CD RomClassics CheatsHintsToYourFavoriteGames1996
CD RomClassics CheatsHintsToYourFavoriteGames1996
CD RomClassics CheatsHintsToYourFavoriteGames1996
1942: The Pacific Air War-The Official Strategy Guide Microsoft Flight Simulator 5 .1: The Official Strategy Guide
The 11th Hour: The Official Strategy Guide Microsoft Golf: The Official Strategy Guide
The 7th Guest: The Official Strategy Guide Microsoft Space Simulator: The Official Strategy Guide
Across the Rhine: The Official Strategy Guide Might and Magic Compendium:
Alone in the Dark 3 : The Official Strategy Guide The Authorized Strategy Guide for Games I, 11 , Ill, and
Angel Devoid: The Official Strategy Guide N
Armored Hst: The Official Strategy Guide Mission Critical: The Official Strategy Guide
Ascendancy: The Official Strategy Guide Myst: The Official Strategy Guide, Revised Edition
Buried in Time: The Journeyman Project 2- Online Games: Jn-Depth Strategies and Secrets
The Official Strategy Guide Oregon Trail II: The Official Strategy Guide
CD-ROM Games Secrets, Volume 1 Panzer General: The Official Strategy Guide
CD-ROM Unauthorized Game Secrets, Volume 2 Perfect General II: The Official Strategy Guide
Caesar II: The Official Strategy Guide Power Pete: Official Secrets and Solutions
Celtic Tales: Balor of the Evil Eye-The Official Strategy Prima's Playstation Game Secrets: The Unauthorized
Guide Strategy Guide
Civilization II The Official Strategy Guide Prince of Persia: The Official Strategy Guide
Command and Conquer Secrets and Solutions Prisoner of Ice: The Official Strategy Guide
Cyberia: The Official Strategy Guide The Residents: Bad Day on the Midway-The Official
Cyberia2 Resurrection: The Official Strategy Guide Strategy Guide
Dark Seed II: The Official Strategy Guide Return to Zork Adventurer's Guide
Descent: The Official Strategy Guide Ripper: The Official Strategy Guide
Descent II: The Official Strategy Guide Romance of the Three Kingdoms N : Wall of Hre-
DOOM Battlebook The Official Strategy Guide
DOOM TI: The Official Strategy Guide Shannara: The Official Strategy Guide
'Dragon Lore: The Official Strategy Guide Sid Meier's Civilization, or Rome on 640K a Day
Dungeon Master Tl: The Legend of Skullkeep- Sid Meier's Civilization II: The Official Strategy Guide
The Official Strategy Guide Sid Meier's Colonization: The Official Strategy Guide
Fleet Defender: The Official Strategy Guide SimCity 2000: Power, Politics, and Planning
Frankenstein: Through the Eyes of the Monster- SimEarth: The Official Strategy Guide
The Official Strategy Guide SimFarm Almanac: The Official Guide to SimFarm
Front Page Sports Football Pro '95: The Official Playbook Simlsle: The Official Strategy Guide
Fury3: The Official Strategy Guide SimLife: The Official Strategy Guide
Hell: A Cyberpunk Thriller- The Official Strategy Guide SimTower: The Official Strategy Guide
Heretic: The Official Strategy Guide Stonekeep: The Official Strategy Guide
I Have No Mouth and I Must Scream: The Official Strategy SubWar 2050: The Official Strategy Guide
Guide Thunderscape: The Official Strategy Guide
In The 1st Degree: The Official Strategy Guide TIE Hghter Collector's CD-ROM : The Official Strategy
Kingdom: The Far Reaches-The Official Strategy Guide Guide
King's Quest VU: The Unauthorized Strategy Guide Under a Killing Moon: The Official Strategy Guide
The Legend of Kyrandia: The Official Strategy Guide WarCraft: Ores & Humans Official Secrets & Solutions
Lords of Midnight: The Official Strategy Guide WarCraft II: Tides of Darkness-The Official Strategy Guide
Machiavelli the Prince: Official Secrets & Solutions Warlords II Deluxe: The Official Strategy Guide ·
Marathon: The Official Strategy Guide Werewolf Vs. Commanche: The Official Strategy Guide
Master of Orion: The Official Strategy Guide Wing Commander I, TI, and III: The Ultimate Strategy Guide
Master of Magic: The Official Strategy Guide X-COM Terror From The Deep: The Official Strategy Guide
Mech Warrior 2 : The Official Strategy Guide X-COM UFO Defense: The Official Strategy Guide
Mech Warrior 2 Expansion Pack Secrets and Solutions X-Wing Collector's CD-ROM: The Official Strategy Guide
Microsoft Arcade: The Official Strategy Guide
How to Order:
For information on quantity discounts contact the publisher: Prima Publishing, P.O. Box 1260BK, Rocklin ,
CA 95677-1260; (916) 632-7668. On your letterhead include information concerning the intended use of
the books and the number of books you wish to purchase. For individual orders, tum to the back of the
book for more information.
eD-Kem eiassics
eheat~ and ijint~
to Your favorite Game~
The eondor
Prima Publishing
is a registered trademark of Prima Publishing, a division of
)
Prima Communications, Inc.
I
TM
©1996 by Prima Publishing. All rights reserved. No part of this book may be
reproduced by any means, electronic or mechanical, including photocopying,
recording, or by any information storage or retrieval system without written
permission from Prima Publishing, except for the inclusion of quotations in a
review.
All products and characters mentioned in this book are trademarks of their
respective companies.
Important:
Prima Publishing, Inc. , has made every effort to determine that the information
contained in this book is accurate. However, the publisher makes no warranty,
either express or implied, as to the accuracy, effectiveness, or completeness of
the material in this book; nor does the publisher assume liability for damages,
either incidental or consequential, that may result from using the information in
this book. The publisher cannot provide information regarding game play, hints
and strategies, or problems with hardware or software, Questions should be
directed to the support numbers provided by the game and device manufacturers
in their documentation. Some game tricks require precise timing and may
require repeated attempts before the desired result is achieved .
ISBN: 0-7615-0804-X
Library of Congress Catalog Card Number: 96-69049
Printed in the United States of America
96 97 98 99 BB 10 9 8 7 6 5 4 3 2 1
HAMPSHIRE CO
The Condor owes a huge debt of gratitude to the cheat industry, offi-
cial and unofficial , which flutters like a flock of vultures around the
periphery of the computer gaming world . I played all 20 of the games
in this book by myself, and created my own walkthroughs. But without
the help of gamers posting hints across the Internet, I couldn t have
finished this book in a hundred years , much less in the six weeks I
actually did.
Thanks also to the project editors at Prima Publishing, Stefan
Grun wedel and Brian Taylor, who shepherded this project (in its vari-
ous permutations) to completion.
vii
lntroduction
Warning: This is a cheat book!
Ha! As if you didn 't know. But I am required by the Civil Code in 37
states to open my introduction with this warning , lest you accidentally
read ahead and hurt yourself. By the way, I'm The Condor. I'm a bird.
A vulture, actually. I spend a lot of time ramming my head into rotting
animal flesh , and I feel pretty good about it. In the past two years, I've
also played about 127,000 computer games. Believe me, that's a lot
of dead meat. So I consider myself an expert in these matters.
Enclosed within these covers you'll find an unauthorized guide to
20 of the best CD-ROM games ever made. Some are quaint, some a
bit long in the tooth . All are classics, in my book. (And this is my book,
by the way) I don 't care if Eric the Unready looks like a 1939
Packard , graphics-wise. It's still the funniest computer game I've ever
hawked up gobbets of carrion at. And pal , I've hawked at them all.
Of course, all the super-titles of the past few years are included-
Myst , Wing Commander lII; Phantasmagoria , Full Throttle, Under
a Killing Moon , The 7th Guest and The 11th Hour, and that criti-
cally-acclaimed pair of Gabriel Knight mysteries. Also included are a
few of my quirky personal favorites , such as Return to Zork and Sam
ix
eD-Rem etassi~: Chezits zrnd llints to Your fzivorite GZ11ttes
& Max Hit the Road. Still others are in here for no particular rea-
son whatsoever. Writing books is so great! Really, I recommend it
to anyone .
x
1
The 7th Ciue~t
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Gameplay 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
1
CD-fiem Classi~: CheDts zmd ijints to Your fD-vorite Gmnes
The ~tory
The 7th Guest takes place inside the haunted mansion of million-
aire toymaker Henry Stauf. The premise is kind of neat and
grisly-50 years ago, six invited guests disappeared in the mansion ,
never to be heard from again. A TV journalist doing a story on the
mystery for Case Unsolved has met an untimely demise. We know
this because a local finds his severed arm floating merrily down the
Hudson River. (Being a vulture, well .. . I drooled.) Meanwhile,
blood-chilling screams and such emanate from the old mansion .
Now you too have received an invitation to enter the place. You are
The 7th Guest.
What you find is gothic horror, remarkably rendered . Your goal
is to solve a series of 23 diabolical puzzles spread throughout the
rooms of the house. Each puzzle, when solved, triggers a ghostly,
ghastly video sequence featuring previous guests . . . and accompa-
nied by some of the creepiest music and SFX you 'll ever hear.
Ultimately, you unravel the mystery by piecing together the clues
you get in these video segments.
The Verdict
Before seeing The 7th Guest , the Condor knew it was widely con-
sidered the hottest CD-ROM game of its time. Thus I examined it
with a tough, skeptical eye, holding it to the highest standards of
interactive gaming ... and I was still blown away. Even now there
2
ehapter 1 The "Ith Guest
* **
General Tips
And Speaking of Puzzles .. .
Several of the puzzle-solving strategies below are provided cour-
tesy of Ruse! DeMaria, whose book The 7th Guest: The Official
Strategy Guide (Prima, 1993) also includes a highly entertaining nar-
rative tour of The 7th Guest; the game's original script, as written by
Trilobyte, the design team ; an interview with Graeme Devine and
Rob Landeros, the game's two principal developers· a reprint of the
original design document; and a helpful index of rooms and puzzles.
So if you find yourself caught up in the deliciously gruesome
world of Stauf Mansion , and want to explore it in more depth , pick
up a copy of DeMaria 's book.
* * *
The flythrough
As in many interactive CD-ROM games, there is no single correct
solution path through The 7th Guest. There is, however, a rough
chronology to the game, based on a logical narrative order. So we 'II
begin our flythrough with a chart of the rooms and their puzzles,
listing what you need to accomplish before each room becomes
available.
3
C!D-fi0M C!lassics: ebems mtd l}ints to Your fzivorite 6mnes
Dining l\oom
Click on the cake. (After you solve the puzzle, five new rooms are
available : the kitchen on the first floor ; on the second floor, the
4
C!hapter 1 The 1th 6uest
game room and the bedrooms of Julia Heine, Martine Burden, and
the Knoxes. The Spiders puzzle at the front door is activated as
well.) Exit the dining room and go left into the kitchen.
5 5 4 4 3 1
5 5 5 4 3 1
6 6 4 4 3 1
6 6 6 3 3 1
2 2 2 2 2 1
Kitchen
Click on the cupboard. After solving the puzzle, click on the door to
the right of the cupboard to be transported into the basement.
Ila:>ement
Click on the grate. After solving the puzzle, go through the grate
and move forward to the Maze.
5
C!D-H.6M C!lussics: ehezits zind ljints to Your fzivorite eiwnes
maze
You can use the cheat map below to work your way through the
Maze , or you can have some integrity and go upstairs to the
Knoxes' bedroom first. There 's a map of the Maze on their carpet.
After negotiating the Maze, you'll come to the Crypts puzzle.
6
ehapter 1 The 'Ith 6uest
The C!rypt~
After solving the puzzle, you'll move down the winding staircase to
view the cut-scene. When it's over, click on the casket to return
to the beginning of the Maze. Return to the kitchen , click on the pot
on the stove to view the scene with Julia Heine, then go back to the
stained-glass front door.
f'ront Door
After solving the front door puzzle return to the library and use the
secret fireplace passage to get to the second floor. Move down
the narrow corridor to the main hallway turn left then go to the
first door dead ahead. Enter the game room .
8
ehapter 1 The 'Ith Guest
Game Room
Click on the chessboard, then solve the puzzle. (Note : The corner
pocket of the billiards table is a secret passage to the stove in the
kitchen.) Exit the room, then enter the first door on the right, Julia
Heine's bedroom.
I I I Q I I I I
I I I I I Q I I
I I I I I I I Q
I Q I I I I I I
I I I I I I Q I
Q I I I I I I I
I I Q I I I I I
I I I I Q I I I
9
C!D-ll0lH C!lu:ssic.s: Chea.ts and Jiints to Your favorite Garnes
Martine·~ Bedroom
Click on the bed. After you solve the puzzle, watch the scene, exit,
and go directly across the hall to the Knoxes' bedroom.
10
ehapter 1 The 'Ith Ciuest
11
CD-1\eM Classi~: eheats and Jlints to Your l'avorite <:lames
1ibrury
View the scene. Then enter the fireplace and take the secret pas-
sage back upstairs. Go through the door that lies straight ahead
across the hall.
First Pattern
12
C!hapter 1 The 'Ith Guest
Second Pattern
C!hupel
After you solve the puzzle of the floor flagstones , you'll reach the
altar and view the scene with Stauf and Dutton. Go into the confes-
sional to the right of the altar. You'll pass through a secret doorway
into the laboratory.
13
CD-fi0M Classics: ehezits mid Jlints to Your favorite Games
Laboratory
Click on the microscope in the back of the lab and play the microbe
game. If you can 't win the game, you can go back to the library to
get hints. But forget the door-it's locked! You have to go through
a secret passage-the barred gate to the left of the microscope.
After you solve the puzzle (or it solves itself after three trips to the
library for hints), go back to the library, then exit the library, turn
right, and enter the music room.
music fioom
Click on the piano to activate a scene, then click again to get a key-
board close-up. After solving the puzzle, click on the plant next to
the bookcase to be transported to Dutton's room. Exit into the hall-
way. Then enter the bathroom, across the hall and to the right.
14
ehapter 1 The 'Ith Guest
'Bathroom
Click on the checkered floor tile. After you solve the puzzle and view
the scene of Martine in the bathtub, click on the sink to take a really
spidery secret route to the library, then climb back up the main stair-
way. Turn right at the top of the stairs and go down to the end of
the hall , then turn right into Hamilton Temple's bedroom .
Here's the solution, with moves in sets of five for your visual
convenience. Click on the knights in the following spaces:
A2, Cl , 83, Al , C2
E3 , OS, 84, C2, A3 ,
C4, ES , 03, CS, E4,
C3, BS, 04, C2 , El ,
03, Cl , 83, AS, C4,
A3 , C2, E3 , C4, ES ,
03, 82, A4, CS, 83,
02 , E4, CS, 83 , 02,
15
eD-'R0llJ elassi~: Chems mid l}ints to Your f'z:avorite <:imnes
First Pattern
16
ehapter 1 'The "Ith Guest
Second Pattern
Portrait Gallery
For fun , examine the various portraits. Then solve the puzzle in the
portrait of Stauf's face-three faces, actually. After that, click on
the painting of the grand piano to return to the music room . Exit
and go up the stairs. Turn left, view the scene with Temple and Eli-
nor Knox, then enter the room at the end of the hall.
1 2 3
4 5 6
7 8 9
1"1
C!D-1\~m C!lassics: Chems zind l}ints to Your favorite (fomes
l>oll 1\oom
Click on the table, then on the small box that sits there . After you
solve the flip puzzle, view another scene with Temple and Elinor.
Then click on the small marionette stage against the wall.
1B
ehapter 1 The 'Ith Guest
single strategy that works every time ; you may have to click on the
bottom of the screen to completely reset the puzzle a few times. But
here's one strategy (courtesy of Ruse! DeMaria, from his fine strat-
egy guide for The 7th Guest) that will work sooner or later if you're
patient:
1. Reset the whole puzzle (click at screen bottom) over and over
until any two of the vertical columns are the same.
2. Click on the button above the remaining vertical column-again,
over and over, probably many times-until it matches the pat-
tern of the other two.
3 . Click on the button to the left of horizontal row 1 until it matches
row3.
4 . Click on the button to the left of horizontal row 2 until it matches
rows 1 and 3 . Now all squares should show the same picture.
5 . Here it gets tricky, so read carefully: Click on the button above
vertical column 2 until it displays the picture that is one incre-
ment before the picture in vertical column 3. (Obviously, you'll
have to pay attention to the incremental sequence as you click
on the button.)
6. Now click on the button above vertical column 1 until it displays
the picture that is one increment before the picture in vertical
column 2.
7. Click on either button (left or right) in horizonal row 3 until it dis-
plays the correct arrangement.
8 . Click on either button (left or right) in horizonal row 2 until it dis-
plays the correct arrangement.
9 . Click on either button (left or right) in horizonal row 1 until it dis-
plays the correct arrangement. Done!
19
eD-H.t)M etassics: Chem:a Dild llint:a to Your favorite Gmne:a
1 2 3
12 D A T 4
11 y 0 B 5
10 T E G 6
9 8 7
Door Knocker
From the library, go through the secret passage in the fireplace ,
then turn around and click on the door behind you. A knocker with
a pentagram will appear. After you solve the puzzle, click on the
door to enter, then climb the staircase to the attic.
20
ehapter 1 The 'Ith Guest
ffttic
Click on the model tower at the right. After you solve the puzzle, go
through the door at the far end of the attic for the final scene.
21
2
The 11th ijour
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Game play 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
23
C!D-fi6m' C!lassics: Chezit:s zind ljint:s to Your fzivorite 6mne:s
The 11th Hour is the sequel to one of the most popular computer
games of all time, The 7th Guest. Like its predecessor, The 11th
Hour takes you on a creepy tour of the haunted mansion of Henry
Stauf. Although players go "treasure hunting" for some objects, the
bulk of the game 's interactivity involves puzzle-solving , featuring
some diabolical games of the brainteaser variety.
The ~tory
Ever since The 7th Guest hit it big, people have been dying to get
into the Stauf mansion. That's the problem with success. The house
is a little disturbed by all the attention. Now that nosy, ambitious
Robin Morales, producer of TV's tabloid-trashy Case Unsolved , is
poking around Harley-on-Hudson, stirring up trouble. The house
is not amused. When the house is not amused , look out, man. Don't
touch those gates. Think I'm kidding? Hey, ask that waitress with
the prosthetic hand .
But I digress . You are Carl Denning, lead reporter for Case
Unsolved . Your romantic involvement with Ms. Morales ended on a
sour note , but you still care about her. Now she's disappeared. Her
research into all the dead bodies and bloody rocks and demon
spawn have run her afoul of Stauf. Plus, as Henry himself puts it,
"The house must be fed. " Now Robin is trapped inside. She can't
get out. How do you know all this, Carl? Well, somebody sent you a
weird little laptop called a GameBook. I think Steve Jobs invented it.
It has a modem so powerful you can jack directly into the
time/space continuum and see snippets of well-lit, professionally
videotaped back-story.
Carl, there's only one thing to do. Go to the house. Grim horror
and a great many fiendish puzzles await (15 , to be exact). And
Stauf, too, is there, full of taunts and corny puns and devilish ana-
gram clues and , well, a cheese grater. Man , even the toothpaste is
evil. And a lot of moldering meat-like substances are lying around.
This house was made for a vulture like me.
24
ehapter 2 The 11th Jlour
The Verdict
OK, it wasn 't much different from The 7th Guest. So all the old
criticisms of the predecessor apply-some hokey acting, puzzles
unrelated to the story, puzzles too hard/easy (depending on your
point of view), and like most computer games, an anticlimactic
finale . Add to that list the fact that, for a horror game, it's not very
scary.
But so what? Hey, did you like The 7th Guest regardless of all
the critical carping? Of course you did. So did I. So did everybody.
The same is true of The 11th Hour. And this is a bird who despises
brainteaser puzzles. I mean, if I want to play Pente (Stauf's final
challenge) I'll buy a board and some beads. But still , I loved this
game. Between the GameBook Help function and the official strat-
egy guide, I was able to keep my frustration low. Meanwhile, the
slow, teasing revelation of the story and Stauf's spooky omnipres-
ence kept me plunging hungrily ahead.
The Condor gives The 11th Hour an 8 overall .
***
The flythrough
Note that some of the puzzles are artificial intelligence (AI) games
that pit you against Stauf- i.e., the computer. These games set up
and proceed randomly and thus have no single "solution. " So I can't
give you answers. But remember-if you get frustrated , you can use
the Help function in the GameBook to solve the puzzle for you.
'7:00 P.m.
After the opening movie, you end up in the foyer of Stauf' s man-
sion. Move forward on the right side of the staircase. Turn right and
go through the door into the Library.
25
C!D-R~M C!lassi~: ehezit:a zind ijint:a to Your fzivorite 6mne:a
Library
Turn right. Examine the eyeball on the bottle sitting on the fireplace
mantle. Play the video. Exit the close-up, turn right again , and exit
the room into the foyer.
foyer
Go up the stairs. At the top, turn left and enter the second room on
the left.
Dutton's Room
Examine the cash register in the back right corner. Puzzle time! In
the top row, click on the five leftmost keys. In the bottom row, click
on the three leftmost keys. Solving this puzzle "opens" Dutton 's
room for further exploration. After you exit the close-up, turn right
and click on the champagne bottle on the floor. Click on the cork.
Play the video. Exit the room and go back downstairs to the foyer.
foyer
Go to the table on the left side of the staircase and examine the par-
tial chessboard with four chess pieces, all knights. You must reverse
the positions of the black and white knights:
• Move the northernmost black knight SEE, SSW, NNW,
and SEE.
• Move the westernmost white knight WNN , EES, SSW,
and ENN.
• Move the easternmost white knight SWW, WNN, EES,
and SSW.
• Move the westernmost black knight NEE, NWW, SSE,
and EEN.
• Move the southernmost white knight ENN, NWW, and SSE.
• Move the northernmost white knight SSE, NNE, and NWW.
• Move the southernmost black knight NWW, SSE, NNE,
andSWW.
• Move the northernmost white knight SEE, SSW, and NNW.
26
ehapter 2 'The 11th tlour
Gallery
Examine the painting to the left of the fireplace. In the close-up,
click on the satyr. Play the video. Turn right twice and click on the
green painting on the back left wall to return to the foyer. Go back
to the library.
Library
Turn right twice. Click on the bookshelf to get closer, and then activate
the puzzle. Number the books 1 to 8 , left to right. Click on the spot
between the two books in the following pairs: 2/3, 3/4, 6/7, 1/2.
(Note: Renumber the books after each move .) Solving this puzzle
opens the library to further exploration . Turn right and examine the
globe. Play the video. Exit the library and go back upstairs to Dut-
ton 's room .
Dutton'0> l\oom
Enter the closet door to the left of the bed. The secret passage leads
to the chapel.
ehapel
Turn left and go through the arched doorway into the laboratory.
Laboratory
Turn left twice and examine the box on the table. More puzzle fun ,
but this time it's an AI game, so I can't give you a surefire solution
path. Good luck! After you win , click on the·medicine bottle next to
21
CD-fi0M Classics: ehezits and l}ints to Your favorite Gmnes
the box, and click on the tablet in the close-up. Play the video. Exit
and return to the foyer.
foyer
Look at the painting on the wall opposite the grandfather clock. In
the close-up, click on the robin (lower right) . Watch the video. Go
back through the grandfather clock into the gallery.
Gallery
Examine the geometric painting on the floor (beneath the painting
of the girl in a blue dress)-another AI puzzle. Keep trying-this
one's much easier than the other AI game. After you win, play the
chapter-ending video. When you exit the close-up, the clock strikes
eight.
8:00 P.m.
Go back to the library.
Library
Turn right and click on the desk. In the close-up, click on the left
side of the desk. The desk animation triggers a new riddle/clue from
Stauf. Exit into the foyer and go back through the grandfather clock
to the gallery.
Gallery
Examine the torso statue on the ground. Play the video. Exit the
close-up. Return to the foyer, go upstairs, and return to Dutton's
room .
Dutton's Room
Examine the cork in the champagne bottle again. (Notice it keeps
replacing itself?) This triggers another new riddle from Stauf. Exit
into the hall, turn right, and proceed forward into the room at the
far end of the hall.
28
ehapter 2 The 11th 'fjour
6ameRoom
Turn right and click on the pool balls on the table. All of them are
white cue balls in a 3-by-3 arrangement. Number them according to
the diagram below:
1 2 3
4 5 6
7 8 9
Then click on them in the following order: 6, 8, 9, 5, 7, 4 , 1, 2, 3.
Exit the close-up , turn left twice, and examine the picture on the
wall. Click on the Irish setter at far right. Play the video. Gross! Exit
the close-up and go back down to the foyer.
foyer
Examine the face of the grandfather clock. Watch the automatic
sequence. Go to the top of the stairs, turn left, and go into the sec-
ond room on the right. ,
llathroom
Turn right and look down at the drain on the floor. Puzzle time! And
with spiders, no less. Note that the star pattern has eight points.
Starting with the brown spider at the upper right, number the points
of the star clockwise from 1 to 8. Then direct the spiders to make
the following moves:
• 1to4
• 3 to 6 to 1
• 5 to 4 to 3 to 6
• 7 to 2 to 5 to 8 to 3
• 4 to 7 to 2 to 5
• 1to4 to 7
• 6 to 1
Solving this puzzle 'unlocks" both the bathroom and the dining
room for further exploration. Examine the straight razor on the
edge of the tub. Play the video. Exit the bathroom and go back
29
CD-R0M Classics: C!hezits Wld l}ints to Your favorite eiDmes
downstairs to the foyer. At the bottom of the stairs, turn right, and
then go forward through the double doors into the dining room .
Dining Room
Turn left and examine the painting on the wall. In the close-up click
on the orange . The disgusting vision triggers another clue from
Stauf. Exit the room and go back upstairs . At the top of the stairs,
turn left and enter the first room on the right.
Knox's Room
Turn right twice and examine the mirror just to the right of the door.
Yes, another random puzzle, with sliding pieces this time. I hate
these , so I immediately ask the GameBook to solve this one for me.
You can use a consistent strategy, but it takes pages to explain. If
you want this, get Ruse) DeMaria's excellent book, The 11th Hour:
The Official Strategy Guide from Prima. Solving this puzzle opens
both this room and the chapel to further exploration. Turn right and
examine the painting above the fireplace . Play the video. Go back
down to the library,
Library
Turn right and examine the painting just left of the fireplace . Click
on the Great Dane and watch the weirdness. Go upstairs to Dut-
ton's room and go through the closet to the chapel.
Chapel
Turn left and examine the stone carving just left of the door. Yikes,
another AI puzzle. Basic strategy: Always start in the center square.
When Stauf blocks, start building in the opposite direction and
head for the nearest corner. Other than that, you're on your own
again. When you win, exit the close-up of the puzzle and play the
end-of-chapter video. When you close the GameBook, the clock
strikes nine.
30
Chapter 2 The 11th Jiour
9:00 P.m.
Go to Dutton's room.
'Dutton's Room
Examine the TV. Play the video. Return to the chapel.
Chapel
Examine the organ. Not much happens, but afterwards, you get a
new clue from Stauf. Return to Dutton's room, and then go directly
across the hall to the stairway. Take the stairs up to the attic.
ruttc
Examine the toy train-another puzzle revealed . Use the track
switcher to spell "Stauf" with the letters. Here 's how:
1. Click on the left track switcher once; the green side faces you .
2. Turn the dial to the left (to the green indicator light) to move
the engine forward .
3. Click on the left switcher again. Now the red side faces you
again.
4. Turn the dial to the right (to the red indicator light) to back the
engine onto the side track.
5 . Click on the right track switcher so that the red side faces you,
and then back up the train again. It hooks up with the letter A.
6 . Move the train forward to pull the A to the far left.
7 . Click on the left switcher and back the A into the F.
8. Repeat the process twice more to move the U to the left of
the A, and then the S to the left of the U. (You should have
SUAF together now, with the Talone at far right.)
9. Hook up the T and pull it to the far left, but don't back it into
the other letters!
10. Leave the left switcher the way it is-red side facing you-
and back the T onto the side track.
31
C!D-fi0M Classics: eh~zit:s and liint:s to Your fzivorit~ Gmn~:s
32
C!hapter 2 The 11th ijour
C!hapel
Turn right and examine the torch on the altar. Play the video. Go
back through Dutton' s room and head downstairs to the foyer. In
the foyer, go to the dining room door, turn right, and enter the
kitchen.
Kitchen
Examine the table full of plates. Puzzlemania! Starting at the north-
ernmost tip of the star, number the plates from 1 to 10 in a
clockwise direction. Then make the following five moves:
• Move 8 to 1.
• Move 6 to 3.
• Move 10 to 5.
• Move 4 to 7.
• Move 2 to 9.
Solving this puzzle unlocks the kitchen for further exploration.
Turn right and examine the cheese grater on the stove. Nice anima-
tion! Exit into the foyer, go upstairs to Dutton's room, and head
through the chapel into the laboratory .
.Laboratory
Click on the disk near the front of the table. The 7th Guest? What
the heck's that? Examine it closer. Play the video. Go back to the
second-floor hallway and enter the bathroom. (I almost wrote "Go
to the bathroom on the second floor," but I stopped because I don 't
want all the 12-year-old boys reading this to go into brainlock.)
'Bathroom
Go forward to the sink and click on the toothpaste. The animation
triggers another clue from Stauf. Exit to the hallway, turn left, and
enter the last room on the right.
33
CD-ll6M Classics: ehent:s nnd l}int:s to Your fnvorite <:lzime:s
Temple's lloom
Turn right and examine the odd cube on the bottom shelf to the left
of the bed. Here you'll find fresh proof of my theory that Rubik's
Cube was invented by Satan. It's the Dreaded Dice Cube. The simple
solution: Start at the dark die face at the lower left corner. Go N and
click on the 4 . Go N and click on the 3. Go NE and click on the 6.
Go SE and click on the 1. Go E and click on the 5. Go S and click
on the 3 . Done! You've unlocked the rest of the room . Turn left and
examine the guillotine at the lower left. Play the grisly video. Turn to
face the three doors. Exit through the left door into the hallway.
~econd-floor 'ijallway
Go to the big painting at the top of the stairs. Examine the big white
flower (a gardenia) at the bottom of the flower bowl. Watch the
scene, which triggers another clue from Stauf. Exit the close-up,
turn left, and enter the first door on the left.
'Burden's lloom
Examine the small table at right. Another puzzle so soon? Ah , well.
This one's relatively easy, at least. Number the letters in the pyramid
face as below:
1
2 3
4 5 6
7 8 9 10
11 12 13 14 15
Click on the following numbers, in order: 15, 14, 4 , 2, 10, 3 , 5 , 8 ,
12, 13, 9 , 6 , 1, 7 , 11. This spells the word "unintentionally." Now
click on the following numbers: 6 , 9 , 14, 4 , 2 , 5 , 8 , 13, 15, 10, 1,
3 , 11 , 7, 12. Solving this puzzle unlocks Burden's room . Turn right
and click on the vase on the desk. In the close-up, examine the
rose and watch the scene. Exit into the hallway, turn right, and go
forward to the first room on the left.
34
C!hapter 2 The 11th J.1our
J.1eine's l\oom
Examine the table in the back right corner. Click on the necklace to
activate the puzzle. Starting with the northernmost gem number the
gem positions 1 to 6 in a clockwise direction. Then click on
the positions in the following order: 3 , 4 , 3 , 6 , 3 , 5 , 6 four times (to
rotate the gem twice) , 5 four times, 4 ten times (to rotate the gem
five times) , 3 eight times , and 2 four times . Solving this puzzle
unlocks both Heine's room and the Room at the Top. Turn left and
examine the vanity. Click twice on the earring. After the brief ani-
mation , exit the close-up; Stauf offers another clue . Exit and go
upstairs to the attic, and then go straight through the next door.
10:00 P.m.
Go downstairs to the foyer. Go to the right side of the staircase and
go through the double doors into the music room .
music l\oom
Turn left and examine the object on the mantle-it's a miniature
room and a puzzle. The official strategy guide declares that there is
a solution path, but it requires at least 90 moves. Sorry, not here . If
you're frustrated , just open your GameBook and ask Samantha to
solve it for you. (Even she admits this one 's difficult.) Solving this
bear unlocks the music room for further exploration. Turn right and
examine the harp. Afterwards, Stauf offers a new clue. Exit and go
upstairs to the second-floor hallway.
35
CD-R0llJ Classi~: Chezit:s lllld l}int:s to Your favorite Gzune:s
~econd-floor 11allway
At the top of the stairs, turn right and proceed to the end of the
hall. Examine the nutcracker on the floor. Play the video. Pretty
incriminating stuff, but will it stand in a court of law? Exit the close-
up and go forward through the door into the game room .
Game Room
Turn right and examine the round object on the left side of the pool
table-it's an eyeball! Cool! Its animation prompts another clue
from Stauf. Exit turn left, and go into Temple's room.
Temple's Room
Turn right and examine the knife stuck in the headboard of the bed.
Play the video. Exit through the left door and go upstairs to the
attic.
rutic
Examine the toy train set again and click twice on the engine. After
the animation, get the new clue from Stauf and go downstairs to
Burden's room.
llurden's Room
Turn left and examine the sheets/mattress of the bed . Click on the
blood stain. Play the video. Go downstairs to the kitchen .
Kitchen
Examine the cleaver stuck in the right-hand wall. Watch the scene,
exit, and go into the dining room.
Dining Room
Examine the trilobyte-shaped cake on the table. It triggers another
AI game against Stauf. Move those bon-bons and good luck, pal.
After you win , play the chapter-ending video. When you exit the
close-up, the clock chimes eleven. The 11th Hour!
36
ebapter 2 The 11th Jlour
11:00 P.m.
Exit the dining room and go upstairs to the second-floor hallway.
Jlallway
At the top of the stairs, turn right and examine the lion statue.
Watch the scene, exit the close-up, and go into Knox's room.
Knox's Room
Turn right and examine the glass on the nightstand. Watch the scene
and exit the room. In the hallway turn right and go into the room at
the end of the hall.
Doll Room
Turn twice and examine the tinker toy/chess-piece thing on the
dresser. Almost done with the puzzles now, thank God. First num-
ber the tinker toy wheels from 1 to 10 in the following manner:
1 2
3 4 5
6 7
8 9 10
Be sure the black bishops sit on 3 and 8 (the white wheels) , and
the white bishops sit on 5 and 10 (the black wheels). Then make the
following moves: 5 to 7, 8 to 2, 3 to 6, 7 to 1, 6 to 9 , 2 to 5,
10 to 4, 4 to 8 , 1 to 4, 9 to 3, 5 to 9, 4 to 2, 9 to 7, 3 to 1,
2 to 6 , 7 to 5, 1 to 10, 6 to 3 .
Solving this puzzle unlocks the doll room for further exploration
and also opens access to the nursery . Turn left and go forward
through the floorboards into the nursery.
Rursery
Turn right and examine the big rattle on the wall ledge. Watch the
video sequence, and then go back downstairs to the foyer.
31
C!D-l\0ID' C!h:tssic.s: Chems zmd l}ints to Your fuvorite <:lmnes
foyer
Look at the face of the grandfather clock. In the close-up , click on
the Xl . Watch the scene; then go into the library.
Library
Turn right and examine the inkstand on the desk. In the close-up,
click on the pen. Go back upstairs through the doll room into the
nursery.
Rursery
Turn left and examine the doll house. In the close-up, click on the
kitchen (center of screen). Anyone for Pente? This is another AI
game, and you have to beat Stauf without Samantha's help this
time. Good luck. When you win , view the finale-you are presented
with a final choice. You probably want to see all three endings. But
to trigger the happiest ending pick Samantha.
sa
lllone in the })ark
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Gameplay 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
39
C!D-lU~M C!lassics: eheats zmd ijints to Your favorite Games
The Condor still has gooseflesh from this haunting French import. If
Jeebs, my butler, hadn't consented to do his Barney imitation after
our gaming sessions, I might never have gotten any sleep.
Indeed, from the hellhound in the attic to the killer worm in the
caverns, A/one in the Dark offered more adventure than I bar-
gained for. Some moments literally knocked me senseless.
Manipulating a mouse with one claw while covering one 's face with
another leaves, alas, no claws for clinging to one s perch.
Yes, you have to battle a lot of beasts all A/one in the Dark.
But, I must admit, the arcade feel is pretty cool. Because while the
3-D polygon technology makes the creature renderings kind of
blocky and ludicrous, it also creates a realism of movement that is
nothing short of spectacular.
The Citory
The story here is entirely history- i.e. , what story there is has
already happened . Jeremy Hartwood has committed suicide in
Derceto, the legendary Louisiana mansion where an evil power is
rumored to dwell. A local antique dealer, apparently drooling over
the stash of valuable furniture and collectibles left behind by Hart-
wood's estate, hires you to catalog everything in the old place.
The game begins in the attic. Your goal is to literally get to the
bottom of the strange doings in Derceto as you work your way
downstairs . Now, to be perfectly honest, Alone in the Dark violates
The Condor's Rule of Successful Adventure Game Design, which is:
Get a good writer to tell a great story . Fact is, there's almost no
story development here . Seriously, all you do is go downstairs and
battle things . You do get some interesting {though occasionally
deadly) reading material , but nothing you meet talks, and your guy
has no personality whatsoever.
But it's still fun. Why?
Maybe it's the cinematic feel of the camera angles, combined
with the hideously single-minded nature of your quest: Get out
alive! What's gonna collapse under me next? What will jump out if I
walk through there?
40
C!hapter 3 lilone in the Dark
The Verdict
The bird remains impressed by J•Motion's horror classic. PC Enter-
tainment magazine named Alone in the Dark "Game of the Year'
when it came out in 1993, based on its original blend of arcade and
adventure. It still rates a 9 overall.
***
General 'Tips
41
C!D-'fi.OM C!lassic.s: ehemt5 zmd l}intt:i to Your favorite <fomet5
nooks
Condor's Quick Tip: Save your game before opening any book.
What you read can kill you.
***
The Flythrough
The Places
1. rutic
You must move quickly here. Turn and go immediately to the left
side of the wardrobe closet, then push it in front of the window.
(Keep pushing until it won't go any farther· or the hellhound will still
get in and maul you.) Then hurry to the chest and push it over the
trapdoor to cut off the zombie.
42
ehapter 3 ltlone in the Dark
Now open the chest to get the rifle, then take the oil lamp from
the table. Open the wardrobe closet to get the old Indian cover, then
go past the barrels (right of wardrobe) and go down the stairs
2. ~toreroom
At the bottom of the stairs, go straight ahead into the storeroom.
Take the bow from the corner near the door, then search the
shelves on the right to get the oil can. Use the oil can to refill the oil
lamp then walk through the doorway on the left.
3. t:lpstairs }1allway
Walk to the first door on the right (your character's left) and enter.
Don 't proceed down the hallway! It will collapse, and you'll fall to
your death.
4. Desk lloom
Search the rolltop desk in the corner to get the key to the chest.
Use the key to open the chest in the corner next to the door and
take the old cavalry saber. Then brace yourself for your first combat.
Open the door and use the saber to battle the zombie that walks in.
43
eD-fi0M eiassics: Chems mid ljints to Your "favorite ~wnes
After you dispatch the zombie, exit the room and open the door
directly across the hall.
)t Hint: The old cavalry saber will break after limited use.
5. Dressing fioom
Walk into the room, turn around, and use the saber to kill the zom-
bie that follows you in . If the saber breaks, keep chopping away
with it.
)t Hint: Be sure to pick up the broken saber blade after the
battle. You 'll need both the saber handle and the blade later.
Then exit the room through the door near the window.
6. Hedroom
Go to the nightstand on the left side of the bed (side opposite the win-
dow) to get the vase. Turn back quickly, because a hellhound will bound
through the window to fight. Use your saber or rifle to kill the beast.
Throw the vase and get the key to the dresser inside. Use the key to
open the dresser (teddybear on top) and get the two small mirrors.
A bathroom can be a
place of respite in a
hectic world. Always
check the cabinets for
healing first aid potions.
C!hapter 3 lllone in the Dark
Exit through the door near the bed, then go through the door
directly across the hall.
1. Bathroom
Open the cabinet to get the first aid kit, then open the first aid
kit to get the flask . Drink the flask to gain more health points.
Throw or drop unnecessary items-first aid kit, empty flask, chest
key, dresser key, empty oil can.
Exit the room and go through the door at the end of the hall .
..... Hint: Don't go back down the hall; remember the collapsing
floor!
8. tipper Lobby
Put one small mirror on each of the two small statues at either end
of the hall. Avoid any contact with the winged monsters by staying
close to the wall farthest from them. Once the mirrors are in place,
you can walk downstairs.
9. Lower Lobby
Don't touch the suit of armor yet. You need to get something else
first. Walk to the door on the right-hand side of the stairs and enter.
11. Iiallway
Walk to the second door. This is a very good place to save your
game.
45
eD-lH.}lIJ etassics: eheats and J1ints to Your favorite Games
12. llathroom
This is a tough one. Run into the room and get the jug next to the
cabinet. Forget about the tub monster-it's invincible, and you'll
have to take some hits in order to get what you need . Get directly in
front of the cabinet and open it to get the first aid kit. Open the kit
to get the flask, then drink the flask. (If you hit your Inventory key
fast enough, you'll minimize your monster encounter.)
Exit as fast as you can. Continue down the hall, then enter the
next room.
16. Kitchen
Go through the dark brown door next to the door you just entered.
Get the key hanging on the wall, then search the shelf to get the
box of biscuits. Eat the biscuits to get more health points, then drop
unneeded items-empty box, empty first aid kit, empty flask. Exit
the small room.
46
ehapter 3 ltlone in the Dark
Search the large cabinet near the table to get a knife. Now go
past the table and enter the second, smaller brown door-but back
out immediately and turn left to face the zombie. Use your knife to
kill him then re-enter the coal closet.
