Analyze Loom: Add sensory-exploitation examples (tower stealth via Invisibility, Terror on shepherds), multi-character-coordination single-character substitution variant (Forge entry via Reflection), strengthen observation-replay and pattern-learning documentation with detailed Loom draft systems
Puzzle types documented for Loom: - Sensory Exploitation: Tower workers' visual perception exploited via Invisibility draft; Shepherds' fear exploited via Terror draft - Multi-Character Coordination: Forge Entry via Reflection as single-character identity substitution workaround - Observation Replay (existing): Full draft sequence memorization system with randomized melodic content - Pattern Learning/Knowledge Transfer (existing): Draft reversal system and mechanical grammar application Sources: 6 walkthrough files from gamefaqs, strategywiki, the-spoiler.com, walkthroughking
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# Source: http://www.balmoralsoftware.com/dig/dig.htm by Balmoral Software (Archive.org 2018)
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# Downloaded: Mar 18, 2026 via Wayback Machine
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<html>
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|
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<title>
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||||
The Dig Review and Walkthrough
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||||
</title>
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||||
</head>
|
||||
<body>
|
||||
<h1>The Dig</h1>
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||||
<em>14 June 1997</em>
|
||||
<p>
|
||||
<font size="-2">
|
||||
Copyright © 1997 Balmoral Software
|
||||
(http://www.balmoralsoftware.com). Portions copyright © 1995
|
||||
LucasArts Entertainment Company. All rights reserved. Republication,
|
||||
redistribution or conversion is expressly prohibited without the prior written
|
||||
consent of Balmoral Software. <em>Contents subject to change!</em> For the
|
||||
latest information, see http://www.balmoralsoftware.com.
|
||||
</font>
|
||||
<p>
|
||||
<hr>
|
||||
<h2><a name="Table of Contents">Table of Contents</a></h2>
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||||
<ul>
|
||||
<li><a href="#Review">Review</a>
|
||||
<li><a href="#General Notes">General Notes</a>
|
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<li><a href="#Attila">Attila</a>
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<li><a href="#Cocytus">Cocytus</a>
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<li><a href="#The Nexus">The Nexus</a>
|
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<li><a href="#Museum Spire">Museum Spire</a>
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<li><a href="#Planetarium Spire">Planetarium Spire</a>
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<li><a href="#Map Spire">Map Spire</a>
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<li><a href="#Command Center">Command Center</a>
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<li><a href="#Tomb Spire">Tomb Spire</a>
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<li><a href="#Alien Translation">Alien Translation</a>
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<li><a href="#The Eye">The Eye</a>
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<li><a href="#Endgame">Endgame</a>
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<li><a href="#Maps">Maps</a>
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</ul>
|
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<p>
|
||||
<hr>
|
||||
<h2><a name="Review">Review</a></h2>
|
||||
<p>
|
||||
<em>The Dig</em> is an interesting 1995 sci-fi adventure game that can now be
|
||||
obtained at discount. It has excellent background music that really sets the
|
||||
atmosphere for the alien world your character explores. Ambient sounds are
|
||||
particularly noteworthy; they include, for example, realistic whistling wind,
|
||||
ocean waves, and footsteps that are suitably gritty and echoing. The voice
|
||||
acting is quite good, sounding authentic and professional, with some enjoyable
|
||||
humor popping up occasionally in the banter between the characters.
|
||||
<p>
|
||||
Graphics are in the low-res, hand-painted style of <em>Monkey Island</em>, but
|
||||
their limitations don't really detract from the overall enjoyment of the game.
|
||||
The overall plot, attributed to <em>Steven Spielberg</em>, is quite engrossing
|
||||
and retains consistency throughout the game. Many of the tasks your character
|
||||
must perform involve finding and using inventory items, so much of the game
|
||||
activity centers on clicking on well-identified hotspots to see what happens.
|
||||
Gameplay is rather single-threaded throughout, with progress often halted until
|
||||
a particular trigger event occurs. The game would have been more enjoyable and
|
||||
complex if alternatives for solving problems were available.
|
||||
<p>
|
||||
With its top-notch soundtrack and acting, <em>The Dig</em> will be an enjoyable
|
||||
gaming experience, especially for science fiction fans.
|
||||
<p>
|
||||
<hr>
|
||||
<h2><a name="General Notes">General Notes</a></h2>
|
||||
<p>
|
||||
<em>Quick Start:</em>
|
||||
<blockquote>
|
||||
P at Main Menu ("Play The DIG")<br>
|
||||
Esc after cloud background appears<br>
|
||||
F1 for game control menu
|
||||
</blockquote>
|
||||
To talk to someone, either click on them (if present) or use the PenUltimate
|
||||
communicator. Icons representing various dialogue choices will appear at the
|
||||
bottom of the screen. Click on one of them to discuss the subject. A dialogue
|
||||
icon will "blue out" when no further dialogue on that subject is
|
||||
possible. To repeat dialogue, re-initiate the conversation.
