Primordia Walkthrough

Primordia is a point-and-click adventure game created by Wormwood Studios in association with Wadjet Eye Games. Follow Horatio and his faithful-but-cranky sidekick Crispin to Metropol City to retrieve the stolen power core from their ship. Defeat the evil Metromind and discover Horatio’s true past! Gamezebo’s walkthrough will provide you with detailed images, tips, information, and hints on how to play your best game. 

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Primordia – Game Introduction

Primordia is a point-and-click adventure game created by Wormwood Studios in association with Wadjet Eye Games. Follow Horatio and his faithful-but-cranky sidekick Crispin to Metropol City to retrieve the stolen power core from their ship. Defeat the evil Metromind and discover Horatio’s true past! Gamezebo’s walkthrough will provide you with detailed images, tips, information, and hints on how to play your best game.

General Tips

  • To play this game you need to scan the screen with your cursor to find interactive hotspots and items to pick up.
  • Click on a hotspot to get commentary from Horatio or Crispin about what they see or to pick up an item. Left and right clicking often gives different results, so try both.
  • As with most Wadjet Eye games, you need to solve the challenges in this game by your own brainpower alone, as you get very little outside help. There is no hint button, not even a list of objectives. Therefore you need to pay very close attention to any information you’re given, as anything can be a clue, and most clues are only given once.
  • Dialog: Always talk to people about everything and pay close attention to what they say as they may give subtle clues about actions to take. Apart from during the conversation with Metromind at the end, there are no ‘wrong’ dialog options – you can safely go through them all.
  • Crispin will occasionally condescend to giving you a hint. But don’t ask him again too soon after he’s given you a hint as he’ll just get snippy with you. His hints vary from extremely vague (for example he may say something can be read two ways) to surprisingly direct (“buy the crowbar”).
  • Just try everything you can think of. All actions are ultimately logical, but you may have to try a few weird things to get to the correct action!

Primordia

Inventory

  • Items you pick up will go into your inventory, which can be accessed by moving your cursor to the top of the screen.
  • The window next to the inventory button shows the most recently used item so you can quickly use it again.
  • To use an item from the inventory you need to click on it and then click OK. Then you can use it on any hotspot or character in the scene.
  • After you’ve selected an item you can right click in the scene or go back to the inventory and click on the cursor symbol to go back to your normal cursor.
  • Right click on an item inside the inventory to get more information on the item.
  • Sometimes two or more items need to be combined inside the inventory before they can be used.
  • On the left side of the menu bar is a Crispin icon that you can use to ask Crispin to do something for you. Use him as an inventory item – select Crispin and then use him on a hotspot in the scene.

Data Pouch

  • The first item you get to pick up at the start of the game is Horatio’s data pouch.
  • The data pouch consists of a map and a data section, both of which can be found in the menu bar at the top of the screen.
  • The map allows you to quickly travel between locations. When you’re still out in the dunes, you can only travel between locations (except around the Unniic) using the map, but in the city you can also walk. City locations will automatically appear on your map once you’ve been there once.
  • The data section keeps track of important, albeit very limited, information. It is a good idea to keep checking your data pouch as it may not always be clear which information is important until it shows up in the data pouch. You can scroll through the data with the arrow keys at the bottom. Occasionally you can click on an item on the data screen to get a little more info.
  • Once you’ve accessed the data pouch you can quickly switch between the map and data sections with the buttons at the bottom.

Menu

  • At the top right of the menu bar are four different menu buttons.
  • You can save an infinite number of games.
  • You can load a previous save at any point during the game. Note that you will not be asked to save before you load another game.
  • Also note that you will not be asked to save when you exit.
  • The options menu allows you to change music and other audio volumes and turn the commentary on and off. The commentary is a bonus feature that can be really entertaining and sometimes informative if you’re a fan of the game.
  • You can also check your achievements in the options menu.

