The Immortals of Terra: A Perry Rhodan Adventure

Walkthrough by Bert Jamin


June 2008 Bert Jamin (www.gamesover.com)

This walkthrough may not be sold and may not be used for any commercial purposes. Neither is it permitted to publish this walkthrough in any way without the written permission of the author Bert Jamin (gamesover@planet.nl). Feel free to place this walkthrough on your web site or on your home page, on condition that no part of this walkthrough is changed and that the name of the author ( Bert Jamin ), the URL of the owner of this site (www.gamesover.com) and his E-mail address (gamesover@planet.nl) are mentioned unchanged. For the most up to date walkthroughs always visit www.gamesover.com. If you have any suggestions to improve this walkthrough, let me know by sending me an email: gamesover@planet.nl.


Terrania - Residence

You are standing in the main hall. Look at the left door behind your back. It is the door to your office. Try to open the door. It is closed. Try to open the door of the office at your left side. That's Atlan's office, which is closed too. This door has been damaged. So you'll never be able to open it. Try to open the right door. That's Bully's office which is closed too of course. Look at the most right door of Gucky's office. This door has been damaged too. Look at the room numbers above each and every door. You can't read them because the power seems to have been cut. If you like you can also study the doorplates besides the doors.

Look at the de-activated cleaning robot at your right side on the floor. Look through the window and enjoy the view. Look at the debris at the center of the room. Look at the ceiling above the debris. Walk to the left. Enter the passage that is leading to the left. Look at one of the holoprojectors on the walls inside this corridor. Go down one screen. Exit the corridor at the end.

Look at the white singing crystals. Try to open the door to Mondra's office. Hmm... closed too! Look at the sign above the door. Walk to the left. Step onto the transmitter. Obvious the transmitters don't work properly because of the attack. Walk back to the main hall.

Walk to the right. Step onto the transmitter. Look at the view over Terrania. Go down one screen. Now you enter Mondra's hangar. Remember this hangar because you are going to be back here often. Look at the parts of a glider laying around. Go one screen to the right. Talk to Mondra's hangar attendant, called Yuri who is kneeling down in front of the glider recharger. Show him the picture of Mondra. Also show him the picture of Reginald Bull, aka Bully. Look at the left device. Look at the recharger Yuri is working on. Talk to the soldier. Show him the picture of Mondra. Show him the picture of Bully.

Walk to the right a little. Look at Mondra's glider. Look out of the window. Notice the door at the back side of the room with the huge red turning wheel. This is the door to the control room. Remember that you can find the control room here. You have to get back here several times too. Open the door of the control room.

Look at the device at the right wall. Click on the power switch. Use the device once more. First we are going to re-activate the power to the door of your office which has number 936. Notice the arrow signs above the fuse. Click three times on the upper right arrow. Click once on the middle right arrow. Click twice on the bottom right arrow. If you have done this correctly, the fuse will be lit. Exit the panel by clicking the right top button.

Look at the device at the left wall. Click on one of the rooms to find out that this service is currently not available for technical reasons. Close the panel. Exit the control room through the door at the back wall. Talk to Yuri once more. Show him the picture of the maintenance terminal. Go one screen to the left. Look at the tarrit steel device. Talk to the bio-technician in front of the device. Show him the maintenance terminal too. Walk to the right.

Step onto the transmitter to go back to the main hall. Go one screen to the left. Notice that the cleaning robot is working. Go a little further to the left. Look at the red blinking number above Bully's office door. Make a note of the number. Notice that the number above your office is blinking green now. Look at the number. Make a note of this number too. Enter the door to your office.

Look at the old space helmet at your left. Look at your holo suite at the left side of the office. Look at the monitor at the right side of the office. You'll read the message from Mondra and from Aimo Mantel. Look at the monitor once more. Look at the computer on the platform at the backside of the office. Use this computer, called LAOTSE. Use all your pictures on the computer. Click on the stairs behind you to leave the platform. Exit the office.

Go one screen to the right and step onto the transmitter. Go down one screen to enter Mondra's hangar. Walk all the way to the right and enter the control room once more. Use the terminal at the right wall. This time we are going to activate the door of Bully's office. Notice that there aren't any room number beneath the last two fuses. Also notice the - and + signs above the three zeros. It's good after all that you noticed the numbers of the other doors, isn't it? Click on the most left - sign of the fourth fuse from the left. It should show the number 900 now. Click three times on the center + sign. It shows the number 930 now. Click twice on the most right - sign. It should show the number 938 now, the number of Bully's office. The only thing we have to do now is re-activate the door. To do this, click three times on the upper right arrow. Click once on the middle right arrow. Click six times on the right bottom arrow. If you have done this correctly this fuse is lit as well. Close the panel. Exit the room.

Walk all the way to the left and step onto the transmitter. Go one screen to the left. Notice that the door sign above Bully's office, the right office, is now blinking green too. Enter Bully's office. Pick up the remote control from the floor at your left side near the bottle. Walk to the left backside of the office. Examine the spaceship models. Especially examine the model of the flying saucer with the missing part at the rim. Step back. Use Bully's computer at the back side of the office. Alas it is secured with a password. Because you don't know the password yet leave it alone and exit the close up. Click on the model of the Stardust model at the very right side of the office. Exit the office.

