ASA: A Space Adventure - Remastered Edition

ASA: A Space Adventure - Remastered Edition

Not enough ratings
asa a space adventure guide
By RED PYRO STANDO USER
i got these clues from a dutch walkthrough!

here: http://www.adventurespel.nl/games/walk/asaspace.htm

they made this walkthrough but i am google translating it!


also look at this solution : http://www.adventuresplanet.it/scheda_soluzione.php?game=ASA

it helped me too!
   
Award
Favorite
Favorited
Unfavorite
starter door code



radio
radio 2
kepler coordinates
kepler:
xyz:
4.2-2.3-6.1
forte

xyz: 6.3-8.2-1.0
cobalt-5

xyz: 8.4-1.1-7.3
terra

xyz: 3.2-4.4-2.4
full walkthrough (translated from dutch) part 1
Introduction
Brightness and effects
Once you start the game for the first time, click the icon pakhandje on 'options'.
Click on 'screen ajustment "to see if the brightness of the screen is set correctly.

Click again, you come into a small menu where you can check if whether you are playing the game in a window where you can turn off the water and fire effects to your video card can not handle.

game Operation
Click to return to the previous menu '
Here you can click on 'how to play' button to see the game controls.
Click "back" to return to the main menu.
Start a new game.

MAID
Before you go to the intro movie, gives MAID (micro audio Intelligent Device) a few tips.
Right during game play and the top of your screen that flips open your inventory.
Drag here the red 'menu' icon on the blue 'Display' icon to open the main menu.
There you can then save your game / load and leave.

They advise you to keep on hand a pen and paper.
And that is definitely needed in this game!


intro
You're working on the outside of your spacecraft when you see a floating cube.
You go into it, but your lifeline is just too short.
You shoot the broken line and picks up the cube.
Then you get oxygen deficiency. You died?

Click on the cube and you discover that you're somewhere inside.
Click on the top of your screen (red arrow) and you'll see how a shadowy figure steals and runs away your cube.

Click at the bottom of your screen and you see that you are standing on a small platform with your feet. See you this close, you see that there is a cube-shaped hole in it.
The cube was a transporter and you teleported here.
Go out research to find out where you are and why you are here.


The ark
teleport station
Take a step forward.
Rotate your cursor and you see that you are standing in a long hallway.
Look behind you and you'll see the teleporter. The icons on the wall show how this apparently works.

In this hallway are two teleporters.
If you have the other teleporter closer look you see sparks into the hole in the floor. So he does not work.
There is a memory card (memory card) on the left side of the plateau. See it up close and pick it up. You put it automatically in your arm to load the data into MAID.

This is the diary of Philippe Forté, an astronaut who found the Cube 40 years ago.
There are hints of directions in which you can help if you get stuck.


Inventory
You can always look into the diary.
Right-click to open your inventory.
Drag the red memory card icon on the display icon.

In the same way you treat all the objects in your inventory. Drag and drop where you want to use it.
You see that you have your gun with you.


Philippe's diary
MAID tells you that the diary was made in 2011, but it is now 2067.
She found audio and text data.

Click the blue arrow on the right to read the diary.
Philippe was the same thing when he found the Cube.
He discovered that he is in a kind of spaceship, which he calls ARK.
The ARK long ago by a civilization 'Ante Veterans' hot, to search for life in the universe. The ARK is to find a large amount of data of all living beings found.

Philippe has scattered clues left in the ARK.
He also says that the teleporters have required small cubes - he 'dice (dice) calls it - to function. You can use it to go to pre-programmed destinations.

Click at the bottom of your screen to exit the diary.
The card is again on the teleport platform, but the data are in MAID and can be accessed in your inventory.


Philippe's instructions
On a shelf right of the teleporter you see a piece of paper.
See it up close. It is one of the scribblings of Philippe.
Note: Enter the characters on a piece of paper that you are next to your keyboard in real life, because in the game you take not everywhere these kinds of clues!

Exit the close-up and walk to the right side of the hallway.
You can see the room through a window in here.


door Code
Walk to the other end of the corridor. Here you are faced with a very bright light, but the door closed. The thief of your Cube is therefore gone.

Bottom right of the door you'll see a panel. See it up close.
It is a code lock, but you know nothing of note Anteraanse way of figures.
Exit the close-up.

Turn around and look into the corridor.
On the left you see at the side of the teleporter that someone has written something on here. See it up close.



It is an indication of Philippe. He gives you a translation of the Anteraanse figures in his own language. Now you understand the characters on that piece of paper.
Each side of a square is 1 and the line through it, makes the symbol 5.

Go back to the door and see once the lock up close.
To the left of the panel by the numbers is a sticker, you can see that the door to a dome. The upper left corner of the sticker is a little loose. Pull.
Philippe on the back wrote the code for the door!



Calculate the code and enter it into the grasping hand cursor.
The door opens!


dome Space
Go through the door and you arrive in a huge domed space.
In the middle is a large plateau. Walk over there.

Around the table are six large, round lenses. They increase the image it is further away at the wall of the dome.
Behind every picture is the entrance to another part of the space station.
The image of the planet where yellow lines circling around, go to the corridor that you left just now, the teleporter corridor.


conservatory
dome Space
Go down the lens with the image of the grass in a planter. Click the arrow cursor over lens. If you click on the lens or next door, you only get to see a close-up lens.

If you have an exclamation point next to a charm for the yellow corridor state, you see that on the poster above the opening. It is probably very hot here.

Walk through the door and you arrive at a kind of conservatory or greenhouse.
The air shimmers fact of the heat.
From the conservatory you can go to three other rooms. Above the doorway is a representation of information. There is a room with birds, trees and seeds.


trees Room
To get started, go straight through the doorway with the image of a tree.
Continue straight and you stand for a safe.

Check flower pot sitting on top of the safe, close.
The pot stands on a card. Pull the card under the pot. It is a picture of a sunny island. Turn the picture and you'll see some kind of schedule. The coordinates appear that maybe you can go to the place that is on the other side of the map.
You recognize the signs Anterraanse 9 and 6.
That dot on the grid than at coordinates 6.3 and 8.2.
Remember it.
Exit the close-up.

Right from the safe, you see a grid. See it up close.
Grasp the grille on the left bite to make it open.
The box is located behind a note from Philippe. Grab it and study it.
You see a bird that sleeps in the hot sun. If it's up, it picks up a seed and singing into a microphone, so that a door opens. The door of the safe?
Exit the close-up.

Check the sticker pasted on the bottom of the box, up close. There is a speaker.
A little left of that sticker on the left side of the box, you see a red light. See it up close.

Now you see a jack and a round entrance.
Click on the jack plug (grasping hand).
Your cursor changes to a right arrow. Click here to the entrance to the stabbing jack it.
The indicator lights up green. You have a microphone connected to the loudspeaker.

