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Omikron (walkthrough)

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Pomoć - Walkthroughs | Autor Miloš Vučić | 26 avgust 2005
Omikron

Submitted by: Dj Simo

Omikron - Walkthrough by Yoeri de Lepper

The Invitation
After  the  greeting from Kay'l, you are whisked to  the  city  of
Omikron, a city and reality in which you must learn the rules  and
customs as if your life depended on it.

Exiting the Alley
Before  moving,  acquaint yourself with your Sneak.  Whenever  you
access the Sneak, you will immediately go to the inventory screen.
At this point, you'll have two items listed: Kay'l's Apartment Key
and an MK400 Notice. Examine each.

After  you've  examined  the items in  your  inventory,  find  the
passageway out of the alleyway; on-screen instructions  will  lead
you  in the right direction. Watch closely for an object, a  magic
ring, on the ground. Pick it up by pressing Action and put it into
your inventory by pressing Action again.

You  emerge  on  a dark and rainy street corner  in  the  city  of
Omikron  in a section known as "Anekbah." As you leave the  alley,
the credits roll.

Finding Kay'l's Apartment
Consult your Sneak and summon your vehicle. Highlight the green C-
shaped  icon on the stack to the left and select Kay'l's apartment
from  the list on the right. Approach the Slider and press  Action
to  open the door and climb in. The Slider will drive you to  your
destination automatically.

Go  through the large door and enter any of the three lifts.  Face
the  control panel and access your Sneak. Select the apartment key
and  Use  it.  Ride  the elevator upstairs to the  apartment.  The
apartment  has  several rooms and areas,  all  of  which  must  be
explored now.

Turn  left  to  find Kay'l's desk. Rifle through it  to  find  500
Seteks. Descend into the conversation pit for a document called  a
Ring  Note.  Inspect the terrarium opposite the  door.  Inside,  a
lizard  named "Koopy" paces in front of a small, metal key hanging
from  a  wooden perch. Turn right and go through the door  to  the
kitchen.  Turn  right and left to a cabinet on  the  side  of  the
room's central pillar: it contains a can of Kloops Beer and a bowl
of  Pured Cramen. As you round the corner of the kitchen, you spy
a  trio of Rings floating in the air. Remember what the Ring  Note
said. You must have Magic Rings in your possession to use the Save
or Advice command.

In  the cabinet on the other side of the central pillar, pocket  a
can  of Koopy Food. Return to the living room. As you come out  of
the  kitchen,  a woman with a gun greets you; her name  is  Telis.
Quickly  dawning  recognition, however, causes  her  to  drop  the
weapon and run to embrace you. Engage her in conversation any  way
you please to find out some critical information.

As Telis heads to the bedroom, pick up her dropped weapon, a small
Waver  Gun.  Approach the food tray on the terrarium and  Use  the
Koopy Food. The happy and well-fed pet performs its only trick: it
brings  you the small key on the perch. Pocket Kay'l's  Small  Key
and  proceed to the bedroom. The armoire on the wall opposite  the
door  houses Kay'l's Police Badge and a Large Medikit.  The  chest
along the next wall contains a Sleeping Pill Prescription.

Go  through  the  door in your bedroom to the  training  room.  To
practice  your hand-to-hand fighting skills, approach the terminal
that lowers from the ceiling. Select a skill level and proceed  to
fight  the  computer-generated foe. Once you see  messages  saying
that  you  have  reached your top potential in both Attacking  and
Dodging, you've finished your initial training.

Before  you  leave,  visit the Multiplan  terminal  and  read  the
Multiplan Notice. Leave the apartment via the elevator, return  to
the street, and Examine Kay'l's Police Badge to add the address of
the  Security HQ to your Slider interface. Summon your Slider  and
point it toward Security Headquarters.

Getting the Sleeping Drug
The  Slider  dumps you off in front of the Security  Headquarters,
but you've an errand to run first. Turn around and carefully cross
the  street to the Drug Store via the entrance on the street side.
The  Drug  Store  is  one  of several shops  you  will  visit  for
supplies. In this case, you'll come here for Medikits of all sizes
and prices. That's not, however, why you're here now.

Approach  the counter and Use the Sleeping Pill Prescription.  The
attendant  returns with a bottle of pills; be sure to pick  it  up
before  you leave. As you leave the drugstore, chat with  some  of
the  folks sitting on the benches nearby. Some will refuse to talk
to  you,  but others will be more forthcoming. You'll  glean  some
useful information about the society in which you find yourself.

Security Headquarters
Cross the street again to Security Headquarters. Pass through  the
first  set  of  doors and Use Kay'l's Police  Badge  to  open  the
second, locked door. Walk right by the Mecaguard stationed at  the
elevator  stack  and go either left or right to an elevator.  Step
inside as the door opens and wait for Kay'l to turn around to face
the  door.  Press  Action to see the elevator's control  panel  to
learn the floor layout. Start with the Agent Offices on Level 1.

Find  the green door and go visit Kay'l's friend, Tarek. You  will
discover important information in your conversation with  him.  Go
through  the  blue  door to meet Agent Boog of  Internal  Affairs.
Enter  the  yellow door to check out the Break Room. Pick  up  the
memo  on  the table. Go to the vending machine. Use these machines
to buy food items that can enhance your Energy level and buy a cup
of Koil. Go back to the elevator and go to Level 2. Look first for
the orange door. Enter to find an empty office. Swipe the flyer on
the  desk and open the cabinet to find a Suspicious-Looking  Droot
Salad. Finally, rifle through the desk drawers for a Magic Ring.

Approach  the control box by the blue door to Kay'l's  office  and
Use  his  badge to gain access. Three Rings float in  the  corner.
Start  by opening the cabinet to the right of the desk. The wooden
box  here is locked; Use Kay'l's Small Key on it to crack it open.
Inside you find an Ancient Scroll. In the drawer on the right side
of the desk, swipe one hundred Seteks.

Boot  up  the computer to access Kay'l's dossiers. Return  to  the
hall. Check out Den's door. It's locked. Go to the yellow door  to
have  a chat with Sork. As you head back to the elevator, you will
be  summoned to Captain Lea's office. Descend to Level 4 and  find
the  green door. Walk by the guards and the hulking Meca and  meet
with Kay'l's boss. The meeting does not go well, but you gain some
disturbing insight. Captain Lea gives you a new assignment in  the
interim.  You  are  to  interrogate a  prisoner  and  report  your
findings to her. She presents you with three items: Mission  Order
Jenna 712, Jenna 712 Detention Dossier, and Jenna's Apartment Key.
Be  sure  to  pick  them all up before you leave  the  office.  Go
briefly to your office before departing to take care of business.

The Jenna Matter
Return to the street and summon your Slider to take you to Jenna's
apartment.  Enter  the building and Use her  key  on  one  of  the
elevators. Poke around Jenna's living room to find a Chokovat  bar
and an informative copy of the "Omikron News."

Inspect  the  bedroom. All you find is a locked  closet.  The  two
doors  in  the corner lead to the shower and the toilet.  Approach
the  toilet  bowl and press Action to reluctantly search  it.  You
find  Jenna's  Small  Key. This key opens the  closet  in  Jenna's
bedroom. Return to the bedroom and approach the right side of  the
locked  closet.  Use  Jenna's Small  Key  and  the  closet  opens,
revealing twenty Seteks, a Large Medikit, and Jenna's Note.

Go  back to the living room and check out the lights on the  wall.
Press  Action  to find a secret switch and press Action  again  to
activate the switch. A wall panel raises, unveiling a Decagun  and
a Propaganda Document.

Leave  the  apartment and return to HQ. Take the elevator  to  the
Detention Cells on Level 3. Enter the red door and pause  to  pick
up  the Virtual Training Center Ad before chatting with the guard.
Chat  with  the Detention Guard who asks for your orders  and  the
guard will lead you to the prisoner. Follow him to the fourth cell
on  the  right.  Enter  and speak to Jenna. Jenna  seems  innocent
enough.  You conversation with her will reveal a few things  about
her.

Finally,  she asks you if you think she's guilty. No  matter  what
you  think, tell her you think she's innocent. Take a right as you
leave Jenna's cell and note a set of Rings.

As  you  leave the Detention Cells, Telis calls to you  to  go  to
lunch.  No  matter what you say, she talks you into it. You're  to
meet  her at a restaurant on Tahira Street. She'll wait,  so  take
care of a few things first.

Deeper into Anekbah
The Archives
Go  to  Captain Lea's office and give her your report. Before  you
leave,  she  asks you to get her a cup of Koil. Access your  Sneak
and  Use  the  Sleeping  Drug on the cup  of  Koil  you  purchased
earlier. Give the tainted cup to her by Using it. You watch as the
drug  takes  effect instantly and Captain Lea face-plants  on  the
desk.

