Qin (e)

Cover

 Qin: Tomb of the Middle Kingdom


1. About this UHS File


1.1. Who wrote this file?
The UHS hints for Qin, Tomb of the Middle Kingdom, were written by Robert
Norton. You can reach me at CompuServe ID [70017,1765] or through the
Internet at 70017.1765@compuserve.com if you have any comments or
suggestions.  I hope you enjoy using this file.
 
This file is copyright 1996 by Robert Norton, all rights reserved.  This file
may not be distributed without permission, except to BBS's or Internet sites
open to the general public.  This file may not be modified, edited, converted
to another format, or distributed for profit without the express permission
of the author.


1.2. Who designed the UHS?
The Universal Hint System concept was created by Jason Strautman.  Since
then, Jason and I have updated the file format several times, and we have
also written several UHS readers and many hint files.  We hope this hint
system has made your game playing more enjoyable.


1.3. How can I write a UHS file?

Contact Jason Strautman for more information on UHS and writing a hint file,
access to the compiler, and to ensure that nobody else has started work on
the same project.  You may also be eligible to receive a payment for a
completed UHS file.
 
Jason can be reached at any of these addresses:
 
   CompuServe: [72337,2611]
   AOL: JStrautman
   Internet: jstrautman@aol.com


2. Level 1


2.1. The map of level 1

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2.2. The Entry


2.2.1. How do I get through the entry?

* You should open two doors before too long.

* Three steps block your passage until exposed.

* Each step is covered with a different element.

* Each element is turned off by pressing a different switch.
The Symbols [see 2.2.1.1.]

* The mercury switch is next to the door in the first room you enter.
 
The fire switch is in the hall of soldiers, next to the first door.
 
The water switch is next to the door inside the room with the steps.


2.2.1.1. The Symbols

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2.2.2. How do I get through the final entry door?

* The symbols can be moved.

* Click once to pick a symbol -- don't try to drag the symbol.

* Use the translator to decipher the symbols.

* One of them must be put into the empty spot.
The meanings [see 2.2.2.1.]

* Move the "open" symbol to under the "door" symbol.

* Check the meaning of some of the other combinations!


2.2.2.1. The meanings

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2.3. The Court Yard


2.3.1. How can I light the workshop?

* Have you read the side of the giant bird statue yet?

* This lamp should be lit, but it needs power first.

* You need to do a few tasks:
How can I make the river flow? [see 2.3.1.1.]
How do I repair the pipe? [see 2.3.1.2.]
How can I turn on the lamp? [see 2.3.1.3.]


2.3.1.1. How can I make the river flow?

* I shot an arrow into the air...

* Search the north side of the workshop, on the outside.

* Check the north east corner of the courtyard.

* Carry an arrow over the eastern bridge.

* Go to the crossbow, and put in the arrow.

* Fire the crossbow at the rock wall to start the stream.


2.3.1.2. How do I repair the pipe?

* The water must be flowing first!

* Have you looked carefully near the river bed?

* Make sure the brake on the eastern wheel is released. (The wheel should be
spinning by now.)

* Check the south bank of the river, just east of the well.

* A boat should appear -- get the bamboo from it.

* Put the bamboo piece in the gap in the pipe.


2.3.1.3. How can I turn on the lamp?

* You must repair the bamboo pipe first!

* Every lamp needs a switch.

* Have you seen any smaller images of the bird lamp?

* Search the bridges carefully.

* The western bridge has a bird on the railing.

* Turn the bird to light the lamp.

* If everything is ready, you will see the lamp light.


2.3.2. How do I make the spoon?

* Check inside the workshop.

* Everything you need is in here.

* Do you see two bins on one side of the furnace?

* Add iron ore, coal, and fire to the furnace.

* Retrieve the spoon from the mold.


2.3.3. How do I make the plate?

* The plate is a magical item, which you should study first.

* Check in all the rooms of the study.

* Each room is labeled on a pillar outside. ( Use the interpreter to see
which is which.)
How do I solve the North Room? [see 2.3.3.1.]
How do I solve the South Room? [see 2.3.3.2.]
How do I solve the East Room? [see 2.3.3.3.]
How do I solve the West Room? [see 2.3.3.4.]


2.3.3.1. How do I solve the North Room?

* Have you found the candles yet?

* They look a bit like big needles.

* Time for some acupuncture!

* Did you see the chart of the organs on the wall?

* Notice anything about the colors?

