Solution by Daniel Starr
General tips:
* Alternate two hand-to-hand attacks for best results. I
like Alt-7, Alt-9
or Alt-7, Ctrl-7.
* Some enemies in the game cannot be defeated by blasters, but
can be defeated
in hand-to-hand. A few special enemies cannot be killed by normal
weapons at
all, but must instead be disposed of by special means.
* If it looks like you should be able to climb into or onto something,
keep trying (walk forward, don't run) and eventually you'll hit the
right
pixel. (Except for the tunnel in the dig, which is sealed
'till you
open it.)
* If you see something that looks like a monitor, it probably
is. Try
to use it.
PLOT SPOILERS BELOW!
Sorry about all the page breaks, but this is too short an adventure
to spoil
unnecessarily. I've broken up important puzzles into multiple
pieces,
so if you think I'm being too cryptic, hit the space bar.
1. Get out of your detention cell.
Read the walkthrough at
the back of the playguide.
2. Get out of the cellblock.
Use the fork on the electrical
panel. It's in Mr. Blue's room.
(Go ahead and fight him.)
3. Get out of the guardroom.
Use the guardroom wall monitors
to deactivate cell doors.
Read Dane's logbook (in the cell across from yours) for a security
code.
Press the red button on the guardroom wall. Use the guardroom
desk
monitor to move the nursebot; have it pick up Cayman's severed arm
and
move it over to the palm reader by the door. Now use the other
desk
monitor to reactivate Cayman's palm's clearance. Stand on the
plate by
the palm reader to open the door.
4. Evade the robot.
It's a dumb robot.
Just sidestep instead of moving forward and
you can go right by it into the cryochamber. Later you'll blow
it up from
cover.
5. Explore the lower tunnel.
You need to lure the growling
beast in the tunnel beneath the
hatch so you can freeze it. To do that, you need to send someone
else
down the tunnel. The cyberraptor in Chamber 1 will do nicely.
Drain some cryofluid to wake him up. Go check on his stats in
the monitor.
Knock him out with kicks and mid punches. Make sure the hatch
is closed.
When he wakes up, wait for him to come near the hatch, then knock him
out so
he collapses on top of it. Now open it, drop him through, wait
for the
fighting to start, and freeze 'em both with cryofluid. Go through
and check
out the right branch.
6. Prevent those dropships full of marines from arriving.
Take the elevator up to
level 1. You can take out the probes by
shooting from behind the cover of the elevator door. Rough up
the guard
and he'll rev up the AA gun for you. Blow up both dropships.
(save, attempt,
fail, restore, attempt again...)
7. Explore level three.
Go to level three.
Take out the mecho from cover. I recommend you
cache your blaster somewhere else now. Open the door on the left.
Enjoy.
Pick up a healing device, and (optional) a battery from Dane.
Check out the
monitor. Now go to the far room (retrieve your blaster first,
if you
cached it); defeat the marine; read his logbook and the wall monitors.
Get
yourself encased in an envirosuit by the machine here. In one
corner of this
room you'll find the Icarus monitors -- use them to descend to the
hangar.
Get a bigger battery from the nose of the Icarus and drop your old
one
here -- you'll need it later. Get the alien cube from the floor.
8. Stabilize the reactor.
The reactor guardbot only
fires on humanoids. Anything else would
find it a real pushover.
Use the forklift bot from
the room at the end of the hall to
dispose of the reactor guardbot. (There's a forklift control
monitor in
that room). Now you can enter the reactor (wearing your envirosuit).
You can't defeat the alien
in combat. You do need to get rid of
it before you can finish your job, though.
Go pull one of the two pylon
levers down. Now that the alien is
after you, run back to the landing and knock the bridge out from under
it.
Now go back, pull the other pylon lver down and punch in the code you
got from
the control room's wall monitor to activate the power-down button on
the
reactor monitor.
9. Explore the outside.
The security bot is slow,
so fire, run in a circle, fire, run in
a circle and you'll be able to beat it.
The airlock code you're looking for is in the logbook of the Marine
back in
the level three control room. You are wearing your envirosuit,
right?
"Positive O-Ring" = all lighted except the center.
Take the elevator down to the catwalk. Run past the droids --
you're
too fast to track as long as you keep moving.
To make headway here, you need the right object and the right place.
The
object should be obvious. The place is the stone blocks just
below the
first turn in the catwalk, not the much larger collection further on.
Use the alien cube to move across the stone blocks, arriving at the wreck.
Hang around in the dropship for a little bit...
... and use the device from the marine you punched out (not shot) to
access
the dropship missiles.
Get Big'n'Ugly's attention. When he goes over to
check it out, give him a second dose.
Using the missile lying on the beach yields a bomb. Have you found
any obstacles you'd like to blow up?
The bomb will burst open the sealed door on the catwalk if you drop
it right
next to the door. You have to go by the route the alien beast
was
guarding, since you can't get back the way you came. Yes, it
can be done.
10. Explore the dig.
Kill the small, floating
alien. Do something nice for Escher.
Use a healing device on her!
Now go check out the writing on three
walls of the Big Sphere Room reached from the large group of stone
blocks.
Come back to the dig when you're done, and check out the other room.
You can't kill the alien,
but if you beat it up it will run off and
do something interesting when you pursue it.
Now pry open that cracked
sarcophagus door and solve a small
puzzle to get a device to let you do what that alien did. With
the device in
hand, use the tunnel...
11. Explore the Phyxx caverns.
The central column monitor
activates the tubes. Which tube is
determined by the sign in the center of the monitor (match it to the
sign
by the tube).
For now, hit the left, right, and bottom tiles in the monitor to activate
the one really useful tube at this point.
Use your gun to give you momentum to put you through the other side
of the
zero-gravity chamber.
Another no-guns fight. Read the writing on the pillars before
you
head over to meet him. And watch your step!
Use his toy to get through the force field at the far end of the room.
Go ahead, solve the puzzle on the monitor. What? You want
a solution?
Well, try:
Green-Red-Blue-Red-Green-Red-Blue-Green-Blue-Green-Orange-Yellow
-Violet-Yellow-Orange-Blue-Yellow-Green-Yellow.
After that amusing conversation, go back to the central tube chamber
and
activate the other two lower tubes. Now use the control device
by the
blinking tube. Have fun and eliminate your opposition from afar.
(The
same method won't work twice, though, so you'll need to do a different,
obvious thing to dispatch the second.)
Raise the sphere. Lower it to crush one marine. Raise the
sphere again.
Drop your gun, run over and grab the grenade and throw ("fire") it
back up
the tube.
Now go into the remaining tube to fix the gravity ring.
Step on the plates to rotate the highlighted segments into a single
line.
Watch out for asteroids.
12. Escape.
Make sure your shield is
on, then take the Big Sphere Room tube up
to the surface; head for the Icarus.
The Marine's logbook has the information you need to get in the door.
The battery Gen gave you will activate the Icarus if it's still three-fourths
full. Pick up your old one and use it on yourself to swap out
Gen's
battery, then step over to the nose of the Icarus. Insert Gen's
battery
and enjoy.
And if anyone found a medical code, please let me know...
--
Daniel Starr
starr-daniel@yale.edu