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
823 lines
29 KiB
HTML
823 lines
29 KiB
HTML
# 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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<title>
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The Dig Review and Walkthrough
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</title>
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</head>
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<body>
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<h1>The Dig</h1>
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<em>14 June 1997</em>
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<p>
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<font size="-2">
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Copyright © 1997 Balmoral Software
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(http://www.balmoralsoftware.com). Portions copyright © 1995
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LucasArts Entertainment Company. All rights reserved. Republication,
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redistribution or conversion is expressly prohibited without the prior written
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consent of Balmoral Software. <em>Contents subject to change!</em> For the
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latest information, see http://www.balmoralsoftware.com.
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</font>
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<p>
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<hr>
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<h2><a name="Table of Contents">Table of Contents</a></h2>
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<ul>
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<li><a href="#Review">Review</a>
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<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>
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<hr>
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<h2><a name="Review">Review</a></h2>
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<p>
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<em>The Dig</em> is an interesting 1995 sci-fi adventure game that can now be
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obtained at discount. It has excellent background music that really sets the
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atmosphere for the alien world your character explores. Ambient sounds are
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particularly noteworthy; they include, for example, realistic whistling wind,
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ocean waves, and footsteps that are suitably gritty and echoing. The voice
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acting is quite good, sounding authentic and professional, with some enjoyable
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humor popping up occasionally in the banter between the characters.
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<p>
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Graphics are in the low-res, hand-painted style of <em>Monkey Island</em>, but
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their limitations don't really detract from the overall enjoyment of the game.
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The overall plot, attributed to <em>Steven Spielberg</em>, is quite engrossing
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and retains consistency throughout the game. Many of the tasks your character
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must perform involve finding and using inventory items, so much of the game
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activity centers on clicking on well-identified hotspots to see what happens.
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Gameplay is rather single-threaded throughout, with progress often halted until
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a particular trigger event occurs. The game would have been more enjoyable and
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complex if alternatives for solving problems were available.
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<p>
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With its top-notch soundtrack and acting, <em>The Dig</em> will be an enjoyable
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gaming experience, especially for science fiction fans.
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<p>
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<hr>
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<h2><a name="General Notes">General Notes</a></h2>
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<p>
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<em>Quick Start:</em>
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<blockquote>
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P at Main Menu ("Play The DIG")<br>
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Esc after cloud background appears<br>
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F1 for game control menu
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</blockquote>
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To talk to someone, either click on them (if present) or use the PenUltimate
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communicator. Icons representing various dialogue choices will appear at the
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bottom of the screen. Click on one of them to discuss the subject. A dialogue
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icon will "blue out" when no further dialogue on that subject is
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possible. To repeat dialogue, re-initiate the conversation.
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<p>
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Click on the "i" logo at lower left to bring up inventory (or simply
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right-click the mouse). Additional details on inventory items can be obtained
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by using the Examine tool in the upper-left corner of the inventory display.
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<p>
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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.
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<p>
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The Esc key can be used to skip some animations and character dialogues.
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<p>
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Not all details are shown in the walkthrough - just the essential ones. Lots of
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hotspots and dialogue options provide interesting backstory items and add to the
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atmosphere and character development.
