~The Daedulus Encounter (JB) (Virgin) Solution contributed to Cheet Sheets by John Barnsley. INTRODUCTION The Daedulus Encounter is a game based around the Interactive Movie theme starring Tia Carrere (of Wayne's World fame) and Christian Bocher (from Melrose Place). This Sci-Fi "blockbuster" is set in the year 2135AD as the first Interstellar war is almost at an end. You and your team (Tia & Christian) are on a routine patrol in your ship when it comes under attack and you are all forced to flee via the escape pods. Unfortunately, your pod doesn't work properly, leaving you up the creek with all manner of problems. There is still hope, though. Your brain has been saved and put in a life support machine and, if you can work out the puzzles and defeat the aliens, you may just survive. OPENING The caption 'TWO MONTHS LATER' appears, you hear voices and the vision of loveliness that is Tia Carrere looms into view. She asks whether you can hear her or not. Should you answer YES, all will be fine. Answering NO will give Tia a smile as she gets excited by your sense of humour. Either way, the effect is the same. You have ten seconds to respond, otherwise it will all go dark, Tia will fade away and the game will end. Not the trickiest part of the game, admittedly. TRAINING MISSION Essentially, this section of the game gives you a chance to try out your probe and become familiarised with the control system. You have entered the Draylak system. Tia asks you to start up the probe. During this section there is a video help if you take too long to respond. The correct sequence of action is: STARTUP, DIAGNOSTICS, DEPLOY. In the asteroid, you are asked to get ID on the rogue ship. Select ANALYSIS. You fly up to the Vakkar ship where you are confronted by a door. The laser will automatically be activated. To open the door, shoot the little green sensor on the top right switch. Miss, and the probe is destroyed and game over. Inside the Vakkar ship, Tia will helpfully point out it's dark. To make her happy, switch on the FLOODLIGHT. You will have 30 seconds in which to explore the interior of the ship by clicking on the green directional indicators. Selecting the down arrow lets you circle round the dead alien to see the 'Kick Me' sign on its back. You will then approach a floating metal object. Use the GRAPPLE-ARM to grab hold of it. Tia will ask you to analyse it, so you'd better select ANALYSIS. Back on the Artemis, Zack asks whether you fancy a trip to Mizar. If you respond YES, you'll go there. If you respond NO, you'll be outvoted and go there anyway! ENCOUNTER The Artemis will crash into another ship. Select DIAGNOSTICS to find out what's going on. You will have to restore the ship's power by solving the Artemis Circuit Puzzle. ARTEMIS CIRCUIT PUZZLE Make the correct connections and power will be restored. Tia will ask you to run an ID; select ANALYSIS. You are asked to activate the probe. As before, select STARTUP, DIAGNOSTICS, DEPLOY. DOOR A (RED DOOR) You will approach a hole in the Alien ship. Tia will ask you to go in and turn on your FLOODLIGHT, so do it. You will then have 15 seconds to have a quick look around. You will approach a door that leads into the Alien ship. Selecting ANALYSIS will tell you that the door is photon reactive. To open the door, use the MULTILIGHT CONTROL. Any colour light will do. Tia and the other person cannot fit through the door but conveniently you can. Go in and you will find yourself in the Crew Quarters where you can move around using the green indicators. TO FIND THE ORB IN THE CREW QUARTERS When the probe enters the Crew Quarters, it flies to the back chamber. Click forward (middle of the video screen) to go to the front of the chamber. When you get there, spin 90 degrees to your right where you will be faced with four groups of pods. Click on the bottom right group (of three). The orb is in the upper left pod and is guarded by an alien. Click on the pod and be prepared to do battle with the alien, who will throw you to the back of the pod. Your laser will automatically become armed so fry the alien with it and use the GRAPPLE-ARM to grab the orb. Exit the Crew Quarters through the same door that you came in. If you fail to find the orb, you are asked if you found any nagigational controls. If you respond YES, Zack tries to blow up the door and inadvertantly destroys the ship, ending the game. The correct response, therefore, is NO. From here you go to the Rest Room, which