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Читы для Gateway 2: Homeworld

Чит-файл для Gateway 2: Homeworld

Gateway 2:
Homeworld

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Legend Entertainment Company
Издатель:Legend Entertainment Company
Модель распространения:розничная продажа
Жанры:Adventure
Похожие игры:Frederick Pohl's Gateway
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1993 г.

Solution [ENG]

Информация актуальна для
 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 & SHI

 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 CLIF

 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.

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