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The Crystal Key
The Crystal Key 2 Disc Set Dream Catcher Interactive Inc. Earthlight Productions © 2000 Windows 95/98 and Macintosh FAQ/Walkthrough Version 1.0 Created July 9th, 2004 J.R.210 Table of Contents I. FAQs about technical game play II. FAQs about gaming game play III. Prologue/Introduction IV. Walkthrough -The Gatehouse World -The Desert World -The Mother Ship -The Gatehouse World -The Desert World -The Jungle World -The Sunken City -The Jungle World -The Desert World -The Mother Ship -The End V. Contacts/Suggested Websites FAQs about technical game play Q: When installing QuickTime, it tells me that a newer version of QuickTime is already installed, and then quits. What do I do? A: If you already have QuickTime 4.0.3 or a higher version of QuickTime 4 installed you are ready to play the game. Simply go to the Start Menu and then Programs to launch the game. Q: It didnt ask me for Disc 2 during installation. What do I do with Disk 2? A: Only Disc 1 is required for installation. As you progress through the game you will be prompted to insert Disk 2 into your drive. Q: I have a newer version of Windows will the game still work? A: I am pretty sure it will work on all the versions above 95. I am certain it works on Windows XP. To enhance the performance of the Crystal Key, please ensure all other programs are closed before running the game. This includes any anti-virus software that may be installed on your system. Routine computer maintenance is also strongly recommend (i.e. Error-Checking and hard drive Defragmentation). Please visit the Microsoft Web site at www.microsoft.com if you have any questions. FAQs about gaming game play Q: At the beginning of the game at the gatehouse I get the books from the room on the left and sit the map on the table and go to the mini-book holder to set them on it I discover that I have two of the same books and not the other one that I may need. What happened and how can I fix it? A: I had this happen to me too, but all I can tell you is restart the game or contact the Tech Support people. You can find that information at the end of this in the Contacts/Suggested Websites section. Prologue/Introduction "Somewhere out there among the stars, lives another race of people. We know this because, just weeks ago, our radio telescopes accidentally intercepted one of their interplanetary communications. When we were able to decode it, this is what we read: "Danger: Ozgar has been defeated but not destroyed. Suralon is sinking. Return to Arkonia. Abandon all colonies at once." Who were the Arkonians? And who or what is Ozgar? " Only days later, a gigantic alien spaceship deploys powerful satellites around the earth. All kinds of upheavals occur in the next two days: devastating earthquakes, critical weather shifts, and drastic gravitational changes. Ozgar is coming after us. You, a hyper ship test pilot, are relatively safe in the polar research station, where the world's first hyper ship is being constructed. After scientists successfully pinpoint the origin of the Arkonian signal, you are chosen as the last hope; savior of the planet. Your mission? Find the Arkonians and defeat the evil Ozgar. Now on with the game! PART 1: THE GATEHOUSE WORLD When you land in the hyper ship, pan around and check out the control panels. (Critical: write those numbers down immediately and any other numbers, symbols or light patterns you find during the game.) Turn around and exit through the air lock behind you. Turn left in the antechamber and walk outside into the sunshine. Go straight ahead between the rocks, up the vague path to a grayish flat building you can just see up in the trees. Walk up to the door of what appears to be some kind of gatehouse. Enter by using the hand icon on the door handle. Once inside, go to your right and check out the dilapidated tapestry hanging on the wall. It appears to have one point of interest, besides all the holes, an image of an open book at the bottom left edge of the tapestry. Turn around and walk back to the center of the room. Turn slightly to the right and use the cursor hot spot to enter the room to the left of the main chamber. Once inside the room, turn left and click on the base of the torch on the wall. Click on the base again to open a secret panel in the rock wall. Turn right. Pick up the four books in the panel that has slid out from the wall. Turn right and go to the standing reddish urn in the corner of the room. Click on the scrolls. Pick up the only one you are able to and look at it. Click on it to roll it up. The scroll will be transferred to your backpack in the left corner of your screen. Exit the urn, turn right and reenter the main chamber. Turn around and go forward to the table between the two torches at the end of the chamber. Tip your backpack inventory over and click on the scroll at the right