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Dark Side of the Moon

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There are hundreds of ways through the game. This is only one.

1. Shuttle. Talk to the Shuttle Attendant. What's that light blinking on your VDA? Incoming message from one of your least favorite people in the world. While you're in the VDA, check the other messages in V-Mail. That one from your attorney contains the video last will and testament of your uncle. The Shuttle Magazine has some articles that contain helpful background information.

You might want to DOUBLE-CLICK on any inventory items of interest. The picture of your uncle will trigger a flashback to happier times. You also have the documents necessary to establish your ownership of his claim. Take a look at your bank card. Not much money. You'll need more to survive on Luna Crysta.

You can take the complimentary laser scanner in the holder on the back of the seat in front of you, if you like. Talk to Kit, the charming young lady to your left. Notice her friendly attitude and heed her words. You'll then talk to the gentleman seated directly in front of you by the name of Whistler. You can try to talk to either of your fellow passengers again, if you like. Why not take a look out your window? It's time to land.

2. Customs. Whistler sure looks like he's up to something. And that's the second time Kit has looked nervous when Security was mentioned. I've always thought it's better not to mess with Customs Officials. It's up to you though.

3. Terminal. Why was Whistler hanging around? There's a video telephone to your right as you enter. You can check for messages, and make some calls, if you have enough credits. When you do get enough credits, call your sister, if you like. And your girlfriend. Both have left messages for you. Check out some of the local numbers. It may seem like a lot of dead ends, but there are actually clues scattered through all the answering machine messages.

Over at the observation deck you can see your shuttle taking off. Looks like you won't be leaving anytime soon ...

There's a piece of synth-lumber lying conveniently near the laser saw. Unfortunately the laser saw doesn't work. Click on its maintenance hatch to see that somebody's obviously in the midst of repairing it. The only problem is which magnet will fit, but it's easy to figure out. Wrap the wire around the smaller magnet, and put it in the slot. There's still wire left over. You'll need something to cut it.

In the doorway to the elevator lobby a Cepheid boy will almost run into you. He hides under the laser saw as a beefy security guard shows up looking for him. Turn the kid in if you want to.

In the elevator lobby you'll find a basic Ion Stream Wirecutter propped up in a booth intended for a vidphone. Just the thing to snip off that trailing wire on the laser saw. Put the lumber on the saw and press the button. You'll get a warning. Ignore it. You don't want two nice pieces of lumber, you just want the dregs. Push the button again. Synth-lumber dust, but no way to carry it. Leave it behind for now, and head for the elevator.

4. Welcome to Level 2, Administration. Straight ahead are some elevators that will take you down to the Ore Processing Center. Ignore them for now. To your left is the main Administration Office. To your right in order are Security, the Claims Office and finally General Outfitters.

Go into the Administration Office. Eliot Neame, assistant to the man who runs this entire moon, is there. You can get directions, learn about his boss, Howard Janous, even make an appointment to see Mr. Janous if you'd like. If you hang around long enough. Eliot will leave. You can scan an interesting memo on his desk and use his vidphone (for free!). Click on that security monitor for a surprise: Whistler was apparently lurking right outside the office. Watching you?

Head for Security. You'll run into Kit again on her way out. What is it with her and Security? In fact, she seems to have a number of conflicting emotions. And who's watching from down the walkway? Whistler.

5. In Security you'll run into the surly security guard again, O'Kale. He directs you to go talk to his chief, Einar Grice. If you refuse, O'Kale will give you the bum's rush into Grice's office.

Grice has a firm grip on this wild mining colony. The mystery surrounding your uncle's death has him puzzled and annoyed. He'll show you a security camera shot of your uncle's last moments. No one has been able to identify the Cepheid who ran off right before he died. He'll give you a copy of the recording for your VDA. If you didn't make an appointment to see Janous, he'll want to see you. Grice will give you the necessary instructions. Ask him about a security pass to get into the mines. He'll ask O'Kale to make one up for you.

After you get the security seal from O'Kale, go back out on to the walkway. If you're dying to go down and explore the Ore Processing Center this early in the game, feel free. You may get run off by O'Kale for not having the correct pass, however.

6. Go see what Janous wants. Eliot is gone. He's left a cup behind. You can borrow it, or you can find one later in the casino bar. Up to you. Dial "55" on the vidphone on his desk to let Janous know you're here. He escorts a combative old lady out of his office, then invites you in. Janous seems mainly concerned that you don't blame the Brave Hope Mining Corporation for your uncle's death. He also doesn't appear to think you'll make it out of the mines alive.

7. After your discussion with Janous, head all the way around to the far side of the shaft (you'll pass the Claims Office and General Outfitters on the way). Double clicks will move you five times as fast if you get tired of the scenery. Eventually you come to the spot where your uncle killed himself. The twisted metal blocks your passage in that direction. But looking at the blast site (move forward a couple paces) will trigger another flashback, but the reality of the explosion will bring you back to the present. There's a small figure on the other side. It's the Cepheid boy. You'll learn his name, if you haven't already: Londie. He's an interesting kid. Find out all you can.

