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The Mindgate Conspiracy
==========================
Xbox Version
In Depth Combat Walkthrough (v1.0)
By Wassup1444465 (
[email protected], AIM: wassup1444467)
The ONLY sites with permission to use this:
Gamespot
Gamefaqs
Email me for permission to use it.
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Table of Contents
................
*1) Guide History
*2) About Psi Ops and Mindgate
*3) Controlls
*4) Enviroments
a) Explosive Barrels
b) Wooden Crates
c) Metal Objects
d) Wood Surf Blocks
e) Trucks
f) Generators
g) Particle Accelerator
h) Acid Pool
i) Mine Field
*5) Weapons
a) Machine Gun
b) Pistol
c) Assault Rifle
d) Grenades
e) Shotgun
f) Rocket Launcher
g) Sniper Rifle
h) Melee
i) Flame Thrower
*6) Powers
a) Telekinisis
b) Pyrokinisis
c) Mind Drain
d) Remote Viewing
e) Aura View
f) Mind Controll
g) Psi Orb
*7) Combos And Extra Tactics
a) Psi Combos
b) Psi and Guns
c) Inventories
*8) Other Modes
a) Psi Training Room
b) Co-Op Mode
c) Boss Rush Mode/Replay Mode/Survival
d) Arcade Mode
*9) Enemies
a) MP1
b) MP2
c) MP3
d) Workers
e) Scientists
f) Aura Beasts
g) Zombies of the Past
*10) Boss Battles.[====>*SPOILER WARNING*<====]
a) Leanov Phase 1 & 2
b) Barret Phase 1 & 2
c) Wie Lu Phase 1 & 2
d) Marlena Phase 1 & 2
e) Nicholas Wrightson
f) The General Phase 1 & 2
*11) Frequently Asked Questions
*12) Credits & Hall of Fame
*13) ---->>::Legal Info::<<----
Note: To jump to a section, hit ctrl+F, and type in the search for box the
section number. For instance, *6) will bring you to chapter six. *6A) would
do chapter 6, section A, which is telekinises.
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History | *1)
_=_=_=_=
[June 18, 2004: 1:50 a.m. EST (GMT-5)]---> I began to organize the walkthrough,
as it was my last day of school. I made the table of contents, and the ASCII
section dividers and title header.
[June 18, 2004: 7:47 p.m. EST (GMT-5)]---> I finished sections 2, 3, and 4.
[June 19, 2004: 12:47 a.m. EST (GMT-5)]---> I did three of the bosses. Still
a ways to go with everything else, though.
[June 19, 2004: 1:53 p.m. EST (GMT-5)]---> I added Marlena and wrote the
strategy for her. I also added another section for the enemies.
[June 19, 2004: 2:09 p.m. EST (GMT-5)]---> I just finished the last
three enviroments.
[June 19, 2004: 3:12 p.m. EST (GMT-5)]---> The weapons section (section 5) is
now done. More progress expected soon.
[June 19, 2004: 8:43 p.m. EST (GMT-5)]---> The psi powers section is finished.
[June 20, 2004: 12:43 a.m. EST (GMT-5)]---> I added Nicholas to the bosses, and
described how laughably easy he is. Minefields are now in the enviroments
section.
[June 20, 2004: 1:30 a.m. EST (GMT-5)]---> Section 7 now completed.
[June 20, 2004: 5:13 p.m. EST (GMT-5)]---> The Boss section is finished.
[June 20, 2004: 10:24 p.m. EST (GMT-5)]---> The guide is done and sent.
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About Psi Ops and Mind-Gate|| *2)
_¯_¯_¯_¯_¯_¯_¯_¯_¯_¯_¯_¯_¯_¯
Psi Ops is a game using Psychic powers as the main weaponry for the character.
The manner the powers are used in this game, however, are not /quite/ in sync
with what real psycics (allegedly) do today. It is to my personal belief that
these sorts of things are real, so that might or might not effect what I say.
Telekinises in real life, for example, would NOT throw crates around. At best,
people can open a door or slide a chair a bit with it. What would happen in
the future only time can tell.
In the Cold War, both the U.S. and the Soviet Union tried to experiment with
several Psi powers, the main one being Remote Viewing (RV). RV is the exiting
of ones body into anywhere else that they wish to go. However, the project was
cancelled on both sides due to poor testing and analysis. Basically, everyone
screwed up. This effect still holds true today, where scientists are claiming
that everything must be explained through formulas, and the psychics are
disagreeing. Should you take proper research, you will find both absured proof
that Kinetics are real, and absolutely ridiculous arguments to the contrary.
You would also discover legit arguments from both sides, and legit proofs.
It's still a big debate.
The shows on TV such as "Crossing Over" where a psychic will speak to the dead
and read minds are not really believable. When the host of "Crossing Over" was
asked how much prior information he knew (for an editorial article), he refused
to comment. Fair enough, no matter what he said both sides would have eaten it
up, but refusing to comment is by far the worst thing to do. I would rather he
had lied and said "none" or "everything," so that he could be left alone.
Back to Psi Ops, we are now in the assumption these powers are real. Thankfully,
the game isn't TOO futuristic, but it also doesn't give too many dates. This
stops it from turning into one of those "ooh lets go get my laser beam ultra
nukes and win" situations, but also allows the open ended "what if" situation.
Many people might say these are outlandish principles (pyrokinises and such),
but remember that when Isaac Asimov wrote about space travel and robots, the
same thing was said. Have that in mind in the future.
Honestly, this is a good game, and even if we can only dream of everybody being
able to use telekinises, this game will just let it loose. Play it, use this
guide for some ideas, and well, enjoy yourself. Onto the real stuff.
Note: This guide will contain spoilers. Don't look in the Boss section if you
don't want things spoiled. K? Good.
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*********\
Controlls|| *3)
*********/
A Button)- Jumps
Activates Panels
B Button)- Crouches
X Button)- Melee Attacks
Y Button)- Locks on to a target
Left D-Pad)- Activates Remote Viewing
Down D-Pad)- Switches between guns
Swaps Guns
Right D-Pad)- Activate Aura View
Up D-Pad)- Activate Mind Controll
Left Thumbstick)- Moves
Right Thumbstick)- Aims
Moves characters/objects caught in TK.
Throws objects in direction hit (after TK'ed).
Left Trigger)- Activates TK (Pressure sensitive--> Pull harder, fly higher).
Right Trigger)- Fires Weapon
Back Button)- View inventory, objectives, and map.
White Button)- Pyro Kinises
Black Button)- Mind Drain
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Enviroments} *4)
{}{}{}{}{}{}
Psi Ops has a totally interactive enviroment. Everything you see is in effect.
Every crate is movable if it is a decent size. Every box is climable. Bodies
are moveable, guns pullable. If you ever play this game, you get the point I'm
making. This section is divided into some of the more comment objects, and how
to utalize them.
,.,.,.,.,.,.,.,.,.,.,.,.,
*4A) #Explosive Barrels#.
,.,.,.,.,.,.,.,.,.,.,.,.,
Explosive barrels are easily distinguished from normal ones, due to their
red color. They will blow up on several different occasions. You can throw
them AT an enemy or group of enemies. You can also throw an enemy at the
barrel. Shooting a barrel will explode it, as will re-throwing a grenade
at one.
The barrels in my opinion are best used when thrown towards something. The
bigger the group, the better. If there is another explosive also close to the
group, aim the TK throw at that. Double explosions are better than anything
else you can get.
When you are mind controlling an enemy, you will also want to consider using
the barrels as a means of suiciding by shooting it. This is quite effective,
and will show up in the end-level scores as an enemy suicide.
Barrels located near groups of enemies should be shot as soon as possible.
What you DON'T want to do is stand still while shooting it, as this gets YOU
damaged. You also need to keep your distance from the barrel so that you don't
take damage either.
,.,.,.,.,.,.,.,.,.,.
*4B) #Wooden Crates#,
,.,.,.,.,.,.,.,.,.,.
Wooden crates are the wood boxes that you come across a LOT in your missions.
They are quite easily breakable, but also quite usefull. One of the worst ways
to use them, but also the coolest and most movie-like is to use them for cover
when in a firefight. I do it anyway because it's what's near me, and it is fun
to get to do it like the pros, but it's the least resourseful. Generally, they
break so easily that if you are ducked behind one, you will be off-guard when
it breaks, and be forced out of cover.
