Whale's Voyage



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TIPS

If you're building up a team, you should try for a mixture of professions. It is recommended to select two professions that have mental powers and two that have physical abilities.

With regard to the different characters, here are some guidelines:

CharacterComments
SoldierA Soldier is best with large amounts of power and health. Dexterity affects his aiming accuracy whilst in combat. Don't expect him to talk like a rhetorics professor, though.
AranianAn Aranian is good at everything, but NEVER excellent. He needs to possess a certain amount of power, mental energy and health. With an Aranian joining your party, you'll get a monk skilled in fighting, who has also got mental powers and rhetoric abilities.
PsionicianA Psionician is VERY BAD at fighting and has a poor health rating but he may be useful for your team because he's able to cast the most powerful and very useful mental spells (Brain Blast, Resurrection, etc.) and he is a very skilled talker.
MedicinA Medicin is not a particularly good fighter but very experienced in talking and always has full health. Has hardly any fighting spells but knows most healing methods.
BiochemistA Biochemist fights average; he's experienced with essences and able to make use of technical skills.
HeadhunterA Headhunter is very used to the rough way of life from the gutters. He's a very good fighter, acts quickly, isn't dumb and reasonably skilled in talking too.
EveryoneMay be activated as a Closer. But you should only activate a Closer while in PURSUIT, otherwise you have to re-open every single door every time.

CHARACTERS

These characters were NOT used in this solution. There is nothing to stop you using them though by doing so some problems and encounters described may have different solutions.

  Medicin Biochemist
Educational Path Cybertech Mental School Nagikamura Gakko
Hoodson Medicine School Chemistry University
Duties Weigher
Merchant
User
Weigher
User
Scout
Suitable as: Healer
Talking Leader
Carrier (Note 1)

Technician
Carrier (Note 2)

Characters used in this solution were as follows:

  Soldier Aranian Psionician Headhunter
Educational Path Basic Mil Trg Cybertech Mental School Cybertech Mental School Streetkid Childhood
Battle Academy Aranian Monastic School PSI Science Institute Headhunter's Union
Duties Targeter
Leader
Scout
Targeter
Joker
Merchant
Joker
Scout
Targeter
Weigher
Suitable as: Attacker Attacker
Talking Leader
Healer
Attacker (mental)
Carrier (Note 1)
Burglar
Saboteur
Carrier (Note 2)

NOTES:

1. This character should be used as a carrier of your smaller extras you will be collecting during the game, because his load will soon grow too heavy if he carries too many heavy items.

2. This character can (and thus should) be used to carry your heavy weapons, he's the most suitable character for assigning this task to.

SOLUTION

In this solution, we're going to focus on the following party: an Aranian, a Soldier, a Psionician and a Headhunter. Other combinations, however, are also possible.

ON THE WHALE

At first, you need to land on Castra, because you start devoid of any finances.

Now go to Greg Morgan (at the west side in a niche after you've crossed a shopping passage) and ask him what he's doing and how you could help him. The only way of killing time is to roam around, because you cannot get hold of the shrinking device he talks about at this stage.

In the south of Castra, you see an old man being hit by two hooligans. Fight them and rescue the old man (George McMil) so that he's able to stand up. If you talk to him, you will get his phone number which you should write down somewhere.

Getting to Walter Wim, the weaponer, he excitedly tells you that his daughter Winnie has disappeared. You can find Winnie near the passage where you just met Greg Morgan before. So just go there, get her and give her back to her father. Thankfully, he hands you a rifle gun, a pistol, a thermo grenade and ammo. Let the Soldier take the rifle and load it. The Aranian should take the grenade and the second pistol. Equip both characters with the weapons.

You should've reached the second level now. Instruct the Attacker how to reload the weapon automatically and to activate it at once. The Headhunter should learn how to manipulate computers. All other skills can be assigned according to your feelings, but beware that any use of mental skills (that will cost you a lot of energy) cannot be made unless you've reached the higher levels. This means, it's not sensible to use it at earlier stages because you would only keep wasting precious energy.

Leaving the store, you're robbed by a thief whom you need to shoot down.

Now you can make your way towards Max Flesh's store in the southwest corner of the city. If you like, you can buy a compass or similar things, but take care to save up at least 720 credits for you. Here, while you're talking with the men, you get the mission to bring a heart to Lapis to a guy named Jack Nock. This mission will reward you 100000 Credits! Taking the heart, you find out really soon that other obscure guys are behind this organ as well. Now you have to escape as fast as you can (beam yourself up to the Whale)!

On the Whale, first, call George McMil, who can provide you with a shrinking device he sends to you via 3D Fax because of his gratitude. Use this device to beam yourself to Penthe and to meet Greg Morgan. Shrink him and you get to know that he also knows Jack Nock well, and that he wants to get to him, too. Pick up the CD Morgan's image is saved on and beam yourself back to the Whale.

Here, you gas up (approx. 700 units ), in order to be able to make it to Lapis, and start.

