~Return To Ringworld Solution and maps, contributed by John R. Barnsley. ~ RETURN TO RINGWORLD ~ (Time Warner) INTRODUCTION A huge shock wave is rippling outward through space with devastating effect. The ultimate consequence of this disaster is the destruction of all life in the galaxy. Fortunately, the shock wave will not reach known space for another twenty thousand years. The Puppeteers, a race of cowardly creatures, are panicking about this wave. To escape the galaxy they're towing their homeworld and four farming worlds away using incredible hyper space technology. Meanwhile, something sinister is afoot. During the MAN-Kzin wars, the Puppeteers secretly aided the human's effort to win by peaceful methods. News of the Puppeteers' covert action later became apparent to the Kzinti race. In revenge, a well-armed starship was dispatched to destroy the worlds being pushed through space. However, three unlikely heroes prevented the genocide by intercepting the starship. Unfortunately, they were branded criminals and had to flee for their lives. The trio consists of Quinn McMarry, Miranda Rees and The Seeker of Vengeance (a Kzin!). The three make off in The Lance Of Truth, a stolen ship, with a mission to return to Ringworld and clear their names. But, the ARM (Amalgamated Regional Militia) are a step ahead all the way! LANCE OF TRUTH Quinn's Quarters You awake in your bedroom. Get out of your Gravity Floatation Bed and get dressed by your automated dressing unit. Go to the small table in the middle of the room and select the 'USE' option. The table rises and a storage compartment reveals a statis negator gun. Go to the desk on the left and pick up the green stepping disk. Now leave the room. Deck 2 Corridor Go to the far left door and enter the Lab. Lab Collect the purple device on the shelves. It's a technical reading device. Also pick up the hyper-conducting attractor on the floor to the left of the shelves. Now take the sensor probe - it detects combination codes. This device is a small vertical screwdriver-like instrument, found on the wide control unit by the shelves, on the right hand side. Exit the Lab. Deck 2 Corridor Enter the elevator. It's the central door in the corridor. Elevator You are presented with a panel of decks. Select the Bridge. You have to press the actual button and not the word to activate this order or you'll be given a sarcastic remark! Bridge You are now in a Star Trek-style control room. Seeker, a big wolf-bear-type creature, is busy reprogramming the Astrocation computer. Miranda is also in this room. She is preoccupied keeping vital ship systems on-line. She explains that since they destroyed the Puppeteer vessel the Lance of Truth has suffered badly and needs repairs. She also tells you that they are now branded criminals. It is suggested they return to Ringworld for sanctuary and to clear their names. Go to the elevator. Elevator Select Deck 5. Deck 5 Corridor This deck looks shabby, with a panel pulled clear of the wall and reserve lights on. Move the loose panel on the right. There is a clamp holding something in place. Take the clamp. Above the panel to the right are some cables hanging out of the wall. Pull a length of this iso-optical cable. Go into the sickbay, which is the door on the far left. Sickbay The room is bathed in a soothing purple light and there is an auto-doctor healing chamber in the middle of the room. Open the cabinet at the back of the room by touching one of the buttons on it. Take the com-scanner, which is a small grey device. Press the red button on the auto-doc, on the right side. You automatically climb into the device. You are now confronted with a panel of options. Select advanced procedures. You discover that a code is required. Leave the auto-doc by opening the door and then exit the sickbay. Deck 5 Corridor Go into the elevator, which is the middle door, and select the Bridge. Bridge Talk to Miranda. You are presented with three possible questions to ask her. Ask her about the auto-doc. She tells you that to access the advanced procedures you need a technical reader. Give the technical reader to Miranda - it's the purple gadget. She explains that it can reprogramme the auto-doc and returns it to you. Leave the Bridge and use the elevator to get back to the Sick Bay. Deck 5 Corridor Go to the Sick Bay. Sick Bay Connect the iso-optical cable to the circuitry on the auto-doc - that's the opening on the right of the red button with the green wires showing. Now place the reader on the small shelf to the right of the wire. The reader is