YEAR: 2017
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CHAPTER 2: INTO THE MIST
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M.S. BIKO - EEL TRAWLER BOAT
Watch the intro to
see our trio lost in the mist. They cross paths with a trawler
ship. Unfortunately, the sailors on the trawler ship have no idea where
they are, and no idea which direction they are heading in. Normally the
sailors rely on a lighthouse to guide them, but the lighthouse is broken.
It’s up to you, Bwana, to figure out your bearings.
Talk to Joe and
work through all the dialogue. Talk to Lina and work through all the
dialogue. Climb down to your upside-down plane using the ladder on the
right.
In the plane, talk to Kito, and work through all the dialogue - he gives
you a quick summary of what happened in Chapter 1. Take SCREWDRIVER from
the toolbox. Look at COMPASS in the upside-down
panel. Use SCREWDRIVER with the COMPASS to
get it out of the panel. Take duct TAPE from the
upside-down panel. There’s nothing more you can do here, so leave the
plane and return to the ship, through exit on the left.
Back on the ship, give COMPASS to Joe. He tells
you that the ship is heading N-NE. But he still needs a map to figure out
where you all are. Okay, let’s explore for a while. Look at buoy in
the water in the distance. Look at sign hanging from the railing.
Look at the exposed wires in the wall. Shocking, isn’t it! You need
to repair those wires. Use duct TAPE on the wires in the
wall. Now enter cabin on the right.
The cabin is in complete darkness. Press button next to the
stairs. Oh! Gimbo, the sailor is down here, and he’s glad to have
some light again. Talk to him and work through all the dialogue.
Notice the loose SPRING poking through from the bunk above
Gimbo. Take the SPRING. Look at sink on the left to
learn that this sink is the only source of drinkable water left on the
ship. Leave the cabin for now, and return above deck.
Climb up stairs on the left, to the Bridge. Look through portal in
the door to see the Captain passed out drunk. The door is locked, so you
can’t get in, but notice KEY to the right of the door.
Use SCREW-DRIVER on the porthole in the door to unscrew
it. Now try to reach your arm through the portal to open the door, but
your arm isn’t long enough. Use SPRING to hook the KEY next
to the door, then use KEY on the door to unlock it.
Voila! You can now enter the Bridge.
In the Bridge, search drawer in the cabinet to find a NAVIGATION
BOOK. Read the NAVIGATION BOOK - it contains clues
for this chapter of the game. Leave the Bridge for now.
Give the NAVIGATION BOOK to Joe. Okay, he now
knows where you are, and he knows which direction you’re heading in. He
can take you back to Port.
Watch the cutscene
as you, Kito, and Lina return to shore, only to get arrested for having the
journal of The Journey Down book. You and Kito are taken to prison, while
Lina is taken… somewhere else.
PORT ARTUE PRISON
You are lying on the bottom bunk, while Kito is lying on the top bunk.
Kick his bunk 3 times - he’ll fall from the bunk, accidentally breaking your
chains and freeing you. Unfortunately, he ends up upside down. Talk
to him and work through all the dialogue. Look at the grate in the floor
next to Kito. Take BALL AND CHAIN that’s on the wall
next to Kito, and use BALL AND CHAIN with window on the
left. Now use the BALL AND CHAIN on the wall a few times
to make a hole in the wall. When you’re ready, leave the prison cell
through this newly created hole in the wall.
Have a look around this new room. Look at plaque on wall on the
right. Use level under the plaque to see how it operates the machinery in
the distance. Push button on the wall next to the hole you came through -
it doesn’t do anything. Try to open door at top of the ramp - it’s
locked. Look at cart next to the door - it’s empty. Look at cart on
the left to see that it contains a PICKAXE. Unfortunately,
you can’t reach it. Look at Guard Tower at top of the screen to realise
that there’s no-one in there. There’s nothing more you can do here at the
moment, so return through the hole in the wall, to your prison cell.
Back in the jail cell, look at skeleton on the right to get a SKELETON
HAND. Again, leave the cell through the hole in the wall on the
left.
