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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.
-