Inscription : 15 Jan 2009, 11:52 Message(s) : 2115
• The geranium from the hothouse is the key to the plant room on Joly "H". • The dough from bakery is the key to the banker's room on Byer "E". • The cornet from the ice cream room is the key to the music room on Farr "A". • The dias from the oratory and the lute from the music room factor a lead suit for the radiation room at Byer "A". • The boots from the safety room are the key to chemist at Dah "C". • The earmuffs are for use in the danger room on Gill "B". • Oxygen from the chemist and the empty tank factor an air tank for the danger room on Coma "A". • The calculators and steps factor a game which is the key to games room on Farr "G". • The keys to M-Central - Key One is for the keypoint in the control room at Hale "A". Key Two is for the keypoint to the left of M-Central door. Key Three is for the keypoint at the right of the door. • When all of this has been done, go into Id-Central and read both Vidtex's. Part one of the game is now complete. • The kettle is the key for the boiler room on Joly T. • The helmet and the toupee factor an artifact. • Factor the gun and the artifact to make a Hypergun. Warlords can now be destroyed. • BEWARE, carrying either the helmet or the toupee activates all Heralds. • Valium from the chemist is the key for the danger room on Byer "E". • The Mars map from the map room is the key to the bar at Farr T. • The tea, the syringe, the insect and the polnte factor an antidote for the danger room on Coma "E". • FIVE KEYS FOR ENTRY Factor Mute and Manifesto to make E token. Factor Strainer and Sunchart to make N token. Factor Charcoal and Projector for T token. Factor Lead Suit and Cake for R token. Factor Earmuffs and Eyeshield for Y token. Note: You must make the Cake, Lead Suit and Eyeshield as before - don't remove them from the danger rooms or you could be in trouble. • Now factor the five tokens to make the KEY to the Sanctum. Place the key in the keypoint inside the Sanctum and obey the Vidtex. Part 2 it now complete. EIGHT FROM TEN MAKE YOU A BIGHEAD: Byer = H codex. laxa = D codex. Gill = 6 codex. Hale = G codex. Elis = U codex. Alba = N codex. Daly = W codex. HD 6 Gun West. Go to passage HD6 on Hale. Just inside the passage, stand facing the wall at HD 2. Make sure your gun is fully loaded then fire continually until the screen flashes. You will now find a new tube on HD 2. Return to the lab. Save the game in case of accidents, then take the plans, use the tube that you have just made to go up to Coma, then go out through the Spacefield door.
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