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Prima Publishing Rocklin, California (916) 632-4400 www.primapublishing.com "' is a registered trademark of Prima Publishing, a division of Prima Communications, Inc.

PRIMA ., and Prima Publishin~ are registered trademarks of Prima Communications, Inc.

© 1997 by Prima Publishing. All rights reserved. No part of this book may be reproduced or transmitted in any form or by any means, electronic or mechanical, including photocopying, recording, or by any information storage or retrieval system without written permission from Prima Publishing, except for the inclusion of quotations in a review.

Sentient, Psygnosis and the Psygnosis logo are trademarks of Psygnosis Ltd. © 1996 Psygnosis Ltd. Psygnosis Inc. , 919 East Hillsdale Blvd., Foster City CA 94404.

All products and characters mentioned in this book are trademarks of their respective companies.

Important: Prima Publishing has made every effort to determine that the information contained in this book is accurate. However, the publisher makes no warranty, either expressed or implied, as to the accuracy, effectiveness, or completeness of the material in this book; nor does the publisher assume liability for damages, either incidental or consequential, that may result from using the information in this book. The publisher cannot provide information regarding game play, hints and strategies, or problems with hardware or software. Questions should be directed to the support numbers provided by the game and device manufacturers in their documentation. Some game tricks require precise timing and may require repeated attempts before the desired result is achieved.

ISBN: 0-7615-1075-3 Library of Congress Catalog Card Number: 97-65238 Printed in the United States of America

97 98 99 00 GG 10 9 8 7 6 5 4 3 2 1 u

TRBLE OF CONTENTS

Chapter 1: lnt raduct,an ...... I

The World of Sentient ...... 2

This Guide's Organization ...... 3

A Quick Overview of Gameplay ...... 4

Chapter 2: Background lnfarmat,an Rbaut SENTIENT .. . .. 5

Things You Learn During the Prologue ...... 6

History of the New Hegemony and Icarus Station ...... 7 The Exodus ...... 7 The Frontier ...... 8 The Crisis ...... 8

Characters ...... 9 Tamorin Aidin-Edgell ...... 10 Holman Azirra ...... 1O Ramin Jurell ...... 11 Hather Karjenum ...... 12 Hamie Lucis ...... 12 Dania Luvey ...... 12 Domar Luvey ...... 12 Camik Seral ...... 13 Garrit Sherova ...... 13 Suzie ...... 13 Yehanna Ta ...... 13 Finnord Voosto ...... 14 Barinn Vrite ...... 14 UI Sentient : The Dff1c1al Strategy Gwde

Chapter 3: Tips far Playing SENTIENT ...... 15 Holding a Conversation ...... 16 Social Statements ...... 19 Moods ...... 19

Thavel ...... 19 Layout of Icarus Station ...... 20 Directional Pillars ...... 22 Level Maps of Icarus Station ...... 24

Chapter 'I: SENTIENT tllalkthraugh ...... '17

Opening Game ...... 50 The Docking Bay Plot ...... 51 The Dream Maze Episodes ...... 54 ShatterJack Plot ...... 56 Lab Fugitive Episode ...... 58 Quarantine Episode ...... 60 Medical Fugitive Episode ...... 63 Garrilac Interrogation Episode ...... 64

Midgame ...... 66 Research Plot ...... 66 Dream Maze 3 ...... 70 Dream Maze 3: Video Sequence ...... 71 Blackmail Plot ...... 72 Geodome Plot ...... 75 Jurell Tape Episode ...... 80 Senator Plot ...... 82 Endgame ...... 87 Mutiny Plot ...... 87 Navigator Plot ...... 93 Aliens Plot ...... 96 Digital Messiah Plot ...... 98 Introduction

elcome to Sentient. Your character, Garrit Sherova, is part of a medical team sent to the Icarus mining station to help deal with a Wmysterious plague there. However, their shuttle crashes as it enters the station's docking bay. Garrit alone survives. When he awakens, he has just two minutes to save an injured Icarus crew member, activate the deck's shields, and escape the debris-strewn docking bay. And so the game begins. Without your help and ingenuity, everyone on the station (including yourself) will die. And, as it turns out, the plague is the least of your

A plague victim you're sent to help. ·2 Sentient: The Off1c1al Strategy Gwde

worries. You must work your way through a maze of people, plots, and dis­ asters to rescue the station several times. Often, you may wonder whether some of the Icarus crew deserve to be rescued!

THE llJORLD OF SENTIENT n Sentient, Psygnosis has created a world of depth, mystery, and dan­ Iger. The entire game takes place on a mining station orbiting a distant sun. But the game's single location is far from confining: In fact, the com­ plexity of the station and its crew may overwhelm you. The designers have created an impressively textural atmosphere. Events, conversa­ tions, gripes, and gossip swirl around every corner. You have virtually unlimited freedom to explore this world and decide your own actions. Other games of this type leave you feeling that, when you leave a room, its inhabitants vanish until the next time you enter. This is not the case in Sentient. The crew and the station function whether or not you're there to observe. Each of the 62 people on Icarus go about their day talk­ ing to friends and doing their work. You become just another member of the crew. Interrupt a crew member and start a conversation. You'll find each character has a different personality. Some complain all the time; others offer help. You'll meet bullies, busybodies, and boors. Each of the 62 people is unique. Yeah. terrible But tiave you ever These varied, distinct personalities combine wondered what 11 the heal shields to great effect in the functioning mining sta­ fa,led7 tion. In Sentient, you'll experience an atmosphere more intense and a milieu more realistic than in any other of its type. Player freedom is the icing on the cake. The game doesn't drive you from one puz­ Dr. Luvey and others grouse about zle to the next, gradually revealing the story the heat. line. Often you have time to explore on your own, fiddle with the machinery, and talk to the crew. Every word doesn't have Chapter 1: lnt roduct,on 3

deep meaning and every event is not a disaster. You can choose to ignore many plots, at least for a while; in any case, you won't encounter all of them your the first time through. Don't become too carefree, however. You can rummage through the ship for a while, but eventually you must face Icarus's problems. If you wait too long, it may be too late.

THIS GU/DE'S ORGRNIZRTI0N uch of the pleasure Sentient delivers derives from its elements of Mexploration and discovery. I don't want to spoil these surprises. On the other hand, the station is very complex, and some sort of assistance is not only useful but often necessary. Strategy guides, by their very nature, can spoil every surprise. My aim is to balance the competing needs of providing information and not revealing anything you don't want to hear. To that end I have tried to label everything so you'll know exactly what information you'll get when you read a section. I've also created an exhaustive table of contents, and list all maps and tables. You can decide for yourself the quantity and quality of the information to seek. Some players may prefer to use this guide as a quick reference to speed things along. For instance, level maps and room address lists can make the game go much faster, without eliminating any fun. Some players may want only background information about characters or history. Others may want to learn what would have happened had they responded differ­ ently in a given situation. And, of course, obstacles, minor or major, may require a little help to overcome. You can easily regulate the degree of help you get by where in this guide you look. This makes a little redundancy inevitable. For instance, you can locate a character's quarters by looking at the table listing the rooms on each level. And in the normal narrative of this guide, I provide the room number whenever I mention a room. 'I Sentient: The 0ff1c1al Strategy Gutde

In some places, this book won't give you all the information avail­ able. Character bios include no dark secrets. They're intended to help familiarize you with the faces and personalities of the individuals you'll encounter frequently. To discover their secrets you must read the walk­ through, where I summarize key discussions you'll have during gameplay. A quick word about the walkthrough section: Although you cancer­ tainly go through it step by step, start to finish, let me urge you to stray from the path I lay out there. It's the most direct route, but it's probably not the most interesting. Take time to explore. Sentient offers far more fun than a simple walkthrough could ever provide.

R QUICK OCJERCJIEUJ OF GRMEPLR'I n Sentient your task is twofold: First, you must save Icarus station from I destruction. This can be tricky. New disasters keep cropping up. Despite being a state-of-the-art installation with a hand-picked crew, Icarus lurches from one crisis to another. Your second task is to discover as much as possible about the station and its occupants-while keeping an eye on the big picture. Frequently, after a character reveals a problem, you must decide whether to change course and pursue its solution or to continue on your chosen path. This trade­ off keeps the game exciting. Sentient provides some structure for you in the beginning, giving you jobs and direc­ tions during the game's opening phase. By the middle phase, however, you'll be on your own. Where you go and what you do is entirely up to you. One of the chief func­ tions of this guide is to provide direction and You must talk to crew members often assistance in case you get too distracted by if you expect to get anywhere. everything else going on. Have fun. Icarus station awaits you. Backorou nd Informati on Abou t SENTIENT

esigners put a lot of effort into developing an interesting and com­ pelling history for games such as Sentient. This is natural: Sentient Dis an interactive story with puzzles thrown in for fun. It foll ows that the better the story the more enjoyable the game. The following text explores various aspects of Sentient's story, all available to you within the game. I compile it here, away from station crises, to make the information easier to find and appreciate.

Garrit's shuttle crashes into th e Docking Bay during a solar ~are. 6 Sentient: The 0ff1c1a/ Strategy Gwde

THINGS VDU LERRN DURING THE PROLOGUE he following list synopsizes the important information Sentient's long, Tdetailed prologue provides. • The unknown plague on Icarus station is getting worse. • The medical relief team, of which you are a member, is late arriving. • At the time of your arrival, Dr. Dania Luvey is late for an important meeting. • The New Hegemony is a harsh, authoritarian government. • Security forces on Icarus can kill anyone they deem dangerous. • Garrit, your character, carries a photo of himself with a woman. • Increasing levels of solar fluctuation cause concern aboard Icarus. • A rumor exists that ShatterJack, the famous assassin, is on the station.

• ShatterJack has killed 27 government officials to date. • Senator Tamorin Aidin-Edgell, is visiting the station and is the suspected target of ShatterJack. • Mining production has declined recently. • Icarus's orbit has been decreasing for the past 92 hours. • Chief Jurell has given more power to the thrusters, but still the station will crash in 72 hours. • Despite these various dangers, the senator doesn't want to leave the station. • A Level Seven solar flare occurred as the shuttle carrying the medical team arrived. • The shuttle crashed into the Docking Bay. • The captain of Icarus station, Domar Luvey, was on the shuttle deck at the time of the crash. Chapter 2: Background lnfarmat,an Rbaut Sentient 7

HISTORY OF THE NEU/ HEGEMONY RND ICRRUS 5TRTION omeone at Psygnosis spent a considerable amount of time creating 5t he history of mankind up to the creation of Icarus station. Following is a summation of some of the encyclopedic entries you can find in the Suzie data banks. To read further, go to one of the three Suzie terminals on the station and call up the historical files . They're cross-referenced and make easy reading. They contain more historical information than I offer here, as well as entries on the laws and bureaus of the New Hegemony, the religion of the navigators, and the discontented members of society. You can proba­ bly find the source for every obscure remark a crew member makes throughout the game in these fil es.

The EHadus Nearly 2000 years ago, humankind took to the stars. It wasn't until the advent of warp travel, though, that a real interstellar community came into being. The discovery of warp lanes connecting the stars made rapid inter­ stellar travel possible. Certain specially trained individuals, called "navi­ gators," used their psychic talents to access these rare lanes. Warp travel brought trade and commerce-and war. With warp travel under his con­ trol, Vell the Conqueror gradually subjugated all human-inhabited planets, creating the first interstellar empire. Time passed. Dynasties rose and fell. The last emperor, Torindal, undertook a mission of expansion. Eventually the imperial navy contacted an alien race equal to it in strength-the Sle'stacheyar. The emperor chose to wage war against them, which proved disastrous. The imperial forces were doing well until the Sle'stacheyar unleashed a horrific new weapon called the Death's Head Missile. Each missile could destroy a star. The sub­ sequent explosion would wipe out everything in that system, including planets and warp lanes. 8 Sentient: The Off1c1a/ Strategy Gwde

The remnants of the imperial navy and as many refugees as possi­ ble escaped down a warp lane before humanity's last star was destroyed. However, the lane they fled down was a dead end: No warp lanes led out of the Frontier. Now, with the star gone, the only connecting warp lane to the Frontier was destroyed. Humankind was safe from Sle'stacheyar revenge, but the cost was their own isolation.

The Frant,er Only seven stars connect via warp lanes within the Frontier. It's an ironic punishment that mankind will find it nearly impossible to venture beyond these seven stars. The Frontier is extraordinary for another reason: It rests on the very "edge" of the universe, where stars still expand into the void. There, among these seven solar systems, humankind rebuilt its civiliza­ tion. There was no going back, but at least the humans were safe, strand­ ed here on the edge of forever. Shortly after the Exodus, as the flight from the Sle'stacheyar became known, the New Hegemony was founded, and an Imperial Senate ruled the Seven Systems. Over time, the human population grew to fill the comers of six of the solar systems. The seventh star, Xexor, had no planets.

The symbol of the New Hegemony The Cr1s1s and the Imperial Senate. A thousand years after the Exodus, modern civilization had used up most available energy resources from its energy-poor systems. Reusable energies, such as solar, wind, and hydroelectric, were not enough to fuel humanity's mighty cities and huge spaceships. A crisis loomed. Then a brilliant scientist, Holman Azirra, suggested the theoretic possibility of "kenyons." Kenyons, Azirra argued, were a tremendous energy source afloat in energy fields near a star's surface. Minuscule amounts of kenyons were found above the suns of the six inhabited sys­ tems. Xexor, however, had enormous quantities of kenyons in its fields- Chapter 2: Background lnfarmat,an Rbaut Sentient !!1

enough to satisfy human needs forever. The only problem was how to "mine" it in the hostile environment.

Icarus Stat,an Icarus station was built, at a tremen­ dous cost of energy and money, to har­ vest the kenyons above Xexor. Special shielding was invented to handle the continuous bombardment of the station Icarus station is a huge gamble for the by the star's turbulent energies. It was a New Hegem ony. huge gamble for the New Hegemony, but one they had to take. Without some major new source of energy, the current level of civilization would decline, sinking back into an oblivion fueled by wood and water, consigned never again to move between the stars. The station was a success. Kenyon mining began a short while ago. Now a mysterious plague is killing the crew, and solar conditions are wors­ ening. Garrit Sherova's arrival would prove pivotal not only for Icarus sta­ tion, but for the history of the New Hegemony and all humanity.

