The Dig - Complete Solution Atilla The journey begins with the asteroid Atilla, and an attempt to stabilise its orbit. First of all, use the PenUltimate communicator and talk to Miles and ask her to deploy the Flying Pig. Head to the asteroid and quadrant two. Open up the Flying Pig and remove the digger, shovel and two charges. Use the Zero-G digger to level Atilla’s surface and place the charge. Use the arming key to arm it. Now head to quadrant three. Use the shovel with the boulder to move it, and then place the second charge. Again, use the key to arm it. Head back to the shuttle, and contact Borden. You will then enter the shuttle to watch Atilla blow. Once completed, you will be back on Atilla to survey the damage. Proceed down the crevice, and examine the projections. Use the Zero-G digger on them to reveal metal plates. Push them all, and proceed into the large hole. Examine the pedestal and assemble the four pieces into the frame. You will then be whisked away to the alien world of Cocytus. Cocytus The first thing to do is investigate. Head to the clearing to find three question mark sites. The top site is a grave. Remove the tusk, and then use the shovel on the grave to get the jawbone. Now head back to the clearing, and onto the left- most site, the spaceship wreck. Go into the wreck and pull the hanging wire. Retrieve the wire and rod. Open the chest and get the blue orb device. The right- most site is a dirt-ramp. Use the device here to reveal a dirt mound. Dig this up to find a bracelet, which the device points to. Head back to the dais, and you will witness a ghost going down a hole. Examine the hole and dig to reveal an underground cavern. In doing so, Brink will die. Inside the hole, Maggie decides to go it alone. Walk around the new site to find a purple engraved rod and a metallic plate. Head down the ramp, and you’ll find the power source, which appears to be dysfunctional. Look at the edge, and you will see that a lens has fallen from it, and thus the power transfer is not complete. Open the lens to reveal a removable blue crystal, which you should leave in place for now. Note the triangular button, which, when pressed, starts a droid. This is controlled from the control panel. Use the control panel, and note the button layout. The buttons on the right are arranged roughly as up, down, left and right, with a stop/use button in the middle. Of the remaining two, the top is a backspace and the bottom a ‘clear’ button. Enter the following code: Left, Left, Left, Left, Stop, Down, Down, Stop and start the droid with the triangular button and you will retrieve the lens with the remote control device. Now return the control panel and clear the display. Use the remote with the following code to replace the lens: Left, Left, Left, Stop, Up, Up, Up, Up, Up, Stop. The power should now return. Retrieve the blue crystal and head back to the nexus. Through the First Door In the nexus, examine the engraved rod and note the shapes. Input this code on the panel, just to the left of the ramp, and you will open the door. You will also hear from Maggie in a cut scene. Go through the open door, and you will find a tram- stop. Press ‘call’ and a tram will arrive. Use the tram to get to the small island. Once there, head outside and up. You will see another ghost, which reveals a strange device. Examine this and press the switch. Adjust the lens and press the switch until it makes a different/happier tone. Press and hold the switch to generate a light-bridge, indicated by a line on the display. Now go through the door and you will find a museum. Take the far opening, and find Maggie in the library. Speak to her about this and then head back outside to examine the displays. Note the comments of Low, and carefully watch the symbols. Get the glowing crystals, the red engraved rod, and examine the tablet on the wall. Head back to the nexus. More Doors At the nexus, use the red control rod symbols with the panel to open the door two- to-the-left of the museum door. The tram behind this door refuses to come. Investigating the dark tunnel from the nexus reveals an airlock system. Press the outside button to open the outside door, and press the inside button twice to open the inner door. Inside is an underwater room with a control panel. One of the five crystals is unlit and corresponds to the red tram. To proceed, head back to the nexus and, as observed on one of the museum displays, use a green crystal on Brink to bring him back to life. Now head back to the museum tram, and open the weakened door, just by the museum-end tram- stop. Inside you will find a stash of life-crystals and a canister (as displayed in the