Contraption Zack Walkthrough, Hints and Tips for PC Games.

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 Contraption Zack

Contraption Zack
     _____ _____ _   _ _____ ____        ____  _____ _ _____ _   _ _____
    |  ___|  _  | \ | |_   _|  _ \  /\  |  _ \|_   _| |  _  | \ | |  ___|
    | |   | | | |  \| | | | | |_| |/  \ | |_| | | | | | | | |  \| | |___
    | |   | | | |     | | | |    // /\ \|  __/  | | | | | | |     |___  |
    | |___| |_| | |\  | | | | |\ \ /__\ \ |     | | | | |_| | |\  |___| |
    |_____|_____|_| \_| |_| |_| \_\    \_\|     |_| |_|_____|_| \_|_____|

                        Contraptions / Contraption Zack


                      by Christian Schmidt (


     One Man Against a Maze of Machines!                                    

     Join Zack on his first day as repairman at Gadgetco,  Inc. where things
     are just  a little out  of hand. There  are major  system  malfunctions
     everywhere.  The employee  manual reads  like the  ramblings  of a  mad
     scientist. Fellow workers have "borrowed" Zack's tools and "lost" them.
     The boss is screaming!

     Zack's up  against incredibly  intricate, interrelated,  and fiendishly
     finicky  gizmos - six levels  and over  sixty rooms  of them!  How's he
     gonna handle  the ancillary  functions of the feeder system? He's never
     even heard of the  crystalline boron compound mix,  let alone the fric-
     tion inhibitors or phalanx resistors. The retro theething and auxiliary
     spikes are deviously delicate. And of course, anything can happen if he
     forgets to depress a primary diode implode button before activating the
     electronic gate circuits.

     Even though he's quick, and nobody's fool (for long anyway), Zack needs
     all the  help he can get.  Whoa!  A fusion reduction  button just went!
     Things are hoppin' at Gadgetco!

     Welcome to  Contraptions, the  fully animated,  3-D puzzle-action game.
     It's a wild rush to find the tools of your trade, fix all the discombo-
     bulated  contraptions in  the elaborate,  six-level maze,  and show 'em
     what you're  made of!  If you can  make it through  the first  day, get
     ready for even more outrageous tinkering tomorrow!

  Thus speaks the backside of the box.  Contraptions (or Contraption Zack, as it
  is called in the US)  is an isometric puzzle game,  developed by  The Software
  Toolworks and published by Mindscape in 1992. It's reminiscent of D/Generation
  (also a Software Toolworks game),  but different in gameplay, with an emphasis
  on combinatory thinking rather than reflexes.


                                  GAME MECHANICS



  Zack's toolbox  contains nine tools -  or at least it did before  Zack's work-
  mates took  them away.  One of your objectives  is thus to retrieve  the tools
  that are  scattered over each  level and employ  them to repair  machinery and
  activate mechanisms.

  Some tools can only be used in combination with each other; to repair a broken
  power line,  for example,  you need replacement  WIRE as well as some  TAPE to
  fasten it.

  Some repairs that you have made can be undone.  For example, you may cut a re-
  paired power line with the WIRE CUTTER,  or remove a replacement pipe with the

  You start each level with an empty toolbox, no matter how many tools you found
  in the previous level.  In most levels, there are more tools than you actually
  need to solve  the puzzles,  so don't worry if  you didn't put a  tool to use.
  Also, you do not need  to have all tools to finish a level.  There is no bonus
  if you do.

  Electric Power


     If one of  the brightly colored  power lines in a  level is broken,  fix it
     with a piece of wire. You need TAPE to fasten the wire. Power lines usually
     supply doors and conveyor belts,  but also some buttons and switches. There
     is an endless supply of wire on the spool.


     Required for fixing power lines. Your supply of tape is endless.


     Power lines may be disconnected at certain gray nodes with the wire cutter.
     Useful, too, if you need to undo your previous repair work.

  Hydro Power


     Indispensable for inserting and removing replacement  PIPES in broken pipe-


     The replacement pipe  fixes leaky pipelines. You must have a PIPE WRENCH to
     insert it. Pipework usually regulates  the water level in canals and powers
     hydraulic doors and machinery.  Sometimes you need to find and open a valve
     to regulate the water flow.  Note that you can remove pipe  pieces again to
     use them at another location. Zack can only carry one pipe at a time.



     Now for the, ah, less useful tools in the game.  Loose, red hexnuts on gray
     wall panels  need to be  fastened with  the hexnut wrench.  Since there are
     only two hexnuts in the game, the wrench will likely rust from disuse.


     Used to fasten loose screws on big, gray wall panels. In fact, there's only
     one such screw in the entire game, so the screwdriver competes with the oil
     can for the title of most useless tool.

     OIL CAN
     If you discover a wall socket with the inscription "OIL",  sprinkle some of
     the black fluid in it.  There's only one  oil socket in the game,  and it's
     not part of a puzzle. Yawn.


     A.k.a. The Mystery Tool.  Though there's  a slot for it in  Zack's toolbox,
     and though  we can see  Zack's colleagues  running around  with a hammer in
     hand,  it does not appear  in the game.  Luckily, you don't need it either.
     Phew. Let's simply  suppose that Zack's co-workers  took the hammer and hid
     it in a very secret place. The infantile bunch.


  Most of Contraptions' puzzles consist of only a few standard elements, such as
  buttons and spike barriers.  The challenge lies in figuring out  how these ob-
  jects are linked, and in what order to activate them.


       The most common form of trigger in Contraptions. Zack must step on a
       floor button to press it.  This will activate a mechanism  somewhere
       in the level; usually, buttons raise or lower spike barriers.

       Most floor buttons  are color-coded,  meaning that their color links
       them to the item they manipulate.  For example, a green button would
       control a green row of spikes.

       If a button does not move,  it needs to be activated first; usually,
       this means restoring the electric power.  Check if a power line runs
       from the button, and follow it to find the problem.

       SQUARE floor  buttons can  be activated  only once.  Their effect is
       usually irreversible, so think carefully before you step on.

       ROUND floor  buttons are timed.  Once activated,  their effect lasts
       for a set  amount of time,  after which they return  to their normal
       state. For example, stepping on a round button might open a door for
       five seconds. Round buttons can be used multiple times.


       Wall switches serve pretty much the same functions as floor buttons,
       with  the exception  that you  can turn  most of them on  and off at
       leisure.  Thus switches often  appear in puzzles  where you  have to
       figure out a combination.

