Created and sent in by George Ison <rdison@kih.net>
CONNECTIONS
It’s a Mind Game
VIDEO PROBLEMS: If your Quick Time movies show a black screen, the following are possible fixes:
In the windows directory, there’s a qtw.ini file. In the [video] section,
it is normally set to
Optimize=Hardware. The three possible fixes are: Optimize=Driver, Optimize=BMP,
or Optimize=DIB. After playing the
game, you may want to change back to the normal setting of Optimize=Hardware
in the [Video] section. Making any changes
requires a restart of windows.
Your goal is to collect items representing innovations throughout history
and put them into a chain of connections. When you
find an item and it’s placed in your chain, click it to see an interesting
and educational video about that item and the relation to
other items in the chain. When the chain is finished, you automatically
go to another area of game. About the only drawback in
the game, it has to be started from disc 1 each time.
You stand facing a castle. Check the control box just right of the drawbridge.
Look under the carpet in front of the castle. Turn
around and enter the building with a single door. Examine the window
inside. Turn and talk to Mr. Burke, who appears several
times throughout the game. When you’re alone, examine the picture of
Africa on the wall. Nearby, click the steel balls and
notice the clicks. Turn the globe to Africa and you’ll discover a safe
behind the wall picture.
Examine the card on the desk (faint imprint of some numbers.) Get the
pencil. Click it’s image on your chain. Do this for all
new images on the chain. In the middle drawer, uncover the card and
notice the five digit number. Could these be related to
the clicks of the steel balls? Anyhow, it’s the combination to the
safe, which contains a couple of shillings.
In the right drawer, there should be some carbon paper. Rub it over
the card with the imprint. Play the message on the phone.
Be sure to rewind it. Make sure you’ve examined everything on the desk
and in the room. At the building with two doors,
enter the Apothecary on the left. Buy the yellow bottle on the shelf.
Exit and enter the Electronics shop next door.
Examine the oscilloscope, TV, etc. Play the video tape on the TV (it’s
critical.) You learn about a drawbridge opener and a
certain voltage. Go back to the office. Remember the phone number you
found on the card? It’s to the Electronics shop.
Make the call and immediately play the answering machine when the shop
owner answers.
Go to the shop and get the oscilloscope. It’s useless until you restore
the phosphor coating to its screen. Maybe a trade at the
Apothecary will help. Once the oscilloscope has been repaired, go to
the drawbridge and open the control box. Place the
scope inside and set the proper voltage that you learned about in the
video tape. Enter the Castle.
NOTE: R means turn right, L means turn left, F means go forward once, F2 means forward twice, and so on.
CASTLE.
Go straight ahead past the fountain. Talk to the guard. R, F, R, F,
L. Go down steps to the pump station. Get the shovel.
Examine the pump. Face away from it to see the flooded stairway leading
down. Go
back upstairs and exit to the fountain. Go straight ahead to the other
red door. There’s a sword in the stone. This is your ticket
past the guard. Turn right to a small doorway. Get a condenser from
the crate. Return to the Apothecary.
APOTHECARY.
The woman should be gone. Get a match and a bucket. Return to the castle
pump room.
PUMP ROOM.
Use the condenser on the side of the pump. Get a bucket of water, from
the flooded stairwell, and use it on the condenser.
Use your shovel on the coal. Open the furnace and use the shovel on
it. Light the furnace and use the shovel on it again. Go
down the drained stairwell. Lower the two sword switches, on the control
bank, all the way.
Return to the sword room and get the sword. Show it to the guard. Try
to get the jewel from the crown. Try again. Go back
down to the control room and look at the computer screen on the right
of the control bank. Get the idea? At the three wall
switches, set them left to right false, false, true. Go get the jewel
from the crown and examine it and anything new on your
chain.
Try to leave the throne room. Listen to Mr. Burke. You end up in a desert.
Ride the balloon. Examine the chain image. Turn to
face the town.
MINING TOWN.
F2, L, F, L to the side entrance of the Orpheum. Go through the hallways,
knock on the magician’s door and approach him.
Go to the side entrance of the stage and watch the act. Go to the door
with a star and knock on it. Leave the theater and go to
the Dry Goods store. Click on the jar of aspirin on the bottom shelf.
Check out the self service telegraph room. The morse
code chart is critical. Try the key a few times if you want to. Go
to the saloon.
SALOON.
Talk to the miner. Turn left toward the piano and listen to Mr. Burke.
Play a little yourself. Take the role from the piano slot.