Londie is scared off by the arrival of Whistler, who finally admits he's interested in your uncle's claim. He wanders off, promising to be in touch. Tilt down. Try the bent walkway. The metal groans, but won't bend.

Backtrack a couple paces, and head for another bank of elevators. On the way there will be a spot you can long down into the main shaft. Wow, that's a long fall ... The elevators will take you up to the casino, down to ore processing, and even farther down to the bottom of the main shaft. Go up to the casino.

8. In the casino, the first thing you'll notice is how empty the place is. One drunk asleep at the bar. Look around the bar area. You'll find a broken sonic piano. Look down, there's a sonic tuner that emits a high-pitched screech. That other sound was a glass shattering somewhere thanks to the tuner's pitch. If that's how the piano is tuned, no wonder somebody broke it. Check out the drunk. He's dead to the world. That's an interesting gadget attached to his belt: an air gun. Might as well borrow it, he won't be using it any time soon.

At the front of the bar is a holographic bell. Ringing it will summon Hunter, the casino's manager. Hunter knows lots about how this mining colony operates. He's a good source of information. He'll offer you a deal. Listen to the terms. My advice is to take it. You'll have to sooner or later, if you want his cooperation, but it's up to you. He'll buy any ore or crystal you find. All you have to do is send it to him through the specially equipped vidphone down in the center pit area. Good thing to know, if you get low on credits.

As long as you're at the casino, you might as well track down Kit. Don't let the slot machines distract you. You don't have enough credits to gamble them all away. And you'll find the only operating Gravity Dice room has been reserved for Alberto, the mining claims clerk.

Find the only open Blackjack room. Kit is there, dealing to two off-duty guards. Don't bother them too much. If you do, well, you were warned. After the guards stalk off, convinced you brought them bad luck, you can play blackjack or talk to Kit. If you choose to talk to her, you'll become closer, but don't push too hard. If you return later, and she trusts you enough, she could tell you the truth about why she's here on Luna Crysta.

When you play blackjack, you'll discover an amazing thing. No matter what cards you get, you always win! Or at least until a suspicious Hunter appears. Kit was cheating on your behalf. Why? Anyway, she won't anymore. Better take your winnings and run.

If, at any time while Kit's on duty, your credits get low, you return here and tip her, she'll let you win the next hand. If your credits get so low you can't even tip her, stick your interstar card in the slot, and she'll advance you enough. Keep tipping her, and keep winning, until you build up your credit balance again.

Now that you have some spending money, head for General Outfitters. On the way you might notice a couple chunks of low-grade ore you can pick up to send to Hunter. Before you can enter, you'll run into Gilly Ansidine, the lady who was arguing with Janous when you went to see him, and who has to be the oldest female miner on Luna Crysta. Turns out she was a friend of your uncle's and has been keeping an eye on his claim. She tells you to come see her when you get down in the mines. You will.

9. In General Outfitters, put your ID card and interstar card in one of the sales machines. Even though the stock is depleted, these machines, and those in the clothes booths, are a wealth of information about items you might find elsewhere on Luna Crysta. Here you'll find descriptions for the wirecutter, sonic tuner, something called a rock fillet, something called a rock cop, and lots of other stuff. The General Outfitters, like the vidphones, is part of the hint system for the game. Use them. Interested in what your uncle was doing on that section of walkway? If you could repair it, you might get a clue. Hum, here's a portable smelter. Just the thing for heating metal walkways so they can be bent. Of course they'll be too hot to bend with your bare hands. While you're here, why not buy a fusion sprayer and rock cop as well. It'll save you a trip later.

Next go into the vacant clothes booth. In this machine you'll find some mittens that should protect your hands from the hot metal. Buy them. Also, why not pick up a pair of syn-skin gloves? They'll come in handy. On your way out, look at the wall. Interesting graffiti: Alberto is mindless cog 1387.

10. Back at the blast site, put the gloves on by clicking them on the figure on the interface that represents you. Now tilt down to get a good look at the walkway, and apply the smelter to it. Ah, a satisfying glow! With the gloves on, bending the walkway down is easy, and it quickly cools. Go into the room directly ahead. Here's the machine your uncle found so interesting: some sort of oxygen generator. You'll have no more luck with it than he did. But while you're here, pick up the elevator key labeled SITO from the rack, and notice the other rack for magnetic vent keys. Too bad it's empty.

11. (Claims Office) Time to tackle Alberto in the Claims Office. All the file cabinets are locked. Call him on the monitor. Your attorney has stated that you have all the documents you'll need. What could go wrong? Plenty. Open the bin, put the documents inside, and close it to send them off. Alberto accepts the documents, but he is a law unto himself. At best he'll keep you waiting for three days. At worst, if you irritate him, he could leave you hanging for weeks. There has to be a faster way than waiting on this petty bureaucrat.

