Section
4
For the Love of Mother
This is your showdown with Mordred. You are now in the upper tower of the Castle of Sorrows, and you must hunt down Mordred, while thwarting the specialized guardians that are protecting him. This is an extermination level, so you must kill every enemy in the level, including Mordred, and then recover the grail.
- Walk down the corridor until you see a flag on the right wall of Morgana
- Flip the switch behind the flag which opens a nearby door to a platform
- Take the platform up to a hightech area, flip the switch on the right to activate power, then flip the other switch to open the door to the barrel room
- Take the platform back down, and enter the next room (which is the barrel room)
- From a distance shoot out the barrels, then walk up to the Morgana wall and hit the action key to begin descending
- At the bottom of the platform, flip the switch on the wall, then proceed up the stairway past the lava pit and up to the Mordred terminal
- Jump down the hole into a room, then exit that room back out into the main hallway
- Take the hallway back to the platform up to the hightech room, and the door in that room is now open
- Jump through the door into a private dining area, and open the secret door where you see an image of Morgana on the wall
- Take that room to a stairway which leads down to a well, and jump in the well
- You are teleported to a hightech room, flip the switch and enter the holodeck textured alcove to teleport to a stairway near Mordred
- You're already at the top of the stairs, so follow the red corridor until you reach a 2x recharge
- Walk through the corridor of armor into the domain of Mordred (the walls close up behind you)
- Use the two stairways to fight the Black Knights in the room with you (climb up, shoot, jump off, run to the other side, climb up, shoot, etc)
- When the Black Knights are dead, flip the switch at the top of one of the stairways to reveal a control panel
- Walk up to the control panel, and Mordred will come out to fight, so immediately run back and enact a strategy of killing him
- Once dead, pick up the key he leaves behind, enter the area behind the control panel and climb the stairs around the lava
- At the top of the stairs read Mordred's poem, use the key to unlock the door, and enter Mordred's room
- Read the terminal in the room to exit the level (if you left anyone alive, Merlin will tell you so and teleport you to the ledge outside the tower, so you'll have to flip the switch and re-enter the tower, hunt down the rest, then re-enter Mordred's domain by way of a new passage that opens up)
- To Kill: Mordred, 2 black knight Guardians, 1 standard black knight, 3 shadow sorcerers, and 8 archers
Eye Candy / Extras
- At the start, do not shoot the barrels next to the door or they'll explode in your face
- If you continue down the corridor past the well, a passage will open up which leads back out to the main hallway
- When you pass the lava pit where the shadow sorcerers attack, you can jump across the lava into cave passage which contains missile ammo
- After passing the lava pit and jumping into the room with the barrels, shoot the barrels to grab some water vials, and check the lockers for some health potions
- There's also a lot of water vials around the well, but that's pretty obvious
- Look through the window past the Morgana flag, and you can see the switch outside the tower, shoot the switch and you can gain access to the outside ledge where you'll find some hightech plasma ammo
This has been labeled a complex level, and probably rightfully so. To summarize it, however, it is pretty basic. You have gained significant experience and confidence to this point, so the fleet feels you are ready to whip some GAT ass. You will single-handedly eliminate the GAT threat on Kronos, destroy the transmitter they've built on the orbiter pad, and de-activate the self-destruct sequence. Pretty simple, right?
- You start off in the transmitter room next to the shuttle bay, exit through the only door
- The next room contains the Science Lab lift as well as a 2x recharge (the lift is currently inactive)
- Exit the other door in the lift room and use the terminal and save buffer in the next room (as well as collect some ammo)
- Move on to the Control Room (prepare for an ambush)
- Take the turbo lift down to the bottom, and take the corridor to the storage room (use the switch on the wall to turn on the lights)
- Take the door on the left to the airlock room, and turn on the lights in that room using the switch
- Enter airlock 5A, activate the compression switch, then exit out the other side to do your space walk
- Space walk over towards the left, and float up behind the metallic harmonic balancer (the blinking thing) to discover the entrance to the orbiter pad
- While the troops there don't suspect anything yet, fire a missile or two into the crowd (that ought to stir things up)
- Now float up and down as you take some more cheap shots, and when there's only a few left, go ahead and jump in and battle them with your Dachron
- There will be one switch showing, so flip it, and it reveals a 2nd switch, then flip that one, and the final switch is revealed
- Flip the final switch and the orbiter device is activated, and the center pad is eventually separated from the ship
- Head back to the airlock, decompress, and re-enter Kronos
- Back in the storage room, climb the crates and enter the geoffries tubes through the vent in the wall
- At the first T intersection, go straight, and at the second T take a left and enter the Simulation Lab
- Head west to the Science Lounge and flip the switch there to activate the Science Lab lift
- Head back through the Simulation Lab to the Krono Library, the brigade troops arrive, now head back to the Simulation Lab and activate the switch on the far end (near the Science Lounge)
- Lay low while the brigade kill off the crazed prisoners, then head back into the Kronos Library for a serious education
- Go through the door in the east wall to enter Main Science Lab, and again let the brigade fight off the GATs (I'm sure they'd appreciate your help)
- Towards the right you'll find some experimental eggs, break these eggs and grab the self-destruct deactivation card
- Head back to the Science Lounge, go down the dark corridor to the Science Lab lift and take it up to the top
- Save your game when you see the save buffer, then head out to the open area for some GAT fighting
- Be sure to clear out both observatories and the communications console room
- Opposite the door to Observatory Deck 18B is a vent you can enter which takes you to the Control Room turbo lift
- Take the lift down to the Storage Room and enter the geoffries tubes again
