Mercury Meltdown Revolution FAQ by Rikki H. Version email@example.com /\/\/\/\/\/\/\/\/\ *~*Legal Stuff*~* \/\/\/\/\/\/\/\/\/ This may be not be reproduced under any circumstances except for personal, private use. It may not be placed on any web site or otherwise distributed publicly without advance written permission. Use of this guide on any other web site or as a part of any public display is strictly prohibited, and a violation of copyright. If you see this FAQ anywhere other then GameFAQs, let me know via the e-mail at the top of the page. /\/\/\/\/\/\/\/\/\/\/\ *~*Version History*~* \/\/\/\/\/\/\/\/\/\/\/ 0.25 - All stages done up to Electro Lab. Most general information added and some tips for party games stages are done. /\/\/\/\/\/\/\ *~*Contents*~* \/\/\/\/\/\/\/ 1. Intro (mercint) 2. Game modes (mercgame) 3. Scoring (mercscore) 4. Hints and Tips (merchint) 5. Walkthrough (mercwalk) 6. Party Games (mercpart) 7. Unlockables (mercunlk) 8. Outro (mercout) Note: To jump to a particular section, use the search feature and type in the word in the brackets. /\/\/\/\/\/\/\/\/\/\ *~*Intro*~* (mercint) \/\/\/\/\/\/\/\/\/\/ Welcome to my Mercury Meltdown Revolution FAQ. So, like me, you love to roll a big blob of mercury round trays, but you're stuck. Well, look no further, this guide was designed specifically for you. What looks like a really simple game on the outside is actually a rather taxing and sometimes frustrating game. Fear not friend, we've all been in your position. /\/\/\/\/\/\/\/\/\/\/\/\/\ *~*Game Modes*~* (mercgame) \/\/\/\/\/\/\/\/\/\/\/\/\/ MMR doesn't have many play modes, but then, it doesn't need to. Here's what you can find on the main menu: Single Player - The main mode of the game, guide your mercury blob to the goal. Party games - Covered later on in the guide, these are to give you a break from all that rolling about. Extras - Here you can go through a tutorial on how to play the game and then prat around in the playground to see how certain objects work. /\/\/\/\/\/\/\/\/\/\/\/\ *~*Scoring*~* (mercscore) \/\/\/\/\/\/\/\/\/\/\/\/ There are many different ways to score points in MMR, some are more crucial than others to obtain the high score on a certain stage. Here's a rundown of the scoring: Mercury - The more mercury you manage to get ot the goal, the more points you will get. For every 1% of mercury saved, you get 500 points, so if you manage to get 100% to the goal, you'll get 50,000 points. Time - Every stage has a par time. This means that if you beat the stage before the clock in the top left corner runs out, you'll get points. For every second over the par time, you'll recieve 1000 points. Bonus items - Probably the least useful way of earning points. In each stage are a certain number of star shaped items that when collected, give you 2000 points. The problem with these is they're usually out of the way, and make you lose valuable time getting them. They do, however, unlock party games, so it is worthwhile going back to a stage to collect them. /\/\/\/\/\/\/\/\/\/\/\/\/\/\/\ *~*Hints and tips*~*(merchint) \/\/\/\/\/\/\/\/\/\/\/\/\/\/\/ 1. Before you start a stage, press the - button to get a good view of the stage you're on. It's a bad idea to just blindly go into a stage without not knowing what to do. 2. Don't try and beat the par time first time round, take your time and figure out what you've got to do, then go for that high score. 3. If you lose some mercury off a stage, but manage to make it to the goal in time, the mercury that dropped off will still count. 4. There are a number of ways of beating certain stages, all of which I'll list when the time comes. 5. You don't have to achieve each objective in one sitting. You can get the fastest time, then come back and try to get 100% mercury to the goal. You choose what you want to do first. 6. If you mix opposite colours, your blob will turn to grey again, so, for example: blue + yellow green + purple red + cyan Quite handy for some levels. /\/\/\/\/\/\/\/\/\/\/\/\/\/\ *~*Walkthrough*~* (mercwalk) \/\/\/\/\/\/\/\/\/\/\/\/\/\/ So here's the main walkthrough. Before we begin, I'll assume you've gone through the tutorial and playground to get a feel of the controls. Each stage will have a difficulty rating out of 5, with 5 being the hardest and 1 being a walk in the park. I'll also seperately tell you how to get each bonus piece. Ok then, on to the first lab. ------------------------------------------------------------------------------- Astro Lab ------------------------------------------------------------------------------- Nothing too difficult to start off with, these stages are to get you used to some of the later challenges ahead. Be careful on some of the later stages though, as they can catch you off guard. Stage 1 ------- Par time: 55 seconds Bonuses: 1 High score: 52,100 Difficulty: 1/5 With this being your first stage, there won't be much difficulty here, for one, you can't fall off at all, so you're guaranteed to get 100 % mercury to the goal. To begin, move into the spiky wall to split the mercury into two. Get one piece into the red paint shop and the other into the blue paint shop. Join them up and they'll merge into a purple blob. Now move onto the purple switch to open up the first gate. Now do exactly the same again. Split up, change colour, join up, then move onto the yellow switch to open up the next gate. Split the mercury up one last time, then merge to form a cyan blob and move into the goal Bonus 1 - This is real easy to get. When you've merged into a cyan blob, instead of going into the goal, go all the way back to the start of the level and through the filter on the right to pick it up. Stage 2 ------- Par time: 35 seconds Bonuses: 2 High score: 54,100 Difficulty: 1/5 Another really simple level. Just move your mercury onto the see-saw bridge, change your blob into yellow, then move back into the goal, what could be easier? Bonus 1 - To get this bonus, you'll have to go up the slope on the left hand side and carefully head down the other side, watch out, as you CAN fall off here. Bonus 2 - Exactly the same as the first one, just on the other side. Stage 3 ------- Par time: 45 seconds Bonuses: 1 High score: 52,100 Difficulty: 1/5 You may be confused as to what to do first, but it's quite simple really. Firstly, split your blob in two and get one piece to the red paint shop and the other to the green. Merge them to form a yellow blob and hit the switch. Now you may think you have to split into three pieces and merge red, green and blue together to turn back into grey, but this is not the case. Split in two again and take one piece into the blue paint shop, now join the yellow and blue together and the blob will turn grey, easy. Now simply roll into the goal. Bonus 1 - Because it's behind the goal, it'll be easier to pick this up while you're still yellow. If you've turned grey, you'll have to carefully maneuver round the goal to get it. Stage 4 ------- Par time: 40 seconds Bonuses: 1 High score: 52,100 Difficulty: 1.5/5 You can't hang around on those blue blocks, otherwise they'll disappear. The best bet is to time your runs between the crushers so you can simply roll right through them. You do get a couple of seconds before the blocks disappear, so use this to your advantage. The slightly awkward bit is the