--------- ---
\ - | ------ --- / - \ ------- ------
| | | | | ||--| | | | | | | \ - | | ||--|
| | | | | |--- | | ----- | | | | | | | | | |---
| - | |--- | | | | | | | | | | - | |--- |
| --- -- | | | | ----- | | | | | -- -- | |
| | | || | | | \ - / | | | || |
/--- ------ ----\ --- /-- ------
-- --
- THE MINDGATE CONSPIRACY -
Psi-Ops: The Mindgate Conspiracy
System: X-box
Written by: Berserker93 (aka. Berserker or Kevin)
Started: June 9, 2004
Email:
[email protected]
This document (c) 2004 Kevin Hall (Berserker)
Psi Ops: The Mindgate Conspiracy (c) 2004 Midway Amusement Game, LLC.
---------------
Version History
---------------
Version 1.0 - (July 12, 2004) Document is complete. I still have a few more
things to add before I'm completely finished.
Version 1.1 - (July 15, 2004) Added Additional Strategies section (thanks to
Jumar and TorandoTK for contributing) and more sites to the Copyright section.
Finally added Marlena glitch battle that I meant to add on the first version
(thanks to Fantatic). Also added a note about the boss fight glitch in the
game. If anybody else has any other additional strategies for some of the
boss battles or hard areas that are not already mentioned, then please email
me about them (
[email protected]).
Version 1.2 - (August 16, 2004) Added some more additional strategies and some
extra content to some of the walkthrough (Mind Drain, Illusion Maze notice,
Stone Statue boss MD, use for the blue platform in stage 6). Corrected some
errors in the codes section. (thanks to Bandit23, Craven, faqsimile, and
TornadoTK)
Version 1.3 - (December 21, 2004) Fixed the page margins to make the guide
look a bit better.
Version 1.4 - (April 11, 2005) Added additional strategies for the Marlena
Kessler fight, and for the hotspot a few rooms after the Wrightson fight.
(thanks to DreadMerlot) Added an extra note about the canisters during the
Marlena fight, (thanks to johnjon and Redrane), and an alternate tip for the
room with the blue liquid after the fusion accelerator (thanks to Paco).
Added tips for the graveyard, first hotspot after Wrightson, and Marlena
(thanks to padda_man100 and Chuck). Maybe by the next update, I will actually
finish the characters section. ;p
Also, I've added a few codes to make navigation through this walkthrough a bit
easier. Anytime you see a code surrounded by "<>", click edit on your browser
and select "Find on page", type in the corresponding code to be taken directly
to that section. I added codes to take you to each stage of the game from the
list of sections, codes to take you from the walkthrough to each additional
strategy, and codes to take you from the walkthrough to each Evil Garden Gnome
location.
Version 1.5 - (July 29, 2005) Characters section is finally complete and
Contact Info was added in the Special Thanks and Copyright section. Title has
been centered along with a few other enhancements throughout the guide. A
Special note has been added to the unlockables subsection and a note has been
added to the elevator ride during the timed area of Chapter 2. Thanks go out
to all the readers that emailed me about both of these problems. Also added a
location for a Psi Rejuvenator in Chapter 5 (thanks to Darkchief75).
One more thing, I would like to give a special thanks to everybody that has
emailed me regarding this guide. I have received more emails regarding this
guide than any of my others, and I just wanted you guys to know that I
appreciate all the comments, contributions, and other emails and if I did not
respond to your email then I want to take this opportunity to say thank you!
********
Sections
********
Section I: Introduction
Section II: Controls
Section III: Items
Section IV: Weapons
Section V: Characters
Section VI: Walkthrough
A: Welcome to the Movement <S01>
B: Something's Gone Wrong <S02>
C: Unfinished Business <S03>
D: Assembling the Pieces <S04>
E: Fears Don't Lie <S05>
F: Everything We Worked For <S06>
G: From the Ether and Beyond <S07>
H: The Ultimate Power <S08>
Section VII: Additional Strategies
Section VIII: Secrets/Cheats
Section IX: Copyright & Special Thanks
A: Contact Info
----------------------------------------------------------------------------
***********************
Section I: INTRODUCTION
***********************
This has got to be one of the most fun and rewarding games I have played in a
while. The new concepts that Midway has brought to the usual stealth/action
formula are incredible. The different steps that can be taken to get through
a situation make each play-through just as exciting as the last. I have been
totally hyped about this game ever since I got my hands on the Xbox magazine
demo.
This is my third walkthrough that I have done (my other walkthroughs are
listed at the bottom), and I am proud to say that I have had the most fun
doing this walkthrough out of all of them. This walkthrough may contain
spoilers so be sure to use it as a last resort if this is your first time
through the game. I have tried a little something different with this
walkthrough than my previous walkthroughs (read the beginning of the
walkthrough section) and would like some feedback as to how the readers feel
about this. Please let me know if you like it. :)
Please contact me if you have any questions, comments, advice, or suggestions.
My email address is
[email protected].
----------------------------------------------------------------------------
********************
Section II: CONTROLS
********************
(default controller setup)
---------------------------------------------------
|Left analog |Move |
---------------------------------------------------
|D-pad up |Mind control (MC)/Zoom in |
---------------------------------------------------
|D-pad down |Weapon switch/Zoom out |
---------------------------------------------------
|D-pad left |Remote viewing (RV) |
---------------------------------------------------
|D-pad right |Aura View (AV) |
---------------------------------------------------
|Right analog |Move camera/Move objects (w/TK) |
---------------------------------------------------
|Start |Displays pause menu/Skips Cutscene |
---------------------------------------------------
|Back |Inventory menu |
---------------------------------------------------
|L |Telekinesis (TK)* |
---------------------------------------------------
|R |Fire weapon |
---------------------------------------------------
|Y |Lock-on/Strafe |
---------------------------------------------------
|A |Jump/Climb/Use/Open doors |
---------------------------------------------------
|X |Melee Attack |
---------------------------------------------------
|B |Crouch |
---------------------------------------------------
|Black |Mind drain (MD) |
---------------------------------------------------
|White |Pyrokinesis (PK)/Free Aim (TK surf) |
---------------------------------------------------
|L3 |Wall mode |
---------------------------------------------------
|R3 |Sniper Mode (only with Sniper Rifle)|
---------------------------------------------------
* = Pressure Sensitive
==========
Life Meter
==========
The life meter represents the number of hits Nick can take before he dies.
The life meter can be replenished by collecting First Aid Kits or Packs.
Hyposprays will also replenish a bit of the life meter.
=========
Psi Meter
=========
Below the life meter is the psi meter. This represents the amount of psi that
Nick has remaining to perform psi abilities. Every psi ability will take away
a different amount from the psi meter depending on which psi ability is used.
The psi meter can be replenished by finding psi power-ups, hyposprays, or by
performing a mind drain on a conscious or unconscious enemy.
=============
Psi Abilities
=============
----------------
Telekinesis (TK)
----------------
Whenever an area is targeted and the target turns yellow or red, that object
can most likely be manipulated by TK. Hold down on the TK (L) button to lift
the object and use the right analog to move or throw it. The harder the TK
button is pressed, the higher the object will go. Nick can actually be on top
of an object while it is being moved with TK; this is called TK Surfing.
(see Advanced Controls for TK Surfing)
----------------
Pyrokinesis (PK)
----------------
Sends a flame wall toward an enemy or object, engulfing every flammable object
in its path into flames. Burning objects can be moved and thrown with
Telekinesis.
-----------------
Mind Control (MC)
-----------------
Mind Control can only be performed when a conscious enemy is targeted and the
target turns red. Once a Mind Control is performed the player will have total
control over the enemy. This will work on every enemy except for Aura Beasts
and Bosses.
-------------------
Remote Viewing (RV)
-------------------
Remote Viewing is an out-of-body first-person viewing that can be used to get
the layout of a room or see the locations and actions of enemies before
entering.
---------------
Mind Drain (MD)
---------------
Mind Drain can only be performed on fallen enemies or from behind an enemy.
Performing a mind drain will refill the psi meter. A conscious enemy will
yield a greater psi recharge.
Mind drain recharge percentages:
Dead enemy - (15%)
Live enemy on ground - (25%)
Sneaking up on live enemy (stealth drain) - (75%)
Live enemy on ground and waiting a few seconds - (75%)
(Note: In order to get a 75% recharge while the enemy is on the ground, wait
until the enemy tries to get up. If done correctly, the enemy will hover in
the air as if a stealth drain has been executed.)
(Thanks to Craven)
--------------
Aura View (AV)
--------------
Aura View is used to see things that are normally invisible to the naked eye.
Aura View will detect body heat, invisible enemies, invisible mines, secret
messages, and weak walls.
=================
Advanced Controls
=================
----------
TK Surfing
----------
Nick can use his TK ability to lift a crate or any movable object up in the
air while he is on top. To perform this stand on top of a crate or movable
object, target it so that the target turns yellow, and then use TK to surf.
This can be used to reach far off areas. There is nearly no limit to where
Nick can go while TK surfing.
-------------------------
Free Aim while TK surfing
-------------------------
When Nick is TK surfing on an object, while still holding the TK (L) button,
press the PK (white) button and this will allow him to freely aim at other
objects or enemies. While free aim is activated Nick cannot move the object
that he is on. Press PK again to cancel free aim and continue surfing.
----------
Multi-lift
----------
While lifting an object with TK, let go of the TK (L) button, and then quickly
press and hold down the button again to lift the object higher. Nick can be
on top of an object while multi-lifting. Targeting the object and holding
down the lock-on (Y) button while multi-lifting can help to make it easier.
Holding a direction with the right analog while multi-lifting can make the
process easier as well, but this eats up the Psi gauge quicker.
----------------------------------------------------------------------------
******************
Section III: ITEMS
******************
================
Health Power-ups
================
~~~~~~~~~~~~~~~~~
Field Medical Kit
~~~~~~~~~~~~~~~~~
Restores 50% of life meter.
~~~~~~~~~~~~~~~~~~
Field Medical Pack
~~~~~~~~~~~~~~~~~~
Restores 25% of life meter.
=============
Psi Power-ups
=============
~~~~~~~~~~
Psi Elixir
~~~~~~~~~~
Restores 100% of psi meter. Usually these are only available during boss
fights.
~~~~~~~~~~~~~~~
Psi Rejuvenator
~~~~~~~~~~~~~~~
Restores 50% of psi meter.
~~~~~~~~
Psi Vial
~~~~~~~~
Restores 25% of psi meter.
=====================
Health & Psi power-up
=====================
~~~~~~~~~
Hypospray
~~~~~~~~~
Restores some of your life and psi meter. These can only be obtained from the
labcoat workers and they cannot be stored in inventory. Hyposprays are used
automatically once collected.
==============
Weapon pickups
==============
-----------
Pistol Ammo
-----------
Adds 12 bullets to your supply of pistol ammo.
--------
Grenades
--------
These can be picked up with TK and tossed back at the enemy. These can also be
used freely while Mind Controlling an enemy. Press down on the D-pad while you
MC an enemy.
----------
Other Ammo
----------
Ammo for Primary Weapons can be obtained by running over a dropped weapon.
----------------------------------------------------------------------------
*******************
Section IV: WEAPONS
*******************
==============
Primary Weapon
==============
(Only one primary weapon can be carried at a time.)
-------------
Assault Rifle
-------------
Fires out a rapid stream of bullets and works well for long range attacks.
Tapping the fire button instead of simply holding it will result in more
precise aiming.
-----------
Machine Gun
-----------
Has a faster rate of fire than the assault rifle, but is better used at medium
range. The machine gun can also holds more ammo than the Assault Rifle.
-------
Shotgun
-------
The most powerful gun that Nick can use, but ammo is sometimes hard to come by
and it doesn't hold as much as the other guns. The closer Nick is to an
enemy, the more damage the shotgun will do.
------------
Sniper Rifle
------------
Best for taking out enemies at great distances. Press in on the right analog
to enter Sniper mode and use the d-pad to zoom in and out (up and down).
================
Secondary Weapon
================
----------------
Silenced Handgun
----------------
The handgun will remain in your inventory and cannot be replaced. It is best
for stealth situations or minor task.
==============
Special Weapon
==============
These can only be used while Mind Controlling (MC) an enemy using each
particular weapon.
-------------
Flame Thrower
-------------
Short range weapon but very powerful.
---------------
Rocket Launcher
---------------
Fires an explosive round that inflicts a large amount of damage on the area
targeted.
----------------------------------------------------------------------------
*********************
Section V: CHARACTERS
*********************
(info taken from www.psiopsgame.com and from instruction booklet)
-----------
Nick Scryer
-----------
(Psi-Ops Specialist)
Age: 34
Height: 6'
Weight: 210 lb.
Psi Power:
Proficient in Telekinesis, Remote Viewing, Mind Drain, Mind Control,
Pyrokinesis, and Aura Viewing. At times, he is struck by erratic glimpses of
the future.
Biography:
Lt. Nick Scryer is a seasoned combat veteran assigned to lead a strike team
with the UN Anti-Terror Corps. Nick gets "planter" and captured in an
operation against the terrorist organization known as "The Movement". Once
inside, Nick discovers he is actually an agent for a secret government
organization known as Mindgate. Trained in the use of his Psi abilities, Nick
is a powerful weapon against worldwide terrorist threats that wield their own
brand of Psi powers. But to successfully infiltrate "The Movement", Nick also
learns his memories and powers have been temporarily wiped to get him past the
enemy's Psi probes.
He must now escape his captors and battle against the powerful Psi agents of
"The Movement". He must discover his true past, as well as his link to the
mysterious leader of the terrorists, the General.
----------
Sara Blake
----------
(Special Agent)
Age: 27
Height: 5' 7"
Weight: 124 lb.
Psi Power:
The power of Telepathy.
Biography:
At the height of funding for Project Mindgate, many people were tested and
studied by the government for their potential Psi abilities. Orphaned at age
15, Sara Blake was taken in by the state and trained to develop her Telepathic
gifts to eventually become a Psi operative fighting the enemies of democracy.
After Project Mindgate, Sara secretly continues her work and infiltrates the
General's terrorist organization. Her true mission is to spy on The Movement
from within, but Sara has another motive.
-----------
The General
-----------
(Leader of "The Movement")
Age: 52
Height: 6' 2"
Weight: 180 lb.
Psi Power:
None that are known of at this time.
Biography:
A distinguished military record brought William Kreiger into the underground
realm of government Black Ops programs. Placed in charge of the government's
Psi program, code named "Project Mindgate", he began to understand the true
power of the human mind. However, the end of the Cold War also brought an end
to Project Mindgate.
Unwilling to lose the power of his position, Krieger overstepped his authority
and used the agency to further his ambitions. Indicted for war crimes by his
own country, he escaped trial and fled underground.