museum). You may also remove the tablet from the museum wall, so do so. Head back down to the base of the museum, and right to the water, and Brinks will then disappear. At the water’s edge you will see a large eel eating a turtle creature. Examine the fossil just by the base of the museum, and note the shape and layout. Now head back to the water and reassemble the bones to the turtle-shape, using the fossil as a template. When the cursor changes to ‘dead creature’ rather than ‘bones’, you know you’ve done it. Now use the canister on the dead creature and then a life-crystal. The canister is a bomb, and gets rid of the eel. Then do a spot of diving. In the underwater cave, you will find another engraved rod (orange) and another piece of metallic plate. Head back to the nexus, and use the orange rod code with the door to the left of the nexus exit hole. Summon the tram below the orange door, and head up from your destination. Click on the far side of the screen to jump over the water. Up here you will find another strange device. As before, adjust the lens and start up the light-bridge. Continue onto the plateau, and you will see a small creature stealing a component from the door panel. Critters To retrieve the door component, pick up the ribcage, rod, hooked pole and dowel. Use the dowel with the hole in the wheel shaped structure, and the hooked pole with the dowelled hole (now called a pin). Then use the ribcage on the hook, and the rod on the ribcage. Low now observes than you must play sheep-dog to catch the critter. To catch him, examine the holes and he will run out. Now walk directly to the right of the screen, and then down towards the hook. This should drive the critter between the trap and the wheel-structure. Now walk round the near side of the wheel, and back through. He’ll run into the trap and get caught. Use the bracelet on him, and let him go by retrieving the ribcage. Pick up everything you can. Use the tracker to find the critter. Dig the cave until you can fit through it, and then use the tracker to find the nest. Dig this up to get the machine part. Head back outside and use the door part in the panel, and replace the cover lying on the floor. Use the panel to open the door. Inside, you will find a green engraved rod, a metallic plate, a gold sceptre, and a silver sceptre. Take them and head back to the strange device, and over the bridge into the crevice. Here you will find a blue rod. Take it. Head back. You can’t jump the gap, so examine the boulder and use the shovel on it to form a bridge. Head back to the nexus. The Red Tram To summon the red tram, you need to repair the tram system. Head through the airlock, and look through the crystal control panel. Use the blue rod with the hole to reveal three control rods. Touch the unlit crystal. The brightness changes as you move the rods. Slowly adjust each rod until it is at its brightest, and the crystal should light. Exit the control panel, and you should see the tram coming on your left. Head back up to the nexus, and into the red tram. After the ride, head up to the plateau. Notice the stone, and use the shovel to remove it. This reveals the tomb. Use the blue crystal in the hole to create some light and look at the shutter. Exit the tomb and head up the path. Here you will find another strange device. Activate this as before, and notice the engraving on the wall. Continue up and observe the bat-creatures. Go through the cavern to find Brink working on a relic. The Green Rod Head back to the nexus and use the green rod on the remaining door panel. It won’t open, apparently due to lack of power. Note the sparks on the floor, and use the tusk to prise the panel open. Examine the inside and use the wire on the dead panel, and then on the sparks to form a jump-lead. The panel is then replaced, and the door will open. Call the tram and proceed onwards and upwards. Head into the pit to find a new device. Input the code from each of the four engraved rods to find that there is more to the tomb than you first thought. Go through the opening at the back of the room to find another light-bridge. This one doesn’t work, so remove the panel to reveal another puzzle. Inside are four prisms, and three colours. Bounce the green light from the bottom prism onto the green light. The red should go onto the far bottom-right and then onto the red light, and the blue beam should go to the top-right and then onto the blue light. If correct, you will be told. Now adjust the lens and activate the bridge. Go to the room where you found the gold and silver sceptres. When there, use the gold sceptre with the faint light. This will activate the planetarium and puzzle. The