home *** CD-ROM | disk | FTP | other *** search
- BIOFORGE
- Full Solve
-
- Typed up by: Remo Williams
-
- Level 2 (where you start)
- -------------------------
- Once you wake up, go into combat mode. Beat the nursebot, and kick it
- into the force bars.
- Pick up the logbook, and the hunk of meat.
- Go toward the front of the next cell down from you. (the blue guy's cell)
- Drop the hunk of meat near the entrance.
- After he grabs it, run in the cell. (waiting for the bars to flicker)
- While he's distracted, grab the logbook, and the fork.
- Beat the snot out of him, and grab the photo he drops.
- Go toward the end of the hallway, and try to open the large doors.
- Ok, you've just seen the panel short out next to the door. Use the fork
- on the panel to open it. The correct circuit sequence is: 4-3-2-2-1.
- Open the doors to the guard room.
- Push the red button on the wall once.
- Go up the stairs and examine all the monitors, turning
- off the force bars in every room that you have access to. (one of them
- you cannot shut off from here.)
- Now go down the stairs and examine the monitors in the little security
- alcove (there are 3 of them.)
- One of them will be have a damage report written on it, repair everything
- you can.
- Another one of them will be the remote for another nursebot. Access the
- controls, and maneuver the bot out into the hallway, and have it pick up
- the severed arm.
- Move the nursebot into the guard room (same room you're in) and position it
- so it is right in front of the access panel to the sealed door.
- Read through Cayman's (blue guy) logbook. In it you will find an access code
- which must be entered through one of the terminals on the floor. If the bot
- is positioned right, and the access code is correct, you will get a message
- saying "Insufficient weight to access door" or something similar.
- Step on the panel near the nursebot and open the door.
-
- Once you enter the hallway, you will hear thumping -- there is a large
- guard robot lurking in the corridor. Run down the hallway until you see a
- doorway on the left, and run into it until the 'bot passes.
- Once the bot passes you, continue running down the hallway until you enter
- the cryo chamber (on the right.)
- In the cryo chamber, head toward the far side and you will see a button,
- and a valve/wheel.
- Push the button, and you will open a hatch. Then turn the valve.
- Now run back to where you first entered this room, and there will be a
- display to the left of the door. Look at it, and look specifically at
- chamber #1.
- There will be warning sounds saying "Chamber 1 is becoming unstable."
- Just keep looking at the monitor, and a Cyberraptor will break free of the
- chamber.
- Enter combat mode, and knock the Raptor unconcious. While it is out, turn
- off the valve, and close the hatch.
- Position yourself a little behind the hatch, so when the Raptor wakes up and
- you are fighting him again, he is standing on the hatch.
- Beat the Raptor again, and this time, when he snoozes, he should fall
- squarely atop the hatch. When he does, push the button to re-open the hatch.
- Once he falls in, and noises start coming from down there, turn on the
- valve again. Once it's silent, climb down the ladder.
-
- Once down the ladder, run down the plank as far as you can go until you
- come to a spot where there are three holes in the walls. Push towards the
- right hand hole (tough to find the right spot sometimes) and you will climb
- up it.
- Now you're in the cell you couldn't access previously. Once the marine
- wakes up, beat the stuffing out of him and pick up everything there.
- (Especially the gun!)
- Now make your way back to where the robot is patrolling the hallway, and
- enter the little alcove again. (It's actually an elevator shaft) There is
- a small panel near it, push it to open the doors, and enter the elevator.
-
- Level 1
- -------
- Now, you have two choices here -- you can try to pick these robots off
- one by one, or you can just make a break for it. Whichever you choose,
- once you exit the elevator, turn and run down either corridor beside the
- elevator.
- When you see the guard cowering, kick him around a bit, and eventually he'll
- tell you that he'll put the main gun back online.
- When he does, use the cannon, and destroy the dropship flying in. (You have
- to hit it the first time, then re-use the cannon, and shoot the second one
- that comes in as well.) Once you've done that, re-enter the elevator.
-
- Level 4
- -------
- Time to make a little sidetrip. Now that you have the gun, take the elevator
- to level 4. The only thing to do here right now is secure the area for later.
- Once you exit the lift, destroy the robot, then re-enter the elevator.
-
- Level 3
- -------
- Take the elevator to level 3, and destroy the robot lurking outside of it.
- Go down the corridor and take the first left-hand door. You'll get a rather
- lengthy cut-scene. Once it's over, grab the medical device from the floor.
- Also, get close to the panel on the operating table, and try to access it.
- You'll get another battery, which you can then switch with the one you
- have currently if it's running low.
- Leave the operating room, and enter the room at the very end of the hall.
- NOTE: This room may have a funky 9-square lock on it. (It might be this
- room, but I can't remember.) The goal is to have all the blocks lit up
- _except_ for the center one. This may not be the lock to this particular
- door, but at some point, you'll encounter this lock.
- Beat the marine up on the dais, and take whatever is left over. Examine
- ALL the panels here, as some of the information they contain comes in handy.
