Episode 1: The Rident
Your essential task on board the Rident is to find your way off. The Rident's
propulsion systems are down, so you need to find another means of
transportation. The answer is a craft you find in the shuttle bay. The shuttle
is not equipped for long distance travel, however, so in order to make it off
the Rident you must use the Rident to open a wormhole (something the shuttle
is not equipped to do) and then fly the shuttle into the wormhole. Although
your shuttle is low on fuel, wormholes connect two points of great distance in
space. The wormhole will take you to the nearest space station (and the next
Gaining Access To The Shuttle:
There's a shuttle on Level 2 in the bay which is your ticket off the Rident.
The first thing you'll notice is the shuttle's entrance is blocked against a
window. On Level 1, among the missing passengers' items, you'll find a
suitcase containing a pair of explosives-the belongings of a would-be
terrorist on board. Take these. Returning to the shuttle observatory, place a
bomb on the window. This will get you through the window. Before entering the
shuttle, access the panel next to it. You need to route the bay door control
to the shuttle. This system is locked out with an access code. You'll find
this code in the next section.
Activating The Wormhole:
Wormdrive, the system that harnesses the power of a wormhole, has been taken
off-line. First you must activate the system. Wormdrive is locked out at the
moment, due to the attack, so you must find the code. This is found on the
ship's computer in the flight room, which is also locked out. To gain access
to the ship's computer, you have to crash it. Go to Level 1 and access the
panel opposite the elevator in the hall. This is the environmental control for
the ship. Find the code for the computer core (740) and using the
environmental controls, raise the temperature a bit. Eventually, you'll cause
a fire in the computer core and crash the system. Return to the flight deck
level and access the ship's computer in the flight room. You'll find the
system has experienced a core dump. Reading through the muck you'll discover
the code for the wormdrive (2931). You'll also find the code for the shuttle
bay door (5892). Make a note of it; you'll need it later. Onto Engineering,
you find the wormdrive system. Enter the code, and activate wormdrive. Don't
forget to re-route wormdrive control to the flight cabin (the system near the
door on the way out). In the flight room, access the panel opposite the ship's
computer. This is a star map. Click on the nearest object (other than the
lifeboats) and your sym will record the coordinates. Go to the flight
controls. Access the Nav system. Next, access the wormdrive control. You've
opened a wormhole. Access the wormdrive control again to get the coordinates
for the wormhole, so you'll know where to fly your shuttle.
Piloting The Shuttle:
You can now access the panel outside the shuttle using the second code you
found in the stray core data (5892). Route bay door control to the shuttle.
Once inside the shuttle, you're ready to go. Access navigation to register the
coordinates, and hit the flight systems.
Episode Two: Plasfo
Plasfo Space Buoy was the nearest outpost and the only place you can reach
with your shuttle. Once you explore the station, you'll learn that the vessels
which attacked the Rident have just passed by. Your task here is to fuel and
arm your shuttle and to find out which way these ships went. To fuel your
shuttle you need to commit a minor fraud involving your credit computer. To
get the vessel's coordinates, you need to get to the station operator's booth.
Getting A Few Extra Credits Out Of Your Credit Computer:
With 100 rin., you'll learn from Rendel (the station's drone) that you need
105 rin. to fuel your shuttle. An ancient station, Plasfo has some obsolete
systems. An example of this is poorly shielded conduits on Level 2. Your sym
will remind you here that stepping too close to the conduits may cause your
credit computer to magnetize. To get an extra five credits, use your credit
computer (found in your inventory) with the conduits on Level 2. Some areas
will actually deduct your credit total, so be careful. You're aiming for the
area just above the word "with" in the sentence "Use Credit Computer with
what." Click five times to increase total to 105.
Getting Into Rendel's Booth:
Rendel keeps a log of passing ships, but he's not volunteering his
information. First, you need to get him out of his booth. To do this, you must
provide a distraction. Go up to the bathroom on Level 2. Attach the other bomb
you found in Episode 1 to the mirror. This will keep Rendel busy for awhile.
Rendel, a suspicious sort, has locked his booth. Before returning to Level 1,
stop by the bridge. On the side on the right of the stairs, you'll find a
section of loose piping. Take this. Back at Rendel's booth, use the pipe to
break the lock. Inside the booth, read the log. Your sym will record the
coordinates of the "dog ships." From here, return to your shuttle and move on.