|
||||
<p>
|
||||
Click on the "i" logo at lower left to bring up inventory (or simply
|
||||
right-click the mouse). Additional details on inventory items can be obtained
|
||||
by using the Examine tool in the upper-left corner of the inventory display.
|
||||
<p>
|
||||
On the <a href="#Maps">maps</a>, screens requiring scrolling are indicated by
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||||
double borders. Light bridges are identified by dots, and trams by dashes.
|
||||
<p>
|
||||
The Esc key can be used to skip some animations and character dialogues.
|
||||
<p>
|
||||
Not all details are shown in the walkthrough - just the essential ones. Lots of
|
||||
hotspots and dialogue options provide interesting backstory items and add to the
|
||||
atmosphere and character development.
|
||||
<p>
|
||||
<hr>
|
||||
<h2><a name="Attila">Attila</a></h2>
|
||||
<p>
|
||||
<!--[1. START]-->
|
||||
Use the PenUltimate in inventory and click on the right-hand "Comm"
|
||||
button (the left-hand "asteroid lander" button brings up an optional
|
||||
arcade-style game)
|
||||
<p>
|
||||
Click on Payload Specialist Miles' picture and talk to her about the
|
||||
"Flying Pig" (a freefall tool chest)
|
||||
<p>
|
||||
Click on the Flying Pig to take it down to Quadrant 1 of the asteroid
|
||||
<p>
|
||||
Open the Flying Pig and take a closer look at it
|
||||
<p>
|
||||
Pick up the zero-G digger, the shovel, and explosive units Alpha and Beta
|
||||
<p>
|
||||
Return to the asteroid
|
||||
<p>
|
||||
Communicate with Borden about the nuclear explosive, and he'll tell you to plant
|
||||
the Alpha charge on a level surface in Quadrant 2 of the asteroid
|
||||
<p>
|
||||
Return to space and click on quadrant 2 (upper right) when you're viewing the
|
||||
whole asteroid
|
||||
<p>
|
||||
Use the zero-G digger to smooth out the target surface at upper center
|
||||
<p>
|
||||
Use explosive unit Alpha with the dirt on the asteroid surface, then use the
|
||||
arming key in your inventory (it looks like a safety razor) with the explosive
|
||||
<p>
|
||||
Communicate with Borden again about the nuclear explosive, and he'll tell you to
|
||||
plant the Beta charge on a level surface in Quadrant 3 of the asteroid
|
||||
<p>
|
||||
Return to space and click on quadrant 3 (lower left) of the asteroid
|
||||
<p>
|
||||
Use the shovel to remove the boulder, then place explosive unit Beta on the
|
||||
exposed asteroid surface and arm it with your arming key
|
||||
<!--[2. ARMED]-->
|
||||
<p>
|
||||
Return to space (asteroid view), then click on the left edge of the screen to
|
||||
return to the shuttle
|
||||
<p>
|
||||
Talk to Borden about the nuclear explosive
|
||||
<p>
|
||||
After Attila's orbit is stabilized, you'll go back to its surface for a closer
|
||||
look
|
||||
<!--[3. INSIDE ASTEROID]-->
|
||||
<p>
|
||||
Push the metallic plate at right, and you'll learn about Low's secret orders to
|
||||
look for any sign of alien presence on Attila
|
||||
<p>
|
||||
Use the zero-G digger on each of the odd projections and push the metal plates
|
||||
exposed underneath them
|
||||
<p>
|
||||
Enter the dark tunnel formed at left when the largest metal plate sinks into the
|
||||
rock
|
||||
<p>
|
||||
Enter the interior of the asteroid and click on the pentagonal pedestal at right
|
||||
<p>
|
||||
Arrange the four plates in the square indentation in the pedestal (the proper
|
||||
arrangement can be seen in the logo at lower left of your PenUltimate)
|
||||
<p>
|
||||
When all four plates have been placed, the square rearranges itself into a
|
||||
triangle and the asteroid turns into a dodecahedron-shaped starship that takes
|
||||
you to planet Cocytus
|
||||
<p>
|
||||
On landing, you'll find yourself in a large canyon on an island surrounded by
|
||||
five tall spires
|
||||
<p>
|
||||
<hr>
|
||||
<h2><a name="Cocytus">Cocytus</a></h2>
|
||||
<p>
|
||||
<!--[4. COCYTUS]-->
|
||||
After spacesuits are removed (and voices improve), move into the clearing
|
||||
<p>
|
||||
Head for the unknown area (wreck) at left
|
||||
<p>
|
||||
Enter the alien spaceship wreck and pick up the alien device from inside the
|
||||
chest
|
||||
<p>
|
||||
Touch the hanging wire and pick up a yellow engraved rod dropped by the alien
|
||||
apparition
|
||||
<p>
|
||||
Take the wire and return to the clearing
|