Now re-emerging as the General, he has become the enigmatic leader of the
terrorist organization known as "The Movement". Backed with a growing army
led by a group of powerful rogue Psi-Agents from around the world, his goal is
to retrieve and control the pieces of a mysterious ancient artifact. The
General's insane lust for domination leads him t believe this artifact has the
potential to bestow upon him the ultimate power of a god.
----------
Jov Leonov
----------
(Master of Mind Control)
Age: 52
Height: 6' 1"
Weight: 175 lb.
Psi Power:
Mind Control, using others to do his dirty work.
Biography:
Jov Leonov, originally a native of Mongolia, was taken in by the Soviet
government when an accident left him blind at an early age, but also left him
with powerful Mind Control abilities. Raised and groomed to be the perfect
Soviet spy, he soon became a deadly Psi operative.
Following the end of the Cold War, Leonov became involved with the terrorist
organization known as the "The Movement". Recruited for his expertise in Mind
Control, the cold and calculating Leonov began development on a secret project
known only as the "Meat Pupper Program".
Leonov is always flanked by one of his "victims", using their eyes for his
vision through Mind Control. He remains calm and controlled when his
meticulous plans are operating smoothly. However, he can become unstable and
irrational when all does not go according to his plan.
------------
Edgar Barret
------------
(Master of Telekinesis)
Age: 37
Height: 6' 8"
Weight: 385 lb.
Psi Power:
Telekinesis, allowing him to move whatever he wants.
Biography:
Edgar Barret led a downtrodden life until the emergence of his Psi abilities
allowed him to attain money, power, and status. His Telekinesis allowed him
to climb the ranks of Project Mindgate, becoming the number one operative. At
that point, Barret's lust for power pulled him into the General's conspiracy
and later into the madman's underground terrorist organization.
Barret now secretly runs several high profile businesses as fronts for The
Movement. He launders money, moves weapon, and uses his influence to allow
the General to operate in more than a dozen smaller nations across the globe.
His lust for power has fueled his belief in the idea of a "Psi elite". He
foresees a world in which the powerful Psi few will rule over a world of
"Mundanes". It is for this goal that he begins his quest to help the General
attain an ancient power - a power that will allow them to rule the world.
------
Wei Lu
------
(Master of Illusion)
Age: 24
Height: 5' 4"
Weight: 110 lb.
Psi Power:
Illusion, the ability to create false visions and memories in the minds of
others.
Biography:
When her Psi powers were detected, Wei Lu was taken from her family and raised
to be a perfect intelligence Agent by the Chinese government. She became a
one-woman killing machine that used her ability to implant false visions and
beliefs into the minds of others as a means to carry out the will of the
state.
However, Wei Lu grew to be a young woman driven by introspection in a world
where the line between reality and fantasy are easily blurred. She soon came
to the attention of The Movement, and it was here that she found a place to
explore these ideas. She gained access to the General's knowledge of Psi in
exchange for her stunning power, which she uses to hide the operations of The
Movement from prying eyes.
---------------
Marlena Kessler
---------------
(Master of Pyrokinesis)
Age: 34
Height: 5' 7"
Weight: 125 lb.
Psi Power:
Pyrokinesis, the ability to create and control fire, explosions, and heat.
Biography:
Marlena Kessler grew up in a divided Germany. When her powers manifested
themselves during puberty she was quickly inducted in the Soviet Psi-Ops
program. However, Marlena took the first opportunity she could to flee to the
west, leaving behind her family and past.
Marlena was later recruited into The Movement by Edgar Barret. His rhetoric
of a Psi elite appealed to her sense of justice. Now her righteous attitudes
about the Mundanes have led her to become a bitter and arrogant woman, driven
by a desire for power.
-----------------
Nicolas Wrightson
-----------------
(Master of Remote Viewing)
Age: 41
Height: 5' 11"
Weight: 111 lb.
Psi Power:
Remote Viewing, the ability to send one's mind out-of-body and spy anywhere in
the world. He also has the ability to Mind Control weak willed individuals.
Biography:
Wrightson once worked alongside Nick at Mindgate where he put his Remote
Viewing talents to good use. But as he began to take longer and longer trips
into the ether of RV his sense of reality began to unravel.
When Project Mindgate ended, Wrightson was seduced into joining the Movement.
It was here that Wrightson became the General's eyes and ears across the
globe, spying on the world through the ether of RV.
He has since withdrawn completely from the real world. It is an addiction, a
fix that he needs to survive, and so strong that he refuses to return to his
true body. Few within the Movement truly understand how deranged Wrightson
has become, and even fewer are aware of the location of his real body that
grows more sickly and wretched in its hidden sanctuary, murmuring incoherently
about strange things and entities.
----------------
Dr. Kimiko Jones
----------------
(Scientist)
Age: 28
Height: 5' 6"
Weight: 115 lb.
Biography:
Kimiko became a scientist in order to follow in the footsteps of her
grandfather, who left a distinguished research career to delve into the secret
world of the occult. She soon discovered that her grandfather was in fact
researching ancient relics for the American government. Relics that were
somehow linked to the world of Psi power.
Her obsession with her grandfather's past and her own research brought her to
the attention of the General, who allowed her access to certain artifacts and
knowledge that only he possessed. Making great strides in her research,
Kimiko has blinded herself to the General's true purpose, and has only
recently begun to realize that the man who she once saw as a benefactor may in
fact be mankind's greatest threat.
--------
Labcoats
--------
The Movement requires expert knowledge to create and maintain their army as
well as study the Monolith's power. These men are the worker bees of the
organization, dedicated to helping the General bring about a revolution of
power.
-----------
The Minions
-----------
(Meat Puppets)
The Movement uses brainwashed humans as their nameless, numberless minions.
Mind controlled and unquestioning, these "Super Soldiers" overcome their
enemies by sheer number, force, and terror. They can be programmed to be
immune to pain, to lay down their lives without question, or to kill with no
remorse.
There are three levels of Meat Puppet warriors, each one more powerful,
cunning, and deadly.
---
MP1
---
The most numerous, these MP's are made up of people that have been quickly
brainwashed. They are often "new recruits" who have only recently been
kidnapped and has the very lowest form of "programming" in the meat lockers.
These soldiers use numbers and superior firepower to defeat their enemy.
---
MP2
---
These soldiers are a step above the common Meat Puppet. Longer reprogramming
time has allowed them to be more accurately programmed and controlled. They
have higher abilities of reason and independent thought which make them harder
to outsmart and defeat.
---
MP3
---
The highest form of the Meat Puppet, these soldiers are also the least
numerous. Combining individual thought, cunning training and a lack of fear,
these super soldiers are a lack of fear, these super soldiers are deadly and
efficient. These MP's can also be quickly trained via downloadable programs
to perform a variety of tasks, from simple demolitions to difficult piloting
skills.
----------------------------------------------------------------------------
***********************
Section VI: WALKTHROUGH
***********************
============================================================================
READ THIS FIRST!
>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
Berserker's explanation of his walkthrough
<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
I decided to try something a little different with this walkthrough compared
to my others.
I have tried to limit each paragraph to one room and in the parentheses below
each paragraph is the number of items of that particular type in that
particular room. I figured that readers could use this as a checklist for
item pickups in each room.
Some paragraphs contain more than one room because the rooms in that area are
very short and/or itemless.
Another thing, since there are SO many ways to get through a situation and
beat a particular enemy, I have not gone into too much detail in some parts,
but rest assure, I do try many ways. I have listed the easiest way that I
have found to get through each particular situation. With the way this game
works there is nearly no limit to the creativeness one person can muster to
get through a given situation or beat a particular enemy.
That being said, now onto the walkthrough...
_______
Stage 1\____________________________________________________________________
- Welcome to the Movement -
____________________________________________________________________________
<S01>
-- Mission Objective -- Escape from Solitary Confinement and meet the female
agent in the Supply Room.
Walk out of the cell and go straight. There is a MP1 down the hall to the
left. Pistol headshots or stealth knockouts work best for this room and the
next few rooms. Dispose of him and go forward until you reach a door guarded
by lasers. The room to the left has another MP1, a Field Medical Kit, pistol
ammo and a red switch. Press the switch and this will unlock the cells in the
hall you just went through and deactivate the lasers. Go back to the previous
cells that were locked and pick up the 3 Field Medical Packs inside.
(4 x Health power-up, 1 x Pistol ammo)
Go through the door that was previously blocked by lasers. Hide behind the
crate to your left and use your pistol to shoot the explosive barrel on the
back left side as the MP1 steps by it. Dispose of the other MP1's and press
the red switch in the middle of the room to deactivate the lasers. There is a
First-Aid Pack in the cell on the left side of the room. Go through the door
behind you once the switch is pressed.
(1 x Health power-up)
Wait until the MP1 is next to the explosive barrel in the distance and shoot
it with the pistol. This will take out the camera above the explosive barrel
as well. The grating on the left can be used to climb down. There is some
pistol ammo on the right side, which you will need to jump to get to. There
is also a shotgun in the water below. Climb back up the grating and go down
the hall. Stop at the stairs, turn left and open the door.
(1 x Pistol ammo, 1 x Shotgun)
Stay hidden to the side of the door and sneak up on the MP1 as he turns his
back. Knock him out and continue down the hall. Duck down and sneak by the
window up ahead so the MP1 will not notice. Enter the room to the left and
take him out. He will drop a keycard. Grab the keycard and go through the
door on the right side of the hall as you exit back out of the previous room.
There is a Field Medical Pack to the right of the door in here. Use the
keycard on the door and enter the room.
(1 x Health power-up, 1 x Keycard)
-- Mission Objective -- Find the compound's generator and shut it down.
After the cutscene and training mission, grab the Psi Vial and Rejuvenator and
go back out into the hall. Go back through the door to the left and go down
the stairs. There will be a MP1 at the bottom so now it's time to practice
some TK. Take him out and go through the door ahead.
(2 x Psi power-up, 1 x Keycard (from Sara))
There is a Psi Vial against the guardrail up ahead. The MP1's in the next
room can be thrown off the sides into the water or you could use some of the
explosive canisters. There are two MP1's on top and one worker at the bottom.
There is some pistol ammo on a crate below the entrance and a Psi Rejuvenator
in the back and there are some psi power-ups and a Field Medical Kit on the
other side. Two more MP1's will eventually come in the room through the door
at the top once you get about halfway across the connecting bridge. Grab them
with TK and toss them down a few floors. Go down the ladder on left side and
use the two switches at the bottom to turn off the generator in the back.
(4 x Psi power-up, 1 x Health power-up)
-- Mission Objective -- Make your way to the silo and use the elevator.
Go back up the ladder and leave the room via the door on the left side that
you came through previously. A MP1 will be waiting in the background after
the door is opened. Go up the stairs. There will be another MP1 at the top.
Go through the door on the right. Two more MP1's will be in this hall. Go
straight until you reach a door. After the cutscene, you might want to
consider using your new gift. Remote Viewing (RV) works very well for spying
into the next few rooms.
Go through the door and defeat the two MP1's in the next room. Go down the
corridor to the right.
There are 3 MP1's in here. One will come down the ladder, which is off to the
right. Climb up the ladder to collect a Psi Rejuvenator. Go back down and go
through the door ahead.
(1 x Psi power-up)
There are two more MP1's in this room and a secret item below the gate (See
Secrets Section). Ignore the door guarded by the lasers for now, and go to
the room down the corridor to the left.
(1 x Evil Garden Gnome <EGG01>)
There is only one MP1 in here. Go across the metal bridge and through the
next door. Knock out the lab worker and get the Elevator Keycard. There is a
Field Medical Kit to the right and a Psi Rejuvenator to the left (on top of a
locker). I would recommend killing the MP1 behind the glass with TK. Press
the red switch and go back through the door behind you.
(1 x Health Power-up, 1 x Psi Power-up, 1 x Keycard)
There will be one MP1 in the next room and 3 more in the room that follows.
Open the door that used to be guarded by lasers.
Step to the side of the door so the gun turret will not murder you. Grab a
metal crate with TK and hold it in front of you as you enter the room. Walk
toward the turret as you hold the crate in front of you. Get under the turret
and shoot it from below with a weapon. There is a Field Medical Kit behind
the single barrel off to the side of the room. Use the keycard on the door
that the turret was guarding.
(1 x Health power-up)
_______
Stage 2\____________________________________________________________________
- Something's Gone Wrong -
____________________________________________________________________________
<S02>
-- Mission Objective -- Explore the Movement's compound and locate the rest of
your squad.
There is a room behind you with 5 boxes of pistol ammo, a Psi Rejuvenator, and
a Field Medical Pack. This room will be returned to later though so you can
just wait and pick this up later.
(1 x Health power-up, 1 x Psi power-up, 5 x Pistol ammo)
Also, you can hit the switch to the elevator platform on the left and go up to
level D. There is a room up here that has a Field Medical Pack, Assault Rifle,
Machine Gun, Psi Rejuvenator, Psi Vial, and a box of pistol ammo inside.
There is also a lab worker in there. On the way out about 5 MP1's will swarm
the area. TK throw them off the sides.
(1 x Health power-up, 1 x Psi power-up, 1 x Pistol ammo, 1 x Assault Rifle, 1
x Machine Gun)
Go to the room in front of you from the starting point of this stage on Level
C. After the training mission, collect the Field Medical Pack on the left
wall. Get on the lift on the side and hit the switch to activate it. Throw
the MP1's on the other side onto the electric floor below the platform. There
is another MP1 hiding in the background once the lift stops. Get the Field
Medical Pack off the wall and hit the red switch to open the door on the other
side of the lift. Take the lift back down. MP1's will come from the path
that you just opened. TK them to your heart's content or just shoot them. Go
through the door that they just came out of.
(2 x Health power-up)
This area is very quiet. If you go into one of the rooms on the side then a
glass door will shut from behind and gas will flood the room. A MP1 will
conveniently stand in front of the door. TK the MP1 and throw him against the
glass (toward Nick) to get out. There is no reason to go in any of these of
rooms however since everything can be brought out through TK. The first room
has nothing special in it. The second room has a lab worker that can be
drained. He has a keycard for the Implant Ops facility. There is a Psi Vial
in the right corner of the room. The third room has a Field Medical Kit in
the right corner. Go through the door in the back after searching the rooms
off to the side.
(1 x Health power-up, 1 x Psi power-up, 1 x Keycard)
Use the keycard on the next door up ahead. An MP1 will be hiding behind a
cart waiting to ambush Nick. Go through the door in the back.
-- Mission Objective -- Find your way through the Cryo Storage facility and
access the Mainframe Room.
Do not hit the button on the back right wall! It is an alarm. Get the Field
Medical Pack off the wall ahead and a Psi vial in the back behind a small
crate. Go through the next door.
(1 x Health power-up, 1 x Psi power-up)
Stay against the right wall and try to sneak past the MP1 and the lab worker.
If one of them sees you, the MP1 will rush you and the lab worker will press
the alarm. TK throw the MP1 out of the way, and turn off the alarm. The lab
worker will continue to try to trigger the alarm so you have to knock him out.
