Game Map and Architecture

Room maps, item dependency chains, walkthrough, and scoring for both parts.

Contents

  1. Part 1 Room Map
  2. Part 2 Room Map
  3. Part 1 Item Dependencies
  4. Part 2 Item Dependencies
  5. Critical Path Walkthrough
  6. Scoring System
  7. Verb/Command List

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

  1. Get goggles, wear them to see in the dark
  2. Find Elliot, get satchel from his body
  3. Get medikit from bathroom shelf
  4. Press red button on medikit (stimulant) to gain strength for later jump
  5. Bend security bar, squeeze through window to escape hotel
  6. Get bone from the streets
  7. Give bone to the little dog to befriend it
  8. Remove wire from booby-trapped door handle
  9. Get stun-gun from under the bed
  10. Throw medikit at security light to shatter it
  11. Get Rigellian uniform from the pile in darkness
  12. Wear uniform to pass as Rigellian
  13. Use stun-gun to singe dogs, escape the chase
  14. Cross the view-bridge (stimulant needed for the jump)
  15. Get mine-detector and headphones
  16. Systematically cross the minefield
  17. Get the bomb
  18. Introduce the bomb to the soldiers at the checkpoint
  19. Soldiers flee, completing Part 1

Part 2

  1. Carefully drop bomb
  2. Charge stun-gun at apparatus
  3. Get spraypaint and flare from case area
  4. Get documents, extract identcard
  5. Dig in copse to find Elliot's light-guide
  6. Spray android's lens to blind it
  7. Insert identcard at gate to enter compound
  8. Enter ventilation shaft via ivy wall (unscrew grille with screwdriver)
  9. Fire stun-gun at soldier through mesh
  10. Bolt door in device room
  11. Connect light-guide to panel
  12. Set dipswitches: 1 ON, 2 OFF, 3 ON, 4 ON
  13. Press execute to get the sphere
  14. Escape through shafts to generator room
  15. Go through trapdoor into sewers
  16. Fire flare at sewer monster
  17. Reach Japu in flooded basement with the sphere

Scoring System

Maximum score: 100 points (50 per part)

EventPointsTotal
Part 1
Get goggles22
Find Elliot, get satchel57
Escape hotel (bars, window)310
Get stun-gun212
Get bone113
Remove wire (booby trap)215
Get uniform318
Get medikit220
Get screwdriver222
Befriend dog224
Cross view-bridge327
Survive nerve gas229
Get mine-detector332
Get bomb335
Cross minefield540
Scare soldiers545
Complete Part 1550
Part 2
Drop bomb252
Charge gun355
Get spraypaint257
Get flare259
Get documents261
Get identcard263
Find light-guide568
Blind android371
Enter compound374
Enter shaft276
Defeat soldier379
Configure device584
Get sphere589
Defeat monster392
Reach Japu597
Complete game3100

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