FAQ/Walkthrough for C-12: Final Resistance (PlayStation One)
Version 1.03 by Peter Tsai

Not a bad Siphon Filter clone - I only wish it had better controls!


=== COPYRIGHT AND LEGAL STUFF ========================================

Unpublished work Copyright 2001 Peter Tsai

This document is for private and personal use only - it
cannot be reproduced in part or whole in any way without my
consent. In other words, please do not put this FAQ on your
website or magazine without asking me first. More importantly,
do not try to pass this FAQ off as your own - not only is
plagiarism a crime, it is just downright despicable.

"C-12: Final Resistance" is (c) Sony Computer Entertainment Europe

All copyrights and trademarks are acknowledged and respected
that are not specifically mentioned herein.


=== UPDATES ==========================================================

07/13/2001 - Version 1.0 written. I've written this FAQ mostly from
            my hazy memory and also from a whole bunch of scrap
            notes (I had to return the game to Blockbuster
            immediately after finishing it), so it's very likely
            that there are errors in here. Feel free to correct
            me, or better yet, write your own FAQ... I've searched
            high and low on the web for one, but surprisingly none
            were found!

07/14/2001 - Version 1.01 written. Received emails from a few people
            asking permission to put this document up on their
            website. Well, since they were courteous to ask, I've
            included them to the credits list.

08/31/2001 - Version 1.02 written. Corrected the part on getting the
            alien keycard from the assassins in the final mission.
            Also proofread the document for typographical errors.

11/16/2001 - Version 1.03 written. Added Action Replay codes. This is
            perhaps the final update I will make on this FAQ because
            as I've mentioned before I no longer have the game.
            Please don't email me about being stuck in the game
            as I can't help you anymore. (Go look in a gaming
            magazine or something. There are already a few, probably
            better strategy guides available.) Also, DON'T (note the
            emphasis) ask me for cheats because [a] I don't know any,
            and [b] it sort of hurts my pride that some people think
            I didn't finish the game purely through skill (and with a
            bit of luck).


=== TABLE OF CONTENTS ================================================

1. GENERAL INFORMATION
       - Tips
       - Basic Controls
       - Weapon Data
       - Item Data
       - Enemy Data

2. WALKTHROUGH
       - Mission 1: Search and Rescue Recon 1
       - Mission 2: Evacuate Resistance Bunker
       - Mission 3: Steal Alien Power Source
       - Mission 4: Rescue Dr Carter
       - Mission 5: Defend 2nd Resistance Bunker
       - Mission 6: Escape Alien Stronghold

3. ACTION REPLAY CODES

4. CREDITS


=== 1. GENERAL INFORMATION ===========================================

       Tips
       ----

* It is almost NEVER a good idea to rush into battle without surveying
 your surroundings. It's like drawing a large bulls-eye on your
 back. So don't do it, unless you're the type that actually enjoys
 receiving shots from behind.

* Whenever possible, look through your optical implant and try to
 take out the enemy from a safe distance, like 35 meters.

* Conserve ammo - use headshots frequently. The only time when you
 should be firing like crazy is when you acquire a new weapon
 and want to learn its secondary attack as soon as possible.

* Keep in mind that all enemies have a weak spot of some sort. If an
 enemy seems impossible to defeat, try a different tactic: change
 weapons or focus on another target.

* If you see a health pack on the ground (not dropped by an enemy),
 don't take it (i.e. walk over it) unless it's absolutely necessary.
 You'll never know whether you might be needing it at a later time.
 Same thing applies for ammo clips and shield cells.


       Basic Controls
       --------------

Directional buttons - Run (in the direction relative to the screen,
                     not your character).
                   - Climb ladders.

X button - Fire current weapon's primary attack.
        - Hold down button to drag crates and other large objects.
        - Activate switches.
        - Remove security bolts.
        - Use items.

O button - Crouch.
        - Clamber onto a crate/ledge.
        - Hop off a ladder.

Square button - Fire current weapon's secondary attack. Hold down
               to charge attack (for certain weapons).

Triangle button - Hold down button to raise force field.
               - Double tap to overload shield cell and emit
                 EMP shockwave.

L1 button - Cycle through currently available weapons.

L2 button - Hold down button + directional buttons to adjust camera
           view.

R1 button - Targets an enemy in front of your character. Hold down
           button to keep your focus on it as you move about.
         - Hold down button + Left/Right to strafe.

R2 button - Hold down button to see first person view through your
           character's optical implant.


       Weapon Data
       -----------

Note: With the exception of the Energy Blade, you have to gain enough
     experience in your weapon's primary attack before the secondary
     attack becomes available to you.

Energy Blade

       "Very rare. Rescued from a slain elite alien guard."

       Ammunition Capacity: Infinite
       Pros: No ammunition consumption, high damage, very effective
             against some enemies.
       Cons: Lack of range for slashing attack, delay time for
             firing energy bolt.

       Primary Attack: Melee Attacks
       Approximate Max Range: 1m
       Though it does very good damage, its lack of range makes it
       unsuitable for fighting groups of aliens.

       Secondary Attack: Blade Beam
       Approximate Max Range: 40m
       Only available in the final mission. The blade's energy can
       be charged up and flung as a bolt of pure energy. A fully
       charged bolt does devastating damage. Though no ammunition
       is used, there is a long delay between firing consecutive
       bolts.

Machine-Gun

       "The AG-35 is a machine-gun with integrated grenade launcher."

       Ammunition Capacity: 400 bullets / 30 grenades
       Pros: Versatile, high bullet capacity, very fast rate of fire.
       Cons: Doesn't deal a lot of damage.

       Primary Attack: Bullet Fire
       Approximate Max Range: 30m
       Its fast rate of fire makes it almost impossible to miss a
       moving target. The damage it does is not a lot, but that
       doesn't matter if you can perform a headshot (which kills
       your enemy instantly).

       Secondary Attack: Grenade
       Approximate Max Range: 16m
       Doesn't go very far, and it's too slow to hit moving targets.
       Nevertheless it's quite useful against limpet turrets and Alien
       Scientists - they hardly move around when they attack. Another
       plus point for this attack is that it can damage some shielded
       enemies.

