Chamber of the Sci-mutant Priestess FAQ Chamber of the Sci-mutant Priestess Solution

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FAQ for Chamber of the Sci-mutant Priestess


1. ABLUTIONS


1.1. The bather won't help?

She's not supposed to. You are an intruder. She must be killed.

1.2. What about the sleeping priestess?

* She serves no purpose.
* Unless she wakes up leave her alone.

1.3. What am I here for?

* There is a hint for the last part of the game here.
* Did you go into all 4 sleeping rooms?
* Did you examine each room?
* Did you read the plaque in each room?
* Combine the phrases into a sentence.
* "The father of offa will open the way of the stars under the eye".

2. BIRTH OF A DIVINE RACE


2.1. Zorq kills me?

* It takes more than normal fighting to win.
* Enhance your fighting with psychic powers.
* Use EXTREME VIOLENCE on Zorq.

2.2. What is that thing that drops from Zorq?

* Did you understand what the Hitachi implant said?
* It is an alien that was on Zorq.
* It is a Kreesh, called Arliich, that controlled Zorq.

2.3. Hassk holds Sci Fi hostage and I lose the game?

* You must stop Hassk from getting to the top of the ladder.
* Use your psychic powers.
* Use BRAIN WARP on Harssk.

2.4. Now Ariich holds Sci Fi hostage and I loose the game?

* You must stop Ariich/Hassk from getting to the top of the ladder.
* Use your psychic powers.
* Use SCI SHIFT to close the door at the top of the ladder.

2.5. Ariich has released Sci Fi but escapes and I die?

* You must kill Ariich. Remember that it is a parasite.
* Kill the body it lives on and it will die.
* You must kill the Hassk body without moving.
* Use the sacrificial knife you got from Sci Fi.
* THROW the sacrificial knife at Hassk.

3. CAVERN


3.1. Who are these people?

* Tuners who no longer serve the network.
* Norma Jean and Ash. They've been here awhile.
* Your implant says that it has notified the network.

3.2. They attack me. Why?

Did you lie to them? ( They have the same powers you do ).

3.3. What do I do here?

* Have you searched?
* Have you searched using psychic ability?
* Use ZONE SCAN and click where you see the flash.

3.4. I found a mummy?

* Look in the room icon.
* You can get 2 items.
* There should be a bean and a flask. Take them.
* That's all that is here.

3.5. Which way do I go?

Left to journey on, right to head back to UPWARD GALLERY.

4. DE PROFUNDIS


4.1. The platform disappears. How do I stop it?

* You can't.
* Find some other way of not going into the boiling slime.

4.2. I can't use the hook?

* You need a rope to do this room.
* You need to click on the rope and LASSO the hook.

4.3. I am above the slime. Now what?

* WAIT.
* Eventually the GRANITE MONSTER comes back up.
* When it does, click on it and JUMP ON IT.
* Don't forget to TAKE the rope back from the room icon!
* Now WAIT.


4.4. Is there a skull in the slime?

No, but there is one in the room and the GRANITE MONSTER takes you to it.

5. IN THE PRESENCE OF GOD


5.1. What does the star map mean?

* It is more than just a star map.
* Have you done a ZONE SCAN on the room?
* The map is actually hiding a room.

5.2. How do I open the doorway?

* Do you have a monkey?
* You need to use a monkey in SAURA'S REPOSE before it will open.
* Then INSPECT the map again.

6. My psychic powers don't work anymore


6.1. Why?

* Used too much, you use up your abilities.
* Do you have a bean and flask?
* Your powers are drained, a flask drink can restore them.

7. PLACATING THE POWERS


7.1. Someone is being sacrificed. How do I stop it?

* Notice what the man on the altar says.
* He wants to do this. There is no way to stop it.

7.2. I am attacked by the right priestess as soon as I enter?

ATTACK 1st priestess.

7.3. I am attacked by the High Priestess?

* Don't attack, but protect yourself.
* Use SCI SHIFT to get dagger and mask.

7.4. Why does the High Priestess stop?

* She is not really named Saura.
* Did you understand what the Hitachi Implant said?
* She is Sci Fi .... but she is still brainwashed.
* You must stun her with psychic powers.
* Do BRAINWARP on Sci Fi.

