THE WARD - part 2 Solution by Peter Clark Concluded from last issue Go back down the passageway to the Church. Go right from here to the main entrance. The door on the right is the door to Preacher's Room. If he is not there yet, wander around talking to everyone that you meet. If you can find Sebastian, talk to him and he will probably tell you that it is safe to talk in the Casino Room and that there is a secret passage somewhere. About this time you should get a message that the Preacher is back in his room so go there and talk to him. You will find out that the Reptoids are trying to wipe out all humanity and that Pager was Jessica's boyfriend, Douglas. He is gone forever. The Preacher has an interesting closet in his room with another slider puzzle in it. Leave this for now and go back into the Church and talk to Rosa Martinez. If she is not there, wander around until you find her. She will tell you about her implant and more about what happened while you were on the Moon Base. Go to the Lavatory and ask Sebastian about the Holy Mountain that Rosa mentioned. Now leave and try to find Jessica. When you find her, meet her in the Casino and talk to her about everything. Talk to everyone and watch out for an opportunity to go into Rita's room while she is out. She will, at some point, leave without locking the door. If you haven't had a long conversation with her recently, you can most likely do this in her room before she leaves. When you are in her room alone, take the tarot cards from her table. You should have the Wheel of Fortune, the King of Pentacles and the Death Card. Put them in your inventory then use the Wheel of Fortune card on the cabinet on the right of the room. The card has the solution for the slider puzzle lock. You can use the Easy Mode to find out what the puzzle should look like and then go back to your game to set it up. When you exit the puzzle screen, the door to the cabinet will open. Move the books on the second shelf down and you will see a red sensor with a small slot. None of your pass cards will operate it so try the King of Pentacles card. A door will open behind Rita's table revealing a secret passage. Go through here quickly as it will close if you hang about. It is a good idea to save your game here if you haven't done so lately. Go into the room to the left and pick up the notebook from under the painting of the Earth. Now leave and enter the room with the green sensor by it. There is a book propped up on a crate or box at the back of the room. Move this and it will fall to the floor revealing a red sensor. You are unable to operate this at the moment so leave by the secret passage to Rita's Room and close the cabinet door. Now go through into the Casino. Here you should see Ripper having an argument with Rosa. You join in and rescue her from his unwanted attentions. Leave the Casino and find Hacker. He will ask you to meet him back in the Casino. Return there and talk to him. Show him the half of the Pager's card that you have. He will need the other half before he can try to repair it. Leave the casino and, if Jake gives you a message, find Rita and talk to her. At this point you can also talk to the Doctor again if he is around. He will tell you about Webber. Now find Rita and meet her back in her Fortune Telling Room. Tell her that she has been lazy and left her room unlocked. Now leave and try to find Rosa in the Church. She will tell you that the other half of Pager's card is in the locker in Slash's Room. She gives you a piece of paper containing the combination to his locker. His room is next to your own. Return to the Landing Platform and use the Gambler's card on the door to get inside. Use the locker combination on the cabinet and then solve the slider puzzle to open it. Inside you will find the other half of Pager's card. Leave the room immediately and go to find Hacker. Give him both halves of the card. Try to find Jake the radioman. He has found a note on his radio asking you to go to the Preacher's room as soon as you can. Find your way back to the Preacher's room. The door is half open and looks suspicious. Save your game before entering! Sebastian may approach you around this time but there is no immediate hurry to talk to him. Go inside the room and you find that it is empty. The door closes behind you and the air is slowly being pumped from the room. Unless you can escape quickly, you will suffocate. Try to open the door and use the bell button alongside it. No good! Above the door is a picture. Look at this in close-up and you will see a small switch on the right hand side about halfway up. Use this to reveal the device that operates the bell mechanism. Open the top panel using the screwdriver then click on the broken wires until they are in a cross shape. Press the bell button and you will blow the fuse. Take