YEAR: 1996
GENRE: FMV Graphic Adventure
WHERE TO GET IT: GOG
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LOMBARD STREET (THE NEUTRAL PATH)
ENTERTAINMENT LEVEL
PART 2
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~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DAY FOUR: OUT
OF THE PAST
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
POLICE STATION
Watch the cut scene
as you are interrogated by Mac Malden. A mysterious woman enters the
room, whispers something to Mac, and gets you off the hook. You’re free
to go. You automatically return to your apartment.
TEX’S OFFICE
Lucia Pernell calls
you on the vid phone. Tell her about Dag Horten, then end
conversation.
Now you should
check in on Emily, to see if she’s okay. That was quite an ordeal she
went through last night! Travel to Fuchsia Flamingo.
FUCHSIA FLAMINGO
Gus Leach is a lot
friendlier than the last time you saw him - he’s grateful to you for saving
Emily’s life. Talk to Emily and Ask About everything. Talk to Gus
and Ask About everything. Now end conversation and exit to the
alley.
ALLEY BEHIND FUCHSIA
FLAMINGO
In the alley, you
can hear a flapping noise. Look up at the lamp post - is that the brown
paper that Malloy’s box came wrapped in? If only you could examine the
paper. If you haven’t done so already, take ANTENNA from
the bin next to the Fuchsia Flamingo door, and extend it. Now use EXTENDED
ANTENNA on the brown paper to reach it. Look at BROWN
PAPER WRAPPER in your Inventory. Now combine BROWN PAPER
WRAPPER with VISUAL ANALYZING APPARATUS, then
examine V.A.A. AND BROWN WRAPPER.
Turn on the VISUAL
ANALYZING APPARATUS. Zoom into the lower left corner to find a PB
Meter Number - 3887412. That number can help you identify which post
office the package was sent from. Turn off the VISUAL ANALYZING
APPARATUS.
Now if you
remember, Dag Horton dropped something on the roof of Rusty’s Fun House, when
the two of you were fighting yesterday. Let’s go and retrieve it.
Head up to the roof of Rusty’s Fun House.
RUSTY’S FUN HOUSE -
ROOF
Climb up the metal
stairs to get to the adjoining roof. Look carefully near edge of the
roof, next to the skylight, and pick up the TRACKING DEVICE.
Now head back down to the street.
CHANDLER AVENUE
Look at the TRACKING
DEVICE in your Inventory, and turn it on. It starts
beeping. Horton must have been using it to track the box he stole from
Emily’s apartment. The closer you are to the box, the faster it will
beep. Head up towards Acme Warehouse, and notice that the beeping gets
faster when you are closer to the sewers. So Emily’s box must be down in
the sewers. Climb down the ladder next to Acme Warehouse, down into the
sewers.
SEWERS
SAVE YOUR GAME HERE. Follow the
beeping sounds - the ‘hot spot’ is near a junction, under a red light in the
ceiling. Look carefully at the wall - about halfway up, you’ll find a
brick that should come loose, but you can’t get a grip on it. Use CHISEL on
the brick to dislodge it. Now look at box in the hole. Uh-oh… there
seems to be some kind of mine attached to the box. You need to deactivate
the mine before you can take the box, and you only have a limited amount of
time to do it in. Basically, you need to transfer the coloured cells to
the opposite side. Okay, here goes.
- Transfer the light coloured red cell and
2 dark red cells to the other chamber.
- Transfer the light green cell and 2 dark
green cells.
- Transfer the light green cell and 1 dark
red cell.
- Transfer the light red cell and 1 dark
green cell.
- Transfer the light red cell and 2 dark
red cells.
- Transfer the light green cell and 2 dark
green cells.
Congratulations,
you have deactivated the mine. Now take BOX STOLEN FROM
EMILY from the hole in the wall. Look at it in your Inventory to
see that it has holes drilled in the top of it. Now return to your office
in the Ritz Hotel.
TEX’S OFFICE
There’s a nasty
surprise waiting for you back at the office - watch the cut scene as someone
grabs you from behind, and forces you to go with him to Jackson Cross’s office
at AutoTech.
AUTOTECH - JACKSON
CROSS’S OFFICE
SAVE YOUR GAME HERE. Jackson
Cross is not a man to mess with! So tread VERY carefully, cos if you say
the wrong thing, he won’t hesitate to blow your brains out! Talk to him
using the following options.
