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Geschrieben von: Alessandro   
Montag, den 07. Juni 2004 um 18:39 Uhr
In The Cell

Once you wake up, the nursebot wants to inject you with a drug. Use combat mode to beat the nursebot and once it spins, kick it into the forcebars. It will explode, causing the forcebars to malfunction, giving you the opportunity to cross them. Look around the room and pick up the logbook and the hunk of meat, and put them both in your inventory. Your logbook stores obtained information which you can access at any time. This can be usefull! There is another prisoner (Caynan) in the cell next to yours. His detached arm lies in front of the cell. Pick it up (you can use it as a club). Drop the hunk of meat in front of Caynan's cell. He will grab it and while he's distracted, run into the cell. Watch the flickering sequence of the force beams, which is one small and one long pause. Wait for a long one before going in. Once you have entered the cell safely, you (unfortunately) have to kill Caynan, because there's no reasoning with him. When the fight is finished, take Caynan's logbook, the fork and the photograph with you and put them in your inventory. Leave the cell and walk towards he end of the hallway, and try to open the large doors. You're not able to open them far enough because there's still a lock in place, so you must use the fork to open the panel next to the door (the panel that shorted out). You have to align the lightblue colored bars in such a way, that they connect the left power-conductor to the right. When the lock is removed, you can push the doors to the guard room wide open.

The Guard Room

In order to silence the annoying alarm-noise, push the red button on the wall once. Go up the stairs and examine all the monitors, turning off the force beams of every cell. You'll notice that the beams of one of the cells cannot be turned off. No worry, I'll get to that later. Now go down the stairs and examine all three monitors you find on the security desk. The one on the front/left will show a damage report. Repair everything that can be repaired. The monitor at the back/left is a remote control for a nursebot in one of the other cells. Access the controls and maneuver the nursebot out into the hallway and next into the guard room. Exit the controls and put the severed arm on the floor. You can now first go to cell 4 and get the flute and Dane's logbook off the floor. Back in the guard room access the controls again and have the nursebot pick up the arm. Now move it in front of the access panel on the left of the sealed door. Exit the controls and activate the front/right monitor, which asks you to enter a security code for the sealed door. If you've read through Dane's logbook (and I'm sure you have!) you should have stumbled on Caynan's security code. Enter it and a message will appear stating "Insufficient weight to access door". Access the nursebot's controls again, let it move back a little and drop the severed arm. Exit the controls, pick up the severed arm yourself and use it to access the panel. Because of your weight on the floor the door will now open.

The Hallway

Once you enter the hallway, you will hear thumping. There's an ED-209 guard robot lurking in the corridor. Lucky for you the robot is a little blind, allowing you to run down the hallway halfway and 'hiding' in the doorway on the left. If you turned off the alarm like I did, the robot will not be alert and will happily pass by without noticing you. (Of course you can try fighting the metal monster, but after a try or two (and a hole or two more in your body) you will come to the conclusion that this is NOT such a good idea after all.) When it's moved out of sight, continue running down the hallway until you enter the cryo chamber (on the right). (While 'hiding' in the doorway, you can also access the elevator, but you won't stand a chance against the guard droids on the other levels without a blaster.)

The Cryo Chamber

In the cryo chamber, walk toward the far side, where you'll see a button (left) and a valve (middle). Push the button and you'll notice the hatch being opened. Then turn the valve, and an icy fluid will come pouring down. Warning sounds will also start. Now run back to where you first entered this room, and there you will find a display on the left. Look specifically at chamber 1 (which has a dangerous cyberraptor inside it) and notice this chamber is becoming unstable. Within moments the cyberraptor will break free of the chamber. You'll just have time to enter combat mode and knock the raptor unconscious. While it is out, turn off the valve and close the hatch. Next, position yourself a little behind the hatch, so when the raptor wakes up and attacks you again, he is standing on it. Knock the animal down again, and this time when he snoozes, he should fall on top of the hatch. As soon as he does, push the button to re-open the hatch. The cyberraptor falls in and battle-noises start coming from down there. Turn the valve on again to ice the combatants. Once it's silent, turn off the valve and climb down the ladder. Once down, run down the plank as far as you can go until you come to a spot where there are three holes in the wall. Climb the one on your right (just walk against it).

Cell 2

Surprise, surprise (but not really), you appear again in the cell you couldn't access previously. Once the guard wakes up, take him out and pick up the blaster. Now make your way back to where the robot is patrolling the hallway, and 'hide' again halfway. You should see a small panel near where you're standing. Pushing it opens the elevator doors. Enter the elevator. Now, you have two choices: you can either shoot the guard robots at every level of the building or stick with the story completely and head towards the roof (level 1) to stop the marine dropships first.