Pilfer  one  of  the cabinets for a Koopy Sandwich. The  captain's
desk  drawer  holds twenty Seteks and Captain Lea's Police  Badge.
Bid  her adieu and prepare to access the Archives. Proceed now  to
Level  3  and  the Archive Room. You find yourself in the  Archive
antechamber. If you got to this point the easy way,  the  door  on
the  right will be locked and a Mecaguard will man it. Go  to  the
card  reader to the left of the door and Use Captain Lea's  Police
Badge to enter the Archive Room itself.

Approach  the terminal in the middle of the room and press  Action
to take a seat. You will have four dossiers available to you.

Lunch with Telis
Leave Security HQ and call your Slider for the trip to lunch  with
Telis.

Before  going inside, however, walk north from the front door  and
turn  the  corner to meet a beggar. Give him a small  sum  and  he
gives you a message. When you find a Life Potion, bring it to this
poor wretch.

As  you  enter  the restaurant, notice the Rings  waiting  by  the
stairs.  Handle  this conversation any way you like;  there's  not
much  to  be gleaned from it. Just as you are about to tell  Telis
the  weird  story of your soul transfer, you get a call  summoning
you  to  a holdup at a supermarket at 816 Zodir Street. There  are
reportedly eight armed robbers and possible hostages. Duty calls.

As  you  turn  to go, Telis gives you her Talisman for protection.
Take it and call your Slider to go to the market.

Supermarket Holdup
Enter  the supermarket. As you cross the second door, you  witness
an armed, masked man beating a hostage. Be ready to enter Shooting
Mode as the scene ends.

Trudge  north toward the other side of the store. Near the corner,
you'll  contend with three or four robbers. Turn right at the  far
northwestern end of the room and then right again to  face  south.
Pick  off  the two gunners sniping from behind the burning  yellow
boxes ahead. Approach the boxes and turn left.

Advance slowly as a robber bursts through the boxes on the  right.
Go  through the hole made by this ambush and turn west.  Note  the
Small Medikit to the west. Continue south to the end of the store.
Look north from the Large Medikit and take the first right. As you
walk carefully east, two more robbers burst into your range.

Turn  north carefully. Note the Medium Medikit to your left.  Move
into  the  open  area to the north and position  yourself  in  the
northeast corner, facing west. Switch to the Decagun if  you  have
it  and  inch  west until another robber pops up from behind  some
boxes.  Kill him quickly to avoid his shower of rapid  fire.  When
this  final  enemy expires, the surviving hostage informs  you  of
another robber through the door in the northeast corner.

Go downstairs where a man attacks you. Hand-to-hand combat ensues.
When you've beaten him down, search the room for a Mana Potion.

The Morgue
Enter  the  Morgue and approach the receptionist/nurse.  A  vision
assaults  you as you enter. Kay'l asks to see Meditech Yudin,  the
coroner listed in his computer files, and the receptionist directs
him  to  the crematorium through the left-hand door. Next  to  the
roaring  oven, you find Meditech Yudin. Questioning  reveals  some
grisly details. Yudin invites you to view the most recent body.

You  may  now return to the lobby and access the right-hand  door.
Enter  the first door on the right. Inspect the male body  by  the
door.  Pick up the Surgical Instrument resting near his  shoulder.
Check  out  the  female body; it's Maya, the  most  recent  victim
mentioned  in Kay'l's report. She is also the one you saw  in  the
vision  as you entered. Press Action as you stand next to Maya  to
inspect her body.

Use  the  Surgical Tool on Maya. Pick up what you find by pressing
Action. You see something strange under Maya's fingernails. You'll
need  to find somewhere to analyze this strange sample. Once  it's
analyzed, you can deposit it.

Swipe  the  Large and Small Medikits on the shelves and return  to
the  hallway.  Enter  the  next door on the  right.  Approach  the
computer terminal attached to the "meat lockers." Find Den's  body
on  the  menu and summon it by selecting its number. When  Den  is
delivered  for  inspection, approach him and press  Action.  Den's
body  is an unholy mess. His damaged Sneak sits beside him. Pocket
the Sneak for later analysis.

As  you  leave Den, walking toward the terminal at the end of  the
room,  you  see  another  vision. Use the  Corpse  Sample  on  the
analyzer. Return to the hall. There's a set of Rings here.  Return
to Security HQ.

Go  to  Tarek's office. When you engage him in conversation, Kay'l
gives  him  Den's Sneak and asks him where he could get it  fixed.
Tarek  recommends a man named Fu-An who keeps a shop somewhere  in
Qalisar.

Arresting Loeta'r
There's  one last bit of business to take care of before venturing
into Qalisar. Take your Slider to the bar in Zone 42 to arrest the
counterfeit Sneak runner Loeta'r.

Enter  the  bar, but be ready for a fight. Your conversation  with
Loeta'r,  the bartender, quickly dissolves into a gunfight.  Clear
the  room and head into the bathroom to finish off Loeta'r's  last
flunky. Go into the stall he came out of to swipe his 1000 Seteks,
ten Magic Rings, and Octagun ammo.

Entering Qalisar
Ride  your  Slider  to Access to Qalisar. The door  opens  as  you
approach.

Qalisar
Looking for Anissa
Enter  Qalisar. As you emerge from the western gate, turn left  to
see a set of Rings and a ramp leading to an upper level. Scale the
ramp. Look for Kat's Bar to the left. Peek inside for a drink  and
ask around for the elusive Anissa. All you get is a blank stare.

Leave  the  bar  and  continue down the  boulevard  until  another
storefront  appears on your left. The Peep Show is the last  known
address of Anissa.

The  employee  at the Peep Show knows Anissa. He says  she  hasn't
worked  there in a while, but he's heard she's at one of the  bars
on  Qalisar  Boulevard. He invites you to look around. Around  the
back,  you'll meet a call girl. You can't hire her,  but  you  can
become  her  when you gain reincarnation ability; she's  Lahyli'n,
one of Qalisar's three inhabitable characters.

Leave  the Peep Show and cross the bridge to the other side.  Head
into  Aka's Bar. Turn right as you enter the bar and note the  set
of Rings on the end of the balcony. First, however, you experience
another vision.

At  the base of the stairs, look for a document on a nearby table.
Pick  up the Omikron Central Bank Ad. Another table sports a  full
Double Yuki.

Go chat up the bartender about Anissa. He's a bit stubborn; refuse
his  offers  for a drink and insist on getting an answer  to  your
question. The bartender points out the dancer in black as  Anissa.
When  you've  finished with the bartender, you'll see Anissa  come
off her platform for her break.

Walk over to the exhausted dancer and ask her about the murder she
witnessed. She'll tell you to follow her into the back rooms. Once
in the back hallway, begin your conversation again. You glean some
engaging information from this chat.

She  goes to her dressing room to change and get the paper. As the
door  closes,  you hear a scream. Position yourself  by  the  door
control box and Use your Waver Gun to shoot the lock open.

Kay'l  rushes  inside only to find Anissa dead.  As  he  goes  in,
another  figure  rushes out of the room. He's wearing  an  Omikron
Police Uniform. Search Anissa's body to find a small key. Approach
the  table  on  the  wall and press Action  near  the  bent  black
ornament sitting on top. This opens a wall safe to the left.

The  trunk inside of the safe is locked. Fortunately, you have the
key.  The  trunk contains the note Anissa told you about. Finally,
open  Anissa's  cabinet to find a Medium Medikit and  Den's  Card.
Slip out of the bar and back outside.

The Sha'armet Tournament
As you may recall from the flyer you found in Security HQ, Qalisar
is  home  to a lucrative but dangerous fighting tournament  called
the  Sha'armet. You are about to stumble upon it. Turn left as you
come out of the Aka's Bar and look on your left for the Xam Store.

Enter  this innocent-looking shop, taking notice of the  Rings  in
the corner. Approach the shopkeeper and ask to look at his list of
wares.  You may buy any item you want, but there's one  that  will
get you into the fighting tournament. Purchase a Meca-Lamp battery
and the shopkeeper will discreetly open the gate to the back room.
Take  the  elevator  down and boost your Energy  to  maximum  with
whatever Medikits you have. You'll need all you can get.

To win the whole shebang, you must defeat five opponents. Each win
gets  you  a  prize of increasing value. If you defeat  all  five,
you'll  leave  Fighting Mode and may exit the arena  the  way  you
came. When your Energy level reaches ten, you are ejected from the
tournament with a parting gift of whatever you won to date plus  a
piddling  twenty Seteks. Buy some Medikits with the  proceeds  and
nurse  yourself  back to health. You may, of course,  buy  another
battery and try again.

Shopping in Qalisar
Turn right as you leave the Xam Store and walk past Aka's Bar. The
next  door is the Sex Shop. Go in and buy a poster for your friend
Boog.  Turn right as you leave the Sex Shop. The next bar on  your
right is Harvey's Bar. Go in and head to the bathroom. Waiting for
a stall is Dakme't, the other of Qalisar's inhabitable characters.
Leave Harvey's and turn right. Take a long walk until you find Fu-
An's Shop.

Talk  to Fu-An. For 400 Seteks, he will extract whatever items  he
can  from Den's broken Sneak. Pay it and, in return, you get Den's
Police Badge.

