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Just Adventure original

The Immortals of Terra: A Perry Rhodan Adventure Walkthrough by Peter Olafson

by Peter Olafson about 105 minutes to read

Ylohim:
The Game of the Illochim

You must manipulate five
hexagonal tiles to create a straight bridge across the water between
Perry and the aperture in the giant robot.

Initially, these tiles
are arrayed across the center of the grid. A special tile with six
red sides is already in place at the bottom center of the grid when
the game starts. It’s a foundation stone, but you don’t have to build
upon it. There are a number of solutions and you can build the bridge
from either end.

The other five tiles each
have two colored sides, with each color shared with one side of one
other tile. And that’s significant: To complete the bridge, the colored
sides must face the matching sides of the two adjacent tiles and,
while the bridge is under construction, the faces of adjacent tiles
can at no time be of different colors. Another restriction: To move
a tile, it must be adjacent at least one other tile. You’ll want to
guard against stranding tiles.

This would be far too easy
were it not for an additional wrinkle: You don’t simply move the tiles.
Effectively, you roll them around the sides of other tiles. Consequently,
each piece rotates clockwise or counter-clockwise as it moves from
space to space and each face of the moving tile thus changes direction
by two facings.

This adds another level
of strategy. You often won’t want to move a tile into position by
the most direct path. Instead, you’ll push another tile into its path
to lengthen the trip, extend the rotation and ensure that the facings
are correct when a tile arrives at its target hex

Here’s a blow-by-blow account
of our fastest run-through to date. Can you beat it?

  1. Blue/Cyan tile moves
    down and to the left.
  2. Yellow/Red tile moves
    down and the right.
  3. Yellow/Red tile moves
    straight down.
  4. Yellow/Red tile moves
    down and to the left.
  5. The Yellow/Red tile is
    now in place.

  6. Cyan/Green tile moves
    down and to the right.
  7. Yellow/Green tile moves
    down and to the right.
  8. Blue/Cyan tile moves
    up and to the right.
  9. Cyan/Green tile moves
    up.
  10. Yellow/Green tile moves
    down.
  11. The Yellow/Green tile
    is now in place.

  12. Blue/Cyan tile moves
    up and to the left.
  13. Cyan/Green tile moves
    up and to the right.
  14. Blue/Cyan tile moves
    up and to the right.
  15. Cyan/Green tile moves
    down.
  16. The Cyan/Green tile is
    in place. (It’ll move out of position at #16 and back into position
    at #18.)

  17. Violet/Blue tile moves
    up.
  18. Violet/Blue tile moves
    up and to the left.
  19. Cyan/Green tile moves
    up.
  20. Violet/Blue tile moves
    up and to the left.
  21. The Violet/Blue tile
    is now in place.

  22. Cyan/Green tile moves
    down.
  23. Blue/Cyan tile moves
    up and to the left.

The Blue/Cyan tile is now
in place.

When the last piece moves
into position, Perry automatically crosses the bridge and installs
the lens in the giant robot. The monster wakes up. And down below,
underwater, so does the Perikon 300. You may recall from its description
that it can identify enemy movements that precede an attack. It does
so now, and opens fire on the big guy with devastating results.

Perry clears out of the
way, retreating to the little room with the teleporter panel and pump-station
switch. While he’s there, he’ll see the pump switch move back into
a lowered position. Someone at a different location is draining the
cathedral’s lower level. The robot’s wreckage and thus the lens falls
into the hands of Kato da Trumort henchman E-Frain who, after a pleasant
hello to you, vanishes into the newly-opened left-hand doorway where
the Perikon was stationed. (It seems to have been knocked over during
the monster’s collapse. Not to worry. Bully’s el-cheapo remote is
broken again anyway. And the little robot has served its purpose.)
When it’s all over, you’ll find yourself back on the cathedral’s middle
level.

When an adventure-game
designer closes a door, he usually opens a window. The battle has
produced a useful item. Use the teleporter to drop down to the lower
level. Right behind the teleport pad, you’ll see a pizza box-sized
object–a piece from the Ylohim game–that’d be perfect for wedging
the projector back in the left-hand hall in its tilted position. But
you’ll be back through this place again on your way out of town, so
don’t feel you have to go do it right now.

