return of ringworld walkthrough
Return to Ringworld - Solution You start the game as
Quinn in his quarters aboard the Lance of Truth. As with
almost all adventures, your first few tasks centre around
the collection of artefacts for use at later stages in
the game.
First of all, click the right button and select the 'use'
cursor (the hand) from the ensuing menu. Click this on
the green object leaning against the desk-like unit at
the right of the screen: it's a Tnuctipun Stepping Disk!
Now click the same cursor on the top of the circular table-like
piece of furniture centre-screen. As the General Purpose
Table rises, the Stasis Negator Gun will be revealed.
Click the 'use' cursor on this as well and you will collect
it.
Now click the 'use' cursor on the door on the back wall
to exit Quinn's quarters. You are now at the Deck Two
Corridor. Click the 'use' cursor on the Door labelled
'1' (the one nearest the left-hand edge of the screen),
and you will enter the General Purpose Lab. Once in there,
click the use icon once on each of the following objects
to collect them: the Reader Device (purple, on the third
Storage Shelf up at the right-hand side of the screen);
the Hyper-Conducting Attractor Unit (grey with a handle,
on the floor by the Storage Shelves); and the Subminiature
Sensor Probe (like a big needle, inserted in the Algorithmic
Array Console by the Storage Shelves). Once all of these
items are in your possession, click the 'use' cursor on
the Door by which you entered the room to exit back out
to the Deck Two Corridor. This time, click the 'use' cursor
on the Door labelled '2' (the one in the centre of your
screen), and you will enter the Elevator. Once in there,
select the Bridge as your destination by clicking the
'use' cursor on the button by the label: 'Bridge'. When
you reach the Bridge, click the right-hand mouse button
again, and this time select the 'speech' cursor from the
menu.
Click this cursor on Miranda (the lady in pink sitting
towards the left-hand edge of your view). As you will
see, she wants you to find some way of disabling the Stasis
Field on the Quantum Drive. That will be your second task
after first extracting the Infodisk from Quinn's (your)
body. When you have concluded your conversation with Miranda,
turn your attention to Seeker (the bear-like creature
sitting centre- screen). Click the 'speech' icon on him,
and when presented with a menu of possible questions to
ask him, select option '2'. After more discussion you
will be presented with another conversation menu. This
time select option '3'. When the conversation comes to
an end, select the 'use' cursor again from the right-mouse-button-menu
and click this on the Door on the far wall to re-enter
the Elevator. This time select Deck Five as your destination.
Upon arrival, turn your attention to the loose panel at
the base of the wall towards the right-hand side of your
view. First, click the 'use' cursor on the panel itself
and you will shunt it out of the way.
Now click again, this time on the Multi-Purpose Retention
Clamp which had been hidden behind this panel. From this
location you also need to retrieve some Isolinear Optical
Fiber. To do this, click the 'use' cursor on the loose
wires hanging from the hole next to the locked Door at
the bottom-right corner of your view. When you have the
Fiber, click the 'use' cursor on the Door at the left-hand
end of your view to enter Sick Bay. Once inside Sick Bay,
take a look at the back wall. There you will see a Storage
Cabinet with five buttons visible just below it. Click
the 'use' cursor on any one of these buttons and the door
panel of the Cabinet will descend giving you access to
the Com-Scanner contained within. Collect this by clicking
the 'use' icon on it. Now click the 'use' cursor on the
large(ish) red Button on the side of the Autodoc in the
centre of your view. You will automatically climb inside.
When presented with the menu of options, select 'Advanced
Procedures' by clicking on the Button alongside this label.
DAMN! - You need an access code, and you do not have one.
Without the code you cannot continue, so click on 'open
Door' and you will automatically exit the Autodoc once
again. Now click the 'use' cursor on the Door of Sick
Bay to exit back to the Deck Five Corridor, and then on
the Elevator Door (the one marked '5' in the middle of
your screen) to enter the Elevator. Once inside the Elevator,
select the Bridge as your destination...
When back at the Bridge, select the 'speech' cursor again
and click this on Miranda. Select response '2' from the
resulting conversation menu to ask her about the Autodoc.
She says she wants a 'Reader', so select (by clicking
on...) the Personal, Programmable Reader from your inventory,
and click this on Miranda. When you get the Reader back,
this time programmed to the Autodoc's requirements, click
the 'use' cursor on the Door on the far wall to once again
retire to the Elevator. From here you need to go back
to Sick Bay. As before, to do this simply select Deck
Five in the Elevator, then click the 'use' cursor on the
left-hand Door when you arrive there. Back in Sick Bay,
select the Isolinear Optical Fiber from your inventory
and click this on the Autodoc's Connecting Junction (the
hole with green wires already visible through it). Now
select the newly re-programmed reader from your inventory
and click this on area directly right of the Connecting
Junction described as an 'ideal place to put a small device'.
You are now ready for foreign-object extraction, so click
once again on the red Button to enter the Autodoc, and
re-select 'advanced procedures' from the menu. When the
Infodisk has been extracted from your body, select 'open
Door' again and you will climb back out of the Autodoc.
Now turn your attention to the yellow Button below the
red one on the Autodoc's exterior. Clicking on this with
the 'use' cursor will result in a small Drawer opening
which contains the Infodisk. Do this, then collect the
disk by clicking on it with the 'use' cursor. That concludes
you work in Sick Bay, so it is time to leave. Click on
the Door with the 'use' cursor again to exit back to the
Deck Five Corridor, then on the Elevator's Door to enter
there. This time, select Landing Bay Two as your destination.
Upon arrival, click the 'use' cursor on the Three Metre
Cable Harness (the red/orange/yellow object coiled on
the floor in the middle of the room) to collect it. Now
click the 'use' cursor on the small Door on the far wall
to enter the Vacuum Suit Room. Once inside, take a look
at the 'wardrobe' towards the right of your screen, where
the Vacuum Suits are stored. On either side of this are
two Cabinets (appearing as darker grey squares with a
red stripe down their right-hand sides). Click the 'use'
cursor on the left-most Cabinet to open it, then on it's
contents: the Sonic Stunner. Do the same for the right-most
Cabinet and collect the Canister of Laser Diffusion Aerosol
which is stored within. Now click on the Door to exit
back out to Landing Bay Two. From back outside in Landing
Bay Two, select the Cable Harness from your inventory,
and click this on the Hand Grip (appearing as a light
grey rectangle to the right of the Door to the Vacuum
Suit Room).