Use SKELETON HAND on the lever on the right (under the
plaque). This keeps the level turned on, and machinery in the distance
keeps working. Now this is a tricky puzzle. Look at button on the
wall, next to the hole you came through. This button turns the centre
gear that controls the direction the carts move in. Push this button
until it indicates that the cart with the PICKAXE will travel
upwards. Now look at the 3 buttons at bottom of the screen - these
control the carts themselves. Push button on the left, and the crate with
the PICKAXE will move upwards. Look at button on the
wall, next to the hole you came through, and push the button twice. This
turns the gear so that cart at top of the ramp will move down & left.
Look at the 3 buttons at bottom of the screen, and push button on the right to
move that empty cart out the way. Now look at button on the wall again,
and push it twice - this turns the gear so that cart with the PICKAXE at
the top-left is now connected to the right. Finally, look at the 3
buttons at bottom of the screen, and push button on the right to make a cart
travel down to you. You may or may not also have to press the middle
button to alter direction. Now simply walk up the ramp and take PICKAXE from
the cart. Phew, that was hard! Now walk back through the hole in
the wall, back to your prison cell.
Use PICKAXE with Kito’s chain to free him. Now
use PICKAXE with grate in the floor, then exit the cell
through the grate, into the sewer.
DOWNTOWN
After escaping from
prison through the sewer (Yuck!), you find yourself Downtown. Kito will
go and look for your airplane, while you look for Lina. But the first
thing you have to do is find new clothes to wear instead of your prison
uniform.
Search the dumpster to find a CAN of lobster.
Look at bar, and look at the Arnie’s sign above the bar. Look at poster
on the left. Now walk up through the archway, into the alley.
Watch the cutscene with the woman, and chose either dialogue option with
her. You end up with a MATCHBOOK. Look at the MATCHBOOK on
your Inventory, and see that its from Club Temba, and the phone number is 634
000. Unfortunately, you can’t call the club yet, since you don’t have any
reason to. Now there’s a newspaper rack next to the window. Look at
the newspaper rack twice, then break it open with your PICKAXE.
Search the newspaper rack again to get some NEWS-PAPERS. Now
walk left (not up, through the archway), so you’re outside the Cinema
Rex.
Look at wire box on
the wall - it’s an electric junction box. Look at the entrance - you
don’t want to enter until you get some new clothes to replace your prison
uniform. Look at cinema on the left. Now walk up the road, to the
port.
Hey, that’s the
M.S. Biko - the ship you came here on. Take the upper-right exit, into
the dark alley.
Meet Moe and Vince. They’re smugglers, waiting for some shady
goods to arrive in port. They offer to sell you a crate of new clothes -
the problem is, you don’t have any money. Take NACHOS from
the crate nearest you. Talk to Moe and Vince, and work through all the
dialogue. They are freezing cold, and are desperate to get warm.
Throw NEWS-PAPERS in the barrel between Moe and Vince, then
use your MATCH-BOOK with the barrel to start a fire.
Talk to Moe and Vince again, and ask about the clothes. This time, they
let you take some new clothes. Finally, you’re out of the prison
uniform. Leave the dark alley.
Walk left to the
lighthouse.
LIGHTHOUSE
Look at the
lighthouse, and enter it.
Talk to Morten, the lighthouse keeper, and choose any response to
him. It seems the lighthouse is rather run-down, and he’s expecting a
shipment of replacement parts. Maybe you could help him out? Look
around the room. Look at MODEL SHIP on the wall - Morten
will let you take it. Look through window. Take BOLTCUTTERS that
are lying next to the stairs. Talk to Morten again, and work through all
the dialogue. Climb up stair to top of the lighthouse.
Look at the lantern
to see that it’s broken. Look at the radio to get a close-up. Take
note that the Transmission Frequency is 969. Now there is a record
playing - press the lit button to remove the record, then press any of the
other lit buttons to start playing that new record. Note that the UP
& Down arrows change the Transmission Frequency. Make sure you listen
to the middle record to hear about the mattresses. Now exit the close-up
of the radio. Try to use reel on the right, but it’s rusted up.
Look at the pulley. Climb back down the stairs again.
Talk to Morten, and
work through all the dialogue. When you’re ready, leave the
lighthouse.
