Byzantine the Betrayal
(Courtesy of The Adrenaline Vault)
PREFACE
The following document has been prepared as a guide for navigating the
critical path of Byzantine: the Betrayal. Thus, with few exceptions, only
game critical elements have been included.
While playing the game, you are encouraged to save often, perhaps after
each accomplishment you make.
In the document which follows, I try to maintain a prose form; I have
omitted repetitive statements like "click the go back hotspot in the
lower right corner" which, if included, would appear hundreds of times.
Instead, it is implied that when you are instructed to go back that you
know to click the go back hotspot in the lower right corner or the right
mouse button. Similarly, if you are to take something you click on it to
pick it up; examining in inventory always implies following those procedures,
which are described below, etc. Also, I will not tell you the shortest
path through an interactive dialogue -- pick as you please. You may fast
forward by clicking the return key if you do not want to hear the characters'
full response. However, is so doing you will miss critical information
contained in the character responses.
Perhaps more than in previous adventure/storytelling games, acquired
items need to be immediately examined in inventory. These items often contain
additional items or their examination is coded to game variables which
would otherwise remain invisible to a player.
STORY & GAME PLAY
High Concept
You are an American journalist whose old college friend, Emre Bahis, invites
you to Istanbul to break a hot news story concerning antiquities smuggling
out of Turkey. Emre knows who and how, but needs your help in this dangerous
situation. However, after you arrive, Emre is in hiding. He leaves you
clues to find him in what was supposed to be a safe place: when you find
Emre, he's dead. You stay on in Istanbul to solve the mystery of who murdered
your friend and break the story, but in so doing suspicions turn to you.
One of Emre's cryptic clues is someone, or something, named Klio. Your
search for Klio takes you to the computer lab at Istanbul University where
you meet Sharife Gelecek. You learn that KLIO is a conceptual computer
database capable of creating 3D virtual reality simulations of places and
times in history. However, many of the simulations are damaged and, with
your help, she is able to repair them. By exploring this virtual world,
you discover that it was through this device that the smugglers were finding
priceless antiquities. Then, after discovering them in VR, excavating the
same real world site they were able to dig up the treasures and sell them
in the lucrative black market. The beauty of the deal was the fact that
these treasures were ones believed lost to history -- no one knew they
existed so no one knew they were missing when they sold. This is truly
theft of a different nature - stealing Turkey's history which people had
all but forgot.
Navigation
Traveling around Istanbul is done via your map. The map is accessed whenever
you exit a site; this is opposed to moving between connected rooms within
a site. A site exit is identified by a "door" cursor. New sites
become available after you learn about them by examining items in inventory
which are connected to that site or through a conversation with a character.
Moving within a site includes (1) going from one 360ºnode (room)
to another; (2) moving in closer to an area of interest (cu); and (3) examining
items up close (ecu). If you leave a node for a closer view of something,
you get back to the node by clicking the hotspot in the lower right corner
of the still frame view.
You may examine inventory items at any time except when you are at the
map. To examine an item, click on the item and your cursor art changes
to reflect the item in hand. Then click on the magnifying glass, this displays
a full screen view of the item. To exit an inventory view, click the lower
right corner.
New Game / Start
· After the introduction movie plays, Istanbul police detective
Akalin will talk with you about your "old friend" Emre Bahis.
Akalin leaves you alone to explore Emre's two room apartment. You have
three items in your inventory, your press credentials, your US passport,
and a few papers; these papaers include a letter from Emre, a newspaper
clipping, and a picture postcard of 3 sites in Istanbul. These are the
3 default sites available on your map.
· Explore Emre's apartment. The phone in the second room will begin
to ring -- answer it, it's Emre. To get to the phone, go to the second
room, then the desk, then the phone. Emre will tell you to "get the
pass" and meet him. If you miss this call, don't worry, Emre will
call back.
· There are items at Emre's which are of interest, but not specifically
required to advance the game. However, seeing them should help pull together
the story and begin to illustrate what Emre has been doing:
· the make-shift game board on the kitchen table -- you play a different
copy of this game later
· a sketch of a portable scanning device; this is found after successfully
completing the Box puzzle
Box puzzle:
· find the box inside the truck which is directly in front of the
desk in EA01.