CHRRRCTERS entient has a cast of 62 characters, each with his or her own distinct Spersonality. Unless you're a social butterfly, though, you're unlikely to meet them all in the course of a typical game. You have other things to do, such as save the station and everyone aboard. However, these characters give the game its distinctive feel. They move around the sta­ tion, doing their jobs, conversing, trading insults, and generally carrying on with total disregard for you and your mission. Garrit is part of a world, not its foc us. As you pursue your goals, you'll run into many of the same charac­ ters again and again. The following paragraphs briefly describe characters of note, and those you'll run into most often. 10 Sentient: The 0ff1c1a/ Strategy Gwde

Tamar,n R1d1n-Edgell The Imperial Grand Senator is on an inspection tour of the station. He and his entourage of female per­ sonal assistants, navigators, and bodyguards are the station's honored guests. A man of tremendous power in the New Hegemony, the senator's real rea­ son for visiting is something of a mystery. Given the presence of an unknown plague, the rumored pres­ ence of the ShatterJack assassin, and the dangerous solar fluctuations, Senator Aidin-Edgell puts his life in considerable danger by staying. The attraction of the unimaginable wealth of the kenyon fields may be the source of his courage, or he may have heard of Dr. Azirra's groundbreaking medical research. Whatever the cause, his presence and power on the station are an additional source of tension for the Imperial Grand Senator already strained crew. Tamorin Aidin-Edgell, is one of the most powerful figures Halman Rz,rra in the New Hegemony. Dr. Azirra is a genius, the age's most brilliant scien­ tist. His kenyon theories proved true when large quantities were discov­ ered above the sun, Xexor. This discovery offers hope that humankind will continue to flourish. Azirra continues his research into kenyons from onboard Icarus station. He may secretly be researching the psychological effects of sen­ sory deprivation, as well. His single-minded search for knowledge is well known, as is his disregard for everything outside his studies.

Dr. Holman Azirra, chief scientist aboard Icarus station, is one of human civilization's most brilliant individuals. Chapter 2: Background lnfarmat,an Rbaut Sentient 11

Mason Garr1/ac Chief Engineering Officer Mason Garrilac looks like something out of legend. Barrel-chested, with a scar running across his face and through his right eye, he's a man of action, the sort of person you want with you when trouble arrives. The station's largest department, the engineers are also the most unhappy. They've suffered far more deaths from plague than any other sec­ tion. They and their chief are the fi rst to see the many impending crises.

Jacama A protege and apprentice of navigator Yehanna Ta, Jacomo is young and impetuous. He can be a bit zealous about his new Mason Garrilac is the man religion, but it's hard not most responsible for the to like him. He's always ongoing station operations. cheerful and eager. Navi­ gator Ta is fo nd of him and says he has tremen­ dous potential.

Ramin Jure/I Security Chief Ramin Jurell is an impatient man with a very difficult job. Not only is he in charge of security but, with the death of Captain Luvey in the shuttle crash, he is also acting captain. Current events onboard Icarus conspire to make both jobs very demanding. Given his history of psychological problems, you should watch Jurell closely. Despite questions about his stability, Captain Luvey gave Ramin Jurell a second chance as Icarus's chief security officer. 12 Sentient: The Dff1c1al Strategy Gu,de

Hather Kar:ienum You will not find a braver man than Engineer Hather Karjenum. When the shuttle crashed, he rushed into the Docking Bay without an environment suit on and tried to activate the shields manually. He succumbed to radi­ ation before he was able to reach the Shield Override panel. It is Karjenum's good fortune that Garrit was there to save him.

Ham,e Lucis Hamie is a security guard. She seems too sensitive for the job. Her frequent walks in the Tree Growth Room proved disastrous when a Level Seven solar flare broke through the shields of the Geodome. The radiation insti­ gated a massive surge of fungal growth that now threatens the entire sta­ tion. Hamie barely escaped with her life.

Dania Luuey Chief of the medical department aboard Icarus sta­ tion, Dr. Luvey juggles many crises. The mysteri­ ous and worsening plague strained her resources and forced her to seek help from the New Hegemony, which responded by sending a shuttle of medical specialists to Icarus. Compounding her problems, the recent flurry of strong solar flares has seriously damaged the station and her crew. Finally, her husband, Captain Luvey, was just found dead in the Docking Bay after the crash.

Damar Luuey Captain of Icarus station, he was husband to chief medical officer, Dr. Dania Luvey. He had the diffi­ As the station's chief medical cult task of running a very important mining sta­ officer, Dr. Luvey will be your immediate superior when tion with the Imperial Senate watching over his you arrive. Chapter 2: Background lnfarmat,an Rbaut Sentient 13 shoulder. Unfortunately, you won't have the pleasure of meeting him. He was among the dead in the Docking Bay after your shuttle crashed.

Cam,k Sera/ Camik Seral is the medic who revived you in Sickbay after the shuttle crash. He's a pleasant, talkative man who seems cheerful even when he's scolding. He focuses on treating patients and assisting Dr. Luvey. However, you'll find he turns up in surprising places.

Garr,t Sheraua Garrit is your character in Sentient. He's a medic, and arrived on the station as part of a medical team sent to assist with a mysterious plague. He has a wife, Jeann, and a daughter, Jenne, back home. Needless to say, Garrit will do great and heroic things during his stay on Icarus.

Suzie Suzie is the name of Icarus's onboard computer. To converse with Suzie, go to the Suzie Room (G3- 141) and talk to the floating head. Oddly, Suzie's interface is a hologram of a craggy man's face . I wonder if, deep down, she doesn't have a sense of humor. Suzie has a personality, although she Garrit is the character you rarely voices her opinion. Most of the time your play. Th e station's fate rests in contact with her will be via the station's intercom. his hands.

Yehanna Ta Yeharina Ta was the navigator fo r Senator Aidin-Edgell's yacht on its jour­ ney to Icarus. A full warp-lane navigator, she's very close-mouthed and mysterious, and flying the warp lanes probably does that to you. She spends much of her time training her apprentice, Jacomo, in the rituals and mysteries of the navigators. 1'1 Sentient: The Dff1c1al Str ategy Gutde

F1nnar d Uaasta What an unpleasant fellow. It almost makes you wish this game had some sort of combat feature so you could deal with this guy in the manner he so richly deserves. A small man in a security guard's uniform who enjoys the minimal power he possesses, Voosto will never say a pleasant word when a nasty one will do. This makes his affair with one of the medical techs all the more surprising.

Bar,nn Ur1te An engineer aboard the Icarus, Barinn Vrite is a very frightened man. You find him holed up in another engineer's quarters in a paranoid state. He tells you he was a human guinea pig in secret scientific experiments. It's hard to take him seriously, but something must have happened to frighten him so much. Tips for Plauino SENTIENT

carus station may be full of secrets, but Sentient is not. The game hides no special, secret ways to do things, no tricks you can use to succeed / without investing time and effort. Gameplay is straightforward. You simply travel around the station talking to people. Sometimes you interact with machines or handle items, but even here simplicity reigns: Commands available for machines and items are "Examine," "Use," "Read," or "Drop." It doesn't get any simpler than that. However, experience has its advantages. These break down into two main areas-travel and talk. This isn't surprising; you spend 90 percent of your time doing one or the other. How boring, you may say. Not so! You're 16 Sentient: The Off1c1a/ Strategy Gutde

exploring and constantly learning new and unexpected things, all while trying to save the ship and your own skin. Initially, the station seems like one giant maze. The corridors and doorways all look alike, and seem to go on forever. (Technically they do go on forever: They're laid out in concentric circles.) The Directional Pillars you find at every intersection provide the only real variation. They require some deciphering, but once you understand them travel becomes easy. The pillars tell you where you are and what the shortest path to your destination is. Understanding station layout and how to read the pillars will make gameplay faster and more fun. Conversations are another area where experience can be a big help. The game pro­ vides 48 standard questions and statements. Given all these options and Sentient's word Garrilac, Navigator Ta, and a medic are having a conversation. choices you can converse very realistically with the characters you meet. However, it can get frustrating deciding what to say from among all the possibilities. One of the game's challenges is to conduct useful conversations without wasting your time selecting every question and statement. The walkthrough chapter contains specific comments you'll need to advance through the plots. However, some basic questions and approaches apply in most, if not all, conversations.

HOLDING R CONUERSRTION here are two reasons to have a conversation on Icarus. The first is to Tgather information. The second is to exchange pleasantries. As you gather information, you'll find yourself using the same questions again and again. "What is happening?," "Where is ... ?," and "Lead me to ... " consume the lion's share of your conversational repartee. If you feel lost, Chapter 3: Tips for Playmg Sentient 17 ask one of the main characters, "What should I do?" You'll probably never use most of the speeches available to you. The one question you'll want to ask the crew again and again, but can't, is "Why?" Why is the temperature so hot? Why are you telling me this? Why doesn't this work? You'll use one other type of speech frequently-the special state­ ment/question. Occasionally, Garrit will learn something that adds a statement to the Special category in his Speech Options. These can be very important. Many of Sentient's plots hinge on saying these statements to specific characters. Whenever you're trying to get a character to take action or give you information, voice your special statements. Even if they don't apply directly to the situation, they can have an effect. The follow­ ing table lists the special statements you can acquire through the course of the game.

Table 3-1: Acquiring Special Statements and Qµestions Statement Source Who is special guest on this station? Received from Camik when you regain consciousness in Sickbay after escaping the Docking Bay. Senator aboard the ship. Received when you ask special guest question of Camik or other knowledgeable character. We turn to the skies. Received from Karjenum, the engineer you saved, during your discussion in Sickbay, or from the encounter with Vrite (R2-181). Assassin aboard ship. Received as a result of Jurell interrogation in ShatterJack plot. Science reducing orbit. Received after reading Science Dossier found in Particle Analysis Lab (R2-283). 18 Sentient: The Off1c1al Strategy Gu,de

Table 3-1: Acquiring Special Statements and Qµestions, continued Statement Source Ship's orbit decaying. Received after reading Azirra's report found in his shower (R2-243). Medical staff doesn't know. Received after encounter with Engineer Vrite in his room (R2-181) or after reading kenyon report found in Astronomy Lab (R2-284). Sure enough. Received after telling Garrilac special statement, "Science is reducing orbit." Garrilac knows plan. Received after you leave meeting with Garrilac where you show him Azirra's report. Azirra has experiment. Received when you ask Azirra what is happening before black­ mailing him. Pesticide better cold. Received when Engineer Yorry tells you to use pesticide when it is cold. Orbit correction plan is bogus. Received from Azirra after he is arrested and in security lock up. Sun communicating? Received after getting messages from the sun in Star Lab (Rl-284) or room next door (Rl-283). Chapter 3: Tips for P/aymg Sentient 19

Sac,a/ Statements Conversations are not only for gathering information. They can also just be for fu n. Sen tient's "Social Statements" don't advance the plot in any way but make things more interesting and lifelike. After all, you don't ask some­ one "Where is Bob?" and then just walk away when you hear the answer. The five social statements you can make are "Background," "Charm," "Insult," "Environment," and "Offer Parting." Each time you select one in conversation Garrit comes up with something new to say. He may complain about the weather, discuss what kind of present he wants to take home to his daughter, or just blurt out a nasty remark. You can flat­ ter, insult, and bully. The person you're talking to is likely to do the same thing to you. These statements add atmosphere but have no effect on the course of the game. You can spend five minutes trading insults with Gekkle Malichek and then ask for the radiation report. He'll happily give it to you.

Maads Sentient has another fun little feature called "Moods." Each character, including yourself, can choose one of five moods when they talk. You may have noticed the different facial expressions characters display in the course of a conversation. They can switch rapidly from a serious look to a goofy smile to an angry squint. The fi ve expressions range from angry to very friendly. Like Social Statements, Moods don't affect the game. They're there to add depth and variety to conversations. When you select some­ thing to say, a little picture of Garrit in the lower left part of your screen shows the mood you'll project when you talk.

TRRUEL he two basic travel questions are "Where am I?" and "How do I get Tto my destination?" Once you know Icarus's layout and how to read the Directional Pillars, you'll be able to answer both questions. Pillars display the complete "address" of your current location. A pillar, com­ bined with your knowledge of the ship's layout, will tell you the fastest route to your destination. 20 Sentient: The Dff1c1al Strategy Gwde

Until you're comfortable reading the pillars, expect to become lost frequently. Before I explain the pillars, however, I'll describe Icarus station. Look over the maps following this section. They provide a graphic repre- · sentation of the station and its 11 levels.

Play the game for a short while before reading the following sections. A modest familiarity with the station will make these sections much easier to understand.

Layout a[ Icarus Station The station is made up of five disks with a common central axis. Of those five disks, only the bottom three have much impact on the game­ Research, Engineering, and the Geodome. The other two disks-Dock and Auxiliary Control-can't be accessed through most of the game. They're very small and I won't focus on them here. By the time you gain access to these levels, you'll be thoroughly familiar with navigating the station. As the following table shows, the halls in each disk are a different color, so you'll always know which disk you're on. For example, if the halls are blue, you're in the Research disk.

Table 3-2: Main Disk Colors Deck Color Symbol Research blue triangle Engineering red gear with squared-off cogs Geodome green three dots in a triangle

Each of the three main disks break down into three levels, or floors. Research has a top level, a middle level, and a bottom level. The same is true for the Geodome and Engineering disks, for a total of nine levels. Most Chapter 3: Tips far Playmg Sentient 21

Engineering, Research, and Geodome are the bottom three disks on Icarus station.

of the game takes place on these nine floors. When you begin playing Sentient, the many ways the game and its characters refer to the same level may confuse you. For instance, "top Research" is the same as "Research l" is the same as "upper Research." Fortunately, it doesn't take long to become comfortable with these different names. 22 Sentient: The Off1c1al Strategy Gwde

Table 3-3: Level References Level Number Relationship Upper 1 Top Middle 2 Middle Lower 3 Bottom

Next, the nine levels (or floors) are laid out in two or three concen­ tric rings. Hallways (or spokes) connect the rings to each other and the sta­ tion's central shaft. Finally, the levels are divided into eight pie-shaped wedges, called "octants," numbered in order from one to eight. For instance, if you're in Octant 4, you know octants 3 and 5 are on either side of you. To sum up, Icarus is laid out in disks, levels, rings, and octants. It's a lot to keep straight. Think of the disks and levels as floors in a building. The rings and octants provide the room number and that room's location.

