Mission Supernova/walkthrough Part 1

From ScummVM :: Wiki
Jump to navigation Jump to search

Episode 1: The fate of Horst Hummel

Cabin

  • Take game of chess on the table.
  • Use keycard on slot in top middle cabinet to open it. Take the discern.
  • Use keycard on slot for the storage unit above the middle cabinet. Take the rope.
  • Open hatch and exit.

Corridor

  • Open third (furthest) hatch on the left and enter.

Cabin

  • Pull disc player cable from wall socket.
  • Use the pocket knife on the cable.
  • Take the cable.
  • Exit.

Corridor

  • Open first hatch on the left and enter.

Cabin

  • Take pen stuck on the ceiling.
  • Exit.

Corridor

  • Push button to the top left of the hatch on the back wall.
  • Enter.

Airlock

  • Use space suit.
  • Use supply unit.
  • Use helmet.
  • Press button next to the door on the left (the blue door) to close the door.
  • Press button next to the door on the right (the red door) to open the door.
  • Exit.

Hold

  • Go to Generator (visible between the second and third rung of the ladder).

Generator

  • Take the keycard of the commander (next to the purple pipe on the left).
  • Go back up the ladder.

Hold

  • Go back to the airlock.

Airlock

  • Close red door.
  • Open blue door.
  • Exit.

Corridor

  • Open second hatch on the left and enter.

Cabin

  • Use keycard of the commander on the slot for the top purple storage compartment.
  • Take the book.
  • Look at the book.
  • Note what is written on the bookmark.
  • Use keycard of the commander on the slot for the top left brown storage compartment.
  • Take cable reel.
  • Use keycard of the commander on the slot for the left cabinet.
  • Take gun.
  • Exit.

Corridor

  • On the map (bottom right of the screen) click on the bottom exit (red square).

Hall

  • Enter the door on the left.

Cockpit

  • Look at the left screen at the top.
  • Note the number of days until you reach destination.
  • Exit.

Hall

  • Use keycard of the commander on the slot next to the door on the right.
  • Enter.

Sleep cabin

  • Use computer.
  • Enter password (from the bookmark).
  • Enter number of days for sleep (from the cockpit).
  • Use the helmet, supply unit, and helmet (to remove them).
  • Use stasis pod.
  • ...
  • Look at computer. It indicates the deep was interrupted due to the lack of energy.
  • Exit.

Hall

  • Exit using the bottom right exit on the map.

Corridor

  • Exit through the hatch at the end of the corridor.

Airlock

  • Use space suit, supply unit, and helmet (to put them on).
  • Close door on the left.
  • Open door on the right.
  • Exit.

Hold

  • Look at scrap on the left pillar.
  • Take the terminal strip.
  • Open hatch to landing module.
  • Enter landing module.

Landing module

  • Use cable with plug on the socket (top left, above the screen).
  • Use terminal strip on cable.
  • Use cable reel on terminal strip.
  • Use cable on the hatch.
  • Exit.

Hold

  • Use cable with the generator (between the second and third rungs of the ladder).
  • Go to the generator.

Generator

  • Open the white hatch.
  • Pull the clamp.
  • Use the cable with the clamp.
  • Go back up the ladder.

Hold

  • Go to the landing module.

Landing module

  • Use the pen with the safety button (at the top, left of the central pillar).
  • The energy is back on!
  • Exit.

Hold

  • Exit to airlock.

Airlock

  • Close right door.
  • Open left door.
  • Exit.

Corridor

  • On the map (bottom right of the screen) click on the bottom exit (red square).

Hall

  • Enter the cockpit on the left.

Cockpit

  • Look at the left screen at the top.
  • Note the remaining number of days until you reach destination.
  • Exit.

Hall

  • Enter the sleeping cabin on the right.

Sleep cabin

  • Use the computer.
  • Enter the password again.
  • Enter the number of days you saw in the cockpit.
  • Use helmet, supply unit, and space suit (to remove them).
  • Use stasis pod.
  • ...
  • Exit.

Hall

  • Exit using the bottom right exit on the map.

Corridor

  • Exit through the hatch at the end of the corridor.

Airlock

  • Use space suit, supply unit, and helmet (to put them on).
  • Close door on the left.
  • Open door on the right.
  • Exit.

Hold

  • Go to generator.

Generator

  • Open red hatch on the floor.
  • Use rope with ladder.
  • Use rope with hatch.
  • Exit through the hatch.

