Toronto
You
begin in the Toronto. You pilot a shuttle to the world
where the game takes place. Click on items to see what
is useful. If the menu includes "Manipulate"
there is something there to do or use. But do read a lot
of the "Examine" boxes for interesting if not
useful descriptions. Check your initial room - there are
some items there. After a while you are asked to go to
the shuttle. Ignore this until you are ready - there is
no disadvantage to delay. The best thing to do first is
to talk to everyone you can. You have a friend named Joe
Bernard who has his residence in the northeast of the
building. Go talk to him. He will give you the code (1042)
to enter the service level. This level is in 3D (first
person). You will find the entrance in the northeastern
most corner of the ship.The only critical item here is
a pistol and some ammo for it.
OK,
now that you there you see a door right in front of you.
Walk toward it. You see the message "Floor plate
lights up" in the corner. Now the door should open
and the road is clear. In the next room there are four
floor structures (or should I say pressure plates?) in
each corner of the room. Activating them all will open
the door. Now you will enter a similar room but this one
has no floor structures. It has two switches, one on either
side of the door on the walls in the north of the room.
Activate both to go ahead. The next room has two doors
and two floor structures. You cannot open these doors.
But be patient. A robot will arrive shortly that will
open the doors for you one by one. When you have entered
the third of these rooms, there is a switch in the western
corner. Activate it to be able to pass through the door
on the east. After a while you will enter a room with
a cabinet on the north wall. Remember this, because you
will need it later.
Push the buttons to open the door and when you get to
the door with the keypad enter the same code that Joe
gave you. Now search the room (the COM room) carefully.
When you find the gun, go back to the service level and
deposit it in the cabinet. Now go back to the COM room
and leave it. You leave by passing some security guards.
Note that they will search you and take the pistol if
you have it. Now go back for the gun - leaving the way
you entered instead of past the guards (which you cannot
do originally because you pass a one way door). Do search
every room you can. You will also get to Snoopy's room
then, which contains some more ammo. Healing potions are
very useful. Lockpicks can open locked chests that do
not
require special keys - although the documentation does
not make this clear you can click on a lock without having
a pick and use your unlocking skill. If you get a message
like "this lock cannot be picked" forget it!
If you get "Tom cannot pick this lock" it often
means he can pick it - he just needs to keep trying. There
are no locked chests in this area to worry about,
however.
Narikidaani
Explore
the building you start in (called the House of the South
Wind Clan). It does not pay to be cheap with your rescuers
(the game generally prefers the "good" approach
although any loose item can normally be taken with no
risk or penalty). There is a mini-dungeon here, but it
is recommended not to explore it until you have the next
party member. The best thing to do now is to leave the
clanhouse and explore. Find the stores and check them
out. If you have items to sell this is done by going into
the same mode as to buy items but clicking on your inventory
- you do NOT use the offer item command in the conversation
menu in stores - you use that to give items to NPCs where
this ties in with the storyline. The documentation does
not mention this! After two game days you automatically
are taken to see the local ruler
(she is the boss after all) and get a quest and a new
party member called Drirr who greatly increases your party
strength.
You
can now more easily do the mini-dungeon either before
or after the quest. Before the quest might be better because
you can use the ammo that you find there. You will be
trapped by a cavein until you find a pickaxe. You will
need this object in various dungeons - get used to clicking
on walls to see if an object can be used on them when
you run out of other things to do or are suspicious. You
will probably need to use your pistol - save ammo since
there isn't much but don't be too cheap - after a while
you will be more powerful and can get by without it. Click
on treasure piles to check them out - one of them (and
only one, alas) has more ammo. There is also a clock -
click on it after you get it to make it permanently visible
in the screen - it is very useful. Don't forget to give
Drirr something better to wear and fight with whenever
you go search for the murderer or when you start to do
the mini-dungeon. For example, give him the Iskai armor
by stealing it. Stealing goes as follows: walk up to the
bar and just before you reach it, click the right mouse
button. You should be able to reach much further than
you normally can. Keep in mind that this routine may take
some time to get used to. And a good sword (are you also
looking at the expensive Iskai lance?) is not a bad idea
either.
