PrimordiaPrimordia

Game Details:  Sci-Fi, 2012

Links:  Moby Games, Steam, Adventure Gamers

Walkthrough Updated:  1/29/2016

Suggested Listening:  Where There's Smoke (Ash 25)

Primordia is a 3rd person adventure game set in a post-apocalyptic future where humans have been wiped out. You play as a sentient droid, Horatio Nullbuilt, and the power core that allows you to stay functional has been stolen. Along with your sidekick Crispin, you must set off on a journey to discover a new energy source. The next game by the same developer is Strangeland.

The Dunes

UNNIIC

Start by climbing down through the hatch, then head right 3 times and your ship's power core will be stolen.

Pick up your datapouch and head right, then pick up the conduit from the ground, and the cable hanging on the far right. Look at the Emergency Generator, and take the spark plug to get some putty. Also examine the socket on the side of the generator. Climb up the ladder and use Crispin on the halogen lantern. Also pick up the conduit from the floor before heading left. Use your lantern on the hatch and go inside.

Take the Gospel from the side table, and search the bed to get your plasma torch. Use the console to return up to the deck, then use your map to travel to the junk pile.

Junk Pile

Pick up the conduit just right of the red light on the ground. Look at the tube, then use Crispin on it to get some more conduit. Use your plasma torch on the lockbox to get a spark plug, then use your map to travel back to your ship.

UNNIIC

In your inventory, use your plasma torch on the 5 conduits, then use the fused conduit on the socket on the side of the generator. Use your spark plug on the gap on the generator, then use the switch to turn it on.

From the recharging room, go right into the engineering room. Examine the radio and remove its plug. Also pick up the LCD just right of the radio, and examine the plans just right of the blueprint. Head right from here and try to take the rag; it will fall down before you can grab it. Return to engineering and go through the door in the back wall, then climb down the ladder and go left. Pick up the rag. Return right and use the rag in the grease to make a sticky rag.

Go back upstairs, inside and left twice to your bedroom. Pick up the small flashing crystal which is just right of the console. In your inventory, use your plasma torch on the cable, then add the putty, crystal and plug. Head right twice to return to engineering and examine the interface. Use your crystal/cable/plug on the socket, and you will see a list of 6 numbers. Remove your device and go through the hatch in the back wall, then head left to the telescope. Examine the telescope and press the red button, then type these numbers into the telescope:

  • 652
  • 817
  • 608
  • 671
  • 212
  • 159

These will identify 3 sites of interest. Use your map to travel to one of the new points.

Robot

Use your plasma torch on the giant's hand. Next examine the vents beneath the robot's eyes, and use the sticky rag and the fingertip on Crispin to block both vents. Next walk into the giant's mouth. Talk to Alpha and Beta about everything. Use the cable in your inventory on Crispin, then use the cable again to climb up to the roof.

Open the panel in the middle of the processing unit, then click on the floating droid to get it to say "001011010". Examine the panel again to see a series of lights and buttons. You need to recreate the droid's code with lights (from bottom to top, make the 3rd, 5th, 6th and 8th buttons alight). Now press the red button and the brain will stop sparking.

Climb back down the hatch and talk to Alpha and Beta again. Use the pad on the floor and enter any code, but nothing will happen. Talk to Alpha and Beta about the elevator. Use the pad and enter code "9876" then press enter and you will descend to the floor below.

Use Monitor 3 to speak to Gamma. Save your game here, then use your plasma torch on the monitors until you either kill or trap Gamma (each way leads to a different steam achievement if you are looking to collect them all). Go back up using the platform and talk to Alpha and Beta again to tell them what happened, then head outside. If you trapped Gamma, the large robot will give you a decryption module now. Either way, use your map to travel again.

Device

Talk to the robot here about each item in turn to get a new location on your map and then answer a quiz with these answers:

  • Because Man created us
  • A perfect machine
  • To maintain the world
  • Horus

Now take bomb B-325 from the pod, before using your map to return to the UNNIIC.

UNNIIC

Return to engineering and place your bomblet in the cradle. Go back down to the grease and use the bomblet in it to create a sticky bomb. Use your map again.

Dome

Examine the endoskeleton slumped against the side of the dome, and search its pocket to get a radio transmitter. Examine the AA gun on the right of the area to get a CPU. In your inventory, combine this with your cable combination and then your LCD to create a mobile sensor. Now use your map again.

Junk Pile

Use your mobile sensor on the area just above and left of the train to locate a power source. Use Crispin on this to retrieve a battery. Combine this with your signal transmitter, then return to the UNNIIC.

UNNIIC

Go to the screen left from the grease and use your mobile sensor on a patch of ground just right of the middle of the screen. Click on the energy reading here to get a tape deck. Use your map once more.

Dome

Use your sticky bomb on the door of the dome, then use the signal transmitter on it, entering the code 6325 (prefix 6 from Alpha, and suffix 325 from the bomb). Go through the doorway. Talk to the machine on the wall, use the scanner, and collect a ticket from the machine. Use your ticket on the control panel to the left of the barrier, then head through and step on to the engine.

Welcome to Metropol

Station

Go through the two doorways and you will be accosted by a large robot. Continue following the pathway to find a large group of robots.