Rocket Launcher

       "The RV-40 is a rocket launcher that has a target tracking
        facility capable of guiding rockets."

       Ammunition Capacity: 40 rockets
       Pros: High damage, long range, very effective against vehicles.
       Cons: Slow rate of fire, low rocket capacity.

       Primary Attack: Single Straight-Line Rocket
       Approximate Max Range: 40m
       Fires a rocket which travels in a straight path. With the slow
       firing rate you're more likely to miss the target if it moves
       around a lot.

       Secondary Attack: Multiple Homing Rockets
       Approximate Max Range: 40m
       Fires five guided rockets. Recommended for taking out tanks
       and flyers.

Laser Cannon

       "XK-50 is a classified weapon that was under development by
        Rothbart Optics before the alien invasion commenced."

       Ammunition Capacity: 200 laser energy units
       Pros: Charged shot.
       Cons: Fully charged shot consumes 15 units of energy.

       Primary Attack: Rapid Laser Bolts
       Approximate Max Range: 32m
       Does more damage than bullets but less damage than plasma.
       Firing velocity is slower than machine-gun's. (Funny that,
       bullets travelling faster than light.)

       Secondary Attack: Charged Laser Bolt
       Approximate Max Range: 32m
       This is what makes the laser cannon worth having! Though it
       drains a lot of energy, a fully charged bolt can sometimes
       kill the enemy instantly!

Alien Plasma

       "The standard issue weapon of the Alien troops."

       Ammunition Capacity: 300 plasma energy units
       Pros: Long range, heavy damage.
       Cons: Fully charged shot consumes 12 units of energy.

       Primary Attack: Plasma Energy Bolts
       Approximate Max Range: 35m
       If this is the Aliens' regular weapon, then no wonder humans
       are losing. For a rapid fire gun, this deals way too much
       damage! Also, because of its long range, the gun can also be
       used as a sniper.

       Secondary Attack: Wide Plasma Bolt
       Approximate Max Range: Varies (usually less than 30m)
       Fires a series of bolts in a wide arc. Even though it's intended
       for fighting groups, personally I wouldn't recommend it. It
       takes time to charge up, and it doesn't have the range nor
       damage of the regular rapid fire.

Ion Cannon

       "Rare Alien weapon."

       Ammunition Capacity: 250 ion energy units
       Pros: Can't think of any.
       Cons: Fully charged shot consumes 50 units of energy, inferior
             compared to the other guns.

       Primary Attack: Electrical Beam
       Approximate Max Range: 6m
       Crap range, crap damage. I don't see any practical use at all.

       Secondary Attack: Chained Electrical Discharge
       Approximate Max Range: 35m
       Apparently this is supposed to stun the enemy and pass the
       discharge from target to target, but it never worked when I
       tried it. Oh, and despite the range, it still does crap
       damage.


       Item Data
       ---------

Alien Comms Device

       "An alien communications device. Used in the encoding and
        decoding of alien transmissions."

Alien Health

       "Combine the two alien health packs to restore
        full health."

Alien Keycard

       "Used to bypass alien keycard sensor."

Armed Explosives

       "Explosives from the demolition site, with the
        detonator from Recon 1. Powerful enough to
        destroy the blockage in front of the outpost."

Battery Pack

       "Portable battery pack."

Black Regulator

       "1 kHz power regulator."

Blue Alien Spore

       "Combines with yellow spore to make corrosive paste.
        Combines with red spore to make slow-burning, illuminating
        flare."

Blue Regulator

       "4 kHz power regulator."

Blue Security Bolt

       "Used to activate or deactivate Alien equipment or consoles."

Cyan Security Bolt

       "Used to activate or deactivate Alien equipment or consoles."

Detonation Pack

       "Industrial explosives. Used in research on armour technology.
        Very powerful."

Detonator

       "Explosives detonator, obtained from Recon 1."

Entrance Codes

       "The base entrance codes are red, green, blue and yellow."

Explosives

       "Obtained from the demolition site."

Fuel Can

       "Contains enough fuel to get armoured jeep to 2nd bunker."

Green Regulator

       "5 kHz power regulator."

Green Security Bolt

       "Used to activate or deactivate Alien equipment or consoles."

Implant

       "The General's implant is required to disable the lockouts
        for the bunker's self-destruct."

Magenta Security Bolt

       "Used to activate or deactivate Alien equipment or consoles."

Mall Override Codes

       "The mall computer override codes are: red, green, red, blue."

Medibox

       "A field medical kit. Contains medical supplies
        suitable for triage on the battlefield."

Red Alien Spore

       "Combines with blue spore to make slow-burning, illuminating
        flare. Combines with yellow spore to make 'flash-bang' type
        explosive."

Red Regulator

       "3 kHz power regulator."

Red Security Bolt

       "Used to activate or deactivate Alien equipment or consoles."

Sensor Antenna

       "Used to repair damaged sensors in perimeter of bunker."

Sensor Camera

       "Used to repair damaged sensors in perimeter of bunker."

Sensor Dish

       "Used to repair damaged sensors in perimeter of bunker."

Shield

       "Alien shield pack."

Storage Disk

       "Blank storage disk."

Storage Disk

       "Contains preliminary analysis data on the alien comms
        device."

Yellow Alien Spore

       "Combines with red spore to make 'flash-bang' type explosive.
        Combines with blue spore to make corrosive paste."

Yellow Security Bolt

       "Used to activate or deactivate Alien equipment or consoles."


       Enemy Data
       ----------

Advanced Cyborg

       "The traitorous Major Dan Carter."

Alien Assassin

       "Elite guard unit. Alien warrior with cloaking technology."

Alien Commando

       "Shock trooper, equipped with dual-fire plasma staff."

Alien Energy Mine

       "Triggered by proximity. Launches a plasma capsule that
        detonates above ground with a powerful shockwave."

Alien Flyer

       "Troop carrier and bomber."

Alien Leader

       "Equipped with advanced battle armour. Plasma and ion cannons
        are built into the arms, while shoulder-mounted missile
        launchers, and a powerful laser weapon are built into the
        torso."

Alien Limpet Turret

       "Automated alien gun emplacement."

Alien Scientist

       "Armour can channel and redirect energy."

