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Sunday, September 22, 2013


Spiderman 2 PC Game Full Version Highly Compressed 50 Mb

Spiderman 2 PC Game Full Version Highly Compressed 50 Mb


Spider-Man game, loosely based on Sam Raimi's second movie. Thought sporting the same name, the PC version of Spider-Man 2 is a very different title from the console games. Targeted at a younger audience of 8 years, Spider-Man 2 servers up a storyline exclusive to the PC. Featuring the ability to go from street level to rooftops for the very first time in a PC Spidey title, the game features a simplified point-and-click control scheme allowing for true mouse and keyboard gameplay. Spider-Man can use advanced and highly realistic web swinging abilities to make his way through 18 missions set in six distinct environments. His opponents include classic Marvel villains like Doc Ock and Puma. 
  • An exciting storyline exclusive to Spider-Man 2 PC
  • The ability to go from street level to rooftops, a first in a Spider-Man-based PC title
  • Advanced and highly realistic web swinging abilities
  • A simplified point and click control scheme allowing for true mouse and keyboard gameplay
  • Over 18 compelling missions through 6 distinct environments
  • Classic Marvel villains including Doc Ock and Puma

MINIMUM PC REQUIREMENTS:-

Windows 98/ME/2000/XP
Pentium or Athlon 600MHz
Processor
128MB RAM
827MB Hard Disk Space
16MB DdirectX compatible 3D Accelerated Video Card
Keyboard
Mouse4X CD-ROM Drive


Password - www.highlycompressedgames.com


GTA IV highly compressed 3 Mb

GTA IV highly compressed pc game download 3 Mb

GTA IV highly compressed pc game download
GTA IV highly compressed pc game download

Starting from dealing with your cousin Roman, a small time operator prone to gross exaggeration, you'll move your way up through criminal rings until you get what you want. Unlike GTA characters of the past, though, Niko isn't trying to prove himself as some sort of badass for the ages, driven to rule the city no matter what. He's looking for something, and the missions he undertakes are really the only way for him to find it. He may perform a number of ruthless acts (which you, by the way, instruct him to), but there are points during the story where you can ease your finger off the trigger or make a choice as to how things proceed. Despite the kind of senselessly violent tendencies many may associate with GTA characters, Niko represents an exception in many respects, as he has a code by which he operates. 
 
The game's infrastructure has been made more convenient, though there's still space to improve. If Niko fails a mission, a message asking to retry it pops up as soon as you respawn, and when you die you don't lose your entire arsenal. Getting across the gargantuan metropolis is made easier by hailing cabs that take you to waypoints on your map. Stealing a car and driving yourself is always an option, as is the more immersive element of actually riding in the cab's backseat the whole time, staring out the windows at the passing lights. For anyone who's short on time or would prefer to forego the random dangers of driving across a GTA world, the cabs are certainly welcome. 

Still, you'll be doing quite a bit of mission restarts, and that often means repeating large chunks of the challenges. Many missions break down into an initial travel segment, some kind of escalation event, a conflict, and an escape. Getting through the on-foot shooting sequences, a real headache with the clunky control schemes of games past, has been made much better with the inclusion of a cover system and, as with all PC versions, mouse and keyboard support for aiming and shooting. From behind cover it's possible to blind fire, rapidly pop out to unload a few shots, or move cover to cover, a system that doesn't always work perfectly but is a definite step up for the series. It's possible to use a gamepad as well, which handles vehicles better than a mouse and keyboard. You can even switch freely between the control devices. Juggling the two input methods depending whether you're driving or shooting is pretty awkward, but it's great that Rockstar built it in without forcing you to fiddle with a control input menu toggle. And if you have to pick one, it's far easier to shoot from a moving car with the mouse and keyboard. 

Minimum System Requirements
OS: Windows XP/Vista
Processor: Intel Core 2 DUO @ 1.8 GHz/AMD Athlon 64 X2 @ 2.4 GHz
Memory: 1.5 GB
Hard Drive: 16 GB Free
Video Memory: 256 MB (nVidia GeForce 7900/ATI Radeon X1900)
Sound Card: DirectX Compatible
DirectX: 9.0c
Keyboard & Mouse
DVD Rom Drive

Recommended System Requirements

OS: Windows XP/Vista
Processor: Intel Core 2 QUAD @ 2.4 GHz/AMD Phenom X3 @ 2.1 GHz
Memory: 2 GB (2.5 GB for Vista)
Hard Drive: 18 GB Free
Video Memory: 512 MB (nVidia GeForce 8600/ATI 3870)
Sound Card: DirectX Compatible
DirectX: 9.0c or 10
Keyboard & Mouse
DVD Rom Drive


Original size 14 Gb Compressed to 3 Mb Only


Download the game
Extract The game
Then Burn the ISO image using power iso or daemon tools.
Have Fun.
Uncheck "use our download manager and get recommended downloads" to download.
Password - www.highlycompressedgames.com

Spiderman 2 PC Game Full Version Highly Compressed 50 Mb

Spiderman 2 PC Game Full Version Highly Compressed 50 Mb


Spider-Man game, loosely based on Sam Raimi's second movie. Thought sporting the same name, the PC version of Spider-Man 2 is a very different title from the console games. Targeted at a younger audience of 8 years, Spider-Man 2 servers up a storyline exclusive to the PC. Featuring the ability to go from street level to rooftops for the very first time in a PC Spidey title, the game features a simplified point-and-click control scheme allowing for true mouse and keyboard gameplay. Spider-Man can use advanced and highly realistic web swinging abilities to make his way through 18 missions set in six distinct environments. His opponents include classic Marvel villains like Doc Ock and Puma. 
  • An exciting storyline exclusive to Spider-Man 2 PC
  • The ability to go from street level to rooftops, a first in a Spider-Man-based PC title
  • Advanced and highly realistic web swinging abilities
  • A simplified point and click control scheme allowing for true mouse and keyboard gameplay
  • Over 18 compelling missions through 6 distinct environments
  • Classic Marvel villains including Doc Ock and Puma

MINIMUM PC REQUIREMENTS:-

Windows 98/ME/2000/XP
Pentium or Athlon 600MHz
Processor
128MB RAM
827MB Hard Disk Space
16MB DdirectX compatible 3D Accelerated Video Card
Keyboard
Mouse4X CD-ROM Drive

Password - www.highlycompressedgames.com

GTA IV highly compressed pc game download 3 Mb

GTA IV highly compressed pc game download
GTA IV highly compressed pc game download

Starting from dealing with your cousin Roman, a small time operator prone to gross exaggeration, you'll move your way up through criminal rings until you get what you want. Unlike GTA characters of the past, though, Niko isn't trying to prove himself as some sort of badass for the ages, driven to rule the city no matter what. He's looking for something, and the missions he undertakes are really the only way for him to find it. He may perform a number of ruthless acts (which you, by the way, instruct him to), but there are points during the story where you can ease your finger off the trigger or make a choice as to how things proceed. Despite the kind of senselessly violent tendencies many may associate with GTA characters, Niko represents an exception in many respects, as he has a code by which he operates. 
 
The game's infrastructure has been made more convenient, though there's still space to improve. If Niko fails a mission, a message asking to retry it pops up as soon as you respawn, and when you die you don't lose your entire arsenal. Getting across the gargantuan metropolis is made easier by hailing cabs that take you to waypoints on your map. Stealing a car and driving yourself is always an option, as is the more immersive element of actually riding in the cab's backseat the whole time, staring out the windows at the passing lights. For anyone who's short on time or would prefer to forego the random dangers of driving across a GTA world, the cabs are certainly welcome. 

Still, you'll be doing quite a bit of mission restarts, and that often means repeating large chunks of the challenges. Many missions break down into an initial travel segment, some kind of escalation event, a conflict, and an escape. Getting through the on-foot shooting sequences, a real headache with the clunky control schemes of games past, has been made much better with the inclusion of a cover system and, as with all PC versions, mouse and keyboard support for aiming and shooting. From behind cover it's possible to blind fire, rapidly pop out to unload a few shots, or move cover to cover, a system that doesn't always work perfectly but is a definite step up for the series. It's possible to use a gamepad as well, which handles vehicles better than a mouse and keyboard. You can even switch freely between the control devices. Juggling the two input methods depending whether you're driving or shooting is pretty awkward, but it's great that Rockstar built it in without forcing you to fiddle with a control input menu toggle. And if you have to pick one, it's far easier to shoot from a moving car with the mouse and keyboard. 

