OMIKRON

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Prima FastTrack Guide Anekbah

Introducion
Anekbah
Deeper into Anekbah
Qalisar
Return to Anekbah
Jaunpur
Further on Jaunpur
Jaunpur, Betrayal, and Prison
Lahoreh
Jahangir Park, Mayere'm, and Hamestaga'n
Astaroth


The Invitation

After the greeting from Kay'l, you are whisked to the city of Omikron, a city and reality in which you must learn the rules and customs as if your life depended on it.

Exiting the Alley

Before moving, acquaint yourself with your Sneak. Whenever you access the Sneak, you will immediately go to the inventory screen. At this point, you'll have two items listed: Kay'l's Apartment Key and an MK400 Notice. Examine each.

After you've examined the items in your inventory, find the passageway out of the alleyway; on-screen instructions will lead you in the right direction. Watch closely for an object, a magic ring, on the ground. Pick it up by pressing Action and put it into your inventory by pressing Action again.

You emerge on a dark and rainy street corner in the city of Omikron in a section known as "Anekbah." As you leave the alley, the credits roll.

Finding Kay'l's Apartment

Consult your Sneak and summon your vehicle. Highlight the green C-shaped icon on the stack to the left and select Kay'l's apartment from the list on the right. Approach the Slider and press Action to open the door and climb in. The Slider will drive you to your destination automatically.

Go through the large door and enter any of the three lifts. Face the control panel and access your Sneak. Select the apartment key and Use it. Ride the elevator upstairs to the apartment. The apartment has several rooms and areas, all of which must be explored now. To your left is a desk; ahead is the living room. Along the wall on the opposite side of the room are the bedroom, a training room, and a kitchen.

Turn left to find Kay'l's desk. Rifle through it to find 500 Seteks. Descend into the conversation pit for a document called a Ring Note. Inspect the terrarium opposite the door. Inside, a lizard named "Koopy" paces in front of a small, metal key hanging from a wooden perch. Turn right and go through the door to the kitchen. Turn right and left to a cabinet on the side of the room's central pillar: it contains a can of Kloops Beer and a bowl of Puréed Cramen. As you round the corner of the kitchen, you spy a trio of Rings floating in the air. Remember what the Ring Note said. You must have Magic Rings in your possession to use the Save or Advice command.

In the cabinet on the other side of the central pillar, pocket a can of Koopy Food. Return to the living room. As you come out of the kitchen, a woman with a gun greets you; her name is Telis. Quickly dawning recognition, however, causes her to drop the weapon and run to embrace you. Engage her in conversation any way you please to find out some critical information.

As Telis heads to the bedroom, pick up her dropped weapon, a small Waver Gun. Approach the food tray on the terrarium and Use the Koopy Food. The happy and well-fed pet performs its only trick: it brings you the small key on the perch. Pocket Kay'l's Small Key and proceed to the bedroom. The armoire on the wall opposite the door houses Kay'l's Police Badge and a Large Medikit. The chest along the next wall contains a Sleeping Pill Prescription.

Go through the door in your bedroom to the training room. To practice your hand-to-hand fighting skills, approach the terminal that lowers from the ceiling. Select a skill level and proceed to fight the computer-generated foe. Once you see messages saying that you have reached your top potential in both Attacking and Dodging, you've finished your initial training.

Before you leave, visit the Multiplan terminal and read the Multiplan Notice. Leave the apartment via the elevator, return to the street, and Examine Kay'l's Police Badge to add the address of the Security HQ to your Slider interface. Summon your Slider and point it toward Security Headquarters.

Getting the Sleeping Drug

The Slider dumps you off in front of the Security Headquarters, but you've an errand to run first. Turn around and carefully cross the street to the Drug Store via the entrance on the street side. The Drug Store is one of several shops you will visit for supplies. In this case, you'll come here for Medikits of all sizes and prices. That's not, however, why you're here now.

