Rhodan Myth Of The Illochim The Immortals Of Terra

by MaGtRo about 49 minutes to read


Rhodan: Myth of the Illochim


Perry Rhodan: The Immortals of Terra


by Deep Silver


Walkthrough by MaGtRo   June 2008

Gameplay:    This is a third person
point and click game.  The Main Menu has Load, Save, New Game, Settings,
Intro, Credits and Exit.

The save feature has 3 ways of savings: manually, when
you want to save at the point you want; automatically, which is done when
entering a new area and the quick save which is done by pressing F5 key. F8 key
loads the saved game using the quick save.

The settings selection has volume (effects, music and
voice), soundcard, preset settings, lighting, shadows, shadowmap, background
characters, anti aliasing, texture size and vertical synchronizing. Check the
manual for descriptions of each of these settings.

The inventory is at the bottom of the screen. Items
picked up and characters that are relevant are found in inventory. Left click to
pickup items and character icons and use with other items or other
characters. Right click on any icon in inventory bar gives information about
that item or character.

Multifunction wristband is at left of the inventory
bar. It has information gathered during gameplay and can give clues on how to
proceed with the game. Right click in the wristband also shows information.

The Main Menu is accessed by pressing the ESC key
during gameplay. The S key activates the scanner that
shows where all the active spots or items in the screen.
The spacebar
skips the dialogues and cutscenes.

It is best to read the manual to know more about the
history of Perry Rhodan and description of different characters: his friend and
other Milky Way inhabitants.


Stellar Ocean of Jamondi:    There is a
story that after teaching Technology to Humanity, Beings of Water and left
leaving only their story behind. Two Arkonides land in a desolate planet and stated that they have found what they were
looking for. To take command of it would give them control of the entire galaxy.

Looking down at Terrania, the capital of the Terran
Empire, Perry Rhodan contemplates his immortality. He has lived for 3000 years.

Reginald Bull was informed that the defensive shield
is partially deactivated. The Solar
Residence is attacked and penetrated.

Mondra Diamond fights her robot attackers at the
terrace. She twists off a robot’s head during the fight and was eventually taken.

Perry is informed by the Security Officer that the
magnetic field of the defensive shield has been partially deactivated. Perry
was also told that Reginald Bull aka Bully, his close friend and Resident
Defense Minister has evoked a communications blackout. Also that he was under information blackout and
confined to the Residence.



Solar Residence


Find out the damage caused by the attack:

Entrance Hall:    Look around
the room and note the damage. Use the S key to scan the room.

Globus sphere:    Look above and see the damage to the globus sphere.

Doors:    Check the doors and see that
they are all locked. There’s no power to light the door numbers above the doors
and the doorplates. His office second from left and Bully’s office to his office’s right cannot
be opened due to damaged positronics. Atlan’s office to his office’s left is damage by the attack.

See an inactive cleaning bot outside Bully’s office.

Go to the right and check Gucky’s office and see that
it is also damaged.

Go to the left and enter the hallway.

Hall of Fame:    No discernible
damage here. See that there are 10 holoprojectors used to depict Perry’s history
line the hallway. They are inactive
right now due to absence of power. Continue down the hallway.

Crystal Lounge:    Scan the
room.

See an inactive cleaning bot on the floor.

Singing crystals:    The hanging
crystals are quiet at the moment due to loss of power.

Mondra’s office:    The door to
Mondra’s office is also close but not damaged. The door number is placed too
high above the door.

Transmitter:    Enter the
transmitter on the left.

Terrace:    Perry ended up at
the terrace and not the Surveillance Center. Look around the damage here.

Perry finds out that Mondra was taken by robots.

The soldiers stopped Perry from looking around because
of Bully’s order. Perry automatically enters the transmitter. Read the wristband
on the left and see that Perry needs to distract the guards.

Entrance Hall:    Go to the
right pass the Hall of Fame to be at the Entrance Hall again. Enter the
transmitter beside Gucky’s office right of the room.

Platform:    Perry ended up at
the platform. It seems that the transmitter sends the person to the last place it visited before the attack.

Mondra‘s icon is added to inventory. A soldier
exited from the transmitter and goes to the other end.

Scan the platform and look around. See a magnificent
view. Follow the soldier to the right.

Hangar:    Scan the room and
check everything.

Energy stations:    
See that the left charging station is working and that an attendant is working
on the damaged right one.


Hangar attendant
:   
Talk to Yuri, the attendant and learn that this is Mondra’s hangar. He says that
the maintenance room is through the door on the right. Use Mondra’s icon from
inventory bar on Yuri.

Go right and see Mondra’s glider. It is a way out of
here. But the guard stops Perry from accessing it.

Go through the door to the maintenance room.


Open the different offices and check them:

Maintenance room:    See 2
terminals on either side of the hallway. The Maintenance terminal on the left is
without power.

Power terminal:    The terminal on the right can be used. Click on the
‘switch’ at the center and learn that you have restored temporary power to the Residence.

Check the Maintenance terminal on the left and see
that it is used to activate the various maintenance units: holoprojectors and
cleaning robots. Perry needs someone to repair it. See the maintenance
terminal
icon at the inventory bar.

Door activations:    Click on the
Power terminal again and see a new layout. 479 is Atlan’s office, 836 is Gucky’s
office and 936 is Perry’s office. The other 2 must be Bully’s and Mondra’s. They
need to be activated.

Go back up to the Entrance Hall to check the door
number of Bully’s and Mondra’s.

To exit the screen, click on the circle at top right.

Go back to the Entrance hall. Check the number of
Bully’s office and find out that it is 938.

Hall of Fame:    Go left to the
Hall of Fame. Perry is stopped by his own Hologram.

Mondra’s Office:    Go to Mondra’s Office and check her room number. It is too high to read.

Activate Bully’s and Perry’s office:   
Go back down to the maintenance room and look close at the door activator
terminal at right.

Using the known numbers of the 2 offices on the left
and their corresponding alien numerals on top, enter 936 of alien numerals at
top of tube (going top to bottom) on
Perry’s office tube at the center.

If correctly done, see a flash of light and ray inside
the tube.

Using the – and + above the numbers, enter the number
938 at the bottom of the tube right of Perry’s 936 for Bully’s office.

Using the known numbers of the 3 offices on the left
and their corresponding alien numerals on top, enter 938 on top of tube (going top to bottom) on
Bully’s office tube.

Platform:    Go back to the
platform and see a technician.

Bionic Technician:    Talk to
him. He uses thermo glasses to check the organic plating of the structure. Click
on his thermo glasses to borrow it. He says later.