7.5. How do I make the High Priestess friendly?
                                        
* Give her something aged you picked up recently.
* Something so valuable a dead man still kept it.
* GIVE FLASK TO DRINK.

7.6. How do I get the monkey?

He will follow Saura.

8. SAURA's REPOSE


8.1. I can't lift the mat?

You're not supposed to. Leave it alone.

8.2. Is there anything here?

* Did you examine the wall?
* Do you see the niche.... there is something in it.
* There is a statue there.

8.3. I have 2 statues. What are they for?

* Together they are a key.
* Put in a particular place they unlock a hidden doorway.
* Put both statues back in the niche in this room.

8.4. I can't get through the small doorway?

* *YOU* can't.
* Do you have a monkey?
* Click on monkey and PUT IN small doorway.

9. Skulls


9.1. What do I do with a skull?

* The Trader will accept it.
* You can trade it for an item necessary in another room.
* You need to give the Trader protozorq 5 skulls to finish the ordeals.

9.2. Where are they?

* You get one for successfully completing an ordeal.
* Ordeals are rooms that you enter from THE MASTER'S ORBIT.
* There's 1 skull per door on the outer wall of THE MASTER'S ORBIT.
* You might also be able to attack another human to get one.

9.3. Where is The Trader?

* It is in the room where you started with the Master of Ordeals.
* Somewhere in THE MASTER'S ORBIT
* THE MASTER'S ORBIT is a donut shaped room. Circle around.

9.4. When I gave a skull to the Trader the Master of Ordeals makes me leave?

* You have given the Trader all 5 skulls.
* You have finished the Ordeals, now you need to go to the temple.
* Do you remember the last thing the Master of Ordeals said?
* Leave the ORBIT, leave the RING, take THE PASSAGE ...go to CONCOURSE

10. THE NOOSE


10.1. It's pitch black in the room. Why do I die when I move?

* You need to bring light with you.
* If you don't have a lantern you can't do this room.

10.2. I fall into the pit when I try to get on the platform?

* Did you examine the right side rope?
* The right side rope is coated with grease. Use the left rope.

10.3. The man on the platform kills me. What's wrong?

* This is a test you are taking.
* He's not trying to help you.
* Its a life-and-death test.
* He's supposed to kill you if he is to win. Kill him.

10.4. What do I do with the man?

* Drop him into the hole.
* Untie the rope holding him up AFTER you hang him.

10.5. I can't get the rope from the ceiling. What's wrong?

Nothing. You don't need it.

10.6. I can't find the Skull?

* Did you PUSH the lever?
* Did you examine the platform afterwards?
* There is A HOLLOW on the left side of the platform
* INSPECT A HOLLOW.


11. THE POWERS OF THE ABYSS


11.1. What is the creature?

* That is the god of this place.
* Deimos.


11.2. How do I stop the creature?

* Did you kill a protozorq and get a zapstick?
* Use your psychic powers to deter it.
* Use EXTREME VIOLENCE on the creature. You can't kill it.

11.3. Is the cadaver useful?

* If you haven't finished the 5 ordeals yet, yes it is.
* Search it - you should find an item for the ordeals (or trading).

11.4. Is there anything in the water?

* Have you dived yet?
* Use psychic powers while underwater.
* Use ZONE SCAN and click where you see a flash.

11.5. Can I get out from the bars on the left wall?

* Yes.
* Use your psychic powers.
* Use STICKY FINGERS to get up there and then open the bars.
* Choose the SCI SHIFT power and click on BOLT (it is around BARS).

12. THE RING


12.1. How do I get back to THE MASTER'S ORBIT?

* There is a passage on the inside wall that takes you back.
* Look for a side passage called PASSAGE with a head above it.

12.2. How do I get to THE PASSAGE OF THE FAITHFUL from here?

* It is usually guarded by a protozorq.
* It is on the outer wall of THE RING passageway.
* It is a side passage called PASSAGE (no head above doorway).

12.3. What is THE RING?

* It is the passageway that connects all the ordeal room exits.
* It is the outer circle walkway between the ordeals and the temple.