pusher, but just move to the left and you'll be fine. Bonus 1 - It's behind the goal again, so just take it easy to avoid falling off. Stage 5 ------- Par time: 50 seconds Bonuses: 1 High score: 52,100 Difficulty: 1/5 This is the first (of many) back and forth stages. Basically, you have to make it to the end of the stage, then go back to the beginning where the goal is. So long as you don't rush things, it shouldn't be too tricky. Once you've got to the red paint shop, just head back the way you came. Don't go near the Jacob's Ladder when it's red or you'll get fried. Bonus 1 - It's at the top of a slope halfway through the stage, just roll up it to pick it up. Stage 6 ------- Par time: 40 seconds Bonuses: 1 High score: 52,100 Difficulty: 1/5 Nothing really difficult here. Just stick to the path and you shouldn't have a problem getting ot the blue paint shop. Once you're there, you can go through the filter to go straight to the goal. Piece of cake. Bonus 1 - You can't simply go and pick this up, as there's a slight gap between the crumble block and the stage, so you have to take a run up the see-saw to launch yourself onto the block, then quickly get off it before it disappears. Stage 7 ------- Par time: 40 seconds Bonuses: 1 High score: 52,100 Difficulty: 1/5 Now you're thinking, how can I cross the two blobs over to get them through the filters? Well you don't need to. First, have the blue blob move to the green paint shop and take it through the filter, then move the other green blob onto the blue paint shop and then through the filter. Move the blobs onto the switches, then merge them so they can pass through the cyan filter and into the goal in the middle. Bonus 1 - This is a little tricky to get. Use the launchpad in the green blobs area to get yourself onto the green platform, then follow it round to pick it up. You're probably gonna lose some mercury here, so it's probably best to come back and get the bonus seperately. Stage 8 ------- Par time: 40 seconds Bonuses: 2 High score: 54,100 Difficulty: 1/5 This is another straightforward stage, and introduces ice and slow blocks. Be a little bit careful as you make your way through the stage, as if one half of your mercury is on ice and the other is on a slow tile, it could split in two if you continue rolling forward. Having said that, you shouldn't have too much trouble. Bonus 1 - Right at the start, make your way along the ice to the left and pick up the bonus at the end. Bonus 2 - It's at the end of another ice path and is on a crumble block, so don't hang around on it. Stage 9 ------- Par time: 50 seconds Bonuses: 3 High score: 56,100 Difficulty: 1.5/5 This is where things start getting a little trickier. To start, activate the switch to raise the bridge. Now what you've got to do is press the mercury against the wall on the bridge and keep tilting your remote so the mercury drops onto the yellow paint shop when the bridge raises. Now simply drop down onto the bridge again and fling yourself up the ramp opposite into the goal. Bonus 1 - This is to the left of the yellow paint shop, easy to get. Bonus 2 - Make your way carfully along the path and you'll pick this one up on the way Bonus 3 - Take care not to go too slow along the final bit of path, as there's a slight ramp between you and the last bonus piece. After it's picked up, you can drop down and head to the goal. Stage 10 -------- Par time: 45 seconds Bonuses: 4 High score: 58,100 Difficulty: 1.5/5 This is a fun old stage. From the start, make your way along the path and drop onto the halfpipe. Pick up enough momentum and hit the green paint shop. After this, drop down onto the path below and follow it round, using the green wall to your advantage, until you reach the goal. Next. Bonus 1 - Before you head along the path, carefully squeeze through that tiny gap to your left and the bonus is there. You'll probably end up losing some mercury getting this one. Bonus 2 - It's on the opposite side of the halfpipe to the paint shop, just pick up enough speed and nab it. Bonus 3 - Another fairly tricky one. Instead of dropping onto the path from the halfpipe, you have to drop onto the green wall and follow it round. The bonus is at the end. Bonus 4 - Carefully maneuver round the goal and the bonus is on the other side to it. Stage 11 -------- Par time: 55 seconds Bonuses: 1 High score: 52,100 Difficulty: 1/5 Another fun stage. Drop down onto the path then use the conveyer to go up to the green paint shop, then drop down and go through the filter. Do the same again, but be sure to move the mercury with the conveyer or you'll fall straight off. Finally, head up the next conveyer and fling yourself across to the last one and into the goal. NOTE: if you tilt away from the conveyers, your mercury will fall off. Bonus 1 - As you go up the conveyer where the blue paint shop is, drop to the right and you'll nab the bonus as you fall. Shortcut - You can actually skip the first paint shop entirely. Get halfway up the first conveyer then fling the mercury over the filter. Stage 12 -------- Par time: 45 seconds Bonuses: 3 High score: 56,100 Difficulty: 1/5 This may seem daunting at first, but it really isn't. All you have to do is enter each filter then enter the paint shop until you come back to the goal. Bonus 1 - It;s right behind you, and supposedly suspended in mid-air, but trust me, head for it. You'll find it's actually on a forcefield, very crafty. Bonus 2 - As you go through the first blue filter, it's on the corner, you can't miss it. Bonus 3 - On the opposite side of bonus 2. Stage 13 -------- Par time: 35 seconds Bonuses: 3 High score: 56,100 Difficulty: 1.5/5 For this stage, you need to move your mercury along slanted paths. The best way of doing this is to always hug the green wall, that way, yuo shouldn't fall off. Keep heading along the path into the goal. Bonus 1 - Head to the left at the start and pick it up before heading on. Bonus 2 - You'll pick this up along the way to the goal. Bonus 3 - Pick this up just before going into the goal. Stage 14 -------- Par time: 35 seconds Bonuses: 1 High score: 52,100 Difficulty: 1.5/5 I actually got a little bit confused as to what to do here at first, but it's actually simpler than it looks. Get the green blob to drop down and merge it with the red. Now before you step on the switch, make sure you're aligned with the wall, as you'll activate a repulsor that'll fling you up it and onto the platform where the green blob was. If you're not straight you'll just go flying off the stage. When you're on the top platform, simply roll into the goal. Bonus 1 - Pick this up after merging the two blobs together. Stage 15 -------- Par time: 35 seconds Bonuses: 2 High score: 54,100 Difficulty: 1/5 Seeing as you can't fall off here, it makes this stage a lot easier. A word of warning, do NOT join the blobs up, or you won't be able to complete the stage. First, move the red blob to it's goal, then move the yellow blob into it's goal and the red blob should roll back to the red goal by then too. Bonus 1 - Before getting the red blob to it's goal, get it to pick it up Bonus - Do the same as bonus 1, but use the yellow blob instead Stage 16 -------- Par time: 1:25 Bonuses: 2 High score: 54,100 Difficulty: 1.5/5 This can become a frustrating stage, because to begin with, you can't lose ANY