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  1.  
  2. ---------|---------|---------|---------|---------|---------|---------|---------
  3.  
  4. STRIFE - QUEST FOR THE SIGIL
  5.  
  6. Walkthrough by ThunderDragon (thunderdragon@sevspace.com)
  7. V 1.30 - 2005-06-28
  8.  
  9.  
  10. Table of Contents
  11.  
  12. 01: Introduction
  13. 02: Version History
  14. 03: General Information
  15. 04: Demo Walkthrough
  16. 05: Walkthrough
  17. 06: 2nd Ending Walkthrough
  18. 07: FAQ
  19. 08: Weapon List
  20. 09: Item List
  21. 10: Key List
  22. 11: Music List
  23. 12: Cheat List
  24. 13: Enemy List
  25. 14: Area/Location List
  26. 15: Area Information
  27. 16: Contact Information
  28. 17: Legal Information
  29.  
  30.  
  31. -=-
  32. 01: Introduction
  33. -=-
  34.  
  35. Well, I was checking the message board for Strife and while I was at it checked
  36. the FAQ page and noticed that this game lacked a proper walkthrough. Since I
  37. own this game and has completed it a couple of times I decided to write a
  38. walkthrough for it. So, here it is. Since this is my first walkthrough there
  39. probably will be some confusing points, apart from the usual spelling errors/
  40. grammatical errors. Anyway, I hope that it will help everyone who gets stuck at
  41. some point in the game. Otherwise just contact me and I'll see what I can do...
  42.  
  43.  
  44. -=-
  45. 02: Version History
  46. -=-
  47.  
  48. V 1.00 - 2003-09-02 - First Release
  49. Full walkthrough for all endings written.
  50. Weapon/Item/Key/Enemy/Area/Cheat lists added.
  51.  
  52. V 1.20 - 2004-05-20 - Larger Update
  53. Added demo walkthrough.
  54. Fixed some spelling errors.
  55. Rewritten a couple of the boss strategies.
  56. FAQ/Version History sections added.
  57. Updated Area list with Location list.
  58. Added incomplete Music list.
  59.  
  60. V 1.30 - 2005-06-28 - Larger Update
  61. Fixed Music list.
  62. Added demo cheats.
  63. Reformatted all lists.
  64. Changed the Enemy list to Character list.
  65. Added boss strategies to Character list.
  66. Added Area Information section.
  67. Fixed Weapon list.
  68. Added difficulty information.
  69.  
  70.  
  71. -=-
  72. 03: General Information
  73. -=-
  74.  
  75. System Requirements
  76.  
  77. 486DX-66 Processor
  78. 8MB RAM
  79. VGA Graphics Card
  80. CD-ROM drive
  81. 70 MB HD space + up to 18 MB additional for savegames
  82. Pentium Processor and a Sound Card is recommended.
  83. Multiplayer requires a 9600-baud or faster modem, IPX-compatible network or a
  84. serial cable connection.
  85.  
  86. Strife runs under DOS 5.0 or higher and is Windows 95 compatible.
  87.  
  88. Strife supports the following soundcards: Sound Blaster, Gravis Ultrasound, Pro
  89. Audio Spectrum. For music, Strife supports General MIDI, Sound Blaster AWE,
  90. Wave Blaster and Roland Sound Canvas.
  91.  
  92. (Partially taken from manual and slightly edited.)
  93.  
  94.  
  95. Story
  96.  
  97. You are a wandering mercenary, led to the small town of Tarnhill by rumors of
  98. conflict between The Order, a well-equipped religious dictatorship, and The
  99. Front, the rag tag resistance movement. While searching for The Front you
  100. decided to take a brief rest somewhere that you thought was safe. The Order
  101. acolytes have been rounding up all suspicious characters in the area. Yes, you
  102. happen to be one of them. What they didn't expect, though, is the knife you
  103. keep concealed for situations just like this one...
  104.  
  105. (Taken from manual.)
  106.  
  107.  
  108. Difficulties
  109.  
  110. Training
  111. Easy difficulty. Enemies are weak and doesn't do much damage. They are also
  112. very easy to kill and drops lots of ammo.
  113.  
  114. Rookie
  115. Normal difficulty. Enemies have normal strength.
  116.  
  117. Veteran
  118. Hard difficulty. Enemies takes some time to kill and they do more damage. They
  119. do not drop a lot of ammo, either.
  120.  
  121. Elite
  122. Very Hard difficulty. Enemies are very strong. Also, at least some enemies
  123. respawn. I do not know that much more, though.
  124.  
  125. BLOODBATH!
  126. Completely impossible. Enemies are insanely strong and make tonnes of damage.
  127. They also attack often. All enemies respawn, including Inquisitors. Do not even
  128. expect to get out of the Interrogation Chamber alive...
  129.  
  130.  
  131. -=-
  132. 04: Demo Walkthrough
  133. -=-
  134.  
  135. You start in the Interrogation Area. Kill the guard and pick up his Passcard,
  136. then pick up the health and open the door. Go out and then left into the room.
  137. Pick up the health and talk to Harris. Accept his mission and then continue
  138. down the path. Turn left and go over the yard. Go down all the stairs and turn
  139. right. Drop down into the river and go to the small pier. Go up the stairs and
  140. turn left to enter the Sanctuary.
  141.  
  142. Open the door and shoot the acolyte on the platform. Turn right and go uo the
  143. elevator. Follow the path to the end and press the button. Go back and turn
  144. right into the now open path to end up on the platform. Press the button and
  145. drop down. Go up to the now raised platform and use the lever to lower it. Get
  146. on and go up. Turn right and follow the path. Go up the elevator and continue
  147. walking until the room with the guard. Kill him and pick up the Silver Key.
  148. Take everything in the room and then exit. Go back to the room with the yellow
  149. glass. Open the door across that room and go in. Flip the switch to lower the
  150. forcefield and then pick up the Chalice. Now go out of the Sanctuary.
  151.  
  152. When outside, go up the stairs and into the Tavern. When nearing the staircase
  153. the alarm will sound. Kill the acolyte then go up the stairs and into the room.
  154. Talk to Harris, but choose the 2nd choice. Then kill Harris and the two
  155. acolytes teleporting in and press the button. Go down the secret passage and
  156. pick up everything in that room. Drop the Chalice and then get out. Go out of
  157. the Tavern, drop down the ledge and go left to enter the Governor's Mansion. Go
  158. right for some health and then left and open the door. Go down the stairs and
  159. pick up everything in that room. Then go out of the Mansion. Kill the Crusader,
  160. then run over the bridge, turn right, go past the shops, turn left into the
  161. small room at the end and go into the teleporter.
  162.  
  163. Here turn right and then left and then go up to the guy in the middle. Talk to
  164. him, then turn around and go forward. Flip the switch at the end and you will
  165. have completed the demo!
  166.  
  167.  
  168. -=-
  169. 05: Walkthrough
  170. -=-
  171.  
  172. You start in an interrogation room. In this room, there are some health packs,
  173. ammo and a couple of acolytes. (Depending on difficulty.) First, kill the
  174. acolytes in the interrogation room, pick up the helath and ammo and then kill
  175. the guard outside the door. Go down the path and into the first room on the
  176. left side and talk to Rowan to receive your first mission.
  177.  
  178.  
  179. Mission 0: The Traitor
  180.  
  181. After accepting this mission you will receive a crossbow with some electric
  182. bolts. Go out of the room and turn left. Go forward and then go left and then
  183. left again, down a couple of stairs. Then turn right and you will see the
  184. entrance to the Sanctuary. The door is locked, so jump down into the river and
  185. you will end up on a pier. Walk up the stairs and turn left to enter the
  186. Sanctuary.
  187.  
  188. A button on the wall will open the door. Shoot the guard up on the ledge. (The
  189. alarm will go off when you enter the room, anyway.) Go right and go up the
  190. elevator. There is a guard to your left, kill him, then continue through the
  191. door. Continue down the corridor and up the staircase. There is a guard during
  192. the way. In the room at the top of the staircase there is a button. Press it
  193. and head back down the stairs. Turn right and walk into the newly opened
  194. corridor and you will end up on the platform with the guard that was shot
  195. earlier. Press the button and turn around. Drop down on the left side of the
  196. stairs for some ammo and the walk away to the platform that you raised. Flip
  197. the switch and the platform will be lowered. Stay on it to get back up and then
  198. head right. Go though the door and up the elevator. Go though the door on your
  199. left and you will end up in Beldin's cell. Talk to him if you want to and then
  200. kill him and pick up his ring. There is some money on the table. Then go out
  201. the door and continue left around the corner and go through the door. Kill the
  202. guard and pick up the stuff you can find in the room. Flipping the switch is
  203. optional. It will lower the forcefield in the room with yellow glasses, but it
  204. isn't recommended going back there to pick up the chalice. It will only cause
  205. problems later. When done, head out from the room and walk to the pillar and
  206. press the button to lower a staircase. Go up it and out through the door to end
  207. up in town again.
  208.  
  209. When out, walk straight across the field and into the passage. Go right and
  210. then right again to end up where Rowan is. Talk to him to receive some gold and
  211. a Com Unit. Mission Accomplished.
  212.  
  213.  
  214. Now that you have started working for the Front it is time to find their HQ. Go
  215. out from Rowan's room and head towards the sanctuary, but instead of going
  216. right after the stairs, go over the bridge and into the partially demolished
  217. Town Hall. During the walk you will get some instructions from your new guide,
  218. Blackbird. Go through the door on your left and then the one on your right and
  219. talk to Geoff. Hopefully Blackbird will have told you the code so that Geoff
  220. will open the door. Go inside and press the button and then head down the
  221. stairs to end up in the Front base. Walk across the storage room and straight
  222. down the corridor and you will meet Macil.
  223.  
  224.  
  225. Mission 1: Freeing the Prisoners
  226.  
  227. Walk out of the Front base and out of the Town Hall and then down the corridor
  228. with the shops. Then turn left and go through the door. Talk to Irale, but
  229. don't buy anything. Instead, walk out and go towards the water. You will see
  230. some kind of "platform" with a hole in it. Run towards the water, jump, and go
  231. down the hole. Pick up the stuff, go up the working elevator, pick up some more
  232. stuff, destroy the window and jump out. Go across the bridge and turn right and
  233. you will end up in the Governor's mansion. Go through the door, head right,
  234. pick up the health and go up the elevator. In the middle of the wall there is a
  235. secret door. Open it to reveal a secret room. Pick up the stuff and then
  236. continue to go through the door to get into the Governor's office. You will get
  237. a choice between two chores. One is messy, the other bloody.
  238.  
  239.  
  240. Chore 1: The Messy One
  241.  
  242. Go out from the mansion and head back towards Rowan's room, but instead of
  243. going into it, turn around and go down the small staircase and talk to
  244. MacGuffin. Choice #2 will reveal the location of of the illegal tap, but it
  245. doesn't matter which one you take. Flip the switch to lower the sewage level.
  246. Jump down into the sewage and walk straight across to get to a hidden door.
  247. Walk inside to find the tap, but don't destroy it. Instead, continue into the
  248. corridor to end up in a room with a broken power coupling. Pick it up and then
  249. take the elevator up. Go right to reveal the passageway out. Now you are back
  250. in the Interrogation room from the beginning of the game. Now head back to the
  251. Governor to complete the chore. (If you destroy the power coupling you have to
  252. fight some blue acolytes and will probably set off the alarm while doing it.)
  253.  
  254.  
  255. Chore 2: The Bloody One
  256.  
  257. Go out from the mansion and head towards Irale. Past his shop the entrance to
  258. the Power Station is. Go inside and down the long corridor and down the
  259. elevator. Turn right to end up in the Warehouse. Turn left and then right into
  260. a room. Press the button to open the door to the lower part of the warehouse.
  261. Go down the stairs. In the first crossing go right. The path will then turn to
  262. the left. Then go left and follow the path down towards the elevator. Turn left
  263. to walk down a path between boxes. On the right side you will spot Derwin. If
  264. you talk to him he will set off the alarm, so just kill him. Then head back to
  265. the Governor.
  266.  
  267. Chore Completed!
  268.  
  269. After the conversation you will have a prison pass. Now get out of the mansion,
  270. walk across the bridge and up the stairs. The Prison is on the right side. Get
  271. in and talk to the Door Guard. He will open the door for you. After that walk
  272. up the stairs and talk to Warden Montag. The Warden will sound the alarm. After
  273. the conversation has ended, pick up the Assault Rifle and kill the Warden and
  274. the guards. Be sure to pick up the Prison Key and then go down the stairs and
  275. through the large door. (The keyhole is on the left side of the door.) Now it
  276. is only to walk through the long corridors, killing spiders and guards until
  277. you reach a large elevator. Use it to reach the lower floors. Go into the
  278. corridor without a door. To the left is a room with supplies. After taking what
  279. you need, go down the corridor and then go left. You will get to a room with an
  280. altar, a couple of large staircases and some guards. On the backside of the
  281. altar is a switch. Use it to open a secret passageway in one of the alcoves in
  282. the corridor on the opposite sides of the room. Go into it to get some ammo and
  283. such and then head up the stairs. Go through the door and kill the sentiel.
  284. Behind the large computer there is a room with some supplies. Pick them up and
  285. then walk up the stairs and talk to Judge Wolenick. Kill him, pick up his hand
  286. and then head back to the Main Control room you passed earlier. Go in and
  287. activate all the Hand Scanners to free the prisoners. If you need some health
  288. and ammo, go up the elevator and look inside the towers, which were opened
  289. while freeing the prisoners. The ammo is next to the elevator from the yard to
  290. the entrance. Otherwise, just unlock the door to the large cells and head down
  291. the corridor to find a teleporter. Go into it to get back to the base and then
  292. talk to Macil.