Now search the microphone and the bird.
Leave the trees room.


bird Room
Go to the room with the image of the bird above the doorway.
When you enter you see the vibration of the air that it is very hot.

On the left is a wooden table. See him up close.
You see a log with a shelf where a red cross is painted. To the right of the shelf is a small microphone. This must sing a birdie.
Exit the close-up.

In the background you see a glass container with red berries.
Click on the box with red berries. One of the currant is dropped in a glass tube.
part 2
A bird does fly, Berry eats and sings.
These are the seeds that you need, but you can not hold here.
So leave the bird room.

Seeds Room
Go to the room across the street, where a seed is depicted above the door.
Walk to the rear of the space. Here is a bush with red berries.
Pick a red currant and leaves the room.


flying bird
Go back to the bird room.
See the table at close.

Right-click to open your inventory. Grasp the red currant and drag on the red cross on the shelf. Release.
The bird will fly, but do not eat the berry on. It's way too hot in the room.
Leave the bird room again. You pick automatically at bay.


reduce temperature
Look in the middle space to the floor and you'll see a yellow garden hose where water is drained.
Follow the hose up behind the planter and you see that he comes out with a little yellow machine. See it up close.

There are three brown knobs and a square green button on the device.
Looks like this allows you to not only regulate water flow and temperature, but also turn on a fan.
- Turn left brown button on the sun.
- Turn right brown button at the zero position. The heat supply is now disabled.
- The middle brown button tells which room you choose. He can in four positions, all see
you do not because the two middle positions are worn. Put him in position 3.

Then push the green button to see if everything works.
The fan starts spinning and it gets cooler in room 3, the bird room.


singing birdie
Go back to the bird room.
Place the berry back on the shelf.
Now the temperature is lower, the bird eats the berry and sings.
The vault door opens!


Safe
Go to the safe in the room trees. The door is indeed open.
View the contents of the safe.
Grab onto the top shelf a blue memory card. It says that it is an 'English translation' card is. Could you translate this Anterraans in English?

Pack the bottom shelf a red card memory. You stop automatically in your MAID. These are a few pages from the diary of Philippe.


Diary
Philippe wondered whether he wants to go home. There is much to discover here. Such as cubes, which are made of material that remembers things that can display over the waves.
Philippe has found a place to sleep.
He also tried to find information on computers, but he failed to crack the passwords.
There was only one computer available and there he found information on food and water.

Philippe says Cube urged him to look for water on another planet, because the water supply at the ARK is low. The Cube instructed him how he could visit the planet.
The planet was inhabited. The villagers have long ago driven by the ARK trade. Philippe can now conclude an agreement for water and also get some plants and birds, which he brings into the conservatory. Philippe was the one who was destroying the air conditioning, so it was too hot.

Exit the greenhouse and go back to the central dome area.


Bridge
Go down the lens with the image of a few planets where orange circles walk over to the gray-lit entrance.
At the end of the hallway you see that you've arrived at the bridge of the ship. In the middle you see a big plate frames. That is where you enter the coordinates to allow the ship to another destination to go.
Through the large window you can see the planet Earth.

Go not to the grid, but take a step forward and turn immediately left. It's dark in here, but take a step forward and then walk towards the large window.
For the light bar to the left of the window, there is a red memory card on the ground. Pick it up and read the pages from Philippe's diary.


Diary
Philippe visited a planet he calls Forté. The xyz coordinates: - - 1.0?.
To hear the description is that the planet from which you took a picture under the flowerpot.
Then you now have the coordinates belong on the site of the mark, namely,
xyz: 6.3-8.2-1.0.

Cube Philippe got the coordinates for the planet Kepler xyz: 4.2-2.3-6.1
Before he could go to that planet, he first had to disable the airlock security control room.
The planet is inhabited by friendly people, who call themselves the Sivas Nemad (children of ancestors). Philippe befriends Nicci, Tosh and Akku. He takes them back to even Forté. He notes that he speaks their language, something that taught him the Cube.
Philippe likes Nicci very nice, but realizes that he is already married to someone else.
There is a picture of a translated document on the card.

His friends help him to build a shelter on Kepler.
The satellite COBALT-5 he has solar panels for his house.


screen instructions
Go back to the middle section of the bridge.
Walk left along the grid to the big window, but not quite up to you right stands for.
Stay one step before and you will see at the bottom of the window three monitors.
Under the monitors with the forward arrow. You then look at the agency where there are three monitors.

Here you can see a envelope. Pick him up.
The envelope contains instructions on how to enter the coordinates on the grid.
X from 0 to the right, y and z from 0 up from 0 down.
The y-coordinate is set as the first.


set coordinates
You have the coordinates for the planet Kepler: xyz: 4.2 - 2.3 - 6.1
Walk back to the front of the grid.
Look under the grid. Here is a slide for the z coordinate. Put it at 6.1.
Look up again.

Then click on the grid.
Now suppose x and y for the planet Kepler in: x 4.2 and 2.3 y
Search for the place where the lines x and y coordinates touch each other. Click there and the rosette the middle sitting on the grid, automatically going.
Finally click on the button to the right of the grid and the ARK starts moving.



If you did it wrong, you see the black area by the large window.
If you did it correctly, the ARK lands on the planet Keppler and you see him up close through the large window.
The three monitors, you'll see the places where you can go on the planet.

lock gate
Walk to the right of the grid the stairs up to the floodgate. He is closed.
If you click on the left of the door knob, there is a red light.

Exit the bridge and go back to the dome area.


control room
Go down the lens with the image of monitoring where a purple target is in, to an orange-lit entrance.

At the end of the hallway you are in the dark control room, where you can see red numbers on some monitors.
If you want to see more, you need light.
Go right or left around the monitors and the green-lit room.


Blackboard
Straight ahead you'll see a blackboard on which someone tried to explain something about colors and mixing it.
Besides some colors is a number.
You also see signed a half sun.
Among the half-sun is the color code (magenta / yellow / cyan on a white cloud) + 1.
This is the code to create the light?


Small monitor wall
On the left wall you will see a small black monitor with a half sun symbol above it.
The same symbol you saw on the blackboard.
Its left you see a green and a red button. This allows you to create the lighting.
Pity the little monitor is black enough.


poster Wall
To the right of the room hangs a poster on the wall. See him up close.
You see "lamp + hand on colored surfaces = light on." At hand is the number 6.

At the top right on the poster taped a note. Read it.
1 - Find out how to create the lights
2 - Go down to the square room and touch the walls at desired.
3 - Note the color of the walls, not the hands.
4 - Wait a few seconds between each face that you touch.
This mechanism seems even older than the normal Anterraanse technology.


Table
Below the poster is a table. Look at him.
On the right is a standard lamp with colored lenses. You can (arrow cross) by clicking the round lenses to mix light. Play with it to see what colors you get.