Minimum System Requirements
OS: Windows XP/Vista
Processor: Intel Core 2 DUO @ 1.8 GHz/AMD Athlon 64 X2 @ 2.4 GHz
Memory: 1.5 GB
Hard Drive: 16 GB Free
Video Memory: 256 MB (nVidia GeForce 7900/ATI Radeon X1900)
Sound Card: DirectX Compatible
DirectX: 9.0c
Keyboard & Mouse
DVD Rom Drive

Recommended System Requirements

OS: Windows XP/Vista
Processor: Intel Core 2 QUAD @ 2.4 GHz/AMD Phenom X3 @ 2.1 GHz
Memory: 2 GB (2.5 GB for Vista)
Hard Drive: 18 GB Free
Video Memory: 512 MB (nVidia GeForce 8600/ATI 3870)
Sound Card: DirectX Compatible
DirectX: 9.0c or 10
Keyboard & Mouse
DVD Rom Drive


Original size 14 Gb Compressed to 3 Mb Only

Download the game
Extract The game
Then Burn the ISO image using power iso or daemon tools.
Have Fun.
Uncheck "use our download manager and get recommended downloads" to download.
Password - www.highlycompressedgames.com


GTA IV highly compressed 3 Mb

GTA IV highly compressed pc game download 3 Mb

GTA IV highly compressed pc game download
GTA IV highly compressed pc game download

Starting from dealing with your cousin Roman, a small time operator prone to gross exaggeration, you'll move your way up through criminal rings until you get what you want. Unlike GTA characters of the past, though, Niko isn't trying to prove himself as some sort of badass for the ages, driven to rule the city no matter what. He's looking for something, and the missions he undertakes are really the only way for him to find it. He may perform a number of ruthless acts (which you, by the way, instruct him to), but there are points during the story where you can ease your finger off the trigger or make a choice as to how things proceed. Despite the kind of senselessly violent tendencies many may associate with GTA characters, Niko represents an exception in many respects, as he has a code by which he operates. 
 
The game's infrastructure has been made more convenient, though there's still space to improve. If Niko fails a mission, a message asking to retry it pops up as soon as you respawn, and when you die you don't lose your entire arsenal. Getting across the gargantuan metropolis is made easier by hailing cabs that take you to waypoints on your map. Stealing a car and driving yourself is always an option, as is the more immersive element of actually riding in the cab's backseat the whole time, staring out the windows at the passing lights. For anyone who's short on time or would prefer to forego the random dangers of driving across a GTA world, the cabs are certainly welcome. 

Still, you'll be doing quite a bit of mission restarts, and that often means repeating large chunks of the challenges. Many missions break down into an initial travel segment, some kind of escalation event, a conflict, and an escape. Getting through the on-foot shooting sequences, a real headache with the clunky control schemes of games past, has been made much better with the inclusion of a cover system and, as with all PC versions, mouse and keyboard support for aiming and shooting. From behind cover it's possible to blind fire, rapidly pop out to unload a few shots, or move cover to cover, a system that doesn't always work perfectly but is a definite step up for the series. It's possible to use a gamepad as well, which handles vehicles better than a mouse and keyboard. You can even switch freely between the control devices. Juggling the two input methods depending whether you're driving or shooting is pretty awkward, but it's great that Rockstar built it in without forcing you to fiddle with a control input menu toggle. And if you have to pick one, it's far easier to shoot from a moving car with the mouse and keyboard. 

Minimum System Requirements
OS: Windows XP/Vista
Processor: Intel Core 2 DUO @ 1.8 GHz/AMD Athlon 64 X2 @ 2.4 GHz
Memory: 1.5 GB
Hard Drive: 16 GB Free
Video Memory: 256 MB (nVidia GeForce 7900/ATI Radeon X1900)
Sound Card: DirectX Compatible
DirectX: 9.0c
Keyboard & Mouse
DVD Rom Drive

Recommended System Requirements

OS: Windows XP/Vista
Processor: Intel Core 2 QUAD @ 2.4 GHz/AMD Phenom X3 @ 2.1 GHz
Memory: 2 GB (2.5 GB for Vista)
Hard Drive: 18 GB Free
Video Memory: 512 MB (nVidia GeForce 8600/ATI 3870)
Sound Card: DirectX Compatible
DirectX: 9.0c or 10
Keyboard & Mouse
DVD Rom Drive


Original size 14 Gb Compressed to 3 Mb Only


Download the game
Extract The game
Then Burn the ISO image using power iso or daemon tools.
Have Fun.
Uncheck "use our download manager and get recommended downloads" to download.
Password - www.highlycompressedgames.com

THE ABYSS: Incident at Europa WALKTHROUGH

THE ABYSS: Incident at Europa
WALKTHROUGH


INTRODUCTION

This is the Complete Walkthrough and contains every action needed to complete the game with the least amount of backtracking.
If you would rather have hints than a solution,  go to the Universal Hint System file on UHSWeb at http://www.uhs-hints.com
You will be able to find all of the essential items and go to the essential parts of each location. Feel free to explore the different locations. There are other areas not covered in this walkthrough, such as secret tunnels and passages, additional rooms, etc. Because each player has a different style, you should know when you need to heal your character and recharge your weapon. For this reason, the locations of the healing boxes (and later pods) are not provided in this walkthrough.
Artwork for all maps was provided by Sound Source Interactive and are copyrighted by them. Adaptations have been made to clarify certain sections.

 

DEEPCORE

ACTIVATING THE POWER CORE
1. Stand facing the blue striped switch box and press spacebar. Bump into the door to open it and leave the Compression/Decompression Chamber.
2. Walk through the next door to the Sub Bay.
3. Move left to the body (near the red chest) and get Level 1 Stunner. (Spouse comments on infection.)
4. Turn around and enter the left door. This is the Locker Room. Get the Blue Key Card from second locker from left. Bump into the suits. (Spouse comments you need to find the helmet.) Leave Locker Room.
5. Walk to other end of the Moonpool and enter door on the right. Turn left and walk straight to the end of the hall and are facing a door. Walk straight, bear left and turn right to face another door. Enter the Infirmary and get Purple Gel Pack from wall socket. Leave Infirmary.
6. Walk left, straight and then right. Turn right and enter the Mess Hall. Pick up the Screwdriver from the table.
7. Walk straight and out the opposite door into the Galley. Ready the Level 1 Stunner. Leave Galley.
8. Walk straight into the Food Pantry. Shoot the Mutant (Ctrl key) twice to stun. Keep walking straight to the Elevator Well. Recharge Stunner. Enter Elevator. Go Up. Turn and Exit Elevator.
9. Walk through two doors and pause in hallway. Turn right and open Closet. Look down and pick up Green Gel Pack from floor.
10. Turn around (right) and return to Elevator Well. Enter Elevator and Go Down. When Elevator stops, go down again. Exit Elevator.
11. Go through Right door. Ready Stunner. Use Blue Key Card on wall panel. Enter Doctor's Office and pick up 3 Polywater Keys. Leave Doctor's Office via opposite door and walk into the Battery Room (through open doorway).
12. Use Screwdriver on Wall Box. Get Red Gel Pack. Mutant nearby. Shoot twice to stun and walk straight to the next room.
13. This is the Main Power Core room. Mutant will follow you, but cannot walk further into the room. Walk around and bump into several of the controls until you find one with green markings that opens. Insert all threeGel Packs (red, purple and green). Return to near mutant and bump into the box near the door. (A comment is made about the government that I couldn't hear over the moanings of the mutant.) Power Core is now Active.
MOVING DEEPCORE OFF OF THE ROCK
1. Push button on right to turn off the energy fields in the doorway. Walk through, turn around and push the button again to turn it back on. Proceed back to the Elevator Well. Go up once to Level Two.
2. From Elevator Well, walk through the first Food Pantry, the Galley and the Mess Hall. Take the right-hand door into the hallway. Walk all the way to the end of the hall and through it.
3. Enter the first left door into Maintenance Room B. Use screwdriver on wall box and get the Yellow Gel Pack. Leave Maintenance Room B.
4. Proceed straight ahead through two living quarters. Pause at the pool and arm the Stunner. Open the door, stun the Mutant, grab the Red Key Card and leave quickly.
5. Walk through the next room (ignoring the pool for now) and the next. Turn left and enter the door to the hallway.
6. Make the first right. Insert the Red Key Card into the panel and enter the Command center.
7. Walk to the far right to pick up the Metal Deck Plate. Turn around and enter the Elevator. Go up to Level 3 just beyond the debris.
8. Pick up the two Metal Deck Plates. Look down at the floor and use all three Metal Deck Plates to cover the electric sparks. Walk across the plates.
9. Enter the far door and the first door on the left (Communications Lab). Jump onto the table and get the NTI Translator. Approach the floating form to use the translator. Leave this room.
10. Walk straight through the next room and into the next. Pick up the Air Tank. Continue out and ready the Stunner. Quickly stun the approaching Mutant, jump onto the chest to get the Ignition Key and leave.
11. Return through the next two rooms, taking a left into the hallway and get on the Elevator. Go down into the Command center.
12. Use the Ignition Key in the Ignition console. Deepcore has been moved off of the rock.
LEAVING DEEPCORE
1. From the Command Center, head to the main Elevator shaft (right - straight left and all the way to the end). Go down to Level 1. Turn left and enter that door.
1. Go to the Research Lab is located at the end of the long tunnel. Save your game before entering here. Your stunner has no effect on the two meanies inside, so put it away. Make sure you have a full health meter and get ready to run! Your objective is to get both of the mutants to follow you into the Containment Room and then trap them there. Then you can concentrate on the other parts of the room.
2. Run directly toward the green button to the right of the Containment Room and turn it to red (off).
3. Zig zag around so that they both are following you and run into the Containment Room, jumping up onto the countertop. When both of them are hovering at your heels, dart to the entry, turn and press the button to green! (Note: Trapping them inside took me at least a dozen times! If any part of their bodies gets through before you hit the button, they can get free. Keep trying and you will eventually get it.)
4. Once they are trapped, notice the square red blocks on one of the curved walls. From left to right turn each one green, leaving the third one red. Jump up and get the Helmet from the box.
5. Jump up beside the box (behind the chair) and get the Blue Gel Pack. Leave!
6. Return to the Elevator and go up to Level 2. Return to the Locker Room (the door immediately next to the Decompression Chamber door). Get the Fluid Breathing Suit.
7. Go back into the hall and return to the Pool in the Living Quarters.
8. Stand beside the pool facing the door through which you entered the room. Step in the water.
9. Press the Z key to sink down. Swim forward through the next room and into the far room (with the porthole window). Find the Multicharger in this room. Quickly leave the way you came, finding the pool again. Use the / or A key to rise and get out of the water (before you run out of air.)
10. Go back to the Moonpool. Jump In. (You will automatically use the suit.)

