509 lines
24 KiB
Solidity
509 lines
24 KiB
Solidity
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CHRONO-QUEST
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1 Introduction, Comments
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2 Castle, Item Collecting
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3 Time Machine, India, Egypt,
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Prehistory, Temple
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4 Mexico, The Future
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CHRONO-QUEST
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Part 1
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INTRODUCTION AND COMMENTS
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The following walkthru is a sort of compromise. The game is available for both
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the Atari ST and the Amiga, but the moves for the two versions are very
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different. We decided to write just one with lots of version notes included.
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This is not the most satisfactory method, but it's the best we could come up
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with that didn't involve two separate scripts.
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Generally, the game is a good one. The graphics are excellent, the music is
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good, and the puzzles are tough but reasonably fair. However, a few cautionary
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observations are in order before getting into the walkthru.
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First, the ST version allows you to read only one document: a scroll. However,
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we know of no way to read even that in the Amiga version. This is a particularly
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unfortunate problem since it gives some specific instructions which are needed
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to complete the game. If you are playing the Amiga version, by all means drop by
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The Gamers' Forum when you get the scroll, and we will be happy to let you know
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what it says. (Or, of course, continue reading this walkthru.) There are also
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two other letters which we suspect gave important clues, but we couldn't read
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them in either version.
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Second, the save/load features are slightly peculiar. The Amiga version allows
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for complete installation on a hard disk; however, this is not true for the ST
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version. While the disks aren't copy protected, only disks 2 and 3 have hard
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disk support -- and _only_ for the root directory of drive "C" (no folders
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allowed). It's certainly possible to copy the Boot disk and Disk 1 to any place
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you wish, but a great many of the files have duplicate names.
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In addition, each saved game (which uses less than 700 bytes) requires a
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separate disk. This is not a major problem since they're entirely
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non-destructive; so, you can use any disk with a bit of space, but it is
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annoying. Finally, there is no "quit" feature (you must turn off or reset the
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computer), and dying requires a restart.
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Third, the documentation is incorrect where it talks about things you may drop.
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Any dropped item behaves in exactly the same way, no matter where you drop it --
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in the room where you pick it up, the room you're to use it in, or any other
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room. In the ST version, all dropped items appear in the bottom left corner of
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the screen, and you can drop as many as you want. Only four will show at a time;
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if you pick up one or more, the other items will show as space allows. The Amiga
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version also lets you drop as many items as you want, but finding them is far
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more difficult. You must search most of the lower portion of the screen.
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Fortunately, if you follow this walkthru, you won't have to do that.
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Fourth, the Amiga version has no clock, but the ST version does. The ST version
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requires you to be at a particular place at a certain time. While this walkthru
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will get you there on time, we do not know what uses up time and what doesn't.
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Therefore, you may need to cause time to pass by looking at the TIME icon.
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One final comment: At times the game will display inset pictures on your screen
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of various things you may have examined. Often, it is the inset you need to use
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in order to get an item, or whatever else you may be trying to accomplish. If
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something isn't working when you know it should be, try using the inset instead
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of the original (or vice versa, depending on what you were using before). We do
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tell you which to use, however. So, let's get started!
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CHRONO-QUEST
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Part 2
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THE CASTLE
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Once you start traveling, it is difficult to return to the rest of the castle,
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so we'll start by collecting everything we need in this part. You begin in the
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Entrance Hall of your father's castle. If you LOOK at the left newel post of the
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stairway, you'll notice it's missing an ornament. Go east into the den, and
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you'll find it on the bookcase to the right of the desk. It's the only important
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thing in this room; so, GET the ornament, and while you're here, DROP the letter
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(the one from your documentation), and go back west to the Hallway. USE the
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ornament on the top of the left newel post. LOOK at the urn and you'll find your
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first punchcard! TAKE the card from the urn.
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Go up and LOOK at the base of the statue. TAKE the key, and USE it on the lock
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of the chest at the back of the room. LOOK in the chest, TAKE the gloves, and
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drop the key. Now, LOOK at the upper right-hand corner of the carpet, an you'll
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find another punchcard. TAKE it, and proceed northeast into the bedroom. PULL on
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the handle of the bedside table, then LOOK in the drawer. TAKE the piece of
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paper. LOOK at the throw pillows on the bed, and TAKE the punchcard you find
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there. LOOK under the bed, and TAKE the grapnel and rope. That's all that's
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important here, and the other bedroom has nothing useful. Head southwest and
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down to the Entrance Hall.