is purely a cinematic sequence, with no interactivity. After the Rest Room, you will travel through the Central Hub and proceed to Door B. DOOR B (YELLOW DOOR) You cannot get the orb in this door, it can be retrieved in the end game only. When you approach Door B, you need to run an ANALYSIS. This will tell you that the door is photon reactive. It will also say 'POSSIBLE LANGUAGE FOUND'. Record a word, such as YELLOW DOOR, it may come in handy, later. OVERLAPPING HEXAGON PUZZLE Use the MULTILIGHT and send the colour yellow. This will reveal the Overlapping Hexagon Puzzle in which you must line up various parts of a hexagon to form a complete central hexagon. After a somewhat lengthy cinematic sequence, you will take an elevator up to the Observation Deck. Run an ANALYSIS to discover that it's photon reactive. Open the shutters by clicking on the MULTILIGHT CONTROL, any colour light will do. You will then be required to solve the Sun Puzzle. SUN PUZZLE To solve this puzzle, click on the outer hemispheres until they all become yellow. Following this, you will come under attack from a host of bloodthirsty Krinn. Your laser will automatically become activated allowing you to join in with the shoot-fest by clicking on the beasts with your mouse. Be careful not to shoot Tia or Zack as it will not be appreciated. You must shoot TEN Krinn to advance. Advancing means that Zack accidentally blasts a hole in the Observation Deck window and he and Tia get sucked out. To save them, you need to close the shutters. Select the MULTILIGHT CONTROL. Any colour light will close them. During your heroics, the probe takes a knock. Rapidly run DIAGNOSTICS to find out the problem. PROBE RELAY PUZZLE The Probe Relay Puzzle will appear which you must solve in a set period of time to survive. To do this, click on the various gates until they are all closed. Successfully solving the puzzle will result in you winding up back in the Central Hub at Door C. DOOR C (BLUE DOOR) On approaching Door C, run an ANALYSIS. This will tell you that the door is photon reactive. It will also say 'POSSIBLE LANGUAGE FOUND'. Record a word, such as BLUE DOOR, as it may be useful later. Use the MULILIGHT to send the colour blue. This will open to the Door C Puzzle which is called the Rhythm Puzzle. RHYTHM PUZZLE Arrange the various outer shapes so that they correspond to a complete inner hexagon with no overlapping grey triangles. An elevator will then take you and your friends up to the Meditation Chamber. The hapless Zack screws up again and falls down the elevator shaft. Although it is tempting to leave him there and concentrate on Tia, he will need rescuing if you wish to continue the game. Follow him down the shaft and pull him back up. Apply just enough thrust to pull him up without overheating the probe's engine. Do this by tapping on the THRUST CONTROL, keeping the indicator fairly central. Zack will then be dropped back on to the platform and show his gratitude by trying to get off with Tia Carrere in front of your face. Eventually, you will drop into another NAV movie, allowing you to circle the statue in the Meditation Chamber. Run an ANALYSIS to discover that it's photon reactive. Look for the blue button in the centre of the statue's platform. Click on any colour in the MULTILIGHT CONTROL. An object will fly out and morph into the Orbits Puzzle. ORBITS PUZZLE Solve this puzzle by arranging the planets in such a way that they cause an eclipse to occur on the uncontrollable planet. The sky will then morph to a night-time scene with planets and you will enter another navigational movie, enabling you to move back and forth from the planets to the statue. To get the statue to release the hidden orb, transmit the colour sequence found on the outside of the door that led to this Meditation Chamber. The statue will offer the orb and Zack will take it. You are then led down the elevator and into the Central Hub. DOOR D (ORANGE DOOR) You can only retrieve either the orb or the Claw in this room. One is retrieved in the end game. If neither is retrieved in this cinematic, both must be retrieved in the end game in two trips. On approaching Door D, run an ANALYSIS to discover that it is photon reactive. It will also say 'POSSIBLE LANGUAGE FOUND' so record a word for later use. Using the MULTILIGHT, send the colour orange. This will open to the Door D puzzle which is called the Rotating Shapes Puzzle. ROTATING SHAPES PUZZLE The idea of this puzzle is to