Visiting the Temple
Leave Fu-An's Shop and descend to street level. Follow the road to
the  northeast  to the Abandoned Temple. As you enter,  watch  the
walls on the right side for two Magic Rings. Stand on the star  in
the middle of the temple with your back to the door.

Remember the note you found in Kay'l's cabinet at work: with  your
back to the door, walk ten steps forward, turn right, and take ten
more  steps.  You should be facing the wall of the temple  with  a
wooden beam propped to your left.

Push  Action  while facing the wall and a hole will  open  in  the
floor  to  your  right. In the hatch, you'll find a  Reincarnation
Spell  and  Jafa'yl's Parchment. Leave the temple and summon  your
Slider. Select Security HQ to return to Anekbah.

Return to Anekbah
Raiding the Security HQ
Enter Kay'l's workplace again and head straight for Boog's office.
Engage  Boog  in conversation and present him with his  gift:  the
Erotic  Poster.  As  a  token  of his gratitude,  Boog  gives  you
something even more valuable: a Security HQ Master Key.  Next,  go
to  Den's office and Use his badge to unlock the door. Open  Den's
cabinet  to  find a Memo and a Scrawled Note. Rifle through  Den's
drawers for Den's Apartment Key.

As  you leave Den's office, Tarek sidles up to see how things  are
going. You can tell him as much or as little as you wish; he  just
wants to tell you that you can count on him.

A Cry for Help
As  you  leave HQ to go to Den's apartment, you receive an  urgent
call on your Sneak from a beaten and bloodied Telis. She needs you
at  Kay'l's apartment immediately. Hop in your Slider and get over
there.

As  you enter the apartment, notice a piece of paper on the floor.
Pick it up and read Telis's Message. Jump back in the elevator and
head  to the roof; you'll go there automatically when you activate
the lift.

Up on the roof, you find a beaten Telis kneeling at the far end of
the  roof.  Approach her. She tells you that a demon came  to  the
apartment  looking for you. It wanted your soul. She  was  scared,
but  now  all she wants is for you to hold her. Be wary as  that's
not Telis after all. As you watch, Kay'l's wife transforms into  a
skittering, vicious demon.

Do  battle with the she-demon to the death. If you lose the fight,
you  will  be left for dead on the roof. Luckily, Syao,  a  nimble
thief, happens upon your lifeless form. Your soul transfers to her
body along with all of your belongings. If you win the fight,  you
may  collect  five  Magic Rings and proceed, still  housed  inside
Kay'l.

No  matter which body you inhabit, go to the elevator. As you step
inside, you are stopped by an apparition who has much to tell you.
She   looks   vaguely  familiar.  You  receive  some   disquieting
knowledge.

Den's Apartment
Descend to the street and catch a Slider to Den's apartment. Enter
the building and Use Den's Apartment Key in the elevator.

Den's  apartment  is laid out much like Kay'l's. Look  around  the
living  room, taking note of the white tiger statue by  the  door.
Note  also the Transcan terminal and the tiger portrait  near  the
bedroom door.

Enter the bedroom and have a look around. Note that the layout  is
again  similar to Kay'l's home. Approach the night table and  pick
up  the  wedding  picture.  Notice the Rings  in  the  corner  and
approach the armoire on the wall. Snag the Double Waver Ammo.

Next  hit  the showers and pick up Den's Small Key.  It's  in  the
corner, so you'll have to look carefully. Exit the shower and pick
up  the  newspaper on the bed. Use Den's Small Key on  the  chest.
Gather up Mana Potion +35, a Large Medikit, and 200 Seteks.

Return  to  the  living room. Recall the note you found  in  Den's
office. Approach the tiger statue and press Action to push it  out
of  the way and expose a button; push it to open the tiger picture
on the other side of the room. Approach the safe hidden behind the
tiger  picture  and  press Action to access the combination  entry
pad. Enter 7-2-1-3. The safe opens, revealing Den's Map, Pass  for
Security HQ, and a Transcan Tape.

Stand in front of the Transcan Player and Use the Transcan Tape to
view its contents. What you see is Den telling everything he knows
about your investigation.

Tarek,  the  demon-possessed traitor, has slipped  into  the  room
after  you. He is very pleased you have found this evidence so  he
can  destroy it. Since he's already taken care of Den and  Anissa,
he  is  very excited about killing you. Tarek reverts to his demon
form to completely enjoy the pleasure of ripping your soul out  of
your body. Be ready to fight Tarek.

If  you  win this fight, claim five Magic Rings. If you  lose  the
fight, the theft of your soul is interrupted by the arrival  of  a
neighbor.  Alarmed by the noise, Plume has rushed in and  becomes,
against her will, the new host of your wandering soul.

Quest for the Power Rod
Depart  Den's apartment and summon your Sneak. Direct  it  to  the
supermarket in Zone 9. North of the supermarket's front door, meet
the monk who will guide you to the Sorcerer's Shop.

Give  the  monk  Telis's Talisman and follow  him  to  the  secret
Sorcerer's Shop. Glance at the Rings rotating left of the  counter
and  approach the shopkeeper. The sorcerer tells you that  he  can
forge  a Power Rod only if he has a piece of the evil thing to  be
destroyed.

Thankfully, you have the sample from the corpse at the Morgue. Use
it  to  give  it to the shopkeeper. He's impressed and makes  your
Power Rod.

Infiltrating Gandhar's Office
Leave  the Sorcerer's Shop and head straight for Security HQ.  You
still  have Kay'l's Police Badge in your possession, so you  still
have full access to HQ no matter what body you inhabit. Descend to
the  Ventilation  Room  on  Level  5  and  walk  to  the  four-way
intersection at the end of the hall. The doors ahead  and  to  the
right  are  locked for the moment. You will be returning  to  this
intersection several times.

At  the intersection, turn left and follow the hallway. Go through
the  door  into the ventilation control room. Walk  to  the  large
window overlooking a set of gigantic fans. Left of this window  is
a  card  reader. Use the Pass for Security HQ you found  in  Den's
wall  safe  to open the switch room to the left. Enter the  switch
room  and  pull the switch on the console. Watch as the horizontal
fan grinds to a halt.

Turn  right and activate the black switch on the wall. This  opens
the  window to the fan chamber. Walk to the window and press  Jump
to leap into the water below. Swim to the right and keep your eyes
open  for  a  tunnel  leading out of the pool.  Surface  and  pull
yourself out of the pool.

Stop  to  pick  up a length of Electric Cable and proceed  up  the
hallway,  through  a door, and back to the four-way  intersection.
Return  to  the  control room and stand in front of  the  electric
panel along the wall. Use the Electric Cable in front of the panel
to  short-circuit the fan engine. You'll see the  side  fans  wind
down  and the other door at the four-way intersection draws  open.
Leave the control room and return to the four-way intersection. Go
through the twelve o'clock door and approach the inactive  fan  at
the end of the hall.

Jump  onto the horizontal fan blades in the center of the chamber.
From  this point, there are three hallways leading off of the fan.
Recall Den's Map: you want to go to the hallway to the right.  Run
down  the hall and through two doors. Through the next door is  an
elevator. Activate it by pressing Action. Exit the lift  and  turn
right  at a T-intersection. Find a set of Rings and continue  down
the hall.

Cross a bridge and continue toward the end of the hall. The floor,
however,  suddenly drops out from under you and you fall into  the
commandant's office.

The Gate
As  you approach the stairs, you meet an old friend. The demon you
met  at  the  beginning of the game appears behind you  and  wants
another  piece. Beat him down. If you lose this fight, there  will
be no rescuing your soul; no one comes to save you.

Before proceeding, pick up five Magic Rings, a Life Potion, and  a
Dodge  Potion. Stroll behind Gandhar's desk and open  his  drawer.
Extract  a pass to the Jaunpur district. While standing  near  the
open  drawer, press Action again to activate a switch  built  into
the drawer. A panel opens.

Face the panel on the wall and press Action to access it. You will
need  to  enter the combination you got from Anissa. To  open  the
door, illuminate the following buttons: Line 1, Button 6, Line  2,
Button  4, Line 5, Button 3, and Line 6, Button 5. Go through  the
green portal.

Walk  toward  the cave passage. As you go, you meet  a  mysterious
apparition.  Converse with him. He addresses you as  "Nomad  Soul"
and conjures a set of Rings. This serves as an auto-save position.
As  you  head down the passage, you switch to Shooting  Mode  with
your  Power Rod armed. Walk carefully down the hall, plugging  any
of  Gandhar's minions who assault you. Before touching the bridge,
shoot all of the creatures milling around the edges of the room or
they'll cause you trouble during your fight with Gandhar.

Approach  the bridge in the center of the room to meet Gandhar  in
his  true  form. He dives into the lava and emerges as a  gigantic
beast.  Take cover behind any of the rocks around the edge of  the
room  and  direct your fire at Gandhar's head. If you are  killed,
you'll start over at the auto-save position.

When  you vanquish Gandhar, he and his Gate plunge into the  fiery
lava  below.  Mission accomplished. As the cavern collapses,  your
character runs for a newly created hole in the wall.

