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-
- CHAMBER OF THE SCI-MUTANT PRIESTESS Walkthru
-
- CHAMBER OF THE SCI-MUTANT PRIESTESS is an unusual adventure game from
- France that employs a state-of-the-art interface and graphics to tell its
- twisted story. This walkthru will help you navigate the various hazards and
- ordeals of CHAMBER as you attempt to find and free your friend, Sci-Fi, and
- escape the clutches of the Protozorqs.
-
- The walkthru is divided into four parts. The first part describes the
- overall game and some tips on items and trading. The second part details
- the five ordeals. The third part covers the rest of the game following the
- five ordeals. The fourth part describes a short-cut to finishing the game
- without passing the five ordeals.
-
- BEGINNING THE GAME
-
- At the beginning of the game, the Master of Ordeals gives you one item
- which assists with a particular ordeal. I recommend that you start the game
- with an item that you retain after completing the ordeal. Specifically, you
- should start with the dagger, the lantern, the rope, or the goblet. The
- dagger is best, but the others will do.
-
- If you are given the fly, attack the guards, then surrender. You will die
- and the game will restart, hopefully giving you a different item. You can
- win starting with the fly, but it is more difficult.
-
- Excepting the need to avoid starting with the fly, you can perform the
- ordeals in any order. The key is that you want to have an item in your
- possession when you turn in a skull. This will permit you to trade your
- item for one needed for a new ordeal. Otherwise, you must attempt to find
- and slay an aspirant, and hope they are carrying a useful item (and that
- they don't slay you!).
-
- TRADING ITEMS
-
- Each time you turn in a skull, be sure you have an item available to trade.
- You can trade for any of the other five items, so be sure to trade for an
- item you need. Before trading (and after giving the Skull to the Protozorq),
- save the game. If you fail to guess correctly, restore and try again. The
- placement of the skull under the goblet should be the same, so try a
- different goblet each time till you find the right one.
-
- I recommend that you trade for a dagger if you did not start with one. A
- dagger may be used to obtain other items, and it's also required in the end
- game.
-
- ACQUIRING ITEMS
-
- You start with one item. As mentioned earlier, this should be anything
- except the stone fly. After you complete your first ordeal, trade for the
- dagger. Once you have a dagger, you should walk around the ring looking for
- an Aspirant. If you find one, THROW the dagger at him. Then, SEARCH the
- body to retrieve your dagger, and take the item he was carrying.
-
- You can use this trick repeatedly, though it does take time, and you only
- have an hour to complete all five ordeals. If you are careful about
- preserving your items and saving before trades, you should end up with at
- least a dagger when all the ordeals are finished.
-
- ITEMS AND ORDEALS
-
- Here is a list of the five items and the ordeals for which they are used:
-
- Dagger, The Wall
- Goblet, The Twins
- Lantern, The Noose
- Rope, De Profundis
- Fly, In the Scorpion's Presence
-
- The five ordeals can be completed in any order. The game will start you
- with one item (at random), which will usually dictate the ordeal with which
- you start. Note, though, that I recommend not starting with the stone fly.
- Also, you should save after each successfully completed ordeal. It is all
- too easy to "mis-click" even when you are trying to do the correct thing:
- Death is always lurking in the shadows in the CHAMBER!
-
- THE WALL
-
- To complete the Wall, you need the dagger. You start with an open hallway
- and two doorways. You should see three arrows in a line in front of you,
- which I will refer to as the top, middle, and bottom arrows. Click on the
- top arrow. Then, click on the middle arrow. The panels should be completely
- closed in front of you.
-
- Walk through the door on the left. CLIMB ON the step at the bottom of the
- facing fresco. Now, PUT IN the dagger (into the slot near the knight's head
- and shoulder). This will cause you to be flipped into another room.
-
- First, before moving or doing anything else, TAKE your dagger from the
- objects in the Room Icon. Then, take the passage on the extreme left. It is
- hard to distinguish the two passages; be sure your arrow cursor is over the
- narrow dark band on the left. In this chamber you should STICK YOUR HAND IN
- the deep cavity. Voila, you have a skull. Click on the passage at the
- bottom of the screen. Then, click on the middle passage to return to the
- Master's Orbit.
-
- Before returning to the Master's Orbit, you may wish to find an Aspirant.
- If you see one, THROW knife, and SEARCH the body. You should recover your
- knife and whatever item the Aspirant was carrying.
-
- THE NOOSE
-
- To complete the Noose you will need the lantern. Without it, the room is
- dark, and you will die unless you leave immediately. Solar Eyes will work,
- but don't waste the energy.
