J.U.L.I.A. Among the Stars

By CBE Softwares

Walkthrough by MaGtRo    September 2014

Gameplay:   

The main menu has continue, new game, save game, load game, options and exit.

The options have the audio (music - sound and voiceover volume controls) and video adjustments (high quality and calibrate gamma selections).

Press the ESC key to pause the game and toggle to go back to the game.

Links:    During a puzzle, at top right of the game screen is a question mark icon that gives puzzle instructions. Right of that is the link to the main menu.

The green button at top right in exploration window shows the hotspots in the screen. After an informational hotspot has been activated, it will not be shown anymore.

Above that are the links to the logs analyzer and main menu.

The intercom is at bottom right. This is the connection of Mobot with Julia and Rachel.

At bottom left is the map or station plan.

To exit a closeup during gameplay, use the blue arrow at bottom right of screen.

Right mouse click skips cutscenes.

The saved game in Win7 is located in: C:\Users\Profile's name\AppData\Roaming\JULIAAtS folder.

Thanks to Jan Kavan for fine tuning information in the walkthrough.


A spaceship orbiting a planet passes through a meteor storm. Meteors hit and damage the spaceship.

The ship's intelligent unit - Julia wakes up Rachel Manners.

A cryostasis chamber is opened. Rachel Manners is greeted by the ship's computer.

The IU - Julia updates Rachel on the ship's damage. Rachel has to reduce hazardous condition for her to survive.

Rachel, an astrobiologist is the only crew; the rest are planetside. 

Julia explains that Rachel is on interstellar probe J-XZN-12586. They are orbiting an unknown planet in the Solar system of NGC 9725.

Julia's memory block has been damaged. After the repairs, Rachel needs to send Mobot down for crew extraction.

Repair the ship:

See an overview of the ship's damaged areas. They are in red.

Select an area-room and see the closeup view at bottom right of the panel.

The top panel has electricity circuit breaker controls, water mist controls and air flow-ventilation system.

- Assess the damage in the selected room.

- Repair electric hazard first, then fire and lastly clear the room's ventilation as needed.

If not done in this sequence, additional hazards will occur. For example, if the air flow is triggered before electricity is turned off, fire will occur.

- If there is loose electricity, turn it off using one of the circuit breaker buttons.

- If there is fire, turn on the water mist button. The power to the water mist panel might be any one of the 4 buttons on the circuit breaker.

- If there is smoke or poisonous fumes in the room, turn on the air flow panel. The power to the air flow panel might be any one of the 4 buttons on the circuit breaker.

The room's color turns blue if all the hazards are repaired or removed.

Room 1:    Damage - loose electricity, fire and poisonous fumes.

Turn off electricity using the bottom button of the circuit breaker.

Turn on the watermist system using the second from top circuit breaker button.

Press the on button of the water mist.

Turn on the airflow system.

Room 2:    Damage - loose electricity.

Turn off electricity using the bottom button of the circuit breaker.

Room 3:    Damage -  fire and poisonous fumes.

Room 4:    Damage - loose electricity, fire and poisonous fumes.

Room 5:    Damage - fire.

Room 6:     Damage - loose electricity.

Room 7:    Damage - fire.

Room 8:    Damage - loose electricity.

Room 9:    Damage - loose electricity.

Room 10:    Damage - loose electricity and fire.

Room 11:    Damage - fire and poisonous fumes.

Room 12:    Damage - poisonous fumes.

Room 13:    Damage - loose electricity, fire and poisonous fumes.

Room 14:    Damage - loose electricity and fire.

Julia switches the probe to system default.

Achievement obtained: Plumber - repaired the probe.

Main panel:

See the main panel.

At top left are 6 iconed tabs: Solar system, probe, workbench, Mobot, logs and main menu.

Solar system:    See the planet Xenophon. The solar system is seen when the Solar system tab is selected.

Probe:    See the probe overview. Click on a component to see a closeup at right. A component check seen at top of the closeup shows that it is working properly.

Workbench:    This is where Mobot's upgrades are made.

Mobot:    See the mobile robot - Mobot C-2A4 58123. Mobot is used for planetary exploration.

Logs - Messages:    This panel shows Mission data, current goals and history. At top right end of the Log's panel is the Mind'o'Matic.

XENOPHON

Objective:    Light in the darkness.

Landing on Xenophon:

Julia says to switch on the planet view and commence landing.

Select the solar system planet tab. See the planet Xenophon in orbital view.

Scan the planet. There is one landable zone. One Xenophon day is equals to 3.7 Earth days.

Dispatch Mobot:    Click on the planet at right view.

Mobot wears his glider machine.

See Mobot icon attached to the cursor. Click Mobot on the planet. Mobot is dispatched to the planet.

Mobot states that there is intense radiation. It is a result of an explosion at the time of the start of the exploration 500 years ago.

Julia scans the planet. A structure is seen in the map. Julia activates Mobot's exploration mode. See the status at right of the panel. Click the red arrow to land.

Light in the darkness:

Achievement obtained: Good morning, Xenophon - You managed to land on a planet.

Enter the station:   Mobot is now in front of the research station. Mobot sends his portable mobile unit inside the station. It is dark inside.

Examine darkness.

Rachel states that exploration stations are powered by solar system panels. They need to restore the power to the station. Exit the station.

Examine the station entrance:    See reflectors at right end of the station.

Examine the storage unit and ladder on the side of the station.

Examine the crates on the ground under the station.

Examine the satellite on the roof. It is the communication between the station and the probe.

Examine the external storage unit and moving platform under the entrance to station.

Examine the left side of station:    Go left to the end of the station. Examine the landscape.

Examine the metal plate. Mobot states that the inscription has faded. Rachel comments that it looks like a tombstone.

Examine the shuttle. It should be perched on top of the station. Mobot doesn't think it was moved be due to seismic activity.

Examine the front side of the station:    Go back to the right and be at entrance. Go to the front side of the station at right.

Examine the sky and learn Julia's thoughts about constellations.

Examine the catwalks and reflectors on the ground.

Examine the sockets plugged to the side of the station.

Examine the elevator. Rachel says it is used to directly send in samples into lab for containment. Mobot says it is still sealed.

Calibrate the solar panels:    Examine the 3 buried objects. Mobot states they were once solar panels.

Uncover the dust heaps to expose the 3 solar panels. Automatically, Mobot assembles the 3 solar panels.

Read the instructions (question mark) at top right of screen.

Click the solar panels to adjust the positions. The solar panel becomes reflective when in correct position. See that light is on inside the station.

Objective:    Gain station entrance.

Abandoned research station:

Return to station entrance.

Enter the station.

Pressure - Decontamination chamber:    Look around.

Examine the sprinkler, screen and controls left of door and the handles on the ceilings.

Examine the decontamination pool and waste disposal on the floor.

Examine the door and the ID lock left of it.

Examine the piece of cloth on the floor. Mobot says it is a part of uniform and it has dried blood. A dried blood sample is obtained.

Examine the metal plate. Look under the metal plate to get the ID card of Alexander Hinkley.

Use the ID card of Alexander Hinkley on ID card lock of door.

Enter through the other door at spacesuits room.

Objective:    Locate Survivors.

Main Hall:   

Human body:    See a human body propped on the wall at left.

Learn from Julia that it has been 60 Earth years since the crew went down here. Xenophon rotates 3.7 days compared to one Earth day.

Examine the male body. Search the body and get the ID card of Andrew Lark. Obtain sample.

Examine and gather the laser gun evidence by the body.

Examine Andrew Lark's datapad from floor by the body. It needs a password. Click on icon at top right. A nanoSD memory card can be inserted on the datapad.

Look around:    Examine the malfunctioning station status screen above the body.

Examine the chair. Mobot postulated that there was a fight or someone left the room in haste.

Examine the storage box at middle of the floor.

Examine the work desk, chair and crates.

Check the crate at bottom right of the screen. Examine Scott White's datapad on top of the crate. A nanoSD memory card can be inserted on the datapad.

Objective:    Gather evidence

Computer terminal (Yamabushi station):    Examine the computer terminal above the crates beside the work desk.

Select Command Chief Master Sergeant Alexander Hinkley's card. Personal ID #: 2889638/88765. His department is aviation.

Check the logs by clicking the envelope icon at bottom of screen.

- Read the Crew message about rules violations and an emergency meeting.

- Read the message exchange with Pavel Cernohous. They talk about Lark blaming it all on Cynthia.

Pavel works in the lab.

Learn that Alexander's datapad password is xander756. That datapad has his notes.

- Read the message exchange with Li Zheng. She is not feeling well.

Check the media file and see pictures.

Click on back arrow at bottom right of screen.

 

Select Major Andrew Lark's card. Personal ID# 556871/35489. His department is military.

Check the logs by clicking the envelope icon at bottom of screen.

- Read the message exchange with Barth Krylov. Lark prepares a trap for Cynthia. Krylov doesn't want to be part of the trap and tells Lark about info in his datapad.

- Read the message exchange with Cynthia Cleveland. Cynthia is mad.

Check the media file and see pictures. Log out by pressing the power button at bottom right.

Lab door at right:    The lab door at right is locked and the keypad needs a password.

Living room door by body:    The door ID lock mechanism is destroyed beyond repair and Mobot can't open it.

Sleeping quarter's door at left:    Open the looked door behind the body. Use any ID card to enter.

Objective:   What happened to the crew?

Sleeping Quarters:

Women's sleeping quarters:    Examine the door. It is destroyed. It looks like it was repeatedly shot at by a laser gun.

Storage space:    Examine the storage space at end of the hallway. The mechanism is malfunctioning and cannot be opened.

Men's sleeping quarters:    Access keylock and use any male crew ID card.

Body on bed:    The 34 year old male was shot in the head while sleeping. Obtain body sample - evidence.

Examine the bed (top and bottom bunks) and the display beside the body.

Pavel Cernohous' datapad:    Examine Pavel's datapad above the display.

It was last accessed 2133/19/38. Read the entries. Check the number of pages per entry so that you can read them all.

Learn about Pavel's nightmare about a purple lake and acid.

Pavel was sick with headaches, has nausea and rash. Li's hair fell off in patches before she died on the 27th.

Alexander got sick the day after Li died. Lark blamed Cynthia for the poisoning. Pavel mentioned a jungle fiasco.

Pavel's locker code is 978125.

Learn that Alexander died on the 30th. Alexander changed his password by increment of 1.

Learn that Lark took care of Cynthia. Scott got sick. Barth destroyed the hovercraft which was their only way back to the probe.

Barth died on the 37th.

Bottom bunk at left:    Examine the display and broken entertainment display.

Examine the top bunk.

Floor:    Examine the nutrient packs, cup and junk on the floor. Examine Pavel's shoes on the floor.

Alexander's datapad:    Examine Alexander Hinkley's datapad on the floor. It needs password and can use a NanoSD memory card.

