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The Ward walkthrough

 

ward walkthrough

PART I: THE MOONBASE
You wake up after being attacked by aliens on the moon, dizzy and confused, like i was. First thing first, you have a necklace around your neck, which needs to be shut down, or you wont be able to go much around anywhere, so first thing first, get into the box to the lower right corner and pick up the screwdriver. Then walk towards the alien lying in the top left bed and pick up his med-card in his pocket. Then walk out the door, towards the alien on the floor and pick up the access card lying in front of his face. You will be drawn back to the room because of the necklace, so after that has been done, approach the control switch to the left and use the access card there, and you can start walking around freely.

As you will notice the same alien outside the room lying on the floor has something on his arm but you cant take it, that we will come back too. Pick up the gun next to him. Move towards the open door straight ahead, and take a closer look at the alien lying on the floor, pick up his blue ring from his hand.

Go into the next room, and use the access card to open it, to the right of the room there is a sensor, use the med-card on the sensor, and the monitor to the furthest most right, will lit up, go there and press the three buttons from left to right, so you lower the knives. Walk towards the device, and take one of the blades, then go back and use the blade on the alien lying on the floor and cut of his finger so you will get the ring. There is a sensor and a screen all the way down to the right also, but you wont be using that until you have acquired the language implant so you can read it. There are some cabinets just before the sensor to the right, with 3 blood samples. Take them and approach the other room, which has a microscope and pedestal with some live tissue lying on there. Go to the microscope and take out the last blod sample inside there. To open up the microscope you need to align the circles so they match each other to one circle. You do that by pressing the buttons on the microscope it self, 2 buttons for each cicle, as described in the manual. Once the sample is out, the microscope will shut it self down, and you can take the top of the microscope off, and bring it with you. Take the live tissue with you aswell.

There should have been a power failure now, so the door to the hallway should be opening and closing a little bit, with the alien shooting towards a defense parameter there. Approach the door to the left of the hallway.and watch the console.

It will complain about being to dark, so you use the device you picked up from the microscope to put some light on it. After you try the right sensor wont work, so you have to use the screwdriver on the panel above the sensors, and fix the right one, after that you try with the 3 rings you already have, after one try the alien in front of you will throw you the last and missing ring, the red ring, which is what you need to pass the door.

Use the rings on the panel, with green ring on the left sensor, the red ring on the mid sensor, and the blue ring on the right sensor, which should open the door, I have experienced some times that the sequence changes from time to time, in any case, note down the sequence, you will need it. Immediately after you have entered the room, shut the door, just press the switch to the left of the door, or a security drone will capture you and you will die.

Ignore the console with the ring slot for a moment still, as you need the language implant first, go towards the table in the middle press the button, and pick up the memorizer. And put it into your inventory.

And onto the next room, there is a big symbol with alien writing there, could be interesting reading but of no importance, after you receive the translation implant. Head to the door on the left and approach the long hallway, and walk towards the end, to enter a big room.

There is a floating stone in the center of it, press it and a plate with symbols will appear afterwards, press it again, and you will take the plate. A new plate will appear, and you press that one as well. Some lights and show starts and some tiles in the center of the big circle will appear, press it and the tiles goes into your inventory.

Look at the symbols on the floor; take a closer look at the plate with symbols, as they will give you a hint on what to do with the puzzle. Use the tiles on the circles on the floor, and start figuring it out, or if you are in the easy mode, press skip puzzle and watch the nice cut scene.

After the cut scene you will talk to some aliens and get some information, and you will given a secret sign and ammunition for the implant gun. Then you must hurry back to the door before the security drones approaches you and kill you. Use the same three rings on the panel when you approach the door, in the same order, and be quick as you will only be given one try, and shut the door once you enter, or the security drone will follow you in and kill you.

Back in the room, you can now read all the alien language, so read around if you want to, but you don’t have to. Go into the large room to the right, and approach the console to the right, use any ring to get security clearance to use it, use the life support function on the top, and you will se a lot of red lines and some circles, which are force fields. You can press them on and off. Red is on, blue is off, play with it a little to see how those yellow drones in the ventilation corridors are locked in where you want them to, as it is vital once you are going to enter the ventilation shaft..

