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Ultima: Worlds of Adventure 2 - Martian Dreams cheats / Ultima: Worlds of Adventure 2 - Martian Dreams hints / Ultima: Worlds of Adventure 2 - Martian Dreams faqs / Ultima: Worlds of Adventure 2 - Martian Dreams solutions Ultima: Worlds of Adventure 2 - Martian Dreams faqs and solutions INTRODUCTION MARTIAN DREAMS is the second game from Origin that does not take place in the realm of Britannia, but takes you instead to an alternate reality through a timegate created by the Orb of the Moons. Where the first game, SAVAGE EMPIRE, transported you to the hidden valley of Eodon on Earth in what I assumed was our own time period, MARTIAN DREAMS occurs on Mars in the year 1895. This must take place in an alternate universe, or every single trace of the events must have been obliterated and the dozen or so historical figures that participated must have been sworn to silence. The story line has holes in it that you could drive a truck through, the time paradox isn't sufficiently explained, but it is a a lot of fun. In your present day Earth, a strange woman arranges a meeting between your- self and Dr. Johann Spector at your place. After giving you some mysterious reading material, she disappears, leaving you and the redeemed villain from SAVAGE EMPIRE to make the next move. There are two books, a note, and a map, all written almost 100 years ago, as well as an old photograph. Both books were written by Dr. Spector in 1895. The first tells how the adventure began (will begin?) and contains brief biographies of each of the historical figures in the game. The second book describes the premature firing of Lowell's space cannon at the 1893 World's Fair which sent these people to Mars, most of them unwillingly. It contains information about Mars, gathered by the first expedition and relayed back to Nikolai Tesla on Earth with a set of reflectors. The note was written by Tesla himself, so he would believe your story when you arrived to join the rescue mission. The map had directions that led you to Tesla's laboratory, and using the Orb of the Moons as described in Spector's book it seemed that you and he could travel back to the same spot in 1895. In addition, you discovered definite proof that you must have participated -- an old photograph of you and Dr. Spector standing with the members of the rescue expedition. This was a mystery, and combined with the woman's cryptic parting message about saving both worlds, it was clear what you and Spector had to do. You traveled to Tesla's lab, opened a timegate to 1895, and met the other rescu- ers. Showing Tesla's note to him left him with no doubt that your story was true, and you joined the party when they journeyed to Mars. All this is covered in the lengthy opening sequence. Now, you must find a way to return the 1893 expedition to Earth. This is not a simple task, for you must help finish the space cannon being built on Mars, rescue several people whose minds have been taken over by Martians, and get the entire planet running again. This adventure is no doubt more complex than SAVAGE EMPIRE, and you will need help from almost all of the characters in the game. SURVIVAL ON MARS As detailed in Spector's book, Mars in 1895 has extreme cold weather, a low amount of oxygen in the air, and some very strange lifeforms. You will only be able to travel at night until about 10 P.M. -- even if clothed very warmly -- before you start taking damage from the cold. When it gets close to that time, you had better find a safe place to pitch your tent, and it is not a good idea to eat any Martian berries before bedtime as the party will not be able to rest until the effect wears off. You can find a lot of equipment in your ship, although I was not able to find enough clothing for Nellie Bly and that meant an early bedtime of about 7:00 until I found an arctic parka in Calamity Jane's trunk which I took. I played the entire game the first time fighting only with sabers, machetes, and occasionally an elephant gun. I didn't figure out how to open the nailed crates until late in the game, and that's where the best equipment and weapons were! Weapons safety is important. Never, ever give any gun set to shotgun to a party member who you don't set to Command action: all the party will suffer when he fires right through you to hit his target! There are many places to find tools and weapons, so if you leave a shovel or pliers somewhere, you can usually find another pair elsewhere, many times near a location that it is to be used. Weapons range from simple knives, machetes, and slings to pistols, rifles, and shotguns and a few ray guns which are load- ed by U)sing radium chips. Armor is pretty simple: the tougher the clothing the more protection from damage the character receives as well as extra warmth. There seems to be no moral code on Mars, you can pick up anything you find. For those steadfast Avatars, there is an exchange system that will allow you to buy what you need fairly. Oxium, the chewable oxygen supplement is the main currency, and things are priced very steeply. I wouldn't spend any oxium on items until I got into the Motherlode or found another supply of geodes on one of the northern plains, with the exception of perhaps buying Nellie warmer clothes. The three berry types with special properties may be traded for oxium, and there are a few good patches of berry bushes which can be har- vested. After picking the area clean, just leave for awhile and return to find them replenished. Three types of Martian berries will give you mental powers for a limited time. Purple berries give you telekinesis, the ability to U)se, G)et, and M)ove objects from a distance. Green berries are able to let you T)alk to in- animate objects, and if the object has any thoughts it will glow. There's only two uses for them that I know of in the game, talking to the Hellas Dream Machine and gaining mental power in the Argyre endgame. The brown berries pro- vide spatial awareness, and when U)sed they will turn night into day whether outside or in a cave, allowing you to see objects through some obstructions. Blue berries will make you dizzy for awhile, but will cure radiation sickness should you touch radium directly without tongs. Unfortunately, due to the way the lifeforms reproduce, they reappear in the same locations almost as quickly as the berries. I found the Creeping Cacti to be probably the hardest opponents, due to their large numbers. It may take you several tries to reach Cooter's place at the beginning of the game as a large force of Cacti stand between you and Noctis Labyrinthus. No one actually dies in battle, they "fall" instead. When you are overcome, the entire party is found by Dr. Yellin and carried back to your landing sight where Dr. Blood revives you. Fallen or injured party members can be treated on the field by using the oxygen canisters Dr. Blood prepares, restoring them to full health. Each canister weighs 15 pounds, so it may not be feasible to carry more than one. Dr. Blood seems to be the only person that can render medical treatment. Experience accumulates quickly during the game, and when you pitch your tent for any period the party members due a level increase get to increase one stat by choosing between a Sword (strength), a Heart (dexterity), or a Book (in- telligence). I saw no advantage to Intelligence, concentrate on the other two. Before camping, always see who may be due a level increase, and decide then what statistic to raise as you can't view their abilities when the question is asked. TIPS, TRICKS, AND SPECIAL LOCATIONS Note: This section covers some tricks you can use during the game, as well as locations of some places not covered in the walkthru. This also tells you the location of the "ruby slippers," an extreme "spoiler" that will allow you to see the endgame sequence early! There is a good supply of oxium geodes located on the Acidalia Planitia at about 38N, 58W. Most are located one level above you and you can only reach them by U)sing a purple berry to gain telekinetic power. Another source of geodes is found in the canyons that wind through the northern part of Syrtis Major