out the blown fuse. This is turquoise in colour. Put it into your inventory. Fix the wires again but, this time, do it the proper way so that the wires are not crossed. Click the CSM Model from your inventory on the fuse cap that is now on the shelf. Now put the fuse cap back into the mechanism. Ring the bell. There now follows a cut scene where you are rescued and you discover that the Preacher did not send you the note that Jake found on his radio. Talk to everyone and then leave the room. If they have already left, go into the Church and you will most likely meet Hacker. He will give you the repaired Pager card. Jake might find you and warn you not to go into the Casino for a while as Ripper is there and he is not in a good mood. Also find Jessica and the Doctor and talk to both of them. Jessica will tell you what happened when Douglas Pager was abducted and about Professor Webber. You will find out that there are three different types of implant. One for mental control, one for language translation and another for observation that is not used on humans. They will work on the Greys however and this gives you an idea. She also gives you more information on the Men in Black. She and Professor Webber have developed a decompression treatment that will restore people's minds. Webber is still around the Colony but his name is now Weirdstuff. Now find and talk to the following people: - Hacker, Rita and Rosa. She will refer you back to the Preacher so go and talk to him in his room. You will have to use Pager's card to enter his room and will find it empty when you go in. Ring the bell and then meet him in the Church. You ask him to "cover" for you at the Mass Service as you have something important to do and you don't want to be missed. Go to the Fortune Telling Room and open the cabinet by pressing "done" when the puzzle screen appears. Use Pager's card on the sensor again and go back into the secret chambers. Go ahead into the room with the sensor and enter. Use Pager's card on the sensor behind the book that fell off the box. The wall will begin to shimmer. Go through this wall into another room. There is a notebook on the table so pick it up and open it. Look at the star chart on the inside cover and look through the remainder of the pages. Jessica will come in and fill you in on some missing information. You will find out that Holbrook, the Preacher, is in fact, the Nexus. Jessica will take you to the Preacher and you will find out the rest of the story. After this conversation, you and Jessica find yourselves inside a ventilation system. You will arrive at the Central Core. Use Pager's card on the red sensor. The hatch releases and you are in the central section of the Colony with the flight centre ahead of you and the abyss all around. You and Jessica are on the ramp around the mid left of the screen. Go through the small red door on the upper left side of the screen. You will eventually find yourselves in the Fraction Headquarters. Go to the door at the far right rear of the room and use Pager's card on the sparkly sensor on the left of the middle door. The panel will turn liquid and you can walk through. On the far side you will see a white light. Follow this until you arrive in the Fraction Headquarters. You are told that it is possible to get the Memorizer back again and that they will get you to Draco where you will find the Holy Mountain. You are also confirmed as The Ward. The reptoids are after the Techno Virus and you will have to get it before they do. You have to have another key card before you can retrieve the Memorizer. Suddenly, you are all attacked and everyone is killed except you, Jessica and one member of the High Council who gets you safely back to the Colony. Episode Three - The Uprising Talk to the Preacher in his room. You will need to activate the bridge across the abyss to get the Memorizer back from the Control Room. Now Jake will tell you to mingle a bit and make yourself inconspicuous for a while. Leave the Preacher's Room and go out onto the Landing Platform. You should find Hacker here. Talk to him and then talk to everyone you find, especially Mike and the man in the sunglasses and lab coat. He will turn out to be Professor Webber. Now find Rita in the secret room behind the Fortune Telling Room. You will have to use the liquefied door again. Talk to her and use the notebook that you picked up earlier on the notebook on the table to make a copy of the star chart. You will need this to open the locker in your room later. Talk to Rita and she will tell you that there may be a bridge activator hidden somewhere in the Colony. When you leave Rita and subsequently the Casino, Ripper will accost you will end up in Sebastian's Room with Jessica and Marshall. Marshall has placed a security necklace on Jessica. You will finish up having