Enter xander756 and then confirm. Access denied. Hmm...

Remember the entry in Pavel's datapad - Alexander's password was changed incrementally by 1.

Enter xander757. Confirm.

Alexander started his log on 2133/19/23, their first Xenophon briefing.

The planet Ambrosia that caused Pavel's nightmares is mentioned.

Someone sabotaged the communication data channels to the probe - Julia.

Learn that Barth changed the passcode to the lab to 014563.

Lockers:    Examine the lockers at back wall. 2 of the lockers need password.

Use Pavel's locker code - 978125 on the bottom locked locker. Confirm. Get Pavel's ID card.

Ventilation system:    Check the ventilation system on the ceiling above the lockers.

Objective:    Enter the laboratory.

Main hall:

Go back to the main hall. Use the computer terminal:   

Use Pavel Cernohous' ID card on the computer terminal. Personal ID#: 996357/19466. He is a civilian and his department is research.

Check his logs.

- Read the message exchange with Scott White.

Learn that Barth Krylov destroyed the hovercraft.

Barth's datapad's password starts with his full name and some long number.

- Pavel insinuated to Barth that the symptoms match Thallium poisoning.

- Pavel refused an invitation from Cynthia Cleveland.

Check the media file and see pictures. Log out by pressing the power button at bottom right.

Laboratory:

Enter the passcode seen in Alexander's datapad on the door at right - 014563. Confirm.

Enter the lab. Look around.

Examine the containment and waste disposal unit at right corner.

Examine the glovebox-hood that was never used.

Examine the strange device on the table at right. It is a make shift Geiger counter from parts taken off the hovercraft. Learn that there is a radiation counter in the central system. Mobot says the central computer is already equipped with radiation detector.

Examine the datapad on the floor. It is Barth Krylov's datapad.

Examine the scrap pad under the left table.

Examine the datapad on the left table. There is a nanoSD card inserted on the datapad. The nanocard is removed from Cynthia Cleveland's datapad.

Examine the broken device part on the floor at left.

Examine the blueboard at left corner of room. Touch the blueboard to turn it on. Read about the crews' fallen comrades. Turn the page to read what happened to these valiant men and women.

There is a computer monitor right of the blueboard.

Analyze evidence:

Analytic station:    Look close at the analytic station at corner seen at middle of screen. The analysis hood is left and the analysis table is at the corner.

See the instructions for using the analyzer.

- See the sample at right. Drag the sample to be analyzed on to the green square at left.

- Press the perform analysis button at bottom.

- The sample is analyzed and the type of analysis is seen at bottom. Select the results. Bioanalysis is a DNA icon. Data analysis is a binary icon.

- Past analyzed samples can be reviews by clicking on the tab on right frame.

Cloth sample (from decontamination chamber):    The sample contains degraded dried human blood.

The blood came from an outside source and not from the person wearing the cloth sample.

Go back to object list by pressing the button at bottom of frame.

Body sample (from dead body at main hall):    Bioanalysis shows that the skull is badly fractured and laser gunshot as caused of death. Mutated human virii is present in the body.

The data analysis confirms that the body is Andrew Lark.

Go back to object list by pressing the button at bottom of frame.

Laser gun (held by Andrew Lark):    Fingerprints seen are mostly Andrew Lark's with traces from Scott White.

The laser gun was fired exactly nine times.

Go back to object list by pressing the button at bottom of frame.

Body sample (from men's sleeping quarters):    Sample shows that the body was shot in the head with high probability while sleeping.

DNA comparison confirms that the body is that of Pavel Cernohous.

NanoSD card (taken from Cynthia Cleveland's datapad):    Bart Krylov's fingerprints with traces of Andrew Lark's are detected in the card.

The card contains a password analysis program. The program will not work on datapads with strong protection.

Click on back arrow at bottom right of screen.

Objective:    Spies among us.

Cynthia Cleveland:

Hack Cynthia Cleveland's data pad:    Examine Cynthia's datapad on the left table.

Click on the NanoSD icon at top right of the datapad. Insert the NanoSD card by clicking on the icon at bottom left.

Click on a letter-key. If it turns green, it will show up on the lines for password above.

There is a limit of letters to enter before Access denied comes up.

Deduce the password depending on the green letters obtained. Play like Wheel of Fortune.

The password is wildflower.

Cynthia Cleveland's datapad:    Cynthia is a civilian and her department is research. Personal ID# - 983474/11589.

Read her daily record.

Learn about Lark's failure on the planet Ambrosia. Cynthia will investigate if Lark knows something more.

She wanted to get Lark's ID card. Li died.

Cynthia borrowed Scott's card. She hid a camera in the ventilation system of the men's dorm.

Alex died and she suspected that Barth is involved in his death (like Li's).

Barth Krylov:

Hack Barth Krylov's datapad:    Examine Barth's datapad on the floor of the lab.

Remember that Pavel mentioned on his log that Barth's datapad password is made up of his name and long numbers.

We need the numbers only.

Click on the NanoSD icon at top right of the datapad. Insert the NanoSD card by clicking on the icon at bottom left.

Click on a number key. If it turns green, it will show up on the lines on top. There is a limit of entries before Access denied comes up.

Learn that the numbers are 64257.

Enter BarthKrylov64257. Confirm.

Barth Krylov's datapad:    Barth is a civilian and his department is in research. Personal ID number - 155970/25489.

Read Barth's logs. Learn what he thinks of Xenophon, Julia and Cynthia.

Only Lark and Barth know about the data channels lost contact with the probe.

Learn that their planetary check ruled out radiation poisoning.

Barth suspects Cynthia.

On the 25th, the data channels died.

Alex and Barth tried to look for what is jamming the data channels. He thinks the decryption unit has been sabotaged.

Barth mentioned a previous incident in Zenobia and Lark's experience.

Andy Lark ordered Barth to make the hacking program.

Andy and Barth took care of Cynthia when she followed them outside - the trap.

After hacking Cynthia's datapad, Barth thinks he made a horrible mistake. Cynthia might be innocent.

Barth started making a Geiger counter from the hovercraft parts.

Learn that Andrew Lark's datapad password is an9768221k.

Barth learned that the radiation is 11 Gy.

Examine Andrew Lark's datapad:

Exit the lab and check Lark's datapad beside his body.

Andrew Lark's datapad:    Enter the password taken from Barth's datapad - an9768221k. Confirm.

Read the log. Lark admitted that he screwed up in Ambrosia.

Follow his thoughts about the loss of communication and Cynthia.

Lark deduced that "someone tampered with Julia". Hmm...

Andrew Lark found out that She planned this from the beginning. Ah...

He sent Scott to patrol the perimeter while he took care of Pavel.

Scott White's datapad:

Hack Scott White's datapad:

Examine Scott White's datapad on the crate at bottom right of screen.

Click on the NanoSD icon at top right of the datapad. Insert the NanoSD card by clicking on the icon at bottom left.

Click on a letter-key. If it turns green, it will show up on the lines at top. There is a limit of letters to enter before Access denied comes up.

Deduce the password depending on the green letters obtained. Play like Wheel of Fortune.

The password is invinciblescott.

Scott White's datapad:    He is a lieutenant in the military. Personal ID# - 235688/35168.

Read Scott's logs.

Learn that Lark's Ambrosia fiasco caused 1 cryo-jailed (Rachel), 1 MIA, 12 dead and 7 left.

Learn that he became close to Cynthia and was still not aware about the lost contact with the probe.

Disaster on Xenophon Mind'o'Matic (optional puzzle):

Now that all datapads have been read and finishing the "what happened to the crew" quest, see instructions for an optional puzzle - Mind'o'Matic.

Achievement obtained: Observant player - You obtained your first mind'o'matic.

Open logs. Open the mind'o'matic at top right.

See an event tree chart. Place the tags at its proper place and time to see the story progression at Xenophon.

Use the logs of the crew as clues.

Place the unused tags at Invalid clues frame at right. A reset button is present at top right.

If done correctly, a statement will be seen.

Cynthia's camera:

Go to the men's sleeping quarters.

Look up at the ventilation cover above the lockers. Remove cover.

See a camera. Obtain camera data. Get the memory card.

Go to analytic station at the lab.

Analyze the memory card from the camera.

Biological analysis confirms that the fingerprints are those of Cynthia Cleveland.

Data analysis shows a video of a hand entering a passcode on the top locker.

The code is 549237.

Andrew Lark's locker:

Go back to the men's sleeping quarters.

Open the top locker with the 549237 passcode. Confirm.

Search locker. Get the station's master card.

Computer terminal:

Use the terminal either in the main room or at the lab.

Select Master card. Personal ID#: 993399.00008. Department is Headquarters.

Blueprint:    Look at the media gallery - camera icon at bottom of screen.

The last photo is that of a blueprint for a solar scanner. Julia says that if they build it they can leave this system.

Exit the terminal.

Leave the station.

Click on the departure box right of the green box at top right of screen. Mobot flies back to the probe.

SPACESHIP

Objective:     Build scanner and get out of this place!

See the main menu. Click on Workbench tab at top of the frame.

See the blueprint of the Solar system scanner. The scanner allows the probe to discover all the celestial bodies in the solar system.

Launch upgrade interface. Read the instruction. Click the continue button at top right to see the next page.

After learning the instruction, see the main work panel.

The aim is to construct the circuit by copying the blueprint's pattern at top left on the panel at right.

Place the components and connect them.

When done, click on the construct button at bottom right. That's it! I did it!

Achievement obtained: Constructor Jr - You build your first upgrade.

Objective:    Explore the solar system.

See the Salia solar system.

See the probe at Xenophon - orange planet with a ring of meteors in orange orbit.

Study the planets in the solar system orbiting the sun Salia:

Click on the planet to get information.

Phaidros:     Study the innermost orange planet in the red orbit.

Zenobia:    Study the blue planet in the blue orbit. It has gas vapors around the planet.

Ambrosia:    Study the white planet in the green orbit. The planet is green on its equator

Hermes:    Study the large white planet with 3 moons in the purple orbit. It is a gas giant.

Xenophon:     This is the planet we just came from.

Elpis:    The outermost large blue-white planet in the light blue orbit. It is a gas giant with a big moon.

Solar system:

Now that the solar panel is fixed, click on the solar system frame at top of the page. Let's travel.

Let's check the innermost planet Phaidros. Click on the planet in celestial body view and the probe will fly there.

JULIA's memory blocks:   

On the way, Julia asks Rachel to help recover her memory.

Memory recovery module:

The memories are in blocks. Restore the memory by assembling memory clusters.

See 5 memory clusters. Each memory cluster to be assembled is made up of picture squares from same or another cluster(s).

The object of the puzzle is to assemble the correct picture in each cluster.

Within a cluster, each square can be interchanged by left click on one and left click on the other square you want interchanged.

