The Ward - complete walkthrough
Act one: Getting abducted before breakfast
The game begins in a morgue inside the alien base on the Moon. After getting up
from the bed, examine the case and get a screwdriver. Examine the alien corpse
and use the screwdriver on the chest pocket. You'll find a medical card. Go to
the hall and quickly examine the alien lying on the floor. Get the security
Get back to the morgue and use the security card on the wall sensor. This will
deactivate the necklace and free you from your electronic leash. Get back to the
hall and take the gun. Don't worry about the ring on the alien's finger. Go
further down the hall and examine the second alien body. Get his ring. Use the
security card to open the door leading to the surgical room.
Use the medical card on the wall sensor to activate the control screen for the
surgical equipment pod. Click on the first button from the left (lowers the
equipment), then the third (lowers the surgical blades), and finally the sixth
(unlocks the blades). Take the blade from the pod. Get back to the hall and cut
off the finger from the first alien. You'll get a ring. Get back to the surgical
room. Get all the blood samples from the wall cabinet. Follow the doorway to the
Click on the microscope. Align the two circles by clicking on the smaller
buttons. When the circles are aligned, the middle bar will flash. Click on it,
and you will extract another blood sample from the microscope. Take it, and then
take the glowing lens from the middle of the microscope. If you've performed all
the actions described, a short power shutdown will occur, and the door towards
the second hallway will open.
You will witness a laser fight. The fire is exchanged in bursts. You can quickly
cross the hall after the enemy stops firing. After you cross the hall, examine
the alien corpse and you will get the third ring. Look at the door panel. Use
lens on it, and then use the screwdriver several times to get at the wiring.
the blue switch to red. Now all three-ring sensors are operational. Start
combinations of rings on the sensors. You have to apply a ring to each slot.
After all three sensors have been activated, you will see green lines indicating
how many rings were in the right place. No ring can be used more then once at
same time. When you get at least two positions right, the surviving alien will
throw another ring at you. Pick the ring up. Remember the last combination you
used, and try to find out which of the rings should you replace with the fourth
ring. It shouldn't take you more then three tries. After the door opens, write
down the combination - you'll have to remember it later.
You'll enter the main control center. Hit the red switch and seal the door.
the room to the big table and click on the bump on the table's surface. Pick up
the memorizer. Go left to the lab, and click two times on the door sensor -
to unseal, then to open the door. Follow the corridor to the excavation site.
Click on the floating stone. It will change into a plate. Pick it up. Click and
hold the mouse button on the second floating stone and it will transform into a
set of crystal tiles together with a crystal cone. Examine the circle on the
floor, and you will activate the artifact puzzle. Use the tiles and the plate on
the stone. Place the pieces in the following order: upper circle (cyan), upper
triangle (yellow), lower triangle (red), lower circle (green). Put the crystal
cone on top of the crystals, and it will activate the ancient artifact. You'll
receive the Technovirus, and meet a pair of aliens shortly afterward. They will
give you a charge for the gun and the communicator.
Go back to the corridor, and use the same ring combination as before on the door
lock. You have to be fast. Return to the lab, and seal the door. Go right to the
control center, and locate a ventilation grate on the wall. Use the charge on
gun, and then use the gun to melt the grate. This will open the ventilation
shaft. Use the fourth ring on the console by the grate. Select 'life support',
and you will access a diagram of the ventilation network. In the center you will
notice four force fields. Your goal is to use them to keep security energy
off your path. Click on the right force field and let the droid pass. Click on
again to close off that exit. After that open the left force field and let the
droid join the other one on the left side of the map. Close the left field after
he passes. Now that both droids are isolated on the left side of the ventilation
grid, open the top, right and bottom force fields. Exit the console and enter
Go to the maintenance robot. Use the blade on its hand and pick it up. Activate
your memorizer. Select comm.link to maint.robot. Click on transmit. That will
establish a connection with the robot. Select route 102, then click on receive.