a fight with Riper and killing him. Examine him and take his pager and his freezer. You now have fifteen minutes to complete the next task. Leave the Casino and, right where you are standing, do the following: - Use the Pager. Click on the long blue button to the left. Watch for the red light to flash then replace it in your inventory. Take out the freezer. The game will automatically position you in the best spot to ambush Marshall. Have the freezer ready when Marshall appears by the double doors. Wait until he turns his back on you then let him have it with the freezer. Examine him and take his freezer, his personal card and a note from his pockets. Go to Marshall's office and convince Slash that you need to get the Data Reader from his room. Go inside and find the safe on the far side of the room. Complete the slider puzzle to open the safe. When it is open, take the Data Reader then use the freezer on the world map on the wall. This is a hologram that hides a storage area and you can now get the Implant Gun. Leave Marshall's Office and go back to Sebastian's Room where Jessica is being held, still wearing the necklace. Give the Data Reader to Hacker immediately and he will encode the right sequence to free Jessica. After the cut scene, Jessica and Hacker will throw Ripper's body into the abyss. When you are left on your own, take the Data Reader from your inventory and use Marshall's personal card on it. Scroll the arrow so that it rests on BRIDGE DOWN then press the TRANSMIT button. There should now be a bridge in place across the abyss. Go across the bridge but do not enter the Control Room yet. Before entering the Control Room, use the Data Reader again to turn off the bridge. Enter the Control Room and use Pager's card on the right hand cabinet on the left wall. Take the Memorizer and the Implant Capsules that you find. Now you can remove the Bio-container from your body. Take the Memorizer from your inventory and scroll to the code that you scrambled earlier. Unscramble it then press transmit. You will now see a cut scene where the Bio-container is retrieved from your body. You will now have the Crystal Cone. Use the Data Reader to turn the BRIDGE ON again and leave the Control Room. Return to the Colony where someone will tell you what has been happening to Preacher John. Before going to see him, visit Rita in her secret room again. She will tell you that she believes that you have a Tracer Capsule hidden in your body. You realise that you will have to get it removed. Leave Rita and go to Walker's Room in the sleeping area. Go to the cabinet on the left side of the room and solve the slider puzzle to open it. The notebook that you found in the room behind the Fortune Telling Room will help you here. Inside the cabinet you will find some purple tiles. Take these and go back inside the Colony to find Professor Webber. Talk to him about helping you get rid of the Tracer Implant. He and Jessica will help you do this. Immediately this has been done, take the Implant Gun from your inventory and use the Tracer Implant on it. Leave the room and the Casino and go straight across to the middle door. This is where you will find the Preacher in a back room. Shoot him with the Implant Gun. Now go back and talk to Rita in the secret room. She is trying to activate the Crystal Cone. She gives you a clue to the solution. Use the purple tiles on the new page in the notebook and solve the Tile Puzzle. This is a relatively easy puzzle and, when you have completed it, put the crystal cone into the circle that is part of the completed puzzle. You will get a very bright white light. Put this in your inventory and go to the Preacher's Room. Use Pager's card to get in and try to open his cabinet. You will have to complete yet another slider puzzle. Look at the painting above the door and click on the top part of it where the cursor highlights. You will see the word REV with two lines under it. This is the solution to the slider puzzle. Complete the puzzle to open the cabinet. Inside there are some books. Try looking at the "Joyce Finnegan's Wake" and you will find the Preacher's personal card. Inside his Bible you will find another decoder but you cannot take it and you don't need it either. Now go and find the Preacher in the Guard's Room opposite the Casino. Stand near him and take the Data Reader from your inventory. Remove Marshall's card from it and replace it with the Preacher's card. Scroll down until you find a code beginning with "tt5" If you remember, the Preacher mumbled the words, "Picture - Double T5" Having selected this code, click on TRANSMIT and watch as the Preacher's hand begins to glow. Click on him to retrieve the PSI Communicator. Now use the exclamation mark on the unit to call Gowddeln, the High Council Fraction Grey who helped you escape earlier. You