Walk to the left and enter the corridor leading to the left. Talk to the projection of yourself. Study all the holoprojectors in the corridor. Be sure not to miss the two holograms that tell you to hurry!!! This adds a picture of Ulan Soso to your inventory. Exit the corridor through the door opening on top of your screen. Notice that the singing crystals are working fine now. After the conversation with the technician is over, show him the picture of the maintenance terminal and off he goes to fix it!?

Try to read the door number above Mondra's door once more. Mondra sure likes her privacy because you can't read the number of her office. Walk to the left and step onto the transmitter. After been send down again, walk back to the main hall. Enter you own office. Walk towards your computer. Use your computer. After the conversation with the hologram of Tamira is over use the picture of Ulan Soso on your computer. This will download the Swoonish omega decimal minuscule file. Examine it in your inventory. Use it on the computer. Use the remote control on the computer. Exit the office.

Go one screen to the right and step onto the transmitter. Show the Swoonish omega decimal minuscule file to the technician and off he goes again. Click on the toolbox on the floor at the right side of the bio-technician to borrow his thermo-scan glasses. Head all the way back to Mondra's office. Use the thermo-scan glasses on the sign above Mondra's office door to find out that her room number is 256. Exit the close up.

Head back to the hangar. Go all the way to the right. Enter the door of the control room. Talk to the technician. Take his lunchbox. Use the terminal at the right side. Time to activate the door of Mondra's office. Click twice on the left most + sign beneath the right most fuse. Click five times on the center + sign. Click six times on the right most - sign. It should show the number 256 now. Click four times on the upper right most arrow. Click five times on the middle right arrow. Click twice on the right bottom arrow. If done correctly this fuse will be lit too. Close the panel. Head all the way back to Mondra's office. Enter the office.

Look at the shelves at the right wall. Walk to the left. Your way is blocked a huge carnivora. Look at the light brown illegal military shields. Exit the office. Walk to the main hall and enter your office. Walk towards the computer on the platform. Use the computer. Use the picture of the carnivora on the computer to learn more about suurg flies. Use the lunchbox on the computer. Use the thermo-scan glasses on the computer. Use the thermo-scan glasses on the computer. Exit the office.

Head back to Mondra's hangar. This time the bio-technician wants his thermo-scan glasses back. Walk all the way to the right and enter the control room. The technician fixed the controls for the cleaning robots. To fix the holoprojectors he needs more time.  Since he is missing his lunchbox he goes off to have lunch elsewhere. Use the terminal at the left wall. Send the cleaning robots to the terrace. Exit the control room.

Head back to the transmitter at the left side of Mondra's office. Step onto the transmitter. The soldiers should be busy now by chasing the cleaning robots. Look at the glass dome. Pick up the robot part from the floor at the left side of the glass dome. Look at the damaged dining room at the left side. Examine the robot head at the right side of the transmitter to get the missing part of Bully's flying saucer. Look at the damaged ventilation shaft at the right.

Go up the stairs leading to the huge statue. Pick up the three anti-shield capsules from the floor at your right. Notice the flies that are circling above the huge steel bowl. Put the lunchbox in front of the bowl to catch some suurg flies. Look at the smashed white benches. Head back to the transmitter. Step onto the transmitter.

Enter Mondra's office. Walk to the left towards the carnivora. Use your lunchbox on the carnivora. Walk to the left. Take the notebook from the desk. Right click on the notebook in inventory and page through the notebook. After reading all page close the notebook. Examine the pile of books at the left side of the desk. Look at  the device at the right side of the desk. Exit the office.

Head back to the main hall. Here you'll have a meeting with the bio-technician. He doesn't need his thermo-scan glasses anymore and is honored to give them to you. Enter your office. Walk towards the computer on the platform. Use the thermo-scan glasses, Karin Levi's picture, Mondra's notebook, the anti-shield capsules, the Le-Clyi part and last but not least the head of the combat robot on the computer. Exit the office.

Enter the door to the right to enter Bully's office. Examine the spaceship models at the left back side once more. Put the Le-Clyi part into the flying saucer. Exit the close up. Use Bully's computer. Use the password Le-Clyi-Lecyi, press enter on your keyboard and... nothing! Alas this isn't the correct password. Exit the office.

Enter your office. Walk towards the computer on the platform. Use the computer. After the conversation with the hologram of the consul use the flying saucer on the computer. Remember this name Leclerc! Head back into Bully's office. Use his computer and enter the password Leclerc and press enter on your keyboard. Study the big red spots on the projected spacecraft. Close the screen. Close the next screen to download the blueprints of the Robotics Institute.

Exit the office. Head back to Mondra's office. Enter the office. Use the anti-shield capsules on the light brown shield. Examine the shield. Take the deactivated service robot. Take the unknown artifact. Exit the office.  Lunchtime for the technician is over so he reports for duty. Also your hologram stops by.

Head back to the main hall. Enter your office. Walk towards the platform with the computer. Use the unknown artifact on the computer. Use the deactivated service robot on the computer. Use the floor plan of the Robotics Institute, Waringer Academy on the computer. Exit the office. Head back to Mondra's hangar.