||||
<p>
|
||||
Go to the unknown area (grave) at top and use the shovel to dig up the grave
|
||||
<p>
|
||||
Pick up a jaw bone and tusk from the grave
|
||||
<p>
|
||||
Return to the clearing and head for the unknown area (dirt ramp) at upper right
|
||||
<p>
|
||||
Use the alien device in your inventory, then use the shovel to excavate the
|
||||
small mound
|
||||
<p>
|
||||
Take the bracelet and return to the dais in the center of the clearing
|
||||
<p>
|
||||
Use the shovel to dig in the small hole into which the alien ghost disappears
|
||||
<p>
|
||||
<hr>
|
||||
<h2><a name="The Nexus">The Nexus</a></h2>
|
||||
<p>
|
||||
<!--[5. NEXUS]-->
|
||||
After Brink dies in a fall and Maggie deserts you, you'll find yourself in the
|
||||
<a href="nexus.gif">Nexus</a>, which is a circular subterranean chamber in the
|
||||
central Cocytus island
|
||||
<p>
|
||||
Pick up the plate at your feet and use it in the alcove to the right of the
|
||||
rockfall
|
||||
<p>
|
||||
Walk to the right past a column and pick up a purple engraved rod
|
||||
<p>
|
||||
Continue to the right and descend a ramp in front of a dark tunnel
|
||||
<p>
|
||||
Looking over the platform edge, you'll see three energy beams, one of which
|
||||
appears to be misdirected due to a fallen lens
|
||||
<p>
|
||||
Returning your view back up to the platform, click on the control panel
|
||||
<p>
|
||||
The buttons on the panel are used to program the movements of a robot device:
|
||||
<blockquote>
|
||||
Upper White: Erase last command<br>
|
||||
Blue: Move robot up<br>
|
||||
Purple: Move robot left<br>
|
||||
Red: Use robot manipulator<br>
|
||||
Green: Move robot right<br>
|
||||
Lower White: Clear entire program<br>
|
||||
Yellow: Move robot down
|
||||
</blockquote>
|
||||
The following program can be used to pick up the unattached lens:
|
||||
<blockquote>
|
||||
4 Purple<br>
|
||||
2 Yellow<br>
|
||||
Red
|
||||
</blockquote>
|
||||
After the program is entered, exit the control panel and activate the robot by
|
||||
pressing the triangular button on the console at the left edge of the platform
|
||||
<p>
|
||||
Use the following program to reattach the lens:
|
||||
<blockquote>
|
||||
Lower White (erases previous program)<br>
|
||||
5 Purple<br>
|
||||
4 Blue<br>
|
||||
Red
|
||||
</blockquote>
|
||||
and again use the triangular button to activate the robot
|
||||
<p>
|
||||
Before leaving the power plant, remove the loose plate at the base of the ramp
|
||||
and take the blue crystal
|
||||
<!--[6. POWER ON]-->
|
||||
<p>
|
||||
Go back up the ramp to the Nexus, then walk left
|
||||
<p>
|
||||
Stopping in front of the column, you'll see that it is now flowing with energy
|
||||
<p>
|
||||
Using the tusk, remove the door panel to the right of the column
|
||||
<p>
|
||||
Attach one end of the wire to the uncovered door panel, then connect the other
|
||||
end to the sparking power conduit on the floor
|
||||
<p>
|
||||
The door panel is now activated; you'll return to open it later
|
||||
<p>
|
||||
For now, move one door to the right (to the door immediately left of the dark
|
||||
tunnel)
|
||||
<p>
|
||||
Zoom in on its door panel and you'll find that it is a four-element combination
|
||||
lock, each element of which is one of the five shapes
|
||||
<blockquote>
|
||||
Tetrahedron<br>
|
||||
Cube<br>
|
||||
Square<br>
|
||||
Ball<br>
|
||||
Hexagon
|
||||
</blockquote>
|
||||
in one of the three colors
|
||||
<blockquote>
|
||||
Red<br>
|
||||
Green<br>
|
||||
Blue
|
||||
</blockquote>
|
||||
Rather than trying all 50,625 combinations, enter the solution found by applying
|
||||
the Examine tool to the purple engraving rod (solutions on engraving rods
|
||||
randomize with each game)
|
||||
<p>
|
||||
Enter through the open door and descend to a "tram stop"
|
||||
<p>
|
||||
Call the tram using the unknown button in the center of the platform
|
||||
<p>
|
||||
Scroll left and enter the tram, taking it to the Museum Spire
|
||||
<p>
|
||||
<hr>
|
||||
<h2><a name="Museum Spire">Museum Spire</a></h2>
|
||||
<p>
|
||||
<!--[7. MUSEUM SPIRE]-->
|
||||
Referring to the Museum Spire <a href="museum.gif">map</a>, make your way
|
||||
outside and up the spire path
|
||||
<p>
|
||||
At the top of the path, zoom in on the strange device
|
||||
<p>
|
||||
<a name="Light Bridge"></a>Hold down the pentagonal button at left until a line