13. THE SCORPION'S PRESENCE


13.1. I can't enter the door I'm facing?

* Click on the statue
* Click on the PRAY or TALK nodule of the brain.
* As you hear the statue talk, notice a flash by the door.
* Click on "THE WEB" door - It's now unlocked.

13.2. Can I do anything with the mouth on the statue?

* Do you have anything to PUT IN it?
* Is it a spider?
* Is it the kind that Khele likes?
* Is it a red spider (Kelly likes what he can't pronounce)
* Click on the red spider and PUT IN the OPENED MOUTH.

13.3. How do I open the panel at the bottom of the statue?

* Have you been through THE WEB door yet?
* Did you get a spider?
* Did you put a spider in the statue's mouth?
* Was the spider red?


13.4. Where is Khele?

* Have you been through THE WEB door yet?
* Did you put a spider in the statue's mouth?
* Was the spider red?
* The man hanging upside down is Khele.

13.5. Where is the skull?

* Have you found Khele yet?
* Click on the statue where it says TRAP-DOOR (by Khele).
* Click on the PASS nodule of brain.

14. THE SCRIPTURES


14.1. How do I read the book?

* Click on book
* READ book


14.2. Where is the statue?

* Look above the gargoyle on the left side of the doorway
* There is a small statue above the gargoyle.

14.3. How do I get the statue?

* Use your psychic powers.
* Use SCI SHIFT to get statue at upper left corner, near ceiling.

14.4. What is the statue good for?

* It has a mate that is in SAURA's REPOSE.
* They are both a key to a secret door.

15. THE SOURCE


15.1. How do I get in the WHO WILL BE SAVED? door?

* Have you been in the WHO WILL BE SAVED? room from THE TWIN room?
* You can't go in until you've come into this room through the door first.

15.2. What do I do with the plaque by the door?

Just click on it and READ it.

15.3. What do I do with the fountain?

* You must have a goblet before coming into THE TWIN.
* Did you INSPECT the fountain?
* Did you PRESS THE EYE?
* Click on the goblet in your inventory and FILL it.

15.4. The cubes poison me when I LIFT them. What do I do?

* Have you been to the WHO WILL BE SAVED? room?
* Did you raise at least 1 of the hands?
* One of the cubes is not poisoned.
* Trial and error. Usually the cube labelled #1 has it.

15.5. Is there a skull here?

* Yes.
* Have you been through the WHO WILL BE SAVED room?
* Did you PRESS the SERPENT'S HEAD?
* Its under one of the raised cubes in front of the fountain.

15.6. I have the skull. Neither door opens; how do I exit?

* Have you looked on the ground?
* Have you looked at the bottom of the screen?
* Look for a small arrow pointing towards you just to left of cubes.

16. The THRESHOLD OF TRUTH


16.1. The priestess accuses me?

ATTACK priestess.


16.2. How do I get past the bars?

* Did you examine the statue on the left of the bars?
* Have you tried putting something in there?
* You need something from the Master of Ordeals.
* You need an egg; you get it when you finish the Ordeals.
* Put EGG in OPENED MOUTH - bars raise.

17. THE TWINS


17.1. What are those two things?

Twin serpent heads.


17.2. What do I do with them?

* Did you read the plaque in THE SOURCE room on the left?
* Did you come into THE TWINS with a goblet?
* Does the goblet have water in it from THE SOURCE room?
* OPEN a snake and EMPTY the goblet in snake's mouth.
* Use the left snake.
* A dice appears in the room. Click on the room icon to get it.

17.3. How do I get in the WHO WILL BE SAVED? door in front of me?

* Have you been in the left door?
* Have you gotten water in a goblet?
* Did you water and feed the snakes?
* EMPTY GOBLET down the left snake, PUT IN dice down the right snake.

17.4. I found a dice. What do I do with it?

* Did you read the plaque in the room through the left door?
* Open the right snake's mouth.
* Take dice and PUT IN the right snake.

17.5. Is there a skull here?

* Not in this room.
* There is one in an adjacent room.
* There is a skull in THE SOURCE room.

18. THE WALL


18.1. How do I get past the moving walls?

* You don't go straight through.
* You go through a doorway around the walls.
* Enter either the doorway on the left or right.

18.2. I'm in THE INFIDEL'S TOMB that is partially blocked?

* This is not what you need.
* The passage needs to be totally blocked.
* The passage is totally blocked when the sliding walls are closest.