Episode 3: Carswell Colony
Apparently, the next place the dog ships hit was Carswell Colony, an uncharted
colony of "rebels" from the ITC. Your task here is to find out what happened
to the colonists and to try to connect this mystery with the missing
passengers on the Rident. Unlike the Rident, there is one living survivor left
on Carswell (other than you). You can communicate with him via a monitor in
the hall on Level 3. He'll need you to get him out of the control room. To
free him, you'll have to get the elevator on-line, but you can't get to the
utility room without figuring out a way past a barricade. Once you've "freed"
the colonist, you'll have to track down those pesky dog ships again.
One of the colonists has locked out a room on Level 3 by disabling the
conduits which control the doors to the room. One of these doors is found in
the bathroom. Here, you'll notice a section of conduit has actually been
removed, cutting off power to the door. Take the tool the colonist used to
slice up the panel. Go downstairs to the kitchen. Here, you'll have your first
glimpse of an attack drone, left behind. He leaves you alone. Apparently, he's
been programmed to ignore you. Inside the kitchen, you'll find more conduits.
Using the tool, cut a piece out. Say Hi to the cat! Back up stairs, use your
new piece of conduit with the bathroom door's conduit. You can now enter the
Getting The Elevator On-Line:
The guy on the monitor in the hall on Level 3 tells you to get the elevator on
line. He may be able to answer some questions so you need to help him out. The
utility room which controls station operations is accessed via the vents in
the room you just opened. Explore the vents until you find the utility room.
You'll also find a camera in the vents. Take this; you'll need it later.
Inside the utility room (there's that annoying drone again), link to the
controls. You'll notice the elevator has no power going to it. Route the
source power from SL to the destination power for EV. The elevator is now
on-line. Don't forget to talk to the guy in the hall again before going
downstairs. He'll need to take the locks off the elevator.
Finding The Next Destination Of The Dog Ships:
In the control room, you'll find the attack drone got to the colonist before
you. Link to his sym to find out some useful information. Now you need to
track down the dog ships. Link the camera you found in the vents to the
computer in the control room. The camera has weeks of footage, and somewhere
on it there's some shots of the attacking dog ships. You don't have weeks to
wait around, so you'll need to find the exact time the dog ships attacked. To
find the time of attack, go to Carswell's room. Ignoring the colony leader's
corpse, read the speech he was dictating. The attack struck while he was
recording the speech and at the top of the PDA is the time the speech was
logged (2034.12.1). Back in the control room, link the camera to the computer
again. Jump to the counter entry matching the time on Carswell's PDA. From the
footage of the dog ships, your sym can calculate the vessels' trajectory.
Apparently, their next target is SYNSYM-the corporation which designed your
sym implant. Return to your shuttle and take off.
Episode 4: Synsym
This branch of SYNSYM, the original office, has long since closed, but for
some reason the dog ships were heading this way. First you need to get inside
the building. To do this, you'll have to use the delivery entrance. Once
inside, the various office memos left by the partners, Reynolds, Lowery and
Debrise, will shed some light on the inner workings of the SYNSYM corporation.
Someone also left you a hologram message here, indicating you have an ally in
all this. His identity will be revealed later. As you explore, you discover
Reynolds' log book is missing. Finding it will lead you to a hidden
laboratory-a discovery Reynolds made herself a few days before her
"accidental" death. When you try to leave SYNSYM after completing all this,
you'll find the dog ships waiting for you.
The front door is locked, so begin by hopping over the wall on the right.
Around the back of the building you'll find another door to which cargo was
once delivered. Search the cargo crates on the side of the building. On top of
one, you'll find an old clipboard once used to inventory cargo shipments. The
delivery computer which controls this door works on a basic principle: a
shipment clipboard like the one you just picked up tells the computer what
cargo is being delivered (its description and weight) and a scale by the door
weighs the cargo to confirm the inventory listed on the clipboard. You need to
pose as cargo. Examine the clipboard in your inventory. You can select items
on the list which together add up to various weights. The magic weight you're
looking for is the player's weight.-To find the player's weight, bring up the
STATUS screen. It appears you weigh 2.7 Pelists. Returning to the clipboard,
select the items which weigh 1.9 P, 0.6 P and 0.2 P. Together they weigh 2.7
P. Use the clipboard with the delivery computer and step on the scale. You're
Memos And Finding Sandra's Missing Log:
Jacques Debrise and Christian Lowery both kept logs of their office memos.