Walk right, to the
dock where M.S. Biko is sitting.
DOWNTOWN
Take lower-right
exit, to the Club Temba.
Club Temba is the building on the right. Look at the façade next
to the steps. Try to enter Club Temba, talk to the maitre d, and work
through all the dialogue. He refuses to let you in, and also threatens
you in the process! Look at wire box on the right again, and use PICKAXE to
break it open. Look at wires in the box to learn that they’re power
cables. Use BOLT CUTTERS on the wires, and the
floodlights will turn off. Talk to the Maitre D again, and comment about
the lamp. You offer your help to repair the lamp, but he’s not interested
in your help, because he hasn’t been informed about any repairman. Head
right, back to the main street.
Look at phone booth
on the left. You automatically enter the phone booth. Pick up the
phonebook, and read through it. You can even have some fun dialling the
numbers if you like. When you’re ready, call Club Temba on 634 000, and
choose the option about Management. When conversation is over, go left to
Club Temba.
Walk up the stairs to Club Temba, and talk to the Maitre D. Tell
him you’re here to repair the lamp. You automatically take the LAMP from
the club.
Head right to the
main street, then up through the archway next to the phone booth, so you are
back in the alley with Arnie’s Bar. Enter Arnie’s Bar.
ARNIE’S BAR
The crew from the Biko is here. Talk to them and work through all
the dialogue. Look at BOOK on the table. It’s the
Captain’s Navigation BOOK, and Gimbo won’t let you take it because
it has a picture of a lobster on it, and he’s hungry. Look at drain in
the floor. Look at ALAMANAC hanging on the wall, and the
Bartender let’s you take it. Look at the shelves to see that they’re
empty. Look at radio on the counter to get a close-up, and learn that
it‘s tuned to the lighthouse radio. Now exit the close-up. Talk to
Bartender and work through all the dialogue. Learn that the service shaft
behind the Bartender leads up to the VIP Room in Club Temba. Interesting!
When you’re ready, leave Arnie’s Bar.
DOWNTOWN
Note the pigeon in the archway. Give NACHOS to
the pigeon. The pigeon knocks a PLUNGER to the ground,
as it takes the NACHOS. Take the PLUNGER.
Now walk up through the archway, to the street.
Head left to Club Temba,
then up to the port where the Biko is sitting. Continue left to the
lighthouse.
LIGHTHOUSE
Enter the
lighthouse.
Use CAN of lobster with teapot in the fireplace, to get
a can of LOBSTER SOUP.
Climb up stairs, to
top of the lighthouse.
Replace the broken lantern with the LAMP from Club
Temba. The light is back on. Go back down the stairs.
You tell Morten
that the light is working now. He’s pleased, but he still needs some
blueprints to make the lamp spin round. Leave the lighthouse.
Go right to the
dock where Biko is sitting.
DOWNTOWN
Make your way to
Arnie’s Bar.
ARNIE’S BAR
Give can of LOBSTER SOUP to Gimbo. He let’s you
take the NAVIGATION BOOK in return. Leave the bar.
DOWNTOWN
Make your way back
to the lighthouse.
LIGHTHOUSE
Enter the
lighthouse.
Give NAVIGATION BOOK to Morten. He uses it to fix
the gear, so the lighthouse lamp is spinning again. Leave the
lighthouse.
Head left to the
dock, where Biko is sitting.
DOWNTOWN
Make your way back
to Arnie’s Bar.
ARNIE’S BAR
After a short
cutscene, climb into the food shaft behind the counter. Watch another
cutscene, which results in you landing in the dumpster outside Arnie’s
Bar.
Talk to the sailor
outside the Bar. Talk to him again. Enter the Bar.
Talk to the Bartender and work through all the dialogue. Notice
the shelves are full of bottles again. Look at the Sleepy Sailors, then
take BOTTLE from the floor. Leave the Bar.
Walk up through the
archway, to the street.
DOWNTOWN
The woman you met
at the window is here again. This time, she invites you inside, out of
the rain. Look at the fancy car, then enter the building.