As you can see there are 6 force fields, and 2 maintenance robots on the map, 2 of the force fields you don’t have access to, and you never have to, so ignore them. 1 robot is to the right and not moving, the other robot is circling sector 101. Have the moving robot go to checkpoint exchange 2, as there is where you will go in a little while.

Once the force fields are on, the drones cant pass them, so you have to make sure you are in control of them so they don’t get access to your room, and kill you. If you lower the force field that goes into to your room, and the crate is open, they will come inside the room.

Use the gun load on the uncharged gun, and use the gun on the grate. Watch the cut scene. Once you enter the crate, go up and to the right first to the robot which is not moving. Use the blade on the robot hand to the left. And use the memorizer to connect to the robot, so you can get sector 102 and sector 103 codes from it.

How to use the memorizer is simple, scroll down to comm.link with main.robot, and press receive on sector 102 and 103, then abort comm.link and move backwards to the crossover, and go to the left. There is a special crate there, so use the robot hand on the screw to the top right and left, then press the handle.

There you enter the hallway just outside the room you woke up in, and there you will go first, to go into the room, and get to the sphere that was there, and use the memorizer on it. Get the security level 6 clearance code from it. Time to move back to the lab where you got the blade. Go the console all the way down to the right, and use the med-card on it. Go into the obductees menu, and the security beacon/necklace removal, then go towards the robot arm, the one with the red light on itself, and the necklace will be removed on it, then do the same procedure with communication implant. There are others as well, but I haven't notice any particularly usage of them yet. So as far as i know, they are not needed. Pick up a blood sample from the cabinet, you don’t need all 3 of them. Only the nr 1 and 3 contains human dna, so those are the only one needed.

Time to go back once again. As I’m sure you remember the way back to the console with the force fields, and stuff. So backtrack all the way until you get there again.

Time to play with the force fields again, so shut them off somewhere else so you can get to the robot at checkpoint exchange 2. Then enter the ventilation corridors again, and go to the left at the crossover. Use the memorizer on the robot. Open a comm.link to the robot, and transmit the sector 102, and 103 to the robot, you should get a "transmit CRC ok" on the memorizer. After that is done, put the necklace on the robot.

Then backtrack to the room where the console is again for another round of play with the force fields., and send the robot to sector 103, and watch all the security drones go away, so you can finally go out the door again.

Go into the micro-lab and put the light back on the microscope, insert blood sample #3 into the microscope, and the live tissue on the pedestal, then use the touch screen and press the button to the right, so it inserts the human dna into the live tissue.

Pick up the live tissue, insert the cone into the biocontainer, and use the memorizer on the biocontainer, you should see the code 0000000000 so press to receive it., then abort the com.link and scramble the 00000 code to something that you will remember. After it has been scrambled open a com.link to the bio container and press the transmit button, scroll down to the scrambled code and press transmit again, the code should now have changed. Abort the com.link and press the scrambled code into the air, there should be a cut scene now and the biocontainer should be inside you.

Go out the door to the hallway where the shooting was, and go straight forward and you enter a landing bay. Once inside the door open the memorizer from the inventory and transmit security level code 6 into the air, so the spehere wont kill you. Pick up the oxygen tank and the mask.

The tricky part, and don’t go ahead to fast here, as you need to have done all this or you will be dead. Open a com.link to the container with the memorizer and receive the code of the container, this allow you to open and close the container doors, no need to change them or anything.

Now the important part, before you enter the container open the memorizer again, and make sure the code of the biocontainer there is not the same code as the on you used to put the biocontainer inside of you, what I did, was that I scrambled the code to wgs4….. on the biocontainer which is the one I use to get it inside me, then unscramble the code back so it shows 00000 on the memorizer, makes it easy to figure out which line it is that belongs to the biocontainer.

Now you can enter the container, shut the doors with the memorizer, then combine the mask with the oxygen tank, sit back and relax, enjoy the cut scene and get cd2 ready.

PART II: THE HUMAN COLONY
First person you meet is ripper that will pick you up on the outside of the human colony, you will get multiple choice questions/answers throughout this part of the game, but better have a nice tone of voice, and don’t talk to much about the things you learned back at the moon base. Follow the scene all along with a nice tone, and then ripper will take you to the Brazilian in the bathroom or whatever it should be called. Talk nice to him or you wont get any answers out of him. After you are done talking to him, just walk around a little bit and familiarize yourself with the surroundings until the bell rings, and you will go to the mass.

