Bioforge - Complete Walkthrough - v1.2
by Daniel Starr

General tips:

*  Alternate two hand-to-hand attacks for best results.  I like Alt-7, Alt-9
or Alt-7, Ctrl-7.

*  Some enemies in the game cannot be defeated by blasters, but can be
defeated in hand-to-hand.  Some cannot be killed by normal weapons at all,
but should be attacked anyway...

*  If it looks like you should be able to climb into or onto something,
try sidestepping in either direction;  anyway, keep trying (walk forward,
don't run) and eventually you'll hit the right pixel.  (Except for the
tunnel in the dig, which is sealed 'till you open it.)

*  If you see something that looks like a monitor, it probably is.  Try
to use it, and sidestep in either direction if need be.

PLOT SPOILERS BELOW!

Sorry about all the page breaks, but this is too short an adventure to spoil
unnecessarily.  I've broken up important puzzles into multiple pieces,
so if you think I'm being too cryptic, hit the space bar.



1.  Get out of your detention cell.
        Read the walkthrough at the back of the playguide.

2.  Get out of the cellblock.
        Use the fork on the electrical panel.  It's in Mr. Blue's room.
(Go ahead and fight him.)

3.  Get out of the guardroom.
        Use the guardroom wall monitors to deactivate cell doors.  
Read Dane's logbook (in the cell across from yours) for a security code.
Press the red button on the guardroom wall.  Use the guardroom desk
monitor to move the nursebot; have it pick up Cayman's severed arm and
move it over to the palm reader by the door.  Now use the other desk
monitor to reactivate Cayman's palm's clearance.  Stand on the plate by
the palm reader to open the door.  (You won't need Cayman's arm again.)

4.  Evade the robot.
        It's a dumb robot.  Just sidestep instead of moving forward and
you can go right by it into the cryochamber.  Once you've got your 
blaster, you can blow it up from the cover of the elevator or the 
cryochamber entrance.

5.  Explore the lower tunnel.
        You need to lure the growling beast in the tunnel beneath the
hatch so you can freeze it.  To do that, you need to send someone else
down the tunnel.  The cyberraptor in cryochamber one will do nicely. 

Drain some cryofluid to wake him up.  Go check on his stats in the monitor.  
Knock him out with kicks and mid punches.  Make sure the hatch is closed.  
When he wakes up, wait for him to come near the hatch, then knock him out so 
he collapses on top of it.  Now open it, drop him through, wait for the 
fighting to start, and freeze 'em both with cryofluid.  Go down and 
through the tunnel and check out the right branch.

6.  Prevent those dropships full of marines from arriving.
        Take the elevator up to level 1.  You can take out the probes by
shooting from behind the cover of the elevator door and using the
reflective walls to your advantage.  Rough up the guard and he'll rev up
the AA gun for you.  Blow up both dropships.  You can aim, sort of, with
the arrow keys.  (save, attempt, fail, restore, attempt again...)
 
7. Explore level three. 
        Go to level three.  Take out the mecho from the cover of the
elevator.  I recommend you cache your blaster somewhere else now.  Open
the door on the left.  Enjoy.  Pick up a healing device, and (optional) a
battery from Dane.  Check out the monitor.  Now go to the far room
(retrieve your blaster first, if you cached it); defeat the marine; read
his logbook and the wall monitors.  Get yourself encased in an envirosuit
by the machine here.  In one corner of this room you'll find the Icarus
monitors -- use them to descend to the hangar. Get a bigger battery from
the nose of the Icarus, install it in yourself and drop your old one here
-- you'll need it later.  Get the alien cube from the floor.  If you lost
your blaster, kill the guard out in the corridor or in the hangar for a new 
one. 

8.  Stabilize the reactor.
        The reactor guardbot only fires on humanoids.  Anything else would 
find it a real pushover.        

        Use the forklift bot from the room at the end of the hall to 
dispose of the reactor guardbot.  (There's a forklift control monitor in 
that room).  Now you can enter the reactor (wearing your envirosuit).

        You can't defeat the alien in combat.  You do need to get rid of
it before you can finish your job, though... I wonder how?

       Turn the bridge on.  Go pull one of the two pylon levers down. 
Shoot the alien twice to get it angry at you.  Run back across the bridge
and turn off the bridge out from under the alien when it follows.  Now go
back, pull the other pylon lever down and punch in the code you got from
the control room's wall monitor to activate the power-down button on the
reactor monitor.  Turn off the reactor and breath a sigh of relief.

9.  Go to level four and explore the outside.
        The security bot is really slow in tracking your movements, so
just fire, sidestep, fire, sidestep the other way, fire... and it'll never
hit you. 