Sandra Reynolds, the late CEO, has no log book, however. In Lowery's office,
you'll find an "antique" computer in the corner which Reynolds gave him. On
the computer screen, Sandy typed a hurried note instructing Lowery to "check
out the Coleridge." In Reynolds' office, you'll discover she was something of
an art collector, with a particular focus on the artist Jolfoar. One painting
behind her desk is especially interesting because your sym will tell you that
Jolfoar based the painting on the poem "Kubla Khan" by Samuel Taylor
Coleridge. On her desk, you'll find a button to release this painting,
revealing a hidden safe. The password for the safe has to do with her message
and the nature of the painting hiding it. Both your sym's database and
Lowery's memos will remind the player that the poem "Kubla Khan" was about a
magic place called Xanadu. Enter "Xanadu" to open the safe.
Finding The Hidden Lab:
The log in Reynolds' safe speaks of a hidden lab she found one night, a
laboratory she knew nothing about. Repeat what she does in the log entry.
First, go to the laboratory on the bottom level. Inside the lab, there are
some more work drones. Activate them with the computer behind them. You'll
notice one drone is down and appears to function on a different subroutine.
You're going to need a routine disk for the separate drone in the lab. You'll
find one in the trash can in Debrise's office. Use the routine disk with the
dormant drone in the lab. A schematic will come up. Repeating the procedure
outlined by Reynolds in her log, connect E1 to A7, E2 to A2 and E9 to A5. This
will activate the drone, who will open a hidden door in the back of the lab.
This reveals yet another keypad. To figure out this password, you'll have to
remember all signs are pointing to Debrise. The disk for the drone was in his
office, and in her log Reynolds hinted that Debrise knew about this secret
lab. By reading through Debrise's memos in his office and Lowery's logs,
you'll learn that Debrise's favorite term was "monumental." Enter "monumental"
to open the door to the secret lab. Inside the lab, you'll find some curious
and frightening equipment, including a bed with hand restraints. Here, your
sym malfunctions and appears to have "flashbacks" of some sort, presenting you
with some strange images that neither of you can explain. These flashbacks
allow your sym to lead you to a PDA, hidden in a nearby table. The PDA, a note
from Debrise to an unknown person, refers to "experiments" and "a secret
base." From the PDA you get the coordinates for the secret facility.
Taking Out The Dog Ships:
Curious about the secret base mentioned in the note, you return to your
shuttle to take off. Unfortunately, the dog ships show up. You can't outrun
the dog ships, so you'll have to stand and fight. Access your weapons system.
Firing on the dog ships produces no effect. Their armor is too strong. You'll
notice SYNSYM's power generator is in view, however. Fire on it. The chain
reaction will take the dog ships down. On your way, you hear a voice
communication from the mystery ally who left you the holograms. He's going to
meet you at the facility-the final episode.
Episode 5: The Facility
Crash landing on the planet, you'll find an entrance to the facility. First
you need to get inside, with a little help from your sym. After bypassing a
series of security drones you'll find kept here, you'll learn SYNSYM's secret.
With no where to go but onward, you have to bypass a PhysioScanner. At this
point, you meet up with your ally from Episode 4. Together, you and he will
destroy the facility. Before doing that, your sym will insist on having some
questions answered, which leads to a confrontation with Debrise face to face.
Finally, you have to destroy the base.
Getting inside is relatively easy. Linking to the elevator controls, your sym
will make some suggestions of possible security codes. Although it might not
seem so at first, your sym does have the right code.
Bypassing First Drone:
Once inside, you'll find a security drone (like the one left behind in Episode
3) is blocking your progress. First, you need a blunt object. You'll find a
section of loose piping in the utility closet. Take this. You can't attack the
drone just yet. You need to distract him. To do this, videotape him. After you
make your movie, use the camera with the panel near the video monitor in the
hall. This will upload the movie and play the footage you recorded. The drone,
noticing the image, will fly toward the monitor. Quite taken with his
likeness, he'll keep his back to you as he watches the movie. Sneak up behind
the drone and hit him with the pipe.
Bypassing Second Drone:
Remembering that the drones run on a network, link to the downed drone in the
hall. Apparently, there is another drone waiting for you in the next room.