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Go west into the dining room, then north into the kitchen. TAKE the bottle on
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the counter.
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(ST version: Drop the wine -- an icon with wavy lines in your inventory.)
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PULL on the cabinet that is directly under the sink.
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(ST version: Use the cabinet on the lower left side of your screen rather than
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the one under the sink. You need not open it first.)
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LOOK at the cabinet, and you'll get a smaller picture of the safe that's hidden
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there! USE the paper you found upstairs on the safe.
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(ST version: Do this using the picture of the safe dial.)
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Voila! It opens, and you see some money and a lighter. Ignore the money, but
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take the lighter, then go south, east, and northeast.
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Hey, it's dark! Not to worry. LIGHT the lighter, then go up and east into the
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chapel. On the right side of the mantel in the rear of the room is a candle.
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(ST version: There's a picture of your mother on the right, and the candle is
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to the left of a large cabinet at the back.)
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TAKE the candle, LIGHT it, then UNLIGHT the lighter. It is important to do this
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as efficiently as possible because the lighter is almost out of fluid, and
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you'll need it later. LOOK at the book on the lectern, and you'll find the
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fourth punchcard you need. TAKE it and go west, down twice, then east to the
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Laboratory.
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At this point your inventory is probably full, so DROP any one item except the
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candle.
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(ST version: You will have one inventory space left, and don't need to do
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this.)
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LOOK at the mirror on the wall, and a hidden switch will appear. PUSH the
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switch (on the inset picture), and a secret door will open! DO NOT GO THROUGH
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THE DOOR! Putting the ornament back on the newel post activated the electricity
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so you could open the door. But if you go through the door now, you'll get
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fried! Go west, up, and southwest to the hallway. GET the ornament from the
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newel post, then DROP it.
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Go northeast, down, and east back to the Laboratory. PULL the left-hand desk
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drawer, and LOOK in it. You'll find some fuses. TAKE them, then go north into
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the Secret Room. Ah, ha! There's the time machine!
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(ST version: Make sure the lever on the left is in the "up" position. PUSH it
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up if it isn't.)
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USE fuses on the green square at the bottom of the fuse box on the left rear
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wall, then PULL the lever next to the fuse box. The Time Machine comes to life.
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(Amiga version: Don't be too eager to use the Time Machine just yet: You're
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going to need whichever item you dropped in the Laboratory. So, go south and
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search around until you find it. Use the GET icon on the bottom portion of the
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picture. You'll just have to keep searching along the bottom of the screen until
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you find your item, then go back north.)
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This is a good place to save your game. We're ready to explore Time now, so get
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ready!
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CHRONO-QUEST
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Part 3
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INDIA, EGYPT, PREHISTORY
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Okay we're ready to get started. To enter the Time Machine use the UP icon (to
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leave it use the DOWN icon). So, ENTER the machine, and SHOW the control panel.
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(ST version: The panel will show automatically.)
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If you follow this walkthru exactly, you should be able to follow the rest of
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the instructions, because your punchcards will be in the proper place in your
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inventory. In case you haven't followed along, here is where the various
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punchcards in the Amiga version will take you:
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From the Urn in the Hallway: Prehistory
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From Under the Rug: India
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From Under the Pillows: Egypt
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From the Chapel: Mexico
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(The ST version always puts the punchcards in the same positions in your
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inventory -- from left to right -- as follows:
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1. India; 2. Mexico; 3. Egypt; 4. Prehistory.)
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If you remove a card, those to its right move to the left to fill the empty
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space, but their relative positions do not change.
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USE the SECOND punchcard in your inventory on the slot in the control panel.
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(ST version: USE Card 1 (on the far left). PUSH the switch on the left of the
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control panel first. This may or may not be necessary whenever you use the
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machine, but it's what causes the message saying "Nothing Happens." If you've
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already pushed it and nothing happens, push it again.)
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Whoosh: You're in India! Go west, then north into the hut. The Leper wants to
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shake your hand, but you don't want to get leprosy; so, USE the glove, then TAKE
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the Leper's hand.
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(Amiga version: Just leave the glove on throughout the rest of the game: You'll
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need it periodically.)
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(ST version: You cannot do this. Instead, you'll need to USE the GLOVE on the
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HAND.)
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The Leper will be so grateful he'll give you a piece of paper which will allow
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you to take an elephant ride. He also asks you to get some water from the sacred
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temple which will cure him. GET the paper, and go south, east twice, then
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northeast to the Mahouts. DROP the paper, and they'll agree to take you to the
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temple.
