door will open. Go
forward to the platform. Looks like another portal installation.. Go
forward once. Turn left and click on the hologram instrument on the table.
The speaker is a scientist; an Arkonian geological researcher forced into
hiding by Ozgar's men. He tells you of the Arkonians desperate plight where
their only means to preserve the secrecy of their location was to "throw away
the last location crystal." Turn left and go back down the stairway. Look
ahead of you into the rocks to see a small v-shaped formation. Click to move
forward to the rock formation. Take your battery cables and throw them
through the center of the v-shape. Go forward to climb down into the water.
Go across the water and pick up the last piece of the crystal key. Turn
around. Go back across the water and climb up the battery cables. Go back
to the portal platform. Click on the control panel for the portal just to
the right. Insert the key from your back pack. Press the right button two
times until you see a green leaf. Click on the leaf image. The portal will
activate, displaying a jungle scene. Go forward into the Jungle World.
Part 5. THE JUNGLE WORLD
Turn slightly to the left to find the hot spot. Click on it . When you come
to a stop, turn slightly right and you will see a stand of trees with very
dark areas on either side. Go to the dark area on the right side. Go toward
what looks like a small green meadow ahead of you. Turn slightly right to go
forward again. Click up and left to go to the edge of a cliff. Click down
between the rocks to go down the embankment. Wow, another crashed ship! It
probably is Arkonian, as opposed to one of Ozgar's. Go forward to walk
around the ship. Go forward again and look at the three dark spots on the
side of the ship. Go forward against the ship's hull and pan up left to gain
a view of the three dark spots. Click on either of the lower two to open the
hatch and enter down the stairway. Pan right to see a shuttle vehicle on a
track. Click on the switch on the floor to the right of the shuttle. Click
on the switch again to release the lines securing the shuttle. Click on the
shuttle to release the rear hatch and enter the shuttle.
Once inside, pan down right and open the storage locker to remove a red
screwdriver. Go forward twice to sit in the pilot's chair. Press the two
blue circular buttons on the lower right of the console to fire the shuttle's
engines. The shuttle will automatically reposition and take off to fly you
on a scenic journey out of the jungle. You will arrive at a sunken city
complex, Suralon, part of which still protrudes from the water.
Part 6. THE SUNKEN CITY
Once the shuttle comes to rest, exit via the rear hatch. You will see the
shuttle automatically restart, hover briefly, and fly off into the distance.
Pan around until you see the green dome of a building in the distance. Go
forward across the bridge. Turn left and go around the building until you
come to the door of the dome. Turn right and enter. Go forward to see a
desk. Play the hologram on the machine to the left of the desk as you are
standing behind it. The governor, leader of all Arkonian colonies and
chairman of the Counsel of Suralon, delivers his last message before the
remaining colonies flee Ozgar for their home planet.
Go back to the governor's desk and click on the colored triangular object on
his desk. You must match the patterns displayed to those shown on the middle
(green, orange and violet) painting behind you. Match the three middle,
intersecting, triangles with the painting; green, orange and violet. (To
quickly solve this puzzle, just press the lower left colored panel five times
in succession.) Back out of the close up. The desk will open to display a
CD. Pick it up. A handy portable portal is also your reward for solving
this color puzzle.
Leave the governor's office. Walk around the dome by going left and forward
once. Turn right and go forward over the sky bridge to the opposite roof
top, where you landed in the shuttle. On your right is a dark glass tower.
On your left are three huge solar panels. Find the hot spot to the left and
go to the platform beneath the solar panels. Pan down and click on the joy
stick. Whoops! Must have been extremely rusty. The stress of your pulling
on it has broken it off. Let's see. What have you got in your back pack the
would work here?
Get out your screwdriver and use it as a makeshift joy stick. Move the
screwdriver handle to your right to see a circle of reflected light appear on
the dark tower ahead of you. Move the light circle up to the circular window
at the top of the dark tower. Push the screwdriver forward to do this.
Leave the light on the circular window until you hear a power burst. Go
forward to the dark tower. Press the button to the left of the door and
enter the tower. Turn left and look down to see a shiny object beside the
elevator door. Pick it up. Its a radio.
Click the blue button on the left to open the elevator doors and enter.
Click the only activated button on the control panel, the fifth one down on
the left side. Once the elevator stops, you will hear a tone. Open the
door. Wow! Looks like a monorail station. Go forward, look down and jump
onto the monorail tracks. Go forward twice down the empty track toward the
blue glass tube. At the next station, turn left, jump up over the wall and
onto the platform. Go up the stairway ahead of you and out through the
revolving glass door.
Go straight across the plaza to the double metal doors across the way. Click
on them to enter. Go down the stairway. Once inside, turn left and go up
the stairway. Look down at the control panel. Turn around and look at the
four storage units behind you. Click on the second one from the right. That
object looks like another fin for the crystal key. You can't take it,
though, because there is a thick glass face on the storage unit.
Get your radio out of your back pack. Press the only visible button on the
radio until the dial begins moving. The dial will show red each time it
reaches one of the five frequencies that once were active Arkonian radio
stations. Let the radio remain on the station you find just parallel to the
radio dial (which has the most irritating sound) until the vibrations it
causes become intense enough to break the glass in the key storage unit. The
key fin will assemble itself with the crystal key and reposition in your back
pack. You now have all four fins on the crystal key and four options for
travel; the gatehouse, the desert, the jungle and the sun. (The sun is where
the Arkonians disposed of their garbage collected from the colonies.)
Place the crystal key in the lock on the control panel behind you. You will
see the image for the gatehouse, desert, jungle and sun. Use the white
button on the right side to select the green leaf to return to the Jungle
World. Click on the green leaf image. You will immediately be transported
down to the monorail tracks. The portal will appear in the tunnel straight
ahead of you. Click on the portal to arrive back in the jungle.
Part 7. THE JUNGLE WORLD
Now to find the enemy ship from where you are standing when you arrive back
in The Jungle World.
Turn left.
Go forward.
Turn slightly right.
Go forward.
Turn slightly left.
Go forward toward the bright green spot.
Turn right.
Go forward between two big rocks.
Go forward to the extreme right.
Go left of the big rock, slightly off to your left.
Go extreme right.
Click on the dim circle you see behind the rock ahead of you.
Turn right.
Go forward to the hull of the enemy ship.
Click on the little circle left screen.
Solve the puzzle.
This is a light coded combination lock. There is no sound to this puzzle.
But, you must match the light pattern with the one you first saw when you
entered Ozgar's mothership. Don't remember? Just light the two larger blue
outer half-rings and step back. When you are transported inside, turn and go
left. Click on the light lock to the left of the spiral door. When you have
a close up, choose the small yellow half-ring on the left side, and the large
blue half-ring on the right. (This combination is the same as the enemy ship
in the hangar.)
Step back and the spiral door will be opened. Go forward. You are in the
communications office of the enemy ship. Put your CD in the communications
console in front of you. The CD you found in the governor's office is secret
decoder disc and it will translate the alien symbols for you. Carefully,
draw these symbols on your notes! Click the lower button to hear the alien
translation of the symbols, "Abandon Ship!".
Immediately turn and use the portable portal from your back pack. Use the
button at the left to display the correct image (gold volcano) to go back to
the desert.
Part 8. THE DESERT WORLD
When you arrive in the desert, go forward to the potholes area and go across
the bridge to the crater. Go left. Go forward to the sandy area. Turn
immediately left before the big brown mound and go forward. Look down. Go
down the stairway. Look down. Click on the imager (not the extreme close
up). Use your screwdriver to unscrew the imager from its base. Use the
screwdriver on the right side. The imager will dismount and position itself
in your back pack. Get out your portable portal, set it up and key in the
coordinates for Ozgar's mothership 327 845 483.
THE MOTHERSHIP:
From the elevator, find the ladder and go right again at the yellow lit
grill. You will find yourself outside the door to Ozgar's private domain.
Don't go clear up to the door. Instead, turn right and look at the
communication units (yellow lights) in the alcove off to your right. See the
rod the communications unit is mounted on? Follow it down to the floor to
see a plug in at the base. Plug your imager into the socket. The imager
will position itself in the passageway.
(NOTE: If you haven't gone back up the corridor, the ramp, and to Ozgar's
control room door, to peek in an see him abusing his guard...you will not be
able to plug in the imager.)
Place your portable portal directly behind the imager in the passageway.
Click on the imager for a close up. Press the down button to take a picture
of the empty passageway. Press the up button to project the image of the
empty passageway toward Ozgar's door. You must see the image displayed to be
certain it is working properly.
Click on the portable portal and select the "sun" image. Don't forget to
press the sun image on the screen!
Quickly, turn around and go forward to the communications unit and key in the
four symbols from the enemy ship in the jungle; the code for "Abandon
Ship!". They are the first four symbols, left to right, on the bottom row.
You will hear the alarms go off to alert the crew to abandon the mother ship,
Ozgar leaves his domain to find out what is going on. He quickly meets his
well deserved doom, as he rushes into the portal and is whisked off to the
blazing Arkonian garbage dump! Ozgar the invincible telepathic is now
nothing but a charred cinder.........hurray!
END GAME ! Congratulations! You are a hero for freeing your people!
_______________________________________________________________
This document may be freely distributed only with permission of the author,
Witchen =O), email GJan1@aol.com
THE CRYSTAL KEY
Walkthrough by WITCHEN =O)
Revision 1.0 - May 2000
_______________________________________________
Prologue
"Somewhere out there among the stars, lives another race of people. We know
this because, just weeks ago, our radio telescopes accidentally intercepted
one of their interplanetary communications. When we were able to decode it,
this is what we read:
"Danger: Ozgar has been defeated but not destroyed. Suralon is sinking.
Return to Arkonia. Abandon all colonies at once."
