From: "RAPTOR 3:16"Date: Wed, 24 Mar 1999 00:14:04 PST Sentient Alternate Endings Alien Communication Ending 1. Complete the main walkthrough up to and including step 34 (see Total Solution). 2. You must now return to the Star Lab on Research Deck 1, room #284. When you arrive Suzie should be wittering on about messages from the sun (if you're quick enough getting there). There are three messages in all, including "Rings with rings" and "Fire, flesh or water". If you don't hear Suzie when you enter the room, go to the room opposite (#283) and pick up the piece of paper on the floor ('message printout' when examined). If the paper is missing, then Suzie hasn't printed it yet, so just go back into room #284 and wait for her to read the messages out. When you've either heard Suzie or read the printout, you'll receive the special question: "Is the sun trying to communicate?" 3. Now that you have this special question, you need to go and see Suzie (well, her head anyway!). The Suzie head room is on Geodome Deck 3, room #141. When you get there you'll see a big silver head (yep, that's our Suzie). Ask her the special question, "Is the Sun trying to communicate?" Suzie will tell you that she thinks so, but needs more information and time. After waiting a little while, prompt her with the question, "What is happening?" (You may need to do this a couple of times.) Suzie will reply that she thinks there is sentient life on the sun (hence the name of the game), but she cannot decode the messages. Ask the question, "What should I do now?" Suzie advises you to go and see Navigator Ta. 4. The Navigator's quarters are located on Geodome Deck 1, room #251. You'll find a book of Braille lying in the middle of the floor. Examine it, then scan it using your mobile scanner. You can pick up the book if you wish, but it's not necessary as you already have what you came for (the information now in the mobile scanner). 5. With the newly gained information, make your way to Geodome Deck 3, room #242. This room has a glass floor, so there should be no mistaking your location. Use the mobile scanner on the machine to your left. Suzie can now decode the information, although this will take a little while. If you want you can have a nose around. Suzie will call you back when she's finished: she'll request you to return to the main Suzie room (room #141). 6. As you go barging through the door, Suzie informs you that she's decoded the messages. There are beings on the sun and, furthermore, they are trying to help save the station. She tells you to go to the Main Science Lab on Research Deck 1, room #161, as someone must be present there. 7. So like a shot, get your worthless hide down there, and pronto! Now just use the big machine in the middle of the room. The end sequence is now triggered... Alien Communication. Game Over Alien Communication "It's life Jim, but not as we know it!" Dr McCoy, USS Enterprise. In a world where corruption, scandal, , mad scientists and showering fully dressed are commonplace, there was one thing that wasn't expected: Alien Communication. With the help of these beings, Garrit was able to save the Icarus Mining Station from total destruction; whilst making a few new friends, and enemies... But is everything quite what it seems? Mutiny One 1. Complete the main walkthrough up to and including step 38 (see Total Solution). You now have the Evidence Recording. 2. Give the Evidence Recording to an engineer. He'll go on about what a bad thing it is. Now just wait around for an engineer to summon you to Garrilac. If you've given the Evidence Recording to Garrilac, you may still have to wait until Garrilac summons you. 3. Once summoned, you can either follow the engineer, or you can make your way to Engineering Deck 1, room #141. If he's not there try #223, then #312. 4. When you meet with Garrilac, he'll tell of his plan to get off this doomed station, or something along those lines. He then asks you to get the yacht beacon from the Senator's quarters and bring it to him no problem! 5. Now go to the Senator's quarters. Djinn should be standing outside the locked room. Go behind the Senator's quarters. To get there you'll need to go through a garden room (the ones with pillars and two doors). The back of his quarters is represented by a big black square wall with the usual circular design. Now use the panel on the wall. 6. After using the panel (either the far wall panel earlier in his quarters, or just a minute ago behind his quarters), open and enter through the door. 7. The Senator's quarters should be empty. The yacht beacon is in the shower. Pick it up. If the room has people in it, take the beacon and get out of there fast. 8. Return to Engineering Deck 1 and look for Garrilac. Try the rooms in this order: #141, #223 or #312. Now give him the beacon: he'll be overjoyed and will give you a launch key to activate an escape pod for you and all the engineers. 9. Now go to Auxiliary Control, room #131 or #231 (depending on which ring you enter). Enter the room's cubby hole on the left (or right, depending on the door you entered from), and use the launch key on the panel in front of you. End sequence is now initiated. Mutiny Two Note: This can only be used before the Senator has left the station. 1. Complete the main walkthrough up to and including step 38 (see Total Solution). You now have the Evidence Recording. 2. Complete the 'Mutiny One' walkthrough up to and including step 7. You now have the yacht beacon. 3. Now go to a teleporter that can take you to the dock. Access will be denied. Use the yacht beacon and wait for a while. Ha! "Access Granted." 4. Enter the dock and go down the long red corridor to the purple helmet room (I beg your pardon!). Now simply use the green panel on your left to trigger the end sequence. And Glory Ending 1. Complete the main walkthrough up to and including step 45. You now know your true identity and your destiny to die in the sun. 2. Go to Engineering 3, room #212. This is the Web Runner Bay. Use the machine on the far wall to activate the end sequence. Navigator Ending 1. Wander around until the Senator has left the station, or is just about to leave. At some point during the game (if you've been pretty slow), Navigator Ta comes looking for you. She'll tell you that Jacomo (her mate), is missing. Now go to Geodome 2, room #141. You should find Jacomo inside, under a golden shower (ahem... you need to ask Jacomo the name of the room while you're in it). Mandana should be outside. Ask her what you should do now. 2. Remember the Utilities Node on the second ring of Geodome Deck 2. This is the control panel you used to turn the lights up before. This time turn all the power off by moving the lights down, instead of up. 3. You now need the Flow Inhibitor, which can be found on Engineering Deck 3, room #263. 4. Take it to room #161 on Geodome Deck 2 (next door to Jacomo). Use the Flow Inhibitor on the Outbound Water Pump Disk. Now go back and see Jacomo. 5. Mandana should open the room and enter. Follow her. Jacomo will now ask you to tell Ta where she is. 6. You should find Ta on Geodome Deck 1, room #271 (a two-doored Pillar Garden). Tell her that Jacomo is in Geodome Deck 2, room #141 (this only works if you've already asked Jacomo the name of the room step 1 above). 7. Wait for a little while until Ta finds you and informs you that Jacomo is now meditating. Then, after another short wait, Jacomo should come and ask you to help pilot the station to safety. 8. Go to the Navigator Chamber (via teleport) with Jacomo. You now have the final end sequence. Get Your Private, Free Email at http://www.hotmail.com