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-
- Puzzle Help
-
- Warning: You should not read this section of the help unless you are
- stuck on a puzzle and canÆt figure out what to do with it. This section
- will not tell you how to solve a puzzle, just how to operate it and what
- the goal is.
-
- The following information is presented in the same order that you
- encounter the puzzles.
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- Artemis Power System
- This screen appears after the impact with the alien ship. The power
- and life support systems are failing, and you must reroute them before
- time runs out. In the center of the screen is the Power Core, which
- needs to be reconnected to the four Power Ports at the edges of the
- screen. Starting at the Power Core, click on the Bidirectional Relays to
- rotate them clockwise. When the relays are properly aligned and
- connected to the Core, they will conduct power. Continue working
- outward until you have an unbroken connection from the Core to one
- of the Power Ports. Repeat this procedure to make the other three
- connections.
-
-
-
- About the Door Locks
- You need to solve puzzle locks in order to open the colored doors in
- the Central Hub. Depending on the Difficulty setting selected from the
- Main Menu, most of the alien door puzzles require you to solve
- different versions, or states, of the puzzle. The states are represented
- by the six hemispheres that surround the lock. The current state is
- indicated by the rotating lights. The HARD setting will require you to
- solve six different states. The MEDIUM setting requires three different
- states. The EASY setting requires only one state to be solved. As each
- state is solved, alien symbols are revealed. When all six symbols are
- revealed, the door opens.
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-
-
- Yellow Door
- Each of the outer hexagons contains one of six characters of the alien
- language. Clicking on one of these hexagons causes its character to
- rotate clockwise. The central hex displays the combination of all six
- characters in their current orientations as green lines. The most
- recently rotated character shows up as red lines. The object of this
- lock is to click on the components to rotate them until all of the lines in
- the central hex are filled.
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- Sundial
- This is located on the large device at the top of the elevator leading
- from the engine room. Clicking on the outer ring of hemispheres
- causes two of them to change colors. The goal is to change all of the
- hemispheres to yellow.
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- Probe Logic Circuit
- This appears when the probe is damaged. All of the Logic Gates have
- opened, and the object is to close them all to bring the probe back
- online. Each gate is color coded- either red, blue, yellow, green or
- some combination of these. Each gate also has a red and green
- indicator switch that opens and closes that gate. When a gate is
- opened or closed by clicking on the switch, all other gates that share
- one of the color codes reverse their current state. That is, if the gate is
- open, it closes- if closed, it opens. There is also a time limit- you must
- close all of the gates before the probe fails completely.
-
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-
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- Blue Door
- Each of the six outer hexagons contains a colored shape made up of
- triangles. The center hexagon contains the combination of all of these
- shapes in their current orientations. Clicking on the outer hexagons
- rotates them by 60 degrees clockwise- the corresponding shape is also
- rotated in the center hexagon. If any of the colored shapes intersect in
- the center hexagon, the overlapping triangles turn gray. The goal is to
- rotate the shapes so that there are no gray triangles in the central
- hexagon due to overlapping colors.
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- Orbit
- This puzzle is a representation of a planetary solar system. You can
- move most of the planets around the sun, following their planetary
- orbit. To move a planet, click on the one you want to control in the
- lower right corner of the screen. You can move the planet quickly by
- dragging the planet around the circle in the lower left side of the
- screen. To move the planet slowly, click on one of the reddish buttons
- above the circle. There is one planet which is not directly controllable-
- its position is determined by the gravitational pull of the other planets
- and the sun. The goal is to position the planets along their orbital
- paths so that the planet that is not directly controlled is moved over
- the sun to cause an eclipse.
-
-
- Orange Door
- This lock features twelve objects rotating in a central hexagon figure.
- As the objects rotate, you will see they display two or more distinctive
- silhouettes that match the silhouettes of other objects. Clicking the
- mouse on any of the rotating objects will cause it to freeze. Clicking on
- it again makes it resume rotating. There is also a control in the center
- of the hexagon which allows you to nudge the most recently frozen
- object forward or backward in its rotation. The object is to freeze the
- objects in pairs of matching silhouettes, causing them to become
- highlighted. When all of the objects are highlighted, the lock will open.
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- Green Door
- This door puzzle mimics light traveling through triangle-shaped cells.
- You can deflect the path of the light by clicking in the cells. Clicking in
- a cell causes a reflector to appear. If a beam of light strikes the face of
- the reflector, it bounces off at an angle. Clicking on a reflector causes
- it to rotate- if you continue to click, it will disappear again. There are
- three source light colors, red, green and blue, that are emitted by the
- solid color points. The object is to route a colored light to make it
- reach the flashing point of the same color. If any of these lights mix in
- the hexagon, they create a secondary colors, or a white triangle if all
- primary colors converge. It is all right for the colors to mix at the
- position where they hit the flashing points.
-
-
- Purple Door
- This door lock is a bit different than the other five. It contains a large
- hexagon containing a number of black lines. Clicking on one of the
- black lines causes it to turn blue. The lock responds by turning one of
- the lines red. Once a line is red or blue it cannot be changed. The
- object is to create a closed loop made up of at least four lines (which
- turns green) before the lock can do the same.
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- Red Door
- This lock is only encountered if you try to return to the spoke where
- you entered the ship. The central hexagon is made up of 24 triangles.
- These triangles can be rotated in circular groups by clicking on the
- æswirlÆ in the center of each group. Clicking on the right side of the swirl
- causes the group to rotate clockwise- clicking on the left side causes
- the group to rotate counter-clockwise. Around the outside of the lock
- are six different states. The object is to rotate the groups until the
- pattern matches the currently highlighted state.
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- Navigation
- You must plot a path for the ship to follow from the bottom of the
- screen to the top while avoiding the two suns. Choose the path by
- selecting a symbol at the base of the screen, then choose another
- symbol adjacent to it. Note that some sequences of symbols allow the
- path to form while others reset it. You must plot the path before the
- ship gets too close to the sun.