Final Destination Walkthrough
It is worth taking a minute to remember why you are here. The people on your
home planet want to leave it to explore the galaxy, but doing that requires a
ship that can travel faster than light. After centuries of work scientists
developed just such a ship, but there was a problem: the ship required an
incredibly powerful power plant of a type no longer made. Only one of these
plants still existed, a leftover from centuries ago. This power plant was placed
on a faster-than-light ship so that you could go to the home star system of the
people who used to make these power plants, in the hope that you could talk them
into making more.
The plan sounded good until you reached your destination and discovered that the
planet you were trying to reach had been destroyed a couple centuries ago by a
terrible disaster: only rubble was left. All you could find was a small,
long-abandoned base, and you decided to land on it to see what you could
discover.
Walk ahead out of the crater and down the canyon; you'll see a small research
base. If you step into the entrance of this base and turn right you'll see a
small panel on the wall. Click on it: those small panels are important because
they tell you what is going on. You’ll see them all throughout the game.
Whenever you click on a panel it will first appear blank, with two buttons - a
red one and a green one. If you select the green one nothing happens. If you
select the red one some text will appear. The red button brings up the main menu
for the panel; the green button returns you to the main menu after you have
looked at something else on the panel. All the small panels work the same way.
The very first time you look at a panel (and only the first time) it will try to
connect to a system and will fail. You will get a number of errors; these are
normal, and you can't do anything about them. The panel is telling you that the
base is in bad shape: a lot has been destroyed and a lot of information has been
lost. You will have to make due the best you can, keeping in mind at all times
the fact that the systems on the base are damaged and may not behave the way you
expect.
After reading the error message and clicking on the text to continue, you will
be brought to the main menu of the panel. Here you will be presented with a
number of menu items; begin by clicking on the first one and working your way
down. (When you have finished reading the text that appears, click on the green
button to return to the main menu.) As you read these messages you will get a
glimpse at the events that happened a year before the planet was destroyed.
When you click on a menu option on a panel in the game you may see some small
yellow text near the bottom of the panel; these are related links, and clicking
on them brings up a brief description of something in the message you just read.
These should be read: sometimes they reveal important clues.
After reading everything this panel has to offer you can close the panel and
move on. Before doing so, though, note the name of the panel, located right
under the phrase 'Larson's Folly Spatial Mechanics Laboratory'. The first panel
is named 'Entrance Airlock'; remember that name, as it is important later on.
You will want to jot down the names of all the panels you come across because
occasionally you will be told that something you did made a message appear on a
panel you've already seen; if you didn't write down the names you won't be able
to find the panel and read the new message.
Go ahead and close the panel, which you can do by simply hitting the escape key.
If you walk down the hall three steps and turn right you will see a small
cafeteria. (In the demo you can't go very far inside it but you can go far
enough in to see the panel on the cafeteria entrance wall.) Go up to the panel
and read its contents: it tells you about a man named Arnold Brandon, and his
opinion on what happened at the base.
To read Brandon's note, click on the first menu item, entitled Cafeteria Closed,
and then click on the yellow link entitled 'Arnold Brandon' near the bottom of
the panel. When you do this the first time the system will try to load
something, and you will get a message saying that a new document was found and
placed on a certain panel. You will see these messages from time to time; take
note of them so you can visit the panels they mention.
After clicking on the 'Press here to continue' link you will see a short
description on Arnold Brandon. When you click on the green button to return to
the main menu, though, you will see a new menu item. Read it. It will tell you a
little bit about a person named Flora, whom Arnold did not like.
After closing the panel and turning around, you will see a large security door
with red glass embedded in it directly across from the cafeteria. There is a
small panel in the middle of this door. Go up to the door and browse through the
panel.
By this point you will have learned several things: the people of Larson's Folly
knew that their planet was going to be destroyed, they had a plan for escaping
the planet, and they started work on it - but no one was sure if the plan would
work, and some people had very different ideas about what they should be doing.
On top of this there was a definite conflict between Flora and Arnold. It’s not
clear at this point how things turned out – you need to find out more.
If you close that panel and explore a little further you will find two more
rooms: a circular room with a brass railing and a room with an odd-looking
machine made partly of blue glass. The circular room houses the base's AI
supercomputer, named Charlie; the blue section is Charlie’s electronics and the
two glass sections are his computing matrix. The other room holds the base's
zero-point energy plant, which can power the base - if you can get it started.
