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In order to secure the room, you must kill all non-human species present and
seal the vents. Monsters such as A/Generations and B/Generations will spawn
out of vents so that there is always one on the screen for each vent. After
you kill the one, there is about a one to two second delay before another
monster appears. In order to seal the vent, walk over it. When it is sealed,
it will cover with either a red or green top. Red means that the room is not
secure, green means the room is secure.
Civilians will not get up, greet you, or move around if a room is insecure. So
if someone is just sitting there, secure the room!
A civilian is considered "rescued" when the run down the hall with the arrow
and out of the room you are in.
If a civilian is killed at any time in the room, they are dead. Gone. So the
only way you can save them is if you restore your game or sacrifice a life and
redo the room, which is pointless since you only get one life if you save him
or her. Don't do it unless the person as essential info. Or if you want to save
everyone. You kind hearted person you.
Note: If a civilian begins to run down the hall with the arrow and you exit the
room and return, they disappear. You do not get an extra life until it says "X
People Rescued!," where X is the amount of people you have saved. So don't
leave the room until it says this!
===========================
General Gameplay Strategies
===========================
Your laser is your best friend. Don't forget to get it on level 80 or you will
be screwed. It can do anything from kill monsters to blow up stuff to hit wall
buttons.
If you fire your laser, the beam will bounce off reflect off of walls. Use this
to your advantage! Kill monsters at long range to be safe! Hit inaccessible
wall buttons! The laser will bounce off the wall 4 times before disappearing.
Obviously, to activate wall buttons, either touch them or shoot them with your
laser. Be careful about the number of times your laser can bounce off the wall.
You can lock yourself in a room if you hit a monster. If you must, pit yourself
in the laser bolt's path to stop it after it has hit a wall button. Nobody gets
hurt and the button gets activated!
I find that the best way to kill monsters is from long range. Line up on the
diagonal axis (using 1, 3, 7, or 9 to move) and then fire. Works like a charm.
In order to seal off most vents, I usually kill the monster, and if I'm close
to the vent, I walk over it. If not, I line up on the diagonal axis and shoot
as soon as I see anything pop out of it. Then I run over it and seal it.
Watch out for electric eyes. They are very small pink dots on the wall that
are easy to miss if you don't look closely. You can see an example in the
second scene of a game. They usually activate a door, though some make
security turrets pop up. Watch out and pay attention to what they do! They
can be destroyed if you shoot them with the laser you can destroy them.
Before you help a civilian, try to make sure the room is as safe as possible.
You will notice that rooms are considered secure even though there are security
turrets still active or lasers bouncing off the wall. They are not alive, so
you must be careful when leading the civilian to safety. If you can, try to
lure a monster into a path of a laser. Now that's killing two birds with one
stone.
Some wall buttons are hidden or invisible, so if there is a door that you just
can't open in a room, try walking along and against the walls. There's bound to
be an invisible wall button somewhere.
Conserve your grenades. You will only find a limited amount, so only use them
if you absolutely have to. This includes killing security turrets that just
keep killing you or civilians.
Computers! If you see a computer in a room, make sure you walk up to it.
Sometimes they will display useful information, other times they will add to
the plot, some are absolutely useless, and others require user names and
passwords. So make sure you check them all out!
When you talk to civilians, try to talk to them as much as possible and pay
attention to what they say. Select all of the available dialogues, and if they
say "Can we leave now?" or something to that extent, you know you've exhausted
the dialogue. You may then lead them to safety.
Security turrets are probably the most-encountered obstacle throughout the
game. They are usually easy to bypass, although it's a little harder when you
are leading a slowly moving civilian. Try to turn them off if possible when
helping a person. They only have a small angle of view in the direction they
are facing, so sometimes you can sneak around them. Otherwise, if you have to
walk in front of them and don't want to use a grenade, just keep moving and
hope that their shots don't hit you.
I just found out something interesting. If you stand on top of a turret while
it is being activated, it will stay deactivated, so you change the sequence
when you hit the button that activates it. This is helpful when an A/Gen or
B/Gen keeps hitting a button that activates/deactivates a turret.
===========
Walkthrough
===========
Note: When I give directions, I mean the actual direction they are. So if I say
up, I mean the up arrow or 8 on the keypad. If I say up left or upper left, I
mean 7 on the keypad.
Note: This obviously contains spoilers to the plot, so I will divide the scenes
and write a strategy for each room. You do not have to save everybody, although
it is recommended for the bonus lives that you receive when you save them.
Note: Remember, you can always check the level and scene you are in by pushing
the S button to see your status.
Note: I will try to do the rooms in the order that I think you should do them.
Note: I suggest you read the walkthrough for the room before you attempt
anything so that you don't have to stop and read.