Alien Tank

       "Laser, plasma and rocket armaments. Main body is very
        well armoured, but weapon points are more vulnerable to
        attack."

Alien Trooper

       "Infantry unit, carries plasma cannon."

Attack Droid

       "Combat unit. Shoulder mounted 12mm carbines."

Brute

       "Unknown alien species that has been cybernetically altered."

Crab Droid

       "Burrowing alien attack droid."

Cyborg Drone

       "Construction unit, with power welder arm."

Cyborg Sniper

       "Infantry unit. Equipped with powerful sniper rifle."

Cyborg Soldier

       "Infantry unit. Equipped with machine-gun."

Cyborg Soldier

       "Heavy weapon infantry unit. Equipped with rocket launcher."

Ion Beam Defenses

       "Alien security measure designed to prevent prisoners from
        escaping alive. Triggered on proximity, and very powerful,
        but takes a short time to recharge after firing."

Mall Turret

       "Mall security turret."

Manipulator

       "Manipulator."

Manual Laser Turret

       "Resistance weapon emplacement. Fires rapid series of laser
        bolts, but is prone to over-heating."

Probe Droid

       "Search and reconnaissance unit."

Spider

       "Unknown alien species that has been cybernetically altered.
        Behaviour suggests an aversion to light."

Termite

       "Termite."

War Droid

       "Alien war droid. Not fully constructed, and still tethered to
        its powering harness."


=== 2. WALKTHROUGH ===================================================

Note: Directions are based on your position in the Internal GPS
     (which is accessible on the SELECT menu). In other words, the
     top of the map is north, and the bottom is south.

Mission 1: Search and Rescue Recon 1
------------------------------------

       Head west. As soon as the two drones bust open the metal doors,
       run past them and grab the MACHINE-GUN in the room. Switch your
       weapon to the gun and fire like crazy. Killing them should
       bring your machine-gun's experience level close to half. Go
       outside and head north. A flyer will swoop by and bomb a radio
       mast, closing off the street to your right. Go west and kill
       the three droids. This should provide you with sufficient
       experience to learn your machine-gun's Grenade attack. Enter
       Central Station.

       Kill the drone and the two snipers. Go south and pick up the
       alien SHIELD cell between the two tracks. There's no power so
       you can't ride the train yet. Go north and move the crate under
       the ladder, clamber up, and move across the walkway. The
       walkway will collapse, causing the above power line to snap.
       Before you jump off the walkway, switch to first person view
       and shoot the junction box which the wire is still connected
       to. Kill the drone in the power room and push both switches.
       The power to the railway should now be back on. Head back to
       Central Station, kill the two drones that just appeared out
       of nowhere, then ride the train.

       Activate your shield and keep it raised so that you won't
       get harmed by the steam jets. As soon as you get off the train,
       you'll find an injured Resistance soldier in need of a medibox.
       Head south, kill the two drones and the soldier. Pick up the
       ALIEN KEYCARD dropped by the soldier and use it to open the
       door to your south. Don't go out yet; you still have to find the
       medibox for the soldier! Go into the room to your north and
       grab the MEDIBOX that's on one of the beds. Go back to the
       soldier and use the box on him. As gratitude he'll give you
       a KEYCARD that will open the hospital's supply room, which
       contains a health pack and a bullet clip. Grab them if you
       need them, then head outside.

       Immediately switch to first person view and destroy the probe
       before it can detect your presence. Run to the save point, and
       from there fire headshots at the two soldiers. Climb up the
       ladder and from there launch a grenade at the fuel barrels.
       The explosion will kill the soldier posted there, and if you're
       lucky enough, it will also kill or critically wound the other
       soldier walking by. Finish off the soldier and enter the
       construction site to the south.

       Switch to your energy blade and run to the ladder to your left.
       Hack away at the coral until it's clear and climb up. Have your
       shields raised while you're climbing so you won't get shot off.
       Kill the soldiers and crabs guarding the turret, and pick up
       the KEYCARD that one of the Soldiers will drop. Activate the
       gun turret and start blasting away! Grab the ALIEN KEYCARD left
       behind by the last soldier and use it to deactivate the
       force field. Then hack away at the coral-covered door, and use
       the keycard, freeing the trapped Resistance soldiers. In return
       they will hand you some EXPLOSIVES. Leave the site and head
       north, killing soldiers and drones that get in your way.
       Enter the underground parking complex.

       Kill the two guards. You've found the missing recon team but
       you still need to deactivate their holding cell. Head down to
       the lower level and kill the lone soldier. Pick up the ALIEN
       KEYCARD and push the button on the wall console. Unfortunately
       you can't go back the way you came, so take the only other
       exit out. Avoid being detected by the probes (first person
       view helps) and using the rubbles clamber back up to the top
       level. Use the alien keycard on the terminal to free the recon
       team. They will give you the DETONATOR for the explosives.
       Go outside and head to the blockage (near the save point). Use
       the armed explosives to clear a path. Get prepared for your
       first boss battle!

       ----------------------------------------------------------------

       BOSS: ALIEN TANK x 1
             CYBORG SOLDIER x 3

       There is one thing to note about the boss fights in this
       game - it is never a good idea to attack head-on with guns
       ablaze; you're more likely to get yourself killed before
       you can even put a dent on your enemies.

       So before you waste your entire machine-gun ammo on the tank
       (and realizing the pitiful damage you're dealing), take a look
       at your surroundings. Oh look, to your left - isn't that a gun
       turret up there? As soon as you can, have your shield raised
       and run straight up the stairs, ignoring all enemy fire.
       Once you activate the turret (the control console is on the
       wall, not on the turret), the tank won't stand a chance.
       Hammer away at it until it falls to the ground like a large
       lump of rock. Mission complete!

       ----------------------------------------------------------------

Mission 2: Evacuate Resistance Bunker
-------------------------------------

       Though it's not important to keep your soldiers alive, you
       should as afterwards they will open up a locked room which
       contains the awesome ROCKET LAUNCHER. Head down the square and
       eliminate the snipers on the rooftops. Even though you have
       the two soldiers providing backup fire, don't rely on them too
       much as they don't have the skill to hit the snipers. If you're
       out of range or the angle's too awkward, you can enter the
       buildings and take out the snipers at close range. Oh, and don't
       forget to grab the supplies lying about. After escorting the
       soldiers successfully (or not), you would have a KEYCARD that
       opens the door to the warehouse. If you have a rocket launcher,
       equip it and then enter.