Achievements

  • There are 29 achievements to collect throughout the game (a full list is provided in the Achievements section at the end of this walkthrough).
  • The list of achievements can be found in the options menu.
  • It is impossible to get all achievements in one game, as they often require alternative scenarios. So you need to play more than once!
  • When you start a new game (you have to select “start game” at the opening menu), the game will remember the achievements you had in the most recent game you played.
  • However, if you go back to a saved game, you will also go back to the achievements you had at that point. If the last thing you did before starting a new game was check something in an old save, you will start the new game with the achievements you had in the old save.
  • Thus, to get achievements for all the different endings you will need to replay the game entirely!

About this Walkthrough

  • As this game is largely nonlinear and everyone will likely find different things at different times, this walkthrough is organized by task rather than just chronologically. This means that occasionally the walkthrough may describe actions you can’t yet perform. I’ve tried to indicate in the walkthrough what needs to be done before certain actions can be performed.

Chapter 1: Out in the Dunes

Repairing the Emergency Generator

  • Right now there isn’t much to do but make your way to engineering, so let’s do that.

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  • Go down the hatch.
  • Go through the hatch on the right.
  • In the next room also go through the hatch on the right.
  • Watch the scene.
  • After the scene, Crispin will be added to the menu bar at the top.

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  • Pick up the DATA POUCH.
  • The DATA POUCH will also be added to the menu bar, with a direct link to the data section and a direct link to the map. You can use the map to quickly travel between locations.
  • Exit right.

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  • Pick up the first CONDUIT and the CABLE.
  • Inspect the emergency generator and take the ‘spark plug’ out of the gap – unfortunately it turns out to just be PUTTY.
  • You can also inspect the plating by the cable for some humor.
  • Go up the ladder.

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  • Pick up the second CONDUIT.
  • Select Crispin from the menu bar and use him on the HALOGEN LANTERN.
  • Exit left to the telescope.
  • Select the LANTERN from the inventory and use it on the hatch.
  • Go down the hatch.

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  • Pick up the GOSPEL.
  • Inspect the bed – a PLASMA TORCH will be added to your inventory.
  • You can use the console (green) to exit whenever you’re in the living quarters, but right now we need to go to the junkyard. So open the map and click on Junk.

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  • Pick up more pieces of CONDUIT.
  • Inspect the tube on the right, then use Crispin on the tube to get another piece of CONDUIT.
  • Select the PLASMA TORCH from the inventory and use it on the lockbox.
  • Use the map to go back to the Unniic.

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  • Check the emergency generator again and try to put the CONDUITS in the socket. It doesn’t work (but you have to try anyway).
  • In your inventory, use the PLASMA TORCH on the 5 CONDUITS (not the other way around) to weld them together.
  • Zoom in on the emergency generator.
  • Put the SPARK PLUG in the gap and the FUSED CONDUIT in the socket.
  • Flick the red switch.

Goliath

  • After Horatio and Crispin have recharged go back to engineering through the hatch on the right.

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  • Look at all the papers on the floor. One of them contains the plans for the energy source, which will be added to your data pouch.
  • Pick up the LED screen from beside the radio (many thanks to our reviewer Andy for the tip! You won’t believe how stuck you get without this one little item).
  • You can switch the music on and off by clicking on the phonograph.
  • Inspect the radio and take the PLUG.
  • You can walk further to the right to the broken tailwing.

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  • Interact with the rag – it flies off.
  • Go through the left hatch to the recharge station.
  • Go left again to the living quarters.
  • Take the CRYSTAL.
  • Go back two rooms to the right to engineering.
  • In your inventory, use the PLASMA TORCH on the CABLE.

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  • Use the PUTTY on the SHORT CABLE, and then connect it to the PLUG.
  • Finally, connect the cable/putty/plug contraption to the CRYSTAL.
  • Go to the interface next to the hull breach.
  • Put the CRYSTAL/CABLE/PLUG in the socket.
  • A set of coordinates is loaded into your data pouch.
  • Go to the telescope on the roof by going through the hatch in the back of the room and exiting left.

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  • Zoom in on the telescope and switch it on with the red button.
  • Check the coordinates on your data pouch and enter them into the telescope one by one. Each time you enter a coordinate, click the button again to zoom in on the location.
  • 817 gives you the location of a robot.
  • 608 is the junk pile, but you sense an energy source there.
  • 159 gives the location of a mysterious device.
  • Before you go, time to retrieve that rag we found earlier.
  • From the telescope, exit south, go down the ladder and then exit left.

