Episode 1: The Rident


     Your  essential task on board the Rident is to find your way off.
The  Rident's propulsion systems are down, so you need to find another
means of transportation. The answer is a craft you find in the shuttle
bay. The shuttle is not equipped for long distance travel, however, so
in  order  to make it off the Rident you must use the Rident to open a
wormhole  (something  the  shuttle is not equipped to do) and then fly
the  shuttle  into the wormhole. Although your shuttle is low on fuel,
wormholes  connect two points of great distance in space. The wormhole
will take you to the nearest space station (and the next episode).

Gaining Access To The Shuttle:

     There's  a shuttle on Level 2 in the bay which is your ticket off
the Rident. The first thing you'll notice is the shuttle's entrance is
blocked  against  a  window. On Level 1, among the missing passengers'
items,  you'll  find  a  suitcase  containing a pair of explosives-the
belongings  of a would-be terrorist on board. Take these. Returning to
the shuttle observatory, place a bomb on the window. This will get you
through the window. Before entering the shuttle, access the panel next
to  it.  You  need  to route the bay door control to the shuttle. This
system is locked out with an access code. You'll find this code in the
next section.

Activating The Wormhole: 

     Wormdrive, the system that harnesses the power of a wormhole, has
been  taken off-line. First you must activate the system. Wormdrive is
locked  out  at  the  moment,  due to the attack, so you must find the
code.  This  is found on the ship's computer in the flight room, which
is also locked out. To gain access to the ship's computer, you have to
crash  it. Go to Level 1 and access the panel opposite the elevator in
the  hall.  This  is  the environmental control for the ship. Find the
code for the computer core (740) and using the environmental controls,
raise  the  temperature  a bit. Eventually, you'll cause a fire in the
computer  core  and  crash the system. Return to the flight deck level
and  access  the  ship's  computer in the flight room. You'll find the
system  has  experienced  a core dump. Reading through the muck you'll
discover  the code for the wormdrive (2931). You'll also find the code
for  the  shuttle  bay  door (5892). Make a note of it; you'll need it
later.  Onto  Engineering,  you  find  the wormdrive system. Enter the
code,  and  activate  wormdrive.  Don't  forget  to re-route wormdrive
control to the flight cabin (the system near the door on the way out).
In  the  flight  room,  access the panel opposite the ship's computer.
This  is  a  star  map.  Click  on  the nearest object (other than the
lifeboats)  and your sym will record the coordinates. Go to the flight
controls.  Access  the Nav system. Next, access the wormdrive control.
You've  opened  a  wormhole. Access the wormdrive control again to get
the  coordinates  for  the  wormhole, so you'll know where to fly your

Piloting The Shuttle:

     You can now access the panel outside the shuttle using the second
code  you  found in the stray core data (5892). Route bay door control
to  the  shuttle.  Once inside the shuttle, you're ready to go. Access
navigation to register the coordinates, and hit the flight systems.

Episode 1: Things To Check Out:

Read the Senator's note in the passenger area. 
Read the terrorists' journal. 
Read the Weasel's journal (ITC undercover agent). 
Try out the Fulscan scanner just outside the passenger area. 
Read the shuttle pilot's note outside the shuttle bay. 
Check on the computer core near the ladder on the lower level. 
Link to the damage control system in the flight cabin. 
Read through the flight recorder in the flight cabin. 
Link to the propulsion status display in the engine room. 

Episode 1: Database Entries:

     Farlemite,  Fellows,  Fulscan,  Gravity  Unit, ITC, PDA, Plastex,
Proctus,   Spriet,  Sym,  Symbiont,  Terrnop,  Terrorists,  Wormdrive,

Episode Two: Plasfo

     Plasfo  Space Buoy was the nearest outpost and the only place you
can  reach  with  your  shuttle.  Once you explore the station, you'll
learn  that the vessels which attacked the Rident have just passed by.
Your  task  here is to fuel and arm your shuttle and to find out which
way  these ships went. To fuel your shuttle you need to commit a minor
fraud involving your credit computer. To get the vessel's coordinates,
you need to get to the station operator's booth.