You'll notice this new drone's batteries are low. Instruct him to recharge.
You're now free to enter the room on the left. A panel in the back, a doorway
for the security drones, will lead you to the drone recharging center.
Bypassing The Third Drone:
Stepping out into the hall off the recharging center, you find yet another
drone waiting for you, and they seem to be getting meaner and meaner. To take
it out, you'll need to fight fire with fire. Link to the drone you sent to
recharge. From the local menu, you can select a target. Don't select the
target on the left-that's you. Select the target on the right, and you'll get
the drone's perspective as it flies off and shoots down the last drone. You're
now free to explore.
Learning Synsym's Secret:
The most important information to find on this level is Professor Miller's
log, found in the first room on the left. From this log, you'll learn the fact
that sym implants, like yours, are actually copies of another human being's
brain, and that in order to create a sym implant the person's life is taken.
Also on this level, you'll find one of the passengers from the Rident, Senator
Fellows, who appears to have been prepped for a sym implant.
At the end of the hall, there is a door locked off by something called a
PhysioScanner. A PhysioScanner scans your genetic profile to determine if you
have access. Your sym reminds you that if you had a record of some DNA of a
person who did have access, the sym could trick the scanner. In one of the
rooms, you'll find a DNA sampler and a computer to identify DNA. Currently, a
sample of Senator Fellows' DNA is on the sampler. You need to find a sample of
DNA of someone who has access to the rest of facility, however. In another
lab, you'll find a coffee cup. Scan the coffee cup with the DNA sampler.
Return to the lab with the DNA computer and upload the sample. Apparently, the
beverage belonged to Norma Miller, the missing professor and mastermind of sym
technology. Back out in the hall, try the PhysioScanner again. By tricking the
computer into thinking you're the professor, you can now pass.
Getting Off The Dog Ship And Finding Some Answers:
After another nasty spill, you black out and have another flashback. Awaking,
you find yourself inside one of the dog ships. The voice of your ally from
Episode 4 tells you you're safe, however. Apparently a busy man, your ally
left a PDA in your inventory explaining himself. Reading the PDA, you learn
that your ally is none other than Christian Lowery, Reynolds' other partner.
Suspicious of Debrise's activities, Lowery found out the truth about sym
technology, too. His plan is to destroy the base. He won't admit it, but he
needs your help. After you leave his ship, you can explore a wormhole room and
the reactor room. From there, you can take another elevator (by entering the
code Lowery gave you on the PDA, "conscience").
The only room you can get to via the elevator at this point is a room that
contains a database of all those victims who died to become a sym. Once inside
this room, your sym will not let you back out the door until you look up its
identity. Check your status screen again to get your sym's ID number
(SYM001103). Enter it into the computer. Ironically, your sym was once Sandra
Reynolds, the CEO of SYNSYM, whose death was anything but accidental. Once she
found out Debrise's secret, he had her eliminated. No wonder Lowery, Sandra's
long time friend, wanted to keep your sym implant safe.
Taking Debrise Down:
Now you can go to the observatory room. On your way in, you're nearly shot by
Debrise who sneaks up behind you. Hiding behind his desk, Debrise taunts you.
Your only exit is over the railing behind you. It's quite a fall, but luckily
the gravity is low because the room serves as a shuttle bay. Having made your
escape, you return to the passage way, but find there's no where to run.
Returning to the wormhole room, you'll find Debrise waiting for you. You can't
run, but you'll notice a control panel across the room. Thanks to the
ingenuity of sym technology you can link to computers over a great distance.
Link to the panel and turn on the gravity in the room using the code your sym
gives you. That takes care of Debrise.
Leveling The Base:
To destroy the base, you'll need to sabotage the wormdrive. Like the Rident,
this facility can harness a wormhole, the only difference being that the
facility can open a wormhole within the base, inside the room where you
smashed Debrise. There's a wormhole beacon in the wormhole room. You need to
move it. Return to the observatory room and access the panel on the desk.
Release the beacon. Go back to the wormhole room. Pick up the beacon, and take
it to the reactor room across the hall. Place the beacon on the reactor. Back
in the observatory room, activate the wormdrive. Opening a wormhole in an
improper place will cause a reactor meltdown. Lowery's dog ship will show up
and take you out of there in the nick of time.
You've won Symbiocom, but the story is not over.......