/************************************************************************                            
        This text originally appeared in the pages of THE OFFICIAL HINT *
BOOK FROM LEGEND ENTERTAINMENT COMPANY OF FREDERICK POHL's GATEWAY      *
************************************************************************/


                            CONTENTS                                SECTION

INTRODUCTION BY FREDERICK POHL

QUICK REFERENCE: WHAT IS IN THE HINT BOOK ..............................1

GENERAL TIPS ...........................................................2 

PUZZLES AND ANSWERS ....................................................3

        SECTION ONE ....................................................3A

        SECTION TWO ....................................................3B

COMPLETE LIST OF POINTS ................................................4

***************************************************************************
                                INTRODUCTION

BY FREDERICK POHL

Several years ago, I wrote a novel called Gateway, which told of an ancient 
race of aliens who parked a fleet of auto-navigable, faster-than-light 
spaceships on an asteroid, and then vanished. I was proud of the book when 
I finished it, and delighted when it won just about all the awards the field
of science fiction has to offer. And ever since its release I've been 
thrilled by the way people respond to the Gateway experience. The original 
novel is still in print, and the entire Heechee saga has sold several 
million copies all over the world, with translations into nearly twenty 
languages.

Now I have a brand-new thrill with the appearance of the first computer game 
to explore the Gateway universe. The designers at Legend have created a 
wonderful adaptation that is true to the spirit of the original, yet tells a 
host of entirely new stories. The game succeeds in capturing all the flavors 
of danger, adventure, futuristic speculation- and even awe!- that I felt when
I first began to tell the story of the Heechee's bizarre legacy.

In addition to the story, I was fascinated by the game environment itself. As
an author, I work hard to try to get inside the heads of my characters. But 
when you play this game you become the main character, and you have the 
marvelous power to leap off the assigned page and poke into the whole 
unexplored landscape of the story, exploring all the "what if's" that we 
novelists do not have the scope to investigate.  This is a whole new dimension 
to me, which makes the story come to life and lets the reader participate in 
new and wonderful ways.

I think that Gateway "the game" is a first-rate example of science fiction at 
its most colorful and exciting. I only hope that this talented team of 
designers, artists and programmers has already started to work on a sequel.



SECTION 1
==========================================================================
                        QUICK REFERENCE:
                    WHAT IS IN THE HINT BOOK

This hint book contains a great deal of information about Frederick Pohl's
GATEWAY, from very general tips to detailed answers for every puzzle in the
game. Also included are maps, and a list of where all of the points are 
scored.

For quick reference, we have included a summary of what is in every section
of the book:

GENERAL TIPS
        Some tips and advice on playing the game and interacting with the 
        game interface.

PUZZLES AND ANSWERS
        This section is composed of two parts. The first contains a numbered
        listing of all the puzzles in the game followed by the several 
        specific questions on each. The second section contains the answers.

LIST OF POINTS
        How all of the points are scored in the game, listed by puzzle.

This book contains information pertaining only to game play. If you
have a technical question dealing with installation or the specific
behavior of the game on your computer, you should look in the of your game 
manual entitled TROUBLESHOOTING AND TECHNICAL ASSISTANCE or call customer  
support at 1-800-658-8891 between 9:00 a.m. and 5:00 p.m. Eastern Time.


SECTION 2
==========================================================================
GENERAL TIPS

This is organized according to game section and contains general tips and
good advice which we hope will add to the enjoyment of the game.

TIPS THAT APPLY TO ALL SECTIONS OF THE GAME

        "Talking to Characters."  Getting information from characters is
important part of this game.  The best way to talk to someone you meet in
the game is to ask them about objects, people, or events that you have
encountered in other parts of the game.  The command format for this is
simply to ASK {name of character} ABOUT {whatever it is you want to ask
about}.  For instance, if you want to ask Thom Seldridge about the
Corporation, simply enter ASK THOM SELDRIDGE ABOUT CORPORATION.

        "Taking advantage of the game interface."  If you have a mouse and
are comfortable with typing to play the game.  One of the best features of
our game system is its flexibility; there are enough ways to interact with
the game that you can pick a combination of methods that is comfortable
for you.
        
        Click on the compass rose directions to move from room to room.

        Click on objects in the pictures to LOOK at them.

        Click on the buttons in the upper left hand corner of the screen
        to learn about your inventory (INVENTORY) and score (STATUS)

        Click on PICTURE to make the picture come back.

        Double click on verbs in the verb menu for single word command
        inputs like WAIT, UNDO, SAVE, RESTORE, RESTART, QUIT, and AGAIN.

        Use the verb and object menus to build simple commands like
        EXAMINE ROCK, TAKE DEBIT CARD, DROP BADGE, or READ BOOK.

        Use the verb and object menus to talk to characters.  Click on
        ASK, then the character name, then ABOUT.  You will see a list of
        objects and people in the object menu that this character is smart
        about.  Double click on one of these choices to complete the
        command.  Using the "ask about" menus will eliminate a lot of
        typing of mouse clicking associated with asking the character
        about things he or she doesn't know about.

        If you are a good typist, you may consider typing in complex
        commands that use many words and verbs that are farther down on
        the verb list (like SHOOT THE UGLY GIANT SCORPION WITH THE LASER
        GUN).  While typing will speed up entry in some cases, you should
        keep in mind that you do not have to type:  All of the verbs and
        objects you need to play the game are on the menus.

For more on how to interact with the game, please see the game manual
which was packaged with your game.

        "Short cut for operating the ship control panel."  There is a
short cut for selecting course codes on the ship control panel:  Click on
the course code you want in the list of codes you'll find displayed in the
window in the lower half of the screen.  The course code you click on will
automatically be set.  Also:  If you don't have a mouse, you'll find that
the "mouse emulator" for the ship control panel is very easy to use.
Simply steer the mouse cursor with the four arrow keys and press <SPACE>
to "click".

TIPS FOR PART I:  GATEWAY PROSPECTOR

        "News and Bullentin Board items on the PV commset."  The messages
that you get on the PV commset are very important for solving puzzles.
The news and bullentin board items are not.  While there are some minor
clues in the news stories and bullentin board entries, you should remember
that they are not essential to game play.  Don't feel like you have to
read every word in every news story.  This text is here primarily for
atmosphere and storytelling we have not buried the solutions to puzzles 
here.

        "The DataMan."  The DataMan has a great deal of background
information about Gateway, a detailed explanation of how to operate the
ships, a brief description of Gateway Station geography, and a
continuously updated Corporate Record that shows you how you are doing in
the game.  The Corporate Record is probably the most useful feature of the
DataMan, and you should check on it periodically to monitor your progress
(in tandem with the SCORE or STATUS commands from the command line).

        "Ship Handling Class."  Be sure to attend your ship handling class
and get a blue badge.  While the material covered in class is all in your
DataMan, you must attend class to get your badge.  You need the blue badge
in order to go on prospecting missions.  If you miss class on the first
day, don't panic; there are sessions every day at 15:00 in room T20.

        "Your Proctor."  It's a good idea to meet Thom Seldridge in the
bar the first night, you can catch him again the next night at the same
time.