Heading for Jaunpur
Jump  into  the pool of water and surface in the city  streets  of
Anekbah. Jenna waits for you as you emerge. She congratulates  you
on  your success and advises you on your next move. You are to  go
to  Jaunpur with your pass and meet a man named Yob at the temple.
He will take you to "someone who wants to talk to you."

Before   departing,  however,  visit  the  beggar  north  of   the
restaurant  on Tahira Street. Give him the Life Potion.  He  gives
you  your reward and a pass. Go to the portal to Jaunpur. You will
need to show your pass to the Mecaguard to enter. If you are still
inhabiting  Kay'l, you will have a small problem: Kay'l  has  been
listed as a fugitive by Commandant Gandhar. The Meca will blow you
to smithereens rather than admit you.

Luckily,  a  nurse, Ysmala'n, touches Kay'l's body  and  his  soul
transfers  to  her. Since the Mecas are expecting Kay'l,  you  can
avoid  this  fate  by approaching the portal with any  inhabitable
character  other than Kay'l. If you already involuntarily  inhabit
another  character,  you can pass through  unmolested.  If  you're
still in Kay'l, you can simply let his fate play out or jump  into
any of the inhabitable characters in Anekbah or Qalisar.

Jaunpur
>From  the instant you emerge through its gate, you can  see  that
Jaunpur  is  a very different place. Though it's somewhat  smaller
than  Anekbah, the architectural layout of Jaunpur  is  much  more
confusing.  The trick to finding what you want in  Jaunpur  is  to
always keep your bearings. If you get lost, find a street and call
your Slider to take you back to a familiar place.

The Temple Awaits
To  begin, call the Slider and order it to take you to the temple.
When  you emerge, the temple is directly ahead of you, but there's
no obvious way to get to it. If you face due east, you will see  a
man  exercising  along a wall ahead; to his right is  an  archway.
Pass under the archway and turn left, then left again, and go up a
ramp.  The door to the temple isn't exactly obvious; on the  metal
wall to the right, the center panel is outlined in green.

When you enter the temple, you find several worshippers and a  set
of  Rings.  Explore  the temple and you may  bump  into  a  likely
candidate for reincarnation, the monk Itzam'a.

Meet the Awakened
Continue  through the temple toward the floating altar.  You  will
see  a  man standing near two pyramid-shaped candles on the right.
This  is Yob, the man Jenna told you to meet. Talk to him  and  he
leads  you  through a red door behind him. Pass through  a  second
door  and  enter  a statue room. Yob, however, is  nowhere  to  be
found. Pick up the two candles on the base of one of the statues.

Note  the  metal door peeking out from behind one of the  statues.
Turn  around and look on the wall for the Awakened symbol  with  a
red hole in the center. Press Action to climb atop the sarcophagus
and  Use Telis's Talisman on the red hole. The statue rolls aside,
exposing the metal door to a lift. Jump into the lift and ride  it
to the underground base of the Awakened.

Enter  one door, cross a bridge over the base's main room, and  go
through another door. Follow a winding passage until you come to a
pair  of white doors. The one in front of you is Jenna's cell.  To
the  right is the main floor of the base. Turn right and go there.
You  will  meet  again  with Jenna, who is a  rather  high-ranking
member of the Awakened. Ever since your interrogation of her,  she
has  known  what you are and she thinks you have potential.  As  a
gift  for  declaring  her innocent, she gives you  a  Regeneration
Potion.

Follow Jenna to Dakobah's cell. She instructs you to come see  her
in  her room when your meeting is over. Inside, you meet with  one
of the Awakened's leaders, a Yashu priest named Dakobah. From this
conversation  you  learn some very beneficial information.  Go  to
Jenna's cell to report on your meeting and your admission  to  the
Awakened. She gives you a bit of history to put your initiation in
perspective.

Enter Namtar's cell to meet your immediate commander. He gives you
a mission: blow up the bridge in Zone 12 to cut off Tetra's weapon
supply line to the Omikron Police. Jenna will be your partner.

Further on Jaunpur
Blow the Bridge
Consult  with  Jenna.  She advises you to  introduce  yourself  to
everyone  at  the base. Then, get the explosives for your  mission
and  go  to the bridge in Zone 12. You'll need to find  a  way  to
reach the pillars under the bridge and place the explosives at the
base.

Time  to meet your fellow revolutionaries. Turn left as you  leave
Jenna's  cell  and  left  into  the second  door.  Turn  right  to
introduce yourself to Krill. You find him on his bed. The  weapons
specialist  seems a bit hostile. Still, if you ask him which  kind
of explosives suit your mission, he will tell you: KR100. Take the
Detonator from the cupboard before you leave.

Return to the main floor and look for Soks, the supply droid.  His
shop  is  on the lower level, behind a small door near the  Rings.
After  he questions you about what kind of explosives you'll need,
he presents you with the KR100.

Visit  Yob  in his cell/training room on the lower level  opposite
Soks'  shop.  Converse with him and spar a bit before taking  your
leave.  Finally,  go to the door next to Yob's to  meet  Meshka'n.
Your  conversation  yields interesting information.  To  exit  the
base,  find the secret elevator in the same hall as Jenna's  cell.
As  you  come  through  the door from the base's  main  floor,  go
straight and follow the path until you see a hall leading  off  to
the left. Go down the hall and ride the lift to the surface.

Exit  the  elevator in this small alcove of doorways.  Follow  the
path  out  and  keep  making left turns until you  arrive  at  the
street. Call your Slider and go to the bridge in Zone 12. When you
arrive, the bridge will be straight ahead, guarded by a Meca.  Run
up  the  ramp to the bridge and survey your task. You'll  have  to
find  a way to get down to the bridge supports to make this  work.
Cross  the  bridge  and head south. As you walk south  toward  the
docks, you will pass by a wall with some metal studs in it.

Ignore  these  for now; you'll come to a large door  manned  by  a
guard.  Wouldn't  your mission be easier if everyone  thought  you
were  a guard? Reincarnate into the guard, Jayli'n, and scale  the
wall at the handholds. When you drop inside, you'll see your auto-
save position. Walk past it and the shooting sequence begins. Your
mission is to go through the freight yard to the docks. The  door,
however, is guarded by two Mecaguards. You need to draw them  away
from  their  post by causing an accident with the  freight  yard's
crane.

You'll  immediately notice that no one is shooting at you  because
you  look like one of them. As long as you don't shoot anyone  and
don't  pull  any switches, you'll have all the time  you  want  to
scout the area before attacking. Your goal should be to locate the
switches and the exit and then go to the first switch and pull it.
Then you can shoot whomever you like.

To  find  the second switch and the door to the docks, go  forward
from  the rings and take the first left. Go straight and turn left
at  the end of the aisle. Switch #2 will be about halfway down  on
the  right. You can't pull it yet. From Switch 2, walk forward and
turn  right  at  the wooden box at the end of the  aisle.  At  the
corner,  turn  right again and you'll see two Mecas  guarding  the
door to the docks. Retrace your steps to the Rings.

Walk  forward from the Rings and turn left at the corner near  the
big metal door. At the T-intersection, turn right. Go straight  to
a  large stack of pipes and turn left. Take a couple steps forward
and  turn right. Walk another few steps and turn left in front  of
the  Mecadog.  Turn  right at the corner and go  straight  to  the
corner  of  the  wall. Go straight and left around  a  metal  box.
Follow  the  path  around two lounging guards to  find  the  first
switch. Now you are ready to rock.

Gun  down  the two guards nearby and pull the switch  by  pressing
Action. Retrace your steps back to the Rings and cut a path to the
second  switch.  When  you pull it, you'll  see  the  crane  self-
destruct and the two hulking Mecas run to see what all the  rumpus
is  about.  Run  behind their turned backs and head  for  the  now
unguarded door. Go through it to end the shooting sequence.

On the docks, you will automatically pull a switch. This lowers  a
platform,  granting you access to a barge parked below. Jump  down
to  the  lowered dock and note the Rings quietly rotating to  your
left.  Jump  onto  the first barge and press Action  to  pull  the
switch.  The barge sails over to another barge. Jump onto  it  and
pick up two Magic Rings hiding behind a box.

Dive into the water and search for a submerged barge. Next to  it,
a  long wooden switch juts up from the base of the canal. Pull  it
by  pressing Action and the barge will surface. However, it's  too
high  for you to climb upon. Swim toward the eastern shore of  the
canal  where a platform floats next to the edge. Climb onto it  by
pressing  Action  while treading water at the  surface.  Pull  the
switch to ascend to the shore.

Walk  to  your  left  to a control panel and pull  the  handle  to
position  the last platform. With everything in place,  jump  back
into  the  canal and swim back to where you started on the  docks.
Jump  on  each  platform in sequence until you get to  the  bridge
pillar.  If you haven't already done it, select the Detonator  and
Use  it  on  the KR100. The result is a bomb. Stand  next  to  the
pillar  and press Action to place the bomb. Now you have a choice.
You  have  five  seconds to jump into the water  before  the  bomb
explodes.  If  you  do, you keep your current character.  If  not,
he/she  dies  and  you'll be reincarnated in Kuma'r,  a  passerby.
Either way, you return automatically to the Awakened base.