side. It will begin to pulse. (When an inventory item is pulsing, you need only click on the area of the screen where you want to use it. You don't need to pick it up.) Click on the table. The scroll will unroll and you will see new markings not earlier visible. Note the symbols on the right margin. Write them down. Do they look familiar? And, doesn't this chart look like a floor plan of the Gatehouse? Looks like there might be two floors, each with a gray circular object at the lower right side. That just might be a staircase. Let's find it. Back out of the scroll, turn right, and go forward to the room on the opposite side of the chamber. Turn right and click on the torch on the far wall. Turn to your left and notice the new doorway and staircase. Go down the staircase. At the bottom of the stairway, turn right, go forward, and pan left to see an indentation, or niche, in the wall. It looks like there might be a concealed doorway. Turn around and go forward to return up the staircase. In the small room, turn right, go forward two steps and turn toward the small shelf mounted on the rock wall, to the lower left of the window. Spill your backpack and place the correct books, in order, on the bookshelf. The first, second, third and fifth books shown in your inventory. (To remove a misplaced book, just click on the shelf with no book pulsing in your inventory.) When all four of the books have been correctly placed, you will hear a low rumbling sound. Back out of the bookshelf scene. Turn right, forward and left to go back down the staircase. Turn right and descend the second staircase that has opened behind the concealed door. Once in the lower room, turn right and approach the table or console device against the wall. Look down to see another book sitting to the left, and a joystick device to the right. Click on the joystick to see the very last hologram entered to Arla's diary. Arla is the daughter of the Arkonian gatekeeper, who lived at the Gatehouse. She is a custodian of the crystal key. When you have completed viewing Arla's message, click on the book lying on the console. Then click on the right edge of the cover to open the book. You will see a graphic of a compartment with a box inside. On top of the box are five buttons. There are five lines of indecipherable code appearing under the graphic. The lines are meaningful to you only because of their length: long, short, short, long and medium. Turn away from the console and go up one flight of stairs to the room where the spiral staircase ends. You will come to a stop directly under and a little to the left of the spiral staircase. Look for a hot spot on the wall under the protruding underside of the staircase. Click on the hotspot and you will get a close up of a door with a ring latch. Click on the ring. The door will open to reveal a safe compartment. This is the real version of the graphic you saw in the book at the console downstairs. Push and drag the square buttons to coincide with the length of the coded lines in the book, high, low, low, high, middle. The box will open to reveal a mirrored, red velvet compartment. And, inside it, the blue and gold crystal key. Click on the key to move it into your backpack. Turn around. Go back down the stairway to the room with the console and the lighted globes. Go straightforward to the circular archway on the opposite wall. Turn slightly left to see a panel mounted on the stonewall. Click on the panel to access it. See that interestingly shaped hole in the base of the panel? Looks like a good fit for your newly acquired crystal key. Use the crystal key on the panel. The screen will display a set of six cylinders and two small blue lights at the bottom. This is the control panel for the transporter portal. The display represents the Gatehouse World, where you are now. So, clicking on the cylinders on the screen will not be effective. Instead, click on the lower right blue light. The cylinder image will be replaced by a gold volcano or bowl-like image. Click on the gold image to activate the portal. The crystal key will return to your backpack and the portal will open to show a bright, desert and mountain scene. Click on the portal to be transported to the Desert World. PART 2: THE DESERT WORLD You're positioned to be looking between two sheer, black granite cliffs. Turn right to see what appears to be some sort of antenna device. Turn right again to see two tall black, engraved columns to your rear. Looks like an entranceway. Turn right again to see a metallic building, apparently damaged extensively by laser fire sometime in the past. Ozgar's work, no doubt. Turn back to your left, toward the tall black columns, and exit out between the columns. You will see a vast desert plain, blazing in the heat. Turn right and pan down to see a stairway, of sorts, cut into the rock. Descend the stairway and go right forward where you see a cave in