Hints for Inside Woman by Andy Phillips ======================================= These are in the style of an Infocom Invisiclues hint booklet. There are however no fake questions, and everything is relevant. Except for the prologue, the hints are categorised according to Arcology level. Only look at the hints if a question seems relevant to a particular problem you have, otherwise you risk confusing yourself and spoiling the game. These are official hints by the author, but feel free to provide a step by step walkthrough or other alternative solution for the game if you wish to do so. ======================= ---GENERAL QUESTIONS--- ======================= Q1: What's the object of the game? H1a: Obviously you're not a simple immigrant. H1b: Your objectives become clearer after the briefing. H1c: But your goals will change -- and more than once. H1d: There are a few twists and turns along the way... H1e: ...which you'll have to discover on your own. Q2: How crucial is time? H2a: Not at all at first. H2b: When you've immigrated, you'll get a wristwatch. H2c: Several puzzles can only be solved at certain times of day. H2d: You can wait up to 30 minutes at a time. H2e: Or use the cryobed in your apartment. H2f: There's no limit on the number of days you have to complete your mission. H2g: At least not until late in the game. H2h: Then you'll be given a time limit. H2i: And from then you're racing against the clock. Q3: Which levels in the Utopia Arcology can I visit? H3a: At first your choice is extremely limited. H3b: More levels will open up as the game progresses. H3c: You can't access the maintenance or foundation levels (10 and below). H3d: Or the upper floors (36 and above). H3e: Most of the industrial levels remain off limits (apart from 12 and 13). H3f: All the other levels are accessible at some point. Q4: Do I need to visit all the accessible levels? H4a: Yes. At some point you'll have to go to all of them. H4b: With the exception of one. H4c: There's nothing to see or do on level 34. H4d: But you can go there if you wish. Q5: What's with all the subbuteo pieces? H5a: There are a lot of them in the Arcology. H5b: Some can be collected the first time you find them. H5c: Others can't. H5d: You won't need the pieces until near the end. H5e: But you will need a complete set eventually. Q6: What about cyberjacks? H6a: These are tools for accessing cyberspace. H6b: There are several of them to be found. H6c: You'll need to find and use them all. H6d: Apart from the star headed cyberjack, they are used only once each. ======================== ---PROLOGUE (TRANSIT)--- ======================== Q1: Who am I? H1a: Have you read the introduction text? H1b: Tried examining yourself? H1c: Your name is Alice Wei Ling. H1d: That's the cover story anyway. H1e: You'll find out more in the upcoming briefing. Q2: What's this voice in my head? H2a: Who? Nanci? H2b: Nobody else can hear him... H2c: ...but you're not going crazy. H2d: The briefing coming up will tell you more. Q3: Nothing seems to be happening. H3a: Have you tried waiting? H3b: Looking around? H3c: The shuttle will take forever. H3d: Nanci gives you a prod every so often. H3e: Noticed what the other passengers are doing? H3f: Look through a window. Q4: What should I do in the Hong Kong briefing? H4a: Why not be a good girl and listen? H4b: The General provides a lot of background. H4c: He's your superior so follow his instructions. H4d: When appropriate, take the pill and swallow it. H4e: You'll learn about Nanci, Utopia and yourself. Q5: I've arrived at the Arcology. What now? H5a: You need to complete registration. H5b: From now on, hints are separated according to level. H5c: You start the game on level 35, in the administration section. H5d: The level and section are given on the status bar. ================================== ---INDUSTRIAL LEVELS (11 to 15)--- ================================== GENERAL QUESTIONS ----------------- Q1: How do I get to the industrial levels? H1a: You can't straight away. H1b: Don't bother until you've been to your apartment. H1c: Have you read the guidebook? The section on ranks? H1d: One level is accessible immediately... H1e: ...the free market on level 13. H1f: For the others you need a work permit. H1g: You'll get one for level 12 eventually. H1h: The other industrial levels are out of bounds... H1i: ...and are not important to the game. LEVEL 12 - AGRICULTURAL & BIODOME --------------------------------- Q1: How do I get to level 12? H1a: You'll know when you need to. H1b: Don't continue unless you're a class two citizen. H1c: You've met someone who had a task for you. H1d: Who said to come back as a class two citizen. H1e: Go and see Professor Zacharias. He'll issue a work permit. Q2: I'm on level 12. Where do I go? H2a: Remember Professor Zacharias' instructions. H2b: You need to get the the secure area. H2c: The biodome is to the east. H2d: Past the security guns, USF guard and laserfence. Q3: How do I get past the sentry guns? H3a: Have you tried examining the cannons? H3b: Nanci's opinion is invaluable. H3c: The weapons have various sensors which you need to confuse. H3d: There's a way to confuse them nearby. H3e: You'll need various items to get through. H3f: Hints on what to do next are given below. Q4: How does the crop duster work? H4a: It flies and sprays crops. H4b: When it's switched on and has something to spray. H4c: It can also carry a passenger. H4d: If it was spraying something to confuse the sensors, you could avoid those nasty sentry cannons. H4e: You'll need to fill the tube. H4f: And find three more... H4g: Extra tubes are in the hive. Q5: I keep getting stung by the bees! H5a: Don't open the door then. H5b: Pity you need those tubes. H5c: Your suit offers great body protection. H5d: But your head is exposed. H5e: Do you have something to cover it with? H5f: It's a little unconventional but it'll work. H5g: Go to the hive and wear the empty pail on your head. H5h: Now you can open the door safely. H5i: Just remember to close it when you're done. Q6: I spilled all the honey when I got the plastic tubes. H6a: Is there any way to see what you're doing? H6b: No. There is not. H6c: The honey isn't useful at all. H6d: And you can't avoid spilling it. H6e: Only the tubes are important here. Q7: What should I do with the plastic tubes? H7a: Have you found all four of them? H7b: Including the one inside the crop duster? H7c: They provide liquid for the duster to spray. H7d: But you don't need fertiliser. H7e: What you need is something to block the cannon's sensors. H7f: There are four sensors, so you need four liquids. H7g: You can fill the tubes using the compost machine in the silo. H7h: Place a tube underneath and put something in the funnel. H7i: Hints on what you need are given below. Q8: What do I need to confuse the UV sensor? H8a: Something bright and colourful would mask you. H8b: Have you seen anything bright and colourful around? H8c: Those berries are bright, glowing and purple. Q9: What do I need to confuse the heat sensor? H9a: What's the opposite of hot? H9b: Something cool would shield you. H9c: You don't need the compost machine for this. H9d: Look for a cool liquid. H9e: Water from the trough. Q10: What do I need to confuse the radar? H10a: Radar works on sending out waves. H10b: Military craft use chaff to confuse radar. H10c: Made up of tiny pieces of metal. H10d: Is there something metallic around? H10e: The pail is too big to fit in the machine... H10f: ...but that handle seems loose. H10g: Take the pail's handle. H10h: There's your source of metal flakes. Q11: What do I need to confuse the sniffer? H11a: Something foul smelling would screw up this sensor. H11b: Such stuff is often used as fertiliser. H11c: Some er... poo would do the job. H11d: See the hints for Q12 below. H11e: When you've got the stuff, put it in the compost machine. Q12: Where do I find something smelly? H12a: Those animals in the pens are real. H12b: And they're not wearing bodysuits to filter excrement. H12c: The pigs need a little help. H12d: Is there anything that could cause indigestion? H12e: Prunes might accelerate the process. H12f: The pigs won't touch them in solid form. H12g: Fill a tube with prune juice, add it to the trough and voila. Q13: I have four separate liquids. What next? H13a: You're all set. Hop on the crop duster, insert a tube and turn it on. H13b: You'll face four sentry cannons in a row. H13c: Notice which sensor is active and load the spray cannon accordingly. Q14: How do I take out the USF guard by the laserfence? H14a: You can't unless you're close. H14b: First concentrate on bypassing the sentry cannons - see above hints. H14c: You can take the man by surprise. H14d: A powerful blow would knock him out. H14e: Like a fully grown woman dropping on him from above. H14f: Jump on the USF guard when you're hovering above him. Q15: How do I disable the laserfence? H15a: Remember what happened on the landing pad at the start? H15b: Guards carry devices to deactivate the fences. h15c: And the man's holding such a device in his hand. Q16: I can't get the control device. H16a: His grip is very tight, no? H16b: Is there anything around to cut him with? H16c: Something very close by. H16d: Those lasers would cut through anything. H16e: The USF guard is too heavy to lift. H16e: So push him into the laserfence. Q17: I don't know the code to deactivate the fence. H17a: The guard doesn't look that bright. H17b: He'd need to write the code down or a clue to it. H17c: Have you searched the guard? H17d: You can remove part of his uniform. H17e: Take the man's helmet. H17f: Before you go trying it on, take a look at it. H17g: Colour of beams. That's the clue. H17h: Crimson is too long a word. Is there a simpler one? H17i: The code is RED. H17j: Set the dials from bottom to top and then press the switch. Q18: I can't get inside the biodome. H18a: Those guards seem very alert. H18b: They won't let anyone through. H18c: Except perhaps another USF trooper. H18d: The guard's helmet can cover your face. H18e: But your bodysuit jewels will give you away. H18f: Have you explored the area around the biodome? H18g: Got the pickaxe? Seen the oil fields? H18h: Oil is black... like USF trooper jewels. H18i: The oil is extracted and siphoned off... H18j: ...by underground pipes. H18k: Dig in the oil field with the pickaxe. H18l: You'll need to hurry before the suit cleans. H18m: And you can't carry anything into the biodome. Q19: I'm inside the biodome. Now what? H19a: There's evidence of an operation here. H19b: So take the virus vial with you. Q20: Ruby Eagle showed up! What do I do? H20a: There's no way to avoid the encounter. H20b: Ruby is an expert markswoman and doesn't miss her target. H20c: You can't run or dodge the shot. H20d: If she had another target... H20e: ...something that was a threat... H20f: ...she might target that instead of you. H20g: Do you have anything suitable? H20h: You've only had it for a minute. H20i: Throw the vial at Ruby Eagle. Q21: I've been contaminated with the virus! H21a: You need to find an antidote obviously. H21b: Except you don't have access to one. H21c: The female scientist does. H21d: Like Nanci says, it's either her or you. H21e: Spies often make immoral choices. H21f: Attack the woman and swallow the pill. H21g: There's no way to save her without dying. Q22: Where can I hide from Ruby Eagle? H22a: You're trapped in the biodome. H22b: Nanci provides important information shortly afterwards. H22c: Ruby Eagle has X-ray vision. H22d: So you need to shield yourself. H22e: The locker has a radiation shield. H22f: And the scientist opened it before she died. H22g: So she must have a passcard. H22h: Search the scientist's labcoat to find it. H22i: Now you can open the locker and get inside. H22j: By itself that won't be enough. Q23: The wristwatch light gives me away! H23a: It switches on in the dark. H23b: And it's dark inside the locker. H23c: Ruby has excellent vision. H23d: If the blue light wasn't noticeable... H23e: Have you looked at the control panel? H23f: The lights in the biodome can be adjusted. H23g: You need to know the wavelength of the wristwatch light. H23h: The wavelength dial shows the current light in the room. H23i: Focus on the dial to get a hint from Nanci. H23j: If the dial was set outside the visible spectrum, it would be dark. H23k: So turn the dial to below 380 or above 749. H23l: Now look at the dial to get a reading. H23m: And change the dial to that setting. Q24: How do I avoid Ruby's thermal vision? H24a: Have you looked at the control panel? H24b: The temperature in the biodome can be adjusted. H24c: If it was the same as your body temperature, you wouldn't show up. H24d: So you need to know your temperature. H24e: Have you looked at the thermometer and the temperature dial? H24f: The thermometer is marked in degrees Celsius, the dial in Kelvin. H24g: Kelvin is always the Celsius temperature plus 273. H24h: Have you tried touching the thermometer? H24i: Seems like a low reading. Could be the gloves. H24j: Could you get a more accurate reading? H24k: Think of how doctors measure body temperature. H24l: Taste the thermometer. H24m: Add 273 to the reading and set the temperature dial to that. Q25: Ruby still finds me! H25a: If she mentions seeing blue, you didn't set the wavelength dial correctly. H25b: If she starts by saying you look hot, you didn't set the temperature correctly. H25c: Notice that Ruby goes to the dead woman. H25d: There's no way out of the biodome, which means you must be inside. H25e: And the dead woman is obviously a scientist. H25f: Her face is unrecognisable. H25g: Ruby might mistake her for you if it wasn't obvious. H25h: Take the woman's lab coat off her and take it with you into the locker. Q26: I've managed to hide from Ruby Eagle. How do I defeat her? H26a: She won't be fooled for long. H26b: You need to surprise her, so step out of the locker straight away. H26c: She's got you in her sights again. H26d: As long as she can see you, there's nothing you can do. H26e: Could you block her vision somehow? H26f: With something large? H26g: Throw the labcoat at her. H26h: You have time for one action only. H26i: Her armour protects her body. H26j: But if you disarmed Ruby Eagle... H26k: Grab the plasma rifle. That'll take care of her. Q27: Ruby's dead but I've got no evidence. H27a: You've seen the evidence. That's all that's required. H27b: If you haven't found the evidence in the casino on level 29, go there. H27c: Otherwise head to Utopia Studios on level 27. The gate is open now. Q28: How do I get back past the sentry cannons? H28a: The crop duster can't be accessed now. H28b: But you have the means to permanently disable the cannons. H28c: Use Ruby's plasma rifle to shoot them. H28d: Just don't go carrying the weapon into the transporter ring. Q29: Is there any point to visiting the biodome? H29a: Physical evidence can't be retrieved. H29b: But you need to discover what's going on to progress. H29c: There's something the biodome has that'll be useful later on. H29d: An adjustable