Psi-Ops: The Mindgate Conspiracy
Xbox
Version 1.0
FAQ/Walkthrough
Created by GameFreak903/Craig S.
[email protected]
This FAQ is copyright Gamefreak903/Craig S. No permission to copy unless
consent of the creator is given. E-mail me and request for permission.
********************************
VERSION HISTORY
Version 0.4 - July 9, 2004 - FAQ submitted and first 7 sections completed.
Version 0.5 - July 11, 2004 - More data added to walkthrough
Version 0.7 - July 14, 2004 - Walkthrough completed and adjustments made
Version 0.8 - July 17, 2004 - Added two additional sections: Fighting Tactics
and Character Skins. Also added easier path for last stage in walkthrough.
Everything up except character skins and the extra missions.
Version 1.0 - July 20 ,2004 - FAQ/Walkthrough Finished
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"Your Mind is the Ultimate Weapon"
TABLE OF CONTENTS
1) Storyline
2) Characters
3) Controls
4) The HUD
5) Inventory: Weapons and Pickups
6) Psi Powers
7) Enemies
8) Fighting Tactics
9) Walkthrough
A1) Welcome to the Movement
B2) Something's Gone Wrong
C3) Unfinished Business
D4) Assembling the Pieces
E5) Fears Don't Lie
F6) Everything We've Worked For
G7) From the Ether and Beyond
H8) The Ultimate Power
10) Special Features
11) Extra Content
12) Gnome Locations\Extra Missions
13) Character Skins
14) Cold "With My Mind" Lyrics
15) FAQ
16) Contact
17) Special Thanks
NOTE: Use the A1 and B2 labels to find a section of the Walkthrough faster by
hitting Ctrl + F to find the label.
********************************
1) Storyline
Many governments worldwide investigated the possibility of using paranormal
abilities. Soon, the biggest nations were establishing PSI-Operations.
However, many lost funding and credibility.
The American PSI Program known as Project Mindgate came under inquiry when an
intensely devoted General used his men for unplanned actions. The public was
outraged at tax dollars spent on "psychics and witch doctors." The government
publicly shut down Mindgate, yet continued a secret PSI agency.
The General fled underground rather than face war crimes. With power and
revenge in his mind, he recruited disfranchised PSI agents from all over the
world. These abandoned men and women no longer saw the world as nation
against nation, but as Psychics against "Mundanes" (Those without PSI
abilities). They began a secret war against the nations, calling their
organization, The Movement.
During a raid on a vital oil refinery, a squad of UN soldiers is taken
prisoner by the movement, one of them being Nick Scryer. You will assume the
role of Nick Scryer to uncover The Movement's hidden objectives and stop them
at all costs.
To plant an agent into the Movement, Mindgate gave Nick facial reconstruction
as well as brainwashing techniques to suppress his true memories. This allows
Nick to pass through the Movemnet's PSI detection equipment.
********************************
2) Characters
((((NICK SCRYER - PSI-OPS SPECIALIST))))
AGE: 34
HEIGHT: 6'
WEIGHT: 210
PSI POWERS: Telekinesis, Remote Viewing, Mind Drain, Mind Control,
Pyrokinesis, and Aura Viewing
BIO
Nick is a seasoned combat veteran assigned to lead a strike team with the UN
Anti-Terror Corps. Nick is captured by The Movement, where he discovers he is
actually an agent for the Mindgate Corporation. Nick is a powerful weapon
against the terrorist movement with his various Psi powers. His memory and
powers have been wiped in order to protect him from the enemy PSI probes. He
must now battle against some of his fellow PSI agents while regaining his
memory and powers.
((((SARA BLAKE))))
AGE: 27
HEIGHT: 5' 7"
WEIGHT: 124
PSI POWERS: Telepathy
BIO
Sara was eventually recruited by Mindgate for her power of Telepathy,
discovered from reactions to her vivid nightmares and voices in her head. She
is an incredibly strong and independent woman. She has now infiltrated The
Movement to gain access to the General by working as a double agent, but she
also has a few plans of her own...
((((THE GENERAL - LEADER OF THE MOVEMENT))))
AGE: 52
HEIGHT: 6' 2"
WEIGHT: 180
PSI POWERS: None
BIO
Placed in charge of PSI programs, he began to see the power of the human
mind. After the end of Mindgate, he became unwilling to lose the power of his
position and escaped underground. Now, re-emerged as The General, he is a
leader of a terrorist group known as The Movement. With PSI agents at his
command, he plans to retrieve the pieces of a mysterious, ancient artifact.
((((JOV LEONOV - MASTER OF MIND CONTROL))))
AGE: 52
HEIGHT: 6' 1"
WEIGHT: 175
PSI SPECIALITY: Master of Mind Control
BIO
Jov was taken into the Soviet government after an accident that left him
blind. It also left him Mind Control powers. After training, he soon became a
dangerous PSI operative. Leonov was recruited into the Movement for his Mind
Control and also began the development of the Meat Puppet Program.
((((EDGAR BARRETT - MASTER OF TELEKINESIS))))
AGE: 37
HEIGHT: 6' 8"
WEIGHT: 385
PSI POWER: Telekinesis
BIO
Barret's position as the head of the class at Mindgate pulled him to the
General's conspiracy and into the terrorist organization. He now launders
money, moves weapons, and runs several businesses as fronts for The Movement.
He wants a world where the PSI elite rule over all Mundanes. For this reason,
he is assiting the General in his dream for PSI elite.
((((WEI LU- MASTER OF ILLUSION))))
AGE: 24
HEIGHT: 5' 4"
WEIGHT: 110
PSI POWER: Illusion; Created visions and memories in minds of others
BIO
Like Jov, when her powers were discovered the Chinese government raised her.
She grew to be a young woman, and a one-woman army with her power of
illusion. She gained access to the General's knowledge of PSI in exchange for
her powers to be used to aid The Movement by hiding the base of operations
from prying eyes.
((((MARLENA KESSLER - MASTER OF PYROKINESIS))))
AGE: 34
HEIGHT: 5' 7"
WEIGHT: 125
PSI POWER: Pyrokinesis
BIO
Marlena was recruited by Barrett after fleeing from her home. The idea of PSI
elite appealed to her, and she is now a part of The Movement, driven by her
desire for power.
((((NICOLAS WRIGHTSON - MASTER OF REMOTE VIEWING))))
AGE: 41
HEIGHT: 5' 11"
WEIGHT: 111
PSI POWER: Remote Viewing, Ability to Mind Control the weakly willed
BIO
Wrightson once worked with Nick where he used his powers for good use. But as
he took longer and longer trips in RV, he has little sense of reality. He
soon joined with The Movement and spied around the world through RV. He has
become so addicted to RV that he rarely returns to his own body.
((((DR. KIMIKO JONES - SCIENTIST))))
AGE: 28
HEIGHT: 5' 6"
WEIGHT: 115
PSI POWER: None
BIO
Her obsession with her grandfather's research career with ancient relics led
her to the General, that gave her access to artifacts and knowledge only he
could know. She only recently realized that the man she saw as a benefactor
has become an incredible threat to mankind, and she has become his prisoner.
((((THE MINIONS - MEAT PUPPETS))))
BIO
The Movement use these brainwashed humans as their numberless and nameless
armada. Mind controlled and unquestioning, these soldiers overcome their
opponents by incredible number, force, and terror. They are sometimes
programmed to pain immunity, and to lay down their lives willingly. There are
three levels of the Meat Puppets, each more deadly as they raise from MP1 to
MP2 to MP3.
********************************
3) Controls
So, lets go ahead and familiarize you with the controls. After about 30
minutes or so, you'll have no problem tossing Meat Puppets into walls.
Left Thumbstick Player Movement; Press and Hold for Wall Movement
Back Button Inventory
Start Button Pause Menu (Save Game, Load Game, Etc.)
D-Pad Left Remote View (RV)
D-Pad Up Mind Control (MC); Sniper Scope Zoom In
D-Pad Right Aura View (AV)
D-Pad Down Switch Weapons; Sniper Scope Zoom Out
Right Thumbstick Targeting and Camera; TK Object Move; Sniper Scope
White Button Pyrokinesis (PK)
Black Button Mind Drain (MD)
X Button Melee Attack
A Button Jump; Action Activate
B Button Crouch
Y Button Auto Lock-On (Hold to Strafe)
Left Shoulder Button Telekinesis (TK)
Right Shoulder Button Fire Weapon
You can select the controller layout to invert the looking stick Up and Down
or side to side.
********************************
4) The HUD
The HUD on your screen will look a little something like this: (Excuse my
horrible labels)
{TK}----------------------\\ //-----------
----------------------\\
)
)
)
[ 13 / 40 ]
IIIIIIIIIII
IIIII
III
Ok, The bars on the Top Left Are your Health and Psi Meter. The red one is
the Health and the Blue at the bottom is your Psi power. You can find plenty
of pickups that will regenerate your health and Psi power. The bar on the far
right is when you encounter a boss. This displays health of the boss.
In the Bottom right hand corner will be your Rounds (The 13/40). The left is
how many bullets are in the gun and the right is how many clips and ammo you
have in reserve.
Below the Rounds is the picture of your gun. To change your weapon just hit
down on the D-Pad.
Lastly, the little Red ) that appear on your screen is a hit indicator
telling you which direction your being attacked from. If it flashes on the
left then you're being attacked from that direction. Same for right.
********************************
5) Inventory: Weapons and Pickups
The Inventory screen provides information about Objectives, Inventory, and a
Map.
((((Weapons))))
-Fists-
That's right, the one-two punch. Press it once to deliver a KO blow when you
sneak up behind an enemy. You should only have to use this if you got no
other way of attack or if you want a little stealth.
-Silenced Pistol-
This is Nick's secondary weapon that can never be dropped. It can be very
accurate at short range, and with a silencer attached; it's a handy tool for
stealth missions.
-Machine Gun-
The machine gun has a rapid fire with plenty of ammo capacity. It can be
pretty accurate and should be used at medium range for most efficiency.
-Shotgun-
The shotgun is one of the sickest close range weapons you'll find. It may
have a slow rate of fire, but if your at close enough to an enemy, their head
can be blown with one shot.
-Assault Rifle-
The assault rifle has incredible accuracy when shot in bursts. It will do
more damage than the machine gun, but has a slower rate of fire.
-Sniper Rifle-
This is the primary weapon for long hallways and distant enemies. It is
extremely powerful, but you'll usually find just it and no ammo leaving you
with 5 shots. Headshots are incredible affective, except on MP3, which can
take 3 shots to eliminate.
-Flame Thrower-
This weapon you cannot pick up. However, if you MC someone you can take this
weapon for a spin. It's a short ranged weapon that will light the masses.
-Rocket Launcher-
Like the flamethrower, you won't be able to pick this up either, it's another
MC weapon. This weapon is great for large groups, due to its explosive round
and splash damage.
((((Pick-Ups))))
-Keycards-
Keycards are used to gain access to rooms and elevators throughout the game.
The red keys will be used on elevators and blue keys on doors.
