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KRONOLOG
The Nazi Paradox
FAQ/Walkthrough
PC 1993
Version: 1.0 released on the 6th of January 2010
Author: odino
http://www.gamefaqs.com/features/recognition/47976.html
This guide is EXCLUSIVELY available at GameFAQs.
============================================================================.
| .========================================================================. |
| | TABLE OF CONTENTS | |
| '========================================================================' |
|============================================================================|
| 01.) Introduction | G0100 |
| 02.) Basics | G0200 |
|----------------------------------------------------------------+-----------|
| 03.) Walkthrough | G0300 |
|----------------------------------------------------------------+-----------|
| 04.) Items | G0400 |
| 05.) Location Info | G0500 |
|----------------------------------------------------------------+-----------|
| XX.) FAQ | GXX00 |
| YY.) Version History | GYY00 |
| ZZ.) Credits & Thanks | GZZ00 |
'=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-'
===============================================================================
01.) INTRODUCTION G0100
===============================================================================
Welcome to 'Kronolog: The Nazi Paradox' for the PC, released by Merit Software
in 1993.
Suggestions, comments or errors - tell me about it. Enjoy!
===============================================================================
02.) BASICS G0200
===============================================================================
Controls:
`````````
Most of the game is only played with the mouse and you can get by without
anything else just fine. For the maze you can also use the directional keys and
it makes it slightly easier for that part.
Often it is awkward to walk around in an area as only certain parts let you
walk to the front/back of the screen. You will often have to try several ways
to cross a room or scene before succeeding. This can be frustrating and for
some timed events you might have to get used to how to trespass the area.
General:
````````
You always have to walk next to where you want to perform an action. If you
have played almost any other graphical adventure game then you will have to get
used to that clicking on something far away will NOT have Mark walk there
automatically.
The PIM service (NADAnet) is an extremely valuable tool for getting to know the
world you are in. A lot of story and puzzles resolve around what is described
here. The navigation is a little awkward but I really advice you to take some
time and explore it as much as you can.
The game has a copy-protection which is built into one puzzle at the beginning
of the game. Any save game you load past this point will ask for the copy
protection as well; however, only once per game session.
There is a limit on inventory item. Drop items if you are pretty sure that it
has exhausted its use already and only if you are actually desperate for space
in case of making a mistake. However, by following this walkthrough you should
not have any issues and the item list will tell you if you do not mind reading
through some other spoilers by mistake.
You can die at many corners in the game. It is wise to safe often and on
different slots because an item from the very beginning of the game might be
needed at the very end somewhere. The game is cruel like that and with the
already mentioned inventory slot limit this can be a little tricky.
Actions:
````````
Settings
NADAnet (PIM)
Location Info
Inventory (See, Use, Trash)
Talk
Walk
Look/See
Use/Take
The icon in the middle is your currently selected inventory item.
===============================================================================
03.) WALKTHROUGH G0300
===============================================================================
===NADA HQ===
Walk right and talk to Jack. He will give you the temporary access card before
leaving you alone. Get the wrench and rag hanging on the wall. Push the red
elevator button and walk inside. Use the temporary access card and press the
'Lobby' button. Take the card back to step outside.
Walk around the front side and investigate the chair in the middle to find
there is a coin. Take the .25 Reichmark piece and walk to the computer in the
back. Use the temporary access card and your copy protection from the game box
to bypass the security. Push the elevator button on the left and step inside.
Insert the access card and select floor 'F'. Take the card back to step
outside.
Walk right along the corridor to the restrooms. Use the access card on the
men's room and walk left to the condom machine. Look at it and then use the .25
Reichmark to get a condom - take it. Leave the restroom and return to the
previous hallway, then enter the room with the Nazi flag visible already.
Approach the desk and walk behind until the camera angle changes. Look at the
desk and pick up the Compact Disk and also note down the color sequence for
later use (e.g. RBGYBY), then close this view to get a message that a fax has
arrived. Look at the desk again and then the fax, then attempt to take the fax
only for the secretary to interrupt you. Leave the room and use the elevator to
return to the lobby 'L' (using the card as usual).