light setting. H29e: Something will show up in the right light. H29f: You'll know what when you've found the clue. LEVEL 13 - FREE MARKET ---------------------- Q1: What's the point of the swapshop? H1a: For swapping items, obviously. H1b: It's a one for one trade system. H1c: You need to find something valuable to trade. H1d: Many illegal items are valuable. H1e: Such as cyberjacks or the morphtool. H1f: And subbuteo pieces. H1g: There are other things too. Q2: Which item do I need from the swapshop? H2a: Is there anything in particular you need? H2b: Eventually you'll need all three items. H2c: But one is crucial immediately. H2d: Have you listened to the homeless man? H2e: Remember the interface port in the guidebot? H2f: You need the octagonal headed cyberjack. Q3: What should I swap for the cyberjack? H3a: You don't have many items. H3b: The smuggler was bringing in the morphtool... H3c: ...so it has value. H3d: Unfortunately, you need it to open the robot's access panel. H3e: ...which you can only do in the apartment. H3f: Try to leave and the robot closes the panel again. H3g: You need both the morphtool and cyberjack... H3h: ...so you need to find something valuable. H3i: You can find that in the retirement home on level 20. Q4: What about the homeless man? H4a: What about him? H4b: Have you listened to him? H4c: What he says is crucial. H4d: In particular the guidebot, Jack and the quotas. H4e: Remember the numbers -- 500 credits and 8 hours. H4f: You'll need that information later. Q5: I can't find Jack. H5a: If he's a friend, he should be close by. H5b: The man isn't talking about a person. H5c: Remember the interface port inside the droid's panel? H5d: The homeless man is telling you discreetly that you need something. H5e: The octagonal headed cyberjack in the swapshop. Q6: What about speaking Jack's language? H6a: The man likes his cryptic riddles. H6b: He's referring to something you need to use cyberjacks. H6c: You have a cashcard. Have you tried buying something from him? H6d: You need to be more discreet. Listen to the man's comments. H6e: He keeps mentioning 'money to burn'. H6f: Put the cashcard in the barrel. H6g: No good? The man doesn't give nothing for free... H6h: ...or a measly ten credits. H6i: You need more money on your account. H6j: You'll need to work for it. H6k: And you can't reach the industrial levels. H6l: But not everybody works in industry. H6m: You can find a job on level 17, so go there. Q7: I paid the homeless man, but he gave me nothing in return. H7a: He's paranoid, remember? H7b: He'll leave the item for you. H7c: In a very safe place. H7d: He has ways of getting places normally restricted. H7e: Did you hear what the man said? H7f: Go home. Chill out. Have a good rest. H7g: Anywhere you could do those things? H7h: The location should be obvious. H7i: The homeless man put the item in your apartment... H7j: ...in the cryobed. Q8: How do I save the man in the Cards Galore store? H8a: Looks like you got there too late. H8b: You'll get the chance to avenge him (much) later. H8c: The items he left behind are important. Q9: What's the membership pass for? H9a: Have you tried reading the pass? H9b: It's for the Waterline Club on level 16... H9c: ...but it won't do you much good as it stands. Q10: What about the calendar? H10a: It tells you the year. H10b: But there are no important dates... H10c: ...on the page you can see. H10d: Remember there are twelve months in a year. H10e: Four important dates are marked. H10f: This information will prove valuable later. Q11: The rusty nail is useless. Right? H11a: Right. And wrong. H11b: The nail itself is useless... H11c: ...but it hides something important. H11d: Have you tried moving the nail? Pulling it? H11e: You need to be more forceful. Alice is pretty tough. H11f: Don't worry about breaking a nail. Q12: What good is the star shaped interface port? H12a: A lot of good actually. H12b: Have you seen anything similar? H12c: You may not have used one yet. H12d: It's the same idea as the octagonal port in the guidebot. H12e: The port is for accessing cyberspace. H12f: But you'll need a star shaped cyberjack. H12g: You can't get one until you have access to the education levels. H12h: Which requires you to be a class three citizen. H12i: Which requires you to hack into the guidebot. H12j: When you've done all that... H12k: ...you can find what you need in the school on level 21. Q13: What's the printing machine for? H13a: Printing naturally. H13b: But there's more to it... H13c: Remember what the executive accused the store owner of? H13d: He's a forger. H13e: You can use the machine to forge a membership pass. Q14: What goes in the two slots on the printing machine? H14a: Look at the shapes. H14b: One item can be found very close by. H14c: The membership pass goes in the thin slot. H14d: The second slot is circular. H14e: Two items might work. Both are on level 25. H14f: You can't get them until you've got access to the education levels. H14g: A circular headed cyberjack might fit... H14h: ...but it's not an interface port. H14i: See the hints about helping the student on level 25 if you haven't. H14j: The student gave you a circular item. H14k: The datastick is what you need. Q15: I put the items in the printing machine, but nothing happened. H15a: Have a good look around the store. H15b: See the above hints about the nail and interface port. H15c: You need to do the rest in cyberspace. Q16: I entered cyberspace. How do I get past the security door? H16a: Have you examined the door? H16b: The symbols? H16c: It's a combination lock. H16d: Notice the numbers on the dial - 101 to 1231 with some missing. H16e: The numbers correspond to dates. H16f: Where would the owner write important dates? H16g: Look at the calendar. See the hints for level 13 if you're missing something. H16h: The four marked dates correspond to the symbols. H16g: In order you need the wedding anniversary, Christmas Day, April Fool's Day and the birthday. H16i: Turn the dial to 204, 1225, 401 and 1117 in that order. H16j: That will unlock it. Q17: What's the purpose of the printing press in cyberspace? H17a: Have you seen a printer in the real world? H17b: This is the control system. H17c: Notice the track. You can push it along. H17d: And turn the handle if you set the printing machine right. Q18: I've got three printing plates, but they're all blank. H18a: That's because you didn't provide enough information. H18b: You need to put the correct item in the circular slot on the Cards Galore store machine. H18c: See the hints above. Q19: The handle on the printing press doesn't turn. H19a: Something's missing from the machine in the store. H19b: There needs to be something in the thin slot. H19c: See the above hints. Q20: I've got some weird stuff on the printing plates. H20a: They're the images stored on the datastick. H20b: The ones already on there are no good. H20c: You'll need to take some pictures in the real world. H20d: That requires the camera from Pete's Swapshop. Q21: What pictures should I take? H21a: Remember what you're trying to forge. H21b: Did you examine the man's pass? H21c: It has a picture on the left and an ID number on the right. H21d: You need to substitute his details for your own. H21e: Which means you need pictures of your face and ID number. H21f: The first should be obvious. The second is close to home too. H21g: Take pictures of your face and your ID tag. H21h: What's on the third plate doesn't matter. Q22: I've got the pictures, but don't know how to work the printing press. H22a: Have you tried experimenting to see what happens to the pass? H22b: Whenever you turn the handle with a plate in the press, it stamps that image on the corresponding side of the member pass. H22c: You need to print the picture of your face on the left, so put the corresponding plate in the press, make sure the press is at the left hand of the track then turn the handle. H22d: Repeat the procedure with the ID tag image on the right hand side. Push the press if needed. H22e: The forged pass will get you into the Waterline Club. ======================== ---RESIDENTIAL LEVELS--- ======================== GENERAL QUESTIONS ----------------- Q1: Why can't I visit all the residential levels? H1a: You're still an immigrant. H1b: You need to find your apartment... H1c: ...and repair the guidebot. Q2: How do I get out of the residential levels? H2a: You're not restricted to just the residential levels. H2b: Once you've repaired the guidebot, you can go to level 13 also. H2c: But you need to go elsewhere to complete your mission. H2d: Which means advancing to class three citizen status. Q3: How do I advance to class three citizen status? H3a: You need to advance to inductee status first. H3b: Have you visited the free market? H3c: And listened to the homeless man? H3d: You need to work 8 hours and earn 500 credits. H3e: Unfortunately that's impossible, though you can make a start. H3f: The only way to proceed is to hack into the guidebot. Q4: How do I hack into the guidebot? H4a: You need to open its access panel. H4b: Which you can only do when it's recharging inside the apartment. H4c: You'll need the morphtool. H4d: And something for the interface port - see hints for level 18. H4e: You need both items at the same time. H4f: And also need to 'speak Jack's language'. H4g: More hints for these problems are in the level 13 section. H4h: Once you've swallowed the blue capsule, you can use the cyberjack. H4i: Provided you're wearing it on your finger. Q5: I lost all my things when I entered cyberspace! H5a: Have you examined yourself? H5b: You're a cyberspace avatar. H5c: You and your items are in the real world. H5d: Cyberspace is completely separate. Q6: What happened to the clock? H6a: Have you tried waiting? H6b: Notice what happens when you leave cyberspace? H6c: Time stops when you're in cyberspace. Q7: How do I get through the firewall? H7a: Have you tried going across? H7b: It might be a good idea to study the pattern. H7c: You have to avoid the flames... obviously. H7d: The flaming sequence is on a loop. H7e: Wait until the 1st, 3rd, 6th and 8th vents flame then head north. H7f: Sometimes you can't go forward. So stand still or move backwards. H7g: Still stuck? H7h: After going north: wait (1st), go north (2nd), wait (2nd), north (3rd), north (4th), south (3rd), north (4th), north (5th), wait (5th), north (6th), north (7th), south (6th), north (7th), north (8th), north (finish) Q8: What should I do in the guidebot's brain? H8a: Remember why you hacked in. H8b: See any pattern between the numbers in the tubes and the real world situation? H8c: Have you examined the tubes? H8d: The tubes show the credits you've made (095) and the paid hours you worked at Luigi's (2). H8e: You need to alter the number positions. H8f: The requirements for advancing to class three status are 500 credits and 8 hours -- at least. H8g: Only one digit is large enough to satisfy the hour requirement. H8h: Put the number 9 in the short tube. H8i: There are two possible solutions. H8j: But 5 must be on top in the long tube. H8k: So change it to 502 or 520. It doesn't matter which. Q9: I've done that. What now? H9a: Remember the colour coding? H9b: Class three citizens have green jewels. H9c: Push the emerald when you're done with the tubes. H9d: Now you can leave the residential levels. Q10: How do I leave space? H10a: In most cases you can leave voluntarily. Simply exit. H10b: Damage to your avatar automatically jacks you out. H10c: As does completing an important task. LEVEL 16 - WATERLINE CLUB ------------------------- Q1: How do I get into the Waterline Club? H1a: The steel barrier is a problem. H1b: You can only get in at certain times of day. H1c: The club is open from 22:00 to 04:00. H1d: But there's the problem of the bouncer. H1e: Have you tried attacking her? Talking to her? H1f: Looks like you need a membership pass. H1g: There's one on level 13, in the free market. H1h: It's in the Cards Galore shop. H1i: Have you tried using it? H1j: The pass is no use with another person's face and ID. H1k: So you need to forge a pass for yourself. H1l: Remember what the woman said in the Cards Galore shop? H1m: The man was a forger so... H1n: ...the equipment you need is in the shop. H1o: See the hints for level 13 for more information. Q2: Are the posters in the orange light district useful? H2a: Not at first. H2b: The times are important though. H2c: They're not of use until you've gotten into the club. H2d: Remember the meeting protocol? H2e: You need to hear blue. Is there a time you could do that? H2f: The blues hour is from 01:00 to 01:59. Q3: I've gotten into the Waterline Club. Now what? H3a: Have you tried exploring? H3b: Have you noticed the posters outside? H3c: And the Agave bottle? And the dance floor? H3d: There's a lot of blue stuff around. H3e: Remember Nanci's comment when you entered? H3f: About touching, hearing, tasting, and seeing blue? H3g: This is the meeting point for the resistance. H3h: Appropriate hints for each part are below. Q4: How do I touch blue? H4a: You don't need to touch it with your hands. H4b: But you do need to be in contact with something blue. H4c: The Ocean is blue. H4d: The closest thing in the club is the dance floor, so go there. Q5: How do I see blue? H5a: You need to touch blue first. See the hints above. H5b: Have you looked at things on the dance floor? H5c: The stage lights? One is broken. Could that help? H5d: Remember what happens when you're in darkness. H5e: The watch will activate its blue light. H5f: So you need to stand in a dark place. H5g: Stand underneath the broken stage light. Q6: How do I hear blue? H6a: You can hear something in the club. H6b: The music... H6c: ...but it's so bad listening won't do any good. H6d: If only you knew what was playing. H6e: The posters outside the club give the information. H6f: See the hints for Q2 if you haven't done so. H6g: You can only meet the contact between 01:00 and 01:59. Q7: How do I taste blue? H7a: You need something blue to eat or drink, obviously. H7b: The capsule you bought was blue... H7c: ...but you already used that. Is there something else? H7d: The bottle of blue Agave. H7e: Drink that at the appropriate place and time, and the contact will show up. Q8: I can't open the bottle of Blue Agave. H8a: Simple. Open the top. H8b: Except it's stuck. Have you looked at the shape? H8c: Small and square, like a bolt. H8d: You need a tool to loosen it... H8e: ...like a wrench. H8f: Or the morphtool. Q9: My contact gave me this air freshener. What now? H9a: Remember what Nanci said. You need to smell blue. H9b: Have you examined the air freshener? H9c: Spray that and you'll smell blue. H9d: But you need to do it in a specific place. H9e: Remember what the contact said... H9f: Go freshen up was a hint. H9g: There's a place for freshening up in the club. H9h: The washroom. H9i: Try spraying the air freshener in there. H9j: You need a specific target. H9k: Try spraying the mirror. Q10: I keep getting captured in the Waterline Club. H10a: You've been