freeze the various shapes into pairs of matching silhouettes. Stop individual shapes by clicking on them and finely adjust them by clicking on the centre of the puzzle. If you arrange them correctly, you can then progress. The next cinematic sequence leads you into the Infirmary and drops you into another NAV movie. Spin to the right and run an ANALYSIS to discover that it's photon reactive. Click on the orb holder between the two rightmost sickbay pods. Transmit the colour sequence found outside of Door D. The orb holder will now open. Use the GRAPPLE-ARM to grab the orb. RETRIEVING THE CLAW Spin to the left. Click on the spidery-looking object on the long arm. You will approach it. Follow these instructions: 1. Transmit a red MULTILIGHT colour. This will cause the laser to lower. 2. Transmit a blue MULTILIGHT colour. This will cause the laser to morph. You now need to make three cuts. 3. Transmit orange MULTILIGHT colour - cut #1. 4. Transmit yellow MULTILIGHT colour - cut #2. 5. Transmit purple MULTILIGHT colour - cut #3. Transmitting a green will kill you so it's probably best not to do. After the third cut, the dead alien's claw will be cut off. Click on the bottom of the video to return to the NAV. Spin to the right until you see the claw, and click on it. Use the GRAPPLE-ARM to pick it up. You will be returned to the Infirmary NAV. If you already have the orb, you won't be able to get the claw. You will need to come back and get it during the End Game. The next cinematic will lead you out of the Infirmary and take you back to the Central Hub and over Door E. DOOR E (GREEN DOOR) When you approach Door E, you need to run an ANALYSIS which will tell you that the door is photon reactive. It will also say 'POSSIBLE LANGUAGE FOUND' so record a word for later use. Use the MULTILIGHT and send the colour green. This will open to the Door E puzzle which is called the Light Reflection Puzzle. LIGHT REFLECTION PUZZLE Solve this by connecting the beams from like to like colours. The Krinn screws up the door and Tia and Zack become trapped, leaving you to open the door from the other side. First you must retrieve the orb. The cinematic drops you into a navigational movie. Spin about-face and click to go forward. Run an ANALYSIS to discover that it's photon reactive. You will come upon an orb holder. Use the MULTILIGHT to transmit the correct colour sequence found on the outside of Door E. The orb holder will open, use the GRAPPLE-ARM to grab hold of it. You are returned to a navigational section. Spin about-face and click to go forward. You will be outside the entrance to The Maze. THE MAZE Here's how to get to the other side and open the door for Tia and Zack. 1. Click to go forward. You have now entered the maze. 2. Turn on the FLOODLIGHT. 3. Go forward. 4. Go forward. 5. Turn left and go forward. 6. Go forward - you will pass an upgrade. 7. Turn left and go forward. 8. Turn left and go forward. 9. Turn left and go forward. 10. Turn right and go forward. 11. Go forward. You should now be in the hallway of Door E. TO EXIT BACK TO THE MAZE ENTRANCE There is a little hole in the wall, five chambers to the right of the NAV start point. Click on it to leave the Cryogenics Chamber. 1. Go forward. 2. Go forward. 3. Turn right and go forward. 4. Go forward. 5. Go forward. 6. Turn right and go forward. You must now go back through the Maze to Door E corridor. THE MAZE EASTER EGG (CRYOGENICS CHAMBER) This section is purely for show and to boost the egos of the programmers!! 1. Click to go forward. You have now entered the maze. 2. Turn on the FLOODLIGHT. 3. Go forward. 4. Go forward. 5. Turn left and go forward. 6. Go forward - you will pass an upgrade. 7. Turn left and go forward. 8. Turn left and go forward. 9. Turn left and go forward. 10. Turn right and go forward. 