Lucasarts the dig windows 7




















The Dig starts with the terrible situation that an asteroid has its course directly towards the Earth endangering the entire human species. A team of astronauts is now to be formed to eliminate that threat Check out The Dig on video:. Programs Games Drivers Blog Articles. Games » Abandonware » Adventure. The Dig. Download The Dig. Critic's assessment as well as advantages and disadvantages. Details of The Dig. Remove the loose plate and pick up the blue crystal.

If you picked it up before fixing the mirror, you need to put it back or the drone won't work. If you haven't already, look at the panel by the purple door and input the pattern on the purple engraved rod.

The door will now open. Enter the purple door and push the button inside. A tram will be summoned. Enter it to be transported to a new area. There's a weakened door here that you can not open by yourself and another that cannot be opened at all. Go outside to find yourself at the base of a spire. Go up and you'll find a strange device that seems pretty important.

This is the first light bridge:. There are five light bridges in the game, which can be activated in pretty much any sequence. These can be used to move quickly back and forth between the five spires so there's no reason not to activate any of them the moment you find them, but how difficult doing so is depends on when you come accross each of them.

The first one is the easiest: Use the strange device and hold down the switch to make a line form between one of the circles on the display and the shape in the middle.

Once the line is complete the light bridge will be active. The second and the third need to be adjusted a bit. First try to activate them like the first. This will not work. Adjust the mirror below and try again. If this doesn't work you'll need to adjust the mirror again.

The mirror has three settings so you'll never have to adjust it more than twice. The fourth needs to be fixed. Open the panel on the side of the strange device and take a look inside. There are eight chrystals inside: five white and three colored red, green and blue.

One of the white chrystals has a beam of light emitting from it. Adjust that chrystal so that each of the beams hits another white chrystal if you can't do that, you need to readjust the beam into another white crystal and then adjust those so that each beam of light hits a chrystal of the same color.

After that you should be able to activate the light bridge normally, unless you messed with the mirrors beforehand. The last light bridge has a different puzzle that will be addressed later. Once the light bridge is active, enter the door opposite it.

Inside are four displays. Each of them shows a short animation that's supposed to give you an important clue. The one furthest to the right is optional, but the rest must be watched to progress. Once you've checked the displays, pick up the glowing crystals , the red engraved rod and the tablet to the right of the entrance.

The door to the left leads to Maggie, in case you want to catch up, but it's not essential. Return to the nexus and go to Brink near the canyon entrance. Use one of the glowing crystals on him.

Return to the museum spire and open the weakened door with Brink's help and go inside. Pick up the canister. You can also pick up more crystals if you think you need them Though you should already have more than you need.

Go to the base of the spire and notice the fossil on the ground. That will be important in a moment. Go to the water to the left.

Brink will leave you at that moment. You'll want to check out that cave in the water, but first you need to do something about that thing down there. Look at the pile of loose bones by the shore. You need to rearrange them to form a complete skeleton of the creature it used to be.

For reference you can look at the fossil by the base of the spire. You'll know you succeded if hovering the cursor over the bones will identify them as 'dead creature' rather than 'loose bones'.

Once you've rearranged the skeleton, place the canister into it and then use a glowing crystal on it. With that done enter the water and then enter the chamber inside the cave. In there you'll find another metal plate and the orange engraved rod. With that the Museum Spire is more or less explored. Return to the Nexus. You've got two new engraved rods, but if you try to use the red one on the red door, you'll find that the tram button inside doesn't work! That leaves one other door to try.

Open the orange door using the orange engraved rod and summon the tram inside. Continue on until you come across a chasm. To get accross, you'll have to jump to the other side when you hear a rumble. Once on the other side, you can optionally use the shovel on the boulder to create a more reliable bridge.

Continue on. There's a light bridge here that you should activate. Keep moving to the right, enter the crevice and get the blue rod inside. Go back outside and enter the plateau near the light bridge. Behold the most frustrating puzzle in the game!

To fix the door you need to find the critter that took the door part. So you'll need to construct a trap. Pick up the dowel , the rib cage and the red rod. Place the dowel in the hole in the wheel-like construct, then reposition the pole and then pick it up again and place it on the dowel.

