AD 2044

佚名

AD 2044 WALKTHROUGH

  
It's not a bad game, though the English in it leaves something to be desired. I'd 
recommend it to a new 
adventure gamer except for about three really difficult puzzles (mainly owing to the 
awkward movement).


BEGINNING FLOOR (2nd)


Cryogenic chamber room


You wake up in your bedroom. Somehow you've gotten out of the cryogenic tank. Look 
around. There are 
quite a number of useful items to be found. At the moment, all you have is your 
"electronic goaler" 
(gaoler/jailer), some sort of security device. You'll have to get rid of that as soon 
as possible.

First, examine the door. It's locked. Notice the smoke detector/fire alarm? A possible 
way out?

Examine the video to the left of the door several times for amusing misanthropic 
propaganda.

Head over to the cryogenic chamber. On the right is a pedestal. Push the button on 
top to open the chamber. 
A comfy bed. Behind the bed, find the cigarettes. Examine the cigarettes closely. 
Take one for later use.

On the other side of the cryogenic chamber you notice an attachment on the wall next 
to a sealed glass 
chamber with stairs leading upward. Push the button on the "tummy fill up ultrasonic 
detector". No food 
detected. Better do something about that!

Go to the table at the right of the door. Open the apple at left (it's fake). Inside 
one is a "breakfast pellet". 
Eat it. Behind the bowl of apples, you find some matches. 

Look at the other foodstuffs. Need some cutlery? Look under the table to find a spoon. 
Head back to the 
table to eat the soup. The drink there is not to your liking-no beer!

Head back to the "tummy fill up ultrasonic detector". Push the button. Now that you've 
eaten, it allows you 
access to the stairs. Head up to the bathroom/toilet suite.

 

Toilet suite

 

The small chamber up the stairs contains a sink, toilet, and pair of boots. Examine 
them all closely. Behind 
the boots you find a chip with an "A" written on it. Under the toilet is a newspaper 
dated 1984. Above the 
sink you find a mirror. Take all three items. Head back down to the chamber.

 

Cryogenic chamber room

 

Now, you are ready to leave. Get the cigarette. Go to the examine view. Light it with 
the matches. Use the 
lit cigarette on the smoke alarm. When the alarm sounds, the doors open and the "vixen" 
walks in.

You need to work quickly. When she walks in, move the cursor over her mouth until 
it becomes a mouth 
shape. Click on her to kiss her and send her head over heels, literally! Down she 
goes, with legs spread-
eagled "where you belong"!?! Hurry out the door to the corridor.

 

Corridor

 

This corridor is shaped like a "T", with the long end pointing to the right. To the 
left, note the lasers 
preventing entrance to the rest of the corridor where a first aid kit sits on one 
wall.

Using the mirror on the lasers short circuits it, allowing you access.

To your right, there is a door with a button to the right for access, leading to the 
Waste disposal room.

To the left, when you have disarmed the lasers, there is a door to the left and right. 
The left is marked with 
a box/arrow symbol. The right is a police area. Neither can be accessed at this time 
successfully. Go on, 
try!

Open the first aid kit and retrieve the gas mask inside.

 

Waste disposal room

 

A noxious scent fills this room. Head in. On the right is a box marked "Litter". Open 
it to reveal a spool of 
green thread. Take it for later use. Beyond that is a barred gate which won't open.

Moving forward, there is a series of garbage containers. Read the graffiti above the 
containers.

Open the container. Be sure to wear your gas mask! Proceed down the revealed chute 
to the incinerator.

 

Incinerator

 

The chute deposits you in an antechamber off the incinerator room, rapidly filling 
with smoke. On your left 
is a fire door. On the right is the incinerator, the source of the smoke. It is too 
hot to open!

To the left of the incinerator and opposite where you entered is a mine car ("just 
so-so a truck"). In the mine 
car is a poker. Take it.

Move around the other side of the mine car. Give it a push. Note it rolls a short 
distance before rolling 
back. Where the car was sitting, however, there is a discolored rock. If only you 
could shift the mine car 
long enough to look at the rock!