Planum at 30N, 54E. However, both these locations may have oxy-leechs in the area. They won't take your geodes, but they will snatch loose oxium then run away. It has also been said by other players that there is a way to buy things from the traders without spending any oxium. If your Avatar puts at least 500 blobs of oxium into a small pouch, they say that the traders won't take any from you. I didn't test this idea, but it is mentioned here for those who want to try it. If an overwhelming force of hostile plantforms are nearby, the screen scroll will slow down to a crawl. If you don't feel up to the fight, U)se the spy- glass in their direction a few times and they'll vanish for a while. You'll only be able to use this technique outdoors in the daytime, but it is useful to escape the occasional large group of creeping cacti. Devil pods, if you can find them, can be useful when confronted by a large group of jumping beans, for example. If you D)rop one in the midst of the pack, it splits open and the pod devil will attack anything around it. How- ever, if it is still alive when the chosen enemy is gone it will turn on you. There is a good patch of berry bushes located between Ascraeus Mons and Xanthe Terra at approximately 12N, 70W. Another fair source is near the power station at 13N, 26W. After you pick an area clean, just walk away from the area for a while and it will be replenished when you return. Unfortunately, the creatures that were there will also be regenerated. Across the bridge at 4S, 121W and south to Aonia Terra you will find a "box house" at about 29S, 106W. You should find some radium chips in a lead box here as well as a heat ray gun. Ray guns are powered by U)sing radium chips, giving them 30 charges, but they are used up very quickly if you set the gun to either shotgun or combination. Freeze ray guns can temporarily freeze attacking plants as well as humans, so be cautious when using them. There is a small house near 69S, 135E that contains a heat ray gun. You will also find another heat ray gun in Elysium, a freeze ray gun in Kaxishek's polar laboratory, and another freeze ray gun when you finally get into Argyre. Argyre also contains a bag with 15 chips of radium and large stores of ammuni- tion for your firearms, but by the time you get inside there really isn't much fighting left to do. The ruby slippers are buried under a rock at 57S, 50E. If you put them on and U)se them three times, you will be given the option to see the endgame graphic sequence now and return to DOS. You will be able to restore the game from the last point you saved it. GETTING STARTED You can equip your beginning party pretty well from just the equipment in your ship, located at 26S, 146E. It's interesting to talk to your fellow passengers, but the important thing is to get the prybar from Dallas Garrett with the word NEED. Mention GEAR to him and he will suggest you get the sex- tant in the back of the ship. Prybar in hand, enter the back of the ship and open all the crates, trunks, chests, and barrels. You should find a pistol, rifle, and a Belgian Combine in the northwest crate, and the crate next to it contains 100 pistol rounds, 40 shotgun shells and 100 rifle rounds. The Belgian Combine may be U)sed to set it to Rifle, Shotgun, or Combination, therefore it can use rifle bullets, shotgun shells or fire one of each per round. NOTE: When you see a capitalized word in this walkthru, it usually refers to a key word that will get more information from the person you're talking to. These words appear in red letters if you have the help on. The carpet bag contains most of the tools you'll need to play the game, a pair of pliers, a pair of tongs, a wrench and a sledge hammer. The backpack comes with a lantern and 5 cans of oil, the all-important tent, and a tinder box. There should also be several machetes, an axe and a saber as well as various items of clothing which you should try to distribute evenly among yourself, Spector and Nellie Bly. Initially, you may want to equip everyone with machetes and your Avatar with the saber, although I'm not certain which weapons are the best. If a character is equipped with two weapons he is given two attacks per round. In one crate you'll find the sextant and telescope, and several other containers contain ornamental items that I doubt have any use in the game. After raiding the hold, you might talk to Tesla and mention COORDINATES to find that the previous expedition landed at 28S, 153W. A note about coordinates and the game map - the latitude and longitude aren't marked, but each line of latitude covers 10 degrees and each line of longitude is equal to 20 degrees. The center of the map is at 180, 0 and runs almost directly through the Amazonis Planitia. The longitude numbers from this spot proceed from 180W to 0 as you head east, and from 180E to 0 as you head west, wrapping around at the left and right edges of the map. The latitude progress- es from 0 to 70 from the equator both north and south. The longitude seemed confusing at first, I wish they would have centered the map on 0, 0. Attempt to U)se the prybar on the hatch, and Dr. Blood will stop you to ask a question whose answer can be found in one of the two books that came with the game. This is the only copy-protection I found, and when you answer cor- rectly Blood will allow you to continue. After opening the hatch, Blood will speak up again, warning you of the risk to your health and telling you about the oxygen canisters he'll begin preparing. Immediately, and whenever without oxium in your inventory, your strength and dexterity will drop by 4 points each while your intelligence will drop by 3. There are no great battles to fight if you journey almost directly east to the 1893 site, and there you'll recruit another party member who has a small amount of oxium. 1893 LANDING SITE Heading almost directly east from your ship and edging around the southern edge of the forest, you'll soon reach the previous landing site at 28S, 153W. You'll know when you're close when you spot the long east-west trench that the space bullet left as it landed. In the crate just to the left of the hatch, you find 50 pistol rounds, and in the cockpit you'll find an elephant gun with 50 shells. Inside the crate under a book you'll find a weed sprayer, which can hold 30 charges of weed killer. The weed sprayer may be your best weapon against the creeping cacti that you'll probably encounter as you head towards Noctis Labyrinthus, and there is one can of weed killer (10 charges) in the rear hold. The phlogonistite can't be removed - by you. Leftenant Dibbs is here, left by Percival Lowell to await a second expedi- tion, namely you. He has much useful information about what happened since messages stopped being sent to Earth. Mention EXPLORATION and he tells you that when Mr. Carnegie ran out of iron ore to make steel for a space cannon, the expedition split up into four main groups to explore the planet. Three of the groups set up residence in the abandoned Martian cities that they named for nearby landmarks, while Calamity Jane and Buffalo Bill set up an OUTPOST at 12S, 129W and became TRADERS. Jack SEGAL settled in OLYMPUS, at 10N, 110W and soon his group took over the CANNON construction site on Olympus Mons. He became very CAUTIOUS, barring the settlement from all outsiders that might have been CONTAMINATED by the Dream MACHINES. You'll hear a lot more about these as the game goes on, if you prompt Dibbs with DANGEROUS he'll reluctantly elaborate. Percival Lowell and his group found a working Dream Machine in ELYSIUM, near Elysium Mons at 20N, 114E. He attempted to utilize the machine to communicate, and now they are all MAD, believing themselves to be Martians. Shortly after, someone smashed the communications REFLECTOR. Grigori RASPUTIN found ARGYRE on the Argyre Planitia at 30S, 107W and closed off almost all communication with others. Little is known about his business, and you won't get to meet him until near the end of the game. Lt. Dibbs will also tell you of the transport TUBES, of the four BRIDGES that were extended over the empty canals, and of CRAZY MARCUS who escaped the Dream Machine