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Walkthrough Camp1
Walkthrough Camp1
Camp 1 Walkthrough
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Do tell me if anything in this text seems wrong. Feel free to change or distribu
te it as you please.
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NOTE: THE GAME FEATURES BOTH LEFT AND RIGHT MUSE BUTTON:
Use/pick up = left click
Look = right click
Help window = F1-key
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[Part I. "Icarus"]
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Enter the door on the right.
Exit again.
Use the pallet jack to find that there is no key in it.
Talk to Adwa to get the key.
Put the key in the jack and use the jack to bring up the controls.
Press "forward" and the jack will drive off into the ship.
Enter the ship.
Use the jack and press the "forward" key. It should drive into the boxes on the
left.
Operate the jack again and press "lift".
Look (i.e. right click) at the lifted stack of boxes to get the cargo form that
Korski was looking for.
Exit to the right.
Enter the tent on the right.
Give the form to Parker.
Use the desk to get a pen.
Combine the pen and the form, for Korski to sign it.
Give the form to Parker again, to get her signature.
Exit.
Enter the ship. Chen is there and gives you her signature.
Exit to the right.
Give the form to Adwa, who will sign and take the form for filing.
Enter the ship again.
Enter the cockpit (walk down).
Use the left of the two computer screens. There is something wrong with the conn
ection however, so Korski can't take off.
Leave and enter Parker's tent (walk down, right, right)
Talk to Parker. She is confident that Korski can navigate without coordinates.
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[Part II "The road to Nineveh"] - Inside the crashed ship
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Click anywhere a couple of times to get Korski on his feet.
Pick up the headset that is hanging by the chair.
Pick up the metal pipe from the floor by the boxes.
Use the pipe three times on the locker to get it open.
Use the locker.
Use the suit inside the locker, to put it on.
Pick up the shiny thing that falls off the suit when Korski changes clothes. (it
lands in the middle of the floor)
Look at the hinge in the inventory and you will get a washer.
Use the washer to unscrew the red panels on each side of the door.
Use each panel to zoom in on them and turn the knobs in the correct angle.
[Optional for opening the door: If you look at the computer screen on the left o
f the door, you will zoom in on it. Click three times on any of the two
yellow arrows at the top of the screen to bring up the "door status" screen. Cli
ck the "individual bolt status" button in the middle of the screen. This will
open the "emergency bolts" screen, with four red squares around a big green rect
angle. The squares will turn green when a corresponding knob in the
door panel is set correctly. They are still visible when you zoom out from the s
creen.]
Turn the knobs in the door panels so they point away from the door.
Exit.
Pick up the component sticking out of the snow to the left of where Korski stops
.
Use the pipe on the left mound to dig a hole.
Pick up the antenna from the hole.
Combine the antenna with the component and the headset.
Enter the ship.
Look at the computer screen to the left of the door to zoom in on it.
Open the lid on the right of the screen.
Plug the antenna into the input socket (not the slots). The computer manages to
open a radio link.
Use the screen two times to send two mayday calls. Parker will answer the second
time. She will turn on a blinking light in the big mast near the camp, so Korsk
i will find his way back.
Leave the ship.
Walk to the far right to see the light from the mast.
Use it to start walking towards it.
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[Part II] - Second half: The rig
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Use the rig to enter it.
Open the hatch on the far left in the rig controls (mouse pointer displays "..."
) to reveal the gyro calibration control.
Push the buttons in the following order: [There are several ways to solve this p
uzzle, but all are pretty similar.]
*Lower. (lowers the magnet)
*Magnet. (will attach it to the frozen gear on the far side of the gorge)
*Turn crane. (turns to face left)
*Lift. (tilts the crane backwards, folding out the counterweight)
*Calibrate gyro. (resets the rig's gyro so the counterweight folds back in again
)
*Lower. (the counterweight should fold out again, since the gyro was recalibrate
d)
*Turn crane. (facing right)
*Magnet. (releases the magnet)
Use the rig to leave it.
Use the counterweight (that folded out from the left side of the rig) to walk up
to it.
Use the pipe on the pin (bottom edge of the big counterweight).
Exit.
Enter the rig.
Push the buttons in the following order:
*Turn rig. (facing left)
*Lower. (lowers magnet)
*Magnet. (attach the magnet)
*Turn rig. (facing right and pulls out counterweight)
*Turn rig. (facing left)
*Magnet. (releases the magnet)
*Turn rig. (facing right)
*Lower. (lowers the magnet)
*Magnet. (attach magnet)
*Calibrate gyro.
*Lift. (tilt rig)
*Lift. The rig tilts and falls over the edge.
Use the crane arm that broke off in the fall, to climb across the gorge.
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[Part III "Riddles"] - Back at the camp
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[A couple of notes: There are a few short documents on the computers in this cha
pter. It is recommended to read these to fully understand the plot of the game.
Some of the puzzles can be solved in different order than presented here.]
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[Part IV "Answers"] - Back at the crash site.
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(If you didn't quite get the plot at this point, you can talk to Chen a few time
s and get some more clues.)
Use the lump in front of Korski to pick up a snowball. (there are several lumps
but only one that he can reach)
Use the pack box to open it.
Use the first aid kit in the right end of the pack box, to pull it out.
Use the kit again to get a flare gun.
[This part requires a bit of timing, although you can be pretty slow and still g
et it right. You may have to pick up another snowball, should it fail.]
Use the gun in the sky to shoot off a flare.
Use the snowball on Chen while she is still standing. This will blur her mask fo
r a short while.
Use the gun on Chen before she crouches again.
Chen will not be able to dodge this flare. She is hit through her mask and falls
to the ground.