Now select the Hyper-Conducting Attractor Unit from your
inventory, and click this on the other end of the now-tied-
up Cable Harness. Next, bring up the right-hand-mouse-button
menu again and select the 'walk' icon from it. Click this
at the far right-hand edge of your view and you will see
that as Quinn walks in that direction, your view scrolls
revealing more of the room. When the right-hand wall of
the room comes into view, stop and click the 'use' cursor
on the Control Panel at the base of the wall near the
right-hand end of your view. Clicking on this will unfold
the Magnetic Crane controls which you will automatically
then go and sit on. When the POV shot of Quinn sitting
on the Crane controls comes up, click on the 'Operate
Crane' Button and a new set of Buttons will appear. Click
again, this time on the 'Tractor Field' toggle, so it
reads 'Tractor Field On'. Now click on the 'right arrow'
Button 4 times, then the 'up arrow' Button 14 times so
that the Hyper-Conducting Electromagnet attracts the Hyper-
Conducting Attractor unit tied to the end of the Cable
Harness into the air. When the Cable Harness is pointing
directly upwards, do not click on any further direction
Buttons. Instead, click on 'Done' twice and you should
stand away from the Crane controls just before they fold
themselves away again. When this has happened, click the
'use' cursor on the now-vertical Cable Harness and you
will climb up it to the Engineering Loft above. Once you
get up to the Loft, click the 'use' cursor on the small-
looking Door just visible at the left-hand side of your
view, and you will enter the Engine Compartment. Stop
when you enter this new location because the Laser is
dangerous and will need disabling before you can turn
your attention to the offending Stasis Field (the multi-shade
grey rectangle above the laser) which Miranda told you
to sort out when you were talking to her earlier. To disable
the Laser, firstly select the Canister of Laser Diffusion
Aerosol, and click this on the Laser itself. This will
protect you from being hit...at least for now! Now select
the Multi-Purpose Retention Clamp from your inventory
and click this on the Laser as well. Next, click the 'use'
cursor on the Door as if you were going to leave the room,
and you will find that as you are about to do so, the
Laser will try to shoot at you, and because it was restricted
by the Clamp it will overheat and explode! What fun! With
the Laser out of the way we can turn out attention to
the Stasis Field which is engulfing this compartment of
the Quantum Drive. First, select the Com-Scanner from
your inventory and click it on the '?' icon beside the
visual representation of your inventory at the bottom
of your screen. This will open a close- up of the Com-Scanner
with 'Talk' and 'Scan' buttons, a frequency slider, and
a visual display. Click the 'use' cursor on the frequency
slider at the bottom of the close-up and drag this one
notch to the right. You should hear a noise similar to
a telephone dialing-tone. Now click anywhere off the close-up
to close it, before re-selecting the Com-Scanner from
your inventory and this time clicking it on the Laser.
Now select your Sonic Stunner from your inventory and
click this on the Com-Scanner now affixed to the Laser.
You will automatically take a few steps back before turning
and shooting the Com-Scanner which will result in the
cloud of Laser Diffusion Aerosol being dissipated. Click
the 'use' cursor on the unharmed Com-Scanner to retrieve
it, then get the close-up of it again and drag the notch
back to its original position to turn off the annoying
tone. Next, select the Programmable Sensor Probe from
your inventory and click it first on the Stepping Disk,
then on the Stasis Negator Gun, both also in your inventory.
Now select the Fully Charged Power Capsule from your inventory
and click this on the Stasis Negator Gun to power it up.
Finally, select the Stasis Negator Gun itself from your
inventory and click it on the Stasis Field. You will retreat
a little again before turning and blasting the field away
once and for all! You have finally finished here. Don't
bother collecting the Canister of Laser Diffusion Aerosol
or the Retention Clamp as these are no longer useful to
you.
Simply click the 'use' cursor on the Door and this time
you will leave the room back to Landing Bay Two. Click
the 'use' cursor on the Cable Harness again and you will
climb back down to the main floor. Now click on the Elevator
Door and you will retreat to the relative comfort and
safety of the Elevator again. Select the Bridge as your
destination again, and when you arrive, select the Infodisk
and click this on Seeker. When you finish conversing,
select the 'speech' cursor and click this on Seeker too.
As you do this, you should automatically say "Success!".
If not, click the 'speech' cursor on Miranda or Seeker
and talk to them about anything and everything until this
event does occur. As soon as you utter the word "success",
you will lose control of the game (meaning that you have
no control over the events for a short period of time)
as the first out-scene rolls into action... !SAVE! When
you recover control of the proceedings, select the 'speech'
cursor and click this on Seeker to ask his opinion on
what you should do next. He tells you to 'scan the underside
for the opening'. To do this, click the 'use' cursor on
the monitor of your workstation to your character's right,
and you will bring up the DSBS Computer Menu. Click on
the 'Scan Ops' Button, then the 'Passive Enabled' Button
(it will toggle to 'Active Enabled'), then the 'Deep Scan'
Button. Follow this with a click on the 'Geographical'
Button, then when the picture on the display changes,
a click on the page up Button (the Button furthest left
on the display).
The scan will now be made, and the computer will soon
locate Fist of God. After a spate of talking between yourself,
Seeker and Miranda which you have no control over, you
and Seeker will eventually leave your ship and enter the
Village of the Canyon People. Watch as you automatically
investigate the dying village chief, then get shot at.
When Quinn and Seeker dive into the Crater, you recover
control. Quickly select the Stasis Negator Gun from your
inventory and click this on the white Trooper standing
on the cliff above you. This will dissipate his Stasis
Field Armour. You can now kill him for good by selecting
your Sonic Stunner from your inventory and clicking this
on. With the Trooper gone, you and Seeker will automatically
climb back out of the Crater. Select the 'speech' cursor
again and click this on the Canyon Chief. First ask him
what happened to his village by choosing option '1' from
the conversation menu.
