Glorx: Those who like the idea of changing mechos the easy way through reincarnation should know this: if you transfer yourself into Heavy Lady, even a Beeboorat one, by the means of incarnator, there will be no Rubbox inside, and it will be hard to get. So, another ruBeecation is inevitable. However, Agents are treated differently. Curiosity is a Vanger's inherent feature, so you should peek into various whirlpools and check stones that lie separately. If your Luck is high enough, it won't take you much to regain your beebs and weapons. On Glorx you should also take tabutasks. Tabutasks like "Pepper 6 Vangers from Fostal" are easy. Just transfer to Fostral through the Passage, give a shower to a few green mechos and pick a couple of hideouts on the way.
Boorawchick's persona: If your Luck is okay, it would be a good idea to dig at Boorawchick's time after time. You can dig out Boorawchick himself (sic!). If you put him into your bay and take him around, you'll have fun. Other Beeboorats will come to attention and report to the arrived boss. Upon the return to VigBoo, Boorawchick will be effusive in his gratitude. He will tell you about a Beeboorats' warehouse, an extremely secret one. In that hideout, which looks like a dark spot on the map, you can find a part of a mechos, a Pilot or a unique Poponka. Boorawchick knows other nice places. To make him spill his guts, you gotta rub him the right way and serve the Buro well. One way to do it is to fulfill tabutasks from VigBoo regularly. Also, if he asks you to come in the Last Moggy, you come in the Last Moggy.
Long live the Buro (Commissar): The easiest and safest activity is delivering cirt to the Buro. Commissars don't need to hurry, so take your time and ship cirt from Fostral to Boorawchick, fulfilling some easy tabutasks and picking hideouts on the way. Don't try to catch a Larva at this stage, as this will limit your possibilities later. It's nice when you have many options, isn't it? When you prove you are a reliable servant, counselors will tell you some secrets about the Chain of Worlds, which may come in very handy. Also, if you come across a stolen Leepuringa or Paloch'ka and return them to Eleepod counselors, they will be mighty grateful and will sure tell you something interesting.
Agent: A Commissar that wins PipShow and KernoWar is promoted to Agent. During PipShow the symbol "PPS" is displayed in the bottom of the screen (which means "PipShow") and digits in the form "X:Y". X is the total number of Pipetkas sowed on Glorx and Y is Pipetkas you have picked up. If you steal a pipka from Oboorez in advance, he will count it for several pipetkas when you check them in on arrival. Or, he won't count it-it's a matter of luck. The greater your Luck is, the luckier you are, remember? The same scheme applies to KernoWar, but there you fight for Kernoboos and a Nobool stolen from Geer'AH can pass for several Kernoboos if you are lucky enough. If you win the both competitions, you will be promoted to Agent and given the ticket to Necross. By the way, the word on the roads is that if you grease Geer'AH's palm well, he'll give you Agent, but the toll is high.
Passages on Glorx: There are Passages to Necross, Fostral, Khox and Xplo. You already have access to Forstral and Necross. The key to Xplo you can only get after a hurly-burly on Necross. A good idea at this stage would be to obtain the key to Khox. It's where you can take advantage of Beeboorats' addiction to cirt. 80 portions and the key is yours.
Khox: Don't try to get there by any means other than the teleport. Those who tried to jump directly to the hideout where an artifact is hidden, all died. The only way through this dead city is from the teleport and then down the road along the arrows. If you don't go astray, you'll get to an artifact that is hidden on this world. You have to go through all checkpoints, which are marked with yellow points on roadsides. If you go right, the checkpoints will turn red as you pass them. Should you stop or go astray, darkness will come and you will die. After you go through all the checkpoints and they all turn red, a hideout with an artifact will open. Considering all that, you should not go to Khox on a light and fast mechos. A moderately speedy and stable one would be the best. The most difficult in this race is the third checkpoint. It's located on a bridge, and the bridge is kind of hard to get to. It's where you wish you had a CopteRig... Alas, it doesn't work on Khox. You have to jump as you approach checkpoint 3 and it's not easy, we should admit.
Beeboorats: Vangers with high Luck, Dominance and many completed tabutasks enjoy the Beeboorats' favor and blessing. These bugs appear rude and brutal, but their attitude to Vangers who proved their loyalty to the Buro is way different. They'll give you advice, warn you of a danger and spare you trouble.
Necross: Following the advice of fathers-Beeboorats, the Vanger comes to Necross. If you heed what they say, you will be able to avoid being stripped by wicked Zeexen. If you prefer not to listen to the wise advice, and still want to escape the evil fate, do as you did when you came to Glorx.
What to do on Necross: The ultimate goal of visiting Necross is to open three Passages. Namely: one to Xplo (to see the Transmundane Bios), one to Ark-a-Znoy (to warm the wheels on sand) and one to Boozeena, a weird world with some mysterious letters. To get access to Xplo, you'll need to win a race called Zyklope. In this race a Vanger takes the so-called WeeZyk in ZeePa and drives it to B-Zone as fast as they can. Because there is only one WeeZyk, you may very well not get it. In that case you have to grab it on the way from the competitor who is carrying it. The one who enters B-Zone with the WeeZyk, wins the race. There is an easy way: you go to B-Zone in advance and take a position near the entrance. If your weapons are tough enough, you can shoot all coming racers. When the racer with the WeeZyk comes, you just knock it from their bay, then pick it up and enter the escave. Once you've won Zyklope and got the key to Xplo, check what you have in your bay. If the Protractor isn't there yet, the only reason you would go to Xplo is to check a couple of hideouts. The best way to gain access to Ark-a-Znoy is by bringing a Larva to Zeexen. It's safe to bring ONE Larva, Armageddon isn't going to happen. You get the key to Boozeena after bringing 80 portions of choice cirt to Necross inhabitants.
