Return To Ringworld
Tips to get you started
Using the eye icon, sweep around each room to detect the objects
present. The commentary will give you a good idea of what can be
picked up and what is there for effect. Later on in the game you'll
find items which are begging to be picked up and you can't - that's
because they are meant for another one of the characters. Examine
all the items you have by "picking" them up and plonking them on the
interrogation mark. Note that the comscanner can be manipulated
when used on said interrogation mark. Consult the computer consoles
often, they will give you some clues. Once it's available, have a
bash at the card game, it's more fun than the actual adventure itself.
When totally stuck, speak to Miranda or Seeker; indeed, you must
always speak to whoever is available. I will say "use" when I mean
you to use the finger icon; I will say "watch" when sequences out of
your control occur. Warning: even with the following tips you are
going to find it hard to keep going, mainly because you'll nod off.
ON THE SHIP
As soon as you have control, pick up the stepping disk. Use the
table and pick up the stasis negator. Use the console to the right
to get familiarized with it. Reading the database will give you a
lot of vague clues. Go through door by "using" it.
You can go through the opposite door and pick up all you can with
the finger icon. At this point you can use the probe on the stasis
negator to take out the spent power capsule, and again on the
stepping disk, to take out the good power capsule - use the latter in
the stasis negator. Leave and go to the elevator. Don't bother to
go to the two rooms at the back, there is nothing in them.
Go to the bridge and speak to Miranda and the Seeker. Each need you
to solve certain problems. Pose question 2 and then use line 2 with
the Seeker and question 3 to Miranda. You could use the computer in
your workstation, but don't bother just now. Go back to the
elevator and click on Deck 5.
Pick up the loose optic fibre from the unfinished indicator by the
door, use the panel and get the clamp. Go through the door
opposite. Open the storage cabinet and get the comscanner. Place
the optic fibre in the cable junction and the reader device next to
it. Take the reader device to Miranda and talk to her. Come back
here and return the reader to the right spot, use the red button and
go into the autodoc. Choose the advanced options, get out and use
the yellow button. Pick up the disk.
Go to any console, use it and put the disk in the hardly visible
slot in the bottom left hand corner. Use computer options and read
the disk. Take it to Seeker on the bridge (i.e., speak to him and
then hand the disk to him). That's the first problem solved.
Now, for your next trick. Go to the elevator and travel to Landing
Bay 2. As you come out, pick up the cable harness. Use the
attractor on it. Use the whole thing on the hook (hardly visible)
by the door to the right of the elevator. Walk to the right and use
the controls on the wall. You sit on a chair and have access to the
crane overhead. Move it to the right, first of all, and then gently
backwards until the attractor attached to the cable harness rises
up. You can click on "Done", now. Go through the door next to the
hook with the cable harness. Pick up the red oxygen cylinder. Use
the two storage compartments and get what's inside. Out.
Use the harness to climb up. Go to the only door that opens, second
from the left, and go in. Use the purple can on the laser gun. Go
to the gun and use the clamp on it - go to the door and use it. The
gun is kaput. Go back to it. Pick up the comscanner and put it on
the interrogation mark - it will come up on the screen. Slide the
bottom (MHz) control to the second bar from the left and then use it
on the laser gun. Next, use the sonic stunner on it and the cloud
with disperse. Use the stasis gun around (try the top left hand
corner of the unit) and you should free the good old hyperdrive.
Don't forget to pick up and restore the comscanner to its original
state or it will drive you nuts.
Go back to the bridge and talk to Miranda. Now watch a longish
sequence. Duck. Are you OK? Then we'll continue.
Use the computer in your workstation and go for Scan Ops. Next, go
for Deep Scan and then Geographics. Click on the "up" option.
Another lengthy sequence to watch. When in control, use the stasis
gun on the guy to the left and afterwards, the sonic stunner. Talk
to the Chief, still chirpy under a ton of rocks. When you must,
choose plan 3. More to watch. Try line 3.
If still awake, more action for you. Go to Landing Bay 2 and
through the door to the airlock. Use the rebreather in the suit and
use said suit. Go to egress or, if you prefer, to the exit.
This is an inmensely boring bit (We have ways of making you walk!),
but it can't be helped. Use the comscanner on the interrogation
mark and scan. You will see green marks dotted all around. One
small round one, shadowed all around, towards the "SW" of the map is
a ship you are going to have to repair. Using the comscanner often,
visit every green mark on the map collecting everything you can find
- unfortunately, some of the items are not exactly where the scanner
tells you they are, so you might have to cover the squares round
about. To the S you will find a tower. Climb up, move the bolt,
press the button, climb onto the dish, get the battery. On another
location you will also find a piece of equipment like a large metal
box sitting on top of a joystick - attempt to get it and you
automatically call the Seeker to help you. He lifts the box, you
get the joystick. You will come to a wrecked ship - pick up an item
on it and retrieve the diagnostics display.
When you've been to every piece of wreckage and collected
everything, go to the ship. Enter it clicking on the hatch,
open the storage lid and get the two items inside. Go out and try
each one of the gizmos you've found in each open compartment of the
ship. They should all close. If any of them is still open, tough
luck, mate, you are missing something - waaalkies! When you've put
in everything, get back inside, exchange the broken display for the
good one, place the joystick in the slot. Switch to Seeker, go to
the ship and go in through the hatch. Use the joystick. Watch.
