Voyage game walkthrough




















Ask about the machine on the left wall. Find the buttons with matching sounds from left and right panel. When a button on the left is pressed and the matching sound button on the right is immediately pressed, the buttons remain lit. Match-light all buttons. You can redo the test to increase your score. You have 4 chances but as you redo more, the less forgiving the puzzle becomes.

Level 1 key: Press the request bell and ask for level 1 key. Take level 1 key. Intelligence required for level 2 is If you have enough points ask for level 2 key. Distributor: Check the machine on opposite wall from the sound test. You can buy several items here. Money can be obtained by selling items to the dignitary. Be careful what you sell, you can buy them back but at a higher price from the distributor.

Sell only items that you don't need or can be replenished from a source here in Luna. I sold the dented shell porthole, can, rifle, seedling and grafted seedlings. Go to elevator and take the level zero key and use the level 1 key.

Learn math processes:. Go to second from top enter level. Go forward to panel on wall at left end of hallway from elevator by exploding mushrooms. Look down and note the number - bar with one dot. The reading of the numbers is learned from the sarcophagus inscription see log.

The math process is seen etched left of the panel in close up. Read the log book for more explanation. The Selenite's math process is base So any sum 20 or over is carried over to the left column. Ours is base 10, we carry over to the left anything 10 or over. Get the sum of the number on the floor - bar with one dot 6 to the numbers shown on the panel.

The panel has 2 squares with fixed numbers. Think of this as a 2 digit number in 2 columns. Add 6 to the right column number. The result is entered by clicking on the right middle column and then press the dot button or the bar button. Then click on the left middle panel to select it. Enter the sum of the left column - take note if there's a carry over from the right column. If the sum of the right column is or exceeds 20, that 20 is carried over to the left column as one dot.

Then press the enter arrow button. The zero button is the reset button. Example of a game puzzle: Number from panel 19 9 Number from floor 6 19 15 to be added on middle squares 3 bars. If correct, a green light is seen and the panel opens. Click on switch and the door on the left opens. Look around the Selenite Settlement.

Second from top Enter level: See exploding mushroom at left end of hall from elevator. Giant fanlike scale to open door - Click on one red button to move the cursor to that position. Your weight as one person on the floor scale opens the door to the ground level. If 2 creatures stand on the scale, the scale cursor will be on 2nd position from zero.

Other end of hall - See yellowish Chlorine gas at other hallway which makes it not passable. Third from top Food level:. Kitchen - Turn right and see food preparation vat. Click on the ideogram over the mixing vat - conquer, hunger. Pan right and see the switch for food or water going to distribution pipes.

Water and fire bowls are on floor. Various fruits are on bins ready for the taking. Take the shovel at the corner and the cogged cylinder on the recessed area.

Experiment on making compote - Combine 2 fruits and add to pan. Heat on fire and click it on Ardan. Drink a glass of water to remove effects. All the other combinations are revolting mixtures that Ardan can eat or discarded.

Go to other end and talk to the creature. You can understand but not answer. Second from bottom light level: The insect spy talks to you. Whenever he blinks, it means that you can raise your score by doing an action on a machine. He will explain things. Open the laboratory door:. Look down and see one dot on left square and 2 dots on right square on the floor. Look close on the panel on the wall.

Add 2 to right column number on panel and 1 to left column. Remember a bar is 5 and 20 carries over to left column. Flip the switch to open the lab door. Laboratory: Enter and see water and fire bowls, potting soil, raffia, scale for separating isotopes and the purifying machine.

Click on safety valves of the purifier and note that it needs grease or oil. Click on the 2 procedural tablets on both side of the purifier. The drawings will be placed in the log. Study log. Lumen production area: Go to the room across the lab. Try to talk to technician-creature.

Note that he takes food constantly from his food tube. See various items and chemicals that he would not allow access to. Talk to creatures to learn more information. Buy glue and parts: Sell items to dignitary at 'see' level to get money. Sell 1 can, twisted plating, rifle, fruit seedlings and several fruit seedlings hybrids.

Buy Yrshnouff gluance glue for lunar money, mechanical hand for 40 lunar currency and mechanical elbow for 40 lunar currency from distributor. Fix flute: Combine damaged flute, lunar reeds and glue to make an ancient flute that makes you speak Selenite. Talk to the Supreme Ruler. Take the level 2 key.

