Objectives. upload virus to the mass drivers, commandeer the cruiser
Notes.
Make sure you arm yourself from the secyre’s lowest deck. Then
jump out of the ship. Make your way to the top level of the
br’sai and flick the switches noted on the map. Then head to the
bridge and read the term. Teleport to level 10.
Secrets. None that the observant would not be able to deduce.
Marooned
Objectives. get on board the shuttle
Notes. Let the enforcer’s do the work. Jump in the shuttle and teleport to level 11.
Secrets. There are two ammo stashes at location A and B.
Ny'alth Vesikeph
Objectives. access the teleporters south of the station
Notes.
You must override the main power generator located at A. There are
three chips you must find, at locations B, C, and D. Proceed to the
southern teleport site. Teleport to level 12. After you insert the
first chip, a door will open in the computer core -let the rebel
Enforcers take out some of the Pfhor. The 3rd chip (and some ammo) is
accessible in a couple of cubbyholes in the same room. Don't rush out
at the southern part of the map. Run out, then back in and let the
rebel Enforcers take care of the loyal Enforcers.
Secrets. There is a small ammo stash in the pool at location E.
The Felt Need
Objectives. disable reactors, open shuttle bay doors, activate teleporters.
Notes.
Disable the reactors at locations A and B. Proceed to the command deck
and hit the switch at location C. Go to the docked Enforcer ship and
retrieve the chip there at location D. Insert the chip at location E.
Open the shuttle bay doors by hitting the switches at F and G. Activate
teleporter systems at H where you teleport to level 13. Watch your
oxygen -this is a big level.
Secrets. There is a secret stash of ammo at location I.
Objectives. restart engines, egress to orbital platform
Notes. You must restart
the engines with the captain's key, located on the upper deck at A.
Insert this chip at B. The engines will restart and a teleporter pad
will open in the hallway directly outside of the engine room. Jump
through it.
Secrets. No secrets,
but there is ammo spread throughout the crew's quarters and a
flamethrower on the 3rd deck. When you're transported to the orbital
platform, work with the rebel Enforcers.
Phaidros' 8th Guest
Objectives. disable power generator
Notes.
You're in the drydock facilities where the Pfhor alliance is
constructing new vessels. Your job is to destroy it. The main task is
to disable the power generators. The chip you will need to access the
generator room is located at A. Insert this chip at location B. This
opens the door to the power turbines. Turn on both turbines at C. This
overloads the power distribution system and you can access the rest of
the station.
Secrets. There is a secret room with a 3x recharger -look for a lighting change.
How the Stones Were Placed
Objectives. gain access to powerplant assembly area, destroy facility
Notes.
You must enable the thermal vent lockouts to access the powerplant
assembly area., Essentially three access chips are needed for this.
Each successive chip will give you access to more of the installation.
The first chip is located at A -insert at B. The second chip is at C
-insert at D. The third chip is at E -insert at F. The systems
subprocessor control room can be accessed by inserting three chips,
located at G, I, and K. These chips are inserted into H, J, and L.
Destroy the circuitry at the systems subprocessor control room at M.
The door at N is now open. Proceed there and teleport to next level.
Secrets. There is a 2x powerup and several shotgun shells inside the waterfall (plasma constriction).
Objectives. commandeer ship
Notes.
You teleport to the lowest deck. There is a 3x powerup to help you. You
must retrieve the chip found at A on the third (highest) deck. Insert
this into the receptor on the lowest deck at B. The doors to the engine
room will open. To restart the engines you must open the panel at C and
activate the wires. The engineering terminal will then activate.
Secrets.
Tight quarters and bouncy polys I know ;) , but it makes you think
about your movements. Near the gun batteries, there are stashes of
ammo. The 3x powerup should help at the beginning, and there is a 2x
recharger elsewhere on the ship.
The Motion-Seeming Things
Objectives. destroy resistance at the station, lower shields, hitch a ride on a supply tender
Notes.
You must close down the initiator safeties to lower the shields.
Activate the switches at A, B, C, and D. This shuts down the safeties.
To reboot fusion reactor, you must hit D again. The door to the
teleport terminal should be open now.
Secrets. No secrets. You do have to turn off the last switch and then turn it back on again for the final door to open.
The Vessel Transparent
Objectives. commandeer vessel
Notes.
You need to gain access to both main engine cores. Enter the plasma
streams and enable them. The first stream is at A, the second at B. The
resulting influx of energy should blow the computer lockouts and the
ship systems should reboot. Make your way to the bridge and take
control.
Secrets.
When you've flipped all the switches, go back to the front of the main
deck of the ship. A previously closed door there is now open -grab the
powerup.
A Small Thing
Objectives. access information, explore, find a way into the sewers
Notes.
Destroy the panel in the observation tower at A. Gain access to the
main hangar. To activate the engines, insert the servo chip at B into
the engines at C. The intrastation sensors should detect the exhaust
and automatically open up all 2nd level secure doors. In the caves
south of the installation, there is a secondary override for the 3rd
level secure doors. There is a chip at D which you must insert at E to
open the outer doors. There is a second chip at F in the caves which
you must insert at G. Once you have access to the upper area, there is
a final override for the 4th and highest level secure doors. The chip
is located at H (you have to ride a small elevator). Insert at I. You
can now access the elevator to the sewers.
Secrets. Near the final term, there is a secret door which will offer a surprise (J).
Objectives. destroy the Pfhor-UESC alliance temporal chambers
Notes.
Flip the switch at A on the third floor of the tower. This will enable
access to the power relay tower. There are four chips to insert to
lower bulkheads to access main distortion nodes. The chips are at B, C,
and D (follow arrows for insertion). You must flip the switch at E to
lower the forcefield around the 4th chip at F. You must depress the
switch at G to access a recharger and the southern part of the map.
Enter each node (H, I, J, then K) and press once to reboot each
subsystem. Allow 5 seconds for the virus to infect the system before
depressing each switch a second time. On the fourth node (K), depress
the switch only once. The force field for the final power switch should
be lowered. Once the final power switch has been flipped at L, head for
the northeast tower.
Secrets.
If you jump down into an unpleasant place you will find some rockets
(you will definitely need them near the end of the level. Also an
elevator is present in the lava switch room . You can use it to jump
over to the Hunter's ledge and grab the 3x powerup there.
No Path Sought
Objectives. Ending 1 (AI Balapoel wins [well, actually he loses], and the 'Eodens' win)
Notes. Simple run through -just jump out of the aft section of the Tethys.
Secrets. No secrets.
Small Breaths
Objectives. allow the 'eodens' to capture you
Notes.
Read the term at on the shuttle. Step into the teleporter at A. Once
you're on the alien ship, proceed into the cell (automatic exit). Don't
fight -you wouldn't survive.
Secrets. No secrets.
Shadow in the Cave
Objectives. be a good 'eoden' doggy (i.e. kill the Pfhor)
Notes.
You emerge in your cell. The aliens have recently captured a Pfhor long
range scout and are doing unspeakable things to them in the dungeons.
Aliens will watch you as they allow you to escape, gather weapons and
kill the Pfhor they have rejected (for whatever reason). Give them a
show. Hit the switch at A (upper level). Read the term. You have to
retrieve a servo link to access the lower chambers. Clear the station
and powerup before you enter the teleporter at C. Retrieve the chip at
B (actually it's on the uppermost level [i.e. top] of the ship -look
out for Enforcers though). Insert the chip at C. This opens the door at
D. Hit all the switches at E and proceed back to the cell (ahem, room)
at the End.
Secrets. Ammo and powerups along the ship centerline.