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(ST version: USE the PAPER on the MAHOUT.)
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"Up" will put you on the elephant's back, and you'll automatically end up at
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the temple.
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(ST version: This will happen automatically; you need only click.)
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Go east (ST version: Go north) into the temple, and you'll find the sacred
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water. To get the water into the bottle, do the following exactly:
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USE
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BOTTLE
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GET
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WATER
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The text should say that you have the water. Now go west and up, and the
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elephant will take you back to where you started.
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(ST version: USE the BOTTLE on the WATER, go south, up, and click to get back
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to the Mahouts.)
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Go southwest, west twice, north, and DROP the bottle.
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(ST version: USE the wavy icon for WATER on the Leper's HAND.)
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The grateful Leper will offer you a key. TAKE the key, then go south, east, and
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north, and you'll see a smaller picture of a door. USE the key on the door and
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you'll be inside a hut.
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(ST version: You'll have to go north into the hut.)
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On the table is a letter and a piece of punchcard! TAKE the punchcard piece,
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and the letter, then DROP the letter. (It probably has an important clue, but
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nobody can figure out how to read it!)
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Go south, west twice, and you'll see a Fakir who has a scroll in his right
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hand. TAKE the scroll, but don't hang around! Go east twice, up into the
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machine, SHOW PANEL (Amiga version only), and PUSH the toggle switch on the left
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side of the control panel.
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You made it home again! DROP the candle, then enter the Time Machine. SHOW
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PANEL, and USE the SECOND punchcard in your inventory on the slot.
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(ST version: USE the Egypt punchcard, which is now in the middle. USE the
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switch, if necessary, then try again.)
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You find yourself in Egypt! LEAVE the Time Machine and go northeast. You should
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see a pedestrian-crossing here. If you don't, _do not_ go north, or you'll get
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run over! (The northeast direction in the Amiga version was VERY touchy; half
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the time you ended up going east instead of northeast. You can also get to the
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pedestrian-crossing by going east twice from the Time Machine.)
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Go north twice, and you find yourself in front of a Pyramid. LOOK at the bottom
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left stone surrounding the entrance. You're told the stones are loose, and you
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find an amulet. GET the amulet.
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(ST version: READ the scroll you got in India to learn how to open the Pyramid
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without getting killed.)
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(Amiga version: Since we can't find a way to READ things, you'll have to trust
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this walkthru.)
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The scroll says: "TOP, TOP LEFT, TOP RIGHT, TOP RIGHT." Using the PUSH/PULL
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icon, PUSH on the stones in the order indicated by the scroll, and the door will
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open. If you don't do this right, you die. DROP the scroll.
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Go north twice, ignoring the torch on the way. You don't want to mess with all
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those snakes, so DROP the amulet, and they disappear. Now, go north again, then
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west. USE the grapnel and rope, and go up.
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(ST version: USE the grapnel and rope on the hole in the ceiling -- it's round
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-- then go up.)
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Starting from the left, use the PUSH/PULL icon and PULL the SECOND, THIRD,
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FOURTH, and FIFTH levers into the down position. The sarcophagus will open. In
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it you find a ring and another piece of the punchcard. TAKE the ring and the
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piece of card.
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(ST version: TAKE the ring from the inset picture of the sarcophagus. The piece
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of punchcard is in the bottom right-hand corner of your screen -- not in the
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sarcophagus.)
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Using the PUSH/PULL icon, return the four levers to their original positions.
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Go down, north, and TURN the right-hand torch on the wall to open a secret
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passage into Nefertiti. Going down will take you outside to the entrance into
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the pyramid. (If you hadn't returned the levers to their original positions, you
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would have been impaled on spikes in the secret passage.) Go south twice, west,
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and up into the Time Machine (Amiga version: SHOW PANEL), and PUSH the toggle
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switch to go home.
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A note here about dropping pieces of the punchcard. This was done in order to
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make room in your inventory, but it is a bit of a pain to find them again,
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especially in the Amiga version. From now on, we will include a note on how many
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inventory spaces you will need in a given time zone.
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For the next time zone (Prehistory), you will need four free inventory spaces.
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(The ST version requires five.) The punchcard you USE in the time machine will
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release one inventory space; you can drop an item to free another space.
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In the secret room, DROP the piece of punchcard (if you need extra inventory
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space), SHOW PANEL, then USE the FIRST card in your inventory to enter
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Prehistory.
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(ST version: USE the far right card, and PUSH the toggle, if necessary.)
