
Here are some of the more common problems
people find in the Perfect Assassin gameplay explained as extracts from the programmers'
walkthrough.
If your problem is not detailed here (we dont want to give the Whole game away on
the web!), try emailing our technical support, support@grolier.co.uk,
or contacting us at the address at the bottom of the page.
Approach the doolan standing in the centre
of the courtyard. Ask him where Karanni is. Ask him again meekly, then aggressively. He
will refer to the threatening presence of the two pra'min. It becomes clear that you will
get nowhere without a fight. Save the game, then select your most powerful ammo and kill
the two pra'min and then the doolan. Use the pillars near the gate for cover if necessary.
Try entering the door (opposite the gate); you will find it secured by a colour coded lock
(click on the lock). There is no obvious solution to the code in the courtyard. Return to
Smoo- Chee and ask what the colour code is. He will admit to having it taped to an ampoule
of kirith. Ask aggressively for the ampoule and he will give it to you. Save your game.
Examine the object in your inventory and you will notice a colour wheel taped to the base
of the ampoule. This includes some of the colours on the door lock, plus magenta. The
magenta section shows where the sequence starts (it doesn't appear on the keypad). Note
down the sequence of colours (moving clockwise), save your game, and then enter them into
the keypad
The colours are...
The shrinking device keypad is in alpha
numerics but the instructions are in pra'minese so Charon needs to get the instructions
translated. If he goes back to the transporter room he will find a poster on the wall. The
poster is a set of rules in pra'minese and the pra'minese numbering system is used. If the
player matches the pra'minese numbers on the poster to the numbers on the instructions he
will come up with the Alpha Numeric equivalent.
The code is.....
Charon should go and find the intercom outside the Jakari youth club. Finding this will
allow him to ask characters about both the intercom and the password.
If Charon seeks out the Jakari called Trub-ble waiting by the tree he will learn the
password but will also learn that he can't say it as he doesn't have tentacles. If Charon
asks 'where is the intercom' agressively Trub-ble will take him there. Once by the
intercom Charon simply asks the Jakari about the password again and the intercom will
automatically open the door.
Once in the youth hostel get the registration card from under the green monitor towards
the back of the room. Take it and give it to B'Urrt who is through the door at the far end
of the room. Once B'Urrt has it he will send it by D:mail (Duck Mail) through the official
channels.
If Charon now goes upstairs and talks to the Archivist about the Gatekeeper he will be
told to go and meet him by the gate and he will be let through.
Go back to the locked gate and the gatekeeper should come and unlock it allowing the level
to be completed.
Charon enters a room with a screen on either side and a door at each end. The door he came
through is locked - he must go forward. The other door leads to a large water filled room
with guards on platforms. Walking into this room will alert the guards. The exit is on the
other side of the moat. There is a switch on the wall next to the exit door but shooting
it has no effect.
Return to the previous room and look at the first screen. This video monitor shows the
water room and the operation of an extending bridge. There are two bars, set at zero, and
the word "kirith", pointing down to the keypad below the monitor. Entering
"kirith" on the keypad has no effect. Look at the other monitor which is a
Kar-Net terminal. Looking up kirith shows its chemical formula K2THO; enter this into the
keypad and then look at the monitor. One of the bars will have filled up, and a new word
will have appeared: "militia".
Look up "militia" on Kar-Net and it will mention "Rhino" squad. This
is the second keyword: enter it in the same way as the first. Look at the monitor again.
Both bars will now be full and the bridge extended across the moat.
Enter the bridge room again. Shoot the switch on the opposite wall and the bridge will
extend, allowing Charon to cross. Either walk across, or better still, walk onto the
bridge and shoot the switch again to be carried across by the retracting bridge. Shoot the
guards (optional at this stage) and open the door.
There is a jakhari freedom fighter in a cell. Speak to him. He has overheard your
conversation and offers to help in return for his freedom. To open the cell you need to
enter a code in the keypad next to the cell. If you talk to the Jakhari he says that he
was arrested right after Karanni. Look on the Karnet information console under Kirith
/Obesity. There is information about the Karanni with a prison photograph which contains
his prisoner number. Add 1 to the first segment of the number (the prisoner was next to
enter after Karanni) and go back and enter it into the keypad.
The number is....
34513BB6
Carry on down the corridor to find the morgue. To get the code you need to Review the Ethereal Cortex. One section has a sequence with Karanni dying - you will notice the picture on the wall behind the Karanni's vat of Kirith is the missing picture from the wall of the morgue. Type in the code shown on the picture and the door will open.

Quite a few members of our team here at Grolier are called Ian. When the developers at Synthetic Dimensions were writing the game, they put the following power-up in specially for them!
Behind the keypad to open the
militia bridge is some secret energy.
If the player types 'IAN' into the keypad (after opening the door) it will twist round
revealing the energy.
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