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                  Scurge: Hive FAQ/Walkthrough by Ishtar Dark
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E-mail: [email protected] | This document is Copyright 2006 Ishtar Dark.
----------------------------------


[VERSION HISTORY]

0.2 - just started walkthrough, decided to upload to gamefaqs just to offer some
help to the people starting out
0.3 - finished Excerpt 3
0.4 - finished Excerpt 4, Excerpt 5 will take a bit longer, as I've got school
0.5 - finished Excerpt 5
1.0 - the walkthrough is finished(!!), made some tweaks here and there and added
a couple of sections
1.1 - added the Weapon Guide section

__________________
\TABLE OF CONTENTS \
-------------------
/--------------------------------------------\
|  I. Introduction                           |
| II. About Me and Legal Stuff               |
|III. Controls                               |
| IV. The Walkthrough                        |
|   IVa. Excerpt 1 - Rude Awakening          |
|   IVb. Excerpt 2 - Marooned                |
|   IVc. Excerpt 3 - Stench                  |
|   IVd. Excerpt 4 - Into The Tiger's Lair   |
|   IVe. Excerpt 5 - Before we knew it...    |
|   IVf. Excerpt 6 - Braving the storm       |
|   IVg. Final Excerpt - Ashes of the fallen |
|  V. Optional Stuff                         |
| VI. Weapon Guide                           |
|VII. Credits                                |
\--------------------------------------------/

~~~~~~~~~~~~~~~~
I. Introduction
~~~~~~~~~~~~~~~~

Scurge: Hive, a long-anticipated but very delayed game from Orbital. Offering an
exciting and filling isometric 2D experience, Scurge: Hive can and will remind
many people of Metroid, in so many ways. Yes, the theme is very similar, and so
is the system, and outlay, and... um... ^_^' Anyway, this game is one of the
rare gems the GBA has produced since the reign of the DS (there's a DS
version too, though it's a quite inferior one). Do yourself a favour and buy it,
even if you (like I) are not a big Metroid fan - Scurge: Hive offers plenty, and
though Metroid comparisons are inevitable, it should be played as an equal, and
not a spinoff.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
II. About Me and Legal Stuff
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

As I hate this section in general, I'll just give basic information. My name is
Dario Papic (alias John Parker), and naturally, this document is copyrighted
to me. You may e-mail me on [email protected] if you wish to put this up
on your site. The latest version can always be found on GameFAQs.

Also, I'd be very happy if people got involved in this game and wanted to
contribute. Send mails to the aforementioned address with your suggestions for
the walkthrough, or corrections, or notes on something I've missed, or...
whatever you think might improve the walkthrough. :) You will be credited.

~~~~~~~~~~~~~~
III. Controls
~~~~~~~~~~~~~~

Scurge: Hive's control scheme is very well thought-out and easy to use.

A Button - as usual, selecting things, advancing conversation, and jumping
B Button - cancelling selections, firing your weapon
Right Shoulder Button - weapon switch
Left Shoulder Button - tether gauntlet upgrade
START Button - main menu
SELECT Button - map and status menu

~~~~~~~~~~~~~~~~~~~~
IV. The Walkthrough
~~~~~~~~~~~~~~~~~~~~

(Note that these few first chapters will be heavy on hand-holding, since I
always assume complete newbies are playing. However, the hand-holding will stop
a bit into the game, as you grow more accustomed to it.)

Well, this is it. The walkthrough. Let's get started, then. After plugging your
cart in (or using another method of turning the game on *wink*), you'll see a
few logos, as usual. After them follows a scene, but I suggest you skip it by
pressing A, since you'll be forced to watch through the exact same scene a bit
later on, and that would just be boring.

At the title screen, since all the other options are currently unavailable,
select Game Start. Choose one of two save slots, and choose New Game (or tamper
with the Options a bit, but they're nice as they are so there's not much point
in that). Choose the Normal difficulty, as the other two are grayed out, and
you'll be taken to that aforementioned scene.