and moved to HELLAS at 27S, 77E. Marcus claims to know secrets about the Dream Machines and to have been able to talk to inanimate objects. These give you an abundance of leads to follow up, but if you refer to Nellie Bly's NOTEBOOK when you talk to her, you will be reminded that you need to find a reliable source of oxium. Ask Dibbs about OXIUM, and he'll tell you how it is used, and of MCGEE who prospects for it. Dibbs joins your party, and you can divide the 20 oxium he carries amongst your group of four. He suggests you now should visit the TRADERS at their OUTPOST on Arsia Mons at 12S, 129W. TRADERS, RESCUING COOTER After your conversation with Dibbs, you may have a better idea of what the game is all about. However, your first priority should be obtaining a large supply of oxium. You use 1 blob of the stuff each hour, and you only have 5 apiece. From the 1893 landing site, head almost directly northeast to 12S, 129W. There may be a couple of sextellegers to fight outside the outpost, I recommend the elephant gun to dispose of them. In the outpost you'll meet Buffalo Bill and Calamity Jane. Bill sells TRAIL goods such as tents, lanterns, and tinderboxes as well as AMMUNITION. Talk to him about NOCTIS, and he'll tell you that a bridge across the canal is located at 4S, 121W. Calamity Jane sells CLOTHING, and trades OXIUM for BERRIES. Ask her about COOTER, who supplies their oxium, and she'll tell you that he hasn't been around for quite a while. If you agree to help find him, Bill will give you 30 more oxium and 3 purple berries when you mention OXY. He'll also give you more information: The entrance to Noctis Labyrinthus is at 20S, 113W and Cooter's cave is at 12S, 81W. There are a few items of good clothing in the trader's chests, I took the arctic parka from Jane's stuff for Nellie to use. You can also find another can of weed killer, a pistol and more pistol rounds here. You can also find three substantial caches of oxium just outside the walls of the trading outpost, buried in the chasm where you can't get them. However, take the Martian shovel located right outside the door and U)se a purple berry. Now, you can U)se the shovel from a distance on the disturbed ground, then G)et the oxium you uncover. I found a total of 45 blobs, so it's worth the trouble. Leave the outpost and head almost directly northeast to the bridge at 4S, 121W. Cross the bridge and make a dash for 11S, 100W. This isn't the marked entrance to Noctis that Bill told you about, but it is a straighter route to Cooter's cave. If you're lucky, you'll avoid the group of Creeping Cacti that will approach from the south. If not, you have a tough fight ahead, so save the game first. Equip your Avatar with the weed sprayer, and let the others use the firearms. If you entered Noctis at 11S, 100W just go directly east to the cave entrance. If you entered at 20S, 113W where the marker flag is located, proceed east, turn north, then east again. Light a lantern by having a character ready it, then just U)se it. The oil is automatically loaded and the tinderbox is assumed to be used. Enter the cave at 12S, 81W and walk north until you see the plank on the other side of the chasm. U)se a purple berry, and you'll gain the power of telekinesis for a short period of time. You can U)se, G)et, or M)ove objects from a distance while the effect lasts. M)ove the plank to the south twice, and you can cross over into Cooter's cave. You'll find some more blobs of oxium and purple berries in here, and a small pouch containing more ammunition, but the big loot is to the north. The two notes you find here, one written by Cooter and one by Rasputin, indicate that the old man met with foul play in Coprates Chasma when he refused to reveal the source of his oxium to Rasputin. You could go directly to where Cooter is and rescue him, but first you should explore the tunnels to the north. There is another plank to be moved, if your psychic power has worn off just pop another purple berry. The branch to the west contains nothing but bushrats and rat poison, and I could find no way to U)se the rat poison. You will encounter ammonoids in the tunnels to the east, but you will find many oxium geodes. Geodes may be broken with a hammer to G)et the oxium inside, the amount of which is randomized before the geode is broken. Since this quantity can vary quite a bit, a good technique is to save the game before opening the geode and restoring if you don't find enough. In my game, the amounts varied from a low of 7 to a high of 91. Cooter has barricaded himself in a cave to the southeast of Coprates Chasma, and you must kill the ammonoids there to get to him. From Cooter's cave, go directly south all the way to the rock, and the marker flag is to the east at 17S, 79W. This large open area is home to Sand Trappers, and they can be tough opponents. They may be avoided if you stick very close to the walls and work your way around to the southeastern corner. Continue east, south, and east again and you'll find the cave at 21S, 64W. Enter and kill the ammonoids be- fore moving the crates. If an ammonoid attacks Cooter, he will not respond when you try to T)alk to him. After rescuing him, he tells you about a REE-ward, the MAP which shows where his oxium stashes are. It's located one step west of the flag you passed at 17S, 79W and a SHOVEL is located under the rock to the west of that. The map shows 3 STASHES of oxium located at 14N, 41W - 10N, 39W - 4N, 27W and indicates the MOTHERLODE inside the power plant at 13N, 26W. Cooter tells you that the huge stash of oxium is behind a closed electrical DOOR but there is no POWER to open it and that EDISON at OLYMPUS might know how to get it going. Leave the prospector, and if you like you may go get the shovel and map. If you have a shovel already, you may just want to go straight to the stashes and get them. The second stash at 10N, 39W was already uncovered when I found it, but the other two contain a fair amount of oxium. If you got a good quantity of oxium in Cooter's cave, you may want to go straight to Olympus, as there's nothing much you can do at the power plant until you are allowed into Olympus. GETTING INTO OLYMPUS Retrace your steps out of Noctis Labyrinthus and go to the Olympus gate at 2N, 112W. Talk to Nathaniel Peters here, who is guarding the gate against anyone not KNOWN to the residents, due to the LOONIES from ELYSIUM. He wants PROOF of your integrity, and if Dibbs is with you he offers to vouch for you. But Dibbs is feared to be tainted also, so he doesn't qualify. When Nathaniel say that you must get 3 signatures on a note, Dibbs suggests the EXPLORERS. This is fine with Nathaniel, and he tells you that they were last known to be around Syrtis Major at 10N, 71E. He hands you a note, and will not speak to you again except to check the note. Walk around Olympus to 12N, 111W and cross this bridge. It's a long trip to Syrtis Major, and you are likely to encounter several sextellegers, as well as a Giant Maw if you stray too far into open plains. The best route is probably to follow the canal edge westward around to it's north tip at 52N, 163W then follow the polar ice cap to the canal at 52N, 123E. Continue south-southwest past Elysium at 31N, 87E. Alternatively, you can cross the bridges at 18N, 111W and 25N, 121E but you may encounter more sextellegers. Continue southwest then west to 10N, 71E to the mine at Syrtis Major. Dr. David Yellin is outside here, unable to help his companions who have been trapped in the MINE by a CAVE-in while they were SURVEYING for IRON ore. There is an unassembled DRILL in the building to the west, but Yellin doesn't have the right TOOL. When you mention TOOL, if one of the party members has a wrench they'll speak up. If you have a wrench, and you should have one from the carpet bag in your ship, you're set. The crate in the southwest corner of the building contains the drill part, G)et it then D)rop it on the drill base. Connect the two pieces by U)sing the wrench, then you can M)ove it north and south only to get it to the track. Walking behind it will push it in the right direction, go north into the mine, turn west then north again until you