Physicus: Save the World with Science! чит-файл №2

Physikus
Walkthrough by Tally Ho
Spring, 2001


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About the Installation

Physikus comes on two disks. You have the choice of full or partial
installations. If you can spare the room, I recommend the full option, even
though it puts all of disk one on your hard disk, around 600 megabytes. It
relieves you of constantly switching disks when you need scientific help. Either
way, you must insert disk one to start up, then change right away to disk two to
play. As if enough gamers haven't complained about this already. Lucky ones will
have a DVD alongside their CD-ROM, and can use both disks simultaneously.


Let's Get Started.

After watching the intro, and finding it's your job to save the world, you land
at a little settlement, looking at a bridge. Cross it, and go into the first
little house on the left. Find the desk, pick up the personal computer and turn
it on. Oh, No! Physics Lessons! They're really basic stuff, and presented in a
logical, entertaining style. You can read through as much or as little as you
want to right now; you can always refer back to the reference material any time.
This is the contents of disk one, and if you did a full install, you can refer
to
the lessons without changing disks. If you did the smaller install, you will
need
to change disks to see the material.

Listen to the message on the vid-mail machine, and exit. That's all for now in
this house.

The First Problem: 6kg weight

You need to find a pair of houses. Stepping out the door, turn Left and go
forward five times. You see a butterfly cross the path. At this point turn left
and approach the two houses. Enter the one on the right. F1, R2, you see a sink
with a mirror on the shelf. Go to it. Placing the cursor over the mirror shows a
green 'scan' line. This means it is an object you can take. Later, when you see
a
red 'scan' line, it is a place where you can use one of your items. Back up.
turn
right to see the clock. Open the clock and take the 2kg. weight. You just never
know when you will need a weight, especially in a physics-oriented game. Turn
right again to see the table. Read the note in the vase. Notice at the top of
the
screen, you can click to two lessons; one on magnetism, and one on aggregation
(boiling and freezing.) The note depicts some sort of device with three
sections,
and four, nine and four things per section. You can't take the note, so write
down a description of it. It mentions the boiling point of water.

Go into the other house, the one that looks like a boiler of some sort. This
place is called the Smithy. First thing we see is a hot-press. Close-up, we
discover we can move the lever and pick up weights and hang then on the lever.
Notice the link to the physics lesson. If we study about leverage, it seems we
can use one of the weights to generate 100 kg of force. The 30kg is too much,
the
10 kg is not enough, but the 20kg in the correct position is just right. Thank
you, Goldilocks. So now what? We have nothing to press; have a look around.
Actually, the shortest route is to pick up one important item, and go elsewhere
for now. Turn around, and to the right of the door, pick up the bar magnet from
the little shelf.

Go outside, through the stone arch up to the stucco house with the barrels on
the
side. The house is locked (naturally.) Examine the barrel area to see an 18kg
barrel that could be raised by pulling down on the magnet. Try it. You can raise
the barrel, but it will not stay up. While you are there, you see a place to use
an object. If you check the lesson on mechanics, you will find that the pulleys
reduce the force by a third, so you need 6 kg of force to raise the barrel, and
to stick to the magnet, you need something made of iron. So now we have
something
to do. We found a press at the Blacksmith's, we have a 2kg weight, if we find
4kg
more, we can fashion a 6kg weight and get into this house from the cellar.
Before
you leave here, look at the sign on the wall that says 3040Watts, 4 Amps, and a
picture of something. (Could be an elevator!)

Back up and go right to the bridge. Approaching the bridge, you can click on the
Sun for a view of the phases of the moon. The Lesson in Optics is not to be
missed. Wonderful stuff. You can play with lenses, mirrors, and see eclipses.
And
maybe, Heaven forfend, even learn something! Go up the swing-bridge to the ship.
It is locked, of course. Look at the porthole to the left of the entrance. Open
it to discover the device shown in the note from the table. Install the magnet
from your inventory. Now the interesting part. The note refers to the boiling
point of water. Is it 212°F? Or 100°C? Or did you study the lesson and find out
it's 373°K. You can do it - when it's right, the door to the ship is unlocked.
Oh - to "USE" an item, you need to find it in the little viewer on the lower
right, then drag it up to the location. A little kludgey I admit, but it works.
Go into the ship.