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  • Pick up the RAG that’s there.
  • Exit right to the emergency generator and dip the RAG in the puddle of grease.
  • Use the map to go to the robot.

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  • Walk to the right
  • Inspect the hand.
  • Use the PLASMA TORCH on the hand to get a FINGERTIP.
  • Click on the vents above the mouth.
  • Use the STICKY RAG on Crispin and he will block one of the vents with it.
  • Use the FINGERTIP on Crispin and he will block the other vent.
  • Enter the mouth.

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  • Inspect the elevator and the key pad.
  • Talk to Alpha and Beta about everything. They will give you the elevator code (9876) and a “detonation prefix”, which is #6.
  • Send Crispin up through the hatch.
  • Use the CABLE from your inventory on Crispin, and he will attach it somewhere upstairs.
  • Climb up the cable.

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  • Click on the small droid. He will say 001011010.
  • Open the panel on the side of the brain.
  • Starting from the bottom (because the little droid says everything backwards), enter the code the droid gave you by clicking the buttons: 0 is off, 1 is on.
  • Hit the red button when you’re done.
  • Go back down the hatch.

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  • Access the key pad, enter the elevator code (9876) and hit the enter key on the key pad (bottom right).
  • Inspect the broken droid.
  • Talk to Gamma in monitor 3.
  • Disable up to three of the monitors with the PLASMA TORCH to try and trap Gamma in the last monitor. However, he keeps moving around so you could kill him if you accidentally destroy the monitor in which he is hiding. Thus, there are two ways in which this can play out:
  • 1) If you destroy the three monitors that Gamma is not hiding in, you will trap him. You can then go and tell Alpha and Beta that Gamma is trapped. When you leave, Goliath will wake up and give you a DECRYPTION MODULE. You will also get the Defragmented achievement. To make sure this happens you can best come back later once you have the mobile sensor. (see below under “The Dome”). Use the energy sensor on the monitors to find one that says it’s not detecting any energy. Then quickly destroy that monitor, and so on until there is only one left.
  • 2) If you accidentally destroy the monitor in which Gamma is hiding, you shut down the whole system and kill Goliath. You will get the Call Me David achievement, but you won’t get the decryption module. You will be able to complete the game without it, but you’ll only be able to play the “alternative” endings and miss out on information regarding Horatio’s past.
  • In both scenarios you will find out that Horatio’s real name is Horus when you leave the scene, which is important for the next part of the game.

The Shrine

  • Use your map to go to the device. The name will change to shrine once you’ve been there once.

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  • Talk to the robot there, his name is Ever-Faithful.
  • Tell him you’re looking for a big robot and Ever-Faithful will give you a new location on your map: the dome.
  • Only if you’ve completed the Goliath mission and Goliath has given Horatio his real name tell Ever-Faithful that you’re a humanist. You can do this before you’ve awoken Goliath, but then you won’t be able to get the Robomitzvah achievement.
  • Ever-Faithful will ask you three questions, the answers to which you can find in the Gospel of Man, which you found in the sleeping quarters. To read the gospel, go into your inventory and right click on it.
  • The three correct answers are:
  • Why are we here? – 3: Because Man created us.
  • What is Man? – 2: A perfect machine.
  • With what duty did Man charge us? – 1: To maintain the world.
  • If you get the questions wrong twice, he will give you a ‘penance’ – you need to find him something made of glass. In that case, go back to the junk yard and inspect the junk. You will find a GLASS FINGER. Give it to Ever-Faithful.
  • Either when you’ve given the three correct answers or if you gave him the glass finger, Ever-Faithful will ask you a fourth question. You can only answer this question once you’ve finished the mission at Goliath.
  • What is thy name? – 5: Horus.
  • Ever-Faithful will ask for the gospel, which you will give to him.
  • You can now inspect the bomb.
  • Take the BOMBLET labeled B-325. Also note that the code for the missing bomblet is B-734 as this information won’t go into your data pouch but you will need it later.