mercury, not one bit, if you do you fail instantly, so take things nice and easy. First, step on the switch to open the gate, thne head left and carefully maneuver all the way round, being careful of the pushers, until you get to the blue paint shop. Now you've got to head all the way back until you get to the blue pressure switch, once that's activated, the mercury limit disappears, but it doesn't matter, as you just have to roll into the goal anyway. Like I said, this can be tricky, but you have a lengthy time limit, so use it to your advantage. Bonus 1 - This is right next to the first pusher, take care not ot get too close to it. Bonus 2 - This is next to the third pusher, use the same caution as the last one Stage 17 -------- Par time: 2:00 Bonuses: 2 High score: 54,100 Difficulty: 3/5 The last, secret level of the Astro lab is also the hardest, well I guess it's gotta be if it's a secret level. At the moment, the goal is unreachable thanks to the four repulsors below you. These will also throw you about all over the place, but you can use them to your potential. There are also several ways of beating this level, but all of them follow the same objective. To begin, tilt the remote forwardso the repulsors throw you to the area in front of you. Once you've landed, go into the red paint shop then enter the teleporter, which will take you back to where you started. This time, tilt right to land in the next area. Once you've landed, hit the red switch, then use the splitter in the centre to split in two. Take one blob into the green paint shop, then join the two up to turn yellow. Now enter the teleporter and tilt left. Follow the same procedure, hit the yellow switch, but just enter the blue paint shop without splitting this time. Head into the teleporter and tilt back. Once you've landed, split in two, turn one blob green then join them up and hit the cyan switch. Go into the teleporter again and head back to the blue paint shop. Turn blue again, then head to the red paint shop. Split in two, join up then hit the final purple switch. Now the damn repulsors will be switched off. But you've still got to turn back into grey. No problem. Head to either green paint shop, split in two, hae one enter the paint shop, then join up and voila, you're grey again. Enter the teleporter for the last time and drop down into the goal. Phew, what a stage, and that's the Astro lab complete. Bonus 1 - You can pick this up after the repulsors have been deactivated. Bonus 2 - Same as Bonus 1, just on the opposite side. ------------------------------------------------------------------------------- Bio Lab ------------------------------------------------------------------------------- The bio lab expands on some of the astro lab's stages, and also throws some new elements into the mix. There are a couple of stinkers in here, so be prepared. Stage 1 ------- Par time: 55 seconds Bonuses: 2 High score: 54,100 Difficulty: 1/5 A really simple one to start off with. The path you'll be moving on is wavy, but it's quite wide, so it gives you come leeway. When you come to the first fork, head up the closest one, and with the second fork, head left to get to the goal, if in any doubt, press - to view the whole stage. Bonus 1 - Head the other way on the first fork to pick it up at the end Bonus 2 - Head the other way at the second fork and pick it up at the end Stage 2 ------- Par time: 1:00 Bonuses: 4 High score: 58,100 Difficulty: 1/5 This is an extended version of stage 10 of the astro lab, with a couple extra obstacles thrown in for good measure. Drop down onto the path, then keep on hugging the orange wall all the way to the goal. Watch out for the pendulum, as it can get you before you head through the green goal and before heading through the filter. The repulsor is nothing to worry about, unless you're going after the bonus piece that is. You should make it ot the goal with plenty of time to spare. Bonus 1 - Before dropping onto the path, head laong the orange wall and you'll eventually pick it up. Bonus 2 - An impossible task, not so. It's that sneaky forcefield again. You should be able to make out it's outline opposite the first set of slow tiles. Bonus 3 - Another one on a forcefield, which is next to the green paint shop Bonus 4 - This is slightly trickier. It's on a forcefield again, but also in the middle of the repulsor. Just before heading onto the slow strip, quickly hop onto the forcefield and pick it up before the repulsor flings you off. Stage 3 ------- Par time: 1:15 Bonuses: 1 High score: 52,100 Difficulty: 1/5 Paint shops and switches galore here, but a pretty simple stage. Enter the red paint shop to begin with, then split up next to the green paint shop, turn one blob green then join them up. Hit the yellow switch, then enter the blue paint shop. Split next to the green paint shop again and join the two up. Hit both cyan switches, then split up next to the red and blue paint shops. Join up, then hit the purple switch. Finally, split next to the green paint shop again then join up to turn grey again, then simply move into the goal. Bonus 1 - It's behind the goal. It's best to get it before turning grey. Stage 4 ------- Par time: 1:05 Bonuses: 2 High score: 54,100 Difficulty: 1.5/5 *sigh* the goal's right there, but that'd be too easy huh? Move forward past the pusher into the red paint shop, then time it so you can get past the next two pushers. You'll have to be quick in this next area or you'll be fried by the Jacob's Ladder. Quickly enter the red filter and make your way past the conveyers. Wait until the platform moves to you and get on it. When it gets to the other side, enter the cyan paint shop and wait for the platform to come back to you. If you're quick enough, you can get onto the platform without having to wait, but it's very risky, and you may lose some mercury. When you're on the other side, hit the switch and head over the see-saw. Quickly head past the Jacob's Ladder again, through the newly opened gate and into the goal. Bonus 1 - This one's behind the Jacob's Ladder. It's almost impossible to get this one without being zapped, so don't worry if you do. Bonus 2 - Because the conveyers move so slow, you shouldn;t have a problem picking this one up. Stage 5 ------- Par time: 1:25 Bonuses: 1 High score: 52,100 Difficulty: 1.5/5 It's a huge underground maze. I can become disorientating as you can't see where you're heading, but follow these directions and you'll be fine. Enter the gap to the left to begin with and follow it round. You'll come out in the square to the right of where you began. Watch out for the air jet, and enter the next gap. When you emerge, head straight into the next hole. In the next area, mind the air jet and enter the grey paint shop, then enter the next hole. Keep going until you get to a three way split. Take the one directly ahead of you and follow it round to get to the goal. Bonus 1 - Just before the three way split, in the little tunnel is a split off to the left, head this way and you'll emerge where the bonus is. The other way in the three way split is a decoy, sneaky people. Stage 6 ------- Par time: 1:10 Bonuses: 1 High score: 52,100 Difficulty: 1/5 Another really easy stage. Head to the green paint shop to start, and hit the green switch to open the gate. Go into the red paint shop