People move between decks and levels using the "Teleports" (basically a one-person elevator) located in the odd-numbered octants around the station's axis. The Teleports in octants 7 and 3 allow access to all "floors of the three main decks. The Teleports in octants 1 and 5 take you to each main deck's first level (Research 1, Engineering 1, and Geodome 1) and some specialized rooms on the two smaller decks.

01rect1anal Pillars Stop and look at a Directional Pillar somewhere in the game. You'll see three numbers on either side of a panel bearing two symbols. The symbols tell you the disk and level you're on. On Research 1, you'll see a vertical line below the blue triangle of Research. On Geodome 3 you'll see three Chapter 3: Tips far Playmg Sentient 23 vertical lines below the green dots of a Geodome level. (The dots and the triangle aren't really necessary. Remember, you can instantly tell which disk you're on by the color of the halls.) Most central panels display three numbers on either side. Note how the pillar's shape forms a triangle pointing down a hall or toward a door. The pillar's three-digit number is the number of the room the pillar points to or, if it points down a hallway, the number for the next room you will come to. Sometimes there won't be a third number. Instead you'll see a symbol fo r a hallway or a Teleport. This means there are no rooms in that direction. The fi rst of a pillar's three numbers represents the concentric ring that room is located in. The number for a room in the first ring, nearest the Teleport, begins with 1; for a room in the third ring, 3. Engineer Vrite spends the game hiding in room 181. The first 1 tells you that room is off of the first ring. The second pillar number stands for the room's octant. For example, Room 121 is in Octant 2; Room 284 is in Octant 8 (remember that octants are pie-shaped areas of a level). The third and final pillar number stands for the actual room number in that octant. Relating room numbers to their physical locations will help you determine the quickest route to every room. Given this system, it follows that different levels could have rooms with the same number. To prevent confusion, disk and level information is also given when stating a room number. For instance, Chief Engineer Garrilac's quarters are E 1-312. This tells the experienced traveler that Garrilac's room is on the Engineering 1 level. We also know it's room 2 in the third ring of the first octant. 2'1 Sentient: The 0ff1c1a/ Strategy Gutde

Leue/ Maps af Icarus Station

Eng1neer1ng 3 Chapter 3: Tips far Playmg Sentient 25

Table 3-4: Engineering 3 Room Room Number Auxiliary Slab Meltdown Foundry 141 Backup Drive Room 253 Chavarik's Quarters 224 Drax's Quarters 252 Emergency Drive Room 283 Heat Distribution Room 284 Heat Collection Room 121 Jigrette's Quarters 223 Main Drive Room 213 Main Engine Room 111 Melt Discharge Room 171 Outbound Slab Store 162 PreMelt Discharge Room 133 Primary Slab Store 122 Secondary Engine Room 151 Shield Room 182 Shield Distribution Room 142 Shield Generator Room 244 Shield Focus Center 161 Slab Meltdown Foundry 181 Stabelli's Quarters 264 Store Room 263 Subsidiary Drive Room 243 Web Runner Bay 212 26 Sentient: The Dff1c1al Strategy Gwde

Eng1neer1ng 2 Chapter 3: Tips far P/aymg Sentient 27

Table 3-5: Engineering 2 Room Room Number Energy Control Center 282 Engineering Fan Room 141 Engineering Pump Room 161 Evinroh and Bartle's Quarters 331 Giassa's Quarters 323 Guest Quarters 364 Gunny's Room 314 Hull Temp Control 151 Kenyon Store Room 383 Lower Washroom 222 Lower Vending Room 252 Main Guest Quarters 365 Mandana's Quarters 363 Marlie and Geller's Quarters 332 Offboard Laser Station 111 Off Port Laser Station 262 Particle Deceleration Lab 313 Phlaxomil's Quarters 354 Port Laser Station 212 Security Operations Room 372 Security Bridge 371 Shielding Control Room 181 Starboard Laser Station 242 Tan and Clich's Quarters 353 Vrite and Karjenum's Qµarters 343 Web Control Center 121 28 Sentient: The Dff1c1al Strategy Gu,de

Eng1neer1ng 1 Chapter 3: Tips for Playmg Sentient 29

Table 3-6: Engineering 1 Room Room Number Aft Thruster Control 364 Auxiliary Engine Room 263 Aztik's Qµarters 372 Bauth's Quarters 242 Engineering Washroom 121 Engineering Vending 161 Garrilac's Quarters 312 Immil's Quarters 282 Keeven's Quarters 371 Kenyon Collection Room 243 Lopan's Quarters 332 Main Engineering Lab 223 Manoo and Drazzle's Quarters 283 Nurtle's Quarters 262 Opil's Quarters 352 Particle Capture Unit 311 Port Thruster Control 384 Rhodey's Quarters 331 Roth 's Quarters 222 Starboard Thruster Control 344 Stem Thruster Control 324 SUZIE Interface Center 141 Telemetry Control Room 181 Yorry's Quarters 351 Strategy Gwde 30 Sentient: The Off1c1a/

Research 3 Chapter 3: Tips for Playmg Sentient 31

Table 3-7: Research 3 Room Room Number Ancillary Analysis Lab 352 Camik's Quarters 284 Crump's Quarters 243 Downie and Kata's Quarters 223 Drum's Quarters 182 Kee and Medler's Qµarters 224 Kenyon Analysis Lab 353 Kinkane's Quarters 181 Leece's Quarters 141 Lower Holding Cell 351 Lucis' Qµarters 242 Lunjoy's Quarters 263 Magum's Quarters 283 Malichek's Quarters 262 Shavell's Quarters 161 SUZIE Relay Housing 211 Voosto's Quarters 121 Ware's Quarters 122 Guide Strategy : The Dfflc,a/ 3i: Sentient

a Research Chapter 3: Tips far Playmg Sentient 33

Table 3-8: Research 2 Room Room Number Astronomy Lab 284 Azirra's Quarters 243 Fast Kenyon Trap Room 182 Gallahi's Quarters 263 Hayz's Qµarters 161 Holding Cell 151 Mass Spectrometer Lab 224 Matter Analysis Lab 122 Medical Analysis Ward 121 Medical Vending Room 244 Medical Research Lab 141 Particle Analysis Lab 283 Pharmacy 111 Sickbay 223 Slow Drift Tube Room 264 Slow Kenyon Trap Room 162 Slow Drift Tube Room 142 Thryst's Quarters 181 3'1 Sentient: The Off1c1a/ Strategy Gwde

264

Research 1 Chapter 3: Tips far Playmg Sentient 35

Table 3-9: Research I Room Room Number Air Conditioning Room 263 Ancillary Research 222 Fast Drift Tube Room 242 Jurell 's Quarters 141 Kenyon Trap Control 231 Kenyon Research Lab 224 Main Science Area 161 Po and Drassan's Quarters 121 Research Washroom 223 Research Ve nding Room 243 Research Fan Room 262 Research Pump Room 264 Science Store 282 Science Lecture Room 244 Star Lab 283 Star Lab Prep Room 284 SUZIE Terminal Room 271 Womak's Quarters 181 36 Sentient: The Off1c10/ Strategy Gu,de

Geodome 3 Chapter 3: Ttps far Playmg Sentient 37

Table 3-10 : Geodome 3 Room Room Number Auxiliary LOxy Room 396 Bridge 263 Captain's Office 262 Captain's Mess 251 Captain's Quarters 161 Cleansing LOxy Room 395 Data Bank Cluster 242 Filter LOxy Room 393 Observation Deck 282 Pure LOxy Room 392 Reclaimed LOxy Room 394 Relaxation Room 391 SUZIE Room 141 38 Sentient: The Dff1c1a/ Strategy Gwde

Gead am e 2 Chapter 3: Tips for Playmg Sentient 3!3

Table 3- 11: Geodome 2 Room Room Number Cinema 383 Environment Control 362 Gymnasium 343 Hydrophonics Room 342 Sapling Room 323 Seedling Room 382 Tree Growth Room 363 Video Recreation Room 322 Water Pump House 161 Water Tank House 181 Water Recycling Center 141 Water Storage Unit 121 '10 Sentient: The Dff1c1al Strategy Gwde

Gead am e 1 Chapter 3: Tips far Playmg Sentient 'II

Table 3- 12: Geodome 1 Room Room Number Fountain Garden 231 Garden Tool Store 262 Gardener's Quarters 161 Geodome Washroom 181 Green House 242 High Security Cell 121 Life Support Node Room 222 Life Support Center 282 Navigator's Quarters 251 Observatory 141 Pillar Garden 271 Senator's (Visitor's) Qµarters 211 '12 Sentient: The 0ff1c1al Strategy Gwde

Dock Chapter 3: Tips far Playmg Sentient '13

Table 3-13: Dock Room Room Number Air Lock 179 Departure Lounge 2 175 Departure Lounge 1 174 Docking Control Room 178 Docking Bay 176 Service Area 177 'l'I Sentient: The Off1c1al Strategy Gwde

RuH1 I 1ary Control 1 & 2 Chapter 3: Tips for P/aymg Sentient 'f5

Table 3-14: Auxiliary Control I & 2 Room Room Number Auxiliary Storage Al-111 Auxiliary Engines A2-131 Auxiliary Bridge Al-131 Communications Center Al-141 Deep Cryogenics Center A2-141 Kenyon Storage Al-121 Shallow Cryogenics Center A2-121 SUZIE Core A2-ll l

SENTIENT Walkthrouoh

entient's story line may seem unstructured at first glance, and this can be intimidating. In S a very short time, you, as Garrit, can travel throughout most of the station and do whatever you wish. There are so many things to do that choosing can be difficult. One way to impose order on this mass of possibilities is to divide the game into plots. Each plot comprises a series of tasks with a beginning and an end. Interspersed among these plots are smaller bits of action, or episodes. They usually occur in one location and require few steps. '18 Sentient: The Dff1c1al Strategy Gwde

Plots may overlap considerably. You may perform several different tasks that advance more than one plot at nearly the same time. This is because there's no need to complete one plot before moving on to the next. In fact, doing so can hurt your chances for success. Many plots incorporate a time element. Getting a head start gather­ ing the necessary items for a plot you haven't begun yet can be a lifesaver in more ways than one. Nevertheless, to maintain some clarity within these interwoven plots, I treat them here as distinct, separate stories. Remember, though: You can perform tasks for each plot whenever they present themselves. Finally, explore the station when you get the chance. You'll discover things that can prove helpful later in the game. If you follow the plots too closely, the game's not nearly as fun. This walk­ through isn't a recipe, where things turn out badly if you don't follow step by step. Think of these plots as guideposts, not commandments.

Icarus station is a large, complex community. Chapter 'I: Sentient U/alkthraugh '19

IOPrologue

IOoocking Bay -le Shatter Jack 1-0 En_d Film: senator's I. . . nsoner i .------, IO Quarantine 1-10 Lab Fu gitive ~Quarantine i VFugitive --18 Research i t'9!\ End Film: escape ~ in senator's yacht L...IO_B_la_ck_m_ai_l _ __.I~ .. I ~ Garrilac -IG)Mutiny A End Film : ship t W Interrogation I- Wblowsup t ------IC,Geodome 1-- ~ End Film : escape ~1.-s-en-at-or--1 + \ W in pod with engineers ----10 Navigator -1)10 Aliens I'>.. t!\ End Film : station ~ flown to safety ~--~/ ~- ~---'------+ i ~End Film : t!\ End Film : Jacomo IO Digital Messiah I W crash into sun Vflies ship to safety . .

di. End Film: fly into m. Analnesis $ End Film: fly web w sun and fly station ~ W Cradle ~ W runner into sun to safety

Map 4-1: Plot Schematic of Sentient Story Lines.

Note: The Mutiny plot is also accessible at any point after you complete the Jurell video­ tape episode. 50 Sentient: The Dff1c1a l Strategy Gwde

The following walkthrough is laid out three ways. First, I provide an overview of each plot, a narrative description of what you'll do, noting items of particular interest. Second, I provide a checklist of the steps involved in completing the plot. In some cases you need not perform them in order. The checklist is a quick reference device. Glance at it when you reach a tough spot or forget the room number you were heading toward. Third, a detailed walkthrough describes what happens during each step. Refer to these explanatory steps if you missed a conversation or to see what would have happened if you had acted differently.

OPENING GRME he opening game's plots are quick and straightforward. They're Tdesigned to familiarize you with game controls and playing style. Although you have less freedom here than you will later on, there's so much to learn you won't feel constrained. Don't assume this means these plots are fluff. The obstacles are dif­ ficult and you have some tough mazes to get through. Furthermore, your first opportunity to die and end the game occurs when you fail to complete one of the mazes. Finally, the designers include time as a factor in several of the plots. There's not much overlap between these plots, though. Garrit com­ pletes one plot before moving on to the next. Exceptions are the Lab Fugitive and Medical Fugitive plots. Both allow you to gather items for future plot lines-a trick you should use whenever you have the chance, as it can save time later. Be careful if you're a fugitive. Letting the wrong person catch you can be a setback. Overall, don't worry if everything does­ n't go as you planned. It's a big game and your mistakes in the opening phase have almost no impact on later events. Chapter 'I: Sentient 11/alkthrough 51

The Docking Bay Plat After the shuttle crash, you regain con­ sciousness in the damaged Docking Bay. You have a short amount of time to revive a wounded engineer, activate the bay's shield­ ing, and escape. Suzie, Icarus's computer, relates that two minutes remain before the Docking Bay is isolated from the rest of the station. Speed is important. This plot can be The wounded engineer tries to open especially challenging because you may be the emergency doors unfamiliar with the game controls. A task that takes only seconds later on can consume half a minute now. If you don't get out of the bay in time, don't worry. You won't miss much. Escape from the Docking Bay leads to a room where two guards wait. They'll stun you regardless of what you do or say. If you do get stuck in the Docking Bay, you lose consciousness once the station cuts off the oxygen. In either case, once you lose consciousness, you go to the first Dream Maze. It's unavoidable. The one decision of consequence here is whether or not to save the engineer. If you don't, you'll go to the ShatterJack plot, which culmi­ nates in the Tumble Maze. This is a much less friendly introduction to the station, and there's a chance you'll miss a couple of plots complete­ ly. If all goes well, though, you'll end up in Quarantine, just as if you'd saved the engineer.

Docking Bay Option One: Hera This option leads you directly to the Quarantine plot. It's the standard path, and is a bit easier than the rest. It also opens up more possibilities later on in the game. 52 Sentient: The 0ff1c1al Strategy Gwde

Dock.mg Bay: Hero Checkltst 1. Use first aid kit on wounded engineer. 2. Use activation key on Manual Override panel. 3. Activate shields on Manual Override panel. 4. Follow engineer through zigzag corridors.