- This time at the first T intersection turn left, and turn left again
- At the corner is the self-destruct deactivation switch, so use your card
- Continue down the corridor to the Power Station room, and use the terminal in there to exit this level (if the message indicates you're not done, then you must continue to explore the ship to kill off any remaining bad guys, including the laser turret in the Main Science Lab which you can crush using the switch in the lab)
Eye Candy / Extras
- When entering the Kronos Library to activate the brigade, after reading the terminals, open the door on the backside of the big column and teleport back to the Storage Room
- Head back through the geoffries tubes, and instead of jumping down into the simulation lab, walk along the ledge where the switch is, and use a weapon to open up the lab cages (this way the brigade does your fighting while you watch from a safe place)
- In the Main Science Lab, there are two switches on the unit that houses the laser turret: the left side activates the crusher that eliminates the laser turret and the right side activates the simulation lab doors (same as the switch in the simulation lab)
- Don't forget to grab the phaser paks in the crusher, and there are some health potions on the sink in the back
- Step onto the platform the eggs were sitting on and jump to the top of the consoles, then jump from there into the lab cells that are not shielded to collect some plasma ammo
- From the windows in the Kronos Library you can see the Science Lounge (and vice versa)
- From the Control Room, take the turbo lift one level up from the Control Room and take the corridor to the west to the shuttle bay console room
- Flip the yellow switch to turn on the lights, flip the hand switch to activate console power, and flip the switch over the console to activate the shuttle bay door
- Note the save buffer across from the hand switch
- Collect the ammo in the console room, then take the stairs down to the shuttle bay to view space (and catch a glimpse of both observatories)
- In the Storage Room, the door in the same wall as the vent leads to an ammo supply
- The other door in the same wall as the light switch leads up to the control room balcony where you'll find a terminal, a health potion, and a switch which activates the missile replicator down in the control room
- After entering the airlock room from the storage room, take the door on the left to a room containing recharge and oxygen panels
- Take the door on the opposite side of the airlock room to the holding cell area (you cannot enter the cell with the force field active, but go ahead and try for fun)
- Flip the switch on the wall to deactivate the force field, then enter the cell to read the terminal, collect some more ammo, and drink a 3x potion
- In the communication room by the observatories, walk towards the back and a ground switch will raise up
- Use your fists or a weapon to activate the switch (this activates a save buffer in the IWC)
- In the front of the communications room are two teleporters, one takes you to the Science Lounge, the other to the transmitter room where you started the level
- In the geoffries tubes, when you reach the first T intersection, turn left, then turn right at the next T, and you'll discover the IWC closet
- In the IWC, there's a terminal on the first console, and a save buffer on the 2nd console (the 2nd console is not active until you've flipped the switch in the communications room)
- When you get the final terminal message in the Power Station, note that the picture of the admiral has a striking resemblance to the artist who created the music for EMR
We're back on Earth, in a war-torn region where WorldSoft once controlled. The area is currently under command of Morgana's forces, and frequented by the mischievious Spewies from the underground sewers. Explore the city to locate Morgana's headquarters. This level is sweet with secrets, so be sure to go through the Extras section as well.
- You start off in a pod near the Iridium Observatory, exit the pod and turn to the right
- Follow the stairs, turn down the short ally to the left, then turn down another alley to the left
- At the end of the stairs, turn right and head out to the street
- You will be greeted by an onslaught of GAT forces, so shoot a bunch, retreat, plan each move, back to the pod for recharge and saving when life becomes low
- After clearing the street, walk down the street and enter the door to the left (this is the entrance to the Davenport library)
- There will be two waves of ambush from the books room, afterwards go read the library terminals in the far wall (one is a message from Merlin)
- Head back to the library entrance, take the elevator down, kill the GATs in the reception area
- Exit through the wood doors, kill more GATs, head to the back of the building across from the library via a weak force field on the right side
- Enter the back of the building, locate the pod for more information, recharge and save (recharge and save first, then read the terminal, and when reading the terminal do not press Esc)
- The terminal teleports you to the Spewie plant. flip the switches on both sides of the column in the room with the two pools
- Enter the next room, go clear to the back and grab the SAP card behind the caged Spewie
- Exit through the newly opened ally way door and walk to the end of the ally until you're back on the street
- Turn left and go to the end of the street
- Turn right and enter the lobby of Cyborg Labs, and flip the security switch on the wall behind the reception desk
- Go back out to the street and enter the werehouse at the opposite end of the street (retreat and let the battle come to you)
- After battling the werehouse troops, go back into the werehouse and flip the security switch on the wall to the left
- Head back out to Forraje Way and take it all the way to Forraje Circle where Morgana's Headquarters are
- Use your SAP card to unlock the lobby door, fight the GATs, then enter the guard room in the lobby (read the terminal)
- Now head back to the future pod in the building across from the library to exit the level
Eye Candy / Extras
- At the start, don't ignore the Iridium area, as there is some nice hightech ammo hidden behind the barrels (shoot the barrels from a distance)
- After exiting the Iridium room, walk down the thin ally way where the trash can on fire is and you'll get a glimpse of Morgana's headquarters
- After the trash fire, go down the big ally and turn to the right in the bricked circle where the 3 GATs sniper from the high wall and shoot the barrels
