Mortyr Walk-through In an adventure that takes you to 1944 and 2093, Mortyr includes a diverse set of locations, enemies, and weapons. The first part of your journey begins in 1944, where you must acquire six quantum receptor pieces to activate the time machine and send you to 2093. The next leg of your travels takes place within 2093, where you'll face cyborgs and heavily armed robots in your attempt to restore history. Following, you'll find walk-throughs for Mortyr's 30 levels. In each, you'll find the location of key items and the best way to pass the difficult sections. Level 1: First Steps Time Period: 1944 Enemies: 18 Difficulty: Easy When you arrive in 1944, you find yourself standing in a pillared room behind a contemplative officer. Use your knife to kill him and take his pistol. Nearby is armor and ammo. Behind a pillar in the corner of the room is your first serious opposition, in the form of a guard with a rifle. Use the cover of the pillars to get up close to him, since proximity works best where the pistol is concerned. Once he is dead, you will possess a rifle. Near the spot where he was stationed is a stairway down. Use the rifle, zoomed in, to kill the patrolling guard at the bottom. There is health in the room below as well as a water-filled hole in the floor. Jump in and swim until you arrive at a pipe that is blocked off by vertical bars. Crouch and kick the bars away. If you emerge from the underground tunnels into the castle moat, be wary of soldiers positioned high above. In the next room, take your first right and slip past the vertical bars by crouching and hugging the right-hand wall. Ready your rifle and climb the stairs. You will have a handful of enemies to dispatch. Straight ahead is the entrance to a hallway, which is decorated with a picture of Hitler. To clear this room, use your zoomed-in rifle and keep under cover at the doorway. Inside, you'll find a flashlight, armor, ammo, and health. Back in the carpeted hallway, you will find a door that requires a golden key. Go up the stairs opposite this door and kill the officer who holds the key. Use the key to go through the door to the next level. Level 2: The Outer Citadel Time Period: 1944 Enemies: 19 Difficulty: Easy As this level opens, you are facing the reflective floor of a small chapel. Enter the chapel and kill the officer who is reading a note written in French (or is it Latin?). Go back down the hallway until you see a large room full of pillars through which enemies are patrolling. Use your rifle, zoomed in, from the cover of the doorway. Use the Mauser rifle, in sniper mode, to hit soldiers from long distance. The next small room contains armor and health, and it leads to a narrow snowy courtyard. Go through to a wide-open courtyard in which a damaged tank rests. Keep moving (and, of course, shooting) until you reach a doorway that requires a golden key. A metal covering over a window in this hallway will slide aside when you touch it. In this room is an officer who holds the key. Inside the door is a stairway down into a room, from which leads a spiral staircase. The room at the bottom of the spiral staircase is well populated, so you might want to use your false documents to pass through. Grab the armor and read the book as you do. The next level lies through the doorway on the opposite side of this room. Level 3: Through the Citadel Time Period: 1944 Enemies: 29 Difficulty: Easy Turn around immediately and collect the armor and health if you need it. Up in the open space around the citadel, you will find a lot of health, ammo, and armor in the nooks of the outside wall. You'll need it, as guards on foot, on the walls, and in the guard towers will be picking away at you for a long while. In one of the guard towers is an officer who holds a silver key. You must get it from him and go to the other guard tower. Positioned across the ramp that leads from this tower lies a hallway that leads to the silver key door. Get up the guard towers to acquire the silver key, providing access deeper into the level. Beyond this door is a courtyard full of boxes and enemies. Be careful of the boxes on the far side, which explode. Take cover behind safe boxes and snipe the enemy guards. A siren to your left as you enter this room will sound, and you should shoot it until it stops. A doorway barred with a Halt sign is your next destination. This hallway leads you to the next level. Level 4: The Middle Castle Time Period: 1944 Enemies: 24 Difficulty: Easy You will be immediately confronted by a Halt bar, behind which patrols a guard. Shooting him will alert guards who carry machine guns, so hide to the left or right of the main doorway and ambush them. Once inside, the area to your left contains health and other power-ups, while the area to your right leads further into the castle. Look for opportunities to blow up oxygen tanks and explosive barrels and terminate enemies with ease. Battle your way past some guards until you reach a book. In the next big room is a sort of fireplace with a secret door that can be opened by bumping into it. This passage leads to the green moat that surrounds this castle. Enemies can be killed, and power-ups can be collected here. Continue until you pass the tall door that requires the golden key. Take a right at the end of the hallway and enter the room with stained glass windows. Behind a large red altar is a passageway leading up, and the officer holding the golden key is in here. Behind the golden key door is the next level. Level 5: In the Middle of the Castle Time Period: 1944 Enemies: 34 Difficulty: Medium Proceeding down a long hallway and around a circular pillar, you will find yourself on a walkway that leads into another castle. If you jump down