MAYOR’S OFFICE
Wow! It turns out, this is the Mayor’s Office. And your new
friend is called Andiswa. She’s the Mayor’s secretary. And she
hates her job! Look at fire extinguisher on the left. Look at MAP on
the wall, and click on each location to learn more about the town. Now
exit the close-up. Look at the computer terminal. Talk to Andiswa
and work through all the dialogue. Look at stairs on the right.
When you’re ready, leave the office and go back outside.
DOWNTOWN
Make your way back
to the Lighthouse.
LIGHTHOUSE
Enter the
lighthouse.
Talk to Morten and
work through all the dialogue. Leave the lighthouse.
Go right to the
port.
DOWNTOWN
Look at the crane. Look at the door leading to the train
station. Now notice that the Biko has a small RUBBER BOAT attached
to it’s front. Take RUBBER BOAT. Take top-right exit
into the Dark Alley.
Talk to Moe and
Vince, and work through all the dialogue. When conversation is over,
leave the Dark Alley.
Make your way back
to the Mayor’s Office.
MAYOR’S OFFICE
Give ALMANAC to Andiswa - she’s mesmerised by the
wonderful pictures it contains. Use her computer terminal, and search
for EXPEDITION. You see a report written by Leroy McIgbo, the
former Chief of Police. If you could find him, maybe you could get more
information about the expedition. Leave the Mayor’s Office.
DOWNTOWN
Use the phone booth to enter it. Pick up the PHONEBOOK,
and flip through to ‘M’ for Mrs McIgbo. Her phone number is 510
842. Dial that number to talk to Mrs McIgbo. Unfortunately, she
tells you her husband disappeared 10 years ago. I wonder if his
disappearance, and your father’s disappearance, are connected. You also
learn that the Armando Power Company has an office in Charnel Road. You
have to find a way to get there.
Go up through the
archway, to Arnie’s Bar.
ARNIE’S BAR
Enter the
Bar.
Talk to the
Bartender and work through all the dialogue. When you’re ready, leave the
Bar.
Walk up through the
archway, to the street.
DOWNTOWN
Walk left to the
Cinema Rex.
Approach the
cinema.
Talk to Ride
Reynolds, the taxi driver, and work through all the dialogue. He’s not
very helpful. He might be able to take you to Charnel Street, but he
needs a new tire for his taxi first. Look at the ticket booth and look at
the sign. When you’re ready, leave the area.
Head right to the main
street.
The fancy car is still here. Maybe you could get a TIRE from
this car, and give it to Reynolds. Use RUBBER BOAT with
the fancy car. Now you just need to inflate it. Enter Mayor’s
Office on the right.
MAYOR’S OFFICE
Talk to Andiswa and work through all the dialogue. Try to
take FIRE EXTINGUISHER on the left, but it can only be taken
in emergencies. Look at alarm on the wall to the right of the window, to
learn that it’s a smoke detector. Use MATCHBOOK with the
alarm to set it off. This releases the FIRE EXTINGUISHER.
After you turn off the fire alarm, take the FIRE EXTINGUISHER from
the wall. Now leave the office.
DOWNTOWN
Use FIRE EXTINGUISHER with RUBBER BOAT under
the fancy car to inflate it, thus raising the fancy car. Take WHEEL from
the fancy car. Walk left to the Cinema Rex.
Approach the
cinema.
Give WHEEL to Reynolds. To show you his
gratitude, he agrees to take you to Charnel Road. Unknown to either of
you, you are being followed!
CHARNEL ROAD
When you finally arrive at Charnel Road, it looks deserted. Have a
look around the place. Look at window on the right, and look at door on
the right. This is the Power Company office. Use BOLTCUTTERS on
the gate, then open the gate. Now walk up through the gate.
STEEL MILL
It’s really dark
here. Look at the power box to get a close-up. The aim here is to
turn the 4 dials until the gauge indicator shows on the far-right. Turn
them as so:
Turn top left dial 4 times
Turn top right dial 6 times
Turn bottom left 2 times
Turn bottom right dial 7 times
Now press the button under the meter.
If done correctly, the power will be restored, and you can see that
you’re in a steel mill. Use handwheel on the left - this operates the
smelter. Unfortunately there’s not enough melted iron in it yet.