Looking down, is limited by the dark. At the top, we find a telescope, an
electrical box, and a frame shaped much like the mirror we picked up. Put the
mirror in the frame. Look in the telescope. Very blurry. Check the side of the
telescope and take out a lens. Look again. Not sharp, but improved. You can also
look out the porthole. Look in the electrical box and take the resistor. Go down
the stairs. The light from the mirror allows you to proceed. All the way down,
find another 2kg weight. The good news is we have more weight. The bad news is
we
need 2kg more.

Go outside, and proceed to the 'Danger High Voltage' device at the end of the
walk. Open the device, and see 760V. Right, high voltage. When you study the
lesson about resistance (not the political kind) you learn that volts divided by
amps equals resistance. The note on the side of the house implied we want 4
amperes. So-o-o- if 4 amps is what we need, then 760/4 = 190. Put your resistor
from the ship in there, and make the total resistance 190. Divide it between the
two resistors however you like (another lesson.) The green lights come on, and
the lift descends. Go up to the windmill area. Take the left side, back to the
generator building. F, R and find another 2kg weight. That's all to do here for
now. Go back down the lift and into the Smithy.

Up the ladder, and around back of the furnace find the horizontal wheel to turn
on the gas. At the furnace, light the fire and drop in 3 2-kg weights. Pull the
handle to dump the molten weights into the press. (If you haven't raised the
hammer before, you must do it now. At the press, lift the lever, and hang the
20kg weight on the third slot from the end to raise the hammer.) With the hot
material in the press, lower the hammer to form it, then raise it again to
retrieve the 6kg weight.

The Generator, battery, keys and codes.

Now you can go back to the house with the barrels, put the 6kg weight on the
magnet, and when you pull the magnet down to raise the barrel, it stays up. Go
in
the cellar, look up the ladder and take the key. Exit. We'll be coming back.
Bring the lift down again (190 ohms) and go to the windmill, opening the door
with the key. Inside, go to the millstones and lift up the wooden block. Then up
the ladder, pull the lever to engage the windmill. (if you leave the wooden
block
down, the windmill operates, but all its work goes into the stones, not the
generator.) Go to the Generator and turn on the switch next to the entrance
(turn
around to find it.) Go to the transformer at the other end of the room and set
the windings. We don't really know the correct value yet, but you can peek at
the
answer. Push one of the colored switches, it doesn't matter which. Write down
the
shape and color to save a trip back here.

Exit the Generator building through the green, electrically locked door next to
the transformer. Down the rails, right, through the gate and into the village.
Across the village, find the bridge and lower it with the wheel. Cross the
bridge, and back into the cellar. Switch on the light, turn around and find the
dead battery on the table. Back to the village. Straight ahead is a dead-end
alley. Find the dustbins on the right, and take the hammer. To the left is a
door
with an encoded lock. If you go to the door with the round panel hiding a
combination lock, you may feel stuck, for it appears that there is no way to
back
out. Look carefully at the bottom of the combination panel, and you can close
the
slide, revealing the back-up arrow.

Exit the alley and go right to the Optical shop. Open the door by matching the
lens shapes when they pause. Inside, go behind the counter and open the top
drawer, taking the green filter. Around front of the counter, you can see a
bell-
jar that rings when you touch it. Exit, and go across the square to the door
with
the red button. Through the door, find the wind-powered battery charger. put the
battery in, turn on the charger, and take the charged battery with you. Back to
the village, and down the well. Find the box and put the battery in. At the end
of the corridor, those bricks are just begging for a hammer. You have broken
into
jail! Ooops, the door slammed shut when you touched it. Klutz! Guess we need to
set off the dynamite. Try lighting the fuse with your lens. Through the heavy
door, up the stairs and left into the Police office. Find the File on the right
end of the middle shelf. The graphic depicts sound traveling through iron.
The speed of sound in iron is:

5170 meters per second

Go to the desk and take the large key from the bottom left-hand drawer. Go
across
the hall into the darkroom. Examine the photos. You can't see all you need to
see
because of the red safelight. Put your green filter in and slide it over. Now
you
can see a door code on the third photo. The code to the safe is 2312.