NTI ARK

This is a difficult section to describe. The pathways are all curved with very few (if any) right angles. Thus, an intersection is one where you must make a decision to go left, right or straight. (Using the maps is essential here.)
Mutants are wandering around all over the Ark - both human and alien. You may be able to avoid some of the human mutants by staying away from their rooms or running away from them. You must handle some alien robots to finish this section. They can be killed with 1 shot from the Level 2 Stunner, 2 shots from your Level 1 Stunner. It may take more than 2 shots to stun the other mutants and there are a couple of "boss mutants" running around that cannot be stunned at all.
The Upper Level of the NTI Ark is divided into 8 Sectors. The Spires and some side rooms encompass 4 of those Sectors. Living quarters and auxiliary rooms comprise the other four.
GETTING UP INSIDE THE ARK
1. Look up. Notice a boxy platform juts out from the main column. You need to get up there.
2. Find the bright blue button on the rounded wall and push it. Push away from the wall and swim up and to the right. Get inside the the square tube platform before the water recedes. (This might take a couple of tries because swimming is awkward.)
3. Walk through the water door and straight through the next large room to the next water door. You have arrived in 
Sector 1 - the Human Living Quarters.
TURNING ON SPIRE LASER 1
1. At the first intersection, take a left. At the first left door, turn off the energy field (yellow switch beside the door) and enter. Hop up onto the right shelves and get the Level 2 Stunner. Leave the room and go back to the right (where you came from).
2. Go left at the intersection (the sensor lights and sounds to let you know life is nearby). Enter the door on your right and walk directly across the Bar and through the door behind the woman mutant.
3. Turn left. Walk while hugging the right wall and follow the walls around to the right until you reach a door with a green energy field. Walk through the door. Press the blue button on the wall. (Message will advise you have entered Sector 8. Notice the green energy field has switched sides.) Walk through the door with the green field into Sector 8.
4. Turn right and take the door to the right of the dividing wall. You enter a room with triangle shaped floor tiles in different colors. Press the correct tiles to remove the blue energy field at the door. In this case, turn all of the tiles Blue. When you first enter, step on the middle triangle once; then the left triangle once and finally the right triangle once (without walking over any of the other tiles). A hidden corridor opens behind you (to the left of the door). Without stepping on any of the musical tiles, follow the secret corridor to a window with a gizmo in front of it. Operate the gizmo (spacebar). Spire Laser 1 is Online - and you have increased the Jumpgate Power by 25%.
5. To leave the laser room, press the spacebar again and turn around to see the blue energy field is gone for a moment. Walk through the doorway while the field is off. Leave the musical tile room.
6. Walk straight ahead to reach a blue column (like the one you used at the beginning). Walk around it and keep walking until you come to 2 corridors. Follow one of the corridors to an open "observation" room. Look on the wall to the left for the Adaptable Power Supply. You can recharge your stunners here, if needed. (Note: All 4 of the
 Spires have this room and an Adaptable Power Supply in each.)
FINDING PART 1 OF THE MUTAGEN CURE
1. Find the center post again (the one with the blue button). Try to enter the panel with the hole in it. If it will not open, press the blue button. Enter the panel with the hole and drop down. Exit through the door.
2. Look up above you to see the upper pathway. Follow it straight forward until you come to another water door and enter there. Push the wall button. You have entered the Main Power Core of the 
Lower Level of NTI Ark.
3. Walk to the center of the area to the Main Power Core. Unlock each of the side rooms that have energy field locks. In one of them is Part 1 of the Mutagen Cure. Pick it up.
4. There is nothing more to do in this section and the side rooms are hazardous to your health! Leave the way you came in.
5. Walk through the rocks and seaweed to the water door you entered. While facing inward, jump up to get out and exit the blue column.
TURNING ON SPIRE LASER 2
1. Make your way back to 
Sector 1, following the map. Find a room you recognize (the Bar or Mess Hall) and go through the area, ending at the Airlock passage between Sector 1 and 2 at the entrance of the Theater.
2. In the Theater turn right and find the other doorway (with red button next to it) and go through it. Hug the left wall and go through the door at the end. Take a left and enter the next end door.
4. Stop and notice the floor tiles. Left is gray; middle is green and right is brown. Step on the left one once - turns it green. Step on the right one once - turns it green. Step on the center on and it turns gray -- and the energy field inside the door turns off (for a moment)! Walk through the door. (Repeat the process of stepping on the center one again and again if you miss the first opportunity through the door. No need to step on the others.)
5. Activate the laser. Spire Laser 2 is Online - Jumpgate Power is increased by 25%.
6. To leave the laser room, press the spacebar again and turn around to see the blue energy field is gone for a moment. Walk through the doorway while the field is off. Leave the musical tile room.
TURNING ON SPIRE LASER 3
1. Take the first door on the left. Go forward and enter the first door on the right. Listen to what the alien has to say. (Press P to listen to it again.) From the little I could understand, it tried to communicate something about a "Caretaker" being Guardian of the Station of Europa and the Caretaker will tell you what to do.
2. Move on through the next room and through the Airlock to 
Sector 3.
3. Bear right and around until you come to a doorway. Save your game! Run straight through the first room and into the next where you will have your first encounter with the Alien Robots here. In one of the rooms there are at least 2 guarding a golden globe on the floor. You need to get the Memory Orb before you run for it. Aim a bit higher than normal to shoot the Robots. (Finally something you can shoot that will stay dead!)
4. Run through the next room and into the passage that leads to the Airlock hall. Go into Sector 4.
5. Walk straight through the Observation Room and pass the little water cubicles, which should be on your right. Take a left into the room with the musical tiles.
6. This particular one seemed a bit more difficult than the rest ... at first glance, that is. As usual they were set at Grey, Green and Brown. Try pausing immediately when you first step inside (without stepping on any of the tiles) and turning to your right. I found the hallway already open in 2 out of 3 instances .. and the tiles already set to Gray, Gray and Green.
7. Walk down the hall and activate the laser as before. Spire Laser 3 is Online - Jumpgate Power is increased by 25%. (Only 1 more to go.) Leave in the usual way.
TURNING ON SPIRE LASER 4
1. Travel left and through the large Observation Room and to the Airlock. Push the button and go into 
Sector 5.
2. Bear left and walk along that passage. Remember the location of that large flower-panelled wall for later. For now, move on to finding Laser #4. Turn around and bear left. Keep going straight ahead, taking no turns and walking through any door in your path until you come to the Airlock hall to Sector 6.
3. Once in Sector 6, take a left and enter the room with the musical tiles. This one was easy. Turn all of them midnight blue and walk down the corridor.
4. Operate the laser. Spire Laser 4 is Online - Jumpgate Power is increased by 25%. (It should be 100% online now.)
LEAVING THE NTI ARK IN THE JUMPSHIP
1. Return to the flower-panelled wall in 
Sector 5. Walk right through it! It's a secret passage! Ready your laser and position it a bit high. A good number of Robots are protecting the jumpship. When you come to an intersection, turn right. 
2. You come to a big room which should look familiar. It is another Jumpship Docking Bay like the one where you started. Beside the door is a button and you can hear a humming sound. A force field is making that hum. Turn it off by pressing the button.
3. Walk in the door and jump to the next higher level. Walk straight through the doors and on until you reach a dark room. Notice that 4 lights are shining around the room, representing the 4 Spire Lasers that are online. (Had you found this earlier and before they had been activated, you would have noticed the difference now. You can easily jump up to leave if you find that you have forgotten something.) Get up close to the keyboard and press the spacebar.