In Lapis, you'll meet a guy named Krueger. He insists on being able to get anything imaginable but he points out that he'll need 3 weeks each to get it. This guy will become really useful much later. Furthermore, he tells you about a new disease called Hypo Coco.

Look for Jack Nock (near the stair-shaped house in the northern east side of the city). If you give the heart to him, you'll be rewarded with 100000 Credits! He is also pointing out to be able to un-shrink the go-between. Giving the CD to him, you get to know Greg Morgan to be a deceiver who had wanted to get to Jack Nock to kill him and snatch the heart. Yes, Greg Morgan must be eliminated. Jack Nock is very concerned Morgan had been killed by the party, and he asks you to come back later. Now you can use the money that you own now for trading items.

If you do NOT have an Economy Scanner among your inventory yet, you should take raw materials from Lapis or Inoid to the technized planets (eg Castra) and high-tech goodies to the less difficult cities. Equip the Whale well with weapons and protector screens, in order to defend yourself against possible attacks of pirates.

Now head to Lapis to Jack Nock's home. Arriving at his flat, you realize he has been killed. Search his dead body thoroughly, and you will find a scrap of paper with a phone number written on it. You can't see the heart anywhere though.

Back on the Whale, you should call the number written on the scrap of paper and from an unfriendly voice, you'll get to know that this heart has probably been taken to Inoid and that it's on you to get it back.

It's strongly advised to visit the local merchants on every planet you're travelling to, in order to get the newest weapons. To minimize the loss, you should sell your old weapons and some items left behind by dead enemies. Beware that prices of ammo and other items are HIGHLY DEPENDENT on the tech level of the planets, so don't be surprised if they turn out to be VERY EXPENSIVE sometimes.

Having arrived at Inoid, visit the hospital and talk to the unfriendly clerk that doesn't want to let you pass. He won't help you unless you tell him you're infected by Hypo Coco. Then, he will get Doc Steinhag who will lock you up in a room at the north side of the hospital. Now you should move to the door to the north which can be opened either by using a toolbox or by computer manipulation.

The next room contains the heart you were looking for. Snatch it, go outside and close the door again. Move around in the room a little and Doc Steinhag will come back and throw the healthy part of your party out of the building.

Back on the Whale, you should call the unfriendly voice again. Now you're asked - in a little more friendly way now - to return to Lapis to find a hidden mine. You'll get the needed coordinates. To get there, you'll need a Planet Glider and a Glider Locator.

Inside the mine, you'll get to meet the contact man, Jens Nippel, in the very southwest corner of the mine. He'll explain about the heart and that he's acting for the revolution. If you give the heart to him, you will get another 100000 credits and a new mission: you're told to escort a freighter to Nedax.

After having beamed back to the Whale, Commander Tenz, the freighter's captain, will call you up. On the way to Nedax, you're attacked by a very powerful troupe of the Federation, which means you MUST make sure before to be well-armed, otherwise you won't be able to save the freighter.

Commander Tenz is very thankful and asks the crew to visit Kevin Grove in Aqua (on Nedax, too), who will provide you with essential information. In Aqua you'll meet Kevin (beard and bald head) who will tell you about the co-operation between the Pirates' Union and the Revolution. You're asked to play counsel between Sam van Varn, the pirates' leader, and Mr Wostock, a renowned representative of the Revolution. You're told to meet Sam in Necth, which is another town on Nedax.

Having arrived at Necth, you realize that you're being pursued by four policemen who mercilessly try to track down your party. After you've finished with the last one of them, he'll lose a broken garment and an also broken weapon, which you must pick up. In a bar in the north of Necth, a barkeeper will tell you about a man having been in his bar recently who was supposed to be arrested by the police but managed to escape anyway.

On the table that the barkeeper will show you, you can see an ashtray which shows a phone number that has been written on the ashes. Remember this number.

Return to the Whale and call this number. You will speak with Sam Van Varn. He had to escape from the four policemen who were astonishingly well-informed about the meeting. He can tell you about the crew because he could see them fight and he had been asked by Mr. Wostoc to come to the mine on Lapis, where he and the crew were to meet Jens Nippel. Unfortunately, he didn't know what Jenns Nippel looked like, hoping for the team to join him soon.

Back to Lapis, you need to make your way to Jens Nippel's niche Here, you're shocked by an extremely delicate accident. Sam Van Varn had killed Jenns Nippel because he thought he was a pursuer! Sam is in obviously nervous shape and he asks the crew to keep the accident as a secret, otherwise this would endanger the unification of the pirates and the Revolution. You should put the broken garment and the broken weapon next to Jenns's corpse. As Mr Wostoc shows up you must convince him Jenns Nippel had been killed by the CIA. After successful conversation both you and Mr Wostoc beam up and tell your crew that they should go back to the Whale.

Here, you'll get a call from the Headquarters, where they are surprised about the crew's success. Before they could kill him, Greg Morgan managed to transmit important information to the Sky Boulevard. This data is stored in the station's central computer and must be deleted!

