Noah's Ark
This has been labeled a complex level, and probably
rightfully so. To summarize it, however, it is pretty
basic. You have gained significant experience and
confidence to this point, so the fleet feels you are ready
to whip some GAT ass. You will single-handedly eliminate
the GAT threat on Kronos, destroy the transmitter they've
built on the orbiter pad, and de-activate the self-destruct
sequence. Pretty simple, right?
You start off in the transmitter room next to the shuttle
bay, exit through the only door
The next room contains the Science Lab lift as well as a 2x
recharge (the lift is currently inactive)
Exit the other door in the lift room and use the terminal
and save buffer in the next room (as well as collect some
ammo)
Move on to the Control Room (prepare for an ambush)
Take the turbo lift down to the bottom, and take the
corridor to the storage room (use the switch on the wall to
turn on the lights)
Take the door on the left to the airlock room, and turn on
the lights in that room using the switch
Enter airlock 5A, activate the compression switch, then
exit out the other side to do your space walk
Space walk over towards the left, and float up behind the
metallic harmonic balancer (the blinking thing) to discover
the entrance to the orbiter pad
While the troops there don't suspect anything yet, fire a
missile or two into the crowd (that ought to stir things
up)
Now float up and down as you take some more cheap shots,
and when there's only a few left, go ahead and jump in and
battle them with your Dachron
There will be one switch showing, so flip it, and it
reveals a 2nd switch, then flip that one, and the final
switch is revealed
Flip the final switch and the orbiter device is activated,
and the center pad is eventually separated from the ship
Head back to the airlock, decompress, and re-enter Kronos
Back in the storage room, climb the crates and enter the
geoffries tubes through the vent in the wall
At the first T intersection, go straight, and at the second
T take a left and enter the Simulation Lab
Head west to the Science Lounge and flip the switch there
to activate the Science Lab lift
Head back through the Simulation Lab to the Krono Library,
the brigade troops arrive, now head back to the Simulation
Lab and activate the switch on the far end (near the
Science Lounge)
Lay low while the brigade kill off the crazed prisoners,
then head back into the Kronos Library for a serious
education
Go through the door in the east wall to enter Main Science
Lab, and again let the brigade fight off the GATs (I'm sure
they'd appreciate your help)
Towards the right you'll find some experimental eggs, break
these eggs and grab the self-destruct deactivation card
Head back to the Science Lounge, go down the dark corridor
to the Science Lab lift and take it up to the top
Save your game when you see the save buffer, then head out
to the open area for some GAT fighting
Be sure to clear out both observatories and the
communications console room
Opposite the door to Observatory Deck 18B is a vent you can
enter which takes you to the Control Room turbo lift
Take the lift down to the Storage Room and enter the
geoffries tubes again
This time at the first T intersection turn left, and turn
left again
At the corner is the self-destruct deactivation switch, so
use your card
Continue down the corridor to the Power Station room, and
use the terminal in there to exit this level (if the
message indicates you're not done, then you must continue
to explore the ship to kill off any remaining bad guys,
including the laser turret in the Main Science Lab which
you can crush using the switch in the lab)
Eye Candy / Extras
When entering the Kronos Library to activate the brigade,
after reading the terminals, open the door on the backside
of the big column and teleport back to the Storage Room
Head back through the geoffries tubes, and instead of
jumping down into the simulation lab, walk along the ledge
where the switch is, and use a weapon to open up the lab
cages (this way the brigade does your fighting while you
watch from a safe place)
In the Main Science Lab, there are two switches on the unit
that houses the laser turret: the left side activates the
crusher that eliminates the laser turret and the right side
activates the simulation lab doors (same as the switch in
the simulation lab)
Don't forget to grab the phaser paks in the crusher, and
there are some health potions on the sink in the back
Step onto the platform the eggs were sitting on and jump to
the top of the consoles, then jump from there into the lab
cells that are not shielded to collect some plasma ammo
From the windows in the Kronos Library you can see the
Science Lounge (and vice versa)
From the Control Room, take the turbo lift one level up
from the Control Room and take the corridor to the west to
the shuttle bay console room
Flip the yellow switch to turn on the lights, flip the hand
switch to activate console power, and flip the switch over
the console to activate the shuttle bay door
Note the save buffer across from the hand switch
Collect the ammo in the console room, then take the stairs
down to the shuttle bay to view space (and catch a glimpse
of both observatories)
In the Storage Room, the door in the same wall as the vent
leads to an ammo supply
The other door in the same wall as the light switch leads
up to the control room balcony where you'll find a
terminal, a health potion, and a switch which activates the
missile replicator down in the control room
After entering the airlock room from the storage room, take
the door on the left to a room containing recharge and
oxygen panels
Take the door on the opposite side of the airlock room to
the holding cell area (you cannot enter the cell with the
force field active, but go ahead and try for fun)
Flip the switch on the wall to deactivate the force field,
then enter the cell to read the terminal, collect some more
ammo, and drink a 3x potion
In the communication room by the observatories, walk
towards the back and a ground switch will raise up
Use your fists or a weapon to activate the switch (this
activates a save buffer in the IWC)
In the front of the communications room are two
teleporters, one takes you to the Science Lounge, the other
to the transmitter room where you started the level
In the geoffries tubes, when you reach the first T
intersection, turn left, then turn right at the next T, and
you'll discover the IWC closet
In the IWC, there's a terminal on the first console, and a
save buffer on the 2nd console (the 2nd console is not
active until you've flipped the switch in the
communications room)
When you get the final terminal message in the Power
Station, note that the picture of the admiral has a
striking resemblance to the artist who created the music
for EMR