You start out in a Boeing 797 with your backpack. Go ahead and open it.
OPEN BACKPACK
To discover the first item you will need---that doesn't belong to you---and acquire it, complete the following:
EXAMINE SEATBACK
LOOK INSIDE POUCH
TAKE SAFETY CARD
The next step is to get a hint to use later in the game. You must wait until Cecil III has started talking to you...
WAIT
WAIT
Then pay close attention to what the techno-geeks have to say after you do this: This hint comes up later, but will take you longer to complete everything if you miss out here.
READ SAFETY CARD
You will need the safety procedures card later, but you need to stash it in your backpack where it won't get taken away from you.
PUT THE SAFETY CARD INTO BACKPACK
You are now home free, so sit back and listen to what Cecil has to say to you. Don't limit yourself to just waiting, however. Look out the window, or try interacting with Cecil. Just don't take the safety procedures card out of your backpack.
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT
WAIT
When you end up in Dormatory C, you may not take the satchel, though you may try.
TAKE SATCHEL
Try the sneaky approach of opening the satchel while Cecil is still holding it. Complete the following to get the plastic card and to read the letter from Cecil III's father.
OPEN SATCHEL
TAKE COMB
OPEN ENVELOPE
TAKE LETTER
READ LETTER
TAKE PLASTIC CARD
(Check your inventory at any time by typing "I")
You won't need the letter again, so lose it.
DROP LETTER
That exit sure is tempting. Take a walk out of it, then descend the spiral staircase to the hotel lobby.
WALK WEST
--- Hotel, Fourth Floor ---
GO DOWN
--- Hotel, Third Floor ---
GO DOWN
--- Hotel, Second Floor ---
GO DOWN
--- Hotel Lobby ---
Do the following to read the memos. You don't need them after they've been read, so drop them when you are through. The green button is the security lock on the revolving door. Press it and you may travel westward.
EXAMINE DESK
PULL DRAWER
TAKE PAPERS
READ PAPERS
DROP PAPERS
PUSH GREEN BUTTON
WALK WEST
--- East Installation Plaza ---
Once outside, take a deep breath because the game has only just begun. The most efficient way to proceed is to enter the food court to the north.
GO NORTH
--- Food Court ---
Once in the food court, you may find a donut in the trashcan one of two ways. This is the easiest to explain:
LOOK INSIDE TRASHCAN
TAKE PILE OF TRASH
DROP PILE OF TRASH
Follow the donut to the center of the Installation plaza where there is a fountain, and take the donut.
GO SW
--- Center Installation Plaza ---
TAKE DONUT
Take some time to familiarize yourself with the fountain and the pool below it. The fish, if not occupied by something, will prevent you from getting the shiny object in the pool...
LOOK AT FOUNTAIN
LOOK IN POOL
TAKE SHINY OBJECT
So... give it something to munch on like a miniature donut. You may then take the shiny object from the pool which turns out to be a key.
FEED DONUT TO FISH
TAKE OBJECT
Now's a good time to head back to the hotel...
GO EAST
--- East Installation Plaza ---
GO EAST
--- Hotel Lobby ---
The chrome key you found in the fountain's pool will open the Unisex Restroom door:
OPEN SILVERY DOOR
UNLOCK SILVERY DOOR WITH THE KEY
OPEN SILVERY DOOR
Go ahead and enter it:
DESCEND
--- Unisex Restroom ---
To get the first clue, some work is involved. You must scrape the bacteria colonies off the cubical reservoir tank. Do this to accomplish this and get a feel for what you are doing:
EXAMINE BACTERIA
TAKE BACTERIA
OPEN BACKPACK
TAKE SAFETY CARD
SCRAPE BACTERIA WITH SAFETY CARD
This is your first clue. Draw the symbol with the words "red" and "4-sides" next to it.
EXAMINE SYMBOL
Right on to the next clue. Look around. There's a faucet and a toilet. They don't like each other. Do this and you'll see why:
LOOK
RUN FAUCET
FLUSH TOILET
So. All of the water in the Installation's plumbing is being diverted. What else uses water that you've seen? Right, the fountain. Go check it out.
