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Omikron:the nomad soul
Faq/Character list
Written by Crisis
Version 1.8
First created: 21.1.2000
Last updated: 27.1.2000
E-mail: omikron_the_nomad_soul@hotmail.com
_____________________________________________________________________
Contents:
Disclaimer
Updates
Story
Character list
Coming soon
About the author
_____________________________________________________________________
Disclaimer
This faq is made for personal use only.You can post this faq
to other sites as long as it remain unchanced and proper credit
is given to me.This faq is copyright Crisis 2000.
_____________________________________________________________________
Updates
-------
Version 1.8
added new character info
Version 1.6
added some new spells
and new character info
corrected some mistakes
Version 1.4
added some new character info
added spell list
Version 1.2
added some new character info
corrected some mistakes
_____________________________________________________________________
-------
Story -
-------
taken from eidosinteractive homepage.
The Past
---------
At the beginning of time in this parallel world called Phaenon, the demons
of the Last Circle, after centuries of fierce combats, were finally
conquered by the humans. Against the Infernal Hordes of the demon Astaroth,
one man showed exceptional courage and intelligence. Kushulainn was his
name.
In order to help him conquer Evil, all the wizards from the Ancient Times
decided to seal their souls inside his legendary sword Barkaya'l. In this
way they gave the weapon a magical power sufficient to eliminate Astaroth
forever. But the spell would keep them prisoners within the blade until the
demon died or the blade was shattered.
At the head of the human armies, Kushulainn decimated the Infernal Legions.
Hacking away daily at multitudes of incubuses and succubuses, he covered
Phaenon with their foul blood. At the height of his combats he hunted down
Astaroth and confronted him in singular combat.
Their duel lasted seven days and seven nights. In the morning of the eighth
day, the humans finally dared to come near. Astaroth was lying there,
inanimate, on the dirty ground. But Kushulainn had disappeared. They called
out for him, searched in the rubble and the surrounding forest, without any
luck. Hurriedly they made a cage of Apylande and locked the demon inside it.
Then they threw it in a pool of cooling lava. The golden prison slowly faded
into the depths of the ground.
No one ever saw Kushulainn again, nor ever found out what happened to him.
His exploits were sung and his name was blessed a thousand times. He became
a myth, a legend, until finally he was forgotten. Several hundred years
later the only thing remaining of humanity's savior was a vague
recollection, something about an ancient hero, although people wondered if
he ever really had existed.
Once the combat had ended, Kushulainn had collapsed from exhaustion and
fallen into the river Dray'n. The river then carried him to the land called
Mahahaleel. When he regained consciousness, he realized that he had failed
at his destroying Astaroth and would never again be able to combat him
because the demon was now a prisoner within the bowels of the earth.
Astaroth had the advantage of being immortal.
Kushulainn retired to the sanctuary of Mahahaleel with his legendary sword
Barkaya'l as his only companion. There in that timeless island he has been
waiting for a thousand eternities for someone to come and request the magic
sword, in order to take the combat up again with Astaroth. Only then will he
be able to find the tranquillity that comes with death.
No one knows where Kushulainn's Sanctuary is. The only thing said about it
in the Book of Nout is, to get there, one must cross the territory of the
Tormented Souls. There is where the spirits wander, the ones that Kushulainn
liberated from Astaroth's grasp yet who can still not forget their torment.
Since that time they have been protecting their liberator's sanctuary, so
that his rest may be peaceful.
Millions of years later, while Kushulainn was still waiting for the one who
would be worthy to carry Barkaya'l, the demonic spirit Astaroth was once
again wandering the surface of Phaenon.
The Present
-----------
The planet is going through a terrible glacial era, and the extinction of
its only sun has rendered all life on the surface of Phaenon impossible. In
order to survive the eternal night and permanently freezing temperatures,
the population has taken shelter in five cities, each encased in a crystal
dome.
At the time of your arrival in this universe, a gigantic central computer
known as Ix presides over the city of Omikron. In its virtually infinite
memory are concentrated all of the data from the entire galaxy, collected by
its numerous sensors. Using this information, Ix is better able to manage
the interests of the human race.