When he has answered that question, click the 'speech'
cursor on him again and this time ask him about the Tnuctipin
Ship by selection option '1' from the new conversation
menu. Finally, click the 'speech' cursor on him for a
third time and after a few last words he will die... Yourself
and Seeker will now automatically retreat to the Lance
of Truth (your ship) and there will be an long, automatic
conversation between the two of you and Miranda. When
you are shown a conversation menu with three possible
responses, select the option by which you tell the others
that you will scan for the ARM's location. To carry out
this scan as you have promised, first click the 'use'
cursor on your Monitor to start up the Computer. Again,
press the 'Scan Ops' Button, but this time leave the 'Passive
Enabled' Button alone as Miranda advised, and only press
the 'Short Scan' Button.
This time you need to select the 'Technological' option
when asked about the type of scan. After being given the
results of the scan there will be a little more conversation
after which you will be presented with a further conversation
menu. From this, select option '3' - 'The most prudent
course would be to go back out the way we came in'. More
speech will follow, then you will fly the Lance of Truth
back through the fist of God and onto a huge space ledge.
Having arrived on the Space Ledge there will be more automatic
conversation between the three of you, then you will be
presented with another conversation menu from which you
should select option '3'. After a quick argument with
Miranda, Seeker will leave the Bridge for the Vacuum Suit
Room, which is exactly where you must head for now.
Follow Seeker by clicking the 'use' cursor on Elevator
Door. Select Landing Bay Two as your destination from
the Elevator, and once there click the 'use' cursor on
the Door on the far wall to enter the Vacuum Suit Room
When Seeker has finished moaning, click the 'use' cursor
on one of the Oxygen Tanks (red, on he floor by the Vacuum
Suit 'wardrobe') to take one. Now click the 'use' cursor
on the Space-suit Storage Control Panel to the left of
the left-most Storage Cabinet (also by the Vacuum Suit
'wardrobe'). When the close-up of this Control Panel appears,
click the 'left' Button, then the 'select' Button. Now
click anywhere off the close-up to close it. Have a quick
look at the selected Vacuum Suit by clicking the 'eye'
cursor on it. It should be a suit suitable for the average
human male. If it is not, use the Control Panel again
to find one that is suitable by scrolling through them
with the 'left' and 'right' buttons, selecting them with
the 'select' button, then viewing them with the 'eye'
icon as we have done with this first one.
When you find a suitable Vacuum Suit, select the Oxygen
Tank from your inventory and click this on in, then click
the 'use' cursor on it as well and you will climb inside.
Finally, click the 'use' cursor on the air lock Door (the
bulky Door at the left- hand side of your view), and you
and Seeker will leave the Lance of Truth. Once outside
on the Space Ledge, select the 'walk' icon and click it
at the far left-hand side of your view. When you get into
the next screen, do exactly the same again so you walk
another full screen to the left. Keep walking in this
same way to the left many times.
Eventually, the ARM will land and invade the Lance of
Truth with Miranda still inside! Do not worry about this
event as it supposed to happen and will, believe it or
not, end up to be vital to your success in the game. At
this point in the proceedings you are automatically given
momentary control of Miranda to make a conversation menu
choice for her. Choose any of the responses from the menu
as they all have the same eventual outcome. Soon the action
will return to Seeker and Quinn on the Space Ledge floor
and Miranda is taken away aboard your ship leaving you
stranded on the giant Space Ledge. This part of the game
is more difficult to explain that others as there is no
set pattern of actions you must make to succeed, simply
one goal which can be achieved in a series of different
ways.
Basically, you are stranded on an immense Space Ledge
which you must escape from in order to continue your adventure.
It is littered with space debris, most of which is useless.
There are also, however, ten useful items which you must
to collect from all corners of the Ledge to aid your escape.
To do this, move Quinn and Seeker around the Ledge, find
the objects, then click on them with the 'use' cursor
and you will pick them up. Also on the ledge are various
spaceships. Most of these are useless as they have crash-landed
some time ago and their hulls are no longer intact. It
is worth noting, however, that you will have to visit
some of these crashed ships anyway because some of them
house two or three of the 10 objects mentioned above which
you will need to collect. One of the spaceships on the
Ledge, however, has not crash- landed. It was built to
transport 'people' around the Ledge and is therefore called
a Ledgehopper.
When you have found 8 of the 10 items I have mentioned
above, you must go to this Ledgehopper with both Seeker
and Quinn. As I will explain in due course, most of the
items you have found on the Ledge, together with two more
found inside the Ledgehopper, will then fit into various
'bays' on the side of the ship. When they are all fitted,
the ship will then be ready to transport you off the Ledge.
To help you find the ten items which you will need to
collect, the Ledgehopper and the crashed spaceships on
the immense area of the Ledge, you can use your Com-Scanner.
First, select this from your inventory, then click it
on the '?' icon at the bottom of your screen. When the
close-up of the Scanner appears, select the 'scan' Button
and it will perform a scan of the Ledge, the results of
which can then be seen on the display above. Together
with the perimeter walls, there are six other types of
things which will show up on the scan.
They are as follows :- RED DOT - Quinn ORANGE DOT - Seeker
DULL GREEN DOT - One of the 10 items BRIGHT GREEN STRIPE
- A crashed space-ship BRIGHT GREEN DOT - The Communications
Tower BIG DULL _and_ BRIGHT GREEN DOT - The Ledgehopper
Now I have explained the basic theory behind this section
of the game, I will tell you exactly which locations to
go to on the Ledge, which character to go there with,
and which order to do this in. When describing the location
which I want you to go to next, rather than telling you
to go north, south, east, west etc., I will explain the
location in terms of where it appears on the scan. Carry
out a scan with your Com-Scanner as described above, then
use the results of the scan to use as a guide to the direction
you should then go in. When you know which direction to
go in (get this by comparing where your current location
is on the scan [either the red dot if you are Quinn, or
the orange dot if you are Seeker] to the location of your
destination), use the 'walk' icon to go in that direction
until you arrive.
If in doubt about whether you have arrived at the right
place, check with another scan to see whether the dot
representing your character is right on top of the dot
representing the correct location. Okay, let's get movin'...
First of all, move Quinn to the Communications Tower.