Street

Talk to the one who calls out to you (Leopold). Use the computer terminal over to the left and enter the term "LAWS", then take the printout. Leave to the left and use Crispin on the electrical cable. Talk to the repair bot about everything, and ask Crispin to talk to the floater bot. Return to the robot street and use the lantern on Crispin so he can practice communicating, then go back to the floater bot and use Crispin on her (you will get some copper wiring). Continue left to a waiting area.

Court

Talk to the fat robot and you will be asked a series of questions to answer:

  • Four robots were built by Sturnweiler
  • Three of the seven robots were built by Sturnweiler
  • Only multiplex

Now talk to Cornelius and answer his question with "Factor" to receive a disc. Use your signal transmitter on the floating robot that is still in line here to receive a record. In your inventory, look at the burnt sensor to break it down into a plug and a crystal. Go back to Leopold.

Street

Trade Leopold's memory access device for your disc. Also trade his crowbar for your crystal. Now combine your plug and memory access device, then add this to the datapouch. Use your crowbar on the metal plate in the street and climb down.

Cars

Use your crowbar on the large hatch in the bottom left car in the stack here, and take the fan belt and engine. Head to the far right and talk to the robot to learn is name is Primer and his number is 137. Climb back up the ladder.

Street

Talk to Leopold again and swap his motor for your car engine. In your inventory, use your copper wiring on the motor, then connect the 3 different colored terminals without crossing the wires. Return to the far left.

Court

Give the motor to Gimbal. Next talk to 187th, the only remaining robot in the queue. Talk to him about everything, then look at the printout in your inventory and use it on 187th. Next head back past Leopold along the other street to the tower. Look at the door to see it is damaged. Return to 187th and talk to him again and he will leave. Go back to the metal plate near Leopold and climb down again.

Cars

Go down to the left to reach a new area.

Crane

Walk towards the bridge, then use your signal transmitter on the keypad, sending the number 0137. Talk to Clarity after she saves you, and you will receive a keycard. Use your map to travel.

Court

Use your keycard on the scanner, then head inside and you will automatically try to talk to Arbiter. Go closer and knock on the door, then look at the robot in the background. Use your lantern on the robot, then use your datapouch and reader on the hole in her head. Use your signal transmitter on the reporter and you will escape to the outside. At the court entrance, look at the blue object on Scraper's belt. Use your signal transmitter on this, sending the number 6734. Travel one last time.

Crane

Talk to Clarity to tell her what has happened.

The Council Code

Crane

Thanks to Clarity, you now know her code fragments are 03067-440-26. Head back up to the street.

Street

Talk to Leopold, who will initially refuse to give you the code. Use your map to return underground.

Cars

Go to the far bottom right area.

Factor

Clarity will take care of the robot for you. Look at the floating debris and search through it to find your Gospel and a golden chain. Go back to the street once more.

Street

Use the Gospel on Leopold and you will learn his code fragments are 0248-102. Talk to Oswald just to the right, then use the bar and the bartender will slip you a note. Read this, then use your signal transmitter on Rex so you can take the oil from the bar. Go somewhere else (such as the Court) then come back here again and talk to Oswald. Give him the golden chain and he will give you his monocle.

Use the computer terminal to the left and enter these commands: "MEMORIOUS MANBUILT", "OBLIQUE", "REDLIEN", "ART", "CREATED", "ORACLE". Talk to Memento Moribuilt to get his code fragments, which are 675-4024-02. Use your map to travel again.

Factor

Enter the building, then open the hatch and go down. Use your plasma torch on the panel next to the blast doors. Look inside and take the large gear. Touch the belt and it will disintegrate, then you can take the small gear.

Cars

Go to the right of this area and there will be some submersibles in the water. Use one of your rusty gears on these, and use oil on the other one, so they will both be clean.

Factor

Enter the building again and go down the hatch. Replace both gears in their slots and add your fan belt. Press the button above the panel to open the blast doors, and pick up the disc that falls to the ground.

Crane

Talk to Clarity here, then click on the skulls to view a close-up. Examine each skull (robot head) until you end up taking one with you. Use your datapouch and reader on the skull in your inventory.

Factor

Go down to the open blast doors. Use your signal transmitter on the radio tower and send code 0518. Use your robot head on Factotum to get codes 7510-4803.

Cars

Go to the right and talk to Primer again. Give him your medal, then talk again to get the full code: 4402480306751026.

Metromind

Tower

Use the console to the right of the main door and enter the code 4402480306751026. Head inside, then press the button on the right to use the elevator. Turn the dial inside to go up and meet Metromind. You will end up outside the tower again. Use your map once more.

Station

Go to the bottom right area and look at the subway map on the wall. Click on the button next to the label for Calliope, then go through the doorway that opens. Head all the way along the corridor and use your plasma torch on the cable on the floor at the other end.

Court

Use your crowbar on the arm buried within the rubble in front of the doors to the court.

Station

Go back to where you just cut the cable and use Scraper's arm on it. Take the matrix out of Crispin's body, and pick up the golden datachip from the ground nearby. If you received the decryption module earlier, use this on the datachip, then use the cracked datachip on your datapouch to get some more background information. Your map is now broken, so walk manually all the way back to the tower.

Tower

Enter the tower and save your game. Use the elevator to get back up to Metromind, then adjust your conversation choices to reach one of the many possible game endings.