Ix was installed in the heart of the city in a sprawling palace inhabited
only by the machine. While constructing the building, the men dug down and
accidentally uncovered Astaroth's cage. The demons that had followed their
master to his prison instantly took possession of the unlucky workers who
had liberated them. Then, they discreetly dispersed themselves among the
population where they progressively captured souls or took on a human form
in order to spread death more quickly.
But Astaroth, Prince of the demons, had bigger plans. He secretly seized the
Ix computer and swore his revenge. He would conquer not only this planet,
but also spread his reign over the entire universe, to avenge himself of
those who had chased him away.
In order to reach his goal, he would need to reconstruct his former power
that had been reduced to nothing in the centuries he had been locked away.
For this he would need souls. Millions of souls. But not those of the
shadows of humans who roamed this world. Faded and withered, they would
never bring enough strength. No, he needed souls from another universe, a
parallel universe.
Astaroth had his servants build him a Reservoir of Souls. The souls gathered
there would endure the most excruciating pain, and from their infinite
suffering Astaroth would amass his strength. But, in order to attract souls
from another universe, he needed to lure them into a trap. So he came up
with Omikron. Through computers using this game, he could trap players from
our dimension by feigning to ask for their help. Once they accept to put
their soul in the body he offers them, they can cross the breach. Then a
demon can capture them, suck out their soul and bring it back to him.
Just a few more souls are all that is needed before the Reservoir of Souls
will be full and the Prince of the demons can finally step out of the
shadows to dominate the entire galaxy. Later, he will even be able to
conquer the parallel universes that provided him with his stock of souls.
The City of Omikron
-------------------
At this time, humanity is stagnating in a sort of lethargy. Having reached
an advanced level of technology, people have begun to live mindlessly and to
fall progressively into a state of opulent decadence. In Omikron, where the
adventure takes place, the population was concerned only with living a good
life, thus turned a blind eye to the secret plot that was unfolding in the
bowels of the city.
>From the strange Legatee Angus Reshev, plenipotentiary of a totalitarian
government, to Tolric Graem, High Priest of the mysterious religion of the
Green Book, to Cliff Humboldt, chief of a private police using every
possible method to track the movements and activities of the citizens,
everyone seems to be pursuing some obscure goal.
The Trusts play an essential role in the life of the city. Long standing
rivals, Tetra Inc. and Khonsu Ltd. are waging a merciless war against one
another for a commercial monopoly, despite the fact that no one really knows
who is behind them and what they stand for. They have become so strong that
not even the law can touch them.
They are also in charge of organizing retreats on the far planet of Euralys.
Due to overpopulation, every individual over the age of 40 is required to
leave Phaenon and go into retirement on Euralys. But who knows what really
becomes of these people? Are they really on this paradise planet? And if so,
why hasn't someone ever heard from a friend or relative who has left?
While in the disturbing city of Omikron, people continue to live a good
worry-free life, underneath Ix's palace, Astaroth, the Prince of Darkness,
pursues his evil work. In order to continue gathering more and more souls,
Thagout, the most malicious of all demons, was named general of the Infernal
Legions. Soon his master will have recovered his former power.
The Legend of Boz
------------------
Boz was the most famous pirate on the Multiplan. He knew the network by
heart and got a sly pleasure from foiling Ix's attempts to identify him. All
those in Omikron who have touched a Multiplan terminal, even if only once,
know who Boz is. His courage, freedom and audacity were always an example
for all pirates, until one night when his world turned upside down.
While Boz was working on his computer, destroying some business programs in
the Trusts' computers, a demon broke into his apartment and leapt upon him.
The struggle was short. The incubus played with Boz like a cat toys with a
mouse before killing it. Boz fell to the ground. He who had never believed
in Demons now felt his mouth opening in order for the demon to suck out the
light of his soul. He knew that if he didn't act he would stay in hell
forever.
As usual, pure luck gave him a final chance. A neighbor who had heard the
struggle came to see what the noise was about. Just as he walked in the
room, the demon turned to look, giving Boz time to move away. The demon
jumped upon the neighbor and devoured his brain.
When he had finished, he turned back to Boz's soul, now floating in a corner
of the room. His battered body was lying in pieces on the floor. "I've only
got one chance!" Boz realized. Before the demon had a chance to understand,
Boz slipped into the terminal's Transmaterialization compartment and was
sucked in by the network, or rather, into the network, where he has become
Boz, the virtual being.