Diary
On the right side of the table you see are also a smartphone.
See him up close and take out the memory card (on the right).

Philippe properly starts to come under the influence of the cube.
He feels happy only w
part 3
when he was very close with him. He sleeps with the thing in his hands.
He also feels that he begins to change, he is smarter. He hacked the computers and feel the urge to visit all the planets in the universe.
Philippe has found a device with colored lenses (it is on the table). He understands how to make white light with colored light.

A human being ARK invaded, Philippe hit unconscious and stole one of the Qbe computers.
Then later flew a spaceship towards the ARK, he felt compelled to enter the security airlock.

Philippe visited a new planet, but could not land the big ocean.
He thinks he can teleport to the planet as it is close.

The card also has a picture of a rainbow glasses.
Underneath is written: R + G + B = W (Red + Green + Blue = White)
But what about the C + M + Y? (Cyan + Magenta + Yellow / Yellow)
Does this mean that [R + G] + [R + B] + [G + B] = W?


passwords
On the left on the table you will find between the blocks a typed note. Read it.
Two computers in two different rooms:
- "Server PC" in the server room
- The other in the PC room.

1 / the "server PC" is the "platon" username.
2 / on the other are the username and password for your eyes.

On one computer, the user has 6 characters and the password 11 characters.
On computer 2, the user has 7 characters and the password 7 characters.


Color Cube
There is a large square hole in the floor of the room.
Climb into the hole and you discover that you stand with colored walls which are colored hands in a cube.

Click on two or three sides.
As you know the printing of posters, you can only 6 times on a colored wall and you always have to wait for more clicks.

Then climb to the top.
See the small monitor on the left wall. You will see red lines on the screen.
To create the light, you will have to figure out how many lines you need and what walls you have to click it.
Push briefly on the red button to turn the puzzle into the starting position, the monitor is black again.


Colour code
Revise the blackboard. You see:
Red = 1, Green = 2, 3 = Blue, Yellow / Yellow = 3 (for yellow = red + green = 1 + 2).
White cloud with red + green + blue = 6

You can now calculate that:
Cyan (light blue) = Green + Blue = 2 + 3 = 5.
Magenta (pink) = Red + Blue = 1 + 3 = 4.

The code is then shown in the drawing right:
Cyan + Magenta + Yellow and there at one added, so:
5 + 4 + 3 plus 1 = 13.
The intention is that you 13 lines on the monitor turns out.


These 13 lines you have to make in accordance with the instructions, by a total of six times, clicking on the colored walls (not the hands).

Enter the hole and slowly click:
red (1) + green (2) + green (2) + green (2) + blue (3) + blue (3) = 13.

Climb back out of the hole and watch the little black monitor.
If you did everything correctly, you'll see 13 lines.
Then push the green button and the light goes on in the control room.


control room
Walk up to the control room, which of course immediately noticeable that cage-like structure.
You now see two side rooms, one with a poster above the door when a disk state and another with a poster that shows a rectangular PC screen.


fortes computer
server Space
Go to the room with the poster with the disk.
Here you see the back of a computer screen and the left and right are large server cabinets along the wall.
Between the cabinets is a narrow space. Look in all the gaps and you will find on the left, to the server cabinet with the blue button, a keyboard on the ground. It is a keyboard for people, so that can still be useful.

Go to the back of the computer behind, stands in the middle of the hallway.
You will see two boxes. Turn around with the cursor snap and you see the back of the computer.
There's a yellow note stuck on. Read it.
"PC name: server PC
User: platon
Login procedure: Enter username and push the space key, enter password and press the enter key. "

Leave the server room again.

PC space
Go on the other side of the control room down the PC space.
In this room you can see some work cubicles with desks and monitors.
Go to the front left cabin. Here is a monitor with a desktop of an astronaut. This is the computer Philippe Forte, where you can disable the security airlock.

To the left of the screen is a square device. This is the computer. Look on top.
Remove the memory card with the translation program (translation card) from your inventory and put it in the slot.
Exit the close-up.

colored wires coming from the computer.
Get your key from the inventory and place it on the desk.
Check the cables close.
The cables from your keyboard have different colors. You'll have to figure out which colors can be connected to each other first.
Exit the close-up.


connecting cables
Go to the computer that is left of the doorway.
Click on the screen.
You now see a number of icons.
At the top right you will see an icon that looks like a camera. Click it.
You get to see a picture of the cables from the computer. There are strange characters next. Study them and exit the close-up.

Click on the envelope icon. Now open a file with a number onderstreeepte words, in addition to a paper clip.
Click on the middle floor and opens up an image of a human keyboard.
On the side you can see colored balls and strange characters.
These are the colors of the cables and in conjunction with other photographs, you now know where they need to connect them.


Go back to Philippe's computer and check the cables close.
Click again on the cables and you see them next to each other neatly in a row.
At the top is an icon that you can click to put them together, if you have them placed in the correct order.

On the right are from top to bottom: green - white - white - blue - red.
It must be from top to bottom: white - blue - red - white - green.
If you click to the right on a cable, it changes places with another cable. Exit the close-up of the cables to put the puzzle in the starting position.

Solution from initial position
Click on cable:
green - red - blue - middle white - blue - white bottom - top white.
Then click on the icon above the middle wires to connect them together.

If the cables were correctly, your keyboard is connected to the computer.
Exit the close-up.

part 4
login
Now that you have connected a keyboard, you can email to Philippe computer try to disable security on the light barrier.
Click on the screen.
The desktop is an image of Philippe in his spacesuit.
The suit is written P.FORTE and CSE2011.
These are his login name and password! Because on the note that you found in the color room, state "Username and password are for your eyes."

Click once on the screen and opens a small window as to indicate how to fill in the details: user name - space key - password - Enter key.

Click open another time and loginschermje.
Use your keyboard to fill in accordance with the instructions, and note the capital letters and the space after the name P.FORTE CSE2011
Press the enter key or click on the screen OK and you will get access to Philippe's PC.


Using Commands
There appear several icons on the desktop.
Click the 'personal' icon.
This document Philippe has written what commands he can type (clear, flyer, force, deceit, restart, password, secure, reset, delete, help).
Furthermore, he writes that you should start each command with the username and a <must be between the different commands.
Note the commands and leave the document.

Click the "command" icon at the upper left.
To get a good insight into working with these commands, you all the best as they try. Start with the "help" command.
You start following the instructions always with the username, so with P.FORTE (uppercase!), Followed by <
so type in the display: P.FORTE <help

The help document is not free, it starts well. But you learn it, you can pass the administrator protections, by first using the command 'Force'. That could come in handy.


open folders
Data on the airlock'll probably find somewhere in a directory (folder) on the PC.
so type in: P.FORTE <directory
You get a list of folders (drivers, personal, photos, private, software, system). These folders are "personal" and "private" the most interesting, so we go there once in noses.