caught blue handed, so to speak. H10b: There's no way out, and you only have time for one action. H10c: You need to remove the incriminating evidence. H10d: Clean the mirror before the USF show up. H10e: If you need to see the message, you can spray the mirror again after they leave. Q11: How do I rescue the contact? H11a: You can't. She's on her own. H11b: But remember the choker the executive wears. And the whip she has. H11c: It's useful for another puzzle. Q12: What does the cryptic blue message mean? H12a: You have a name - Zacharias. H12b: All the twos. Is there anything it could refer to? H12c: Could be a time... H12d: ...or a place. H12e: Actually it's both. Find the place first. H12f: Have you tried going to level 2? H12g: Guess not. Any other level that fits the description? H12h: The library on level 22. That's where to go next. LEVEL 17 - CAFETERIA & MESS HALL -------------------------------- Q1: What's the carrier bag for? H1a: Um... carrying things. H1b: A lot of things. H1c: An unlimited number of things, which is handy. Q2: Is there anything to buy at the food outlets? H2a: Not unless you have money. H2b: You should have found the cashcard in your apartment. H2c: If you have more than 10 credits, don't waste them here. H2d: The items in the vending machine are too expensive... H2e: ...and so are the pizzas. H2f: But there's one cheap store around. H2g: You can buy a prawn cracker from Cheap Faux Chinese for 10 credits. Q3: What use is the prawn cracker? H3a: You can't judge everything by its looks. H3b: Try eating it. H3c: No good? What would you do if you were served terrible food? H3d: Take the cracker back to the serving woman and show it her. Q4: I don't see the point of returning the food. H4a: Have you tried complaining to the serving woman? H4b: Do you really think you could better than her? H4c: Well do you? H4d: Being polite isn't always the best course of action. H4e: Show the serving woman the cracker then answer yes. H4f: Now you have somewhere else to go. Q5: What's the purpose of the Luigi's Pizza restaurant? H5a: To serve pizza of course. H5b: And not very good from the look of things. H5c: There's a menu outside though... H5d: ...which you'll need later on. H5e: The owner is around for the evening shift (18:00-00:00). H5f: But he's not much help unless you need him. H5g: Deal with Cheap Faux Chinese first (see the above hints). H5h: Don't continue until you know of an opportunity. H5i: Ask Luigi about the job. He'll tell you to come back at 22:00 either today or tomorrow (depending on the time). Q6: I've got a job. Now what? H6a: Luigi gave you the instructions. H6b: Be at Luigi's at the time and day he specified. H6c: If you're late, don't worry. You'll get another chance. Q7: What should I do in the kitchen? H7a: What do you think? H7b: Get cooking Alice! H7c: The assistant gives you the instructions after a minute or two. H7d: You need to cook a pizza, serve a drink and print out a bill. H7e: Put all three items on the serving bot's tray. H7f: And you need to do this three times to get paid. Q8: How do I cook a pizza? H8a: You've got the ingredients. H8b: And the pizza base. H8c: Put the required ingredients on the base then the pizza in the oven. H8d: Keep a close eye on it. You don't want it overcooked... H8e: ...or undercooked. H8f: Cooking a pizza takes around 10 minutes. H8g: Time is limited, so start the pizza first in each order, and deal with the other stuff later. Q9: How do I complete the first order? H9a: The customer wanted a Corny Chick pizza and lemonade. H9b: You'll need the printed menu. H9c: Corny Chick requires chicken and sweetcorn, so cook that. H9d: And dispense a lemonade from the drinks machine. H9e: Add up the price on the menu. The bill comes to 30 credits. H9f: Put everything on the tray, and you should get another order. Q10: I screwed up in the kitchen! H10a: If you make a mistake and realise it, you can throw the unwanted item (pizza, bill or drink) into the trash receptacle. H10b: If Luigi kicks you out, listen to what he says. H10c: Getting the order wrong means the pizza or drink was wrong. H10d: Not being able to do basic math means the bill was for the wrong price. H10e: Don't worry. Luigi is the forgiving type, so you get as many chances as you want. Q11: How do I complete the second order? H11a: The customer is a vegeterian and wants at least two toppings. H11b: But you can't serve them just anything. H11c: It needs to be a priced item on the menu. H11d: Mama's Garden is the pizza you want. H11e: So add mushrooms, onions and sweetcorn to the base then cook it. H11f: Dispense a coffee and print out the bill for 30 credits. H11g: When you're done, put everything on the tray. Q12: What's the pizza for the third order? H12a: The customer ordered a special. H12b: Did you see the board outside the restaurant? H12c: The special is either Feasty Meaty, Mama's Garden or Fiery Luigi. H12d: They revolve on a three day cycle. H12e: Make a note of which before you enter the kitchen. Q13: The kitchen drinks machine doesn't dispense cola! H13a: Have you tried operating the machine? H13b: It's out of cola... H13c: ...and there's none in the kitchen. H13d: Have you seen anything else that might dispense cola? H13e: It's on the same level. H13f: The vending machine dispenses soft drinks. H13g: But you have no money. H13h: Who says you have to pay? H13i: Give the vending machine a good thump. H13j: When you enter the kitchen, take the Tricola with you. H13k: Now open the can, then pour the cola in the empty cup. H13l: If you screw up and use the can, the vending machine has more cola. Q14: I'm getting the pricing wrong on the third order. H14a: Have you added up the prices for the pizza and soft drink? H14b: Remember the customer ordered a special. H14c: Read the menu again, especially the last line. H14d: Ordering a special means the drink is free... H14e: So charge the customer for the pizza only. Q15: After all that I finally got paid. What should I do with the money? H15a: Have you been to the 'free' market on level 13? H15b: Listen to the homeless man if you haven't done so. H15c: He has something for you now you have extra capital. H15d: See the hints for the Free Market level for what to do next. LEVEL 18 - STANDARD APARTMENTS ------------------------------ Q1: I made it to the apartment level. Where should I go? H1a: All the exits from the transporter ring lead south. H1b: Gone there? H1c: You were assigned a guide, so follow it. H1d: Head south after the guidebot. Q2: The guidebot broke down. What next? H2a: You can't rely on the guidebot for help then. H2b: Obviously you need to find your apartment. H2c: Have you tried wandering around? The layout is logical. H2d: But it would help to know where you were. H2e: Luckily there are signs to help. H2f: Nanci's opinion on the signs is useful. H2g: Have you noticed the other citizens? They have ID tags. H2h: And so do you. H2i: Try moving and seeing how the tag numbers correspond to the street intersections, sublevel and door numbers. H2j: The first letter corresponds to the sublevel: (D)esert, (F)orest, (Ice), (M)ountain, (O)cean or (S)pace. Try moving up or down. H2k: The second letter and first two numbers correspond to the street interection. Change the letter by moving north or south, and the number by moving east or west. H2l: The last two numbers help identify the door. Q3: I think I've found my apartment door. How do I get in? H3a: Have you examined the door? H3b: Palmprints were scanned before arrival. H3c: You can press the pad to get the door open. Q4: I'm in my apartment. What now? H4a: Try looking around. H4b: At everything. H4c: The storage drawer is a good starting place. Q5: Is there anything useful in the citizen's guidebook? H5a: Have you tried examining it? H5b: Reading it? H5c: Looking at the sections? H5d: All the sections contain crucial information. Q6: What's the cashcard for? H6a: Nothing groundbreaking. H6b: It's for paying with. You'll need it soon enough. Q7: What's the digital wristwatch for? H7a: Telling the time. H7b: Not working? Try wearing it. H7c: Timing is crucial for certain events. H7d: The watch has another interesting feature... H7e: ...which you'll learn by examining it. H7f: The water provides light in the dark. H7g: This will help and hinder you as the game progresses. H7h: And like the bodysuit, you can't remove the watch. Q8: What's the cryobed for? H8a: Have you examined the cryobed? H8b: It's for sleeping in, but you'll need to set a time first. H8c: Find and wear the wristwatch first. H8d: Now you can sleep until a desired time of day. H8e: Using the cryobed has no adverse effect. H8f: And it's the quickest way to pass time. Q9: Is there anything special about the cryobed? H9a: Have you tried switching it on without getting inside? H9b: It's a real pain to have to wait for it to deactivate. H9c: So there must be a shutoff feature. H9d: Examine the bed closely. H9e: It's on elevated legs which means... H9f: ...there's a space underneath. H9g: Try looking under the bed. There's the stop button. Q10: I can't get off level 18! H10a: Have you tried returning to the transporter tube? H10b: You can't go anywhere interesting. H10c: The guidebook has some important information. H10d: You need to advance to inductee status. H10e: And that requires a working guidebot. Q11: How do I open the guidebot's access panel? H11a: Have you examined the guidebot? H11b: Looks like you need a wrench. H11c: Except there isn't one in the game. H11d: You've already got the tool you need. H11e: But you may not know it yet. H11f: You need to discover the purpose of the inhaler... H11g: ...and find out more about what's inside. H11h: The hints for level 35 will help you do this. h11i: After that, the next step is simple? Q12: What's the fried component? H12a: Have you examined it? H12b: Nanci's very technical minded. H12c: The item is a burned out power cell. H12d: And you need to replace it. H12e: The fried component itself is useless. Q13: What's the purpose of the octagonal interface port? H13a: Have you tried inserting the morphtool? H13b: That doesn't work here. H13c: The port is no use for repairing the guidebot... H13d: ...but it will be useful later. H13e: Don't continue until you've repaired the guidebot. H13f: And visited the free market on level 13. H13g: There's something there that would fit. H13h: It's an interface for the octagonal headed cyberjack (found in Pete's Swapshop). Q14: I need a spare power cell. Where do I find one? H14a: There's one in your apartment. H14b: Try looking around. H14c: Something in there has power beside the cryobed. H14d: Have you tried switching off the light? H14e: You'll need to find an alternate source of illumination. H14f: Try reading the hints for the storage drawer items. H14g: When you're wearing the wristwatch, you can remove the bulb when the light is switched off. Q15: How do I get the power cell from the light bulb? H15a: Have you tried being forceful? H15b: Nanci's opinion is useful, so focus on the bulb. H15c: An extreme change in conditions would weaken the glass. H15d: Is there any way you could do that? H15e: Something extremely cold? H15f: Put the bulb in the cryobed and set the bed to a future time. H15g: But the cryobed warms up steadily, so the change in conditions isn't sudden enough. H15h: An emergency stop would do it. H15i: If you haven't found the stop button, see the hints for Q9 above. H15j: Press the button with the bulb inside the active cryobed. H15k: Now the lightbulb is weak enough to break. Q16: How do I repair the guidebot? H16a: You need to get the access panel open. H16b: Remove the bad part and insert a replacement. H16c: The hints on how to do these things are above. Q17: The guidebot is active. What now? H17a: Did you listen to the guidebot? H17b: Your suit jewels changed colour. H17c: Meaning five new levels are open to exploration. H17d: Namely the other residential levels (16, 17, 19 and 20) and the free market (level 13). Hints for these areas are given elsewhere. LEVEL 19 - LUXURY APARTMENTS ---------------------------- Q1: I can't go anywhere on level 19. H1a: Do you class yourself as a luxury? H1b: Utopia Technologies don't. H1c: Unless you have reason to visit the luxury apartments, you can't. H1d: And you won't have a reason until late in the game. H1e: When you reach class one citizen status, this level can be explored further. Q2: What are the statues for at Lucy Song's estate? H2a: Have you looked at them? H2b: They're lights for the garden. And they'll save your life later on. H2c: And they're voice activated. H2d: So you need to figure out the words to turn them on. H2e: What do the statues represent? H2f: Lucy Song likes ordering her team mates around. H2g: Try saying the names of Utopia Freedom players. H2h: Their first names. H2i: There are ten in total - the same names as the subbuteo pieces. Q3: Does Lucy Song have a safe? H3a: Yes she does. H3b: And you'll need to get into it. H3c: The safe is in Lucy's trophy room. H3d: Have you looked at the memorial stand? H3e: There's a sensor, and the correct object is the 'key'. Q4: What's missing in the trophy room? H4a: Some modesty perhaps. H4b: And an item for the memorial stand. H4c: Something to symbolise the Chinese women's soccer team. H4d: If you haven't found the UTN news article, try solving this later. H4e: The symbol of the team is a steel rose. H4f: You can find one among other roses. H4g: And where somebody sculpts steel. H4h: It's in the retirement home. H4i: Try searching the flowers in the arboretum. Q5: What should I do with the subbuteo table? H5a: Play with it. H5b: No time for games? Try examining the table. H5c: The items that go on it should be obvious. H5d: You need to place the pieces in their correct positions. H5e: Do that and Lucy Song will have a message for you. Q6: How many subbuteo pieces are there? H6a: How many players are there on a soccer team? H6b: Don't forget to include the coach too. H6c: Alternatively, look at the subbuteo table. H6d: There are twelve spaces, so you need twelve pieces. Q7: Where do I find all the subbuteo pieces? H7a: Lucy Song gave most of them away. H7b: Quite a few ended up with her resistance contacts. H7c: Utopia Freedom supporters often have one. H7d: Others you'll have seen already in your travels. H7e: Do you really want to know where they all are? H7f: Here is a list of pieces and locations (alphabetical order) with level in parantheses. See hints for the appropriate level if you're stuck finding or acquiring one. Rachel Baker - Zacharias' safety deposit box (32) Monika Berlin - collection plate, Holy Citadel (24) Wendi Miranda Donahue - Old Bruce (20) Anya Kaparov - student in Chill Zone (25) Zara McCoy - Meagan the Freedom fan (29) Natalia - Pete's Swapshop (13) Sian O'Hara - achieve maximum score in videogame (28) Kelly Price - desk leg in Zacharias' office (25) Janie Rourke - museum exhibit hall (23) Tania Rourke - Eddie the nerd (20) Lucy Song - Lucy Song's safe (19) Ehizoge Symons - school trophy cabinet (20) Q8: I have all the