Fade To Black - Complete Solution Level 1 - Escape from Alcatraz From your cell, head north and trick the guard robot by stepping on the green tiles to progress. Go north again and take the elevator to the guard hall. Find the cafeteria, where you’ll discover both a portable recharge and some mines, then head for the kitchen, sparing the cook, and jog west. Use the control panel to open a secret passage in the cafeteria, and enter this to find some explosive rounds. Next, go back and find the medical corridor and use the control panel to access the south corridor passageway. Duck inside and use the secret elevator on your right, then blow away the tubes which regenerate Morphs in the room below. Go through to the machine room, then activate the crane and as the barrel passes the force bars, shoot it to get into the infirmary. Ice the zombie before he wakes up and collect both the med kit and the key.Back in the guard hall, go south into the computer room and open up the cryo room from the video screen. Jump the electric plates, and, using the left elevator to go up, find a switch which will deactivate another set of plates and allow you to find the rec room key. Go east and take the elevator down, bursting into the warden’s office to frag him with a mine, then collect the hanger code. From the guard room, you can activate both the control room’s elevator and the hanger doors, but you’ll need to go back to the rec room to turn on the guard room elevator. From there, head west and go down via the right elevator to the main room in sector 4. Power up the kartrack and follow it south into the control room. Then go up in the nearest elevator and use the video screen. High-tail it back to the control room and ride the express elevator to your waiting ship and freedom! Level 2 - Retrieving Prof Bergstein Head east from the warehouse and take the left-hand door. Keep going left and disable the force bars by walking across both pads, then jumping back to the first. Find the machine room key and some plasma bullets but aim carefully here, or you’ll be sucking vacuum! Leg it to the machine room and shut down the generator to buy John some more time. He’ll access the guard room for you, so run onto the pressure pad, blow away the guards and use the control panel to open up the cell block. Once inside, collect heat-seekers and free the doddering prof escorting him carefully to the teleporter. Recharge, then return to the machine room and start the auto-destruct sequence with the Prof’s cube and charge back to the teleporter, beaming out before the asteroid goes thermonuclear. Level 3 - A spot of dental work There’s no rest for the wicked, as you plunge straight onto Mars to find the location of the orbital satellite. Walk out from your teleport location and on the wall opposite you’ll find a secret door and a recharger. Use the button in the car area and head NW into the main warehouse, where you’ll pick up keys 2 and 4. Find the complex room and jump the pads to find your first Risidium sample. Next, turn left and follow the car all the way through into the main arsenal, where you’ll find keys 1 and 3, plus some heat-seekers. On the way back, use the control panel in the guard hall to unlock the lab door, return to the main hall and go south to the second warehouse. Take the radiation shield and return to the guard hall, activating it as you head east before going north into the research lab. Get key 5 and run south to the second door and return to the safety of the main hall. Take either door near the car area, to find another Risidium cartridge and some AP rounds. Then it’s pad jumping time again, and the room near the second warehouse will yield more Risidium and with a little ingenuity, you can pick up further supplies from rooms behind your teleport site. Take the final unopened door in the eastern wall and head south in the corridor. Assault the excavation room, power up the excavator with your captured Risidium and follow it north to the research lab, where it will smash that nasty worm’s face in. Teleport out with a song in your heart and the firmest of jawlines. Level 4 - Mine’s a large one Quickly blow away the camera to stop Morph generation, then head west into the room with the mine. Lure the Morph in the room beyond into setting off the floating mines and go west, where you’ll discover both the bridge and command keys. Find the command room, activate the upper elevator and take both the AP ammo and the opportunity to recharge. The upper bridge can be reached from a door to the NW, so go through and use the elevator. In your new location, use the door to the NW, leaping over the green tile and keeping to the left-hand wall. Load AP rounds to dispose of the Stabber Morphs and, avoiding the pressure pads, take the door to the south-east and time your run to avoid the floating mines. Once you’ve found the field scanner make your way back to the upper bridge and open the eastern door. Switch on the field scanner to reveal the floor traps, and jump for your very life! Once you’ve made it into the antennae room, blow away the console on the right to free Ageer, who will transport you onto the next phase of your mission. Level 5 - Dances with Golems From the hanger run east, ducking the wall gun and using the blue beams to restore energy. Keep