Finally, place the rib cage on the hook and use the red rod to prop the trap up. Now that you have the trap set up, you need to wrangle the critter into it. Keep looking into them until the creature appears. You want it to stop between the wheel and the trap. Once it's there, you want to manouver yourself behind the wheel without going too close to the critter, or it will run off in the wrong direction and you'll have to try all over again.

Once there, move towards the critter to scare it into the trap and catch it. Once the creature is trapped, you'll need a way to track it before releasing it.

If you got the device and the bracelet from the canyon, use the bracelet on the critter and then release the trap. Make sure to pick up the red rod again before you move on, then use the shovel on the small cave the critter went through and enter. Use the device again to reveal a tracker spot on the ground and use the shovel on it to reveal the machine part. Pick it up and go back outside. Put the machine part in the door panel, pick up the cover and place it on the panel as well. Push the button to open the door and go inside.

In this room, pick up the twin scepters , green engraved rod and the metal plate. If you use one of the scepters on the faint light in the ceiling, you'll conjure up a display depicting the planet and its moons. You can use the gold scepter to control the large moon and the silver scepter to control the smaller sub-moon. What you're supposed to do here will become apparent later.

For now, we got two more spires to explore. If you haven't already opened the red door, you'll notice that doing so only gets you so far, since the tram inside doesn't work.

Time to fix that. Go back to the nexus and enter the dark tunnel. Go to the left and push the button to enter the airlock, then push the inner button twice to close the outer door and open the inner door.

Inside, check out the glowing panel in the middle. Low and his companions must undertake xenoarchaeology to learn how the technology works, the fate of the alien race that built it, and other mysteries to find a way to return home.

The Dig received somewhat positive reviews, with critics primarily praising its atmosphere. Multiple reviewers said the game's puzzles were too difficult, and other aspects of the game, such as its graphics, audio, and dialogue, received mixed receptions. A novelization of the game was written in conjunction by science fiction author Alan Dean Foster.

The Dig is a point-and-click adventure game , where the player, as Commander Boston Low, uses the mouse cursor to point to people, objects, and other parts of the environment to look at them, collect and use materials within their inventory, and talk to non-player characters. A minigame can be found on the communicator menu, consisting of "Asteroid Lander", a Lunar Lander like game.

A radio telescope in Borneo detects the approach of a large asteroid on a collision course with Earth; authorities dub it "Attila" after the ancient conqueror Attila the Hun. A decision is made to send a five-person expedition to deal with the asteroid threat.

In a press conference, before the launch of the expedition, the team of the Space Shuttle Atlantis announce the idea behind the expedition which is to not explode the asteroid, but rather to divert it into a stable orbit around Earth. Low, Brink, and Robbins spacewalk to the asteroid and set the charges. While they are successful in altering the orbit of Attila, they find the inside of the asteroid appears hollow and proceed to explore.

When they enter a central chamber, they are trapped as the asteroid transforms into a dodecahedron pod and accelerates to unimaginable speed. When the three recover and can exit the pod, they find themselves on an alien planet, on a central island surrounded by five smaller, spire-shaped islands; in the game's novelization, they name the planet Cocytus.

It clearly shows signs of former intelligent life, but as they explore, they find no evidence of any sentient creatures that remain, and the one advanced complex they are in shows signs of long-term deterioration. Low and the others search for a means to return to Earth, using Brink's and Robbins' talents for xenoarchaeology to decipher strange alien text and images.

They soon come across strange green crystals containing glowing liquid with restorative properties; Robbins dubs them life crystals. Their power extends to resurrection; when Brink accidentally falls off a cliff and dies, the liquid from the crystals revitalize him. As the trio continue to explore, they find Brink has become addicted to the crystals and started hoarding them for himself, leading to conflict within the group.

Low and Robbins explore the islands independently, but stay in contact via their communicators. Robbins stumbles upon a room with reading technology that mostly functions, believing it to be some sort of an alien library she decides to stay and find a way to understand the information inside it.

Low discovers a pyramid that houses a preserved alien, whom Low is able to reanimate by use of a life crystal. After trying to talk to the reincarnated alien without success, low steps away from the circle of which the alien were preserved and Robbins call him through the communicators to tell him that she succeeded in decrypting the aliens language and symbols.