To get a square (picture) from another cluster; right click the square on the worked on cluster (big one at right) where the picture from the other cluster is situated and the square will cycle through all the pictures (situated on that 3x3) of the other clusters. Stop when you get the picture square needed. Or alternatively you can use the cycle button located just below the big cluster  at right frame.

If the location of that square in the cluster you are working on is already correct for that cluster, it is best that you move the correct square to another location in that worked-on cluster before right click cycling.

It is also best to complete one cluster first to remove that set of pictures from the cycling. The easiest and distinct picture to work on first is the green forest scene.

Compile all the green pictures from the other clusters and then rearrange them to form the complete picture.

The cluster background square turns green when correctly done. The squares cannot be moved anymore after the whole picture is assembled.

Achievement obtained: Sweet memories - you have recovered some of Julia's erased memory clusters.

     

Portable Analytic Station:

While processing her memory, Julia finds a blueprint of a portable analytic station that would allow Mobot to directly analyze gathered samples while in exploration mode.

Click on Workbench tab at top of the main frame.

See the blueprint of the Portable Analytic scanner.

Launch upgrade interface. Read the instruction by clicking the question mark at top right of the screen.

After learning the instruction, study the main work panel.

The aim is to construct the circuit by copying the blueprint's pattern at top left on to the panel at right.

Place the components and connect them.

When done, click on the construct button at bottom right.

PHAIDROS

Phaidros data:

Let's check the innermost planet Phaidros. Open the solar system tab.

Click on the first planet from the sun in the red orbit.

Click on planet again in celestial body view and it will be scanned.

Objective:    Scout the station.

Abandoned research station:

Note:    Mobot's new analyzer is now beside the logs at top right of the screen. It has colored circles icon.

Send Mobot down to the surface of Phaidros by clicking the planet.

See an abandoned damaged research station that sits on a sand dune.

Examine the broken platform in the sand. They have been thrown far from the station.

Examine the sand. Mobot takes samples of the sand.

Examine the station. It has been damaged by impacts. Mobot is hesitant to find what caused it.

Examine the storage bin. Something large pounded on it.

Examine the station door. It is also damaged.

Restore power:

Rachel wants the power restored. That might get the door opened.

Go behind the station at right.

Examine the broken parts in the sand. Looks like something has been attacking the station.

Examine the cable. Mobot takes a sample of the object - organic substance on it.

Examine the socket of the station.

Examine the cable again and plug it to the station. Nothing.

Examine the metal bar in the sand. Rachel tells Mobot to take the metal bar.

Solar panels:    Clean the 2 solar panels. After cleaning the panels, they get power.

Examine the compartment with question marks. It contains air cleaning units.

Enter the station:

Go to the station's entrance. See that one side of the double doors is opening-closing.

Try to enter through the door. Mobot does not want to be squished by the door. Rachel says to insert the metal bar taken from the side of the station.

Enter the station.

Pressure chamber:

Examine the deformed railing at right. It is mechanical damage. Something pounded on it.

Examine the sticky substance on right wall. Mobot takes a sample.

Examine the station shell - right wall. The damage came from inside the station.

Examine the deformed cleaning unit at left.

Examine the opening under the deformed cleaning unit. It is a Yamabushi indestructible paper - torn into pieces. Mobot will make a digital reproduction of it.

Scan the papers.

Examine the organic substance on left wall. Mobot takes a sample.

Examine the broken control panel left of door.

Examine the door. Mobot cannot open it without a schematic.

Examine the socket left of door. Like the control panel, someone was desperately trying to open the door.

Examine and then acquire the multitool from the floor in front of the closed door.

Analyze the samples:

Open Mobot's new analyzer by clicking on the colored circle icons at top right of screen.

Sand:    Chemical analysis shows silicon dioxide quartz with some unknown minerals.

Organic substance (from right side of station):    The substance is highly corrosive. Further analysis with current technology is impossible.

Sticky substance from right wall of pressure chamber:    The substance doesn't resemble any known material.

Bionalysis showed complex structure that cannot be analyzed by the limited analytic station.

Organic substance from left wall of pressure chamber:    The substance is highly corrosive. Further analysis with current technology is impossible.

Scanned papers:     Click on "enter enhanced analysis". Put together the torn papers to get a readable note.

Read the instructions at top right. Left click to move the tile; hold right button to rotate it.

Move the pieces to top square; turn the paper as needed. If in position, the paper cannot be moved again.

     

Open the locked door:

Plug multitool into the socket left of door.

Click - drag to connect top and bottom nodes. Click on the connection line to remove it.

Using the clue from the torn paper (1-1, 3; 2-4; 3-1; 4-4; 5-2), connect (left to right):

1 from top to 1 at bottom.

1 from top to 3 at bottom.

2 from top to 4 at bottom.

3 from top to 1 at bottom.

4 from top to 4 at bottom.

5 from top to 2 at bottom. The door is opened.

Spacesuit room:

MOBOT detects high concentration of nitrogen in the air which makes the place highly explosive. He is ordered to deactivate his fuel engines and go to solar energy backup.

Examine the laser gun left of door. Gather evidence.

Examine container and then take the backup air generating unit. It is heavy and can be picked up later.

Examine visor on the floor right of the spacesuit.

Examine the spacesuits. All breathing units have been removed from the spacesuits.

Examine the spacesuit scanner right of door.

Main hall:

Go through door to the main hall.

Examine the main pipe and crowbar at center of room.

Examine the holo unit on back wall. Examine the empty storage unit left of the holo unit.

Examine the worktable at right.

The door at right that goes to the living room and the door at left that goes to the hospital needs ID card.

Examine the antenna construction sketches on wall above the desk.

There is a station computer above the desk.

Examine the datapad on the desk at left. It is Roger Callan's datapad. Examine the Rubik's cube on the desk.

Hack Roger Callan's datapad:    Click on the NanoSD icon at top right of the datapad. Insert the NanoSD card by clicking on the icon at bottom left.

The password is protected by strong cryptography and cannot be hacked.

Objective:    Clean the air.

Sleeping quarters:

Enter through the dormitory door at back wall above the rungs.

Examine the empty compartment at top part of left wall.

Male sleeping quarters:    Examine the damaged men's quarters door at right. There was an explosion.

Examine the fallen grate. It was blown out by the explosion in the other room.

Examine the maintenance shaft. Someone tried to manipulate the air supply.

Female sleeping quarters:    Enter the room at left.

Examine the oxygen tank on the lower bunk.

Take the ID card beside the tank - Marita Robinson's.

Examine the diagrams at right corner. The air pipes that are accessible are marked.

Examine the shoes and broken scrap pad on the floor at right.

Examine the blueprint on how to remove the tanks from spacesuits.

Examine the vent on the ceiling at left and lockers below it.

Examine the closed locker. It needs a code.

Examine the cosmetics on the floor.

Examine the ventilation cover that supports the possibility of explosion in the station.

Marita's data:

Computer terminal:    Go back to main room. Use the computer terminal above the desk at left.

Use Marita Robinson's ID card. Civilian attached to medical department. Personal ID: 111255/12387.

Read the message exchange with Stephan Prinz. Stephan has a theory about something he saw.

Marita's locker code is 987654.

Read the message exchange with Roger Callan. Roger is feeling very odd.

Read the message exchange with Benjamin Walter.

Look at the media gallery. One of them shows the green goo on the sand.

Marita's locker:    Go back to the female dormitory and the lockers.

Enter the code taken from the logs: 987654. Confirm. Take Marita Robinson's datapad in the locker.

Hack Marita Robinson's datapad:

Click on the NanoSD icon at top right of the datapad. Insert the NanoSD card by clicking on the icon at bottom left.

Click on a letter-key. If it turns green, it will show up on the lines at top. There is a limit of letters to enter before Access denied comes up.

Deduce the password depending on the green letters obtained. Play like Wheel of Fortune.

The password is magtastic.

Read the log that was started on 2132-4-16.

Marita presumed this place is ideal for the crew to calm down after Ambrosia and Zenobia.

Roger heard sounds in the night.

Cassie is the 5th member of the crew.

They lost connection with the probe on the 26th and Marita suspects Lark.

The crew showed her green jelly. Benjamin can't restore the communications and might need a walkthrough.

There is a thing outside that destroyed the internal air generators.

Stephan was badly injured. The thing doesn't want to eat them.

Stephan's datapad code is freed91023. It has plans for external air unit.

The last entry talks about finding a way and will try tonight.

Hospital:

Go to the locked door at left wall of the main hall. Use Marita's ID card on access slot.

Examine the mutilated skeleton on the table.

Examine tools on the floor.

Examine the datapad on the floor. It is Stephan Prinz' datapad.

Stephan Prinz' datapad:    Use the code taken from Marita's log - freed91023. Confirm.

Stephan is civilian and his department is in research. Personal ID# 667234/78553. Read Stephan's log.

Learn that after Ambrosia, Lark split the crew. Lark sent the 5 stable crew here while the others are recovering on the probe.

Stephan heard a noise but the probe's inquiry was negative.

The probe - Julia insists that the readings are negative.

On the 23rd, Roger rushed in screaming something tried to eat him.

Benjamin found out that the sound returns at the same time every day. Benjamin made a program which detects sharp amplitude changes.

On the 26th, the crew was woken up by heavy pounding. They found greenish substance around the station. Communication with the probe was lost.

The air generator broke and they have to take turns changing the external air unit. RTL NOG is mentioned.

On the 32nd; the thing got Cassie while she was changing containers of the external air unit.

The air generator correct levels are: 20.9% and 1.1%. The fans have to be cranked up to maximum and then lower them immediately to midpoint to expel the bad air inside.

The last entry on the 35th was when it was Stephan's turn to change the external air unit.

Examine the medicine cabinet at left wall. There is a computer terminal left of the cabinet.

Examine the x-rays. Parts are missing. They look like they were chewed on.

Examine the microscope.

Examine the memory card left of the microscope.

Open the door under the medical worktable.

Examine the container. Take the container.

The surgical room door is broken beyond repair. Look through the surgical room window.

Analyze the samples:

Open Mobot's new analyzer by clicking on the colored circle icons at top right of screen.

Laser gun from spacesuit room:    Bionalysis shows that the prevailing prints are from Stephan Prinz. The laser gun has never been fired.

Memory card:    Data analysis shows a video file of something crawling in the sand.

Container from hospital:     Chemical analysis shows that it has chemicals used to synthesize oxygen.

Living room hallway:

Use Marita's ID card on the locked door at right wall of the main hall.

Examine the ladder on left wall that accesses the shuttle on the roof of the station. It is blocked.

Examine and then acquire the air unit container on the floor.

Examine the documents - electrical wiring schematics on the floor.

Examine the tools and the wirings that was cut.

Examine service door at right wall. It needs a password.

Examine the status screen at left.

Living room:

Enter the room at left.

Examine the body on the floor. The hands are clenched. Mobot got an ID card that is different. It is a maintenance card. Obtain sample.

Examine food tray on table.