· clue for puzzle is a picture hidden in the blotter on the desk
· solution: click the colored pieces in the following order: red,
green, magenta, yellow, orange, purple, blue
· There are items at Emre's which may be picked-up, but are not
necessary to gameplay
· a crude sketch tucked away in a small wooden box on the kitchen
table -- you can use this in a non-critical conversation with the curator
at the Archeological museum
· There are items at Emre's, ea01, which must be picked-up, get
them now:
· behind the white "Art of the Carpet" book on the bookcase
behind the desk is a key to Mehmet's rug shop -- use this later to break
into shop when Mehmet is MIA
· inside the "Turkish Teasers" riddle book on the bookcase
behind the sofa is a riddle concerning the mythological Medusa -- use this
later to help solve a puzzle in the KLIO simulation of the Basilica Cistern.
The riddles which are part of the book are not on the critical path.
· a polaroid camera on the desk -- you'll use this item inside the
Basilica Cistern.
· inside the blotter on the desk is a polaroid picture of Emre with
a woman whom you'll come to learn is Nuray Uchan, Emre's researcher.
· There are items which you need to find at Emre's
· in ea01, look at the Roman hoist diagram in the "Ancient
Engineering" book next to the "Turkish Teasers" riddle book
-- this is the solution to setting up an identical hoist in the KLIO simulation
of the Basilica Cistern
· in ea01, a secret door behind a decorative rug hung on the wall
opposite the desk -- this leads to a back staircase.
· in ea01, a power supply on the desk which is used to charge the
HOMER a little later in the game
· in ea00, look at the photograph of Emre in his basketball clothes,
including red shoes, on the dresser in the main room to the right of the
TV.
· After completing what you can in the apartment, exit the interior
by using either the front door of the front room or via the staircase behind
the secret door. You are now in the courtyard, rotate the node until you
get the "door" cursor over the shadow-filled passage which leads
you to the map. There are 4 sites available: the apartment, Süleymaniye
Mosque, Topkapi Palace, and Sultanahmet Park.
· You must go to the mosque; however, if you want to get more of
the story, also go the park and Topkapi.
· Go to the park, eavesdrop on Akalin and a woman (the Archaeological
Museum curator you'll meet later). They are discussing the same Diadem
of Constantine mentioned in Emre's letter. After they leave, exit site
to map (exit hotspot is over fountain).
· Go to Topkapi, apply the polaroid of Emre and Nuray to Nuray.
She'll recognize the photo and deduce that you must know Emre. This is
where you can learn who this woman is and what her role is in the story.
You will learn that Emre has an uncle Mehmet who owns a rug shop in the
Grand Bazaar. The Grand Bazaar will now be on your map. Nuray will leave
when the conversation is complete; exit site to map.
· at Mehmet's, see Carlo argue with Mehmet, Carlo exits. Go into
the shop and introduce yourself to Mehmet. After talking with Mehmet, exit
site to map.
· Go to the mosque. Don't go inside, it is currently unnecessary.
Instead, talk the Imam and his young son. Apply the polaroid of Emre and
Nuray to them and they'll talk to you about Emre and his uncle, Mehmet,
who owns a rug shop in the Grand Bazaar. The Grand Bazaar will now be on
your map.
· After talking with the Imam's son, go to the shoe rack to the
right of mosque doors. Take the red shoes which belong to Emre -- the Imam's
son will jump in and give them to you.
· Examine the shoes in inventory. Find, take, and examine the claim
check tucked away inside one of the shoes. The claim check is from the
Grand Hotel de Londres; this site is now on your map.
· Exit the mosque by rotating the node so it faces a large marble
rectangular enclosed fountain; the "door" cursor will appear
above the fountain.
· Go to the hotel and go to the desk clerk; apply the claim check
to the desk clerk and get the backpack. Examine the backpack: find/take/examine
· a pass to the Basilica Cistern; this site is now on your map
· a horse racing form which has a bet for Mehmet written on it;
a nargile bar is now on your map
· a home-made tech device -- the HOMER. You'll soon learn that the
HOMER is a portable scanner with a built in modem
· There is nothing else currently for you in the hotel; exit by
the glass doors to the right of the desk clerk. This exit must be made
via the node.
