THE WARD - part 1 Solution by Peter Clark Your name is David Walker and you are a member of the Apollo XIX crew. Your mission is to collect information about unexpected seismic events detected on the moon's surface. As the mission approaches completion, something attacks and kills your fellow crewmen. It is now coming after you. During this adventure you will learn that forces that are beyond your grasp have given your true mission to you. It is possible to play the game in either EASY or NORMAL mode. You will get no clues in the NORMAL mode and you will be on your own. You can, however, switch between either mode by pressing F9 then SHIFT, CONTROL and E keys at the same time. Episode One - The Beginning. After the opening scenes, you find yourself in an alien craft of some kind. On the left wall there are a couple of control panels. There are two dead bodies on bunks and you seem to be wearing some kind of necklace. You also have nothing in your inventory. Looking up will reveal a strange sort of floating sphere. Go across to the red and green control panel on the left and click on the centre screen. It looks like a chart or blueprint of some kind. Click on any area within the grid and a red bar appears across the top of the screen. Click on the leftmost position that has a yellow underline. It will display the game screen again. Clicking on some of the other positions bring up a foreign language that you cannot understand at present. Now click on both the red and green bars to either side of the screen. They both have small slots in but you have nothing to use in them yet. Go to the body on the cot to the right. It is an alien. Go into close up and click on its pocket to get a blue Med Card. Examine the sign on his uniform. It looks like an acorn that has been split down the middle. Leave this body and then go to the other one. This time it is human but there is nothing of use to you there. Look at the case towards the front of the screen. Pick up the screwdriver and look at the newspaper and clothes. Search around and look at everything that you can find in the room and then leave through the door at the back. As you leave, the necklace will start emitting a wailing noise that will eventually drive you back inside the room. You do, however, have a little time before this happens. Leave the room again and look at the dead alien nearest to you. Take his Red/Blue Security Card. Back in the cabin; use the Red/Blue card on the left panel. This will silence the necklace for good. Go back to the Passage and look at the first alien again. He is wearing a ring but you cannot remove it. Pick up the laser pistol from the floor. Currently it is uncharged but you might need it later. There is another alien body on some packing cases. You can search him but he has nothing useful. If you go towards the door at the far end you will see that heat is coming from behind it so it may not be a good idea to go that way. Near the door is another alien body. Examine it and take the ring from his hand. Look at the door to the left in the centre of the passage. There is a sensor alongside it. Use the Med Card on the sensor to open the door. Go through into what looks like a strange laboratory. Use your Med Card on the red sensor to the right of the door that you entered by. It will activate a screen to the right of the sensor. Click on the screen for a close up then touch the symbols on the bottom left to find out that they operate the suspended surgical instruments. Press the left hand one of each pair to bring down some knife blades. Now click on the blades to break one off. Now you can go back into the Passage and use the knife blade to remove the ring from the dead alien. Go to the far right corner of the room and look at the console there. It has a red sensor at the upper left. Use the Med Card on it to see a close up of some alien symbols. You are not able to use these yet so exit the screen. Look at the blue cabinets above the console. They are filled with jars of tissue. Look at the cabinet at the bottom left. You will find three blood samples in there. Take them and put them in your inventory. Go through the hatch to the left. You will now see Walker standing in the doorway. There is a blue light on a raised platform just in front of him. Click on this to see that it is a microscope. In close up, click on the small upper and lower buttons until you are able to align the two circles inside the sphere. When you have done that, click on the centre bar and the circles will turn red. This releases the sample from the microscope. Take blood sample No.3 from your inventory and put it in the microscope. Using the buttons on the pad to the left, inspect and bombard the sample with rays. You will see something happening on the table in the centre of the room where there is some pulsating matter. You have to use all the buttons. Align the rings again and remove the blood sample. Now take the glowing lens out of the microscope. At this point, the room will go dark but the emergency lights will come on after about ten seconds. At this point, you