Who were the Arkonians? And who or what is Ozgar? "
Only days later, a gigantic alien spaceship deploys powerful satellites
around the earth. All kinds of upheavals occur in the next two days:
devastating earthquakes, critical weather shifts, and drastic gravitational
changes. Ozgar is coming after us.
You, a hypership test pilot, are relatively safe in the polar research
station, where the world's first hypership is being constructed. After
scientists successfully pinpoint the origin of the Arkonian signal, you are
chosen as the last hope; savior of the planet. Your mission? Find the
Arkonians and defeat the evil Ozgar.
Now on with the game!
_______________________________________________________________
Part 1. THE GATEHOUSE WORLD
When you land in the hypership, pan around and check out the control panels.
(Critical: write those numbers down immediately and any other numbers,
symbols or light patterns you find during the game.) Turn around and exit
through the air lock behind you. Turn left in the antichamber and walk
outside into the sunshine. Go straight ahead between the rocks, up the vague
path to a grayish flat building you can just see up in the trees.
Walk up to the door of what appears to be some kind of gatehouse. Enter by
using the hand icon on the door handle. Once inside, go to your right and
check out the dilapidated tapestry hanging on the wall. It appears to have
one point of interest, besides all the holes, an image of an open book at the
bottom left edge of the tapestry.
Turn around and walk back to the center of the room. Turn slightly to the
right and use the cursor hot spot to enter the room to the left of the main
chamber. Once inside the room, turn left and click on the base of the torch
on the wall. Click on the base again to open a secret panel in the rock
wall. Turn right. Pick up the four books in the panel that has slid out
from the wall.
Turn right and go to the standing reddish urn in the corner of the room.
Click on the scrolls. Pick up the only one you are able to and look at it.
Click on it to roll it up. The scroll will be transferred to your back pack
in the left corner of your screen.
Exit the urn, turn right and reenter the main chamber. Turn around and go
forward to the table between the two torches at the end of the chamber. Tip
your back pack inventory over and click on the scroll at the right side. It
will begin to pulse. (When an inventory item is pulsing, you need only click
on the area of the screen where you want to use it. You don't need to pick
it up.) Click on the table. The scroll will unroll and you will see new
markings not earlier visible. Note the symbols on the right margin. Write
them down. Do they look familiar? And, doesn't this chart look like a floor
plan of the Gatehouse? Looks like there might be two floors, each with a
gray circular object at the lower right side. That just might be a
staircase. Let's find it.
Back out of the scroll, turn right, and go forward to the room on the
opposite side of the chamber. Turn right and click on the torch on the far
wall. Turn to your left and notice the new doorway and staircase. Go down
the staircase. At the bottom of the stairway, turn right, go forward, and
pan left to see an indentation, or niche, in the wall. It looks like there
might be a concealed doorway.
Turn around and go forward to return up the staircase. In the small room,
turn right, go forward two steps and turn toward the small shelf mounted on
the rock wall, to the lower left of the window.
Spill your back pack and place the correct books, in order, on the book
shelf. The first, second, third and fifth books shown in your inventory. (To
remove a misplaced book, just click on the shelf with no book pulsing in your
inventory.)
When all four of the books have been correctly placed, you will hear a low
rumbling sound. Back out of the bookshelf scene. Turn right, forward and
left to go back down the staircase. Turn right and descend the second
staircase that has opened behind the concealed door. Once in the lower room,
turn right and approach the table or console device against the wall. Look
down to see another book sitting to the left, and a joystick device to the
right. Click on the joystick to see the very last hologram entered to Arla's
diary. Arla is the daughter of the Arkonian gatekeeper, who lived at the
Gatehouse. She is a custodian of the crystal key.
When you have completed viewing Arla's message, click on the book laying on
the console. Then click on the right edge of the cover to open the book.
You will see a graphic of a compartment with a box inside. On top of the box
are five buttons. There are five lines of indecipherable code appearing
under the graphic. The lines are meaningful to you only because of their
length; long, short, short, long and medium.
Turn away from the console and go up one flight of stairs to the room where
the spiral staircase ends. You will come to a stop directly under and a
little to the left of the spiral staircase. Look for a hot spot on the wall
under the protruding underside of the staircase. Click on the hotspot and
you will get a close up of a door with a ring latch. Click on the ring. The
door will open to reveal a safe compartment. This is the real version of the
graphic you saw in the book at the console downstairs. Push and drag the
square buttons to coincide with the length of the coded lines in the book,
high , low, low, high, middle. The box will open to reveal a mirrored, red
velvet compartment. And, inside it, the blue and gold crystal key. Click on
the key to move it into your back pack.
Turn around. Go back down the stairway to the room with the console and the
lighted globes. Go straight forward to the circular archway on the opposite
wall. Turn slightly left to see a panel mounted on the stone wall. Click on
the panel to access it. See that interestingly shaped hole in the base of
the panel? Looks like a good fit for your newly acquired crystal key. Use
the crystal key on the panel. The screen will display a set of six cylinders
and two small blue lights at the bottom. This is the control panel for the
transporter portal. The display represents the Gatehouse World, where you
are now. So, clicking on the cylinders on the screen, will not be
effective. Instead, click on the lower right blue light. the cylinder image
will be replaced by a gold volcano or bowl-like image.
Click on the gold image to activate the portal. The crystal key will return
to your back pack and the portal will open to show a bright, desert and
mountain scene. Click on the portal to be transported to the Desert World.
Part 2. THE DESERT WORLD
You're positioned to be looking between two sheer, black granite cliffs.
Turn right to see what appears to be some sort of antenna device. Turn right
again to see two tall black, engraved columns to your rear. Looks like an
entrance way. Turn right again to see a metallic building, apparently
damaged extensively by laser fire sometime in the past. Ozgar's work, no
doubt. Turn back to your left, toward the tall black columns, and exit out
between the columns. You will see a vast desert plain, blazing in the heat.
Turn right and pan down to see a stairway, of sorts, cut into the rock.
Descend the stairway and go right forward where you see a cave in a black
rock, with some kind of grayish looking all terrain vehicle parked inside.
Go forward to the cave. Look around at the barrels, red tool box
accessories, and take the battery cables off the center gray rack.
Get into the vehicle and click to go forward. The control panel will immerge
and establish itself for operation. And, you will be propelled automatically
to the right, across the desert. You arrive at what looks like an abandoned
Arkonian power station. Exit your vehicle by clicking on the windshield.
Turn to your left. Go forward, right , into the power station. Climb the
stairway to examine the control room and various control panels. There is a
panel with three large levers to the far right. Try the levers to find them
inoperable. You need something else first, before you can operate these
levers to turn on the power. Leave the control platform. Go down the stairs
and out into the desert. Turn left and go forward, two times. You are now
standing on the right side of the power station. Turn left to see two
pipelines entering the power station structure. Click on the large pipe for
a close up of the area where the pipelines enter the building. Just to the
left, below the smaller pipeline, there's a metal shelf with something laying
on top of it. Find it with the hot spot and pick it up. It looks like some
sort of electronic tool. The tool will automatically go into your back pack.
Turn around and take one step forward toward the desert. Turn to your left
and go forward once more, along the large pipeline. Turn left. you will see
a black metal bar resting against the pipeline. Take the metal bar.
Turn around and go back into the front of the power station and up the
stairway to the control room. Walk over to the far right control panel with
the three levers. Click on the switches for the correct view. Notice the
bright metal holes in each of the three lever handles. Select the black
metal bar from your back pack. When it is pulsing, click on the hole in the
first lever to your left. The bar will position itself and lower the three
levers to turn on the power.
Turn around and leave the power station. Get back into your vehicle. Lower
your cursor and click on the dashboard (not the windshield). The vehicle
will take you back to its original position in the desert cave. You will see
and hear a brief sand storm, caused by a landing space ship; followed by a
surprise laser attack by one Ozgar's guards. Apparently, your actions at the
power station have alerted Ozgar. The laser will stun you temporarily, and
you will be taken hostage and whisked away to Ozgar's mothership.
THE MOTHERSHIP:
Look around to view your meager, dirty accommodations. Try the hot spot on
the door. No luck. Click on the triangular shaped metal panel to the upper
left of the cell door for a close up. Boy, good thing the guard threw you in
here with your back pack, huh? Click on the electronic tool you got at the
power station. Click on the panel. The tool will position itself at the
panel. Click on the front of the switch device on the top of the tool. A
lighted torch will appear. Click on any one of the three rivets on the
panel. The torch will immediately remove all three rivets to display the
locking mechanism for the cell door. Click on the upper circuit board to get
a close up. The tool will position itself to the right of your screen. You
will see a circular lever to your left and a vertical sliding bar to the
upper left. By placing your cursor at the vertical slot, so that it changes
to an open hand, drag down and to the right. Try dragging the lower lever
over to the right you will discover the locking pin at the base of the panel,
just above the circular lever. However, if you can see the circular dial and
the locking pin jutting out from the center of it,below the circuit board,
you don't need to drag the lever at this point. Click on your tool in back
of the top switch, this time, to use the tool's metal cutters. Click on the
locking pin to sheer it off.
Click to get a close up again. Click and slowly drag on the lower left
lever, over to your right. The cell door will open automatically.
You are looking out into the the mothership's passageway. Go forward into
the passageway. Turn to your left to see another long passageway. Go
forward. At the junction, you are given the choice to go right or left. Go
left. You will come to another junction. Go right. Click on the ladder to
go up. At the yellow lit grill, turn left and go forward down the
passageway. Go forward up the ramp to the door of the the mothership's
control room. Click on the window. You will see a side view of Ozgar
abusing one of his guards.
Turn around from the window and quickly go down the ramp, turn left and go
into the little alcove ahead of you. Ozgar will come levitating down the
ramp and will turn left in the passageway beyond your position. Whew! That
was close.