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<p>
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<hr>
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<h2><a name="Attila">Attila</a></h2>
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<p>
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<!--[1. START]-->
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Use the PenUltimate in inventory and click on the right-hand "Comm"
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button (the left-hand "asteroid lander" button brings up an optional
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arcade-style game)
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<p>
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Click on Payload Specialist Miles' picture and talk to her about the
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"Flying Pig" (a freefall tool chest)
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<p>
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Click on the Flying Pig to take it down to Quadrant 1 of the asteroid
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<p>
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Open the Flying Pig and take a closer look at it
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<p>
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Pick up the zero-G digger, the shovel, and explosive units Alpha and Beta
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<p>
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Return to the asteroid
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<p>
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Communicate with Borden about the nuclear explosive, and he'll tell you to plant
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the Alpha charge on a level surface in Quadrant 2 of the asteroid
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<p>
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Return to space and click on quadrant 2 (upper right) when you're viewing the
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whole asteroid
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<p>
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Use the zero-G digger to smooth out the target surface at upper center
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<p>
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Use explosive unit Alpha with the dirt on the asteroid surface, then use the
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arming key in your inventory (it looks like a safety razor) with the explosive
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<p>
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Communicate with Borden again about the nuclear explosive, and he'll tell you to
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plant the Beta charge on a level surface in Quadrant 3 of the asteroid
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<p>
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Return to space and click on quadrant 3 (lower left) of the asteroid
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<p>
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Use the shovel to remove the boulder, then place explosive unit Beta on the
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exposed asteroid surface and arm it with your arming key
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<!--[2. ARMED]-->
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<p>
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Return to space (asteroid view), then click on the left edge of the screen to
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return to the shuttle
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<p>
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Talk to Borden about the nuclear explosive
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<p>
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After Attila's orbit is stabilized, you'll go back to its surface for a closer
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look
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<!--[3. INSIDE ASTEROID]-->
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<p>
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Push the metallic plate at right, and you'll learn about Low's secret orders to
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look for any sign of alien presence on Attila
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<p>
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Use the zero-G digger on each of the odd projections and push the metal plates
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exposed underneath them
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<p>
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Enter the dark tunnel formed at left when the largest metal plate sinks into the
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rock
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<p>
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Enter the interior of the asteroid and click on the pentagonal pedestal at right
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<p>
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Arrange the four plates in the square indentation in the pedestal (the proper
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arrangement can be seen in the logo at lower left of your PenUltimate)
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<p>
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When all four plates have been placed, the square rearranges itself into a
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triangle and the asteroid turns into a dodecahedron-shaped starship that takes
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you to planet Cocytus
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<p>
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On landing, you'll find yourself in a large canyon on an island surrounded by
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five tall spires
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<p>
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<hr>
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<h2><a name="Cocytus">Cocytus</a></h2>
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<p>
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<!--[4. COCYTUS]-->
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After spacesuits are removed (and voices improve), move into the clearing
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<p>
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Head for the unknown area (wreck) at left
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<p>
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Enter the alien spaceship wreck and pick up the alien device from inside the
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chest
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<p>
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Touch the hanging wire and pick up a yellow engraved rod dropped by the alien
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apparition
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<p>
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Take the wire and return to the clearing
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<p>
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Go to the unknown area (grave) at top and use the shovel to dig up the grave
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<p>
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Pick up a jaw bone and tusk from the grave
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<p>
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Return to the clearing and head for the unknown area (dirt ramp) at upper right
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<p>
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Use the alien device in your inventory, then use the shovel to excavate the
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small mound
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<p>
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Take the bracelet and return to the dais in the center of the clearing
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<p>
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Use the shovel to dig in the small hole into which the alien ghost disappears
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<p>
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<hr>
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<h2><a name="The Nexus">The Nexus</a></h2>
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<p>
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<!--[5. NEXUS]-->
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After Brink dies in a fall and Maggie deserts you, you'll find yourself in the
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<a href="nexus.gif">Nexus</a>, which is a circular subterranean chamber in the
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central Cocytus island
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<p>
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Pick up the plate at your feet and use it in the alcove to the right of the
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rockfall
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<p>
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Walk to the right past a column and pick up a purple engraved rod
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<p>
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Continue to the right and descend a ramp in front of a dark tunnel
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<p>
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Looking over the platform edge, you'll see three energy beams, one of which
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appears to be misdirected due to a fallen lens
