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Читы для Golden Gate

Чит-файл для Golden Gate

Golden Gate

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Panasonic Interactive Media
Издатель:iX Entertainment
Модель распространения:розничная продажа
Жанры:Adventure
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1997 г.

Solution [ENG]

Информация актуальна для
                   (r)Panasonic Interactive Media Company

                        Walkthrough by Verlin Foltz
                        Email - vwfoltz@infinet.com
                                  7/11/97

PRELIMINARIES
-------------
This  walkthrough  does  not follow the shortest POSSIBLE path, rather
it follows a short LOGICAL path - discovering the clues to the puzzles
before locating the puzzles, finding the "easter eggs", and in general
enjoying  the  unfolding of the plot. To take in all the beauty of the
game, look around as you move. Tip: the cursor takes some getting used
to - READ THE MANUAL.
                                        
The  assistance  of  Panasonic Interactive Media tech support/customer
service is gratefully acknowledged.

PACIFIC HEIGHTS (2800 BROADWAY) - I
-----------------------------------
Listen  to Jake. Enter house, going straight ahead to staircase. Click
on  staircase.  Debris  falls.  Turn  left  and  move  to  bar.  Click
on  documents  to  pick  up and place in inventory. Click on documents
in inventory to read letter from George Drussard and attachments about
John  Burdue (move cursor to right or left edges of document and click
to  turn  pages). Move toward rear of house to find closet doors. Open
closet door on left, and click on top to spin (first easter egg). Open
closet  door on right to find first puzzle, a Jack-in-the-box. You can
fiddle  with  this puzzle now, but it's difficult to solve without the
clues  to  be  found  shortly.  If  you  wish,  move to parlor at rear
of house and pound on piano. Leave house.

MOVE TO BALCLUTHA
-----------------
Cut  through Alamo Square and Chinatown to Lombard Street. (On the way
through  Chinatown you pass a blue map on a door in the alley - an old
map  of the bay area. You might want to save your game here for future
reference).   Move all the way up Lombard Street, along the way noting
the  three  plaques embedded in the pavement. Turn right at the detour
sign and proceed to the Balclutha.

BALCLUTHA
---------
Explore  the ship. At midships there is a stairway leading down to the
lower  deck  where  you'll  find another easter egg (rattle the powder
kegs).  At the stern (to the right as you stood on the dock facing the
ship) is a spyglass in which an important landmark on an island in the
bay  can  be  seen. A little bit toward the front of the ship from the
spyglass  is the captain's cabin (door is on the dock side). Enter the
cabin  to find the next puzzle. SAVE YOUR GAME HERE, as once you start
fiddling  with the puzzle the game will then save the pieces where you
leave  them; the only way the following solution will work is from the
original  positions.  The  idea  is  to  duplicate the map on the door
in   Chinatown.  Random  poking  on  the  ship's  wheel  handles  will
eventually  solve  the  puzzle,  or  you  can  logic  it  out. For the
impatient:  note  that  the  handles  are in the 1, 3, 5, 7, 9, and 11
o'clock  positions.  Poke 1, 1, 5, and 11. A safe opens, revealing the
Truth  of  the  Past  necklace from Avalon, which you will learn about
shortly. Take necklace and place in inventory. Exit ship, and head for
Chrissy Field.

CHRISSY FIELD
-------------
From  Chrissy Field sign move ahead two screens, turn left. Ahead one,
turn  completely aroud (right or left twice). Watch video of Alexandra
and  Nathaniel  (you  can't  see  these  videos  until  you  have  the
necklace). Explore to the right. When you find some numbers on a tree,
write  them  down  or  save  game here for future reference. From this
point,  turn  right,  look  down.  Dig  up  Alexandra's diary. Suggest
reading  the  diary.  It's  long,  but  contains  a  great deal of the
background  info  needed to appreciate the rest of the game. Note that
you  are looking for a box, and that to open it you need some keys and
gems.  Also  note that a few pages are missing. Explore beach and find
key  and  some  missing  pages  from  Alexandra's  diary.  Read pages,
confirming  you  need  three keys and three gems to open the box. Head
for Fort Point.

FORT POINT
----------
Pass  building  and  find  trash  pile.  Pick  up  pamphlet  and read,
especially  noting  last sentence. Move around building, enter, and go
up stairs. Look through spyglass. You are looking at the bowsprit from
Alexandra's  ship,  critical  for finishing the game (you did read her
diary  didn't  you?).  Bring  up  map  of  SF from inventory and click
on Pacific Heights to return to 2800 Broadway.

PACIFIC HEIGHTS - II
--------------------
Reenter house and walk up to crumbled staircase. Watch video of George
Drussard  and  Joey. Return to closet to solve Jack-in-the-box puzzle.
There  are  seven  thingies on the music box that can be independently
set  to  one  of  seven  positions  by  clicking on them. The position
determines  which  note  that  pin  plays  when  the  crank is turned.
Of  course,  they  should all be different. If you turn the crank now,
all  the notes will be the same, but you might recognize what the tune
should be from the rhythm. Assume the bottom position for each thingie
is position number 1, and the top is 7. Now we need seven numbers, one
for  each  thingie,  from  left  to  right.  Where  have we seen seven
numbers?  Oh,  right,  the tree by the beach at Chrissy Field! Set the
thingies,  crank  the  box, and out pops the rest of the missing pages
from  Alexandra's  diary  (where  you  saw  Joey  put them in the last
video).  Read,  noting  Alexandra's correct date of birth. Back out to
street and move to Mission Dolores.