Type in: P.FORTE <folder <personal
You read it can open the folder only if you use the command 'Force'.
You know that 'force' comes immediately after the username.
so type in: P.FORTE <Force <folder <personal

It opens a folder cluttered with a lot of question marks.
If you look closely, you see that a hidden password (hidden password) in it. Always handy to have, write it somewhere: 21012011. Looks like the password is the date when Philippe arrived at the ARK.

Let's look at his private folder (private).
Type in: P.FORTE <folder <private

To read the private folder, you need a password.
That password is not a direct command or the name of a folder, but a so-called parameter. You can see that parameters are always preceded by a * and not by a <
so type in: P.FORTE <folder <private * 21012011


Now you have to look in the folder. This look at include how to disable the security airlock (airlock seccurity).
You also get the parameters that are required: /0.0/P/en/ed


Open airlock
You now have enough information to deactivate the beeiliging the airlock.
Type in: P.FORTE <secure
You read that everything is already protected by the ARK. To disable security, you should use the parameter (-1).

so type in: P.FORTE <secure * (- 1)
Now read that you can not access.
Well, there is the command 'Force' so useful.

so type in: P.FORTE <Force <secure * (- 1)
You are reading that you should also put parameters to disable various protections, all of which are preceded by an *.

Which required parameters you whiz read in the Philippe private folder. so type in:
P.FORTE <Force <secure * (- 1) * Airlock * 0.0 * P * and * ed

But now you get a memory error (memory error).
You have all that searching into those folders asked what a lot of memory.
It is best therefore to make memory equally empty.
Type in: P.FORTE <Clear yes *

Your memory is now empty.
Then type again: P.FORTE <Force <secure * (- 1) * Airlock * 0.0 * P * and * ed
Finally read that the airlock is open!

If you want you can also use other commands to see what the result is.
You will find that everything works except the email. But that is actually quite logical in this alien spaceship.

planet Kepler
airlock
Go through the Dome Room at the Bridge.
See if you walk through the large window still sees the planet Kepler. If not, reset the coordinates.

To the right of the space is the door of the airlock.
Press the left button of the door. The indicator lights up green and open the airlock.
Go inside.
Walk further down the hallway. On the left you see wearing a pressure suit similar, as the thief of your Cube.
Step through the back door and you are on the planet.


Caught
Walk straight towards the square houses.
Before you realize it, you kick into a trap and end up in a cage above a lake.

Look up.
You can see that the cage is suspended from the end of a crane arm.
Top right you see the rays of the sun. Click on that place and you see the silhouette of your weapon. That is indeed no longer in inventory.
Grab your weapon.

Look back to down.
Look around the cage and look between the bars to the operating lever of the tap in the rock face. It is difficult to see and looks like a stick with a ball on it, right below where the crane along the edge of the abyss state.
Click it to see him closer.
Then get your weapon from inventory and shoot the lever.
The crane turns and find yourself back at the plateau in front of the ARK.


pitfall
Climb out of the cage and walk across the road to houses.
When fall arrived, you can not go. Left and right of the path are large boulders. Look to the right and see a kind of diagram drawn on the rock.
It seems like explained here is how to close the trap, namely by putting four horizontal levers.
Exit the close-up and take a step back on the path.

Turn around and look at the houses.
Turn to the right and you see the tap stand at four trees.
The levers are on the trees!

Do not go to the tap, but then between the two right trees to come a step closer.
Then click on the grove of trees on the left of your screen and represents the trees with the levers.
Click on the levers until all four are transverse.


The village
Go back to the road and walk towards houses. The trap is now closed and you can continue to look around in the village.
If you have two houses close to the first, you notice that you can click on the doors and the house on the right, you go.
You can do this, although in this house nothing to steal. You can if you want to just lie in bed for a beautiful night view of the surroundings.


left side
Leaving the next morning the house and walk between the houses, laying on wooden trunk bridge. You can look around freely again here and run.
Turn left and go past the house further.

You are then on the roof of another house.
Turn left again and you see a ladder against the house and a ladder on the right into the depths.

Go down the ladder down and you stand in front of a door. Go inside.
This house is a ladder to the upper floor. Climb up.
Then turn right. You will now see a hanging copper cable under the crossbar. Grasp the cable.
Leave the house again.


part 5
Balloon
Turn left and you still see a door. It is closed.
Go down the ladder and still further down, until you are on the ground floor.
Walk here to the right over a rocky path up the mountain, until you can look down and see water. In the water floats a purple balloon with the number 5. Remember it.


right side
Go back to the houses.
Climb all the way down the ladders up, until you are back on the wooden bridge between the two square houses.
this time go to the roof right to investigate everything.
Go down three ladders and look to the left. You will see a cage hanging just above the water. Opposite is a house. Go inside.
Check the fireplace and pick up close to the fire tongs.


Nicci's house
Go back through the ladders upwards until your back on the wooden bridge.
This time, go straight across the path here and down the ladders.

Turn around when you stand and go to the lower house on the ground floor.
Here you see a wall with scrootjes on the left. This is a cabinet.
To the right of the box to see the code panel with the opening mechanism up close.

Click the code panel.
The top button is the name. Of course in the Anterraans.
When you consider that Anterraans in mirror writing, you can read that here is named Philippe.
Below are four buttons, you can set a code.
Click the button to the right under "Philippe" and you'll quickly get past the name Nicci.
In the diary of Philippe (pink pages) you read that these two find each other very nicely. The correct code is so Philippe Nicci + = (heart)

Exit the close-up and then click on the door paneling. The cabinet opens.
See the photo of Philippe and Nicci.

Links on the same shelf contains a memo note from Nicci to Philippe. Read it, it is evidence of the use of an oven and how to adjust the temperature.
You will see that there are three buttons sit on the oven. One for time, for heating and for cooling. You also see that one bar represents one second or +160 degrees or -5 degrees.
Remember it all.


Diary
On the shelf above the picture is a new memory card with diary.
Pick it up and read it.

The Sivas Nemad on Keppler are a peaceful people who would rather talk than fight.
They traded with the Nemads (Anterrianen) who told them that the ship would sometimes come back with strangers on board. She had to promise to hide away, until they knew whether these strangers had no evil meaning. So Sivas since fled to secret hideouts in the mountains when the ship lands.

Philippe is Nicci been in mines where the Sivas get the black stuff that they sell with the Nemads. The material must first be made purely by heating for 10 seconds at 800 degrees and then a sudden cooling down to -20 degrees. Subsequently, the material is forged into small dice and put in an electrically charged fluid.
With these dice the teleporters on the ARK can be activated.

Philippe also investigates the effect of Cube on his body and mind.
Moreover, he wants to know where the Anterranen have been and what happened to them.

Exit the close-up of the closet and leave the house.