This is represented by a bright green dot in the centre
at the bottom of the scan. When you arrive, click the
'use' cursor at the top of the Ladder which extends up
the Tower's side. When Quinn has climbed to the top of
the ladder and you are shown the close up of the mechanism,
click the 'use' cursor first on the lever, then on the
red Button behind it.
After closing the close-up, click the 'use' cursor right
at the top of the Communications Dish to collect the Battery
which has been inserted there. When you have the Battery,
click the 'use' cursor back at the bottom of the Ladder,
and after a moment you will be shown the close-up again.
At the close-up, click the 'use' cursor on the lever to
extend the Communications Dish back to the vertical position,
then close the close-up and you will automatically descend
the remaining distance to the bottom of the ladder. Your
next location should be the dull green dot directly left
on the scan from the red dot which represents you. This
dot is between the one representing the Communications
Tower, and the one in the lower-left-hand corner representing
a crashed spaceship. When you arrive you will find the
Guidance Control Module. Collect this by clicking on it
with the 'use' cursor. Now continue left to the location
represented by a bright green stripe at the far bottom-left-hand
corner of the scan. This represents a smashed-up ship
which in itself is useless, but which has three of the
ten items you are going to need to collect to aid your
escape off the Ledge.
When you arrive at the Ship, you will see that it covers
two screens. If you are not there already, go to the screen
from which you can see the right-hand side of the ship
at the left- hand edge of your view. Once there, click
the 'use' cursor on the Airbag on top of the ship to collect
this, then on the Functional Diagnostics Display on the
ship's control panel beneath where you took the Airbag
from. Now make your way around the ship and left, into
the screen where you can see the left-hand side of the
ship at the right-hand edge of your view. From there,
click the 'use' cursor on the Navigation Gyro (appearing
as a brown object near the top of your view poking out
from the ship's left-hand side).
When you have these three items you have finished at
this location. Take another scan and locate the dull green
dot at the left-hand side of the scan just below the wall
which sticks into the scan near its top. Move to this
location. Upon arrival you should find a Partially Depleted
Fuel Cell. Collect this by clicking on it with the 'use'
cursor. Now it is time to change the character which you
are currently in control of for the first time. To do
this, bring up the right- hand-mouse-button-menu and click
on the icon with the outline of a single head on it. This,
in turn, will bring up another menu with Quinn, Seeker
and Miranda listed on it. Select Seeker. You will find
that you are now controlling Seeker.
Obviously, you will be at a different location than you
were at a moment ago because you have now moved to the
screen where Seeker has been standing for the past few
minutes. You will see that Seeker also has a Com-Scanner
which can be used in exactly the same way as Quinn's,
together with an identical Sonic Stunner too. Take another
scan in the same way as you did with Quinn to see where
you are located on the Ledge now. Remember that you are
now represented by an ORANGE dot because you have changed
to Seeker. Now move to the dull green dot in the middle
at the top of the scan. Getting to this will involve going
in a general WNW direction. When you arrive at the right
spot you will find a Radar Mechanism which should be collected
by clicking on it with the 'use' cursor as usual.
Now head back in the direction you came, towards the
dull green dot the other side of the wall to where you
are, close to where both characters started (this is SE
from your present location). You will obviously have to
make your way around the wall to get to this location.
When you arrive you will see a bulky crate with a Directional
Actuator jammed underneath it. Click the 'use' cursor
on the Directional Aculator and you will automatically
radio Quinn and ask him to help you get it out. Once you
have the Directional Aculator you should have collected
all the items you need to have in your possession before
going to the Ledgehopper, so it is time to take first
Seeker, then Quinn there now. It is represented on the
scan by the biggest blip (also the only which shows as
both shades of green). It is west and a little south from
where you are standing when you collect the Directional
Aculator. First move Seeker there, then when he is standing
safely by its side, switch to the control of Quinn once
again and do the same with him.
When both Quinn and Seeker are standing by the Ledgehopper,
switch to controlling Quinn if you are not doing so already,
and click the 'use' cursor on the cockpit's hatch. When
the view changes to an internal shot from inside the Ledgehopper,
click the 'use' cursor first on the Door of the Storage
Compartment near the right-hand edge of your view, then
on the Spare Ignitor and the Thruster Control Valve within.
You have now collected all ten items you need to get the
Ledgehopper working - now it is just a matter of inserting
them in their proper places and then you'll be able to
escape this location at last. First you are going to insert
the Functional Diagnostics Display. To do this, first
click the 'use' cursor on the cracked, Non-Functional
Diagnostics Display to remove this, then select the Functional
Diagnostics Display from your inventory and click this
in place of the cracked one to replace it.
Now select the Directional Aculator from your inventory
and click this in the small black 'socket' in the middle
of your view at the bottom. (Where you would normally
expect an aeroplane Joy- Stick to fit.) You will put this
into place ready for use when you get the vehicle flying.
Now exit the Ledgehopper again by clicking the 'use' cursor
on the green Button towards the right of the ship's interior.
When the view reverts to exterior again, take a look at
the Ledgehopper. You will see a series of 'gaps' on its
side, which are, in fact, bays into which you have to
fit the various items you have been collecting on your
travels around the Ledge. Insert the items into the Ledgehopper
as follows, starting with the 'bay' at the far left-hand
end of the ship and ending on the 'bay' in the nose of
the ship at its far right-hand end (NOTE: You must change
to Seeker when you come to fit the Radar Mechanism as
he was the one who collected this item.
Simply change to him when you come to this, number 6,
then back to Quinn to fit number 7) :- 1) Battery 2) Partially
Depleted Fuel Cell 3) Spare Ignitor 4) Thruster Control
Valve 5) Navigation Gyro 6) Radar Mechanism 7) Guidance
Control Module You should be controlling Quinn at this
point, though it does not matter which character you are
controlling. Simply click the 'use' cursor on the Cockpit
Hatch and that character will enter the ship, then change
to the other character and do the same with them. When
both characters are sitting inside the Ledgehopper you
are finally ready to take off and escape! To do this simply
click the 'use' icon on the Button on the top of the Directional
Aculator (Joy-Stick). Fortunately, there is just enough
fuel for you to reach the Rim Wall. !SAVE! When you regain
control of the action again, you next need to find some
way of transporting yourself the long distance to the
nearest Elevator. Fortunately, this is pretty easy because
a Mag-Lev Transport Car has been provided for you.