will talk to him and tell him that you now have everything that you need in preparation for the journey to the Holy Mountain. You will travel there via the Dorb Adiopter Star-ship. It is a reptoid supply ship. Gowddeln gives you a Pass Card and a Special implant with your personal ID Code. Next, he gives you a Holomask so that you can disguise yourself as a Reptoid. Take the Holomask and select Reptoid Maintenance with the blue buttons at the right on the Control Unit. Click on the exclamation mark. The Reptoid Disguise will envelop you. Go through the hatch on to the platform and to the larger exit at the top of the screen. When you arrive at the Dock Area, you will see an exit to the left. This is a dark alley. There is a smaller exit just to the right of this with a sort of small wall near it. Take this exit and you will enter a Pre-flight Staging Compartment next to the Draconian ship. There is now another timed sequence. Use one of the regular white implants from your inventory and use it with the Implant Gun. Now shoot the Grey that is standing in front of you with it. Talk to him about everything and you find out that his name is Bloom. Now put the Special Implant into the Implant Gun and fire it at the Bio-container that is still in your inventory. Use the Memorizer and transmit the code to put the bio-container back into your body again. Turn off the Holomask and talk to Bloom again. You will subsequently enter the Reptoid Star-ship. Episode Four. - The Alien Star-ship Now that you are in the Hanger on level D of the Dorb, you have the choice of continuing the game as Walker or Bloom. I chose Bloom. You can switch your identity using the new icon that appears on the screen. You can also trade items from your inventories. This is very useful, but it can only happen when both players are standing in the same area together. If you choose Walker then you have no inventory except the Bio- container. If you are playing as Bloom, you have an STD Card and a Memorizer. It is a good idea to practice switching identities and swapping items from your respective inventories to get the hang of it. First, as Walker, turn to Bloom and say, "I need you to do something for me." Click on the Container Room and, as Bloom, walk over to it. Use the Memorizer and select COMM LINK TO CONTAINER then hit the TRANSMIT button. Now press the RECEIVE button and make a note of the code that you receive. Now go over to the console and click on all three levels of the ship's floor plan. Highlight all the rooms and then go back to Walker. Talk to Walker about all of the rooms so that he has some idea of their uses. It may be useful to draw a quick sketch of this layout for future reference. When you have finished this conversation, and as Bloom, go across to the doorway and use the STD Card to go through. Near the start of the corridor that you find yourself in, on the right hand side there is a door that opens with the STD Card into the Maintenance Room. Inside there are some shelves with boxes on. They have red lights on them. Pressing the red buttons opens the boxes. Open them and take two of each object inside. You should have some Maintenance keys, some Wire Cutters and some communicators. Now leave the room and continue along the corridor. A Reptoid may approach you. Talk to him quickly in passing and push the elevator button and go inside to the left. Select Level C. When you arrive, leave the elevator by clicking on the arrow at the bottom of the screen. Look at the Cryo-booths and walk to the second one at the back and to the left of where Bloom is standing. Scan the booth with the cursor until you find the panel. In close-up, you will see a lock. Use the maintenance key on it to open it. You see a gas tank. Take this and, in doing so, you reveal some wires. Take both the red and blue wires to disconnect them. Exit the close-up and cross the aisle to where you see an empty gas tank. Take this and return to the elevator. Go to level D, where Walker is waiting. Leave the elevator and find your way back to the Maintenance Room. Here you will now be able to click on a box of electronic devices and take two Y- Microjacks. Go back to the Cryo-Chamber on Level C and return to your cryo-booth. The panel will be open so put the Y- Microjack in the slot to the left then connect both the red and blue wires to the Microjack. Put the empty gas tank in the appropriate slot and close the booth. Now go to the elevator and return to Walker who is waiting on level D. Talk to him and say that everything is ready. Now select, "Let's sit and wait.." While you are waiting as Bloom, give the STD Card, a Communicator, some Wire Cutters, the Full Gas Tank and the Memorizer to Walker. You should see a display telling you that these objects are being transferred as you do so. It is a good idea to check your