- Explore the caves revealed after the wall explodes and you'll find some more hightech missiles (careful not to get burned)
- When entering the books room in Davenport library, look closely at the bookshelf on the left and press the book that appears to be glowing, then press the switch which is revealed behind the book
- Go to the other side of the book room to the secret generator room and grab the 3x potion and extra ammo
- When exiting the library, enter the door directly across the street into the WorldSoft R&D building
- Take each elevator up to collect plasma ammo and 1x potion, a 2x potion, and some phaser paks, respectively
- When reading the pod terminal in the back of the R&D building, press Esc to avoid teleportation, then step on the metal platform to go up to the roof where you will find some more hightech ammo
- Roof hop until you are on the chemical plant, then hop into the window in the building next to you, blast out the sniping laser turret (use the hightech plasma or phaser), then grab the missile at the end of the hallway
- At Cyborg Labs, enter the door to the right of the entrance and visit the conference room for a 2x potion (and a fun slide presentation)
- Enter the elevator and check out the other floors:
- Basement: Boiler room which leads to the underground sewage system, to the north the exit goes back up to 22nd street (first street before the library), and to the south the exit goes into one of the Spewie plant pools (only accessible if column switch in pool room has already been activated)
- 1st Floor: The reception area
- 2nd Floor: Flip the switch, then enter the door where it says "Do Not Enter" (did you catch the foreboding skull in the tube?), stand between the crystals and regenerate indefinitely (well, until the crusher comes down anyway), then exit the back side to the storage room downstairs, which then exits back to the reception area
- 3rd Floor: Cube farm with invisibility potion, plasma ammo and a nice view
- Don't forget to grab the extra ammo in the werehouse
- In the Spewie plant there is dachron ammo on one of the shelves, and plasma ammo hidden in the water spout
- At headquarters, there is dachron ammo in the garage around the corner, plasma ammo which teleports into the pool outside the lobby, and a missile pak in one of the lobby phone booths
In order to infiltrate Morgana's headquarters, we need to disable a very complex security system. This level takes us to the heart of that security system.
- Before jumping into water, grab the missiles and then the 3x potion
- Swim past the other dock, shoot or avoid the snipers, and go around the corner to the brick dock (and another sniper)
- Swim to the opposite side of this dock and climb the stairway
- Enter the door there to find a save buffer
- From the brick dock, jump across the canal and follow the ledge to the dock with the plants (entrance to Forraje mansion)
- Enter the mansion and go straight up the stairs to the balcony and save the game
- From the balcony go through the door into the living room, and turn on the T.V. (either by walking on the remote, or standing on the couch facing the remote and pressing the action key)
- Read the message on the T.V. and the door to the bathroom will open
- Enter the bathroom, grab the plasma ammo in the tub and the oxygen potion on the toilet
- Exit through the other door into the bedroom (you may have already been greeted by now)
- Grab the SAP card on the nightstand, then activate the glowing books in the bookshelf, then activate the switch which is revealed behind the book
- Now enter through the secret passage in the fireplace out into the Harmonic Displacement room
- Read the terminal there, then head over to the adjacent Field Generator room (avoid the laser turret and prepare to battle pesky miniature GATs)
- Use the save terminal on the brick wall to save your game, then flip the switch on another brick wall to open a passage to another room containing plasma ammo, a teleporter, and a window
- Open the window, walk to the balcony, and jump across to the building across the canal (grab the 2x potion when you get there)
- Drop down the hole which leads to the Control Sentry, grab the SAP card, flip the switch to open the door which leads back to the brick dock area
- Jump back across the canal, go back into the mansion, and use one of your SAP cards on the switch in the wall across from the guardian armor (opens the door to the library)
- Enter the library, head to the left, climb up the bookshelf and hop along the tops towards the vent (a little fighting to do as well)
- Follow the vent until it dead ends at a T near the mansion balcony, turn right and drop down the hole
- Continue in the lower passage, pass through the "Do Not Enter" junction and enter the water tunnel
- Take the water tunnel out to Containment Area 55
- Angle off towards the right and go through the passage to Containment Area 33, head to the right and flip the switch high up on the wall (activates a platform in the adjacent area)
- Return to Area 55, head to the right and enter another passage to Containment Area 32
- You'll find a 2x potion on a shelf, and a save buffer in a nook, then get on the platform
- At the top of the platform, exit through the passage and continue until it drops off into the South Sentry
- Run through the arrow gauntlet, activate the door at the end, then hide behind the wall on the left while you wait for the door to open
- Run through the door, climb the crates, and drop in between two crates to where the vent passage is
- Take the vent to the fan, take a right, flip the switch at the T intersection, turn left towards a dead end, grab the 2x potion, then head back to the fan
- Now take the other passage which continues towards the west until you reach a second fan
- Turn right at the 2nd fan, walk to the ledge and turn left and flip the switch on the wall (if you fell of the ledge, use the platform to get back up there)
- Pass through the main control center, flip the first switch on the right, then turn the key on the next switch (a platform will life up)
- Now use your other SAP card to shutdown the security system (there's a save terminal in that hall which you may want to use)
- Go through the door, jump in the water, swim to the right, then swim up to the room with the canoe
- Exit the door, then jump from the brick dock across the canal and head back into the mansion
- Go upstairs, through the fireplace passage and back to the room with the teleporter
- This time enter the teleporter, and from the balcony you are transported to jump across the canal onto the wooden dock
- Flip the servo switch in the wall there, then head down the path towards the north courtyard
