GATEWAY II: HOMEWORLD INTRODUCTION This walkthru gives explicit instructions on playing GATEWAY II to a successful conclusion. It does, however, assume you have read the Game Manual and are familiar with the various methods of controlling your actions. This walkthru is based on the IBM PC floppy diskette version. Special thanks must go to CIS Gamers BigBad Mama and Stephane Hui Bon Hoa who tested the accuracy and usability of this walkthru. OPENING SCENES GATEWAY II begins with you being called out of your rich early retirement to help investigate an artifact that has been detected in our solar system, a little too close for comfort to Earth. Is it a Heechee or an Assassin artifact and why is it there? To make things still more uncomfortable the Assassins are worshiped on Earth by a sect of very active fanatical terrorists. THE ADVENTURE BEGINS The game starts with you settled in your living room in your San Francisco penthouse apartment. Head south-west into your bedroom. Take the matchbook from the bedside table. Pick up the fax on the bed and read it. You learn about the activities of the Phoenix sect, the fanatical worshipers of the Assassins and the Gateway Corporation's take over of the planned manned exploration of the Artifact. Return to the living room and wait. You are summoned by a Gateway executive to help in the Artifact mission briefing. Wait. You receive a message from an FBI Agent warning you that Phoenix sect operatives are coming to kill you. Quick action is called for! PART 1: ESCAPE Burn the trash in the trash can or put the lit match to the control unit. Then head south east into the Foyer. Go south to the stairwell. Head east up the stairwell. The aircar rescues you and whisks off to the Conference at the space launch base. CONFERENCE ROOM Before you know it, the base is under attack by the Phoenix sect. Miraculously, you are saved. Now, move quickly if you want to stay alive! Take the dead terrorist's radio. Pick up the piece of paper on the table. Take the terrorist's mask and hand grenade. Put the mask on and then read the paper. Listen to the terrorist radio communications and go out to the Engineering Lab. ENGINEERING LAB Unplug the cable to the robot arm, take the tuning fork, and go down to the Research Center's Tram Station TRAM STATION Wait for a tram to arrive. Get inside the tram. Wait for the tram to stop at the next station and get out at the Mission Control Station MISSION CONTROL Go up to the Mission Control. Examine the specialist. Read his white badge. Examine the control console. Enter A552, select Aquila Mission, initiate the Auto Launch sequence and use the authorization code written on the piece of paper, AERIE. You now have 30 minutes before the automatic launch. Go down to the tram station. Take a tram to the next stop, the Launch Pad. LAUNCH PAD You've heard, via the radio, that the terrorists are going to use the trams to get to the launch pad in time. You need to damage the tram system. Pull the pin on the grenade and then drop the grenade in the tram station. MECHANICAL ROOM Go up to the Mechanical Room. You need to pipe fuel to the booster rockets. Replace the blue pipe's sensor with the red pipe's sensor and pull the lever. Go up in the elevator. GANTRY PLATFORM & SHIP Go in to the ship and then on into the Flight Deck. Sit in the command chair. Wait for the launch. You now contact Gateway Enterprises and tell them of your intention to carry out the Artifact mission. You go into cryogenic sleep for the trip out to the Artifact. When you awake, you are close to the Artifact. It draws your probeship in.... PART II: THE ARTIFACT Head out to the aft section of the ship. Open the medikit cabinet, and take the hypo unit, autodoc and vial. Open the hull door, and leave the ship. Open the bulkhead door. Head north until you reach the Cargo Bay, then go up into the Storage Room. STORAGE ROOM Here you see a very sick Diana Tolson. Put the autodoc on Diana and examine the readout. She has been poisoned and has an infection. Examine the hypo unit and set the blue dial to 4 (antitoxin) and the green dial to 4 (high dosage). Push the toggle and inject Diana twice. Then change the blue dial to 3 (antibiotic) and inject her twice again. Wait for Diana to recover. Talk to Diana to learn information about her and Jack's exploration of the ship. Take the bowl. Open the blue box and take the crystal rod. Go back down to the Cargo Bay and head east until you reach the Terminal Room. TERMINAL ROOM Open the access panel then plug the crystal cube into the crystal matrix. Examine the control console. Talk