        "Nubar Kamalian."  If you don't meet Nubar the first night, don't
worry; he comes back every night at 21:00 (nine o'clock)

        "The Maintenance Man."  Read the text for the maintenance man's
banter very carefully.  There are important clues here.

        "A hint about the gun."  You need to get the gun out of the Armory
for one of the adventures in Part II.

TIPS FOR PART II: OTHER WORLDS

        Where to find the Pedroza Lounge.  THe Pedroza Lounge is behind 
the oak door in the Casino (go EAST).

        Your Space Suit.  You don't need a space suit on worlds where the air
is identified as breathable.  You'll find that the game will help you by
telling you where you need a space suit and where you don't.  The space suit
is not essential to solving puzzles - it is there to keep you alive in a 
toxic atmosphere or a vacuum.

        Inventory Management.  When you leave one of the shield generator
planets, you'll notice that the game "makes" you drop everything that you
picked up while on the planet.  The reason this happens is so inventory man-
agement is simplified (who wants to carry around a hundred objects?).  While
you might need something from Gateway to solve a puzzle on one of the four
shield generator planets, you generally don't need to take anything from a
shield planet back to Gateway or to another planet.

TIPS FOR PART III: ENDGAME

        Special hint.  Pay careful attention to your surroundings.

SECTION 3
==========================================================================
PUZZLES AND ANSWERS

All of the puzzles in the game are represented in this section. 
First, scan Section One: Puzzles and look for the subhead which corresponds 
to the puzzle you are having difficulty with.  Then read further to find
your specific question.  Note the question number, and turn to Section Two:
Answers.  Note that the Puzzle pages themselves give away a little bit of
information about the puzzle solutions.

SECTION 3A: PUZZLES

PART I: GATEWAY PROSPECTOR

1.      THE DEBIT CARD AND THE PV COMMSET
1.A     Where is the debit card?
1.B     How do I get my messagse?

2.      THE DATAMAN
2.A     How do I get the DataMan?

3.      SHIP HANDLING CLASS     
3.A     Where and when is the class held?
3.B     Where do I get a blue badge?

4.      THOM SELDRIDGE
4.A     When and where am I supposed to meet Thom Seldridge?
4.B     What is Thom waiting for after he tells me about Gateway?

5.      NUBAR KAMALIAN, THE TRIVIA GAME, AND THE SILVER MEDALLION
5.A     Where do I find Nubar?
5.B     How do I get the silver medallion?
5.C     What are the answers to the questions in the Old Earth Trivia
        Game?

6.      THE FIRST MEETING WITH TERRI NEILSON
6.A     Where do I find Terri Neilson?
6.B     How do I get Terri to sponsor me for the Orion Program?
6.C     I called Terri and there was no answer or the line was busy,
        what do I do now?

7.      THE FIRST MISSIONS      
7.A     How do I go on a mission?
7.B     What am I looking for the first time I go on a mission?
7.C     What is the significance of the Black Hole, Fragments, Red Giant,
        Andromeda, and Nebula missions?

8.      SIGMA DAYAN 7
8.A     How do I get into the cave opening on the cliff?
8.B     How do I solve the "moving portal" puzzle in the Entry Chamber?

9.      GETTING THE GREEN BADGE
9.A     I've gone on two missions and brought back an artifact.  How do I
        get my green badge?

10.     THE MAINTENANCE KEY
10.A    What do I do with the machine in Central Park?
10.B    How do I get the maintenance key from the old man?
10.C    What is important about the old man's speech?

11.     THE MAGAZINE
11.A    How do I get the magazine?

12.     THE TUNING FORK
12.A    Where is the tuning fork?
12.B    How do I get the tuning fork out of the museum without being
        arrested?

13.     THE GUN
13.A    Where is the gun?
13.B    How do I get the gun out of the Armory?

14.     PERRY AND THE SECRET ROOM
14.A    Where and when does Perry appear?
14.B    How do I spy on him?
14.C    How do I get into the secret room?
14.D    What do I do in the secret room?

15.     THE GREEN BADGE BRIEFING
15.A    Where and when are the special Orion Program briefings?
15.B    How do I get into the briefing?

16.     THE METAL CYLINDER ON ALEPH 4
16.A    How do I stop the Mutzer creatures from kicking me out of the 
        clearing (so I can spy on them)?
16.B    How do I get the metal cylinder from the chief Mutzer?

17.     GETTING INTO THE DOME ON ALPH 4
17.A    How do I get into the dome?

18.     THE PRIMARY COLOR PUZZLE INSIDE THE DOME ON ALEPH 4
18.A    How can I take the Heechee device that is inside the dome?


PART II: OTHER WORLDS

19.     THE BEACH VR AND THE PEDROZA CLUB MEMBERSHIP PIN
19.A    Where is the Pedroza Lounge
19.B    How do I get into the Pedroza Lounge to meet the person who
        sent me that cryptic message?
19.C    How do I get into the Beach VR?
19.D    How do I break the Beach Virtual Reality?

20.     LEONARD WORDEN'S SPECIAL BRIEFING
20.A    I met the big shot in the Tanning Room - Now how do I get into
        the special briefing?

21.     THE METAL DISK ON AURIGAE 6
21.A    How do I repair the metal disk?
21.B    What do I do with the disk once I've repaired it?

22.     GETTING THE BLACK PYRAMID FROM THE RESIDENCE ON AURIGAE 6
22.A    How do I get the black pyramid from behind the panel in the
        Residence?
22.B    Why do I need the black pyramid?

23.     THE TEMPLE COURT AND THE OCTAGONAL ROOM MAZE ON AURIGAE 6
23.A    How do I deactivate the force field in the Temple Court?
23.B    How do I get through the maze?
23.C    What do I do once I've reached the middle of the maze?

24.     ACTIVATING THE AURIGAE 6 SHIELD GENERATOR
24.A    How do I activate the shield generator now that the force field 
        is down?

25.     THE SPIDER AND THE ANEMONES ON KADUNA 3
25.A    How do I kill the spider?
25.B    How do I get through the anemones?

26.     THE SWAMP CREATURE ON KADUNA 3
16.A    How do I get past the swamp?

27.     THE PLAZA AND THE SNAKE ON KADUNA 3    
27.A    How do I get past the snake?

28.     THE PUFFERSLUG IN THE TOWER ON KADUNA 3
28.A    How do I get past the pufferslug?

29.     ACTIVATING THE KADUNA 3 SHIELD GENERATOR
29.A    How do I activate the Kaduna 3 shield generator?

SPECIAL NOTE: DORMA 5
The dreams you will experience on Dorma 5 provide important clues.  You
should SLEEP often on this planet so that you can have a chance to dream.

30.     THE BOWL AND THE BERRIES ON DORMA 5
30.A    What is the first thing I should do on Dorma 5?
30.B    How do I get past the beast?
30.C    How do I fix the bowl?
30.D    What should I do with the bowl once I have fixed it?
30.E    How do I get the crystal shard?