       Stop before the broken bridge and look around in first
       person view. You'll see that there's a turret being controlled
       by a soldier. Use your rocket launcher to take out the soldier
       (aim for the soldier, not the turret). As you move towards the
       bridge, fire a headshot at the rocket soldier just behind you,
       to your left. Jump down the bridge and kill the two soldiers.
       Clamber up the rubbles to the turret that was unmanned. An alien
       tank will arrive. Destroy it with the turret and then go back
       down. Go to the four buttons on the wall and push them so that
       the colors from left to right corresponds to the entrance code
       (in your ITEMS menu). The door to the base will open. Enter.

       Destroy all the probes with your rocket launcher and proceed
       further downwards until you come across a corridor filled with
       moving laser tripwires. Move very carefully across without
       touching any of the laser. As soon as you make it through, the
       door will slam shut behind you. Since there's no going back,
       just move on to the next room. Climb onto the crate in front of
       you and take a headshot at the closest soldier to your left.
       It's absolutely vital that you kill him with one shot, because
       if you miss he'll retreat into the room behind him and activate
       the gun turret. While you're still on the crate, blast the
       attack droid to pieces; it won't be able to detect you in your
       elevated position. Don't kill the remaining soldier just yet;
       jump down and try to get into the turret control room without
       alerting him. Activate the turret and start firing. As soon
       as the soldier dies, an alien tank (again) will come crashing
       through one of the hangar gates. You should know the routine by
       now - just take it out with your gun turret. After a brief
       cut scene head through to the other hangar and go into the
       room with the save point. Make a note of the three-digit number
       on the monitor and enter the elevator adjacent to the room.

       Launch a couple of grenades over the railing to take out the
       two soldiers below. Destroy the attack droid on the other side,
       then the room should be clear. Head down to the console in
       front of the room and mess around with the three buttons so
       that you can get that three-digit number in. (The puzzle's not
       hard at all, so I won't mention anything more). Once you input
       the number, go back up and use the console which controls
       the satellite dish. After the code's been transmitted, return
       to the hangar and go into the next elevator.

       Take cover behind one of the sickbeds until you see a soldier
       walk by. Just shoot him in the back of the head as soon as you
       have the opportunity. Then head to the Cryolab, avoiding any
       contact from the attack droids. Of the three buttons which
       controls the power for the theater bays, push the left and
       center buttons. This will transfer all power to the third bay.
       Go into the cryochamber and pull out the center cryotube. With
       your shield activated, push the tube all the way out of the
       Cryolab and towards the Medlab on the other side. Insert the
       tube into bay number 3 and push the button to extract the
       IMPLANT. Go back to the Cryolab to receive a KEYCARD from the
       Resistance soldier. When you leave the lab, go west until
       you come to a locked door. Unlock the door with the keycard
       and go in.

       In the near-darkness of the room, your optical implant gives
       you an advantage over the aliens. Using first person view, kill
       the three soldiers before they can get a chance to see you.
       Afterwards go up the ladder, kill the two guards and make your
       way through the laser tripwires to the power room. In the
       power room, push the two rightmost buttons, then the two
       leftmost buttons and finally the center button. That should get
       the power back on. Now leave the room via the north exit.

       Turn left and kill the drone. Shoot the two power relays to
       disable the laser field. This will alert a bunch of soldiers
       to the scene. Kill them all. After you've done this Colonel
       Grisham and Dr Carter will show up and tell you to use the
       implant on the scanner. Do so. You will now have about two
       minutes to get out before the whole base blows! Activate your
       shield and make your way back to the hangar, avoiding any
       battles. The gate should now be open. Leave. Mission complete!

Mission 3: Steal Alien Power Source
-----------------------------------

       Kill all the soldiers behind the crates and barrels. Don't go
       into the building just yet. Continue east until you see the
       crevice ahead of you. With your shield activated, jump down and
       run south to the two ladders. Climb up the one to the right, go
       into the building and kill the soldier controlling the gun
       turret. Run to the opposite building and kill the soldier that
       was controlling the other turret. With the threat of the turrets
       out of the way, jump back down the crevice and push the moveable
       crate to the immoveable crate (you can tell which is which from
       the red highlight). Run back south and climb the ladder to your
       left. Destroy the droid and grab the FUEL CAN that's by the
       fence door. There's also a moveable crate around here. Drag the
       crate out. Push the crate into the crevice and then push it all
       the way to the other crates. This should form a bridge which
       will come in handy later. Go south, climb ladder to the right,
       cross the bridge and head back to the building you didn't go
       into earlier.

       You'll find a few stranded Resistance technicians there. Get
       the BATTERY PACK next to one of them and go into the repair
       shop to the east. Destroy the two droids and push (yes, push)
       the jeep onto the hydraulic pad. Use the fuel can and battery
       pack on the controls. (You can push the button to lift the
       truck and get the FENCE DOOR KEY, but it's not needed anymore.)
       Push the control on the wall to open the door, but don't go
       out through there. Instead head outside the building through
       the way you came in.

       An alien flyer will arrive. Quickly run across the bridge and
       control one of the gun turrets. You should be pretty safe from
       the bombings while you're in the building, so don't hesitate
       to take out the flyer with the turret. Get rid of any remaining
       soldiers and go back to the technicians. They'll get into the
       jeep and ram through the fence, providing you with the way to
       the next area.