EUROPA STATION & CAVERNS

If you are referring to the Map of Europa Station (which you should be!) your Jumpship arrives in the northern-most bay (the one pointing toward Command). The corridors on Europa Station are narrower than on the NTI Ark. Even though your stunners still do a decent job in eliminating the Robots (and there are loads of them), there are several "Boss Mutants" who need to be dealt with. There are no places to recharge your stunners here, but I'll tell you where to find a Containment Field Projector which will "contain" the mutants that you cannot kill. Use it sparingly. I saved it for only the "Boss Mutants" that I could not avoid.
You will recognize the regular water doors, the doors that require a Polywater Key to enter and the Airlock doors with their wavy green fields (there are hundreds of them). You know that you always need to press the blue button in an Airlock hall to go through the other door, so I won't tell you each time.
USING THE MEMORY ORB
1. Turn around and walk to the far wall. Jump up to get out of the ship and walk through the Airlock until you are facing a big patch of seaweed. Ahh!! Turn right and go through the first airlock door to your left. Walk left and through the next airlock, continuing straight to a door where you must insert a Polywater Key. You have found Command. Walk around either side of the dividing wall and find the golden Memory Orb and pick it up. Leave Command.
2. Go through the airlock and straight, hugging the left wall. Take the first right turn and turn right (ignoring the water door) and follow the passage until you find a left turn.
3. Take that left turn and go throught the water door into the Comm. Lab. Here you see a bunch of Memory Orbs. Walk around the room and notice where the humming noise gets loudest. When you are facing a machine that looks like a monitor on tentacled legs, select a Memory Orb from inventory and press the spacebar. Pick up all of the Memory Orbs in the room and play each one. (To hear the message again, press the P key. The ; and , keys scroll through the list.) Before you leave, walk up to the machine that looks most like a Jukebox and press the space bar. Turning on this NTI Transceiver should make is possible for your spouse to contact you.
FINDING THE CONTAINMENT FIELD PROJECTOR
1. Leave the Comm Lab and take a left turn. Turn at the next possible right and go through the Airlock. The room at the end of the hall has storage containers that hold more Polywater Keys. (The containers look like fat genies!) Leave and go back through the Airlock. Turn right. At the next intersection, turn left. Then take the 2nd right turn.
2. The room is empty but you can hear a humming sound. There is a Secret Passage here! Find the wall that looks off-color and a bit shaded. The wall is toward the rear left corner of room. Walk through the wall and down the long passageway to a round room.
3. At the end of the next corridor is the Containment Field Projector -- plus your first victim. Pick up the weapon, SELECT IT and shoot the Mutant if you can't avoid him. (It's just a temporary holding tank, but it'll get him stopped in his tracks.)
FINDING PART 2 OF THE MUTAGEN CURE
1. Leave the Secret Passage to the main corridor. Turn right and keep going straight and go through the first Airlock door you will find on your left.
2. Once on the otherside of the Airlock, turn right and then right again and through another Airlock door that is protected by a Robot. Walk down this very long, sweeping corridor and take the first left Airlock door.
3. Turn left, then right and insert a Polywater Key to enter Biological Sample Storage. Find Part 2 of the Mutagen Cure on the floor behind the counter.
FINDING PART 3 OF THE MUTAGEN CURE
1. Leave the Biological Sample Storage room and take a left and then a right to lead to the Airlock door. Once on the other side of the Airlock door, turn left and walk directly to another airlock door, which you should go through. Then walk along that corridor, bearing left at the next intersection and walk through the water door. You have entered the Engineering Dept. of a Minisub Bay. (If you are looking at the map, it is the Minisub Bay at the top left.)
2. Walk straight into this room (avoiding the Boss Mutant if you can). Find a square hole in the floor and drop into it. (You'll need to jump up onto the rim and then drop down into it.) Drop down once more and enter the Airlock. Activate the button and ride in the Minisub. You have arrived in Cavern 1.
Note: The Minisubs are preprogrammed to take you to the four caverns in sequential order, so it does not matter which Minisub you travel in first - you will always start in Cavern 1. The Minisub will continue to recharge while you search for the one item available from this cavern. Once you have the one item, the Minisub will take you back -- and cannot be used again. Get in another Minisub to go to the next cavern.
CAVERN 1
1. There are 2 exits. (The left passage is a dead end, but has a clump of healthy first aid sod.) While facing the Minisub, turn right and take that passage. Follow it along until you reach a pool of water. Jump in.
2. This underwater passage will fork. Look for a right passage (it is hard to see) which winds around to the right to a pool above you where you can exit. (If you take the left one by mistake, it will also lead to a pool. That path leads to a large room with two adjoining passages. There is a first aid rock in one of the rooms, and a winged mutant wanders around here, but nothing else.)
3. Once out of the water, walk straight ahead. It is almost impossible to avoid the one item you need - a Metal Plank. After picking it up, leave.
4. To get back to the Minisub, go to the pool and jump in. While swimming take the left passage to the exit hole. The path from there leads to the Minisub, which will take you back to the Station. Jump up twice to get back to the Engineering Dept. of this Minisub Bay.
5. Turn and walk around the box to the right, walking forward and out the far exit. (A point of reference can be the observation room entrances should be on the left of the Minisub bay.) Turn left, and take the second left (the first left is probably the entrance to another Jumpship. It is guarded by a Robot). Go through a water door into another Engineering Dept. for a Minisub Bay (bottom left on the map). Be ready - this Bay is protected by a group of Robots and several other pesky mutants. Find the square hole in the floor. Jump in and down to activate the button and travel to Cavern 2.
CAVERN 2
1. Turn completely around so that the Minisub is behind you. There are six separate passages to choose from. Walk toward the right and take the first right passage. Make your way through the narrow corridors until you come to a low, rectangle opening. Press the Z key to crouch down and carefully walk forward. A message on your screen advises that you need to put something across the "Unjumpable Chasm". Get close to the edge on the right side. Select the Metal Plank and press the spacebar. Walk across the plank to the other side.
2. Continue forward, bearing right until you find a boiling pool of water with stepping stones. Jumping across these stepping stones is tricky. With each successful leap, SAVE. It helps to look down (PageDown key) to make sure you are standing on the very edge of each stone before you jump. You will be doing a zigzag pattern across the pool. (Sorry - it was too difficult to map.)
3. After you are across, follow the passageway to a room with a colorful machine and a winged mutant. Take the other door out and follow that corridor to a murky pond with something in mid-air above it. Walk into the pond and get the Sludge.
4. You must now go back the way you came - stepping stones and all! Once you are back at the Minisub, you can explore the other caverns if you wish. You have the item you came for so you can leave in the Minisub when you want to. Jump up twice again to get back into the Engineering Dept.
5. Find the entrances to the observation rooms and keep them on your left so you exit in the proper place. Stay hugging the left wall and keep going straight until you reach a water door. Go inside the third Engineering Department (bottom right on the map) and find the square hole. Jump in, press the button and travel to Cavern 3.
CAVERN 3
1. This cavern is so easy -- a welcome relief from the one before it! See the rock that is blocking the entry to the only passage. Use the Sludge on the rock to "make it slippery" and it rolls out of the way. Travel down the path to the end. Pick up the Stalactite and return the way you came!
2. Once back in Engineering, find the proper exit by keeping the entries to the observation rooms on your left once again. In the hallway, hug the left wall and take the second passage left (through a water door). You should have arrived in the last Engineering Department (top right on the map). The Minisub here will take you to the last cavern - Cavern 4.
CAVERN 4
1. There are two exits from the Minisub location. Find the running water and jump into it. Travel to the end and be ready to jump at the waterfall. Once you are on the step-bridge, jump and walk over to the other side. Walk through the exit on the other side and take the right fork at the first intersection. There will be an opportunity to turn left -- do so. At the end of the passage, pick up the Thermal Lichen.
2. Leave and bear to the left as you walk. When you come to the end of the passage and are facing a big, black empty space, walk straight into it. You have a slight fall down to where the Minisub sits.
3. Turn right and walk past the river and all the way to the end. Go in the entryway on the right. While travelling, keep to the right.
4. You come upon a large room which has an exit on the opposite side. Walking in this narrow passage, follow the right path again until you find a pool of water. Jump into it. (Note: The water may be too hot to enter. Use the Thermal Lichen. See #1 above.)
5. The swim underwater seems a bit longer than normal. You should go right when you see an opportunity. Find the exit waterhole and go up. Follow the path in front of you to another big room. This one has pillars of various heights which form steps to the higher level.
6. Jump up on the stepping stones and over to the other side. You come to a large room which appears to be a dead end. Find a wall that looks different than the rest. Use the Stalactite on the wall and go get Part 3 of the Mutagen Cure.
7. Leave and return the way you came to Minisub. Get on and jump up to the Engineering room.
SAVING THE ALIENS AND PLANET
You are ready to combine the ingredients of the cure. To do that, go to the Science Lab. If you are looking at the map, your last Minisub trip was on the one from the top right Bay. I found it easiest to go through the bottom right Bay and then to the Science Lab.
1. With the entrances to the observation rooms on your right this time, find the water door exit. Once out, hug the right wall. Do not turn at the first right. Instead follow the hallway to the right and into another water door. Enter this Engineering room and walk all the way through it (almost straight) and out the far water door.
2. Bearing right again, walk past the first left door. Turn left and enter the Airlock door there. Keeping basically straight, make no turns until you find another Airlock door. Go through it. On the other side you will want to take the very first right turn. This pathway leads to the Science Lab where you must use another Polywater Key to enter.
3. Walk to the left side of the room to the machine on the wall. This is the NTI Cure Making Machine. Select each part of the Mutagen Cure from inventory and press the spacebar to insert each one into the machine. A "thank you" is all you receive in return.
4. Understanding the aliens has never been easy, but this time it seemed it said something about needing to terraform the planet. The planet cannot be terraformed while Europa Station is on its surface. You must launch Europa Station, which must be done from the Command room.
5. Exit the Science Lab and take a right. Take the 2nd Airlock door you come to (it's is directly in front of you), then follow the left passage. Hug the left wall and keep walking straight making no turns until you are faced with another Airlock door. Once on the other side of it, keep walking straight, ignoring all turns until you come again to an Airlock door. Go through it, follow the left path to another Airlock door. You should hear the humming of the Command center as soon as the airlock cycles.
6. Walk to the other side of the dividing wall and behind the counter where the Memory Orb once stood. Activate the Power Switch (left mechanism with red star-like design). Activate the Launch Sequence (right mechanism with the yellow circle pattern). THE END