could explore the room and the machines but none of them are of use to you at the present. Use your Med Card on the left side hatch sensor and enter a passageway. Stand still and you will see a laser fight between an alien and someone unseen. Wait for a lull in the firing and then cross to the door on the other side of the passage. Look back, wait for another break in the fighting then quickly go into the passage and take the green ring from the body of the dead alien. Return to the doorway and click on the blue sensor to see that you need some kind of light to operate the panel. Take the glowing lens from your inventory and use that on the sensor panel to the right of the large doors. You will get a close up of the controls. Take the screwdriver from your inventory and use it several times on the upper left panel to open it revealing three circuits. The third switch in the lower position is blue. Click on it to turn it red like the others. All three circuits are now functional. Below the circuits are three sensor positions. You will need the three rings that you have found to operate them. As the puzzle is random, it is impossible to give the correct sequence here. A timer sequence also operates so you will have limited time to obtain the correct sequence before the system resets and you have to begin again. Try placing the Green, Blue and Cyan rings on the panel and if you get one green line showing at the bottom of the display, you have the first colour sequence correctly placed. You cannot use the same colour twice in the same sequence. When you manage to get two correct sequences, the alien in the passage will throw you a red ring. You now have to use the red ring in the third sequence to open the door. It might be a good idea to save your game before opening the door. (Remember the third colour sequence, as you will need it later.) When the door is open, click on the sensor immediately to the right of you or a security drone will shoot you. You now find yourself in another large cabin with a holographic projection device in the centre. Go to the far end of the centre table and press the smaller oblong button on the table. A Memorizer panel will rise from a larger panel on top of the table. You cannot do anything with it yet but the Memorizer remote can be put into your inventory. You can now look around the room at the various panels. You may have worked out that one of the screens shows the moon base. The stationary green cross is the dead human in the first cabin. The flashing red crosses are the live aliens. The circulating red diamond symbols are the security drone and the green symbols are security robots. You do not yet know what the red cross in the upper right corner might be. If you click on the second position to from the left on the top bar you get a red overlay of the map. Again, you don't yet know what this means. Another of the consoles has a slot for a ring but you do not yet have the ring that fits. Click on the glass door at the back of the room and go through into another cabin. This is another good place to save your game. Explore the console etc in this room. You will also see another hologram projector device. This time it is installed in one of the cots. When you have looked around, use the door on the left of the room. You will find yourself in a long stone passage. Go to the far end and through the large door into a circular room. There is a large black globe floating above the floor. Around the walls are reddish symbols and on the floor there is a green circular platform. Suspended in the air towards your side of the platform is a silver disk. Click on this and Walker will walk over to it. Click on the plate and it will glow and display some symbols. Click on the plate again and you will be able to put the plate into your inventory. Now touch the plate again and it will move away from you. Another plate has appeared in the same place. Touch this again and it will shower you will sparks and move away from you. It now looks reddish in colour. Touch the reddish plate and you will take some tiles and a crystal cone and put them into your inventory. If you click on the circle of lights around the wall, they will be shown as an energised section. Now it is time to solve the floating tile puzzle. Look at the engraving on the floor. You will have to fit the tiles and the cone into this pattern. The pieces will fit easily but you have to use the correct pieces and they have to be the right colours. The rings must be Cyan and Green and the triangle must be Yellow and Red. The last piece to be inserted must be the green one. When you have this completed correctly, you will see a video scene in which you find out more about the plot. You will also meet some friendly aliens who will give you some ammunition and a communicator. You are told that you must sneak onto a space ship leaving for Mars. On the ship you will find someone who will help you. Firstly you have to get a bio container to preserve the crystal cone. They are stored in the hanger and you will have to use your necklace to cause