FAQ: Out of this World 2 - Heart of the Alien FAQ/Walkthrough 
Date: 6-18-2002 
Version: 2.0 
Author: Wendell Reynolds (aka SkedarJanitor)                    
Email: plasmagrey@hotmail.com 
Best viewed with font Hyperfont, text color green, background black 
Made on a Mac using BBEdit 6.5.2 
__   __  _______   ___   _______  ________     _______  _______ 
| |  | | |  ----   /  \  |  --- \ |--   --|   /  ___  \ |  ---- 
| |=-| | | |==-   / =- \ | |<-- /    | |     |  |___|  || |==- 
|_|. |_| |_ ---/|/_/   \\|_| \ \     |_|      \_______/ |_| 
                               \\ 
                  ________  __   __  _______ 
                  |--   --| | |  | | |  ---- 
                     | |    | |=-| | | |==- 
                     |_|    |_|  |_| |_ ---/| 
 
        ___       __         __     _______     __    __ 
        /  \      | |        | |    |  ----     | \   || 
       / =- \     | |        | |    | |==-      ||\ \ || 
      /_/   \\    |_ ---/|   |_|    |_ ---/|    ||  \ _- 
 
=============================================================== 
O U T   O F   T H I S   W O R L D   P A R T S   I   A N D   I I 
 
|---===========================================================| 
|                                                              | 
|> contents                                                    | 
|                                                              | 
|                                                              | 
| 1.1___Legal Section                                          | 
| 1.2___Special Thanks                                         | 
| 1.3___Version Notes                                          | 
| 1.4___Controls (VERY IMPORTANT, because control must be      | 
|       precise in this game)                                  | 
| 1.5___General Tips (Like how to kill guards)                 | 
| 1.6___Walkthrough                                            | 
| 1.6.01____BXDF                                               | 
| 1.6.02____XRCL                                               | 
| 1.6.03____KGDD                                               | 
| 1.6.04____DGBJ                                               | 
| 1.6.05____KTLB                                               | 
| 1.6.06____RLRB                                               | 
| 1.6.07____RJLG                                               | 
| 1.6.08____LKHC                                               | 
| 1.6.09____CXLD                                               | 
| 1.6.10____TBBL                                               | 
| 1.6.11____HLJC                                               | 
| 1.6.12____FFTR                                               | 
| 1.6.13____CDJR                                               | 
| 1.7___The Ending                                             | 
| 1.8___Ending Rant                                            | 
| 1.9___Misc. Access Codes[]                                   | 
|--------------------------------------------------------------| 
 
|---===================| 
|1.1                   | 
|> legal section[]     | 
|----------------------| 
 
Copyright 2001-2002 Wendell Reynolds 
This document is protected by US copyright law. This document may  
not be reproduced whole or in part electronically, on paper, or in  
any other format, except with the author's express consent. 
 
|---====================| 
|1.2                    | 
|> special thanks[]     | 
|-----------------------| 
    
   To Delphine Software, Virgin Interactive, Interplay  
Productions, Sega, and all others who contributed to this  
compelling game. 
   And to the pawn shop that sold me this game, even though it was  
in horrible condition and I had to clean it several times before  
finishing this guide. 
   This document was (re)created with BBEdit 6.5.2, which has every 
single feature you could ever want in a text editor. If you need 
to write FAQs or especially develop software or web pages, this is the best. 
Editor. Ever. What others allow you to rewrap the text for an entire document 
automatically, columnize plain text, and configure text for different encodings 
(ANSI, ASCII, etc.) on the fly? Awesome. 
 
|---====================| 
|1.3                    | 
|> version notes[]      | 
|-----------------------| 
 
6-18-2002 2.0 - Redid the document with BBEdit 6.5.2, the BEST DAMN 
TEXT EDITOR EVER MADE. And added the particularly lucid ending rant Addendum. 
 
10-1-2001 1.911 - Fixed a goofy little foobar with the formatting.   
Word replaced all my normal apostrophes with those "smart"  
apostrophes, rendering all contractions illegible. 
 