The Sacred Amulet

"The Sacred Amulet" 


After the opening sequence, where you, Little Serpent, are unjustly accused of murder, you return to your home village after two days of hiding in the forest.
THE VILLAGE
The first person you see is Quilaztli, the village doctor.  He tells you that the soldiers came and took your parents away and they are holding them hostage in lieu of your arrest.
After your conversation, go right and forward to the house with red pillars (trim around the doorway).  Take the bag of cocoa beans from the cage on the floor.  Go out into the courtyard behind the house and check out the steam bath and the tools leaning against the wall.  Go back outside, via the front door.  Go left to the house with the blue pillars.  Go inside.  This is Quilaztli's house.  Look at the ailing man to your right.  Look at the workshop on the floor to your left, in the opposite corner.
Go into the adjacent room with the small temples and statues.  Check out the jade statuette of Zolotl, the Goddess Ixuma, and the nameless gray statuette on the far left end.  Open the door in the chest of this statuette and take the incense cup.  Turn left and go into the garden.  Talk to Quilaztli, who is standing in the left corner of the garden.  He will tell all if you give him the incense from the statuette.  You learn of a "strange evil" afflicting the village people.  You need some sort of proof to save yourself from the soldiers who think you murdered the nobleman in the forest.  You tell Quilaztli about the carved necklace and the name Tlatli, the poet in Tlatelolco.  You are told you must prove your own innocence.  If you like, turn around and check out the small temple of offerings, then leave Quilaztli's house.
As soon as you leave the house, you are confronted by the real murderer, a truly dangerous thug named "Mountain Head."  Talk to him.  And, when he threatens to kill you, turn around and run to the river behind you.  Get into the canoe and avoid the pursuing guards until you are able to go ashore near a grass hut.  Get out of the canoe, cross over to the next stream, get in the next canoe and go left forward until you see the map sign cursor.  Click on it to go to the Merchants Quarter.
THE MERCHANT'S QUARTER
From where you are standing, go to the right of the house with red pillars to the front of the market place.  Turn left and talk to the man standing in front of the house with brown pillars.  Ask him for information.  He will tell you that the poet, Tlatli is in the house behind him with the yellow pillars.
Go into the back room of the house with the yellow pillars.  Talk to the priest.  Tlatli has died and the priest doesn't know what his last words were.  Tlatli's servant heard these last words, but he is gone.  The priest asks you for money; 5 beans.  Pay him.  He tells you that Tlatli was murdered and gives you a jeweled necklace identical to the one you got from the murdered nobleman in the forest.  Hmmm, interesting.
Turn around and move the grass mat on the floor.  Pick up the little jewel and put it in your inventory.  Turn around and walk past the priest to a mat on the ground about the center of the back wall.  Pick up the bloodstained parchment.  Examine it and put it in your inventory.
Turn right and right again to see the poet's servant, Bird,  hiding in a small alcove of the garden.  Talk to him.   He tells you about Tlatli's death and that, before he died, Tlatli asked him to go after Turquoise, a woman poet/teacher and courtesan.
Go out into the garden and look out the back doorway.  Note that canoes are passing by in the nearby canal at very regular intervals.  You can't exit that way, so go back to the front door.  Oh, oh!  There are two guards standing right in front of the entry.  Now what?  You can't leave that way either.  Go back to the rear alcove where the servant Bird is hiding.  He tells you nothing additionally helpful, except that the man who killed his master, Tlatli, was an Otomi warrior.  Sounds like Mountain Head is guilty of this crime, also.  Keep talking to tell Bird that the warrior won't kill him if Bird tells him nothing.
Turn around and rush out the canal entry door just as a canoe comes by. Timing is of the essence here.  If you get it right, you will be able to step onto the canoe and immediately off onto the opposite shore.
Turn left to see a jeweler woman beside a wall.  Turn back and go forward to see an old man kneeling beside a grass mat.  Try to talk with him.  He's asleep.  Click on the mat to find out about the Patolli board game.  You will be coming back to this later.
Turn around and go forward.  There is a guard off to your right, so go forward again between the two buildings.  Go back across the bridge and forward left again until you are beside the market place.  Turn right and enter the market place.  Look at the display of the merchant woman in front of you.  Buy light blue and yellow dye from her.  Ask her if she knows where you can find some turquoise.  Go right to the kneeling merchant.  Don't buy anything from him.  He doesn't know where you can find turquoise either.
Turn right and talk to the second merchant woman with the strange "mickey mouse" hairdo.  Ask her about turquoise.  She wants to sell you jade pearls.  Buy one bottle of Octli alcohol.
Turn left and go through the archway to the left of the boxes of fruit.  Look down and talk to the merchant at the back wall. Ask him about turquoise.  He doesn't know either.  Buy red and dark blue dye from this merchant.
Leave the market and go left.  Stay left and go across the left bridge to access the map.  Click forward to go to the Craftsmen's Quarter.
THE CRAFTSMEN'S QUARTER
Go forward left and talk to the weaving woman.  She knows of no available turquoise.  Go forward again and talk to the young man, Chimalli, beside the temple. He tells you he will help you and also tells you of a woman named Turquoise who lives at the end of the craftsmen's district.
Turn and go left to the young man near the fence.  He wants to sell you some wood.  Tell him you will see him later, perhaps.  Turn and continue around the house until you meet a woman with brilliant red hair.  This is Turquoise, the poet/teacher and courtesan.  When she asks, give her the jewel (earrings) you found under the mat at Tlatli's house.  Talk to her further and ask for her help.  She will give you a piece of a parchment poem.  She tells you of a feather dresser, Chacoatl.  You will see him tomorrow.
The next day dawns and you find yourself back down by the weaving woman.  Go talk to her.  She will tell you where Chacoatl's house is.  Turn around and go straight across the plaza toward the right side of the temple.  Turn right and enter Chacoatl's house.  Talk to his servant.  He wants two cocoa beans before he will let you see his master.  If you have purchased  jade pearls, too much Octli (you need one bottle), or some corn or wood, you will have to go back to the Merchant's Quarter market place and sell something to regain the two cocoa beans you need to get information from the servant.
If you have the two cocoa beans, give them to the servant.  Then, walk past him to the back garden to find Chacoatl.  Talk to him.  Show him the blood-stained parchment from inventory.  Continue talking with him and give him one of the necklaces you got from Tlatli or the murdered nobleman in the forest.  He tells you you must finish the Feather Shield behind you and then take it to the Woman Serpent.  Chacoatl tells you he will help you finish the shield, but you need the right dyes from the market place.  Turn and go to the floor area in the far left corner of the room.  If you followed the instructions for what to buy in the Merchant's Quarter, you should have light blue, yellow, dark blue and red dyes.  If you do not, you will have to go back and buy the right colors to complete the Feather Shield.
THE FEATHER SHIELD PUZZLE
To complete the puzzle, fill the dye container on the right and dye the feathers the appropriate colors to complete the feather array at the bottom of the shield.  This is easy.  If you dye a feather the wrong color and change your mind, the feather may be redyed.  If you get stuck, go back and talk to Chacoatl again.  When it comes to filling in the center of the shield, just think about completing the partially outlined dark blue border, and the correct background color.
The Feather Shield is your pass to see Woman Serpent.  When you have successfully completed the puzzle and stored it safely in your inventory, go back and talk to Chacoatl again.  He tells you to go to the Temple at Tenochtitlan.  And, he tells you that you must find the correct way to enter.  He is going to ask around about the necklace you gave him.  He also tells you not to hesitate to come back and talk to him again.
Leave Chacoatle's house and you will immediately encounter Chimalli again.  He tells you to come and see him if you have found out anything new.
Turn around, go forward, and cross the bridge.  Use the map to travel to Tenochtitlan Square.
TENOCHTITLAN SQUARE
Go forward and note that the emperor Montezuma's huge palace is on your right.  Go forward again and talk to the poor man who confronts you and asks you for alms.  Tell him you have other things on your mind.   Swing  left and look at the young woman with a basket of corn.  She will never talk to you.  So don't bother coming back to her time after time during the game.  Turn and go across the plaza to the palace steps.  Talk to the surly guard with the purple and gold shield.  You need the right authorization paper to enter the palace.  No luck with this dude!  Turn around and head back toward the river.  You will get an oral clue about talking to a fisherman.  Just before you cross the bridge, turn left and go forward along the river bank.  Turn right to see a young fisherman standing in his canoe.  Ask him if he will take you into the palace.  He will do it for two cocoa beans.  He will take you to the site where they collect taxes.  Here again, if you are broke, you will have to go back to the market place and sell something to get more cocoa beans.