a distraction in the security system. Perhaps you will also have to use the Memorizer. The aliens say goodbye and beat it, as there is something after them. You leave through the door that you came in by and have to use the sequence of colours that you hopefully remembered earlier on the panel at the far end quickly before you are shot. When you eventually manage it, close the door inside as quickly as you can to become safe. Go over to the screen with the red symbol on it and click on it. You are now able to read the alien language with no problem. Maybe it was the Techno Virus that you swallowed? There is a lot of information here that is not necessary for the completion of the game but it gives a bit of background to it. Go back to the room that has the large hologram unit in it and cross to the console closest to the opposite hatchway. On the way you might notice that the glass wall has been damaged by robot fire. The console has a slot for a ring and any of the rings that you have will operate it. It will give you authorisation to use the moon base map. Click on the tiles across the top to learn a bit more about the place and the way it works. Finally click on the LIFE SUPPORT tile. You will see an overlay of red lines. The oval shaped nodes near the centre are security controllers. Clicking on them turns them from red to blue and back again. There are two red diamond markers moving about the system. These are security drones and you need to isolate them. Try to isolate them in the north/south passage of the four-way intersection. That will keep them out of harms way for a while. Now find the green anchor shaped icons. There are two. One is stationary to the right of the diagram and the other is moving around the left side of the screen. Click on this one and select Checkpoint exh.2 from the panel that will appear as you click on it. He will then travel to this point and stop. At this point, the control nodes should be as follows: - Top - Red, Bottom Left and Right - Blue. Exit the close up screen and click on the ventilator between the two consoles. You cannot shift it manually. Go into your inventory and use the ammunition on the laser gun then use the gun on the ventilator grille. A cut scene will show the grille falling off. Go inside the hole and to the right up a slope. When you get to the crossroads, turn right. Go towards the dark shape at the end of the tunnel. It turns out to be the immobilised robot. When you reach him use the blade from your inventory on his hand. This is to the lower left of him. Take his hand and put it in your inventory. Now use your Memoriser. Use the scroll arrows to select Comm.Link to Maintenance Robot. Choose Transmit and click on it. Now click on Receive to see the robot's routes. Scroll to Routes 102 and 103 in turn and click on receive for each one. Finally click on Abort.com link and exit the Memoriser. Go back to the intersection and turn to the right. You will see a red flashing light in front of you. Behind this is a grating that you must reach. The flashing light will prevent you from doing this so go back to the Control Room and adjust the nodes so that the diamond markers are confined to the right of the screen. Now you can return to the tunnels and go past the point where the red light was to the grating. Use the robot's hand to unscrew the top two screws and then you will be able to remove the grating. Jump down into the passageway and make your way back to the room in which you started the game. Use the Memoriser on the floating sphere. Select Sec.Sphere then select Level 6. Use Receive to get the code that you need. The Memoriser will tell you if you have generated the code correctly. Leave the room and use the Med Card to re-enter the Med Lab. If you go to the console at the far end of the room you will find that you can now read the alien writing. Click on Obductee's Menu and read the contents of the Personnel menu and the Last Action Report. Click on Security Beacon necklace Removal and you will be told to approach the Utiliturret A. This is the robot with the red light on top. Make sure that you leave the close up screen in view and go to the robot. He will automatically remove the necklace. It is still active but you can now put it in your inventory. Use your Med Card to get back into the corridor and climb back into the ventilation duct. Make your way back to the Control Room. Use a ring to get access to the security system again and click on LIFE SUPPORT. Alter the route of the two robots so that you have access to Checkpointech.2. Go back into the ventilation duct and left at the intersection. Go left again when you come to the wall. The Maintenance Robot should be in front of you. Use the Memorizer. Transmit the Sector 102 and 103 codes to the robot. You must receive a "Transmit CRC Ok" message each time to be sure that this has been done properly. Exit the Memorizer and then put the necklace on the robot's uplifted arm. Go back to the Control Room. Use the ring again to gain access to the security grid and click on the robot that you have just given