This can be turned around, however. If an enemy is hiding behind a crate, just
quickly TK it into them, and it will break and they will be lying down, open
to a number of attacks you could use. Guns, MD, TK, MC, whatever you desire.
You can also use wood crates as a means of throwing at enemies. I do it when I
wind up far away from an enemy and there is a crate between us. This would hit
him to the groud, where he is now shootable and/or mind-drainable.
Wood crates can and often will be used as a means of travel. Sometimes in the
game there will be a hard to reach area, and you can climb on one of these.
What you do then is TK it up, and slowly move it to where you need to go. You
then WALK to that area, without changing the look direction. Then release the
crate, and you are to continue with your mission. Most wood crates are a one
time use in travel, so try not to mess up.
Similarly, you can use these in combat when everyone else is hiding. Just get
on top, and surf it while hitting Y to lock on to enemies. Open fire and boom.
One major downside to this is that if the crate breaks and you are too high up
to fall normally, you are losing some health anyway. So be careful on that
right trigger. One major advantage to this is that most enemies don't expect
you to be flying high in the air on a box...
,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.
*4C) #Metal Crates and Objects#,
,.,.,.,.,.,.,.,.,.,.,.,.,.,.,.,
Metal objects work in quite the same fashion as the wooden ones. However, they
hold one MAJOR advantage: they are solid steal and won't break or explode when
shot or thrown. Meaning, you can hit enemies all you want with them, and they
will still be there.
Metal objects are usable for surfing and travelling, as explained above. They
also serve a nice purpose on one of the bosses, but I'll get to that later.
Crates can be thrown in between factory object compressors, as you will see
in the game. This breaks the machines, allowing you safe passage.
There are also metal cylindrical objects, which as far as I'm concerned are
only usefull as means of bullet shields and throwing. Speaking of bullet
shielding, if you levitate the metal properly, you can block guns for it
if you are making a quick escape. It is also a nice decoy from auto turrets
if you can keep it moving in the air. This distracts them and lets you pass.
,.,.,.,.,.,.,.,.,.,.,.,.,..
4D) #Wooden Surfing Blocks#.
,.,.,.,.,.,.,.,.,.,.,.,.,..
These are small wood slabs that are really only used for surf combat; that is,
using TK to move it while you are on it and shooting, as described in 4-B. If
you dn't understand the visual I gave you, go to the training room and climb
on top of the stacks of crates. There you will see a small little tile. Get on
it and let loose. Bear in mind these are breakable, but also fairly small
targets to aim at. So if you can keep it moving good enough, you likely won't
have too many problems with yourself. Remember to SLOWLY lower it when you are
done with it.
,.,.,.,.,.,.,.,.,.,.,.
4E) #Trucks and such#,
,.,.,.,.,.,.,.,.,.,.,.
If you used a code to unlock the "special" Barret skin that has the extra TK
power, then in his boss fight you can lift and throw the cement trucks and
such. This is an exclusive skin only accessable via cheat menu. Read someone
else's FAQ or the gamefaqs board for this information. I don't think it's
right for me to put the methods and code here. Credit goes to Affroman of the
Psi Ops team for this.
Trucks are obviously a lot bigger and do more damage... I don't recommend
trying to surf on one >_<. So yea. :-P. In fact, they are actually a nice
shielding against Barret's TK'ed objects,and i dont think ANY of his got past
it. If one goes over it, throw the truck in your direction so that it hits it
away, and catch it just before it hits you.
I do have yet to attempt surfing it despite what I said above... now if anyone
is feeling rather abitious out there and wants to try it, just remember to
lower it down first. Maybe if you get it upside down or something, you can
jump to the flat bottom. Or get on top with a stack of crates. Hmmm :-P
If you decide to hit him with the truck, then hit him, and quickly hit TK on
the truck again, and hit him again. I'll explain more about the constant TK
hit tactic later on, but for now just remember this one.
,.,.,.,.,.,.,.,.,
4F) #Generators#,
,.,.,.,.,.,.,.,.,
Generators are those electric things. You know what they are by the
currents on them. For the most part, don't touch them. However, DO throw
your enemies right into them as an effective strategy. Some generators will
break and stop running if you find a way to block then with other bodies or
objects. Just a thought...
,.,.,.,.,.,.,.,.,.,.,.,.,.,
4G) #Particle Accelerator#,
,.,.,.,.,.,.,.,.,.,.,.,.,.,
There is only one of these in the game, but I need to make clear a few things
about it before someone complains that I didn't First off, we have this nice
doughnut ring. There is this huge fireball beam that goes through it. Imagine
it as a cannonball. Getting hit by it is an instant death. Throw enemies there
if you want them to die fast. It's fun.
There are doors to the right path. Theres also a stop point between each one.
Make your way to each door as fast as you can to hit the levers. Don't hit
number three, however. Instead, mind controll someone to hit number four. Then
flip back and you will be right at three. This is because when you are right
at the door, you would have no chance to make it past the 5.2 K speed of
the accelerator, and would be stuck.
Other than that, you can't do much about the thing.
,.,.,.,.,.,.,.,.
4H) #Acid Pool#,
,.,.,.,.,.,.,.,.
This is another instant kill. Throw every last person in, first. You can
really play around in here. But do NOT at ALL go in. I know of two ways to get
past this thing. The first method is to jump onto the center thing. Turn and
mindtrick the lab guy, and have him hit the switch combo shown on the wall.
Then jump as the platform is moving, and you should be fine.
The next method is to just get a crate from the room before and carefully surf
across.
Remember, this is a FUN pool to exploit. Throw people in it and watch them fry
in pain. It's about all you can do with it anyway, and you only get one of
these. So yea.
,.,.,.,.,.,.,,.,
4I) #Mine Field#.
,.,,.,.,.,.,.,,.,
Mine fields are bad. You can see them with Aura View, and avoid the mines. One
hit will kill you with them, so don't get hit. On the plus side, enemies can
be tossed into the fields, which will serve as a benefit if you are in a tight
space and can't do anything about it.
Make sure before navigating a field that you can actually do it. Sometimes you
need to squeeze in to the tightest of spaces just to get by. Other times it
will LOOK like you can make it, but you won't and you will find yourself
starting a checkpoint all over. Save yourself the effort and don't be annoyed.
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Weapons| *5)
::::::::
><><><
*5A)<>
<::Machine gun::>
-Fire Rate* [Fast]
-Accuracy* [Low if trigger held]
-Ammunition Rarity* [Moderately common]
-Best Range* [Close or mid]
The machine gun is a popular weapon in the sense that it fills the air with
bullets. Aside from the assault rifle, I garuntee almost anyone reading this
uses it. My only problem with it is the fact that the ammo isn't foudn quite
as much, and because of that fast refire, I am often left with no gun in
combat. I honestly reccomend using it as a last resort, aside from the pistol.
Also, don't bother with it at long range. You aren't hitting Godzilla with the
thing.
><><>
*5B><
<::Pistol::>
-Fire Rate* [Medium if trigger is constantly hit]
-Accuracy* [Unless automatic, high]
-Ammunition Rarity* [Common]
-Best Range* [Mid range]
This gun sucks. Don't use it unless you run out of everything else. The pistol
IS usefull for taking out cameras though. Two shots to each one, and little
sound made. It's good for that, at least.
><><><
*5C)><
<::Assault Rifle::>
-Fire Rate* [Fast]
-Accuracy* [Fairly lowm but better than machine gun]
-Ammunition Rarity* [Common, MP's always use these]
-Best Range* [Close or mid]
This gun is carried by just about every single MP you will see. I prefer this
over any other weapon because it carries a ton of ammo, and you find a ton of
ammo along the way. It's got decent enough accuracy to TK an MP into the air
and still hit him, but the farther away you get, the worse it is. Honestly,
this is what you want to be fighting with for most of the game. If the bad
accuracy bugs you, then constantly hit the trigger instead of holding it to
improve some things.
><><><
*5D)<>
<::Grenades::>
-Fire Rate* [One per person]
-Radius* [Small]
-Ammunition Rarity* [Only on MP's and what they throw]
-Best Range* [Far]
This is one of the weapons you CAN'T use unless you mind controll an MP. To
activate it, press down on the D-Pad. It's got an extremely small explosion
radius. I don't bother with them. If one gets thrown your way, TK it and throw
it back. Simple. You can also use the sniper rifle to blow up grenades on the
MP's. Save some effort.