into the moat and swim through a hole in one corner of the floor, you can acquire infrared goggles. A tiny lift returns you to the walkway. The room at the far end of the walkway is heavily guarded, so use a grenade and machine gun combo or the false documents. This room is chock full of ammo and health. The next room contains a lift that will only operate with the silver key. The hallway that leads from this room brings you to a massive garage door that is cracked open. Kneel and fire at the explosive barrels that are in the courtyard past the door. Before opening the garage door, kill the enemy guards inside. The Halt button to the right of the door opens it. When walking outside, look out for soldiers patrolling the high catwalks. Use sniper mode to eliminate them. Once inside, look for the body of an officer in the courtyard who was holding the silver key. A doorway in the corner of the courtyard takes you to the narrow walkway you saw near the beginning of the level. The silver key lift takes you to a walkway, which leads to a pair of rooms that are well guarded. One of the rooms contains a book you should read. Proceed into the next room and hang a right, passing some crates and gaining access to the walkway that surrounds the courtyard. On this walkway, at the far end of the courtyard from the huge garage door, is a panel that will slide away when you touch it. Behind this panel is the next level. Level 6: The Cathedral Time Period: 1944 Enemies: 10 Difficulty: Easy The cathedral is right in front of you as this level opens and is guarded by a few enemies. The balcony up and to your left as you enter the cathedral is where the officer who holds the golden key stands. Your objective is to kill him and return to the cathedral to open the door leading downstairs. Look out for the enemies as you first enter the cathedral. Heading away from the cathedral, you will climb a spiral staircase and encounter, at the top, a group of enemies that are most easily disposed of by lurking in the doorway and letting them run into view. False documents are available down in the cathedral, too, if you'd prefer just to sneak past these enemies. Once you have killed the officer, open the golden door and descend. The room below should look familiar. Passing through it moves you to the next level. Level 7: Darker Cathedral Time Period: 1944 Enemies: 47 Difficulty: Medium The hallway in which you start leads to an open area that is heavily guarded. This room contains a gate, which requires the golden key to open, so you must clear it of enemies unless you plan to use false documents when you first pass through. Lurking in the hallway and using your machine gun on the enemies as they turn the corner is your best bet. Once you enter this room and the hallway beyond it, watch out for three different sets of enemies, who will attack you from behind. A room with a design cut into the ceiling, through which rain is pouring, contains a book. Past this room is a tall chimney through which a ramp ascends in a spiral. At the top of the ramp is an elevator that takes you higher if you push a button. Be ready for an attack as the elevator reaches the top. Though you'll likely run into the golden door early in the level, you must continue on to find the officer who holds the key. Around a corner is a heavily guarded room. Attract the attention of the enemies, then back away toward the elevator, using the machine gun to mow enemies down as they turn the corner. Once inside their big room, look out for a batch of enemies attacking you from the rear. A twisting hallway will bring you to a belfry, which contains a stairway leading down. In the room at the bottom is a hole in the floor with a spiral stairway leading down. The stone room below contains several batches of guards, who often come at you from behind. Move clockwise around the room, attacking the batches before another batch can maneuver behind you. The large brick room adjacent to this room contains several guards and the officer who holds the golden key. Kill him, but watch out for new groups of enemies to come at you from behind. Retracing your route all the way back to the beginning, you can expect to face further newly spawned opposition. At the lift, ride it back down, rather than risk the long fall. The golden key gate leads to the next level. Level 8: The Cemetery Time Period: 1944 Enemies: 38 Difficulty: Medium The first area you enter is lightly guarded, but things quickly get worse. For best results, walk instead of run through this level, so as to get closer to your enemies without them hearing. In one area near the beginning of this level, you will encounter a grenade-throwing guard who stands behind a short wall up a small ramp. In the corner of this area is a small house that contains the first quantum receptor piece. It is on the floor beside a table that holds a book. Be careful: When you kill the grenadier and pass by his platform, another will spawn behind you. The next room is heavily guarded, but the enemies can be defeated easily if you remain in the hallway approach (after you make sure the grenadier behind you is dead, that is). A large building in this room is accessible and contains a ramp leading downward. Down there, within a small collection of brick-walled rooms, is a doorway that requires the golden key. Search the empty houses and rooms for power-ups, such as this red armor and medpacks. Rather than go down, turn to your left, and you will see an exit from this room. Take it, and walk beneath a patrolled walkway. To your right is a guarded building with a door (this building contains power-ups). To your left is a wooden doorway, which leads up to the walkway. Past the walkway is a room that is quite heavily