Enter the left-hand doorway.
The darkness in the tunnel beyond will eventually stop Perry in his
tracks. No, you don’t need batteries for the miner’s lamp–you will
later, but the thermo-scan glasses work fine here–and you’ll eventually
find yourself in a hexagonal chamber with an inactive teleporter at
its center and icons right out of Mondra’s notebook on the upper right
wall.

Look at the letters. Perry
opines they’re set in an Arkonide plastic that reacts only to colored
light. You have that laser pointer from the museum exhibit … and
you have that shard of blue glass from the storage room. Put ’em together
and you’ve got a blue-steel laser pointer. Use it to get a close-up
view of the wall and then to pick out the letters.

This may seem hard. It’s
like playing Hangman in a foreign language and without blanks for
the letters. Happily, you have a translation: the script table in
Mondra’s notebook.

You don’t get any hints.
Other walkthroughes I’ve seen report the second-from-the-right letter
in the bottom row comes already lit, but not in my games. (Possibly
it is in the European version of the game.)

But, really, what word
would the designers choose at this particular stage of the game? The
name of the puzzle you just finished: Ylohim.

Target with your modified
pointer that first letter, followed by the third letter from the left
and then the fourth letter from the right in the second row, followed
by the second letter from the right and then the rightmost letter
in the top row, and lastly the fourth letter from the left in the
second row. When the last letter lights up, the inactive teleporter
goes active. Step into the light. You’ll reappear in the director’s
office where you’ll watch the glider blast off from the cistern.

Grab the Tur-Ra-Cel badge
off the corner of the container at the left edge of your view and
the metallic object from the bench under the monitors. A click on
the crats nearby reveals OPerry thinks the museum dirctor is Kato
da Trumort. It turns out the robotic arm in the foreground administered
a truth serum to Mondra, so there’s probably not much her kidnappers
don’t know. And the machine between the bench and monitors is a computer.
Here you can read about Kato da Trumort (using his portait), Tachio
da Xena (which gets you her portrait) and about yourself … in very
unflattering terms.

And while you can’t run
much of your gear past this alien system, it does identify the "metallic
object" as a positronic key. You’ll find this useful both here
and on Elmo Dater.

The teleporter that brought
you here proves to be one-way only, so use the door to the right.
It takes you out onto another high bridge–this one leading to the
cathedral’s upper level (via the door you couldn’t open from the cathedral
side earlier).

You’re going to want to
try the positronic key on positronic lock on the cathedral’s lowest
level. But now it’s underwater again and, when you visit the little
room with the pump switch, you’ll learn the pumps are offline. The
water in the cathedral has risen to the middle level and the pumping
station is underwater and inaccessible.

Where can you go?

Well, what other part of
the museum’s water system have you visited?

The cistern. There weren’t
any switches there, but there was the locked door at the bottom. Is
it still locked?

On the way there, make
a pitstop at the Ylohim exhibit in the left-hand hall. Tilt the projector,
use the Ylohim game piece on it to keep it tilted and grab the Illochim
wing bone–the last piece of the museum’s third puzzle. This "charred
chicken bone" will come in handy in Elmo Dater. Now you just
want to get out of here.

In the cistern, use the
lift to reach the bottom. As I speculated, the door on the left side
is open … at least until you step through it. Throw the big switch
on the left side of the hall within to pump the water out of the cathedral.
Then use the positronic key to unlock the door around the corner to
reach the cathedral’s lowest level. Where to now?

Well, there’s another door
around the corner and down the hall from the one with the positronic
lock. The silo beyond is full of water, but, now that you have access
to the pumping station in the cathedral, you have the means to get
it out.

In the cathedral, make
your way to the right, behind the wreckage of the giant robot, and
enter the pumping station. This time, turn the left and right handles
on the pump, return the way you just came (i.e. through the door with
the positronic lock) and throw the switch again. Perry utters his
"working pumping system" line, the silo down the hall is
pumped out, and now you can open the door.

Within, a second Arkonide
glider. Your way out.

But how can you follow
Kato? You don’t know where he’s taken Mondra.

This’ll probably be a sticking
point for a lot of people. You may well wonder if you’ve missed some
small scrap of intelligence hidden along the way.