-
- GRAB HOLD of the rope on the left, then PUSH the lever. REMOVE ROPE from
- the Poormouth, INSPECT the Hollow (which is right by the platform), and you
- will find a skull. Leave through the door on the left to return to the
- Master's Orbit.
-
- THE TWINS
-
- You will need the goblet to complete the Twins. When you enter, you will
- see two snake's heads. OPEN the one on the left. Go through the door on the
- left to the Source. INSPECT the Fountain, then PRESS THE EYE. Now, FILL
- GOBLET with the water. Take the right-hand door to return to the Twins.
-
- EMPTY the goblet into the open snake (on the left). TAKE the die. THROW the
- die (this is the clue on which hands to lift in the next room). OPEN the
- right snake. PUT IN the die into the right snake's mouth, and go through
- the door ahead of you to "Who Will Be Saved?"
-
- LIFT the far left and far right hands. PRESS the Serpent's head, INSPECT
- the engraving that is revealed, and note its shape (it is randomized). Now,
- take the door on the right back to the Source.
-
- INSPECT each cube on the floor. You should see that each has a shape carved
- in its face (wavy lines, a square, etc.). LIFT the cube whose shape matches
- the one you saw in the other room. You now have a skull, congratulations!
- Take the passage behind you to the Ring.
-
- DE PROFUNDIS
-
- You will need the rope to complete De Profundis. To start, simply click on
- the Wait Icon. Now, LASSO the rope to the hook that descends from the
- ceiling. WAIT until the platform disappears and the Granite Monster rises
- up.
-
- JUMP ON the Granite Monster that rises from the waves. Then, TAKE your rope,
- WAIT again, and you will be given a skull and be deposited in the Ring.
-
- IN THE SCORPION'S PRESENCE
-
- You must have the fly to pass this ordeal. First, TALK TO the Statue (not
- the mouth). The door ahead of you should flash. Pass through the door to
- the Spider's chamber.
-
- Once inside, CRAWL. GIVE the fly to the woman. When she offers to have you
- kiss her, REFUSE. Then, GIVE THE FLY TO THE BLUE ONE (receiving the red
- spider). Exit the door on the right.
-
- Put the fly in the Scorpion's mouth. When the trapdoor opens, PASS through
- it. You will get a skull and wind up in the Ring.
-
- AFTER THE FIVE ORDEALS
-
- Before turning in your last skull, be sure you have a dagger. If necessary,
- trade for one, turn in your last skull(s), and become a Divo!
-
- Congratulations on completing the five ordeals! You are halfway there. Your
- friend, Sci-Fi, awaits you in the rooms beyond the guarded passage. Before
- starting, be sure you have two items: the egg (which you got for completing
- the five ordeals), and a dagger.
-
- When you approach the passage out of the Ring, there will be a guard there.
- If there is more than one, walk away and return until there is only one.
- Then, THROW the dagger at the guard, SEARCH the guard to get the dagger
- back, and TAKE the Zapstick.
-
- Take the passage. In the passage, take the left opening (_not_ the door as
- you were instructed to do by the Master of Ordeals). Take the next left
- passage.
-
- At the bars, PULL the bolt back, and PASS through the bars. You will find
- yourself swimming in The Return with Deilos! But not to worry: Using your
- Sci Power of EXTREME VIOLENCE and having the Zapstick, you will certainly
- give Deilos something to think about.
-
- Now, DIVE. In the soup below, you will need to Zone Scan to find a way out.
- Take the passage. Go straight ahead, left at the branching, straight again,
- then once more into the large chamber.
-
- ACCEPT when told to put down your weapons, then TELL THE TRUTH. You have
- won the grudging acceptance of the two defective tuners, but they still
- know something you don't. To find out what that is, ZONE SCAN the room.
-
- LIFT the slab. TAKE the Bean, the Flask, the Zapstick, and the Dagger. GIVE
- BEAN TO EAT to the Mummy, then GIVE FLASK TO DRINK. It is time to move on.
- Take the passage to the left.
-
- Go straight and through the trapdoor. You should be in the Refectory. Go
- into the Threshold of Truth (the arrow pointing down) and ATTACK the
- Priestess. PUT IN the egg into the Open Mouth and INSPECT the lectern. If
- you look up and to your left, you should see a small figurine near the
- ceiling. Use Sci Shift to retrieve it. Take the passage out of this alcove.
-
- Back in the Threshold, take the door on the right to Placating the Powers,
- and ATTACK the first priestess. When Saura comes for you, Brain Warp her,
- then GIVE FLASK TO DRINK. TAKE the Mask and Sacrificial Blade.
-
- Return to the Threshold, then go to Saura's Repose (left door). In Saura's
- Repose, PUT IN the Statue of Saura into the Niche, and have the Monkey GET
- IN THE TUNNEL. Go back to the Threshold.