A. State the obvious.
C. Afraid irresponsible past finally caught up.
C. Get to the point.
B. Suspicious of commitment.
A. Tell part of the story.
B. Ask for leniency.
C. Let him in on the box.
B. Bargain.
A. Hand it over.
When interrogation
is over, you’re allowed to go back to your office.
TEX’S OFFICE
You have another
surprise visitor waiting for you in your office. This time, it’s the
mysterious woman from the police station. She introduces herself as Regan
Madsen. She’s in town looking for her father… Thomas Malloy! She
tells you about several boxes her father had sent out shortly before his
disappearance. Apparently, whoever has all the boxes, will become
extremely rich, and she wants you to join forces with her in order to find all
the boxes! She seems more concerned about finding the boxes, than about
finding her father. She hands you a note before she leaves.
Look at REGAN’S
NOTE in your Inventory to get her contact number, which you can use
later. Call Gordon Fitzpatrick and Ask About everything. Don’t call
Regan at the moment. This would be a good time to catch up with Mac
Malden. Travel to the police station in the San Francisco Map.
POLICE STATION
Talk to Mac and Ask
About everything. He can tell you which post office the package was sent
from. Now end conversation, and travel to the post office in the San
Francisco Map.
POST OFFICE
Someone at the post
office recognises the photo of Malloy, and directs you to the Garden House
Boarding House. Go there now.
GARDEN HOUSE
BOARDING HOUSE
Talk to the
landlady using the following options.
A. Get down to brass tacks.
A. Hand over the photo.
B. Patient.
A. Delineate the symptoms.
A. Get up on a pedestal.
She lets you into
Malloy’s room. Explore the room. Take PUZZLE BOOK from
the bedside table, and look at it in your Inventory. Try to open the
wardrobe, but it’s locked. Look at the roll-top desk, and open it.
Take ETS BUSINESS CARD and take COSMIC CONNECTION
MAGAZINE from the desk. Look at both items in your
Inventory. Open the middle drawer, and take ENVELOPE ADDRESSED TO
WITT. Examine it in your Inventory to find MALLOY’S DISC.
I wonder what’s on the disc? Travel back to your Computer Room in the
Ritz Hotel.
TEX’S COMPUTER ROOM
\ REC ROOM
Use MALLOY’S
DISC on the laptop. You need a password. Damn! You
have no idea what it could be. Travel back to the Garden House in the San
Francisco Map.
GARDEN HOUSE
BOARDING HOUSE
Hmmm, there’s a
pair of jeans on the chair. They weren’t there before. Take
the JEANS, then examine JEANS in your Inventory to
find a RENTAL RECEIPT. Examine RENTAL RECEIPT in
your Inventory to get the address to the Waterfront Warehouse. Travel
there now.
WATERFRONT
WAREHOUSE
Watch the cut scene
as you break into the warehouse. Well, well, well… you’ve finally found
Thomas Malloy. He starts to tell you about Roswell, when some NSA Agents
burst in, and shoot him dead! You barely escape with your life!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DAY FIVE: THE
PANDORA DEVICE
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
TEX’S OFFICE
Watch the cut scene
as you tell Fitzpatrick how you found Malloy… and about Malloy’s tragic
death. Now it’s Fitzpatrick’s turn. He tells you all about how he
met Malloy, about researching hieroglyphics, about Roswell, about the boxes…
and about his suspicions of an unfound alien spaceship here on earth.
Then he has to leave.
Your fax machine
beeps, telling you that you have a fax. Get the FAX, and look
at it in your Inventory to see that it’s from Lucia Pernell. When you’re
ready, travel back to the Waterfront Warehouse in the San Francisco Map.
WATERFRONT
WAREHOUSE
Explore the
warehouse. Move the box in front of you and take POSTAL RECEIPT that
was underneath the box. Look at POSTAL RECEIPT in your
Inventory to learn that Malloy sent out 5 boxes. You had one (the NSA has
it now), Fitzpatrick has one, and Regan Madson has one. I wonder who has
the other 3. Pick up FLIGHT SCHEDULE from the floor, and
look at it in your Inventory. It’s rather an unusual schedule. Walk
forward a few steps, and pick up ITEM #186 SCRAP from the
table. Walk forward a few more steps, and move pallets in the far-left
corner, to find a hidden Everlock Safe. Look at the safe to get a
close-up view of it. But how do you open it? Well, there’s a
mathematical relationship between the serial number on the ETS BUSINESS
CARD, and the combination. Have another look at the ETS
BUSINESS CARD in your Inventory, and try to work out the square root
of each of the 4 numbers. Turn the dial like so.