Nothing like that. You
just have to get back to the director’s office. Since the cistern
door is locked, you’ll have to go through the cathedral. It’s currently
full of water pumped in from the glider silo, so turn on the pumps
yet again, teleport up to the top level and exit back onto the bridge.
In the director’s office, walk toward the computer and you’ll get
an intact message from Bully … finally. Kato was headed
for an Arkonide mining colony on Gom Callaedus. Retrace your steps
to the cathedral one last time, teleport down to the lowest level,
step through the positronic door, throw the pump switch one last time
to clear out the silo and click on the glider.

Now, suppose you get back
to the director’s office, walk toward the positronic … and nothing
happens.

That means you’re missing
a required item. Immortals isn’t big on alternate solutions–though
it does have a few small ones–and the game won’t let you leave a
region without an item you’ll need to progress down the road. Make
sure you have the Tur-Ra-Cel badge from the director’s office, the
Illochim bone from the left-hand hall and the transport frame, Arrachieda
stick and miner’s lamp from the central hall.

Odds
& Ends

  1. A natural question:
    Can the Perikon perform any other, non-essential functions? Busting
    through other forcefields or the museum’s front door, for instance?
  2. Not that I’ve found.
    That said, the robot can go anywhere you can go–including the cathedral
    and across the narrow bridge to the cistern. However, once you open
    the door to the pump station, Bully’s el-cheapo remote control breaks
    again (this time irreparably) and you’re done (though the robot
    itself still has a role to play).

  3. A few exhibits in the
    museum don’t relate (or relate only partly) to puzzles.

In the left-hand hall,
you can inspect a stone tablet with cuneiform writing, a Greek vase
depicting a battle between Heracles and Nereus (both on the left side)
and engraved coins and a golden trinket (both on the right). In the
right-hand hall, you’ll find a model of the Terebo 45K spacecraft,
an exhibit on Arkonide funnel-shaped structures and a blueprint for
a convertor cannon (all on the upper side) and an impulse beamer (on
the lower side). (The laser sight you recover after the exhibit forcefields
are knocked down comes from this beamer.)

At that time, you can also
inspect a model of the Arkon solar system Tiga Ranton (similar to
the the one above the Thora statue) on the lower side of this hall.

Elmo
Dater

The first task on Gom Callaedus
is to cannibalize the wreckage of your glider. You’ll want the plasma
converter (click on the silvery device visible below the opened hatch),
the beam collar (what looks like an orange screwdriver below and slightly
right of the converter), the water cannister (a bit to the right of
the collar) and the crowbar (above and to the right of the cannister).
Then make your way to the right along the path.

Here you’ll find a rock
coated in a pinkish "greasy, foul-smelling affair." Perry
won’t take it–not until you need it–and you’ll need it soon. Head
through the stone arch up ahead and down the hill on the other side.
Keep moving forward until you see the vast Elmo Dater mine down in
the canyon. How do you get down there?

The platform on the right
side of the screen is an inactive elevator. You’ll want to reactivate
its "heavy gas" propellant with a "targeted energy
impulse." From what?

You learned back at the
crash site that the plasma converter hasn’t discharged all its emergy.
But you can’t simply use the converter on the mechanism. It has to
be focused first, and the beam collar might serve that purpose. Combine
the two items and, boom, you have an improvised plasma beamer. Use
it on the elevator mechanism.

It seems to work. And yet
the elevator does not move. It’s also lacking a lever. Boom again:
Your crowbar does the job. Use it on the mechanism to put it in place.

And still the lift does
not move. Seems the whole affair could use some lubrication. Oy-vay.
Yes, its source is that same "greasy, foul-smelling affair"
Perry refused to take several screens back. (Perry’s only forward-thinking
when it suits him.) So truck on back to the rock and, when Perry refuses
to get this crap with his hands, use the damaged water cannister on
the stone to collect the "jelly-like lichen."

Back at the lift, use the
lichen … where? The previously-receptive lift mechanism is not receptive
to the pink grease. Maybe the crowbar would be?

Uh-huh. But it turns out
the crowbar is effectively invisible–it’s on the lift’s upper edge
in the upper right-hand corner–so you’ll have to hunt it down and
then use the lichen on the shaft. Operate the shaft, and the lift
descends.

Next thing you know, you’re
down in this dump, in the lower left corner of the screen.

