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Stage 6 – Everything We Worked For
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(WARNING – For this stage it is advised that you have multiple saves at
different points to avoid a possible glitch that may happen during the boss
fight at the end of this stage. If the glitch happens, you can reload one of
your current saves before the boss battle and try again.)
Mission Objective – Enter the Fusion Tower and stop the fusion process.
There is a Field Medical Pack, some pistol ammo, and a Psi Rejuvenator to the
right. An MP2 will destroy the bridge so you can't get across. The best
thing to do at this point is take control of the front MP2 with MC, and use
him to get rid of the others. (4 MP2's in total). To get across the bridge,
you can TK surf on a broken piece of the bridge or simply get on the pipe on
the right side and jump across. There is another Field Medical Pack on the
left side up ahead. Go through the door on the other side.
(2 x Health power-up, 1 x Psi power-up, 1 x Pistol ammo)
In the next room, grab the pistol ammo, Psi Rejuvenator, and Field Medical Kit
(up high). Go down the stairs on the left. The area below has some electric
floors that you will have to deal with...let's try throwing that guard on one
and see what happens, shall we? The generators on the side will blow up each
time a guard is incinerated on the electric floor next to one. There should
be a total of four MP2's that will come through the door. The wooden
platforms on the right side can be TK surfed on if you run out of guards.
Either way, go through the door up ahead.
(1 x Health power-up, 1 x Psi power-up, 1 x Pistol ammo)
Go down the ladder and collect the Psi Rejuvenator and Field Medical Kit. Go
all the way up the ladder and through the door.
(1 x Health power-up, 1 x Psi power-up)
^^^^^^^^^^^^^^^^^^^^^^^
Fusion Accelerator Area
^^^^^^^^^^^^^^^^^^^^^^^
I thought I might highlight this area since it is rather hard your first time
through. This next area will have you going from room to room flipping
switches while avoiding an electric current.
Kill the MP2 or MC him and have him go out the door to the left for some extra
fun. Flip the switch on the left. There is a Psi Rejuvenator behind the
tank. Open the door and wait for the electric current to go by, and then
quickly dash toward the right and stand next to the worker. After the current
goes by again, run to the door up ahead (It will be marked K4).
(1 x Psi power-up)
Dispose of the MP2 and get the Field Medical Pack on the right and pistol ammo
on the left. Now flip the switch in the back. Open the door and get ready to
run again.
(1 x Health power-up, 1 x Pistol ammo)
Run to the right once the current has passed and get in the corner area
against the left wall. There will be some pistol ammo here. Wait for the
current and run to the next room that is marked K3 above the door.
(1 x Pistol ammo)
There will be an MP3 waiting in this room. There is a Field Medical Pack
against the back wall and a Psi Rejuvenator off to the right. DO NOT PULL THE
SWITCH YET! The switch in the room to the right of this room must be
activated first. After all 4 switches have been pulled the door in the back
will open. MC the worker and have him do this risky deed of pulling the third
switch.
(1 x Health power-up, 1 x Psi power-up)
Open up the door, wait for the current and run to the right. Get in the open
space on the left and wait for the current, and then get to the next room
(labeled K2). Pull the switch on the left and release MC. Now pull the last
switch in the room you're currently in to unlock the door and stop the
electric current. Use this chance to go back and get the item outside the
room if you want (Field Medical Pack). Only problem, the MP's are out in full
force in the middle area now that the current is gone. Go through the newly
unlocked door.
(1 x Health power-up)
{There is an additional strategy for the Fusion Accelerator Area in the
Additional Strategies section}
Go down the ladder if you want to collect a secret item (See SECRETS section).
Go all the way up the ladder and through the door.
(1 x Evil Garden Gnome)
There is a Field Medical Pack on the right as you enter the next room. This
room has a worker in the control room above and an MP2 below the control room.
I usually MC the MP2 and have him kill the worker to prevent him pressing the
alarm. Either way, get up to the control room by going up the stairs on the
side. Press the red switch in the control room to release some chemicals on
the conveyor belt below. There is a Psi Rejuvenator next to the chemical
storage. Go through the bottom door on the right.
(1 x Health power-up, 1 x Psi power-up)
There are a total of five MP2's in this room. MC them one by one, and have
them jump into the blue liquid. One of them is on the second floor. They can
be "fished" out with TK and drained later. Use the stairs to go up to the
second floor to get a Field Medical Pack and some Pistol Ammo. Grab a vial of
the green chemical with TK and throw it against one of the side gates to
destroy them. Go toward the control room. An MP2 and an MP3 will ambush you
on the way. The worker in the control room poses no threat so do what you
will with him. There is a Field Medical Kit against the back wall of the
control room. You can activate the right and left switches on the side and
then press the red button to lower the platform on the outside into the blue
liquid. Go through the door in the back and go straight. (Note: Another way
of getting across to the other side of the blue liquid is to MC the lab worker
through the glass, and make him pull the switches described above. Release
MC, jump on the platform, and jump to the other side right before it lowers
into the pool of blue liquid).
(2 x Health power-up, 1 x Psi power-up)
(Thanks to faqsimile for the different method)
After the cutscene you will be swarmed by MP2's. PK is highly recommended.
Stand in front of the door and PK each one as they come through. Try to keep
the burning MP2s' bodies near the door so the others will take damage as they
enter. When that is all taken care of, grab the keycard for the Armory and
the Field Medical Kit and Psi Rejuvenator. Go through the door. Go through
the next door to the right to trigger a cutscene.