       Some  wall switches  are timed  (cf. round  floor buttons)  and stay
       activated for a specific amount of time. 


       The generic  obstacle in  Contraptions.  Spikes block  your way. And
       that's all they do.  To lower a row of spikes,  look for a button or
       switch of matching color.


       Launch plates are square,  gray floor tiles that fling Zack over ob-
       stacles such  as walls,  canals or spikes.  While most launch plates
       are reusable, others stay sprung after one use. Unfortunately, there
       is no way of distinguishing them other than trial.


       Zack cannot open doors by hand,  and there are no automatic gates in
       Contraptions.  Every  door  is remotely  controlled,  most  commonly
       by a button or a switch. 

       When doors are  linked to a timed button,  they will close after set
       amount  of  time,  blocking the  way back.  Some  doors  are set  in
       patterns and  open consecutively,  so timing is essential in passing


       Conveyor belts are  essentially one-way streets:  Zack can only pass
       them in the direction they move,  and cannot go back unless he shuts
       the belt off or reverses its direction. When stepping on a conveyor,
       make sure  that you  know a way back,  or that you can  safely leave
       that part of the level behind.

       The direction  of a conveyor belt  is usually  controlled by  a wall


       Water is an impassable obstacles.  With two exceptions:  1) Zack may
       cross a  canal using a  launch plate.  2) If there's a float  on the
       water,  Zack may cross if the  float is level with the floor.  If it
       isn't, Zack needs to raise the water level by opening a valve or re-
       pairing a broken pipe.


       Power lines running along the walls of a level are indicators of how
       objects  are linked.  If you see a wire coming from a  floor button,
       for example,  following it usually  leads you to the object that the
       button manipulates. Keep an eye on lines and their color.

       If a line has  no traceable origin,  but a broken section, it likely
       serves as a  sophisticated switch:  Once you repair the broken wire,
       power is  restored to the  object that it  is connected  with, which
       will then activate (e.g. a door would open).


       If a tile or doorway  is marked by a set of bright green columns, it
       is a savepoint.  Once you pass over it,  the game will drop you here
       whenever you choose the "Restart Area" command from the menu.

       There is  one savepoint  per level,  with the exception of  level 2,
       where there is none.

       If you have a choice,  activate savepoints only if you are sure that
       you have done everything right in the first part of the level. If it
       turns out  that you messed  something up,  restarting from the save-
       point won't help you. You must then replay the whole level.





  For maximum convenience,  the information in this  walkthrough is organized in
  three sections for each of the six levels:

  SECTION 1: Map, level description and hints. 

             This part gives you  general information on the  level's layout and
             your main goals. That alone may help you figure out what some rooms
             are for and  how mechanisms  interrelate. In addition,  I have com-
             piled a  list of basic,  slightly cryptic hints that  provide clues
             for the hardest puzzles without giving away the solution.

  SECTION 2: Problem description.

             The walkthrough is  sorted by rooms; if you're  stuck in a specific
             location,  find the room number on the level map,  then jump to the
             respective section in this document. The first paragraph is a prob-
             lem description.  It explains what your goal is and  how the puzzle
             works. This knowledge may help you solve the puzzle on your own, so
             give it a try before you read on.

  SECTION 3: Step-by-step solution.

             If you're at your wit's end, this section takes you by the hand and
             leads  you through  any room.  Just follow  the instructions.  Once
             you've passed the place in which you were stuck,  don't read ahead,
             or you'll spoil your fun.


                              LEVEL 1: THE FEEDER


/ FACTS                                                                       L1

  Rooms:     10
  Tools:     Screwdriver, Pipe,
             Wire, Hexnut Wrench,
             Pipe Wrench, Tape
  Savepoint: ROOM 6

/ MAP                                                                         L1

            /  \           
           /    \         
      /\  /   5  \          
     /  \ \      /        
    /    \ \    /\/\       
   /  10  \ \  / /  \      
   \      /  \/\/ 4 /      
    \    /\/\  /   / /\     
     \  / /  \ \  / /  \    
      \/ /    \ \/\/    \   
        /   9  \  /   3  \  
        \      /  \      / 
      /\/\    / /\/\    / /\
     /  \ \  / /  \ \  /\/  \  
    /    \/\/ /    \ \/ /    \
   /   8  \  /   6  \  /   2  \
   \      /  \      /  \      /
    \    /\/\/\    /    \    / /\
     \  / /  \ \  /      \  /\/  \
      \/\/    \/\/        \/ /    \
        /   7  \            /   1  \
        \      /            \      /
         \    /              \    /
          \  /                \  /
           \/                  \/

/ DESCRIPTION                                                                 L1

  Welcome to plant #4! The first Level is only for training really, but you need
  to be careful  or you'll be  stuck in the  odd dead-end. The layout is  pretty
  straightforward;  finding your way through this floor is  mainly a question of
  stepping on the correct buttons in the right order.

/ HINTS                                                                       L1

  Hint: The only tool that you need is the screwdriver.

  Hint: Never press a button unless you know what it does.

  Hint: The direction of the conveyor belt is important.

/ ROOM 2                                                                      L1


    Lower the spike barriers in order to reach the exit.


    Turn right.  Step on the purple  button, then on  the orange and  the yellow
    one. In the top right part of the room, activate the blue button. Exit left.

/ ROOM 3                                                                      L1


    Get the screwdriver.  For this, you need to learn the door  opening sequence
    and step on the timed buttons in the right order. 


    Speed is crucial when entering the four small rooms  with the buttons. Stand
    in front of a door and start forward as soon as it opens;  when you've step-
    ped on one or both buttons,  turn back and rush out  before the door closes.
    If you're  caught, it is best  to wait until  the spike  barriers reset  and
    start over.

    Activate the green and purple buttons in the lower right room, then the yel-
    low one on  the opposite side.  Get the screwdriver.  Back in the  corridor,
    wait until the barriers reset.  Then step on the buttons in the top left and
    bottom left  rooms. Take either  the lower left exit to ROOM 6 for the save-
    point, or go left to ROOM 4 for an optional part of the level.

/ ROOM 4 AND 5                                                                L1


    Get all tools.  You need to use the  launch plates to reach  the far part of
    the room.  The gray button  triggers the  launch plates sequence  twice in a
    row.  The green button activates the  yellow one, which will lower the spike
    barrier that  blocks the exit.  Note: This  puzzle is  optional;  you do not
    need these tools to complete the level!