There is no reason to go inside this room otherwise...unless you just feel the
need to electrify an enemy against the electric gears in the back. There is a
shotgun behind some metal crates in the left room. There are two doors at the
end of this hall. Go into the right room first.
(1 x Shotgun)
There are two lab workers in here and a furnace for disposing of dead (or live
^_^) bodies. There is an alarm in the back that the workers will trigger if
you're spotted. Grab the Psi Rejuvenator in the right corner, the Medical
Field Pack on the counter, the Medical Field Kit on top of the cabinet, and
the Implant Device on the back tray. After obtaining the implant device some
MP1's will storm into the room. Show them your new torture device in the
back! Go back out of this room and go into the room on the other side. RV
the room first.
(2 x Health power-up, 1 x Psi power-up, 1 x Implant Device)
Use the Implant Device on the next door. Go through the next 2 doors up
ahead.
-- Mission Objective -- Obtain the pass code for the door to the Mainframe
Room.
Go through the door up ahead. Continue going straight until a cutscene
starts. Grab the Psi Vial on the metal crate. Get next to the door that is
locked and use RV to search the room. Go behind the desk in RV mode and look
at the pass code (it's random for each game) on the monitor screen on Leonov's
desk. This code will open the door to the mainframe room.
(1 x Psi power-up)
Go back the way you came. Three MP1's will greet you at the door. Use the
pass code on the middle door. RV into the room if you want to get the drop on
the MP1's inside. There are three MP1's in here and they will trigger the
alarm in the back if they spot Nick. The first MP1 can be snuck up on pretty
easily. There are some materials up near the ceiling that can be moved with
TK to get the drop on the other two. If they spot you, try to keep them away
from the alarm if at all possible. There is a Field Medical Kit on top of one
of the lockers. Go down the ladder next to the metal bridge to pick up a Psi
Vial and another Field Medical Kit. Go up the little staircase to activate a
cutscene.
(2 x Health power-up, 1 x Psi power-up)
After the cutscene, you will need to find a way back to the very beginning of
this stage. Remember that item room that I said we would return to? Well,
you can backtrack all the way back to that room with no problems on the way
back (easy way) or you can TK the vent cover against the back wall and go back
that way (hard, but more fun way). I will explain the hard way, since this is
the way you're supposed to go.
Tear the vent cover out of the back wall with TK and stand on the debris or
move a metal crate in front of the vent to climb up into it. Once inside,
move the metal crate and put it up against the wall up ahead. Jump on top of
the wall above and fall down to the other side. Run straight ahead (ignore
the MP1's in the back of you) and press the red switch to the side against the
back wall of the lit up area. This will turn on the fan in the back. Pull
the remaining MP1 toward the fan with TK. Go further ahead and hit the next
red switch. The fan ahead of you will stop and MP1's will charge out from the
side. For some additional fun, hit the switch again to turn the fan back on.
Once all three MP1's are gone turn off the fan. Three more MP1's will be
waiting for Nick on the left side ahead. There is a Field Medical Pack
against the right wall. There is a big drop ahead and it is hard to see in
the darkness. Move the metal crates to the bottom and try to stack them so
you can fall down below without taking damage. There is a Psi Vial on the
other side on top of the back metal crate. Go though the door at the bottom.
(1 x Health power-up, 1 x Psi power-up)
Finally, we are back at the beginning. Go through the steel shutter to the
right.
-- Mission Objective -- Plant three bombs to destroy the entire compound.
Plant the first bomb in the Implant Ops.
Grab the items in this room if you haven't already and go back out through the
steel shutter. Plenty of MP1's will be on patrol. Throw them off the edges
with TK. Get rid of the sniper on top first. Go through the metal shutter up
ahead. If the worker in here sees you, he will activate the alarm. There is
an additional Field Medical Pack in this room now in the middle. Go through
the next door.
(1 x Health power-up)
Go through the next three doors and enter the Implant Ops facility. There is
a lab worker in here. Prevent him from sounding the alarm if you can. There
is an additional Field Medical Pack in the room now. Set the first bomb
behind the monitors that are on the column in the back.
(1 x Health power-up)
-- Mission Objective -- Plant the second bomb in the Mainframe Room.
Go through the door at the other end and take out the 2 MP1's in the next
room. There is an additional Field Medical Kit on the counter through the
door on the right at the end of the hall. Go through the door on the left.
(1 x Health power-up)
Go through the next 3 doors, and into the mainframe room on the side. Keep
the lab worker away from the alarm and plant the next bomb in the blue area
next to the pipe on the wall.
-- Mission Objective -- Plant the final bomb in the Cryo Storage facility.
Go back through the door in the back and through the next 2 doors ahead on the
left. Plant the final bomb in the middle of this room.
----------------------------------------------------------------------------
======================
Boss battle – MP1 raid
======================
There are two Field Medical Kits against the back chambers and Four Psi
Elixirs on the four corners of the room. This battle isn't too tough. MP1's
will spawn from each of the chambers on all sides. Jov will use a special
power on some of the MP1's and make them turn red. The red MP1's are
explosive. Toss the red MP1's with TK against each chamber one by one until
all of the chambers are destroyed. Knock the other MP1's down with TK to keep
them off. If a red MP1 is thrown in between two chambers sometimes both
chambers will be destroyed.
========================
Boss battle – Jov Leonov
========================
For this battle stay in the back and TK a metal crate and keep tossing it
against Jov. The MP1's live or dead bodies can be used to damage him as well
if there are still any left. Weapons do a pretty good amount of damage as
well. If you get to close to him he will swat you away with his cane. He has
3 other attacks. One will invert your controls to where you will have to
press up to move down, down to move up...etc. He sometimes shoots a group of
Psi energy balls at you, which can be easily avoided by running off to the
side or hiding behind a chamber. He also shoots out a ring of Psi energy
balls that will revolve around him. If you keep your distance from him you
will not have to worry about the ring of the Psi energy because it will cancel
out before it gets to you. The metal crate will damage him the most out of
all of the means of attacking him.
(2 x Health power-up, 4 x Psi power-up)
----------------------------------------------------------------------------
-- Mission Objective -- Race back to the silo before the remaining bombs
explode.
There is a secret item on the second floor, where Jov used to be (see
Secrets). In order to get out now, get back to the elevator at the beginning
of this area. Grab a Psi Elixir or Field Medical Pack if you need one in the
Cryo Room. Go through the door to the left and through the door after that.
Race down the hall and make way through the door at the end. Toss the MP2 off
to the side with TK and keep moving through the next door. Open the next door
and toss the enemy off the side. Go through the next two doors. Slam the
next MP2 with TK and hit the switch to open the metal shutter.
(1 x Evil Garden Gnome <EGG02>)
-- Mission Objective -- Reach the landing pad to escape the compound before
the final bomb explodes!
Toss the MP2 off the ledge and go through. An explosion will help you through
the shutter. Toss the MP2 on the left side off. Hit the elevator switch to
make the elevator go up. A lab worker will fall from above and hit the
elevator. MD him. As the elevator rises TK the MP2 in the background and
throw him off the side. The elevator will not make it all the way to the top.
You will have to jump and grab the ledge of the area above. Two MP2's will
start shooting. Blast them and go up the staircase to the right. Debris will
fall once you reach the second staircase. TK toss the debris out of the way
or jump over it. Go through the door to the right and the door after that.
Turn right and keep moving. Go through the next door. Turn left and continue
through the next door.
(Note: For the elevator section above, make sure that you jump to the top
floor. The elevator will not make it all the way up, so you will have to turn
around and jump to the floor above when it stops. DO NOT get off the elevator
early when it comes to the first platform. The only way to escape is through
the very top floor. Thanks to the readers that emailed about this.)
Toss the MP1 off the side of the walkway or just shoot him and go down. There
is a secret item against the back wall of this area (see Secrets). Run toward
the person off in the distance on the lit up platform ahead.
(1 x Evil Garden Gnome <EGG03>)
_______
Stage 3\____________________________________________________________________
- Unfinished Business -
____________________________________________________________________________
<S03>
-- Mission Objective -- Meet Sara on the other side of the assembly hall.
There is a Sniper Rifle and a Field Medical Pack against the big metal crate
in the back. Do not get caught in the spotlights for this part. As long as
the spotlights exist MP1's and MP2's will flood this area when they find you.
The best thing to do for this area is to sneak along the right side of the
wall and go through the door about midways on the right. If you get caught
toss the two snipers off the side of the towers and take out the searchlights
by shooting them. There is a Psi Rejuvenator against a metal crate on the
back left. A Field Medical Pack is on the rooftop next to a stack of crates
on the right side in the middle. Multi-lift a metal crate and put it up on
the roof. Stand on top of the crate and TK the Field Medical Kit on the back
tower and the pistol ammo on the front tower toward you. You could also
multi-lift the crate while Nick is on it and TK surf over to each of the
towers. Go through the door below the roof on the right side.
(3 x Health power-up, 1 x Psi power-up, 1 x Pistol ammo, 1 x Sniper Rifle)
In the next room, try to sneak up on the MP2 and MD him from the back. There
is a Field Medical Kit and a Psi Rejuvenator on the counter in the back and a
Psi Rejuvenator and Shotgun on the wooden crate to the right. Move the crate
to find another Field Medical Kit. Go up the stairs and through the door at
the top.
(2 x Health power-up, 2 x Psi power-up, 1 x Shotgun)
In the assembly room, throw the MP1 and MP2 off the side. There is a Field
Medical Pack on the wall and some pistol ammo behind the podium and behind a
crate in the back next to a door below you, but you'll have a chance to pick
those up later. Go through the door on the up ahead.
(1 x Health power-up, 2 x Pistol ammo)
-- Mission Objective -- Go to the Communications Room and contact Mindgate.
A Field Medical Kit and Sniper Rifle are off to the right side. Go down the
ladder. After the training mission go through the door to the building up
ahead. There are two assault rifles against the wall, two Field Medical Packs
on the wall, and two Psi Rejuvenators on the floor. Go back outside and there
is a Field Medical Kit behind the stack of crates on the left against the back
wall. MC the MP1 next to the gate and have him press the red switch to open
the gate. MC the MP1 on the rooftop and have him press the red switch on the
side to lower the ladder on the building in the back. Go through the open
gate, and take out the 2 MP1's by the gate and the MP2 on the left and go up
the ladder on the right. TK the MP1 and toss him off the side.
(4 x Health power-up, 2 x Psi power-up, 2 x Assault Rifle, 1 x Sniper Rifle, 1
x Access Card (from Sara))
While on this rooftop you can get a secret item and Sniper Rifle that is on a
rooftop across from you (See Secrets). Walk over to the glass and MC the
worker inside. Have him go through the double doors and walk into the
electricity on back right of the next room or fight with the MP1's inside. If
he sees you and triggers the alarm, then MC an MP1 and use the MP1 to kill the
others inside and turn off the alarm. Either way, go over to the back left
side and destroy the glass with a weapon. Jump through the glass and land on
the set of pipes below. Now fall down to the floor below. You can get down
on the right side as well by jumping on the stack of metal crates. There is a
Field Medical Kit and Psi Rejuvenator in the back left corner of this room.
Go through the double doors.
(1 x Health power-up, 1 x Psi power-up, 1 x Sniper Rifle, 1 x Evil Garden
Gnome <EGG04>)
Take out the two MP1's and make your way up the stairs on the right. Two more
MP1's will be waiting at the top of the stairs on both sides. Go to the left
side and press the red switch below the monitor.
-- Mission Objective -- Meet Sara in Edgar Barret's private office.
A MP2 will appear in the back. Kill him and get the keycard to Edgar Barret's
office from him. Use the keycard on the double doors on the other side. Walk
into the room.
(1 x Keycard)
-- Mission Objective -- Go through the Shipping Docks and find Barret in the
Factory Office on the upper floor.
Go back out of Barret's office. Go down the stairs and through the double
doors up ahead. This will lead you back outside. Take care of the MP2 to the
left and get the keycard for the Shipping Docks that he will drop. Use the
keycard to go through the big door on the right.
(1 x Luna-1, 1 x Keycard)
Open the next door and try to stay to behind the wall on the right as much as
you can. MC an MP and have him take out the other two. TK throw the last MP
toward you and drain him (MD). If you do not get rid of this group of MP's
now you will have to deal with them later. Go through the door and turn
either left or right. I usually go to the left. You will eventually run into
about 5 MP's. One will be on the tower with a Sniper. There is a Field
Medical Pack behind a group of large steel crates on the right, next to the
harbor. There is Psi vial on the gate next to the harbor and another below
the stairs of the tower. Climb up the tower using the staircase on the side.
Collect the pistol ammo and Field Medical Kit on top and press the switch on
the controls. This will move a large steel crate ahead of you. There is Psi
Rejuvenator to the left on a stack of steel crates. TK it toward you if
needed. Go back down the stairs and to the left a little ways then turn
right. There will be a Field Medical Kit in the corner. Jump on top of the
crate and pull yourself over to the other side.
(3 x Health power-up, 3 x Psi power-up, 1 x Pistol ammo)
It is best to TK throw the MP2 Sniper off the tower and get rid of the worker
so he will stop triggering the alarm off to the left side. MP2's will
continually respawn in this area, but there is a reason behind that. There is
a Field Medical Kit on the harbor and another in the back of some crates on
the opposite side (behind the blue crate that you will have to lift). The
harbor will also lead to an area with two boxes of pistol ammo, a Field
Medical Pack, and a Shotgun. There is also a Field Medical Pack, a secret
item, 2 Psi Rejuvenators, and a Sniper Rifle behind some steel crates next to
the tower (See Secrets Section). Get on top of the large blue steel crate
with a crane hook on top of it. MC a MP2 and have him run over to the tower
and climb the ladder. Make the MP2 pull the switch at the top of the tower
and this will move the crate that your on up toward the window in the back.
Immediately release control once the cutscene is over. Walk over to the
window and go inside. Go over to the door on the left.
(4 x Health power-up, 2 x Pistol ammo, 1 x Shotgun, 1 x Sniper Rifle, 1 x Evil
Garden Gnome <EGG05>)
Go inside the room where Barret was and collect the keycard for the Factory.
(1 x Keycard)
-- Mission Objective -- Go back through the Shipping Docks and the Assembly
Hall to access the Train Yard from the Landing Pad.
Basically, you have to go back to the beginning of this stage now. Go back
out the door and through the window. Get on the crate and MC the MP2 below
and have him press the switch again to lower you back down. Take out the MP2
and go back the way you came. Jump back over the crate and head back through
the steel door that you used to enter the Shipping Docks. Be sure to get any
items that you left your first time through if needed. A MP1 and MP2 will be
in the next area. Take them out and go back up the ladder through the gate to
the right.