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<p>
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Returning your view back up to the platform, click on the control panel
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<p>
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The buttons on the panel are used to program the movements of a robot device:
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<blockquote>
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Upper White: Erase last command<br>
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Blue: Move robot up<br>
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Purple: Move robot left<br>
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Red: Use robot manipulator<br>
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Green: Move robot right<br>
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Lower White: Clear entire program<br>
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Yellow: Move robot down
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</blockquote>
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The following program can be used to pick up the unattached lens:
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<blockquote>
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4 Purple<br>
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2 Yellow<br>
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Red
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</blockquote>
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After the program is entered, exit the control panel and activate the robot by
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pressing the triangular button on the console at the left edge of the platform
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<p>
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Use the following program to reattach the lens:
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<blockquote>
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Lower White (erases previous program)<br>
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5 Purple<br>
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4 Blue<br>
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Red
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</blockquote>
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and again use the triangular button to activate the robot
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<p>
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Before leaving the power plant, remove the loose plate at the base of the ramp
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and take the blue crystal
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<!--[6. POWER ON]-->
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<p>
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Go back up the ramp to the Nexus, then walk left
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<p>
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Stopping in front of the column, you'll see that it is now flowing with energy
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<p>
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Using the tusk, remove the door panel to the right of the column
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<p>
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Attach one end of the wire to the uncovered door panel, then connect the other
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end to the sparking power conduit on the floor
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<p>
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The door panel is now activated; you'll return to open it later
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<p>
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For now, move one door to the right (to the door immediately left of the dark
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tunnel)
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<p>
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Zoom in on its door panel and you'll find that it is a four-element combination
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lock, each element of which is one of the five shapes
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<blockquote>
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Tetrahedron<br>
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Cube<br>
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Square<br>
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Ball<br>
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Hexagon
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</blockquote>
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in one of the three colors
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<blockquote>
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Red<br>
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Green<br>
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Blue
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</blockquote>
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Rather than trying all 50,625 combinations, enter the solution found by applying
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the Examine tool to the purple engraving rod (solutions on engraving rods
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randomize with each game)
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<p>
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Enter through the open door and descend to a "tram stop"
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<p>
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Call the tram using the unknown button in the center of the platform
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<p>
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Scroll left and enter the tram, taking it to the Museum Spire
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<p>
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<hr>
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<h2><a name="Museum Spire">Museum Spire</a></h2>
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<p>
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<!--[7. MUSEUM SPIRE]-->
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Referring to the Museum Spire <a href="museum.gif">map</a>, make your way
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outside and up the spire path
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<p>
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At the top of the path, zoom in on the strange device
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<p>
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<a name="Light Bridge"></a>Hold down the pentagonal button at left until a line
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is formed from one of the circular spires on the map to the center pentagon
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<p>
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If a line does not form, try backing out from the device and orienting the lens
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below it once or twice
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<p>
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If a line still does not form, back out from the device and open its side panel
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<p>
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Zoom in on the exposed panel, then:
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<blockquote>
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Rotate the center prism until its white line is pointing to the prism at
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lower left<br>
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Rotate the lower-left prism until its green line is pointing to the
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prism at upper left<br>
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Rotate the upper-left prism until its green line is pointing to the
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green crystal at the top<br>
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If necessary, rotate the lower-right prism until its orange line is
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pointing to the orange crystal at left<br>
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Rotate the upper-right prism until its blue line is pointing to the blue
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crystal at the bottom<br>
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Retry the strange device and lens
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</blockquote>
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When the line appears on the device panel, an aerial light bridge appears from
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the lens location to a central crystal form suspended over the nexus island (see
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<a href="cocytus.gif">map</a>)
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<p>
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Once two or more of these light bridges have been formed, they can be used to
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move between spires more quickly than with underwater trams
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<p>
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When you've finished exploring the light bridge and crystal form, return to the
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Museum Spire and enter the triangular door into the museum
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<p>
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Pick up the tablet near the entrance door, glowing life crystals on the floor
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and a red engraved rod at far left