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LEAVE the machine and go east. LOOK at the entrance to the hut, and you'll find
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a bone. TAKE the bone. You will also find some dry grass and a rock. If you have
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space, you can TAKE the ROCK.
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(ST version: You must also TAKE the DRY GRASS.)
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Now, go east twice, and north to the remains of a fire. LOOK at the fire and
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you'll find a piece of wood. TAKE the wood, LIGHT your lighter, LIGHT the wood,
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UNLIGHT the lighter.
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(ST version: USE the DRY GRASS on the dead FIRE. LIGHT the DRY GRASS, which
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will light the stick, then GET the STICK, which will now be burning.)
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You may now drop the lighter. Toward the back of this scene you'll see some
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small rocks. LOOK at the rocks, and you'll be told there's a small rock there.
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TAKE the rock (if you didn't take the one from the hut), then go east and south
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into the cave.
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LOOK in the area of the candles, and you'll find another piece of punchcard.
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TAKE the piece, then LOOK at the drawing that appears in the left corner of the
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background. You should get an inset picture on your screen showing the drawing's
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finer details. It's a drawing of a temple with "13-H" written above it.
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In the ST version, you must reach this temple before 1:00 p.m.; however, the ST
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version has a TIME icon, and the Amiga version does not. So, there's no way of
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knowing what the time is.
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Time doesn't seem to matter in the Amiga version; if you're following this
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walkthru exactly, you'll get there at the right time anyway.
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In the ST version, you need to be very careful with your timing. One of the few
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ways we've found to advance time is to look at the TIME icon. It is recommended
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that you only look at this icon right after you've saved your game. This way you
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won't have far to backtrack if your timing's off and you need to restore.
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Go north, west, south, and west three times. ENTER the Time Machine (Amiga
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version: SHOW PANEL), and PUSH the toggle switch to go home.
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CHRONO-QUEST
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Part 4
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MEXICO AND THE FUTURE
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We're about to embark on the most complicated scenario yet; be prepared to save
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your game! First, DROP the piece of punchcard you picked up in Egypt, if you
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want to. You only need one free inventory space, and you'll get that from the
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punchcard. The branch is also useless, so you may drop it.
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Go north to the Time Machine (Amiga version: SHOW PANEL), and USE the remaining
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punchcard on the slot. Suddenly, you find yourself in Mexico!
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From the Time Machine, go east twice, and you'll see a tree on the left side of
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the screen with a hole near its bottom. LOOK at the hole, then TAKE the
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necklace. Go west four times to the warrior. USE the necklace on his right hand
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near the bottom of the screen (placement is not critical in the ST version).
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He'll draw you a map, and tell you to start from the three rocks.
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(Just in case Psygnosis decides to change this, you'd better make a copy of the
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map!)
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Go northeast three times, then north to a small temple. LOOK at the temple, and
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you'll see an idol. TURN the idol, and you'll find a key. TAKE the key, go west
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three times, and you'll be at the three stones the warrior told you about.
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Save your game here! As mentioned before, the direction icons are _very_ touchy
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(particularly in the Amiga version); if you're off by a pixel or two, you'll go
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in the wrong direction and get killed.
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Go northeast three times, north twice, northwest twice, northeast, then east.
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You should find yourself in front of the temple. You should be still wearing the
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glove. If so, LOOK at the bush in the middle foreground of the picture. (If
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you're NOT wearing the glove, a snake will kill you!)
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(ST version: USE the GLOVE on the BUSH.)
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For this section of the walkthru, we've made the ST and Amiga versions
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completely separate. We couldn't think of a reasonable way to segregate the ST
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comments without the overall instructions losing their continuity. At this
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point, the vast differences in the two versions are evident.
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ST VERSION: USE the ring on the slot in either the main picture or the inset.
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You should check the clock to see if you made it on time. If it's a minute or
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two past one o'clock, you can probably make it in time by restoring to just
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before you left the castle. Skip the Mayan Warrior and his necklace.
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If it's well past 1:00 p.m., you'll need to go back to whichever time zone you
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had problems in -- usually Egypt. Just so long as it's still before the hour
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when you leave the castle for Mexico, you should be okay. (Once, we left at
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12:59 and actually made it on time.)
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If you're at the temple but it's not yet one o'clock, keep looking at the time
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until it is. Exactly on the hour, a beam of light will hit the slot, and the
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reflection from the ring will open the Temple door on the top of the pyramid.
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USE the BONE in one of the slots on the side of the door, then go up. (Do _not_
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go up before you've stopped the door's descent with the bone, or you will be
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impaled!)