My
my Walks
Go from Nicci's house straight to the semicircular entrance to the mine.
Go inside and walk straight into a ladder.
Climb up the ladder and step into my cart.
Look to the left and click on the red button for a dizzying ride.


music Puzzle
Deeper arrived at the mine, get off the trolley and walk straight ahead, through a long, hot walk.
Please note that if there is a square grid on the left, where you can click on.
Right in this grid you see, namely a kind of speaker box with a button.
Click the button and you hear a melody zestonig. Remember it.

Walk further and you arrive at a tiled path.
Across the street you will see a totem pole.
If you stand on a tile, click a tone.
The idea is that you tune recreating here. If you stand on the wrong tile, the light goes off and you can return to try again.

Solution
Go right in front of the tiles. Get on the
left - right - left - center - right tile.
Look to the right. Click on the orange tile on the wall and you hear your sixth tone.

Now you can click on the totem pole, which emits a melody.


light Puzzle
Walk left along the totem pole and then click the blue "eyes" to stand at the back.
Under the blue "eyes", which are basically a viewer, you see three buttons.
Currently, the left-hand, white button pressed. Click on the blue eyes to trace around the room by the viewer.
On the left side you have a semicircular archway, you also can see if you just look around.

Click the green button and then click the blue spotlight.
Now if you look around, you see here and there on the walls groups of illuminated green spheres. Note the shape of all these groups.

Click on the red button and then click on the blue spotlight.
Now if you look around, you see here and there on the walls red balls. Also note now form the group (usually just one scoop).

Exit the close-up of the viewer and go to the archway.
You see there is a bar fence in the passage condition.
To the left of the passage, you see a panel on a stand. See it up close.

The panel is a field with red and green balls.
The witomrande beads are fixed. On the other spheres you can click to make them change color.
The intention is that you put all the groups in this field that you saw on the walls. Of course, in the same color.

Solution
In the first column, the 3rd, 4th and 6th bullet (from above) on red.
Make all other spheres green.


Ore
Exit the close-up of the panel.
go to the bars door. To the right of the door button and if you have properly installed the beads, the door opens.

Go inside.
Here lies the ore stored in such a use the Anterranen in order to make the Cubes.
Pick up a piece of ore.
then leave the room again.


workshop
Go back to the entrance hall of the mine.
Just before you leave the mine, turn to the right.
Here you see the entrance to the workshop.
Walk inside. It is very dark in the hallway, but just keep on walking / clicks, until you naturally end up in the workshop. Look around you. This is the place where Nicci showed to Philippe how they made a cube. You see the kiln, a tank with liquid and a grinding drum.


ore fires
Remember what you told Nicci. The ore is heated to 800 degrees, for 10 seconds and then cooled to -20 degrees. Subsequently, modified and then placed in a liquid for a while.
Remember also note the information on the oven: 1 bar represents 1 second or +160 degrees or -5 degrees.

Go to the oven, make the door open when the handle on the left side of the dark window. Getting the ore from inventory and place it in the oven. Make the door shut.

See the white panel, right from the oven, close.
The upper part is where you set the time. Click it until you have 10 white stripes (= 10 seconds).
Then have the triangular red button until you five red lines (= 5x160) and thus can heat up to 800 degrees.
Click the triangular blue button until you have 4 blue stripes (= 4x5) and thus can cool down to -20 degrees

Exit the close-up.
Now you can see that at the bottom of the panel are two rectangular buttons.
Click the right button and the oven temperature goes up.
At the same time run the white dashes time back.
Wait until the white lines are at zero and click fast down the panel on the left button to cool everything.

Clean the oven door open and remove the processed ore out.
If the temperature is too high, you get "melted ore" (molten ore). If the temperature is too low or if you did not burn long enough ore, it has not changed.
If you did everything correctly, you MAID will say and have roasted ore (ore burned).


Cube for editing
See the big grinding drum up close.
Sits on top of a lid. The nuts that it stuck, you do not get twisted open with bare hands.
Use the tongs on the nuts and you turn them loose all four.

part 6
If the lid of the grinding drum is off, you can stop the processed ore in it.
Exit the close-up and automatically puts the lid on it.

The right of the grinding drum, you see a panel. Push this button and drum starts rotating.
If all goes well, you can then bottom of the drum pick up your rough cube.


Make smooth cube
Right from the oven you'll see a bowl on the table with a liquid. See it up close. There's an electrode into the receptacle. But to the electrical charge do you need two.
So get your copper wire from inventory and click on the battery that you see next to the receptacle.
Then put your rough cube in the cup with liquid.

Exit the workshop.
Exit the mine and go to the house of Nicci, or to another house.
Click on the bed for a restful night in a quiet village.

Go back the following morning to the workshop.
Get your small hand-made smooth cube from the bowl with liquid.


planet Forte
coordinates
Leave the village and go back to the ARK.
Go to the right of the building through the airlock inwards, to the bridge.

You have the coordinates for the planet Forte found using the photo under the flowerpot and the diary: xyz: 6.3 - 8.2 - 1.0

Loop, to the front of the grid.
Look under the grid. Here is a slide for the z coordinate. Set it to 1.0
Look up again.

Click on the grid to see it up close.
Now suppose x and y for the planet Kepler in: x 6.3 and 8.2 y
Then click on the button and the ARK starts moving.

If you have correctly set the coordinates, you can see now on the left monitor under the window a small blue dot: Planet Forte!


Teleporter
Exit the bridge and go through the dome space to teleport corridor. The poster are yellow circles around a planet.

Walk the last teleporter. That's the one with which you arrived here.
Step inside, turn around and look down between your feet. You see a square hole in the floor. Explain that your homemade small cube and you will be teleported to the planet.


Check island
You arrive on a small island with steps carved into the rock.
You see cables going to other islands.

Turn around and walk to the spot where three steps come together. On the side of the staircase for you, you see a small yellow spot. See him up close.
That looks like a pulley wheel. Always handy, so pick it up.

Go to the right, down the stairs to a landing.
At the end you stand in front of the cable that goes by sea to another island.
Look up the ladder.
Use the right side of the ladder, the pulley wheel on the cable and you float across.


head Island
You land on a red metal platform.
Climb the ladder and walk forward until you're down to a pool of water, where a kind of super large bowl half floats like boat. It's definitely one of those fruits that you saw hanging on the tree.
When you step into the boat, you notice that there are colored tiles on the bottom. Probably you will need a color code in order to sail to the other side via the right route.
Try clicking on random surfaces, you get the other side do not and you can try again.

On the mountain on the other side you see a metal object, where you'd want to go. You can not, however, around the water.
Walk one step back, until you are on the mountain slope on this side and see the water depth. Look for the left and right and you'll see large rocks.
See two rocks up close. There is a code of colored stains. Make a note of them.