reach the rock pile. U)se the drill a few times and you'll clear a path through. Leave the drill here, you'll need it later. You've rescued Major Greg Duprey and Richard Sherman, T)alk to each and say NOTE to get them to sign. Duprey doesn't have a lot of information, but Sherman immediately joins the party and can be asked about almost every location that they've marked with flags. He is a good source of information, ask him about ARGYRE, for example, to see what you'll be up against there. With the explorers rescued, leave the mine and ask Yellin about NOTE to get the third signature. Return to Olympus and T)alk to Nathaniel, who now will open the gates. Once inside, you will be able to talk to several important people, and now the story starts to get moving. The most important, in his own mind, is the leader Jack Segal, who resides in the northwest corner of his settlement of "RIGHT"- thinking humans. Segal tells you he "persuaded" MARCUS to leave for HELLAS after he used one of the DANGEROUS DREAM machines HERE, then used his influ- ence to have the other people destroy it. Other important clues you can gain from him by talking to him about LOWELL, RASPUTIN, TRIPPET, JEAN and LEGRANDE. The next thing you need to do is get into the Hellas dream machine, and this first requires getting the electricity back on. The power plant is located in the building where Cooter found the "motherlode," and you must get it started up as well as repairing the broadcast towers. After investigating the plant, you will have to return to Olympus to have a part repaired by Trippet. POWERING UP THE PLANET The Martian power plant is located underground, and the entrance is in the building at 13N, 26W. The complex has a few rooms with objects you can't use, panels you can't understand how to use, and scrolls that explain how the system works as well as a history of the Martian industrial revolution. One room that is powered by electricity contains Cooter's "motherlode," oxium geodes and bins of oxium that will provide you with all you need once you get the door open. Two mechanical men, Coker and Stoker, run the power plant. Talking to Coker is not very productive, all you learn is that he brings the COAL from the wall to the conveyor BELT. Stoker, at the other end of the belt, takes the coal and feeds the FURNACE, which supplies POWER to the planet through the broadcast TOWERS. He mentions that the cables above are fragile, and any sudden change (like starting up the generator) could damage them. The furnace may be started temporarily by hand-feeding it some coal in case of a shutdown, but to keep it going requires a steady supply of coal from the Coker-Stoker team. Mention BELT to Stoker and he will tell you that this key link between the two robots is broken, and Dibbs will say that Trippet in Olympus could fix it. Take the broken belt, which weighs only five pounds and return to Olympus. Talk to the would-be canal barge Captain Trippet and say BELT. He should fix it, and you can then U)se it at the same spot you found it. Now, you should find a Martian wheelbarrow in one of the rooms which you can push next to one of the piles of coal lying around the furnaces. U)se a shovel to put the coal into the wheelbarrow, push it next to the furnace then U)se the shovel to put the coal into the furnace. The belt should begin to move, so clear the path for Stoker, who's going to head straight for the furnace with a huge chunk of coal. After a short graphic interlude, the power plant is again alive! Unfortunately, as Stoker mentioned, the electrical surge damaged the cables that connect the broadcast towers outside the station. Inside the now active power door is a 10 lb. spool of cable which you should now take. You need a pair of rubber gloves, which Spector should have if you haven't discarded them. If you don't have these, I believe there was a pair in Calamity Jane's trunk at the outpost. You will take a lot of damage from the vents that are now spewing steam if you try to return the way you came, but there is a route back through the mines. You can enter the next room and take all the oxium geodes now if you want, and you may also U)se the oxium bins as much as you like, getting 20 blobs of oxium each time. This is the motherlode that Cooter told you about! Enter the tunnels to the south of the oxium bin room, and the path through to the outside is fairly simple. In general, first go east, south and west, then continue south and west to a four-way branch. Turning south, you should reach a lighted passage where you'll fight some bushrats. At the end of this passage is another power door leading to a room under the central set of broadcast towers. In case you don't have one, there is a pair of pliers lying here. The scroll explains the repair procedure, and if you have the cable, gloves, and pliers you're ready to go. Go up the stairs to the surface and give the stuff to your Avatar as all your other party members will decline the job - try to get Nellie Bly to do it for a laugh. Now, ready the gloves, U)se the pliers on the cable TO the tower. After another graphic sequence, the power should now be spreading all over the planet, activating the transport tubes, bridges and doors that will give you access to all sorts of new areas. THE SECRET OF THE DREAM MACHINE If you just got the power back on and are at the broadcast towers at 4N, 15W you can return to Olympus by following the canal to the bridge at 12N, 111W. You should now investigate the only dream machine in the western half of Hellas at 23S, 62E which can now be reached as the bridges are operational. Go to the transport tubes just south from Olympus at 1N, 109W and enter the southwestern one, which will take you in a flash to the eastern part of Hellas at 34S, 72E. Before going to see the machine, find Marcus who may be found in the greenhouse at 23S, 75E. MAD Marcus was thrown out of OLYMPUS by Segal when he used a DREAM machine. He tells you that LOWELL and the others at Elysium weren't crazy, but that the MARTIANS POSSESSed their bodies when they used the machines. When you use a dream machine, you enter a dream WORLD shaped partly by your own IMAGINATION. Marcus believes that when the Martians began to die out, they escaped into this dream world, and while SOME were happy to wait for rescue from outside or to live forever inside, many others chose to inhabit the bodies of the humans who used the machines. The humans were TRAPPED in nightmares of their own, and Marcus believes they can be RESCUED if there were a working machine. He also says he discovered something IMPORTANT... you can leave the dream world by T)alking to yourself to wake up. Marcus reveals that there is another dream machine on the ISLAND across the canal that divides HELLAS, but that it seems to be broken. He thinks you can FIX it, and furthermore states that the machine can tell you how to do it if you talk to it! He claims that the BERRIES in the GARDEN to the east give one the power of psychometry, the ability to talk to certain OBJECTS. The garden is filled with JUMPING beans, and Marcus can no longer fight to get in. These are green berries, and if you already have a supply you won't have to venture into the garden at 26S, 83E. Use the lever to extend the bridge at 30S, 68E then enter the building with the two fountains in front. U)se a green berry, and T)alk to the Dream Machine. This "conversation" is more a series of feelings, you feel what the machine does. Thus, the "dialogue" is rather limited, it feels BLOCKED. It is DEAD, missing a large glowing ROCK known as radium. This is all the informa- tion you will get for now, time to return to Olympus. OLYMPUS MONS Back in Olympus, there are a few people that can give you information to help you get the Hellas dream machine running again. You will have to go into the mines of Olympus Mons to get some radium and attempt a rescue, and get Edison to rewire a control panel from the underground access tunnel. Madame Curie is in a building just inside the front gates. Ask her about her RESEARCH and REACTIVE ROCK. She will tell you that she believes the Martians used small pieces of this for their machines and mechanical