Head for the tunnel entrance
in the left side of the screen. Nearby, you’ll find a pair of Blues
quarreling passionately over a doll one of them has found. Listen
in. It’s an endless, annoying, fascinating, one-time-only
exchange that offers a window into Blues idol worship and the volatile
quality of this strange race’s personal interactions.You can’t interrupt
them–they don’t even know you’re here–so just listen to
much as you care to hear (their conversation will cycle endlessly)
and then move on. We’ll touch base with them shortly.

Now head for the tunnel
in the lower right corner, cross the chasm to Ijgarsha’s Store and
talk to the shopkeeper. Nice outfit. Ijgarsha stresses that she doesn’t
buy goods, only sells them, but won’t elaborate on what she actually
sells until you demonstrate a need. You have such a need. Show her
the power-less miner’s lamp and she’ll sell you a power pack.

And you’ll pay for it with
what? You don’t have any negotiable cash. But apparently you do have
non-inventory possessions that you can cash in, because at the end
of this exchange you wind up with an Eldro-Ram credit–the moon’s
unofficial currency–that will see you through several purchases.
And you don’t actually lose any inventory items in the process. (Ijgarsha
is the only person who can extend such a credit, so do this now or
you’ll have to make an extra trip later.)

The shopkeeper can also
offer useful info on the lichen: Mixed with a drug called Sheed, it
forms an acid that would dissolve Arrachieda–the mine’s principal
product.

You already have Sheed.
You just don’t know it yet. It’s that sweet yellow drink that killed
Martel. Deadly to Terrans, but, on this drugged-up Arkonide moon,
the addiction of choice. (And, as such, an indication that someone
familiar with Gom Callaedus did in Martel.) You haven’t been able
to do anything with it up to this point, but once Ijgarsha (or, later
on, the clinic patient Krems) comments on the lichen, you can combine
the two in a nasty yellow-ish corrosive. You’ll need this acid later
to break into a closed clinic.

Your Eldro-Ram credit opens
up a somewhat wider world. Now you can get a checkup at a clinic and,
a bit later, buy inhalants at the Echodim "odor bar." The
checkup come first.

Retrace your steps to where
you left the lift and head up the screen. Ijgarsha didn’t tell you
word one about Kato. Now you can talk to the Blues. They seem to have
hashed out their issues over the doll. Just float Kato’s or Tachio’s
name. You’ll then get a referral–direct for Kato, more oblique for
Tachio–to Toregent the medic. His clinic is the first major milestone
here.

Now enter the tunnel. On
the other side, cross the bridge and enter the Echodim "odor
bar."

You’re not made particularly
welcome here. The bartender is fairly tight-lipped (though he’ll become
less so once you acquir the right topics). The two men at the bar
don’t have anything to say to you beyond variations on "get outta
my face, stranger." But in your presence they will talk bitterly
about the unspecified affliction that plagues the moon, the medics
who offer the serum only to those who can afford it and the Arkonides
effectively looking the other way.

Keep listening. They’ll
say a good deal more before you’re done here.

Talk to the bartender without
a topic and he’ll offer you an odor. Odor = hallucinogen. In fact,
you can’t order one just yet. (If you try, Perry says drugs are overrated.)
As mentioned earlier, you have to pay a visit to the clinic first.
We’ll do so now.

Back outside the bar, follow
the path to the right near corner of the screen and then head right
again. You’ll arrive on a tilted (and, appropriately enough, slightly
nausea-inducing) screen with Perry facing a structure with an orange
cross high on its face.

That’s the clinic. Go inside.
Two spooky nurses will check your credit–if you’ve neglected to set
up an account with Ijgarsha, you’ll get a topic so you can do so–and
then disinfect you and perform a swift checkup. (You’re fine.) Then
you can ask a few questions. (Either nurse’ll do; the reponses are
effectively identical.)

You don’t get much back.
Flash your Tur-Ra-Cel badge and they’ll doubt you’re the real McCoy
but nevertheless make a useless appointment with Toregent for three
days hence. Kato da Trumort? First: Yes, he’s familiar. Then: No,
he’s not familiar at all. My mistake.

Really, the only useful
info they provide is a hint that Toregent would be interested in the
Illochim bone. (They can also identify that pink goop that greased
the lift’s wheels as Trachivora Illoxia Laviola Transceps, but you
can get much of the same info from the sign beside the exit.) Basically,
you’re getting the big blow-off. You’ll have to be authentically sick
to see the medic and that’s where the "odor bar" comes in.

