Ŀ
                             MCC 1995 Presents:                            
                         The FULL Walkthrough for                          
                       IGOR: OBjECTIVE UIKOKAHONIA                         
                          (c) 1995 Optik Software                          

                       
                      1..............Introduction.
                      2...............Walkthrough.
                      3........Info about End Svg.

                    -/\- I N T R O D U C T I O N  -/\-

  Points:
     Story      :          
     Graphics   :          (Vga 256)
     Sound      :          
     Difficulty :          (Puzzles are sometimes HARD)

  Game Type: Point & Click (Early LucasArts & Sierra Style)

  Solve by: Psychotron (some hints by Oxygene)

  Objective: 
       To win the gorgeous girl "Laura", and to find a way to take the
       biology trip to the Isle Uikokahonia...

  Before Starting:
       - To save/load/quit & change the controls press SPACEBAR during the
         game.
       - To Pause the game press <P>
       - Mouse required for smooth playing.  Move your mouse around, if you
         can use/talk to the object/someone it will pop up.
       - The locations are marked between the two brakets []
       - You can't die in the game, and there is only ONE solution!!
       - No point system is used at all...
       - Before entering a room, LOOK at the PLAQUE to know what room it is.
       - The solve will be large in the beginning, but commands are smaller
         at the end, because then you'll know the game more...

-----------------------------------------------------------------------------

                       -/\-  W A L K T H R O U G H -/\-
                     -/\-  B Y   P S Y C H O T R O N  -/\-


[Spring]
  Ok, You start at the spring after the small introduction.
  Walk to the left over the bridge.  TAKE THE NOTE that is lying on the
  floor. LOOK at THE NOTE. Head Left.

[Map]
  Look carefully around with your mouse, to see what is where.. It might
  look overwhelming at first but it's not.. It's actually pretty small..

[Park] (click on park)
  - Go to the tree. TAKE RESIN. (halfway the tree)
  - Exit the park. (walk to path)

[Church]
  - Notice the stone? It's on left of the Church's Entrance.
  - USE RESIN ON STONE.
    (Igor will hide)
  - TAKE LIZARD.

[Student's Dormitory]
  - OPEN NIGHTSTAND
  - LOOK NIGHTSTAND
  - TAKE ALARM CLOCK
  - TAKE CD
  - Walk to door.

[Faculty]
  - TALK TO LAURA
  - Go to the corridor on the right.
  - TALK TO MARGARET
  - Walk to the door a bit to the right of margaret.
  - OPEN DOOR.
  - go to papercase.
  - LOOK PAPERCASE.
  - TAKE PAPER (note 2)
  - LOOK NOTE.
  - Walk to door.
  - Walk to Left, Left (Lucas), Left
    At Caroline's:
  - TAKE FOLDER.
  - walk right, right.
  - walk stairs (UP)
  - go left, left, left.
  - OPEN DOOR. (laboratory room)
  - LOOK at INSTRUMENTS.
  - TAKE INSTRUMENTS to get a green flask which looks like Vodka.
  - exit.
  - Exit to the front of the faculty (just go down the two floors)

[Outside Faculty]
  - Talk to Jimmy and Philip.
  - USE CAROLINE'S FOLDER WITH PHILIP's FOLDER (the one he's holding)
    to switch it...
  - LOOK AT PHILIP'S FOLDER to know his locker combination (85352)

[Spring]
  - go left.
  - Talk to the Photographer.

[Park]
  - Talk to the old lady.

[Map -> Administry]
  - Don't enter just yet. Notice the trashcan in front??
  - LOOK AT TRASHCAN to get the hamburger.
  - USE HAMBURGER WITH LIZARD.

[Park]
  - Give the FAT lizard to the old lady to get the Firecracker.