9-30-2001 1.91 - Added ASCII art title, changed headers to vaguely  
resemble the "Peanut Computer" OS running on Lester's computer,  
improved content of walkthrough 
 
6-18-2001 1.0 - This is the first GameFAQs walkthrough that covers  
the entire Heart of the Alien game. I'll try to add more in the  
future if anyone contacts me about this FAQ (include "Heart of the  
Alien" in the subject line of your email). 
 
|---====================| 
|1.4                    | 
|> controls[]           | 
|-----------------------| 
 
The plus (+) between multiple buttons means to push those buttons  
at the same time. 
 
D-PAD UP 
+ Enter doorways in the background. 
+ Jump to grab an overhanging ledge (Only works if there's a ledge  
  above you). 
+ If you're under a teleporter, you'll teleport upwards. 
+ On an elevator, you'll go up. 
 
D-PAD UP + B 
+ You'll smack your whip towards the ceiling. If it catches on  
  something you can swing across the screen Indy-Jones-style. 
 
D-PAD DOWN  
+ Pick up items on the ground. 
+ If you're above a teleporter, you'll teleport downwards. 
+ On an elevator, you'll go down. 
+ Activate switches, although there's really only one in the game. 
 
D-PAD LEFT/RIGHT  
+ Walk 
 
D-PAD LEFT/RIGHT + A 
+ Makes you run 
+ Running + cliffs = bad 
 
D-PAD LEFT/RIGHT + A and tap C 
+ you perform a running leap. You can clear lots more ground than  
  a regular jump. 
 
TAP B  
+ Smack your whip. Good melee weapon. 
+ It won't go through shields, though.  
+ Good for killing those ceiling tentacles. 
 
TAP C 
+ Jump. 
+ If you're running, you perform a running leap. 
 
A + B + C 
+ Activate a bomb. You only use this once. 
 
COOL ENERGY WHIP ATTACKS/DEFENSES: 
  If your whip is uncharged, then you can't do any of this cool  
  stuff. Better find a recharging room quick. 
 
  TAP A 
  + Fire a laser blast. 
 
  HOLD A (SHORT TIME)  
  + Create an Energy Shield 
  + This shield will protect you from normal laser blasts.  
  + It fades after a short time, though. 
  + Super laser blasts will kill the shield. 
 
  HOLD A (LONG TIME)  
  + Create a super blast 
  + This blast is so powerful that it will annihilate most things  
    (e.g. shields, doors, tanks, battleships, small planets). 
 
|---====================| 
|1.5                    | 
|> general tips[]       | 
|-----------------------| 
 
+ This game has very precise controls; if you don't press the  
  buttons during the proper frames of animation, nothing will  
  happen. 
+ Don't jump when you are on the very very edge of a cliff. You'll  
  slip off the edge. 
 
To bombard the guards: 
+ QUICKLY make a shield before Quickdraw turns you into 300 pounds  
  of Dr. Pepper's secret ingredient. 
+ If you're very far apart, get a little closer and shield. Don't  
  get TOO close, though. 
+ Charge up a super blast. 
+ Let it go to wipe out their shield. 
+ IMMEDIATELY tap A. Before they can make another shield, your  
  laser beam will toast them. It's BACON!  
  mmmmmBaconBaconBaconBacon. . . 
 
|---====================| 
|1.6                    | 
|> walkthrough[]        | 
|-----------------------| 
 
  I'll describe how to solve each area's puzzles. I'll present  
each access code for each area before the actual material begins. 
 
|---====================| 
|1.6.01                 | 
|> walkthrough code1    | 
|BXDF                   | 
|                       | 
|> []                   | 
|-----------------------| 
   You start in a desolate wasteland. There is a cute little  
critter in the foreground, and somewhere there is a lion roaring. 
The screen to the right of the start  (with the spikes in the  
background) has an overhanging ledge that you can climb on by  
pressing Up. 
   On the screen to the left there is a lion. Step onto the lion's  
screen for a second so it will give chase. Immediately run back to  
the right. 
   When you get to the overhanging ledge, stop running and press  
Up. You'll climb on the ledge and narrowly escape the pursuing  
lion. He'll eat the critter instead of you. 
   Go to the left until you reach the area with the three deadly  
disintegration flowers. Don't touch them, or you'll pop louder  
than Mir crashing into a bubble wrap factory. Stand still and jump  
over the flowers, but don't get too close when you do it, because  
jumping makes you hunch over like a monkey with the trots. 
The screen after the flowers has a wide pit. To make the jump, get  
a few pixels away from the edge, and then jump. You should just  
barely make it. Then climb the ledge & go left. 
 
|---====================| 
|1.6.02                 | 
|> walkthrough code2    | 
|XRCL                   | 
|                       | 
|> []                   | 
|-----------------------| 
   Those little harmless looking bats have teeth bigger than Julia  
Roberts after a calcium overdose. Don't get near them. 
 