- Enter the pod in the far left corner for typical pod functions, then jump down the hole in the opening kitty corner to the pod
- Activate the switch under the courtyard using your fists or a weapon, then take the elevator back up
- Exit the courtyard area, jump off the dock and swim to the left until you enter the North Sentry area
- Climb onto the brick on the right, shoot the barrels, then jump across and enter the tunnel to exit the level
Eye Candy / Extras
- In the dock area with the canoe, there is a 2x potion in the canoe
- From the canoe area, you can swim to the first water area and through a tunnel in the right wall which leads to the Purification area
- From the Purification area you can exit through the Control Sentry, through water well you just came in through, or through the end of the water stream which drops into another water containment area
- In the T.V. room there is a 2x potion next to the sofa on the left wall
- After the arrow gauntlet in the crate room, you can jump from one of the crates to a ledge back in the arrow gauntlet area to grab a 2x potion
- Behind the crates you can find a 1x potion and a magic staff
- In the air ducts, there is a drop hole between the first fan and the second fan which leads to some hightech ammo, then to water containment area 55
- In area 55, head to the right and there is a room containing plasma ammo and a 2x potion
- At the top of the platform in the courtyard area is a passage which leads out to the ledge overlooking the courtyard (and containing some missile ammo)
- The barrels underneath the courtyard are exploding, so try and use them to take out one or two of the spiders
With the TABO security system disabled, it's time to shutdown the primary security power grid. The tunnel you entered from the North Sentry takes you to an underground security station.
- When you exit out into the pad area, that should invoke a fight between the brigade and the snipers
- Cross the pad area and step in front of the center column on the other side (a switch is revealed)
- Flip the switch, one door is revealed, and after a short while, two more doors and another switch are revealed
- Flip the second switch, and after a time delay, the doors will open
- A few GATs meet you on the way in, after taking them out go to the left up onto the mezzanine, recharge and flip the switch (an alert is flashing between the two panels)
- At the end of the security corridor a stairway is revealed, take that stairway up and flip the light switch on the left (read the terminal, and continue to read this terminal throughout the level and note the status changes as you progress)
- Follow the path along the windows until you reach a switch, then flip that switch (avoid shots coming from outside)
- Head back downstairs and through either of the passages which lead outside (SPAMs await you)
- Avoid the SPAMs and run to the left down some stairs and to a guard station with a switch
- Flip the switch, head back upstairs and go down the stairway in the center of the outside area (you may want to recharge and save first, and to save head back out to the pad area and look for the save buffer on the left, and you will have to take out both bike cops to effectively use this save buffer)
- At the bottom of the outside stairway, head to the right (down here there are 5 servo switches, snipers, and a lot of darkness)
- Find the columns that form a partially enclosed area and use the save buffer there (which means you can avoid the bike cops if you want, I suppose)
- Head north and locate the other set of columns, then quickly run through the enclosed area (a set of bars appear, so if you are not quick enough, you're trapped behind the bars)
- Now shoot out the bars, and flip the switch on the backside of the column (you'll still want to do this quickly because there is an arrow gun in operation on the opposite column)
- There are two other square-ish columns down there, each with a switch on both sides, so locate the one that is now enabled (should be nearly on the other side of the room from where you are now)
- Flip that switch, and a switch in the other column is enabled, so flip that switch, back to the other column, flip again, back to the other column, then flip that final switch
- Head back up to the outside area, back into the security corridor, up the stairs and this time to the left
- Continue on until you reach the two switches (with an alert between them)
- Flip both switches, then head back down to the security corridor
- Head into the newly revealed room on the right as you come down the stairs, turn the key to activate the power grid disarming switch, then step on the platform in the center
- You are teleported to the guard station with the switch, with a new path to a second guard station
- Run to the 2nd guard station, grab the SAP card, then right back (you may have to do this in two steps as there are fire demons as well as snipers trying to annoy you, so first take out the snipers out of reach of the fire demons, then go back for the card)
- Head back up and return to the security corridor, enter the room with the disarming switch, and use your card to activate the switch
- Now head back out to the pad area (if you already took out the bike cops, leisurely save your game and head back over to the tunnel you started in, otherwise run back over trying to avoid the bike cops... you really should kill them you know)
- A secret door is now revealed back in that starting area, so take the door up the stairs and onto the roof top
- Jump off the roof, then jump down the sewer hole to exit the level (I make it sound so easy)
Eye Candy / Extras
- Out in the pad area there is tons of extra ammo on both sides of the entrance to the security corridor
- When you flip the first switch in the security corridor, you release the two bike cops in the pad area, so if you want free rein on that save buffer out there, you really need to take out both bike cops
- There are two switches in the pad area (next to the save buffer), the first one directly next to the save buffer de-activates the first alarm triggered
- The second switch near the pad save buffer de-activates the second alarm and also locks down the power grid control room (preventing the horde of miniature GATs from attacking you, unless you've already met them)
- Lots of hightech ammo in the lower area with all the servo switches (but that's not really a secret... in fact, there just isn't a whole lot of secrets in this level)
It's time to storm Morgana's headquarters, only instead of entering from the lobby, you are going to sneak in through the sewer system. Once inside, you will need to flip the appropriate switches for activating the self-destruct module.