Search the pile of coal to get the box of shoes. Open the box to
get the revolver. Get the oil can in the other corner, then use it to refill
the lamp. Walk to the barrel of water and use the jug to fill it.
Again , drop unneeded items-empty oil can, empty shoe box,
knife. Get the pot of soup from the fireplace , then exit the kitchen
through the door next to the coal closet. Go directly across the hall
into the door there.
41
C!D-llem Classics: ehezits Zllld 'ijints to Your fzivorite <fomes
room where you got the heavy statuette. (See #13 on map.) Con-
tinue down the hall to the end and open the door.
21. Library
Save your game! You have to move quickly here, because you've
disturbed a relentless monster who can't be killed until you get a
special weapon. Use the oil lamp and put in down . Run as fast as
you can down the aisle directly to the character's left. Follow the
corridor to the character's right until you see an indentation in the
wall of books.
Walk just past this indentation and search the books next to it.
When you find the hidden mechanism, put the false book in the wall
to open the secret room behind the indentation. Enter quickly!
phone then turn left and use the silver key to unlock the door next
to the Enclosed Porch (the room with the spiders).
Finally, go back to the stairs, turn left down the main hall and go
back to the Smoking Room (see #18 on map). Use the gold key to
unlock the double doors.
49
eD-fiem eiassics: Chems and ijints to Your favorite c:iames
21. eave
Fight or shoot the monster that waits for you in this cave. Continue
down the tunnel until you see the giant worm ahead of you. Then
quickly turn and run back to the entrance of the cave, exit, and turn
right down the tunnel (newly created by the worm}. If the worm is
still there you can repeat this process until you make it to the
wooden dock.
50
Chapter 3 ruone in the Dark
29. 'funnel
Fight or shoot the spider monster. Continue down the tunnel.
51
C!D-llem C!lassics: eheats and Iiints to Your favorite Gzunes
35. nasement
Walk around the wine racks to the other side of the room and climb
the stairs to the front lobby. Walk down the main hall and open the
double doors at the end.
52
ebapter 3 fflone in the Dark
Publisher: 1·Motion
To order, contact:
J•Motion
626 Santa Monica Blvd.
Box 417
Santa Monica, CA 90401
For direct orders, call:
1-800-44-30-FUN
53
C!D-H.6M ela::a::ai~: Chems and l}ints to Your favorite Ciwnes
map~
AITIC
I
Stairs
down to
second floor
I I
8 Oil
lamp
-
X
Window
-
-x Wardrobe
(old Indian
START
0
-
cover)
- r--:i
,___ ..
I Trap I
I door I
Chest
X (rifle) D
I I
54
ehapter 3 ruone in the Dark
SECOND FLOOR
Stairs up
to attic
Chest (old
r----, cavalry saber)
I Hall I
I I Rolltop desk
I collapses I
(key to chest)
L----'
xx
Dresser (two
small mirrors)
55
C!l>-H.em C!lassics: Cheats and liints to Your favorite Cfomes
FIRST FLOOR
Painting of
man with axe (Long hallway) Cl)
Grandfather
clock (key)
False book
x
Jug
x
First aid
(flask)
D
Library
(Secret
room)
0 • X Curved
dagger
x
Talis-
man
x
Gramophone
G>
Cartridges
Match
...----. box
x
Stairs down to ground floor
56
C!hapter 3 ruone in the Dark
GROUND FLOOR
EXIT
G Stairs
down to
catacombs
• Bookcase
(record)
Table I
x Coal closet
(revolver,
x
e water, oil can)
Fireplace
Stairs (pot of soup)
•
Statue
(3 arrows)
x I I~
Table
Key
Knives
x
Box of
biscuits
Down Up to
to cellar first floor
5"1
CD-IH:Hft' Cla:):)iCS: Cheats and l}ints to Your favorite Games
Stairs up to
ground floor
eatacomb~
Up to
tunnel
58
eompanion~ of Xanth
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Gameplay 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
59
C!D-lU>lfJ C!lassics: Cheats mid '.ijints to Your favorite Games
Ah, Legend! Irreverence is thy middle name. From the Gateway and
Spellcasting series to Eric the Unready through Companions of
Xanth , Legend seems to delight in administering the digital equiva-
lent of an atomic wedgie to all those geekwad fantasy-gamer types
who take their genres a bit too seriously.
Indeed , the Condor is so fond of Legend games that they
occupy a special cubby in my aviary.
The ~tory
Based on the Piers Anthony book Demons Don 't Dream , this
adventure starts in the realm of Mundania, a familiar world that lies
adjacent to Xanth . As the name implies, Mundania is the distinctly
non-magical place that you and I-well, you , anyway-inhabit. (I'm
a mythical bird, remember?)
As the game begins, you are a kid named Dug Mundane sitting
in your bedroom on a rainy day. A bet with a friend leads you to
load his new computer game into your rig. The game? Companions
of Xanth , of course.
Soon you're sucked into a competition to acquire a mysterious
prize goblet. You race against another human , a teen girl named
Kim who seems to be one step ahead of you wherever you go. The
quest features the usual puzzle-solving-which, as in most Legend
games, has a distinctly whacky, bizarre and pun-happy quality to it.
You deal with beings named Fairy Nuff, Ma Anathe (get it?), the
60
C!hupter 4 eompmiion:s of Xunth
dreaded Loe Pie monster, and the evil Com-Pewter. You also get to
insult a storm cloud named Cumulo Fracto Nimbus, which is kind of
fun . There 's a troll under the bridge, of course-he's carnivorous,
but his condo is pretty sweet.
And then there's this pail in the road . Can you get beyond it?
Beyond the pail? Get it? Ha ha ha ha ha!
The Verdict
Companions of Xanth is a goofy, fun little game with an auspicious
development. Legend games, you see, were not particularly known
for their scintillating visual qualities. But this game's rudimentary use
of digitized video sequences finally pushed Legend into the '90s.
While it can 't compete with, say, The 7th Guest in terms of sizzling
production values, at least Companions of Xanth attempts to hitch
Legend's traditional good storytelling to the 'new cinema" that is
revolutionizing adventure gaming.
***
The f'lythrough
mundania
liedroom (Opening ~cene}
Take the envelope, then open it. Look at the letter. Go northwest to
get to the front hall.
front 'ijull
Turn on the light switch (next to the door) , then go west into the
kitchen .
Kitchen
Answer the ringing phone. (If it isn 't ringing yet, do something else
until it does.) Say "Hi, Edsel," then follow dialogue path 1, 2 , 2 , 3 .
61
C!D-1\0rH' C!lassi~: ehems und ljints to Your l'uvorite Gmnes
(He'll send the computer game via courier.) Take the teabag from
the table. Open the icebox and take the mustard.
front }1all
Open and close the front door. Open the door again , take the pack-
age, and close the door. Open the package, then open the game
box that's inside. Go southeast, back to your computer.
C!hoosing a eompwiion
Look at the computer screen. Talk to the tiny man (Grundy Golem).
Ask him everything you can about the game , its rules, Xanth , com-
panions, et cetera. Choose Nada Naga as your companion.
Welcome to Xanth
The eavern
Wear the 3-D glasses. Wait a few turns until Nada opens the coffin-
shaped door. Go north through it. (Don 't worry about being a
screen. It'll pass.) Go northeast to the crossroads.
62
Chapter 4 Companions of Xanth
Pier
Take the scrap of sailcloth. Ask Nada to get the rope for you. She'll
get the anchor too. Now go south northwest , then west to the
crossroads.
Crossroads
Click on the anchor, then pry the log with the anchor.
fairy Ruff
Talk to Fairy Nuff. Tell him about the problem in Isthmus Village.
When he asks about the number of censors on the ship, tell him,
"Two. " Read the solution recipe. Note: Use the pail to collect ingre-
63
CD-Rem Classics: Chems mid ljints to Your favorite Gmnes
clients for the solution. Go back to the dark misty forest just north-
west of the village. (If you haven't taken the egg, the pail, or the
lamp covers yet, you should grab these items on the way back to
the forest.)
Cough Drops
Talk to Nada, ask about the bush then ask her to get a cough drop .
Wait. Ask Nada to get another one. (You need two cough drops.)
Put the cough drops in the pail. Go west to the crossroads.
Crossroads Jngredients
Put the pail in the brook three times to get three pints (six cups) of
fresh water. Take a buttercup and empty it to get butter. Put the but-
ter in the pail. Click on the empty sticky buttercup, then on the
fireflies to catch one. Put the firefly into the pail. Now go back to
the "eye screen" doorway.
Eye ~creams
Take the eye scream nearest you on the right side of the path and
put it in the pail. Repeat. (You need two dashes of eye scream.)
Finally, put both the egg and the scrap of sailcloth (from the pier)
into the pail. The solution is ready. Take it to Fairy Nuff.
64
C!hapter 4 C!ompanions of Xanth
The Void
Click repeatedly on any direction in the compass rose. Watch the
picture closely - a shimmering door will appear, then disappear.
Every time it does, talk to Nada and strongly affirm that you saw it.
After several appearances, the door will appear permanently. Open
the door and enter.
65
l.'.!D-fi6ID l.'.!lassics: ehezitt5 zmd Jlintt5 to Your 'favorite 6mnet5
open the door to the barrow. Go northwest, then north to the bar-
row door.
Theliarrow
Open the barrow door and enter the darkness. (Explore using your
map screen; switch back to picture mode whenever something inter-
esting is indicated by the text window.) When the lights go out,
Nada will disappear for a moment. Wait a few turns. When she
returns and the lights come back on, she II drag you to the spring.
mirror fioom
Look into the mirror to see how Kim's doing .
Plaque fioom
Click on the plaque, then touch it. Flatten the paper you've been
carrying around; put the paper on the plaque.
~witch fioom
Click the metal switch, then flip it. Keep flipping each new switch
that appears (16 in all). Then flip all of the switches off. When the
big glowing reddish button appears, push it. A descending staircase
66
C!hapter 4 eompunions of Xanth
will appear. Don't go down until you've finished exploring the rest
of the maze, upper and lower levels.
Dungeon
Go to the Switch Room and go down the staircase. (If you haven 't
opened the passage to the staircase yet, see "Switch Room " above.)
Select only dialogue choices that keep you looking away from Nada.
6'7
CD-l\6IIJ Cla:s:sic.s: ehellts und Jlinls to Your fuvorite eimnes
Then talk to the manacles. After Nada is free , open the jar (see
"'Door Ajar' Room " above) . Put some of the blue agony moss (on
the wall just left of Nada) in the jar. Now go back to the "Door Ajar"
Room and put the moss on the ironwood tree. Exit north.
Wall of fire
Take the charcoal on the path. Now you must return all the way to
the Plaque Room, in the lower level of the barrow maze.
firecracker Mix
You can talk to the fireman if you want, but if you try to put lava in
your jar, the fireman will give you a wineskin full of firewater. Put
the buttercup into the mortar. Put the firewater into the mortar.
(If the fireman takes away the wineskin, don't worry-he'll give it
back soon enough.) Then use the pestle with the mortar. Put the
mortar into the opening in the rock (a natural oven) at the left.
Look at the mortar. When the dough has risen and is golden
brown, take the mortar; it will yield Mack's cracker. Now go north-
east to the firewall .
68
C!hupter 4 eompunions of Xunth
The epening
Now tie the rope to the anchor. Throw the resulting grappling hook
into the opening. Now go up.
l\egion of Wuter
'froll llridge
Go north toward the bridge. Be respectful to the troll and agree to
perform a free service for him . Go north across the bridge to the
three-pronged fork in the road.
69
C!D-R0ID' C!lassics: ehezits mld l}ints to Your f'zivorite Games
"froll's Digs
Go west into the troll's lab. Put the hose in the sink on the right.
Push the blue (middle) button on the back wall, left of the metal
locker. Turn on the sink faucet and enter the well to retrieve the
troll 's key. Go east into the troll's living room and tell him you have
the key.
"froll's Puzzle
Take any of the three puzzles. If you try a puzzle and fail three
times, the troll will simply let you go! Go up , then cross the troll
bridge. At the fork, go northeast to the cave entrance.
eom-Pewter
eom-Pewter's Lair
Go east to enter the evil machine's cave. You'll have to play Com-
Pewter's game. Whatever you do, don 't resign .
'10
C!hapter 4 eompmtions of Xanth
'11
CD-fi0m Classics: ehezits mtd Iiints to Your favorite eiames
Disabling Com-Pewter
Open the metal door again. Put the virus you got from Grundy into
the cylinder. Close the metal door. After the various cut-scenes, exit
to the northeast.
0gress ~Son
After your dialogue with the ogress, go northeast to the Ogre Boy.
Put the windsock on the vent. The grateful Ogre Boy is now one of
your companions. (His face appears beneath Nada's.) Go northwest
to the long and winding road.
Sailboat
Put the sail on the boat, open the windbag , then untie the line.
12
ehapter 4 eompanions of Xanth
Gap Dragon
Talk to the shimmering cloud, Cumulo Fracto Nimbus. If you insult
him enough, he'll dump snow on you and Stanley Steamer, render-
ing the dragon harmless.
Drawbridge
Click on the bridge, then select Draw and click on the moat. Keep
repeating this until the bridge is completely drawn over the moat.
Go north to the front door.
'13
C!D-H.em C!lassi~: ehems und 'ijints to Your favorite Games
front Door
Unfortunately, you cannot enter through the front door. Knock or
open the wee door, talk to the eye, then exit south. Go northwest to
the moat serpent's head .
Jn the Tunnel
Click on the end of the tunnel , then select Go to. Remember the
clue from the voice at the front door? (He said, " For one to gain
entrance .. . ")Push (in this order) the switches numbered four, one,
and two. (Get it?)
14
C!hapter 4 eompanions of Xanth
eellar
You can't get past the zombie. Go northwest to the cellar door.
Click on the door, select Unlock, then click on the lok pie {from the
serpent). Open the doors and go down into the cellar. Go north to
the closed door, then move your cursor around until you find the
skeleton key . Take it. If you find the twine, take that as well. Then
look for the door, click on it, select Unlock, and click on the key.
Now open the door and go north through it.
~Hiding t>tairs
Tie the twine {from the cellar) to the lever on the balustrade. Go
north up the stairs.
Top of t>tairs
Press the red button on the wall to the left.
t>keleton's t>tudy
Take the bottle of pills by the chair. Look at the third book from the
left on the mantle .
rutic
Click on the sword, then move the cursor to the prize goblet and
click again . You II throw the sword at the goblet.
15
CD-fi6lll' Clu::.:>ics: Cheats and ijints to Your favorite 6ames
lied.room
After the cut-scene, answer the telephone.
16
5
llay oi the Tentacle
Word from the llird
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Game play 1 2 3 4 5 6 7 8 9 10
Visual Qt.J.ality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
11
C!D-IU~lH C!lassics: C!hem~ and 'flint~ to Your favorite eimne~
The ~tory
As the action begins, Purple Tentacle has sipped toxic waste spewed
into a stream by crazy Dr. Fred Edison's Sludge-0-Matic. Now the
appendage is an evil , unstoppable genius who will enslave
the world-unless Bernard and his buddies, Hoagie and Laverne,
can travel back one day in time and halt the toxic contamination.
Unfortunately, Dr. Fred 's time machine malfunctions (due to a
cheap, imitation-diamond component), sending Hoagie 200 years
into the past, Laverne 200 years into the future , and Bernard right
back to the present. You control all three characters, switching back
and forth by clicking on their faces by your Inventory.
The three adventurers have to combine efforts over this 400-
year timespan to get a new diamond for the time machine (cost: $2
million) , get everyone back to the present, then try again to get just
one day into the past.
The Verdict
LucasArts is pushing adventure gaming where it needs to go. Sure,
everybody everywhere is doing something innovative with graphics,
animation , art, digitization , and so on. But writing and storytelling
remain the twin pillars of the computer adventure game genre.
Clearly, the best writers and storytellers are finding a home in
LucasWorld.
18
ehapter 5 Day of the Tentacle
***
Generul Tip:>
The Condor is big enough to admit when he's made a serious error
of omission; I didn t read the whole manual, okay? I plunged into
the game.
Please read the manual always . Or, in this case, at least be
aware that in Day of the Tentacle you must teleport items through
time from character to character. You do this by flushing each item
through the Chron-0-John time machine. You do it and you do it,
again and again a lot.
There are two ways to do it:
1. The Formal, Incredibly Slow Method. Direct both the send-
ing and receiving party to the Chron-0-John. Take control
of the sending party. Click on the verb Use click on the
item in the sending party's inventory that you wish to send,
then click on the Chron-0-John toilet.
Now switch control to the receiving party. Click on the verb
Pick Up, then click on the Chron-0-John toilet to transfer
the item into the receiving party's Inventory.
2. The Incredibly Easy and Fast Method
That I Didn 't Use. Click on the Inven-
tory item you want to send, then click
it on the face of the person (at right of
Inventory) to whom you want to send
it. It's so easy, it makes me ill.
***
The flythrough
The opening segment takes place with all
three heroes-Bernard , Laverne , and
Hoagie - at Maniac Mansion . Your job: do
nothing. When the show's over, you have con-
trol of Bernard. Bernard rockets through the spac€ftime
continuum to arrive back in the present.
79
C!D-R0lH' (!lassies: eheats zmd }iints to Your favorite Gwnes
***
fir:>t 'Bernard
Lobby
Go upstairs to the lobby. Pick up the dime from the pay phone, the
"Help Wanted" sign from the front window, and the George's Hard-
ware flier from the rack in the lobby's foreground . Walk to the office
door, open it, and go in.
Kitchen
Pick up both pots of coffee, regular and decaf, at the right. Take the
fork from the table , then open the knobbed door just left of
the microwave oven . Next, walk into the laundry room .
Laundry Room
Open the cabinet next to the dryer and pick up the funnel. Walk
back to the lobby then go up the stairs at the far right.
ao
ehupter 5 Day of the Tentacle
I\oom W
Open the door to Room W and go in. For fun , use the TV and then
the phone. Use the dime from your Inventory with the FickleFingers
coin slot. Close the door and pick up the keys in the door's lock.
Exit into the hall.
I\oom I\
Open the door to Room R and walk in. Pick up the disappearing
ink. Exit into hall.
fioom f
Open the door to Room F and walk in . Talk to Green Tentacle
about Purple, his band, etcetera. Pick up the videotape sitting atop
the stereo then use the on/off button on the stereo . Push the
speaker that sits on the carpet at the right. Walk out of the room
and go down the far hall to the up stairway.
Bl
CD-Rem Classics: Chezits zmd Jiints to Your fzivorite eimnes
The t>afe
Pick up the fake barf (now on the floor) and walk to the grandfather
clock so that you can go back down to the lab. Use decaf coffee
with Dr. Fred s mug . If you follow the sleepwalking Dr. Fred to his
office, you 'II see him open and close his safe, but he does it too
quickly for you to take the contents or see the combination.
Candy Machine
Use the crowbar on the candy machine in the hallway. Pick up the
quarters. Walk upstairs to the Video Room. You need to change that
statue's arm somehow so that Nurse Edna won't have anything to
grab next time you push her.
***
first l}oDgie
lnn foyer
You are now directing Hoagie. Walk left to the inn, open the door,
and walk in. Open the grandfather clock and walk in.
a2
Chapter 5 Day of the Tentacle
Main 'ijall
Open and walk through the double doors , talk to the Founding
Fathers, and walk through the swinging door next to the fireplace
into the kitchen.
Kitchen
Pick up the spaghetti and oil from the pantry next to the swinging
door. Open and walk through the door at right.
Washroom
Pick up the bucket. Open the cabinet at left and pick up the brush.
Then go back to the kitchen and use the bucket with the water
pump to fill it. Walk back to the inn foyer, past the grandfather
clock and up the stairs.
Washington's fioom
Open the first door and enter. Use the bed, then pull the cord on
the wall to the right of the door. Exit and take the soap from the
maid 's cart. Walk to the next room .
83
C!D-Rem Classics: eheZJts Dnd l}ints to Your fZJVOrite Gmnes
rutic
Take the red paint and send it with the letter to Bernard.
***
~econd Hernard
Video Room
You are now directing Bernard. Push Nurse Edna again. Use the
blank videotape with the VCR, then look at the monitor.
Click on the Record (red) button . After the IRS grabs Fred click
the Rewind (<<) button. Click on the switch at far right to change
speed from SP to EP. Then click on the Play(>) button and note the
combination-101 999, 57.
Go downstairs to the office.
84
ehapter 5 Day of the Tentacle
~ale
Open the safe. (Bernard will automatically use the combination he
just discovered.) Pick up the contract. Go to the laundry room.
Dryer
Use the sweater in the dryer and the quarters with the dryer, then
walk to the fireplace in the convention hall.
85
<!l>-fi6LH' <!lassies: C!hems zmd ijints to Your favorite fimnes
use the rope with Doctor Fred (his feet) , go out to the roof again,
and pull the rope.
The1ab
Use the funnel on Dr. Fred. Use the regular coffee with the funnel.
Use the contract with Dr. Fred, and take dialogue path 4 , 4 . Use the
stamp with the signed contract. Send the signed, stamped contract
to Hoagie. Switch briefly to Hoagie.
***
~econd ijoagie
Walk to the front of the inn and use the contract on the mailbox.
Switch back to Bernard.
***
Third liernard
Go upstairs to the office and use the phone. Send the red paint
back to Hoagie. Switch to Hoagie.
***
Third ijoagie
Kumquat 'free
Walk to the kumquat tree just left of the outhouses. Use the red
paint with the kumquat tree . Go to the inn 's main hall.
main 'ijall
Give the wine to Jefferson; talk to Washington about cherry trees. If
you suggest that he 's "lost it," he'll give you a demonstration (thus
freeing Laverne in the future) . Switch to Bernard.
***
ehapter 5 Day of the Tentacle
fourth nernm'd
Dwayne's l\oom
Go upstairs to Room R and give the letter (that you got from
Hoagie) to Dwayne. Pick up Dwayne's flag gun. Go back out into
the hall.
I?amster on Jee
Use the hamster in the ice machine. Go downstairs to the conven-
tion hall.
Exploding eigar
Use the flag gun with the cigar lighter to switch them. Talk to the
cigar salesman and use dialogue path 2, 1. Send the chattering
teeth , cigar lighter, and exploding cigar to Hoagie . Switch to
Hoagie.
***
fourth ijoagie
rtlain I?all
Give the exploding cigar to Washington. Then give him the chatter-
ing teeth. Pick up Hancock's blanket, go up to the attic, and climb
out the window.
H.oof
Use the blanket on the chimney. Go back downstairs to the main
hall.
f\>uill Pen
Pick up the gold-plated quill pen.
***
CD-Rem Classics: eheZJts zmd ljints to Your fZJvorite <:imnes
first .haveme
first Kennel Escape
Talk to the tentacle guard and tell it you're not feeling well. It'll take
you to Doctor Tentacle.
Doctor Tentacle
When Doctor Tentacle leaves, take the tentacle chart from the right-
hand wall. Exit, go through the big door on the back wall , then walk
to the kennel (door on back wall).
***
fifth liernard
eozo the Clown
Use the scalpel on Oozo the Clown. Pick up the Box o' Laughs.
Send the textbook and the flier to Hoagie . Send the Box o '
Laughs, the crank, the fork the Booboo-B-Gone, and the fake barf
to Laverne. Switch to Hoagie.
***
fifth ijoagie
You are now directing Hoagie. Go up to Betsy Ross's room and talk
to her, then use the tentacle chart with the stack of patterns on the
table. Send the can opener to Laverne. Switch to Laverne.
***
BB
Chapter 5 Day of the 'fentacle
~econd Laverne
Third Kennel £scape
Walk back to the tentacle guard. Jn the kennel , talk to the guard
again . Tell him you feel lousy. He ' ll take you to the doctor 's
office again .
'fentacle Disguise
Walk out the infirmary door into the entryway, then go through the
big door on the back wall. Walk into the fireplace. On the roof, use
the crank (from Bernard) with the crank box, then turn the crank.
Pick up the flag , then use it. Go back down the chimney, then walk
one screen right to the blue tentacle.
lilue 'fentacle
Talk to the blue tentacle. After entering the contest, go out to the
entryway and walk past the grandfather clock.
frozen Jlamster
Walk upstairs to the ice machine and pick up the frozen hamster
(the one Bernard put there). Walk into Room W.
Room W
Use the can opener (from Hoagie) with the time capsule. Pick up
the vinegar from the capsule. Send the vinegar to Hoagie. Switch to
Hoagie.
***
~ixth l}oagie
~uper liattery
Go down to Red Edison 's workshop and give him the oil, vinegar,
and gold-plated quill pen. Pick up the battery when it's completed
and sitting on the shelf. Go upstairs and out to the carriage.
89
eD-Rem eiaasasics: C!heats and J2ints to Your favorite 6ames
earriage
Use the soap with the bucket of water, then use the brush with the
bucket of sudsy water. Follow Ben Franklin up to his room.
Kite
Give the lab coat to Ben. Use the battery with the pocket on the
kite. Quickly now, click on the Push command, then move the cur-
sor over the kite . Click to push the kite when Ben says, "Now! "
After the kite-flying sequence, pick up the fully-charged battery and
take it to the Chron-0-John.
ehron-e-John
Use the battery with the plug which is on the path to the left of the
Chron-0-John. Switch to Laverne.
***
Third La\7erne
Room R: Mummy
Walk into Room R. Use a contest entry badge on the mummy. Use
the roller skates (on shelf at right) with the mummy, then push him.
Go upstairs.
'Quman eonteast
Walk to the highly restricted judging area . Talk to Doctor Tentacle at
the far right to learn that sick humans are disqualified . Talk to the
judges. If you ask them to get on with any of the categories, you 'll
soon learn that Harold (the contestant next to the mummy) is the
odds-on favorite to win . Use the fake barf on Harold.
You still need to make the mummy more acceptable as a contes-
tant. Switch to Hoagie.
***
90
C:hapter 5 Day of the "fentacle
~e'Venth Jloagie
Go upstairs to the talking horse. Use the textbook on him. When he
falls asleep pick up the dentures from the glass. Send the dentures
and spaghetti to Laverne. Switch to Laverne.
***
fourth La'Verne
l}uman eonte:>t
Use the soggy noodles, dentures, and Box o' Laughs on the mummy,
then use the fork with the mummy's head. Talk to the judges. Get
them to judge Best Hair, Best Smile, and Best Laugh. (You have to
talk to them each time to get them to judge each category.}
'fioom 'fi
Pick up the extension cord. Go downstairs to the kennel.
Kennel
Give the dinner certificate (won in the Human Contest) to the guard
after your conversation. Push the switch on the wail to turn off the
91
C!D-IH:HIJ Classics: Chems mid l}ints to Your favorite Gmnes
force field . The humans won't escape yet, so go outside to the place
where the black cat is rubbing its back on the fence . Switch to
Hoagie.
***
Eighth ijoagie
Go up to the attic. Use the mattress on Jed's bed (near). Notice the
squeak and the cat? Now use Jed's mattress on Ned 's bed (far) , then
sit on (use) the squeaky mattress again. While the cat is occupied,
quickly pick up the squeaky mouse toy. Send the squeaky mouse toy
to Laverne.
***
fifth Laverne
fake ~kunk
Walk toward the cat under the fence . Use the Booboo-B-Gone with
the fence . After the cat jumps onto the roof, use the toy mouse
with the cat. Now go to the kennel.
Kennel
Use the cat. Walk to the kitchen door Oust right of the kennel), then
use the frozen hamster in the microwave. Walk through the door on
the right to the laundry room.
Laundry lioom
Open the dryer, pick up the sweater, and use it on the cold, wet
hamster. Then walk to the grandfather clock in the entryway, open
it, and go down to the lab.
Lab
Use the toasty warm hamster with the generator. Switch briefly to
Hoagie.
92
ehapter 5 Day of the 'fentacle
***
Rinth 'ijoagie
Go down to the main hall. Use the flier in the suggestion box.
***
~ixth Laverne
1ab
Use the built-in shop vac with the mouse hole to suck out the ham-
ster. Open the hatch and pick up the "dust ball. " Use the dusty
warm hamster with the generator again. Use the extension cord
with the outlet near the floor (on right side of generator), then use it
again with the window. Go out to the Chron-0-John.
ehron-6-John
Use the extension cord with the Chron-0-John plug.
***
liernard, 'ijoagie.
Laverne: Together llgain
fioom l\ (Dwayne':) l\oom)
Go out into the hall and open the
door to Room R. When Old Purple
shrinks you , go into Room R. Walk
to the mouse hole in the back wall.
93
CD-R0ID' Classics: C!hems z:md ljints to Your fuvorite <:imnes
Roomf
After you grow back to normal size, pick up the bowling ball from
the table. Go down to the lab.
Lab
Use the bowling ball with the purple tentacles. After Old Purple
shrinks you again , talk to him . Convince him to use the shrinking
ray on Dr. Fred.
Publisher: LucasArts
To order, contact:
LucasArts Entertainment Co.
P.O. Box 9367
Canoga Park, CA 91309-0367
For direct orders, call:
1-800-STAR WARS
94
6
The l>ig
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Gameplay 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
95
eD-ROM elassics: eheats and liints to Your favorite Games
The Citory
A large asteroid hurtling out of deep space threatens Earth .
Although humanity avoids a direct hit, the mountain-sized rock is
pulled into a steadily declining orbit around the planet. When it
decides to fall-well , remember the dinosaurs? NASA scientists
concoct a desperate plan: Send up a shuttle, plant a few nukes, and
blast the thing into a more stable orbit.
Your first task in The Dig is to complete this mission . You direct
Commander Boston Lowe as he leads his shuttle crew to a fairly
uneventful rendezvous with the asteroid . The NASA plan works so
well that after saving the planet, Boston and two companions-a
sardonic journalist, Maggie Robbins, and an arrogant Germanic sci-
entist, Gunter Brink-take a little time to explore the interior of the
asteroid . There, they discover mysterious chambers that are clearly
the product of intelligent construction.
Puzzle here, puzzle there-and suddenly your three-person crew
finds itself whisked to another world in a galaxy far, far away. The
rest of the game involves the reactivation of a slumbering alien
installation as Maggie , Boston , and Brink try to discover who
brought them and why , while they desperately seek a way back
home.
The Verdict
At first glance , The Dig may seem somewhat cartoonish and graph-
ically dated. It doesn 't have the three-dimensional whiz-bang
graphics of, say, Buried in Time or Under a Killing Moon . Nor
does it have the line-by-line brilliance of some of its LucasArts
brethren, such as Sam & Max Hit the Road, Day of the Tentacle ,
Full Throttle , or Indiana Jones. Some of the dialogue is kind of
corny, in fact .
96
C!hapter 6 The Dig
But quibbling does not suit rare, wondrous birds such as me. So
let us not quibble. (If I were a quibbler, would I ram my head repeat-
edly into rotting carcasses?) The Condor thoroughly enjoyed The
Dig. The interplay among Boston , Maggie, and Brink was brisk,
believable, and entertaining. And on the techno-side of things, the
cut-scene animation (noninteractive movie-like sequences triggered
by certain events) was absolutely stunning. The atmospheric art and
sound was cool. And most important, the story was compelling. It
was wondrous in that grand old Spielbergian style, hearkening back
to his early masterpiece, Close Encounters of the Third Kind .
The Condor gives The Dig a well-deserved 8 overall and looks
forward to a sequel .
***
The flythrough
After the introductory movie, the landing team exits the payload
bay. Use the Pen-Ultimate to contact Cora Miles.
flying Pig
When you get dialogue choices for Cora, click on the Flying Pig
icon . After Cora deploys the Pig, click on the device. Boston ferries
it over to the asteroid. Click on the Pig to open it and click on it
again for a close-up. Take everything-the shovel the zero-G dig-
ger, and the two explosive units (Alpha and Beta). Click near the
edge of the screen (the cursor says "asteroid ") to return to normal
view. Click on "space" at the edge of the screen to get a full view of
the asteroid.
9'1
eD-H.em etassi~: C!hem:s mid ljint:s to Your .fDvorite 6Dme:s
screen. Use explosive unit Beta with the surface. Use the arming
key with explosive unit Beta . To return to the shuttle , click on
"space" at the edge of the screen and then on "shuttle" at the edge
of the screen.
:Inside rutila
Go to the pedestal-the pentagonal shape at the upper-right corner
of screen. Click on the floating plates and place each in the proper
part of the puzzle.
~ Note: The triangle goes on the bottom and the large piece
goes on the top.
en eocytus
Click on anything to initiate the conversation. In the overhead shot,
click on the object to the west. Walk over to the space wreck and go
inside.
sa
C!hapter 6 The Dig
none mounds
Take a tusk from the right-hand mound. Use your shovel with the
grave. Take the jawbone from the hole. Return to the clearing and
click on the mounds to the east.
C!liff
Click on the blue device in Inventory and use it. After it glows, use
the shovel on the small mound. Pick up the bracelet. Return to the
dais in the clearing.
Dais
After the alien encounter, use the shovel on the small hole. This trig-
gers an unfortunate accident for Brink.
Powerlloom
Click on the control panel to get a close-up. The buttons represent
robot functions-up , down , left, right, grab. (The button in the
upper-left corner erases the last instruction, and the button in
the lower-left corner erases all instructions.) Click on the following
instructions in order: down twice left four times, grab up six times
and grab. Now exit the control panel close-up and click on the trian-
gular button to activate the robot. (It will replace the lens below.)
Click on the loose plate to remove it and take the blue crystal.
Go back upstairs to the Nexus area.
Rexus
Examine the purple rod in Inventory to see the combination pattern.
Go to the door just left of the dark tunnel. Click on the panel next
to the door. Click on the crystals until they match the shape and
99
C!D-H.em C!lassics: Cheats Wld Jiints to Your 'fzivorite <:izames
color of the purple rod 's combination pattern: green pyramid, red
cube, blue diamond, red hexagon . Go through the open door.
museum ~pire
Go down the stairs. Go outside, past the weakened door and the
ruined door. Click on the water at the far right. After the turtle crea-
ture is devoured, go back to the path, and follow it up the spire.
museum
Pick up the green glowing crystals. Take the tablet from the wall.
Click on each of the triangular niches in the wall , called "displays,"
and view the animated etchings. Get the red engraved rod at far left.
Enter the door below the last display on the left.
Library
After your conversation with Maggie, go back through the museum,
outside, and down the spire to the tram. Take the tram and return to
the Nexus area.
Rexus
Use the green glowing crystals with Brink's body. Go back to the
museum tram and take it to the first spire.
100
C!hapter 6 The Dig
museum ~pire
Open the weakened door with Brink's help. After you automatically
grab some crystals, take the canister from the floor. Go outside,
then down to the water.
Water's £dge
After the sea monster spits out the turtle remains and Brink disappears,
click on the loose bones to get a close-up. Reassemble the turtle and exit
the close-up. (The "loose bones" are now called "dead creature.") Use
the canister with the dead creature. Use glowing crystals with the dead
creature. After the sea monster explodes, click on the water.
linderwater eave
Enter the chamber. Get the plate and the orange engraved rod. Go
back through the cavern, jump in the water and return to the Nexus
area .
Rexus
Go to the door just right of the caved-in canyon and click on its
panel. Enter the code from the orange engraved rod-red hexagon,
blue hexagon , blue cube, blue cube. After the door opens, enter and
use the tram-call button. Take the tram.
Planetllrium t.Spire
Go up the stairs and outside.
Path ( erevasse}
Click on 'up" at the far left. At the crevasse, jump across just after the
water recedes. Use the shovel with the boulder to make a bridge. Continue
up the path.
Waterfall
Click once on the lens at the far right to adjust it. Click on the
strange device for a close-up. Click and hold on the pentagonal
101
C!D-lU~M C!lassics: ehems zmd ?lints to Your favorite Games
switch until another light-bridge spans the chasm. Exit the close-up .
Walk across the bridge that leads over the waterfall. Go into the
crevice.
Plateau
Walk to the cave at right. Pick up the cover, the dowel the rib cage, and
the rod. Use the dowel with the hole in the center of the wheel. Use the
pole with the dowel (now called a "pin"). Use the rib cage with the hook at
the end of the pole. Use the rod with the cage. Click on one of the holes
near the door and get the rodent just left of the trap. To chase the rodent
into the trap, click on the lower left, then the lower right to walk around the
trap. Then click on the rodent.
Once the rodent is in the trap, use the bracelet with the critter.
Pick up the rod just left of the trap . Click on the trap to release the
rodent. Use the blue sphere device to locate the cave, if you haven't
found it already. Use the shovel with the cave. Go inside the cave.
C!ritter's eave
Use the blue sphere to track the rodent. Use the shovel on the
tracker spot. Take the machine part from the hole . Exit through
the opening at left.
Plateau
Use the machine part with the panel and use the cover with the
panel. Click on the panel and go through the opened door.
Planetarium
Take the green engraved rod. Take the plate. Take the twin scepters
and use one on the faint light on the ceiling. The gold scepter controls
102
(!hc:ipter 6 The Dig
the large moon, and the silver scepter controls the small moon. That s
all you can do for now. Exit, go back to the tram, and return to the
Nexus area.
Rexus
Go to the door just left of the column. Click on the panel and enter
the code sequence from the red engraved rod-blue pyramid, green
diamond , green oval, green pyramid. Go through the open door.
Rexus
Use your flashlight with the dark tunnel.
ervstc:il (!hc:imber
Walk left along the bridge. Click on the button on the first (right-
most) control panel and click on the second button to seal the
airlock behind you. Click on the second button again. Go through
the airlock door.
Glc:iss Dome
Click on the glowing panel. Use the blue rod with the hole. Click on
the unlit crystal at far left. (Its tip will lighten.) SAVE YOUR GAME
HERE! Don't click on any of the "crystals. ' Instead, click and hold on
the leftmost "sliding crystal," and drag it up until the tip of the unlit
crystal at the far left lights up a bit more. Repeat this with the next
two sliding crystals until the unlit crystal lights up completely.
'){ Note: You may have to experiment with adjusting the sliding
crystals. The proper alignment has the three sliding crystals
staggered in height left to right, from tallest to shortest.
Return through the dark tunnel to the Nexus area.
103
C!D-R.em C!lassics: eheats and 'fiints to Your fzivorite 6zimes
Rexus
Go through the open door just left of the column to the Tomb
Spire.
'fomb
Inside the chamber, use the blue crystal (from the Nexus area) with
the hole. Walk onto the flagstone marked by two crescents (at lower
left). Use the rod with the loose stone. Go outside.
Light-Bridge Device
Click twice on the lens to adjust it and use the strange device to
extend another light-bridge. Continue left up the path to the cave
interior and onto the platform.
Platform
Talk to Brink. Go back to the light-bridge and step onto it.
Jsland everview
Click on the planetarium spire . After you arrive, walk to the plane-
tarium and enter.
104
C!hapter 6 The Dig
Planetarium
Look at the moon map near the ceiling. Use the silver scepter to
move the large moon around to a "two o'clock" position in relation
to the planet. After the animation sequence that shows the moons
aligning and the rat stealing the door button, click on the button and
go outside. Return across the light-bridge to the tomb spire and go
back into the tomb.
Tomb
Click on the statue. Exit the tomb and return by tram to the Nexus
area.
Rexus
Go to the door just to the right of the column. Use the tusk with the
panel. Use the wire (from the wrecked space ship) on the panel. Use
the wire with the sparks on the floor. Click on the panel for a close-up
and enter the code from the green engraved rod-green pyramid, blue
oval, green diamond, green oval. Go through the open door.
eavern
Walk left and go into the nest at the far left.
Rest
Explore a bit and return to the cavern.
105
eD-Jl{)lfT eizissics: Chents Zllld 'flints to Your favorite ~mnes
eavern
Walk right and go into the pit at the far right and through the open-
ing to the map room, which is overgrown with vines .
map ehzimber
Cilek on the panel in the center of the chamber. Enter the "tomb spire"
code from the red engraved rod-blue pyramid, green diamond, green
oval, green pyramid. After the hologram appears, go through the opening
at the back of the chamber.
eiose-up of eontrols
Take the following steps:
1. Click on the center "light source ' prism until the light hits the
big prism at the bottom-left of the panel.
2 . Click on that bottom-left prism three times. A blue light ray
should connect it to the big prism at upper right, a red light ray
should connect to the big prism at lower right, and a green ray
should connect to the big prism at upper left.
3 . Click once on the big prism at upper-right. A blue ray should
connect it to the small blue prism at the bottom of the panel.
4 . Click on the big prism at upper left until a green ray connects it
to the small green prism at the top of the panel.
1ight-llridge
Click on the strange device and click and hold on the switch until
the light-bridge is fully extended. Step onto the light-bridge, go to
the tomb spire, and return to the tomb.
Tomb
Click on the crypt.
106
C!hapter 6 The Dig
Underground C!hurnber
Walk left to the door. Click on the door. After the "guard dog "
comes to life , use glowing crystals on the other pile of broken
bones. Use the yellow engraved rod with the slot next to the door.
Go through the door.
Pyramid
Click on the pyramid. Use the yellow engraved rod on the panel.
Use glowing crystals on alien corpse. Ask him everything-you
won't understand a word he says. After you talk to Maggie and she
is attacked, hurry back to the top of the tomb spire. Take the eleva-
tor slab back up to the tomb and go back to the cavern next to the
platform where Brink is working.
eavern
Use the flashlight with bat creatures. After Brink runs out, go up to
the platform and grab the crystal stash. Go back to the light-bridge,
take it to the map spire, and return to the nest area.
Rest
Talk to Brink and ask about the monster. After Brink distracts the
monster and Boston walks out of the cave, go to the falls source at
upper right.
falls ~ource
Push the rock to divert the water into the grate. Go down, and
return to the nest at lower right.
Rest
Talk to Brink and ask about the grate. After the long action sequence, exit
the cavern and go to the opening past the tram area.