18.3. I'm in THE INFIDEL'S TOMB that isn't blocked at all?

* This is not what you need.
* The passage needs to be totally blocked.
* The passage is totally blocked when the sliding walls are closest.

18.4. I'm in THE INFIDEL'S TOMB that is totally blocked?

* Did you examine the STEP?
* CLIMB ON it.
* Did you search the STATUE?
* Did you notice a SLOT anywhere?
* Put something in the slot.
* You need to have come to THE WALL with a dagger to succeed here.
* Take a dagger and PUT IN the slot.

18.5. I get crushed and die?

Did you CLIMB ON the STEP before you put the dagger in the slot?

18.6. How can I close the sliding walls?

* You see 3 triangles pointing away from the bottom of the screen.
* Moving from 1 triangle to another moves the walls 1 position.
* You can move to triangles that aren't adjacent to each other.
* Enter room again. Click 3rd triangle from bottom then 2nd triangle.

18.7. I found a face etched on the wall?

* Did you examine the floor?
* There is a DEEP CAVITY there.
* STICK YOUR HAND IN the DEEP CAVITY
* That's where the skull is.

18.8. Can I get a dagger here?

* If you used one here, exit then come back in from THE RING.
* If you don't have one, trade for one or kill someone who has one.

19. THE WEB


19.1. What is the amplifier saying when I first come in?

Implant says "Somebody Nice for Once"

19.2. What do I do here?

* Do you have a STONE FLY?
* Did you talk to the statue in the other room twice?
* "I desire my dinner. Go see her and forget not her present"
* Go to THE MISTRESS
* Go to her by clicking on Web
* Click on Web then Click on CRAWL nodule on brain.

19.3. The Spider Mistress wants a present! What do I give her? ?

* Have you tried everything in your inventory?
* What do spiders like?
* The only thing she will accept is a STONE FLY.
* You get a fly only from Master of Ordeals, the Trader, or a competitor.

19.4. Who is Khele?

* Someone who can't pronounce the letter R.
* Khele is inside the statue in THE SCORPION's PRESENCE

19.5. Should I kiss the Spider Mistress ?

* Yes.
* Click on her. If you don't kiss her you can't finish.

19.6. Should I do anything more with the Spider Mistress?

No! REFUSE any other personal requests.

19.7. Which spider should I feed?

* Who sent you to the Spider Mistress?
* Whoever is inside the statue in THE SCORPION's PRESENCE.
* Khele.
* He likes what he can't pronounce.
* GIVE FLY TO BLUE ONE so you get the red ( Kelly can't pronounce red ).

19.8. What letter can't Khele pronounce?

* The letter R.
* What did the Spider Mistress say Khele liked?
* He likes what he can't pronounce.

20. UPWARD GALLERY


20.1. At first fork, which way do I go?

Left.


21. WHO WILL BE SAVED?


21.1. What do I do with the SERPENT'S HEAD?

* Did you INSPECT it?
* "You save some then make choice known to the sliding head"
* Did you PRESS it?
* You should have heard a sound from THE SOURCE when you pressed it.

21.2. What should I do with the MOVING PANEL?

Nothing; it serves no purpose.

21.3. Are the hands useful for anything?

* Did you INSPECT the SERPENT'S HEAD?
* Did you INSPECT a hand?
* 'Save' someone by LIFTing a hand up (its a switch).
* If you don't, you can't get a skull without being poisoned.

21.4. Is there a skull here?

No. But there is one in THE SOURCE.



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Solution for Chamber of the Sci-mutant Priestess


 CHAMBER OF THE SCI-MUTANT PRIESTESS is an unusual adventure game from
France that employs a state-of-the-art interface and graphics to tell its
twisted story. This walkthru will help you navigate the various hazards and
ordeals of CHAMBER as you attempt to find and free your friend, Sci-Fi, and
escape the clutches of the Protozorqs.

 The walkthru is divided into four parts. The first part describes the
overall game and some tips on items and trading. The second part details
the five ordeals. The third part covers the rest of the game following the
five ordeals. The fourth part describes a short-cut to finishing the game
without passing the five ordeals.