Examine the datapad of Benjamin Walter's on the table.

Try to hack Benjamin Walter's datapad. It is protected by strong cryptography.

Examine the central air and electrical circuits diagram on left wall under the station computer.

Maintenance data:    Use the maintenance card on the computer. It came from a person at engineering department.

Check the media gallery. See schematics of machine parts.

A blueprint to enhance Mobot's auditory capabilities is found.

Check the Station controls folder.

Links are lost for station maintenance, validation sequence, station-orbit communication and station transportation.

The air unit control link reads that incorrect air composition is detected. It refers to chapter 17 of the manual - replacing air containers.

Examine the broken window at the back wall. It was broken from outside.

Examine the hanging cables' electrical conduits on the ceiling and the status screen.

Look through large window.

Learn that Julia, unlike Mobot has an emotional AI unit.

Collect the container:    Go to Spacesuit room. Take the container from the floor.

Analyze the samples:

Open Mobot's new analyzer by clicking on the colored circle icons at top right of screen.

Container from living room hallway:     Chemical analysis shows that it has chemicals used to synthesize lesser gases in breathable air.

Body sample from man on floor of living room:    Biological analysis shows that the man died of heart attack after seeing something outside.

Data analysis identifies the man as Benjamin Walter.

Container from spacesuit room:    Chemical analysis shows that it has chemicals used to synthesize nitrogen.

Change the air units:

Air containers:    Go outside and then to the side of the station. Look close the compartment at base of station.

Remove all 3 containers.

Remember the cryptic note Stephan wrote on his datapad: RTL NOG - right to left  - nitrogen, oxygen, gas mixture.

Insert from left to right: gas mixture, oxygen and nitrogen containers.

Adjust the gas ratio:    Go back inside the station.

Go to the nearest computer terminal - at main hall. Use the maintenance card.

Select the station controls folder.

See the air unit control adjustments at right.  The nitrogen tank's link is lost.

Remember what Stephan wrote - The air generator correct levels are: 20.9% and 1.1%. The fans have to be cranked up to maximum and then lower them to midpoint to expel the bad air inside.

Gas levels:    Adjust oxygen to ~22.4-23+ first; then adjust gas mixture to 1.1. Then lower the oxygen to 20.9% (nitrogen is at 78%).

Expel bad air:    Using the controls at right of the panel, turn on fan.

Then click-hold use the up arrow to raise the level to the very top. Rachel says to wait.

Then move the level using the down arrow to midway. The machine will show that it is operating correctly.

   

Return to spaceship:

We need something to open the men's quarters. We will come back here later.

Click on Mobot's button right of the green button at top right to return to the spaceship.

SPACESHIP

Upgrade Mobot's audio:

Open the workbench tab at top of main control frame.

See the blueprint for an audio kit extension. It will improve Mobot's signal recording and processing abilities.

Launch upgrade interface.

 

AMBROSIA

Ambrosia data:

Let's check the third planet Ambrosia. Open the solar system tab.

Click on the third planet from the sun in the green orbit.

Click on the planet in celestial body view and the probe flies to Ambrosia.

Click on planet again in celestial body view and it will be scanned.

The scan showed that the planet has extraterrestrial life. The green belt on the equator is vegetation. There is a purple spot on the surface that looks artificial. There are 27 hours in a day.

Objective:    Explore the jungle.

Click on the planet with Mobot cursor to fly down to the planet.

Mobot is disoriented by the flora around him. There are obvious signs of habitations.

Julia will activate a visual map once Mobot starts exploring. They will search for signs of the exploration team that was here before.

Landing site (M-5):    Examine the vegetation. Mobot notes that there is acid in the rain.

Examine the tree. It doesn't create branches. The leaves are clustered on the trunk.

Exit to jungle.

Visual map:    See the visual map.

Click on the arrows at top left of the grid or use the keyboard arrows to move Mobot on the map grid. Find points of interest at certain places.

Be sure to map-visit all points of interest. Once the points of interests are visited, they will then be jump to points. Click on them to fast travel. The important sites are shown by yellow picture square.

Current position - Mobot is seen in rotating red circle.

Julia relates the disaster that happened the last time the team was here. The exploration team fired at the inhabitants on sight. They didn't even greet them. Andrew Lark led the team.

Explore:    Click on cursor or use keyboard arrows to move around. Observe the surroundings on the screen at right.

Obelisk at lower right of the map (L-13):    

Go to lower right of map (L-13). See a place that must have been made by sentient beings. There is an obelisk with a hole and swirling light inside the hole.

Examine tree at left. It looks dead. Mobot takes a sample.

Examine the insect on the vine at top of screen. It looks like a firefly. Mobot catches the insect.

Examine the dense vegetation.

Examine the obelisk. It is not naturally formed. Someone built it.

Examine the swirling hole at top of obelisk. It has a strong electromagnetic energy field. Mobot is not sensitive enough to analyze it.

Go back to the jungle and continue exploring. See that the obelisk is marked in the map.

Analyze samples:    Open Mobot's analyzer by clicking on the colored circles at top right.

Insect - Bionalysis shows similarity with Coleoptera - beetles. The chemical analysis shows that the glow is caused by a phosphorous compound excreted by the insect.

Dead tree sample - Bioanalysis shows that the tree was consumed by insectoids.

First contact (location varies):

Sometime during exploration, Mobot is followed by an apelike creature that travels through the tree canopy - from one tree to another.

Mobot sees the creature. The creature makes sounds. Mobot greets the creature. The creature starts drawing mysterious symbols.

Achievement obtained: First contact - You encountered your first sentient extraterrestrial being.

Analyze written language:

The aim is to get the bar- translation progress to the right at 100%. Then Mobot learns the language.

See circles at center that has a sound wave line that dissect them.

If one or more of them are lighted - that is the sound-word made by the Ambrosian.

At the bottom of those circles are the Ambrosian meaning of those sound(s) said by the Ambrosian.

At the top are the possible translations of the sound(s).

Select the possible translation of the sounds by:

- Select-click the translation that has exactly the same number of lines as the lit circles. If there are 3 lit circles with 3 lines, look for a translation above with 3 lines connected to the center.

- Select-click the translation that has the same formation of lines connected to the lighted circle. If there are 2 lit circles connected by 2 lines at top, look for 2 lines that are formed similarly as the lines at the bottom part connected to the lighted circles.

- If the Ambrosian inflections at bottom has more than one possible meanings, select and click on all possible translations at top part.

- If choice is correct, the circles at the center will flash green from left to right.

Do the selection until the bar at top right reaches the end. Then full comprehension is reached by MOBOT.

The Ambrosian shows signs of surrendering. Julia recommends not telling about knowing the first team's visit.

The Ambrosian wants to know if they are being punished again.

Mobot talks to the Ambrosian. He tells the Ambrosian that they want to learn the way of the ancients.

It will meet with Mobot in his settlement at end of jungle. It will teach Mobot about the ancients after he has finished his explorations.

Laser gun altar (K-13 or F-2 depending on which square you visit first):

Continue exploring the jungle.

Explore at bottom right (K-13) and see a place above the first obelisk square.

Examine the glowing flowers. The light forms that covered the flowers produced the glow. Mobot takes a sample.

Examine the snail shaped plants. Mobot gets a sample of the curled part of the plant.

Examine the vines above. Rachel thinks those are sidewalks where the Ambrosians walk on.

Examine the fantastique shape. There are 2 of those statues at either side of the structure.

Examine the inside statue.

Examine the painting on the structure. It is a depiction of a laser gun.

Examine the spherical part at top of the structure. It has a funnel and has a contraption at the back of the head. Be sure to approach contraption (to trigger a dialogue later in the game) and see symbols in a panel.

Contraption:    There are scratches at top of the symbols. Examine scratches. Recover inscriptions. Read inscriptions. Flow with me to understand your past. We will do this later.

Analyze samples:    Open Mobot's analyzer by clicking on the colored circles at top right.

Flower sample - Bioanalysis shows that insects feed on the plants and their excreta serves as nutrients for the plants.

Curled plant - Bioanalysis shows that it is an annual plant that commits suicide by tearing itself apart to spread its seeds.

Article of power:    Exit the area. The Ambrosian comes back and said that the laser gun is an artifact of power that reminded them of their inferiority and returned many of them to ancient Xir.

Obelisk at bottom center of map (K-5):    Examine the obelisk and the swirling hole with energy.

Machete altar at middle left of the map (F-2 or K-13):

At F-2:    Examine peculiar tree. It seems to grow from the spherical object at bottom which in turn is part of the vines. Get tree sample.

Examine the gorge behind the altar.

Examine the statue. Looks like one of the exploration team.

Examine the painting. It is a machete.

Examine the spherical head. It also has a funnel and a contraption at the back.

Examine the funnel. Be sure to approach contraption (to trigger a dialogue later in the game).

Contraption:    It also has the scratch marks. Examine the scratch marks. Recover the inscription. We will do this later.

Analyze sample: The tree sample shows that vines compete with other vines and kills the rest to survive.

Article of faith:    Exit the area and the Ambrosian says that the altar is for the article of faith; the machete. They still do not fully understand it. It is here to test their faith.

Purple lake at center of map (E-6):   

See the purple lake at middle of the map.

Examine the dead vegetation.

Examine the lake. The lake is filled with highly corrosive substance.

Exit the area and the Ambrosian returns. It says that the lake is their doom.

It was once filled with the essence of life. Julia says that it is not us that did this.

Obelisk at top right of the map (D-10):

Examine the bonding plants. Julia says that the plants is part of the other plants. Take sample.

Examine obelisk and swirling hole.

Analyze sample:     The bonding plant sample shows that the plant share one common root with other plants and may cover kilometers of Ambrosia's surface.

Shoreline of purple lake at top middle of map (D-6):    Examine the dead vegetation.

Obelisk at middle left edge of map (F-3).

Examine enormous tree that is 1 km tall.  It looks like the tree swallowed the obelisk. Take sample.

Examine obelisk and swirling hole.

Analyze sample: The tree sample shows genetic mutation that brought the enormous size and longevity of the tree.

Achievement obtained: Explorer - when you have explored every single place in the jungle.

Objective:    Ambrosian reunion.

Go to the Ambrosian (A-7):

Ambrosian's settlement:    If you have seen all 4 mystical places, the 2 altars (laser gun and machete) and the purple lake; proceed to top of the map - to the settlement.

Examine the purple plant. The berries might be food of the Ambrosians. Take sample.

Examine cocoons. The cocoons are where the Ambrosians live in.

Examine hanging blossoms. Take sample.

Examine walkway used to travel in the jungle. Take sample.

Examine opened cocoon. The cocoon can be pulled up to the top of the trees and sealed.

Analyze samples:   

Fruit - It serves as food for the life forms but poisonous to humans. It has level of cyanide based compounds.

Hanging blossom plants - The plant is carnivorous. It attracts insects and traps them.

