Potentiometers Return to the pgi betrayal

simpson, betrayal, herself, sinkha, city, lexis, riven, omikron, space, xiii, phpbb, lucasarts, Go into each of the four hallways and do the following. Ride the elevator up two stops, get out, open the dome switch, and push the button to turn on the light. Ride back down pgi one stop, get out, and approach the planetarium device (like the ones in the huts). pgi Push the pgi button to open the device. Push each planet and push the sun button in the middle each time you change planets. Count the light flashes for each planet. Pay attention to which flashes in each potentiometer are the longer ones; you will need to know this to orient yourself later on.
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Potentiometers Return to the central puzzle hub chamber. This time go to the cart puzzle at the back of the room, the one with the three buttons that make the balls of light with the planetary symbols. The clue for this was that flashing lamp in the sea dome way betrayal back at the beginning of the game. The pattern was betrayal 2, 7, 4. After you push a button, pass betrayal your cursor over the ball and note how many flashes it gives. Set the first button to the ball that looks like a baseball bat, the second button to the ball that looks like a cloudy day, and the third button to the ball that looks like a sun.    The cart will become available; use it. Here we have a central chamber with four hallways divided by two carts, the open one we just came in on and a new closed one across the room, and two dome switches. Go to both of the switches and use them to turn on the lights in the four hallways.
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