Cryogenic
chamber room
You
wake up in your bedroom. Somehow youve gotten out
of the cryogenic tank. Look around. There are quite a
number of useful items to be found. At the moment, all
you have is your "electronic goaler" (gaoler/jailer),
some sort of security device. Youll have to get
rid of that as soon as possible. First, examine the door.
Its locked. Notice the smoke detector/fire alarm?
A possible way out? Examine the video to the left of the
door several times for amusing misanthropic propaganda.
Head over to the cryogenic chamber. On the right is a
pedestal. Push the button on top to open the chamber.
A comfy bed. Behind the bed, find the cigarettes. Examine
the cigarettes closely. Take one for later use. On the
other side of the cryogenic chamber you notice an attachment
on the wall next to a sealed glass chamber with stairs
leading upward. Push the button on the "tummy fill
up ultrasonic detector". No food detected. Better
do something about that! Go to the table at the right
of the door. Open the apple at left (its fake).
Inside one is a "breakfast pellet". Eat it.
Behind the bowl of apples, you find some matches. Look
at the other foodstuffs. Need some cutlery? Look under
the table to find a spoon. Head back to the table to eat
the soup. The drink there is not to your liking-no beer!
Head back to the "tummy fill up ultrasonic detector".
Push the button. Now that youve eaten, it allows
you access to the stairs. Head up to the bathroom/toilet
suite.
Toilet
suite
The
small chamber up the stairs contains a sink, toilet, and
pair of boots. Examine them all closely. Behind the boots
you find a chip with an "A" written on it. Under
the toilet is a newspaper dated 1984. Above the sink you
find a mirror. Take all three items. Head back down to
the chamber.
Cryogenic
chamber room
Now,
you are ready to leave. Get the cigarette. Go to the examine
view. Light it with the matches. Use the lit cigarette
on the smoke alarm. When the alarm sounds, the doors open
and the "vixen" walks in. You need to work quickly.
When she walks in, move the cursor over her mouth until
it becomes a mouth shape. Click on her to kiss her and
send her head over heels, literally! Down she goes, with
legs spread-eagled "where you belong"!?! Hurry
out the door to the corridor.
Corridor
This
corridor is shaped like a "T", with the long
end pointing to the right. To the left, note the lasers
preventing entrance to the rest of the corridor where
a first aid kit sits on one wall. Using the mirror on
the lasers short circuits it, allowing you access. To
your right, there is a door with a button to the right
for access, leading to the Waste disposal room. To the
left, when you have disarmed the lasers, there is a door
to the left and right. The left is marked with a box/arrow
symbol. The right is a police area. Neither can be accessed
at this time successfully. Go on, try! Open the first
aid kit and retrieve the gas mask inside.
Waste
disposal room
A
noxious scent fills this room. Head in. On the right is
a box marked "Litter". Open it to reveal a spool
of green thread. Take it for later use. Beyond that is
a barred gate which wont open. Moving forward, there
is a series of garbage containers. Read the graffiti above
the containers. Open the container. Be sure to wear your
gas mask! Proceed down the revealed chute to the incinerator.
Incinerator
The
chute deposits you in an antechamber off the incinerator
room, rapidly filling with smoke. On your left is a fire
door. On the right is the incinerator, the source of the
smoke. It is too hot to open! To the left of the incinerator
and opposite where you entered is a mine car ("just
so-so a truck"). In the mine car is a poker. Take
it. Move around the other side of the mine car. Give it
a push. Note it rolls a short distance before rolling
back. Where the car was sitting, however, there is a discolored
rock. If only you could shift the mine car long enough
to look at the rock! At the front of the mine car, there
is a brake switch. Switch it on. Then push the mine car
again. It stops when it gets to the end of the track.
Now, to the rock! Underneath is a frightened mouse. Pick
him up. Exit through the door to the workshop.
Workshop
On
entering, note the stairs to your right and the tool bench
directly in front of you. The door you entered through
is now sealed and cannot be opened. The bench consists
of a drill, vice, and protective mask. The drill is the
only useable tool. Use the chip in the drill to create
a hole in it. Use the thread on the chip. Under the bench
top is a drawer. Open it to reveal a hammer. Add this
to the inventory. Turn around. Examine the bucket. Inside
is a metal pin. Take this too. Head up the stairs to the
landing.
Landing
At
the top of the stairs is a barred gate. You saw this gate
in the waste disposal room. It cannot be opened from this
side. To the left of the gate is a cupboard used for storage
of clothes and tools. Examine this carefully: the top
part is empty. The lower cupboard contains a protective
glove. Under the bottom cupboard (easily missed) you will
find a key. This is the key to the barred gate. Open the
gate, head back into the waste disposal room and back
down to the incinerator room.
Incinerator
Go
to the incinerator. Use the glove on the left door. Get
rid of the electronic gaoler in the flames. (I dont
know if this is necessary to complete the game). Head
out through the fire door into the workshop, and go upstairs.
Go through the waste disposal room back to the corridor.