--------
Level 80
--------
"You had been in your apartment in Paris when the call came in. Hours later,
after flying the length of Asia, over the Himalayas and the radioactive deserts
of Kazakhstan, you arrive in Singapore carrying an urgent package for the
scientist Derrida..."
"Genoq brought in Derrida to head the special operations lab, the supersecret
research wing charged with designing the next generation biomedicines. The
message you received from Derrida was panicked and desperate. Perhaps there had
been some accident, and the labs are now contaminated with a lethal virus or
even worse..."
*Note*: Sometimes I may say that you can pick up a freezer, but it could be a
bomb or a shield, and vice versa.
Total People: 6
Total Grenades: 2
Special Weapons/Items/Computers: None
+++++++
Scene 1
+++++++
Try out the movement keys if you have to. When you're done messing around, hit
the wall button (yellow triangle on the wall) which opens the door. Proceed to
the upper right to the next scene.
+++++++
Scene 6
+++++++
See the little flashing pink dot on the wall? It's on the bottom right. Once
you pass this laser trip, the pink door will lock you in. Proceed into the
Genoq facility to the upper right.
+++++++
Scene 8
+++++++
This is your first test of courage. Wait in the hall with the arrow until the
security turret looks away, then dash for the wall button and hit it. The
turret will retreat into the floor. Now, go talk to the woman. She is
hysterical, but you can get a little information out of her. Lead her to the
escape hall (as they will be called henceforth) and she will show herself out.
Check out the messages on the computer. When you're ready, wait until the
electrified floor goes away, and then cross over and head to the upper left.
+++++++
Scene 3
+++++++
You'll see a trapped person and a security turret. You're safe on against the
upper wall in the escape hall, so when the turret faces away, run to the
room to the upper left and stand next to the wall. When the turret faces down
or down left, run around it clock-wise from the base and hit the button. It
will open a door. Quickly run back towards the door and go into the newly
accessible room. Get the key, which will give you security level 1. If you walk
against the wall to the lower right, you'll hit the secret button that will
open the blue door and give you access to the hall along the top of the screen.
Hit the wall button and the turret will deactivate. Talk to the old man and
find out some more information about Genoq and Derrida. Get the laser (the blue
glowing thing behind the desk). Now you're armed. Cross over the electrified
field and head down the hall to the lower left.
++++++++
Scene 43
++++++++
You'll be safe from the turret as long as you stay against the upper wall of
the escape hall. When it looks away, shoot the tall gray things and get your
first grenade. Watch the turret! When you're done, go back two scenes to scene
8. Hit the gray wall button to open the security door. Head to the upper right.
++++++++
Scene 36
++++++++
Check out the computer. Strange. Hit the wall button closest to you to open the
door. Kill the A/Generation (From know on, I'll refer to them as A/Gen's) to
your upper right and go hit the wall button in that room. Go kill the A/Gen in
the bottom of the room and seal the vent. The room will become secured and the
red door to the upper right will open. Proceed to the upper right.
+++++++
Scene 9
+++++++
Hit the button at the end of the hall and cross the electrified floor. Kill the
A/Gen. Hit the button near the desk to open the blue door. Stand on the blue
door you just opened as far to the upper left as possible. Face right and fire
your laser. You should hit the button which opens two doors. If you miss,
reposition yourself and fire. *Alternate*: When the right most door is open,
stand on it and fire at the button to the lower right. Hit the button to the
upper right and all the doors should open. Head to the lower right.
++++++++
Scene 10
++++++++
Shoot your laser right away to kill the A/Gen. Hit the only button you can to
open the door. Go in and kill another A/Gen and seal the vent to secure the
room. Stand on the open door and fire at the button you just hit. Head right
into the room. Move clockwise around the turret and hit the button on the upper
right wall. Pick up the grenade. The turret should deactivate. Talk to the
civilian and walk against the wall to the lower right where you find him. You
should hit an invisible button to open the pink door. Lead him into the room
with the vent. Stand on the open door and fire your laser at the button on the
wall to the upper left. Lead him to the escape hall and then go down the hall to
the lower left.
++++++++
Scene 26
++++++++
You'll see a turret and an A/Gen turning it on and off. Notice the little
laser trip on the upper right wall near you. If you trip it, the turret will
activate, so keep note of it. Wait until the turret is turned off and run to
the wall the opposite of which the turret faces. Make sure you stay towards the
top of the screen. Hit the button to open the door. Kill the A/Gen and
deactivate the turret. Blast the chair with your laser and greet the man. (I
don't know what hitting the button along the lower left wall does besides
change the color of the door). Stand next to the lower right edge of the table
at the top of the screen. When you're ready, run to the escape hall. The turret
will reactivate, but hopefully you'll make it to the escape hall in time to be
safe. Head back two scenes to scene 9. Go past the electrified floor to the
upper right.