Talk to the technician Yuri once more. Show him the picture of Kari Levian. Give him the remote control aka Wing Swing GT 5000 "Soft Glide". Give him the deactivated service robot. Walk to the right and enter the control room. The technician managed to fix the hologram terminal. So use the left terminal. Send the avatar to the hangar to distract the soldier who is guarding Mondra's glider. Exit the control room. You'll sneak into the glider and set course to...

Terrania - Waringer Academy

You are standing on the landing platform of the academy. Look at the surroundings. Try to enter the entrance to the right. Enter the entrance. Look at the advertisement screen at the left side. Talk to the stranger standing next to the screen. Look at the advertisement screen at the very right. Click on the transparent transportation pillar. Travel to the Lobby.

Go down the moving staircase. Examine the public computer next to the moving staircase. Walk to the right a little and talk to the hostess behind the little counter. Walk to the left. Go up the moving staircase. Walk straight to the end of the tunnel and travel to the Cafeteria. Look at the advertisement screen. Enter the Cafeteria to the right.

Examine everything you can and talk to everyone you can. Remember the drunken guy at the center of the Cafeteria. Look at the advertisement screen in the back part of the Cafeteria. When finished exit the Cafeteria at the bottom of the screen. Click on the blue transportation pillar. Travel back to the Lobby. Go down the moving staircase. Head back to the hostess behind the little counter. Talk to her. Show her the picture of Aimo Martel. Show her the picture of Kari Levian. Step onto the transmitter behind her back.

Walk to Kari's desk. Talk to Kari. Show her the picture of Aimo Martel. She gives you a personnel ID card for the Waringer Academy. Show her the picture of the Swoonish omega decimal minuscule file. Show her the head of the head of a Combat Robot. She gives you a picture of the Robotics Institute. Show her Mondra's notebook. Show her the floor plan of the Robotic Institute. Show her the unknown artifact.

When Kari has left pick up her green lunchbox. Give the container with flies to the carnivora. Pick up the plant dun from the floor in front of the carnivora. Use Kari's computer. Look at the crystal on her desk. Head back to the transmitter. Step into the transmitter. Walk towards Kari's desk once more. Talk to her and show her the unknown artifact again. Take the crystal from her desk. Head back to the transmitter. Step onto the transmitter.

Talk to the stranger at the bottom right. Of course you can talk to anyone else but belief me... that will keep you off the street for ages. Walk towards the hostess behind the little counter. Talk to her. Show her the picture of the robot from the Robotics Institute. Walk to the left. Use the public computer. Run the singing crystal, the plant dun, Malcolm S. Dellian and the personnel ID of the Waringer Academy through the computer. Go up the moving stairs. Go to the end of the tunnel and travel back to the Cafeteria.

Enter the Cafeteria to the right. Talk to the drunken man at the center of the Cafeteria. Walk to the right. Talk to the waiter behind the counter to get a cup of espresso. Give it to the drunken man. Hmm... nope, that doesn't do the trick. Walk back to the waiter and talk to him once more for another cup of espresso. Add the plant dun to the cup of espresso. Give the flavored espresso to the drunken man. Great... this time it does the trick! Give him the head of a Combat Robot.

Inside the lab walk to the left. Examine the small energy charger. Use your remote control on the energy charger. Examine the voice simulator. When the technician has left the lab take the voice simulator. Look at the super drill projected on the black and white screen. From the table at the back wall take the plastic box. Look at the robots behind the huge window. Examine the positronic controls the technician was working on. Examine the little plateau on which the robot head was placed.

Put the plastic box on the plateau. Put the unknown artifact on the plastic box on top of the plateau. Exit the lab through the door at the bottom left. Enter the first lab  at the right. Take the chip card left on the desk at the bottom of your screen. Try to pick up the robot head from the scanner in front of the window. Click on the screen that is hanging down the ceiling at the right side. to download a list of robot types.

Go down the moving stairs. Run the list of robots, the stolen personnel ID  for the Waringer Academy, the voice simulator, the singing crystal and the picture of Malcolm S. Deallian through the public computer next to the moving stairs. Walk to the right and step onto the transmitter to visit Kari again. Talk to her. Talk to Malcolm Deallian who turns out to be quite a brain. Show him the unknown artifact. He gives you a frequency spectroscope. Show him Mondra's notebook. He gives you a picture of Quint Essence. Exit the room through the door to the right. Talk to Kari. Show her your stolen personnel ID card.  Walk to the transmitter. Step onto the transmitter.

Walk to the left. Run the picture of Quint Essence, the frequency spectroscope, the list of robots, the stolen personnel ID card and the voice simulator through the public computer.

Go up the moving stairs at the left. Go through the tunnel and travel to the Cafeteria. Enter the Cafeteria to the right. Walk to the back part of the Cafeteria. Talk to the alien creature Blues. Walk to the waiter behind the counter. Talk to him to get a muurt burger. Examine the delicious burger in your inventory... yummy!!! Go back to the Blues in the back part of the Cafeteria. Give him the tasteful muurt burger. Give him the stolen Personnel ID card. Exit the Cafeteria at the bottom of your screen. Click on the blue transportation pillar and travel to Robotics.

You'll witness how a technician is working on the ventilation shaft. Walk to the ventilation shaft. Pick up the small diagram or plan of something from the floor. Combine this with the floor plan of the Robotic Institute. Examine the ventilation shaft. Examine the grid that is standing against the wall. Examine the toolbox. Go one screen down. Enter the Robotics Institute to the right.

