If you're building up a team, you should take care for an expressive kind of profession. It is strongly recommended to select two professions that are mentally privileged, and two professions having their privilege in physical abilities.
Regarding the different characters, you should take care to follow these rules:
NOTE: None of these characters were used in this solve. But nothing can keep you from using them and going an alternative way in solving the game.
Medicin | Biochemist | |
---|---|---|
Educational Path | Cybertech Mental School | Nagikamura Gakko |
Hoodson Medicine School | Chemistry University | |
Field of duties | Weighter Merchant User |
Weighter User Scout |
Suitable as: | Healer Talking Leader Carrier1) |
Technician Carrier2) |
These characters are used in the following solve:
Soldier | Aranian | Psionician | Headhunter | |
---|---|---|---|---|
Educational Path | Basic Military Training | Cybertech Mental School | Cybertech Mental School | Streetkid Childhood |
Battle Academy | Aranian Monastic School | PSI Science Institute | Headhunter's Union | |
Field of duties | Targeter Leader Scout |
Targeter Joker |
Merchant Joker |
Scout Targeter Weighter |
Suitable as: | Attacker | Attacker Talking Leader |
Healer (mental) Attacker Carrier1) |
Burglar Saboteur Carrier2) |
ANNOTATIONS:
1) This character should be used as a carrier of your smaller extras you will be collecting during the game, because his load will soon grow too heavy if he carries too heavy items.
2) This character can (and thus should) be used to carry your heavy weapons, he's the most suitable character for assigning this task to.
In this solution, we're going to focus on the following party: an Aranian, a Soldier, a Psionician and a Headhunter. Other combinations, however, are also possible.
At first, you need to land on Castra, because you're starting as a character devoid of any financial powers.
Now go to Greg Morgan (at the west side in a niche after you've crossed a shopping passage) and ask him what he's doing and how you could help him. The only way of killing time is to roam around, because you cannot get hold of a shrinking device at this early stage.
Towards south of Castra, you can see an old man being hit from two hooligans. Chase them away and lend the old man (it's George McMil) a hand so that he's able to stand up. If you talk to him, you will get his phone number you should write down somewhere.
Getting to Walter Wim, the weaponer, he excitedly tells you that his daughter Winnie has disappeared. You can find Winnie near the passage where you just met Greg Morgan before. So just go there, get her and give her back to her father. Thankfully, he hands you a rifle gun, a pistol, a thermo grenade and ammo. Let the Soldier take the rifle and load it. The Aranian should take the grenade and the second pistol. Equip both characters with the weapons.
You should've reached the second level now. Instruct the Attacker how to reload the weapon automatically and to activate it at once. The Headhunter should learn how to manipulate computers. All other skills can be assigned according to your feelings, but beware that any use of mental skills (that will cost you a lot of energy) cannot be made unless you've reached the higher levels. This means, it's not sensible to use it at earlier stages because you would only keep wasting precious energy.
Leaving the store, you're robbed by a thief whom you need to shoot down.
Now you can make your way towards Max Flesh's store in the southwest corner of the city. If you like, you can buy a compass or similar things, but take care to save up at least 720 credits for you. Here, while you're talking with the men, you get the mission to bring a heart to Lapis to a guy named Jack Nock. This mission will reward you 100000 Credits!! Taking the heart, you find out really soon that other obscure guys are behind this organ as well. Now you have to escape as fast as you can (beam yourself up to the 'Whale')!
On the 'Whale': at first, call George McMil, who can provide you with a shrinking device he sends to you via 3D Fax because of his great thankfulness. Use this device to beam yourself to Penthe and to meet Greg Morgan. Shrink him and you get to know that he also knows Jack Nock well, and that he wants to get to him, too. Pick up the CD Morgan's image is saved on and beam yourself back to the 'Whale'.
Here, you gas up (approx. 700 units ), in order to be able to make it to Lapis, and start.
In Lapis, you'll meet a guy named Krueger. He insists on being able to get everything imaginable, but he points out that he needs 3 weeks each to get it. This guy will become really useful much later. Furthermore, he's telling you about a new disease, called 'Hypo Coco'.
Look for Jack Nock (near the stair-shaped house in the northern east side of the city). If you give the heart to him, you'll be rewarded with 100000 Credits ! He is also pointing out to be able to un-shrink the go-between. Giving the CD to him, you get to know Greg Morgan to be a deceiver who had wanted to get to Jack Nock to kill him and snatch the heart. Yes, Greg Morgan must be eliminated. Jack Nock is very concerned Morgan had been killed by the party, and he asks you to come back later. Now you can use the money that you own now for trading items.
