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MARSPORT
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Auteur :  Princesse Mariana [ 03 Jan 2010, 17:30 ]
Sujet du message :  MARSPORT

• 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.

Auteur :  Princesse Mariana [ 11 Mai 2017, 17:50 ]
Sujet du message :  Re: MARSPORT

Now then, in Marsport you should have the earmuffs from the safety room in Joly Now get the empty tank from Alba and the oxygen from the chemists and make them into an air tank.

The next step is to get the calculator machine from level B and get the lift down to Gill. On Gill, to get through the danger room, you need to take the bomb and use it as a key - after this every time you pass through you must put each new bomb in the refuse.

To get past the next danger room you need the earmuffs to protect you from the sonic bomb. This will give you access to a lift to level C where you will find some steps The danger room on this level is a vacuum and the air tank lets you survive. Go down to Farr and enter the gas room that contains the clue "The game is the key " In case you haven't guessed, the calculator (adder) and steps combine to make snakes and ladders. It is on this level that the third key to M-central will be found.

Important clues

Getting through the games room will give you access to hale level at last (where all the computers, etc, are)

On this level you will find three key slots - two outside the door to M-Central and one in the control room. Put a key in each and you will have completed the first part of the game.

You will receive two important clues on this level - "I'm the sentry . .", gives you the method to the solution of part two. ie. you have to solve five clues given by five vidtex machines.

The answer to each leads you to combine two objects, many of which you have already used The clue about the heralds knowing all that is alien is an important pointer to the value of certain items you will find.

When you leave Hale you will find that all previously restricted doors will now be open and you will have access to some more of the game. With the new objects that you find you will be able to open the remaining danger rooms

The first one to solve is the virus room on Level C. where you need an antidote To make this on the Amstrad version (I understand the syringe is not necessary on the Spectrum version), you need the insect from Gill (ant), the tea from the bar (ti) and the pomte from the Oratory (pointe is dot plus “e". ie. dote).

Alien items

However, before you can find and solve all five clues you must deal with the sept warlords (at last!) to make the rest of the complex accessible. If you use the valium from the chemists to get past the nerve gas on level B. you will find a peculiar item called a topee.

When you carry this item around you will soon see that the normally innocent herald robots start to behave like the evil warders - as soon as you see one shoot it or run.

This behaviour is the explanation of the clue, Heralds know all that is alien’, in short the heralds have detected that you are carrying an item that is 'alien' and have decided to attack you. It Is helpful then to put the topee somewhere safe, both so that it is easier to survive and also so that you will able to tell when you pick up something else that is alien

In fact the next alien item is found by taking the kettle from Farr level in the key slot of the boiler room. In here you will find a decidedly dodgy helmet.

Factor the helmet and the topee and you will find you have the starlord’s power booster. Combine this with your gun and you will be endowed with a hypergun that can turn the warlords into a smudge on the wall.
The lirst clue to solve can be found on laxa level One Is easy and full of aplomb'. Not an easy one to solve though. The thing that is easy is the cakes (as in a piece of ) and the term PLOMB relates to the old fashioned term lor lead, ie. you have to collect all the items lor another cake and then all the items for another lead suit and finally combine the two. You will end up with something known as the 'R token'.

There is a clue on Daly level one draws near and throws away* The thing that throws away is reasonably obviously a projector. The thing that draws’ is a piece of charcoal (don't blame me, I didn't write it).

On level C you will find one monkey says why the other two can't’. This obviously relates to the story of the three wise monkeys and you want to find something that stops you from seeing evil (you must construct some more sunglasses) and something that stops you from hearing evil (the earmuffs).

On Elis level there is One says nothing, the other says it all'. The thing that says nothing Is the mute from the music room. The thing that says it all is a manifesto from the oratory.

A mixed bag

The last clue, and one that had me stumped for days and groaning when I solved it is on level B. 'One is holy with skill after church'. The holy thing is obvious - the strainer from the bar. The skill after church is more complicated because it refers to the 'chart' of the sunchart. The church is the abbreviation 'ch.' and the skill is of course the art'.

Once you have factored all the above pairs of items you will find yourself in possession of five tokens. E,N,T.E.R, and Y. It doesn't take a genius to realise that this spells something and if you factor all five together you will be supplied with the key that will get you through the sanctum

The final problem you will now face, indeed the problem that makes up all of the last section of the game. Is how to take the plans and get out of Marsport before the lime limit runs out and your are blown to pieces.

As you travel around the various levels you will have found several peculiar items known as codexes which up till now have had no obvious purpose.

The last clue that you will find, and the one that provides the solution to this last problem, is on Joly and reads ‘7 from 10 makes you a bighead' As long as you have mapped the game carefully you will find that there are strangely enough 10 of these codexes and that one occurs on each of the levels A to J. If you take the items from each of the levels in turn that spell BIG-HEAD you will receive the message HD6 GUNW

What this means when deciphered is that you should go to the corridor reference HD6 and fire at the west wail with your gun.

The screen should flash and you will fund that a new up tube has appeared which is near enough to the plans to let you collect them and escape from the spacefield door with relative ease

That is of course the end of our Marsport solutions, possibly to the relief of some of you who have been stuck on the last stages of the game.

John Marsh & Tony Kendle

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