guarded. Just past this room is the golden key and an easy jump to the ground below, so you may want to use false documents here rather than use up your health and ammo in a battle. Once you have the key, jump to the ground and proceed into the building that is in this area. The ramp leads downward into the brick-walled rooms mentioned previously. The golden key door here leads to the next level. Level 9: The High Castle (Imperial Theme) Time Period: 1944 Enemies: 61 Difficulty: Medium The huge courtyard that greets you is well guarded. Your most difficult task is defeating the heavy machine gunners at the top of the stairs, but once you do, you'll have a nifty new weapon. At the top of the stairs is a room that contains a long rectangular pool. Past this room is yet another large courtyard, guarded by snipers way up on the upper walkways. Easier than killing them is making a run for the large doorway to your right, although you may want to leap over the circular wall in the center of the room on your way, as it contains a host of power-ups. Heading downstairs, you will come to a window that overlooks a very tall statue. Once you see the statue, you will be attacked from enemies that spawn on either side of you, where you just came from. The statue room is heavily guarded, although letting the enemies know where you are will gather them below you, where a grenade can take many out. Search the walled-in courtyard for the machine gun and several health packs. Jump down, landing temporarily on the archway to prevent injury. A hallway surrounding this room has a stairway leading from it, going up. The room at the top of the stairway contains a large statue of a figure holding a trident, and a lift in one corner of the room will take you to the walkway above. On a table up on the walkway is a quantum receptor piece. As you advance from this walkway out through a hall, watch out behind you. There are many enemies in the chapel who will advance, but once you have cleared the walkway behind you, you can fight patiently from the doorway. The well-lit room past the chapel is home to many power-ups, but watch out for machine gunners coming for you from behind. The next room is centered around an alcove that contains something like a tall birdbath, and a lot of power-ups. Unfortunately, this room is the most heavily guarded of all the rooms you have encountered so far. The walkways over the courtyard, after you get through this room, are also highly dangerous and difficult to clear. Use false documents to run past both rooms and up the stairway to the next level. Level 10: The Castle Cathedral Time Period: 1944 Enemies: 32 Difficulty: Medium A series of hallways leads you to a three-story open courtyard. Behind the stairway that leads to the second level is a flame-thrower and ammo for it, which you will be sure to want. A hallway leads from the second level, where a small opening lets you overlook a long room. Get the attention of the enemies, so they collect at the bottom of the small winding staircase nearby. Let them have it with a grenade. Don't head up the stairs to the second floor without checking against the wall - you'll find a flamethrower and several canisters of fuel. At the far end of the long room is a table upon which sits the third quantum receptor piece. Close nearby in a corner is a stairway leading up. At the top is a misty set of hallways surrounded by tall grey walls. In a nook of this maze is the golden key, which is used to open a doorway in a different nook. Expect resistance upon securing the key. Passing through the golden key door will bring you to the third level of the initial courtyard. Leave the walkway and enter another courtyard, which has explosive barrels you might use to your advantage. An unusual set of spiraling stairs in the corner room will take you up to a walkway that overlooks this courtyard. A long hallway leading from this walkway takes you to a very dark descending staircase. Go down to reach the next level. Level 11: The Factory Time Period: 1944 Enemies: 20 Difficulty: Medium Soldiers on the opposite walkway guard the first large area, which features a tank turret suspended from cables. The least painful way to attack them is to jump to the floor and get up on the crates below them. The crates will provide cover and let you get close to the enemies. The floor here contains ample health and ammo. The next room is even tougher. Your best bet is to hug the right hand wall up on the walkway and get to the far end of the room, where you can jump down behind some crates. The crates provide cover, but are open on both sides to attack. Atop these crates are many power-ups. Dealing with the soldiers across from you in the factory takes patience and a willingness to hop down and take cover. The next warehouse area is a carbon copy of this last one, though better lit. A hallway with wooden walls connects the two areas. This next area is populated with easier enemies, and your rifle is likely to be your weapon of choice here, as you lurk in the doorway and whittle away at your opposition. Go back to the previous warehouse for more health if you need it. This level is quite difficult and can be bypassed using false documents if you have them available. Grab as much ammo as you can as you hurtle through. The wide-open ramp at the far end of the final warehouse area is the exit to the next level. Level 12: The Machine Park Enemies: 27 Time Period: 1944 Difficulty: Medium The niches in the right-hand wall of the first big room are full of power-ups, so be sure to visit them. One of the niches contains the fourth quantum receptor piece. The walkway above you is inaccessible from this room, so go up the ramp at the far end of the room. When