UP
--- Hotel Lobby ---
GO WEST
--- East Installation Plaza ---
GO WEST
--- Center Installation Plaza ---
EXAMINE FOUNTAIN
You'll see a symbol... Draw this one with the words "blue" and "3-sides" next to it.
EXAMINE SYMBOL
Off to the movies. Here you'll find a useful item, though not very obviously.
GO SW
--- Cineplex Entrance ---
EXAMINE STAND
READ STAND
TAKE ANTENNAS
Let's head over to the museum where the antennas will be used first.
GO EAST
--- South Installation Plaza ---
GO SOUTH
--- Museum Lobby ---
Go ahead, read the plaque, it won't hurt you.
READ PLAQUE
Next off to the southwest hall of the museum. You will need to raise the gate a little to go further to the southwest.
WALK SW
--- Museum, Southwest Hall ---
EXAMINE IRON GATE
LIFT GATE
CRAWL UNDER GATE
--- Museum, Hymenoptera Exhibit ---
The art of capturing cockroaches. As with any sport like this, looking like the game doesn't hurt. Here's the secret. If the cockroach is in the room, he will sit on your shoulder as long as you are wearing the antennas.
EXAMINE COCKROACH CAGE
OPEN COCKROACH CAGE
WEAR ANTENNAS
You've got him, but only until your antennas get knocked off on the crawl out of the room. Take them and put them back on.
CRAWL NORTHEAST
--- Museum, Southwest Hall ---
TAKE ANTENNAS
WEAR ANTENNAS
What to do with a cockroach on your shoulder. If you heard the techno-geeks talking on the Boeing, AKA69 robots are afraid of them. Head over to the spaceport entrance like this:
NORTHEAST
--- Museum Lobby ---
GO NORTH
--- South Installation Plaza ---
GO NORTHWEST
--- West Installation Plaza ---
Here you will find the robot. Look at him, talk to him, just don't try taking his newspaper too many times. To get rid of him, simply remove your antennas when the roach is on your shoulder.
EXAMINE ROBOT
ASK ROBOT ABOUT HIMSELF
(a full list queries to the robot is at the end of this document)
ASK ROBOT ABOUT COCKROACHES
REMOVE ANTENNAS
The robot should be dead at this point. Put on your antennas to get the roach back, and enter the spaceport.
WEAR ANTENNAS
ENTER SPACEPORT
--- East Spaceport ---
The hatch to the Aries is a little sticky. We'll come back to that.
OPEN HATCH
Head off to the west end of the spaceport. There you will find our third symbol clue on the monument. Draw it with the words "silver" and "number one."
GO WEST
--- West Spaceport ---
LOOK OUT OF WINDOW
READ PLAQUE
EXAMINE MONUMENT
EXAMINE SYMBOL
Take a look around and you will see a tarp. You can't take it. It's too big. Try moving it.
LOOK
TAKE TARP
MOVE TARP
But what was the tarp for? Try this and you will see that it is an anti-static tarp. Ion thrust modules are delicate machines.
EXAMINE TARP
READ INSIGNIA
Who follows static guidelines anyway? Would it hurt it any to touch a charged comb to the module? Let's find out. (Make sure you have the comb that came from Cecil III's satchel)
COMB MY HAIR
TOUCH MODULE WITH THE COMB
--- Behind a Ship ---
Whoa. Guess it is a bit sensitive. You've dropped everything you were holding behind the ship. Luckily, if you had left anything there, you gathered it up before you split. Take your belongings... now.
LOOK
TAKE <everything you need to take>
Get out of there. You can't spend your whole life hiding.
GO SOUTHEAST
--- East Spaceport ---
The commanders are obviously busy, so why not check out their lounge?
GO UP
--- Commanders' Lounge ---
Take these things... and wear the goggles to get the off your load.
TAKE GOGGLES, CIGARETTE, AND LIGHTER
WEAR GOGGLES
..and proceed to the jacuzzi
GO NW
--- Jacuzzi Room ---
You can't swim in the jacuzzi, it's too hot, but you can look in it, and goggles help a lot in this situation. Draw the symbol you see with the words "yellow" and "two-lobed" next to it.
