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Call 1-800-531-2343. ■ TM en 1en Th eOfficial Strategq Gui de bq Rod Harten 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
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