GUIDES | December 1st, 2012
Primordia Walkthrough

:: The Beginning

Use the hatchway to go downstairs.
Go through the doors until you reach Engineering.
Watch the cutscene.
While gehind the Uniic.
Pick up the datapouch lying on the ground in front of Horatio.
Leave the room to the right.

While in front of the Uniic,
Pick up the gordium conduit by the ladder.
Pick up the cable.
Use the generator.
Take the putty.
Exit the closeup.
Use the ladder.

While in the outer hatchway
Pick up the gordium conduit on the floor.
Select the Crispin icon from the menu bar, and use Crispin on the lantern on the shelf above. This gives you the lantern.
Take the stairs to the left.
On the roof, use the lantern on the hatch way.

In the Bedroom, Look under the bed to get your plasma torch.
Take the Book of Man on your side table.
Press the blinking panel to lower the ladder.
Use the MAP icon on the menu bar and go to the Junkpile.

While in the Junkpile,
Pick up the gordium conduits on the ground.
Use the plasma torch on the box to open it (get a spark plug).
Look at the big pipe on the right side of the screen.
Use Crispin on the big pipe to get another piece of Gordium conduit.
Open your inventory. You should have 5 pieces of conduit. Use the plasma torch on them to weld them together.
Use the MAP to return to the Uniic.

While in front of the Uniic,
Click on the generator to get a closeup.
Use the conduits on the bottom socket.
Use the sparkplug on the upper socket.
Flip the switch to turn on the generator.
Watch the cutscene.

:: Building the Energy Sensor

While in the Library room, leave the room to the right to get into the Engineering room.
Click on the radio. Take the plug.
Take the LCD screen from the table (bottom of the screen).
Examine the notes on the floor until you find the plans for an energy sensor (learn you need a crystal, plug, cable and CPU).
Go back to Horatio's bedroom.

While in the Bedroom,
There's a glint on Horatio's shelf. Click on the shelf to find a crystal.
Open your inventory.
Use the plasma torch on the long cable to get a short cable.
Use the short cable on the plug.
Use the putty on the crystal.
Use the crystal on the cable/plug.
Go back to Engineering.

In the Engineering room,
Click on the Interface on the far wall to bring up a closeup.
Plug the energy sensor into the socket.
A bunch of coordinates will appear on the screen.
These are coordinates where the sensor has detected energy sources. Don't worry about writing them down. The numbers will be recorded in your datapouch.
BE SURE TO CLICK THE "DOWN" ARROW TO SEE ALL THE NUMBERS!
Click on the interface and pick up the energy sensor again.
Walk out of the hole in the wall to the right.
Pick up the rag (it will fly away).
Go to the room behind the Uniic.

While behind the Uniic – the area Horatio woke up in after being attacked,
Pick up the rag that has gotten caught on a piece of debris.
Go to the roof.

On the Roof, click on the telescope.
Test out the various coordinates that the energy sensor picked up. When you finish, you will have two new locations: Giant robot and Shrine.

:: Looking for an Energy Source

Use the MAP and go to the shrine.

While at the Shrine,
Speak to Ever-Faithful Leobuilt.
Choose the dialog option "I am looking for a big robot…".
You will get a new location: Dome.
Tell Ever-Faithful that you are a Humanist.
Use your Book of Man to answer his questions properly. He will then ask who you are. No matter what you choose, the answer will be incorrect.
Use your MAP and go to the Dome

At the Dome,
Click on the giant gun and get a CPU unit.
Use the CPU unit on the "cable/crystal/plug".
Use the energy sensor/CPU on LCD screen.
This will give you a mobile energy sensor.
Use your MAP and go back to the Uniic.

While in front of the Uniic,
Use the rag on the oil puddle.
Use your MAP and go to the Giant Robot.

In the Giant Robot Head,
Use the plasma torch on the big fingers to cut off a finger.
Look at the vents on the head.
Use the oily rag on Crispin.
Use the finger on Crispin.
(The giant mouth will open).
Enter the giant head.

In the Giant Robot Head – Throat,
Use the elevator panel.
Speak to Alpha and Beta.
Ask them about the elevator (get elevator code – 9876).
Use the long cable on Crispin (he'll bring the cable up through the hatchway in the ceiling).
Climb the cable.