ENTER JACUZZI
LOOK IN JACUZZI
Return to the lounge and see what other clues lie around. The note is hardly readable, and has little clue value comparatively. But the map holds significant revelation... When you examine the spots write down "1-silver, 2-yellow, 3-blue, 4-red."
SOUTHEAST
--- Commanders' Lounge ---
READ NOTE
TAKE NOTE
DROP NOTE
EXAMINE MAP
EXAMINE SPOTS
Let's get out of here, they could be back at any second.
DOWN
--- East Spaceport ---
E
--- West Installation Plaza ---
NORTH
--- Hospital Entrance ---
Here we are at the hospital entrance. Take a look around. The only way to enter the hospital lies westward.
EXAMINE STATUE
GO WEST
--- Hospital Hallway Junction ---
There are two hallways in the hospital, but they don't lead to anything but frustration. The document cloner is all you are really worried about here.
EXAMINE DOCUMENT CLONER
OPEN CLONER
Keep at the unisex restroom door. Knock on it, hit it, talk around it. She won't come out, but she will make you look at what you are standing on. Look under the mosaic rug to find the cylindrical key to unlock the cloner. Cecil II's mental health records only provide the needed information to decode the symbols later. You may want to keep them on you.
OPEN DOOR
KNOCK ON DOOR
HIT DOOR
SAY "GET OUT"
KNOCK ON DOOR
KNOCK ON DOOR
EXAMINE RUG
LOOK UNDER RUG
TAKE CYLINDRICAL KEY
UNLOCK CLONER WITH THE CYLINDRICAL KEY
TAKE HEALTH RECORDS
READ RECORDS
On to the greatest achievement of mankind. No, not two Starbucks' on the face of Mars. The FAKE bio-dome project. You will need the plastic card with the hologram on it to enter. You may enter the bio-dome 4 times with this card.
GO EAST
--- Hospital Entrance ---
GO EAST
READ SIGN
--- North Installation Plaza ---
PUT PLASTIC CARD INTO SLOT
--- FAKE Bio-dome Entrance ---
READ SIGN
Let's get lost. Literally. It's the only way to find the holographic manifestation of what the UN is going to pass off as Great Goddess Oona.
GO NE
--- Hemp Fields ---
GO NW
--- East-West Forest Path ---
GO NORTH
--- Dark Forest ---
--- Lost in a Dark Forest ---
GO NORTH (and repeat in any direction until you fall in the trap)
Oona tells you there is an entrance to Cecil II's secret lab behind the altar. Go ahead...
GO BEHIND ALTAR
--- Shady Forest, Behind Altar ---
OPEN STEEL DOOR
DESCEND
--- Dank Hallway, East End ---
The interesting door won't open initially from this side, but you will use it later.
OPEN INTERESTING DOOR
Seems Cecil has installed a laser-sensing security device to protect his lab from intruders. Read the sign, EXAMINE the sign, examine the ancient symbol (a no-smoking symbol) and you'll figure out what to do.
WEST
--- Dank Hall, West End ---
OPEN PLAIN DOOR
GO EAST
--- Dank Hallway, East End ---
READ SIGN
EXAMINE SIGN
EXAMINE SYMBOL
Still not sure? Complete the following to reveal the beam and get through the hallway without being detected. The plain door at the end should remain unlocked.
LIGHT CIGARETTE WITH LIGHTER
SMOKE CIG
JUMP OVER BEAM
--- Dank Hall, West End ---
PUT OUT CIGARETTE
OPEN PLAIN DOOR
WEST
--- Cecil II's Secret Laboratory ---
Take the painting to reveal the metal panel behind. Yadda yadda. Get a feel for it, and continue.
TAKE PAINTING
DROP PAINTING
EXAMINE PANEL
EXAMINE DIALS
The scientific equipment won't do you any good, but the key to unlocking Cecil's code of symbols lies in the notebooks...