Go forward to follow Ozgar's path down the passageway. When you stop, the
yellow lit grill is on your left. Go forward again. you will go around a
curve to the left and stop near another door. Go forward once more to stop
in front of the door. Click on the window to get a quick peek at Ozgar's
private domain.
Time to get off this mothership. You've escaped and have done enough
sleuthing for the time being.
Turn around and click forward twice, where you see the red lights on the
floor of the passageway. You will go back around the curve to the right.
When you stop, the yellow lit grill should be to your immediate right. Turn
left. Go forward to descend the ladder to the level where your cell is
located. Turn around and look at the ladder. Click down at the bottom of
the ladder view to go down another level. You will see a door directly in
front of you.
Turn slightly to the right and click forward. You should see a large blue
pipe in front of you and to the right. Turn slightly left and go forward to
a junction. Turn right to descend another ramp. You will enter the ship's
air lock and open a second spiral door to the mothership's docking bay. Turn
slightly right and go forward toward the ship. You will find yourself on an
elevator platform. Look down right to see the handle that operates the
platform. Click on the button you see at the top. Turn around at the top
and enter the ship. Ahead of you is the bow of the ship, where the green and
orange lights are.
Go forward twice to enter the ship's cockpit area. Turn around and click on
one of the crew chairs to be seated at the ship's controls. The control
panel will appear in front of you. The coordinates you will key into the
yellow keypad are the same ones displayed on the control panel of your
hypership when you landed at the gatehouse 285 016 909. (The keypad is
numbered left to right 1-9, with the zero appearing at the bottom.) Write
down the numeric equivalent of the orange numbers appearing on the control
panel, the mothership's location code: 327 845 483. You will need the code
later. Now, key in the 285 016 909 numeric code for the gatehouse location
and you are on your way back to the Gatehouse World.
Part 3. THE GATEHOUSE WORLD
Back in the Gatehouse World, click on the down arrow at the lower edge of the
control panel to stow it away. Turn slightly right and go forward up the
ramp. Go forward down the passageway to the exit off to your right. (Don't
go through any of the red neon doorways, unless you want to take a tour.)
Use the lever on the platform to lower yourself to the ground. Turn slightly
right and click on the green hills. You will be transported back to the spot
where you originally landed, just below the gatehouse. Turn left.
Now, if all has gone well, you can proceed up to the gatehouse. Go back
through the gatehouse, down both the spiral and lower staircases, to the
transporter portal room. Go to the control panel and use the blue crystal
key from your back pack to activate the panel. Click on the right lower blue
light to bring up the gold volcano image. Click on the image. Pass through
the portal and back into the desert.
Part 4. THE DESERT WORLD
Go forward and then right to the cave under the right black cliff. Pan down
and around until you see a lighted tunnel. Go forward once. When you come
to a stop at the bottom, turn left and go forward. You will be standing in
front of a battered blue hatch. Press the lighted button on the left hatch
frame to open the door. Go down the stairway to the platform you can see off
to your right. Just click on the platform. Pan down and pull the lever on
the control panel in front of you. You will see that the control panel
operates a switching device that closes a suspended track in front of you.
The light on the control panel turns green.
Click just to the left of the panel to go down the stairway. Go forward
again, down a second set of stairs to arrive inside a huge open freight car.
Turn left and click on the lever to the right of the freight car's control
panel. The light turns green and off you go. At the end of your ride, turn
right and click to enjoy a dizzyingly quick trip down the stairway.
Turn right and click on the ladder to climb atop a huge generator. You will
see two switches in front of you. Drag each switch, one at a time, slowly to
the top and let go. You should hear the sound of a starting engine. If you
hear buzzing, try again.
Back down off the generator. Go left forward to what looks like a
submersible vehicle. Go forward up the ladder to get inside. Click on the
circular control switch in front of you. the glass hatch will close and you
will be submerged to pick up several rock samples. The rocks will be stowed
in your back pack. You automatically leave the submersible. Turn around and
go back up the stairway to the freight car. Turn left to use the control
lever and you will return up the tram way. Turn right to exit the freight
car and go up the stairway. When you stop, turn right and go forward twice,
out through the blue hatchway. Go forward up the lighted tunnel stairway and
back out into the desert sun.
When you come to a stop, go slightly right and forward. Turn around, past
the cave with the desert vehicle you borrowed earlier, to the stone stairs
directly behind you. Climb the stairs. Turn left and go forward to the
aluminum looking building damaged by laser fire.
Turn left and enter the building. Go into the room off to the right of your
screen. Go left and forward to the control panel. Up and slightly to the
left, you will see a round basin-like appliance. Click on it to see that is
some kind of loading receptacle. Get the rock samples out of your back pack
and place them in the receptacle.
Look down at the control panel and click on it for a close up. Click on the
vertical gray strip in the circular dial to start the machinery. At the end
of the noisy refining process, you will be rewarded with a gold coin or disc.
Leave the building. Walk forward twice. Turn left and go forward between
the two black cliffs, three times, to the area where you see a crater with a
suspension bridge leading to it. Cross the bridge. Pan down to look at the
standing potholes of water in the crater's center.
Find the pothole that doesn't make a splash when you throw rocks in the water
from your back pack. (Don't worry, you have plenty of rocks.) To find the
pothole that doesn't splash when you throw a rock in it, go left from the end
of the bridge. Then go left forward to the sandy spot. Turn immediately
(not far) left and go forward to the right of the brown mound. Pan down.
You will see a pond with the tip of a mountain reflected in it. Go forward
and throw a rock in the pond. The rock disappears and makes no splash.
Throw you gold coin from the refining process into the pond. The metallic
qualities of the coin will short out the deliberately placed hologram.
Hmmm. There's a stone stairway under there. Go down the stairway and turn
around to view a huge metal door. Try the lever on the door. No luck. Turn
around so your are facing the white rock under the staircase. Pan down to
see a hologram imager instrument attached to the white rock. Click on it for
a close up. Back out and turn around to the door again.
Pan down to see the electrical cord for this imager plugged into an outlet at
the base of the rock wall. Click on the plug at the end of the cord. Click
and drag the plug out of the socket. Click on the socket for a close up.
Plug the battery cables from your back pack into the socket. Click on the
other end of the battery cables. Click and drag this end of the battery
cables to the door handle. The door will be blown open immediately. Turn
around and pick up the battery cables.
Go through the doorway into a dimly lit cave. Go straight ahead toward the
light on the opposite wall. Click on the wall and another door will open. Go
forward to the platform. Looks like another portal installation.. Go
forward once. Turn left and click on the hologram instrument on the table.
The speaker is a scientist; an Arkonian geological researcher forced into
hiding by Ozgar's men. He tells you of the Arkonians desperate plight where
their only means to preserve the secrecy of their location was to "throw away
the last location crystal." Turn left and go back down the stairway. Look
ahead of you into the rocks to see a small v-shaped formation. Click to move
forward to the rock formation. Take your battery cables and throw them
through the center of the v-shape. Go forward to climb down into the water.
Go across the water and pick up the last piece of the crystal key. Turn
around. Go back across the water and climb up the battery cables. Go back
to the portal platform. Click on the control panel for the portal just to
the right. Insert the key from your back pack. Press the right button two
times until you see a green leaf. Click on the leaf image. The portal will
activate, displaying a jungle scene. Go forward into the Jungle World.
Part 5. THE JUNGLE WORLD
Turn slightly to the left to find the hot spot. Click on it . When you come
to a stop, turn slightly right and you will see a stand of trees with very
dark areas on either side. Go to the dark area on the right side. Go toward
what looks like a small green meadow ahead of you. Turn slightly right to go
forward again. Click up and left to go to the edge of a cliff. Click down
between the rocks to go down the embankment. Wow, another crashed ship! It
probably is Arkonian, as opposed to one of Ozgar's. Go forward to walk
around the ship. Go forward again and look at the three dark spots on the
side of the ship. Go forward against the ship's hull and pan up left to gain
a view of the three dark spots. Click on either of the lower two to open the
hatch and enter down the stairway. Pan right to see a shuttle vehicle on a
track. Click on the switch on the floor to the right of the shuttle. Click
on the switch again to release the lines securing the shuttle. Click on the
shuttle to release the rear hatch and enter the shuttle.
Once inside, pan down right and open the storage locker to remove a red
screwdriver. Go forward twice to sit in the pilot's chair. Press the two
blue circular buttons on the lower right of the console to fire the shuttle's
engines. The shuttle will automatically reposition and take off to fly you
on a scenic journey out of the jungle. You will arrive at a sunken city
complex, Suralon, part of which still protrudes from the water.
Part 6. THE SUNKEN CITY
Once the shuttle comes to rest, exit via the rear hatch. You will see the
shuttle automatically restart, hover briefly, and fly off into the distance.
Pan around until you see the green dome of a building in the distance. Go
forward across the bridge. Turn left and go around the building until you
come to the door of the dome. Turn right and enter. Go forward to see a
desk. Play the hologram on the machine to the left of the desk as you are
standing behind it. The governor, leader of all Arkonian colonies and
chairman of the Counsel of Suralon, delivers his last message before the
remaining colonies flee Ozgar for their home planet.
Go back to the governor's desk and click on the colored triangular object on
his desk. You must match the patterns displayed to those shown on the middle
(green, orange and violet) painting behind you. Match the three middle,
intersecting, triangles with the painting; green, orange and violet. (To
quickly solve this puzzle, just press the lower left colored panel five times
in succession.) Back out of the close up. The desk will open to display a
CD. Pick it up. A handy portable portal is also your reward for solving
this color puzzle.
Leave the governor's office. Walk around the dome by going left and forward
once. Turn right and go forward over the sky bridge to the opposite roof
top, where you landed in the shuttle. On your right is a dark glass tower.