  293.  
  294.  
  295. Mission 2: The Power Crystal
  296.  
  297. Go visit the Medic and the Weapons Trainer to get more life and better accuracy
  298. and then get out of the base. Walk down past the shops to end up at the Power
  299. Station.
  300.  
  301. Walk down the long corridor and go right after the elevator to get to the
  302. Warehouse. Go right and then left into a room and press the button to open the
  303. door leading into the warehouse. Go down the stairs right outside the room and
  304. then walk down the path. Turn right twice and you will find Warner. (He is
  305. standing in a dark section of the room.) Talk to him to receive an ID to get
  306. into the Power Station. If you look around in the Warehouse you will find some
  307. health and other stuff, if you're lucky. Then kill all the guards and go to the
  308. Power Station entrance. (Walk out of the Warehouse and straight forward.) Talk
  309. to the guard and then kill him. Walk into his room to receive the Mini Missile
  310. Launcher. Then get out and turn left. Walk into the narrow corridor and flip
  311. the switch to raise a passageway. Walk across it and into the corridor on your
  312. left. Turn left and open the door. walk through this room, killing guards on
  313. your way and you will end up at an elevator. Use it to get to the upper floor.
  314. turn left and walk through the corridor. After the staircase turn left and talk
  315. to the technician to get a new ID. Watch out for spiders. Walk across the room
  316. and use the elevator going downwards. You will now end up in a room with three
  317. corridors and a computer tech. Take the right corridor, walk across the room,
  318. press the button and save. Now walk back across the ledge and watch out for the
  319. ceiling. The black and yellow parts of the ledge is safe to stand on. When back
  320. in the large room, take the newly opened left corridor. In the middle of the
  321. room is a large hole with a structure sticking up. In the structure is a hole.
  322. Jump over the fence and into the hole to receive some energy pods. Then jump
  323. back out of it, go back to the large room and take the middle corridor to get
  324. back to the main room. Jump down into the water, walk across it and then turn
  325. left and walk up to the large door. Then turn right and walk through the
  326. corridor. Press the button and then continue through the door. Go right, down
  327. the stairs, kill the sentiel behind you and then talk to the technician. Kill
  328. him to receive the Gold Key and then walk up the stairs. Pick up the health/
  329. ammo where the sentiel was and the walk right down the corridor to find some
  330. health and an environmental suits. Walk back and open the locked bars for some
  331. health/ammo and then go back to the large door. Enter it, pick up the
  332. Environmental Suits, use one of them and then continue through the next large
  333. door. If the screen starts flashing green, just use another Environmental Suit.
  334. Go right and kill the guard, then go into the room with colorful things going
  335. up and down and use the elevator. Talk to Sammis and then activate the
  336. switches. Go back to the large door and across the newly raised walkway and
  337. then use the elevator. Talk to Ketrick and then kill him. Then press the button
  338. on the wall to reveal the power crystal. Take out the Mini Missile Launcher,
  339. walk up to the ledge, fire and then back off. Hopefully the guards will be
  340. killed by the explosion. Otherwise, just kill them if you need any
  341. Environmental Suits. When finished, go back to the Warehouse. Go right and
  342. follow the path until you see a red line on your left side. Walking across it
  343. will trigger the alarm, although with the guards dead that doesn't matter. Walk
  344. across it and press the button to get into the armory. Pick whatever you need
  345. and then exit the Power Station. You will get a message from Blackbird telling
  346. you to visit Irale and the medic (in town). Do so.
  347.  
  348.  
  349. Mission 3: Blowing Up The Gates
  350.  
  351. After exiting the medic, continue along the river past the Town Hall to find
  352. the Sewer Overflow Gate. On the backside of the pillar is a switch opening the
  353. gate. Then flip the other switch and jump down the hole.
  354.  
  355. Go forward and then left. Take the elevator down and walk across the room. Go
  356. up the stairs, kill the guards, press the button and go down again. Whenever
  357. you are flashing green, use an Environmental Suit. Take the left corridor and
  358. then go left up the stairs. After the stairs there is a door with a sign saying
  359. Storage. Walk in and go through the storage to find the Grenade Launcher. Then
  360. go back down the stairs and through the corridor to get back to the elevator
  361. room. Now take the right corridor and then head right up the "stairs". When you
  362. get up, go into the door straight across the room and take the elevator up. Go
  363. into the room, kill the guard and take his ID. Flip the switch, go out and go
  364. right. Then turn right again to end up where the beggars live. Walk across
  365. their home and through the door to find Weran. Talk to him. Then go out from
  366. the beggars home and straight forward, falling down. Then continue forward and
  367. turn left a couple of times. That should bring you back to the room with the
  368. elevator to the guard. Turn right to find another door with an elevator behind
  369. it. Use it to get up to another corridor. Follow it to get to a large room with
  370. some sentiels. Kill them and press the button, then head down the corridor
  371. leading downwards. Press the other button to open the door and then walk across
  372. the bridge. Turn right when you get into the room and follow the path to get
  373. back into town. Kill the guard with a poison arrow, pick up his uniform and
  374. then go back into the sewers through the overflow gate. Go down the elevator,
  375. through the right corridor, turn right and go up the forward elevator, go left
  376. and then right to get back to Weran. Talk to him and then exit his chamber,
  377. going straight forward through a newly opened staircase. When you get down,
  378. head right to go up another staircase and then go through the corridor, killing
  379. sentiels. After that, open the door on your left, kill the guard and press the
  380. button. The go up the stairs to get into the Castle.
  381.  
  382. Continue along the corridors until you get outside. Then continue along the
  383. path to get to a room with a person. Flip the switch and then go back up the
  384. stairs and head right to get to the Reclamation Tank. Walk over to the pipe and
  385. turn the valve to purge the Reclamation Tank. Jump down to re-enter the sewers.
  386.  
  387. Go left through the long corridor until you find a staircase on your left. Go
  388. up it and enter the door. Kill the guard and take the stuff in the room. Then
  389. exit and continue walking through the corridor to find an door on your right.
  390. Open it and go up the stairs on your right. Go into the hole in the wall, jump
  391. up on the pipe and follow it until you can drop down on its left side. Turn the
  392. valve and exit the room. Then head left, going back through the corridor until
  393. you get back into the room where you entered. Go left and open the door. Kill
  394. the sentiels and press the button to open a door which leads to an elevator.
  395. Use it and then flip the switch, revealing the gate mechanism. Back off and use
  396. the grenade launcher to blow it up. (Save first, in case you miss...) Then walk
  397. past it, go down the elevator and exit. Now go back and go down the long
  398. corridor. Watch out for sentiels. Walk along the corridor until you get back to
  399. where you entered the castle. Go into the room with the guard and use the
  400. teleporter in there. Open the door in front of you, walk out and turn around.
  401. Go down the corridor and down the elevator. Exit, turn left, open the door and
  402. use the elevator. Follow the path to get back into town. Now go to Irale to get
  403. a Flamethrower. Then head back to the Front base and talk to Macil.
  404.  
  405.  
  406. Mission 4: The Programmer
  407.  
  408. After talking to Macil, talk to the Medic and the Weapons Trainer for more
  409. health/better accuracy, then exit the base. Walk over the bridge and up the
  410. stairs and then straight forward to find the Castle.
  411.  
  412. When you enter, head left through the door and go up the staircase. Remember
  413. not to shoot the brown soldiers. They are your allies. Continue left and
  414. follow the ledge to a locked door. Drop down and enter the door and go straight
  415. forward to find a programmer. However, he is not the real programmer, so exit
  416. and go out the same way you entered. Head left over the large yard, continue
  417. going left and go under the large arch and you will notice a large building on
  418. your right. Walk around the corner and enter the building to find the long
  419. hallway. (Blackbird will tell you if you're right.) Follow it to reach a
  420. staircase. Go up and go down the elevator.
  421.  
  422. Side Mission: Training Facility
  423.  
  424. Although doing this mission is optional, I recommend it. You will get a stamina
  425. and accuracy upgrade for completing it. First, enter the door and go straight
  426. forward down the staircase. Enter the armory and grab whatever you need, the go
  427. back up the staircase and go right to find another programmer. Talk to him,
  428. then continue down the corridor to find a large sign saying Guard Training
  429. Facility. Enter. The first part consists of jumping from platform to platform
  430. without being squashed. When getting to the other side, you will be ambused.
  431. Defeat the enemies and then press all buttons in the area. Then jump back
  432. across the platforms and through the newly opened door. Press the button to
  433. reveal a crusader and an ammo box. Defeat it, then press the other button to
  434. lower a staircase. Go up the staircase and press the two buttons and then walk
  435. down again. Walk into the teleporter and press the button. Then walk into the
  436. other teleporter and press the other button. That will open a gate. Go inside
  437. and you will be teleported to another room. Turn to your right and go down the
  438. corridor. Turn right, then right again and go forward to find an elevator on
  439. your left. Use it and press the button. Then jump down. Go right and then right
  440. again. Continue down the corridor and at the end turn left and then left again
  441. to get to a large room. Cross it to find a gap in the path. Run towards it and
  442. jump over it. Continue down the corridor. On the left side you will find a
  443. staircase. Go up and press the button, then head back to the large room. On the
  444. other side there is an elevator. Use it to get up, follow the corridor and
  445. press the button. Then go back to the gap, jump across and follow the corridor
  446. until you get to a button. Press it and a message will come up saying that you
  447. have completed the training area. You will also get your health refilled. Now
  448. exit the training area.
  449.  
  450. Side Mission Completed!
  451.  
  452. Now walk through the long hallway to exit the building. Turn right, cross the
  453. river and go to the building on your left side. Go down into it to end up in
  454. the Audience Chamber.
  455.  
  456. Run straight across the rooms, ignoring the acolytes and then enter the door om
  457. the left side of the throne. When turning the corner, the floor will be
  458. lowered. Just wait until it has been lowered and then press the button on your
  459. right to raise it again. Go down the corridor and go into the room on your left
  460. and talk with the programmer to get a key. Now exit back to the throne room.
  461. The throne is a hidden door. Enter to get some supplies an an ammo satchel.
  462. This little device will double the amount of ammo you can carry. Then exit the
  463. Audience Chamber. Just run out, or kill the guards if you want some extra ammo.
  464.  
  465. Then walk across the yard and enter the hospital. Check the rooms on your left
  466. and right when you enter for some health and then exit through the back door.
  467. Go left and then drop down on your left and enter the small door on your right.
  468. Go left and press the button to lower the walkway and then drop down and head
  469. right to enter the Programmer's Keep.
  470.  
  471. The room straight ahead is a trap. Go down either of the corridors and you will
  472. end up in a large room with acolytes. Kill them and then press the switch on
  473. the backside of the altar. Shoot down a couple of HE grenades to kill the
  474. acolytes at the bottom of the staircase and then walk down. To the left and
  475. right are a couple of rooms with ammo/health. Then continue into the large
  476. room. There are some acolytes in the pool and walking up any of the stairs will
  477. release a couple of crusaders, so watch out. Kill the crusaders and then search
  478. for a third one. When all of them are dead the wall to the Programmer will be
  479. lowered. Go up the stairs until you find the pyramid.
  480.  
  481. BOSS: Programmer
  482.  
  483. The programmer is a guy sitting in a mini-UFO-thingie. He is resting on the
  484. staircase leading up the pyramid. The programmer will wake up either when you
  485. get close to him or when you shoot him. When he has awakened he will cause
  486. lightnings to rain from the sky, so you have to move around pretty much. If you
  487. get close to him, he will cut you with the spikes on his mini-UFO-thingie. To
  488. defeat him, shoot him with mini missiles. Or if you're lucky you can kill him
  489. rather easily using WP grenades. He also becomes a bit easier if you can get to
  490. the top of the pyramid since it is easier to take cover there. There are health
  491. along the walls on the bottom level and on top of the pyramid. When he dies you
  492. will receive your first piece of the Sigil! Now you also can cause lightnings
  493. to rain from the sky, although it will drain some of your life. You will also
  494. faint after defeating him. When you wake up you will stand in front of Macil.
  495. Talk to him.
  496.  
  497.  
  498. Mission 5: The Oracle
  499.  
  500. After Macil's briefing, turn around and exit the building. You will notice
  501. thatyou are in the Castle. Well, considering that the assault was a success,
  502. the Front has now moved there. Cross the yard and enter the Hospital. Talk to
  503. the Medic and the Weapons Trainer and then exit the castle. As you exit, the
  504. path to your right will be opened. (If you want to you can now skip to after
  505. the Chalice side mission, but if you want free supplies you should continue
  506. reading.) Ignore that for now and head back to the old Front base in the Town
  507. Hall.
  508.  
  509. First go to where the Medic was to find some health, then go back out and up
  510. the staircase. The wall where the banner was is a secret door. (It has a
  511. different color that the ordinary walls.) Open it to find a corridor with
  512. supplies. The go back to the storage room. Right next to the red boxes is
  513. another secret door. Follow the corridor to find some more supplies. Along the
  514. right-hand wall is yet another secret door. (Check map for loaction.) Enter to
  515. find a Shadow Armor and an Ammo Satchel. Now exit and to the Tavern if you want
  516. another side mission. Otherwise, just skip that section and go directly to the
  517. path I told you to ignore earlier to enter the Borderlands.
  518.  
  519. Side Mission: The Golden Chalice
  520.  