Use the maintenance terminal icon on him. He will send
for another technician to repair it.

Go back to the Entrance Hall via the transmitter.

Bully’s Office:    Enter Bully’s
office. Scan the room.

Pick up the remote control (Wing Swing GT5000)
on the floor at left.

Model Ships:    Check the
different model ships on the left desk. See and click on the Marco Polo and the
Discovery. There is a blue ship that is missing a piece before the word Lercyi.

Beside the inactive robot on the floor is the Stardust.

Positronic
computer:
    The positronic computer at center of room
needs a password. Bully usually uses the name of his model ships. Try the different
names of the model ships seen as password but none worked.

Exit the room.

Perry’s room:    Enter the
office left of Bully’s. Scan the room.
Check all active items.

Check the cleaning robot named Piggy that eats
everything that falls on the floor.

Info terminal:    Click on the big
screen on the right.

There’s a message from Mondra. Learn that she found
something startling about the exhibition she is planning and is to meet Bully on
the Terrace to ask about Martel. She wants Perry to join them.

The message from Martel states that he wants to
meet Perry at the Waringer Academy concerning a new robotic technology. Almo
Martel
icon is now in inventory.

Laotse, Perry’s positronic computer:   
Go up the platform and click on the positronic to learn about it.

Use all the inventory icons on the positronic to know
more about them.

Hall of Fame:    Look at all the holoprojectors and learn about
Terrania’s history. Ulan Soso, designer of the Solar Residence icon is
now in inventory.

Two or 3 of the holoprojectors show a cryptic message:

Those looking for love must pursue their destiny… if you seek truth, you
must find the undying myth
... Hurry!!! Hurry!!! Hurry!!!

The seconds that line your glance are moving away from you… others are
fleeing towards me while I stand here waiting senselessly… some go away, the
others stay… Hurry!!! Hurry!!! Hurry!
!!

Perry’s office:   Go back to Perry’s
office.

Use the Ulan Soso icon on Laotse, the positronic
computer. Learn that the Solar Residence is formed by an organism. Automatically
download the
code that he used on his calculations, the Swoon Omega decimal minuscule.

Crystal Lounge:   
Go to Crystal Lounge by Mondra’s office.

Hear the singing crystal
sing in response to a technician.

Talk to the technician.
Talk to him again and he whistles again to get responses from the singing
crystals. Use the maintenance terminal on the technician and he will try to
repair them.

Terrace:   
Use the transmitter on the left. Find out that anti personal shield
capsules were used on Mondra and that some were left lying around. They were used to break down her personal
shield.

Platform:   
Go down to the platform and see the technician talking to the Bionic.

Technician:   
The technician says that he cannot fix the terminals because of outdated code.
Use the Swoonish Omega decimal minuscule on the technician.

Bionic:   
Talk to the Bionic working on the wall. See that he is not wearing the thermo
glasses. Click on the glasses on the bucket or the box on the floor to borrow it. He lends
the thermo scan glasses.

Mondra’s Office:   
Go back up to the Crystal Lounge. Use the thermo glasses
on the door number above the door and find out that it is 256.

Maintenance room:   
Go back down to the maintenance room through the hangar.

Take the lunch box.

Activate Mondra’s office:   
Look close at the door activator
terminal.

Use the – and + above the numbers to enter the number
256 on the bottom of right tube for Mondra’s office.

Using the Swoonish omega decimal minuscule code as
reference, enter 256 on top of tube (going top to bottom).

Mondra’s Office:   
Go back up to the Crystal Lounge.

Enter Mondra’s office.
Scan the room. See a box protected by illegal military shield.

Go left and be stopped
by the Carnivora, carnivorous plant.

Pass through the
carnivorous plant:
    Go back to Perry’s office. Click on the
positronic. Tamira, the first Terran talks to Perry inquiring about what
happened.

Use the Carnivora
icon on the positronic. Learn that it is best to approach the plant after being fed and
that Suurg flies has a calming effect on the flies.

Perry recalls that
Mondra stated that she breed the flies up on the terrace.


Time to distract the guards up on the terrace:

Platform:   
Go back to the platform to reach the maintenance room. The bionic wants his
thermo glasses back. Perry wants to buy them.

Maintenance Room:   
Talk to the technician. The maintenance terminal is now fixed.

Maintenance terminal:   
After he leaves to have a lunch break, check the terminal.

To distract the guards
at the messy terrace, activate-select the cleaning robots to go to the terrace.

Terrace:   
Go to the terrace using the transmitter at the Crystal Lounge. Scan the terrace.

See the cleaning doing
their job while creating havoc with the guards.

Bully’s cleaning
robot:
    Click on the cleaning robot at right by the
transmitter. Take the Le-Clyi part missing from the model spaceship.

Head of a combat
robot
:    Pick up the head of a combat robot at left
by the destroyed globus sphere.

Dining table:   
Check the destroyed eating area at left of the terrace.

Upper terrace:   

Suurg flies:   
Climb the stairs at right. Use the lunchbox on the big bowl or the floor to get
flies. Gotcha! The flies are now in the lunch box.

Pick up the yellow
anti-shield capsule
on the floor at right of the upper terrace.

Check Mondra’s
office:
   

Mondra’s office:   
Exit the terrace. Enter Mondra’s office.

Place the lunchbox with
flies in front of the Carnivora.

Go left and check the
artifact right of the desk.

Mondra’s notebook:   
Take Mondra’s notebook from the desk. Read it by right clicking. Find out
about the Illochim that is part of the exhibition she is preparing. Learn that
an unknown Q.B. has sent her an artifact and photos. Mondra noted that she needs
to contact Kari Levian to get to Daellian. There is also a cuneiform chart
and more information on her research about the Illochim. She received a damaged
robot in one of her deliveries. Hmm…

Chest with military
shields:
    Go to the chest at right. Use the anti shield
capsules taken from the terrace on the chest.

Take the broken service robot
– it must be what was written in her notebook. Take the piece of glass (lens-unknown
artifact
).

Exit the office and meet
the technician. The Perry hologram arrives too. Perry asks the tech to fix
the hologram.


Get in Bully’s positronic:

In front of the office,
the Bionic arrives and gifts Perry with his thermo glasses.

Bully’s office:   
Go to Bully’s office.

Now that we have the
model spaceship from his cleaning bot, use the Le-Clyl piece on the broken model
space on the desk at left. Learn that the name of the blue spaceship is Le-Clyi-Lercyi.