and then hit the red switch. Change back into green and hit the second green switch to open up the gate to the goal. Now you need to split your mercury up. The best way to do this is to stay green and split up on the edge where the gate blocking the goal was and 'trap' one half of the mercury where the goal is. Get the other blob into the red paint shop, then mavuever it into the goal area. Join up, and that's this stage done. Bonus 1 - When you split up, the blob that you put in the goal area should pick this up without you even realising. Stage 7 ------- Par time: 35 seconds Bonuses: 2 High score: 54,100 Difficulty: 1/5 This is a straightforward stage. You're basiclly going along slanted paths. Try to stay to one side of them, or your mercury may splitif you go directly down the centre. Use the slwo tiles at the end of the stage to stop you from falling off and head into the goal. Bonus 1 - On the right hand side of the first slanted section. Bonus 2 - One the left hand side of the second slanted section. Stage 8 ------- Par time: 50 seconds Bonuses: 2 High score: 54,100 Difficulty: 1/5 This stage introduces springs to the mix. Head onto the moving platform and get off at the end. Move onto the conveyer then wait for the next moving platform to come to you. At the other end, drop down onto the springs to get up onto the final conveyer, which will take you all the way to the exit. Bonus 1 - It's on a small path halfway along the first moving platform. Time it wisely. Bonus 2 - You should pick this up automatically when you drop down onto the springs. Stage 9 ------- Par time: 45 seconds Bonuses: 2 High score: 54,100 Difficulty: 1/5 Yet another pathetically easy stage. Just follow the path round, watch out for the pusher, and head into the goal. Now, if you're trying to get the bonuses, that's a different story altogether. Bonus 1 - Before going along the small path, head up and along the conveyer to pick it up. You're gonna have to be quick, as there's not a lot of conveyer to go on. Bonus 2 - It's in the centre of that steep slope. Pick up some speed and fling your mercury along the slope, and hope you make it to the other side in one piece. It's easier to do if you immediately get this one straight after coming off the conveyer when getting the first bonus. Stage 10 -------- Par time: 35 seconds Bonuses: 4 High score: 58,100 Difficulty: 1/5 Again, if you're not going after the bonuses, this is a really easy stage. Join up all the blobs to begin with, then head down the slope, up the conveyer and into the goal, easy. Bonus 1 - Before joining up the blobs, have the blue blob go through the filter to pick it up. Bonus 2 - Before jioning up the blobs, have the green blob go through the filter to pick it up. Bonus 3 - After joining up the blobs. Head over the small icy area and leap over the gap to pick it up. Quickly get off the crumble block on the other side before it disappears. Bonus 4 - This is the trickiest one to get. There's another path that leads away from the goal, and on each corner is a large, step mound. You have to get by these by tilting the remote into it, while maneuvering round it, so as to lose as little mercury as possible. Do the same for the smaller mound, up next, then head up the conveyer, pick up the bonus and jump (can mercury jump?) across the gap into the goal. Stage 11 -------- Par time: 45 seconds Bonuses: 1 High score: 52,100 Difficulty: 1/5 This may seem complicated at first, but it's fairly straightforward. All you have to do is join up the blobs by moving the sliding doors, then move onto the pressure switch to open up the way to the goal. Bonus 1 - This is quite tricky to get, as you have to keep the mercury blob yellow. This means you can't join all the blobs up. Here's the easiest way to do it. Move the green blob through the filter to join up with the yellow blob. Then, move to the red blob to the left of you to join up. Now go back past the green filter, watching out for the cyan blob if it's near and join the second red blob up. Now if it's all worked out, go through the gate to the other yellow blob and you'll have enough mercury to open the gate to the bonus. Stage 12 -------- Par time: 1:10 Bonuses: 1 High score: 52,100 Difficulty: 1.5/5 This stage introduces stan to you. Stan always turns right, and if you block his path, he will turn right and ofllow another path. To begin with, head right past the first stan, you'll need him later. When you get to the second stan, wait until he's in the bottom left corner, then as soon as he turns, move to the top left corner. If done right, Stan will head along the path and activate the switch, this will move the blue platform, so you can head into the blue paintshop. Now head back to the first stan, but flip the positions. Wait until he's in the top right corner, then move to the bottom right when he turns and he shouls move onto the switch so you can get back to the goal. Bonus 1 - To get this bonus, you have to be quick. When you've made it so one of the stans is heading towards the switch, move to the small oval platform in the centre and as the platform moves underneath it, you'll pick up the bonus. Stage 13 -------- Par time: 50 seconds Bonuses: 3 High score: 56,100 Difficulty: 1.5/5 First, join all the blobs up, then drop down onto the small platform and head up the conveyer. Head along the path, drop down and go up the yellow conveyer. Go through the switch to turn solid and carefully head along the rail. Go through the switch to turn back to normal. Slowly move down the slope and go into the goal. There isn't a lot of room for error on this one, so be careful. Bonus 1 - Before joining up, take the blue blob through the filter to pick it up. Bonus 2 - Before joining up, take the green blob through the filter to pick it up. Bonus 3 - Before going up the yellow conveyer, go up the blue one, pick up the bonus, then use the yellow conveyer nearby to get back across and continue on. Stage 14 -------- Par time: 1:05 Bonuses: 1 High score: 52,100 Difficulty: 1/5 Forget the Jacob's Ladder's, you shouldn't have to go anywhere near them. Let stan do all the work. First, wait until he's a sqaure before the bottom right corner, then move to block his path. He'll go and activate the first switch. Now you have to wait until he's almost at the top left corner, and do the same again. Now it's just a case of going through the paint shop and into the goal. Bonus 1 - Behind the goal. Again, it's easier to pick up when you're not red. Stage 15 -------- Par time: 1:10 Bonuses: 2 High score: 54,100 Difficulty: 1/5 As you can see, you need to make the four blobs yellow. Hard to do so? No. To start, move the cyan blob all the way up to the red blob, then concentrate on getting the purple blob down to the green blob. When they are joined up, all you have to do it join the two together, head onto the pressure switch and into the goal you go. Bonus 1 - Before you head into the goal, maneuver alongthe path, avoiding the gaps as best as you can and pick it up. Bonus 2 - Do the same as bonus 1 Stage 16 -------- Par time: 45 seconds Bonuses: 2 High score: 54,100 Difficulty: 1.5/5 Again, what looks like a tricky stage really isn't. Move the three blobs forward, and the green blob should go onto the ice strip and move ahead of the other two. Quickly move it through