At the front of the mine car, there is a brake switch. Switch it on. Then push the 
mine car again. It stops 
when it gets to the end of the track.

Now, to the rock! Underneath is a frightened mouse. Pick him up.

Exit through the door to the workshop.

 

Workshop

 

On entering, note the stairs to your right and the tool bench directly in front of 
you. The door you entered 
through is now sealed and cannot be opened.

The bench consists of a drill, vice, and protective mask. The drill is the only useable 
tool. Use the chip in 
the drill to create a hole in it. Use the thread on the chip.

Under the bench top is a drawer. Open it to reveal a hammer. Add this to the inventory. 
Turn around. 
Examine the bucket. Inside is a metal pin. Take this too.

Head up the stairs to the landing.

 

Landing

 

At the top of the stairs is a barred gate. You saw this gate in the waste disposal 
room. It cannot be opened 
from this side.

To the left of the gate is a cupboard used for storage of clothes and tools. Examine 
this carefully: the top 
part is empty. The lower cupboard contains a protective glove.

Under the bottom cupboard (easily missed) you will find a key. This is the key to 
the barred gate. Open the 
gate, head back into the waste disposal room and back down to the incinerator room.

 

Incinerator

 

Go to the incinerator. Use the glove on the left door. Get rid of the electronic gaoler 
in the flames. (I don't 
know if this is necessary to complete the game).

Head out through the fire door into the workshop, and go upstairs. Go through the 
waste disposal room 
back to the corridor.

 

Corridor

 

The door to the Thought Police has an old inscription above a slot on it. There is 
an entry button to the right 
of it.

Put the mouse into the slot. The "vixen" inside panics, opens the door and promptly 
falls over after which 
she heads into the toilet at left. Enter the interrogation room.

 

Interrogation

 

On entering the room, note the prison cell to the right. It is secured in a protective 
beam and is secured with 
two magnetic locks.

Go to the desk, directly across from the entrance. Examine the lit desk lamp and a 
top-secret file. Take note 
of the names in the file.

There are two drawers under the desk. The right one is locked and cannot be opened. 
The left one, when 
opened, reveals a key. Take the key.

Go over to the cell. Use the key to shut off the beam by putting it to the magnetic 
lock. Look inside the cell. 
There is a note out of reach. Use the poker to get the note. It reads, "She pressed 
3871", the code to the safe 
under the monitors at left.

Go to the desk at the left of the room. It has three monitors over it. In the drawer 
is a touch pad.

Use the code to open the safe. There are two switches inside. Ensure they are both 
pulled up. You will hear 
two metallic clunks. This will switch off the electronic bars that block the door 
opposite the interrogation 
room.

Exit the interrogation room and proceed forward to the elevator lobby.

 

Elevator lobby

 

On entering, you see a brownish door with a green transparent window. To the right 
is a brown door 
(inaccessible). At left is the control panel.

Go to the control panel. There is a slot. Use the thread on the chip. Then use the 
chip on the slot. The string 
makes it recoverable.

Trial and error reveals the buttons are "O", "D", "A", and "N", reading left to right. 
Recall the names on the 
top-secret file. Only one used those four: "DONA". Press the letters in accordingly: 
2-1-4-3. A voice states 
you have access to the elevator.

Proceed to the elevator (the brownish green door). Head in. At left is the control 
box which has four level 
buttons. However, the fourth button is just a fake. Push the first button to go up 
to the top floor.

(Sometime, you need to turn around in the elevator and inspect the niche above. If 
you look closely, you 
find a screwdriver.)

When the elevator comes to a halt, push the button to the left of the control panel 
to open the doors. Go out 
to the first floor.

 

FIRST FLOOR

Teleportation chamber room

 

Exit into the tiled room. Walk forward and to the left. There is a teleportation 
chamber down there. Use the 
buttons on the control box to open it and go in. Look behind the chair to find a rope.

At left there is another control box with a slider on it. A voice tells you to dismantle 
it. Use the screwdriver 
to open the control box. Remove the chip inside.