|
||||
is formed from one of the circular spires on the map to the center pentagon
|
||||
<p>
|
||||
If a line does not form, try backing out from the device and orienting the lens
|
||||
below it once or twice
|
||||
<p>
|
||||
If a line still does not form, back out from the device and open its side panel
|
||||
<p>
|
||||
Zoom in on the exposed panel, then:
|
||||
<blockquote>
|
||||
Rotate the center prism until its white line is pointing to the prism at
|
||||
lower left<br>
|
||||
Rotate the lower-left prism until its green line is pointing to the
|
||||
prism at upper left<br>
|
||||
Rotate the upper-left prism until its green line is pointing to the
|
||||
green crystal at the top<br>
|
||||
If necessary, rotate the lower-right prism until its orange line is
|
||||
pointing to the orange crystal at left<br>
|
||||
Rotate the upper-right prism until its blue line is pointing to the blue
|
||||
crystal at the bottom<br>
|
||||
Retry the strange device and lens
|
||||
</blockquote>
|
||||
When the line appears on the device panel, an aerial light bridge appears from
|
||||
the lens location to a central crystal form suspended over the nexus island (see
|
||||
<a href="cocytus.gif">map</a>)
|
||||
<p>
|
||||
Once two or more of these light bridges have been formed, they can be used to
|
||||
move between spires more quickly than with underwater trams
|
||||
<p>
|
||||
When you've finished exploring the light bridge and crystal form, return to the
|
||||
Museum Spire and enter the triangular door into the museum
|
||||
<p>
|
||||
Pick up the tablet near the entrance door, glowing life crystals on the floor
|
||||
and a red engraved rod at far left
|
||||
<p>
|
||||
For information about the aliens that used to inhabit Cocytus and about the
|
||||
glowing life crystals you found, check out the displays on the museum walls
|
||||
<p>
|
||||
When finished, enter the door at the left of the museum, into the library
|
||||
<p>
|
||||
Talk to Maggie, then return to the Nexus via the Museum Spire tram you used
|
||||
earlier
|
||||
<p>
|
||||
Move right, to Brink's body
|
||||
<!--[8. BRINK]-->
|
||||
<p>
|
||||
Use one of the glowing life crystals to resuscitate Brink
|
||||
<p>
|
||||
Return to the tram station in the base of the Museum Spire, accompanied by Brink
|
||||
<p>
|
||||
With his help, open the weakened door at the bottom of the tram steps
|
||||
<p>
|
||||
Pick up some more life crystals and a canister
|
||||
<p>
|
||||
Exit the room and go outside
|
||||
<p>
|
||||
At the bottom of the spire path, note the fossil
|
||||
<p>
|
||||
Proceed toward the water at right
|
||||
<p>
|
||||
After the turtle-like animal is consumed by the sea monster and Brink is scared
|
||||
off, zoom in on the loose turtle bones
|
||||
<p>
|
||||
Here is probably the most difficult puzzle in the game - you must correctly
|
||||
rearrange the bones according to the fossil you saw earlier:
|
||||
<!--[9. SKELETON START]-->
|
||||
<p>
|
||||
<img src="/web/20190804140732im_/http://www.balmoralsoftware.com/dig/skeleton.jpg"><a href="skeleton.jpg">Alien Skeleton</a>
|
||||
<p>
|
||||
Right-click the individual bones to rotate them
|
||||
<p>
|
||||
When the skeleton has been properly reassembled and you've zoomed back out, the
|
||||
screen hotspot will identify it as "dead creature" rather than
|
||||
"loose bones" (fortunately, the bone positions you changed are
|
||||
remembered after you zoom out)
|
||||
<!--[10. SKELETON END]-->
|
||||
<p>
|
||||
Use the canister with the dead creature, then reanimate it with a life crystal
|
||||
<p>
|
||||
Dive into the water and swim to <em>that</em> underwater cave
|
||||
<p>
|
||||
Enter the chamber and pick up the plate and the orange engraved rod
|
||||
<p>
|
||||
Return to the Nexus via the Museum Spire tram
|
||||
<p>
|
||||
After Examining the orange engraved rod, use its combination to open the door to
|
||||
the right of the dark tunnel
|
||||
<p>
|
||||
Enter through the open door and descend to another tram stop
|
||||
<p>
|
||||
Call the tram using the button at the left of the platform
|
||||
<p>
|
||||
Enter the tram, taking it to the Planetarium Spire
|
||||
<p>
|
||||
<hr>
|
||||
<h2><a name="Planetarium Spire">Planetarium Spire</a></h2>
|
||||
<p>
|
||||
<!--[11. PLANETARIUM SPIRE]-->
|
||||
