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Читы для Morpheus

Чит-файл для Morpheus

Morpheus

 За игрой пока никто не наблюдает. Первым будете?

Выдержка из Энциклопедии игр

Разработчик:Soap Bubble Productions
Издатель:Piranha Interactive
Модель распространения:розничная продажа
Жанры:Adventure / 1st Person
Похожие игры:Myst
Multiplayer:Отсутствует

Даты выхода игры

вышла в 1998 г.

Solution [ENG]

Информация актуальна для
-----------------------------------------------------------------------------


These are things that you should do before venturing on and going to the dream
worlds of the passengers. You can do these in any particular order, it really
doesn't matter. This is the order that I did them in.  This walkthru takes you
exactly where you need to activate things and where to go to get the clues for
the personalized digit codes for the rooms. When you are somewhere, it doesn't
hurt to look around and perhaps play a movie or two to learn about the
characters and what happened. I just tell you where to go to find the clues so
that you can see the whole ship and at least enjoy exploring a bit instead of
me giving you the codes to go straight to the rooms.


- Where you start, there is a platform just above you. Look up if you can't
see it. You need to go up the stairs. There are two devices, one for flares
and the other for the cargo. Go to the cargo release and pull the lever. This
releases the big round thing in the middle that will give you access to go and
unlock all air locked doors.

- Go down the stairs and enter the big round thing that you have just opened.
Go down, you will see a dead body. That of Malherby. Look around if you want
and read the note. If you listen to the narration, you will find out that you
can't get back up on the deck.

- On the platform that you find yourself on with the dead body, there is a
control panel. You'll have to turn to see it. There control the elevator, on
which you are currently standing on. The right hand lever lowers the elevator
while the left one raises it.

- Lower the elevator once and step back. Rotate around till you see a door
which has the notice "WARNING Opening will breach all Airlocks". This exactly
what we want to do, breach the locks, so open it. The door will open and you
will enter a room, with yet another elevator. However the elevator is on the
other side so you really can't do much here. So exit this room and return to
the dead guy.

- Return to the center control panel and move down to the next level (right
hand lever). Once the elevator has stopped, move back and turn to the left.
You will see some crates, keep turning to the next roller door. Once you see
the roller door, move towards it. Once you are facing it, turn to the right,
there should be another door. Open it and you are taken back to the top from
where you started from.

- Now we are back to the start, facing the cargo thingo. Move forward to the
right and continue to move along the right hand side of the ship until you
reach some doors. Previously these were locked, however releasing the air
locks have now unlocked them. Go inside. You will find it is very dark.
Proceed to go forward. Don't bother trying to go any other direction than
forward at this time.  You will be visited by a ghost. Keep going forward
until you exit via the other door.

- You will the ghost of a woman in a wheelchair appear just outside some doors
on the side of the ship. Go and enter through them. Once inside, you will see
a ghost walking down what seems like steps. Follow his path (go forward once
and then turn to the left and go down the stairs.

- To turn on the lights to see where the hell you are, turn around so that you
are facing the foot of the stairs and press the dial on the middle railing. Ok
so it doesn't turn on the lights, it just opens the top and lets light in.

- Still facing the stairs, move either to the right or left of the stair to go
behind them. You will see the lobby of the theatre and the doors that lead to
the chambers of Jan and Jc Pharris. Also if you turn around you will also see
some blue doors which is the elevator. If you zoom in and try and use it, it
won't let you. So you have to go and enable it before you can use it to go to
the different levels of the ship.

- When you went to the back of the stairs you should have seen a ghost walk
thru some doors on the other side of the ship's wall. Enter these, you can
either enter through the right doors or the left ones, it doesn't matter
because they lead to the same room. Follow the stairs and exit. You will find
you are in a room..I call it the red room because its very red! You will see
some other doors just ahead.  Enter these.

- Turn around to observe your surroundings, you will find that there are two
devices on either side of you and an elevator straight ahead. One of the
devices is called the AIV Sequencer and the other is the SOLAR VOLTAIC
CIRCUITS.

Working the AIV Sequencer:
Once you are facing the AIV, you will notice a lever on the right hand side
and a button on the left side. Pressing the Left button will activate the lift
and bring it back or forward depending on its current position.