with Miki. Ask her how to get through the locked bulkhead door. Push the other buttons, if you're interested in the other computer programs' stories. Click on the button in the top left corner to exit the computer screen. Head west, back to the Cargo Bay, then go north-east to the bulkhead door. Enter the code you got from Miki on the keypad to open the door. Continue north-east to an obelisk room. Touch the portal with the crystal rod and go north through the portal. FIRST ZOO: BLOB, DINOSAURS, LIZARD Collect some ooze in the bowl. Head north to the spiny plant growth. Take a twig and head south. The blob will stay wrapped around you, harmlessly. Go north and wait for the blob to make a way through the spiny plant for you. Head north-east through the gap to the tree. Climb the tree. Take, then drop, a fruit pod on each of the three dinosaur things. Wait to recover from your exertions and your fall, then follow the lizard to the north west. Pour the ooze on the stalks and take a crystal egg. Head west and then exchange the crystal egg for the crystal rod with the lizard. Make sure you pick up the crystal rod. Go east, and head through the portal (touch it with the rod first). Head north, via an obelisk room, into the corridor. Go along the corridor to the next obelisk room and portal. Examine the obelisk. Make sure you have the codes written on the piece of paper. Then head north through the portal. (From this point on instructions on how to get through the portals are omitted. There are no exceptions to the method used to this point. You always have to use the crystal rod.) SECOND ZOO: ANCIENT MAN You find yourself underground, so go up to a meadow. Head north-west and take a branch from the forest. Return to the south-east. Put on the dead animal skin and cover yourself with mud. Head north-east to the ape men. Then head north to the cave entrance. Enter the cave to the north-east, pick up the leather thong and head north further into the cave, to the ape man chief. Show him the crystal rod. Examine the vial, then toss it on the fire. Having won the respect of the chief with your mastery of fire, you are now challenged to show your mastery of the hunt! Attach the hypo unit to the spear. Set the blue dial to 6 (sedative) and the green dial to 5 (maximum dosage). Throw the spear at the saber toothed tiger. Head back to the cave, south east, then north east. Make a torch by setting light to the branch with the fire. Go north, then north-west to the portal. Head north though the portal. Continue north until you reach a lab. THIRD ZOO: GENETIC INDUCER & NASTY INSECTS In the lab, open the container and take it. Now, head north to the obelisk room. Examine the obelisk. Go north through the portal. Set both the hypo unit dials to 4 (high dosage, antitoxin). Head north again. Take some green goo from the trough and put it in the container. After the nasty insects are attracted inside the container, close it. If you have been poisoned, inject yourself once or twice with the hypo. Now return south to the lab. Put the container on the inducer platform. Examine the inducer. Follow the instructions for operating the inducer in the GATEWAY II: HOMEWORLD Official Hint Book (included in game box). Remove the scorpion-like tail and modify the mandibles to antennae. Take the cage and return north to the area containing the nasty insects. Open the cage and drop it. All the nasties will become harmless. However, you may still get poisoned before they are all transformed so you made need another hypo injection or two. Now, head north to the portal. Go through it to the obelisk room. SPIDER ROBOT You will have to act quickly here, so read the following through before leaving the obelisk room. Head north-west into a corridor with a door on the left. Open the door and you will see the robot. Immediately go west into the room. Release the gun from its clamp by turning the key, then take the gun. When the spider robot appears, shoot its sensor first, then shoot the robot. Then head north to the computer room. COMPUTER ROOM (THE OLDEST ONE) Open the computer housing panel. The Oldest One is rather annoyed with you it seems! You must disable him. Remove the green core. Now go north-west, remove the panel and green core. Then go north-east and do the same again. Then south-east, removing the final green core. Miki tells you have the Oldest One on the run, but there is more to do. Return to each of the computer rooms and remove three of the blue cores. Leave one blue core in place. Great! Miki has opened all the doors in the ship, so you can get into the