Perry’s office:   
Go to Perry’s office. Use the Le-Clyi-Lercyi on the positronic. Find out that
the blue space ship is simply called Leclerc.

Go back to Bully’s
office. Using your keyboard, type in Leclerc as password for the positronic. Press
your ‘enter’ key.

Hear Mondra’s message
about meeting at the terrace and Martel.

See a defensive shield
plan and Martel under surveillance. Get a blueprint-floor plan of Robotics
Institute
.

Bully breaks in through
his positronic and tells Perry some garbled message.

Hangar:   
Go down to the platform and then the hangar.

Broken service bot:   
Talk to Yuri, the attendant.

Show him the broken
service bot. It was made by the Robotics Institute – RIWA 17-08.

Yuri enters the serial
number and accesses the last vid the robot saw. See Martel meet with the 2 white
haired Arkonides.


Escape the Solar
Residence:
   

Maintenance room:   
The technician says that the maintenance terminal is now fixed.

Use the terminal. Click
on the hangar to get the irritating holoprojection to come here.

Hangar:   
Exit the room and see the hologram pestering the guard. Automatically, Perry
rides Mondra’s glider.

Waringer Academy

Rainbow Dome:   
Arrive at Waringer Academy.

Go to the door and automatically,
Perry uses his DNA converter to transform to Laszlo Daikonu. Enter the building.

Shuttle platform:   
Talk to the Unither with a trunk.

Look at the display screen on the
left and learn about Mondra’s exhibit of the Arkonides gift to be held at the
Thora’s museum.

Check the other display screen and
see the map of different shuttle stops. Perry needs an authorization to access
the academy. Click on Lobby and a shuttle arrives.

Lobby:    Go
down the escalator.

See a public positronic beside the
escalator.

Authorization:   
Talk to the receptionist on the first desk. She gives a 24 hr chip card-day
pass to Waringer Academy
. The access locations allowed are the shuttle and the cafeteria.

Use Martel icon on the receptionist.
No one at Martel’s office knows Laszlo.

Use Kari’s icon on the receptionist.
The receptionist realizes that Kari gave her permission for Lazlo to access her.

Malcolm Daellian’s Office:   
Use the transmitter behind the receptionist.

Kari Levian:   
Talk to Mondra’s closest friend.

Click on the crystal on her desk.
Kari gives Mondra’s singing crystal to Perry.

Use Martel’s icon on Kari. She
changes Lazlo’s ID to a member of Daellian’s scientist staff.

Use the head of the combat robot on
Kari. She advises to find an expert on mobile android weapons systems at the
Robotics Institute
.

Show the lens artifact on
Kari. She
mentions that Mondra showed it Malcolm Daellian. She leaves to talk about
the artifact to Daellian.

See a cutting of Mondra’s Carnivora.
Take the container with flies from Kari’s desk. Use it on the Carnivora. Take
the plant dung on the floor beside the Carnivora.

Try to enter the transmitter and
Kari comes
back out. She asks for Perry to come back later. Enter the transmitter.

Find android weapons experts:

Lobby:   

Receptionist:   
Use the Robotics Institute icon on the receptionist and learn about the 2
cyberneticians.

See 2 cyberneticians (Mobile android
systems employees): Brendan Huber and Ara Nar-Khol. She mentions that Huber
might be in the cafeteria.

Positronic:   
Go to the positronic right of the escalator. Use the plant dung on the
positronic. Learn that it has painkiller and sobering ingredients.

Brendan Huber:   

Cafeteria:   
Go up the escalator and out of building. See the holomap. Click on Cafeteria.
Enter the cafeteria.

Go to the slumped human at the second
bar.

Talk to the Blue standing behind
Huber. He gave Slugofro to Huber.

Go to the counter at right and talk
to the attendant. Obtain an espresso.

In inventory, use the espresso on the
plant dung to get flavored espresso.

Give the flavored espresso to Huber.

Show the robot head to Huber. He
brings you to the Robotics Lab.

Robotics Lab:   
After being checked by the security guard, they enter the Robotics Lab. He shows
the area to Laszlo. The room on far left has explosives.

Huber’s Quarters:   
Scan the room and look around while Huber checks the robot head.

Click the machine on the table on the
left
foreground and find out it is an energy charger. Use the Wing swing remote control
on the charger. Now the model space ship can be used.

Check the experimental lab
at the
background large window. Huber leaves to call the Ara.

Take the voice duplicator on
the white chair beside the charger.

Scan the artifact:   
Look at the machine Huber was using. Perry says that this controls the assembly
arms of the Experimental lab behind Perry. Click on the area Huber scanned the
robot head.

Take the plastic box from the
counter with a monitor. Place the plastic box on the scanner Huber used.

Place the artifact on top of the box
to scan it. It caused an alert and Huber and the Ara run back in. Huber says the
code is ancient Arkonide.

While they are busy, exit the
quarters to the main hall of the Robotics Lab via the exit icon on the left of
the scanner.

Ara Nar-Khol quarters:   
Enter the door at right of Huber’s quarters. Scan the room and look around.

Take the personnel ID-chip card
of the Ara from the desk at foreground.

Click on the monitor at right and
automatically get a list of robot types.

The 2 cyberneticians run in and
Laszlo gets kicked out.

Daellian’s office:   
Automatically be at the Lobby. Enter the transmitter to go to Daellian’s office.
Kari informs Lazlo that Daellian is ready to meet him.

 See
the Ara back in his quarters reporting to an unknown man about the head;
tells him about the scanned Supran and learn that the location of the key is
taken from Mondra.

Daellian:   Talk to Malcolm Daellian, the Dean of
the Academy.

Use Mondra’s diary on Daellian. Learn
about Quint Essence who believes the Illochim myth.

Use the unknown artifact on Daellian.
Learn about Supran, an alloy of matter and anti matter. Supran lens is the key
that can communicate with all inhabitants of the universe at the same time. The
hacker Quint Essence is trying to get hold of the code which Daellian scanned to
Perry’s wristband.

Use the blueprint of the Robotics lab
on Daellian. Learn his opinion of Martel.

Kari:    Exit
and talk to Kari. Learn about cryptologist and Gataser Blues.

See a news report about Perry’s
disappearance and the hunt for Laszlo.

Leave the
office and go to the
cafeteria.

Get to
Martel:
 
 

Cafeteria:   
Use the escalator at the lobby and exit the building. Go to the cafeteria.

Cryptologist:   
Go to the Gataser Blue, the one with a disk-shaped head at the back of the room.