To combat the bats:  
+ Bat 1 - Wait for it to start flying up, then run by. 
+ Bat 2 - Wait for it to go up, then run until you reach the rock  
  with the whip on it in the foreground. 
 
   Press Down to pick up your whip. Run back to the right,  
avoiding the bats again. When you reach that wide pit, the ground  
will shake. Get to the end of the ledge, then whip the pointy rock  
on the ceiling (i.e. the stalactite) and you'll automatically  
swing across. 
   Inch your way to the next screen with the flowers, and jump  
over them. When you go to the next screen with the lion in the  
background, he'll come out of the background after you! Go back  
left & jump over the flower. The lion will hit the flower and turn  
to liquid faster than Sonic the Hedgehog hitting a brick wall. 
Now go right. There are two pits here now. Remember when the  
ground shook?  
   Fall into the left pit & you'll go to the next scene. 
 
|---====================| 
|1.6.03                 | 
|> walkthrough code3    | 
|KGDD                   | 
|                       | 
|> []                   | 
|-----------------------| 
   These stalactites drip acid. One drop of the stuff and your  
body's acid/biomass ratio would rival Keith Richards'. So if you'd  
prefer not to disintegrate, keep away.  
   And, well, it sucks, but your stylish Tommy Outlander acid- 
washed jeans won't stop this acid. Don't touch the acid splashes  
near the ground. 
 
NOTE: when I say the "first" stalactite, I mean the first one from  
the right. 
 
To fight the stalactites: 
+ Take 1 full step left. The first drops should be pixels in front  
  of your nose. 
+ First Stalactite - Wait, and take 1 full step.  
+ Second Stalactite - This one drips two at a time. Wait for both  
  to fall, then take 1 step. 
+ Stalactites 3,4, & 5 - When it's clear, run! 
+ But stop at the next screen, or you'll step in the acid pool. 
 
   Whip the stalactite over the pool and you'll swing over it,  
landing safely on the other side. Run up the slope to reach the  
elevator. 
   There's a deadly, evil, disintegrating gas that spurts out of  
the sides of the elevator shaft (you'd think they'd have the sense  
not to connect the bathroom vents to the elevator). It follows  
this pattern: middle, bottom, top. You've got two screens of gas  
spurts to clear. 
   Remember, if the gas cloud hasn't TOTALLY disappeared, it'll  
still kill you. And stay in the middle of the elevator. The gas  
expands at the sides. 
 
To, um, pass the gas: 
+ Go up until the top of your head almost reaches the middle gas  
  spout. 
+ Go down, but not off the bottom of the screen; if you do go off  
  the screen, the gas pattern starts over. 
+ When the gas clears, quickly go up. You'll miss the top gas  
  spurt by half a second. 
+ Repeat the previous steps for the second screen. 
 
   Hey that's kind of cool. The words "go the when spurt repeat"  
at the start of the last 5 lines go down in a cascade. Hmm.  
Anyway. . . 
   At the top, go to the room on the right, and electricity will  
flow through your whip. It now has more stolen power than every  
member of Congress COMBINED. 
   Press Up to walk through the doorway to the prison. 
 
|---====================| 
|1.6.04                 | 
|> walkthrough code4    | 
|DGBJ                   | 
|                       | 
|> []                   | 
|-----------------------| 
   It's high noon at the prison. From the left, a steely-eyed  
prison guard is ready to draw his blaster.  
 