 BEGINNING THE GAME

 At the beginning of the game, the Master of Ordeals gives you one item
which assists with a particular ordeal. I recommend that you start the game
with an item that you retain after completing the ordeal. Specifically, you
should start with the dagger, the lantern, the rope, or the goblet. The
dagger is best, but the others will do.

 If you are given the fly, attack the guards, then surrender. You will die
and the game will restart, hopefully giving you a different item. You can
win starting with the fly, but it is more difficult.

 Excepting the need to avoid starting with the fly, you can perform the
ordeals in any order. The key is that you want to have an item in your
possession when you turn in a skull. This will permit you to trade your
item for one needed for a new ordeal. Otherwise, you must attempt to find
and slay an aspirant, and hope they are carrying a useful item (and that
they don't slay you!).

 TRADING ITEMS

 Each time you turn in a skull, be sure you have an item available to trade.
You can trade for any of the other five items, so be sure to trade for an
item you need. Before trading (and after giving the Skull to the Protozorq),
save the game. If you fail to guess correctly, restore and try again. The
placement of the skull under the goblet should be the same, so try a
different goblet each time till you find the right one.

 I recommend that you trade for a dagger if you did not start with one. A
dagger may be used to obtain other items, and it's also required in the end
game.

 ACQUIRING ITEMS

 You start with one item. As mentioned earlier, this should be anything
except the stone fly. After you complete your first ordeal, trade for the
dagger. Once you have a dagger, you should walk around the ring looking for
an Aspirant. If you find one, THROW the dagger at him. Then, SEARCH the
body to retrieve your dagger, and take the item he was carrying.

 You can use this trick repeatedly, though it does take time, and you only
have an hour to complete all five ordeals. If you are careful about
preserving your items and saving before trades, you should end up with at
least a dagger when all the ordeals are finished.

 ITEMS AND ORDEALS

 Here is a list of the five items and the ordeals for which they are used:

Dagger, The Wall
Goblet, The Twins
Lantern, The Noose
Rope, De Profundis
Fly, In the Scorpion's Presence

 The five ordeals can be completed in any order. The game will start you
with one item (at random), which will usually dictate the ordeal with which
you start. Note, though, that I recommend not starting with the stone fly.
Also, you should save after each successfully completed ordeal. It is all
too easy to "mis-click" even when you are trying to do the correct thing:
Death is always lurking in the shadows in the CHAMBER!

 THE WALL

 To complete the Wall, you need the dagger. You start with an open hallway
and two doorways. You should see three arrows in a line in front of you,
which I will refer to as the top, middle, and bottom arrows. Click on the
top arrow. Then, click on the middle arrow. The panels should be completely
closed in front of you.

 Walk through the door on the left. CLIMB ON the step at the bottom of the
facing fresco. Now, PUT IN the dagger (into the slot near the knight's head
and shoulder). This will cause you to be flipped into another room.

 First, before moving or doing anything else, TAKE your dagger from the
objects in the Room Icon. Then, take the passage on the extreme left. It is
hard to distinguish the two passages; be sure your arrow cursor is over the
narrow dark band on the left. In this chamber you should STICK YOUR HAND IN
the deep cavity. Voila, you have a skull. Click on the passage at the
bottom of the screen. Then, click on the middle passage to return to the
Master's Orbit.

 Before returning to the Master's Orbit, you may wish to find an Aspirant.
If you see one, THROW knife, and SEARCH the body. You should recover your
knife and whatever item the Aspirant was carrying.

 THE NOOSE

 To complete the Noose you will need the lantern. Without it, the room is
dark, and you will die unless you leave immediately. Solar Eyes will work,
but don't waste the energy.

 GRAB HOLD of the rope on the left, then PUSH the lever. REMOVE ROPE from
the Poormouth, INSPECT the Hollow (which is right by the platform), and you
will find a skull. Leave through the door on the left to return to the
Master's Orbit.

 THE TWINS

 You will need the goblet to complete the Twins. When you enter, you will
see two snake's heads. OPEN the one on the left. Go through the door on the
left to the Source. INSPECT the Fountain, then PRESS THE EYE. Now, FILL
GOBLET with the water. Take the right-hand door to return to the Twins.