Now walk back down the stairs and use Control Panel in front of the
entrance. This turns on the crane above you - notice where the crane
lands, when it‘s outside. Look at keybox to the left of the entrance to
get some KEYS. Leave the mill for now.
CHARNEL ROAD
Use KEYS in the truck - the truck releases it’s grip on
the police car. If you’ve played with the crane in the mill, you know the
police car is now in the ideal spot! Walk up through the gate to enter
the mill again.
STEEL MILL
Use control panel
in front of the entrance, and watch as the police car is picked up by the
crane, and dumped into the smelter. Now use handwheel on the left to
operate the smelter and make your very own girder. Use control panel in
front of the entrance, and watch as the crane picks up the girder and takes it
outside. Leave the mill again.
CHARNEL ROAD
Look up - your
girder is stuck between the 2 buildings, creating the perfect bridge.
Enter the mill.
STEEL MILL
Climb up stairs on
the right. Now watch a cutscene. There’s a new Big Bad in
town.
You now find
yourself in the Power Company office. Lina is here, and she explains what
she was doing with Barlow earlier on. Work through all the
dialogue.
POWER COMPANY OFFICE
Okay, you’re here to look for the missing POLICE REPORT.
Search bookshelf next to the window. Now search through all the drawers
on the right. There’s a lot of interesting information in these drawers…
but no missing POLICE REPORT. Eventually, Lina figures out
that the drawers are hiding a secret safe. You try to break into the
safe, but accidentally break the keypad. You automatically get a close-up
of it.
The keypad shows 9 buttons, representing 9 digits, starting at the top-right.
There’s also an LCD panel at the bottom that lights up when the buttons are
pressed. You need to figure out the correct 4-digit code for it.
It’s basically a game of Mastermind. Enter the code 4571.
Voila! The safe opens, and you find the missing POLICE REPORT.
It explains everything. The Power Company is more corrupt than you ever
thought!
Watch a cutscene,
which ends with you and Lina being dumped back Down Town.
DOWNTOWN
You’re outside
Arnie’s Bar, which is next to the back door to Club Temba. Lina will find
a way into Club Temba, while you look for Kita and your plane. Enter
Arnie’s Bar.
Talk to the Bartender and work through all the dialogue. Talk to
the Sad Sailor and work through all the dialogue. Apparently he has a
crush on Andiswa (the woman from the Mayor’s office) but he’s too nervous to
ask her out. You should help him. Look at drain on the floor.
Apparently the Bartender dumps eel rinse down the drain as hazardous
waste. Use PLUNGER on the drain, then use empty BOTTLE on
the drain to get some eel rinse. But the bottle is only half full, so you
need to find some more liquor. Take the PLUNGER back
again, then leave the bar.
Look at poster next
to the archway. Uh-oh… there’s a bounty on your head. Better not
get caught! Now walk up through the archway.
Look at the truck,
and talk to the Suspicious Man next to the truck. Enter Mayor’s Office on
the right.
Talk to Andiswa and work through all the dialogue. Look at box of
cigars on the counter to get some CIGARS. Leave the
office.
Walk right to where
Club Temba and Cinema Rex is situated. Club Temba is locked up like Fort
Knox! Approach the cinema.
Talk to the
Couple. Talk to the Cashier, and work through all the dialogue. There’s 3
films being shown tonight, but unfortunately, you don’t have any money buy film
tickets. Pity. Look at the popcorn machine, and the Cashier tells
you that no popcorn is available. Leave the Cinema.
Walk up to the
docks.
Walk left to the
lighthouse.
LIGHTHOUSE
Enter the
lighthouse.
Look at the teapot hanging in the fireplace. Use BOTTLE with
the teapot to fill it to the brim with liquor. Talk to Morten and work
through all the dialogue. When you’re ready, leave the lighthouse.
Walk right, back to
the dock.
DOWNTOWN
Talk top-right
exit, into the train station.
Hmmm, there are
goons everywhere. And it seems like they’re taking orders over the
radio. You automatically leave, before they see you.
Take middle-right
exit, into the dark alley.
Talk to Moe and Vince, and work through all the dialogue.
Give BOTTLE of eel rinse to them, and give CIGARS to
them. Now open the crate and take some CORN.