If
you cannot find the first dungeon, ask the cattle breeder
just outside. He will tell you. Check the map carefully
or you may miss the dungeon once you are there. Walk onto
it to enter. Before entering buy some torches to help
you find goodies (the torches are very cheap) and a Music
Crystal in the general store to give to an entity you
find right near the object you
are looking for (an Iskai Dagger). You do not have to
give the Music Crystal to the entity. You can also buy
it just now and use it on the next island. See below.
Keep in mind that exploring this dungeon can be very useful.
This dungeon is actually pretty straightforward, so I
will only mention a few things. Note that outdoors or
in dungeons monster pieces may be left
after battle and they are usually sellable. This dungeon
has two types of stationary plants that take the evolutionary
niche of dungeon traps. Big mouths in the floor can be
deadly but will close for a while if given chunks of meat
that you get killing Krondirs (the big beasts). In town
you may have been offered fruit to feed to the other type
of guardian plant but it is cheaper just to turn the lights
out - this puts them to sleep.
Use Drirr (your local guide) as party leader - he sees
better in the dark. Explore the entire dungeon for experience
and loot (and fun for some). The entity will then tell
you how to increase your attributes after you promised
him the music crystal. This is critically important -
you REALLY need this boost. But be patient - do it after
you finish the quest and get a new
member so she can share in the benefit, or wait (a LONG
time) until you have all six final party members. You
get three attributes up one at a time - to get the third
up you need to pickaxe a wall. You have to make a path
of light. What you do is walk from one glowing rainbow
toadstool shaped like a triangle to another in the room
where your footprints glow - this opens a wall. To finish
the quest go see Frill, the old Iskai in the council house.
He tells you to go see Bradir in the Former Guild in the
northwest of town. Bradir will fight you but is not a
challenge. After the problem is solved, you may think
that it is a pity you could not keep that beautiful little
Iskai Dagger. Well, you can. Although the leader took
it away, go back to the Former Guild and talk again to
Bradir. When you end the conversation, he will give you
100 gold and the dagger. I recommend that you give it
to Sira (put it on her tail), because she can do with
the extra
strength.
You
can now ship out. DO NOT!!! The trip is one way until
late in the game (that is what the stone outdoors that
is shaped like an eye is for but it is useless to you
now). Don't leave the island until you have the following:
1)
Sira is level 12 and has Frost Avalanche (at maximum is
best but it is essential to have it).
2) Sira and Rainer's Long Range attacks are at maximum
(assuming you prefer them to attack long range. You probably
do for Sira as she is better at this then Close Range).
3) Tom and Drirr's Close Range attacks are at maximum
(if you prefer them to attack close range. Again, you
may want this too as the Close Range weapons are more
powerful, and Tom is better at it).
4) Drirr has the Iskai Armor (steal it) and the Iskai
Lance (unless you prefer lighter weapons or armor).
5) Sira and Drirr each have the Iskai Metal Helmet.
6) Sira has lots of seeds (200+). (Find them outdoors
or buy them in the Mages Guild (southwest)).
Note:
This is merely a recommendation but the seeds and Frost
Avalanche seem all but essential.
Kill
the enemies and sell their parts, as I said before to
get lots of money. Spells do far more damage and the frost
spells last much longer after fully learned.
Gratogel
The
first thing to do here when you arrive is to talk to the
king of the village. He will tell you he needs an amulet
that you need to get for him. Then go to the east until
you find the next village, and then north, following the
path. That is where you need to be. If you have saved
the
Music Crystal from Narikidaani, go a little further north
and give this to the man guarding the oak tree. He will
give you a very good weapon in return.