Go through the door at the top and deal with the MP2's. The quickest thing to
do is drop down along the sides in this room to reach the floor below. Stay
on the right side and keep dropping down to the next lowest platform. Fall on
the stack of crates about midways down, and this will soften your fall the
rest of the way down. Grab the item pickups if you didn't get them the first
time through. Go through one of the doors at the end and use the keycard on
the door up ahead to the right.
_______
Stage 4\____________________________________________________________________
- Assembling the Pieces -
____________________________________________________________________________
<S04>
-- Mission Objective -- Gain access to the Factory and confront Barret.
There are about 8 MP2's in this area. TK throw the sniper off of each tower
on the sides to start things off. There is a Field Medical Kit in the cart
that one of the MP2's is in, a Field Medical Pack on each tower, and a Psi
Rejuvenator a little ways to the right behind a wooden crate where you start
the stage. Behind the back train cart press the switch below the red blinking
light. Go through the new door you made.
(3 x Health power-up, 1 x Psi power-up)
Go up to the wrecked red train cart and try to MC the MP2 sniper on the
platform in the background. Turn to the right and shoot at the gun turret on
the wall in the back. Release MC or just shoot an explosive barrel. Go up
the staircase and take care of the other MP2's. There is a Psi Vial next to a
stack of metal crates, a Field Medical Pack behind a large steel metal crate
to the left of the door ahead, a Psi Rejuvenator on the platform where the MP2
Sniper was (behind the metal crate), and a Field Medical Pack on the wall
below that same platform. If you did not dispose of the turret, TK a metal
crate and hold it in front of you as you walk to the door. Go through the
door below the turret.
(2 x Health power-up, 2 x Psi power-up)
Go through the next door. Keep moving until you see a ladder to the right
side. Go up the ladder and sneak up on the worker and MD him from behind.
Press the red switch. Go back down the ladder and through the newly opened
door.
Get rid of the MP2 up ahead. You can use the controls with the blue monitors
to turn off the compactors and the red switches to turn off the flames on the
conveyor belt. Go down the ladder and up the stairs. There will be 3 MP2's
up the stairs. You can get on conveyor belt off the left as your coming up
the stairs and hop over the gate on the right side and go up the ladder to get
a Field Medical Kit, Psi Rejuvenator, and a secret item (see Secrets). Go to
the left and go up the ladder. Take care of the MP2 along the way and go up
the ladder on the right.
(1 x Health power-up, 1 x Psi power-up, 1 x Evil Garden Gnome <EGG06>)
Hit the switch next to the workers to prevent them from getting to the alarm.
A MP2 with a flamethrower might enter the room. Two MP2's will be on the
sides up high. TK throw them down. Go through the door.
Hit the red switch up ahead to start the crushers. MC the first two MP2's or
just TK throw them into one to short circuit the crushers. The metal box
works to stop the crushers as well. After all the crushers are stopped go
down the ladder and go into the space below the 2 crushers if you want a
secret item (see Secrets), a First Aid Pack, and a Psi Vial. Otherwise, go
through the door up ahead.
(1 x Health power-up, 1 x Psi power-up, 1 x Evil Garden Gnome <EGG07>)
Go through the next door up ahead. Go up the stairs and collect the Field
Medical Pack next to the door. Go through the door.
(1 x Health power-up)
TK throw the MP2 Snipers off the side and take out the other MP2 ahead. Go
through the path to the left of the door you just came through. Another MP2
will be waiting to ambush you. Go through the door at the end.
Go through either door and 2 MP2's will come out of the door in the back. One
has a flamethrower (MC him if you can ;) ). Go through the door they just
came through.
Go up the stairs to the left and grab the Field Medical Kit and Psi Vial next
to the door at the top. Go through the door.
(1 x Health power-up, 1 x Psi power-up)
----------------------------------------------------------------------------
==========================
Boss battle – Edgar Barret
==========================
Grab one of the scraps of metal off to the side on one of the conveyor belts
with TK and toss it as him. He will eventually pick up about five metal
scraps in a row and toss them at you individually. Dodge the metal scraps by
moving to the side. This is the only attack that he has for this battle. If
you can keep a few metal scraps near him and TK throw them against him, he can
be easily taken down in a matter of seconds. As he TK's a metal scrap you can
TK it out of the air and throw it back at him.
After the battle collect the Field Medical Kit and Psi Rejuvenator nearby and
run outside.
(1 X Health power-up, 1 x Psi power-up)
==============================================
Boss battle – Edgar Barret (TK Showoff Battle)
==============================================
It's best to constantly stay moving for this battle. He will start out the
battle by throwing a train cart your way. Run to the left to avoid this. Run
by the large metal crates and grab one of the smaller crates off to the side
and toss it at him with TK. If you get too close to him, he will send out a
psi shockwave, so try to keep your distance. Weapons work well on him, but
TK'ing a nearby crate and tossing it at him works the best. Be sure to dodge
any heavy objects that he throws your way. He will usually yell out a "one
liner" before tossing a real heavy object at you so listen for it and be on
your guard. The heavier objects can nearly kill you with one hit. Just like
the last battle, you can TK an object as it flies toward you (only the metal
and wooden crates though) and toss it back at Barret.
----------------------------------------------------------------------------
_______
Stage 5\____________________________________________________________________
- Fears Don't Lie -
____________________________________________________________________________
<S05>
-- Mission Objective -- Explore the North Tower and make contact with the
female scientist.
There is a Field Medical Kit and Psi Rejuvenator in the back behind the stack
of crates. There is also a Sniper Rifle next to the door in the back. MP2's
will come out of the door up ahead eventually. The quickest way to dispose of
them is to throw them off the sides with TK. Go through the door up ahead.
(1 x Health power-up, 1 x Psi power-up, 1 x Sniper Rifle)
Once through the door, MC the MP2 to the right and use him to destroy the gun
turret on the wall behind him. There is another MP2 down the hall on the left
along with a Field Medical Kit and Psi Rejuvenator against the far wall. The
gun turret can be taken out from a distance with the handgun if it is still
there. The lion statues can be used to get past the gun turret as well. You
will need to shoot or punch the statues before you can lift them with TK.
There is Field Medical Kit to the right side before reaching the turret. Go
through the door below the gun turret
(2 x Health power-up, 1 x Psi power-up)
-- Mission Objective -- Access the Data Vault to learn about the Movements
plans for the monolith.
Go back down the hall and enter the door on the right with the two lion
statues around it.
After the cutscene, three MP2's will enter the room, one from each door.
There is a Field Medical Kit in the room on the left, another Field Medical
Kit in the 2nd room that follows to the right, and a Psi Rejuvenator in the
room on the right. There is also a shotgun on the counter, in the second room
on the right. DON'T kill the workers just yet. You can drain them a bit with
MC but do not kill them. Position yourself next to one of the computer
terminals with a red button at the back of either room, right or left. MC the
worker in the room and have him hit the red button on the computer in the room
across from you. Immediately cancel MC and hit the red button on your
terminal. This will unlock the Data Vault door in the middle area. Go inside
the Data Vault.
(2 x Health power-up, 1 x Psi power-up, 1 X Shotgun)
There is a Psi Rejuvenator to your right, and a Field Medical Pack hidden on
the top of each pathway on the left and right. Press the red switch up ahead.
After the cutscene, go back out of the room. A new power will be awakened on
the way out and another cutscene will be activated once the door is reached.
(2 x Health power-up, 1 x Psi power-up)
-- Mission Objective -- Retrieve the Elevator Keycard from an enemy. Make
your way through to the next floor.
In the next room a MP3 will be introduced for the first time. You have to
take them down with a weapon or use PK twice on him. Once they have been
knocked down or stunned any Psi power can be used on them. Two MP2's will
come through the right and left door to join the MP3 eventually. Go straight
and take out the MP2 that is waiting in the next room. Go down the stairs and
through the door up ahead.
The MP2 in the next room has the elevator keycard that will lead you to the
Marble Atrium. Grab it and get into the elevator up ahead.
(1 x Keycard)
You gotta love the elevator music! ;p Use the elevator controls on the right
side, and go to Floor 98.
This room can get ugly. There are two MP2's on the right having a
conversation with a lab worker. The best thing to do first, is to get rid of
the worker because he loves to run over to the side and hit the alarm every
chance he gets. I like to grab one of the marble balls off to the side and
see how many I can hit with one strike. MC and PK work well for this part as
well. If the alarm is hit, turn it back off. MP2's will swarm the room; an
MP3 may join them as well. Stand next to the alarm and guard it well. There
is a Field Medical Kit against the back wall on the right, another down the
left hall, and a Psi Rejuvenator in the area with all the candles. Once
everything is silent, use TK on one of the marble balls and break down the
middle door. Go through the broken door and into the next room.
(2 x Health power-up, 1 X Psi power-up)
(thanks to Darkchief75 for the location of the Psi Rejuvenator)
-----------------
< Illusion Maze >
-----------------
-- Mission Objective -- Find your way through the illusions of the office
maze.
(Note: If you get to the end of the Illusion Maze, and still cannot find your
way out, go back and make sure that you have activated all the illusions in
each room. Key illusions of Wei Lu must be activated in order to exit the
illusion maze.)
(Thanks to DJ Lee for discovering this)
This is a really cool area, but it can get frustrating if you get turned
around. Go down the right hall and enter each room that is unlocked (total of
3 unlockable rooms). The illusions in the rooms cannot hurt you, but the
items that they leave behind just might. Be wary of getting to close to the
illusions because some of them leave behind grenades. The items left behind
are random. A worker will appear down the hall and run toward you. Once the
illusion fades, he will be an MP2. There is a vent cover off to the side that
can be used to gain a secret item (see Secrets). Now go back to where you
first entered the Illusion Maze and go down that hall. An illusion of Wei Lu
will appear eventually. This side has 2 unlocked rooms. The hall to the left
has another illusion, which will become a burning MP2. Keep him away with TK.
Go through the door at the end of this hall.
(5 x unlocked room)
LD = LD
UD = UD
I = Illusion
VC = Vent Cover (for secret item)
E = Entrance
* = Exit
LD --
| | | UD
UD | LD I|
-------| | | |
* I | | LD
-------|I UD | |
| | | |
| | | VC
| | UD |
LD | | |
| --------- |
| LD
| ---------UD-|
---- |
E |
-------
In the next room another illusion will appear in front of Nick. Dispose of
the MP2. The room in front and the one on the right are unlocked. The door
against the right wall will only lead you back the way you came, so go down
the other hall to the left. Wei Lu will appear eventually. Keep going down
the hall. Three of the rooms are unlocked down this hall. An illusion of
Barrett will appear at the end. Approach it and then BACK OFF, he will leave
a grenade behind.
(5 x unlocked room)
LD = LD
UD = UD
I = Illusion
! = Ignore this door
E = Entrance
* = Exit
LD----------LD--UD
| I *
UD --UD--------LD-
| |
| |
| |
| -------UD------
|I !
--LD----- I -UD--
| |
| |
| |
E
The door on the left is unlocked. An illusion of Wei Lu will appear inside.
Continue down the hall and check each door along the way. Ignore the
illusions of Nick, they are just distractions. Eventually a door will swing
open and an illusion will run out. Ignore the door ahead, and go through the
door down the left hall.
(5 x unlocked room)
LD = LD
UD = UD
I = Illusion
! = Ignore this door
E = Entrance
* = Exit
UD------------
LD |
| -------- |
| UD | LD
| | | |
LD | | |
| | | --------
| | | *
| | | --------
| LD UD |
UD | | UD
| | | |
E !
An illusion of Jov will appear as you go through the door. Two headless MP2's
will appear. I would recommend PK. Two of the rooms up ahead will be
unlocked. Go down the left hall. An illusion of Wei Lu will appear.
Continue down that hall and an illusion of a burnt soldier will appear and
eventually turn into an MP3. Kill him then drain him. Go down the hall to
the right. A door along the side will swing open eventually. Continue down
the hall and another illusion of the General will be waiting. An MP3 with a
flamethrower will eventually take its place. Take him out. After this
illusion, the hall in the back will have a new corridor off to the right. Go
back down the hall and turn right. Collect the Field Medical Kit and Psi
Rejuvenator and go through the door.
(5 x unlocked room, 1 x Health power-up, 1 x Psi power-up)
LD = LD
UD = UD
I = Illusion
! = Ignore this door
E = Entrance
* = Exit
HP = Hidden Pathway (appears after final illusion of the General)
*
| |
| |
| |
| |
---HP--------LD--UD
UD I I|
| --UD---------LD-
| |
| |
| |
| -------UD-------
| I LD
LD------ I -UD----
| |
| |
| |
| |
| |
| |
E
-- Mission Objective -- Your past has come back for revenge! Free their souls
by freeing their minds...
For this part, MD each enemy fully to free their souls. There is no need to
knock the enemies down in order to MD in this area. TK is very helpful for
this area, when the enemies start to gang up. There is a Field Medical Kit to
the right, another further ahead on the right, and a Psi Rejuvenator on the
left. A secret item is hidden in this area as well (See SECRETS section).
After about 10 enemies a cutscene will activate. Be sure to grab all the item
pickups before killing the final enemy or the rest will be gone.
(Tip: A quicker method of freeing the enemies' souls is to use a shotgun and
blow there head off when up close) (thanks to padda-man100)
(2 x Health power-up, 1 x Psi power-up, 1 x Evil Garden Gnome <EGG08>)
-- Mission Objective -- Retrieve the Elevator Keycard from an enemy. Confront
Wei Lu.
After the cutscene, go through the door up ahead. Pick up the First Aid Kit
beside the door and the Field Medical pack above the back door.
(2 x Health power-up)
This room has a worker and 3 MP2's. I usually MC a MP2 and take out the whole
room. One of the MP2's will have the Elevator keycard that will give access
to the Great Hall. There is a secret item in the vent on the right side of
the wall (see Secrets section) and a Field Medical Pack against the back left
wall. Go through the door up ahead.
(1 x Health power-up, 1 x Keycard, 1 x Evil Garden Gnome <EGG09>)
Make your way back to the elevator used to enter this floor. Two MP2's will
be waiting out in the main hall. Take care of them and get back on the
elevator. Go to floor 97.
The cutscene will alert you of many dangers in this room. There is a Field
Medical Kit on the left side of the elevator door. Get rid of the camera
against the far wall first of all. Shoot it with the silenced pistol. Walk
over to right side a little ways and look up. You should see another camera
over the side entrance of the control room overhead. Get rid of this camera
the same way. MC the worker and have him hit the red switch in the control
room. This will open up the door in the middle, and shut down the cameras.
An MP3 will attack you immediately after the door is unlocked. Throw a statue
at him or PK him to get rid of him. The worker will attack you as well.
There is a Field Medical Kit in the control room but you will have to deal
with a gun turret in order to get it. There are also two Field Medical Packs
on each side of this room, on the wall. Go through the middle door that is
now unlocked.