EXAMINE EQUIPMENT
TAKE EQUIPMENT
EXAMINE NOTEBOOKS
TAKE A NOTEBOOK
Take another look at the dials. Here is where everything comes together. There are four concentric dials. There are four inner planets in concentric orbits around the sun (white light bulb on panel). On the map each planet had a color. Each symbol you found scratched into a water-bearing monument or otherwise had a color and a number. Starting to add up? When the symbols are decoded in order of silver, yellow, blue, red (or Mercury in the first orbit, Venus in the second orbit, Earth in the third orbit, and Mars in the fourth orbit) they decode to 5-3-0-9. Do this:
EXAMINE DIALS
SET INNERMOST TO 5
SET OUTER-INNER DIAL TO 3
SET INNER-OUTER DIAL TO 0
SET OUTERMOST DIAL TO 9
OPEN PANEL
There you have it. For all your trouble a data diskette. Pop it in the nearby ancient computer and have at Cecil II's last words before he departed.
TAKE DISKETTE
EXAMINE COMPUTER
FLIP POWER SWITCH
TYPE B (arbitrary key)
PUT DISK INTO SLOT
TYPE P (arbitrary key)
TYPE 1
TYPE 1
TYPE 2
TYPE 3
TYPE 4
TYPE 5
TYPE 6
TYPE 7
TYPE 8
TYPE 9
TYPE 10
TYPE 11
Seems there's a ROM card to some kind of rover in the glove box of his Aries. Better go check it out. Go south, then east through the super computer room where you'll find the other side of the interesting door which unlocks from that side.
GO SOUTH
--- Super Computer Room ---
GO EAST
OPEN INTERESTING DOOR
UNLOCK INTERESTING DOOR
OPEN INTERESTING DOOR
GO NORTH
--- Dank Hallway, East End ---
ASCEND
--- Shady Forest, Behind Altar ---
Get out of the forest area...
GO NE
--- Shady Forest, By Altar ---
L
GO E
--- East-West Forest Path ---
GO W
--- Hydroponopia --- (don't worry about this place)
SE
--- FAKE Bio-dome Entrance ---
One last thing before you're on your way out of the bio-dome. Pray to Oona and talk to her. She's lonely. This is how you get her to give you the watch:
PRAY
ASK OONA ABOUT HERSELF
(a full list of queries to Oona is at the bottom of this document)
LOOK AT OONA
TAKE WATCH
ASK OONA ABOUT WATCH
ASK OONA FOR WATCH
TAKE WATCH
WEAR WATCH
SAY GOODBYE
Off to the spaceport to get the ROM card...
SOUTH
--- North Installation Plaza ---
SW
--- West Installation Plaza ---
GO WEST
--- East Spaceport ---
The trick to anything modeled after this late-eighties compact car is to use a bit of force: HIT or PUNCH ARIES will do fine as well.
OPEN ARIES
KICK ARIES
ENTER ARIES
--- 2113 Dodge Aries ---
Sorry to hold things up, but you should press the square button to get a text-version of a visual flight log. The flight log of the flight Cecil II took when he discovered the comet.
EXAMINE CONTROLS
PUSH SQUARE BUTTON
Then, go ahead and do this to get the ROM card. Hey there IS a glove box in here.
LOOK IN GLOVEBOX
OPEN GLOVEBOX
TAKE ROM CARD
That's all you need to do there. Back to the museum.
EXIT ROVER
--- East Spaceport ---
EAST
--- West Installation Plaza ---
SOUTHEAST
--- South Installation Plaza ---
SOUTH
--- Museum Lobby ---
TAKE ROCK
Now that you have the rock you get to be destructive. Head over to Conformity Corner:
THROW ROCK THROUGH WINDOW
ENTER WINDOW
--- Future Gap ---
OPEN DOOR
EAST
--- Garage ---
You will now be in the garage. Take a look at the rover. What you need to do is fill its oxygen tanks with oxygen for a little drive on the Martian surface. Do this:
EXAMINE ROVER
EXAMINE PIPE
EXAMINE HOSE
SCREW HOSE ON TO PIPE
TURN SPIGOT
Get into the rover to observe the filling of oxygen tanks.