Awakened TV
Go   to  Namtar's  cell  and  speak  to  your  boss.  Accept   his
congratulations and indicate your desire for another  mission.  To
pave  the  way  for an Awakened pirate message over  the  Transcan
broadcast system, you must plant a device on the broadcast dish in
Zone 22. First, you'll need to go meet a contact to get the pirate
device. Go to the bookstore in Zone 9 via your Slider. From  where
your  slider drops you off, turn right and go straight  until  you
reach a building.

Turn  right  and immediately left. Walk forward past a restaurant.
Farther  along, down a couple of ramps, you will see the bookstore
on  the right. Enter and descend the spiral staircase. Talk to the
man  standing on the store's right side. Show him Telis's Talisman
and he'll put the pirate device on the shelf. Pick it up and leave
the store.

Drive  your Slider to Zone 22 Roof Access. Once there,  walk  east
through  a gateway. Go through a second gateway door into an  open
area.  To  your right are a supermarket and a sewer  tunnel,  each
containing  very diverse inhabitable characters. Follow  the  iron
fence on your right. When it ends, look for an alley to the right.
One  of  the  walls has handholds that could function  as  a  fine
ladder. Climb the handholds. Note the Rings and look below to  see
a Mecaguard covering the door to the broadcast dish.

Walk  to  the  second crate and press Action to push it  over  the
edge. The weight of the crate disables the Meca. Climb back to the
ground by standing near the top of the ladder and pressing Action.
Walk around the fallen Meca and through the door. There, step onto
the  crane  and  press the big red button. At the top,  you'll  be
provided with an auto-save point.

>From the first platform, jump to the square building ahead and to
the  left.  Climb down to the lower roof via the handholds.  Sneak
carefully  forward  and right to another set of  handholds.  Climb
down  to  the lower roof below. Cross the wood plank to  the  next
building.  Continue straight from the plank and jump to  the  next
building. From here, climb down the handhold ladder to the ground.

Walk  forward  to the second alcove on the left,  where  a  ladder
climbs  high  atop  the next building. Turn left  and  follow  the
building to a plank heading right. Go down a short ramp to another
plank leading down and right.

Turn  left and descend a ramp to a lower rooftop. Cross the  plank
to  the  right to the building adorned with stars. Turn  left  and
descend  the  handholds to the ground. Turn left and walk  to  the
corner.  To  your left is the transmitter tower.  Pivot  left  and
cross  in  front of the tower. Turn left again at the end  of  the
tower. Make one more left to face a ladder leading up.

Rotate  left to see another ladder leading up to the dish  itself.
Approach  the  transmitter and press Action to  plant  the  pirate
device. Watch the pirated message and get your first view of Boz.

Pick  off as many enemies as possible from the safety of the  dish
roof.  Note  that you will not be able to fell Mecaguards,  though
you  can outrun them. Once you've scoured the horizon, descend  to
the  floor and retrace your steps to where you descended from  the
star-encrusted  building.  Move past the  ladder  on  the  starred
building and turn right.

Take  the first left. Then go right and left. Head straight toward
the  fence and turn right at the corner. Go straight until you see
a  ladder on your right. Turn right and stand as far back  in  the
line  of boxes as possible. Run toward the next building and  jump
to reach it. Turn left and descend the ladder to a lower roof.

Run  and jump to the roof directly across from the bottom  of  the
ladder.  Your  escape  will be narrow but successful.  You  return
automatically  to Awakened HQ. Upon your return,  you  speak  with
Jenna.  She  congratulates you but was surprised that the  antenna
was so well guarded. Report to Namtar's cell to inform him of your
success.

Namtar  tells you to take a rest as a reward for a job well  done.
He gives you the key to a hideout at 8250 Konera Street, Jaunpur.

Sanctification of Xenda'r's Beshe'm
Go visit Dakobah; he offers to teach you sorcery. To cast a spell,
he tells you, you need a sacred bowl and the ingredients to mix in
it.  Dakobah gives you the key to his private library so that  you
may study the Ancient Art.

Before  going to study, go to the floor of the base  and  talk  to
Soks.  He complains again of his difficulties with dampness.  Turn
left  and  go  to  a nearby table to pick up a can  of  Insulating
Spray.  Give  this gift to the robot, Soks, and he will  give  you
something valuable in return. He gives you a Hydromagnetic Piston.
You never know if it will come in handy.

Go  to  Dakobah's library and rummage around on the  lower  floor.
There's a chest here, but it's locked. A Life Potion sits  on  the
desk. Two books on the shelves stand out: "The Magic Signs of  the
Art" and "The Book of Beshe'ms." Go to the broken lift next to the
shelf  and  Use  the Hydromagnetic Piston on it. It now  functions
properly  and takes you to the upper level of the library.  Search
the upper stacks for "The Secret Rites of the Art," "Amepher Dew,"
"The History of Xenda'r Temple," and "Ars Magica Volume XXXVII."

Descend the lift and go to the hallway outside of Jenna's cell. At
the end of this hall is a blocked door containing the same symbols
shown  in  "The  Magic  Signs of the Art." Some  of  the  symbols,
however, are not in the books. You can deduce the meaning of these
codes  because  the  marks  on these  doors  are  simple  addition
equations. Jot down the symbols for ten and fourteen and go to the
hall outside of Krill's cell.

You  find another door that seems more accessible. Approach it and
press Action to view the locking mechanism. Do the math to come up
with a solution.

Dakobah congratulates you on finding Xenda'r Temple. You may  find
the  Beshe'm within. Venture inside. A green platform on the right
holds five Magic Rings and Drops of Shadow. At the base of a large
tree,  pick up a Cepher Leaf. The door at the head of the room  is
locked. Jump into the water and swim to a pool beyond this door.

Descend  the  path to the lower floor, noting the Rings  near  the
pool.  At  the  base  of the ramp lies the body  of  Xenda'r,  the
sorcerer. Search around his body for Powder from Dead Man's Skull,
Vyagrimukha's Jewel, and the Beshe'm.

To  set up the ceremony, stand at the center of the rocky platform
in  the  middle  of the room, facing Xenda'r's corpse.  Place  the
candles  on  the  two unmarked platforms to your right  and  left.
Place  the  Drops of Shadow at the twelve o'clock position.  Place
the Cepher Leaf at the four o'clock position. Place the Skull Dust
at  the  six  o'clock position. Place the Amepher Dew at  the  ten
o'clock position. Place the Beshe'm on the central podium.

Step  back  to  the  intersecting lines near  the  middle  of  the
platform  and the ceremony begins. Pick up the Sanctified  Beshe'm
and head back to the base. There, talk to Dakobah and show him the
Beshe'm.  Now it's time for a little relaxation in the  Awakened's
hideout.

Jaunpur, Betrayal, and Prison
At the Hideout
Leave the Awakened base and drive your Slider to the hideout. From
where the Slider lets you off turn left and run to the right of  a
building  with  a  gray metal door. Walk around the  building  and
under the Kloops Beer sign. Turn right at the wall decorated  with
blue mosaic tiles.

Turn right at the corner, go under a short wooden bridge, and veer
right.  Take the second right to find the hideout's door.  As  you
unlock  the door, note the Rings in the hole in the wall  to  your
right.  Descend the stairs to the left into the safe house's  main
room. Jenna is waiting to talk to you.

Tetra Sabotage
No  time  to rest; a new mission has arisen. You are to infiltrate
the  Tetra  Trust's factory and sabotage the production facilities
for  a  new generation of Mecaguard, the Z-Tech 4000. Once inside,
you  must place eight time bombs on assembly line control  panels.
You  are  to meet with a man named Qazef to find a secret entrance
to the factory.

Pick  up  the  detonators, two Magic Rings,  one  hundred  Seteks,
Kloops Beer, Xiam Noodles, an Ad for the Wikis Garden, and a Large
Medikit. Take your Slider to the gun shop to meet Qazef. The  shop
is below street level, west of the Anekbah Gate. Qazef won't speak
to  you about the Tetra factory and there's nothing you can do  to
change his mind.

Scope the woman lounging by the gun rack. Iman is not only one  of
Jaunpur's many inhabitable characters, she is one you must use  to
continue.  Reincarnate into her. Now talk to  Qazef  in  your  new
body.  He seems much friendlier. Ask him what you want to know  in
exchange for some of your "time." Qazef spills that the factory is
at  2130 Madeeb Street and you can gain entry via the sewers.  He,
however, doesn't know exactly where; you'll need a Sewer Map  from
one  of  the  bookshops. Now leave him hanging and go  about  your
business.

Go to the bookstore near the temple and buy a Sewer Map. Call your
Slider  and take it to the Tetra headquarters. Turn right  at  the
wall  marked  with a star. Veer right down the hall  adorned  with
blue  mosaic tiles. Continue west a few paces to the canal's  edge
and  a  ramp  down  to the water. Dive into the water  and  search
nearby for a lever. Pull it and the door to the sewers opens.