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AMIGA VERSION: You should get an inset picture of a slab with a slot in the
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middle of it. USE the ring on the slot in the MAIN picture (not the inset), go
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up, and beams of light will appear, indicating that the door is now safe to
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approach. Going up again will provide you with an inset picture of a door.
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You'll notice a small hole on each side of the door. USE the bone on the hole on
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the RIGHT side. The text will tell you that nothing happens, but if you go up
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again, you'll find yourself in the temple.
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From here, the procedure inside the Temple is the same for both versions.
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You are now inside the temple facing a chest. USE the key on the chest, and
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TAKE the final piece of punchcard! (If you have the other three pieces of
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punchcard with you, they will automatically become one whole punchcard. We guess
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punchcards worked differently in the 1920s, before computers were invented.)
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Go down, and save your game; then, go west, southwest, southeast twice, south
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twice, southwest three times, southeast twice, and southwest. You're back at the
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Time Machine. ENTER the time machine (Amiga version: SHOW PANEL), and PUSH the
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toggle switch.
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Now LEAVE the machine, and GET the three other pieces of punch card you dropped
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in the room (if you dropped them). After you find the second piece, you'll see a
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new inset picture appear (in the Amiga version). We have _no idea_ what it
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represents; if you figure it out, please let us know!
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When you find the fourth piece, the punchcard will automatically be assembled
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for you, and you're ready for the final assault! All you need in your inventory
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at this point is the glove, rock, picture, and punchcard. ENTER the Time Machine
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(SHOW PANEL), and USE the punch card in the slot.
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Here again, the two versions are worlds apart.
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ST VERSION: When you arrive, you'll see a futuristic room with a door ahead of
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you, and a console to the left. There's a row of buttons on the console, and you
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need to PUSH the second one from the right. This will cause a map of the world
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to pop up with a loud noise, which attracts a guard.
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When this happens, you have exactly one turn to take care of that guard before
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he kills you. Do _not_ try to save your game! This will use up the turn you
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have. Click on the USE icon, click on the STONE (or rock, if you have that), and
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click on the guard's FOREHEAD. You must be fairly precise as, for instance,
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whacking him in the chest won't work at all.
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AMIGA VERSION: When you arrive, LEAVE the Time Machine. Ahead of you, you w see
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a door. To the left of it is what looks like a monitor with a couple of buttons
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under it. PUSH the red button, and a picture will appear on the monitor. In the
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lower right corner of your screen, you'll see a console. PUSH the red button on
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the console, and a map of the world will appear. Go west, the door should open,
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and a guard with a gun will appear. In order to take care of him, click in the
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following order:
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HIT
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MAN
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ROCK
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(Someone suggested that you need to do more here before hitting the man. So if
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this doesn't work, try fiddling around with something first.)
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For the remainder of the walkthru, both versions are relatively close.
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LOOK at the floor where the man fell; you'll find a suit, a gun, and a strange
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key. You need the suit and the key, but you can ignore the gun if you wish. USE
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the suit and you'll be wearing it.
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Go north, east twice, and south to a small room with some equipment in it. At
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the bottom right you will see a platform with a red button on it. PUSH the
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button, and you'll see a picture of a strange machine with an "X" on it.
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(Remember the position of the "X"!) Now, go north three times, and west: There's
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the machine you saw in the little picture!
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PUSH on the area where you saw the "X," and a compartment will open. Making
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sure you're still wearing the glove, TAKE the fuses out of the open compartment.
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(ST version: USE the GLOVE on the FUSES.)
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The machine will stop functioning. Go east. There's a storage compartment on
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your right which contains a spacesuit. This suit will let you go out into space,
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but there's nothing out there, so don't bother. Instead, continue south twice,
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then east.
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(If you're not wearing the suit, or if you didn't remove the fuses from the
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machine, you'll get killed at this point in the Amiga version. In the ST
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version, you'll be killed after you open the door and go through.)
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If you're still alive, USE the key on the control box to the right of the door.
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If you haven't brought the picture with you, the key will have no effect. (It
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makes no sense to us, either!)
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(ST version: If you haven't brought the picture, a man runs past you, and all
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you can do is wander around aimlessly or go home empty-handed.)
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If you HAVE brought the picture, the servant will appear, confess everything,
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and a picture of Humphrey Bogart will appear telling you you've won the game.
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CHRONO-QUEST is published and distributed by Psygnosis, Ltd.
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Downloaded From P-80 Systems 304-744-2253
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