restricted areas now. Oh no! The Oldest One is in the crystal matrix with Miki now. Leave the computer rooms area and go south via the Equipment Room until you reach the Cargo Bay. Then go east to the Terminal Room. Examine the access panel and remove the crystal cube. Return west to the Cargo Bay then head north, via the computer room area, to the Bridge. BRIDGE Examine the slip of paper. Write down (really) the Heechee numbers that you found on second Obelisk (the Ape Men zoo) (unless you've got a terrific memory for patterns!). Look at the bridge console and enter the numbers you have written down or memorized. The Artifact heads for Earth. When you arrive you are asked to sit tight. Then the Phoenix sect terrorists board the Artifact. Having identified where the Assassins are located they plan to take the Artifact and fetch the Assassins! When you attempt to hide, you accidentally get into an escape pod and activate it! PART III THE KORD COMMUNITY You land on a very icy looking planet. Pick up the clamp and compass. Wait. A Kord comes by and depicts some events you recognize. Follow the Kord, east, north, then east. You arrive at the Kord village. Follow the Kord into a dwelling to the south. The Kords depict some more scenes for you. You see another Heechee ship crash into this planet and you watch the Kords' method of finding it and then making a representation of it in ice. Leave the dwelling and go east, where some Kords are gathered around a fissure. Examine the fissure. Examine the dust. The Kord "tells" you some stories about how to use the white dust and where it comes from. Return west to the village, then go south-east to the ice garden. Take the following carvings: lamprey, worm, ship, gem, bowl and cutter. Head south to the artist. Show the cutter carving to the artist and you will receive a new cutter. Show the gem carving to the artist and he will show you a story of two Kords who enter a cave with a red glow and how only one Kord leaves. Note the configuration of the cave entrance. Show the bowl carving to the artist and he will supply you with a crystal bowl. Return north, then north-west to the village. Head west twice, then north twice to the rock cleft where the crystal monster lives. Fill the bowl with water, then go south twice, then west twice to the Glacier Entrance. GLACIER Go west and pour the water onto the floor to see which way the passages slope. Go north-west. Pour the water again and go south. Pour the water again and go south-east. Pour the water again and go north to the center of the crater. Go down into the pit. Examine the numeric code on the ship carving. Enter this code on the ship's keypad. This has unlocked the hatch. Now open the hatch. Take the pod from the Heechee corpse. Now you need to get out of this pit! Open the ship's access panel. Press the blue button on the corroded clamp, then take the corroded clamp. Drop the corroded clamp. Put the clean clamp on the corroded clamp. Stand on the clamp, then press the red button. CRYSTAL MONSTER & ICE CLIFF Leave the glacier, then go north twice and then east five times until you reach the cave entrance that you saw the two Kord enter in the artists story. Enter the cave and go north until you reach the source of the red glow. Use the cutter to remove the dead crystal kord from the cavern wall. Take the kord. Go south to leave the cave then go west three times until you reach the crystal monster. Throw the kord at the monster and wait until the monster dies. Head north. On the way, note the behavior of the "diggle." Continue north until you reach a cliff face. Scrape the ice away from the cliff face using the cutter. Soon, a diggle comes by. Wait for it to make a tunnel through the rock. Head north until you reach the mountain hollow. You realize that this must be a Heechee rescue station. Put the pod in the impression. RESCUE STATION Go east into the machine room. Take and examine the remote control module. This controls a robot. Push the bulkhead button to open the door. Then push the right arrow three times. Push the bulkhead button again and a door will open in the machine room. Exit the control module. Go east into the secret chamber. Examine the alien device and place you hand on the handprint. Now, go west twice, then north to the hangar. Hit the tuning fork. Go up into the Heechee ship. Operate the control module again. Send the robot left then up three times. Push the trident button three times. Now, return the robot to the machine room. Return to the machine room yourself. Watch the different colors displayed on the screen, noting