Rhodan: Myth of the iLlochim: Game Walkthrough and Guide

Solar residence
With the help of teleport, we move to the site near the hangar. Go to the right. In the hangar we speak with a technician and with a soldier. Through the door we get into the technical room.
We look at the right terminal and click on the “Switch” button. We look once again on the right terminal. He is responsible for opening and closing offices doors. It depicts strips over which the characters are visible and under which the numbers are visible. Under the third and fourth strips set the numbers 936 and 938 respectively. Over stripes set symbols equivalent to these numbers. As an example, we look at the first and second strips. Having done everything right, the strip will start glowing. We look at the service terminal, standing in the left side of the room. Perry will say that it needs technical repair. Let’s leave the room.
We go to the platform where we communicate with a bionic. We use the service terminal icon on it. Having learned that the Terminal will be able to fix the Terminal, go to the hall (first location in the game).
Go to the bulli office. We select the remote control layer on the floor. We go to the hall and go to the left to the room in which we will meet the positronicle. We use the terminal icon on it, and he goes to the platform to bionic. He, as he informs it, will need codes for repairing the terminal.
On the way to the hall in the corridor (where the holographic person runs), we look at all the information panels. When viewing one of them, in our inventory will hit the icon Ulan Soso.
Go to the Perry office. Using on the computer Icon Ulan Soso, we get a plate on which the code is applied. We leave out of the room and with the help of teleport move to the platform on which the positronicle has already been flu. Show him a plate with the code, then select glasses lying on the box to the right of the bionicer.
Return to the room where we have met the positronicle for the first time. With the help of glasses we view a sign above the door of the mondra office. Seeing the numbers 256, we go to the technical room where the positronicle is already located. We look at the right terminal. Under the fifth strip, exhibit numbers 256, and above the strip – symbols are equivalent to these numbers. Find out what characters, how do you match, we can use the plate with the code that is in our inventory.
From the floor behind the positronicle pick up a bag with food. We go to the mondra office, which we just opened. There we will face a carnivorous plant that will not give us anything. We go out and go to the office of Perry. We use an icon with a plant on a computer. Having learned that they could calm them. It turns out that the flies that we can detect on the terrace. We pass to the crystalline foyer and use the transmitter to be on the terrace. The soldiers located there will not give us the opportunity to do anything (the Mondra icon appears in inventory).
We step into the premises of the service (along the way on the site Perry will give Bionicra thermo-glasses). By this time, the positronicle will finish his work by 50 percent. When he leaves, we use the terminal to send robots on the terrace to the soldiers (right column on the terminal, specify the destination – terrace). We go back there. While the soldiers will be distracted, pick up from the ground to the left of Perry’s brains of the combat robot, and to the right of the robot shell, pull out the arcuate plate with the inscription “Le-Clyi”. Climbing the stairs visible in the background of the terrace. From the ground on the right we select anti-screen capsules of yellow color, and use the drawers with food on the chane to catch flies.
We pass in the hall. Touching with Bionic (he will return to us thermo-glasses), go to the Bully office. There come to the table in the upper left corner on which the UFO layout lies. We use an arcuate plate with letters “Le-Clyi” (Perry will automatically take with you this layout). Next, use the UFO layout on the blue screen to learn from all this password “Leclerc”. Enter this password on the request of the computer (click on the same Blue Screen) and learn different information. Icons with the Institute plan and with Eimo Matel will fall into the inventory.
We go to the monde office. Use drawers with food and flies on a carnivorous plant. Yellow capsules We use on a protected chest (more like a coffin), from which we take a damaged robot and an unknown artifact. From the table Mondra, take a diary, while reading in the inventory we will have a kari icon.
Come out from the mondra office. In the crystalline foyer we speak with a positronicle. We go to the hangar. We give Yuri a damaged robot to view the record that this robot has seen before his death. We go to the premises of the service, where the positronicle by this time completely finished the repair of the terminal. We use it to send a holographic person here (left column on the terminal, to choose a hangar as a destination). While he will distract the officer, sang in Glisser and fly to the Academy.
Academy
Click on the electric field to the right. Perry will decide to join the building under the fictional name Lazzlo Dykonu. We pass along the corridor to the station. We look at the lower advertising scoreboard, which refers to the Monda exhibition. Then click on the blue scoreboard right to call the train and get to the lobby on it (on the Eingangs-Halle map).
Going around the escalator, we go to the right to the girl administrator. Having introduced himself to her, we will get an identification card from it in the name of Lazzlo. We use the KARI icon on the administrator (Malcolm C icon will appear in the inventory. Delliana). Then with the help of a transmitter, which is behind the administrator’s table, get to the office of kary.