He doesn’t like the regent and
doesn’t want to help.

As
Kari recommends, feed the Blue. Go to the counter at right and buy a
Blues delicacy. Get a
Muurt worm burger
.

Give the Muurt
burger to the Blue. Show Ara’s personnel ID to the Blue. He adjusts Laszlo’s personnel ID code.

Robotics
lab
:    Exit the cafeteria and go to the panel at right.
Click on the Robotics lab on the map.

See a
technician working on a display.

Enter the
Robotics lab. Talk to the guard-porter. The card is scanned on the frame on the
porter’s desk and has identified Laszlo.

Look at the
Round door on the left with a numeric panel. We need to
distract the porter.

Distract
the porter:
   Go back outside to the entrance.

Look at the
opened ventilation shaft; it is too small to fit in.


Ventilation shaft diagram
:    Take the
small box-data carrier on the floor close to the opened shaft. It is a diagram
and Perry automatically downloads it to his wrist band.

In
inventory, combine the diagram with the floor plan of the Robotics lab. Right
click to check the overlaid plans.

Guide
the model ship:
    Use the Le-Clyi-Lercyi
model ship on the opening of the ventilation shaft.

The aim is
to get the model ship to the Explosive lab.

Study the
remote control. Move the cursor to the right and see the overlaid map. Note that
the arrows at the center show the possible exits.

Count each
square in the diagram to make a path to the Explosive lab. One square is one
click.

Use the
forward arrow 3 times.

Turn right
once.

Forward 4
times.

Turn left
once.

Forward 7
times.

Turn right
once.

Forward 12
times.

Turn left
once.

Forward 3
times.

Perry says
that it is now directly above the explosives. Detonate.

 

See the
door explodes. Go back inside.

If you
haven’t yet, use the new coded Personnel ID on the small monitor on the porter’s
desk.


Surveillance room:
    Use the ID card on the glass door left of
the porter’s cubicle.

Get
Martel’s voice:
    Check the
monitors. Check the box on the desk in front of the monitors. Perry finds
something that can help him.

Use the
voice simulator on the box. Watch the video of Martel about a new drill that he
had made. It is in a hangar. He needs confirmation from higher up to continue
with the project.

The voice
simulator has 97% conformity. Exit the
room.

Entrance
to the Robotics lab:

Numeric
code:
    Use the thermo glasses on the numeric lock of the
Robotics lab.

See that 2
4 6 8 0 are active. Note the intensity of the color (usage) of each pad. Click cancel button to pull back out.

Click on
the lock again with no thermo glasses. Enter 0 6 2 8 4.

Ara Nar-Khol quarters:   
Automatically, enter the lab and then enter the first door on the right.

Take the
robot torso
on the floor by the monitor.

Take the
multi frequency chip from the desk at foreground. Exit the
room.

Hangar
2:
    Go forward to the hallway and then go right. See the
door to the hangar open and close.

Use the
robot torso to block the moving door. Enter the hangar.

See
Martel’s security machine. Click on the blue holoprojector on the floor in
front of the ‘drill’ to turn it off. The machine disappears.

Exit the
hangar and meet Huber.

Martel’s
office:
     Go to the transmitter.

Use the
voice simulator on the voice recognition panel (blue circle) above the
transmitter.

After 3
tries, Perry is allowed to use the transmitter.

See that Martel
is dead, bled from the inside. Take the data crystal he is holding. Check
the small glass bottle from the table.

Look around
and see that things are scattered.

Go to the
desk and use the data crystal on Martel’s ancient positronic. Watch Martel’s
message to Perry. He states his reason for his cooperation with the Arkonides
and admits his involvement in Mondra’s abduction.

There is
also a file about Kato daTrumont.

Go to the
transmitter but do not go in or go in the transmitter and back up to the office. Perry has a feeling someone is here. A female Arkonide hits Perry.

Escape
the prison:
  

Prison:   
Perry back to his normal self is in a locked room. Scan the room.

Check the
left wall. Perry can not identify what is left on the wall.

Take the
tray of food
, cup of water and plastic spoon from the table at
right wall.

Use the
glass of water on the left wall and read: Take the pen in the light and close
the contact in the gap
.

Look down
at the gap between the wall and the floor. There’s something in there. Use the
spoon on the gap and get a small metal pipe.

Go to the
bottom screen. Talk to the guard and learn about being imprisoned by his own
people on a lot of charges including the murder of Aimo Martel.

3 cleaning
bots arrive and try to help but are too short.

Scan the
big room and see Mondra’s crystal on the bench outside. See Perry’s things
floating inside the lit porthole.

Use the
small metal pipe on the shield and hear the singing crystal react to the
electron catcher of the shield.

Do it
several times until the guard places it on the floor for the cleaning bot to
pick up. The bot places it in front of the shield and it disperses the shield.

Exit and go
to Perry’s things. Use the
button right of the lit porthole of Perry’s things. Take Perry’s
inventory
.

Exit the
room and see an open glider. Enter the glider.


Thora’s Museum

Click on
the Museum and see that this is Thora’s Museum where Mondra’s exhibit is
located.

See also
that there are no other visitors. Go to the entrance and see that it is open.

Entrance
hall:   
Scan the hallway and look around.

See a giant
robot at the end of the hallway. Go down the hallway.

Meet the
hologram of the Museum director. He says that there are limited access to the
display of the Myth of Illochim, (the Arkonide name is Yillod Zhymii). The door closes and locks
Perry inside.

Exhibit
foyer:
   Enter the room.

See a statue of Thora holding a helmet
with her arm raised. Press the button on the platform floor right of the statue.
It raises and lowers the statue.

Check the
blue line framing each entryway and find out that they are transmitters. Perry
wants them off to find a way out of the museum.

Go in each
entryway and listen to the Director’s hologram. The right entryway while facing Thora is
the Arkonides exhibits, the one behind Thora is the Invasion of the Yillod
Zhymii and the exhibit on the left is the Yillod Zhymii exhibit itself. To
listen again to the Director’s talk, click on the rotating lines on the
floor.


Deactivate the transmitters:


Arkonides exhibit
:    Enter the room on the right (while
facing Thora).

Listen to
the Director’s hologram. Scan the room and check the exhibits. Perry thinks it’s
worth to break through the shields.

Break
through the display shields:

Perikon
300 battle robot:
    Look at the lit information panel on the
left wall explaining about Perikon 300 Type 558025.

Use (right
click) the List of robot types. Click the picture or the text frame. Enter
558025 using the arrows and then click OK. Learn that it is remote controllable
and its frequency is 849109.