    Step on the gray button.  Wait until the first launch pad springs, then walk
    over to the wires  and grab them.  Turn round immediately  and walk over the
    yellow button, to the launch plate next to the spikes. You will be transpor-
    ted to the right  side of the room.  Pick up all the  tools and exit  to the

    In ROOM 4, have Zack repair the broken  wire on the wall by standing next to
    it. This  will raise  two platforms and  allow you to  exit right to ROOM 3,
    from there left to ROOM 6.

/ ROOM 6 - Savepoint                                                          L1


    The next three rooms form a simple but rather annoying back-and-forth puzzle
    sequence.  Each floor button  controls a spike barrier  of the same color in
    one of the other rooms.


    [ROOM 6] Don't press the orange button! It raises spikes that close a short-
             cut in ROOM 8.  Use the right launch plate to  jump over the canal.
             Take the bottom right exit.
    [ROOM 7] Step on the blue button. Exit the way you came in.
    [ROOM 6] Step on the round gray  button and walk over the  lowered spikes to
             the left exit.
    [ROOM 7] Step on the purple button. Exit the way you came in.
    [ROOM 6] When you enter the room, the gray spikes will reappear. You have to
             take the launch plates over the canal to return to the right exit.
    [ROOM 7] Step on the yellow button.  If you did not press the  orange button
             in ROOM 6,  you may continue  left. Otherwise,  trace your way back
             through ROOM 6 to the top left exit.
    [ROOM 8] Step on the purple button.  Then pull the wall switch to deactivate
             the electric gate. Go through it to the top left exit.

/ ROOM 9                                                                      L1


    Get to the other  side of the canal  and across the  conveyor belt. The blue
    button controls the spikes on the other side of the room. The screw panel is
    the conveyor's  power supply;  the wall switch  determines the belt's direc-


    Step on  the blue button  to lower the  spikes in the  right section  of the
    room. Enter  this section via  ROOM 8. Turn the  screw with the screwdriver;
    this will activate the conveyor belt on the far side of the canal.  Push the
    wall switch up to change the direction of the belt.  Return to the left side
    of this room and stand on the launch pad that will throw you over the canal.
    Leave through the exit behind the conveyor belt.

/ ROOM 10 - Machine                                                           L1

    Here is  the Feeder. Activate  it by pushing all three  switches up. You can
    then trigger the blue button and leave for level 2.


                           LEVEL 2: WATER RESERVOIR


/ FACTS                                                                       L2

  Rooms:     12
  Tools:     Screwdriver, Pipe Wrench,
             Pipe, Hexnut Wrench, Wire,
             Tape, Oil Can, Wire Cutter
  Savepoint: NONE

/ MAP                                                                         L2

     /  \                          /\
    /    \                        /  \
   /  12  \                      /    \
   \      /                     /   3  \
    \    /\/\                   \      /
     \  / /  \                /\/\    / /\
      \/\/    \              /  \ \  /\/  \
        /  11  \            /    \/\/ /    \
        \      /           /   2  \  /   4  \
      /\/\    / /\         \      /  \      /
     /  \ \  /\/  \      /\/\    / /\ \    /
    /    \/\/ /    \    /  \ \  /\/  \ \  / 
   /  10  \  /   7  \  / 6 / /\/ /    \/\/
   \      /  \      /  \  / /   /   5  \
    \    / /\ \    /\/\/\/ /    \      /
     \  / /  \ \  / /  \  /      \    /
      \/\/    \/\/ /    \/        \  /
        /   8  \  /   1  \         \/
        \      /  \      /
         \    / /\ \    /
          \  / /  \/\  /
           \/\/    \ \/
             /   9  \
             \      /
              \    /
               \  /

/ DESCRIPTION                                                                 L2
  This fairly  complex level is  divided into three sections:  the central four-
  room round and two puzzle areas in the east and west. In the east, you have to
  collect Zack's tools;  in the west, clear the way to the  level's machine. The
  central compound connects the two parts.

/ HINTS                                                                       L2

  Hint: Go east.

  Hint: You can climb up and down ledges.

  Hint: First, two switches. Second, one button. Third, zero buttons.

  Hint: Some spike barriers must be raised before they can be lowered.

  Hint: You'll need a way back.

/ ROOM 1                                                                      L2


    Get the wire cutter.  To lower the spikes that protect it, you need to reach
    the yellow button at the other side of the canal,  then get to the gray but-


    Take the top left  exit to ROOM 7,  go left to ROOM 8,  then down to ROOM 9.
    Use the  launch plates to  cross the water  and the barrier.  The next  exit
    takes you back to ROOM 1. Step on the yellow button,  then jump over the ca-
    nal with the help of  the launch pad.  Now, climb the platform that leads to
    the right exit,  but don't leave the room.  Instead, climb down the ledge at
    the right side to reach the gray button. Step on it. Climb back up and fetch
    the pliers. Then leave right to ROOM 2.

/ ROOM 2                                                                      L2


    Get the hexnut wrench.  A spike gate in  front of the wrench  closes as soon
    you step on any  of the blue buttons on the upper  walkway or move on of the
    wall switches.  The lower blue button opens the gate again, but reverses all
    of the upper  buttons. You need  to clear a way  to the  wrench so  that you
    won't step on any button.


    Push the second and third wall switch up.  The switches' positions should be
    (from left to right):  Down, Up, Up, Down. Then press the blue floor button.
    This will open  the spike gate and clear a  way to the wrench. To get to the
    upper walkway, take the top exit to ROOM 3, climb the stairs and head south.

/ ROOM 5                                                                      L2


    Get the tools. Two yellow spike barriers block  the crucial gray button. The
    two yellow buttons  on the lower floor control  the left and right  barrier,
    respectively. The yellow button on the upper floor triggers both barriers at


    To reach the lower floor,  go left to ROOM 2, up to ROOM 3, right to ROOM 4,
    take the lift down  and exit to ROOM 5.  Grab the pipe wrench and the screw-
    driver,  then step on the  right yellow button.  Now both barriers should be

    Trace your steps back to the upper floor and jump on the yellow button; this
    lowers the spikes. Pressing the gray button opens the niche with the remain-
    ing tools (pipe, oil can, tape, wires).  Return to ROOM 1 and take the upper
    exit, then go left to ROOM 8.