><><><
*5E)<>
<::Shotgun::>
-Fire Rate* [Slow]
-Accuracy* [Decent]
-Ammunition Rarity* [Rare]
-Best Range* [Close]
This is also a fairly useless gun. I don't find myself packing it very often.
It does incredibly damage, but like, no one carries it. When they do, they
ambush you with it, and you don't have time to think to use it. It has a slow
refire, and holds little ammo. That and the fact you never FIND ammo for it
makes it more of a burden unless you are going off to fight Leanov or Wei Lu.
Some people seem to like this gun, but I don't If you DO use it, keep at close
range so you don't waste your ammo.
><><><
*5F)><
<::Rocket Launcher::>
-Fire Rate* [Slow]
-Accuracy* [Wherever you aim it]
-Ammunition Rarity* [Rare, considering only MP3's use it]
-Best Range* [Far or Mid]
This is another gun you can't have unless you take over an MP3 that has it.
It's a good gun and is a one hitter, but I wouldn't rely on it. To even get to
Mind Control an MP3 takes the effort that you would be shot while doing it
anyway. The only exception is if they catch you off guard. The benefits of
this gun ARE good, however. So it's really an up to you deal here. I'd do it
at least once, just to try it.
><><><
*5G)><
<::Sniper Rifle::>
-Fire Rate* [Slow]
-Accuracy* [Pinpoint]
-Ammunition Rarity* [Mid-Rare]
-Best Range* [Far, but it is usefull close if you have good aim]
This is one of the few guns I like, but don't use often. Generally, the game
gives it to you at times where you might need it, so it's fairly usefull. The
best thing to do with it is pick off guys way far off. If they have grenades,
then hit those. You should also try sniping off people in towers. D-Pad up
and Down will zoom in when you are in snipe mode. Make sure you are crouching,
too. This way you are a smaller target, and your character's breathing won't
interfere with your aim. Headshots are an instant kill; aim for them.
<><><>
*5H)><
<::Melee::>
-Hit Speed* [Fast enough]
-Accuracy* [Terrible]
-Times Used Rarity* [Hopefully never, unless you are a Splinter Cell freak]
-Best Range* [As if you were kissing them]
This is a terrible tactic to use unless you are sneaking up on someone. You
punch fast, but like, it's so easy to miss that one wiff is costly. The only
thing worth it is a stealth kill to the back of a head. Other than that, don't
even bother.
><><><
*5I)<>
<::Flame Thrower::>
-Fire Rate* [Constant stream of fire]
-Accuracy* [Decent]
-Ammunition Rarity* [Rare, only MP3's use it]
-Best Range* [Close, but not TOO close]
This is the final gun that you can't have unless you mind control an MP3. To
be frank, I've only tried it once. It's kinda cool, but not entirely worth the
effort it takes to controll an MP3. It lights things on fire, which is cool.
Basically, it's more fun to fight it than to use it.
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Psi Powers} *6)
~-~~-~~-~~
*6A)
-----------__
Telekinisis::|
-----------¯¯
~Power Consumed<> {Fairly Low, bigger objects take more}
~Activate With<> {Left Trigger}
~Usefullness<> {Extremely}
~Works On<> {Crates, people, guns, objects, items}
Telekinises is the moving of objects with ones mind. It is the star of the
powers in this game. You can generally move anything to you that you need,
and for that matter, away from you. Objects can be thrown into enemies, or
other objects.
One of my favorite TK combos is probably launching someone in the air, and
catching them before they fall. If you do it fast enough, you can reangle the
throw and slam them right at something they couldn't have normally hit before.
The game will re-direct your aim with TK if there is another object or enemy
nearby. It won't make it perfect though.
One thing people always want to know is how to slam someone or something
straight down into the ground. This is a lot easier than it would seem. First,
get an enemy over another enemy. Push it a bit more to the "front" (based on
your perspective). Let go and pull the right thumbstick back as hard and fast
as you can (don't break it though). The person will go straight down.
More on the multi TK tactic. I'd practice in the training room with this
before trying it ingame. So what i was saying with the multi TK combo. The
most I've ever done was eight in a row without dropping the person. A good
way to still damage them but keep juggling them is to hit them into a wall,
and as soon as they hit, TK them again and fling them somewhere else. This
is a good idea on barrels too. You can pull an explosive right to you, and
then hurl it to your immediate side. A lot less aiming.
Remember that TK'ed objects can be used as shields. MP2's and MP3's will be
firing at you as you TK them, so I'd reccomend instead using an object to
stick in their face. If you TK a metal crate, you can get it right in front
of those auto turrets, and not have to worry about keeping it moving or
getting shot.
You should also TK people off of cliffs and into generators as much as humanly
possible. It will save you ammo, life, and time. It also adds to the drama if
you are escaping from somewhere. I'll have more on TK combos in the combo
section.
*6B)
-----------__
Pyrokinisis::|
-----------¯¯
~Power Consumed<> {High}
~Activate With<> {White Button}
~Usefullness<> {Very}
~Works On<> {Good on explosives and groups of enemies}
Pyrokinisis is a lesser known psi power. It is the manipulation of fire, hence
the "pyro." Pyrokinisis is achieved late in this game, but will prove to be
extremely helpful. You can light objects on fire, people on fire, and explode
barrels with the simple touch of a button. However, it is quite greedy in the
psi power it consumes.
There isn't a whole lot to do with PK on its own other than lighting things on
fire. The rest all takes some combo-ing. Keep in mind PK can't go into the air
and is ground only. Still, walls of flames ARE kinda cool to watch. One quick
tactic is to PK something, then TK it at an enemy. Throwing fireballs is quite
painfull sometimes. Most wodden crates don't break when you PK them. They just
light on fire for you to aim a good throw.
A few things to watch out for is your own fire. Don't touch it; it burns you.
Just keep your distance. Also remember that your PK won't go through walls and
objects. So you need to sort of actually see the enemy target. And no, you
can't do those really cool moves that Marlena does. I know, I think it sucks
as well.
*6C)
----------__
Mind Drain::|
----------¯¯
~Power Consumed<> {None, it refills it}
~Activate With<> {Black Button}
~Usefullness<> {Extremely}
~Works on<> {Any dead body or live one that has a head and is unaware}
Mind Drain isn't an actual power that you will see someone claiming to do in
real life. If they are, you can be rest assured they are crazy. While psychics
DO claim they can take energy from other objects, it never happens to this
scale or manner.
In Psi Ops, however, it WAS needed to find a way to refill your bar, so this
is good enough and will do. Basically, when an enemy is dead, just mind drain
them and some of your psi bar refills. However, you get almost a FULL bar if
you drain from a live person. There are two ways to go about this.
The first method is to sneak up on them from behind. Then hit and hold the
black button, and it will fully drain and their head will explode. Most of
your psi bar will be refilled this way. However, since most of us are NOT the
stealth type, we will also be using method number two.
TK pull someone to you, and as they are on the ground and still alive, you can
drain them and still get a TON of psi back. Not as much as the head exploding
method, but still workable.
Just remember the enemy needs to have a head. There are a few times in the
game where you will fight headless enemies, which is like, extremely nasty and
fairly disguisting. It won't happen much, but it DOES happen.
*6D)
--------------__
Remote Viewing::|
--------------¯¯
~Power Consumed<> {Kind of speedy, the fastest of powers except for PK}
~Activate With<> {D-Pad Left}
~Usefullness<> {Planning a strategy and lighting areas, meaning decent}
~Works On<> {Anywhere that you have psi and there are other places}
Remote Viewing is the leaving of your body in order to see your surroundings,
or other far away areas. In this game, they don't force you to do it much, but
you will wind up looking for codes for doors with it.
The most I ever use this is when I think there will be an ambush somewhere,
so I plan what I will do. This includes how I will run in, when I retreat,
what I throw, and where I hide. You can also hide and decide if an enemy is
alive or not with it. If you think he's dead, but leaving your spot will
expose you to fire and you don't want the risk of dying or him living, then
you will be using this.
Remote Viewing DOES serve a usefull purpose in dark areas. I always used it to
just look around, since it lights EVERYTHING up when you are in RV mode. That
is probably more helpfull to me than anything else, since it has stopped me
from falling countless times.
*6E)
---------__
Aura View::|
---------¯¯
~Power Consumed<> {A lot, but not quite as much as RV or PK}
~Activate With <> {D-Pad Right}
~Usefullness<> {If you didn't have it, you would never beat the game}
~Works On<> {Anywhere. Best when in the temple...}
Aura View is the viewing of energy instead of normal light and objects. With
it, you can see things not normally seeable to the eye. In real life, some
people use it as a means of using their other powers, for whatever reasons.