Level 1

Once the elevator doors open, you can see a number of security bots floating nearby. With a little practice you can blast them all to tiny bits (using the walls to bend your blasts). Run to the other side of the room, where you'll see the main gun. Next to it you can see a guard cowering. Kick him twice, so he will put the main gun back online. When he does, use the main gun to destroy the two dropships that come flying in. When you've succesfully defended yourself, you can either kill the cowering guard or let him live. Whatever you do, re-enter the elevator afterwards and head for level 4.

Level 4

The only thing you can do here at this point of the game is to secure the area. Once you exit the elevator, dodge the blasts of the guard droid by stepping either left or right. Destroy the robot with your blaster (nice fire) and re-enter the elevator. Head for level 3 and while the elevator is moving, stand on the left side of the door.

Level 3

Guess what, another ED-209 guards the area. Remain inside the elevator and destroy it by firing a few accurate blasts at it. Move down the corridor, open the door on the left and enter Mastaba's laboratory. You'll get a rather lengthy cut-scene.

Mastaba's Laboratory

Once it's over, you'll notice your blaster is gone. Grab the medical device off the floor. Next go to the head of the operating table and try to talk to Dane (the person on the operating table). He will tell you to kill him, because he doesn't want to become like you. To carry out his wishes, walk to the left side of the operating table, where you can access a panel. Dane will die and you will be left with his battery in your hands. You can switch it with the one currently placed within you (only do this if your power is low). You can also read a security log and a medical log (either left or right wall). Again you will need a code, this time to access the restricted information of all testsubject. You won't need this information to complete the game, but that will also leave you with not knowing who you really are. Since you haven't got the code yet, leave the operating room and enter the room at the very end of the hall.

Workroom

Beat up the marine on the dais and take the logbook he drops. Then examine both panels on the dais. You will find information on how to shut down the reactor and a threedigit code for the reactor. Also up on the dais to the left, there is access for a pressure suit. Enter it, and you'll wear the suit automatically. Down the dais are several monitors lined up with information concerning the expedition. You can also walk down the stairs on the left. Examine the panels and you will find information about a new type of ship, the Icarus project. Choose "Icarus access" from the panel and the elevator will take you down.

Icarus

Here you will encounter another guard. If you stay inside the elevator you can knock him out easily. Examining the ship, you see a battery placed in the nose of the ship. Take it and use it to replace the battery inside of you. Put the 'old' battery on the floor (you will need it towards the end of the game). Walk around to the back of the ship and pick up the alien artifact (the alien cube) and the walkie-talkie.

The Reactor Room

Now, head back to the room where you got the pressure suit, and access the display panel with the forklift (in front of the dais). Use the forklift, and get it out into the hallway. Move the forklift to the door on the left (on the opposite side of Mastaba's laboratory). If the forklift stands in front of it, the door will open automatically. Move the forklift through the tube, wait for the second door to open, and move it outside on the platform, which is the entrance to the reactor. Drive the forklift into the 'inactive' guard robot, and both will go plummeting down. Now (with the pressure suit on) leave the control panel, and head for the room you just drove the forklift into. Just outside the workroom you will find yet another guard (these Mondites sure seem to grow from a tree!), but who won't fight you, because he thinks you (with the pressuresuit on) are one of them. Unlucky for him, you can see he's carrying a blaster with him and since you have lost yours, well you just have to get it the hard way (kick him to crap). Once you've beaten him, enter the reactor room. There's a panel on the left, which activates a bridge made out of energy. Before you cross the bridge however, save your game (because if you do this bit wrong, the whole planet is going to blow, and you with it!). Now you can use several approaches to solve this part of the game:

1. Run across the bridge, hit or shoot the alien that's on
the other side, back away a bit so he starts following
you, run back across the bridge and before he makes it,
de-activate it (and wave to him while he's falling).

2. Do the same thing, but now take your stand on the brid-
ge and kick or wack the alien off it (this could spare
you a few more seconds than the first approach).


After getting rid of the alien, run back towards the reactor and de-activate the two pylons on eiter side of the controlpanel (by pulling the switches). Then hurry to the control panel and access it. Type the three-digit code you got earlier and press the button in the lower-right corner with "shutdown" on it. The reactor will momentarily shut down, but will eventually blow anyway. Conclusion: you should get off this rock as fast as you can with the time you just earned yourself. Now you're ready to explore the outside world. Go back into the elevator, and head down to level 4.