On your left are three huge solar panels. Find the hot spot to the left and
go to the platform beneath the solar panels. Pan down and click on the joy
stick. Whoops! Must have been extremely rusty. The stress of your pulling
on it has broken it off. Let's see. What have you got in your back pack the
would work here?
Get out your screwdriver and use it as a makeshift joy stick. Move the
screwdriver handle to your right to see a circle of reflected light appear on
the dark tower ahead of you. Move the light circle up to the circular window
at the top of the dark tower. Push the screwdriver forward to do this.
Leave the light on the circular window until you hear a power burst. Go
forward to the dark tower. Press the button to the left of the door and
enter the tower. Turn left and look down to see a shiny object beside the
elevator door. Pick it up. Its a radio.
Click the blue button on the left to open the elevator doors and enter.
Click the only activated button on the control panel, the fifth one down on
the left side. Once the elevator stops, you will hear a tone. Open the
door. Wow! Looks like a monorail station. Go forward, look down and jump
onto the monorail tracks. Go forward twice down the empty track toward the
blue glass tube. At the next station, turn left, jump up over the wall and
onto the platform. Go up the stairway ahead of you and out through the
revolving glass door.
Go straight across the plaza to the double metal doors across the way. Click
on them to enter. Go down the stairway. Once inside, turn left and go up
the stairway. Look down at the control panel. Turn around and look at the
four storage units behind you. Click on the second one from the right. That
object looks like another fin for the crystal key. You can't take it,
though, because there is a thick glass face on the storage unit.
Get your radio out of your back pack. Press the only visible button on the
radio until the dial begins moving. The dial will show red each time it
reaches one of the five frequencies that once were active Arkonian radio
stations. Let the radio remain on the station you find just parallel to the
radio dial (which has the most irritating sound) until the vibrations it
causes become intense enough to break the glass in the key storage unit. The
key fin will assemble itself with the crystal key and reposition in your back
pack. You now have all four fins on the crystal key and four options for
travel; the gatehouse, the desert, the jungle and the sun. (The sun is where
the Arkonians disposed of their garbage collected from the colonies.)
Place the crystal key in the lock on the control panel behind you. You will
see the image for the gatehouse, desert, jungle and sun. Use the white
button on the right side to select the green leaf to return to the Jungle
World. Click on the green leaf image. You will immediately be transported
down to the monorail tracks. The portal will appear in the tunnel straight
ahead of you. Click on the portal to arrive back in the jungle.
Part 7. THE JUNGLE WORLD
Now to find the enemy ship from where you are standing when you arrive back
in The Jungle World.
Turn left.
Go forward.
Turn slightly right.
Go forward.
Turn slightly left.
Go forward toward the bright green spot.
Turn right.
Go forward between two big rocks.
Go forward to the extreme right.
Go left of the big rock, slightly off to your left.
Go extreme right.
Click on the dim circle you see behind the rock ahead of you.
Turn right.
Go forward to the hull of the enemy ship.
Click on the little circle left screen.
Solve the puzzle.
This is a light coded combination lock. There is no sound to this puzzle.
But, you must match the light pattern with the one you first saw when you
entered Ozgar's mothership. Don't remember? Just light the two larger blue
outer half-rings and step back. When you are transported inside, turn and go
left. Click on the light lock to the left of the spiral door. When you have
a close up, choose the small yellow half-ring on the left side, and the large
blue half-ring on the right. (This combination is the same as the enemy ship
in the hangar.)
Step back and the spiral door will be opened. Go forward. You are in the
communications office of the enemy ship. Put your CD in the communications
console in front of you. The CD you found in the governor's office is secret
decoder disc and it will translate the alien symbols for you. Carefully,
draw these symbols on your notes! Click the lower button to hear the alien
translation of the symbols, "Abandon Ship!".
Immediately turn and use the portable portal from your back pack. Use the
button at the left to display the correct image (gold volcano) to go back to
the desert.
Part 8. THE DESERT WORLD
When you arrive in the desert, go forward to the potholes area and go across
the bridge to the crater. Go left. Go forward to the sandy area. Turn
immediately left before the big brown mound and go forward. Look down. Go
down the stairway. Look down. Click on the imager (not the extreme close
up). Use your screwdriver to unscrew the imager from its base. Use the
screwdriver on the right side. The imager will dismount and position itself
in your back pack. Get out your portable portal, set it up and key in the
coordinates for Ozgar's mothership 327 845 483.
THE MOTHERSHIP:
From the elevator, find the ladder and go right again at the yellow lit
grill. You will find yourself outside the door to Ozgar's private domain.
Don't go clear up to the door. Instead, turn right and look at the
communication units (yellow lights) in the alcove off to your right. See the
rod the communications unit is mounted on? Follow it down to the floor to
see a plug in at the base. Plug your imager into the socket. The imager
will position itself in the passageway.
(NOTE: If you haven't gone back up the corridor, the ramp, and to Ozgar's
control room door, to peek in an see him abusing his guard...you will not be
able to plug in the imager.)
Place your portable portal directly behind the imager in the passageway.
Click on the imager for a close up. Press the down button to take a picture
of the empty passageway. Press the up button to project the image of the
empty passageway toward Ozgar's door. You must see the image displayed to be
certain it is working properly.
Click on the portable portal and select the "sun" image. Don't forget to
press the sun image on the screen!
Quickly, turn around and go forward to the communications unit and key in the
four symbols from the enemy ship in the jungle; the code for "Abandon
Ship!". They are the first four symbols, left to right, on the bottom row.
You will hear the alarms go off to alert the crew to abandon the mother ship,
Ozgar leaves his domain to find out what is going on. He quickly meets his
well deserved doom, as he rushes into the portal and is whisked off to the
blazing Arkonian garbage dump! Ozgar the invincible telepathic is now
nothing but a charred cinder.........hurray!
END GAME ! Congratulations! You are a hero for freeing your people!
_______________________________________________________________
This document may be freely distributed only with permission of the author,
Witchen =O), email GJan1@aol.com
NOTE: There is no double-clicking in this game, only single-clicking. If you
click during an internode movie, you will be taken directly to the end of that
movie. Please be patient while the game loads.
I. Navigating World 1
You are seated in the cockpit of your crashed hypership.
Pan around to look behind you.
Click to go to the airlock door.
Put your hand on the top of the wheel and click.
Click to go into the airlock, and then exit through the open door to your
left.
You are outside on the Arkonian Gatehouse world; look behind you to see your
crashed ship.
Turn back to the view you had when you first exited the ship.
There's a path ahead in the distance; click to follow it.
You are at the gatehouse door; click on the handle to open it.
Pause slightly while the gatehouse loads!
You are in the main room of the gatehouse.
From where you're standing, go to your right to view a hanging tapestry that
contains a clue.
Or go straight ahead to an old wooden table.
Or go through the doorway ahead and to the left.
Or go through the doorway ahead and to the right.
Click to go through the door on your left.
There's an urn at one end; click to go there.
One of the scrolls can be picked up--mouse down on the scroll.
When it stops, mouse down on the scroll again to continue the movie.
Now you're looking at an empty urn.
Move the mouse to the bottom of the game window and click to go backwards.
Click on the backpack to display inventory.
You should see the scroll once the backpack tips over.
Click on the pack to zip it back up.
Now, at the other end of this room is a torch on the wall. Go to it.
Click on its end--it'll move and opens a secret door in one of the columns.
Go to the column.
Mouse down to pick up the books inside.
Once the books are finished coming up, they will all show up in your inventory
next time you tip the pack over.
Go out the door to the main room.
You'll end up at the front door; turn around to face the wooden table; click
to go to the table.
Once there, tip your pack over.
Click on the scroll in your inventory to pick it up (it'll start pulsing to
signify that it's selected).
Click on the table, then click on the shaft of sunlight once you're there
(clue from the picture on the tapestry).
The scroll will fall onto the table.
Invisible ink begins to appear!
Click to get a closer view--notice the symbols on the margin of the scroll.
Move your cursor over to the right until it turns into a back arrow--click to
go back.
Now go into the other side room that you haven't yet explored.
Turn to your right and go towards the torch at the end of the room.
To your left is a stairway leading down--follow it.
Once at the bottom, turn to your left. You'll notice a depression in the wall
ahead and to the left--looks like it could be a secret door--but it's sealed
up!
Go back upstairs, and go to the middle of the room.
Ahead and to your right is a small bookshelf on the wall--go to it.
This bookshelf was outlined in invisible ink on the scroll--it must be
special.
Also in invisible ink were four symbols. You notice that each of the books in
your inventory has a symbol on its cover--four of them correspond to the
symbols on the scroll.
Put the books on the shelf in the same order as the symbols on the scroll
(this corresponds to the first book, the second book, the third book, and the
fifth book in your inventory from left to right).
To do this, click on the first book in your inventory so that it begins to
pulse (this means you have it in your hand). Then click on the shelf--the book
will fly onto the shelf. Then do the same for the second book in your
inventory, etc.
If you put the wrong book on the shelf by mistake, just click on the shelf
with nothing in your hand (i.e. no inventory items pulsing)--the last book on
the shelf will come off and will return to your inventory. But watch out! When
the book returns to your inventory, it occupies the first vacant inventory
position, so it may no longer be in the position it was when you first picked
it up from the secret drawer.
Once the books are on the shelf in the correct order, you'll hear a rumbling
noise--you've opened the secret door! (Did you notice the little magnetic
click each book made when it was placed on the shelf? The lock on each book is
magnetically coded with its symbol--when the shelf detects the correct symbol
sequence, it triggers the secret door downstairs.)
Go back downstairs.
The secret door is open--click to go down the secret stairs--you are in the
portal room--ahead is the portal and off to the right is some kind of console.