This will download route 102 into your memorizer. Repeat the same procedure for
route 103. Turn off your memorizer and find a ventilation grid with two
accessible screws. Use the robot hand to unscrew them. Exit through that
and you will find yourself in the opening hall. Enter the surgical room and got
to the rightmost end. Use the medical card on the sensor of the panel and access
the console. Select 'abductees', and then select 'security beacon/necklace
removal'. Approach the medical robot A (second from the left), and it will
your necklace. Now go back through the ventilation system, to the main control
center. Access the console again. Select life support. Close the bottom force
field, and open the left one. After both droids pass, close the left force
Wait until they both pass through the right force field and then close it behind
them. Now open the left and bottom force fields. Now click on the active
maintenance robot shown on the console. Select 'checkpoint exh#2' and wait until
the robot reaches it. Exit the console and find that robot in the ventilation
shaft. Put the necklace on the robot. Now access your memorizer and select
comm.link to maint.robot. Click on transmit to open a link with the robot. Click
on transmit again to access your memorizer's memory. Select route 102 and click
on transmit. This will upload route 102 to the robot's memory. Repeat the same
procedure for route 103. Go back to the main control center and access the
console. Go to life support and click on the maintenance robot. Select route
The robot will take your necklace to the furthest part of the base and draw the
Reptoids with it. You can now open the door and go through the dark hall to the
microscope room. Put the glowing lens back into the microscope, and then load a
blood sample. Click on the touch screen, then check whether the DNA is alien or
human. If it is human, press the rightmost button. This will merge the DNA with
the biocontainer placed on the big slab. Take the biocontainer and use the
crystal cone on it. Now it is time to hide the container inside your body.
Activate the memorizer. Click on 'generate key code', and a new code will be
added to your list. Link to the biocontainer, and then upload the new code to it
the same way you transmitted new routes to the maintenance robot. Now close the
link to the container. Select the new code in your memorizer's list and click on
transmit. You will send the code into the air and the biocontainer will pick it
up and recognize it as its own. If the container doesn't merge with your body,
the blood sample you used wasn't yours. Find the second human sample and repeat
the whole procedure (don't forget to first use the DNA on the container). After
the container merges with your body, select the code in the list and click
on 'scramble'. Don't do it more than once, it isn't necessary.
Now go down the dark hall to the hangar. Again, here you have to be fast.
Activate the memorizer and link to the security sphere. The memorizer will show
you what the sphere needs - 'security level 8 required'. Get out of the room and
go back to the morgue. Link to the sphere and download security level 6. Now go
back to the hangar and transmit the sec.level 6 to the air before the sphere
fries you. Pick up the oxygen tank and the mask. Access the container through
memorizer and download its code. Send the code to the air and the container will
open. Enter the container, and air the code again to close it. Use the oxygen
tank on the mask. Your trip to the Mars colony will begin.
Act two: Quizzical looks and assorted puzzlement - being the new guy on planet
Hint - ask everybody everything. A lot of dialog options open up new
possibilities. You never know what you will find out. Go on, be a pest!
Note - the plot isn't completely linear. Dialog options selected in this
walkthrough will lead to the quickest completition of the game.
When bad man Jack Ripper comes to greet you, answer 'What's it to you?' He'll
lead you to the big head of the prisoner's colony, Jack Marshall. Answer 'What
the hell is going on here?' and the man will promptly give you a power-freak
sermon and award you a fit punishment for your bad manners - you'll get to clean
some alien-designed toilets. Hmm, what's THAT hole for? First, though, you'll
have to test your room key-card. Ripper will take you there. After verifying
crib's key, you'll end up with Sebastian Mezenga, mariachi-turned-toilet boy.
Answer his greeting with 'Do I look that bad?', then exit the dialog. Shortly
afterwards you'll join the daily mass. Talk to Jessica, and after Ripper reveals
his broken heart by beating you to pulp, talk to Doc Morgan. Go back to the
church, and talk to Jessica again. Answer 'It's obvious', then ask her
At some point afterwards you'll run into Hacker. To avoid offending him and
having to apologize later, answer with the first dialog option. Otherwise,
have to track him down and be humble by varying degree, according to how much
you've offended him.
Go to the gambling room, and pass through the back door. You will enter the
domain of Rita Mayden, the flirty fortune-teller. Talk to her, then return to
bar and talk to Jake Palminsky, also known as Radioman. Afterwards, talk to the
Gambler. You have to play blackjack until you win the another room card, and
of the Pager's card in the end. Don't try loading each time after you lose - it
won't help you. Saving the game after winning the card is a good idea.