The Dome

  • Go back to the Unniic, go up the ladder and through the hatch.

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  • Put the BOMBLET in the cradle and watch the scene.
  • Access the terminal again and take out your crystal/cable contraption.
  • Exit through the hatch and go down the ladder.

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  • Put the BOMBLET in the puddle of grease, so you get a STICKY BOMB.
  • Go to the dome.
  • Inspect the endoskeleton and take the SIGNAL TRANSMITTER from the pocket.
  • Inspect the AA gun and take the CPU.
  • Try to open the door to the dome – you can’t do it.
  • Attach the STICKY BOMB to the door.
  • Go to the junk yard.

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  • Attach the CPU to the crystal cable and then to the LED screen so you get a MOBILE SENSOR.
  • Use the MOBILE SENSOR on the tube-like structure just above the train and it will detect a power source.
  • Send Crispin into the tube to retrieve the BATTERY.
  • In your inventory, put the BATTERY in the SIGNAL TRANSMITTER.

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  • Go back to the dome and use the SIGNAL TRANSMITTER on the door with bomb.
  • Remember the bomblet number was 325, and the detonation prefix was 6, so enter the code 6325 by using the upper knob to dial to the correct number and the lower knob to move to the next digit.
  • Push the yellow button.
  • Kaboom!
  • Enter the dome.

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  • Talk to the ticket machine.
  • Interact with the scanner to the right of the machine.
  • Pick up your Metropass TICKET.
  • You can talk to the machine again, but she doesn’t give much more information.
  • Use the TICKET on the control panel to the left of the barrier.
  • Go through the barrier.
  • Get on the train.

Chapter 2: Finding Arbiter

Primordia

  • After you get off the train, exit right.
  • In the next scene you can send Crispin up to look at the clock. It’s stuck at 1:55.
  • Exit left and watch the scene.
  • Exit left again.

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  • You’re now on the main street of Metropol city. Just ignore all the robots moving around as they won’t have any useful information (although sometimes clicking on them can be entertaining).
  • Talk to the robot on the junction. His name is Leopold and he has a lot of information and he barters stuff.
  • Right click on the metal plate near Leopold and Leopold will tell you that that’s the entrance to the underworks. We’ll ignore it for now.
  • Inspect the computer terminal on the left.
  • You can enter key words for information, such as history, landmarks etc. – try various words that come up during your searches.
  • When you search for LAW you will get a PRINTOUT.
  • You can exit north to the tower, but there’s nothing you can do there right now.
  • Instead, exit left by the computer terminal.

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  • Use Crispin on the cable to push the cable off the road.
  • Talk to the repair robot; he also has a lot of information for you to take in.
  • Exit left to the courthouse and walk to the waiting area.
  • There are several robots waiting in line. You need to somehow get them all to leave so you can get to the courthouse door.

Oswald and Cornelius

  • The first two robots waiting in line are Oswald and Cornelius.
  • Oswald and Cornelius are waiting in line to settle a dispute. There are two ways to settle it for them.
  • The first way to settle the dispute is to ask Oswald and Cornelius if Horatio can do it. To test his suitability they will give you a logic puzzle in three parts. The details are as follows:
  • — There are 7 robots, all built by Factor or Sturnweiler.
  • — The robots have a quad-core, a linear-type or a multiplex processor architecture.
  • — Factor built more robots than Sturnweiler.
  • — All robots with a quad-core were built by Factor.
  • — Sturnweiler never built a linear-type robot.
  • Question 1 – the statement that cannot be true is statement 4: four robots were built by Sturnweiler.
  • Question 2 – if only two of the Factor built robots have the same core, the only statement that must be true is statement 3: three of the robots were built by Sturnweiler.
  • Question 3 – Sturnweiler only built robots with multiplex cores (answer 1).
  • Say you’re ready to hear their case.
    • Answer Cornelius or Factor and receive a DISC.
    • Answer Oswald or no one and you can pick up Cornelius’s HAT.
      • The second way to solve the case is by finding someone who will settle the dispute for them. In that case, information about the dispute will be loaded into the data pouch for later use. Later on you will find a robot named Clarity (in the underworks). Talk to her about the case, then go back to Oswald and Cornelius. You will receive the HAT.