- After dropping into the sewer, swim up a bit and catch the sewer tunnel leading east
- At the T intersection, turn left (there will be a platform and a switch on the right side, but you need to locate the access card before activating the platform)
- Turn right, then left, then right, and at the next T, turn left
- Follow the sewer until you drop down, then turn right, and another right at the 4-way intersection, then left, and swim up
- Now turn right and swim up to the pod door
- The pod contains some ammo, an SAP card, and some panels (but no save buffer), so do your duty, grab the card, and head back to the platform (watch out for more Spewies)
- Use the card in the switch, take the platform up, and save your game
- In the smasher, you need to time your moves from corner to corner until you reach the far left corner where a platform takes you up to another tunnel (get off the platform as soon as you can move into the tunnel, otherwise you'll be crushed)
- Follow the tunnel to the lower elevator, flip the switch, and then take the elevator up to the lobby (the save buffer in the phone booth is enabled now)
- Take the other elevator up to the office floors, and prepare to be greeted by an exploding clone
- Peek into the waiting room (with the sofa), then retreat and take out the GATs who come after you
- Now go past the waiting room to the end of the hall, retreat again as another attack is upon you
- Go back to the end of the hall, turn left into the office, walk behind the desk, and save your game with the pop-up save terminal
- Go across the hall into the library, stand on the step near the book case, kill the dudes coming out of the secret room, then enter the secret room, flip the switch, and exit
- Head back to the elevator door, and the stairway door is now open, take the stairs up to the next floor (more ambushes)
- At the top of the stairs, turn left, and into the office square, turn right (ambush again)
- Enter the 2nd door on the right and use the 3x recharge, then enter the closet in the back of the square and flip the switch
- Head back over to the top of the stairs and go through the door that just opened
- Go up the stairs to the left towards the main conference room, then retreat and prepare to be surrounded by exploding Forraje clones (shoot from a distance)
- Go down the hall where the clones came from, flip the switch in the small room off that hall, then head back downstairs, back down the elevator, and save in the phone booth
- Now take the stairs down to the lower office area through the door between the two elevators (you want to be fully charged and saved, because after entering, bars appear to prevent you from exiting, and there's one helluva fight waiting for you down there)
- Kill everything, especially the purplish GATs because one of them is holding an SAP card which you need
- After finding the card on the dead GAT, locate the card locked door in the perimeter of the room and use the card to gain entrance
- Flip the switch in the back wall, and yes, that ammo is there for a reason (you will need it for but another swarm of GATs)
- Head to the wall on the back side of the stairs leading up to the lobby, flip the switch, and the bars are removed
- Go back up to the lobby and save your game
- Exit the lobby to the street area, circle around to the right and flip the switch in the garage
- While the garage divider opens up, begin unloading your hightech weapon on the SPAM behind the wall
- To finish off the SPAM, use a duck and fire approach of causing damage, and do not let yourself be targeted in an open area (it fires heatsinking missiles)
- If you're still having trouble with the SPAM, try the circle approach staying real close to it to prevent missile fire, and use your plasma bursts
- Go down the hall in the back of the garage, flip the switch, and prepare for another serious battle
- Go back into the lobby, into the security room, read the terminal, then head back out to the pond in front of the headquarters to exit the level
Eye Candy / Extras
- At the very beginning when you are dropping in the hole, trying using a dachron blast on the wall to throw yourself out, and you'll find a secret terminal down the street and around the corner
- If you're health is low when you first reach the lobby, head to the garage outside and grab the 2x potion
- Try having a seat on the sofa in the waiting room, and find out what happens to those who rest
- On the floor with the office square, check out the other rooms for fun
- The first room on the right is a study area
- The first room down the left side is a movie room
- The 2nd room down the left is a crystal room with some extra ammo (there's also some ammo in the closet across the aisle from this room)
- There is a 1x potion behind the conference table in the conference room
- In the lower offices, check out the rooms in the center, one has a 1x potion, the other a 2x potion and some missiles
- You definitely want to check out the lunch room (and grab the 3x potion to be found there)
- In the hall in the back of the garage is a 3x potion as well as a teleporter which puts you on a ledge overlooking Forraje Circle and the headquarter building and containing a 3x potion
- In the security station in the lobby is another 3x potion
Now that you've destroyed the headquarters, let's finish off Morgana's main production facilities.