- Click on the right hand side of the dial
until you reach 22
- Click on the left hand side of the dial
until you reach 31
- Click on the right hand side of the dial
until you reach 15
- Click on the left hand side of the dial
until you reach 7
The safe will now
open. Look in the safe and take CONTAINMENT SCRAP and SMALL
KEY. Look at CONTAINMENT SCRAP in your Inventory to
learn that it refers to some kind of containment chamber. Look at SMALL
KEY in your Inventory to learn that it’s an old house key. I
wonder where you could use that key, Tex? Travel to the Garden House in
the San Francisco Map.
GARDEN HOUSE
BOARDING HOUSE
In Malloy’s room,
use SMALL KEY in the wardrobe door to unlock it. Open
wardrobe and have a look inside. Take MALLOY’S BRIEFCASE from
the top shelf. Take THERE ARE MESSAGES BOOK from the
floor. Open MALLOY’S BRIEFCASE in your Inventory to
find GATE OF THE SUN PHOTO and MALLOY’S NOTEBOOK.
Look at both items in your Inventory. Maybe Regan could help you decipher
some of Malloy’s notes? Now look at THERE ARE MESSAGES BOOK in
your Inventory to learn that Malloy was trying to make an anagram from the
book’s title. Return to your office in the Ritz Hotel.
TEX’S OFFICE
When you get back
to your office, the vid phone is beeping, to say you have a message - listen to
it. It’s Chelsee, calling to say that she’s enjoying her holiday, but
she’s a little homesick. Use the vid phone to call Regan, and arrange to
meet with her at the Imperial Lounge, the hotel she‘s staying at. Travel
to Imperial Lounge in the San Francisco Map.
IMPERIAL LOUNGE
Watch the cut scene
as you and Regan talk about Thomas Malloy, and you tell her about her father’s
death. She seems genuinely distressed by this news, but she gets over it
quickly, and starts worrying about finding the boxes again. You give her MALLOY’S
NOTEBOOK, and she gives you REGAN’S PUZZLE BOX. Now
return to your office in the Ritz Hotel.
TEX’S OFFICE
Your vid phone is
beeping to say you have a message - answer it. It’s Lucia Pernell.
Call her. She wants you to retrieve a file from AutoTech. Ask About
everything, then End conversation. Wow, that was fast! You’ve already
received PERNELL’S KEY that she sent over by express
courier! Your vid phone starts ringing again, so answer it. This
time, it’s Regan. Talk to her using the following option.
C. Make conversation.
She tells you that
she found references to OE, EW, and AE in her father’s notebook, before trying
to convince you that all this is for the fortune you‘re both going to make when
you solve the puzzle boxes. She really is a money-grabber, isn‘t she.
Call Gordon Fitzpatrick and Ask About everything. He thinks that AE may
refer to Archie Ellis. When conversation is over, you look up Archie’s
number. Call Archie - the person who answers clearly doesn‘t want to be
identified! Talk to him using the following options.
C. Cut to the chase.
C. Mention Malloy’s work.
A. JI Thelwait.
A. The Plain of Nazca.
A. The Gate of the Sun.
The person gives
you Archie’s address. Hang up your vid phone, and travel to the Cosmic
Connection shop in the San Francisco Map.
COSMIC CONNECTION
SHOP
Watch the cut scene
with Archie Ellis. Rather an excitable chap, isn’t he? When you get
the chance, Ask About everything. When conversation is over, return to
your office in the Ritz Hotel.
TEX’S OFFICE
Look at REGAN’S
PUZZLE BOX in your Inventory. Combine REGAN’S PUZZLE
BOX with MALLOY’S TAPESTRY, then examine REGAN’S
BOX, TAPESTRY. Now you have to solve an annoying slider puzzle.
Move the tiles around so that tiles on the box match tiles on the
tapestry. I’ve never been a fan of slider puzzles, so I found this very
tedious! Eventually I solved it, and got REGAN’S UNLOCKED PUZZLE
BOX. Or if you prefer to bypass the puzzle, view the puzzle on screen, and type
in 649. Look at this in your Inventory to find some PEGS and MALLOY’S
DEVICE PIECE #2. Travel to the police station in the San Francisco
Map.