 EMPTY the goblet into the open snake (on the left). TAKE the die. THROW the
die (this is the clue on which hands to lift in the next room). OPEN the
right snake. PUT IN the die into the right snake's mouth, and go through
the door ahead of you to "Who Will Be Saved?"

 LIFT the far left and far right hands. PRESS the Serpent's head, INSPECT
the engraving that is revealed, and note its shape (it is randomized). Now,
take the door on the right back to the Source.

 INSPECT each cube on the floor. You should see that each has a shape carved
in its face (wavy lines, a square, etc.). LIFT the cube whose shape matches
the one you saw in the other room. You now have a skull, congratulations!
Take the passage behind you to the Ring.

 DE PROFUNDIS

 You will need the rope to complete De Profundis. To start, simply click on
the Wait Icon. Now, LASSO the rope to the hook that descends from the
ceiling. WAIT until the platform disappears and the Granite Monster rises
up.

 JUMP ON the Granite Monster that rises from the waves. Then, TAKE your rope,
WAIT again, and you will be given a skull and be deposited in the Ring.

 IN THE SCORPION'S PRESENCE

 You must have the fly to pass this ordeal. First, TALK TO the Statue (not
the mouth). The door ahead of you should flash. Pass through the door to
the Spider's chamber.

 Once inside, CRAWL. GIVE the fly to the woman. When she offers to have you
kiss her, REFUSE. Then, GIVE THE FLY TO THE BLUE ONE (receiving the red
spider). Exit the door on the right.

 Put the fly in the Scorpion's mouth. When the trapdoor opens, PASS through
it. You will get a skull and wind up in the Ring.

 AFTER THE FIVE ORDEALS

 Before turning in your last skull, be sure you have a dagger. If necessary,
trade for one, turn in your last skull(s), and become a Divo!

 Congratulations on completing the five ordeals! You are halfway there. Your
friend, Sci-Fi, awaits you in the rooms beyond the guarded passage. Before
starting, be sure you have two items: the egg (which you got for completing
the five ordeals), and a dagger.

 When you approach the passage out of the Ring, there will be a guard there.
If there is more than one, walk away and return until there is only one.
Then, THROW the dagger at the guard, SEARCH the guard to get the dagger
back, and TAKE the Zapstick.

 Take the passage. In the passage, take the left opening (_not_ the door as
you were instructed to do by the Master of Ordeals). Take the next left
passage.

 At the bars, PULL the bolt back, and PASS through the bars. You will find
yourself swimming in The Return with Deilos! But not to worry: Using your
Sci Power of EXTREME VIOLENCE and having the Zapstick, you will certainly
give Deilos something to think about.

 Now, DIVE. In the soup below, you will need to Zone Scan to find a way out.
Take the passage. Go straight ahead, left at the branching, straight again,
then once more into the large chamber.

 ACCEPT when told to put down your weapons, then TELL THE TRUTH. You have
won the grudging acceptance of the two defective tuners, but they still
know something you don't. To find out what that is, ZONE SCAN the room.

 LIFT the slab. TAKE the Bean, the Flask, the Zapstick, and the Dagger. GIVE
BEAN TO EAT to the Mummy, then GIVE FLASK TO DRINK. It is time to move on.
Take the passage to the left.

 Go straight and through the trapdoor. You should be in the Refectory. Go
into the Threshold of Truth (the arrow pointing down) and ATTACK the
Priestess. PUT IN the egg into the Open Mouth and INSPECT the lectern. If
you look up and to your left, you should see a small figurine near the
ceiling. Use Sci Shift to retrieve it. Take the passage out of this alcove.

 Back in the Threshold, take the door on the right to Placating the Powers,
and ATTACK the first priestess. When Saura comes for you, Brain Warp her,
then GIVE FLASK TO DRINK. TAKE the Mask and Sacrificial Blade.

 Return to the Threshold, then go to Saura's Repose (left door). In Saura's
Repose, PUT IN the Statue of Saura into the Niche, and have the Monkey GET
IN THE TUNNEL. Go back to the Threshold.

 In the Threshold, WAIT one turn. The starry door will open. Take the
passage through it into the Birth of the Divine Race.

 Here, you will need to WAIT one turn until Zorq and his henchman Harssk
come in. Use Extreme Violence on Zorq. When Harssk grabs Sci-Fi, Brain Warp
him.