Outside

Exit the elevator and make your way past the flaming robot. Access the panel next to the door. You have to light all squares except the middle one (so you get a big O) for the door to open. Once you have done this and walked outside,go to the left and down in another elevator. Once you're down, you'll almost immediately be attacked by more bots that float along the ledge. Don't bother to shoot them. Just run along the ledge towards the tube at the far end. Once you have reached the tube, you'll enter the excavation site.

The Excavation Site

When you exit the tube, yo can see more bots floating along the metal ledge. At this time you can shoot them all, because you'll come along this way more than once, or jump down on the large blocks at the bottom of the screen. Once you've got rid of them, explore a bit. Along the ledge, you'll find another tube leading to a door that is sealed shut. Then, get back to the place where you entered the site. Walk off the ledge on top of the blocks. At the edge of the acid lake, take the alien cube you got near Icarus in your hand and use it. It should help you float across the lake to another block in the lake. Step to the other side of it and use the cube again. You will now float even further across the lake to another set of blocks. Climb to the top and use the cube again, then walk (fall) off the block. You are now at the wreckage of one of the dropships you shot down earlier. Because the last block you fell off is very high, you won't be able to get back the same way you came here.

The Dropship

Walk past the wing of the ship to the front side of it. A big monster will appear from the lake, preventing you from getting further in that direction. Since the blaster doesn't do it any damage, go back to the dropship and enter it. In the back you will find a healing device. Pick it up and put it in your inventory (don't use it fully, because you will later need it for someone else). This is also a good point to save your game, because you are going to meet one tough bastard. Walk to the front, where you will see a closed, barred metal door. If you stand on the right spot, a marine captain (the sole survivor of the crash), will appear. He will challenge you to a duel. Again there are two approaches of handling the situation:
1. Don't let him use his big gun by hitting him from the

start (shoot a few times, until you are close enough)
and punch and kick him till he drops (like I've
mentioned before, he's one tough bastard, so this will
take quite a while).

2. Step back and evade the blasts your adversary fires at
you by stepping aside. When you get the chance run
towards the doorway and hide behind it (staying in the
dropship). Wait until the marine's gun overloads, then
run at him and punch and kick his lights out.


When he's down and out, get the green remote control (leave the gun on the floor for a moment) and use it, so the barred door will open. Walk past the door and activate the monitor on the right. You'll be able to see the monster now. Fire one missile. When it hits one of the blocks and shatters the top, the monster will go and investigate this disturbance. As soon as he's there and has raised its head, fire the second missile. The explosion is so powerful that it kills the monster. Leave the dropship. Outside, examine the warhead that's lying on the ground. You'll end up with a bomb in your hand! Put the alien cube in your hand again and run towards the area where the monster appeared. Step on the metal square and float to the other side. Run across the dead body, climb on the higher block there and use the cube again. You land on another set of blocks. Climb toward the right end of the screen and use the cube to pass the final gap. Next run across the ledge to the sealed door. When you get there, drop the bomb (not the alien cube!) near the door and get the hell out of the tube. When the explosion subsides, you can go back in the tube to examine your handywork. Before going any further however, go back to the dropship and get the big gun.

The Underground City

When you get past the door, an airlock will take you into the alien city and take your pressuresuit off. Walking into the room (to the left) you will notice doctor Escher lying on the floor, with an alien floater ready to consume her. Shoot or kick the bugger with your gun and it will curl up, making it virtually invulnerable. When it uncurls, shoot it again and again until it is destroyed (mind keeping a distance, because the bugger is extremely dangerous once itgets close). Walk to doctor Escher and offer her some medical assistance. You can help her by using a healing device on her. She will then thank you by giving you a translator device. Let her rest and walk through the hallway on the other side of the room. You will enter a place with a large number of sarcophages in it. When you walk far enough, you can see a cracked sarcophage, but before you can do anything, the alien you thought was dead comes jumping through the wall. You must fight him, until he makes a run for it, hitting you once. Now you're free to examine what's inside the cracked sarcophage: an alien holding some kind of talisman. There is a puzzle to solve here. The goal is pretty simple: form the pattern made up by the 9 squares at the top with the 9 squares at the bottom. Once you have completed this puzzle, the forcefield will disappear, so you can take the talisman with you. Head back to the place where you found doctor Escher. You will see the alien activate a transport tunnel and enter it. Walk toward the tunnel and activate it by using the talisman as a key (in the blue hole at the bottom right of the tunnel entrance). Enter the tunnel.

Tunneling

Once you exit the tunnel, access the keypad in the middle of the room (it looks like a pile of bricks).