Vine walkway - The vine has been treated with chemicals to reinforce its strength.

Talk to the Ambrosian:

Ambrosian:    Examine the Ambrosian. Talk to the Ambrosian. See the communicatron. Select a topic and get information. Click on back to topics to start another set of conversation.

Environment:

Secret of the 2 altars:    They are pillar of memories built by an old branch. It was told to them by stories and legends.

To the humans it has only been a couple of years. The Ambrosians have forgotten.

It is said that one who obtains them restores faith in a better future.

Dead lake:     Essence of our doom. Our punishments... If you understand our punishment;  he can reveal an important part of their history.

Strange obelisks:    The stone of enlightenment. They were created by Ith as part of their pilgrimage of enlightenment.

History:

Ask for a history lesson. They were taught the way of modesty. They were once the rulers of the bhialth- Salia solar system. The built a settlement far from here. The Masters arrived and taught them in the form of 3 punishments.

First punishment:    The first punishment was when the ancient lords came. They were proud then and thought to rule the universe. The lords destroyed cities and everything they invented. A handful of them were brought to this place. They were then trapped on this planet.

Second punishment:     They grew proud again and made a settlement close to the sacred essence. A flash of light changed the sacred essence of life to essence of doom. Ith the prophet performed a sacred rite and was taken by the masters to the place in the mist.

Third punishment:    Ith returned to them and they were happy. His death divided the tribe into many branches.

The leader of the branch saw the masters descend from the sky but did not meet them properly like the other greeters. The masters were offended and punished them. The leader survived the massacre because he hid. That is how they learned of what happened.

The Ambrosian is now the watcher of the skies - greeter. He hopes that they give their branch a new meaning. The Ambrosian showed hope for the future. The only hope is the ancient prophecy brought to them by Ith.

Mythology:   

Ith:    Ith traveled to a place of the mist; high above third plane of existence where live the ancient gods. Ith learned how to calm the lords. He returned and during his time of solitude erected structures which they now know as preparing them for the pilgrimage of enlightenment. 

Pilgrimage of enlightenment:     There are 4 empty parchments left by Ith. Ith told the leaders that the pilgrimage is ready. Since the parchments are common to them, they ignored it and subsequently forgot. After the last punishment, they resurrected the story of Ith.

The Ambrosians did the journey of Ith as a rite of passage. They are handed the parchments and left alone. They traveled to sites that Ith visited and meditated on it. Whoever understands it will be the leader. Many tried yet none succeeded.

The team will try. The Ambrosian is pleased and gave them the 4 parchments hoping that they will come back with answers.

The prophecy:    When Ith returned from the sky, he brought the prophecy. It is foretold that a wanderer from the sky will come and restore the essence of life; reverting the punishment. Somewhere in the bhialth lies a place where the essence can be discovered.

The Ambrosian draws a symbol. Mobot copies the symbol.

Artifact from altar:    Mobot says that they will get the artifacts and give it to them. The Ambrosian is in awe.

The contraption will come alive when the essence of punishment (corrosive purple liquid) is poured on it. He gives Mobot a purplish container so that he can handle the essence of punishment. If Mobot gets the artifacts, he will give them the artifact of wisdom (another item left by the ancients).

Farewell:    Select to close the discussion.

Analyze items:

Empty scrolls - Chemical analysis of the scrolls shows that they are like old photographic films.

Empty container - Chemical analysis shows that the material doesn't react to any available substance and potent acids.

Spectral analysis shows that the material is practically indestructible.

Objective:    Retrieving artifacts.

Pilgrimage of Enlightenment:

It is time to travel to the sites visited and structures erected by Ith. MOBOT has the 4 blank parchments.

Go to one of the obelisks. Click on a structure with the swirling energy in the map and jump there.

Rachel recommends to expose the scroll on the swirl.  LOL - Julia.

Obelisks and parchment:    Expose the pergamen to the swirl. The swirl makes a visual pattern on the scroll.

Jump to the rest of the mystical places and do the same until 4 parts of map are obtained.

Analyze the visual pattern:    Markings on the scroll. Enter enhanced analysis.

See the 4 maps on the left. Click on a map and it will appear on the big parchment at right.

Click on sample 04 - bottom right, then sample 01 - top left, sample 03 - bottom left and last sample 02 - top right.

Markings are seen but still not understood.

Artifact:

Purple lake:    Jump to the purple lake. Fill container with acid.

Laser gun altar (K-13):    Jump to laser gun altar.

- Pour in purple liquid.

- Approach the contraption.

Read the inscription that was cleaned by Mobot - Flow with me to understand your past.

Lower the bars that would allow the flow of liquid from one inscribed symbol to the next following the inscription above. The lowered bars are seen as green lines in the picture below.

Raise the plug left of the first inscribed symbol.

Press the lever right of the inscription to start the flow of the acid.

The acid flows from one symbol to another following the inscription. A sound is heard.

Take the laser gun from the head of the altar.

Machete altar (F-2):   

- Pour in purple liquid.

- Approach the contraption.

Read the inscription. Avoid me to learn of the future.

Lower the bars that would allow the flow of liquid from right to left and NOT pass through any of the symbols in the inscriptions.

Check each row and look for symbols that matches those on the inscription. Lower the bars only on those that are NOT on the inscription.

All the other symbols that are NOT in the inscription must have the acid pass through them.

Raise the plug at right of the first symbol not found above.

Press the lever left of the inscription to start the flow of the acid.

The acid flows from one symbol to another. A sound is heard.

Take the machete from the head of the altar.

Side note by developer: The inscriptions:  Flow with me to understand your past and Avoid me to learn of the future have their meaning to three punishments. When Ambrosians obeyed ancients, they were highly developed on Xenophone. When they got too proud (avoided the Ancients) they ended up with bare paws on Ambrosia. There is also a reason why gun is attached to former and machete to the latter.

Give the artifact:    Go back to the settlement (A-7). Talk to the Ambrosian.

Select mythology. Deliver the gun and the machete. These will give them hope for the future.

The Ambrosian gives the black box to Mobot. It is an Omega disk.

Farewell.

Analyze the omega disk:    Enter enhanced analysis.

Blueprint recovery:    Rearrange the tiles to complete a picture of the blueprint.

It is a blueprint for a blowtorch for Mobot

Go back to the spaceship:   

Click on Mobot icon at top right of screen.

SPACESHIP

Give Mobot a laser cutter upgrade:

Open the workbench tab at top of main control frame.

See the blueprint for a laser cutter.

Launch upgrade interface.

 

PHAIDROS

Now that MOBOT has a blowtorch, let us go back to Phaidros.

Go to solar system view and click on Phaidros, the first planet from the sun in the red orbit. Land in Phaidros.

Objective: Get inside the men's dormitory.

Research station:

Enter the station through to the dormitory door at back wall above the rungs

Enter the men's sleeping quarters:   Torch through the damaged door of the men's sleeping quarters. MOBOT's portable unit uses his blowtorch upgrade.

Examine the debris. It seems the explosion was caused by an electrical surge.

Examine corpse:     Examine the corpse. Mobot gets an ID card - Roger Callan. Get a body sample.

Analyze the body sample:    Biological analysis shows fractures of skull and bones as a result of explosion.

The data analysis shows that the corpse is Roger Callan.

Roger Callan's data:

Roger Callan's ID card:    Go to the nearest computer terminal; at the main hall.

Use Roger Callan's ID card on the terminal. Roger is a civilian and his department is in research. Personal ID 358774/32874.

Read his logs.

Benjamin Walters does not believe that Roger saw something.

Learn Roger's datapad's passcode: his name and 313012.

Roger asked Stephan about the green stuff.

Look at his media gallery.

Roger's datapad:    Examine Roger's datapad on the desk.

Enter Roger313012. Confirm.

Read his log that started on 2132-4-14.

Roger comments on what happened in Ambrosia and the natives.

Roger thinks the sound calls him.

Learn that Benjamin Walter's code starts with e79a12zwu. The last letter must be a number.

2 days later on the 25th, Roger got in Benjamin's datapad. Benjamin is trying to track the sound. Roger suspects Andrew or Julia. He will build his own device to intercept communications.

The next day, he tears the wires that Roger thinks are spying on him. He might contact the thing in the sand and offer it a trade.

The entry on the 27th states that Roger will fight the large thing.

On the 37th, Roger killed her and offered her to the thing in the sand.

On the 40th, Roger lost his mind.

Benjamin Walter's datapad:

Go to the living quarters through the door at right. Go to the mess hall at left.

Examine Benjamin's datapad on the table. Benjamin is a civilian engineer. Personal ID#: 665782/15774.

Learn the last number by trial and error.

Enter e79a12zwu6. Confirm.

Read the log that Benjamin started on 2132-4-14.

Benjamin started setting the server room up.

He hear and is tracking the sinister sound.

On the 22nd, Benjamin started having communication problems with the probe.

The sound comes at same time everyday and that something is circling the station. It comes close at 5 PT everyday.

On the 26th, the thing pounded the station and left the green goo.

On the 32nd, Benjamin saw the thing is hungry. (The day Cassie was eaten by the thing.)

On the 34th, Benjamin became the one in charge by majority vote.

Learn that the server room code is 795597.

On the 37th, he noted that Stephan died today and Marita is missing. What happened to her?

His last entry was on the 41st. He lost hope.

Service room:

Go to the hall and examine the door at right.

(Random) Feel a rumble that shakes the station. Mobot did not detect anything around.

Enter the code taken from Benjamin's datapad - 795597.

Examine the UPS units at right wall.

Examine the data nodes at back wall.

Search for important data on the terminal at center of room.

Mobot tries to hide the underwater upgrade.

SPACESHIP

Underwater upgrade:

Go back to the spaceship. Open the workbench tab at top of main control frame.

See the blueprint for an underwater upgrade that allows Mobot to perform underwater missions.

Launch upgrade interface.

Achievement obtained: Megabot - You've fully upgraded Mobot.

ZENOBIA

 Zenobia data:

Let's check the planet Xenobia. Open the solar system tab.

Click on the blue planet with blue orbit.

Click on the planet in orbital view and the probe flies to Zenobia. Gas vapors of unknown origin formed a ring around the planet.

Click on planet again in celestial body view and it will be scanned. One day is 18 hours.

Barth Krylov at Xenophon mentioned an incident here.

Zenobia's surface:

Click on surface to get Mobot down to the planet.

Cliff:    Examine the ocean and the sky.

Examine the corals. Get sample.

Examine plants. The plants are the ones responsible for the gas vapors in the ring around Zenobia. Get sample.

Examine opaque crystals. It might be due to precipitation from ocean.

Analyzer:    Analyze the samples.

Plants - The plant is actually millions of swarming small insectlike creatures. They produce gas similar to Zenobia's ring.

Coral sample -     The corals are formed by colonies of invertebrates from the ocean.

