Sentient Guide



GENERAL TIPS


Teleport Access
Throughout the long winding corridors on many of the decks, you'll come across
certain teleports which only provide access to the first level of each type of
work category (Engineering, Research etc). To reach Research Levels 2 & 3,
you'll need to find other teleports.

"What's Happening?"
It always pays to find out from other members of the crew "What's happening?"
This way you can keep up to date with the latest events. You won't always find
out what's actually happening, but whether it be the engineering crew unhappy
about human experiments, or the medical crew fighting against the latest
radiation victims, at least you'll know something. Remember, knowledge is power.


The Need To Know
Once you've spoken to various people aboard the Icarus station,
"Special Information" will become available to you. This means: - You'll gain
access to other levels on the ship,
- You'll become involved in other plots,
- Earn respect from other crew members.
Let's face it, we need to know everything that's happening, it's human nature.
Of course, other natural acts certainly become appealing, especially when you
take a shower with Hamie Lucis in her quarters (just remember to bring a paper
bag - Teri Hatcher she's not!).

Different Strokes
Each member of the crew has one of four basic character types: Dominant,
Submissive, Silly and Serious. Handling the individual should be done carefully,
so insulting them is not a good idea. Even a little charm can prove disastrous.
And yes, I know what you're thinking, "Maybe if I used a little charm on a young
lady I'd get a little action." I'm afraid not, I already tried it. Well I
suppose you'll save yourself a few seconds there (what, twice!). If the
character seems submissive (Malichek), you should issue a command, eg "Give me
the Radiation Report". However, if the character is quite dominant (Dr Luvey),
rather than being forceful and sounding like an arrogant prat, you should talk
in a friendly manner.


The Cliques
There are 62 people aboard the ship. Not only do they fall into four mood types,
they also fall into four job categories: Engineers, Scientists, Medics,
Security. As you'd expect, being stuck on a bucket of bolts that's heading for
certain death (always the optimistic!), there's bound to be a little friction.
The Engineers basically don't like the Scientists due to a major difference of
opinion. So when you help an Engineer, those stuck-up smartipants Scientists are
usually a little less likely to lend assistance later on.


S.U.Z.I.E. Terminals
In order to access information on members of the crew or for a glance at the
plans of the station, just log onto this impressive database and let your
fingers do the work.


IMPORTANT ROOMS


Research
Deck 1 - 282 - Computer override device and the hand scanner
Deck 1 - 263 - Atmosphere node
Deck 1 - 284 - Star Lab
Deck 1 - 271 - Azzira
Deck 2 - 243 - Azzira's report
Deck 2 - 284 - Kenyon report
Deck 2 - 283 - Science dossier
Deck 2 - 141 - Radiation report
Deck 2 - 181 - Thryst's quarters (where you get shot)
Deck 3 - 242 - Hamie Lucis (Shower)


Engineering
Deck 1 - 181 - Telemetry control
Deck 1 - 312 - Garrilac's quarters
Deck 1 - 223 - Garrilac is sometimes found here
Deck 1 - 141 - Garrilac is sometimes found here
Deck 1 - 372 - Aztik's quarters


Geodome
Deck 1 - 262 - Pesticide
Deck 1 - 211 - Senator's quarters
Deck 1 - 161 - Yorry the gardener's quarters
Deck 1 - 251 - Navigator's quarters (Braille book)
Deck 2 - 363 - Gunny is found here
Deck 2 - 364 - Or here
Deck 3 - 262 - The Captain's office (orbital disk machine)
Deck 3 - 141 - Suzie the floating head
Deck 3 - 263 - The screensaver database screen
Deck 3 - 242 - The room with the glass floor


TOTAL SOLUTION


1. You start off in the docking bay. Before checking the injured engineer (don't
worry, he won't die), examine the rubble to find the clothing and pick it up.


2. Now use the first-aid kit on the injured man. He'll eventually get up and
thank you. Walk over to the inactive override panel (yes, while he's still
wittering on). Wait for him to come over and give you the activation key. Use
the key on the panel.