1. Use the first aid kit in your inventory on the injured person lying on the ground. He recovers and thanks you. He then tries to give you a Shield Activation Card. (You won't see it being given to you, but when you check your inventory it will be there.) Move away before he has a chance to give you the card. Do this by heading back toward the area where you regained consciousness. He follows you until he gets close enough to hand you the card. You want him to follow you: It gives you more time to activate the shields before the engineer leaves.

2. Go to the Manual Override panel on the back wall of the Docking Bay, to the right of the bay's door. When you find the panel, go to your inven­ tory and use the Shield Activation Card on it to gain access to the panel.

To explore a room or find a machine, activate your cursor. A green box will highlight all items of interest. Select Examine to learn what the green box is high­ lighting. This is the quickest way to discover a room's useful items.

3. Select the panel again and choose the Use command to manually activate the shields protecting the Docking Bay from the sun. Suzie confirms the shields have been restored.

You're the hero of the moment, saving lives and protecting the station Chapter 'f: Sentient Walkthraugh 53

4. Once the shields are up, you can leave. If the engineer had to walk across the room to give you the Shield Activation Card, he's probably still in the Docking Bay. Go toward him. When he opens the door to exit the bay, follow him. If you don't, once the door closes behind him you're stuck. You'll have to wait in the bay until it's isolated and you pass out from lack of oxygen. This is why you wanted him to foll ow you across the room. It gives you more time to activate the shields and get through the emergency door before it closes.

5. After going through the first door, you find yourself in a short corridor with another door at the far end. In fact, you'll have to zigzag through these halls several times. Eventually you enter the Docking Bay service area. Two security guards await you. The guards take you into custody over the engineer's protests. There's not much you can do: There's no place to run. Eventually a guard shoots you and you're stunned into unconsciousness.

Search the floor to the left of where the wounded engineer lies. You'll find some debris you can examine. After you do, a red bundle appears to the left of the examined debris. This is an environment suit. When worn, it protects against radiation.

Docking Bay Option Two: Heartless This option leads you to the ShatterJack plot. You'll be restrained until the plot is almost finished. The upside is the challenging three-dimensional maze you can access only from ShatterJack. The downside is that the engi­ neer's death has long-term consequences for your character. The engineers won't trust you, and probably won't let you participate in their mutiny (if it occurs). 5'1 Sentient: The Off1c1al Strategy Guide

Dockmg Bay Option Two: Heartless Checkltst 1. Don't save engineer.

1. Don't give first aid to the engineer. He never regains consciousness and eventually dies. This act of cruelty angers the ship's engineers and puts you under suspicion of being the famous assassin, ShatterJack. Because the engineer never revived, you won't get the Shield Activation card: You'll have nothing to do but wait for the air to run out. After two min­ utes, Suzie, the station's computer, puts the Docking Bay under full iso­ lation. You lose consciousness from lack of oxygen, and awaken in the first Dream Maze.

The Dream Maze Episodes There are three Dream Maze sequences overall, but only the first is unavoidable. They occur early in the game, during times when you are stunned or drugged. (This happens with alarming frequency during the game's opening phase.) Fortunately, you don't have to complete them. If you find the maze exit, you'll see a video sequence. If you don't reach the exit, the maze fades away and you wake up on Icarus. If you fail a maze you must try again the next time you have a Dream Maze episode. Frankly, the information in the video sequences are not essential to the rest of the game. The mazes are mostly fun diversions.

Table 4-1: Access Points of the Three Dream Mazes Maze Activating Event First Getting stunned by guard after leaving Docking Bay First Blacking out after Docking Bay becomes fully isolated Second After Camik inoculates you in Sickbay (if you activated shields) Third After engineer Vrite mistakenly stuns you when you enter his hiding place (R2-181)

All three mazes have hedge walls laid out in a grid pattern. Gray gateways mark corridor intersections. Orange pillars signify a turn in a Chapter 'I: Sentient lllalkthraugh 55

corridor. Gray pillars mark the maze exits. You have 200 seconds to find it.

You can find maps to all three Dream Mazes on the ceiling of the Suzie Terminal Room (Rl-271) on the top research level. Interestingly, the third map is not actually part of the game. Instead the second maze is used for both the second The Dream Maze exits have unique gray pillars like these. and third Dream Mazes.

Dream Maze 1 The first Dream Maze is the easiest to complete. Of course, you can fol­ low the map I provide here. You can also try to get through it without this visual assistance. The secret to escaping the first maze is to know

FNSH

START

Dream Maze 1 56 Sentient: The Off1c1al Strategy Gwde

approximately where the exit is and where you began. You start in the bottom-right corner of the maze. The exit's in the center. Always choose the gates and corners that bring you closer to the center of the maze.

Dream Maze I: U1dea Sequence The video sequence at the end of your first maze shows Garrit talking to the woman we saw in the photo in Garrit's briefcase on the shuttle. The woman in the picture is Garrit's wife. The woman in the Dream Maze mys­ teriously says she is Jeann only "sometimes." Overall, she acts snotty and becomes exasperated with how little Garrit knows about the current situa­ tion. In the end she tells you almost nothing but promises to give you more clues the next time you meet.

Shatter Jack Plat If you don't save the engineer in the Docking Bay, you enter this plot. You, as Garrit, regain consciousness in Sickbay (R2-223) after being in the first Dream Maze. Security Chief Jurell interrogates you and is dissatisfied with your answers. The only good that comes of this conversation is that you acquire the special question about the assassin aboard the ship. After Jurell orders you stunned, you awaken in the Medical Research Lab (R2- l 41). You are restrained and become an unwilling participant in Dr. Azirra's secret experiment. The experiment itself involves working through a three-dimensional maze, the Tumble Maze. If you reach the end you'll find yourself in the Medical Research Lab (R2- l 41), alone for the moment. If, after three tries, you haven't found the maze exit, you're labeled the ShatterJack assassin and handed over to Senator Aidin-Edgell. The senator transports you off-station for trial and execution. Presumably, after you're hauled away, Icarus and all its occupants die in the ensu­ ing catastrophes. The Medical Research Lab, where you undergo mind experiments. Chapter 'I: Sentient lllalkthraugh 57

The Shatter]ack Myth This extraordinary assassin has killed 2 7 government officials, yet next to nothing is known about him. In fact, there's no definitive proof that there's 'just one assassin. It could be a conspiracy. Nevertheless, there's a rumor that Shatter}ack has infiltrated the station. Chief Security Officer Ramin Jurell is treating this very seriously. It's presumed that visiting Grand Imperial Senator Tamorin Aidin-Edgell is ShatterJack's target.

Shatt erJack Check/, st 1. Finish the Tumble Maze. 2. Wait for security guard.

1. Successfully complete the Tumble Maze. You have three chances to find the maze exit, and with each attempt you receive more time. If you fail, you're hauled off Icarus as the senator's prisoner-the ShatterJack assassin. (You might want to save the game to avoid this early, igno­ minious defeat.) Fortunately, the solution to the maze is simple. To reach the exit, just fo llow the yellow arrows. The challenge lies in using the three-dimen­ sional movement controls. With practice it's easy, but you don't get time to practice. Within the maze you also find blue, green, and red arrow paths. The blue and green arrow routes lead nowhere. The red arrows lead to fa ilure, and the face of the dead Captain Luvey.

Tumble Maze Times • First chance 90 seconds

• Second chance 11 0 seconds

• Third chance 120 seconds 58 Sentient: The 0ff1c1al Strategy Guide

2. When you complete the Tumble Maze, Garrit wakes up in the empty Medical Research Lab (R2-141). He's free to move around, but he won't be able to open the door leading to the hall. Wait awhile. Eventually a security guard walks in and expresses surprise at your escape. He stuns you. You awaken in Sickbay (R2-223) at the start of the Qµarantine plot.

Lab Fug1t1ue Episode Once you escape from the Tumble Maze, you awaken free of restraints. Unfortunately, you can't open the door to the hall, but you can use a machine to irradiate the guard! Why wait like a trapped rat for the securi­ ty guard to come and stun you? Especially when there's a way to fight back. Irradiating the guard is worth entering this plot, even if you don't actually leave the Medical Research Lab (R2-141). In fact, there are sev­ eral good arguments for not leaving the lab. The danger in escaping the lab is the angry engineers. Remember­ you let an engineer die in the Docking Bay for no reason. That's how you got into this situation. If either a security guard or an engineer find you, they'll try to stun you. (They're very slow on the draw, however.) When a guard does this, you'll just go to the Quarantine plot. This is where you want to go eventually, so no harm is done. If an engineer shoots you, you'll go to the Garrilac Interrogation episode. At best, you'll go to the Mutiny plot and end the game quickly. At worst, you'll miss the Research and Blackmail plots. Then why bother being a fugitive-because entering a fugitive plot lets you gather useful items before you need them, saving valuable time later on.

Lab Fug1t1ue Checklist 1. Use the radiation machine on the guard to escape the Medical Research Lab (R2-141). 2. Explore the Research 2 level and gather useful items. Chapter 'I: Sentient 11/alkthrough 59

1. After you awaken from the Tumble Maze, go to the little room attached to the lab. Use your cursor to examine the room until you find a radia­ tion machine just below the observation window. Prepare to use the machine and then wait for a security guard to enter the room. When you irradiate him, he falls to the floor unconscious. Now you can open the door to the hall. 2. Once you're out the door, keep an eye out for security guards and engi­ neers. Search the level for useful items you'll need in fu ture plots­ specifically, the Kenyon Report, the Science Dossier, and Azirra's Report. Once you have these reports, find a security guard and let him shoot you.

Table 4-2: Available Objects in Sentient Item Plot Source Environment Suit Docking Bay Docking Bay, near wounded engineer Shield Activation Docking Bay Karjenum, given to activate shields Card Science Dossier Research Particle Analysis Lab (R2-283) Azirra's Report Research Azirra's quarters, the shower (R2-243) Kenyon Report Research Astronomy Lab (R2-284) Radiation Report Research Medical Research Lab, from Malichek (R2-141) Unformatted Blackmail Suzie Terminal Room, from Azirra Computer Disk (Rl-271) Environment Suit Geodome Hamie Lucis' quarters, shower (R3 -242) Pesticide Geodome Garden Tools Storeroom (G 1-262) Evidence Tape Jurell Tape Any Suzie Terminal Room (G3-263, Rl-271, El-141) Flow Inhibitor Navigator Equipment Storage Room (E3-263) Gold Chain Navigator Navigator Ta, wherever you meet Yacht Beacon Mutiny Senator's quarters, shower (Gl-211) 60 Sentient: The 0ff1c1al Strategy Gwde

Table 4-2: Available Objects in Sentient, continued Item Plot Source Launch Key Mutiny Garrilac, wherever you meet Kenyon Mutiny Particle Analysis Lab {R2-283) Canisters (2) Star Lab Printout Aliens Star Lab (Rl-284) or Star Lab Print Room (Rl-283) Mobile Scanner Aliens Science Storeroom (Rl-282) Braille Book Aliens Navigator's quarters (G 1-251) Computer Anamnesis Science Storeroom (Rl-282) Override Device Azirra's Hard Drive Anamnesis Suzie Terminal Room (Rl-271)

Quarantine Episode The Quarantine episode doesn't amount to much. Garrit has several con­ versations and receives three special statements. You may get to enter the second Dream Maze. Mostly, though, you wait for people to show up and begin conversations.

Red-bordered messages appear throughout the game. That's Icarus's computer, Suzie, talking either to the crew, over the ship's intercom, or directly to Garrit.

When you regain consciousness, the medic, Camik Seral, mentions an important guest on the station. This adds the first spe­ If you start lo feel s,ck , gel lo the s,ckbay last cial question to your Speech Options. Suzie Who knows ,I your illness is conlagrnu,I then calls Camik away on an emergency. While he's gone, talk to the wounded engi­ neer you saved, Hather Karjenum. He thanks you and gives you yet another special statement-about "turning to the stars," a Medics are always giving advice. Chapter 'I: Sentient Ulalkthraugh 61

secret phrase of comradeship between the station's disgruntled engineers. Finally, Camik returns and inoculates you against station viruses. He says you may hallucinate, and, in fact, you slip into the second Dream Maze. When you recover the second time, Camik again leaves Sickbay (R2-223). If you want to enter the Medical Fugitive plot, do it now. Follow Camik closely when he walks through the large Quarantine doors. Sometime during all this, ask Camik the special question about the impor­ tant guest. He tells you about Senator Aidin-Edgell and gives you your third special statement. If you choose not to escape from Quarantine, Chief Medical Officer Dr. Dania Luvey visits shortly. She says she needs the Sickbay space and will release you from Quarantine. When she does, you can travel every­ where on the Research 2 level. She also asks you to fetch a report for her, signaling the beginning of the Research plot.

Quarantine Checkllst 1. State your name to Camik. 2. Ta lk to the wounded engineer, Karjenum. 3. Wait for Camik to return and inoculate you. 4. Complete Dream Maze 2. 5. Ask Cam ik who the special guest on the station is. 6. Wait for Dr. Luvey to show up and release you from Quarantine.

1. After a short speech, Camik asks who you are. You can give him your credentials or make the statement, "I am ... " Either response satisfies him. If you don't respond, the security guard, Voosto, stuns you. When you awaken, Camik chides you for not divulging your identity, which they discovered from your credentials while you were unconscious. Suzie calls Camik away to help with the damage at the Docking Bay.

2. If you saved the engineer from the Docking Bay, go and talk to him. He lies in the bed next to the door. When you try to initiate a conversation, he speaks. His name is Karjenum. He thanks you for saving him, and gives you a special statement: "We turn to the skies." This is a secret 62 Sentient: The Off1c1al St r ategy Gwde

phrase among engineers considering mutiny. Its use endears you to the engineers and increases the likelihood of being brought into the mutiny plot. 3. Camik returns when you finish talking to the engineer. If you activated the shields in the Docking Bay, he inoculates you against the many viruses aboard the Camik prepares to inoculate you. Icarus. He mentions that you may hallu­ cinate when you get the shot. You go to the second Dream Maze. Dream Maze 2 This maze has the same "feel" as the first one. The route to the exit is dif­ ferent, and longer. Garrit starts in the same place as before-the lower-right corner-and the exit is still in the center. To get to the exit, curl up around the center of the maze and approach the exit from the middle-left side.