 Sci Shift the trapdoor at the top of the ladder. WAIT till Qriich-Harssk is
distracted at the top (and releases Sci-Fi). THROW the dagger (or the
sacrificial blade).

 Congratulations, you've won!

 BYPASSING THE FIVE ORDEALS

 It is possible to finish CHAMBER without completing the five ordeals. To do
so, you will need to have a dagger. You can restart the game until you are
given one, or you can complete one ordeal and trade for it.

 Once you have a dagger, enter the passage leading outside of the ring. You
should find one guard there. If there are two, walk away and return until
there is only one. Then THROW the dagger at the guard. SEARCH the guard to
get the dagger back, and TAKE the Zapstick.

 Enter the passage and take the left opening (_not_ the door as you were
instructed to do by the Master of Ordeals). Take the next left passage.

 At the bars, PULL the bolt back. Then PASS through the bars. You will find
yourself swimming in The Return with Deilos! But not to worry: Using your
Sci Power of EXTREME VIOLENCE and having the Zapstick, you will certainly
give Deilos something to think about.

 Now, DIVE. In the soup below you will need to Zone Scan to find a way out.
Take the passage, go straight ahead, left at the branching, straight again,
then once more into the large chamber.

 ACCEPT when told to put down your weapons, then TELL THE TRUTH. You have
won the grudging acceptance of the two defective tuners, but they still
know something you don't. To find out what that is, ZONE SCAN the room.

 LIFT the slab. TAKE the Bean, the Flask, the Zapstick, and the Dagger. GIVE
BEAN TO EAT to the Mummy, then GIVE FLASK TO DRINK. Now it is time to move
on. Take the passage to the left.
                                        
 Go straight and through the trapdoor. You should be in the Refectory. Go to
the Threshold of Truth (the arrow pointing down). ATTACK the priestess and
take the door on the right to Placating the Powers.

 ATTACK the first priestess. When Saura comes for you, Brain Warp her, then
GIVE FLASK TO DRINK. TAKE the Mask and Sacrificial Blade.

 INSPECT the Altar, then PUSH on the Lever. GO DOWN into the opening, and GO
DOWN again in the tunnel back to The Return. DIVE, then take the passage.
Go straight, then right at the branching.

 Take the right passage in the tunnel, straight, and through the trapdoor.
This puts you in the Noose. Use Solar Eyes, and take the door on the left
into the Master's Orbit. Circle the Orbit until you find the door into the
Master's Eye. Go through the door.

 THROW the dagger at the Master of Ordeals, then SEARCH him. TAKE the
Whistle. WHISTLE it. LOOK in the opening. Now that you have an egg, leave
the Eye. Leave the Orbit and the Ring, and use the passages to get back to
the Return (two lefts and pass through the bars).

 DIVE, take the passage, go straight, left, then straight until you get to
the chamber. Now go left, then straight, and through the trapdoor back to
the Refectory. Go to the Threshold of Truth.

 PUT IN the egg into the Open Mouth. INSPECT the lectern. If you look up and
to your left, you should see a small figurine near the ceiling. Use Sci
Shift to retrieve it. Take the passage out of this alcove.

 Go back to Placating the Powers, then return to the Threshold of Truth.
Sci-Fi and her monkey will follow you. Go to Saura's Repose through the
left door. In Saura's Repose, PUT IN the Statue of Saura into the Niche,
and have the Monkey GET IN THE TUNNEL. Return to the Threshold.

 In the Threshold, WAIT one turn. The starry door will open. Take the
passage through it into the Birth of the Divine Race.

 Here you will need to WAIT one turn until Zorq and his henchman Harssk come
in. Use Extreme Violence on Zorq. When Harssk grabs Sci-Fi, Brain Warp him.

 Sci Shift the trapdoor at the top of the ladder. WAIT till Qriich-Harssk is
distracted at the top (and releases Sci-Fi), then THROW the dagger (or the
sacrificial blade).

 Congratulations, you have won!

 CHAMBER OF THE SCI-MUTANT PRIESTESS is published and distributed by Data
East.

 This walkthru is copyright (c) 1990 by Stuart Moulder



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