31.     TAMING THE BEAST ON DORMA 5
31.A    How do I tame the beast?

32.     REPLACING THE BOULDER IN THE DIKE ON DORMA 5
32.A    How do I get the beast to put the boulder back in the dike?

33.     ACTIVATING THE DORMA 5 SHIELD GENERATOR
33.A    How do I activate the Dorma 5 shield generator?

SPECIAL NOTE: NEMIRA 3
Your goal on Nemira 3 is to turn on the shield generator, and since
many of the puzzles have more than one solution, there are a number
of ways to accomplish this.  Your score may vary depending on the
solutions you have chosen, and you may end up with an extra $1 million
in bonus money when you return to gateway.

34.     GETTING INTO BECKER'S HOUSE ON NEMIRA 3
34.A    Where is Becker's house?
34.B    How do I get across the rope bridge?
34.C    What are these cairns for?

35.     MOVING BECKER'S PET DINOSAUR ON NEMIRA
35.A    How do I get the gopheria off the control panel?
35.B    How do I keep the gopheria from getting back on the control
        panel?
35.C    How do I get past the small mattress on the control panel?

36.     REPLACING THE MISSING FOCAL LENS ON NEMIRA 3
36.A    Where is the focal lens?
36.B    How do I get the lens from across the chasm?
36.C    Where can I find an axe?
36.D    Where can I find some rope?
36.E    What do I do with the focal lens?

37.     FINDING THE MISSING ACTUATOR CELL ON NEMIRA 3
37.A    Where is the actuator cell?
37.B    What do I need to dismantle the field actuator?
37.C    Where is the grommet wrench?
37.D    Where is the flange defuser?
37.E    Where is the actuator calipers?
37.G    Where is the shovel?
37.H    Where is the canterlope grave?
37.I    What do I do with the actuator cell?

38.     DISMANTLING THE FIELD ACTUATOR ON NEMIRA 3
38.A    How do I remove the grommets?
38.B    How do I remove the cylinder cap?
38.C    How do I remove the flange connector?
38.D    How do I discharge the field actuator?
38.E    How do I remove the core?

39.     REPLACING THE MISSING LENS COVER ON NEMIRA 3
39.A    Where is the missing lens cover?
39.B    Where can I find some vermaculite ore?
39.C    Where is the pickaxe?
39.D    What do I do with the ore?
39.E    How do I get Becker to give me the lens cover?
39.F    What do I do with the lens cover?

40.     THE RAFT TRIP ON NEMIRA 3
40.A    What do I do with the raft?
40.B    I agreed to help Becker get his cane.  Now what do I do?
40.C    Where is the tiller?
40.D    Where is the pail?
40.E    How do I begin the river voyage?
40.F    How do I survive the river voyage?

41.     HINTS ABOUT ROLF BECKER
41.A    What do I do with the magazine?
41.B    What do I do with the wooden stand?
41.C    What do I do with the personal log?
41.D    What do I do with the field notebook?
41.E    Does it matter whether I'm nice to Becker?
41.F    How do I get Becker to come back to Gateway with me?

PART III: ENDGAME

42.     THE STARCHART
42.A    Where can I find the silver sphere that Worden told me about in 
        the briefing after all the shield generators were activated?
42.B    What do I do with the sphere once I've got it?

43.     DEEP PSYCH
43.A    How do I get into the Deep Psych virtual reality?
43.B    How do I pass the Deep Psych test?

44.     THE HEECHEE SATELLITE
44.A    How do I activate the cloaking system once I'm in the Heechee
        satellite?
44.B    What do I do with the ring in the compartment?
44.C    There are sparks on the surface of the globe.  What do I do
        now?
44.D    I'm in the travel pod at the satellite.  What next?
44.E    I've docked with the Watchtower.  What do I do with the orb?

45.     THE BALLROOM
45.A    Why do things keep changing?
45.B    Why do I keep winning?
45.C    How do I escape this environment?

46.     THE DEMON GAUNTLET AND THE EMPTY CHAMBER
46.A    What is this hell environment?
46.B    How do I get across the Demon Gauntlet?
46.C    How do I make the invisible demon in the Empty Chamber
        visible?
46.D    How do I get the ring?

47.     ESCAPING FROM HELL
47.A    What do I do in the Mirror Room?
47.B    How do I escape this environment?

48.     THE FINAL STEP
48.A    How do I solve this puzzle?

SECTION 3B: ANSWERS

PART I: GATEWAY PROSPECTOR

1. THE DEBIT CARD AND THE PV COMMSET
1.A  You'll find the debit card on the desk in Your Quarters.  TAKE DEBIT 
CARD to add it to your inventory.

1.B  To use the PV commset, PUT DEBIT CARD IN PV COMMSET while
you are in Your Quarters.  When the PV commset comes up on the screen,
select menu option (1), Play New Messages.  Click on the "NEXT" button (or
press the <N> key) until you have read all of your messages.

2. THE DATAMAN
2.A  While you are in your Quarters, OPEN THE DESK DRAWER and then 
TAKE BOOK.  If you then READ BOOK, you will see a note from your proctor 
telling you to exchange this book for the DataMan in the Corporation Offices.
Go to the Corporation Offices and GIVE THE BOOK TO RECEPTIONIST.  She
will take the hardcover book and give you the DataMan.  To use the DataMan,
simply TURN ON DATAMAN.

3. SHIP HANDLING CLASS
3.A  Ship handling class is held in Room T20 at 15:00 (three o'clock in the
afternoon).  Room T52 is on Level Tanya, just east of Corridor T6.  Take the
dropshaft from Level Dog by going to Corridor D4 and then DOWN to Level
Tanya.  You can get this information by reading your messages (see 1.B).

3.B  You will be given a blue badge if you attend ship handling class
(see 3.A).

4.  THOM SELDRIDGE
4.A  You should meet Thom Seldridge at the Blue Hell Bar at 20:00 (eight
o'clock at night).  If you read your messages on the PV commset (see 1.B), you
will see a message from him to that effect.

4.B  After Thom tells you about Gateway and begins to look at you expec-
tantly, BUY THOM A DRINK.  He will then tell you about the Orion Program,
give you a Corporation memo about the Program, and tell you where and 
when to meet Terri Neilson (in the Blue Hell Bar at 22:00).  BUY THOM A
DRING again when he finishes talking about the Orion Program and he will
introduce you to Nubar Kamalian.

5. NUBAR KAMALIAN, THE TRIVIA GAME, AND THE SILVER MEDALLION
5A.  Thom Seldridge will introduce you to Nubar if you have been friendly 
and plied him with a couple of drinks (see 4.B).  If you miss Thom or you 
didn't buy him drinks, you can meet up with Nubar the next night at 21:00
(nine o'clock) in the Blue Hell Bar.

5.B  BUY NUBAR A DRINK after he sits down and asks you for one.  Listen
to him talk about his experiences and his woes.  Eventually he will challenge
you to a game of Old Earth Trivia.  He will get a score of seven pionts.  PLAY
GAME when he is done.  If you get a score higher than seven, Nubar will give
you his medallion.

5.C  The answers to the old Earth Trivia questions are as follows:
Question     History &     Art &     Science &     Games
Number       Geography     Ent.      Nature   
(1)              3          4          3             1
(2)              2          2          2             2
(3)              4          4          4             4
(4)              2          1          1             4
(5)              4          1          4             1
(6)              1          2          3             4
(7)              2          3          2             2
(8)              4          4          4             3
(9)              1          1          3             2
(10)             4          3          4             4

6. THE FIRST MEETING WITH TERRI NEILSON
6.A  Per you talk with Thom Seldridge (see 4.B) you learned that Terri
shows up in the Blue Hell Bar around 22;00 hours (ten o'clock) to have a
drink.  You should show up in the bar at that time.