Getting A Few Extra Credits Out Of Your Credit Computer:

     With  100  rin.,  you'll  learn from Rendel (the station's drone)
that  you  need  105  rin.  to  fuel your shuttle. An ancient station,
Plasfo  has  some  obsolete  systems.  An  example  of  this is poorly
shielded  conduits  on  Level  2.  Your  sym will remind you here that
stepping  too  close to the conduits may cause your credit computer to
magnetize.  To  get  an  extra  five credits, use your credit computer
(found  in  your  inventory)  with the conduits on Level 2. Some areas
will  actually  deduct your credit total, so be careful. You're aiming
for  the  area  just above the word "with" in the sentence "Use Credit
Computer with what." Click five times to increase total to 105.

Getting Into Rendel's Booth:

     Rendel  keeps  a  log of passing ships, but he's not volunteering
his  information.  First,  you need to get him out of his booth. To do
this,  you  must provide a distraction. Go up to the bathroom on Level
2.  Attach  the  other bomb you found in Episode 1 to the mirror. This
will  keep  Rendel  busy  for  awhile.  Rendel, a suspicious sort, has
locked  his booth. Before returning to Level 1, stop by the bridge. On
the  side  on  the right of the stairs, you'll find a section of loose
piping.  Take  this. Back at Rendel's booth, use the pipe to break the
lock.  Inside  the  booth,  read  the  log.  Your  sym will record the
coordinates  of the "dog ships." From here, return to your shuttle and
move on.

Episode 2: Things To Check Out:

     Read  Rendel's  journal  (on the table outside the booth). Try to
spot the Majestic passing by. Chat with Rendel.
     Annoy  Rendel  by:  Trying  to  enter  his  booth,  placing  your
explosive  on  his  window  and turning off the station power from the
conduits upstairs).
     Blow  yourself  out  the window with the explosive (in the little
room with the window upstairs). Read the fliers in the bathroom.

Episode 2: Database Entries:

     Conduits, Dog Ships, Drone, Majestic, Plasfo

Episode 3: Carswell Colony

     Apparently, the next place the dog ships hit was Carswell Colony,
an  uncharted  colony  of  "rebels" from the ITC. Your task here is to
find  out  what  happened  to the colonists and to try to connect this
mystery  with the missing passengers on the Rident. Unlike the Rident,
there  is  one  living survivor left on Carswell (other than you). You
can  communicate  with him via a monitor in the hall on Level 3. He'll
need  you to get him out of the control room. To free him, you'll have
to  get  the  elevator  on-line, but you can't get to the utility room
without  figuring  out a way past a barricade. Once you've "freed" the
colonist, you'll have to track down those pesky dog ships again.

The Barricade:

     One  of  the  colonists  has  locked  out  a  room  on Level 3 by
disabling  the  conduits  which  control the doors to the room. One of
these doors is found in the bathroom. Here, you'll notice a section of
conduit has actually been removed, cutting off power to the door. Take
the tool the colonist used to slice up the panel. Go downstairs to the
kitchen. Here, you'll have your first glimpse of an attack drone, left
behind.  He  leaves  you  alone.  Apparently,  he's been programmed to
ignore  you.  Inside the kitchen, you'll find more conduits. Using the
tool, cut a piece out. Say Hi to the cat! Back up stairs, use your new
piece  of  conduit with the bathroom door's conduit. You can now enter
the locked-out room.

Getting The Elevator On-Line:

     The  guy  on  the monitor in the hall on Level 3 tells you to get
the  elevator  on line. He may be able to answer some questions so you
need  to  help  him  out.  The  utility  room  which  controls station
operations  is  accessed  via  the  vents in the room you just opened.
Explore  the vents until you find the utility room. You'll also find a
camera  in  the  vents.  Take  this;  you'll need it later. Inside the
utility  room  (there's  that  annoying  drone  again),  link  to  the
controls.  You'll  notice the elevator has no power going to it. Route
the source power from SL to the destination power for EV. The elevator
is  now  on-line.  Don't  forget  to talk to the guy in the hall again
before  going  downstairs.  He'll  need  to  take  the  locks  off the

Finding The Next Destination Of The Dog Ships:

     In  the  control  room,  you'll  find the attack drone got to the
colonist  before  you.  Link  to  his  sym  to  find  out  some useful
information. Now you need to track down the dog ships. Link the camera
you found in the vents to the computer in the control room. The camera
has  weeks  of  footage, and somewhere on it there's some shots of the
attacking  dog  ships.  You don't have weeks to wait around, so you'll
need  to  find the exact time the dog ships attacked. To find the time
of attack, go to Carswell's room. Ignoring the colony leader's corpse,
read  the  speech  he  was  dictating.  The attack struck while he was
recording  the speech and at the top of the PDA is the time the speech
was  logged  (2034.12.1). Back in the control room, link the camera to
the  computer  again.  Jump  to the counter entry matching the time on
Carswell's  PDA.  From  the  footage  of  the  dog ships, your sym can
calculate  the  vessels'  trajectory. Apparently, their next target is
SYNSYM-the corporation which designed your sym implant. Return to your
shuttle and take off.