                 Pressing the lever will activate the alarm.
                     Working the SOLAR VOLTAIC CIRCUITS:
              Pressing the right button will activate the lift.
      Pressing the lever won't particularly do anything at this point.

- To activate the elevator at the back of the stairs, you will need to work
the AIV first before switching on the SVC (solar voltaic circuits). To do
this, face the AIV and press the button to bring the lift forward. Enter the
lift. Some things to note are:
   - Atrium, Injectors, Ventricle = AIV
   - there are four devices that are controllable, two buttons and two red
levers, one of each situated on either side of you
   - above the Injectors sign is a line, with 5 points and green dots, one big
one at the left hand side. That's an indication         of where about on the
line you are, like what floor you are on, only this lift goes forward and
back. You should use         this as a guide when you get mixed up and don't
know what direction you are heading.

- In the lift, press the red right hand side lever (click and drag it). You
will go forward, also notice on the line map that the big green dot has moved
to the next point. Press the right hand side button. You will see the Atrium
gadget appear from below. Grab the lever on it and drag to the left. You will
notice that a purple light has appeared above the Atrium indicating it is
active. Press the left hand button to lower it. The Atrium remains lit.

- Press the right hand red lever to go forward again. Press the right button.
The injectors appear from below. Click on them to turn them on. Then press the
left button to lower them down.

- Press the red lever to move forward again. Confused? This actually rotates
you around. You will need to press the opposite lever to move forward now, if
you don't know which direction you are heading, look at your little line map.
Press the left lever to move forward once you have been rotated. Once you are
at the second last point (look at line map) press the right button. The
Ventricle appears. Click and drag to activate. Lower it down. Now you can go
forward again to the end, but there is nothing there. Its just where we first
entered through the cargo release.

- So using your control skills, go back to the AIV and SVR devices. Once
there, move out of the elevator and turn to the AIV. You will notice that the
letters A I V are all alight. Press the lever down and watch the ghostly
scene. The inside elevator is now operational! Notice during the conversation
between Jan and Jc, the elevator moves back and there is a hole in the floor.
After the scene is over, it doesn't matter to which device you go to, just
press the button to bring the elevator forward. Once inside, press the right
button. A ladder appears from below.  Go down and look around. Going all
around you will come to a note on the wall with a few temperature gadges.
                                        
---------------------------------------


- Go back to the elevator behind the staircase. You should know how to get
there by now. Enter the elevator and turn around. You will see the 3rd button
flashing, meaning you are on the 3rd floor. We will go through all the floors
to collect the clues for the rooms.  Click on the first floor.

- You are bought to the lounge area. There are all sorts of things to discover
and note. There will be some ghosts appear. Look at the cards on the tables:
 - Miss Swan's Performance, note the instruments Harp, drum and Oboe. Also
note the cigar on the bar.
Proceed to the next room. Go to the table with the cigars on them. You have to
find the same cigar as the one you found in the lounge on the bar. Just click
all of them, or if you are in a hurry, select the middle top row. A card
appears:
 - Billy Mexler, Fountains supplier of the finest water. Turn the card around
and you will see a drawing of a fountain. From this we can say that when we
find this fountain, we will also find the 3 digit code for Mexler's room.

- You can proceed further and enter the front of the ship, but there is
nothing but old sea logs to listen to. If you want to stay and find out what
happened by all means do so. In fact its probably a good idea to know what's
going on as you unravel the clues. However if you don't, go back to the
elevator and go to the second floor.

- This floor features a gym. Move forward and notice the pictures on the wall.
They show the names and weights of boxers. You will also see that one is
missing, zoom in closer and you will see on the plate Leo Galte - Wetler
Weight. The ghost of Leo Galte appears. You have to find out how much Leos
weight was.  Move into the gym. You can look around if you want. Or go
straight to the weights, zoom in and watch the ghost of Leo weigh himself. You
must watch carefully. You won't be able to see the weight clearly however
there are some other things that will help you determine his weight.
 - You can't read the numbers, however you can see where each shade of color
begins and ends, make note that when Leo jumps on without holding the weights,
the pointer points to the start of the purple shade. When Leo jumps on with
the extra weights, it moves towards the yellow.

