CONNECTIONS-WALKTHROUGH

Your goal is to collect items representing innovations throughout history and put them into a chain of connections. When
you find an item and it’s placed in your chain, click it to see an interesting and educational video about that item and the
relation to other items in the chain. When the chain is finished, you automatically go to another area of game. About the
only drawback in the game, it has to be started from disc 1 each time.

You stand facing a castle. Check the control box just right of the drawbridge. Look under the carpet in front of the castle.
Turn around and enter the building with a single door. Examine the window inside. Turn and talk to Mr. Burke, who
appears several times throughout the game. When you’re alone, examine the picture of Africa on the wall. Nearby, click
the steel balls and notice the clicks. Turn the globe to Africa and you’ll discover a safe behind the wall picture.

Examine the card on the desk (faint imprint of some numbers.) Get the pencil. Click it’s image on your chain. Do this for
all new images on the chain. In the middle drawer, uncover the card and notice the five digit number. Could these be
related to the clicks of the steel balls? Anyhow, it’s the combination to the safe, which contains a couple of shillings.

In the right drawer, there should be some carbon paper. Rub it over the card with the imprint. Play the message on the
phone. Be sure to rewind it. Make sure you’ve examined everything on the desk and in the room. At the building with two
doors, enter the Apothecary on the left. Buy the yellow bottle on the shelf. Exit and enter the Electronics shop next door.

Examine the oscilloscope, TV, etc. Play the video tape on the TV (it’s critical.) You learn about a drawbridge opener and
a certain voltage. Go back to the office. Remember the phone number you found on the card? It’s to the Electronics
shop. Make the call and immediately play the answering machine when the shop owner answers.

Go to the shop and get the oscilloscope. It’s useless until you restore the phosphor coating to its screen. Maybe a trade
at the Apothecary will help. Once the oscilloscope has been repaired, go to the drawbridge and open the control box.
Place the scope inside and set the proper voltage that you learned about in the video tape. Enter the Castle.

NOTE: R means turn right, L means turn left, F means go forward once, F2 means forward twice, and so on.

CASTLE

Go straight ahead past the fountain. Talk to the guard. R, F, R, F, L. Go down steps to the pump station. Get the shovel.
Examine the pump. Face away from it to see the flooded stairway leading down. Go back upstairs and exit to the
fountain. Go straight ahead to the other red door. There’s a sword in the stone. This is your ticket past the guard. Turn
right to a small doorway. Get a condenser from the crate. Return to the Apothecary.

APOTHECARY

The woman should be gone. Get a match and a bucket. Return to the castle pump room.

PUMP ROOM

Use the condenser on the side of the pump. Get a bucket of water, from the flooded stairwell, and use it on the
condenser. Use your shovel on the coal. Open the furnace and use the shovel on it. Light the furnace and use the shovel
on it again. Go down the drained stairwell. Lower the two sword switches, on the control bank, all the way.

Return to the sword room and get the sword. Show it to the guard. Try to get the jewel from the crown. Try again. Go
back down to the control room and look at the computer screen on the right of the control bank. Get the idea? At the
three wall switches, set them left to right false, false, true. Go get the jewel from the crown and examine it and anything
new on your chain.

Try to leave the throne room. Listen to Mr. Burke. You end up in a desert. Ride the balloon. Examine the chain image.
Turn to face the town.

MINING TOWN

F2, L, F, L to the side entrance of the Orpheum. Go through the hallways, knock on the magician’s door and approach
him. Go to the side entrance of the stage and watch the act. Go to the door with a star and knock on it. Leave the
theater and go to the Dry Goods store. Click on the jar of aspirin on the bottom shelf. Check out the self service
telegraph room. The morse code chart is critical. Try the key a few times if you want to. Go to the saloon.

SALOON

Talk to the miner. Turn left toward the piano and listen to Mr. Burke. Play a little yourself. Take the role from the piano
slot. Check the image on your chain. Talk to the gambler. Eventually, the phone rings. Answer it and get a dollar. Talk to
the gambler again and show him your dollar. Carefully notice the order that he lays the cards down. Change them to that
order but from left to right, QKQQKKK. You get the gambler’s keys and a carburetor.