During the mass, Jessica tells you she wants to talk to you after the mass, so that kind of gets things started, so when the mass is done, and ripper have kicked your ass a little bit, track down Jessica, the girl in the black skirt and top. You can find her in the mass hall, be nice to her, and she'll start talking. She will tell you more in the gambling room, but if you just go there, she wont show, so you have to go outside in the big open place, and ask her again, and then she will meet you in the gambling room. After you're done talking with Jessica, start talking with the other people, and get to know them a little bit.

Just remember don’t show them any objects just talk to them and learn more about the place. You can also find Rita inside the door to the left, and talk to her a bit, and she can read her tarot cards for you. There is a cabinet in the room as well, but cant do anything about it until you are in the room alone, so ignore it for now.

After you go back in the room, have a little black jack with the gambler, just make sure you don’t loose too much there, but you need both his personal card, and pager's half of a card, to get anywhere, so anything like your watch or his silver dollar is what he can end up with. The rocket module, screwdriver and other stuff are something that you need for the future. After you have won the pager's card, go into Rita's room and talk to her about it. You can talk about anything to anyone, just don’t show them any objects. Do a little walking around, and talk to people, and eventually you will find Jessica outside on the big open place, and she will tell you to wait for her in the gambling room, so you walk back there, and she will join you shortly, and you can have a long conversation

Just walk around and talk to people, sound you find out some new stuff from one guy, and you end up asking all around for the new thing you discovered. Eventually after you have finished talking to the others, you end up in the mass hall, and find the preacher and Jessica there, and you start talking to the preacher. He will send you a message later on. Soon after that, Ripper shows up again, and Marshall wants you again. After you are done with the talk with Marshall, go out on the big opening, and you will be told that the preacher is waiting for you in his room. His room is to the far left side, next to the entrance to the mass hall. Then its time to go around again and talk to people. The doctor, and Rita in her room. Eventually after a little while, Rita leaves her room, without locking it, so finally some action. Go inside her room, and pick up the tarot cards, the cards holds the solution to the cabinet in her room, so you can either try and solve it or in easy mode, skip puzzle. Once the puzzle has been solved, the doors open, and you can push aside the books on the lower shelf. There is a sensor there, so use the tarot card (king of pentacles card) to open it, and wee, a secret door opens. So go, hurry, before the door closes.

Go the room to the left, and pick up the notebook on the table there, then go back and enter the door straight ahead. In the next room, there is a book standing on top of a crate, behind you will find a sensor, but don’t bother opening it, as you need pager's card to do so. Now it's time to go back and confront Rita with the secret room. But first you have to save Jane from ripper in the gambling room, which will leave to future events to happen.

Go talk to hacker and figure out some more stuff, after that confront Rita. When you are done, go talk to Jessica, and find out more about the place. Outside the gambling room Jake has a message for you from Rosa, who is waiting in the mass room, go there. She will thank you for saving her and give you a piece of paper that you will take to the gamblers bedroom, which is the one next to yours. There you will use the piece of paper as clue to the puzzle of opening his cabinet or skip the puzzle in easy mode. In the cabinet to the right, you will find the other half of pager's card. Next stop is hacker. You will give him the to half pieces, and he will fix it for you. Time to talk to Sebastian, you will find him in the open place, and he will tell you to go to the toilets, once you get inside there, someone has a message from you, where you are to meet the preacher in his room. First talk to Sebastian, and learn new things, then go to the preacher’s room.

An attempt to kill you, as the door shut and the air goes away. First go to the picture, find the hidden switch to the center right of the picture, use the screwdriver to open the pad on the top, connect the wires in X shape, open the fuse cap, and replace the fuse with the C.B.S rocket module, and ring the bells. Then follow the scene as it goes, and talk to Jessica after the doc and the preacher leaves the room. After you have finished talking to Jessica, professor Webber, the doctor, outside the gambling room, hacker shows up and give you pager's card. As Jake told you, you shouldn't go into the gambling room as ripper is there, nor will the game let you go in. So talk to all the people you can, and go back to the preacher’s room, using pager's card and ring the bells. Go back outside, and the preacher is there, and you will ask him to cover for you, while you go back to the gambling room, and enter the secret room. From now on you can use pager's card for every door. Use pager's card on the sensor in the cabinet to open the secret door, go straight, and use pager's card on the sensor behind the book that you found earlier.