Corridor
The
door to the Thought Police has an old inscription above
a slot on it. There is an entry button to the right of
it. Put the mouse into the slot. The "vixen"
inside panics, opens the door and promptly falls over
after which she heads into the toilet at left. Enter the
interrogation room.
Interrogation
On
entering the room, note the prison cell to the right.
It is secured in a protective beam and is secured with
two magnetic locks. Go to the desk, directly across from
the entrance. Examine the lit desk lamp and a top-secret
file. Take note of the names in the file. There are two
drawers under the desk. The right one is locked and cannot
be opened. The left one, when opened, reveals a key. Take
the key. Go over to the cell. Use the key to shut off
the beam by putting it to the magnetic lock. Look inside
the cell. There is a note out of reach. Use the poker
to get the note. It reads, "She pressed 3871",
the code to the safe under the monitors at left. Go to
the desk at the left of the room. It has three monitors
over it. In the drawer is a touch pad. Use the code to
open the safe. There are two switches inside. Ensure they
are both pulled up. You will hear two metallic clunks.
This will switch off the electronic bars that block the
door opposite the interrogation room. Exit the interrogation
room and proceed forward to the elevator lobby.
Elevator
lobby
On
entering, you see a brownish door with a green transparent
window. To the right is a brown door (inaccessible). At
left is the control panel. Go to the control panel. There
is a slot. Use the thread on the chip. Then use the chip
on the slot. The string makes it recoverable. Trial and
error reveals the buttons are "O", "D",
"A", and "N", reading left to right.
Recall the names on the top-secret file. Only one used
those four: "DONA". Press the letters in accordingly:
2-1-4-3. A voice states you have access to the elevator.
Proceed to the elevator (the brownish green door). Head
in. At left is the control box which has four level buttons.
However, the fourth button is just a fake. Push the first
button to go up to the top floor. (Sometime, you need
to turn around in the elevator and inspect the niche above.
If you look closely, you find a screwdriver.) When the
elevator comes to a halt, push the button to the left
of the control panel to open the doors. Go out to the
first floor.
First
floor - Teleportation chamber room
Exit
into the tiled room. Walk forward and to the left. There
is a teleportation chamber down there. Use the buttons
on the control box to open it and go in. Look behind the
chair to find a rope. At left there is another control
box with a slider on it. A voice tells you to dismantle
it. Use the screwdriver to open the control box. Remove
the chip inside. Go back to the elevator entrance. This
time head right. There is a funny green object at left,
an air lock at right, and a "wicket gate" in
between. Knock on the wicket gate. It opens to reveal
a vixen requesting your pass. Kissing her does not let
you pass this time. Go back to the elevator and go to
level three.
Third
floor - Corridor
As
you exit, you may note the "Department of Archeology"
sign overhead. There are a number of doors lining this
corridor but only a few are accessible. Any attempt to
proceed down the corridor brings on the "Iron Maiden"
who knocks you flat. The Iron Maiden is very unstable
and connecting the rope between the columns will trip
her and put her out of commission. The left room has a
seat that you can break but you cannot enter. Go straight
down to the Archeological Institute.
Archeological
institute
At
first you cannot enter this room. But the chair can be
used to climb up. However, you will need to put the newspaper
down first-I dont know why. Above the door is the
key to the door. Now you can enter the room. This room
is full of historical treasures. Examine them for laughs
and the following: the temple hides a chisel. Further
around is a mechanical stamping device. On the wall a
painting hides a safe that has a fluorescent detector.
Go to the desk. The first drawer is locked. Use the chisel
on it and collect the membership card. The second drawer
holds a pass. Take the pass. Use the stamping machine
on the pass. Then use the stamps on the desk for a second
stamp. The third drawer has a paper clip. Head back to
the elevator and go to Level 1.
First
floor - Teleportation chamber room
Go
back to the vixen. Show your membership card and pass
to get through the airlock. (She doesnt seem to
notice you are male! Although, if you look at your image
in the mirror, it is rather feminine.) Go into the storeroom.
Storeroom
At
left are the vacuum containers. Use the poker to open
them. One holds a blue glove. The other is empty. Opposite
the containers are the radiation suits. Examine them.
The left has a pocket. Use the glove to get the remote
control out. Move over to the left where a metal door
is. At left and right are control box type things. Use
the remote control on the left box. Both open. Inside
is a row of switch connectors. The last two are removable
and need to be placed in the box at right. Now, doing
all this doesnt open the door. You are required
to press the buttons in the right box in a certain order.
Notice they are all different shapes-each has a different
number of sides. Push them in ascending order of number
of sides. The door opens to the Cage lift room.
Cage
lift room
There
is a cage lift and a power box visible from the door.
Examine the power box to find it is locked. Look closely
at the ground below the power box. Find the socket wrench
and a small rock. Use the wrench to open the power box.
Make sure you wear the glove to avoid "shock"
when you switch on the power. There is another control
panel to the left of the main power box. Playing with
this shows you it is the lift control. Go over to the
lift. Note the rusty latch. Use the hammer to open it.