For your convenience, I'll put this here, too. 
To bombard the guards: 
+ QUICKLY make a shield before Quickdraw turns you into 300 pounds  
  of Dr. Pepper's secret ingredient. 
+ If you're very far apart, get a little closer and shield. Don't  
  get TOO close, though. 
+ Charge up a super blast. 
+ Let it go to wipe out their shield. 
+ IMMEDIATELY tap A. Before they can make another shield, your  
  laser beam will toast them. It's BACON!  
  mmmmmBaconBaconBaconBacon. . . 
 
   For this next screen you'd better run like you just crashed a  
truck carrying mousetraps and grenades. The guards in the  
background are shooting at you. 
 
   Now you're in trouble. There are four locked doors barring your  
way to the left, and two guards have come from the right. Easy,  
Harry, the guards are infinite, so you need to use your Magnum  
Force on the doors to the left. 
 
To floor the doors: 
+ Run to the left. 
+ Turn right and make a shield (two if you're panicky). 
+ Turn left and super blast the door. 
+ Repeat the last 2 steps for all four doors. 
 
   In the screen past the doors, there's a pit below and a force  
field blocking the left way. There's also a guard down there  
who'll go LAPD on your ass if you land on his patrol. 
   Swing your whip at the ceiling spike when the guy is in the  
middle of his walk & heading left. You'll knock him into the pit,  
and his gun discharges & takes out the force field. 
 
|---====================| 
|1.6.05                 | 
|> walkthrough code5    | 
|KTLB                   | 
|                       | 
|> []                   | 
|-----------------------| 
   Down the elevator, you must shoot the control box for the force  
field right before you smack into it. Watch out, because at the  
bottom of the elevator is a gas spurt. 
   Jump over the helpless guard stuck in the crack. Otherwise  
you'll fall on spikes and end up with more holes than the plot of  
the Tomb Raider movie.  
   There are 2 guards at the end of the next passageway. 
 
To double play this passageway: 
+ Get halfway between the symbols on the wall. 
+ Shield yourself. 
+ Shield a couple more times, you're waiting for the right moment. 
+ Charge up a super blast. 
+ Let it go the moment the front guard's shield goes out. 
+ Use standard guard killing procedure on the last guard. 
 
   On the next screen there are 2 guards protected by impenetrable  
shield defenses. 
 
To incense the defense: 
+ Quickly climb the ledge while the guard is busy. 
+ Shield yourself.  
+ Adjust your position so you can press Up & B to whip the grate.  
  Your human friend will fall on the guard's head. 
+ Leave the screen & return so that the bottom guard is no longer  
  alert, otherwise he'll instantly kill you when you go down the  
  teleporter. Go down the teleporter, then shield. Your buddy  
  grenades 'em! 
 
   You'll automatically help your buddy into an air duct in the  
elevator shaft. When going down this elevator, hesitation will  
kill you. Don't stop until you're clear of the gas vents.  
   At the bottom, though, watch out, because there's a force field  
here. You need to make the elevator bounce up and down faster than  
Oprah's blood sugar while you shoot at the control box on the  
left, and hopefully you'll kill the force field. 
 
|---====================| 
|1.6.06                 | 
|> walkthrough code6    | 
|RLRB                   | 
|                       | 
|> []                   | 
|-----------------------| 
   There are some ceiling gas vents here. Just run past them, one  
at a time, when the cloud clears. 
   Now the next room is just frightening. The air here is full of  
more gas than the sixth annual Irritable Bowel Disorder Support  
Group Chili Cookoff. You'll need some careful timing. 
 
NOTE: "First" here means first from the right. 
To harass the gas: 
+ Step under the first spurt when it's clear.  
+ The moment the second spurt clears, run until you've passed all  
  of them. 
+ Stop running on the next screen or you'll land on the spikes.  
 
   Edge up to the spike pit, and swing your whip at a ceiling  
spike to get across. On the next screen, whip the guard's feet;  
you'll clear the spikes and kill a guard in the weirdest way  
possible. 
   Whip the tentacles, then run past the nearest vent. Must. .  
.not make. . .obligatory. . .tentacle hentai joke. . .Wait until  
the vent & the last tentacle are clear, then run. Press Up under  
the teleporter to exit. 
    
|---====================| 
|1.6.07                 | 
|> walkthrough code7    | 
|RJLG                   | 
|                       | 
|> []                   | 
|-----------------------| 
   After the cinema, you are standing in an unfamiliar area of the  
complex. Go left, but not too far. On the next screen a crate will  
crush you flatter than Gwen Stefani's chest. 
 