Peak:    Go left. Mobot hears an intermittent sound. To locate it, the sound frequency needs to be isolated.

See the sound frequency input.

The bar shows the wave lengths of the sound.

Move the bar on the line below and isolate the sound at center line without the long and short wavelengths.

The sound is isolated at around 390 Hz (350-399). Wait a little bit to see if the sound is isolated.

Mobot wants a better location to go underwater.

Examine the vista. Mobot likes this place also.

Objective:    Find the mysterious signal source.

Beach:    Go back down to the cliff at right. Go to the beach at right.

Freeze! See a creature on the rocks. Rachel wants Mobot to bring it back to the probe.

Mobot says it will die. Julia argues that it might be sentient and questions Rachel's ease in killing a creature.

Click on creature and make a choice:

- bring the creature to probe. Achievement obtained: Science over all - you decided that science is more important than life.

Julia places the creature in storage.

- throw the creature into ocean. Achievement obtained: Pacifist - you've decided to save life.

- leave it be. Achievement obtained if you leave the Zenobia, go to another planet and come back to the beach: Apathy. You let the creature die. Whys should youcare anyway.

Julia places the creature in storage.

Underwater:    Click on the ocean to go underwater. Mobot dives down.

Expedition submarine:    Rachel questions Julia. It is the exploration team's submarine and Julia should know about it. Julia refers to her memory loss.

The narrator states the submarine was destroyed by high speed impact on the crater wall. But why were they traveling at such speed and who sent the signal? No one could have survived the impact.

Objective:    Explore the submarine.

Outside the submarine:

Look around. Examine the mushrooms. Get a sample.

Examine the cliff and the wrecked submarine.

Enter the submarine.

Storage room:   

It is dark in here. Mobot's IR plugin license expired due to programming error. Mobot used a backup procedure.

Look around. Examine scuba gear on floor.

Examine torn piece of metal on floor.

Examine various crates.

Examine weeds on pipes with red rings. Acquire sample.

Stairs going down at bottom right of screen is blocked.

Analyze samples:

Mushrooms - Bionalysis shows that it is similar to Earth mushrooms and the glow is caused by luciferase.

Weed sample - Bionalysis shows that it is made up of small invertebrates.

Front room:

Move lever left of the door at right side of the screen. Enter.

Lifeform:    See a lifeform feeding on a corpse.

Examine the lifeform. The corpse has a datapad on him.

Julia says to shine a light on the lifeform to remove it from the corpse. It zaps Mobot and tries to attack! Retreat!

Find how to control the lifeform:

Mobot is back at the storage room.

Using his audio enhancement, check what pulse and frequency affects the lifeform.

Move the pulse lever slowly halfway the bar. The lifeform reacts but no response.

Move the frequency bar slowly 2/3rds of the way. The lifeform goes away.

Check the back room:

Look left at the lever left of door (extreme left of screen) behind the large crate.

Move lever. Enter the back room. Look around.

There are more crates here.

At top right of screen is an exit to further down the corridor. It is an unstable environment.

Cabinet:    Move the light to bottom left and see a lever that holds a cabinet close.

Move lever. Examine and acquire metal rod from cabinet.

Get rid of lifeform:

Attempt #1:    Exit to storage room.

Front room:    Go to front room to the lifeform. See that the lifeform is blocking the way to the ladder.

Lure the lifeform.

Storage room:    It watches Mobot standing now at the storage room.

Use light to attract the lifeform twice. It stops and is feeding on the weeds.

Use sound to repel life form. It doesn't react.

Retreat to outside.

Attempt #2:   

Remove weeds:    Go back inside.

Remove weeds on the pipes with red rings.

Remove weeds from the gray tubes under the red tubes.

At the front room, lure the lifeform again.

Use light to attract the lifeform twice. If more than twice, Mobot gets zapped.

Retreat and Mobot says that the door behind him is closed. Escape to the outside.

Attempt #3:   

Go back inside.

Back room door:    Move the lever of the back room door.

When it opens, click on lever again to insert metal rod. This keeps the door ajar. Now we have a place for Mobot.

Lure the lifeform again at front room.

Use light to attract the lifeform twice at storage room.

Retreat to back room. It follows Mobot.

Lure the lifeform again. Use light to attract the lifeform once. The door closes behind the lifeform.

Now both of them are trapped in the backroom.

Use sound to repel the lifeform. It goes into cabinet with metal rods and Mobot closes the door.

Corpse:

Exit to storage. Go back to the corpse at front room.

Examine the corpse. The chest is ripped apart by the lifeform.

Acquire sample and datapad.

Go up the ladder but the trapdoor is sealed. Oh.

Analyze:

Corpse sample - The corpse's calcium in the bones was eaten by the life form.

Objective:    Decypher datapad message.

Datapad:    Enter enhanced analysis.

Decrypt the message in the datapad.

Rachel remarks about the punctuation marks. Julia states that each letter is replaced by 2 numbers.

See a set of numbers. Each letter is made up of 2 numbers.

The bottom row has the letters.

The dark orange numbers on middle row are the numbers that should be matched with the letters below.

Click on a letter at bottom and then click on a dark orange number at middle row that is a possible match.

The top light orange numbers will change to the letter selected. The message will show the letter substitution.

If a mistake is done, replace it with another letter or click on that letter in the upper row.

Look for a 1-letter word shown by 2 numbers alone. It should be either I or A.

Then work on 3 letter words like 'the' shown by 6 numbers.

Achievement: Cryptoanalyst - you decrypted a substitution cypher.

Learn that the expedition was going to wipe out the inhabitants of the forest planet - Ambrosia. Rachel gets very angry.

There is a high powered weapon here. Julia obtained the blueprints for its construction.

Objective:    Locate the high powered weapon parts.

Front room:    Inspect crate. Get parts.

Storage room:    Inspect crate in front of entrance to front room. Get parts.

Inspect the crates at bottom right corner of screen. Get parts.

Inspect crate blocking the back room door. Get parts.

Back room:    Inspect small crate at bottom right of screen. Get parts.

Inspect the large crate left of the small crate. Get parts.

Try and open the cabinet with metal rods. LOL. Rachel will say if all parts are taken.

Construct the weapon:

Open the analyser. Enter enhanced analysis.

See parts on the left frame Scroll-click the arrows to scroll through the different parts collected.

Select or feature a part. Click on the spinning arrow to turn a part.

Click the attach button to place the parts in specific order on the outline of the weapon at right.

             
1   2   3   4   5   6   7   8
Attach 3 parts   Turn and attach   Turn and attach   Attach 4 parts   Turn and attach   Turn and attach   Turn and attach (4) rods   Attach

    

Of Aliens and Men Mind'o'Matic (optional):

Open logs. Open the mind'o'matic at top right.

See an event tree chart. Place the tags at its proper place and time to see the Of Aliens and Men progression of events.

Place the unused tags at Invalid clues frame at right. A reset button is present at top right.

If done correctly, a statement will be seen.

Return to probe:    Go back to the ship.

HERMES

 Hermes data:

Let's check the planet Hermes. Open the solar system tab.

Click on the large white gas giant planet with 3 moons in the purple orbit.

Click on the planet in orbital view and the probe flies to Hermes.

Click on planet again in celestial body view and it will be scanned. Hermes has 3 moons: alpha, beta and gamma.

Scan the 3 moons.   

- Alpha is the second largest moon and the farthest from the gas giant. It has rock formations and shrouded in mist. It is connected to Hermes by a gas tidal bridge. Possible landing site.

- Beta is the largest moon and the surface is riddled with molten lava. Unsuitable for landing.

- Gamma is the smallest moon and closest to Hermes. It is unsuitable for landing due to security regulations.

Landing site:

Land:    Send Mobot down to Hermes alpha. See that the moon is filled with stone pillars. Julia says that has the same atmosphere as Earth but thinner.

Rachel remembers the map from the obelisks and noted that Ith was transported here - the planet of the mist.

Find the place located in the map:

Julia adjusts the map viewing. Locate the structures seen in the map.

Click on the map.

The overhead view of the stone pillars is seen.

Look for the rocks seen on the target location inset at bottom left. Click on the rocks to select it.

A closeup of the selected rock formations is seen.

Draw a rectangle around the possible map rock formation and Julia will isolate it.

- Click at bottom middle (slightly to the right) area of the map. There's a white pillar in the group.

- See the matching rock formations to the target location.

- Place the selected 7 rock formations inside a rectangle by click-hold-move the cursor around the rocks.

      

Find life forms

- Once located, Julia activates a life scanner.

- Move the cursor around the 7 rock formations. See that only the bottom left rock formation shows an active green scan.

- Move the rotating green circle until the label turns green also.

- Click to land.

Objective: Explore the misty world of pillars:

Examine the rocky platform and the pillar at center.

Examine the large boulder at left.

See another area. Examine rock shelter at left.

Unknown crystalline substance:    An unknown substance - crystalline is seen on the ground.

Mobot says it is made of peculiar substance and emits a vapor.

Acquire a sample. Rachel tells Mobot to leave.

Mobot walks away and the crystalline substance rises and follows Mobot. Face to face.

Examine the crystalline being. The being examines Mobot and... teleported.

The being hijacked Mobot's circuitry. The ancient master takes over Mobot. He speaks through Mobot and converses with the team.

Converse with the being using the commuicatron:

What - who are you? They are Guardians; hidden, watching and learning. They do not influence other beings but they can seek them. They have been hidden on endless solar systems even Earth. They are from all universe. They became eternal travelers that share knowledge throughout the universe.

It refer to the guardians as plural beings.

Hiding place:    They left messages long ago waiting to be discovered. Those that have evolved enough will understand the message. Evolution cannot be forced. The advanced beings have discovered and seek them for advice. Yet you are not ready for the answers.

History:    They observe and record. To explain more, the being scans Mobot's memory. The being says that they have the understanding of the system and its life.

Ith:    Ith was not a volunteer; he was abducted. Ith was brought there by the self proclaim lords to impress Ith. Then the failed lords told Ith to undergo the ritual and that it was ordered by the ancients. This was a lie. The lords were taken care of. Ith fought Xir and returned to the ancient. Ith was ready to understand unlike the team. They tried to warn Ith but he didn't listen. Ith went back to his world and was slain.

Observe the monument behind the creature. He will tell more when they are more knowledgeable.

Farewell:    Closes the dialogue.

Analyzer:    Analyze the crystalline sample from the being.

Data analyzer, Biological analysis, Chemical analysis and spectral analysis result in gobbledygook.

Objective: Learning history.

Fly to rock formation behind the crystal entity.

Entrance to monument:    See a door that opens with photoelectric cell.

Examine the broken handrails. Mobot doesn't have imagination upgrade installed. LOL.

Examine the stairway.

Enter through door.

Museum of Rachel's memory:    Mobot's visual feed is interfered with and Rachel' sees thekids' museum she visited when she was a child before the horrible accident.

