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Aminet 15
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Aminet 15 - Nov 1996.iso
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epsilon9
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epsilon9
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1996-08-31
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5KB
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191 lines
@6
@4 Epsilon 9 Solution
-----------------
@1
The Entrance
------------
* Operate the cupboard.
* Examine the book.
* Examine the notepad on the desk.
* Operate the computer.
Underground
-----------
* Send Nodd back into the lift.
* Use the quadrocorder on the alien door.
* Operate the quadrocorder. You now have two atmosphere readings. To open
the door you need to match the atmosphere to the other side by operating
the gas tanks.
Quick solution: Operate the chlorine tank 5 times then the oxygen tank
6 times.
* Operate the alien symbols.
Master Control
--------------
* At this point Yeno has to take one path and Nodd the other.
One path leads to the bridge, the other to the windmill.
The Bridge
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* Operate the red button. Save first, because you can't save
during the puzzle.
* This puzzle is really evil. This is how it works:
Each square on the grid has a corresponding panel. Operating the panel
brings up a logical puzzle. If you get it right that square will be
activated. I won't give the solutions here as there are only six
possibilities in each case, so if you can't work it out just guess.
When activated, a green square lights up the square in the direction
of the arrow. A red square will light up itself, but only if the
square that the arrow is pointing to is already lit. Each square can
only be activated once. If you reach a dead end, press the red button
again.
* If you get through this first time, apply to join Mensa.
* When a complete path is lit up, you can cross the bridge and enter
the next room (Teleport I)
The Windmill
------------
Nodd's solution:
* Operate the alien toolbox.
* Use the screwdriver on the radio.
* Operate the panel.
* Take the regulator.
* Use the amplifier on the slot.
* Operate the dial.
Yeno's solution:
* Operate the alien toolbox
* Operate the wheel.
* Use the hydrospanner on the pipe section.
* Use the pipe section on the exit.
Both characters:
* Go through to the next room (The Alien)
The Alien
---------
* Save now. As the warning says, you can die here.
* Taking a step forward will activate the next sequence. When the alien
appears, shoot it, unless you want to die horribly.
* Examine the ceiling.
* Shoot the ceiling.
* Go through to the next room (Teleport II). If you didn't shoot the
ceiling first, it's game over, man.
Teleport I/II
-------------
You should have one character in each of the teleport rooms. For the
purpose of this puzzle, it doesn't matter which character is in which
room.
In Teleport I (following the bridge):
* Examine the notebook. You will find a yellow card.
* Use the card on the platform.
* Operate the controls until you see the other character.
* Operate the cupboard.
* Take the bar.
* Use the bar on the panel.
* Take the cables.
In Teleport II (following the alien):
* Take the box nearest the door.
* Use the box on the scanner.
* Operate the scanner.
* Take the sunglasses.
* Take the box back to the previous room, operate the unit, and use the
box on the unit. Return to Teleport II.
* Examine the open box. You will find a blue card.
* Use the card on the platform.
* Operate the controls until you see the other character.
* Switch back to Teleport I.
Back in Teleport I:
* Operate the switch.
* Take the blue card.
* Use the blue card on the card reader.
* Switch back to Teleport II.
Back in Teleport II:
* Take the yellow card.
* Use the yellow card on the card reader.
* Go through to the next room (Corridor I).
* Switch to the other character.
The next puzzle is different for each character.
Yeno's solution:
* Take the flask.
* Use the flask on the orange fluid twice.
* Use the flask on the green fluid.
* Use the flask on the yellow fluid.
* Operate the unit.
* Use the cable on both sockets.
* Use the flask on the unit.
* Use the formula on the cupboard.
* Take the door.
* Go into the next room (Water).
Nodd's solution:
* Use the cable on the socket, then on the door.
* Go through to the next room (Water).
Corridor I
----------
No puzzle here, just go on to Statues.
Water
-----
Yeno's solution:
* Use the door on the water.
* Use the panel on the water.
Nodd's solution:
* Use the cable on the water, then on the other cable (by the door).
* The door here won't open until the other character reaches Corridor II.
Statues
-------
* Nodd should examine the strange symbols. Yeno should use the
quadrocorder on them.
* Walk over to the trapdoor. When the eye appears, quickly operate the
sunglasses. Fail, and you die.
* Go through the door. The character will leave the sunglasses behind.
Corridor II
-----------
* Operate the switch. This opens the door in the Water room so that the
other character can get into the Statues room.
* When both characters are through, make one stand on the pad on the
floor, and the other walk through the doorway.
Then watch the ending sequence.
#7PLEASE CLICK ON THE 'INDEX' BUTTON