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1994-10-15
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GATEWAY II: HOMEWORLD
INTRODUCTION
This walkthru gives explicit instructions on playing GATEWAY II
to a successful conclusion. It does, however, assume you have
read the Game Manual and are familiar with the various methods
of controlling your actions. This walkthru is based on the IBM
PC floppy diskette version.
Special thanks must go to CIS Gamers BigBad Mama and Stephane
Hui Bon Hoa who tested the accuracy and usability of this
walkthru.
OPENING SCENES
GATEWAY II begins with you being called out of your rich early
retirement to help investigate an artifact that has been
detected in our solar system, a little too close for comfort to
Earth. Is it a Heechee or an Assassin artifact and why is it
there? To make things still more uncomfortable the Assassins are
worshiped on Earth by a sect of very active fanatical
terrorists.
THE ADVENTURE BEGINS
The game starts with you settled in your living room in your San
Francisco penthouse apartment.
Head south-west into your bedroom. Take the matchbook from the
bedside table. Pick up the fax on the bed and read it. You learn
about the activities of the Phoenix sect, the fanatical
worshipers of the Assassins and the Gateway Corporation's take
over of the planned manned exploration of the Artifact.
Return to the living room and wait.
You are summoned by a Gateway executive to help in the Artifact
mission briefing. Wait. You receive a message from an FBI Agent
warning you that Phoenix sect operatives are coming to kill you.
Quick action is called for!
PART 1: ESCAPE
Burn the trash in the trash can or put the lit match to the
control unit. Then head south east into the Foyer. Go south to
the stairwell. Head east up the stairwell.
The aircar rescues you and whisks off to the Conference at the
space launch base.
CONFERENCE ROOM
Before you know it, the base is under attack by the Phoenix
sect. Miraculously, you are saved. Now, move quickly if you
want to stay alive!
Take the dead terrorist's radio. Pick up the piece of paper on
the table. Take the terrorist's mask and hand grenade. Put the
mask on and then read the paper.
Listen to the terrorist radio communications and go out to the
Engineering Lab.
ENGINEERING LAB
Unplug the cable to the robot arm, take the tuning fork, and go
down to the Research Center's Tram Station
TRAM STATION
Wait for a tram to arrive. Get inside the tram. Wait for the
tram to stop at the next station and get out at the Mission
Control Station
MISSION CONTROL
Go up to the Mission Control. Examine the specialist. Read his
white badge. Examine the control console. Enter A552, select
Aquila Mission, initiate the Auto Launch sequence and use the
authorization code written on the piece of paper, AERIE. You now
have 30 minutes before the automatic launch.
Go down to the tram station. Take a tram to the next stop, the
Launch Pad.
LAUNCH PAD
You've heard, via the radio, that the terrorists are going to
use the trams to get to the launch pad in time. You need to
damage the tram system. Pull the pin on the grenade and then
drop the grenade in the tram station.
MECHANICAL ROOM
Go up to the Mechanical Room. You need to pipe fuel to the
booster rockets. Replace the blue pipe's sensor with the red
pipe's sensor and pull the lever. Go up in the elevator.
GANTRY PLATFORM & SHIP
Go in to the ship and then on into the Flight Deck. Sit in the
command chair. Wait for the launch.
You now contact Gateway Enterprises and tell them of your
intention to carry out the Artifact mission. You go into
cryogenic sleep for the trip out to the Artifact. When you
awake, you are close to the Artifact. It draws your probeship
in....
PART II: THE ARTIFACT
Head out to the aft section of the ship. Open the medikit
cabinet, and take the hypo unit, autodoc and vial. Open the hull
door, and leave the ship.
Open the bulkhead door. Head north until you reach the Cargo
Bay, then go up into the Storage Room.
STORAGE ROOM
Here you see a very sick Diana Tolson. Put the autodoc on Diana
and examine the readout. She has been poisoned and has an
infection. Examine the hypo unit and set the blue dial to 4
(antitoxin) and the green dial to 4 (high dosage). Push the
toggle and inject Diana twice. Then change the blue dial to 3
(antibiotic) and inject her twice again. Wait for Diana to
recover. Talk to Diana to learn information about her and
Jack's exploration of the ship. Take the bowl. Open the blue box
and take the crystal rod.