Go to the console--there's a book and some controls. Click on the small
joystick on the right--a prerecorded hologram appears--it's the last entry in
the diary of Arla, one of the Arkonians who lived at the gatehouse.
When the message is finished, click on the book to view it.
Click on the right side of the cover to open the book.
On the second page is a diagram of a box with five buttons on top, and there
is some text below it.
The clue here is the lines of text. There are five lines: the first is long,
the second is short, the third is short, the fourth is long, the fifth is
medium. Each line corresponds to a button position. When you find this box
that's depicted in the diagram, set its five buttons to High, Low, Low, High,
Medium, and the box will open.
The box is located in the room you just left at the top of the secret stairs
(don't get confused with the spiral stairs! The secret stairs are the straight
ones you just walked down).
If you're still looking at the book, move your cursor towards the bottom of
the game screen until it turns into a backwards arrow, then click.
Turn around and navigate to the secret stairs, and climb up them.
Once at the top, if you look very closely, you might be able to see a safe in
the wall ahead and slightly to the right (if you can't see it, you might have
to increase the brightness of your monitor). Click to go to the safe.
Click on the round handle to open the safe.
When you get in close to the safe, you will be able to drag the buttons up and
down.
Configure the buttons as above (High, Low, Low, High, Medium).
The box opens; you can see the blue crystal key.
Click on the key and it goes into your inventory.
Go back down the secret stairs, and go to the portal.
To the left of the portal is the portal control panel on the wall.
Click on the panel to go to it.
Once there, tip your pack over and click on the key so it pulses.
Now, click on the keyhole in the panel.
The key enters the panel, and a destination icon appears on the screen.
This icon shows six columns, and actually represents the gatehouse world.
Since you're already on this world, you can't go to it--if you click on this
icon you will hear an error buzz.
Click the right blue arrow and the icon changes to a yellow crater, which
represents the desert world.
Click on this crater icon, and the portal will be activated.
At the end of this activation sequence, you will be standing in front of the
portal looking into the desert world.
Click anywhere in the portal to be transported to the desert world.
II. Navigating in the Desert Colony
You are on a walled plateau, looking at a cleft in the side of a huge crater.
To your left is a small building that has been hit by laser fire.
Behind you is a break in the plateau wall flanked by weird stone totems.
Go out between the totems.
To your right, stairs lead down to the desert floor--go down them.
Ahead and to the right is a cave--looks like there's some kind of car in
there.
Go to the car cave and get in the car.
Click dead ahead (when the cursor is a big arrow) to start your drive.
Note: Instead of a big arrow, your cursor may be the standard hotspot cursor:
a hand with a circle.
The car starts and takes you to a desert power station.
Click on the windshield to exit the car.
Go straight ahead along the side of the building.
You are at a bend in a large horizontal pipe. Ahead and a bit to the left
you'll see a long thin bar leaning up against the pipe. Click to go towards
it.
The bar is now to your left. Turn and click on the bar (the hot spot is very
thin).
The bar comes up and enters your inventory.
Turn to your left to go back to the bend in the pipe.
Once there, turn right and follow the pipe to the wall where it enters the
main building.
The pipe enters a box just ahead and to your right. On top of the box is a
small tool. Click on the tool.
The tool comes up and enters your inventory.
Turn to the left and head back towards the car.
When you are standing in front of the car, turn right 90 degrees and click to
go towards the entrance to the main building (which is between the two
sphinx-like legs).
Turn right to look into the building. Click the entrance opening to enter the
power building.
Once inside, click on the top of the stairs to go up to the metal deck.
Ahead and to your right at the other end of the deck are three power switches.
Click to go to the power switches.
You are standing in front of the power switches.
Click on any of the switches to get closer.
Click and drag on any of the three switches--they move up and down, but always
return to their original position.
You notice the switch handles are hollow. Click on the bar in your inventory
so that it is pulsing. Then, click on any of the switches. The bar will come
out, slide through all three handles, and will throw the three switches at
once. Power is restored.
Make your way out of the power building and back to the car. Click on the car
to get back into the driver's seat.
Once there click on the dashboard. The car will take you back to the car cave.
If you click on the windshield instead of the dashboard, you'll find yourself
out in front of the car again.
You are back in the cave, looking at the car.
Hands off, 'cause you're automatically swinging towards the front of the cave.
Your presence has been detected by Ozgar's men, and you're being kidnaped to
Ozgar's mothership. After being shot with the stun gun, you come to as you are
being dragged to your cell in the mothership.
III. Navigating in the Mothership
You're locked in your cell.
Click towards the diamond-shaped wall plate beside the door.
You're at the plate. Click on the tool you picked up in the desert so that it
pulses.
Click on the wall plate, and the tool will come out of your inventory.
There is a switch on the tool. It is currently in the center position. It can
be clicked forwards or backwards. Clicking the switch forwards brings out a
torch, and clicking the switch backwards brings out a pair of snippers.
To operate the switch, you just have to click in front of it or behind it--you
don't have to click and drag.
Click the switch forward so the torch comes out.
Click on one of the three rivets holding the wall plate in place.
The torch burns off the rivets and the plate swings down to reveal the locking
circuitry for the cell door.
Click to get a closer look at the circuitry.
There's a circuit board, and a pinioned vertical bar a bit to the left that
looks like it can slide to the right.
Grab the bar and try slowly dragging it to the right.
It will only go so far until it hits a small locking rod.
Let go of the vertical bar so that it slides back to the left on its own.
Click on the tool in your inventory.
Click on the circuit board.
The tool comes out.
Click the tool's switch backwards so the snippers come out.
Click on the small locking rod that prevented the bigger vertical bar from
sliding.
The snippers go in and cut the locking rod.
You've taken a step back. Click to get closer again to the circuit board.
Once there, grab the vertical sliding bar again, and this time you are able to
drag it all the way to the right (drag slowly so it can keep up with you).
Let go.
If you let go too early, the bar will slide back to the left.
If not, the bar will continue to the right, unlocking the door. You're free!
Click to go out into the hallway.
Turn right around to your left until you see a long hallway.
Click to go down the hallway.
At the end of the hallway, you can go left or right.
Go left.
When you stop, you can go straight ahead or you can sneak off to your right.
Go right.
You are facing a ladder tube.
If you click high on the ladder, you will go up. Clicking low takes you down a
deck.
Go up the ladder.
You are on the top deck facing some weird yellow-lit grill.
Turn left.
Go down the hallway.
There's a long gradual ramp ahead leading to a door--go up the ramp.
You are at the door of the control room--click on the window to see Ozgar in
action.
Returning from the window, turn 180 degrees and go back down the ramp.
Be careful! If you go forward, you'll be in Ozgar's way when he comes out of
the control room behind you, and then you're toast.
Instead, off to your left is a small nook--click to go into the nook.
Just in time--Ozgar passes you by without seeing you.
Click ahead to follow Ozgar down the hall.
You're at the yellow grill again--click ahead and to the left to go around the
left turn in the hall.
Now, you're facing another doorway--click to go towards the doorway.
You're in front of the door.
Click on the window of the door to look into Ozgar's private room.
It's time to find your way off the ship. Turn around 180 degrees and click to
go back the way you came.
At the bend in the hall, click ahead and to the right to turn the corner.
The weird yellow grill should now be to your right, and the ladder tube is to
your left.
Go left.
Click on the ladder to go down.
You're on the cell block again. Turn around and click low on the ladder to go
down another deck.
You're on the hangar deck.
Click ahead and to the right to go right.
Next, the hallway turns left (you should see a blue pipe a bit to your right).
Click ahead and to the left to go left.
You are at a junction--you can either go straight ahead or to your right. Go
right.
You descend a ramp and enter an airlock through an iris door. Ahead, a second
iris door opens to reveal a spaceship hangar.
Click to enter the hangar.
There's a spaceship ahead and to the right--click to go towards it.
You're standing in a levitating platform. There's a dark handle in front of
you and to the right (like a slot-machine handle with a button on top). Click
on the handle's knob.
The platform takes you up to the ship's doorway.
Turn around 180 degrees and click to enter the ship.
You are now looking towards the front of the ship--ahead you can see the
orange-yellow lights of the cockpit.
Keep clicking forward until you are in the cockpit.
Behind you and to the right is a pair of pilot's chairs--click on them to get
into one.
An instrument panel flips up in front of you. In the middle of the panel is a
keypad to enter the coordinates of your next destination.
As you type (don't type yet), the numbers you type will appear in the left LED
display. The numbers showing in the right LED display the coordinates of where
you are currently.
Click on the keypad to get closer.
Type in the coordinates of World 1 (you know these because they were showing
on the hypership cockpit dash display at the beginning of the game, when you
first crash-landed on World 1).
The coordinates are 285 016 909. The keypad works just like a telephone
keypad, with the same number configuration (i.e., the numbers 1, 2, and 3 are
on the top row of buttons, 4, 5, 6 are on the middle row, and 7, 8, and 9 are
on the lower row. Zero is beneath the lowest row, in the center the ship
launches, and you're off to World 1.
IV. Navigating back on World 1 - Part 1
Be patient as World 1 loads (you're looking at a blank screen).
You fade into a view of the control panel in its "up" position.
Click near the bottom of the picture (the cursor will change to a downward
arrow) to get the panel out of your face.
You're standing in the cockpit of the ship after it has landed back on World
1.
Click to go up the ramp and down the hall to the exit.
Click out the exit to go outside and onto the platform.
Click on the handle to descend to the ground.
Click to your right--you'll travel around the original hypership and back to
the very first spot you stood in when you first came to World 1.
V. Navigating back on World 1 - Part 2
You're back on the plateau with the power on. Make sure you've got the battery
cables from the car cave.
Go to the cave in front of you (in the right mound beside the pass to the
center of the crater).
Go down the tunnel.
Go left at the bottom.
Go through the blue metal door (there's a button to the left before you go
in).
