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PC/CD Gamer UK 44
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thedig.txt
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1997-01-28
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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 AtillaÆs 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 youÆll 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 æclearÆ 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 æcallÆ 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 waterÆs 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 ædead creatureÆ rather than
æbonesÆ, you know youÆve 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. HeÆll 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 canÆt
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
wonÆt 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 doesnÆt 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 LowÆs 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 youÆll 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 youÆll 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. SheÆs 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 fallÆs
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
planetÆs 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, youÆll 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, youÆll 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 theyÆre 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.