CORPORATION (Dementia/Core Design Ltd.) (?)
How to Use the Pyschic Powers:
To call up your psychic powers you must first be controlling a human agent.
Click onto the head part of the damage display indicator (on the left). You
will then see a three eyed icon on the right. You can click on each eye 3
times. The fires eye has three positions that dictate the Strength of the
effect (Weak, Medium and Strong). The second eye says whether the effect is
Good or Bad. The third eye says whether the effect is:
- On you.
- Near you.
- Far away from you.
After you are finished you must click on the arrow beneath to cast the spell.
Solution to Level 1:
AT THE START:
The most important thing to remember is to have a tidy backpack. If you do
not arrange all your items in some sort of order you may be in deep fucking
trouble when you are confronted by a look alike of Paul Gascoigne, (Drop for
cover....queer bastard in the area) and find out that you are without your
Mega Bomb which dispose of mutants such as this.
You begin the Level inside an elevator in the top left corner of Level 5,
facing East. Turn on your compass if you find the directions difficult. Walk
out of the lift and turn right. Shoot the camera and then walk to the cross
roads underneath it and take the right hand passage. You should see a small
gap in the wall, where lies if you look close enough, a chrome dome. Walk up
to it and click on the eye icon. You should now see that it is a drink
dispenser. Pick it up.
GETTING INTO THE GAME:
Turn to face east and a large crab looking creature will be standing there
but ignore it. Take the first door on the left in front of this crustacean.
Walk into the room, turn West, and another dome will be visible. This is a
refill for your new dispenser. Grab it, leave and turn left (East). The crab
is now very close to you. Stop moving before you reach it. Move as far right
to the corridor as you can, crouch and slowly turn to the left. You should
see an alcove next to the crab containing a metal object with three coloured
lenses in the front. Shoot this object and the cab disappears. (It was only
a hologram you asshole).
NOW WE`RE REALLY COOKING:
Stand up, turn to the east and enter the next door on the left. Inside is a
dome containing a lock pick. You need this lock pick badly. Examine your
energy levels. They are probably very low. Use the dispenser to make you
feel better.
Leave the room carefully - there are sentry robots who`ll cut of your dick
if they find you. If you do encounter them try to nuke em before they grind
your ass into dog-meat.
Turn east again and enter the penultimate door on your left. Be careful
amigo - there is a huge mother fucker robot here - blow his fuse out quick.
Walk to the north wall and turn to the right. There is a door in the north
east corner of the room. Get a grenade ready, open the door and dispose of
the big friendly robot with the huge missile launcher. Turn right through
the door.
BETTER GET READY:
You should be able to see a metal post with a glass dome on top. Examine it
more closely and you will see that it is in fact a monitor. Manipulate it
and a picture of a computer will appear. Find your security pass and use it.
It will appear in the terminal`s slot. Point at the words security access,
and then click on your belt buckle and manipulate the flying lead to plug it
into the terminal. This replenishes your suit energy.
YOU`RE IN:
Now return to the corridor and progress south down it. At the crossroads
take care of the camera and take the right hand fork. Open the first door on
the right and ionise the sentry within. Walk across the room to the grey
panelled door. It will be locked. Use the eye icon and a small keypad will
appear. Manipulate this and a bigger one should appear. Manipulate the lock
pick. Now the keypad should be operating itself as the pick cycles through
all the possible combinations. When it finds the correct one, a number will
be displayed for you to write down. All the locked doors on a level use the
same combination. You have five seconds to enter through the door before it
closes and locks.
GONE TOO FAR:
Once inside, blast the sentry and ignore the crab. Look around and you will
find the scanman hologram viewer and a hologram. Head south back to the
corridor and then turn left again to face east. At the crossroads turn right
and manipulate the control pad of the door with the white patch. This is the
lift. Wait for it, enter it and use your security pass to access it. Select
level four and voila! You have completed the first level.
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