He can never come back. From then on he could move around at will among the
various stations of the network, in the printed circuits of terminals,
between the lines of programming code. He got access to all information, all
reports, all secrets. Distance and time no longer meant anything to him, he
became "the Rider".
Yet his life was not made any easier as a result. The demons would not give
up trying to capture his soul and shortly thereafter Astaroth unleashed
virtual demons to hunt down Boz in the network. Then Ix discovered a
parasitic life form within its programs. Ix created thousands of computer
viruses to suppress Boz.
In spite of these enemies, the Rider is till there and continues to help the
pirates and all those who would be free. He has become chief of the Awakened
and runs a guerrilla army against the Trusts, the state and the demons.
While awaiting victory he continues to spy on transmissions, to destroy
codes and ruin programs, and to escape from those who want him dead.
_____________________________________________________________________
Character list
Zones
1.Anekbah
2.Qualisar
3.Jaunpur
4.Pamoka prison
5.Lahoreh
6.Jahangir
7.Before the city of dead
8.after city of dead
------------
Anekbah -
------------
Name:Kay´L 669
age:30 Sex:Male Blood type:K-
Height:178 Weight:80 Eyes:green
Job: investigating agent
Signs:Received basic Omikron police training in using
waver weapons and combat techniques.
Interests: Void
Status
Attack:
Body resistance:
Speed:
Dodge:
Fight experience:
Special items:
How to find:
You will begin the game with this character.
---------------------------------------------------------------------
Name:Betsy 117
age:22 Sex:Female Blood type:K+
Height:174 Weight:64 Eyes:blue
Job: journalist
Signs:Reporter for omikron news
Interests:Loves truth,nature and sport.Hates lies,
hypocrisy and media manipulation of the truth.
How to find:You can find her in drugstore near
security HQ.
Status
Attack:30
Body resistance:20
Speed:60
Dodge:20
Fight experience:Novice
Special items:Betsy´s apartment key
---------------------------------------------------------------------
Name:Jorg 722
Age:33 Sex:Male Blood type:W9
Height:193 Weight:145 Eyes:green
Job: Mercenary
Signs:2nd generation cyborg,model Khonsu 309K2.Enhanced
eye and rigth cerebral hemisphere
interests:Poetry and Murder
How to find:You can find him at gun shop near Jaunpur pass in Anekbah.
Status:
Attack:70
Body resistance:70
Speed:60
Dodge:70
Fight experience:Initiate
Special items:Jorg´s apartment key
---------------------------------------------------------------------
name:Kai´A 332
Age:17 Sex:Female Blood type:Z+
Height:172 Weight:52 Eyes:blue
Job: Studient of literature
Signs:A serious and applied studient.Goes window shopping as
soon as her lectures are over.Fast,agile and sporting,but rather
vulnerable.
Interests:Likes pre-cobalt literature,short skirts,intense sports
and the boys in her school.Hates mathematics and parties she doesn´t
attend.
How to find:You will find her in book shop near the bank in anekbah.
Status
Attack:30
Body resistance:10
Speed:60
Dodge:40
Fight experience:Novice
Special items:Kai´a´s book of poetry
---------------------------------------------------------------------
Name:Ysmala´n 402
Age:26 Sex:Female Blood type:K+
Height:177 Weight:55 Eyes:blue
Job: Nurse
Signs:Working for a doctorate in oxy-molecular biology.Has perfect knowledge
of treament techniques and bio implants.Intends to work
in research as soon as she get her diploma.
Interests:Likes studying mortal viruses,discovering new treatments,
helping those who need treatment.Hates selfisnes,obscurantism,seeing
people suffer.
How to find:If you are in Kay´l´s body when you should go to jaunpur
go to jaunpur pass and show your pass to mechaguard.
Status
Attack:50
Body resistance:20
Speed:60
Dodge:50
Fight experience:Novice
Special items:Ysmala´n´s medikit
---------------------------------------------------------------------
Name:Samyaz´a 670
Age:28 Sex:Female Blood type:Z+
Height:183 Weight:63 Eyes:blue
Job: Spiritualist
Signs:Bears the mark of the third eye on forehead,the sign of those
chosen by the supreme being to communicate with the dead,has visions
of the past and future.