D FINISH

• START

Dream Maze 2 Chapter 'I: Sentient U/alkt hrough 63

Dream Maze 2: Video Sequence The video sequence at the end of the maze has the same setting as the first. Garrit still talks to the woman who looks like his wife. In the middle of their conversation she reaches up to her face and takes off a mask. Behind the mask is an image of Garrit's mother. She mutters something cryptic, "rings within rings"-apparently a phrase Garrit spoke to his wife. Now our hero is thoroughly confused, but the woman promises to reveal more when they meet again. As in the first maze, Garrit doesn't acquire much concrete information. 5. When Garrit recovers from the second Dream Maze, have him ask Camik who the important guest on the station is. Camik tells Garrit it's Grand Imperial Senator Tamorin Aidin-Edgell, a very important person. Aidin-Edgell chairs the committee in charge of Icarus station. A third statement appears in your special statement choices: "There is a sena­ tor onboard the station." 6. Camik leaves again. Wait in Sickbay or explore the rest of the Quarantine area. Dr. Luvey appears shortly. She releases you from Quarantine because she needs the space for others. She also enlists your help in researching the effects of the latest solar fla re. She's your immediate supervisor on the station, so you'd best do what she says. The request for research assistance starts the Research plot.

Medical Fug1t1ue Episode At any time during the Quarantine plot you can escape. If you do, you'll have extra time to gather items you'll need in the upcoming Research plot. The best time to make your escape is after Camik sends you to Dream Maze 2. If you escape before then, you'll miss the opportunity of going to the second Dream Maze. If you saved the engineer, Karjenum, the consequences of being a fugi­ tive are insignificant. An occasional guard may surprise you before you can run away. If he stuns you, you'll just awaken in Sickbay, with perhaps a scolding fro m Camik. Again, as in the Lab Fugitive plot, getting caught by engineers angry over the death of their friend is more serious. You'll go to the Garrilac Interrogation episode and miss some plot opportunities. 6'1 Sentient: The Off1c1al St r ategy Gwde

A last possibility when you're on the lam is running into your boss, Dr. Luvey. She makes unhappy noises and clears you from Quarantine to help her with some research.

Medical Fug1t1ue Check/1st 1. Escape from Quarantine. 2. Explore Research 2 level and gather Dr. Luvey about to catch you useful items. escaping Quarantine.

1. Go to one of the large, heavy doors blocking the hallway. When some­ one opens them simply walk on through. When you're outside Quarantine, Suzie announces a "Breach of Quarantine" over the inter­ com. An easier way of getting out is to follow Camik when he leaves. Follow closely, because the doors close quickly. Explore or retrieve objects necessary for the Research plot, which is next. 2. Once outside Quarantine, gather objects you'll need for the Research plot. Three reports are available, two in rooms right next to each other. You can also visit Engineer Vrite in his quarters. He'll stun you and send you to the Dream Maze number 3 if you have completed number 2 already. He'll also tell an interesting story about secret medical exper­ iments. Of course, if you've been through the ShatterJack plot you'll know all about that.

Getting inoculated is important in another regard. It opens two more endgame plots: Digitial Messiah and Anamnesis Cradle.

Garr1/ac lnterragat,an Episode Three events must occur for this episode to take place. First, you must let the engineer die in the Docking Bay. Second, you must become a fugitive from the Research Lab or Quarantine. Third, engineers must catch and Chapter 'I: Sentient lllalkthrough 65 stun you while you're a fugitive. When all People who serve together in these things happen, you'll awaken in an dangerou~ circum~lancc~ are sometimes drawn lo each unknown room somewhere on the other for comfort. I lhink lhal might be happening aboard Engineering disk. the ICARUS . As you hang upside-down from the ceiling, three engineers taunt you. Eventually one goes to get Chief Engineer Garrilac. The chief is mighty unhappy. Where you go from here depends on how The engineers are a ve ry helpful you can be to Garrilac. He needs tight-knit grou p. information, and every special statement you have is valuable to him. From this episode you can branch off in three directions, depending on how many special statements you give Garrilac. If you're lucky, you've picked up most of the documents for the Research plot (this is why you left Quarantine, isn't it?), and have acquired the special statements that go with each.

Garr1/ac lnterragat,an Checklist 1. Give Garrilac all your special statements.

1. When Garrilac waits for information, speak all your special statements to him. The more you give him, the more favorably he looks upon you­ despite your negligence of the wounded engineer. If you give him five or more special statements, he appreciates your information-gathering skills and invites you to join the engineer's mutiny by stealing the sen­ ator's Yacht Beacon. Between one and four statements sees you released, with Garrilac's instructions to go talk to Aztik. (This is the beginning of the Geodome plot. You've missed the Research plot and the Blackmail plot.) Finally, if you tell him nothing, you find yourself at the start of the Blackmail plot, having missed only the Research plot. 66 Sentient: The Dff1c1a/ Strategy Gwde

MIDGRME entient's opening can pass very quickly. Saving the engineer, complet­ Sing the Dream Mazes, and talking with the people in Sickbay can take as little as 15 minutes. The plots of the opening game deal with Garrit Sherova and are personal in nature. Garrit proved himself and overcame individual obstacles. The consequences of failure affected only him. The midgame is different. It's composed of large, complex plots with a couple of smaller episodes and plots thrown in. In the midgame, Garrit is saving the ship from disaster. The consequences of failure are the destruction of Icarus station and everyone aboard it. The greater serious­ ness of the situation is matched by Garrit's greater freedom. During the midgame, he gains access to all the important parts of the station. By the end, Garrit can travel to every level on each of the three main disks. Unlike Sentient's opening phase, in the midgame the plots overlap somewhat. Garrit can perform steps of two different plots at almost the same time. The freedom to manage his own time comes at the price of hav­ ing to worry more about time. The plots in this phase are often sensitive to the length of time he's spent within a plot. If completing the plot takes too long, the station may not survive. Every mistake results in the destruction of Icarus station.

Research Plat This plot has you running around the station gathering information for the heads of the medical section, Dr. Dania Luvey, and the engineering sec­ tion, Mason Garrilac. Part of this collection can be done during an earlier Fugitive plot. Although it's not imperative, Dr. Luvey does get upset if you take too long to get her the reports. If she becomes upset, she won't invite you to the Star Lab to watch the results of your research being processed. This means you won't learn about the mysterious message hidden in the data you just gave her. The message itself, "G ... S ... G .. . S .. . ," isn't very informative, but the fact that radiation emanates from the sun in a regular pattern is significant. Chapter 'I: Sentient IJ/alkthraugh 67

Most of the plots, conspiracies, and endings within Sentient are introduced or suggested during this section. Dr. Azirra reduces the orbit for his secret experiments and doesn't tell the engineers. The science division is also reducing the orbit to produce greater kenyon yields. Engineer Vrite says experiments have been performed on him. The sun's radiation is pro­ ducing intelligible patterns. Things are not as they seem within Garrit's subconscious. The engineers are unhappy. The medics aren't aware of what's going on. It's a long list.

Research Check/1st 1. Dr. Luvey finds you and releases you from Quarantine. She requests your assistance. 2. Go to the Particle Analysis Lab (R2 -283) and pick up the report lying behind the computers. 3. Go to Astronomy Lab (R2 -284) and pick up another report lying behind the computers. 4. Go to Medical Research Lab (R2 -141) and command Malichek to give you the Radiation Report. 5. Find Dr. Luvey and give her the Radiation Report and the Kenyon Report. 6. Follow her to Star Lab (Rl-284) and learn about the odd patterns in the data: "G S G S." 7. Go next door to the Science Storeroom (Rl-282) and pick up the two objects lying on the floor. 8. Go to Dr. Azirra's quarters (R2-243) and get his report in the shower. 9. Go to Vrite's quarters (R2- 181) and get shot by an engineer. 10. Complete Dream Maze 3. 11. Meet with Garrilac in his quarters (El-312) and inform him of what you've learned. 68 Sentient: The Off1c1al Strategy Gutde

1. Eventually Dr. Dania Luvey finds you in the Sickbay. If you've escaped Quarantine you might run into her in the halls. In either case, she frees you from Quarantine and gives you a deck pass for all three levels of the Research disk. She also gives you the first task of the game: Get the Radiation Report from Gekkle Malichek.

Table 4-3: Gaining Access to Icarus Levels

Activating Event Level Access Gained Awake in Sickbay Quarantine Area of Research 2 Become a fugitive Research 2 Get research assignment Research 1-3 from Dr. Luvey Engineer tells you Garrilac Engineering 1 would like a meeting Begin Blackmail plot Engineering 2 & 3 Begin Geodome plot Geodome 1-3 Solar Flare Level 7 occurs Lose access to Geodome 2 Get Hamie Lucis' environment suit Receive pass to Geodome 2 Get Launch Key from Garrilac Dock, Auxiliary 1 & 2 Jacomo requests assistance Navigation Chamber in warp lane creation Icarus about to be destroyed Dock

2. If you're in Quarantine when Dr. Luvey releases you, go to the Particle Analysis Lab (R2-283) and Astronomy Lab (R2- 284) first. They're right down the hall from Sickbay. In the Particle Analysis lab, pick up the Science Dossier from the floor behind the computers. The dossier says the science team has secretly reduced the station's Can these scientists be trusted? orbit to get more kenyons for their Chapter 'I: Seht,ent 11/alkthraugh 69 experiments. After reading the document, a new special statement appears in your list: "Science reducing orbit." By the way, note the kenyon canis­ ters behind the force field. You may come back here to get them during the Mutiny plot. 3. After getting the Science Dossier, cross the hall to the Astronomy Lab (R2-284). There will probably be two engineers there talking. It seems they spend much of the game chatting here. Behind the computers near the star display find the Kenyon Report. It sheds some light on the mysterious plague, suggesting kenyon radiation is causing the disease. After reading this report, you acquire a special statement: "Medics don't know. "

4. Go to the Medical Research Lab (R2- l 4 l), where you'll find Gekkle Malichek. Command him to give you the Radiation Report. He does so, and recommends you also get the Kenyon Report (you just did). The Radiation Report is not that interesting and, unlike the other three doc­ uments you gather, has no special statement attached to it. Before leav­ ing Malichek, ask him where Dr. Luvey is. She moves around a lot, and asking this saves the time it takes to search for her.

When traveling around the rings of a deck, always try to use the first ring. It takes less time to walk the smaller circle. Also, you're far more likely to meet someone in the first ring.

5. Find Dr. Luvey and give her Malichek's Radiation Report. She's proba­ bly in the Matter Analysis Lab (R2-1 22). If you took too long she scowls and says she's already done this research because you were so slow. Next, give her the Kenyon Report. This should perk her up. After giving her the two reports, you gain access to all the Research levels. 6. She leaves the room and goes to the Star lab (Rl-284) to process the information. If she's happy with how quickly you gathered the research, she invites you to tag along. She enters the data into the analyzer and gets curious results. She says they don't make sense to her. It's an odd code: "G ... S .. . G ... S ... " 70 Sentient: The Off1c1al Strategy Gwde

7. After Dr. Luvey tells you the curious results of the data analysis, go next door to the Science Storeroom (Rl- 282). There you find two objects that will prove useful in some of the endgames-a Mobile Scanner and a Computer Override device. The room is close, so you may as well pick them up now. While Azirra works in his lab, sneak into his room and search for anything useful.

8. Return to Research 2 level and Dr. Azirra's quarters (R2-243). In his shower, on the floor, you'll find his secret report. It reveals he's decreased the station's orbit, without telling the engineers, to increase the kenyon harvest he needs for his experiments. That the station is coming dangerously close to the sun doesn't seem to concern Dr. Azirra. After reading the report, a third special statement appears in your list: "Ship's orbit decaying." 9. Go see Engineer Vrite in his quarters (R2-181). He mistakenly shoots you, sending you to Dream Maze 3. When you awaken, Vrite talks about the secret medical experiments they've been doing on him. It sounds like a paranoid fantasy, but if you've been through the ShatterJack plot, you know it's all too real.

Dream Maze 3 Dream Maze 3 uses the same map as Maze 2: They're identical, so the method of reaching the exit remains the same. Garrit should move up and around the center of the maze toward the left. When he gets to the middle­ left side of the maze, he should head for the center.

If you completed the first two mazes, getting shot by Vrite sends you into the third maze. If you didn't finish the last maze, you'll repeat that unfinished maze. Chapter 'I: Sentient Walkthrough 71

FINISH

* START Dream Maze 3

Dream Maze 3: U1dea Sequence In this, the last dream sequence, the woman takes off the mask of Garrit's mother, revealing the face of Navigator Yehanna Ta. You might not have met her yet, but Garrit recognizes her. He keeps asking fo r the clue that she promised him. Then he looks to the right and sees an old English cou­ ple having tea. The woman says, in an English accent, "Go on, go the other way. " That's it. It doesn't make sense until much later in the game, during the Digital Messiah plot. (I won't spoil things by telling you what it all means until the Digital Messiah walkthrough.) 72 Sentient: The 0ff 1c1al St r ategy Gwde

11. Finally, it's time to meet with Chief Engineer Garrilac and use the other two reports you picked up. Sometime in your travels, an engineer approaches you and tells you that Chief Engineer Garrilac would like to see you in his quarters. When you receive this message you gain access to the Engineering 1 level. Don't rush, though. You have time to explore, if you'd like. Perhaps go around and get the objects available at this point. When you enter Garrilac's quarters (El-312), the chief engineer says he needs your help to uncover the various plots and intrigues on the station. After his speech, give him the special statements you acquired from the reports. He fusses and says he needs concrete evidence. Give him Azirra's report. He gets angry and vows revenge. You'll get another special statement: "Garrilac knows plan." Then he'll come up with the idea of using the report to blackmail Dr. Azirra into divulging the correct orbital data. He'll return Azirra's report and send you to do the blackmailing. When you say the special state­ ment "Science is reducing orbit," Garrilac complains that lately Jurell is useless. According to Garrilac, all Jurell does these days is mutter "Sure enough" over and over. Garrilac's comment adds the "Sure enough" special statement to your list. The Research plot ends when your meet­ ing with Garrilac does. There's not much love lost between Azirra and the engineers. Blackma1/ Plat Your research shows that Azirra is reducing the station's orbit, putting everyone in grave danger. When you tell Garrilac, he comes up with a plan to get the cor­ rect orbital data out of Azirra. You must blackmail Azirra with the report you found in his shower. Before you blackmail him, though, start a casual conver­ sation with, "What is happening?" He tells you about his secret research pro­ ject called the "Anamnesis Cradle." It promises humanity a fountain of youth. Chapter 'I: Sentient lllalkthraugh 73

After he blurts all this out, black­ mail him. It's fun to watch him bluster as he's forced to reveal the correct orbital data. He gives you a blank diskette and the steps it takes to produce an orbital plan. While you're in the room, check out the Suzie terminal on the right wall. Don't spend too long in front of the computer, though. If you waste too much time, the If you don 't give the orbital correction station's orbit decays beyond repair and plan to Garrilac in time, Icarus station it crashes into the sun. crashes into th e sun.

