SABOTAGE ON THE CENTURY CAULDRON By Thomas de Graaff A concise walkthrough (i.e. no secrets of fun stuff included) 0. GETTING STARTED ------------------ You start off in your sleeping cabin (for a change) and quickly find out that you've decided to sabotage the Century Cauldron (hence the imaginative title) and why you have come to this decision (look at the pictures). By the way, you might want to type HELP or INSTRUCTIONS to view the non-standard commands. General remark: If (and when) you are thrown into a prison cell, don't quit the game! After a few turns you will start to feel tired. I don't think I have to explain what you're supposed to do in that case. I. SABOTAGING THE SPACESHIP --------------------------- 1. Gaining entry to the lab Right. There's no need to hurry at all, but your first real objective is to gain entry to the lab. The danger sign above the door suggests that an awful lot can go wrong in there. To enter the lab you need the appropriate keycard, which you will find on the circular table in the control room, right where captain Paddywhack is sitting. There are two ways to get your hands on this keycard: a. The engineer in the fuel room carries a phonecard. This phonecard has the same colour as Paddywhack's lab keycard. To get the phonecard, give the evil cocktail to the engineer. It will instantly kill the poor lad. With this phonecard, go to the control room. Put it on the table and take the lab keycard instead. Don't show the lab keycard to captain Paddywhack after you have taken it. b. In the sanitary compartment you will encounter Hermann Frankenberger. Then, if you hang around for a good while, he will start a quarrel with Adam Shartegoff. When the two start chasing eachother, they will run through the control room as well (again and again). If you are in the control room when they enter it, one of them will accidently wipe the lab keycard off the table, and the captain won't notice it. 2. Gaining access to the computer system The old touchscreen computer in the lab is protected by two passwords. The first password is one you choose from a list by touching it. The second one has to be pronounced (SAY "password" or PRONOUNCE "password"). You will find both passwords on the crumpled picture the scientist is carrying. He will accidently give it to you when you talk to him, but only after he has finished talking to his imaginary patient. You can also take the scientist's walking stick. When you have successfully broken into the computer, look up the information about blokomo (by touching it). Carefully read the last paragraphs about the Gxu18 tablets. The most effective way to sabotage the ship is by allowing the caged blokomo (there are six of them) to escape, and these tablets will make this possible. You will find them in the locked closet. The key to this closet is in the desk's drawer. You also have to take the lifestyle magazine, which carries Howard's initials. 3. Committing your evil deed Okay, you've got the Gxu18 tablets. But how do you give them to the blokomo? Well, that's what the machine in the observation lab is for. Look around. Look at the six hoses. Look at the hose near the control panel. See what happens when you press the buttons. What you have to do is put a tablet in the hole, attach the hose to the hole, press the green button and wait a few turns. You have to do this with AT LEAST the red tablet and the yellow tablet. But one tablet at a time, otherwise the machine won't do anything when you press the green button. If you accidentally put two or more tablets in the hole, press the blue button and you will get the tablets back. If eventually a cloud of gas enters the cages, you have successfully administered a tablet. When you have administered AT LEAST the red tablet and the yellow tablet, your work in the lab is done for now. 4. Getting arrested Of course, you are not supposed to think 'Okay, I've drugged the blokomos, now let's get arrested', but the story won't evolve unless you do get arrested. Take the lifestyle magazine with you and go to the bar. When Howard sees the mag, he will invite you to have a seat on the stool. Please note that you have to be carrying the magazine if you want to sit down. Enjoy the conversation and the ride to the prison cell (the Relax-o-Drome code of behaviour forbids sitting). Once you are in the cell, lie on the bed and sleep. As you may have read in the computer, the Gxu18 tablets need approximately 7 hours to become effective. In your dream, drop your dignity. You might want to flush yourself to scare away the hippo. Take the thingy. When you wake up, the cell door is open. You hear screams. II. ESCAPING FROM THE SHIP -------------------------- 1. Leaving your cell Right. You have successfully sabotaged the Century Cauldron. But now you'll have to escape from the ship without being killed, and you also might want to find out what these creatures are doing here in the first place. In the doll box Howard gave you, you will find a weapon. Lucky you. Okay, time to get moving. When you leave your cell, keep an eye on the convex mirrors. In the second one you should see some movement. If you don't want to be surprised, shoot the mirror. Your laser beam will hit the monster which is lurking behind the corner. The coast is clear now. 2. Jersey When you enter the bridge control room for the first time, you will face an armed woman. Don't shoot her. Do as she tells and drop your gun. While she is frisking you, a blokomo will come in through the window. Pick up your weapon and shoot the blokomo until it flees. Check your status. You're probably hurt badly. In the following conversation, the woman tells you that her name is Jersey. 3. Finding the right medicines Listen to Jersey when she tells you to find some medicine. Also, turn on the microphone (see control panel) and leave it on. It will prove useful later on. You will find medicine in the lab. You need regeneration pills (which you will find on the dead scientist) and a hypodermic containing disinfectant (which you will find in the closet where you found the Gxu18 tablets). Inject yourself and swallow one regeneration pill. You might also want to have a look at the cages in the observation lab. 4. Office 202 Go back to the bridge control room. Jersey will have disappeared. Take the flashlight and go to office 202 (in the same corridor where the prison cell is). You will be attacked by a blokomo. If you are carrying your gun, the blokomo will swallow it, but there's no need to panic. You'll be offered a chance to get it back. After the fight, Jersey decides to join you. 5. The Basement Take the elevator to deck 0. Jersey can open VoiceSecurScan doors. In the basement, look at the washing machine. Press eject. The transparent cube is an energy cell which you will need to start the escape craft. There will be a short conversation with Jersey. Do as she tells and go to the sanitary compartment on deck 1. A long cutscene will follow. Read it carefully, and read the letter Jersey gives you at the end of the cutscene. 6. The attack in the kitchen, the ignition key There are rumours that the escape craft's ignition key is hidden in the kitchen. When you enter the kitchen, a blokomo will attack you. Make sure that you are prepared (health, weapon). When you hear Paddywhack's voice, hide! They won't save their ammunition if they spot you. When the blokomo is dead, jump on it. The ignition key will pop out of its mouth. 7. The dilemma Jersey doesn't want to return to earth, so you have two choices. You can either take Jersey to Huhubahubbalah, or kill her and choose a destination yourself. 8. Leaving the Century Cauldron You need two things to start the escape craft: an energy cell (a transparent cube) and the ignition key (a triangular chip). If you don't want to crash after taking off, make sure that the deck 1 bridge is withdrawn. The bridge is operated with the control panel in the bridge control room. If gate HB-2 is closed, then the bridge is withdrawn. Choose your destination. At the checkpoint, exit the escape craft and look at the desk where the dead guards are sitting. Press the OK button. The gate opens. Enter the escape craft and press the CONTINUE button. Congratulations! I hope you enjoyed my first game. I tried to make the game's world and behaviour as detailed and variable as possible, so there is more to discover than what I've described in this basic walkthrough. Greetings from Belgium, and happy judging! Thomas de Graaff