Walkthrough
NOTE: This is a full walkthrough for the "Mithra: The Calling, Chapter 1". It will walk you
through the entire game and describes how to solve all the puzzles. If you haven't played the game yet
and don't want stuff to be given away, don't read this! If you’re stuck you can go straight to the part
that describes the solution and then continue the game on your own.
In The Glass Container
After you start a new game you see yourself trapped in some kind
of a glass container full of green liquid. There is a scientist doing
some stuff out there. There is nothing you can do aside from watching this
nightmare end.
Prison
Tag wakes up on a metallic chair in a room wondering where he is.
There is a drawing of a girl in his pocket. There seem to be a meal
ready for him on a box, but it doesn’t look delicious. Tag can’t find
a way to open the door. It seems to be locked.
After a while a ray of light comes out of the hatch in the middle of
the room. If you approach it you will hear someone's voice coming out of the hatch calling for
help. It’s a shiny little creature that wants Tag to bring him out.
Tag can’t open the hatch with bare hands because it’s screwed to the ground.
You have to find a way to unscrew it first. There is a spoon near the bowl
of food; pick it up. Use the spoon on the hatch to unscrew it. Still the hatch
is too heavy for tag to lift. There is a loose pipe under the seat. Pick it up and use it on the hatch to lift it.
Now the little guy, Vee, is out. After a lengthy conversation, he
tells Tag that they’re in danger and should get out of here as fast as
possible. But the door is locked! Vee suggests that there might be a way for
him through the ventilation up in the corner of the room. You have to hit
the ventilation’s cover with Vee or something else to make a way. Then throw
Vee into the canal.
Ventilation Tunnels
Now Vee is alone in the ventilation tunnels and should find a way out.
After some time you will reach an automatic door moving erratically.
It must be fixed so you will be able to pass. In the first part of
the tunnel, there is a little flying robot in a sideway. It starts to function
using the energy it gets from the light emitted from Vee’s body. It follows
Vee slowly so you have to move slowly for it to keep up. When you reach the
door the little robot will start fixing the door, but you have to stand close all
the time so the robot has enough energy to fix the problem.
Now that the door is fixed you can pass it to the lower parts of the tunnels.
In this area you will find two fans that one of them is on, three switches and
a door way that seems to be closed. The switches near the fans turn on or off
the fan in the opposite side of the tunnel. The middle switch will toggle the
state of the door and the fan next to it. If you use it now it will open the door
but also turns on the fan next to it and you won’t be able to reach the door. First,
you have to use the switch next to the door to turn off the fan in the far side of
the tunnel so the switch next to it can be reached. Then you should use the switch
near that fan to turn on the fan next to the door. Finally when you use the switch in
the middle of the tunnel it opens the door and turns off the fan near next to the door.
Lab From Above
Now Vee is in the next part of the tunnels that has a view of the lab.
When you approach it a cut-scene will be shown in which the scientist is exiting the
room by punching a code into a keypad. You can hear the sound clearly from up
there. You should try to remember these sounds as the code the scientist enters is
the same code which should be used to open the door of the room where Tag
is imprisoned. You can exit the scene and come back as many times as you need to
hear the sounds combination again.
Corridor
Vee finally comes out of the tunnels and enters the corridor which ends to the prison. You can crawl down to the corridor using the
pipes and boxes in the way. You can use these pipes and boxes to go back
up in case you forgot the sounds. If you try to exit from the other side of
the corridor Vee comments that he needs to bring Tag out of the prison first.
Tag is in the room in the far end of the corridor.
There is a box under the keypad that can be used to reach it.
The door code consists of four random digits that you’ve heard
their sounds during the lab cut-scene. As a tip you need only to
use the middle row buttons as the other buttons’ tones are too different.
After you enter the correct combination the door will open and Tag
comes out of the prison.
After some talk you are free to examine objects in the corridor. There’s nothing
of importance here and you can exit this corridor to the main hall.
The Main Hall
The moment they enter the main hall Tag is amazed with the size of this room
and objects in it. But before he has a chance to say anything Vee warns him about
the guards. Vee points out that they need to reach the portal room on the other side
of the hall. Both sides of the narrow path are blocked by some boxes. If you go downstairs
you see a giant fan and some controls on the wall that seem to control the fan’s rotation.
The control panel seems to be locked by the keypad next to it and cannot be used until you enter the
right combination. Tag states that he doesn’t know the combination. Go back upstairs and head to
the room with the lab sign.
The Lab
When they enter this room Vee is worried about the person in glass container is not
there anymore. Tag that doesn’t know anything about this, says he doesn’t like the room
and that it feels like he was there before.
During the examination of the room Tag suddenly stumbles upon a rack of tubes on the table
and drops one of them into the hole on the lab’s floor. A green gas comes out of the hole and a
sound from the keypad declares that due the hazardous gas in the room the door is locked.