Cave

  • Pull stone.
  • Exit through the hole.

Dark cave

  • Exit using the top red square on the map (bottom right of the screen).

Meetup point

  • Go to entrance of the big white building.

Restaurant entrance

  • Use helmet (to remove it).
  • Press green button on the door in the middle of the screen.
  • Go to the toilet. You get coins.
  • Use coins on slot of the vending machine next to the door.
  • Take sweet from the vending machine.
  • Repeat the operation until you get a surprise egg from the vending machine.
  • Open surprise egg.
  • Eat the pills that were inside the egg.
  • Try to go upstairs.
  • Talk with restaurant staff until he tells you there are lockers in the restroom where you can leave your shoes.
  • Press button to open toilet door.
  • Go in the toilet. You remove your shoes.
  • Go upstairs.

Restaurant

  • Go to empty chair (toward the middle of the screen).

Restaurant table

  • Talk with frog-face Roger Wilco. Ask how long we have until the supernova.
  • After Roger asked if you have an idea how we could pass the time, use game of chess with Roger.
  • While Roger is busy trying to avid checkmate, take his wallet.
  • Use red exit on the map (bottom right of screen).

Restaurant

  • Go downstairs.

Restaurant entrance

  • Leave the building.
  • Do whatever you want. After a few minutes doing anything, or just waiting, the supernova will explode. You can even look at Roger's wallet to find his keycard, and use it to go to his spaceship. But make sure you are not in his spaceship when the supernova explodes.
  • ...
  • Once the supernova gas exploded, everybody leaves the planet, except for Roger who "lost" his keycard.
  • Go to Roger.

Roger's Spaceship

  • When Roger's ask if you know where his wallet is, tell him you find it and give it to him.
  • He proposes to take you somewhere. Accept. You can choose any destination.
  • Cutscene... the spaceship crashes.
  • ...
  • You wake up in the sleep cabin in your spaceship. This was all a dream.

Sleeping cabin

  • Exit sleeping cabin.

Hall

  • Exit using the bottom right exit on the map.

Corridor

  • Exit through the hatch at the end of the corridor.

Airlock

  • Use space suit, supply unit, and helmet (to put them on).
  • Close door on the left.
  • Open door on the right.
  • Exit.

Hold

  • Go to generator.

Generator

  • Open red hatch on the floor.
  • Use rope with ladder.
  • Use rope with hatch.
  • Exit through the hatch.

Cave

  • Pull rock.
  • Exit through the hole.

Dark cave

  • Exit using the top red square on the map (bottom right of the screen).

Meeting Point

  • Go to single spaceship on the planet.

Spaceship

  • You get sedated.
  • When you wake up, go through the discussion and eventually accept to go to Axacuss.
  • You are put into deep sleep.

Axacuss cell

  • You wake up in a closed room.
  • Pull the cable from the plug.
  • Use pocketknife with cable.
  • Use cable with table.
  • Use cable with plug.
  • Wait until the robot brings your lunch and gets electrocuted.
  • Pull the cable from the plug to avoid being electrocuted yourself.
  • Take metal block from robots remains.
  • Leave room.

Corridor outside cell (Corridor 4)

From this point save often as you can be shot by guards semi randomly.

  • Look at tablet on table.
  • Go right.

Room with guard

  • Look at guard. You need to distract him.
  • Go down (back to where you came from).

Corridor outside cell

  • Look at watch and note the current time.
  • Push watch and set alarm to a bit later than the current time.
  • Go right.

Room with guard

  • Go left.

Corridor 7

  • Wait for alarm to ring.
  • Go down.

Room with guard

  • Take the keycard on the table quickly.
  • Go back to the corridor on the left.

Corridor 7

  • Wait a bit, then go back down.

Room with guard

  • Go down.

Corridor outside cell

  • Look at watch and note the current time.
  • Push watch and set alarm time to soon after current time.
  • Go right.

Room with guard

  • Go left.

Corridor 7

  • Wait for alarm to ring.
  • Go down.

Room with guard

  • Quickly open the door.
  • Leave through the door.

Corridor 9

  • Go up.

Corridor with names on door

  • Go up

Corridor 8

  • Open door on the left. You now have a path paste the guard without needing the alarm.

Corridor 6

  • Go down.

Corridor 7

  • Go down.

Room with guard

  • Go down.

Corridor outside cell

  • TODO