  521. *Note: This mission can be accepted as early as when you start the game, but it
  522. isn't recommended due to the fact that the alarm will be sounded in Town and
  523. that isn't good. It also might prevent completion of the Governor's chores. It
  524. isn't necessary to complete this mission, either. Do it if you want to...*
  525. Enter the Tavern and go up the stairs and enter the room on your right. Talk to
  526. Harris to receive the mission. After that, exit the Tavern and enter the
  527. Sanctuary. If you lowered the forcefield earlier, just go right and go up the
  528. Elevator to find the room with the Chalice. Otherwise, head left and go all the
  529. way to the other end to find the switch lowering the forcefield. When you have
  530. the Chalice, just go back to Harris. As you enter the Tavern, the alarm will be
  531. sounded. Take out the guards using poison arrows and then talk to Harris. Take
  532. choice #2 in the conversation and then kill Harris to reveal a secret button.
  533. Use it to lower the staircase. A couple of guards will be teleported in. Kill
  534. them (Use poison arrows.), then go down the staircase to find a hidden stash.
  535. Take it all, then go to the Borderlands.
  536.  
  537. Side Mission Completed!
  538.  
  539. Continue down the path, killing acolytes and sentiels on your way. Along and in
  540. the river there is some ammo and health. There also is some health to the
  541. rightmost and leftmost sides of the wall. When finished, go through to portal
  542. in the wall to enter a courtyard. Following the left wall will get you to a
  543. guard booth with some supplies. Take it and then enter the cave next to the
  544. booth. If you look at the left side of the cave you will see a small ledge on
  545. the other side of some water. Jump to it to find a secret elevator. Board it to
  546. get some gold and ammo. Then continue down the cave and you will get to a door.
  547. Kill the guard in the booth on your left to receive a key. USe it on the
  548. colorful stone block in front of the door to open the door and then walk inside
  549. to reach The Temple Of The Oracle.
  550.  
  551. Walk through the corridor until you reach a room with water. Here you can
  552. chhose between a path with no guards or a path with guards. I actually
  553. recommaned the path with guards, since it doesn't involve jumping from platform
  554. to platform on high altitudes. The alternate path is in the water to the right.
  555. I wont cover it in this walkthrough, unless there is a demand for it. So, go
  556. through the door and through the corridor. In the next room, go through the
  557. door on your left and then head left down the corridor. A guard will come out
  558. of a pillar. Kill it and continue past it. Flip the switch to open the door and
  559. then take everything in the next room. Then go back and take the elevator up.
  560. Kill the guards and go through one of the large door. This will release some
  561. sentiels in the room. Kill them and then go up the stairs and press the button.
  562. Then exit and take the left elevator down. An enemy will come out of the pillar
  563. to you left. Kill it, then flip the switch. Take everything in the room, then
  564. go out and take to path going forward. Go down the corridor and press the
  565. button. Take the elevator up and continue forward. Flip the switch. This will
  566. release some spiders behind you. Kill them and drop down into the room below.
  567. Flip the switch in the middle of the room, turn left and go up the stairs. Go
  568. forward until you find 3 staircases. Take the middle one and press the button.
  569. Then go back and go up any of the other staircases. Check the ledges for ammo
  570. and health, then go through the door. The enemies in here wont shoot you, so
  571. just go right through and through the next door to find the Oracle. Talk to him
  572. to receive a new mission.
  573.  
  574.  
  575. Mission 6: The Bishop
  576.  
  577. Turn around and take the teleporter behind you go get back to Borderlands. Exit
  578. the cave and walk across the courtyard until you get to a house with a sign
  579. saying Commons. Here, take the small door to the left of the large door to find
  580. the Keymaster. Exit through the door you didn't enter from to find some
  581. supplies, then exit and go to the huge door on the north side of the courtyard.
  582. Walk across the other courtyards and enter the door on the other side. Go left
  583. through the corridor and destroy the 2nd computer on the left side. Jump up and
  584. walk through it to find some supplies. Destroy the computer at the other end
  585. and head right, then turn left. Press the button next to the machine and then
  586. continue forward. Walk into the room with lots of computers and kill the
  587. acolytes, then pick up the Officer's Uniform. Some guards will teleport in.
  588. Kill them and then turn around and go back. Turn left and then left again to
  589. find the Armory. Pick up the ammo and armor and then exit and go left and then
  590. right. Continue until you reach the wall and then turn left and follow the path
  591. until you reach a door on your right. Enter it and continue to enter the
  592. Fortress.
  593.  
  594. Talk to the guard in front of you, then turn right and take the elevator up. Go
  595. through the door and across the yard to find a fountain. Next to it is the
  596. Hospital. Enter it and talk to the doctor. Search the hospital for health and
  597. ammo, then exit.
  598.  
  599. Side Mission: The Mauler
  600.  
  601. The nice doctor mentioned this weapon in the conversation. The Mauler is a
  602. powerful weapon, so lets go get one. From the Hospital, turn right and you will
  603. see some door protected by orange forcefields. Follow the wall to the left to
  604. find the Security Complex. Enter here if you just want to kill the Bishop as
  605. quickly as possible, otherwise walk up the stairs and through the door on your
  606. right. Use the switch to lower the forcefield and then exit. Go through the
  607. door in front of you and go up the elevator. In front of you is a staircase. Go
  608. down to find the Warehouse.
  609.  
  610. Take the corridor on your left, then follow it for as long as it is possible.
  611. Press the button on your right to raise the platform, then talk to the
  612. Warehosue Guard. Kill him with poison bolts to get a key, the go back. Raise
  613. the platform and follow the corridor until you get to a round elevator. Use it
  614. to get down into one of the storerooms. Go across the storeroom to find a door
  615. with the number 1 in front of it. But instead of going in, turn around and
  616. enter the door behind you. Walk up to the button and press it, then go back to
  617. the door with the number 1 and go through it. Kill the enemy and go through the
  618. door with a green border. Go around the boxes and crouch under the steel door
  619. to get into a room with an elevator in to other end. USe it to get up, the go
  620. down the other elevator to find some Maulers. Go back up the elevator and go
  621. out in the corridor. Run left to get back to the exit. Try out the Mauler on
  622. the guards along the way, if you feel like it. When back in The Bailey, go up
  623. the stairs and turn right. Go down the elevator and exit.
  624.  
  625. Side Mission Completed!
  626.  
  627. Now when you have exited the warehouse, go forward to find the Security
  628. Complex. Enter it and go through the door in front of you. Go up the elevator
  629. and go forward until you find a switch. Use it and then go back. Take the
  630. staircase on your left and then turn left to find another switch. Use it and
  631. then go right, right, forward to the wall and then turn right again to drop
  632. down into a hole with a black door. Go through it to find a teleporter. Use it
  633. to get back to the large corridor where you entered. Go forward until you get
  634. out into the large room. Kill the enemies, then place yourself in the middle of
  635. the zone marked with black and yellow to open a couple of staircases. Go up the
  636. left one and turn right to find a secret room behind a computer. When exiting,
  637. to left and follow the path to a room with a switch. Use it and then continue
  638. down the path to find another secret room behind a computer. When exiting it,
  639. go right and follow the path back to the first secret room. Here, go out into
  640. the corridor and go right and you should find a large elevator, but don't use
  641. it. Instead, use the staircase. Go down and then turn right and follow the
  642. corridor. Watch out for guards along the way. At the end, there is a room with
  643. a lot of computers and a map. Take the map and pull the switch. Then go up one
  644. of the staircases and enter a room with a teleporter. Use it to get to
  645. Administration.
  646.  
  647. The guards will ignore you in here, until you activate the alarm, so try to be
  648. stealthy as long as possible. Here, exit the first room through the oddly
  649. shaped door on the right side of the room. Follow the corridor until you find a
  650. room with many computers. Here, take the staircase to the right and go up the
  651. elevator in the end of the corridor. USe the button to open the door´s. Go back
  652. and go through the left door. Go down the stairs and a switch will be lowered
  653. from the ceiling. Use it, then exit the room and head left, then left again. Go
  654. through the unblocked corridor until it turns. Here, jump over the gap and
  655. press the button. Jump back and continue down the corridor. Take the elevator
  656. down and go right. Take the staircase leading downwards to find a button. Press
  657. it and wait for the walkway to rise. Then walk across it and enter a room with
  658. a button. Press it and then go back to the elevator and use it to get up. When
  659. up, go left and take the other elevator down. Continue along the corridor. Go
  660. up the large elevator and then head right. This will take you down a corridor.
  661. Take the next elevator down and follow the corridor on the left. Go through the
  662. door and turn right. Use the switch to lower then forcefield and then turn
  663. around. Go through the door on your right and continue to the room with water.
  664. Follow the path on your right and then turn left to find a switch. USe it to
  665. lower the water and then jump down into it. Go through the black door and press
  666. the button. When exiting, use the switch to lower the staircase and go up.
  667. Follow the path all the way to the other end to find a key. Pick it up and go
  668. back to the large door. Open it and go through the next room. After the next
  669. door, turn left and follow the path all the way down and you will reach the
  670. Computer Core. Press the button to reveal it. Blow it up using grenades, then
  671. go back. In the next room, go down the path marked with a "1". Go forward to
  672. reach the room with lots of computers and go down the large staircase. Exit
  673. through the door to get back to The Bailey.
  674.  
  675. Walk past the fountain and the hospital and up the stairs and you will see a
  676. door with a couple of "crimson and obsidian" banners next to it. Enter it and
  677. you will get to the Bishop's Tower.
  678.  
  679. Go through the doors in front of you until it doesn't work. Then turn left and
  680. walk across the yard to find another door at the end. Go in and up the stairs
  681. to find a button. Press it, then go down. Now the entrance will open. Kill the
  682. guards with poison arrows, then enter. As you enter, you will be attacke by
  683. lots of enemies. Continue forward for as long as possible until you find a room
  684. with a button. Press it, then exit. Go up any of the stairs to your left and
  685. right, then take the unlocked elevator to the left. Go up the stairs to a room
  686. with some computers and acolytes. Press the button and take the elevator down.
  687. At the bottom, press the button and get back up. Pull the chain and go back
  688. down the stairs to the elevator. Take the elevator down, then take the other
  689. unlocked elevator up. Same drill here, go up the stairs, press the button, take
  690. elevator down, press button, pull chain, get back. Take the elevator down and
  691. head right. Now a room with some computers has been unlocked. Go in and press
  692. the skeleton. That will lower some stairs. Go up and kill the guards. They will
  693. teleport away, but be sure to kill them. Then go up and face the Bishop.
  694.  
  695. BOSS: Bishop
  696.  
  697. The Bishop will come out of his chamber and shoot you with missiles. Use the
  698. same tactic against him. Shoot him until he breaks down and a Spectre will come
  699. out of his body. Spectres can only be damaged by the Sigil, so take it out and
  700. shoot it. Many times. Watch your health, though... The Spectre will teleport
  701. around, so be on your guard all the time. When the Spectre dissolves you will
  702. get another part of the Sigil. Now return to the Oracle.
  703.  
  704. ---
  705. Here you will get to choose which path to take. One leads to a not-so-good
  706. ending and one to a good ending. To get to the not-so-good ending, go and kill
  707. Macil. To get to the good ending, kill the Oracle. I will continue with the
  708. good ending. Walkthrough for the not-so-good ending can be found further down.
  709. ---
  710.  
  711. Mission 7: Macil, Friend or Foe?
  712.  
  713. Talk to the Oracle. If you chhose to kill the Oracle, be prepared to fight.
  714. However, if you choose to kill Macil you can head back to the base for upgrade
  715. of health/accuracy. I recommend going back to the base to get that. There is a
  716. teleporter in the middle of the stone structure in the Borderlands which you
  717. can use. Get the upgrades and then talk to Macil and you can get the order to
  718. kill the Oracle. Then return to the Oracle to fight him.
  719.  
  720. BOSS: Oracle
  721.  
  722. First kill the Oracle, then turn around and his Spectre will teleport to that
  723. location. Shoot it with the Sigil until it dies. His guards will attack you,
  724. but they wont be much of a nuisance. (They might even be killed by the Spectre
  725. ...) You could shoot the guards with poison arrows before fighting with the
  726. Oracle, though. After defeating the Spectre you will get the third piece of the
  727. Sigil. After that, return to the base and talk to Macil.
  728.  
  729.  
  730. Mission 8: Finding the Lost Keys
  731.  
  732. First, go to the Medic and the Weapons Trainer to receive upgrades, then get
  733. back to the Borderlands. Enter the building labeled Commons to enter the Order
  734. Commons. Exit though the right door, then go down the path on your right.
  735. Continue until you drop down and then turn left. Enter the small door next to
  736. the staircase and then go through the first door on your right to find Richter.
  737. Talk to him, then exit. Continue up the stairs and go through the room. Exit
  738. through the door in the end of the short corridor to come out on a ledge with a
  739. couple of guards. Drop down into the water on your right. (Water is filled with
  740. gold goins...) Enter the Tavern and go up the stairs on your left, then turn to
  741. your right and exit through the door in the end of the corridor. Go down the
  742. stairs on your left and then go through the open door on your left to enter the
  743. Catacombs.
  744.  
  745. Start by turning right and follow the wall until you can turn right again.
  746. Follow the corridor. When the water ends, it will turn. Continue forward after
  747. it turns. Go down the stairs and turn right. Go forward a bit and then go into
  748. the small chamber to the left and hit the switch. Exit, and go back up the
  749. stairs you came from. When you can, drop down into the water on your right.
  750. Turn right again and jump across the platforms. Go throgh the corridor and then
  751. turn left when you get to the water. Go across the room and you will see a
  752. staircase on your left. Go past it to find a switch. Flip it to lower the
  753. water. Turn around, go forward and then drop down into the water on your left.
  754. Walk up the staircase to enter the Ruined Temple.
  755.  
  756. This temple is crawling with enemies, so be on your guard... A good way to get
  757. rid of the more dangerous enemies is to stay in the part you entered and shoot
  758. some WP Grenades into the corridor. But be careful so you don't hit yourself
  759. instead... When the enemies are killed, proceed out into the corridor. To your
  760. left and right, there is a couple of chambers with Health Packs/Ammo. Collect
  761. it and then go take a look into the central courtyard. Kill the visible enemies
  762. and then walk up to the temple in the middle.