Go back to the toilet and chat a bit with Sebastian. If he's not there, you'll
probably find him on the landing pad. After that go back to the bar and wait
until Doc Morgan shows up, then talk to him. Go pick up Jessica in the church,
then get back to the gambling room and talk. Go to the church and meet John
Hollbrook, the preacher. Shortly afterward Ripper will take you to Marshall for
some fatherly advice. Then talk to Jessica, Doc Morgan and Sebastian until
gives you a message from Hollbrook. Go to his room and talk some more. Return to
the bar chat with Jessica and the good Doctor, then to Rita Mayden. Get back to
the bar. You will soon meet the preacher, and he'll give you a word of advice.
Follow it and get back to Rita's room. She won't be in.
Take the tarot cards from the table. The Wheel of Fortune card is the solution
her locker code. After you open the locker, click on the lower bookshelf to
reveal a card slot. Take a look at the King of Pentacles and you'll notice a
bar. Use the card as a keycard in the slot. A secret passage will open. Cross
and take a look around. Click on the book and you'll reveal another slot. You
don't have the required keycard yet, so get back to the bar. You'll witness a
scene between Rosa and Ripper. After it's over, find Sebastian and show him the
communicator. Then find Hacker and show him the half of the Pager's card.
Rosa will meet you and give you a sketch. Open the bedroom next to yours with
room card you've won on blackjack, and use the sketch to open the locker. Take
the other half of the Pager's card, find Hacker and give him both halves.
At some point Jake Palminsky will give you a note from Hollbrook saying you
should meet him in his room. After you enter, you'll realize it's a trap - the
air is being pumped out and there's no way out. You have to ring the bell to
for help. It won't work on the first attempt, though. Take a look at the
above the door and find the switch hidden on the right side of the frame. Press
it and it will reveal a wiring mechanism. Open the small compartment with the
screwdriver. Connect the wires in any way and press the bell button. The fuse
will blow up. Replace it with the CSM figurine and reconnect the wires the other
way. Ring the bell.
Go to the landing pad and Hacker will give you the fixed Pager's card. Go to the
bar. Jake will tell you that Ripper is inside and that he is in a dangerous
Go back to the preacher's room, open it with the Pager's card and ring the bell.
That will create a distraction. Get back to the bar, then enter Rita's room.
Enter the secret area. Pick up the notepad and pencil, then use the Pager's card
on the slot. Pass through the liquid wall. Examine the notebook and make a copy
of the starmap in your notebook. This map is the solution to the puzzle in your
room. After the dialog with Jessica and Hollbrook, you'll leave for the Grey
Interlude: A bad day for the Gray City Fraction
Open the door with the Pager's card and pass through. When you come to the large
hall, pass through the corridor in the upper left part of the screen. Walk along
the corridor until you find a sensor on the wall. Use the Pager's card again,
pass through the liquefied wall. Enter the door on the right. Talk to the
Fraction. After the Controller's raid is over, you'll find yourself back in the
Act three: Critical mass - the colony uprising
Talk to Hollbrook about what happened on the colony. Go to the secret room and
talk to Rita. Get back to the halls, and you'll run into Ripper. He'll let you
know you have a hostage situation on your hands. Go to Sebastian's room - it's
the rightmost room in the resting complex. After the scene's over, Ripper will
dead, and Jessica on her way there - unless you act fast. Look at Ripper's
and take the freezer and the pager. Go to the bar and ask Hacker for help.
It's time to set a trap for Marshall. Go to the room with the blue fountain
hologram. Go behind the post to the right, and Walker will let you know when
you're in a suitable spot. Use Ripper's pager, and when Marshall shows up let
have it with the freezer. Search his body and take the card, the safe code and
Go to his office. Tell Slash to let you pass. Solve the safe puzzle by using the
code you found on Marshall. Get the decoder. Use the freezer on the world map,
and it will turn out to be a hologram. Pick up the implant gun behind it. Return
to Sebastian's room and give the decoder to Hacker. A few moments later Jessica
will be free.
