Inside the Facility Hints/Walkthrough NOTE ABOUT THE MAP: You will need to make a map. Make sure to use FACILITY.PDF. If you can't view that file, or if you can't print it out, here is a description to get you started: The map is an array of squares, 13 columns wide and 10 rows tall. The starting room is the Lobby, which is in the middle of the bottom row (i.e., the southernmost row). NOTE ABOUT THIS WALKTHROUGH: The entries in this document are more or less sequential, so you can read down until you hit the problem you're having. Whenever you get a new color of security card, make sure to visit all the rooms you can reach behind the doors of that color, and note them on your map. (This walkthrough will assume that you have done that.) Most of the time, a required action (like taking an object) will happen automatically when you enter the appropriate room. Sometimes, however, you'll have to wait a turn. HERE WE GO: ** I can't get through the metal door in the Visitor Gallery. As long as you stay there, Carl will talk to you instead of working on the door. So you need to go back to the Lobby and wait a couple of turns. When you hear the whooshing sound, the door is open. ** I can't get through the white or yellow doors. Make sure to visit all the rooms in the visitor area (the viewing rooms, the Lecture Room, and the Gift Shop). You'll end up with a white security card, which lets you go through the white door in the Product Test Viewing Room. ** The Telepad gives me an error. Don't worry about it. ** I can't pick up the yellow card because my arms are full of rockets. Go to the Vat Room (east of the Plastics Lab). Wait a turn, and you'll get a note for Salvatore. After you deliver the note, he won't give you any more rockets, but you still have to deliver the ones you have. ** How do I get a green card? - Go south in the Coffee Center, and Max will offer to help you. You need to find something he wants. (He doesn't want a granola bar, for example.) - Get a refractionator from the Refraction Lab. You'll need a granola bar. (If you aren't carrying a granola bar, you'll automatically take one whenever you enter the Granola Bar Dispensary.) - You need to charge the refractionator, but the Charging Salon is out of order. - You can get a T-8151 in the Lost and Found, but you'll need another granola bar. (Bertram never gets tired of granola bars.) - Now you can charge the refractionator and give it to Max. ** How do I get through the door in Code Anteroom with the "#" on it? You can't yet. (You need a device that holds codes.) ** How do I get a blue card? - They're in the safe in the Sergeant's Office. - Take the key requisition to Melanie in the Lockology Lab. - You can charge the autokey in the Charging Salon, but Patroller Smith discharges it when you pass him. - You need to teleport. Take the charged autokey to Telepad Alpha, wait a turn to teleport to Telepad Beta, and go straight to the Sergeant's Office. (Then wait a turn to get the blue card.) ** How do I get an orange card? - First get a port-o-code from the Portable Device Lab. - One of the recruits in the Security Training Room shouts out the code for the door in Code Anteroom. (It's 134.) - You can use the Code Bay rooms to obtain a code. From the Code Anteroom, go S,S,E,E. - If you make a mistake and get the wrong code, you can reset the port-o-code in the Reset Room. - If you wait in the Code Management Office, Terence will give some information about another code. (It opens the "#" door in Accounting Cubicles.) - Try the code 2135. (From Code Anteroom, go S,E,W,S,S,W.) Then go to Accounting Cubicles, and go west. ** How do I get through the door with the "6553" message? - First you need to find Telepad Gamma. (Go to the Reset Room, then set your port-o-code to 134 to get back into the Code Wing.) - Now use the Code Bays to set the port-o-code to 6553. (From Code Anteroom, go S,S,S,E,W,Z,N,W.) - Use the telepads to reach Telepad Gamma. Now you can go through the "6553" door. - Now that you have a gym access pin, you can get past Matthew in the Recreation Area. ** How do I deliver the picky-ice to the Robotics Lab? - Even if you use the telepads correctly, you don't have quite enough time because the treadmill delays you. - First you need to break the treadmill. From the Gym, go S,N,Z,N,Z,N,Z,N. - Now you have just enough time. From the Ice Lab, go W,N,N,E,N,E,S,S,W,Z,Z,S,W,S,S,S. - Now you can go west through the robot door, and you'll get a red card. ** Now I've got the red card. What should I do next? - Go to the Advanced Coloration Lab. Perry needs the K25 pigment enhancer back from Grover. - Grover always moves so that he's diagonally opposite you in the Courtyard. You'll have to incapacitate him. - Go to the Lawn Care Lab and wait until you obtain the mulch augmentation powder. - Depending on where Grover is standing, he'll do different things. (You may have to wait a couple of turns.) You can experiment to see what he'll do. - If Grover is carrying the watering can, get him to pick up the wheelbarrow by going to Courtyard Northeast and waiting a couple of turns. - Now you need Grover to put some mulch in the wheelbarrow. If you're in Courtyard Northeast, try W,Z,Z. - Now you need to spike the mulch. From Courtyard Northwest, try E,Z,Z,W,S. - Now you need Grover to mulch the shrubs. From Courtyard Southwest, try N,E,Z,Z,S,Z. - Now you need Grover to water the shrubs. Get him to pick up the watering can (go to Courtyard Northeast and wait). If the can is empty, go to Courtyard Southwest and wait until he fills it. Then go to Courtyard Southeast and wait until he waters the shrubs. - Now go to Grover and take the K25 pigment enhancer, and deliver it to Perry. ** How do I get a purple card? - It involves