Universal remote control:
    In inventory combine the remote
control with the multi-frequency chip to get a universal remote control.

Right click
the now universal remote control and then left click the displayed remote
control or the frame. Enter 849109. Press the frequency button to exit out.

Click the
remote control on any place you want it to go. Click the remote on the center
display of a sword. The battle robot doesn’t have enough momentum.

Go back out
to bottom screen and be at Thora’s statue. Use the remote control twice on the
statue. The battle robot comes out to the statue.

Go back
inside the Arkonides exhibit. Use the remote control on the center sword
display. Watch. Take the Dagor sword that has fallen out of the display.

Go back to
Thora’s statue. Use the button on the floor and lower Thora’s statue.

Place
Dagor’s sword on Thora’s hand. It produced a light.

Look up and
see the 4 planets of Tiga Ranton – Arkon 1-4.

Invasion
exhibit:
    Enter the Invasion exhibit behind Thora and go
forward to the other end.

See a
similar map of the 4 planets of Tiga Ranton. This was activated by Dagor’s
sword.

Click on the circular map and hear Mondra scream. Click on the circular map again and the transmitters are
deactivated.

Look around
the museum and search for Mondra:

Museum
Cathedral (Tower 1):
    Enter the room at right.

See a
colossal robot.
See-click on a hole at the bottom of the robot. It is the exact shape of the supran lens.

Enter the
transmitter at right. Go to top level and be on a ramp that has a door that can
only be opened from the other side. Enter the transmitter and go down to the
lowest level.

The lower
level has 3 doors. Check the left door, click on the first step and see that it
is a contact tile. The middle door needs a key to open it. The right door also
has a contact tile. The giant robot’s stand is surrounded by water.

Use the
transmitter to go back to middle level.

Invasion exhibit:    Go back to the Invasion exhibit at
bottom screen.

Take the
transport frame
from the right display case, the Arrachieda stick and
miner’s hat from the left display cases. Right click each of the taken
items to know more about them.


Arkonides exhibit:
    Enter the exhibit right of Thora’s
statue. Take the laser pointer from the right display.

Storage
room
:    Go to the other end up the stairs to the storage room.

Look at the
containers and realize that they contained weapons. Check the open crate at the
end of the stack and get the object jack.

Click on
the broken stained glass window at the right wall. Be at that side of the room
close to the windows. Pick up the blue shard of glass from the floor.

Water
tower (Tower 2):
    Exit through the other end up the stairs. Walk the
bridge to the tower.

Click on
the dirty water twice. It looks like there’s something like a glider down there.

Enter the
lift and see that it can not go down because of the water.

Go back to
the statue of Thora and then enter the Illochim exhibit at her left.

Get
close to the giant robot at the museum cathedral:

Illochim
exhibit:
    Enter the room on the left (while facing Thora).

Ylohim:   
Click on the clear stand made up of 6 hexagonal plates. Learn about the game of
the Illochim, the Ylohim. The display game tiles are floating in water.

Use the
object jack on the floating tiles on the water. The ylohim game pieces
and the how to play Ylohim is now in inventory.


Reproduction of Illochim:
    Check the other clear stand
showing the bone of an Illochim.

The hologram of the Illochim is projected by
the stand at the center. Push the stand and see that the display can be lowered
but the stand needs something used as wedge to be able to get the wing bone.

Museum
Cathedral
:    Go to the cathedral at other end of the
Invasion exhibit.

Use the
universal remote control on the floor in front of the giant robot. The battle robot arrives here.

Enter the
transmitter. Go to bottom level.

Use the
universal remote on the door on the left. The battle robot arrives and steps on
the contact plate.

Go to the
right door and step on the contact plate or stairs. The door opens.

Pump
station:
    Enter the room and see the control panel of the
pump station.

At present,
the wheels are (left to right): horizontal, vertical and horizontal. The center
is opened and the other 2 closed. Presumably, the left wheel is the museum
cathedral, the middle wheel is the water tower with the glider and the right one
is still for an unseen tower.

Click to
turn the wheels to (left to right): vertical, horizontal and horizontal; opening
the left wheel for this Museum Cathedral tower.

Exit the
station and use the transmitter to go up to middle level. Exit the cathedral and
be in the map room.

See a lever
at bottom wall. The lever is down or closed. Pull the lever up to open the pump.
This also jams or locks the pump station control panel. Water should rise at the
Museum Cathedral.

Museum
Cathedral
:    Go back to the cathedral and see water has
risen around the base of the colossal robot. The bottom level is now submerged
in water.

Ylohim
tile puzzle:
    The object of the puzzle is to make a
straight path to get to the colossal robot.

The tiles
must be arranged based on the color of the rainbow: (top to bottom) violet, dark
blue, light blue, green, yellow and red.

Each tile
has 2 colored edges. The colors touching each other must match: Blue to blue,
green to green…

The tiles
can be moved only if they are touching another tile or if they will not produce
mismatched color combination.

Place the
tiles in the water in front of the colossal robot.

Click to
turn each tile. Check how many turns make it upright to the color wanted. Then
move it to the correct place based on that number.

To reset
the puzzle, go to the center close to the red tile and click on the hotspot on
the floor. Perry will pick up the tiles.

This is only one solution and
is not the shortest either. 🙂

1.Move violet-dark blue tile to top left.

2.
Move the green-yellow tile to top right.

3.Move violet-dark blue tile up once.

4.Move violet-dark blue tile to top left.

 

 

1.Move dark blue-light blue tile up once.

2.
Move green-yellow tile to bottom left.

3.
Move yellow-red tile to bottom right

4.
Move dark blue-light blue tile to bottom left.

5.
Move dark blue-light blue tile up once.

 

 

 

1.
Move light blue-green tile to bottom right.

2.
Move green-yellow tile to bottom left.

3.
Move light blue-green up once.

4.
Move green-yellow tile up once.

5.
Move green-yellow tile to top right.

6.
Move light blue-green tile to bottom right.

 

 

1.
Move green-yellow tile to down twice.

2.
Move green-yellow tile to bottom right.

3.
Move yellow-red tile to up once.

4.
Move green-yellow tile to top right.

5.
Move yellow-red tile to bottom right.

6.
Move yellow-red tile to down once.

7.Move green-yellow tile down once.

8.
Move yellow-red tile to top left.

9.
Move green-yellow tile to top left.

 

 

1.
Move light blue-green tile to bottom left.

2.
Move yellow-red tile to top left.

3.
Move yellow-red tile to top right.

4.
Move light blue-green tile to top right.

5.
Move yellow-red tile down twice.

6.
Move yellow-red tile to bottom left.

Piece of cake!