Go back down to the Cargo Bay and head east until you reach the
Terminal Room.
TERMINAL ROOM
Open the access panel then plug the crystal cube into the
crystal matrix. Examine the control console. Talk with Miki.
Ask her how to get through the locked bulkhead door. Push the
other buttons, if you're interested in the other computer
programs' stories. Click on the button in the top left corner to
exit the computer screen.
Head west, back to the Cargo Bay, then go north-east to the
bulkhead door. Enter the code you got from Miki on the keypad
to open the door. Continue north-east to an obelisk room. Touch
the portal with the crystal rod and go north through the portal.
FIRST ZOO: BLOB, DINOSAURS, LIZARD
Collect some ooze in the bowl. Head north to the spiny plant
growth. Take a twig and head south. The blob will stay wrapped
around you, harmlessly. Go north and wait for the blob to make a
way through the spiny plant for you.
Head north-east through the gap to the tree. Climb the tree.
Take, then drop, a fruit pod on each of the three dinosaur
things. Wait to recover from your exertions and your fall, then
follow the lizard to the north west. Pour the ooze on the stalks
and take a crystal egg. Head west and then exchange the crystal
egg for the crystal rod with the lizard. Make sure you pick up
the crystal rod.
Go east, and head through the portal (touch it with the rod
first). Head north, via an obelisk room, into the corridor. Go
along the corridor to the next obelisk room and portal. Examine
the obelisk. Make sure you have the codes written on the piece
of paper. Then head north through the portal. (From this point
on instructions on how to get through the portals are omitted.
There are no exceptions to the method used to this point. You
always have to use the crystal rod.)
SECOND ZOO: ANCIENT MAN
You find yourself underground, so go up to a meadow. Head
north-west and take a branch from the forest. Return to the
south-east. Put on the dead animal skin and cover yourself with
mud. Head north-east to the ape men. Then head north to the
cave entrance. Enter the cave to the north-east, pick up the
leather thong and head north further into the cave, to the ape
man chief. Show him the crystal rod. Examine the vial, then toss
it on the fire.
Having won the respect of the chief with your mastery of fire,
you are now challenged to show your mastery of the hunt! Attach
the hypo unit to the spear. Set the blue dial to 6 (sedative)
and the green dial to 5 (maximum dosage). Throw the spear at the
saber toothed tiger.
Head back to the cave, south east, then north east. Make a torch
by setting light to the branch with the fire. Go north, then
north-west to the portal. Head north though the portal.
Continue north until you reach a lab.
THIRD ZOO: GENETIC INDUCER & NASTY INSECTS
In the lab, open the container and take it. Now, head north to
the obelisk room. Examine the obelisk. Go north through the
portal. Set both the hypo unit dials to 4 (high dosage,
antitoxin). Head north again. Take some green goo from the
trough and put it in the container. After the nasty insects are
attracted inside the container, close it. If you have been
poisoned, inject yourself once or twice with the hypo. Now
return south to the lab.
Put the container on the inducer platform. Examine the inducer.
Follow the instructions for operating the inducer in the GATEWAY
II: HOMEWORLD Official Hint Book (included in game box). Remove
the scorpion-like tail and modify the mandibles to antennae.
Take the cage and return north to the area containing the nasty
insects. Open the cage and drop it. All the nasties will become
harmless. However, you may still get poisoned before they are
all transformed so you made need another hypo injection or two.
Now, head north to the portal. Go through it to the obelisk
room.
SPIDER ROBOT
You will have to act quickly here, so read the following through
before leaving the obelisk room. Head north-west into a corridor
with a door on the left. Open the door and you will see the
robot. Immediately go west into the room. Release the gun from
its clamp by turning the key, then take the gun. When the
spider robot appears, shoot its sensor first, then shoot the
robot. Then head north to the computer room.
COMPUTER ROOM (THE OLDEST ONE)
Open the computer housing panel. The Oldest One is rather
annoyed with you it seems! You must disable him. Remove the
green core. Now go north-west, remove the panel and green core.
Then go north-east and do the same again. Then south-east,
removing the final green core.