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  • As soon as you’ve settled Oswald and Cornelius’s dispute, Oswald can be found at the bar next to Leopold. Access the bar after you’ve talked to him and the ‘bar arm’ will drop a note asking you to make Oswald stop drinking. If you’ve settled the dispute by choosing Cornelius, Factor or no one you can you talk to Oswald again and tell him you saw Rex at the station (you may need to come back at a time Rex isn’t there). Oswald will leave so you can take his can of oil, which makes him stop drinking. Note that this must be done before Clarity joins you.

Gimbal

  • Try talking to the floating robot next to Oswald and Horatio. The robot is silent.

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  • Use your SIGNAL TRANSMITTER on the floating robot to talk to him. His name is Gimbal.
  • Turns out that he bartered his secondary motor with Leopold for a record. He will get out of line if you return his motor.
  • You receive the RECORD.
  • Back out two screens until you’re back at the junction with Leopold.

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  • To trade with Leopold you first need to click on an item to see what he wants for it. Once you know what he wants and you think you have the correct object, select the object from your inventory and use it directly on the item you’re after.
  • Ask to see his wares. He still has Gimbal’s motor and if you click on it he will tell you he will barter it for a bigger motor.
  • Leopold also has a crowbar, which he will barter with you for something shiny.
  • In your inventory, right click on the broken energy sensor to take it apart.
  • Trade the CRYSTAL from the energy sensor for the CROWBAR.
  • Use the CROWBAR on the heavy metal plate near the junction.
  • Exit down the manhole.

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  • One of the vehicles on the left has a large hatch at the front.
  • Use either the PLASMA TORCH or the CROWBAR on the hatch to open it.
  • Take the ENGINE and the FAN BELT from the hatch.
  • Exit up the ladder.

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  • Talk to Leopold and barter the ENGINE for the MOTOR. Unfortunately it’s broken and needs some copper wiring. You can give it back to Gimbal as it is (but you have to try twice) or you can try and have it repaired.
  • To repair the motor, go back to the crashed bus. You can use the motor on the repairbot, but he won’t fix it for you.
  • Right click on his little floater sidekick. She has some copper wiring.
  • Talk to the repairbot again and ask for the wiring. You can’t have it.
  • Use Crispin on the floater. He says he’s never talked to a lamp before.

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  • Exit this screen and use the LANTERN from the inventory on Crispin so he can practice talking to it.
  • Go back to the crashed bus and use Crispin on the floater. She will give you some COPPER WIRING (and a kiss).

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  • In your inventory, use the COPPER WIRING on GIMBAL’S MOTOR for a mini game.
  • You need to connect the nodes of the same color without any wires crossing.
  • Go back to the courthouse and give GIMBAL’S MOTOR to Gimbal.

187th

  • The last robot in line is a battlebot named 187th. Talk to him for a lot more backstory.
  • He’s in line to pay a fine for damaging the tower. You need to find out if you can pay the fine for him or have it expunged.

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  • In your inventory, right click on the PRINTOUT from the information kiosk to read it. You have to read it before you can use it.
  • Show 187th the PRINTOUT. He says he did damage to the tower so the Refuge Rule doesn’t apply.
  • Go back to the tower and right click on the door.
  • The damage is only superficial.
  • Go back to 187th and tell him you inspected the damage. He will leave.

Getting into the Courthouse

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  • Go back to the underworks and exit south.
  • Inspect the bridge.
  • Use Crispin on the key pad, but you don’t have the code. (Note that this isn’t an essential step – you can go straight to Primer and talk to him instead. You won’t be able to ask him about the bridge, but he has no useful info for you anyway.)
  • Go back on screen and walk right.

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  • Talk to the robot. His name is Primer. Pay close attention to what he has to say as there is a very well hidden clue about the bridge code!
  • Go back to the bridge.
  • Use Crispin on the key pad and enter 137. (Primer came off the conveyor belt 50 robots before his brother 187, making him 137. You can also use Goliath’s decryption module on Crispin when you’re by the bridge and he will crack the code for you.)
  • Cross the bridge.