the necklace. Click on Sector 103 and all four robot positions should be lit up. This will send all the robots off on a wild goose chase. Now you are able to use the exit hatch in the Control Room. Leave the room through the right side hatch using the Med Card. Go across the passageway and into the Microscope area in the Micro Lab. Go to the central pedestal apparatus and put the bio container (the pulsating matter) back on the pedestal. Now replace the glowing lens back in the microscope. Click on the horizontal yellow button to close the microscope. Get Blood Sample 3 from your inventory and place it in the microscope. Use the small control pad in the close up screen. Press the "X" at the upper end of the panel. You should see the words, "Human DNA" and be able to see a white DNA strand. Push the far right button to bombard the pulsating matter on the pedestal with human DNA. Exit the microscope and go to the pedestal. Pick up the pulsating matter. In your inventory, insert the crystal cone into the bio container. It is now safely stored but you need to scramble the code to open the bio container so that only you can use it. Use the Memorizer on the bio container. Select COMM.LINK TO BIO CONTAINER. Press TRANSMIT and you should see a line of zeros appear. Press ABORT COMM.LINK and then GENERATE a code. You should get a code c34a7he98pg3740ty773. It is only necessary to remember the first five or so digits or numbers so that you will be able to identify this code from another that you will have to generate later. Now use the SCRAMBLE button to generate another code. Write down this code also. Select the COMM.LINK TO BIO CONTAINER and press TRANSMIT. The zeros should return. Use TRANSMIT again and to get back to the scroll screen and select the scrambled code. Click on TRANSMIT again and you should now see another scrambled code. Exit the Memorizer, scroll to the new code and press TRANSMIT again. You should now see a video sequence where the bio container is absorbed into your body through your hand. Save your game here. Exit the Memorizer and leave, using the Med Card, through the hatch that you entered by, to the left of the pedestal. When you are standing in the passage, put your Med Card into your inventory and pick up the Memorizer. Set it to SEC. LEVEL 6 and replace it in your inventory. Note where it is in your inventory, as you will need it in a hurry soon. Go up the screen to the right. As soon as you get to an area that looks like a Landing Bay, get the Memorizer and use it on the floating security sphere by pressing TRANSMIT. You only have a very short time to do this before you die! Now pick up the oxygen tank on the left and the face mask on the right and put them into your inventory. Get out the Memorizer and scroll to COMM.LINK TO CONTAINER. (Not Bio Container.) Press TRANSMIT and the RECEIVE to see and receive the Container Code. Write down the code. You need to go into the container on the right but before that, you need to change the bio container code again. Find that code line and SCRAMBLE it again. TRANSMIT the code. Exit the Memorizer and enter the container through the open hatch on the right of the screen. Open the Memorizer and find the Container Code. It could be the one under SEC. LEVEL 6. TRANSMIT to air the Container Code it will activate the container doors and they will close. Now combine the oxygen mask and tank in your inventory. If you have done everything correctly you will now be taken to Mars. Episode Two - The Mars Colony You should now find yourself on some sort of platform. This section of the game is not linear. Just try to keep moving and talk to everyone even though some of them will not be helpful. There are several ways to tackle talking to the "Bad Guys" but it might be better to keep a civil tongue in your head to avoid unnecessary trouble. It is also a good idea to keep your cards close to your chest and to reveal as little about yourself as possible until you have worked out whose side everyone is on. It is also not a great idea to show any secret items from your inventory to all and sundry. Ripper is disagreeable and is the first person that you will meet. He will take you to the boss, Jack Marshall. You will be told that you are now a member of the colony and that you simply have to obey the rules, or else! You will be given a Chamber Card that will give you access to your own room. You will then be taken to the Chamber area and told to try the card on your door. Yours is the one to the left that does not have a brightly lit red sensor by it. When you get inside, click on the bed and you will sleep. You experience a dream about finding the Quickener. When you wake up, click on the cabinet on the far side of the room. It is a slider puzzle, but you need something else before you can attempt to solve it. Leave your room and go left twice to where you see a man standing in front of the church door. This is Mike Shaffer or Pighead as he more commonly known. He will not talk to you yet. Go into the Church under the arrow and go forward towards the altar. Look at the book