going east and open the SE locker to find a key, a hint and a recharge device. When the Golem wakes, manoeuvre so that the crystals freeze him, then quickly open the SW locker to gain two more hints and a green gem before scuttling back to the hanger. Take the right-hand elevator and open both lockers to obtain heat-seeker ammo and a grey gem, but don’t touch the button or you’ll get creamed by a wall gun! Go east as far as you can and use the SW statue to open a secret door. Inside, get the yellow gem and then return to the statue room. Head north to the basin room, then go west, to obtain the red gem. Back in the basin room, push the buutton and go south, using the other statue. As the Golem advances, run to the first pressure pad and stand on it. Retrieve the Golem’s eye and return to the basin, where a mysterious hand will provide you with the pyramid code. Back at the hanger, take the left-hand elevator heading north and run the gauntlet of mines. In the bird room, capture the birds with the pressure pads and note the design on the mural. Run south and, in the large room, dial that sequence onto the bird mural there. To the SW you’ll find the orange gem and another hint. Return to the hanger and go east, avoiding the Golem and taking the first door on the left. Note the floor sequence before you use the elevator and, in the oracle room above, walk that sequence and exchange the birds for the gem code. Go back down and open the other door by matching the code (down, up, up, down) then run north and place the gems in sequence on their holders. Avoid fighting the Super Morph - he’s rock hard - so instead, run south and escape via the teleporter. Levels 6 & 7 - Learning to fly Not much to say about these two. Jump into the ship, steer through the maze and kill everything. Sounds simple, eh? Level 8 - The traitor unmasked! Walk south and take the middle elevator, stepping on the pressure plate to stop the automatic gun. Go east, then south and shoot the tentacle to get the first key. Then go to the incubator room, where you’ll uncover the second key.Find the northern corridor and kill the Morph behind the force beams. Head north again and in the next hallway walk on both pads to deactivate the yellow beams - time your run and break through to the brain room. Blow away the stabbing Morphs and walk to the window, where you’ll eavesdrop on an interesting conversation which reveals John is in fact the Super Morph and he, or rather it, has placed a bomb on board Shadow, the Resistance’s base. Run east and teleport out of there, before old SM rips you to shreds. Level 9 - Panic stations You’re beamed straight into the thick of the action in a race to save the base, so kill the Morphs, side-step the Mech and use the NW door to reach the control room. Use the elevator and run east through the battle, merrily blowing away Morphs as you go and complete a circuit until you find the rebel with a key. Recharge in the exercise room and go back to the second elevator, riding it to a location east of the hanger. Head north until you run into a rebel, who’ll show you where to find a camouflage shield, an energy scanner, magnetic pulse bullets and advanced plasma rounds. Now, feeling suitably rock hard, yourself, chug north where Hank has some bad news. Level 10 - Friend or foe? On arrival, shoot the Morph disguised as a rebel and go east, heading north until you come to dormitory B, where you’ll need to rescue the rebel to receive an access card. Go south to the storage area to pick up an object scanner and heat- seekers. Find the shower block and go west to rescue Sarah from the Morph’s invidious clutches, then return to your beam in point. Head north and east, fragging the Predator Morph and use the NE elevator to beam out. Level 11 - Er... Was that cut the blue wire? Or was it the red one? Take the door to the west and, avoiding the lethal beams, head south. Leg it past the Mech and take the eastern door, casually disposing of the master drone as you saunter by. Head east and east again before going north. Sidle past the mine and run NW through the beams into the control room. Jump on the arrows to travel to the control panel and then motor west, taking the door to the east and blasting your way into the generator room. As the timer counts down, jump on all three lights and dash sweaty-palmed to deactivate the bomb. Teleport out for both a cunning plan and the final assault on the fortress of the Master Brain. Level 12 - Brain damage Kill the drone and head north, jumping the pads and avoiding the beams. Creep down to the left alcove and watch the Predator Morph set off the mines. Take the elevator to the north for a recharge, then come back and take the door south. Keep going south and negotiate the trap room, then head for the regeneration rooms and in the second one, use your field scanner to suss the floor pads. Go west and then teleport to the master brain room and ice that sucker, then use the door to the NW. Beware of Sarah when you first see her, as it’s really the Super Morph in disguise. So when the genuine Sarah does appear, follow her and get the hell out of there to finish the game. Hurrah, the Morphs are defeated and Conrad can ride off into the sunset, or split a four pack, or do whatever it is heroes do once humanity’s been saved again.