Talk to the scientist, Dr. Grossman. Use the elevator on the right to return to
the garage. Walk left off the screen to drive off.
===Hoffmann Envirotek===
As soon as you arrive, press the button on the intercom for Ian McNeely to come
in. Talk to him. Afterwards walk into the screen until the angle changes and
then walk towards your desk. Look at the parcel for a closer inspection and
open it to take the three items (fake crystal, CD, electronic device). Step
closer to the console at the large screen and insert the CD and later the 75th
Anniversary CD which you can then both discard. Open the door on the left and
step through to the laboratory.
Look at the small device near the door with 2 green alternating lights. Play
the message and leave the room, then use the elevator button and step into it
to descend to the garage.
Step next to the barrel and remove its label. Continue right and look at the
controls. Push the red 'empty' button to have a new barrel delivered to the
previous screen. Place the shipping label on this barrel and use the green
button on the right to move the conveyor belt. Use the button on the right
side of the garage door where the barrel is now, then look at the barrel and
remove its lid. Close the view to get inside.
===Centralized Government Office===
First take the top-most box on the right and find a helmet inside. Second
remove the cord holding the totem and then push the button on the right door.
In this room, look at the power box and press the dot of the exclamation mark
to open a secret door.
Look at the drawers on the right and open the second one from the top to find
a cross. Take it with you. Enter the left area. Press the circular shape in the
corner to open another door which you should also enter. Push the red button to
remove the lock and then look at the door handle. Press it three times before
opening and entering the door. Sometimes you may end up in a dark room, this is
a glitch I believe. Look at the crystal and take it from the device, then add
the fake crystal in it. Return through the door and to the room with the desk.
Sit into the seat and open the file on Hoffmann. Take the photo and you can
also read the notes if you want. Use the intercom on the right and watch the
Vidicom message. You can also press the "Map" button and hear about more info
from the individual places on the world map. Press the red button to open the
secret entrance and step outside.
Stand on the right side of the chamber in the middle and look at the control
box before removing the bolts with the wrench (you can now dump the wrench).
Input the code you wrote down earlier then walk into the cryogenic chamber
until you get stored away.
===Los Alamos National Laboratory===
Take the tiny lithium energy cell from the desk, then use it on the spelunker
helmet to get it powered up. Walk left and push the button to step through yet
another door on the left side. In the lab, approach the lab table at the front
and take the glass pipette on the right side. Return to the room you started
out and approach the table there. Flip the red switch on the electric grinder
and look at it for a close-up view. Use the glass pipette to get a sharp glass
pipette. In the lab room, look at the insect mount and use the sharp glass
pipette on the playing card. Look at it to get the message "hELZ". (This last
part is potentially all optional if you do not want to find out a code later
by yourself anyway.) Use the desk chair to climb the desk, then open the vent
and "walk" inside.
Use the electronic device on the slot on the right of the screen. Use the
battery-powered spelunker hat to see where you are going. This is the map of
the maze:
[ ][ ][ ][ ][ ][ ][ ]
[ ] [ ] [ ] [ ]
[ ][X][ ][ ][ ][ ][ ]
[ ] [ ] [ ] [^]
[X] [ ][ ][.][.][.]
[.] [X]
[.][.][.][ ][ ]
[X] [.] [X] [X]
[ ][X][.][.][.][.][.]
[@] [X] [X] [.]
[.][.][.][.][.][.][.]
"^" is the starting point and also the direction you are facing. Your goal is
at "@" and the map alone should tell you how to get there already (dotted
path). Else I could try to give you these directions (F-Forward, B-Backwards,
L-Left, R-Right): B, R, F, L, F, R, F, L, F, R, F, F, F, R, F, R, F, F, F, F,
F, F, F, R. At this point the two lights of the electronic device should be
both lit. Take the device and open the vent to drop down into the room.
After the conversation, give her the electronic device before it is too late
and if you have done it correctly you should get a message from Phillip. Talk
to the doctor to get a poem and pottery shard. (You can discard the poem right
now if you have read it and rely on this walkthrough for a puzzle later on
anyway.) Open the cabinet door on the left.