When you give the fisherman the cocoa beans, he will take you inside to the palace landing.  Turn right and go forward to talk to Qualpixqul, the tax administrator.  Tell him that you are at his disposal.  Listen very carefully to what he tells you about the division of goods.
THE JAGUAR/ PELT/ COTTON /SHELLS PUZZLE
The puzzle is easy to solve.  Just keep in mind that there is one bag of shells too many and remove it at the appropriate time.
After you have solved the puzzle, and you have your reward, remember that each shell is worth five cocoa beans.
Turn left and go forward under the palace into the passageway.  Keep going forward until you come to the inner plaza.  Turn right and see the nobleman Three Rabbit and the guard Jaguar Knight talking together.  Use the listen (ear) icon over them to hear their conversation about the emperor Montezuma and Papitzan, the priestess.   Turn left and go forward to ask the guard with the purple and gold shield, where you can find the Lord Tlilpatonqui, aka Woman Serpent.
He will tell you he is in the courtyard.  Turn left again.  Go forward to the man in the white tunic.  Ask him about Woman Serpent.  He recites you am original poem.  Go back out into the Plaza area and find a guard standing in a lighted doorway just to the right of where you originally entered the plaza, after talking to the tax administrator.  Talk to him.  Show him the Feather Shield.  He will allow you to enter.  Inside, turn left and talk to Woman Serpent.  He gives you a bag of amarand for bringing the Feather Shield.  Then, you say the wrong thing (it can't be helped) and you will be promptly arrested.
Momentarily, you find yourself inside a small cage.  Look down and scan around until you find a knife laying on the floor covering.  Use the knife to cut through the upper and lower thongs on the cage door.  Get out of the cage, turn right and go forward toward the back of the room.  Speak to the man who addresses you.  It's your father!  He tells you there is a treasure your family home, at the feet of the Goddess of Flowers.  He tells you to go to the goddess' position and dig at her feet.  He says that one of the guards has moved away from the entry of the prison, and you must create a diversion in order to escape.
Go to the front entrance and look at the pacing jaguar in the cage.  Use your blow gun on the jaguar.  He will divert the guard's attention.  Run out the door, across the plaza and up the stairs to talk with the tax administrator again.  Oh well!  Woman Serpent had you put in prison to protect you.  Interesting.  The tax administrator gives you an object that you must present to the right person in order to get a chance to speak to Woman Serpent again.  Put this object, a Magic Rattle, in your inventory.  Go past the tax administrator, turn right and reenter the palace's inner plaza, as you did the first time.  Go to the guard at Woman Serpent's lighted doorway.  Don't talk to him this time.  Instead, turn to your right, go forward and turn left at the corner of the building.  You are on the upper level of the passageway.  Go forward, turn right and go through the red curtain to encounter Jaguar Knight.  He will allow you to enter if you show him the Magic Rattle.  Go inside, through the red curtain, turn left and walk to Woman Serpent.  he will tell you what he knows. You must find the cause of the "strange evil".  If you do, you and your parents will be spared.   Go through all conversation choices.  When he tells you to go, you will exit the palace to the map. Go to the Craftsmen's Quarter.
THE CRAFTSMEN'S QUARTER
 You will meet Chimalli again.  He will give you useful information about the murdered poet Tlatli and the nobleman in the forest.  Chimalli tells you to see Chacoatl.  But then you figured that out, probably didn't you?
Turn right and go into Chacoatl's house.  Go to the back garden and talk to his servant.  Chacoatl has left you a message:  "Green serpent.  Seven Flint".  Go back outside and talk to Chimalli again.  He tells you that "Green Serpent" might have something to do with the necklaces from the two dead men; the nobleman and Tlatli.  And, that "Seven Flint" might be someone's name.
Go to the woodsman standing near the fence at your left.  Buy a bundle of wood from him for two cocoa beans.  Turn and walk around the building to speak with Turquoise again.  She tells you Seven Flint is the name of a local craftsman and she tells you where to find him.  She also confirms for you that the term Green Serpent, refers to the necklaces.
Go straight across the bridge and talk to the jeweler, the kneeling man beside the kiln.  He is Seven Flint.  Give him your bundle of wood. The necklace means nothing to Seven Flint.  He tells you it comes from the Olmec country.  There is another man named Seven Flint.  And, he lives in Tlatelolco.  Go back to the main square and talk to Chimalli again for a status check.  Go talk to the woodman by the fence and ask him about Seven Flint.  Go to the Merchant's Quarter.
THE MERCHANT'S QUARTER
Go left across the bridge.  Go forward until you see the guard in front of the big house with the red tile roof line.  Turn left and go talk to the young man standing near the wall.  He tells you where Seven Flint's house is.  Turn around and go right and forward to Seven Flint's house, with white pillars.  Go inside.  Look for a secret hiding place.  Man, this dude has a lot of stuff!  Go through the house and look at everything.  Find the small dark room at the back of the house.  Go to the far right corner of the room and scan the broken areas of the wall to your right, where the brick is exposed.  Search the middle area of the wall with your cursor until you get a fist.  Use your knife to dig a hole in the wall and extract another necklace.
Talk to Seven Flint, who immediately arrives to surprise you.  You can only find out who bought this particular type of necklace by paying Seven Flint to repair the wall where you have been digging.  You don't have enough money to pay the exorbitant price he asks.  Leave him and go back to the Merchant's Quarter.
THE MERCHANT'S QUARTER
Go back to the right past the market place and then left past the woodman by the house with the brown pillars.  Enter Tlatli's house with the yellow pillars.  There you will find Bird again, cowering in a corner.  Talk to him.  Ask him for more information.  He is going home, free, to the land of Toluca.  Go back out of the Merchant's Quarter and across the bridge.  Go back to your village.
THE VILLAGE
Go straight ahead to find your parent's home; the one with the red pillars.  Pick up the digging stick on the right side of the front entry, against the wall. 
Go into the house and into the back garden to the door of the steam bath, which has the statue of the Goddess of Flowers in a niche on the left side.  Look down at the ground and use the digging stick to uncover the "treasure" your father told you of.  Place it in your inventory.
Go straight back through the deserted village and access your map to go back to Tenochtitlan Square.
TENOCHTITLAN SQUARE
Go talk to the old man beggar and offer him six cocoa beans.  He will give you a gold bracelet.  Turn and go along the river side of the palace toward where you met the tax administrator earlier.  You will be guided to an upper walkway and a raised gray wooden drawbridge.  When you get to the bridge, turn left and look at the pulley device on the wall.  Use your knife to cut the rope and lower the drawbridge.
Go across the bridge and talk to Eagle Knight.  He won't let you pass.  Show him your Magic Rattle.  He will then let you go inside.  Go past him and straight back into the palace garden plaza.  Go back around behind Woman Serpent's quarters as you did earlier by accessing the upper passageway and showing the Magic Rattle to Jaguar Knight.  He will let you pass.  Talk to Woman Serpent again, using all available conversation options.  Woman Serpent will tell you to continue your investigation.  You don't have enough information yet.   Go back out to the upper plaza, by way of Woman Serpent's front door.  When you are in the plaza, turn left, go forward and into the lower garden plaza area.  Turn left at the doorway and return outside the palace via Eagle Knight's entry and across the wooden bridge.  Go into the long main square and go right all the way down to the end, where the guards stand in front of the "Center of Ceremonies."  Turn right and go forward to talk to the construction site foreman in front of the stockade that is being erected.  He tells you the evil sickness is killing his stonemasons.  Since you don't have a stonemason's skill, you can't help him out.
Go back out to the main plaza, turn left and go all the way back across the bridge.  Access the map and go to the Merchant's Quarter.
THE MERCHANT'S QUARTER
Go left across the bridge.  Go straight past the guard at the big house and past the man standing beside the wall.  Swing left and go back to the merchant Seven Flint's house, with the white pillars.  Give him the treasure you dug up under the Goddess of Flowers statue at your family home.  He will be thrilled to pieces.  Now, you want to know who bought those necklaces from him.  Oh, that's interesting....Three Rabbit lives nearby.  Off you go again.  As you turn and start out the door, you will hear a threatening voice.  Turn and talk to the merchant again.  Did he squeal on you?  Oh no! He swears that he did not.
Go out the door to meet old Mountain Head.  He's got you now.  Or has he?  You might do something with that jar full of snakes sitting on the floor just in front of him.
When you have stopped running, you will automatically be taken to the map.  Choose the Merchant's Quarters.
THE MERCHANT'S QUARTER