You have to return the items taken from Necropolis Selenite sarcophagus. Talk to Creatures:. Scurvy, the Insomniac - Talk to Scurvy, the insomniac. Learn about the exiles, plant association, etc Check the log for more information. He wants you to solve his logic problem before he helps you with the shell. Select the appropriate answer to questions based on:. Logic 1 - When facing the sacred artificial jaw of Selenos the First, every lunar inhabitant must crack his nasal cartilage as a sign of respect.

On every other occasion, proper etiquette absolutely forbids making that sort of noise. Logic 2 - When the Supreme Ruler, Master of all that lives in our hospitable caves, blinks his frontal ommatidia, all lunar citizens present light up their cerebral lobes as a token of approval and respect. When the logic questions are correctly answered, Scurvy gives instructions check log. Bust of Supreme Ruler - Use the level 2 key on keyhole left of panel by Scurvy.

See the bust of the Supreme Ruler. Click on it and it falls off and breaks. Take the shattered bust lose points. Fix the shattered bust with glue to make reassembled bust and score points are back to what it was. Lose-gain points - Look at shattered bust in inventory and note that one part makes sound. Use a wrench on bust and find salt behind the nose.

Use glue on shattered bust to get repaired bust. Place bust on stand and you will gain 10 additional points before the dropping of the statue. Scrupul, first rank technician - Talk to the technician at the lumen producing room across the laboratory.

Learn all about the making of lumen and what items are needed. Collect items. Get more items:. Click the green-yellow compote on the food vat to be distributed to the creatures through their food tubes.

Talk to the creature at the other end of the hall and he is in a frenzy. Go back to the Scrupul, creature at the lumen production level. He is very busy. Use empty can on the yellow azotic acid vat. Take enough blue ores and shovel. Open the cabinet at other wall and take globe , cogged cylinder , handle , belt and ax le.

Belbaab conch : Combine azotic acid and plugged conch in inventory to get Belbaab conch that enables understanding all creatures. Get more azotic acid using the empty can. Go to kitchen and turn the distribution pipe to water. This clears up the effect of the compote given to the 2 creatures.

Shell at landing area: Leap to snow covered area on the surrounding mountain. See a green plant holding the shell. Use any seedling graft that has red seedling to scare it. Enter the shell and talk to the rooster. Horticultural sideline: Make blue fruit seedling.

Combine that with the earth vine plant and raffia to make Voracia-grape hybrid. Plant the hybrid on fertile soil at the cliff cave to see a grape vine grow on the side of the cliff. Take lunar grape. Climb the vine to get up the cliff to the top. Elevator Keys: Use only one key on the elevator and keep the others in inventory. If you leave 2 keys on the elevator, Scurvy, the Insomniac might confiscate the level 0 key.

The key is on the shelf by his cubicle. You can get it back, by getting him drunk. Place the Voracia-lunar grape compote on the food vat in the kitchen. Talk to Scurvy. Take the key from shelf and Scurvy will talk to you but since he is feeling 'generous' at the moment, he will let you take the key. Scrupul - Check Scrupul and see that he is also hic! Now you can ask him and he will respond and give you great clues without payment at all.

Ardan - Make a Voracia-lunar grape compote and click it on Ardan and see how the game manipulation is now jerky. Drink water to remove effect. Fix mechanical arm: In inventory, use lunar tool on broken mechanical arm to get mechanical forearm, upper arm and corroded parts. Combine forearm, upper arm, bought hand and elbow to make mechanical arm. Catch exploding mushroom: Use your hand to catch an exploding mushroom at second from top level of the settlement.

Just have patience and place the hand cursor in the path of a dropping mushroom. Then combine the mushroom with the leak proof globe in inventory quickly to get mushroom spores. He feels so splendid that he moves fast and can easily catch the mushrooms. Get salt:. S kull panel : Go to the skull panel at turbine room accessed via the stairs close to organ puzzle at ground level outside.

Click it on Ardan and see that the vision changes to purple. Look at the skull panel and see hidden numbers. What do you know? Drink water if you want to clear your vision. Water panel with red squares : Go outside to top outside level and look at left red squares water panel with ideograms. Click on a water ideogram in each row.