   
Solution by Bert Jamin: (Thanks, Bert!)  
  • purple/blue                2 x left up
  • cyan/green                up
  • cyan/green                right up
  • purple/blue                up
  • cyan/green                left down
  • cyan/green                down
  • blue/cyan                   left down
  • blue/cyan                   left up
  • yellow/red                  down
  • yellow/red                  left down
  • blue/cyan                   right up
  • blue/cyan                   up
  • green/yellow
               

    down

  • cyan/green                right up
  • green/yellow              left down
  • cyan/green                right down
  • green/yellow              right up
  • cyan/green                down
  • yellow/red                  right down
  • cyan/green                up
  • green/yellow              right down
  • yellow/red                  left up
  • cyan/green                right down
  • green/yellow              left up
  • yellow/red                  right up
  • cyan/green                down
  • yellow/red                  down
  • cyan/green                left up
  • purple/blue                right down
  • blue/cyan                   right down
  • green/yellow              right up
  • cyan/green                left up
  • green/yellow              right down
  • blue/cyan                   left down
  • green/yellow              left down
  • blue/cyan                   right down
  • cyan/green                right up
  • blue/cyan                   up
  • cyan/green                up
  • purple/blue                left up
  • cyan/green                down
  • blue/cyan                   left up

Automatically,
Perry goes to the base of the robot and inserts the supran lens in the hole.

Oh my!
Battle of the robots: David versus Goliath.

Someone
drains the water from the robot pool. A technician comes out and picks up the
fallen lens.

Use the
transmitter to go down to the bottom level. See the overturned battle robot.

Pick up the
piece from the Illochim game right of the transmitter. Perry says it’s
the right size to hold the holoprojector in place.

Illochim
exhibit:
    Go back to the Illochim exhibit left of Thora’s
statue.

Go to the
holoprojector stand. Push the stand. Then click the piece from the Illochim game
on the stand to hold it in place. The projection is lowered. Take the bone
from the wing of an Illochim
.

Go back to
the bottom level of the Museum cathedral.

Find
Mondra
:   

Museum
Cathedral
:    Go back to the cathedral beyond the Invasion
exhibit.

Use the
transmitter to go to the lower level.

Enter the
open left door by the robot. See an opened big hatch. It’s dark in there.

Use the
thermo glasses on the darkness and then enter. Go left to the next room.

Illochim
script puzzle
:    Be in a hexagonal room. The center of the room
is a transmitter. Perry wants it activated.

Look at the
Arkonide script on the wall. The script tiles on the wall react to colored
light.

In
inventory combine the laser pointer with the blue shard of glass.

Use-click
the colored laser pointer on the tiles on the wall.

See that
one tile at bottom row lights up.

Check
Mondra’s notebook. Open to script table. See that the lit tile starts with a Y.

What word
do we know that starts with a Y here? Ylohim, the tile game.

Click the
letters in order to make up Ylohim on the wall. If correct, they stay lit up. If wrong,
the light goes out and you have to start over.

The
transmitter rises.

Secret
service office (Tower 3):
    Enter the transmitter.

Be in an
office. See a space shuttle exit from the other tower outside the window and departs.

Scan and
check the room.

Pick up the
Tu-Ra-Cel badge from the crate at bottom left of the room.

Check the
Vialon-Trona, truth serum machine at bottom of the room.

Take the
pen-metallic object on the shelf in front of the monitors. Check the
monitors.

Talk to
Bully. Bully updates Perry on what has happened. Perry has been cleared and back
as Regent. Mondra was taken to Gom Calleadus, a former penal colony now
quarantined. It is held by the Tu-Ra-Cel.

Water Tower 2:   
Where did we see that glider?

Check to
see if you can use the transmitter. No. Exit through the door. Cross the bridge.

Enter and
be at the top level of the museum cathedral. Use the transmitter. Go to middle
level.

Go to the
Arkonide exhibit. Go pass the storage room to the tower.

Enter the
tower and then enter the lift.

Be at the
lower level. Enter through the hatch and the door shuts close.

Pull the
lever down on the stand at middle of the ramp. The pump is stopped now.

Go to the
door ahead. It is locked. Use the metallic object taken from the office on the
door. It is a programmable positronic key. Exit the room.

Pump
station
:    Go to the pump station at right.

Go to the
control panel and now change the settings (left to right): vertical, horizontal
and horizontal. This would drain the water at the water tower 2 where the glider
is located.

Go back to
the middle hatch. Pull up the lever to turn the pump on.

Time to go.
Enter the door at end of this ramp at left. See the shuttle that Bully states will
be a bumpy ride. Enter the
shuttle.


Gom Calladeus – Elmo Dater

Outside
Elmo Dater
:    Look at the shuttle. Perry is not leaving here
anytime soon.

Pick up the
plasma converter from the open shuttle door. Pick up from the ground: the
beam collar used to focus plasma jets, water tank and crowbar.

In
inventory combine the plasma converter and beam collar to get an improvised
plasma beamer
.

Exit at
right. See a pink, greasy, foul substance.

Go forward
and look around as you go. Look at Elmo Gater, the mining colony at end of the
path.


Elevator:
   Go to the platform of the steel structure.

Use the
crowbar on the top of the box. It needs fat or grease to make it run better.

Go back to
that pink greasy foul substance at side of the road.

Use the
water tank on the pink substance to get jelly-like lichen.

Go back to
the elevator.

Use the
pink lichen on the hotspot at top right side of the platform.

Use the
improvised plasma beamer on the box by clicking it on the yellow area of the box.

Click on
the top right side of the platform to start the elevator.


Elmo Gater
middle level:
    Perry goes incognito again.

Blues:   
Try to talk to the 2 Blues arguing at the entrance at left. They are arguing
about a doll.

Ijgarsha
Store:
    Go to the lit exit at right. Go forward and look at
the sign on top of the archway. Enter the store and look around.

Talk to
Ijgarsha. Use the miner’s hat on her. She gives 24 hour Eldo-Ram credit. After
getting some of Perry’s items, she gives back 24 Tontas and the energy pack for
the miner’s hat.

Show her
the jelly-like lichen. If combined with Sheed at 2:1 ratio, it becomes a strong
corrosive acid.

Exit the
store and enter the next building.

Blues:   
Talk to the Blues at left by using Kato’s icon. Learn that Toregent, the medic
might know.

Echodim
Bar:
    Go through the entryway left of the Blues.