Interests:Likes the unknown,solitude,silence,seeing through
appearances.Hates the material world,charlatans,intolerance.
How to find:You will find her in restaurant somewhere in anekbah.
Status
Attack:40
Body resistance:20
Speed:60
Dodge:30
Fight experience:Novice
Special items:Samyaz´a´s apartment key
_____________________________________________________________________
----------
Qualisar -
----------
Name:Lahyli´n 097
Age:23 Sex:Female Blood type:K-
Height:177 Weight:59 Eyes:blue
Job: Call girl
Signs:Works in the red light district of Qualisar.
Her knowledge of Moav message makes her the most
sought-after call girl in Qualisar.
Interests:Likes money,luxury,all things that are expensive and useless.Hates
modern art,alcohol,won´t take no for an answer.
How to find:You will find her at one sex club in Qualisar.
Status:
Attack:50
Body resistance:20
Speed:50
Dodge:60
Fight experience:Novice
Special items:Lahyl´in´s pendant
---------------------------------------------------------------------
Name:Dakme´t 329
Age:32 Sex:Male Blood type:w4
Height:194 Weight:92 Eyes:green
Job: Racing driver
Signs:Fabulous rich decendant of the prices of Gao´r.
Has won Omikron slider racing championship for the
last three cycles.
Interests:Loves speed,luxury and beautifull women.
How to find:you will find him in the toilet of some
bar in qualisar.
Status
Attack:50
Body resistance:20
Speed:80
Dodge:40
Fight experience:Novice
Special items:Darkmet´s speed drug
_____________________________________________________________________
-----------
Jaunpur -
-----------
Name:Itzam´a 420
Age:37 Sex:Male Blood type:w9
Height:195 Weight:96 Eyes:green
Job: Taar monk
Signs:The ultimate warrior,with an absolute knowledge
of taar combat.Body modified by oxy-organic circuits.
Oxylic bone structure Metal mask grafted on face.
His disconnected nerves make him intensive to pain.
Interests:Likes prayer,fasting,silence,combat training,
blood.Hates weakness and pity.
How to find:you will find him in the temple.
Status
Attack:80
Body resistance:70
Speed:60
Dodge:70
Fight experience:Master of the inner voice
Special items:Itzama´s apartment key
---------------------------------------------------------------------
Name:Kuma´r 825
Age:28 Sex:Male Blood type:K-
Height:178 Weight:76 Eyes:green
Job: Adventurer
Signs:Has sworn to avenge the death of his brother.Killed ny Tetra
militia.Nearly lost his life when a mecadog devoured his right leg.
No known place of residence.
Interests:Likes justice,honor and vengeance.Hates the Tetra,militia,
fear.
How to find:wait under the bridge until the bomb exploses in
mission 1 of awakened.then you will get him.
Status
Attack:50
Body resistance:40
Speed:60
Dodge:70
Fight experience:Novice
Special items:none
---------------------------------------------------------------------
Name:Tahim´a 223
Age:23 Sex:Female Blood type:K+
Height:171 Weight:62 Eyes:blue
Job: Programmer
Signs:Works for the Khonsu trust programming the artificial intelligence of
meca units to maintain order.Perfect knowledge
of Meta-oxyliac languages.
Interests:Likes gaddj music,tech trances,electronic gadgets,
soap operas on transcan.Hates bugs,being disturbed when
programming,resonable people.
How to find:You can find her in book shop near the temple
in jaunpur.
Status
Attack:40
Body resistance:20
Speed:50
Dodge:50
Fight experience:Novice
Special items:a little phial.
---------------------------------------------------------------------
Name:Jayli´n 814
Age:30 Sex:Male Blood type:K-
Height:192 Weight:91 Eyes:green
Job: Ix elite soldier
Signs:A specialist on weapons,an adept of dose range combat,willing
to give his life for ix.Titanium bone structure.
Interests:Training,Training,Training
How to find:Before blowing up the bridge go to other side of it
and you will see him guarding a big door.