In the last room, you will find a notebook. Browse through the notebook, and go back to the front cover, you will find some star maps; use the notebook in your inventory on the star maps on the brown page, so you make a copy of it. After you have done that, Jessica will show up, and you will talk to her and the preacher.

You will enter the ventilation shaft with Jessica, and end up in a big room, with a sensor where you can use pager's card again. Open the door, and enter the big hall, go to the entrance to the left. By the walls almost to the end, there is a sensor there, use pager's card on the sensor, then walk straight through the wall, and watch the cut scene.

Follow the shiny light through the door, and there you will meet some of the grey's, and you will walk into a chamber where you will talk to them. After some talking, some shooting, and a cut scene you will be taken back to the human colony, and talk to the preacher, which tells you to mingle a bit, so go around and talk to people so that they know you are still there. After you have talked to them all, go back into the secret room, and talk to Rita, there you will find out that there is a bridge controller somewhere in the colony. Once you leave the gambling room, ripper comes up to you and you will be taken to the Brazilian room, and find ripper, with Marshall and Jessica with a necklace around herself. After you have killed Ripper, pick up his freezer, and his pager, and then talk to Jessica, which will tell you to go and get help. Run back to the gambling room, and get hold of Hacker.

He will tell you to get the decoder from Marshall’s room, so right outside the gambling room, use the pager, and press the long red button to the left, you will position yourself in a good ambush place, and get out your freezer. Marshall will appear with the door in front of you, and use the freezer on him. Once he is down, approach him and remove his freezer, and pick us his card and a piece of paper from his left inner and right pocket. Go to Marshall’s room.

Slash will open the door for you so you can go inside. The safe is in the right corner, use the piece of paper to help you solve the puzzle or skip the puzzle in easy mode. Inside the safe you will find the card-reader. Use the freezer on the map, and pick up the implant gun behind it. Then hurry back to slash's room, use Marshall's card to get into the room, and give the card-reader to hacker.

After hacker and Jessica throw ripper into the fissure, the controllers turn the bridge on and come after them, which is your cue. Insert Marshall’s card into the data-reader and turn the bridge on, go over the bridge, and turn the bridge off before you enter the control room, or they will discover you.

Open the cabinet to the right with pagers card. Take the memorizer and some control implants for the gun, do not go outside until the speeder has left with the controllers. Any sooner and you will be discovered. When you go out again, make sure you turn the bridge off when you're done.

After you have gone inside again, and towards Marshall's office, you will talk to slash, and he will tell you the preacher is out cold and paralyzed, but said the words "PICTURE, DOUBLE-T, 5" so go to preachers room. On the top center of the picture, you will find an ornament, which will give you the keyword to preacher’s locker. Inside the preachers locker, you will find a fake bible, ignore the code reader, you already have one, and his card, which is in between some books. Just keep pressing along those lines until you get it. Trust me it’s there.

Go back to the preacher, insert the preachers card into the card-reader and transmit the code that starts with tt5 into the air. A light will shine up from his hand, which is a psi-comm, if you start it, you will talk to the same grey that rescued you earlier, and you will eventually tell him that you are missing something. What you are missing is some tiles, which you can get from your room. Now go back to your oom, and use the code which you copied from the notebook in the secret room, or skip the puzzle in easy mode. As the story goes, you will find Rita in the secret room, but before you go in there, take out the memorizer from your inventory, scramble/unscramble the code so you can get the biocontainer out of you. As she will decipher the text from the crystal, she will tell you to go talk to Webber.

After he is done with the surgery you have 3 minutes to get rid of the implant, so load it into the implant gun, and go back to the preacher and fire the gun at him. Then go back to the secret room, and Rita will take the cone of the biocontainer. Go to the notebook, and look at her drawing. Take out the tiles from the inventory and put them on the notebook, then insert the tiles so they match up the drawing Rita made, and put the cone on the circle on the tiles. An object will appear. Now open the psi-conn and talk to the grey once again.

After passing through the ventilation shaft once again, you end up talking to the grey, and he will give you a special implant, and a holomask Use the holomask and set it to Reptiod Maintenance, and enter the big hall, from there you go straight to the top of the hall.