Get back there now. Necessity
is in the mother of invention, and Perry has had a change of heart.

To order an odor, just
activate one of the emitters in the bar’s cowl. The barkeep’ll set
it up for you. In the meantime, continue to listen to the two guys
at the bar. You’ll quickly come up with two new topics: Mad Hamilton,
an adventurer and conspiracy theorist known for plumbing the city’s
hazardous depths, and The Lower Levels. Your previously close-mouthed
barkeep has detailed answers on both of these topics. Hamilton may
turn up at Ijgarsha’s shop. (He doesn’t, but Ijgarsha does know him.)
And, on the Lower Levels, "the deeper you go and the darker the
levels get, the more obvious it becomes that you’ve landed in a vertical
dungeon."

After the odor starts to
flow, activate the violet mist to inhale it and go on a little magic
carpet ride.

Once you’ve completed your
trip, you can leave Echodim. After all, things just got extra-interesting.
You have new questions to ask and the entrance to the Lower Levels
(aka The Black Levels) to locate. Or you can go again. (Those issues
will keep until after you’re done here.) After the third ride, you’ll
wake up beside Toregent in the clinic’s sick bay.

The medic won’t answer
your questions unless you offer an inducement up-front. Aras are serious
scientists. The Illochim bone would fascinate any of them, and so
it fascinates Toregent.

But he’s also scared. In
this sick city, a tip to the Regent one day may mean a dead medic
the next, and he won’t betray anything of substance on Kato … save
that he’s working for someone. (This someone expands to an also-unspecified
"them" if you ask after Tachio da Xena–presumably the same
"them" mentioned by the men in the bar.) Your interrogation
here turns into a trade. Ask about the Lower Levels and Toregent leaves
to bring you the required serum.

This is an eternal wait
if you sit on your hands and an opportunity if you don’t. Talk to
the patient on the right side of the sick bay. On first contact, Ullban
Krems indicates he knows something about Trumort. So follow up on
Kato to learn there are far more powerful forces in play on the moon–including
an "omnipotent hacker" named Quotter Batt. This gets you
Batt’s portrait.

Now follow up on Batt himself
and Krems reveals a legend that the hacker has a lab deep in the mines
where he’s said to research immortality. A question about Mad Hamilton,
who knows those depths, reveals that adventurer is seeking Batt–he
believes him the gray eminence of Elmo Dater–and that Hamilton is
linked to Ijgarsha and possibly to the Aras (with whom he may have
some kind of deal). And Mondra’s notebook elicits this tidbit: Hamilton
thinks the mine was built by the Yillod Zhymii and has told Krems
something unspecified about Batt. (I suspect is just designed to draw
a line between Batt and Mondra’s mysterious "Q.B.").

The other big piece of
info comes via the "Lower Levels" topic. Krems can can get
you in there. But he wants something in exchange: new eyes. The implants
Toregent provided don’t work that well. This’ll get you an "eyes"
topic for your inventory.

The rest is just details
on items from your inventory. The "transport frame" has
come home; it’s a roller from the mine’s lift system.The lamp and
positronic key will prove useful down on the Lower Levels.

(Note that you need to
be careful with the order of your questions to Krems. If you run through
the two topics that yield additional topics–Kato and Lower Levels–you’ll
trigger Toregent’s early return, and you’ll have to defer additional
questions until your next visit. So save one or both of those two
topics for last.)

One way or another, Toregent
returns with the serum, scolds you for talking to his patient and
walks you out into the clinic proper. Your deal for the Illochim bone
still stands, but Perry tells the medic he first needs to do a favor
for a friend.

When you leave the sick
bay, you’ll notice new patients. The two Blues you met earlier are
now sick and trembling and rocking against the right wall. Talk to
them. They’re delirious and, in the case of the more distant of the
two, the naturally piping Blues speech is now speaky almost beyond
the theshold of intelligibility. (Thank god for captions.) A third
try will be directed to the nearby nurse, who says they’ve been poisoned
and the source of the poison is a mystery.

It’ll eventually turn out
they’ve been exposed to drugs hidden inside the blue doll. But you
can’t do anything for them either now or later.