Enter the
bar with the neon sign at left. Look around and then talk to the bartender.

Learn that
this is an odor bar not drinks bar. Exit the bar.

Kesnar
Clinic:
   Go right and then down the right ramp until the very
end.

See the
clinic sign and door at the end. Enter the clinic.

Get a check
up and find out that Perry is very healthy.

Get to
see the Ara medic
by getting sick:    Go back to the
Echodim bar by going forward until the neon
sign.

To order,
click on one of the opening in front of the bar.

Listen to
the 2 other bar patrons talk about a sick hunter and Mad Hamilton.

Order
another odor. Listen again to the other bar patrons concerning the control of
the quarantined zone. They mention a hacker. Mad Hamilton and Lower Level
are now in inventory.

After the
third or fourth odor intake, wake up in the clinic.

Toregent:    Talk to Toregent, the Ara medic. He knows that Perry is
the Regent.

Remember
what Huber stated about Aras, they are very scientific and wants answers. Show
him the Illochim bone.

Now that he
cooperates, ask about Kato, Mad Hamilton and then lower level. Get information. Learn about antiserum for the plague. He leaves to
get it.

Ullban
Krems:
    Talk to the patient at right. Ask about Kato and learn that Kato is known as Skorgon here. Whoever controls Sheed controls
the place. Quotter Batt is now in inventory.

Ask about
Mad Hamilton, Lower Levels and Quotter Batt. He wants eyes as payment to help
Perry get to the Lower Level.

Toregent
escorts Perry out of the patient area.

At the
reception area, see the 2 Blues are very sick. Try to take the little Blues doll
beside the Blues. They cried.

Exit the
clinic and go back to the Trading Post.

Ijgarsha
Store:
    Take the exit across (right) the bar. Go to the
right lit entryway and enter the store.

Ask about
Mad Hamilton twice. Find out that she has a soft spot for Hamilton. She will answer all your questions.
Ask about
Lower Level, Quotter Batt and then eyes. She will lend the equipment to go to
lower level. She advises to go to the bar and ask for Mackro da Thrang.

Echodim
Bar:
    Go back to the bar by going forward until the neon
sign.

Click the eyes
on the bartender to ask about Mackro da Thrang.

Climb the
stairs behind the bartender and right of the young man guarding the disco place.

Talk to the
Naats guarding the door.

Talk to Marko. Use the eyes on Marko. He wants the Blue
doll. The creature doll is now in inventory.

Exit the
bar. Perry summarizes what has happened.

Watch Kato,
the Ara cybernetician and E-frain talk to the boss. He orders for Tachio to take care of
Perry. E-frain calls the boss, Zhdopan. He wants Diamond’s notebook.

Kesnar
Clinic:
   Go to the clinic. After talk with the nurses, Toregent
talks to Perry.

Click the
creature doll on Toregent.

Click on
Blues several times until Perry asks for the doll.

Click the bone on Toregent.
He gives the creature doll of the blues and antiserum.

Echodim
Bar:
    Go back to the bar by going forward until the neon
sign.

Go to
Marcko in his private room. Give the creature doll to Marcko. Ah, it contained
drugs. That is why the Blues got sick. He gives the real eyes.

Kesnar
Clinic:
   Go to the clinic. Find out that the door is closed.

Open the
clinic door
:    Remember
what Ijgarsha said about the lichen. In inventory, combine the lichen with the
small bottle of poisoned that did Martel in. Use the corrosive acid on the door.

Enter the
clinic. See that the nurses are androids. Enter the patient area at right.

Krems:    Talk to
Krems. Click the real eyes on Krems. He gives his eye implants.

Ask about Quotter Batt and Lower Level. He gives an admission permit to the Lower
Level which Krems found in his things with a message to give it to the Terran
asking about Quotter Batt.

Entrance
to Lower Level:
    Go back close to the bar.

Take the left
pathway until a ramp that leads to a door. See Tachio, the assassin waiting for
Perry. Perry runs back outside the bar after Tachio fires her gun. Tachio da Xena
is now in inventory.

Take
care of Tachio:
  Go inside the bar and talk to the bartender. Use Tachio icon on the bartender and he gives advice.

Use the
antiserum on Zimbart, the other patron. Use Tachio icon on Zimbart.

Go to Marko
and chat with him. Perry gets kicked out again.

Go to the
bar and Zimbart comes back hacking. He puts Tachio out of commission and Perry
gives him the antiserum.

Go back to Entrance to Lower Level:   Exit the bar and go left until the
locked door.

Talk to Tachio inside a bubble.

Use the admission permit on the door. Click to go through to the Lower Level.

Mines – Lower Level:    Perry takes his disguise off.

Washroom:    Go left until inside the washroom. Look
around and see the sinks and green lockers.

Lockers:    Click on the lockers and see that there are codes
under the lockers.

Use the positronic key on the left cabinet to enter the code on the key.

Then use the positronic key on the left green keyhole on top of the sink.

The left locker drops down and opens. Take the metal rod inside the
dropped locker.

Do this to other lockers. Get tools and roll of tape from the
other lockers. The
positronic key breaks after the third locker.

Exit the washroom.

Control Panel by entrance:    Go back to the entrance door to
the Lower Level.

Look at right wall of the lit hallway. Get a close-up of a panel with levers. See that it is missing a lever.

Pull back and then use the metal rod on the panel. Look close again.

Pull the left and second from left lever up. The rest are stuck.

See that the panel across the hallway is now flashing.

Panel by stairs:    Go up the stairs and see a car. Look
at left wall beside the car.

See a close-up of a panel. One hole is missing a bar.

Use the arrachieda stick on the hole at top right. Ouch, it’s live.

In inventory combine the arrachieda stick with the red roll of tape to get an
insulated arrachieda stick.

While in pull back view, use the insulated arrachieda stick on the panel missing
a bar.

Bridge rail:    Go to the now steady green lit panel
across the hallway.

Use the admission permit on the panel and see a bridge rail form by the car.

Enter the car and ride across the gap to the other side.

Prisoners quarters:    Be in front of a closed door. Check
the light from above.

Read the sign hanging on the right. Jeffer-Zalem, Beol-Grant, Quintin Bartholomew (?Quotter Batt)…

Pick up the seat belt from the floor in front of the locked hatch.

Go to the right foreground exit.

Sewer pipes area:    See 2 big sewer pipes on the wall and a
railing on the floor.
Enter the hallway between the 2 sewer pipes.