By the entrance to each of these two rooms is a small panel that looks exactly
like the two panels you have already seen. Go ahead and read the contents of
these panels; they provide a little more information about what happened on this
planet before the shockwave hit.
In the computer room you will find a small panel with two buttons, which
currently does nothing. In order to get it to work you need to turn on the power
plant. That is puzzle #1: activating the zero-point energy plant.
To activate the zero-point energy plant, go inside the room with the power plant
and click on the large panel in the room. When it comes up you will see three
buttons in its lower-right-hand corner: a green one, a blue one, and a red one.
Click on the red one. (The green button displays the most recent error message;
the blue button displays the help system; and the red button either loads the
menus or returns you to the main menu.) You will see a lot of options; if you
click on them you will see still more options. There is a lot here and it can
take some time to work through it.
If you click on Attempt Startup / Startup / Restart Reactor, the reactor will
try to start but it will fail with an error message. What you have to do is
resolve that error message by changing the related setting on the panel and then
try it again; it will get a little further and then crash with another error
message. After you have resolved all the messages the plant will start and you
will have the electricity you need to get downstairs and continue with the game.
Here are the settings you need to start the reactor:
Settings / Self-Diagnostic
Electronics Check: ON
Ion Beam Check: ON
Artilect Check: OFF
Data Core Check: OFF
Grid Safety Check: OFF
Energy Storage Check: ON
Spatial Displacement Check: ON
Emergency Systems Check: ON
Settings / Initial Spatial Rupture: ON
Settings / Initial Energy Confinement:
Energy Confinement: OFF
(Second option with strange text): ýRU
Settings / Large Scale Production:
Enable Scalar Production: ENABLED
Production Level: 3
Settings / Reaction Stabilization: YES
Settings / Grid Deployment
Upload Power to Grid: YES
Grid Type: DYNAMIC
Reaction Settings: ACTIVE
Emergency Systems / Emergency Settings:
Power Options: No Systems
Warning Siren: ON
Sensitivity: LOW
Warning System: ON
Once these settings are entered you will be able to restart the reactor. When
you do this the reactor's color will change from blue to red, indicating that
the plant is on. You can now try to use the panel in the round computer room to
go downstairs; the green button will now light up.
If you are in the demo, the game will end at this point. If you are not in the
demo then the elevator will take you downstairs, where you will be faced with
Puzzle #2: Charlie.
Puzzle 2
You now have the power plant running and can go downstairs, where you find a
locked door with a panel beside it. If you look at the panel beside it you see
that it has an error message: you clearly aren't going to be able to do anything
with that panel. If you want to get through that door you will have to find
another way
There is another panel in the room. This panel, which is at the base of the
towering computer matrices, is an interface to the artificial intelligence
system Charlie. Charlie isn't doing so well these days: when the base was hit by
the stellar shockwave he was severely damaged and is now almost incoherent. What
you have to do is talk to him and see if you can get him to do anything - like
open the door. You won't be able to use the rest of the panel until you can get
Charlie to cooperate with you.
You can talk to Charlie by pressing the button furthest to the right on his
computer panel (the red one). Each time he displays some text on the screen you
are given some options to choose from. Sometimes the options may be corrupted
and the conversation terminated. You can always restart Charlie and begin the
conversation again by pressing the red button twice, or simply by closing the
panel and re-opening it.
The sequence of choices you need to select is as follows:
Light
Knowledge
Ch #12 E19
Yes
Charlie will tell you that he cannot open the door for you but he can grant you
access to another portion of the panel. This brings you to the next puzzle:
opening the security door.
Puzzle 3
In order to progress further in the game you must find a way to get past the
security door in the computer lab. Charlie was unable to open it for you but he
did grant you access to another portion of his computer panel.
The first thing to do is click the blue button. A menu will come up offering you
two options: Door Control and Power Control. Click on Door Control. You will see
that the door is locked. Click on the red 'LOCKED' text. The door will go
through a bootup sequence and fail to unlock the door, but it will put it in
override mode - and that is very important.