In this game, you are using it as a means to not get your ass kicked.
Basically, when you activate it, you can see weak spots in the walls, and more
importantly, the Aura Beasts (otherwise known as aura bitches). Now, I have no
idea why they DON'T scare some people, but hey, people are "different" like
that. If you don't use this power, you can expect a ton of enemies on the
later levels to just come flying at you, as well as a ton of puzzles being
guess and checks. You need it.
When an enemy glows red in aura view, it means they are aware of your
presence. This is bad. If they are blue, it means they haven't a clue in hell
that you are there, and you can likely sneak up on them.
Mindfields are also exclusivley visible with Aura View. Technically, if you
memorized the locations of the mines, you wouldn't need it. However, if you
decide to do that, then please don't tell me, or anyone else for that matter.
We simply don't care. So yea, just use AV in the mine fields and you are in
good shape there.
*6F)
-------------__
Mind Controll::|
-------------¯¯
~Power Consumed<> {A ton}
~Activate With<> {D-Pad Up}
~Usefullness<> {Technically, not vital, but usefull enough and fun}
~Works On<> {Anyone except bosses and concentrating MP3's and auras}
Mind Controll is another one of the big powers that everyone loves. While in
real life there is no psychic who claims to fully controll a mind, there are
some that lay claim to influencing some things. Whatever, I don't care if they
can or can't.
Ingame, you will be able to controll almost every enemy. When you do this, you
have as much time to move them around and do whatever as your psi will allow.
My best reccomendation is to take the most powerfull troop you can, MC him,
and then have him kill his friends. He can then suicide by shooting an
explosive tank.
MP3's CAN be controlled, however. It's a bit tricky, but if you knock one over
with a crate, you can controll him. He would probably be at decent health if
you did that, too. This is the only way the game will let you use a rocket
launcher or flamethrower.
Mind controll works on anyone you can see, so if you look through a gate, you
can mind controll a lab guy and have him hit a button. Things like that will
help you a TON ingame.
One of the most talked about and asked questions is how to do the suicide in
mind controll. If you have a near-full psi bar, then you need to click both
analog sticks in at the same time, and hold it there for a few seconds. The
enemy will play an animation where they stick the gun into their mouth and
pull the trigger. It is extremely painful for them, and saves you some time.
However, because of the Psi energy it takes up, you may as well not bother
doing it more than once, for show. Up to you how you want to waste your psi
bar, though.
*6G)
--------__
Psi Orbs::|
--------¯¯
~Power Consumed<> {None}
~Activate with<> {Use like a gun}
~Usefullness<> {Helps a ton for beating the General}
~Works On<> {The General, if he is floating still}
Psi Orbs are the things you knock off of the pillars in the final boss fight.
You technically don't NEED to use them, but frankly, just get them. The more
you can get, the better. To recharge them, run into that center pool and walk
for as long as you can before it shockwaves you. More on that later.
To shoot the thing, you need to wait for the General to start and attack. If
he is moving, you won't hit him. This psi power isn't used much, so I honestly
don't really think you should be worrying too much about it.
------------------------------------------------------------------------------
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Combos and Extra Tactics= *7)
~=~=~=~=~=~=~=~=~=~=~=~=~
====
*7A) <=<~>=>Psi Combos<=<~>=>
====
The best thing that Midwar gave us for this game is the ability to break their
own rules. Psi combos are the best example of this. You can do virtually
ANYTHING that you want in ANY order. I've been finding combos ever since the
game came out, so I will be listing them here. No cheesy names, just a nice
list and explanation of each.
%%%%%%%%%%%%
%Multi-Toss:
This is one of the best moves to practice with. First, toss an
enemy or object in the air. Catch him before he lands, and throw him somewhere
else. Repeat as necessary. This can be usefull because you can easily bring an
object or person right to you, and totally reangle them. If a crate is coming
your way, catch it, pull it, and pull it again to get it right over you. Easy
as pie. This is also a nice way to reangle someone or something and hit what
you origionally couldn't hit.
%%%%%%%%%%%%%%%
%Wall Slamming:
Another good tactic to use is wall slamming people. By the time
you get to the later levels, you will find that the people just won't die by
hitting them into a wall once. However, if you have the psi to spare, hit them
into the wall, catch them, and hit them again. Repeat untill they die. Soon
enough, you will be doing this in such a fast motion that four hits will go by
in one second, and the guy will be laying on the ground.
%%%%%%%%%%
%Fireballs:
This is the closes we can get to what Marlena does. Light someone on
fire with pyrokinisis, or use a wooden box to light. Throw them at an enemy,
and boom. A hard hit, and they are now on fire. Decent thing to do, and it is
damn cool looking (no pun intended).
%%%%%%%%%%%%%%%%%%%%
%Draining the Aware:
Well, you'd think that once someone is fighting you, you can't drain
them? Wrong. Tk one to fall over. Then mind drain them as they are either down
or getting up. You can easily get a near-full bar this way. VERY important at
the game's more dramatic scenarios.
%%%%%%%%%%%%%
%Hot Landing:
When you TK someone your way, light a wave of fire just as they are
about to land. Your hope is that they will catch on fire and take that damage
just before they land. Then they burn for a while as they are getting up. It's
another one of those torturous ways to kill something, and it works!
%%%%%%%%%%%%
%MC and MP3:
As soon as you have an MP3 knocked over, quickly mind controll him.
This gives exclusive access to a few things. For one, you can be lucky and get
a flamethrower. Luckier yet is the rocket launcher. And on most occasions, you
get a grenade or two to mess around with. All of that combined with heavy
armor means that friendly fire just turned to a whole new level.
====
*7B) <=<~>=>Psi and Gun Combos<=<~>=>
====
**************
*Surf Shooting:
This one let's you hit enemies no matter how well they are hidden. Just
climb on a crate, surf it, and hit -Y- to lock on to an enemy while shooting.
Easy as pie. Just DON'T surf on anything wooden, and make sure to drop back
down SLOWLY.
**************
*Pull Shooting:
Probably my favorite. Pull an MP right to you, and as he is flying in
the air, lock onto him and shoot him. He won't be firing back, and with this,
his landing is garunteed to kill him. Plus it's also another cool move, and
if you are REALLY good, you can have him dead before he hits the ground. Easy
as milking a cow.
**************
*Crate Shields:
TK a crate right in front of where an enemy is firing. This blocks his
shots, and allows you to run right up to him and open fire. This is also good
on turrets if you just keep the crate right up to them. If someone shoots a
rocket at you and all you can do is move a crate, then throw it at the rocket.
It will stop it, and buy you some time.
****************
*Tennis Grenades:
When someone throws a grenade at you, catch it in midair, and throw it
back. Then TK the enemy that threw it, but only enough to stop them from
moving. The grenade will explode on them, and save you some time. Another way
to do this is wait to throw it back, and time it to explode as soon as it hits
the person. This ensures an instant death.
**********
*TK an MP3:
Not much to this one. Just light one on fire with PK. You can then toss
the guy around with telekinises and mind drain it, or do whatever. This is a
good way to keep those guys from shooting at you as you kill them.
****************
*Suicides with MC:
This is one of the most asked about tactics. To do this, get a full
bar of psi, and MC an enemy. Hold both analog sticks IN for about three or
four seconds. The enemy will put the gun in their mouth, and they will then
shoot theirselves. Crazy, and fun. But it's a waste, so I don't bother too
much with it.
====
*7C) <=<~>=>Inventory<=<~>=>
====
The inventory is a very important aspect to the game. Without it, many people
wouldn't get far. Aside from the guns mentioned earlier, We also have a few
other nice tools at our disposal. I've included all of the ones I know of.
[Hydropsray---> Restores both health AND psi. Comes from scientists.
*=*=*=*
Health
-Comes in packs of 25%
-Comes in packs of 50%
=*=*=*=
Psi
-Comes in packs of 25%
-Comes in packs of 50%
-Comes in packs of 100%
+_+_+_+_
Keycards -{Usually attained from enemies}-
-Elevators
-Rooms
^>^>^>^
Map
-Shows Objectives
-Shows Location
-Shows Checkpoints
-Shows Rooms
-Shows Transitions
<^<^<^<^<^<^<
Mission Items
-Vital to the mission
-Usable once in most cases
_____________________________________________________________________
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====================================================================<|
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Other Fight Modes= *8)
~%~%~%~%~%~%~%~%~=
===
*8A[> Psi Training Room
===
This is probably one of my favorite rooms in the entire game. I could sit for
forever messing around in here. Basically, it's one big playground, where any
enemy you've encountered except for graveyard zombies and bosses can be
activated and fought. You are given unlimited ammo AND health, so you can sit
there for however long you desire, and mess around. I know one person who made
a line of boxes and crates into a house, and put a barrel up top. He was in
hysterics of laughter as it blew up.
