IMPORTANT GAMEPLAY ADVICE
=========================

Crucial information needed to complete this level is provided by a series of FLYBYS
triggered by BINOCULAR PICKUPS. You must pay close attention to these flybys, and 
it is strongly recommended that you SAVE before picking up the 4 binoculars. It is also
recommended that you KEEP these savegames (use the bottom 4 slots) and refer back to
them later when you understand what you are looking for.

You are NOT looking for 16 key items for the 16 receptors seen at the start - you only need 
the 4 that are on show below - and these will be made available to you later in the game.

Find as much ammo as you can. 


BACKGROUND/ GAMEPLAY OBJECTIVES
===============================
Somewhere between the Here and Now lies - The Inverted Dream Factory - the fabrication
plant for all your hopes and fears. 

i/	Determine the key-combination to the Factory's inner sanctum.
ii/	Confront your inner beasts.
iii/	Steal the all-powerful DREAM STAR.


SECRETS
=======
There are 4 secrets. (They are not needed to complete the game.)


MINI WALKTHROUGH
================

Not a full walkthrough but some help and hints with a few ‘problem’ areas. Please do not refer to
this unless you are absolutely stuck. If your problem is not covered here drop me an email -
I’ll be happy to answer.


PART ONE
========
There is only one route through this.

Make sure you get the first pickup (flare/crowbar)

1/ 	In one of the two lower rooms look for a jump switch on an inner wall of one of
	the central structures.

Area 1 (Green ) .... 	[colour refers to the pillars behind the groups of blue key receptors in
			the outside area at the start] 

2/	The timed raising block IS impossible. Try one of the others.
3/	First monkeyswing (jumping from sloping surface) is tricky.  Stand further back and
	jump onto sloping surface -jump/ grab as you start to slide.
4/ 	The blue door nearby is NOT timed. Find out why it shuts.
5/	SAVE YOUR GAME BEFORE PICKING UP THE BINOCULARS  ..... AND
	KEEP THE SAVEGAME  (tip: keep your 4 bottom save slots for these) 
	====
	Pickup key item for next area.

Area 2 (Blue)

6/	Look closely at the 5 blocks.
7/	Water maze - ahhh!!  This looks impossible when you start but you will soon find
	your way through. You swim over each of the three red blocks to reach the
	bottom.	The correct route uses only half your air.  
	To start you off:  splitting the pool into 4 levels (top, 2nd, 3rd and bottom): ... 
	From top the route to 2nd is down through one square roughly in the centre of the
	pool. Drop to 2nd and swim over red block in the direction of the blue
	door that is above the pool. Arrive at the side of the pool, and drop to 3rd.
	Double back towards the centre but veer slightly to the right and over 2nd red
	block, then turn sharp 90 left; continue over the last red block and drop to bottom.
	It’s easy now. 
8/	SAVE YOUR GAME BEFORE PICKING UP THE BINOCULARS  AND... OK - you've got the message now.
9/	Swim back out the maze, and exit this room via blue door now open.
	Swim/avoid boulders etc/pickup key item for next area.

Area 3 (Red)

10/	You need to get TWO key items, the first is on a platform above the base of the opening
	‘slide-room’, the second is reached after you have turned each grey block into
	translucent amber. Use the first amber block that can be reached to set the process in
	motion.

11/ 	SAVE YOUR GAME etc etc, before Binocs

12/ 	Avoid boulder traps/ pull switches to collect three key items. Door to exit is high up on
	far wall. Return via white walkways and pull jump switch at the end BEFORE you drop off!!


Area 4 (Brown)

13/ 	Lever switch triggers rope, swing to ‘balcony’.
14/ 	Red/yellow/black/white floor tiles - pretty obvious: avoid the squares indicated by X and land
	on the others - watch the corners of your feet. 4th set (black/white +croc image) is telling
	you to seek out this image. It’s also on the corridor that adjoins this room. The texture
	covers a hidden room and lever switch to final door.
15/ 	You need a map for the bigger set of red/yellow floor tiles. Find your way to the central
	platform above via slightly camouflaged passages in the walls.
16/ 	Maze. Easy compared to water maze - so there is a timed door added (how nice); 
	it’s still easy. Plenty of ammo here, take time to find most of it.
17/ 	The last flyby shows you the focus of all your efforts. The camera lingers on one key
	receptor (hint) before showing you that the keys are now ready for pickup (at last!!) 

Placing the Factory Keys

18/	DEFINITELY SAVE before attempting this because one slip-up and it’s game over. If you
	paid attention to the flybys you will know where the 4 items go.  Treat your binocular saved
	games as ‘recordings’ you made and play them back if you like -  
	(don’t guess - there are 256 combinations)

PART TWO
========

19/	Kick assorted butts/abdomens etc. 
20/	Collect The Dream Star and take a leap of faith to end your game.



Well done, you now have 'The Power'.

;¬D

Dick

lawth@air-head.fsnet.co.uk




 
