EMR Infinity 2.0
Story Synopsis
4-24-2000

The story synopsis is intended to give you some background story to the EMR scenario. It tries not to give away too much, while at the same time, answering questions that may not be answered in the game. If you walk away from the game wondering why this, or why that, or how could this have happened, etc., please send me an e-mail and I'll try to answer your questions within this story page. E-mail the Story Editor. If you have questions about the time line, see the Time Line section at the end of this page.




Prologue

The EMR story begins with flashbacks to Arthurian times. The first flashback reflects a time of peace and prosperity in Arthur's kingdom, a time before Morgana took her revenge. Kirin, champion archer of the Enchanted Forest, has a nightmare of Morgana attacking Camelot. As she awakes, the nightmare becomes reality. Morgana, Mordred and Mauvair, the Treacherous Trio, launch an all-out assault on Arthur and his kingdom. The climax of the battle is the massacre which occurs at the Mannehaum stronghold near the base of the mountain upon which Camelot stands. The second flashback reflects the horrors of this massacre, where each knight, archer and sorcerer are brutally put to death.

Mercy is not an option.

Mission

The adventure begins as Merlin reveals his true identity. Merlin of Camelot, sorcerer and friend to King Arthur, is one in the same with the AI Merlin that guided our brave marine through the battles against the space pirates in Devil in a Blue Dress. Merlin tells the story of Morgana's revenge, her rise to power, and the increasing threat she poses to mankind with her newly found, albeit slightly unstable, ability to time travel. If she retrieves some rare actinium crystals from the Jurassic time period, the result could be catastrophic. The mission, quite simply, is to stop Morgana.

Expedition

Time travel through the Jurassic period proves to be a highly unstable proposition. The expedition involves the encounter of various kinds of Jurassic beasts, burning lava, crumbling cliffs and dark jungles. Our hero is successful in blocking off passage to the first cluster of actinium crystals. The expedition continues with a hard fought battle in the underground T-rex caves. Will Morgana reach the crystals before she can be stopped?

Deliverance

Before leaving the Jurassic time period, there is one more task at hand: Rescue the Grogs from the Kabala. Still recovering from the spell Morgana placed on this tribe, the Grog people are quickly being extinguished as hungry Kabala make a feast of them. The Kabala nest must be destroyed. As a reward, critical information will be revealed by the Grog clan leader regarding Mordred's visit to this time period and his meeting with Morgana.

Knighthood

Beginning on the Shores of Camelot, a siege ignites against Camelot and the evil forces that control her. The courtyard at the castle's main gate provides a helpful future pod. The pod is greatly needed in the barrage of arrows flying down from the rampart. The courtyard battle is long and hard fought, however Merlin will not teleport our hero into the castle until the sorcerers are apprehended in the Caves of Merlin.

Finally, within the castle corridors, the real battle ensues. One bloody scene after another marks the adventures within Camelot. Upon discovery of the Enchanted Lake, Excalibur is claimed. With brave persistence, Morgana's forces are eliminated, Camelot is freed, and knighthood is earned.

Siege

As the battles with knights, sorcerers and archers unfold, Merlin discovers that many of the sorcerers would prefer to escape Morgana's evil clutches. They are searching for one brave soul who will lead them to salvation. Winning the sorcerers over requires nothing less than invading the Dark Forest and laying siege to the sorcerer's castle, both of which are occupied by the evil archers. Some of the archers in the castle seem nearly invincible. What could be the magic behind that?

The castle is eventually conquered, and most of the sorcerers, greatly impressed, abandon Morgana and join the forces of good. However, there exists a band of rogue sorcerers who decide to stay with Morgana. These sorcerers must be hunted down in the Tower of Malhechor. The tower presents a most eerie and unpredictable environment, where evil seems to lurk behind every corner. Unlocking the mysteries of the tower reveals a path to the top where the rogue sorcerers are met in a climatic battle.