When you arrive you will learn that with Three Rabbit, you will have to find two more of these plotters' necklaces.  But where is Three Rabbit?  Go forward once and left across the bridge.  Go past the guard at the big house and talk to the man standing in front of the wall again.  Ask him about Three Rabbit.  He tells you Three Rabbit lives in the palace (the big house with guard) in the square.  Go find the old man who reeks of alcohol in the dead end....turn 360, go past the big house (Three Rabbit's) and turn left down the little alley to find the old servant man.  Obviously, he needs little "hair of the dog".  Go to the market and buy the old guy a bottle of Octli. (If you don't already have some in your inventory, turn 360 and go straight back across the bridge and left to the market.  Go to the merchant woman with the "mickey mouse" hairdo and buy some Octli.  Return back across the bridge and down the alley to the old servant man.) Give him the Octli.
TIME TO PLAY PATOLLI
He wants you to play Patolli.  Guess you can't escape it.   It is either play Patolli or no information concerning Three Rabbit's whereabouts.  Use the trainer option if you think you need a little practice on this simple, but somewhat challenging form of checkers. Only two things are important to remember here:  1.  Don't leave your beans at the two crossroads positions. 2.Get as many beans on the board, and moving forward, as is possible.
You need to win two consecutive games.  But the old servant just make take pity on you if you come close to winning the second game.
When you can, ask him about Three Rabbit.  He says something like "my eyes, my nose, my mouth".  Remember these three lines.  Tell him you want to know where you can find Three Rabbit.  He tells you of Tezcatlipoca, and the annex at the Center of Ceremonies near the big pyramid temple.
Turn 360 and go straight back across the bridge.  Turn right and exit the Merchant's Quarter. Access the map and go to Tenochtitlan Square.
TENOCHTITLAN SQUARE
Go to see Woman Serpent again, by presenting the Magic Rattle to Eagle Serpent at the side door with the wooden drawbridge.  And, to Jaguar Knight at the red curtain behind Woman Serpent's quarters.  Talk to Woman Serpent.  Oh, oh! Sounds like he trusts Three Rabbit.  You will have to find more proof.  If you prefer, you can go out Woman Serpent's front door again into the plaza.  In any case, go back out past Eagle Knight and go down the full length of the main plaza again and try to talk to the guard in front of the Center of Ceremonies.  Nope!  No dice.  He is not letting you enter.  Turn 360 and go back across the bridge to access the map.  Go to the Craftsmen's Quarter.
THE CRAFTSMEN'S QUARTER
Find Chimalli in the center square near the temple and altar.  Talk to him.  Tell him you know where Three Rabbit is, but that you cannot get into the Center of Ceremonies.  He will you that Turquoise is at the calmecac, the school.  She might know how to get into the Center of Ceremonies.  He also tells you that the Lord Black Flower is in the area.  Black Flower is the son of Texcoco.  He should have succeeded the emperor, but Montezuma threw him out.  Black Flower just might be involved in the plot also.  Leave the Craftsmen's Quarter and go to the Merchant's Quarter.
THE MERCHANT'S QUARTER
Turquoise will be standing to your right just outside the calmecac.  Talk to her.  Turquoise tells you that you need to see Cuicani, or Flower of Stone.  She can be found in the House of Song to the left near the outer wall inside the Center of Ceremonies.  Turquoise gives you a drum that you must take to Cuicani.  Turn and go back across the bridge to access the village.
THE VILLAGE
Find Quilaztli in the house with the blue pillars.  Talk to him.  He tells you that Black Flower is in exile and is leading a rebellion against Montezuma.  Tell Quilaztli that you have to find Three Rabbit at the Center of Ceremonies. 
Then go back out of the village and use the map to travel back to Tenochtitlan Square.
TENOCHTITLAN SQUARE
Go all the way forward down to the end.  Show Turquoise's drum to the guard in front of the Center of Ceremonies.  He will now allow you to pass and he will tell you where to find Cuicani, poetess and Flower of Stone.  Use your forward cursor to go past the guard and into the Center of Ceremonies.  There are guards all over this huge maze.  Turn right and go forward once.  Turn left, go forward twice.  Turn left.  Go forward once.  Turn right.  Go forward twice and you will encounter Papatzin, the Priestess.  Tell her you are delivering a drum to the poetess Flower of Stone.  She tells you to go left past Eecatl, then in front of the Temple of Tzompantli, the wall of skulls.  When she asks you if you want anything else, tell her "No, thank you".
Turn and go left.  Go forward twice.  the Temple of Quezalcoatl is on the right.  Turn left and go forward once.  Turn right and look at the ladder leaning against the wall. (Remember where this ladder is.)  Turn back around and go forward  twice.  Turn right and go forward once.  Turn right and go forward once. Turn left and go forward three times.  Turn left and encounter a young man.  Ask him where the House of Song is.  he tell you its right in front of you.  Ask him where the Tzompantli, the wall of skulls, is.  Ask him all the questions you like any time.  He will be right there if ever you get lost.
Go forward past the young man.  Turn right to see the House of Song.  Go forward and show the drum to the guard.  He will let you pass.  Go up the stairway behind the guard and into the Temple of Song.  You will see the poetess, Cuicani in the right corner.  Go to her and give her the drum.  Tell her about Tlatli's death.  Ask her to help you decipher the poem parchment.  Give her the parchment.  She needs time to study it.  Ask her where the Temple of Tezcatlipoca is.  She tells you to go back toward the great pyramid.  The Temple of Tezcatlipoca is just to its right.  Leave Cuicani and go back outside.  Go forward once and then left forward to see the young man who gave you directions to the House of Song earlier.  Talk to him again if you need more directions on how to find the Temple of Tezcatlipoca.  When you find the temple, you will discover it is very near where you talked with Papatzin, the priestess.  It is a long, low building with red and blue trim.  There is a guard standing in front of a short flight of stairs.  (If you are not in auto-save mode, save your game here.) Talk to him.  Ask about seeing Three Rabbit.  He won't let you in unless you show him the right item.  Show him the necklace from the murdered nobleman.  He will let you go inside.  When you enter, go forward right, then turn to talk to the guard.  He asks you for the answers to three riddles before you can enter.
THREE RIDDLES PUZZLE
Correct responses:  1. an eye   2. a nose  3. a mouth
Go past the guard.  Don't go right or you will be immediately captured.  Go forward again and turn right.  Use the ear cursor to overhear the discussion between the priestess Papatzin and Three Rabbit.  They are poisoning the water supply!  And, Montezuma is getting the blame for the evil sickness.
After Three Rabbit and Papatzin leave, enter the room and pick up the small stele (box) on the floor to the right of the statue.  Place it on the hotspot on the floor in front of the statue.  Move the statue and take the small gourd of poison from the hole behind the statue. Take the obsidian mirror to the left of the statue.  Do NOT take the statue.  (Or, if you decide to do it, save your game first.)
Go out of the room.  As you leave the stairs going out into the corridor, you will get a fist cursor.  Click it and you will find out that Papatzin and Three Rabbit are still there and are a definite threat to your being able to exit the building safely.  Use the obsidian mirror to determine when they are gone. 
Go back to the House of Song.  Again, there is plenty of help (two different guides) if you get lost on your way back.  Talk to Cuicani about the parchment.  She has found that she is unable to decipher it.  But, she has a friend, Azocuan, who can.
Ask Cuicani how to find him.  You will find him in the palace, she tells you.  But, you need a code to talk to him.  The code is a white flower; a Yucca Elefantis. There are some of these flowers in the interior garden plaza of the emperor's palace.
Leave the Center of Ceremonies maze, by way of the front gate where you gave the drum to the guard, and start back toward the palace.  You will meet Chimalli along the way.  Talk to him.  Trade stories.  You are on the right track.  Papatzin has her water imported! Hmmm.  What pool or aqueduct are they poisoning?  Woman Serpent has gone off to war.  You can't see him and all the best soldiers are out of the city right now.  You have to find the poisoning pool.
Continue on your way to the palace. Go in the entry behind Eagle Knight, by showing him the Magic Rattle.  Go forward into the palace's interior garden.  Talk to the little poet and tell him you are looking for Lord Ayocuan.  He tells you to come back later.  This guy has to be Ayocuan.  You definitely need that Yucca Elefantis blossom. As you turn and begin to look around near the doorway back to Eagle Knight, you will hear a message, "I should be able to find the flower here, but I don't have time to play at being a gardener".
Go pick up the little cage/box that is sitting on the ground directly opposite Ayocuan on his right.  Put the box in your inventory.  Walk around to the area just to the right  the doorway where you would walk out to Eagle Knight's position.  Turn to your right and look UP.  You will see a Yucca tree with a huge, white blossom.  Put the cage down on the garden wall.  You will see a scene where you climb up and get the flower blossom.  Afterward, go around the corner and present the blossom to Ayocuan.  He tells you that Tlatli sent him a parchment some time ago, but it was not one of his poems.  It has the wall of skulls on it.  You must see Cuicani, Flower of Stone again, and/or go to the wall of skulls.  Examine the poem/parchment in inventory.  Looks like you're going to need a ladder at some point, doesn't it?  For now, return to the Craftsmen's Quarter.
THE CRAFTSMEN'S QUARTER
As soon as you arrive, you will receive a warning about Auyocan and not having much time.  Find Turquoise near the second bridge and talk to her.  Tell her what you know about Three Rabbit, Papatzin and the poisoned water.  She can't help you figure out which water is being poisoned, but she will pray for you.  Leave and go to your village.