Remember, always check new items on your chain. Put the carburetor on the car’s engine. Get a crank and half map
from the trunk. Carefully listen to the music in the next part. It will possibly save you several trips later. Use the crank on
the front of the car. Note the tune on the radio and the BIG clue, DYNAMITE. Give the half map to the miner and get a
whole map.

Click the map in inventory for the directions. Check the piano rolls and keep the one that plays the tune from the car
radio. Go to the Dry Goods store.

TELEGRAPH ROOM

Look at the code chart and write down the codes for dynamite. -.., -.--, -., .-, --, .., -, . and tap them on the key. Keep the
dashes long and the dots short. This is relatively easy with a telegraph key, but with your mouse it’s quite different. For
instance, the letter N -. give a long blast, then immediately give a short blast without hesitation. If you pause between the
- and the . it will be interpreted as two different letters. After you correctly tap out the word dynamite, you win that very
item, which is needed to clear the mine entrance. Return to the Orpheum.

THEATER

Go under the stage to the hydraulics room. Click the plaque on the wall, up for off, down for on. Adjust all valve arrows up
to shut them off. Adjust the upper right valve down for on. Adjust the lower left valve, by the meter, down for on. Working
your way back to the upper right valve, there are three additional valves to turn on (down) so that steam can go from the
upper right valve to the meter and raise it to 100.

If you have too much trouble, consult the built in hint feature for a drawing of the valves. When the meter registers, go
around the halls to backstage and the hydraulic lift. Ride it up, turn around and go forward to the attic room on the left.
Put your piano roll in the loom and turn it on. If it’s the correct one, you will get a rug with some red symbols on it. This is
a code to a puzzle in the mine. Once you get the rug with symbols, go to the mine entrance.

MINE

Use the dynamite to clear the entrance and try to find your way through the mine with the miner’s map or do the
following: F4, L, F2, R. F2, L, F2, L. F2, R, F2, R, F2, R. Click the light patch, on the wall, for a sliding tile puzzle. Click
your pattern rug on the puzzle. Solve it and turn around. Go forward and get the gold nuggets. In hints, use the magic
square to get out or do the following: turn around, go back to the light colored patch and turn right. Then, F2, L, F2, L.
F2, R, F2, R. F2, L, F2, R, F4.

At the Dry Goods, buy some aspirin and go to the woman’s dressing room at the Emporium. Give her the aspirin. Click
the item on the dresser. Examine all new items on your chain. Back away from the dresser. Eventually watch some
gents playing lawn bowling. Score the game by giving a point to the colored ball closest to the white peg. Or points to
balls of same color if more than one is closest to the white peg. You get a ball for correctly scoring. Go to the Bank.

BANK

The teller won’t talk. Hmm! Go to the Diner and talk to the bowlers on the right next to the last booth. At the register, try
to take the paper from the jar. Click on the ketchup bottle next to the register. Take the paper from the jar and click on it
in inventory. Go give the note to the bank teller. You have to find out the mother’s maiden name. Go to the grave yard.

GRAVEYARD

Find Casey’s father, Bob Moran’s grave. Casey’s brother Tom’s grave confirms that Watson is the maiden name. Return
to the bank and get a crank from a safety deposit box. Now go to the ship.

SHIP’S HOLD

Take the sextant. Use the crank on the small silver plate on the cannon. Set the cannon level and use your bowling ball
on the cannon. Press the button. Go around to the side of the bank, enter the hole in the vault and look around. Do your
own fingerprint.

JAIL

Move the stool and click the corner of the floor. You discover a rare bone and get a reward of a three dollar bill! Now you
can afford that 2.99 special.

DINER

Give the three dollars to the waiter and get the penny change. Take the restroom key from the side of the register. In the
restroom, click the mirror and take the piece of fallen mirror. Go to the ship.

SHIP’S HOLD

Click your sextant on the night sky. Click the mirror piece on the sextant (large brass circle-it’s actually the eyepiece) to
get a star fix. Adjust the light dot with the up and down arrows so that it’s on the horizon (water line.) Back from closeup
of eyepiece and note the degree heading of 50. Set the red handled telegraph lever to same heading. Face back toward
the helm and listen to Burke. (Disc change)

COURTYARD

Now you’re in a medieval courtyard. Turn right twice and go up the stairs on the right side of the building to Galileo’s
office. Turn left in the room to see the telescope. Click the arrow cursor above the eyepiece for a side view of the
telescope. It needs a lens in the center slot. Click on the lunch box. Click on the boat in the bottle. Click the curtain to
reveal a broken shrink machine. It needs a timing device. It also needs insulation on the area above the red bars.