When
you have the next party member, a Druid named Mellthas,
train the spell named Small Fireball the he has. When
it is on full power, go to the pass south of the Druid
village (called Vanello). It contains a valuable supply
of bandits (but they run out after a while, ) and it leads
to a trainer, who only trains Close Range combat and a
store. If you want to train the party, except Mellthas,
who cannot be trained here, then do so, but this trainer
is much more expensive then the Iskai warrior on Narikidaani.
Another useful thing is to go to the shop there and to
buy the
Music Crystal, unless you saved the one from Narikidaani.
The Dreamshield is also excellent. It is the only powerful
shield that Sira is able to wear, so I suggest you consider
buying it. And, of course, have a look for seeds outside.
It is advisable not to enter the dungeon without a rope.
In
the dungeon part of Arjano, you will be stopped by fire.
Use a bucket of water to extinguish them. There is also
a place where there are nine grey pressure plates close
to one another. Walk over the plates so that a + sign
appears (you should not walk over all the plates but they
can always be reset). Then the passage is clear. In the
first party view part of the dungeon right near the start
there is a secret button nearby on the right hand side.
Push it. Now you can get through the first gate after
you get to a switch and use it. After that, in the big
room with the three flames, step on all the pressure plates.
A door in the southwest will open.
On
the second level you need to step on a plate that releases
moving flames. Step on it three times first to open the
way to a button that will open up a passage in the east
wall. Then keep on stepping on it until the road is clear.
When you come to an area with a pit and two locked doors
fall through the pit. There are three gates with Warniaks
behind them. Open the gates,
kill them and get the treasure. If you pull the lever
behind one of the doors, the wall opens up, and you can
look in a chest (guarded by a demon - a Fear 1). It contains
the key to the doors you could not pass.
On
the third level, there are more tricky bits. In the large
room with the big beasts trapped behind the red, transparent
walls, only walk over the green pressure plates, otherwise
they escape, and they are no joke. Of course, if you have
Frost Avalanche at full power and make sure all party
members stand on the last row of the grid and have lots
of potions, then they are no big deal.
On
the next level you will find some force fields. There
is one in the east that you will have to walk through.
But later on, you will find staffs that will get rid of
them. Only use them on the six in a row you meet at the
end of the level. Talking about staffs, in the room where
you get them if you do not want to fight, go to the exit
of the room as quickly as possible and pull the lever
again.This will trap the enemies. And in the room with
the three levers on the south side, you need to pickaxe
some walls. Look carefully, or right-click on the walls.
If you fall through the pits a little bit further, do
not worry UNLESS you do NOT have a rope. There is some
minor treasure down there.
Maini
The
first thing to do here is to look for your next party
member. You can choose either of two, but the mage (called
Khunag) is recommended by most people. It is up to you:
somebody good at fighting or a poor fighter with good
offensive spells only (no healing spells). The warrior
is a woman called Siobhan. But Khunag will help you through
parts of the Kenget Kamulos dungeon you need to go to
much later. You will find both possibilities in Beloveno,
the big city that you start in. Then it is a good idea
to explore the countryside, and maybe even talk to the
members of each town/ village. In the inn in Beloveno
there is somebody called Aurino who asks if you are
interested in a map. If you want some minor treasure,
buy it. It refers to the waterfall in the northeast of
Maini, east of the Iskai village.
When
you try to talk to Kontos, the leader of the mountain
village Kounos, you will be stopped by a guard called
Nodd. However, if you steer the conversation in the right
way, you will not have to fight him. But you always can,
of course. Then it is wise to explore the dungeon under
the house. On the first level you will find a chest with
a power amulet in it, but once
you have it, it seems like you cannot go on anymore. But
you can! There is an illusionary wall close by. If you
then get to the point with the three pressure plates in
a row in front of three doors, run over the plates as
fast as you can, otherwise you will not make it through
the doors.
On
the second level it is imperative that you explore all
of it, especially directly south from the exit. You will
find something that is needed to complete the game. There
is one room that needs special attention. It is the big
room in the center of the map. Behind one of the blue
walls is an opening. Remember, because it is useful. If
you go a little more east, you will end up in a small
room withe a switch on the western wall. Pull it and a
fireball s ould appear. The fireball will push the red
piece of wall forward. Do this until the wall is exactly
in front of the opeining behind the blue wall. Now go
to the west of the big room. There is a switch there too.
