Anachronox/KSC Grimacer

Villain Ship: Bay
Well, that's different.

Go upstairs and talk to the guys. Then click on the console near where you entered to get a better view of the hologram. It's cycling through a bunch of different machine parts, which I'll try to assign names:

A: The medium-short one with a vertical panel in the middle B: The one with two diagonal panels on the back C: The short one at an angle D: The big diagonal one with a viewscreen at the back E: The medium-short one with stuff on one side F: The one with an orange thing on the back G: The short one with something sticking up H: The empty cage I: The medium-short one with a horizontal panel in the middle J: The one with a ribbed pipe on the side and a tall panel on the back

A and E are very hard to tell apart. But the puzzles don't seem to be randomized, so don't worry about it.

Villain Ship: Main Section
I'm going to describe each room you come to. The exits are listed clockwise from the Bow direction. In a room with a computer, you can click on it for a map. The camera button in the lower right shows you the hologram sequence from the Bay again.

Devil Slugs inflict burning. Brutalbots are immune to MysTech and Charm, but not Stun.

1M-a: 2 Pintos. Exits to Bay, 1S-a, 1M-b, 2P-a. 1M-b: Yellow mound. Exit to 1M-a. 1S-a: 2 Pintos, White mound, TimeMinder. Exit to 1M-a. 2P-a: El Pinto HQ. 4 Pintos. Exits to 1M-a, 2P-b. Hologram H. 2P-b: Devil Slug HQ. 4 Slugs. Exits to 2P-a, 1P-b. Hologram D. 1P-b: Exits to 1P-a (Red), 1P-c. In the corridor to 1P-c is a Theta Squarewave Crystal (Democratus, Great, ranged). 1P-c: 3 Bad People. Exits to 1P-b, 1M-c. 1M-c: Bad Person HQ. 4 Bad People. Exits to 1S-c, 1P-c. Hologram F. 1S-c: 2 Orange Roughies. Exits to 2S-c, 1M-c. Chest with HGC. Tractor HGC from shelf. 2S-c: Orange Roughy HQ, 4 Orange Roughies. Exits to 1S-c, 3M-c. Hologram J. Note the Dopefish in one of the tanks. 3M-c: Krapotron Brutalbot HQ, 5 Brutalbots. Hologram B. Exits to 3M-b, 2S-c, 1S-b (how?), 2P-c (Red). 3M-b: Look down on 2M-b and 1M-b. Exits to 3M-a, 3M-c. 3M-a: Gang: Brutalbot, Bad Person, Devil Slug, El Pinto, Orange Roughy. TACO, TimeMinder, Exits to 2M-a (Red) and 3M-b.

The computer in 3M-a has another button next to the camera button, which asks you to match up the enemies with the hologram from their HQ. So, press:
 * Right 3
 * Right 1
 * Right 2
 * Left 1
 * no change

This opens all the Red Security Doors. Go back and investigate two you passed earlier.

2P-c: Full gang. Exit to 3M-c. Master lockpick chest for LaserArray Defense Plans. 1P-a: Exit to 1P-b. Lockpick chest for Beef Bracers (Beefiness +2) OK, going on. 2M-a: Exits to 3M-a, 2S-a and 2M-b. 2S-a: Full gang. Exits to 2S-b and 2M-a. 2S-b: Exits to 2S-a and 1S-b. Chest with Superhero Shieldcell (344/216/128, prot. fire) 1S-b: Exit to 2S-b. Hero Moss. Beam TimeMinder Tear. 2M-b: Central shaft again. Exits to 2M-a and 2M-c.

2M-c: Exits to 2M-b and Control (Green). Another puzzle. This time you have to select the enemies in the order that their holograms appear in the sequence above. So:
 * Left 1
 * Right 1
 * Right 2
 * no change
 * Left 2.

Krapton Villain Ship: Control Room
The door ahead of you goes to an empty closet. Around the corner is a fight with an El Puno and 3 Brutalbots.

At the fork in the hallway, turn left for an Elementor Host, then save and get ready for a boss fight. You won't be able to use any Mystech in this fight, so you have to rely on Beat and Bouge. You might want to give someone the Cordicom Personal Shieldcell, as it has better shields than the Sender Standard.

Boss: Rictus
FatimaScreen is useful here.

If you have PAL or Stiletto, you can still use BlastSacks to attack at a distance.

Ignore the Cosmic Machines and Brutalbots, just keep beating on Rictus.

Villain Brig
Talk to the Amazing Force-O (the guy wandering around) for more Beef Bracers.

Grab Krapto's water dish. Take it across the room to Creepfood. Talk to Headwork on the far left to get mind-reading powers. Talk to Krapto to find out where Invisolad is. Go read Dr. Hush-Hush's mind. Eventually he thinks of a sequence of numbers that all begin with the same two digits. Now read Invisolad's mind for the last two digits.

When you're done talking to everyone, enter those four digits into the keypad by Paco's cell. Cutscene.