entering the first big room, look out for soldiers positioned high on the girders. In the second large room with many pillars, use infrared vision to spot the enemies in the dark. Switch the goggles on and off to conserve power and use the pillars for cover when the heavy machine gunners open fire. Around the corner is a small building with two sets of stairs. Through the building, you will overlook an area that contains several guards. Leave the building and go around through the hallway for easier access. Passing through the next room and hallway, you will find yourself on the walkway that you passed under as you began the level. Continue across through the next hallway and up into the clearing where a railroad car sits. Just past the railroad car is an imaginary line that, once crossed, will put you in the next level. Level 13: The Train Station Time Period: 1944 Enemies: 30 Difficulty: Easy A train tunnel proceeds ahead of you, occasionally popping out into the clear, where guards patrolling the overpasses will fire at you. Take the tunnel until you arrive at a quaint train station with a large doorway. Off to your left, the tunnel continues, but it soon dead-ends at an overlook. Inside the train station, a room to your left holds some useful power-ups. Down the stairs, you'll come to a fork, but either way down takes you to the next room. The enemies you find there will pursue you up the stairs, so you can retreat and ambush them if you wish. Read the note in the train station for a clue to your level objective - find the quantum receptor piece. In the room with the pair of train cars, follow the tracks down the tunnel until you come to an arched hallway to your right. At the end of this hallway are some stairs leading downward. At the bottom of these stairs is a long grey hallway that arrives at a very dark dead-end; in the dark sits the golden key. Return with the key to the exterior of the train station. Between you and the train car is a stairway leading down. Go down and take a right, where you will find health and armor. Continue in this direction, and you will find yourself at one end of a long grey hallway. This hallway wraps around a large underground hangar, through which train tracks run. Use your rifle to clear the upper hallway before taking on the enemies who patrol below. Along one wall of the hangar, mounted on a pillar, is a push-box at a little above eye level. Touch the button to open the wall panel to your right (you need the golden key to accomplish this). Just inside is the fifth quantum receptor piece. Arm yourself with a machine gun and leap into the hole just past the piece to advance to the next level. Level 14: U-Boat Bunker Time Period: 1944 Enemies: 14 Difficulty: Easy You will begin this level in a dark grey hallway. Following it around a couple of corners, you will find yourself at the head of a steep set of stairs that leads down out of sight. Although killing the enemies below you is fairly easy, it is difficult to fend off the others who spawn behind you once you have descended to the third landing. Walk carefully down these stairs - it's a long way down. Charge down the stairs, clearing them with your machine gun, and you can either trap your pursuers on the stairs or ambush them if they manage to maneuver down to you. A short hallway will bring you to another set of similar stairs. This time, no one will spawn behind you, so you can take your time getting down them safely. Use the rifle liberally as you descend. At the bottom, exit out the hallway to get to the next level. Level 15: U-Boat Pen Time Period: 1944 Enemies: 15 Difficulty: Easy In the darkness near your starting point is some health that you might miss unless you turn on your infrared goggles. At the top of the ramp are machine gunners, who are best defeated using the rifle as you back down the ramp toward where you began. The hallway leads to a large open area that has a long pool of dirty water in it. Kill the guard across from you without jumping down into the water. At the far diagonal end from your doorway are other guards. Zoom in and kill them from this same side of the pool. Once they are gone, comb the area for power-ups and ammo, then proceed out the door at the far end. A small set of stairs lets you climb from the pool onto the far walkway. Jump into the pool and swim to the ladder that lets you up the other side. The hallway leads to a bar across the way, beyond which is a fall to a pool of water. Jump into the water and swim through the tunnel at the bottom of the pool. The room you emerge into contains a U-boat (a submarine). Both sides of the room contain walkways that are guarded and linked by a glassed-in room at the end of the docking bay. The windows are breakable, and inside them are explosive canisters. Swim beneath the sub and emerge on the other side, at the far end from the windowed area. Sink down and kill the guards that are on the opposite side of the sub on the lower walkway. From here, you can pick off the guard on top of the sub and the guards who arrive on the walkway above you. Once you've accomplished this, climb the stairs to exit the water, get up to the upper walkway, and go around to the exit to the next level. Level 16: V2 Factory Time Period: 1944 Enemies: 28 Difficulty: Medium You emerge immediately into a courtyard that is ringed by walkways. Cross the yard and exit out the opposite hallway. This hallway brings you around to a room full of crates. A set of explosive canisters to the left will help you clear this room of enemies. Continue out the opposite hallway, using your infrared to kill enemies and gather power-ups. Watch out for explosive barrels in one corner. Head up a few stairs, and you will be in a room