Next, go to Power Control. Select an area from the list. You will see that you
can add more power to it, remove power from it, or remove it from the grid
altogether. On top of that, if you add more power to an item its temperature
rises.
In order to get the door open you have to melt it by overheating it: once it is
melted it will no longer block the passageway. To melt the door, select each
item on the drop-down list one at a time and remove it from the grid. (You won't
be able to remove the wormhole device.) Next, go to the door, add it to the
grid, and begin adding power to it. You'll have to add power in nine-unit
increments: if you add too much power at once you will get an error.
Once you exceed 80 units of power on the door it will melt, allowing you to go
through. Before walking through the door, though, you will need to add power
back to a few systems and add them back onto the grid so that you can use them.
The systems are:
Comm Lab: 8 units of power
Heat Lab: 25 units of power
If you do not repower these items to this level they will not be usable.
After you melt the door you can explore a little bit more of the base, but you
run into a problem. The panel by the entrance to the base had a message that
stated that there was a passageway connecting the wormhole laboratory to the
communications center - the blue room at the end of the frozen hallway. However,
that passageway was blocked by a holographic door. Your next mission becomes
this: where is this door and how do you open it?
Puzzle 4
At this point in the game you are faced with an obstacle. The panel by the
entrance to the base stated that there was a hallway connecting the
communications room to the wormhole laboratory, but it also said that the
doorway was sealed by a holographic door. Where is this door and how can you
open it?
Opening the door is simple. The panel upstairs by the computer lab stated that
anything that is added to the power grid and then depowered by Charlie will no
longer run. All you have to do is find the holographic door, add it to the
electrical grid, and then cut the power to the communications room; the
holographic door will then lose its power supply and the doorway will be
revealed.
To do this, go up to the giant wall panel in the communications room and click
on the first button. A lot of things will appear, including a menu in the
upper-left-hand corner entitled 'Control System Menu'. Click on the second item
on the list, and then click it again. Each time you click it the text changes.
Click it over and over until you see the phrase 'Holographic Door'. There is an
number after it: 1020-1030. Write that down - you'll need it.
Next, click on the Electrical menu item. Here you can enter coordinates to add
something to the grid. The problem is that you have numeric coordinates and your
only options for coordinates are colors.
If you are not playing the hardest difficulty level, the panel by the computer
room upstairs stated that the numeric codes were being switched over to a color
sequence. All you have to do is find out how the numeric codes translate into
colors and you'll be set. The panel that mentions the switch also gives hints
concerning the color translation. The colors can be translated as follows:
Red: 10
Yellow: 20
Blue: 30
Green: 40
Orange: 50
Grey: 60
To add the holographic door to the panel, then, the sequence you want is
Red-Yellow-Red-Blue, with the other 5 blocks padded with grey squares. Enter
that coordinate and click the 'Enter Coordinates' button; you will see that the
holographic door is now on the panel.
Finally, go back to the panel in the computer room where you melted the door and
remove the communications room from the grid. The holographic door will now
appear to the right of the wall panel in the communications room.
Don't forget to add the communications room back onto the grid
(Red-Yellow-Green-Green followed by five grey squares) and power it up to 8; if
you don't you won't be able to use it again and you will need it later on in the
game. You will also need to add the energy storage room back onto the grid
(Red-Blue-Blue-Yellow followed by five grey squares) and power it up to 25; on
the Artilect panel, the energy storage room is labeled the 'Heat Lab'.
As you walk down the hallway to the wormhole transporter room you quickly find
your next obstacle: the wormhole transporter room is pitch black and you can't
see anything in it. You need a way to shine some light in the darkness, and that
is your next puzzle.
Puzzle 5
You have made your way downstairs, gotten past the security door, and revealed
the holographic door. Your next task is to turn on the lights in the wormhole
transporter room (which is located at the end of the hallway in that large dark
space up ahead) so you can explore it and see what their is to see. This task is
complicated by the fact that the wiring in that part of the base is dead: the
lights should be on but they're not. What can be done?
First, though, note the two panels that are on the wall in the room here - one
on the wall beside the wormhole transporter room and one on the wall beside the
way you just came. Read all the notes on these panels carefully: they reveal
some important plot information, as well as some critical hints.