So who’d know about replacement
eyes? That’d be Ijgarsha. She explains that organ trade is illegal.
but kicks you back to the Echodim and one Mackro da Thrang who apparently
deals in all sorts of unsavory stuff.

Thus armed, you can head
over to the Echodim right now. But you’ve also been supplied with
a topic that will penetrate the shopgirl’s all-business facade. Ask
her about Hamilton and suddenly she’s the one begging to know what
you know … and opening up on other topics once you pass along the
intelligence from Krems. Show her Mondra’s notebook to confirm Kato’s
presence here; his glider descended the main mine shaft this morning.
Ask about Trumort and discover he’s been questioning Elmo Dater residents
about Arrachieda, Sheed and "some Yillod Zhymii thing."
(Otherwise, Ijgarsha confirms or expands slightly on info you’ve already
received from Krems–except she seems to doubt the authority and even
the existence of Batt.)

Everything’s now riding
on your encounter with Mackro. And, naturally, he’ll have a request
of his own.

You’ll need to get advance
permission to meet with him. Use the "eyes" topic with the
Echodim barkeep and he’ll tell you da Thrang is in a booth at the
rear and to simply tell the doorman you want to see him.

Which doorman? There are
two. And wouldn’t you know it? The mohawked one visible during your
chat with the barman is the wrong one. He’s preventing over-30s from
getting in a young-people’s party. (Perry’s missed the cutoff by around
2,970 years.) Talk to this doorman three times to get a cute line
from Perry.

You want the melonheaded
doorman up the stairs to the right. And despite the barkeep’s cautionary
words about drop-ins, seeing this local version of Jabba the Hutt
isn’t a problem. The doorman lets you in straightaway. Mackro talks
to you straightaway. Perry wants eyes. Mackro wants a Blues doll–a
"naive represntation of a Blue creature" like the one you
heard the two Blues quarreling over when you first arrived in the
city. You’ll get a portait of the doll for your inventory. Mackro
makes as though it’s for his collection, but does he seem like the
sort of fellow who’d be interested in folk art?

In any case, the two Blues
are currently incapacitated, so this should be beyond easy.

Note that Mackro’s willing
to discuss other topics, including Mondra’s notebook, Tachio da Xena,
Mad Hamilton and Lower Levels. Two topics of particular interest are
your Tur-Ra-Cel badge and Quotter Batt. The first reveals that the
"Celis da Tantor" is supposed to keep away would-be visitors
to the moon. You encountered nothing of that kind and the guys at
the bar hinted at the abdication of the authorities on Gom Callaedus.
(And yet Bully will later report needing to official clearance to
visit the moon’s quarantined region.) Mackro also conclusively links
Batt to the hacker Quint Essence we heard about from Daellian. It’s
the same person.

When he leaves Echodim,
Perry stops and runs through what he needs to do. Cut to a call to
Kato in the city’s Lower Level. We can’t see the caller–Kato’s reference
an "ugly face" could be just about anyone here!–but we
can safely assume it’s Mackro (or perhaps a worried Toregent, covering
his ass). In any case, Kato now knows of your presence in the city
and is sending Tachio after you.

Make for the clinic. The
nurses go into their regular schtick until interrupted by Toregent,
who now asks for the Illochim bone.

Not so fast, chum. Ask
him about the Creature doll and he’ll lead you back into the sick
bay. Try to talk either of the Blues. Toregent reveals they are dying.
As reported earlier, they’ve been poisoned and the source is a mystery.
Try to talk to one of them again. Toregent says he can’t heal what
he doesn’t understand, and suggests you can explain their condition.

This sounds like an invitation
to cure them. Another red herring? Not really. I think Toregent means
simply that you might be able to sort out their illness, not to his
satisfaction, but to your own. Again, you can’t do anything to help
the Blues.

Try to talk to their sedated
forms a third time to raise the issue of the doll. When Toregent refuses
to turn it over, give him the Illochim bone. He’ll walk off screen
and return with the doll and serum. They’re yours. Toregent then leads
you out of the sick bay and, with a parting, mysterious comment about
your "influential friends," walks back through the forcefield
and out of your life.