You're looking into a cave.
In the bottom left of your view is a flat freight car suspended on an overhead
track. It's tough to see, but the track it's on is disconnected from the main
line.
So go to the platform in the upper right of your view (assuming you're still
standing just inside the cave door.
Click on the switch, watch the track move, the light turns green.
Go down to the freight car.
Click the switch, enjoy the ride.
At the bottom go down the stairs.
Go insane trying to watch the stair-down movie.
At the bottom, there's a big generator to your right that you must turn on.
Click on the rung ladder to climb the generator.
At the top, all you see is two blue switches. Slowly drag one of the switches
to the top all the way, then let go. If you hear a start-up sound, you did it
right; if you hear a buzz, you did it wrong. Do the same to the second switch
(both switches need to be thrown).
Go back down the ladder.
To your left is a diving bell.
Click to get in the bell.
Click on the control; the glass windshield will come down and off you go.
At the end, rocks will come into your inventory.
Go back up to the plateau the way you came.
Go to the lab that looks like a fifties diner.
Go into the back room.
Click on the loader (looks like a big bed pan).
When you're in front of it, select the rocks from inventory and click the
loader--a rock will float into it.
Back at the switch, look down and click on the switch. Click on the round
switch to start the machine.
You get a coin-like thing.
Cruise to the ponds in the center of the crater.
You can throw rocks in the ponds and hear a splash.
One of the ponds doesn't make a splash--the rock just disappears.
This pond is immediately to your left when you're standing in the sandy center
part of the cone.
Throw the coin into the pond that doesn't make a splash.
The electromagnetic properties of the ore the coin is made from knocks out the
fake holographic water image and reveals a rock stair going down into the
pond.
At the bottom there's an imager plugged into the rock wall.
Unplug it.
Put the battery cables on the socket.
Click on the other end of the cables.
Drag the other end up to the magnetically locked door handle.
Blow the door open.
Turn around and pick up the cables again.
Go into the cave.
Go through the closed door ahead of you.
Check out the portal platform; watch the holo movie.
Head down the stairs of the platform and go straight ahead to a small V-shaped
stalagmite sticking up from the ledge.
Throw the cables into the V.
Climb down the cables, across the pool to get the key piece.
Click on the piece to pick it up and insert it into your key.
Go to the portal control.
Insert key, hit right button three times 'til you see a leaf.
Click on the leaf icon.
You're in the jungle world--get ready to barf at the compression.
There's only one hot-spot. Follow it.
There are only two hot spots, one a little to the right to go forward, and one
behind you to go back. Click on the one a little to the right.
Now, there's a hot spot a little to your right and another a little to your
left. Click the left one to check out something you can't do anything with
yet, or just click the right one to get through this as quickly as possible.
If you clicked left:
--You're near the edge of the jungle plateau
--Click to follow the ledge to the crashed enemy ship
--Go right to climb up onto the enemy ship.
--You're at the door. To your left is the light-up lock mechanism (looks like
that battery-powered childhood game called Simon).
--Match the lock pattern to the pattern you saw when entering the bad ship in
the mothership hangar. (Don't remember? Light the two big blue outer
ring-halves.)
--Click to go back.
--The door will open to reveal the bad ship insides.
--Go left.
--Another Simon game--match it to the one you saw inside the bad ship from the
hangar. (You must go back to world 1 and enter the bad ship there to look at
these patterns if you have forgotten. You can get off the jungle world without
having to know these patterns, so you can come back later.) Anyway, this one's
the small yellow half on the left and the big blue half on the right.
--Go back to the left/right fork.
If you clicked right:
--After clicking right, you'll see a bit of a clearing ahead to the right.
--Click a little bit to the right again.
--You go into a bit of a ditch. There's a hotspot up and to your left (to your
very left is the back of the crashed bad ship--you can just make out its
engines). Anyway, click up and left to go to the edge of the plateau.
--Click over the small rocks in front of you to go down the slope.
--You're beside another crashed ship that you can hardly recognize--it's a
good guy Arkonian ship. Click ahead to go around the ship.
--Continue going around the ship to the other side.
--The doorway has three buttons beside it that look like pepperoni slices.
--When your nose is right up against the side of the ship, pan up and left to
see the slices--click on one of them to open the door.
--Go down the stairs into the shuttle bay.
--Look at the back end of the shuttle--to the right is a switch thing on the
floor of the bay.
--Go to the switch and click on it--it releases the clamps holding the shuttle
in place.
--Click on the shuttle's butt to open the door and go in.
--On the floor to the right is a compartment; open it and get the screwdriver.
--Sit in the chair, hit the two buttons on the right to start the engines.
--Enjoy the ride to the sunken city.
--You land on the roof of the solar building. Leave the shuttle and watch it
fly away.
--Head to the green glass dome.
--Go around it to the door; enter the dome.
--Play the hologram of the governor.
--On the desk is a triangular gizmo.
--Hit the lower left triangle piece five times (what you're doing is matching
the middle piece patterns to that painting that shows a blotch of green,
orange, and purple).
--Click on the back button--the desk opens--click to pick up the CD (the
portable portal comes with it).
--Cruise back to the solar roof.
--When you're still standing on the skywalk roof, to your left is a small
platform under the reflectors, and to your right is a dark tower which houses
the solar collector.
--Go to the platform (because the door to the tower isn't powered yet).
--Click on the joystick.
--Oops, too much rust--it snaps off. Lucky you grabbed that screwdriver.
--Select the screwdriver and click on the hole that used to be the joystick.
--Necessity is the mother of invention--the screwdriver is now your joystick.
--Move it right until you see the reflected concentrated light circle on the
tower wall.
--Move the circle to the round collector window.
--Keep it there until you hear a power-on sound.
--Go into the dark tower.
--Beside the door you came in is a radio (it's on the floor). Pick it up.
--Go into the elevator--click the active elevator button (there's only one).
--At the bottom, click on the door to open it--you're in a monorail station.
--Jump down on the tracks and walk through the monorail tube to the next
station.
--Jump up onto the platform, up the stairs, through the revolving door, across
the room to the double glass door, down the stairs to the garbage compactor
room.
--To your left is a platform, get up there.
--There's a neat portal control, and behind you four powered safes.
--Click on the active one.
--Click on it--it turns around to reveal a key piece behind glass.
--Take out the radio--then press the radio button until the dial starts
moving.
--The dial lights up red when it gets to a frequency that used to be a
broadcast station--there are five of them. The second-highest station is
really annoying. Let go of the button when you're on that station and the
annoying sound will loop until the glass breaks and you get the key piece.
--Put the key into the funky portal control--you now have four options:
gatehouse world, desert world, jungle world, or the sun. The Arkonians used to
dispose of their garbage into space near the sun.
--Go back to world 3 and go inside the bad ship wreck (it's that "if you
clicked left" section above).
Make your way into the small cabin with the comm unit in it. The comm unit has
four yellow symbols on its screen and a CD tray sticking out. Put the CD into
the tray. The CD is the decoder disk, and it translates the four symbols for
you. The symbols say "abandon ship." You now know the symbols to start an
abandon ship alarm.
Use the portable portal to jump to the desert world.
Go into the fake pond and unscrew the imager from its small concrete pedestal.
Using the portable portal, punch in the coordinates for the mothership
(they're the orange ones still showing on the right side of the TV tray in the
bad ship cockpit on world 1. The orange ones show where you've come from; the
green ones show where you've gone to (or are going to).
Make your way to the comm unit of the top deck of the mothership, just outside
Ozgar's door. Plug in the imager, take a picture of the empty hall and project
it from the imager.
Put down the portable portal in the hall.
Select the sun from the portable portal control unit.
Punch in the "abandon ship" code on the comm unit.
Sirens wailing, Ozgar turns and leaves his cabin to see what's going on. The
hall ahead looks empty (because the imager is projecting the empty hall image)
so he zooms right through it and into the sun.
NOTE: There is no double-clicking in this game, only single-clicking. If you
click during an internode movie, you will be taken directly to the end of that
movie. Please be patient while the game loads.
I. Navigating World 1
You are seated in the cockpit of your crashed hypership.
Pan around to look behind you.
Click to go to the airlock door.
Put your hand on the top of the wheel and click.
Click to go into the airlock, and then exit through the open door to your
left.
You are outside on the Arkonian Gatehouse world; look behind you to see your
crashed ship.
Turn back to the view you had when you first exited the ship.
There's a path ahead in the distance; click to follow it.
You are at the gatehouse door; click on the handle to open it.
Pause slightly while the gatehouse loads!
You are in the main room of the gatehouse.
From where you're standing, go to your right to view a hanging tapestry that
contains a clue.
Or go straight ahead to an old wooden table.
Or go through the doorway ahead and to the left.
Or go through the doorway ahead and to the right.
Click to go through the door on your left.
There's an urn at one end; click to go there.
One of the scrolls can be picked up--mouse down on the scroll.
When it stops, mouse down on the scroll again to continue the movie.
Now you're looking at an empty urn.
Move the mouse to the bottom of the game window and click to go backwards.
Click on the backpack to display inventory.
You should see the scroll once the backpack tips over.
Click on the pack to zip it back up.
Now, at the other end of this room is a torch on the wall. Go to it.
Click on its end--it'll move and opens a secret door in one of the columns.
Go to the column.
Mouse down to pick up the books inside.
Once the books are finished coming up, they will all show up in your inventory
next time you tip the pack over.
Go out the door to the main room.
You'll end up at the front door; turn around to face the wooden table; click
to go to the table.
Once there, tip your pack over.
Click on the scroll in your inventory to pick it up (it'll start pulsing to
signify that it's selected).
Click on the table, then click on the shaft of sunlight once you're there
(clue from the picture on the tapestry).
The scroll will fall onto the table.
Invisible ink begins to appear!