- Up on the dais, to the left is access for a pressure suit. Enter it,
- and you'll wear the suit automatically.
- From there, walk over to the far side, and down two short flights of stairs
- (one from the dais, one to another level down)
- Examine the panels, (VERY important! One of these panels has a 3-digit
- code you will need to shut down the reactor... and since it changes from
- game to game, well, just find it) and when you've gotten all the information
- you need, choose Icarus access from the panel.
- Beat the marine that's there. There is a battery in the front of the ship
- that you can switch off with. It is _very_ important to have at LEAST one
- useable battery here for later in the game.
- Walk around to the back of the ship, and pick up the alien artifact.
- Now, head back to the room where you got the pressure suit, and access the
- display panel with the forklift.
- Use the forklift, and get it out into the hallway. Drive the forklift to
- the _first_ door you saw when you entered this level. (Using the forklift's
- perspective, it would now be the furthest one down on the left.)
- There will be another door past that one, which will automatically open as
- well. When it does, you will see a robot guarding the entrance to the
- reactor.
- Drive the forklift into the bot, and both will go plummeting.
- Now (with the pressure suit on) leave the control panel, and enter the room
- you just drove the forklift into.
- There will be another guard outside the door, if you notice you don't have
- your gun anymore, well, do the enterprising thing and take his. :)
- Once you beat him, enter the reactor room, and take a couple pot shots
- from afar at the alien across the bridge. (Might I recommend saving the game
- right about now?)
- ***This is TOUGH***
- You HAVE to hit him from this distance, because as soon as push the
- second panel (which opens a bridge to the reactor) you are on the clock.
- Once you hit him, access the bridge button, and run across it.
- He will start to follow you back across the bridge if:
- a.) you hit him once with the gun
- b.) you ran far enough up the screen
- Once you do those 2 things, he will start to follow you if you back up
- across the bridge. When he does, push the button that activates the bridge
- and send him on an unwanted base jump. :)
-
- VERY quickly, re-access the bridge, and run across it. To either side of
- the main console are two levers, push them both, and then access the main
- console. Enter the reactor shutdown code, then hit shutdown.
- Doing this last sequence without beating the alien _may_ seem to work,
- but then try to leave across the bridge again. :)
-
- Once the reactor is shutdown, you're ready to explore the outside world.
- Go back into the elevator, and head down to level 4.
-
- Outside
- ---------------
- Exit the elevator, and make your way past the flaming 'bot. Open the doors,
- and head to the left and down another little elevator.
- Once you exit, you'll almost immediately be attacked by more little robots
- (like the kind where you blew up the dropship)
- Once you come out of the first tube, you will see two large blocks near
- the bottom of the screen. Walk off the ledge and down onto the blocks.
- Ready the Alien Cube you picked up near the Icarus, and use it. It should
- swing you across the blocks to another area.
- When you get to the second pile of blocks, just climb through in logical
- fashion until you come to the wreckage of the ship.
- Enter the ship, and explore around a bit.
- Eventually a marine will come out from the front of the ship (may need to
- step in a certain place to trigger him.)
- Beat him and take his stuff. (a BIG gun!) Use the "hey" device on the door,
- and walk into the area.
- Access the monitor in there, and fire off a missile to give the thing lurking
- something to investigate. When he starts moving over to check out what's
- going on, fire off another torp into him. Leave the dropship.
-
- Outside, drop your gun somewhere, and ready the alien cube again.
- Examine the warhead laying on the ground and you'll eventually pick it up.
- Now.....run like hell under the wing of the ship, and towards the little
- brick spot on the ground. Use the cube to go across.
- Climb across the turtle-like thing, and climb up to the highest brick you
- can go to. Again, use the cube. Climb up again, and towards the right hand
- side of the screen. You will need to use the cube one more time here.
- Once you've made it across to the other side, and the main walkway, run to
- the right, down the walkway, and into the tunnel on the left.
- Quickly hit "I" to put the cube into your inventory (confusion is the last
- thing you want while holding a prepped and primed warhead) run all the way
- through the tunnel toward the door, and drop the warhead outside of it.
- Now...run like hell all the way BACK, and make sure you get clear of the
- door. You'll get a little cutscene, showing it blowing up.
- Now, head back and get your gun, then return to the tunnel and enter it.
- Step into the flightsuit chamber, and you'll have it removed on the other
- side of the chamber.
-
- The Alien City
- --------------
- Once out of the flightsuit, enter the area on the right. Walk down the
- hallway, and into the room, and you will notice (once you walk far enough)
- a crypt, with an alien in it. About this time, your dream date's twin from
- the reactor room will burst out of the wall.
- Pull a George Foreman on him, and eventually he'll run away, leaving you
- to investigate the crypt freely.
- Pull open the door to it, and you'll have a little puzzle to solve.
- (Pretty simple, make the bottom row of 9 squares the same as the top row.)
- Once you finish that, you'll get another alien device.
