Epsilon 9, Complete Solution
Game Background:
This is Edmund Clay's first official game using his own games creation engine
called GRAC (Graphic Adventure Creator). This two disk affair has had many
F1 customers scratching their heads with its complexity of puzzles.
So here we go:
The Complete 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 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.
Phew!
F1 SOLUTIONS PAGE |
F1 HOME PAGE