The seats are from her memory of home.

The museum greets the crew.

Three punishments:

Go to display panel. Push the red button right of the panel.

The instructions from the panel relates what happened to the Ambrosians.

They originally came from Xenophon as a thriving community but became a threat to another sentient group. They were punished.

Arrange the picture tags to relate the story of the Ambrosians and their 3 punishments.

Read the instructions at top right - question mark.

- Xenophone as the original planet.

- The Ambrosians once lived in a thriving world.

- The Ancients destroyed their planet with a huge explosion.

- Place Ambrosia planet.

- A few Ambrosians were moved to a new world.

- The Ancients poisoned the lake.

- Many Ambrosians died because of the poison.

- Your probe arrived into orbit.

- The expedition team opened fire on the Ambrosians.

Learn about the Ambrosian exodus and punishments. The display panel recedes.

Story of Ith:

Enter the door on the left. See another display panel.

Look close. Press the red button right of panel. See the Story of Ith.

Arrange the picture tags to relate the Story of Ith.

Read the instructions at top right - question mark.

- On Ambrosia a ritual to summon the Ancients was performed.

- Ith was abducted by the Ancients.

- Ith was brought to the place in a mist.

- Ith was attacked by Xir.

- Ith hurt and enraged Xir.

- Ith escaped in a spaceship of the Ancients.

- Ith returned to Ambrosia.

- Ith erected four obelisks on Ambrosia.

- Ith was slain by the Ambrosians.

The narrator explains Ith's story. The display panel recedes.

Ancient Scripture:

Go back to the main room. Enter the door at right.

See another display panel and a door at the back.

Display panel:    Look close. Press the red button right of panel.

See an ancient scripture. The narrator states that the language is a vital part of the history.

The language originated from Xenophon.

Translate the ancient scripture by selecting a word at left and it will show its position in the scripture.

Reconstruct the full message by clicking on the correct glyphs. The glyph has to be selected in exact order in the message.

Click on a glyph to find out the meaning and help form the message.

Then click the glyphs in order to form the message.

The panel will say if the sequence is incorrect. Start over again immediately.

Repeated text are not placed on the panel but should be entered by clicking on them in correct sequence.

To Enter The Place Of

Eternal Flow You Have To

Meet The Following Requirements

Be Humble Patient Knowledgeable

 Only Then The Entrance Will Be Allowed to

Those who Seek The Eternal Flow

Door:    Open the door at back wall and see a wall. Mobot says that the wall is not completely reconstructed.

The narrator explains that it shows that they still do not have complete knowledge of this system.

Temple of Eternal Flow:

Main room:    Go back to main room. The narrator says that he will open another room for them to check.

The back wall opens to an entryway.

Mobot is hesitant to enter that mysterious hallway.

Temple of Eternal flow:    See a chamber.

Examine the symbol held by the Ambrosian statue at the end of the walkway. It is the one that the Ambrosian says is essence found at the Temple of Eternal Flow.

Examine the statue holding the symbol.

Examine heptagon at center of walkway. A part is missing here.

Examine the Ambrosian gargoyles. Acquire liquid sample.

Examine translucent pipe on wall

Analyze liquid:    It is pure water H2O.

Julia teaches Rachel that water is a similarity that might hold importance in the whole universe.

Julia advises to find water for the Ambrosians to gain their trust. This place is an anomaly. Things that exists here might not exist outside.

Guardian:

Exit the monument and fly back to the guardian. Talk to the guardian again. It explains the history of the Ambrosians and Ith.

Ambrosia:    The ancients do not get involve in internal conflicts. The ones that thought to be the guardian's emissaries want to manipulate and dominate. That was stronger than their agreement with the ancients-guardians. They influenced developing civilization. They failed and the ancients made them leave.

The guardian realizes that they want to help the Ambrosians. The guardian-ancient became silent when questioned about whether he-they influenced what happened to the expedition. It would not explain what happened to the expedition but sees that they still do not understand themselves or the others of its kind. The guardian states that they did not have anything to do with it.

Essence:    Upon learning that the team wants to help the Ambrosians, he states that the team do the ritual undergone by Ith.

Ritual of Xir:    The failed race gave the Ambrosians a trial that is unfair. One of them defeated this trial - Xir.

They have to slay Xir in the land of endless sand (Phaidros). Then come back to him and he will explain more.

They have to hunt Xir at night.

The hope (weapon) can be found in the water of Zenobia.

Julia will recalibrate the weapon to focus in a small diameter.

ELPIS

 Elpis data:

Go back to the probe.

Let's check the planet Elpis. Open the solar system tab.

Click on the large giant planet with 1 large moon in the light blue orbit. It is the planet at the edge of the solar system.

Click on the planet in orbital view and the probe flies to Elpis.

Click on planet again in celestial body view and it will be scanned. Elpis is an ice giant.

Hermes has one moon: alpha. Scan the Elpis Alpha.   

- Alpha is covered by ice. It is possible to land there.

Enter the Research station:

Go down to Elpis Alpha. It is snowing.

Rachel voiced her realization that she is now alone. Even if she goes back to Earth; she will feel like social outcast, a curiosity from the past.

Examine the destroyed station. The glacier fell and destroyed the station,

Examine the ice frozen door. Mobot uses his blowtorch to melt down the ice.

Examine all the crates and ladder.

Examine the cistern left of the ladder. It is used transport liquids to and from the probe.

The crate right of the ladder has 4 red laser beacons. It can be used to mark where Xir is located.

Underground cave:

Exit the station. Examine the place below the destroyed station.

There is an underground lake. Examine the stalactites.

There is an opening on the ceiling that lets light inside the grotto.

Lake:    Mobot states some contradictory data he found. The air temperature is -94 degrees F. The lake is 50 degrees.

Get sample of the water based on Rachel's intuition.

Analyze the liquid:    It has a complex structure and the only liquid that can dissolve Arghinium.

Platform:    Examine the rock outcropping - platform under the opening in the ceiling that lets the light in.

Corpse:    See a corpse. Examine the dead body.

The face is battered. The corpse is a human male, mid 30's and well preserved.

Analyze the body sample:    Bioanalysis shows that the cause of death is fall from extremely high place.

DNA analysis matches Ian Darlington.

Watertight case: Examine the case beside the body. Get Ian Darlington's datapad.

Hack Ian Darlington's datapad:

Click on the NanoSD icon at top right of the datapad. Insert the NanoSD card by clicking on the icon at bottom left.

Click on a letter-key. If it turns green, it will show up on the lines at top.

There is a limit of letters to enter before Access denied comes up.

Deduce the password depending on the green letters obtained. Play like Wheel of Fortune.

The password is Elpisalpha1

Ian Darlington's record:   

Ian Darlington is the expedition leader. His department is research. Personal ID# 135789/65887.

His log started on 2131-02-10. He allude to something that happened when they awoke from cryosleep.

Since the 11th Ian complained about Andrew Lark wanting to take over the expedition. Lark has his own faction.

They detected peculiar seismic activity.

On the 15th, Ian started to doubt the story about Rachel Manners and why she was cryo jailed. The credibility of the eyewitness to whatever she supposedly did is in question. It seems that the takeover was planned even before they left.

Someone is tampering with his datapad.

Barth discovered a potential seismic activity and they have to leave. Ian got the security footage of his datapad he left in view of the cameras.

It is proven that Andrew Lark is the one that reads his datapad. Ian is more convinced that Rachel's cryo jailing is based on a lie said by Lark.

Ian confronted Lark in a crew meeting.

Lark asked Ian for a meet outside the station. That was the last entry.

Achievement obtained: Hacker - You have hacked into all datapads and computer profiles.

PHAIDROS AND XIR

Objective:    Fight Xir:

Go back to the probe and go to Phaidros, the first planet in the Salia solar system. Land on Phaidros.

Locate Xir:

Use the arrows at top left to move around the desert looking for signs of Xir.

Mobot starts at G7. At D7, Mobot finds fresh green slime. Rachel whispers to follow the hot trail.

 

At J2, Xir's nest is found. See the opening of Xir's den. Click on it and get a Mysterious ID card.

(Later, go to a computer and use the Agustín Cordes ID card and see an "unexpected visitor" video).

Plant the beacons on the sand:

See a 3x3 squares. Place the beacons using the Beacon interface button above the scene frame: middle top, right, left and bottom squares.

The beacons shoot light to the sky. Rachel and Julia pinpoints the area at the probe.

   

Charge the beacons:    The beacons fizzle out. The power cells are old. Mobot has to try to charge each beacon.

Look at a beacon at scene on the right. See 3 power cells. Only one of the 3 (in all 4 beacons) work and can be charged.

Send power to: Left beacon - power cell #3, top beacon - power cell #1, right beacon - power cell #2 and bottom beacon - power cell #3. This might be random; so note down the number of the chargeable power cell in each beacon.

The charge does not hold long. Charge fast from the beacon that last longer up to the one with shortest time - until all 4 beacons are lit up. They should all be red squares in the graph. See picture above.

Charge (with least wasted steps from one to another beacon): (Puzzle depends on number of steps) top - #1 cell, bottom - #3 cell, left - #2 cell and right - #3 cell. All beacons are lit up.

Run for your life:    Xir wakes up and comes out from the sand. Xir attacks Mobot.

Julia did not have enough time to calibrate the weapon. Mobot has to do this again while being chased by Xir. If Mobot dies - there's a repeat. The more failure, the more forgiving the puzzle gets.

Achievement will be obtained if you fail 5 times (Xir Destroyer) and another achievement if you fail 10 times (Xir the Invincible).

When Mobot is running for his life; charge power cells: 2, 1, 3 and 3.

When all are lit up, Julia blasts Xir from space.

Mobot:    The blast also caught Mobot. Mobot does not respond. Oh no!!!

Achievement obtained: Deadly Xir. You let Xir kill Mobot.

Rachel blames Julia for losing an important machine. Julia is affected by the loss of Mobot. Rachel sleeps.

It's been 10 hours and still nothing from Mobot... They wait some more. Rachel and Julia decides to leave the cursed planet.

Mobot 2400.21 wakes up groggy. Julia does a maintenance check on Mobot. The blast disabled his electronics.

Xir:    Xir is an artificial construction. Mobot takes Xir's control unit.

Achievement obtained: Jaeger. You eradicated Xir.

HERMES

Guardian:

Go back and down to Hermes Alpha. Go left to the sheltered area. Talk to the guardian at Hermes.

Xir is slain:    Xir is a weapon. It is a show of power to be able to control such a monster.

Xir's brain belongs to the temple of eternal flow. The ancient master states that this is the last time they will see him.

Later, the team - Rachel has to make an important decision. Guardian disappeared.

Temple of Eternal Flow:

Fly back to the rock formation. Enter the monument and the entryway at back of room.

Insert Xir's brain on the heptagon on the floor. An artifact rises from the hole.