· Go to the cistern, apply the pass to the Guard. Find Emre's dead
body in the back by the fallen Medusa heads, navigate the cistern nodes
in the following path: BC00 (a stone dock, the first node inside the cistern
itself) to BC03, in the upper left corner if you're facing the cistern's
maze of columns. From BC03 to BC01, again in the upper left. BC01 contains
the teardrop column -- you'll need this area later. From BC01 to BC05,
the pathway to the left of the teardrop column. BC05 to BC02, down the
stairs to your left.
· You will be facing the outer most wall of the cistern, rotate
the node so both Medusa heads are in view. Find and go to Emre laying on
the damp cistern catwalks. As soon as you move to go back to the node,
Carlo will attack you. Path to survival:
· after finding Emre's dead body, save the game; scroll through
inventory to the polaroid camera and click on it so you are ready to apply
when needed
move to go back to the node (the hotspot priority logic will over-ride
the camera and give you the back-up hotspot), Carlo jumps out from the
shadows and menaces you with a knife
· apply polaroid camera to Carlo
· while Carlo is momentarily blinded, continue to "go forward"
into BC05.
· once in node (BC05), continue going foward as if to exit.
· the guard will meet you on the sidewalk -- you are safe
· Time has passed and detective Akalin is now at the cistern - and
he wants to talk to you. After this conversation is complete, you will
be forced to the map.
· Go to the apartment. Go to the desk and apply the homer to
the charger. Immediately after charge is done, Carlo will break in. Sneak
out via the secret door. Exit the apartment.
· Go to Mehmet's rug shop. Talk with Mehmet who will give you a
photograph of he and Emre, and he will tell you that his nickname for Emre
was Afacan; this is the password to HOMER.
· Select any site from the map in order to access your inventory;
examine HOMER. Enter the password AFACAN as directed. You will see that
Emre was connected to the Istanbul University Computer lab (this site is
now on your map). Exit site to map.
· Go to Istanbul University. Apply the HOMER to the woman, Sharife
Gelecek. Ask lots of questions: she'll tell you about KLIO and then she'll
demonstrate how it works. She will show you the 3D virtual recreation of
one of the rooms in Topkapi Palace. You will both discover that a door
is "fritzed-out" -- a door is green wire mesh and quite unlike
everything else you see. Quickly, exit the simulation (sim) by clicking
the "system exit" text in the center of the goggles; talk with
Sharife; you must offer to help. She will calibrate the HOMER to the Ottoman
time period and instruct you to get scans of Ottoman items in the "real"
world to fix the fritzed-out door in the sim.
· Go to the mosque and go inside. You may talk to the Imam's son;
however, this is not on the critical path. Scan the wood window shutter
to the right of the mihrab (points to Mecca, has green candles flanking
it) in SM02. Although it is not needed for gameplay, you can also scan
the vaaz kürsüsü and the blue tile above the window to the
left of the mihrab. Exit the mosque.
· Go to Mehmet's shop. The door is locked, so use the key found
at Emre's to get inside. Apply key from inventory to door.
· Once inside, manipulate red rug blocking stairs. Take the blue
duffel bag.
· Examine the small make-shift table to the left of the threshold
leading into the second room. Take the scissors and the pencil.
· Go to the second room and examine the rug which is identical to
the one hanging in Emre's apartment (animal motif). Manipulate the lower
right edge to expose the label. Apply the scissors from inventory to the
label. Take the sun medallion and riddle.
· Examine the duffel bag in inventory. Take the bee ring and two
papers. Examine both papers in inventory: one is a book which opens Aya
Sofya on the map (this book will be a clue for the Omphalos puzzle in the
last "act" of the game in the KLIO sim of Aya Sofya) and the
other is a letter from Emre to Mehmet explaining a few things. Turn the
letter over to see an advertisement for an exhibit at the Archaeological
Museum. This opens the Museum on the map.
· Go to Aya Sofya. Find Nuray in the Ottoman Library to the right
of the Omphalos. Talk with Nuray; if you did not met Nuray earlier at Topkapi
you will need to apply the polaroid of her and Emre to her to begin dialogue.
Nuray exits when conversation is complete.
· Explore library. Examine and scan a calligraphic tile fragment
on the table. Find a book on Ottoman court life in the bookcase to the
right of the table on the shelf with an ostrich egg. Read this book - it
contains the clues needed to solve the tile puzzle at the Whispering Fountain
in the KLIO sim of Topkapi Palace. Exit site.