  763.  
  764. BOSS: Spectre
  765.  
  766. In the middle of the of this temple, there is a Spectre. Well, you didn't have
  767. to fight one after killing the programmer, so it must have hidden down here...
  768. Just take out your sigil and shoot it. It isn't that hard to defeat, just a bit
  769. annoying since it has the same attack as the Programmer had. There are some
  770. enemies in there, too, but most of them will probably die during the fight,
  771. anyway. After killing it, collect the keys and return to the Catacombs.
  772.  
  773.  
  774. Mission 9: Entering the Factory
  775.  
  776. Walk along the path and use the teleporter. Drop down, turn right and go down
  777. the stairs. Go forward and turn left up the stairs. Go forward and follow the
  778. corridor until you get to the large room where you entered the Catacombs. Go
  779. back up the stairs to get back to the Order Commons. Walk forward and you will
  780. get to the entrance to the Factory. The only problem is that it is blocked by a
  781. forcefield... To remove it, turn right and go up the small staircase. Turn left
  782. and use the elevator to find the entrance to the Mines. With your new keycard,
  783. you can also enter it. Do so.
  784.  
  785. Walk forward across the large, open area and go through the door on the other
  786. side. Kill the enemies, flip the switch and then ride the elevator down. Go
  787. forward and take the elevator straight forward to get down into the mine
  788. itself. Continue forward and then turn right and you should see some ore. (
  789. Yellow stones.) Pick them up and then go back to the elevator and use it to get
  790. up.
  791.  
  792. Side Mission: Freeing the Workers
  793.  
  794. Go forward and take the elevator up. Turn right and walk up to the forcefield.
  795. Drop a lump of ore next to it, back off, and shoot it to disable the
  796. forcefield. Go through the door, collect the ammo and gold, and then go up the
  797. stairs. Flip the switch to reveal the machine controlling the drones. Shoot it
  798. to disable it. When destroyed, you will get +10 Stamina and +10 Accuracy. A
  799. pretty nice bonus...
  800.  
  801. Side Mission Completed!
  802.  
  803. There are two ways of entereing the Factory. One of them is through the main
  804. entrance and the other one is through the Mines. To avoid alarming all of the
  805. guards in the Commons, it is better to go through the Mines, IMO, so exit the
  806. room and ride the elevator down again. Now, take the left elevator instead of
  807. the middle one. Go forward and then right to find an elevator. Use it and then
  808. continue. Go through the large door to enter the Factory.
  809.  
  810.  
  811. Mission 10: The Conversion Chapel
  812.  
  813. When exiting the Mines, you will probably notice a cusader in standby. Destroy
  814. it and the other crusader nearby. Continue forward and go down the stairs.
  815. Open the door and turn left. Open this door to get out into the entrance hall.
  816. Turn left at the middle and continue forward. After a while the path will
  817. split. Go down either of them, kill the enemies and then destoy one of the
  818. windows. Jump up to whereit was and look down. You should notice and alcove
  819. next to the elevator. Use the grenade launcher to shoot a couple of HE grenades
  820. into the alcove to kill a templar. Now go to the other side and do the same
  821. thing, then take the elevator down. and go through the door to enter the
  822. Conversion Chapel.
  823.  
  824. After entering, go through the first door and then through the door on your
  825. left. Go across the room and flip the switch, then turn around and walk across
  826. the yellow square in the middle of the room. Looking towards where you entered,
  827. take to right staircase. Go up, turn right and then left to spot a couple of
  828. acolytes. Kill them and walk up to the bars and they will open. Open the door
  829. and go up the stairs to find the Chapel Key. Exit, go forward and turn left. Go
  830. down the stairs and turn right. Enter the room and a switch will be lowered.
  831. Flip it and exit. Go across the water and up the stair to find the Red Crystal
  832. Key. After picking it up, return to the entrance and enter the room straight
  833. across. Walk forward on the path and jump when it ends. Pull the chain and turn
  834. left. Flip the switch and then jump back. (Running jump.) Continue forward and
  835. jump over the the other alcove. Pull the chain and jump back. Turn right and
  836. walk across the newly raised walkway and up the stairs to find the Blue Crystal
  837. Key. Now, go back to the entrance and turn right. Flip the switches and walk
  838. across the room and up the stairs and through the door. In this room is the
  839. converter, converting peasants into acolytes. Walk up it and use the small
  840. switch with a red light on its side, then shut then converter down. You will
  841. get a small bonus for doing it... (+10 Stamina/Accuracy.)
  842.  
  843.  
  844. Mission 11: Macil, Friend or Foe?
  845.  
  846. When shutting the converter down, Blackbird will tell you that Macil knowingly
  847. sent 200 peasants to their deaths. She wants vengeance, so return to the Front
  848. base. To get there, turn around and use the teleporter behind you. But before
  849. doing that, you could explore around the converter to find a couple of hidden
  850. stashes with supplies. (They will be handy in the next fight...) After
  851. teleporting you will end up in the entrance. Exit the chapel and go back the
  852. way you came. All the way through the Mines and Commons. When back in the base,
  853. talk to Macil.
  854.  
  855. BOSS: Macil
  856.  
  857. Talk to Macil and he will attack you. Killing Macil isn't that hard... Just
  858. shoot him and he'll die. The Spectre can be annoying though. Just apply the
  859. standard avoid-attacks-while-attacking routine. As with all Spectres, only the
  860. Sigil works. After Macil is dead, you will get another part of the Sigil.
  861.  
  862.  
  863. Mission 12: The Laboratory
  864.  
  865. After this interesting plot twist, head back to the Factory. Be sure to buy any
  866. supplies that you need, because there is no need to return during this mission.
  867. Go back to the Commons and walk up to the factory entrance. Disable the
  868. forcefield and then enter the factory. (All the guards in the Commons will
  869. start attacking you, so be quick...) If you prefer to be stealth, you could go
  870. through the mines. Your choice, really, since it doesn't really matter.
  871.  
  872. After entering the Factory, keeping going forward. (If you come from the Mines,
  873. turn left after entering the door at the bottom of the staircase.) Take either
  874. the left or the right door and follow the path. Flip the switches and then go
  875. back and go through the middle door. Go forward and you will enter
  876. Manufacturing.
  877.  
  878. Go down the elevator and continue down the corridor. Kill the enemies in the
  879. large room and then go to the two doors. Turn right in front of them and go up
  880. the staircase. Follow the path and go through the small door. Press the button
  881. and exit. Go back to the two door and go through them. Kill the guards on your
  882. left, then open the door to spot an inquisitor. It can take a lot of damage, so
  883. be careful... When it's dead, continue across the room. USe the elevator and go
  884. up the staircase to find a button. Press it to reveal a couple of crusades.
  885. Kill then and then go back down to the elevator. Walk straight across it to get
  886. to where the crusaders were. Go forward and turn left at the round elevator to
  887. find a switch. Use it, then go back to the round elevator and use it. Go up the
  888. stairs in front of you and continue down the path. When you come up to the
  889. bars, they will open. In this room, kill the guards and walk up the stairs and
  890. turn left. Go through the door and down the elevator and then turn left. Follow
  891. the path forward and use the elevator to enter the Forge.
  892.  
  893. Explore the Forge for supplies, if you want to, then exit the same way you
  894. came.
  895.  
  896. Go back down the elevator and follow the path. Turn right and go down to the
  897. end of this path. From here, jump (Run+Jump) across the platforms. Stop on the
  898. platform with the Health Pack and use the wall to open a secret room. Use the
  899. teleporter in there, the use the teleporter on your right. From here, go into
  900. the corridor with the red banner and follow it to enter the Proving Grounds.
  901.  
  902. You are now in the Proving Grounds. The most tedious part of this game. Start
  903. by taking one of the elevators down. Go to your left and take the elevator up.
  904. The bars will open when you get close, so just go past it and in through the
  905. door. Here, take the elevator down and press the button. Go back up and go
  906. left. Take the elevator down and turn right. Drop down and go in through the
  907. door. Take the elevator up and pick up the supplies. Exit through any of the
  908. doors and look at the wall. You should find a small door on it. Enter and you
  909. will find a switch. Activate it and exit. Take the elevator down and head left.
  910. You should find a staircase of your left right after the corner. Go in there
  911. and use the teleporter. Turn around and drop down and go left to an elevator.
  912. Use it to go up and find a teleporter. Use it. In the next corridor, you will
  913. find a switch. Use it and exit via the teleporter. Now go forward through the
  914. newly opened way and head right. Follow the path until you find a room with
  915. some large pillars. Go past the staircase and turn left at the first
  916. opportunity. Then go right and then left again. When you get to the elevator,
  917. turn left and go down the next elevator. Go out through the right door and head
  918. right. Go into the left teleporter, activate the switch and go back into the
  919. teleporter. From here, go forward to the elevator, then go left and down the
  920. elevator. Go out the right door and head right and you will gwt back to the
  921. teleporters. Now go into the middle teleporter, activate the switch and return.
  922. Go forward, turn left and follow the path. Turn left at the first opportunity
  923. and fall down. Go forward and you should see a teleporter on your left. Use it.
  924. Now, go forward, through the door, and you should enter The Lab.
  925.  
  926. Go forward to the switch and 2 inquisitors should fly up. Kill them and pull
  927. the switch to make the Loremaster appear.
  928.  
  929. BOSS: Loremaster
  930.  
  931. The Loremaster will fly around and shoot his chain at you. If he hits, you will
  932. fly across the room. To defeat him, try to lure him into the storage on the
  933. left side and shoot him. The only problem with the storage is the acolytes that
  934. will teleport in, but those can be taken care of with some WP grenades. When
  935. the Loremaster dies, a Spectre appears. This Spectre is very powerful, so be
  936. careful. Kill it to receive the last part of the Sigil and a Stamina/Accuracy
  937. bonus.
  938.  
  939.  
  940. Mission 13: The Comet
  941.  
  942. If you feel that you need any health, go and buy some, because after this
  943. returning isn't possible. Go to the lowest level of the Laboratory to find a
  944. green room. Go up to the red thingie in the middle of it and activate it. This
  945. will open a door. Go in and go down the elevator to enter the Alien Ship. In
  946. the first room, there are a lot of supplies on the left side. Pick whatever you
  947. need and then go to the other side of the room and press the button. This will
  948. release some enemies and open up the passage forward. Kill the enemies and
  949. continue. In the next room there are A LOT of enemies, just just run across it.
  950. (Aim for the blackened part of the wall to find a passage.) Then take the
  951. elevator down and go through the door. Continue along the path to enter the
  952. Entity's Lair. Go down the elevator, continue through the corridor and go
  953. through the door at the end to face the Entity.
  954.  
  955. BOSS: The Entity
  956.  
  957. The first thing you will see is a green thing in the middle of a room. It will
  958. release the Entities which uses all of the same attacks as the Spectres. To
  959. defeat them run around the uppermost level of the room and shoot the Sigil in
  960. the general direction of the Entities. Kill all five of them and the game will
  961. end. Die during the battle and you will get to see the bad ending.
  962.  
  963.  
  964. -=-
  965. 06: 2nd Ending Walkthrough
  966. -=-
  967. Here is the walkthrough for the second path. This path leads to the not-so-good
  968. ending, and it is actually harder in a sense, due to the fact that you will
  969. fight the Spectres in the wrong order. This walkthrough takes place after you
  970. have chosen to kill Macil.
  971. ---
  972.  
  973.  
  974. Mission O1: Macil, Friend or Foe?
  975.  
  976. Return to the Front base. There is a teleporter in the stone structure in the
  977. middle of the courtyard in Borderlands which will take you back. When you're
  978. back, go visit the Medic and the Weapons Trainer for upgrades, then talk to
  979. Macil. Macil will tell you that the Oracle is the traitor, but call Macil a
  980. traitor, anyway. Then Macil will attack you.
  981.  
  982. BOSS: Macil
  983.  
  984. Macil will attack you with an assault rifle. Just kill him with the Sigil.
  985. When he dies a Spectre will come out of his body. This Spectre will fly around
  986. and shoot you with lightings. Use your Sigil to shoot it. If you run low on
  987. health you can always run to the Medic and be healed. But keep the fighting
  988. away from the Hospital if you don't want the Medic to close, though. After
  989. killing the Spectre, you will receive another part of the Sigil. Now, go back
  990. to the Oracle.
  991.  
  992.  
  993. Mission O2: The Loremaster
  994.  
  995. The Oracle will tell you to kill the Loremaster. To get to him, go through the
  996. teleporter on your right to get to the Proving Grounds.
  997.  
  998. Start by walking out of the room with the teleporter. Then take one of the
  999. elevators down. Go to yuor left and take the elevator up. The bars will open
  1000. when you get close, so just go past it and in through the door. Here, take the
  1001. elevator down and press the button. Go back up and go left. Take the elevator
  1002. down and turn right. Drop down and go in through the door. Take the elevator up
  1003. and pick up the supplies. Exit through any of the door and look at the wall.
  1004. You should find a small door on it. Enter and you will find a switch. Activate
  1005. it and exit. Take the elevator down and head left. You should find a staircase
  1006. of your left right after the corner. Go in there and use the teleporter. Turn
  1007. around and drop down and go left to an elevator. Use it to go up and find a
  1008. teleporter. Use it. In the next corridor, you will find a switch. USe it and
  1009. exit via the teleporter. Now go forward through the newly opened way and head
  1010. right. Follow the path until you find a room with some large pillars. Go past
  1011. the staircase and turn left at the first opportunity. Then go right and then
  1012. left again. When you get to the elevator, turn left and go down the next
  1013. elevator. Go out through the right door and head right. Go into the left
  1014. teleporter, activate the switch and go back into the teleporter. From here, go
  1015. forward to the elevator, then go left and down the elevator. Go out the right
  1016. door and head right and you will gwt back to the teleporters. Now go into the
  1017. middle teleporter, activate the switch and return. Go forward, turn left and
  1018. follow the path. Turn left at the firt opportunity and fall down. Go forward
  1019. and you should see a teleporter on your left. Use it. Now, go forward, through
  1020. the door, and you should enter The Lab. Go forward to the switch and 2
  1021. inquisitors should fly up. Kill them and pull the switch to make the
  1022. Loremaster appear.
  1023.  