the length of the bar underneath for each color. Wait until you have seen all six colors displayed. Return to the Heechee ship. Operate the control module and look, via the robot, at the screen. Note which color must be being displayed and exit the control module. Push the appropriate color button. You are on your way to the Heechee Homeworld! PART IV: HOMEWORLD You are greeted by the Heechee, taken before the council, told you must never leave the Homeworld, and assigned quarters. YOUR QUARTERS AND THE PLACE OF LEARNING Examine the blinking communicator. Note that first your message is from Raphide. Open the cabinet and take the pouch. Pick up the pod and put it on. Leave your quarters and go west to the Place of Moving. You will arrive in the quad of a large campus, the Place of Learning. Go south with the escort. Open the pouch and note the sleeping powder. Wait. When the escort leaves his thermos on the table, put the powder in it. Wait. The escort will drink from the thermos and fall asleep for the duration of the game! Now you are free to come and go as you please. Wait for the green light to come on then enter the lecture hall to the west. You give your first lecture. Return to your quarters, going east to the trams and then north. Examine the communicator. You receive a message asking you to be at the theater at 3:00 p.m. Go back to the campus quad, wait until 2:55 then go north-east to the theater. (You may go and watch the show several times, if you have time while you are waiting, and are interested.) You will meet Macropterous who will tell you about the White Hand, a religious organization that sympathizes with you and will help you try to leave the Heechee Homeworld. THE WHITE HAND Leave the theater and return to the city streets by going east via the trams. Then go south-east and listen to the speaker telling the crowd about Sterigma and his ancient prophecies. When the speaker starts repeating himself, leave, going east, then south. In the garden, read the plaque about Ironweed. Move the mound of dirt and pick up the Ironweed seeds. Now, head north until you reach the hangar. go inside your ship and examine the panel. Select the unmarked code. Your ship will take to you to a harsh sandy landing site. Wait. When the guide-thing appears, head north to the Temple of Sterigma. Examine the stone disks, then turn them as follows: the wings should point to the sky, the knife should point to the fire, the plant should point to the water and the hammer should point to the stone. You will now go down to the Inner Sanctum and talk with Exegesis. Talk to Exegesis about Fogram and the White Hand's beliefs. Then get him to help you with your problems. Ask him about the three missing components. Ask about each of the missing components and how to get hold of them. In particular, ask about the location of a field generator. THE FIELD GENERATOR Leave the inner sanctum, and return to the ship. Examine the control panel and select the unmarked course. Exit the ship, head north and you will find yourself at an archaeological dig site. Plant the Ironweed seeds next to the pillar. Push the red button on the pillar. Look at, then pick up the shiny object (a Field Science badge) and take the Field Generator. THE GRAVITY LENS Leave the dig site and return to the ship. Select the City Hangar on the control panel to return to the city. Go south twice, then head east, then north to the sewer. Put the field generator in the sewage, then press its button. The sewage turns as hard as rock. Now you can get across to the maintenance shaft. Go north until you reach the tube junction. Jump. Take the gravity lens. Put everything in the pod. Make sure you are wearing the pod. Now climb up until you reach a tube junction. Get out of the maintenance shaft and return to the sewer. Push the button the field generator to release the sewage and pick up the field generator. THE NAV DATA CHIP Leave the sewer and head west from the alleyway. Go north until you reach the hangar. Enter you ship and take it to the Administrative Planet. Before leaving the ship write down (really) the code for the Temple Site from the control panel. When you arrive in the docking area one of the technicians tells you about the probes. Go north to the Command Center. Examine the control panel and enter the code for the temple site, from your ship's control panel. This will launch a probe and have it land at the Temple Site. Now, return in your ship to the city hangar. Leave and head west to the trams, then to the Place of Learning. Go south into the lounge and wait until it is time