12. Make your way back up to the casino and talk to Hunter again. Whistler's been nosing around. No longer very surprising. And, as luck would have it, Alberto has come over to the Gravity Dice room to try out his system. Go watch. Alberto's system seems to consist entirely of playing the same four numbers over and over again: 2867. Not much of a system. Try to talk to him, but I warn you, you'll only succeed in lengthening the time it'll take him to process your claim. No wonder people hate this guy. But now at least you know some things about him. Remember that keypad back on his door? Could he be that stupid?

13. Entering 2867 into the keypad allows you access to the empty claims office. And 1387 gets you into his inner sanctum. There you'll be able to unlock the file cabinets. Find your file folder in the WG-WR cabinet. But your Proof of Claim is not there, only a memo from Janous asking Alberto to send it to him via inner office mail. Inner office mail? There was a box by the front door. Sure enough, there is an envelope on its way to Janous with the Proof of Claim inside. Take it. It's rightfully yours. But what else is here? A long report on the effects of oxygen on the Cepheids, complete with a chart of all the oxygen generators. It looks like the company is deliberately using oxygen to drug the Cepheids and make them mindless slaves. And your uncle ran to an oxygen generator before he died. Was he trying to help the Cepheids?

14. You exit the Claims Office only to run into Whistler again. You'll learn that he was hired by Corinne. He wants you to meet him in the Ore Processing Center to discuss how he can acquire your uncle's claim. He gives you a pass stolen from the drunk at the bar. If you'd rather explore the mines now that you have what you need to get past the Center Pit gate (Proof of Claim, Security Seal and personal ID), go ahead. But eventually, even though you may not want to admit it, Whistler seems to know more than you do about the claim. Go meet him, but watch your back.

15. Take either of the main shaft elevators to the Ore Processing Level. Sure enough, the pass opens the door to the center. Look around for Whistler. This is a huge place. He could be anywhere. Far from the entrance you'll find an unusual belt and a key hanging on a hook. If you saw the belt in the General Outfitters, you know that it is designed for magnetic attraction. Take them both and start back the way you came. There's Whistler off down that center aisle! But he seems to see somebody else. And that unseen person blasts him with a laser! Before you can get to him, Kit appears from the opposite direction. She runs off. She must have seen who did it! You race after her!

Kit runs out of the OPC and ducks out of sight. Here comes Grice, O'Kale and other guards, converging on both doors. They think you killed Whistler. You can't get out the doors. How will you escape? If you lock the doors, that'll buy you some time, but you need another way out. Not too far from one of the entrances is a control panel for the huge magnetic conveyor system that carries ore throughout the system. Open the panel. Here is a map that can be set to process ore in various ways. Most of them would be nasty for a human being: acid baths, crushers, grinders, etc. But one seems to simply be a pile the ore is dumped on. You're out of options. Give it a try. Program the route ore carts take by clicking on switches. When you think you have a safe route, press the button marked ACTIVATE. Beware, the one "safe" route shows the cart being dumped part way along. Maybe that magnetic belt will help keep you in the cart. Slip it on. Next to the panel is a gate opened by the key you found with the belt. Open it, and climb down into the waiting cart. The rest of your trip is automatic.

However, if you didn't lock the doors, you won't have time to program the cart's route. Or if you ignore the control panel, and just hop in, the cart will roll off with you inside. You'll have to use the arrow controls on the front of the cart to each change switch as you approach it. There are directional holograms over each switch to show you how they're currently set, but even so, it won't be easy.

16. Whichever way you choose to ride the cart, you'll get dumped down a chute that deposits you on a slag heap at the bottom of the main shaft. There are a couple chunks of ore here to send to Hunter. Pick them up if you like. Go through the gate. There'll be another gate a few feet away. This is the entrance to the center pit. You'll need the security seal you got from O'Kale, the Proof of Claim, and your ID to get in here. Once you've held each up to the security eye, open the gate. A security alert goes off! You've been identified as a fugitive! The gate starts to close. Quick! Get through the gate! Whew! Just made it! Open the big door ahead of you, and pass through.

17. This is the staging area of the Center Pit, the massive strip mine run by the Brave Hope Corporation. But before you can really explore, Londie appears. He's heard the security alert but knows you're not a bad person. He gives you a soft yellow crystal he calls "itacha." You can eat it. When you do, you'll be able to use the Rivers of Light, the preferred mode of transportation for Cepheids. These energy paths run all through the moon and will take you places faster and more safely (considering you're wanted by security) than traditional means. Eat the itacha. Tasty, huh? A sparkling hallucination will tell you it's working its chemical magic on your body.