· Go to Istanbul University. Click on Sharife with the HOMER, she'll
down load your scans to KLIO and return the HOMER to you.
· Pick up the VR goggles. You are now back in the sim of Topkapi
Palace.
· Fix the fritzed-out door by applying your scan of the wood shutter
and of the calligraphic tile fragment. KLIO will "extrapolate"
your replacement images and the door, along with the rooms after it, will
now be accessible.
· Explore the rest of the Topkapi sim.
· There are six puzzles to be completed in this sim:
1. Star puzzle in vt00, Imperial Throne Room:
· this puzzle is immediately available upon first entry to KLIO
and can be done at any time while in the sim; however, it must be completed
before the clock puzzle
· Go to the divan and find the scroll. Take and read in inventory;
this tells you how to play the game.
· Find and go to the game board in front of the divan.
· Solution: row 1 has default stone already in place; row 2 needs
4 stones, beginning on left edge, skip every other space; row 3 needs 2
stones, 1 one space in from left edge and 1 one space in from right edge;
row 4 needs to match row 2; row 5 has default stone already in place.
· When complete; KLIO will extrapolate.
· In Alpha versions of the game, find a new scroll on the divan;
take the scroll and examine it in inventory: contained in it is a gold
"star" button, take this, it is used in the clock puzzle. In
Beta versions of the game, a scroll and the button will be on the table
next to the Star game board; take both. Use the button in the clock puzzle.
2. Water puzzle in vt02, Fountain room & vt03, Library:
· this puzzle is (partially) available immediately after fixing
the fritzed-out door
· Turn off the fountain water by (a) go to vt03 and then go to niche
to right of door between this room and fountain room. Manipulate the lever
and (b) return to fountain cu in vt02. Now, manipulate lever on fountain.
The water is now off and can be turned back on at any time from this view.
· Once the water is turned off, you will hear a cacophony of voices;
proceed to the Voices tile puzzle.
3. Voices tile puzzle in vt02, Fountain room:
· this puzzle is available after turning off the water in the fountain.
Clues for strategy are contained in the "Ottoman Intrigue" book
found inside the Ottoman library at Aya Sofya.
· From vt02, go to the bottom portion of the fountain. All the tiles
will be face up.
· Solution: counting from left to right, click tiles 3, 5, 2, 2.
· When solved correctly, Süleyman will speak as if addressing
Roxelana. He will end his statement by saying, "and remember, noon
is the sun." This is a clue for the clock puzzle; KLIO will extrapolate;
and a cylindrical seal will appear. Take the seal. Back up to the node
and go to the Wax Seal puzzle in vt03.
4. Wax Seal puzzle in vt03, Library:
· this puzzle is (partially) available immediately after fixing
the fritzed-out door; however, the Voices tile puzzle must be completed
in order to have the seal to roll in the split wax.
· Go to vt03; go to the table with the candle. Tip (manipulate)
the candle to spill the wax. Apply the cylindrical seal from inventory
to the wax. Read the riddle. This is part of the riddle for solving the
Clock puzzle.
5. Clock puzzle in vt03, Library:
· this puzzle is (partially) available immediately after fixing
the fritzed-out door; however, three puzzles, Star, Wax Seal, and Voices,
must be completed in order to fully play this puzzle: you must have the
star button and the riddle which is pieced together from (a) part of Süleyman's
speech in the Voices puzzle and (b) the message revealed from the wax seal
puzzle
· Find the clock on a table in the library (vt03). Apply the star
button to the empty hole in the clock. Your clue is revealed by piecing
together the riddle fragments.
· Solution: first, set the clock hands to 12:00 and press the sun
button; second, set the hands to 6:30 and press the moon button; third
and last, set the hands to 3:45 and press the star button.
· When done, a clock "animation" will play. At the end
of this, a compartment in the clock facade will open and a key will be
available. Also, a replica of the glass vase held by the mechanical girl
will be available on the table. Take both the key and the vase. The vase
is used to open the door to the secret passage, and the key is for a treasure
chest found at the end of that passage.
· Back-up and return to the fountain in vt02.
6. Tulip Glass puzzle in vt02, Fountain room.
· You must have the glass vase from the clock puzzle in order to
play this puzzle.