- Starting off in the lobby, read the terminal in front of you, then switch to your weapon of choice, because as soon as you move, a swarm of baddies will be on you
- Finish the fight, then jump on the platform on the other side of the terminal and drop down to the sewers
- Recharge straight ahead, and start picking off the Spewies that begin attacking you
- Follow the sewer to the other side and look for the brightly lit spot, stand in it, and wait for the platform to take you up
- You are now in the N-Wave room with some more fighting to do, nestle in one of the nooks behind you (either to the left or right) and pick them off as them come
- Near each nook there is an opening down to the lobby where you started and a switch across from you, so use a weapon to activate these switches
- The two N-Wave platforms are not activated, so stand on one and use it to jump to the ledge
- From either ledge, jump to the opening which is between the two ledges
- You are on the inside of the Accelerator Ring, circle around until you find the hole, then drop into it
- Run to the other end of the metal room and take the platform up
- Now in an alcove area above the lobby, use the save buffer in the middle, then walk to either end to activate a door, then jump down to the lobby
- The door across from the first terminal is now enabled, open it and throw in a lot of missiles, then head in and finish off the job (read the terminal in that room)
- Exit the other end and circle around in the Accelerator Ring until you reach another door with a switch
- Flip the switch to activate the door, cross the lobby and enter the Reading Room
- Use the recharge, terminal and save buffer all on the book case in the reading room, then exit the reading room out into the big Graviton Dynamo area
- There are 5 switches to flip first, 2 on each of the security towers (one low, and one high), and one on the wall directly facing you as you exit the Reading Room
- Flip the lower switches while the big platform is low, then flip the switch on the wall, then when the platform is up flip the high switches
- Ride the big platform to the top, then jump into the alcove on the back side of the wall with the switch and flip that switch as well (this is the main Graviton switch)
- As you exit the alcove, you'll see a stairway across from you, jump on it and climb to the terminal
- Use the terminal to exit the level, but you must have killed most every enemy (you can leave up to 8 alive)
Eye Candy / Extras
- When you first come up to the N-Wave room, circle around the wall in front of you, open the door, and use the platform to go down to the metal room early to grab the extra ammo
- When you are on the inside of the Accelerator Ring, go to each of the small windows and take some free shots at the GATs waiting for you in the ring
- When you first enter the Accelerator Ring, activate the secret door directly in front of you (the lighting is different on this section of the wall), and patiently wait for the door to open
- Head down the secret hallway, turn left and read the terminal, then jump into the teleport that opens up behind you (takes you to a secret ammo stash, which in turn teleports you to the Reading Room
- In the reading room, on the bookshelf side that has no panel, there is a secret door which leads to the inside of the bookcase (containing some extra ammo)
- In the Motor Room hallway along the back side of the Graviton Dynamo platform there is a save terminal and two teleporters (one puts you back on the big platform, and the other puts you on the high alcove on the back side of the wall switch)
- Below the alcove mentioned above is another teleporter which takes you back to the Accelerator Ring
- After flipping the final switch (the Graviton switch), if you jump down and get into the back hallway (Motor Room area), a secret area is revealed (for only 17 seconds) with tons of cool ammo (only way out is to flip the 4 switches, wait, then be crushed to death)
Your final showdown with Morgana is approaching soon, but first we need to find the access card to her flagship. It's hidden and guarded well in her space outpost known as The Keep. You need to do some serious space hopping to get around in this level, until you can unlock the safe holding the Reina Siniestra access card.