++++++++
Scene 11
seal the vents. Monsters such as A/Generations and B/Generations will spawn
out of vents so that there is always one on the screen for each vent. After
you kill the one, there is about a one to two second delay before another
monster appears. In order to seal the vent, walk over it. When it is sealed,
it will cover with either a red or green top. Red means that the room is not
secure, green means the room is secure.
Civilians will not get up, greet you, or move around if a room is insecure. So
if someone is just sitting there, secure the room!
A civilian is considered "rescued" when the run down the hall with the arrow
and out of the room you are in.
If a civilian is killed at any time in the room, they are dead. Gone. So the
only way you can save them is if you restore your game or sacrifice a life and
redo the room, which is pointless since you only get one life if you save him
or her. Don't do it unless the person as essential info. Or if you want to save
everyone. You kind hearted person you.
Note: If a civilian begins to run down the hall with the arrow and you exit the
room and return, they disappear. You do not get an extra life until it says "X
People Rescued!," where X is the amount of people you have saved. So don't
leave the room until it says this!
===========================
General Gameplay Strategies
===========================
Your laser is your best friend. Don't forget to get it on level 80 or you will
be screwed. It can do anything from kill monsters to blow up stuff to hit wall
buttons.
If you fire your laser, the beam will bounce off reflect off of walls. Use this
to your advantage! Kill monsters at long range to be safe! Hit inaccessible
wall buttons! The laser will bounce off the wall 4 times before disappearing.
Obviously, to activate wall buttons, either touch them or shoot them with your
laser. Be careful about the number of times your laser can bounce off the wall.
You can lock yourself in a room if you hit a monster. If you must, pit yourself
in the laser bolt's path to stop it after it has hit a wall button. Nobody gets
hurt and the button gets activated!
I find that the best way to kill monsters is from long range. Line up on the
diagonal axis (using 1, 3, 7, or 9 to move) and then fire. Works like a charm.
In order to seal off most vents, I usually kill the monster, and if I'm close
to the vent, I walk over it. If not, I line up on the diagonal axis and shoot
as soon as I see anything pop out of it. Then I run over it and seal it.
Watch out for electric eyes. They are very small pink dots on the wall that
are easy to miss if you don't look closely. You can see an example in the
second scene of a game. They usually activate a door, though some make
security turrets pop up. Watch out and pay attention to what they do! They
can be destroyed if you shoot them with the laser you can destroy them.
Before you help a civilian, try to make sure the room is as safe as possible.
You will notice that rooms are considered secure even though there are security
turrets still active or lasers bouncing off the wall. They are not alive, so
you must be careful when leading the civilian to safety. If you can, try to
lure a monster into a path of a laser. Now that's killing two birds with one
stone.
Some wall buttons are hidden or invisible, so if there is a door that you just
can't open in a room, try walking along and against the walls. There's bound to
be an invisible wall button somewhere.
Conserve your grenades. You will only find a limited amount, so only use them
if you absolutely have to. This includes killing security turrets that just
keep killing you or civilians.
Computers! If you see a computer in a room, make sure you walk up to it.
Sometimes they will display useful information, other times they will add to
the plot, some are absolutely useless, and others require user names and
passwords. So make sure you check them all out!
When you talk to civilians, try to talk to them as much as possible and pay
attention to what they say. Select all of the available dialogues, and if they
say "Can we leave now?" or something to that extent, you know you've exhausted
the dialogue. You may then lead them to safety.
Security turrets are probably the most-encountered obstacle throughout the
game. They are usually easy to bypass, although it's a little harder when you
are leading a slowly moving civilian. Try to turn them off if possible when
helping a person. They only have a small angle of view in the direction they
are facing, so sometimes you can sneak around them. Otherwise, if you have to
walk in front of them and don't want to use a grenade, just keep moving and
hope that their shots don't hit you.
I just found out something interesting. If you stand on top of a turret while
it is being activated, it will stay deactivated, so you change the sequence
when you hit the button that activates it. This is helpful when an A/Gen or
B/Gen keeps hitting a button that activates/deactivates a turret.
===========
Walkthrough
===========
Note: When I give directions, I mean the actual direction they are. So if I say
up, I mean the up arrow or 8 on the keypad. If I say up left or upper left, I
mean 7 on the keypad.
Note: This obviously contains spoilers to the plot, so I will divide the scenes
and write a strategy for each room. You do not have to save everybody, although
it is recommended for the bonus lives that you receive when you save them.
Note: Remember, you can always check the level and scene you are in by pushing
the S button to see your status.
Note: I will try to do the rooms in the order that I think you should do them.
Note: I suggest you read the walkthrough for the room before you attempt
anything so that you don't have to stop and read.
--------
Level 80
--------
"You had been in your apartment in Paris when the call came in. Hours later,
after flying the length of Asia, over the Himalayas and the radioactive deserts
of Kazakhstan, you arrive in Singapore carrying an urgent package for the
scientist Derrida..."