MISSION DOLORES
---------------
Enter  mission.  Walk up aisle, noting baptismal (holy water) on left.
One step closer to altar, look both left and right (and up both times)
to  see  Saints.  Go  all the way up to the altar and turn right. Exit
to  the  graveyard and go all the way to the end of the sidewalk, turn
right.  Go  to closeup on monument to find the next puzzle, an anagram
puzzle  in  which you swap letters two at a time. You might guess that
this  could  be  the grave of William of Caledon. (The little diamonds
are  characters,  too, and go on each side of the "of".) You also have
to  correct his date of death (1789). While you're here, also note his
date  of  birth.  Back  off from monument and turn right. Click on the
door  in the lower left part of the screen, enter the little room, and
pick  up  second  key.  Explore  the  graveyard.  You can get closeups
on  several  of the grave markers and a video of Father Guarneri. When
you're finished, exit the mission and head for Golden Gate Park.

GOLDEN GATE PARK
----------------
Go the the back of the park for another easter egg. Return to the park
entrance  and  turn  right.  Go ahead two screens and turn left. Go to
closeup  of  Esperance memorial. Note the braille-like markings in the
four  corners  of  the stone. Save your game here for future reference
or  copy the markings down exactly (as dots in a possible four-by-four
grid).  Bring up SF map from inventory and click on Fisherman's Wharf.
Head for Old Mint.

OLD MINT
--------
Move to entrance to find next puzzle, a "magic square". The idea is to
arrange  the  numbers  one  thru  nine  so that every row, column, and
diagonal  totals  15.  It's not as hard as it may look, since you only
have  four  numbers  to  work  with  in each square. You can logically
eliminate  the numbers that won't work until the puzzle is solved. The
answer  is  4,  9,  and  2  across the top row, 3, 5, and 7 across the
middle  row, and 8, 1, and 6 across the bottom row. Enter the Old Mint
and  turn  left  for  an  easter egg. Then head in the other direction
to  find  the bell puzzle. When you pull the handle on the right, this
contraption will ring the bell not at all, once, or twice - four times
- depending on how you set the four little wooden levers at the front.
Remember the ding-ding code in the vigilante pamphlet you found in the
trash  pile at Fort Point? You want the first and fourth levers in the
middle,  the  second  and third levers all the way down. Ring the bell
and a door opens to the mint furnace room on your right. In one of the
furnaces,  you  find  a   document. Read, noting the logo on the first
page  and  also the reference to giving Adolph Sutro "the scepter" for
safekeeping. You can't finish the game without that scepter, so add it
to  the  list  of things you're looking for. Also in this room you see
a  video  of  John  Burdue.  Bring  up SF map from inventory and click
on Fort Point. Head for Cliff House.

CLIFF HOUSE
-----------
In  this area you find the Sutro Baths plaque, the Cliff House plaque,
and  some  binoculars.  Go to closeup on binoculars and click to watch
vintage  film  of  former patrons. Enter museum. Turn left for another
easter egg. At rear of museum, turn left. Watch two more short vintage
films  of  SF  before  and after the 1904 disaster (click once for one
film,  click  again  for the second one). Back off, turn right to face
the  one-armed  bandit.  Although  this  looks  and  plays like a slot
machine,  it's  really  much  more.  Click on the dials and notice the
pictures.  Any  look  familiar?  Oh,  yes,  the three plaques embedded
in  the pavement on Lombard Street. Set the machine by clicking on the
dials  till  you  have three owls. Try to pull the handle. Guess what?
You've  found  the  scepter! Put it in inventory. You are now finished
with  your  work on the mainland. Time to head for Angel Island. Bring
up the SF map from inventory and click on Fisherman's Wharf. Go to the
end of the pier and board the ferry.

ANGEL ISLAND PRELIMINARIES
--------------------------
Leave  the  ferry.  Follow  the road in until you run into Jake again.
Forward  to the Angel Island map. Save game here for future reference.
(You  can  transport to the various spots on the island from this map,
but  have  to walk back. And you can really get lost and go in circles
on  this island.) Turn left. Forward three to main road around island,
turn right. Ahead four, turn left. Ahead two (enjoy the view from this
spot).  Turn  right.  Ahead  one, turn right. Ahead one, and watch the
video  of  Drussard  doing  the  "mea culpa" (now you know what really
caused  the  quake!).  Turn  completely  around (right or left twice).
Ahead  one,  turn  right.  Ahead  three,  turn left (see Mt. Livermore
sign).  Ahead four, turn left (you should see a butterfly here). Ahead
one and watch video of Drussard hiding his jar. Turn right. Ahead two,
turn  right.  Find  Drussard's jar. Take and read documents. One tells
of  birthstones  of  key characters (the three gems - note the symbols
in  the  background).  The  other,  a  letter to his brother, mentions
dropping a ruby in the lighthouse at Point Knox. We need that ruby.

