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PC/CD Gamer UK 43
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fade2b.txt
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1997-01-27
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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 youÆll 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 wardenÆs office to frag him with a
mine, then collect the hanger code. From the guard room, you can activate both
the control roomÆs elevator and the hanger doors, but youÆll 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
youÆll be sucking vacuum! Leg it to the machine room and shut down the
generator to buy John some more time.
HeÆll 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 ProfÆs cube and charge back to the teleporter, beaming out before the
asteroid goes thermonuclear.
Level 3 - A spot of dental work
ThereÆs 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 youÆll find a secret door and a recharger. Use the button in the car
area and head NW into the main warehouse, where youÆll 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
youÆll 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 itÆs 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 wormÆs face in. Teleport out with a
song in your heart and the firmest of jawlines.
Level 4 - MineÆs 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 youÆll 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 youÆve 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 youÆve 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 donÆt touch the button or youÆll 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 GolemÆs 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 youÆll 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 - heÆs 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 youÆll 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 youÆll 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 ResistanceÆs base. Run east and teleport out of there,
before old SM rips you to shreds.
Level 9 - Panic stations
YouÆre 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, whoÆll 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 youÆll 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 MorphÆs
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 itÆs 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 humanityÆs been
saved again.