Go back down and climb into the boat.
Now follow the route as indicated by the color code on the rocks. First, that of the right boulder and then of the left boulder.

Solution:
Red-white-white-green-yellow-white-purple -
yellow-red-green-red-green-red-yellow.

Click on the orange arrow on the side of the water and get off the boat.


Telescope
See the mountainside for you. There is a large yellow cross, made of nine yellow spheres.
Walk down the mountainside, and you see that the metal object is a standard three telescopes.

Looking at each image a yellow cross, as you saw on the mountainside. Click it.



If you have clicked on the three yellow crosses, telescopes turn to the right direction and suddenly a round dome on the platform!
Here, the house must be that Philippe built with his friends!


Dome
Go back to the boat to the other side.
Climb the ladder to the platform and climb a ladder to the transparent dome.

In the dome you see behind a lawn of Philippe's house.
In the middle of the lawn, you see a gray stone plate with a gold ornament hexagonal.

You can through the windows in the side of the house to look inside, but the entrance is on the right side of the building. Walk up to it.
If you click on the right window, you see that it's a lock.
You can see an image of a cube that can be folded.

Click on it and appears as an unfolded cube, which then looks like a cross of yellow cubes with two gray cruciform lines.

The intention is that this form "nabouwt 'by clicking on one of the three forms to the right.
He will appear in the big plane and you get three new choices.
Is your next choice mistake, you leave the close-up and may start you voorafaan.

Puzzle cube together.
Solution
Click on the middle - lower - middle - upper - lower option.





If you correctly put together the unfolded cube, the door opens.
Go inside.


Forte house
Go to the bathroom. Here you will find at the corner of the sink back a memory card. Pick it up and read it.
part 7
Diary
Philippe record the coordinates for Terra (3.2 - 4.4 - 2.4) in case he wants to return.
Meanwhile, he continues to study the cube. He discovered that the cube is made up of small micro-organisms, which have the task to collect data. That can get them through the data from the brain of the person who fixed the cube.

The ARK is an intelligent, independent computer. He stores all the data of hundreds of cubes into a monolith and ensures that there will be more information found. If a man comes near the ARK, the CTS (come to share) system can ensure that a cube is ejected to take that person on board, after it is determined via sensors or that person is interesting enough. ARK doing this for two million years.

Philippe warns the cube. It affects your brain so that you are addicted to hit and destroy you from the inside as radiation. Philippe advises to keep your spacesuit to protect.


Key
Find out more around the house.
On the work table by the window you can see a number of paper cubes, folded and unfolded.
On the right side of the table there is a piece of paper with schematic indications for finding a key which is hidden in a book. Study it. Looks like it's a blank book and you must be in the top corner of page 15.

Check out the books on the bottom shelf of the cabinet to the right of the bench.
Grab the thin brown book, which is nearly in the middle.
The book is empty. This must be the right book.
If the book is open, you're on page 2-3.
Scroll to page 14-15.
Then click on the top left of page 15. If you click on the right spot, it will release the corner and you see a key. Take the key. You MAID is almost certain that you can use the key on the ARK.

Look if you want to have around in the beautiful house and leaves it.


Return
Leave the ladder into the round hole in the bottom also the dome.
Ascent of the platform, to the bottom.
Turn around. The platform rests on four pillars
See the right column. You'll see a switch.
Turn on the switch and your truck is aangesuist over the cable.

Climb the platform.
Step on the skiliftje and return to the small island where you arrived.

Go up the stairs to the top of the mountain.
Stand on the platform and look down.
Remove the cube from your inventory, place it between your feet and you will be teleported back to the ARK.


private rooms
Leave the teleport hallway and go to the central dome.
Continue up to the private quarters of Philippe (poster prohibition red circle).
Closing the access to the corridor.
Go closer and use your newfound key in the key hole in the right wall.

Go down the hallway to the bedroom of Philippe.
It is a round area surrounded by a circumferential corridor.

In the circular corridor contains two code panels. You have no code, so go first but once Philippe room, where of course you immediately see his old spacesuit.


door codes
Look around the room. Check the program on the TV, watch DVDs, books, posters on the wall and the contents of the top drawer in the cabinet.

In the drawer is a box with pinned insects, which are numbered.
On the yellow note next to the box stands on one side: Code 1: The Ark quiz game and on the other side: Code 2: 3 bugs from the greenhouse.
These are hints for the codes of the panels in the tour!

Behind the room is a door with a round window.
Look through the window and see a panel with a big red button.
The door has been closed. Probably you have there those two necessary codes.


Diary
Among the DVD's on the table you can find a memory card. Pick it up and read it.

Philippe has received interesting information about the Anterranen of the monolith.
On the home planet of the Anterranen is a war erupted over the use of the cubes. It was only a matter of profit. They had underestimated their brain was affected by the implantation of a cube. The community was mentally unstable.

One who should start the ARK project, now even doubts his own mental abilities. But he wants to give the ARK what happened on his planet. He adds that the ARK seek out only those civilizations that are destroying themselves in danger, so all that knowledge is not lost.
He insists that you must leave the ARK as soon as possible after donating your information, because of the dangerous side effects of the Cube.

Philippe doubts the warning Anterraan. Although he had problems, but he could solve thanks to his relationships with the people at Keppler.
He also does not believe that Terra is about to collapse, despite the problems in 2011. He does not intend to return to Terra to warn the population.