ON THE RIM
Go S till you find the maglev vehicle. Enter it and examine the
control panel. Use the accelerator slide and keep your eye on the
radar screen. Eventually, you will see an elevator appearing on
this screen. You have to manoeuver the vehicle, backwards and
forwards until the dot on the screen, which represents the vehicle,
is exactly opposite the bubble which represents the elevator. Press
the red button to get out.
Walk to the left (you might have to go one screen up or down to get
to the elevator; also, you might not be able to open it, so you
might have to go back to the vehicle and go to the next one).
At the elevator, examine it, have Seeker force the doors open and
switch to Quinn - have him use the lever just visible past the
Seeker. Now you can walk up the retractable ladder to the upper
level of the elevator. Once inside, you will see a robot blocking
the control panel. As Seeker, try to move the robot - he will say
you need leverage. Change to Quinn and use the airbag under the
robot. Switch to Seeker, push the robot; change to Quinn, use the
airbag again. Someone comes up with the bright idea of filling the
airbag with the rebreather - Quinn gets it, so use it on the
airbag. Press the button on the wall and you'll get the video
display. Use it and press each button, starting from the right till
they all show the shaft on the screen and eventually you'll start
IN THE CELL
At this point you get turned into Miranda. Refuse the drink and,
when left alone, pick up the wire by her left hand. Switch to her
when she is back in the cell, pick up the bulb, pick up the pillow,
put it in the loo. Use the wire in the socket from which you took
the bulb. You will need more stuff, so you can leave her there for
IN THE MOUNTAINS
Watch what happens when you come out of the elevator. When you come
to, speak several times to the stranger. You will automatically get
dressed and go to their leader. A lot of palaver, then leave.
Change to Seeker.
Speak to the leader. She tells you a fairy story. Leave, go left,
down the stairs, left, in the door, get the lamp and the gunpowder,
out, left, down, right, in the door, get the lamp, out, right, down,
right, in the door, get the glass dome, right, up, right, up, right,
in the door, use the rope and go down, use the lamp on the green
liquid and the glass dome on that - a vacuum is produced and you get
the key. Up the rope, out the door, left, down, left, down, left
up, left, up, right, up, left, in the door, get the mask, out, left,
up, right, go in the second door, pick up fluid, out, go right till
you come to the elevator.
Open the door to the left and go down. You'll come to some ice.
Use the gunpowder on it and then the lamp. The ice melts and you
can go through. You'll come to a locked door. Use the bottle on
the mask and the mask on yourself. Unlock the door with the key and
go in. Here comes another walking marathon (We have ways of wasting
As in other mazes, and this one is huge, hug the left wall and
follow it no matter what. It wouldn't be a bad idea to map it. You
must kill all the vampires, and you will know when you've done so
because Seeker removes his mask. When you come to them, use the gun -
point slightly ahead of them as they advance towards you. Sometimes
it takes several goes to kill them. Keep going, there ain't
anything else you can do. Eventually you'll come to the gem you
were looking for. Pick up some scrolls and save: then click on the
keypad which guards the gem. What we have here is one of those
puzzles in which clicking on a square affects the others around it
save in the diagonal direction. Also, the keys in the corners
affect distant ones. Note what each click does. Of course, you
need to turn them all red. There were so many movements involved I
cannot give you the solution, but you are aiming at being left with
a cross shape made up of five white keys in the bottom right hand
corner. When all the keys are red but that one white cross,
pressing the middle key will turn them all red and you will have
solved the puzzle. Pick up the gem. Don't scream (though you may
whimper a little), but you now have to get all the way back to the
start (We have ways of trying your patience!). When and if you get
there, go up the ladder, open the door with the button, go to the
leader and giver her the gem (which you have to keep) and the
scrolls. Change to Quinn.
Save. Go to the left and enter the first door you come to. Pick up
the rebreather - butter fingers! Leave, go left, up, right, don't
bother with the first door, enter the second and operate the crank.
Go back down to where you drop the rebreather and you'll see a rope
- use it to get the rebreather. If this doesn't work, reload and
use the crank first. Out, right, down, left, down, right, down,
right, enter the door and use the rebreather with the tap. Out,
right. When you come to the balloon the leader comes to join you.
Some more talk and you can use the rebreather on the balloon and
you'll leave. Once adrift, you can do very little to control your
flight. Arm yourselves with patience (We have ways of boring you
stiff!) and wait till you are past the river, right in the top right
hand corner of the map, and then keep clicking on the down arrow.
You should land in an appropriate spot. Use the scanner and follow
the arrow - you must to this in every screen. Eventually you'll
make it to a wood; go into it and use the flute on yourself.
Watch. Follow your ghoul-friend (more of a boy-friend, actually).
Watch what happens next. Put the finger icon on the guard box to
At this point, the game froze completely. I reset several times but
I continued having the same problem, so I had to give up. I am not
sure whether I am glad or sorry, but at any rate... You are on your