· In vt02, go to the fountain faucet view (the water should not
be on at this time; if it is, turn it off.) Get the glass vase out of inventory
and apply it to the tulip inside the fountain. Turn the water on by manipulating
the lever seen in this view. The water will start to fill the glass and,
in doing so, force the tulip petals to unfold. Once the glass is completely
full, KLIO will extrapolate - the door to the right of the fountain which
had previously locked will now be unlocked. Go back to the node.
· Now that all the puzzles have been completed, you must navigate
the passage and find the treasure room (you should be in vt02 with the
last puzzle having been the Tulip puzzle). Go to the door to the right
of fountain; go through the door - you are now in the passage. The key
to successfully navigating through the passage is to take the first left
upon entry, after that it is merely traveling forward until you get to
the treasure room.
· Explore the treasure room; notice that all the exits are blocked
by gates. Go to the table with the treasure chest and apply the key from
inventory to the lock. The box opens and a ruby ring is inside. Take the
ring and KLIO will extrapolate. One of the gates is now gone. Go through
that door and into another (shorter) passage. Go forward and up the stairs.
At the end of this passage you'll be in vt04, Sweet Meats room. Exit from
vt04 by (1) locating sliding panel cabinet in wall to the left of the closed
door; (2) click on lever in compartment and door unlocks. Exit from vt04
goes to vt03, Library.
· KLIO Topkapi simulation is now complete. Exit KLIO. You are
now back in the lab with Sharife. Talk with her about the ruby ring you
found. Ask her where excavation records are maintained -- she'll inform
you that those records are kept at the Istanbul Archaeological Museum (site
turned on). When this conversation is complete, a new character will enter
the room. Sharife will introduce you to him; he is Eskander Lasovich, her
benefactor. They will exit together and you will be placed outside the
university where you'll meet Mehmet.
· Outside the university, Mehmet will warn you to be careful. When
he leaves, you will be at the map. Go to the archeological museum (museum).
· Explore the museum. If you feel the need for extra historical
information, there is a cassette tour identified by a "headphones"
icon. None of this information is on the critical path.
· Go to am02 and talk with Nuray. Be nice! You must not lie to her
or she'll not help you later when you need her. (if you're your nice, you'll
be placed on the A-Path with this character; if you are not nice, you'll
be placed on the B-Path. This document is written for the A-Path)
· Go to am06, eavesdrop on the curator (if you went to Sultanahmet
park you saw this same woman speaking with Akalin) and a man discussing
recent archaeological finds. The man will exit and the curator will greet
you. Apply the press credentials to her now or she'll blow you off. If
she does, you will be placed back in am00. Return to am06, go through door
and then apply press credentials.
· Talk with the curator in her office.
· Exit site; when you do (and you've talked with both Nuray and
the curator) Akalin will stop you for a little chat.
· Talk with Akalin outside the museum. When conversation is done,
you'll be at the map.
· Go to Emre's apartment and meet Sharife. Talk with Sharife:
she'll give you the VR goggles and then leave. You now access KLIO via
remote (this is done at the map like any other "site). Exit site.
· Go to Aya Sofya and find Nuray upstairs in hs08. Talk with
Nuray and she'll give you a note. Examine note in inventory to turns the
Forum of Theodosius on the map.
· Exit Aya Sofya and go to the Forum (this is where you get a needed
teardrop column scan to fix the Cistern simulation; this item cannot be
scanned at the real cistern because it is too dark and damp). While at
the Forum, you'll meet Carlo again - be ready!
· At the Forum, find and scan the teardrop column. Before backing
up, save game.
· Back up to node; Carlo jumps out fm behind column. Back up again.
The node will auto-spin turning you around. You want to run away, toward
the police car parked on the sidewalk (select hotspot hFT00trr1). Again,
run forward and keep to the left (select hotspot hFTRP2). At this end of
this movie, you'll bump into Eskander. The two of you exit together and
go to the Galata Tower.
· Talk with Eskander at the Galata Tower. Eskander exits when conversation
is complete. Exit site.
· If you didn't memorize the hoist diagram you saw at Emre's in
the Engineering Book, go back to apartment and review. This is the solution
to the Hoist puzzle you encounter in the Cistern sim after fixing the teardrop
column.
· In inventory, review the riddle which was taken from the riddle
book. This is a clue for the Medusa puzzle in the Cistern sim.
