Rama - part 3 Continued from last issue ------------------------------------------------------------------ New York Don't feel bad when Nicole abandons you on the New York dock so she can "look around" in the icemobile. Yeah right, she probably just wants to hotrod it on the ice. Anyway, you're on your own again, and won't see Nicole (or much of anyone else) until the end of the game. Go on up the stairs and use the alien palette to open the doors into New York. Move through the doors (which lock behind you) and pick up a datacube lying on the ground. It contains a message from Heilmann to his underlings, and mentions a bomb whose disarming code is "five of (O'Toole's) favorite numbers". Move F3 into the Avian Plaza. ------------------------------------------------------------------ Initial Explorations Looking up, you'll get a view of the walls around the perimeter of this jewel-shaped plaza, as well as gaps at the top and lower left indicating passageways leading out of the plaza. In the distance, you'll be able to see the cylindrical sea on the far side of Rama. The mapping feature of your wristcomp will come in particularly useful during your explorations of New York; use it frequently to maintain your bearings and to identify points of interest. Throughout New York, you'll find alien artifacts in the form of bi-colored jewels, optical tuning forks and other devices. Unlike in the central plains, the locations of these artifacts do not seem to be randomized for each gameplay of Rama. Using the following Avian Plaza map: EXIT TO MAZE TALL WHITE SCULPTURE RAMP AVIAN LAIR MANNA MELON PICTURE TETRAHEDRON RECESS PURPLE MAT LATHE ENTRANCE FROM DOCK visit the Raman manna-melon picture to the right of the central tetrahedron structure. Then make your way to the cul-de- sac behind the semicircular tank to the right of the central tetrahedron structure. Zoom in on the lathe-like device having five vertical red lights on it. Put the blank plaque from your inventory into the similarly-shaped depression in the center of the device. The green triangular buttons can be used to move the yellow-tipped rod over the plaque; each position is identified by one of the red lights. Each position (except the center one) records a tone onto the blank plaque. Each of the three tones corresponds to an initially-locked door in the New York maze that you'll be entering shortly. If the plaque has been recorded with the corresponding tone, the door will be opened. The simplest way to open all the doors in the New York maze is to record all three tones onto the plaque, which fortunately can be done by moving the rod until it's fully extended and the rightmost red light is glowing. If you remove the plaque while the rod is in this position, it will have been properly recorded. Use the New York map you first saw in London to explore the maze passageways. If you have trouble finding the exit from the Avian Plaza to the maze, find the central tetrahedron and face its front steps (flanked by avian and Raman statues), then move L F R2 F2. Inside the maze, Puck will point out the location of five "tuning fork" devices; you need only the red and blue ones (see map above). The color of a tuning fork can be checked by pressing the switch on its handle. After picking the red and blue ones up, make your way to the Octospider Plaza. Using the Octospider Plaza map: LATHE GROTTO TETRAHEDRON ENTRANCE and the mapping function of your wristcomp, you'll find a lathe device in a cul-de-sac identical to the one you found in the Avian Plaza (in fact all three plazas have one and the rod position seems to be synchronized between all of the lathes). However, you won't need it if you've already programmed your blank plaque with all three door tones. From the plaza entrance, move center-forward toward the aqua- colored dome, then move R F2 L and pick up a green-green octahedron lying on the ground. Move R2 F and pick up a blue filter from the ground. For more of the backstory, move L2 F L F2 R F2 L F and pick up Takagishi's video camera. Remove the datacube from it and play it in your wristcomp (the particular area shown in the octospider lair is not actually encountered in the game). Using the New York map, proceed to the Human Plaza. From the plaza entrance, move R F2 and note that access to the door opposite is prevented by a deep chasm. Looking down, you'll see two shiny rods reminiscent of elevator pistons, so maybe there's a chance you can bridge this gap. Your wristcomp map does seem to indicate some sort of indirect access to that area of the plaza. Move L2 F2 R F R F and pick up a blue- yellow octahedron. Move L2 F R2 F2 R into the lathe cul-de-sac and pick up a green-red octahedron lying in the corner. Move R F2 R2 F R and zoom in on the large green tuning-fork sculpture. Put the blue tuning fork (the one with a single red mark on its handle) into the similarly-shaped depression in the sculpture to provide matching blue colors. Move L and watch the animation of a mantis biot coming out of the pyramid and entering the far door using a blue laser. Using the same method you employed inside London, prepare a blue laser simulacrum by combining your ISA multi-tool flashlight with the blue filter in your inventory (first removing the red s hard, if necessary). Move F and use the light on the laser target to open the door. Enter the room and get into the blue subway chair. Click on the large red button to take the subway counterclockwise to the next station. Move F2 R and note the nine monitors at top and three at bottom. If you zoom in on the lower monitors, you'll see that they each represent a form of Earth life. Your goal, which will require visiting other stations along the subway ring, is to put the lifeforms in "evolutionary order" along the top row of monitors. The correctness of any answer you try can