&&Chamber Of The Sci-Mutant Priestess&&
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Some info on the game:
Enter the Chamber of the Sci-Mutant Priestess - the second sensational title in
the Draconian line - and explore a bizarre post-burn world caught in the throes
of mutant treachery.
Set on a distant planet, the Chamber of the Sci-Mutant Priestess combines mystic
drama and humor with a sophisticated icon interface, so players can easily
maneuver through the game's captivating plot.
You play the role of Raven, a Tuner, whose telepathic abilities provide a unique
advantage when fighting the enemy - a monstrous race of mutants called
Protozorqs.
Command eight sci-powers with "iconomized" ease as you probe the chambers of the
mutants temple, searching for your abducted girlfriend while engaging in a
brain-draining test of five ordeals.
Animated and colorful, the Chamber of the Sci-Mutant Priestess promises hours of
challenging intrigue for novice and expert fantasy game players alike. Don't
miss out on the first psionic thriller of its kind - from Draconian!
ONCE YOU ENTER THE WORLD OF DRACONIAN, YOU WON'T WANT TO COME BACK!
Alright enough of that official description. Basically this game is set in a
post- apocalyptic world and casts you as Raven, a young "Tuner" (psionic
mutant), working for the Tuner Netwerk. One day, while out on assignment with
his friend Sci Fi, he witnesses the massacre of a "Normal" village, by a group
of Protozorqs (physical mutants). Raven and Sci Fi disobey their instructions
from the Netwerk, and fight back against the Protozorqs. In the ensuing
struggle, Sci Fi is captured and taken back to the Protozorqs' mountain temple.
Raven vows to save her, and so gets himself captured, too. As the game starts,
Raven is a prisoner in the crazy Protozorq temple, where something sinister and
utterly insane seems about to happen. Apparently, Raven has to go through five
ordeals, to become a "Divo" (a Messenger Of The New Solution). For each ordeal
he completes, he receives a Vort skull. Can you complete the five ordeals, save
Sci Fi and destroy the fiendish Protozorq plot, in time? Luckily, you have a
great array of amazing psionic powers to help you, and a neat point-and-click
interface, in this unique graphic adventure.
Developed by ERE Informatique, and you may ask who the hell are they, this was
an early hit on the Amiga. DOS and Atari versions also exist. If you don't know
the game then you might have heard about it under "KULT" in Europe, since it
originally comes from there (France). And the developer is not just some lousy
unknown as the lead devs later left to form Cyro Interactive who are known for
adventure games like the Atlantis series.
&Walkthrough&
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Proceed to the noose and use the solar eyes to light up the room. Grab the left-
hand rope and then push the lever on the platform. Press the eye which is
revealed through the lever, and then pass through the trap door into the pink
passage. When you come to the junction up ahead, take the left passage, and go
straight on until you come to the cavern and meet Norma- Jean and Ash. When
challenged, select the accept option and tell them the truth. When the talking
stops, do a zone scan and lift the slab. Then take the flask, and go down the
left passage. Go down through the trap door to the refectory, then find the room
called Placating the Powers and attack the first priest. Now use the psi-shift
to get to the sacrificial lade from the second one, and again to get the mask.
You will now discover that it is your partner, Sci-fi, and that she is under a
hypnotic influence. Use a brainwarp to clear her mind, and then give her the
flask to drink. She will now be cured. Next, inspect the altar and push the
lever to open it. Make your way back to the refectory and, using the sticky
fingers, go through the trap door and back into the cavern. Take the right
passage and then the second exit on the right. Go through the trap door to the
noose, use the solar eyes again and then go to the Master's Orbit. Entering the
Master's eye room, throw something at him to kill him, then search him and take
the whistle. When blown, the whistle will reveal a hidden cavity in the room.
Look inside, then take the egg. Now go back to the ring via the return passage
(all the doors to the puzzle rooms will be closed so you can't go back through
the noose!). Enter the passage that leads towards the concourse, but take the
left exit (if you enter the concourse, you will be killed). Take the next left
pass- age to the barred room, pull the bolt and pass through.
After Delios enters the water, use sticky fingers and go through the tunnel in
the roof. Go up the tube, and back to the altar room (that's why you must open
the altar on the first visit!). Now go to the Threshold of Truth, kill the
priestess and then place the egg in the mouth of the gargoyle. This lifts the
bars. Inspect the Lectery and then use the psi-shift to get the statuette. Go
to Saura's Repose and put it in the niche basket beside the other statue. When
the tunnel opens up, put the monkey inside, then go to 'in the presence of god'.
Examine the starry wall which will open up and let you into the final location.
After a couple of moves, Zorq and one of his henchmen will appear. Use your
extreme violence option to kill him, and when Harssk reaches the top he will
release Sci-fi. To concentrate on opening the door, throw any blade at him and
you will have completed the game!