the fabric color improver. - Go back to the Code Archives (using code 6553), and see what happens. ** Help, it's dark! - You must have gone to the Elevator Landing and taken the Elevator down! - Try every direction in each room to see where you can go. (Don't worry, you won't get hurt. Not seriously hurt, anyway.) - In one of the dark rooms, you'll hear a series of strange noises, one of which is a soft whoosh. - The automatic doors in the Facility make a whooshing sound. Right after the first whoosh, you can go east. (The second whoosh is the sound of the door closing.) - Now you can reach another telepad and get out. ** How do I turn the lights back on? - You need to use a reboot code in the Illumination Center. - First set your port-o-code to 134. (Use the Reset Room if you need to.) - The reboot codes can be found in the Code Production Office. They change every 20 turns. Setting the code and getting to the Illumination Center will probably take more than 20 turns, so the easiest thing is to wait for the code to change, and then immediately write down the "on deck" code (which will come next). - From the Code Production Office, go straight to the Code Bays and set your port-o-code to the "on deck" code. - Then go to the Illumination Center. If the reboot code doesn't work, wait a couple of turns. If it still doesn't work, then you must have taken too many turns to get there. (Go back to the Code Production Office and try again.) - Once the lights are back on, use the telepads to get back to the underground area. ** How do I get the silver card? - You need the copper card from the Telescope Room. - Take it to the Alchemy Lab and wait until you get an opportunity to silver-plate it. - It still won't work on the silver doors though. Go to Security Card Distribution (next to the Cafeteria), and Marcus will give you a real one. ** How does Bruce's game work? - This is sort of a "side challenge." You don't need to do it unless you're trying to visit all 130 locations. - In each part of the Game Hall, you see one of three symbols in one of four colors. - Given a particular color-symbol combination, there is one action that will always work. - In a sense, the colors are more important than the symbols. - Green means "go east." Red means "go west." Yellow means "wait." (The symbols don't matter.) - Blue is different: it means "follow the symbol." (So a blue X means "wait.") - Keep following these "instructions" until you hear the party horns. ** How do I get the gold card? You need to deliver the misfortunator from Griselda (Chance Lab South) to Thaddeus (Chance Lab North). ** My port-o-code just blew up! Ouch! ** Helpful employees are blocking the East Corridor. - If you wait a few turns, the clerk will tell you why they aren't listening to him. - Once you find out, help the clerk by going to Lab Coat Supply and bringing back a white lab coat. ** Gerald stole my security card. Just keep looking around. Eventually you'll get it back from him. ** Now Paul is blocking my way. - If you knew the deflation code, you could deflate his suit. - First get a new port-o-code from the Portable Device Lab. - The booklet is in the Lost and Found. Bring another granola bar to Bertram. - Now set your port-o-code to the deflation code (1213), and go back to Paul. - Now you should be able to get to Thaddeus in Chance Lab North. (When you get there, wait a few turns.) ** How can I keep from sliding through the Friction Lab? - First bring the nanocleat schematic to the Fabrication Shop. You'll get a pair of nanocleat soles. - You also need the boots. Go south from the Telescope Room and wait a few turns. - Now take those items to the Adhesive Lab and make some sure-grip boots. ** How do I get Chemistry Lab authorization? - Get the hoverpack from the Levitation Lab. Then go west from the Adhesive Lab. ** How do I get some hypercalderic Borsch fluid? - You need to start with red liquid. (See Darlene.) - You have to perform the steps in the right order. - If you get the wrong color liquid, or you want to start over, go to the Disposal Room. - From the Disposal Room, this should work: E,Z,S,Z,N,E,Z,W,Z,E,S,Z. Take that to Kyle. - Now you know the password to get through the black door. ** How does this game end? - If you've visited at least 65 locations, you can finish the game by going back to the Lobby and going south. (The game isn't necessarily over, though, since you can always CONTINUE.) - You can win the bet after you've visited 65 locations. - After you've met the Director, Mike will be even more impressed. - If you've visited all 130 locations, Mike will be even MORE impressed. - It's also possible to achieve "total completion." ** How can I cross the Unexpected Chasm? - You need the hoverpack from the Levitation Lab. ** There's one more room I haven't visited, but there's no way to get into it. - Just try entering it from the adjacent rooms. ** What's up with these tickets? - You might have found one or more tickets while playing. After you meet the Director, a list of seven tickets will be posted on the wall in the Empty Room. - If you can get all seven tickets, plus visit all 130 locations, you can get an acknowledgement of "total completion." ** Can you give me some hints about the tickets? - "Along for the Ride" involves the Elevator. - "Four Formulas" requires you to give three more super-formulas to Kyle, using the green, blue, and white liquids. - "Om" involves meditation. - "Please Go On" involves Rolf. - "That's Much Nicer" involves the fabric color improver. - "Trading Game" starts in the Conference Room. (You have to meet the Director first.) - "Wake Up" involves Grover. (You have to meet the Director first.) - If you get all the tickets, bring them to the Director.