Now you'll be given a short briefing of your (Jenosa Arma's) assignment.
Apparently, a research lab that was studying a newly discovered alien race named
Scurge sent out a distress call 48 hours ago. Scurge is known for its ability to
infect  and control biological, mechanical and energy based systems. Taking in
consideration the lab's delicate work and the distress call, it is safe to
assume something's gone wrong with the Scurge specimens they were studying.For
this task you have been given a suit designed to slow Scurge's infective
abilities, allowing you more time to investigate and complete objectives. You
are also given a projectile weapon immune to Scurge. Your task is to find all
remaining technology and research, killing everything you find along the way
since the creatures are probably infected by Scurge. Now we go to Jenosa...

============================0
Excerpt 1 - Rude Awakening  0
============================0

You'll immediately notice how freaky Jenosa's hair looks. ^_^ Though it's really
nicely animated, it's quite weird, even for a game character.
Anyway, you are on Jenosa's spaceship, having just reached Planet Inos (the
location of the Scurge research lab). There will be some talk between Jenosa and
Magellan, her personal assistant program. After trying to lock on to the
research lab, a beam of concentrated energy hits Jenosa's ship. Strangely
enough, it came from the research lab. Luckily, it did a tiny bit of damage -
however, it seems to have brought something aboard. Life forms. More
specifically, Scurge.

After you gain control, jump around a bit, shoot random things, just to get a
little feel for the controls. A piece of advice: during combat, do NOT forget
about jumping. It will save your life, trust me. When you're done, examine (with
A) the glaring control pad which has red Alert! signs floating over it.
Now you'll be given a quick tutorial on how to use your map, accessed by
pressing SELECT. Now the northeast hatch will open and you're free to proceed,
so enter the next room.

Examine the Alert Panel (as I shall call it henceforth) here to open the
southeastern hatch. Proceed through and there you'll meet your first enemies.
They might surprise you since they move pretty fast and are quite nasty. Do NOT
just stand in one place and shoot around, supposing you'll hit them with no
problem. Never forget about jumping. Anyway, after you kill a couple of enemies,
you'll notice (and you'll be told about) green blobs they leave behind after
dying. These blobs, when collected, heal you a bit (yay!) and add to your exp.
After you get enough exp, you level up. No surprise there. Overall, don't be
worried if you get hit a couple of times (which you probably will). After
ridding the place of those insect pests, go to the northeast and examine the
Alert Panel to open the northwestern hatch in the previous room, then go there.

Immediately upon entering you'll be swarmed with those insects. Remember,
jumping is key. Just slaughter them all and examine the Alert Panel northeast to
open the final hatch in the center room. Go through there.

Something here seems to confuse Magellan's program, as he suddenly starts
putting in new warp coordinates and initiates the warp sequence. Quickly rid the
room of insects (gaining a level while doing so) and proceed northeast to the
Alert Panel. What the malfunctioning Magellan will tell you here pretty much
means there's a big boss ahead. ^_^ Go through the newly opened northeast hatch.

-=-=-=-=-=-=-=-=BOSS=-=-=-=-=-=-=-=-=-=-=-
Scurge Infected Specimen Beta-327, SCYLLA
-=-=-=-=-=-=-=-=BOSS=-=-=-=-=-=-=-=-=-=-=-

Now this is what I call an alien attack mood. The music becomes very intense,
you get scared (and disgusted...) at the sight of Scylla, which looks like (and
is) a tough first boss.

You'll notice that there's a life gauge in the bottom of the screen. This is
Scylla's. As you can also see, there is a '2' to the left of it. This indicates
that Scylla is a two-stage boss. Once you defeat her first form, her second one
comes into play.

Note that she'll occasionally spawn little bug creatures, but they're not worth
mentioning (except for the fact that there is an infinite supply of them, and
each gives 2 exp, so this is a nice place to gain one or two levels, since
Scylla's first form has no attacks).

If you try shooting Scylla, you'll notice that immediately after shooting her,
her life quickly regenerates. The four outer bulbs are the key here. Each one
gives a tiny regeneration rate to Scylla, but when all four are combined, it's
massive. What you need to do is quickly destroy three or four (three is enough)
of the bulbs, approach Scylla, and just shoot like crazy (by holding down B).
Her life will go down fast and puf...

After you destroy the first form (quite easily), in comes the second, more scary
form. The central blob bursts and its yucky content is revealed - six round
heads with sharp teeth. This part of the battle isn't much different than the
previous, except for the fact that now each of the heads can shoot poisonous gas
at you. You really shouldn't worry about it, though, as it isn't nearly enough
to kill you. Just remove the four surrounding bulbs and start whacking away at
the heads. One by one they'll go down, and eventually (after a bit more bulb-
bursting, as this form has more HP) it'll go down. Congratulations!