If you do NOT have an Economy Scanner among your inventory yet, you should take raw materials from Lapis or Inoid to the technized planets (eg Castra), and high-tech goodies to the less difficult cities. Equip the 'Whale' well with weapons and protector screens, in order to defend yourself against possible attacks of pirates.
Now head to Lapis to Jack Nock's home. Arriving at his flat, you realize he has been killed. Search his dead body thoroughly, and you will find a scrap of paper with a phone number written on it. You can see the heart nowhere anymore, though.
Back on the 'Whale', you should call the number written on the scrap of paper, and from an unfriendly voice, you'll get to know that this heart has probably been taken to Inoid and that it's on you to get it back.
It's strongly adviced to visit the local merchants on every planet you're travelling to, in order to get the newest weapons. To minimize the loss, you should sell your old weapons and some items left behind by dead enemies. Beware that prices of ammo and other items are HIGHLY DEPENDENT on the tech level of the planets, so don't be surprised if they turn out to be VERY EXPENSIVE sometimes.
Having arrived at Inoid, visit the hospital and talk to the unfriendly clerk that doesn't want to let you pass. He won't help you unless you tell him you're 'infected by Hypo Coco'. Then, he will get Doc Steinhag who will lock you up in a room at the north side of the hospital. Now you should move to the door to the north which can be opened either by using a toolbox or by computer manipulation.
The next room contains the heart you were looking for. Snatch it, go outside and close the door again. Move around in the room a little and Doc Steinhag will come back and throw the healthy part of your party out of the building.
Back on the 'Whale', you should call the unfriendly voice again. Now you're asked - in a little more friendly way now - to return to Lapis to find a hidden mine. You'll get the needed coordinates. To get there, you'll need a Planet Glider and a Glider Locator.
Inside the mine, you'll get to meet the contact man, Jenns Nippel, in the very southwest corner of the mine. He'll explain what's about the heart and what he's acting as in the revolution. If you give the heart to him, you will get another 100000 credits and a new mission: you're told to escort a freighter to Nedax.
After having beamed back to the 'Whale', Commander Tenz, the freighter's captain, will call you up. On the way to Nedax, you're attacked by a very powerful troupe of the Federation, which means you MUST make sure before to be well-armed, otherwise you won't be able to save the freighter.
Commander Tenz is very thankful and asks the crew to visit Kevin Grove in Aqua (on Nedax, too), who will provide you with essential information. In Aqua you'll meet Kevin (beard and bald head) who will tell you about the co-operation between the Pirates' Union and the Revolution. You're asked to play counsel between Sam van Varn, the pirates' leader, and Mr. Wostock, a renowned representative of the Revolution. You're told to meet Sam in Necth, which is another town on Nedax.
Having arrived at Necth, you realize that you're being pursued by four policemen who mercilessly try to track down your party. After you've finished with the last one of them, he'll lose a broken garment and an also broken weapon, which you must pick up. In a bar in the north of Necth, a barkeeper will tell you about a man having been in his bar recently who was supposed to be arrested by the police, but managed to escape anyway.
On the table that the barkeeper will show you, you can see an ashtray which shows a phone number that has been written on the ashes. Remember this number.
Return to the 'Whale' and call this number. You will speak with Sam Van Varn. He had to escape from the four policemen who were astonishingly well-informed about the meeting. He can tell you about the crew because he could see them fight and he had been asked by Mr. Wostoc to come to the mine on Lapis, where he and the crew were to meet Jenns Nippel. Unfortunately, he didn't know what Jenns Nippel looked like, hoping for the team to join him soon.
Back to Lapis, you need to make your way to Jenns Nippel's niche. Here, you're being shocked by an extremely delicate accident. Sam Van Varn had killed Jenns Nippel because he thought he was a pursuer! Sam is in obviously nervous shape, and he asks the crew to keep the accident as a secret, otherwise this would endanger the unification of the pirates and the Revolution. You should put the broken garment and the broken weapon next to Jenns's corpse. As Mr. Wostoc shows up, you must convince him Jenns Nippel had been killed by the CIA. After successful conversation, both you and Mr. Wostoc beam up, and tell your crew that they should go back to the 'Whale'.
Here, you'll get a call from the Headquarters, where they are surprised about the crew's success. Before they could kill him, Greg Morgan managed to transmit important information to the Sky Boulevard. This data is stored in the station's central computer, and must be deleted!
On the Sky Boulevard, you're getting taken by surprise by an army of clerks and policemen. At first, you should look for Ergerson, who can tell you the location of the computer room, but who expects an automatic rifle from you in return. Giving him the item he demands from you, Ergerson will tell you that the rooms you're looking for are located behind those of Mr Wellsgolf, however, Mr Wellsgolf will only let you pass if he gets a blue paper from you.