Climb  out  of  the filthy water and you'll receive a transmission
from  Jenna.  Walk forward and drop into the showers of  a  locker
room. As you enter the locker room, a brute attacks you. Fight him
to  the  death and note the symbol tattooed on his chest.  Find  a
locker with the same symbol and open it to pocket the Tetra 1 Pass
and  a Large Medikit. Use the Tetra 1 Pass to go through this door
and begin the shooting sequence.

Your  basic  mission  is  to plant eight bombs  on  eight  of  the
consoles scattered throughout the base and escape the base  before
the  bombs  detonate. Pass the auto-save rings and  get  ready  to
rumble. Turn right and go up the staircase at the end of the room.
Go through the door at the head of the stairs and head down toward
the tracks.

Stand  against the wall from which the train enters and run across
the  tracks as soon as the train passes. Go to the control console
and  press Action to open a door back in the initial room.  Return
the  way  you  came and go back through the door. Run  across  the
catwalk  to  the newly opened door. Pass through, briefly  exiting
Shooting Mode, and go through the next door. An auto-save  station
awaits.

Go  forward and descend the stairs. Push forward through the  room
to  a staircase leading up to a catwalk and a door. Look for these
doors  throughout  the  level; most of them  contain  the  control
panels you seek. Simply walk up to them and press Action to  place
the  bomb; you'll get a message confirming your action. Just don't
do  it now. Continue through the room until it's blocked by boxes.
Run  into  the  hatch to the left, but stay off  of  the  conveyer
belts. Go through the door to the other side of the line of  boxes
and continue across the room.

When  you  enter  one of the side rooms, you will  switch  out  of
Shooting  Mode. A guard, Bahimy'l, sits slumped against the  wall.
Reincarnate  into  him  to operate stealthily  for  the  next  few
moments. Remember, don't shoot anyone or place any bombs or you'll
blow  your  cover. Walk out of the room and go to the end  of  the
hall. The metal door here is locked tight.

Turn  left  and go through either of the doors to a  bridge  room.
Once through the door, it's OK to waste the two guards here. Cross
the  bridge and go into the office to find a console. Press Action
to  unlock  the  metal door. Pressing this blows  your  cover  and
you'll  be a target again. Once the door is unlocked, go back  and
place  bombs in all of the rooms off of the catwalk. Don't  forget
the one behind the line of boxes.

Go through the gray metal door to reach another auto-save station.
Descend the ramp and scale the stairs to a catwalk. Stroll to  the
end  until you find yourself under a pulley. Press Action to  ride
the  pulley  across  the  gap. Be ready to fire  immediately  when
Shooting Mode resumes.

Go down the steps to a T-intersection. Go right and upstairs to  a
catwalk with three rooms: two contain control panels and one has a
console  that starts the conveyer belt. Doing this clears the  way
to  the  next part of the sequence. Go back to the T-intersection;
go  straight across and right. Press forward until you see a  door
on the right. Plant another bomb. Emerge from the control room and
climb the stairs across the room.

One  of  these  rooms leads to the next section; the  others  have
control panels just begging for bombs. Approach a pedestal with  a
wheel crank. Rotate it to swing the walkway over to you. Jump over
the  small gap to get to the central hub. Turn the wheel  once  to
swing the walkway to the door. You may also rotate it once more to
access  a  hidden  cache containing a Medium Medikit  and  Decagun
Ammo.

Pass  through the door. Stand against the wall, wait for the train
to pass, and dart across the tracks. Climb the stairs on the other
side  of  the tracks and enter the green-illuminated tunnel.  When
you  come  to  a grating in the floor, press Action  to  slide  it
aside. Below you is a train tunnel into which you will soon  drop,
but  not yet! Wait for the train to pass and run across the tracks
to an alcove with a Small Medikit.

Turn  around  and wait for the next train to pass. When  it  does,
dart  left  and across the tracks to another alcove with  a  door.
Pass through the door. Remember, if you're struggling to find  the
alcove,  run  back  to the one you just left or  you'll  be  wheel
grease. Enter a large control room with three rooms branching  off
and  a  large  lift  in the middle. Each room contains  a  control
console  and a scary-looking Mecaguard. The lift must be activated
by  pressing  buttons in all three rooms. Unfortunately,  pressing
these switches also releases the trio of Z-Techs.

Push the switches and make a beeline for the lift. Ride it to  the
top  and your mission is complete. Walk down the passage and  meet
with Jenna. Unfortunately, the celebration is short-lived, as  the
authorities  descend upon you both. You and Jenna are  transferred
to the prison facility at Pamoka.

Escape from Pamoka
You  wake to be interrogated by the Security Chief, Mashroud.  You
are given a choice: leave a free man or a dead man. Of course, you
refuse to give him the information he desires. He gives you a  few
hours to reconsider and dispatches a guard to watch over you.

Suddenly, you hear a voice through the wall: Jenna! She tells  you
to  find  a  way out of your cell, find a Multiplan to  reactivate
your  Sneak, and set her free. Notice the Rings in the corner  and
grab the bowl on the floor. If you insult the guard, he fires  off
a  shot  from the electric disciple ray in your cell.  Select  the
bowl  and  press  Use.  Then  pick an insult  and  the  bowl  will
perfectly reflect the guard's beam at him.

Reach  out  of the cell and inspect the body for the Guard's  Key.
Pass the door to Jenna's cell and enter a hall where a guard seems
preoccupied by something out of the window. Enter the door  behind
him  and  access  the Multiplan terminal to recover  your  Sneak's
contents.  Reincarnate into the guard, Zao'r, and return  to  free
Jenna.

She  recommends pretending to be a prisoner that you, as a  guard,
are  transferring. Follow her through the hall and down to a lower
floor. Chat with the guard at the door, who grills you about  your
activities. Pick your excuse and stick by it and he'll let you  go
unmolested. You and Jenna board the Slider and return home.

Unmasking a Traitor
Jenna  tells  you  she  is sure that a traitor  lurks  within  the
Awakened.  She advises you to conduct your investigation carefully
and  discreetly. Go see Soks to find out what he's heard. You coax
him  to  distract Krill while you snoop around his cell.  It's  as
good a place to start as any.

Turns  out Krill's asleep. Soks lets you in. Open Krill's  cabinet
to  swipe his screwdriver. Other than that, there's really nothing
to  see  here. Peek in on Meshka'n. Since his door's  locked,  you
must  Use  the Screwdriver to get in. The good news is  that  he's
eliminated  as  a  suspect; the bad news is  he's  dead.  Pick  up
Meshka'n's Journal from his desk.

Ransack  the  two  cabinets:  one  is  locked,  the  other   holds
Meshka'n's  Key  and  Acid.  Go  to  Dakobah's  library  and   use
Meshka'n's  Key to open the chest. Inside, find Dead Man's  Tongue
and  Dew  of  Light. Visit Yob, who's busy training Namtar.  Rifle
through Namtar's clothes on the floor to find the key to his cell.
Quietly  open Namtar's cell and venture inside. Careful inspection
reveals  that  his cabinet appears to have been  slid  across  the
floor.

Walk  around to the right side of the cabinet and press Action  to
push  it. A hatch in the floor can't be opened. Use the Acid  near
the  hatch  to burn it open. Pick up the object hidden  under  the
hatch.  It's a Demoniac Cube. As you walk away, a message intended
for Namtar comes through the cube. Not only is Namtar the traitor,
he's also a demon!

Remembering the recipe for the Unmask Demon Spell, you should grab
the  horn  off of the Sham head on the wall. Enter Yob's  cell  to
confront Namtar. An auto-save station appears just outside of  the
cell  as you enter. You can't go after Namtar while he's human  or
Yob will defend him. You must unmask him first. Go into your Sneak
and  Use  your  Beshe'm with the Sham Horn and Dew of  Light.  The
result  is the Unmask Demon Spell. Cast the spell by Using it  and
fight the demon inhabiting Namtar's shell.

After  your  victory, Dakobah and Jenna thank you  for  your  keen
detective  work. Dakobah gives you "Ars Magica Volume XIX"  as  an
expression of gratitude. He has also arranged a meeting  with  Boz
at the leader's old house at 1211 Tramesh Street.

Meeting Boz
Leave  the  base  via the elevator and take your Slider  to  Boz's
house.  The  door to Boz's apartment is next to where your  Slider
drops  you  off. Turn right and go through a door to find  Octagun
Ammunition  and an Octagun. Descend the ramp on the left  side  of
the room.

Two  Magic  Rings  sit  around  the periphery  of  Boz's  chamber.
Approach  the control panel and press Action to talk to Boz.  From
this conversation, you learn several unsettling facts.

Pick  up the Pass to Lahoreh on your way out of the room.  Hop  in
your  Slider and take it to the Gate to Lahoreh. Show the pass  to
the Mecaguard and go through.