First of all from the table Kari Levvian take crystal. Then we use the brains of the robot, the icon of the Matel and an unknown artifact to get important information and, in addition, change the state of our identification card (inventory will appear the Robotik Institute icon). After the kari leaves, select a container with feed, which lies behind her table, and use it on a carnivorous plant. Now that the plant has become calm, pick up feces lying next to him. Finally, we use the kary’s computer to view the message from Bulli, and after returning to the lobby. We use the Robotik Institute icon on the administrator.
Sit down on the train and go towards the cafeteria. We go right to the hall. We communicate with the robotic owner of the bar (standing behind a bar on the right) and with a drunk visitor, whom we find at the table in the center of the hall. To raise it to your feet, the owner of the bar take coffee to which in the inventory add plant feces. We give this “invigorating” coffee drunk, and then use on it, after it comes to feeling, brains robot. This fool will take us to the secret laboratory of the Academy.
While our friendship will be busy scanning brains of a robot, we use the remote control that we took in the first chapter in the Bully office, on the charger that stands on the left. To the right of the charger we find and take with you the Stimmutilisiereer device (writes voices). We take a container from the table in the background. This container put on the scanner (where the brains of the robot lay), and there is already an unknown artifact in it. When the anxiety is heard and the fuss will begin, leave the laboratory in the corridor, so that then go to the first door to the right.
In this room, we kidnap the identification card of the scientist, which lies on the table at the bottom of the screen, and download the robot database by clicking on the monitor that hangs on the right wall. Having made these actions, the staff will go to the room who will expire us.
We apply the second visit to Kari. She will invite us to go to the Malcolm C office. Delliana. We use the MONDRA notebook on it and an unknown artifact (in the inventory the Kunta Essence icon and frequency spectrogram will appear). After communicating with Malcolm we pass to the kary and we use the stolen identification card on it.
Sit down on the train and we get to the cafeteria. In the upper left corner we find cryptological, which can decipher the stolen card, but not just like that. Bar owner buy hamburger with worms. We treat them cryptological, and after I give him an identification card of a scientist for decoding (in the inventory there will be one card, but fake, in the name of Lazlo). With this card for us now it is not a problem to get to the Robotik Institute. Go there by train.
We see how a worker will leave his place, leaving an open ventilation mine. Come to this place. From the floor we select a very small storage medium in which the plan of the ventilation miner system will lie. In the inventory, combine the plan of the ventilation mines with the academy plan, which we received in the first chapter in the Bully office. Now we use the spacecraft model on the ventilation mine. A screen with a control panel will appear and with the card (if you click on the right side).
We need to deliver the LECLERC ship model to explosives warehouse (Explosiv Stoffe). Manage the model using yellow buttons on the remote. Click:
8 times ahead,
1 time to right,
4 times forward,
1 time left,
2 times forward,
1 time to right,
12 times ahead,
1 time left
3 times ahead.
Click on the flashing button to blow up the warehouse.
We go to the lobby of the Robotik Institute (right from our current place). We go inside the video surveillance room. Click on the panel under the monitors, and then use the stimmutilisiereer recording device on it to record the voice of the matel. We leave out of the room. Use the access card on the scanner in the Cabin, where the guard should be sitting. Next, with the help of thermo glasses, we look at the panel near the door leading to the corridor. Buttons with figures 06284 recently pressed. We enter them (after removing the glasses) and pass to the corridor in which we have already been.
In the first right of the laboratory, take a robot torso with you, which lies in the right side of the room. Take the chip at the bottom of the screen. We leave the laboratory and go along the corridor to the transmitter. We go to the right to the broken gateway. In order not to be broken into two parts, we use the robot torso on the gateway, and pass inside. In the big hall will be a bur. Click on the button on the floor and the bur will disappear, as it was just a projection. Return to Transmitter. We use the recorded voice of the Matel on the sensor at the top of the transmitter to access his office.
Forement Matela Dead. Search the corpse to find a crystal with data, and from the table nearby take a bottle with a poisoned liquid. We lose on the computer installed on the main table, the data from the crystal (in the inventory will appear with the icon with Kato de Tymmart). Having done it, leave the office to then go to it again. We will hit our head and enhanced in prison.
From the table in the chamber we take a glass with water, food and spoon. We use a glass with water on the left wall to show a secret message. Skift a spoon of a gutter between the floor and the left wall of the metal wand. We use it a lot – many times on a protective field. When we find out on freedom, go down the stairs and move to the exit. Yes, almost forgot your things! We take them (they are circling in a special compartment), and after the platform outside the prison, I sit down in Glisser and fly away from here.
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