The Crystal Key - Guide for The Crystal Key

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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.  FAQ’s about technical game play
II. FAQ’s 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

FAQ’s 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 didn’t 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.

FAQ’s 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 ship’s 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 ship’s 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 ship’s 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 ship’s 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.  It’s 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 – techsupport@dreamcatchergames.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

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