a black rock, with some kind of grayish looking all terrain vehicle parked inside. Go forward to the cave. Look around at the barrels, red toolbox accessories, and take the battery cables off the center gray rack. Get into the vehicle and click to go forward. The control panel will immerge and establish itself for operation. And, you will be propelled automatically to the right, across the desert. You arrive at what looks like an abandoned Arkonian power station. Exit your vehicle by clicking on the windshield. Turn to your left. Go forward, right, into the power station. Climb the stairway to examine the control room and various control panels. There is a panel with three large levers to the far right. Try the levers to find them inoperable. You need something else first, before you can operate these levers to turn on the power. Leave the control platform. Go down the stairs and out into the desert. Turn left and go forward, two times. You are now standing on the right side of the power station. Turn left to see two pipelines entering the power station structure. Click on the large pipe for a close up of the area where the pipelines enter the building. Just to the left, below the smaller pipeline, there's a metal shelf with something lying on top of it. Find it with the hot spot and pick it up. It looks like some sort of electronic tool. The tool will automatically go into your backpack. Turn around and take one step forward toward the desert. Turn to your left and go forward once more, along the large pipeline. Turn left. You will see a black metal bar resting against the pipeline. Take the metal bar. Turn around and go back into the front of the power station and up the stairway to the control room. Walk over to the far right control panel with the three levers. Click on the switches for the correct view. Notice the bright metal holes in each of the three lever handles. Select the black metal bar from your backpack. When it is pulsing, click on the hole in the first lever to your left. The bar will position itself and lower the three levers to turn on the power. Turn around and leave the power station. Get back into your vehicle. Lower your cursor and click on the dashboard (not the windshield). The vehicle will take you back to its original position in the desert cave. You will see and hear a brief sand storm, caused by a landing space ship; followed by a surprise laser attack by one Ozgar's guards. Apparently, your actions at the power station have alerted Ozgar. The laser will stun you temporarily, and you will be taken hostage and whisked away to Ozgar's mother ship. PART 3: THE MOTHER SHIP Look around to view your meager, dirty accommodations. Try the hot spot on the door. No luck. Click on the triangular shaped metal panel to the upper left of the cell door for a close up. Boy, good thing the guard threw you in here with your backpack, huh? Click on the electronic tool you got at the power station. Click on the panel. The tool will position itself at the panel. Click on the front of the switch device on the top of the tool. A lighted torch will appear. Click on any one of the three rivets on the panel. The torch will immediately remove all three rivets to display the locking mechanism for the cell door. Click on the upper circuit board to get a close up. The tool will position itself to the right of your screen. You will see a circular lever to your left and a vertical sliding bar to the upper left. By placing your cursor at the vertical slot, so that it changes to an open hand, drag down and to the right. Try dragging the lower lever over to the right you will discover the locking pin at the base of the panel, just above the circular lever. However, if you can see the circular dial and the locking pin jutting out from the center of it, below the circuit board, you don't need to drag the lever at this point. Click on your tool in back of the top switch, this time, to use the tool's metal cutters. Click on the locking pin to sheer it off. Click to get a close up again. Click and slowly drag on the lower left lever, over to your right. The cell door will open automatically. You are looking out into the mother ships passageway. Go forward into the passageway. Turn to your left to see another long passageway. Go forward. At the junction, you are given the choice to go right or left. Go left. You will come to another junction. Go right. Click on the ladder to go up. At the yellow-lit grill, turn left and go forward down the passageway. Go forward up the ramp to the door of the mother ships control room. Click on the window. You will see a side view of Ozgar abusing one of his guards. Turn around from the window and quickly go down the ramp, turn left and go into the little alcove ahead of you. Ozgar will come levitating down the ramp and will turn left in the passageway beyond your position. Whew! That was close. Go forward to