The panel opens. Flip the switch to point to the left, towards the red numbered squares panel. Do the same to the other red squares water panel with ideograms at the other side of the mound. Some ideograms are erased. Click on the buttons: From top to bottom, left to right: 1, 3, 4 and 2.

Flip the switch to point to the right, towards the red numbered squares panel. Numbered red squares panels : Based on the secret numbers seen on skull panel while in purple vision, click on 1 dot to raise the cylinder one level at red numbered squares panel by the reeds.

Go to the other numbered red squares panel. Raise this to 8 levels by clicking on squares. Number the squares and , left to right and top to bottom. Go back down to the skull panel What do you know? Make chemicals on purifier. Based on journal clues, prepare chemicals using the purifying machine in laboratory. Fix purifying machine: Place belt taken from cabinet at lumen processing room on right wheels of purifier.

Place shovel at opening at bottom center. Place leak proof globe on top left of machine. Click on all the vents to know that the machine still needs grease. Make grease : Follow the log graphic clues. Heat on fire. Place compote mixture on bottom part of the purifier. When the vents would not open, use the mechanical arm on vents that has red residue to click them open.

Take Zubroo concentrate. Add viscous secretion to Zubroo concentrate to make Zubdssik greasy amalgam. Use grease on one of the purifying machine's vents. Make glue: Follow the log graphic clues. Take Yrsagtt concentrate. Add viscous secretion to Yrsagtt concentrate to make Yrshnouff's gluance glue. Make Xuldakir's Star that makes a creature small:. Make green and purple seedlings. Graft the 2 seedlings together with raffia. Place in purifier. Take Xulmi crystalline powder. Add salt to Xulmi powder to make Xuldakir star.

Make explosive mixture: Make 2. Make purple and red seedlings. Take Prultuuk's crystalline powder. Combine the powder with exploding mushroom spores to make Prulmis' explosive mixture. Top level - transmitter room:. Fix the lumen preparation machine : Based on what is learned from Scrupul about the machine, fix the machine at top level at the transmitter room.

Make and take a new colored gear from below the stairs outside. Place crushing roller between the other 2 at left side of machine. Place hopper in front of crushing rollers. Place blue ore on hopper. Place funnel on pipe above the crushing rollers. Pour azotic acid on funneled pipe. Place handle on rightmost panel. Place glue on 2 open pipes, one is below center.

Grease the central bolt at center of pump. Pull handle. It works! Use empty can on trough that has blue liquid left of the panel with the handle to get lumen. See the crusher at middle of machine. You can use this to straighten out the crushed porthole cover of the shell. Thanks, fov. Make Borzludjak oxygenizing preparation:.

Place purple fruit in purifier in laboratory to get Brozlyzz concentrate. This can be used as replacement for Chlorate of Potash for the trip home. Tip shell over the brink. Lowest secret level - Hall of secret antiquities: Use level 2 key on elevator. Go to lowest level. Become small: Place Xuldakir's star on machine. Automatically be small and run to the other side.

Press one of the lit buttons next to it to descend. A scene will take over. After the conversations, you will now have to raise your intelligence score to be awarded a Level 1 Key. You will also need to learn the language, thus press the middle button in front of the dignitary. A small quiz starts where you are shown a ideogram and you have to say what it represents.

Each correct answer is 2 points, a mistake takes 1 point off. With the intelligence score in your display now, each time you are about to interact with something it may flash.

This means by doing something correctly with that interaction, the score can be raised. Doing something useless like turning a valve that does not work yet, is not point material. Next up, turn left and use the machine at the wall. It is another mini-game, a matching phonetics one. Click on the left buttons to hear a tone, and you have to click on the one that it represents in the Selenite language.

When you get a match, the two buttons will stay lit. When all are lit the game is over and you can now understand the Selenites all around. However, before you get the Level 1 key you have to raise your intelligence score to You can replay the phonetics game with a limit on how many trial and errors you may do, but there are easier ways to earn points: - Return to your shell, you will see a plant.

Use any red plant hybrid on it to fight it off. The shapes are now 8 3 7 10 6 9 11 5 4 12 and have additional color lights. Green is still addition, but red is subtraction, blue is multiplication and yellow for division. This is still quite simple to figure out, and a calculator should help to make this an easy way to get lots of points.