3. Put the clothing on, then walk over to the man. The engineer will open the
door and walk through. You must stick to him like glue, otherwise the door will
close. Follow him through the zigzag corridor. You'll then come across two
guards (neither particularly friendly), then one of the buggers stuns you with
his weapon!


4. You'll come around and find yourself in dream maze one. Follow this route to
reach the middle: Second Left, Right, Left, Right, Left, First Left, Right,
Left, Left, Left, Left. When you exit from the dream state, you'll be in
sick-bay.


5. You're greeted by Camik Seral - the geeky chap who looks like a future victim
of the fashion police. After he tells you about your lucky escape, he'll ask
what your name is. Give him your credentials. He'll carry on about having a
special guest aboard (this will appear in your special questions listing).
Before he gets called to the bay by Suzie (the red speech bubble), ask him who
the special guest is (this will appear in your special statements listing).

6. As soon as Camik leaves, talk to the engineer lying down (the one you saved).
He'll thank you and mention, "We turn to the skies", which now appears in your
special statements listing.


7. Stay in sick-bay until the lovely Dr Luvey arrives. You'll know who she is:
the one with the big, er, um, eyes! After she's given you clearance from
quarantine, she'll ask you to get the radiation report. She'll also hand you a
medical pass.


8. After the doc goes, leave sick-bay and go down the corridor to the right.
Enter room #243 and pickup Azzira's report - which is in his shower. Examine
then read it. You now have an extra statement in your special statements
listing.


9. Exit Azzira's quarters and head back the way you came. Continue past sick-bay
until you reach room #284. Enter the room, where there are two engineers
working. Pick up the document, examine and read it (you now have another special
statement).


10. Leave the room and enter the room opposite (#283). Pick up the document on
the floor, examine and read it (for another special statement).


11. Exit the room and head to the inner ring (rooms numbers beginning with 1).
Enter room #141. Give a command to Malichek: "Give me the radiation report."
Once the bearded wonder gives you the report, he says it should be compared with
the Kenyon Report (which, lo and behold, you've already got).


12. Now exit the room in search of Dr Luvey. You'll find her in room #122. Give
her the radiation report, then give her the Kenyon report. She informs you that
she's altered your pass, giving you more freedom to roam the station. She
invites you to follow her to compare the results, so don't disappoint the woman.


13. You follow her to the Star Lab on Research Deck 1, room #284. Stand next to
her whilst she's getting the results. The machine deciphers the information and
gives out the code G... S... G... S... Dr Luvey tells you she's off to see
Azzira about this bizarre code and exits the room.


14. Exit the lab and enter the room next door (#282). Pickup both items lying on
the floor and examine them.


15. By this time you should have been informed that Garrilac wishes to see you,
either by himself or one of the engineers in room #284 earlier. If you have, go
to room #181 on Research Deck 2. If you haven't, go back to room #284 (Research
Deck 2 for those with short memories). If the engineers are still around, they
may tell you that they need more privacy. If this happens wait until Garrilac
turns up. However, if they're not around, they'll most probably be wandering
around the Research decks looking for you. If so, walk around until they find
you.


16. As soon as you've been informed of Garrilac's imperative request, go to room
#181 on Research Deck 2 (bear with me on this one, it may not be Garrilac's
quarters but it's important you go here first). This is where you'll get shot...
Don't worry, it's only a stun gun. We wouldn't put our readers lives in danger
now, would we?

17. You'll now enter the dream maze for a second time. Use the same route as
before to find the centre.


18. When you come to, the engineer will apologise for his rash decision (damn
straight he should). He'll explain about how some members of the medical staff
are performing experiments on engineers, him being one of them. Once he's
finished talking, it'll be time to pay that visit to Garrilac.


Engineering Tasks
19. You'll find Garrilac in his quarters (Engineering Deck 1, room #312). As you
enter, Garrilac will ask for your help to uncover the various plots taking place
on the station. He'll then ask you if you know anything... By using "Make a
statement", reel off all of your special statements, the most important being
"Scientists reducing orbit and Ships orbit decaying". This in turn will add a
further two new special statements: "Garrilac knows plan" and "Sure enough".