Lahoreh
Research at the Library
Immediately  upon  your arrival, head for the library  on  Lahoreh
district's  northeast  island. It's  a  massive  building  with  a
pyramid  on  top. As you enter the stacks, you get a message  from
Jenna. She tells you the location of the new Awakened base,  right
here  in Lahoreh. You'll find it near the bank, southeast  of  the
library. You'll go there a little later.

Explore the perimeter of the library's Main Reading Room. Pick  up
any  stray  books you find on the tables. You should  be  able  to
pocket:  "Taar Fight Techniques Volume 9," "Taar Fight  Techniques
Volume  22,"  "Eye  of Vyagrimukha Parchment,"  and  "On  Parallel
Universes." Take a stroll into the central stacks on this floor.

A guard mans an elevator. Only researchers are allowed, so go find
a researcher. In the history section you find Enay'd, a professor.
Reincarnate  into  him. Now address the elevator  operator  again.
When  you get to the upper floor, approach any of the shelves  and
press Action. Borrow all of the books listed. The last book is, to
say  the  least,  the  most important.  Go  chat  with  the  other
researcher in the room to see if he can help translate the text.

He  suggests you get a Tradutech like the one he has. He agrees to
lend  it to you if you do some research for him. He's looking  for
the "Aegmaar Index of the 3rd planet of the 4th System" but is too
old to go hunting through the library. Drop any books you got from
this level into the deposit box to the left of the researcher; you
can't leave the floor with them. Go to the lower floor.

Downstairs  press  Action  near any shelf  and  buy  "The  Quartet
System" and "Tables of Cosmic Correspondence." Since you're  here,
also  buy "Masa'u Runes." Checking the "Quartet" book, the  Cosmic
Coefficient  of  the third planet, Kalisha, is  13.5.  Check  that
number  in  the "Tables of Cosmic Correspondence" and you  get  an
Aegmaar  Index of 0.1851. Go back upstairs and tell the  professor
what you found. Now, pick up his Tradutech.

Unfortunately, you'll have to be discreet with the  Tradutech.  Go
to  the  light  switch on the wall and press Action  to  shut  the
lights  off. When the room goes black, access your Sneak  and  Use
the Tradutech on the book. When the guard restores the lights, you
will have a translated copy of the text. The book is automatically
returned to the bin and the Tradutech has gone back to its owner.

The  good  news  is  that  you  already  have  one  of  the  three
Vyagrimukha stones. Leave the library.

The Well of Yrmal'i
Head  southeast  to the hidden entrance of the new Awakened  base.
Walk  past  the  bank until you come to a wall.  To  your  left  a
seemingly solid rock wall abuts the river. Walk over to  it,  move
to the far left side, and press Action to open the door.

Follow  the  corridor until you reach the core of  the  new  base,
built  into  a forgotten monastery. Directly opposite you  is  the
entrance to the ancient monastery itself. A Lahoreh Secret Concert
Flyer  and  fifty Seteks have been abandoned on  a  table  by  the
water. To the right is Dakobah's new office. Go there now.

Approach  Dakobah  and press Action to show him your  translation.
The  conversation reveals several instructions. Before  you  leave
Dakobah and Jenna, grab the Mana Potion from the desk and a  Magic
Ring  off  of a chair. Go to Yrmal'i Square and enter any  of  its
doors. Around the edge of the well, one door is different from the
others.  This  is  the elevator to the apartments  above.  Several
inhabitable  characters keep their abodes here;  to  access  their
apartments, Use their keys in the elevator.

Stand  in the center of the room. Four columns, each with  symbols
on  top,  surround a central disc in the floor.  Offset  from  the
middle is a triangle. If you press Action near one of the columns,
the  symbol  closest to you will retract. The key to solving  this
puzzle  is  to  know  which symbol should be  depressed  on  which
column. A map on the wall provides a clue. Four marks in the  city
could  very  well correspond to the locations of the symbols.  The
clues,  when  you find them, show both the correct  icon  and  the
position where it belongs in relation to the offset triangle.

To  find  the  first mark, go to the bookstore near  the  Gate  to
Jaunpur. Walk north until the sidewalk veers right toward  a  gray
building  that  juts out over the water. Dive into the  water  and
swim  toward  the building; the first symbol is dead  center:  two
wavy lines, lower right corner. The second symbol is close by.  Go
back  to the bookstore and face the bridge to the west. Dive  into
the  water  and swim to the opposite shore. Just at the  waterline
under  the  bridge is the second symbol: a circle  bisected  by  a
line,  upper  left corner. The third symbol is in  the  Sorcerer's
Shop.  Take the ramp near the supermarket up to the shop and  look
for  a knocked-over column to the left of the counter. On the back
side,  you'll  see the third symbol: two wavy lines,  upper  right
corner. While you're in the Sorcerer's Shop, buy a bottle of Drops
of  Shadow  for  the little Resurrection Spell you'll  be  casting
soon. The fourth symbol can be found in the restaurant. Go up  the
ramp and follow the balcony !
  until it ends at the fourth symbol: parallel lines crossed by  a
single line, lower left corner.

Return  to  the Yrmal'i Well. Note the triangle planted off-center
in  the  middle  of the room; this should look familiar  from  the
pictographs you've just seen. Note the background features in each
figure  above  to ensure you're working with the correct  pillars.
Adjust  the four pillars to their appropriate symbols in  relation
to the triangle.

When  the proper symbols are displayed, the disc in the center  of
the room reveals itself to be an elevator. Step on it to descend.

In Search of the "Right Eye of the God"
Your  search for the second Vyagrimukha's Jewel begins at the base
of  the  Yrmal'i Well. Venture through the elevator doors  into  a
very  strange room. Five pedestals sit in the middle of the  room.
Approach  the pillar in the middle and press Action to  touch  it.
You will hear a four-note tune that you must reproduce on the four
surrounding pedestals. You must duplicate two tunes to unlock  the
tunnel at the far end of the room.

This  is  the  order of the first tune: lower left,  upper  right,
lower right, upper left. The tune replays if you get it right.

Touch the middle pedestal again to get the next tune, this one six
tones.  The  solution is: upper right, upper  left,  lower  right,
lower left, upper left, lower left. When the second tune is played
back,  the  lift  to  the tunnel lowers to  ground  level.  Before
heading  into the inner chamber, however, scour this  area  for  a
Mana Potion and a Life Potion.

As  you board the lift, notice the markings etched into it.  These
are your directions to find the correct stone in the next chamber.
Here are the instructions translated into conventional directions:
1)  North 3, 2) East 2, 3) South 1, 4) West 3, 5) North 2, 6) East
2.

You  enter a burial chamber at the southern point. Notice that the
four  directional symbols adorn the walls. Each casket contains  a
jewel; they all look identical but only one is authentic. To  find
the  correct  jewel, stand in the doorway and walk  north  to  the
third  casket in the center aisle. Turn right and go  two  caskets
east. Turn right again and travel south one casket. Turn right  to
go  three  caskets west. Make a right turn to pass two caskets  to
the  north. Finally, turn right to go two caskets east.  Open  the
casket  by pressing Action, and take the jewel. Be sure  you  have
the right one; you won't know you've grabbed the bogus jewel until
you're miles away.

Pack  up  your stuff and head back to Jaunpur and on  to  Jahangir
Park.

Jahangir Park, Mayere'm, and Hamestaga'n
Another Jewel in Your Crown
Exit  Lahoreh  through the Gate to Jaunpur. Hail your  Slider  and
point  it  to the entrance to Jahangir Park. The Slider will  only
take  you as far as the southeastern gate from Jaunpur, so  you'll
have  to hoof it from here, running east from the drop-off  point,
through  two huge blast doors, past the rooftops shooting sequence
location, and to a courtyard with a staircase leading up.

At  the top of the stairs, turn right to find the door to Jahangir
Park. Walk through it. Just inside of the gate, make a mental note
of  a  set  of  Rings.  You'll need one more ingredient  for  your
Resurrection Spell: a Jinpan Feather. Walk forward and turn  right
to  see a bunch of Jinpan birds on some rocks. Dive into the water
and  surface on the small outcropping of ground below  the  birds.
Press Action to climb up to the rock ledge. You'll scare away  the
bird,  but  it  will leave behind what you need. Press  Action  to
climb back down.

Staying  on the same side of the stream, walk left. When the  path
widens,  turn  180 degrees to see an opening for a tunnel.  Follow
this seemingly endless tunnel up and up into a high tower. At  the
top, on a windowsill, find the final Vyagrimukha's Jewel.

Tomb Raiding
Return  to the park entrance and turn to see a large structure  in
the  middle of the park. Approach and enter it. The walls of  this
room are lined with buttons, each featuring a letter of the Masa'u
alphabet.  Choose  the  letters that  spell  K-I-W-A-N.  Push  the
buttons in his name by pressing Action. When all five letters  are
depressed, the floor descends into the ancient sorcerer's tomb.

Follow  the corridor to find Kiwan's mummy. Mix the Jinpan Feather
and  the  Drops  of  Shadow  in your  Beshe'm.  The  result  is  a
Resurrection Spell.