that contains two rockets. If you cross the room and go up the stairs, you can circle around the room on a walkway (crouch to get past the machinery). On the walkway are several power-ups, and a Panzerfaust. Terminate several enemies at once by aiming for the explosive barrels. Run out the hallway into which the rocket on the floor is pointing. This hallway will take you around to a pair of stairways that lead up. In the hallway at the top, you soon arrive at a junction. Taking a right or going straight will bring you to a small platform overlooking a rocket. The platform contains power-ups. Taking a left at the junction will send you across a walkway underneath which you earlier traveled. It is possible to fall into the crack between the walkway and the ensuing hallway, so take care. You will soon emerge onto the circular walkway above the first courtyard you entered as the level began. An elevator lifts you to the third level, where a hallway will take you to the level exit. Level 17: City Ruins Time Period: 1944 Enemies: 38 Difficulty: Medium You find yourself in a burned-out building as this level opens. The entrance is guarded, but your rifle will easily remove this threat. Outside is a manhole with the cover removed. Go out the obvious hallway, instead, watching for enemies to attack you from behind when your progress down the hallway is sufficient. You will soon enter a courtyard with a raised pedestal in the middle. Stairs lead up to the top of the pedestal where not only a key sits, but also the final quantum receptor piece. Guards in the surrounding buildings can be removed with a rifle, but beware attacking dogs, if you zoom in. Plenty of guards protect the key and receptor piece. Make sure you have plenty of ammunition. Across this courtyard is an alcove with a narrow opening that lets you exit this area. Some guards will attack through this opening, but you can ambush them while remaining in the alcove. Run down the narrow opening, but pause at the exit to kill the guards. Start by killing one of the guards who sits up in the windows of the building across from you, as they are the most difficult to hit. A ditch runs through this area, and you should jump into it and swim its length. A right-hand turn during your swim will return you to the starting area, and swimming straight will bring you to a new open area. Find the steps and climb them, guns blazing. Exit this area by using the dark hallway in the corner. To your right is the golden key door. By using your false papers, you can take a left here and run up the stairs that lead into the building in the center of the next very heavily guarded area. At the top of the stairs is a pile of power-ups. If you run your heart out, you can make it up there, collect the goods, and return to the golden key door, escaping in the nick of time to the next level. Level 18: The Duel Time Period: 1944 Enemies: 4 Difficulty: Easy A few seconds after this level begins, the far wall will crash down, and a tank will back out of the hole, accompanied by a group of machine gunners. If you have a Panzerfaust, quickly arm yourself with it and fire a shot at the tank. The tank won't last long if you have the Panzerfaust. All the soldiers will die. Fire three more shots into the tank (or hit it with hand grenades) as it backs up. When it becomes stationary, it will suddenly become dead as well (consider it a bug). Exit out the hole the tank makes to move to the next level. If you don't possess a Panzerfaust, head to the right immediately and find one, along with some rockets, resting behind the broken wall. The wall will also provide some moderate cover against the tank and the soldiers. Follow the preceding procedure and eliminate the guards and the tank as quickly as possible. Level 19: The Time Machine Time Period: 1944 Enemies: 23 Difficulty: Medium Don't bother to conserve ammo on this level, as the next level will begin with you armed only with a knife. Straight ahead is a crate with a book on it that you should read. On the floor here are many power-ups, and a series of guards will harass you as you pick them up and ascend the stairs. Your progress should be swift if you use the machine gun. Descend the far side and walk into the brightly lit hallway. Around the corner are heavy machine gunners, who can be dispatched with a well-timed Panzerfaust shot. You will see two glass-floored rooms ahead of you, ringed above by walkways. Zoom in and kill the guards in the far room, then run to the small connecting hallway to kill the guards above you on the walkway. Don't waste time against the heavy machine gunners. Knock them out with your own heavy machine gun or use the Panzerfaust if you have some ammo left. Climb the steep stairs and traverse the walkways. A hallway will bring you to the next large area, which features a large piece of machinery with stairs wrapping around it. Climb the stairs to the walkway that exits the room. The walkway turns into a hallway that brings you to some stairs. Heavy machine gun in hand, run up the stairs and keep going straight. Blaze away, continuing to run around the gigantic machine that sits in the center of the room. Diagonally opposite the stairs you came up are some stairs leading down. Go down them and take a right. A lift at the end of this hallway will bring you to an upper walkway, which itself takes you to the center of the time machine. The machine will send you back to the future and the next level. Level 20: The Future Time Machine Time Period: 2093 Enemies: 27 Difficulty: Medium Ahead of you is a switch that operates a lift that takes you down to the main floor. Circle the time machine, gathering all the power-ups you see. In the far corner is a stairway leading down, where