So how do we get the lights on? Well, there is a solution. All throughout the
base there are little emergency lights - sometimes on the ceiling, sometimes on
the floor, always covered by a little metal mesh. What you need to do is kick on
these emergency lights, and then only way to do that is to trigger a fatal error
in the bootup sequence of the zero-point energy plant - a fatal error so large
that the plant thinks it is in trouble and enters emergency mode.
However, there is no way you can melt down the power plant while the safety
override switch is enabled. What you need to do is disable the safety override;
once this is done you can adjust the settings at the zero-point energy plant and
trigger the emergency mode.
The safety override setting can be found on the computer panel in the energy
storage room - the room with all the brass pipes. If you click on the middle
button (the blue one) you will see 'Safety Override' in yellow. The safety
override is currently enabled, and pushing all the different buttons on the
panel does not allow you to change it.
The panel provides a hint as to how it can be changed: if you click on the green
button it says, deep in the corrupted text, that the variance exceeds surge peak
and the safety override has been disabled. What you need to do is somehow get
the variance to exceed the surge peak, as that will disable the safety override.
To do this:
1. Change Programmed Default to Level 1
2. Click H2
3. Click C3. The surge peak will drop to 240.
4. Click H3.
5. Click C2. The variance will rise to 250.
6. Click Engage.
The panel will then say that the safety override has been disabled.
Melting down the power plant is tricky: the panel that allows you to configure
the power plant settings (the power plant control system panel) does give some
hints, in the sense that one should not do certain things or else it may damage
the reactor, but it still takes some experimentation. Here are the required
settings:
Settings / Self-Diagnostic: Everything must be set to OFF except for the
electronics check, which must be set to ON.
Settings / Initial Spatial Rupture: OFF
Settings / Initial Energy Confinement: ON
Second option with strange text: Î2Š
Settings / Large Scale Production:
Enable Scalar Production: ENABLED, Level 7
Settings / Reaction Stabilization: NO
Settings / Grid Deployment: NO, DYNAMIC
Reaction Settings: ACTIVE
Emergency Systems / Emergency Settings:
Power Options: No Systems
Warning Siren: ON
Sensitivity: LOW
Warning System: ON
If you ignite the reactor with these settings the reactor will encounter a host
of errors, get caught in a cascading failure, and then melt down. The lights
will go off, the emergency lights will come on, and you will be able to walk
into the wormhole transporter room - where you will encounter your next
obstacle.
Puzzle 6
Once you are inside the wormhole transporter room you will discover that the
floor is covered in ice - a thick sheet of ice. You will need to melt this ice
and drain the water out of the room before you can proceed any farther.
To drain the ice, go to the energy storage room panel and click on the button
the farthest to the right (the red button). Here you can create a cooling system
pipe route and an atmosphere system pipe route. The cooling system is
responsible for taking the superheated air away from the energy storage room;
the atmosphere system is responsible for circulating the air inside the base.
What you want to do is take the superheated air from the energy storage room,
pipe it into the atmosphere system, and then pipe that hot air into the wormhole
transporter room. The game provides hints as to how to do this; the answer is:
COOLING SYSTEM PIPE ROUTE: [END]-[END]-[87]-[34]-[OUT]
ATMOSPHERE SYSTEM PIPE ROUTE: [END]-[72]-[87]-[34]-[OUT]
The text that displays when you press the green button on the energy storage
panel explains why this works. [OUT] must be the first item in a sequence, and
the start of the sequence is marked by a < character to the right of each pipe
route - the routes are read from right to left. The strings must end with [END].
[34] is the heat exchange sequence, which is required to obtain the heat; [87]
is the energy storage room, which is where the heat originates; [72] is the
wormhole transporter room. The fact that [87] and [34] are in the same position
in the command string allows the heat to transfer from one system to another;
the atmosphere system then pipes the heat to [72], the wormhole transporter
room, where it melts the ice.
After you click 'Engage' you will be told that the ice has melted, but this just
leaves a sea of water in its place. You need to drain the water out of there,
and to do this you need to use the atmosphere system - the water will drain into
the air vents and out of the room.
The pipe route you need to do this is:
ATMOSPHERE SYSTEM PIPE ROUTE: [END]-[46]-[72]-[17]-[OUT]
Once again, [END] and [OUT] are required. [17] is the drainage code, which tells
the panel you are trying to drain something. [72] is the code for the wormhole
transporter room, which is the room you are trying to drain. [46] is the code
for the sewer, which is where the water should end up.