After Londie disappears, where can you go? All sorts of places. Notice the vidphone on the other side of the staging area. This is the one you can use to ship ore to Hunter. If you try to call him, he may not be in. You'll only get the bored Gravity Dice croupier. But keep trying whenever you pass the phone, particularly if you haven't agreed to his deal yet. Make the deal! He'll be much more cooperative. Have you been calling home regularly? Shame on you! Call Corinne now, if you like, and tell her what happened to her man Whistler. There's a River of Light, too, that will take you to Level D. Ignore it for now. Instead, go to the far side of the staging area, and go into the Test Tunnel past the vidphone.

18. In the Test Tunnel, you'll come to a gate that's been soldered shut, but that isn't much of an obstacle for the smelter. As you continue you'll hear a scream. Looking through a hole in the rock wall, you'll be able to see down into a chamber being actively mined by Cepheids, and guarded by a security man. A dead Cepheid lies on the ground, is checked by another Cepheid, then ignored. At the end of the Test Tunnel is an oxygen generator. Brave Hope's plan is clear: drug the Cepheids with oxygen, and let them work themselves to death.

19. Let's check out your uncle's claim. The Proof of Claim locates it on Level C. Go left from the point where you spoke to Londie. Go all the way in that direction. Open the door and enter. This is Level A. Go to the end of the short tunnel, and take the elevator there down two levels to C. Go all the way to the end of C, and you'll find what's left of the door to your uncle's claim. Somebody forced their way in here. Push the doors open and enter.

There's a housing unit straight ahead. Go on in. The place has been ransacked. There's a shirt lying on the bed. Take it. You'll notice something strange. It's been torn and stained, but the destruction appears careful and deliberate. You may notice something else strange if you compare it to the Proof of Claim. The map of your uncle's claim looks surprisingly like the shirt. Underneath the shirt is a body lamp with a broken bulb, and no spares in sight. On the floor behind you is an air cartridge. Pop it into the air gun. Now you have a working air gun! So what?

Outside you'll find a deposit of crystal. Help yourself if you have something to dig it out with; it's legally yours. On the wall opposite is the rough painting of a sunflower above a dark crevice. Sunflowers. If you looked at the photograph, or your uncle's will, you'll know sunflowers are significant as a good hiding place. It might pay to see what's in that dark crevice. Too bad the bulb's broken on that lamp.

There's another tunnel here that leads to a ledge with a ladder attached to it. If you climb down the ladder, you'll find another nice patch of crystal, but don't go any farther into this lower level of your uncle's claim. There are some nasty creatures on this moon, and if you go any farther you'll meet one. You'll need to be better armed before you do. Head back up the ladder. You'll pick it up automatically once you reach the top.

There are deposits of crystals and ore through the lower levels of the mines and in natural caverns you'll discover. I won't attempt to locate every one.

20. There's a number of things still to check out up on the administration level, and since you're now a fugitive, you won't be able to take the elevators. Time to try out the Rivers of Light. Near the elevator on Level A is one entrance to a River of Light. Go into it. You'll find yourself up on Level Two near the blast site. So that's where Londie went after talking to you! But if you try to stroll around the walkway, you'll find a guard ready to laser you and ask questions later. You'll need a sneakier route. Opposite the River of Light are some ladder rungs. Climb them.

You're now on a level with the huge light grid that hangs above the main shaft. A support cable is right over your head. Do you have anything in inventory strong enough to support your weight? (Try the shirt if you want, but I wouldn't recommend it). Toss the magbelt over the cable, and get a good grip with one hand. I hope you've been pumping up. Turn to face the pipes behind you, and with your other hand get the air gun. Shoot it at the pipes. On this low gravity moon, that's all you need to be propelled backwards to the grid. There are a number of other cables. The one you want is to your left. You can see it passes the other elevators and hooks into the rock wall there. Use the same method to propel you along that cable. You'll arrive on a tiny maintenance platform. Turning around, you'll find an oxygen vent with a circular hole in it. Remember the empty key rack that said MAGNETIC VENT KEYS? That larger magnet you have left over from the laser saw looks like it's about the right size. Try it. It fits, and the grate swings open!

21. Climb into the vent, and down the ladder. Now crawl to the first intersection. Turn left. Crawl to a vent and open it with the magnet. Step out into ...

22. ... Janous's office! Careless man, he's left his ID on his desk. Pocket it. It will give you access to free phone calls on all pay vidphones. Open the file drawer, and take a look at the files inside. Janous is really suspicious of Grice, isn't he? And there's a interesting report on the fate of some miners killed deep in the mines. Grice suspects that particular tunnel might lead to some Cepheids not under the corporation's control. Before you leave, check out the cabinet on the other side of the curtain. Ratmat fluid? Yum, perfect for headache pain, it says. Don't drink it, just take it with you. Climb back into the vents.

23. Go back to the intersection and turn left. Check the map in your VDA if you get turned around! Go to the next intersection. It's a ways. Remember to double-click for some really fast crawling. Turn left again, go a ways, then right. Eventually, you'll come to another grate. Open it with the magnet. You're in Grice's office now!