you can pick up some weapons. Take a lesson from the twitching dude and don't touch the panel that is having electrical issues. Beside him is your first futuristic weapon. Use your newly acquired laser pistol against the biocyborgs - they'll drop another cell of ammo. Nearby are two narrow staircases, one leading up and the other down. The up staircase brings you to some ammo. Downstairs, you will encounter some guards and more stairs leading down. Going down these, you will emerge into a futuristic area. A small alleyway leads from this area - you reach it by taking a right as you enter the area and then another right. Crossing a courtyard diagonally, you will find a lift that will take you to the second level. Up here is the golden key that you must bring back to the first area. The golden key door sends you to the next level. Level 21: Time Machine Facility Time Period: 2093 Enemies: 20 Difficulty: Medium Be ready because you will come under instant assault. If you survive, you will find quite a bit of health here to restore you. Around the corner, the first courtyard you will encounter contains several guards, a door, which requires the silver key, and a walkway above you. The walkway is accessible via two lifts and a pile of crates. One lift brings you to the highest point in the room, where there is health. On the floor of this room is a helmet that will protect you from biological waste. Jump over the short wall nearby and go down the ramp to the nasty liquid behind the pipes. Put on the helmet and jump into the liquid. Swim beneath the obstacle and pop up on the other side. Another biohelmet rests here, but don't pick it up yet until you're ready to head back. This room contains the silver key. Look for the biohelmet positioned just adjacent to the toxic, purple goo. If you take either lift to your right or left, you will be brought to the upper walkways. The switches up here release explosive barrels into the area below. You may use these barrels to help you clear the area of enemies. Pick up the second biohelmet here and return. If you don't use the helmet, the toxic sludge will take around 75 points of health - if you hurry. Take the lift up to the walkway and enter the silver key door. At the bottom of the ramp behind the door is a left-hand turn. The turrets at the far end of the room you look into can be taken out safely with the rifle. You enter the room through a half-pipe that is identical to the half-pipe you exit from. This other half-pipe leads to the exit. Level 22: Underground Channels Time Period: 2093 Enemies: 25 Difficulty: Medium The exits to the starting room are across from you. The tube on the left hits a dead-end, while the one on the right takes you to a set of staircases that lead down. At the bottom, you will find yourself in a maze of pipe-lined walls. Your first left takes you to power-ups, while your second left takes you to death. Take your first left, then turn around and proceed down the hall. You will be ambushed at the next junction, so be ready. One option is to simply run for it, strafing back and forth as you flee down the hallway straight ahead into the next room. A couple of guards on the metal stairways in that room are your only obstacles. Before your pursuers get some shots in, escape down the stairs and into the tunnels. Take the tube on the right as you enter the underground channels. The tunnels all meet at right angles and are guarded by turrets. To kill the turrets most effectively, crouch beneath the water and use your crosshair to help you shoot the turrets from below the surface. Enemy soldiers also have a tougher time hitting you if you are crouched below the surface, so keep this tip in mind. There is a flamethrower and ammo within the maze of tunnels, but the exit is close by the entrance: simply take your first left and proceed straight into the next area. Where the tunnels widen out, prepare to be ambushed from both directions. The first tunnel on your right is the way to proceed. It is guarded, but if you keep your distance and use your laser pistol (along with your red crosshair to guide you), you will easily win. Jump into the water and find the two pipes that lead from the pool, near the bottom. The pipe on the right leads to a new weapon, the sub-automatic assault rifle, and the pipe on the left exits the level. Level 23: The Sewers Time Period: 2093 Enemies: 14 Difficulty: Easy You begin this level still in the sewer pipe, but a chimney a short distance ahead will let you replenish your breath. When you emerge from the pipe, you will be under water in a pool in a large room. Across the pool from you are stairs that let you climb out. Climb them, turn left, kill the guard, and find safety in the hallway straight ahead of you. Staying to kill the pool guards is a waste of ammo. Instead, go down the hallway to the huge black door and go through it, letting it close behind you. The door at the very end of the hallway leads to many medpacks and other power-ups. The guard in this next hallway can be ambushed with your knife. Kill him and proceed through another huge black door. At the far end of the next hallway is a turret, which you can dispatch with your laser pistol. Several guards will tumble out of a hallway to your right and attack you. The ramp down which they come leads to a large room with metal stairways that lead to the exit. Before you exit, you may continue straight down the hallway until you arrive at the walkway above the pool. The many power-ups there make the trip worth it. Level 24: Kraftwerk Time Period: 2093 Enemies: 48 Difficulty: Hard Straight ahead is a large courtyard patrolled by droids, so go to your left first. You will quickly enter a room from which extends a system of