-Hypospray-
This can be picked up from scientists, not placed in your inventory. It will
slightly restore both Psi power and health.
-Field Medical Kit-
Restores a good deal of health
-Field Medical Pack-
Restores only about 25% of health
-PSI Rejuvenator-
Restores a good deal of PSI power
-PSI Vial-
Restores about 25% of PSI power
-PSI-Elixir-
Restores a great deal of PSI power
-Pistol Ammo-
These appear as little boxes with some red on top. These just add ammo to
your handgun.
********************************
6) Psi Powers
As you progress through the game, you'll unlock these powers. Each one can
greatly benefit you in combat an should be used more than your gun in most
cases.
((((Telekinesis - TK))))
Ah yes, the most used power in the game, I'd say. TK is the ability to move
an object or enemy with your mind. TK allows you to:
-Pick up an enemy and object
-Throw an enemy or object
-Suspend and object or enemy in air and shoot at them
-Throw objects for a distraction to sneak past gaurds
The height of where you suspend an object or enemy is determined by how hard
you pull on the L button. If you want something lower, ease off a bit on the
trigger. If you want something really high, drop the object at its highest
and catch it before it falls for more height.
Now we talk about TK surf. TK surf was not intended to be in Psi Ops as an
option of transportation, but it ended up so when the programmers found it.
Enough history, TK Surf is the ability to stand on an object, TK that object,
and suspend yourself in air to move past various hazards. However, you have
to be extremely careful when using this as to not roll the object you are
standing on causing you to take a dive. It takes a few minutes of practice,
but can be fun.
((((Remote Viewing - RV))))
Remote Viewing is the ability to take your mind out of body and see the areas
ahead of you to plan out a strategy or wait for perfect timing. When you use
RV you will be taken in a first-person perspective with the ability to be
unseen and pass through doors to scope out areas.
RV is a great tool for stealth. Its good to see when enemies are looking at
the door you are about to enter, how many enemies await you in the next room,
and how to stealthfully eliminate them. If your screen flashes red while in
RV, someone found you and you better get back in your body to take them out.
Although RV is a useful tool, don't expect flying around the whole map this
way. You are limited on how far you can travel in RV.
((((Mind Drain - MD))))
Mind Drain is the ability to drain PSI power from an opponent. If you
carefully sneak up on an enemy and use Mind Drain, you will acquire about
half a bar worth of PSI power. Not only that, but his head will explode, nice
isn't it?
You can also TK and opponent and place him in front of you with his back
turned if you are in dire need of PSI power. After placing him in front of
you it somewhat registers as an unsuspecting guard and will drain him of his
energy as you would if you snuck up on him. I recommend doing this on the
last guard in the room.
Mind Drain can still be used on dead bodies with heads, but you will get less
Psi power from it. You can't MD a headless body.
((((Mind Control - MC))))
Mind control is the ability to take over an enemies mind and control his/her
actions. This can allow you to force an enemy to jump off a cliff, press a
button for you, or shoot a friend of his in the head. You can only MC someone
that is unaware like in MD.
(((({Pyrokinesis - PK))))
Pyrokinesis is the ability to throw a wave of fire at an enemy or object. PK
only affects enemies or objects on the ground. It is very useful to aim for
an explosive barrel near an enemy or wooden crates. Another great tactic is
to light a guy on fire and throw him at his buddy with TK.
((((Aura View - AV))))
Aura View allows you to see objects or writing not visible in the real world.
Aura View can identify whether an enemy is alert to your presence with a blue
aura for non-alerted enemies and red for an alerted enemy. It also can show
mysterious writing on a board or on the walls that can be clues or codes
needed. It can point out weak spots in the walls to be blown out and
differences in some objects that look very similar.
********************************
7) Enemies
These do not include the bosses that will be seen. When I get to them, I'll
provide strategy.
((((Construction Workers))))
DIFFICULTY: 1/5
RECOMMENDED PSI: Any
RECOMMENDED WEAPON: Any
That's right...the hammer wielding, alarm pressing, village people reject is
slaving away. If they spot you, they love to press the alarm right away. They
also enjoy to occasionally attack with their lovely hammers. However, they
pose no real challenge. A bullet or TK will show them who they're dealing
with. Their main purpose is for MC for a switch occasionally and for beating
the stuffing out of MP3's from behind.
((((Scientists))))
DIFFICULTY: 1/5
RECOMMENDED PSI: Any
RECOMMENDED WEAPON: Any
Just like their friends the construction workers, these little guys enjoy
raising the alarm on you or cowering in fear in the corner. TK or bullets
will shut them up. They are nice for some MD too. Like the CW, they will be
used mainly to press a switch or punch a friend.
((((Meat Puppet 1 - MP1))))
DIFFICULTY: 2/5
RECOMMENDED PSI: Any
RECOMMENDED WEAPON: Any
These are the lower ranked of the meat puppets, and your first enemies.
Usually equipped with machine guns and stupidity, these little guys can be
quite an annoyance when in groups.
Just TK these guys into some explosive barrels or set them ablaze. Assault
rifles or shotguns can also be effective. They have a weakness to basically
everything, no problem to take out.
((((Meat Puppet 2 - MP2))))
DIFFICULTY: 3/5
RECOMMENDED PSI: TK, PK
RECOMMENDED WEAPON: Assault Rifle
These guys are a bit tougher than their former friends. They have a bit more
armor on them and love to carry around shotguns and assault rifles. You might
catch one or two of them sniping as well. They can occasionally throw
grenades your way too.
Like before, TK and PK are fun to use on them and recommended due to the fact
that they will probably be the fastest to take them out. I chose an assault
rifle to take these guys out because of the accuracy and strength of the gun
that can handle these guys no problem.
((((Meat Puppet 3 - MP3))))
DIFFICULTY: 5/5
RECOMMENDED PSI: MC
RECOMMENDED WEAPON: Shotgun, Assault Rifle
These guys are seriously tough. To start, they have big armor and won't be
taken out by a sniper rifle easy. They also love to carry shotguns,
flamethrowers, rocket launchers, and assault rifles. They can also be caught
sniping too. PK and TK have little effect due to the armor on these guys and
their resistance to TK unless they are on fire, which is a limited time. Add
this to constant grenade tossing and you got one tough enemy.
The key to taking these guys out is to become them. Sneak around them and MC
the first chance you get. You can then use this guy to mop up the rest of the
enemies present. Especially MC any rocket launcher MP3 guys around. These
guys can take you out in no time at all. If you are spotted then an assault
rifle clip to their head is your best chance. Shotgun them if they are
extremely close.
((((UN Zombie Troops))))
DIFFICULTY: 3/5
RECOMMENDED PSI: MD
RECOMMENDED WEAPON: Shotgun
These appear one time only, thankfully. They come out equipped with shotguns
and assault rifles mainly. Bullets have no affect at all; they just get right
back up. They're zombies, duh. Instead just hug them and give em a MD. One MD
session is all it takes. Yet while you MD you got his buddies firing at you.
Not too much of a problem at all really. Shotgun can take out their heads if
you're close enough.
((((Aura Beasts))))
DIFFICULTY: 4/5
RECOMMENDED PSI: PK
RECOMMENDED WEAPON: Machine Gun, Pistol
You can see them flying all around in the aura vision and when they sense
you, they come into the real world. They are mostly annoying because they
like big hugs, which can drain your health immensely. They also enjoy
attacking in groups. Just cause you see one doesn't mean it's all alone.
I highly recommend PK. This will light up some of those beasts and allow you
to fire with your weapon. Any rapid-fire gun is good here because these
things love to charge. The machine gun is very rapid and recommended. The
pistol can take these guys out in two shots.
((((Sentry Turrets))))
DIFFICULTY: 3/5
RECOMMENDED PSI: TK, MC (I'll explain)
RECOMMENDED WEAPON: Assault Rifle
Though they aren't mobile, these things can be quite frightening. They can
mow you down in about 10 seconds time and respond to any movement. How do I
kill them you ask? Simple. Find a box or object and move it in front of you
to act as a shield. This allows you to pass through. If you can't do that,
then MC someone and send them in to attempt to blow up the turret. If all
else fails, use a gun to blow it up. Assault rifle can take it out in about 1
clip at the expense of some health. Explosive barrels are also good to use,
but they usually end up being blown up before you can toss them.
********************************
8) Fighting Tactics
---Stealthy Approach---
If you can recognize an unaware enemy's pattern, then you have an opportunity
to do several options. A stealth kill will take the enemy down with no alarm
raised or shots fired. Sneaking behind an enemy can give you an opportunity
to MD them for some Psi energy. Lastly, an unaware enemy is great for MC,
especially MP3s. Try not to run into a room, guns blazing. This could save
health, ammo, and make the stage easier.
---RV a Strategy---
After receiving RV, it's a great idea to plan ahead. Using RV can help locate
enemies and their patterns of movement in the room ahead. Use RV to find
great places to take cover or explosive barrels to toss. Look around the room
for anything useful to use and then proceed in. Planning ahead can save ammo
and health.
---Explosive Barrel Fun---
Use those explosive barrels, they are there for a reason. TK these into the
enemy or group of enemies for incredible damage. These are most useful on
MP3s. If you have no Psi power, then simply shoot the barrel when one is near
it. Always look for an explosive barrel in a room to toss at an enemy.
---Burst Shots for Accuracy---
Instead of simply holding down the fire button, tap it. Using short burst
shots can greatly increase the chance of hitting a troop. Using the short
bursts can help take out an enemy faster and, if you aim up a little,
increase the chance of some headshots.
---Your Environment and You---
In some rooms you'll find electrical walls, a furnace, or even a gigantic
stone ball. Use these things to assist you. TK a troop into a furnace, press
a switch to electrify some workers, or even toss the gigantic stone ball at a
nearby enemy. These and other things should be used to your advantage. Look
around and see what you can find.
---Your Mind is the Ultimate Weapon---
You should be using your Psi more than your weapon. You're not gonna run
around doing nothing but shooting when you got these cool Psi powers are you?
Only shoot when its necessary or when you only got one troop. PK and TK are
some incredible weapons to use when you know how to use them right. Rely more
on your Psi than your weapon.
---Meat Puppets Live Up to Their Name---
Using MC can save you a lot of trouble. Especially if you MC a MP3 with a
rocket launcher. You have no idea how fun that can be. It saves ammo, health,
and having to deal with the MP you are controlling. Why waste ammo and health
when you can let someone else do it?
Got a tactic of your own? E-mail me and I'll post it up along with these
others. My e-mail is at the top or in the contact section.
********************************
9) Walkthrough
NOTE: I will not be spoiling the ending but will be giving the information on
most of the cinemas.
A1)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 1 ---- Welcome to the Movement
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You start off with a cinema showing the process of your mind being erased and
facial reconstruction finished. It then fades to the oil refinery you were
placed in and the huge battle that ensued when the Movement attacked. You
along with a few other survivors are taken prisoner and after an attempted
escape on your part you are put in solitary confinement. You suddenly hear a
voice and your cell door is flung open. A young woman hands over her pistol
and tells you to meet her in the Supply Room.