Then open the cage. Go in. Turn to the power control.
Its too far to reach. Throw the stone to switch
on the lift. Up you go. At the top, there is a manhole
with a slot in it. Use the metal rod you found in the
workshop in the slot. Use the rod to unlock the manhole.
Then proceed upward into the hole.
Painting
Room
A
very dark room-so dark you can see nothing at first. Light
a match to illuminate the room. Another control panel.
Push the green button to light up the room. Go into the
room. There is a device in the middle of this garishly
painted room. On top of it sits a video camera. Go to
the rear of the device. Open the panel there. Inside you
find some phosphorus next to some radioactive waste. Use
you glove to knock over he waste and take the phosphorus.
Further to the right is a rock. Crush it with the hammer
to get a cockroach. Go back over to the left of the machine.
Examine the wall to find that there is a weakness in the
painting wall. No way to get through at this time. Go
back to the second floor.
Second
floor - Interrogation
Use
the cockroach on the slot like you did the mouse earlier.
Again the vixen panics and heads to the toilet. Go over
the desk. You now find the cupboard at left, previously
locked, is now unlocked. Open it and take the knife inside.
Now go back to the first floor.
First
floor - Archeological institute
Go
back the Archeology Directorate. Go over to the safe behind
the painting. Use the phosphorus on the detector. It unlocks.
Open the safe and take the lighter. Return to the room
with the painting on the third level.
Third
Level - Painting room
Go
back over to the weakness in the painting wall. Use the
knife to cut a hole to the outside. Go through.
Outside
level - Wall and gate
Go
out past some ferns to a gate. There is a villa beyond
it. However, the gate is electrified and there is no power
box to disable it. At left as you exited into the outside,
on top of the wall (difficult to see) is a spike. Throw
the rope up to the spike. Now climb over into the villa
grounds.
Villa
grounds
At
the right is a gazebo. Push the sundial close to it and
climb up. Get another rope. Head over to the left to a
bench. Then go toward the moat around the villa. Travel
under the bridge through the water. On the other side,
back up to a fern. Near the fern are some twigs. Head
over to the bridge leading to the villa. Examine the left
pot plant to find a key. Use the key to get into the villa.
Head into the foyer area.
Foyer
SThe
foyer has an assortment of rooms and a large fountain
in the middle of it. Examine the fountain to find it full
of radioactive water. Examine the side of the fountain-theres
a nut that can be loosened to drain the water. When drained,
take the shotgun cartridge out. The two left-hand doors
are inaccessible. On the next wall are two shields. Move
the left one to find a flashlight. Unfortunately, examination
reveals no batteries. The right shield, when moved, hides
two fuses, one of which can be removed. The fuse is blown.
Take the door at right to proceed into the living room.
Living
room
Central
to this room is a large open fire. Put the paper in the
fireplace. A voice suggests you start with something else.
Put the twigs in, then the fireplace. Light a cigarette.
Use it to light the fire. Get the wet cartridge out. Put
it on the mantelpiece briefly. Back away and return to
find it dry. To the left is a sofa. Behind the sofa, find
the wire. Use the wire on the fuse to repair it. Put the
fuse back where you found it to restore power. Go out
the right door into the study.
Study
Go
over to the books. Remove a book. Examine the book to
loosen a page that has "Orbium Solestium" on
it. It also has writing in invisible ink. The space has
a dial on the wall. Return to the living room.
Living
room
Move
to the fire. When you near it, the warmth reveals the
text on the page: "5 right, 7 left, 3 right".
Return to the study. At the right of the room is a footstool.
It has a piece of moldy bread in it-purpose unknown. Stand
on the footstool to retrieve the shotgun. Load the shotgun
with the cartridge. Theres a button behind and under
the bar (which youll need your flashlight to expose)
which switches off the security gate (although the game
states you "enabled it"). Now you can proceed
to the gate and recover your other rope. Go over to the
dial in the bookshelf again. Turn the dial to the "12
oclock" position. Then follow the directions
on the paper: 5 right, 7 left, 3 right. A secret door
is opened behind the books. It contains a lift. Go down
to the basement to a door marked "Genetics".
Door
to Genetics Laboratory
Upon
opening the door, there is a vixen robot waiting for you.
Blow her away with your shotgun-its a shattering
experience! There are two levers, one on either side of
the door, that must be depressed to open the door to the
lab. However, your arm span is not enough. Us the two
ropes-one on either side-on the levers to open the door.
Proceed into the lab.
Genetics
laboratory
Theres
no one in this room; just some heavy equipment designed
to create people-a way of stopping procreation that produces
men. There are 4 gauges: one marked "X chromosome",
one marked "Y" chromosome, one marked "garbage",
and one that has sexless genetic material. Set the gauge
on the X and Y-chromosomes to 50%, the garbage control
to 100%, and the other to 0%. Sit back and watch the end
movie and the return of MANkind.
END