===Lakona Pueblo===
Pick up the shard at your feet and the rope hanging on the fence to the left.
Descend the ladder to find a third shard and then you can combine all three
shards to make a bowl. Place this bowl in the slot you found the third pottery
shard to see a short scene.
Grab the bucket from the well and combine it with the rope in your inventory.
Use the bucket & rope on the well to fill it. Pick up the end of the rope (not
the bucket). Use the end of rope on the metal ring above your head, then on the
metal ring on the right side. Tie the bungee cord on the rope and pick up this
end. Tie it to the ring in the trapdoor. Push the bucket into the well and open
the trapdoor, then walk into the trapdoor to descend.
Talk to the shaman and he will give you a spirit stick. Give him the photo of
Phillip and his lover to hear her message, then you will automatically move on
to the next area.
===New Mexico Desert===
Walk towards the house and open the door to enter. Step towards the front and
use the rosette on the empty slot at the side of the armoire to reveal another
real crystal. Take it, then look at the fourth shelf from the bottom and take
the tomahawk as well. On the right side is a fireplace and its niche has three
matches you want to grab before finally leaving the house.
Enter the area to the right with the mutant bees and take the canteen. Use a
match to light the spirit stick and use the smoking stick on the beehive to
drive the bees away. Look at the nearby hive and pull out the honey racks until
you find a playing card sticking to one. Take it to find another code "8ELZ". I
think this last part is once again optional if you do not care to find the
puzzle solution on your own. Walk slightly north and right around the rock to
a new area.
===Crow Foot's Caverns===
Continue into the cave and step to the hole on the right side. Look inside for
some goodies. You only need to take the pole. Combine the pole with the greasy
rag you have been carrying since the beginning of the game to make a torch.
Light it with a match and start walking into the left cave branch (the path
continues left around the rock formation). In the next scene, continue straight
until the rocks cave in and then you will be with the corpse Eric Latimore.
Take the pass card from this grasp and continue right. Drop the burning torch
and use the pass card on the slot. Turn right inside and then walk along the
catwalk to the door which opens with a button. This leads you to the Los Alamos
National Laboratory.
===Los Alamos National Laboratory===
Stand near the electric grinder, turn it on and look at it for a close-up view.
Use the tomahawk to get a razor-sharp tomahawk instead. Walk left, select the
tomahawk in your inventory and push the button to open the door. Step through
for a scene, then quickly throw the tomahawk at Dr. Grossman. At this point you
are still under time pressure thus quickly have a look at the desk and take the
small metal key. Return to the previous room and enter the time machine. You
should get getting a small control panel view now. Insert the two crystals and
unlock the lock with the key. Set all the dials to the combination you get from
the playing cards when looking at them upside down, i.e. 2738 and 2734. Flip
the switch and you should be landing in 1942.
Three things that might help with the last part:
-Do not unlock the switch and then leave this screen as it will be locked again
and the key is automatically removed from your inventory. In other words you
would have to reload a saved game to complete this puzzle.
-The dials have 10 positions thus simply count 1-2-3 and do not look at them
like a clock. If you set it wrong you will see a game over screen.
-Once you meet with Dr. Grossman there is a sort of time limit in that you
cannot "dilly-dally" around. As long as you keep moving and try actions you
should not see the game over screen.
===1942===
Walk slightly northwest towards the house entrance and a scene will take place.
Move towards the house and look at the fish on the left side. Grab the key from
its mouth and look at the chest on the right. Unlock it with said key and take
the orange fabric.
After that walk towards the front of the previous screen and right to the base
of the flagpole. Use the canteen on one the rocks to reveal some money which
you should take. Use the orange fabric on the flagpole and watch the biplane
land nearby. Give the pilot the twenty dollars to take off.
===1942 - Las Cruces===
Once the pilot leaves, walk to the plane, look at the compartment on the side
and open it. Take the flare gun from the door and load a flare into it in your
inventory. Also you might want to note that there is lots of dynamite in this
compartment. Walk right (you have to walk at the front of the screen) to the
church, enter it, take the door on the right and then walk down the stairs. You
want to remember this path as you will later have to haste to exit the church.
