Episode 1: The Rident
Overview:
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
shuttle.
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,
Wormhole
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
elevator.
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
times.
EPISODE 3: DATABASE ENTRIES:
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
Советы наших посетителей (0)
Знаете интересные коды на Syn-Factor? Вам есть чем поделиться с другими геймерами?
Испытываете проблемы в прохождении Syn-Factor? Считаете свой вопрос сложным и важным? Тогда задайте свой вопрос, и мы разместим его здесь отдельно. Ежедневно десятки геймеров просматривают эту страницу — кто-то из них обязательно ответит!
Если вопрос короткий — Вы можете задать его на этой странице при помощи формы комментариев ниже