Go up the stairs and watch as they talk away, once they leave, input the control implant into the gun, and fire it at the grey that is left there standing.. Talk to the grey. After you are done talking, turn off the holomask. Now take the special implant, put it in the implant gun, and fire it into the biocontainer. Use the memorizer to put the biocontainer inside of you, and scramble the code again on the memorizer, so the actual code you use wont be listed there. Then talk to the grey again, and off you go, so relax and watch the cut scene, as now you are finished with the human colony, and going aboard the alien ship.

PART III: THE ALIEN SHIP
Some cut scene action, and you end up in the cargo-bay, in this section you will control both walker and bloom, but for the most, you will control bloom at this level. Talk to walker, and say "Bloom you need to do something for me" and you will have control of bloom. There is a kinda circle thing next to the Apollo symbol witch you can use to switch between them. Take bloom to the console, and look at all the rooms in all 3 levels. After you have looked over them you can go back and talk to walker, and he will ask you about all those rooms. If you need the information again, just repeat the procedure.

Use blooms memorizer to make a com.link to the container and get the code for it, nothing more you need it for now. Go to the door, and use the card in bloom's inventory and open the door. The first door to the right is the storage room, where you will enter, and pick up a few stuff. The things you need is a wire cutter, a communicator, and a maintenance key. Now you go out to the corridor, and towards you. Enter the elevator, press level C, and go to your cryo-booth to the left. Open the panel on the left side; look at the slots where the wires are connected beneath the full gas tank. So now you have to go back up to the storage, and collect some Y-microjacks that you need to use, as it wouldn't let you pick them before, as you had no usage of them.

Go back downstairs and take the empty gas tank that are in the slots, and go to the panel again. Disconnect the 2 wires, and place the y-jack in the slot to the left. Put both wires into there. Then insert the empty gas tank, and close the panel, you're all done there. Remember to take with you the full gas tank.

Now go back up to the cargo-bay, and talk to walker, don’t press on any words, but open your inventory with the spacebar, and then you will see the options "Give item to walker". Give him one of each, one wire cutter, one maintenance key, one communicator, the key-card, and the memorizer, and the full gas tank.

Talk to bloom and call for hybernation sequence to occur. After it is done, take walker to the door, open it, switch to bloom, and let bloom process to the hybernation chamber. Once in the hybernation chamber, go to your cryo-booth, set the screen for sphereblend, and lie in booth. Switch back to Walker.

Have walker set the full gas tank behind the crates in the container, use the memorizer, and take the biocontainer out of you, once that is the done, the clock will start ticking. Open the valve on the gas tank, and shut the container door. Then run for the door, use the key-card and head for the elevator, take the elevator to level E, and head for the security room Watch the cut scene. Once inside the security room, go to the console, and answer "Deny" to the request of awaking the other crewmembers. Switch back to bloom.

Take bloom to the elevator, and press the wait button, switch back to walker and approve of bloom's request to use the elevator. Remember, the alien outside on your level is also requesting, so make sure he is deny every usage of it. Take bloom to the cargo-bay, get the key-card from the dead alien there. And head back to the life support room.

Abort the 1G maintenance, it ask for authorization, switch back to Walker, and authorize. Use the maintenance key, and open the panel below. Cut all red and blue wires to the life-support-system. The display should show a lot of failures now. Start the gravity generator sequence again, and set it to 10 minutes or something, and duration until we arrive at draco system. Switch back to walker to authorize the maneuver.

Once that is done, go back downstairs to the hybernation chamber with bloom, and open the screen, and set to Hybernation instead of sphereblend. Switch back to walker, and you will receive a hybernation request from booth #9. Once that is approved, go into the virifaxes, and hybernation yourself. Set the hybernation for 1 hour or something. Watch the cut scene and the alien die. After the cut scene is over, go to the console and disengage the security lock, head out to the elevator and down to level D, go to the main computer room, and talk to the diamond light there, and watch the cut scene.

End of the alien ship.

PART IV: THE HOLY MOUNTAIN
Walk as usual there isn't any options there, so walk and walk and walk, until you have taken the elevator. Once inside, go towards the portal, and into the flow that opens in front of you.

Next you will be faced with some crystals. I found no specific order of which to press them, I did wildly guessed around for a couple of minutes and got to the ending cut scene. My guess is that you have to keep pressing the crystals until they are all lit up.

So sit back and relax enjoy the ending cut scene, and the ending credits.. Congrats, you have completed the game.


ward walkthrough end

 

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