be checked simply by returning to the subway chair and then immediately re-entering the room. When complete, the left-to-right order of images in the upper row of monitors should be: Protozoa Ant Snail Frog Cat Eagle Seal Cow Elephant although it's not clear how the Ramans decided a cow was more advanced than a cat! When you've completed the puzzle, go to the now-open fourth subway station and get into another subway chair. Press the red button and exit at your destination. Press the yellow handle to raise the platform in the distance. This action bridges the chasm. Return to the Octospider Plaza entrance and move L F L and pick up an indigo-yellow octahedron lying on the ground. Move R2 F R F into the "grotto". Click on the bright green pedestal at left. Borrow the green- green jewel from your inventory to release O'Toole's anniversary photo. Pick up the photo and make a note of the numerical value on its back (which varies from game to game). Back out and click on the gray- and-white pedestal to the right. Use the blue- yellow jewel from inventory to obtain a yellow-red octahedron from the pedestal. Back out and click on the central pedestal flanked by gold-and-bronze columns. Ignore the obvious solicitation for a yellow- orange jewel (which you'll never find) and instead use your ISA multi-tool flashlight (without a filter) to shine white light into the prism on the pedestal. If the light does not release the prism from the pedestal, try clicking on the little circular mirrors about five times with your hand cursor to re-orient the prism. Pick up the prism and move B R3 F L F L F R F to the tetrahedron in the Octospider Plaza (although the grotto contains a number of other interesting items, you won't need any more of them). Put the prism into the triangular hole at left. Click on the inserted prism with your flashlight to open the tetrahedron door. Move B F into the tetrahedron for yet another color- related puzzle. Here, the object is simple - just use the three large slide controls to mix colors matching the targets shown at the top. Press the central red button to turn on the puzzle, and use the tan-and-red control at right center to select each of three colors to match: Left color: Left and center slides all the way down, right slide 3/4 of the way up Center color: Left slide 3/4 of the way up, center slide half way up, right slide all the way up Right color: Left slide half way up, center slide 3/4 of the way up, right slide 1/4 of the way up When the puzzle is complete, you'll hear the sound of another door opening, this time in the back of the Octospider Plaza (which you'll visit later). Return to the Avian Plaza. From a position facing the front steps of the central tetrahedron (flanked by avian and Raman statues), move R F L2 F2 R F R into a hidden courtyard. Zoom in on the wall recess and put the red tuning fork (the one with four red marks on its handle) into the similarly-shaped depression in the wall recess to provide matching red colors. Click the tuning fork on the recess again to move the white ramp behind you into position at the open doorway above. From the recess, move B L2 F2 L2 up the white ramp and into the upper room. Pick up the piston device lying in the corner. Move F2 R F R and zoom in on the base of the tall sculpture in the courtyard. Place the piston (in its retracted mode) on the sculpture base. Click on the piston to cause the sculpture to tip over. Move B and use the sculpture like a staircase to reach the reviewing stand on the upper level. Move R and pick up an avian perch. Move R and go back down the staircase. Move F L F R2 F2 L to a close-up of the avian statue at the entrance to the tetrahedron in the plaza. Put the avian neck ring from your inventory onto the statue to disclose a handle that operates the tetrahedron entrance door. Move R and put the avian perch on the top step so you can reach the door handle. Zoom in on the handle and click on it to open the tetrahedron. Move B F2 into its interior. Click on the red handle to activate the device. Use the left rotary dial to select an image of the Raman manna melon you saw earlier in this plaza, then click on the right slide control. You'll hear the sound of another door opening, this time an access portal to the Avian lair. Move B L F2 R2 and observe the flightpath of an avian. Move F2 L and watch the avian jump down into its now-disclosed lair. Move F2 to the edge of a deep shaft and listen as the avian you saw earlier moves through some tunnels and activates a ladder for your descent into the shaft. If you move F at this point, you'll not be able to back up into the Avian Plaza until you've completed the full avian lair solution. ------------------------------------------------------------------ Avian Lair Move F into the avian shaft; the portion of the ladder you used is retracted. Your initial orientation is looking down into the shaft from the remaining rungs of the ladder; move F U L to the north corridor on level 2: Avian Lair Map Level North Side South Side 1(top) Control Room (locked) 2 Roost Hatchery 3 Theatre (locked) 4 (bottom) (locked) Schoolroom Move F2 into a large roost area (if you try to exit back to the shaft, your way is blocked by a purple avian). Watch the red avian obtain a manna melon from the dispenser and hold it out to you. Take it from him and cut it in half with your ISA multi-tool knife. Eat half of the melon using your ISA multi-tool spoon. As "your brainwaves are being altered within your optic lobe", note the hidden purple figures on the wall murals. These are visible because you're able to see ultraviolet light (like the avians) for a short time after eating some of the manna melon. This ability, although temporary, will come in handy later in the game. For now, return one half of the melon to the red avian, and he'll direct you to