- Now, re-enter the main room, and toward the far side you'll see a bot
- guarding a woman. (As soon as you entered this room, you should have also
- seen your alien friend access the shimmering tunnel as well.)
- This is Dr. Escher, who you will have heard about (via
- Mustaba's babbling) by now. She can help you. Get rid of the alien,
- (punch him a bunch, and eventually he'll leave you alone somewhat.)
- Use the healing device on Escher, and she'll give you the Alien equivalent
- of a secret decoder ring.
-
- Now, head back into the suit, back out the tunnel, and down the walkway
- toward the blocks again. This time you're climbing over the far side.
- (You'll be able to see a little doorway in the background)
- Pass the blocks, and you'll come to a room with a sphere in the middle.
- On the west, east and south walls of the sphere are runes. Access the
- decoder near each wall, and you'll get some more info on the history of
- the aliens. (What good this does, I have no clue.)
-
- Head back to where you just where (with Escher) and use the device you got
- from the crypt on the shimmering tunnel. Once you exit the tunnel, access
- the keypad (looks like a pile of bricks) in the center of the room.
-
-
- The display pad is set up like this:
-
- 1 For sanity's sake, I've numbered them, just for
- 2 3 ease of use. Push 4-9-6 and then the center button (5)
- 4 5 6 and you'll open up another shimmering portal. Make sure
- 7 8 you have your gun with you, and enter it. Once inside,
- 9 Use your gun to fire at the walls for momentum, and
- get yourself into the tunnel at the opposite end.
-
- Once you've done that, you'll be revisited by your alien friend. (The guy
- is like a Timex) Rough him up a bit, and grab what he leaves behind.
- Use the device you just picked up, and you'll phase into a new, wild-looking
- form. In this form, pass through the blue force field, and you'll be in
- the company of Gen who you've read about in the runes.
-
- Access the small display and you'll be presented with another puzzle.
- The trick here is to make a path along the hexagons without retracing any
- steps. The direction the next hex will travel reverses with every step,
- so you'll need to press the pad in the direction you want to travel, then
- alternate with the reverse direction.
-
- Once you've finished this, Gen will appear, get up on his soapbox, babble
- for an eternity, and give you a battery.
- IMMEDIATELY switch out your other battery so you can take this one with you.
- You _will_ need this one.
- ***It is VITALLY important that you do NOT drain more than 1/4th of the
- charge from this battery, as the game becomes unwinnable if you DO drain it.
-
- Exit back through the rooms, and back out to where the 8 tunnels are.
- Access the keypad in the center, and this time press numbers 3-4 and then
- the center one. Enter the tunnel, and you'll come to the gravity ring that
- Gen spoke off.
- Yet another puzzle. The trick here is to line up the rows that have the
- blue-lined glow on them so they are vertical on the bottom.
- _______
- / \ Ok, so my ASCII sucks. :)
- | o | X is the column where you want to have them all
- \___X___/ lined up.
- There are 6 arrows, and 6 rows of symbols.
-
- If I remember right, the arrows on the floor make the following changes:
-
- < < < < < <
- Inner 2nd & 3rd 4th & 5th 6th &
- (1st) 5th 1st 3rd
-
- As long as you align the 2nd, 4th and 6th columns first, it's very simple.
- Once you've cleared the ring of debris, head back through the tunnel,
- and access the keypad again.
- This time press 3-4-9 and then the center button.
- Toward this tunnel (it'll be flickering) you will see another panel (looks
- like more bricks) to the right of it.
- Drop your gun in a corner (away from the tunnel and pad) of the room.
- Access the panel, and push the top button to raise the sphere.
- When the marine gets curious and looks into the passage, send it crashing
- down onto his head. (Nasty!) Raise the sphere again, and the second marine
- will send you a little Christmas present.
- QUICKLY grab the grenade, and face the tunnel it just came out of. Toss it
- back down the tunnel, and you'll hear it going off. (and the marine going
- with it)
- Now, making sure you're in your strange, shimmering form, grab the gun and
- enter the tunnel you threw the grenade into. Exit the door, and climb the
- blocks. Head back toward where you blew open the door with the warhead
- from the downed ship (using the alien cube as necessary to get across the
- gaps in the blocks.)
- From here, make your way back to the Icarus inside the base. You will have
- to fight 4 marines, but they are all fairly easy to handle. The last marine
- you beat will have a log book. Examine the log book, and it will tell you
- the configuration needed to open the lock on the door into the base.
- (My game it was in twin horizontal pattern, but this may change from game
- to game.)
- Once you open the door, make your way back to level 3 through the elevator,
- and back down to the Icarus (the ship.)
- Pick up one of the batteries you left here earlier,
- and exchange it with the alien battery Gen gave you.
- Stick the alien battery in the ship.....
-
- You've beaten Bioforge!
-
- Shhhheah. Is this really the ending? Good game. BAD ending.
- What about it, Origin?
- Bioforge II?
-
- 3/29/95 (>Remo Williams
-
-