In the Giant Robot Head – Brain,
Click on the floating robot (not Crispin!), He'll spout out a bunch of ones and zeros (a binary code).
Open the panel on the big brain.
Pressing the switches turns the light next to it on or off. You need to set the lights to the binary code the floating robot gave you.
Starting from the bottom: 001011010 (where zero means off, and one means on).
Press the red button. The brain is now working.
Go back down to the Throat.

In the Giant Robot Head – Throat,
Speak to Alpha and Beta about how you fixed the brain.
Use the elevator panel and enter the code: 9876.
Use the elevator.

In the Giant Robot Head – Stomach,
Click on the glowing monitor to talk to Gamma.
Use your mobile energy sensor to determine which monitor Gamma is in. Then use your Plasma Torch to destroy a monitor in which Gamma is NOT in!
Keep using the mobile energy sensor and your torch, until Gamma is trapped in one monitor.
(note: you can destroy Gamma if you want, but you won't get the most optimal ending)
Use the elevator again.

In the Giant Robot Head – Throat,
Tell Alpha and Beta that you trapped Gamma.
Leave the giant robot.
Watch the cutscene (Goliath calls you Horus).
Use your MAP and go back to the shrine.

At the Shrine,
Speak to Ever-Faithful.
Tell him you know your name.
Tell him Horus.
Go to the shrine and take a bomblet..
Use your MAP and go back to the Uniic, then go to Engineering.

In the Engineering room,
Use the bomblet on the Cradle.

:: Going to Metropol

In Front of the Uniic,
Use the bomblet on the oil puddle.
Use your MAP and go back to the Junkpile.
On the Junkpile,
Wave the mobile energy sensor on the various pieces of junk until it glows.
Click when the sensor glows.
Use Crispin on the piece of junk that the sensor indicated (receive a battery).
Use your MAP to go to the Dome.

:: At the Dome

Click on the skeleton in front of the dome.
Click on the pocket (receive a transmitter).
Use the battery on the transmitter.
Use the sticky bomblet on the door of the dome.
Use the transmitter on the dome.
Enter the code 6325 (325 being the number of the bomb, and 6 being the prefix specified by Alpha and Beta).
Enter the dome.

At Barrier,
Talk to the machine on the left until it tells you to use the scanner.
Use the scanner.
Take the ticket from the machine.
Use the ticket on the scanner by the barrier.
Go through the barrier.

At Train station,
Wait for the train to arrive, and then board the train!
At the Metropol train station,
Exit the train station until you get to Main Street.

:: Getting into the Courthouse

In the Main Street,
Talk to Leopold (the robot calling out to you).
Ask what he has for sale.
Click on the crowbar.
Open your inventory and look at the burnt energy sensor.
Trade the crystal for the crowbar.
Go to the information kiosk.
Type "LAW".
Take the printout.
Open your inventory and LOOK at the printout (important).
Walk NORTH.

At the Tower base,
Look at the door and note that the damage is superficial.
Go back to Main Street, and take the LEFT path.

At the Crash site,
Use Crispin on the cable to move it.
Use Crispin on the floater
Continue to the left to go to the Courthouse

At the Courthouse.
Use the lamp on Crispin.
Go back to the Crash site.

At the Crash site,
Use Crispin on the floater (get copper wiring)
Go back to the courthouse.

At the Courthouse,
Talk to the hat-wearing robot, or the round floating robot (Oswald and Cornelius)
Go through the dialog options.
Try to pass their test – don't worry if you fail. Ask them if somebody else can judge their case.
Speak to the floating robot with the antennae on its head (Gimbal),
Use the transmitter on Gimbal.
Go through through the dialog options until you learn about her motor.
Speak to the robot on the steps (187th).
Go through all the dialog options, until you learn about what crime he committed.
Tell him you examined the damage (if this option doesn't come up, go back to the Tower base and look at the door).
Show him the printout (make sure you looked at it first).
Go back to Main Street.

At Main Street,
Use the crowbar on the manhole cover.
Go down the ladder.

In the Underworks,
There are a bunch of cars to the left. Use the crowbar on the car's hatch.
Take the engine and fan belt.
Take the left path.

At the Underworks Bridge,
Use Crispin on the keypad.
You can try to decipher the code on your own, or use the decryption module on Crispin and he'll use it to crack the code.
(if you don't have the decryption module, the code is 137)
Cross the bridge.