subbuteo pieces. Where exactly do they go? H8a: There are three separate clues to help. H8b: You should have found one with the Rachel Baker piece. H8c: And received another when you got the piece from Old Bruce. H8d: Following up on this will get you a third (and most important) clue. H8e: Wendi Miranda Donahue wrote a book. H8f: Where do you find books? H8g: Get the book from the library and read it. The UTN news article will help. H8h: Wendi Miranda Donahue was the coach, so put her on the C position. H8i: Information from the message cube and UTN news article is vital. H8j: Place the numbers you know first, starting with numbers 7, 8 and 9. H8k: The rest can be deduced. Remember Zacharias had numbers 4 and 5. H8l: Are you still stuck? H8m: Here is the lineup: Wendi Miranda Donahue (C) Anya Kaparov (6) Monika Berlin (1) Janie Rourke (7) Zara McCoy (2) Sian O'Hara (8) Ehizoge Symons(3) Lucy Song (9) Kelly Price (4) Natalia (10) Rachel Baker (5) Tania Rourke (11) Q9: I know Lucy Song's secret. What next? H9a: There's a bomb about to explode. H9b: And you know where it is. H9c: A million will die if you don't do something. H9d: What are you standing around for? H9e: Unfortunately, things aren't quite that simple. Q10: Help! I'm drowning! H10a: You need to escape obviously. H10b: Taken by surprise, your air supply is limited. H10c: You need to get more oxygen... H10d: ...and find a way out of the pool. H10e: See the hints below. Q11: How do I get extra air underwater? H11a: There are no oxygen tanks. H11b: And you can't breathe underwater. H11c: But Pearl Crocodile can. H11d: Is their any way to tap her air supply? H11e: Your life's at stake! Anything goes. H11f: Kiss Pearl to suck the air from her mouth. H11g: This will only work once. Q12: How do I escape from Pearl Crocodile? H12a: You need to weaken her grip. H12b: Struggling won't help. H12c: Look around. H12d: Especially at the body in the net. H12e: And what Pearl's carrying. H12f: She's concentrating on drowing you, so grab the harpoon. H12g: Pearl won't let you use it against her. H12h: But you could target something else. You need to be quick. H12i: Have you looked at the body? H12j: There's a weapon you can pick up if you get close enough. H12k: The harpoon has a cable and winch. H12l: Not scared of a little blood are you? H12m: Shoot the body with the harpoon. H12n: Then get the pistol and use it on Pearl. Q13: I got out of the pool but Pearl Crocodile is still after me! H13a: Maybe it's a good idea to run. H13b: Then again, maybe not. H13c: She'll soon recover. Get rid of her. H13d: Look around for something to use. H13e: Something you didn't have earlier. H13f: Have you examined the wheelchair? H13g: Those wires could be nasty if they were exposed. H13h: Pull the wires. H13i: You have a power source, so use it. H13j: Push the wheelchair into the swimming pool. Q14: I'm under attack from an invisible woman! H14a: Remember the incident in the holding cell? H14b: The invisible woman is Crystal Mole. H14c: You need to avoid her attacks and find some means to see her. H14d: More hints are below. Q15: How do I avoid Crystal Mole? H15a: She'll spend some time toying with you. H15b: Eventually Crystal will attack. H15c: You can't see her... yet. H15d: But there's another way to find out where she is. H15e: You can hear footsteps. H15f: Listen and you'll know which direction she's coming from. H15g: Attack in that direction and you'll hit her. H15h: This strategy won't work forever, but it will buy you time. Q16: How can I see Crystal Mole? H16a: She's invisible. H16b: But her optical camouflage isn't perfect. H16c: If there was enough light you could see a distortion. H16d: You may have already turned on a light here. H16e: To get enough light, you need to activate all ten statues. H16f: See the hints for Q2 if you're stuck. Q17: I've made Crystal Mole visible. Now what? H17a: For the first time you're on equal terms. H17b: Don't squander your opportunity. H17c: Take her out. A simple attack will do the job. H17d: Having dealt with the two executives, you can continue. Q18: Time's running out. How do I get to the stadium? H18a: Have you tried leaving the estate? H18b: The USF are after you. For some reason they're not concerned -- or don't know -- about the bomb. H18c: Sneaking past them is difficult... H18d: ...unless you were invisible. H18e: You can take the optical camouflage from Crystal Mole. H18f: Wear it and you can dodge the guards. H18g: The stadium's on level 30. LEVEL 20 - RETIREMENT HOME -------------------------- Q1: What's the objective here? H1a: Exploration to start with. H1b: Eventually you'll get a task to complete. H1c: You have to visit this level more than once. Q2: How do I get inside outside visiting hours? H2a: There's no way in when the barrier is closed. H2b: Honestly. You'll have to come back some other time. Q3: What's with the receptionists? H3a: Their job is to provide information. H3b: Notice the they -- there are two of them. H3c: They can answer questions you have about the retirement home. H3d: The key they're guarding seems important, doesn't it? H3e: Knowing what happens around midday will be crucial later. Q4: How do I get the sculpture from the activity area? H4a: That's Old Bruce's pride and joy. H4b: He won't let you take it. H4c: Unless you have a good reason. H4d: You need to get Old Bruce to cooperate. Q4: Old Bruce keeps grumbling. H4a: Have you listened to what he says? H4b: Try asking the receptionist about Old Bruce. H4c: You need to pay attention to Old Bruce... or listen. Q5: What's the point of completing Old Bruce's task? H5a: Don't you want to help an old man? H5b: He'll reward you... H5c: ...with a valuable item you need. H5d: So find a way to get the sculpture to the plinth. Q6: I can't get past the wrought iron gate in the arboretum. H6a: It's locked. H6b: You've already seen the key. The receptionist will confirm it unlocks the gate. H6c: But you can't get it without an item from beyond the gate. H6d: Sounds like a paradox... H6e: ...but there's another way past the gate. H6f: Try examining the gate for a subtle clue. H6g: You can climb over the gate. Q7: I can't get the steel sculpture through the gate. H7a: Climbing doesn't work if you're holding something heavy. H7b: For this you do need the key. H7c: An item from the flooded garden will help. H7d: See the hints below. Q8: Is there anything of interest in the flooded garden? H8a: There's a collapsed walkway. H8b: And two other items of interest. H8c: Both in the same place. H8d: Most stuff here is flooded. H8e: You solved a similar problem in the registration area. H8f: Search the water. H8g: Twice. H8h: You can't use the cable right away, but you'll need it later. Q9: What's the magnetic gun for? H9a: Careful around USF troops. That's an illegal item. H9b: It only works on magnetic things - iron, steel, cobalt etc. H9c: Have you tried it on the gate? H9d: What about the prongkey? H9e: Neither of those is the solution. H9f: There's something else made of metal in the home. H9g: Look around the lobby. H9h: The grandfather clock has an iron pendulum. H9i: So shoot it. Those extra two minutes are crucial. Q10: I've interfered with the grandfather clock. Now what? H10a: The clock is two minutes fast. H10b: Does anything time dependent happen in the lobby? H10c: Have you read the shifts section of the citizen's guidebook? H10d: Or been in the lobby at around 12:00? H10e: A shift change occurs at noon. H10f: And now the morning receptionist leaves two minutes early. H10g: Giving you just enough time to grab the gate key and run off. Q11: I can't carry the steel sculpture across the walkway. H11a: The walkway's too slippery to cross with something so large. H11b: If only you could raise it. H11c: There's a cable in the same place you found the magnetic gun. H11d: But you can't hold the cable and cross the walkway at the same time. H11e: If there was something to support the cable... H11f: ...or someone. H11g: Old Bruce would help. H11h: He's restricted to a wheelchair. H11i: But it has wheels, so you can push him around. H11j: Push Old Bruce to the flooded garden and give him the cable to hold. H11k: You know what to do next: place the sculpture on the island's plinth. Q12: What's the silver pyramid for? H12a: Are you ungrateful? H12b: It certainly looks valuable. H13c: Have you been to the free market on level 13? H13d: You can trade the pyramid for something at Pete's swapshop. H13e: The pyramid has another use... H13f: ...but you won't discover it until much later in the game. Q13: I get captured and arrested in the flooded garden. H13a: You're not supposed to be there. H13b: Remember Old Bruce's warning. H13c: Don't get caught after closing time. Q14: Is there anything else of interest in the retirement home? H14a: There's an item you may have missed. H14b: You won't need it until much later on. H14c: There's something in the arboretum. H14d: Hidden in the flowers. H14e: A painted steel rose. Q15: Does Old Bruce have any more information? H15a: Not immediately. H15b: Much later on you'll get a hint he knows something important. H15c: Don't continue unless you've found the message cube. H15d: Seems Old Bruce knew Lucy Song. H15e: And may have a subbuteo piece. H15f: Have you tried asking Old Bruce about Lucy? H15g: He'll deny knowing her unless you show him proof. H15h: Play the message cube for him. H15i: He'll give you a subbuteo piece... H15j: ...and some valuable information. H15k: What he says about Wendi's biography is important. H15l: Finding that book could be a big help, so try the library. H15m: Old Bruce will answer any questions about Lucy now too. ====================== ---EDUCATION LEVELS--- ====================== GENERAL QUESTIONS ----------------- Q1: How do I get to the education levels? H1a: You'll know when you're able to. H1b: You need class three citizen status. H1c: Until then, don't bother with these hints. LEVEL 21 - SYLVIA'S SCHOOL -------------------------- Q1: How do I get the Ehizoge Symons subbuteo piece? H1a: Have you looked at the cabinet? H1b: Notice the infrared sensor and the note USE THE KEY. H1c: Unless you have something to operate the scanner with, you can't. H1d: Don't worry about this until you've solved the puzzles on Level 12. H1e: Now you have the control device, try using it. H1f: Interpret the note literally. Notice anything consistent about the words? H1g: The cabinet lock must be opened in three stages. H1h: Set the control to USE and activate it. Repeat for THE and KEY. Q2: How do I get into the school? H2a: Have you looked at the security door? H2b: You'll have to come back at opening time. H2c: You can't get through the closed door... really. Q3: Is there anywhere to go besides the nursery? H3a: You can't go wandering the corridors. H3b: There is somewhere else to go. H3c: The arched window -- first you'll need to deal with the matron. Q4: Does the baby boy have any purpose? H4a: He's very young but he can cause trouble. H4b: If he was, the matron would be distracted. H4c: You need to set the boy free. Q5: How do I open the metal cage in the nursery? H5a: Have you tried looking at the cage? The boy? H5b: He has the key. Have you tried getting it? H5c: Have you noticed how the boy copies you? H5d: Is there any action you could perform that he'd copy and give you the key? H5e: Giving an item doesn't work, since you can't reach him but... H5f: Try throwing something at the boy. It'll need to be small. Don't worry about the item. You'll get it back soon enough. H5g: Now you have the key, use it. Q6: How do I distract the matron? H6a: The baby boy is the key. H6b: First, set him free. H6c: That alone won't do it. The matron locks him up again. H6d: Is there any way you could stop her locking the boy up? H6e: Remember you have the key. H6f: Close the cage after opening it. Now the matron will be distracted. H6g: Remember not to get caught outside the nursery after closing time. Q7: Where do I go beyond the arched window? H7a: Try exploring. H7b: There are two items of significance. H7c: You can get a cyberjack. And a subbuteo piece. Q8: What is the significance of the detention yard? H8a: Have you noticed the crack in the wall? H8b: Try examining the crack. H8c: The crack is wide enough to look through. H8d: So do that. Q9: Why should I help Gemma? H9a: Because she's in the game, so she's there for a reason. H9b: Did you hear what she said? H9c: Try asking her to take an inventory. H9d: She's holding something important. H9e: She has the star headed cyberjack. Q10: How do I help Gemma? H10a: She's having difficulty with a puzzle. H10b: Remember her description when you first spoke to her. H10c: If you forget, you can have gemma look or examine the puzzle. H10d: She's carrying a pen. H10e: Notice anything familiar about the patterns of squares? H10f: Gemma's standing on a crossword puzzle. H10g: Have Gemma move around and explore the grid. H10h: She needs to fill in the white squares. The questions are posted on the first square (across or down), and the letters go left to right (for across) or top to bottom (for down). Gemma can write individual letters on each square. H10i: All the answers are common knowledge to Arcology Citizens. H10j: Really -- you can figure them out. H10k: The answers are: Utopian police abbreviation - USF Class one citizen colour - PURPLE Five out of twelve in year - MAY Number of arcology levels - FORTY School Founder - SYLVIA Q11: How do I get up to the higher window? H11a: It's very high up. You need to be agile to get there. H11b: Have you looked at the walls? H11c: They're narrower at the top. If you could get up to them... H11d: You have to go forward to come back. H11e: Have you looked at the walls in the detention yard? H11f: Climb up the walls in the detention yard then make your way back. Q12: What do I do in the nerd's dorm? H12a: The boy's having some problems. H12b: He's expecting you to do something. H12c: Rescue the boy. Q13: How do I deal with the school bully? H13a: He wants a fight, so give him one. H13b: He'll soon realise he's met his match and do the coward's thing. H13c: You need to stop him. H13d: He's too quick to catch, so you need to slow him down. H13e: Read the paragraph very carefully. H13f: Notice the boy's escape route. H13g: That rug looks nasty. H13h: Pull the rug from underneath him. Q14: The nerd Eddie has something. How do I get it? H14a: He's in complete shock. H14b: Remember his fantasy. You're the hero(ine). H14c: Nanci's comment provides a clue. H14d: What do heros do at the end? H14e: Don't worry about long term relationships. H14f: Kiss the boy, and he'll faint in shock. H14g: Don't forget the Tania Rourke subbuteo piece. Q15: How do I get the subbuteo piece out of the dorm? H15a: You can't go wandering the corridors... H15b: ...and the climb back is too dangerous to do carrying something. H15c: Is there some way you could get it down without carrying it? H15d: The subbuteo piece is pretty tough. H15e: Throw the piece through the window. Q16: I can't get my stuff back through the arched window! H16a: This is very similar to another puzzle on this level. H16b: Alice needs her hands free to climb up. H16c: Is there any way to get the stuff inside before going through? H16d: Throw the stuff through the arched window. LEVEL 22 - GREAT LIBRARY OF UTOPIA ---------------------------------- Q1: What book do I ask the droid for? H1a: Books are catalogued by surname and title. H1b: Unless you know any last names, you won't find anything. H1c: There are two books you can find. H1d: Don't bother trying unless you've found the message on Level 16. H1e: Remember the message? All the twos - that was a hint to come to the library. H1f: Remember the other part? Look for Zacharias. H1g: Ask the droid to find Zacharias - you'll get a book. Q2: I keep dying when opening Zacharias' book. What do I do? H2a: Try reading the cover. H2b: Do you see anything important before you die? H2c: The cover mentions time being critical - and it is. H2d: You need to open the book at a certain time. H2e: The message of level 16 is the clue here. H2f: What time is all the twos? H2g: Open the book at 22:22 Q3: What are the yellow contact lenses for? H3a: Have you read the description? H3b: Have you focused on them to get Nanci's verdict? H3c: The lenses store retinal data and can be used to bypass a scanner. H3d: They're also illegal, so use the inhaler to transport them between levels. Q4: What about the second book? H4a: The second book becomes available much later. H4b: If you're not a purple (class one) citizen, you don't need it yet. H4c: If you haven't found the message cube, don't continue. H4d: If you haven't spoken to Old Bruce, do so. H4e: He mentioned a name and a biography - follow up on it. H4f: The second author is Wendi Miranda Donahue. Q5: What is the purpose of the reading room? H5a: It should be self-explanatory. H5b: Reading. Room. What do those words imply? H5c: It's for reading library books - and is the only place you can do so. LEVEL 23 - MUSEUM OF UTOPIAN ACHIEVEMENT ---------------------------------------- Q1: How can I get past the USF troops west of the entrance? H1a: They're quite adamant on not letting you past. H1b: They'll only let you through with the Director's permission. H1c: If you haven't met the Director in person, you can't get through. H1d: When you have class one citizen status, you can go west. Until then, no. Q2: How do I get the Janie Rourke subbuteo piece out of the exhibit hall? H2a: Have you tried taking the piece out? H2b: The guard doesn't seem that alert, does he? H2c: But he can still hear the alarm, and see you with the piece. H2d: He doesn't have much regard for the alarm system, so you could confuse him. H2e: Have you tried putting something on the pedestal? H2f: It'll need to be similar enough to fool the guard. H2g: Only one item will work -- something that looks exactly the same. Another subbuteo piece, identical to Janie Rourke. H2h: If you've far into the game and have found the UTN news article, you'll know a key fact about two players. But you can make a guess anyway. H2i: Janie Rourke has a twin sister named Tania. H2j: Don't carry on until you have the Tania Rourke piece. It's somewhere in the school on level 21. H2k: Put the Tania Rourke piece on the pedestal, hide the Janie piece, and you can leave. Q3: I've got the subbuteo piece out of the hall, but can't take it out of the museum. H3a: There's no way to fool this guard... H3b: ...which means you'll have to deactivate the security. H3c: You'll need to get past the USF troops (see Q1). H3d: Examining and having Nanci analyse the museum security will help. H3e: You need to remove the radiation from the Janie piece so it won't be detected. H3f: And that means using the deradiator. Q4: How do I work the deradiator? H4a: What deradiator? It'll be obvious when you've find it. H4b: Don't continue unless you've gotten past the USF troops (see Q1). H4c: Reading the instruction manual is always useful. Or in this case, the sign. H4d: You need to know the donator and the year of donation. H4e: Who's been giving away subbuteo pieces recently? H4f: If you've found the subbuteo table or message cube, you'll know the answer. H4g: Lucy Song was the donator, so the initials are LS. H4h: She's been giving the items away recently, so you can assume it's the current year. H4i: The year was mentioned on the terminal early on. And the calendar. H4j: The current year is 2165. H4k: Set the rings to LS2165, put the piece on the deradiator and activate it. H4l: Now you should be able to safely remove it from the museum. Q5: What's the purpose of the time capsule? H5a: It's a ride, so get in. H5b: It provides useful historical background... H5c: ...and something very interesting in the last room (the archipelago). H5d: If you haven't helped the student in the cafeteria on level 25, you may not realise its significance. H5e: The Arcology will do for one of his photos. H5f: Unfortunately you can't take photos from inside the time capsule. H5g: See the hints for Q7 below. Q6: How do I get through the emergency exit? H6a: If you're on the wrong side you can't open it. H6b: It's an exit so there must be an entrance. H6c: You'll be able to open it from the other side. Q7: Is there any more I can do with the time capsule? H7a: There's not much you can do from inside. H7b: You need to get out. Is there a safe area to do that? H7c: Try jumping into the water in San Francisco. H7d: Ah, the safety harness... H7e: You can't unlock the harness when it's closed. H7f: So you need to prevent it locking in place. H7g: Have you examined the harness? H7h: If you could block the buckle... H7i: Put something small in the buckle before you set off. You can get the item back later. Q8: What should I do in San Francisco? H8a: There's not much you can do from the air. H8b: See the above hints if you want to escape the capsule. H8c: There's something new you can see from the water. H8d: A vent in the west wall. You need to reach it, which involves solving a few problems first. Q9: There's not much to see in San Francisco. H9a: There's Coit Tower... H9b: ...and the maglev rail. And the ocean. H9c: Most of San Francisco is underwater. H9d: Try diving. H9e: That valve looks useful. Turn it to lower the water level. Q10: I've found the bridge. What now? H10a: You're not here for sightseeing. H11b: That cable could prove useful. H11c: Do you care for Utopia or history? H11d: Break the bridge to get a useful item. H11e: That won't help by itself. H11f: And don't stop there. H11g: Break it again. Q11: How do I reach the vent in the west wall? H11a: Don't continue unless you've lowered the water level. H11b: And got two useful items. H11c: Have you tried throwing the cable at the vent? H11d: If you had something to tie the cable to, it might catch. H11e: Like the support pillar. H11f: Looks like that's not the answer. H11g: Is there something better to hook on to? H11h: Try throwing the cable and pillar at the maglev rail. H11i: Now you have a cable to climb. H11j: Can't reach it? How can you get closer? H11k: Turn the water valve and try again. H11l: You can't go up... or west. H11m: You need to gain some momentum. Is there anything around you could push off? H11n: Kick Coit Tower and then go through the vent. Q12: I keep on dying in the Colombian trenches! H12a: Apparently Utopia used real poison gas. H12b: Looking before you leap is a good idea. Try examining the soldiers and the trenches from the time capsule. H12c: Or if you didn't, have a good feel around. H12d: The soldiers must have survived the gas somehow. H12e: You'll need to be specific when searching. H12f: Feel their heads. Or take a gas mask if you know about it. H12g: Now you can breathe down here. Q13: How do I clear the smoke? H13a: That'd be helpful wouldn't it? H13b: Unfortunately you can't. H13c: You can't see a thing, so rely on your other senses. Q14: Where do I go in the trenches? H14a: Did you look at the trenches before jumping in? H14b: It's a bit of a maze, but a very small one. H14c: The entrance is in the southeast, the exit in the northeast. H14d: Move around and make a mental or written note where the walls are. H14e: The maze is a five by five grid with no complications -- going west then east will get you back where you started etc. H14f: You can only move in the major compass directions. H14g: If you're still stuck, go W W W N N E N N W W W from the entrance. Q15: So what was the point of all that? H14a: Reaching the Arcology, naturally. H14b: And the other side of the fire exit. Now you can come back anytime. H14c: Go help the student in the cafeteria on level 25 if you haven't done so. H14d: He needs a photo of the arcology for his portfolio. LEVEL 24 - HOLY CITADEL ----------------------- Q1: What are the Tenets of Utopia for? H1a: Reading. H1b: Really. They'll save your life some day (very soon, in fact). H1c: You'll need to learn the lines. Q2: How do I get into the Citadel? H2a: Have you read the note on the door? H2b: You'll have plenty of opportunities. H2c: Be there on the stroke of the hour. Q3: I keep getting killed during the ceremony! H3a: Ruby is eagle eyed and will spot anything out of place. H3b: You can't hide -- at least not while she's watching. H3c: What does the minister say? H3d: They're reciting the tenets. H3e: He starts you off so... H3f: ...you need to finish them. H3g: The Tenets of Utopia are posted outside the Citadel. H3h: In response to the first line, say they were unworthy H3i: Then in turn: They shall all perish For we are superior He is our saviour Long live the director Q4: What should I do with the collection plate? H4a: What would you normally do? H4b: Taking the subbuteo piece with Ruby watching is a bad idea. H4c: You need to donate something. H4d: Any item will do, but getting it back could be problematic. H4e: Best put something useless on the plate, like the fried component. H4f: Or the cashcard (now useless) or another subbuteo piece (not needed for a while). H4g: You'll get the chance to get the item back (and the Monika Berlin piece) later. Q5: I'm still getting killed in the ceremony! H5a: What did you do last time? H5b: That won't help since you don't know the words. H5c: Nanci's comment provides a subtle clue. H5d: You need to hide. H5e: The citizens are about to bow. There's your opportunity. H5f: Ducking won't work, since you'll still be in sight of the citizens. H5g: Is there anything you could do while ducked you couldn't before? H5h: Take a look at what's around? Any hiding places? H5i: Hide under one of the pews. Q6: What's the statue of the Director for? H6a: For information and looking at what a great man he is. H6b: Have you spoken to the student on level 25? H6c: Have you helped him with his problem? H6d: He needs a picture of the Director. H6e: Unfortunately you can't get it during the ceremony. H6f: Concentrate on surviving then deal with this later. Q7: The statue disappeared! How do I get it back? H7a: The statue only officially comes up during the ceremony. H7b: Remember what the minister was doing before the statue raised? H7c: Remember what he said? Focusing on the statue and Bible might help. H7d: Cometh the year, cometh the day, cometh the moment. H7e: Have you looked at the bible? H7f: You need to turn it to three specific places. H7g: The clues are on the door outside. If you need to get of the hall, check the appropriate hint below. H7h: The Director was born on the extra day at a quarter to four in the afternoon in the year 1916. H7i: Start with the year, so turn the bible to 19:16 H7j: What's the extra day? It comes every four years. H7k: You'll need to enter it in American format, putting the month first. H7l: In a leap year, the extra day is February 29th, so turn the bible to 2:29. H7m: Then the moment. Use military time format. H7n: The time is 15:45. Q8: What should I do with the minister? H8a: Nothing unless you want to. H8b: He may be worth following. H8c: You'll need to hide in the room or leave before he goes to bed. H8d: Hiding may give you an extra clue. H8e: If you're not carrying anything, you can get on the chandelier. Q9: How do I get the items on the collection plate? H9a: Have you tried taking them? H9b: You'll need to deactivate the forcefield. H9c: The stained glass window is the answer. H9d: Do those women remind you of anybody? You've met at least one by now and heard of another. H9e: The animals and colours are important. H9f: There are six women, so you need to press six animals. H9g: If you're quick and hide, you can see the last animal the minister pushes. H9h: This puzzle is easier to solve later when you know the executives better. H9i: Some you won't have met the first time you're in the citadel, and you'll get more opportunities to meet them later. H9j: The women have distinctive features, so try to remember which one is which. H9k: The first woman was the executive in the tetrahedron -- Ruby Eagle. H9l: So start by pushing the red eagle. H9m: From left to right, the women are Ruby Eagle, Jet Scorpion, Crystal Mole, Ivory Worm, Amber Bear and Pearl Crocodile. H9n: The symbols you need to push are: red eagle, black scorpion, clear mole, white worm, orange bear and grey crocodile. Q10: How do I get out of the citadel? H10a: You used the same solution to another problem. H10b: If the citizens and minister return, they'll see you. H10c: Hide under a pew again. H10d: You can come in and out as often as you need to, and don't have to repeat the ceremony. Q11: I keep getting discovered by the minister! H11a: Don't let him see you. H11b: See the hints to Q10 if you haven't already. H11c: If he notices something out of place, he'll raise the alarm. H11d: The Director's statue is very large. If it's still up, turn the bible to a random page to lower it. H11e: Also, don't leave anything lying around. LEVEL 25 - UNIVERSITY OF UTOPIA ------------------------------- Q1: Where do I go on campus? H1a: Have you looked around? H1b: Have you seen the holomap? H1c: Depending on where you've been, maybe that's not much help. H1d: There's somewhere much closer and in immediate sight. H1e: The cafeteria. H1f: It's open during the evening shift (18:00-24:00). Q2: How can I help the student in the Chill Zone? H2a: Have you tried listening to him? H2b: Try asking him about the computer. H2c: Follow up questions can give you valuable information. H2d: Have you looked at the computer? H2e: A copper circle. Have you seen something like it before? H2f: It requires a cyberjack, but the one you have is no good. H2g: Hanging around the student long enough might help. H2h: He has the cyberjack, but it won't work for him. H2i: Ask the student for the circular headed cyberjack. H2j: Well -- what are you waiting for? Jack in. Q3: What should I do about the dragon? H3a: Have you tried defending yourself? H3b: Looks like that's not an option... H3c: You can't do anything about it the first time... H3d: ...but you need to get rid of the problem. H3e: Notice what the student says when you exit. H3f: He's interested in what happened. H3g: So tell him about the dragon. H3h: Next time you log on, you'll