       As soon as you get to the next area, another flyer comes by,
       forcing you to take cover inside a shopping mall. The mall
       used to be a Resistance stronghold, and some of the automated
       defenses are still active. Avoiding the sensors, move along the
       west wall and then climb up the hole with your shield activated.
       Jump down, take cover and destroy the limpet turret. Push the
       crate against the wall and climb into the ventilation shaft.
       Take the left path which leads to the adjacent room. Kill the
       two soldiers and take the YELLOW AND BLUE ALIEN SPORES. Push the
       crate against the wall and climb back up the shaft. This time
       continue right until you come across a rusted grill. Combine the
       spores to create corrosive paste which will eat through the
       grate. In the room take the LIFT KEY. Push the crate against the
       nearest wall and enter the other ventilation shaft. In the next
       room kill the three soldiers and push the button that opens the
       gate to the center of the mall. Go back to the center of the
       mall. Use the lift key on the lift (or elevator. Whatever.)
       which is between the stairs and enter the lift. Turn left and
       kill all the soldiers in the room. Pick up the MALL OVERRIDE
       CODES and head to the other room. The technician there will give
       you a MASTER KEYCARD. Make your way back to the room where you
       got the lift key and use the master keycard on the force field.
       Go in and quickly enter the override codes on the computer. This
       should open the entrance to the mall which you can now exit.

       Kill the two soldiers. Go to the crane next to the building
       and clear out the coral with your blade. Now head into the
       building. Go downstairs and receive a mission briefing from Dr
       Carter. She'll hand you a STAIRCASE KEY which will give you
       access to the rest of this building. Go upstairs and kill the
       sniper on the opposite building. On the console push the right
       button to move the crane arm. Go to the room in the opposite
       building, kill the drone, take the ALIEN HEALTH PACK and pull
       the crate onto the crane. Climb the crate and clamber up the
       ledge. Climb the ladder, get the other ALIEN HEALTH PACK and
       go back to the crane console. Push the left button. Again,
       clamber up the crate and ledge and climb the ladder. Kill the
       drone and proceed upstairs.

       Launch homing rockets at the flyer until it blows up and knocks
       over a radio mast on the roof. Clamber up to the roof and
       kill the snipers. Cross the mast to the other tower block and
       fall through the pit. Go downstairs to meet the Resistance
       solder. Live electrical cables obstruct your path, so to shut
       the power you have to head downstairs to the basement. Kill the
       drone and push the crate over the puddle of water. Clamber over
       the crate and push the button. The power is now off. Go back
       upstairs and the Resistance soldier will send you across the
       compound wall.

       As soon as you drop in, shoot the soldier in the back of the
       head. Destroy the limpet turret and walk up to the fence gate.
       The guard will open the gate when he sees you and attacks. Kill
       him and pick up the GATE KEY. Open the gate and arrange the two
       crates like this (bird's eye view):

       -----------
       |         |
       | Crate 1 | >>Stand here<<
       |         |
       -------------------
               |         |
               | Crate 2 |
               |         |
               -----------

       This way when you pull crate 2, crate 1 will block off the steam
       jets as you move along. Walk to the fence gate and another guard
       will come through. Kill him. Go past the gate, destroy the
       limpet turret and continue on. Stop immediately when Dr Carter
       warns you about the minefield ahead. Using your implant to
       detect the mines, carefully make your way across the field. Kill
       soldiers and destroy limpet turrets in your way and eventually
       you'll come across a cargo droid loading supplies. Go into the
       building and kill the soldier. Push the button to open the gate
       to the cargo bay. Jump out the window and run for the gate
       before it closes.

       Kill the soldier and go upstairs. Take the elevator and when you
       come out, kill the two soldiers. Open the door and enter the
       alien power room. Kill the two drones in there and switch on the
       laser on the right side of the room. Push the right block
       towards the laser to destroy the power source's housing. Pull
       out the power source and push it down into the conveyer belt
       (not the small conveyer belt; I mean the large one at the back
       of the room). After contacting Dr Carter, two soldiers will
       come out of the armory. Kill them. Enter the armory and grab
       all the goodies inside, including the DETONATION PACK and the
       LASER CANNON. Go back down the elevator and take the corridor
       to the south. Destroy the two droids with your new laser cannon.
       Use the detonation pack on the main door. Leave.

       Kill all the soldiers and snipers to learn your laser cannon's
       secondary attack. Continue down the street to the next screen.

       Before you even get a chance to speak with Dr Carter, she gets
       kidnapped by her husband Major Dan Carter, who is has been
       converted into a cyborg henchman! Prepare yourself for another
       boss battle!

       ----------------------------------------------------------------

       BOSS: ALIEN FLYER x 1
             ALIEN TROOPER x 3

       Don't jump down and engage the troopers just yet. Stay where
       you are - you'll be out of range from their plasma fire and
       the flyer's bombings. Launch homing missiles at the flyer
       as it passes by. After you destroy it, fire your remaining
       rockets at the troopers. Only after you use up all your rockets
       should you go on down and fight them at close range. After you
       kill the last trooper, you're done. Mission complete!

       ----------------------------------------------------------------

Mission 4: Rescue Dr Carter
---------------------------

       Destroy the two droids and pick up the SERVICE DOOR KEY. Use
       the key to unlock the door and enter. After talking to the
       Resistance soldier, head down to the railway tunnels. Follow
       the tunnel north, and at Junction D turn west. Kill the spider
       and get everything in the room, particularly the SPORES and
       the BLACK REGULATOR. Leave the room, head back to the junction
       and continue north. In the room to your left, kill the spider
       and get the BLUE REGULATOR and some more SPORES. Continue north
       again and turn west at Junction C. At the end of the tunnel get
       the GREEN REGULATOR next to the web-filled door and kill the
       spider in the room to your left. Inside the room pick up the
       SPORES and the RED REGULATOR. In the other room nearby, kill the
       two spiders and get the BATTERY PACK. Return to Junction C and
       head east. Turn north at Junction B and at Junction A go east.
       Get the POWER ROOM KEYCARD beside the save point and use the
       battery pack and then the keycard on the door. Inside the power
       room get the POINTS ROOM KEYCARD and insert your regulators
       into the appropriate generators (just match their colors). On
       the console push the second button, third button, fourth button
       and first button to get the power going. Hop onto the tram and
       ride to the points room. (To operate the tram, highlight on
       one of the two buttons and hold down the X button.) Unlock
       the door to the points room and enter. On the console push
       buttons A and C. Ride the tram back to the Resistance soldier
       and he will open up the track leading to the transport terminal.
       Hop onto that tram and exit.