follow Ozgar's path down the passageway. When you stop, the yellow- lit grill is on your left. Go forward again. You will go around a curve to the left and stop near another door. Go forward once more to stop in front of the door. Click on the window to get a quick peek at Ozgar's private domain. Time to get off this mother ship. You've escaped and have done enough sleuthing for the time being. Turn around and click forward twice, where you see the red lights on the floor of the passageway. You will go back around the curve to the right. When you stop, the yellow-lit grill should be to your immediate right. Turn left. Go forward to descend the ladder to the level where your cell is located. Turn around and look at the ladder. Click down at the bottom of the ladder view to go down another level. You will see a door directly in front of you. Turn slightly to the right and click forward. You should see a large blue pipe in front of you and to the right. Turn slightly left and go forward to a junction. Turn right to descend another ramp. You will enter the ship's air lock and open a second spiral door to the mother ships docking bay. Turn slightly right and go forward toward the ship. You will find yourself on an elevator platform. Look down right to see the handle that operates the platform. Click on the button you see at the top. Turn around at the top and enter the ship. Ahead of you is the bow of the ship, where the green and orange lights are. Go forward twice to enter the ship's cockpit area. Turn around and click on one of the crew chairs to be seated at the ship's controls. The control panel will appear in front of you. The coordinates you will key into the yellow keypad are the same ones displayed on the control panel of your hyper ship when you landed at the gatehouse 285 016 909. (The keypad is numbered left to right 1-9, with the zero appearing at the bottom.) Write down the numeric equivalent of the orange numbers appearing on the control panel, the mother ships location code: 327 845 483. You will need the code later. Now, key in the 285 016 909 numeric code for the gatehouse location and you are on your way back to the Gatehouse World. PART 4: THE GATEHOUSE WORLD Back in the Gatehouse World, click on the down arrow at the lower edge of the control panel to stow it away. Turn slightly right and go forward up the ramp. Go forward down the passageway to the exit off to your right. (Don't go through any of the red neon doorways, unless you want to take a tour.) Use the lever on the platform to lower yourself to the ground. Turn slightly right and click on the green hills. You will be transported back to the spot where you originally landed, just below the gatehouse. Turn left. Now, if all has gone well, you can proceed up to the gatehouse. Go back through the gatehouse, down both the spiral and lower staircases, to the transporter portal room. Go to the control panel and use the blue crystal key from your backpack to activate the panel. Click on the right lower blue light to bring up the gold volcano image. Click on the image. Pass through the portal and back into the desert. PART 5: THE DESERT WORLD Go forward and then right to the cave under the right black cliff. Pan down and around until you see a lighted tunnel. Go forward once. When you come to a stop at the bottom, turn left and go forward. You will be standing in front of a battered blue hatch. Press the lighted button on the left hatch frame to open the door. Go down the stairway to the platform you can see off to your right. Just click on the platform. Pan down and pull the lever on the control panel in front of you. You will see that the control panel operates a switching device that closes a suspended track in front of you. The light on the control panel turns green. Click just to the left of the panel to go down the stairway. Go forward again, down a second set of stairs to arrive inside a huge open freight car. Turn left and click on the lever to the right of the freight car's control panel. The light turns green and off you go. At the end of your ride, turn right and click to enjoy a dizzyingly quick trip down the stairway. Turn right and click on the ladder to climb atop a huge generator. You will see two switches in front of you. Drag each switch, one at a time, slowly to the top and let go. You should hear the sound of a starting engine. If you hear buzzing, try again. Back down off the generator. Go left forward to what looks like a submersible vehicle. Go forward up the ladder to get inside. Click on the circular control switch in front of you. The glass hatch will close and you will be submerged to pick up several rock samples. The rocks will be stowed in your backpack. You automatically leave the submersible. Turn around and go back up the stairway to the freight car. Turn left to use the control lever and you will return up the tramway. Turn right to exit