be better equipped. H3i: Try looking at your inventory in cyberspace. H3j: It's a throwing star, so throw it. Bye bye dragon. Q4: How do I unscramble the text? H4a: Have you tried reading the text? H4b: Have you tried turning the spinners? Both of them? H4c: They need to be set to specific letters. H4d: Whenever you turn the white spinner, the text changes, replacing the yellow spinner letters in the text. H4e: This is a standard substitution cipher, with each letter of the alphabet being replaced by another. If a letter occurs more than once, the substitution is the same each time. H4f: Identifying likely words in the coded message helps. H4g: Try talking to the student if you're stuck. Ask him some questions. H4h: Does he mention a name? A signature? H4i: Ivory Worm. That's at the end, so try changing the letters. With those in, a couple of more words can be guessed. H4j: It's common to try putting THE or YOU in the text for unknown three letter words, so try that. H4k: Remember where you are, and who Ivory Worm is. H4l: The text is: YOU CAN'T HIDE FROM THE EXECUTIVE OF CYBERSPACE -- IVORY WORM Q5: I've unscrambled the data. What now? H5a: The student seems pleased, but he's got another problem. H5b: He asked you a question. H5c: Offer to help by saying yes. He'll give you a task and something to help. H5d: This is the only way of getting class two citizenship. H5e: You'll need a camera. You've probably seen one already. H5f: There's a camera in Pete's Swapshop on Level 13. Q6: Where do I find the photos? H6a: First you'll need something to take the pictures with. H6b: Got that? Good. H6c: You can find a map, but not the real Director... H6d: ...and you're already inside the arcology. H6e: All the pictures can be found in the Education Levels. H6f: Try exploring a little. H6g: The Director's Statue is in the Citadel on Level 24. H6h: The Arcology model will do -- that's on Level 23 in the museum. H6i: See the hints for the appropriate level for these photos. H6j: You can find a map on Level 25. Not the holomap, a different one. H6k: You'll need to make contact in the Waterline Club first, so follow the hints from there. Read Q8 below if you're still stuck after that. Q7: Does the student have anything else of value? H7a: Have you seen what he's wearing? H7b: Have you noticed a series of similar items around? H7c: Try asking the student about the Freedom. H7d: He has a subbuteo piece of Anya Kaparov. H7e: He'll only give it to you after you've helped. H7f: Fix the computer, get the photos and then ask him for the piece. Q8: Is there anywhere else to go on campus? H8a: There's the cafeteria for a start. H8b: Besides that? It's too easy to get lost without a map. H8c: Fortunately you have one. H8d: If you have a particular department in mind, you can find it. H8e: Don't continue unless you've found Professor Zacharias' book. H8f: Seems like a useful man to find. H8g: He's in the economics department, so look that up. H8h: Head off to the south. Q9: How do I get past the retinal scanner? H9a: Have you tried looking in the scanner? H9b: It was worth a shot. Presumably you have the book by Professor Z. H9c: The key is opening the book. H9d: Try reading the hints for the library on level 22 to do that. H9e: The next step should be obvious. H9f: Wear the lenses and look in the scanner. Q10: What can I do in Professor Zacharias' office? H10a: Not much to start with. H10b: Try listening to the professor. H10c: He won't let you touch anything in his office, so your options are limited. H10d: But you can look around. See anything useful? H10e: Look at the map more closely. H10f: It shows the economy and Utopia corporations. Need that for anything? H10g: Take a picture. It'll do for the student's portfolio. H10h: You can't do anything more until you have class two citizen status. H10i: And still not much more until you've completed Zacharias' tasks. Q11: I've got class two citizen status. What now? H11a: What did the professor say? H11b: It might be worth a second visit. H11c: In fact, it's essential. H11d: The professor gives you a new task. H11e: Notice he gave you a work permit. Try visiting the other levels Zacharias mentioned. Q12: When do I come back to see Zacharias? H12a: Have you tried re-entering his office? H12b: After visiting him as a class two citizen? H12c: Seems he doesn't want to be disturbed. H12d: Come back after you've finished the set tasks. H12e: In fact, there'll be another reason for coming back later. Q13: How do I avoid being captured by the executives? H13a: You can't. Go to Zacharias' office after completing all his tasks and you'll be arrested. H13b: Once you're captured, time becomes critical. H13c: You may want to complete other miscellaneous tasks first. H13d: But you'll need to get captured eventually. Q14: Professor Zacharias is no longer in his office. What can I find? H14a: The first time he's not there some rather nasty women are. H14b: After that, you can take a look around. H14c: Remember what Zacharias said before he died? H14d: About breaking legs? H14e: See any legs to break? H14f: Break the two table legs - you'll find some useful items. Q15: What's the pentagon headed cyberjack for? H15a: For putting in a pentagon shaped hole, obviously. H15b: It must be somewhere where Zacharias has access. H15c: Remember the features of the other interface ports? H15d: They were all copper rimmed. See any copper around? H15e: Try looking at the map. H15f: What to look for should be obvious, since you have the jack. H15g: Look for a pentagon on the map -- there's your access port. Q16: I'm in cyberspace. What are these pyramids for? H16a: Have you looked at them all? H16b: There are five in total. H16c: One of them has extra information. H16d: A number and a message. H16e: There are four digits in the number, and five pyramids. H16f: The purpose is more clear when you've been to level 32. H16g: This is where Zacharias stored important information. H16h: The pyramids are crucial to obtaining the security codes for Zacharias' safety deposit box at the bank. Q17: What does the message on the copper pyramid mean? H17a: It says start with a number. That's the first security code. H17b: The next part says go clockwise. H17c: The order the pyramids come in is important. H17d: And connecting to the order of the codes. H17e: Starting there and going clockwise, the pyramids are copper, glass, sandstone, red and silver. Q18: Some of these pyramids look familiar. H18a: You've seen at least two already: silver and glass. H18b: Out in the real world. Q19: There's only one number in cyberspace. Where are the other four codes? H19a: Zacharias wouldn't store them all in one place. H19b: You'll need to look for the pyramids elsewhere. Q20: Where's the glass pyramid (second) security code? H20a: Look at the pyramid closely. H20b: A woman on a motorcycle. Remember that? H20c: The pyramid is the roof of the game zone. H20d: There's only one room to search. H20e: Any numbers on the videogame? H20f: The code is hidden in the high score table. H20g: The high score for Mother Nature is the second security code. Q21: Where's the sandstone pyramid (third) security code? H21a: Look at the pyramid closely. H21b: It's a real place. H21c: The base is a hint. H21d: Seen anything that glows yellow? H21e: Jack out of cyberspace and you'll be right next to it. H21f: The code is hidden on the map in Zacharias' office. H21g: See the hints at the end for more advice. Q22: Where's the red pyramid (fourth) security code? H22a: The pyramid looks unearthly doesn't it? H22b: It's not on Earth. H22c: Actually this one is on Mars... H22d: ...in cyberspace. H22e: Zacharias had an important item on him when he died. H22f: Go to the morgue on level 31, get the ticket and follow the trail from there. Q23: Where's the silver pyramid (fifth) security code? H23a: You've already seen a silver pyramid... H23b: ...but the code is usually invisible. H23c: You need to retrieve the pyramid given to you by Old Bruce if you don't have it. H23d: Notice the shaft of purple light. H23e: That's telling you the pyramid needs to be in purple light. H23f: There's only one place where the light is purple. H23g: You may need to change the wavelength. H23h: Go to the biodome on level 12, change the wavelength to violet (380-449) and look at the pyramid again. H23i: The number is the fifth security code. Q24: Does the map in the office have a hidden purpose? H24a: There are two important things about the map. H24b: You'll need to be alone in the office to discover them. H24c: Find the items in the office if you haven't already. H24d: Look at the hints for Q15 first. H24e: See the hints below. Q25: How do I read the map? H25a: Read the hints for Q16 if you haven't done so. H25b: There's more to the map than an access port. H25c: Notice how the map glows. You can make it brighter. H25d: You can't control the map brightness but... H25e: Turn off the desk lamp. That should brighten things up. H25f: Notice anything about the map colour? H25g: Try wearing the lenses then looking again. H25h: There are grid references on the map. Q26: What do I look for on the map? H26a: You can look up specific places. H26b: If you haven't visited the pentagon, don't read any further. H26c: Remember the stone pyramid? It's a real place. H26d: Find Giza -- the map reference is the third security code. ======================= ---RECREATION LEVELS--- ======================= GENERAL QUESTIONS ----------------- Q1: How do I reach the recreation levels? H1a: You need to gain access to the residential and education levels first. H1b: After that, concentrate on getting class two citizen status. H1c: The university on level 25 is a good place to start. LEVEL 26 - TRAVEL AGENT ----------------------- Q1: The conductor won't let me do anything! H1a: You can't bargain with the robot. H1b: Or destroy it. H1c: Or outsmart it. H1d: So you need a ticket. H1e: You'll find one in plain sight later on... H1f: ...when you have access to the administration levels. H1g: It's in the morgue on level 31. Q2: I got a ticket. Now what? H2a: Hand it to the conductor. H2b: The rest should be obvious. H2c: Take a seat and enjoy the trip. Q3: What is there to see on the red planet? H3a: There are some nice canyons. H3b: And a red pyramid. H3c: Seen anything like it before? H3d: You may want to check out Zacharias' office throughly. H3e: Zacharias' fourth security code is hidden here. Q4: Where is the security code hidden? H4a: Have you examined everything in sight? H4b: The pyramid? H4c: The canyons? H4d: The latter seems to have a pattern. Maybe if you had a better view. H4e: Climb the pyramid and try looking at the canyons again. Q5: I can't see the canyons because off the sun. H5a: You need to shield your eyes. H5b: Astronauts deal with this situation a lot. H5c: There's a visor on your spacesuit. H5d: And a control to lower it. H5e: But your head is inflexible inside the helmet. H5f: So you can't see the back and side. H5g: You've had to find things you couldn't see before. H5h: Feel the spacesuit then turn the knob. H5i: Now look at the canyons from atop the pyramid. H5j: The number you see is the fourth security code. LEVEL 27 - UTOPIA STUDIOS ------------------------- Q1: The studio gates are locked. H1a: Have you looked at the gates? H1b: Tried forcing your way through? H1c: There's no way inside the studios. Yet. H1d: You'll need to come back later. H1e: If you haven't done so, go see Professor Zacharias to get additional instructions. H1f: Visit the other two areas he mentioned. H1g: The biodome is on level 12, and the casino on level 29. H1h: Complete your missions there. H1i: Then the studio gates will be open. Q2: I'm going to be a movie star! H2a: Good for you. H2b: But it's only a B-vid. H2c: And you're not here to enjoy yourself. H2d: Like Nanci said, you'll only get one shot. H2e: And you only have ten minutes to get ready. H2f: So ditch what you're carrying and put on the costume. H2g: Don't forget the holopistol. H2h: You'll get your items back later. Q3: What am I supposed to do with the script? H3a: What do you think? H3b: Examine it. Read it. H3c: You need more specific information. H3d: Remember what the producer said? H3e: You're playing Chinese Soldier #143. H3f: So try finding that part in the script. H3g: It would be unprofessional to take the script with you. H3h: You'll need to memorise the part. Q4: I keep getting kicked off the movie set. H4a: You do know what you're doing? H4b: Read the script if you didn't. H4c: And more than a cursory glance is required. H4d: See the hints for Q3 if you haven't. H4e: The rest is all about acting. H4f: Everything Chinese Soldier #143 does is important. H4g: You must perform the actions correctly, and in sequence. Q5: What are my lines? H5a: You have read the script? H5b: Your specific part? See the hints for Q3 and Q4. H5c: Your character doesn't say much. Only three words. H5d: But there's a lot of action. H5e: The first instruction is to shoot the zombies, so do that. H5f: The weapon has already jammed, so the next step is... H5g: Throw the gun at a zombie. H5h: Next you have to say something. H5i: Say I'm out. H5j: Got the hang of it now? The rest is all action. H5k: Climb onto a zombie, jump up and grab the gun. H5l: Still struggling? H5m: Shoot the zombie. Break the crawling zombie's neck. H5n: All you have to do is scream. Then fall into the hole. H5o: Whew! Q6: I've done my bit. Now what? H6a: They're still shooting the movie. H6b: But you're not on camera any more. H6c: You need to find a way backstage. H6d: Dressing up as a zombie may confuse the crew. H6e: And there's one in the hole beside you. Q7: Why's Nanci acting strange? H7a: It does seem rather odd. H7b: You have more important things to worry about now. H7c: You'll find out why soon enough. Q8: How do I get a zombie uniform? H8a: Have you tried taking the one from the robot. H8b: Colombian uniforms are a different colour to the Chinese. H8c: So the one you're wearing is no good. H8d: Unless you disguise it somehow. H8e: Look at the Colombian uniform. Read the description. H8f: It's covered in mud. H8g: So take your uniform off, drop it in the mud, and put it back on. H9h: Now your body looks like a zombie. Q9: How do I get the zombie's mask? H9a: That would be useful. H9b: Have you tried taking the mask? H9c: It might be easier to get if the zombie lost its head. H9d: Fortunately you have the means to do that. H9e: What happened on the movie set? H9f: Try shooting the zombie's head. H9g: Not working? Remember how holopistol's work. H9h: The robots are light sensitive. H9i: And this one's covered in mud. H9j: Try cleaning its head first, then shoot it. H9k: Now you can get the mask. Q10: I'm wearing the uniform and mask, but keep getting caught. H10a: Did you disguise the uniform? See the hints for Q8. H10b: Read the text carefully. H10c: Holding the pistol gives you away. H10d: So drop the gun. It's useless. Q11: I made it backstage to the prop room. Now what? H11a: Did you hear what Nanci said? H11b: That box looks important. Examine