POLICE STATION
Talk to Mac and ask
about Dag Horton. He tells you that Dag’s body was taken to the local
morgue, and he gives you the address. End conversation, then travel to
the Morgue in the San Francisco Map.
MORGUE
Explore the
morgue. Look at the refrigerated storage units, and open the bottom right
unit to see Dag Horton’s body. Get SCALPEL from the
table at the back wall. Look at filing drawers on the counter. Try
to open the drawer marked G-I (for Horton), but it’s locked. Use SCALPEL to
force the drawer, then open the drawer. Raise yourself up (press Left
Shift), and take HORTON’S WALLET and HORTON’S
KEY from the drawer. Search HORTON’S WALLET in
your Inventory to find SECURITY SYSTEM CARD. Look at HORTON’S
KEY to realise that it’s identical to the one you found earlier in
Horton’s office at AutoTech. Let’s go there now. Travel to AutoTech
in the San Francisco Map.
AUTOTECH - LOBBY
Enter Horton’s
office.
AUTOTECH - HORTON’S
OFFICE
Turn left and look
at the 2 filing cabinets. Use HORTON’S KEY to unlock
cabinet on the left. Open drawer, raise yourself up (press Left Shift),
and take MANLLA ENVELOPE from the drawer. Examine MANILA
ENVELOPE in your Inventory to find NSA KEY and PAPERS
FROM MANILA ENVELOPE. Examine PAPERS FROM MANILA ENVELOPE -
these papers are actually BAK MEMORANDUM and PAPER
WITH NUMBERS. Look at both items in your Inventory. Leave the
office.
AUTOTECH - LOBBY
Find the Evidence
Room, try to open it, but it‘s locked. Look at the keypad next to it -
you‘ll need to find a special card and pass code in order to open it.
Use SECURITY SYSTEM CARD with the keypad, then enter code
773348. Now enter the Evidence Room.
AUTOTECH - EVIDENCE
ROOM
SAVE YOUR GAME HERE. Look at
giant degaussing machine in the corner. Look for Locker B17, and
use NSA KEY on that locker to… unlock it. Take EMILY’S
PUZZLE BOX from the locker. But we’re not done here yet.
Open Locker B15 and take the CASH. Look for Locker E13.
Open Locker E13, raise yourself up (Left Shift) and take NSA ID BADGE.
Use PERNELL’S KEY to unlock Locker E36. Open Locker E36
and take OPERATION EUPHORIA DISC. SAVE YOUR GAME HERE.
Look at the degaussing machine in the corner. You need to use this
machine to demagnetise items you took from the lockers. If you don’t, an
alarm will sound, as soon as you leave the room. Okay, so this is how you
do it.
- Tap ‘Open’ on the keypad.
- Insert OPERATION EUPHORIA
DISC in the machine.
- Tap 1091 (from the Bak Memorandum) on the
keypad.
- Tap ‘Enter’.
- Take DEMAGNATISED DISC from
the machine.
- Insert CASH FROM LOCKER into
the machine.
- Tap 1091 on the keypad.
- Tap ‘Enter’.
- Take CASH from the
machine.
- Insert EMILY’S PUZZLE BOX into
the machine.
- Tap 1091 on the keypad.
- Tap ‘Enter’.
- Take DEMAGNATISED BOX from
the machine.
It is now safe for
you to leave the room.
AUTOTECH - LOBBY
Return to your
office in the Ritz Hotel.
TEX’S OFFICE
Now let’s take a
closer look at Emily’s puzzle box. Examine DEMAGNATISED BOX in
your Inventory, and combine it with the PEGS. Combine MAP
OF ASIA with FLIGHT SCHEDULE. Combine FILLED
MAP, FLIGHT SCHEDULE with DEMAGNATISED BOX, PEGS.
Now examine BOX, PEGS, FLIGHT SCHEDULE, MAP in your
Inventory. You need to place the pegs to connect 2 countries, according
to the flight schedule. It’s a bit hard to understand, since the map
locations don’t really line up with the puzzle box, so here’s what it should
look like.
The pegs centre at
Point 17, so insert your last PEG in there. Now examine UNLOCKED
DEMAGNATISED BOX in your Inventory to find MALLOY’S DEVICE
PIECE #1 and SLIDE. Look at both items in your
Inventory. Travel to the Cosmic Connection shop.