(1 x Health power-up, 1 x Psi power-up, 1 x Keycard)
Two burning MP2's will charge you after the cutscene. Use the metal crate on
the right to take them out quickly. TK them back if they get to close.
Another MP2 may join in from behind. Shoot out the camera up ahead if it
spots Nick. Turn around and go down the hall. There is a gun turret up
ahead. Use the metal box as a shield to get past the gun turret (Use TK on it
and hold it in front you). Go through the door next to the turret.
Use the metal crate on the MP3. Another MP3 with a flamethrower will burst
through the door on the right. Use the crates or a primary weapon on them.
Use the keycard to enter the door on the right. Grab all the items in the
next room including the keycard for the Communications Center.
(1 x Health power-up, 2 x Psi power-up, 2 x Pistol Ammo, 2 x Shotgun, 2 x
Assault Rifle, 1 x Keycard)
Go back past the gun turret (destroy it from behind) and go back to where the
burning MP2's were, on the opposite end of the hall. Two MP2's will try to
prevent you from entering the door at the end of the hall. Use the keycard on
the door. A MP2 will be waiting inside the room. Kill him and he will drop
an elevator keycard for the top floor of the Fusion Tower. Grab the keycard
and the Field Medical Kit and leave the room.
(1 x Health power-up, 1 x Keycard)
Mission Objective – Use the elevator and stop the fusion process.
Go to the elevator. It is about midways down the hall before you get to the
gun turret. Get in and go to Floor 99.
Step out into the hall. The areas to the right and left are not necessary in
order to advance any further. Go through the door in front of the elevator if
do not need any extra power-ups. There is a Psi Elixir and a Field Medical
Kit on the sides of the door.
(1 x Health power-up, 1 x Psi power-up)
Go to the left and into the room at the end of the hall for some extra item
pickups.
(1 x Health power-up, 1 x Psi power-up, 1 x Sniper Rifle, 2 x Pistol Ammo, 2 x
Assault Rifle)
Pick up the Sniper Rifle and head to the room on the right side of the hall.
Stand in the distance and destroy the gun turret on the ceiling in the room
ahead. To the right of the open doorway is a Psi Rejuvenator. There is a
metal crate on the side inside the room with the turrets that can provide some
protection as you run toward the door to the computer room. The computer room
has plenty of items stashed away in it: a Field Medical Kit and Pack and 2 Psi
Vials, and a secret item in the corner. Take out the remaining gun turrets
from the back. Go through the door in front of the elevator in the middle.
(2 x Health power-up, 3 x Psi power-up, 1 x Evil Garden Gnome)
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Boss battle – Marlena w/Fusion Reactor
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(Note: If the canisters do not rise up from the middle rack then you have
been glitched! Restart from a previous save or try your luck with the
Additional Strategy section to move further.)
First of all, there is a Psi elixir and a First Aid Kit on each of the two
sides of the room (up the stairs). In order to beat Marlena pick up a
canister from the rack of canisters in the middle of the room and throw them
at the front gun of the fusion reactor. The gun has two attacks. Either it
will shoot out a laser ray or it will shoot out a burst of laser shots
rapidly. Both of the attacks can be avoided by circling the room. Once the
warnings start to go off, head to the back of the room. Red shields will come
out of the ground. Stand behind either one of the shields to avoid the big
burst of fire that will engulf the room. This attack will instantly kill you
if you're not behind a shield. After the burst of fire, she will do two laser
attacks and then another burst. Keep grabbing canisters with TK and throwing
them at the gun on the front of the reactor and she should be taken care of in
no time. Guns do nothing for this battle.
There is a safe spot where the laser cannot hit Nick. In the back of the rack
of canisters, in front of Marlena, duck in the middle, and the laser will not
be able to hit you. See diagram.
M = Marlena
X = Safe Spot
C = Canister
E = Entrance
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| M |
| |
| X <------ safe spot (duck here)
| C|C |
| C|C |
| C|C |
| C|C |
| |
| --- |
| / \ |
| \ / |
| --- |
| |
| |
| E |
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(Thanks to Fanatic for the safe spot)
If the generators on the two sides of the Fusion Reactor are hit enough times
with PK, it will cause the Fusion Reactor to overheat. Overheating the
reactor will stop all of its attacks for a short while and give you an
advantage over this fight.
{There are additional strategies for this part of the boss battle in the
Additional Strategies section, including a glitch strategy, just in case the
glitch happens}
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Boss battle – Marlena Kessler
=============================
The canisters are still basically the only way to damage her for the second
time as well. She has many attacks during the second fight. She can make a
fiery twin of herself and have it chase after you. It causes an explosion if
it runs into you. Throw a canister at the twin to take care of that problem.
She also shoots out a burst of fireballs that can take you down in no time if
you do not avoid them. Duck behind one of the obstacles in the room to escape
this attack or simply keep moving. Another attack is a big fireball that
causes an explosion when it hits the ground. If you get to close to her she
will do a flame tornado that will knock you off. She also has a kick move
that she only uses up close. Be sure to stay away from her, keep moving and
keep tossing canisters with TK. If she is near the canister rack, shoot one
of the canisters and it will most likely hit her. If she is too close to a
canister while attacking she can accidentally destroy it and cause damage to
herself.
(2 x Health power-up, 2 x Psi power-up)
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