---OBJECTIVE---
Escape from Solitary Confinement and meet the female agent in the Supply
Room.
You start off in the cell. Head towards the corridor crouched as you go. Move
against the wall and check and see when the guard patrolling the hall isn't
looking. Quickly move behind him and stealth kill him by pressing melee
behind him. Head toward the giant door at the end of the corridor (remaining
crouched) and move against the wall next to the door. Position the camera to
see the guard inside and when he is busy on the computer, sneak in and
stealth kill him as well. Hit the button on the computer and grab the medical
kit and pistol ammo.
In the next room you see your fellow UN soldiers being taken past the door.
There's no real way that I have found to take all of these guys out with
stealth, but you are now armed with a machine gun so head in and blast them.
After they are dead, hit the button in the center console. Then head to the
left of the door and hit the red button on the wall to proceed in the cell
and retrieve a field kit. Then head through the door.
Open the door and wait for the guard to be somewhat near the explosive
barrel. Shoot the barrel to take out the guard and the camera. Another guard
should charge in, just mow him down with your machine gun. Head left through
the big door and crouch near the big window on the left wall. When the guard
isn't looking, sneak past and wait for him to turn his back to the door. Head
into the door and stealth kill him. You now have a keycard to get into the
supply room. Head inside the supply room across from where you killed the
guard and grab the field kit. Proceed inside and you'll see the young woman
who tells you her name is Sara Blake and she gives you a keycard for the
generator room. You'll now need to shutdown the generators to get past the
door at the end of the hall. Before you get a chance to move however, one of
your powers is reawakening. Telekinesis is now available. Time for some TK
Training.
((((TELEKINESIS TRAINING))))
For the first area, all you have to do is lift a box. Simple. Next room.
Now you need to use the crates to climb the wall. Lift the steel crates and
stack two on top of each other. Then lift another box and place it next to
the stacked ones. Climb over both to the next room.
You need to pass each crate through the desired wall openings. Pass each
crate through and on the highest, you'll be required to do double TK to lift
it higher. Barrett explains how it works. Next Room
You will now be required to toss the crates at the scientists; One
stationary, one running back and forth, and one running all over the place.
After they are dealt with, you TK the soldier and slam him on the wall. TK
the next soldier and fire at him in the air. Final room.
TK the assault rifle to your position. There are 5 guards you need to
eliminate in this room. TK explosives into the two in front of you and just
toss crates at the rest. Easy, training over.
((((END TRAINING))))
---OBJECTIVE---
Find the compound's generator and shut it down
Collect the Psi vial and Psi rejuvenator in the corner and head back towards
the stairs you saw at the first hallway. Start heading downstairs until about
halfway where you can spot the soldier patrolling the hall at the bottom. TK
him into the back of the room and run down to the bottom. Head through the
door.
You'll get a little vision of the switches and gaurds. Head near the ladder
and throw the explosive barrel at the nearest guard. There will also be a
barrel near the far guard as well. The construction worker will be daring
coming after you up the ladder so toss him around to show him who's boss.
Collect the Psi vial and head down to collect the pistol ammo. Head across
the bridge and look at where you came from, two MPs are right on your tail.
TK them off the platform and continue down to press both switches. Be sure to
pick up the medical kit and Psi rejuvenator near the crates next to the top
of the ladder.
---OBJECTIVE---
Make your way to the silo and use the elevator
Head back towards the stairs to spot an enemy trying to be sneaky by hiding
under the stairs. How smart was he to be next to the explosive. Toss the
explosive at him and continue upstairs. At the top, you'll find a MP waiting
for you so be prepared to take him out. Head through the door to see two MPs
emerge to the hallway, one from the supply room and one from where you got
the keycard. Take them both out and continue to the big metal door at the end
of the hall. When you are right next to it, another power reawakens, remote
vision.
((((REMOTE VISION TRAINING))))
Use RV at the start to move through to the room and spot the terminal. After
the message screen appears, return to your body and move through the hall.
While crouched, move to the last protruding wall on the left. Use RV and move
behind the scientist when he is heading back from looking your way.
RV the door to see when he isn't looking. Right when he starts to turn his
back proceed in, and when he is on the computer, hug the left wall and
proceed through the door.
Take out the soldier first, the scientist will remain at the computer. Just
watch for the solider to move the computer and move in crouched for a stealth
kill. Then take out the scientist.
RV left past the barrel and follow this passage to the terminal. Head that
direction with your guns ready for any soldiers. Hit the switch and
backtrack, then head the other direction to the door hugging the left wall to
the exit.
((((END TRAINING))))
Back to the game, RV the door and wait till the MP turns his back behind the
crate for a stealth kill. Repeat with the soldier near the other door. RV
through the next door and wait till both MPs are near the explosive, then
open the door and toss it their way. A MP will make his way down the ladder
so toss him while he climbs. Climb up and grab the Psi rejuvenator. Proceed
through the door and toss and explosive at the MP, then head past the fence
to the other MP In your way and take him out. Now use RV on the door and wait
till the MP isn't looking to get a stealth kill. Repeat this with the
scientist with the door at the other end of the room. After the scientist is
gone, TK the explosive barrel to the MP in the window.
Hit the switch and pick up the medical kit and Psi rejuvenator. Head out the
door but be careful, 3 MPs await you near the opposite door. Throw crates and
whatever you can at the MPs. Now find a steel crate near you. Open the door
and quickly TK hover it in front of you. This is to block the sentry gun from
tearing you to shreds. Keep it suspended then drop it and run. Phew, one
chapter done.
B2)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 2 - Something's Gone Wrong
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Before you get a chance to head on through after your chat with Sara, another
power is reawakened, Mind Drain.
((((MIND DRAIN TRAINING))))
Kill the guard in the first room the drain him. Simple.
Sneak up, crouched to the MP and use MD for a nice head pop.
MD the soldier first, Then the scientist will be no problem. Just wait for
the soldier to go to a computer to drain him.
You don't have to be sneaky but you can kill at least two by doing MD and the
mission is complete, or kill them then drain them. Whatever you desire.
((((END TRAINING))))
---OBJECTIVE---
Explore the Movement's compound and locate the rest of your squad
Grab the field pack in front of you then get on the elevator and press the
button. Look ahead on your way up and two MPs will take position to fire at
you. Toss them both towards you to send them flying into the electrical field
below. One more MP awaits you upstairs, crouched. Simply toss him around or
shoot him a couple of times. Grab the field pack and press the switch. Head
back down and you'll notice three MP's are in position waiting for you. TK
the explosives at them or toss them into the electricity. However you see
fit. Head into the unlocked room.
DO NOT GO IN THE GLASS ROOMS! You will be locked inside and lose health in
the process of getting out as well as face a MP at the door. If you get
locked in, toss the steel pipes at the door to break it and head through.
Head to the second glass room and either TK the scientist towards you or
press the button to gas him. Either way get the keycard or TK it towards you.
You can also TK a field pack toward you if needed in the last glass room.
Head through to the next room and RV into the next one. You notice that a
guard is waiting for you. Open the door and TK him against the wall a couple
of times. Head through the door.
Inside you'll initiate a cinema of your friends being turned into MPs. After
being forced to kill your buddy, Sara contacts you and tells to head to the
mainframe room for blueprints.
---OBJECTIVE---
Find your way through the Cryo Storage facility and access the mainframe room
Grab the field pack in the room and head towards the hall. Hug the wall ahead
and crouch down and move to the left. You'll have to move with the MP when he
patrols to the left. Stop and let him bend down, then head on past the glass.
Quickly crouch down and head inside and stealth kill the MP. Quickly move in
on the scientist and stealth kill him as well.
Head to the end of the hall and RV the room on the right. Wait till both
scientists have their back turned and proceed in and stealth kill both of
them. Grab the implant device on the table as well as the Psi rejuvenator and
field pack. Kill the two MPs that charge in the room. It's good fun to toss
one into the furnace behind you. Head back out and RV the next small room.
When the MP faces the other door, head in and stealth kill. If he sees you,
you will lose a lot of health because of his shotgun at that close range.
Head through the next few rooms outside the mainframe where a new objective
is acquired.
---OBJECTIVE---
Obtain the pass code from the door to the Mainframe Room
Head through to the end of the hall to Leonov's Office. A cinema ensues
showing Leonov's quota being questioned by Barrett. He and Leonov leave his
office. Grab the Psi Vial and move behind the box. Use RV and go behind his
desk to look at this computer. On his screen is the passcode needed. It's
different every game so write it down or remember that number. As you try to
head back, 3 MPs will be waiting. Take them out however you see fit and enter
the code on the door panel. Kill the 3 MPs with the explosives scattered
around the room. There's some on the ceiling too, so shoot those to send some
flames their way. Now simply walk up to the blueprints for a message form
Sara.
---OBJECTIVE---
Go through the vent system and meet Sara in the Warhead Storage Room
Use TK on the grate and head in using a box to boost yourself up and over the
two walls. Quickly run into the second indention in the hallway, ignoring the
MPs, and hit the switch to watch the MPs fly into the fans. TK the MP in
front of you into the Fan in the back. Then turn off the switch you hit and
run forward. Turn the fan off, then quickly back on to send two more MPs to
their deaths. Turn it off and run forward. Toss the MPs in front of you
against the far wall and hit the switch on the left. The MPs will fly into
the explosion. Drop down and head through the door then enter the storage on
the right.
---OBJECTIVE---
Plant three bombs to destroy the entire compound
Plant the first bomb in the Implant Ops
Grab all the pistol ammo, Psi rejuvenators, and medical packs, then head out.
Toss the sniper off from the top, then start tossing the 2 MPs on the bridge
off as well as the three that charge at you from the left. After numerous
hilarious screams head across the bridge. If you need some health, ammo, etc.
then take the elevator up to a supply room. You will, however, be confronted
by various MPs going and coming back from the supply room. If not, then head
forward. Look familiar? Kill the scientist on the right immediately so the
alarm isn't raised. Head through to the Implant Ops and kill the scientist
before the alarm is hit. Then move over the circle to plant the first bomb.
---OBJECTIVE---
Plant the second bomb in the mainframe room
Head into the next room and watch for the new MP on the left through the
glass. Just toss him into the explosives and take out the remaining MP In the
room on the right. For some reason, they have a super hero scientist that can
see through walls in the room where you got the implant device. He raises the
alarm sometimes for no reason! Quickly run in, take him out, and continue on.
There's a lot of health in this room too. Head to the Mainframe Room and take
out the MP and scientist before the alarm is hit. Step over and plant the
second bomb.
---OBJECTIVE---
Plant the final bomb in the Cryo Storage facility
Backtrack to that huge room you passed a couple of times. Step over the
circle and plant the final bomb. A cinema ensues, and Leonov has been waiting
for you. He opens the cryo storage rooms and your first boss battle occurs.
!!!!BOSS BATTLE!!!!
