506 lines
17 KiB
Plaintext
506 lines
17 KiB
Plaintext
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CompuServe TEG-6461
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CHAMBER OF THE SCI-MUTANT PRIESTESS
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Part 1
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CHAMBER OF THE SCI-MUTANT PRIESTESS is an unusual adventure game from France
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that employs a state-of-the-art interface and graphics to tell its twisted
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story. This walkthru will help you navigate the various hazards and ordeals of
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CHAMBER as you attempt to find and free your friend, Sci-Fi, and escape the
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clutches of the Protozorqs.
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Press <CR> for more !
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CompuServe TEG-6461
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The walkthru is divided into four parts. The first part describes the overall
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game and some tips on items and trading. The second part details the five
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ordeals. The third part covers the rest of the game following the five ordeals.
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The fourth part describes a short-cut to finishing the game without passing the
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five ordeals.
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BEGINNING THE GAME
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At the beginning of the game, the Master of Ordeals gives you one item which
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assists with a particular ordeal. I recommend that you start the game with an
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item that you retain after completing the ordeal. Specifically, you should start
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with the dagger, the lantern, the rope, or the goblet. The dagger is best, but
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Press <CR> for more !
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CompuServe TEG-7498
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the others will do.
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If you are given the fly, attack the guards, then surrender. You will die and
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the game will restart, hopefully giving you a different item. You can win
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starting with the fly, but it is more difficult.
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Excepting the need to avoid starting with the fly, you can perform the ordeals
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in any order. The key is that you want to have an item in your possession when
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you turn in a skull. This will permit you to trade your item for one needed for
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a new ordeal. Otherwise, you must attempt to find and slay an aspirant, and hope
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they are carrying a useful item (and that they don't slay you!).
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Press <CR> for more !
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CompuServe TEG-7499
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TRADING ITEMS
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Each time you turn in a skull, be sure you have an item available to trade. You
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can trade for any of the other five items, so be sure to trade for an item you
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need. Before trading (and after giving the Skull to the Protozorq), save the
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game. If you fail to guess correctly, restore and try again. The placement of
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the skull under the goblet should be the same, so try a different goblet each
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time till you find the right one.
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I recommend that you trade for a dagger if you did not start with one. A dagger
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may be used to obtain other items, and it's also required in the end game.
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Press <CR> for more !
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CompuServe TEG-8488
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ACQUIRING ITEMS
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You start with one item. As mentioned earlier, this should be anything except
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the stone fly. After you complete your first ordeal, trade for the dagger. Once
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you have a dagger, you should walk around the ring looking for an Aspirant. If
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you find one, THROW the dagger at him. Then, SEARCH the body to retrieve your
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dagger, and take the item he was carrying.
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You can use this trick repeatedly, though it does take time, and you only have
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an hour to complete all five ordeals. If you are careful about preserving your
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items and saving before trades, you should end up with at least a dagger when
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all the ordeals are finished.
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Press <CR> for more !
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CompuServe TEG-12836
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ITEMS AND ORDEALS
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Here is a list of the five items and the ordeals for which they are used:
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Dagger, The Wall
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Goblet, The Twins
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Lantern, The Noose
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Rope, De Profundis
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Fly, In the Scorpion's Presence
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CHAMBER OF THE SCI-MUTANT PRIESTESS is published and distributed by Data East.
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Press <CR> for more !
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CompuServe TEG-13421
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This walkthru is copyright (c) 1990 by Stuart Moulder. All rights reserved.
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Last page !
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CompuServe TEG-39
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CHAMBER OF THE SCI-MUTANT PRIESTESS
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1 Beginning, Trading/Acquiring Items,
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Items/Ordeals
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2 Wall, Noose, Twins, De Profundis,
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Scorpion
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3 Endgame
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4 Quick Play
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Enter choice !
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CompuServe TEG-13504
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CHAMBER OF THE SCI-MUTANT PRIESTESS
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Part 2
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The five ordeals can be completed in any order. The game will start you with
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one item (at random), which will usually dictate the ordeal with which you
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start. Note, though, that I recommend not starting with the stone fly. Also, you
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should save after each successfully completed ordeal. It is all too easy to
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"mis-click" even when you are trying to do the correct thing: Death is always
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lurking in the shadows in the CHAMBER!
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Press <CR> for more !