Push it, a fireball appears, reflects of the red wall
and destroys the blue wall. Voila, you can get in.
The
game itself takes a long time to complete the plot for
this continent and be allowed to move on, but all of us
have found out through trial and error that you have to
just be patient. The cave is not absolutely essential
but has some nice loot. It is the same one whose other
entry is blocked by a door you can't get through except
from inside the cave. Every morning between 8:00 a.m.
and 9:00 a.m., there is a trainer in the village at the
house of the leader (where the dungeon is). He is the
only trainer that is able to teach you critical hit. However,
it costs 950 gold per point, so think twice. I found it
very useful anyway, especially for Drirr and Tom. Sira
already has her 5/5 score, so do not bother to train her.
The
entry to the cave discussed above is from the plateau
lower than the village, and to the east. I strongly recommend
that you explore it, because it contains some very nice
stuff, including the best sword in the game, although
it is cursed. But you have to have a rope, therwise you
will not be able to get out. It is also imperative to
talk to lots of people on this continent, repeatedly in
some cases, going back as you learn new things. Some examples
are: the council members in Beloveno, the barkeeper in
the Iskai village in the north of the land, and Kariah,
the prostitute with her house on the market square. The
barkeeper will give you the second piece of the vital
item, after a while. There
are also lots of seeds here. Collect and move on. After
the problem is solved, you will probably want to go to
the Iskai shrine and kill Kontos.
He has a few goodies.
Dji
Cantos
This
mainly goes all by itself. You also get a new party member
here, an Enlightened One named Harriet. In the southwest
of the building, there is a woman who sells spell scrolls.
If you got Khunag, buy all the spells that he does not
know, as there is no other way to learn them. There is
no hurry to go to the Toronto, despite the fact that Harriet
pushes you to do so. The first thing to do here is to
look for those Flowers of the Goddess you are told about.
Stand on them for about 15 seconds, and the leader of
the party will have one of his attributes (which depends
on the flower) increased by three points. These flowers
are for about 15 uses as far as I know, but save the game
before you use them and think which party member needs
this little boost the most. You will have to wait for
36+ hours until they can be used again. If you have visited
them all (there are eight in total) it is wise to collect
the two party members who took a vacation when you left
the last continent, as they are very useful.
Umajo
Kenta 1
If
you have explored this city a bit, you will be told there
is a prison north of the city. It is useless as far as
I know, but if you are anxious, by all means go. You can
free the prisoner, but it has no use that I am aware of.
You cannot pick the lock, so you will have to wait until
the guard comes (at 11:00 p.m.) to open it for you. You
can follow the guard there (a long walk!) or find it on
your own. First buy the preservative that keeps you alive
in the desert. Get several. You get them from the man
in the Equipment Makers Guild. Do have a look at the Jeweler's
Guild. The Guild is behind a closed door (on the map that
is) in the south of the city. Then go and talk to somebody
called Coskon. If you talk long enough he will tell you
about somebody who s able to teach you lockpicking. He
charges 15.5 gold per point, so think twice. To get to
the Toronto, you will have to talk to some of the people
in the bar, and in the Miners Guild. Bringing a jewel
is recommended. The guide will then show you to a cave
entrance. The southern exit from the cave leads right
to the Toronto. The other exit is useless.
Toronto
2
Look
everywhere for pieces of paper with numbers on them. The
code for the door is 1001, in case you could not find
the piece of paper with it. Once you are in the 3D part,
have Joe wake up the robot so that it is able to open
the door for you. In the long corridor, stand as far away
from the switch as possible, so that you can just still
manipulate it. Then run as fast as you can to the other
end, and turn the second one. A little further on, free
all the robots as then the doors open quicker. A
little further on, make sure that the floor pattern on
the west side
matches the one on the east side. You should go to the
east one first. Then turn all the switches as quick as
you can. The next door to open has the code 4312 in case
you cannot be bothered to try all the combinations on
the pieces of paper, or were not able to find them.