THE VILLAGE
Go find old Quilaztli in the house with blue pillars.  Ask for his help.  Ask him about Black Flower.  Black Flower is a rebel.  And he may be dangerous.  Quilaztli will also pray for you.  Leave the village and go back the Tenochtitlan Square.
TENOCHTITLAN SQUARE
Go all the way down to the end by the entrance to the Center of Ceremonies.  Turn right and walk to the area where you talked with the construction foreman earlier.  Look down at the urn with the glowing embers.  Pick up the small torch to the right of the urn on the ground.  Place the torch in the urn to ignite it.  Come up and go forward toward the water in the canal, to the left of the urn.  You will find yourself in the underground canal.
Go forward twice.  Then turn extreme left and go into the lighted passageway.  Go to the end and turn around.  Walk to the small niche in the wall to your left.  Climb into the niche.  Whoops!  You find yourself inside the Center of Ceremonies.  Well, good.  You couldn't have gotten past that guard at the entrance again anyway.  This is a great alternative route.
Go back through the Center of Ceremonies maze to the House of Song.  Find Cuicani.  On your way, you will encouter a priest who demands that you prove you are a servant of the ceremony.  Show him the Magic Rattle.  He will let you pass.  But he is going to relieve you of that rattle!  When you find Cuicani at the House of Song, talk to her about Ayocuan, the poet at the palace.  Show Cuicani the parchment.  She tells you Tlatli may have left you something at the Tzompantli, the wall of skulls.
Go to the wall of skulls.  If you get lost, stop by the round gray building outside the House of Song and ask the young priest/guide for directions again.  This time, to the Tzompantli.  when you get near the Eecatl (round) temple, go down the east side (forward once).  Turn right and go forward once.  Turn right and pick up that ladder I've been harping about, that is leaning against the wall.
That Mountain Head thug is everywhere, isn't he?  Turn back to where you were before you went off to get the ladder.  The Eecatl will be behind you.  The Tzompantli, the wall of skulls, is to your left, with the thin spikes all along the upper walls.
Go to the left side of the Tzompantli and up the stairs.  You will see a man playing a game called Tlachti pitch.  Just check it out and leave the area.  You will be back later.  Go back down the steps and go right once.  Turn completely around and go forward twice to the base (red and blue paint) of the Tzompantli wall.  Swing around to your left until you get a fist cursor in the middle of the wall.  SAVE YOUR GAME here if you are in manual mode.  Use you ladder to climb over the wall.
THE SKULL PUZZLE
There are five vertical poles of skulls (left to right) that must be correctly placed.  They must all exactly match the order of the skulls placed on the first three poles to the far left of the screen.  That is the solution to work for.  When you are able to remove the upside down skull on the the last (sixth) post to the right, and appropriately place it, you have solved the puzzle.
When you have been able to remove that bottom skull on the sixth pole, you will see the parchment/poem at the bottom of the sixth pole.  Remove it and put it in your inventory.
Go back to the House of Song.  Talk to Cuicani again.  She tells you the second piece of parchment  looks like the earlier one you gave her, but she still doesn't understand.   Examine the two pieces of parchment in your inventory together. The one from the skull puzzle and the one that Turquoise gave you earlier.  Place them together so that the side with "Five Serpent" joins the row with "Three House." Use the eye icon for a close up to adjust the two pieces, making sure that the colored dots in the center match up.  Use/click the hand icon on the black background to move the assembled pieces into your regular inventory bar. Align the two parchment pieces in the close up window 
so the right side is higher than the left.  The colored dots in the center of the parchment pieces must match.  The hand icon must appear on the black background. When you have the hand icon properly positioned, click your left mouse button. Show the parchment to Cuicani.  She tells you to go to Tlachtli pitch and look for the name of a god by the left hand hoop.  She will continue to study the parchments while you are away.
Go to Tlachtli pitch and talk to the player in the center of the court.  He has stopped playing.  He wants to put you to a test.  Oh, oh!  This looks like an ancient Aztec form of basketball.  When the player is finished delivering the rules of the game, swing right and go forward once.  Turn completely around 360, and you will see the ball laying on the court.  Pick it up.  Turn and put it through the hoop above you.  You should be able to do this with ease, on the first try.
Go back to Cuicani in the House of Song.  Tell her you saw Queztalcoatl and the Great Star at the Tlachtli pitch.  You learn from her that Three House and Five Serpent references from the parchment,  are actually calendar dates.
Go to the House of Calendars upstairs and look at the dates for Three House and Five Serpent.  Come back to Cuicani and tell her what you have seen.  Three House is Tepeyolloltli, the Heart of the Mountain.  Five Serpent is Chalchiuhtlicue,  the Goddess of Water. Tlatli's message is "the water that comes from the heart of the mountain", which is to the west of the spring of Chapultapec.
After this, there is a movie.  You spend the night and arrive the next morning in Chapultapec.
CHAPULTAPEC
You must go forward until you encounter a guard standing in the road.  When he demands to know who you are, tell him "My name won't mean anything to you. You don't mean the Lord Three Rabbit?"  He tells you you must prove yourself as a blow gun hunter and bring him back two singing birds.
Turn around and scan the trees until you see a fist.  Take out your blow gun. Aim it carefully and kill the bird.  Go pick it up.  Repeat this until you have killed and retrieved both singing birds.  Its easy.  Take the birds back and offer them to the guard from your inventory.  Now you may pass into Three Rabbit's compound.
Go forward and you will see servants carrying supplies into a guarded storage building.  After the movie, go forward and talk to the guard. You need to find some jars of poison to store before he will let you enter.  Go to the right of the entry where there is a green parrot, with a bad personality, hanging in a cage.  Don't try to talk to him or feed him.  Look down and pick up the rightmost pottery jar leaning against the rock.  Put it in your inventory.  Show the jar to the guard.  He says that you need a pass word.
Go back over to the parrot and give him the bag of Amaranth you got from Woman Serpent.  The parrot says "topco petacolopto".  That's the pass word.  Go back to the guard and give him the correct password.  He will let you pass into the storage building.
Once inside, turn right and go forward twice.  Click on the jars of poison.  You must break them.  Look around until you find a stick lying amidst some timbers.  Break the pottery with the stick...only two or three will break.  After you break the pottery, try to leave the building.  You will encounter that nasty "Mountain Head" again at the entrance.  He tries to kill you immediately, but Chimalli beans him and tells you to run.  Unfortunately, you aren't quite fast enough and are confronted by Black Flower.  He tells you that you can either choose to pour poison in the aqueduct and kill all the people, or you can drink it yourself and save them.  Of course, you must choose to drink it.  You are the "good guy", after all.
When you are recovered enough from the poisoning scene, run to the aqueduct and jump in.  There will be a dream sequence.  You wake up in the home of Quilaztli, the old doctor.  Talk to him.  Chimalli brought you to Quilaztli.  The guards are looking for you.  Quilaztli tells you about Three Rabbit, Black Flower and the treacherous priestess, Papatzin.  He wants to prepare enough antidote for all the poison.  He needs the right herbs first.  You must go to the Chinampas and find these special herbs.
Go out the door.  Go right twice, then left.  Go forward to the Chinampas (river channels) and get in the canoe.  Go forward twice, left twice and turn left to go ashore near the grass hut.  Turn left and go up the path.  Turn right and use your knife to dig up the roots of the orange flowers.   You only need to do this once.  Turn around and go back to Quilaztli's house with the herbs.  You must take a gourd of the antidote medicine to Woman Serpent.  Three Rabbit has poisoned him and he is dying.  Go into the next room and find the gourd of antidote sitting on the floor.
Go out the door and go left and then forward to access the map to Tenochtitlan Square.
TENOCHTITLAN SQUARE
Eagle Knight is not going to let you into the palace because you had to give up the Magic Rattle.   So, go down by the canal where you found the young fisherman in the first part of the game.  Talk to him about getting into the palace.  Give him 2 cocoa beans.  Go aboard and into the palace in the canoe.  Go forward and talk to the tax administrator.  Three Rabbit won't let anyone see Woman Serpent, but his doctor.
When you are finished talking, go into the passageway to the inner plaza.  Before you reach the stairs turn left.  Use your knife on the darker brown framed panel on the wall.  Go through the opening into the other entry way to the interior garden.  Go talk to the poet in the left back corner again.  Speak to him about Black Flower.  Then, he will help you.  He will occupy the guard at Woman Serpent's door while you try to sneak in.  Go to Woman Serpent's front door.  You will see the poet talking to the guard.  Go in and give the antidote to Woman Serpent, who is lying on a mat at the back of the room.
Whoops! Black Flower shows up and you are captured again!
Watch the beautiful, terrifically well-rendered end game sequence.  A great story......and an interesting and educational sojourn into the ancient Aztec culture.