JOV LEONOV
DIFFICULTY: 2/5
This fight is not terribly difficult. To start, you will have infinite
numbers of MPs heading your way from the cryo storage, so don't even try
killing all of them. Leonov will send a beam out at one of the, which makes
them, a ticking time bomb. Oh joy. TK whoever he starts controlling and toss
the time bomb at one of the cryo rooms. Repeat this with each cryo room until
all 8 are destroyed. If you need some Psi energy, there are some elixirs on
the left and right sides as well as some health.
For the second part, Leonov comes down to fight with a MP. Toss the MP his
way and keep tossing the steel crate at his head. Keep moving, because Leonov
will toss fireballs at you as well as a wheel of fire that moves out and
covers a large area. He can take over your mind and make your controls
reversed. Don't STOP ATTACKING AT THIS POINT! Adjust to the control quickly
and keep tossing and dodging. The key to this fight is to keep moving and
tossing the crate. After a while, he will be done with.
!!!!END BOSS!!!!
A cinema ensues of Leonov taking your mind over. He makes you pull your
pistol to your head. Just as you are about to pull the trigger, your bomb
explodes and Leonov is killed instantly as you fire a shot, just barely
missing your head. It's only a matter of time before the other two bombs go.
Time to run. You have three minutes to escape and get to the landing pad.
Lets run.
---OBJECTIVE---
Race back to the silo before the remaining bombs explode
Do not stop running for anything. Grab the Psi Elixer and Health if needed
and head through the door. Follow the hallway to the end to the room on the
right. A MP2 awaits you here behind a computer. TK him into the wall a couple
of times and keep running. Head through the next door and toss the MP into
the wall, which electrifies him. Keep going until you reach another MP2 near
the elevator. Toss him around and head out the door. As you exit the other
two bombs explode and throws you out into the silo.
---OBJECTIVE---
Reach the landing pad to escape the compound before the final bomb explodes
Turn around and hit the green switch nearest the door on the wall to start
the elevator. Tons of MPs are shooting at you. Toss each one around with TK.
A scientist falls on the elevator, MD him for some Psi power. Turn and face
the wall...trust me. Look up and an opening is at the top. When the elevator
reaches its highest you'll be able to jump on. You need to jump quickly cause
the elevator is gonna go. Once you are up there, TK the MP2 around and TK the
MP2 that's shooting at you from the top of the stairs. Run up the stairs and
TK the debris out of your way. Continue on watching out for falling debris as
you go. Head through the two hallways and kill the MP waiting in the next
room. Head downstairs and turn right to find the landing pad.
The General is waiting and after a brief encounter and stupid laugh, he
leaves. Sara arrives shortly after and at the last second you and her escape
following a huge explosion and the destruction of the base. Mission Complete.
C3)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 3 - Unfinished Business
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You arrive via chopper and land at the heliport to find Barrett carrying some
mysterious box with Mindgate stenciled on the side as well as, Luna 1. Sara
heads on in and you are left to move into the base using stealth.
---OBJECTIVE---
Meet Sara on the other side of the assembly hall
If you head behind the crate on your left you'll find a sniper rifle and
medical kit. If you want to be loud and fight a lot, then snipe out the
snipers and blast away. However, If you want to be sneaky then follow these
instructions. After the two searchlights pass over the chopper, run to the
right and hide behind the boxes. As soon as the searchlights pass over twice
again, then run under the tower to the right. Watch for the searchlights to
pass over the wooden crate in front of you twice, then bolt for the door on
the right.
RV the door and wait for the guard to stop near the crates. Head in and
stealth kill him. Then use TK on the remaining two MP2s on the staircase.
Grab the Psi rejuvenator and medical kit then head up. In the next room,
don't fire at the troops below you. Simply crouch and sneak past to the door
on the other side, where Sara is waiting for you. She gives you a keycard and
details about the General fleeing underground after Mindgate went down.
---OBJECTIVE---
Go to the Communications Room and contact Mindgate
Grab the sniper rifle and pick off the sniper across on the other roof. Climb
down the ladder and another power is reawakened, Mind Control.
((((MIND CONTROL TRAINING))))
Simply MC the troop in front of you and unlock the door.
MC the troop next to the computer in this next room and have him shoot the
explosive barrel to take out the other troop.
MC the nearest troop and have him take out the other two with some headshots.
Remain hidden and don't get shot during this.
Using MC, you have to get 5 kills. Shoot barrels, MC a troop with a good gun,
whatever you want to get those kills is good.
((((END TRAINING))))
Now head inside the building in front of you for Assault Rifles, Health, or
Psi rejuvenator. MC one of the guards and get him to kill the other MPs and
hit the switch to open the gate as well. Head inside and MC the sniper on the
roof quickly. Have him lower the ladder for you, then make him do a dive off
the building for one less problem. Climb up the ladder, stopping before you
climb all the way to sneak up behind the other sniper for a stealth kill. Now
MC the worker through the glass and have him go punch a MP in the next room.
After he is dead from bullets, shoot or stand on the glass and drop down.
Grab the medical kit and Psi rejuvenator. Kill any remaining MPs and hit the
button.
You soon discover that Mindgate has been destroyed by the Movement and you
are to retrieve Luna 1.
---OBJECTIVE---
Meet Sara in Edgar Barrett's private office
Kill the investigating MP2 and grab the keycard he dropped. Head right
through the double doors in front of you. Easy objective wasn't it? You find
Sara opening the safe where Luna 1 was being stored. She also reveals that
the other reason she is at the Movement was for her sister she means to find.
With that, she tells you where to find Barrett at.
---OBJECTIVE---
Go through the Shipping Docks and find Barrett in the factory office on the
upper floor
Leave the office and return to the area where you got MC. Kill the MP2 by
tossing him into the nearby explosive and grab his keycard. Head through the
garage door to go to the Shipping Docks.
MC the nearby MP2 and kill anyone near with him. Heading further down, MC
another of the MPs to do your dirty work. After you eliminate anyone else
that is left, head up the stairs and activate the switch. Grab the medical
kit and pistol ammo a well as the two Psi vials that are outside the fence.
Then hop over the crate.
Using your pistol eliminate the construction worker and take out the MP2 on
the ground. Hop on the Box the crane is attached to and MC the sniper. Have
him hit the switch and enjoy the ride. TK the sniper when he comes out to
attack, then go through the door at the top. You see the General yelling at
Barrett for his loss of Luna 1. Barrett becomes so angry that he TK implodes
his friendly little MP guards...how thoughtful, because he left behind a
keycard for you. Grab the keycard.
---OBJECTIVE---
Go back through the Shipping Docks and the Assembly Hall to access the Train
Yard from the Landing Pad
Carefully drop down the stacked crates and take out the awaiting MP2. Proceed
through the rest of the docks all the way to the exit. RV the door to find an
MP and MP2 waiting around for you. The MP2 will turn his back to you in front
of the door. When this happens open the door and stealth kill or MD him. DO
the same to the MP behind the crate. Climb the ladder to find more MP2s
waiting on you in the Assembly Hall. MC one of them and kill the other, then
jump off the walkway with him. Now MC one of the MPs and kill the other MP
down there and blow him up as well. Watch out for the MP sniper that appears
moments later on the walkway.
Carefully drop down and head for the door on the right. When the searchlights
pass over, dash for the door on the right and you'll have a complete mission.
You'll find Sara in the next room. She's acting a little...weird. She convinces
you that if you are caught, Luna 1 is in danger of being taken, so she holds
on to it. But why was she so eager to get it off your hands?
D4)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 4 - Assembling the Pieces
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---OBJECTIVE---
Gain access to the factory and confront Barrett
There are 3 MPs in this are, two in the tower, and one patrolling the left.
There are also 3 MP2s, one in the metal cart in front and two on the other
side of the area. MC one of the MP snipers and eliminate the other sniper
first, then as many of the others as you can. If you don't kill them all,
finish them yourself with some TK or whatever you desire. Grab a Psi
rejuvenator and field kits if need be on the towers, then hit the switch near
the red flashing light.
MC the any of the MP or MP2s and finish as many off as you can. Also, if you
want, use one to attempt to damage the sentry turret. You can finish the
turret off from afar with assault rifle or sniper rifle. When it and all MPs
are finished, grab any health and Psi vials if needed, then proceed through.
MC the construction worker and press the switch to open the door. Then kill
him anyway you want. RV the next door and MC the MP2 when he isn't looking.
Use him to move down the center and eliminate as many of the 3 MP2s as you
can. Finish them off as well as the MP2 on the other side and proceed up the
ladder.
When you get up the ladder, hit the button to electrify the construction
workers on the wall. Then watch out for the two MP2s on the walkways above.
TK them to you and give them some MD treatment. Head through the door.
Hit the button and MC one of the MP2s. Kill the MP2 and the construction
worker then move the MP2 into one of the crushers. This breaks it. Get the
idea? Move an object or dead body into one of the crushers and it will break,
letting you safely cross. Repeat this for all four of the crushers to the
other side and head through to the door to the stairs to the roof.
The most important thing is to take care of the two snipers one the roof. MC
one, or another of the MP2s on the ground and take them out. There are
multiple explosives on the roof to take out the two MP2s on the ground. After
they are dealt with, continue through the door, which leads to where you
first saw Barrett here. Two MP2s will charge in, but with explosive barrels
nearby, they will be no problem. Head where they charged from and climb the
ladder. Grab the medical kit and Psi vial, then head through the door.
You encounter Barrett who greets you with a good TK across the room. He also
argues about how Mindgate didn't even care about what happened to it's
beloved agents, as long as they did what they were told. Sara enters the room
with a mysterious smirk on her face as she grasps Luna 1. She thanks you for
the lovely gift and says to watch who you trust as she walks away. Weird, she
seemed different. After you refuse Barrett's offer to join the Movement, the
battle ensues.
!!!!BOSS BATTLE!!!!
EDGAR BARRETT
DIFFICULTY: 3/5
Barrett mainly will throw the various trash from the conveyor belt at you,
which is exactly what you should do to him. Continue strafing and TK the
trash his way. He tosses things fast so keep moving. After about 1/3 of his
health is gone, he'll toss a giant part of the machine your way and tell you
to follow him outside to finish this.
When you regain control, turn around and grab the medical kit and Psi
rejuvenator, then continue pursuit. As soon as you open the double doors
Barrett greats your entrance to the train yard by tossing a gigantic tanker
cart your way. Quickly move to the left or right to dodge the tanker.
Basically it's the same strategy here as before, except you need to toss
crates and boxes his way. He'll be doing the same so keep moving and stay at
a distance. If you get too close, a purple shockwave is sent out knocking you
back. Also be aware of when he throws another train car at you, he does this
every few attacks so be on your feet. One hit will mean death.
!!!!END BOSS!!!!
After he gets to a little inch of health left a cinema will ensue of Barrett
telling his offer is still open as he slams you into the ground and hops into
his jet. He flies off, with you in hot pursuit. As you leave, Sara looks up,
with a questioned face.
E5)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 5 - Fears Don't Lie
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You arrive in Hong Kong contacted by some mysterious woman. She guides you to
where she is located and you find what appears to be a bunch of rubble.