/ ROOM 8                                                                      L2


    You need to deactivate  the conveyor belt, or else you will be unable to re-
    turn to this part of the level.


    Cut the wire on the wall next to the conveyor (you need the wire cutter, ob-
    viously :). This will stop the belt.  Step on the yellow button, then on the
    gray one to open the metal door. Go through to the exit. Leave the next room
    to the right.

/ ROOM 11                                                                     L2


    You can't leave this room the way you came in.


    First of all, step on the white floor button to reverse the direction of the
    conveyor belt  at the far  side of this  room. Then  climb the  ledge to the
    floor with the two exits. Take the left one back into ROOM 10.

    Step on  the round yellow  button. Now,  climb down at  the left side of the
    platform and  hurry through the maze  of blue spikes.  Take the launch plate
    across the water. Exit down, then go right to ROOM 7.

/ ROOM 7                                                                      L2

    Tighten the hexnut  with the hexnut wrench to  activate the launch plate. It
    takes you across the canal. Once you land on the yellow switch, quickly pro-
    ceed to the purple one, then head through the spikes for the exit.

/ ROOM 11 (revisited)                                                         L2

    If you switched the direction  of the conveyor belt earlier (see above), you
    can ride it to the northern section of this room. Exit north.

/ ROOM 12 - Machine                                                           L2

    You've reached this  level's machine, the water reservoir. Walk around it to
    the wall socket in the left edge of the  room and use the oil can. Then turn
    the valve  to raise the water  level. Proceed to the next  level through the
    top right exit.


                             LEVEL 3: THE CONVEYOR


/ FACTS                                                                       L3

  Rooms:     10
  Tools:     Screwdriver, Wire,
             Hexnut Wrench, Tape, 
             Oil Can, Wire Cutter
  Savepoint: ROOM 3

/ MAP                                                                         L3

               /  \
              /    \
             /   6  \
             \      /
           /\/\    / /\  
          /  \ \  / /  \ 
         /    \/\/ /    \
        /   5  \  /   4  \
        \      /  \      /
      /\ \    /\/\ \    / /\
     /  \ \  / /  \ \  / /  \
    /    \/\/ /    \/\/ /    \
   /  7   \  /   3  \  /  10  \
   \      /  \      /  \      /
    \    / /\/\    / /\ \    /
     \  / /  \ \  /\/  \ \  /
      \/\/    \/\/ /    \/\/
        /   8  \  /   2  \
        \      /  \      /
         \    /\/\ \    /
          \  / /  \ \  /
           \/ /    \/\/
             /   9  \
             \      /
           /\ \    /
          /  \ \  /
         /    \ \/
        /   1  \
        \      /
         \    /
          \  /

/ DESCRIPTION                                                                 L3

  It's one puzzle at a time in level three. But they're the kind that punish you
  badly if you act  without thinking.  There's a lot of  running to and  fro re-
  quired here, with dead-ends galore, and it pays to pause and analyze the situ-
  ation before you take any steps.

/ HINTS                                                                       L3

  Hint: There's bait in a trap. Greed will be your doom.

  Hint: Once is not enough.

  Hint: Can't get over the wall? It's a question of choice and persistence.

  Hint: Not all that is broken needs to be fixed. At least not at once.

  Hint: Rest when you path is open, act when it is blocked.

/ ROOM 1                                                                      L3

    Take the left route over the buttons to lower all spike barriers.

/ ROOM 3                                                                      L3


    Four sets of double doors block the way out. The blue floor button opens the
    inner doors consecutively, one at a time. This sequence loops until the gray
    button is pressed, which consecutively opens the outer doors once.


    Step on the  blue button, then wait  near the gray button until the farthest
    door opens. While it  is open, jump on  the gray button.  Each set of double
    doors should now open at the same time. Hurry through to the exit.

/ ROOM 3 - Savepoint                                                          L3

    There's not much you can do here right now, so continue northwest to ROOM 5.

    Once you have the wire and tape (see below), fixing the gray wire lowers the
    spikes that block the left exit, and calls the lift.

    The right exit to  ROOM 4 leads to a trap;  you can safely skip this part of
    the level.

/ ROOM 4                                                                      L3


    Three  tools await  behind a spike  barrier. As  soon as  you pull  the wall
    switch, the barrier lowers,  and a countdown starts -  signified by the gray
    buttons that  pop out of the floor  in increasingly shorter  intervals. When
    the time is up, the spike barrier raises again.


    This room is a  mousetrap with some  tools as the  cheese. You need  none of
    them to finish the level, so you can safely ignore this area. However, it is
    possible to grab two of the three tools, if only for sport. Pull the switch,
    then hurry to the  niche and stand on the lowered spikes.  Don't worry, they
    won't come up until you step off, even if the countdown is over. 

    From this position, you can get the oil can and hexnut wrench. Do NOT try to
    get the screwdriver,  or you will surely be trapped  and have to restart the
    area. Remember, the screwdriver is useless in this level. From your position
    on  the barrier,  turn back towards  the floor  buttons and  leave this way.
    That's it, though this feat is really good for nothing.

/ ROOM 5                                                                      L3


    The tape and  wire cutter are behind  two rows of orange spikes.  The orange
    button  on the upper floor can be  used twice; the first  time, it activates
    the lower right orange button, the second time, it activates both lower but-
    tons. Each of the two lower buttons controls one spike barrier.


    You can reach the  orange button on the upper floor  through ROOM 6 (see be-
    low). Step on it, then return to the  lower floor through ROOM 6 and jump on
    the right button.  This lowers the inner barrier. Repeat the procedure, this
    time pressing  the left button.  Once both barriers are down,  fetch the two
    tools. Then exit left to ROOM 7.

/ ROOM 6                                                                      L3


    Go to the far side of the room (and back).  Each of the gray  buttons lowers
    the spikes on  one side and  raises them on the other,  with a slight  delay
    that gives you  time enough to cross over a barrier  before it closes behind
    you. Launch plates throw you over the wall in the right section of the room,
    but back again immediately unless you keep moving.


    Step on the  gray button to lower  the spikes on  the far side of  the room,
    then quickly walk to the right launch plate.  Do not release the directional
    key ("9"),  but keep moving  while you are  tossed to the other  side of the
    wall, back, and over once again.  This time, you will land behind the second
    launch plate on solid  ground. Take the launch plate  across the water,  and
    exit left.