Go back to the elevator entrance. This time head right. There is a funny green object 
at left, an air lock at 
right, and a "wicket gate" in between.

Knock on the wicket gate. It opens to reveal a vixen requesting your pass. Kissing 
her does not let you pass 
this time. Go back to the elevator and go to level three.

 

THIRD FLOOR

Corridor

 

As you exit, you may note the "Department of Archeology" sign overhead. There are 
a number of doors 
lining this corridor but only a few are accessible.

Any attempt to proceed down the corridor brings on the "Iron Maiden" who knocks you 
flat. The Iron 
Maiden is very unstable and connecting the rope between the columns will trip her 
and put her out of 
commission.

The left room has a seat that you can break but you cannot enter.

Go straight down to the Archeological Institute.

 

Archeological institute

 

At first you cannot enter this room. But the chair can be used to climb up. However, 
you will need to put 
the newspaper down first-I don't know why. Above the door is the key to the door. 
Now you can enter the 
room.

This room is full of historical treasures. Examine them for laughs and the following: 
the temple hides a 
chisel. Further around is a mechanical stamping device. On the wall a painting hides 
a safe that has a 
fluorescent detector.

Go to the desk. The first drawer is locked. Use the chisel on it and collect the 
membership card. 

The second drawer holds a pass. Take the pass. Use the stamping machine on the pass. 
Then use the stamps 
on the desk for a second stamp.

The third drawer has a paper clip.

Head back to the elevator and go to Level 1.

 

FIRST FLOOR

Teleportation chamber room

 

Go back to the vixen. Show your membership card and pass to get through the airlock. 
(She doesn't seem 
to notice you are male! Although, if you look at your image in the mirror, it is rather 
feminine.) Go into the 
storeroom.

 

Storeroom

 

At left are the vacuum containers. Use the poker to open them. One holds a blue glove. 
The other is empty.

Opposite the containers are the radiation suits. Examine them. The left has a pocket. 
Use the glove to get 
the remote control out.

Move over to the left where a metal door is. At left and right are control box type 
things. Use the remote 
control on the left box. Both open.

Inside is a row of switch connectors. The last two are removable and need to be placed 
in the box at right.

Now, doing all this doesn't open the door. You are required to press the buttons in 
the right box in a certain 
order. Notice they are all different shapes-each has a different number of sides. 
Push them in ascending 
order of number of sides. The door opens to the Cage lift room.

 

Cage lift room

 

There is a cage lift and a power box visible from the door. Examine the power box 
to find it is locked.

Look closely at the ground below the power box. Find the socket wrench and a small 
rock. Use the wrench 
to open the power box. Make sure you wear the glove to avoid "shock" when you switch 
on the power. 

There is another control panel to the left of the main power box. Playing with this 
shows you it is the lift 
control. 

Go over to the lift. Note the rusty latch. Use the hammer to open it. Then open the 
cage. Go in. Turn to the 
power control. It's too far to reach. Throw the stone to switch on the lift. Up you 
go.

At the top, there is a manhole with a slot in it. Use the metal rod you found in the 
workshop in the slot. Use 
the rod to unlock the manhole. Then proceed upward into the hole.

 

Painting Room

 

A very dark room-so dark you can see nothing at first. Light a match to illuminate 
the room. Another 
control panel. Push the green button to light up the room. Go into the room.

There is a device in the middle of this garishly painted room. On top of it sits a 
video camera. Go to the rear 
of the device. Open the panel there. Inside you find some phosphorus next to some 
radioactive waste. Use 
you glove to knock over he waste and take the phosphorus.

Further to the right is a rock. Crush it with the hammer to get a cockroach.

Go back over to the left of the machine. Examine the wall to find that there is a 
weakness in the painting 
wall. No way to get through at this time.

Go back to the second floor.

 

SECOND FLOOR

Interrogation

 

Use the cockroach on the slot like you did the mouse earlier. Again the vixen panics 
and heads to the toilet.

Go over the desk. You now find the cupboard at left, previously locked, is now unlocked. 
Open it and take 
the knife inside.

Now go back to the first floor.