20. He'll then tell you about blackmailing Azzira. However, he needs evidence
(always a problem, look at OJ). Give him Azzira's report. "Thanks..." or a
little something like that. Garrilac tells you to use the report to blackmail
Azzira, then gives it back to you. Once you've finished talking with him, use
the special statement "We turn to the skies." It's a little profound sentence
that the engineers like to hear. If he tries to leave, knee-cap him, ONLY
joking! Just continue talking instead.


21. You'll find this bizarre-looking bald psycho scientist (Azzira, that is) on
Research Deck 1, room #271. Ask him the question "What's happening?" He'll talk
about the Anamnesis Cradle (his mind control experiment). You now have another
new special statement: "Azzira has a mind control experiment".


22. Using a special statement, tell him that "Garrilac knows Kenyon plan." He'll
then ask you to produce proof with these allegations. With a smug grin, tell him
"I have Azzira's report." (Your speech bubble will say "I have your report.")
His once-cheeky smile turns into a displeased frown. "You're very clever," he
replies. He then gives you the instructions to correct the decreasing orbit,
along with an unformatted disk.


23. With the disk in your inventory, make your way to Engineering Deck 1, room
#181. Use the unformatted disk on the Telemetry Control Board. The disk will
then be ejected, but now called the orbital disk if examined.


24. Next stop, the Captain's office. But don't worry about the Captain, he's
already dead! His office lies on Geodome Deck 3, room #262. Use the disk on the
Captain's terminal (far left). The terminal will eject the disk with data on it,
which is now called the correction plan disk when examined.


25. You've got the disk, the disk holds the data, and the data can save the
station. So go and find Garrilac. He's located on Engineering Deck 1, in either
room #141, #223 or somewhere in between. He may also be in his quarters, room
#312. Once you've found him, give him the correction plan disk.


26. Once he's thanked you he'll say, "Now lets see if Azzira is as smart as he
thinks." Or something along those lines. He'll then toddle off to room #141
(unless you found him there, then he'll stay), so follow him. Once he's inputted
the data to change the station's orbit, he thanks you and advises you to see
Aztik for more information. Before Garrilac dashes off, say "We turn to the
skies" - for one of those friendly moments!


27. You'll find Aztik in his quarters, (if not, he's on his way) which is on
this deck in room #372. Aztik's got the 411 (information), so ask him the
question "What is happening?" He tells you about a woman called Hamie Lucis who
got injured in the Tree Growth Room on Geodome Deck 2. Ask Aztik about the chief
of security: "What do you think about Ramin Jurell?" Then ask about the senator:
"What do you think about Tamorin Aidan-Edgill?" Two very dodgy people indeed - a
cop and a politician, surely not! Tell Aztik to "Turn to the skies" and then go
off in search of Hamie.


Geodome Tasks
28. You'll find Hamie Lucis in the shower in her quarters, which is on Research
Deck 3, room #242. Now although Hamie is in the shower, she's still fully
dressed - nuts! But even more bizarre, to talk to her you too must get IN the
shower (yes fully dressed!), otherwise she won't tell you anything. Ask her
"What is happening?" She'll talk about the situation on Geodome 2, whilst asking
you to go and see Gunny and Yorry. Now ask her "What is the status of the Tree
Growth?" The words "bad" and "state" soon follow. Before she finishes speaking,
she advises you to take her environment suit. You'll find the suit in the corner
of the shower, so pick it up.


29. Exit Hamie's quarters and go to Geodome Deck 1, room #161 and speak to the
gardener Yorry. He'll ask about the status of his plants. Make a statement that
the tree growth room has been "irradiated". Yorry will suggest to you that
pesticide should be used on the botany control board.


30. Leave Yorry and make your way to room #262. This is where you'll find the
pesticide (just don't try sniffing it, otherwise; HeY mAn, LoOk At ThE pReTtY
cOlOuRs On ThE waLL! Pickup the pesticide and examine it - otherwise you won't
have the special statement advising you that it works better in a cold
environment.