Xplo: There are two hideouts. They look like pyramids and contain parts for unique mechos. There are also terminators. They roam about and contain nothing but trouble. If you look closely at the big pyramid, you'll be able to read text saying that Spobs can be opened with a function of the Protractor. Spobs is this pyramid, the local escave. It's nice if you do have the Protractor: just invoke the needed function and it will open. If you don't-well, too bad.
Parapheen: An earnest character, he is the creature of the World of Chain. He'll ask you to assemble a unique mechos and come back to him in it. To prove Vanger's uniqueness. That's not much of a problem for a veteran Vanger, is it?
Boozeena: Meanwhile you could make trips to the rest of secret worlds. Boozeena is simple and not very dangerous. Only those Vangers who stand and yawn near those little towers for too long, will have to take flight from a bunch of missiles. You'll see some letter-symbol pairs scattered all over the place. Here you'll have to recall a word that an Eleepod once muttered after you won a hurry-scurry race. Match the letters in the word to the symbols, then ride over the symbols in the center circle in the proper sequence. After you mark all the seven symbols rightly, the flower bud in the center will open, revealing something interesting. If you make mistake when marking symbols, the bud won't open and you will have to start over. If your mechos is kind of big to get inside this construction, you can use a function of the Protractor or Mechanic Messiah to shrink it.
Ark-a-Znoy: The most troublesome world. Big terminators don't let you move on the ground safely, and their birdy fellows control the air. After you pluck up your courage and finally find the stone on which an artifact lies, grab it and use the Function-83+ (you should have it by now) to get out of Ark-a-Znoy. Now you have all four artifacts. You won't be allowed into some places with the Mechanic Messiah, we should say. However, you have an option to leave it at the entrance. It won't be stolen: if your Luck is high enough.
Back to Parapheen: Having cracked a swell-headed and invisible smile, Parapheen will tell you another edifying story and send you to Threall for a check-up. That is, if he is confident about your uniqueness. Word on the roads, you can do without bothering your brains with unique mechos. Bring a pile of beebs to Parapheen and he'll count it as a sign of your uniqueness. Everything can be sold and bought in this world.
Threall: This world isn't as nice as one could expect. A good idea is to use the Barrier (a function of the Protractor) here. There is a nice place that looks like a yellow round. If you stand there for some time, you'll receive another divine message. That is, if you have the Mechanic Messiah. After you digest all that flubdub, don't rush to fulfill the mission. All the more so, as Carmane's plan is to take all Larvae to their native worlds, which is kind of hard. Better listen to what Parapheen has to say.
Back to Parapheen: This sophisticated thing will tell you in his wise speech about his plan to deliver the Chain of Worlds from Armageddon. He'll tell you that the only way to do it is by relocating the inhabitants of all escaves to the four secret worlds: Khox, Ark-a-Znoy, Boozeena, and Weexow. He'll instruct you to take one passenger from each escave and transplant them to the four worlds. This means you have to take two Eleepods, three Beeboorats and two Zeexen and take them all to the four worlds so that each of the four receive at least one inhabitant. The order and the number of settlers on each world don't matter. Remember that you have to fulfill a tabutask in an escave in order for a passenger to appear in that escave.
The crucial decision: It's time to scratch your head and choose the way of saving the world. Some will choose to resettle the creatures, others to catch all Larvae and deliver them to their native escaves. Someone could choose to do both. Catching Larvae isn't a big deal for a veteran Vanger, huh? You just buy a conlarver, drop it nearby a Larva that crawls under the ground and take it with bare hands. Then, take it to the place where it belongs (fighting back the envious competitors). Note, however, that the conlarver will only appear in a store after you bring 16 portions of cirt to the escave. Besides, it only fits into big trucks, which aren't everyone's preference. By the way, when you bring a Larva to its native world, you close on of the cycles. After you close all three cycles, all the creatures inhabiting escaves on that world will vanish into thin air. Goods in the stores will become free and all the local Vangers will become roofless. Having decided and fulfilled the mission, the Vanger comes back to their master. The master, whoever he is, will tell you to exterminate the other party. Parapheen tells you to take out Carmane; Carmane wants you to strangle Parapheen. Each adds a special function to their favorite toy (Carmane's toy is the Mechanic Messiah, Parapheen's is the Protractor). By activating the relevant function of the appropriate device and planting the latter in the lair of the chosen target, the Vanger fulfills the ultimate mission. Of course, after you lose the artifact that you used for communication with whoever your master was, you won't be able to find out whether he was satisfied with the result. The only tangible result of the whole enterprise is that you get access to hMok.
hMok: The only way to get to hMok is with the help of Function-83+. Take that odd thing (it's called tankacid) in the center of hMok. Explore this world. There's a red doodad lying in the bottom area. Now you are probably wondering how to get in. Maybe you think that if you could turn into a beeb, you could barge in there. A better idea would be to activate the tankacid on one of the yellow rounds. When you're inside, shoot the red thing down, then take the widget that was inside. It's the SpuMMy.
The end: If you would like to take a final look at the sights of the Worlds of Chain and say good by to your old buddies, go ahead. All the old friends will tell you something along the lines "don't be afraid to make the last step". When you are bored with these suggestions, just do it. Commit suicide. The easiest would be to drown in a river, but make sure you have the SpuMMy in your bay. If that doesn't sound good, you are free to choose the way. You will be surprised to find yourself alive and kicking again, sitting in a raffa in the place where you started-Podish. Don't linger and set off for the last trip. The raffa is just a rattletrap, isn't? Try to subdue the shabby jalopy and go to the last unopened Passage. The Passage to Earth. Is the spiral charged? Then push the pedal.