    For the way back,  the procedure is pretty  much the same:  Step on the grey
    button to lower the spikes on the other side of the room, then jump over the
    canal. This time, use the left set of launch plates to get over the wall.

/ ROOM 7                                                                      L3


    A blue and four yellow spikes barriers block the path. The first four yellow
    buttons (counted  counter-clockwise from your  starting position) each lower
    the spikes next to them. In addition, the fourth one activates the blue but-
    ton. The fifth yellow button is a trap; it raises the barrier behind you.


    This one's pretty easy.  Step on each yellow button at a time until the blue
    button becomes active, then press that one. Do NOT push the last yellow but-
    ton, or you  will have to  restart the area.  Take the bottom right  exit to
    ROOM 8.

/ ROOM 8                                                                      L3


    Lower both spike barriers on the upper floor in order to reach the righthand
    exit. The yellow  wall switch controls the yellow spikes only, the gray wall
    switch both the gray and yellow barrier. The same applies to the gray button
    on the  upper floor.  When the green wire  is broken,  the yellow  switch is
    accessible. When it is repaired, the way to the gray switch is free.


    Entering from ROOM 7,  grab the wire, but do NOT repair the green cable. In-
    stead, return to ROOM 3 (the one with the lift) and fix the broken gray wire
    there.  Then take the  lower left exit  to ROOM 8 and  pull the  yellow wall
    switch; this lowers the yellow barrier.  Don't be tempted to rush to the up-
    per exit yet; if you step on the gray floor button,  both barriers will come
    out, blocking your way. 

    Instead,  return to the  broken green wire  (via ROOMS 3, 5, 7)  and fix it.
    This will lower  the spikes that guarded the gray switch.  Go there and pull
    it. Now both  barriers on the  upper floor should be up.  The lift in ROOM 3
    will take you up there  (while you're in this room, activating the savepoint
    once again might be a good idea).  Step on the gray button to clear the way,
    then exit right on the walkway.

/ ROOM 9                                                                      L3

    Two automatic doors open and close in regular intervals.  The farther door's
    interval is shorter  (i.e. it will open and  close more often than the first
    door).  The purple round button lowers the spikes in front of the exit for a
    short period of time. You will have to make it through the doors in time be-
    fore the spikes reset.


    Wait next to the purple button until the first door  (the one closer to you)
    opens.  The second door  MUST be closed!  Then step on the  button and hurry
    through the first door;  the second one  should open in front  of you as you
    approach. Continue right to the exit.

/ ROOM 10 - Machine                                                           L3

    This level's  machine is  the Conveyor.  Activate it  with the  wall switch.
    That's it - you can take the exit north to your next assignment.


                              LEVEL 2: THE CUTTER


/ FACTS                                                                       L4

  Rooms:     11
  Tools:     Wire, Tape,
             Pipe Wrench, 
             Pipe (x 3)
  Savepoint: ROOM 5

/ MAP                                                                         L4

       ____________        /  \
    /\/            \      /    \
   /  \             \    /   7  \
  /    \             \   \      /
 /   8  \             \   \    /\/\
 \      /              \   \  /\/  \
  \    /\/\             \/\/\/\/    \
   \  /\/  \            /  \  /   6  \
    \/\/    \/\  /\    /    \ \      /
      /   9  \ \/  \  /      \/\    /
      \      / /    \ \   5   \ \  /
       \    / /   5  \_\      /  \/
        \  /  \      /  \    / /\  
         \/    \    / /\ \  / /  \
                \  / /  \/\/\/    \
                 \/ /    \  /  11  \
                   /   3  \ \      /
                   \      /  \    /
                 /\ \    / /\ \  / 
                /  \/\  /\/  \ \/
               /    \ \/ /    \ 
              /   2  \  /   4  \
              \      /  \      /
               \    / /\ \    /
                \  /\/  \/\  /
                 \/ /    \ \/
                   /   1  \
                   \      /
                    \    /
                     \  /

/ DESCRIPTION                                                                 L4
  The first four rooms of the level are linked in a long cause-and-effect chain.
  For those of you who  want to figure out by themselves  what to do in what or-
  der,  the first part of  this description explains  simply what the  different
  buttons and switches do. If you're lost, take a look at the step-by-step solu-
  tion that follows.

/ HINTS                                                                       L4

  Hint: One of the buttons  is a trap and should not be pressed.  Keep an eye on
        the colors.

  Hint: Do not use the launch plates in ROOM 4 until you absolutely need to. You
        will know the right time.

  Hint: Take a close look at the pattern of wires on the wall before you fix the
        broken cable in ROOM 3...

  Hint: You can use pipes more than once. Stand next to one to remove it.      

  Hint: One word: RIGHT.

/ ROOM 1                                                                      L4

    Contains the pipe wrench.

    Purple wall switch UP:   [ROOM 3] Purple spikes up
                             [ROOM 4] Lower purple spikes up
                                      Upper purple spikes down
    Purple wall switch DOWN: [ROOM 3] Purple spikes down
                             [ROOM 4] Lower purple spikes down
                                      Upper purple spikes up
    Green wall switch UP:    [ROOM 4] Left jump plate down, right up
    Green wall switch DOWN:  [ROOM 4] Left jump plate up, right down
    Left grey button:        [ROOM 2] Access to lower gray button
    Right grey button:       [ROOM 3] Opens door to pipe
                             [ROOM 4] Access to left gray button

/ ROOM 2                                                                      L4

    Contains the tape.

    Grey wall switch UP:     [ROOM 1] Spikes around left gray button
                             [ROOM 3] Lift deactivated
    Grey wall switch DOWN:   [ROOM 1] Access to left gray button
                             [ROOM 3] Lift activated
    Upper grey button:       [ROOM 4] Opens door to wire
    Lower grey button:       [ROOM 3] Access to left gray button
    Dark yellow button:      [ROOM 2] Raises spikes around lower gray button
    Valve:                   [ROOM 4] Activates round blue button

/ ROOM 3                                                                      L4

    Contains a pipe.

    Left gray button:        [ROOM 4] Access to right gray button
    Right gray button:       [ROOM 1] Opens door to pipe wrench
                             [ROOM 2] Access to top gray button
    Broken wire:             [ROOM 3] Restores power to lift
                             [ROOM 4] Activates round gray button
    Broken pipe:             [ROOM 2] Activates valve (with pipe in ROOM 4)

/ ROOM 4                                                                      L4

    Contains a pipe and the wire.