men while larger pieces may have been used in larger devices, perhaps like the machine Segal destroyed. The pieces she found in the MINES seem to attract terrible WORMS, and the rock makes them GROW. She suggests a relationship between the size of the radium deposits and the size of the worms nearby. Spector mentions to you that unless you PROTECT yourself, exposure to radium may be fatal. When you ask Madame Curie about this, she is rather puzzled (some have said that she died prematurely from her experiments with radioactive elements, not knowing the harmful effects), but she offers you the use of the tongs and lead box in her lab. If you don't have a pair, be sure to take these, and certainly take the lead box. The Olympus dream machine, ordered destroyed by Segal, is being reluctantly guarded by Legrande Antoine Couillard while his BROTHER was sent to look for iron ore in the MINES. Everyone is AFRAID to look for him because of the worms, but if you HELP find JEAN, Legrande will let you inside to look at the DREAM machine despite Segal's orders. Agree to help him, shaking his HAND, and you will discover he is a mason. Not a terribly important fact, but interest- ing. Thomas Edison was very interested in the DREAM machine, but he had little chance to STUDY it before Segal had it destroyed. However, he did get to see the CONTROL panel, and believes that he could rewire almost any similar one to function in a dream machine. He mentions that he saw one in the underground access tunnel between Olympus and Olympus Mons, if you brought it to him he could do the job. Enter the access tunnel at 12N, 117W and follow it to where it ends at 12N, 125W, picking up the panel along the way. Head around the mountain to the mine entrance at 3N, 137W. Hearst has a shop near the tunnel exit, selling weapons and Martian artifacts. You'll need to make a deal with him later, but right now you shouldn't need anything he's selling. There are going to be some pretty tough fights with worms in the mines, make sure everyone is rested up first. Inside the mine, go directly north all the way then turn west. You may fight some oxy-leeches here, all I can advise you to do is to have your Avatar give all his oxium to another party member then battle these critters in solo mode. If the whole party gets into the fight you risk losing a lot of oxium. Go all the way west, the tunnel that branches northeast has ammonoids and cave worms but not much else. Follow the tunnel southwest, then go south as far as you can and turn east. When you start hearing "Body Critical!" messages, you're getting close. Fight past the rock worms, and when you get close enough to Jean he will automatically talk to you, giving you his Masonic symbol as he expires. Here you should also find some blocks of radium, ready the tongs then G)et a block. Immediately M)ove it into the lead box, or you will be poisoned by radiation. If you feel like fighting, you can get some radium chips to power any ray guns you find. I found two heat ray guns in here, one was in a tunnel past some rock worms and bushrats. The other was buried under the rubble you pass as you took the tunnel north, which can be cleared with a drill that you find off in the tunnel to the east. Leave the mine, and rest up outside. Chances are that one or more characters have a level raise coming after fighting all those worms. Carnegie could have been found if you took the tunnel to the west, but you'll be returning to talk to him later anyway. Climb up to the top of Olympus Mons using the slopes at 14N, 153W - 14N, 149W - 10N, 147W. Fight the band of Proto-Martians here then retrieve the camera at 9N, 145W. You will trade this to Hearst later after you find someone to develop the plate. If you like, take a look at the barrel of the space cannon near 9N, 138W before heading back down the mountain. Return to Olympus, find Edison and mention CONTROL. He'll rewire the panel in your inventory to work on a dream machine. Now, talk to Legrande and break the bad news to him about JEAN. After he takes the Masonic Symbol from you, allow him a moment of mourning then talk to him again about his agreement to let you see the DREAM machine. He unlocks the door, and there is the Martian device, smashed beyond repair. However, there is one piece still functional here that the Hellas machine lacks, G)et the headgear. With the rewired control panel, a block of radium and the headset in hand, you can now repair the Hellas dream machine. You will learn of the ruthless Martian villain who doomed his race to extinction, forcing the remaining Martians to flee into the dream machines. You will meet the benevolent Martians of Hellas, and rescue four of the nine humans who are trapped in endless nightmares while the Elysium Martians took over their bodies in order to live again. HELLAS DREAM MACHINE Take the transport tubes to Hellas and cross the bridge at 30S, 68E and go to the building that houses the dream machine at 23S, 62E. If you "talked" to the machine earlier, you know the first thing it needs is the glowing ROCK. U)se the block of radium on the power unit. If you now U)se a green berry to talk to the machine again, you will find it still "feels" BLOCKED, it is still UNDIRECTED and lacking a CONNECTION. D)rop the rewired panel on the cabinet and U)se the wrench to fasten it. Then U)se the headgear on the machine itself and the machine is ready for a test run by your brave Avatar! Move your Avatar into the seat, then have another character (I used Spector) go into solo mode and U)se the control panel. You fade into the strange world of Martian Dreams, where you find five symbolic obelisks in the Hall of Dreams. Four contain dream worlds that hold the minds of H.G. Wells, George Washington Carver, Louis Comfort Tiffany and Vladimir Ilyich Lenin. The fifth holds the dream city of Hellas, inhabited by the Martians that lived there. The mind of Lenin is trapped in the obelisk marked with a hammer and sickle in the southwest part of this hall. Walk to the front of the marker and enter his nightmare. Wind your way through his "village," a mixture of people some of whom seem to be living in comfort while others suffer in poverty. Lenin's task is to evenly distribute the wealth of the village among the 25 people, a noble idea but impossible in the real world even under socialism. Gather the rubles and you will also find an azurite stone. There are two problems here: you will not have an amount of cash that can be divided by 25, and you certainly can't divide the stone. Do your best, comrade, I found 253 rubles and so I dropped 10 each into 25 piles. This left me with 3 rubles and the gem. Speak to Lenin again and tell him no, that you did not divide the wealth evenly. Mention STONE, and he will ask you if you found the gem. Answer yes, of course, and he will explain how he plans to dispose of the stone in an equitable manner. It didn't sound kosher to me, but give it to him anyway. You still have some extra rubles, so talk to him again and say no again. Mention EXTRA, and he will tell you to divide the bulk evenly then tell him you have divided it all fairly, even though you haven't. Fear not, for Lenin has the answer to your dilemma. It still seems fishy, but give him the extra rubles and his nightmare is over. You awake in the company of your friends, although not really feeling that you've done the right thing somehow. Have Spector U)se the panel again, and reenter the dream world. Lenin waits where his obelisk once stood, as will all the people you free until you free these four as well as four more who are trapped in the Elysium dream machine. This time, go to the obelisk marked with a lamp in the southeast corner, this is Tiffany's prison. It begins very strangely, your "mother" is attacking you! You can't strike your mother, and if you stand there and take the punishment you will eventually "die" and awaken! The solution is to run, run right off the edge of the cliff into an endless fall. Speed things up by pressing the "down" arrow, just before you impale yourself on a set of spikes you will be transported to a relatively normal living room! U)se the book on the table and you'll