If they attack each other then you still get 2 extra points. Not much, but better than nothing. Keep a list of stuff you have done to avoid needless running around for soil and raffia. You can wait with this until you are over points for easy access to that, too. On the 2nd level from the top, turn left to the falling mushrooms.

The wall has a panel and there are numbers on the floor. Numbers you ask? The number system in the game uses a dot and bar. Therefore ". Looking at the panel, you will see two numbers displayed at the top, and two squares.

What you need to do, is at 6 to this number. For example, if the left is 3 and the right is 12, then the end result would be "3, 18". Pay attention to the right number, because if it goes over 20, you need to carry over a 1 to the left number.

For example, "3 15" would be "4 1". It is not as hard as it sounds on paper. Press the 'Enter' button to confirm your entry. Doing this puzzle is another 20 or so points. You can do a similar puzzle later on for additional points, thus do not forget how this works.

All the exploring should give you the intelligence. Push the left button at the desk of the dignitary to get the Level 1 key. Insert that in the elevator and remove the Level 0 key. Next we want to make some money. Give items to the dignitary and he will offer to buy them.

Make sure you do not sell anything important because you will have to buy it back later for a higher price. I assume you made all five for finding all the stuff in the forest, then it is easy to spot which one to recreate.

You also do not need that much money, only Turn right to face the wall opposite the phonetics quiz. There is a distributor to buy items. Purchase the mechanical hand 40 , mechanical elbow 40 as well as the Yrshnouff's gluance If you tried the machine earlier, it is possible the glue was not available yet.

Use the glue with the damaged flute you found, add lunar reeds and you get a working ancient flute. Finally you can communicate with the locals. Ride the elevator down the level you have no visited yet. Turn left to find another math quiz. This time you have to at 1 to the left side, and 2 to the other side. Read up if you need more help to remember how this worked. This gives you more points, and access to a room with soil, raffia and the usual water and lava spot.

If you sold any hybrids for money, this is a quick way to get it back. You should now have enough points to get the Level 2 key intelligence. If not, explore some on your own if you missed out on anything.

When you request the key, you will have another scene. Insert the new key into the elevator and take the old one back. Ride to the food level and turn right this time. Talk to the local Scurvy about helping out. He will help when you do some logic problem solving. There are two and you can retry as often as you like. It is a little complicated and takes some getting used to.

Guess if you are really lost. Take the key out from the elevator and insert it into the keyhole next to Scurvy. Click on the bust to drop it down. Pick up the pieces, use the wrench on them to get some salt, then glue the statue back together and place it in the storage room. Take out the key and return it to the elevator. Mix it into the vat opposite the fruit stands. Michel will first make a comment, so click on it again if nothing is getting mixed.

You have just made all the creatures' food supply extra great. Take the shovel in the corner and the cogged cylinder next to the fruit stands. Take the elevator down to the lab lumen. The creature will not prevent you from taking stuff any longer if you tried before. Grab the shovel on the floor, fill the empty can from the acid pool and open the cabinet across for a globe, cogged cylinder, handle, belt and an ax.

Combine the acid in the can with the plugged-up conch from the forest you did go there to find it, right?! Go up to the kitchen and use the switch next to the vat to clear the effect of the food from earlier.

You probably did a math quiz there earlier. Use the lunar tool with the broken mechanical arm to get some parts. Combine the mechanical forearm, upper arm, hand and elbow to create a new arm.

Eat the compote and you will be fast enough to catch the falling mushrooms with the mechanical arm. Quickly open up the inventory, put down the arm and place the mushroom into the leakproof globe before it explodes. If you are too slow, just catch another one. It helps to have the inventory screen prepared for this. Go to the lab. Use the belt on the purifier to fix it, also place the shovel at the bottom to close it up. The empty leakproof globe goes at the top.

The machine's vents will not work but you cannot do anything about it right now. On the second attempt with the same compote , use the mechanical hand on the vents that turn steaming red. Watch all four of them. When it worked, check the shovel to see what you got. Combine this Zubroo concentrate with a viscous secretion the aliens drop outside the building.

You might have one already as I told you to pick it up. The two will form a sort of grease. Use this grease on a vent to grease the up. From now on you will not have to use the arm to run it. You receive a powder, and mixing it with the salt from the statue you get a star. Use a purple fruit in the purifier to get a concentrate. This will be used later. Throw a purple seedling into the machine to get isotopes.