However as you progress you see it was an illusion barrier created by one of
the Psi agents located in the Movement's hidden facility. When you get out of
your helicopter, you hear an eerie voice. Some woman claims to know a little
about your past, and with an evil laugh, her voice disperses.
---OBJECTIVE---
Explore The North Tower and make contact with the female scientists
As soon as you land, 5 MP2s will race toward your position. Quickly dispatch
them by using TK to toss them off the narrow bridge. It's good fun to watch
them fly. I'd leave one behind for some Psi energy with MD.
Head through the door and MC a MP2 to kill the other patrolling MP2 near the
elevator. Then have him return to his post and fire at the sentry. Finish off
the sentry by locking on from the door and firing a couple of shots with an
assault rifle. Grab the medical kit and Psi rejuvenator and head through the
door.
Inside you meet a young woman named Kamiko. She has been imprisoned against
her will to research for the General, her benefactor. She thought her
research was good, until she realized the artifacts for something called the
Monolith. She stays in her quarters and sends you to access the Data Vault to
find out more about the General's plans for Monolith. As you leave she warns
about Wei Lu, a dangerous Psi agent with the gift of illusion.
---OBJECTIVE---
Access the Data Vault to learn about the Movement's plans for the Monolith
Head through the newly unlocked door and take out the 3 MP2s that await you.
Leave one of the scientists alive to use. In order to open the door, two
switches across from each other must be pressed 5 seconds within each other.
Obviously you can't run that fast so, MC the scientist to press the switch in
the other room, then switch back and press the switch in front of you. Door
opened. MD the scientist now if you want. Enter the vault and hit the button.
A screen pops up and Kamiko tells you about the Monolith. It seems that the
World Wars were fought over the different fragments of the Monolith and that
after the US and Russia gained parts of it, they started the Psi
headquarters. The General is trying to reassemble the fragments together. You
have to stop him from doing this. As soon as you step away, you reawaken
another power, Pyrokinesis.
((((PYROKINESIS TRAINING))))
For the first room, all you have to do is PK the barrels. Easy.
Stand behind the line and PK the wooden box. Now watch as it slowly starts
its chain reaction all the way to the poor scientist.
PK the two scientists that come out. One will mope around for you, the other
will be a moving target. Now two armed troops will move in. You don't have to
use PK to kill them, but can drown them out with it to fire or PK from an
angle.
Use PK on the 5 troops in this room. Just keep moving and using PK. You can
use it on barrels and explosives nearby to eliminate some.
((((END TRAINING))))
---OBJECTIVE---
Retrieve the Elevator Keycard from an enemy
Make your way through to the next floor
Grab the health if needed, then head through the door. As you pass through,
you'll see one of the baddest enemies in the game, the Meat Puppet 3. With
incredible armor and immunity to TK alone, he's one tough cookie. Light him
up with PK to distract his mind, then TK the booger into a wall. Put a couple
of rounds in him while he's on the ground. Two MP2s will charge through the
side doors, so take them out as well.
Heading back to the elevator, eliminate the awaiting MP2 in the room that
connects where you opened the vault. Now stand near the door and RV the door.
One MP2 is patrolling the elevator you need to get to. Wait till he turns his
back to head towards the right, then open the door and MD or stealth kill
him. Grab the keycard and head in the elevator. Head down to floor 98.
Crouch behind your cover and you'll see two MP2s and a Scientist, right next
to the alarm. MC one of the MP2s and take them both down. Two more MP2s are
left, one down the right hall, one down the left. Quickly eliminate the
charging MP2 and kill the other two MP2s yourself. Grab a medical kit or Psi
rejuvenator if needed. Now head down the right hall.
No way to go right? Wrong. Head to the right hall and look along the wall to
spot a vent. Shoot/Melee the vent and head on in. If you take two rights,
you'll receive a gnome and get a MC chance. MC the guard next to the vent and
kill the scientist and MP2. Then bring the MP2 you have under MC in front of
the vent, back turned. Come out of MC and quickly MD Him from the vent.
Proceed through the vent and come out.
---OBJECTIVE---
Find your way through the illusions of the office maze
You emerge into a gigantic illusion. The key thing to remember is to beware
of the illusions. You will see a person you've encountered in the game or
yourself in each room. They usually leave behind an item or most of the time
a grenade. Enter the room and quickly leave to make sure you don't get blown
to bits. Just wait for the illusion to fade outside the room.
Enter in and make a left and right to see Wei Lu. Each time you proceed down
the hall and it zooms in on a certain illusion, you're going the right way.
When she disappears head left to see Kamiko. After her illusion fades, it
leaves behind a MP2 charging on fire. Take him out fast and continue forward
to see Sara. She fades to reveal a regular MP2. Take him out anyway you want
and continue on left. You'll spot Wei Lu again. Follow the hall to spot
Barrett. Notice his illusion doesn't fade. Go run into his illusion and
quickly dart away. Right when you leave he leaves behind a big bomb. This
makes a huge explosion. When coast is clear head on through. A door should
open by itself, head inside to spot Wei Lu again. Now look for a hall on the
left side that's newly opened up near this hall. Head through the door to
spot Leonov. He turns into 2 headless MP2s. Kill them both with some TK and
continue on to spot Wei Lu. Keep going to spot Wei Lu, then an undead UN
soldier. He turns into an MP3, which you need to quickly eliminate. Continue
on to spot the General. Kill the MP3 and head down the newly opened hall
behind you.
You open a door to a battle wasteland. Buildings destroyed, fires ablaze,
rubble littering the ground. Barrett suddenly appears behind you, and points
towards four UN soldiers on their knees. Barrett says to finish them fast,
and, unable to stop it, you suddenly PK the entire group of UN soldiers.
Apparently this was one of your past memories revisited. With a hardened
scream the environment changes to a graveyard, where Wei Lu says that they
want their revenge.
---OBJECTIVE---
Your past has come back for revenge!
Free their souls by freeing their minds...
These are one-time only enemies. You can't kill them like normal soldiers,
they're basically the undead, so you can't make them the un-undead. The way
to kill them is in the objective. Free their minds. Yep, you'll have to MD
each and every undead UN soldier, or simply blow their heads off with a
shotgun. As you MD one, you'll have the others blasting away at you. Just
keep using MD or your shotgun and TK some of them to keep them down for a
bit. Just try to TK the others on your way to MD one. There is health
scattered around the stage if needed. After all souls are free, the illusion
fades into one big room. Grab the medical kit.
---OBJECTIVE---
Retrieve the Elevator Keycard from an enemy
Confront Wei Lu
RV the door to see a patrolling MP2. Wait for him to turn his back and
stealth kill him. Grab his keycard and head to the elevator lobby. Two MP2s
await you here. Duck in the vent cause one of them will head your way. RV to
when he turns his back and stealth kill him. Then TK the giant stone ball
into the other MP2. Hop in the elevator with that all too familiar music and
ride to floor 97.
As you step off, a vision mode lets you see security cameras and a sentry
turret with a scientist. There are 5 security cameras in the area. One
directly in front of you, and two on each side of the room. Use a pistol to
eliminate the one in front, then head either direction, carefully picking off
the cameras from one side. MC the scientist to open the door for you. Then
head in. Wei Lu contacts you again taunting you about, I know something you
don't know. Can't wait to kill her? Me neither. Head through the other set of
doors after grabbing the medical packs to finally confront the evil Psi agent
herself.
!!!!BOSS BATTLE!!!!
WEI LU
DIFFICULTY: 4/5
This can be very difficult if you don't know what you're doing during the
fight. At the start of the battle, she awakens 6 stone statues with swords to
attack you, two at a time. Use PK on one then TK a pot their way or shoot
them for a quick finish. Repeat with all 6 statues to end this part quickly.
---OBJECTIVE---
Before Wei Lu's deadly illusions fade, you must destroy her
Wei Lu finally comes out of hiding and transforms into a gigantic green
monster with 3 tentacles. Yeah, kinda like a Godzilla reject mixed with Kraid
from Metroid. Anyways, what you'll be targeting is her 3 tentacles. Take
cover behind the pillars. This not only provides a little cover, it prevents
you from being trampled and also allows easy access to the Psi Elixers on the
outside of the room. Whenever you need Psi, just grab the elixer. Wei Lu will
constantly spit acid at you form her tentacles. This means keep moving. Also
she has a deadly breath attack. When she breaths in deep, start running in
one direction to the other side of the room. Parts of the ceiling will fall
down as well as she crashes into the many objects. Watch for those.
Wei Lu can only be damaged by attacking her 3 tentacles. You'll need to use
PK on her as somewhat of a distraction. She will be busy putting the fire
out, while you can toss the pots or ceiling fragments at her tentacles. It
may require double TK to lift it high enough to reach the top tentacle. Also,
shooting at her tentacle will do some damage, but conserve your ammo because
it won't deal as much as a TK'd piece of ceiling would. Fire at her near the
end to finish her quickly, and I'd mainly fire at that pesky top tentacle if
needed. After taking down her tentacles, she will die...yep, no more annoying
Wei Lu.
!!!!END BOSS!!!!
Wei Lu slowly transforms back into the young woman she was. She reveals that
you alone have the power to stop the General. However, before more of your
memories are revealed, she dies. The facility's illusion barrier has faded,
and now only time will tell when the UN forces find the base and start
attacking. Let's go find that annoying General.
---OBJECTIVE---
Return to the Great Hall and take the Skybridge to access the Fusion Tower
Return to the room with all the cameras and head out the door to the right.
F6)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 6 - Everything We've Worked For
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
---OBJECTIVE---
Enter the Fusion Tower and stop the fusion process
As soon as you enter, an MP2 charges and tosses a grenade at the bridge,
blowing a giant gap between you and your goal. Crouch behind some crates and
use MC on one of the MP2s. Have him eliminate all of the other 3 MP2s on the
bridge, then have him jump off into the gap for some fun. If any are left
behind, finish them off yourself with some TK. Now, stand on top of the
bridge debris. Look down and TK the debris and move it carefully across the
gap. Don't hit any walls and keep it steady so you don't end up rotating it.
Land safely on the other side and head through the door.
Grab the pistol ammo, Psi rejuvenator, and medical kit. They might be needed
after your encounter with Wei Lu. Head down the stairs and MC the MP2 on the
other side. Have him run into the electricity. Notice that the machine shuts
down. Repeat this with the other two machines by MC the other MP2s that
charge in. After they are all destroyed, take out the MP2 that comes in and
continue to the ladder. If you need health or a Psi rejuvenator, head down.
If not, head up.
Now it's everyone's favorite part of the game, the accelerator! Yay! Kill the
scientist in front of you and toss the explosive into the MP2. Now see the
switch on the wall, the one you saw in the vision when you entered? You need
to press four of those. The problem is, the gigantic current of electricity
outside the door, goes faster every switch you press. By the third one, it'll
be going at a tremendous rate of speed. Hit the switch and open the door.
You can go out, only a little. If you get caught in the current, it's back to
the checkpoint you go. There are, however, little alcoves you need to run to.
