Whale's Voyage (Flair/neo Software Produktions GmbH)

Last modified on May 24th, 2005

Whale's Voyage

Hints

You're strongly advised to visit the local merchants on every planet you're traveling 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 ammunition and other items are HIGHLY DEPENDENT on the tech level of the planets, so don't be surprised if they sometimes turn out to be VERY EXPENSIVE.

If you're building up a team, you should take interest in an expressive kind of profession. It's strongly recommended that you select two mentally privileged professions and two professions having their privilege in physical abilities.

Regarding the different characters, you should take care to follow these rules:

SoldierA Soldier requires to be full of power and health. His dexterity will effect in favor of his aiming accuracy while 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's also got magical powers and rhetorical abilities.
Psionician A Psionician is VERY BAD in fighting and of poor health, but anyway he may be useful for your team because he's able to cast the most powerful spells (Brain Blast, Resurrection... ) and he is a very skilled talker.
MedicinA Medicin is not a particularly good fighter, but very experienced in talking and always of full health. He hardly knows any fighting spells, but almost any kind of healing methods.
BiochemistA Biochemist fights the average way; 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 very quickly, he's not dumb and a little bit skilled in talking, too.
EveryoneMay be activated as a Closer. But you should only activate a Closer while in PURSUIT, otherwise you would always have to re-open every single door.

Characters

NOTE: None of the following characters were used in this solution. But feel free to use any that you want and try an alternate solution to the game.

These characters are used in the following solve:


  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 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:

However other combinations are also possible.

You start off on the "Whale". At first, you need to land on Castra, because you're starting as a character, who's devoid of any financial power.

Now go to Greg Morgan, who's on 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 a shrinking device at this early stage.

Toward the south of Castra, you can see an old man being beaten by two hooligans. Chase them away and lend the old man (it's George McMil) a hand so that he's able to stand up. If you talk to him, you'll get his phone number, which you should write down somewhere.

When you get to Walter Wim, the weaponer, he'll excitedly tell 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 and get her. Then give her back to her father. Thankfully, he hands you a rifle, a pistol, a thermo grenade and some ammunition. 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 now reached the second level. Instruct the Attacker on 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 as you wish, but be aware that use of the mental skills, that'll cost you a lot of energy, cannot be made unless you've reached the higher levels. It's senseless to use them in the earlier stages because you would only keep wasting precious energy. You're robbed by a thief after leaving the store. Shoot the thief!

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 be careful to retain at least 720 credits for your use. You get the mission here, while you're talking with the men, to bring a heart to a guy named Jack Nock in Lapis. You will be rewarded with 100,000 Credits for completing this mission! Taking the heart, you quickly learn that other obscure guys are behind this organ as well. Now you have to escape as rapidly as possible (beam yourself up to the "Whale")!

When you're on the "Whale" first call George McMil, who can provide you with a shrinking device, that he sends to you via 3D Fax because of his great thankfulness. 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, that 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 everything imaginable, but he points out that he needs three weeks each to do so. This guy will become really useful much later. Furthermore, he's telling you about "Hypo Coco", a new disease.

Look for Jack Nock near the stair shaped house in the northeast side of the city. If you give the heart to him, you'll be rewarded with 100,000 Credits! He'll also point out that he can un-shrink the go-between. After giving the CD to him, you learn that Greg Morgan is 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 that Morgan had been killed by the party, and he asks you to come back later. Now you can use the money that you own for trading items.

If you do NOT have an Economy Scanner in your inventory yet, you should take raw materials from Lapis or Inoid to one of the technically advanced planets (e.g. Castra), and high-tech goodies to the less difficult cities. Well equip the "Whale" with weapons and protector screens in order to defend yourself against possible pirate attacks.

Now head to Jack Nock's home in Lapis. Arriving at his flat, you realize he's been killed. Thoroughly search his corpse, and you'll find a scrap of paper with a phone number written on it. You can't see the heart anywhere anymore, though.

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

When you arrive at Inoid, visit the hospital and talk to the unfriendly clerk, who doesn't want to let you pass. He won't help you unless you tell him you're infected by "Hypo Coco". Then, he'll get Doc. Steinhag who will lock you up in a room on 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 and talk to the unfriendly voice again. Now you're asked, a little more friendly now, to return to Lapis to find a hidden mine. You'll get the needed coordinates. You'll need a Planet Glider and a Glider Locator to get there.

You'll get to meet the contact man Jenns Nippel inside the mine in the very southwest corner. He'll explain about the heart and whom he's acting as in the revolution. If you give the heart to him, you will get another 100,000 Credits and a new mission. You're told to escort a freighter to Nedax.

After beaming 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 to be well-armed before, or 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, who's bearded and bald, who'll tell you about the cooperation 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 a broken weapon, which you must pick up. In a bar in the north of Necth, a barkeeper will tell you about a man recently in his bar, who was supposed to be arrested by the police, but managed to escape. The barkeeper will show you a table, on which 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'll 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 Jenns 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 Jenns Nippel's niche. Here, you're being 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 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 that Jenns Nippel had been killed by the CIA. After a successful conversation, both you and Mr. Wostoc beam up, and tell your crew that they should go back to the "Whale".

You'll get a call from 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 mentioned paper. 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 10,000 Credits from you if you want him to keep everything as a secret. Now you can get into the computer complex, which is heavily protected by an extremely powerful guard. Talking makes no sense here, so you need to go towards the east, and go far enough so that the patrolling guard is out of your view. Put up a CP4 Trap here (e.g. you can get these on Castra). Now move to the very north end of the station, where you can see a power station. Use a toolbox or computer manipulation to turn the lights off. It's strongly recommended to have an infrared device with you, in order not to get lost in the dark, but you can also do it without it. Oops, the guard seems to have been entirely trapped, there's only a tiny remainder left of him! Now go inside the computer room and delete ALL data, again by using either the tool kit or computer manipulation. Then leave AS QUICKLY AS YOU CAN.

Back on the "Whale", you should call HQ and they'll glorify you for all your efforts. But before they can tell you more than that HQ is now on Inoid, the speaker is killed. 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. Thankfully 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 HQ, which is in the west. Here you don't find any corpse, but anyway you can easily realize that a fight happened and the intermediary seems to have been kidnapped. Now it's time to fly to Louis 17. The Orbit merchant will provide you with some very useful (but quite expensive) extras for the "Whale". You should also visit John Freeze on this planet, 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.

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

Yeah, you do remember the guy Krueger, don't you? He told you that he can get everything imaginable. So, why wait any longer? Head back to Lapis and visit him. IN FACT, he offers you a red sardine! Fly back to Wocony with the sardine and look for Erasmus. After giving him the sardine, he's willing to tell you everything he knows, among which there's information about the contact man being held captive on Dymy, a city 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 southern most end of the city. The entrance is of course locked!

But it's no problem. 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 get some fresh air. Now the door is no longer locked! Be sure to keep the Sonic Absorber switched on, or you get to fight with the whole party of guardians! Using the Absorber, you can easily kill one guardian after another.

BE VERY CAREFUL with your Plasma Thrower, because you could accidentally kill the prisoner inside his cell! You can find a keycard, inside a little chamber, with which you're able to open all cells within. One of the cells contains Ems Krull, the intermediary. He tells you that the Federation lead by General Noth provides a powerful fleet, that you CAN'T 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 either killed or escaped from all of the soldiers, you must use either the toolbox or computer manipulation to disable the three computers, which are controlling the cloaking device. After that, General Noth will appear, but he immediately beams himself away.

Back on the "Whale", you learn 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 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" (your remaining time 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!

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