31. Although you need to go to Geodome Deck 2, it's restricted access at the
moment. So go to Geodome Deck 3 first. Wait by the teleport until you spot a
female security guard. Before she reaches you, put on the environment suit that
you picked up from Hamie's quarters. As soon as the guard sees you in the suit,
she'll give you access to Geodome Deck 2. Don't waste any time getting there, as
the access doesn't last for too long.


32. OPTIONAL: No sooner than beaming down to Geodome Deck 2, you'll notice that
there is very little lighting. If you take a gander down the second ring (rooms
starting with a 2), you should come across a switch on the wall called the
'Utilities Node'. Stand directly in front of it and press 5, then Right on the
D-pad to move it all the way up. And then the Lord said... "I need a bloody
break, I'm knackered!" Er, I mean, "Let there be light." Voila!


33. Now to take care of that tree-growth problem. But you'll need help from
Gunny (one of the guys Hamie mentioned). This sad and depressed individual can
be found wondering between two rooms on the outer ring (rooms beginning with a
3). Incredibly ugly, he even makes the Elephant Man look attractive. When you
find him he'll be pleased to see you (one of the few crew members who are!).
Give him the pesticide, then give the command, "Use pesticide on botany control
board." Then make the special statement: "Pesticide works better in a cold
environment." He tells you he'll wait until he feels the temperature drop before
using the pesticide.


34. It's up to you to change the room temperature in order for Gunny to inject
the pesticide. The ATMOSPHERE NODE for the Geodome decks can be found on
Research Deck 1, room #263. En route you should get a message from Suzie (the
big floating head), that Gunny is in position and waiting. As you enter the room
you'll find the node directly in front of you on the back wall. Stand facing it
and press 5, then use Left on the D-pad to move it all the way to the bottom.
Suzie will inform you that radiation has decreased and teleport access
restrictions no longer apply.


Note: The above is the basis for most of the really good, high-scoring endings.
This would be a great time to save your game, as loads of endings spring from
this point.


35. Now to obtain a hard copy of Jurell's very dodgy file. But before you can
get to the file you'll need authorisation from Suzie (the floating head). So go
to the main Suzie room on Geodome Deck 3, room #141. Ask Suzie "Where can I find
a locked security file", or words to that effect. She'll tell you that the file
is being restricted. So make the special statement "Sure Enough". And, sure
enough, using Jurell's password you'll gain access to the locked file.

Note: After coming out of the Main Suzie room, wait next to the teleporter (on
your right as you exit the Suzie room) for Djinn. He'll ask you to "Meet with
Senator", "Come with Djinn." Just ignore him and continue - the relevance of
this meeting becomes apparent in step 39.

36. You now need to make your way to the nearest large screen-saver-Suzie screen
(what a mouthful). This is on the bridge (same deck, room #263).


37. As you enter the room you may find Jurell already in here. You can try
sending him away, but it's usually best just to wait for him to leave (it
doesn't take long anyway). Once he's gone, press 5 to access the database.


38. Select the following pathway, pressing 5 to continue. "Database Access,
Icarus Station, Base Personnel, Command Section, Ramin Jurell, File Number, Play
film." You'll then view a short movie, showing proof of the Captain's
assassination at the hands of Jurell, aided by the Captain's adulterous wife -
Dana Luvey. Once the movie has finished, a hard copy is produced and lies on the
floor in front of you. Pick it up.


39. Next stop: visit the senator. However, this is only possible if you have
completed the above steps before he leaves the station. (If you fail to reach
him before he goes, you'll need to pursue a different ending.) Between steps 35
& 36 you should have met with the Senator's guard - Djinn (a complete arse of a
man). If not, wait by a teleporter (usually #13) for him to find you. Now that
you have a hard copy of Jurell's crime, you can go and find the Senator. So make
your way to the Senator's quarters on Geodome Deck 1, room #211. (If he's not
there, command someone to lead you to him.)