part 8 (quiz)
Quiz
There is also a computer in Philippe's room. Click it.
You can try to answer the questions on a quiz.
There are answers that can be found in the diaries. The other by wherever you are good to look around and try out everything.
Read the question and click the correct answer.
1. What is the name of P.Forté?
Answer: Philippe
2. What country are Forté?
Answer: France (France)
3. On what date did the Forté cube?
Answer: 21 01 2011 (first date in diary on memory cards)
4. What is the name of fortes son?
Answer: Yan
5. Who will Nicci probably not that nice?
Answer: Laure (Philippe's wife)
6. What is the name of Forté friend Serana?
Answer: Medrano
7. Which object can not be found in the safe in the conservatory?
Answer: A book (a book)
8. With what command you made the airlock open?
Answer: Secure * (- 1)
9. What can you do with the commands in the computer room?
Answer: Send an email (send email)
10. Which poster can be found in the computer room?
Answer: Mon Village est Magique (the same figure as in the book with that title)
11. What is the name of the inhabitants of Keppler?
Answer: Sivas
12. Give the English translation of
Answer: Tall (photo diary in order to translate)
13. What is the sum of
Answer: (See numbers teleport corridor - right button)
14. How many question is this?
Answer: 14
15. What animal do you not see the animated Lazy Balls?
Answer: A snake (snake) 16. What was so special about the Anterranen? They are...
Answer: Left Handed (left-handed, because mouse left of keyboards)
17. What do you see on the planet Forte night in the sky?
Answer: falling stars (shooting stars)
18. . If you make a cube, then what happens to the ore as it is heated to 900 degrees
Answer: a melted ore (molten ore)
19. Where is Philippe Forté now?
Answer: do not know (do not know)
20. What you do not see the ARK and the two planets?
Answer: a coconut (a coconut because there is toilet paper in the bathroom, wood chisels in
the conservatory and a glass prism in control room). When you have 20 of the 20 questions correctly have, you get a code. This code is arbitrary and in every game different. Make a note of it so. (In my case it was the code number: 13720.) Greenhouse For the second code number you need three insects from the conservatory. So go back to the dome area and walk to the conservatory (poster with green in tray). Walk the room with the seeds in. then go to the tree that is left behind in the corner. Watch it closely and you'll see a golden beetle in it. Remember how he sees and leaves the room again. Like Walk the room with the birds in. Go to the right side, where you have some spherical openwork seeds sees lying on a table. Check the bulbs close. Look in the upper sphere and you see a beetle. He lies on his back, but you can still quite admire the spiral shapes on its cover shell. Exit the room again. You can keep any insects found. You may have to lure them. Go to the device you previously turned on the fan. You can namely also handles the sprinkler system, as you know. Put the left button on the 'water'. Put the middle button to position 2 and set the right button on the '1' or 'aan'stand. Then push the green button and you'll see how everything is watered. Also that attracts some shiny fireflies. Do the trees room. Walk to the safe and turn around. Now you see the swarm of fireflies. Click it and you'll see a shiny green firefly close sitting on a leaf. Remember how he looks. Codes Go back to the private areas of Philippe. Open again the cupboard drawer and see the pinned insects. In a golden beetle you see the number 5. In a motor with spiral shapes on the cover shell you see the number 13. with a shiny green fly you see the number 34. Now you have your second code: 51334 visit the tour running around the room. See a code panels close. key in and push your code then found 'enter'. If the correct code is, above it will be OK screen behind the number. If it was not correct, try the other code. then go to the second code pane and use here the other code you liked. If the latter is correct, you can see how the door opens into Philippe's private room. Key to red button Go back into the room and walk to the previously locked door. you can not press the red button. There is also a key hole and you have no key! Go to the bedside, left Philippe's bed. Here is a picture of Philippe's wife Laure with their son Yan. Click on the picture to see the back. Here is a black and white photo of the ornament in the dome on the planet Forte stuck! The picture shows a large red cross with the word 'key' (key). Zoou here are the key to the red button? Leave the private quarters and go through the central dome to the teleport corridor. Go into the teleporter, look down and put your cube in the gap between your feet. You get to the small island on transported the planet Forte. Use again your pulley wheel on the cable to move to the main island. Rowing to the other side of the water and climb up to the transparent dome with Philippe's house. See the ornament on the grass. Click according to the instructions on the picture, right in the middle of the three lines in the yellow hexagon. You'll find a small key . Go back to the ARK. Go Philippe's private quarters in. Walk to the open door into the room and see the red button close. Put your tiny key in the keyhole. Click the key to him turning. then push the big red button. You see how the maintenance of the rooms door opens. the final piece of the ARK is now accessible.
part 9
maintenance rooms
Go to the central dome.
Go from there to the maintenance areas. The poster shows a logo that somewhat resembles a nuclear logo. As you walk into the maintenance room, you'll be met by the thief of your cube. He is armed and will not let you. You would of course your own weapon to use him, but wisely is not. He's faster, it would mean your death. You can see losing him better in a different way. You can see that behind him is a metal cage. A similar construction have also seen in the control room. Maybe you can use that in your attempt to update him on the side. Check therefore provisionally the maintenance areas.









control room
Go through the dome to the control room.
You can not get in, he closed the cage structure. Perhaps he is controlled from a PC?
The one PC where you were not in, which is in the server room. He asks for a password. Go to then start the computer Fhilippe in the computer. You like the password for the computer in the server room as you used to start P.FORTE (uppercase!), Followed by a < type so in the display: P.FORTE <password to get the password you need the computer name and user name. That was you on the note in the color room, namely the server PC and Platon. Furthermore, you read that you should not use uppercase . so, type in the display: P.FORTE <password server PC * * platon You read that password 'cubeisearth' is. server PC Go to the server room and see the only PC close. Click twice on the screen. As you read on the note taped behind this PC, you must enter the password after the username and between them with a space. But you do have a problem. The PC is in the Anterraans. Look under the screen. The keyboard is Anterraans! See Philippe's diary (pink background), the picture of the translation of the Anterraans. All the words you need on it, with the translation in the same color. Study the Anterraanse letters. Then, type on your keyboard: platon cubeisearth (remember the blank). Finally, confirm by pressing the Enter key. If you do it correctly did, you automatically return to the computer, where you will see a new pop-up screen. again, this is of course in the Anterraans, but you can recognize that the commands with buttons where a 1 and a 0 on it. On and off, so. Look back on your keyboard. Push it to the '1' button (top row, second from left). You will see how the dome of the cage structure in the control room will open. The '0' button you can get back close to him, but that is not the intention. Leave it open. Checks cage structure Go to the control room and sit on the chair in the cage structure. You look at a wall with lots of TV screens. The right arm is a control panel.





































See it up close.

Click the bottom right button to turn on the television screens. On each screen you will see a different picture.
Click right and you get allocated a single image on all screens.
Step then using the arrow buttons on the image.
If you see the maintenance room, with the thief in the cage on the seat, click left on the button to close the dome. The thief is caught. Art Exit the control room yet, but first look at the works of art that are in the area left and right. The one work of art is called. "God's geometrical plan for the Universe" The other work of art called "Anterran geometrical plan for the Monolith. " that's an interesting name, because you know that there is a monolith in the ARK. Study the artwork. you can see that it is a black column, a yellow hemisphere. Over it you can see a transparent white glass jar. the whole is again in a yellow square container, under a transparent green glass jar. and the whole sculpture stands on a rectangular yellow box. maintenance area Go to the central dome and from there to the maintenance room. made the thief has a hole in the cage and escaped. But he is nowhere to be seen, so you can just go in. Behind the cage you see a white door that is locked. Left and right into the room you see tall, thick tubes against the wall, two on each side. Click one of the tubes to open a door. in the tube you see a balloon with a number on it. If you push down the button, the illumination color changes. If you get the lighting in these columns in the right color put the white door will be back open. on Keppler saw you rather be driving a purple balloon with the number 5 in the water. Probably the other balloons also found at Keppler. balloons Go through the central dome area to the bridge. Set coordinates of Keppler again (xyz: 4.2 - 2.3 - 6.1). Push the button and the ARK is flying towards it. you do not have to go searching Keppler itself, because you only liked the purple balloon. The other balloons floating high in the air and can only be seen from the windows ARK. Then walk to the large window on the bridge. You can see balloon No. 1 and he's red. Go through the central dome to the teleport corridor. Look at the end of the hall through the window and you see balloon number 2. He is green. Go through the central dome to the conservatory. Look up here and you can see through the glass roof, balloon number 4. He is blue. balloon number 4 nowhere to be seen. Perhaps you have that color reason, now you the different numbers and colors. Light pillars Go through the central dome to the maintenance area. Take turns the columns open and set the appropriate color. Cylinder with balloon 1 color red . cylinder with balloon 2 in green. cylinder with balloon 4 in blue. Now you have not yet set a cylinder with balloon 3. As balloon 5 purple wax and you also just have more white color available, the column must balloon 3 thus have a white light. Walk to the white door behind the cage and opened the door. It's a lift! get in, push the button and you drop to a lower level in the ARK.