  1024. BOSS: Loremaster
  1025.  
  1026. The Loremaster will fly around and shoot his chain at you. If he hits, you will
  1027. fly across the room. To defeat him, try to lure him into the storage on the
  1028. left side and shoot him. The only problem with the storage is the acolytes that
  1029. will teleport in, but those can be taken care of with some WP grenades. When
  1030. the Loremaster dies, a Spectre appears. This Spectre is very powerful, so be
  1031. careful. Hide in the small room at the end of the storage and open the door to
  1032. shoot it and then duck back. The Spectre is too large to get in through the
  1033. door. Kill it to receive part of the Sigil. Then, return to the Oracle.
  1034.  
  1035. BOSS: Oracle
  1036.  
  1037. After talking to the Oracle, he will attack you. Or rather, his Spectre will.
  1038. Turn around and face it. Apply standard strategy for this Spectre. Shoot it
  1039. with the Sigil until it dies. (It wont take long...) His guards will attack
  1040. you, but they wont be much of a nuisance. You could shoot the guards with
  1041. poison arrows before fighting with the Oracle, though. After defeating the
  1042. Spectre you will get the last piece of the Sigil.
  1043.  
  1044.  
  1045. Mission O3: The Comet
  1046.  
  1047. First, get back to the base for health and training, then go all the way back
  1048. to where the Loremaster was. On the lowest level there is a green room. Go up
  1049. to the red thingie in the middle of it and activate it. This will open a door.
  1050. Go in and go down the elevator to enter the Alien Ship.
  1051.  
  1052. In the first room, there are a lot of supplies on the left side. Pick whatever
  1053. you need and then go to the other side of the room and press the button. This
  1054. will release some enemies and open up the passage forward. Kill the enemies and
  1055. continue. In the next room there are A LOT of enemies, just just run across it.
  1056. (Aim for the blackened part of the wall to find a passage.) Then take the
  1057. elevator down and go through the door. Continue along the path to enter the
  1058. Entity's Lair. Go down the elevator, continue through the corridor and go
  1059. through the door at the end to face the Entity.
  1060.  
  1061. BOSS: The Entity
  1062.  
  1063. The first thing you will see is a green thing in the middle of a room. It will
  1064. release the Entities which uses all of the same attacks as the Spectres. To
  1065. defeat them run around the uppermost level of the room and shoot the Sigil in
  1066. the general direction of the Entities. Kill all five of them and the game will
  1067. end. Die during the battle and you will get to see the bad ending.
  1068.  
  1069.  
  1070. -=-
  1071. 07: FAQ
  1072. -=-
  1073.  
  1074. 1: I installed this game on my new computer, but I have problems with sound!
  1075.  
  1076. A: Since Strife is such an old game not all modern sound cards are compatible
  1077. with it. There are some solutions, though. You can download and install
  1078. Idpatchr (http://www.tacktech.com/display.cfm?ttid=110) or download and install
  1079. VDMSound (http://www.ece.mcgill.ca/~vromas/vdmsound/). If none of that works I
  1080. suppose that you either have to get an old computer or an old soundcard to use
  1081. for all old DOS games.
  1082.  
  1083.  
  1084. 2: I have followed your walkthrough, but when I enter the Front base it is
  1085. abandoned and I cannot find Macil anywhere!
  1086.  
  1087. A: After getting the first piece of the Sigil a trigger activates causing the
  1088. Front base to become abandoned. If you have cheated to get the Sigil early
  1089. disable that cheat and you should be able to enter the Front base again. If it
  1090. is after defeating the Programmer, then go to the Castle instead.
  1091.  
  1092.  
  1093. -=-
  1094. 08: Weapon List
  1095. -=-
  1096.  
  1097. This is a lits of all weapons as well as descpriptions of the ammo that they
  1098. use. The number after the ammo types is the maximum capacities for that kind of
  1099. ammo when wearing an ammo satchel.
  1100.  
  1101.  
  1102. 1: Punch Dagger
  1103.  
  1104. This is the weapon you keep concealed for special situations. Use it to make
  1105. stealthy kills. The damage inflicted increases with your stamina making it
  1106. more useful as you progress through the game.
  1107.  
  1108.  
  1109. 2: Crossbow | Electric Bolts/Poison Bolts (100/50)
  1110.  
  1111. The first weapon you receive. With electric bolts it is not that useful,
  1112. however with poison bolts this is the weapon to use when stealthing.
  1113.  
  1114. Electric Bolts
  1115. These bolts aren't that good, really. They can be used when wanting to save
  1116. ammo, though. With a faster rate of fire this might have been an alternative.
  1117.  
  1118. Poison Bolts
  1119. This is one of the most useful things you can have. Any acolyte or other
  1120. non-robotic target will die from only one arrow. Also, it is completely silent
  1121. so no alarm will be raised when you fire it.
  1122.  
  1123.  
  1124. 3: Assault Gun | Bullets (500)
  1125.  
  1126. The generic weapon and the one you wil use the most. It is quite effective,
  1127. although on higher difficulties you might find yourself running out of ammo
  1128. when fighting through areas with lots of enemies.
  1129.  
  1130. Ammo Clip
  1131. This is dropped by most acolytes. It gives a small amount of bullets.
  1132.  
  1133. Ammo Box
  1134. One of these boxes contains 50 bullets. Very useful.
  1135.  
  1136.  
  1137. 4: Mini-Missile Launcher | Mini-Missiles (100)
  1138.  
  1139. This weapon is a bit stronger than the Assault Gun. Useful against robotic
  1140. targets. Its high ammo capacity also adds to its usefulness.
  1141.  
  1142. Missiles
  1143. Refills a small amount of missiles.
  1144.  
  1145. Crate of Missiles
  1146. Refills a large amount of missiles.
  1147.  
  1148.  
  1149. 5: Grenade Launcher | HE-Grenades/WP-Grenades (64/32)
  1150.  
  1151. A highly useful weapon capable of either firing heavy-damage HE-grenades or
  1152. burning heavy-damage WP-grenades. Take in mind that it fires two grenades at a
  1153. time, though.
  1154.  
  1155. High-Explosive Grenades
  1156. Of of the strongest ammo types, these grenades can take out a Crusader in one
  1157. shot if fired correctly. Be careful so you don't hit yourself, though...
  1158.  
  1159. White-Phosphorous Grenades
  1160. Arguably the best ammo in the game. This can take out hordes of enemies with
  1161. only one round. It also kills even the strongest enemies in seconds. And even
  1162. if the enemy is flying above the flames it will die.
  1163.  
  1164.  
  1165. 6: Flamethrower | Energy (800)
  1166.  
  1167. The same as used in Crusaders. It makes lots of damage on single enemies and
  1168. transforms acolytes into piles of ashes. Do not use in crowds.
  1169.  
  1170. Energy Pod
  1171. Gives a small amount of energy. Dropped by Crusaders and Templars.
  1172.  
  1173. Energy Pack
  1174. Gives 100 Energy. Highly useful.
  1175.  
  1176.  
  1177. 7: Mauler |Energy (800)
  1178.  
  1179. The Templars favorite weapons. It can vaporize attackers and comes with two
  1180. modes of fire. it also uses the same ammo as the flamethrower.
  1181.  
  1182. Scatter Mode
  1183. The standard mode of fire fires lots of smaller energy balls. Takes out most
  1184. enemies in 1-2 shots.
  1185.  
  1186. Torpedo Mode
  1187. Fires a ball of energy that on impact splits into lots of balls clearing out
  1188. entire rooms in a couple of shots. Uses lots of energy, though.
  1189.  
  1190.  
  1191. 8: Sigil | Life Force
  1192.  
  1193. The Sigil of The One God is a very powerful weapon. It fires lightnings that
  1194. make massive damage. However, it drains life from the wielder. Depening on the
  1195. number of pieces you have collected you get different attacks.
  1196.  
  1197. 1 Piece (4 HP)
  1198. Causes lightnings to rain from the sky. If used on an enemy the lightnings will
  1199. rain on it, if no enemy is targeted the lightnings will rain on yourself. It
  1200. wont damage you, though.
  1201.  
  1202. 2 Pieces (8 HP)
  1203. In this form the Sigil fires a single lightning bolt that makes massive damage.
  1204.  
  1205. 3 Pieces (12 HP)
  1206. This form shoots out lightning bolts in a circle around the player. Useful for
  1207. crowd control.
  1208.  
  1209. 4 Pieces (16 HP)
  1210. This form shoots a single lightning bolt. The difference is that now it homes
  1211. in on targets
  1212.  
  1213. 5 Pieces (20 HP)
  1214. The final Sigil is very impressive. It fires a lightning that shoots out
  1215. lightning bolts as it progresses. It causes huge damage to lots of enemies.
  1216.  
  1217.  
  1218. Ammo Satchel
  1219.  
  1220. The Ammo Satchel doubles the ammo capacity for all kinds of ammo. Although only
  1221. one can be carried picking up another one will replenish all kinds of ammo.
  1222.  
  1223.  
  1224. -=-
  1225. 09: Item List
  1226. -=-
  1227.  
  1228. This is a list of all items in the game. The number shows the maximum inventory
  1229. capacity.
  1230.  
  1231. Armor
  1232.  
  1233. Leather Armor | 5 | Reduces damage by 1/3.
  1234. Metal Armor | 3 | Reduces damage by 1/2.
  1235. Environmental Suit | 5 | Immunity from radiation and poison gas.
  1236. Shadow Armor | 2 | Invisibility: Makes you harder to hit.
  1237.  
  1238.  
  1239. Health
  1240.  
  1241. Med Patch | 20 | Restores 10 Health Points.
  1242. Med Kit | 15 | Restores 25 Health Points.
  1243. Surgery Kit | 5 | Restores all Health.
  1244.  
  1245.  
  1246. Miscellanous
  1247.  
  1248. Degnin Ore | 10 | Magnetic ore that explodes when shot. Disables
  1249. | | forcefields.
  1250. Teleporter Beacon | 3 | Will bring Front soldiers to help you.
  1251. Targeter | 5 | Helps aiming.
  1252. Coin | 100000+ | Usually defined as Gold. Used to buy stuff.
  1253. Toughness | 100 | Give to Medic to get +10 Stamina.
  1254. Accuracy | 100 | Give to Weapons Trainer to get +10 Accuracy.
  1255. Map | -- | Will show full map for the areas it has stored.
  1256. Scanner | 1 | If you have a map this will show you all enemies,
  1257. items and other sprites on the map.
  1258.  
  1259.  
  1260. Quest Items
  1261.  
  1262. Com Unit | Given to you by Rowan. Receives messages from
  1263. | Blackbird.
  1264. Offering Chalice | Found in the Sanctuary.
  1265. Ring | Dropped by Beldin. Use it to complete Rowan's quest.
  1266. Broken Power Coupling | Found in a room in the sewage plant. Use it to get a
  1267. | prison pass.
  1268. Ear | Dropped by Derwin. Use it to get a prison pass.
  1269. Prison Pass | Given to you by the Governor after you complete his
  1270. | chores. Use to get into the prison.
  1271. Guard Uniform | Dropped by the acolyte guarding the sewers entrance.
  1272. Flame Thrower Parts | Given to you by Weran. Take it to Irale to get a
  1273. | flamethrower.
  1274. Oracle Pass | Given to you by the Oracle. Give it to the Keymaster
  1275. | to get a Military ID.
  1276. Officer's Uniform | Found in Borderlands. Use it to infiltrate Order bases.
  1277.  
  1278.  
  1279. -=-
  1280. 10: Key List
  1281. -=-
  1282.  
  1283. Page 1:
  1284.  
  1285. Base Key | Received from Rowan, upon completion of his mission.
  1286. Govs Key | Received from Macil, after accepting his first mission.
  1287. Passcard | Received either from Macil or the Governor
  1288. ID Badge | Kill the Door Guard in the prison to get it.
  1289. Prison Key | Kill Warden Montag to get it.
  1290. Severed Hand | Kill Judge Wolenick to get it.
  1291. Power1 Key | Received from Warner in the Warehouse.
  1292. Power2 Key | Received from a Technician in the Power Plant.
  1293. Power3 Key | Received from Sammis in the Power Plant.
  1294. Gold Key | Kill the Tech logging the weapons in the Power Plant.
  1295.  
  1296.  
  1297. Page 2:
  1298.  
  1299. ID Card | Kill a guard in the Sewers to get it.
  1300. Silver Key | Received from the fake Programmer in the Audience Chamber.
  1301. Oracle Key | Kill guard right outside of the Oracle's Temple to receive.
  1302. Military ID | Received from the Keymaster.
  1303. Order Key | Kill a guard in the room with the Officer's Uniform.
  1304. Warehouse Key | Currently Unknown...
  1305. Brass Key | Received from Macil after killing the Oracle.
  1306. Red Crystal Key | Found in the Conversion Chapel.
  1307. Blue Crystal Key | Found in the Conversion Chapel.
  1308. Chapel Key | Found in the Conversion Chapel.
  1309.  
  1310.  
  1311. Page 3:
  1312.  