6.B  Terri will tell you about the Orion Program and its prerequisites if you
ASK TERRI ABOUT ORION PROGRAM or GIVE TERRI THE MEMO.

6.C  You have restarted or restored the game.  Go back and look at the 
napkin to check the number.  The number changes.

7. THE FIRST MISSIONS 
7.A  Once you have your blue badge, you are flight crew (see 3.A and 3.B
for information about how to get your blue badge).  You can go on a mission
the day after you actually get your badge.  The procedure for going on a mis-
sion is simple: Go to the Hangar Entrance on Level Tanya and GIVE BADGE
TO AGENT or walk SOUTH.  If you have a valid blue or green badge, the agent
will sign you up for a mission, escort you to the dock where the ship is, and
program the on-board computers with your set of course codes.  When she
leaves you at the dock, simply go UP to enter ship, CLOSE THE HATCH,
and SIT to access the control panel.  See the section in the manual on How 
to Operate the Heechee Ships for more information on the operation of the
panel and the ship itself.

7.B  You are prospecting.  You are looking for a planet that you can land
on that has concentrations of Heechee metal.  Use the course codes that were
assigned to you to explore the six destinations available to you.  If you 
"strike out" by going on a mission to dead intergalactic space, the black 
hole, the red giant, the nebula, or the planetary fragments, then return to 
Gateway and ship out again.  Keep looking.  When you find yourslef in orbit 
around a planet (Sigma Dayan 7), then you have found what you are looking 
for.  See 8.A or 8.B for more information about what to do once you have 
found Dayan 7.

7.C  These missions are "strike out" missions - you don't find any Heechee
technology, and you don't even have an opportunity to leave the ship.  You 
need to ship out again after you get back from one of these missions.  There
are no puzzles to solve on these missions.

8. SIGMA DAYAN 7
8.A  Go WEST from below the cave entrance to the base of the cliff, then 
WEST again to the rockslide.  CLIMB ROCKSLIDE or go UP to reach the top of
the butte (the plateau).  Walk EAST along the plateau and then EAST again.
PUSH THE ROCK you see here to create a rockfall.  The resulting pile of rocks
will give you access to the cave opening.  Retrace your steps until you are 
standing below the entrance again, then CLIMB ROCKFALL or go UP to reach
the Entry Chamber.

8.B  Once in the Entry Chamber, note where the portal appeared last:

      IF THE PORTAL                 YOU NEED TO GO
      APPEARED TO THE...            TO THE...

      Northeast                     EAST
      East                          WEST
      West                          NW
      Northest                      NORTH
      North                         NE

You'll anticipate where the portal will appear and sail through just in time.
After a crawl through a passageway, you will be in the Ovoid Room.  TAKE
THE BOX you see there.  This box (and evidence of two trips out) is what you
need to qualify for the Orion Program.

9. GETTING A GREEN BADGE
9.A Once you have gone on two missions and brought back the artifact 
from Sigma Dayan 7, you have fulfilled the requirements that Terri outlined 
for the Orion Program (see 6.A and 6.B).  You need to give Terri a call on 
the PV commset using the phone number that is on the cocktail napkin she gave
you during the first meeting.  Go to Your Quarters, INSERT DEBIT CARD IN 
SLOT,and select menu option (6), Place Call.  Dial the number that you read 
off of the cocktail napkin.  If Terri isn't in, call back an hour or two 
later.  If Terri is in and you have met the requirements, then she will 
agree to meet you in the Blue Hell and give you your green badge.  
Note: If you have met the requirements for a green badge but you 
never talked to Terri before you shipped out, then meet her in the bar at 
22:00 and ask her about the Orion Program.

10. THE MAINTENANCE KEY
10.A  PULL THE RED LEVER on the machine in Central Park.  A maintenance
man will show up a few turns later.  He has an access key that will allow 
you to open the vents in the Armory, Your Quarters, and the conference
rooms on Level Tanya.

10.B  The old man will hand you the maintenance key right after he shows up.
Simple DROP MAINTENANCE KEY IN HYDROPONICS TRAY to hide it. You can recover 
it after he has left.  You should stick around until he finishes talking 
because his banter contains very important clues. Note: There is an 
alternate solution to this puzzle.  When he first arrives, the old man 
will hand you the key. He will subsequently hand you various other tools 
and ask you to put them in the toolbox.  If you hang on to the key but put 
all of the other tools in the toolbox, the old man won't notice that the 
key is missing when he gathers everything up after he is finished and leaves.

10.C  The most important clue the old man gives you is that Perry shows up
on Level Babe every night at midnight and then disappears.

11. THE MAGAZINE
11.A  You can get the magazine from the receptionist in the Corporation
Offices by giving her the rose you find in Central Park.

12. THE TUNING FORK
12.A  The tuning fork is on display in the Gateway Museum.

12.B  You need the medallion you got from Nubar Kamalian for winning the
Trivia Game in order to solve this puzzle (see 5.B, 5.C).  Go to the Gateway
Museum.  If you exaimine the device there, you will see that it has a circular
depression on its upper surface.  PUT MEDALLION IN DEPRESSION (or PUT
MEDALLION ON DEVICE) and the device will begin to hum.  TAKE TUNING
FORK FROM PEDESTAL and PUT TUNING FORK INSIDE DEVICE.  A hologram of the
tuning fork will appear above the medallion, which is actually holographic
film.  TAKE HOLOGRAM.  PUT HOLOGRAM ON PEDESTAL.  The hologram will spoof the 
alarm system.  You can now TAKE TUNING FORK FROM DEVICE and leave the museum
with the tuning fork in hand.

13. THE GUN
13.A  The gun is sitting atop a storage cabinet in the Armory.

13.B  You will need the maintenance key you got from the old man to solve
this puzzle (see 10.B).  Go to the Armory and TAKE THE GUN.  STAND ON
THE CABINET.  OPEN VENT WITH MAINTENANCE KEY.  Insdie the vent you will see
a small button.  PRESS BUTTON.  THis will summon the maintenance robot,
which will arrive within a few turns.  PUT GUN IN SPIDER ROBOT CONTAINER.
The robot will scuttle off with the gun.  Go to another room with a vent
(like Room T20).  STAND ON TABLE.  OPEN VENT WITH MAINTENANCE KEY.  PRESS
BUTTON.  The spider robot will automatically re-appear with the gun.  TAKE
GUN.  Note: The spider robot will automatically dump whatever is in its
container after two hours.  You must reclaim the gun before this happens.

14.  PERRY AND THE SECRET ROOM

14.A  The old maintenance man will tell you that Perry appears on Level
Babe at midnight (For infomration about the old man, see 10.A, 10.B, 10.C).
He also tells you that he had a crate dragged into the corridor that Perry 
uses so that the old man could spy on Perry.  These clues point to Corrifor 
B4 on Level Babe.