Morgana's Lair

With most of the remaining sorcerers won over, Merlin teleports our hero to the evil forest surrounding Morgana's castle, dark and treacherous, full of unwanted surprises. In the center of the forest a secret cave leads to Morgana's castle. The castle is circled by a ring of fire and heavily guarded by skull snakes and a Winged Fire Beast. The persistent assault on her troops coupled with the invasion of her castle throws Morgana into a fury. She becomes temporarily distracted from her plot to exploit the powers of the actinium crystals, and instead focuses on hunting down the nuisance who has dared to step foot into her domain.

Successful in grabbing Morgana's attention, our hero escapes the castle with the help of Merlin. Merlin's teleportation signal, however, is interrupted, and the teleport destination is re-routed to a holding cell in the heart of Morgana's Lair. The cell, enveloped by an intricate maze, is surrounded by the dark and perverse breeding grounds of Morgana's magical beasts. So wicked are these creatures that it is no surprise to discover that The Beast lords over the land. The sorcerers join the battle against evil, and victory is won.

Nightmare

Merlin opens the sleep chamber for one final rest, but this time our hero experiences the worst nightmare yet. The Beast unleashes its creatures within an ever-twisting maze of chaos, triggering every fear imagineable. Confrontation of these fears in the dreamstate is a strategic move by Merlin. The ability to confront and overcome them is a necessary skill for adventures to follow.

Our hero awakens on Kronos, and discovers first-hand the magnitude of forces attacking the starship. Teleporting between Kronos and the Camelot time period, the next adventure entails an invasion of the Temple of Dark Knights as well as slowing down the attacking forces on Kronos. After these battles are won, Merlin reveals the more important task at hand: Invading Mordred's domain, the Castle of Pain and Sorrows.

The fight up the treacherous rocks of Graeden leads to Gabriel's Tower. Within the tower the key which unlocks the secret tunnel to the Castle of Pain and Sorrows is discovered. The castle is heavily fortified by Mordred's forces. The odds of winning are overwhelming. The castle's lower dungeons hold many Quest Knights captured during their search for the Holy Grail. The Quest Knights are freed, the Minister of Evil is confronted, and the Charm of Making is revealed. Once the lower region of the castle is cleared, Merlin teleports our hero to the upper towers of the castle. Here lurk the strongest creatures of this time period, where the past and future come together, and twisted and perverse magic empower the guardians of Mordred. The face-off with Mordred and his guardians proves much more frightening than the nightmare.

Droids

Shaken by the attack on her son, Morgana retreats to the future to plot her final revenge. Before going after her, our hero must first return to Kronos to prevent Kronos technology from falling into the wrong hands. With the ship's self-destruct activated, the race to secure the ship and de-activate the self-destruct module begins. The battle includes a space walk to the orbiter pad, a horrific fight in the science lab, and an extensive search for the self-destruct shutdown switch.

The success of this mission earns our hero a promotion from Federation Command. While still on Kronos, our hero visits the ship's library and does research on the Anacreon time period. This research provides much needed insight on the events to come.

The next adventure involves travelling sidewards in time, to a place on Earth where droids and sewer creatures roam the land. The place is the old WorldSoft region, whose land was recently acquired by an unruly woman with an appetite for revenge. Fighting through the war-torn streets leads to Morgana's headquarters. The security system prevents entry past the headquarters lobby. In order to shutdown the security system, the TABO security control center must first be disabled. Merlin teleports our hero to the waters of Wysiwyg where Forraje, slain leader of the WorldSoft Empire, once lived. Deactivating Forraje's old TABO security protocol reveals a passage to the secret underground security control station.

Infiltration

The underground security control station operates the force fields throughout the old WorldSoft Empire, including the shields securing Morgana's headquarters. The station is heavily guarded by Ground Assault Troopers (GATs), Hover Troopers, Hover Bike Cops, and a pair of powerful Suburban Patrol/Attack Mechas (SPAMs). Shutting down the primary shield generator in the control station provides access to the headquarter elevators. The headquarters are infiltrated by way of the Spewie infested sewer system which leads to the headquarter boilder room. The battles surrounding the siege of headquarters are intense. Success is achieved once both destruct switches are located and activated.