(4 x Health power-up)
After the cutscene, grab the two Field Medical Kits and the Field Medical Pack
from the area ahead. There is a Psi Vial in the middle of the room. Go
through the next door.
(3 x Health power-up, 1 x Psi power-up)
----------------------------------------------------------------------------
===========================
Boss battle - Stone Statues
===========================
To beat the stone statues, flame them with PK (this will turn them orange) and
then pick up a vase with TK and toss it at them. One hit should do it.
Weapons can also destroy them after using PK, but it will take more than one
hit. When a statue charges it is best to run to one of the sides. There are
eight statues total, but only two or three at a time will face you. You can
actually MD the statues after PK'ing them if you care to give it a shot. Be
sure to grab a Psi Elixir off to the side when your Psi meter starts to run
down.
(thanks to Bandit23 for the MD tip)
{There is an additional strategy for this part of the boss battle in the
Additional Strategies section} <AS01>
====================
Boss battle - Wei Lu
====================
The main thing to remember about this fight is to NEVER stand still for too
long and beware the falling debris. Vases, chunks of statues, chunks of
columns, or anything you can pick up with TK can be thrown at the snakeheads
to damage her. Thanks to auto-targeting, if you throw an object at her, you
will most likely hit a snakehead without even trying to aim for one. She has
three life bars, which represent the three snakeheads on her, and each of
these three life bars must be taken down in order to beat her. Weapon attacks
work pretty good on her, and melee attacks can be used to hit her as well, but
I wouldn't recommend the latter. The Snakeheads will shoot out acid which can
be avoided by running or hiding behind a column. When she raises her head
back, be sure to run for dear life. She will shoot out a yellow beam that
will take a pretty good chunk of Nick's life if it hits.
(6 x Psi power-up)
{There is an additional strategy for this part of the boss battle in the
Additional Strategies section} <AS02>
----------------------------------------------------------------------------
-- Mission Objective -- Return to the Great Hall and take the Skybridge to
access the Fusion Tower.
After the cutscene leave the room through the door in the back. Be sure to
grab a Psi Elixir on the way out if needed. Go through the next room and go
into the Great Hall. There is a door off to the right that is now open. Go
through it to end this stage.
_______
Stage 6\____________________________________________________________________
- Everything We Worked For -
____________________________________________________________________________
<S06>
(WARNING - For this stage it is advised that you have multiple saves at
different points to avoid a possible glitch that may happen during the boss
fight at the end of this stage. If the glitch happens, you can reload one of
your current saves before the boss battle and try again.)
-- Mission Objective -- Enter the Fusion Tower and stop the fusion process.
There is a Field Medical Pack, some pistol ammo, and a Psi Rejuvenator to the
right. An MP2 will destroy the bridge so you can't get across. The best
thing to do at this point is take control of the front MP2 with MC, and use
him to get rid of the others. (4 MP2's in total). To get across the bridge,
you can TK surf on a broken piece of the bridge or simply get on the pipe on
the right side and jump across. There is another Field Medical Pack on the
left side up ahead. Go through the door on the other side.
(2 x Health power-up, 1 x Psi power-up, 1 x Pistol ammo)
In the next room, grab the pistol ammo, Psi Rejuvenator, and Field Medical Kit
(up high). Go down the stairs on the left. The area below has some electric
floors that you will have to deal with...let's try throwing that guard on one
and see what happens, shall we? The generators on the side will blow up each
time a guard is incinerated on the electric floor next to one. There should
be a total of four MP2's that will come through the door. The wooden
platforms on the right side can be TK surfed on if you run out of guards.
Either way, go through the door up ahead.
(1 x Health power-up, 1 x Psi power-up, 1 x Pistol ammo)
Go down the ladder and collect the Psi Rejuvenator and Field Medical Kit. Go
all the way up the ladder and through the door.
(1 x Health power-up, 1 x Psi power-up)
---------------------------
< Fusion Accelerator Area >
---------------------------
I thought I might highlight this area since it is rather hard your first time
through. This next area will have you going from room to room flipping
switches while avoiding an electric current.
Kill the MP2 or MC him and have him go out the door to the left for some extra
fun. Flip the switch on the left. There is a Psi Rejuvenator behind the
tank. Open the door and wait for the electric current to go by, and then
quickly dash toward the right and stand next to the worker. After the current
goes by again, run to the door up ahead (It will be marked K4).
(1 x Psi power-up)
Dispose of the MP2 and get the Field Medical Pack on the right and pistol ammo
on the left. Now flip the switch in the back. Open the door and get ready to
run again.
(1 x Health power-up, 1 x Pistol ammo)
Run to the right once the current has passed and get in the corner area
against the left wall. There will be some pistol ammo here. Wait for the
current and run to the next room that is marked K3 above the door.
(1 x Pistol ammo)
There will be an MP3 waiting in this room. There is a Field Medical Pack
against the back wall and a Psi Rejuvenator off to the right. DO NOT PULL THE
SWITCH YET! The switch in the room to the right of this room must be
activated first. After all 4 switches have been pulled the door in the back
will open. MC the worker and have him do this risky deed of pulling the third
switch.
(1 x Health power-up, 1 x Psi power-up)
Open up the door, wait for the current and run to the right. Get in the open
space on the left and wait for the current, and then get to the next room
(labeled K2). Pull the switch on the left and release MC. Now pull the last
switch in the room you're currently in to unlock the door and stop the
electric current. Use this chance to go back and get the item outside the
room if you want (Field Medical Pack). Only problem, the MP's are out in full
force in the middle area now that the current is gone. Go through the newly
unlocked door.
(1 x Health power-up)
{There is an additional strategy for the Fusion Accelerator Area in the
Additional Strategies section} <AS03>
Go down the ladder if you want to collect a secret item (See SECRETS section).
Go all the way up the ladder and through the door.
(1 x Evil Garden Gnome <EGG10>)
There is a Field Medical Pack on the right as you enter the next room. This
room has a worker in the control room above and an MP2 below the control room.
I usually MC the MP2 and have him kill the worker to prevent him pressing the
alarm. Either way, get up to the control room by going up the stairs on the
side. Press the red switch in the control room to release some chemicals on
the conveyor belt below. There is a Psi Rejuvenator next to the chemical
storage. Go through the bottom door on the right.
(1 x Health power-up, 1 x Psi power-up)
There are a total of five MP2's in this room. MC them one by one, and have
them jump into the blue liquid. One of them is on the second floor. They can
be "fished" out with TK and drained later. Use the stairs to go up to the
second floor to get a Field Medical Pack and some Pistol Ammo. Grab a vial of
the green chemical with TK and throw it against one of the side gates to
destroy them. Go toward the control room. An MP2 and an MP3 will ambush you
on the way. The worker in the control room poses no threat so do what you
will with him. There is a Field Medical Kit against the back wall of the
control room. You can activate the right and left switches on the side and
then press the red button to lower the platform on the outside into the blue
liquid. Go through the door in the back and go straight.
(2 x Health power-up, 1 x Psi power-up)
(Alternative method 1: Another way of getting across to the other side of the
blue liquid is to MC the lab worker through the glass, and make him pull the
switches described above. Release MC, jump on the platform, and jump to the
other side right before it lowers into the pool of blue liquid.
(Alternative method 2: TK toss the gas tank in this room or the room before it
on one of the gates. It helps to take out the MP's first to avoid accidents)
(Thanks to faqsimile and Paco for the different methods)
After the cutscene you will be swarmed by MP2's. PK is highly recommended.
Stand in front of the door and PK each one as they come through. Try to keep
the burning MP2s' bodies near the door so the others will take damage as they
enter. When that is all taken care of, grab the keycard for the Armory and
the Field Medical Kit and Psi Rejuvenator. Go through the door. Go through
the next door to the right to trigger a cutscene.
(1 x Health power-up, 1 x Psi power-up, 1 x Keycard)
Two burning MP2's will charge you after the cutscene. Use the metal crate on
the right to take them out quickly. TK them back if they get to close.
Another MP2 may join in from behind. Shoot out the camera up ahead if it
spots Nick. Turn around and go down the hall. There is a gun turret up
ahead. Use the metal box as a shield to get past the gun turret (Use TK on it
and hold it in front you). Go through the door next to the turret.
Use the metal crate on the MP3. Another MP3 with a flamethrower will burst
through the door on the right. Use the crates or a primary weapon on them.
Use the keycard to enter the door on the right. Grab all the items in the
next room including the keycard for the Communications Center.
(1 x Health power-up, 2 x Psi power-up, 2 x Pistol Ammo, 2 x Shotgun, 2 x
Assault Rifle, 1 x Keycard)
Go back past the gun turret (destroy it from behind) and go back to where the
burning MP2's were, on the opposite end of the hall. Two MP2's will try to
prevent you from entering the door at the end of the hall. Use the keycard on
the door. A MP2 will be waiting inside the room. Kill him and he will drop
an elevator keycard for the top floor of the Fusion Tower. Grab the keycard
and the Field Medical Kit and leave the room.
(1 x Health power-up, 1 x Keycard)
-- Mission Objective -- Use the elevator and stop the fusion process.
Go to the elevator. It is about midways down the hall before you get to the
gun turret. Get in and go to Floor 99.
Step out into the hall. The areas to the right and left are not necessary in
order to advance any further. Go through the door in front of the elevator if
do not need any extra power-ups. There is a Psi Elixir and a Field Medical
Kit on the sides of the door.
(1 x Health power-up, 1 x Psi power-up)
Go to the left and into the room at the end of the hall for some extra item
pickups.
(1 x Health power-up, 1 x Psi power-up, 1 x Sniper Rifle, 2 x Pistol Ammo, 2 x
Assault Rifle)
Pick up the Sniper Rifle and head to the room on the right side of the hall.
Stand in the distance and destroy the gun turret on the ceiling in the room
ahead. To the right of the open doorway is a Psi Rejuvenator. There is a
metal crate on the side inside the room with the turrets that can provide some
protection as you run toward the door to the computer room. The computer room
has plenty of items stashed away in it: a Field Medical Kit and Pack and 2 Psi
Vials, and a secret item in the corner. Take out the remaining gun turrets
from the back. Go through the door in front of the elevator in the middle.
(2 x Health power-up, 3 x Psi power-up, 1 x Evil Garden Gnome <EGG11>)
----------------------------------------------------------------------------
======================================
Boss battle – Marlena w/Fusion Reactor
======================================
(Note: If the canisters do not rise up from the middle rack then you have
been glitched! Restart from a previous save or try your luck with the
Additional Strategy section to move further.)
(Note 2: If the rack does reload the canisters, check around the room to make
sure that all the canisters have been destroyed. The rack will not reload if
there are still unused canisters lying around.)
(thanks to johnjon and Redrane for Note 2)
First of all, there is a Psi elixir and a First Aid Kit on each of the two
sides of the room (up the stairs). In order to beat Marlena pick up a
canister from the rack of canisters in the middle of the room and throw them
at the front gun of the fusion reactor. The gun has two attacks. Either it
will shoot out a laser ray or it will shoot out a burst of laser shots
rapidly. Both of the attacks can be avoided by circling the room. Running
around the circular object near the canister rack will keep the laser ray from
hitting you. Once the warnings start to go off, head to the back of the room.
Red shields will come out of the ground. Stand behind either one of the
shields to avoid the big burst of fire that will engulf the room. This attack
will instantly kill you if you're not behind a shield. After the burst of
fire, she will do two laser attacks and then another burst. Keep grabbing
canisters with TK and throwing them at the gun on the front of the reactor and
she should be taken care of in no time. Guns do nothing for this battle.
There is a safe spot where the laser cannot hit Nick. In the back of the rack
of canisters, in front of Marlena, duck in the middle, and the laser will not
be able to hit you. See diagram.
M = Marlena
X = Safe Spot
C = Canister
E = Entrance
-----------
| M |
| |
| X <------ safe spot (duck here)
| C|C |
| C|C |
| C|C |
| C|C |
| |
| --- |
| / \ |
| \ / |
| --- |
| |
| |
| E |
-----------
(Thanks to Fanatic for the safe spot)
If the generators on the two sides of the Fusion Reactor are hit enough times
with PK, it will cause the Fusion Reactor to overheat. Overheating the
reactor will stop all of its attacks for a short while and give you an
advantage over this fight.
{There are additional strategies for this part of the boss battle and the next
part in the Additional Strategies section, including a glitch strategy, just
in case the glitch happens} <AS04>
=============================
Boss battle – Marlena Kessler
=============================
The canisters are still basically the only way to damage her for the second
time as well. She has many attacks during the second fight. She can make a
fiery twin of herself and have it chase after you. It causes an explosion if
it runs into you. Throw a canister at the twin to take care of that problem.
She also shoots out a burst of fireballs that can take you down in no time if
you do not avoid them. Duck behind one of the obstacles in the room to escape
this attack or simply keep moving. Another attack is a big fireball that
causes an explosion when it hits the ground. If you get to close to her she
will do a flame tornado that will knock you off. She also has a kick move
that she only uses up close. Be sure to stay away from her, keep moving and
keep tossing canisters with TK. If she is near the canister rack, shoot one
of the canisters and it will most likely hit her. If she is too close to a
canister while attacking she can accidentally destroy it and cause damage to
herself.
(2 x Health power-up, 2 x Psi power-up)
----------------------------------------------------------------------------
_______
Stage 7\____________________________________________________________________
- From the Ether and Beyond -
____________________________________________________________________________
<S07>
-- Mission Objective -- Enter the Temple and locate the prison to help Sara.
There is Field Medical Kit in the back along with a Psi Rejuvenator, 2
Shotguns, and 2 Sniper Rifles. Another Field Medical Kit lies behind the
stack of crates to the left, right next to where you start. On the left side
of the temple is a Field Medical Kit, and there is a Field Medical Pack hidden
behind a stone slab near the right side of the entrance. The guard from the
cutscene has an Assault Rifle near his body. A secret item is hidden in an
archway way up high (See Secrets). A new power will awaken up near the stairs
to the temple. Go through the entrance.
(3 x Health power-up, 1 x Psi power-up, 2 x Shotgun, 1 x Assault Rifle, 2 x
Sniper Rifle, 1 x Evil Garden Gnome <EGG12>)
There are 3 Machine Guns on the left side, and they are there for a reason, so
grab them. Use Aura View (AV) and try to sneak past the Aura Beast up ahead.
Try to go by him while his back is turned. If he is alerted, several others
will join him. The best weapon for an Aura Beast is the Assault Rifle or the
Machine Gun. These things are the most annoying enemies in the game and
should be avoided at all cost. Go across the bridge up ahead. There are 2
more Machine Guns against the wall off to the side and in front of you. Go
through the door on the left at the end of the corridor.
(5 x Machine Gun)
The room on the right has a Field Medical Pack on the left wall and a Machine
Gun to the right of the controls. Stand below the doorway on the left and
shoot the camera from below. Go into the room.