    Orange button:           [ROOM 2] Lowers orange spikes
    Left gray button:        [ROOM 2] Opens door to tape
                             [ROOM 3] Access to right gray button
    Right gray button:       [ROOM 1] Access to right gray button
    Round gray button:       [ROOM 3] Opens upper exit door
    Round blue button:       [ROOM 3] Opens lower exit door
    Broken pipe:             [ROOM 2] Activates valve (with pipe in ROOM 3)

    [ROOM 1] Pull the purple switch down
    [ROOM 4] Step on the orange button
    [ROOM 1] Push the purple switch up
    [ROOM 2] Pull the gray switch down
    [ROOM 1] Step on the left gray button
    [ROOM 2] Step on the lower gray button
    [ROOM 3] Step on the left gray button
    [ROOM 4] Step on the right gray button
             Get the pipe
    [ROOM 1] Step on the right gray button
    [ROOM 4] Step on the left gray button
    [ROOM 3] Step on the right gray button
    [ROOM 2] Step on the upper gray button
             Get the tape
    [ROOM 1] Get the pipe wrench
    [ROOM 4] Get the wires
             Repair the broken pipe
    [ROOM 1] Pull the purple switch down
    [ROOM 2] Push the gray switch up
    [ROOM 3] Get the pipe
             Repair the wire
             Walk quickly over the lift before it descends
             Repair the broken pipe
    [ROOM 2] Turn the valve                                                    
    [ROOM 1] If you used the  launch plates in ROOM 4  so that they have sprung,
             pull  the green  switch twice  (UP, then  DOWN again)  so that  the
             right-hand plate in ROOM 4 is down.
    [ROOM 4] Step on the round blue switch
             Step on the round gray switch
             Hurry over the jump plates to ROOM 3
    [ROOM 3] Exit north to ROOM 5

/ ROOM 5 - Savepoint                                                          L4

    The gray button is just a teaser. It lowers the three rows of gray spikes to
    your left, but only as long as you stand on it. Head north for the red exit.

/ ROOM 6                                                                      L4

    The round gray button is another teaser. It opens the entrance to the purple
    spike maze, but the barrier reappears before you can get there. More import-
    antly, this button also calls the lift in ROOM 7, so step on it.

    The yellow switch controls a  yellow spike barrier in ROOM 7. Set the switch
    down to lower the spikes.  Then take the launch plates  to the upper walkway
    and exit left.

/ ROOM 7                                                                      L4

    Pick up the pipe and ride the lift down. Thanks to you pulling the switch in
    ROOM 6,  the yellow spike barrier  should be open so that  you can reach the
    white floor button.  Jump on it to open the left exit.  You could leave this
    room to the right for ROOM 6 and toy  with the orange button there, but that
    is entirely useless, so simply go left. You'll find yourself back in ROOM 5,
    where there's no option but to take the blue exit.

/ ROOM 8                                                                      L4


    Repair the pipeworks. ROOM 8 and 9 form one large hall. The doors are hydro-
    powered.  Your object is to make the  water flow from section  to section by
    repairing the  broken pipes in  the correct order.  Since you only  have one
    tube in your  toolbox, you  have to remove  it time and  again to fit  it in
    somewhere else.  An door opening indicates that there's now water in the re-
    spective section of the pipeline.


    Fix the broken pipe on the left side of the room, then turn the valve.  This
    will feed  water into the system.  Remove the tube and take the  lowest exit
    right to ROOM 9.

    In ROOM 9, repair the lowest pipeline,  then step on the gray button to open
    the adjacent door.  Remove the pipe piece. Step on the blue button. Take the
    second exit back to ROOM 8.

    Fit the tube into the second broken pipeline here,  which will open the door
    nearby. Remove the tube and return to ROOM 9.

    Fix the  topmost leak.  This should open  the last door to the top corridor.
    Enter it and turn left for ROOM 8. There, step on the yellow button to lower
    the spikes in front of the exit in ROOM 9. Leave through there.

/ ROOM 9                                                                      L4


    This room of  launch plate mayhem is  essentially an automatic maze. All you
    have to do is pick one of the three directions  - up, right, down -  and see
    where it takes you.  If your choice was wrong,  you're stuck and have to re-
    start the area.

    When you look at a launch pad, you can tell from the dark lines on the sides
    whether it will  toss you horizontally  or vertically.  This way, trace your
    way from  launch plate to launch plate and see how you  will be transported.
    If you end up going in a circle, you have identified a wrong choice.


    When he enters this room,  Zack is facing northeast.  Turn right and step on
    that plate (southeast) to get to the exit. You'll reappear back in ROOM 5.

/ ROOM 5 (revisited)                                                          L4


    Remove all  the spike barriers  and make it to the right-hand exit. The gray
    wall  switch lowers the far  right barrier  and controls  the three  rows of
    spikes left  of the button.  Beware: The gray floor button resets ALL of the
    spike barriers.


    Pull the  wall switch seven  times to make  all spikes disappear.  Then walk
    straight to the exit and DO NOT STOP.  If you hesitate while stepping on the
    button, the barrier in front of you will close.

/ ROOM 11 - Machine                                                           L4

    In here is the Cutter. Press the yellow button, then exit right.


                               LEVEL 5: THE PUMP


/ FACTS                                                                       L5

  Rooms:     14             
  Tools:     Tape, Wire,    
	     Hexnut Wrench  
  Savepoint: ROOM 6         

/ MAP                                                                         L5
            /  \
           /    \        /\
          /      \      /  \
          \   5   \    /    \        /\
        /\/\       \  /   9  \      /  \
       /  \/\      /  \      /     /    \
      /    \ \    /\/\ \    /     /  11  \
     /  6  /  \  /\/  \ \  /      \      /
     \    /   /\/ /    \/\/     /\/\    /
      \  / /\/   /   4  \      /  \/\  /
       \/\/  \   \      /     /    \ \/
         /    \   \    / /\  /  10  \
        /  7  /   /\  /\/  \ \      /
        \    / /\/  \/ /    \/\    /
         \  / /  \    /   3  \ \  /
          \/\/    \   \   |  /  \/
            /  8  / /\ \  | /
            \    / /  \/\ \/ 
             \  / /    \ \/\/\        /\
              \/ /  2   \  /\ \      /  \
                 \      / / |  \    /    \
               /\ \    / /  12  \  /  14  \
              /  \/\  /  \      /  \      /
             /    \ \/    \    /\/\ \    /
            /   1  \       \  / /  \/\  /
            \      /        \/ /    \ \/
             \    /           /  13  \
              \  /            \      /
               \/              \    /
                                \  /

/ DESCRIPTION                                                                 L5

  This is the largest level in the game, but many of the rooms are just passage-
  ways. Take your  time to find your way around; most  areas are accessible from
  the  start. Your  object is  to restore power  to the gate  mechanism in  this
  level's basement. Trace the  multi-colored wires  until you find broken lines,
  then repair them. In a special building in the northwestern area you will find
  what I call the "puzzle  room" - an elaborate set of buttons and switches that
  is the real challenge in this level.