Through Robbin's recent understanding of the decrypted library's information, the alien explains what has happened. The alien tells them that the 'life crystal' was his creation, and was his second worst mistake. The alien also tells the history of their society, which developed an obsession with gaining eternal life. Searching for that goal they discovered another phenomenon which they dubbed 'space time six' - a space-time of eternal life.

Go left and click on the door. Use the glowing crystals on the broken bones to create a second dog. Use the yellow engraved rod with the slot. Enter the door. Click on the pyramid.

Use the yellow engraved rod on the panel. Use the glowing crystals on the dead alien and try to talk to it. Exit the tomb. Move to the cave interior and then the plateau. Talk to Brinks. Go to the cavern and use the flashlight on the bat creatures in there. Return to the platform and quickly get the crystals before Brinks returns.

Go to the monster's nest, via the map room and pit, and then go to the left of the door. Now walk right to the grate and talk to Brinks.

After he has distracted the monster, go through the right door. Move to the top of the waterfall and push the rock to block the stream. Return to the nest. Talk firstly to Brinks about the grate, and then to Maggie. Use the tablet with Maggie. Enter the island opening. Now get the plate and go directly to the cavern. Receive a message from Brinks. Go to the planetarium spire, then to the crevice, and use the jaw bone on Brink. You will now be automatically returned to the Nexus.

Use the plates on the alcove. Enter the door and use the tram call. Enter the door and look at the console. Look at the gap. Exit console view. Walk up the ramp to the top of the screen.

Look at the controls and the alien device. Go outside, upwards. Talk to Maggie about the alien device. Go left and click on the nest. Make the light bridge work. Return to the alien's pyramid and talk to the dead alien again.

If you need a glowing crystal make sure you pick one up beforehand. Talk about everything until each icon 'greys' out. Get the creature's engraving. Go to the map room. Use the creator's engraving with the panel like the rods. Go to the beach near the waterfall near the nest. Get the eye part. Go to the cathedral spire, then to the machine room the one with the console.

Go to the tomb spire. Go to the platform where Brinks is, and use the eye part first on Brinks, then with the slot in the relic. Retrieve the eye part. Use the eye part with the slot in the relic again. Get the eye part and the crystals.

Go to the cathedral spire. Click on the console. Use the glowing crystals with the empty slots. Use the eye part with the gap. Talk to Maggie - but be prepared to shed a few tears because this is the last conversation you'll have with her, as at this moment she will be killed. Go to the light bridge and attempt to use it. Kill the beast by turning the light bridge off. Now turn it back on and use it. Click on the eye, then the portal.

The Dig is an epic science-fiction adventure inspired by the mastermind of moviemaking, Steven Spielberg. If you've enjoyed the previous adventures from LucasArts, such as Full Throttle and Sam and Max, you'll feel right at home with this mysterious journey that will take you light-years away to a distant planet. The finishing touches are still being added to the title, but from what has been seen so far, this promises to be one of LucasArts' best titles yet.

The game plays very much like their last adventure Full Throttle , with the exception of the interface being pulled up by a transparent subscreen for use with items that you will collect throughout the game. I Besides the incredible story line, which is usually offered by LucasArts titles, The Dig goes one step further by including two other characters in the adventure.

This way, you can carry on conversations and ask advice from the other people in your party. This one-player adventure starts with you in the role of a space shuttle commander sent to realign the orbit of a wandering asteroid.

After an accident with the asteroid, you and your crew - a reporter and a geologist - end up on an unknown planet strewn with the remains of an extinct civilization.

Piecing together the story of that planet is your only way home. Eerie, alien graphics support the intriguing story line, and the game's packed with digital audio dialogue.

Steven Spielberg's behind this deep-space adventure about a team of explorers who are stranded on an alien planet. You must lead the team as they explore this strange new world and search for a way to escape. The Dig--"based on a concept by Steven Spielberg", as the hype puts it--puts you in the not inconsiderable moonboots of NASA veteran Boston Low a breathtakingly stupid name who must land a team of geologists on a rogue asteroid that's been nuked to a standstill in space, thereby halting its passage towards Earth.



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