- From the octogon room you start off in, take either passage in your sight until you reach and area where you see some floor lights blinking
- Stand up next to the stone wall until it drops, then enter the future pod, read the terminal (activates a door), then save
- Return to the octogon room and continue past it down one of the other two passages
- When they meet up to the divided aisle, go down the left side (but not too far lest you end up spending the rest of your days floating through space)
- Look for a switch on the right wall and flip it, not go back to the end of the aisle, and go down the right side
- Again, look for the switch on the right wall and flip it, wait for the platforms to raise, then use the platform to cross the space chasm
- The big room you enter at the end of the hallway contains two stone golems which you need to kill, then stand in the center of the room until the platform lifts you
- At the top, jump across to the big ledge, then jump to the smaller ledge on the right to grab the key
- If you need some health, jump to the big ledge again, then jump down to the smaller ledge on the left for a health potion (shoot for the 3x first so that you can use the other potions laters)
- Again use the platform to jump to the big ledge, then enter the teleporter
- Save the game in the room you arrive to, then head out the door and go to the right side of the space rock you are on (careful not to fall off the edge)
- Jump across to the space rock in the distance (you may want to sniper the golem guarding that rock)
- Once you arrive, another golem attacks you, after dealing with him flip the switch on the back side of one of the columns
- Climb onto the teleport ledge and you'll either be teleported back to the room with the save buffer, or onto a smaller space rock on the other side of the first rock
- Either way, you want to be on this smaller space rock (the one with the attacking tree and the stone statue)
- From the smaller rock, jump to the larger rock across the ways (again, you may want to sniper kill the golem there)
- On this larger rock, go around the corner to the left side of the door to find a lock, and use your key to open the door
- The door opens slowly, and a bike cop appears, so you'll need to do some fancy shooting and fancy footwork to preserve as much health as possible before getting through the door
- Quickly jump into the room with the big bay door and pick off the spiders as they come
- Now exit the room out to the rocks, turn left and enter the pod for a recharge and save
- Head back to the bay door room, flip the switch, and enter the golem armory
- Take care of the golems on the window ledge first, then head down to the lower floor to collect some ammo, then take care of the new golems that show up
- Use your fist or a weapon to activate the floor switch, then go back up the stairs and follow the ledge all the way around to the door, and follow that path all the way back to the outside
- Jump back to the first rock, enter the save buffer room, and enter the revealed teleporter
- Back in the large room, ride the center platform up and jump to the big ledge
- Enter the newly revealed corridor and step in the teleporter
- Flip the switch in the corridor you teleported to to lower the platform, and use the platform to go up (you're now in the room you started the level in)
- Head back towards the big room, walk on the ledge across space, but instead of going into room (which is now locked), make a u-turn and go straight down that center aisle and enter the portal where the Reina Siniestra card is kept
- Grab the card and then stand on the portal to teleport to the next level
Eye Candy / Extras
- After visiting the first pod, come back out towards the left and a new area is revealed which leads to a room with extra phaser paks
- If you fall into the space chasm between buildings, you'll be close enough to the structure that the automated recovery teleporters will transport you to a secret basement to the octogon room (use the switch to get out)
- On the rock with the armory, be sure to check out the window view next to the pod, and you'll get a glimpse of the Reina Siniestra
That moment you have been dreading (or looking forward to) throughout the game has now arrived. Welcome aboard the Reina Siniestra, Morgana's flagship. As you teleport between the ship and the city of Jahala down on Earth, you will encounter all kinds of resistance, including Morgana and Mauvair. Good luck Commander!
- Starting off in the Reina Siniestra, do an about-face, and go through the door in front of you (takes you to the bridge)
- You have some help from the brigade in taking out the GATs, then flip both switches on each side of the door
- Start to exit the bridge, notice the GAT's attacking from the main corridor, retreat to the bridge and let the brigade fight them, when they enter the bridge, finish them off
- Exit the bridge, turn to the right, and then enter through the door on your right to find a recharge, save term, and a schematic of the Reina Siniestra (Organic Enhancer room)
- Exit this room, go through the door on the right into the De-magnitizer room
- Take the platform down to the lower deck, follow the corridor around to the right, and look for the crack in the wall on the left side (leads to a pod)
- Enter the pod for a Merlin terminal and oxygen recharge
- Head back upstairs walk towards the entrance to the bridge, continue past it and go through the door on the left
- Push the hand switch, ride the platform up and fight
- Now look for the switch on the ship side, center wall, and use your SAP card (from The Keep) to activate the switch
- Head back down, recharge and save, then head down the main corridor, past the two big bays, until you reach an opened corridor on the right
- Head down the corridor, take the platform down, and take either door out to the large arena (you may want to retreat and pick them off as they come for you)
- Eventually you need to take out the SPAM down there, and the plasma shot or phaser do a pretty good job
- Jump down into the arena, enter the pod, and get teleported down to Jahala
- You are now in the Jahala office building, go through the door and use the save buffer in the next room
- Go through the door near the save term, pass through the conference room and exit the door on the other side
- Turn right, then turn left towards the elevators
- Near the left elevator is a Merlin terminal to read, then go back to the right elevator to head downstairs
- Exit the building onto the sidewalk, and immediately turn left, then left down the ally
- At the end, turn left down the next ally and look for a 2x recharge on the wall on the right
- The ally dumps out into a street, take that street to the end and turn left (You on now on Media Dr)
- Go to the end (you've now circled the building) and go back into the Jahala Office Building, take the elevator up, and return to the room you started in (save your game on the way)
- Jump out the window onto the building ledge across the street
- Go to your left, then follow the ledge around to the right, and jump across to the ledge on the next building