Back to the Echodim? You
can do that. But to spare yourself an extra trip, first pay a visit
to the entrance to the Lower Levels. It’s not hard to find. There’s
only one path you haven’t yet explored–the one that continues left
from the odor bar. Use it now. You’ll go around the corner and find
yourself at the end of a bridge. Tachio’s waiting for you there. You
trade lines, she opens fire and the weaponless Perry runs away.

Now you’re equipped to
talk to one of two guys standing at the Echodim’s bar. Turns out he
has some experience with weapons. Offer him your serum–with your
cell-conversion camouflage, you won’t need it–and then instruct him
to "immobilize" Tachio.

The man takes off. You
can’t check on his success just yet, so go continue on into the back
room and make your trade. Mackro gets his doll … and the toxic drugs
it contains. On your way out, you should run into your recruit. (On
one occasion, I didn’t. To fix this, I simply returned to Mackro’s
sanctum and the merc showed up in the bar after I left a second time.)

He reports Tachio gave
him a hard time. But the job is done. You’ll automatically hand over
the serum and then you can return to the Lower Levels gate to question
the bad girl, who is suspended within a forcefield and revolving a
few feet off the ground. Tachio doesn’t reveal much–she’s all bluff
and bluster–but does disclose (via the Batt topic) that "he’s
important for reaching our goal … I think he has a pass or a code
or something." And their goal, just from repetition (it comes
up again in the "Lower Levels" topic), seems to be immortality.

Get back to the clinic.
Surprise. It is closed, with Krems still inside. (If you asked Mackro
about the serum, he implied that Toregent has vanished.) You’ll have
to break in to get to him. The lock’s that box in the middle of the
upper half of the door.

Did you consult Ijgarsha
or Krems about the lichen? If so, you can combine it with Sheed (the
yellow drink from Martel’s office) to produce acid. If not, now’s
the time to talk to Ijgarsha (Krems being temporarily out of the picture).
Then use your acid on the lock and off it goes.

Inside, you’ll find the
nurses disabled (check them out; they turn out to be androids), the
sick bay forcefield gone, the two Blues dead, Krems oddly forgetful
(perhaps Toregent drugged him?) and Toregent nowhere in evidence.
Give Krems the real eyes–he’ll give you his implants–and ask after
the Lower Levels again. He’ll then turn over an admission permit he
recently found among his belongings with instructions to give it to
a Terran seeking Quotter Batt.

Gee, Krems, did the note
tell you to trade it for eyes, too?

And now you simply have
to use this permit on the door to the Lower Levels.

Odds
& Ends

There are two notable red
herrings in the upper city. One involves the art of squeezing Sheed
from your Arrachieda stick. You can’t, but folks act as though you
can. Show the Echodim’s bartender the ore and he’ll note he doesn’t
have a tool to extract the drug and that there are other methods of
getting it out.

The clinic patient Ullban
Krems mentions one of them: a press. And while Ijgarsha and the Echodim
bartender do let you know by context that the yellow drink from Martel’s
office is a drug, they never expressly identify it as Sheed. Unless
you figure it out yourself and make the acid early in your visit,
you may well go through Elmo Dater thinking you need to first find
that blasted press!

As it happens, you already
have all the Sheed you can use. Your Arrachieda stick will find a
different use down in the mines.

Then there’s Ijgarsha’s
promise (via the Lower Levels topic) to provide you with supplies
for your trip into the depths once you have the serum. She never delivers
… and you’ll do fine down there with the stuff you’ve found on your
own.

The
Mines

Getting around is your
first issue. A chasm yawns at the top of the stairs. There’s a mine
car there, half-hidden behind power cables, but it doesn’t have power
or a track. It’s not going anywhere until you do some gruntwork.

From the entry point, send
Perry down and right into the miners’ washroom. Check out the five
lockers atop the right-hand wall and the corresponding positronic
locks above the nearby sinks. They go together. You’ll see that only
the three leftmost lockers have codes engraved on the bottom. Hence,
they’re the only ones you can open. Use your positronic key on the
leftmost locker–this writes the locker’s code into the key–and then
use the key on the uppermost of the three positronic locks above the
second sink from the bottom. This lowers and unlocks the leftmost
locker. It contains a metal rod. Repeat the procedure for the two
adjacent lockers. The second yields an odd-shaped tool and the third
a roll of tape.