Click to get a closer view--notice the symbols on the margin of the scroll.
Move your cursor over to the right until it turns into a back arrow--click to
go back.
Now go into the other side room that you haven't yet explored.
Turn to your right and go towards the torch at the end of the room.
To your left is a stairway leading down--follow it.
Once at the bottom, turn to your left. You'll notice a depression in the wall
ahead and to the left--looks like it could be a secret door--but it's sealed
up!
Go back upstairs, and go to the middle of the room.
Ahead and to your right is a small bookshelf on the wall--go to it.
This bookshelf was outlined in invisible ink on the scroll--it must be
special.
Also in invisible ink were four symbols. You notice that each of the books in
your inventory has a symbol on its cover--four of them correspond to the
symbols on the scroll.
Put the books on the shelf in the same order as the symbols on the scroll
(this corresponds to the first book, the second book, the third book, and the
fifth book in your inventory from left to right).
To do this, click on the first book in your inventory so that it begins to
pulse (this means you have it in your hand). Then click on the shelf--the book
will fly onto the shelf. Then do the same for the second book in your
inventory, etc.
If you put the wrong book on the shelf by mistake, just click on the shelf
with nothing in your hand (i.e. no inventory items pulsing)--the last book on
the shelf will come off and will return to your inventory. But watch out! When
the book returns to your inventory, it occupies the first vacant inventory
position, so it may no longer be in the position it was when you first picked
it up from the secret drawer.
Once the books are on the shelf in the correct order, you'll hear a rumbling
noise--you've opened the secret door! (Did you notice the little magnetic
click each book made when it was placed on the shelf? The lock on each book is
magnetically coded with its symbol--when the shelf detects the correct symbol
sequence, it triggers the secret door downstairs.)
Go back downstairs.
The secret door is open--click to go down the secret stairs--you are in the
portal room--ahead is the portal and off to the right is some kind of console.
Go to the console--there's a book and some controls. Click on the small
joystick on the right--a prerecorded hologram appears--it's the last entry in
the diary of Arla, one of the Arkonians who lived at the gatehouse.
When the message is finished, click on the book to view it.
Click on the right side of the cover to open the book.
On the second page is a diagram of a box with five buttons on top, and there
is some text below it.
The clue here is the lines of text. There are five lines: the first is long,
the second is short, the third is short, the fourth is long, the fifth is
medium. Each line corresponds to a button position. When you find this box
that's depicted in the diagram, set its five buttons to High, Low, Low, High,
Medium, and the box will open.
The box is located in the room you just left at the top of the secret stairs
(don't get confused with the spiral stairs! The secret stairs are the straight
ones you just walked down).
If you're still looking at the book, move your cursor towards the bottom of
the game screen until it turns into a backwards arrow, then click.
Turn around and navigate to the secret stairs, and climb up them.
Once at the top, if you look very closely, you might be able to see a safe in
the wall ahead and slightly to the right (if you can't see it, you might have
to increase the brightness of your monitor). Click to go to the safe.
Click on the round handle to open the safe.
When you get in close to the safe, you will be able to drag the buttons up and
down.
Configure the buttons as above (High, Low, Low, High, Medium).
The box opens; you can see the blue crystal key.
Click on the key and it goes into your inventory.
Go back down the secret stairs, and go to the portal.
To the left of the portal is the portal control panel on the wall.
Click on the panel to go to it.
Once there, tip your pack over and click on the key so it pulses.
Now, click on the keyhole in the panel.
The key enters the panel, and a destination icon appears on the screen.
This icon shows six columns, and actually represents the gatehouse world.
Since you're already on this world, you can't go to it--if you click on this
icon you will hear an error buzz.
Click the right blue arrow and the icon changes to a yellow crater, which
represents the desert world.
Click on this crater icon, and the portal will be activated.
At the end of this activation sequence, you will be standing in front of the
portal looking into the desert world.
Click anywhere in the portal to be transported to the desert world.
II. Navigating in the Desert Colony
You are on a walled plateau, looking at a cleft in the side of a huge crater.
To your left is a small building that has been hit by laser fire.
Behind you is a break in the plateau wall flanked by weird stone totems.
Go out between the totems.
To your right, stairs lead down to the desert floor--go down them.
Ahead and to the right is a cave--looks like there's some kind of car in
there.
Go to the car cave and get in the car.
Click dead ahead (when the cursor is a big arrow) to start your drive.
Note: Instead of a big arrow, your cursor may be the standard hotspot cursor:
a hand with a circle.
The car starts and takes you to a desert power station.
Click on the windshield to exit the car.
Go straight ahead along the side of the building.
You are at a bend in a large horizontal pipe. Ahead and a bit to the left
you'll see a long thin bar leaning up against the pipe. Click to go towards
it.
The bar is now to your left. Turn and click on the bar (the hot spot is very
thin).
The bar comes up and enters your inventory.
Turn to your left to go back to the bend in the pipe.
Once there, turn right and follow the pipe to the wall where it enters the
main building.
The pipe enters a box just ahead and to your right. On top of the box is a
small tool. Click on the tool.
The tool comes up and enters your inventory.
Turn to the left and head back towards the car.
When you are standing in front of the car, turn right 90 degrees and click to
go towards the entrance to the main building (which is between the two
sphinx-like legs).
Turn right to look into the building. Click the entrance opening to enter the
power building.
Once inside, click on the top of the stairs to go up to the metal deck.
Ahead and to your right at the other end of the deck are three power switches.
Click to go to the power switches.
You are standing in front of the power switches.
Click on any of the switches to get closer.
Click and drag on any of the three switches--they move up and down, but always
return to their original position.
You notice the switch handles are hollow. Click on the bar in your inventory
so that it is pulsing. Then, click on any of the switches. The bar will come
out, slide through all three handles, and will throw the three switches at
once. Power is restored.
Make your way out of the power building and back to the car. Click on the car
to get back into the driver's seat.
Once there click on the dashboard. The car will take you back to the car cave.
If you click on the windshield instead of the dashboard, you'll find yourself
out in front of the car again.
You are back in the cave, looking at the car.
Hands off, 'cause you're automatically swinging towards the front of the cave.
Your presence has been detected by Ozgar's men, and you're being kidnaped to
Ozgar's mothership. After being shot with the stun gun, you come to as you are
being dragged to your cell in the mothership.
III. Navigating in the Mothership
You're locked in your cell.
Click towards the diamond-shaped wall plate beside the door.
You're at the plate. Click on the tool you picked up in the desert so that it
pulses.
Click on the wall plate, and the tool will come out of your inventory.
There is a switch on the tool. It is currently in the center position. It can
be clicked forwards or backwards. Clicking the switch forwards brings out a
torch, and clicking the switch backwards brings out a pair of snippers.
To operate the switch, you just have to click in front of it or behind it--you
don't have to click and drag.
Click the switch forward so the torch comes out.
Click on one of the three rivets holding the wall plate in place.
The torch burns off the rivets and the plate swings down to reveal the locking
circuitry for the cell door.
Click to get a closer look at the circuitry.
There's a circuit board, and a pinioned vertical bar a bit to the left that
looks like it can slide to the right.
Grab the bar and try slowly dragging it to the right.
It will only go so far until it hits a small locking rod.
Let go of the vertical bar so that it slides back to the left on its own.
Click on the tool in your inventory.
Click on the circuit board.
The tool comes out.
Click the tool's switch backwards so the snippers come out.
Click on the small locking rod that prevented the bigger vertical bar from
sliding.
The snippers go in and cut the locking rod.
You've taken a step back. Click to get closer again to the circuit board.
Once there, grab the vertical sliding bar again, and this time you are able to
drag it all the way to the right (drag slowly so it can keep up with you).
Let go.
If you let go too early, the bar will slide back to the left.
If not, the bar will continue to the right, unlocking the door. You're free!
Click to go out into the hallway.
Turn right around to your left until you see a long hallway.
Click to go down the hallway.
At the end of the hallway, you can go left or right.
Go left.
When you stop, you can go straight ahead or you can sneak off to your right.
Go right.
You are facing a ladder tube.
If you click high on the ladder, you will go up. Clicking low takes you down a
deck.
Go up the ladder.
You are on the top deck facing some weird yellow-lit grill.
Turn left.
Go down the hallway.
There's a long gradual ramp ahead leading to a door--go up the ramp.
You are at the door of the control room--click on the window to see Ozgar in
action.
Returning from the window, turn 180 degrees and go back down the ramp.
Be careful! If you go forward, you'll be in Ozgar's way when he comes out of
the control room behind you, and then you're toast.
Instead, off to your left is a small nook--click to go into the nook.
Just in time--Ozgar passes you by without seeing you.
Click ahead to follow Ozgar down the hall.
You're at the yellow grill again--click ahead and to the left to go around the
left turn in the hall.
Now, you're facing another doorway--click to go towards the doorway.
You're in front of the door.
Click on the window of the door to look into Ozgar's private room.
It's time to find your way off the ship. Turn around 180 degrees and click to
go back the way you came.
At the bend in the hall, click ahead and to the right to turn the corner.
The weird yellow grill should now be to your right, and the ladder tube is to
your left.
Go left.
Click on the ladder to go down.
You're on the cell block again. Turn around and click low on the ladder to go
down another deck.
You're on the hangar deck.
Click ahead and to the right to go right.
Next, the hallway turns left (you should see a blue pipe a bit to your right).
Click ahead and to the left to go left.
You are at a junction--you can either go straight ahead or to your right. Go
right.
You descend a ramp and enter an airlock through an iris door. Ahead, a second
iris door opens to reveal a spaceship hangar.
Click to enter the hangar.
There's a spaceship ahead and to the right--click to go towards it.
You're standing in a levitating platform. There's a dark handle in front of
you and to the right (like a slot-machine handle with a button on top). Click
on the handle's knob.