Talk to the guard. Show him your guest-personnel ID card. Examine the circular door. Hmm... it needs a code, which you don't have of course. Press the cancel button on the door. Walk back to the entrance. Walk towards the ventilation shaft once more. Put the Le-Clyi-Lercy flying saucer into the ventilation shaft. Now the remote control gets in the picture. Don't press anything on it yet! If you move your cursor to the right side of your screen, the floor plan of the academy pops up. You can close the floor plan by left clicking on your screen. The goal is to blow up a part of the place by using the remote control with the flying saucer in the ventilation shaft. Here is how to steer the flying saucer:

press the orange forward button 8x
press the orange right button 1x
press the orange forward button 4x
press the orange left button 1x
press the orange forward button 2x
press the orange right button 1x
press the orange forward button 12x
press the orange left button 1x
press the orange forward button 3x

If you have done this correct, the flying saucer should be directly above the explosives lab now. Push the circular orange button of the left controls once. Bingo!!! Go one screen down. Enter the Robotics Institute to the right. Look at the abandoned counter. While standing in front of the abandoned counter look at the circular door using the thermo-scan glasses. Okay... you now know the correct numbers to press. The only thing is... you still don't know the correct order!? Press the cancel button on the door.

Open the blue glass door. Click on the keyboard at the center of the desk beneath the monitors. Listen carefully to the beeps that you here when someone opens that circular door. Use the voice simulator on the keyboard. If you like you can examine some other items in the lab. Exit the room through the door to the left.

Walk towards the circular door. Now remember the beeps you heard earlier on the video in the room. By trying and eliminating you find out that the correct combination for the door is: 0 - 6 - 2 - 8 - 4. So press the buttons in that order. Enter the opened door.

Enter the first lab to the right. From the desk at the bottom of your screen take the circular multi-frequency chip. Walk to the right. Pick up the robot torso that is stashed on the floor in the left corner. Exit the lab to the left. Exit the corridor at the back side. Enter the corridor to the right. Walk towards the circular door. Put the robot torso into the door. Enter the door.

Look at the giant drill. Notice the tiny holoprojector on the floor at the right side of the drill. Press the holoprojector... Exit the hangar to the left. Use the voice simulator on the device on top of the transmitter. Step onto the transmitter. Examine the dead body of Aimo Mantel to get a data crystal. Take the yellow bottle from the table.

Walk behind the desk. Use the data crystal on the screen to get a picture of Kato da Trumor. Examine the uniform collection. Examine the awards on the floor. Examine the shelves smashed on the floor. Step onto the transmitter. Step out of the transmitter and step onto it once more.

You will regain conscience in a prison cell. Examine the bed. Take the plastic spoon from the table. Take the cup with water from the table. Take the tray with food from the table. Do a pee at the appropriate spot. Use the cup with water on the wall. Examine the skirting beneath the message on the wall. Use the plastic spoon on the skirting to get a small metal pipe. Go down one screen.

Look at your stuff that is floating in a glass chamber at the back wall. Also look at the singing crystal on the table. Use the small metal pipe on the invisible force field of your prison cell. Keep on doing this until the guard shouts that he had enough and places the crystal on the floor. When set free press the button next to the glass chamber. Open the glass chamber to get your stuff. Go down the stairs. Exit to the right. Enter the spaceship at the right side to set course to...

Titan - Thora Museum

Click on your spaceship. Look at the rocks in the distance. Look at the huge bowl at the left side of the museum. Look at the museum. Look at the statue next to the stairs. Climb up the stairs. Go through the museum door. Look at the transparent pillar at the left side. Look at the little servo-bots. Look at the yellow counter. Look at the monitor that is hanging down from the ceiling. Go through the door at the back wall. Listen to the welcome speech of the hologram of the museum's director. Go through the door at the back wall.

Look at the statue. Look at the ceiling above the statue. Pull the switch on the floor next to the statue. Look at the lowered statue. Look at the blue-lit door posts. Go through the door to the left. If you want you can hear the message from the hologram again by pressing the little circular hologram platform.

Click on the transparent  pillar at your back to get some information about Ylohin - the game of the Illochim. Try to pick up one of the floating tiles above the water. Click on one of the shielded displays to get a vital clue. If you want you can examine what is in the displays. If you want you can also read the description of each object that is in the displays by clicking on the sign beneath it. Click on the transparent pillar with the reproduction of an Illochim. Push the holoprojector next to the transparent pillar. Go through the door at the very end of the room.

Look at the display at the center of the room. Look at the sign above the robot at the left wall. It is a Perikon 300 battle robot. Make a note of the type number 558025. Right click on the list of robot types in your inventory. Click on the arrow signs on the list to enter the number 558025 and click on OK. Make a note of the mentioned frequency 849.109. Close the panel. In your inventory combine the multi-frequency chip with the remote control. Right click on the remote control. Change the frequency into 849.109. Press the yellow button at the bottom of the remote control.

Use the remote control and move your cursor to any point in the room. Left click and see how the robot goes to that spot. Use the remote control at the bottom of your screen so the robot leaves the room. Now use the remote control on the display at the center of the room. The robot comes barging in and smashes the force field of the display. Pick up the dagor sword from the floor. Look at the blue lit plate of the damaged display. If you want you can examine the other displays too.