After the short conversation, walk towards the middle of the room and then into
the back until you can walk left and hide behind a wall. Wait here for three
men to appear. When they access the secret door in the shelf you can finally
move again.
Look at said shelf and use the cross from your inventory on the slot. It will
turn. Leave it in the slot and exit this view. The goons should be locked
inside the room and make such mention. Look at the gas pipe next to you and use
the condom at the end. Turn the valve closest (vertical) and then quickly exit
this room. Get out of the next one (towards the foreground) and then leave the
church entirely. As you get out you will see a scene.
Get the loaded flare gun ready and walk into the screen on the left. Shoot at
the compartment the dynamite is contained to finish the game.
THE END
There is a small "scene" at the end of the credits if you care to watch it
(it does not take too long. Alternatively you can read about it in the FAQ).
===============================================================================
04.) ITEMS G0400
===============================================================================
-----------------------------------------------------------------------------.
| Item | Obtained | Use |
|---------------------------+------------------------+------------------------|
| .25 Reichmark piece | On a chair in the NADA | Buy the Flatex |
| | lobby. | "Zeppelin" condom. |
|---------------------------+------------------------+------------------------|
| Battery-powered Spelunker | Combination of | Enables seeing in the |
| Hat | Spelunker Hat and | vents in Los Alamo. |
| | Lithium Energy Cell | |
|---------------------------+------------------------+------------------------|
| Bedroll | Stash hole in Crow | No use. |
| | Foot's Caverns. | |
|---------------------------+------------------------+------------------------|
| Bowl | Merged from the three | Placed in the slot in |
| | Pottery Shards. | the Lakona temple to |
| | | reveal a trapdoor. |
|---------------------------+------------------------+------------------------|
| Bucket & Rope | Combination of Empty | Filled in the well to |
| | Bucket and Length of | open the trapdoor in |
| | Rope. | the Lakona temple. |
|---------------------------+------------------------+------------------------|
| Bug Spray | Stash hole in Crow | No use. |
| | Foot's Caverns. | |
|---------------------------+------------------------+------------------------|
| Bungee Cord | Tied around totem in | Tied to the rope in |
| | government office | the Lakona temple. |
| | basement. | |
|---------------------------+------------------------+------------------------|
| Canteen | Area east of Phillip's | Rolls stones at |
| | house in New Mexico | flagpole in 1942. |
| | Desert. | |
|---------------------------+------------------------+------------------------|
| CD | Sent to you by | Watchable in your |
| | Phillip, in the parcel | office, no other use. |
| | in your office. | |
|---------------------------+------------------------+------------------------|
| Compact Disk entitled | From Zimmer's office. | Watchable in your |
| "BIRTH OF THE EMPIRE: The | | office, no other use. |
| First 75th Years" | | |
|---------------------------+------------------------+------------------------|
| Crescent Wrench | Hanging in the garage. | Opens control panel |
| | | for cryogenic chamber. |
|---------------------------+------------------------+------------------------|
| Cross | Drawer of proconsul | Lock a room in the Las |
| | Zimmer's office. | Cruces church. |
|---------------------------+------------------------+------------------------|
| Dynamite | Found in biplane. | If take you will blow |
| | | up late in the game, |
| | | avoid! |
|---------------------------+------------------------+------------------------|
| Electronic Device | Sent to you by | Enables navigating the |
| | Phillip, in the parcel | vents in Los Alamo, |
| | in your office. | given as proof for Dr. |
| | | Morrissey. |
|---------------------------+------------------------+------------------------|
| Empty Bucket | Found inside Lakona | Combined with Length |
| | temple. | of Rope to make Bucket |
| | | & Rope. |
|---------------------------+------------------------+------------------------|
| End of Bungee Cord | After tying the Bungee | Tied to the trapdoor |
| | Cord on the rope. | ring in the Lakona |
| | | temple. |
|---------------------------+------------------------+------------------------|
| End of Rope | From filled bucket at | Threaded through the |
| | the well. | metal rings in the |
| | | Lakona temple. |