POINT KNOX
----------
Now  find  and follow the road out to Point Knox. Note the lighthouse.
Seen  this  before? Like in the spyglass on the Balclutha? Walk around
and  into lighthouse. Find another puzzle. The object here is to click
on  the  squares till you produce the vigilante logo (like in document
found  at  Old  Mint). Click on a square till you get that part of the
picture.  The  catch  is  that  periodically,  clicking  on one square
changes  a  different  square. There's a pattern to it that's probably
not  worth the effort to figure out. Not to worry. Just keep at it and
you'll eventually overcome. Door opens. Enter lighthouse and get ruby.
Now  we  need the other two gems. According to Alexandra's diary, they
were  put  in Esperance's eyes (the bowsprit of her ship). We saw that
in the spyglass at Fort Point. It looked like it was on a beach. Let's
try the private beach.

PRIVATE BEACH
-------------
Leave  the  lighthouse  and  get back to the main road (turn left, and
forward  five  screens).  Turn right on the main road. Ahead one, turn
right.  Ahead to the beach, turn left. Follow beach to bowsprit. Go to
closeup  of  Esperance and you see the two gems, but you have to solve
another  puzzle  to  get them. That ball she's holding is a flute-like
musical  instrument.  Clicking on the ball opens pairs of holes, up to
sixteen  holes  in  all,  (a  four-by-four grid - like on the memorial
in  Golden  Gate  park).  Note that clicking on a hole pair opens both
holes,  clicking again closes the outer hole of the pair, and clicking
again  closes  the  inner  hole.  Clicking  at the top blows the chord
you've set. Set and blow the four chords according the diagrams on the
Golden  Gate park monument (first the one in the top left corner, then
top  right, bottom left, and bottom right). Esperance's eyes light up,
and you can take the gems. Now all we need is one more key.

EAST GARRISON
-------------
Go  next to the East Garrison. Go up stairs, turn left. One room holds
a  cabinet  of  surgical  instruments. Another is the doctor's office.
Click on switch to turn on light to see X-ray. (By golly, Drussard did
swallow  that  key.)  Look in desk and find Dr. Holden's journal. Read
journal.  In  another  room,  on  other  side of stairs, you see video
of  Holden  performing autopsy on Drussard. In his journal, Dr. Holden
said  he  was going to hide the key at the battery, so that's our next
destination. Exit building.

WALLACE BATTERY
---------------
Enter  the  battery  premises.  Ahead  four and turn right for another
easter  egg. Turn right. Forward one, turn left to ladder. Look up and
move  forward  to  climb  the  ladder. On the roof, you will see video
of  Dr. Holden and the fate of the key. Get down off the roof and walk
around  to  the  front  door  of the battery. Enter battery, enter the
Engine  and  Dynamo  room.  Turn right and look down. Open furnace and
retrieve the last key. Now to find that box!

WEST GARRISON
-------------
Go  to  West Garrison. Enter building, go up stairs. Turn right for an
easter  egg. Turn around (left or right twice), go up steps, turn left
for  another  easter  egg.  Turn  around.  Ahead two, turn left. Click
on radio if you wish. Then click on book at right end of bottom shelf.
At  last,  the  box!  SAVE  GAME  HERE! Go to closeup on box. For fun,
if  you  wish,  click on box; Beast will send you back to the entrance
of  the  building  -  go  back upstairs or restore game. Now it's time
to  insert  the three keys. The one with the fist holding the crescent
moon  goes  on  the  left. The three-leafy one goes in the center. The
clawed  paw  one  goes on the right. Click on box to open. What do you
know,  a  false  lid.  Now it's time to put in the three gems. (Again,
if  you  want to take a fun side-trip, try opening the box without the
gems,  or  with  the gems in the wrong way. You will be touched by the
Beast,  made  unclean,  and sent back to 2800 Broadway seeing in false
colors.  You  can  redeem yourself with holy water at the mission. Or,
restore your game.) The gems are the birthstones described in the poem
found  in  Drussard's  jar.  If  you're  not into birthstones, use the
symbols;  or  just  try  green,  red,  blue.  Open  box.  As promised,
a  treasure  map.  Take  the  map  and look at it. You may recall what
Captain  Smalley  told  Alexandra about the deception used in treasure
maps.  You  can waste a lot of time combing the island in the vicinity
of  the  "X"  on  the map. Look at the map again. Pictures of the box,
a  cave,  an  eye,  and the scepter. Maybe the treasure is hidden deep
in  a  cave.  Where in this game would a cave entrance be found? Maybe
at the beach.

END GAME
--------
Back  to  the  private  beach.  This  time,  follow the beach past the
bowsprit  to  find  cave  entrance.  Enter cave, ahead to eye carving.
Go  to  closeup.  Note  hole  in  eye  carving. This must be where the
scepter goes. Insert scepter, passageway opens to the deep part of the
cave, where you'll find the treasure!


(c) 1997 by Verlin Foltz
This document may be freely distributed in any manner by any means as long as
the original
text is not changed in any way.

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