Look at the old spaceship at the left side of the room. If you want you can read the signs beneath the other displays. Exit the room by the stairs at the back wall. No need to say that you can read the signs beneath the displays here too. Exit the room by the stairs at the back wall.

Click on the blinking circular device. Pull the lever of the pump system at the bottom right. Enter the door to the right. Enter the door at your back.  Pull the switch on the floor next to the statue. Put the dagor sword into the hand of the statue. Step back. Notice that the ceiling above the statue is lit now. Look at the ceiling above the statue. Close the window.

Go through the door at the back wall of the room. Exit the room by the stairs at the back wall. Click on the blinking circular device. Notice that the blue lit shields at the doors disappear. Enter the door to the right. Look at the huge robot. Look at the hole at the base of the robot. Walk to the left. Look at the chained tiles. Walk to the right. Step onto the transmitter.

Three windows will popup for each different floor of the building. Go to the upper floor. Look at the head of the huge robot. Look at the hexagon section. Try to open the door to the left. Step onto the transmitter. Go to the bottom floor. Step onto the little platform at the rim. Look at the base of the robot. Try to open the door at your back. Try to open the door at the right side. Walk all the way to the left. Try to open this most left door too. Use the remote control on this door. The robot comes barging in again.

Walk to the right door. Enter the door. Go down the ladder. Look at the pump system. Look at the control panel. Try to move the valves. Use the remote control on the valves. Hmm... no luck this time! Exit the room. Step onto the transmitter.

Go to the middle floor. Exit through the door at the bottom of the screen. Enter the door to the left. Notice that the force fields of the displays are deactivated. From the left display take the arrachieda stick and the miner's lamp. From the right display take the transport frame. Go through the door at the bottom of the screen.

Enter the door to the right. From the display at the right side take the impulse beamer. Exit the room by the stairs at the back wall. Look at the large transport containers next to you. Notice the small container that is standing in front of the large containers. Take the object lifter from the small container.

Look at the intact circular windows. Look at the broken circular window. Pick up the blue shard of glass from the floor. In your inventory combine the blue shard of glass with the laser pointer. Go down one screen. Exit the room by the stairs to the left. Wow... it's good you have no fear of heights! Well... that is... look at the rail on the side of the bridge. Look at the tower. Enter the tower.

Look at the dirty water. There sure is something down there! Look at the cistern at your left. Enter the anti-crav lift. Exit the tower to the right. Enter the main building to the right. Exit the room at the bottom of the screen. Exit the room at the bottom of the screen. Go through the door at the left. Use the object lifter on the floating tiles. Now you have the Ylohin game pieces and the instructions how to play the game. I don't know if you should be that happy about this!? Remember my words! Of course you read the instructions for the game very carefully!

Exit the room at the bottom of the screen. Go through the door at the back wall. Exit the room by the stairs at the back wall. Pull the lever of the pump system at the bottom right. Go through the door to the right. Step onto the transmitter. Go to the bottom floor. Enter the right most door. Go down the ladder. Use the controls of the pump system. Turn the right valve. Turn the bottom valve. Be sure that the upper left valve is in horizontal position, the upper right valve is in vertical position and the bottom valve is in horizontal position. Exit the room.

Step onto the transmitter. Go to the middle floor. Exit through the door at the bottom of the screen. Push the lever of the pump system at the bottom right. Go through the door to the left. Go through the door at the bottom of the screen. Go through the door to the right. Exit the room by the stairs at the back wall. Exit the room by the stairs to the left. Enter the tower to the left.

Look at the spaceship. Enter the anti-crav lift. Try to open the door to the left. Go back inside. Go through the door to the right. Enter the main building to the right. Exit the room at the bottom of the screen. Exit the room at the bottom of the screen. Exit through the door at the back wall. Exit by the stairs at the back wall. Exit through the door to the right. Step onto the transmitter. Go to the upper floor.

Notice the honeycomb pattern above the water. I guess you know that your goal now is to play the Ylohim game. Playing the game is one thing, solving it is another thing. Place the Ylohim game pieces on the honeycomb pattern. A mistake is easily made while solving this game. So it would be wise to save your game before you start the game! Here is the solution to solve the game:

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
The tiles should be lined up nicely now. Ahhh... you thought that this is all? Forget it! You are just halfway now. So here we go again:
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

If nothing happens, you didn't solve the game correct. In that case load your saved game and start all over again. If something does happen you did solve the game correct. In that case it would be wise to save your game again so you won't have to solve this again!

When things have become normal again step onto the transmitter. Go to the bottom floor. Pick up the piece from the Illochim game from the floor at the right side of the transmitter. Step onto the transmitter. Go to the middle floor. Go through the door at the bottom of the screen. Go through the door to the left. Go through the door at the bottom of the screen. Go through the door to the left. Push the holoprojector. Put the piece from the Illochim game on the holoprojector. Take the bone from the wing of an Illochim from the lowered projection.

Go through the door at the bottom of the screen. Go through the door at the back wall. Exit by the stairs at the back wall. Go through the door to the right. Step onto the transmitter. Go to the bottom floor. Go through the circular door at the left side. Climb up the ladder to the right. Use the thermo-scan glasses on the tunnel. Look at the tile at the right wall of the tunnel.