The three of you will decide to create a diversion by throwing Ripper's corpse
into the abyss. It draws the Controllers out of their observation post. Go to
landing pad and use Marshall's card on the decoder. Select -BRIDGE ON- and
transmit the code. Cross the bridge and enter the control room. Use the Pager's
card on the cabinets on the left and take the memorizer and the control
Soon a message will flash on the control room screen and warn you about an
incoming speeder. There is no time to get back to the colony. Get out in front
the control room entrance and transmit -BRIDGE OFF-. After the bridge shuts
get back in and wait. Observe the Greys taking Marshall away on a stretcher and
leaving in a speeder. Return to the colony.
Go to the right part of the main hall. You'll meet Slash, and find out about
happened to Hollbrook. Use the memorizer to take out your biocontainer (remember
to unscramble the code you used earlier). Take the crystal cone to Rita. You'll
find out that you've been implanted with a tracker implant. Find Webber and ask
him for help. After he and Hacker get the implant out, load it into your implant
gun, and go to the guards' room. Shoot Hollbrook with the implant gun. Go to
Hollbrook's room. Take a look at the image above the door, and you'll notice a
new detail - the signature 'Rev'. It's the new locker code. Solve the puzzle and
open the locker. Take a look at the Bible, and you'll find a decoder inside. You
don't need the decoder, but you do need the card. Click on each book four times
until you find the card.
Go back to the guard's room. Put Hollbrook's card into the decoder and transmit
the thirteenth code (tt5...). A biocontainer will emerge from Hollbrook's body.
Take it, and you'll get a psy-communicator. Use it and talk to your Grey ally.
Get back to your room and use the starmap copy you made earlier to open your
locker. Pick up the tiles and go to Rita's secret room. She'll tell you about
outline she made in the book and leave. Find the outline in the book and use the
tiles on it. Arrange them so that they fill the entire space. Put the crystal
cone on the circular mark. Take the light-object and use the psy-communicator to
let Godwelln know that you've got everything you need.
Interlude - Hunted turns hunter - abducting aliens on the run
After the conversation with Godwelln ends, use the holomask control to mask
yourself as a Reptoid officer. Go to the astrodrome and enter the bar. Wait
the Reptoids leave. Load the implant gun with a white implant, then shoot the
Grey. Talk to him. Load the red implant into the implant gun, then shoot the
container in your inventory. Use the memorizer to make the container enter your
body before the time runs out. Turn off your holomask and tell your newly
recruited ally to take you to the starship.
Act three - Bring a friend! - Interstellar sabotage for two
Go to the console, and pass the mouse cursor over every room on each floor. This
will give you conversation topics that cover the operations of the entire ship.
Talk to Bloom and read them all. You now know everything that happens on the
and this gives you a tactical advantage. The two of you are about to take over
First you have to make some preparations. Talk to Bloom and tell him you need
to do something for you. This will give you control over him. As Bloom, use the
keycard on the door and enter the main corridor. Use the keycard on the first
door on the right, and you'll find yourself in a storage area. There are four
containers you can access. Right now you can take objects from three of them - a
pair of maintenance keys, a pair of wire cutters and a pair of ear
You'll be able to take objects from the fourth one later, after you find out
which ones you exactly need. Exit the storage and follow the corridor. You'll
meet a chatty Reptoid officer. Go on to the elevator and select level C. You
go to the hibernation area. Take the empty gas cylinder from the table. The
leftmost booth is Bloom's. Click on the control screen to open its window, and
then on the side panel. Use the maintenance key to open it. Take the full
cylinder out. Disconnect the wires, and pass try clicking on the place where the
left wire was connected - you'll find out you need a standard microjack. Go back
to back to the storage - now you can pick up two Y-microjack units from
the 'Electronic parts' case. Go back to hibernation. Open both windows on the
booth. Put a Y-microjack in the left connector of the gas cylinder slot, then
hook up both wires to it. The indicator on the control screen will warn you
a gas cylinder missing. Put in the empty tank, and you're set.
Get back to the hangar. Give Walker the full gas tank, the memorizer, the
keycard, one maintenance key, one wire cutter and one communicator. You'll
that from now on you switch from Walker to Bloom and back by clicking on the new
icon in the lower right corner of the screen. Take control of Walker, and talk
Bloom. Tell him you're all set, and wait for the hibernation call.
