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3AEDULUS.TXT
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1995-12-12
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~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.