Go through the door to the left. Step onto the circular part of the floor to find out that it actually is another transmitter that can be activated somehow. From this point use your laser pointer on the characters. Walk towards the characters. To activate the transmitter at the center of the room you have to activate some of the characters in the correct order so that they together form a word.

The first question of course is what this word might be. Well that isn't that difficult after all. Notice that the one but last character is already lit. Make a note of this character. Now open the section Script table in Mondra's notebook. If you look at the character you just lit you'll see that this character corresponds with the Y. Now remember the game with the colored tiles which is called the Ylohim game. So this can only mean that the correct word should be Ylohim. Of course you can make a note of each and every character to form this word. The easier way is to simply follow my instruction.

Number the three rows from top to bottom A, B and C. Number the characters on every row 1 - 9 from the left to the right. I know, I know... the bottom row has only 8 characters. Believe me, that doesn't matter! Here we go again. One fair warning: don't forget to get your laser pointer from your inventory every time you select the next character!!! If you make a mistake all of the lit characters will go out and you have to start all over again. Press the characters with the laser pointer in this order: (C7) - B3 - B6 - A8 - A9 - B4. I have put the C7 between brackets because this one is already lit so you won't have to point to this character now! I only mention it just in case you do something wrong and have to start all over again. In that case you have to point to this character!! After you have done this correct the transmitter at the center of the room will be activated.

Step backward and step onto the activated transmitter. From beneath the monitors get the metallic object. Look at the positronic beneath the monitors. Use the picture of Kato da Trumor on the positronic. This adds the picture of Tachio da Xena to your inventory.

Now the next is very important! Be very sure to look at the center monitor to get vital information from Bully!! He will not only give some useful information but - and this is most important - he will also give the coordinates of the planet Gom Callaedus where Mondra has been taken to. If you don't get these coordinates you will find a shuttle later on but you don't know where to fly to and you will be stuck forever!! So be absolutely sure that you get this vital message from Bully!!!

From the container at the left side near the bottom of the screen get the circular Tu-Ra-Cel badge. Examine the container. Examine the Vialon-trona next to the seat. Look at the seat. Go through the door to the right.

Enter the main building to the right. Step onto the transmitter. Go to the middle floor. Go through the door at the bottom of the screen. Go through the door to the left. Go through the door at the bottom of the screen. Go through the door to the right. Exit the room by the stairs at the back wall. Exit the room by the stairs at the left wall. Enter the tower to the left.

Look at the water to find out that the glider has gone. Step into the anti-grav lift. Enter the opened door to the left. Pull the lever of the pump system. Walk up to the door of the room where the giant robot is. Use the metallic object on the door. Open the door. Go to the right circular door. Enter the door and go down the ladder. Use the water controls once more.

Turn the upper left valve. Turn the upper right valve. Make sure  that the upper left valve is in vertical position and the other two valves are in horizontal position. Exit the room. Go through the center circular door. Pull the lever of the pump system once more. Go to the left. Open the door at the end of the corridor. Click on the shuttle to set course to... By the way if you get the message that you don't know where to fly to just read what I told about the vital message from Bully!

Gom Callaedus - Elmo Dater - City

Look at the crashed shuttle. Take the plasma converter from the front part of the shuttle. Pick up the beam collar, the water canister and the crowbar from the ground. Lock at the rock above the shuttle. Go to the right. Look at the purple greasy stuff on the rock. Remember that you can find this stuff here. Look at the rocks next to the greasy stuff. Look at the absurd plants at the right side of the path. Look at the absurd plants. Exit through the bright entrance. Look at the rocks at the left side. Go straight forward twice.

Look at the mine down there. Read the sign on the right wall. Look at the steel structure at the left side of the sign. Step onto the lift platform in front of the steel structure. Examine the lift. Look at the mechanism at the backside of the lift. In your inventory combine the beam collar with the plasma converter. Use the improvised plasma beamer on the mechanism. Use the crowbar on the mechanism.

Head back to the rock with the purple greasy stuff. Use the damaged water tank on the purple greasy stuff to collect some of it. Head back to the mine. Step onto the lift platform. Use the jelly-like lichen on the shaft. Click on the shaft and off you go down to the mine.

Look at the bright beam of light. Go through the door to the right. Enter the shop at the end of the gangway. Look at the smelting furnace at the left. Look at the wall at the right. Talk to the lady behind the counter. Show her your jelly-like lichen. Give her your miner's lamp. Exit the shop.

Go through the door to the left at the end of the gangway to return to the center. Enter the door to the left. Enter the bar beneath the neon sign. Talk to the girl who is standing above the stairs. Look at the go-go-girls. Read the red signs above the bar. Talk to the barkeeper. Show him your arrachieda stick. If you like you can talk to the other creatures in the bar. Exit the bar through the big tube at the right side.

Go one screen to the left. Go down one more screen. Go further to the left. Now you are facing the entrance to the Lower Levels. Remember that you can find that here. The door is locked. Read the sign above the door. Head back to the center. Walk all the way across the gangway and exit at the bottom right. Go further to the right. Look at the orange medic sign high above. Go down to the clinic.