The display pad looks like this:


Press 4-6-9-5 to activate the portal to the right of where you entered this room (the sequence can be derived from the markings above each portal). Make sure you have the big gun with you before you enter this tunnel. At the other side of the tunnel you end up in an 'anti-gravity' chamber with a white sphere in its center. To make it across this chamber you have to fire your gun, so you will richochet away from the center and into the other hole (this might take some practice). Having done so, you enter a room with a blue aura around it. Your alien buddy will be here as well, making him invulnerable to gunfire because of an alien device. When walking toward him, watch your step, because several windows you step upon will let loose and send you flying down. When you're near enough, fight him with all you've got until he drops dead to the floor. Take the blue reflective cube he leaves behind and use it. You'll become reflective yourself. Enter through the blue forcefield that the alien was guarding. You'll stand in a wide room with a display on the left side. Access it and you are presented with another puzzle. The trick here is to make a path along the hexagons and color them all, without retracing steps. Another rule of this puzzle is, that every time you color a hexagon, the direction of the next step is reversed (which means the first step is normal, the second step is reversed, the third is normal again, the fourth is reversed, etc.). For those who are still having trouble with it, the right color combination is:

green, orange, yellow, orange, green, orange, yellow, red, blue, yellow, orange, yellow, red, yellow, purple, blue, orange, purple, red.

Once you've finished the puzzle, Gen will appear. He will tell you to open the gravity ring and to leave the planet afterwards in any way possible. He will also give you a powerful battery. When Gen is gone, make sure you are at full strength and then replace your battery with the new one. (If you want to win the game quickly, it is important that you do not drain more than 1/4th of the charge from the battery, because if you do, it will become useless for the Icarus.)

Clear The Way

Exit back through the rooms, and back out to the place where you can activate the portals. Access the keypad in the center again and this time press 4-3-5. Enter the tunnel that is activated (left from where you first arrived) and you'll come to the gravity ring that Gen spoke of. This is yet another puzzle. The goal is to place each circle (there are six of them) in such a position, that the light blue lines stand vertical and in the lower middle. It will look someting like this:


To move each circle in the right position, there are six
arrows you can step upon:


Aligning the 2nd, 4th and 6th circles first is the easiest way to complete this puzzle.(By the way, watch out for all the flying debris!) Once the ring is opened and cleared of debris, head back through the tunnel, and access the keypad again. This time press 4-3-9-5. This tunnel, opposite of where you entered first, will begin to flicker, because the other end of the tunnel is closed up somehow, thus making the tunnel unusable. Next to the tunnel (on the right side) you can see another panel looking like bricks. Access it and push the upper button to raise the sphere in the temple. When one of the two marines checks out the hole, press the lower button to let the sphere crash on top of him. After the panicking communication of the surviving marine with Mastaba, raise the sphere again. The marine will then send a grenade down the tunnel. Drop your gun and quickly grab the grenade, which you throw back where it came from. The bang and scream ensure you the second marine has also been taken care of. Before entering this tunnel, first take the tunnel to the place where you left doctor Escher. She will be gone (taken by Mastaba and his goons), leaving a logbook behind. Reading it will turn up her security code. Now go back through the tunnel. Before taking the tunnel to the temple, make sure you are wearing your reflective suit (without it you will die in the outside world) and pick up your gun again (to use as a club).

Getting Away

When you reappear in the temple, use the translator on the east, south and west wall to get some history of the Phyxx. When you have done so, exit the temple, climb the blocks and make it back to the place where you entered the excavation site. Along the way you will encounter two marines, which you kick the crap out of. When you make it to the ledge, Mastaba's dropship will fire at you, in an attempt to blast you off it and into the acid. To prevent this from happening, run across the ledge toward the elevator in a single sprint (without stopping a single moment) and staying close to the mountainwall. Once you arrive out of shooting distance and near the elevator, Mastaba will curse you and take off, taking doctor Escher with him (Well, there will surely be Bioforge II, to catch up with him and kick him to another planet?!). Enter the elevator and once up, kill the marine who appears. He will leave a logbook behind, which states that the new combination of the airlock (two horizontal bars). Access the panel next to the door and form this combination. Once inside head for level 3 (where the Icarus ship is) and kill the last marine in the hallway. Enter Mastaba's laboratory and access the retricted information by using the code from doctor Eschers logbook. Now you have found out who you are, go to the Icarus ship. Here, drop your gun and get the battery you once left behind. Replace the powerful battery inside of you with the one in your hand and put it in the nose of the ship. If you haven't spent too much energy, the energy left in the battery will be enough to power the Icarus ship and you will be on your way. In case you have used too much energy, go back to the place where you got the first one from Gen, and there you will find another, fully charged, lying on the floor. Having used the battery in the Icarus the game ends with a small ending sequence.


The END?
Zuletzt aktualisiert am Mittwoch, den 25. Oktober 2006 um 14:13 Uhr