Ventilation system:    See a ventilation fan with a
Tu-Ra-Cel emblem at the center. There’s a warning sign on the right.

Use the emblem of Tu-Ra-Cel on the center of the fan. That stops the fan.

Go forward between the blades.

Mines:   
Go forward the ramp. See an open cabinet at the end of the ramp. It is the Air
current Transforming Energy Generator.

Destroyed control panel:   
Look at the small control panel just left of the entryway. It was deliberately
destroyed.

Use the tool on the panel. Perry says that there are still some components still
missing and needs replaced.

Go through the entryway and across the bridge to the next entryway.

Prisoner cubicles:    Look at the cubicles-cells of the
prisoners.

Go forward to another dark hallway. You are looking from above.

Move Perry along the path to the right. Scan the path to know where to go.

See fresh blood on the floor. One click from the fresh blood is a door. Enter
the door at top
of path.

Cell:    Use the miner’s lamp and then enter the room at
top of screen.

See Baldrin Mad Hamilton dying on the floor halfway pulled through the wall.

Talk to him about Kato, Mad Hamilton, Quotter Batt until Mad expires.

Exit the room. Hear sounds coming from the cell. Go back in.

Take Hamilton’s circuit board. The organ hunters have taken Mad. Exit the
cell.

Continue to the right until the light coming from above.

Light collecting structure:    Go close to the structure.

Click the eye implants on the base of the structure. See a beam of light
directed to the tunnel at right.

Enter to the right to follow the light beam. Go forward until the platform.

Station:   
See that the light beam ends at a bizarre structure. The structure has no
connection or bridges to the sides.

Get to the structure:   

Use the transport frame on the nearest cable.

Attach the seat belt on the transport frame. It doesn’t fit.

Use the tool on the seat belt. Then use the seat belt on the transport frame.

Get on the seat belt.

Control station:    Enter through the doorway at right. Look
around.

Take the modulator-com unit from the control station. Click on the
control station and see that there is no power.

Look at the dark doorway on the left. Perry says he needs light because of the
organ hunters lying in wait.

Check the control panel on the left wall with the warning emblem. Get a
circuit board
.

Get power in the mines:    Go back to the control panel
way back by the Air current Transforming Energy Generator. The one that was
partially fixed with the tool and left of the entryway.

Use the admission permit, Hamilton’s circuit board and the circuit board taken
from the station on the panel left of the entryway now that it was fixed with
the tool earlier.

After fixing and adding the components, be sure to click on the control panel
to activate it.

Go way back to the station. On the way, see that light is back on.

Station:    Enter the station via the seat belt on the
cable.

See the control station is live. Flip a switch on the table.

Watch the reports of the video logs by the military down here. So sad.

The doorway on the left is still dark.

Get light to the dark hallway:   Go back out.

See the crystal sphere that directs the beam of light on the landing area of the
station.

Use – click twice the handle at the tripod base to redirect the beam of light to
focus down the round grill on the floor.

Go back inside and enter the now lit doorway.

Quotter Batt:    While traveling through the center of the
station, hear Quotter Batt.

There! He’s here... Look up and see Batt hanging with wires attached to
him. He’s connected to and controls the whole information system.

Ask about Kato and Quotter Batt.
Ask about the frequency spectroscopy. He answers about the Illochim.

He asks what is the sign left by the Illochim. Click on the emblem left on the bottom row.

He asks what does a person need. Select Trust.

He wants Mondra’s diary. After asking about everything, click on him and realize
that because Mondra wrote her research on a notebook, Batt cannot access it
being on the electronic highway only.

Then ask about the voice duplicator and then the com unit. Batt will then state
that he can give the way to Mondra if given the diary.

Perry walks through the tunnel.
See a large transmitter. Click on the surrounding structure. Perry says the
Illochim uses it to extract Sheed.

Step on the transmitter.


Jamondi’s Stellar Ocean – Asteroid Betha


Dimension gate
:    Look at the rocks surrounding the
dimension gate-transmitter. See ancient runes.

Betha:   
Go right and see the spaceship of the Illochim. Look around.

Arkonide
research station
:    See the spaceship close-up. No windows or
doors.

Mondra:   
Enter the station. Go forward until Mondra.

See Mondra
encased in ice. Click on Mondra twice.

Contact
Bully
:    Click on the hypercom stand on the right.

Contact
Bully by clicking the com unit on the machine.

Talk to
Bully. He wants a clue to help pinpoint where Betha is located.

Go back to
the Dimension gate that brought Perry here.

Click on
the stones with ancient runes to get ancient symbols in inventory.

Go back to
the hypercom. Click the ancient symbols on the hypercom.

Hear Kato
talk through the grill above Mondra’s ice crystal.

Dissuade
Cato
:    Use Martel’s voice duplicator on the hypercom.
Listen to Perry’s ruse.

Drill:   
Enter the transmitter on the right. Be at the drill control center.

See the
drill making a hole on the hull of the space ship already.

Check the 2
monitors that control the drill.

Inside
the Illochim space ship:
    Go through the tunnel.

Illochim:    See the
Illochim encased in glass or be in suspended animation.

Go to the
left. See the head Illochim with an impression similar to the
Supran crystal on its head. A  mounting place is also on its head.

Go close
to the Illochim. Look at the broken supran lens on the ground.

Contact
the Illochim:
    In inventory combine the frequency
spectroscopy and the voice simulator.

Use the
voice simulator with the frequency on the Illochim. Do this three times.

Watch the
contact between the Perry and the Illochim. A history of the race’s visit on the
planets is seen.

Kato:   
Kato and his minions arrive. Talk to
Kato completely.

Use the voice simulator on the Illochim again. It startles Kato.

Drill
control center:
    Perry runs
back inside to the Drill control center.

Overheat
the drill
:    Use the 2 monitors.

On the left
monitor, click the + of left column 4 times and the third from left twice.

Go to the
right monitor, click the second from left + twice.

Hear the
alarm. After a while protective clothing is dropped from somewhere.

Take the
protective clothing
that Perry cannot open. Use the protective clothing on
one monitor.

Go to the
transmitter and use the hypercom. Someone is in contact with the spaceship of
the Illochim. That was the ultimate goal of  Quotter Batt.

Stop the
contact of Quotter with the Illochim:
    Go back to the monitors
via the transmitter.

Use the
other monitor and raise all the bars to the highest point by clicking on the +
sign.

Perry
automatically goes to the transmitter. Answer Bully’s call on the hypercom.

Watch what happens to the spaceship and the escape.

Listen to Quotter Batt.



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MaGtRo