Look at the sign at your left. Enter the clinic. Show the small glass bottle to one of the nurses. Show her the jelly-like lichen aka Trachivora Illoxia Transceps. Ask her about Kato da Trumor. Walk to the right and try to enter the sick-bay. Look at the sign at the left wall. Show the nurse the bone form the wing of an Illochim. Walk to the left. Read the sign at the wall and the sign next to the door. Exit the clinic. Go down one screen. Exit at the left side. Go around the corner. Walk further to the left. Enter the bar.

Talk to the barkeeper. Click on the bar to order a odor. Click on the purple odor. Talk to the barkeeper about Mad Hamilton and about the Lower Levels. Exit the bar. Go through the door to the right at the opposite of the bar. Enter the shop. Talk to the lady behind the counter. Talk to her about Mad Hamilton. Ask her about the Lower Levels. Show her Mondra's notebook. Talk to her about Kato da Trumor. Exit the shop. Exit to the left. Go through the door to the left.

Enter the bar. Talk to the barkeeper. Order another odor by clicking on the bar. Click on the purple odor. Talk to the barkeeper and click on the bar to order your final odor. Click on the purple odor. At last you are sick enough to go to the sick-bay.

Show the bone from the wing of an Illochim to Toregent. Talk to him about Kato da Trumor, Mad Hamilton and the Lower Levels. Look at the treatment device at the left side of the room. Talk to the only patient strapped against the right wall. Ask him about Kato da Trumor, Mad Hamilton, Quotter Batt and the Lower Levels. Exit the clinic.

Go down one screen. Exit at the left side. Go around the corner. Go further to the left. Enter the door to the right opposite of the bar. Enter the door to the right. Enter the shop. Show the eye implants to the lady behind the counter. Exit the shop. Exit at the left side. Go through the door to the left. Enter the bar. Show the eye implants to the barkeeper.

Talk to the bouncer who is standing in front of the yellow lit tube. Talk to the bouncer who is standing a little further to the right above the ladder. Talk to Mackro. Show him the eye implants. Exit the bar. Head back to the clinic. Enter the clinic. Show the creature doll to Toregent. Talk three times to one of the strapped Blues patients. Give the bone from the wing of an Illochim to Toregent. Exit the clinic and head back to the bar.

Enter the bar and go and speak to the bouncer in front of Mackro's restroom. Talk to Mackro. Give him the creature doll of the Blues. Exit the bar. Head back to the clinic. Try to enter the clinic. It is locked. In your inventory combine the small glass bottle with the Trachivora Illoxia Transceps. Use the corrosive acid on the lock of the door. Enter the sick-bay. Talk to the strapped Kremps. Give him the real eyes. In return he gives you his eye implants. Talk to him about the Lower Levels and he will give you an admission permission to the Lower Levels. Look at the dead Blues. Exit the clinic.

Head back to the bar. Don't enter the bar yet! In stead of that go to the left to the entrance of the Lower Levels. After your little dispute with Tachio da Xena return to the bar. Enter the bar. Talk to the soldier who is standing in front of the odor bar. Show him your antiserum. Talk to him about Tachio da Xena.

Go and visit Mackro in his restroom once more. Talk to him about Tachio da Xena. Look at the stuff on the table. Re-enter the bar. At this moment the soldier returns for business. Exit the bar. Head back to the door of the Lower Levels. Talk to Tachio. Talk to her about the emblem of the Tu-Ra-Cel, the arrachieda stick, Quotter Batt, Mondra's notebook and the Lower Levels. Use the admission permission on the door. Enter the door to enter...

Gom Callaedus - Elmo Dater - Mines

Look at the entrance behind your back. Look at the mechanism on the wall next to the entrance. Because you have no power yet, leave the levers alone for now. Besides that... one of them is missing. Remember that you can find this circuit box here.

Go through the door to the right. Look at the strange construction at the left wall. Look at the sinks. Look at the holes above the sinks. Look at the green lockers high up at the right wall. Notice that only the three left most lockers have codes engraved in the bottom. Use your positronic key on the left most locker. Use your positronic key on the left most hole above the sinks. Examine the lowered locker to get a metal rod.

Use your positronic key on the left most locker. Use your positronic key on the first from left hole above the sinks. Examine the lowered locker to get a tool.

Use your positronic key on the left most locker. Use your positronic key on the second from left hole above the sinks. Examine the lowered locker to get a roll of tape. Exit the room.

Walk to the right a little. Look at the circuit box at the wall. Put the arrachieda stick into the circuit box. Ouch... that hurts! In your inventory combine the roll of tape with the arrachieda stick. Use the insulated arrachieda stick on the circuit box. Close the window.

Now walk to the circuit box next to the entrance. Put the metal rod into the circuit box. Look at the circuit box. Flip the two left levers up. Close the window. Notice the yellow blinking light next to the door. Put the admission permission into the blinking mechanism. Now a rails appears above a little mining cart. Step into the mining cart. You can't find it? Well it's parked in front of the circuit box you just fixed with the insulated arrachieda stick.

At the end of the free ride look at the circular door. Read the sign right above the door. Pick up the seat belt at the left side of the circular door. Read the signs at the left side of the circular door. Hmm... that sounds promising! Look at the tube at the left in the ceiling. Go one screen down at the right side of the mining cart.