11. Go forward. This brings you to the Cryogenics Chamber. Check out some really ugly people who have met an unfortunate fate! `In order of appearance (moving right): ` Mark Giambruno ` Andy Murdock ` Britton Peddie ` Drew Vinciguerra ` Bill Niemeyer ` Eric Chadwick ` Laura Hainke ` Gody Chancellor ` Steve Goeckler ` Mike Larson ANOTHER EASTER EGG There is another little hole in the wall, four chambers to the right of the NAV start point. This will take you into another room filled with more ugly frozen people.....in order of appearance: `Jay Fitt Gustavo Ramirez `Marco Bertoldo Tim O'Meara `John Evershed Dave Felton `Noah Kennedy Thom Bishop `Bill Zelinsky Kirsten Turrigiano `Jim Lively DOOR F (PURPLE DOOR) When you approach Door F, you need to run an ANALYSIS which tells you that the door is photon reactive. It will also say 'POSSIBLE LANGUAGE FOUND'. Record a word as you will need it later. Use the MULTILIGHT and send the colour purple. This will open to the Door F puzzle which is called the Avoid The Triangles Puzzle. AVOID THE TRIANGLES PUZZLE It is a pseudo noughts and crosses game where you play against the computer to create an unbroken loop of at least four pieces. You will then enter the Seminary Ring. Run an ANALYSIS to discover that it's photon reactive. You can NAV around by clicking on the NAV indicators in the video window. Use the MULTILIGHT CONTROL to send a different coloured light to the plates. Certain colours will cause Frescos to appear on the plates. Each plate has two Frescos. Required colours will match the fresco colour. Click on ANALYSIS to record a word that each Fresco represents. You will need some of these Fresco Words later on, in the Chrysalis Chamber. Fresco #1a - Green (for good ending) Fresco #2a - Orange Fresco #3a - Purple Fresco #4a - Red (for good ending) Fresco #5a - Red Fresco #6a - Orange Fresco #7a - Red Fresco #1b - Blue Fresco #2b - Red Fresco #3b - Blue Fresco #4b - Yellow Fresco #5b - Blue Fresco #6b - Yellow Fresco #7b - Yellow Exit the fresco NAV from the plate which you entered. Tia walks out onto an orb platform. A force field traps her. Use the word recorded from Door F to turn off the force field and save the Indo-Chinese beauty. You have ten seconds to do this otherwise she will die an early death. The cinematic will lead you out back into the Central Hub. CENTRAL HUB There are no interactivity points in the Central Hub. If you have only found one orb then the sequence plays "At least we have got this". If you've managed to find more than one, it plays "At least we have got these". You must now return to the game and recover all the orbs you missed. There are six in total. END GAME For all doors in the End Game, start at the Central Hub entry point. The doors are laid out sequentially in a clockwise fashion, starting at Door A (Red) and proceeding to Door B (Yellow), Door C (Blue), Door D (Orange), Door E (Green) and Door F (Purple). When returning from a door in the End Game, you are always returned to the Central Hub looking towards Door A. DOOR A END GAME (RED DOOR) Since you didn't have to open this door at the beginning, you must now solve the Door A puzzle. When you approach Door A, run an ANALYSIS to discover that it is photon reactive. It will also say 'POSSIBLE LANGUAGE FOUND'. Record a word as you may need it later. Use the MULTILIGHT CONTROL and send the colour red. This will open to the Door A puzzle which is called the Rubik Hexagon Puzzle. RUBIK HEXAGON PUZZLE Rotate the groups of colours until the central pattern resembles that of the one in the top right of the screen. The door will open and you will proceed down Corridor A into the Corridor NAV, where you may spin around 360 degrees to observe the area. Proceed forward down the corridor to the Door A antechamber. Spin to the right and click on the door with the dead alien. This will lead you into the Crew Quarters. To find the orb in the Crew Quarters, when the probe enters, it flies to the back chamber. Click forward to go to the front chamber. When you get there, spin 90 degrees to your right where you will be faced with four groups of pods. Click on the bottom right group (of three). The orb is in the upper left pod and is guarded by an alien. Click on the pod and be prepared to do battle with the alien, who will throw you to the back of the pod. Your laser will automatically become armed so slay the beast and use the GRAPPLE-ARM to grab the orb. Exit the Crew Quarters by leaving through the door you entered. You are returned to the Door A antechamber. Spin 90 degrees to the left. Click on the door (it is the one right before the one with the alien stuck in it). You will travel down Corridor A into the Corridor NAV. You may spin around to observe the area. Click to go forward, and you will return to the Central Hub. DOOR B END GAME (YELLOW DOOR) Spin right two doors to the Yellow Door and click on it. You will approach the door. Use the MULTILIGHT CONTROL to transmit yellow. The door will open and you will proceed down Corridor B to the Corridor NAV. Proceed forward down the corridor to Door B antechamber. Spin to the left and click