Kiwan seems less than thrilled to have been awakened and gives you
a  hard  time  about your intentions. No one, it seems,  has  ever
returned  from  Hamestaga'n alive. Still, he agrees  to  open  the
eastern  gate. All you need to know about finding Hamestaga'n,  he
says,  can  be found on two maps he suddenly unveils.  Check  them
out.

Off to Meet the Head
Leave  Kiwan's tomb and turn right until you arrive at  the  water
surrounding the tomb. Dive to the bottom of the pool and look  for
a  passage marked by columns. At the end of the passage,  you  see
the  switch exposed by Kiwan's action. Pull it and get back to the
surface before your air runs out.

Go  around the tomb and look for the tall tower to the east.  Head
for  it.  Past the tower, look for a stream with a pair of columns
near  it.  Pass  through and turn right at the first  opportunity.
When the path splits, go right. Turn right at a doorway marked  by
columns. Look for the gigantic head of Vyagrimukha at the back  of
the cavern. Place all three jewels in the god's head; it rises  to
open a passageway.

Stalactite, Stalagmite
Go through the passage to a pool. Dive in and surface in a pool on
another  level.  Follow the hallway down to  a  doorway  and  pass
through into Mayere'm. Climb the ramp to a wooden bridge.  As  you
cross,  the  bridge  retracts behind you. Note that  the  elevator
serving  Tower  #1  will be your route to the ground  level  after
you've met with Soyinka.

The  central tower of this complex seems pretty important,  so  go
there. Unfortunately, all of the bridges are retracted. Cross  the
rope  bridge  to  Tower #2. Turn right and  cross  the  next  rope
bridge. Turn left to cross another rope bridge. Go to the far  end
of  the  room  and press the big green button to  lower  a  wooden
bridge.

Go  to  the  elevator and press Down to drop to a small  platform.
Cross the wooden bridge toward Tower #2. Follow the walkway to the
left and cross a rope bridge toward Tower #3. Turn left to get  on
the  elevator  and press Up. Follow the walkway  to  another  rope
bridge.  Turn  left  to find another green button.  Press  it  and
inspect this room for five Magic Rings.

>From  the Magic Rings, turn right and step toward the last portal
in  the  room. As you approach it, an elevator rises to meet  you.
Jump onto the lift. Turn left from the elevator and cross a wooden
bridge.  Follow the walkway to a retracted bridge. As you approach
it,  it  drops  into place. Unfortunately, there's a  gap  in  the
bridge  that must be jumped. At the end of the bridge, turn  right
and  board the elevator. Take it up. Go straight from the elevator
and  turn  left  to see a platform leading to the  central  tower.
Mount it, press Action to launch it, and enjoy the ride.

Welcome to the throne room of Soyinka, goddess-queen, daughter  of
Matanboukous. This conversation reveals some historic details.

Passage to Hamestaga'n
As  all  of the central pillar's bridges lower, turn right as  you
leave the throne room to find a set of Rings. Left from the throne
room door is the bridge back to the first tower. Take the elevator
here  down two floors to the watery ground level. Turn around  and
search the distance for a long white fence. Swim toward it and  go
through one of the fence's open spaces.

Go  left and turn right at a pair of large barrels filled  with  a
stinky green goo. Smell the goo by pressing Action. If you need  a
Sham, you'd better talk to the man grooming one. He is Fodo and he
offers you the Sham of your choice. Just ride, he says, to a split
in  the  rock nearby. If you've smelled the green liquid, ask  him
what  it  is.  It's zkilbon, a deadly poison that repels  Krubors,
predators of Shams.

If  you try to ride the available Sham, however, it refuses to let
you  aboard. Talk to Fodo again about your problem. To mount  one,
you'd  have  to be Azkeel. Drink the zkilbon. As you expire,  Fodo
comes to lend a hand and ends up lending far more than that. Mount
the Sham and ride to the right of the compound.

Approach  a large rock in the wall and press Action to  have  your
Sham  push  it  aside. When it does, you dismount to  finish  your
journey  on foot. Enter the passage to the City of the Dead.  Pass
through a large silver door.

As  you head to the final door to Hamestaga'n, you are attacked by
a Krubor. If you defeat this creature, you'll proceed as Fodo. If,
however,  you succumb to the beast's savagery, you get a surprise:
reincarnation into the body of the Krubor. It's not a  bad  trade,
but you'll want to go easy on the Krubor in the fight so you don't
damage  your  next body too much. Go through another  silver  door
into Hamestaga'n.

Ghosts in the Cemetery
As you approach the city, you'll enter Shooting Mode. You must get
to  the  "Book  of Nout" on a platform straight across  from  your
starting  point. In this first phase, you'll need to  direct  your
fire at the devil dogs patrolling the graveyard.

Go  past  the fountain at the center of the cemetery. The platform
beyond  it houses the "Book of Nout." Press Action to talk to  the
book and gain valuable insight. As the conversation ends, you read
the cover of the "Book of Nout."

The  opposition  gets a bit thicker now. Several  evil  souls  now
wander  the  cemetery and they're coming out shooting. These  same
enemies inhabit all crypts other than the three you seek.

Go  to  the crypt east of the fountain. Open it by pressing Action
and  one  of the three ghosts you seek will meet you back  at  the
book. Next, move northwest from the fountain to another crypt.  Go
to  the  book and face south. Slide down the wall and look  for  a
ledge  leading northeast. Follow that ledge. Look left for a crypt
sitting  alone  by a small staircase. Jump down  from  the  ledge,
descend  the  stairs, and release the final ghost. Return  to  the
book and meet with the ghosts.

Finding a Hero
Together,  the ghosts teleport you to Mahahaleel. Walk forward  to
locate  a set of Rings. Continue forward until you see the airship
and descend a ramp to the ground below.

Near  the  front of the ship there's a low platform  with  a  ramp
leading  to  it.  Climb the ramp and walk onto  the  platform  and
you'll  be transported to the door of the ship. There are  several
of  these  small  platforms  here,  but  only  one  performs  this
function.

Enter  the  ship  and  follow the hallways to Kushulai'n's  throne
room.  Approach the hero and engage him in conversation. He  truly
believes  that you are the Nomad Soul and agrees to give  you  the
sword  Barkaya'l.  He dies in front of you. Go to  him  and  press
Action to inhabit his body. Pick up Barkaya'l.

Descend  from the throne and look for five Magic Rings behind  it.
Go  through the green-lit teleportation doors behind the throne to
meet Astaroth face-to-face.

Astaroth
Kill Astaroth
Walk  along a lengthy lava bridge. Eventually, you'll  come  to  a
staircase. Go up to a small room and find a black door and  a  set
of Rings.

Pass  through  the  door to Astaroth's lair.  There  you  see  the
gigantic demon, Prince of Darkness, lashed by six electric tethers
to  the heart of the computer Ix. They are, it seems, one and  the
same  being.  After a lengthy and shocking exchange, the  shooting
sequence  begins. Your basic goal is to stay behind  Astaroth  and
blast  at  a  small oval spot in his back. This is  his  Achilles'
heel.

First,  you  must release him from his bonds. This not only  gives
you  access to his back but also severs his control over  Omikron.
Each  tether  is controlled by a crystal somewhere  in  the  room.
Shooting these will free Astaroth. Immediately about-face and  run
to  the far end of the room to find cover. Astaroth's bolts  track
extremely  well and are nearly impossible to avoid.  As  you  turn
around, you should see the first crystal above you. Fire on it  to
destroy it.

Advancing toward Astaroth, but staying behind the corkscrew-shaped
pillar  in the center of the room, you should be able to see  four
of  the  remaining five crystals. Destroy them from the safety  of
this  point. The last crystal demands that you attack it while  in
Astaroth's line of fire. Sprint to the south side of the  room  in
front of the beast and face northwest to see the last crystal. Run
toward it, firing until it explodes. Immediately take cover.

Now  you will want to stay in the middle of the room at all times,
circle-strafing  around  the  now-free  Astaroth.  Fire  first  at
Astaroth's head. When you see him stand erect and start to twitch,
you'll   know   he  is  temporarily  immobilized.  Circle   around
Astaroth's back and fire into the bluish oval between his shoulder
blades.  His body will react with a red flash and you'll  see  his
health bar drop.

Astaroth  has three basic attacks. His standard energy bolt  comes
when  you are at medium-to-long range. It tracks relentlessly  but
moves slowly; wait until he fires and move laterally to avoid  it.
Second,  if  you  venture into medium-to-short  range,  his  chest
opens,  releasing  a plume of fire. This can only  be  avoided  by
retreating backward and laterally. Third, Astaroth will jump  into
the air and stomp on your head.

When  you've  drained all of Astaroth's health, he  falls  to  the
ground. You'll plunge Barkaya'l into Astaroth's back. Sit back and
watch  as your quest draws to its joyous ending. Omikron  is  free
and you are returned to our world.
Poslednji put ažurirano ( 26 avgust 2005 )
 
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