Check the image on your chain. Talk to the gambler. Eventually, the
phone rings. Answer it and get a dollar. Talk to the
gambler again and show him your dollar. Carefully notice the order
that he lays the cards down. Change them to that order but
from left to right, QKQQKKK. You get the gambler’s keys and a carburetor.
Remember, always check new items on your chain. Put the carburetor on
the car’s engine. Get a crank and half map from the
trunk. Carefully listen to the music in the next part. It will possibly
save you several trips later. Use the crank on the front of the
car. Note the tune on the radio and the BIG clue, DYNAMITE. Give the
half map to the miner and get a whole map.
Click the map in inventory for the directions. Check the piano rolls
and keep the one that plays the tune from the car radio. Go
to the Dry Goods store.
TELEGRAPH ROOM.
Look at the code chart and write down the codes for dynamite. -..,
-.--, -., .-, --, .., -, . and tap them on the key. Keep the
dashes long and the dots short. This is relatively easy with a telegraph
key, but with your mouse it’s quite different. For
instance, the letter N -. give a long blast, then immediately give
a short blast without hesitation. If you pause between the - and
the .
it will be interpreted as two different letters. After you correctly
tap out the word dynamite, you win that very item, which is
needed to clear the mine entrance. Return to the Orpheum.
THEATER.
Go under the stage to the hydraulics room. Click the plaque on the
wall, up for off, down for on. Adjust all valve arrows up to
shut them off. Adjust the upper right valve down for on. Adjust the
lower left valve, by the meter, down for on. Working your
way back to the upper right valve, there are three additional valves
to turn on (down) so that steam can go from the upper right
valve to the meter and raise it to 100.
If you have too much trouble, consult the built in hint feature for
a drawing of the valves. When the meter registers, go around
the halls to backstage and the hydraulic lift. Ride it up, turn around
and go forward to the attic room on the left. Put your piano
roll in the loom and turn it on. If it’s the correct one, you will
get a rug with some red symbols on it. This is a code to a puzzle
in the mine. Once you get the rug with symbols, go to the mine entrance.
MINE.
Use the dynamite to clear the entrance and try to find your way through
the mine with the miner’s map or do the following: F4,
L, F2, R. F2, L, F2, L. F2, R, F2, R, F2, R. Click the light patch,
on the wall, for a sliding tile puzzle. Click your pattern rug
on the puzzle. Solve it and turn around. Go forward and get the gold
nuggets. In hints, use the magic square to get out or do
the following: turn around, go back to the light colored patch and
turn right. Then, F2, L, F2, L. F2, R, F2, R. F2, L, F2, R,
F4.
At the Dry Goods, buy some aspirin and go to the woman’s dressing room
at the Emporium. Give her the aspirin. Click the
item on the dresser. Examine all new items on your chain. Back away
from the dresser. Eventually watch some gents playing
lawn bowling. Score the game by giving a point to the colored ball
closest to the white peg. Or points to balls of same color if
more than one is closest to the white peg. You get a ball for correctly
scoring. Go to the Bank.
BANK.
The teller won’t talk. Hmm! Go to the Diner and talk to the bowlers
on the right next to the last booth. At the register, try to
take the paper from the jar. Click on the ketchup bottle next to the
register. Take the paper from the jar and click on it in
inventory. Go give the note to the bank teller. You have to find out
the mother’s maiden name. Go to the grave yard.
GRAVEYARD.
Find Casey’s father, Bob Moran’s grave. Casey’s brother Tom’s grave
confirms that Watson is the maiden name. Return to
the bank and get a crank from a safety deposit box. Now go to the ship.
SHIP’S HOLD.
Take the sextant. Use the crank on the small silver plate on the cannon.
Set the cannon level and use your bowling ball on the
cannon. Press the button. Go around to the side of the bank, enter
the hole in the vault and look around. Do your own
fingerprint.
JAIL.
Move the stool and click the corner of the floor. You discover a rare
bone and get a reward of a three dollar bill! Now you
can afford that 2.99 special.
DINER.
Give the three dollars to the waiter and get the penny change. Take
the restroom key from the side of the register. In the
restroom, click the mirror and take the piece of fallen mirror. Go
to the ship.
SHIP’S HOLD.
Click your sextant on the night sky. Click the mirror piece on the
sextant (large brass circle-it’s actually the eyepiece) to get a
star fix. Adjust the light dot with the up and down arrows so that
it’s on the horizon (water line.) Back from closeup of
eyepiece and note the degree heading of 50. Set the red handled telegraph
lever to same heading. Face back toward the helm
and listen to Burke. (Disc change)
COURTYARD.