Turn around and use the isotopes in the machine in the corner. You have to weight the isotopes to find the lightest one.

Drag and drop three isotopes on the left and three isotopes on the right. This will tell you in which of the three groups is the lightest one and cross out the rest. From those three, place one on the left side and one on the right and you will know the lightest one already. Use this powder with the exploding mushroom spores from the globe to create an explosive mixture. Recreate a hybrid and get more powder, then catch another mushroom in a globe and use the spore on the powder you made.

In the end you should have two explosive mixtures. Ride the elevator up to the top floor and go into the room with the machine. Use the gear you made earlier the third one, if you did not then go up and get another one with the cogged cylinder and an ax to get a crushing roller.

Fit it in-between two working rollers on the left side of the machine. Put down the hopper in front of the rollers and dump some blue ore inside it. If you choose six that weigh the same as each other for your first weighing operation, then the light isotope is one of the remaining three. If, however, the result of your first weighing operation is "greater than", then some isotope on the right is underweight. Otherwise, both sides would weigh the same. So, you've narrowed it down to those three on the right.

Similarly, if the result of your first weighing operation is "less than", you've narrowed it down to those three on the left. Combine the light isotope with blue fruit. We'll finish later, when we have Essence of Klipsaggt. We've done all we can do in the purifier room. Stock up on raffia and soil, then go to the elevator. Go up to the level with the "food" ideogram. Go to the food vat, then pan to the right of it. Find the hotspot over the lever, and click on it. Go to the other end of the hall and Save Your Game.

Click on the Selenite standing there. Exhaust all dialogs. When Scurvy proposes that you take a logic quiz, respond "Agreed. Click here for more detail. When done, listen to his instructions if he has any. When you ask for more detail, he responds curtly and doesn't help you.

He'll add a bit more info. Return to the center of the crater. Jump down the steps and click forward towards the doors. Click on them. Turn left and go to the organ. It "needs both air and water to function.

Turn around and go forward. Look at the picture with the selenite face on it. Turn right and click on the panel. It has a small door in front with arrow-like handles. Click on the handles in correct sequence to open the panel.

The sequence is: Left, left, right, right, left, right, right. The panel opens. Click on the lever to open a hatch. Go back to the other side of the room and click on the left lever.

If you haven't taken the ideogram test yet, you will now understand the air ideogram. Turn right and go forward, then up the newly opened hatch. Turn right or left and notice the pipes running from the pools of water to the room you just left. Go to one of the panels in front of the pools of water. The panels are basically sudoku puzzles. You need to click one "water" button in each row and column, in any order, to open the panel. The one near the red plants is easier, because none of its symbols are smeared.

The panels open. Both handles need to direct water towards the center of the crater. The handle next to the broken telescope needs to send water running to the right, and the panel near the lunar reeds needs to send water running to the left. Return down the opened air-hatch to the organ control room. Make sure the water lever is turned vertically. Return to the organ and press a key to verify that it works. You need to play specific melodies to call the wild Selenites.

You start with the first two keys, then add one each time you repeat the melody. In my mind, the complete melodies go like this:. You can also completely ignore the bottom row of keys.

So start by hitting the green key, then the purple one. Wait for the creature to repeat the melody; he also adds two keys. Repeat his melody green purple gives life When he arrives, pause to hover over him and listen to Michel's comments.

Then turn back to the organ and press the purple and red keys. When that melody is done, press the blue and yellow keys to start the call to the last creature. Since the scale over by the entrance is stuck on "3" the third red circle from the left , you'll have to gather all three Selenites on the scale before the door will open.

After they go through the door, Michel pauses and says "The doors have stayed open. Should I take advantage of that to go through them? Instead of going through the doors, go over to the scale and grease the pointer. Now you can move it to the first red circle on the left - the setting for "1.

Note: If you're hearing-impaired or just frustrated with this puzzle , you're probably going to have to wait until you have the level 2 key before attempting to call the wild Selenites. Put the key in the black circular keyhole to the left of the organ, and the correct keys will be highlighted for you. All you'll have to do is start the melody, then follow along. Exit, turn right, and go forward. Click on the Selenite to have a conversation. When he offers to sell you information, refuse.

Now that you have IQ points, return, via the elevator, to the Selenite dignitary's office. Request your level 2 key.