Unfortunately, the CORN is old and dried. Leave Moe and
Vince for now.
Take lower-right
exit to the Cinema Rex.
Approach the
Cinema.
Use CORN in the popcorn machine to make some
popcorn. The Cashier is very grateful to you, and gives you 2 FILM
TICKETS in return. Take the FILM TICKETS. Know
anyone that could use these? Leave the Cinema for now.
Make your way back
to Arnie’s Bar.
In Arnie’s Bar, give your FILM TICKETS to the Sad
Sailor. He gives you a VIDEO CASSETTE in return.
Now look at radio on the counter. Remember that the Bartender told you
there is a public band that he listens to police calls. Move the radio
buttons until you find that public band - 99.4. Ah-ha! Leave
Arnie’s Bar.
Walk up through the
archway.
Walk left to where
Cinema Rex and Club Armando are found.
Walk up to the
dock.
Walk left to the
lighthouse.
LIGHTHOUSE
Enter the
lighthouse.
Climb up the stairs
to top of the lighthouse.
Look at the radio to get a close-up. Remove the record that’s
playing. Change the Transmission Frequency to 99.4, then use 3rd record from
the left. The record is transmitted on the same frequency that the goons
in the train station use. The record is an advert for Loco Lonnie’s Used
Mattress shop, but the goons mistake the advert for orders that you, Kito and Lina
are hiding out in Main Street, and they leave to try and catch you, leaving the
train station unattended. Leave the radio and leave the lighthouse.
Walk right to the
docks.
DOWNTOWN
Take upper-right
exit into the train station.
TRAIN STATION
Thanks to your
clever trick, the goons have left the train station completely
unattended.
Look at the crates
to see that it’s flowers from Rosa’s flower shop in St Armando. But
something doesn’t seem quite right. Walk up through the back wall, to the
platform.
Search the junk pile to find an OIL CAN. Use the lift
to go up to top of the tower, and you see your airplane down in the junk
yard. Look down from the platform on the right to see Kito, who‘s still
in his prison uniform. Work through all the dialogue. When
conversation is over, you need to find a way to get your plane out of the junk
yard. Use the lift again to get to top of the tower, but it’s pitch dark,
and you can’t see a thing. You need to get some light up here. You
automatically travel back down to the ground. Leave the train station.
DOWNTOWN
Go left to the
lighthouse.
LIGHTHOUSE
Enter the
lighthouse.
Turn to use the
Doohickey, but Morten stops you. You need to distract him somehow.
Climb up stairs to top of the lighthouse.
Look at the reel on the right to see that it’s all rusty.
Use OIL CAN on the reel to grease it. Attach MODEL
SHIP to the pulley, then use the reel to lower the pulley. You
hear Morten down below, shouting that he can see the old Mistraker ship - his
favourite ship. Heehee. Climb back down the stairs.
Morten is well and
truly distracted! Use the Doohickey, then use the lever, to adjust the
spotlight. Play with it until it focuses on the crane at the train
station - this should be in the SE area. When the crane is lit up, leave
the lighthouse.
Walk right to the
docks.
DOWNTOWN
Take upper-right
exit into the train station.
TRAIN STATION
Walk up through the
back wall, to the platform.
Use the lift to
travel up into the tower. This time, you have enough light to lift your
plane out of the train station, and place it in the water at the docks.
DOWNTOWN
Now you have to help Lina steal back the journal of THE JOURNEY
DOWN.
Walk right to where
Club Temba and Cinema Rex is found.
Walk right to the
street.
Look at the truck,
which is now surrounded by police tape. Look at the newspaper rack to
read the headline. Go through the archway, to Arnie’s Bar.
Lina has managed to
open the back door into Club Temba. Walk through the back door, into the
club.
CLUB TEMBA
You automatically
take the lift up to the VIP Lounge.
That camera could
be a problem. Look at plaque on the wall. Look at door with the
keypad. Notice that 3 of the buttons have dirty marks on them.
Those buttons must be the key combination you need. Press 851.
Success! The door opens! Walk on through the door into the Security
Room.
