Beruflich Dokumente
Kultur Dokumente
- on wall by side of door. USE TORN WALLPAPER ON PLASTIC CARD your credit card was out of reach. OPEN DESK DRAWER, PICK UP
KAZOO.
ZAK'S LIVING ROOM AND KITCHEN:PICK UP SEAT CUSHION - on sofa. PICK UP REMOTE
CABINET - under sink. PICK UP BOX OF CRAYONS yellow crayon in the packet. USE YELLOW CRAYON
- you draw the map that you saw in your dream.
REFRIGERATOR, PICK UP EGG. OPEN DOOR - exit to
CONTROL, OPEN
there is only a
ON TORN WALLPAPER
OPEN
the street.
PICK UP TREE BRANCH - you take branch from the tree. GIVE
PEANUTS TO SQUIRREL - it can just be seen poking its head out of
a hole in the bottom right of the screen. USE TREE BRANCH WITH
LOOSE DIRT - you clear the entrance to a cave, enter cave.
CAVE:Dark! Use the "what is" command to find the bird nest and the
fire pit. USE TREE BRANCH ON BIRD NEST, USE TREE BRANCH ON FIRE
PIT, USE BIRD NEST ON FIRE PIT, USE LIGHTER ON NEST AND BRANCH cave is now light enough to see. USE YELLOW CRAYON ON STRANGE
MARKINGS - a door appears, enter the door. In room with strange
machine. USE REMOTE CONTROL - the blue crystal is released.
PICK UP BLUE CRYSTAL, return to the airport and fly to Miami.
MIAMI, AIRPORT:GIVE BOOK TO BUM - the Tramp gives you a bottle of whiskey.
Return to San Francisco.
SAN FRANCISCO, DROP SLOT:Go around corner and to the blue door, first past "Lou's Loans".
USE BLUE CRYSTAL ON DROP SLOT - you put the blue crystal through
the letter box. Wait for Annie to open the door and invite you
in.
ANNIE'S ROOM, (ZAK & ANNIE):You discover that you have both had the same dream. Annie gives
you a yellow crystal shard saying that when it is whole it will
let you join her friends on Mars. She also returns the blue
crystal to you, adding that you will need a space suit too. GIVE
WHISKEY TO ANNIE, GIVE GOLF CLUB TO ANNIE, GIVE WIRE CUTTERS TO
ANNIE. Now switch to Annie. PICK UP BLOTTER - revealing a
cashcard. PICK UP CASHCARD.
BUS AND AIRPORTS (ANNIE):USE WIRE CUTTERS ON BUS - you bash the cutters against the side
of the bus and wake the driver up. USE CASHCARD IN CASHCARD
READER. You must fly to Miami, then to Cairo, and then to
Kinshasa.
KINSHASA, JUNGLE PATH (ANNIE):This path is randomised! See Note 3.
HUT (ANNIE):Go to the Shaman's hut, the one to the far left and enter. GIVE
GOLF CLUB TO SHAMAN - he is very pleased and says he will give
you some information. This is to be a six-figure number. Watch
the three men jumping up and down noting the sequence in which
they jump. ie 3, 1, 2, 1, 2, 1, though it will be randomised!
The sequence will be the same as the code needed for the huge
door at the Face Chamber on Mars. Return to the airport via the
random jungle. Fly to Cairo, and then to London.
LONDON, SENTRY BOX (ANNIE):GIVE WHISKEY TO GUARD - he falls down drunk. PULL SWITCH - turns
off the electric fence. USE WIRE CUTTERS ON FENCE. Switch to
Melissa.
MARS, OUTSIDE SHUTTLE BUG (MELISSA):Leslie is here also. OPEN DOOR.
INSIDE SHUTTLE BUG (MELISSA):PICK UP BOOM BOX, PICK UP DAT - cassette tape. OPEN GLOVE
COMPARTMENT, PICK UP FUSE, PICK UP CASHCARDS. Exit shuttle bug.
OUTSIDE SHUTTLE BUG (MELISSA):GIVE CASHCARD TO LESLIE - you will find out if it is the correct
one of the two when you come to use them. Walk left past Hostel
to the monolith.