You'll be running with the current to the right, not into it. As soon as the
current passes by and you see a white flash, dart to the alcove on the left,
TK the scientist out as you go. Now watch as the poor scientist searches for
some way to go and gets caught in the current. That's what will happen if you
aren't quick enough. So quickly dart to the next room after the current
flashes by. Toss that MP2 in the next alcove as well.
Crouch near the door and wait for the MP2 to turn his back. Sneak in and
stealth kill him. Now hit the switch in front of you. The accelerator is
faster now, so be careful. Run after the flash to the alcove, then to the
door. In this room, you'll have a MP3 and a scientist. DO NOT KILL THE
SCIENTIST AND DO NOT PULL THE SWITCH YET! Either MC the MP3 and send him into
the accelerator, or shoot him in the head. Now, MD the body and get your Psi
full. MC the scientist and send him running to the next room. He'll be your
dummy. Go as you would go into the next room by waiting for the flash and
ducking in the alcove. When he gets tot eh next room, hit the switch. MC back
and hit your switch, this way you won't have to brave the INSANELY fast
accelerator and you're right next to the door. If you kill the scientist and
pull the switch, then you will have to go exactly when the accelerator
flashes and be incredibly fast with timing. Then head back into your previous
room with the K3 above the door and climb the ladder up through the door.
In this room, kill the MP2 and the scientist however you'd like. Just don't
let them hit the alarm. Head into the room that the scientist was in and
press the button. Little canisters will move along to the next room. Head to
the next room on the top floor door. MC the MP2 up here and eliminate the
MP2s at the bottom. Then make the controlled MP2 jump into the chemical
water. TK any remaining ones into the water. Now TK the canisters you got and
toss them into the fence. If you run out of canisters, you'll be required to
MC the scientist in the window while standing on the circular metal top. Have
him press the 1st and 3rd switch down and hit the red button. Right before the
top submerges, jump to the other side. This is if you got no other way.
Throwing the canisters will make a path for you to the other side. An MP3 and
MP2 await you. Toss the MP2 into the water and finish the MP3 off with some
well placed shots. MD the scientist and continue on. A scene will ensue.
You find Sara again, who is confused and frustrated as to why you left her at
the Black Sea. She tells you about Luna 1 and how it was discovered on the
moon and soon after sought by both Russia and the US. She doesn't remember
giving it away to the Movement. She gives you a card to the armory and
leaves.
---OBJECTIVE---
Obtain access to the Armory and the Communications Center to acquire the
elevator keycard.
Immediately after your conversation, 6 MP2s will charge into the room. Toss
them around and blast away until they all fall. Grab the keycard on the desk
and any health or Psi items you might need and head out. You'll spot Marlena,
a Pyrokinesis expert and the General talking about speeding up the Fusion
process. An MP2 spots you and Marlena sends two MP2s speeding your way on
fire. TK them away from you and shoot them. Now turn around to head to the
armory.
There will be a turret and an MP3 in the hall. TK the box, then the explosive
at the turret to finish it. Toss another explosive at the MP3 in the hall.
Another MP3 charges at you with a flamethrower, stay at a distance and shoot
him a couple of times. Head into the armory and grab the keycard and other
items, then head back to where you spotted Marlena. An MP2 will be waiting so
take him out and head into the communications room. Then kill the other MP2
in the room and grab the keycard.
---OBJECTIVE---
Use the elevator and stop the fusion process
Another MP2 will be waiting on you as you head toward the elevator. Toss the
crate at him and get on the elevator to go to floor 99. You can head left for
some ammo and weapons. If you want to go to the right, then grab the sniper
rifle. Use it to take out the top turret from afar. Then shoot the explosive
next to the turret on the right. Finish the last turret off with an assault
rifle or use a box as a distraction and head in. Grab supplies and gnome if
you want then head back to the front and go through the big door.
You see Marlena at control of the machine, using her Pyrokinesis to speed up
the fusion process. As the General stands behind the blast shields, a flame
engulfs you. The General grabs the device and leaves you to Marlena's will.
---OBJECTIVE---
Under the control of Marlena Kessler, the Fusion Reactor is a deadly machine
that must be destroyed
!!!!BOSS BATTLE!!!!
MARLENA KESSLER
DIFFICULTY: 5/5
There are three attacks from the machine. One will be a constant laser
stream, which you can dodge by circling around the circular object in the
middle. Another is the rapid fire. Same strategy applies, strafe and don't
stop strafing. The final attack will be when the machine overloads. Retreat
quickly behind one of the two safe zones, which is behind the glass that
rises up. To fight the machine, toss the canisters at the gun. Keep tossing
while you strafe and this part of the boss fight will be over soon.
---OBJECTIVE---
Defeat Marlena Kessler, Master of Pyrokinesis
She emerges from her machine to fight face to face, and it is a tough battle.
Remember this: don't get close to her. Keep the canisters between you and
her. She has multiple attacks. One is to send a gigantic sphere of fire at
you that acts much like a rocket, making a huge explosion. Just keep moving
to dodge this. She'll also make a flame clone of herself that will charge at
her. Toss a canister at the clone to finish it. Another attack is her
fireballs. These actually lead your path you follow. So watch where it looks
to land and head right, then be ready for another set of fireballs and strafe
left. Keep repeating. Her final attack is if she gets close. She sometimes
melees you, but mostly encircles fire around her to send you away.
While all this is going on, you'll need to toss the canisters at her. Yeah,
that's why this is a tough fight, She is ever so persistent and doesn't stop
on the attack. Just keep moving around the canisters and TK them into her
while you dodge her various attacks. After a while, she will eventually fall.
After her defeat, you need to escape because the place is crashing down. The
General escapes with the device while you fire at him in vain. Kamiko is
trying to stabilize the explosion, and tells you to go on without her so that
she can make the explosion only affect the immediate area and not the city.
You chase after the General as the base is destroyed behind you.
G7
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 7 - From the Ether and Beyond
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
You land in an aztec-type temple. An MP2 attacks, but Skryer makes quick work
of him with a few well placed shots. Suddenly, the body has an eerie glow and
gets back up. Wrightson, the master of RV, inhabits the body, informing you
of his presence and Sara's capture. He leaves the body, as you face the
massive temple.
---OBJECTIVE---
Enter the Temple and locate the prison to help Sara
From the start head right and quickly pick up the sniper rifle and nearby
ammo. Then duck behind the jet. Head along the right of the plane and look
toward the 2 MP3 snipers. You can get to a position on the right tail of the
jet, in which you will be able shoot at them and they won't shoot at you.
Just look for the target to turn red. Unload a clip into each one and collect
any health or Psi vials you may need, it's probably a good idea to restock
after your Marlena encounter. Now head to the temple entrance where you'll
reawaken your final Psi power, Aura View.
((((AURA VIEW TRAINING))))
In the first room, all you have to do is turn on AV to see the different
colors in the boxes.
In the next room, use AV to find the small cracks in the wall. Either
melee/shoot the wall and head through both walls to the next area.
Simply turn AV on and look at all the boards.
This is the actual challenge in training. Use AV to spot the mines. Hit
crouch. Now as you're crouched, you can move past the mines floating in the
air. The ones nearest the ground, must be avoided. Simply maneuver past the
ground based mines and head under the floating ones all the way to the door.
All you need to do is AV to see the Aura Beasts and scientists. Notice how
the scientist that is alerted to you is red and the un-alert is blue.
((((END TRAINING))))
Head through the door and AV. These new creatures are called Aura Beasts and
just because you see one, doesn't mean that's all that's there. Head close to
the beast and he'll transform into the real world, so un-AV and fire away.
About 10 of these monsters will charge you in groups of three. Just mow them
down and stay alert. After they stop charging, continue forward across the
bridge. More Aura Beasts await and charge like their others, so stay ready
and fire away with your gun and PK. Move down the hall all the way to the
door on the left.
Head towards the cells and you'll see a trap has been set. In the cell ahead,
you spot Sara remaining still in her cell. She warns about the creatures
responding to your proximity. Suddenly one charges at her and attacks her.
She is knocked out and Nick unloads two pistol rounds to finish it off.
---OBJECTIVE---
Free Sara and yourself from the prison
An Aura Beast charges you in the trap. Unload some pistol rounds into it. Now
MC the MP2 that's across from you. Have him go to the computer and press the
switch.
As soon as you press the switch, Wrightson inhabits you. Sara awakens and
taps Nick on the shoulder only to be shocked as Nick turns around and scares
her. Wrightson leaves and Nick drops to his knees grasping his head. Sara
informs that the General has come here to unlock the power of the Monolith.
She also informs that the aura beasts are under the control of Wrightson. She
leaves you to meet in the Tower.
---OBJECTIVE---
Explore the Temple and locate the Tower
Kill the MP2 that is angry for inhabiting him. Grab the medical kit and vials
and head out the door. Head through the double doors to see even more aura
beasts. After they are eliminated, move the giant statue in the back onto the
big stone switch. This reveals a door. Head in to get a message from Sara to
meet her on the terrace. DO NOT GO THROUGH THE DOOR! It may lead to the
tower, but hundreds of aura beasts await. They are infinite. We'll solve that
problem later.
---OBJECTIVE---
Meet Sara at the Temple Terrace
TK the small pyramid out the door for now, you'll know why later. Meat
Puppets will swarm in on you from the doors. TK the giant bell and swing it
their way to take out the majority of the group. Then simply finish the rest
off with well placed shots or explosives. Now TK the pyramid and go through
the door. Use AV and see that the pyramid needs to go on the pedestal. Now
head into the next room and TK the pyramid with you. Carry the pyramid all
the way to the top and then expect Aura Beasts. Two will attack you.
Eliminate them and head into the next room.
Open the door and toss the pyramid in there and leave it for now. Kill the
Aura Beasts in the room, then TK the pyramid onto the red pedestal on the
right. Now go into AV and destroy the crack in the wall. Grab some supplies
and head outside.
Sara wants to find a way to the top of the monster infested tower. She has
discovered the creatures are repulsed by the Psi energy, She wants to amplify
your Psi waves to scatter the creatures using a Psi amplifier and
Communication dish.
---OBJECTIVE---
Find the secret passage in the Temple to the Satellite Uplink Station
Head to the right and Aura Beasts attack. Shortly after, two MP2s and an MP3
charge in. TK some rubble into them or shoot them until they die. Now use AV
to spot yellow squares in the middle. Shoot them to reveal a hidden alcove.
Inside is...tada, the blue pyramid. Grab the supplies in here and TK the
pyramid to its pedestal.
Eliminate all the Aura Beasts in this room. Now use AV. Notice that the stone
balls need to go into their proper place by color. Using AV match all the
colors together by TK'n the stones into the proper place. After all are set,
press the switch on the top device. This reveals the secret passage.
Wrightson once again inhabits an MP2's body and struts to your position. He
explains about how he has come to "live" in the RV world, which appears to
both annoy and bore Nick. He reveals that the power the General seeks, he
wants to himself. He then leaves the body.