on the door. This will lead you into the Environmental Control. Spin right, you will see an orb holder. Run an ANALYSIS to discover that it's photon reactive. Click on the orb holder. Transmit the language that you previously recorded outside the Yellow Door. The orb holder will open. Select GRAPPLE-ARM to retrieve the orb. Click the bottom of the video to go back to the door entrance. SIGHT-SEEING TOUR If you wish, you can go for a sight-seeing tour at this stage. Click on the door. You are returned to the Door B Antechamber. Spin to the left. Click on the door. You will proceed to the Engine Room. Click to go forward. You will reach the far Hub of the Engine Room. You can spin around 360 degrees to observe the area. Exit from where you entered. You will return to the main Engine Room NAV. Spin right 120 degrees. Click on the path. This will take you to a dead end. Spin around and exit from where you came. You will be returned to the main Engine Room NAV. Click forward to leave the Engine Room. You will return to Door B antechamber. Click to go forward through the door and downn Corridor B. You will reach Corridor B NAV. You may spin around 360 degrees to observe the area. Click to go forward. You will be returned back to the Central Hub. DOOR C END GAME (BLUE DOOR) Spin right three doors to the Blue Door and click on it. You will approach the door. Use the MULTILIGHT CONTROL to transmit blue. The door will open and you will proceed up the elevator shaft to the Meditation Chamber NAV. This NAV movie allows navigation around the statue in the Meditation Chamber. If you haven't already solved this section, look for the blue button in the centre of the statue's platform. Click on the MULTILIGHT CONTROL, any colour will work. A statue pod will fly out and morph into the Orbit's Puzzle. ORBITS PUZZLE To solve this, arrange the manoeuvrable planets so as to cause an eclipse on the unmanoeuvrable planet. When you win the Orbits Puzzle, the sky will morph to a niht-time scene with planets. This is a NAV movie which will let you NAV back and forth from the planets to the statue. To get the statue to release the hidden orb, you must transmit the sequence as found outside the Blue Door. The statue will release the orb. Select GRAPPLE-ARM to retrieve the orb and return to the Meditation Chamber NAV. Spin around behind the statue until you can see the elevator shaft. Click on the hole. You will travel back down the elevator shaft and back to the Central Hub. DOOR D END GAME (ORANGE DOOR) In Door D, there are two items to be retrieved - an orb and an alien claw. They can only be retrieved one at a time (the probe has one GRAPPLE-ARM). RETRIEVING THE ORB Spin right four doors to the Orange Door and click on it. You will approach the door. Use the MULTILIGHT CONTROL to transmit orange. The door will open and you will proceed down Corridor D to the Corridor D NAV. You may spin around 360 degrees to observe the area. Proceed forward down the corridor to the Infirmary. In the Infirmary NAV movie, spin to the right. Click on the orb holder (it is between the 2nd and 3rd leftmost sickbay pods). Transmit the colour sequence originally found outside the Orange Door. The orb holder will open. Use the GRAPPLE-ARM to grab the orb. You are returned to the NAV. RETRIEVING THE CLAW If you already have the orb, you won't be able to get the claw. But if you haven't, then spin to the left. Click on the spidery-looking object on the long arm. You will approach it. Follow these instructions: 1. Transmit a red MULTILIGHT colour. This will cause the laser to lower. 2. Transmit a blue MULTILIGHT colour. This will cause the laser to morph. You now need to make three cuts. 3. Transmit orange MULTILIGHT colour - cut #1. 4. Transmit yellow MULTILIGHT colour - cut #2. 5. Transmit purple MULTILIGHT colour - cut #3. Transmitting a green will kill you, so it's probably best not to. After the third cut, the dead alien's claw will be cut off. Click on the bottom of the video to return to the NAV. Spin to the right until you see the claw, and click on it. Use the GRAPPLE-ARM to pick it up. You will be returned to the Infirmary NAV. Click to go forward through the door and down Corridor D. You will reach Corridor D NAV and may spin around 360 degrees to observe the area. Click to go forward. You will be returned to the Central Hub. DOOR E END GAME (GREEN DOOR) Spin right five doors to the Green Door and click on it. You will approach the door. Use the