read an interesting do-it-yourself tutorial on bullfighting. Strange, there's no bull here, right? Get the red throw rug lying here, but don't ready it yet! Walk along the path, and the ground begins to shake. You soon reach Tiffany's shop, and his worst fear is realized as there is a rampaging bull breaking up all his fine glassware and china. Waste no time, head for the north wall and throw the switch that opens the door. Now ready the throw rug, and wait until the bull notices. Lead him through the door, drop your "cape" on the platform and slip past him through the door. Tiffany thanks you, his nightmare is over, and you awake again. Your third rescue involves not so much a green thumb as it does strategy and luck. I had to try this one a couple times to succeed, if you fail just T)alk to yourself to awaken and try again. Approach the obelisk marked with a Martian pod in the northwest corner, this is where Carver resides. You must make your way through a path strewn with Martian lifeforms, and slowly walk through a forest of wandering trees. If you can't get through here, pass turns until the trees move then try again. Further along the path is another such forest, patience is the key here. You reach an open area where the botanist Carver needs your help to grow a Martian from seed to mature pod. Normally this isn't a problem, but cave worms are on the way. He gives you a bucket of water, 4 wormsbane seeds and a Martian ritual pod knife. Not much I can tell you here, start by U)sing the water on the pod plant that Carter left behind. Pass a few turns, and you should see several cave worms approaching. Plant a wormsbane seed or two in their path, and U)se the water on them two times to produce a flower. This will repel the worms, but must be watered again when the flower disappears. Attack the worms with your hands if they get too close, you should be able to hold them off until the pod matures. If they get past you and get to the plant you've failed, T)alk to yourself and try again. Once the pod is ripe, U)se the knife on it to cut it open. Carver pops out, and thanks you for letting him experience the full Martian life cycle. He tells you he will wait in the Hall of Dreams until EVERYONE is free. He names the four humans in the Hellas dream machine as well as four others trapped in Elysium. When you finish the conversation, you awake. Make sure you have your full hitpoints for the last rescue, it is the only one here that will involve real combat. H.G. Wells is trapped in the north- eastern obelisk that is marked with footprints. You must negotiate a strange maze filled with some mundane objects, some useful items and a lot of dreamstuff. If you have talked to Marcus in Hellas, you know that dreamstuff can be used to create things that you imagine. You won't have any control over the dreamstuff in the game, but you will be able to get the items you need by trial and error. At the end of the maze, Wells is surrounded by invisible Proto-Martians that you must find and kill to end the nightmare. The first patch of dreamstuff you find in the maze yields a weed sprayer, G)et it and follow the path until "You feel dizzy...." Your sense of direction has been altered by 180 degrees, east becomes west, northeast becomes south- west, and so on. Knowing this, maneuver yourself to the purple berries and G)et them. This will allow you to G)et items and patches of dreamstuff that are out of your reach, and a couple of these are very good for fighting the Proto-Martians at the end of the maze. U)se a berry and G)et the knife or U)se the dreamstuff next to the knife which should yield a hatchet. Walk back to the east and you should see a bottle of green paint, G)et it. Fight the Janitor and creepers, readying both the hatchet and knife will allow you two attacks per round. Just to the south of the janitor your directions will change again, this time by 90 degrees. Northwest becomes northeast, north becomes east, east becomes south, and so on. There is some more dreamstuff around here, most of it makes some pretty useless stuff, but there is a group of four which will get you a revolver and some pistol rounds. Continue along the maze towards the southwest until your directions change once again, altered by 90 degrees the other way. Northeast becomes northwest, north becomes west, etc. A little further along you hit another change, 180 degrees this time just like the first time. The platform off to the northwest contains some really useful stuff. U)se the barrel to get 16 elephant gun rounds, and inside the carpet bag you should find an elephant gun. Finally, as you approach the marker flags, your sense of direction will re- turn to normal. U)se the bottle of paint on the weed sprayer, ready it then approach H.G. Wells. When you T)alk to him, he'll tell you to get rid of THEM, INVISIBLE monsters that attack when you MOVE, and that he's not going anywhere until you get rid of them. When you end the conversation, they attack. The best strategy to defeat them may be to first attack them with the sprayer, causing them to become visible then shoot them with the elephant gun. In addition, you may want to quickly move away to put some distance between you and them, although they will still throw rocks at you. This fight will drain hitpoints from you in the "real" world, and it might take you a couple tries to defeat them, save before beginning the fight. After this battle, Wells is rescued and you awaken. All four humans will still have to wait in the Hall of Dreams until you free the other four trapped in the Elysium dream machine. Now enter the dream world once more and approach the one obelisk that remains, marked with a Martian. This is the dream version of the city of Hellas, and the layout is exactly like western Hellas where you are now. Five Martians "live" here, Prektesh the Agrarian, Xaktsesh the Arborist, Plashef the Cultivator, Pukchep the Gatherer and Chsheket the Am- bassador. You will also find several scrolls in these buildings that contain some interesting myths about Mars, the moon Phobos, Earth and the asteroid belt. You find yourself inside the Hellas dream machine, exit the building and find Prektesh in the building to the southwest. He is the Agrarian of HELLAS, the finest grove on Mars. The DREAM-world became their REFUGE from the PLAGUE that RAXACHK, Agrarian of ARGYRE unleashed in an attempt to rule the planet. The BACTERIA doomed all the Martians as well as their OFFSPRING, forcing them to flee into the dream world to wait FOREVER for someone to RESCUE them. He asks for your AID to find them new BODIES. The ELYSIUM Martians took over the bodies of the humans that used their dream machine to attempt to grow new Martians from SEEDS, and Prektesh asks you to FORGIVE them for their CRIMES. He tells you that PLASHEF knows where the Hellas seeds may be found, and adds that their ARBORIST Xaktsesh was working on an alternative plan for new bodies. Plashef the CULTIVATOR is just to the northwest of Prektesh's home, and he has much information that you will need to grow a Martian. XAKTSESH warned him of the PLAGUE in time for him to put some SEEDLINGS in a SECURE place. Next to the Hellas greenhouse is a PRESERVATION unit that Plashef used to save some seeds from the SCHEMES of Raxachk. Plashef will tell you how the GROWTH of the seeds must proceed, you must plant the seed then water it. The proper FERTILI- ZERS must be applied, a mixture of NITROGEN, PHOSPHATE and POTASSIUM, some samples of each are in his laboratory just outside the greenhouse. The seed takes nine days to produce a pod, during which you must look at it at least three times, then the pod must be cut open. Xaktesh the ARBORIST "lives" in a small building southeast from Prektesh. She does the needed HEALING in the Grove, although her skills are not needed in the DREAM-world. Her podmate KAXISHEK was RESEARCHING the creation of a diffe- rent kind of body that would be unaffected by the PLAGUE. He based his LABORA- TORY along the border of the northern icecap, in the belief the cold would slow the plague long enough for him to finish a PROTOTYPE. She HOPEs he was successful as he never followed her into the