To get to this, move the cursor to the bottom of your
view and find a point where it changes from it's current
'picture' (hand, crosshair etc.) to an arrow pointing
downwards. When it does this it means this is a spot where
you can exit into the screen south of your current location,
so simply click and the characters will make their way
down a screen. In the next screen go south again in the
same way, and then again in the screen after that. You
should now arrive at the Mag-Lev Transport Car's parking
spot. Click the 'use' cursor on the side of this vehicle
and you will both climb aboard. When you view reverts
to a POV internal shot of the Car's controls, stop a moment
and let me explain the controls :- At the bottom left-hand
corner of the view is the Radar. The white dot in the
middle of this is your car, and the vertical lines represent
the road it can be moved along.
To the right of this are a set of six green lights which
graphically represent the movement of the car. Pay no
attention to these! Next, further right still, comes two
columns of several red lights each. A short time after
you start moving, the bottom light of the left-hand column
will light. This means you are approaching the first landmark
on the road: an Elevator. As you get closer to this Elevator,
this light will move up the column, until the top light
is lit. At this point you are very near the Elevator.
Because this Elevator is jammed we are going to drive
straight past this one and go onto the next one. As you
will see, when we go past this first elevator, the light
will go out, and instead the top one on the right-hand
column will light. As we go further and further away from
the Elevator again, the light will move down the column
until the very bottom light has lit and gone out again.
Still further down the road, you will start approaching
a second Elevator, so the light at the bottom of the left-hand
column will light again and the whole process will start
over. This time, however, you will need to stop when the
light reaches the top of the column as, at this point,
you will be outside the second elevator. Look further
along to the right of the Car's controls. The white/grey
Button is your forward/reverse toggle. The section which
it white (lit up) represents the direction you are currently
going in - top section=forward, bottom section=backward.
Note that if you are going at full speed it will take
some time for the ship to slow before it can change the
direction it is moving in. Next to the forward/reverse
toggle is, as you can see, a large red Button. Use this
to stop, or, if the Car is already stationary, to exit
the interior view back outside. Next to this, at the far
bottom right-hand corner of your view is the acceleration
slider.
When the notch is at the top you are either stopped or
slowing, drag it down to the bottom and you will increase
to full speed. Now I have explained the controls you are
ready to go :- First of all, drag the notch on the Acceleration
Slider to the bottom and watch as you slowly increase
to full speed. After a while, one of the red lights will
light up as I have explained as above. Watch each light
go on then off in turn as I described. When all the lights
are unlit again, it means you are directly in between
the two Elevators. Now get ready as you begin to approach
the Elevator you need to stop at. When the lights start
moving up the left-hand column again, pay attention.
Use the acceleration slider to slow down a little, then
when the second to top light is lit, slow right down so
you are just trundling along and have greater control
over your Car. Watch the Radar carefully. When you see
a circular outline beside the road on it, allow your ship
to approach this, then use the red button just before
you get to it to slow, and hopefully stop right outside
it. If you go past the outline, switch to reverse and
approach it from the other side. Do not exit your Car
until it is stopped directly outside the Elevator which
you will be able to judge by checking with the Radar.
Now click the red Button from a stationary position and
you will exit the Car. When you get outside, take a look
at the pathway on which you are standing. If it looks
the same as it did when you entered the Car (ie, you can
not leave the screen to the left because there is a seemingly
bottom-less gap there), re-enter the Car and be more accurate
in your positioning outside the Elevator.
If, however, you can now walk left now do so by clicking
the cursor at the far left-hand edge of the screen and
you should arrive outside an Elevator. When you arrive
outside the Elevator, first change the character you are
controlling to Seeker if you are not doing so already,
then click the 'use' cursor on the double-doors at ground
level at the front of the Elevator. When Seeker is standing
holding the doors open, quickly change back to controlling
Quinn, and this time click the 'use' icon just below Seeker's
right armpit where there is a lever inside the Elevator.
This will result in the Steps leading up the the two upper
doors extending so they can be climbed.
Now click the 'use' cursor on either of the two upper
doors and you will enter the Elevator. Change back to
Seeker again when you get inside the Elevator, and click
the 'use' cursor on the Robot. After struggling to hold
the Robot, Seeker will drop it, but if you click on it
again, this time he will manage to keep it up. Quickly
change back to controlling Quinn, then select the Airbag
from his inventory and click it underneath the robot to
wedge it. After some conversation, you will automatically
pressurise the Elevator with Seeker's air. When this has
happened, select the Rebreater Tank from your inventory
and click this on the Airbag to inflate it. When the Airbag
has been inflated and all but pushed the Robot off the
Elevator control's, click the 'use' cursor on the Button
on the far wall next to the left-most Door, and the controls
will come up, pushing the robot over as they do so. Now
click the 'use' cursor again, this time on the internal
Elevator's Doors, and a close-up of the controls will
be shown. On this, click the 'use' cursor first on the
second Button from the left, then on the central Button.
The Elevator will finally start moving, and a moment
later the scene will cut to Miranda's misfortunes with
a dictator called Teal. When Teal offers you the drink,
choose any of the responses from the menu as each will
eventually result in the same outcome. Keep choosing responses
from the menus until he momentarily leaves the room. Quickly
click the 'use' cursor on the frayed wires just underneath
Miranda's left arm and she will tug one of them out. As
soon as she's done this, Teal will return, and a few moments
later you will jump back to the action with Quinn and
Seeker again.
You and Seeker will automatically climb out of the Elevator
and almost immediately collapse through lack of oxygen!
When the scene cuts to the recovery room, click the use
icon on the 'dressing gown' hanging on the pole at the
base of your bed, then select the 'speech' cursor and
click this on the caretaker (man standing nearest the
chamber's Door). When he has finished talking, click the
same cursor on him again to ask him a different question,
and then a third time to thank him. Eventually you will
automatically go and talk with Astor Pharisha, reciter
of the Spill Mountain Folk. Click the 'speech' cursor
on her and you will embark on a huge conversation. Listen/read
this if you want to get involved in the story's plot,
otherwise skip it as it is particularly boring! When it
comes to an end, move the cursor to the bottom of your
view where you entered this room and click to leave the
cavern. You are now on a Spill Mountainside.