(1 x Health power-up, 1 x Machine Gun)
-- Mission Objective -- Free Sara and yourself from the prison.
First things first, take out that annoying Aura Beast in front of you. Go up
to the barred doorway up ahead and MC that MP2 that is so conveniently
standing there. Have him press the red button in the back on the controls in
the room across from you.
-- Mission Objective -- Explore the Temple and locate the Tower.
Kill the guard and search the cell on the left for a Field Medical Kit. There
is a Psi Vial and a Psi Rejuvenator next to the cell in the back, and another
Psi Vial next to the doorway up ahead. Go back out of the room and go to the
door on the left.
(1 x Health power-up, 3 x Psi power-up)
Use AV and survey the many dangers in this room. The door off to the left is
locked and has a red (in AV) pedestal beside it. There is a Field Medical
Pack, 2 Assault Rifles, 2 Psi Vials, and 1 Psi Rejuvenator in the room to the
left. Try to sneak by the Aura Beast and go through the double doors in front
of you.
(1 x Health power-up, 3 x Psi power-up, 2 x Assault Rifle)
Use AV and you will notice that the wall on the side has cracks in it. Blast
it down with a weapon (I use the silenced pistol to conserve ammo for my other
weapon) and go through. Pick up the Field Medical Pack, Psi Rejuvenator, and
2 Assault Rifles in here. Go back out of the room and use AV again. Notice
the strangely colored statue and pedestal on the side. Use TK on the statue
and set it on top of the pedestal. This unlocks the door on the right. Go
through the door.
(1 x Health power-up, 1 x Psi power-up, 2 x Assault Rifle)
-- Mission Objective -- Meet Sara at the Temple Terrace.
Do NOT go through the room in front of you. There are TONS of Aura Beasts
just waiting to make you use up all your health items. You need to go back
the way you came. Use AV to notice a different colored object off to the
side. Use TK on the pyramid object off to the side and bring it with you. Go
back out of the room.
MP3's and MP2's will swarm you. Set down the pyramid object for now. The
bell in the back is very useful for this battle. Something is just incredibly
cool about smacking an MP3 with that bell and hearing it ring. Use PK if they
get too close. After everything is all settled down, TK the pyramid object
and take it through the double doors in the back.
Set the pyramid object on the pedestal next to the door on the back left.
This will open the door. Go through the door and into the next room.
There is a Field Medical Pack and a Psi Vial off to the left. Beware the
falling debris! Go up each set of stairs until you reach the top. Be careful
of the falling rocks as you venture up the stairs. There is an Aura Beast at
the very top next to the door that will most likely see you. Luckily, only
one more will join him. Go through the door off to the side.
(1 x Health power-up, 1 x Psi power-up)
There is a Field Medical Kit to the side. If you use AV you will notice a
broken wall up ahead and an Aura Beast floating near it. Near the Aura Beast
is a locked door with a blue and red (in AV) pedestal on each side. Break
down the wall with a weapon and grab the Field Medical Kit, Psi Rejuvenator, 2
Psi Vials, and Sniper Rifle if needed. Go through the double doors on the
right when coming out of the secret area.
(1 x Health power-up, 3 x Psi power-up, 1 x Sniper Rifle)
-- Mission Objective -- Find the secret passage in the Temple to the Satellite
Uplink Station.
After the cutscene, 2 Aura Beast will eventually be all up in your face when
you try to leave. Shut them up with a blast from your weapon. A MP3 and 2
MP2's will race through the door. Kill them and drain them. There is a Field
Medical Pack behind the statue in the back. Switch to AV and look toward the
center of the Terrace. See the different colored blocks on the floor? Blast
them and TK the concrete slabs out of the way. Switch to AV again, and take
note of the blue pyramid object beneath the slabs. Collect the Pistol ammo, 2
Psi Vials, and Field Medical Pack. TK the pyramid object and bring it through
the double doors with you. Set it on the left pedestal near the door on the
left. Go back through the door in the back and go down the stairs.
(2 x Health power-up, 2 x Psi power-up, 1 x Pistol ammo, 1 x Psychotronic
device (from Sara))
Go through the door at the bottom and TK the red (in AV) pyramid object and
take it back up the stairs with you. Bring it through the door and set it on
the right pedestal. The door will now be unlocked. Go through the door.
Try to stay in AV most of the time in this room and sneak by the Aura Beasts
as you solve this puzzle. Switch to AV and you will notice that each egg on
the side is a certain color and so is the pedestal on each of the four sides.
Put each egg with its corresponding color. See diagram.
Lowercase = pedestal
Uppercase = egg
D = door
-------------
| B W |
| | |
| r | w |
| | |
| --------- D
| | |
| b | y |
| | |
| Y R |
| |
------D------
There is also a Field Medical Kit next to the white and red pedestals and a
Psi Vial next to the blue pedestal. After solving the puzzle, go up to the
glowing stone in the middle and press the action button.
(2 x Health power-up, 1 x Psi power-up)
-- Mission Objective -- Use the Psychotronic Device at the Satellite Uplink
Station.
Kill the MP2 below and go through the newly opened door.
Hide behind one of the rocks on the side, and MC the MP2 Sniper up high in the
background and try to take out his partners below. Have him commit suicide by
jumping off the side. As long as you are not seen you can MC the MP3's up
ahead as well. Get up on the area where the MP3 Sniper was by climbing up the
ladder on the right side ahead of you. There is a Field Medical Kit and a Psi
Rejuvenator at the top. Use the Sniper up here to take out as many MP's as
you can see in the distance. There is one on the tower in the back. Get on
the staircase and look through the Sniper scope. Look over toward the group
of sandbags, on the left. Take out that MP2. There is an MP3 near the group
of rocks at bottom. Shoot the grenade on his side for an instant kill.
(1 x Health power-up, 1 x Psi power-up)
Go back down the ladder and climb up the next ladder further down the path.
TK a rock and slam it into the MP3 at the top if you didn't kill him with the
Sniper. There is a Field Medical Pack behind the sandbags on the wall. Go up
the stairs on the right side (be on the lookout for grenades if you fought
that MP3 just now without using the Sniper Method).
(1 x Health power-up)
If you managed to take out the MP3 at the bottom with a Sniper then it's time
to have some fun! Stay behind the wall until both MP3's in the background are
not looking. Walk out and MC the bottom MP3 (he has a missile launcher). Use
him to exterminate the rest of the MP3's in the area. If you are not able to
MC the MP3 and are spotted, use TK on the metal crates in the background to
hit them. The MP3 Sniper will be the main problem. You may have to TK a
metal crate and hold it front of you to get by him. There is a Psi Vial next
to the stack of crates beside you, another Psi Vial behind the second stack of
crates ahead, and a Field Medical Kit on the right platform (where a MP2 used
to be). You may have to multi-lift and TK surf your way over to the Field
Medical Kit. There is a doorway on the right of the path ahead that you can
enter. Go up the ladder inside and use the Psychotronic device here.
(1 x Health power-up, 2 x Psi power-up)
-- Mission Objective -- Return to the Temple and ascend the Tower.
Now you have to get back to the room that was previously blocked by Aura
Beasts. Grab the Field Medical Pack in the back and go down the ladder. Go
all the way back to the entrance of the temple. There will be a MP3 with a
rocket launcher on top of the mountain in the background. You can actually TK
surf over to where he is, by TK surfing off the platform where the former MP3
Sniper was. The best thing to do is to make a run for it all the way back to
the temple entrance. You will run into 2 MP2's on the bottom, but just TK
them out of the way and run for the entrance. The ladder you use to get down
the hill in the middle area is kind of hidden on the way back so be sure not
to fall off.
(1 x Health power-up)
Once back inside the temple, go through the door to the left and back through
the door at the end of hall. Go down the stairs. 3 MP2's will be along the
staircases. Go through the door at the bottom. Go through the double doors
to the right in the next room. MP3's will be behind the brick bunkers on both
sides and an Aura Beast will be in the back. No, you can't use that bell on
the MP3's this time...:( Go through the door in the back and through the next
door within. Go up the stairs and through the door at the top.
_______
Stage 8\____________________________________________________________________
- The Ultimate Power -
____________________________________________________________________________
<S08>
-- Mission Objective -- Find the Frequency Code for the Aura Beast kill switch
in one of the labs.
There is a Field Medical Kit to the right, and if you dig in the back with TK
(in the debris) another Field Medical Kit and a Shotgun will be waiting.
There is some Pistol ammo behind the crate on the left and another Shotgun
behind the crate in the back. Go to the door in the back.
(2 x Health power-up, 1 x Pistol Ammo, 2 x Shotgun)
RV through the door at the end and try to sneak up on the MP2 in the next
room. If you are seen, MP2's and MP3's will swarm the room. Turn off the
alarm next to the door in the back. Use AV to see some freaky stuff on the
back wall. A Psi Rejuvenator and a Psi Vial are on some shelves to the side
and a Field Medical Pack is on the wall between the sets of tubes.
(1 x Health power-up, 2 x Psi power-up)
There are 2 MP3's and 1 MP2 in the next room. The MP2 likes to charge you as
soon as the door is opened. The MP3's are hiding behind metal crates on each
side. After taking down the MP2, Open the door, TK an explosive canister,
move it into the room with the MP3's, and throw it off to either side and you
might just hear a yell. Try this with both canisters. If it doesn't work you
always have the metal crates off to the sides. There is a Field Medical Kit
off to the right side (behind the metal crate) as you enter the room. The
door against the right side is a definite "NO!" right now, as it contains tons
of Aura Beasts. The doorway to the left of that door has a device that will
not be of any use for the time being. There is a Field Medical Pack, a box of
Pistol ammo (in the back), and an Assault Rifle in it however. Go through the
door on the left side of the hall.
(2 x Health power-up, 1 x Pistol ammo, 1 x Assault Rifle)
Only 2 MP2's in this room. Kill them and use AV to see a code on the back
left wall (middle board). The code is random. 2 Psi Vials are on the
shelves, a Field Medical Pack is on the sidewall, and a Field Medical Kit is
behind the tubes on the right. Go back out of the room and go through the
doorway on the left and up to the glowing teleporter.
(2 x Health power-up, 2 x Psi power-up)
-- Mission Objective -- Find the Frequency Input Device, and enter the
Frequency Code to eradicate the Aura Beast - for a while...
(Note: For this next section I have found two ways to do this part. If you MC
the MP2, the first part is easier, but the second part is killer. If you do
the first part with Nick, the first part can get bad, but the second part is a
little bit easier.)
MC the MP2 that appears outside the doorway. He is the only one that will
appear. If you do kill him, you have to go through all the Aura Beasts
yourself to do this. You will have unlimited Psi power while controlling the
MP2. Either way, go through the door that leads to the room of Aura Beasts.
Go into the back (run if you are doing this with Nick) and through the door to
the left. Now go to the back controls and enter the code that you saw with AV
just a few moments ago. This will get rid of the Aura Beasts in the outside
room for a while.
-- Mission Objective -- Meet up with Sara in the Map Room.
The Aura Beast will be gone for a total of 4 minutes. Don't worry too much
about the time limit, you can always go back and reenter the code for some
extra time if you start to run low. Now, if you're controlling the MP2, you
could send him out in style with a suicide (See Secrets) or you could send him
back out the door and have him take some of his buddies with him. Whatever
you choose, don't forget, you have infinite Psi while controlling him. If you
didn't MC the MP2 go back outside the door and take out the onslaught of MP3's
and MP2's outside. If you did MC the MP2 go through the door ahead and face
this same onslaught of enemies, but from a much harder angle, because they are
all in your face.
Either way, whatever room you are in, go toward the room that the Aura Beasts
used to inhabit. There are 4 MP3's in here and 2 MP2's. TK the metal crates
and explosive canisters off to the side and throw them at the MP3's. A
shotgun helps out a lot for this battle. Go through the doorway off to the
side. There is a Field Medical Kit behind the metal crate. Go through the
door on the right and walk into the room.
(1 x Health power-up)
-- Mission Objective -- Locate Wrightson's inner chamber and save Sara.
Go back out of the room and back through the doorway. Go down the right side.
MC the MP2 through the glass next to the door at the end. Have him press the
red switch. Release MC and go through the newly opened door.
There are two Field Medical Kits on each side of the wall, Pistol Ammo to the
right, a Field Medical Kit on the back right and a Psi Rejuvenator on the back
left. MC the MP2 through the glass to the right, and have him press the red
switch in front of him. Release MC and go through the door ahead.
(2 x Health power-up, 1 Psi power-up, 1 x Pistol ammo)
----------------------------------------------------------------------------
===============================
Boss battle - Nicolas Wrightson
===============================
There are two Assault Rifles and a Field Medical Kit against the left wall, a
Shotgun against the right wall in about the middle, and two Psi Elixirs in the
back on each side. This battle is much easier than any of the previous boss
battles once you know how to take him down. Try to stay away from the middle
area of the room if possible. Aura Beasts will attack if you venture off in
the middle. The Aura Beasts are basically the only frustrating part of this
battle. Use one of your weapons to take them out if they start to attack.
His attacks come from the monitors in front of him. When a monitor rises up
it will fire out a yellow beam. Dodge the beam by moving to the side. In
order to get rid of Wrightson, the monitors in front of him must be destroyed.
To destroy them, TK one of the small metal crates off to the side and move it
toward a monitor. Let go of the TK button slightly, so the crate lowers. Move
the crate behind the group of monitors. Now hold down on the TK button and TK
throw the crate toward the back of a monitor (toward you). If you get the
crate in between two monitors, you can destroy two at a time. If a monitor is
shooting out a beam it can be hit from the front. Once the monitors are all
destroyed the battle is over.
(1 x Health power-up, 2 x Psi power-up, 2 x Assault Rifle, 1 x Shotgun)
{There are some additional strategies for this boss battle in the Additional
Strategies section} <AS05>
----------------------------------------------------------------------------
-- Mission Objective -- Explore the excavation tunnels and confront Barret and
the General.
There is a Psi Rejuvenator, which you can barely see through the structure to
the left, behind you. You can TK it through the structure. Go through the
door up ahead and through the next door after that.
(1 x Psi power-up)
There is a Psi Rejuvenator on the left, a Field Medical Kit on the right, and
two Assault Rifles behind the rocks up ahead. Go up to the entrance of the
cave. This whole next area inside this cave is killer. There are 5 MP3's
inside and one of them in the back has a missile launcher. Grab the crane in
the middle with TK and swing it off to the left or right. You are nearly
guaranteed to hit at least one MP3 with it. One of the MP3's will most likely
charge you. Usually the only MP3 left will be the one in the back with a
missile launcher. Try to TK an explosive canister or a rock and throw it at
him. I have actually held a rock in front of him and he would kill himself by
blasting the rock. :) Some Pistol Ammo is near the back right column, a Field
Medical Kit is next to the back left column, and a Psi Rejuvenator is behind
the front left column. Use AV to survey your surroundings and see the
Invisible Mines in this area. The mines are instant one-hit deaths! Drop
down in the front area of the middle hole.