40. When you eventually come face-to-face with the Senator, he'll babble on
about not hesitating to tell him things. Before he wanders off, tell him the
special statement "The ship's orbit is decreasing." Then, make the special
statement "Azzira has a mind control experiment." If Djinn is in the room, the
Senator will order Djinn to bring that psychotic doctor to him. If he's not, the
Senator will go and find him. But before the Senator leaves, give him the
Evidence Recording. This will trigger the Senator into a speech about you being
somewhat of a detective, then asks you to leave this in his capable hands.
(Amazingly enough, entrusting vital information to a politician is the right
thing to do!)


41. After your meeting with the Senator, make your way to the Star Lab -
Research Deck 1, room #284. When you enter the room (depending on how quick
you've been so far), you may hear Suzie witter on about messages from the sun
(something about rings within rings or fire, flesh, water. However, if you
enter, and she doesn't say anything, just trundle across to the room opposite
(#283). In the far left corner there should be a piece of paper - the message
printout. Pick up and examine the printout. If neither of these have occurred,
wait around in the Star Lab (#284) for the messages. You now have the special
question "Is the sun trying to communicate?"


42. Once you've got the special question, you need to go and see Suzie (yes, the
big shiny head!). The Suzie head room is on Geodome Deck 3, room #141. When you
get there ask her the special question, "Is the sun trying to communicate?"
Suzie will reply that she thinks so, but needs more information and time. After
waiting for a short time, prompt her with the question, "What is happening?"
(You may need to do this a couple of times.) Suzie will reply that she thinks
there is sentient life on the sun (hence the name of the game), but she is not
able to decode the messages. Ask the question, "What should I do now?" Suzie
advises you to go and see Navigator Ta. Although this is not strictly necessary,
it does provide the clue to the next step.

43. You'll find the Navigator's quarters on Geodome Deck 1, room #251. There
you'll find a book of Braille lying in the middle of the floor. Examine it, then
scan it using your mobile scanner. You can pick up the book if you wish, but
it's not necessary as you already have what you came for (the information now in
the mobile scanner).

44. With the newly gained information, make your way to Geodome Deck 3, room
#242 (the room with the glass floor). Use the mobile scanner on the machine to
your left. Suzie can now decode the information, although this will take a
little while. If you want, you can always have a little gander around the decks
until Suzie's finished. As she'll call you back when she's finished: she'll
request you to return to the main Suzie room (Geodome Deck 3, room #141).


45. As you move hastily through the door, Suzie informs you that she's decoded
the messages. There are beings on the sun and, furthermore, they are trying to
help save the station. She tells you to go to the Main Science Lab on Research
Deck 1, room #161, as someone must be present there. Ignore this for the purpose
of a maximum-score ending. She then tells you that she has some important
information which you should know. So she sends Beemin (the bearded guy) out of
the room. Wait for Camik (the spectacled fashion victim from the very
beginning). When he arrives you find out some very disturbing facts (almost as
disturbing as his clothes). You're NOT Garrit Sherova (your character name), but
actually a man-made robot called 'The Digital Messiah' - as if this game isn't
weird enough! He then tells you that your destiny is to pilot a spaceship into
the sun and become one with nature. Yeah! Right! And Camik's destiny is to get
smacked the hell out! He then leaves.


46. As I'm sure you'll agree this is not, I repeat NOT a good idea! Because if
you did pilot a ship, then you'd be dead - which can't be good for you! The next
step is to work on a way around this insane plan. So turn to Suzie and make the
special statement "Azzira has a mind control experiment." You and Suzie then
talk about using the experiment to download your mind onto a disk, and send that
in your place (cool plan!). She says that in order for this to work, you must
override Azzira's main computer and obtain his hard disk.

47. To receive a few more points, stop off on Geodome Deck 1, room #161 (Yorry
the gardener's room) and he'll tell you that he's heard the good news about his
plants, and thanks you. Make the statement, "The Tree growth room has the status
of clear", then tell him to "Turn to the skies."