Miki tells you have the Oldest One on the run, but there is more
to do. Return to each of the computer rooms and remove three of
the blue cores. Leave one blue core in place. Great! Miki has
opened all the doors in the ship, so you can get into the
restricted areas now. Oh no! The Oldest One is in the crystal
matrix with Miki now.
Leave the computer rooms area and go south via the Equipment
Room until you reach the Cargo Bay. Then go east to the Terminal
Room. Examine the access panel and remove the crystal cube.
Return west to the Cargo Bay then head north, via the computer
room area, to the Bridge.
BRIDGE
Examine the slip of paper. Write down (really) the Heechee
numbers that you found on second Obelisk (the Ape Men zoo)
(unless you've got a terrific memory for patterns!). Look at the
bridge console and enter the numbers you have written down or
memorized. The Artifact heads for Earth.
When you arrive you are asked to sit tight. Then the Phoenix
sect terrorists board the Artifact. Having identified where the
Assassins are located they plan to take the Artifact and fetch
the Assassins! When you attempt to hide, you accidentally get
into an escape pod and activate it!
PART III
THE KORD COMMUNITY
You land on a very icy looking planet. Pick up the clamp and
compass. Wait. A Kord comes by and depicts some events you
recognize. Follow the Kord, east, north, then east. You arrive
at the Kord village. Follow the Kord into a dwelling to the
south. The Kords depict some more scenes for you. You see
another Heechee ship crash into this planet and you watch the
Kords' method of finding it and then making a representation of
it in ice.
Leave the dwelling and go east, where some Kords are gathered
around a fissure. Examine the fissure. Examine the dust. The
Kord "tells" you some stories about how to use the white dust
and where it comes from.
Return west to the village, then go south-east to the ice
garden. Take the following carvings: lamprey, worm, ship, gem,
bowl and cutter. Head south to the artist. Show the cutter
carving to the artist and you will receive a new cutter. Show
the gem carving to the artist and he will show you a story of
two Kords who enter a cave with a red glow and how only one Kord
leaves. Note the configuration of the cave entrance. Show the
bowl carving to the artist and he will supply you with a crystal
bowl.
Return north, then north-west to the village. Head west twice,
then north twice to the rock cleft where the crystal monster
lives. Fill the bowl with water, then go south twice, then west
twice to the Glacier Entrance.
GLACIER
Go west and pour the water onto the floor to see which way the
passages slope. Go north-west. Pour the water again and go
south. Pour the water again and go south-east. Pour the water
again and go north to the center of the crater. Go down into the
pit. Examine the numeric code on the ship carving. Enter this
code on the ship's keypad. This has unlocked the hatch. Now
open the hatch. Take the pod from the Heechee corpse. Now you
need to get out of this pit! Open the ship's access panel. Press
the blue button on the corroded clamp, then take the corroded
clamp. Drop the corroded clamp. Put the clean clamp on the
corroded clamp. Stand on the clamp, then press the red button.
CRYSTAL MONSTER & ICE CLIFF
Leave the glacier, then go north twice and then east five times
until you reach the cave entrance that you saw the two Kord
enter in the artists story. Enter the cave and go north until
you reach the source of the red glow. Use the cutter to remove
the dead crystal kord from the cavern wall. Take the kord.
Go south to leave the cave then go west three times until you
reach the crystal monster. Throw the kord at the monster and
wait until the monster dies. Head north. On the way, note the
behavior of the "diggle." Continue north until you reach a cliff
face. Scrape the ice away from the cliff face using the cutter.
Soon, a diggle comes by. Wait for it to make a tunnel through
the rock. Head north until you reach the mountain hollow. You
realize that this must be a Heechee rescue station. Put the pod
in the impression.
RESCUE STATION
Go east into the machine room. Take and examine the remote
control module. This controls a robot. Push the bulkhead button
to open the door. Then push the right arrow three times. Push
the bulkhead button again and a door will open in the machine
room. Exit the control module. Go east into the secret chamber.
Examine the alien device and place you hand on the handprint.
