Game Map and Architecture
Room maps, item dependency chains, walkthrough, and scoring for both parts.
Contents
Part 1 Room Map
[Camp Area]
|
[Camp South]----[Tank Area]
| \ |
[Switch Room] [Tank Hatch]
| (bomb)
[View-Bridge]
|
[Walkway]---jump gap
|
[Shop Entrance]
(screwdriver)
|
[Desert]---[Street W3]---[Street W2]---[Street W1]---[Street S]---[Alley]
(death) (bone) (certificate) | |
[Elliot] [Bathroom]
(satchel) (medikit)
|
[Hotel Landing]
/ \
[Hotel Room] [Hotel Corridor]
|
[Dark Start]
(goggles)
[Street E3]---[Street E2]---[Street E1]---[Bungalow]---[Porch]
(dogs) | (uniform)
[Booby Door]
(stun-gun)
[Nerve Gas]---[Beyond Gas]---[Mound Area]---[No-Man's-Land]---[Minefield]
|
[Hut Approach]
|
[Rigellian Hut]
(soldiers/endgame)
Part 2 Room Map
[Apparatus Room]
|
[Hut Interior]
|
[Outside Hut]---[Checkpoint]---[Factory Road 1]---[Factory Road 2]
|
[Bombed Factory]
[Cul-de-sac] [Guard Room] [Plaza East]---[Plaza Fountain]---[Junction]
(plasma rifle) (graffiti,bench) |
| [Dome Entrance]---[Spaceport]
[Warehouse] | (death)
(case,dustbin) [Dome Path]
| |
[Warehouse Rear] [Copse]
| (dig: light-guide)
[Canal Bank W]---[Canal Bank]
|
[Canal Bridge]
|
[Compound]
/ | \
[Ivy Wall] [Building] [East Side]
(shaft) (locked)
|
[Vent Shaft S]
|
[Vent Shaft Mid] -- look: guard room
|
[Vent Shaft Mid2]
|
[Vent Junction]
/ | \
[Vent Up] [Vent Down] [Vent West]---[Vent West2]
| look: lab |
[Generator] [Laboratory]
| |
[Stairs Down] [Device Room]
| (cube,paper)
[Sewer Entrance] (timed puzzle)
|
[Sewer Dark]
|
[Sewer Monster]
|
[Flooded Basement]
(Japu - endgame)
Part 1 Item Dependencies
goggles -------> see in dark rooms satchel -------> carry more items medikit -------> stimulant (jump gap) + energy boost + throw at light stun-gun ------> singe dogs, intimidate stalker bone ----------> give to dog (befriend) wire ----------> remove from door (avoid booby trap) uniform -------> disguise as Rigellian screwdriver ---> used in Part 2 (unscrew grille) mine-detector -> cross minefield safely headphones ----> hear mines bomb ----------> scare soldiers at checkpoint
Part 2 Item Dependencies
spraypaint ----> spray android's lens (blind it) identcard -----> open gate to compound light-guide ---> connect to cube panel documents -----> contain identcard screwdriver ---> unscrew ventilation grille stun-gun ------> fire at soldier in lab flare ---------> fire at sewer monster sphere --------> obtained from cube (endgame item)
Critical Path Walkthrough
Part 1
- Get goggles, wear them to see in the dark
- Find Elliot, get satchel from his body
- Get medikit from bathroom shelf
- Press red button on medikit (stimulant) to gain strength for later jump
- Bend security bar, squeeze through window to escape hotel
- Get bone from the streets
- Give bone to the little dog to befriend it
- Remove wire from booby-trapped door handle
- Get stun-gun from under the bed
- Throw medikit at security light to shatter it
- Get Rigellian uniform from the pile in darkness
- Wear uniform to pass as Rigellian
- Use stun-gun to singe dogs, escape the chase
- Cross the view-bridge (stimulant needed for the jump)
- Get mine-detector and headphones
- Systematically cross the minefield
- Get the bomb
- Introduce the bomb to the soldiers at the checkpoint
- Soldiers flee, completing Part 1
Part 2
- Carefully drop bomb
- Charge stun-gun at apparatus
- Get spraypaint and flare from case area
- Get documents, extract identcard
- Dig in copse to find Elliot's light-guide
- Spray android's lens to blind it
- Insert identcard at gate to enter compound
- Enter ventilation shaft via ivy wall (unscrew grille with screwdriver)
- Fire stun-gun at soldier through mesh
- Bolt door in device room
- Connect light-guide to panel
- Set dipswitches: 1 ON, 2 OFF, 3 ON, 4 ON
- Press execute to get the sphere
- Escape through shafts to generator room
- Go through trapdoor into sewers
- Fire flare at sewer monster
- Reach Japu in flooded basement with the sphere
Scoring System
Maximum score: 100 points (50 per part)
| Event | Points | Total |
|---|---|---|
| Part 1 | ||
| Get goggles | 2 | 2 |
| Find Elliot, get satchel | 5 | 7 |
| Escape hotel (bars, window) | 3 | 10 |
| Get stun-gun | 2 | 12 |
| Get bone | 1 | 13 |
| Remove wire (booby trap) | 2 | 15 |
| Get uniform | 3 | 18 |
| Get medikit | 2 | 20 |
| Get screwdriver | 2 | 22 |
| Befriend dog | 2 | 24 |
| Cross view-bridge | 3 | 27 |
| Survive nerve gas | 2 | 29 |
| Get mine-detector | 3 | 32 |
| Get bomb | 3 | 35 |
| Cross minefield | 5 | 40 |
| Scare soldiers | 5 | 45 |
| Complete Part 1 | 5 | 50 |
| Part 2 | ||
| Drop bomb | 2 | 52 |
| Charge gun | 3 | 55 |
| Get spraypaint | 2 | 57 |
| Get flare | 2 | 59 |
| Get documents | 2 | 61 |
| Get identcard | 2 | 63 |
| Find light-guide | 5 | 68 |
| Blind android | 3 | 71 |
| Enter compound | 3 | 74 |
| Enter shaft | 2 | 76 |
| Defeat soldier | 3 | 79 |
| Configure device | 5 | 84 |
| Get sphere | 5 | 89 |
| Defeat monster | 3 | 92 |
| Reach Japu | 5 | 97 |
| Complete game | 3 | 100 |
Verb/Command List
Movement
N S E W NE NW SE SW U/UP D/DOWN
Object Interaction
GET TAKE DROP PUT THROW GIVE MOVE
Equipment
WEAR REMOVE INSERT CONNECT UNPLUG
Examination
EXAMINE/X LOOK READ SMELL FOLLOW LOOK UNDER LOOK THROUGH
Physical Actions
OPEN CLOSE PRESS PUSH PULL BEND JUMP DIG CLIMB CRAWL FIRE SPRAY SHAKE UNSCREW BOLT TURN WAVE
Special
INTRODUCE (the bomb) CAREFULLY (drop) FORCIBLY (remove bars)
System
INVENTORY/I SCORE SAVE LOAD WAIT/Z HELP QUIT