Epsilon 9 Solution
The Entrance • Operate the cupboard. • Examine the book. • Examine the notepad on the desk. • Operate the computer. Underground • Send Nodd back into the lift. • Use the quadrocorder on the alien door. • Operate the quadrocorder. You now have two atmosphere readings. To open the door you need to match the atmosphere to the other side by operating the gas tanks. Quick solution: Operate the chlorine tank 5 times then the oxygen tank 6 times. • Operate the alien symbols. Master Control • At this point Yeno has to take one path and Nodd the other. One path leads to the bridge, the other to the windmill. The Bridge • Operate the red button. Save first, because you can't save during the puzzle. • This puzzle is really evil. This is how it works: Each square on the grid has a corresponding panel. Operating the panel brings up a logical puzzle. If you get it right that square will be activated. I won't give the solutions here as there are only six possibilities in each case, so if you can't work it out just guess. When activated, a green square lights up the square in the direction of the arrow. A red square will light up itself, but only if the square that the arrow is pointing to is already lit. Each square can only be activated once. If you reach a dead end, press the red button again. • If you get through this first time, apply to join Mensa. • When a complete path is lit up, you can cross the bridge and enter the next room (Teleport I) The Windmill Nodd's solution: • Operate the alien toolbox. • Use the screwdriver on the radio. • Operate the panel. • Take the regulator. • Use the amplifier on the slot. • Operate the dial. Yeno's solution: • Operate the alien toolbox • Operate the wheel. • Use the hydrospanner on the pipe section. • Use the pipe section on the exit. Both characters: • Go through to the next room (The Alien) The Alien • Save now. As the warning says, you can die here. • Taking a step forward will activate the next sequence. When the alien appears, shoot it, unless you want to die horribly. • Examine the ceiling. • Shoot the ceiling. • Go through to the next room (Teleport II). If you didn't shoot the ceiling first, it's game over, man. Teleport I/II You should have one character in each of the teleport rooms. For the purpose of this puzzle, it doesn't matter which character is in which room. In Teleport I (following the bridge): • Examine the notebook. You will find a yellow card. • Use the card on the platform. • Operate the controls until you see the other character. • Operate the cupboard. • Take the bar. • Use the bar on the panel. • Take the cables. In Teleport II (following the alien): • Take the box nearest the door. • Use the box on the scanner. • Operate the scanner. • Take the sunglasses. • Take the box back to the previous room, operate the unit, and use the box on the unit. Return to Teleport II. • Examine the open box. You will find a blue card. • Use the card on the platform. • Operate the controls until you see the other character. • Switch back to Teleport I. Back in Teleport I: • Operate the switch. • Take the blue card. • Use the blue card on the card reader. • Switch back to Teleport II. Back in Teleport II: • Take the yellow card. • Use the yellow card on the card reader. • Go through to the next room (Corridor I). • Switch to the other character. The next puzzle is different for each character. Yeno's solution: • Take the flask. • Use the flask on the orange fluid twice. • Use the flask on the green fluid. • Use the flask on the yellow fluid. • Operate the unit. • Use the cable on both sockets. • Use the flask on the unit. • Use the formula on the cupboard. • Take the door. • Go into the next room (Water). Nodd's solution: • Use the cable on the socket, then on the door. • Go through to the next room (Water). Corridor I No puzzle here, just go on to Statues. Water Yeno's solution: • Use the door on the water. • Use the panel on the water. Nodd's solution: • Use the cable on the water, then on the other cable (by the door). • The door here won't open until the other character reaches Corridor II. Statues • Nodd should examine the strange symbols. Yeno should use the quadrocorder on them. • Walk over to the trapdoor. When the eye appears, quickly operate the sunglasses. Fail, and you die. • Go through the door. The character will leave the sunglasses behind. Corridor II • Operate the switch. This opens the door in the Water room so that the other character can get into the Statues room. • When both characters are through, make one stand on the pad on the floor, and the other walk through the doorway. Then watch the ending sequence.