14.B  Go up to Corridor B4 before midnight.  HIDE IN CRATE.  WAIT while 
Perry shows up and then disappears into the wall.

14.C  Perry will drop a slip of paper when he is fumbling around by the
Heechee metal wall.  EXIT CRATE and TAKE SLIP OF PAPER after Perry leaves.
If you READ SLIP OF PAPER you will see a five digit code.  HIT TUNING FORK
to make the blister appear.  PUT TUNING FORK IN BLISTER.  Enter the code
you saw on the slip of paper.  A portal will appear in the wall and you can 
enter the secret room.

14.D  You don't need to come back to the secret room until much later in 
the game (see 42.A).

15.  THE GREEN BADGE BRIEFING
15.A  The Orion Program briefings are held every day at 09:00 hours (nine
o'clock in the morning) in Room T52 on Level Tanya.

15.B  You need to have a green badge to participate in the briefing (see 6.B
and 9.A for information about getting a green badge).

16. THE METAL CYLINDER ON ALEPH 4
16.A HIDE BEHIND BOULDER or go WEST from the clearing.  WAIT while the
Mutzers file into the clearing and perform their ritual.  Note that the chief
Mutzer has custody of the dome key (the metal cylinder).

16.B  TAKE THE SALAMANDER from the Lake Shore.  If it is not there when
you show up, then WAIT until it appears.  Once you have the salamander, 
WAIT until you hear the second wailing sound (the second blast on the horn)
from the north or east, then go to the Mutzer Village. The Mutzers will all be
at the dome ritual, and you can ENTER BIG HUT (or go SE from the village) 
and then go DOWN to hide under the hut.  WAIT until the Mutzer chief
returns to the hut and climbs into the tank (you'll hear him).  Then: UP.
DROP SALAMANDER IN TANK.  WAIT.  Go back DOWN to hide and WAIT until the
Mutzer wakes up, finds the cylinder gone, and runs off to look for it.  Once
they have gone away, return to the Lake Shore.  You will see the metal
cylinder next to the pile of rocks.  TAKE CYLINDER.

17. GETTING INTO THE DOME ON ALEPH 4
17.A  Go to the base of the dome.  PUT METAL CYINDER IN DOME SLOT.  Then take
the test that ensues.  The idea is to select the shape that doesn't belong
with the others.  The answers (and reasons) are listed below.

THE ANSWERS:

     QUESTION          DESCRIPTION                    ANSWER
       (1)             Triangles and circles            4
       (2)             Starts with a pentagon           4
       (3)             Lots of intersecting lines       3
       (4)             Mirror images                    2
       (5)             Circles within circles           5

THE REASONS:

     QUESTION         REASON
       (1)            The circle is the odd shape

       (2)            The circle is the only one that is not a polygon

       (3)            The parallel lines are the only ones that
                      don't intersect if projected into infinity

       (4)            Figure number 2 has the only intersection that
                      cannot be produced by translation of the encom-
                      passing shapes (to look at it another way, Figure
                      number 2 is the only one where the encompassing
                      shapes are not parallel)

       (5)            Figure number 5 is the only one where the little
                      circle is not in the center of the largest circle

When you have answered all five questions correctly, a portal will appear and
you will enter the dome.

18. THE PRIMARY COLOR PUZZLE INSIDE THE DOME ON ALEPH 4
18.A  TAKE ALL FANS that you see when you first get inside the dome.
CLIMB PLATFORM or go UP.  Solve the primary puzzle like this: PUT
BLUE FAN IN RED SLOT.  PUT YELLOW FAN IN BLUE SLOT.  PUT RED FAN IN
YELLOW SLOT.

PART II: OTHER WORLDS

19. THE BEACH VR AND THE PEDROZA CLUB MEMBERSHIP PIN
19.A  The Pedroza Lounge is behind the oak door in the Casino.  If you go
EAST from the Casino, you will enter the Lounge (assuming you have a mem-
bership pin).

19.B  You need a gold Pedroza Club membership pin to get into the Pedroza
Lounge. The VR tech in the VR Terminal is a member, and he will offer you
his membership if you can find a bug in his Beach Virtual Reality program.

19.C  Go to the VR Terminal. LIE ON COUCH. PUT ON COLLAR. SET
SWITCH TO BEACH. PRESS POWER BUTTON.

19.D  The flaw in this virtual reality is the drink scanner/replicator on the
bar counter. The key to breaking the reality is to overload it by creating an
infinite number of Banana Daiquiris. Since the bartender is stopping you from
using the scanner, you must disable him somehow. The answer is to get him 
drunk. TAKE DRINK. GIVE DRINK TO BARTENDER. AGAIN. AGAIN.
AGAIN. AGAIN. Once he is slumped over and singing to himself, TAKE 
DRINK and PUT DRINK IN SCANNER. The result is an overload of the virtual
reality.

20. LEONARD WORDEN'S SPECIAL BRIEFING
20.A  Go to the Corporation Offices. Make sure you are holding or wearing
your green badge.

21. THE METAL DISK ON AURIGAE 6
21.A  Replace the cracked prism in the tray with the clear prism you get
from the Residence.

21.B  STEP ON DISK. It's a matter transporter.

22. GETTING THE BLACK PYRAMID FROM THE RESIDENCE ON
       AURIGAE 6
22.A  The oval depression in the cabinet must be filled before you can take
the black pyramid. Go to the Temple Court from the City Centre after trans-
porting over from the Landing Pad on the metal disk (if you haven't fixed the
disk, see 21.A and 21.B). CATCH BEETLE (the bugs are oval and will fit in the
oval depression). The go back to the Landing Pad and take the clear prism
and bright cube. Go to the Residence and PUT THE CLEAR PRISM IN DIA-
MOND TRAY, then PUT BRIGHT CUBE IN SOCKET. The cabinet will open,
and you can PUT BEETLE IN OVAL TRAY and then TAKE PYRAMID.

22.B  The black pyramid is the key to deactivating the force field in the 
Temple Court.

23. THE TEMPLE COURT AND THE OCTAGONAL ROOM MAZE ON
AURIGAE 6
23.A  You need to navigate through the octagonal room maze and put the 
black pyramid on the stand.

23.B  The key to solving the maze is the color spectrum: Red, Orange,
Yellow, Green, Blue, Indigo, Violet (ROY G BIV). All you need to do is go
through the doors in the colored wall following the spectrum sequence. The 
solution path is as follows: From the first room, go SE (through the red 
door), EAST, NW, SOUTH, WEST, SE, NORTH.

23.C  PUT PYRAMID ON STAND to deactivate the force field.

24. ACTIVATING THE AURIGAE 6 SHIELD GENERATOR
24.A  While in the Temple Court, TURN KNOB, PULL LEVER, and then
PRESS BUTTON. The shield generator will come out of the surface of the
planet and activate.

25. THE SPIDER AND THE ANEMONES ON KADUNA 3
25.A  You need the gun from the Armory to kill the spider. When it first 
appears, SHOOT SPIDER WITH GUN. It will rear up, exposing its underbelly.
SHOOT SPIDER WITH GUN again to finish him off, then go WEST to break the 
grip of the shoots.