|---------------------------+------------------------+------------------------|
| Fake Crystal | Sent to you by | Replace with the Real |
| | Phillip, in the parcel | Crystal |
| | in your office. | |
|---------------------------+------------------------+------------------------|
| Flare Gun | Found in biplane. | Can be loaded with |
| | | Flares. |
|---------------------------+------------------------+------------------------|
| Flares | Found in biplane. | Ammo for the Flare |
| | | Gun. |
|---------------------------+------------------------+------------------------|
| Flatex "Zeppelin" condom | Condom machine in the | Attached to a gas pipe |
| | men's room. | in the Las Cruces |
| | | church. |
|---------------------------+------------------------+------------------------|
| Glass Pipette | Lab table in Los Alamo | Used on the electric |
| | | grinder to get the |
| | | Sharp, Pointed, Glass |
| | | Pipette |
|---------------------------+------------------------+------------------------|
| Greasy Rag | Hanging in the garage. | Combined with Tent |
| | | Pole to make a torch |
| | | of a kind. |
|---------------------------+------------------------+------------------------|
| Key (Gold) | Found in fish's mouth | Unlocks chest outside |
| | at the porch of the | house in 1942. |
| | house in 1942. | |
|---------------------------+------------------------+------------------------|
| Key (Silver) | Found on Dr. | Unlocks time machine |
| | Grossman's desk in the | lever. |
| | laboratory. | |
|---------------------------+------------------------+------------------------|
| Length of Rope | Found outside Pueblo. | Tied to Empty Bucket |
| | | for Bucket & Rope. |
|---------------------------+------------------------+------------------------|
| Lint-free Gloves | Sink in men's room | No use. |
|---------------------------+------------------------+------------------------|
| Lithium Energy Cell | Table in Los Alamo | Powers the Spelunker |
| | | Helmet. |
|---------------------------+------------------------+------------------------|
| Loaded Flare Gun | Flare Gun loaded with | Shoot down the |
| | a Flare. | villain. |
|---------------------------+------------------------+------------------------|
| Matches | Fireplace niche in | 1) Light the spirit |
| | Phillip's New Mexico | stick & drive mutant |
| | Desert house. | bees away. |
| | | 2) Light the Tent Pole |
| | | Wrapped by Greasy Rag |
| | | to get through the |
| | | Crow Foot's Caverns. |
|---------------------------+------------------------+------------------------|
| Orange Fabric | Found in chest outside | Hails down the |
| | house in 1942. | biplane. |
|---------------------------+------------------------+------------------------|
| Pass Card | Corpse of Eric | Gains entrance to the |
| | Latimore in Crow | Crow Foot's Caverns |
| | Foot's Caverns. | laboratory. |
|---------------------------+------------------------+------------------------|
| Photograph of Phillip | Zimmer's office desk | Given to No-Kah-Wat in |
| | | the Lakona temple to |
| | | communicate with Luisa |
| | | Neosho. |
|---------------------------+------------------------+------------------------|
| Piece of Playing Card | From Philip's hives in | Contains half of the |
| | the New Mexico Desert. | code. |
|---------------------------+------------------------+------------------------|
| Poem | Given by Dr. | Contains hints for the |
| | Morrissey. | time machine dials. |
| | | Can be discarded. |
|---------------------------+------------------------+------------------------|
| Pottery Shard | Given by Dr. | Merged into the Bowl. |
| | Morrissey. | |
| |------------------------| |
| | Found outside Pueblo. | |
| |------------------------| |
| | Found inside Lakona | |
| | temple. | |
|---------------------------+------------------------+------------------------|
| Razor-sharp Tomahawk | A sharpened Tomahawk | Kills Dr. Grossman. |
| | from the grinder. | |
|---------------------------+------------------------+------------------------|
| Real Crystal | Zimmer's office, in | Inserted into time |
| | secured area. | machine. |
| |------------------------| |
| | Hidden in armoire in | |
| | New Mexico Desert | |
| | house. | |
|---------------------------+------------------------+------------------------|
| Rosette | Given by Luisa Neosho | Inserted into armoire |
| | in the Lakona temple | in New Mexico Desert |
| | if you give No-Kah-Wat | house to find a Real |
| | her photograph. | Crystal. |
|---------------------------+------------------------+------------------------|
| Shipping Label | On a barrel in the | Placed on an empty |
| | garage of Hoffmann | barrel to ship |