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  • Watch the scene and talk to Clarity.
  • If you’re still looking for a judge for Oswald and Cornelius’s case, you can talk to Clarity about this.
  • Talk to Clarity about Arbiter and she will give you the KEYCARD to the courthouse.
  • Go back to the courthouse.
  • If you’ve cleared the line in front of the courthouse you can now use the KEYCARD on the scanner by the door.

Arbiter

  • Go inside.

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  • Watch the scene, then approach Arbiter by crossing the footbridge.
  • Click on Arbiter, but it doesn’t do you any good.
  • In the back behind Arbiter is a broken robot. You can’t see it very well so use your LANTERN on the robot.
  • Right click on the hole in her head to find out what you need to do next.

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  • Go back to Leopold and barter Cornelius’s HAT or the DISC (depending on which one you got for solving the legal issue) for the MEMORY ACCESS DEVICE.
  • In your inventory, attach the MEMORY ACCESS DEVICE to the PLUG from the energy sensor. Then attach both of them to your own DATA POUCH.
  • Go back to the courthouse and go to Charity in the back.
  • Plug the DATA POUCH + READER into the hole in her head.

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  • When you’re blocked in by Scraper, use the SIGNAL TRANSMITTER on the court reporter.
  • Crispin and Horatio will flee, but Scraper will follow them.

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  • Outside the courthouse, Scraper will count down from 10 before trying to shoot you. If you wait to 0, 187th will come and rescue you but lose his own life in the process.
  • Alternatively you can check the device on Scraper’s belt – it’s the other bomblet from the shrine. The code for that bomblet was 734, so use the SIGNAL TRANSMITTER on the bomblet and enter 6734 (I was so hoping we’d get to do that!).

Chapter 3: The Tower

  • Go back to Clarity by the crane and talk to her about her sister.
  • You need to find more sections of the code, which was only known by the Robot Council consisting of Arbiter, Factor, Steeple and Memorious. So you need to talk to their followers.
  • Clarity will give you the segments of the code to the tower door that Arbiter gave her and join the party.

Factor’s Code

  • Go to Primer and take the exit there.

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  • Clarity will take out the shell.
  • Go into the building.
  • Click on the hatch to go down.

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  • Click on the button next to the blast door. Nothing happens, except for a loud screech.
  • Open the panel under the button with the CROWBAR.
  • Take the LARGE GEAR, remove the crumbling belt and take the SMALL GEAR.
  • Go back to where Primer is.

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  • Use one of your gears on the submersibles in the water by Primer to clean it. You can do this with both gears but then you won’t get the Gear Head achievement. Interestingly, the achievement was only triggered for me when I cleaned the large gear at the bar and the small gear with the submersibles.
  • Go back to the street.
  • Access the bar to the right of Leopold.
  • Give one of the gears to the arm, and Clarity will order him to clean it for you.
  • If you haven’t already talked to Oswald at the bar, do so now, as he needs to tell you about his brother Laurence.

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  • Go back to the crane in the underworks and access the heads on sticks.
  • One of the heads on sticks is Laurence’s head. Take the ROBOT HEAD. Note that you can only do this after you talked to Oswald about him.
  • In your inventory, use the DATA POUCH + READER on the ROBOT HEAD to get a code. If you like, you can go back to Oswald and talk about the code.

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  • Go back to the blast doors and replace the clean LARGE GEAR and SMALL GEAR and the FAN BELT.
  • Then push the green button.
  • A small disc will come rolling out, which turns out to be a MEDAL. You’ll need to give this medal to Primer as part of the Three Musketeers achievement.
  • Inspect the view and the radio tower.
  • Use the SIGNAL TRANSMITTER on the radio tower and enter 518(0) (Laurence’s distress call).
  • Talk to Factotum.

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  • After the conversation, give Factotum the ROBOT HEAD. He will give you Factor’s pieces of the code.

Memorious’s Code

  • Go to the exit southeast of Primer (marked “Factor” on your map).