There’s a guard in this room, but he doesn’t here you because he’s
wearing a headset. Read note next to the door. Look at the
video-storage device by the door. Look at the monitors. Now use
your VIDEO CASSETTE with the video-storage device to distract
the guard. He’s now glued to the monitor, and won’t bother you.
Leave the Security Room.
Back in the hallway, you can walk around freely, since the guard is
distracted. Look at the elephant head on the wall. Check the big
door to realise that someone is standing right behind it. You don’t want
to get caught! Try to open the window - it’s firmly shut. Use
your PLUNGER on the window to pull it open, then exit through
the window.
Walk across the
ledge, past the boss’s Meeting Room, until you see a triangle on the
wall.
Smash the wall several times, until the hole is big enough for you to
enter. Now enter the hole into the vault, and simply take the BOOK.
Well, that was easy. Uh-oh… you spoke too soon. You’ve set off an
alarm, alerting the baddies to your presence.
Well, this is an
unexpected turn of events! Barlow has realised the error of his ways, and
now wants to make amends. He holds off the goons, while you, Kita, and
Lina make your escape. Unfortunately, he gets shot dead in the
process. At least he died a good guy! Watch very dramatic cutscene,
which ends with you crash-landing on a beach in the Hatari Reef.
HATARI REEF BEACH
Search your tent to find a MACHETE. Look at BOOK on
the table to get a close-up. Look at the clock (pocket watch) to see that
it’s 10am. Now exit the close-up. Talk to Lina and work through all
the dialogue. She’s trying to figure out how to open the gate. Walk
up to the jungle.
Talk to Kito - the plane was destroyed during your escape, so he
salvaged what he could to make a raft. Look at the raft and look at your
cacti. Look at the runes. Now look at the jungle, and use MACHETE to
cut your way through the jungle. As you cut the thick plants, you find
some hidden stairs. Climb up the stairs to the pillar.
Look at the giant stone head. Now look at the pillars to realise
that the planks can be turned to create a different pattern. If you
looked at the BOOK on the table, this should seem familiar.
Turn the 4 pillars as so:
Pillar 1
- shows circles
Pillar 2
- shows zig-zags
Pillar 3
- shows bricks
Pillar 4
- shows lines
When the pillars
are set correctly, they’ll raise up, revealing an entrance. Walk up
through the entrance.
Press button on the
left - nothing happens. Walk up to the observatory.
The giant
observatory is in the middle, and it’s surrounded by pillars. Press
button on the pillar 4 times, to rotate the observatory. Now look at the
observatory. You should see a moon in the sky. Click on the moon -
the observatory is aimed right at the moon. Exit the moon-sky
scene. Now look at base of the observatory, and see that it’s pointed to
a lightning symbol. Leave the observatory area.
Back at the
entrance, look at the rotating runes in the floor to get a close-up. This
part is very complicated. There are clues scattered around the beach on
how to complete this, but it’s easier just to do as follows.
Press the moon rune
at centre until the moon rune of outer wheel lands above the lightning
symbol. Press the star rune at centre until the star rune of outer wheel
lands on the waves (with bars) symbol. Exit the close-up.
Press button on the
left - a panel on the pillar opens up. Look at the rotating runes on the
floor again to get a close-up.
Press the swirl
rune at centre so that the swirl rune of outer wheel lands on the next
symbol. Exit the close-up.
Press button on the
left - another panel on the pillar opens up. Look at the rotating runes
on the floor again to get a close up.
As before, press
the swirl rune at centre so that the swirl rune of outer wheel lands on the
next symbol. Exit the close-up. Press button on the left to open
another panel on the pillar. Repeat this until all 6 panels are
open.
Eventually, a
pedestal rises from the centre of the spinning runes circle. Look at it
to get the close-up.
Take IDOL from the pedestal, then exit the
close-up.
Return to where
Lina is trying to open the giant gate.
Look at the figure indentation in the gate - it looks just like
your IDOL. Place IDOL in the figure
indentation. The gate opens.
Watch the cutscene
as you, Kito, and Lina rush to enter through the gate before it closes
again.
Watch another
cutscene as the chapter closes.
What will become of
our heroes? Play the final chapter to find out!
The End.
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