25.B  Reclaim the gun from the spider. In the process of taking the gun,
you will wade into the ichor from the spider's mortal wound. This ichor will
protect you from the anenomes (if you don't want to reclaim the gun, then
TOUCH ICHOR or PUT ICHOR ON ME).

26. THE SWAMP CREATURE ON KADUNA 3
26.A  The key to getting past the swamp is the worm that keeps attaching
itself to you. The pterosaurs circling overhead and the beast in the swamp
all like to eat the worms. If you THROW WORM INTO SWAMP, the octopus will
fight with one of the pterosaurs. The result will be that the octopus is 
killed and floats to the surface. You can walk along the carcass of the beast
to get across to the other side of the swamp.

27. THE PLAZA AND THE SNAKE ON KADUNA 3
27.A  First you need to get the pod from the pod tree near your ship in the 
Jungle Clearing. TAKE POD and head EAST untill you get to the Spikeball
Field. DROP THE POD to entice one of the rats to run out of the forest. The
rat will run into the spikeball plant and be killed. TAKE THE RAT. Go EAST to
the Plaza, then GIVE RAT TO SNAKE. The snake will eat the rat and will settle
down to digest its meal. it will ignore you.

28. THE PUFFERSLUG IN THE TOWER ON KADUNA 3
28.A  Back in the Spikeball Field there is a spike stuck into one of the 
trees. You need to get that spike, then STAB PUFFERSLUG WITH SPIKE. Splat!

29. ACTIVATING THE KADUNA 3 SHIELD GENERATOR
29.A  TURN KNOB, PULL LEVER, and then PRESS BUTTON. If you haven't 
killed the pufferslug, then see 28.A

30. THE BOWL AND THE BERRIES ON DORMA 5
30.A  TAKE THE BRANCH AND VINE while in the Dark Forest. Then WAIT
and watch the beast's movement patterns.

30.B  The key is the beast's movement patterns. Watch where he goes,
where he appears from, and how long it takes. When the beast enters 
the cave on the southeastern side of the clearing, you can go EAST into the 
Forest Clearing and then NORTH into the Tunnel Antechamber.

30.C  You need the small stone you will find 0on the Northern Shore. PUT
SMALL STONE IN BOWL to plug the hole.

30.D  You need to fill it with berries and then leave it in the Tunnel
Antechamber to distract to distract the beast while you vnture into the cave
on the other side of the clearing. You can find the berries on the 
Northwestern Shore. PUT BERRIES IN BOWL, then return to the forest.

30.E  Fill the bowl with berries (see 30.C and 30.D) and then go to the
Tunnel Antechamber when the beast is in the cave. DROP BOWL. Then return
to the Dark Forest, wait for the beast to go into the tunnel, and go into the 
cave. In the Crystal Cave you need to HIT SHARD WITH THE BRANCH to dislodge
it, then TAKE SHARD.

31. TAMING THE BEAST ON DORMA 5
31.A  You tame the beast using the crystal shard (see 30.E) that you find in
the Crystal Cave.  First you must WASH SHARD in the pond. The next time
you are in the same room with the beast, he will become transfixed by the 
crystal. If you TETHER BEAST WITH VINE he will follow you around. 

32. REPLACING THE BOULDER IN THE DIKE ON DORMA 5
32.A  Lead the beast to the dike THROW CRYSTAL IN POND to break its
hold on the beast. The beast will shake off the effects of the crystal and 
see you. He will then pick up the boulder and throw it at you. Go EAST into 
the pond during the turn that the boulder is in the air. The boulder will plug 
into dike.

33. ACTIVATING THE DORMA 5 SHIELD GENERATOR
33.A TURN KNOG, PULL LEVER, and then PRESS BUTTON.

34. GETTING INTO BECKER'S HOUSEON NEMIRA 3
34.A  Becker's House is across the rope bridge from the Pinnacles. To get to
the Pinnacles from the Mountain Plateau, head NE to the Halfway Point, NW
to the Mountain Trailhead, NORTH to the Meadow, NORTH to the Cliff
Trailhead, and finally NE.

34.B  That pterodactyl means business. You can take either of two
approaches with it. First, if you've got the pistol from Gateway, you can 
shoot it (this is not nice). Alternately, you can blow the whistle that's
hanging on the cactus at the Crash Site. Take the whistle to the Pinnacles 
and blow it.

34.C  Becker's a forgetful guy and the mountain trails can be confusing. He
put them in the various places to remind him of the proper trails to reach
specific mountain sites.

35. MOVING BECKER'S PET DINOSAUR ON NEMIRA 3
35.A  You can take either of the two approaches with the fierce gopheria. 
First, if you've got the pistol from Gateway, you can shoot the little bugger.
A kinder approach would be to ASK BECKER ABOUT THE GOPHERIA and learn
about the Jubifruit leaves the animal craves. If you ASK BECKER ABOUT THE
JUBIFRUIT LEAVES, he tells you that he grows them in his garden. Find
Becker's garden northwest of the Mountain Trailhead and PICK LEAVES.
Return to Becker's house and FEED THE LEAVES TO THE GOPHERIA.

35.B  The gopheria gobbles the Jubifruit leaves and quickly returns to his 
mattress on the control panel. While he's eating, MOVE THE SMALL MAT TO   
THE FLOOR, and the animal will reluctantly return to the mattress in its new 
position.

35.C  Move it to the floor.

36. REPLACING THE MISSING FOCAL LENS ON NEMIRA 3
36.A  The focal lens is that glassy object visible across the chasm from the 
Meadow, just north of the Mountain Trailhead.

36.B  There are two ways of recovering the lens from across the chasm.
The first way is to get the axe from Becker's tree house, up the ladder from
his garden. Take the axe to the Meadow and CHOP DOWN THE TREE WITH THE
AXE (not nice). The fallen tree spans the distance across the chasm. Walk
EAST to recover the lens. A second and more gentle approach is to get the
rope coil from the Pinnacles, take it to the Meadow and TIE THE ROPE TO
THE TREE LIMB. Then you can SWING ACROSS CHASM to get the lens. 

36.C  In Becker's tree house, up the rope ladder from his garden.

36.D  On the trail beside the rope bridge, at the Pinnacles.

36.E  You need to replace the lens in the lens housing underneath the con-
trol panel in Becker's House. PUT LENS IN HOUSING or PUT LENS UNDER 
PANEL to install it.

37. FINDING THE MISSING ACTUATOR CELL ON NEMIRA 3
37.A  There are actually two actuautor cells. One is buried in an old grave
that Becker once dug. The other is within the core of a field actuator at the 
Crash Site. If you read Becker's personal log, you can learn about the grave
site. If you ASK BECKER ABOUT THE CELL, he'll tell you there's one in the
actuator in his ship.

37.B  To dismantle the field actuator without "blowing it," you'll need a
grommet wrench, a flange defuser, an actuator discharger, and some
actuator calipers.

37.C Inside the maintenance crib at the Crash Site. 

37.D  Inside the maintenace crib at the Crash Site.

37.E  In the drawer in Becker's Tree House.

37.F  In the drawer in Becker's Tree House.

37.G  In the Garden.

37.H  At the River Trailhead, although you'll need to read Becker's
personal log to find out about it first.