There are many Bridges, pathways and Steps in this area
so you can get around the Spill Mountain Folk's Village.
You will see many men walking around just as you are doing.
Ignore these as they won't talk or interact with you in
any way. First of all you need to reclaim your Oxygen
tank. To do this, walk left four screens, then go up the
Bridge. At the top of the Bridge, walk back to the right
two screens, then click the cursor through the Door (the
cursor will change from a cross-hair to an arrow when
you can click to enter). When you get inside the Storage
Room above the Tanning Room, click the 'use' cursor on
the winch handle by the hole in the floor to wind the
rock down. When this is done, click back out of the room
the way you came. Once back outside you need to make your
way to the Tanning Room itself. To get to this room, go
back the two screens to the left, make your way back down
the Bridge, then go right two screens and enter the Door
there.
Inside, click the 'use' cursor on the Oxygen Tank and
you will automatically throw it into the pit in the middle
of the room. After a moment it should float to the surface
so you can just see it in the hole. If this is the case,
click the 'use' cursor on it to recover it. If not, leave
then re-enter the room and this time it should be available
to be taken. Now you need to fill the tank with helium.
This is done in the Helium room! You can get there by
first exiting the Tanning Room, then by going right one
screen, down the Stairs, left two screens, down the Bridge,
right a further two screens, down more Stairs, and then
right two more screens. Now click through the Door at
that location to enter the room with the Helium- Generating
Machine housed within it.
Select your Rebreater Tank from your inventory and click
this on the small tap set in the side of one of the chambers
of the Helium Machine. When the tank is filled, exit back
outside and go right one more screen to the Balloon Launch
Platform. Walk right to the edge of the platform, then
select the Rebreather Tank from your inventory and click
it on the Balloon. Astor Pharisha will walk in and talk
to you for a moment, then you will take to flight on the
Balloon. When the arial shot of you on you Balloon appears,
turn your attention to the dial at the bottom of your
view. The Button to the left of that increases your altitude,
the one to the right decreases it.
As soon as you begin to fly, click the left-hand arrow.
If it is reported to you that you are already at maximum
altitude, that's okay, otherwise keep clicking on this
arrow until it does so. Now you must wait as your Balloon
floats on the Spill Mountain currents. As you will see
in time, the Balloon will not stay in the same position
on the screen, but move around. When it reaches the far
top-left hand corner of your view, quickly click the right-hand
arrow as many times as you can until the balloon is at
minimum altitude. Now wait as you float slowly down, and
around, and around, and around, and eventually out of
the screen completely. This will take a long time, so
why not go off and make a cup of tea?! When you do eventually
set down in the Desert, select the Com- Scanner from your
inventory, and as you did so many times on the Space Ledge,
take a scan. On the display you will find there will appear
an arrow. Exit the location you are currently in, in the
direction this arrow points. In the next screen, take
another scan and leave, again in the direction the arrow
points.
Go through the same procedure in a further three locations
(5 times in all), and you should eventually find yourself
outside the forest. Click the cursor at the right-hand
edge of the screen to enter the forest, then select Erjenta's
Flute from you inventory and click this on yourself to
attract Nej G'Lor. Watch as he tries to attack you, as
you brush him off easily, and eventually as he leaves
the screen to supposedly go and light a fire. Now click
the cursor about half way up at the right-hand edge of
the screen (just where he exited a moment ago) and you
follow him.
After a fireside conversation with Nej G'lor, the scene
will automatically cut to outside the forest by the ARM
Outpost. Wait until you regain control of the proceedings,
then quickly select the Sonic Stunner from you inventory
and click this on the ARM Trooper to zap him dead! You
will now automatically change into his uniform, then Nej
G'Lor will drag his body away never to be seen again.
Now click the 'use' cursor on the ARM Outpost and you
will take over the roll of the dead Trooper. Wait on top
of the Outpost for the ARM Ship to land, then Quinn will
automatically descend and enter it, leaving the other
ARM Trooper for the night watch. The ship will take you
to the ARM Base where you will automatically take on the
zapped Trooper's roll of guard duty. You can do no more
here for now, as in this uniform you are under strict
control of Teal, so change characters back to Seeker.
!SAVE! Select the 'speech' cursor again and click this
on Astor. She will tell you a long story about some lusty
Vampires living in caverns in the heart of the Spill Mountains,
and you will automatically take on the challenge of banishing
these evil characters.
When you have concluded your long conversation, leave
the room in the same manner as you did when you were controlling
Quinn. When you get outside, go left four screens then
take the Bridge to the next level up. Go back to the right
two screens, then enter the room above the Tanning Room
which you were in with Quinn earlier. Once inside, click
the 'use' cursor on the blue Alcohol Flask on the shelf
in the corner, then leave again. Retrace your steps back,
two screens to the left and back down the Bridge. Now
go right two screens and enter the Tanning Room. In there,
click the 'use' cursor on the Tanner's Face Mask which
is hanging on the far wall, then exit this room also.
Continue right into the next screen and take the Steps
downwards.
When you get to the bottom of the stairway, head left
one screen and go through the Door you find there. You
should find yourself in some sort of bedroom! Click the
'use' cursor first on the pouch hanging on the pole just
to your right, then on the Sherbergoat Oil Lamb on the
cabinet below the window on the far wall. Now exit this
room again, and go left one more screen before heading
down the Bridge. Once at the bottom of the Bridge, head
right one screen, then enter through the Door you find
there. As before, click the 'use' cursor on the Sherbergoat
Oil Lamp on the cabinet below the window on the far wall
to collect it, then exit. Go right another screen when
you have finished in that room, then head down the stairway.
Go right when you reach the bottom, then right again,
where you should then enter the room with the Helium Machine
in. Click the 'use' cursor on the Glass Dome to collect
that, then leave the room and go one more screen to the
right where you should arrive at the Balloon Launch Platform
(if not, go right another screen, and then you definitely
will!) Take the stairs up at this point, and at the top
go right and then up the Bridge. Once at the top again,
go right on screen and enter the room there with the huge
crack in the floor.