To bait the crate: 
+ Shoot the switch. 
+ Stand next to the spot where the crate falls down. 
+ Whip upwards. 
+ The crate will hit the ground instead of you. 
 
   Continue left. Jump across the 3 lights, or you'll be alien  
shish kabob. Go left and kill the guard. 
   Then edge up to the electrified doorway & jump over the 2nd  
skull. If you don't, a snake comes out of it, grabs your leg, &  
pulls you in. Kill the guard in the next screen, then run to the  
end & charge your whip before you leave through the doorway. 
 
|---====================| 
|1.6.08                 | 
|> walkthrough code8    | 
|LKHC                   | 
|                       | 
|> []                   | 
|-----------------------| 
   You'll emerge into a two-level area. You don't need to go up  
for a while. Run right until you reach the force field gates. 
 
To skate past the gates: 
+ Run past the first one, then stop. 
+ Wait for both the second and third force fields to disappear,  
  then run. 
 
   At the end of the corridor is a teleporter downwards, and a  
guard. Kill him or shield and run if you want to. Go down the  
teleporter. 
   There's a guard on the right. Take him out. Go left one screen.  
 
There's a guard behind an indestructible shield wall.  
To brawl with the wall: 
+ Shield yourself. 
+ Inch forward and shield until you're under the teleporter.  
+ Press Up, then run to the left. 
+ Turn right. Go down the teleporter and shoot the guard in the  
  back. 
 
   It looks like he was guarding some kind of funky switch (with  
rotating lights) nearby. Shoot the switch to deactivate a  
disintegrator down the hall. 
   Go all the way to the left, passing tentacles and guards, and  
go down the elevator. This one is clear, fortunately. 
   Jump over the pit, and on the next screen are several gas  
spurts that go off in sequence. Just run to the left as soon as  
the second gas spurt clears. 
   On the far left of the next screen is a strange contraption  
making more weird noises than a chicken in a washing machine.  
Super blast it to hell. You'll deactivate a force field. .  
.somewhere. 
 
|---====================| 
|1.6.09                 | 
|> walkthrough code9    | 
|CXLD                   | 
|                       | 
|> []                   | 
|-----------------------| 
   Now comes the hidden part: You have to go left, because beyond  
the machine is a room with a valuable item. In this room, there is  
a pipe creature hanging from the ceiling. Since regular shots are  
about as effective as Gary Coleman teeth-tossing unstuffed Beanie Babies  
at T-1000, kill it with a super blast. 
   Go left and pick up the pyramid object on the ground. You'll  
need this for later. And if you die before you get to the next  
continue point, you'll have to get the item again. 
   Go right. To clear the gas on the next screen, just take off  
running into the screen and don't stop until you clear the gas.  
Jump over the pit and go up the elevator. Continue right until you  
reach the first teleporter going upwards. Take it up. 
 
|---====================| 
|1.6.10                 | 
|> walkthrough code10   | 
|TBBL                   | 
|                       | 
|> []                   | 
|-----------------------| 
   The next screen has more evil bats. Take off running when the  
closest bat flies up. You'll clear the second one. Then take the  
first teleporter upwards. Kill the guard, then pick up the item to  
the left. You have completed the bomb! You are The Midnight Bomber  
What Bombs at Midnight! But don't use it just now. 
   Go back down, and go left. There's an L-shaped barrier made of  
pulsating voltage. 
 
To bolt past the volts: 
+ Walk left until you are close to the electricity. 
+ Press Up and B WHILE THE ELECTRICITY IS OFF. The electricity  
  will be off by the time you swing across. 
 