Status
Attack:70
Body resistance:40
Speed:70
Dodge:60
Fight experience:Initiate
Special items:Megazooka with 10 ammo
---------------------------------------------------------------------
Name:Quazma´ad 052
Age:35 Sex:Male Blood type:w4
Height:203 Weight:128 Eyes:green
Job: Demoted mercenary
Signs:Ex-mercenary in the Khonsu special troops,was stripped of his
rank and expelled from the militia when he failed in his last mission.Has
since plunged in to a deep depression.
Interests:Likes jirn alcohol
How to find:Into beginning of the area where you should go to roof
(mission 2 of awakened)go to small tunnel in the ground there you will find
him.Hates all of Omikron
Status
Attack:60
Body resistance:40
Speed:50
Dodge:60
Fight experience:Initiate
Special items:Qazmaa´d´s can of liquor.
---------------------------------------------------------------------
Name:Ganji 961
Age:25 Sex:Male Blood type:w4
Height:192 Weight:147 Eyes:green
Job: Professional wrestler
Signs:Omikron champion of atzaride wrestling.In uziam his mother
tongue,his name means"powerful sham".
Interests:Loves discipline,rigor selfcontrol.Hates anger,weakness
anything that distracks him from the way.
How to find:You will find him in restaurant somewhere in jaunpur.
Status
Attack:70
Body resistance:50
Speed:50
Dodge:50
Fight experience:Taar disciple
Special items:ganji´s apartment key
---------------------------------------------------------------------
Name:iman 631
Age:38 Sex:Female Blood type:w4
Height:172 Weight:57 Eyes:blue
Job: Escort girl
Signs:Rents her protection service to highly placed Omikron
dignitaries.Her mastery of combat techniques and her great
beauty make her company much sought-after,inspite of her rates-
which are higly exorbitant.
Interests:Fashion,Taar combat techniques,modern painting.
How to find:You will find her in gun shop where you have
to ask about the secret tetra factory.
Status
Attack:70
Body resistance:40
Speed:60
Dodge:60
Fight experience:Taar disciple
Special items:Iman´s apartment key
_____________________________________________________________________
---------------
Pamoka prison -
---------------
Name:Zao´r 940
Age:31 Sex:Male Blood type:Z-
Height:176 Weight:78 Eyes:green
Job:Pamoka prison officer
Signs:Known by prisoners to be particularly violent and
merciless.A decidedly unpleasant character.Exellent marksman.
Interests:Likes Eagles techball team,Kloops beer,waver weapons,
law and order.Hates books the degenerate morak of the young,
anarchy.
How to find:After escaping your cell.You will find him guarding
a big door.
Status
Attack:60
Body resistance:50
Speed:70
Dodge:50
Fight experience:Initiate
Special items:Zaor´s apartment key.
_____________________________________________________________________
-----------
Lahoreh -
-----------
Name:Plume 263
Age:26 Sex:Female Blood type:K-
Height:176 Weight:62 Eyes:Blue
Job: Fashion designer
Signs:Likes wearing eccentric clothes and jewels.Studied taar
combat techniques with her father when still a child.
Interests:Likes modern art,high-society cocktails,koopies
and vegetarian cooking.
How to find:You can find her in bank near the new awakened
base in lahoreh.
Status
Attack:60
Body resistance:20
Speed:60
Dodge:60
Fight experience:Taar disciple
Special items:Plume´s apartment key
---------------------------------------------------------------------
Name:Nioma´y 452
Age:27 Sex:Female Blood type:Z+
Height:178 Weight:59 Eyes:Blue
Job: Actress
Signs:Has taken part in several small transcan productions.The critics
predict a great career.
Interests:Likes acting,lying,manipulating those around her,being
told she has talent.Hates truth,simple situations,routine.
How to find:You´ll find her in the book shop in Lahoreh.
Status
Attack:30
Body resistance:20
Speed:60
Dodge:30
Fight experience:Novice
Special items:
---------------------------------------------------------------------
Name:Enya´d 843
Age:38 Sex:Male Blood type:Z-
Height:175 Weight:71 Eyes:green
Job: Scientist
Signs:Research worker in inframolecular physics.Is said tobe on the
point discovering a theory that reconciles infra-gravitational and
polymeic forces.