  1313. Catacomb Key | Given to you by Richter.
  1314. Security Key | Currently Unknown...
  1315. Core Key | Found in the Security Complex.
  1316. Mauler Key | Kill the Warehouse Guard in Fortress: Stores to receive it.
  1317. Factory Key | Found where the Spectre is in Catacombs: Ruined Temple.
  1318. Mine Key | Found where the Spectre is in Catacombs: Ruined Temple.
  1319. New Keys | Probably a template for key creation.
  1320.  
  1321.  
  1322. Demo Keys:
  1323.  
  1324. Base_Key
  1325. Rabel_Key
  1326. Passcard | Dropped by acolyte in Interrogation Chamber.
  1327. ID_Badge | Found in the secret room when you kill Harris.
  1328. Prison_Key
  1329. Severed_Hand
  1330. Power1_Key
  1331. Power2_Key
  1332. Power3_Key
  1333. Gold_Key | Given to you by Harris if you don't kill him.
  1334. ID_Card
  1335. Silver_Key | Dropped by the Sanctuary chief.
  1336. Oracle_Key
  1337. Military_ID
  1338. Order_Key
  1339.  
  1340. Key Ring
  1341. Warehouse_Key
  1342. Brass_Key
  1343. Red_Crystal_Key
  1344. Blue_Crystal_Key
  1345. Chapel_Key
  1346. Tunnel_Key
  1347. Security_Key
  1348. New_Key1
  1349. New_Key2
  1350. New_Key3
  1351. New_Key4
  1352. New_Key5
  1353.  
  1354.  
  1355. -=-
  1356. 11: Music List
  1357. -=-
  1358.  
  1359. Here is a listing of the music in the game. Change with SPIN## cheat. For demo
  1360. version use IDMUS## cheat.
  1361.  
  1362. 00: No Change
  1363. 01: Logo Screens
  1364. 02: Sanctuary - Alien Ship
  1365. 03: Town
  1366. 04: Front Base
  1367. 05: Power Station
  1368. 06: Prison - Intro
  1369. 07: Sewers - Mines
  1370. 08: Castle - Fortress: Security Complex
  1371. 09: Fortress: Stores - Factory: Forge
  1372. 10: Programmer's Keep
  1373. 11: New Front Base
  1374. 12: Borderlands
  1375. 13: The Temple Of The Oracle
  1376. 14: Catacombs
  1377. 15: Sewers - Mines
  1378. 16: Sanctuary - Alien Ship
  1379. 17: Fortress: Bishop's Tower - Training Facility
  1380. 18: Fortress: The Bailey
  1381. 19: Fortress: Stores - Factory: Forge
  1382. 20: Castle - Fortress: Security Complex
  1383. 21: Factory: Receiving
  1384. 22: Programmer's Keep
  1385. 23: Fortress: Stores - Factory: Forge
  1386. 24: Order Commons - Abandoned Front Base
  1387. 25: Factory: Conversion Chapel
  1388. 26: Catacombs: Ruined Temple
  1389. 27: Proving Grounds - Entity's Lair
  1390. 28: The Lab - Factory: Manufacturing
  1391. 29: Sanctuary - Alien Ship
  1392. 30: Proving Grounds - Entity's Lair
  1393. 31: Order Commons - Abandoned Front Base
  1394. 32: Entity's Lair (With background noise)
  1395. 33: Good Ending
  1396. 34: Bad Ending
  1397. 35: No Change
  1398.  
  1399.  
  1400. Demo Music:
  1401.  
  1402. 00: No Change
  1403. 01: Demo Complete (Order Commons)
  1404. 02: Intro
  1405. 03: Intro
  1406. 04: Borderlands (Not used)
  1407. 05: Ordering Screens (Power Plant)
  1408. 06: Sanctuary (Power Plant Remix)
  1409. 07: Demo Complete (Order Commons)
  1410. 08: Sanctuary (Power Plant Remix)
  1411. 10: Bad Ending? (Not used)
  1412. 11-35: No Music
  1413.  
  1414.  
  1415. -=-
  1416. 12: Cheat List
  1417. -=-
  1418.  
  1419. Just type these while playing to activate. Type again to deactivate. (Wont work
  1420. on some cheats.)
  1421.  
  1422. OMNIPOTENT = Invincibility
  1423. BOOMSTIX = All weapons and full ammo. Type again to get full ammo.
  1424. LEGO = Gives one part of the Sigil. Repeat for more parts.
  1425. JIMMY = Keys. Enter once to get 16 of the keys. Enter again to get the
  1426. rest of the keys. Enter a third time to remove all keys.
  1427. TOPO = Use on map screen. Once for full map, twice for scanner mode.
  1428. RIFT## = Teleport to area ## (Refer to Area List for numbers.)
  1429. SCOOT# = Changes location (Refer to Location List for locations.)
  1430. ELVIS = No Clipping Mode
  1431. STONECOLD = Kills everyone in the area
  1432. DONNYTRUMP = Gold and Stats
  1433. PUMPUP# = Get power-up. Type first letter of power-up to receive.
  1434. (Bzrk[Berserk Mode], Inviso[Shadow Armor], Mask[Environmental
  1435. Suit], Health[Health Packs], Pack[Ammo Satchel],
  1436. Stats[More Health/Accuracy])
  1437. GRIPPER = Stealth Boots
  1438. SPIN## = Changes music
  1439. GPS = Displays location
  1440. DOTS = Displays FPS (FPS = 70/Dots+1)
  1441.  
  1442.  
  1443. Demo Cheats:
  1444.  
  1445. IBGOD = Invincibility
  1446. GUNS = All weapons, Full ammo, Armor
  1447. OPEN = All keys
  1448. GOTO## = Change map. (Refer to Map List for numbers.)
  1449. SPIRIT = No Clipping Mode.
  1450. KILLEM = Kills everyone on the map
  1451. LISTIT# = Get power-up. Type first letter of power-up to receive. (Bzrk[Berserk
  1452. Mode], Inviso[Shadow Armor], Mask[Environmental Suit], Health[Health
  1453. Packs], Pack[Ammo Satchel], Stats[More Health/Accuracy])
  1454. STIC = Stealth Boots
  1455. IDMUS## = Changes music. (Refer to Music List for numbers.)
  1456. IDMYPOS = Displays location
  1457. TIC = Displays FPS (FPS = 70/Dots+1)
  1458. AIBRAIN = AI On
  1459. STUFF = Invincibility, All weapons, Full ammo, Armor, Stats, Teleporter
  1460. Beacon
  1461.  
  1462.  
  1463. -=-
  1464. 13: Character List
  1465. -=-
  1466.  
  1467. This is a list of all characters in the game. Some characters and all enemies
  1468. has some other info added like this: Name | Health | Speed | Weapons
  1469. Here you can also find boss strategies.
  1470.  
  1471. ---
  1472. Allies:
  1473. ---
  1474.  
  1475. Player
  1476. A wandering mercenary led to the town of Tarnhill. Name and background
  1477. currently unknown.
  1478.  
  1479. Blackbird/Shana
  1480. After you get the com unit she will monitor your progress and guide you through
  1481. your quest. As all other women she is hiding somewhere underground.
  1482.  
  1483. Rebel | 60 | Slow | Assault Gun
  1484. The generic Front soldier. Are found in Front bases. They use Assault Guns
  1485. stolen from the Order.
  1486.  
  1487. Macil | 95 | Fast | Assault Gun
  1488. Macil is the leader of the Front. He directs all attacks on the Order in hope
  1489. of one day freeing the planet. Or..?
  1490.  
  1491. Rowan
  1492. A businessman who makes business with the Front. He is residing outside the
  1493. Interrogation Area in Town.
  1494.  
  1495. Irale
  1496. Irale fixes all weapons used by the Front. Mostly assault guns, but if he would
  1497. get the parts he can build a flamethrower.
  1498.  
  1499. Geoff
  1500. Geoff guards the entrance to the Front base. Tell him you need gold.
  1501.  
  1502. Worner
  1503. The front's spy in the Warehouse. A very lazy person.
  1504.  
  1505. Quincy
  1506. The Front's spy within the Fortress. Works as a doctor in the Hospital.
  1507.  
  1508. Richter
  1509. Second-in-command in the Front. Is currently on a mission to gather information
  1510. in the Order Commons.
  1511.  
  1512.  
  1513. ---
  1514. Neutral:
  1515. ---
  1516.  
  1517. MacGuffin
  1518. He knows a lot about the town and might help you in your quest. He resides next
  1519. to the sewage plant.
  1520.  
  1521. Ulaine
  1522. Can give you info. For a price... Is found outside the Prison.
  1523.  
  1524. Beldin
  1525. Ex-Front soldier. Captured by the Order and held in their Sanctuary.
  1526.  
  1527. Derwin
  1528. Apparently he hasn't given the Governor his cut. Oh, well...
  1529.  
  1530. Sammis
  1531. Works in the Power Plant.
  1532.  
  1533. Ketrick
  1534. Another worker in the Power Plant.
  1535.  
  1536. Weran/The Rat King
  1537. Leader of the beggars. Lives in the sewers.
  1538.  
  1539. Oracle | 31
  1540. Has his own temple in the Borderlands. Not much is known about this being.
  1541.  
  1542. Keymaster
  1543. Works for the Oracle. Can apprently fix keys to anything. Lives in the
  1544. Borderlands.
  1545.  
  1546. James
  1547. A worker in the Mines. Has had his implant removed and now works with other
  1548. stuff than mining.
  1549.  
  1550. Peasant | 31 | Slow | Punch
  1551. The standard NPCs. You can talk to them in hope of hearing something
  1552. intellingent, but most probably you wont. Will fight back if attacked.
  1553.  
  1554. Beggar | 20 | Slow | Stab
  1555. Most of the beggars live in the sewers, however some can be found above ground.
  1556.  
  1557.  
  1558. ---
  1559. Enemies:
  1560. ---
  1561.  
  1562. Harris
  1563. Although he says that he works for the rebels, in fact he is just a thief. Do
  1564. not trust him, especially when it comes to payment.
  1565.  
  1566. Governor Mourel
  1567. The Order's face outwards. He is controlled by them and is responsible for
  1568. keeping the peace.
  1569.  
  1570. Warden Montag
  1571. He is the chief of the Prison. Decides who gets to enter the Prison itself.
  1572.  
  1573. Judge Wolenick
  1574. He "judges" the prisoners and also is the only one that can unlock the cells.
  1575.  
  1576.  
  1577. ---
  1578. Order Soldiers:
  1579. ---
  1580.  
  1581. Acolyte | 70 | Slow | Assault Gun
  1582.  
  1583. Acolytes are the standard soldier that the Order uses. These bio-mechanical
  1584. soldiers seem to come from an endless supply. Most of them drop ammo clips
  1585. when killed. Only attacks when alarm is active.
  1586.  
  1587. Acolyte Colors:
  1588.  
  1589. Tan: Standard Trooper
  1590. Blue: Scanner Trooper
  1591. Brown: Guard
  1592. Yellow: Elite Guard
  1593. Green: Overseer
  1594. Red: Low-rank officer
  1595. Black: High-rank officer
  1596.  
  1597.  
  1598. Turret | 125 | Stationary | Gun
  1599.  
  1600. Ceiling-mounted defense turrent. Will only attack if alarm is active. A couple
  1601. of mini-missiles usually takes care of them.
  1602.  
  1603.  
  1604. Sentinel | 100 | Slow | Laser
  1605.  
  1606. Flying robot that attacks on sight. They can be difficult in groups, but should
  1607. not be much of a problem, really.
  1608.  
  1609.  
  1610. Stalker | 80 | Medium | Bite
  1611.  
  1612. Spider robot. It crawls around on ceilings to drop down on unsuspecting
  1613. victims. Not that hard to kill, but still a very annoying enemy. Attacks on
  1614. sight.
  1615.  
  1616.  
  1617. Reaver | 150 | Fast | Laser/Blade
  1618.  
  1619. A fast enemy. Usually tries to run up to victims, but can also shoot them with
  1620. laser. Attacks even if alarm isn't active. Not that hard to kill with a good
  1621. aim, though...
  1622.  
  1623. Crusader | 400 | Medium | Flamethrower/Missiles
  1624.  
  1625. Large robot equipped with flamethrower and tri-missile launcher. On long
  1626. distances it shoots missiles and on short it uses its flamethrower.
  1627. A couple of well-aimed grenades usually takes them out. Otherwise, flamethrower
  1628. works very well.
  1629.  
  1630. Templar | 300 | Medium | Mauler/Blade
  1631.  
  1632. Another Order soldier. Has better armor and weapon than acolytes. It comes
  1633. equipped with a mauler. Since it is resistant to ordinary bullets, use stronger
  1634. weapons like flamethrower or mauler to defeat it. It wont attack unless alarm
  1635. is active.
  1636.  
  1637. Inquisitor | 1000 | Medium | HE-Grenades
  1638.  
  1639. HUGE robot. It can fly and it comes equipped with a grenade launcher. It can
  1640. take A LOT of damage, so be careful if you encounter one of these...
  1641.  
  1642.  
  1643. ---
  1644. Bosses:
  1645. ---
  1646.  
  1647. Programmer | 1100 | Medium | Sigil 1/Spikes
  1648.  
  1649. A guy flying around in a mini-UFO. He resides in the Programmer's Lair in the
  1650. Castle. He is the one who has created the AI which controls the Acolytes. He
  1651. also holds the first part of the Sigil.
  1652.  
  1653. How to defeat:
  1654.  
  1655. The easiest way to kill him is to shoot WP-Grenades and make him fly into the
  1656. flames. If done correctly he should go down within seconds.
  1657.  
  1658.  
  1659. Bishop | 500 | Medium | Missiles
  1660.  
  1661. The Order's religious and military leader. He is partially a robot. He has long
  1662. legs and a mini-missile lanuncher mounted on his shoulder. He resides in the
  1663. Bishop's Tower in the Fortress.
  1664.  