MONOLITH (MELISSA):USE CASHCARD ON MONOLITH - you pick up a token, repeat action to
get second token. These tokens are used as tickets for the tram.
Go to hostel and enter airlock.
ENTRANCE TO FRIENDLY HOSTEL (MELISSA/LESLIE):USE TOKEN ON METAL PLATE - plate opens to reveal a fuse box.
PICK UP BURNT FUSE - it disintegrates. USE FUSE IN FUSE BOX.
Switch to Leslie, and join Melissa in the airlock. PUSH LEFT
BUTTON - closes outer door. PUSH RIGHT BUTTON - opens inner
door, enter door.
INSIDE FRIENDLY HOSTEL (LESLIE):PICK UP VINYL TAPE - from side of right locker. PICK UP LADDER,
PICK UP COVERS - from bottom bunk. PICK UP BROOM ALIEN, OPEN
LOCKER - the one on the right side. PICK UP FLASHLIGHT. Enter
the airlock.
ENTRANCE TO FRIENDLY HOSTEL (LESLIE):PUSH RIGHT BUTTON, closes inner door. PUSH LEFT BUTTON - opens
outer door.
OUTSIDE FRIENDLY HOSTEL (LESLIE):USE BROOM ALIEN ON SAND PILE - reveals the solar panels that
power the tram. Walk to far right to Huge Face and door.
HUGE FACE AND DOOR (LESLIE):The door has three large buttons on it. USE LADDER ON DOOR. Push
the buttons as per the dance sequence you watched in Kinshasa.
That is six times in all. PICK UP LADDER - enter door.
GREAT CHAMBER (LESLIE):Go to first north door.
OUTSIDE MASSIVE DOOR ONE, (LESLIE/MELISSA):You see a crystal sphere mounted on a pedestal. Switch to
Melissa, bring her here to join Leslie. Switch to Leslie. GIVE
VINYL TAPE TO MELISSA, USE LADDER ON PEDESTAL, climb up ladder
to top. Switch to Melissa. USE VINYL TAPE ON DAT - you can now
record on it. USE DAT WITH BOOM BOX. TURN ON BOOM BOX - select
record option. Switch to Leslie. PICK UP CRYSTAL SPHERE - as you
touch the sphere a sound is emitted which is recorded by the
boom box. The door opens. Climb down ladder. PICK UP LADDER,
TURN ON FLASHLIGHT, ENTER DOOR - you head North into the dark.
BEYOND DOOR ONE, (LESLIE):Proceed through maze until you locate the atmosphere machine
room. TURN ON SWITCH - right. TURN ON SWITCH - left. Wait until
both gauges show green. TAKE OFF HELMET. Proceed through maze
again to the map room. READ STRANGE MARKINGS - copy symbol to
use in Sphinx in Egypt. Proceed through maze to outside door
the way to the right, then quickly hit button twice to leave
before the alien arrives. After he leaves, return to the altar.
USE YELLOW CRYSTAL SHARD ON ALTAR - both parts. Return to the
airport and fly to Katmandu.
KATMANDU:Walk to far right. USE LIGHTER ON HAY - now walk to far left.
Policeman leaves his jail to attend the fire. PICK UP FLAGPOLE.
Walk to right, GIVE BOOK TO GUARD - the guard allows you to
visit the Guru and learn how to use blue crystal. Wait until the
policeman returns to his jail. USE BLUE CRYSTAL ON YAK. Choose
"TO ZAK" option. Wait for alien to capture you and toss you in
stupidity machine. This takes you back to San Francisco thus
saving the cost of the airfare.
SAN FRANCISCO, PHONE COMPANY:Wait until the alien has removed your artifacts and has left the
cell. Now, quickly before alien leaves, PUT ON HAT, PUT ON NOSE
GLASSES. This must be done quickly before the effects of the
stupidity machine take over. This will save you lots of time
otherwise spent waiting for the effects of the machine to wear
off and for the alien to free you.
Note:If you are unable to do these two actions in time, do them after
being released from machine and escorted outside. Then enter
Phone Company, get the artifacts and exit. Use either method
when you're caught in the stupidity machine.
Walk to far left. OPEN CABINET - you pick up the artifacts
seized by alien. Open the door, and exit to the shop. OPEN
COUNTER - exit phone company. REMOVE HAT, REMOVE NOSE GLASSES.