If you hit 'Engage' with this sequence you will then be able to enter the
wormhole transporter room, where you will be greeted with your next obstacle...
Puzzle 7
In the wormhole transporter room there is a giant security door that is firmly
shut. Now that you can access the panel you need to open the door and see what
is on the other side.
To open the door, go up to the panel that is right in front of the murky glass
in the wormhole transporter room. When you open the panel all you will see at
first is a label that says 'Boot Panel Interface'. If you click on it the panel
will begin to boot up and will then crash with some errors.
To get past this, click 'Boot Panel Interface' and wait until the panel says
'Attempting to load panel from backup'. While it says this move the mouse of
'Boot Panel Interface'; the text will change to say 'Cancel Backup Restore'.
Click on it immediately when it says this; it will cancel the bootup sequence
and allow you to access the rest of the panel.
Before you can open the door you have to enter the authorization code. The
authorization code is stored upstairs, on a panel in the secured laboratory.
When you melted down the power plant you also shattered the glass on the door
that was securing the secured laboratory; you can now enter the secured
laboratory, walk around, and - most importantly - read the items on the panel
that is inside the laboratory beside the secured door. The code you want is at
the bottom of message #4; it is:
4030-4030-1010 (GREEN-BLUE-GREEN-BLUE-RED-RED)
At first it looks like this is too short to be entered as an authorization code;
it just needs two grey blocks at the beginning and one at the end. The code you
will enter is:
GREY-GREY-GREEN-BLUE-GREEN-BLUE-RED-RED-GREY
After you enter this code and press 'Attempt Code' you will be granted secure
access to the panel and can then open the door.
After you open the door, walk inside the small room that you can now access. You
will see a wormhole transporter, but nothing happens when you walk through it -
you just appear on the other side. It obviously isn't turned on. You will also
see a small panel on the wall; read it. It will answer a lot of questions, not
the least of which is what happened to the people who once lived on Larson's
Folly.
One item of great importance on the panel is a coordinate that is appended to
the end of message #1. That coordinate is:
1030-4030-2020-3040 (RED-BLUE-GREEN-BLUE-YELLOW-YELLOW-BLUE-GREEN)
This coordinate must be entered into the communications system so that the
wormhole can get a lock on that coordinate. Go to the communications wall panel
and click the middle black button. Select the 'Destination' menu item and then
enter the coordinate. You will have 1 too few color blocks; make the last color
block grey and then select 'Enter Coordinates'. You will be told that there is
no longer a planet at that location and a new location will be requested.
Click on the first black button at the bottom of the communications panel. It
will attempt to load something and then return a core dump. Press the first
black button again; this time, at the very end of the core dump, it will say 'No
planet found in quadrant 1.' Click the button three more times. On the last time
it will say this:
Planet found in quadrant 4.
Planet Coordinate: 1030-4030-3020-1040
The coordinate translates into:
RED-BLUE-GREEN-BLUE-BLUE-YELLOW-RED-GREEN
The communications system was able to find the planet after scanning quadrant 4
and returned the up-to-date coordinate you needed. Enter this coordinate into
the Destination of the middle black button, padding its last color block with a
grey square; it will say that the coordinate found and it is ready to lock onto
the planet.
Now you can go back to the wormhole transporter panel and click 'Engage
Wormhole'. It won't work: you will get a settings synchronization error. This
happens when the power settings on this panel do not match the power settings on
the energy storage panel. You cannot change the power settings on the wormhole
transporter panel so you must change them on the energy storage panel.
To get the settings correct, go to the energy storage panel and adjust the
settings; you'll want to use Level 2. The settings you need to match are:
Frequency: 2000 (Level 2 default)
Port: 1749 (Level 2 default)
Power drain level: 1000 (Level 2 default + press H1 + press C3)
Surge peak: 1160 (Level 2 default + press H2 + press C1)
Acceptable variance: 200 (Level 2 default + press H3 + press C2)
Press Engage, then go back to the wormhole transporter puzzle and attempt the
wormhole creation again. This time you will get a startup sequence and the
wormhole will be ignited. You can now walk back into the small room and through
the transporter - and the game will end.
Last updated 6/27/2005