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<p>
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For information about the aliens that used to inhabit Cocytus and about the
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glowing life crystals you found, check out the displays on the museum walls
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<p>
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When finished, enter the door at the left of the museum, into the library
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<p>
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Talk to Maggie, then return to the Nexus via the Museum Spire tram you used
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earlier
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<p>
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Move right, to Brink's body
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<!--[8. BRINK]-->
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<p>
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Use one of the glowing life crystals to resuscitate Brink
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<p>
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Return to the tram station in the base of the Museum Spire, accompanied by Brink
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<p>
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With his help, open the weakened door at the bottom of the tram steps
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<p>
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Pick up some more life crystals and a canister
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<p>
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Exit the room and go outside
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<p>
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At the bottom of the spire path, note the fossil
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<p>
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Proceed toward the water at right
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<p>
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After the turtle-like animal is consumed by the sea monster and Brink is scared
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off, zoom in on the loose turtle bones
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<p>
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Here is probably the most difficult puzzle in the game - you must correctly
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rearrange the bones according to the fossil you saw earlier:
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<!--[9. SKELETON START]-->
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<p>
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<img src="/web/20190804140732im_/http://www.balmoralsoftware.com/dig/skeleton.jpg"><a href="skeleton.jpg">Alien Skeleton</a>
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<p>
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Right-click the individual bones to rotate them
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<p>
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When the skeleton has been properly reassembled and you've zoomed back out, the
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screen hotspot will identify it as "dead creature" rather than
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"loose bones" (fortunately, the bone positions you changed are
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remembered after you zoom out)
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<!--[10. SKELETON END]-->
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<p>
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Use the canister with the dead creature, then reanimate it with a life crystal
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<p>
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Dive into the water and swim to <em>that</em> underwater cave
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<p>
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Enter the chamber and pick up the plate and the orange engraved rod
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<p>
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Return to the Nexus via the Museum Spire tram
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<p>
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After Examining the orange engraved rod, use its combination to open the door to
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the right of the dark tunnel
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<p>
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Enter through the open door and descend to another tram stop
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<p>
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Call the tram using the button at the left of the platform
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<p>
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Enter the tram, taking it to the Planetarium Spire
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<p>
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<hr>
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<h2><a name="Planetarium Spire">Planetarium Spire</a></h2>
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<p>
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<!--[11. PLANETARIUM SPIRE]-->
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Referring to the Planetarium Spire <a href="planetar.gif">map</a>, make your way
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outside and up the pathway
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<p>
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To cross the gap in the path, synchronize your click on the "far
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side" hotspot with the surf and it will conveniently float you over
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(otherwise, you'll take a swim and will have to retry it)
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<p>
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When you've crossed the gap, fix it by pushing over a boulder with the shovel
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<p>
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Continue up the spire into the clearing and cross the waterfall bridge into the
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crevice
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<p>
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Pick up the blue rod, then return outside to the clearing
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<p>
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As <a href="#Light Bridge">before</a>, activate a light bridge using the strange
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device and lens
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<p>
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Head for the plateau at the back of the clearing and watch a rat-like creature
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steal a device necessary for accessing a door in the back wall
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<!--[12. THIEF]-->
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<p>
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Pick up the dowel immediately below the door panel and insert it into the hole
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in one of the wheel-like designs flanking the pathway
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<p>
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Pull out the pole beneath the wheel design, then pick it up and use it with the
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dowel pin
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<p>
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Pick up the rib cage in front of the back door and attach it to the hook at the
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end of the elevated pole
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<p>
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To complete your rat trap, pick up the rod below the wheel design and use it
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with the cage
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<p>
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To scare the thief into your trap, investigate the various holes in the back
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wall until the animal appears
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<p>
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Wait for him to come out, then move toward him
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<p>
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When he runs off to the lower right, go and stand just to the left of the space
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between the two wheel designs (the screen will scroll left)
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<p>
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If he comes onto the pathway between the wheels, quickly move toward him and run
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him into the trap (otherwise, repeat the procedure)
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<!--[13. TRAPPED]-->
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<p>
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|
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>
|
|
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FILE ARCHIVED ON 14:07:32 Aug 04, 2019 AND RETRIEVED FROM THE
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|
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ALL OTHER CONTENT MAY ALSO BE PROTECTED BY COPYRIGHT (17 U.S.C.
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