To activate an enemy, you must first have gone through at least the part of
the main game where you had seen him. Meaning, untill you get to the temple,
you can't activate an aura beast. You know if it activates when the pannels
flip to red. From there, the enemies will constantly respawn untill you turn
it off.
A lot of funs things to do here are to surf around on boards, PK and throw
some objects. Mess around with things you don't normally get to mess around
with. Remember, you can finally mind controll someone and not have to worry
about getting hit. Or if you enjoy suicides, you can do those all you want!
Some things to know about the training room are that barrels that explode will
not respawn. Use these when you REALLY have somethin cooking. The teatherball
is an instakill. Move it into enemies with TK throw. Same with the HUGE sphere
weight thing that says Psi Ops on it. It squashes enemies, but it IS fairly
bloody, so keep that in your head.
The training room was where I learned a ton of my tactics. If for some bizzare
reason you want to fight the Aura Beasts again, well, your time. And no, it is
NOT abnormal to spend countless hours in the training room at a time. I could
sit there all summer if I wanted too. It's one of the first "total-combaT"
playgrounds you can get. The only downside is that your skin is always the
training Nick skin. Oh well.
===
*8B)[> Co-operative Mode
===
Well, Midway didn't totally leave us hanging with this mode. Basically, it is
you and your partner both working together to controll Nick. One controlls
movements and melee, and the other controlls guns and psi powers. Some people
find this more enjoyable than two people at once, but I will honestly say that
I can't stand this mode. None of my friends are ever very video game compitent
enough that I would ever trust them with the other half of my character. Oh
well. Could be worse.
You can play on any mission with whatever skin you've unlocked when using this
mode. Have fun, and good luck. You'll need it, unless you get a really good
partner or are blessed with four hands. One thing you will have going for you
is less limited movement. So remember to be exploiting that.
===
*8C)[> Boss Rush Mode/Boss Replay Mode/Survival
===
Both of these features are great. Let's start with Rush. Boss rush mode puts
you to the test. You get to fight each boss, and see how far you can get
without once losing. You get whatever skin you want that has been unlocked,
including ones like the Super TK barret, or the PK Marlena. As soon as you
lose, the mode ends. Equiptment attained from each fight carries on, including
health and med-packs. This is a nice mode for when you are bored and want to
redo all of the fights.
Boss Replay mode is almost exactly the same. However, here you are just going
against one boss at a time, whichever one you choose. Frankly, I can't get
enough of the Barret fight, so I wind up using this mode a ton. It's no doubt
one of the worth while modes to play. You unlock it just by beating a boss,
and then at any time you want you can replay him or her.
Survival mode is the same as Boss rush, but your health carries from each
engagement. Other than that, no difference. Just don't die.
===
*8D)[> Arcade Mode
===
Arcade mode is just a points mode. You can pick any level and skin, and you go
through it without any cutscenes. Another one of those "one big playgrounds,"
as Cyber Monkey (a member of the Psi Ops team) puts it. You get points for
different types of kills, just like any good arcade game. I don't spend too
much time with this myself, but it is a nice change from the "meet me in this
room and watch another scene" type deal. And no, it isn't in 2D.
===
*8E)[> Dark Mode
===
This is a simple mode, but I actually REALLY enjoyed it. It is the same as any
mission, except for the fact that everything around you is dark. Theres just
a big dark cloud. Basically, it's nice to keep your awareness of the game up,
and to help you memorize some of the missions for harder difficulty. It also
makes the long range combat incredibly hard to do. You need to see where the
shots are coming from.
Dark mode is basically another one of those training types, but a very good
one at that. Play it like your normal mission. Remember to use RV to keep a
decent eye out for what's ahead, and to not run into places like a moron while
screaming. Oh, and try the temple levels like this with the aura beasts for
some REAL fun -_-.
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Enemies[=] *9)
[=][=][=]
To make your life easier, you are getting a list of enemies AND tactics for
beating them right here. Be happy :)
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
*9A) Meat Puppet Level 1's (MP1):
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
********
-Rarity]> The first three levels are full of them. After that, rare.
-Health]> Close to none, they are child's play.
-Wave-numbers]> Come in fairly big waves, but not overkill.
=========:
Arnaments:
=========:....
Assault Rifle:
Shotgun :
Pistol :
Sniper Rifle :
Machine Gun :........
Grenades (occasional):
Melee :
....................:
==\__________________________________________________________________________
These are the most basic enemies. And, for the first three levels, these are
the majority of what you encounter. They are incredibly weak, and have almost
no armor. This works to our advantage. They can only take about three bullets
each, and are very vulnerable to head shots.
You know an enemy is an MP1 by simply looking at them. It will just look like
an ordinary person with a gun, mask, and camo clothes. Nothing special. The
best combo on them is probably TK'ing them and shooting them once or twice as
they are floating. This is a quick way to kill it, and you can throw the body
at other enemies. They can easily be mind controlled as well.
I would fight MP1's like a five year old would play with a crappy toy. Just
throw them around and have fun. Some of them do have shotguns, and some also
have sniper rifles. Be weary of that, the AI does have decent aim.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
*9B) Meat Puppet Level 2's (MP2):
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
********
-Rarity]> Level two: some, after level three and four: common.
-Health]> Enough to annoy you. They have armor.
-Wave-numbers]> Come in normal sizes. On the later levels, a bit bigger.
=========:
Arnaments:
=========:....
Assault Rifle:
Shotgun :
Pistol :
Sniper Rifle :
Machine Gun :
Grenades :
Melee :
............:
==\___________________________________________________________________________
These guys are enough of a threat to make you start working. They are smarter,
stronger, and in every way better than the MP2's. Almost all of them have one
grenade. Their snipers seem to have really good aim, as well. I've seen these
guys sit behind rocks waiting for me. Don't let it happen to you.
MP2's are recognizable by armor that to me looks greenish. Then again, I might
be thinking of them as Swamp Troopers from the Jedi Knight series. Basically,
you know when you see one. They look human, and you can still easily headshot
one of them and MC it. But they have much better armor than their earlier
model. I first noticed these guys when I was escaping from Leanov, but maybe
I just wasn't paying much attention before.
Fighting these guys takes a bit more work. When you TK lift them, they will
still be shooting at you. A good aimed Pyro Kinises would probably kill one,
and maybe four wall slams could hurt it. Your best bet is to just use normal
firefight tactics. Don't screw around, either. When one throws a grenade at
you, catch it with TK and throw it back. Your worst problem is when one is
sniping you. You need to hide, and find a way to hit them where they also cant
hit you.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.
*9C) Meat Puppet Level 3's (MP3):
:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:.:
********
-Rarity]> Level 4: a few Level 5 and on: A lot
-Health]> A TON. Totally armored, headshots rarely work.
-Wave-numbers]> I generally remember seeing them in waves of three or four.
=========:
Arnaments:
=========:....
Assault Rifle:
Shotgun :
Pistol :
Sniper Rifle :
Machine Gun :
Grenades :
Melee :
Flamethrower :..
Rocket Launcher:
..............:
==\___________________________________________________________________________
This is the cream of the crop soldier. These guys are tough. REAL tough. As
long as they know you are there, you can't mind control them by normal means,
nor can you TK them. That means no knocking them down and mind draining them,
either. These guys have a TON of armor. They have perfect sniping aim, and
decent rocket and flame thrower aim. Basically, when three of these guys are
in your face, you have some problems.
First off, we need to find a way to TK them. Use your PK. As long as they are
on fire, you can TK them. Take that liberty to toss them around. When they are
burning, it is also easier to shoot them. However, they seem to be able to
extinguish the flames just as easy.
The ONLY way to knock one down is to hit him with a crate or burn him and TK
him. If you want to mind controll him, hit him with a crate, and as he is on
the floor, do your thing. These guys with rockets CAN be fairly usefull, but
I tend not to rely on MC'ing them.