On the Sky Boulevard, you're getting taken by surprise by an army of clerks and policemen. At first, you should look for Ergerson, who can tell you the location of the computer room, but who expects an automatic rifle from you in return. Giving him the item he demands from you, Ergerson will tell you that the rooms you're looking for are located behind those of Mr Wellsgolf, however, Mr Wellsgolf will only let you pass if he gets a blue paper from you.

Now you must find a station where you can get the paper mentioned BUT: to get a blue one, you must get a yellow one first; to get the latter one, you need a green one, and for the green one, a red one is required first. You can get the red paper without any problems. The red paper can be exchanged into a green one, same with the yellow one you'll get if you give a green one, and finally you'll hold the blue one in your hands at last.

This requires the crew to run across the whole length of Sky Boulevard. Mr Wellsgolf will accept your blue paper, BUT, he demands another 10000 credits from you if you want him to keep everything as a secret. Now you can get into the computer complex, which, however, is heavily protected by a extremely powerful guard. Talking makes no sense here, so you need to go towards the east, and go that far so that patrolling guard is out of your view. Here you should put up a CP4 Trap (you can get these on Castra, for instance). Now move to the very north of the station, where you can see a power station. Use a toolbox or computer manipulation to turn the lights off. It is recommended that you have an infrared device with you, in order to more easily move around in the dark, but you can do it without it. Oops, the guard seems to have been blown up, there's only a tiny remainder of him left.

Now go inside the computer room and delete ALL data, again by using either the toolkit or computer manipulation. Then leave AS FAST AS YOU CAN.

Back on the Whale, you should call the HQ and they'll glorify you for all your efforts. But before they can tell you more than the HQ being on Inoid now, the speaker seems to get killed at this very instant.

On your way to Inoid, you're radioed by a pirate of the union, who seems to be in lots of trouble. You should destroy ALL Federal ships. Full of thanks he tells you about Louis 17, a little asteroid hidden between Nedax and Inoid, and he invites you to come there.

On Inoid, you should visit the HQ, which is in the west, now. Here you don't find any corpse, though, but anyway you can easily realise that a fight had happened here and the intermediary seemed to have been kidnapped.

Now it's time to fly to Louis 17. The Orbit merchant will provide you with some very useful (but anyway very expensive) extras for the Whale. On this planet, you should also visit John Freeze, who can also sell you good weapons, but the most important thing he has for you here is a BOMB. This is a MUST to buy because it's essential at a later stage.

On Louis 17 there's not much going on at the moment because almost everybody is at a meeting about the Revolution. At the time you meet Max Schimmel, the pirate, you should try to get everything out of him about that kidnapped guy. However, he doesn't know any special things about it but he mentions that he has got a friend, Erasmus, who's always well-informed. Erasmus lives in Wocony, another town on Louis 17, is red-haired and wears black sunglasses. After Max has given you this precious information he also states you give Erasmus a little present. He will inform you that Erasmus will only talk with you if you give him a red sardeen.

Yeah, you do remember the guy Krueger, don't you? He told you that he can get anything imaginable. So why wait any longer? Head back to Lapis and visit him. IN FACT, he offers you a red sardeen!

Having got the fish, fly back to Wocony and look for Erasmus. After giving him the sardeen, he's willing to give you everything he knows; amongst all this, there's information about the contact man being held captive on Dymy, a city on Arboris. On Arboris, you have to find Dymy first, because only Arboris's capital is known to you so far. You'll find the prison at the utmost south of the city. Of course, the entrance is locked!

But no problem, for you anyway. Place yourself into the niche north of the entrance and wait a little bit until a guardian opens the door for a little while, to catch some fresh air. Now the door isn't locked anymore. Be sure to keep the Sonic Absorber switched on otherwise you will have to fight with the whole party of guardians at once - an impossibility! Using the Absorber you can easily kill one guardian after another.

BE VERY CAREFUL with your Plasma Thrower, though, because you could accidentally kill the prisoner inside his cell! Inside a little chamber, you can find a keycard you are able to open all cells with. One of the cells contains Ems Krull, the intermediary. He tells you that the Federation led by General Noth provides a powerful fleet you CANNOT attack because it's protected by a cloaking device. This device can be found in another mine on Lapis. You get the coordinates from him and head to Lapis.

Be sure to have VERY GOOD WEAPONS and WELL-EDUCATED CHARACTERS to be able to defeat the huge army stationed in this mine. Having killed all soldiers you must use either the toolbox or computer manipulation to make the three computers that are controlling the cloaking device disfunctional. After that, General Noth will appear but he beams himself away immediately.

Back on the Whale you get to know that General Noth has fled to Sky Boulevard and that you're supposed to destroy the whole station in the computer room using a BOMB.

On Sky Boulevard, you're getting attacked from every direction. The beamer will only work directly at the Warp Link. Standing in the computer room, you need to put down the bomb you bought on Louis 17. After activating the bomb be sure to escape quickly enough towards the Warp Link and back to the Whale. (The time remaining is displayed in a window).

From inside the Whale you can safely watch the explosion of the Sky Boulevard and the peril of the clerking system of General Noth!

Congratulations, you made it!