-
- In the Threshold, WAIT one turn. The starry door will open. Take the
- passage through it into the Birth of the Divine Race.
-
- Here, you will need to WAIT one turn until Zorq and his henchman Harssk
- come in. Use Extreme Violence on Zorq. When Harssk grabs Sci-Fi, Brain Warp
- him.
-
- Sci Shift the trapdoor at the top of the ladder. WAIT till Qriich-Harssk is
- distracted at the top (and releases Sci-Fi). THROW the dagger (or the
- sacrificial blade).
-
- Congratulations, you've won!
-
- BYPASSING THE FIVE ORDEALS
-
- It is possible to finish CHAMBER without completing the five ordeals. To do
- so, you will need to have a dagger. You can restart the game until you are
- given one, or you can complete one ordeal and trade for it.
-
- Once you have a dagger, enter the passage leading outside of the ring. You
- should find one guard there. If there are two, walk away and return until
- there is only one. Then THROW the dagger at the guard. SEARCH the guard to
- get the dagger back, and TAKE the Zapstick.
-
- Enter the passage and take the left opening (_not_ the door as you were
- instructed to do by the Master of Ordeals). Take the next left passage.
-
- At the bars, PULL the bolt back. Then PASS through the bars. You will find
- yourself swimming in The Return with Deilos! But not to worry: Using your
- Sci Power of EXTREME VIOLENCE and having the Zapstick, you will certainly
- give Deilos something to think about.
-
- Now, DIVE. In the soup below you will need to Zone Scan to find a way out.
- Take the passage, go straight ahead, left at the branching, straight again,
- then once more into the large chamber.
-
- ACCEPT when told to put down your weapons, then TELL THE TRUTH. You have
- won the grudging acceptance of the two defective tuners, but they still
- know something you don't. To find out what that is, ZONE SCAN the room.
-
- LIFT the slab. TAKE the Bean, the Flask, the Zapstick, and the Dagger. GIVE
- BEAN TO EAT to the Mummy, then GIVE FLASK TO DRINK. Now it is time to move
- on. Take the passage to the left.
-
- Go straight and through the trapdoor. You should be in the Refectory. Go to
- the Threshold of Truth (the arrow pointing down). ATTACK the priestess and
- take the door on the right to Placating the Powers.
-
- ATTACK the first priestess. When Saura comes for you, Brain Warp her, then
- GIVE FLASK TO DRINK. TAKE the Mask and Sacrificial Blade.
-
- INSPECT the Altar, then PUSH on the Lever. GO DOWN into the opening, and GO
- DOWN again in the tunnel back to The Return. DIVE, then take the passage.
- Go straight, then right at the branching.
-
- Take the right passage in the tunnel, straight, and through the trapdoor.
- This puts you in the Noose. Use Solar Eyes, and take the door on the left
- into the Master's Orbit. Circle the Orbit until you find the door into the
- Master's Eye. Go through the door.
-
- THROW the dagger at the Master of Ordeals, then SEARCH him. TAKE the
- Whistle. WHISTLE it. LOOK in the opening. Now that you have an egg, leave
- the Eye. Leave the Orbit and the Ring, and use the passages to get back to
- the Return (two lefts and pass through the bars).
-
- DIVE, take the passage, go straight, left, then straight until you get to
- the chamber. Now go left, then straight, and through the trapdoor back to
- the Refectory. Go to the Threshold of Truth.
-
- PUT IN the egg into the Open Mouth. INSPECT the lectern. If you look up and
- to your left, you should see a small figurine near the ceiling. Use Sci
- Shift to retrieve it. Take the passage out of this alcove.
-
- Go back to Placating the Powers, then return to the Threshold of Truth.
- Sci-Fi and her monkey will follow you. Go to Saura's Repose through the
- left door. In Saura's Repose, PUT IN the Statue of Saura into the Niche,
- and have the Monkey GET IN THE TUNNEL. Return to the Threshold.
-
- In the Threshold, WAIT one turn. The starry door will open. Take the
- passage through it into the Birth of the Divine Race.
-
- Here you will need to WAIT one turn until Zorq and his henchman Harssk come
- in. Use Extreme Violence on Zorq. When Harssk grabs Sci-Fi, Brain Warp him.
-
- Sci Shift the trapdoor at the top of the ladder. WAIT till Qriich-Harssk is
- distracted at the top (and releases Sci-Fi), then THROW the dagger (or the
- sacrificial blade).
-
- Congratulations, you have won!
-
- CHAMBER OF THE SCI-MUTANT PRIESTESS is published and distributed by Data
- East.
-
-
-