24. Security Offices. In Grice's office, check out the note and memo in his desk drawer. The note will explain why the information you got from the memo on Eliot's desk is useless, and the memo suggests a good use for Roar Two. You'll also see a couple of guards carting off a dead Cepheid on one of the security monitors. Life, particularly Cepheid life, is cheap on Luna Crysta. You'll need a password to access the security computer.

Go out to the main office. Look through the books on O'Kale's desk for a security code that hasn't been changed. 1117 will get you past Janous's front door. Also check out the wanted posters on the back desk. A particularly nasty-looking specimen has an interesting note scrawled across it. MIRU? Password? For the security computer? Check it out.

Once you're into the security computer, you'll notice some of the more prominent citizens on the moon have a higher than average security clearance, and each provides full handprints. Handprints ... Several locks are handprint readers, not keypads. One of those is the customs tube. Wouldn't it be nice to get in there and get a look at that Roar Two recipe? First, find the record of the customs official, Toni Rich. Scan her handprint. Next, soften the pair of syn-skin gloves with the smelter. Finally, etch the prints on to the glove with the scanner. Looks like the surly customs official has given you a hand.

On the second pair of syn-skin gloves, etch Janous' prints. Combined with his ID, they'll allow you to get anything still left at General Outfitters for free. When you turn away from the computer, your eye will catch a tragi-comedy event on one of the security monitors: the two guards you saw playing blackjack haul away yet another dead Cepheid.

Back out in the main office, check the key rack near the water cooler. Darn, no key for the bathroom, but take the one for the cell. Open the cabinet near Grice's door, and take the key hanging there. Lock? Dissolve? What kind of key is this?

Use the cell key to open the cell door. Inside, attached to the wall, are a set of binders, the 21st century equivalent of handcuffs. You can't take them, but try that strange key on them. Wow! If you ever need to dispose of binders, it'll come in very handy.

25. Next stop: Customs. Just exit the front door of security. You've done enough crawling around for awhile. In the terminal stop and use the fusion sprayer (better) or the cup to scoop up that dust you left behind. Make sure you're wearing the syn-skin gloves with Toni's prints on them, and activate the handprint pad on the door to customs. At the desk pull the computer around so you can see it. Another hand from Toni, and you're in. Only one digital confiscation listed. Select it. Click on MASK to see what the computer saw, then EXTRACT to get an easier-to-read translation of the recipe that you can scan to save. You've got two of the ingredients already: the synth-lumber dust and Ratmat fluid. Now to find the ore and crystal.

26. Retrace your steps through the most convenient vent (you can use Janous's door now since you've seen the code). Travel the light grid cables, and return to Level A via the River of Light. From the A tunnel, cross the Center Pit, passing the main door. Be careful whenever you cross the Center Pit now that you're a fugitive. There are various guards patrolling; O'Kale is around. You may catch him boasting to another guard on his walkie-talkie that he's programmed all the mining drones to consider you a chunk of high-grade ore. So you'd better keep an eye out for unfriendly drones. You may also catch glimpses of the mysterious shadow-like creatures who chased your uncle at the beginning of the game. They seem to be searching. For you?

In the corner, behind some boxes, you can see another door. Shift one of the boxes. On the floor is a small piece of crystal someone has dropped. Take it. If you have the Rock Cop, you'll learn you've found some founeme, one of the ingredients in Roar Two. Cross the Center Pit again to the Terrace Tunnel elevator.

On your way, check out a scoop that contains one-half of a very useful tool called a rock fillet. Remember its description from General Outfitters? You'll be able to use a functioning rock fillet to dig small chunks of ore or crystal to send to Hunter, or to use for other things ...

27. Descend in the Terrace Tunnel elevator. Explore to your right when you emerge. The second half of the rock fillet! Combine them in inventory to create a working tool. Go through the Terrace Tunnel door. You'll come to a gate with no obvious means of opening it. If you check your maps, it should become clear that beyond this gate is the chamber you saw the Cepheid's working in from the hole in the Test Tunnel wall. Ignore the gate for now. Pivot to your right to discover another River of Light entrance. Take this River of Light up to the OPC.

28. In the OPC, turn left and follow the aisle toward the front. On your left is a chunk of mineral. Take it. If you have the Rock Cop, it will identify it as veniris, the last of the ingredients in Roar Two.

The rock crusher is just around the corner from the veniris ore. Put either the veniris ore or the founeme crystal inside and press the CRUSH button. A little door in the machine will open. Put the sprayer there, and press EXTRACT. The crushed mineral will drop into the sprayer. Follow the same procedure for the second. Then in inventory pour the synth-lumber dust (from the cup) and the Ratmat fluid into the sprayer. Congratulations, you're now ready to spray Roar Two on any Rock Parasite you run into.