now connected up to the auto-doc. Press the red button and climb into the chamber. Select Advanced Procedures on the auto-doc. A foreign object is targeted and extracted. Open the door and get out of the auto-doc. Take the disc from the auto-doc, found in a drawer below the red button. Leave the Sick Bay. Deck 5 Corridor Enter the elevator and go to the Bridge. Bridge Give the info disk to Seeker. It has the location of Ringworld as well as information about Seeker's father. Go back to the elevator and select Landing Bay 2. Landing Bay 2 Pick up the cable harness, the reddish-yellow rope on the floor. Go into the Vac Suit room, the normal sized door in the back wall. Vac Suit Room Open the cabinet on the left of the suits. Inside are sonic stunners. Take one. Now open the compartment on the right of the suits and take a canister of Laser Diffusion Aerosol. Exit the room. Landing Bay 2 On the wall, to the right of the airlock door, is a hand grip. Connect the cable to the grip. Connect the attractor (the machine you picked up that looks a bit like a kettle) to the cable. Walk to the right. Open the controls to the overhead crane by using the small metal panel, which is found under the far right window. A seat and control centre flips out and you sit in it. Select 'OPERATE CRANE' and activate a tractor beam (click once on 'OFF' to switch it on). Move the crane right as far as it goes. Hit the UP arrow so it goes further away from you. Do this until you see the attractor and cable. The attractor jumps in the air and the cable goes taut. Select 'DONE' twice and exit the controls. Make Quinn use the cable so that he climbs up it to the engineering loft. Enter the second door from the left. Engine Compartment As you step into the room, an automatic laser fires a warning shot. Click the laser diffusion canister at the laser. Quinn tosses the canister on the floor. When the canister finishes deploying, you're free to step into the room. Put the multi-purpose clamp on the neck of the laser. The laser stops firing. Open the door again and the laser blows itself up. Select the com scanner and click on the question mark in the inventory. A close up of the scanner now appears. Now slide the test tone slider one mark to the right. Move the cursor away from the device, click anywhere and it vanishes. Select it again from inventory and use it on the smashed laser. Fire the sonic stunner at the com scanner. The gas disappears. Select the probe from inventory and click the probe on the negator gun. This removes a power capsule from the gun. The spent power capsule ejects. Now click the probe on the stepping disk to pry it open. You remove the power capsule, which is fully charged. Place the fully charged capsule back in the statis negator gun. Shoot the gun at the statis field, the grey barrier over the destroyed laser. The field breaks up and exposes circuitry and electronics. Take the comms scanner back with you. Leave the room. Landing Bay 2 Climb down the cable, enter the elevator and return to the Bridge. Bridge Talk to Miranda about the hyper drive. Miranda says that the drive is running well. Talk to Miranda again. Quinn is delighted that his efforts have not been in vain and the ship shoots off into a Quantum Leap. What follows is a cinematic sequence of Ringworld under attack. Village people flee and get killed. As Quinn, use your bridge console. Choose SCAN OPS then ACTIVATE ENABLE, DEEP SCAN and finally GEOGRAPHICAL. A grid is now laid out. Push the button with the UP-pointing arrow. You discover the Fist Of God, an anomaly in the land and you now wish to descend to the planet's surface to see the villagers living there. RINGWORLD Canyon Of Village People You find the chief of the villagers, who is wounded. Suddenly, one of the aggressors responsible for the attack leaps out in a white lycra suit and carrying a big weapon. As Quinn, use the statis negator on this attacker. Then use the stunner to put him out of action. The lycra is in fact a statis field, which disintegrates when shot by the statis gun. Quinn notices that the uniform is that of the United Nations. Instead of risking being captured, the guard commits suicide to protect the secret of the statis suit. Talk to the chief. Ask about the Tructipun ship. Ask what happened to the village also. Keep talking to everyone and you automatically go back to the ship (as Quinn). The chief dies just before you return and his last words are "Revenge my people". LANCE OF TRUTH Bridge A long discussion follows. Miranda does not think that it's safe to