an elevator at the rear of the room. Take the elevator up to the avian triumvirate and accept their gift of a Raman numerical translator. Move L for a view of the entire avian roost. Move L, then wait for the avian kingpin to send you back down the elevator. Move L F R2 and operate the handle of the dispenser to obtain two more manna melons. Cut them open so they're ready to eat later. Move R2 F2 D F U L F into the theatre in the north corridor on level 3, and watch the avian actors leave the stage. Move F L F and pick up the oil-filled gourd to the right of the lit one. Move R F3 R2 and watch the upset green avian fly up. Move L and take the octospider pyramid from the stand holding the octospider costume (the other stand holds a costume of a Raman). Move R F3 L and then move right-forward to leave the stage area. Move R2 back to the shaft. Move R and click on the bridge control mechanism at lower left. If you try to move the green wheel, it jams. Put some of the oil from the gourd on it and you'll be able to fully turn it to extend the bridge across the shaft. Move B L F L D F U L F L into the schoolroom in the south corridor on level 4. Note the room code at the top of the entrance; you can use the number wheel from Bangkok to translate it to (11,8,3). Move L F2 L F L F to zoom in on a wall mural depicting extended ledges in the avian shaft. Eat one of your manna melon halves to disclose a hidden three- digit Raman number code, which translates to (6,9,8). Move R F R F R F to a circular wall mural. Eat another manna melon half to show a special relationship between the rings of Raman, human and octospider numbers: Raman sequence: 27 4 49 57 9 32 Human sequence: 60 4 8 14 9 17 Octospider sequence:27 4 18 22 23 3 The only sector in which the numbers in all three systems agree is the one at right, for which all values are 4. This structure of rings of numbers will be seen again later in the game. Move R F L3 F3 U F D F R U F2 D L F to a closed door in the north corridor on level 1. Note the Raman number code above the doorway, which translates to (7,2,15). Move F and play this number sequence on your avian translator, whose buttons are numbered from 0 at upper left to 15 at lower right. The door opens; move F2 to the control panel at left. Click twice on the large circular red knob to activate the third monitor from the left. Use the 16-button Raman keypad to enter the schoolroom code (11,8,3) - keys are numbered from 1 at upper left to 13 at lower left to 0 at lower right. The monitor now displays a real-time view of the schoolroom on level 4. Move the blue sliding knob at the right of the control panel down to its lowest position in order to activate both upper and lower staircases to the schoolroom podium; you can see the results of your changes on the monitor. Move R F and again use the (7,2,15) code on the translator to open the door. Move F2 D F2 U F L U F D L F R F2 L F U into the avian hatchery in the south corridor on level 2. Grab the overhead bars to enter a recess near the ceiling. Move L and pick up a grappling hook and cable. Move L2 and use the bars to descend to the floor of the room. Move F4 D F2 U L F3 R F3 R to the podium in the schoolroom in the south corridor on level 4. Attach the grappling hook to the handle in the elevator shaft and use it to descend to the lower level. Move F R F2 L and pick up a bowl from the storeroom. Move F4 L F2 L to a pool filled with a caustic liquid. Use the bowl from the storeroom in the pool to obtain some of the liquid. Move F L F and use the liquid from the bowl to loosen a corroded lever on the pool control panel. Click on the now- freed lever to bring it down. Click twice on the central triangular pointer so that it's pointing left, then click on the red post at right to move it into a vertical position. Click on the small red button at the center of the triangular pointer to drain the left pool. Move B L2 F R F R and take the small white pyramid from the center of the now- drained pool. Move B R F4 R and use the rope to climb back up to the schoolroom podium. Move R F2 R F L2 F3 U F2 D L F R F L F L2 to the back side of the large purple cylinder in the hatchery in the south corridor on level 2. Zoom in on the hatch and place the costume (octospider) pendant in the receptacle. After it's been scanned, return it to inventory and place the pool (human) pendant into the same receptacle. Pick up the magnetic card after the hatch opens. Exit the hatchery back to the central shaft. Move D F U F L U F2 D L F2 back to the closed door in the north corridor on level 1. Again use the avian translator to gain access to the control room. When you have gone through the door, note the Raman number code above the entrance to the elevator shaft, which translates to (9,14,7). Enter the shaft, look down and use this code on your translator to ascend to the upper level. Move U L F and insert the magnetic card into the slot to activate the control panel. Using the Raman keypad, enter the (6,9,8) shaft platform extension code. Return to the central shaft; you'll now be able to move up and exit the avian lair. On exit, listen to Wakefield's warning about the bomb detonation countdown and get Falstaff from him. From this point on in the game, you're under a time constraint to find the bomb and disarm it before the six-hour countdown elapses. You can check on the countdown status by using your wristcomp, but be aware that the rate at which it counts down accelerates when you move through the New York environment, just as if you were actually taking the time to walk about rather than just clicking with a mouse interface. However, when you are standing still, the countdown progresses in real time. During your explorations, save and restore your game frequently to avoid running out of countdown time. To be concluded next issue - o -