101
C!D-Rem (!lassies: C!hems mid l}ints to Your fzivorite Gmnes
'Beach
Click on the strange field . Show the tablet to Maggie. Walk out to the
island and enter the opening.
Planetarium ~pire
Cross over the waterfall to the crevice . After you see Brink's
predicament, use the jaw bone with Brink.
Rexus
Fit the four metal plates together on the triangle. Go through the
open door. Use the tram-call, and take the tram to the final spire.
eathedral ~pire
Go through the door into the strange room .
.Laboratory
Examine the console at lower left to see the gap indicating a missing
part in the machinery. Climb the spiral walkway up the spire until you
get outside.
1oa
C!hapter 6 The Dig
museum ~pire
Climb down the spire to the broken door Oust below the tram call
area). Go inside and take some life crystals. Climb back up to the
light-bridge and take it to the tomb spire.
'fomb ~pire
Go back to the alien's tomb (ride the crypt elevator down and walk
out to the pyramid). Use the yellow engraved rod with the pyramid.
Use a life crystal with the alien corpse. Ask all questions and pick up
the Creator's engraving. Go back to the light-bridge and take it
to the map spire.
map ~pire
Go into the map room. Enter the code from the Creator's engraving
into the panel-red pyramid, blue oval, red hexagon, red diamond.
After the vision of the missing part's location, go through the pit
into the chamber. Walk left and enter the nest again. Walk to the
right and exit through the door. Go through the triangular opening
to the beach.
neac.h
Take the eye part. Go back to the light-bridge, take it to the cathe-
dral spire, and return to the lab.
Laboratory
After the conversation with Brink, click on the console and examine
it. You need a couple of life crystals for those empty slots, but Brink
has cleaned out the stash in the museum spire. You must go
through the bat cave to the platform on the tomb spire and get
some from Brink.
109
eD-'H.em ehissics: Cheats and ljints to Your favorite c:imnes
The~ye
Enter The Eye. Enter the portal. Watch the game-ending movie.
Publisher: LucasArts
To order, contact:
LucasArts Entertainment Co.
P.O. Box 9367
Canoga Park, CA 91309-0367
For direct orders, caU:
1-800-STAR WARS
110
I>racula linlea~hed
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Gameplay 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
111
eD-Rem eiussic.s: ehezits zind Jlints to Your fzivorite Cfomes
Look out, babe! Here comes Hollywood. Viacom New Media was
formerly ICOM Simulations, a true pioneer in interactive CD-ROM
entertainment. As the new name implies, the Viacom entertainment
conglomerate now owns ICOM , and CD-ROM will never be the
same.
You may or may not recall that ICOM 's classic Sherlock
Holmes, Consulting Detective series set the early standards for
CD-ROM games. In any case, Dracula Unleashed incorporates all
the lessons of the Sherlock Holmes series while raising the genre's
production values to new levels.
By the way, Dracula Unleashed is a pretty faithful sequel to the
original Bram Stoker novel, Dracula . Although it helps to be famil-
iar with the Dracula legend, you don 't have to read the book in
order to complete the game. As Dracula Unleashed progresses,
you get enough background that you can figure out what's going
on, what's at stake, et cetera.
The ~tory
The year is 1899 10 years after Dracula was supposedly destroyed
by an intrepid band of vampire hunters. You the player, direct the
actions of Alexander Morris (brother of Quincey Morris, the gallant
Texan who lost his life at the end of Bram Stoker's elegant Victorian
novel). Alexander, who never learned the exact circumstances sur-
rounding his brother's death , has received a cryptic Jetter from a
Romanian priest imploring him to go to London and investigate.
Once there, Alexander falls in love and becomes engaged to the
lovely Annisette Bowen. As the story begins, however, he receives a
bit of bad news: her father, Andrew has passed away. This sad mes-
sage arrives while Alexander is being introduced to the members of
London 's prestigious (and snotty) Hades Club by Quincey's old
friend Arthur Holmwood, the honorable Lord Godalming. Shaken,
Alexander returns home, retires ... and faces the first of a series of
shocking nightmares that will haunt his sleep throughout the game.
The next morning he rushes to comfort Annisette. Andrew's death
mask is not a pretty sight.
112
Chapter "I Dracula linlea~hed
The Verdict
Dracula Unleashed was the first true interactive movie. The video
clips run smoothly, even on a relatively mediocre machine . (I used a
Dell 386DX/33 MHz with only 4 megs of RAM .) The acting is
competent, the soundtrack is inspired, and the overall atmosphere is
wonderfully eerie. The only real drawback is the time-management
structure of the gameplay, which forces you to do so much back-
tracking (and reviewing of old scenes) that some have found it
exasperating at times.
* * *
General Tip~
113
C!D-Rem C!lassics: CheZJ.ts ZJ.nd Jiints to Your fZJ.vorite Cfomes
The flythrough
Day 6ne:
December 28 . 1899
After viewing the opening scene (Alexander at Quincey's grave, and
so on), exit Alexander's room, take a carriage to Annisette's house,
then click on her door to enter.
1. Annisette's Home
Alexander comforts Annisette and finds the cloth in Andrew's
hands. Write in your journal, then click on the door icon to exit.
(You can move the cloth you took from Andrew Bowen's hand into
your Satchel, though you don 't have to-the game automatically
moves objects into inventory as you acquire new things.) Now take a
carriage to the Hades Club.
2. Hades Club
View the scene with the arrogant Goldacre, then write in your jour-
nal. Exit.
3. Holmwood Home
Learn the fate of the Holmwoods' poor carriage driver; pick up the
Harkers' address. Write in your journal, then exit.
4. Newsstand
The newspaper vendor talks about the mur-
ders , then mentions the Saucy Jack Pub .
(Note : If you don t get a paper today , you
won 't learn about the Saucy Jack.) Write in
your journal to read the articles you clipped
from the paper, then exit.
5. Telegraph Office
Here 's the headline of the Daily Times Before entering, open your Satchel and move
for December 28, 1899. the calling card from Father Janos into the
114
Chapter 1 Dracula llilleashed
"At Hand" box so that you can send a telegram to him. Now enter
the office and view the scene. Afterwards, write in your journal-
you'll see the telegram you sent.
6. Harker Home
Meet the Harkers and watch their reaction
to your dreadful news , then write in your
journal. Exit.
Horner recalls the Bloofer Lady This book once belonged to Dr. John
legend with remarkable accuracy . .. Seward of the Purfleet Asylum-could
and great enthusiasm. he be worth a visit?
9. Asylum
Thwart the "Joanie " attempting to escape. Write in your journal ,
then exit.
115
eD-Kem eiassics: Chezits and ljints to Your favorite Games
116
Chapter ~ Dracula llilleashed
The sailor recalls the Demeter wolf's . .. and its attack on his old mate
reappearance in the graveyard at Swales-"/ swear that wolf reached
Whitby ... for Swales with two arms as human
as yours or mine! "
15. Asylum
If it's not 10 P.M. yet, "pass time" until it is-
Seward's aide will turn you away until then .
Enter and view the scene with the amiable but
somewhat overworked doctor. Write in your
journal, then exit.
16. Bookstore
Spy on Horner as he conducts his suspicious
activities. Write in your journal· exit. A secret room? Looks suspicious
(Note : There's a good chance you 'll be as hell . .. and really I wouldn 't
detained for questioning by a police officer at rephrase that any other way.
111
eD-l\.6ID' etassics: Cheats mid ijints to Your favorite Cfomes
17. Home
Read the telegram from
Father Janos; he also sent
you Quincey's knife. Then
sleep for the night. When
you awaken from your Alexander suffers another unsettling
nightmare. Is it just weird dream logic,
nightmare about the
product of the days odd revelations? Or
woman/wolf , write in is there something to be learned? Here, a
your journal. Exit. white-clad Bloofe rish sort of Lady
transforms into a killer wolf of the
Demeter variety.
Day Two:
December 29. 1899
1. Annisette's Home
Miss Culpepper will turn
you away until 7 A . M .
When you get in , listen to
Juliet's latest dream about
Andrew . Write in your
journal and exit.
2. Asylum
Juliet has another dream about Andrew.
Meet the delightful Ren- Again , the message is meant to be
f i eld with Dr. Seward. comforting ... but Juliet 's trance
Seward also gives you doesn 't look too healthy.
Van Helsing 's card. Write
in journal· exit.
118
ehapter 7 Dracula Unleashed
3. Harker's Home
Move the rose into your 'At Hand" box. Talk to Mina Harker; she II
ask to speak with you at Andrew's funeral tomorrow. Write in jour-
nal; exit.
4. Telegraph
Move Father Janos' card into your Satchel's "At Hand" box before
you enter. View the scene, then exit. Write in your journal to see the
telegram you sent. (You can also send a telegram to Dr. Van Helsing
at this point, but that isn't necessary.)
5. Bookstore
Horner is excited by your little accident. He certainly seems inter-
ested in the old cloth, too. Write in journal; exit.
6. Harker's Office
Move the knife into your "At Hand" box. Alexander finally loses his
temper with the chilly Jonathan Harker. Write in journal; exit.
119
C!D-fi6M C!lassics: Chems und l}ints to Your favorite ~mnes
7. Newsstand
The vendor believes Scot-
land Yard is closing in on
the murderer. Write in
your journal (to read news
clippings), then exit.
8. University
Before you enter, move
the piece of cloth (from Here's the headline of the Daily Times
Andrew Bowen) into your for December 29, 1899.
"At Hand " box . Then
watch Dr. Briarcliffe ' s
interesting reaction to it. Write in journal; exit.
9. Hades Club
Goldacre confirms that he owns the Bookstore, then flips you a
coin. Write in your journal, then exit.
120
C!hapter 'I Dracula Unleashed
15. Bookstore
Move Goldacre's keys into your "At Hand"
box and enter. Alexander will discover
Homer's bloody little secret, as well as an old
manuscript. Write in your journal, then exit.
Keep Goldacre 's keys "At Hand " when
16. Saucy Jack Pub you try the bookstore at night. If you do,
Alexander will discover Horner's bloody
Listen to the cheery song about the Bloofer little secret and this old manuscript of
Lady. Write in journal; exit. ' Middle European origin.
17.Home
Check for telegrams. (There should be a sec-
ond one from Father Janos, mentioning the
knife and vampires.) Sleep. You 'll have a grue-
some dream about Quincey in the Pub. When
you awaken, write in your journal.
Day Three:
December 30. 1899
121
C!D-1\em <:!lassies: ehems mid l}ints to Your fzivorite eimnes
2. Newsstand (you
should have time before
the 10 A.M. funeral).
View the scene, then write
in your journal (to read the
clippings}. Exit.
4. Cemetery
The ceremony begins at 10 A.M. , but you can be late as long as you
arrive before 11 A.M . (Note: If it's just a few minutes before 10:00
A.M., open your watch and click on "Pass Time ' to move ahead. If
it's an hour or more before 10 A.M. , go visit someone else.) View
Alexander's meeting with the Reverend. (This only happens if you
gave Mina Harker the rose back on Day Two.) Write in your journal,
then exit.
5. Asylum
Move the blackjack into your "At Hand" box and enter. Alexander
will use it to save Van Helsing from Renfield 's attack. Write in your
journal; exit.
6. Holmwood's Home
View the uneventful post-ceremony gathering. Write in journal; exit.
122
Chapter 'I Dracula Unleashed
8. University
The Romanian manuscript should still be "At Hand. " Enter and
watch Briarcliffe examine it. Write in journal and exit. Then move
the gold coin "At Hand' and re-enter. Again, Briarcliffe examines it.
Write in your journal; exit.
9. Bookstore
Alexander asks Horner about vampire books. Write in journal ; exit.
10.Home
View your telegrams. (There should be one from Briarcliffe that
includes a package containing the old burial cloth.) Write in your
journal, then exit.
123
eD-1\em eiassics: Chems mid l}ints to Your fzivorite 6zunes
Day four:
'December 31. 1899
Hint: Avoid the Bookstore today! You 'll only get knocked uncon-
scious by Horner and lose a good deal of precious time.
1. Harker Home
After 7 A.M. , enter and view the scene with Mina; she'll give you a
cross blessed by Reverend Jenkins . Write in journal; exit.
2. Telegraph
Move Father Janos' calling card "At Hand" and enter. After viewing
the scene, write in your journal to see the telegram you sent. Exit.
3. Harker's Office
At the meeting, Seward learns of a fire at the asylum. Write in jour-
nal; exit.
4.Home
Check your telegrams. There should be two. Read the one from Bri-
arcliffe first; it concerns the old manuscript. Write in journal, then
click on the Telegram icon again . Now read the one from Dr.
Seward; the delivery includes a Dictaphone tube as well. Write in
journal; exit.
124
C!hapter 1 Dracula llilleashed
5. University
Alexander gets a gruesome shock. Write in your journal, then exit.
6. Asylum
Alexander takes a stake and a mallet from the smoky asylum. Write
in journal; exit.
7. Cemetery
The funeral for Juliet begins at 12 noon; you can be late as long as
you arrive by 1 P.M. , but time is so tight today that you'd best arrive
as early as possible. Enter and view the ceremony. Write in journal;
exit.
8. Annisette's Home
Van Helsing calls for a rendezvous at Juliet s tomb. Write in journal;
exit.
125
eD-fi0M elassi~: ebezits zmd ijints to Your fzivorite Gmnes
11. Newsstand
Pick up the latest edition of the Times, then
write in your journal to see the articles
Alexander found most interesting. Exit.
Here 's the headline of the Daily Times
for December 31 , 1899. 12. Holmwood's Home
View Alexander's conversation with Regina
Holmwood. Write in journal; exit.
15. Cemetery
You must get here at
dusk-that is, after 5
P.M. , but before the gates
are locked at 8 P.M. (Note:
If Juliet is not destroyed
by 8 P.M., she will find ,
seduce, and kill Alexan-
der.) Don't forget to move
the stake and mallet into
your "At Hand " box Van Helsing saves Goldacre with his
before you enter the cross, forcing Juliet to levitate back
into her crypt.
126
ehapter 'I Dracula ?:lnleaeshed
1 7. Annisette' s Home
Van Helsing discovers that Annisette has been
attacked again. Write in journal; exit.
18.Home
Check for telegrams. There should be one The sketch appears to depict many
from Father Janos explaining Dracula's "res- crosses hung on several walls of a room .
urrection.' Write in journal; exit.
12'1
eD-1\.€>rH etassics: Cheats and l}ints to Your favorite Gmnes
A quick stop at the Holmwood home She tumbles to the floor and shatters
reveals Regina standing stiffly in a into a thousand pieces.
dark room.
Publisher: Viacom
To order, contact:
Viacom New Media
1000 Asbury Drive
Suite 15
Buffalo Grove, IL 60089
For direct orders, call:
1-84 7-520-4440
128
l)ragon~phere
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Gameplay 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
129
CD-Rem Classics: Chezit:a zind l}ints to Your fzivorite Gmne:a
OK, this game does have a dragon in a sphere (though you don't do
anything with it) . There 's a spirit world , too . There 's magic .
Shamans. Enchanted lands. Shapeshifters. Faeries, sprites. Guys
with butterfly wings . And beasts . Don 't forget the beasts, man .
Beasts with tentacles. Big frogs. Things like that. Meanwhile , the
plot features an evil sorcerer, a brave king, and a conniving royal
brother.
Sound familiar?
Yeah , it sounds familiar. If you're even a casual computer adven-
ture gamer, you sit up and say: "Geez , another? Already?" Well ,
frankly ... although I'm actually reviewing a MicroProse game called
Dragonsphere , I couldn't truthfully answer "No" to that question.
130
C!hupter 8 Drugone5phere
The ~tory
You begin the game as a fellow named Callash. The good news is that
you're the newly crowned king of Gran Callahach. The bad news is
that a powerful sorcerer named Sanwe hates your guts. Sanwe was
imprisoned in his Hightower retreat by your father 's court wizard,
Ner-Tom. The entrapment spell, known as Dragonsphere , has a shelf
life of 20 years. You were a 13-year-old boy when the spell was cast.
You're 33 now. Do some subtraction. Guess what time it is!
Off you go to confront the evil. You seek powerspheres, one in
each of your kingdom's three lands. The red one's in Brynn Fann,
land of mischievous faeries and sprites. The yellow one's in the
desert region of Soptus Ecliptus. The blue one's in Hightower itself,
well guarded by Sanwe . You need a sphere from the weird ,
shapeshifting land of Slathan ni Patan-where every rock and tree
has eyes. Or maybe an ear.
Back home , your jealous brother MacMorn is stirring things up
with Mom . You know the score: dark palace intrigue, stunning
betrayals-your standard dysfunctional royal family . Meanwhile, you
outwit things . You teleport things . You hop across chasms turn into
snakes and such. Yeah, it's a wild, whacky king 's-questing kind of
world , burning off the screen in 256 blazing colors. Man, you even
get to make a ratsic/e.
The Verdict
Alright, maybe I slapped this game around a bit . .. but overall, I
honestly enjoyed Dragonsphere . In fact , I liked it a bit better than
King 's Quest VI. I just wish it didn 't feel like King 's Quest VII .
131
C!D-ll6M C!lassi~: Chezits zmd l}ints to Your 'favorite 6ames
Maybe next time the MicroProse design team can attach its compe-
tence and true love for the fantasy genre to a story that feels slightly
less worn.
***
Generzil 'Tip:)
Dialogue
The MicroProse adventure-game engine generally expects you to
ask everything you can ask of every character you meet.
***
The flythrough
Note: The following solution path is for Dragonsphere in its Chal-
lenging mode. To find solutions for Novice mode , you might want to
check the Infant Intelligence section of your local bookstore.
King's Hedchamber
The game begins in the King's Bedchamber, with Callash lying on
his bed. Click anywhere to get him going; he'll wash up and put
on his travelling clothes. Open the book on the nightstand . Go
through the door at the far right into the Queen's Bedchamber.
132
Chapter B Dragonsphere
eueen's 'Bedchamber
Try to take the Queen's diaries from the lower bookshelf on the far
left wall. Go through the door at the bottom of the screen to enter
the hallway. Walk directly across the hallway into the Ballroom.
Hallroom
In the Ballroom, take the goblet from the table on the left, then
take the bone on the floor near the table on the right. Then walk
through the door into the Throne Room (at bottom of screen).
Throne Room
Say anything to MacMorn. When he leaves look at the Dragon-
sphere sitting on the table between the two thrones. You'll get a
close-up look; touch the sphere and go back to the throne-room
wide shot. Go through the door on the back wall at the left to enter
the Meeting Chamber.
Meeting Chamber
In the Meeting Chamber, look at the bookshelf then pull the books.
(Place the cursor at the middle of the lower bookshelf to find the
books.) Now pull the large tapestry at the far right to reveal
the secret door. Forget about the door for now; go back through the
Throne Room into the Council Room at the bottom of the screen.
Council Chamber
After the Queen and the Queen Mother "gift you" and exit, take the
sword and the shieldstone from the council table. If you want, you
can read the two documents on the left side of the table. Return to
the Throne Room, then exit through the far right door into the
Courtyard.
Courtyard
Walk through the castle gate into the Waystation.
133
CD-RGM Classics: Chems mtd l}ints to Your fzivorite C'.lzimes
Waystation
Talk to the shapechanger sitting to the left. Talk to the Soptus Eclip-
tus who is standing to the right, at the merchant's stall. Then talk to
the faerie sitting to the far right. Now go east until the map screen
of the Kingdom of Callahach appears. Click on Slathan ni Patan, in
the upper right.
Gullrd Post
To get past the border guards, keep demanding to get in until you
get the option of giving them somethjng. Select that option, then
give them anything except the shieldstone. Tell the guards it wasn't
a bribe; they'll let you go. Walk down the path to the east until you
reach the pool monster.
Pool Monster
Throw the shieldstone at the pool monster. Take the tentacle rem-
nants that appear, then walk east down the path to the bearded
shifter sitting on the rock.
134
C!hapter a Dragonsphere
Wise ~hifter
Talk to the bearded shifter to get the polystone. (If you don't get it
the first time , talk to him again.) Ask him everything; he's loaded
with information. After you exit the Cave of Shifting Dreams with
the doll , you can talk to the wise shifter again and ask more ques-
tions. Or you can just go west on the path until you return to the
Guard Post.
Guard Post
Talk to the guards and ask to get back the item you gave them upon
entering Slathan . After the cut-scene, you 'll return to the map
screen. Click on Brynn Fann.
~prites
The sprites are mischievous little liars. Keep talking to them until the
first letter of the sprite's name matches the first letter of its color-
for example, a yellow Yvonne , a red Ralph, a blue Bart, etc. Then
135
C!D-ll0M C!lz:assie:>: Chezits zmd ljints to Your f'zivorite ~zimes
ask if it's safe to cross. Ignore their response and go. It may not
actually be safe, but try anyway. Sooner or later you'll make it.
136
C!hapter a DragonspheN
~hak Rest
Take the black feathers on the rocks just to your left. For fun , you
can use the sword to carve up the bird figurine , then "make noise"
with it. Talk to the shak, but don't admit you're the king! Then con-
tinue climbing up .
13"1
C!D-IH~M <'.!lassies: eheats and Ijints to Your favorite Games
The monster
At the next level up, use the sword to attack the monster (after you
converse with Llanie.) Go west to the other side of the waterfall.
Take mud from the dark spot on the ground right next to the water-
fall , then go back east one screen and climb up again to the base of
the tower.
The Tower
nase of 'fower
Take the path around behind the tower. When the vines grab you,
give these answers to their questions:
1. Red
2. Leg
3 . Beef stew
Walk in through the tower door.
138
C!hapter a Dragonsphere
lloom of magic
Take the music box on the pedestal at the left. Take the vortex
stone from the dresser in the back left corner. Go through the east
door into the Science Room.
~cience lloom
Use the vortex stone to take the magic from the rope/snake. Take
the rope. Take the flask on the lab table and put it on the metal
plate in the middle of the table. Open one of the petcocks at the top
of the bubbling glass-ball retorts, then take the flask full of acid.
Open the rat cage at the bottom right of the screen, take the dead
rat, put it in the freezer, then take the contents of the freezer (click
on Take, then on the freezer window). Go west until you reach the
elevator shaft.
139
C!D-Rem C!lassics: Chezits ztnd 'flints to Your fzivorite c:imnes
Waterfall machine
Walk through the machine room doorway on the back wall. Put the
teleport door in the window. Go back to the elevator shaft and walk
through the east doorway .
.Long eorridor
Walk across the iron-floored corridor, then walk through the dragon
doors .
~orcerer's Room
During the first pause use the polystone to mimic the blue power-
stone. During the second pause, throw the blue powerstone at the
circle of the spheres. After the cut-scene, take the black sphere on
the floor near the bottom center of the screen. Take the map on the
back wall just above the bookshelf. Then, from the chest at the far
right, take the crystal ball and the spirit bundle. Walk out through
the doorway to the west.
Hase of 'fower
Walk down the path around the tower, then down the path to High-
tower.
140
Chapter B Dragonsphere
Pillar-Jumping
Follow the directions on the map (from the Sorcerer's Room) to get
to the other side. For your convenience, here's the jumping pattern,
step by step: First, jump to the pillar at the upper right comer, then
jump W, S, E, S S, W, S, W, N N, N, N, W, W, S, E, S, S, S, W,
N, N, then W to the other ledge.
~ha.k's Rest
Take the belt.
'Bottom Level
Walk east past the waterfall to the cave behind it, then go in.
141
CD-R.em Classics: Chezits zind l}ints to Your f'zivorite Cfomes
l}ermifs eave
Put the spirit bundle on Llanie, then use the doll to heal Llanie.
When it fails the first time, talk to Llanie and build the following
poem: "Thou art a rose-but no! For no rose as fair did ever grow
in any land." The use the doll again to heal Llanie. She will recover
and give you the parchment. Walk out through the cave entrance (at
the bottom of the screen) and go back east, then south to the map
screen. Click on Soptus Ecliptus.
Guard Post
To get past the border guards, admit that you're a plain shifter who
wants to go home tell them they've "got the wrong guy," offer to
go only as far as they can see, then offer them a gift . Give them the
Soptus Soporific. After you all drink, heal yourself with the doll ,
then go east down the path.
142
Chapter a Dragonsphere
Green Monster
When you reach the green monster, use the doll to heal the mon-
ster. Walk through the newly created arch into the shifter village.
Shifter Village
Talk to the sitting woman. She'll return your shifter ring. Go down
the path to the south. Return all the way to the map screen, then
click on Soptus Ecliptus again.
The Desert
From the trader's tent, go in any direction except east to get to the
oasis.
Spirit Plane
Go east to the floating disks.
floating Disks
Again jump from disk to disk, following the map, but this time mir-
ror the route. First jump onto the disk at the upper left corner, then
jump E S, W, S, S, E, S, E, N, N, N, N, E, E, S, W, S, S, S, E, N,
N, then finally E to the far ledge.
143
eD-Rem elassics: Chems and ijints to Your favorite l:lmnes
~nake Pit
Use the shifter ring to shift into a snake.
Roe's Rest
Use the vortex stone to take magic from the grapes. Wait until the
roe eats the grapes and they don't reappear, then throw the dates
(won as a game prize from the Caliph) at the roe. Take the soul egg
from the nest . Put the black sphere (acquired in the Sorcerer's
Room) into the nest. Go west , talk to the shaman , and ask to
return.
144
Chapter 8 Dragon:sphere
Toads
Give the flies (won as a prize from the Caliph) to the toads . After
you snatch the key-crown , go east to the map screen and click on
Gran Callahach.
Way:station
When the guard captain confronts you, tell him you've done only
good for Callahach, admit you're a shapechanger, but explain that
you didn t kill the king. Try to explain what has happened , then
point out the Queen Mother's evil and ask if there is something you
could give him to let you go. Use the doll to heal the guard captain.
After the cut-scene, jump down the well.
'Bottom of Well
Take the rare coin near you on the bank. Use the shifter ring to
shift into a seal. Optional: You can swim down the river to the left
and talk to the Queen in the dungeon. Swim to the far bank and
gaze into, then invoke , the crystal ball. Take the emerald, then walk
to the trapdoor.
145
C!D-fiem <:!lassies: Chezits mid l}ints to Your fzivorite c:izimes
~tair 'frap
Before stepping off the stairs, put the statue on the stairway. Then
walk down the passageway to the west.
Darkness neast
Speak the words on the parchment, then go down the passageway
to the west.
~tairway
Push the wall switch, then put on the key-crown. (lf it doesn't work
the first time, try again.)
meeting ehamber
Shift into a bear, then use the sword to attack MacMorn. Invoke the
amulet.
Publisher: MicroProse
To order, contact:
MicroProse Software
P.O . Box 90848
San Diego, CA 92169
For direct orders, call:
1-800-879-PLAY
146
9
Eric the Unready
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Gameplay 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
14'7
C!D-Hem C!lassi~: Chezits zmd l}ints to Your fzivorite <:imnes
The ~tory
After a prologue in a barnyard, Eric meets the lovely princess Lore-
alle (of the great hair), who is subsequently kidnapped by her wicked
queen stepmother and stashed away in the castle of an ugly, evil
witch . (Story consultant: Susan Faludi.) A saviour is needed , and
when Eric pulls Excalibanana from the stone, he proves he is worthy
of the task.
So Bud the Wizard lays out the requirements, and Eric braves a
number of amusing situations-including a rendezvous with the
Swamp Trek crew. (Kirk pilots a log raft; Bones is but a skeleton of
his former self; Mister Zulu points the way with his spear.) He also
has to deal with the God of Short Term Memory and a bunch
of other stuff that, now that I think of it, doesn 't sound funny out of
context either. Trust me .
Once you gather the requirements (the Bolt Cutters of Doom, et
al.), you confront the witch (who looks remarkably like Margaret
148
ehzipter 9 Eric the linrezidy
Hamilton), solve some puzzles, stop the wedding , blah blah blah,
and then you win.
Oh yeah . In the end, there is a duck.
The Verdict
The graphics are fine , the sound's fine-yeah, okay, okay! The hell
with all that, though . Put the beeps of a PC Internal Speaker behind
stick people on the screen, and Eric the Unready would still be one
of the Top Computer Adventure Games of its time. Because despite
its disjointed, episodic plot, its total lack of character development,
its klunky and cluttered interface, Eric the Unready features the fun-
niest computer adventure game writing I've ever read .
***
6eneral Tip:)
The Toru:) :Inquirer
A new edition of the newspaper appears each day. Be sure to take it
and read it when you come across it; lots of useful and amusing stuff.
***
149
C!D-liem C!lussics: Cheats and 'f2ints to Your favorite <:iumes
The flythrough
Day Tue farm
ene If you aren 't a software pirate and actually bought the
game , you probably have an Eric the Unready game
manual. On page 26 of the manual, you'll find the game's
opening moves. But here's a quick-start version:
Enter the barn. Open the chest and take all . Exit. Enter the
privy, take the newspaper, tie the rope to the hook, and go down
the hole and give the Hog-Wild to the pig. Go up , exit kiss the pig,
then go back in the barn.
***
Day Tue \}ue:)t llegin:)
Two Keep trying to take the card that sits on the bed until your
squire frees you . Get off the bed, take the helmet, and exit
the Barracks into the Courtyard . Do anything ; the
Sergeant-at-Arms will drag you to the Union Hall. After you re
assigned the quest, go west into the Village Square.
Go to Ulric's. After Ulric gives you the torch , go to the Feasting
Hall and take the kindling from the fireplace. Go to the Ice Cream
Shoppe, put kindling in the fireplace , and light it with the torch.
(Bobbin will give you his earmuffs.)
Go to the Armoury and give Giovanni the card. (If you don 't
have it yet, go back to the Barracks and get it.) When he asks for
measurements, look them up on page 2 of your Eric the Unready
game manual or steal them from here:
Gorget 16 Helmet 14
Cuirass 1 Pauldron 5
Varn brace 6 Gauntlet Gothic
Tasset 99B Cuisse Brown
Poleyn 25 Greave 22
Sabaton 6E
150
C!hapter 9 Eric the Unready
Put on the cloak Giovanni gives you and look in the pocket.
Take the packet, open it, and take the bean . Go to the Village
Green and get water with your helmet. Now go to the Courtyard,
plant the bean in the garden , water the bean , then climb the
beanstalk. When you hit the ground after your encounter with Bud
the Wizard, go to the Ice Cream Shoppe and buy the root beer float
with the coin. A new coin will appear. Give that coin to the Bard in
the Village Square. (Coins will continue to appear.) To keep awake,
put on the earmuffs.
Go to the Feasting Hall. Ponce will follow and put all the knights
to sleep, including the guard. Go upstairs. When you return to the
Hall , try to exit until Bud appears . After he transports everyone to
the Village Green , pull Excalibanana from the stone. After Bud fills
you in on your quest, throw the banana in the duck pond.
***
Duy The eemetery. The fore:)t,
Three and the eavern
Take the newspaper from the sepulchre and read it. Then
go west through the forest. Pour root beer on the roots of
the tree blocking your path. Go west one screen, and at the foot of
151
eD-fiem eia~~ie:>: ehems zmd 'fiints to Your favorite l:imnes
the tallest tree , move the branches, open door, go down stairs.
You'll come to the front porch of the small white house. Open the
mailbox, take the mail, and read it.
Go west into the cavern and enter Frans Rock Emporium .
When you leave, Fran will give you a pickaxe. Go back to the door
of the white house, pull the board with the pickaxe, and enter. In
the Living Room , roll up the rug and open the trap door. Use the
key to open the trophy case then take the beard.
Go upstairs . If you try to take the pile of bones you'll discover
Fondor Bindlecrank's driver's license. Now you can claim that
sweepstakes prize. Go to the Clearinghouse. Of course, you need to
look like a 3-foot, 6-inch dwarf, so put on the beard and get on your
knees before you go in. Give the mail to Ed McDwarf and show him
the license when he asks for ID.
At the ferrous wheel , stand up and take off the beard. Wait until
somebody gives you a 20-Zonkmid piece. Go to Fran 's and buy the
starter rock (he'll give you a free bungee cord too) then go to the
Card Game booth west of the ferrous wheel to win the slingshot.
Go back to the ferrous wheel and pull the lever. Sit in the chair,
put the starter rock in the slingshot, then press the green button.
When you get to the top, shoot the lever (or the red button) below
with the rock to stop the wheel. Stand, then take the pitchfork.
Now tie the bungee cord to the branch and jump.
Take the headrest rock that Fran gives you to the upstairs Bed-
room of the white house . Drop the rock and stand on it to pull
yourself into the attic. Once there , your next move must be to push
the stone slab. (Otherwise , you will be eaten by a gnu.)
***
Day l}o]o Tavern and 'lllice~ter ea~tle
four Go into the Tavern, take the newspaper and read it. Take
the coupon from the book in your backpack and offer it to
Bruce. Order the Mead Lite from the menu, then exit. Go
west to Blicester Castle. Climb the rungs. When the bush burns away,
152
ehapter 9 .Eric the Unready
take the roddenberries (you'll need them on Day Seven) and follow
the new northwest path until you reach the open back of the castle.
Go east to the stables. Give Mead Lite to the oaf, then take the
branch. Return to the Keep and give your Tort-Ease to the turtles.
Go northwest around to the front of the castle, climb the rungs, then
dip the branch in the flaming pitch to make a torch. Go downstairs
to the Keep. Melt the wax seal with the torch then press the key into
the blob of wax. Take the wax, go northwest around the castle, then
east to the Tavern. Give the wax to Howard. He'll make a key that
you can take back to the Keep. Open the door with the shiny key.
Mead Classic:
Mead Dark
Heavy Mead
Mead Bull
Diet Mead
Alcohol-free Mead
Caffeine-free Mead
Mead spritzer
Mead shooter
Mead Dry
Mead Genuine ()raft.
Mead Florentine
Smokey !-.fountain Mead Order the Mead Lite from the
, <il"O\:f menu at HoJo Tavern ...
153
CD-lH~m Classics: C!heats and ijints to Your favorite Games
***
Day The fair and the :Dragon
five Go to the Pavilion of Tomorrow and pull the shade. Take
the rubber band and put it around the viper's mouth. Tie
your bungee cord to the aardvark, then stand on the loose
floorboard . First, take the leech, then take the black marble from
the catapult. You'll end up with the chamberpot exactly where you
need it.
Go to the Shooting Gallery and shoot the crossbow at a target to
win a chicken or a whoopee cushion. Then go to the Fool's Pavilion
east of the Stockade and "hit" the judges with the chicken (or sit on the
whoopee cushion) to earn your fool's cap. Be sure to put on the cap.
Go to the Amphitheatre and watch the shows. When the Jug-
glers Vain appear, throw the leech at them, then take the gloves left
behind. Put on the gloves and climb the maypole in the Fair-
grounds. After either of Lily's shows, take the invitation note to her
"dwessing woom " and give her the boa. She'll give you a "weed"
and another task to perform.
Ignore Lily's second task. When you leave her room , the 'weed'
becomes a "reed" for the musician who frequents the shell game.
Go to the Shady Area , wait until the musician appears, and give
him the reed . He 'll give you his sunglasses. Put them on. Their
magic will allow you to play the shell game and win.
Take the woodcuts to the Shooting Gallery and give them to the
154
Chapter 9 Eric the Unready
barker. Exit while he's preoccupied . You now have the crossbow.
Spit. (That's right. I said, "Spit. ") After you're pilloried, look at the
crowd until the angelic boy appears. Make a face (or stick your
tongue out) at the boy to get his apple.
Go back to the Fairgrounds and give the apple to the cook. He'll
drop his apron . Take the apron and put it on. Now you can face the
dragon. Ignore the "vulnerable spot" target and shoot at the part of
the dragon that corresponds to the part of your body the dragon last
tried to flame.
***
Dlly Temple of Virgins mid Palace of the Gods
~ix
Temple of Virgins
Moon the unicorn , then take the eucagum leaf from the
branch and get down from the tree. Approach the Temple and put
on the robe. Ring the fourth bell to enter. Read today's paper to the
virgin , then offer her your hanky. Put the leaf in the tears you've
collected. A gummy blob will form. Give the blob to the virgin.
Go north into the Sanctuary. Get in the vat, then put on the
ring to become entirely invisible. When the sacrificial virgin appears,
155
C!D-H.em C!lassics: eheats and l}ints to Your favorite Garnes
give her the boring book about the tale Baldur. When Molochi
opens his mouth , enter it. Ride the escalator up to the top, then
approach the Palace of the Gods.
***
156
ehapter 9 Eric the llilready
***
Day The Witch's eastle
Eight Remove the pitch with the pitchfork. Remove the crow
with the crowbar. Put the steak on the black eye that
stares from the gate. Cut the lightning bolt with the bolt
cutters. Then turn the crescent moon with the crescent wrench to
open the gate. Look in the crystal ball first, then read the spellbook.
157
eD-fi0lH elassics: Chems zmd Iiints to Your fzivorite GZ1111es
){ Hint: The witch gives you ten minutes to live. If you run out
of time, just turn over the hourglass . (Or just turn it over
right away and forget about the time .)
Take the eyeballs from the jar and put them in the skull. Then
hoot-this is the "word from the wise."
Enter "IINX" to answer the mirror puzzle. (Confused? Remem-
ber, both the puzzle and solution are mirror images.) Enter
the passageway that is revealed and go west past the chain to the
Witch's Bedroom. There, take the makeup and the broomstick, then
open the window. Go back to the chain in the passageway, wait
until 10:30 (but before 11:00!) then apply the makeup to the
chain. Return to the bedroom and get on the broom.
In the Crawlspace, open the trap door and go up into the cake.
Wait until 11:00. The ceremony will begin. After the chandelier falls
on the beast, give the Candygram to the witch. Pick up Lorealle and
go out. Blow the whistle and get on the duck. (As you might imag-
ine, I am quite fond of this particular plot device.)
Publisher: Legend
To order, contact: For direct orders, call:
Legend Entertainment Company 1-800-658-8891
14200 Park Meadow Drive
Chantilly, VA 22021
158
10
f'ull Throttle
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Game play 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
159
C!D-fiem C!lassics: Chent:s mtd l}int:s to Your f'nvcrite l:inmes
The ~tory
Ben is the leader of the Polecats, an outlaw biker gang. As the
game begins Ben is framed for the murder of Malcolm Corley,
founder of Corley Motors, which happens to produce the baddest
bike money can buy. Seems Corley's lieutenant, a "chablis-swilling,
limo-riding, yuppie executive . . . pond slime in an Armani suit,"
wants to turn Corley Motors into a maker of (gasp!) mini-vans. No
villainy was ever more treacherous.
Ben fights to clear his name , with the help of Corley's best
mechanic and daughter, Maureen. After scouring the desolate post-
apocalyptic landscape for items to repair his mangled bike, Ben sets
off for the Corley Motors Factory to set the record straight. Along
the way he engages in bike-to-bike combat with Rottwheelers, Cave-
fish , and Vultures. (I found it hard to root against the latter.) He
jumps a gorge. He blows up bunnies. He wastes hired goons in a
demolition derby. It's wild. It's wacky.
And it's way too short.
The Verdict
Really Full Throttle is one of the shortest computer games I've
ever played . Now The Condor doesn 't need 40 to 60 hours of
gameplay to feel a gratifying sense of entertainment value. But Full
Throttle rocketed past, full throttle, in less than five hours.
It was an extremely enjoyable afternoon of gaming, mind you.
But look at it this way: If you see a good movie, you pay $6 or so for
approximately two hours of entertainment. If you pay seven times
that ($40 to $45) for a highly-touted piece of software, you should
get seven times the amount of entertainment. Fair? I think so.
160
C!hapter 10 full Throttle
***
The flythrough
After the introductory movie, punch the lid (top right) of the dump-
ster. Walk east to the front of the Kickstand. Get on the bike. Kick
in the front door of the Kickstand and enter. Manhandle the bar-
tender. After he gives you the keys, exit. Hop on the bike.
Travel C!ombat
Punch out the rival biker.
Maureen's ~hack
Talk to Maureen. Take the gas can and the hose (both by the radia-
tor, back right of room). Exit the shack. Outside, talk to Miranda
the reporter. (For fun , ask her for a ride . . . then see what happens
after you walk away.) Walk west.
Hadlands 0verview
Go to the shack in the upper left.
Todd's ~hack
Knock on the door. While Todd 's insulting you, kick in the door.
Open the refrigerator in the back of the room; take the meat. Open
the cabinet just above the unconscious Todd and take the lockpick.
Walk onto the lift behind the open front door to ride down to Todd's
workshop.
161
C!D-1\(}HJ C!lassics: eheuts mld ljints to Your fuvorite Gmnes
Todd's Workshop
Get the torch . You automatically return it to Maureen and end up
outside her shack. Walk west.
lladlands everview
Go to the gas tower at the upper right.
Gas Tower
Use the lockpick with the lock on the gate. Pick up the lock from the
ground. Go through the gate. Touch the tower ladder and hide in
the shadows behind the pipe housing in the upper left of the screen.
After the hovercraft lands, go up to it and use the gas can on it.
Use the hose on the hovercraft's fuel spout (right next to the ladder,
on the tail fin) . Suck on the hose.
lladlands everview
Again, you end up outside Maureen's shack. Go west and go to the
junkyard at the far upper left corner.
Todd's Junkyard
Use the lock on the entrance door. Climb the chain. Go down from
the ledge. Go east until the cursor becomes a red right-arrow, and
then click on anything. Put the meat in the nearest blue car. After
the dog jumps in, go all the way back left and climb back onto the
ledge. Go all the way right along the ledge to the crane/magnet
controls.
magnet eontrols
The magnet is already over the blue car-the one with the dog and
the meat-but you can move the magnet horizontally using the T-
shaped control. Use the up/down lever at the far right to lower the
magnet onto the blue car. Click on the Green button at left to power
up the magnet. Now raise the car as far as possible. Exit to the west.