48. Stay on this deck, and make your way to the high-security cell in room #121.
You should find Azzira already in there. When you enter the room, try to speak
with him. He'll start off by telling you the Orbit Correction Data which he gave
you earlier (after you blackmailed him) is fake. He tells you to warn Garrilac
before we all die. Just for good measure, insult him before leaving.


49. Now you must find Garrilac. You'll find him on Engineering Deck 1, in rooms
#141 or #223, or somewhere in between. If you can't find him, try his quarters
(#312). When you find him, make the special statement, "The orbit correction
plan is bogus." He'll say, "WHAT!", and then thank you for telling him. He also
says, "It's lucky that he hadn't implemented the spurious data yet." Tell him to
"Turn to the skies", and leave.


50. From here you should make your way to Research Deck 1, room #271 (Azzira's
office). It should be empty (because that crazy wacko is behind bars). Go over
to the machine to the left of the entrance and use the Computer Override device
in your inventory. A fire should start, then stop, leaving a small device on the
floor in front of you. Pick it up and examine. This is the hard disk.


Note: You can find maps to the dream mazes above the computer.

51. Now take the hard disk to Suzie (Geodome Deck 3, room #141). As you enter
the room, use the hard disk on the first computer on your left. Suzie will say
something, then you'll view the end sequence. You've completed the game with a
maximum score!


ALTERNATE ENDINGS


Alien Communication Ending


1. Complete the main walkthrough up to and including step 34 (see Total
Solution).


2. You must now return to the Star Lab on Research Deck 1, room #284. When you
arrive Suzie should be wittering on about messages from the sun (if you're quick
enough getting there). There are three messages in all, including "Rings with
rings" and "Fire, flesh or water". If you don't hear Suzie when you enter the
room, go to the room opposite (#283) and pick up the piece of paper on the floor
('message printout' when examined). If the paper is missing, then Suzie hasn't
printed it yet, so just go back into room #284 and wait for her to read the
messages out. When you've either heard Suzie or read the printout, you'll
receive the special question: "Is the sun trying to communicate?"


3. Now that you have this special question, you need to go and see Suzie (well,
her head anyway!). The Suzie head room is on Geodome Deck 3, room #141. When you
get there you'll see a big silver head (yep, that's our Suzie). Ask her the
special question, "Is the Sun trying to communicate?" Suzie will tell you that
she thinks so, but needs more information and time. After waiting a little
while, prompt her with the question, "What is happening?" (You may need to do
this a couple of times.) Suzie will reply that she thinks there is sentient life
on the sun (hence the name of the game), but she cannot decode the messages. Ask
the question, "What should I do now?" Suzie advises you to go and see Navigator
Ta.


4. The Navigator's quarters are located on Geodome Deck 1, room #251. You'll
find a book of Braille lying in the middle of the floor. Examine it, then scan
it using your mobile scanner. You can pick up the book if you wish, but it's not
necessary as you already have what you came for (the information now in the
mobile scanner).

5. With the newly gained information, make your way to Geodome Deck 3, room
#242. This room has a glass floor, so there should be no mistaking your
location. Use the mobile scanner on the machine to your left. Suzie can now
decode the information, although this will take a little while. If you want you
can have a nose around. Suzie will call you back when she's finished: she'll
request you to return to the main Suzie room (room #141).


6. As you go barging through the door, Suzie informs you that she's decoded the
messages. There are beings on the sun and, furthermore, they are trying to help
save the station. She tells you to go to the Main Science Lab on Research Deck
1, room #161, as someone must be present there.


7. So like a shot, get your worthless hide down there, and pronto! Now just use
the big machine in the middle of the room.


The end sequence is now triggered... Alien Communication.

Game Over - Alien Communication "It's life Jim, but not as we know it!" - Dr
McCoy, USS Enterprise. In a world where corruption, scandal, murder, mad
scientists and showering fully dressed are commonplace, there was one thing that
wasn't expected: Alien Communication. With the help of these beings, Garrit was
able to save the Icarus Mining Station from total destruction; whilst making a
few new friends, and enemies... But is everything quite what it seems?