| | Envirotek. | yourself to the |
| | | centralized government |
| | | office. |
|---------------------------+------------------------+------------------------|
| Solar Powered Flashlight | Stash hole in Crow | No use. |
| | Foot's Caverns. | |
|---------------------------+------------------------+------------------------|
| Spelunker Helmet | Box in the government | Combined with the |
| | office basement. | Lithium Energy Cell |
| | | for the |
| | | Battery-powered |
| | | Spelunker Hat. |
|---------------------------+------------------------+------------------------|
| Sharp, Pointed, Glass | Glass Pipette used on | Reaches the playing |
| Pipette | the electric grinder. | card in the insect |
| | | mount in the lab of |
| | | Los Alamo. |
|---------------------------+------------------------+------------------------|
| Spirit Stick | Given by the shaman | When lit with match, |
| | No-Kah-Wat in the | can be used to drive |
| | Lakona temple if you | mutant bees away. |
| | talk to him. | |
|---------------------------+------------------------+------------------------|
| Tomahawk | Shelf in Phillip's New | Sharpened on the |
| | Mexico Desert house. | electric grinder to |
| | | get a Razor-sharp |
| | | Tomahawk. |
|---------------------------+------------------------+------------------------|
| Temporary Access Card | Given by Jack at the | Access NADA elevators, |
| | start of the game. | doors, computers, etc. |
| | | Automatically dropped |
| | | when leaving the NADA |
| | | HQ. |
|---------------------------+------------------------+------------------------|
| Tent Pole | Stash hole in Crow | Combined with Greasy |
| | Foot's Caverns. | Rag to make a torch of |
| | | a kind. |
|---------------------------+------------------------+------------------------|
| Tent Pole Wrapped by | Combination of the | Acts as a torch to get |
| Greasy Rag | Greasy Rag and the | through the New Mexico |
| | Tent Pole. | Desert Cave. |
|---------------------------+------------------------+------------------------|
| Twenty Dollar Bill | Underneath stones at | Pay the biplane pilot |
| | flagpole in 1942. | to fly to Las Cruces. |
'-----------------------------------------------------------------------------'
===============================================================================
05.) LOCATION INFO G0500
===============================================================================
Intro:
The year is 2020 and the Nazis control a world on the brink of ecocide. You
have been summoned, without explanation, to Proconsul Zimmer's office in NADA
headquarters. Will this madman release some new Nazi horror that is destroying
the world in the name of progress, or has he finally discovered your connection
with the Unknowns? What twisted even in history has brought the world so
perilously close to the edge of destruction? You and your comrades must move
quickly if you are to save the world from seventy-five years of Nazi tyranny.
Hurry, Mark Hoffman. Your world is dying!
[For more introduction you should leave the game running after launch!]
1942:
The year is 1942 and the location is somewhere in the northern New Mexico
region of the United States of America. World War II is blazing across Europe
and the Americans are just now seriously entering the war. In about a year, and
only a few miles from here, a major undertaking to produce the world's first
atomic weapon will begin; a similar effort is about to start in Germany. At
this point in time, neither side has the advantage in the race, and this desert
provides the same abundance of life and landscape that it has for thousands of
years.
Crow's Foot Caverns:
The Crow's Foot Caverns are part of a geological formation of lesser-known
caverns in the area. Not yet fully mapped nor explored, these caverns have long
been regarded as sacred by the local inhabitants. The Nazis considered the
Caverns for underground nuclear testing but reasoned that atmospheric testing
was cheaper and more efficient. Lakona legend identifies these caverns as the
crossing-over point between this world and the world of the ancestors.
Government Office:
The centralized government office complex in the Federal District is situated
atop an underground bunker network. Because land in the central district is
limited, the office complexes closely resemble an ant farm. Rumors have long
held that in the event of a national emergency, the proconsul and his closest
staff could survive in the bunkers for months with no external needs. Fueled by
not-inappropriate paranoia, Proconsul Zimmer insists on regular bunker drills
and, in fact, holds meetings with top security personnel here.