29. Next, return to the Mining Claims elevator, and go to Level B. The first claim on your right belongs to Gilly Ansidine. Ring her doorbell. You'll get a lot of information from her. Just ask. That wall of green aquatite that you can see at the back of her claim looks valuable; ask her about it. Oh, worthless, huh? Sure looks pretty, though. She'll also warn you about rogue miners, outlaws wearing long coats and fancy hats, who roam the mines robbing other miners. Luckily, she has a couple of spare body lamp bulbs she'll lend you! Uh oh! That sparkling light! The itacha has worn off!

If you continue farther along the Level B tunnel, you'll encounter a crystal wolf, one of the more dangerous creatures on Luna Crysta. Remember the shattering glass in the casino bar? Whip out that sonic tuner, and try it on the wolf! The tuner's sound is lethal to the crystal creature. Explore a little farther, but you'll find the tunnel blocked by a river of molten lava. If I were you, I wouldn't go wading.

30. Fix that body lamp and wear it. It'll come in handy in a couple of places, but first, head back to your uncle's claim and check out that crevice beneath the sunflower. More itacha! Chomp that down. Doesn't taste any better, does it? There's something else in there: a datapac chip. Take it. You'll see the last message your uncle left for you. It will explain a lot, including the fact that he was really your father and Corinne isn't your sister after all. Also, it's clear he died to protect a secret about Luna Crysta. You now have two main missions: find out what happened to Kit, and find out the secret behind your father's death.

31. Head for the entrance to the old tunnel you found behind the crates (where you picked up the founeme). Open the door (Aban Tunnel), and enter. Pitch dark. Possibly you're still wearing the body lamp, in which case you can look around. If not, put it back on. Notice the word FREE painted on the wall. Gilly can tell you a story about that, if you go back and ask her. Continue down this obviously abandoned tunnel. Pop! The bulb went out! Lucky Gilly gave you two. Replace the bulb, and continue to the elevator at the end of the tunnel. It's broken. But look at the name on the panel: SITO. Same name as on that key you picked up so long ago! Unlock the panel with the key. Obviously a number of wires are missing. A good time to use that wire you had left over from repairing the laser saw. But you still need more. Use the wirecutter to clip the metal chain from the security seal, and try it. It fits! Now you have a working elevator.

(You could have snipped the wires from the other SITO elevator (the Terrace Tunnel elevator) and used those here, but you'd then need to repair that one. Either set of wires will work in either elevator.) Ride the elevator down.

32. Natural caverns. The first sight the meets your eyes is wrecked equipment and blood-spattered walls. This must be where those miners died that Grice mentioned in his report (also mentioned in Gilly's story). Search the mostly useless equipment. A storage compartment opens to reveal a pair of boots. If you've read their description in General Outfitters, you know they're cold boots. Perfect for wading in lava.

Continue on along the passage. Another crystal wolf. Sonically tune him to death. Farther along you'll find Londie waiting in a small cavern. You're right on the edge of Cepheid territory now. That's why the miners were killed. Tell Londie about the report on oxygen you read. He wants you to tell his mother, Aurlaessa, queen of the Cepheids. If only you could sabotage the oxygen generators and save Londie's drugged and enslaved people. Londie tells you a generator was being built in this cavern before the miners were killed. Some tools might have been left behind. After he goes, explore. You'll find a special wrench that looks just right. Time to throw that wrench into Brave Hope's plans.

33. Check the scan of the report. It shows you where all the generators are located and indicates a design flaw that can be exploited, if the generators are sabotaged in the correct order. Start with the generator up on Level Two. One turn of the wrench will do it. Next, tackle the generators in the Center Pit, and Level D. You can use the elevator, or the conveniently located River of Light in the Center Pit. On Level D, look at the elevator. To one side is a monosoa crystal. Grab that. Try the Rock Cop on it. Power focusing, huh? Could be dangerous ...

Next, head back to the Test Tunnel. Sabotage the final generator there. As you pass the hole, you'll see the effects of your sabotage is almost instantaneous. One of the Cepheids stops working and is shot by the guard. But another Cepheid blasts the guard with his laser drill! You've just started a revolution!

34. Head back to the Terrace Tunnel. The Cepheids have vanished. Even the guard's body is gone. Pick up the goggles left behind by Cepheid who shot the guard. As you start to go, you hear a shout. O'Kale is up in the Test Tunnel hole. He spotted you! Time to get out of there.

35. Back in the Level B tunnel, put on those cold boots and cross the lava. Your toes didn't even get warm. Follow the tunnel as it opens into a large natural cavern. You'll find yourself at the top of a ledge, looking down on a dilapidated housing unit. Take Jacob's ladder, and find a suitable rock to hang it on.