it. H11c: You need a hexagonal headed cyberjack. H11d: Luckily there's one around. H11e: Search the storage shelves. Q12: This looks like a trap to me. H12a: Well spotted. H12b: But sometimes you need to spring a trap. H12c: So jack into the black box. Q13: I'm in cyberspace. This place looks familiar. H13a: It should. You've been there before. H13b: Appears everything was a deception. H13c: Ivory Worm has you in a trap. You need to escape. Q14: How do I escape from cyberspace? H14a: Have you tried jacking out? H14b: It won't be that easy. H14c: Listen to what Ivory says before the scenario restarts. H14d: You need to find a bug in cyberspace. H14e: Is there anything that could take place out of sequence? H14f: Doing what you're supposed to won't help. H14g: You need to change the order things happen. H14h: Not much happens you can interact with. H14i: The only actions involve the Nanci pill. H14j: You're supposed to take it then eat it. H14k: But who says you have to follow orders? H14l: If you tried to eat the pill before taking it... H14m: Remember you want things to be out of sequence. H14n: So insist on doing it that way around. Q15: I escaped Ivory Worm's trap. What now? H15a: Aren't you angry? H15b: Just a little. H15c: You don't want to lose the element of surprise. H15d: Attack Ivory Worm before she can react. Q16: Where's Nanci gone? H16a: Did you pay attention to what just happened? H16b: Ivory Worm didn't lie. H16c: Nanci's gone for good. You're on your own. Q17: How do I get out of the prop room? H17a: Have you tried leaving through the door? H17b: You need a different strategy. H17c: There's no way to avoid being found. H17d: If the crew man sees Ivory's body, it won't be good. H17e: You need to hide her. H17f: How did you conceal yourself? H17g: Dress Ivory up as a zombie. Put the uniform and mask on her. H17h: But she still looks suspicious lying on the floor. H17i: Move her body to where the other robots are. H17j: Drag Ivory Worm onto the shelf. Q18: How do I get back into the film studio? H18a: You were lucky to escape before. H18b: And you got all your stuff back. H18c: There's no need for a second visit. Q19: I've done everything here. Where do I go next? H19a: Ivory Worm's revelations were startling. H19b: You're not the only one in danger. H19c: Better check on Professor Zacharias. H19d: Be warned. Timing is about to get critical. LEVEL 28 - GAME ZONE -------------------- Q1: I can't go anywhere on level 28. H1a: Utopia likes its rules and procedures. H1b: You need a permit to play games. H1c: You'll get one when you need it. H1d: Ironically you'll need to play and win games to get it. H1e: A casino attendant on level 29 has a permit. H1f: She'll give it to you after you beat the casino games. Q2: I'm inside the game zone. What now? H2a: Have you looked at the superbike? H2b: You'd look cool riding that. H2c: So get on and start the engine. Q3: What happened to my score? H3a: You're playing a game. Remember? H3b: A game within a game. H3c: While you're on the superbike, the score is the videogame score. Q4: What's the maximum possible score on the videogame? H4a: Lucy Song is a very good player. H4b: She scored close to the maximum. H4c: The maximum possible score is 4000 points. Q5: How many points do I need to score in the videogame? H5a: In a game it's advisable to score as many points as possible. H5b: The woman in the casino gave some instructions. H5c: You need 2000 points to see the manager. H5d: But there's a bonus for scoring 4000. H5e: A very important bonus. H5f: You'll get a subbuteo piece. H5g: Which you need to finish the game. H5h: In other words, you need 4000 points. Q6: This videogame is hard. How many tries do I get? H6a: What makes you think there's a limit? H6b: You play as often as you want. H6c: And may have to in order to learn the best strategy. Q7: Any general advice for playing the videogame? H7a: Try it a few times to get a feel for it. H7b: You gain points by causing destruction. H7c: Do as much damage as possible. H7d: Big explosions and stunts are a staple of the genre. H7e: Pulling those off will earn you more points. Q8: What should I do in the showroom? H8a: Don't worry about the guards. They're poor shots. H8b: This is an action game. Cause as much damage as possible. H8c: Shooting those goons would be a start. H8d: Did you examine the guards? There's a subtle hint. H8e: Drive into the guards and run them over for some more points. H8f: Notice those motorbikes? Blow them up! Q9: I've wrecked the showroom. How do I escape? H9a: There's an obvious escape route if you look. H9b: The windows here are breakable. H9c: You're a superspy in a videogame... H9d: ...which means stunts are the norm. H9e: Drive through the window. Q10: I'm being pursued by a helicopter on the roof! H10a: You don't have time for gawping here. H10b: You won't reach the door while you're under fire. H10c: So find a way to gain more time. H10d: If the helicopter pilot couldn't see so well, they might miss. H10e: Most of the helicopter is armoured. H10f: But the searchlight isn't, so shoot it. H10g: You're about to crash into that door! H10h: You need to target a specific weak point. H10i: Shoot the lock off. Q11: How do I avoid the guards in the stairwell? H11a: It's a bottleneck. H11b: Even low level goons are decent shots in tight spaces. H11c: Unless they couldn't see you. H11d: Try looking at what you see. H11e: Dry ice makes white clouds. H11f: Shoot the fire extinguishers. Q12: I'm trapped in the stairwell and can't escape. H12a: You need to even the odds. See the hints for Q11 first. H12b: A shootout with the goons is a bad idea. H12c: You could run them over. H12d: That's not the best solution however. H12e: Do what you do best. Blow something up. H12f: Read the text about the guards carefully. H12g: They're carrying something explosive. H12h: Shoot the grenades. Q13: I've got a sedan on my tail! H13a: Don't worry. It'll lose you eventually. H13b: You score points for getting rid of it though. H13c: The vehicle is armoured. H13d: Look for a weak spot. H13e: Shoot the tires. Q14: I've got motorbikes on my tail! H14a: You can shoot them to earn a few points. H14b: There's a better solution however. H14c: Notice the tanker truck? H14d: Look at it closely. H14e: Shoot the valve to create an oil slick. Q15: There's a roadblock ahead! What now? H15a: Are you going to let it stop you? H15b: Shoot something obviously. H15c: Killing the snipers will get you some points. H15d: But there's a better way to deal with them. H15e: Notice what they're standing under. H15f: Shoot the holoboard. H15g: You could go around the truck... H15h: ...but you're a superspy and do stunts. H15i: Slide underneath the truck for extra points. Q16: That helicopter is back! H16a: This is the big boss. You can't get rid of it that easily. H16b: You'll need to do something about those cannons. H16c: What do you normally do? H16d: Shoot the cannons. H16e: The helicopter has a backup plan however. H16f: Its missiles require you to be in sight. H16g: Anywhere to hide? H16h: Go underneath the awnings. Q17: HOw do I destroy the helicopter? H17a: Concentrate on avoiding it first. See the hints above. H17b: A solution will present itself. H17c: Notice that ramp? It's not there for show. H17d: Ride on the ramp. H17e: In the air? See anything to target? H17f: Shoot the rotor blades. Q18: Can I have a list of available points for the videogame? H18a: Only look at this if you're totally stuck and the above hints don't help. H18b: Still here? H18c: Here's the list of points and actions you need for a maximum score of 4000. 100 Shooting the showroom guards 200 Running over showroom guards 200 Destroying the showroom motorcycles 300 Driving through showroom window 250 Taking out the helicopter searchlight 50 Shooting off the padlock 100 Smoking the stairwell (shoot fire extinguishers) 250 Shooting a fission grenade in the stairwell 300 Shooting the sedan's tires 400 Flooding the road with oil (shoot tanker valve) 300 Shooting the holoboard 400 Sliding underneath the truck 300 Destroying the helicopter's cannons 150 Driving under the awnings 200 Driving up the ramp 500 Shooting the helicopter rotor blades (and finishing the videogame) These are non-ideal solutions and won't earn you the maximum score. 100 Riding over the men in the stairwell 25 Taking out a pursuing motorcycle (can be repeated) 100 Destroying the oil tanker 100 Shooting the roadblock snipers Q19: I've beaten the videogame. Is there anything more to do here? H19a: Do? No. Look at? Possibly. H19b: Don't continue unless you've searched Zacharias' office. H19c: And jacked into his cyberspace port. H19d: The glass pyramid here resembles the one in the pentagon. H19e: See any numbers around? H19f: Try playing the game. H19g: Look at the high scores very carefully. H19h: One of them is by Mother Nature. That's the second security code. LEVEL 29 - FAME AND FORTUNE CASINO ---------------------------------- Q1: I don't like gambling. H1a: You have little choice. H1b: But you won't be playing for money. H1c: Or spending anything. Q2: How do I get upstairs? H2a: Have you tried going up? H2b: Did you listen to the attendant? H2c: You need to prove yourself worthy. H2d: There are three games you need to win. H2e: Win the Lucky Dip, Wheel of Fate and the Lottery. H2f: Don't worry about getting caught cheating. That's a good thing. Q3: How do I win the Lucky Dip? H3a: Have you tried playing. H3b: Despite the name, you can't win through luck alone. H3c: You need to know the number you pick in advance. H3d: Have you looked at the balls? H3e: The blue text? H3f: Got anything you could substitute? H3g: Your wristwatch would do the trick. H3h: It only works when its really dark. H3i: What provides light in the tank? H3j: Any way you could cover the lamp up? You don't have much. H3k: Cover the lamp with a metal ball. Then show the woman the watch. H3l: Give the attendant a number to match the time you'll show her. H3m: Timing is crucial here. Try again if you don't get it. H3n: And the balls are numbered 1 to 800 so you can only do this before 08:00. Q4: How do I win the Wheel of Fate? H4a: Play it a couple of times to see what happens. H4b: You can't rely on luck. H4c: Have you tried deliberately turning the wheel to a gold segment? H4d: You need to know how fast the wheel turns. H4e: It moves too quickly to see. H4f: Judgment is blind, like the attendant says. H4g: The wheel's making a real racket. H4h: Listen while the wheel is turning. H4i: Now you can make it land on the gold segment. H4j: But you'll need to be specific when you turn it. Q5: How do I win the Utopian Lottery? H5a: It's a real lottery. H5b: But the odds are much better if you know the secret. H5c: Have you tried saving, restoring and watching a draw again? H5d: The numbers follow a set sequence. H5e: But saving and restoring won't work because the attendant will test you. H5f: Watch several draws in a row and make a note of the numbers. H5g: There's a pattern the numbers follow. H5h: More specifically, three patterns. H5i: Meagan in the arcade room has a hint. Ask her about the lottery. H5j: One of the numbers is always prime. H5k: That number follows the sequence of prime numbers between 1 and 50: 2, 3, 5, 7, 11, 13, 17, 19, 23, 29, 31, 37, 41, 43, 47 H5l: One number is a multiple of 10, decreasing each time: 50, 40, 30, 20, 10 H5m: The last number is a square number, increasing in sequence: 1, 4, 9, 16, 25, 36, 49 H5n: None of the numbers overlap. At the end of each sequence the number starts again from the beginning. H5o: Based on the last three lottery numbers, you can work out the next three. Q6: Is Meagan good for anything? H6a: You can ask her questions. H6b: She won't help you with the mission in the casino. H6c: Apart from giving a couple of hints. H6d: She has something else you need. H6e: Look at Meagan's clothes. H6f: Ask her about the Freedom. H6g: She has the Zara McCoy subbuteo piece. Q7: How do I play the trivia game? H7a: Have you examined the machine? H7b: No tokens? You'll have to borrow one. H7c: From someone close by. H7d: Meagan has a lot of tokens to play with. H7e: Try asking her for one. H7f: You'll have to take her up on the offer. H7g: Tell Meagan to put a token in the trivia machine. Q8: Meagan always beats me! It's not fair. H8a: The quiz questions are the same each time. H8b: But four are chosen at random from a set of eight. H8c: With practice you can get all four right. H8d: But the best you can manage is a draw. H8e: Unless you cheat somehow. H8f: Look at the machine closely. H8g: Not everything is on the front. H8h: Pull the machine away from the wall. Now look again. See anything familiar? H8i: You can hack into the machine and mess with it. H8j: But put it back before asking Meagan to play. Q9: I hacked into the trivia machine. What should I do? H9a: Did you examine the machine before jacking in? H9b: Note the button colours. H9c: Have you played against Meagan? H9d: These are the databanks of questions and answers. H9e: You can change the answers so Meagan gets her questions wrong. H9f: What do you normally do with soccer balls? H9g: Kick the balls to change the answers to that colour. H9h: You can change the answers to whatever you like. H9i: It's probably easier to change them all to one colour. H9j: That way you'll remember the change. H9k: And Meagan is guaranteed to get a question wrong. Q10: I've beaten all the games, but can't get into the manager's office. H10a: You only need to beat Lucky Dip, Wheel of Fate and the Lottery. H10b: Have you visited the woman again? H10c: More hoops to jump through. H10d: The permit is for the game zone on level 28. H10e: Go there and score at least 2000 points, then come back. H10f: Now you can go upstairs. H10g: But can only see the manager once per day. Q11: What's my objective in the manager's office? H11a: You can't get information from him directly. H11b: And he won't volunteer any. H11c: Look around the office. H11d: Notice the cyberjack interface port on the desk. H11e: You need to jack in to get the information. Q12: How do I distract the manager? H12a: You have no choice here. H12b: Have you tried distracting him? It's obvious what he wants. H12c: A kiss might work. H12d: Sounds like he's into rough stuff. And he likes tough girls. H12e: Beat him up a little then try again. H12f: Now he's distracted. Q13: Where's the cyberjack for the cross shaped interface port? H13a: He doesn't trust his security staff that much. H13b: The manager has the cyberjack on him. H13c: It's in his jacket. H13d: You'll need to distract him first. See the hints for Q11. H13e: Now you can get the cyberjack. H13f: Just don't let the manager see you with it. Q14: How do I reach the interface port without being seen? H14a: It's difficult from the middle of the room. H14b: You need to decide where to distract the manager. H14c: He likes being pushed around. H14d: So push him onto the desk first. H14e: You'll need to keep him there. H14f: Get on top of the manager... or the desk. Q15: I'm in the manager's