the freight car and go up the stairway. When you stop, turn right and go forward twice, out through the blue hatchway. Go forward up the lighted tunnel stairway and back out into the desert sun. When you come to a stop, go slightly right and forward. Turn around, past the cave with the desert vehicle you borrowed earlier, to the stone stairs directly behind you. Climb the stairs. Turn left and go forward to the aluminum looking building damaged by laser fire. Turn left and enter the building. Go into the room off to the right of your screen. Go left and forward to the control panel. Up and slightly to the left, you will see a round basin-like appliance. Click on it to see that is some kind of loading receptacle. Get the rock samples out of your backpack and place them in the receptacle. Look down at the control panel and click on it for a close up. Click on the vertical gray strip in the circular dial to start the machinery. At the end of the noisy refining process, you will be rewarded with a gold coin or disc. Leave the building. Walk forward twice. Turn left and go forward between the two black cliffs, three times, to the area where you see a crater with a suspension bridge leading to it. Cross the bridge. Pan down to look at the standing potholes of water in the crater's center. Find the pothole that doesn't make a splash when you throw rocks in the water from your backpack. (Don't worry you have plenty of rocks.) To find the pothole that doesn't splash when you throw a rock in it, go left from the end of the bridge. Then go left forward to the sandy spot. Turn immediately (not far) left and go forward to the right of the brown mound. Pan down. You will see a pond with the tip of a mountain reflected in it. Go forward and throw a rock in the pond. The rock disappears and makes no splash. Throw you gold coin from the refining process into the pond. The metallic qualities of the coin will short out the deliberately placed hologram. Hmmm. There's a stone stairway under there. Go down the stairway and turn around to view a huge metal door. Try the lever on the door. No luck. Turn around so you are facing the white rock under the staircase. Pan down to see a hologram imager instrument attached to the white rock. Click on it for a close up. Back out and turn around to the door again. Pan down to see the electrical cord for this imager plugged into an outlet at the base of the rock wall. Click on the plug at the end of the cord. Click and drag the plug out of the socket. Click on the socket for a close up. Plug the battery cables from your backpack into the socket. Click on the other end of the battery cables. Click and drag this end of the battery cables to the door handle. The door will be blown open immediately. Turn around and pick up the battery cables. Go through the doorway into a dimly lit cave. Go straight ahead toward the light on the opposite wall. Click on the wall and another door will open. Go forward to the platform. Looks like another portal installation. Go forward once. Turn left and click on the hologram instrument on the table. The speaker is a scientist; an Arkonian geological researcher forced into hiding by Ozgar's men. He tells you of the Arkonians desperate plight where their only means to preserve the secrecy of their location was to "throw away the last location crystal." Turn left and go back down the stairway. Look ahead of you into the rocks to see a small v-shaped formation. Click to move forward to the rock formation. Take your battery cables and throw them through the center of the v-shape. Go forward to climb down into the water. Go across the water and pickup the piece of the crystal key. Turn around. Go back across the water and climb up the battery cables. Go back to the portal platform. Click on the control panel for the portal just to the right. Insert the key from your backpack. Press the right button two times until you see a green leaf. Click on the leaf image. The portal will activate, displaying a jungle scene. Go forward into the Jungle World. PART 6: THE JUNGLE WORLD Turn slightly to the left to find the hot spot. Click on it. When you come to a stop, turn slightly right and you will see a stand of trees with very dark areas on either side. Go to the dark area on the right side. Go toward what looks like a small green meadow ahead of you. Turn slightly right to go forward again. Click up and left to go to the edge of a cliff. Click down between the rocks to go down the embankment. Wow, another crashed ship! It probably is Arkonian, as opposed to one of Ozgar's. Go forward to walk around the ship. Go forward again and look at the three dark spots on the side of the ship. Go forward against the ship's hull and pan up left to gain a view of the three dark spots. Click on either of the lower two to open the hatch and enter down the stairway. Pan right to see a shuttle vehicle on a track. Click