These guys remind me in a few ways of Hunters from Halo. You can just load
a clip into one for it to scratch it. They also remind me a bit of the
rocket troopers from the Jedi Knight series (by the looks, and all). Either
way, have fun with these guys. They look cool, and they are fun and a pain in
the ass to fight.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
:.:.:.:.:.:.:
*9D) Workers):
:.:.:.:.:.:.:.
********
-Rarity]> You see them almost everywhere.
-Health]> Barely any.
-Wave-numbers]> Maybe two in any given place at most
=========:
Arnaments:
=========:....
Hitting the alarm:
Melee ..:
..............:
==\___________________________________________________________________________
These guys are barely even noteworthy. They look like normal construction
workers. The worst thing they could do though, is hit an alarm. This calls in
a ton of enemy troops. In fact, the waves are infinite untill you turn off the
alarm yourself. Alarms are red when activated, and white when not. You can
also tell by the enviroment sound.
When a worker sees you, he either runs away and ducks, or he tries to melee
fight you. If he runs and ducks, you can easily just mind drain him, so try to
do that, and get some free psi power. If he comes to fight, you can either
shoot him or melee him back. I normally shoot them, but it could be a waste of
ammo that I've never though too hard about, so it's your decision.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
:.:.:.:.:.:.:.:.
*9E) Scientists):
:.:.:.:.:.:.:.:.:
********
-Rarity]> You see them almost everywhere.
-Health]> Barely any.
-Wave-numbers]> Maybe two in any given place at most
=========:
Arnaments:
=========:....
Hitting the alarm:
Melee ..:
Hydrospray :
..............:
==\___________________________________________________________________________
Scientists are the blue guys in the labs that sit and do nothing. In fact,
they are almost exactly the same as the workers. Very few fight you, and fewer
yet do anything other than run or hit the alarm. However, some of these guys
that you encounter WILL be usefull.
If you mind controll a scientist, you can have him trip a switch that could
help your objective. This is good. You can also try to run up to an MP3 and
hit him in the back of the neck with melee. This is the other use with this
guy.
The final purpose of a scientist, other than killing him to not set off an
alarm, is the hydrospray. Those aren't weapons, they are actually items that
appear after you kill them. You can't hold on to them, but running over one
will restore both health AND psi. So that's a plus.
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
:.:.:.:.:.:.:.:.:
*9F) Aura Beasts):
:.:.:.:.:.:.:.:.:.
********
-Rarity]> The temple level: Everywhere
-Health]> Little
-Wave-numbers]> Will vary, but normally huge.
================:
Moves/Properties:
================:
Bite :
Grab :..
Normally Invisible:
:::::::::::::::::::
==\___________________________________________________________________________
These are the biggest pains in the ass that you will ever see. These guys will
be invisible unless they choose to attack you. They are controlled by the RV
master, Nicholas Wrightson. Meaning, they are on the Movement's side. Aura
beasts are everywhere in the temple level, untill you find a way to stop them.
The only way to see them is through Aura View. To not get their attention, DO.
NOT. GO. NEAR. THEM. I repeat. DO NOT GO NEAR THE AURA BEASTS IF YOU DO NOT
WANT TEN ATTACKING YOU AT A TIME.
If you don't use AV, then the next best solution is to keep your finger on
the trigger. The beasts will appear out of nowhere, but you will have maybe
half of a second to react and start shooting. The problem with this tactic is
that you never have a clue how close they are.
So once you are in combat with a group of these things, you need to know what
to do. Any automatic gun is good here. The machine gun is great this time,
even though I said to avoid it, earlier. These guys don't take that many hits
before they die, but they DO get in straight lines more or less. If you can
sit backed up in a corner or something, you can just launch all your ammo at
them. DO NOT USE THE PISTOL. IT WONT WORK WELL.
As far as Psi powers go, don't bother with PK. As one forum member on gamefaqs
puts it, "It just pisses them off." Use TK and hit them into each other if
your ammo runs dry. It's your best last resort, and it is fairly effective if
you can get a few guys at once. But don't rely on it. Just remember, the best
way to beat these guys is to not get into conflict at all. Stay away from them
as much as possible, unless it would seem beneficial to fight them (I've found
only one occassion where it was).
¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
:.:.:.:.:.:.:.:.:.:.:.:.:
*9G) Zombies of the Past):
:.:.:.:.:.:.:.:.:.:.:.:.:.
********
-Rarity]> The graveyard, and a lot when in there.
-Health]> Infinite unless you MD them.
-Wave-numbers]> Well, enough of them to kill you.
========:
Arnament:
========:.....
Assault Rifle:
Pistol ..:
Machine Gun:
Shotgun :
Melee :
:::::::::..:
==\___________________________________________________________________________
Everyone always wants to know how to kill these guys. The zombies are the
people that you find in the graveyard of the illusion-maker, after the maze.
They are almost a boss fight, but not quite, so I left them out. These are the
guys that are mad at you for your past (you'll figure it out later. Or maybe
not, depending on how well you are with catching storylines). So now you need
to free their minds.
There is really only one way to do this. Normal shooting wont kill them; they
get back up and keep coming. It's time for some thinking. Hmm... Try just
walking up to one and mind draining it. You don't need to sneak up on them to
do it. You can just run and drain. They CAN damage you with shots, so try to
be fairly quick about it. Since heads explode from a full drain, this will do
the trick, and you will beat this guys. If you don't drain them, then expect
to be sitting fighting for a LONG time.
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Boss Battles= *10)
+=+=+=+=+=+=+
/=======================================\
Disclaimer: -------->THIS SECTION IS A MAJOR SPOILER SECTION<--------
----------------<YOU HAVE BEEN WARNED>---------------
\=====================/
*10A)
<][Leanov][> *Health*: Moderate.
Movelist::
.........
Phase One:
*Cryo Tube enemies.
*Making enemies explode like bombs
.........
Phase Two:
*Mind Controll (Reverses your movement)
*Psycic shockwave
*Psycic fireball wave formation thing
==\Note: This is the only Boss fight where bullets will actually help.
------------------------------------------------------------------------------
This battle starts off hard. It also LOOKS hard, so the psychological stuff
is going to make it feel panicy. Troops are going to be coming out of all of
the cryo tubes, so you need to hold them off. Eventually Leanov will make one
of them glow red. This is good and bad. What it does is it makes them explode.
This is bad if you get caught next to one. However, we are going to make use
of the explosion. Throw the enemy into one of the tubes with TK. As soon as
he explodes, the cryo tube will go with it, and any enemies nearby.
Repeat this process untill all of the tubes are destroyed. Then the fight gets
a bit more interesting.
This next phase will involve Leanov himself. He has a series of attacks, all
of which look cool, but only one will be effective. For starters, he will be
using this psycic shockwave. It moves slow and outward in dotted line ring
form from his body. This is easy to avoid. Whenever you get the chance, pump
bullets into this guy. In the corners of the room I always found health and
ammunition, and occasionally some psi refilling stuff. Use it.
His next attack are these beams that follow you. With me they always just did
some damage and knocked me down. When Leanov gets real dirty he will knock you
and then shockwave you. This will get annoying, but just keep shooting him and
you should be fine. Do NOT get in close, as it would just be asking for him to
shockwave you.
His final attack is mind controll. It won't take you over, although at first
it WILL seem that way. It took me forever to realize my movements were
reversed, so I'm going to tell you now. Your movements are reversed. So just
run the opposite way and keep shooting him. It's incredibly easy. But I'm
going to say it a few more times so it sticks.
HE DOES NOT CONTROLL YOU. YOUR MOVEMENTS ARE REVERSED. ALL YOUR BASE ARE NOT
BELONGS TO LEANOV. YOU HAVE CHANCE TO SURVIVE DONT MAKE YOUR TIME.
HE DOES NOT CONTROLL YOU. YOUR MOVEMENTS ARE REVERSED. ALL YOUR BASE ARE NOT
BELONGS TO LEANOV. YOU HAVE CHANCE TO SURVIVE DONT MAKE YOUR TIME.
HE DOES NOT CONTROLL YOU. YOUR MOVEMENTS ARE REVERSED. ALL YOUR BASE ARE NOT
BELONGS TO LEANOV. YOU HAVE CHANCE TO SURVIVE DONT MAKE YOUR TIME.
Good. So, as soon as he goes down, you get a nice FMV and it's time to bail
your shiney hiney outa there. Although the rest isn't part of the battle, here
are some tips for that: Do not stop to fire. You are being timed. Whenever you
can just throw someone out of the way into a generator or off a ledge and keep
running, do so. There is no reason whatsoever to stop, and for the sake of
drama, don't. It's more fun to make one of those barely escape victories
anyway. So yea.