[Student's Dormitory]
  - Walk to Window
  - Open Window
  - Walk to Window (to exit via window)
  - Walk to other open window

[Storage Room next to Dormitory]
  - Oops, looks like your trapped :)
  - TAKE BUTTERFLY NET
  - move your mouse completely to the right until you get SHELF.
  - OPEN SHELF.
  - TAKE SHELF to get the MATCHBOX.
  - now, notice the painting? notice the Ladder? move gently your mouse to
    the left of those two objects until you get NAIL.
  - notice the TRUNK.
  - OPEN TRUNK.
  - LOOK/USE at trunk to get the HAMMER.
  - USE HAMMER WITH NAIL.
  - USE TRUNK to get the PICK.
  - USE PICK WITH SMALL CRACK to get larger crack.
  - USE TRUNK to get the DYNAMITE stick.
  - USE DYNAMITE WITH LARGER CRACK.
  - USE MATCHBOX WITH DYNAMITE.
  - wait for the boom.
  - now you can exit the room. (walk to hole of the room)

[Your Room]
  - Walk to door.

[FACULTY]
  - go to the SECOND floor, first right. (read plaque)

[Chemistry Room]]
  - LOOK ON DESK.
  - TAKE THE PEN.
  - exit.

[Map -> Administry]
  - Don't enter just yet, but walk (still outside) to the left.
    until you find an open window, a hole & a drain pipe... 
  - USE BUTTERFLY NET WITH HOLE.
  - LOOK AT DRAIN PIPE (below)
  - TAKE THE SLUG.

[Faculty]
  - Go to second floor. Left. Open the door in the middle. It should be
    the men's room.
  - notice the grate.
  - USE SLUG WITH GRATE (it heads down to the girl's restroom)
                          ... SMALL ANIMATION ...
  - go to the first floor.
  - Enter the Girls Restroom.
  - LOOK AT SINKS
  - TAKE BOBBY PIN.
  - go to the right 3x until you are at the lockers.
  - LOOK AT LOCKERS
  - OPEN PHILIP'S LOCKER.
  - USE THE (green) FLASK WITH BOTTLES (top at locker)
  - CLOSE LOCKER.
  - LEAVE FACULTY.

                       ... ANIMATION ...

[Church]
  - Enter.
  - In the church head to the RIGHT as much as you can between the pillars.
    until you reach the room with the candles...
  - USE MATCHBOX WITH CANDLE. (a ghost will appear and will give you an
    empty vellum)
  - Exit the Church!

[Faculty]
  - Head for the lockers again.
  - Open Philip's Locker.
  - TAKE BOTTLES. To get a whiskey bottle.
  - Close Locker.

[Map - Administry]
  - Now you can enter the Administry.
  - Take the door on the left. (dean's room)
  - GIVE BOTTLE TO DEAN.
  - Walk to door. (watch him drink it)
  - Head Outside to the left (open window)
  - Take the empty bottle from the net.
  - Walk to sidewalk.

[Faculty/Men's Room]
  - Go to the second floor, enter the men's room.
  - USE EMPTY BOTTLE WITH FAUCET to fill it with water.
  - Exit building.

[Administry]
  - Enter it. Go to the dean again.
  - GIVE BOTTLE TO DEAN.
  - Walk to door. (don't exit yet, he will fall asleep)
  - Look at the book shelf.
  - TAKE BOOK. ('The Inner Self')
  - OPEN this BOOK to get the keyring with note (60-090)
  - TAKE NEWSPAPER from DEAN.
  - USE INTERCOM.
  - Choose "FIRE secretary"
  - READ NEWSPAPER.
  - Walk to door.
  - Now, take the right door.
  - USE FILE CABINET. (you're enrolled now)
  - USE BOBBY PIN WITH CLOSET to open it...
  - TAKE MONKEY COSTUME.
  - walk the door (exit building, read the announcements for some gags).

[Faculty/Astronomy Room]
  - go to the second floor (the room with Johnny).  Notice the door is locked.
  - USE KEYRING WITH DOOR to open it..
  - Enter, but exit again.

[Faculty/Library]
  - On the same floor. Go to the right until you are in the library.
  - Talk to Harrison.
  - LOOK BOOKS. (find the rack ASTRONOMY)
  - TAKE BOOK (in that rack) to get the book about the MJ-78 GALAXY
  - READ BOOK to find the cordinates. (74,207)

[Faculty/Astronomy Room]
   - USE CONTROL PANEL.
   - Click on 'DECLINATION' until it flashes.
   - enter '74'
   - Click on 'Straight Ascension'
   - enter '207'
   - click 'ENTER'

                            ... ANIMATION BELFRY ...

   - use the cordinates 60,090 for a gag.
   - exit.