the filter and join it up with the blue blob. Do the same with the red and blue blob. Now concentrate on the cyan blob. You'll notice there are a lot of invisible forcefields in this area. Just maneuver round them and get both blobs to the goal at the same time. Bonus 1 - This one is quite tricky to get. Before you join the red and blue blobs together. Make the blue blob go through the 3-way paint shop to pick it up. Then take it through the blue side of the paint shop to change it back. Bonus 2 - Easily picked up as you take the cyan blob to it's goal. Stage 17 -------- Par time: 1:35 Bonuses: 6 High score: 62,100 Difficulty: 3/5 As with the last secret stage, this one is much much harder than all the other stages. It can be very confusing as to where exactly to go in this stage, but follow these directions, and you'll make it to the goal. First, go up the conveyer and along to the right, be warned that the first half of this level is icy. Go along the really fast conveyer and use the half circlular structure to drop down where the red paint shop is. Now head up the next two conveyers, past the filters. This is where it gets tricky. You see that pointy structure to the right of the next conveyer? You have to use that to split the mercury up in two. One blob should head up the conveyer and into the little alcove, while the other is the one you need to concentrate on. Take it up the conveyer to the right, then fling it up the next one. When you reach the top, you need to carefully move the mercuryso that it can move along the next small conveyer. Take this bit nice and slow and don't tilt too far back, or you'll lose the mercury in the alcove. When it reaches the top of the next two conveyers, drop it downonto the ledge below and onto the platform where two green filters are located. Drop down into the green paint shop, then drop down onto the ledge with the red filter on. If all has gone well, you should be able to go up and join the two blobs together to form a yellow blob. Now you need to repeat the entire process again, except when you get back to where the green filters are, head up the conveyer with the yellow filter. When you reach the top, (why is a yellow paint shop here?) use the sharp wall to split in two again, take one blob ino the blue paint shop and join up to turn grey. Head through the filter and when you get to the end of the path, carefully drop down onto the ledge below, then the next. Finally, you have to drop down onto the half circular structure and go along the top of it to head into the goal. Phew, what a stage, and all that within 1:35. Good luck. Bonus 1 - Right at the start, move to the left of the conveyer to pick it up Bonus 2 - In the small alcove where you should palce one of the two blobs Bonus 3 - Before heading off to join the two blobs together, take the green blob up the covneyer, then drop it through the filters to pick it up. Bonuses 4, 5 and 6 - These are pretty tricky to get. Instead of carefully dropping down the ledges to get to the goal, you have to throw the mercury off the top of the stage and land it perfectly on top of the circular pillar and then use it to bounce into the goal. This is all about precision, and if you've already unlocked all the party games, it hardly seems worth the trouble. ------------------------------------------------------------------------------- Cryo Lab ------------------------------------------------------------------------------- Is it getting cold in here? Well, yes, you've just entered the cryo lab. I find it ironic that an ice lab has hardly any ice in the stages. What you DO get however is an introduction to some new critters and contraptions, and a hefty bump in the difficulty. Strange though, some stages will have you tearing your hair out, while others are laughably easy. So, let's crack on. Stage 1 ------- Par time: 45 seconds Bonuses: 2 High score: 54,100 Difficulty: 1.5/5 A pretty simple stage to kick us off, you just need momentum. Start by heading along the path and using the mercury's speed to carry it across the sloped edges. Get all the way to the purple paint shop, then head back halfway through the stage and activate the pressure switch. Now head back again and slide the mercury into the goal. Bonus 1 - On a ledge by the first corner Bonus 2 - On a ledge by the second corner Stage 2 ------- Par time: 1:25 Bonuses: 2 High score: 54,100 Difficulty: 1.5/5 There's a lot of too-ing and fro-ing here. The basic idea is that you have to split the mercury in two, change it into two seperate colours, then take the blobs through their respective filters. When they're through, join them up and activate the corresponding switch, then use the conveyer to repeat the process. Do this three times and the goal will be open. But how to get to the goal? First split into two again and take one colour through it's filter. Now split the second blob up again and take these through their filters. Join all the blobs up and head through the goal. Bonus 1 - Head up the right conveyer, wait until the pusher goes in, and quikly pick it up. Bonus 2 - Head up the left conveyer and follow the path round to pick it up in the middle of the stage. Stage 3 ------- Par time: 50 seconds Bonuses: 2 High score: 54,100 Difficulty: 2/5 This is a lot like stage 14 in the Astro lab, just longer and more complex. First, drop the green blob down and join the two blobs up. Acivate the switch and use the repulsor to launch back up to where the green blob was. DO NOT tilt the remote at this point, or you WILL lose mercury. When it's landed, split it up in two and take it through both filters. Now you need to do the same again. Once you've joined up and launched up the top again, head through the goal. Bonus 1 - In the corner where the red blob starts off. Get it before pressing the ywllow switch. Bonus 2 - In the corner of the second bottom area. Get it before pressing the cyan switch. Stage 4 ------- Par time: 1:05 Bonuses: 6 High score: 62,100 Difficulty: 1.5/5 Wait until the platform reaches you, then cross to the other side. For these strips of ice and slow tiles, do NOT head down the middle, or the mercury will most likly split. You can't hang around on this stage if you want to beat the par time either, as the platforms move in a zig-zag pattern, and if you're too slow, you'll have to wait a LONG time for the platforms to return. There is a quicker side to move on for each strip. Basically, you have to move along as much ice as possible in order to get to the final platform before it reaches the end. Anyway, when you reach the end, cross the platform and into the goal. Bonuses 1 & 2 - Both are on the first strip, and you'll probably pick them up along the way Bonuses 3 & 4 - Both are on the second strip. Pick them up along the way. Bonuses 5 & 6 - Both are on the third strip. Pick them up along the way. Stage 5 ------- Par time: 45 seconds Bonuses: 2 High score: 54,100 Difficulty: 1.5/5 This stage introduces grav benders, which literally turn you upside down. To start, head up the conveyers and enter the grav bender. As soon as you do so, your controls will be reversed, so tilting forward will make the mercury come towards you, left becomes right etc etc. Bear this in mind as you make your way to the cyan paint shop. After this, drop off the side and control will come back