inventory afterwards to see that the transfer has taken place. As Walker, go to the container and, in close- up, put the full gas tank on the floor in the hiding place behind the crates. As Walker, go to the hatch that leads to the elevator and use the STD Card on it. Now, as Bloom, go through the hatch and return to the cryo-booth on Level C. Use the screen near the booth to set Bloom's booth to "Sphereblend" and "open". Get in the booth and immediately change over to Walker. As Walker, go to the container area and use the Memorizer to transmit the bio-container code and retrieve it from your body. Enter the close-up of the container area and click on "behind crates." Put the bio-container on the floor next to the full gas tank. Save your game here as the next phase is timed and there is little room for mistakes. You have only 60 seconds to do the following: Click on the valve of the gas tank to open it. Transmit the container code to close the container doors. Use the STD Card to enter the passage. Go to the elevator and use it to get to Level E. When Walker can be seen leaving the elevator door, go to the door on the right of the passage. Use the STD Card to go in. Under the security scanner, the ship's computer will determine your true identity and let you through to the Security Control Room. Walk inside and the door will close behind you sealing you inside in reasonable safety. Save your game again here. NOTE : On the security screen, if you see a request for elevator service from Level E, deny it, as it is a reptoid trying to reach you. Switch to Bloom and leave the hibernation area. Use the elevator button. If it says, "WAIT", it means that Walker will have to deal with another request before yours. Switch to Walker and deny the request from Level E again before switching back to Bloom and trying again. You may have to do this several times before Bloom is able to use the elevator to go to Level D. Walker will have to approve the request before this can happen. When you, as Bloom, arrive on Level D, the Cargo Hanger where you both first arrived, it might be useful to save your game again before approaching the dead reptoid and taking his Gold Card. The next sequence of events is not timed but must be completed fairly quickly and in the correct sequence or you will have to start again. Use the Gold Card to get back into the passage. Go towards the elevator but, just before the elevator, go into the door on the left hand side. Go to the Gravity Control Console and immediately press, "Abort." Switch to Walker and deny the Level E request before approving Bloom's request. Switch back to Bloom and press, "SET GRAV. GEN. SHUTDOWN" then "AFFIRMED." Choose "3 MINUTES" then "UNTIL WE ARRIVE AT DRACO SYSTEM." Now press "AFFIRMED" again. Switch to Walker and approve Bloom's request. Switch back to Bloom and use the maintenance key on the round lock on the left hand side of the panel below the Gravity Controls. When you see some wires, use the cutters to snip the red and blue wires immediately under the LSR emblem. Finally, as Bloom, leave the Gravity Control Room and go left to the elevator. Call the elevator and, when it appears Ok, as Walker, approve Bloom's request and then, as Bloom, go to Level C. Go to the Cryo-booth and, on the screen, click "Hibernation" and "Open Booth." Now get into the booth and answer "Yes" to both the questions that are asked. Switch to Walker and approve Bloom's request for hibernation. Step back from the console and click on the left wall of the cabin where you see a hot spot. That is the Vitrifax. Choose "Ten Minutes." Several events now happen as the ship's gravity system closes down. Afterwards, go to the console and "Disengage security lock" so that you can leave. Go back through the scanner area and down to Level D. Go into the Computer Room. This is the room on the left after the screen reverses on leaving the elevator. The security scanner will not betray you. The computer is a large floating white diamond and it will greet you and treat you to a deep conversation. After this, the ship changes course and heads for Draco and the Holy Mountain. When you regain control, follow the path of least resistance until you come to a long bridge. Cross this and enter the elevator. You are taken into the depths of the Holy Mountain. Click on the "Portal" and then on the "Flow." You then reach the final puzzle with the crystals. The object is to click on each one and then be transported to another place with more crystals. There doesn't seem to be a set way to finish this puzzle but, if you keep clicking on the white ones as par as possible for a few minutes, you will eventually get to the final scene where you are transported back to Earth and picked up by a Park Ranger. Watch the closing scenes as you have now completed, "The Ward." - o -