------------------------------------------------------------------------------
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=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=
^^^^^^
VVVVVV
*10B)
<][Barret][> *Health*: Fairly high
Movelist::
.........
Phase One:
*Shockwave
*Throwing Crates
*I think once or twice he threw ME
*Psi-Bubble Shield
.........
Phase Two:
*Shockwave
*Throwing Crates
*Throwing BIG crates
*Throwing Trucks
*I think once or twice he threw ME
*Psi Bubble Shield
==\Note: Do not scramble looking for ammo. This is a PSI fight.
------------------------------------------------------------------------------
This will definately be remembered as one of the best Boss fights of all
times. The fight starts off in a room. Basically, you've got small space, and
it is just a fight between Kinetics. You can't throw him, but he can throw you
(again, if I remembered correctly). He doesn't do it often, though. The only
major thing to watch out for is the shockwave. I can't find a way by it other
than keeping my distance, althought a well timed jump that I don't have the
reflexes for might dodge it. Best to not get near it at all. Don't waste
your bullets, either.
Basically, just throw stuff at him, and try to catch what he throws at you.
There isn't much to do here except hold your ground. Get him to about half of
his health, and he says to take things outside. What joy. Outside. Wohoo.
After following him, you find yourself where the level started, down to the
last tank. He does his infamous move of throwing the tank at you. You don't
have a whole lot of time to act. Run as fast as you can forward and left. You
are in good enough shape when the tank misses you. Now it gets hectic. The
bigger metal objects he throws at you aren't tossable or catchable. The crates
are, however. There is also an explosive barrel, so take advantage of that and
hurl it his way.
As far as throwing things goes, I would just take metal crates and slam them
into him over and over for a while. Keep moving as best you can. You REALLY
don't want to stop yourself here. Once again, this is a ranged dodgeball fight
where you are the 7 year old and he is that CIT ready to bust your ass. Don't
get too close or the shockwave will get you.
Shooting him is another option, but nowhere near reliable. There isn't any
ammo around, and he uses a psi shield sometimes. If he is glowing purple, do
NOT shoot him. It won't do anything at all. Wait untill he is normal looking
(as normal as he CAN look) before getting at him with the gun. I haven't tried
sniper rifle headshotting him yet, so if someone wants to let me know on that,
I'd be more than happy.
[Extra Tactic]
If you are using the Barret Training 6 skin, you get extra TK abilities. In
other words, you get a meter that won't drain as fast, and you also get armed
with the ability to catch the truck he throws, and use it to throw back. Any
of the normally-too-big-to-throw objects he hurls can also be thrown. One of
my favorite tactics here is to sit and use the truck as a shield against his
attacks. If something gets bhind it, pull the truck back with a back-throw,
and then catch it right before it hits you once it hits the other object away.
I will be trying to TK-Surf the thing at some point soon, so I'll let you guys
know if that is doable or not.
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=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=
^^^^^
VVVVV
*10C)
<][Wei Lu][> *Health*: Three bars of Moderate (Pase Two)
Movelist::
.........
Phase One:
*Samurai Launch
*Samurai Sword Charge
*Samurai Sword Swing
.........
Phase Two:
*Poison Snake Spit
*Running into you
*Mouth Energy Beam
*Running in circles like an idiot.
*Scaring you with Roar.
==\Note: Save your bullets untill phase two. You will be needing them later.
------------------------------------------------------------------------------
This is not nearly as cool as the barret battle, but the concept was good. It
starts off with that eerie taunting where she says things like "you are
fighting your mind." Basically, just watch for the statues. They go from the
closest to her door to the farthest. All you need to do is pyro-kinises one,
and then launch a pot at it. DO NOT UNDER ANY CIRCUMSTANCES USE AMMO HERE. YOU
WILL BE WANTING IT LATER. If you run out of Psi, you should only need ONE of
the elixers found throughout the walls in order to restore it.
If you cant hit a samurai with a pot in time, and it gets to attack, just try
to dodge and PK it again. If it hits you, you go flying, so don't get hit. As
soon as all of the statues go down, Wei opens the door again, and transforms.
This is probably the weirdest things you will see. I feel like it was an
attempt to scare me, but it just didn't quite work. They couldn't pull it off,
and so instead you will be witness to a big green blob that runs around in
circles. Yay.
So, let's start off here. You have three different heads to kill. Target one
of the heads with Y, and open as much of your ammo as you can. Concentrate on
only this head untill all your ammo is dry or it dies. If it doesn't die, hit
it with a pot some number of times.
Now, with one head down, we have two left, and it will likely start attacking
if it hasn't already. The most common attack will be its heads shooting this
weird snake poison thing at you. Just run in dodging patterns untill it is
done. It will likely take a break to run in circles, so this is your chance.
Use as much PK as you can on it for the WHOLE fight. There are a ton of Psi
elixers on the walls and in the chamber Wei came out of.
The next attack to expect and actually be afraid of is an energy beam from her
mouth. This can take out the pillars on the sides, and if it hits you it will
do some knockback. So be on alert for this. Once this is done, just repeat the
usual pattern or PKing and hitting a head with pots.
As soon as the second head dies, you are fairly close to victory. Just keep
pelting the first one, and as soon as you win, you will get another one of the
"make you think" cutscenes, and you now need to simply leave. This is easy.
Walk into the great hall, look to the left of the elevator, and open the green
door. The mission ends. No more absured, annoying, and devilishly clever
illusions (thanks to the Team for making that mission one of the most
enjoyable and suspensful ones yet).
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^^^^^
VVVVV
*10D)
<][Marlena][> *Health*: Phase One: Felt kinda low
......... Phase Two: Moderate
Movelist::
.........
Phase One:
*Laser Homing Beam
*Laser Rapid Fire
*Fusion Overload
.........
Phase Two:
*Twin Sister
*Fireball Grenade
*Fireball Multi-Throw
*Cartwheel Hit
==\Note: Bullets are effectively useless in this fight. Don't waste your time.
------------------------------------------------------------------------------
Well, I had anticipated this to be an amazing pyro vs pyro fight, but it
simply fell quite short of that. In fact, it sucked. I was so bored that
I didn't get a megaman style boss fight right here (where it's one power
verse the other same power) that I literally went to go get a snack the
first time I played it. That's NOT to say it's easy, however.
Before you begin, you should notice three things. The squares on the floor
in the back where you start (two on each side), the little circle pillar
in the center, and the tanks of liquid nitrogen right in front of the circle.
Knowing all of this, let's start fighting.
First I'm going to list your defensive strategy. This fight will involve you
evading while attacking at the same time, so it DOES take some thinking power.
When she shoots the constant laser beam at you, get it to start tracking you,
and then run in circles around the center object. I'm convinced they designed
it for this purpose. As soon as it stops or you get enough distance between
you and it, pick up a nitrogen tank with TK. You will be aiming for the main
gun right above Marlena. It's the only thing targetable.
The problem I had with this was that I didn't lift the tank high enough. Make
sure you lift it so it wont hit anything else. The next issue is that if you
try to hit the front of the gun, it won't do damage. Knowing these two things,
lift a tank high and to whatever side you are on. Hurl it at the gun, and it
should hit it and do damage. Repeat all of the above untill it says "Overload"
When it says overload, you are going to think you are in deep trouble. If you
had not been reading this guide, I can almost garuntee it would totally screw
you over at least five to ten times. But you ARE reading this, so that won't
be an issue. When it gives the warning, look towards the back of the room. You
will see red panels coming up from the ground. Get right behind one and crouch
so that it is between you and Marlena. As soon as the pretty effects are over,
go out and do your thing with the tanks and dodging again.
Hopefully, you won't waste any medpacks in doing any of this. When the machine
is destroyed, it's on to phase two. This is where things will be getting quite
a bit trickier.
Marlena is now pissed. She also has some incredibly devastating attacks. So
let's begin. First off, we can once again find a place to hide. Call me a
pansy, but it's what I do :-P. Look in the FRONTS of the room. On each side
there will be two crates stuck to the floor. This is good. It gives you cover
from most of her attacks, and you can still throw the nitro at her.
One of the coolest attacks she does is actually duplicating herself into a
fire clone. This clone won't do much, but if it charges at you and hits you,
you will go FLYING. It will also walk around your crate and hit you then, no
matter how tucked in you are. Make sure to take the clones out with the nitro
first, before going for Marlena. If anything, get distance between you and
them, so that you can hit BOTH with one tank. This is much more effective.