* There is a hole in the statue for each organ.

* Put each candle in the hole of the matching organ.

* The eyes will light up when done correctly.


2.3.3.2. How do I solve the South Room?

* Sometimes once is not enough.

* Walk in as far as possible.

* Touch the rings to make them spin, and step back.

* Approach again, as closely as possible and do it again.

* You should see two colored bubbles float by.


2.3.3.3. How do I solve the East Room?

* The map looks like it is in a wheel.

* Be sure to translate the symbols.

* Check which way you are facing on your little compass.

* You can only click on the wheel on its sides.

* Click 8 times on the left side of the wheel to fix the direction.

* A bell will sound if you've done it correctly.


2.3.3.4. How do I solve the West Room?

* Look at the cards on the table.

* Read about geomancy, if you like.

* The picture of the house furthest to the right is the best.

* You will get this picture if each card is placed in the proper spot.

* Make sure you keep this picture as you add each card.

* The rough mountains will be left over at the end.
The final arrangement [see 2.3.3.4.1.]


2.3.3.4.1. The final arrangement

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2.3.4. How can I leave the Court Yard?

* Read all the translations you can find.

* You will need to put two objects onto a platform.

* You will need both the iron spoon, and the plate.

* Put them in front of the big spoon.


2.4. The Palace


2.4.1. How can I play the bells?

* Sometimes to get, you must give first.

* The altar in room 1 is missing some things.
Level 1 [see 2.]

* A puzzle in the palace will reveal the offerings.

* Where are the offerings? [see 2.4.1.1.]

* Then, you must play the bells in the right order.

* How do you play the bells? [see 2.4.1.2.]


2.4.1.1. Where are the offerings?

* Look in the upstairs rooms.

* Try in room 5.
Level 1 [see 2.]

* You should find some number sticks on a table.

* In back is a model of a gong, in jade.

* Read a question from the gong, and bring the proper stick.

* The encyclopedia will help answer these questions.

* You must put the proper number onto the question.

* The emperor's favorite number is 6.

* The number of cardinal directions is 5.

* The number of ritual offerings is 2.

* You will then be able to move both offerings, one at a time.


2.4.1.2. How do you play the bells?

* Notice anything while climbing?

* The stairs have an interesting list of characters.
The notes needed [see 2.4.1.2.1.]

* It is best to climb the steps when seeking order.
The proper sequence [see 2.4.1.2.2.]


2.4.1.2.1. The notes needed

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2.4.1.2.2. The proper sequence

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3. Level 2


3.1. The map of level 2

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reader and print or save the image.


3.2. How do I get started?

* As you enter level 2, check the map [see 3.1.].

* The well, marked with a W in a circle, will take you back to the court yard.

* There are three pits south of the well, check them.

* The central pit will lead you deeper into the level.


3.3. How can I pass the door with glowing letters?

* Heed the writings on the wall in the big room.

* The jade suit will give you a tip.

* The head is to the west, the feet to the east,  the right hand to the north.

* The compass on the wall is the key.

* Treat it as though it were a combination lock.

* Click on a side of the compass to make that side spin down.
The combination [see 3.3.1.]


3.3.1. The combination

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3.4. How can I pass the throne room?

* Most objects in Qin can only be used from one place.

* Have you tried sitting on the throne?

* Get on the throne, and look to the east.

* You should see a flower on a post -- it's marked as "P" on the map of level
2 [see 3.1.].

* Pull the lever to open the way down.


3.5. What can I do in the river room?

* After you cross the bridge, you should find a boat and a strange floating
island.

* The floating island is marked with an "F" on the map of level 2 [see 3.1.].

* What can I do with the boat? [see 3.5.1.]

* What do I do with the island? [see 3.5.2.]


3.5.1. What can I do with the boat?

* Take the bamboo from the boat.

* Use it here, in this room.

* The broken pipe is just behind you, on this side of the river.

* You must repair it from a distance.


3.5.2. What do I do with the island?

* The island is a small puzzle.

* You must use simple origami to make a purse.

* Fold the sides out, one at a time, till there is a 4x4 square.

* Then fold them in, so that the seal is complete.
The way to fold the paper [see 3.5.2.1.]

* You are on your way to another level!


3.5.2.1. The way to fold the paper

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4. Level 3


4.1. The map of level 3

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reader and print or save the image.


4.2. How can I get through the flute door?

* The flute door is near the "F" on the map of level 3 [see 4.1.].