162
ehapter 10 Yull Throttle
Junkyard
Get the cycle fork from the parts pile (dead center on the screen).
liadlands everview
After the long movie sequence, go to the gas tower.
Gas Tower
Go into the compound and touch the tower ladder.
liadlands everview
Hop on the bike and go north to the Kickstand .
Kickstand
Click on anything to get off the bike . Move the cursor until it
becomes the arrow leading behind the building and click. Behind the
building, click on the dumpster to talk to Miranda and get the fake
1.0. Go inside the Kickstand. Show the fake 1.0. to Emmet.
Truck Wreck
After still another long movie sequence, use the tire iron on the
truck wheels. Kick the semi-trailer. Take some of the fertilizer. Get
on the bike. Go southeast down the highway.
163
eD-fiem etussics: eheats and l}ints to Your favorite Games
'ijighwuy 9
Go all the way to the bridge turnout and read the sign. (Read all the
various plaques and pictures.) Get back on the bike and head back
up the highway . Take the Mine Road exit.
mine fioud
Now you have a series of biker battles on the Mine Road. You need to
beat everybcxiy except Father Torque. The bikers appear randomly so
sometimes you overtake opponents you've already beaten. (To skip an
opponent, just press the IEsc) key.) You'll need several tools for certain
opponents:
• Use the fertilizer to beat the chainsaw mama.
• Use the chainsaw to beat the guys with the chain the spiked
ball, and two-by-four board.
• To beat the Vulture with the booster, use the chain before he
fires up the booster. (You need the booster.)
• Use the two-by-four board to beat the Cavefish biker. When
he looks up, swerve quickly into him as you swing. (It's
tough, but you can do it.)
Now you have the Cavefish goggles. As you cruise the Mine
Road , the Goggles icon appears at upper right. When you see it,
right-click the mouse to put on the goggles. Now left-click when you
see the arrow appear at the top of the radar screen and the word
"Cave" (not "Exit") appears at the bottom.
euvefish eave
Keep going deeper into the cave until you see the ramp . Push it
twice to hook it to your bike. Get on the bike and drag the ramp
east one screen. Push the ramp again. (The Cavefish respond.)
Gorge
After you place the ramp , get on the bike and head down the full
length of Highway 9 to the Mink Ranch .
164
ehapter 10 full Throttle
Mink :Ranch
In the automatic sequence, the blue car chases Ben and crashes at the
fertilizer truck. After the movie, guide Ben down Highway 9 to the fertil-
izer truck (click when the Stop Sign icon appears at the top of the
screen).
fertilizer Truck
Use the tire iron on the rear fender of the blue car. (You automatically
get a hoverlift unit.) Get back on the bike and return to the gorge.
Gorge
After you arrive at the drive-out, move the cursor to the top of the
screen . When you see the Right-Arrow icon, click to jump
the gorge.
Minefield
Use the bunny on the minefield. After it blows up, get the battery it
leaves behind. Return to the souvenir stand by the stadium.
Souvenir Stand
Put the battery in the RC car, drive it north one screen, and drive it
under the turnstile. Now grab the bunny box from the souvenir
stand and return to the bike. Drive back to the minefield.
165
C!D-ll0IH C!lassi~: eheut:a Z10d l}int:a to Your f'uvorite Cfome:a
IH'inelield
Use the bunny box on the minefield. Grab as many bunnies as you can
before they get out into the field. Walk as far out into the bunny trail as you
can and use a bunny on the minefield. Keep doing this until you reach the
other side of the minefield.
Vulture Den
After Ben's captured, select "Let me go , or else . .. " Threaten to call
Mo names; then call her a Diapered Dynamo.
Demolition Derby
After the long movie sequence, use the west ramp to jump onto
the brown car. Push the now-crushed brown car to the bottom
of the east ramp . Then push it up and over the ramp . Back up
and jump the west ramp to smash the blue car and trigger the
fiery collision sequence with Mo.
Run to the striped exit doors. After the stadium catches fire ,
click on the brown car to hop on it. When the blue car rams the
brown car, click on the blue car. (Ben hops onto it.) When the blue
car swerves near the fire at lower right, click on the fire . (Ben runs
into the fire.)
Vulture Den
Talk to Mo; ask everything. Look at the parts. Open all flaps on the
parts. Write down all numbers. Exit. After you arrive at the factory,
go behind it.
:Behind factory
Kick the wall on the far left, near the bottom crack- it might require
a little trial and error to find the exact spot, but trust me, it's there .
You also have to time your kick for when all of the utility meters dis-
play a black stripe and stop ticking . Go in the open hatch .
166
C!hapter 10 full 'Throttle
eorley'::; 0Jlice
Use the floor safe. Enter the code-it's one of the motorcycle part
numbers (154492)-and click on the square button . After you get
the will and the card, go through the door.
'ijallway
Put the card in the card reader next to the MM door.
multimedia 1\oom
After the movie sequence, turn the motor switch to the down posi-
tion. Turn the lamp switch to the up (high) position .
eontrol 1\oom
After the automatic sequence, go into the left door. Put the tape on
the reel.
front of 'fruck
After the long movie sequence, open the grill, open the panel just
above the grill and quickly grab the cane when Ripburger jabs it at
the panel. Use the cane in the engine's fan .
'Hack of 'fruck
Use the tire iron on the right fuel line.
'fruck eab
After the movie sequence, go into the truck cab. Click on the small
reddish button at the far left of the controls, just in front of the mon-
itor. Select Main Menu, Defense Menu, Machine Guns , Control, and
System Off. Go east into the plane.
161
C!D-Rem Classics: ebems mid l}ints to Your favorite 6mnes
Publisher: LucasArts
To order, contact:
LucasArts Entertainment Co.
P.O. Box 9367
Canoga Park, CA 91309-0367
For direct orders, call:
1-800-STAR WARS
168
11
6abriel Knight:
~in~ ol the father~
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Gameplay 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
169
<!D-1\0HJ <!lassies: Chems zmd ljints to Your fDvorite Gwnes
Wow! The Condor cannot stop thinking about this game! Just as
Gabriel Knight, the main character, is haunted by weird voodoo
dreams, so now am I. Sins of the Fathers is a truly engrossing experi-
ence. A truly magnificent effort it is also a collaborative effort in the
same sense as good films are. This first installment of the Sierra series
brings good writing together with visionary art and some of the best
voice-acting work I've ever heard in a computer game.
Indeed, casting Tim Curry as Gabriel Knight was a stroke of
genius; he makes a growlingly macho yet immensely likable hero.
Leah Remini's witty, sarcastic Grace is Gabriel's perfect foil . .. I
mean perfect. And it's kind of interesting to hear Mark Hamill do
someone other than Luke Skywalker. His gritty Detective Mosely
drawls with the best of them.
One more thing I have to mention: the lip-synching. Sierra's
cartoon technology has become state-of-the-art with all of its latest
CD titles, but most impressive is the lip-movement/sound synchro-
nization in the animated character close-ups. It's remarkably clean
and accurate.
The ~tory
There's a lot of back-story that's presented in an eery, graphic little
comic book that accompanies the game. Suffice it to say that our
110
ehapter 11 Gabriel Knight: ~ins of the fathers
The Verdict
Okay, I'm a bird. My brain is small. But, fortunately , this one's a no-
brainer: The CD-ROM version of Sins of the Fathers is probably
the most satisfying computer adventure I've ever seen. The story is
deep, rich , clever, intelligent, and well paced. The mood and atmos-
phere are pure New Orleans, voodoo and all. Gabriel , Grace, Malia ,
Mosely and the rest are the most fully developed characters ever
created for a computer game.
Many kudos to designer/director/writer Jane Jensen, whose
King 's Quest VI screenplay was mere bird droppings compared to
this masterpiece. And congratulations to Tim Curry, Mark Hamill,
Efrem Zimbalist, Michael Dorn, and Leah Remini for having the
good sense to expand their repertoire into a genre that bodes well
for the future of acting.
1'11
C!D-'fi.0M C!h:assics: Cheats mid Jlints to Your favorite Gmnes
***
The flythrough
~t. George's :Book ~hop
l>uy
Interrogate Grace to get all your messages. (Mosely's mes-
1 sage puts the Police icon on your map; Grandma's puts
her icon on your map.) Open the cash register and take
the gift certificate. Take the tweezers and the magnifying glass (both
sitting near the far right edge of the table). Pick up the book on
Heinz Ritter (top-left shelf in the back) to read it; then pick up the
one on snakes (top-right shelf in the back). Pick up the newspaper
on the table. Now open the door to go to the French Quarter map,
then click on the To New Orleans Map . From that map , select
Grandma's house.
6randnut's l}ouse
Interrogate Grandma, then ask her about the Knight family , then
about Harrison Knight, Philip Knight , and Margaret Templeton
Knight. (Remember to keep clicking on the same topic name until
Grandma says "I don't know what else to tell you, dear.") Keep ask-
ing questions until she suggests you visit the cemetery. (You can also
get this reference from Dr. John on Day 2.) Go up the stairs into
the attic.
rutic
Operate the clock to get a close-up of the clock then do the follow-
ing: Push the hands to 3:00, push the outer circle until the dragon is
at 12:00 (top) , operate the windup key, pick up the photo and the
letter in the secret drawer, then read the letter in inventory. (This
adds Heinz Ritter to the list of topics you can discuss with Grandma,
and adds Schattenjager to your global topic list.) Pick up the sketch
book, then look at it in inventory to read it. Exit the attic.
1'12
Chapter 11 Gabriel Knight: ~ins of the fathers
Grandnui ltgain
Ask Grandma about Heinz Ritter. Open the door to exit to the map
screen, click on the French Quarter icon , then click on the Police
Station.
Jackson ~quare
Go to the northwest corner of the square and walk next to the
mime. He'll follow Gabriel. Go to the southeast corner of the square
and walk next to the cop. When the mime distracts the cop, operate
the cop 's motorcycle radio. (Lake Pontchartrain will appear on your
map.) Exit on the street running south from the park to the map
screen, select the New Orleans Map , then select the Crime Scene.
Crime ~cene
After the long cut-scene, look at the pattern marks on the ground.
(This adds Patterns to the list of topics for when you interrogate
Mosely later.) Use the sketchbook on the pattern, then use your
magnifying glass on the marks in the grass near the tree. (You may
have to click on the grass a few times until you find the marks.)
When the close-up screen of the marks appears, use your tweezers
on the snake scale. (This also adds Snakes to Mosely's topic list.)
Pick up some clay from the darker ground near the water, then go
back to the Police Station.
113
eD-ll6M eiassics: Chems Zllld 'flints to Your favorite Gmnes
(This adds Pattern File to Officer Franks 's topic list.) Open the
door; return to the lobby.
Talk to Officer Franks, the woman typing at the desk. Select
"get a file " from the topic list, then take the file from inventory and
put it in Franks's in-box (next to her on her desk). Open the door
to Mosely's office again, ask Mosely about the photographs, sug-
gest a cop/author photo for the book, then select the "go check
my hair" dialogue.
Back in the lobby, pick up the file from Franks's in-box and use it
on the copy machine. Put the file back in the in-box, open Mosely's
door, then, after the cut-scene, open the door again . Exit the lobby
and click on the Dixieland Drug Store.
~t. 6eorge·s
Ask Grace to research Malia Gedde. When you exit the dialogue,
the day's end cartoon will play.
~t. 6eorge's
Day
Automatic: After you get Malia s address from Grace, it
2 appears on the map. Pick up the newspaper, then go to
the Police Station.
114
ehupter 11 6ubriel Knight: ~ins of the fathers
Juckson ~quure
Go to the northeast quadrant of the square. Leave that quadrant,
then return to watch the artist lose his picture. Now go to the south-
west quadrant. Use the gift certificate on the Lucky Dog vendor to
get a hot dog . Give the hot dog to the boy dancer. Talk to the boy
and select the "fit through the bars" dialogue option.
Go to the northeast quadrant of the square and use the following
items from inventory (in order) on the tech artist : the technical draw-
ing (from the boy), the six patterns photocopy, then Gabriel 's sketch
of the partial pattern from the crime scene. Exit to the map screen ,
click on To New Orleans Map, then click on the Gedde Estate.
6edde Estute
Operate the door knocker, ask to see Malia. Say you're on official
business. Use Mosely's badge on the butler. When Malia appears ,
interrogate her. Ask about voodoo twice; ask about Lake Pontchar-
train once. Then select the Flirt With Her option to get thrown out.
Click on the French Quarter, then on the Voodoo Museum.
1'15
C!D-lHHH' <:!lassies: Cbents nnd Jlints to Your fnvorite Gnmes
map.) Do the same with historical voodoo, then with Marie Laveau.
Now exit, click on the French Quarter, then go to St. Louis Ceme-
tery #l.
moonbeam fiesidence
Ask Moonbeam about voodoo, then about St. John's Eve. (This puts
Animal Masks on the topic list.) Ask about snakes , then about
Grimwald. Ask her to show you how she handles Grirnwald. Pick up
the snakeskin in the open cage. Use the crosses sketch on Moon-
beam to get a translation. Open inventory and use the magnifying
glass on both the snake skin and the single snake scale (from the
Crime Scene) to see that they don 't match . Now exit and go to
the Dixieland Drug Store.
~t.George's
Ask Grace to do research on Madame Cazaunoux.
~t. George's
})ay
If Bruno tries to buy the painting, ask how much , tell
3 Grace to stay out of this, then say "Fine, it's yours ."
(Bruno gives you $100 for it.) Now ask Grace for mes-
116
ehapter 11 Gabriel Knight: ~ins ol the fathers
sages twice , then ask for Wolfgang Ritter's phone number. Pick up
the newspaper-important, because it adds Tulane University to
your map. Go through the curtains, back into Gabe's bedroom.
Gabriel's liedroom
Pick up the hair gel from the cabinet above the sink in the bath-
room. Look at the phone page in inventory to get Madame
Cazaunoux's phone number (555-1280). Also , make a note of the
number for the Cajun Critters Veterinary Clinic (555-6170). Oper-
ate the phone and call Madame Cazaunoux, then call the Clinic.
Select the question about Madame Cazaunoux, then say you're wor-
ried about Castro. (You 'll get her address.) Finally, call Wolfgang
Ritter (49-09-324-3333). Now exit the shop and go to Jackson
Square.
Jackson ~quare
Go to the northeast quadrant of the square and talk to the artist;
you'll get the reconstructed veve from him. Go to the northwest
quadrant of the square and wait until the fortune teller dances, click
the "pick up " cursor on her while she dances, then pick up the veil
on the ground. In your inventory, use the magnifying glass on the
veil, look at the veil close-up, then use the magnifying glass to look
at the "snake scale" again . Aha!
Exit the close-up and use the tweezers on the veil. Compare the
two snake scales in inventory. Use the veil on the fortune teller;
she'll tell Gabe 's fortune . Exit and go back to the bookshop.
~t. George's
Ask Grace to research the veve pattern, then exit and go to the Dix-
ieland Drug Store.
1"1"1
C!D-fiem C!lassic.s: Chems zmd ijints to Your favorite <:imnes
Police ~tation
Open Mosely's door. Watch the interview of Crash. Exit the station
and go to St. Louis Cemetery #1.
~t.Louis C!emetery #1
Go two screens to the right. Watch the scene with Malia at the
Gedde tomb. Exit, select the New Orleans Map, then go to Tulane
University.
'Tulane li.niversity
Sit through the lecture. Open the door on the left side of the stage
to enter Professor Hartridge's office.
l}artridge's 6Hice
Use the reconstructed veve on Hartridge, then use the murder
photo on him as well. Ask him about Cabrit Sans Cor and Black
Voodoo. Exit and go to St. Louis Cathedral.
Casaunoux Residence
Use the priest's shirt and collar on Gabriel, then use the hair gel on
Gabriel. Operate the door knocker and say you ' re Father
Maclaughlin. Once inside, ask the Madame about Cabrit Sans Cor,
then select "goat without horns. " Ask about human sacrifice, then
about real voodoo queens , and finally about voodoo hounfour.
When she gives you the bracelet, wait until after Gabriel says "Let us
pray" -then quickly use the lump of clay on the bracelet close-up .
(If Madame takes the bracelet before you make your mold, you can
ask to see it again.) Exit to the map and go to the Napoleon House.
Rapoleon }iouse
Ask the bartender about voodoo , then twice about bar patrons, then
about Sam and voodoo. Use gambling oil on Sam. After Sam wins
the chess game, use the clay impression of the snake bracelet on
Sam. Exit to the map screen.
~t. George's
Day
After getting the veve clipping from Grace, pick up the
4 newspaper. Exit and go to the Napoleon House.
Rapoleon }iouse
Sam will automatically give you the bracelet. Exit and go to the Jack-
son Square Overlook (just south of the square itself on the map).
~t.1ouis Cathedral
Use the snake bracelet on Crash. Ask Crash about the drummer,
then ask about voodoo hounfour. After Crash dies, look at him to
get a close-up. Open his shirt, and then use the sketchbook on the
tattoo. Exit to the map screen.
1'19
C!D-ll0lH C!lassics: C!hems zmd l}ints to Your fzivorite 6wnes
~t. George's
Day
After getting the mail package from Grace and the
5 phone call from Hartridge, pick up the newspaper. Then
go into inventory and read both Wolfgang 's letter and
Gunter's journal. Ask Grace to do research on rada drums, then
exit to the map screen . Select the New Orleans Map and click on
Tulane University.
Tulane University
Pick up Hartridge 's notes from his desk. Exit to the map screen;
click on the French Quarter, then on the Voodoo Museum.
180
C!hapter 11 G-abriel Knight: ~ins ot the fathers
t>t. George's
After Grace puts the snake scale in the ashtray on her desk, use the
tweezers on the ashtray. Use the magnifying glass on the scale from
the museum python. Aha! It matches the one from the crime scene!
Exit and go to St. Louis Cemetery.
~t.1ouis eemetery
Use the sketchbook on the new voodoo message. In inventory, use
the new voodoo message on the translated voodoo message. (The
missing three letters are, in order: Y, U M.) Pick up the piece of red
brick from the ground at the front corner of the tomb, then take it
from inventory and click it on the tomb wall.
By clicking on the letters from the two previous messages, make
the following message: "DJ bring sekey madoule. " (This tells Dr.
John to bring the small ritual coffin from his museum to the cere-
mony.) Exit and go to Jackson Square.
Jackson ~quare
Go to the northwest quadrant and talk to the fortune teller. Exit and
go to the Police Station.
+,; 'X"
[;t J
~+ ~ +,;
A
+.
C
v
* ~-t*
O
....
H
+.
c
"*-
N * -b *"-b +.tt
I G H
i"
T
-f-
B
message you need
to etch in red brick
-t-
R
....
* -¥- -t
I H G F w
on the tomb wall.
Translated, it
+.; -t 4
E T K
+A ~ *-"
5 H
means: "DJ bring
sekey madoule. "
H31
C!D-H.OM C!lassics: ehez:its Zllld l}ints to Your fuvorite <:iurnes
Police ~tation
Open Mosely's door. Ask Mosely to reopen the case then use the
following items on Mosely, in this order: the reconstructed veve ,
Hartridge's notes, the 1810 news clipping, then the two snake
scales. After Mosely reopens the case, exit the station .
'Day
After getting the drum book from Grace, pick up the
6 envelope that's delivered, open it, then read it. Pick up
the newspaper. Use the tattoo tracing on Grace. In the
resulting dialogue select the "costume party" and ' if you're jealous"
choices. Exit and go to Jackson Square.
Jackson ~quare
Go to the southwest quadrant and talk to the beignet vendor. You
need to get him over by the Police Station to distract the desk
sergeant. In the resulting dialogue, select the following dialogue
choices: "haven't I seen you before," "Royal and Conti, " "why don 't
you go back there " and "I definitely think you should." Exit and go
to the Police Station.
Police ~tution
After the desk sergeant leaves, open the swinging door. Use
Mosely's key on his office door. Open the lower-left desk drawer,
then pick up the tracker from the drawer. Exit to the map screen
and go to Jackson Square.
Jackson ~quare
Go to the northeast quadrant and use the rada drum book on the
drummer. Then construct this drum message: "Call conclave,
tonight, swamp. " Exit and go to the Voodoo Museum.
182
C!hapter 11 Gabriel Knight: ~ins ol the f mhers
~t. George's
After talking to Grace, pick up the flashlight. Operate the
phone and call Wolfgang Ritter (49-09-324-3333). Ask
Wolfgang about Tetelo , about talisman twice , about
Tetelo's remains, then about Africa homeland. Exit and go to the St.
Louis Cemetery.
~t.George's
Go into the bedroom and operate the phone. Call a travel agent
(585-1130) , ask about a trip to Rittersberg, Germany, then charge
1B3
C!D-l\0M C!lassics: C!heats zmd l}ints to Your favorite Games
it. Exit the shop; click on the New Orleans Map, then on the Air-
port. (Automatic sequence kicks in.)
Wolfgang's lledroom
Go to the top of the stairs. Look at the ornate lintel above the elab-
orate wooden door (look just beneath the lions head) . Exit the room
to the hall. From the bottom of the stairs, walk past Gerde one
screen to the right, to the chapel.
ehapel
Look at the panels on either side of the chapel, then exit to the hall.
l}all
Ask Gerde about the portal poem, the chapel panels, then the initia-
tion ceremony. Go back up to the bedroom.
Wolfgang's lledroom
Open the window, then operate the snow outside. Pick up the scis-
sors from the cabinet at the far right of the room , then use the
scissors on Gabriel. Pick up the chamber pot (next to the scissors),
then pick up the scroll from the scroll case on the wall behind the
cabinet. Now exit to the hall.
l}all
Pick up the knife from the wall above the lion's head (by the banis-
ter at the far left). Pick up the salt from the floor next to the couch
where Gerde sits. Go to the chapel.
ehapel
Use the chamber pot on the altar. Use the salt in the chamber pot.
Next, use the knife on Gabriel. Operate the altar. Use the scroll on
Gabriel.
184
C!hapter 11 Gabriel Knight: ~ins of the f'mhers
Wolfgang's 'Bedroom
Day
Pick up the key from the foot of the bed, then use the key
a on the locked door at the left to enter the library.
185 .
C:D-1\.em Classics: <!hezit:s zmd l}int:s to Your Yzivorite Gmne:s
Library
You need to find five separate books in the following order:
1. Look at, then pick up , the first book (People 's Republic of
Benin) from the lower shelf of the center bookcase on the back
wall.
2. Look at, then pick up , the second book (The Primal Ones) from
the top shelf of the right-side bookcase on the back wall.
3 . Look at, then pick up, the third book (Ancient Roots of Africa)
from the top shelf of the left-wall bookcase.
4 . Look at, then pick up, the fourth book (Sun Worshippers) from
the top shelf of the left-side bookcase on the back wall.
5. Look at, then pick up, the fifth book (Ancient Digs of Africa)
from the lower shelf of the right-side bookcase on the back wall.
Now go back through the bedroom to the hall where Gerde sits.
llall
Use the snake mound book on Gerde . Select the response that
refers to the credit card.
1B6
C!hapter 11 Gabriel Knight: ~ins of the fathers
~t.George's
Day
Pick up the newspaper. Pick up Malia's note by the cash
10 register. After you join Mosely in the bedroom, ask him to
help you make a plan. Where to next? Remember the
view from the airplane on your New Orleans approach? Exit the
shop and go to the cathedral.
~t . .houiseathedral
Enter the far-right confessional on the left-side wall. Use the snake
rod on the knothole, then on the bench. Use the remaining signal
device on the bench and exit the conk,,sional to enter the hidden
voodoo hounfour.
181
CD-1\em Classics: ehems and ljints to Your Yzavorite Games
lloom #"I
Pick up both masks (wolf and boar); pick up the hanging robes
twice . Exit to the hall , then walk Gabriel toward you until you find
Room #4. (Again, look at the signs above the doors to check.)
lloom #4
Pick up the black record book from the the desk in-box at the back
right. Operate the control panel by the door to exit into the hall.
Ceremonial lloom
Operate the drums. Using the pages of the rada book, create the
message Summon Brother Eagle . Exit by any hallway except
the one you came through.
I} all way
You need to avoid Dr. John . To do this, go to his room , Room #2.
Operate the control panel to enter.
eeremonial Ii.oom
Use the talisman on Tetelo. When the cursor turns into the talisman,
click it on Mosely. When Tetelo/Malia has the knife to your throat,
pick up the stone idol. Finally, you can do either of the following :
1. To betray Malia, use the knife on her (or do nothing) . If you do
this, Gabriel dies with Malia.
2. To avoid betraying Malia, pick her up while she 's in the pit. If
you do this, Gabriel survives.
To betray, or not to
betray? That is the
question . (You can do
either, but it's always best
to follow your heart.)
eD-l\0lH elaososic::a: CheZ1ts Zllld l}ints to Your f'Dvorite Gmnes
190
12
Gabriel Knight 2
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Gameplay 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
191
eD-ll0M eiassi~: Chems mid Jiints to Your fuvorite eimnes
The t>tory
The Beast Within begins where its prequel ended-in Schloss Rit-
ter, the ancestral home of the Ritter family. The Ritters are a
Germanic clan of shattenjagers , whose family tree traces back hun-
dreds of years, with American crime novelist Gabriel Knight as the
last of the line. What's a shattenjager? It's literally a shadow
hunter" -a guy who keeps the forces of darkness at bay so they
don 't like, eat your neck.
As The Beast Within opens, some local folks who think a were-
wolf killed their daughter interrupt Gabriel's tortured attempts to
begin a novel. Gabriel takes the case, and the trail leads to a hunt
club full of German bluebloods led by a charismatic aristocrat named
Baron von Glower. More "wolf" murders occur. The police are baf-
fled . Gabriel is glib and boyish as hell. His assistant , Grace
Nakimura, steals the show as she digs up crucial evidence and fol-
lows a trail of werewolvery leading back to the time of Bismarck,
Wagner, and King Ludwig II.
And here's the best part: It all ends with opera.
That's right , man , opera. The fat lady sings . Game designer
Jane Jensen wrote a libretto, and the whole damn thing gets per-
formed . Is that wild , or what? Now when sophisticates suggest that
computer games are for heathens , you can load a saved game
that will blow their little minds.
The Verdict
This is definitely a Top 10 game, if for no other reason than the
opera. The Condor watched it over and over, agog . Other reasons:
The writing is first-rate; the characters are well-developed and
extremely well-acted (for a computer game); and you get to be a
wolf for a while and click on a button labeled "Smell."
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C!hupter 12 Gabriel Knight 2
Of course, I'm a vulture, and any story that features the rending
of meat is OK in my book. But I admit, I did suffer one bit of petty
disappointment in playing The Beast Within . For a werewolf story,
it sure wasn 't. very scary. Phantasmagoria , another Sierra horror
game released the same year, had me totally creeped out, flinching ,
draping my tarsal feathers over my eyes, etc. This Gabriel Knight
tale was quite mysterious and moody and loaded with dark possibili-
ties. But in the end, I squawked but once or twice, barely. I had no
Gabriel nightmares to speak of, ha ha ha.
Ah, well. The overall depth and richness of the story had my
beak glued to the screen for two consecutive 12-hour days . Can 't
say that about too many other games. The Condor gives The Beast
Within a near-perfect 9 overall.
***
The flythrough
Although The Beast Within is subtitled "A Gabriel Knight Mystery,''
you spend about half the game in the role of Grace Nakimura ,
Gabriel's plucky research assistant. Their stories proceed in alternat-
ing fashion , with Gabriel starring in the odd chapters and Grace in
the even ones.
C!hapter 0ne
You open the game as Gabriel Knight. After a fairly hairy dream,
you awaken in the home of the Hubers, the poor farm couple who
lost their little girl to the wolf creature.
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C!D-R6lH' C!lassics: ehems mid llints to Your fzivorite ~zimes
Cross the room by clicking on the Exit icon at the bottom of the
screen. Click on the stationery (left side of desk) to write a letter to
Grace. Click on the newspaper (right side of desk). Click on the
newspaper article to get information and to add the zoo and police
station to your map. Exit the newspaper close-up. Take the car keys
hanging under the mirror. Read the note from Frau Huber (on the
wall near the coat rack) . If you want, you can check Gabriel's hair in
the mirror. Exit through the door.
Klingmann's 6ffice
Talk to Klingmann . Ask all questions. (Be sure you ask him about
Wolves . He ' ll say , "Thomas? ") Return to the Huber Farm in
Lochham.
Klingmann's eflice
Examine Klingmann' s coat to get a receipt. Take the tape marked
"Klingmann Splice" from Inventory and use it with the walkie-talkie
on Klingmann 's desk. After Klingmann enters the room , you go
automatically to the wolf kennels.
Kennels
After the non-interactive sequence, click on the wolf to examine her
zoo tag. Click on her again to obtain a fur sample. Exit the zoo,
return to the Huber farm, and go inside the house .
marienplatz
Go left and through the open doorways to reach Obergrau's law
office.
tibergrau's eflice
Click on Obergrau and ask all questions. Exit and take the U-Bahn (click
on the Exit icon pointing down) to the Biology Lab at the Universitat.
'Biology Lab
Give the red wolf hair from the Huber farm to Michael. After he
analyzes it, give him the gray wolf hair from the zoo. Next , give
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eD-'H.6rH' elassics: Cheats mtd ljints to Your favorite Games
Michael the paw print cast. When you exit the lab , Michael gives
you a report of his findings . Take the U-Bahn to Marienplatz.
marienplatz
Go right to the plaza where the guitarist plays "When the Saints Go
Marching In." Continue around the corner to Dienerstrasse. Click
on the post office (right side of the street). Take the letter to Grace
from Inventory and click it on the post office door to mail the letter.
Continue down Dienerstrasse. Click on the hunt club entrance
(right side of street), and enter.
tibergrau's 6ffice
Ask Obergrau about the Ritter family papers. After you get them,
exit and return to the hunt club.
Chapter Two
You now control the character of Grace Nakimura, Gabriel's able
assistant.
main :f1all
Talk to Gerde. Ask everything. Exit through the doors at the far
right; outside, exit to the left of the screen.
196
ehapter 12 Gabriel Knight 2
futtersberg R.athaus
Click on the window. Talk to Herr Habermas and ask everything.
Return to Schloss Ritter and go upstairs.
Gabriel's 'Bedroom
Look at the fireplace , and click on the toolbox. Take the screw-
driver. Click on the arrow pointing up to see the hole in the
fireplace . Use the screwdriver on the hole; Grace hears a click.
Open the closet door and go through the new opening.
~ecret Passageway
Exit to the right.
Gerde's 'Bedroom
Open the closet. Take the key hanging on the hook. Look at the
picture on the table next to the closet. Open the closet again and
return to Gabriel's bedroom.
Gabriel's 'Bedroom
Use the key to unlock the library door.
Library
Click on the center bookshelf-occult books-to find the book on
lycanthropy (werewolves). After Grace lambasts Gerde, read Christ-
ian Ritter's letter to King Ludwig. Read the Lycanthropy book. Click
on the far-right bookshelf to get the journal of Victor Ritter. Read
19'1
CD-Rem Classi~: Chez:ats zmd ijints to Your fnvorite ~z:ames
Rauth a us
Click on the window to talk to Herr Habermas. Ask everything. At
Grace's request, he takes her down to the dungeon.
Rauthaus Dungeon
Examine the dungeon window. Click on the church in the window.
Exit back to the courtyard.
Rauthaus
Click on the window again to get Herr Habermas. Ask about the
church records; he gives you a note for the priest at St. Georg's. Go
left to the church and click on the door.
Rauthaus
Tell Herr Habermass about the church records. After he reads them,
visit Werner Huber at the Gasthof.
6asthof
Talk to Werner and learn about Ludwig II. Return to Schloss Ritter
and go up to the library.
Library
Sit at Gabriel 's writing desk and use the typewriter. After Grace
types the letter, go downstairs to the main hall.
19B
ehapter 12 6abriel Knight 2
main l.1all
Click the envelope of research on Gerde to get Gabriel's address.
Go to Rittersberg.
ehapter Three
Back to Gabriel. The plot thickens.
t:ibergrau';s 0Hice
After Obergrau gives you Grace's envelope, open it in Inventory and
read Grace's letter. Talk to Obergrau and ask everything. Exit the
office.
marienplatz
Go to the cuckoo clock shop (far right of Marienplatz arrival screen).
Click on the door to enter.
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eD-llem elussics: ehems und }lints to Your fzivorite Gzimes
Dienerstrusse
Continue down the street. Click on the crowd (police cars, etc.) at
the crime scene.
erime ~cene
Click twice on Leber (the bald guy in the alley with his back to you) .
After he ignores you, use the lab analysis (from Michael at the uni-
versity) on the TV crew just to Gabriel's left. After you get Leber's
attention , go to the hunt club.
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C!hapter 12 6abriel Knight 2
t:ibergrau's (}ffice
Ask Obergrau about missing persons. Exit and go to Dienerstrasse.
Dienerstrasse
Go to the post office. Click Gabriel s new letter to Grace on the post
office door to mail it. Go to the hunt club and enter the main hall.
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Cll-R~m Classics: C!hems Zllld l}ints to Your :favorite eimnes
C!hzipter four
And back to Grace. After the opening movie, she is in Gabriel's
bedroom at Schloss Ritter. Go into the library.
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Chapter 12 Gabriel Knight 2
Reuschwanstein: Hedroom
Click on the Tour Tape button to learn more about Ludwig's life.
Again , click on the paintings and room items. Click on the Tour
Tape button to get information on each item. Go forward through
the door on the right.
Reuschwanstein: Chapel
Click on the Tour Tape button to find out more about Ludwig .
Again, click on room items and use the Tour Tape button to get
information on each item. Return to the bedroom, and go through
the door on the left.
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C!D-fi6rH' C!lussics: Cheats mid ijints to Your favorite eimnes
Reuschwunstein: Grotto
Click on the Tour Tape button to continue to learn about Ludwig.
Again , click on room items and use the Tour Tape button to get
information on each item. Go forward through the door on the left.
Continue forward to the next room .
Reuschwunstein: Study
Click on the Tour Tape button for still more on Ludwig's life. Again ,
click on paintings and room items. Use the tour tape button to get
information on each item. Go forward through the next door.
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Chapter 12 Gabriel Knight 2
opposite wall, under "Ludwig's Diary. ' Exit into the hall and click on
the Exit icon pointing right to go into the next display room.
~tarnberger ~ee
Walk as far left as possible and click on the railing or bench-
Dallmeier appears. Ask all questions. After Dallmeier leaves, return
to the car and drive to Bayreuth.
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eD-l\0m eiassic:>: eheuts und liints to Your fuvorite Gumes
Gasthol
Talk to Werner and ask about the Smiths. When they come down
from their room , tell them about the Ludwig dream. Exit and go to
the post office.
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C!hapter 12 Gabriel Knight 2
priest gives a lily to Grace, exit. Go back to Schloss Ritter, use the
keys to start the car and drive to Starnberger See (Seeshaupt).
~tarnberger ~ee
Walk left to the railing. Click on the railing , and then click on the
water for a close-up of the shore. Use the lily on the water. Go back
to Schloss Ritter and go inside.
Chapter five
Gabriel wakes up after a somewhat steamy (I'd call it PG-13) night
at Baron von Glower's residence. After the movie sequence, Gabriel
is ready to take the U-Bahn to Marienplatz.
marienplatz
Go left one screen and click on the vendor's shop. Click Gabriel's
wallet on the white sausages (weiss wurst) in the glass case to buy
some. Go to the hunt club and enter the main hall.
20'1
CD-llem Classie:>: Cheats mid ljints to Your favorite Gmnes
Zell 's conversations at the hunt club meeting appears in your Inven-
tory. Exit and go to Obergrau's office.
tibergrau's elfice
Gabriel gets the letter from Grace. Read it in Inventory. Ask Ober-
grau about the missing persons research. Click the tape of von Zell
on Obergrau; he'll translate for you. Exit the office and take the
U-Bahn to the police station at Prinzregentenplatz.
Leber's elfice
Talk to Leber and ask all questions. Use the von Zell tape on Leber.
After Leber gets the account books and leaves, examine the account
books (on the desk) for a close-up. Click again on the ledger; Dom's
address in Buchenau appears on Gabriel's travel map. Exit and go
to Buchenau.
tibergrau's ellice
Talk to Obergrau and ask about getting cash. After you get the
money, exit and return to Buchenau.
2oa
Chapter 12 Gabriel Knight 2
Preiss's Hedroom
Open the closet. Get the rope. Cross the room and open the win-
dow. Click on the Down icon to look down at the ledge. Use the
rope on the ledge.
lledroom Ledge
Click on the middle window twice to get into von Zell 's bedroom.
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C!D-Rem C!lassics: ehezi.t:s zi.nd l}int:s to Your fzi.vorite Gmne:s
Priess's lledroom
Exit the bedroom into the upstairs hall, and click on the Exit icon
pointing down to descend the stairs to the great room.
Great Room
Talk to Hennemann and explore all topics. Open the closet and take
the lantern. Go back upstairs to Klingmann 's room (first door on the
left).
Klingmann's Room
Click the zoo wolf tags from Dorn 's kennel on Klingmann to give
him a bit of "attitude adjustment. " After the conversation, go back
downstairs to the great room.
Great Room
Click on the fireplace for a close-up, and take the matchbox from
the mantle. Exit the lodge and go into the stable at right.
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Chapter 12 Gabriel Knight 2
Woods (Cave j
Enter the cave (lower left). Click on the dark area at lower right;
Gabriel nearly falls into the pit. (Pardon his French.) In Inventory,
click the matchbox on the lantern. After viewing the pleasant sight
of von Zell lunching (and Gabriel de-lunching) , go north , north ,
west, and west to return to the lodge. Go upstairs.
Woods
Get out your map of the woods. Take Gabriel's talisman from Inven-
tory and use it to herd the werewolf (von Zell) toward the ravine.
~ Tip: If you move quickly north , west, west, then south, you
can get to the area just north of the ravine without being
attacked . Don 't linger anywhere, though . When the wolf
appears , click the talisman on him . After he backs away, go
directly south to the ravine.
Once you herd the wolf to the ravine, von Glower arrives and tosses
you the gun. Use it to shoot the wolf. Watch the chapter-ending
movie.
ehupter ~ix
After a hallucenogenic dream sequence-a doozy, by the way-we
see Grace in the Rauthaus dungeon in Rittersberg. Gabriel lies on a
cot nearby .
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C!D-fi0M (!lassies: Chem:s zind ljint:s to Your f'zivorite Gzune:s
Gasthof
Talk to Mrs. Smith and explore all topics . Click on the basket in
front of her to take a roll. Exit and go up to Gabriel's bedroom at
Schloss Ritter.
R.authaus Dungeon
Use the roll to lure the pigeon inside. Click the pillowcase on the
pigeon to capture it. Exit and go to Gabriel s car in front of Schloss
Ritter. Drive to Altotting and go inside the church.
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C!hapter 12 Gabriel Knight 2
Reuschwanstein: lied.room
Click on the secret panel area between the two doorways . After
Grace retrieves Wagner's opera scroll, go through the living room to
the grotto.
Reuschwunstein: Grotto
When the guard leaves, click on the left wall to retrieve another act
of Wagner's lost opera. Go to the singer's hall.
~t.Georg's C!hurch
Take the silver heart. Go to the priests office in Altotting.
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C!D-K0M C!lassics: Chezits mid 'fiints to Your favorite Gwnes
llltotting: C!hapel
Click the silver heart on the penitent basket (right side of altar, near
the railing) . When the wind kicks up , open the exterior door (at
right) to the chapel. Click on the chair under the urns . Click on the
urns to get a close-up view, and click on Ludwig's urn (bottom left
corner) to get Wagner's diagram of the theater.
Watch the chapter midpoint movie. The game continues with
Grace in the foyer of the Wittelsbacher Theater.
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ehapter 12 Gabriel Knight 2
~potlight l\oom
Click on the window to get a close-up , and then click on it again to
get a view of the theater. Click on the spotlight to get a close-up.
Turn on the power switch. Click on the handle at the bottom to get
a view of the theater again , and move the mouse to aim the spot-
light at the mittel loge . Click again to exit the room , then go
downstairs to the foyer.
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C!D-lHHIJ Classics: ehezits Zllld Jlints to Your favorite c:imnes
~potlight 'Room
Click twice on the window to view the auditorium. Click the opera
glasses on the mittel loge to see von Glower. Exit the room and go
to the center hall, just outside the mittel loge doors .
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ehapter 12 Gabriel Knight 2
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C!D-l\0HJ Classics: <=heats zmd l}int;s to Your favorite Gmne;s
0= door 1 2 3 4
w+•
N
- - -
Prop
l\oom 5 6 "I B s
s 10 11 12
-
furnace
1. Gabriel starts in 1. Quickly turn l\oom
right and head south two rooms
to 9. Close the north door.
2. Go east to 10. Close the west door.
3. Go east two rooms to 12. Close the west door.
4. Go north one room to 8. Close the west door.
5. Go north, west, then south to 7. Close both doors (north and west}.
6. Go south to 11. Close the north door.
7. Go east, then north to 6. Close the north door. You now have
von Glower confined to a path that leads to the Furnace Room.
8. Go west, then north to 1.
9. Go east three rooms to 4, then south three roo ms.
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Game play 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
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C!D-ll0llJ C!lassics: Chems zmd llints to Your fll"QOrite Games
The ~tory
Fate of Atlantis lets you play the role of Indiana Jones as he
matches wits (and fists) with Nazi agents in a deadly race to discover
the legendary lost city of Atlantis. The Nazis , of course, want to har-
ness the awesome power of the Atlantean machinery to enslave the
world .