/ HINTS                                                                       L5

  Hint: Search for the tape  first.  Make sure  you have both  the tape and wire
        before entering the puzzle room (ROOM 6).

  Hint: You need to visit  the puzzle room only once.  Don't worry about burning
        bridges behind you.

  Hint: In the puzzle room,  you need to flip one switch more than once, and one
        not at all.

  Hint: In the  puzzle room, when there  are two buttons next to each other, try
        stepping on both.

  Hint: Focus on green and red.

/ ROOM 1                                                                      L5


    Get out of the room.  All exits except for the one behind the spike door are
    teleporters that take you to the arrow on the opposite side. The round green
    button opens the spike  door that blocks the  exit, but not long  enough for
    you to reach it by foot through the maze in the center of the room.


    Step on the button, then walk straight to one of the teleport arrows next to
    the center of the room.  Step in carefully, or you will be teleported to and
    fro in an instant. When you appear on the other side, hurry through the door
    and walk along the tube to ROOM 3.

/ ROOM 3                                                                      L5

    Welcome to the crossroads! You'll want to take the elevator down to the low-
    est  floor (ROOM 12)  and grab  the tape  first. Go  back up  and exit  left
    through ROOM 4 to ROOM 5.

/ ROOM 5                                                                      L5


    The launch plates are sprung. They are hydro-powered. The yellow button will
    reset them once the power is restored.


    Open the valve on the left pipe  (you'll get there through the lefthand exit
    in ROOM 4),  then step on the round yellow  button to reset the lower launch
    plate.  The valve for the upper plate is located in ROOM 7. For now, step on
    the lower plate;  you'll be catapulted  across the gap.  Pick up the wire as
    you follow the pipe into the building to the west.

/ ROOM 6 - Savepoint                                                          L5

    This room houses  the most advanced puzzle  in the game. With a little plan-
    ning and  careful movement,  however, you'll pass through  successfully. You
    activated a  savepoint when you entered  this room, so  feel free to experi-
    ment with  the switches  and  buttons; if you're  stuck  in a dead end,  the
    "Restart Area" command resets the puzzle.


    Reach the  middle niche on the left wall, repair the  blue wire, then get to
    the south exit. 

    Each wall switch controls two spike  barriers of the same color; when one is
    down, the other is always up, and vice versa. 

    Floor buttons occur in sets of two of the same color. Each floor button con-
    secutively  opens and closes four  purple spike barriers in a  straight line
    across  to the opposite  side of the  room, AND  does the  same for the line
    starting from the second button of the same color. When you step on a button
    and continue walking, the spikes will open ahead of you and close behind you
    and thus allow  you to reach the  opposite side -  as long as no  different-
    colored spikes block  your path. Since  each button  always opens  two lines
    that cross each other,  you can change  direction on the tile  where the two
    lines intersect, and so reach another side of the room. 

    You should  have your entire way through the maze to the  wire and on to the
    exit completely planned before you  make your first step. Use the wall swit-
    ches to  clear paths. Then step  on the button and  walk to your destination
    without stopping. Be  careful to walk  in the middle  of the lanes, else you
    can easily get stuck on one of the corner spikes.

    For additional help, see the hints section for this level.


    To the wire:

    [1] Flip the red switch.
    [2] Step on the blue button and go straight to gray.
    [3] Step on the purple switch and go straight to bright yellow.
    [4] Flip the blue switch.
    [5] Flip the green switch. The path to the blue wire is now cleared.
    [6] Step on  the bright yellow  button, then immediately  on the dark yellow
        button  next to  it. From  here, go d own the  right lane  to the center
        square, turn right towards the purple button and exit there.
    [7] Step on the purple button and go straight to bright yellow.            
    [8] Repair the blue wire.

    To the exit:                                                               

    [1] Step on  the bright yellow  button, go to the center  square, turn right
        and go down to purple.
    [2] Step on the  white button and go straight to the third square, turn left
        and exit to green.
    [3] Flip the white switch.
    [4] Step on the green button and go straight  to the third square, turn left
        and exit to dark yellow.
    [5] Flip the green switch.
    [6] Step on the dark yellow button and go straight to green.
    [7] Leave the room south.

/ ROOM 7                                                                      L5

    Open  the valve to  reset the launch  plate in  ROOM 5. It  is not  really a
    launch plate, or it  is stuck, in any case  you will be able to pass over it
    without being flung through the room. For now, leave right to ROOM 8.

/ ROOM 8, ROOM 9                                                              L5

    Go down the stairs and follow the pipe through ROOM 4 to ROOM 9. At the bot-
    tom of the staircase,  pick up the hexnut wrench and flip  the brown switch.
    Return to ROOM 5,  where you will be  able to leave right  to ROOM 4 via the
    non-functional launch plate. Go east, south and south again to ROOM 1, where
    this level started.

/ ROOM 1 (revisited)                                                          L5

    Stepping on the  green button will  open the spike gate.  Enter the room and
    repair the green wire  on the wall left  of the door. To leave the room, use
    the same procedure as you did the first time. Back in ROOM 3,  take the exit
    in the upper right corner and pass through ROOM 10 to ROOM 11.

/ ROOM 11                                                                     L5


    Repair the red wire and find a way out of the room. 
    The black button stops the conveyor belt for a very short time.
    The green button reverses the direction of the conveyor for a short time.  
    The red switch opens the doors for a short time.
    The green switch arrests the green button for a short time.
    The grey switch does nothing.
    The blue switch arrests the red switch for a short time.                   
    You need to reverse the conveyor belt, then open the doors and get to the  
    exit in time.