The Supreme Lunar Ruler grants your request, but demands that you return the items you stole from the necropolis.

Of course, you only have to return the items you stole from the Selenite's sarcophagus If you haven't solved the Initial Investigation yet, he will also demand you do that.

Return to Scurvy the Insomniac. Use your new level 2 key in the wall to Scurvy's right. The panel opens, revealing a bust of the Supreme Lunar Ruler. Click on the bust - it falls and breaks. Scurvy chastises you. Pick up the bust. In inventory, smash it with a heavy tool iron bar, lunar tool, mechanical arm Note: if you already have 3 pinches of salt, simply click one on the portrait of Michel in inventory to eat it.

Now you will be able to smash the bust. Combine the bust dust with glue. Michel says "This lunar glue is frightfully effective! When you arrive, exit the elevator, then pan right and down. Find the hotspot, then click on the little doorway. Turn back to the large machine with the star-shaped indentation at the center.

Click on Xuldakir's Star in inventory, then click on the indentation. Enjoy the cutscenes. Note: If you find yourself short on IQ points at the end of the game, you can come back here and put stars in the machine repeatedly to gain 10 points each time.

At least, in Voyage version 1. Once you are through the doorway, pull the lever to the left of the door to open it. Turn around from the doorway and go forward. Turn left, and collect the items in the alcoves mechanical hand and elbow, painting, and broken parabolic mirror.

Click on the inscription between the alcoves - it goes in your log. The insect spy tells you it's Klipsaggt's decanter-measure. There are 5 levers on the machine. At least, the working one on the right empties the tank.

The one in the middle directs flow of pink liquid from one tank to another. The two at the top fill the lower tanks with liquid. Place your "empty can" on the left side of the machine. Click the lever above your can to fill it with Essence of Klipsaggt. Click on the lever in the center. Put the grease back in inventory, then click on the lever to move it to the right. Click on the button above the lever to empty the can into the tank on the right.

Repeat twice more, and you have a can with three measures of Essence of Klipsaggt. Take the can. Return to your capsule. Now that you can understand all living creatures, click on the green and red plants to see that they are singing "Threatening Songs. Click on them to see that they now sing "Songs of Terror. You need to paint your capsule with Klipso's Lightening Paint. Check it in inventory. If it's dried up, go inside the capsule and click it on the gas-burner's flame to restore it.

Then click it on the outside of your capsule. Click the iron bar from the necropolis or the rifle on the sculpted stone that's holding your capsule in place to free it.

You arrive at the launch chamber. Enter the capsule, and turn to the rooster. Since you've unplugged the Belbaab conch, you can understand him when he talks! He's not at all happy to have been kidnapped, and wants to return home. Note: If you never used the knife on Barbicane's hat, or if you accidentally destroyed the burnt paper etc. I believe you get full IQ points for solving the Investigation this way.

Exit the capsule, and turn right. Click the panel on the wall to open the door. Exit the launch chamber. While you are on this level, go out past the elevator to the other end of the hall.

Turn left and see "burning smoke" blocking the way. Click an empty globe on the gas to collect chlorine. Combine it with potassium from burning a plant or dead branch or raffia to get Chlorate of Potash.

You need Azotic Acid for the next part. Go back up the elevator to the top level. Exit and go forward once. Pan up and look at the inscriptions. Pan down to the golden figures. Click on their elbows and knees to see that you can move them. The panel below the golden figures shows how they must look when complete.

You can only see one block at a time, and it's not in order. If you use the Level 2 key in the black keyslot, all blocks will be revealed at once. If you use the Level 3 key, they will be put in order. You can tell which figure the block is referring to by the ovals at the bottom or the triangles at the top. When solved, a new inscription is revealed at the top, and a drawer pops open at the bottom.

Click on the object in the drawer to take it. It's a control panel. Pan left and down and pick up the hopper and the ax. In inventory, combine the ax with a cogged cylinder, then add a colored wheel to make a crushing roller. Place the crushing roller between the other two at the left of the machine. Place the hopper below the three crushing rollers. Place the funnel on the end of the l-shaped pipe above the crushing rollers. Click the can with Azotic Acid on the funnel to pour the acid into the fuel tank.