At the Crane,
Speak to Clarity and go through all the dialog options..
Make sure she gives you an access card, and judges Oswald/Cornelius's case.
Use your MAP and go back to Main Street.

In Main Street,
Talk to Leopold.
Trade the engine for the motor.
Use the copper wiring on the motor (solve the simple minigame to fix it).
Use your MAP and go back to the courthouse

At the Courthouse,
Talk to Oswald/Cornelius.
Tell them Clarity's judgement.
Give the fixed motor to Gimba.l
Pick up the hat.
Go back to Main Street.

At Main Street,
Speak to Leopold.
Trade the hat for the memory module.
Go back to the courthouse.

At the Courthouse,
Use the access card (that Clarity gave you) to open the door.
Enter the courthouse.

Inside the Courthouse,
Walk closer to Arbiter.
Use the lamp on the robot in the dark corner.
Open your inventory.
Use the memory module on the plug.
Use the module+plug on the datapouch.
Use the datapouch on the hole in the robot's head.
After watching the cutscene, use the transmitter on the secretary robot.

Outside the Courthouse,
Look at the object underneath Scraper's arms (it's a bomblet).
Either 1 – wait for Scraper to countdown (you will still survive)
or 2 – use the transmitter on the bomblet and use the code 6734.
Use the MAP and go back to the crane.

:: Getting the Council Code

At the Crane,
Speak to Clarity about what happened. Receive 1/4 of the Council code.
Leave the room with Clarity.
Go to the main Underworks room.
At the Underworks, take the righthand path to get to the Factor.

At the Underworks – Factor,
Click on the pile of junk on the water.
Take the gold chain and your gospel.
Enter the building at the end of the path.

Inside the Factor,
Open the hatch enter go down the ladder.
Use the crowbar on the panel in the wall.
Take the medal that fell on the floor.
Look at the panel.
Take the two gears.
Use your map and go back to Main Street.

In Main Street,
Use your gospel on Leopold (receive 2/4 of the Council Code),
Talk to Oswald and go through all the dialog options,
Give the gold chain to Oswals,
Talk to Oswald again and ask for his monocle,
Click on the bar,
Use both gears on the arm (gears are now clean),
Go to the Kiosk,
Use the monocle on the kiosk screen,
There is a series of wordplay related puzzles here. The result is a code that you need to type into the kiosk. If you would like to know the correct code, it's ORACLE.
Talk to Memento Moribuilt.
Ask for the council code twice (there's no way to save her). Receive 3/4 of the Council Code.
Use your Map and go back to the Crane

At the Crane,
Look at the heads on spikes. There's one that looks like Oswald. Take it.
Use the memory reader on the head to get the code 518.

Back at the Factor,
Look at the panel again.
Put the oiled gears into the panel, and follow up with the fanbelt.
Press the button.
Use the transmitter on the radio tower.
Transmit the code 518.
Talk to Factotum.
Give the head to Factotum (receive 4/4 of the Council code).
Use the MAP and go to the Tower.

At the Tower,
Use the keypad on the door
The code is: 4402480306751026
Enter the tower and go up the elevator

:: The end of Metromind

Watch the cutscene
Use the MAP and go to the Courthouse

At the Courthouse,
Use the crowbar on Scraper's arm.
Go the train Station and to the right screen
Look at the map on the wall.
Hover the mouse over the buttons until you find Calliope Station. Press it.
Enter the secret door.

In the Secret entrance,
Walk up the hallway until you get to a locked door.
Use the plasma torch on the cables (make sure you have Scraper's arm in your inventory).
Enter the door.

In the Metromind's core room,
Watch the cutscene and examine Crispin.
Pick up his personality matrix.
There's a data chip on the floor. Pick it up
Walk back to the tower (your automap is now broken) and go back up the elevator

Now, to finish the game, there are the following ways which will give an alternate ending to the game.

Ending 1 (If you have the Thanatos Virus)
– Use the virus on the transmitter
– Use the virus on Scraper

Ending 2 (If you don't have the virus)
– Use the plasma torch on the power core
– Tell Metromind you will leave

Ending 3
– Climb to the roof using the emergency elevator shaft
– Use the virus on the transmitter
– Use the virus on the radio tower

Ending 4
– Climb to the roof
– Jump off the edge

Ending 5
– Tell Metromind you will never join her

Well, that's all and we hope you enjoyed the game as we did!

 

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