COSMIC CONNECTION
SHOP
Talk to Archie and
Ask About everything. End conversation, and travel back to your office in
the Ritz Hotel.
TEX’S OFFICE
Use your vid phone
to call Gordon Fitzpatrick, and Ask About everything. End conversation,
and hang up your vid phone. As soon as you do, you’ll get a call from
Regan. Talk to her using the following option.
C. Not really.
Now End
conversation, and hang up your vid phone. You set off for Roswell.
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DAY SIX:
SOUTH BY SOUTHEAST
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
ROSWELL - BUNKER
As you travel to
Roswell, something is niggling away at you. Then you realise what it is -
you saw a black speeder outside Archie’s shop, the last time you were there.
Something tells you that Archie is in danger. You need to warn him!
As soon as you arrive at Roswell, turn around, and go straight back to the
Cosmic Connection shop in the San Francisco Map.
COSMIC CONNECTION
SHOP
Watch the cut
scene, as you warn Archie to get out of town for a while. Now travel back
to Roswell in the North America Map.
ROSWELL - BUNKER
Explore the
bunker. Look at desk, open desk drawer, and take WALKIE-TALKIE.
Examine WALKIE-TALKIE in your Inventory to find the BATTERIES.
Look at chair at the back door, and pick up EMERGENCY PROCEDURES
BOOK from the chair. Look at nightstand next to the bed, and
take MATCHBOX that‘s lying on top of the nightstand.
Open nightstand drawer and take ROSWELL SECURITY CARD. Look
at the bed, and get LASER FIELD DIAGRAM from under the
mattress. Examine LASER FIELD DIAGRAM in your Inventory
- it contains some important information for a puzzle you need to solve
later. Now look at the tall lockers against the wall, open the lockers,
and take ROSWELL PADLOCK KEY. Look at the emergency bunker
door - you need to figure out how to open this. Now open back door, and
go outside.
ROSWELL - OUTSIDE
Turn around, and
look at the power switch next to the door. Turn on the power switch -
nothing happens. There must not be any power. Climb down the stairs
and explore the yard.
Look at the shed,
and pick up SPADE that’s leaning against the shed. Look
at the box next to the shed, and take the FUSE from on top of
it. Look at the boxes that are scattered around the yard, and find the
box next to the tower. You can move this box, so do so. You can now
see a broken cable segment. Look at it - it looks like it was once
connected to the cable above it. Keep that in mind! Look at storage
shed at the back, and use ROSWELL PADLOCK KEY in the padlock
to unlock it. Open shed, and have a look inside.
Take TOOLBOX and
take TORCH from inside the storage shed. Examine TOOLBOX in
your Inventory to find WIRE STRIPPERS. Examine TORCH -
it doesn’t seem to be working properly. Maybe the batteries are
dead. Combine your BATTERIES with the TORCH to
get LIVE TORCH. There, that’s better!
Look at the metal
laser field door. Look at the Military keypad, and use ROSWELL
SECURITY CARD on the keypad to open the door. Enter the
building.
ROSWELL - LASER
FIELD
Keep away from
those red lasers - they’ll kill you!
You need to find a
way through those lasers. Look at LASER FIELD DIAGRAM in
your Inventory again. Look at wall panel on the other side of the
room. The panel controls the laser field. Enter in the deactivation
code - ALPHA. You now have to ‘draw’ a path through the red squares on
the panel. This is what it should look like, starting in the bottom right
corner.
Slowly turn round, and notice that some of the red beams have turned
blue. The blue lasers are safe. SAVE YOUR GAME HERE,
then work your way through the path lit by blue beams.
On other side of the laser field, take POWER CABLE that’s
hanging on the wall, next to the tunnel entrance. Look at door in the
tunnel. Hmmm, it’s gonna be tough to open this door. SAVE
YOUR GAME HERE, then work your way through the path lit by blue beams
again. Now leave the building and go back outside.
ROSWELL - OUTSIDE
Remember the box next to the tower, that you moved earlier? Go
back to that box. Look at the broken cable segment in the ground.
In your Inventory, combine WIRE STRIPPERS with the POWER
CABLE, then use STRIPPED POWER CABLE with the broken cable
segment to repair the cable. Go to the back door of the bunker.
Look at power
switch next to the door, and turn it on. This time, you hear an alarm
sounding. Enter the bunker again.
ROSWELL - BUNKER
Look at the
emergency bunker door, and open it. Enter the emergency bunker.