Now, go west twice, then north to the hangar. Hit the tuning
fork. Go up into the Heechee ship. Operate the control module
again. Send the robot left then up three times. Push the trident
button three times. Now, return the robot to the machine room.
Return to the machine room yourself. Watch the different colors
displayed on the screen, noting the length of the bar underneath
for each color. Wait until you have seen all six colors
displayed. Return to the Heechee ship. Operate the control
module and look, via the robot, at the screen. Note which color
must be being displayed and exit the control module. Push the
appropriate color button. You are on your way to the Heechee
Homeworld!
PART IV: HOMEWORLD
You are greeted by the Heechee, taken before the council, told
you must never leave the Homeworld, and assigned quarters.
YOUR QUARTERS AND THE PLACE OF LEARNING
Examine the blinking communicator. Note that first your message
is from Raphide. Open the cabinet and take the pouch. Pick up
the pod and put it on. Leave your quarters and go west to the
Place of Moving. You will arrive in the quad of a large campus,
the Place of Learning.
Go south with the escort. Open the pouch and note the sleeping
powder. Wait. When the escort leaves his thermos on the table,
put the powder in it. Wait. The escort will drink from the
thermos and fall asleep for the duration of the game! Now you
are free to come and go as you please. Wait for the green light
to come on then enter the lecture hall to the west. You give
your first lecture.
Return to your quarters, going east to the trams and then north.
Examine the communicator. You receive a message asking you to be
at the theater at 3:00 p.m. Go back to the campus quad, wait
until 2:55 then go north-east to the theater. (You may go and
watch the show several times, if you have time while you are
waiting, and are interested.) You will meet Macropterous who
will tell you about the White Hand, a religious organization
that sympathizes with you and will help you try to leave the
Heechee Homeworld.
THE WHITE HAND
Leave the theater and return to the city streets by going east
via the trams. Then go south-east and listen to the speaker
telling the crowd about Sterigma and his ancient prophecies.
When the speaker starts repeating himself, leave, going east,
then south. In the garden, read the plaque about Ironweed. Move
the mound of dirt and pick up the Ironweed seeds.
Now, head north until you reach the hangar. go inside your ship
and examine the panel. Select the unmarked code. Your ship will
take to you to a harsh sandy landing site. Wait. When the
guide-thing appears, head north to the Temple of Sterigma.
Examine the stone disks, then turn them as follows: the wings
should point to the sky, the knife should point to the fire, the
plant should point to the water and the hammer should point to
the stone.
You will now go down to the Inner Sanctum and talk with
Exegesis. Talk to Exegesis about Fogram and the White Hand's
beliefs. Then get him to help you with your problems. Ask him
about the three missing components. Ask about each of the
missing components and how to get hold of them. In particular,
ask about the location of a field generator.
THE FIELD GENERATOR
Leave the inner sanctum, and return to the ship. Examine the
control panel and select the unmarked course.
Exit the ship, head north and you will find yourself at an
archaeological dig site. Plant the Ironweed seeds next to the
pillar. Push the red button on the pillar. Look at, then pick up
the shiny object (a Field Science badge) and take the Field
Generator.
THE GRAVITY LENS
Leave the dig site and return to the ship. Select the City
Hangar on the control panel to return to the city.
Go south twice, then head east, then north to the sewer. Put the
field generator in the sewage, then press its button. The sewage
turns as hard as rock. Now you can get across to the maintenance
shaft. Go north until you reach the tube junction. Jump. Take
the gravity lens. Put everything in the pod. Make sure you are
wearing the pod. Now climb up until you reach a tube junction.
Get out of the maintenance shaft and return to the sewer. Push
the button the field generator to release the sewage and pick up
the field generator.
THE NAV DATA CHIP
Leave the sewer and head west from the alleyway. Go north until
you reach the hangar. Enter you ship and take it to the
Administrative Planet. Before leaving the ship write down
(really) the code for the Temple Site from the control panel.
When you arrive in the docking area one of the technicians tells
you about the probes. Go north to the Command Center. Examine
the control panel and enter the code for the temple site, from
your ship's control panel. This will launch a probe and have it
land at the Temple Site.
