Legend:

Spells
Special Items
People
Monsters
Quests
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:

  1. Not functional
  2. Removes the barrier at area 26
  3. Opens the door to area 19.
  4. Opens the door to area 17.
  5. "Heat Modulation" (function unknown)
  6. If the pylons east of area 3 are hostile, this will disable them.
  7. "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