gold rod controls the large moon, and the silver the small one. Remember Low’s comment from one of the museum displays about the small moon eclipsing the large? Adjust the moon to create the eclipse on the light side of the planet. Once done you will get a cut scene, and the critter will steal the door part again. To exit, merely press the button. Now head back to the tomb. At the tomb, the moon will now be in eclipse in the mountain. Enter the tomb and note the two arcs on a stone on the floor. If you stand in these, you will discover the stone is loose. Use the rod to hold it down. Look at the shutter, then leave the tomb. Examine to the left of the tomb entrance, and you’ll find a dirt patch. Get rid of this to reveal a lens. This then reflects onto the tomb, and reveals a statue on the floor triangle. Touch it and it will disappear. Get on the platform to go to the crypt. The Tomb Secret Walk left. A guard dog will appear. Use a life-crystal on the pile of bones to get rid of him. Now use the gold engraved rod (from the wreck) to open the door. Inside you’ll find a dead creature in a pyramid. Examine the panel and use the gold rod with it. Use a life-crystal on the creature. Ask him any of the questions, and you will be unable to understand the replies. Contact Maggie. She’s being attacked by an alien. Rescuing Maggie You will need help. Go back to the tomb, to where Brink was working. You should now see him from where the bat-creatures are. If not, go onto the relics screen and return. Now use the torch on the bat things to scare Brink away. Go to the relic screen and get his crystal stash. He will then agree to help you. Head to the map tram, but instead of going down, go to the left of the screen to the nest. Once inside, attempt to go to the far door. The monster will stop you. Ask Brink to distract him. Then go through the far door, and up to the fall’s source at the top-right. Look at the grate. Use the rock to divert the water. Head back to the nest. Talk to Brink about the grate, and this will save Maggie. Unfortunately, Brink will attack you for your life crystals. To get some more, go to the room by the museum tram-stop. The Dead Creature Now that you have Maggie back, go to the tomb and use a life-crystal on the dead creature as before. He will speak to Maggie. She learns that he was the inventor of everything. Ask him all the questions. Your only chance of return is to get the planet’s inhabitants to return and build another crystal ship. This requires you to re-activate the eye-generator and lead them back. You need access to the inventor lab. To access the lab, all four metallic pieces must be placed in the alcove. Use the map tram, and go to the screen just after. Rather than going to the top, move the cursor to the right, and you will find an opening. Go through this, and look at the green light by the water. Now give Maggie the tablet, and she will create an island. Go through the opening, and get the final plate. Brink will contact you and reveal that he is trapped in the crevice. Head up there. After speaking to him, he tells you to cut his hand off. Use the jaw-bone to free him. The Lab Head back to the nexus. Use the metallic plates in the alcove to open the lab door. Go into the lab at the far end. At the top, you’ll find a strange device. Activate this to form the fifth light-bridge. Look at the bottom green console. Use your life- crystals in the side holes. You need another piece. Speak once more to the inventor at the tomb. Eventually, he will give you another engraved rod to find the missing piece. Take this to the map room, and input the code. This will reveal the beach, beyond the falls, as the location. Go there and get the eye-piece. Return to the lab/cathedral. Brink shows up. Give him all your crystals. After he leaves, you’ll find that the normal supply of crystals is out, so return to the relic sight and speak to Brink about the eye-piece. He needs them for his machine also. Use the eye-piece with the slot, and the machine makes two crystals. Fight Brink. He goes over the cliff. Use the eye to make a few more crystals, and take them back to the lab. Use them in the lower console, and then speak to Maggie about the alien device. She will then control the generator. If she refuses, go back and light all the bridges. The End Once they’re lit, she will start the reactor and die. Head upwards to the light- bridge, and walk over it to the eye. The guard creature will then leap out, and you will run back. Turn off the bridge using the console to get rid of him. Restart the bridge. Head back to the eye. Inside you will find a portal. Use this and relax as the end of the game unfolds.