- Once the ghost episode is over, move towards the scales. You will see a
legend for the different shades of colors. Remember the posters out the front
and how Leo was put in the Wetler weight range? Look at the legend. It gives
you a weight range for the Wetler weight - 136 - 155 pounds. Now remember Leo
weighing himself and the pointer pointing to the start of the purple shade.
Look at what number purple begins - its 155 pounds.   Keep this in mind.

- Go out of the gym and instead of entering the elevator, go either to the
left or right of it and go through the doors. You will notice you are at the
top of the staircase. Don't go down. Notice a poster on the other side. Go
towards it. Look at the poster and note:
 - Belle Swan, starring in "Salome and the Seven Veils" Enter through the
doors near the poster into the Ballroom. Move to the middle of the huge room
until you reach the jukebox. Zoom in, so that you are able to operate it.  You
will notice there is a lever which allows you to change the title of the song,
if you click on the various instruments you can change them and if you press
the "Play Selection" it will play the combination you chose and provide you
with a three digit code, if you play the right combo.

- Select the song title "Salome's Seven Veils". Select Harp, Drum and Obeo in
that order from left to right. Now press "Play Selection".  You will hear the
music play and you will be given the code - 568.

So far you have Galte-155 and Swan-568.

- Move back from the jukebox and turn to your left. You should see some doors,
2 in fact. Go through these to go into the Greenhouse. There is a small room
that you will need to go into, so you will need to go around until you see it.
Once you find the doors, enter through. You will see a map on the wall. It is
the map of how the plants are arranged in the greenhouse, although they are
labeled by spiritual meanings. Make a note of this map, draw it if you have
to, because you will need it.

- Having noted the map, you need to go out into the greenhouse and find out
the names of the plants that reside in the exact same spot as the names on the
map. If you can't be bothered I have done that for you:

                         Spirit - Canopy Orchid < BR>
                            Death - Black Orchid
                              Mind - Spider Orchid
                           Body - Lady's Tear Orchid
                             Light - Dappled Orchid
                            Shadow - Sleeping Orchid
                             Earth - Amphibian Tank
                              Life - Blood Orchid
                              Soul - Valley Orchid

Also if you touch certain things, ghosts appear. There is a butterfly net
somewhere, if you find that, you will see Malherbe trying to catch a frog.

- Move back to the ballroom, you will some stairs that you can go up. That's
just to look through some binoculars to see a few of the passengers dancing.
There is also a wheelchair around that you can touch and see more episodes
between the passengers.

- Go back to the grand staircase and go down so you are at the bottom. Go
through the doors that are opposite the foot of the stairs. You will see a
showcase with a miniature model of the Herculania and six doors which led to
the bedrooms of each passenger.

-We won't as yet enter any of these rooms yet because we want to collect all
clues before going to the different dream worlds. As you entered, across on
the other side are some more doors. It has a symbol on it with a pink dot. Go
through.

- See anything familiar? The fountain we had seen on that business card
earlier on the first floor. We'll get to this in a second, but first turn to
your right and enter the Herbal Lab. You will see a chair and some other
devices. This is the room where Malherbe created the personal serums for the
passengers. Now remember the movies we viewed in the lobby? One was about the
Indonesian ritual for the Dreams of the Dead. Don't remember? Go back to watch
them or Click here for a summary.

- Anyway you were meant to take notice of the ingredients used to make the
serum for the rituals. It was the Black Orchid (represented by a plant),
Valley Orchid (represented by a plant) and a secret ingredient (represented by
a frog). Now frogs aren't plants, they can live in tanks. Remember the
greenhouse had a tank.

- Still in the Herbal Lab, go to the device on the wall that has 6 labels on
either side. You need to choose the correct ingredients to receive the room
code.  They are Black = Death, Valley = Soul, Earth = Amphibian Tank (frog).
And then you are provided with the number 411. This is the room code for
Malherbe since we are in the Herbal Lab.