   Go left. There's another machine here, but this one is  
impervious to super blasts. Walk next to the machine and place  
your bomb. Now leave the screen, otherwise they'll need an  
electron microscope to ID your remains. Wait on the other screen,  
and about 10 seconds later the screen will shake. Your bomb has  
destroyed the machine, and you now have access to the last part of  
the level.  
   But you have to get there first. 
 
|---====================| 
|1.6.11                 | 
|> walkthrough code11   | 
|HLJC                   | 
|                       | 
|> []                   | 
|-----------------------| 
 
   To pass the L-shaped barrier while going right, swing the whip  
WHILE THE ELECTRICITY IS FLOWING. Run past the bats when it's  
clear, and go down the teleporter. 
 
|---====================| 
|1.6.12                 | 
|> walkthrough code12   | 
|FFTR                   | 
|                       | 
|> []                   | 
|-----------------------| 
   Run right, until you reach the teleporter in the ceiling. Go  
up. At the top of the teleporter, go right. There's a guard  
standing on the other side of the door on the second level. Take  
the teleporter up to the top level.  
   Make a shield, then super blast the door. This surprises the  
guard about as much as discovering Edward Scissorhands is his  
proctologist, so he won't even make a shield. Just shoot him.  
   Go up the teleporter here to recharge your whip. Run to the  
left, and stay on the second level. Shoot the guard below the  
teleporter in the roof, and go up. 
   If you had gone here before using the bomb, there would be a  
platform to the left hovering above the spikes. Your bomb blew up  
the machine causing the platform to hover. All you have to do is  
walk all the way to the left and enter the doorway. 
   But when you enter the next room, a crate falls on your head!  
Walk to the left and pick up your electric whip. The wires are  
split - there's no charge! Now your whip's as empty as a porn  
theatre showing Esperanto-dubbed episodes of "Welcome Back,  
Kotter." 
 
|---====================| 
|1.6.13                 | 
|> walkthrough code13   | 
|CDJR                   | 
|                       | 
|> []                   | 
|-----------------------| 
   Go through the doorway here. When you walk all the way to the  
left, a fist will knock you to the ground. Get up. 
   In the next screen, the menacing final guard stands staring at  
you. If you don't act quickly he'll shoot you. Remember that box  
that fell on your head? There's one dangling right over this guy's  
head. Whip the box to drop it on 'em. He'll stagger off into the  
next screen. Follow him into the next screen. 
 
To toss the boss: 
+ Take 2 steps towards him. 
+ Whip him.  
+ Take one step.  
+ Whip him again. 
+ Take another step.  
+ Swing the whip up to snag a box & drop it on him.  
+ On the next screen, whip, step, whip, step, until he's on the  
  platform. 
+ Now press Down while you're in front of the switch. The platform  
  will fall out from under him. 
 
|---====================| 
|1.7                    | 
|> the ending[]         | 
|-----------------------| 
 
   The guard fights a lion gladiator-style while prisoners watch,  
then the alien walks amid the burning rubble of the looted prison  
and discovers his human buddy, dead or unconscious. The alien  
carries him somewhere, and here follows the part that makes no  
****ing sense. 
 
My interpretation of this: 
   I gather the alien is apparently concerned about the human's  
increased risk of skin cancer. So he places the human into what  
must be a fusion-powered gamma radiation tanning bed, because it  
promptly vaporizes all the clothes, skin, muscles, and soft tissue  
from his body. Oops, guess he forgot to lay on the SPF 10,000  
sunblock. . . 
   Then the alien walks around and you see recycled footage of the  
happy village from the intro. 
 
What really happened: 
   The alien cremates the dead human. 
   Then the alien walks around and you see recycled footage of the  
happy village from the intro. 
 
|---====================| 
|1.8                    | 
|> ending rant[]        | 
|-----------------------| 
  OKAY. So I think we can all say that these game designers really  
did a crappy ass job of the ending, didn't they? The guy goes  
through every kind of **** imaginable, narrow escapes, breaking  
out of alien traps, setting alien traps, all that. Some jerk in  
the Interplay office goes, "Hey, what's the best way to screw with  
the gamer's mind after all this hard work keeping Lester alive?  
Have the game lock up? No. Have the ending say 'Congratulations!'  
and that's it? No. That one's been done. Even better, let's KILL  
HIM OFF BY SOMETHING COMPLETELY ****ING RANDOM!"  
   I mean, they couldn't at least show the guy ending up home,  
they opt to do something that they think has the least frames of  
animation possible. Because him going home, THAT would involve all  
kinds of tomfoolery for the artist, drawing doors and windows and  
tables and other horribly complicated modern things. Oh no, they  
couldn't just, I don't know, draw a PORTAL made out of a bunch of  
CIRCLES and recycle some footage of him walking through it!! 
 