Explore the bunker. Look carefully at the floor and find the
hiding place in the floor. Open hiding place, and take DYNAMITE
BOX from the hiding place. Examine DYNAMITE BOX in
your Inventory to get some DYNAMITE. Now leave the emergency
bunker.
Go back
outside.
ROSWELL - OUTSIDE
Return to the
building with the laser field.
ROSWELL - LASER FIELD
SAVE YOUR GAME HERE. Work your way through the path lit by blue
beams. When you reach other side of the laser field, SAVE YOUR
GAME HERE. Look at the door in the tunnel. The only way through
that door, is to blow it up! Combine your FUSE with
the DYNAMITE. Now position yourself close to the blue laser
beam, but at an angle where you can see the door in the tunnel. Use MATCHBOX to
light the DYNAMITE WITH FUSE, then throw LIT DYNAMITE at
the door in the tunnel. Now run back through the blue laser field, and
run out the building, so you are outside. Hope you make it in time!
ROSWELL - OUTSIDE
If you survived the
explosion, you’ll be back outside in the yard. Enter building with the
laser field again.
ROSWELL - LASER FIELD
SAVE YOUR GAME HERE. Yep, you guessed it. Work your way through
the laser field lit by blue beams.
At other side of
the laser field, look at what’s left of the door in the tunnel. Open the
door, and enter into the Main Roswell Complex. As soon as you enter, a
pocket of gas will knock you out.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
DAY SEVEN: SHADOWS IN THE DARK
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
HALLWAY 1
As soon as you wake up, SAVE YOUR GAME HERE. Something
is chasing you, and it’s NOT friendly! If you don’t deal with it soon,
you’ll end up dead!
Turn left, and follow the corridor round. Look for the
Dorms. Try to enter, but the door won’t budge. Use SPADE on
the door to loosen it. Now open the door and enter the Dorms.
DORMS
Explore the dorms. Pick up CD on the floor, next
to the over-turned table on the left. Walk forward into the Sleeping
Quarters.
Look at bunks on the left. Open drawer under the bunk, about
halfway down, and take DUCT TAPE from the drawer. Look
at bunks on the right. Open cupboard near the door, and get DISC
PLAYER. Open cupboard at the far end near the other door, and
get CONTAINMENT UNIT. In your Inventory, combine CD and DISC
PLAYER. Examine DISC PLAYER WITH CD, and watch the video
to learn that this alien entity feeds on energy. Leave the Dorms, and
return to Hallway 1.
HALLWAY 1
Walk forward a few
steps. Look for Storage Room 104 on the left, and enter it.
STORAGE ROOM 104
Look at barrel containing the diesel fuel. Pick up ACETYLENE
TORCH HANDLE from shelves at the back. Leave the Storage
Room.
HALLWAY 1
Turn left, and walk
up to the T-junction. Now turn left again, and look for the Mess Hall on
the left. Enter it.
MESS HALL
Find your way to
the kitchen.
Open fridge on the left of the kitchen, and get the ICE PICK.
Open overhead cupboards on the right, and take POT. Make your
way back to Hallway 1.
HALLWAY 1
Find your way back
to Storage Room 104, and enter.
STORAGE ROOM 104
Look at the diesel barrel that still contains some fuel. Puncture
the barrel with your ICE PICK, then collect fuel in your POT.
Return to the Mess Hall.
MESS HALL
Find your way to
the kitchen again.
There are 2 stoves here. Turn on the right-most ring (the other
rings don’t work), and place POT OF DIESEL FUEL on the lit
ring to heat it up, and get LIQUIFIED FUEL. Now return to
Hallway 1.
HALLWAY 1
Turn left, and look
for Storage Room 102 on the left. Enter it.
STORAGE ROOM 102
Take PLASTIC CASE that’s lying on top of crate at the
back. Examine PLASTIC CASE to find ACETYLENE
TORCH CUTTING TIP. Take box of SPARK PLUGS from
shelf on the right. Now leave the Storage Room.
HALLWAY 1
Turn left, follow
hallway round the corner, and look for the Generator Room on the right.
Enter it.
GENERATOR ROOM
Look at the back-up power generator on the left. Open the fuel
cap, and pour LIQUIFIED FUEL into the tank. Open the
small Access Door (next to the yellow Danger sign), and insert SPARK
PLUG. Go to other end of the generator, and look at the full primer
handle. Pump handle 3 times. Now open the small yellow Danger High
Voltage door (with the yellow sign), and push the green Power Switch. You
should hear the generator starting up now. Quickly leave the room.