(2 x Health power-up, 2 x Psi power-up, 1 x Pistol ammo, 2 x Assault Rifle)
{An additional strategies for this tough area and the extremely tough area
afterwards can be found in the Additional Strategies section} <AS06> <AS07>
An MP3 is up ahead. TK a rock and throw it at him. A Field Medical Kit is
behind the rocks in the back. Another Field Medical Kit is down the back
right path along with an Assault Rifle, and a Field Medical Pack is down the
back left path. The only way that I have found to get past the mines on each
side is to throw an enemy into them. Be sure to use AV to see the mine in
front of you. Go by the mine in front of you by staying on the right side.
The path on the right has two Psi Vials and a Psi Rejuvenator at the end.
Both mines can be avoided by staying on the left side (duck for the one in the
back). Go down the path on the left. In AV there will be footsteps going up
the path. A rock will eventually spring up out of the ground. PK the rock to
destroy it. Take care of the MP3. RV into the next room and try to plan out
a stealth attack. Go through the door.
(2 x Health power-up, 3 Psi power-up, 1 x Assault Rifle)
(Tip: Some of the mines in this area can be avoided by stacking rocks and
climbing over them. It is best to stack two on top of each other to be safe.)
(thanks to padda-man100)
Take care of the MP3 up ahead. Two Sniper Rifles are against the back wall
and a Field Medical Kit is on the right. I would highly recommend picking up
the Sniper and going down the path on the right. There is Psi Vial, Psi
Rejuvenator, and Field Medical Pack down the path on the right. The straight
path holds a Field Medical Pack and some Pistol Ammo. Weave through the mines
on the right path. You will have to move some of the rocks with TK in order
to pass by some of them. There is an MP3 in the back with a rocket launcher
(this MP3 is MAJOR pain if you go down the other path at the beginning of this
area). Use the Sniper Rifle to shoot the grenade on his belt for and instant
kill. There will be some more MP3's in the water, below you, off to the left.
There is a Field Medical Kit, two Sniper Rifles, and a Psi Rejuvenator in the
water below. Pistol ammo and a Field Medical Kit are behind some rocks up
ahead. Go to the path ahead. 3 MP3's will be in the back hiding behind
rocks. Try to take them out with the Sniper Rifle or TK a rock and throw it
at them. There is a secret item behind a group of rocks at the end of this
path (see Secrets). Go through the doorway at the end.
(4 x Health power-up, 3 x Psi power-up, 1 x Pistol ammo, 4 x Sniper Rifle, 1 x
Evil Garden Gnome <EGG13>)
Go down the metal bridge/catwalk of the greenish room. Be sure to use AV and
avoid each mine; I would hate to see you go back through all that again. :)
Duck down and go below each of the mines. Stay to the appropriate side for
each mine and you should be fine. A cutscene will eventually interrupt your
progress. After the cutscene grab the Field Medical Kit and the Psi
Rejuvenator ahead. Get on the orange platform.
(1 x Health power-up, 1 x Psi power-up)
----------------------------------------------------------------------------
=========================
Boss battle – The General
=========================
There are 3 Field Medical Kits and 1 Field Medical Pack in the trenches around
the area where the General is. At the start of the battle run up to the
spinning rocks and PK them. Each one has to be PK'ed twice to be destroyed.
It is best to get beside them and turn to the right or left and PK them as
they go by. As each one is destroyed, it will leave behind an orb. Grab the
orbs after all (or some) of the rocks have been destroyed. Don't be afraid to
use any Psi power-ups that you might have. If you get in the glowing area,
below the General, your psi meter will replenish slowly. Beware of the
massive shockwave that he will send out eventually. Get off the platform
after about 5 seconds of recharging to avoid the shockwave. Try to collect
all 6 orbs if possible. When his health has filled up all the way, or you
have collected all the orbs he will come after you.
First and foremost for this battle, do NOT stand still for too long. If your
life meter is down halfway or below, by all means, heal yourself at any time
during this battle. He has three attacks. He always starts off by picking up
some rock fragments and hurling them your way. Keep moving to avoid the
fragments. His next attack will be a continuous rain of fireballs. Stay
moving to avoid this attack as well. Eventually, he will disappear. When he
reappears he will shoot out some incredibly fast blue projectiles. These can
be avoided by jumping the second he shoots them out or by hiding under one of
the small bridges in the trench around the middle area. To attack him, shoot
one of the orbs that you collected earlier at him with the R button. To
refill the orb shots or psi energy run into the glowing area in the middle.
If you did not collect any of the orbs, the fragments of rock that he throws
at you can be thrown back at him with TK. The fragments have to be multi-
lifted in order to hit him sometimes. Use any health or psi power-ups that
you have and be sure to keep moving.
(4 x Health power-up)
----------------------------------------------------------------------------
**********************************
Section VII: ADDITIONAL STRATAGIES
**********************************
---------------------------
Boss battle – Stone Statues
---------------------------
<AS01>
PK all of the statues that are currently moving and MD one of them until it
crumbles. Rinse and repeat until all the statues are destroyed. Be sure to
watch out for the charging sword attacks. You should have a full Psi meter by
the end of the battle.
(Submitted by Bandit23)
--------------------
Boss battle – Wei Lu
--------------------
<AS02>
Stand to one of the sides with the Psi Elixirs and PK her to death. Grab a
Psi Elixir whenever your Psi gauge starts to run low.
(Submitted by Bandit23)
-------------------------------------------
Hotspot – Fusion Accelerator Area (Stage 6)
-------------------------------------------
<AS03>
(This will keep you from risking your life as much by using MP's to do most of
the dangerous switch pulling.)
Pull the first switch in K1 as you normally do. Run out the door and go over
to the crevice on the right. Block the lab worker and try to keep in the
corner. Do not let him move out into the middle; he must stay alive in order
for this to work. Once he kneels down and starts to wave his arms, go to the
next door on the left (K4). Do not go through the door yet. MC the lab
worker in the crevice that you just came from. Have him go all the way down
to the door marked K2 (2nd door down) and pull the switch in that room.
Release MC.
MC the MP2 down the corridor to your right. Have him hit the switch in K3.
Release MC. Go through the door in the back of you and press the last switch.
This will shut down the fusion accelerator. Get to K3 and go through the
door.
(Submitted by Craven)
-------------------------------------------
Boss battle – Marlena Kessler (both fights)
-------------------------------------------
<AS04>
During the fight with Marlena Kessler if you overheat the fusion reactor with
a full Psi bar, it's possible to drain her whole health bar before she
recovers.
(Submitted by TornadoTK)
(the following is quoted directly from an email)
"When fighting Marlena, firstly, I found it best to keep an obstacle between
me and her, and to stick close to that obstacle. That way, her cluster-fire
attack is useless, and her fireball attack will almost *never* hit you --
although it may set off a canister and hurt *her*. Try to keep an eye on her
though, or she may just cartwheel right up to your unwitting self, or even
better, send her explosive twin toward you for some hot-hot boom-boom love.
Secondly, if you keep the canister rack between you and her, you can grab a
canister by aiming over the rack, and grabbing the canister's thin top (tough
aim, but do-able if you're not freaking out), and hurling it safely. Also,
using the canister rack as an obstacle will most likely result in Marlena
blowing up a couple of 'em in her face. Thirdly, if you run low on health
kits, run to and stick behind an obstacle and let Marlena complete a full
attack sequence -- that's your cue to run to one of the platforms (L & R) to
nab a new one, and *jump* over the railing to resume the fun.
Finally, I like "scattering" the canisters all over the floor, for "later
use." By this, I mean that a) during breaks in the Reactor fight, and b)
whenever you TK a canister and Marlena's out of range, just pull the canisters
out and drop them all over the floor. (Keep Moving!) If they roll and stop
near the circular obstacle near the entrance, good for you. See, it takes
finesse to pull canisters out of the rack, get them floating into position,
and chuck them at a moving target. And you're screwed when you're using other
obstacles, and can't see the rack. But if the canisters are just lying on the
floor in your line of sight, a quick TK yank-n-toss will do it."
(Submitted by DreadMerlot)
When Marlena does her laser shot burst attack, run side to side in front of
her. She will shoot them in front of you rather than at you. Also, when
Marlena does her fiery twin attack, if you run from it long enough then it
will disappear.
(Submitted by pada_man100)
-------------------------------------------------------
Boss battle – Marlena Kessler w/fusion reactor (glitch)
-------------------------------------------------------
(This strategy was taken directly from the GameFAQs message board. It has
been modified a bit.)
I've discovered that if I crouch on the far side of rack across from Marlena
(see the X) she can't hit me with lasers). I've also figured out that I can
move the canisters out of the pit by moving them to the 1 or 6 spot, throw
them toward me, and then use TK before they hit the wall (multi-lift). When
the flame goes off, the tanks I have lying around don't break, and I can run
back to the safe spot, crouch, and spend as much time as I need moving the
tanks in position to throw at the laser while Marlena can't hit me.
For tanks 4, 5, 9, and 10, the only way I've found to get them out of the pit
is to stand at the other end of the pit (labeled 0), move them to either spot
1 or 6, then later on TK them from spot "TK".
-----------
| M |
| |
| |
| TK X TK |
| --|||-- |
| 1|||6 |
| 2|||7 |
| 3|||8 |
| 4|||9 |
| 5|||10 |
| --|||-- |
| 0 0 |
| |
| --- |
| / \ |
| \ / |
| --- |
| |
| |
| E |
-----------
X - the safe spot where you can crouch
TK - the spots where you should TK the tanks
1-10 - tanks
E - entrance
M - Marlena
Tanks 1-3 and 6-8 can be lifted at TK (just move them toward the end where
tank 1 or 6 is before throwing them towards you)
The others have to be moved, first from the opposite (0) end so you can TK
them from spot "TK"
(Submitted by Fantatic)
--------------------------------------
Boss battle – Marlena Kessler (glitch)
--------------------------------------
This will require a bunch of patience, luck, and plenty of health packs, but
I'm sure it can be done. Stay right on top of Marlena most of the time while
punching and kicking her. She may do a backflip or try to kick you, but stay
on top of her. After about five seconds, back off and she will do her flame
tornado attack. After the attack, dash up next to her and continue punching
and kicking her then back once again after about 5 seconds. Keep repeating
this and you might be able to beat Marlena despite the glitch in the game.
(Submitted by me (Berserker), but I would not have even tried this unless I
read Fanatic's thread, so he deserves most of the credit for the whole Marlena
glitch fight. Fantatic also confirmed that it worked for the glitched Marlena
fight)
-------------------------------
Boss battle - Nicolas Wrightson
-------------------------------
<AS05>
In the battle with Wrightson, you can avoid the blasts from his monitors by
stacking two of the large metal crates towards the back-center of the room.
Use the same strategy to take out the monitors that Berserker gives and you
should be able to finish this boss with minimal running. The advantage of
this is that when I used it the Aura Beasts had to go around so I had a little
bit of time to orient my crosshairs.
(Submitted by Jumar)
During the fight with Nicolas Wrightson, you can make quick work of the yellow
screens, just by shooting them, or using TK to throw explosives at the machine
to take out up to five of the screens.
(Submitted by TornadoTK)
--------------------------------------------
Hotspot – Few rooms after fighting Wrightson
--------------------------------------------
<AS06>
There are four MP3 soldiers waiting for you in the room. Two of them have
assault rifles, one has a shotgun, and one has a rocket launcher. To easily
take care of all four, crouch down and attempt to enter the room so the
cutscene appears. Do not move any further than that, and step to the left,
still in front of the doorway. In order from left to right, use MC on the
third guard (who is in between the crane and the right pillar) and make quick
work of the MP3's. Before you suicide, kill the guard waiting for you at the
bottom of the crevice, and then suicide. Now you only wasted about a half bar
of Psi energy.
(Submitted by TornadoTK)
-------------------------------------------------
Hotspot – Few more rooms after fighting Wrightson
-------------------------------------------------
<AS07>
After getting to the checkpoint just past the rock wall you must PK in level
8, open the door and hide to the side of it. Wait for the MP3 to walk your
way and turn back around. After he glances behind him after a few steps, rush
in while crouched and MD him when you completely pass up the tunnel to your
right. This should cause no alarm to any MP3's in the area. Grab a boulder
(preferably next to the Psi Vial) and TK it low and slowly over to the cave,
touching the right side of the rocks on the ground. Crouch behind it and make
sure you won't hit a mine. If you look close enough you can see that the MP3
with rockets shows up just between some rocks. Wait for your shot and then MC
him. Do this ASAP now, so you don't lose too much Psi; Kill the three MP3
guards in the lake, and then move to the cavern. Get next to the boulder (but
don't try to move in there are mines), and fire at the MP3 on the left that
sticks out the most. He has another Rocket Launcher. Then (unless you have
more Psi left and you want to kill the other MP3's) suicide him into the mines
by running forward into the cave, towards the right or left side. Now you
almost all your work cut out for you on your way through the minefield.
(Submitted by TornadoTK)
When you first enter the room, use MC on the unaware MP3. Track down the MP3
with the rocket launcher and shoot him while right next to him. He will
retaliate and instantly kill himself along with the MC'ed MP3.
(Submitted by Chuck)
****************************
Section VIII: SECRETS/CHEATS
****************************
------------
Suicide Move
------------
While Mind Controlling (MC) an enemy press down on the left and right analog
buttons and hold them down until the animation for the suicide begins. MC can
be cancelled once the animation starts. This move will consume about 75% of
the Psi meter. Some MP's cannot be killed in this way (MP's with
flamethrowers). For workers and labcoat workers this will have no effect
either.
(Thanks to hoochiebed36 and Id of Ith for finding this)
---------------------------
Evil Garden Gnome Locations
---------------------------
====================
Evil Garden Gnome #1
====================
<EGG01>
Stage 1
In the 3rd room that follows after you get RV, this Gnome can be seen through
some metal bars on the floor next to a gate. Jump and grab onto the gate,
pull yourself up and drop down to the area below to collect him. Jump over
the gate on the right side to get out.
Unlocks – Tip the Idol (Extra Mission)
====================
Evil Garden Gnome #2
====================
<EGG02>
Stage 2
When the countdown starts, after the boss battle with Jov Leonov, get on top
of the metal crate in the Cryo Room and TK surf over to the area where Jov was
standing during the first part of the boss battle (2nd Floor). TK surf over
to the area with the broken glass, and then run to the opposite side to find
the Gnome.
Unlocks – TK Alley (Extra Mission)
====================
Evil Garden Gnome #3
====================
<EGG03>
Stage 2
At the very end of the stage, in the area where you can see the General on the
platform that you must reach, there is Gnome in a small niche next to a broken
down floor in the back. The broken down floor is to the left after you come
down the walkway. TK the Gnome to you or get up in the niche and retrieve it.