Next is the infiltration of Morgana's droid-controlled manufacturing plants used for mass production of mechanical military units (such as GATs and SPAMs). The plant is guarded by creatures from all time periods. The Graviton Dynamo, where the switches which control the plant reside, is most heavily guarded. The machinery in the Dynamo also present a visual danger, as most organic creatures are unable to stomach the mass chaos of moving parts. The success of shutting down the plant leaves just one step between our hero and Morgana. In order to gain access to Morgana's flagship, the Reina Siniestra, an access card must be retrieved from a remote space colony known as The Keep. The Keep is guarded by just a few, albeit, extremely powerful Stone Golem snipers.

Showdown

Exploring the Reina Siniestra uncovers an eerie presence, yet there is no sign of Morgana. After a few entanglements with the forces on board the ship, a teleportation pod transports our hero to the heart of Jahala, a city once inhabited by the work force of WorldSoft. The streets are crawling with military units and exploding Forraje clones. The eastern region of the city contains the primary power grid. Disabling the grid effectively cripples the city. Unfortunately, disabling the grid also beckons the evil which lurks in locked office buildings. The final showdown commences with one brave marine against an onslaught of GATs, SPAMs, bike cops, laser turrets, and Mauvair and Morgana. Here, in Jahala, Morgana makes her final stand.

Once the city and the flagship are completely cleared, victory is hailed throughout the quadrant. Merlin teleports our hero back to the Kronos starship and bids him farewell. A new AI is discovered during the trip home. Merlin is gone. Three holodeck programs are running, each a gift from Merlin to the one who stood against Morgana and saved mankind.

Epilogue

Walking the corridors of Kronos one last time, our hero feels a longing to be back with Merlin, in battle, conquering evil, and experiencing chivalry at its finest. After three days in space, Kronos approaches Earth. Our hero is transported down to the UEF Intelligence headquarters to report for debriefing. Later our hero finds seclusion in the station's control tower, overlooking miles of beautiful countryside. Again, thoughts drift off to castles, knights and Merlin. Night falls like a heavy blanket upon the heart.

Suddenly, as if in response to these thoughts, magnificent bursts of lightning split the heavens. A section of dark clouds opens up, swallowing up nearby cloudbanks. A blinding light explodes from the opening, illuminating everything in sight. The storm is actually a rip in the space time continuum. Looking towards the sky, the face of our hero relaxes, and as the storm subsides, so does the emptiness and sadness that once weighed so heavy upon the heart. A comforting peace transcends the night. Merlin is back in Camelot. Our hero recalls the magic and majesty of the previous journeys, one brief shining moment in history, yet an epic adventure to remember for all time.

EMR Time Line

2095 Snyper gun invented
2127 Great Flood of Canada
2180 Planet Dachronia discovered
Daniel Davenport born
COPRE begins study of Dachronian minerals
2204 Studies began on Dachronian fluid mechanics
2214 Earth/Anacreon War began
2215 Dachron mini-gun invented
2231 Forraje pushes RIKEM missile attack to end Anacreon war
2232 RIKEM strike destroys Anacreos
2234 Forraje begins buying up property in Quebec, Canada
2237 Supersonic titanium radon phaser gun invented
2238 Quebec renamed to Wysiwyg
2240 Forraje moves to Wysiwyg, establishes TABO security system
2250 Forraje clone project flops, cyborg clones manufactured
2258 Worldsoft coup (Forraje assassinated)
2259 Worldsoft Library renamed to Davenport Library
2265 GAT production began
2266 First prototype of Hightech missile launcher (EMF4000-a)
2267 Starship Kronos built
SPAM production began
2268 Fall of Worldsoft Empire
Unknown begins to acquire Worldsoft property
Kronos upgraded to Class B exploration vessel
2269 Kronos set out on a 30 year mission of exploring the space time continuum
2273 Hightech upgraded to incorporate plasma bursts (EMF4000-d)
2289 Diablo Pirate raids began
2290 Present day


Copyright © 2000, ExcaliburWorld Software