  1665. How to defeat:
  1666.  
  1667. Use same tactic as with Programmer. Only difference is that the Bishop dies
  1668. a bit faster.
  1669.  
  1670.  
  1671. Loremaster | 800 | Slow | Grappling Hook
  1672.  
  1673. Creator of all of the Order's robots/troops/weapons and such. He is a
  1674. formidable enemy with his factory and laboratory built right over the comet's
  1675. impact site.
  1676.  
  1677. How to defeat:
  1678.  
  1679. First of all try to get him into a confined space. Then WP-Grenades should work
  1680. as usual.
  1681.  
  1682.  
  1683. Spectre
  1684.  
  1685. These beings contain pieces of the Sigil. They look like some sort of clouds
  1686. with an eye and a lot of spines sticking out from it. They can take over the
  1687. bodies of people. Those who are taken over will continually search for Sigil
  1688. pieces in hope of becoming the ruler of the planet. There are five of them
  1689. scattered throughout the land.
  1690.  
  1691. 1 - Catacombs: Ruined Temple | 1000 | Slow | Sigil 1/Spines
  1692. 2 - Fortress: Bishop's Tower | 1200 | Slow | Sigil 2/Spines
  1693. 3 - The Temple of the Oracle | 1500 | Slow | Sigil 3/Spines
  1694. 4 - New Front Base | 1700 | Slow | Sigil 4/Spines
  1695. 5 - The Lab | 2000 | Slow | Sigil 5/Spines
  1696.  
  1697. How to defeat:
  1698.  
  1699. The only weapon that works on them is the Sigil, so take that out. Then shoot
  1700. at the Spectre. For the higher-level spectres you should try to take cover
  1701. between attacks.
  1702.  
  1703.  
  1704. Entity
  1705.  
  1706. A being travelling from world to world, draining them of their energies. Not
  1707. much is know about this creature, although this is what the Order refers to as
  1708. The One God. Probably the Sigil was used to lock this in its ship.
  1709.  
  1710. Entity | 2500 | Slow | Sigil
  1711. Sub-Entity | 990 | Slow | Sigil
  1712.  
  1713. How to defeat:
  1714.  
  1715. Strafe from side to side while shooting with the Sigil constantly towards the
  1716. Entities. When you have killed the larger two Entities three sub-Entities will
  1717. appear. Just continue using the same tactic and they will eventually die. If
  1718. you killed Macil first you only get to fight one large Entity, though, I think.
  1719.  
  1720.  
  1721. -=-
  1722. 14: Area/Location List
  1723. -=-
  1724.  
  1725. This is a complete list of all areas and their scoot points. Use in combination
  1726. with RIFT## and SCOOT# cheats. Scooting to numbers not in scoot list will put
  1727. you outside of the map. Rifting to area 10 will give you the first part of the
  1728. Sigil. While having the Sigil, rifting to area 03 is impossible. Then you will
  1729. end up in area 30 instead. Rifting to the demo levels is possible, but talking
  1730. to certain characters will crash the game. In demo use GOTO## cheat. However,
  1731. only maps 32-34 will work. No scooting in demo.
  1732.  
  1733. 01: Sanctuary
  1734. 0: Upper area to the right of the lower entrance
  1735. 1: Lower entrance.
  1736. 3: River entrance
  1737. 4: Upper entrance
  1738.  
  1739. 02: Town
  1740. 0: Power Station entrance
  1741. 1: Power Station entrance
  1742. 2: Prison entrance
  1743. 3: Front Base entrance
  1744. 4: Castle entrance
  1745. 5: Sewers entrance
  1746. 6: Lower Sanctuary entrance
  1747. 8: Borderlands
  1748. 9: Sanctuary river entrance
  1749.  
  1750. 03: Front Base
  1751. 0: Barracks area
  1752. 1: Entrance
  1753. 2: Teleporter pad
  1754.  
  1755. 04: Power Station
  1756. 0: Coolant pit
  1757. 1: Entrance
  1758. 3: Water area outside Warehouse
  1759. 4: Water area outside Warehouse (Not same as #3)
  1760. 6: Water area outside Warehouse (Near #3)
  1761.  
  1762. 05: Prison
  1763. 0: In the middle of a corridor
  1764. 1: Entrance
  1765.  
  1766. 06: Sewers
  1767. 0: Weran's room
  1768. 1: Owerflow Gate entrance
  1769. 2: Castle entrance
  1770. 3: Reclamation Tank entrance
  1771. 4: Town entrance
  1772.  
  1773. 07: Castle
  1774. 0: Guard tower to the right of the Town entrance
  1775. 1: Sewer entrance
  1776. 2: Training Facility entrance
  1777. 3: Programmer's Keep entrance
  1778. 4: Town entrance
  1779. 5: Audience Chamber entrance
  1780.  
  1781. 08: Audience Chamber
  1782. 2: Entrance
  1783.  
  1784. 09: Programmer's Keep
  1785. 1: Entrance
  1786. 4: Behind entrance (Unescapable)
  1787. 5: Next to the pool
  1788.  
  1789. 10: New Front Base
  1790. 0: Small room in Reclamation Tank area
  1791. 1: Sewer entrance
  1792. 2: Borderlands teleporter
  1793. 3: Programmer's Keep entrance
  1794. 4: Town entrance
  1795. 8: Behind Hospital
  1796.  
  1797. 11: Borderlands
  1798. 0: The Temple Of The Oracle entrance (Outside)
  1799. 1: Town entrance
  1800. 2: The Temple Of The Oracle entrance (Inside)
  1801. 3: The Temple Of The Oracle entrance (Water tunnel)
  1802. 4: The Temple Of The Oracle teleporter
  1803. 5: Order Commons entrance
  1804. 6: New Front Base teleporter
  1805. 7: Fortress: The Bailey entrance
  1806. 9: Water area near Fortress entrance
  1807.  
  1808. 12: The Temple Of The Oracle
  1809. 0: Next to an elevator
  1810. 1: Borderlands entrance (Stairs)
  1811. 2: Borderlands entrance (Water tunnel)
  1812. 3: Borderlands teleporter
  1813. 4: Proving Grounds teleporter
  1814.  
  1815. 13: Catacombs
  1816. 0: Next to a switch
  1817. 1: Order Commons entrance
  1818. 2: Fortress: The Bailey entrance
  1819. 3: Catacombs: Ruined Temple entrance
  1820. 4: Factory: Conversion Chapel entrance
  1821. 5: Factory: Manufacturing entrance
  1822.  
  1823. 14: Mines
  1824. 0: Next to Reaver
  1825. 1: Order Commons entrance
  1826. 2: Factory: Receiving entrance
  1827.  
  1828. 15: Fortress: Administration
  1829. 0: Near Central Computer
  1830. 1: Teleporter pad
  1831. 2: Fortress: The Bailey entrance
  1832.  
  1833. 16: Fortress: Bishop's Tower
  1834. 0: West side room with computers and Acolytes
  1835. 1: Entrance
  1836. 2: West side corridor
  1837. 3: Middle hall
  1838. 6: West side room
  1839.  
  1840. 17: Fortress: The Bailey
  1841. 0: Borderlands entrance area
  1842. 1: Borderlands entrance
  1843. 2: Fortress: Bishop's Tower entrance
  1844. 3: Fortress: Administration entrance
  1845. 4: Fortress: Security Complex entrance
  1846. 5: Fortress: Stores entrance
  1847. 6: Catacombs entrance
  1848.  
  1849. 18: Fortress: Stores
  1850. 1: Entrance
  1851. 3: In the middle of storage area 3
  1852. 4: Stuck in a wall in storgae area 1
  1853.  
  1854. 19: Fortress: Security Complex
  1855. 0: In the huge room
  1856. 1: Fortress: The Bailey entrance
  1857. 2: No respawn
  1858. 3: Stuck in a wall near huge room
  1859. 4: Room near entrance
  1860.  
  1861. 20: Factory: Receiving
  1862. 0: Near Factory: Conversion Chapel entrance
  1863. 1: Order Commons entrance
  1864. 2: Factory: Manufacturing entrance
  1865. 3: Mines entrance
  1866. 4: Factory: Conversion Chapel entrance
  1867.  
  1868. 21: Factory: Manufacturing
  1869. 1: Factory: Receiving entrance
  1870. 3: Factory: Forge entrance
  1871. 4: Proving Grounds entrance
  1872. 5: Catacombs entrance
  1873.  
  1874. 22: Factory: Forge
  1875. 1: Entrance
  1876.  
  1877. 23: Order Commons
  1878. 0: Near waterfall
  1879. 1: Borderlands entrance
  1880. 2: Mines entrance
  1881. 4: Factory: Receiving entrance
  1882. 5: Catacombs entrance
  1883.  
  1884. 24: Factory: Conversion Chapel
  1885. 1: Factory: Receiving entrance
  1886. 3: Catacombs entrance
  1887. 5: Ammo cache behind Converter
  1888. 6: Room somewhere in the middle
  1889.  
  1890. 25: Catacombs: Ruined Temple
  1891. 1: Entrance
  1892. 5: Middle area
  1893. 6: No respawn
  1894. 7: No respawn
  1895.  
  1896. 26: Proving Grounds
  1897. 0: Large room with Stalker
  1898. 1: Factory: Manufacturing entrance
  1899. 2: The Lab entrance
  1900. 3: The Temple Of The Oracle teleporter
  1901. 5: Upper platform
  1902.  
  1903. 27: The Lab
  1904. 1: Proving Grounds entrance
  1905. 2: Alien Ship entrance
  1906. 3: Near the storage room
  1907. 5: Outside Alien Ship entrance
  1908.  
  1909. 28: Alien Ship
  1910. 1: The Lab entrance
  1911. 2: Entity's Lair entrance
  1912.  
  1913. 29: Entity's Lair
  1914. 1: Entrance
  1915.  
  1916. 30: Abandoned Front Base
  1917. 1: Town entrance
  1918. 2: Teleporter pad
  1919.  
  1920. 31: Training Facility
  1921. 1: Entrance
  1922. 3: Ambush area
  1923. 5: Staircase to armory
  1924.  
  1925. 32: Sanctuary (Demo)
  1926. 0: No change
  1927. 1: Town entrance
  1928. 3: River entrance
  1929. 4: Upper Town entrance
  1930. 5: In water area
  1931. 6: Behind Town entrance next to a non-working teleporter
  1932. 9: Town entrance
  1933.  
  1934. 33: Town (Demo)
  1935. 2: In the Warehouse docks (Unescapable)
  1936. 3: At Movement Base entrance (Unescapable, possible to enter Movement Base and
  1937. get stuck outside of map.)
  1938. 5: Next to the Sanctuary river entrance (Unescapable)
  1939. 6: Sanctuary entrance
  1940. 7: In the river outside of the Governor's Mansion
  1941. 8: In the Warehouse docks area (Unescapable)
  1942. 9: Sanctuary river entrance
  1943.  
  1944. 34: Movement Base (Demo)
  1945. 2: In teleporter exit
  1946. 7: In Barracks water area
  1947.  
  1948.  
  1949. -=-
  1950. 15: Area Information
  1951. -=-
  1952.  
  1953. 01: Sanctuary
  1954.  
  1955. This building is owned by the Order. It contains a sacrifice altar and a cell.
  1956. It has three entrances. The lower, upper and river entrances.
  1957.  
  1958.  
  1959. 02: Town
  1960.  
  1961. The town of Tarnhill is home to both the Order and the Front. The Front is
  1962. hiding in the old Town Hall, while the Order resides in the Castle. You can
  1963. also find some shops and a tavern here.
  1964.  
  1965. Secrets:
  1966.  
  1967. On the Power Station side of the shops there is a small platform with a hole on
  1968. the side of the armory. Jump over to it and you can go down into the armory.
  1969. Down there you can find some supplies, like gold and a leather armor.
  1970.  
  1971. The wall outside the Governor's office is a secret door. Behind are some
  1972. supplies. Can be entered even if guard is standing there.
  1973.  
  1974.  
  1975. 03: Front Base
  1976.  
  1977. Home of the Front. From here all attacks and raids on the Order are planned.
  1978. The only exit leads to the Town.
  1979.  
  1980. Secrets:
  1981.  
  1982. In the Barracks elevator there is a false wall. Go through it and down the
  1983. elevator behind it to find some health, gold and poison bolts.
  1984.  
  1985. In the storage area there is two secret doors that will get you into a secret
  1986. area. In here are some supplies. Note that a silver key is required to enter
  1987. all of the rooms. Another entrance is behind the large mark on the wall when
  1988. going towards the medic/armory.
  1989.  
  1990.  
  1991. 04: Power Station
  1992.  
  1993. The Order's power station gives power to the Order's shields. Destroy it and
  1994. the shields goes down. It also has docks and a warehouse.
  1995.  
  1996. Secrets:
  1997.  
  1998. If you get into the computer core there are some enegery pods hidden in the
  1999. structure in the middle.
  2000.  
  2001. If you go past the technician logging the weapons there is a secret door on the
  2002. right wall at the end of the corridor. Go through it to find a corridor with
  2003. supplies.
  2004.  
  2005.  
  2006. 05: Prison
  2007.  
  2008. The Order's prison is where all prisoners are kept. Although the only prisoners
  2009. in there at the moment are Front soldiers.
  2010.  
  2011. Secrets:
  2012.  
  2013. Behind the altar-like thing is a switch. Use it to open a secret passage in one
  2014. of the alcoves. In there are more supplies.
  2015.  
  2016. If you need health you can get in in the guard towers in the courtyard after
  2017. you have the severed hand. Just activate all of the hand scanners and they will
  2018. open.
  2019.  
  2020.  