You start at Barnett College, where Indy is a professor of
archaeology, then sojourn to New York City for a reunion with ex-
colleague Sophia Hapgood, a fiesty psychic with a direct line (she
claims) to Nur-Ab-Sal , ancient Atlantean king/deity. From there,
you choose one of three paths-team up with Sophia, or go it
alone with either your wits or your fists .
Each of the three paths features different solutions to the same
puzzles; and better yet, some puzzles are entirely unique to each
. path. All three take you to exotic locales-Algiers, Monte Carlo,
Crete and Thera.
220
ehapter 13 Jndiana Jones and the fate of rutantis
There are multiple interfaces that put you in charge of a wild car
chase and a literally breathtaking deep-sea dive. You can also pilot a
balloon, a submarine, and a massive Atlantean digging machine.
Needless to say, it all ends up in the ancient underwater city of
Atlantis, a cunning circular maze laced with Nazi guards , molten
lava, and lots of cute little crabs.
The Verdict
Barwood is a Hollywood screenwriter, and it shows. He also has a
firm grasp of the Indiana Jones character. His Jones cracks wise
with the best of them, digitized or no. You can truly hear Harrison
Ford in the lines. The voice actor on the CD-ROM version does a
heroic job of recreating Ford 's Indiana as well.
Puzzle-wise, Fate of Atlantis is just hard enough to make you
buy this book, unless you're one of those goofy little guys who sits
around at lunch speaking in DOS programming languages while
playing multiple-board modem chess with six other guys who get
charged up for all-nighters by drinking Coke syrup straight like B. F.
Skinner used to do.
Oh, you are? Geez, I'm sorry. Don't get me wrong. Some of my
best friends are nerds. Even Jeebs has that quality about him ,
though his days on the professional kickboxing circuit neutralized it
somewhat.
But let's not swing too far out on a tangent. The point is this:
Fate of Atlantis is a damn good game; and, thanks to the superb
writing of Barwood, it's a more-than-worthy addition to the Indiana
Jones oeuvre.
***
6eneral Tip~
map:): The Labyrinth and rutanti:)
I m not big on mapmaking. Hate it, in fact. Even though this is a
cheat book, I still think it's your job to put pen to paper and keep
track of your aimless wanderings. But mazes and such can be mad-
dening, I suppose-and anyway, Jeebs insisted-so at the end of
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CD-Rem Classics: Chezits Zllld l}ints to Your fzivorite 6Zlllles
this section is a pair of maps: one for the labyrinth at Crete, the
other for Atlantis itself. Use them if you must.
And don't thank me, thank Jeebs.
***
The flythrough
Rew York
The Theater
Take the newspaper in front of the building, then go down the alley.
There are three ways to get in, each corresponding to one of the
three paths (Team, Fists, Wits) you will eventually take. But don't
worry. Choosing one way to get in the theater now does not obli-
gate you to select that path later. The three ways are:
1. Go to the back door and open it. When the doorman
emerges, make the following choices from the Dialogue
menus: 1, 2, 1, 3 , 3 . Sophia will later suggest the Team
path.
2 . Insult the doorman until he throws punches, then fight. If
you beat him , Sophia will later suggest the Fists path.
3. Forget the doorman altogether. Push crates in the alleyway
until you can walk to the fire escape. Later Sophia will rec-
ommend the Wits path.
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ehapter 13 Jndiana Jones and the fate of ruiantis
The Stagehand
Once inside, say anything when confronted by the stagehand, then
watch Sophia's presentation. Keep trying to talk to the stagehand.
When he finally responds, choose a Dialogue path of 3, 1 1, then
give the newspaper to the stagehand. Now go to the prop machine
and push the left lever, then the right lever, then push the button.
Sophia's Room
Once you get into Sophia's room , follow any Dialogue path you
want in order to receive necessary information.
Jceland (Part 1)
Dr. Heimdal}
Go into the old dig site and talk to Dr. Heimdall. Use Dialogue path
3, 3, 1 to find out about Sternhart and Costa. Then use the truck to
head for the airport. At the map screen, click on Tikal.
'fikal
The Snake
Walk into the jungle entrance. Use your whip on the jungle rodent
until you drive it onto the path that leads to the giant anaconda. (It's
the dark path near the middle of the screen, furthest back and just
to the left of the thick tree branch.) Now follow it to the chasm.
Walk to the snake's tree to get across.
Dr. Sternhart
Walk to the kerosene lamp at the Trinkets stand. When Sternhart
appears, ask who he is. Then go through the Dialogue tree until
Sternhart asks you the question about the Lost Dialogue. Admit you
don 't know the answer, then ask the parrot. {"Title?' ) Now walk to
the Temple . When Sternhart reappears , give him the correct
answer, 'The Hermocrates."
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eD-IU~rH' eiassics: ehents nnd J1ints to Your f'nvorite <:inmes
The Temple
Look at the darkened spiral in the spiral design on the left. Talk to
Sophia; ask her to keep Sternhart occupied. Then go pick up the
kerosene lamp from the Trinkets stand outside, and return. Open
the lamp, then use it with the spiral design . Pick up the spiral design
and use it with the animal head on the left wall , then pull the nose.
After Sternhart leaves, pick up the shiny bead of orichalcum that he
overlooked in the tomb.
Exit the temple walk to the path around the jungle at the far
right. Use the truck to get back to the airport, then click on Iceland.
Jceland (Part 2}
The llzores
Ilarnett eollege
224
C!hapter 13 Jndiana Jones and the fate of llllantis
225
C!D-Rem C!lassics: ehems Wld l}ints to Your fuvorite Cfomes
Decision Point.
Here 's where you
choose one of the
three paths: Wits ,
Team , or Fists (in
order from the top).
• If you choose to think this through alone, you take the Wits path.
• If you choose to tackle this together with Sophia, you take the
Team path.
• If you choose to go into action by yourself you take the Fists path.
***
Part Two: The Team Path
lUgiers (Part 1)
Omar Al-Jabbar
Go west across the town , then walk into the back alley. Omar won't
talk to you unless you have a stone disk-which you don 't at this
point. Pick up the spooky mask that hangs at the back of the shop
and leave.
Knifethrower
Talk to the knifethrower and comment on his nice knives. Talk to
Sophia to get her to volunteer as his assistant. Choose Dialogue
226
Chapter 13 :Indiana Jones and the fate of IDlantis
path 3 , 1 , then push her when she walks over to watch. (Do it
quickly, before she turns back to Indy!) Now walk the long, dusty
path back to the airport and fly to Monte Carlo.
Monte Carlo
Finding Trottier
After Sophia goes up to her room, look for Trottier.
)t' Hint: Be sure you've read the Lost Dialogue of Plato before
you look for Trottier!
Trottier has gray hair, a big nose, and a flower in the lapel of his
brown suit. When you find him, talk to him using Dialogue path 1,
2, 1, 3 . Then answer his question about Atlantis; again, the answer
can be found in the Plato manuscript . Ask him to follow you.
Madame Sophia will read his fortune . When he balks, prod him to
take a chance.
The Seance
Here s another challenge that you can do two ways. Either let
Sophia do her thing , or let Indy try something.
If Sophia does the work, follow this Dialogue path: 3, 1, 2, 3.
When Trottier asks you about his fingers, you have a one-in-five
chance. If by chance you guess right, say anything-he'll give you
the stone key and leave.
If you try it Indy's way, Sophia will keep Trottier occupied .
Hurry, though; you have limited time. Open the cabinet behind the
partition, then pick up the flashlight. Open the fuse box and use
the circuit breaker. Use the bedding, the mask (the one you got from
Omar's shop in Algiers), and the flashlight.
22'1
C!D-'fi.0lH Classics: Cheats mid ljints to Your favorite Gzimes
lilgiers (Part 2)
Omar's Trade
Go to Omar 's shop and talk to him . Reiterate your interest in
Atlantis and show him the Sunstone. Get any information you can
about the dig site in the Atlas Mountains. When he asks about the
mask, tell him you have it, and make a trade for anything he offers.
(You have quite an extensive list of choices.)
The Grocer
Take the trade item to the grocer and try to trade him for the squab-
on-a-stick. If he refuses, pay attention to his reply. You 'll get a clue
as to what he does want. Then go and trade with Omar for an item
that fits the grocer's conditions. It may take a number of trades with
Omar, but be patient.
The Beggar
Once you finally get the squab, give it to the beggar. He 'II give you a
free pass for a balloon ride.
The Desert
Flying the Balloon
Guiding the balloon is a real joy. Here's how to control your flight:
1. Altitude. Drop Ballast (click right mouse button) to raise alti-
tude or Vent Hydrogen (click left mouse button) to lower
altitude .
2. Direction. To change direction , click to lower or raise your
altitude . Each click will change your bearing by 45 degrees.
Click the right button (Drop Ballast) to alter your compass
direction clockwise; click the left button (Vent Hydrogen) to
alter your compass direction counterclockwise.
228
C!hapter 13 Jndiana Jone~ and the fate of llllanti~
')( Hint: As long as you don 't alter your altitude , you 'll con-
tinue floating in the same direction.
')( Hint: Once you're on the right screen, look for the red X to
appear below. Then land on the X.
After you land on the rifle sentryman, walk west to the dig site.
Working Underground
After Sophia falls in the hole, walk to the ladder leading down into
the trench at the left of the screen. When you get underground , pick
up the long tubular thing (hose) and the clay thing Oar} and walk
back to the ladder. Walk to the truck in the foreground.
Open the truck's gas tank. Use the hose with the gas tank, then
use the clay jar with the end of the hose. Walk to the ladder. Open
the gas cap on the generator, then use the gas-filled clay jar with the
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C!D-R0HJ C!b:issic.s: ebem:> mid Jlint:> to Your fuvorite <:imne:>
cap. Finally, use the little metal thing (on/off switch) to turn on the
generator.
Finding Sophia
Go one screen to the right. Pick up the ship rib and use it on the
crumbling wall at the far right. You'll uncover a map of Crete. Pick
up the wooden peg from the table and use it with the wall. Now use
the Sunstone with the peg.
erete
Finding the Bull's Horns
Walk left two screens, then walk to the path that leads over the hill
to the dig site. There, go over the footbridge and follow the path
until you get to the surveyor's transit. Pick it up and go back across
the footbridge. Now go left until you reach the center of the town.
Push the two piles of stones that are closest to the tall horns to
reveal the bull 's head and bull's tail statues.
230
C!ht.1pter 13 Jndit.1nt.1 Jones t.1nd the fme of IDlantis
sited correctly, a dotted line will extend past the horn. (If not, keep
trying , making minute adustments left or right.)
Once the dotted line appears, pick up the transit and use it on the
bull's tail statue. Repeat the process, this time siting on the right horn.
When you've got it, an X will mark the spot where the survey lines trian-
gulate. Walk to that spot and use the ship's rib (from the underground
dig site in Algeria) on that spot. You'll recover the Moonstone.
231
C!D-H.em (!lassies: ehems mid l)ints to Your favorite Games
The Labyrinth
232
ehapter 13 lndimia Jones and the fate of ruiantis
ride back down to Sophia. Now walk back through the door to the
bronze gate. Talk to Sophia and convince her to climb through
the hole using Dialogue path 2, 2, 1, 4 , 2.
The ~ubmarine
Getting Below
Climb the conning tower and open the hatch. After dispatching the
captain , pull the depth control level ; it will break off. Talk to
the intercom on the wall, just ahead of the ladder. Order "All hands
to the bow." Now climb down one level.
233
CD-lHHII Classics: Chezit~ mtd Jlint~ to Your fzivorite Gmnes
just left of the ladder. Now go back up the galley ladder and walk to
the main ladder. Climb down and walk up behind the guard. When
he turns to you, say anything except the line with "leather jackets."
***
234
ehapter 13 Jndiana Jones and the fate of lltlantis
Monte earlo
Finding Trottier
You need to talk to Trottier, but be sure to read Plato's Lost Dia-
logue first. Trottier has gray hair, a big nose, and a flower in the
lapel of his brown suit. (You can ask some of the passing pedestri-
ans about him .) When you find him, use Dialogue path 1, 2 1, 1.
Then answer his question about Atlantis; again , the answer can be
found in the Plato manuscript. After he gives you his card, use the
taxi to go to the airport. Fly to Algiers.
filgiers
Finding Al-Jabbar
Go down the back alley to the Artifacts shop. Talk to his servant,
Paul Abdul (ar! ar! ar!) , using Dialogue path 1, 1, 1. Give him Trot-
tier's business card. After he leaves, exit and come back in. He'll
reappear with bad news. Ask him if he'll see Al-Jabbar again. When
he leaves again , follow him . Keep walking to the right until you get
the overhead city shot. Continue clicking on Paul's red fez (the red
dot) to follow him through the crowded streets. When he ducks into
Omar's house, click on that house .
Omar's House
Use your whip with the hanging crockery over Horst's head. After
your conversation with Omar, pick up the pole in the barrel at the
lower left then use it with the hanging laundry at the upper left to
get the map . The camel is right outside the window. Use it.
The Desert
Finding the Dig Site
Click on the spot to which you want to ride. Avoid trouble if you
can, but there 's nothing like a good fistfight to get the adrenalin
flowing , eh? Stop at the nomad camps and talk to the nomads to
get directional clues.
235
eD-ll6ID' ela:>:>ics: ehems zmd 'ijints to Your f'zivorite Gmnes
erete
Finding the Bull's Horns
Walk over the hill behind the balloon to the dig site. There go over
the footbridge and follow the path until you get to the surveyor's
transit. Pick it up and go back across the footbridge . Now go left
until you reach the center of the town . Push the two piles of stones
236
Chapter 13 Jndiana Jones and the ¥me of IDlantis
that are closest to the tall horns to reveal the bull's head statue and
the bull 's tail statue.
The Labyrinth
The Godly Busts
In the first room, pick up the first two busts on the shelf (Apollo and
Ares) , then walk through the right doorway. Use the whip with the
statue head (Zeus) in the next room . Follow this path: upstairs, right
door, then left door (the Minotaur room) .
231
C!D-R.6ID' (!lassies: Chems Z111d Jiints to Your fnvorite Gmnes
the elevator down . Pick up Sternhart's staff and the Worldstone. Look
at the waterfall; you'll see a chain. Use the chain to climb back up.
238
Chapter 13 Jndiana Jone~ mid the fate of lUlmtti~
Singing Arnold
Go to the far right door. Use the ship's rib with the boulder. When it
lodges, go down to face Arnold. When he asks for drinking tunes,
say something like My Blue Heaven. " Now go to the right-hand
doorway and use the stalagtite on the boulder. Go back and look at
the squished Arnold to get the fish on a string.
Saving Sophia
Start retracing your path, using the orichalcum detector (fish) in
each room . When it points down , you 'll know it is detecting
Sophia's necklace. Walk to the pit, then talk to it. Use your whip
with the pit. Sophia will climb up.
Thera
How to Get to Atlantis
Talk to the captain of the salvage boat at the dock until he agrees to
take you where you want to go. Tell him "18 miles from here ."
239
C!D-Rem C!lassics: ehezits mid Jiints to Your fzivorite Gmnes
the notch in the mountains until you come to the abandoned dig
site. Pick up the tire repair kit and return to the salvage boat. Tell
him you can fix the suit, and give him the destination again.
The Dive
When you arrive at the spot, open the boat's storage locker and use
the tire repair kit on the diving suit. Use the air hose (at the back of
the boat) with the suit. Then use the suit.
When Sophia takes over use the hoist with Indy in the diving
suit. Now is an excellent time to save your game. After Kerner cuts
the air hose, you have only three minutes to find the correct cave
entrance to Atlantis.
Now go to Part Five: Atlantis, where all three paths-Team,
Fists, and Wits-converge again .
***
Part four: The Wit~ Path
Monte C!urlo (Part 1}
Trottier
You need to talk to Trottier, but be sure to read Plato s Lost Dia-
logue first. Trottier has gray hair, a big nose, and a flower in the
lapel of his brown suit. (You can ask some of the passing pedestri-
ans about him.) When you find him, use Dialogue path 1, 2, 1, 1.
Then answer his question about Atlantis; again , the answer can be
240
ehapter 13 lndianu Jones und the fate of rulantis
found in the Plato manuscript. After he gives you his card, use the
taxi to the airport. Ry to Algiers.
fflgiers
Finding Al-Jabbar
Go down the back alley to the Artifacts shop. Talk to his servant
Paul Abdul, using Dialogue path 1, 1, 1. Give him Trottier's busi-
ness card. After he leaves, exit, come back in , walk to the pots.
He'll reappear with bad news. Ask him if he'll see Al-Jabbar again.
When he leaves again, follow him. Keep walking to the right until
you get the overhead city shot.
Omar's House
After your conversation with Omar, go to the closet at the right rear
of the house. When he follows you in, walk out and close the closet
door. Pick up the pole in the barrel at the lower left, then use it with
the hanging laundry at the upper left to get the map . Pick up the
statue and the blackbird statue. Use the camel Gust outside window).
The Desert
Finding the Dig Site
Click on the spot to which you want to ride. Avoid trouble if you
can, but if you do get stopped, use Dialogue path 1, 1, then give
either of the statues you picked up at Omar's house to the officer.
241
C!D-l\6llJ C!lassics: eheat;s und ljint;s to Your favorite Cfome:s
Stop at the nomad camps and talk to the nomads to get directional
clues.
Here's how: Show the map to the nomad. "Considerably to the
[direction] ' or "far to the [direction] " means two screens in that
direction. "To the [direction]" means one screen in that direction.
"Slightly to the [direction]" or "a little to the [direction]" means the
dig site is somewhere on the current screen. After your conversa-
tion, use the camel again to move on.
')( Hint: Once you ask a nomad for directions on the correct
screen look for the red X to appear. Then simply click on it.
Working Underground
Walk left to the dig site, then to the ladder leading down into the
trench at the left of the screen. When you get underground , pick up
the long tubular thing (hose) and the clay thing Gar) and walk back
to the ladder. Walk to the truck in the foreground .
Use the hose with the gas tank, then use the clay jar with the end
of the hose. Walk to the ladder. Open the metal cap on the genera-
tor, then use the gas-filled clay jar with the gas filler pipe. Finally, use
the little metal thing (on/off switch) to turn on the generator.
242
Chapter 13 Jndiana Jones and the fate of llllantis
Thera
The Mountain Dig Site
Walk up the path away from dock, then to the gap in mountain (not
the cleft or notch) . Look at the crate at the dig site, close it, and
take the invoice. Walk to the entrance of the dig, go into the inner
room, and close the door at the far left.
243
eD-lieM eiassic.s: Chezits mid !lints to Your fzivorite Gmnes
page- "if darkness concealed the tall horns ." Now look at the Sun-
stone. Move the cursor over the four etchings and note their labels.
Click on the disk until the "darkness" lines up with the tall horns at
the top, then click on the peg.
Building a Balloon
Talk to the port authority and claim the balloon. Open the crate,
then use the large rubber balloon with the fish net hanging at the
left. Use the netted balloon with the very large basket. When
the port authority objects, offer him the ancient sign, then try again.
Once the basket is connected, use the hose (from the Algerian dig
site) with the deflated balloon.
Go back up to the mountain dig site and use the balloon with
the vent at the upper right.
244
Chapter 13 :Indiana Jones and the fate of lUlantis
The ~ubmarine
Crete
Walk to the pedestal at the right. Use the Sunstone with the
pedestal, then use the Moonstone on it. Look at the Plato manu-
script in your Inventory, click on the third paper clip, and read the
first paragraph on the right-hand page- "sun dying as a new moon
is born."
Now look at the Moonstone. Align the Sunstone as before in
Algiers, "darkness" at the top by the tall horns. Then click on the
Moonstone until the "new moon" aligns with the "setting sun. "
Click on the spindle. Walk in the secret door.
The Labyrinth
The Godly Busts
In the first room , pick up the first two busts on the shelf (Apollo and
Ares) , then walk through the right doorway. Use the whip with the
245
C!D-Hem C!lassie:>: C!heuts zmd l}ints to Your f'zivorite Gzimes
statue head (Zeus) in the next room. Follow this path: upstairs, right
door, then left door (the Minotaur room) .
The Microtaur
Use the statue you got from the Algerian dig site with the hatch of
the microtaur. Put an orichalcum bead in the statue. Walk to the
hole that the microtaur digs .
246
C!hapter 13 Jndiana Jones and the f me ol IDIantis
The Subway
Pick up the bead on the floor. Open the gold box. Use a bead in the
subway car's mouth .
Now go to Part Five: Atlantis, where all three paths-Team,
Fists, and Wits-converge again.
***
Part five: R.tlanti~
Dark Room
Lighting the Room
Walk to the wood thing {ladder) and pick it up. Go further right to
the rubble , then use the ladder with it. Climb the ladder, open the
stone thing {box), and pick up the metal rod inside. Use a bead of
orichalcum with the metal rod.
241
eD-llem etassics: Cheziti5 zind l}inti5 to Your fzivorite <:imnei5
you used back in the labyrinth Map Room. Click on the spindle, then
use another bead of orichalcum with the sentry statue. Walk through
the open door. Don't forget the stone disks! Pick up all three.
~ Note: See the maps at the end of this chapter for the fol-
lowing room locations.
The Layout
You can get to rooms that seem inaccessible in the maze by opening
the grates in other rooms. Make a note of where you find various
machines, parts, objects, and so on.
The Subway
The subway runs around the circumference of Atlantis, with several
dead ends. Pick up the rib cage at the dead-end in the southeast
quadrant.
The Dungeon
SE quadrant. Use the grate from the room in NE quadrant.
~ Hint: There are two air vents that lead to the dungeon . The
only useful one ends at the grate near the statue. From the
grate, use an orichalcum bead with the statue to incapacitate
the guard , then go back through the air vent; you can 't open
either grate in the dungeon .
249
CI>-H.em Classics: C!hems and ljints to Your favorite Games
The Canal
The Octopus, the Crab, and the Gate
Give the trapped crab to the octopus. Walk to the canal; Indy will
swim across. Walk onto the crab boat. Now the crab will float to wher-
ever you click in the canal. Roat to the right gate. Use the Sunstone
on the spindle over the gate. When the gate opens float on through .
The next gate uses the Moonstone, then the next uses the World-
stone. (All gates will open with the use of one of the three stone
disks. Match the disk size to the size of the spindle.) Roat up to the
archway. Walk through it; you'll come to the door to the Middle Ring.
250
eh apter 13 Jndiana Jones and the fate ol ruiantis
stairs. In the room, pick up the crescent wrench, then close the cup-
board and look at it. You'll see a schematic drawing of the robot
sentry. Ignore it, because I've already told you how to put the bro-
ken sentry back together.
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C!D-fiem C!lassics: ehezits mtd Jiints to Your fzavorite Gmnes
252
<!hupter 13 lndiunu Jone~ und the Yute of IDlunti~
Publisher: LucasArts
To order, contact:
LucasArts Entertainment Co.
P.O. Box 9367
Canoga Park, CA 91309-0367
For direct orders, call:
1-800-STAR WARS
253
eD-l\~rtl' ela:i:ii~: Chea.ts a.nd Jiints to Your fa.vorite 6mnes
erete
254
ehapter 13 lndiana Jones and the f'ate of rutantis
To Thera
To Sub-
marine
WATEA
FALL
IDIantis
DIG THROUGH WALL
USING DIGGING MACHINE
(WITS PATH ONLY)
255
eD-l\6M eiassics: C!hezits Wld l'}ints to Your f zivorite Gmnes
IDIanti~
Tunnels to
Machine room dungeon
Crab room
Robot repair room
(spoked wheel)
Statue room
(cup)
Statue room
(pick up head)
Robot
repair room
(bronze gear)
Bead in
fish statue
room
Grate to eel
sculpture
256
14
ltfYt>T
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Game play 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
257
eD-R0M elassics: Chems zind 'ijints to Your fzivorite Gzimes
The ~tory
You 're in a library one day and you stumble upon an intriguing
handwritten journal, simply entitled Myst. It describes a remarkable
island world, accompanied by a stunning illustration of a wooden
dock. The rendering has so much depth that you instinctively lay
your hand on it . .. and suddenly you are transported through a por-
tal to that very wooden dock! You begin to explore, and discover
you 're on an island covered with sophisticated structures-a library,
a planetarium, a clock tower, and others. There isn't a soul in sight.
Yet everything is so pristine that the place seems to have been only
recently abandoned.
You eventually learn that a man named Atrus has learned a
remarkable skill. Using some arcane technology, he has been able
to create entire worlds (called Ages) in books, then travel to those
ages through the books themselves. By the time you arrive , his
library has been mostly destroyed.
Two undamaged books, however, contain unsettling images of
two young men, named Achenar and Sirrus. You learn that these
are the sons of Atrus, and that they are literally alive and imprisoned
within the books. Even more unsettling is a holographic message
258
ehupter 14 l:IJY~'f
The Verdict
Let's not mince words. Myst is the purest , most addictive experi-
ence The Condor has ever had on the computer. We 're talking total
immersion here . Sound and music have never been used more
effectively in a game to enhance the mood , the atmosphere. (You'll
actually want to turn up the soundtrack-a rare desire when it
comes to computer games, as you probably know.) And the visual
composition-the level of detail-is truly unprecedented. This is an
ocular feast.
It's no wonder Myst remains the biggest-selling game of all
time-ifs a true classic in every sense of the word!
***
General Tip~
Please read the following section about the Map first! Much of
the Walkthrough is based on the assumption that you know how the
Map works.
259
C!D-ll0rH C!hissics: Chezits z:md 'ijints to Your fzivorite Gzimes
260
ehllpter 14 mY~"f
Release the mouse button when the beam turns red-for exam-
ple over the spaceship icon. You'll hear the tower rotate until
the viewing slot faces the location represented by the icon on the
Map-in this case, the spaceship on its launch pad.
4. Now approach the bookshelf painting (to the left of the book-
shelf) and click on it. When the secret passageway appears
behind the bookshelf, follow it to the elevator.
5. Click on the elevator door to close it, then click on the blue but-
ton marked Library. This takes you up to the tower. Click on
the door again to open it.
6. If you want, you can climb the ladder directly in front of you.
You'll see that the viewing slot now frames the location you des-
ignated on the Map (again , in this example, the spaceship).
7. Go around behind the elevator and climb the "key" ladder (the
ladder marked with the key inscription). At the top, you'll find a
plaque inscribed with a clue.
Now you need to figure out what the clue means, where and
how it can be implemented, and so on. For more on each of the
four clues you'll find in the tower, read the rest of this walkthrough.
261
C!D-ll0M C!laososics: CheZ1ts Zlnd ijints to Your fDvorite CiZ1me:s
262
ehapter 14 mYt>"f
***
The flythrough
The first thing you should do upon arriving in Myst is explore, turn-
ing on Marker Switches wherever you find them. Here's a quick list
of the important locations on the island. Locations with Marker
Switches are noted.
Breaker
switch
Breaker
switch
tower
Generator
Hidden gear
bridge
\
~\\\
Clock tower
263
eD-l\6M elassics: Chent:i mtd ijint:i to Your favorite <imne:»
The Dock
Marker Switch here. No exploration necessary. This is where you
begin the game. Note the sunken ship to the right and the door
recessed in the retaining wall to the left.
The Planetarium
Marker Switch here . Up the stairs from the dock, first building on
the right.
The Library
Up the stairs from the dock, second building on the right.
The ~paceship
Marker Switch here . Down a ramp on a platform to the left of the
Library. Note the Breaker Tower (with a breaker switch at the top of
its ladder) to the left of the ramp .
264
C!hapter 14 mY~'f
The C!locktower
Marker Switch here (though you can't actually reach it until you find
the Clocktower access code.) Located offshore at the end of the
path leading away from the Library. Note the control mechanism on
the shore.
***
Getting from My~t l~land to the t>elenitic ffge
~paceship IH11rker ~witch
Activate the Marker Switch next to the Spaceship (if you haven't
already), then return to the Library.
Myst Library
In the Library, go to the bookshelf. Click on the blue book that sits
tilted on the middle shelf, then turn to the page with the keyboard
sequence. Copy down the sequence.
Now go to the Map. Click and hold on the tower icon until the
beam rotates and "locks on" (turns red) over the Spaceship icon. Go
265
eD-fi0M elassics: ehem:s Z111d Jlints to Your fnvorite Cfornes
to the observatory tower. (If you don't know how yet, refer back to
"About the Map in the Library. ")
Myst 0bservatory
The lookout slot should be lined up to view the Spaceship. Go
behind the elevator and climb the ladder with the "key' insignia.
The plaque at the top should read 59 volts . Go to the generator
cave.
Generator eave
There are 10 generators, each with a different voltage output. Each
can be turned on and off by clicking on one of the buttons (two
rows of five) on the control pariel. You need to activate a combina-
tion of generators whose voltage adds up to 59 volts in order to
power up the Spaceship.
Note: If you select a combination that adds up to more than 59
volts, you trip a breaker switch that cuts power to the Spaceship (mea-
sured on the control panel's right gauge) to zero. If this happens,
you'll have to go out and check the Breaker Towers and see which of
the two switches was tripped. (The tripped switch will be in the down
position.) Just click on the tripped switch to throw it back up .
266
ehapter 14 mY~'f
t>paceship
When you click on the door, it will open. Enter and go to the key-
board to the right. Play the five-note keyboard sequence you copied
from the Selenitic journal in the library, and listen carefully. Then go
to the tuner at the other end of the Spaceship and enter the
sequence in order, from left to right, by moving the slider bars.
Note: If you don't have great auditory retention, you may have to
play the first note on the keyboard, then go and enter it on the tuner,
return and play the second note go back to the tuner and enter it,
and so on, until all five notes have been entered in sequence.
Pull the handle on the tuner mechanism. The "transport" book
will appear in the viewscreen. Click on the book to see an animated
"flyby ' of the Selenitic Age island. Click on the viewscreen again to
be transported to the Selenitic Age.
267
C!D-l\0M C!lassics: eheats and fiints to Your favorite Games
***
~elenitic lige
The main puzzle here is to discover a five-sound sequence that you
can enter into the slider-bar mechanism at the portal building door.
(The portal building is the first structure you encounter after leaving
the Spaceship.) Once you enter the correct code, you can open the
door and go down to the Mazerunner.
Passage
to maze
Stone
forest
Main antenna
controls
Tunnel
to island
Chasm
Just past the portal building is a brick stairway to the left of
the path. Follow this up to a platform over the chasm. Activate the
transmitter.
easis
From the bottom of the chasm stairs, look back in the direction of
the Spaceship. To the left is the portal structure. To the right, you'll
see a worn path. Follow that path to a lush , green oasis. You'll find
the Blue Page on a platform to the left of the main podium at the
oasis. Activate the transmitter.
Clock.tower Ruins
From the portal , follow the path past the chasm stairway. The
Clocktower will loom ahead on your right. Activate the transmitter.
C)tone forest
Proceed past the Clocktower down the narrow peninsula to a Y-
branch. Take the right fork out to an offshore platform. The Red
Page sits atop the podium here . Remember, you can only bring
back one page at a time. To get both you'll have to make a return
trip. Activate the Stone Forest transmitter.
Windtunnel
Take the left fork at the Y-branch in the peninsula. The windtunnel
podium is behind an opening that looks like a well. After you 've
269
C!D-ll0llJ C!laasasics: ehems zind l}ints to Your favorite Gmnes
activated the transmitter, go down the ladder and follow the tunnel
to another ladder. (The switch at the bottom turns on a tunnel light,
but you don 't absolutely need it to traverse the tunnel.) Go up the
far ladder.
2'10
Chapter 14 mY~'f
3 Windtunnel 212 .2
4 Chasm 130.3
5 Clock 55.6
Go back to the portal door and input the sounds from left to
right in the order listed above. Push the button.
~elenitic maze
Go down the passageway to the Mazerunner rail car. Click on the
blue button to open the door, get in the car, then sit in the driver's
seat. Click on Forward to lower the Mazerunner into the maze .
Then navigate the maze by clicking on the arrow buttons to select
directions according to the sound cues given.
')( Note: If you miss a sound cue, replay it by pressing the red
button on the control panel.
Here are the sound/direction cues:
N small bell bing
s dull bell clank
E airbrake fwssss
W bird twrrrreeee
NW, NE, SW, and SE combine the sounds of two directions
211
CD-fiem Classics: Chem:i and 11int:i to Your favorite Gzimes
Also note: The Backtrack button is "smart. " When you click on
it, the Mazerunner automatically moves back to the last correct posi-
tion on the track.
maze ~olution
Here is the correct mazerunning sequence: N, W, N, E, E, S, S, W,
SW, W, NW, NE, N, SE, and out. At the end of the maze, exit
the Mazerunner. Go down the tunnel to the Myst book. Click on the
book to open it, then click on the picture of the library ceiling on
the right-hand page. You will be returned to the Myst library.
***
Getting from myst lsland to the ~toneship ffge
Dock marker ~witch
Activate the Marker Switch at the Myst dock (if you haven 't already),
then return to the Library.
Myst Library
Go to the Map. Click and hold on the tower icon until the beam
rotates and "locks on" (turns red) over the dock icon . Go to the
observatory tower. (If you don t know how yet, refer back to "About
the Map in the Library.")
2'72
C!hapter 14 mY~'f
Myst ebservatory
The lookout slot should be lined up to view the sunken ship. Go
behind the elevator and climb the ladder with the key insignia. The
plaque at the top will display the following :
October 11 , 1984 10:04 A .M .
January 17, 1207 5 :46 A.M .
November 23, 9791 6 :57 P.M .
Myst Planetarium
Sit in the chair and pull down the star plotter. Enter the first date
and time into the plotter then press the button at the upper left. A
constellation appears. Carefully sketch the constellation, then repeat
the process for the other two star dates. Go back to the Library.
Myst Llbrary
Go to the bookshelf. Click on the blue-and-red book that lies on the
far right of the top shelf, then turn to the pages with the constella-
tion drawings . Match the Stoneship journal drawings to your
sketches. You should find : Leaf Snake, and Insect. Go outside to
the Pillar Garden.
Myst Dock
Board the boat, then enter the aft cabin compartment. You'll find
the Stoneship transport book. Click on the book to open it and acti-
vate the flyby animation, then click on the picture to transport to
the Stoneship Age.
273
eD-H.6M elzissi~: C!hems zmd l}ints to Your favorite Games
***
~tone~hip lige
crow 's
nest
Wooden
walkway to
Tunnel to lookout
telescope
"'l":::!oSl--- Tunnel to
Achenar's
bedroom
Stairs to
book room
{Myst book)
Lighthouse
generator
2'14
C!hupter 14 mY~'f
Lighthouse
Go downstairs and click on the spigot at the bottom left of the
trunk. When the water finishes draining from the trunk, click on
the spigot again to shut it (making the trunk watertight). Now go
back to the crow's nest and click on the middle switch to pump out
the ship's tunnels and reflood the lighthouse.
Return to the lighthouse. The trunk is now floating next to the
key chained to the floor. Click on the key to unlock the trunk. You'll
find another key inside. Take the key from inside the trunk. Climb
the ladder and use the key to open the door on the ceiling.
215
C!l>-l\0M C!lzissics: Chems mid ijints to Your fzivorite Gmnes
hlghthouse Generator
Upstairs, you'll find a generator with a battery pack. Click and hold
on the generator to crank it up, which recharges the battery. Click on
the battery to check the charge meter. (The light will run to the top
of the meter when it's fully charged, which gives you about ten min-
utes of power to explore the ship.)
Telescope Lookout
This next step is not essential, but it does give you a clue for a later
puzzle. Go up the wooden bridge path to the lookout telescope. If
you scan the horizon, you'll find a blinking light. (The light won't
blink if you haven't fired up the generator yet.) Note the compass
direction of 135 degrees.
The ~toneship
Now it's time to explore the brothers' bedrooms. Sirrus bunked in
the room down the stairs leading from the rear half of the ship:
Achenar, in the room off the front half. Remember, you can take
only one page at a time.
~irrus's Hedroom
In Sirrus's room, find the red page in the bottom drawer of his
dresser chest.
llchenzir's Hedroom
In Achenar's room, find the blue page on the bed. Also discover a
very important clue in the chest of map drawers , second drawer
from the bottom-half of a torn journal page . Very important:
Write down the message!
~ Note: If the battery pack runs out of power while you're
downstairs, you'll need to fumble through the dark back to
the lighthouse, then crank up the generator again .
2"16
C!hapter 14 mYfil'
Compass lioom
On the way back up the stairs from either brother's room, you 'll find
a sliding panel on the first landing. (It's marked by a red square.)
Click on it to enter the secret compass room. When you reach the
compass , click on the button corresponding to 135 degrees .
(Remember the blinking light in the telescope?) It's the twelfth but-
ton clockwise from due north, at the tip of the lower right red ray.
This button turns on the submersible lamp outside the watertight
windows, lighting up several important underwater chambers.
)t Note: If you hit the wrong button, the lights will go out.
Again, you'll have to stumble back up to the lighthouse in
the dark, then fire up the generator.
***
Getting from My:>t l:>land to the Mechanical ltge
Geur marker ~witch
Activate the Marker Switch at the giant sunken gears (if you haven't
already), then return to the Library.
2'I'I
C!D-H.eM C!lassi~: ehemi> zmd 'ijinti> to Your fnvorite Gmne:s
Myst llibrary
Go to the Map. Click and hold on the tower icon until the beam
rotates and "locks on " (turns red) over the gear icon . Go to the
observatory tower. (If you don't know how yet, refer back to 'About
the Map in the Library.")
Myst ebservatory
The lookout slot should be lined up to view the giant gears. Go
behind the elevator and climb the ladder with the "key" insignia.
The plaque at the top will display the following:
2:40
2, 2, 1
Go to the clocktower site.
Myst C!locktower
Use the wheels on the control box by the shore to set the clock on
the tower to 2:40.
)t' Note: Each click of the large wheel moves the clock's big
hand forward five minutes; each click of the small wheel
moves the clock's small hand forward one hour. Once the
time is set, push the red button. A gear bridge will rise out of
the water.
Go across the bridge to the Clocktower and activate the Marker
Switch. Go inside the Clocktower. You'll see a gear and lever device
with three numbers, set at 3, 3, 3. You need to reset it to 2, 2, 1.
Each lever, left and right, works in two different ways:
Pull and Release Right lever. Moves top two numbers one
digit.
Pull and Hold Right lever. Moves the top number once for
every full rotation of middle numbers .
Pull and Release left lever. Moves bottom two numbers
one digit.
218
ehupter 14 mY~'f
Pull and Hold Left Lever. Moves bottom number once for
every full rotation of middle numbers.
)( Also note: You can change numbers only until the counter-
weight on the left wall hits the ground. If that happens, reset
the mechanism back to 3 , 3 , 3 by pulling the handle on the
back wall.
***
mechunicul ffge
You begin on the South island. Notice two other islands, North and
East. Also notice the control panel next to the giant gear. The main
puzzle here is to discover the four-symbol combination that, when
loaded into the control panel, gives you access to a hidden room.
Cross the bridge and explore both of the brothers' rooms.
)( Note: The two pages are hidden in secret storage rooms
behind the main rooms.
219
C!D-ReITJ C!lassics: ebems mid ijints to Your favorite Garnes
Rotating
fortress
Podium with
code symbols
East Island
Start
~irrus's Room
In Sirrus's room, click on the recessed metal panel just to the right
of the chair near the floor. The panel opens into a secret back
room. The red page is in the top chest in the back left corner of
the room. Also of interest: a note from Achenar, scrolled and tucked
into the wine rack on the right side.
2BO
C!hapter 14 mY~"I'
ffchenar's fioom
In Achenar s room, practice on the fortress rotation simulator before
going into the secret room. Then click on the recessed metal panel
(marked by a yellow stripe) just to the left of the chair. The blue page
is beneath the shelf of poisonous vials and potions on the right side
of Achenar's secret room.
"f:levator eontrol
Go to the back hallway connecting the rooms of Sirrus and Achenar
and press the red button. Go down to the elevator control panel.
Push the lever; the control hub will rotate . Line up the openings in
the two circles on the indicator to the left of the lever. (The circles
turn red when properly aligned .) Now go back upstairs and press
the red button again. When the stairs rise up , go forward into the
elevator and push the up arrow.
fortress eontrol
When you arrive at the top floor, push the middle button , then hurry
out. The elevator will drop, revealing the fortress rotation controls.
The right handle controls the rotation; the left controls the power.
Your goal here is to rotate the fortress entrance ramp to both the
North and East islands, where you ' ll find the two halves of
the access code inscribed on podiums.
)( Condor's warning: The controls are very sensitive and can
be frustrating. All I can say is keep trying . Here's one tip,
though: If the rotation gears start spinning wildly out of con-
trol , you can stop them by dropping the left (power) handle
down to zero and pushing the right (rotation) handle all the
way forward . When the gears stop, let the right handle back
down gently.
2Bl
C!D-'fi.em C!lassics: ehems mid ljints to Your favorite Cfomes
both islands, rotate the fortress until it links with the South island
(with the giant gear) again.
~outh lsland
Go to the control panel and enter the four-symbol code-which, if
you number the symbols in order, turns out to be 2851. Go down to
the secret book chamber. Click on the Myst book to open it then
click on the picture to return to the Myst Library.
***
Getting from Illyst lsland
to the C!hannelwood Itge
Myst Library
Go to the Map. Click and hold on the tower icon until the beam
rotates and "locks on (turns red) over the cabin/tree icon. Before
282
ebapter 14 mY~T
going to the tower, retrieve the Channelwood book from the book-
shelf; it's the green-and-red one at the far left of the top shelf. Open
to the last page and copy the diagram of the tree hut village. Be
sure you copy it exactly. Certain important details are not entirely
obvious. Then go to the observatory tower. Of you don't know how
yet, refer back to "About the Map in the Library. ' )
Myst ebservatory
The lookout slot should be lined up to view the giant tree behind the
cabin. Go behind the elevator and climb the ladder with the "key"
insignia. The plaque at the top will display the following combina-
tion: 7, 2, 4 . Go in to the log cabin.