    In is easy: Enter through any of the two gates,  take the walkway to the far
    side and  replace the red wire  between the switches.  Then do the following
    quickly without stop or detour:

    [1] Step on the green button to reverse the conveyor's direction.
    [2] Flip the green switch to arrest the green button; this buys some time.
    [3] Flip the red switch to open the doors.
    [4] Step on the conveyor to get to the other side.
    [5] Hurry through one of the doors before they close.

    Back outside,  return to ROOM 3 and take the elevator down. In ROOM 12, step
    off the lift on walkway and leave to the right.

/ ROOM 13                                                                     L5

    If you repaired the blue wire, the spikes around the button should be down.
    If you repaired the green wire, the gray button should be working.
    If you repaired the red wire, power should be restored to the doors.
    Press the gray button to open the gate to the north and step through.      

/ ROOM 14 - Machine                                                           L5

    This is the pump.  Hope you brought the hexnut wrench  from ROOM 9 with you;
    you need it  to fasten  the hexnut  on the wall panel.  Once the  machine is
    working again, leave to the north.


                              LEVEL 6: THE STOMPER


/ FACTS                                                                       L6

  Rooms:     10
  Tools:     Pipe, Tape, Wire, 
             Pipe Wrench
  Savepoint: ROOM 9

/ MAP                                                                         L6
               /\                  /\
              /  \                /  \
             /    \              /    \
            /   8  \            /   7  \
            \      /            \      /
             \    / /\        /\ \    /
              \  /\/  \      /  \/\  /
               \/ /    \    /    \ \/
                 /  4   \  /   3  \
                 \      /  \      /
                  \    / /\ \    /  
                   \  /\/  \/\  /  
                    \/ /    \ \/  
                      /   1  \ 
                      \      /  
                    /\ \    / /\
                   /  \/\  /\/  \
                  /    \ \/ /    \
                 /   5  \  /   2  \
                 \      /  \      /
               /\ \    /    \    / /\
              /  \/\  /      \  /\/  \
             /    \ \/        \/ /    \
            /   9  \            /   6  \
            \      /            \      /
          /\ \    /              \    /
         /  \/\  /                \  /
        /    \ \/                  \/
       /  10  \               
       \      /
        \    /
         \  /

/ DESCRIPTION                                                                 L6

  You've made it to the last level in the game.  This floor is cross-shaped. The
  rooms on  the axes springing from the center are identical  as to their layout
  and  function,  with the exception  of the  northwest axis.  In order to  pass
  through this level's key location, ROOM 9, you need to solve three problems in
  the rooms around the node:
    [1] Lower the four spike barriers in the rooms around the crosses center.
    [2] Collect all four tools.
    [3] Lower the four rows of spikes in ROOM 9.

/ HINTS                                                                       L6

  Hint: There are seven buttons in ROOM 1.

  Hint: Think twice before stepping on them.

  Hint: Some spike barriers tell a story.

  Hint: All switch sets in the four rooms next to ROOM 1 do the same. 

  Hint: But in each room,  one switch is stuck. Look at the whole,  and you will
        see why.

  Hint: All switch sets in the three rooms farthest from ROOM 1 do the same.

/ ROOM 1                                                                      L6


    Four jump plates take  you across the spikes, but they are one-way. Once you
    are on the other side, you need to  lower the barriers in order to return to
    the center.  The orange buttons  control the  spikes, but  to activate  them
    means stepping on a purple button first. You mustn't do that yet.


    Note that the buttons are arranged in a pattern - seen from the center, they
    are always in the left corner.  This is true for the southern side, too. The
    button in  the lower corner  is concealed by a wall,  but it is there. Start
    your tour by going  south to ROOM 5.  Once you return from there, you may do
    the other three directions in any order.

/ ROOMS 2 TO 5                                                                L6


    These four rooms are identical, except for the layout of the spike barriers.
    They are  arranged in patterns as  to form numbers.  The rooms are  numbered
    counter-clockwise, starting in the east.  In each room is a set of four wall
    switches. These switches control the spikes in the four rooms. One switch in
    each room is stuck.


    Pulling  the first switch  (seen from the  center of the  cross, or from the
    doorway through which you entered) in any room lowers spike barrier #1 (ROOM
    2), the second switch lowers #2, and so on. However,  you cannot control the
    spikes of the  room that you are in;  so in the room with  spike barrier #4,
    the fourth switch will not work.  To lower all spikes, go to ROOM 5 and pull
    switches  one to three.  Then continue to either of the  ROOMS 2, 3 or 4 and
    pull switch  four only  (the one farthest  away from  the entrance).  Do not
    fiddle with any other  switches in these rooms,  since this  would raise the
    corresponding barrier again.

/ ROOMS 6 TO 8                                                                L6


    ROOM 6,  7 and 8 each  contain four  switches and  one tool behind  a purple
    spike barrier. The switches control the rows of spikes in ROOM 9. The purple
    spikes are activated by the purple buttons in ROOM 1.


    This is dead easy,  provided that you did  not step on any  purple switch in
    ROOM 1. If you did, the spikes are up, barring the way to the tool; you need
    to restart the level.  Grab the tool and return to ROOM 1,  clearing the way
    to the center by stepping on the purple and orange buttons.

    In any one (and only one!) of the three rooms, pull all four switches.  This
    will lower all spikes in ROOM 9.

/ ROOM 9 - Savepoint                                                          L6


    To solve this puzzle,  you must bring all four tools with you: The tape from
    ROOM 6, the wire from ROOM 7,  the pipe from ROOM 8 and the pipe wrench from
    ROOM 5.


    Repair the broken pipe and turn the valve to raise the floating tile. If you
    pulled all four wall  switches is either ROOM 6, 7 or 8,  the rows of spikes
    should be down, so that you can reach this room's southern section. Crossing
    the canal  via the float,  repair the broken  wire. This activates  the grey
    floor button, which in turn clears the southwest exit.

/ ROOM 10 - Machine                                                           L6

    The final machine is the Stomper.  Pull the wall switch to activate it. Take
    a deep breath and exit west for a long ending sequence,  Zack's vengeance on
    his colleagues  and the long-awaited  revelation of what  Plant #4  actually


    Created by Christian Schmidt
    Munich, Germany
    May 2003

    This document  may be distributed freely.  You may change whatever you like,
    though I'd appreciate it if you'd contact me of you're planning to do so. ;)
    Comments and additions are welcome:


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