Now you have to find a way to clean the room before the gas kills Tag and Vee.
There is a box there that can be moved over the hole to stop the gas coming out.
When the box completely covers the hole Vee says that the gas leak is stopped but
there is still gas in the room. You have to turn on one of the machines in the corner of
the room that controls the ventilation of the room. The fans will suck the gas out and
you are free to go out. Before leaving the room, take the tablet on the table near the tubes rack.
It has the code you need on it; Pick it up.
The Main Hall
Go back to the control panel. Open up your inventory and examine the tablet you took from
the lab. You should rotate it until you see the tablet’s screen. Now you can see the combination
on the lower side of the screen. Enter the combination into the keypad next to the control panel.
It will activate the control panel.
Now that control panel is active you can use it to stop the giant fan. There are three buttons and lots of rotatable
switches on the control panel. The buttons will make the fan rotate counter-clockwise, stop and rotate clockwise.
In the lower side of the panel there is a timer that will be activated the moment you start rotating the switches on
the panel and will reset the panel if you can’t do what you want before it reaches to the reset switch.
So you have to be fast.
The two switches on the far ends of the panel with the thunder symbol are power sources that should be both
connected to a button in order to activate it. Every other switch has an “L” etched on it which shows how it will connect the adjacent
points of itself to each other. There are lots of different combinations that will work, but if you stuck
just try to arrange the panel like the screenshot and then press the middle button to stop
the fan.
Now that you’ve stopped the fan you should be able to cross it to the other side.
When you reached the other side, you will see stairs that leads to the upper level.
Before you go up there is an item on one of the boxes under the stairs that will
come handy very soon. When you’re going up beware of the guard that is patrolling the area.
Make sure it’s not near the stairs when you’re going up. It will shoot you the moment
it sees you, so be careful. When you’re up, head straight to the room with the blue sign on it.
Corridor to the Portal Room
Here, there is a door at the end of the corridor and a keypad on the wall. If you try to
use the keypad a sound will alert you that you need a keycard in order to use the keypad.
Vee confirms that he has seen a keycard with the guard robot in the main hall and they
should steal that keycard.
Back to The Main Hall
When you enter the scene the guard is right in front of you so don’t move
until the robot leaves the place. Remember, the guard will hear you and turn
towards you. So, don’t run and keep your distance from it. If it stopped and
made a sound just don’t move until it ignores the sound and continues.
Slowly follow the guard until it reaches a machine. Then quickly turn right and
go down the stairs and hide there until the guard is gone. Go to the machine and
examine it. Tag says that the guard robot puts his card in this machine and there is
a small door on it. Choose Vee in inventory and use him on the machine. Tag will put
Vee in the machine through the small door.
Now continue the path and hide behind the boxes. When the guard comes back to
use the machine Vee grabs its keycard. The guard gets angry with the machine and goes down
the stairs to report the missing card. Now is your chance. Go to the machine and bring out
Vee. You will hear the alarm. Head straight to the portal room.
Corridor to the Portal Room
Now that the guard has activated the alarm the lasers are turned on as a security measure
to deny anyone access to the portal room. You have to be fast and adjust your timings to
cross the lasers. First two vertical beams are easy. You just have to wait for them to go up.
Then there is a horizontal laser that moves near the ground. You have to jump over it.
But you have to watch for the two other horizontal beams that are moving higher.
You should adjust your timing and jump when the two beams are going toward the door.
Move a little forward so the lower beam can’t hit you. Then, sit so the higher beams past you.
Now quickly stand and move toward the keypad.
Tag doesn’t know the combination for the keypad.
Vee suggests that he should examine the keycard itself.
Open up the inventory and examine the keycard. Rotate it so you can see the back of the keycard.
There you’ll see the combination. Use the keycard on the keypad and enter the combination.
The door to the portal room opens.
The Portal
Vee explains to Tag that in order to activate the portal they have to enter destination
coordinates into the keypad in the portal room. When you try to use it, Tag complains that
it doesn’t work. The cable that is connecting the portal to its power source is cut off.
Use the connector you’ve picked up in the main hall on the cut-off portion of the cable
and it will activate the keypad. But Tag doesn’t know any coordinates.
There is a small round object on one of the machines in the other side of the portal room.
Pick it up. If you examine it there is a very tiny image on it; it’s a map. There is
another round object in this room that has a shiny hole on it. Use the map on it.
It will show a bigger version of the map as a hologram. If you examine it you’ll
see some numbers on it. Only one of them is the correct coordinate. Enter them one by one
into the keypad until you find the correct one. The portal will be activated.
Now that the portal is activated Vee tells Tag to jump into it, but Tag doesn’t feel right about
the whole portal thing. Vee convinces that it’s perfectly safe. Go near the activated portal
and use it. A cut-scene of Tag jumping into the portal will be played.
Congratulations! You’ve finished the first chapter of Mithra: The Calling.