· Go to Cistern sim. Go to vb04 and fix teardrop column. KLIO extrapolates
and the rest of the cistern can now be explored.
note: this layout in this diagram is not accurate; but the concept is
· Find and collect 10 items:
· forceps & rope in vb01
· wheel in vb08
· three separate support pieces in vb02
· A-frame; crowbar; axle in vb03
· rope & tackle; handle in vb04
· Go to vb06. There are two puzzles: the Medusa puzzle and the Hoist
puzzle.
1. Medusa puzzle:
· Apply the crowbar to the floor to "lift" and remove
a five of the pavement blocks. One of these will reveal a different block
with two Medusa head medallions; the rest will be empty, open pits.
· Examine the Medusa block. Apply the handle from inventory to the
head medallions to rotate them.
· Solution: rotate top head so it is right-side up; rotate bottom
head so it is facing to the left.
· When done, the block will rise up slightly.
2. Hoist Puzzle:
· set up hoist per the diagram seen in the engineering book:
· Once hoist set, apply forceps to Medusa block. Manipulate wheel
to begin lifting this block; immediately get crowbar from inventory and
be ready to stop wheel. As soon as wheel stops for 1 moment after the block
has been raised, apply crowbar to wheel to work as a "brake".
· When done, examine the whole under the block.
· Find and take the Liturgical fan.
· Exit sim and go to Mehmet's (there is a newspaper with an article
about the liturgical fan and its recent appearance on the black market
at Emre's, but reading this is not on the critical path; Sharife is no
where to be found at the moment). You could get the same note and a different
newspaper if you go to Emre's apartment versus Mehmet's.
· Mehmet's shop is locked; but there is a note slipped under the
door. Examine note. Exit site.
· Go to the Book Bazaar and talk with the book merchant who is standing
in his corner stall shop. When the conversation is complete, examine book
display and take red book on table.
· Examine book in inventory (this opens the Arasta shops on map).
Exit site.
· Go to the Arasta shops. Arrive in quaint alley, the shop you
want has hundreds of blue "evil eye" good luck charms on display.
Explore interior of shop. Find and take a pouch of Ephesian Letters on
the bottom shelf of the display directly opposite the salesman. Examine
Ephesian Letters in inventory - you'll scan them just as soon as Sharife
re-calibrates the homer. Exit site.
· Go to the Museum. Find and talk with the Curator in am06; begin
conversation by applying book. Exit site.
· Go to the University and talk with Sharife. Convince her to
continue working with you and open the sim of the Library of Celsus at
Ephesus. Sharife will put you into the Ephesus sim.
· Explore Library of Celsus in KLIO; only vc00, vc01, and vc02 available.
Find and see the 4 statues adorning the entrance to the Library (vc01)
-- their names will be mixed up with a few of the names of the Ephesian
Letters in a later puzzle.
· Exit sim, you're back in the lab.
· In inventory, scan the (1) Ephesian Letters; (2) sun medallion;
(3) bee ring. Exit site.
· Go to the museum and go to the Palm Tree column in am03. Go to
the Garland sarcophagus and scan with homer. Exit site.
· Upon exiting the museum, eavesdrop on Akalin and Nuray arguing
in Turkish. Akalin leaves. You may talk with Nuray, but it is not critical;
however, her part in the story is now over.
· Go to Istanbul University. Click on Sharife with homer and she
will upload the 4 scans.
· Re-enter sim by clicking on goggles. There are 3 puzzles, only
two are on the critical path.
1. Ephesian Letters puzzle in vc02, Library interior
this puzzle is available immediately upon site entry; however, you need
the Ephesian Letters scan to solve.
· Go to the door to the right of the entrance, along the right wall
and near the corner closest to the entrance. Find the names of the 4 statues
(seen outside) mixed up with names of the Ephesian Letters. Replace the
statue names with the Letters, using the Myth book from the book bazaar
as a clue.
· Solution: replace "thought" with "dark," "knowledge"
with "truth," "wisdom" with "year," and "virtue"
with "sea."
· When solved, KLIO will extrapolate and a movie will play taking
you down into the crypt, vc05. In the crypt, KLIO text will tell you that
there is something wrong with the crypt's sarcophagus. Replace with "wrong"
sarcophagus with the Garland sarcophagus by applying the garland scan from
inventory. KLIO will extrapolate.