After the call is sounded on the ship's intercom, open the door with Walker,
switch to Bloom and pass through - Walker stays in the hangar and keeps the
keycard. Take Bloom down the corridor, and a Reptoid officer will join him on
way to the hibernation chamber. After you arrive, access the control panel of
your booth. Select 'Sphereblend' and open the booth. Then click on the booth to
lie in it. You'll see Bloom resting behind the glass cover. Click on the icon to
switch to Walker. The two Reptoid officers will check the console and detect
Bloom as on his way to hibernation just like everyone else, while he is just
being in a relaxed, dreamlike state. The control will switch to Walker.
It's time to set another trap. Use your memorizer to access the hangar storage
container, then download its code. Now enter the container. There are two places
where you can place the gas tank. The first one is near the entrance. A trap set
here will be too obvious and will not work. The other is behind the crate, near
the back wall. Click there to open a smaller window. Put down the gas tank and
save your game. From now on you have to be very fast. Use the memorizer to
extract the bio-container. Put it down by the gas cylinder, and open the
valve. Get out from the container, and emit its code to close it - do it fast,
before the leaking gas knocks you out. You have less then a minute before the
ship's sensors detect your extracted implant. Use the keycard to open the hangar
door and go to the elevator. Enter the elevator and go to level E. Enter the
first door on the right. The scanner will detect the Ark within you and the
ship's computer, designed by the ancient Makers, will let you through and lock
the doors behind you. Save the game again. Access the console and reject both
requests. You don't want to awaken the ship's crew, or let the other remaining
Reptoid leave level E - remember that from now on he needs your authorization to
use the elevator. Switch to Bloom, and exit the hibernation booth.
Push the elevator button. If it says it's busy, switch to Walker, and deny the
Reptoid's elevator request. Switch back to Bloom and push the button. Switch
to Walker and approve Bloom's request. Take Bloom to level D, and go to the
hangar. Search the unconscious Reptoid and take the golden keycard. Use it to
exit the hangar and enter the first hall. Then use it on the door left of the
elevator. Enter the room and access the console. Cancel the current gravity
shutdown countdown, then switch to Walker to confirm it. Switch back to Bloom.
Now click on the option to set the new shutdown time. The console will notify
that there will be no shutdown while lifesigns are registered on board. Use the
maintenance key to open the panel. Now cut the two wires under the top leftmost
field (LSR). The console will stop protesting, and will simply ask you to
the dangerous procedure. Do so, and set the times to three minutes waiting, one
minute duration. Switch to Walker to confirm the shutdown. Switch back to Bloom
and get back to the hibernation chamber. This time select 'Hibernation' on the
booth control screen and enter the booth. Confirm your decision. Switch to
and confirm Bloom's hibernation on the console. Access the emergency hibernation
vitrifax on the left side of the screen and choose the shortest hibernation
duration. If you did everything right, both Walker and Bloom will be frozen when
the ship's artificial gravity generator shuts down and kills the remaining
After you get out from the vitrifax, access the console and turn off the
lock. Go to level D and enter the ship's computer room. The scanner will let you
pass, and the computer will greet you. The ship's course will change for Draco.
Finale - Everywhere at once, and then back home
Follow the corridor. Cross the bridge, enter the elevator, then get to the
and click on the flowing teleport. You'll reach the final puzzle, which will
access the pyramids on six worlds across the galaxy. The puzzle is solved when
all the crystals on all six worlds are lit. Select a crystal (and with it the
teleport destination), then enter the teleport (you will discover upon returning
to the same location that the crystal you selected has been lit). Go on in the
same manner until you get back to a scene where all crystals are lit. Then test
all the possible paths. Turn one off, and light up the second unlit branch
it. Eventually you'll get back to turn it back on. Continue in the same manner,
and after all the crystals are lit you'll receive the Quickener and teleport
to Earth. A ranger will pick you up in his van, and will be the first one to
receive the new consciousness that the Makers, evolved from the human race, have
sent from the future back through time to the Holy Mountain on Draco and left
you to take it to Earth as the Ward. This will complete yet another recurring
cycle in which the human race tries to raise itself above the ultimate
destruction of the universe - the Great Condensing, the complete opposite of the
Big Bang that had started the whole show billions of years ago.