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  • Inspect the floating junk next to where the robot was standing.
  • Take the GOLDEN CHAIN and your GOSPEL OF MAN.
  • Go to the street and talk to Oswald at the bar.
  • He will tell you he lost his gold chain.
  • Give Oswald the GOLDEN CHAIN that you found in the floating rubble and he will give you his MONOCLE.

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  • Access the information kiosk and use the MONOCLE on the screen.
  • Enter MEMORIOUS.
  • Under MEMORIOUS you find the word OBLIQUE in capitals, so enter that.
  • Under OBLIQUE you notice that red line is spelled wrong. Enter REDLIEN.
  • The REDLIEN entry is a Haiku that, according to Crispin, can be “read in two ways”. The three capital letters in the Haiku spell ART.
  • Under the ART entry the word “created” is in quotation marks. So enter that.
  • The CREATED entry is all about lies – enter LIES.
  • The LIES entry has a code: 5:19:3:1:16:5. The letters in the alphabet corresponding with these numbers spell ESCAPE.
  • Finally, the ESCAPE entry has another riddle. Some seemingly random letters are capitalized. They spell FIRST LETTERS. However, that’s not a valid entry.
  • Check the list of interesting words you found in your data pouch and it will be evident that their initials spell out ORACLE. (Thanks again, Andy!)
  • Type in ORACLE and talk to Memento Moribuilt. Note that you won’t be able to access the kiosk again once you’ve done this! It may seem that you won’t be able to try out all dialog options in one go, but you will always get the same information, regardless of which options you get.
  • You get Memorious’s pieces of the code.

Steeple’s Code

  • Talk to Leopold about the council code. He will deny knowing Steeple.

Primordia

  • Show Leopold the GOSPEL OF MAN (you can find this among the floating rubble in the underworks. See Memorious’s Code). He will give you Steeple’s pieces of the code in return.

The Tower and Calliope Station

  • As soon as you have the pieces of the code from three of the council members you can try to piece the code together by overlapping the fragments until you have a 16-digit code.

Primordia

  • Alternatively, you can give Primer the MEDAL and then ask him to do it. However, he will only do it if you have the pieces from all four members.
  • Go to the tower and enter 4402 4803 0675 1026. Note that you have to have found the codes from three of the four members before the game will allow you to enter the code.
  • Enter the tower.

Primordia

  • Push the elevator button.
  • Inside the elevator, click on the dial.
  • Watch the scene.
  • After you get out of the tower go back to the courthouse.

Primordia

  • Use the CROWBAR on the arm in the rubble to find SCRAPER’S ARM.
  • Go to the station and make your way to the platform.

Primordia

  • Click on the subway map and find Calliope Station. Click on it.
  • Go through the hidden door.
  • Walk all the way to the end and exit.

Primordia

  • Use the PLASMA TORCH on the CABLE and SCRAPER’S ARM will automatically be attached to the cable. If you didn’t yet have the arm when you cut the cable you can go back and do it manually.
  • Watch the scene.

Primordia

  • After the scene pick up Crispin’s MATRIX and the DATACHIP.
  • If you have the DECRYPTION MODULE, use it on the DATACHIP (this is not essential to finish the game, but you will not be able to get some of the endings and achievements).
  • Read the decrypted DATACHIP with the DATA POUCH + READER.
  • The datachip contains the Thanatos VIRUS.

Endings

  • Go back to the top of the tower. Unfortunately you’ll have to walk as your data pouch has been wiped.
  • Talk to Metromind.
  • You can choose to “think about it” to end the conversation to+ try and find another way out.

Primordia

  • You can pick up CLARITY’S HEAD, if you like.
  • There are many possible endings to this game. The best two are:
  • 1) Tell Metromind you “need to think about it.” Then use the PLASMA TORCH on the power core and choose to walk away (Too Much Power ending).
  • 2) If you have the VIRUS, use it on the SIGNAL TRANSMITTER. Then use the TRANSMITTER + VIRUS on Scraper (I Told You to Stop ending).
Primordia
Primordia
  • An additional option with the virus is:
  • 3) Exit by Clarity’s body and climb to the top of the tower. Use the TRANSMITTER + VIRUS on the radio tower.
  • Additional options without the virus are:
  • 4) Use the PLASMA TORCH on the power core and choose to destroy the core (She Pushed You Too Far ending).
  • 5) Tell Metromind you will never join her (Stay True to Yourself ending).
  • 6) Tell Metromind you will join her (Resistance is Futile ending).
  • 7) Take the exit by Clarity, climb up the rails to the top of the tower and jump off the ledge (I Always Wanted to Fly ending).
  • If you picked up Crispin’s MATRIX and CLARITY’S HEAD they will join you for endings 1 and 2.

