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3ETRINGW.TXT
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1995-12-12
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~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.