hallways. Enter them and take your first left. The hallway will turn to the right, then come to an intersection. A left will take you into a room full of crates, health, and ammo. Return to the intersection. Take a left and enter a pair of large rooms separated by windows. The far room contains a pit full of toxic liquid, but a protective power-up lies beside the pool. Grab the power-up and then the Gehenna weapon that lies in the liquid. This weapon is your best defense against droids. Once you have the weapon, try to escape the room without using ammo up on the droids. Leave the room and take your first left, then your next right, which will put you in a long hallway that leads to the starting position. Once there, go out into the courtyard and take a right into a smaller courtyard. An exit to the left takes you to an elevator, which leads up to a system of metal walkways. The hallway that heads back into the building leads to a walkway above the big courtyard, upon which the plasma launcher sits. Crouch as you crawl to get it to avoid enemy fire. Kraftwerk, one of the largest levels in the game, requires good skills against the heavy combat droids and a good memory about the location of the blue door. Jump back down to the main courtyard and take two lefts, bringing you back to the elevator you just used. A button on the wall beside it opens the hangar door across the courtyard. Go through that door and proceed down the hallway to the lift at the end. Ride it down to another hallway. At the end of this hallway is a room full of computer monitors. The blue key is on the floor. Go back to the lift and make your way to the main courtyard. Take a left and go back past the starting position. Continue to the system of hallways. Go straight down the long hall and take your third left. Proceed to the elevator that brings you to the blue key door. Beyond this door is a hallway that takes you to an open area surrounding glass windows. The silver key is on the floor in this area. Break the glass and jump inside, then slide carefully to the floor below. You will now be in the computer monitor room. Return to the courtyard via the elevators and hallways. Once there, ride the elevator to your right up to the top. Proceed through a hallway and down some stairs until you arrive at the silver key door. If you like, jump down through the floor where the pipes disappear for a secret area containing a few items and power-ups. Past the silver key door is the exit to the level. Level 25: Droid Factory Time Period: 2093 Enemies: 35 Difficulty: Hard The starting room contains a pool, and a large hallway leads from it. This hallway takes you to a vast room that contains large machines. The left-hand wall contains two exits that take you to a tall room that has two lifts. Lower one of the lifts, then push the button and run onto the lift before it raises. Ride it to the top. A short hallway exits the walkway you find yourself on. Turn to your left and get the mind-control weapon from its shelf inside a glass display case. Looks like they won't be needing the mind-control gun - so take it for yourself! Use night vision or infrared to battle your way around the dark, narrow hallway to the stairs that lead up into the open. A spaceship hovers overhead. On the surface, you will find an identical stairway heading down. Go down the stairs and through this hallway. It takes you to a set of stairs that goes up to another hallway. At the end of the hallway, you will be on a walkway that crosses the area you were just in. Cross it and take the next hallway to a wide-open chamber that houses a giant robot. The floor is heavily guarded, but you can run up the nearby stairs and avoid getting into a fight. Grab the health and armor at the top, go around the walkway, and continue climbing until you reach the top. The golden key is up here. Take it and climb back down. Kill the guards down at floor level, using the crates that litter the floor as cover. The golden key door is on one wall, and it exits the level. Level 26: Computing Center Time Period: 2093 Enemies: 35 Difficulty: Hard You begin inside a glassed enclosure, from which you descend into a computer room. Leaving this room via a hallway, you enter a large room that contains a thick pillar. Use it to shield yourself from enemies as you flee past this room into the ensuing corridor. This corridor brings you to a room with a glassed-in center. A ramp carries you up to the top level. All these areas may be bypassed without a fight. At the top, exit via a corridor and make your way to a system of catwalks that overlook the thick pillared room you ran through when you began the level. A corridor on the far side will end in a room lined with keyboards. Diagonally opposite the entrance is your exit. Experience deja vu as you make your way through a duplicate set of rooms. Take cover behind the pillars when fighting the heavy combat droids. At the far end of the last room you enter is a door that opens vertically. It opens when you press the button to its left, and behind it is yet another set of those rooms you've been walking through. Keep going until you enter a room that has four glass cabinets, each containing a multitude of power-ups. Ask yourself why you've just been granted a lifetime supply of ammo as you proceed into the white alcove at the end of the room. Take out the Gehenna as you go up the lift. Up here, you will be running through the second stories of the similar-looking rooms you ran through below. If you run low on Gehenna ammo, remember that you can bypass droids by hitting them with your mind-control weapon. The sequence of second-level rooms will bring you to a walkway that circles around a contraption, which has red electricity