Unlocks – Bouncy, Bouncy (Extra Mission)
====================
Evil Garden Gnome #4
====================
<EGG04>
Stage 3
This gnome is hidden behind some steel crates next to the second tower. The
steel crates are surrounding all sides of this area so you will need to TK a
wooden crate and set it beside the stack of steel crates to get over them.
Jump on top of the wooden crate and then get on one of the steel crates and
you will see the Gnome along with a few Psi Rejuvenators and a Sniper Rifle.
Unlocks – Panic Room (Extra Mission)
====================
Evil Garden Gnome #5
====================
<EGG05>
Stage 3
On the rooftop above the large metal door that leads to the shipping docks.
Get on top of the large wooden crate, next to the windows on the rooftop with
the MP1 Sniper, and TK surf over to the rooftop in the back. The Gnome will
be over to the left of this rooftop along with a Sniper Rifle. TK the items
over to you. To get back across multi-lift a crate up to you and ride it back
to the roof you were just on.
Unlocks – Gearshift (Extra Mission)
====================
Evil Garden Gnome #6
====================
<EGG06>
Stage 4
Next to the first set of stairs, jump on the conveyor belt. Move along it
until you can jump over the gate on the right. Climb up the ladder and the
Gnome will be on top of a pipe. TK the Gnome to you.
Unlocks – Up & Over (Extra Mission)
====================
Evil Garden Gnome #7
====================
<EGG07>
Stage 4
Inside the factory in the room with the crushers, after they have been turned
on, throw an enemy or crate in between the last crusher. Go down the ladder
and there will be a pathway below this crusher and the one beside it in which
the Gnome will be hiding along with a Field Medical Pack and a Psi Vial.
Unlocks – Bottomless Pit (Extra Mission)
====================
Evil Garden Gnome #8
====================
<EGG08>
Stage 5
This gnome is behind a tree on the back right side of the graveyard. The tree
is to the right of a Field Medical Pack (in the background).
Unlocks – Survival (Extra Mission)
====================
Evil Garden Gnome #9
====================
<EGG09>
Stage 5
A few rooms after exiting the graveyard area, break through the vent cover on
the right side of the main hall (the hall where you used the marble balls) and
crawl into the vent. Eventually you will stumble across the Gnome inside the
vent. There is a glitch, where the Gnome can actually be pulled up close to
the vent cover and retrieved in the computer room right after the graveyard
area.
You can also break through the vent cover in the first room of the Illusion
Maze to get the Gnome a little earlier.
Unlocks – Floor of Death (Extra Mission)
=====================
Evil Garden Gnome #10
=====================
<EGG10>
Stage 6
Go down the ladder in the room after all the electric current switch pulling
in the Fusion Tower, and a Gnome will be in the water.
Unlocks – Gasoline (Extra Mission)
=====================
Evil Garden Gnome #11
=====================
<EGG11>
Stage 6
Right before you go through the door to fight Marlena, enter the room down the
hall to the right. Make it past the gun turrets and the Gnome will be in the
back of the computer room in a corner.
Unlocks – Psi Pool (Extra Mission)
=====================
Evil Garden Gnome #12
=====================
<EGG12>
Stage 7
At the beginning of Stage 7, get on top of a box or concrete slab; multi-lift
and TK surf over to a high, open area on the front of the temple. The Gnome
is on the left side behind a column. To get down, multi-lift a concrete slab
and set it on the outer wooden area in the middle. Ride the Slab out and fall
while on top of it.
Another way to get it is to stack boxes on the right side of the area below
and TK the Gnome toward you. (Note: If you go to far into the back, 2 MP3's
with Snipers will appear in the area above and make getting up there that much
harder.)
Unlocks – Stoplights (Extra Mission)
=====================
Evil Garden Gnome #13
=====================
<EGG13>
Stage 8
Before entering the area with the metal bridge/catwalk (the greenish room).
TK some of the boulders out of the way off to the right of the entrance and
the Gnome will be in the back.
Unlocks – Aura Pool (Extra Mission)
=====================
Collect all 13 Gnomes
=====================
Unlocks – Gnomotron (Extra Mission)
(Thanks to Yars Revenge for some of the Gnome locations.)
-----------
Unlockables
-----------
PLEASE READ THIS FIRST!
Please note that some of the cheats and unlockables not work in the normal
mode and will ONLY work in the options under the "Extra Content" menu...Arcade
Mode, Mission Select, Boss Battle...etc.
(thanks to the numerous emails I have received about this)
=====
Skins
=====
Beat the game on the required difficulty setting to unlock extra skins.
Beating the game on normal difficulty will unlock normal and easy skins, hard
difficulty will unlock hard, easy, and normal skins, and elite difficulty will
unlock all skins. (Note: Not all skins can be unlocked by beating the game.
Some can only be unlocked with cheat codes.)
=========================================
|Skin Unlocked | Difficulty |
=========================================
| | |
-----------------------------------------
|Crispy Soldier | normal |
-----------------------------------------
|Dockworker | easy |
-----------------------------------------
|Dr. Kimiko Jones | normal |
-----------------------------------------
|Edgar Barret | normal |
-----------------------------------------
|General (default) | elite |
-----------------------------------------
|Jov Leonov | elite |
-----------------------------------------
|Labcoat | easy |
-----------------------------------------
|MP1 | easy |
-----------------------------------------
|MP2 | normal |
-----------------------------------------
|MP3 | hard |
-----------------------------------------
|Marlena Kessler | elite |
-----------------------------------------
|Marlena Kessler (Leather) | elite |
-----------------------------------------
|Nick Scryer (Stealth) | elite |
-----------------------------------------
|Nick Scryer (Training) | easy |
-----------------------------------------
|Nick Scryer (Urban) | normal |
-----------------------------------------
|Nick Scryer (Wasteland) | hard |
-----------------------------------------
|Sara Blake (Default) | normal |
-----------------------------------------
|Sara Blake (Psi) | hard |
-----------------------------------------
|Sara Blake (Suicide) | hard |
-----------------------------------------
|Tonya | hard |
-----------------------------------------
|UN Soldier | easy |
-----------------------------------------
|Wei Lu (Default) | normal |
-----------------------------------------
|Wei Lu (Dragon) | hard |
-----------------------------------------
General (Clown) – While in the final boss battle with The General, collect all
6 orbs.
=================
Other Unlockables
=================
~~~~~~~~~~
All Powers
~~~~~~~~~~
Complete the game (any difficulty)
~~~~~~~~~~~
Arcade Mode
~~~~~~~~~~~
Complete the game (any difficulty)
-----------
Cheat Codes
-----------
For all of the following cheat codes, highlight "Extra Missions" on the main
menu and press "R" to access the cheat code entry keypad. The codes will be
saved if you start a previous game and save that game.
==============
Bonus Missions
==============
=======================================
|Bonus Mission Unlocked | Code |
=======================================
| | |
---------------------------------------
|Aura Pool | 659785 |
---------------------------------------
|Bottomless Pit | 154897 |
---------------------------------------
|Bouncy, Bouncy | 568789 |
---------------------------------------
|Floor of Death | 05120926 |
---------------------------------------
|Gasoline | 9442662 |
---------------------------------------
|Gear Shift | 154684 |
---------------------------------------
|Gnomotron | 456878 |
---------------------------------------
|Panic Room | 76635766 |
---------------------------------------
|Psi Pools | 565485 |
---------------------------------------
|Stoplights | 945678 |
---------------------------------------
|Tip the Idol | 428584 |
---------------------------------------
|TK Alley | 090702 |
---------------------------------------
|Up and Over | 020615 |
---------------------------------------
=====================
Additional Play Modes
=====================
=======================================
|Play Mode Unlocked | Code |
=======================================
| | |
---------------------------------------
|Arcade Mode | 05051979 |
---------------------------------------
|Cooperative Mode | 07041979 |
---------------------------------------
|Dark Mode | 465486 |
---------------------------------------
|Survival Mode | 7734206 |
---------------------------------------
=================
Additional Cheats
=================
=======================================
|Cheat Unlocked | Code |
=======================================
| | |
---------------------------------------
|All Powers | 537893 |
---------------------------------------
|Bulletproof | 548975 |
---------------------------------------
|No Head | 987978 |
---------------------------------------
|Super Psi | 456456 |
---------------------------------------
|Unlimited Ammo | 978945 |
---------------------------------------
=====
Skins
=====
=======================================
|Skin Unlocked | Code |
=======================================
| | |
---------------------------------------
|Crispy Soldier | 454566 |
---------------------------------------
|Dockworker | 364654 |
---------------------------------------
|Dr. Kimiko Jones | 978798 |
---------------------------------------
|Edgar Barret | 497878 |
---------------------------------------
|Edgar Barret (Training 1) | 196001 |
---------------------------------------
|Edgar Barret (Training 2) | 196002 |
---------------------------------------
|Edgar Barret (Training 3) | 196003 |
---------------------------------------
|Edgar Barret (Training 4) | 196004 |
---------------------------------------
|Edgar Barret (Training 5) | 196005 |
---------------------------------------
|Edgar Barret (Training 6) | 196006 |
---------------------------------------
|General (clown) | 431644 |
---------------------------------------
|General (default) | 459797 |
---------------------------------------
|Jack | 698798 |
---------------------------------------
|Jov Leonov | 468987 |
---------------------------------------
|Labcoat | 998789 |
---------------------------------------
|MP1 | 321646 |
---------------------------------------
|MP2 | 698799 |
---------------------------------------
|MP3 | 654659 |
---------------------------------------
|Marlena Kessler | 489788 |
---------------------------------------
|Marlena Kessler (Bikini) | 135454 |
---------------------------------------
|Marlena Kessler (Leather) | 136876 |
---------------------------------------
|Marlena Kessler (Saranae) | 65496873 |
---------------------------------------
|Nick Scryer (Stealth) | 456498 |
---------------------------------------
|Nick Scryer (Training) | 564689 |
---------------------------------------
|Nick Scryer (Urban) | 484646 |
---------------------------------------
|Nick Scryer (Wasteland) | 975466 |
---------------------------------------
|Sara Blake (Default) | 135488 |
---------------------------------------
|Sara Blake (Psi) | 468799 |
---------------------------------------
|Sara Blake (Suicide) | 231644 |
---------------------------------------
|Scorpion | 546546 |
---------------------------------------
|Tonya | 678999 |
---------------------------------------
|UN Soldier | 365498 |
---------------------------------------
|Wei Lu (Default) | 231324 |
---------------------------------------
|Wei Lu (Dragon) | 978789 |
---------------------------------------
|Wei Lu (Tranquility) | 654654 |
---------------------------------------
(thanks to aofferman, Id of Ith, Mentalpatient87, and Barnoz for the codes)
----------------------------------------------------------------------------
**************************************
Section IX: COPYRIGHT & SPECIAL THANKS
**************************************
>>>>>>>>>
Copyright
<<<<<<<<<
This document (c) 2004 Kevin Hall (Berserker)
Psi Ops: The Mindgate Conspiracy (c) 2004 Midway Amusement Game, LLC.
This document is for private and personal use only!
Do not try to sell this document for profit! This is a free document and
should remain free.
Do not try to reproduce this document in any way, shape, or form.
Do not alter this FAQ in any way!
If you want to use this document on your site then contact me at
[email protected] and ask for permission. Do NOT post this FAQ up on
your website without permission. If I see this guide up on your site without
permission then I will tear out your intestines, choke you with them, and use
my Psi powers to take your thoughts away with my mind, oh yes, with my mind.
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
This FAQ can be found on the following sites:
GameFAQs (www.gamefaqs.com)
Neoseeker (www.neoseeker.com)
IGN FAQs (
http://faqs.ign.com)
Cheat Code Central (www.cheatcc.com)
The Gamers' Temple (www.gamerstemple.com)
Xtreme Gaming Network (www.xtremegn.net)
Cheats Ahoy (www.cheatsahoy.com)
SpiderX Game Cheats (
http://spiderx.servegame.com)
GhostGamers (
http://ghostgamer.tk)
If you see this document on any site not listed above, then please contact me!
(
[email protected])
^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
>>>>>>>>>>>>>>
SPECIAL THANKS
<<<<<<<<<<<<<<
- my parents.
- Fanatic, for trying to beat Marlena despite the glitch in the game, and for
coming up with some very good strategies for her.
- hoochiebed36 and Id of Ith for figuring out the Suicide Move...yeah, I read
that thread. ;)
- Jumar, Bandit23, Craven, DreadMerlot, Chuck, padda_man100 and TornadoTK for
contributing some extra strategies.
- Craven for some corrections and reminding me about the full MD trick/glitch.
- Redrane and johnjon for that info about the canisters during the Marlena
fight.
- faqsimile for the use of the switches in Stage 6 after the Fusion
Accelerator part and Paco for the alternative tip in the same room.
- CyberMonkey and aofferman for taking time off from their busy schedule to
chat with us and give us some pointers on the Psi-Ops GameFAQs message boards.
You guys rock!
- thanks to Darkchief75 for the location of the Psi Rejuvenator in Stage 5.
- Cold for making that awesome song for Psi-Ops.
- the users on the Psi-Ops message boards at GameFAQs (PS2 and Xbox).
- the users on the arcticnightfall message boards. By far, my most favorite
message board on the net.
- CjayC at GameFAQs for posting this FAQ and for having such a cool site that
all video gamers can enjoy.
- my best friend, golbez66 (aka. Shane), for recommending that I should write
walkthroughs in the first place. ^_^
- the Midway team.
- all the sites that posted this walkthrough.
- you for reading.
============================================================================
>>>>>>>>>>>>
CONTACT INFO
<<<<<<<<<<<<
I can be reached at my email address, which is >
[email protected] <, so
please contact me if you have any questions, comments, etc. I don't mind
receiving emails at all. All I ask is for you to try to make the email
decent. I realize that some people do not speak perfect English or cannot
type that well, so that doesn't really matter to me, but all that I ask is
that you try to make it readable.
I would prefer you not too add me to your messenger, but if you do, at least
tell me a bit about yourself and why, or if I know you, tell me who you are.
One of my pet peeves is when people just add me to their messenger without
saying anything. I usually just deny their request.
Last but not least, do not send me any viruses or spam mail please.
============================================================================
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
My other walkthroughs:
Advent Rising (Xbox)
Advent Rising Game Script (Xbox)
Eve of Extinction [EOE] (PS2)
Hulk (PS2, Xbox, GC)
Resident Evil 4 Treasure/Money Guide (IGN & Neoseeker only)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
----------------------------------------------------------------------------
_______________
/ \ / \
| | \ / | |
| | \ / | |
| | (.\_/.) | |
| ---- ---- |
| _______________ |
| \ | | | | | / |
| \_|_|_|_|_|_/ |
\_______________/
------------------------------- - BERSERKER - ------------------------------