Solaria Moon

Solaria Moon

Year:  2017

Genre:  Sci-Fi

Links:  Steam

Solaria Moon is a 3rd person science-fiction adventure game set on the Cargo Ship Aranis. You play as Lucy Lambert, a crew member who awakens after a critical failure in life support systems. Two of your companions are deceased and the third is missing, and you must explore the ship to discover what has happened.

Hibernation Room

Go into the locker room and open your locker, then take your clothes to get dressed. Search Nikolay's locker to see that his clothes are gone. Try to open Robert's locker, but it is locked. Go back to the hibernation room and examine the main computer. Look at the logs for each crew member to see that Pavlov woke up 9 hours before the failure.

Examine the main door to see that it is locked with a code. You now need to deactivate the two generators in he corners of the rooms; just slide the pieces around to create a continuous red branching line (which is shown on them before you zoom in). After the cryopods open, exam them and take the bracelet from Robert. Now go and open his locker and look at the access card to see the code for the main door. Head out to the door and enter this code: 65598. Go through the doorway.

Crew Facilities

Try going down the corridor on the left, but will you feel sick and decide you need to go to the infirmary. Go back to the main corridor and go through the door on the left into the infirmary.

Infirmary

Read a note on the desk to the right telling you a door code: 46. Go to the medical refrigerator at the opposite end of the room and use the controls to input this number (top row buttons 2, 3, 4 and bottom row button 2). Take the clomadol from inside, then go to the laboratory equipment over in the right corner of the room. Use the decanter on the right, then the dispenser on the left. The goal is to end up with 7 ml in the central tank:

  • Fill left (9, 0, 0)
  • Move left to middle (0, 9, 0)
  • Fill left (9, 9, 0)
  • Move middle to right (9, 5, 4)
  • Empty right (9, 5, 0)
  • Move middle to right (9, 1, 4)
  • Empty right (9, 1, 0)
  • Move left to middle (0, 10, 0)
  • Move middle to right (0, 6, 4)
  • Empty right (0, 6, 0)
  • Move middle to right (0, 2, 4)
  • Empty right (0, 2, 0)
  • Move middle to left (2, 0, 0)
  • Fill middle (2, 13, 0)
  • Move middle to right (2, 9, 4)
  • Empty right (2, 9, 0)
  • Move middle to right (2, 5, 4)
  • Empty right (2, 5, 0)
  • Move left to middle (0, 7, 0)

Now go to the desk next to the refrigerator and use the injection gun to give yourself the medicine. Go through the nearby door, then straight ahead into the dining room.

Dining Room

Search the bookshelf in the corner and you can take 3 gears from a broken music player, and another 3 gears from inside a blue vase. Go out through the door here. Turn right and go to the end of the corridor to find Monroe's quarters - you can't get in as the door has a biometric lock. Turn around and backtrack until you find Martinez's quarters.

Martinez's Quarters

Go over to the skeleton in the corner of the room and search the box of medical equipment to get 3 more gears. Leave again and explore the corridors to the right.

Lambert's Quarters

There is another box in the corner of the room here where you can find 3 more gears. Leave and go straight across to Pavlov's quarters.

Pavlov's Quarters

Examine the computer on the desk here and read through all of the emails. There is also another broken music player here from which you can salvage 3 more gears. Now head all the way back to the infirmary.

Infirmary

Examine the blue medical equipment container on the floor - you should now have 15 gears that you have collected from the other rooms. Place this on the top of the box to ink up to the locks on the right, then click the red gear to turn them. Once you have opened all 4 locks, you can take the surgical extractor from inside the box. Head all the way back to the cryopods.

Cryopods

Examine Captain Monroe's body and use the surgical extractor on his eye to take it. Now go to his quarters.

Monroe's Quarters

Use the captain's eye on the door panel and the door will open. Go inside and examine the hologram of the ship, then proceed through the next door into the bedroom. Look at the 4 pictures on the walls, and examine the chessboard to see that a piece is missing. Go back out to the captain's main room and examine the large console. Use the controls on the left to turn off the hologram. Now go over to it again and pick up the pawn. Return to the bedroom and use this on the chessboard.