Episode 3: Things To Check Out:

     Read  the  residents  list in the lobby. Transfer some funds from
the  lost  credit  computer  (main  hall)  to  your  account. Read the
news-wire link on the PDA in the main hall. Link to the bulletin board
at  the  end  of the hallway upstairs. Play with the Majestic model in
Carswell's  room.  Find  Jack  Reynolds' note to Carswell. Pick up the
noose  in  the sleeping quarters. Link to the downed drone in the mess
hall. Visit the cat in the kitchen. Jump down the elevator shaft a few


     Carswell, CON22, Mittener, Padley

Episode 4: Synsym

     This  branch  of  SYNSYM,  the  original  office,  has long since
closed, but for some reason the dog ships were heading this way. First
you  need  to  get inside the building. To do this, you'll have to use
the  delivery  entrance. Once inside, the various office memos left by
the  partners,  Reynolds,  Lowery and Debrise, will shed some light on
the  inner workings of the SYNSYM corporation. Someone also left you a
hologram  message  here,  indicating you have an ally in all this. His
identity  will  be  revealed  later.  As  you  explore,  you  discover
Reynolds'  log  book  is missing. Finding it will lead you to a hidden
laboratory-a  discovery  Reynolds  made  herself a few days before her
"accidental"  death. When you try to leave SYNSYM after completing all
this, you'll find the dog ships waiting for you.

Getting In:

     The  front  door  is locked, so begin by hopping over the wall on
the right. Around the back of the building you'll find another door to
which cargo was once delivered. Search the cargo crates on the side of
the building. On top of one, you'll find an old clipboard once used to
inventory  cargo  shipments. The delivery computer which controls this
door works on a basic principle: a shipment clipboard like the one you
just  picked  up tells the computer what cargo is being delivered (its
description  and  weight)  and a scale by the door weighs the cargo to
confirm  the  inventory  listed  on the clipboard. You need to pose as
cargo.  Examine  the clipboard in your inventory. You can select items
on the list which together add up to various weights. The magic weight
you're  looking  for  is  the  player's  weight.-To  find the player's
weight,  bring up the STATUS screen. It appears you weigh 2.7 Pelists.
Returning  to the clipboard, select the items which weigh 1.9 P, 0.6 P
and  0.2  P.  Together  they  weigh  2.7 P. Use the clipboard with the
delivery computer and step on the scale. You're in.

Memos And Finding Sandra's Missing Log:

     Jacques  Debrise  and  Christian  Lowery  both kept logs of their
office memos. Sandra Reynolds, the late CEO, has no log book, however.
In  Lowery's  office,  you'll find an "antique" computer in the corner
which Reynolds gave him. On the computer screen, Sandy typed a hurried
note  instructing  Lowery  to  "check out the Coleridge." In Reynolds'
office,  you'll discover she was something of an art collector, with a
particular  focus  on the artist Jolfoar. One painting behind her desk
is  especially interesting because your sym will tell you that Jolfoar
based  the  painting  on  the  poem  "Kubla  Khan"  by  Samuel  Taylor
Coleridge. On her desk, you'll find a button to release this painting,
revealing  a hidden safe. The password for the safe has to do with her
message  and  the  nature  of  the painting hiding it. Both your sym's
database  and  Lowery's  memos  will  remind  the player that the poem
"Kubla  Khan" was about a magic place called Xanadu. Enter "Xanadu" to
open the safe.

Finding The Hidden Lab:

     The  log  in  Reynolds' safe speaks of a hidden lab she found one
night,  a  laboratory  she knew nothing about. Repeat what she does in
the log entry. First, go to the laboratory on the bottom level. Inside
the  lab,  there  are  some  more  work drones. Activate them with the
computer  behind  them. You'll notice one drone is down and appears to
function  on  a  different  subroutine. You're going to need a routine
disk  for  the separate drone in the lab. You'll find one in the trash
can  in  Debrise's office. Use the routine disk with the dormant drone
in the lab. A schematic will come up. Repeating the procedure outlined
by  Reynolds in her log, connect E1 to A7, E2 to A2 and E9 to A5. This
will  activate  the  drone, who will open a hidden door in the back of
the lab. This reveals yet another keypad. To figure out this password,
you'll  have  to  remember all signs are pointing to Debrise. The disk
for  the  drone was in his office, and in her log Reynolds hinted that
Debrise knew about this secret lab. By reading through Debrise's memos
in  his office and Lowery's logs, you'll learn that Debrise's favorite
term  was  "monumental."  Enter  "monumental"  to open the door to the
secret  lab.  Inside the lab, you'll find some curious and frightening
equipment,  including  a  bed  with  hand  restraints.  Here, your sym
malfunctions and appears to have "flashbacks" of some sort, presenting
you  with  some  strange images that neither of you can explain. These
flashbacks  allow  your  sym  to lead you to a PDA, hidden in a nearby
table.  The  PDA,  a note from Debrise to an unknown person, refers to
"experiments"   and  "a  secret  base."  From  the  PDA  you  get  the
coordinates for the secret facility.

Taking Out The Dog Ships:

     Curious  about  the secret base mentioned in the note, you return
to your shuttle to take off. Unfortunately, the dog ships show up. You
can't  outrun the dog ships, so you'll have to stand and fight. Access
your weapons system. Firing on the dog ships produces no effect. Their
armor  is  too  strong.  You'll  notice SYNSYM's power generator is in
view,  however. Fire on it. The chain reaction will take the dog ships
down.  On  your  way,  you hear a voice communication from the mystery
ally  who  left  you  the  holograms.  He's  going  to meet you at the
facility-the final episode.

Episode 4: Things To Check Out:

     Try going through re-packaging. Read the corporate bulletin board
and various messages on the lower level. Read Sandra Reynolds' note to
her husband Jack.

Episode 4: Database Entries:

     Autofacture,  Debrise,  Ecalp-Tew,  Jolfoar, Klosfor, Kubla Khan,
Lowery, NOCR, Reynolds, SYNSYM

Episode 5: The Facility

     Crash  landing  on  the  planet,  you'll  find an entrance to the
facility.  First  you need to get inside, with a little help from your
sym.  After  bypassing  a  series  of security drones you'll find kept
here,  you'll  learn  SYNSYM's secret. With no where to go but onward,
you  have  to  bypass a PhysioScanner. At this point, you meet up with
your  ally  from  Episode  4.  Together,  you  and he will destroy the
facility.  Before  doing  that,  your  sym  will insist on having some
questions  answered,  which leads to a confrontation with Debrise face
to face. Finally, you have to destroy the base.

Getting Inside:

     Getting  inside  is  relatively  easy.  Linking  to  the elevator
controls,  your  sym  will  make some suggestions of possible security
codes.  Although it might not seem so at first, your sym does have the
right code.

Bypassing First Drone:

     Once  inside,  you'll  find  a  security drone (like the one left
behind  in  Episode  3)  is  blocking your progress. First, you need a
blunt  object.  You'll  find  a section of loose piping in the utility
closet.  Take  this.  You can't attack the drone just yet. You need to
distract  him.  To  do this, videotape him. After you make your movie,
use the camera with the panel near the video monitor in the hall. This
will  upload  the  movie and play the footage you recorded. The drone,
noticing  the image, will fly toward the monitor. Quite taken with his
likeness, he'll keep his back to you as he watches the movie. Sneak up
behind the drone and hit him with the pipe.

Bypassing Second Drone:

     Remembering  that the drones run on a network, link to the downed
drone  in the hall. Apparently, there is another drone waiting for you
in  the  next  room. You'll notice this new drone's batteries are low.
Instruct  him  to  recharge.  You're now free to enter the room on the
left.  A  panel  in  the back, a doorway for the security drones, will
lead you to the drone recharging center.

Bypassing The Third Drone:

     Stepping  out  into  the hall off the recharging center, you find
yet  another drone waiting for you, and they seem to be getting meaner
and  meaner. To take it out, you'll need to fight fire with fire. Link
to the drone you sent to recharge. From the local menu, you can select
a  target.  Don't select the target on the left-that's you. Select the
target  on  the  right,  and  you'll get the drone's perspective as it
flies off and shoots down the last drone. You're now free to explore.

Learning Synsym's Secret:

     The most important information to find on this level is Professor
Miller's  log,  found  in  the  first room on the left. From this log,
you'll  learn  the  fact  that  sym implants, like yours, are actually
copies  of  another human being's brain, and that in order to create a
sym  implant  the  person's  life is taken. Also on this level, you'll
find  one  of  the  passengers  from  the Rident, Senator Fellows, who
appears to have been prepped for a sym implant.