2. Medallion Puzzle in vc05, crypt.
this puzzle is available after fixing the sarcophagus.
· In front of the sarcophagus, there is now a bowl. Apply the sun
medallion scan and KLIO will extrapolate. This unlocks a passage connecting
the crypt to the Temple of Artemis.
· Now in the temple, apply the bee ring scan to the relief near
one of the doors in va04; this unlocks the door to the atrium gallery.
Explore all of the temple, picking up 12 silver ingots, each representing
a sign of the Zodiac. Find:
· Leo, Taurus, Aries, Cancer, Gemini in va05
· Libra, Pisces in va02
· Aquarius in va09
· Scorpio, Sagittarius, Virgo in va04
· Capricorn in va03
· While upstairs in the temple gallery nodes, examine the statue
of Artemis and notice her collar -- the signs of the Zodiac circle her
neck in the order the stars travel the heavens.
· Go to va05 and go to the altar in front of the statue. Notice
the slots cut into the altar's top surface. Place the silver ingots on
the altar in the following order, starting in the upper right (clues fort
his puzzle are the astronomy book at the book bazaar and the horoscope
section of the newspaper found at the hotel):
· Pisces
· Aquarius
· Capricorn
· Sagittarius
· Scorpio
· Libra
· Virgo
· Leo
· Cancer
· KLIO will extrapolate. You will be able to find a hidden treasure,
a solid gold bust of Alexander the Great. Take the bust. The sim is complete.
Exit to the lab.
· Sharife will scream at you and throw you out of her lab. You will
be at the map.
· Go to the museum and talk with the Curator. Discuss permits and
uncover a connection -- a company named Gordian Construction. This site
is now on your map.
· Go to Gordian. If you've been to the nargile bar back room, you
will recognize this alley as the one you entered upon exit the that back
room (going to the nargile bar has never been on critical path).
· Go to the door of the pink colored building. Go to the keypad
security lock and enter the combination: 7049. The clue for this is (1)
the notebook found in the duffel bag with the pencil impression made and
(2) the lime on the counter inside the nargile bar, and (3) the green tiles
of the Okey game next to the lime.
· Now inside the building, go forward until you enter the conference
room. Examine the black ledger book on the table and find some papers.
Take these and examine in inventory. Combined this is the evidence you
need that links Herodotus with Gordian -- you now know who is responsible
for the smuggling and the murders of Emre and Mehmet. Exit site.
· Go to Galata Tower and find Sharife. Apply the evidence you
got from Gordian. She had figured it out too and together you will break
the case.
· Sharife takes you back to the lab and puts you into her first
sim, Aya Sofya, which she has located on Eskander's hard drive.
· Explore Aya Sofya.
· Find and pick-up five objects:
· vh00: helmet
· vh03: orb; chalice
· vh05: amphora
· vh08: dividers
· Now, in the following order, place the representational objects
in their ceremonial position (clue is dedication book found in duffel bag).
Four of the objects will be placed on the Omphalos (in vh04) and one will
be placed upstairs on the "Empress" circle (vh07).
1. chalice on the Omphalos
2. helmet on the Omphalos
3. dividers on the Omphalos
4. amphora upstairs on the "Empress" circle
5. orb on the Omphalos
· KLIO will extrapolate. Pick up the diadem and "run like hell"
for the cistern cover in the floor of the nave (vh01 or vh02). You are
now in a short maze.
· Navigate maze by going straight, then left, then straight, then
right, the straight, then left, then straight. You are now in the Treasure
Room. Notice the objects Eskander has been collecting: all the ones you've
found in the various sims which are the same ones sold on the black market.
Exit Treasure room by going through the doorway opposite from where you
came in.
· You are now on Eskander's hard drive. You must copy Eskander's
transaction records from the hard drive to the A: floppy drive by:
· click on box labeled Knot, a box labeled Transactions will pop
out
· click on box labeled Transactions, your cursor will become an
item cursor representing the data you need.
· click on pyramid labeled Export, this will be transformed to show
three new destinations.
· click on Computer Lab, then click on hole in center of the pyramid
· You have now successfully done everything, so it's time to sit
back and watch the epilog unfold.
[More Simple Solutions]
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