Achievements

Information on some of the achievements is still missing from this walkthrough. If you know how to get the missing achievements, please post on the forum and we will have the walkthrough updated!

  • 1. Peeping Tom – Look at all the sensor coordinates: Look through all the coordinates listed in your data pouch through the telescope. This includes the ones for Metropole.
  • 2. Robomitzvah – Pass Ever-Faithful’s test on the first try: As it says! It is ok to fail his fourth question, though.
  • 3. Call me David – Use brawn instead of brains: Shut down Goliath by destroying the monitor in which Gamma is hiding.
  • 4. Defragmented – Wake a slumbering giant: Trap Gamma in his monitor and wake up Goliath.
  • 5. Knotcutter – An easy solution to an impossible problem: Use the plasma torch to weld the conduits together.
  • 6. Wingman – Train Crispin for his big date: Have Crispin practice talking to your halogen lantern so he can chat up the repairbot’s floater.
  • 7. Gear Head – Clean two gears using different methods: Have one gear cleaned by the submersibles near Primer and the other one by Armstrong the barman. This only triggered for me when the large gear was cleaned by Armstrong and the small one by the submersibles.
  • 8. Lawyer Robot Hero – Pass a legal test on the first try: Answer Oswald and Cornelius’s three logic questions outside correctly on the first try.
  • 9. Find every entry in the information kiosk: A list of known entries will be posted on the forum.
  • 10.
  • 11. Keeping the Faith – Help a lost pilgrim find his way: Give the Gospel of Man to Leopold.
  • 12. Melted Heart of Steel – Change Factotum’s mind: Give Laurence’s head to Factotum.
  • 13. Gone Courtin’ – Unlock the door to the courthouse: As it says.
  • 14. Open Sesame – Open the tower door without outside help. Piece together the code for the door yourself without asking Primer to do it (you may ask before you have all the pieces as he won’t help you until you do).
  • 15.
  • 16. Machina ex Machina – Get help from a new friend: You get this achievement after Clarity fights off the droids when you first meet her.
  • 17. Sacrifice – Victory at what cost?: Crispin sacrifices himself at Calliope Station.
  • 18. Charged Up – That hit the spot, but for how much longer?: Repair the emergency generator and recharge both Crispin and Horatio.
  • 19. Needle in a Haystack – use technology to do the impossible: Use the mobile energy sensor to find the battery in the junk yard.
  • 20. I Told You to Stop – Stop Scraper once and for all: Use the signal transmitter with the Thanatos virus on Scraper at the top of the tower.
  • 21. Not Bluffing – She pushed you too far: Use the plasma torch on the power core, then destroy the core.
  • 22. Too Much Power – Resort to blackmail and emerge the victor: Use the plasma torch on the power core, then leave.
  • 23.
  • 24. I Always Wanted to Fly… – Take a leap of faith: When talking to Metromind at the top of the tower, take the exit, climb up the rails and jump off the ledge.
  • 25. Smells of Rotten Custard – Unlock Horatios’ secret past: Requires the decryption module from Goliath. Use the decryption module on the datachip that Metromind drops, then read the datachip with the data pouch + reader.
  • 26. Resistance is Futile – Join your foe for the greater good: Tell Metromind you will join her.
  • 27. Live Free or Die – Stay true to yourself: Tell Metromind you will never join her.
  • 28.
  • 29. Three Musketeers – EFL, Primer and 187th together at the ending: I made sure 187th didn’t die at the courthouse and I gave Primer the medal, then I played endings 1 and 2. However, I’m not sure if anything else is required.