Log eabin
Enter 7 , 2 , 4 into the lock on the safe next to the door. Click and
drag the handle down to open it. Click on the matchbox inside the
safe. When your cursor turns into a hand holding a match , move it
over the flint on the side of the matchbox to light the match .
Move the lighted-match cursor over the small box on the bot-
tom left of the furnace. This ignites the pilot light. Click and hold on
the right side of the valve wheel until it won't turn any more and the
furnace is fully lit (about 10 or 12 cranks of the wheel). This powers
a tree elevator, sending it to the top. Now click and hold on the left
side of the valve wheel until the furnace fire is extinguished. Imme-
diately hurry out to the giant tree platform-you don't have much
time! (It helps here to use the game's zip mode. Once you round
the cabin and see the platform, one click of the lightning-bolt cursor
will zap you right there with plenty of time to spare.)
'free ~levmor
When the tree elevator's door reaches ground level , click on it to
hop in , then ride down to the underground room. There you'll find
the Channelwood transport book. Click on the book to open it and
activate the flyby animation , then click on the picture to transport to
the Channelwood Age .
***
2B3
eD-H.em elassics: eheats and !lints to Your favorite Games
Windmill
(inside spigot)
Winding
Channelwood Age map,
staircase lower level
Bridge-raising
mechanism
Telescop'.ng _ _ _/ (pipe stops here)
pipe ,, ,
Elevator to
Myst book
ehannelwood ffge
The key to this Age is understanding the water power network. You
need to redirect water through the piping system on the lower level
of Channelwood in order to power different mechanisms. Simple
switching devices are located at almost every Y-fork in the pipes. To
redirect the flow of water one way or the other, simply click to flip
the switch to the left or right.
284
C!hapter 14 mYt>'f
Windmill
Work your way to the windmill. Just keep heading toward it-all
pipes and pathways lead to it. Inside the windmill, open the spigot
at the base of the water tank. (Click on it; it will turn to the left.) You
should hear water flowing more loudly now. Exit the elevator and
head back to the forest.
~econd Level
The sketch from the Channelwood book is a map of this level of
interconnected huts. Your task here is to find a way to open the
upper and lower gates to the winding staircase so that you can get
to the second level without using the elevator.
2B5
eD-Rem eiassics: Chezit:s zind 'fiint:s to Your fzivorite 6mnes
Winding stairs
Switch
(opens dOCY
winding st
Look on the Map. You'll see that one hut is connected to the
winding staircase by a dotted line. Go to this marked hut. (From
the elevator, go straight to the first hut, then go right three times,
then straight ahead.)
'f1ut ~witch
In the marked hut, you'll find a red switch. Pull the handle on the
switch. This opens the gate at the top of the winding staircase. Use
the Map to work your way to the winding staircase.
Winding ~taircase
Go down the stairs and open Oust click on) the gate at the bottom.
2B6
ehapter 14 mv~rr
llchenar's Bedroom
The blue page is on the floor next to the hologram device. As you
return to the elevator, you'll see a walkbridge that runs to its right.
Follow it to Sirrus's bedroom.
~irrus's l>edroom
The red page is in the drawer of the desk on the left (the one
beneath the window that frames the windmill). Very important:
Also look in the right-hand drawer in the pedestal under the bed.
There you'll find the other half of the torn journal page. Write down
Sirrus 's
bedroom
281
CD-Rem Classics: Cheats and l}ints to Your :favorite Games
its contents, combining them with those of the first half (which you
found in Achenar's Stoneship bedroom).
Take the elevator back down , then go down the winding stairs
and out to the first fork from the windmill.
'ijidden Hridge
Power up the hidden bridge by directing water at the fork switches
and following the flowing water in the following order (beginning
with the first fork): left, left, right. At what seems like a dead end,
you'll see that the pipes lead into a mechanism. Pull its handle . The
hidden bridge will rise out of the water.
Telescoping Pipe
Continue down the path to the far elevator, then turn right and fol-
low the other path (the one with water pipes) until you reach the
dead end. Turn the crank to telescope the pipe across the gap. Now
you can get water power all the way to the far elevator-the one to
the Myst book.
2BB
ehapter 14 mY~'f
***
Huck at Myst: The :Endgmne
Myst Library
Listen to either brother's final message. If you've inserted pages
from all four Ages, he'll tell you about the pattern on page 158 of
the book farthest to the right of the middle shelf. Get the book, turn
to page 158, and copy down the pattern. Now it's time to open the
Marker Switch Vault.
Myst Library
Enter the fireplace , click the button at the upper left , then enter the
pattern on the door. Click the button again to ride up to the secret
chamber. When the elevator opens, move forward . Decision time!
Whom do you trust?
2B9
C!D-'H.em C!lassics: ehems mid l}ints to Your favorite Gmnes
Dunny
In Dunny, give the white page to Atrus when he asks for it. You've
won! Now, if you'd like, you can use the Myst book that he offers
you to transport back to the Myst Library and explore at your
leisure:
Publisher: Br0derbund
To order contact:
Brnderbund Software-Direct
P.O. Box 6125
Novato, CA 94948-6125
For direct orders, call:
1-415-382-4600
290
15
Phanta~magoria
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Game play 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
291
CD-l\0M Clussics: eheats and ijints to Your favorite ~arnes
The ~tory
Don Gordon and Adrienne Delaney are just your typical young
American couple ... rich, happy, deeply in love. He's a photogra-
pher; she 's a best-selling novelist. They buy an island estate near
scenic Nipawomsett. They move into the mansion. For some odd
reason , they keep all the old furnishings , some more than a century
old. But hey .. . recycle!
Anyway , Adrienne explores her house one day. Apparently, she
didn't look around much before plunking down the million dollars.
She finds a chapel hidden behind a fireplace. Cool! She opens a
box. Oops! That was a Bad Spirit Box. Now her husband is pos-
sessed. He starts to act like . . . well, more like a real husband.
Moody. Possessive. Self-absorbed. Abusive.
Are you skeptical? Look, demonic possession has been scientifi-
cally proven. I know , because I read that in the supermarket
checkout line the other day. So when Don gets weirder, and the
house mirrors start acting up , Adrienne does precisely what any
intelligent woman would do. She goes into more dark passages and
crypts, looking for trouble!
Of course, I can't say anything else without giving away the plot.
Suffice it to say that by game's end, Adrienne Delaney needs a new
Realtor.
The Verdict
Phantasmagoria is a creepy, gruesome game. Which is good. I'm
pretty sure.
Of course, we have to overlook things. For example Adrienne
wears the exact same outfit for days on end. And the acting is too
292
C!hapter 15 Phantasmagoria
hackneyed. And the script is a bit pedestrian. Worst of all, we're force-
fed (not unlike Carno s wife, Regina) the classic horror film "idiot
plot. " How many manifestations of evil must Adrienne witness before
she hops a plane to LAX? I know, I know: She loves her husband.
Hey, I don't care if it's my mom acting that way. I'm gone, man.
But wait. I'm quibbling again . Obviously, you forgive the hero-
ine's idiocy because you want to be scared. At times while I was
playing Phantasmagoria , I found myself inching away from the
screen, clawing frantically at the mouse, actually afraid to click. Now
there's an achievement for a computer game.
So hats off (revealing wormy brain matter) to Sierra and Roberta
Williams. The Condor gives Phantasmagoria a gory , blood-spat-
tered 7.
***
The flythrough
This flythrough includes steps not absolutely necessary to complete
the game, but which flesh out ... God , I love that phrase ... the
narrative.
eijllP'TE:fi ~RE:
The game opens with Adrienne sitting at her kitchen table after
sharing a loving cup of coffee with her loving husband , Don. Time
to explore.
Kitchen
Stand up from the table and click on the drawer next to the kitchen
table. After Adrienne opens the drawer, take the matchbook. Go
into the pantry.
Pantry
Turn on the light. Move the rug to reveal the trapdoor. Go back
through the kitchen into the dining room.
293
eD-lUHH elassics: C!hez:tts and l}ints to Your fzivorite ~mnes
Dining 1\oom
Look at the portrait over the fireplace. Click on the fireplace for a
close-up and take the poker. Return to the pantry.
Pantry
Turn on the light again. Use the poker to pry open the trapdoor.
Put the poker back in Inventory take out the matchbook, and click it
on Adrienne; she lights a match. After she gets into the cellar, pick
up the hammer from the floor. Explore everything and go back
upstairs to the dining room.
Dining 1\oom
Continue south to the other half of the room . Look in the mirror.
(Notice anything peculiar about the reflection of the portrait?) Go
into the reception hall.
Reception 'ijall
Incidental things you can do here: Pet the cat, crank the player
piano, look behind the bar at the bottle of absinthe, and try the for-
tune-telling machine. After you explore the room, try the door to
the library (down the short passage between the fireplace and piano)
or to the theater (next to the bar). Both are locked. After Adrienne
discovers this, exit the reception hall through the front door left of
the fortune-telling machine.
Hipawomsett
Cross the footbridge veering right. Go into Robert Thompkins
Realty. After your pleasant conversation with slimeball Bob, click on
him again to ask about additional keys. Click on the file drawer at
left to get the key. Exit the office and return to the car, but don 't get
in yet. Instead, walk left down the path to the house .
294
C!hapter 15 Phantasmagoria
Malcolm's Jiouse
Check the mailbox to learn that the resident's name is Malcolm
Wyrmshadow . (Note the correspondent's name and return
address ... ha!) Return to the car. Click on the car to return to your
estate.
f:state Grounds
Before we try the new key, let's explore a bit. Try to open the car-
riage-house doors. Walk back toward the house, but veer down the
garden path to the left. Just through the gate, turn right and explore
the garden area . Go through the broken arbor arch and head to the
lower left. Follow the path up to the crypt and examine it. Continue
down the path to the lower right of the screen to the end of the
path. Enter the house and go up the spiral staircase to the second
floor.
Marie's Iledroom
Take the tarot cards from the dresser top. Open the vanity drawer
and read the letter from Marie to her lover. Exit and go across the
hall into Carno's bedroom.
earno's Iledroom
Lie on the bed. Open the dresser drawer and examine the cigarette
case. (Note three cigarettes within.) Click on the vanity, open the
wooden jewelry box and open the small box that holds a ruby ring.
Exit and go down the hallway into the next room on the left.
Ilathroom/Darkroom
After your conversation with Don, click on the sink. Click on the
light fixture on the ceiling. Click on Don a couple of times and exit
into the hallway. Go straight down the hall into the next room.
295
C!D-'fi.6rH C!lassi~: Cheats and Jiints to Your favorite ~ames
eollectibles fioom
Examine the chair and get shocked . Exit into the hall and go right to
climb the stairs to the third floor.
Rursery
Try to take the teddy bear on the dresser. Cross the room and
examine the odd mist hovering above the crib. Exit and proceed
down the hall. Then turn left twice to enter the conservatory.
eonsel'\7atory
Cross the room to the left. Click on the red couch at the left to
examine the odd lantern on the end-table. Examine the large canvas
on the easel and the small painting by Leonora ' on the floor.
Examine the large red vase to see a bloodstained apron embroi-
dered with an "H. " Exit and cross the hall into the bedroom.
liathroom
Go to the sink and use toiletries. Use the toilet. Exit the bathroom.
Now go back downstairs and use the key on the library door.
Library
Read the magazine lying on the table . Click on the bookshelf to
read book titles. Click on the desk in the back right corner. Take the
black onyx statue on the desk and examine it in Inventory. It's a let-
ter opener! (Leave the blade out.) Open the drawer and read
296
Chapter 15 Phmitasmagoria
Chapel
Cross the room. Click on the altar to move the Bible. Click on the
bible to examine Carno s family tree. (Lot of wives , eh?) Now open
the box on the altar. Yikes!
e12ru>ntt TWe
After Adrienne s morning argument with Don, get the five-dollar bill
from the dresser (if you haven 't already). Go downstairs to the
reception hall.
Reception 11all
Hear that strange music? Before you investigate, get a new fortune
from the fortune-telling machine. Look at the bottle of absinthe
behind the bar. Go upstairs to the collectibles room.
Collectibles 'Room
After you examine the phonograph, go up to the third floor and
check out the wailing from the nursery.
Rursery
Weird , man . Since you're up here, check out the conservatory.
Conservatory
Examine the big painting on the easel. Hmmm . . . has somebody
been working on this thing? Go downstairs to the secret chapel.
ehapel
Open the box on the altar. After Adrienne examines the odd book,
exit the house and go into Nipawomsett.
29'1
C!D-Rem <:!lassies: Chezits zmd ljints to Your .fzivorite l.'.imnes
Ripawomsett footbridge
Cross the bridge, veering to the left. Go into the Nipawomsett Gen-
eral Store.
General Store
Talk to the storekeeper. Quickly give him the five-dollar bill (or he'll
put the drain cleaner back). After your conversation with the store-
keeper, go left to the rear of the store. Grab a dog bone from the
barrel. Exit and veer right down the street.
Malcolm's 11ouse
Give the poor dog a bone. Open the gate. Knock on the door. After
being rebutted by the housekeeper return to your car, drive home.
and enter the now-open carriage house.
earriage 11ouse
Click twice on the open stall (and have a Spaz attack, ar ar ar). Walk
across the room and examine the cooking utensils. Optional: Give
the drain cleaner to Don. Exit, go into the house, and go up to
Don 's darkroom .
29B
ehapter 15 Phantasmagoria
e11ru>TEli TI}filf:
After Don leaves the picnic with a headache and Adrienne packs
up , click on the tree in the foreground . After Cyrus runs off, follow
him to the "barn" (the carriage house) .
earriage l}ouse
Enter and check out the situation . Climb the ladder to the hayloft.
Jiayloft
Take the pitchfork and click it on the pulley at right. Click on the pul-
ley hook. After Harriet is free and gone , click on the hole in the
hayloft (where Harriet was stuck) . Use the hammer to pull out
the nail. Climb down the ladder.
earriage l}ouse
After your conversation with Harriet, exit and go into the house.
Reception l}all
Go to the fireplace and grab the newspaper lying on the floor near
the chair. Get another new fortune , and check the absinthe bottle
behind the bar again . Go upstairs to the third floor and enter Don
and Adrienne's bedroom.
eonservatory
Check out the large painting on the easel again. Who's working on
this thing? Exit and go to the locked door next to the stairway.
299
CD-l\0ill' Classics: C!hems mid Ijints to Your favorite Games
malcolm's l\oom
Look out the window. Take the book from the dresser. Exit the
house and go into the carriage house.
Carriage I}ouse
Cross the room to the fireplace and talk to both Harriet and Cyrus.
Give the tarot cards to Harriet. Exit the carriage house, drive to
Nipawomsett and go to the Realtor.
malcolnfs I}ouse
Click on the gate to enter. (Apparently, the dog is still chewing on
that bone you gave him yesterday.) Knock on the front door. Use
the book on the housekeeper. After your brief meeting with Mal-
colm, drive back home. Watch the chapter-ending movie.
300
ehapter 15 Phantasmagoria
eijru>TER f0mi.
Parents: You'll want to keep this brutal sex scene from little eyes.
After Don's lustful attack on Adrienne , go across the hall into the
conservatory.
eonse.rvutory
Look at the large painting on the easel again. Exit and go down to
Carno's bedroom on the second floor.
earno's lledroom
See the glowing item on the vanity? Click on the vanity for a close-
up; then click on the necklace. After the ghostly conversation, the
necklace disappears. Go downstairs to the reception hall.
Reception liull
After your conversation with Harriet, check out that dwindling bottle
of absinthe behind the bar again. Get today s fortune from the
machine. Exit the house through the dining-room door.
Garden
Click on Cyrus by the woodpile. Go back in the house and go into
the kitchen.
Kitchen
After Harriet does your tarot reading , walk over to the sink where
Harriet washes dishes. Click on her to ask about the building you
saw from the tower window. She tells you to ask Cyrus; take her
advice, and go back out by the woodpile.
Garden
Talk to Cyrus and follow him. Go down the path to the crypt and
continue to the washout dead end.
301
CD-1\em Classics: Chems and l}ints to Your fnvorite Gmnes
Washout
Cyrus waits for you. After he pushes down the tree and leaves, click
on the tree to cross over the washout. Go down the path. Pick up
the glinting object . . . a lens piece . . . along the way and continue
to the greenhouse.
Greenhouse
Enter the building. Pick up the trowel. Gruesome, eh? Go back into
the building and look in the big clay pot. Now exit and go past the
greenhouse to the telescope.
Telescope
Use the lens piece on the telescope, and then look through the tele-
scope again. Notice that other window by the tower room? Go back
to the house . As you approach you hear a car arrive. Go into the
house through the front door.
lleception Jiall
Talk to the telephone man . Go upstairs to the second floor and
head for the stairs to the third floor.
eutside Darkroom
After Don accosts Adrienne, continue on up to the fourth floor landing.
rutic l\oom
Examine the portraits and the strange contraption at the far left.
Open the trunk. Examine the locket. Click on the trunk again and
read the diary. Click on the trunk again and take the brooch. Look
in the mirror at the far right. Exit the room , go back downstairs to
the first floor, and watch the chapter-ending movie.
302
C!hapter 15 Phantasmagoria
e'ijru>TE:l\ flVE
After Adrienne's bad dream , look at the computer. Exit and explore
the upstairs areas. First, go across the hall into the conservatory.
eonservatory
Once again , examine the large painting on the easel. Getting
weirder all the time, eh? Now go upstairs to the attic room .
rutic lloom
Look in the mirror. Now that's gotta hurt. Go downstairs to the sec-
ond floor and enter the collectibles room .
eonectibles lloom
Hey, that mirror's foggy , too . Look in it, but not before any meal
you might have planned for the near future. Now go down the hall
to Carno 's bedroom.
earno's '.Bedroom
Open the dresser drawer and look in the cigarette case again . Hey,
weren't there three cigarettes before? OK, head down to the recep-
tion hall.
Reception IJall
After you talk to Cyrus, get your daily fortune from the machine and
check the absinthe bottle behind the bar. Go out to the carriage
house.
Carriage IJouse
After the seance, go behind the house into the garden. Walk over to
the gazebo.
Ga.zebo
Did you see that rose appear? Pick it. Then walk over to the fishpond.
303
C!D-lltlm' <!lassies: ehems mtd Ijints to Your fzivorite Gzunes
fishpond
Look in the fishpond. Poor kitty. This time, Adrienne ends up in the
dining room .
Dining lloom
Look in the mirror. Poor Victoria. Adrienne ends up in the kitchen.
Go upstairs to the third floor and enter the conservatory.
Conservatory
Click on the odd lantern, which is now in the center of the room on
the dais. When you see the projection of the dragon, click on that
spot on the wall.
Chapel
Walk across the chapel. Click on the darkened area of the wall to
open another secret door and enter a continuation of the secret pas-
sage.
304
C!hapter 15 Phantasmagoria
earno's C!rypt
Read all of the plaques on the tombs. Use the fireplace poker to pry
off the tomb lids of Carno and Marie. Now go all the way back to
the chapel, cross to the secret passage on the other side, and return
to the lift.
~ecret Passage
From the lift, go straight ahead. Open the secret door and go into
the theater.
Theater
Explore the theater. Examine the strange chair on the stage. Go
through the door to the left of the stage.
mzmeup l\oom
Open the armoire . Take the old photo. Exit the room into the the-
ater and exit the theater through the main doors. Watch the
chapter-ending movie.
e}1ru>TI:l\ ~lX
After Don stalks off upstairs, do the usual reception room-things .. .
get a new fortune, check the absinthe bottle. Talk to Mike, the tele-
phone repairman . Then go through the pantry down into the wine
cellar.
Wine C!ellar
Cross the cellar. Look at the shimmering wine cask. Go into the theater.
Theater
Did you get the visual clue? Go up on stage and look in the flip-card
machine , if you have the intestinal fortitude. Now go into the
makeup room and look in the mirror again. (Uh-oh, it's shimmering.
Prepare for shock.) Exit the theater and go upstairs to Marie's bed-
room on the second floor.
305
C!D-ReM <.'!lassies: C!hems zmd l}ints to Your favorite 6nrnes
Marie's ])edroom
Look in the vanity mirror. After the horrific vision , cross the room
and click on the wall to enter the secret passage.
eonservatory
Look at the large painting on the easel again. Looks almost fin-
ished , doesn 't it? Exit and cross the hall into your bedroom.
C!arriage liouse
Talk to Harriet; then talk to Cyrus. Exit, drive to Nipawomsett, and
go to the antique store.
Malcolm's liouse
Show the photo of Malcolm and Carne to the housekeeper to get
in and see Malcolm. After his long story, go back to your house,
enter, and watch the chapter-ending movie.
e}1ru>ITil ~:EVER
Go directly down the hall into the nursery.
306
C!hapter 15 Phantasmagoria
Rursery
Pick up the shard of glass. Exit and go to the conservatory.
eonservmorv
Examine the large painting one last time . Is that the demon , or
what? Ex.it and go downstairs to the reception hall.
l\eception 'fiall
Try the front door. Uh-oh. After Adrienne ends up in the dining
room go to the theater.
)( Note: If you haven 't gotten the crucifix from Lou's antique
shop yet, you need to take the secret passageway from the
chapel to Carno's crypt, then get the rosary from Marie's
tomb.
Theater
Go into the makeup room. Ex.amine Don 's vest on the floor to get
the snowman Christmas ornament. Now go upstairs to Don 's dark-
room on the second floor.
Darkroom
Enter the darkroom. After Don attacks, quickly click on the drain-
cleaner bottle to throw it in his face. Next chance you get, click on
the spellbook on the table. You automatically end up in the theater.
Theater
As Don straps you into the chair, use the snowman ornament on
him . As he looks it over, quickly pull the lever on the chair. This trig-
gers a long movie sequence. When it 's over, run! Click on the
Cursor Arrow icon leading up the aisle at the right, to the secret
passage. You end up in the secret passage.
301
C!D-'H.em C!lassics: C!hems zmd }1ints to Your fzivorite <:iZl.Dl~
~ecret Passage
You can only run down the passage to the right, where it's blocked
by a big hole. Quickly, use the water pipe to climb over the hole.
soa
16
Return to Xork
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Gameplay 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
309
C!'D-li.0M Classics: Chezit:s zind ijint:s to Your fzivorite <:Jzimets
The ~tory
Here's the premise. You are you, and you've just won the Grand
Prize in a vacation sweepstakes. The prize package features an all-
expenses-paid, four-day stay in a resort called "the fabulous Valley of
the Sparrows. " (You receive this information via an amusing letter
packed into the Zork game box.)
But when you arrive in the fabulous valley, you discover that the
Sparrows in the name has been summarily replaced by Vultures.
Before long you're wandering amongst the ruins of the lost Under-
ground Empire of Zork, a legendary world hidden away 400 years
ago during something called the Great Diffusion. You quickly learn
that an evil magic power embodied in someone named Morphius
has reinhabited the land . . . and of course it's up to you to rein in
the guy.
Your adventure actually starts above ground. After a little white-
water rafting, you end up in the forlorn little town of West Shanbar,
where the mayor's a hustler, the mill owner's a lush, and the school-
marm 's a . . . well , a schoolmarm. A little exploring leads you
underground.
Your ultimate objective is to gather all six pieces of the mythical
Flying Disc of Frobozz so that you may fling it at the Wall of Illusion
and face Morphius himself in a !ife-or-death game of modified chess
called Survivor.
310
ehapter 16 lleturn to Rork
The Verdict
By current standards, Return to Zork is very nearly a perfect game.
It's amusing , clever, beautiful, challenging, and it all adds up to a per-
fect 10 in the overall fun category. Several industry magazines
named it CD-ROM Game of the Year when it debuted against heavy
competition-Cyan's Myst and Trilobyte's The 7th Guest. I have to
admit that I've probably had more raw fun playing Return to Zork
than I had with any other CD-ROM title of it's era, and it remains
among my favorites .
** *
Generzil Tip~
311
C!D-R0M C!lassics: Cheats zmd l}ints to Your f'zivorite <:imne~
appears. Also note: If you meet the same character later, ask the
character everything again-there may be new information lurking
in that vertical icon stack.
** *
The flythrough
1. llpproach to ~hanbar
Mountain Pass
Pick up the rock and throw it at the vulture. Zoom in on the sign.
Use your knife to dig up the bonding plant. Go forward.
Lighthouse
Enter the lighthouse. Talk to the lighthouse keeper. For fun , ask him
about the map and click on the road to the south to get the his reac-
tion.
312
Chapter 16 Ileturn to ~ork
lliver
When the bridge appears , you will automatically exit to the left.
(You've got to do this manually in the disk-based version of the game.)
2. We~t ~hanbar
~choolhouse
The first building on the right is the schoolhouse. Use the knife or
some other solid object to ring the bell outside the schoolhouse. Ms.
Peepers will let you in.
f)uiz
Answer Ms. Peepers's question. (All answers are in the Encyclope-
dia Frobozzica , which accompanies the game .) If you answer
correctly she'll give you a notebook. Use this to record pertinent
info as you travel through Zork.
l}ardware ~tore
The second building on the right is the hardware store. Pick up the
crank and box, then place them in your inventory. The mice are
worthless , gamewise. If you want, you can pick them up-but be
sure to put them into the box to avoid catching hantavirus.
The Jlridge
Go back to the town entrance. Turn around to face the bridge. Click
to the right of the bridge (down arrow) to visit the waif under the
bridge.
313
C!D-H.em C!lassics: Chem:> zmd ijint:> to Your fuvorite eimnes
314
ehapter 16 l\eturn to ~ork
Rew Mill
From the door, go left to East Shanbar. The path on the right leads
to the Hero's Memorial.
General ~tore
The first building on the left is the general store. You can 't unlock
the door here yet. Keep going.
moodock's llrmory
Play Survivor with Moodock. If you win , he'll give you a coin and a
rusty old sword.
Jnn ol Jsenough
Talk to Molly to get information. You can't check into a room yet.
315
CD-Rem Classics: ehents lllld l}ints to Your 'fnvorite <:imnes
l}ero's memorial
Nothing of interest here. Turn left to the Fool's Memorial.
fool's memorial
Take the book from the base of the memorial. (Note: When you first
meet Rebecca on the road, show her this book. She won't be able
to translate it then , but she will the next time you find her.) Continue
down the road to Snoot's farm .
~noofs farm
Climb in through the window of Rebecca's trailer. Enter her bath-
room , through the door on the back wall ; she's a real knockout.
When you awake, she 'll give you another quiz. Again, the answer is
in the Encyclopedia Frobozzica . Now go through the door on the
right into the bedroom . Take the mirror. Try to enter the other bed-
room then make Alexis snarl at you-you'll need the recording
later-then head for the kitchen .
In the kitchen , open the refrigerator and take the meat. Take
the thermozz from the table. Pick up the soap, drop it in the sink,
and turn on the water. Wash the waif's gift in the soapy water. Exit
the trailer.
To the right of the trailer is the silo. Insert the crank into the silo
latch and turn it clockwise. Add carrots to your inventory. Go back
to face the Fool's Memorial, then go right to Pugney's ranch.
Pugney·s Ranch
Pugney's house is the building on the right. Tap on the window and
talk to Pugney. Be apologetic; you'll get permission to take the bra
box out on the lawn. Ask him about the book; he'll translate the title
for you. Back away, take the bra box, back away again, and go into
the barn , the building on the left.
(Note: You'll soon notice that the meat is rotting.) Pick up the
hay, then drop or throw it. Light a match and use it to burn the hay.
316
C!hupter 16 'Return to &ork
Warm your hands over the hay. Pick up the thermozz and use it to
catch the milk as you milk the cow. Since you just burned the cow's
food , feed your carrots to the hungry animal.
~ Note: If you need more milk later, you can always return
here and repeat the same procedure. Your supply of carrots
for feeding the cow can be replenished too.
Now go back through East Shanbar, then take the left fork in
the road to the ruins.
Ruins
Pick up the tiles. Turn around to see more of the ruins. Put the tiles
in the frame on the ground , then examine the frame to see the puz-
zle. No cheat here-you have to solve the slidjng-tile puzzle on your
own. When the puzzle is completed, it reads: "Water unseen at falls
mix with bat droppings yields potion for invisibility. " The lower text
reads : " . . . Search for three more pieces on the ground where this
was found ." On the ground you'll find another disc piece and two
illumynite rocks . Put them in your inventory. Continue on down the
path to the Forest of the Spirits.
31'1
eD-H.em elassics: C!heats zmd ljints to Your :Favorite Game:s
I I : f
!~~~]____ l~~~~
'
---- I
I
I
I
I
s
----------"'----
I
'
I
I
I
I
Key
A= Coin tree
......-o!--~-+---+---r---i,-- -- B =Bowman
1
I C =Fairy
: Ji :
I I
8
--- ____ !____ 1____
:
I
I
---
E = Leaf trap
F = Boar statue
G = Giant spider
t
Entrance
three times with your sword, then take the third disc piece. Avoid
the Giant Spider for now. Retrace your route to the entrance of the
forest, then leave.
:Inn of Jsenough
Go to the Inn and give coins to Molly to pay for a room . Back away
from her and click on the elevator. In the room : If the silver flask is
empty, fill it with water from the sink-that is, pick up the flask
click it on the sink, turn on the sink, than quickly click the flask on
the sink while the water runs.
Put the illumynite on the nightstand . Zoom in on the monitor;
for fun , zoom in closer and watch the commercial. Now turn off the
lights. Morpheus will enter your dreams. Turn on the lights and
retrieve the illumynite.
:Incinerator
Flip lever #l to open the incinerator. Throw the bra box over the
incinerator wall (click near the top of the screen). Click lever #l
again to close the incinerator then click lever #2. When the drawer
pops open , zoom in and pour water from the flask onto the red-hot
wire, then pick up the wire.
General ~tore
Use the wire to pick the lock on the door of the General Store.
Shake the cereal box twice to reveal the whistle inside. Take the
whistle. Take the mice out of the box in your inventory and drop
them . Pick up the rats and put them in the box. (If you put the rats
in before removing the mice, they'll catch the hantavirus and die.)
319
C!D-'H.OM C!lassics: eheuts und l}ints to Your fuvorite eimnes
C!reeping Hogs
Test every patch of bog with the witch's stick. (If the stick sinks, so
will you if you step on the patch.) When you exit, you'll be at the
Whispering Woods. Note: The bog maze is randomly generated in
each game. However, the exit is roughly to the northwest of the
entrance. When you exit, go forward through East Shanbar, then
back to the Forest of the Spirits.
320
C!hapter 16 Return to ~ork
Vulture Pits
Before entering the pits, sprinkle fairy dust on the rotting meat,
then throw the meat. The vultures will eat it and fall asleep . Enter
the pit and take the talon.
Jnn of Jsenough
Return for a nap. (You'll need to give Molly some zorkmids for the
room again.) Be sure to put the illumynite on the nightstand and
turn off the lights, so Morphius will appear in your dreams again.
s
I
I
I
--- -----.----
I
'I
I
t
Exit
321
C!D-fit>lll' C!lassics: ehezit:s Zllld llint:s to Your fzivorite Gzunes
The longer you roam , the dimmer things get. Be sure the thermozz
is full of milk before you start. Release the bats. Follow their trail of
glowing guano to the exit. Be sure to pick up a sample of the guano
for your inventory.
~ Note: If you get an on-screen text message that mentions
the Milky Way drink some milk to restore your vision.
ferryman's Jsle
Walk up the path on the left to reach Canuck s Shack.
eanuck's ~hack
Enter the shack and examine the blueprints. For fun , feed the scroll
to the duck. Toss the resulting egg at the duck. The scroll reappears!
OK, now read the scroll to the duck. React in any way except
Threatening. (If you threaten Canuck, you'll be turned into a duck
too .) Show Canuck the joke book. When you ask about the bottle.
Canuck shrinks you and stuffs you inside it.
322
C!hapter 16 l\eturn to Eork
Jnn of Jsenough
Rent another room , put the illumynite on the nightstand, turn off
the lights, and watch your third Morphius dream .
eliffa of Depression
Take the rope from the guard rail, tie it to the tree limb, then climb
down . If you dug up your bonding plant earlier (rather than cut it), it
will serve as your admission to Chuckles Comedy Club. When you
get the microphone , use the tape recorder to play four (not five)
jokes. You'll win a fifth piece of the disc. Exit the club; go and climb
back up the cliffs. Be sure to take the rope with you when you
leave. (Click on the spot where it's tied to the branch.)
323
C!D-R.em C!lassics: Chems zind Jiints to Your favorite ~zim~s
ltir Vulture
If you haven't done so already, use the magnet with the whistle to
summon a vulture, then choose the Lighthouse. (If you've already
taken a vulture ride , just click on the Lighthouse on the map.)
Lighthouse
At the door, show the keeper your illumynite. Ask him about disc
pieces; he'll hand you the sixth and final piece. Go upstairs. Use the
cow hitch to tie the rope to the rail. Tie the talon to the rope , then
throw the rope. Climb the rope bridge to the big tree, then climb
down.
324
C!hapter 16 l\eturn to Xork
Dwarven Mine:>
Put on the mining helmet. Get into the mining cart. The mine is a
maze, but the correct sequence of turns can be found in the Dwar-
ven General's speeches if you play them back on the tape recorder:
left, right, straight, right, left, right, straight, right, left, left, right,
straight. You'll come to the Ancient Ruins.
ltncient l\uin:>
Place the pieces of the disc in the trencher. Now you need to give
one item to each statue. You can find a clue to the correct series of
items for the statues from left to right in the poem in the Mayor's
files under the heading "Muses." (' Bog down not with your staff"
and so on.) Or you can cheat and give the statues (in order from left
to right, excluding the kneeling statue in the center) the following
items:
Witch 's stick
Talon
Thermozz
325
el).~Jl0M elassics: C!hems mtd ljints to Your f zivorite Gmnes
Troll eavems
The skeleton's note in the sand (LUO) tells you how to defeat the
three guards-left, up, down . Strike to the left of the first guard,
swing up on the second guard , swing down on the final guard.
When you meet the troll leader, threaten him repeatedly as he talks.
He 'll give you the Necklace of Fear. (If you let him finish his speech.
you're a goner.)
326
ehapter 16 Return to ~ork
Blocked Path
Throw the Flying Disc of Frobozz at the blocked path.
Citadel ol ~ork
Use the bow with the arrows in your inventory, then shoot an arrow
at the hand at the top of the citadel. Enter the citadel. To get past
the ore leader, drink the potion of invisibility and play the recording
of Alexis, the poodle from hell . Go forward to the bridge.
321
eD-Rem eiassie:>: Cheats and 'ijints to Your favorite Games
~Ul'Viving l'H'orphius
Play Morphius in a game of Survivor. He 's added a new rule:
Whenever Morphius blocks your only move , you can "pass"-that
is, click near the bottom of the screen. This forces him to move.
The last few moves are critical. Plan ahead!
Publisher: Activision
To order, contact:
Activision
P.O. Box 119
Buffalo, NY 14207
For direct orders, call:
1-800-4 77-3650
32B
11
t>am ~max
ijit the H.oad
Word from the llird
329
C!D-fi6M C!lassics: ehezits mid 11ints to Your fzivorite i:imnes
The ~tory
At the heart of Sam & Max , naturally, are Sam and Max. As Sam
puts it: "I'm Sam . He 's Max. We bust punks. " Sam is a laconic
canine Bogart and his sidekick Max is a cute, little furry woodland
creature bursting with psychopathology. Their hardboiled repartee
keeps the game's wit in high gear from beginning to end.
The story opens with a trip to a carnival, where we learn Bruno
the Bigfoot has escaped from his block of ice in the Hall of Oddities
and disappeared with Trixie the Giraffe-Necked Girl. Is it kidnap-
ping, or what?
The road beckons, and off we go. Along the way we meet coun-
try-western singing star Conroy Bumpus and his dim henchman,
Lee-Harvey. Bumpus, we learn, has a thing about killing rare mam-
malian creatures for display in his stately mansion , Bumpusville.
Sam and Max eventually work their way through tourist traps
such as Gator Golf, World of Fish, Mystery Vortex, the Celebrity
Vegetable Museum, and Frog Rock (which looks like anything but a
frog) . The sojourn eventually leads to Bumpusville . .. and finally,
a Sasquatch convention at the Savage Jungle Inn.
330
Chupter 11 ~mn ~ mux 'fjit the 'Roud
The Verdict
Okay, so Sam Spade parodies are a dime a dozen , but I doubt
there's ever been one even remotely like this. "He's a bunny. I'm a
dog . We're dangerous, but we work cheap. " Sam & Max is the
most fun I've had on a computer in years. It's hip, funny, irreverent,
adult, and well-written.
Purcell is a brilliant humorist. His satire of comic strip Ameri-
cana is truly carnivorous. For example, in the game manual we get
some Science Tips from Sam & Max: "Remember: Stalactites hold
tight to the ceiling. Stalagmites might grow up. Try to keep all this
stuff off your pants. " Or my favorite: "Try imagining how far the
universe extends! Keep thinking about it until you go insane."
Finally, I must say that the cartoon-style animation is very, very
good. Like Day of the Tentacle , this game raises PC-game anima-
tion to new heights-not just in its frame-by-frame fluidity, but in its
comic sensibility.
***
General Tip:>
When ln :Doubt. Use max
Select the Max icon in your Inventory and try it on various things if
you're stuck in a perplexing puzzle. Sam's furry little buddy is quite
resourceful , in a primal sort of way. And boy, can he take a volt.
***
331
eD-Il6ltJ elassics: eheats lllld 'ijints to Your fuvorite Gumes
The flythrough
ehapter 1: Prologue
emce
First of all, grab a handful of cash from the mousehole. For fun.
look at Max's roach farm , then take the black light from the closet.
Exit the office and go downstairs to the street.
~treet
Talk to the hypercephalic kitten. When you discover he can't hack
up the orders, click the Max cursor on him. Use the car. When the
postcard map appears, click on the carnival icon (in the New Eng-
land area).
** *
ehapter 2: Ku~hman earnival
l}ull of 6ddities
To get in the Hall of Oddities, show your orders from the Commis-
sioner to the fire-eater. Pick up the Sasquatch hair by the melted ice
332
ehapter 1'1 ~am~ max ljit the l\oad
block, then take the Jesse James severed hand. Exit through the
back of the tent. Go past Trixie's trailer to the Wak-A-Rat game.
Wak-lt-1\at
Play Wak-A-Rat until you nail 20 of the little cheese-eaters and win
yourself a flashlight. (Hit them on their way up!) It has no bulb, so
use the black light bulb with the flashlight. Before you leave, take
the nearby magnifying lens. Go past the Cone of Tragedy to the
Tunnel of Love.
'funnel of Love
Use the swan boat to take a ride. Use the flashlight (with black light
bulb) to look around in the ride until you find the fusebox. Use Max on
the fusebox just before you get to it. Pull the beard of Henry the VIII
in the beheading diorama to open Doug's lair. Go through the door.
333
CD-fi6M Classics: ehezats zand Jiints to Your fzavorite eimnes
val entrance to get to the map screen, then click on the nearest
Snuckey's icon (the hopping hamburger).
***
ehapter 3: ~nuckey's (Pecans for Doug}
Pecan Candies
Pick up the discarded paper cup by the curb, then go inside. Go to
the left-most of the two store shelves and pick up the box of pecan
flavored candies from the top shelf at the end nearest you. Take
them to the dweeb clerk, ask him a question , then ask about the
candies. He'll sell them to you .
fiestroom Key
If Max has expressed his desire to use the restroom , ask the clerk
about the restroom . (If not, you'll have to wait until the urge strikes
Max, then talk to the clerk again .) He'll give Max the key. Now.
hurry outside and intercept Max by talking to him before he goes
back inside to return the key. Ask him a question , then talk about
the restroom key. You'll convince him to keep it. Now go back to
the car and use it to return to the Kushman Carnival.
***
ehapter 4: earnival -The ~equel
334
C!hapter 1'1 ~am ~ max l}it the l\oad
Trixie's Trailer
Use the "key"-yeah , OK, it's a crowbar-on the trailer door.
Inside, open the pink wardrobe and take the Gator Golf Emporium
scorecard hanging on the inside door. Open the blue prop box and
take the stiltwalker s costume. Exit the trailer and go to the Cone of
Tragedy ride.
eone ol Tragedy
Talk to the ride operator and ask him a question. Then ask about
the cone. You'll get the ride of your life, and lose your entire inven-
tory in the process. After the ride, talk to the operator again. Ask
him a question, then ask about your inventory box. He 'll give you a
claim ticket. Go into the Lost and Found Tent.
* * *
ehapter 5: nan of 'Twine
fiestaurant
Take the tram up to the top of the ball of twine. (Go up to the plat-
form ; when the tram arrives, wait for the door to open, then walk
aboard .) Click on the central hub to take the elevator up to the
restaurant. Talk to the swami in the booth. Ask him about his tools;
he'll give you a bent wrench . Exit and take the tram back down.
Now go to the World of Fish.
***
335
C!D-fiem Classics: Chezits mtd ljints to Your fzivorite Gmne:i
fish Disguise
First, grab one of the buckets of fish near the bait shack. Then go to
the big fiberglass fish in the water use the bent wrench on it, and
climb in. Click the Max icon on the fish to get Max to join you.
Twine ~ample
After you end up back on the restaurant deck, click the Max icon on
the lose end of the twine ball to get some twine. Then go back to
the car (after it returns) and go to Gator Golf in Florida.
***
ehapter 7: eiator 6011
Gator Golf
Walk up the hill and take the broken ball retriever from the waste-
basket. Then go down to the Gator Golf sign . After your little
confrontation with Bumpus and Lee-Harvey , take the bucket of fish
from Inventory and dick it on the bucket of golf balls to switch
them. Now take a golf club and get ready to hit some fish .