Now you’re in a medieval courtyard. Turn right twice and go up the
stairs on the right side of the building to Galileo’s office.
Turn left in the room to see the telescope. Click the arrow cursor
above the eyepiece for a side view of the telescope. It needs
a lens in the center slot. Click on the lunch box. Click on the boat
in the bottle. Click the curtain to reveal a broken shrink
machine. It needs a timing device. It also needs insulation on the
area above the red bars.
Exit Galileo’s and go to the door on the left, the Tapestry Shop. Help
the shop keeper turn red patterns into orange. Watch the
tapestry video on your chain for an idea. Create alternating red and
yellow squares. When successful, you get her watch. Enter
the church and go to the organ straight ahead and on the right. The
devil plays four main notes. You discover the organ doesn’t
work. R, F, L, F, L. There’s a water wheel that powers the organ. It’s
broken.
Cross to the left side hallway and enter the belfry. Fix the gears for
the hunchback and he will give you a wrench for the water
wheel. Open the metal on the right and arrange the gears from right
to left in the following order: medium, small, medium, large.
Medium, small, large, medium, large. Take the wrench and repair the
water wheel.
Remember the four notes? The middle black key (Ab), the next white key
left (G), second white key left of there (E), white
key right of there (F.) After the pulpit raises, get the lens from
the bible and return to Galileo’s. Put the lens in the telescope
and get a sandwich. At the shrink machine, replace the timing device
and use the shrink wrap. Pull the upper left lever to shrink
yourself and enter the ship in the bottle. Knock on the door. Turn
right and get the map. Give it to the captain. Enter the hold in
front of the captain. At the laquer tables, the left lever slides the
tables left, and the right lever rotates the tables around the
center of the room. Maneuver the tables for a clear path to the door.
If you’re growing old, the magic button in hints will do it.
Review any new items on your chain. Then, exit the door.
EGYPTIAN DESERT.
Approach the woman and do a match puzzle. TIP: first remove the top
center one. After the puzzle, click the cup. Go left to
the Sphinx. The guard requires a password. Return to the tent.
TENT.
Click the phone, then click the cradle to the right of the fax machine.
Now you have to restore power. Get a hose from a
drawer. Go
outside and take the gas caps from the generator and the truck. Click
the hose on either gas nozzle. Pull the generator start
cord. Back in the tent, get the code tape from the fax. Review the
code video on your chain.
The difficult solution is to use the book, on the chest of drawers,
to decode the tape. The easy way is to wrap the tape around
the tent pole. Either way, go to the Sphinx and enter the code word
on the wall.
SPHINX KITCHEN.
MEASURING FLOUR.
Dump a full small cup into the large cup. With another full small cup,
fill the large cup. Dump the full large cup back into the
cannister. Put the large empty cup back on the counter. Dump the partial
small cup into the large cup. Dump a full small cup
into the large cup.
SETTING OVEN TEMPERATURE.
Go to the fish bowl and try to get the thermometer. Maybe the fridge
has something you can feed the fish. After getting the
thermometer, place it in the oven and close the door. Turn on the right
knob and change the left knob a little. Recheck the
thermometer. Keep changing the left knob until the temperature is at
350. Go through the door by the fridge.
CODED DOOR HIEROGLYPHS.
Numbers already displayed are 1-5 from left to right. You need 6 and
7. One step back from closeup, 6 is in the third column
from left. It looks like two eyes with eyebrows. 7 is in the eleventh
column and near the bottom. It looks like a wishbone. Enter
the new door and turn left. Watch a short video of the Pharaoh taking
a bath. Click the curtain. You need the toy warship.
You have to drain the tub. Click the hand on the water near the left side of the faucet. Click the ship on the curtain.
THRONE ROOM ANTECHAMBER.
Maneuver around till you can enter the red trapdoor. Look at the instructions
on the wall. By heating a tank of water, it flows
into another making it heavier. That one will pull cords fastened to
columns that open the big doors. Back upstairs, smash the
small chair on the right near the trapdoor. Place the broken pieces
on the small blue altar near the large doors.
Move the large mirror to direct the light towards the altar. Now you
have to concentrate the light onto the wood. Thoroughly
check the room for a magnifying glass. Once you’ve ignited the wood,
the large doors will open. Enter and talk to the Pharaoh.
The rest is automatic.
AUTHOR: GKI