Hoffman Envirotek:
Hoffman Envirotek is an award-winning developer and producer of contaminant
neutralizing bacteria. Led by Mark Hoffmann, the company has taken an
aggressive stand on solutions for the widespread toxic waste problems in the
country. The ten-year-old company has experienced a recent surge in business,
due to enormous orders placed by the government in a national effort to reverse
or, at best, control the effects of 50 years of indiscriminate
industrialization.
Lakona Pueblo:
The Lakona Pueblo is situated atop a high mesa in northern New Mexico. The 100
meter sheer drop has long protected natives from enemy attack. Recently,
however, the Lakonas are fighting an enemy they cannot see, nor protect
themselves from -- the land of their forefathers is turning against them.
Las Cruces:
Situated near the outskirts of Las Cruces is the church of Our Lady of
Perpetual Help. The pastor of this rather large, rural church is Father Emilio
Guterrez de Cruz. The local farmers have often wondered from whence cometh the
money, and indeed the congregation, necessary to support such a large church.
None of the locals knows anyone how actually claims to be a parishioner. Those
who have actually gone into the church have told strange tales of odd sounds
coming from beneath the sanctuary floor, of statues that look more like Olympic
athletes than saints, and a decided absence of any place to sit.
Lost Alamos National Laboratory:
The Los Alamos National Laboratory got off to a bad start in the early 1940s
as headquarters for the United States' failed "Manhattan Project". After the
Nazi victory in World War II, Dr. Reinhard Schmidt, "Father of the Atomic Bomb"
took over the operation and brought it to a position of international
prominence, where it remains today. After his death, a well-endowed position
was created to honor his unprecedented work. Now headed by the formidable Dr.
Melchior Grossman (Schmidt Fellow, 1994), the Los Alamos National Lab has been
involved in aggressive tests of toxic waste disposal methods and their effects
on the local area.
NADA HQ:
Headquarters for the North American Democratic Alliance (NADA) is One Main,
the most heavily fortified building in the Federal District. Formerly the
United States Capitol, it houses the senior bureaucracy of the Nazi state, and
has been subjected to numerous attacks for the resistance. Those fortunate
enough to office here, including Carl Zimmer, Proconsul of the Alliance, enjoy
a sealed environment achieved by efficient filtration of airborne toxins and
pollutants.
New Mexico Desert:
The New Mexico desert has suffered greatly from the environmental depredations
of the Nazis. They decided that its remote location made it the perfect dumping
ground for toxic waste, particularly given their disdain for the local
population. They also reasoned that ongoing climatic change would render the
State useless for any other purposes, especially as the Rio Grande is now
dwindling to a trickle.
===============================================================================
XX.) FAQ GXX00
===============================================================================
Q: Can you die in this game?
A: Yes, at many places in the game. They are often kind of interesting to see
what went wrong but more often very annoying too. There are not real "death"
scenes but just a screen telling you what happened.
Q: Can you get stuck in the game?
A: Aside from several bugs that prevent you from completing puzzles there is
always that chance that you have neglected to pick up an item somewhere
earlier in the game. There is no often no way of knowing this and usually
the adventure gamers "pick up anything you can" attitude would work if there
would not be that annoying inventory limit.
Q: Is this game known by any other name?
A: As far as I know the game is called "Kronolog" in the US but has been
retitled to "Red Hell" in Germany (and possibly some other European
countries) due to the Nazi theme. Some people claim the game is too
different as the story was entirely changed to a Russian plot to alter
history. I have not seen it myself but I would assume the games are similar
enough to just count as a re-tooling.
Q: What is the scene after the credits? *SPOILER*
A: There is just Mark asking "Is that you, Phillip?" Basically it would kind of
mean that they have met even though Mark is stuck in 1942 at the end of the
game, thus he would have found his way back or Phillip come to see him. It
is up to you to interpret and it really does not matter as long as we are
in the knowledge of it ending happily.
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YY.) VERSION HISTORY GYY00
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v1.0 First release (6th of January 2010)
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ZZ.) CREDITS & THANKS GZZ00
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GameFAQs for hosting this file.
Merit Software for the game.
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