Interests:Likes to spend his days conducting experiments in his
laboratory.Hates inactivity ignorance,anything that distracts him from his
work.
How to find:You will find him in library in lahoreh
Status
Attack:20
Body resistance:20
Speed:50
Dodge:50
Fight experience:Novice
Special items:Enyad´s apartment key
____________________________________________________________________
----------
Jahangir -
----------
Name:Neme´t
Age:24 Sex:Male Blood type:Z+
Height:181 Weight:78 Eyes:green
Job: Techball champion
Signs:Half center on the Anekbah islanders techball team.his talent
and extraordinary vision of the game have made him famous.Regularly
makes the hedlines of the scandal press because of his private
indiscretions.
Interests:Likes training with islanders,the applause of the crowds
when he scores,adrenaline,exorbtantly prised sliders.Hates his
adversaries,discretion,modesty,poverty,woman who don´t like him.
How to find:You´ll find him at Jahangir zoo/park
Status
Attack:60
Body resistance:30
Speed:90
Dodge:70
Fight experience:Novice
Special items:Nemet´s "Force" drug
---------------------------------------------------------------------
Name:Hunabk´u 318
Age:31 Sex:Male Blood type:Z+
Height:181 Weight:79 Eyes:green
Job: Taar master
Signs:Reared by the taar monks.Raised to the level of grand master by
Zoyuk´en.Has a perfect mastery of taar combat techniques,is a indifferent to
pain has absolute control of himself.
Interests:Likes meditation,peace,the quest for eternal harmony.
Hates technology,gratuitous violence.
How to find:You´ll find him at Jahangir zoo/park
Status
Attack:80
Body resistance:30
Speed:60
Dodge:80
Fight experience:Master of the inner voice
Special items:Hunabk´u´s potion
_____________________________________________________________________
--------------------------
Before the city of dead -
--------------------------
Name:Fodo
Age:287 Sex:Male Blood type:W1
Height:159 Weight:71 Eyes:green
Job: Azkeel farmer
Signs:Sham breeder near the azkeel city Mayere´m.
Interests:Likes shams and goddess-queen Soyinka.Hates violence
and danger.
How to find:Drink the green poison in his sham farm.
Status
Attack:110
Body resistance:30
Speed:50
Dodge:110
Fight experience:Taar disciple
Special items:Mana potion +50
---------------------------------------------------------------------
Name:SHHHY`NLSS
Age:2 Sex:Female Blood type:Z-
Height:249 Weight:190 Eyes:blue
Job: Krubor
Signs:?
Interests:?
How to find:Lose in hand to hand combat when you fight against her.
Status
Attack:150
Body resistance:80
Speed:70
Dodge:130
Fight experience:Taar disciple
Special items:none
_____________________________________________________________________
------------------------
After the city of dead -
------------------------
Name:Kushulai´n
Age:7216 Sex:Male Blood type:W9
Height:185 Weight:89 Eyes:green
Job: Hero
Signs:Hero of the Cobalt wars,prince of partamor.'
Interests:Void
How to find:Touch his body when he dies.
Status
Attack:180
Body resistance:99
Speed:110
Dodge:130
Fight experience:Master of the inner voice
Special items:None
_____________________________________________________________________
------------
Spell list -
------------
Truth spell
-----------
To force a liar to say what he knows,mix a wiki and a dead man´s
tongue in a beshe´m.
Love spell
-----------
To make a woman fall in love with you,mix two sham testicles
and nine mouse teeth in a beshe´m.Cast the spell on the
woman you wish to seduce and she shall be yours forever.
Invulnerability spell
---------------------
For temporary invulnerability against those who wish your ruin,
mix a virgins blood with a tear of ether in a beshe´m.
Unmask a demon spell
--------------------
To force a demon with human appearance to reveal his demonical
nature.mix a sham horn and dew of light in the beshem.
___________________________________________________________________
Coming soon
------------
Update to character list.
Update to spell list
_____________________________________________________________________
About the author
Feel free to E-Mail me if you have any questions about this game.
By the way this is first faq i have written.
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 Puréed
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.
Copyright © 1996-2002, Greg Taylor. All Rights Reserved.