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CompuServe TEG-13410
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THE WALL
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To complete the Wall, you need the dagger. You start with an open hallway and
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two doorways. You should see three arrows in a line in front of you, which I
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will refer to as the top, middle, and bottom arrows. Click on the top arrow.
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Then, click on the middle arrow. The panels should be completely closed in front
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of you.
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Walk through the door on the left. CLIMB ON the step at the bottom of the
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facing fresco. Now, PUT IN the dagger (into the slot near the knight's head and
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shoulder). This will cause you to be flipped into another room.
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Press <CR> for more !
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CompuServe TEG-13411
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First, before moving or doing anything else, TAKE your dagger from the objects
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in the Room Icon. Then, take the passage on the extreme left. It is hard to
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distinguish the two passages; be sure your arrow cursor is over the narrow dark
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band on the left. In this chamber you should STICK YOUR HAND IN the deep cavity.
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Voila, you have a skull. Click on the passage at the bottom of the screen. Then,
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click on the middle passage to return to the Master's Orbit.
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Before returning to the Master's Orbit, you may wish to find an Aspirant. If
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you see one, THROW knife, and SEARCH the body. You should recover your knife and
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whatever item the Aspirant was carrying.
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Press <CR> for more !
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CompuServe TEG-13412
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THE NOOSE
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To complete the Noose you will need the lantern. Without it, the room is dark,
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and you will die unless you leave immediately. Solar Eyes will work, but don't
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waste the energy.
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GRAB HOLD of the rope on the left, then PUSH the lever. REMOVE ROPE from the
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Poormouth, INSPECT the Hollow (which is right by the platform), and you will
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find a skull. Leave through the door on the left to return to the Master's
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Orbit.
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THE TWINS
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Press <CR> for more !
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CompuServe TEG-13413
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You will need the goblet to complete the Twins. When you enter, you will see
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two snake's heads. OPEN the one on the left. Go through the door on the left to
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the Source. INSPECT the Fountain, then PRESS THE EYE. Now, FILL GOBLET with the
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water. Take the right-hand door to return to the Twins.
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EMPTY the goblet into the open snake (on the left). TAKE the die. THROW the die
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(this is the clue on which hands to lift in the next room). OPEN the right
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snake. PUT IN the die into the right snake's mouth, and go through the door
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ahead of you to "Who Will Be Saved?"
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LIFT the far left and far right hands. PRESS the Serpent's head, INSPECT the
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Press <CR> for more !
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CompuServe TEG-13414
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engraving that is revealed, and note its shape (it is randomized). Now, take the
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door on the right back to the Source.
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INSPECT each cube on the floor. You should see that each has a shape carved in
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its face (wavy lines, a square, etc.). LIFT the cube whose shape matches the one
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you saw in the other room. You now have a skull, congratulations! Take the
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passage behind you to the Ring.
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DE PROFUNDIS
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You will need the rope to complete De Profundis. To start, simply click on the
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Wait Icon. Now, LASSO the rope to the hook that descends from the ceiling. WAIT
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Press <CR> for more !
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CompuServe TEG-13415
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until the platform disappears and the Granite Monster rises up.
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JUMP ON the Granite Monster that rises from the waves. Then, TAKE your rope,
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WAIT again, and you will be given a skull and be deposited in the Ring.
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IN THE SCORPION'S PRESENCE
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You must have the fly to pass this ordeal. First, TALK TO the Statue (not the
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mouth). The door ahead of you should flash. Pass through the door to the
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Spider's chamber.
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Once inside, CRAWL. GIVE the fly to the woman. When she offers to have you kiss
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Press <CR> for more !
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CompuServe TEG-13416
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her, REFUSE. Then, GIVE THE FLY TO THE BLUE ONE (receiving the red spider). Exit
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the door on the right.
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Put the fly in the Scorpion's mouth. When the trapdoor opens, PASS through it.
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You will get a skull and wind up in the Ring.
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AFTER THE FIVE ORDEALS
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Before turning in your last skull, be sure you have a dagger. If necessary,
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trade for one, turn in your last skull(s), and become a Divo!
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CHAMBER OF THE SCI-MUTANT PRIESTESS is published and distributed by Data East.
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Press <CR> for more !
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CompuServe TEG-13417
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This walkthru is copyright (c) 1990 by Stuart Moulder. All rights reserved.