* Be careful -- there are three doors in the building.

* Does music play as you near the door?
How can I get music from the door? [see 4.2.1.]

* If you click on the holes, you will get notes.

* Try to duplicate the tune.

* For those as tone-deaf as I am, here is The tune [see 4.2.2.].


4.2.1. How can I get music from the door?

* Search the path, be sure to turn where you can.

* Check at the spot marked with the "T" on the map [see 4.1.].

* The picture of the crane must be put back in the box.

* Try placing the two big triangles first.
The solution [see 4.2.1.1.]


4.2.1.1. The solution

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reader and print or save the image.


4.2.2. The tune

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reader and print or save the image.


4.3. How can I use the circles?

* You must find them in the bow of the ship.

* Then, click on them to active them.

* You are looking for something to guide the ship.

* The two buttons can slide in their tracks.

* Slide the left button to the top.

* Search left and right with the bottom button.

* When you find the little dipper, stop moving.

* Bring the little dipper to the center of the circles.

* You will be on to the next level when you get it right!


5. Level 4


5.1. The map of level 4

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reader and print or save the image.


5.2. What can I put in the boats?

* There are two boats, so you need two cargoes.

* The mountain you start on has gold ore.

* The central mountain has cinnabar.

* Put a chunk of each into the boats.


5.3. How can I leave the mountains?

* The way out seems frozen.

* Have you checked all three mountains?

* Look closely at the model on the third mountain.

* You should get an animation, and the ice will melt.

* Return to the central mountain, and enter the well.


6. The End Game


6.1. Where should I go?

* After melting the ice, the wells will take you to any level.

* There are a few things to do on Level 2.

* Repair the pipe, if you haven't yet.

* Get the cinnabar and put it into the metal drum.

* (I don't think this really does anything, but it is fun.)

* Look back at Level 1.

* Check the little boat again.

* Where would gold ore come in handy?

* Smelt the old ore in the workshop to make a spoon.


6.2. What should I do in the throne room?

* If you've used the gold ore, you are now stuck in the throne room.

* You can leave through the new bright door if you like.

* This is one of the four endings, not the best.

* Explore the room completely.

* Try going behind the throne.

* The little circle room will now open for you.

* Inside you find you are missing three ingredients.
How do I get the Ginseng? [see 6.2.1.]
How do I get the Mercury? [see 6.2.2.]
How do I get the Mother of Pearl? [see 6.2.3.]

* You now have the Elixir of Life!


6.2.1. How do I get the Ginseng?

* Go to the door, and go in.

* Read the quote, and get the root.

* It's easy!


6.2.2. How do I get the Mercury?

* Go to the door, and go in.

* Take the cinnabar, and put it in the pot.

* Not so hard either.


6.2.3. How do I get the Mother of Pearl?

* Go to the door, and go in.

* Have you tried grabbing the fish?

* He is very slippery.

* Sometimes waiting is an action.

* If you wait, the fish will jump onto the pier.

* He turns into Mother of Pearl for you.


6.3. What are the possible endings?

These are the four endings I could find:
 
1) Leave without the elixir.
 
2) Leave with the elixir.
 
3) Use the elixir on the tomb.
 
4) Use the elixir on the globe (Earth).  Giving the elixir to the Earth globe
seems to be the best ending, judging from the newspaper clippings.


7. General Tips

There are several things about Qin that are somewhat unique.  First, compared
to many adventure games, there are many things that are educational or
decorative and not required to finish the game.  Feel free to spend as much
time with these items as you like, but don't panic if you can't find a
solution or a use for each object you encounter.
 
As you travel, keep a close watch on the status dots at the bottom of the
screen.  In the center of the arrows is a bit dot, which may turn yellow.  If
it does, it is a sign that there is something to see or do on this screen. 
Be sure to pay special attention to these screens.  Also, the little compass
on the lower right will sometimes show small blue dots.  These indicate
directions that have something interesting in them.  Be sure to take a peek
in each interesting direction.  Check the map, because you can often
"teleport" back to locations that you have visited before.  Look for the dark
square blocks on the map.
 
Lastly, this game comes equipped with a translator and encyclopedia.  Be sure
to use the translator whenever you see any characters, or even if there is
the possibility of finding some characters.  There are many clues that can
only be found in this way.  Also, use the encyclopedia on any interesting
rooms or objects.  Part of the value of this game is that you are bound to
learn a bit about China on your way to solving the mystery of Qin.