Tricking Physioscanner:

     At  the  end of the hall, there is a door locked off by something
called  a PhysioScanner. A PhysioScanner scans your genetic profile to
determine  if  you have access. Your sym reminds you that if you had a
record  of  some  DNA  of  a person who did have access, the sym could
trick  the scanner. In one of the rooms, you'll find a DNA sampler and
a  computer  to  identify DNA. Currently, a sample of Senator Fellows'
DNA is on the sampler. You need to find a sample of DNA of someone who
has  access  to  the rest of facility, however. In another lab, you'll
find a coffee cup. Scan the coffee cup with the DNA sampler. Return to
the  lab  with the DNA computer and upload the sample. Apparently, the
beverage   belonged   to  Norma  Miller,  the  missing  professor  and
mastermind   of  sym  technology.  Back  out  in  the  hall,  try  the
PhysioScanner again. By tricking the computer into thinking you're the
professor, you can now pass.

Getting Off The Dog Ship And Finding Some Answers:

     After  another  nasty  spill,  you  black  out  and  have another
flashback. Awaking, you find yourself inside one of the dog ships. The
voice  of  your  ally  from  Episode 4 tells you you're safe, however.
Apparently  a  busy  man,  your  ally  left  a  PDA  in your inventory
explaining  himself. Reading the PDA, you learn that your ally is none
other  than  Christian  Lowery, Reynolds' other partner. Suspicious of
Debrise's activities, Lowery found out the truth about sym technology,
too.  His plan is to destroy the base. He won't admit it, but he needs
your  help.  After you leave his ship, you can explore a wormhole room
and  the  reactor  room. From there, you can take another elevator (by
entering  the code Lowery gave you on the PDA, "conscience"). The only
room  you  can  get  to  via the elevator at this point is a room that
contains  a  database  of  all those victims who died to become a sym.
Once  inside  this  room,  your sym will not let you back out the door
until  you look up its identity. Check your status screen again to get
your  sym's  ID  number  (SYM001103).  Enter  it  into  the  computer.
Ironically,  your  sym  was  once  Sandra Reynolds, the CEO of SYNSYM,
whose  death was anything but accidental. Once she found out Debrise's
secret,  he  had  her eliminated. No wonder Lowery, Sandra's long time
friend, wanted to keep your sym implant safe.

Taking Debrise Down:

     Now  you  can  go to the observatory room. On your way in, you're
nearly  shot  by  Debrise  who sneaks up behind you. Hiding behind his
desk,  Debrise  taunts  you. Your only exit is over the railing behind
you.  It's  quite  a  fall, but luckily the gravity is low because the
room  serves  as a shuttle bay. Having made your escape, you return to
the  passage  way,  but find there's no where to run. Returning to the
wormhole room, you'll find Debrise waiting for you. You can't run, but
you'll notice a control panel across the room. Thanks to the ingenuity
of  sym  technology  you  can link to computers over a great distance.
Link  to  the panel and turn on the gravity in the room using the code
your sym gives you. That takes care of Debrise.

Leveling The Base:

     To  destroy the base, you'll need to sabotage the wormdrive. Like
the  Rident, this facility can harness a wormhole, the only difference
being  that  the  facility can open a wormhole within the base, inside
the  room  where you smashed Debrise. There's a wormhole beacon in the
wormhole room. You need to move it. Return to the observatory room and
access  the  panel  on  the  desk.  Release the beacon. Go back to the
wormhole  room.  Pick  up  the beacon, and take it to the reactor room
across  the  hall.  Place  the  beacon  on  the  reactor.  Back in the
observatory  room,  activate  the  wormdrive. Opening a wormhole in an
improper  place  will cause a reactor meltdown. Lowery's dog ship will
show up and take you out of there in the nick of time.

You've won SYN-FACTOR, but the story is not over.......

Episode 5 Things To Check Out: 

     Get  yourself  shot  at  by  the drones. Active Jacques Debrise's
hologram. Examine the Drones' task list.

Novel Game Statistics:

Number of times player falls down: 6 
Number of times player bumps head: 5 
Number of times player is mishandled by heavy machinery: 5 
Number of blackouts: 6 
Total bruises and abrasions: 22 
Number of codes entered: 16 
Number of references to the Majestic: 9

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