ADDENDUM 
 
My original ending rant was intended to be comical, however there 
is a ring of truth to it and I will elaborate for any who may not 
have been satisfied with the original explanation. 
 
Technical-The ending sequence does recycle a portion of the 
animation and drawings from earlier cinemas. New animations created 
just for the ending are hastily put together - either the polygons 
appear out of place, or there are relatively fewer frames of 
animation per second. Judging by these technical elements alone it 
demonstrates that the designers cut some corners. However, in 
addition- 
 
Lester's death-The resolution of killing Lester seems abrupt, as if 
it were a last minute story decision, because there is little to no 
foreshadowing of Lester's upcoming demise. The player is led to 
believe through all of Lester's hardships that he will somehow 
survive. Granted, I may have overlooked a subtle element of 
foreshadowing somewhere. But it must have been very subtle, because 
throughout all the plays and replays of the game I conducted for 
the FAQ, I never caught it. And if he lived - 
 
Lester surviving-He never did have to go home. Lester could have 
remained in the alien world, contributing to his friend's village 
and perhaps improving their quality of life. My point here is that 
the story opportunities of Lester surviving are more interesting. 
How would this human deal with the issues of the alien society? 
Also, such a story would show the player how this strange society 
works through Lester's eyes. This story course would be more 
complex, but I believe it would be much more satisfying because it 
provides depth to the setting and to Lester's character as well. 
Imagine an ending where Lester eventually changes his human 
clothing and attitudes, and through time, becomes a brother to the 
aliens, adopting their garb, language and culture. If these aliens 
had a tribal culture, he would go through a rite of passage, such 
as hunting one of the lion-beasts. After going from outsider to 
warrior to village elder and scribe, he would die a legend in the 
village mythology, "the one from out of this world". And through it 
all his alien friend would be there with him, teaching him the ways 
of alien life. 
 
Lester going home-They could have written the ending so that Lester 
had a chance to go back home. Why? The level of technology is as 
advanced, if not more so, than ours. They have flying vehicles 
(this was in Out of this World I, where you had to push the right 
buttons to escape the arena). We have flying vehicles (airplanes). 
They have devices that levitate by some form of power (floating 
platform in OOtW 2, close to the end of the game). We have 
levitating devices (maglev trains). They even exceed our technology 
with laser guns that fire pure energy, generate force fields, and 
recharge almost instantly.  If their technology is greater than or 
equal to ours, then Lester very well could have built a way to get 
home, given the time. He would not need to build another particle 
accelerator. If the technology is advanced enough, he could build 
somthing else to cross dimensions. And it would bring so much 
emotion to the story. How would Lester depart from this world that 
brought him a friend, probably the only true friend he ever had? 
 
The complexity The game's ending is rushed. All of the alternatives 
that I have proposed would have taken much more time during 
development, because of this game's inherent design difficulties. 
First of all, the game itself is very unique, using a polygon 
graphics engine on a 16-bit system. Developing cinemas that used 
this unique graphics engine must have been a real nightmare because 
there are few games like OOtW. Also, scripting an ending using one 
of my alternatives, without any spoken or written words, would be 
quite challenging - all cinemas in both games show the action 
without any recognizable spoken words or subtitles. But it could be 
done. They could have made a combination of the two alternatives, 
have Lester live a life of the aliens for a while, and then stumble 
on a way back home. Or he could try as hard as he could to get 
home, but fail, and then he could make peace with the aliens and 
become part of the tribe for the rest of his life. 
 
|---====================| 
|1.9                    | 
|> misc. access codes[] | 
|-----------------------| 
   These are codes for the latter part of the game. However, they  
aren't used in the walkthrough because the objectives were  
completed in a different order. 
 
TTKX - Before the bats, but without the first piece of the pyramid  
       bomb. Also, disintegrator is not deactivated. 
GCXB - In the area with the floating platform above the spikes,  
       but with no bombs. 