36. Climb down the ladder. The housing unit door is locked, but through a crack in the back wall you spy Kit, hands and feet tied with binders and watched over by somebody in a long coat and fancy hat. He lovingly sharpens a wicked-looking knife. But as you watch, he steps into the light. Rogue miner?! It's O'Kale! Guy sure gets around. Explore the cavern, and you'll find a shaft leading up. This shaft is filled with aquatite. Hanging on a nearby gate is a tool that looks like a huge can opener. Hey, you know the old saying: any tool in a game. Take it. For one thing it works just as well for gouging small chunks of ore and crystal from the walls as the rock fillet. And the housing unit even looks like a can, and that crack in it ... But don't mess around while O'Kale is present. If you do, don't say I didn't warn you.

37. Climb back up the ladder. It automatically goes back into inventory. As you're making your way back along Level B, you'll get a page on your VDA from Hunter. Better find a vidphone. The closest one is up in the center pit.

38. Call Hunter. Tell him about finding Kit. But now is also a good time to put a few clues together. They all seem to point to Gilly being in on Kit's kidnaping! Hunter will try to reach the cavern where Kit is being held via Gilly's claim. You'll go back the way you did the first time.

39. But when you arrive back in the rogue's cave, you see O'Kale sticking a time bomb on the door to the housing unit! No time to wait for Hunter! After O'Kale walks off, go down the ladder, yank that can opener from inventory, and widen the crack in the housing unit enough to slip through. Inside, use the strange key to dissolve the binders. Wake Kit up, tell her to climb the ladder as fast as she can. After she goes, look around. Only thing not broken in here is that chair. Take it. Who knows, maybe you'll want to sit down after this is all over.

Head back through the opening. The can opener will be collected again automatically. But before you can reach the ladder, O'Kale appears, knife ready. Okay, so maybe you won't have time to sit down. Whack him with the chair. He falls back into the housing unit. Things start to move fast now. You make it back up the ladder. Kit is there ahead of you. You watch as O'Kale dives out of the housing unit and the building explodes. O'Kale thinks he's safe, but he's not. A stalactite takes care of O'Kale. And here comes Hunter. Better late than never.

When Hunter and Kit are reunited, it becomes apparent they were made for each other. If Kit didn't confess to you in the casino, her gratitude for you saving her life will compel her to confess now that Grice allowed her to come back, even told her to let you cheat at blackjack. She doesn't know why. Hunter and Kit realize Luna Crysta may not be the safest place for them anymore, and set off to leave the moon.

40. Go back to the abandoned tunnel, and enter the River of Light entrance near where you saw Londie.

41. You come out at the top of a cliff high above an immense underground cavern, but the itacha has worn off again. How will you get back? Head on down the long and winding road to the floor of the cavern. It's a maze of canyons, so check your map often. Eventually you'll come to a Cepheid shrine. There's a piece of itacha there. Eat it. As you leave the canyon where you got the itacha, make a hard right, and follow that passage to a River of Light. Enter it.

42. You find yourself in a chamber filled with crystal. There's a stone door at the far end. As you approach, Aurlaessa appears. Talk to her, show her the rover image of your father's death. He obviously meant a lot to her. Londie will join you, and you have much to talk about. But before Aurlaessa will help you or believe you about the oxygen, you'll have to pass a test. Bring her the spike from the tail of an "omian," the creature the miners call a scorpicine. You'll find scorpicines in the vast cavern you crossed to get here. The Cepheids call it the Plain of Sand.

43. Back in the Plain of Sand, you don't have to go searching far for a scorpicine. One finds you. Run to your left and up some stairs carved from the rock. On this higher level you can maneuver, and the scorpicine can't reach you. You can try toppling a rock on it with your bare hands, but the rock is too heavy. But a lot of stalactites have fallen from the ceiling. Find a good-sized one, and use it to lever the rock down the cliff onto the scorpicine. But it barely harms the creature. Enraged, it scrambles up the cliff after you!

Suddenly Londie is there, a crystal knife in hand. The boy leaps fearlessly on to the back of the scorpicine and stabs at it. But the scorpicine's tail hits Londie. One final stab delivers a mortal blow to the creature. But Londie falls, also dying. Before he dies, he whispers "Noansae Sha ... kiashae ... you must ... kiashae ..." There's nothing you can do for him. Take the spike from the creature's tail.

44. In Aurlaessa's crystal chamber, tell her what happened. She'll reveal that kiashae, while it won't bring Londie back to life, will give him a new life. In return for the spike, she tells you Jacob's last words to her were about his old torn shirt. She and her people go off with the body of her son. Something has fallen from Londie's pocket: a package wrapped in scorpicine skin and bound with that creature's tough cartilage. Cut the cartilage. Inside is a strange-looking device. On the skin is a last message from your father, written to Londie.

You've already noticed the skin resembles the map to the lower level of Jacob's claim, remember?

45. Head for your father's claim (you can use a River of Light on the floor of the Plain of Sand to skip the long climb up).