HALLWAY 1
Wait until you
don’t hear the generator anymore, then enter the Generator Room again.
GENERATOR ROOM
Turn left, and see the alien entity hovering over the generator.
In your Inventory, combine CONTAINMENT SCRAP with the CONTAINMENT
UNIT, then use OPEN CONTAINMENT UNIT on the alien
entity. Watch the cut scene as you capture the little terror.
Phew! That’s a relief! Now pick up WIRE CUTTERS from
on top of the crate in the corner. Pick up OXYGEN TANK from
the other corner of the room, and then leave the Generator Room.
HALLWAY 1
Turn left, follow
corridor along to the end, and look for the Rec Hall. Enter the Rec
Hall.
REC HALL
Explore the room. Pick up ABDUCTOR toy from table
on the left. Pick up FREE WEIGHT BAR from the floor near
the treadmill. Take DART from the dartboard on the
wall. Pick up POOL CUE that’s leaning against the wall
next to the pool table. Leave the Rec Hall.
HALLWAY 1
Find your way back
to the Dorms.
DORMS
Walk forward, into
the Sleeping Quarters.
Continue forward
into the back room.
Turn left, and walk towards the partially-opened door. Look
at ROSWELL ID BADGE on the floor. Pity it’s out of your
reach. Combine POOL CUE with the DART, then
combine that with the DUCT TAPE to create a MAKESHIFT
SPEAR. Now use MAKESHIFT SPEAR to get the ID
BADGE. Leave the Dorms.
HALLWAY 1
Walk forward a few
steps, and turn left at the T-junction. Look for the lift door.
Open door, and enter the lift.
LIFT
Look at the buttons
next to the Control Panel, and press button for Level 2.
HALLWAY 2
Turn right, and look for the War Room. Look at the scanner next to
the War Room door. Use ROSWELL ID BADGE in the scanner,
then enter the War Room.
WAR ROOM
Explore the room. Take ALIEN PHOTOGRAPHS from
desk on the right. Take TOP SECRET DOCUMENTS from desk
near the wall map, and examine them in your Inventory. Pick up ABDUCTOR
REMOTE that’s hiding under the video projector. Look at the tape
player on the wall, and press ‘Play’ to hear about the probe on Level 1.
Leave the War Room.
HALLWAY 2
You’ve probably
realised that most of the rooms on this level are not accessible. You’re
going to have to find another way to search them. Return to Hallway
1.
HALLWAY 1
Go to end of the
hallway, near the Rec Room. Enter through door at end of the
hallway.
FAN ROOM
Look at the giant fan. Force FREE WEIGHT BAR into
the fan to jam it. Combine the alien ABDUCTOR with
the ROBCO BATTERY PACK, then combine LIVE ABDUCTOR with ABDUCTOR
REMOTE, to get the LIVE ABDUCTOR WITH REMOTE. SAVE
YOUR GAME HERE. Use LIVE ABDUCTOR WITH REMOTE with
the fan. You’re now controlling the Abductor via remote, and you have to
find your way through the ventilations shafts, up to the 2nd Floor.
VENTILATION SHAFTS
I found this
section to be very hard to control, and the Abductor spins around too
fast. I think the easiest way, is to hover your mouse over the required
button on the remote, and then tap the Enter key on the keyboard. Good
luck.
Turn the Abductor
around, so it’s facing away from the fan. Creep forward, and look for the
sign that says J1-1. Turn right here, and follow shaft to the end, so you
see J1-5. Turn right, and head towards the downward-facing arrow.
You’re now on Level 2.
Follow the shaft,
until you see a fan that’s blocking your path. Elevate yourself up, and
when your timing is right, rush forward past the fan. Hopefully, the fan
won’t have hit you.
Creep forward,
until you see J2-12. Turn left, and follow shaft to the Computer
Lab.
VENTILATION SHAFTS - COMPUTER LAB
Turn left, and take PHILLIPS SCREWDRIVER from behind
the overturned chair. Exit the room.
VENTILATION SHAFTS
Follow the shaft
until you see J2-12. Turn left, and follow the shaft until you see
J2-8. Turn right into this shaft, and follow it into the Metallurgy
Lab.