Black.ma, I Check/ 1st 1. Go to Dr. Azirra (Rl-271) and ask, "What is happening?" 2. Blackmail him into giving you the correct orbital information. 3. Take the unformatted disk he gives you to the Telemetry Machine (E l-1 Bl). 4. Take the diskette with telemetry information to the captain's terminal in the Captain's Office (GJ-262). 5. Find Garrilac and give him the orbital correction plan.

If you look at the left wall of Dr. Azirra's work room, the Suzie Terminal Room, you'll see maps to the three Dream Mazes. The third map on the wall is not in the game. You're lucky, it would be the most difficult of the three.

1. Leave Garrilac and find Dr. Azirra in the Suzie Terminal Room (Rl-271) he uses as his lab. If he experimented on you in the ShatterJack plot, he looks sheepish when you enter the room and apologizes. Before you blackmail Azirra, ask him, "What is happening?" He tells you about his scientific research and experimentation into something he calls the Anamnesis Cradle. You now have another special statement: "Azirra having a mind control experiment." 7'-1 Sentient: The Dff1c1al Strategy Guide

The Anamnesis Cradle is Dr. Azirra's research into using kenyon radiation to create eternal youth. The process entails using the cradle to hold the person's mind while the body regenerates. The transfer of the mind to the cradle is necessary for the process to succeed. Without it, the mind wouldn't survive the regenerative processes restoring youth to the recipient's body.

2. When Azirra finishes describing the process and its ramifications, it's time to turn the tables. Tell him, "Garrilac knows kenyon plan," from the special statement list. He'll scoff until you tell him you have his report with the "I have---" statement. This angers him, but he tells you how to get the correct orbital data. He then throws an unformatted disk onto the floor for you to use to transport the data to the appropri­ ate machines.

Before you leave the room, check out the Suzie terminal on the wall. The Suzie data banks contain a wealth of infor­ mation. In addition to the historical information found in Chapter 2, the data banks contain personnel files for every­ one onboard, schematics of all the machines and nodes on the station, and descriptions and locations of every room and machine on Icarus. There are three Suzie terminals on the station. Don't spend too much time browsing, though. The station's orbit decays with every minute.

Suzie Terminal Locations • Bridge (G3-263) • Suzie Terminal Room (Rl-271) • Suzie Interface Center (E 1-141)

The screen saver on a Suzie terminal. Chapter 'I: Sentient U/alkthraugh 75

3. First, find the Telemetry Control Board, a machine in the Orbital Control Room (El-181). Take the blank diskette from your inventory and use it on the board. It processes the data, after some initial hesitation. When it fi nishes it pops the diskette out onto the floor. Pick it up. It now shows up in your inventory as "Computer disk." 4. Take this disk to the Captain's Office (G3-262). Use the disk on the cap­ tain's terminal in the corner. The computer will process the data and spit the disk back out onto the floor. Pick it up and take it to Garrilac.

5. You can almost always find Garrilac on the Engineering 1 deck in one of three rooms-the Suzie Interface Center (El-141 ), the Main Engineering Lab (El-223), or his quarters (El-312). He may also be in transit between those rooms. When you give him the disk he takes it to the Suzie Interface Center (E 1-141) and checks it. If you wait awhile he eventually thanks you and suggests you go talk to an engineer named Aztik. If you don't want to wait, Garrilac sends someone to find you and make the recommendation. This is another good opportunity to explore without deadlines hanging over your head. The recommendation to talk to Engineer Aztik points you toward the beginning of the Geodome plot.

Geadame Plat The solar fl ares constantly buffeting the station have damaged the Geodome shields so much that radiation is leaking into the deck. Of greatest concern is Geodome 2, which houses the station's organic gardens. The radiation is causing a fungus to grow out of control. The radi­ ation combined with the fungus makes Solar flares such as this one are the level very dangerous. The last fla re hammering th e station with increasing frequency. caused so much damage the level was 76 Sentient: The 0ff1c1al Strategy Gu,de

closed off to everyone but emergency personnel. Furthermore, no one is allowed on this deck without an environment suit. You must get such a suit, discover how to stop the fungal growth, and implement the solution before the growth gets out of control. Your first step is to talk to Engineer Aztik, who seems to know a lot about many things.

Geadame Check/ 1st 1. Converse with Engineer Aztik in his quarters (El-372). 2. Go to Hamie Lucis's room (RJ-242) and ask, "What is happening?" 3. Find gardener Engineer Yorry in his quarters (Gl-161). He tells you how to save the Geodome. 4. Get pesticide from Garden Tools Storeroom (Gl-262). 5. Go to Geodome 3 level and put on environment suit. A guard will upgrade your access to include Geodome 2. 6. Find Engineer Gunny on the Geodome 2 level, in either G2-363 or G2-362. 7. Give him pesticide and instructions on how to use it. 8. Find Atmosphere Power Node (Rl-263) and lower temperature.

1. Go to Aztik's quarters (El-372). Ask him "What is happening?" three times. The first time, he tells you about Hamie Lucis, a security officer, who has seen the Tree Growth Room and Geodome 2. Hamie says some very scary things about what's going on there. The second time you ask "What is happening?" Aztik mentions Senator Aidin-Edgell and won­ ders why he's visiting the station. He has an opinion, but waits until you ask him "What do you think about Senator Aidin-Edgell?" to deliver it. He voices his opinion that perhaps the senator isn't placing himself in that much danger. Perhaps the radiation sickness isn't that dangerous, after all. The third "What is happening?" prompts Aztik to reveal his suspicions concerning Jurell. This is an invitation to ask him "What do you think about Jurell?" He mentions that he came across a secret file of Jurell's that he couldn't open. He believes Jurell is hiding something. When he says this, you can go to the Jurell Tape episode. Chapter 'I: Sentient 11/alkthraugh 77

2. Go to Hamie Lucis' quarters (R3-242). Her room is tough to get to. Yo u must approach it from Octant 3. A wall blocks the way if you try to get there from Octant 5. She's in the shower, trying to wash all the fungus off from the Geodome 2 disaster. She asks you repeatedly to leave, but don't. Instead, ask her, "What is happening?" and "What is the status of tree growth?" She describes how terrible it was seeing all the beautiful trees destroyed on the Geodome. Everything is covered with fungus. She mentions engineers Yorry and Gunny and hopes they're doing all right. Finally she tells you how to gain access to the restrict­ ed area of Geodome 2: Fool the guards One of the gardens Ham ie used to walk through before the disaster. into thinking you are part of the emer­ gency crew by wearing the environ- ment suit she offers you. Take the environment suit and go visit Yorry. 3. Yorry is recovering in his quarters (G l-161). Talk to him. He asks how his plants are, and how the Tree Growth Room is. Tell him, "The status of the tree growth room is irradiated." He thinks for a while and then says that pesticide might stop the fu ngus. He has some pesticide in the Garden Tools Storeroom (Gl-262), which you should use on the Botany Control Panel. He says it's important the environment be cold when you use the pesticide. This adds a special statement to your list: "Pesticide better cold."

Often you do not have to give messages or items directly to a leading character. Instead, you can give it to one of their subordinates who will pass it on. For instance, if you give the Jurell tape or the special statement, "the orbital plan is bogus" to an engineer it will get back to Garrilac. 78 Sentient: The Dff1c1a/ Strategy Gutde

4. Go to Garden Tools Storeroom (Gl-262) and pick up the pesticide on the floor to your right. If you examine the pesticide, you're reminded that it's best used in a cold environment. 5. Go to Geodome 3 and put on the environment suit. If you wait by a Teleport, a guard eventually comes by and give you access to Geodome 2. 6. Move to Geodome 2 and find Engineer Gunny. He's in Environment Control (G2-362) or the Tree Growth Room (G2-363). You see the tree fungus has grown out of control and is breaking through the level's ceil­ ing panels. As time passes, these fungal vines will cover more and more of Geodome 2.

7. When you find Gunny he's happy to have the help. Give him the pesti­ cide and tell him the special statement about using the pesticide in a cold environment. Next, tell him to use the pesticide on the Botany Control Board. He should say "OK," and that he'll wait until he feels the temperature drop before he uses the pesticide. If he doesn't say this, it won't work, so restate the special statement and then give the command.

Adjusting the Atmosphere Node down is only effective after Gunny tells you he'll wait for the drop in temperature to add the pesticide to the Botany Control Board. He should use something very close to those specific words. If you lower the temperature before he says this, nothing happens, and you must You must adjust this Atmosphere Node to get the pesticide to find him and initiate the pesticide work properly. conversation again.

8. Go to the Atmosphere Node in the Air Conditioning Room (Rl-263). This node controls ship temperature. On your way there, Gunny informs you via the Suzie intercom that he's standing by, waiting for the temperature drop. At the Atmosphere Node, slide the power bars all the Chapter 'I: Sentient 11/alkthraugh 79

way to the left so no bars show. Suzie informs you that atmosphere sys­ tem failure will occur within 30 minutes at the current setting. Bring the bar back to the old setting and leave the room. Putting the atmosphere to cold for just a second is enough. In a moment Suzie announces that the fungus is now under control. Periodically, she gives other reports about how the Geodome 2 level is recovering.

The Power Nodes You can directly affect the station by adjusting the power nodes. Each node regulates the supply of power to the machines within its section. The nodes are locat­ ed all over the ship, so it's not easy to change many at one time. By turning the power off or giving too much power you render inoperable all the machines in that node's system. You can even remove all power from the ship's thrusters.

Four nodes are not in rooms at all. Instead, they're in the hallways. If their location address has a zero in place of specific room number, then that node is in the hallway of the given octant. For instance, the Instrument Node Panel is in the fifth octant of the second ring.

Table 4-4: The Power Nodes Power Systems Supplied Panel Location Required with Power Atmosphere Rl-263 7 units Life support Node atmosphere system Food & G2-250 7 units Food and Recreation Node recreation system Instruments R2-250 8 units Science Lab and Node instruments Medical Node R2-220 8 units Medical Lab and instruments 80 Sentient: The 0ff1c1a/ Strategy Guide

Table 4-4: The Power Nodes, continued Power Systems Supplied Panel Location Required with Power Mining Node El-243 8 units Mining and Web system Shielding Node E3-142 7 units Shielding system Suzie Core El-141 8 units Suzie computer Board Thrusters Node E3-11 l 8 units Engine thrust system Utilities Node G2-210 7 units Water, light and comm systems Weaponry E2-242 7 units Defensive weapons Node systems

Jure/I Tape Episode Your discussion with Engineer Aztik at the beginning of the Geodome plot gave you information about Ramin Jurell that you might have forgotten in all the excitement. Aztik mentioned a secret, locked file Jurell apparently has hidden away in the data banks somewhere. Garrilac also mentioned that Ramin kept muttering the phrase "Sure enough" to himself. That this phrase was added to your special statements list should be a clue that it will be used against Jurell at some time.

Jure/I Tape Check/1st 1. Go to the Suzie Room (GJ-141) (with the f1oating head) and ask where a locked file is. 2. Use the "Sure enough" statement to allow Suzie to grant you access to the locked file. 3. Access the file at one of the three Suzie terminals and pick up the hard copy. Chapter 'I: Sentient IDalkthrough 81

4a. Show it to the senator. Jurell is arrested and you get command of ship. 4b. Show it to Garrilac. Engineering mutiny becomes more likely. 4c. Show to Jurell or Security. You're arrested and sent to confinement.

1. Go to the Suzie Room (G3-141) and ask where you can find a locked security file. Suzie replies that this is restricted information. Respond with the special statement you received from Garrilac: "Sure enough." Suzie authorizes you to access the fil e.

If Jurell is in the room when you watch this video, he stuns you and send you to confinement. Wait for him to leave the room or go to a different terminal.

2. Go to one of the Suzie terminals (G3-263, Rl-271 , or El-141) and access Ramin Jurell's personnel file. Highlight the code PCF9895 l , and then choose "playfilm." You'll see a video of Captain Luvey stumbling in on Jurell and his wife, Dr. Luvey, holding hands. Jurell and the cap­ tain scuffle, and Jurell kills the captain. The last scene of the video shows two people in environment suits dumping the body in the dam­ aged Docking Bay.

Selection Steps 1n Suzie Terminal ta Recess Jure/l's lacked file 1. Database Access 2. Icarus Station 3. Base Personnel 4. Command Section

5. Ramin Jurell The Suzie terminal's main menu. 6. PCF98951 7. playfilm 82 Sentient: The 0ff1c1al Strategy Gwde

3. After you watch the video, a hard copy of the tape appears at your feet. Pick it up. When you do, Suzie gives you a private message about entrusting the video to you. She expresses faith in your ability to han­ dle the knowledge wisely.

4. Various things happen, depending on who you show the evidence tape to. If you show it to a security guard, he'll be outraged at the lies; later, the Suzie intercom announces orders for your arrest. If Jurell sees you watching the video, or if you show the hard copy to him, he'll stun you and send you to the Confinement plot. If the order for your arrest goes out, security guards also will try to stun you and ship you off to con­ finement. Showing the tape to an engineer rewards you with an outraged speech about the hypocrisy of the leaders. After the engineer sees the tape, another engineer finds you and asks you to meet with Garrilac. This meeting begins the Mutiny plot. Finally, showing the senator the tape leads to the arrest of Jurell, and your elevation to commander of the base.