Referring to the Planetarium Spire <a href="planetar.gif">map</a>, make your way
|
||||
outside and up the pathway
|
||||
<p>
|
||||
To cross the gap in the path, synchronize your click on the "far
|
||||
side" hotspot with the surf and it will conveniently float you over
|
||||
(otherwise, you'll take a swim and will have to retry it)
|
||||
<p>
|
||||
When you've crossed the gap, fix it by pushing over a boulder with the shovel
|
||||
<p>
|
||||
Continue up the spire into the clearing and cross the waterfall bridge into the
|
||||
crevice
|
||||
<p>
|
||||
Pick up the blue rod, then return outside to the clearing
|
||||
<p>
|
||||
As <a href="#Light Bridge">before</a>, activate a light bridge using the strange
|
||||
device and lens
|
||||
<p>
|
||||
Head for the plateau at the back of the clearing and watch a rat-like creature
|
||||
steal a device necessary for accessing a door in the back wall
|
||||
<!--[12. THIEF]-->
|
||||
<p>
|
||||
Pick up the dowel immediately below the door panel and insert it into the hole
|
||||
in one of the wheel-like designs flanking the pathway
|
||||
<p>
|
||||
Pull out the pole beneath the wheel design, then pick it up and use it with the
|
||||
dowel pin
|
||||
<p>
|
||||
Pick up the rib cage in front of the back door and attach it to the hook at the
|
||||
end of the elevated pole
|
||||
<p>
|
||||
To complete your rat trap, pick up the rod below the wheel design and use it
|
||||
with the cage
|
||||
<p>
|
||||
To scare the thief into your trap, investigate the various holes in the back
|
||||
wall until the animal appears
|
||||
<p>
|
||||
Wait for him to come out, then move toward him
|
||||
<p>
|
||||
When he runs off to the lower right, go and stand just to the left of the space
|
||||
between the two wheel designs (the screen will scroll left)
|
||||
<p>
|
||||
If he comes onto the pathway between the wheels, quickly move toward him and run
|
||||
him into the trap (otherwise, repeat the procedure)
|
||||
<!--[13. TRAPPED]-->
|
||||
<p>
|
||||
Put the bracelet on the critter, then click on the trap to release him
|
||||
<p>
|
||||
Return the ribcage to the hook, but take the rod
|
||||
<p>
|
||||
Use the shovel to dig out the cave entrance to the left of the wheel designs
|
||||
<p>
|
||||
Enter the cave and use the alien tracking device in your inventory
|
||||
<p>
|
||||
Dig with the shovel at the tracker spot, then pick up the machine part
|
||||
<p>
|
||||
Exit the cave and use the machine part in the back door panel
|
||||
<p>
|
||||
Complete the panel by reinstalling the cover that has fallen off it
|
||||
<p>
|
||||
Use the panel to open the door in the back wall
|
||||
<p>
|
||||
Enter into a dodecahedron-shaped planetarium
|
||||
<p>
|
||||
Pick up the green engraved rod, the plate and the twin scepters
|
||||
<!--[14. PLANETARIUM]-->
|
||||
<p>
|
||||
Activate the planetarium by using the gold scepter with the faint light in the
|
||||
ceiling
|
||||
<p>
|
||||
Click the gold scepter on the planet
|
||||
<p>
|
||||
Move the gold scepter to the two o'clock position (with respect to the planet)
|
||||
and click it
|
||||
<p>
|
||||
The large moon will rotate to that position and stop
|
||||
<p>
|
||||
Click the right mouse button twice and take the silver scepter from inventory
|
||||
<p>
|
||||
Move the silver scepter to the seven o'clock position (with respect to the large
|
||||
moon) and click it
|
||||
<p>
|
||||
When the large and small moons have been correctly oriented, an animation will
|
||||
automatically play and the critter will try to lock you inside the planetarium
|
||||
<p>
|
||||
Return the silver scepter to inventory and click on the wall button to open the
|
||||
door and exit the planetarium
|
||||
<!--[15. ECLIPSE]-->
|
||||
<p>
|
||||
Return to the Museum Spire via the light bridges, then to the Nexus via the
|
||||
Museum Spire tram
|
||||
<p>
|
||||
After Examining the green engraved rod, use its combination to open the door
|
||||
immediately to the right of the energy column
|
||||
<p>
|
||||
Enter through the open door and descend to a tram stop
|
||||
<p>
|
||||
Call the tram using the button at the right of the platform
|
||||
<p>
|
||||
Enter the tram, taking it to the Map Spire
|
||||
<p>
|
||||
<hr>
|
||||
<h2><a name="Map Spire">Map Spire</a></h2>
|
||||
<p>
|
||||
<!--[16. MAP SPIRE]-->
|
||||