The airlock code you're looking for is in the logbook of the Marine back in
the level three control room.  You are wearing your envirosuit, right?

"Positive O-Ring" = all lighted except the center.  Play with the buttons.

Ignore the large platform with the four droids.  Take the elevator down to
the catwalk.  Run past the catwalk droids -- you're too fast to track as 
long as you keep moving. 

To make headway here, you need the right object and the right place.  The
object should be obvious.  The place is the stone blocks just below the
first turn in the catwalk, not the much larger collection further on.

Use the alien cube to move across the stone blocks, arriving at the wreck.

Hang around in the dropship for a little bit...

... and use the device from the marine you punched out (he takes no
permanent damage from your blaster) to access the dropship missiles.  (The
marine requires an immense number of punches and kicks.  Persist.)

Get Mr. Lake Monster's attention by firing a missile.  When he goes over
to check it out, give him a second dose.  Enjoy. 

Using the missile lying on the beach yields a bomb.  Have you found 
any obstacles you'd like to blow up?

The bomb will burst open the sealed door on the catwalk if you drop it
right next to the door.  You have to go by the route the alien beast was
guarding, since you can't get back the way you came.  Yes, it can be done. 
You have to (1) get right next to the door, (2) make sure you're dropping
the bomb and not just the alien cube, (3) if you're having trouble falling
into the lake when it looks like you can climb or walk, move sideways a
bit and try again.  Ignore the Big Alien Sphere Room off to the side for
now.  Try the route a couple of times without the bomb in hand to get a
feel for it. 

10.  Explore the dig.
        Kill the small, floating alien.  Do something nice for Escher.

        Use a healing device on her!  Now go check out the writing on three
walls of the Big Sphere Room reached from the large group of stone blocks.
Come back to the dig when you're done, and check out the other room.

        You can't kill the alien, but if you beat it up and then give it 
an opening (you may have to let it hit you) it will run off and do something 
interesting when you pursue it.

        Now pry open that cracked sarcophagus door, and solve a small
puzzle to get a device to let you do what that alien did...  

(Make the the bottom diamond look like the top one.) With the device in 
hand, use the tunnel... 

11.  Explore the Phyxx caverns.
        The central column monitor activates the tubes.  Which tube is 
determined by the sign in the center of the monitor (match it to the sign 
by the tube).

For now, hit the left, right, and bottom tiles in the monitor to activate
the one really useful tube at this point.

Use your gun to give you momentum to put you through the other side of the
zero-gravity chamber.

Another no-guns fight.  Read the writing on the pillars before you
head over to meet him.  And watch your step!

Use his toy to get through the force field at the far end of the room.

Go ahead, solve the puzzle on the monitor.  What?  You want a solution?  
Well, try:

Green-Red-Blue-Red-Green-Red-Blue-Green-Blue-Green-Orange-Yellow
-Violet-Yellow-Orange-Blue-Yellow-Green-Yellow.

After that amusing conversation, install your new battery, go back to the
central tube chamber and activate the other two lower tubes.  Now use the
control device by the blinking tube.  Have fun and eliminate your
opposition from afar.  (The same method won't work twice, though, so
you'll need to do a different, obvious thing to dispatch the second.)

Raise the sphere.  Lower it to crush one marine.  Raise the sphere again. 
Drop your gun, run over and grab the grenade and throw ("fire") it back up
the tube. 

Now go into the remaining tube to fix the gravity ring.

Step on the plates to rotate the highlighted segments into a single line.  
Watch out for asteroids.  Some plates move more than one segment.

12.  Escape.
        Head back to receive Dr. Escher's logbook.  Read it for the
medical security code.  Go back down, make sure your shield is on, then
take the Big Sphere Room tube up to the surface; head for the Icarus.  Run
past the Marines; swerve left or right when the dropship fires to elude
its missiles. 

The Marine near the airlock has the information you need to get in the
airlock in his logbook.  (The new controls are a bit weird; persist.)

Go read your identity from the medical monitor in the operating room,
using the security code to open up the classified data.  Go to the hangar. 
The battery Gen gave you will activate the Icarus if it's still
three-fourths full.  Pick up your old one and use it on yourself to swap
out Gen's battery, then step over to the nose of the Icarus.  Insert Gen's
battery and enjoy. 

-- 
Daniel Starr           |  Shaffer's Law:  The length of the thread is 
starr-daniel@yale.edu  |  proportional to the distance from the topic.  
                       | --------------------------------------------------    
"Scuppers. Hosepipe."  |  Graphics to 1995; AI is the CPU hog of the future.

The Spoiler Centre