This handy little gizmo is used to transmit and receive all kinds of arcane
knowledge... codes, routes and clearances.
To activate an alien device, you need to have its code stored in your memorizer.
Then you can send it on-air and the alien device will pick it up and execute its
There are two ways of getting access to alien devices. The more common way is to
connect to the device, download its code and then send the code on-air to
activate the device. The alternate course is to generate your own code, upload
to the device, and then send your own code on-air. Whether to use the existing
code or to generate your own depends on other circumstances in the game.
After you turn the memorizer on, you'll see the local menu. It contains
connection protocols and locally stored codes. From here, you can do the
1) Connect to an alien device and upload/download codes
You have to be in the same room as the device. Select its connection protocol
(i.e. comm.link to sec.sphere), then click on Transmit. This will connect you to
the device, and show you its own selection of codes. >From the remote menu you
a) Select a code and click on Receive to download it
b) Click on Transmit to show your local menu
From the local menu you can
a) Select a code and click on Transmit to upload it to the device
b) Click on Receive to show the remote menu
Click on any other button to terminate the connection.
2) Transmit a signal on-air to activate devices
To do this, DO NOT use connection protocols. Instead, find a code on your main
menu and click on Transmit. This will send the code on-air. If the appropriate
device is in the room, it will detect it and activate itself. (Example: a
biocontainer will integrate, a storage container will open etc.)
3) Local code management
There are three remaining local functions: Scramble, Unscramble and Generate.
The scrambling functions are used to make your codes unusable by others. Click a
number of times on Scramble to encrypt a code. Click the equal number of times
Unscramble to decrypt it.
If you click on Generate, you will create a random code that belongs to you
You can than use it as you wish.
The Artifact puzzle - color converting tiles.
First, use both the tile set and the stone plate on the floor engraving. This
will present you with a set of colored tiles, a crystal cone, and the solution
To solve the puzzle, you have to change the color of the tiles, place them on
engraving in the correct order - so that the combinations of the colors fit the
solution, and finally put the crystal cone in the center.
Although it may not seem so at first, all the four tiles are unique. Per
if you turn both triangles to the same color, and try combining each one with a
circle, they may or may not give you the same color as a result.
When you combine two tiles, both their colors and their placement will matter -
the result will differ depending on which one is on top.
If you take a moment to analyze the solution on the stone plate, you should
notice your starting point - the place where only the triangles overlap. On our
diagram it is marked with 'A' and its color is black. Depending on position and
color, there are 36 different combinations of triangles. Try them all out, and
you will find two combinations that give black as a result.
a) One of the triangles turned dark blue and pointing up - over - the other
triangle turned cyan (light blue) and pointing down
b) The same triangle turned red and pointing up - over - the other triangle
turned yellow and pointing down
The following steps show how to find out which combination of the triangles is
the right one.
Take a circle and start testing it with the triangles. First find the color of
the circle which when combined with the upper triangle will result in pink in
area marked with 'B'. Remember to try the circle both above and below the
triangle. When you find the right color, try that circle with the other
and check the color marked with 'C'. Again, remember to try both from above and
from below. If you find a color that combines well with both triangles, you've
solved the circle color for the upper diagram position.
To solve the lower circle color, take the second circle and do the same
procedure, using areas 'D' and 'E'.
After you've done testing, you'll find out that the combination of triangles
marked with (a) doesn't lead anywhere, and the colors of circles which match the
triangle combination (b) are cyan for the top circle and green for the bottom
Combine all four tiles. The placement order should now be easy to understand.
cyan circle combines well with the red triangle only when it is below it. The
green circle combines well with the yellow triangle (in the area marked with
only when it is above it.
Thus, the ending placement order, from bottom to top, is:
1) Upper circle in cyan
2) Down-pointing triangle in yellow
3) Up-pointing triangle in red
4) Lower triangle in green
After placing them down, check the area marked with 'H' - it should be cyan. If
it's not, switch the positions of the two circles, change their colors to match,
and try again.
Place the crystal cone on top and you will receive the Ark.