cyberspace room, but can't open the treasure chest. H15a: Look at the chest. H15b: You need something to put in those slots. H15c: The items are nearby. H15d: The playing cards will fit, but you need to choose specific ones. H15e: Remember the manager's tastes. H15f: He has a thing for black women. H15g: The cards you need are the queen of clubs and queen of spades. H15h: Put those cards in the slots, and the chest will open. Q16: What should I do with the wealth of information? H16a: It's in cyberspace. H16b: You can't take the information with you. H16c: But you do need to look at it. H16d: That's all you can do. Q17: I've got the information. How do I get back into the manager's office? H17a: Why do you want to? H17b: You have everything you need. H17c: So there's no reason to go back. Q18: I've completed my mission in the casino. What next? H18a: Remember Zacharias' instructions... assuming you have them. H18b: If you haven't been to the biodome on level 12, go there. H18c: If you've already completed that task, the only place left is the film studio. H18d: The gates are open now, so go to level 27. LEVEL 30 - NEO WEMBLEY STADIUM ------------------------------ Q1: How do I get into the stadium? H1a: It's off limits for most of the game. H1b: Until the very end. H1c: Don't continue until you've got class one citizen status. H1d: And discovered Lucy Song's secret. H1e: Now you can finally get inside. Q2: I'm inside the stadium. What am I supposed to do here? H2a: You know where the bomb is. H2b: And you're invisible. H2c: You can't do anything from the stands. H2d: So go down to the pitch. Q3: What's my strategy for stopping Lucy Song? H3a: Lucy Song's hard to deal with while she's running around. H3b: Getting her off the soccer field would help. H3c: You're invisible so take advantage. H3d: Push Lucy around. She'll retaliate and get dismissed. H3e: Well? Go follow her down the tunnel. Q4: How do I get past Amber Bear in the changing room? H4a: For a minute to so, you're very dazed. H4b: Concentrate on dodging her attacks first. H4c: A high swing can be ducked. H4d: And you can jump over the low swing. H4e: Her third attack is unstoppable. H4f: You need something to use against Amber. H4g: There's not much to play around with. H4h: Not with that bench in the way. H4i: That's the only thing in reach. H4j: Look at the bench after Amber's swung it once. H4k: That splinter will have to do. H4l: You can't get it until the bench is really damaged. H4m: Amber Bear is out of attack range. H4n: So you'll have to do something else. H4o: Throw the splinter at Amber. Q5: I've dealt with Amber. What about Jet Scorpion? H5a: Jet has you in a stranglehold. H5b: You can't deal with her alone. H5c: There's someone else in the room. H5d: That should be something. H5e: Have you looked at Lucy's body and head? H5f: She could operate her body remotely, if she had power. H5g: There's a source of power nearby. H5h: If you don't do something it'll be the death of you. H5i: Jet's whip can be electrified. H5j: Turn the whip on, but make sure you're holding the head first. Q6: Lucy's helping me out with Jet. What's the plan? H6a: Lucy Song gave you one. H6b: Grab the decagonal headed cyberjack. H6c: Then run. Q7: I'm trapped on the arch. Should I make a deal with Gustav? H7a: You can if you want. H7b: But that's rather selfish. H7c: And not the best of endings. H7d: But you'll survive. Q8: I don't want those people to die. What are my other options? H8a: The plural is optimistic. H8b: You do have one other choice. H8c: Listen to Lucy Song. H8d: She has an interface port to disable the fission core. H8e: But you need a strong wind to move her hair. H8f: And there's no breeze. H8g: But you could create one. H8h: Sometimes you have to make sacrifices. H8i: Jump. Q9: Help! I'm falling! H9a: You don't have much time. H9b: Act quickly. H9c: There's an interface port. And a cyberjack. H9d: You should know what to do by now. H9e: See the interface port on Lucy's head? Jack into it. Q10: I'm in cyberspace. How do I disarm the fission core? H10a: Obviously you need to cut the wires. H10b: You need to cut all eight of them. H10c: Naturally, they must be cut in the correct sequence. H10d: Intuitively, each wire is only cut once. H10e: Lucy Song gave you the sequence just now. H10f: The eight things she mentioned refer to a wire. H10g: From immigrant to class one citizen. That refers to the jewel colours. H10h: Steel Rose to Utopia Freedom. What colour is a rose? And what colour do the Freedom wear? H10i: From newbie to golden girl. What's the colour for a newbie? And what colour is gold? H10j: What colours represent evil and good? If you've worked out the others, there are only two wires left. H10k: The correct sequence of wires is: clear, purple, red, blue, green, yellow, black, white. Q11: I diffused the core, but now I'm dying. H11a: Those people are still alive. H11b: Your mission is complete. H11c: All you can do now is wait for the end. Q12: Is there a better ending? H12a: You could have given the head to Gustav. Not exactly better. H12b: Death isn't necessarily a bad thing. H12c: You're an inspiration. And others may follow you. H12d: If you got maximum points, then you got the best ending. =========================== ---ADMINISTRATION LEVELS--- =========================== GENERAL QUESTIONS ----------------- Q1: How do I get to the administration levels? H1a: The first level of the Arcology you visit is there. H1b: But you won't be back for some time. H1c: Neither occasion is voluntary. H1d: You're brought to level 33 after a certain event takes place. H1e: That event is late in the game. H1f: After that, you'll be a class one citizen and have access. LEVEL 31 - MEDICAL FACILITIES ----------------------------- Q1: Is there more than one place to visit? H1a: Isn't the morgue enough? H1b: There's nowhere else to go on level 31. Q2: What can I do in the morgue? H2a: You can collect Professor Zacharias' personal effects. H2b: All one of them. H2c: You'll need the ticket. H2d: But the coroner won't let you touch the body. H2e: That doesn't mean there's nothing else to acquire. Q3: What's the ticket for? H3a: A trip to Mars. H3b: Sort of. Have you examined the ticket? H3c: It's for the travel agent on level 26. Q4: What else can I get from Zacharias' body? H4a: Nothing by yourself. H4b: He has something you need... in a sense. H4c: You'll have a better idea if you've visited level 32. H4d: Zacharias has a safety deposit box. H4e: You need his eye to bypass the retinal scanner. H4f: But you can't touch the body. H4g: A qualified doctor is on site. H4h: Ask the woman for Zacharias' eye. H4i: But be careful carrying it around. LEVEL 32 - BANK OF UTOPIA ------------------------- Q1: More security cannons? H1a: Utopia takes its security seriously. H1b: Don't screw up here. Q2: Whose safety deposit box should I access? H2a: Know anyone important? H2b: He's not around any more. H2c: Professor Zacharias probably had a box. H2d: Getting into it is a must. Q3: What do I need to access the deposit box? H3a: Have you looked around? H3b: Examined the terminal? The sign? H3c: You need something to bypass the retinal scanner... H3d: ...and a security code. H3e: Which is five separate four digit numbers. H3f: Don't attempt to access the box until you have everything. Q4: The yellow contact lenses don't work! H4a: Of course not. Security is tighter here. H4b: There's an inbuilt safety measure. H4c: Which means only a real eye will work. Q5: Where and how do I get Professor Zacharias' eye? H5a: Remember what the professor said before he died? H5b: Utopia takes bodies to the morgue. H5c: The morgue's on level 31. H5d: See the hints for that level if you're still stuck. Q6: Where do I find the security code? H6a: It's complicated. H6b: But Zacharias stored it in a safe place in case something happened to him. H6c: Begin by searching the professor's office. H6d: You need to access his cyberspace domain. H6e: See the hints for level 25 and cyberspace for more information. Q7: I've opened the deposit box. What use are the items inside? H7a: The subbuteo piece will be handy later. Keep it. H7b: The other item has a more immediate use. H7c: Have you examined it? H7d: Squeeze it to play a message from Lucy Song. Q8: I've heard Lucy Song's recording. Now what? H8a: She said a number of important things. H8b: Including information on the subbuteo pieces she gave Zacharias... H8c: ...and the name of another person who has one. H8d: Know anybody called Bruce? H8e: Remember the man in the retirement home? H8f: Go to level 20 and ask Old Bruce about Lucy. H8g: You need to be persuasive. See the hints for level 20. LEVEL 33 - POLICE STATION ------------------------- Q1: I've been captured. H1a: It doesn't look good. H1b: But there's no way to avoid it. H1c: So relax as best you can. Q2: How do I escape from the containment field? H2a: Have you examined it? H2b: Tried to break it? H2c: Talked to the people outside? H2d: The Utopian cells are a secure facility. H2e: The only way out is when they let you out. Q3: How do I save Professor Zacharias? H3a: You'd need to be outside the containment field. H3b: Which is escape proof. H3c: In other words, you can't. H3d: But pay close attention to his dying words. Q4: Where should I begin my search for Lucy Song? H4a: You're a class one citizen now. H4b: And you have access to more areas. H4c: You can visit Lucy's estate on level 19. H4d: But you'd be advised to start in Professor Zacharias' office. LEVEL 34 - JUDICIAL CHAMBERS ---------------------------- Q1: I can't go anywhere on level 34. H1a: This is where Utopia sentence criminals. H1b: Do you want to be sentenced? H1c: Are you on trial? H1d: Are you a witness in a case? H1e: Are you part of Utopia's justice system? H1f: Have you received instructions to come here? H1g: So what are you doing here? H1h: There's nothing to see or do on level 34. LEVEL 35 - REGISTRATION ----------------------- Q1: I'm stuck on the landing pad. H1a: Why not have a look around your new home? H1b: At the laser fields? H1c: And the not so friendly troops? H1d: Follow up on Nanci's instruction. H1e: He'll give you a prod if you wait long enough. H1f: Focus on the troopers. H1g: This is an important ability. Q2: What can I focus on? H2a: Most things in the game. H2b: Nanci usually has a comment. H2c: Sometimes not so helpful, but other times essential. H2d: It's worth focusing on everything you come across. H2e: Especially if it's techonology. Q3: I'm in the waiting area, but nothing happens. H3a: Something does happen shortly after you arrive. H3b: Someone dropped something in the grate. H3c: And you need that item. H3d: The guards are busy processing and there's a lot of immigrants. H3e: So go grab that thing. Q4: I can't find the item the guard dropped. H4a: You did examine the grate? H4b: It's not much use closed. H4c: Have you looked at the water? H4d: You know there's something there. H4e: If you can't see it... H4f: Feel the water... or reach into it. H4g: The antiviral inhaler will prove very useful. Q5: What do I do at the registration terminal? H5a: You're given precise instructions. H5b: Which you need to follow. H5c: Begin by inserting your visa. H5d: But make sure you examine it first. Q6: The machine's asked for a passport, but I don't have it. H6a: Alice isn't stupid enough to come without one. H6b: She has it with her. H6c: Did you look at what you're carrying? H6d: The jacket can be opened. H6e: Your passport is in the inside pocket. H6f: Follow Nanci's advice and look at it. Q7: I don't know the answers to Teresa's questions. H7a: You have all the information you need. H7b: Be sure to examine the visa and passport before you give them up. H7c: And take a look at the clothes. H7d: Your full name is Alice Wei Ling. H7e: You were born in Shanghai China. H7f: The other questions require some deduction. H7g: Remember to be simple when giving answers. Q8: What's my age? H8a: Have you examined yourself? H8b: Alice is in her mid twenties. You could try guessing. H8c: But there's a way to know for sure. H8d: Examine the terminal and remember the passport. H8e: You were born in 2141... H8f: ...and the current year is 2165. H8g: Your birthday has passed. That makes you 24 years old. Q9: What's my previous occupation? H9a: Did you examine your clothes? H9b: Your cover story is you cleaned sewers in Shanghai. H9c: So try sewer cleaner... or cleaner... or janitor. Q10: What about marital status and child's name? H10a: Remember the description of the visa. H10b: You're a widow. That'll work, and so will single. H10c: Nanci gives you a clue to the child's name. H10d: Baby boy? Personal signature? H10e: Nanci named the child after himself. Q11: I've tried using the antiviral inhaler, but nothing happens. H11a: Have you examined the inhaler? H11b: Focused on the inhaler? H11c: There's more to it than first appears. H11d: It doesn't work because the inside is hollow. H11e: Have you tried opening it? H11f: Pulling obviously doesn't work. H11g: Look at the description closer. H11h: You can unscrew the inhaler. H11i: It can be used to transport small items around the arcology undetected. Useful for illegal stuff. Q12: What's this black screwdriver? H12a: It looks like a normal screwdriver. H12b: But the description might tip you off. H12c: Nanci's the technical one. H12d: Focus on the screwdriver. H12e: It's actually a morphtool. H12f: Best put it back in the inhaler for now. Q13: What should I do in the decontamination chamber? H13a: Most stuff here is as it appears. H13b: You need to clean yourself. H13c: First throw those work clothes in the chute. H13d: Then take a shower by standing on the platform. H13e: You can now get the bodysuit. Q14: I've put the bodysuit on but it doesn't come off. H14a: That's intentional. It's designed that way. H14b: You'll be wearing the bodysuit for the rest of the game. H14c: So get used to it. Q15: I can't leave the decontamination chamber. H15a: You can't go back the way you came. H15b: So you need to go north. H15c: First you need to get changed. See the above hints. H15d: There's one more thing you need to do. H15e: Did you examine the bodysuit? H15f: That indentation looks useful. H15g: Got anything rectangular shaped? H15h: Put the ID tag on the suit. H15i: Now you can proceed. Q16: What can I look for in the level directory? H16a: Anything you want. H16b: It lists what's on certain Arcology levels. H16c: If you need to find a place, this is where to look it up. Q17: Where should I go first? H17a: You don't have a lot of choice. H17b: Remember Nanci's advice. H17c: Find your apartment. Look that up in the directory. H17d: You're not the luxurious type. H17e: You need to go to the standard apartments on level 18. Q18: What items can I take in the transporter tubes? H18a: Certain items are restricted to the level you find them. H18b: And other things are completely illegal. H18c: There's more information in your apartment. H18d: And it might be a good idea to inspect the inhaler more closely. See the above hints for more advice.