SS6
ehapter 1'I ~mn ~ max 11it the l\oad
***
ehapter B: IlJy:)tery Vortex
Gift ~hop
Enter the cave and walk all the way back through the curtains into
the gift shop. Walk to the closed Bigfoot display and take the tuft of
33'1
C!D-Jl6M C!lassi~: Chems and flints to Your favorite Gmnes
hair on the pedestal. Now go back out to the main hall. You need to
find Shuv-Oohl behind one of the doors in the hall , but you can 't get
through the doors unless you're the right size.
Magic Mirror
To "size" yourself for each door, use the mirror to pass through it
into the magnet room. The three magnets, when turned on, emit
the primary colors-red, blue, and yellow, respectively. To get in a
hall door, you need to match its color, so turn on/off the magnets to
get the combination you need for each door.
Some doors will be one of the primary colors-red, blue, yel-
low-so all you need do is turn off the other two magnets to match
the color of the door. With other doors, you'll need to use a combi-
nation of primary colors to match . Here are the possible
combinations:
red + blue = purple
red + yellow = orange
blue + yellow = green
red + yellow + blue = white
~huv-eohl's lloom
Keep trying doors until you find Shuv-Oohl. Ask him a question.
then ask about Bruno. He'll tell you about the location of Frog Rock
and his missing mood ring. Go to the Ball of Twine attraction.
***
ehapter 9: frog Rock
mood rung
Go into the Ball of Twine Museum. Use the severed hand with the
golf ball retriever, then use the fish magnet with those. Take this
hybrid device from Inventory and click it on the Ball of Twine at
right. Now take the tram and elevator up to the restaurant.
ssa
C!hapter 11 t>am u Max l}it the Road
frog Rock
Put all three Bigfoot hair samples from your Inventory onto the
rock, then do the same with the magic powder. Now go to Bum-
pusville.
339
CD-Rem Classics: Chems Zllld ljints to Your favorite <:imm:s
***
C!hapter 10: numpusville
llumpus Lroel
Go into the house. Proceed left into the next room. Take the por·
trait of John Muir (which also activates an amusing moment of
edutainment). Go into the concert hall. After the show, go back
past the entry lobby then into Bumpus's bedroom (horns over door·
way).
340
Chapter 17 ~am ~ max }1it the Road
llumpus's Bedroom
Take the escalator up to the bed. Take the pillow, then use the golf
ball retriever to take the robot maintenance manual on the top row
of the bookshelf over the doorway. Now go find the robot.
l\obot Rewire
Use the robot. When the brain appears, click on the wire leading to
the left-most room on the Bumpusville map above the brain . (The
room should change from red to green.) When the droid trips the
alarm in the concert room {attracting Lee-Harvey's attention) , go
into the Virtual Reality Room, and use the helmet on the machine.
Virtual World
Take the sword from the stone and try to enter the cave. When the
dragon emerges, click the Sword icon on the dragon's body. When
the dragon falls apart, try to take the heart. You'll get a key. Now go
into the concert hall.
***
ehapter 11: ~a-vage Jungle lnn
lnn Lobby
Go in the Inn and give the key rasp (from Snuckey's) to the big
Sasquatch, then talk to Evelyn Morrison. When you leave, she'll give
you some brochures. Look at them in your Inventory, and the new
Destination icons for both the Mount Rushmore Dinosaur Tarpits
and the Celebrity Vegetable Museum will appear on your map.
***
341
eD-R.em (!lassies: Cheut:s mid l}int:s to Your favorite c:lmnes
Wooly mammoth
Walk down to the wooly mammoth figure and use Max to get some
of its fur. Walk past the Tar Pit slide and enter the elevator to the
Bungee jump.
Bungee Jump
Go behind the dressing screen and use the bungee suit to prepare
for your jump. Go into Inventory and use the discarded Snuckey's
cup with the golf ball retriever. Then walk the plank and use the
bungee cord. When the screen changes, click the cup/retriever
device on the tar.
After the jump's over, use the dressing screen to change back
into freelance police clothes, then exit via the elevator. Go back to
the car and take the map to the Celebrity Vegetable Museum.
***
ehapter 13: eelebrity Vegetable museum
Vegetable 1ady
Walk to the vegetable lady. Take the Conroy Bumpus eggplant from
the crate at the far right. Give her the John Muir portrait, then go
back to the car and return to Bumpusville.
Bumpus Wig
Go into Bumpus's bedroom and click the eggplant on the wig to pull
a "switch." After you 're tossed out, take the car back to the
Celebrity Vegetable Museum and pick up the John Muir squash
from the vegetable lady. Now go to the Jungle Inn.
***
342
ehapter 1'I ~am ~ max Jlit the Road
***
Chapter 15: Totem Tetrology
'fotems #1 and #2
Start with the totem on the far right. Walk around the right-hand
side of the pool to the hot tub. Simply give Conroy's pillow to the
elder in the hot tub. Then give the John Muir zucchini to the elder.
Exit back to the ballroom.
'fotems #3 and #4
To solve the mystery of the next totem in line, go into the kitchen
and take the ice pick. Then exit the building and go back to Mount
Rushmore. Use the small speaker at the foot of the T-Rex to get
him talking. When his mouth is open , click again anywhere to
freeze his mouth open. Then use the twine with the beast's tooth.
After it's secure, click the Max icon on the end of the twine to get
the tooth.
343
eD-:H.6M elassics: Cheats Zllld ljints to Your Fa\7orite c:imne:i
Return to the Ball of Twine restaurant and give the ice pick to
the swami. He'll bend it into a corkscrew for you. Use the corkscrew
with the bottle you got from the yeti party, then use the cork with
the sno globe you got from Gator Golf. Go to the Mystery Vortex
gift shop and use the Mini-Vortex machine. While it runs, use the
repaired sno globe with the machine.
Now return to the Jungle Inn and give the tooth and sno globe
to the elder by the hot tub-and enjoy the show.
Publisher: LucasArts
To order, contact:
LucasArts Entertainment Co.
P.O. Box 9367
Canoga Park, CA 91309-0367
For direct orders, call:
1-800-STAR WARS
344
1B
~tur Trek:
The Rexf GenerDtion -nll finDI Unity,,
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Gameplay 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
345
Star Trek : The Next Generation- "A Final Unity " is an animated
adventure featuring the voices of the TV cast-Patrick Stewart,
Jonathan Frakes, et al. Enhanced (or not, depending on your taste)
by a tactical combat simulator, the game warps you to a series of
galactic hot spots where you solve puzzles and negotiate branching
dialogue paths with aliens of every race creed, and color.
The ~tory
You 're on patrol with the gang-Picard , Riker, Worf, Crusher.
Data, La Forge, and Troi. Suddenly, a Garidian scout ship pene-
trates the Neutral Zone. It leaps into Federation space, pursued by a
Garidian warbird bristling with armaments . The crew of the scout
ship requests political asylum . The warbird threatens to annihilate
the Enterprise if you interfere. What do you do?
Red alert! Shields up! Open hailing frequencies!
Wait. I know what you re thinking. But you're wrong. I'm not a
Trekkie. In fact , I may be the only sentient creature on the planet
who has never seen an episode of Star Trek: The Next Generation.
Not even in syndication. Not once. It's a sad confession, I know. But
it's true . I don't watch TV.
Yet I was sucked into the point singularity of this game at a warp
factor of 11 , crossing the event horizon with a deafening roar of
approval . For days after playing Star Trek: TNG , I flapped around
my aviary, referring to everything in terms of orbital mechanics and
astrophysics. Before turning on my coffee maker in the morning, I'd
pause and say: "Engage! "
Really, the story is almost beside the point-although it is a
good one , full of epic scope. Your old nemeses , the Romulans.
make a sudden, massive incursion into Federation space. But that,
as it turns out, is the least of your troubles. It seems that a mythical
"star-eating monster" of an ancient civilization is not such a myth
after all. Worse, it's about to be reborn . Such power seems almost
incomprehensible, so you 'd better check it out. Quick! Before the
bad guys do.
Along the way you engage in (or run from) tactical combat with
various enemies. You choose and equip Away Teams for planetary
346
ehapter lB ~tar Trek: The Rext <:ienerzition-'"The f'inzal tinily"
excursions. You beam up, down, all over hell and back. You meet
matriarchal baboon-beings and some guys who look like big pillows
with arms. You hail people. All of it is great fun . Man, I could listen
to Patrick Stewart's voice all day.
The Verdict
I'm trying to come up with something I don t like about this game.
OK, here's one: You can 't speed-hop your Away Team around a
scene. Instead, you click on a path and watch them slowly, inex-
orably trudge to their destination. And here's another thing: People
hail you. You put them on screen . Some of them are animated,
while others are digitized actors! Couldn 't Spectrum HoloByte dress
somebody up like a Garidian, stick her in front of a camera, and tell
her to move her lips?
There. I've done my duty.
Now forget about all that. Go get this game.
Really, you don't have to be a Trekkie. Just fire it up and make
it so . The Condor gives this excellent adaptation a 9 , with only
birdish niggles keeping it from ranking in the highest echelon of
gaming.
***
The flythrough
This solution path applies to the Captain difficulty level. After the
opening movie, you are on the Bridge of the USS Enterprise . A
Garidian warbird chasing a scout ship has violated Federation space.
The warbird has locked a tractor beam on the scout ship.
Garidian Warbird
Talk to Data for his suggestions. Select "We'll have to take that risk.
Make it so." After the Garidian hails you, use dialog path 2 , 4, 2.
After the warbird leaves , set course for the Ruinore sector and
resume your patrol along the Neutral Zone.
341
C!D-ll0lll Classics: Chems and l}ints to Your favorite Gmnes
~tation lid.ministration
Look at the control panel at the far right- it's the !ife-support panel.
Use the life-support panel to get a close-up. Use emergency systems
(the top button). Access is granted only if you've learned the security
code from the injured woman. Push the button in the middle to acti-
vate emergency power. Take the turbolift down to Engineering.
f.ngineering
Use the tricorder on the strange probe. Weird! Walk to engineering
lab 4 at right. Take all the stuff from the equipment cart-flux
router, graviton probe, pulse negator, wave converter, inverter cou-
pling, and plasma shunt. Use the control panel in the back left
corner. Initiate temporary shutdown. Shut down group 3 . After the
probe escapes, don't chase it-the station isn't stable yet.
34B
ehapter 1B ~tar 'Trek: The Rext eienermion-"The fim:al l:lnity"
ijorst JJJ
Hail Shanok. Use dialogue path 2 , 2 , 2 , 1, 1. (He won't let you
beam down to the site.) Decide to consider the situation a bit further
and wait a few seconds. Admiral Reddreck from Starfleet will hail
you. Put him on screen. Stay open to his mission assignment. Ask
all questions; then accept the assignment.
morassia
Assure Constable Lliksze that your Away Tearn will not be armed.
Take the turbolift to the transporter. Choose this Away Team :
Crusher, Troi, Worf, and Data. Take the tricorder, med kit, and med
tricorder. (Be honorable: Don 't take a phaser!) Ask all questions ,
ending with a request to investigate the Preserve grounds where the
doctor last worked . Exit through the door at left. Outside, walk to
the laboratory.
349
C!D-l\6lH' C!la.s.sic.:i: eheats and 'flints to Your favorite Garnes
the three field units: A, B, and C. Use the tricorder on each unit to
determine its special purpose: A for rocky terrain and torrid climate,
B for mountains and tropics, and C for aquatic travel. Use the tri-
corder on the comm port (near the computer at right) , and then
open a channel to Tracker Melas. Important: Ask all possible ques-
tions. Walk to the entrance, and then go back to the constable's
office (on top of tree) .
eon.stable's 61fice
Have Troi talk to Constable LLiksze and ask all questions about
smuggled and mistagged animals. Troi believes the constable-do
you? (You should.) Walk back to the laboratory.
t>huttle Dock
Take the microgenerator. Walk back to the path. Walk to the marine
biotope.
Marine liiotope
Plug the microgenerator into the power port on the kiosk. Use the
aquatic field unit on all four available jellycorals (the ones that Ught
up the cursor). When it finishes its work, take it. Get the microgen-
erator and walk back to the path. Walk to the bogforest biotope.
Hoglore.st liiotope
Plug the microgenerator into the power port on the kiosk. Use the
tropical field unit on each of the four tunnels in the petrified tree.
When it finishes the task, take it. Get the microgenerator and walk
back to the path . Walk to the crossroads, and then walk to the
canyon biotope.
350
ehapter 18 ~tar 'frek: The Rext <:ienerzition-The fimll llitity"
emiyon lUotope
Plug the microgenerator into the power port on the kiosk. Use the
rocky field unit on the caverns, the pit, and the crater. When the unit
finishes its assigned work, take it. Get the microgenerator and walk
back to the path . Walk to the laboratory.
~uarantine ~helter
Talk to Watcher Tzudan and ask everything. Walk back to the Con-
stable's office.
eonstable's enice
Talk to Constable LLiksze. Exit and walk to the shuttle dock.
~uarantine ~helter
Talk to Dr. Hyunh-Foertsch. Use console 2 to activate the harmonic
collector. When the creature appears, use console 1 to close the
gates. Then use console 3 to activate the containment field . After a
351
C!D-Rem C!la:s:si~: Chems and 'ijints to Your 'favorite (form~s
liramuf:s ~hip
Select "Shields up . Mr. Worf, lock phasers. " Then select, "Let him
go. Let's see what he does." After the exchange with Aramut, you
automatically lay in a course for Shonoisho Epsilon VI , better
known as Frigis.
f rigi:s: Planet:side
Have Riker talk to Chancellor Laraq and ask everything. Walk into
the doorway of the pyramid in the foreground .
352
ehapter 18 ~tar Trek: The Rext ~enerution-'111e finul Unity~
Jnner ehamber
Use the tricorder on the sign. Walk all the way back to the landing
area (in front of the Pyramid of the Chanters). Talk to Laraq; he'll
upload a translator into your tricorder. Go back past the Gatekeeper
into the chamber and use the tricorder on the sign. Operate the
control panel. Talk to Aelont and ask everything. Exit the inner
chamber and return to the Hall of Triumph.
'ijall of Triumph
Use the thermacode key to open the vault. Take the golden ring,
the device, and the staff with the sphere on the end. Exit and return
to the Temple of the Chanters.
353
CD-1\0M Classics: ehents lllld Jiints to Your f'nvorite einmes
~croll lloom
Take the manuscript. You automatically beam back aboard the
Enterprise.
l.nterprise: Hridge
After the automatic sequence ends the Garidian affair, resume your
patrol along the Neutral Zone. Watch the movie of the Romulan
attack and receive the Priority One Alert. Click on Comms (the but-
ton on Capt. Picard s chest) and hail Starfleet. You can't reach them
at first, but be patient. Worf routes it through eventually.
Outpost 543
Once you arrive in orbit around Outpost 543 , hail Commander
Chan. Accept the mission to the Paxanona system, and get on your
354
ehapter 18 ~tar Trek: The Rext Generation-The fimll llitity"
way. After you finish the assignment, hail Commander Chan again
for more orders. She sends you to the Balis system. After your con-
versation with the captain of the Klingon vessel Bortas , hail
Commander Chan one more time. After you receive another trans-
mission from Starfleet Admiral Williams , lay in a course for
Shonoisho Epsilon VI. You immediately receive an urgent message
from Chancellor Laraq.
Back to frig is
After you waste the Romulan warbird , take the turbolift to the
Transporter. You can limit the Away Team to Picard, if you want.
Talk to Chancellor Laraq. Ask everything about the Chodak. Laraq
gives you a data crystal and an isolinear rod "passkey" device and a
programmer for the rod. After you beam back aboard the Enter-
prise , set a course for Horst III.
ijorst m
Beam down an Away Team of Picard, Data, La Forge and Troi. Be
sure to take the isolinear rod and its rod programmer, along with the
usual phaser and tricorder. Set your phaser to maximum setting,
and then fire at the rubble. Walk to the passageway that opens.
ehodak Jnstallation
Use the screen in the main area. In the close-up, put the isolinear
rod in the aperture at lower right. Use the rod programmer on the
isolinear rod . Use the tricorder on the screen , and then exit
the close-up. Use the tricorder on the generator. Walk left to the
rear of the site. Use the tricorder on the instrument and the instru-
ment mounting. Take the isolinear rod. Walk back out through the
access shaft, and then beam up to the Enterprise .
:Enterprise: Bridge
Wait until Admiral Williams hails you. Then it's off to the Yajj sys-
tem . When the unidentified alien vessel attacks , warp away ,
screaming. Watch the movie of the alien dreadnought obliterating
355
CD-ll0m Classics: Chems zmd l}ints to Your fnvorite Gmnes
the outpost. Wait. Soon Data offers the computer analysis of the
ancient Chodak star chart. Then it's off to Allanor.
lUlanor
Beam down an Away Team of Picard, Data, La Forge, and Carl-
strom , and don 't forget to take the isolinear rod and its rod
programmer. Use the tricorder on the schedule. Use the tricorder
on the ventilation duct to reveal alloy seals. Blast all of the alloy
seals with the phaser. Walk through the open ventilation duct.
main lloom
Use the tricorder on the droid and choose Deactivate. Remove the
foreign object from the drone-it's a logic inhibitor. Return to
the right-hand side of the chamber and proceed to the large door
at the far end.
Exit Door
Use the tricorder on the door to reveal the door circuits. When the
door is closed use the logic inhibitor on the door circuits. This jams
the door shut and stops the next droid . Use the tricorder on the
356
C!hapter 1B Star Trek: The Rext 6enerlltion-"The final Unity"
droid , and select Deactivate. Remove the logic inhibitor from the
door circuits. Now the door opens-and the disabled droid keeps it
open! Continue through the door.
C!harging Station
Look at the display panel near the door. In the close-up, put the iso-
linear rod in the port and use the rod programmer on the rod. Turn
on the power. Get the station online. Exit the display. After the sta-
tion charges up, click on the display panel again put the isolinear
rod back in the slot, use the programmer on the rod, and turn off the
power. Don't cross the metal plate yet! Wait until only one charge-
level light remains on. (Several droids recharge before this happens.)
Then blast the capacitor with the phaser and hurry across the metal
charge plate before another droid blocks the passage. When the
Chodak creatures appear follow them into the next room.
Have Picard talk to the alien master using dialogue path 3, 2, 1,
2, 1, 1. Follow the Optimators down the passage. When they talk to
you, ask all questions. Walk to the archways at the back of the hall.
'!}all of Records
After your conversation with the Chodak master and the long auto-
matic sequence, you end up inside the Hall of Records. Put the
isolinear rod in the slot and use the programmer on the rod. This
triggers another long non-interactive sequence - the Chodak take
your isolinear rod and leave. Use the pedestal. In the close-up, read
everything, and then use the tricorder to record each of the files.
Exit toward the back of the hall.
Obelisk fioom
Have Data look at the "dead" Optimator. Use the stimulant on the
injured Optimator. Look at the security panel. The security rod is
stuck, but you can insert the paper clip (called a "wire loop ' in
Inventory) into the hole next to the rod . After the rod pops out,
reinsert it in the port. Press all six buttons to deactivate the system.
Exit the close-up and climb the stairs at left.
35'1
C!D-Hem C!lassie:i: ehems Zlild ijints to Your f11vorite 6mnes
Transporter Hoom
When you reach the broken Chodak shell, take the shell fragment
next to it. Continue left to the next screen, and then walk to the hall
at the back of the room . Look at the panel located to the right of
the transporter. In the close-up, click the rightmost button in the top
row, and then click on the bar gauge (timer} at right. Quickly, exit
the close-up and walk under the transporter.
:Enterprise: llridge
Select "You're right, Number One. " After the conversation, talk to
Data. You lay in a course for the Gombara pulsar. Once you get
there, you see the pulsar collapsed into a black hole 30 years ago.
You can ask Data for advice , but you'd better not take the risk.
Instead, ask Troi for suggestions. Click on Astrogation and plot a
course to the Vigo Delta system, sector 6-5-7 , section 8-18-10.
Engage!
After you arrive, listen to Data's suggestion for a sector destina-
tion. Bring up Astrogation again and set a course for sector 3-1-3,
section 9-14-16 .
35B
C!hapter 18 ~tar Trek: The Rext Generzltion-'The finzil Unity"
Glowlloom
Picard ends up alone. Look at the glow- it talks! Walk to the left.
Ask anything of Brodnak. Get aboard the shuttle. After some pretty
spectacular visual sequences, Picard, Pentara, and Brodnak end up
at the Unity Device testing area.
'I"e:)ting ltrea
Agree to cooperate with Pentara. Go through the far door into the
chamber. After your visitation from the Picard of the future , be hon-
est with your companions. Examine everything on the field
generator, including the two air gaps. Try to convince Brodnak to
work together with you. Talk to Pentara and suggest you work
together. Click on the table. Put your disk half in the left receptacle
to shock Admiral Brodnak, and click on the button. Pentara will join
you in zapping only Brodnak. Repeat this each turn until Brodnak
says he's dying. Don't kill him-use dialogue path 1, 1.
In Inventory, put your two disk halves together. Look at the
force field generator. In the close-up, put the disk in the lower air
gap. Exit the close-up. Brodnak and Pentara give you their disk
halves; in Inventory, put them together to form two more disks.
Look at the field generator again and put both disks in the air gap.
Walk to the right.
eontrol eenter
Click on the artifact to cross the gap. Use it twice more to bring
Pentara and Brodnak with you. Pick up the symbol and walk
through the doorway to the shuttle dock. Use the symbol to open
the near door, and then enter. Use the panel on the stasis chamber
to free the being inside. Use dialogue path 2, 2. Exit through the
door that opens to the right. Walk to the control tower.
Use the panel. Note the choices, but choose neither one. Deac-
tivate the panel instead . . . and watch the spectacular ending show.
359
eD-Rem elassics: Chems zmd ljints to Your favorite <:imnes
360
19
Cinder a Killing Moon
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Gameplay 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
361
C!D-l\0m' C!lassics: C!heuti5 und l}inti5 to Your favorite eizime~
The ~tory
Tex Murphy is a down-and-out, hard-drinking private investigator in
San Francisco, circa 2033. It is a post-holocaust world where every-
thing is bathed in the dark glow of radiation , and society is
segregated into mutants and norms.
Our story begins with Tex scrounging for work and some sem-
blance of self-respect. A pawnshop burglary offers the first test of his
P. I. skills. But that soon leads to bigger things-much, much bigger
things. Things like a doomsday cult plotting the end of the world.
This bird doesn't want to reveal too much. After all, wrestling
with the plot twists and turns is the best part of any good detective
story. Suffice it to say that Tex does some serious {and humorous)
detecting , and earns his spurs the hard way.
The Verdict
OK, so the humor is slapstick and campy, the acting mostly B-rated
and the script occasionally long-winded. Still, Under a Killing Moon
is one of the most enjoyable computer experiences The Condor has
ever had . Tex Murphy, as played by Chris Jones, is easily the most
likable and most fully realized computer game character ever. 1
squawked hard at a lot of the amusing exchanges between Tex and
the mutant goofballs of 21st century San Francisco.
And the technology! Zounds! Nothing could be sweeter than to
move unfettered through a virtual room. Bend down , open drawers,
crouch to the floor, look under stuff get up on your tiptoes, look
over stuff, walk up to anything in the room and examine it, read the
fine print-it's exhilarating beyond words.
The Condor bestows a rare 10 on Under a Killing Moon and
eagerly awaits the sequel.
362
Chapter 19 tinder a Killing Moon
***
The flythrough
You don 't have to follow all of these steps to complete the game.
I've included all actions that score points. However, you can achieve
a fully successful conclusion to Under a Killing Moon , yet not
achieve the maximum score of 1000 points.
Tex's emce
From the mail by the door, get the face-up envelope on
the left facing the door. You'll get a sales flyer and a
credit card application. Examine the sales flyer. Open
inventory and examine the credit card application. Get the remain-
ing envelope (a surgery gift certificate) from the mail by the door.
Look at the fax machine. The message light is flashing , but the
machine doesn 't work. Look at the Crime Link computer.
Open the bottom right desk drawer. Get the $10 stamp from
the drawer. Open the bottom left desk drawer. Get the pen from the
drawer. Open inventory and combine the pen with the credit card
application to create a fnted-out application . Open inventory and
combine the stamp with the filled-out application to create a ready-
to-mail application.
Look at the gun on the credenza to the left of the door and get
the gun . (Triggers FLICK: Tex plays with the gun , etc.) Look at the
picture of Sylvia Linsky on the desk. (Triggers FLICK: Tex has a
flashback about Sylvia.) Look at, then turn on, the phonograph in
the corner. Open the office door and exit to the street.
~treet
Cross the street, turn right, and look at the Auto-Postbox. Use the
ready-to-mail application on the Auto-Postbox. The Credit Card will
arrive on Day 2. Cross the street go left to the corner, and get the
Bay City Mirror mutant newspaper lying on the sidewalk. Examine
the mutant newspaper and read the article entitled "Burglaries Baf-
fle Police." Go to Rook's Pawnshop and look at the Pawnshop.
Open the door and enter the Pawnshop.
363
C!D-Rem C!lassi~: Cheut:s und Ijint:s to Your :fuvorite Gumes
Pawnshop
Talk to Rook. Accept case number one. (Rook takes you out into
the alley.)
ft.Hey
Move the tipped-over garbage can by the pawnshop steps. Get the
key that was under the can in the alley. Look at the footprint. (Note
that it's a size 14.) Get the glass shard under the window just to the
right of the pawnshop steps.
Open inventory and examine the glass shard to see the red hair
strand. Open the dumpster and look in. Get the radio next to the
dumpster. Open inventory and examine the radio to get the batter-
ies. Open the garbage can with "Recyclable Papers Only" sign on it.
Move the fire escape to lower it. Go up the fire escape. Look at the
door at the top of the fire escape. Get the basketball by the chain-
link fence. Travel back to Tex's office.
Tex's 6Hice
Turn on the Crime Link computer. Enter "shoe size 14, red hair" on
Crime Link computer. Go out to Chelsee's Newsstand.
Rewsstand
Talk to Chelsee . Ask about the burglary to get information on
"male , green eyes, anchor tattoo. " Go to Tex's office.
Tex's 6ffice
Enter "male, green eyes, anchor tattoo" on the Crime Link com-
puter. Travel to the Police Station.
Police ~tation
Talk to Mac. Follow dialogue path A, A, C to get information on the
suspect-he's Caucasian, AB-negative, non-mutant (and thus has
two eyes). Travel to Tex's office.
364
ehapter 19 llilder a Killing moon
'Tex's eflice
Enter "Caucasian, two eyes, AB-, non-mutant" on the Crime Link
computer. Travel to the alley behind the pawnshop on Chandler
Avenue.
fflley
Talk to Clint. (He doesn't give you any information yet.) Keep talk-
ing to Clint until you learn about his chocolate problem. Travel to
the street on Chandler Avenue and go to the Brew & Stew.
Brew~ Stew
Talk to Louie. Ask about chocolate to get the slice of chocolate pie.
Go to the alley behind the pawnshop.
ffiley
Talk to Clint. Offer him the chocolate pie. Ask about the burglary to
get information on the suspect's height and weight. Travel to Tex's
office.
'Tex's emce
Turn on the Crime Link computer. Under Height, select 6'0" -
6'4 '. Under Weight, select 281 -320 pounds. Under View Suspect
File, choose Yes. Read the note in Flemm's file to get Beek Ask
About and the other entries. Go to Chelsee's newsstand.
Rewsstand
Talk to Chelsee. Ask about Beek to get the Coit Tower destination.
Go left down the street, turn left at the Golden Gate Hotel and go
through the gap in the fence to Coit Tower.
eoit Tower
Talk to Beek using dialog path C, A, C. Offer him the surgery gift
certificate. Ask about Mick Flemm to get information on the Snow
365
C!D-R.em C!lassics: <!hems ZlJld ijints to Your Yzivorite (fames
Warehouse
Go up the stairs. Get the "key from warehouse" hanging on the wall
at the top of the stairs. Go back downstairs and use the key from
warehouse on the pulley control box. Open the pulley control box
to expose the pulley hook lever. Pull the lever in the pulley control
box to activate the pulley hook. Open the crate. Get the fireman 's
uniform from inside the crate. Exit the warehouse and go to Rusty's
Fun House.
Warehouse
Open inventory and combine the batteries with the Rusty Doll to
create a live Rusty doll. Use the live Rusty doll on the pulley hook.
366
Chapter 19 tinder a Killing Moon
Hide behind the crate. (Triggers FLICK: Flemm enters the ware-
house leaves the keys and the bracelet on the table, sees the Rusty
doll , and runs off.) Get Flemm 's keys from the table . Get the
bracelet from the table. Use Flemm's keys to open the locked stor-
age compartment . Get the strongbox from the storage
compartment. Open inventory and combine the "key from alley"
with the strongbox to create an unlocked strongbox. Examine the
unlocked strongbox, open it, and get the jade.
BRIDGE FLICK number one: Watch Percival in the castle with
the Chameleon talking about "hiring " Tex.
'fex's eHice
Get the Electronics Shop credit card from the mail deliv-
ery. Go to the Electronics Shop.
:Electronics ~hop
Use the credit card on the Electronics Shop door. Enter and talk to
Hamm. Look at the Blue Light Special Box. Use the credit card on
the Blue Light Special Box. Get the fax machine. Travel to Tex's
office.
Tex's elfice
Go to the fax machine and get the fax from Countess Renier. Exam-
ine the fax. Travel to the Countess's Mansion.
Mllnsion
(Your trip to the mansion triggers a lengthy FLICK. Tex converses
with the Countess and gets information about the statuette.) Travel
to the street on Chandler Avenue.
~treet
Go to Chelsee's newsstand .
361
eD-fi6M eiassi~: Chems Zllld l}ints to Your favorite Gmnes
Hewsstand
Talk to Chelsee. Ask about the statuette to add Franco Franco to
your Ask About list. Travel to the police station.
Police ~tation
Talk to Mac . Ask about Franco Franco to add jade to your Ask
About list. Travel to Chandler Avenue, Rook's Pawnshop.
Pawnshop
Ask Rook about Franco Franco, then about jade. You'll get informa-
tion on the trade paper he had just thrown out. Exit to the alley.
ltlley
Open the "Recyclable Papers Only" garbage can. Get the Jewelry
Weekly trade paper from the garbage can. Open inventory and
examine the trade paper; read Franco 's ad for jade and see his
Alhambra Theater location. Travel to the Alhambra Theater.
ltlhmnbra Theater
Talk to Franco. Offer Franco the jade. DON'T GET GREEDY! Ask
about the mysterious artifact to get Eddie Ching 's name . Travel to
Tex's office.
Tex's 6Jfice
Get the fax from Franco. Examine the fax to get information on the
Knickerbocker. Travel to the police station.
Police ~tation
Ask Mac about the Knickerbocker to get the Knickerbocker destina-
tion on your travel map. Travel to the Electronics Shop on Chandler
Avenue.
36B
ehapter 19 Under a Killing moon
flectronic.s ~hop
Talk to Hamm , using dialogue path C, C B, A to get information on
Knickerbocker and the laserblade. Use the credit card on the Blue
Light Special Box. Get the laserblade. Travel to the Knickerbocker.
(Triggers two FLICKs: Tex s speeder lands on the Knickerbocker
roof; the laserblade cuts through the glass window.)
Library (Knickerbocker)
Get the book, Behind the Looking Glass, on top of the bookcase.
Open inventory and examine the book to get Eddie Ching 's
key. Open the Closet door on the left. Get the trap. Get the fish
food. Open the aquarium. Use the fish food on the aquarium. Open
the Hallway door on the right and exit the room.
:Qallway
Look at the lasernets and note the power box at the end of the Hall-
way . Open inventory and combine the suction dart with the
crossbow to create a loaded crossbow. Use the loaded crossbow on
the switchbox. (Triggers FLICK: Tex loads and shoots crossbow.)
DON'T TRY THE RING TOSS YET! Go back into the Library first.
Library
Use the stacking ring on the aquarium (and not on the fish) to create
a filled ring . Go back into the Hallway.
:Qallway
Use the filled ring on the lever in the switch box. (Triggers FLICK Tex
tosses the ring .) Go into the Study through the only door on the left.
~tudy
Look at the geigger tank. Get the capture noose . Get the geigger
chow from behind the left marble obelisk. Open inventory and com-
bine the geigger chow with the trap to create a baited geigger trap.
369
C!D-K0M C!lassics: ehem~ mid llint~ to Your fnvorite c:izum:~:i
Use the baited trap on the terrarium door to get the geigger. (Trig-
gers FUCK: Geigger gets caught in the trap.)
Move the "nudity" painting to expose the safe. Look at the safe.
Get the birthday fax from the floor. Open inventory and examine the
birthday fax to get Ching s birth date-Ching is 30 years old on 10-
14-42 , so he was born on 10-14-12. (It's actually the safe
combination.) Open the safe to get the digital combination control.
Enter the combination (101412) in the safe and click the Enter but-
ton; it opens automatically. Get the security card for the laser beams
in the Secret Room. Get the list of bidders interested in getting the
statuette. Open inventory and examine the list to add Percival to your
Ask About list. Move the mirror. Use Eddie Ching's key to open the
switch lock. Go back into the library and into the Secret Room.
~ecret Room
Look at the statuette in the laser cage. Get the bandana from the
statue of David. Use the bandana on the sign that's above the lever
on the side of the display case.
~ Note: Save your game before you try this next step!
(EXTRA) If you pull the lever on the hermetic chamber lever
sign, you'll have fun but lose points.
Move the middle-right painting to expose the security card slot. Use
the security card on the slot to shut off the laser beams. Move the
empty crate that's nearest the statuette. Use the capture noose on
the statuette. (Triggers FLICK: Tex uses the capture noose on the
statuette.) Travel back to Tex's office.
BRIDGE FUCK number two: The Chameleon jumps Tex.
Tex's 0ffice
Day
Exit Tex 's office and go to Slice O ' Heaven, the "Pizza
3 Bar" just past the Auto-Postbox.
370
Chapter 19 tinder a Killing moon
~treet
Open the trash can at the side of Brew & Stew. Get the note
scraps. Open inventory and examine the note scraps. In inventory,
assemble the note scraps and decipher the cryptogram. Here's the
code:
Z =A, J = B, S = C, G = D, V = E, K = F, C = G,
U = H, W =I , 0 = L, H = M, A= N, I= 0 E = P,
B = R, X = S, L = T, P = U, N = V, Y = W, R = Y
(If you still have trouble, or happen to be impatient, we suggest you
seek some form of counseling .. . and , by the way , here 's the
decoded message: "WE HAVE CONFIRMED YOUR APPOINT-
MENT WITH CHASTITY AT THE SUITE IN THE GOLDEN
GATE HOTEL AT THE USUAL TIME. THE PASSWORD TODAY
IS SILICON.")
Go into the Golden Gate Hotel.
311
C!D-H.em C!lassics: C!hezits zmd ijints to Your fzivorite Gmnes
Piano H.oom
Play (using the Move command) the piano. (Triggers FUCK: Tex
plays the piano.) Get the deodorizer magnet next to the Tudor win-
dow. Go back into the Main Room , then into the Bedroom .
312
C!hupter 19 ?:lnder a Killing moon
~treet
Use your credit card on the Electronics Shop door and enter.
:Electronics ~hop
Use your credit card on the Blue Light Special Box. Get the Pho-
toMatic Pro film developing kit. Open inventory and combine the
film with the developing kit to get some incriminating photos of Sal.
In inventory, look at the incriminating photos. Exit the shop and go
to Slice O' Heaven.
~lice e· 'ijeaven
Offer the incriminating photos of Sal to Francesca. Ask Francesca
about the mugging (to get Pug added to your Ask About list). Go to
Coit Tower.
C!oit Tower
Ask Beek about Pug to dis~over his location. End the conversation;
Tex goes directly to Pug's alley.
Pug's lUley
Talk to Pug to get information on the Colonel. Travel to the
Colonel's Office.
313
C!D-H.em C!lassics: Chez:at:s z:and ljint:s to Your fzavorite Gameos
C!olonel's 6Jlice
(FLICK: Tex talks to the Colonel, takes him to the hospital , then
returns to his office.) Talk to Eddie Ching. (FUCK: Eddie Ching and
his goons nab Tex and knock him out.)
BRIDGE FUCK number three: Watch Chameleon and Percival
in the Castle.
'fex's emce
Day
Travel to the Mansion.
4
mansion
Look at the bird on the chandelier. Get the watch on top of the fire-
place mantel. Open inventory and examine the watch to find the
secret compartment. Use the gold foil on the bird. (Triggers FUCK:
The bird drops the pack, gets the foil , and flies off.) Get the ciga-
rette case. Open inventory and examine the cigarette case to get a
cigarette. Move the newspaper (obituary section of Standard Exam-
iner) in front of the table to reveal the ashtray. Look at the ashtray
to see the cigarette butts. (This verifies it's the same type of fancy
cigarette that you found in the case.) Look in the wastebasket. Get
the note scraps. Open inventory and examine the note pieces.
Assemble the note pieces to reveal the following partial note
(ellipses indicate missing segments):
. .. circumstances- . .. s are progressing smoothly .. . delighted
to hear that Murphy was able ... the final piece of our puzzle. He
probably doesn 't ... we repaid him by not killing him immediately . .
. he gets too nosy, don't be afraid to deal with ... meantime, go to
the Bastion of Sanctity and .. .
Travel to the Colonel's Office.
C!olonel's emce
Move the picture frame on the table. Look at the photo of Melahn.
Open the bottom desk drawer, left side. Get the greeting card. Open
inventory and examine the greeting card. Open the bottom desk
314
ebapter 19 tinder a Killing moon
drawer, right side. Get the envelope. Open inventory and examine
the envelope to get Melahn's address. Move the vase in the lower-
right corner of the display case to reveal the disk.
Get the emergency disk on the vase. Turn on the computer. Use
the emergency disk on the computer and read all the information.
Travel to Melahn Tode's.
Melahn Tode':i
Talk to Melahn. (Don 't hit on her too hard, or she'll shut you out.)
Offer the greeting card to Melahn. Ask about the Colonel to get the
Colonel's key added to your Ask About list. Ask about the Colonel's
key to get the key-it opens the file cabinet at the Colonel's Office.
For fun, ask about Chameleon. End the conversation and travel
back to the Colonel's Office.
eotonel':i 61Yice
Use the Colonel's key to unlock the file cabinet. Open the top drawer
and get the coded documents. Open inventory and examine the coded
documents. Move the magazine on the floor to reveal the UPEX
receipt. Get the UPEX receipt. Open inventory and examine the
UPEX receipt to get Melahn's address. Travel back to Melahn Tode.
Melahn Tode':i
Talk to Melahn. Offer (or ask about) the UPEX receipt to get the
paper with the combination. Open inventory, examine the paper
with numbers, "5-7-1. " End the conversation and travel back to the
Colonel's Office.
eolonel':i 61fice
Move the "Air Force" painting to expose the safe. Remember the
combination: 5-7-1. Move the safe's left knob clockwise five ticks.
Move the safe's center knob clockwise seven ticks. Move the safe's
right knob clockwise one tick. When the safe door opens automati-
cally, get the code book. Open inventory and combine the code
book with the coded documents to create decoded files. In inven-
315
C!D-fi6m' C!la.,_,ics: Chezit~ zind Jjint~ to Your fzivorite Gmne:i
tory, examine the decoded files to get the Motel destination and G.
R. S. information. Travel to the Motel.
fioad.,ide motel
Talk to Alaynah to get the passkey, and information on G. R. S.
Travel to G. R. S.
fi&D fioom
Hide in the back-right corner from the security eye.
~ Note: You need to get between Paul DuBois' desk and the
wall. Then, still in Movement mode, press and hold the [Ctrl ]
key until you've crouched down as low as possible.
3'16
C!hapter 19 Under a Killing moon
llallway
Go left to the Project Supervisor's Room, open the door, and enter.
llallway
Listen and watch for the Security Eye, hurry around the curving hall-
way to the Conference Room, open the door, and enter.
3TI
eD-1\0lH eh1ssics: ehems mtd l}ints to Your favorite Games
eonference Room
Hide behind the single desk from the security eye. {Again, be sure to
press and hold the [Ctrl I key until you get down as low as possible.)
Look at the video screen. Open the top left desk drawer and look at
the Playbub Magazine. Open the bottom left desk drawer. Get the
laser disc player. Exit the Conference room into the Hallway and
take a right. The next room down is Marcus Tucker's office.
J1allway
Look at the access panel by the door to Tucker's office. Use the
passkey on the access panel. Open Tuckers office door. Enter
Tucker's office.
Tucker's Office
Duck behind the plants to hide from the security eye. (Again, be
sure to press and hold the [Ctrl I key until you crouch down as low as
possible.)
Look at Tucker's safe-the big door across the room from the
entrance/exit door. Look at Tucker 's safe access panel. Open
inventory and combine the laser disc player with the TV to create
audio-visual equipment. In inventory combine the laser disc with
the audio-visual equipment to create loaded audio-visual equipment.
Open inventory and examine the loaded audio-visual equipment to
see that Marcus Tucker is recorded on the laser disc.
Open the lower left drawer. Read the number (142235) on the
masking tape. Open the lower right drawer and get the match. Turn
on the safe access panel. Use the loaded audio-visual equipment on
the access panel for voice recognition . (Triggers FLICK: Marcus
Tucker appears on the TV screen.) Go into Tucker's safe.
Tucker's t>afe
Get the Anti-Genesis videocassette. Get Eva's Buddha. Look in the
wastebasket and get the note shreds. Exit the safe.
31B
ehapter 19 tinder a Killing moon
"fucker's eltice
Hide from the security eye behind the plant again. Wait for the
security eye to enter the safe. Click on the safe access panel, acti-
vate the ON/OFF cursor, and click again to close the door and trap
the security eye in the safe. Open inventory and examine Eva's Bud-
dha to get the Winter Chip. In inventory, combine the Winter Chip
with the watch to create a watch with hidden chip. Assemble the
note shreds, and examine the assembled note to get the Bastion
destination.