       Kill the troopers to receive a new weapon, the ALIEN PLASMA.
       After clearing the room, go upstairs, kill the two troopers and
       go into the doorway to the south. Kill the trooper and the
       soldier. The soldier will drop a RED SECURITY BOLT. Use the
       bolt on the wall console and push the button with the red screen
       to deactivate the scanners on the red conveyer belt. Go to
       the console where the soldier was and push the button when you
       see a red crate passing by on the conveyer belt. This will skip
       the loading for that crate, leaving it empty. Quickly run out of
       the room and head to the conveyer belt with the red symbol. Wait
       for the empty container to arrive, then jump in. When you get
       out of the crate, kill all troopers in sight and push the button
       on the console to send down the cargo lift. Push the button
       again and run to the cargo lift before it takes off. You will
       be taken into the ship bound for the Conversion Facility.

       Destroy or avoid all the droids and go south through the
       doorway. Kill the two soldiers and climb up the ladder which is
       close to the entrance you came from. Wait for a crate to arrive,
       then climb onto it. Get off on the tall stack of crates and
       climb onto the crate going in another direction. Keep switching
       from crate to crate until you get to the platform on the
       south-west corner of the room. Go through the doorway.

       Kill the troopers and droids and get the SPORES inside the huts.
       Use the appropriate spore combination on the rusted fence and
       take out the snipers above you. Make your way across the
       minefield, destroying any crab droids with your plasma. Climb
       the ladder and kill the trooper on the other side of the wall.
       As you approach the crate, two troopers will come out of the
       main gate. Kill them and pick up the CYAN SECURITY BOLT. You
       have a choice here: you can either use the bolt and enter
       through the main gate, or you can use the crate to get into
       the shaft above. Doesn't really matter as both ways lead you
       to the same place. Kill troopers, grab ALIEN KEYCARD. In the
       room with the crate climb up the ladder, activate your shield
       and hurry through the electrified gap. On the other side, push
       button to deactivate force field. Drag the crate over to the wall
       south of the room and clamber up. Go through the doorway, into
       the pit and kill the two troopers for an ALIEN KEYCARD. Use the
       keycard to deactivate the force field. Kill the two troopers
       outside and enter the coffin-shaped doorway to the south.

       Make your way to the end on the room and press the button to
       switch off the lasers. Go to the next room. Kill trooper. Go
       to the next room. As with the lasers, go to the end of the
       room and push button to turn off the pressers. Clamber up the
       presser in the center and go into the ventilation shaft. Go right
       which leads you to the alien power room. Kill the two soldiers.
       Drag the good power regulator out the way, then push the damaged
       regulator into the slot. Now go to the control panel. The
       controls are quite simple, the left and right buttons move the
       arm left and right, and the center button swaps the positions of
       two power regulator. Get the damaged regulator to the leftmost
       side and that should shut off the force field outside. Head
       outside and enter the building to the west.

       In the room ahead of you press all three buttons to drain the
       pods. Go into the tunnel in the center pod. Turn right and drop
       out of the shaft. Kill the two troopers and get their ALIEN
       HEALTH PACK and GREEN SECURITY BOLT. Climb the ladder and go
       into the large room that is located in the center of your
       Internal GPS. Drop down to the bottom. You will see two crates
       and two elevators to the south. Push a crate onto each elevator.
       Ride the left elevator up and push the crate under the second
       ladder. Clamber up the crate and climb the ladder. Go into
       the room and kill two troopers. Get the RED SECURITY BOLT. Head
       back to the large room and ride the right elevator. Push crate
       under ladder, climb up, and go into next room. Kill the two
       troopers below you and get the YELLOW SECURITY BOLT. Now make
       your way back to the room where you got the green security
       bolt and the use all three bolts to open the door. Leave.

       Kill all the troopers with headshots and pick up the RED
       SECURITY BOLT. You can't get to the room with the save point
       yet, as it requires a blue bolt. In one of the alleys there's
       a crate. Drag it out and bring it to the other alley. Push it
       under the fire escape, then climb and get the supplies. Go into
       the shaft. After you fall out of the shaft, kill all the
       troopers and get the ALIEN KEYCARD and the BLUE SECURITY BOLT
       they leave behind. Use the keycard to shut off the force field
       and the bolt to open the door to the save point. As you leave
       the save point, don't forget to take the blue bolt out. Go back
       to the area where you fought the last bunch of troopers and
       use the two bolts to open the door. Enter.

       There are three doors but only the one in front of you can
       be opened. Unfortunately there's a boss waiting for you behind
       that door.

       ----------------------------------------------------------------

       BOSS: ALIEN SCIENTIST x 1
             MANIPULATOR x 2

       As the door opens, don't go into the room just yet. Switch your
       weapon to the laser cannon and in first person view fire
       charged bolts at the manipulator arms. After you destroy both
       arms, you can enter the room safely. You can't hurt the
       scientist directly because he's in a protected room, so fire
       a grenade at the storage barrel. The explosion will kill the
       scientist and also blow open the door. Get the ALIEN KEYCARD
       and deactivate the force field. Head onwards into the next room.

       ----------------------------------------------------------------

       You will find Dr Carter trapped in the center of the alien
       science lab. Kill the two troopers and get the ALIEN KEYCARD
       and the ION CANNON. Don't use it now; switch to your machine-gun
       instead. Open the door with the keycard, but don't rush in yet.
       There's a scientist hiding behind Dr Carter. Kill him with
       grenades. After that Dr Carter will be freed. As both of you
       leave the facility, Dan Carter makes another appearance and
       you're thrown into yet another boss battle!

       ----------------------------------------------------------------

       BOSS: WAR DROID x 1
             MANIPULATOR x 2

       This can be very tough if you don't know what you're doing.
       First of all don't even think of attacking the war droid - your
       weapons are practically peashooters to this behemoth. And don't
       waste time attacking one of the manipulators, because the droid
       or the other manipulator will kill you before you can even
       destroy it. "So what the heck should I attack", you ask? Well,
       have you noticed the harness attached to the droid? The harness
       connects to six power nodes on the wall behind the droid. If the
       nodes are destroyed, then there will be no energy powering the
       droid, incapacitating it.