Approach the counter and Use the Sleeping Pill Prescription. The attendant returns with a bottle of pills; be sure to pick it up before you leave. As you leave the drugstore, chat with some of the folks sitting on the benches nearby. Some will refuse to talk to you, but others will be more forthcoming. You'll glean some useful information about the society in which you find yourself. Make a habit of doing this whenever you see citizens at rest on benches.

Security Headquarters

Cross the street again to Security Headquarters. Pass through the first set of doors and Use Kay'l's Police Badge to open the second, locked door. Walk right by the Mecaguard stationed at the elevator stack and go either left or right to an elevator. Step inside as the door opens and wait for Kay'l to turn around to face the door. Press Action to see the elevator's control panel to learn the floor layout. Start with the Agent Offices on Level 1.

Find the green door and go visit Kay'l's friend, Tarek. You will discover important information in your conversation with him. Go through the blue door to meet Agent Boog of Internal Affairs. Enter the yellow door to check out the Break Room. Pick up the memo on the table. Go to the vending machine. Use these machines to buy food items that can enhance your Energy level and buy a cup of Koil. Go back to the elevator and go to Level 2. Look first for the orange door. Enter to find an empty office. Swipe the flyer on the desk and open the cabinet to find a Suspicious-Looking Droot Salad. Finally, rifle through the desk drawers for a Magic Ring.

Approach the control box by the blue door to Kay'l's office and Use his badge to gain access. Three Rings float in the corner. Start by opening the cabinet to the right of the desk. The wooden box here is locked; Use Kay'l's Small Key on it to crack it open. Inside you find an Ancient Scroll. In the drawer on the right side of the desk, swipe one hundred Seteks.

Boot up the computer to access Kay'l's dossiers. Return to the hall. Check out Den's door. It's locked. Go to the yellow door to have a chat with Sork. As you head back to the elevator, you will be summoned to Captain Lea's office. Descend to Level 4 and find the green door. Walk by the guards and the hulking Meca and meet with Kay'l's boss. The meeting does not go well, but you gain some disturbing insight. Captain Lea gives you a new assignment in the interim. You are to interrogate a prisoner and report your findings to her. She presents you with three items: Mission Order Jenna 712, Jenna 712 Detention Dossier, and Jenna's Apartment Key. Be sure to pick them all up before you leave the office. Go briefly to your office before departing to take care of business.

The Jenna Matter

Return to the street and summon your Slider to take you to Jenna's apartment. Enter the building and Use her key on one of the elevators. Poke around Jenna's living room to find a Chokovat bar and an informative copy of the "Omikron News."

Inspect the bedroom. All you find is a locked closet. The two doors in the corner lead to the shower and the toilet. Approach the toilet bowl and press Action to reluctantly search it. You find Jenna's Small Key. This key opens the closet in Jenna's bedroom. Return to the bedroom and approach the right side of the locked closet. Use Jenna's Small Key and the closet opens, revealing twenty Seteks, a Large Medikit, and Jenna's Note.

Go back to the living room and check out the lights on the wall. Press Action to find a secret switch and press Action again to activate the switch. A wall panel raises, unveiling a Decagun and a Propaganda Document.

Leave the apartment and return to HQ. Take the elevator to the Detention Cells on Level 3. Enter the red door and pause to pick up the Virtual Training Center Ad before chatting with the guard. Chat with the Detention Guard who asks for your orders and the guard will lead you to the prisoner. Follow him to the fourth cell on the right. Enter and speak to Jenna. Jenna seems innocent enough. You conversation with her will reveal a few things about her.

Finally, she asks you if you think she's guilty. No matter what you think, tell her you think she's innocent. Take a right as you leave Jenna's cell and note a set of Rings.

As you leave the Detention Cells, Telis calls to you to go to lunch. No matter what you say, she talks you into it. You're to meet her at a restaurant on Tahira Street. She'll wait, so take care of a few things first.

PrimaThursday, December 09, 1999
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