The platform takes you up to the ship's doorway.
Turn around 180 degrees and click to enter the ship.
You are now looking towards the front of the ship--ahead you can see the
orange-yellow lights of the cockpit.
Keep clicking forward until you are in the cockpit.
Behind you and to the right is a pair of pilot's chairs--click on them to get
into one.
An instrument panel flips up in front of you. In the middle of the panel is a
keypad to enter the coordinates of your next destination.
As you type (don't type yet), the numbers you type will appear in the left LED
display. The numbers showing in the right LED display the coordinates of where
you are currently.
Click on the keypad to get closer.
Type in the coordinates of World 1 (you know these because they were showing
on the hypership cockpit dash display at the beginning of the game, when you
first crash-landed on World 1).
The coordinates are 285 016 909. The keypad works just like a telephone
keypad, with the same number configuration (i.e., the numbers 1, 2, and 3 are
on the top row of buttons, 4, 5, 6 are on the middle row, and 7, 8, and 9 are
on the lower row. Zero is beneath the lowest row, in the center the ship
launches, and you're off to World 1.
IV. Navigating back on World 1 - Part 1
Be patient as World 1 loads (you're looking at a blank screen).
You fade into a view of the control panel in its "up" position.
Click near the bottom of the picture (the cursor will change to a downward
arrow) to get the panel out of your face.
You're standing in the cockpit of the ship after it has landed back on World
1.
Click to go up the ramp and down the hall to the exit.
Click out the exit to go outside and onto the platform.
Click on the handle to descend to the ground.
Click to your right--you'll travel around the original hypership and back to
the very first spot you stood in when you first came to World 1.
V. Navigating back on World 1 - Part 2
You're back on the plateau with the power on. Make sure you've got the battery
cables from the car cave.
Go to the cave in front of you (in the right mound beside the pass to the
center of the crater).
Go down the tunnel.
Go left at the bottom.
Go through the blue metal door (there's a button to the left before you go
in).
You're looking into a cave.
In the bottom left of your view is a flat freight car suspended on an overhead
track. It's tough to see, but the track it's on is disconnected from the main
line.
So go to the platform in the upper right of your view (assuming you're still
standing just inside the cave door.
Click on the switch, watch the track move, the light turns green.
Go down to the freight car.
Click the switch, enjoy the ride.
At the bottom go down the stairs.
Go insane trying to watch the stair-down movie.
At the bottom, there's a big generator to your right that you must turn on.
Click on the rung ladder to climb the generator.
At the top, all you see is two blue switches. Slowly drag one of the switches
to the top all the way, then let go. If you hear a start-up sound, you did it
right; if you hear a buzz, you did it wrong. Do the same to the second switch
(both switches need to be thrown).
Go back down the ladder.
To your left is a diving bell.
Click to get in the bell.
Click on the control; the glass windshield will come down and off you go.
At the end, rocks will come into your inventory.
Go back up to the plateau the way you came.
Go to the lab that looks like a fifties diner.
Go into the back room.
Click on the loader (looks like a big bed pan).
When you're in front of it, select the rocks from inventory and click the
loader--a rock will float into it.
Back at the switch, look down and click on the switch. Click on the round
switch to start the machine.
You get a coin-like thing.
Cruise to the ponds in the center of the crater.
You can throw rocks in the ponds and hear a splash.
One of the ponds doesn't make a splash--the rock just disappears.
This pond is immediately to your left when you're standing in the sandy center
part of the cone.
Throw the coin into the pond that doesn't make a splash.
The electromagnetic properties of the ore the coin is made from knocks out the
fake holographic water image and reveals a rock stair going down into the
pond.
At the bottom there's an imager plugged into the rock wall.
Unplug it.
Put the battery cables on the socket.
Click on the other end of the cables.
Drag the other end up to the magnetically locked door handle.
Blow the door open.
Turn around and pick up the cables again.
Go into the cave.
Go through the closed door ahead of you.
Check out the portal platform; watch the holo movie.
Head down the stairs of the platform and go straight ahead to a small V-shaped
stalagmite sticking up from the ledge.
Throw the cables into the V.
Climb down the cables, across the pool to get the key piece.
Click on the piece to pick it up and insert it into your key.
Go to the portal control.
Insert key, hit right button three times 'til you see a leaf.
Click on the leaf icon.
You're in the jungle world--get ready to barf at the compression.
There's only one hot-spot. Follow it.
There are only two hot spots, one a little to the right to go forward, and one
behind you to go back. Click on the one a little to the right.
Now, there's a hot spot a little to your right and another a little to your
left. Click the left one to check out something you can't do anything with
yet, or just click the right one to get through this as quickly as possible.
If you clicked left:
--You're near the edge of the jungle plateau
--Click to follow the ledge to the crashed enemy ship
--Go right to climb up onto the enemy ship.
--You're at the door. To your left is the light-up lock mechanism (looks like
that battery-powered childhood game called Simon).
--Match the lock pattern to the pattern you saw when entering the bad ship in
the mothership hangar. (Don't remember? Light the two big blue outer
ring-halves.)
--Click to go back.
--The door will open to reveal the bad ship insides.
--Go left.
--Another Simon game--match it to the one you saw inside the bad ship from the
hangar. (You must go back to world 1 and enter the bad ship there to look at
these patterns if you have forgotten. You can get off the jungle world without
having to know these patterns, so you can come back later.) Anyway, this one's
the small yellow half on the left and the big blue half on the right.
--Go back to the left/right fork.
If you clicked right:
--After clicking right, you'll see a bit of a clearing ahead to the right.
--Click a little bit to the right again.
--You go into a bit of a ditch. There's a hotspot up and to your left (to your
very left is the back of the crashed bad ship--you can just make out its
engines). Anyway, click up and left to go to the edge of the plateau.
--Click over the small rocks in front of you to go down the slope.
--You're beside another crashed ship that you can hardly recognize--it's a
good guy Arkonian ship. Click ahead to go around the ship.
--Continue going around the ship to the other side.
--The doorway has three buttons beside it that look like pepperoni slices.
--When your nose is right up against the side of the ship, pan up and left to
see the slices--click on one of them to open the door.
--Go down the stairs into the shuttle bay.
--Look at the back end of the shuttle--to the right is a switch thing on the
floor of the bay.
--Go to the switch and click on it--it releases the clamps holding the shuttle
in place.
--Click on the shuttle's butt to open the door and go in.
--On the floor to the right is a compartment; open it and get the screwdriver.
--Sit in the chair, hit the two buttons on the right to start the engines.
--Enjoy the ride to the sunken city.
--You land on the roof of the solar building. Leave the shuttle and watch it
fly away.
--Head to the green glass dome.
--Go around it to the door; enter the dome.
--Play the hologram of the governor.
--On the desk is a triangular gizmo.
--Hit the lower left triangle piece five times (what you're doing is matching
the middle piece patterns to that painting that shows a blotch of green,
orange, and purple).
--Click on the back button--the desk opens--click to pick up the CD (the
portable portal comes with it).
--Cruise back to the solar roof.
--When you're still standing on the skywalk roof, to your left is a small
platform under the reflectors, and to your right is a dark tower which houses
the solar collector.
--Go to the platform (because the door to the tower isn't powered yet).
--Click on the joystick.
--Oops, too much rust--it snaps off. Lucky you grabbed that screwdriver.
--Select the screwdriver and click on the hole that used to be the joystick.
--Necessity is the mother of invention--the screwdriver is now your joystick.
--Move it right until you see the reflected concentrated light circle on the
tower wall.
--Move the circle to the round collector window.
--Keep it there until you hear a power-on sound.
--Go into the dark tower.
--Beside the door you came in is a radio (it's on the floor). Pick it up.
--Go into the elevator--click the active elevator button (there's only one).
--At the bottom, click on the door to open it--you're in a monorail station.
--Jump down on the tracks and walk through the monorail tube to the next
station.
--Jump up onto the platform, up the stairs, through the revolving door, across
the room to the double glass door, down the stairs to the garbage compactor
room.
--To your left is a platform, get up there.
--There's a neat portal control, and behind you four powered safes.
--Click on the active one.
--Click on it--it turns around to reveal a key piece behind glass.
--Take out the radio--then press the radio button until the dial starts
moving.
--The dial lights up red when it gets to a frequency that used to be a
broadcast station--there are five of them. The second-highest station is
really annoying. Let go of the button when you're on that station and the
annoying sound will loop until the glass breaks and you get the key piece.
--Put the key into the funky portal control--you now have four options:
gatehouse world, desert world, jungle world, or the sun. The Arkonians used to
dispose of their garbage into space near the sun.
--Go back to world 3 and go inside the bad ship wreck (it's that "if you
clicked left" section above).
Make your way into the small cabin with the comm unit in it. The comm unit has
four yellow symbols on its screen and a CD tray sticking out. Put the CD into
the tray. The CD is the decoder disk, and it translates the four symbols for
you. The symbols say "abandon ship." You now know the symbols to start an
abandon ship alarm.
Use the portable portal to jump to the desert world.
Go into the fake pond and unscrew the imager from its small concrete pedestal.
Using the portable portal, punch in the coordinates for the mothership
(they're the orange ones still showing on the right side of the TV tray in the
bad ship cockpit on world 1. The orange ones show where you've come from; the
green ones show where you've gone to (or are going to).
Make your way to the comm unit of the top deck of the mothership, just outside
Ozgar's door. Plug in the imager, take a picture of the empty hall and project
it from the imager.
Put down the portable portal in the hall.
Select the sun from the portable portal control unit.
Punch in the "abandon ship" code on the comm unit.
Sirens wailing, Ozgar turns and leaves his cabin to see what's going on. The
hall ahead looks empty (because the imager is projecting the empty hall image)
so he zooms right through it and into the sun.