Exit Galileo’s and go to the door on the left, the Tapestry Shop. Help the shop keeper turn red patterns into orange.
Watch the tapestry video on your chain for an idea. Create alternating red and yellow squares. When successful, you get
her watch. Enter the church and go to the organ straight ahead and on the right. The devil plays four main notes. You
discover the organ doesn’t work. R, F, L, F, L. There’s a water wheel that powers the organ. It’s broken.

Cross to the left side hallway and enter the belfry. Fix the gears for the hunchback and he will give you a wrench for the
water wheel. Open the metal on the right and arrange the gears from right to left in the following order: medium, small,
medium, large. Medium, small, large, medium, large. Take the wrench and repair the water wheel.

Remember the four notes? The middle black key (Ab), the next white key left (G), second white key left of there (E),
white key right of there (F.) After the pulpit raises, get the lens from the bible and return to Galileo’s. Put the lens in the
telescope and get a sandwich. At the shrink machine, replace the timing device and use the shrink wrap. Pull the upper
left lever to shrink yourself and enter the ship in the bottle. Knock on the door. Turn right and get the map. Give it to the
captain. Enter the hold in front of the captain. At the lacquer tables, the left lever slides the tables left, and the right lever
rotates the tables around the center of the room. Maneuver the tables for a clear path to the door. If you’re growing old,
the magic button in hints will do it. Review any new items on your chain. Then, exit the door.

EGYPTIAN DESERT

Approach the woman and do a match puzzle. TIP: first remove the top center one. After the puzzle, click the cup. Go left
to the Sphinx. The guard requires a password. Return to the tent.

TENT

Click the phone, then click the cradle to the right of the fax machine. Now you have to restore power. Get a hose from a
drawer. Go outside and take the gas caps from the generator and the truck. Click the hose on either gas nozzle. Pull the
generator start cord. Back in the tent, get the code tape from the fax. Review the code video on your chain.

The difficult solution is to use the book, on the chest of drawers, to decode the tape. The easy way is to wrap the tape
around the tent pole. Either way, go to the Sphinx and enter the code word on the wall.

SPHINX KITCHEN

MEASURING FLOUR

Dump a full small cup into the large cup. With another full small cup, fill the large cup. Dump the full large cup back into
the cannister. Put the large empty cup back on the counter. Dump the partial small cup into the large cup. Dump a full
small cup into the large cup.

SETTING OVEN TEMPERATURE

Go to the fish bowl and try to get the thermometer. Maybe the fridge has something you can feed the fish. After getting
the thermometer, place it in the oven and close the door. Turn on the right knob and change the left knob a little.
Recheck the thermometer. Keep changing the left knob until the temperature is at 350. Go through the door by the fridge.

CODED DOOR HIEROGLYPHS

Numbers already displayed are 1-5 from left to right. You need 6 and 7. One step back from closeup, 6 is in the third
column from left. It looks like two eyes with eyebrows. 7 is in the eleventh column and near the bottom. It looks like a
wishbone. Enter the new door and turn left. Watch a short video of the Pharaoh taking a bath. Click the curtain. You need
the toy warship.

You have to drain the tub. Click the hand on the water near the left side of the faucet. Click the ship on the curtain.

THRONE ROOM ANTECHAMBER

Maneuver around till you can enter the red trapdoor. Look at the instructions on the wall. By heating a tank of water, it
flows into another making it heavier. That one will pull cords fastened to columns that open the big doors. Back upstairs,
smash the small chair on the right near the trapdoor. Place the broken pieces on the small blue altar near the large
doors.

Move the large mirror to direct the light towards the altar. Now you have to concentrate the light onto the wood.
Thoroughly check the room for a magnifying glass. Once you’ve ignited the wood, the large doors will open. Enter and
talk to the Pharaoh. The rest is automatic.

AUTHOR: GKI

GameBoomers Walkthroughs and Solutions