Referring to the Map Spire <a href="map.gif">map</a>, head for the map room
|
||||
<p>
|
||||
After Examining the red engraved rod, enter its combination into the map room
|
||||
panel
|
||||
<p>
|
||||
You'll then see a visual indication of a crypt passage
|
||||
<p>
|
||||
Exit the map room through the opening at top left
|
||||
<p>
|
||||
As <a href="#Light Bridge">before</a>, activate a light bridge using the strange
|
||||
device and lens
|
||||
<p>
|
||||
Return to the Museum Spire via the light bridges, then to the Nexus via the
|
||||
Museum Spire tram
|
||||
<p>
|
||||
<hr>
|
||||
<h2><a name="Command Center">Command Center</a></h2>
|
||||
<p>
|
||||
Head down the dark tunnel and watch one of the best rendered animations in the
|
||||
game
|
||||
<p>
|
||||
Move to the left of the crystalline room and click on the exterior green button
|
||||
to open the airlock door
|
||||
<p>
|
||||
Enter the airlock and press the interior green button twice; proceed left into
|
||||
the Nexus command center
|
||||
<!--[17. COMMAND CENTER]-->
|
||||
<p>
|
||||
Zoom in on the glowing panel in the foreground
|
||||
<p>
|
||||
Put the blue rod from your inventory into one of the three holes at right
|
||||
<p>
|
||||
Click on the dark crystal at far left
|
||||
<p>
|
||||
Starting with all blue rods fully depressed, slowly drag each one up until the
|
||||
far-left crystal reaches maximum whiteness (the optimum rod positions randomize
|
||||
with each game)
|
||||
<p>
|
||||
When the left crystal looks like the other four, the Tomb Spire tram has been
|
||||
activated
|
||||
<p>
|
||||
Return through the airlock and dark tunnel to the Nexus
|
||||
<p>
|
||||
Use the combination from the red engraved rod to open the door to the left of
|
||||
the energy column
|
||||
<p>
|
||||
Enter through the open door and descend to a tram stop
|
||||
<p>
|
||||
Call the tram using the button at the right of the platform
|
||||
<p>
|
||||
Scroll left and enter the tram, taking it to the Tomb Spire
|
||||
<p>
|
||||
<hr>
|
||||
<h2><a name="Tomb Spire">Tomb Spire</a></h2>
|
||||
<p>
|
||||
<!--[18. TOMB SPIRE]-->
|
||||
Referring to the Tomb Spire <a href="tomb.gif">map</a>, head up to the plateau
|
||||
edge, then continue on the path
|
||||
<p>
|
||||
As <a href="#Light Bridge">before</a>, activate a light bridge using the strange
|
||||
device and lens
|
||||
<p>
|
||||
Here, an engraving on the wall gives some clue as to the moon orientations that
|
||||
were required in the planetarium
|
||||
<p>
|
||||
Return to the plateau edge and move the stone plate with the shovel
|
||||
<p>
|
||||
Go through the hole and into the tomb
|
||||
<p>
|
||||
Light up the tomb by using the blue crystal in the hole in the wall
|
||||
<p>
|
||||
Stand on the floor tile in the foreground marked with two crescent moons and an
|
||||
overhead light shutter will open
|
||||
<p>
|
||||
Use the rod with the loose stone you're standing on to block the shutter open
|
||||
<p>
|
||||
Exit the tomb and push away dirt covering the lens in the tomb ceiling
|
||||
<p>
|
||||
A light beam from the eclipsing moons now activates an elevator to the tomb
|
||||
crypt
|
||||
<p>
|
||||
When you've reentered the tomb, click on the alien statue and it will dissolve
|
||||
<p>
|
||||
Click on the front face of the platform to descend into the crypt
|
||||
<!--[19. CRYPT]-->
|
||||
<p>
|
||||
Move left from the triangular levitating platform and click on the triangular
|
||||
door
|
||||
<p>
|
||||
After the right-hand "guard dog" is reanimated, bring the left-hand
|
||||
pile of bones to life using a glowing crystal and the two beasts will annihilate
|
||||
each other
|
||||
<p>
|
||||
Evaporate the door by using the ghost's engraved rod with the slot next to the
|
||||
door
|
||||
<p>
|
||||
Proceed through the doorway to a pyramidal tomb
|
||||
<p>
|
||||
Use the ghost's engraved rod with the pyramid panel and animate the alien with a
|
||||
life crystal
|
||||
<p>
|
||||
Stop talking to the alien since you can't understand him (yet)
|
||||
<p>
|
||||
After Maggie is abducted by a big alien spider, you'll need to coerce Brink into
|
||||
helping you
|
||||
<!--[20. BRINK'S HELP]-->
|
||||
<p>
|
||||
Retrace your steps out of the tomb, then follow the path past the light bridge
|
||||
into Brink's cave
|
||||
<p>
|
||||
Use the flashlight on the bat creatures on the ceiling to scare Brink out of the