  2021. 06: Sewers
  2022.  
  2023. The sewers are home to the beggars. Although by going through it you will reach
  2024. the Castle. Down here are the gate controls for the Castle gates, too.
  2025.  
  2026. Secrets:
  2027.  
  2028. If you enter the sewers via the overflow gate there is a secret door behind
  2029. where you fall down. Enter for some health.
  2030.  
  2031. In the large room outside of where you find the Grenade Launcher there is a
  2032. surgery Kit in the pillar in the middle.
  2033.  
  2034. In the large machine near the manual gate control is a secret door.
  2035.  
  2036. From the bridge near the locked vents you can jump over to the platforms behind
  2037. the vents. There are a couple of secret rooms there, one on each side.
  2038.  
  2039.  
  2040. 07: Castle
  2041.  
  2042. The Order's castle is where the Programmer resides. It also holds a training
  2043. facility and acts as a main base of operations. It si heavily guarded, though.
  2044.  
  2045.  
  2046. 08: Audience Chamber
  2047.  
  2048. In here the Programmer receives all visits. It has some guards and supplies,
  2049. though.
  2050.  
  2051. Secrets:
  2052.  
  2053. In the bedroom, get on top of the box and jump to the bed. If done correctly a
  2054. secret passage in the bed will open.
  2055.  
  2056. In the room with computers press on the left side of the console in the middle.
  2057. This will open a secret door.
  2058.  
  2059. The Programmer's throne is a secret door. Can be opened with the silver key
  2060. which you get from the fake programmer. Behind there is an ammo satchel.
  2061.  
  2062.  
  2063. 09: Programmer's Keep
  2064.  
  2065. It is in this part of the Castle where the Programmer resides. Take care of the
  2066. guards and you will get to fight him.
  2067.  
  2068. Secrets:
  2069.  
  2070. In the pit with dead Front soldiers there is a secret door with a surgery kit
  2071. and some missiles inside.
  2072.  
  2073. Get on top of the Programmer's temple and take the right path. The first alcove
  2074. on the back wall is a secret door.
  2075.  
  2076.  
  2077. 10: New Front Base
  2078.  
  2079. After defeating the Programmer the Front will take over the Castle. From this
  2080. new base stronger attacks can be launched.
  2081.  
  2082.  
  2083. 11: Borderlands
  2084.  
  2085. Right outside of Tarnhill you will find this area. Here the Order has its other
  2086. main bases and also the Oracle resides here.
  2087.  
  2088. Secrets:
  2089.  
  2090. To the right when you have entered the courtyard are a couple of explosive
  2091. barrels. Jump up on one of them and into the hole to get a surgery kit.
  2092.  
  2093. To the left when you have entered the cave is a secret elevator. Get onto it to
  2094. find a stash of supplies.
  2095.  
  2096. In the entrance area to the fortress is a secret passage behing a computer of
  2097. the leftmost wall.
  2098.  
  2099. Where you press the button to raise the entrace to the Fortress is a secret
  2100. ledge behind the wall. Just jump over it.
  2101.  
  2102. On top of the waterfall is a hidden stash. There is a passage in, but I don't
  2103. know how to open it yet. It is possible to jump up the waterfall, but that
  2104. requires a lot of luck.
  2105.  
  2106.  
  2107. 12: The Temple of the Oracle
  2108.  
  2109. In here you will find the Oracle. For some reason it is swarming with Order
  2110. troops, though. Either fight your way through or sneak through the caves to
  2111. reach the Oracle.
  2112.  
  2113. Secrets:
  2114.  
  2115. After opening the large door in the room with four doors, go up the stairs and
  2116. to the room on the right. In here a secret door should open.
  2117.  
  2118. A locked door can be found in the cave part, although I do not know how to open
  2119. it yet...
  2120.  
  2121.  
  2122. 13: Catacombs
  2123.  
  2124. These tunnels run under the Fortress and Order Commons. Down here it is rumored
  2125. that there is an ancient temple...
  2126.  
  2127.  
  2128. 14: Mines
  2129.  
  2130. This is where the Order mines for Degnin Ore. The workers here are controlled
  2131. with a transmitter. Destroy that and they will be free.
  2132.  
  2133. Secrets:
  2134.  
  2135. In the guard tower there is a secret door on the opposite side of the room from
  2136. where you enter.
  2137.  
  2138.  
  2139. 15: Fortress: Administration
  2140.  
  2141. This is where the Order has its central computer. Destroy that to destroy the
  2142. Tower shields.
  2143.  
  2144.  
  2145. 16: Fortress: Bishop's Tower
  2146.  
  2147. In here the Bishop resides. He is the spiritual and military leader in the
  2148. Order. However, this place is crawling with strong guards.
  2149.  
  2150. Secrets:
  2151.  
  2152. Smash the computer screens behind the Bishop for a hidden stash.
  2153.  
  2154.  
  2155. 17: Fortress: The Bailey
  2156.  
  2157. This is the inner courtyard. Here you will find the Hospital as well as
  2158. entrances to all areas of the Fortress.
  2159.  
  2160. Secrets:
  2161.  
  2162. In the Hospital there is a secret door in the staircase.
  2163.  
  2164. Going behind the left pillar outside the entrance to the Bishop's Tower will
  2165. reveal a teleporter.
  2166.  
  2167. Behind the pipes behind the Security Complex is a door with an elevator inside.
  2168. When on the roof there is a secret door in the wall.
  2169.  
  2170. To the left of that door is a pipe. Go inside and drain the water. Then go down
  2171. and you will find a teleporter.
  2172.  
  2173.  
  2174. 18: Fortress: Stores
  2175.  
  2176. A large storage area. In here there are lots of supplies. However, the most
  2177. interesting thing that can be found here is the mauler.
  2178.  
  2179.  
  2180. 19: Fortress: Security Complex
  2181.  
  2182. A large building full of guards. Fight through it and you will receive a map of
  2183. the Fortress and access to Administartion.
  2184.  
  2185. Secrets:
  2186.  
  2187. In the room to the right at the beginning (with lots of sentinels and some
  2188. templars) is a secret elevator to the rightmost under one of the sentinel
  2189. vents.
  2190.  
  2191. In the back part of the level are a couple of secret passages behind computers.
  2192.  
  2193. On the sides of the back parts are a couple of secret rooms that can be
  2194. accessed by elevators. Just step on them to go down to the rooms. In the room
  2195. on the right side is a secret door leading to a teleporter.
  2196.  
  2197.  
  2198. 20: Factory: Receiving
  2199.  
  2200. This is the entrance area to the Factory. It has access to most parts of the
  2201. Factory and also to the Order Commons and Mines.
  2202.  
  2203.  
  2204. 21: Factory: Manufacturing
  2205.  
  2206. This is where they build all of the robots used by the Order. It also is
  2207. guarded by those robots. Watch out...
  2208.  
  2209. Secrets:
  2210.  
  2211. In the guard tower overlooking the reactor there is a secret door. Also there
  2212. are some supplies on the reactor itself.
  2213.  
  2214.  
  2215. 22: Factory: Forge
  2216.  
  2217. In here there are some supplies and enemies. It is not a large area, though...
  2218.  
  2219.  
  2220. 23: Order Commons
  2221.  
  2222. This is where most acolytes and personnel lives. Here you can find the Mines
  2223. and Factory.
  2224.  
  2225. Secrets:
  2226.  
  2227. In the guard tower near the Factory entrance is a secret passage. Go down the
  2228. stairs and you will find a scanner.
  2229.  
  2230.  
  2231. 24: Factory: Conversion Chapel
  2232.  
  2233. In here the large machine converting people into acolytes is. Shut it down and
  2234. you will shut down the Order's supply of soldiers.
  2235.  
  2236. Secrets:
  2237.  
  2238. On the right side of the converter is an alcove with a switch. Use it, the go
  2239. out of the alcove and immediatley to the left a passage has opened. Use the
  2240. switch in that area to open a secret door to a room with health and gold. Then
  2241. on the left side of the converter another secret path has opened. The large
  2242. stone is a secret door. Behind it is a stash of ammo.
  2243.  
  2244.  
  2245. 25: Catacombs: Ruined Temple
  2246.  
  2247. This ancient temple serves as a sacrificial place for the Order. There also is
  2248. a spectre here, so watch out.
  2249.  
  2250. Secrets:
  2251.  
  2252. In the eastern part of the temple step on the raised stone behind the pillar to
  2253. reveal some HE-grenades.
  2254.  
  2255. In the northern part there is a secret door in the middle alcove on the left
  2256. side. In there is a surgery kit and some missiles. Watch out for traps,
  2257. though...
  2258.  
  2259.  
  2260. 26: Proving Grounds
  2261.  
  2262. This area is just a huge labyrinth with tonnes of enemies. However you have to
  2263. go through it to reach the Lab.
  2264.  
  2265. Secrets:
  2266.  
  2267. In the large room with lots of supplies go down the stairs and go off the ledge
  2268. to find a teleporter. Go into it, then turn around to find a hidden room with
  2269. supplies. Remember to jump to get into the room, though.
  2270.  
  2271.  
  2272. 27: The Lab
  2273.  
  2274. Here you will find the Loremaster, creator of the Order's troops. There also is
  2275. an entrance to the Alien Ship here.
  2276.  
  2277. Secrets:
  2278.  
  2279. Behind the large computer where the person is is a hidden stash.
  2280.  
  2281.  
  2282. 28: Alien Ship
  2283.  
  2284. This is the meteor that crashed on the planet. In here you will find The One
  2285. God...
  2286.  
  2287. Secrets:
  2288.  
  2289. When you get to the large elevator going down, wait on it till it goes up again
  2290. to find some supplies.
  2291.  
  2292. When you get to the large room after the elevator get over to the left side to
  2293. find another hidden stash behind the green doors.
  2294.  
  2295.  
  2296. 29: Entity's Lair
  2297.  
  2298. Here it is. The final enemy responsible for the Order and the spectres. Kill it
  2299. to free the planet.
  2300.  
  2301. Secrets:
  2302.  
  2303. After entering to to the room on the right and go between the pillars to reveal
  2304. some energy packs. (Pretty unnecessary at this point, though...)
  2305.  
  2306.  
  2307. 30: Abandoned Front Base
  2308.  
  2309. After the front moved in to the castle this is what happened to the old base.
  2310. Now it only serves as a place for rats to live.
  2311.  
  2312. Secrets:
  2313.  
  2314. In the Barracks elevator there is a false wall. Go through it and down the
  2315. elevator behind it.
  2316.  
  2317. In the storage area there is two secret doors that will get you into a secret
  2318. area. In here are some supplies. Note that a silver key is required to enter
  2319. all of the rooms. Another entrance is behind the large mark on the wall when
  2320. going towards the medic/armory.
  2321.  
  2322.  
  2323. 31: Training Facility
  2324.  
  2325. The Guard Training Facility is the hardest test that acolytes can go through.
  2326. Why don't you try it, too?
  2327.  
  2328.  
  2329. 32: Sanctuary (Demo)
  2330.  
  2331. The demo version of the Sanctuary contains some architectural changes.
  2332. Otherwise not much is different.
  2333.  
  2334.  
  2335. 33: Town (Demo)
  2336.  
  2337. The town also contains some changes. The most notable is that the Town Hall
  2338. hasn't been destroyed.
  2339.  
  2340. Secrets:
  2341.  
  2342. On the Power Station side of the shops there is a small platform with a hole on
  2343. the side of the armory. Jump over to it and you can go down into the armory.
  2344. Down there you can find some supplies, like gold and a leather armor.
  2345.  
  2346. The wall outside the Governor's office is a secret door. Behind are some
  2347. supplies. Can be entered even is guard is standing there.
  2348.  
  2349.  
  2350. 34: Movement Base (Demo)
  2351.  
  2352. Same thing, different name.
  2353.  
  2354. Secrets:
  2355.  
  2356. In the Barracks elevator there is a false wall. Go through it and down the
  2357. elevator behind it.
  2358.  
  2359.  
  2360. -=-
  2361. 16: Contact Information
  2362. -=-
  2363.  
  2364. For any questions, suggestions, complaints, requests, or whatever, feel free to
  2365. contact me. I can usually be reached using the following means:
  2366.  
  2367. E-mail: thunderdragon@sevspace.com
  2368. ICQ: 50372769 (Not used often)
  2369. MSN: the_wolf_5794@hotmail.com (Preferred IM)
  2370. AIM: Atazhaia
  2371. IRC: HidoiMidoriRyuu (#SexyCommando-Bu@irc.EnterTheGame.com)
  2372.  
  2373.  
  2374. -=-
  2375. 17: Legal Information
  2376. -=-
  2377.  
  2378. All trademarks and copyrights contained in this document are owned by their
  2379. respective trademark and copyright holders.
  2380.  
  2381. This may be not be reproduced under any circumstances except for personal,
  2382. private use. It may not be placed on any web site or otherwise distributed
  2383. publicly without advance written permission. Use of this guide on any other web
  2384. site or as a part of any public display is strictly prohibited, and a violation
  2385. of copyright.
  2386.  
  2387. Sites allowed to host this FAQ are currently:
  2388. GameFAQs (http://www.gamefaqs.com/)
  2389. DLH (http://dlh.net/)
  2390.  
  2391. Copyright 2003-2005 by Ulf Stromberg
  2392. ---------|---------|---------|---------|---------|---------|---------|---------
  2393. FAQ Display Options: Printable Version
  2394.  
  2395. GameFaqs.comfacebook.com/GFAQstwitter.com/GameFAQsHelp / Contact UsChange Colors
  2396. gamespot.comgiantbomb.commetacritic.comgamerankings.com
  2397. © 2015 CBS Interactive Inc. All rights reserved.SitemapAdvertisePrivacy PolicyAd ChoiceTerms of Use
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