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.