part 10 (end)
Monolith
Elevator
When you arrive, you will see hanging a poster in the elevator shaft of the satellite Cobalt-5 on the lower floor.
The coordinates for Cobalt-5 are printed in mirror writing on the poster.
Write them in readable form: x 8.4 - 1.1 y - z 7.3. Turn around in the elevator. this wall you walk a thin vertical line. Click it. It is the seam of a door that will open. Get off. Monolith space This is the space where the monolithic state, which is entirely made of small cubes information. He stands with his foot in a coolant. Go across the walkway to the black pillar. Go right. Here is a walkway where you can walk but until halfway, the rest of the bridge is raised. You can walk around the monolith, so you reach the walkway at the back. The menu here is a little difficult. The easiest way is to go on a side path, to turn around and then go to the right. One of the walkways is half the coolant. Walk as far as you can and look down. You see your black cube located in the liquid! Click on the cube. To your amazement now raises the monolith up from the liquid. There is now less fluid, but the black cube is still out of reach. Look Holes Go to the catwalk previously raised. He is now subsided and you can walk to the end. Here you see a metal cabinet with two rows peepholes. look through one of the lenses. in addition to the lenses you see arrows pointing left and right. If you click, you see a different image, except for the top two peepholes. The images in the left column peepholes, are all parts of the monolithic work of art that you studied in the control room. The images in the left column peepholes are places and outside of the ARK. left column , transfer the images of the left column in the proper sequence. it is the intention that you move from the inside to the outside all the elements of the artwork for the lenses. Starting with the top lens where you can see the black monolith that you can not move to the bottom of the rectangular yellow box, where the artwork on them. Sequence: - black monolith - yellow hemisphere - white glass case - square yellow bucket - green bell jar - rectangular yellow box. right column Put the images of the left column in the correct order. the idea is that you will see a growing space by the order of the lenses. you start with the monolith poster and continues the infinite space. sequence: - poster monolith - maintenance area - central dome - ARK - nearest galaxy - infinite space. If you have set the images in the lenses in the correct order, you leave the close-up. Open the door the metal box open with the lever. In the closet is a top lever. Move it to the right. Nothing happens. Take the yellow note and read what Philippe wrote it. If the monolith is not used, it must remain in the liquid. For safety, I removed the 'main system', that the level of the fluid decreases in this space. I've returned to Cobalt-5, so I do not think anyone will be able to make it capable of. Oh, you can not swim better in this "water"! Bridge achieve You can not leave the maintenance space elevator . That does not rose up since the monolith. Go to the walkway where you see a yellow scaffolding at the end. Climb up the yellow bars. The ceiling is a fan, but who now works luckily not more. Click on it to remove it and then crawl through the vent pipe until you end up at the bridge ends. Walk to the grid in the middle of the bridge. The poster in the elevator you read the coordinates for Cobalt-5. Set them. 7.3 on the slider below the grid, and 8.4 to 1.1 on the grid itself. Push the button and the Ark goes to the satellite. Cobalt 5 Go through the airlock out. Glide to the satellite and enter. Look around you back. in the back you can see a computer you can read a bit of the dialogue between Forte and his colleagues when Forte found the cube. Right rear wall is a table on which a blue box state. Here you will find the 'main system' which you need in the cupboard in the maintenance space. Read the book that is next to the device. The 'main system' is divided into four parts. Each part corresponds to a particular color. To find the correct numbers in any color, you need to fill in the number puzzle that is in the book. Look around everywhere in Cobalt-5. Write down all numbers sets of three or more numbers you see . There are many on the walls, rows on pieces of paper and metal strips on the red egg-shaped thing and a yellow warning sticker. Then draw the puzzle on a piece of paper and try the series of numbers that you wrote down to fill in here. Each series may only first time be listed in the puzzle! Tip: Start with the 10-digit number to complete the second row. You can find this number down on a yellow sticker. Enter then the seven-digit number on the third row. You'll find this number to the right of the round green windows. The other numbers that come on the colored boxes, are not so difficult to fill more. There is always only one possibility of all strings that you find. On green 24th on red 74 on yellow 03 on blue 12. Remember the color and the numbers on it. Check out the satellite and float back to the ARK. Go through the airlock back inside. Black Cube stand on the bridge directly in front of the light lock door. Turn right and you'll see the illuminated circular hole of the ventilation tube. Take the tube and go back to the maintenance room. Walk to the cabinet on the end of the walkway. Stop your 'main system' in the closet. Check the appliance close. Enter the numbers that you found via the numeric puzzle, the color that goes with it. Exit the close-up and slide lever on top of the cabinet to the right. now it works and the liquid is pumped out of the room. Walk to the walkway, which is now no longer under water. Pick up your Black Cube on. Monolith in the central dome area go through the ventilation tube to the bridge. Walk down the hall to the central dome area, where you see the huge monolith. Walk up close to the monolith. You'll find your last card . It's a video of Forte, who now has finally abandoned the ARK. He goes in search of the civilization of the Anterranen. He says he has done his best to get you as far as you're willing to continue as his successor at the ARK. He asks for a response. If you have found less than eight diary memory cards, you get to answer four possible choices now. Which one you choose, you will remain aboard the Ark. When you've found all eight diary memory cards, get a fifth option, namely to get back home, to go to earth to tell what you've discovered. After all, does not remain on the ARK, because a madman whose brain by ARK are you affected so requests. Choose 5th option and use the Cube on the monolith as he requests it. the Cube wants to know where you come from. Follow the only possible direction. If the Cube knows enough, he explains to you the grid for. he asks for the x and y coordinates for the Earth, so that he can bring you back home, just as was the intention of the ARK. Collect and no more information. These coordinates are listed in the diary Forte (3.3 to 4.4). Fill them in and then push the button
1 Comments
The icehouse  [developer] 4 Jul, 2017 @ 11:38pm 
Thank you for sharing!
There is also the official text walkthrough here: http://www.theblackcube.fr/asa-walkthrough