stay. Scan for ARM (UN militia) when offered options. Go back to your personal console and do a short scan on the technological option. You discover the location of the base that you're looking for. Miranda wants to get out. Select "GO OUT THE WAY YOU CAME IN" when questioned. You fly from the Fist of God and land on a space port ledge. You realise that you'll be easily detected on the ledge. Miranda decides to stay and make the ship's security as impregnable as possible. Seeker leaves for the airlock and asks you to meet him there in a vac-suit. Leave the bridge and use the elevator to get to Landing Bay 2. Landing Bay 2 Enter the Vac-Suit Room. Vac-Suit Room Take a tank from the floor. Use the suit selection controls on the left of the suit closet. Select the right size suit with the controls. Place the oxygen tank on the right of the room onto the back of the suit. Click USE on the suit. Quinn steps into the suit and faces Seeker who is already suited up. Use the airlock door, on the far right, to exit the ship. SPACE PORT Space Port Ledge Walk several screens away from the Lance of Truth. Three hammer-head space ships land near the Lance of Truth and the ARM invades the ship. They take Miranda and threaten to interogate her. An arch-rival of Quinn is the leader of the troops and enjoys the thought of leaving Quinn and Seeker outon the ledge of the Space Port to die. As Miranda, choose any conversation. The Lance of Truth flies off into the distance, recaptured. You are stranded. Your scanner can make a rough map of the area (take the comm-scanner to inventory help and then press SCAN). You find the radar mechanism, fuel cell, navigation giro (round object from a space wreck), airbag, working diagnostic display and a guidance control module. If not, you need to explore the ledge. You will find a couple of fairly useless hulks of burnt-out space craft to the right (wall side of the Space Port and mid ledge). The really useful spaceship is right in the middle of nowhere, so walk until you find it then rob it of the items mentioned. To the left, near the middle, is a radar dish or communications tower. It may take some finding because the ledge goes on for miles. Be patient when searching for objects. As Quinn, climb halfway up the tower. Pull the latch and press the red button. Walk out to the back of the dish itself and take the battery. As Quinn, climb into the ledge hopper that has its hull intact. Get the items from the glove compartment. Remove the cracked display from the dashboard. Replace the cracked display with the working unit found on another ship. Place the joystick in its slot. Exit the ledge hopper. Place the items in their respective locations and get back in the hopper. Press the button on the joystick. On The Wall Rim Walk three screens south and find the meg-lev car. Enter it and slide the throttle to move it. Stop the meg-lev at the second elevator platform. Exit the car. Elevator As Seeker, pry open the doors on the lower half of the structure. As Quinn, pull the lever under Seeker's right armpit. Go up the stairs. As Seeker, lift the robot twice. As Quinn, slide the airbag under the robot's foot. Take your tank and fill the bag. When the cabin is pressurised, press the button on the back wall. Use the elevator controls at the centre of the room. Press the second button from the left and then the centre button. ARM BASE ` o o--o ` ___˙˙˙˙˙˙˙˙˙˙˙| | *3 * = Laser ` o--o o | // OFFICE | o o o // = Vent `˙˙˙˙˙˙˙˙˙ *1 | | | | |----------------| `˙˙˙˙ ˙˙˙˙ o o o | |-----------| | | | DISSECTION LAB | ` | | | |*1 | |*2 |___| |__________| ` | | |___| |________________ | |_______| |___________ ` | | |___________ ______________________________ | ` | | | | *3 // | | | ` | | |˙˙˙˙˙˙˙| |˙˙˙˙˙˙˙˙| | | |___________ *4| | ` | | |CARSON | |LOCKER | | | MAIN LAB | GHOUL | | | ` | | |TEAL'S | | ROOM | | | | PROTECTORS| | |___ ` | | |OFFICE | | | | |_______________|˙˙˙˙˙˙˙˙˙˙˙ |_____ ` | ˙˙//˙ ˙˙˙˙˙˙˙˙˙ ˙˙//˙˙˙ | ` ˙˙˙˙˙˙˙˙˙˙˙˙˙| |˙˙*˙˙˙˙˙˙˙˙˙˙˙ ` | | 5 o--o--o ` | |˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙| | *5 ` | | OPERATIONS | o o o ` | // ROOM | ` | |----------------| `---------------- ---------------------------------| `˙˙˙˙˙˙˙˙˙˙|˙//˙˙˙˙˙*6˙|˙|˙˙˙˙˙|˙|˙˙˙˙˙|˙|//˙˙˙˙|˙˙| | `|˙//˙˙˙˙| | MIRANDA'S | |EMPTY| |EMPTY| |GUARDS| | | o--o--o `| GUARD | | CELL | |CELL | |CELL | | | | | o--o o *6 `| ROOM | |___________| |˙˙˙˙˙| |˙˙˙˙˙| |˙˙˙˙˙˙| | | `|_______| | | ` o--o--o | |________________ ` o--o--o = Laser Release Codes |__*7______________ ` A.R.M. BASE - DUCT MAZE Interrogation Of