Mutiny One


1. Complete the main walkthrough up to and including step 38 (see Total
Solution). You now have the Evidence Recording.


2. Give the Evidence Recording to an engineer. He'll go on about what a bad
thing it is. Now just wait around for an engineer to summon you to Garrilac. If
you've given the Evidence Recording to Garrilac, you may still have to wait
until Garrilac summons you.


3. Once summoned, you can either follow the engineer, or you can make your way
to Engineering Deck 1, room #141. If he's not there try #223, then #312.


4. When you meet with Garrilac, he'll tell of his plan to get off this doomed
station, or something along those lines. He then asks you to get the yacht
beacon from the Senator's quarters and bring it to him - no problem!


5. Now go to the Senator's quarters. Djinn should be standing outside the locked
room. Go behind the Senator's quarters. To get there you'll need to go through a
garden room (the ones with pillars and two doors). The back of his quarters is
represented by a big black square wall with the usual circular design. Now use
the panel on the wall.

6. After using the panel (either the far wall panel earlier in his quarters, or
just a minute ago behind his quarters), open and enter through the door.


7. The Senator's quarters should be empty. The yacht beacon is in the shower.
Pick it up. If the room has people in it, take the beacon and get out of there
fast.


8. Return to Engineering Deck 1 and look for Garrilac. Try the rooms in this
order: #141, #223 or #312. Now give him the beacon: he'll be overjoyed and will
give you a launch key - to activate an escape pod for you and all the engineers.


9. Now go to Auxiliary Control, room #131 or #231 (depending on which ring you
enter). Enter the room's cubby hole on the left (or right, depending on the door
you entered from), and use the launch key on the panel in front of you. End
sequence is now initiated.


Mutiny Two


Note: This can only be used before the Senator has left the station. 1. Complete
the main walkthrough up to and including step 38 (see Total Solution). You now
have the Evidence Recording.


2. Complete the 'Mutiny One' walkthrough up to and including step 7. You now
have the yacht beacon.


3. Now go to a teleporter that can take you to the dock. Access will be denied.
Use the yacht beacon and wait for a while. Ha! "Access Granted."


4. Enter the dock and go down the long red corridor to the purple helmet room (I
beg your pardon!). Now simply use the green panel on your left to trigger the
end sequence.


Death And Glory Ending 1. Complete the main walkthrough up to and including step
45. You now know your true identity and your destiny to die in the sun. 2. Go to
Engineering 3, room #212. This is the Web Runner Bay. Use the machine on the far
wall to activate the end sequence.


Navigator Ending


1. Wander around until the Senator has left the station, or is just about to
leave. At some point during the game (if you've been pretty slow), Navigator Ta
comes looking for you. She'll tell you that Jacomo (her mate), is missing. Now
go to Geodome 2, room #141. You should find Jacomo inside, under a golden shower
(ahem... you need to ask Jacomo the name of the room while you're in it).
Mandana should be outside. Ask her what you should do now.


2. Remember the Utilities Node on the second ring of Geodome Deck 2. This is the
control panel you used to turn the lights up before. This time turn all the
power off by moving the lights down, instead of up.

3. You now need the Flow Inhibitor, which can be found on Engineering Deck 3,
room #263.


4. Take it to room #161 on Geodome Deck 2 (next door to Jacomo). Use the Flow
Inhibitor on the Outbound Water Pump Disk. Now go back and see Jacomo.


5. Mandana should open the room and enter. Follow her. Jacomo will now ask you
to tell Ta where she is.


6. You should find Ta on Geodome Deck 1, room #271 (a two-doored Pillar Garden).
Tell her that Jacomo is in Geodome Deck 2, room #141 (this only works if you've
already asked Jacomo the name of the room - step 1 above).


7. Wait for a little while until Ta finds you and informs you that Jacomo is now
meditating. Then, after another short wait, Jacomo should come and ask you to
help pilot the station to safety.


8. Go to the Navigator Chamber (via teleport) with Jacomo. You now have the
final end sequence.


Thanks to Revolution readers Goku super sarya-jin 4 and Kenneth!
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