|
||||
cave
|
||||
<p>
|
||||
Move forward to the platform where Brink was working and take his stash of
|
||||
crystals
|
||||
<p>
|
||||
You'll then bargain with Brink to help you find Maggie
|
||||
<p>
|
||||
Exit the cave and go to the Map Spire via the light bridges
|
||||
<p>
|
||||
<hr>
|
||||
<h2><a name="Alien Translation">Alien Translation</a></h2>
|
||||
<p>
|
||||
Head for the nest via the map room, pit and chamber
|
||||
<!--[21. NEST]-->
|
||||
<p>
|
||||
Talk to Brink about the monster, then head for the falls source
|
||||
<p>
|
||||
Push the rock to permanently divert the waterfall into the grate
|
||||
<p>
|
||||
Return to the nest and talk to Brink about the grate near Maggie
|
||||
<p>
|
||||
After the spider is washed away and Brink runs off again, go to the strange
|
||||
field using a small opening near the doorway to the tram station
|
||||
<p>
|
||||
Show the tablet to Robbins, then enter the opening in the island and pick up the
|
||||
last plate
|
||||
<!--[22. LAST PLATE]-->
|
||||
<p>
|
||||
Head for the Planetarium Spire crevice via the light bridges
|
||||
<p>
|
||||
Use the jaw bone on Brink
|
||||
<p>
|
||||
Put the remaining plates into the alcove, and the Cathedral Spire door will open
|
||||
<p>
|
||||
Enter through the open door and descend to a tram stop
|
||||
<p>
|
||||
Call the tram using the button at the edge of the platform
|
||||
<p>
|
||||
Enter the tram, taking it to the Cathedral Spire
|
||||
<!--[23. CATHEDRAL SPIRE]-->
|
||||
<p>
|
||||
Referring to the Cathedral Spire <a href="cathedrl.gif">map</a>, enter the alien
|
||||
lab and zoom in on the console at the bottom
|
||||
<p>
|
||||
Look at the gap in the machinery, then zoom out and talk to Robbins about the
|
||||
alien device
|
||||
<p>
|
||||
Scroll up and exit the lab at the top of the spiral walkway
|
||||
<p>
|
||||
Scroll left and remove the bird's nest from the light bridge lens
|
||||
<p>
|
||||
As <a href="#Light Bridge">before</a>, activate the light bridge using the
|
||||
strange device and lens
|
||||
<p>
|
||||
Go to the Museum Spire via the light bridges, then head for its tram station
|
||||
<p>
|
||||
In the small room near the tram station, pick up one or more life crystals to
|
||||
replace the ones Brink stole from you
|
||||
<p>
|
||||
Use the light bridges to take Maggie to the alien's pyramid in the Tomb Spire
|
||||
<!--[24. TRANSLATION]-->
|
||||
<p>
|
||||
Again use the ghost's engraved rod with the pyramid panel and animate the alien
|
||||
with a life crystal
|
||||
<p>
|
||||
Talk to the alien four times about the alien device, then twice about the eye
|
||||
part (note that if you stop talking to the alien, you'll have to use another
|
||||
life crystal to talk to him again)
|
||||
<p>
|
||||
The creator's engraved rod will appear at your feet; pick it up
|
||||
<!--[25. CREATOR'S ENGRAVING]-->
|
||||
<p>
|
||||
<hr>
|
||||
<h2><a name="The Eye">The Eye</a></h2>
|
||||
<p>
|
||||
Go to the map room in the Map Spire via the light bridges
|
||||
<p>
|
||||
After Examining the creator's engraving, enter its combination into the map room
|
||||
panel and you'll see a visual indication of a beach area
|
||||
<p>
|
||||
Head for the beach via the pit, chamber, nest and waterfalls
|
||||
<p>
|
||||
Pick up the eye part between the two grey stones in the foreground
|
||||
<!--[26. EYE PART]-->
|
||||
<p>
|
||||
Return via the light bridges to the alien lab in the Cathedral Spire
|
||||
<p>
|
||||
After Brink robs you again of any life crystals you're carrying, return via the
|
||||
light bridges to Brink's cave platform in the Tomb Spire
|
||||
<!--[27. BRINK'S DEATH]-->
|
||||
<p>
|
||||
Show Brink the eye part, then use it in the slot in the relic
|
||||
<p>
|
||||
After two life crystals are formed, remove the eye part from the alien machine
|
||||
and Brink will go skydiving
|
||||
<p>
|
||||
You have enough life crystals for the eye machine console, but to explore the
|
||||
alternate ending, replace the eye part in the relic slot and pick up more life
|
||||
crystals and the eye part
|
||||
<p>
|
||||
Use the light bridges to go to the alien lab in the Cathedral Spire
|
||||
<p>
|
||||
Put two life crystals and the eye part into the console at the bottom of the lab
|
||||
<p>
|
||||
Zoom out and go back up the spiral walkway to talk to Robbins about the alien