Click the use icon on the rope hanging on the right-hand
wall, then click somewhere down the crack and you will
climb down the fissure. When you get to the bottom you
will find a puddle of corrosive fluid which will need
dealing with before you can get the key which floats in
it. To deal with it, first select one of the Oil Lamps
from your inventory and click this on the puddle. Now
select the Glass Dome and click this on the Lamp you have
just put in the puddle, and the vacuum which this creates
will suck up the corrosive fluid. Now click the 'use'
cursor first on the Scrith Key to collect it, then at
the far top-left-hand corner of the screen to climb back
to the room above.
Upon arrival back at the top of the fissure, leave the
room the way you entered it, then go left one screen,
down the Bridge, left one screen, down the Steps, left
three screens, up the Steps, left two screens, up the
Bridge, right two screens, up the Stairway, left three
screens, up the Bridge, and finally right four screens.
You should now find yourself outside the Elevator. If
not, either I've made a mistake or you did, in which case
you'll have to find your way there yourself. (It is on
the highest accessible level of the village, so just keep
going up where possible, then take a look around.) When
you do locate the Elevator, click the 'use' cursor on
its left-hand Door and you will enter the shaft. Now click
at the bottom of the ladder and you will descend into
the screen below. Go down through a further three screens
to the point where your passage downwards is blocked by
think ice. Now select the Gun- Powder Pouch from your
inventory and click this on the ice, then do the same
with the remaining Oil Lamp in your inventory, and after
retiring to a safe distance, you will smash this on the
ice, igniting the Gun Powder as you do so. The resulting
blast will melt away a section of the ice giving you passage
through a door into the Vampire's lair.
Click the cursor through this door to enter. Upon arrival
in the first room, select the Scrith Key from your inventory
and click this on the closed Door to the right. When that
is unlocked, select the Alcohol Flask from your inventory
and click this on the Tanner's Face Mask also in your
inventory. Now select the newely-flavoured Face Mask,
click it on your character, and you will put it on, masking
the odour of the Vampires. You are now ready to continue
into the caverns, so click the cursor through the Door
to the right and you will advance... The following section
of the game is a large maze of pipe- encrusted rooms in
which a total of 18 Vampires roam. You must shoot all
of these Vampires with your Sonic Stunner before you will
be allowed to continue to the next part of the game. Some
Vampires will die after one hit from the Stunner, but
with others you will have to hit them three times before
they die. Follow my directions as outlined below and you
will successfully complete this maze. R means Right, L,
left, U, up a ladder, D, down a ladder, F, through a Doorway
in the far wall (thus, away from you), B, through a Doorway
in the near wall (thus towards you). Those places in the
directions where I write 'Vampire' indicate that there
will be a Vampire in the _next_ room. By telling you this
before you enter the room, it means you can ready yourself
for the battle which will occur in a moment. In case you
don't realise, to shoot, select the Sonic Stunner from
your inventory, then click this on the Vampire in question.
My directions will be in two sections because some distance
through the maze you will come upon a room where some
special instructions are needed. I make no guarantees
about the effectiveness of these directions, by the way.
Although I am almost certain that they will take you
successfully along one possible route through the maze,
I am also almost certain that there are quicker routes
and possibly even safer routes through the maze which
you may wish to investigate yourself. !SAVE! If you're
sitting comfortably, then I will begin :- R, U, L, F,
Vampire, R, Vampire, R, R, U, R, D, R, F, D, L, F, R,
F, U, B, U, Vampire, L, Vampire, L, L, D, F, D, Vampire,
L, L, U, U, R, B, D, B, R, D, Vampire, L, Vampire L, L,
U, F, U, R, B, L, B, B, R, Vampire, R, Vampire, R, L,
F, Vampire, L, B, L, F, F, R, Vampire, R, Vampire, R,
R, D, R, F, F, D, L, B, Vampire, L, Vampire, L, R, R,
F, U, U, Vampire, R, L, L. This final left move should
take you into a room with a large number of scrolls lying
on shelves on the back wall, together with a Containment
Field protecting a cubic Gem from prying fingers in the
middle of the floor! First click the 'use' cursor on the
scrolls and you will take a couple of them, then on the
keypad beneath the Containment Field in the foreground.
On the close-up of the Keypad you will see 16 Buttons.
Starting on the top row, click each Button once, and only
once, going from left to right, top to bottom. When you
have made the 16 clicks, all the buttons should be red
and the Containment Field will disperse leaving you free
to then click the 'use' cursor on the cubic Gem. When
you have both the Scrolls and the Gem, continue following
the directions as listed below :- R, D, D, R, U, B, B,
L, U, L, L, L, F, L, D, B, D, R, R, R, U, L, F, U, F,
L, D, D, R, R, U, B, U, R, R, R, D, F, D, B, L, B, R,
U, B, L, U, L, D, L, L, L, B, R, D, R, F, R, Vampire,
R, B, L, U, Vampire, L, R, D, R, F, L, L, L, Vampire,
L, R, B, L, L, L. You should now find yourself back in
the room where you had to unlock the door with the Scrith
Key earlier. If you have not been allowed into this room
it means you have missed a Vampire, so you will have to
go all the way back and kill it! If, however, you are
allowed in, it means you have completed the maze successfully
and can now head back to Astor Parisha to give her the
good news. (If you are not in the room I mention, go left
once more and then you should be.)
When you have completed the maze, click back through
the door to enter the Elevator shaft, then climb back
up the ladder by clicking at the top of the screen. Go
up a further two screens until you reach the level with
the door. When you reach there, click the 'use' cursor
on the small red Button by the Door and you will climb
back onto the Spill Mountainside. Now it is time to find
Astor Parisha again. To do this, go left through four
screen and descend down the Bridge. Now go right four
times and enter the room there. Once inside, select the
scrolls from your inventory, and click these on Astor.
Now select the Sapphire-Blue Gem Cube and click this on
Astor as well. She will not take this objects; just tell
you about it. You have now completed all the tasks Seeker
can do, and now he will have to wait to be picked up later.