37.I  The actuator cell needs to be installed in the lens housing in
Becker's house.  PUT CELL IN HOUSING to replace it.

38.   DISMANTLING THE FIELD ACTUATOR ON NEMIRA 3
38.A  You can remove the grommets from the actuator panel with the grommet 
wrench.  REMOVE GROMMETS WITH WRENCH. 

38.B  UNSCREW THE CYLINDER CAP.

38.C  You can easily REMOVE FLANGE CONNECTOR WITH THE FLANGE DEFUSER.

38.D  You can discharge the field actuator, preventing it from exploding, 
by attaching the clips on actuator the discharger to the anodes on the 
actuator plug.  ATTACH GRAY CLIP TO THE TETRAHEDRON ANODE and ATTACH BLUE
CLIP TO THE PYRAMID ANODE.

38.E  Pull the core out of the actuator canister with the actuator 
calipers.  You'll need to remove the flange connector first.  REMOVE THE 
CORE WITH THE CALIPERS and TAKE ACTUATOR CELL.

39.   REPLACING THE MISSING LENS COVER ON NEMIRA 3
39A.  Becker's got it.  If you ASK BECKER ABOUT LENS COVER, AS BECKER 
ABOUT THE ORE, or ASK BECKER ABOUT ABANDONED MINE, he'll offer to trade
you the lens cover for some ore.

39.B  The purple ore that Becker wants is contained in a vein of rock
beneath the surface of the River Overlook, southwest from the River
Trailhead.  You'll need a pickaxe to mine it.

39.C  The pickaxe is in Becker's abandoned mineshaft, just west of the 
Mountain Plateau where you landed.

39.D  GIVE ORE TO BECKER and he'll trade you the lens cover for it, after
testing the ore first, of course.

39.E  After you give Becker the ore, he says he's got to test it and 
tells you to meet him at the Garden.  Go to the Garden, just northwest 
of the Mountain Trailhead, and he'll give you the lens cover.

39.F  The lens cover needs to be installed in the lens housing in 
Becker's House.

40.   THE RAFT TRIP ON NEMIRA 3
40.A  You can't ride on the raft without some help.  Neither can Becker.  
If you ASK BECKER ABOUT THE RAFT or ASK BECKER ABOUT THE GLINT you can 
see from the Vantage Point, he'll ask you if you'll help him recover
his cane.  Agree to help him.

40.B  If you've agreed to help Becker retrieve his cane, ASK BECKER
ABOUT THE RAFT and he'll tell you need a pail and a tiller to begin the
voyage.

40.C  At the River Trailhead, just south of the Garden.

40.D  In Becker's garden.

40.E  To get underway, you need to have the metal pail and Becker has to
have the tiller.  GIVE THE TILLER TO BECKER.  Go to the River Shore and
GET ON THE RAFT.  TELL BECKER TO GET ON THE RAFT.  You're ready to go.
LAUNCH THE RAFT and you're on your way.

40.F  Listen to Captain Becker and BAIL each and every turn until the 
raft trip is over.

41.   HINTS ABOUT ROLF BECKER
41.A  Becker's been stranded on Nemira 3 for a long time so he's probably
hungry for news of home.  Also, there's an article in the magazine about
his wife, Adriana.  Give the magazine to him and you'll make him a happier
guy.

41.B  ASK BECKER ABOUT WOODEN STAND for a surprise.

41.C  You might try reading it while Becker is napping.

41.D  You can learn all about the wonders of Nemiran wildlife in 
Becker's field notebook.  Winnerpellers, Mendobrillium, and Phylangomorphs
are only a few of the natural wonders observable here.

41.E  Yes and no.  You can win the game and turn on the shield generator
regardless of how nice you are in solving the various puzzles on Nemira 3.
However, Becker may not return with you if you've been especially nasty.

41.F  Be nice to him and do as he says, respecting the delicate desert
flora and fauna on Nemira 3.

PART III: THE ENDGAME

42.   THE STARCHART
42.A  The silver sphere is a Heechee starchart.  You'll find it behind 
the panel in the secret room after all four of the shield generators
are turned on (hence the four illuminated sets of Heechee characters).  
See 10.A, 10.C, 12.A, 12.B, 14.A, 14.B, 14.C and 14.D for information 
about how to get into the secret room.

42.B  Take it down to the Corporation Offices after you get out of the
briefing with Leonard Worden.

43.   DEEP PSYCH
43.A  Leonard Worden will authorize you to enter Deep Psych during the
briefing you undergo after the last shield generator is activated.  You
simply need to go from that meeting to the VR Terminal, where the tech
on duty will give you the password.  Once you have the password, LIE ON
THE COUCH.  PUT ON COLLAR.  SET SWITCH TO DEEP PSYCH.  TYPE (password).
PRESS BUTTON.

43.B  The demon symbolizes your fears.  Confront your fears:  JUMP OVER 
CHASM so that you are on the same side as the demon.  WAIT.  Continue 
to WAIT until you read that the demon is clawing on the door.  Use your
fear to solve the problem at hand: LIFT DEMON or PICK UP DEMON so that
it can reach the bar on the door and dislodge it.  Together you will sail
through the door and avoid plunging into the chasm.

44.   THE HEECHEE SATELLITE
44.A  Here's an easy one.  PRESS BUTTON.

44.B  PUT ON THE RING.

44.C  TOUCH THE GLOBE.

44.D  PRESS PEDAL.

44.E  TOUCH ORB.

45.   THE BALLROOM
45.A  This is a clue that you are in a virtual reality.

45.B  The directive of the VR you are currently in is to keep you winning.

45.C  You can destroy this VR by countering the VR's directive.  You must 
find a way to lose.  There are two ways to do this:

     The first is to accumulate a stake by visiting the Guess 
     Your Weight Booth or the Ball Throw Booth, playing enough
     times until you have over $100 on your card.  Then you 
     should join the poker game.  Go to the secluded bar and 
     SHOW CARD TO MAN.  Play a hand and then FOLD.  You can use
     the rules of the card game you are playing (poker) to defeat
     VR.  You win by losing.

     The second way is to use a flaw in the Wheel of Fortune
     Booth against the VR.  If you bet on more than one number, 
     you will lose one of your bets.  This will short-circuit 
     the VR.

46.   THE DEMON GAUNTLET AND THE EMPTY CHAMBER
46.A  It is another virtual reality generated by the Assassin.

46.B  Take the sword from the Hydra Lair.  Go to the Demon Gauntlet and
cross.  When you get hit with the net, CUT NET WITH SWORD.  CUT NET WITH
SWORD again, then TAKE THE SACK that the demons throw at you.  TAKE THE 
NET and continute along the gauntlet.

46.C  You need to use the ash on the ground in the Hydra Lair to make the
demon visible.  How?  PUT ASH IN THE SACK you got when you crossed the 
Demon Gauntlet (see 46.A).  Go to the Empty Chamber.  WAIT.  Continue to
WAIT until "you hear a scuffle on the stalagmite shelf."  This is your
clue that the invisible demon is sitting on the shelf.  THROW ASH ON 
SHELF.  The demon will become visible.

46.D  THROW THE NET ON DEMON.  TAKE RING.  If you haven't got the net, 
then see 46.A.