|
||||
device
|
||||
<!--[28. MAGGIE DOWN]-->
|
||||
<p>
|
||||
<hr>
|
||||
<h2><a name="Endgame">Endgame</a></h2>
|
||||
<p>
|
||||
After Maggie is killed, go up the walkway and exit the alien lab at the top
|
||||
<p>
|
||||
Use the light bridge
|
||||
<p>
|
||||
When the guard dog blocks you, <em>immediately</em> use the switch in the
|
||||
strange device to dissolve the light bridge and dispose of the guard dog with a
|
||||
real <em>TIE Fighter</em> sound
|
||||
<p>
|
||||
Reactivate the light bridge and use it to enter the Eye
|
||||
<p>
|
||||
Touch the portal into SpaceTime 6, then watch the aliens return (some to areas
|
||||
not seen before)
|
||||
<p>
|
||||
It's not clear what happened to Maggie's and Brink's corpses, but they reappear
|
||||
alive with the aliens
|
||||
<p>
|
||||
After the mutual admiration is finished, watch the endgame sequence depicting
|
||||
your return to Earth
|
||||
<p>
|
||||
At the end of the credits, you can hear the spider monster
|
||||
<p>
|
||||
<em><strong>Alternate Ending</strong></em>
|
||||
<p>
|
||||
For less hugging and more slapping, try using a life crystal on Maggie before
|
||||
leaving the alien lab
|
||||
<p>
|
||||
After she takes a high dive, continue as above
|
||||
<p>
|
||||
<hr>
|
||||
<h2><a name="Maps">Maps</a></h2>
|
||||
<p>
|
||||
<img src="/web/20190804140732im_/http://www.balmoralsoftware.com/dig/nexus.gif"><a href="nexus.gif">Nexus Map</a>
|
||||
<p>
|
||||
<img src="/web/20190804140732im_/http://www.balmoralsoftware.com/dig/museum.gif"><a href="museum.gif">Museum Spire Map</a>
|
||||
<p>
|
||||
<img src="/web/20190804140732im_/http://www.balmoralsoftware.com/dig/cocytus.gif"><a href="cocytus.gif">Cocytus Map</a>
|
||||
<p>
|
||||
<img src="/web/20190804140732im_/http://www.balmoralsoftware.com/dig/planetar.gif"><a href="planetar.gif">Planetarium Spire Map</a>
|
||||
<p>
|
||||
<img src="/web/20190804140732im_/http://www.balmoralsoftware.com/dig/map.gif"><a href="map.gif">Map Spire Map</a>
|
||||
<p>
|
||||
<img src="/web/20190804140732im_/http://www.balmoralsoftware.com/dig/tomb.gif"><a href="tomb.gif">Tomb Spire Map</a>
|
||||
<p>
|
||||
<img src="/web/20190804140732im_/http://www.balmoralsoftware.com/dig/cathedrl.gif"><a href="cathedrl.gif">Cathedral Spire Map</a>
|
||||
<p>
|
||||
<hr>
|
||||
<p>
|
||||
<a href="#Table of Contents">Table of Contents</a>
|
||||
<p>
|
||||
<a href="https://web.archive.org/web/20190804140732/http://www.balmoralsoftware.com/">Home</a>
|
||||
<p>
|
||||
<hr>
|
||||
<p>
|
||||
<font size="-2">
|
||||
Copyright © 1997 Balmoral Software
|
||||
(http://www.balmoralsoftware.com). Portions copyright © 1995
|
||||
LucasArts Entertainment Company. All rights reserved. Republication,
|
||||
redistribution or conversion is expressly prohibited without the prior written
|
||||
consent of Balmoral Software. <em>Contents subject to change!</em> For the
|
||||
latest information, see http://www.balmoralsoftware.com.
|
||||
</font>
|
||||
<!-- WiredMinds eMetrics tracking with Enterprise Edition V5.4 START -->
|
||||
<script type="text/javascript" src="https://web.archive.org/web/20190804140732js_/https://count.carrierzone.com/app/count_server/count.js"></script>
|
||||
<script type="text/javascript"><!--
|
||||
wm_custnum='df1472f8ca2a4021';
|
||||
wm_page_name='dig.htm';
|
||||
wm_group_name='/services/webpages/b/a/balmoralsoftware.com/public/dig';
|
||||
wm_campaign_key='campaign_id';
|
||||
wm_track_alt='';
|
||||
wiredminds.count();
|
||||
// -->
|
||||
</script>
|
||||
<!-- WiredMinds eMetrics tracking with Enterprise Edition V5.4 END -->
|
||||
</body>
|
||||
</html>
|
||||
<!--
|
||||
FILE ARCHIVED ON 14:07:32 Aug 04, 2019 AND RETRIEVED FROM THE
|
||||
INTERNET ARCHIVE ON 14:38:20 Mar 18, 2026.
|
||||
JAVASCRIPT APPENDED BY WAYBACK MACHINE, COPYRIGHT INTERNET ARCHIVE.
|
||||
|
||||
ALL OTHER CONTENT MAY ALSO BE PROTECTED BY COPYRIGHT (17 U.S.C.
|
||||
SECTION 108(a)(3)).
|
||||
-->
|
||||
<!--
|
||||
playback timings (ms):
|
||||
captures_list: 1.029
|
||||
exclusion.robots: 0.077
|
||||
exclusion.robots.policy: 0.057
|
||||
esindex: 0.018
|
||||
cdx.remote: 49.31
|
||||
LoadShardBlock: 293.914 (3)
|
||||
PetaboxLoader3.datanode: 164.282 (4)
|
||||
PetaboxLoader3.resolve: 167.909 (3)
|
||||
load_resource: 96.772
|
||||
-->
|
||||
Reference in New Issue
Block a user