VENTILATION SHAFTS - METALLURGY LAB
Find HOSES that are hanging on the wall on the left.
Take the HOSES. Exit the room.
VENTILATION SHAFTS
Follow the shaft
back, until you see J2-8. Turn right. Follow shaft until you see
another fan. Elevate yourself up, and when your timing is right, rush
forward past the fan. Hopefully, the fan won’t have hit you. Now
follow shaft until you see J2-1. Turn left into this shaft. Creep
forward until you see J2-3. Turn right into this shaft. Follow
shaft along, into the Linguistics Lab.
VENTILATION SHAFTS - LINGUISTICS LAB
Go to middle of the room, turn right, and raise your elevation.
Get RED PASSCARD from the counter in front of you. Exit
the room.
VENTILATION SHAFTS
You’ve done
everything you need to in the ventilation shafts, so just press the Home Button
to exit the shafts.
FAN ROOM
You find yourself
back in the Fan Room, in front of the giant fan. Travel up Hallway
2.
HALLWAY 2
Look for the lift near the Reactor Room, and look at the Security Card
Reader next to the lift. Use RED PASSCARD in the
Security Card Reader to open the lift doors, then enter the lift.
Inside the lift, look at the Control Panel. Use PHILLIPS
SCREW-DRIVER on the panel to unscrew it, then open the panel.
Uh-oh… there’s explosives in the panel. SAVE YOUR GAME HERE.
Use WIRE CUTTERS on the explosives to cut the wires. Now
pick up the explosives, and quickly run along the hallway until you see the
yellow Toxic Waste Disposal Bin, which is at other end of the hallway.
Open Toxic Waste Disposal Bin, and throw the explosives into it.
Phew! Return to the lift, and head up to Level 3.
LEVEL 3
Wow, there’s a
giant spacecraft here! I bet Gordon Fitzpatrick would love to see
this! Turn left, and look for the door marked Miscellaneous Storage
Area. Open the door, and enter the room.
MISCELLANEIOUS STORAGE AREA
Explore the room. Get STRIKER that’s hanging from
a box on the right. Get ACETYLENE TANK from the shelf in
the middle of the room. Leave the room.
LEVEL 3
Look for the door marked Storage 101-200. This is where Item 186
is stored. That’s the piece Malloy needed. Try to open the door,
but it’s jammed. Okay, time for more drastic action. Combine ACETYLENE
TANK with HOSES, then combine that with OXYGEN TANK to
get TANK WITH HOSES. Combine ACETYLENE TORCH
HANDLE with ACETYLENE TORCH CUTTING TIP to get ACETYLENE
TORCH. Combine ACETYLENE TORCH with TANK
WITH HOSES to get ACETYLENE KIT. Finally,
combine ACETYLENE KIT with the STRIKER.
That’s a pretty powerful cutting tool you have there! Use LIT
ACETYLENE TORCH with the door marked Storage 101-200. Watch the
cut scene as you cut through the door. Now open the door and enter the
room.
STORAGE ROOM 101-200
Look through the glass panel, into the conveyor tract area. That’s
where Item 186 is. You just have to access it. You might want to
look at ITEM #186 SCRAP again. Now look at computer
system on the wall, and turn it on. But the system is malfunctioning, so
you’ll have to move all the items manually, and create a path to Item
186. This is how you do it.
Enter Item #186,
then Access Item Code 7AC. Now click on items, and move them like
so.
- 122
left
11. 188
down
21. 178 left
- 106
left
12. 199 down
22. 180 left
- 168
down
13. 198
right
23. 186 down
- 149
down
14. 160
up
24. 198 right
- 150
down
15. 166
up
25. 196 up
- 148
down
16. 195
up
26. 197 up
- 177
right
17. 192
up
27. 178 left
- 176
right
18. 182
left
28. 180 left
- 178
right
19. 188
down
29. 188 up
- 180
right
20. 199
down 30.
199 up
- 175
left
35. 176
left
39. 149 up
- 174
left
36. 150
up
40. 122 right
- 186
down
37. 148
up
41. 106 right
- 177
left
38. 168
up
42. 186 down
And Item 186 is out. Look at the glass panel again, and look at
the glass door separating you from Item 186. Simply open the door and
take POWER CELL (ITEM 186). Travel back to Hallway 1.
HALLWAY 1
Open door on the
right, where you first entered the complex, and walk through the door, back to
the laser field.
You automatically
return home, and go to bed.
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