Here's the full text of the note:
Brother Marcus:
We are seekers of purity who will abide no defect in spirit
or form . The time is close at hand-your work was exem-
plary and adhered in every detail to the holy prophecies.
Now that we have the sacred relic in our possession, our
plans can be carried out.
I regret that you had to eliminate DuBois. Alas, such is
the folly of man. Schanzee is being held on the Moon
Child and will pay dearly for her treachery. Also , as
feared , Brother Thaniel was not genetically suitable for
our Order and had to be retired.
Now your instructions. Go to the Bastion of Sanctity
(Long: 122 degrees 47' ll'', Latit: 41 degrees 28' 6"). Upon
arriving, the Chameleon will provide transport, though he
will not travel with you to the Moon Child just now, as he
has other business to attend to before joining us.
Godspeed Brother.
Go into the Hallway, then back to the Project Supervisor's Room.
3'19
eD-lU:>lII elassics: Chems and ijints to Your f'uvorite 6mnes
l}allway
Go to the Conference Room and open the door.
eonlerence 1\oom
Get the cabinet door key from the ledge running along the wall to
the left as you enter. (Hint: The key is under the photo portrait of
that guy about whom Murphy says: "He'll sell no wine before it's
time .") Use the cabinet door key on the middle of the console. Look
at the VCR. Turn on the VCR. Use the videocassette on the VCR.
Turn on the remote pad on the conference table and watch the
video of the virus. Travel back to Tex's Office.
BRIDGE FLICK number four : Alaynah is kidnapped by
Chameleon, who appears in a cube message to Tex.
Tex's emce
Day
Travel to the Bastion.
5
nastion Entrance
Look at Chameleon. Look at Alaynah. DON'T ENTER THE MAIN
ROOM! Chameleon will kill you. Instead, take the passageway to
the right just before the entrance into the main room .
Hastion Passageway
Get the clamp stuck on the coat of arms on the right wall. Continue
down the passage to the alcove on the right and look at the expen-
sive vase on the shelf. Get the gargoyle's eye (gemstone).
Continue farther and get the bunjee cord on the left wall. Return
to the alcove, open inventory, and combine the clamp with the bun-
jee cord to create a slingshot. In inventory, combine the slingshot
with the gemstone to create a loaded slingshot. Use the loaded
slingshot on the vase. (Triggers FUCK: Tex shoots the slingshot at
the vase, which falls.)
Hurry now, Chameleon is coming to investigate. In inventory,
380
ebapter 19 Under a Killing moon
combine the cigarette with the viral powder to create a lethal ciga-
rette, and combine the lethal cigarette with the match to create a lit
lethal cigarette. Hurry around the passage and out into the main
room .
Main lloom
Use the lit lethal cigarette on Chameleon's cigarette, which sits in
the ashtray on the table. (Triggers FLICK: Tex goes to the Main
Room , switches cigarettes.) Move the shield on the right wall to
expose a switch. Turn off the switch to remove the force field . Talk
to Alaynah. Find out about Ferrel Pus and the Broken Skull. (Tex
describes returning Alaynah to her motel, and his own return to the
Broken Skull. A $100 bill is automatically added to inventory.} After
the Poe reading travel to The Broken Skull.
motel
Ask Alaynah about the token to get Silver Dollar added to your Ask
About list. End the conversation and travel to Rook's Pawnshop on
Chandler Avenue.
Pawn~hop
Ask Rook about the silver dollar to get the silver dollar. Travel back
to the Broken Skull.
Hroken t>kull
Talk to the bartender and choose response attitude A or B. Offer
the silver dollar. (Tex is automatically taken to the Ferrellette Room.)
3B1
C!D-fi0lH' C!lassics: Chems zmd ]1ints to Your favorite Games
ferrellette fioom
Talk to Ferrel Pus.
ferrellette Game
Round 1: Choose the ball in the northeast position. Round 2:
Choose the ball in the center position. Round 3: Choose the ball in
the south position. Round 4: Choose the ball in the south position.
(Tex wins and automatically returns to the bar.)
ffrboretum
Day
After Lowell Percival appears on the cube, look at the door.
6 Look at the smoke alarm above the door. Look at the pile
of leaves on the ground. Find and open the closet door.
C!loset
Get the lighter fluid . Find and get the rake.
ffrboretum
Find and get the piece of flint-from the entrance, go all the way
around to the far windows that look out on Earth. Then look on top
of the rock wall to the right, at the end closest to the windows. Find
and get the stone-from the entrance, go toward the stone cube
sculpture and turn left. Look for the loose stone in the right-side
rock wall.
Use the rake on the leaves on the floor by the door to create a
"hidden-rake booby trap ." Use the lighter fluid on the leaves that
3B2
ehapter 19 llilder a Killing moon
hide the rake. Open inventory and combine the flint with the stone
to create sparks. Start a fire by using the sparks on the leaves that
hide the rake. (Triggers FUCK: Smoke billows, and Tex yells "Fire! "
The guard enters and steps on the rake . Tex goes into the Moon
Child HalJway.)
3B3
C!D-1l0ill' C!lassics: eheats and l}ints to 'Your favorite Games
0bservation Deck
Use Eva's key to unlock the wall panel door. Move the Links 986
box to expose the mini-computer. Get the mini-computer. Move the
potted plant in the far corner to expose the floor panel. Look at the
floor panel. Go back into the Moon Child Hallway.
0bservatory
Use the pipe on the floor panel to open it. Get the computer cable.
Get the cocktail glass from the table. Open inventory and examine
the cocktail glass to get the flex-straw. Find and look at the recessed
button on the wall next to the door. Use the flex-straw on the
recessed button. (A panel slides open, revealing a computer.)
In inventory, combine the link-up computer with the Winter Chip
to create a computer virus link-up. Then combine the computer virus
link-up with the computer cord to create a virus link-up connection.
0bservatory eomputer
Use the computer viral link-up connection on Port C. (Triggers
FINAL FLICK: Watch the Moon Child explode and view the story
finale .)
Publisher: Access
To order, contact:
Access Software Inc.
4910 West Amelia Earhart Drive
Salt Lake City, UT 84116
For direct orders, call:
1-800-800-4880
384
20
Wing eommunder lll
ljeart oi the Tiger
Word from the llird
Story/Writing 1 2 3 4 5 6 7 8 9 10
Atmosphere 1 2 3 4 5 6 7 8 9 10
Game play 1 2 3 4 5 6 7 8 9 10
Visual Quality 1 2 3 4 5 6 7 8 9 10
Originality 1 2 3 4 5 6 7 8 9 10
Overall Rating 1 2 3 4 5 6 7 8 9 10
3B5
C!D-fi6ill' <!lassies: ebems zmd l}ints to Your favorite Games
Wing Commander III: Heart of the Tiger is the latest space com-
bat simulator /adventure hybrid in the wildly successful Wing
Commander series created by Chris Roberts for Origin. More a
"shoot-' em-up" than an adventure game, Wing Commander III fea-
tures long combat sequences of the quick-twitch reflex variety,
linked by short cinematic sequences featuring the likes of Mark
Hamill, Malcolm McDowell , John Rhys-Davies , and other Holly-
wood presences.
The ~tory
Heroes are good . Nazi cats are bad . Destroy them . There 's your
story in a nutshell.
The good news is that there actually is a story. Not much of
one, but what the hey . At least the Origin team provides a well-
acted Big Picture to frame each of the pulse-pounding dogfight
sequences.
OK, I'll expand the synopsis. You direct the actions of a grizzled
starfighter pilot, Colonel Christopher Blair (played by Luke , I mean
Mark Hamill), the "wing commander" of the title. As the game
begins , the forces of the Terran Confederation (your team) reel
before the onslaught of the evil Kilrathi Empire, a bunch of huge,
predatory warrior-cats with really deep voices. Luke, I mean Blair, is
a renowned ace, but for some reason he is assigned to the TCS Vic-
tory , an older and somewhat unassuming capital ship.
Once aboard the Victory , Luke , I mean Blair, meets his ragtag
bunch of wingmen - Maniac, brash egoist; Flint, hard-driven daugh-
ter of a storied star-pilot· Vaquero , easygoing guitarist with cantina
dreams; Vagabond, card shark with a murky, classified past; Cobra,
who bears a bitter grudge against all things feline ; and Hobbes ,
Blair's friend and former wingman , a guy who just happens to be
Kilrathi himself.
Then the real game begins-you fly a few warm-up missions,
blow up stuff, get to know your crew, blow up stuff, and then (for a
change) you blow up stuff. You yank around a joystick for hours. If
you have bird claws for hands, as I do you end up in the waiting
room of an orthopedic surgeon. It's great, man.
3B6
C!hapter 20 Wmg C!ommzmder :r.r.J: l}eart of the Tiger
The Verdict
OK, here's a secret, but I'm going to whisper: Story is good if it's a
good story. Otherwise not. I say this because the happy trigger-fin-
ger crowd goes nuts over any story-like rationale for good carnage.
If you can knit carnage into a coherent scheme , you are
CyberChekhov. (I'm talking about the writer, not the Star Trek guy.)
So The Condor sees two ways to look at Wing Commander III.
On the one hand, I find all the hoopla about "the first true interac-
tive movie" kind of laughable. Yes, there is a "plot. " Yes, the missions
follow a logical progression, and the acting is quite good-particularly
Malcolm McDowell as Tolwyn, and the excellent Jason Bernard as
Capt. William Eisen. But as stories go, this one's pretty shallow.
If I sound condescending, sorry, I can't help it. I'm a Condor.
Now, Wing Commander III makes a good start at telling a
story. But with Luke, I mean Mark Hamill trooping around as the
hero, it's hard not to compare this space saga with another one. In
Star Wars , the character arcs of Luke and Han and Leia and even
Darth Vader form the spine of a good story. In Wing Commander
III, we get Good Guys versus Bad Guys, with the bare bones of love
interest thrown in . There are sparks of character development here
and there, but they get snuffed-which is too bad, because the char-
acters are well-drawn and well-acted. They just don't go anywhere,
except to blow up stuff.
On the other hand, The Condor enjoyed the game immensely.
Go figure.
Despite the flimsy , pedestrian story line, Wing Commander III
delivers a lot of entertainment value. The character interaction
makes the down-time between missions interesting, at least. The
dialogue is clean, believable, well-delivered. But it's the death-defy-
ing missions that make this a great game. Flying into the teeth of
Kilrathi fury-cool! The crisp intelligence behind each scenario
infuses the campaign against the Kilrathi with variety and purpose;
the production values of the movie sequences are Hollywood-qual-
ity; and the Tachyon gun butt-kicking (with subwoofer cranked) is
truly glorious.
The Condor has to give Wing Commander lll: Heart of the
Tiger a 9 for edge-of-the-perch thrills , with some good acting
thrown into the cracks between missions.
SB'I
•••
The flythrough
After the long opening movie, you end up on the Flight Deck of the
TCS Victory. Go to Flight Control. Talk to Hobbes. Go to the Lift.
Talk to Rollins . Choose "Play along with him. " Go to the Living
Level by dicking the green box on the lift controls. Watch the scene
in the Rec Room, and then talk to Vagabond. Select "He's got a
point. " Go to the Berths and look in the open locker to see the
holograph of Angel.
Go to the Rec Room . Go to the Lift. Go to the Bridge Level by
clicking the red box on the lift controls. Talk to Maniac. Go to Gun-
nery Control. Talk to Flint. (Not much of a conversation.) Go back
to the Lift and go to Flight Level by clicking the yellow box on the
lift controls.
Zone 1
Dogfight the pair of Darkets. Note that the Darket has 150 percent
more armor on its nose and tail than on its sides. A good tactic is to
circle these fighters and attack from the flank . Press 0 to autopilot
to the next zone.
Zone2
No enemy craft present. Press 0 to autopilot to the next zone.
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ehapter 20 Wmg eommander JJl: lleart of the Tiger
Zone3
Destroy the next pair of Darkets. Press 0 to autopilot back to the
TCS Victory.
Landing Sequence
Here's the easy auto-landing sequence. Approach the TCS Victory.
Press @) to access communications. Press (ill to open a communica-
tion frequency with the Victory . Select "Need clearance' to get
landing clearance from Rollins. (You won't get this option until you
are close enough to the Victory.) Press 0 for an auto-landing. Or
steer it in yourself, you big jock, you.
After the mission you end up on the Flight Deck of the TCS
Victory . Talk to Hobbes. Take the Lift up to the Living Level. Talk
to Vaquero. Select "Sounds good to me. " Go to the Berths. Talk to
Cobra. Return to the Flight Deck and attend the next briefing.
Pick any wingman . Talk to Rachel and choose your ship and
weapons configuration. My recommendation: Thunderbolt with
default loadout.
Zone 1
No enemy craft are present in this sector.
Zone2
Two Darkets want to mix it up . Not a bad idea to signal your wing-
man to "break and attack. "
Zone3
A Kilrathi transport with two laser turrets awaits, along with two
more Darkets. Don't let the Kilrathi fighters lure you into range of
the capital ship. Finish off the fighters , then engage the transport.
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Remember: Once you destroy its gun turrets, the big ship will be
defenseless.
After the mission, you end up on the Flight Deck of the TCS
Victory . Take the lift to the Living Level. Talk to Rachel in the Rec
Room. Return to the Flight Deck and attend the next briefing. Pick
Cobra as your wingman. (Her aggressive style is good for escort
missions.) Talk to Rachel and choose your ship and weapons config-
uration. My recommendations: Thunderbolt loaded with
Friend-or-Foe Missiles.
Zone 1
No enemy ships present.
Zone2
Successful escort work is quick work. Eliminate the four enemy
fighters in this sector as quickly as possible. Best tactic: Tell your
wingman to break off and attack. Don ' t stray too far from
your cargo ship. Other tips: Save missiles and torpedoes for capital
ships, if possible. But if a Kilrathi fighter gets too close to your
cargo ship, you might need to expend a missile.
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ehapter 20 Wing eommander :r.JJ: l}eart of the Tiger
Zone3
Again , let your wingman break off and attack the Darkets. After
the fighters are destroyed, your wingman will dart off to attack the
Corvette. Note that this habit can get wingmen killed, so you might
want to call them back to form your wing and take on the Corvette
(with its five gun turrets) yourself.
Zone4
Again , let your wingman break off and attack the Darkets. Be aware
that a second wave of fighters lurks as well. The sooner you finish
off the first wave, the better. Autopilot back to the Victory .
After the mission, you end up on the Flight Deck of the TCS
Victory. Go to Flight Control. Take the lift up to Bridge Level and
go into Gunnery Control. Talk to Flint. Select "She has a point. "
Return to the Flight Level and attend the next briefing. Pick Cobra
or Maniac as your wingman. Talk to Rachel and choose your ship
and weapons configuration. My recommendation: Thunderbolt with
default loadout.
Zone 1
Order your wingman to break off and attack. (Save your torpedo for
the Corvette in the next zone.) After you destroy both waves of
enemy fighters , approach your transport until you get the ' Confed-
erate ID confirmed" message. Autopilot to the next zone . .. and get
ready for some slick flying .
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Zone2
Here's your first real piloting challenge. The deadly Skipper missile
fired from the Corvette appears as a yellow dot on radar. First, order
your wingman to break off and attack. Then accelerate and chase the
Skipper missile, blasting it with guns. (Your missiles won't lock on
because of its stealth technology.) Once the Skipper is destroyed , you
can return to destroy the Corvette with your torpedo.
Zone3
No enemy craft are present in this sector.
Zone4
If you saved the transport back in zone 2 , you face two pairs of Dar-
kets here. If you lost the transport, battle two Dralthi and two big
Corvettes. After the engagement, autopilot back to the Victory . You
learn that you're making a jump to the Tamayo system.
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ehapter 20 Wing eommander m: 11eart ol the Tiger
Zone Tactics
The key here is to learn how to keep the Paktahn bombers from
launching their deadly torpedoes at the object you are defending-
in this case, the Victory . After takeoff, kick in your afterburners to
meet the enemy as far away from the Victory as possible. Maniac
breaks off to attack the fighters on his own ; he won 't wait for
orders. Focus your own attack on the Paktahns, pressing ITJ to cycle
through possible targets until you identify bombers . When the
bombers are dead, mop up the fighter escorts.
After the mission, you end up on the Flight Deck of the TCS Vic-
tory. Take the Lift up to the Living Level and go into the Berths.
Talk to Flash. Go back to the Rec Room and talk to Rachel. Select
"I'd love to fly that ship." Return to the Flight Level and attend the
next briefing . Pick Hobbes or Cobra as your wingman. Talk to
Rachel and choose your ship and weapons configuration. My recom-
mendation: Excalibur (if Rachel offers it) with Friend-or-foe missiles.
Zone 1
If you're following this walkthrough successfully, you now have the
pleasure of putting the Excalibur through its paces. Use Tachyon
guns only for this mission . Immediately order your wingman to
break off and attack. Target the four Vaktoth heavy fighters first.
Note that Vaktoth heavy fighters have two rear guns, so attack them
from the sides. Attack the Corvette last.
Zone2
The four unescorted Kilrathi transports are easy prey.
After the mission , Flash confronts you on the Flight Deck. Select
' Time to teach this punk a lesson." Go to Flight Control. Talk to
Eisen. Challenge Flash.
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Zone 1
No enemy craft are present.
Zone2
Upon arrival, order your wingman to break off and attack. Target
the Vaktoths first. Save your torpedo for zone 4 .
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Chapter 20 Wing Commander JJJ: ljeart of the Tiger
Zone3
The Darkets are no problem. But you face a new nemesis here-
the Strakha stealth fighter. Use your heat-seek missiles on Strakhas
as soon as they emerge from cloaking within firing range .
Zone4
Take out the four Dralthis first. Then use your torpedo on the light
destroyer. Note that it has eight laser turrets and very thick shields, so
if you didn 't save your torpedo, you're in deep tuna here. The best
tactic: Take out the destroyer's tail guns to create a safe zone behind
it then press (Y) to match its speed and blast away at the tail area.
Zone5
Six Darkets led by a Kilrathi ace named "Fireclaw ' buzz around this
zone. Don't worry, he's not so hot. Use standard dogfight tactics to
clear the zone, and head back to the Victory.
After the mission, you end up on the Flight Deck of the TCS
Victory. Take the Lift up to the Living Level and talk to Vagabond.
Select "He might be right. " Go up to the Bridge Level, enter Gun-
nery Control, and talk to Hobbes. Return to the Flight Deck and
attend the next briefing. Pick Cobra as your wingman . Talk to
Rachel, and choose your ship and weapons configuration. My rec-
ommendation: Thunderbolt with Friend-or-foe missiles.
Zone Tactics
Here's the most critical battle of the Locando missions. Order your
wingman to break off and attack immediately. Then speed toward
that Kilrathi light destroyer, using afterburners (hold down the !Tab)
key) . Put your torpedo into it as quickly as possible. Keep an eye on
your radar. The destroyer launches three deadly bio-warheads at the
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Zones 1and2
No enemy craft are present.
Zone3
Ten Kilrathi ships versus you. Cool! The Vaktoth pack the most
punch, so nail them first. Deal with the other fighters , leaving the
Scout for last. You can save your missiles for the big Cruiser you
meet in the next zone.
Zone4
Here's Flint . . . and the worst fire zone yet. The fighters are deadly
and aggressive, but if you leave Flint alone with the giant Cruiser, it
blasts her ship. (Don 't worry, she gets rescued .) Try knocking out a
few of the Cruiser gun turrets first. This keeps Flint flying awhile.
Then turn on the pesky Kilrathi fighters . Once they're eliminated
help Flint with the Cruiser.
Zones 5 and 6
No enemy craft are present.
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Chapter 20 Wing Commander JJJ: 'ijeart of the Tiger
Zone Tactics
Remember that only the Paktahn bombers present any real threat
against the Blackmane base. So the first three waves of fighters are
for fun . Unleash your wingman on them, and don't stray to far from
the base. When the bombers come in the fourth wave, they are led
by a Kilrathi ace named "Bloodmist. " Fire missiles at them as soon
as they come into range.
After the mission, you end up on the Flight Deck of the TCS
Victory . When you talk to Rachel , select "She understands. " Go
up to the Berths area and talk to Maniac. Select "He 's jealous."
Return to the Flight Level and attend the next briefing. Pick Cobra,
Maniac , or Hobbes as your wingman. Talk to Rachel and choose
your ship and weapons configuration. My recommendations: Arrow
with Heat-seek missiles.
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Zone 1
The Kilrathi are already on the attack, so quickly send your wing-
man after them. Speed to the attack. Afterwards fly close to the
transport ships to confirm ID, and then autopilot to the next zone.
The first transports are safe, so autopilot again to escort another
transport in the next zone.
Zone2
Two waves of stealth fighters come after your transports here .
Nail the cats at your leisure, and don 't be bummed when they
destroy the transport. You can 't save it.
After the mission , you end up on the Flight Deck of the TCS
Victory . Go up to the Gunnery Control area and talk to Flint.
Return to the Flight Level and attend the next briefing. You need an
aggressive wingman this time , so pick Cobra. Talk to Rachel and
choose your ship and weapons configuration. My recommendation:
Thunderbolt with Friend-or-foe missiles.
Zone 1
Before you can autopilot to this zone, you must fly to the weapons
convoy (the big ships just outside the Victory launch bay) for visual
ID and autopilot link. Then press 0 to reach the first zone , where a
new type of foe awaits-a mysterious new Kilrathi fighter called the
Sorthak. Order your wingman to break off and attack. Fire missiles
immediately when the enemy's in range; once you beat the first pair
of Sorthaks, a second pair appears, putting your wingman in deadly
peril, so hustle over to help him/her out.
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Chapter 20 Wmg Commander JJJ: ijeart of the 'Tiger
Zone2
Two waves of Strakha stealth fighters come after your convoy.
Don 't stray far from the convoy while battling the first wave.
Zone3
Remember that heavy Vaktoth fighters are most vulnerable from
the side.
Zone4
No enemy craft are present in this zone. Autopilot back to the
Victory .
Zone 1
Don 't chase the Strakhas; your Longbow is too slow, and their
cloaking will frustrate you. Instead, let them de-cloak behind you,
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CD-'H.em Classics: ehems zmd Jlints to Your fzivorite Gmnes
then press m (rear view) and blast them with your rear turret guns.
Then use missiles to take out the Corvette and transports. (Your
Longbow is much too slow for effective strafing runs.) Save your tor-
pedoes for zone 3!
Zone2
Order your wingman to break off and attack, then follow them in.
Zone3
Order your wingman to break off and attack. She'll handle the fight-
ers , so you can focus on the carrier. Nail it with torpedoes when you
get in range.
After the mission , you end up on the Flight Deck of the TCS
Victory . Go up to the Living Level, enter the Berths, and talk to
Vaquero. Select "Stop worrying, Vaquero ." Go up to Bridge Level,
enter Gunnery Control, and talk to Hobbes. Return to the Flight
Deck and attend the next briefing. Pick Cobra as your wingman.
Talk to Rachel and choose your ship and weapons configuration.
My recommendation: Longbow with default loadout.
Zone 1
Order your wingman to break off and attack. Lock on the Vaktoth
fighters first, and use missiles. (Save torpedoes for zone 3 .) Then hit
the Destroyer.
Zone2
Order your wingman to break off and attack. Don't waste missiles
on the Darket fighters.
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Chapter 20 Wing Commander lJJ: lieart of the Tiger
Zone3
This is one hellacious hornet's nest. Take on a few of the Vaktoth
fighters , then leave the rest for your wingman and go torpedo the
Destroyer. Then help your wingman mop up. Don't miss anything!
After the mission , you end up on the Flight Deck of the TCS
Victory . Take the Lift up to the Living Level and talk to Flint.
Return to the Flight Deck and attend the next briefing. Pick Cobra
as your wingman. Talk to Rachel and choose your ship and
weapons configuration. My recommendations: Thunderbolt with
Friend-or-foe missiles.
Zone 1
As usual , send your wingman to the attack. The Darkets aren 't
much of a threat to the Victory , but don't let the torpedo-laden Pak-
tahn bombers get close. Focus on them first.
Zone2
Order your wingman to break off and attack, and join in the attack
on the Kilrathi fighters for a moment or two . Once you waste a
Strakha or two (to even up the odds for your wingman), head for
the carrier. Save your torpedo! Instead , fire missiles and shoot
out the carrier s rear gun turrets. Then drop in behind the capital
ship, press[) to match its speed, and blast away.
Zone3
Immediately order your wingman to break off and attack. Then use
afterburn to rocket toward the Corvette. It's armed with those
deadly cloaking Skipper missiles, so you need to put a torpedo up
its pipe before it can launch any against the Victory. Check your
radar for yellow dots, which are Skipper missiles. If you see one,
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leave the Corvette and chase the Skipper with your afterburners ...
or else the Victory is doomed .
Zone 1
The TCS Sheffield destroys a Kilrathi destroyer as you arrive. Con-
fed destroyers really don't need much help, but get in there and take
out a Vaktoth or two, if you can.
Zone2
Order your wingman to break off and attack. Take out one of the
Vaktoths before you hit the Kilrathi destroyer with a torpedo (or
more , if you're in a Longbow).
After the mission, you end up on the Flight Deck of the TCS Vic-
tory. Go to Flight Control and talk to Flint. Select "It's tough getting
old." Attend the next briefing. Pick Cobra as your wingman. Talk to
Rachel and choose your ship and weapons configuration. My recom-
mendation: Longbow (or Thunderbolt) with default loadout.
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ehapter 20 Wing eommander JJJ: Jleart of the Tiger
Zone 1
Take your time, especially if you're in a Longbow. Order your wing-
man to break off and attack, and then let the Kilrathi fighters come
to you. They re more nimble, but you've got them seriously out-
gunned. Save your torpedoes for zone 3 .
Zone2
Order your wingman to break off and attack. Dogfight!
Zone3
Order your wingman to break off and attack. Focus on the destroyer
first. Nail it with torpedoes when you get in range . If you have tor-
pedoes left use them on the remaining capital ships
After the mission , you end up on the Flight Deck of the TCS
Victory . Go to Flight Control and attend the next briefing. Pick
Cobra as your wingman. Talk to Rachel and choose your ship and
weapons configuration. You need a nimble fighter for the next mis-
sion. My recommendations: Arrow with default loadout.
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Zone 1
Order your wingman to break and attack. The Corvette carries Skip-
per cloaking missiles , gosh darn it, so try to take the capital ship out
before it launches them . Chances are a Skipper or two will cut
loose. Chase down those yellow dots on radar, and keep firing even
when they cloak and disappear.
Zone2
Order your wingman to break off and attack. That Corvette has
Skipper missiles too, so hit it fast.
Zone3
Another hornet's nest, with four waves of fighters and a capital ship
to deal with. Order your wingman to break off and attack. Happy
flying , tiger.
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ehapter 20 Wmg eommander JJJ: l}eart of the Tiger
Zone 1
Order your wingman to break off and attack. Paktahn bombers are
slow compared to your Arrow, but their missiles can be pesky, so be
ready to press~ to release decoys.
Zone2
Order your wingman to break off and attack. Five waves of Kilrathi
come at you , so be careful. Target the Vaktoth fighters first , and
then wipe out the bombers.
Zone3
Order your wingman to break off and attack. Again, target fighters
first , then hit the lumbering bombers. Autopilot away to a ren-
dezvous with the Behemoth , then again back to the Victory .
After the mission, you end up on the Flight Deck of the TCS
Victory. Talk to Rachel. Go to Flight Control and get in the Lift.
Talk to Rollins about the coded transmissions . Go up to Bridge
Level and talk to Tolwyn. Return to the Flight Deck and attend the
next briefing. Pick Cobra as your wingman . Talk to Rachel and
choose your ship and weapons configuration: A Longbow (only ship
that carries mines) with the default loadout.
Zone 1
Order your wingman to break and attack. You can 't outmaneuver
even a Paktahn in your Longbow, so watch your radar. If a Kilrathi
fighter drops in behind you, press (ill and blast it with your rear
guns. If you find yourself in a melee, hit your afterburner. After you
clear the zone, press ~ to load two mines, and then press [Enter I
twice (and no more) to release both.
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Zones 2, 3, and 4
Same as zone 1.
After the mission, you end up on the Flight Deck of the TCS
Victory . Go to Flight Control and attend the next briefing. Pick
Cobra as your wingman. Talk to Rachel and choose your ship and
weapons configuration. My recommendation: Arrow with default
loadout.
Zone Tactics
This mission 's a little tricky. Your best bet is to target and lock on the
nearest tanker, then order your wingman to "attack your target. "
Break off and tangle with the bizarre Asteroid fighters . When your
wingman returns, repeat the process on each of the next two tankers.
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Chapter 20 Wmg Commander :r.r.I: Jieart of the 'Tiger
Zone 1
Order your wingman to break off and attack. Speed doesn't count
here, so you can be cautious. You must face a lot of fighters in the
next two zones, so avoid unnecessary damage. As always, engage
the fighters first , and save the capital ships for last.
Zone2
Order your wingman to break off and attack. Ten Dralthi fighters is
no picnic, but your Arrow is a nimble ship
Zone3
Order your wingman to break off and attack. Use up any remaining
missiles on that first wave of Vaktoth heavy fighters.
After the mission, you end up on the Flight Deck of the TCS
Victory . Go up to the Living Level and talk to Maniac. Go into the
Berths and have an emotional discussion with Cobra. See where
she's coming from now? Go up to Bridge Level and talk to Tolwyn.
Go to Gunnery Control and talk to Eisen. Return to the Flight Deck
and attend the next briefing. Pick Cobra as your wingman. Talk to
Rachel and choose your ship and weapons configuration: Arrow
with default loadout.
Zone Tactics
In the first part of this battle, order your wingman to break and
attack. Go straight for the Paktahn and eliminate them with full guns
before they can launch torpedoes at the Behemoth . Save your mis-
siles for the second part of the battle. Once you wipe out the
Paktahn, watch the Behemoth test fire .
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Zone Tactics
Don 't do anything . Thats right ... there's nothing you can do to
defend the Behemoth . Just hang out and let it blow. Afterwards,
ignore Thrakhath 's challenge and make a beeline for the Victory .
Get aboard before she jumps.
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ebapter 20 Wing eornmander :r.r.I: Jleart of the Tiger
3: 4 Strakha
4 : 4 Vaktoth
5 : 2 Sorthak (1st wave) , 2 Sorthak (2nd wave)
Zone 1
If Hobbes is your wingman , target a Corvette and order him to
attack your target. Then engage the Vaktoth fighters . Save your
missiles for zone 5 , if possible. When Hobbes finishes his Corvette,
send him after another one. Keep doing this, and focus on the fight-
ers. When the eight Darkets arrive, hop from target to target. If you
stay on one too long, the others will gang up on you .
Zone2
Order your wingman to break off and attack. Since you're a zone
away from the Victory you can focus on the deadlier Vaktoth fight-
ers first, and save the Paktahns for later. Remember to get in close
when you duel Vaktoths and strafe across their sides. And avoid
head-on skirmishes with Paktahns; nail the from above or either side.
Zone3
Order your wingman to break off and attack. Remember: Save your
missiles for zone 5 !
Zone4
Order your wingman to break off and attack. Again , get up close
and personal with Vaktoth heavy fighters.
Zone5
Order your wingman to break off and attack. Don't try to outgun the
Sorthak fighters . Use your missiles instead. Return to the Victory .
After the mission, you end up on the Flight Deck of the TCS
Victory and have a brief conversation with Flint. Go up to the Liv-
ing Level and talk to Cobra and Rollins . Select "She's got a point. "
Go up to Gunnery Control for a conversation with the recently-
arrived Paladin. Select "Punch the son-of-a-bitch. " Return to the
Flight Level and attend the next briefing. Pick Cobra as your wing-
man . Talk to Rachel and choose your ship and weapons
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Zone 1
For once, keep your Longbow wingman in formation at first .
Launch a single torpedo against the Kilrathi destroyer. Do the same
to a Corvette, then target another Corvette and order your wing-
man to attack your target. Hang onto your missiles, if possible. (You
need them more in zone 3 .) Pick off the Darket swarm by switching
frequently to your rear view (by pressing ffi. When this wave hits,
send your wingman after the Corvette that accompanies the fight-
ers. Save at least one torpedo for zone 3.
If you pilot a Thunderbolt , use your single torpedo on the
Destroyer and then slowly take out each of the Corvettes, targeting
gun turrets one by one.
Zone2
A big , ugly swarm of nimble Kilrathi fighters awaits. Order your
wingman to break off and attack. If you pilot a Longbow, remember
that you have thick shields but not much maneuverability. Your full
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Chapter 20 Wing Commmider JJJ: Jieart of the Tiger
guns will knock out Kilrathi fighters quickly, but don't chase them!
Just turn to face attackers and return their fire.
Zone3
Order your wingman to break off and attack. Launch a torpedo at
the Destroyer then unleash any remaining missiles against the Pak-
tahn bombers. Autopilot back to the zone where the Victory awaits.
After the mission, you end up on the Flight Deck of the TCS
Victory . Go up to the Living Level and talk to Vagabond. Select
"He shouldn't blame himself." Emergency on the Flight Deck! Head
down there for the bad news . .. you just lost Cobra, the best wing-
man you ever had. Revenge? Or listen to reason? I suggest the
latter. If you go after Hobbes at this point, the Kilrathi attack
the Victory, and you lose Vaquero to the assault.
Go up to the Berths to see Eisen clearing out Cobra's locker.
Exit to trigger the automatic funeral sequence. Attend the next brief-
ing. Pick Cobra as your wingman. Talk to Rachel and choose your
ship and weapons configuration: Excalibur with the default loadout.
Zone 1
No problem. Darkets are like gnats to your Excalibur.
Zone2
Ekapshi fighters are quick atmospheric combatants , but they go
down with a well-placed shot or two. While you're at it, blow up
any buildings you find planetside.
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Zone3
Destroy the building in this zone. Nail the tanks deployed around it,
and don t miss the power station.
Zone4
This zone is clear. No enemies present.
Zone 5
Strafing tanks is a lot of fun , and much like destroying turrets on a
capital ship.
Zone 1
Order your wingman to break off and attack. Get a target lock on
the Destroyer, head straight for it, and torpedo the big honker. Then
help your wingman with those buzzing Darkets.
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C!hapter 20 Wing eommander JT.I: Jleart of the Tiger
Zone2
Target a Corvette and order your wingman to attack your target.
Take on the second Corvette yourself, engaging Dralthis on the way.
Zone3
Order your wingman to break off and attack. Take out one or two
fighters before nailing the Carrier with two torpedoes. Remember to
use [BJ to pick off tailgaters.
After the mission, you end up on the Flight Deck of the TCS
Victory. Go up to the Living Level, enter the Berths and talk to
Flint. Getting warm? Go up to Bridge Level and talk to Eisen. Select
"Try the hard sell. " Return to the Flight Level and attend the next
briefing. Talk to Rachel and choose your ship and weapons configu-
ration: Excalibur with the default loadout.
Zone 1
Save your missiles for later.
Zone2
Ekapshi are quicker than your Excalibur, but not quicker than an
Image Rec missile.
Zone3
You get it from above and below in this deadly crossfire. Fire mis-
siles at the Ekapshi, and use full guns to take out tanks.
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Zone4
Same as zone 3 , at first. But here 's where you find the all-important
shield generator.
Zones 5 and 6
Pairs of Dralthi fighters should be no match for your Excalibur. You
should have them outgunned and outmaneuvered.
After the mission , you end up on the Flight Deck of the TCS
Victory. Go up to the Living Level and talk to Vagabond (if you got
him sprung, as you should in this walkthrough}. Return to the Flight
Level and attend the next briefing. Pick Maniac as your wingman.
Talk to Rachel and choose your ship and weapons configuration :
Excalibur with the default loadout.
Zone Tactics
After you tangle with Dralthis, target the Corvette and order your
wingman to attack your target. Use your missiles on the Vaktoth
heavy fighters .
You end up on the Flight Deck of the TCS Victory. Go up to the
Living Level and face a terrible, horrible choice-Rachel or Flint?
Take your pick. If you choose Flint, Rachel won 't outfit your
starfighters anymore. No big deal. If you choose Rachel , you won 't
have Flint on your wing anymore . You can survive that, too . If you
back away from both of them, they still fulfill their duties , but it's just
not the same, you know? Now go down to the Briefing Room for
the next mission plan.
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Chapter 20 Wing Commander :r.r.I: l}eart of the Tiger
Zone 1
Gun down the Dralthi, saving your missiles for the more elusive
Ekapshi in the next three zones.
Zones 2 and 3
Pick off the Ekapshi with missiles.
Zone4
After you eliminate the fighters, use the VDU on the right to identify
the test site target. Get your Temblor active and ready as soon as
possible- it takes several seconds to lock on target.
Zone 5
No enemy craft are present in this zone.
Zone 6
Waste the annoying Dralthi wing of four and return to the Victory.
After the mission, you end up on the Flight Deck of the TCS Vic-
tory. Go up to the Living Level, enter the Berths and talk to Flash.
Select "Have to admit-he 's a damn good pilot." Go on up to
Bridge Level and talk to Vaquero. Enter Gunnery Control and talk to
Vagabond. Select "He really deserves a home." Return to the Flight
Level and attend the next briefing. Pick Maniac as your wingman.
Choose your ship and weapons configuration. My humble sugges-
tions: Excalibur (or Longbow, if available} with the default loadout.
415
C:D-fi6rH' Classics: Cheat:> mld ijint:> to Your favorite Gmne:>
Zone 1
If you have torpedoes, order your wingman to break off and attack,
then torpedo the Kilrathi destroyer. If you have no torpedoes, target
the destroyer and order your wingman to attack your target. Then
go after the fighters .
Zone2
If you have torpedoes, order your wingman to break off and attack,
then torpedo the Kilrathi carrier. If you have no torpedoes, target
the carrier and order your wingman to attack your target, then go
after the fighters.
Zone3
If you have torpedoes, order your wingman to break off and attack,
then torpedo the Kilrathi cruiser. If you have no torpedoes, target
the cruiser and order your wingman to attack your target, then go
after the fighters.
416
Chapter 20 Wmg Comrnmider JJJ: ljeart ol the Tiger
Zone 1
Order your wingman to break off and attack. Torpedo the Kilrathi
destroyer, then pick off the waves of fighters with your wingman.
Zone2
Order your wingman to break off and attack. These guys are easy.
Zone3
Order your wingman to break off and attack. Torpedo the Kilrathi
cruiser. Hit the big sucker with all your remaining torpedoes , just to
be sure.
41'1
C!D-fit>M C!lassics: ehezit:i z:md 'fiint:i to Your favorite Gzune:i
Zone 1
Order all wingmen to break off and attack. You need to avoid dam-
age as much as possible, so let them fly ahead and engage the
enemy fighters. After you clear the zone, press [I] to make the jump
to the Kilrathi home world.
Zones 2 and 3
Again , let your wingmen break off and attack, and assist them only
cautiously, avoiding damage. They'll target fighters first, so you
might want to get in a few careful licks on those Corvettes while
you wait. Once your wingmen get to the big ships, though, let them
take over. There's still a long road ahead for you.
Zone4
Same strategy as in zones 2 and 3, except you must assist your
wingmen in attacking the Kilrathi destroyer. Otherwise, at least one
will die in the attack.
Zone5
Rendezvous with the asteroid-shaped depot. When you get close
enough, press @] and select Depot. Then you can request clearance
to land, and press 0 to autopilot into the depot.
Inside the depot, your Excalibur automatically refuels. Click on
Activate Load out Terminal to load in a new supply of missiles. Then
click on Leave Refueling Depot to get to the mission's next leg.
41B
C!hapter 20 Wing C!ommander T.r.I: lieart of the Tiger
Zones 1and2
Order all wingmen to break off and attack. Continue the strategy of
letting them take the heat until they reach the capital ships. Then
help them out, or else they die. Save your missiles for the Sorthak
fighters in zone 3.
Zone3
Order your wingman to break off and attack. Use missiles against
the Sorthak here , and help your wingmen with the Kilrathi
destroyer, if your damage is low. Preserve your ship at all costs!
Zone4
Approach the depot, request clearance to land , autopilot in , and
repeat your re-arming procedure. You get both the Temblor bomb
and the stealth technology device.
Zones 1, 2, and 3
The moment you leave the depot, order your remaining wingmen
back to base. Then press [Ctrl I @) to engage your new cloaking
device. Head for the Way Area marker, the white cross hairs on
your HUD. When all enemy ships disappear from your radar
screen, you can press 0 to autopilot to the next zone.
419
C!D-ll6M C!lassics: <!bents zrnd Jlints to Your fzivorite Gmnes
Zone4
OK, get some well-deserved revenge, laddie. Thrakath, killer of
Angel , and Hobbes , traitor and killer of Cobra, gallivant about in
this zone, along with a pair of Paktahn bombers. Press [Ctrl ] @) to
uncloak, then go get 'em. (You have to, or else you can 't get to the
planet.) Obviously, if you already wrought your revenge against
Hobbes back in the Alcor system, he won't be here.
Zone5
Press [Ctrl I @) to recloak as soon as you penetrate Kil rah 's atmos-
phere. Be sure your Temblor bomb is active and ready. Follow the
Way Area marker (white cross hairs) to the target. When you reach
the target , your right-hand VDU turns into a targeting marker.
Quickly press [Ctrl I@) to uncloak, and press [Enter! to deliver the
Temblor when your missile target locks on. Then watch the glorious
ending.
Publisher: Origin
To order, contact:
Origin Systems
5918 West Courtyard Drive
Austin, TX 78730
For direct orders, call:
1-800-434-HELP
420
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