---OBJECTIVE---
Use the Psychotronic Device at the Satellite Uplink Station
Kill the MP2 and head out the double doors. You emerge in a canyon. Find
cover and MC the MP3 sniper. Have him take out the MP3 along with the other
two MP2s, then suicide him. Climb the ladder and grab the sniper rifle. Use
this on any MP2s you might spot near the satellite. Climb back down after
grabbing some health and Psi items, then continue on.
Don't climb the ladder just yet. The slant to the right can be climbed. Head
far enough down to climb the slope slowly. Jump if you get stuck and climb on
up. You should be able to spot the MP3. MC him and have him climb the stairs.
The rocket launcher MP3 is here, eliminate him as well as the MP3 you're
controlling. Now sneak up the stairs and about halfway stop and MC another
MP3 to mop up some of the remaining forces. Then, simply take the rest out
yourself. Climb the ladder and hit the button. The satellite targets the
tower and scatters the aura beasts.
---OBJECTIVE---
Return to the Temple and ascend the Tower
On your way back 2 MP2s, an MP3, and an MP3 with a rocket launcher await you.
The rocket launcher is up high on a cliff to the right. TK the boulders on
him or toss him off. Use the boulders on the MP3 or take him and the MP2s
down with some well-placed shots. Heading back, the staircase you brought the
pyramid up is now occupied by 3 MP2s. Toss them down the stairs and finish
them off with some shots in the head.
RV the door to the big room again where you found the door to the staircase.
Two MP3s await you, one on each side behind the walls. Dart in and pick them
both off with some shots to the head or TK items at them. Then head upstairs
for the final mission.
H8)
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Mission 8 - The Ultimate Power
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
The entrance behind you collapses, and Sara tells of how the monsters are
like watch dogs, watching for you. You can, however, activate a kill switch.
---OBJECTIVE---
Find the Frequency Code for the Aura Beast kill switch in one of the labs.
RV the door and wait for the MP2 on the right to sit down and proceed in and
stealth kill the patrolling MP2. Now TK the other MP2 into the wall. Grab the
health or Psi rejuvenator if needed and head near the door. An MP2 is coming
in for you, so back up and MC him when he opens the door. Use him to attack
either MP3 in the hall. When he dies, head into the hall and toss an
explosive at the one on the right or left. Then finish off the other MP2
heading out. Proceed into the Beta Room, where you'll see blank boards. Use
AV to see a code on the board. Step into the Psi machine on the left.
---OBJECTIVE---
Find the Frequency Input Device and enter the Frequency Code to eradicate the
Aura Beasts - for a while...
The Frequency Code is the one you got from the boards. Now stay where you are
and attract the MP2 with some fire. MC him. Head into the next room with a
aura infested aura beast hallway. Head left and hit the button by entering
the code.
---OBJECTIVE---
Meet Sara in the Map Room
The Aura Beasts will fade. Now take this MP2 and kill the MP3 closest to your
door. Kill as many as you can, then proceed in with Nick to finish off the
rest. Then head to the left into that hall to the map room. Sara is waiting
and her sister Tanya emerges. This explains why she was acting so weird, a
twin sister working for the General. Tanya reveals that she killed their
parents to ensure a future with the General. Wrightson inhabits Sara, and
together they walk off.
---OBJECTIVE---
Locate Wrightson's inner chamber and save Sara
Head back out into the hall and towards the door with the red light. Look to
the left and MC the MP2 to open the door. Head through and MC the MP2 on the
left to press the switch. Grab the ammo and health and open the door to enter
Wrightson's lair. You finally see his body, which is merely sustained by
tubes and wires. Let's take this poor cripple down.
!!!!BOSS BATTLE!!!!
NICOLAS WRIGTHSON
DIFFICULTY: 3/5
---OBJECTIVE---
Defeat Nicolas Wrightson, Master of Remote Viewing (and insanity)!
This is a pretty basic fight. If you got an assault rifle, you'll end it
easy. Basically, you're destroying the 8 screens in front of him. They start
with their back turned, then turn around and fire a laser stream that can be
dodged by strafing. He also summons the occasional Aura Beasts to come in.
These are the real pain. After two or three screens are destroyed, the
screens will turn at a much more rapid pace firing laser after laser.
To hit them all you need to do is shoot at them when they are turned around.
Just strafe from the laser, and pop a few rounds into the screens. You can
also TK some of the objects into the screens. However, shooting is the best
strategy. After all 8 are taken down, the battle ends.
Wrightson is suddenly turned on by his monsters. As he sees the "other side"
an Aura Beast finishes him and him and his aura beasts are destroyed. Sara
awakens apologizing for her sister. You continue on to face the final threat,
the General awaits.
---OBJECTIVE---
Explore the excavation tunnels and confront Barrett and the General
TK a boulder to cover the entrance. Now look to the right of the crane and MC
the MP3 on the right. You got a rocket launcher now, so eliminate all 3 MP3s
in the room and jump in the middle to kill him. Now collect any ammo or
health you may need and use AV to spot the mines. Jump down in the middle
where no mines are. Toss the explosive barrel into the MP3 down here and head
toward where he was. Take a left and follow the footsteps. Toss a boulder at
the MP3 up here.
A huge alien pillar appears from the ground, blocking your path. Use PK and
it will crumble. RV the door ahead and when the MP3's back is turned, come in
and MD him, stealth kill him, or even run him into a mine. Then look down the
left corridor, don't GO down it because there's mines littering the place.
Try to look past and get a red target and MC the MP3. You got a rocket
launcher and plenty of fun to have with it. Look down at the pool and kill
all 3 MP3s in there. Then turn around and shoot towards the boulder to kill
the 3 MP3s there. Then jump off or run into a mine.
You now have a clear shot from here to where that MP3 was with no Meat Puppet
troubles. Just maneuver through the mines now all the way to the big walkway.
It's a green walkway with mines above it. Crouch and maneuver through them.
At the end of the walkway you'll see Barrett. He claims that he was used to
be thrown away by the mundanes, as he tosses rubble in vain as Nick throws it
aside with little effort. He backs away into the elevator, claiming to soon
become a god. Grab the Psi rejuvenator and medical pack. Here's the final
fight.
You ascend to find Barrett and the General standing in wait for you. Tanya
sneaks up behind you, pistol in hand, ready to fire. A shot rings out and
Tanya falls down the elevator shaft. Sara moves up, with a classic line.
Barrett sends out a shockwave that knocks Sara out and you away. The General
explains about how the Monolith has been rebuilt and claims it's power is in
tie with the moon's position. Barrett moves the moon with his TK...wow, yeah
the moon. The power of the Monolith is restored, and the General doesn't want
to share that power. He shoots Barrett in the head as he is suspended in the
air and gaining power.
!!!!!FINAL BOSS!!!!!
GENERAL KRIEGAR
DIFFICULTY: 5/5
---OBJECTIVE---
Stop General Kriegor from obtaining power!
Unleash the power burning within you on the alien structure to gain part of
the Monolith's power.
There are six spinning structures. Use your PK power to take them down. PK
each pillar twice. When all are destroyed, the pillars tops, containing orbs,
have fallen. Collect all 6 orbs scattered around to unlock a hidden Psi
power, Psi Orbs.
---OBJECTIVE---
Defeat the General Kriegar and stop this maniac once and for all!
Use your new Psionic weapon to deafeat him!
The world's fate is in your hands.
Now for the fighting portion. The General will attack by shooting a raining
storm of energy at you. Simply run in one direction, non-stop till it ends.
He also turns invisible and will reappear with a bang...literally. Use AV to
spot him when he does this and send a Psi orb his way. He also TKs multiple
pieces of rubble and tosses them your way. Run from these and TK whatever
direct one you see away from you.
To attack the General, just lock on and fire with the Psi orb at him. It's
slow so be kind of close when you fire. When you run out of energy, recharge
the orbs by running into the middle. It will charge all 6, but will send a
huge shockwave at you after. While you are charging, TK a piece of rubble at
the General for a little extra damage. You'll have to end up tossing the
rubble a little high sometimes, but it can at least hurt him a little while
you charge up. If you need health or Psi, then look around under the bridges
in the ditch. After a while, he should go down.
After you finish the General, congratulations! You've completed Psi-Ops. Now
try it on a harder difficulty and collect all the gnomes for the bonus
missions. Walkthroughs for the bonus missions are below.
********************************
10) Special Features
---Psi Secrets---
Gives an in-depth look at the concept development of Psi Ops. It also tells
of how they went about working out Telekinesis and Pyrokinesis and the
various research they did for the game. Pretty cool to look at.
---Cold's "With My Mind" video---
The music video for the theme song for Psi-Ops by Cold. Awesome video and
killer song, check this out.
---Mortal Kombat: Deception Trailer---
Check out the video game trailer for the upcoming Mortal Kombat game.
---Area 51 Trailer---
A trailer for the upcoming Area 51 game.
---The Suffering Trailer---
A trailer for the already released game, The Suffering.
********************************
11) Extra Content
---Mission Select---
This will allow you to select any mission that you've completed to play over
again instead of having to reach that certain mission again in the normal
game. You can select a difficulty, unlocked skin, and even turn All Powers on
from the start.
---Arcade Mode---
This is basically the same as Mission Select, in that you select a mission,
skin, and difficulty. However, you'll see a timer and score in the top-right
hand corner. Ways you dispatch enemies and the damage you do affect the
score.
---Cooperative---
Not what you'd expect, really. You select a mission, difficulty, and skin.
One player controls the movement of the character, and the other controls the
weapons and TK. It's a pretty fun scenario and very different for
cooperative. Would've been nice to have two people, but hey, it's something
new.
---Training---
This is basically all the training rooms you do in the main mission. It does
have a Psi room, however, that is incredibly fun to do. As you progress
through the game, enemies you meet will be available once you fought them. In
the room however, you are invincible with unlimited health and Psi. Great
place to work out strategies or practice with an enemy.
---Boss Fight---
Select any boss you fought so far to fight again on a set difficulty and
custom skin. Great for practicing against one you have a lot of trouble with.
---Boss Rush---
Take on all the bosses in a row. This is great for when you want to get good
strategy in for a harder difficulty. It will help you preserve medpacs and
develop different strategies.
---Extra Missions---
If you happened to collect any gnomes, then you'll see these available to you
in the Extra Content. These contain little fun side missions that can be
quite a challenge and something to do after you beat the game.
---Play Movies---
Watch any of the cinema scenes you have viewed from the game. Fun to go back
and watch for missed information or for your own entertainment.
---Play Concept Art Movies---
Watch some of the movies for the concept art. Cool to look at for the
development and storyboards.
********************************
12) Extra Missions/ Gnome Locations
((((GNOME LOCATIONS))))
-GNOME #1-
Level: Welcome to the Movement
Location: This gnome is behind the fence near the door that leads to the
turret. Hop over the fence using a box to boost you and TK the Gnome to you.
-GNOME #2-
Level: Something's Gone Wrong
Location: This gnome is right behind where you fought Leonov. After the
battle is over use a box to TK surf near an opening and hop up. Then head to
where Leonov stood to get this gnome.
-GNOME #3-
Level: Something's Gone Wrong
Location: Right across from the landing pad at the end you'll spot this
gnome. He's in-between the two gigantic screens. Climb up and TK him to you.