Now you must find a station where you can get the paper mentioned. BUT : to get a blue one, you must get a yellow one first; to get the latter one, you need a green one, and for the green one, a red one is required first. You can get the red paper without any problems. The red paper can be exchanged into a green one, same with the yellow one you'll get if you give a green one, and finally you'll hold the blue one in your hands at last.
This requires the crew to run across the whole length of Sky Boulevard. Mr Wellsgolf will accept your blue paper, BUT he demands another 10000 credits from you if you want him to keep everything as a secret. Now you can get into the computer complex, which, however, is heavily protected by a extremely powerful guard. Talking makes no sense here, so you need to go towards the east, and go that far so that patrolling guard is out of your view. Here you should put up a CP4 Trap (you can get these on Castra, for instance). Now move to the very north of the station, where you can see a power station. Use a toolbox or computer manipulation to turn the lights off. It's strongly recommended to have an infrared device with you, in order not to get lost in the dark, but you can also do it without it. Oops, the guard seems to have been entirely trapped, there's only a tiny remainder left from him.
Now go inside the computer room and delete ALL data, again by using either the toolkit or computer manipulation. Then leave AS FAST AS YOU CAN.
Back on the 'Whale', you should call the HQ and they'll glorify you for all your efforts. But before they can tell you more than the HQ being on Inoid now, the speaker seems getting killed at this very instant.
On your way to Inoid, you're radioed by a pirate of the union, who seems to be in lots of trouble. You should destroy ALL Federal ships. Thankfully that he is, he tells you about Louis 17, a little asteroid hidden between Nedax and Inoid, and he invites you to come there.
On Inoid, you should visit the HQ, which is in the west, now. Here you don't find any corpse, though, but anyway you can easily realize that a fight had happened here and the intermediary seemed to have been kidnapped.
Now it's time to fly to Louis 17. The Orbit merchant will provide you with some very useful (but anyway very expensive) extras for the 'Whale'. On this planet, you should also visit John Freeze, who can also sell you good weapons, but the most important thing he has for you here is a BOMB. This is a MUST to buy because it's essential at a later stage.
On Louis 17, there's not much going on at the moment, because almost everybody is at a meeting about the Revolution. At the time you meet Max Schimmel, the pirate, you should try to get everything out of him about that kidnapped guy. However, he doesn't know any special things about it, but he mentions that he has got a friend, Erasmus, who's always well-informed. Erasmus lives in Wocony, another town on Louis 17, is red-haired and wears black sunglasses. After Max having given you this precious information, you should give a little present to him. He will inform you that Erasmus will only talk with you if you give him a red sardeen.
Yeah, you do remember the guy 'Krueger', don't you ? He told you that he can get everything imaginable. So, why wait any longer? Head back to Lapis and visit him. IN FACT, he offers you a red sardeen!
Having got the fish, fly back to Wocony and look for Erasmus. After giving him the sardeen, he's willing to give you everything he knows; amongst all this, there's an information about the contact man being held captive on Dymy, a city on Arboris. On Arboris, you have to find Dymy first, because only Arboris's capital is known to you so far. You'll find the prison at the utmost south of the city. Of course, the entrance is locked!
But no problem for you, anyway. Place yourself into the niche north of the entrance and wait a little bit until a guardian opens the door for a little while, to catch some fresh air. Now the door isn't locked anymore. Be sure to keep the Sonic Absorber switched on, otherwise you would have to fight with the whole party of guardians! Using the Absorber, you can easily kill one guardian after another.
BE VERY CAREFUL with your Plasma Thrower, though, because you could accidentally kill the prisoner inside his cell !! Inside a little chamber, you can find a keycard you are able to open all cells with. One of the cells contains Ems Krull, the intermediary. He tells you that the Federation lead by General Noth provides a powerful fleet you CANNOT attack because it's protected by a cloaking device. This device can be found in another mine on Lapis. You get the coordinates from him and head to Lapis.
Be sure to have VERY GOOD WEAPONS and WELL-EDUCATED CHARACTERS to be able to defeat the huge army stationed in this mine. Having either killed or escaped from all soldiers, you must use either the toolbox or computer manipulation to make the three computers disfunctional that are controlling the cloaking device. After that, General Noth will appear, but he's beaming himself away immediately.
Back on the 'Whale', you get to know that General Noth has fled to Sky Boulevard, and that you're supposed to destroy the whole station in the computer room using a BOMB.
On Sky Boulevard, you're getting attacked from every direction. The beamer will only work directly at the Warp Link. Standing in the computer room, you need to put down the bomb you bought on Louis 17. After activating the bomb be sure to escape quickly enough towards the Warp Link and back to the 'Whale'. (The time remaining is displayed in a window.)
From inside the 'Whale', you can safely watch the explosion of the Sky Boulevard and the peril of the clerking system of General Noth!
Congratulations, you made it!