Senator Plat After you complete the Geodome plot, a meeting is set up between you and the sen­ ator. You can avoid it if you want, but if you wait too long the senator decides to leave the station, and calls for his yacht. Once he does that, he won't be interested in anything you say to him. For this reason, try to com­ Jurell stands over the captain he plete this plot shortly after you finish the just murdered. Geodome plot. If he responds indifferently to evidence of Azirra's and Jurell's crimes, you'll know it's too late. His mind is already focused on leaving the station. Chapter 'I: Sentient IDalkthraugh 83

You don't have to complete this Senator plot, though. If you don't, time on Ask a question Make a statement the station will be short, because Garrilac Give a command ·­ Give an obiecl will install the orbital correction plan you Offer parting blackmailed from Azirra. The plan is ~} bogus, but you'll have no way to inform Garrilac of that. In fact, Garrilac will sum­ mon you and ask if implementing Azirra's plans meets with your approval. If you The senator and his entourage. haven't finished the Senator plot, you'll have no way of preventing his implement- ing the bad orbital "corrections." Once they're installed into Icarus, you may have just enough time to complete one of the other end plots before the station plunges into the sun.

Senator Check/, st 1. Follow Djinn to the senator's quarters (Gl-211) or go meet with the senator yourself. 2. Give the senator Azirra's Report. 3. Show the senator Jurell's tape (not required). 4. After Azirra's arrest, visit him in his security cell (Gl-1 21).

5. Find Garrilac on Engineering 1 and tell him that Azirra's orbital correction plan is bogus.

1. After you complete the Geodome plot, the senator sends his bodyguard, Djinn, to find you. This may take him awhile, and he might not find·you at all. You can always visit the senator in his room and start this plot, too. When Djinn finds you he requests that you follow him to a meet­ ing with the senator in his quarters (G 1-211). The Senator congratulates you on your deeds in the Geodome and says that if you need anything, to let him know.

2. Give the senator Azirra's Report. He's very angry, and orders Djinn to arrest and bring Dr. Azirra to him. It takes awhile for Djinn to retrieve the doctor. Rather than wait, cross the disk to the navigator's quarters (G 1-251) and pick up the braille book lying in the middle of the floor. B'I Sentient: The Dff1c1al Strategy Gutde

This saves time later. When you return to the senator's quarters, Azirra will have arrived, or will shortly. When the senator confronts Azirra with the evidence, Azirra protests his innocence, saying he was authorized to perform medical research by the authorities of the New Hegemony. The senator shushes him and sends him to confinement.

If you stand outside the room and eavesdrop you'll hear a slightly different conversation. The senator acknowledges Azirra's point about being authorized. He tells Azirra to not make a fuss and that everything will be straightened out later.

3. If you give Jurell's videotape to the senator, he promises to deal with the situation. Awhile later, Suzie informs you that all security personnel have been relieved of duty and have had their access restricted. Furthermore, you, Garrit Sherova, are now in charge of the station! If you don't get Jurell arrested, he may have you arrested sometime during the endgame. Unless you plan to give the Jurell tape to Garrilac and encourage an Engineer­ If you give Jurell's tape to the senator, cozy scenes like ing mutiny, it's best to this will be a thing of the past. give the tape to the senator.

4. Find Dr. Azirra in the High Security Cell (Gl-121) and talk to him. He tells you the orbital correction plan you blackmailed from him is wrong. You must tell Garrilac and the engineers, he says. Azirra has little hope they'll be able to develop a new plan to prevent Icarus's falling into the sun, though. This conversation adds another special statement to your list: "The orbit plan is bogus." Chapter 'I: Sentient IJ/alkthrough 85

5. Leave Azirra and find Garrilac on Engineering 1 in one of his usual haunts-the Suzie Interface Center (E l-141), the Main Engineering Lab (E l-223), or his quarters (El-312). Tell him the special statement about the bogus orbit plan. He informs you that he hasn't loaded the plan yet, and thanks you for the information.

Sometime after the Geodome plot, you'll see a Suzie inter­ com message ordering the arrest of Garrilac and two other engineers. Garrilac won't be arrested, though. You can find Garrilac without difficulty on Engineering 1.

Confinement Episode There's no good reason for you ever to be in this episode. To get here dur­ ing the midgame you must do something stupid, like giving Jurell's tape to a security guard or to Jurell himself. If you do give them the tape, they come back and stun you. You wake up in confinement. If this happens during the midgame, you're in fo r a very long wait. You'll be rescued, but it can take a very long time. I recommend going back to a previous saved game or getting a good book. Another way to get to confinement is by not giving the Jurell tape to the senator. If you give the tape to the senator, he removes Jurell from authority and places you in command of the Icarus. If you don't give him the tape, Having a break from then sometime during the endgame phase work , and whal belier way lo forget lhan blasting sreganam and Jurell could order your arrest. Unless you ,~t: .. ilorg:: . want to go to the Mutiny plot by giving Garrilac the Jurell tape, there's no reason not to give it to the senator.

Better to give the evidence to the senator than have to deal with this. 86 Sentient: The Dff1c1a/ Strategy Gutde

If Jurell orders your arrest during the endgame, there's not much you can do. Your options are either to avoid the security guards and arrest, or accept your fate and await rescue. Depending on previous events, either Navigator Ta or some engineers will rescue you. When they do, you'll start either the Navigator plot or one of the Mutiny subplots. Overall, there's nothing interesting to learn in this episode and no actions you can take, so why bother?

Canf1nement Check/ 1st 1a. Await rescue by Navigator Ta. 1b. Await rescue by engineers Rhodey and Lopan.

1. You must wait for one of your rescuers to appear. This could take several minutes, so relax. When Navigator Ta rescues you, she mentions her concern for Jacomo, her apprentice. She can't find him, and asks your help. This begins the Navigator plot. You're welcome to pursue that story line or continue with what you were doing before you confinement. When engineers Rhodey and Lopan show up, they try to enlist you in their stupid scheme of using a kenyon missile to push the Icarus to safety. This is the start of one of the Mutiny subplots. Ignore them and go on about your business.

The logo for the Icarus station Chapter 'I: Sentient Walkthraugh 87

ENOGRME ith the completion of the midgame, you've saved the station several Wti mes over. The newest threat comes from the characters aboard Icarus. The game's focus returns to the conspiracies and mysteries float­ ing around the station. Everyone's aware that the Icarus might not sur­ vive, and some people are becoming afraid. This doesn't mean that the foolish ness that caused so many problems in the midgame has disap­ peared. People are still endangering the ship through their own ignorance. In the endgame, all plots occur simultaneously. You can switch from one to another without restriction. This can be annoying, as charac­ ters keep bothering you, wanting you to participate in their specific plot. It's also conceivable that Garrit could be one task away from three differ­ ent endings. This is a good time to save the game and explore the many different endings. Have fun: There are several enjoyable video sequences to watch.

At some point in the game, Garrilac may summon you. If you go to him, he'll say he's about to implement the orbital correction plan you got from Dr. Azirra. If you haven't gone to the senator and told him about Azirra's mind experiments, you'll have no way to tell Garrilac the plan is bogus. (Strictly speaking, Garrit doesn't know it's bogus.) Garrilac waits for an answer while you frantically seek a way to tell him not to install the orbital correction plan. He takes your silence as a "yes" and sets about his task.

Mutiny Plat There are two ways to get to the Mutiny plot: You can give Garrilac five or more special statements during the Garrilac Interrogation episode, or you can give an engineer a copy of the Jurell tape. In either case, your first goal is to steal the senator's Yacht Beacon. This can be tricky; there are a lot of obstacles you don't directly control. The beacon is only in the shower if no one's in the senator's quarters. However, when everyone 88 Sentient: The Off1c1al Strategy Gwde

leaves, Djinn stands guard at the door and won't let you in. The way around this is to go through the secret door at the back of the room. To use the secret door, though, you must unlock it from inside. The upshot is that Garrit must go in, talk to the senator, and unlock the door during the visit. He then must wait around until the senator leaves. Then Garrit must run around to the back of the senator's quarters and get in and out before the senator gets back. The icing on the cake is that all this must happen before the sena­ tor decides to leave the station. Once he makes that decision, the senator will use the Beacon himself, and it will be unavailable for theft. You can tell whether the senator has already called his yacht by the way he responds to your special statements. If they're listless and uncaring, you know the yacht's on the way-and you'd better pursue another ending. The Mutiny plot itself is actually three interconnected subplots centered around the engineers trying to take charge of their destinies. Which plot you pursue depends on you and any outside circumstances. Your first goal is to steal the Beacon for the senator's yacht. Once you have it, you can give it to Garrilac, and the plot swings toward the whole Engineering crew flying They make it so difficult to steal their property. away in the escape pod. If you don't give the Beacon to Garrilac, you can summon the yacht yourself and abandon the station alone. Finally, if the senator has left Icarus, the engineers come up with their own plan to save the sta­ tion. They'll need your help, but I don't recommend giving it. Chapter 'I: Sentient ll/alkthraugh 89

Mutiny Check/1st 1. Give the Jurell tape to an engineer. 2. Talk to Garrilac, who tells you his plan. 3. Go to senator's quarters (Gl -211) and unlock the secret door. 4. Enter the senator's quarters by the secret door when no one is there and steal the Yacht Beacon. Sa. Go to the Docking Chamber (D-1 79) and use the access panel to escape aboard the yacht alone. Sbl. Give the Yacht Beacon to Garrilac. 5b2. Wait fo r Garrilac to return with the Launch Key. 5b3. Take the key to Auxiliary Engine Control in Pod Engine (Al-131). Scl. Go to Lopan's quarters for a meeting. 5c2. Get both kenyon canisters out of Particle Analysis Lab (R2-2 83). 5c3. Find Lopan and give him both canisters.

1. Show the evidence tape of the captain's murder to Garrilac or an engi­ neer. In either case, you hear a speech about how typical it is that the leaders spread suspicion and distrust, yet they're the ones who can't be trusted. If you show the tape to an engineer, a short time passes and another engineer comes to you and says that Garrilac would like to see you. Follow the engineer back to Garrilac.

2. Garrilac says he's thought of a way to get off this "stinking coffin. " He believes the senator has a yacht hidden on the other side of Xexor in case he needs to make a quick getaway. He figures there must be some device or beacon the senator plans to use to call the yacht. The engi­ neers have scoured the station looking for the Beacon, but are unable to find it. Garrilac asks you to search the senator's quarters and steal the Beacon if it is there. 90 Sentient: The Dff1c1nl Strategy Gutde

3. Go to the senator's quarters (Gl-211) and enter from the front door. Against the back wall is a gray panel. Use your cursor to highlight it. A green square will appear, as if it were a machine. Select Use from your options. It's ok if people are in the room when you do this. (If no one was in the room, Djinn wouldn't have let you in.) If you look for the Beacon now, you won't find it. The senator only hides it in the shower when he's not in the room.

4. Leave the senator's quarters and wait for him to leave. When the room is empty, or Djinn denies you access, go either to the Fountain Garden (Gl-231) or the Pillar Garden (Gl-271). Both give you access to the third ring of Geodome 1. This ring has no doors off of it, except for the gardens', the secret doors to the senator's quarters, and the naviga­ tor's quarters. Head down the third ring toward the senator's quarters. It's a long walk, so be patient. Eventually you come to the red symbol of the Imperial Senate The senatorial logo is the secret door covering a portion of the hallway's wall. to the senator's quarters. This is the secret door to the senator's room. Open it, and get the Yacht Beacon off the bathroom floor. The front door will be locked, so leave the room the same way you entered.

Table 4-5: Teleport Level Access Octant of Teleport Levels Accessed Octant 1 Gl, Rl, El & Navigation Chamber Octant 3 all of G, R, and E, plus the Dock, Auxiliary Control Octant 5 Gl, Rl, & El only Octant 7 all of G, R, and E, plus the Dock, Auxiliary Control

Launch Control is the same as Auxiliary Control 2. Chapter 'I: Sentient Wa lkthraugh 91

Sa. Now that you have the Beacon, you have a choice: You can give it to Garrilac, and leave the station with all the engineers, or you can use the Beacon yourself to call the yacht and leave alone. If you decide to leave alone, go to a Teleport that goes to the Docking Chamber (D-179). These can be found at octants 3 and 7. Use the Beacon and wait for the yacht to fly to the station. When it arrives, you gain access to the Dock level. Enter, go down the long red corridor to the Purple Helmet Room , and use the machine on the left to activate the endgame film of you making your escape. Sb 1. Find Garrilac and give him the Yacht Beacon. He's triumphant and says, "At last we have something to bar­ gain with!" He goes to the senator's quarters and negotiates with the sen­ ator. Garrilac trades the Yacht Beacon for the Launch Key to the escape pod on the Auxiliary disk. It seems the senator had it removed The view from the yacht's cockpit. and was keeping it safe.

Once Garrilac trades the Yach t Beacon for the Launch Key, the senator wastes no time getting off the doomed station.

Sb2. When Garrilac gets the Launch Key, he gives it to you. If you didn't follow Garrilac to the senator's quarters, he finds you on the ship. He then tells you to go to the Auxiliary Bridge (Al-131) and fire up the escape pod while he gathers his crew. The Launch Key gives you access to the Auxiliary Control levels. Sb3. Take the Launch Key and head to the Auxiliary Bridge (Al-131). To one side of the bridge is a smaller room with the Auxiliary Bridge con­ trols. Use the Launch Key on the machine and you'll see the endgame film: Garrit escapes Icarus with the engineers as the station crashes into the sun. 92 Sentient: The Off1c10/ Strategy Gu,de

Scl. If the senator has left, the Mutiny plot changes: Engineer Rhodey approach­ es you with a "Pssst." He and some others have an idea about how to save the station. Rhodey asks you to Now th at the pinnaces are demolished, gelling come with him to a meeting in off th,o base in an e mergency is going lo Engineer Lopan's quarters (E 1-332). be difficult If you don't go with Rhodey to the meeting, he asks again every so often. The crew discovers that some of the engineers have abandoned 5c2. When you get to the meeting, Lopan the station. and Rhodey tell you their hare­ brained scheme to save the Icarus. They plan to cut off the station's thrusters at the same time a solar flare occurs. Then, when the flare hits and the Icarus, without thrusters, falls toward the sun, they'll shoot a kenyon missile into the flare. The combined effect of the flare and the exploding missile against the nearby Icarus will push it away from the star to safety. They need you to get the kenyons for the missile from the storage room in the Particle Analysis Lab (R2-283) and take them to Lopan. 5c3. Go to the Particle Analysis Lab {R2-283) and get the two kenyon can­ isters from the storage room. (Remember it? It was where you picked up the Kenyon Report during the Research Plot.) The force field is down now, so you can enter the side room with no problem. Pick up both kenyon canisters and look for Lopan. He moves around, so ask an engineer to lead you to him. When you find Lopan, Ask a Make ii ~ues lrnn Give a .talemenl give him the two canisters. After taking the G,ve ii command Offer n, obµ,cl . ,r.parling ~~:(f~-,.~•lilll\~ " \,....,.~; ~ .....,:,.. first canister he says he needs as many ,; ,.,,. .,r canisters as possible to create the biggest

' boom. He talks like a kid on the 4th of July. This should worry you about the t quality of thought that went into his plan in the first place. If you give him the sec­ Should you trust these guys? ond canister, he's very happy and heads for the Shield Control Room (E2- l 8 l ). Chapter 'I: Sentient IJJalkthrough 93

After you leave Lopan, you have a short while to live before the station explodes. You were wrong to trust those idiots, and you pay with your life-and everyone else's.