to normal, but you should easily drop into the goal. Bonus 1 - Before going up the second conveyer, pick it up along the small path. Bonus 2 - In the corner after using the grav bender. Remember the reversed controls and carefully make your way along the path and pick it up. Stage 6 ------- Par time: 1:35 Bonuses: 1 High score: 52,100 Difficulty: 2.5/5 The first truly challenging stage in this lab. This stage has four schizoids behind closed gates. These buggers not only eat some of your mercury, but explode as well, scattering your mercury all over the place, so you've gotta be quick. Not only that, but the last switch is a pressure switch that needs at least 50% mercury to activate it, so you can't lose too much mercury here. Press the switch to open the first gate up and get the schizoid to follow you away from the next switch. When you've lured it away, press the next switch, then do the same again for the next switch. Now the second schizoid will be released. You have to do exactly the same, and as you do so, you'll release the other two schizoids. By now, it's going to be very difficult to get 100% mercury to the goal. If anyone knows a sure-fire way, let me know. Anyway, once you've activated the pressure switch, the goal will be available, so head into it. Bonus 1 - On top of a cube in the corner. Use the pusher to get up to it. Stage 7 ------- Par time: 1:25 Bonuses: 2 High score: 54,100 Difficulty: 1.5/5 The concept is simple here, you just need to be patient. To start, choose to go either left or right and head down the slope. Wait until the platform lines up and move over it into the first paint shop. Now head back to the central area and switch sides, as the same colour switch is located there. Go down the slope and cross the platform to activate the first switch. Now do exactly the same again for the other paint shop. When both switches are activated. Head down the middle slope and cross over into the green paint shop. Now simply head straight into the goal. Bonus 1 - To the side of the blue switch. Use the platform to get to it. Bonus 2 - To the side of the red switch. Use the platform to get to it. Stage 8 ------- Par time: 50 seconds Bonuses: 1 High score: 52,100 Difficulty: 1/5 This stage is ridiculously easy. Follow the path round to the red switch and as you activate it, the green blob should fall on or near to you, turning you yellow. Now head through the filter and press the switch. The blue blob should fall on top of you. Now drop down onto the icy path and follow it round, taking care on the sloped area and head into the goal. Easy. Bonus 1 - Right there as you drop onto the icy path. Should easily be picked up. Stage 9 ------- Par time: 1:15 Bonuses: 3 High score: 56,100 Difficulty: 1.5/5 This is a fun stage. When the stage tilts, just let the mercury fall. Now when it tilts again, move the mercury to the side to settle in the half-circular barrier. Do this all the way until you get to the red paint shop, minding out for the holes in the stage. Now do exactly the same again going back. There's really nothing too difficult about this stage. Bonus 1 - As the stage tilts so you're rolling away from the goal, move to the right onto the stationary platform with the bonus on it. Bonus 2 - Assuming you got bonus 1, wait until the stage tilts again, then roll onto the next stationary platform to get the scond bonus. Bonus 3 - Do exactly the same as the other two bonuses. Stage 10 -------- Par time: 1:05 Bonuses: 6 High score: 62,100 Difficulty: 1.5/5 (or 2/5) The reason there's two difficulties here is because there's two ways of doing this stage. On one hand (the easier option,) you can ignore the hot plate and continue as normal, or you can go into it and then move on (the harder option.) The reason I suggest not to go into the hot state changer is because it's very hard to keep your mercury in one piece, and you'll likely lose some at the end. In any case, whichever you decide, move forward and pick up speed when you near the ramp to jump over the gap. When on the other side, move slower through the spikes so as not to split up your mercury, then continue on. There's another set of spikes further on, but do the same again. I find it easier to move along the edge of the wall. For the final stretch, pick up as much speed as possible, and throw yourself over the egde, onto the jump pads below ad you should bounce right into the goal. If you decided to go with the hot option, this is a little bit trickier, as your mercury tends to split in half as you jump, making it so you may lose some mercury. Bonus 1 - This stage has quite a few bonuses too. For the first one, after you've jumped the gap at the start, head up the little ramp to pick it up. Bonus 2 - It's at the top of a raised part of the stage after the first set of spikes. Bonus 3 - On the other side of the stage, just after bonus 2. Use the motion from bonus 2 to pick it up quicker. Bonus 4 - After picking up number 3, stay on the purple wall and head back the way you came to pick up number 4. Bonus 5 - Shortly after number 3 is a raised area on the other wall, head up this and follow the wall round. Use the conveyers to get bonus 5. Bonus 6 - Stay on the same wall and head a lttle further on, and bonus 6 is on the corner. Stage 11 -------- Par time: 50 seconds Bonuses: 4 High score: 58,100 Difficulty: 1/5 Although looking brain-meltingly hard, this stage is pretty easy. Go into the cyan paint shop first, then activate the switch to bring one goal area closer. Do exactly the same with the purple paint shop. Once both goals are closer, move beneath the piledriver and if all goes well, it'll split your mercury up and shoot both pieces through both paint shops and into their goals. Bonus 1 - You should automatically pick this up as you're doing the level. Bonus 2 - Same as bonus 1, but on the other side. Bonus 3 - Head along the narrow path past the purple paint shop and pick it up at the end. Bonus 4 - After picking up bonus 3, head along the sloped path and pick up bonus 4. You can now either go back the way you came or enter the hot state changer. This will mean you'll have to be more careful around the stage though. Stage 12 -------- Par time: 50 seconds Bonuses: 3 High score: 56,100 Difficulty: 1/5 You're mercury is split in two at the start, but your aim is to join them up. Concentrate the camera on the purple blob, the cyan one is of no use yet. Activate the switch to open the gate and head through it. Go into the solid state changer then head back to the start. Head along the rail and join up with the cyan blob. Activate the grey switch then make your way to the goal. Easy peasy. Bonuses 1-3 - They're right in front of you, all three of them. There's no excuse not to pick all three up here. Stage 13 -------- Par time: 1:00 Bonuses: 4 High score: 58,100 Difficulty: 1.5/5 Enter the red paint shop to begin, then go through the filter and hit the pressure switch to activate the mving platform. Split the mercury up on the spiked wall and get one blob to go up the ramp. When it enters the green paint shop, move it back down the ramp and join it up with the other blob to turn yellow. Now move onto the moving platformand wait for it to rise. When it's at it's peak, jump off, land on the bounce pad and you should bounce right into the goal. Bonus 1 - Head along the wall pat the green paint shop and it's right at the end. Bonuses 2-4 - You should pick all these up as you bounce into the goal. Stage 14 -------- Par time: 40 seconds Bonuses: 2 High score: 54,100 Difficulty: 1.5/5 Some people may make this more difficult than it actually is. Instead of concentrating on turning one blob a colour at a time, why not do both at the same time? At the start, tilt forward and the mercury will split in two on the slope. Keep tilting forward until the two pieces are almost at the edge, then tilt back to move both the blobs into the blue and green paint shop. Keep tilting back and they should move along the next slope. When they're at the edge, tilt forward again, then join them up. Split them up on the corner where you started and tilt back to get both blobs into the cyan goals. Bonus 1 - Getting the bonus is quite tricky, as you can't get the camera on a straight angle. Before dropping down, head along the wall to pick the bonus up on the end. Try to move in a diagonal fashion. Don't worry about mercury dropping down, you can join back up later. Bonus 2 - Do the same as bonus 1, but head the other way. Stage 15 -------- Par time: 1:45 Bonuses: 5 High score: 60,100 Difficulty: 2.5/5 This stage is all about precision. One false move and it's bye bye mercury. Drop down the gap and make your way to the right. Fall down onto the next ledge and go through the cyan paint shop on the left. Head over to the right next and drop down once more. Head up the conveyer then down the slope, being careful going through the spikes. Keep tilting towards the wall as you head over the next area, and use the conveyers to stop you falling off. This next bit is where the precision really comes in. You have to line yourself up perfectly with the conveyers, otherwise you WILL lose mercury. One hint is to look at the floor and you'll notice it's split into squares. Use these to line yourself up more accurately with the conveyers. Once you're at the top, head round into the goal. Bonus 1 - Right as you drop down it's on a ledge sticking out. Bonus 2 - Jump on the bounce pad after falling again and you should land where the bonus is. Bonus 3 - Drop down the hole to the left of the cyan paint shop, then use the conveyer to get back up. Bonus 4 - You should pick this up automatically as you head towards the fast conveyers. Bonus 5 - It may look like you should pick it up as you hit the wall where the goal is, but you're wrong. It's actually slightly to the right of where you hit, so you need to tilt the camera so the wall you're about to hit is in front of you, then go onto the conveyer and tilt right so you can hopefully pick it up. This is more luck based than anything. Stage 16 -------- Par time: 1:45 Bonuses: 6 High score: 62,100 Difficulty: 2/5 Stan's back for more. You're gonna have to be quick on this stage, as all the gates are timed. The first gate is easy, as Stan will automatically move onto the switch, so quickly head through the gate before it closes. The second Stan will keep going up and down in the same spot. Wait for it to reach the top of the path, then block it so it heads back towards the switch. Do the same again, then position yourself one place above the switch so stan rolls over it, then quickly head through the second gate. For the final Stan, head into the very bottom left corner, and Stan should do the rest by himself. When the gate opens, head though it and into the goal. Now you see why speed is important. Bonus 1 - Before Stan heads back up, quickly grab it , being careful not to fall through the hole. Bonus 2-3 - Pick these two up as you head through the unnecessary spikes. Bonus 4 - Before Stan presses the second switch, quickly pick it up in the corner then head through the gate. Bonus 5 - Right next to the third switch. Bonus 6 - Pikc it up before heading into the goal. Stage 17 -------- Par time: 3:00 Bonuses: 6 High score: 62,100 Difficulty: 2/5 For a bonus stage, this one's quite tame compared to the other two, it's just very long with a lot of obstacles. Split yourself up first and once you've changed colours, take the two lobs through the filters, then join them back up on the wall to the left, then head through the next filter. Go past the first pusher and change into blue in the paint shop. Keep heading on until you get to the green paint shop. Use the slope to split the mercury up and take one blob through the paint shop. Join up again and press the cyan switch to get the goal primed for your arrival. Head along the next pathuntil you get to the air jets. I find it easier to time my run through the left air jets rather than trying to maneuver round them. A little firther on is a cyan filter. Head through it until you can't go any further, thenrush towards that steep slope and you'll just barely make it. Do the same again for the next steep slope and hit the cyan switch to start the platform. Now, drop a little bit of mercury off the edge rather than going down the slope. When you're split in two, tilt so that the mercury still on top goes to the other end of the area, then take the other blob into the red paint shop. By this time theother blob will have dropped down, so join up again to become grey. Now you have to wait just above the first steep slope until the platform is almostlevel with you, then go off the egde and you should land on it. This bit takes practise, as the platform doesn't stop next to you, whichb is why you need to get on it earlier. When it stops at the top, jump off onto the next platform, then onto the next one. Now it's just a case of waiting for the platforms to move into position and head into the goal. You should easily rack up a monster score for this stage. Bonus 1 - On the other side to where you join up at the start of the level. Bonus 2 - Behind the blue paint shop. Bonus 3-4 - Around the edge where the green paint shop is Bonus 5 - It's on a very steep slope just before the air jets. Getting this is suicide and will most likely cost you mercury. Bonus 6 - Take a little detour before the air jets and pick it up on the small path down a steep slope, then continue on. ------------------------------------------------------------------------------- Electro Lab ------------------------------------------------------------------------------- Things take a little turn for the difficult in this lab. There is a severe bump in the difficulty, and some stages will have you banging your head in frustration, while others will leave you clueless as to what to do. Shocking! Nevertheless, we must press onward. /\/\/\/\/\/\/\/\/\/\/\/\/\/\ *~*Party games*~* (mercpart) \/\/\/\/\/\/\/\/\/\/\/\/\/\/ There are five party games on offer, but you have to unlock each one individually before you can play them. Some are great, while others are a bit naff. Below are all the party games and what you have to do in them. ------------------------------------------------------------------------------- Rodeo ------------------------------------------------------------------------------- You know those bucking broncos where you have to stay on them as long as possible? Well, this is like that, just with a blob of mercury. Each stage has a huge fan which moves erratically, trying to blow you off the stage. As time elapses, the winds strength increases, making it harder to