Files
puzzle-design-kb/walkthroughs/the-dig/balmoralsoftware_walkthrough.html
Bryce 11df54bc26 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
2026-03-18 08:33:02 -07:00

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<title>
The Dig Review and Walkthrough
</title>
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<body>
<h1>The Dig</h1>
<em>14 June 1997</em>
<p>
<font size="-2">
Copyright &copy; 1997 Balmoral Software
(http://www.balmoralsoftware.com). Portions copyright &copy; 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>
<ul>
<li><a href="#Review">Review</a>
<li><a href="#General Notes">General Notes</a>
<li><a href="#Attila">Attila</a>
<li><a href="#Cocytus">Cocytus</a>
<li><a href="#The Nexus">The Nexus</a>
<li><a href="#Museum Spire">Museum Spire</a>
<li><a href="#Planetarium Spire">Planetarium Spire</a>
<li><a href="#Map Spire">Map Spire</a>
<li><a href="#Command Center">Command Center</a>
<li><a href="#Tomb Spire">Tomb Spire</a>
<li><a href="#Alien Translation">Alien Translation</a>
<li><a href="#The Eye">The Eye</a>
<li><a href="#Endgame">Endgame</a>
<li><a href="#Maps">Maps</a>
</ul>
<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 (&quot;Play The DIG&quot;)<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 &quot;blue out&quot; when no further dialogue on that subject is
possible. To repeat dialogue, re-initiate the conversation.
<p>
Click on the &quot;i&quot; 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
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 &quot;Comm&quot;
button (the left-hand &quot;asteroid lander&quot; button brings up an optional
arcade-style game)
<p>
Click on Payload Specialist Miles' picture and talk to her about the
&quot;Flying Pig&quot; (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 &quot;tram stop&quot;
<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 &quot;dead creature&quot; rather than
&quot;loose bones&quot; (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 &quot;far
side&quot; 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 &quot;guard dog&quot; 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 &copy; 1997 Balmoral Software
(http://www.balmoralsoftware.com). Portions copyright &copy; 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.
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