zapping from it. On the opposite side of this room is a short hallway to another room that contains the exit. Level 27: City in the Clouds Time Period: 2093 Enemies: 55 Difficulty: Medium Walk into the room you are facing and take a left. Take two more immediate lefts and hop onto the elevator, activating it with the button beside it. At the top, circulate around the upper walkway, collecting power-ups. Then proceed out the dark hallway and take a right. Though the city in the clouds appears massive, the level shouldn't take you long to conquer. Use your mind-control weapon on droids and your plasma launcher on the female cyborgs as you take your first left. Then, run down the hallway to a T intersection (the golden key door will be on your right at the T intersection). Take a left into a large room with a couple of glass walls. An elevator in this room lifts you to a walkway. Circle around the walkway to find the golden key. Return to the elevator and jump down. Turn right and exit. At the far end of the hallway is the golden key door. Once it opens, take cover immediately behind the crates to your left and kill the enemy guards from there. An exit in the far right corner of the room takes you to the next level. Level 28: The Spaceport Time Period: 2093 Enemies: 24 Difficulty: Hard Your starting room is cluttered with crates. A lift in the far corner takes you to the upper walkway. Up top, proceed to the far wall and take a right into a hallway that takes a quick right. Take this hallway until it turns left into a hangar in which a spaceship is parked. At the far corner of this room is a doorway that exits into a hall. The hall turns right and heads into a small room that holds several crates. The next room is a sort of warehouse with an exit on its far side. The room is filled with cyborgs, who are best fought by using the mind-control weapon on the droid who guards the entrance. Use the droid to cover you as you enter the room and use the assault rifle on the cyborgs. The huge spaceship looks intriguing, but it's not the ship you'll be taking up to the flying fortress. A hallway exits out the far corner of the warehouse. Ride either of the elevators to your right and left as you enter the hallway. They take you to the walkway that overlooks the warehouse floor. At the end of the walkway, just after you get the health and armor, turn to your right and leap onto the crates, so that you won't get hurt as you return to the main floor. The next room is also littered with crates, and it opens at the far end onto a platform under the night sky. On this platform is the golden key. Get it and retrace your steps to the small room nearby that contains a grey door marked Eingang. The golden key opens this door, which leads to the exit to the next level. Level 29: Docking Bay 94 Time Period: 2093 Enemies: 19 Difficulty: Medium Head into the first room and take a left, which leads into a very long hallway. At the first junction is the golden key. Straight ahead is a room guarded by a droid and turret. Take them out from a distance using the laser pistol or sub-automatic machine gun. Find the blue key to activate the transport up to the mothership. Now, enter the room they were in. This room has sloping glass walls, and overhead is a glassed-in walkway. To avoid a huge fight in the room below you, run up the far right girder, shoot a hole in the walkway's glass, and jump inside. Proceed down the walkway, which takes you to a control room that houses the blue key. Turn around and go back to the walkway, blowing apart another pane of glass, so that you can leap again to the sloping girder. Once on the ground, head down the hallway and take a right. This brings you to a wide-open area in which a small spaceship rests. Enter the ship and push the button. This ends the level. Level 30: The Flying Fortress Time Period: 2093 Enemies: 30 Difficulty: Hard You begin in a heavily guarded hangar in which several spaceships are docked. Escape it as quickly as you can and use the mind-control gun on the droid that guards the exit hallway. Enter the small, dark hallway system that lies straight ahead and take a right. At the T, take a left, then your next right. You will be looking down a hallway that is lit with green lights at its far end. Use the plasma launcher to kill the turrets that are strewn throughout subsequent hallways. Apart from turrets, don't bother to kill enemies from here 'til the end, unless a few cyborgs get in your way. The greenish hallway leads to a long blue tube that overlooks a courtyard. Take the tube to its far end and jog to the left until you enter a large open room that is divided in two by thick walls. The exit is at the far end of this room. The mind-control gun works best against the three spider robots. But if you're out of mind-disrupter ammunition, you best conserve ammo for your Gehenna or plasma launcher. Take a right turn in the hallway and enter a blue room that contains several large chairs. A large doorway positioned on your left opens when you touch it. Enter and ride the elevator up, killing the guards at the top. Continue until you see the jetpack sitting on a walkway. Pass through the nearby door and summon a lift from far below by hitting the button on the wall. Ride the lift down to the final battleground. This final arena has three hangar doors on the far wall. A button on that wall opens all three doors, letting giant spider robots out. These robots die most easily if you have saved a couple pieces of ammo for your mind-control weapon, but you can also kill them with the Gehenna. Each spider holds a key that opens a door at the far end. Enter those doors and finish the game by walking near the monument in the room beyond. End of Game