You’ll find a use for the
metal rod almost instantly. Leave the washroom and look at the wall
across the hall. There’s a panel here. Call it up. It’s missing one
of its four levers. Back out of the panel, use the metal rod on it
and it’ll fit right into place in the second slot.

Call up the panel again
and throw both this lever and the leftmost one. The one you found,
topped by an emblem of a fan, has no obvious impact, but, yeah, do
it anyway. It opens the door to the ventilation system on the far
side of the chasm. The one beside it, topped with a electrical bolt,
turns on the power here. (Don’t worry about the remaining two levers.
They’re stuck but good, and you’ll never get them to work.)

Quit the panel and you’ll
now see a winking yellow light beside the door to the washroom. Perry
speculates it’s a lock. Your positronic key is gone–spent opening
the washroom lockers–but how about your admission-permit keycard?
Golden! The light now stays green and a narrow track for the mine
cart quickly unfolds across the chasm. Now you just have to get the
vehicle going.

Easy enough. There’s another
panel on the left wall right next to the cart. Call it up and you’ll
notice that a rod in the upper right corner seems to be missing–a
rod that looks very like your Arrachieda stick.

You know better than to
insert metallic sticks into electrical gizmos, right? It needs to
be insulated first. Use the tape from the locker on the stick and
then use the insulated stick on the panel. You’ll hear the mine cart
power up. Activate the cart and you’ll climb aboard and you’ll zip
across the chasm without incident.

When the cart stops, you’ll
find yourself outside the prisoners quarters. The hatch here is welded
shut–this is explained later in the video logs you’ll find at the
surveillance center–and you’ll have to find a way around it. The
hanging sign includes the names of the inmates. One that catches Perry’s
name is Quintin Bartholomew. "Q.B. … Quotter Batt," he
wonders aloud. "Well, it would make sense." Take the child
car seat (here called a "seat belt") from the ground.

This feels like a dead-end.
It isn’t. Walk down the right side of the mine cart and you’ll discover
you’re actually on a broad platform. Then head right to the ventilation
shaft between the two sewage exhaust pipes. If you threw the second
lever on the first panel back in the arrival area, the door here will
be open and you’ll be able to inspect the giant fan at the end of
the hall.

Look at the end of the
fan’s spindle and you’ll find the emblem of the Tur-Ra-Cel. Hey, you
have the emblem of the Tur-Ra-Cel! Put your badge where the spindle
is. The fan stops and you can walk between the blades.

When you come out of the
tunnel, you’ll be in a familiar setting. This is where Kato and his
hecnhmen were walking when they heard from Mackro that you were in
town. Walk right until you see another panel to the left of a tunnel
mouth. Look at it twice. It’s been sabotaged. Kids today! Your second
look determines that components are missing. You already have one
of the three needed (your permission slip for the Lower Levels) and
will pick up the remaining two in this region. One comes easy. The
other doesn’t.

Head right again, into
the tunnel, and then cross the Moria-like bridge to the prisoners
quarters. Walk down the dark hall, past barred cells, to a second
section of hallway where the perspective changes to an overhead view.
Between the fourth and fifth overhanging beams, you’ll find evidence
of fresh blood. Between the sixth and seventh beams, you’ll find an
exit in the upper wall. It’s awfully dark in there, so use your miner’s
lamp on the gap. Within, you’ll find Baldrion "Mad" Hamilton.
He’s dying–a victim of the sometimes-heard-but-never-seen "organ
hunters" that allegedly prowl the mine–but he still has a sense
of humor. "Perry Rhodan," he says. "I thought you were
just a hero from a science fiction series."

Don’t squander your questions
on mundane items. You have time for only three. Save them for some
combination of Mondra’s notebook, Kato, Hamilton himself and Quotter
Batt.

Hamilton doesn’t actually
say much of consequence. It’s mostly melodrama. The most interesting
answer comes via the "Mad Hamilton" topic. He asks if you’ve
heard of Venice. "They say it was built entirely on pillars.
That’s how this city was constructed too–on the pillars of the Arkonide
sins. This whole epidemic thing … all the poor creatures suffering
and dying in the quarters … do you think that it was a natural disaster?
There’s something here … Quotter Batt knows the way to it."

Other guides for The Immortals of Terra: A Perry Rhodan Adventure