47.   ESCAPING FROM HELL
47.A  The statues in the Mirror Room breath out Berserker dust.  You can
figure out which one is about to breath out because it will begin moving
a turn before it "spews."  WAIT until one of the statues starts to move, 
then note the name of the one that does.  PUT SACK ON (name of statue).
If you don't have the sack, see 46.B.

47.B  After the statue in the Mirror Room fills the sack with dust 
(see 47.A), TAKE SACK and return to the Hydra Lair.  THROW DUST ON HYDRA.  
The hydra will breath in the berserker dust and attack the first thing
that it sees: its own heads.  The result is that two new heads are created
for every head destroyed, and the new heads join the fray as soon as they
appear.  The infinite progression continues until the VR locks up.

48.   THE FINAL STEP
48.A  Once you have slept and gotten your messages, youknow tht you are 
in another Assasin virtual reality.  The puzzle is to figure out how to 
get the Deep Psych password so you can unleash the virus program.  The
answer is to use the UV light in the Tanning Room to read the VR Manual. 
TAKE THE MANUAL from the VR Terminal, then go to the Tanning Room.  READ 
THE MANUAL in the Tanning Room.  Note the day of the month on the status
line and remember the password on the corresponding line in the manual.
Return to the VR Terminal.  LIE ON COUCH. PUT ON COLLAR. TYPE (password).
And - hold your breath here - PRESS BUTTON.  That's it.  You've won.

SECTION 4
==========================================================================
COMPLETE LIST OF POINTS

Number
of 
Points  Achievement

Gateway
3       Taking the book from the desk drawer       
2       Taking the debit card from your desk
2       Taking the rose from Central Park
5       Getting the magazine from the receptionist
5       Getting the DataMan from the receptionist
5       Pulling the shut-off lever in Central park
10      Getting the maintenance key by hiding it in the planter
           tray or putting the old man's tools away
5       Opening vent cover with maintenance key
5       Pressing the call button for the spider robot
5       Putting the gun in the spider robot's waste box
15      Retrieving the gun from the spider robot
10      Getting your blue badge at Hector's lecture
15      Winning the medallion from Nubar
5       Asking Terri about the Orion Program or the memo you got from Thom
10      Getting Terri's phone number on the napkin
25      Getting your mission bangle
30      Getting your green badge from Terri
15      Getting the green badge course code from Worden
5       Putting the medallion in the depression in the Heechee camera
           in the Gateway Museum
10      Making a hologram on the tuning fork
15      Putting the hologram on the pedestal
5       Entering the Pedroze Lounge
25      Listening to Big Shot's speech in the tanning room
10      Meeting with Worden after Aleph 4 (and getting shield generator codes)
5       Spying on Perry in Corridor B4
5       Making the blister appear in Corridor B4
3       Putting the tuning fork in the blister 
10      Making the portal appear in Corridor B4
5       Entering the Hidden Room
50      Taking the silver sphere (star chart)
10      Getting the code for the Assassin watchTower

Dayan 7
5       Pushing the rock to make a rockslide
5       Getting into the Entry Chamber
15      Getting into the Ovoid Room
25      Taking the Heechee box

Aleph 4
5       Taking the salamander
2       Entering the Mutzer village
2       Hiding under the Chief's Hut
10      Putting the salamander in the tank
15      Getting the metal cylinder from the Lake Shore
20      Getting into the Dome (passing the test)
2       Taking the red prayer fan
2       Taking the blue prayer fan
2       Taking the yellow prayer fan
2       Putting the red fan in the yellow slot
2       Putting the blue fan in the red slot
2       Putting the yellow fan in the blue slot
25      Releasing the red fan

Beach VR
5       Giving a drink to the bartender
10      Putting your dirink in the scanner to break the VR
10      Taking the Pedroza Lounge membership pin

Aurigae 6
7       Putting the bright cube and clear prism in the transporter disk
7       Stepping on the disk to arrive at the City Center
7       Catching a beetle in the Temple Court
7       Putting the bright cube and clear prism in the cabinet in 
           the Residence
7       Putting the beetle in the cabinet's oval tray
7       Taking the black pyramid from the cabinet
14      Getting through the maze to the pyramid stand
19      Putting the pyramid on the stand
25      Activating the schield generator

Kaduna 3
3       Taking the fruit pod
4       Removing the work from your helmet
10      Killing the spider
5       Getting to the Swamp
10      Killing the octopus
5       Reaching the Field
3       Taking the spike from the tree
5       Kliing the rat
5       Taking the dead rat
10      Feeding the rat to the snake
5       Entering the Tower
10      Killing the pufferslug
25      Activating the shield generator

Dorma 5
4       Seeing the beast for the first time
12      Taking the wooden bowl
6       Taking the small stone
8       Filling the bowl with berries
6       Getting the first dream
5       Taking the strong vine
9       Taking the long branch
17      Leaving the berry bowl in the Tunnel Antechamber
12      Dislodging the crystal fragment
11      Taking the crystal shard
20      Washing the crystal
16      Tying the vine to the beast
14      Bringing the beast to the dike
15      Throwing the crystal in the pond
20      Entering the pond so the boulder fixes the dike
25      Turning on the shield generator

Nemira 3
5       Seeing the glint from the Vantage Point
5       Taking the pickaxe
1       Examining the Halfway Point cairn
1       Examining the River Trailhead cairn
1       Examining the Cliff Trailhead cairn
3       Finding the wreckage
7       Taking the whistle
1       Greet Becker
1       Give magazine to Becker
5       Taking the jubifruit leaves
5       Taking the shovel
5       Taking the metal pail
5       Finding Becker's house
6       Taking the coil of rope
1       Tying the rope to the winnerpeller limb
12      Getting focal lens
1       Blowing whistle at Pinnacles
12      Digging up ore
12      Taking ore
12      Getting lens cover from Becker
12      Getting actuator cell from wreckage or grave
29      Putting cell in housing
20      Putting lens in housing
20      Putting lens cover in housing
1       Playing drums with Becker
7       Starting the raft trip
1       Getting Becker's cane
7       Finishing the raft trip
1       Giving jubifruit leaves to T. Rex
10      Moving the small mat to the floor
25      Activating the shield generator
20      Bringing Becker back to Gateway

Deep Psych VR
10      Jumping over chasm
15      Lifting scrabbling demo to solve VR

Satellite
50      Turning on final component of cloaking system
5       Wearing collar
15      Touching the blue globe
15      Touching the black orb

Ballroom
25      Breaking VR by folding from poker game or betting
           on two wheel-of-fortune slots

Hell
5       Taking the sword
5       Cutting the net once
5       Cutting the net again
5       Taking the net
5       Taking the sack
5       Putting ash on the shelf in the Empty Chamber
15      Throwing ash at the invisible demon
10      Throwing the net on the demon
10      Taking the demon's ring
10      Wearing the demon's ring
15      Collecting the magic dust in the sack
50      Throwing the dust at the hydra to break the VR

Final Step
20      Reading PV message from virus program
15      Taking VR manual
15      Reading VR passwords
20      Entering Deep Psych password
100     Beginning Deep VR inside Gateway VR (winning the game)

1600 Total