Fly to Miami and then to Bermuda.
BI-PLANE AND MOTHERSHIP CARGO BAY:You will have been given a parachute. Wait, until caught by
alien ship. Watch your pilot use the coloured squares on the
wall, note the colour sequence. The pilot and plane will
disappear. PUSH BUTTON - on right wall by door. You are escorted
to the King. READ LOTT-O-DICTOR - on far right, write down this
random number. GIVE GUITAR TO THE KING. These actions must be
carried out quickly. If successful, the alien will take you back
to the transporter room and enter the code for your flat, now
walk to left. Otherwise you get tossed into the stupidity
machine.
SAN FRANCISCO, LOU'S LOANS:BUY LOTTO TICKET - use number from Lott-O-Dictor. Go to airport,
fly to Miami and then to Bermuda.
BI-PLANE AND MOTHERSHIP CARGO BAY:Wait, until caught by alien ship. Watch your pilot use the
coloured squares on the wall, note the colour sequence, it
should be the same as before. The pilot and plane will
disappear. Now press the colour buttons in the sequence you just
noted and walk to left. You will materialize outside the
mothership, and will fall towards the ocean. USE PARACHUTE.
IN WATER (ZAK/DOLPHIN):-
USE KAZOO - to attract dolphin. USE BLUE CRYSTAL ON DOLPHIN you are now in the dolphin's mind. SWIM UNDERWATER.
UNDERWATER (DOLPHIN):Swim to far right, you see some seaweed obscuring a dark hole.
PICK UP SEAWEED, PICK UP GLOWING OBJECT, SWIM TO SURFACE.
IN WATER (ZAK/DOLPHIN):GIVE GLOWING OBJECT TO ZAK. Now switch to Zak, and wait to get
caught by alien, and thrown into the stupidity machine. Use same
method to escape as before, and remember to retrieve the
artifacts from the cupboard.
SAN FRANCISCO, LOU'S LOANS:As you enter Lou informs you that you have won the Lotto, 10,000
dollars. Go to airport and fly to Lima.
LIMA, JUNGLE PATH:This is one of the random mazes described in the introductory
notes.
CLEARING, BIRD FEEDER:USE BREAD CRUMBS IN BIRD FEEDER - a bird is attracted to the
bread crumbs. USE BLUE CRYSTAL ON BIRD.
SKY (BIRD):Fly right to huge carvings and then into the left eye. In cave,
PICK UP SCROLL, FLY TO VALLEY. As you, the bird, return to the
bird feeder Zak is caught by an alien and taken to the stupidity
machine. Use the previously explained method of escaping,
retrieve your artifacts and return to this location. USE BLUE
CRYSTAL ON BIRD, GIVE SCROLL TO ZAK - you'll be thrown into the
stupidity machine again! After you get out, grab your stuff and
fly to London.
LONDON, STONEHENGE (ZAK/ANNIE):USE FLAGPOLE WITH ALTAR - the flagpole stands vertical against
the altar. GIVE SCROLL TO ANNIE - switch to Annie. READ SCROLL as Annie read the words of power a bolt of lightning strikes the
flagpole and is transmitted into the two yellow crystal shards
which become fused as one. Switch to Zak, PICK UP YELLOW CRYSTAL
- return to airport, fly to Cairo and then to Kinshasa.
KINSHASA, JUNGLE PATH:Find your way through the random forest and return to the
shaman's hut.
SHAMAN'S HUT:GIVE YELLOW CRYSTAL TO SHAMAN - he says he will teach you how to
use your teleportation crystal. You may only travel to a
teleport pad. Use your map to fix on your destination. USE
YELLOW CRYSTAL - you are presented with your map, point to Lima.
LIMA, HUGE CARVING, RIGHT EYE:PICK UP CRYSTALABRA, USE YELLOW CRYSTAL - point to Cairo.
CAIRO, IN EGYPTIAN PYRAMID, DEVICE ROOM:USE GLOWING OBJECT ON BASE, USE CRYSTALABRA WITH GLOWING OBJECT.
You begin to construct the device with which to defeat the
aliens. Go to wall on far left. PULL LEVER - reveals stairway in