[Church]
   - Head right (candles), Head the door to the left. (UP)

[Church/Belfry]
   - LOOK BELL to get the password note.

[Church]
   - Exit.

[Faculty/Lady's Room]
   - first floor, left, enter lady's restroom.
   - USE VELLUM WITH HAIR DRYER.
   - wow!!.. looks what appears...Notice the bolded Roman Letters and the
     bolded lines in text 'SOLUTIO'.
     Write down the Roman Letters (I,III,VI,II,II)
   - Exit building.

[Church]
   - Head right.
   - USE MOSAIC.
   - Now, press the stones in the exact same order as this:
                 I,III,VI,II,II
   - Bingo!.. A Secret Passage.
   - Enter it.

[Church/Secret Passage]
   - you've entered the labyrinth. (you are at B)
   - LOOK VELLUM again.  LOOK at the text 'SOLUTIO', note the bolded lines?
     Right! That's your key system to walk through it without getting lost.

           Ŀ   ڿ     Ŀ  Ŀ
                                                   <B> Begin/Church
                                                   <E> Out/OtherMap
           Ŀ                       
                                        
             B             
                                              -E

   - At the Skeleton go to the left.  Now, outside follow the path.

You've reached a smaller, new map!

[Cemetary/Outside]
   - Talk to the man. (Boris)
   - GIVE CD to BO(ris)
   - Go to the Cemetary Wall and TAKE the VASE.
   - Walk to Path

[Forest]
   - TAKE FLOWER.
   - USE FLOWER WITH VASE.
   - walk left.
   - See the Lightning BUGS how they follow the leader to each Flower?
   - USE VASE WITH LIGHTNING BUG (not BUGS)
   - Exit to map.

[Lighthouse]
   - Talk To MAN.
   - Give VASE (with bugs in it) TO MAN.
   - Now, he can signal to the boat.

                   ... ANIMATION ...

   - Exit.

[Cemetary]
   - TAKE TO MAN.
   - choose 'VISIT GRAVE'
   - choose 'Old John O'Callahan'
   - enter the cemetary.
   - TAKE STATUETTE. (yeah the one you read in the newspaper)

[Labyrinth]
   - Use the map again to safely head back to the Church.

[Church]
   - Exit Outside.

                   ... ANIMATION ...

[Faculty/Janitors Room]
   - Go to first floor. right.
   - At the lockers room, enter the Janitors Room.
   - TALK TO TOBIAS.
   - GIVE MONEY/REWARD TO TOBIAS. (you've paid now, you only need a project.)
   - Exit Building.

[Spring]
   - GIVE FIRECRACKER TO PHOTOGRAPHER.
   - TAKE CAMERA.
   - exit again.

[Faculty/Library]
   - Give NOTE to HARRISON (it's the one with purple borders)
   - Exit, go to first floor.

[Faculty/Margaret]
   - First floor, go left.
   - TALK TO MARGARET.
   - notice the sandwiches.
   - USE NOTE WITH SANDWICHES (other white note from Spring)
   - Leave to the right.

                      ... ANIMATION ...

[Faculty/Laboratory]

   - Enter.
                      ... ANIMATION ...

[Faculty/Library]
   - GIVE PHOTO TO HARRISON to get a biology project.


[Faculty/Janitors Room]
   - GIVE PROJECT TO TOBIAS.

                      ... ANIMATION EXAM ...

[Faculty/Outside Exam Room]
   - TALK TO CAROLINE.
   - Exit to OUTSIDE of the faculty.

[Outside Faculty]
   - See the cage.
   - USE MONKEY COSTUME WITH CAGE.

                      ... ANIMATION ...

[Plane]
   - USE LATCH
   - TAKE PARACHUTE (right of the plane, behind cage)
   - USE PARACHUTE

                     ... END SEQUENCE ...

Congratulations, you've finished the game....

-----------------------------------------------------------------------------

                   -/\-  E N D  S A V E D  G A M E  -/\-

To play out the game using the end saved game, load the game.
After the introduction, press SPACE BAR
click on LOAD
choose 'END GAME'

You should be in the plane.
- go to the right and click 'TAKE PARACHUTE'.
- go to the door and click 'USE LATCH'
- click 'USE PARACHUTE'

that's it... the end animation is coming.

:::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::::