Now, return in your ship to the city hangar. Leave and head west
to the trams, then to the Place of Learning. Go south into the
lounge and wait until it is time to give a lecture. Return to
the city hangar and take the ship to the Temple site. Visit
Exegesis and talk to him about Solifluction, Raphide and the
TransWarp Drive. Keep talking to Exegesis until he reveals his
true identity, you know everything you can about Astatine and
have a plan to contact Raphide.
THE TRANSWARP DRIVE
Leave the temple site and return to the city hangar. Go to the
Place of Learning and enter the lounge. Wait for the green
light, then enter the lecture hall. You will give your lecture
and surreptitious message to Raphide. Return to your quarters
and answer the communicator. Talk with Raphide. Raphide should
ask you to help him kill his father in exchange for information
on the TransWarp theories. You should agree.
Leave your quarters and head east to the Place of Seeing. Wait
for it to open. Then head east and wait until the telescope is
in place for viewing. Look through the telescope and write down
(really) the shape of the Aesthemis Constellation. Wait until
the telescope is at ground level, then leave and go west to the
Place of Learning.
Go west, enter the pattern of the Aesthemis Constellation and go
into the laboratory. Touch the screen and talk to Astatine. Get
him to tell you the code to start the demo and have him
disengage the clasps holding the datastore in place. Take the
datastore. Put on the visor and examine the prototype. Look at
the keypad and enter the code given you by Astatine.. Wait
until the beam of light is straight, then take the prototype.
You will have to restart the demo if you misjudge this. Take off
the visor.
Return to your quarters and talk with Raphide on the
Communicator. He will erase Astatine and tell you about
Solifluction. Now take the ship to the Temple Site and talk with
Exegesis/Conference. Get him to tell you about the Datavaults.
THE DATAVAULTS
Return to your ship and head for the Administration Planet. Go
east from the docking area to reception. Then go south-east. Put
on the prototype and press the stud to activate it. Go east to
the vault entrance. Wait until the robot has removed the shield,
then take the cable coils. Touch the index with the cables. Then
wait for the robot to remove the index shield. (If you like,
skip to the next paragraph, fifth sentence.) Look at the index
and enter "Solifluction." Mmmm, didn't work. Oh, well! Wait for
the prototype to recharge, push the stud, then return to the
ship and go to the Temple Site.
Talk with Exegesis/Conference again. Return to the Data vault
and repeat the process to get to the index. Exegesis/Conference
gave you a clue as to how Fogram may have filed Solifluction.
Fogram considered Solifluction to be a traitor. Enter "traitor"
in the index. Note the code of the datafan. Go east into the
datavault. Enter the datafan code on the keypad. Wait for the
workthing to give you the datafan. Then transfer the personality
in the datafan into the datastore by connecting them and pushing
the download switch. Leave the datafan behind by dropping it. Go
west into the datavault entrance. Wait until the prototype is
recharged and press the stud. Return to the ship and go to the
Temple Site. Tell Exegesis/Conference that you have a
personality in the datastore and he will activate Solifluction's
personality.
Solifluction explains the TransWarp theories and your ship is
modified so it can make the journey out of the black hole.
Solifluction also explains how your prototype can be modified to
make you invisible. The prototype is modified accordingly. Then
you are off to the Artifact.
PART V: ENDGAME
You dock with the Artifact. Leave the ship, open the bulkhead
door and head up the corridor, north-east. Diana will talk to
you and tell you that the Phoenix sect still have control of the
ship and are planning to take the Artifact to the Assassins'
world.
Put on the prototype and push the stud. Go west until you reach
the dream room. Lay on the couch, tell the terrorist leader you
are an Assassin and instruct him to go to the bridge. Head east
to the cargo bay, then south to your ship. Take the radio from
the cabinet. Leave the ship, go north to the cargo bay, then
east to the Terminal Room. Drop the radio here. Go west to the
cargo bay. Wait until the prototype recharges and then push the
stud. Go west to the dream room and lie on the couch. Select the
dialogue path that continues instructing the terrorists and
contains the words "safe. Open."
Return to the Terminal Room and put the crystal cube in the
matrix.
Enjoy the dramatic closing sequences!
GATEWAY II is published by Legend Entertainment Company and
distributed by Accolade, Inc.