Click blue ore on the hopper to fill it. Turn slightly right, and pan up. Find the hotspot that makes Michel say "It's stuck" and grease it. Find the hotspot that makes Michel say "I've got to plug the hole in this tube" and glue it. Pan right and find the hotspot with the handle-shaped indentation. Place a handle in it. You picked up a handle in the lumen-production room, or perhaps you bought one. Click on the handle. Place the bent protective cover from inventory under the moving piston that's between the handle and the fuel tank to straighten it out.

Click the empty can on the lumen-well just below the handle to get lumen. Exit inventory, turn right and go forward. Place the control panel from the drawer in the spot that makes Michel say "There's a piece missing there.

Click the mirror on the apparatus to replace the broken one. Pan down and click on the control panel for a closeup. Based on the inscription from the Hall of Antiquities, we need to move the lumen dial to 7 and the fire dial to 4. Click the lumen dial 7 times and the fire dial 4 times. Have a morse-code conversation with earth. When asked if you need supplies, request "Earth plants. Note: You can click on the parabolic mirror once more to request supplies.

You won't need anything, but you'll gain 5 IQ points for collecting whatever you request. You will need to use the can opener to open the outer "box.

Only one variety of cotton survives. Pick up three bunches of lunar cotton. Enter the necropolis by clicking on the panel to the left of the gates. Return the iron bar, empty globe, lunar tool, and Level 0 key to the Selenite's sarcophagus. Click on the exit panel for a closeup. This time, you have to do subtraction.

Add up the sides of the shapes with green lights, then subtract the sides of the shapes with red lights. Do it 4 times correctly and exit the necropolis. Now that the investigation is solved, and you've returned the items you stole from the necropolis, you can obtain a level 3 key.

You also need IQ points. Go to the office of the Selenite dignitary and request one. When you are given a choice of response to the Supreme Lunar Ruler, pick either one, the result is the same: "This audience is over, earthling! Go back to the center of the crater. Make sure the water is feeding the organ water near lunar reeds needs to flow to the left; water near broken telescope needs to flow to the right. Go to the organ. Plug your level 2 or 3 key into the black keyslot to the left of the organ - the keys you need to play will now be highlighted.

This time, just follow the highlight. Blue yellow gives life, life gives yellow blue Depending on the setting of the scale on the launch-chamber level, you may release one Selenite right away, or you may have to gather two or three them together on the scale before the door opens. If for some reason the scale is on "2", you'll have to release two Selenites, then go put the scale on "1", then come back to the organ and release the last Selenite. If you don't change the scale, the last Selenite will be stuck there, and you won't achieve maximum IQ points!

Release all three of them, and the insect spy congratulates you for putting things back the way you found them. This is necessary only if you want to achieve maximum IQ points.

This time, you'll have to do multiplication and division. This time, you'll have to do more complicated multiplication and division. Don't be afraid to bust out the pencil and paper here. Hint: remember that the result will be a number from 3 to Solve the equations four times correctly, and the gate opens.

Congratulate yourself; from now on the exit panel will open the gate automatically - no arithmetic required! You should have chlorate of potash and oxygenizing preparation in your inventory - one of each is enough.

You need three explosives - either guncotton or Prulmis's explosive mixture. Or, you can use the explosive powder from the barrel or rifle shells if you still have it. Two are for the retrorockets and one is for the table in the launch chamber. You also need "bolts" which are actually nuts and a protective cover for the window.

You need the wrench to tighten them. When you have your needed supplies, go to the launch chamber. Place an explosive on the table and plug the level 3 key into the black keyslot. Enter the capsule. Place the protective cover on the window glass of the open exit-hatch. Place the "bolts" on one corner, then use the wrench to tighten them.

Exit the capsule, turn left, and go forward. Turn right and look at the launch control panel. Click on the lever to start the countdown.

Quickly return to the capsule you don't have to bother closing the inner door to the launch chamber. Close the hatch and wait for the ending cutscenes. Note: You can do the final sequence incorrectly in a variety of ways.

Each will add a new cutscene to the "Picture Gallery" on the Main Menu. I suppose my favorite is when Michel launches the capsule but forgets to climb inside before it takes off Michel Ardan, I presume? Glue your can opener back together as well.

Combine with explosive mushroom in globe to get Prulmis's explosive mixture. Combine with salt to get Xuldakir's Star.



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