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Byzantine - Tod in Istanbul (e)

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Planet Explorer: Istanbul
BYZANTINE: THE BETRAYAL

Critical Path Walk-Through
2 September 97
supports build Release Version



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 360(node (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.


Confidential Trade Secrets / Stormfront Studios
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