"Genoq brought in Derrida to head the special operations lab, the supersecret
research wing charged with designing the next generation biomedicines. The
message you received from Derrida was panicked and desperate. Perhaps there had
been some accident, and the labs are now contaminated with a lethal virus or
even worse..."
*Note*: Sometimes I may say that you can pick up a freezer, but it could be a
bomb or a shield, and vice versa.
Total People: 6
Total Grenades: 2
Special Weapons/Items/Computers: None
+++++++
Scene 1
+++++++
Try out the movement keys if you have to. When you're done messing around, hit
the wall button (yellow triangle on the wall) which opens the door. Proceed to
the upper right to the next scene.
+++++++
Scene 6
+++++++
See the little flashing pink dot on the wall? It's on the bottom right. Once
you pass this laser trip, the pink door will lock you in. Proceed into the
Genoq facility to the upper right.
+++++++
Scene 8
+++++++
This is your first test of courage. Wait in the hall with the arrow until the
security turret looks away, then dash for the wall button and hit it. The
turret will retreat into the floor. Now, go talk to the woman. She is
hysterical, but you can get a little information out of her. Lead her to the
escape hall (as they will be called henceforth) and she will show herself out.
Check out the messages on the computer. When you're ready, wait until the
electrified floor goes away, and then cross over and head to the upper left.
+++++++
Scene 3
+++++++
You'll see a trapped person and a security turret. You're safe on against the
upper wall in the escape hall, so when the turret faces away, run to the
room to the upper left and stand next to the wall. When the turret faces down
or down left, run around it clock-wise from the base and hit the button. It
will open a door. Quickly run back towards the door and go into the newly
accessible room. Get the key, which will give you security level 1. If you walk
against the wall to the lower right, you'll hit the secret button that will
open the blue door and give you access to the hall along the top of the screen.
Hit the wall button and the turret will deactivate. Talk to the old man and
find out some more information about Genoq and Derrida. Get the laser (the blue
glowing thing behind the desk). Now you're armed. Cross over the electrified
field and head down the hall to the lower left.
++++++++
Scene 43
++++++++
You'll be safe from the turret as long as you stay against the upper wall of
the escape hall. When it looks away, shoot the tall gray things and get your
first grenade. Watch the turret! When you're done, go back two scenes to scene
8. Hit the gray wall button to open the security door. Head to the upper right.
++++++++
Scene 36
++++++++
Check out the computer. Strange. Hit the wall button closest to you to open the
door. Kill the A/Generation (From know on, I'll refer to them as A/Gen's) to
your upper right and go hit the wall button in that room. Go kill the A/Gen in
the bottom of the room and seal the vent. The room will become secured and the
red door to the upper right will open. Proceed to the upper right.
+++++++
Scene 9
+++++++
Hit the button at the end of the hall and cross the electrified floor. Kill the
A/Gen. Hit the button near the desk to open the blue door. Stand on the blue
door you just opened as far to the upper left as possible. Face right and fire
your laser. You should hit the button which opens two doors. If you miss,
reposition yourself and fire. *Alternate*: When the right most door is open,
stand on it and fire at the button to the lower right. Hit the button to the
upper right and all the doors should open. Head to the lower right.
++++++++
Scene 10
++++++++
Shoot your laser right away to kill the A/Gen. Hit the only button you can to
open the door. Go in and kill another A/Gen and seal the vent to secure the
room. Stand on the open door and fire at the button you just hit. Head right
into the room. Move clockwise around the turret and hit the button on the upper
right wall. Pick up the grenade. The turret should deactivate. Talk to the
civilian and walk against the wall to the lower right where you find him. You
should hit an invisible button to open the pink door. Lead him into the room
with the vent. Stand on the open door and fire your laser at the button on the
wall to the upper left. Lead him to the escape hall and then go down the hall to
the lower left.
++++++++
Scene 26
++++++++
You'll see a turret and an A/Gen turning it on and off. Notice the little
laser trip on the upper right wall near you. If you trip it, the turret will
activate, so keep note of it. Wait until the turret is turned off and run to
the wall the opposite of which the turret faces. Make sure you stay towards the
top of the screen. Hit the button to open the door. Kill the A/Gen and
deactivate the turret. Blast the chair with your laser and greet the man. (I
don't know what hitting the button along the lower left wall does besides
change the color of the door). Stand next to the lower right edge of the table
at the top of the screen. When you're ready, run to the escape hall. The turret
will reactivate, but hopefully you'll make it to the escape hall in time to be
safe. Head back two scenes to scene 9. Go past the electrified floor to the
upper right.
++++++++
Scene 11
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- D/Generation solution by System on 09/03/2006, 09:50