Miranda Take any route in conversation. When Teal has left the room, grab the wire near Miranda's left hand. Spill Mountains As Quinn, talk to Pharisha. Using the following map of Spill Mountain, find the Tanning Room. ` |˙˙˙˙˙˙˙˙˙˙| ` |˙˙˙˙˙˙˙˙˙| | UPPER | ` |INFIRMARY| | TANNER'S |(Alcohol Flask) ` |_________| | ROOM | ` | ˙˙˙˙˙|˙˙˙˙˙˙ ` | | |˙˙˙˙˙˙˙˙| ` O----O----O-------------O----------------O------|ELEVATOR|--------O ` | |________| ` | |˙˙˙˙˙˙˙˙˙˙˙˙˙˙| |--------------| ` | |LOWER TANNER'S|(Air Tank) |ASTOR PHARISHA| ` | |______________|(Mask) |______________| ` | | | ` O----O----O----O----O-------------------------O----O ` (Gunpowder) | |____________________| `(Wick |˙˙˙˙˙˙˙˙˙˙| | | CREVASSE | `Lamp) | BEDROOM | | | (Scrith Key) | ` |__________| | |____________________| ` | | | ` O----O----O----O----O----O | ` | O------O-----O-----O ` | |˙˙˙˙˙˙˙˙˙˙˙˙| | ` | | BEDROOM |(Wick Lamp | ` | |____________| | |˙LANDING˙˙˙| ` | | | | AREA | ` O----O--------O-----O-----O------O------O------O------|___________| ` | |? | ` | |˙˙˙˙˙˙˙˙˙˙˙| | ` | |HELIUM ROOM| | ` | |(Glass Dome| | ` | ˙˙˙˙˙˙˙˙˙|?˙˙ |˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙˙| ` O-------------------O----O-------O------| BALLOON LAUNCH | ` | PAD | ` |? = Sorry! Can't |__________________| ` remember which side ` to enter the Helium Room!! ` SPILL MOUNTAIN MAP In the Tanning Room, take the tank. Too slippery? Go to the chamber just above. Lower the rock through the hole in the floor and into the fluid in the room below by using the crank. Return to the Tanner's Chamber. Get the tank bobbing up and down in the fluid. Fill the tank from the machine at the valve stem. Exit the machine room. Now go to the room with the balloon pack. Connect the balloon to the tank. Balloon Flight The currents take you to the top right corner of the screen. Descend quickly, three or four times. Ride the air currents until the balloon lands. Desert Select the com-scanner. Click the com-scanner on the inventoy help button. Press SCAN. Walk in the direction that the arrow points. Do this for each of the five desert screens that Quinn walks through. Forest Blow the whistle. Next morning, talk to the guard or stun the guard. ARM Base Change character to seeker and then change again to Miranda. Spill Mountains (Refer to the diagrammatic map). As Seeker, talk to Astor Pharisha. Investigate the rooms in the village to acquire the following items: Two wick lamps Glass Dome Sack of gunpowder Tanner's Mask Flask of alcohol Go to the room with a crevasse in the floor. Use the rope on the edge of the crevasse to climb down. Place the wick lamp in the puddle and then put the dome over the lamp. Fluid then drains into the dome. Take the scrith key. Click the arrow cursor on the upper edge of the screen to climb out. Go to the exterior of the elevator (where Quinn and Seeker passed out). Force the elevator door open. Elevator Shaft Climb down until you get to the ice blockage. Pour gunpowder on the ice and drop the lamp on the powder. Now you can climb down through the hole you created. Spill Mountain Interior As Seeker, put the key into the lock on the door. Put alcohol on the mask and wear the mask. Enter the lair. Hunt down all eighteen vampires with your photon stunner. Take the scroll in the scroll room. Use the keypad on the containment mechanism. Press each key once. Take the gem. Now return to the village. ARM Base As Miranda, you must now escape. Your dinner will be served. Afterwards, stuff the pillow down into the toilet. Take out the light bulb from the fixture above the toilet. Connect the wire to the fixture. Place the food tray on the toilet and flush. Leave the cell and walk left to go to the Security Office. Find the small box. It contains a laser-hacksaw. Use the hacksaw on the grate in Miranda's cell so that you can climb out into the air vent. You will have to decode lasers. Not all the lasers can be shut off. Listen to vents by LOOKing at them. Look four times at the lab vent. When you know that the lab is empty, get out of the vent. Enter the door on your right to find a morgue. Click the USE cursor on any body. Use the computer next to the door. Watch a cinematic sequence. Flup Tubes Set throttle to 10. Use the flup tube map in the reference section to find your way around the tube system. Floating City Walk the path until you come across a circular hall. Walk along the hall until you see some double doors. Use the doors. Gate Room After Teal is dead, enter the transporter beam and the rest is history. You have now completed the game! THE END.