-GNOME #4-
Level: Unfinished Business
Location: This can be a tough one. Its on top of a roof you can't reach. You
see where the sniper was that pressed the button to let you up? Well there's
a little roof between that building and the next. TK some boxes and crates up
there and make a staircase. Climb up to the top of the roof on the left and
TK the gnome to you.
-GNOME #5-
Level: Unfinished Business
Location: This one is in the shipyard near the crane you had to use to get to
the office. Using boxes prop yourself up onto the crates in the middle of the
row near the crane. You should see the gnome inside the big square of boxes.
-GNOME #6-
Level: Assembling the Pieces
Location: Near the conveyor belt where you turn off all the crushers and
burners. Hop over the conveyor belt to the fenced area to the left. Climb the
ladder and retrieve the gnome there.
-GNOME #7-
Level: Assembling the Pieces
Location: This is under one of the big crushers that you had to jam with the
items or people. Under one of them is a path to a secret tunnel. The gnome is
in there.
-GNOME #8-
Level: Fears Don't Lie
Location: When you are in the vent take two rights to find a gnome at the end
of the vent passage.
-GNOME #9-
Level: Fears Don't Lie
Location: This gnome is in the graveyard where you fight the undead UN
troops. It should be behind a tree in the corner.
-GNOME #10-
Level: Assembling the Pieces
Location: Once you are leaving after deactivating the fusion reactor, climb
down the ladder to find the Gnome in the water.
-GNOME #11-
Level: Assembling the Pieces
Location: Right before the fight with marlena, you should see three turrets
to the right of the elevator. Take them out and head through to find the
gnome in the room.
-GNOME #12-
Level: From the Ether and Beyond
Location: Behind where you spawn is a bunch of rubble. Use some boxes to
climb up on top of the rubble and, using a sniper scope, look to the left of
where the snipers were. The gnome should be propped up on the third level.
You have to move your target over it till you can TK it to you.
-GNOME #13-
Level: The Ultimate Power
Location: Right at the end of the level, before you get on the walkway, you
should see a big pile of boulders. TK a few out of the way and grab the gnome
hiding in them.
((((EXTRA MISSIONS))))
-FLOOR OF DEATH-
DIFFICULTY: 2/5
OBJECTIVE: Swing from one side to the other as fast as you can. Touching the
floor will kill you.
Climb on top of the box. TK the Psi-Ops ball forward. When it swings to you,
jump on and wait till it swings to the other side and jump off. Repeat with
the other two Psi-Ops balls.
-PANIC ROOM-
DIFFICULTY: 1/5
OBJECTIVE: Get out of the room and get the gnome. You have RV and a Sniper
Rifle with 6 rounds. After you fire your last round, you will be given 40 sec
to get the gnome.
Simply RV out of the room and fine the explosive barrel that leads a chain
reaction to the barrels below you. Shoot it and wait. After the crates fall,
hop down and grab the gnome. One round is all you needed. Simple.
-UP & OVER-
DIFFICULTY: 5/5
OBJECTIVE: You have a maximum of 2 minutes to make it over the walls to pick
up the gnome on the other side of the room. You have been granted
invincibility for this room.
This can be tough due to the fact that you have to launch yourself over the
first wall just right. Stand in front of the ball and TK the ball away. Now
this is tricky, when its coming back on its way up, run toward it and jump at
it right as it arches. If done right, it will launch you over. It takes a
couple of tries. Next TK the box, as you stand on it, twice. Then pass over
the wall. Then simple TK the box once and hop over the wall to grab the
gnome.
-STOPLIGHTS-
DIFFICULTY: 3/5
OBJECTIVE: Using the computer terminals, open the correct door to gain access
to the next section. Open the Wrong door, and mayhem will ensue! Use your
Aura View to sense them...
Use Aura View and hit the terminal with the green light. The light switches
so wait until it's the one in front of you. If you hit the red one, MP2s and
MP3s charge in on you. Hit the green one and pass through. IN the next room,
you'll have to watch the pattern in AV. Once you got it recognized to a
science, MC the scientist and have him press the button when its green. Tough
to do considering you got no AV, so find out where it is and going to. In the
last room, simply hit the 3rd terminal that opens the first door on the left.
The gnome is in there.
-GASOLINE-
DIFFIULTY: 3/5
OBJECTIVE: You have 25 seconds to kill the four enemies in the room and
collect the gnome. You have no ammo and are only equipped with PK.
You can't see them, but there are green wires in the center. You have to
light each one to reach the enemies on the boxes. PK the bush next to you to
kill some of the enemies. Then run out and PK the other wires left and grab
the gnome.
-BOTTOMLESS PIT-
DIFFICULTY: 4/5
OBJECTIVE: You think you're skilled at TK-surfing? Let's find out how good
you really are.
This can be tough, but fun. The first thing you need to remember is to crouch
and TK. This helps you maneuver through better. TK the wooden plank and ride
it to the right past the gate, then left, then right again. Now carefully
head through the drills not hitting them or the walls. One bump will knock
you off balance. Head out through the left to the flames. Quickly move past
the holes in them to the gnome. This mission takes practice, it can be tough,
but with skill, you can do it.
-TK ALLEY-
DIFFICULTY: 3/5
OBJECTIVE: You get 10 sets of pins worth 2 tries for each set. Knocking them
all down on your first attempt scores a bonus 20 points. Knocking them all
down on your second attempt scores a bonus 10 points. Using your power of
Telekinesis, score 150 points or more.
Welcome to Psi-Ops Bowling! This is great fun. TK the ball directly in front
of you. Aim for the center pin and try for a strike. It's pretty simple
considering you got 10 tries and the ball is right in front of you. You also
have a Sniper Rifle which can be used to knock down a pin or two, but you
only got 5 bullets so use when you got one pin left.
-GEARSHIFT-
DIFFICULTY: 2/5
OBJECTIVE: Using only TK unlock the gnome.
Place each of the gears on the center barrels. When all are placed together
they form a working gear. Place the farthest one at the last barrel. This
moves the gear near the barrel. After it is pushed down, the wood is burned
letting the ball roll down and explode revealing he gnome. Simple.
-TIP THE IDOL-
DIFFICULTY: 2/5
OBJECTIVE: Tip the Idol off the pedestal to obtain the gnome. You have 10
crates to accomplish your goal.
This can be tough if you don't know what your doing. You only need one box to
do it though. Triple TK a box near the idol. AT a fair distance, toss the
crate at the Idol. It should tip and you can climb up and grab the gnome.
-PSI POOL-
DIFFICULTY: 3/5
OBJECTIVE: Sink all of the pool balls using only Telekinesis, Pyrokinesis,
and explosive barrels. Don't touch any of the balls - that counts as a
scratch (and it will instantly kill you).
Toss the explosive barrels at the middle of the group. Keep tossing
explosives only at the groups. Use PK near the end for the single balls.
Remember not to touch them or you will die instantly.
-AURA POOL-
DIFFICULTY: 4/5
OBJECTIVE: Sink all of the pool balls (which are only visible in AV) using
only Telekinesis, Pyrokinesis, and explosive barrels. Don't touch any of the
balls - that counts as a scratch (and it will instantly kill you).
Same strategy as Psi Pool. Use explosives for groups and PK for single. Just
be careful not to touch them. It's tougher this time due to the fact that you
can't see if a ball is near you or not unless you use AV. Also AV drains Psi,
which you'll need. Takes a few tries due to lack of Psi, but it's not
terribly bad.
-BOUNCY, BOUNCY-
DIFFICULTY: 4/5
OBJECTIVE: Make it through the fog and past the bouncing balls to get the
gnome.
Kill the MP and MP2 in the window and hit the switch on the terminal ahead.
Also TK the snipers, which can be hard because they can kill you through the
fog when you can't even see them. SO stay near the windows and wait till you
see a red target to TK them off the roof. Then climb up once they are gone to
turn the terminal on. Then head into the room, being cautious of the MP2
behind you and the balls bouncing round and grab the gnome quickly.
-SURVIVAL-
DIFFICULTY: 5/5
OBJECTIVE: Survive the onslaught of zombies for as long as you can.
This is tough due to the numerous, unforgiving zombies. Shotguns are a
necessity as they can take off a zombie's head in no time. MD should be used
sparingly. Taking cover behind some graves can help too.
-GNOMOTRON-
DIFFICULTY: 5/5
OBJECTIVE:
A promise of revenge, whispered in soft gnomes breath.
Where once a touch brought for tune, now brings death.
Extinguish without mercy, shame, or remorse;
They are not to blame, they see no other course
Run fast Nick- be keen and live on;
Never avoided only delayed - defeat by Gnomotron
This is unlocked after you collect all 13 gnomes. This is the most difficult
of all the extra missions. You have a machine gun and pistol and have an
amazing number of gnome swarming at you. If one touches you, then you will
die. The waves become greater and greater as you progress.
********************************
13) Character Skins
After completing the game on the different difficulties, you'll unlock the
various skins to use on extra missions or the actual game. They are fun to
look at and the elite difficulty skins have special abilities...
-EASY-
Nick Scryer (Training)
Meat Puppet 1
UN Soldier
Labcoat
Dockworker
-NORMAL-
Nick Scryer (Urban)
Sara Blake (Default)
Wei Lu (Default)
Meat Puppet 2
Crispy Soldier
Dr. Kamiko
-HARD-
Nick Scryer (Wasteland)
Sara Blake (Psi)
Sara Blake (Suicide)
Wei Lu (Dragon)
Meat Puppet 3
Tonya
-ELITE-
Nick Scryer (Stealth)
Edgar Barrett (Default)
Jov Leonov
Marlena Kessler (Default)
Marlena Kessler (Leather)
The General (Default)
Jack
-OTHER-
The General (Clown) - Collect all six of the orbs in the final fight
********************************
14) Cold "With My Mind" Lyrics
In a violent world, where deception's free,
Things I can't control, takin' over me.
Did they try to take my identity?
So what the hell have they done to me?
I will take your thoughts away,
And I'll ignite your fears today.
Well I can take you far away,
With my mind
With my mind
This life for me, changes everyday,
I will stand up tall, I won't be betrayed.
If you play with fire, I'll control the flame,
I'll do anything to make you believe.
I will take your thoughts away,
And I'll ignite your fears today.
Well I can take you far away,
With my mind
With my mind
Mi-nd
Mi-nd
I will take your thoughts away,
And I'll ignite your fears today.
Well I can take you far away,
With my mind
With my mind
"With My Mind"
Written by Cold
********************************
15) FAQ
Q: Where are the cheats and how do I enter them in?
A: I don't use cheats on this walkthrough. They will not be listed or
explained here at all.
Q: You forgot...
A: Simply e-mail me something I forgot or messed up on at
[email protected]
********************************
16) Contact
If you have any suggestions, questions, or comments then simply contact me at
[email protected]
I may not respond immediately, but I check this e-mail when I can.
********************************
17) Special Thanks
CJayC - For accepting this guide and having a great site to contribute to
Midway - For creating such a unique game