Go outside, and into the alley where you found the hammer. Open the door to the
thief's house with the Iron code. His name is Tor T. Eloni. Cute, huh? From the
bowl of fruit, take the Golden Sphere. Open the portrait to reveal the safe and
open it with the darkroom code. Take the Concave Lens. Go to the ship and put
the
lens in the telescope. Look through the telescope (remember a straight telescope
inverts everything) and scan until you see the code-lock near the battery
charger. You can see F _ _ _ _ . At that door, you are prompted to study the
laws
of motion. Your hard work reveals that Force equals mass times acceleration.
The "F" is hidden, you should input "=", "m", "dot", and "a".

On the Beach

Go straight ahead to the end of the dock. Read the note in the bottle that tells
you to use the density of chlorine as a code to the observatory. Go to the
astronomer's hut, the building around the corner. It is the only unlocked door
in
town. Find the control-table and put your Golden Sphere in the slot. I was
unable
to discover the clue to this puzzle. Trial and error revealed the combination.



When you get it right, the sun turns and the chapel door is unlocked. Go there
and take the Tuning Fork. Remember that Bell-Jar? Go to the Optician's shop, put
the tuning fork on the counter and ring it. The glass shatters, revealing a
Crank
for you to take. Exit the shop, and go around to the right, behind the shop, and
across the tracks you slid down before. All the way out, there is a submarine.
Go
to the back of the mirror, put in the crank and lift the mirror to heat the
water
in the tank. Look in the tank to see the water boil. Inside the generator, look
up to open the valve and let the hot water into the boiler. Turn on the fire to
make steam. The generator is working.

Go to the transformer and set the windings. We don't really know the correct
value yet, but you can peek at the answer. Push one of the colored switches, it
doesn't matter which. Write down the shape and color to save a trip back here.
Go
outside and up the ladder again, to take the Lead Pipe from the empty tank. Back
to the beach generator. Use the pipe to replace the broken handle. The generator
is now generating. Set the windings on the transformer. We don't really know the
correct value yet, but you can peek at the answer. Push one of the colored
switches, it doesn't matter which. Write down the shape and color to save a trip
back here. Better go to the Observatory to figure things out.

The Observatory

Find the observatory up the stairs between the tracks and the submarine. At the
top, there is the door that needs to be opened with the code, the density of
chlorine. I was unable to find that figure in the lessons, but the density of
gaseous chlorine in standard conditions is 3.214 kg per cubic meter. So the code
3,214, followed by the red button, opens the door. Up the stairs, into the
control room, and look at the chart on the wall. 5,000,000 watts is a major
amount of power. That's like 50,000 100-watt light bulbs. Anyway, we need to
decide how many volts to feed to the impulse machine. Watts equals volts times
amps, so 125 amps need 40,000 volts. Have a look at the controls. Turn things on
with the little toggle switch on the left. You can see the various voltages the
three generators are producing. So the windings on the transformers have to be
set to values that will result in a combined total of 40,000. Volts, not
windings. Again, you can peek at the answer. Also, the color-switches need to
match the colors you select. Study the Optics/color subtraction unit to figure
those out. The shapes, circle, triangle, square, identify the generators.

After your voltages total 40,000, you need to set the three color-selectors so
they yield the colors you used; then the resistance must be chosen (125) so that
the power output is five million watts. The test button will show green when all
is set correctly. Push the lever and enjoy the scene.



The transformers need to be set as follows:

The windmill generator is producing 5500 volts. Set the windings at 4000, for an
output of 22,000 volts from the transformer.

The steam generator is putting out 1520 volts, multiply that by five to produce
7600.

The water wheel is generating 1300, times 8 is 10,400.

22,000 + 7600 + 10,400 = 40,000.