on the switch on the floor to the right of the shuttle. Click on the switch again to release the lines securing the shuttle. Click on the shuttle to release the rear hatch and enter the shuttle. Once inside, pan down right and open the storage locker to remove a red screwdriver. Go forward twice to sit in the pilot's chair. Press the two blue circular buttons on the lower right of the console to fire the shuttle's engines. The shuttle will automatically reposition and take off to fly you on a scenic journey out of the jungle. You will arrive at a sunken city complex, Suralon, part of which still protrudes from the water. PART 7: THE SUNKEN CITY Once the shuttle comes to rest, exit via the rear hatch. You will see the shuttle automatically restart, hover briefly, and fly off into the distance. Pan around until you see the green dome of a building in the distance. Go forward across the bridge. Turn left and go around the building until you come to the door of the dome. Turn right and enter. Go forward to see a desk. Play the hologram on the machine to the left of the desk as you are standing behind it. The governor, leader of all Arkonian colonies and chairman of the Counsel of Suralon, delivers his last message before the remaining colonies flee Ozgar for their home planet. Go back to the governor's desk and click on the colored triangular object on his desk. You must match the patterns displayed to those shown on the middle (green, orange and violet) painting behind you. Match the three middle, intersecting, and triangles with the painting green, orange and violet. (To quickly solve this puzzle, just press the lower left colored panel five times in succession.) Back out of the close up. The desk will open to display a CD. Pick it up. A handy portable portal is also your reward for solving this color puzzle. Leave the governor's office. Walk around the dome by going left and forward once. Turn right and go forward over the sky bridge to the opposite roof top, where you landed in the shuttle. On your right is a dark glass tower. On your left are three huge solar panels. Find the hot spot to the left and go to the platform beneath the solar panels. Pan down and click on the joystick. Whoops! Must have been extremely rusty. The stress of your pulling on it has broken it off. Let's see. What have you got in your backpack that would work here? Get out your screwdriver and use it as a makeshift joystick. Move the screwdriver handle to your right to see a circle of reflected light appear on the dark tower ahead of you. Move the light circle up to the circular window at the top of the dark tower. Push the screwdriver forward to do this. Leave the light on the circular window until you hear a power burst. Go forward to the dark tower. Press the button to the left of the door and enter the tower. Turn left and look down to see a shiny object beside the elevator door. Pick it up. Its a radio. Click the blue button on the left to open the elevator doors and enter. Click the only activated button on the control panel, the fifth one down on the left side. Once the elevator stops, you will hear a tone. Open the door. Wow! Looks like a monorail station. Go forward, look down and jump onto the monorail tracks. Go forward twice down the empty track toward the blue glass tube. At the next station, turn left; jump up over the wall and onto the platform. Go up the stairway ahead of you and out through the revolving glass door. Go straight across the plaza to the double metal doors across the way. Click on them to enter. Go down the stairway. Once inside, turn left and go up the stairway. Look down at the control panel. Turn around and look at the four storage units behind you. Click on the second one from the right. That object looks like another fin for the crystal key. You can't take it, though, because there is a thick glass face on the storage unit. Get your radio out of your backpack. Press the only visible button on the radio until the dial begins moving. The dial will show red each time it reaches one of the five frequencies that once were active Arkonian radio stations. Let the radio remain on the station you find just parallel to the radio dial (which has the most irritating sound) until the vibrations it causes become intense enough to break the glass in the key storage unit. The key fin will assemble itself with the crystal key and reposition in your backpack. You now have all the fins for the crystal key and four options for travel; the gatehouse, the desert, the jungle and the sun."