Look at the huge sewer pipes. Look at the rails of the mining cart on the floor. Enter the ventilation shaft between the two sewer pipes. Walk towards the ventilator. Put the emblem of the Tu-Ra-Cel on the ventilator. Look at the sign at the right side of the ventilator. Go pass the ventilator. Walk further to the right. Examine the control panel twice. Remember that you can find it here! Why? Because you have to come back later here to fix it!

Go one screen to the right. Cross the bridge and go through the door to the right. Look at the three torture devices at the left wall. Exit through the door at the back wall. Look at the blood on the ground at the center of the path which turns out to be still fresh! Walk towards the blood. Now you have to look very closely. At the upper right side above the blood you have to find a dark room. You hardly can't find it! Maybe you'd better press the s-button on your keyboard to find the entrance of that room. Use your miner's lamp on the dark room. Enter the room. You walk to the back wall to find the dying Mad Hamilton. Talk to him about Kato da Trumor, Quotter Bat, Mad Hamilton and Mondra's notebook. Exit the room. Re-enter the room and pick up Hamilton's circuit board which the body snatchers left behind. Exit the room.

Go further to the right. Go through the door to the right. Look at the strange construction to find out that something has been wrenched out of the bracket. Put the eye implants into the bracket. Go through the door to the right. You are now standing on a huge sewer tube. Look at the bright beam of light above the tube. Walk all the way to the end. Step on the platform.

Look at the bizarre structure at your right. Look at the nearest hanging cable. Use the transport frame on the hanging cable. Try to use the seat belt on the pulley. Use the tool on the seat belt. Use the seat belt on the pulley. Take a seat...

Look at the glass ball and the ventilation shaft. Enter the control room to the right. From the center of the desk take the communication unit. Look at the wooden planks on the floor. Push the switch in front of you. Push the switch left from you. Look at the control panel at the left wall to get a circuit board. Try to enter the dark room at the left side. It is too pitch dark to go in there right now. Exit the control room.

Use the seat belt for free ride back. Now remember that broken control panel near the entrance of the mines. It's good that I told you to remember where it is after all! You have forgotten where it is? Okay then... here we go. While standing on the platform go through the door at the back wall. Walk down the huge sewer pipe. Go one screen down. Go to the left. Go through the door to the left. Go one screen down. Cross the bridge and go through the door at the back side. Now you should be facing the broken control panel.

Use the tool on the control panel. Put Hamilton's circuit board into the panel. Do the same with the other circuit board and with the... admission permission. Click on the panel to get it activated so you have powered up the mines. Now head all the way back to the platform with the seat belt. Use the seat belt for your last free ride.

Enter the control room. Press the switch at the center of the desk. Exit the control room. Pull the lever beneath the glass ball twice. Notice that the beam of light is now going through the ventilation shaft. Re-enter the control room. Walk to the left. Enter the lit tunnel.

Talk to Quotter Bat three times. Talk to him about Aimo da Trumor. After his first question select the left most bottom sign. Answer his next question with Trust. Give him Mondra's notebook. Ask him about Kato da Trumor, the frequency spectroscope, the voice simulator and the communication unit. Give him Mondra's notebook. Step onto the dimension gate to go to...

Jamondi - Betha Asteroid

Look at the deactivated dimension gate. Look at the rock behind the dimension gate. Look at the rock at the right side of the deactivated dimension gate. Look at the obelisk that standing in front of the dimension gate. Go up one screen. Look at the surface of the planet at your left. Look at the left side of the huge spaceship. Look at the research center. Walk straight ahead. When you arrive at the research station, look at the transport container at your left. Look at the equipment at the back wall. Enter the station.

Examine the floating crystal containing Mondra twice. Use the hypercom at the back wall. Use your communication unit on the hypercom. Walk to the right. Try to step on the transmitter. Exit the station and walk all the way back to the deactivated dimension gate. Look at one of the obelisks to get an ancient symbol. Head back to the station.

Enter the station. Use the ancient symbol on the hypercom. Step onto the transmitter. Look at the huge drill. Look at the controls for the drill. Walk forward and enter the tunnel. Look at the green Illochim creatures. Look at the left wall near the creatures. Look at the right wall. Go back inside. Step onto the transmitter.

Use the voice simulator on the hypercom. Use the hypercom once more. Step onto the transmitter. Look at the drill. Go through the tunnel. Walk to the left and go all the way down. Walk towards the spaceship. Look at the broken supran lens on the ground. In your inventory combine the frequency spectorscope with the voice simulator. Use the voice simulator on the green Illochim. Repeat this twice.

Use the voice simulator for the fourth and last time on the green Illochim. Go back inside. Look at the left control for the drill. Press four times on the + sign beneath the left most tube. Press twice on the + sign beneath the third tube from left. Close the panel.

Look at the right control for the drill. Press twice on the + sign beneath the second from left tube. Pick up the package that drops on the floor. Walk to the right. Step into the transmitter. Use the hypercom once more. Walk to the right. Step onto the transmitter. Smash the protective cloathing on the left control for the drill. Look at the right control for the drill. Set all tubes to maximum by pressing all of the + signs...

The End

GameBoomers Walkthroughs and Solutions