to give a lecture. Return to the city hangar and take the ship to the Temple site. Visit Exegesis and talk to him about Solifluction, Raphide and the TransWarp Drive. Keep talking to Exegesis until he reveals his true identity, you know everything you can about Astatine and have a plan to contact Raphide. THE TRANSWARP DRIVE Leave the temple site and return to the city hangar. Go to the Place of Learning and enter the lounge. Wait for the green light, then enter the lecture hall. You will give your lecture and surreptitious message to Raphide. Return to your quarters and answer the communicator. Talk with Raphide. Raphide should ask you to help him kill his father in exchange for information on the TransWarp theories. You should agree. Leave your quarters and head east to the Place of Seeing. Wait for it to open. Then head east and wait until the telescope is in place for viewing. Look through the telescope and write down (really) the shape of the Aesthemis Constellation. Wait until the telescope is at ground level, then leave and go west to the Place of Learning. Go west, enter the pattern of the Aesthemis Constellation and go into the laboratory. Touch the screen and talk to Astatine. Get him to tell you the code to start the demo and have him disengage the clasps holding the datastore in place. Take the datastore. Put on the visor and examine the prototype. Look at the keypad and enter the code given you by Astatine.. Wait until the beam of light is straight, then take the prototype. You will have to restart the demo if you misjudge this. Take off the visor. Return to your quarters and talk with Raphide on the Communicator. He will erase Astatine and tell you about Solifluction. Now take the ship to the Temple Site and talk with Exegesis/Conference. Get him to tell you about the Datavaults. THE DATAVAULTS Return to your ship and head for the Administration Planet. Go east from the docking area to reception. Then go south-east. Put on the prototype and press the stud to activate it. Go east to the vault entrance. Wait until the robot has removed the shield, then take the cable coils. Touch the index with the cables. Then wait for the robot to remove the index shield. (If you like, skip to the next paragraph, fifth sentence.) Look at the index and enter "Solifluction." Mmmm, didn't work. Oh, well! Wait for the prototype to recharge, push the stud, then return to the ship and go to the Temple Site. Talk with Exegesis/Conference again. Return to the Data vault and repeat the process to get to the index. Exegesis/Conference gave you a clue as to how Fogram may have filed Solifluction. Fogram considered Solifluction to be a traitor. Enter "traitor" in the index. Note the code of the datafan. Go east into the datavault. Enter the datafan code on the keypad. Wait for the workthing to give you the datafan. Then transfer the personality in the datafan into the datastore by connecting them and pushing the download switch. Leave the datafan behind by dropping it. Go west into the datavault entrance. Wait until the prototype is recharged and press the stud. Return to the ship and go to the Temple Site. Tell Exegesis/Conference that you have a personality in the datastore and he will activate Solifluction's personality. Solifluction explains the TransWarp theories and your ship is modified so it can make the journey out of the black hole. Solifluction also explains how your prototype can be modified to make you invisible. The prototype is modified accordingly. Then you are off to the Artifact. PART V: ENDGAME You dock with the Artifact. Leave the ship, open the bulkhead door and head up the corridor, north-east. Diana will talk to you and tell you that the Phoenix sect still have control of the ship and are planning to take the Artifact to the Assassins' world. Put on the prototype and push the stud. Go west until you reach the dream room. Lay on the couch, tell the terrorist leader you are an Assassin and instruct him to go to the bridge. Head east to the cargo bay, then south to your ship. Take the radio from the cabinet. Leave the ship, go north to the cargo bay, then east to the Terminal Room. Drop the radio here. Go west to the cargo bay. Wait until the prototype recharges and then push the stud. Go west to the dream room and lie on the couch. Select the dialogue path that continues instructing the terrorists and contains the words "safe. Open." Return to the Terminal Room and put the crystal cube in the matrix. Enjoy the dramatic closing sequences! GATEWAY II is published by Legend Entertainment Company and distributed by Accolade, Inc.