(The sun is where the Arkonians disposed of their garbage collected from the colonies.) Place the crystal key in the lock on the control panel behind you. You will see the image for the gatehouse, desert, jungle and sun. Use the white button on the right side to select the green leaf to return to the Jungle World. Click on the green leaf image. You will immediately be transported down to the monorail tracks. The portal will appear in the tunnel straight ahead of you. Click on the portal to arrive back in the jungle. PART 8: THE JUNGLE WORLD Now to find the enemy ship from where you are standing when you arrive back in The Jungle World. Turn left. Go forward. Turn slightly right. Go forward. Turn slightly left. Go forward toward the bright green spot. Turn right. Go forward between two big rocks. Go forward to the extreme right. Go left of the big rock, slightly off to your left. Go extreme right. Click on the dim circle you see behind the rock ahead of you. Turn right. Go forward to the hull of the enemy ship. Click on the little circle left screen. Solve the puzzle. This is a light coded combination lock. There is no sound to this puzzle. But, you must match the light pattern with the one you first saw when you entered Ozgar's mother ship. Don't remember? Just light the two larger blue outer half-rings and step back. When you are transported inside, turn and go left. Click on the light lock to the left of the spiral door. When you have a close up, choose the small yellow half-ring on the left side, and the large blue half-ring on the right. (This combination is the same as the enemy ship in the hangar.) Step back and the spiral door will be opened. Go forward. You are in the communications office of the enemy ship. Put your CD in the communications console in front of you. The CD you found in the governor's office is secret decoder disc and it will translate the alien symbols for you. Carefully, draw these symbols on your notes! Click the lower button to hear the alien translation of the symbols, "Abandon Ship! Immediately turn and use the portable portal from your backpack. Use the button at the left to display the correct image (gold volcano) to go back to the desert. PART 9: THE DESERT WORLD When you arrive in the desert, go forward to the potholes area and go across the bridge to the crater. Go left. Go forward to the sandy area. Turn immediately left before the big brown mound and go forward. Look down. Go down the stairway. Look down. Click on the imager (not the extreme close up). Use your screwdriver to unscrew the imager from its base. Use the screwdriver on the right side. The imager will dismount and position itself in your backpack. Get out your portable portal, set it up and key in the coordinates for Ozgar's mother ship 327 845 483. PART 10: THE MOTHER SHIP From the elevator, find the ladder and go right again at the yellow lit grill. You will find yourself outside the door to Ozgar's private domain. Don't go clear up to the door. Instead, turn right and look at the communication units (yellow lights) in the alcove off to your right. See the rod the communications unit is mounted on? Follow it down to the floor to see a plug in at the base. Plug your imager into the socket. The imager will position itself in the passageway. (NOTE: If you haven't gone back up the corridor, the ramp, and to Ozgar's control room door, to peek in an see him abusing his guard...you will not be able to plug in the imager.) Place your portable portal directly behind the imager in the passageway. Click on the imager for a close up. Press the down button to take a picture of the empty passageway. Press the up button to project the image of the empty passageway toward Ozgar's door. You must see the image displayed to be certain it is working properly. Click on the portable portal and select the "sun" image. Don't forget to press the sun image on the screen! Quickly, turn around and go forward to the communications unit and key in the four symbols from the enemy ship in the jungle; the code for "Abandon Ship!" They are the first four symbols, left to right, on the bottom row. You will hear the alarms go off to alert the crew to abandon the mother ship; Ozgar leaves his domain to find out what is going on. He quickly meets his well-deserved doom, as he rushes into the portal and is whisked off to the blazing Arkonian garbage dump! Ozgar the invincible telepathic is now nothing but a charred cinder.........hurray! PART 11: THE END END GAME! Congratulations! You are a hero for freeing your people! Contacts Suggested Websites: Technical Support for the Crystal Key Online Support http://www.dreamcatchergames.com E-mail Support email@example.com Phone Support 416-638-1170 Hours 9am-9pm EST Monday through Friday Have the following ready; information about your computers configuration (i.e. RAM, MHz, video and sound cards), a detailed description of the problem (i.e. error message, when it happens in the game.), Immediate access to your computer, and Pen and Paper to take any notes. Other Websites: www.cheatcodes.com, www.microsoft.com, www.dreamcatchergames.com Checkout my other FAQ/Guide's Lord of the Rings: The Fellowship of the Ring - XBOX The Simpson's: Road Rage - XBOX Sim City 4 - PC Starship Titanic - PC