       Run right under the droid and use one of your shield cells to
       generate an EMP shockwave. It has no effect on the droid but
       will stun the two manipulators, providing you with some extra
       time needed to destroy the nodes. In first person view, shoot
       the power nodes with plasma or charged laser (unfortunately
       rockets don't work). If you're fast enough you can destroy three
       of the nodes before the manipulators recover. And if you're
       under heavy fire from the droid, raise your shield and grab the
       nearest shield cell, then run under the droid. While the droid's
       busy performing its long attacks, focus your attack on the
       nodes. Once all six nodes are destroyed, the droid is defeated.
       Mission complete!

       ----------------------------------------------------------------

Mission 5: Defend 2nd Resistance Bunker
---------------------------------------

       Explore the base, and restock on any ammo you used in that last
       battle. Pick up the SENSOR CAMERA, DISH AND ANTENNA, then leave
       through the sealed door to the west. In Area P you will see
       a heavy firefight between some alien commandos and Resistance
       soldiers. Don't bother helping them; the commandos in this room
       respawn (i.e. there's an infinite amount of them). Run up the
       stairs, climb onto a moving crate to get to the other side, and
       use the sensor dish to fix the sensor in this room. After you've
       done that run north to Area Q. You can help the soldiers here;
       kill the three commandos with headshots and go to the room to
       the west (where the commandos came from). Pull the crate under
       the broken sensor, clamber up and use the sensor camera. Go up
       to the roof and use your blade to clear out the coral growth on
       the turret. Continue north to Area R. Go up the stairs, and as
       you approach the large hole in the wall, an alien flyer will
       arrive. Go to the turret room to the north and from there fire
       homing missiles at the flyer until it blows. Afterwards go
       outside through the hole in the wall and climb the ladder and
       enter the shaft. Use the antenna on the sensor to fix it. Go
       back to the roof in Area Q where you cleared out the coral
       growth and fire homing rockets at the flyer. After you destroy
       it, head back to the sealed door. Go to the room where you got
       the sensor parts to meet with Dr Carter. She'll give you the
       INTERNAL LAB KEYCARD and tell you to retrieve the analysis
       data for her. Enter the sealed doorway to the south.

       Go to the destroyed bridge and help the soldiers by killing
       the two commandos on the other side. Go down the bridge and
       get the RED ALIEN SPORE at the bottom. Head east. Go to the
       south corridor and pick up the BLUE ALIEN SPORE before
       fighting the spider. Pull the crate out of the elevator and
       enter the elevator.

       Clear the area of commandos and close the bulkheads. In the room
       with the big hole in the ground, get the blank STORAGE DISK. On
       closing all the bulkheads the Resistance soldier will help you
       open the lab at the end of the corridor. Go inside and fight the
       brute with your energy blade. After you kill it, use the keycard
       to unlock the door. Use the disk on the computer to receive the
       ALIEN COMMS DEVICE and the STORAGE DISK now containing data.
       Make your way back to the sealed door.

       Toxic fumes are pouring through the ventilation! There isn't
       enough time to stand still and listen to Colonel Grisham's
       transmissions, so hurry and seal all the vents by pushing
       crates up against them. There are a total of four vents, one
       in the room where you got the sensor parts, one in the room with
       the lift, and two in the room with the large computers. After
       you seal them all, the colonel will tell you to meet him and
       Carter at the generator room. Go there and hand over the
       disk and the comms device. Now go to Area Q and enter the
       small room at the back. Pick up the RED AND BLUE REGULATORS and
       pull out the GREEN AND TWO BLACK REGULATORS from the power
       boxes. Insert the red regulator into the left box, the black
       regulator into the center box, and the green regulator in the
       right box to reconfigure the substation to 20 kHz. The perimeter
       force field will now be active, but there appears to be people
       trapped outside. Go outside to rescue them. But as soon as you
       approach, alien commandos come up from behind and ambush you.
       You're knocked unconscious and taken to the alien heartland.
       Um, mission complete?

Mission 6: Escape Alien Stronghold
----------------------------------

       "God in heaven! What have they done to you!" During your time in
       captivity the aliens have tinkered with your body - you are now
       more cyborg than human. Colonel Grisham frees you from your
       cell, but loses his life in doing so. Pick up the MACHINE-GUN
       he leaves behind and use it to kill the commandos that killed
       Grisham. Retrieve your ENERGY BLADE which one of them will drop.
       With your new cyborg body, you now have the ability to unleash
       the Blade Beam attack. But for now stick to your machine-gun.
       Kill the scientist with grenades, pick up the SHIELD and leave
       the room.

       As you cross the bridge, you'll see a scene where a Resistance
       soldier gets fried by the aliens' defenses. After it's over,
       keep going until you come to a large room with three control
       panels in the center, lots of droids and two scientists. Before
       you enter the room first destroy the droids then go in and
       launch grenades at the scientists. Get the SHIELD and YELLOW
       SECURITY BOLT they leave behind, then go up the ramp and go
       through the doorway to the north. Destroy the four limpet
       turrets and kill the assassins below you. The assassins respawn
       but if you kill enough of them one will drop an ALIEN KEYCARD.
        (Correction: The keycard will only appear if you kill at
                     least two assassins with headshots. Sorry to
                     all the people who spent hours on this part.)
       Jump down, get the keycard and quickly run to the other side of
       the room. Use the keycard to deactivate the force field and then
       remove the BLUE SECURITY BOLT from the control panel. Go up the
       ramp and head to the south room. In the room remove the MAGENTA
       SECURITY BOLT from the panel and then kill the commandos in the
       next room while their backs are still turned. Continue on south
       and you will arrive at the room where that soldier got fried.
       While   you're still on the ramp, kill all the commandos and droids
       below you. Go down the ramp and remove the RED SECURITY BOLT
       from the control panel. This will shut off the defenses in the
       room, so you can safely pick up the LASER CANNON and ALIEN
       PLASMA. Now go up the other ramp opposite the one you came in
       and kill the commando in the room. Remove the GREEN SECURITY
       BOLT from the panel. Go down the ramp and take the small tunnel
       to the east. In the tunnel you'll see a locked door with
       a green control panel. Use your green bolt to open the door
       and pick up the ROCKET LAUNCHER inside. Remember to remove the
       bolt when you leave the room. The tunnel leads back to the room
       with the three control panels in the center. Use the yellow, red
       and blue bolts on the panels and a force field bridge will
       appear. Before you cross I suggest you save your game because
       Dan Carter is waiting for you in the room beyond that bridge!

