1 - The Gatehouse worldIntroductionIn the introduction you learn that an interplanetary message has been intercepted. Danger. Ozgar has been defeated but not destroyed. Suralon is sinking. Return to Arkonia. Abandon all colonies at once.Who is Ozgar and where is Arconia. The Gatehouse WorldWhen the game starts you have just landed in an unknown world. Look around the cabin. There are a lot of instruments. Take a note of your position, 285 016 909. You might need it to return here some other time.
Turn to the left and leave the ship. It is green and nice outside. Walk straight between the hills and you'll reach a small stone cottage. Open the door and enter.
Enter the room to the left. Rather bare too. Only lit by torches on the walls. Turn left and go to the torch. Click at the upper book and they will all be transferred to your back pack at the bottom left of the screen. Click at the back pack and it will turn over and spill it's contents. You have got five books. Look at them every book has a symbol on it's cover. The symbols look Chinese.
Go to the right to the urn in the corner. It contains some scrolls. Go into close up and take the only one you can. Look at it. It looks like a floor plan of this house. You need to put it on a table to be able to examine it closer.
Click at the table. The drawing is put there and you can take a closer look at it. There are drawing of two different planes. The upper one must be where you are standing just now with a smaller room to the left and right. Even the table is drawn. Look at the right margin of the drawing. The symbols there match some of the symbols on the book. This must be important. Take a note of the symbols, in the order they are given.
Go to the right room and to the torch at the right short wall. Click at the torch. Go downstairs. It is only a small room. It must be the rectangular one on the drawing. There should be a passage of sort but none is visible. It must be hidden like the stairs.
Go upstairs again. At one side of the room there is a narrow window and to the left of the window a small shelf. Take a closer look at it. It could be a bookcase. Maybe for the books you found earlier. Spill your back pack and look at the symbols on the books. Chose the ones with the symbols shown at the drawing and put them at the shelf in the right order. Book NR. 1, 2, 3 and 5 in your inventory. When the forth book is correctly placed you hear a rumbling sound.
Go downstairs again. Now the small alcove has been opened and a staircase leads down.Go down.
Go to the small table at the right wall. Pull the lever and you'll see a hologram from Arla's diary. Arla is the daughter of the gatekeeper and she is also custodian of the Crystal Key. She says she has not destroyed the key, as her father wished, only hidden it and the books. She hopes they all can return in the future. For the time being their leader has ordered them to leave.
Click the right edge of the book to open it.
Look at it in close up and click at the ring. The compartment is opened and you can see the box with the five buttons.
The box is opened and there is the famous Crystal Key.
Click the key in inventory and then click the keyhole at the box. Click at the right blue light. The image changes and shows a golden bowl-like thing.
Click at the image. The portal is activated. Click at the portal to pass through it.
The story is written by MegaZina and based on the game The Crystal Key from Nordic Softsales AB
The pictures are taken from the game. The homesite is private and has no connection with the named company |