Marlenas main projectile attack is a series of fireballs. These also hit you
to the ground a bit. As long as you stay behind that crate, they really wont
be too much of a threat. However, if you get up to move, you will need to do
zig zag patterns to not be hit.
She can also like, cartwheel kick you. For some reason, this seems to hurt a
lot, too. But the most annoying thing is the fireball grenade. What it does is
when it lands, it explodes and makes a nice shockwave. Once again, really cool
special effect, but I'm not as concerned about that as anything else. There
isn't much to do about this one other than hope it won't hit you. If it does,
it will knock you out of hiding, so run right back in and keep hitting the
nitro's.
To make note of extra Psi and Health packs, look on the sides. In the back of
the room, away from the machines, there are stairs to each one. Pick up what
you need and keep the hell moving. They don't respawn, so don't waste them,
either.
After you win, you get your nice cutscene, and you are done with the level.
()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()
=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=
^^^^^
VVVVV
10E)
<][Nicholas Wrightson][> *Health* Absurdly Low
.........
Movelist::
*Stationary Laser Beams
*Patrolling Aura Beasts
==\Note: This time you NEED bullets, more or less.
------------------------------------------------------------------------------
This is laughably easy. This guy is insane. Basically, stay in the back of the
room. Getting anywhere near the middle will alert about 20 Aura Beasts that
you REALLY don't want to fight. As soon as one of his panels is about to fire,
stay still for about half a second, then sidestep and lock on to it. Pump as
many bullets into it as you can untill it stops shooting. Then wait for the
next one.
I DID wind up needing my pistol for this fight when I ran out of ammo, but I
managed to finish with that. At the worst, PK the panels or throw crates at
them. Unless you wake up an Aura Beast, you simply can't lose this fight.
Then again, if your thumb is broken, you could POSSIBLY lose.
After that you get a cutscene with Sarah being okay. Unfortunately, Nick is
an idiot and misses his chance to kiss her right there. Oh well, just keep
going with the level. Ithy's walkthrough has the rest of the place and such.
------------------------------------------------------------------------------
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=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=()=
^^^^^
VVVVV
10F)
<][The General][> *Health* High, considering what you have to do
.........
Movelist::
.........
Phase One:
*The circles hitting you
*The maching shockwaving you
.........
Phase Two:
*Machine shockwaving
*Meteor Shower
*Tripple TK with huge rocks
*Teleporting
*Sneak Attack
==\Note: Get as many Psi Orbs as you possibly can
------------------------------------------------------------------------------
Well after the suspensfull cutscene, you are off to fight once again. Start
off simple, and walk up to the spinning pillars. As soon as one gets in front
of you, PK it. When it comes around again, PK it again. Depending on your Psi
energy status, you can do more than one at a time before recharging.
As soon as a pillar breaks, aim for another one. When the General's recharging
health hits half, stop and run to collect any orbs you have already knocked
down. This is because if you don't do it now, and run out of time, HE will
just take them all.
Whenever you need to recharge your Psi, run right into the center. Count to
something around four, and bail out into the ditches where the health packs
are. The machine shockwaves you right afterwards, and if you are down in the
ground, it will miss you.
As soon as the General is done refilling, it is time for phase two. This will
be either really easy, or really hard, depending on how well you can follow
my directions. First off, any of the orbs you collected are now turned into
weapons. Fire them just like a gun. But we need to know WHEN to fire them.
First off, the General now attacks in patterns. The opening attack will have
him lifting three boulders and hurling them at you. None are instant kill,
but they will do a ton of damage and knockback if they hit you. So fire ONE
orb, then run into the ditch, and through those bridges. This messes up his
aim, and the boulders will hit the bridge and likely stop.
Jump back out, and he will open up for another attack. Throw one quick orb,
then drop down again under the bridge in the center. This is when he does a
meteor shower attack. As long as you are nice and tucked in, you should be
perfectly fine.
When THAT attack stops, it's time to start running. Much like you did with
Marlena, run around this circle as much as you can, untill he dissapears,
reappears, and does the sneak attack. You can hear it when he does it. As
long as you are running and moving when he does this, you are in incredibly
good shape. Use the medpacks only when you NEED them. After he sneak
attacks, jump back out, hit him with an orb as he is charging for the three
TK rocks, then jump back in.
Whenever you run out of orbs, run in the center to recharge them. If you time
it, just right, you will be able to refill every single one you have, and bail
out before the shockwave hits you. At worst, you might get hit by a bit of the
meteor shower if you don't keep moving in weird patterns as you recharge.
Should you not have been able to get ANY orbs, than there is still hope left
for you. Get a crate, and TK throw it instead of Orb throwing. For the most
part, repeating the patterns stated above will kill the General with ease.
After that, just sit back, relax, and enjoy your ending. I think it sucks, but
it does leave space for a lot of discussion, thinking, and predicting. Have
fun with unlocking the extras, finding the gnomes, and whatnot.
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Frequently Asked Questions¿ *11)
?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?¿?
Q: Whenever I fight Marlena, the tanks you mentioned aren't there!?
A: This is an annoying glitch. All you can do is reload your most recent
save, and that will normally fix the problem. To avoid this, save at the
checkpoint from right before you fight her.
Q: I can't dodge the trucks Barret throws at me. HELP!?
A: Well, the first one just requires you to run forward, and more importantly
to the left. Just run like hell any time he hurls one your way.
Q: How do I beat the Aura Beasts by those stairs?
A: I'm not the mission expertise, but in this case, they keep coming at you
and you can't. You are going to need to find an alternate route around
this. I think Ithy at the message boards can help you there.
Q: How do I avoid the reactor overload in the Pyro fight?
A: Run towards the back of the room; there will be red panels you can hide
behind.
Q: Do any of the skins have advantages?
A: Yes, the Barret training skins can lift heavier objects, including trucks
and MP3's, and it will cost less psi. One of the Marlena skins takes less
psi to PK, and can go through some objects. Leanov can mind control MP3's,
and I think his suicide move on them (click both analogs in), is less psi
cost. All of these skins start with their "specialties." The General skin
that has the extra powers can do ALL of these.
Q: How do I get past turrets?
A: There are a couple things you can do. One is to hold a metal crate up right
in front of it so that it blocks every shot. As soon as you get by, drop
the crate and keep moving. Another tactic is to just run for it. A third is
to hold up an object and keep it moving as you move. This will attract the
turret's attention. Yet a fourth way is to destroy the turret altogether.
Anything explosive works just fine, as does constantly ramming it with a
dead body. At most, I've found it takes about 7 smacks.
Q: How can I make RV go through a door?
A: Just "walk" right through. Nothing fancy.
Q: What's survival mode?
A: It's the same as boss rush, but your health carries to each fight. The
simalarities are huge, so I didn't say much on it.
[=Got a question that needs answering?=]
~~ Email me at
[email protected]
~~ AIM me at wassup1444467
~~ MSN me at
[email protected]
~~ YIM me at HegemonialWarrior
//Note: Starting Friday, June 20th, I will be away untill August. Sorry for
theinconvenience.//
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Hall of Fame and Credits* *12)
*{*[*{*[*{*[*{*[*{*[*{*[*
Hall of fame
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This is for people who were either extreme help, or I am aware of them having
done something incredible in the game. Usually I find out on the boards. Don't
ask to be here.
1) Yars Revenge
~Helped me with the mines on the last level
2) Id of Ith
~Helped basically everyone on the forums, and he is making another guide.
3) MetalSlugMan
~He took out the entire room of Aura Beasts at the labs (he then asked the
question of how to use the kill switch, and that was the proof).
Credits
¯¯¯¯¯¯¯
1) Midway
~Since when did they start making amazing games like Psi Ops? Really, this
game should be considered one of the best ever. They did an amazing job,
and I can't wait for the next one.
2) Everyone at the boards
~Some good times, some not so good times, but you guys at least made them
all FUN times.
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*13)
----->>LEGAL INFO<<-----
This guide may not be distributed, hosted, or sold in any manner. You may not
place it on your site without MY permission. You may not use any part of it in
your own guide without MY permission. You may not take it as a whole and then
just put your name on it. Your site, for me to allow it to be hosted, must be
for public access, and not a pay site or private site.
Copyrite 2004 by Wassup1444465
All Rights Reserved.