In order that he can be picked up he will need to wait
at the Balloon Launching Pad where Quinn took off from
earlier. To get to there, leave the room the way you went
entered it, go left one screen, down the Steps, left two
screens, down the Bridge, right two screens, down the
Steps, and right three further screens. Now walk right,
as far as you can, so you are standing right on the edge
of the platform. This is vital for the continuation of
Miranda's story. Now switch to Miranda. !SAVE!
Once you have eaten the food and stood back up from the
bed, you will recover control of the proceedings. You
must now escape from this cell, and the way to do this
is to kill the guard when he enters to reclaim your tray.
Unfortunately you do not have any weapons, so this isn't
as easy as it sounds. Instead you must be a little more
ingenious! First of all, click the 'use' cursor on the
empty Tray and the Pillow to collect them, then on the
light above the Toilet to take out the bulb. Now select
the Pillow and click this on the toilet to block it, then
select the length of Superconductor Wire from your inventory
and click this into the now-empty light shade to divert
the electricity from this. Finally, select the tray from
your inventory and click this on the pillow, then click
the 'use' cursor on the Toilet Flusher and the trap will
be set! The guard should now return to collect the tray.
As he goes to pick it up he will make contact with the
water and will be electrocuted! Now to make a getaway
through the gate he has left open. Quickly click the cursor
beyond the Gate to enter the corridor. Now click the 'walk'
icon at the left-hand end of your view and as you walk
along you will see that the view scrolls to reveal a 'normal'
Door just right of some Security Beams. Click the 'use'
cursor on this Door and you will enter the Guard's Station.
Take a look on the floor near the top of your view, just
left of centre. There you will see a Guard's Toolbox.
Click the 'use' cursor on this and you will automatically
approach it and take a Laser Hacksaw from inside. This
is no longer a safe place to stay, so go back out of the
Office the way to came, go back to the right, and re-enter
your cell. Once back in the relative safety of your cell,
select the Laser Hacksaw from your inventory and click
this on Air Vent Grate just to the right of your bed.
You will automatically climb up into the Vent Shaft.
The next section of the game is also a maze of sorts,
but one where the emphasis is on puzzles rather that complex
path- finding. The puzzles involve the disabling of Anti-Pest
Lasers, one of which is situated directly to your right,
set in the right-hand wall. Click the 'use' cursor on
this you will see a close-up of a bare panel with three
red Jumpers on it. By clicking on the Jumpers with the
'use' icon, you can move them around into different patterns.
You have to set the Jumpers to the correct pattern (combination)
(there are 12 possible combinations in all), and then
the Laser will be disabled allowing you to pass past it.
Some of the Lasers in the Vent System have no combination
and are put there simply to block your passage in that
direction.
Compare the pattern of this first Laser to the one drawn
below and make changes where necessary to make it match.
It will then be disabled :- o-----o-----o o-----o o When
you have set the Laser to this combination you will be
ready continue. Now select the 'walk' icon and click this
at the right-hand end of the tunnel, past the Laser. Miranda
will crawl along. Keep clicking to the right of Miranda,
and she kill keep crawling forwards. Stop when you come
across a junction to the left. Go left here and continue
north. When you get to the next junction, go right and
continue forward again until you reach the next Anti-Pest
Laser. Now click the 'use' cursor on this to bring up
the close-up, and set the Jumpers as follows to disable
it :- o-----o-----o | | o o o Continue past the Laser,
then go left round the corner.
Go forward a few more steps, then take the passage to
the right at the next junction. Now continue going forward
again until you get blocked by another Laser. Click the
'use' icon on this and set the pattern as below :- o o-----o
| | | | o o o Almost directly past the Laser is another
Air Vent Grate set in the right-hand wall of the tunnel.
Move so you are lying next to this Grill, then click the
'eye' cursor on it. The view will change to a POV through
the bars, and you will see a short scene with Dr. Tomko
talking to a Lab Assistant. When this has finished and
you return to the tunnel view, click the 'eye' cursor
on the Vent in exactly the same way again, and you will
get another scene. Do it a third time and on this occasion
you will see the two characters leaving. A fourth time
will confirm that the coast is clear. This is your chance.
Quickly select the 'use' cursor and click this on the
grill. Once inside the Lab, click the 'use' cursor on
the Door to the right and you will enter the Anatomy Laboratory.
Click the 'use' cursor on any of the covered bodies,
and you will automatically walk over to investigate one
of them. Now click the same cursor on the computer against
the back wall, and some the Ghouls will come alive and
begin to chase you. At this point you lose control of
the game as a long automatic scene rolls into action...
Read through the conversation which takes place on the
Ice Shelf back at the Spill Mountains between Seeker,
Miranda, Quinn and the Puppet. When it is complete you
will automatically fly the ARM's ship into the Flup Tube
system. This is another maze in which you can see where
you're going by watching the big overhead display at the
bottom-right hand corner of your view. The grey bar is
an Acceleration Slider and obviously the four red Buttons
are directional controls. Slide the Acceleration Slider
from the top speed which it begins at, to minimum speed
(the next step up from stopped).
Now make your way through the tunnels at this leisurely
speed using the following directions, and you will eventually
reach another exit from the Tubes :- Past Three Lefts,
L, Past One Left, R, L, L, Past One R, R, L, L, R, Past
Three Rights, L, L, R, R, L, Past One Right and One Left,
R, L, L Past One Right, R, R. When you reach the exit,
your ship will emerge from the sea bed and automatically
enter Teal's lair - a futuristic water city. When you
regain control of the action, click the 'use' cursor on
the Door at the far end of the corridor and you will walk
through to the next room. Now do the same there and you
will walk through to the Circular Outer Hallway.
Once there, click the cursor to our character's lefts
so they walk left, around the perimeter of the Hallway
and into the next screen, where you should do the same
again so you enter the screen with the double doors leading
into the Circular inner Hallway. Click the 'use' cursor
on the double doors, and sit back and watch the plot take
its final few twists. You have only one remaining action
to do: when the ghoul has killed Teal and approaches you,
click the walk icon into the white beam which appears
and you will be transported away to...? CONGRATULATIONS,
YOU HAVE COMPLETED RETURN TO RINGWORLD!