Nau1gat ar Plat At some point in the endgame, Navigator Ta approaches you to ask your help in finding her apprentice, Jacomo. She worries that in an attempt to save the station he'll try reaching the mystical state of Ka-Mi-Nah. Ta believes he's unready for this, and will die. You must find Jacomo and save him. You fi nd him locked in a room. A crew member, Mandana, frantically tries to open the door. She assigns you tasks to help her get into the room. If you don't hurry, Jacomo will die. The game doesn't give you much time. One task entails going down to the third ring of Engineering 3. This is a good example of the benefits of gathering objects when you have the time, rather than when you need them. If Jacomo dies, Garrit can still pursue the Aliens and Mutiny plots. If he lives, a series of back-and-forth communica­ tions take place between you, Ta, and Jacomo. You can ignore these and work on other plots. Eventually Jacomo comes to you to ask for your help navigating the Icarus. Once he does that, all you need to do is go to the Nav Chamber using an octant 1 Teleport and watch the endgame film.

Nau,gator Check/1st 1. Find Jacomo locked in a the Water Recycling Center (G2-141). 2. Ask M andana (the person outside the doorway) , "What should I do next?" 3. Tu rn power off at Utilities Node (G2-210, in hallway). 4. Retrieve the Flow Inhibitor from the Equipment Storage Room (EJ - 263) and use it on the Geodome Water Pump (G2-161 ). 5. Follow Mandana into the W ater Recycling Center (G2 -141) and talk to Jacomo. 6. Find Ta in the Pillar Garden (Gl-271) and tell her where Jacomo is. 7. Ta will find you later and thank you for your efforts. 9'1 Sentient: The 0ff1c1al Strategy Gutde

8. Later still, Jacomo will find you and ask for your assistance in getting the I car us to safety. 9. Go to Navigation Chamber via an octant 1 Teleport for the endgame film.

1. After Navigator Ta's request for help in finding Jacomo, go to the Water Recycling Center (G2-141). Look through the observation window of the locked door. Jacomo is inside the room in a mystical state. You also see water and sparks spraying within the room. 2. Next to the door, a woman named Mandana desperately works on a wall panel. She's trying to get the door unlocked and is afraid Jacomo will die before anyone can get to him. She's also concerned the flying water and sparks will harm him. Ask Mandana, "What should I do next?" She says the water and power must be shut down for the this level.

When Mandana tells you to turn off the level's Water Pump, a new machine appears in your speech options: the Mainline Water Pump in the Fountain Garden (Gl-231). Naturally, you assume this is the pump you must turn off. You'd be wrong, however. Instead, you must use the Flow Inhibitor on the Geodome Water Pump in the Water Pump Room (G2-161).

3. To turn the power off, go to the Utilities Node (G2-210), in the middle of a long hallway. Adjust the power all the way off, so no bars show. Suzie informs you the power is at zero and at this level total failure of some systems is imminent. Do it anyway. You can come back and reset the power after you rescue Jacomo, although it's not necessary. If you detour to look in the Water Recycling Center (G2- l 4 l), you'll see the sparks have stopped. 4. Next, go to the Equipment Storage Room (E3-263) and get the Flow Inhibitor device. Then head back up to the Water Pump Room (G2-161). Use the Flow Inhibitor device on the Geodome Water Pump. You're told the water supply to the Geodome has been cut off. When you look in the Water Recycling Center (G2- l 4 l ), the spray of water has disappeared. Chapter 'I: Sentient lllalkt hrough 95

W hen you travel on the Engineering 3 level, remember that you can access the Teleport only through the doors along the inner wall of the first ring. Yo u may be so used to walking around a first ring to get to a Teleport that you forget this and walk in circles.

5. Go back to Mandana and the locked door (G2-141). She opens it shortly. When she does, foll ow her into the room. Mandana and Jacomo talk and Mandana takes him to Sickbay (R2-223). Before they leave, Jacomo asks you to go find Ta and tell her he's fin e. 6. Ta is in the Pillar Garden (Gl-271). Te ll her Jacomo is either in Sickbay or the Water Recycling Center. A conversation ensues. Ta is excited to learn Jacomo is alive and successfully reached the mystical state of Ka-M i­ Nah. She rushes off to see him. 7. Later, Ta finds you and praises Jacomo's success. She says Jacomo is strong and will navigate the station into the warp lane in this system. As a thank-you, they will let you witness this, and will come for you when the time is right. She also gives you a gold chain as a token of Navigator Ta waits in the ga rden for Jacomo's appreciation. news about Jacomo. 8. Later Jacomo approaches you and asks you to help him navigate. He says he's still a little afraid. He then tells you to meet him in the Nav Chamber, where he will create the warp lane. 9. You can reach the Navigation Chamber only from the top levels of each disk (G 1, Rl, and E 1). Furthermore, only the Teleport on the first octant can take you there. When you go, you'll see the chamber, and the end fil m sequence begins. It shows Garrit in an environment suit and Jacomo entering Ka-Mi-Nah. It ends as they fly the station to safety. 96 Sentient: The Dff1c1al Strategy Gwde

Suzie reports over the intercom when the station is about to crash. She might mention a "Practice Code 118." This doesn't mean anything. You may notice, though, that you've gained access to the Dock disk. I suspect this is so you can occupy your time fruitlessly running around the dock trying to find some means of escape before the station is destroyed. There's nothing you can do on the dock to save yourself.

R/1ens Plat The Aliens plot contains a lot of waiting for Suzie to process the data you give her. Rather than sit around, go gather objects or take steps to advance other plots. The endgame film shows Suzie and you successfully flying the station away from the sun. However, if you don't go to Main Science Lab (Rl-161) and use the science terminal, two other plots could become avail­ able. It depends on what happened early in the game during the Docking Bay and Qµarantine plots.

R/1ens Check/1st 1. Go to Star Lab (Rl-284) or Star Lab Print Room (Rl-283) and get a printout of the transmission. 2. Go to the Suzie Room (GJ-141) and ask if the sun is trying to com­ municate. 3. Get the braille book from the navigator's room (G 1-251) and use the Mobile Scanner on it. 4. Go to Data Bank Cluster Room (GJ-242) and use the Mobile Scanner on data bank terminal. 5. Return to the Suzie Room (GJ-141) and listen to what she has to say. 6. Go to Main Science Lab (Rl-161) and use the science terminal machine to see the endgame film. Chapter 'I: Sentient lllalkthrough 97

1. Go to the Star Lab (Rl-284) and see if there are any messages. If there aren't, go next door to the Star Lab Print Room (Rl-283) and pick up the printout of messages lying on the ground. The transmissions are from the sun, Xexor, and contain three short messages: "Flesh, Fire, Water"; "Rings within rings"; "We had to leave." After you read the message, a new spe­ cial question appears in your speech options: "Sun communicating?" 2. Head down to the Suzie Room (G3- 141) and ask Suzie if the sun is communicating. She says she doesn't think so, but will check into it. Wait awhile, and she tells you that, yes, the message did come fro m the sun, but she can't decipher it. Ask her what you should do next. She says to go talk to Navigator Ta. Suzie thinks her rituals and experience with warp lane travel might give Ta more knowledge than Suzie about the sun and its message. 3. Actually, you don't have to go find Navigator Ta. What you need is the book of braille you'll find on the flo or in the navigator's quarters (G 1- 25 1). Go there and get the book. Now Use the Mobile Scanner on the braille book. (Remember? You picked it up near the beginning of game, in the Research plot. It was one of two objects you got fro m the Science Storeroom (Rl-282). The other was the Computer Override device.) 4. Next, go to the Data Bank Cluster Room (G3-242). Yo u can use this room to download the braille information in the scanner to Suzie's data banks. Use your cursor to find the Data Bank Board. (It looks li ke part of the wall unless the cursor highlights it.) After you find the board, Use the scanner on it. Suzie says she's uploading the information and will work on it. 5. After another wait, an intercom message asks you to report to the Suzie Room (G 3-141) again. Suzie has deciphered the message. It relates to the station's decaying orbit. Technical knowledge is being sent to Icarus by sentient beings within the sun! To implement the recommendations of the sentient Xexorians, Suzie must regulate kenyon fl ow manually.

The sentient beings in the sun are the source of this game's name, Sentient. 98 Sentient: The Off1c1al Strategy Gwde

6. To regulate the kenyon flows, go to the Main Science Lab (Rl-161) and use the science terminal machine. This starts the endgame film, with Icarus blasting away from the sun. The sentients of Xexor in their last message as the Icarus blasts away, tell the station to "Go, go forever."

Garrit and Suzie blast away from the sun.

D1g1tal Messiah Plat The Digital Messiah plot occurs if you activated the shields in the Docking Bay and Camik inoculated you during your quarantine. If these things did­ n't happen, you won't get to this plot. Garrit's role as digital messiah is hinted at occasionally during the game. The video sequences you watch when you complete a Dream Maze suggest that something about him is different. A crew member might men­ tion the digital messiah (rarely). If you took out your Radiation Detector and used it during the Docking Bay plot, you also might have suspected Garrit would have to have been more than human to survive.

D1g1tal Messiah Checklist 1. Don't go to the Main Science Lab. Instead, wait for Camik to show up. 2. Go to the Web Runner and activate the machine to see the endgame film.

There are two other endgames available that are just fun and random. The first is to use the battery found in (Gl-141) on the microwave in (GJ-251) three times. The second is to press the big red button on the ceiling of (EJ-162). Both cause the station to crash but they do have humorous messages. Chapter 'I: Sentient lllalkthraugh 99

1. Ignore Suzie when she tells you to go to Main Science Lab and operate the science terminal. If the criteria for this plot is fulfilled and you wait awhile, she starts talking again. She says Camik will arrive shortly to inform you of something important. Then she asks Beemin, the crew member working in the room, to leave. When Camik shows up, he gives a long-winded speech about who you are and the sacrifice you must make: He says you aren't Garrit Sherova but the digital messiah! He says they had to keep you in the dark about your own significance. He offers various proofs. Finally, he tells you your destiny-to take the Web Ru nner and pilot into the heart of Xexor.

2. Go to the Web Runner Bay (E3-212). Use the web control machine to acti­ vate the endgame film. It shows Garrit taking off in the Web Runner and flyi ng into the sun. Then he disintegrates physically while his mind recalls his experiences in the Dream Maze and on the ship. The scene ends with Garrit Perhaps the last view Garrit will have standing on a hill over a Dream Maze. of Icarus before he reaches the sun. A butler hands him a rose.

Rnamnes1s Cradle Plat Garrit clearly doesn't want to die as the digital messiah, so he comes up with this good idea: Why not use the Anamnesis Cradle to make a copy of his mind and send that into the sun, instead of his whole body. Suzie isn't confident, but from Garrit's point of view, any chance for success is better than none. Garrit brings the information to Suzie from Dr. Azirra's com­ puter, and they try the procedure. Of course it succeeds, and we see Garrit alive on the Icarus watching the Web Runner race toward the sun. 100 Sentient: The Off1c1a/ Strategy Gutde

Rnamnes1s Cradle Check/1st 1. Tell Suzie or Camik the special statement about Azirra's mind experiment. 2. Go to Suzie Terminal Room (Rl-271) and use computer override device on Azirra's terminal. 3. Pick up the hard drive and go back to the Suzie Room (GJ-141). 4. Use the hard drive on the computer terminal.

1. Tell Suzie and Camik about Dr. Azirra's mind experiments. Garrit asks if the Anamnesis Cradle could be used to avoid the digital messiah sacri­ fice. Suzie says she doesn't know if this will work. For any chance, Suzie must have access to Azirra's personal hard disk. Even then, she reminds Garrit, it's dangerous. 2. Go to Azirra's Lab (Rl-271) and Use your Computer Override device on the chief scientist's terminal. If you don't have the override device, go to the Science Storeroom (Rl-282) and pick it up. When you override the terminal, a small device appears on the floor-Azirra's hard drive. 3. Take it back to the Suzie Room.

4. Use it on the Suzie control machine. An endgame film begins. It shows Garrit on an operating table. Suzie operates on his head. A copy of his mind is loaded into the Web Runner, which flies into the sun as Garrit watches from an observation room on the Icarus.

Suzie creates an Anamnesis Cradle for Garrit's mind. Chapter 'I: Sentient lllalkthraugh 101

THE RERL 5TDR'I elow is information straight from the game designer. It is the under­ Blieing background to the whole story of Sentient. lllhat are Kenyans? Kenyans are man-made. They are an attempt to create to create a biological super-computer and, eventually, artificial consciousness. Kenyon particles communicate using electronic and chemical impulses which mirror human brain activity. Due to the large risk of solar burn out, the planetless Xexor was chosen as the site for a huge colony of kenyons. The scientists succeed­ ed. They have a created a sentient being with god-like computing powers.

lllhat 1s the purpose of Icarus station? Icarus station was built not only to study and work with the kenyons but also to add new strains to the kenyon cultures. The real reason is the pos­ sibility of the Anamnesis Cradle providing eternal youth (see page 74). To the Imperial Senators and the Board of Instar Corporation this is the main justification for its huge expense.

U/ha 1s Garr ,t Sheraua? The problem for the scientists is how to communicate with the kenyons. The increasing solar flares around Icarus are actually attempts by the kenyons to communicate with the station. The solution is Garrit. He is a computer simulated consciousness. His destiny is to be sent into the sun where is his knowledge will be assimulated by the kenyons. Garrit and other knowledge bombs will not only permit the transfer of large amounts of data but will also acquaint the kenyons with human emotions. ULTi fhATE n,0RTAL K<:> fh BAT 3 Official Arcade Sec $9.99

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