
Send Nodd back into the lift. Use the quadrocorder on the alien door. Operate the quadrocorder. You now have two atmosphere readings. To open the door you need to match the atmosphere to the other side by operating the gas tanks. Operate the chlorine tank five times then the oxygen tank six times. Operate the alien symbols.
Operate the red button. Save first, because you can't save during the puzzle. This puzzle is really evil. Each square on the grid has a corresponding panel. Operating the panel brings up a logical puzzle. If you get it right that square will be activated. the solutions are not given here as there are only six possibilities in each case, so if you can't work it out just guess. A green square lights up the square in the direction of the arrow, when activated. A red square will light up itself, but only if the square, that the arrow is pointing to is already lit. Each square can only be activated once. If you reach a dead end, press the red button again. If you get through this first time, apply to join Mensa. When a complete path is lit up, you can cross the bridge and enter the next room.
Nodd's Solution: Operate the alien toolbox. Use the screwdriver on the radio. Operate the panel. Take the regulator. Use the amplifier on the slot. Operate the dial.
Yeno's Solution: Operate the alien toolbox. Operate the wheel. Use the hydrospanner on the pipe section. Use the pipe section on the exit.
Save now! As the warning says, you can die here. Taking a step forward will activate the next sequence. When the alien appears, shoot it, unless you want to die horribly. Examine the ceiling. Shoot the ceiling. Go through to the next room. If you didn't shoot the ceiling first, it's game over!
You should have one character in each of the teleport rooms. For the purpose of this puzzle, it doesn't matter which character is in which room.
In Teleport I (following the bridge): Examine the notebook. You'll find a yellow card. Use the card on the platform. Operate the controls until you see the other character. Operate the cupboard. Take the bar. Use the bar on the panel. Take the cables.
In Teleport II (following the alien): Take the box nearest the door. Use the box on the scanner. Operate the scanner. Take the sunglasses. Take the box back to the previous room, operate the unit, and use the box on the unit. Return to Teleport II. Examine the open box. You'll find a blue card. Use the card on the platform. Operate the controls until you see the other character. Switch back to Teleport I.
Back in Teleport II: Take the yellow card. Use the yellow card on the card reader. Go through to the next room (Corridor I). Switch to the other character.
Yeno's Solution: Take the flask. Use the flask on the orange fluid twice. Use the flask on the green fluid. Use the flask on the yellow fluid. Operate the unit. Use the cable on both sockets. Use the flask on the unit. Use the formula on the cupboard. Take the door. Go into the next room.
Nodd's Solution: Use the cable on the water, then on the other cable (by the door). The door here won't open until the other character reaches Corridor II.
Nodd should examine the strange symbols. Yeno should use the quadrocorder on them. Walk over to the trapdoor. When the eye appears, quickly operate the sunglasses. Fail, and you die. Go through the door. The character will leave the sunglasses behind.
Operate the switch which opens the door in the Water room so that the other character can get into the Statue's room. When both characters are through, make one stand on the pad on the floor, and the other walk through the doorway. Now watch the ending sequence.
| Return to Epsilon 9: The Revenge of the Stingons index entry |