Climb down the ladder in Jacob's claim. Almost immediately you'll be confronted by a rock parasite. Spray it, and watch it dissolve! There's lots of crystal here for the taking, but this is no time for worrying about getting rich. Just as Jacob hinted in his last message, the passage indicated by the right sleeve of the torn shirt promises more revelations. There's a River of Light at the end. But there's something very odd about this passage. No matter how far you walk down it, you never get any closer to the River of Light.

Notice the socket on the wall? Try the strange device in it, and turn the device on. The barrier that prevented you moving down the passage has been neutralized. Enter the River of Light.

46. Of all the wonders you've seen on Luna Crysta, none is more spectacular than this chamber filled with crystal. And in its center a huge cluster of kiashae, the crystal your father died to protect. Cut one crystal free with either the rock fillet or the can opener. How do you get the living essence inside the crystal? Only one tool on this moon even has a chance: the laser saw.

47. Make your way via Rivers of Light, the light grid, oxygen vents, and the terminal elevator back to the terminal where your adventures began. Lucky you picked up those goggles. The saw won't cut something as hard as this kiashae unless you're protected. If you're not wearing them, put them on now. Cut the kiashae. It worked! Even if it destroyed the saw in the process. Now, get back to Aurlaessa's chamber.

48. Londie lies in a crystal coffin in Aurlaessa's chamber. Hold the kiashae crystal over him so that the few precious drops of liquid touch his lips, then step back and witness his resurrection. Londie reveals that he, too, is a son of Jacob. You've lost a sister and a father, but you've found a brother.

He wants to get itacha to the Cepheids working in the mines. The moon is going to be destroyed, and the Cepheids must gather in the kiashae chamber to escape ... He's too weak, but you accept the mission. He reveals another truth about the moon. It is a living entity; its vital organs are the very crystals and ore being mined. Too much has been mined, and the moon is now dying. Londie asks you to get the itacha to the other Cepheids as soon as you can, then to return to the kiashae chamber to say goodbye.

49. Sounds like a good plan, but where are the other Cepheids now that the revolution has begun? There's a bigger problem. As you return to the Center Pit, you hear an announcement that the Test Tunnel generator has been repaired! Hurry there. Yikes! One of the mining drones O'Kale programmed to get you! Even in death he's after you! Remember what the rock cop said about the monosoa crystal? Give that drone a blast of his own medicine. Now, disable that O2 generator again. Luckily, whoever repaired it left the Fail Safe Sensor hatch open. Cut the wire you see there with the wirecutter, or they'll be alerted the generator is out of commission again and repair the generator again.

50. As you leave the Test Tunnel, you are confronted by the Cepheid miners. Don't mess with them. They're not the docile creatures they once were. Give their leader the itacha. Gratefully, they hurry off.

51. Nothing more to do now than return to the kiashae chamber to say goodbye to Londie and Aurlaessa. But as you head for the River of Light in the lower level of your father's claim, Gilly appears. She soon realizes you think she's in league with Grice. But you're not quite right. Before your eyes she morphs into Grice, and the Cepheid who was with your father when he died. He was responsible for your father's death, and he also killed Whistler. Grice is an ageless creature who has been hunting for centuries for the power of life kiashae grants. He demands you lead him to the kiashae chamber.

52. But Grice has no itacha to protect him. In the River of Light on the way to the kiashae chamber, he is buffeted by the energy, and disappears down some other tributary.

53. In the kiashae chamber, watch as the Cepheids begin their exodus, becoming beings of pure energy who vanish into some new, unknown realm. But as Aurlaessa starts to transform, she's shocked to see Londie staying behind. She can do nothing and is gone. Londie then tells you his final secret. He is not only a Cepheid and your half-brother. Noansae Sha, the spirit of the moon, is also his father, and he'll join his father in a new form after the moon ceases to exist. He gives you a kiashae crystal to remember him by, and then he is transformed into the grandest kiashae crystal of all.

Now all you want to do is get off the moon before it explodes, but Grice steps into your path. Burned, injured, but still dangerous, he demands the kiashae crystal Londie gave you. Give it to him or not. Your choice. Either way he'll decide it's time for you to die. Londie's force will protect you from Grice's laser gun, but no one else can protect you from the creature he now morphs into: his true self. Throw the kiashae at him, and watch him die! Now it is time to get off the moon!

54. Make your way as fast as you can to the shuttle. Brave Hope's CEO is also hurrying to escape. Kit's also running for her life. But where's Hunter? He'll arrive just in time. The shuttle's almost ready to take off! As you stand inside the closed door of the shuttle, Janous shows up. Open the door for him, or not. You can decide whether he lives or dies.

55. The shuttle barely escapes the exploding moon. All that remains is to look over a few news accounts. Other humans may think it is a disaster. But you know the truth. Somewhere out there Aurlaessa and her people have found a new life. And somewhere else Londie has been reunited with his real father. Maybe some day you'll see them all again. Who knows?