Umajo
Kenta 2
Fist
thing to do here is to go to the building in the northeast
of the city. You are now able to pass as the guards let
you through. You are told to look for a man in the cellars
under the Equipment Makers Guild. However, you do not
have the key and you need a secret password. He told me
the first time I went there and had to go back until I
had the password. Well, in
order not to have to make the trip twice, the best thing
to do is to go to the Miner's Guild. Go all the way into
the big room. You notice you only have access to one mine
shaft. Go in there and stand in the niches so that the
guards do not see you. Get to the second niche on the
right and overhear the ceremony. ONLY THEN DO YOU KNOW
THE PASSWORD!! The next thing to do here is to look for
a guy called Zebanno. Fool him and he will give the key
to you.
In
the Equipment cellars, you notice that there are knifes
on the ground. Search the halls until you enter a big
room which has a hammer on the floor. Go back and follow
the knifes. You should end up in a room full of them with
a chest surrounded by the knifes. Manipulate the switch
and use the hammer to knock down the knifes to get to
the chest. Search it and you should find a key. Go back
to the entrance and manipulate the switch close by (which
you
could not do earlier). Now, enter the door and manipulate
the switches until they are in the positions shown. This
will get rid of the knifes.
Now,
follow the corridor until you get to a big room with a
chest. Just before this, you may have seen a door which
leads to a room with an anvil in it. Well, you use it
to turn swords into two-handers. It only has a limited
number of uses. You cannot open the chest in the big room
yet, but the road is clear. Go west and search the chest
in the west of the dungeon. It has a key with which you
can open the chest in the big room. Open it and raid it.
The map makes this place a lot easier. A little later
you get to a room with extinguished torches and a fire.
If you have a full bucket ready, splash the water over
it. If you do not, then do not bother as this is not imperative
to win the game. The darkness leads the way to the pressure
plate.
As
you proceed you will get to a room where there is a switch
which is only visible at certain times. Activate it and
you should be able to enter the mine shaft. Once you have
entered, you will be in a first person perspective. You
are close to the guy you came for. Go west and then south.
The corridors should lead you to him. You may have noticed
there is a orange curtain in front of a door, made up
of flying balls. Well, these doors are one-way doors only.
When you walk through the curtain, it opens the door,
but it closes again as soon as you have walked through
it, and it cannot be opened from that side again. This
can be very frustrating.
Once
you have talked to the guy called Kosotto, you can either
go or search these cellars a bit more. In his room is
something that regenerates your health points. It contains
an item which is supposed to be vital, but no-one knows
its use. Anyway, in order to search this place more, you
need to go all the way to the southwest until you get
to a pit. Fall through it and you will end up in a room
with a spinner. In the next room there is a chest with
a crystal staff and there are four flames. The staff can
change the colors of the flames. In order to open the
door, all flames should be blue, in case you could not
figure this out. There is a button just west of this door
in the same room. Push it and a pit will appear.
Now
go west. There are a few switches there. Push them all
until the leader says he heard a sound from the room you
fell into. Go back to the room with the flames, go back
down the pit WITH A ROPE, and then go back to the room
with the spinner again, exactly the way you came. Go into
the next room. Manipulate any switches that you find,
and explore the part east of the room with the flames
too, as this too contains some switches. And look out
for illusionary walls (you will probably see them on the
map). Repeat this until the door to the west of the room
with the spinner is open. Go in there and search the chests
for the Stone of Visions, which is supposed to be vital.
This is also a very good training area. Every time you
step on the blue
pressure plate, Animals 3 will appear. A total of 16.
Kill them as many times as you want (or can) to get as
much levels as possible. This is the quickest way to get
levels in this game, so I recommend you have a look there.