You need to move the 3 white pieces on to the board in order to create a checkmate position for white. The pieces won't be allowed to be placed in incorrect spots - the knight and 1 pawn go in the top right, and the other pawn at the bottom right. Go through the new doorway into a secret room and look at 2 more pictures on the wall. You have now seen 6 pictures with 6 associated symbols and dates. Examine the ship's wheel in the middle of the secret room, and click on the symbols associated with each of the ships in date order:

  • Egyptian ceremonial ship, 1500 BD (hieroglyph)
  • Drakkar Viking, 700 AD (Viking helmet)
  • Caravel Santa Maria, 1492 AD (cross)
  • Steamboat Titanic, 1909 AD (shipwreck)
  • Ocean Liner Majesty of the Sea, 2015 AD (cocktail)
  • Starship Taranis, 2340 AD (space symbol)

Take the master key for the elevator from the drawer that opens. Now make your way to the elevator. Head inside and select to go to the engine room.

Engine Room

Go through the doors until you reach the large room with 8 jets of flame. Go to the left and turn the left of 3 valves. Go forward and right, and turn the single valve here. Go back to the set of 3 valves and turn all three of them this time. Now you should be able to run along the platforms to the far end.

Head past the large robotic arm and go to the controller at the far end. Use this and slide the red pieces around to complete the pattern as you did with the generators previously. Go through the broken door, then between the crates and turn to the right. Go to the generator room and talk to Pavlov, who is sitting on the floor.

Turn around and go back towards the broken door, but turn right before reaching it and go through the door marked Reactor. Head down the steps and use the round duty bot (the other two are broken). Go through the small door in the corner of the room and make your way through the maze. Continue out to a catwalk and use the circuit control. Turn the components of the circuit so there are no loose ends (the solution for this is random each time). After you are successful, the robot will disconnect automatically.

Return up the stairs and around to Pavlov, who is now dead. Try to flip the large switch on Generator 2 just to the left, but the voltage isn't right. Open the voltage controls to the far left - you need to flip the correct group of switches so that the voltages displayed at the bottom match those indicated at the top. The correct switches to flip are:

  • Top left
  • Top right
  • Middle
  • Middle right
  • Bottom left

Now go and flip the large switch on Generator 2, which should be successful this time. Now head all the way back to the elevator, and this time select to head to the bridge.

Bridge

Go up the stairs and straight ahead to the command center. Go to the main controls, but the power is off. Go up some more stairs and approach the auxiliary power supply. Flip switches 1, 2, 5 and 6 if they are numbered from left to right, and you will restore power downstairs. Return downstairs and examine the round holographic map. You need to use the 4 buttons to rotate the lights so that there is a complete gap heading to the right. For reference, these are the effects of the 4 buttons, if the rings are numbered 1-5 from inner to outer:

  • Up: Rotate rings 1, 3 and 5
  • Left: Rotate rings 2, 3 and 4
  • Right: Rotate rings 1, 2 and 3
  • Down: Rotate rings 2, 4 and 5

After you have enabled the holographic map, go to the flight computer under the stairs on the other side of the room. Solve another sliding puzzle here. Now sit down at the flight desk to receive an incoming message. Before leaving here, notice that on several displays in this room you can see the code for the greenhouse: 195.

Leave this room and turn left to find the communication center. Head around to the positioning beacon - you just need to press the red, green and yellow buttons when the colored cubes line up with their respective targets. After another message, head back in the direction of the elevator, but instead of going downstairs go straight across to the greenhouse.

Head around behind the waterfall and deactivate the holographic control, entering code 195 by pressing the first and second buttons on the top row, and the third and fourth buttons on the bottom row. Now go around and listen to the message on Pavlov's PDA, which you will find on the ground - this mentions container SIC-26.40. Return to the elevator and go to the Cargo Bay.

Cargo Bay

Go out to the middle platform and use the crane controls. There are 3 large containers you need to lift up using the crane - just look for 3 large containers that have no smaller ones on top of them. Leave the controls and head down the steps, then make your way through the crates until you find Pavlov's desk. Examine the note board and make a note of the bay locks configuration - you will need to open bay 5, and the combination will be 9 lights on, then 3 lights off.

Go down the corridor and open bay five by turning on the first 9 lights on the control panel. Go inside and head to the 3rd last container on the right - container SIC-26.40. Examine this, then click on the magnetic blocks until they are all aligned upwards, as shown with the example on the right.