- Go out of the Lab and go to the fountain. You will see Mexler and Thermon
talking about a business proposition. After they finish, there is a business
card in the fountain. It reads: "Billy Mexler Porcelain Prince Supplier of the
Finest Royal Flushers"

- Turn the card around and you will see a toilet, meaning that getting his
code involves a toilet somehow. Go to the Mud Room, that is right across from
the Herbal Lab.  Go in. You will see a toilet exactly like the one on the
card. However you have to move towards the shower and then turn to face the
toilet. Zoom in and you will see Mexler spewing ewwww...of sea sickness. When
he has finished pick up the key. Notice the lockers at the end of the room,
locate Mexler's and open it.  You will see a poster with a Fat Lady on it and
the number 386. His room code, since he likes hefty women.

- Go back to the fountain, yes still haven't finished in this part of the
ship.  Go to the front of it, which is on the other side of the side that you
face as you go towards it. You will see three panels that you can press. Go
ahead and press each one, making a note of which color triggers how many
springs. For example pressing the:

                      blue one, sets off only one spring
                          orange sets off all three
                           purple sets of only two

Now remember the note and the temperature clocks we found where the AIV
Sequencer is?  Remember the note that stated that all heaters were increased
to 40 degrees.  Also did you notice how there were 6 temp clocks and three
pipes leading up?  So now multiply 40 by the number of springs(or clocks) each
color sets off:

                             1 X 40 = 40 degrees
                             2 X 40 = 80 degrees
                             3 X 40 = 120 degrees

Now go to the doors that are labeled Frigidarium (represented by the color
Blue), Vaporarium (represented by the color Orange), Tepidarium (represented
by the color Purple). On each door is a temperature panel. Set the temperature
on each door according to how many springs that door is associated with.
Confused? Here:

       Frigidarium (blue) = 40 degrees (one spring and one temp clock)
           Vaporarium (orange) = 120 degrees (3 springs, 3 clocks)
           Tepidarium (purple) = 80 degrees (2 springs, 2 clocks)

- This unlocks all three doors. You can explore and go into all of them,
however since Thermon complained about the Vaporarium, in there is where you
will find her room code. Enter through the Vapo doors. There will be another
clear glass door, go through that too. Now if you rotate around the room, you
will find that there are showers which you can manipulate and turn on. Turn
one on, it doesn't matter which one. It creates steam in the room. You need to
create steam to be able to read what is on the glass door. Move so that you
are facing the glass door, but don't go through yet. Zoom in and you will
find: "Psalm 24.4" Which is 244, when you take the full stop away.

- So now we have:
                           Galte       155
                           Swan       568
                           Mexler      386
                           Thermon  244
                           Malherbe  411

We have all of the room codes except the ones for Jan, JC and Moon's rooms.
You will actually have to go into some of the passenger's rooms to get the
clues or codes for these three.

- First room to go to is Malherbe's room. Once in front of his door, press one
of the purple buttons, it doesn't make a difference which one. Enter the
number 4-1-1.  Then press one of the purple buttons again to accept the code.
Go in and look around if you want. You can go into the bathroom, but there
isn't much you can see or do in there. Move to the table. Zoom in on the book
and examine the piece of paper in there. It's torn, however you can still see
Claire Moon's room code. Which is 324. Obviously keep this in mind. Now zoom
into the box on the table near the book and open it. There are three bottles
that are empty and a note.  On the note is a Pod Retraction Code: 318 (note
this!) and it also gives you instructions on how to use the serum. The serum
is contained in the little round bottles in the box. However you can't use
these ones because they are empty.

- There is a box like the one in Malherbe's room in all passenger rooms.
Except that they contain a bottle with the serum you will need...its red. You
simply need to take the serum with you and go to the elevator behind the
stairs. Go to the fourth floor which is where the neurographicons are kept.
Once you come out of the lift, turn to your right. There is a machine next to
the nearest neurographicon. It is the Pod Retractor. Place the number 3-1-8
and then pull the lever. This sends the last vacant neurographicon to the
lower level. That is what you will use to go to the dream worlds. JC and
Malherbe will exchange words, notice the secret door they came through. Once
they stop talking, go through this door (you'll have to insert CD 3). The
lowest level, you will see all the neurographicons, 6 in total. You can
actually go close up and see Swan, Mexler, all of them. Turn around and go to
the empty neurographicon and hop in!

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