HOLDING CELLS
|
1. |
zone - The Geneforge |
21. |
Nest has Thorns. |
2. |
Essence Pool. The door to this room requires 2 Living Tools at 12 Mechanics. |
22. |
Ur-Glaahks and Drayks wander the main part of this zone.
The corpses at the west end of this room have a Steel Sword, a Steel Breastplate, a Grounded Tunic, a Tranquil Baton, Tranquil Thorns, Speed Spores and a Fine Robe. |
3. |
The door on the east requires 2 Living Tools at 12 Mechanics. The pylons in the room to the east are peaceful if you arrived from area 1 or through the door to area 4. If you come from the hall to the west, they attack. |
4. |
This door requires 8 Living Tools at 12 Mechanics. |
23. |
4 Burning Turrets |
5. |
Drayk. Spray Crystal, Blast Cyrstal, Rough Crystal, 2 Cyrstals and 50 coins on ground. |
24. |
Door requires 1 Living Tool at 12 Mechanics. |
6. |
Airshock Crystal, Crystal, Rough Crystal, Icy Crystal and 50 coins on ground. |
25. |
zone - Central Labs |
7. |
Nest with Living Tool. |
26. |
Healing pool (behind spiked barrier) |
8. |
Nest with Living Tool. |
27. |
Dead Servant Mind. There is a control panel with 8 switches here:
- Not functional
- Removes the barrier at area 26
- Opens the door to area 19.
- Opens the door to area 17.
- "Heat Modulation" (function unknown)
- If the pylons east of area 3 are hostile, this will disable them.
- "Cell gates" (function unknown)
The cabinet contsins Mind Nutrients. |
9. |
Nest with Essence Pod. |
10. |
Nest with 50 coins and Shaper Tools. |
11. |
Nest with Major Healing Pod. |
12. |
Nest has Airshock Crystal. |
28. |
Danette's Shade (recorded message). The shade can tell you why the island was abandoned. If you have enough Leadership, it can also tell you how to use the Geneforge. |
13. |
Cabinet has a Discipline Wand. |
29. |
Spore Switch. Turns off some Pylons, making a safe path to the switch in area 30. |
14. |
Nest with 20 coins and Shaper Records |
30. |
Spore Switch. Turns off enough of the fire pads to reach the switch in area 32 |
15. |
Nest contains a Healing Pod, a Curing Pod and a Thorn Baton. |
31. |
Door requires 4 Living Tools at 12 Mechanics. |
16. |
5 Cockatrices. The next contains a Rod of Alacrity. |
32. |
Spore Switch. Turns off enough fire pads and pylons to reach switches 33 and 34. |
17. |
Use the control panel in area 27 to open the door to this room. Canister: Searer + 1. 3 Shaper Records on floor. |
33. |
Spore Switch. Turns off enough fire pads to reach switch 35. |
18. |
Experimental Glaahk. Drops an Agent's Shelter shield. |
34. |
Turns off enough pylons to reach spore switch 29. |
19. |
Use the control panel in area 27 to open the door to this room. The book here gives a little bit of history on the Glaahk in the next room. The Pylon here will fight on your side should you manage to lure the Glaahk in here. |
35. |
Spore Switch. Turns off enough fire pads to reach area 28. (The hallway leading to area 3 has additional switches that will clear the way there as well). |
20. |
Box on left requires 4 Living Tools at 12 Mechanics. It contains a Discipline Wand. The box on the right also requipes 4 Living Tools. It contains a Restoration Pod and Shielding Spores. On the table there is a Thorn Baton, a Venom Baton, a Tranquil Baton, a Spray Baton, Venom Thorns, Tranquil Thorns, Reapers, Splitting Thorns, Javelins and Steel Javelins. |
+ |
Pylon (or two) |
= |
Fire Pad |