When
you get out, go to the Jeweler's Guild if you want to
to see the effect of the Stone of Visions. When you enter
you see a big stone on the floor. Use the Stone of Visions
there, and it enlarges itself. Now touch it. You will
be healed. You can now heal each party member. There are
mo more uses that I found. When you have finished here,
go look for the High Knowledge. Go back to Maini and take
the northern exit. The Kenget Kamulos residence is just
east of there.
Kenget
Kamulos
This
place is big! I recommend not to enter this forsaken place
until each party member is at least level 30. And bring
lots of potions, even though you will get plenty there.
When you have talked to the local leader, search around
thouroughly. After a while, Khunag will lead you to the
secret passage (provided you have him). The closet in
that room contains a valuable item. Wait for the novice
to leave (at about 8:00 a.m. for a few moments), and search
the closet. The
switch is hidden. Manipulate the torch, if you cannot
find it. The fight after this is endless, so go on for
as long as you like, then surrender. In
the next area, the quickest way is to go east, then north
to get a key, then all the way south from there and then
west to the exit. Do search
it well because there is a very good sword hidden in a
box in the northeast of this section.
The
next area is in 3D, as is the rest of this place. Not
much to mention here. You will find the exit by first
going north and then west. In the first room, the flame
will chase you when activated (very nasty). When it starts
to move, run as quickly as possible to the pressure plate
in front of the door. The flame touches it, extinguishes
and opens the door. On the next level, there are two doors
down. If you take the left door, you will end up in a
room. On each of the walls on the northern side, there
are buttons hidden behind curtains. Push them both and
a door will open. Now you can raid the chests.
If
you decided to take the right exit, be prepared to take
lots of damage. You will find a big room with three little
rooms inside. And on the north side three passages. The
thing to do here is to walk around all three little rooms
and push the buttons on the wall on the back of each.
This opens the doors to the northern passages. Now, stand
on the pressure plate in front of
one of the rooms and the door will open. There are flames
inside that will chase you. Look at the flame color and
guide them to the pressure plate that has the same color
as the flames in one of the northern passages. They extinguish
when they touch them. Then go into the room and pull all
the switches you can. Repeat the procedure for the other
six flames. There are
a total of nine, in three groups of three. When the doors
have opened (or should I say "if",), you will
end up in a big room. There is one of the little rooms
that contains a chest. The other only contain Animals
2 & 3. The one with the chest is about in the middle
north. The exit is to the west; in the corridor and then
follow the path. Care with the fireballs! There is another
little passage in the previous room behind which some
good stuff is hidden in a room. Follow it and stand on
the pressure plate in front of the door for a while. The
door opens and you can raid the treasure.
Now,
when you have gone down, you will find a pressure plate
in front of a little corridor. Stand on it until all of
the statues have lit up and the door will open. This level
is called the Beastmaster level. There are no puzzles
here, but in order to get out you have to kill the Beastmaster.
I found him to be in the south west room of the ones that
are joined together in the west. After a little searching
you will have found him. Kill him, get the key and get
out of there. Be careful, because the Beastmaster reflects
Frost Avalanche. Freeze the other mages, and use Thorn
Snare for him. That is what I found to be the best option.
If
you are already tired of fire, wait till you see the next
level. Adjacent to the big room, are a few little rooms
that contain blue pressure plates. It is better to go
first to the southeast into a room that has some buttons.
There is a similar room north of the passage in the east
of the room. Push those buttons too. Now, visit each of
the rooms with the blue pressure plates and wait until
the fireballs have revealed a good path to the them. Activate
them and you should be able to go into the east passage,
as the trap should be gone. At the end of the corridor,
it splits off into a T-section. Go south stand on the
presuure plates until the flames have disappeared and
then pull any switches that you can. Now go to the northern
exit. There are doors which open and close periodically
and find the way down. There is a chest here and some
chasing flames, so be careful. But the most important
thing here is a button, which you can find in the northwest
of the room on the wall on the western side of the room.
Go back up into the
northsouth corridor. In that corridor there is a button
just north of the passage that goes back into the lava
room on your left hand side. Push it and the exit will
be revealed.