stay on. Fortunately there is a wind decrease powerup you can collect which resets the fans strength Here's the layout of all the stages, and the top score: Stage 1 ------- High score: 49,800 The simplest stage. It's basically a square with rounded edges. In the centre is a cylindrical platform and four conveyers on each side of the stage. The best plan of action is to stay the opposite side of the fan, using the platform in the centre as cover, occasionally going out to pick up a powerup. Stage 2 ------- 59,950 This stage is just one big wavy tile. The lower parts of the stage are the best place to stay, as the fan will have more trouble getting you off the stage. If you go onto the raised areas, you'll find yourself in trouble, so stay away from them. Oh, and this, and the rest of the stages, rotate, making it that much harder to get the powerups. Stage 3 ------- 59,800 Another square stage, only this time it has a single spike in the centre of a raised platform. You'll be relying heavily on the powerups in this stage, as the spike doesn't really give you that much protection from the fan. Stage 4 ------- 62,750 This is an oddly shaped stage. It has a raised area with spikes on the corners, a random block in one corner and conveyers dotted around the place. I usually try and stay around the raised area to give me the most leeway when trying to get those powerups. Stage 5 ------- 67,750 I hate this stage. It's another oddly shaped one, with a small raised area in the centre, two holes either side of it and two objects where your mercury can split up. There is nowhere to offer you protection in this stage, and those holes will become a nightmare, especially seeing as how the powerups usually appear right next to them. Good luck trying to get the top score on this one. Stage 6 ------- 87,100 A cross shaped stage with a cross shaped raised section in the centre of it. Again, try to use the bumps to your advantage, and try not to miss a single powerup. Stage 7 ------- 77,950 This stage has a bump in the centre and two areas of conveyers, one set moves inwards, the other moves outwards. Try not to get caught in the inward moving conveyer, or your mercury will most likely split up. This can, however, help you as he fan seems to have trouble moving you off it. Stage 8 ------- 64,800 A large square stage with a HUGE raised section in the centre. This plays out a lot like stage 1. Use the raised section as cover and you'll do fine. Stage 9 ------- 53,650 For some strange reason, this stage reminds me of a koalas face. But anyway, it has a bump in the centre and two large circular holes either side of it. Try and stay as close to the centre as possible. The powerups tend to bunch together, so you can pick up two or three one after the other. Stage 10 -------- High score: 28,250 Why such a low high score you ask? Well, simply put, you won't last long on this stage. It has a bump in the centre and two half-circular gaps either side of it. There's hardly any room to maneuver on this stage, but because the centre area is so small, you can practically stay still and you'll pick up powerups until they're coming out of your ear. It's actually very easy to get the top score on this final stage. Well done, you've made it through rodeo. ------------------------------------------------------------------------------- Race ------------------------------------------------------------------------------- Ugh, this mode blows. I think it's safe to say that mercury was NOT made for racing. As the name implies, you have to race your mercury around increasingly longer and harder tracks to get the best time. I'll list each track, and the top time on it: Stage 1 ------- Best time: 51.38 This is a simple oval track, which gets you used to the controls, and you'll need to, because they're awful. The mercury feels way too unresponsive for me liking, but anyway, just try to hit every booster along the way, and you should get in a decent time. Stage 2 ------- Best time: 1:12.04 A figure of eight track. Now, those red corner markers actually make you go faster if you ride along them, which can be good or bad. Don't go at breakneck speeds round the corners, or you'll fall off for sure, oh, and you can't miss a single checkpoint, otherwise you'll restart from the last one you went through. If that happens, you may as well restart. I have yet to pass this stage, which just shows that a) I suck at this and b) god knows what the later stages are like. ------------------------------------------------------------------------------- Metrix ------------------------------------------------------------------------------- This is basically tetris, with mercury. You first have to create a shape using the different coloured blobs in the left tray, then place them into the big grid. Connect three or more of the same coloured blobs together to fill up the mercury gauge. When it's full, you progress to the next stage, simple as. As you progress through the stages, more colours are added, making it harder to connect three or more up, apart from that, it basically remains the same, just with different shaped grids. ------------------------------------------------------------------------------- Shove ------------------------------------------------------------------------------- Curling....with mercury. You couldn't make it up. The idea is to push the mercury onto the big target to score points. The further in the centre the mercury ends up, the more points you score. There's also a score double, but it's usually way too hard to get, so I forget about it. Here are all the different stages: Stage 1 ------- High score: 539,000 A straight stage, no obstacles at all. Get used to the controls on this stage before you go on to the later ones. Stage 2 ------- High score: 380,000 Another straight stage, but this time there's a small barrier blocking a direct route to the target, so now you have to bounce off the sides to get to the target. ------------------------------------------------------------------------------- Paint ------------------------------------------------------------------------------- This is another game I'm not too fond of. Your blob is up against an AI controlled opponent, and your job is to cover more of the area in your paint than the opponents. There are 32, yes, 32 stages to get through, but the objective is still the same, just with different placed blocks, and the AI gets gradually quicker and smarter along the way. A bit too repetitive for me. /\/\/\/\/\/\/\/\/\/\/\/\/\/\ *~*Unlockables*~* (mercunlk) \/\/\/\/\/\/\/\/\/\/\/\/\/\/ All of MMR's unlockables are obtained by doing well in the single player game. Below is how to unlock each thing: Labs - collect enough mercury in each stage and the grey bar will fill up, when it's full, the next lab in the list will unlock Party games - Collect enough bonuses, and you'll eventually unlock a party game Mercury skins - These are just simple designs for your mercury, from a football to a pool ball. You get them by getting a certain amount of high scores in a lab. Bonus stages - As of yet, I don't really know what unlocks the secret 17th stage for each lab. From the looks of it, it's how many gold corks you achieve in a lab, which means doing everything on a stage.
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