OPEN UPWARD-OPENING DOOR
ENTER ROVER
--- Rover, Garage ---
Inside the rover is dashboard on which there is an indicator panel and a 4 inch slot. The slot is for the ROM card in order to make the rover go.
EXAMINE DASHBOARD
EXAMINE INDICATOR PANEL (repeat until needle gauge is at 100% or more)
To avoid stripping the pipe when you drive out, you will need to unscrew the hose from the pipe. This is in case you need to come back for more oxygen.
EXIT ROVER
--- Garage ---
UNSCREW HOSE FROM PIPE
SUCK HOSE
TURN SPIGOT (hissing should stop)
Get back into the rover, and close upward-opening door to pressurize the rover.
ENTER ROVER
--- Rover, Garage ---
CLOSE UPWARD-OPENING DOOR
You will notice on the dash a 4-inch slot. Plug the ROM card into it. Examine the windshield. On it is a visor with a button you will have to push twice to get the garage door to open. (I've found this is usually the case with garage door openers.)
EXAMINE DASH
EXAMINE SLOT
PLUG ROM CARD INTO SLOT
EXAMINE WINDSHIELD
FLIP VISOR
PUSH ORANGE BUTTON
PUSH ORANGE BUTTON
Drive out of the garage (DRIVE EAST will work just as well.) Then get the visor out of your face.
DRIVE OUT OF GARAGE
FLIP VISOR
--- Rover, Driveway ---
From here the hand on the brass watch you got from Oona will point to where Cecil II has abandoned everything on the surface. Or a simpler way is to drive around to the west side of the Installation (where you may again observe the monument and the scratched symbol) and then drive SOUTHWEST repeatedly until you come across the spacesuit.
DRIVE SOUTH
DRIVE W
--- Rover, Southeast Corner ---
DRIVE W
--- Rover, South of Installation ---
DRIVE N
--- Rover, Southwest Corner ---
EXAMINE MONUMENT
--- Rover, West of Installation ---
EXAMINE SYMBOL
DRIVE SW (repeat until you see spacesuit)
--- Rover, Roving the Wasteland ---
Take another look around. Then look at controls. You will need to open the inner airlock door of the rover for the first part of this last part. Be careful not to open both airlock doors while the Martian atmosphere lurks outside. Do it like this:
LOOK
EXAMINE CONTROLS
EXAMINE PARALLEL LEVERS
PUSH LEFT LEVER UP
Then go back to the passenger section and up into the airlock.
W
--- Rover, Passenger Section ---
U
--- Rover, Airlock ---
Provided the cockroach is on your shoulder, you can get him to leave you and stay in the airlock by removing the antennas from your head:
REMOVE ANTENNAS
Go back to the front of the rover. The controls.
D
--- Rover, Passenger Section ---
E
--- Rover, Roving the Wasteland ---
First close the inner-airlock door, then (drum roll) open the outer airlock door by pushing the rightmost lever upward.
PULL LEFT LEVER DOWN
EXAMINE LEVERS
PUSH RIGHT LEVER UP
If all goes well, the final sequence should commence.
--------------------------------
* Star indicates something you should really ask about.
What you can ask the security droid about:
*CECIL I, II & III
AKA567 TOURGUIDE MODEL
INSTALLTION STAFF
CYBORG UNION
FUEL CELLS
NEWSPAPER
INSTALLATION
SURFACE OF MARS
SPACEPORT
*HIMSELF
*COCKROACH
GREAT GODDESS OONA
KRAVEN FAMILY
BIO-DOME
*FOUNTAIN
HOTEL
YOURSELF
TOURISTS
What you can ask the Great Goddess Oona about:
EXA-MINESWEEPER
*WORLD RELIGION
*UNITED NATIONS
*CECIL I, II & III
*HERSELF
*ROBOT
*COCKROACH
*BIO-DOME
INSTALLATION
WHITE ROBE
INSTALLATION STAFF
*LABORATORY
SUPER COMPUTER
*UNASA
MARS
EARTH
ALTAR
VISITORS
UNIVERSE
HEMP FIELDS
THREE-EYED MICE
FORESTS
*WATCH
GOD
*YOURSELF