dream world. I met Pukchep the GATHERER wandering about, his duty is to help the KNOWLEDGE of the dead Martians of his GROVE survive. He adds the REMAINS of the Martians who die to the compost so that the life experience will pass on to new bodies through the soil. Part of his job was also to trade CHEMICALS with Fazek from Elysium, but he says you should ask Plashef for more information on that. Finally, Chsheket the AMBASSADOR of Hellas is usually found wandering just south of her house which is located northwest from Prektesh. She doesn't have much information to tell you other than the fact that ELYSIUM and ARGYRE seem to have PLANS for producing bodies for transfer. She will be the one whom you finally bring back into the real world, and she is to be a member of your party in the latter part of the game. T)alk to yourself to awaken, and polish off your green thumb. You have to grow a Martian and get one of the Hellas dream city citizens to transfer into it. It will be a tragic experiment, but necessary to prove your sincerity to the Elysium Agrarian Tekapesh, now inhabiting Percival Lowell's body. GROWING A MARTIAN With your four human friends waiting in the Hall of Dreams, you now must gain access to the Elysium dream machine to free the others. Tekapesh, the Agrarian of Elysium, will not allow you to have their bodies back until you can prove you are sincere in finding new bodies in which they can live. You have all the information you need from the Hellas Cultivator to try and grow a Martian, and almost everything you need is in Hellas. You will need to make a short trip to the northern icecap in order to get some ice, and this is a good opportunity to meet the "people" of Elysium. Pick up a bucket from either the Hellas greenhouse or one of the buildings in Olym- pus as well as a pick, then take the northwest transport tube to the terminal at 30N, 112E. Inside Elysium are the eight humans whose bodies have been possessed by Martians. If you've already been to the Hellas dream city, these people will not really be able to add to the information you have, but you might find it interesting anyway. The transfer to human bodies has left its signs, they are very unkempt and dirty, as they are trying to live as plants. While talking to them, you will notice they seem confused at times. You'll probably also notice that much of their human personality still comes through in the conversation, most noticeably in Lenin's case. Bikchiz is the Elysium Ambassador who has taken the body of H.G. Wells. He is also the HISTORIAN and will tell you about ARGYRE, RAXACHK, and of the disas- ter that he brought upon the Martian race. Pashesh, the assistant to BIKCHIZ, took Lenin's form and will talk about any PLANTAL or Martian city. Xichack is a sort of naturalist, and is living in Wyatt Earp's body. He has EXPLORED most of the planet and knows about CREATURES such as the SUBTERRANEAN worms and he also will talk about WATER. Cheshef, also known as Carver, is the CULTIVATOR. He was only an assistant when the plague struck down his predecessor, and doesn't know as much as he did about the growth process. He tells you that the seed needs WATER and FERTILIZER and must be visited three times during the nine day cycle, but he doesn't know much else. Fazek, the GATHERER, inhabits the body of Melies, and can tell you more about how the life experience is passed on through the soil through the COMPOST. He talks about TRADING with the Gatherer from Hellas for MATERIALS and CHEMICALS, and that there is a LABORATORY at 25S, 75E. Sisik, in the body of Mark Twain, is the ASSISTANT gatherer and can tell you more about how KNOWLEDGE is passed on through the SOIL to the DESCENDANTS. Chaktsaf, or Louis Tiffany, is the Elysium ARBORIST. The most important thing he has to tell you is how the TRANSFERENCE will be done. As the soil is now BARREN, the YOUNG Martian will not be born aware, but someone from the DREAM world must transfer into the body by using the dream machines. Finally, the Elysium AGRARIAN Tekapesh took Percival Lowell's body. He is the radical leader who will not relinquish the human forms until they succeed in growing BODIES for the TRANSFER. He will not allow you access to the DREAM machine here until you can show him some hope, or perhaps a better solution. He will talk about the PLAGUE and RAXACHK, the RESURRECTION of the true Martian FORM, and he will refer you to his fellow plantals when asked about other things like PODS and CULTIVATION. If you hadn't been to the Hellas dream city, all this information would be more useful but less complete. Now that you've met the Elysium Martians, you should go all the way north to the icecap and U)se the pick to chip off a chunk of ice. G)et it, then M)ove it into your bucket before it melts. Kaxishek's lab is slightly west from here but you won't be able to enter for awhile, now head back to Hellas to get a seed from the building at 25S, 78E. Even though the power is on, this door is rusted shut. There are plenty of places to find oil, if you haven't already picked up some the easiest to find may be in Madame Curie's lab in Olympus. U)se the oil on the door and you can now enter. There are four seeds here, you only need one. Enter the greenhouse and U)se a shovel to dig a hole then D)rop the seed in. U)se the shovel to move the dirt back in the hole and bury the seed. U)se the water on the mound, then G)et the Nitrogen, Potassium, and Potash that you should find around the greenhouse. If you have lost any of these, there should be more in Elysium. U)se each chemical on the mound, and if you look at it you should see a growing seed. If not, and you've messed up something, there are three more seeds in Hellas as well as more chemicals in the other Martian cities. However, it's pretty hard to get wrong, so now you just need to wait nine days. You deserve a break anyway, so go outside the city and pitch your tent repeatedly, checking your baby every three days. It should change into three different forms, finally sprouting a pod. U)se any blade to cut the pod open, and you should find an unconscious Martian! Note: Just to be difficult, I decided not to look at the plant for several days to see what would happen. It didn't die, but it didn't advance to the next stage of growth. I waited a total of over 12 days, but it didn't grow every three days unless I actually L)ooked at it. You'll probably need to shuffle someone's inventory, as the Martian weighs 25 pounds. Get the Martian, which has no consciousness at all because the soil was barren, and carry it to the Hellas dream machine. You must visit the dream city of Hellas once more to find a Martian willing to attempt the transfer. Chsheket is willing to go, but Prektesh decides he must take the risk. T)alk to yourself to awaken, D)rop the Martian in the seat of the dream machine and U)se the panel to activate the transfer. A short graphic interlude follows as Prektesh moves into his new form, then you are T)alking with "him." His TASK is now to grow bodies for all the dream world Martians to move into. When you try to end the conversation, suddenly the Agrarian begins DYING! After stating that the plague could no longer be in the AIR, Prektesh frantically tries to determine why his body is affected while you are still healthy. As you watch helplessly, he comes to the conclu- sion that the plague must now be in the SOIL. Realizing that any new plant- based body that is grown will be contaminated, he says you must talk to Xaktesh in the dream city about ALTERNATE bodies. He mentions the laboratory in the northern polar icecap, and tells you that you must win the trust of Tekapesh to be able to get any further. Taking his dead body to the Elysium Agrarian him will convince him that his plan will not work, and he will allow you to attempt your own plan. End the conversation, and Prektesh expires. Pick up his body and return to Elysium. First you had to tell Legrande in Olympus about his brother, now you must again be the bearer of bad news to Tekapesh. The Martian body is taken from you, and he agrees to cooperate with your "schemes." However, to gain access to the dream machine here in order to rescue