You
are getting there! The next level is not such a nuisance
considering both enemies and puzzles. Go to the east and
walk a little over the glass pressure plates. Then flames
will start to move and will trace out a pattern. Now it
is up to you! Go south and match the pattern on the glass
plates there. If you do not do it right, you fall. But
do not worry. You can go up the stairs again and try until
you have done it. Follow the corridor and you will end
up in a room with fireballs coming out of the walls. There
is a chest nearby. There are four pressure plates here:
two in the middle- and two on the western side of the
room. Walk all the way across the room and activate the
western plate. The statue will start to move. Once it
has reached the other side, it will stop. Then go back
and activate the other western plate, so that the statue
moves back again. Repeat this until all the fireballs
are gone. Now, stand for a few seconds on the first middle
plate (until it turns grey) and then on the other. The
door should open and the road is clear.
The
last level is just to stop you from getting to the exit.
There are lots (and I really mean lots) of enemies. The
quickest way is to go to the southwest until you see a
door on the southern wall. Open it, go a little west until
you see another door on the northern side. Go in there
and follow the path. Voila, you are out of the 3D part.
You will now end up in another 2D area. Almost there.
Follow the path to the north, and you will end up in a
room with the three highest Kenget Kamulos together. One
last battle (use Thorn Snare as it is much more useful
here) and you have done it. Congratulations!
Toronto
3
This
place is actually pretty straightforward. Take a screwdriver,
because you will need it. You will find it in the Toronto.
Once you are in the 3D part, go to the west. You will
see a laser barrier. There is a piece of wall nearby which
you can open with the screwdriver. Have Joe (or Tom) open
it and manipulate the wires and the lasers should be gone.
Now walk all the way
until you find a wall that contains another one of these
things. Manipulate it and the lasers in the north should
be gone. By the way, you may also have noticed that there
are some patterns on the walls made up of colored lights.
Note them. You will need them later. Now
just follow the path. You will end up in a big room with
a door on the south side you cannot open. If you have
Joe, let him manipulate the broken wires just right of
the door. Then you will be able to get through. Do not
go through it yet. Go into the west room and manipulate
the other piece of wall. This will make some lasers disappear.
If you do not have Joe, be prepared to fight all the robots
behind the walls. If you do have Joe, walk past them through
the door on the south that he has just opened.
Now
comes a nasty part. You will see that the lasers will
go on and off in a given pattern. Give Sira or Mellthas
(better Sira) all the luck items you have, and walk through
it. If you do it right, you will not get hit. But the
second bit does not do this. Just walk through them, reloading
if all goes wrong. Have Sira heal Harriet, and have her
cast Lifebringer in order to fight the next enemy. A little
later, go west to find more light patterns, then east
and you will find a room with a grid of 4x4 pressure plates.
Light the pressure plates up so that each row matches
one of the light patterns you saw on the walls. If you
do not get it right, do not worry. You can reset them
by pushing the switch next to them. If you do get it right,
push the switch and the walls will open. If you cannot
find the tight pattern, it is:
0x00
0xx0
x00x
xxxx
The
0's mean that the plates are "off", the x's
mean the plates are lit up.
You
will find lots of bodies of the AI called Ned. These guys
are tough. You have to kill one bunch in order to open
the next door, but if you move fast, you can get past
most of them without having to fight them. Open the door,
rush into the next room, and then into the next and take
the first door on the northern side. You will enter the
reactor core, as you have done before. The ship's security
forces leader will be waiting for you. If you steer the
conversation well (never say anything offensive), you
will not have to fight them. Now, go north. You will be
attacked by the housing of the AI. You do not have to
kill it! It will certainly kill one of your party members.
That is the time to plant the seed! Congratulations, you
have done it!! You
can kill the AI, however if you want to. The only way
that I know is to trap it using Thorn Snare and then have
Mellthas cast Small Fireball 4950 times. It will not have
any effect when it is not on maximum power however. I
have never done it as I could not carry enough potions
for him to be able to do it.
END