and you see that it is a Bible. Leave the Church on the right hand side and go left until you come to a screen that has a kind of red fountain at the back. Look at this to see that it is a kind of hologram. Continue left until you find a room with a similar fountain only white. Enter the rear door with the scanner. You should now meet the Brazilian lavatory cleaner called Sebastian Mezenga. Talk to him about all subjects to learn about the base, the aliens, the Bosses and some useful contacts, especially a woman named Jessica Blaze. When the conversation ends, the church bell will ring and you will automatically go to the Church. Here, Jessica will talk to you and arrange a meeting. When the service ends, you will be taken to see Marshall and beaten up. When you come round, there is someone in a white coat talking to you. This may be Dr Morgan. Talk to him and then go two screens to the left into the Casino. Talk to Hacker who, if he is there, will be standing at the back near the pictures. He tells you that he will talk to you more later. Leave the Casino. If Jessica is not outside, go to the Church and you should find her there. She is wearing black shorts. Talk to her and she will fill you in about the people's suspicions about you and that you appear to be in line with Marshall and the bad guys because you have still got your flight suit. She tells you to meet her back in the Casino. Return to the Casino and talk to Hacker. He is the one with the black shirt and purple tie. He turns out to be the manager of the Casino. He will tell you that neither the Greys nor the Reptoids have the knowledge to have created the bio-containers. You will also find out that it is dangerous to carry one of the bio-containers inside you for a long time. When you have finished talking to him, talk to Jake Palminski, the radioman. You learn that Jake has a crude radio but that there's a force field around the Colony that prevents radio waves from escaping. The people are able to receive incoming Earth signals. You find out that the Colony is not only on Mars but also on Cydonia. Just where you need to be according to The Fraction. I wonder if The Nexus is anywhere around? Jake also tells you that there are pyramids on Mars and all over the Universe. They were created by a higher race known as The Makers. Jake tells you that the Reptoids may be aware that a bio-container was taken in the uprising recently at the Moon Base. You should be warned not to keep asking people about bio-containers. Take a look at Jake's radio before you leave. If Rosa Martinez, wearing a white shirt and jeans, is in the room, talk to her. She is suspicious of the Preacher and Doctor Morgan. Go into the Fortune Telling Room at the back of the room. If the Doctor is there, he will want to talk to you outside. Follow him outside into the Casino. You will learn a lot about the Preacher, Rita, the Reptoids and the Greys and the so- called rebellion. You don't have to talk to these people in this order. Just keep the plot moving by talking to them when they are available. Go back to the Fortune Telling Room and talk to Rita about escaping. Special implants are needed to be able to use the Speeders. You also discover that there are two groups of humans. Some are experimented upon and some are not. You tell her about your abduction. Look at the cabinet on the right. It is some kind of slider puzzle. Leave it for the present. Look at the Tarot cards on Rita's table. You cannot do anything with them yet! Maybe it will be better to come back when she has gone. Now you have to go into the Casino and play Blackjack. You have the CSM Model and your watch to use as stakes. You will have to keep playing until you win the gambler's personal card and the half card that belonged to Pager. Save your game when you have won this and after checking that the have the following in your inventory. CSM Model, Bio-container, Secret Symbol, Your Personal Card, Screwdriver, the Robot Hand, the gambler's card and Pager's half card. The silver dollar and the gold ring are bonuses as is the Rolex should you manage to win it back. NOTE: Don't worry about losing all your betting items as, once the gambler selects the CSM Model, you will automatically go on a winning steak. If Doctor Morgan shows up in the Casino, talk to him about Pager. If Jessica shows up, have a good long talk with her. Just who is that lurking around in the lab coat and the sunglasses? Jessica will also fill you in with information. Some of it you will have already obtained from other people. She will tell you of her suspicions about the U.S. Government and the Men in Black. After this long conversation with Jessica, leave the Casino and walk around talking to whoever you meet. Make your way towards the Church. If you see Jake the radioman, talk to him about the Men in Black also. When you arrive at the Church, talk to the Preacher. He will suggest that you meet him in his room. Just then Ripper arrives and takes you to Marshall. He does no more than warn you about who you are talking to. To be concluded next issue - o -