the other four humans you will have to prompt him again. Ask him about REBUILDING, and he admits that PODS are not the answer, but that he and his fellow Martians will keep these forms until something BETTER is offered. Answer yes when he asks you if you know of another solution besides plants or worms, and he will allow you to try and free your companions from the dream world. When all eight are waiting in the Hall of Dreams he and the other body-snatchers will leave the bodies and allow the humans to return, but they will not wait forever in the dream world for you to succeed. ELYSIUM DREAM MACHINE After Tekapesh gives you access to the Elysium dream machine, you are now set to rescue the four humans trapped inside. Percival Lowell, Georges Melies, Mark Twain, and Wyatt Earp are here, and you must solve their dilemmas to release them from their nightmares. The Elysium dream machine is fully func- tioning and you can enter the Hall of Dreams without problem, where once again there are four obelisks which represent each of the individuals imprisoned within. Percival Lowell is in the southeast obelisk, marked with a man holding a telescope. You enter a set of platforms, each of which represents a planet in the solar system. You begin on Mercury, and it is hot here! You'll take damage as long as you're on this planet, but there are a pair of winged shoes lying on the next platform. You start this dream with telekinetic power, so G)et the footgear of the mythical messenger and put them on. Walk across space to the representation of Venus, where you find Cupid's bow and arrows, as well as a mirror. G)et them both, ready the bow and arrows then continue on to Earth. Here you find a note and a map left by Lowell, indicating that he went to the planet Neptune to search for the ninth planet. On Mars you can T)alk to the metal woman who is the only HOPE for her race, and her EXISTENCE depends on you. She indicates that the DESPAIR caused by the plague is known and in the past, while she represents the unknown future which you are somehow responsible to create. Now you must cross the asteroid belt to reach Jupiter, a simple maze that requires using the asteroids as stepping stones. There is only one possible path, just go in any direction that you are allowed, visiting each asteroid. Cross over to Jupiter, then to Saturn. Shoot the red spot of Jupiter to charm it if it gets in your way. On Uranus you'll find Lowell, who was unable to get to Neptune to STUDY the SOLAR SYSTEM and discover Pluto. He needs a HERO to take his telescope to Neptune, defeat the monster, find Pluto and then send a signal back. Of course you volunteer, and he gives you his telescope. You can signal him with the mirror when you reach the ninth planet and a shot from the magic bow will allow you to get by the monster, a Martian Canal worm. Shoot the worm, walk over to Neptune and U)se the telescope to the southwest to get a look at your destination. Just work your way across space in that direction, it isn't a difficult path. U)se the hand mirror when you reach Pluto to send a message to Lowell, who now realizes he is on Mars and that this was a dream. He returns to the Hall of Dreams, and you awaken. The southwest obelisk is where Georges Melies is imprisoned, and the obelisk bears a marking which looks like someone using a camera. In a dramatic fashion, the moving PICTURE maker explains that if you MOVE and touch CERTAIN squares, the WALLS close in, spelling certain DOOM. The door is rusted shut, and you must reach the dreamstuff on the opposite wall to imagine some oil, returning to open the door. The darker blue tiles are safe to step on, but each time you step on a grayish one the room narrows by one tile. The route is very simple: West, northwest, northeast, north, north and then northeast. G)et the dreamstuff and U)se it to get the oil. Return to the door by going southwest, south, southeast then south twice. Melies steps aside and you can U)se the oil on the rusty door. Melies returns to the Hall of Dreams, and you are allowed a moment in the spotlight before you awaken. Samuel Clemens, also known as Mark Twain, is in the northeastern obelisk that is marked by a riverboat. Entering his nightmare, you join him on a riverboat, actually a Martian canal barge. T)alk to him and he hands you a pilot's cap, explaining that you must help him collect the PAGES of his manuscript which were blown away and scattered along the "Mississippi." You must get the pages to the POST office box in TIME, or he'll be in trouble with his publisher. The pages are lying on shoals all along the "river," and you must steer the barge along to G)et them. You need to find only 25 of the pages, and I counted about 35 lying around so you should have no problem. The difficult part of this sequence is navigating the barge among the shoals, which are invisible at first. To see the obstructions you must first find a piece of dreamstuff, and U)se it to imagine some brown berries. You should get four berries, enough to finish the trip, but if you run out there is at least one other patch of dreamstuff further down the "river" that gives you some more. U)sing a berry gives you increased "spatial awareness," allowing you to see the shoals. U)se the barge controller in the direction you want to go then pass turns to move. After you have collected 25 pages, T)alk to Mark Twain again and he will put the pages in order, making a manuscript that is ready for you to mail. The mail box is at the end of the "river" to the southeast, on a white platform. U)se the manuscript here, and Clemens will be able to escape. You awaken, and now there is just one more rescue to complete. Wyatt Earp is inside the last obelisk in the northwestern corner, which bears a symbol of a marshall's badge and a gun. When you approach this obelisk, you are suddenly back in the dream machine, being attacked by four Proto-Martians! You have a piece of dreamstuff in your inventory, U)se it to create a saber and then dispose of the monsters. After this battle, you pass out from fatigue and awaken to discover that you actually slaughtered your companions! L)ook at each body to search it, and you will find money on your dead friends. G)et all the cash, you should find about 60 dollars, then leave the building and follow the winding path to the north. You enter an open area where a horse auction is about to take place, and you find the notorious Ike Clanton. He's here for the auction, and you must make sure you can outbid him for one particular HORSE. There are three for sale, a BROWN one, a BLACK one and a GRAY one. Ike tells you that the black one is the best of the lot, and that the gray one is going to be trouble. You may T)alk to each of the horses, and if you played ULTIMA V or VI, you will realize that the brown horse is the talking horse Smith! He recognizes you from SOMEPLACE, you're the AVATAR who he used to give HINTS to. He wants you to BUY him, and tells you that IKE is going to bid on MARSHALL, the gray horse. You can also ask him about PISTOL, the black horse, but Smith tries to discourage you from bidding on anyone but him. As Smith tells you, the black horse doesn't have much of a personality and if you T)alk to him he has nothing to say. The gray horse is terribly confused, he doesn't want anyone to BUY him, especially IKE. He must be FREE to protect his HERD, and says you'll buy him instead. Now, T)alk to the AUCTIONEER and BID on the GRAY horse. If you bid on the other horses first, you won't have enough to outbid Clanton and buy Marshall. You can keep raising your bid until you get Ike to give up or you can just go ahead and bid 50 dollars right away. After you buy Marshall, T)alk to him again and FREE him. You will wake up, and now all eight humans in Hellas and Elysium should be waiting in the Hall of Dreams to return to their own bodies again. T)alk to Tekapesh again and mention BETTER. He honors the agreement, and in another graphic sequence he and his fell Other Ultima: Worlds of Adventure 2 - Martian Dreams cheats hints faqs solutions: 1. Ultima: Worlds of Adventure 2 - Martian Dreams cheat codes 1. Ultima: Worlds of Adventure 2 - Martian Dreams hints |