Star map:

Examine the artifact. It is a star map. Mobot does a 3D scan.

They were transported outside the monument. Rachel tries to find a logical explanation based on her limited understanding. Julia again teaches Rachel.

Achievement obtained: Dreamer. You just came back from the temple. Was it real?

Analyze the star map:    Analyze the 3D star scan. Enter enhanced analysis.

Julia says that they have to find 4 constellations.

The stars are all crowded together so Julia adjusts the star map to show 3 layers of stars. The up-down arrow on the left will change the levels.

Click the hologram at bottom left to see the enlarged constellations to look for at top left.

Passing the cursor over the star map highlights a constellation. Click the chosen constellation and it changes color. Then look for the rest.

If a wrong choice is done, click the constellation again to unhighlight that constellation.

Locate the 4 constellations:

- Click on the hologram at bottom left to see the constellation at top left.

- You can cycle the layers to look for the constellation.

- Move the cursor to see constellations.

- Click a constellation to select it and it changes to red color.

- Click on the hologram at top left to move to next constellation.

Constellation #1:    Original layer. The constellation is bottom middle of the screen.

Constellation #2:     Click the down button to go to next layer. The constellation is at top right corner.

Constellation #3:    Same layer as constellation #2. The constellation is at bottom left corner.

Constellation #4:    Click the up arrow twice to see the green milky way. The constellation is bottom middle of screen.

See a triangulation of the constellations. An unknown hidden planet is found outside the solar system.

Achievement obtained: Artificial planet. You discovered a secret planet in the solar system.

 
Constellation 1   Constellation 3 and 2

Constellation 4

Unknown Planet

UNKNOWN PLANET

 

Travel to the unknown planet.

Scan the planet. It is an artificially created planet with no inhabitants. The whole planet is covered by biomechanical contraptions.

Land in the planet.

Achievement obtained: Methodical - You scanned all the planets.

Ancient History Mind'o'Matic (optional):

Open logs. Open the mind'o'matic at top right.

See an event tree chart. Place the tags at its proper place and time to see the Ancient History progression of events.

Place the unused tags at Invalid clues frame at right. A reset button is present at top right.

If done correctly, a statement will be seen.

Objective:    Bring the artificial planet to life.

Achievement obtained: Traveller - You visited all the planets.

Explore the Plaza:   

Obelisk:    See a huge obelisk with power lines on top of it. Mobot says it looks like a central power station.

Examine the sky.

Exits:    There are exits to the left - west, behind the obelisk to the north and southeast corner.

West Obelisk:

Go left. Examine things - alien junk.

Examine the obelisk. Rachel noted that there is a crack. It looks like a socket. Hmm...

Examine the wires on top. They all lead to the central obelisk at the plaza.

Go back to the plaza.

Southeast Obelisk:

Exit to Southeast. See another obelisk. Examine the obelisk.

Examine the things around.

East Obelisk:

From the SE obelisk, go left to the east obelisk.

Rachel is impressed with this obelisk. Mobot takes a picture of the obelisk for Rachel.

Examine the obelisk.

Examine the steam on the ground. It is greenlit. :)

Towers:    Examine the looming towers.

Mobot says the towers emit signals. Rachel questions if it might be the source of the transmission that their Chandra system picked up.

Go back to the SE obelisk and then to main plaza.

North Obelisk:

Go behind the main plaza obelisk.

Examine the obelisk.

Examine the orange fluid behind the obelisk.

Junkyard:    Go right. See a huge junk pile.

Examine the vista.

Examine the broken Xir at center. It is flashing.

Examine the artifact inside the broken Xir. Acquire the power unit - alien artifact. The broken Xir stops moving.

Go back to the north obelisk. Go back to main plaza.

Objective:    Power up the 5 obelisks.

West obelisk:   

Go left to the west obelisk with a socket.

Insert the artifact taken from the junkyard on the socket at base of the obelisk.

An organic substance comes out of the obelisk.

Neuron:    Look close at the green organic substance that came out of the obelisk.

Inside each substance is a set of connected neurons. Some of the neurons are lit.

When a ball is clicked, the adjacent cell(s) are toggled off or on.

The aim of the puzzle is to turn off the lights of the neurons to deactivate the mechanism.

Click the neurons in sequence shown in picture.

Alien circuitry:    Wires and things comes out from top and the obelisk is powered up.

Click on the wires at top and see an overhead view of the 5 obelisks. Wires goes from one obelisk to another.

Click the available output on west (bottom left) obelisk to northwest direction. This feeds power to the east obelisk.

Remember that NE output connects to Main tower.

East obelisk:

Go to main plaza - then to SE obelisk and left to the east obelisk.

An organic substance comes out of the obelisk.

Neuron:    Look close at the green organic substance that came out of the obelisk.

The aim of the puzzle is to turn off the lights of the neurons to deactivate the mechanism.

Click the neurons in sequence shown in picture.

Alien circuitry:    Wires and things comes out from top and the obelisk is powered up.

Click on the wires at top and see an overhead view of the 5 obelisks. Wires goes from one obelisk to another.

Click the available output on east (right ) obelisk to east direction. This feeds power to the southeast obelisk.

Remember that south output connects to Main tower.

Southeast obelisk:

Go to the southeast obelisk.

An organic substance comes out of the obelisk.

Neuron:    Look close at the green organic substance that came out of the obelisk.

The aim of the puzzle is to turn off the lights of the neurons to deactivate the mechanism.

Click the neurons in sequence shown in picture.

Alien circuitry:    Wires and things comes out from top and the obelisk is powered up.

Click on the wires at top and see an overhead view of the 5 obelisks. Wires goes from one obelisk to another.

Click the available output on southeast (bottom right ) obelisk to northwest direction. This feeds power to the north obelisk.

Remember that east output connects to Main tower.

North obelisk:

Go to the north obelisk behind the main plaza.

An organic substance comes out of the obelisk.

Neuron:    Look close at the green organic substance that came out of the obelisk.

The aim of the puzzle is to turn off the lights of the neurons to deactivate the mechanism.

Click the neurons in sequence shown in picture.

Power up the central obelisk at the plaza:

Now that all outside obelisks are powered up, connect those obelisks to the central one at the plaza.

Go to the other 3 obelisks in reverse order (to prevent turning off) and connect them to the central obelisk.

North obelisk:    Look close at circuitry at top of obelisk. Turn the available output to northeast direction to connect to Main tower.

Southeast obelisk:     Look close at circuitry at top of obelisk. Turn the available output to east direction to connect to Main tower.

East obelisk:     Look close at circuitry at top of obelisk. Turn the available output to south direction to connect to Main tower.

West obelisk:    Look close at circuitry at top of obelisk. Turn the available output to northeast direction to connect to Main tower.

Central obelisk at plaza:    Go to the plaza and see it activated. A portal is made at top of the obelisk.

Control room:

Enter the portal and several units.

Map:    Examine the map at left of the room. Julia says that it shows the way home - return to Earth.

Animated hologram:    Examine the hologram. Watch events in the past.

See the reason the submarine at Zenobia crashed. Learn the report that there is no life in Phaidros. Andrew Lark was told that Xenophon's living condition is ideal.

Rachel confronts JULIA.

Laboratory:    Examine the laboratory.

See a device attached to a container that is shaped like an Ambrosian. The device is connected a large tube which in turn is connected to a large pink liquid sac.

4 small sacs are connected via 4 small tubes to the large tube.

See a depiction of a dead Ambrosian on the panel right of the device.

The aim of the puzzle is to revive the depicted Ambrosian in the panel by a correct mixture of the liquids from the different sacs.

Click on a sac to express liquid inside the Ambrosian container.

Liquids have to be added in specific order. Watch the Ambrosian depiction to see it slowly stand upright.

1. Add liquid from top large pink sac. Pink liquid is added.

2. Add liquid from the bottommost small brown sac. The liquid in the container turns brown.

3. Add liquid from the top larger brown sac. The liquid turns green.

4. Add liquid from the top left pink sac. Bubbles are formed in the container.

5. Add liquid from the bottom left purple sac. The liquid in the container turns pink.

6. Add liquid from top left pink container. The liquid in container turns clear and bubbly.

A container comes out from top right of the machine held by a hand similar to Mobot's. Take the container.

Analyze the container:    The structure of the liquid in the container is too complex.

Julia says is a mixture of a extremely complex liquid and dissolved Arghinium.

We know the location of a liquid that can dissolve Arghinium. The liquid is a a reversal process for the water pollution in Ambrosia.

Achievement obtained:    Real scientist - you analyzed every single object in the game.

Portal:    The room collapsed again and Mobot finds himself outside the obelisk.

Julia did a comparison of the liquid in the container and the water from the underground lake in Elpis and finds them to be similar.

Julia comments that she now understands what the Guardian meant about a decision to be made.

Achievement obtained:  Real scientist - You've analyzed every single object in the game.

Revelation Mind'o'Matic (optional):

Open logs. Open the mind'o'matic at top right.

See an event tree chart. Place the tags at its proper place and time to see the Revelation progression of events.

A reset button is present at top right.

If done correctly, a statement will be seen.

Achievement obtained: Great mind - You solved all Mind'o'Matics.

 

Elpis

Travel to Elpis. Save game here!

Decision:    Outside the destroyed station, Julia explains to Rachel that she has to make the decision that the Guardian warned her about.

They only have a limited amount of Arghinium in the probe. It is enough to travel back to Earth or use 90% of it to neutralize the purple lake.

Rachel has to decide. Purify lake water or Return to Earth.

Rachel discusses the pro and cons of the decision. The possibilities...

Choose wisely!

Left is Ambrosia and right is Earth.

Back to Earth:    Click on Earth in Orbital view. Rachel will go to sleep now. Julia says Good Night. Rachel enters the cryochamber.

Achievement obtained: Homesick - you decided to return to Earth.

Purify lake water:     Achievement obtained: Adventurous - you decided to stay and help the Ambrosians.

Enter Elpis' destroyed station and take the cistern.

Fill container with liquid from the underground lake.

Travel to Ambrosia while Julia prepares the purifier. 

Mobot prepares the container to hold the purifier.

See Mobot fly over the purple lake with the chemical. The lake is clear again.

Rachel's plan:    Rachel decides to live in the planet and study the Ambrosians.

Julia tries to remind Rachel about the story of Ith.

Julia drops down Rachel's supplies. Send Mobot down to locate the supplies.

Go to the settlement. No one is here.

Examine the cargo. It is empty.

Go to back of settlement. See what happened to the supplies. Ith's fate is repeated with a dummy wearing Rachel's uniform.

After watching the credits to the end; see Mobot in Zenobia.

Achievement obtained: Voyeur - you discovered Mobot's secret's hobby.

Other achievements to get:

Completist - You finished all the quest.

Ludite - If you never built or used Mobot's portable analytic and go to Xenophons analytic lab for analysis only. This is obtained just before entering the portal at the unknown planet.


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