 

FIRST FOLOOR

Archeological institute

 

Go back the Archeology Directorate. Go over to the safe behind the painting. Use the 
phosphorus on the 
detector. It unlocks. Open the safe and take the lighter.

Return to the room with the painting on the third level.

 

THIRD LEVEL

Painting room

 

Go back over to the weakness in the painting wall. Use the knife to cut a hole to 
the outside. Go through.

 

OUTSIDE LEVEL

Wall and gate

 

Go out past some ferns to a gate. There is a villa beyond it. However, the gate is 
electrified and there is no 
power box to disable it.

At left as you exited into the outside, on top of the wall (difficult to see) is a 
spike. Throw the rope up to the 
spike. Now climb over into the villa grounds.

 

Villa grounds

 

At the right is a gazebo. Push the sundial close to it and climb up. Get another rope.

Head over to the left to a bench. Then go toward the moat around the villa. Travel 
under the bridge through 
the water. On the other side, back up to a fern. Near the fern are some twigs.

Head over to the bridge leading to the villa. Examine the left pot plant to find a 
key. Use the key to get into 
the villa. Head into the foyer area.

 

Foyer

 

The foyer has an assortment of rooms and a large fountain in the middle of it. Examine 
the fountain to find 
it full of radioactive water. Examine the side of the fountain-there's a nut that 
can be loosened to drain the 
water. When drained, take the shotgun cartridge out.

The two left-hand doors are inaccessible. 

On the next wall are two shields. Move the left one to find a flashlight. Unfortunately, 
examination reveals 
no batteries.

The right shield, when moved, hides two fuses, one of which can be removed. The fuse 
is blown.

Take the door at right to proceed into the living room.

 

Living room

 

Central to this room is a large open fire. Put the paper in the fireplace. A voice 
suggests you start with 
something else. Put the twigs in, then the fireplace. Light a cigarette. Use it to 
light the fire.

Get the wet cartridge out. Put it on the mantelpiece briefly. Back away and return 
to find it dry. 

To the left is a sofa. Behind the sofa, find the wire. Use the wire on the fuse to 
repair it. Put the fuse back 
where you found it to restore power.

Go out the right door into the study.

 

Study

 

Go over to the books. Remove a book. Examine the book to loosen a page that has "Orbium 
Solestium" on 
it. It also has writing in invisible ink. The space has a dial on the wall. Return 
to the living room.

 

Living room

 

Move to the fire. When you near it, the warmth reveals the text on the page: "5 right, 
7 left, 3 right".

Return to the study.

 

Study

 

At the right of the room is a footstool. It has a piece of moldy bread in it-purpose 
unknown. Stand on the 
footstool to retrieve the shotgun. Load the shotgun with the cartridge.

There's a button behind and under the bar (which you'll need your flashlight to expose) 
which switches off 
the security gate (although the game states you "enabled it"). Now you can proceed 
to the gate and recover 
your other rope.

Go over to the dial in the bookshelf again. Turn the dial to the "12 o'clock" position. 
Then follow the 
directions on the paper: 5 right, 7 left, 3 right.

A secret door is opened behind the books. It contains a lift. Go down to the basement 
to a door marked 
"Genetics".

 

Door to Genetics Laboratory

 

Upon opening the door, there is a vixen robot waiting for you. Blow her away with 
your shotgun-it's a 
shattering experience!

There are two levers, one on either side of the door, that must be depressed to open 
the door to the lab. 
However, your arm span is not enough. Us the two ropes-one on either side-on the levers 
to open the door.

Proceed into the lab.



Genetics laboratory

There's no one in this room; just some heavy equipment designed to create people-a 
way of stopping 
procreation that produces men.

There are 4 gauges: one marked "X chromosome", one marked "Y" chromosome, one marked 
"garbage", 
and one that has sexless genetic material.

Set the gauge on the X and Y-chromosomes to 50%, the garbage control to 100%, and 
the other to 0%.

Sit back and watch the end movie and the return of MANkind!

 

高晶 □ 葵花宝典 □ 来自网上的攻略