MULTILIGHT CONTROL to transmit green. The door will open and you will proceed down Corridor E to the Corridor E NAV, where you may spin around 360 degrees to observe the area. Proceed forward to the Farm Area. You will ending up facing the entrance to The Maze. Spin about-face and go forward. You will come upon an orb holder. Transmit the sequence found outside the Green Door. The orb holder will open so use the GRAPPLE-ARM to retrieve the orb. You are returned to the Farm Area NAV and will have to find your way back via the Maze. THE MAZE Here's how to get to the other side and open the door for Tia and Zack. 1. Click to go forward. You have now entered the maze. 2. Turn on the FLOODLIGHT. 3. Go forward. 4. Go forward. 5. Turn left and go forward. 6. Go forward - you will pass an upgrade. 7. Turn left and go forward. 8. Turn left and go forward. 9. Turn left and go forward. 10. Turn right and go forward. 11. Go forward. Turn left when you exit the maze and you will find your way back to the Central Hub. DOOR F END GAME (PURPLE DOOR) In Door F there are no items to be retrieved - Tia gets the orb in the cinematic. The door is used to review the Frescos. They are visual clues to solving the game. Spin left one door to the Purple door and click on it. You will approach the door. Use the MULTILIGHT CONTROL to transmit purple. The door will open and you will proceed down Corridor F to the Corridor F NAV. You may spin around 360 degrees to observe the area. Proceed forward down the corridor to the Seminary. Click on the door on the left. You will enter the back chamber of the Seminary. Spin about-face. Go through the door and back to the main chamber of the Seminary. Spin about-face to face the Frescos. Click on the Fresco plate and you will now enter the Fresco NAV. Use the MULTILIGHT CONTROL to send a different coloured light to the plates. Certain colours will cause Frescos to appear on the plate. Each plate has two Frescos. Required colours will match the Fresco colour. Click on ANALYSIS to record word that each Fresco represents. You will need some of these Fresco words later on, in the Chrysalis Chamber. It is advisable not to record every single Fresco as your database will become full, causing problems later on. Fresco #1a - Green (for good ending) Fresco #2a - Orange Fresco #3a - Purple Fresco #4a - Red (for good ending) Fresco #5a - Red Fresco #6a - Orange Fresco #7a - Red Fresco #1b - Blue Fresco #2b - Red Fresco #3b - Blue Fresco #4b - Yellow Fresco #5b - Blue Fresco #6b - Yellow Fresco #7b - Yellow Exit the Fresco NAV from the plate which you entered. Go forward through the door and down Corridor F into another NAV, where again you may spin around 360 degrees to observe the area. Go forward to the Central Hub. CHRYSALIS Once you have found all six orbs, some weird stuff happens. To make progress, you need the claw which, if you gave it to him, Zack discarded on the floor. Have a scan around the Central Hub until you find it and pick it up with the GRAPPLE-ARM. Tia and Zack go up the Central Hub chamber and enter the Chrysalis Chamber. You fly to the Priest. ANALYSE the alien and get two MULTILIGHT patterns. The alien sees Tia and Zack and starts coming towards them. At this point you must sendone of the Fresco Words (Fresco #1) to communicate with the alien. If you then send the correct Fresco Word (Fresco #4), the following sequence takes place. NICE, HAPPY, POLITICALLY-CORRECT ENDING The alien puts up a force field that reduces the temperature. A second Fresco Word needs to be sent to tell the alien to protect the ship. If the wrong word is sent, or none at all, then you fry in the burning Artemis and the game ends. If the correct Fresco Word is sent then the happy cinematic plays. NASTY ENDING If the incorrect Fresco Word is sent to the alien, or nothing sent at all, then it attacks. A battle begins and the Priest must be killed. If it is not killed then the game ends. If the Priest is killed then the Queen comes out of the shell and begins to attack. You have to lower the light beams so that the alien can be killed. This is done by transmitting the MULTILIGHT sequence obtained from the Priest. If it isn't transmitted, everyone dies. If it is transmitted then the Queen is killed and you must solve the final Navigation Puzzle in order to navigate the ship away from the Sun. If the puzzle is solved then the ship moves away from the Sun and the game ends. Otherwise, everyone dies a tragic death.