       ----------------------------------------------------------------

       BOSS: ADVANCED CYBORG x 1 (Major Dan Carter)
             ALIEN COMMANDO x 2

       Carter himself is behind an invulnerable force field. No weapons
       that you have can harm him. But if you look carefully, he has
       a harness attached to him just like the war droid. That would
       mean his energy is being supplied to him from a power node.

       Kill the two commandos and pick up the ALIEN KEYCARD. Use the
       keycard on the control panel on the left wall. This will
       deactivate the force field to the button on the right wall. Push
       the button, then quickly switch to first person view and aim at
       the exposed power node above Carter. Fire rockets/plasma/charged
       laser/whatever at the node before the hatch closes. If the hatch
       does close, you'll have to push the button again and deal with</pre><pre id="faqspan-2">
       more commandos. Once you destroy the node, Carter will also be
       destroyed. After you kill him, enter the elevator that was
       behind him.

       ----------------------------------------------------------------

       Kill the commandos, go straight down the corridor and enter the
       elevator in front of you (the doors on the left and right
       corridors require security bolts). Kill the commando and two
       brutes and pick up the RED SECURITY BOLT. Use the bolt to open
       the door. Now drag the crate over so that it is right under the
       door. Remove the red bolt. The door will try to close but the
       crate will keep it open. Use the red bolt on the inner door and
       enter. First kill the spider and termites in the room, then
       clamber your way up the pylon to the highest level, go through
       the hole, drop down and remove the YELLOW SECURITY BOLT. Climb
       the pylon again, but this time go through the hole on the second
       level. This will lead you to another room. Kill all the
       assassins to get the ION CANNON, then open the door with your
       yellow bolt. Go in and remove another YELLOW SECURITY BOLT from
       the panel. As you leave the room, take out the bolt, so you now
       have two yellow bolts. Return to the place where you blocked
       the door, remove the red bolt and then take the elevator back
       up. Take the south corridor, use the red bolt to open the door,
       kill the two scientists in the room, and grab all the supplies
       you need. As you leave the room, you don't have to remove the
       bolt - you won't be needing it anymore. Head to the opposite
       corridor, and use your two yellow bolts to open the door to the
       control room. In the center of the room you will see a large
       console with four buttons and a bunch of monitors. What you have
       to do is adjust the controls so that it overloads the two
       atmosphere processors. Here is a breakdown of the controls:

                 -------------------------
                 |                       |
                 | (The large monitor    |
                 | screen in the middle) |
                 |                       |
                 -------------------------

          [Button 1][Button 2][Button 3][Button 4]

       The large monitor shows the amount of power for a selected
       section. Look at the screen in first person view to see the
       name of the section currently displayed. Buttons 1 and 2 cycle
       through the selections, and holding down buttons 3 and 4 will
       raise or lower the power for the currently displayed section.
       First of all, lower the power for all the sections to zero.
       Then switch the screen to the Atmosphere Processor 1 section
       and raise the power until the bar becomes red (but don't fill
       the bar up completely!). Now switch to Atmosphere Processor 2
       and do the same thing. The processors will overload and destroy
       all the computers in the room. Leave the room.

       Switch to your energy blade and kill the brutes. Push the crate
       to the north, clamber up and remove the MAGENTA SECURITY BOLT.
       Push the crate to the east enter the door. Destroy limpet
       turrets and scientists in the room. Remove another MAGENTA
       SECURITY BOLT. Leave the room. Kill the two commandos. Grab
       everything in the room - you'll definitely need them for the
       final battle. Use the two magenta bolts to open the door,
       prepare yourself (saving is recommended), then enter.

       ----------------------------------------------------------------

       BOSS: ALIEN LEADER x 1
             ALIEN COMMANDO x 2

       Like Dan Carter, the alien leader is enveloped with a strong
       force field which protects him from gunfire. The four nodes
       in the center of the room provide the power for his shield.
       Unfortunately, because the leader's weapons are so powerful,
       you won't have much opportunity to destroy all the nodes, let
       alone even one.
       Fortunately, the leader does have a weakness - your energy
       blade.

       First of all get rid of the commandos. After you kill both of
       them the leader will start attacking. Charge towards the leader
       and slash like crazy. Once you get his health to around 50%,
       he'll start flying, keeping his distance from you. Don't worry,
       you've destroyed all his armaments, so he's unable to attack at
       all. You can now focus your attention on the four shield nodes.
       Use plasma to destroy the nodes, then switch to the machine-gun
       and fire away at the leader. After he's dead you've finished
       the game. Mission complete! ("Our work is still unfinished."
       Hmm, do I sense a sequel?)

       ----------------------------------------------------------------


=== 3. ACTION REPLAY CODES ===========================================

The following codes were taken from Action Replay's official site
(www.codejunkies.com). I didn't make these codes and I don't own an
Action Replay, so please don't email me if they do not work.

       Stop Timer                          800F2B68 0073
       Infinite Rocket Launcher Ammo       800F30A8 0028
       Infinite Ammo Secondary Fire        800F30A6 001C
       Infinite Machine Gun Ammo           800F30A4 0189
       Infinite Shield                     800F309C 03E8
       Infinite Health                     800F3090 03E8


=== 4. CREDITS =======================================================

My thanks goes out to:
- SCEE, for making this game.
- www.codejunkies.com, for the Action Replay codes.
- you, for reading this walkthrough.
(Short list, I know.)

This document can only appear on the following sites:
- GameFAQs.com (www.gamefaqs.com), most recent version found here
- Cheat Code Central (www.cheatcc.com)
- Playstation cheat.net (www.psxcodez.com)
- Neoseeker (www.neoseeker.com)

For corrections, suggestions or anything else, you can
email me at "[email protected]", or just post a message
in the C-12 board at GameFAQs.com. I don't check my email frequently,
so I apologize in advance if you do not receive a prompt reply
from me.

If you're going to email me, please:

      * Use English. I don't care if it's stilted or rife with
        grammatical errors, just as long as it's understandable.

      * Include a valid email address in your message... that is,
        if you wish to get a reply from me.