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Last page !
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CompuServe TEG-39
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CHAMBER OF THE SCI-MUTANT PRIESTESS
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1 Beginning, Trading/Acquiring Items,
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Items/Ordeals
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2 Wall, Noose, Twins, De Profundis,
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Scorpion
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3 Endgame
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4 Quick Play
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Enter choice !
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CompuServe TEG-13513
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CHAMBER OF THE SCI-MUTANT PRIESTESS
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Part 3
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Congratulations on completing the five ordeals! You are halfway there. Your
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friend, Sci-Fi, awaits you in the rooms beyond the guarded passage. Before
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starting, be sure you have two items: the egg (which you got for completing the
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five ordeals), and a dagger.
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When you approach the passage out of the Ring, there will be a guard there. If
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Press <CR> for more !
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CompuServe TEG-13514
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there is more than one, walk away and return until there is only one. Then,
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THROW the dagger at the guard, SEARCH the guard to get the dagger back, and TAKE
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the Zapstick.
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Take the passage. In the passage, take the left opening (_not_ the door as you
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were instructed to do by the Master of Ordeals). Take the next left passage.
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At the bars, PULL the bolt back, and PASS through the bars. You will find
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yourself swimming in The Return with Deilos! But not to worry: Using your Sci
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Power of EXTREME VIOLENCE and having the Zapstick, you will certainly give
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Deilos something to think about.
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Press <CR> for more !
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CompuServe TEG-13514
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Now, DIVE. In the soup below, you will need to Zone Scan to find a way out.
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Take the passage. Go straight ahead, left at the branching, straight again, then
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once more into the large chamber.
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ACCEPT when told to put down your weapons, then TELL THE TRUTH. You have won
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the grudging acceptance of the two defective tuners, but they still know
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something you don't. To find out what that is, ZONE SCAN the room.
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LIFT the slab. TAKE the Bean, the Flask, the Zapstick, and the Dagger. GIVE
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BEAN TO EAT to the Mummy, then GIVE FLASK TO DRINK. It is time to move on. Take
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the passage to the left.
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Press <CR> for more !
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CompuServe TEG-13515
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Go straight and through the trapdoor. You should be in the Refectory. Go into
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the Threshold of Truth (the arrow pointing down) and ATTACK the Priestess. PUT
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IN the egg into the Open Mouth and INSPECT the lectern. If you look up and to
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your left, you should see a small figurine near the ceiling. Use Sci Shift to
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retrieve it. Take the passage out of this alcove.
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Back in the Threshold, take the door on the right to Placating the Powers, and
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ATTACK the first priestess. When Saura comes for you, Brain Warp her, then GIVE
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FLASK TO DRINK. TAKE the Mask and Sacrificial Blade.
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Return to the Threshold, then go to Saura's Repose (left door). In Saura's
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Repose, PUT IN the Statue of Saura into the Niche, and have the Monkey GET IN
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Press <CR> for more !
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CompuServe TEG-13517
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THE TUNNEL. Go back to the Threshold.
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In the Threshold, WAIT one turn. The starry door will open. Take the passage
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through it into the Birth of the Divine Race.
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Here, you will need to WAIT one turn until Zorq and his henchman Harssk come
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in. Use Extreme Violence on Zorq. When Harssk grabs Sci-Fi, Brain Warp him.
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Sci Shift the trapdoor at the top of the ladder. WAIT till Qriich-Harssk is
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distracted at the top (and releases Sci-Fi). THROW the dagger (or the
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sacrificial blade).
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Press <CR> for more !
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CompuServe TEG-13518
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Congratulations, you've won!
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CHAMBER OF THE SCI-MUTANT PRIESTESS is published and distributed by Data East.
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This walkthru is copyright (c) 1990 by Stuart Moulder. All rights reserved.
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Last page !
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CompuServe TEG-39
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CHAMBER OF THE SCI-MUTANT PRIESTESS
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1 Beginning, Trading/Acquiring Items,
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Items/Ordeals
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2 Wall, Noose, Twins, De Profundis,
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Scorpion
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3 Endgame
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4 Quick Play
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Enter choice !