- Follow this ledge to the right, going by the Qwiktyme Foundry across the street, at the corner jump across to the black building, land on the ledge between the top and bottom of the building (if you don't make it in, try again or look for another way in the Extras section)
- Circle around the back by the brick wall with the 2x recharge, look towards the center column and open the secret door which is the brightly lit panel
- Follow the corridor half way into the Power Grid room, and turn to the right
- Use a weapon (like the crossbow) to trigger the switch on the wall over the power grid (if the door shuts, sidestep either way and come back, and it will open again)
- You have now released a boat load of GATs, as well as Mauvair and Morgana, so you must now fight and kill everything, including the laser turret on the corner of Main St and Fynulkut Ave
- After killing everything, back into the Jahala offices, take the elevator up, then go to the other elevator to find a partially fitted teleporter pod (you'll be teleported back to the Reina Siniestra)
- There will be some additional fighting to do on the ship, after cleared return to the pod on the lower deck to exit the level
Eye Candy / Extras
- On the Reina Siniestra, going down the main corridor from the bridge, open 1st door on the left for a nice ammo stash
- Visit the bay on the left, Cargo Bay 2-043, and another bay, Cargo Bay 1-042, opens up with a horde and some ammo and some barrels holding plasma
- Go back to Cargo Bay 2-043 and walk up the stairs, go through the vent, follow the tubes until you drop down a disabled lift chute, and you're now in the corridor where the future pod is
- Visit the bay on the right, Cargo Bay 2-042, and walk up the stairs, go through the vent, follow the tubes until you find a platform on the right, take the platform down to the bathing area (water vials in the tub), exit out into the corridor with the future pod
- In the large arena, before jumping down, walk around the ledge to collect some goodies, do a circle jump off the ledge at the end to trigger more goodies, and land back on the ledge to get them (or come back and get them later)
- After returning from Jahala, be sure to visit the Security Bridge at the end of the main corridor
- In Jahala, in the office building, after passing through the conference room, continue down the hall past the elevators and open the closet at the end, and flip the switch to turn on the building lights
- If you want some exercise, then instead of taking the elevator, go down to the opposite end of the hallway and take the stairs
- Up in the office with the save term, jump out the window to land on a rooftop containing dachron ammo
- Another way to get to the Power Grid catwalk is by taking Main St, turn left on Fynulkut, go up the stairs on the right side of the overpass, take the catwalk all the way to the Power Grid
- In the Power Grid room, ground floor, walk to the back room, the Modulation Control Center, and there is a save term there
- There are two teleporters in the Power Grid room:
- One takes you to the roof of the building on Main St and Fynulkut by the overpass, contains phaser ammo, a switch which activates the platform down which (that you can take through an office corridor down some stairs and into the repair shop across from the Jahala Office Building), and an exit to the catwalk overpass
- The other takes you to the rooftop across from the Jahala office containing the save term
- The repair shop across the street from the Jahala office building contains water vials mixed in with the junk
- On the ledge around the black building where the Power Grid catwalk begins there is a 2x recharge as well as barrels filled with plasma ammo
- After de-activating the power grid (did you watch the power grid board?), both the Qwiktyme Foundry and Forensic Heights buildings open (eye candy), as well as two street huts
- You need to get on the ledge again to get into Forensic Heights, and there is a secret terminal in there, missiles, as well as an elevator which takes you to the roof
- There is a missile pak in both the streets huts as well as the Qwiktyme Foundry, and there are some water vials in the Modulation Control Center
As the level name indicates, you have reached the end! Merlin has returned to his own time period, but has left you some fun programs to play with while you are on a course back to Earth.
- Back in Sickbay on Kronos, recharge, save, read the terminal, and exit out to the main corridor
- Turn left and open the door to the lift (do not flip the emergency switch, it moves the elevator, so if you do you need to flip it a few more times to bring it back)
- Take the lift up to the top, walk around the counter in engineering to activate the terminal module, read the term, save in the panel on the wall, then enter into the holodeck suite area
- Visit the first holodeck (shooting gallery)
- Visit the second holodeck, kill the archers and sorcerers in the throne room, then take the side door into the Knight arena, activate the switch on the wall, let the battle royal begin
- Visit the 3rd holodeck, open the window and use your crossbow to activate the switch in the rock, then close the window (you can play with the Spewie for awhile if you like)
- The switch opens another door in there to a battle in progress between the brigade and the snipers
- Return to the holodeck suite area, take the lift in the center of the room down, follow the corridor to the main bridge, flip the pedestal switch to activate the terminal, and use the terminal to engage warp speed and return home
Eye Candy / Extras
- When taking the lift from Sickbay to Engineering, stop half way and visit a whole new section of Kronos, includes a holding cell, a big control room with pads containing weapons and ammo, a perimeter corridor, thruster corridor, and a vent leading back to the lift
- If you drop into the Knight arena before activating the switch, walk between the two columns and the floor drops out, use the teleporter to get out
- If you drop into the Knight arena after the battle has begun, you can enter either column to teleport to other locations:
- One column teleports you to the bleachers
- The other column teleports you to an armor alcove in a room full of armor which exits behind the throne on the balcony overlooking the Knight arena
All good things must come to an end!
- Enjoy the view as you reflect, then enter the doorway, press the action key, read the final farewell, return to the game menu
Eye Candy / Extras
- Did you catch the satellite on top of the building?
A set of five secret levels exists to allow you to pick and choose which level you want to start in.
- Hold down the Option and Command keys while you click on Embark
- Agree to the Oath of Knighthood, then pick level 42 to jump to
- Collect all the goodies in the startup level (note, the goodies may do you no good if you choose a level which is set for rebellion)
- Jump into the teleporter to arrive to the chapter selection area
- EMR is divided into four chapters, starting with Chapter 1 on the far left to Chapter 4 on the far right, enter the teleporter appropriate for the chapter you desire
- In the teleporter arena, use map mode to see the names of the levels, and choose the teleporter corresponding to the level you wish to begin