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CompuServe TEG-13519
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CHAMBER OF THE SCI-MUTANT PRIESTESS
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Part 4
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BYPASSING THE FIVE ORDEALS
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It is possible to finish CHAMBER without completing the five ordeals. To do so,
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you will need to have a dagger. You can restart the game until you are given
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one, or you can complete one ordeal and trade for it.
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Press <CR> for more !
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CompuServe TEG-13519
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Once you have a dagger, enter the passage leading outside of the ring. You
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should find one guard there. If there are two, walk away and return until there
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is only one. Then THROW the dagger at the guard. SEARCH the guard to get the
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dagger back, and TAKE the Zapstick.
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Enter the passage and take the left opening (_not_ the door as you were
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instructed to do by the Master of Ordeals). Take the next left passage.
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At the bars, PULL the bolt back. Then PASS through the bars. You will find
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yourself swimming in The Return with Deilos! But not to worry: Using your Sci
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Power of EXTREME VIOLENCE and having the Zapstick, you will certainly give
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Deilos something to think about.
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Press <CR> for more !
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CompuServe TEG-13521
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Now, DIVE. In the soup below you will need to Zone Scan to find a way out. Take
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the passage, go straight ahead, left at the branching, straight again, then once
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more into the large chamber.
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ACCEPT when told to put down your weapons, then TELL THE TRUTH. You have won
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the grudging acceptance of the two defective tuners, but they still know
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something you don't. To find out what that is, ZONE SCAN the room.
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LIFT the slab. TAKE the Bean, the Flask, the Zapstick, and the Dagger. GIVE
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BEAN TO EAT to the Mummy, then GIVE FLASK TO DRINK. Now it is time to move on.
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Take the passage to the left.
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Press <CR> for more !
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CompuServe TEG-13522
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Go straight and through the trapdoor. You should be in the Refectory. Go to the
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Threshold of Truth (the arrow pointing down). ATTACK the priestess and take the
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door on the right to Placating the Powers.
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ATTACK the first priestess. When Saura comes for you, Brain Warp her, then GIVE
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FLASK TO DRINK. TAKE the Mask and Sacrificial Blade.
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INSPECT the Altar, then PUSH on the Lever. GO DOWN into the opening, and GO
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DOWN again in the tunnel back to The Return. DIVE, then take the passage. Go
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straight, then right at the branching.
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Press <CR> for more !
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CompuServe TEG-13523
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Take the right passage in the tunnel, straight, and through the trapdoor. This
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puts you in the Noose. Use Solar Eyes, and take the door on the left into the
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Master's Orbit. Circle the Orbit until you find the door into the Master's Eye.
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Go through the door.
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THROW the dagger at the Master of Ordeals, then SEARCH him. TAKE the Whistle.
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WHISTLE it. LOOK in the opening. Now that you have an egg, leave the Eye. Leave
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the Orbit and the Ring, and use the passages to get back to the Return (two
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lefts and pass through the bars).
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DIVE, take the passage, go straight, left, then straight until you get to the
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chamber. Now go left, then straight, and through the trapdoor back to the
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Press <CR> for more !
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CompuServe TEG-13524
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Refectory. Go to the Threshold of Truth.
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PUT IN the egg into the Open Mouth. INSPECT the lectern. If you look up and to
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your left, you should see a small figurine near the ceiling. Use Sci Shift to
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retrieve it. Take the passage out of this alcove.
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Go back to Placating the Powers, then return to the Threshold of Truth. Sci-Fi
|
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and her monkey will follow you. Go to Saura's Repose through the left door. In
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Saura's Repose, PUT IN the Statue of Saura into the Niche, and have the Monkey
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GET IN THE TUNNEL. Return to the Threshold.
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In the Threshold, WAIT one turn. The starry door will open. Take the passage
|
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Press <CR> for more !
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CompuServe TEG-13525
|
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|
through it into the Birth of the Divine Race.
|
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Here you will need to WAIT one turn until Zorq and his henchman Harssk come in.
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Use Extreme Violence on Zorq. When Harssk grabs Sci-Fi, Brain Warp him.
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Sci Shift the trapdoor at the top of the ladder. WAIT till Qriich-Harssk is
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distracted at the top (and releases Sci-Fi), then THROW the dagger (or the
|
||
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sacrificial blade).
|
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Congratulations, you have won!
|
||
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CHAMBER OF THE SCI-MUTANT PRIESTESS is published and distributed by Data East.
|
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Press <CR> for more !
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