Now, however, crisis insues. The two warp cores in the previous room burst, and
you are infected with Scurge. Luckily, your suit slows it down, so you have
sometime before your body becomes Scurgefest. If the gauge that shows your
infection
level ever reaches 100%, you'll start losing health rapidly. Stepping on the red
Scurge matter on the ground speeds the infection up - make sure you pay
attention not to step on it.

Now quickly make your way back two rooms, into that small crossroad-room, where
you should examine the Alert Panel. Jenosa will jump into the open shaft, and
you'll see a scene of your ship falling to Planet Inos' surface.

======================0
Excerpt 2 - Marooned  0
======================0

Down here, Jenosa will activate a backup Magellan program that was installed in
her suit. You'll now have the Target drawn on your map - the research lab. You
must make your way due northeast, killing a new kind of nasty creatures. These
babies take 3-4 hits to kill, so don't take them lightly. Also, remember that
your infection is spreading at a steady pace, so don't linger. Anyway,
eventually you'll reach an area of red Scurge bio-matter (the thing that speeds
up your infection), so be careful not to step on it. You'll find a new enemy
that emerges from the bio-matter and spews poison gas at you, but it is fairly
easy to defeat since the poison is easily evaded. The lab is just a few more
steps northeast.

Magellan analyzes the facility and discovers that most things inside have
already been infected with Scurge, and that the facility is operating at minimal
auxiliary power. Enter the lab.

You'll hear a pulsing sound as you enter, and Magellan will identify the object
in sight as a Security Card. Some doors require you to collect a certain amount
of Security Cards before they'll open (you can see the amount required by
looking at your map). The northeast door of this room is like that. Anyway, jump
the ledges here and collect the card in the middle. Now either beat up some more
enemies here or proceed northeast.

We're saved! Yay. ^^ This room contains a Decontamination Platform. As you might
expect, these babies reset your infection back to 1%. Since the Scurge infection
is basically the game's way of keeping you on your toes, these things are very
useful. They are also, basically, save points. Now jump up onto the platform and
press A to recover. Now jump off and examine the Alert Panel northwest to get
the locations of all Decontamination Platforms on your map, which is quite nice.
Now, you could just return to the previous room and train a bit. Gaining levels
is useful as it increases your total HP, and staying alive is a priority. Since
you've got a DP (Decontamination Platform) nearby, this is a great place to
level up. Once you get tired of it, though, return back to this room,
decontaminate (if necessary), and proceed northeast.

Here you are told some confusing stuff, which I didn't quite manage to get. ^_^'
However, the goal on your map is clear. In this room make your way east and go
through the southeast exit. Here you'll meet a new, more durable enemy
surrounded by fire. Just keep your distance and shoot, plain and simple. After
beating them, drop down southeast and eliminate some more of their kind, then
examine the Alert Panel. This is a note from one of the scientists to another,
but you can realise that this is a clue. There is a tool nearby, a tool which
allows you to move stuff around. We're going after it. ^^ Continue southeast.

The door will seal behind you, and you'll learn about the timer seal system.
Basically, there are a couple of countdown posts in every room that gets sealed.
In order to unseal it, you must shoot the countdown posts - however, when one is
shot, you have a limited amount of time to shoot the rest. This isn't very
difficult for now, though. Anyway, your prime concern here are the three super-
aggressive attack robots. Zoom around the room like crazy, as they can fling
poisonous blobs at you while simultaneously shooting you with built-in
submachineguns. Danger, danger! Truly, few people will get out of this battle
unscathed. Don't worry if they beat the crap out of you, it happens. Just do
your best to beat them.

After that, stand on the center platform and face southwest. Shoot the countdown
post, then just turn around and shoot the one northeast. Piece of cake. This
will make a shiny treasure appear on the center platform, which you should
naturally grab. It turns out to be the tether gauntlet enhancement, which allows
you to latch on and pull things or enemies. You might have noticed some switches
and round crates in the previous rooms. *wink* You activate the tether by
pressing L. Go back northwest.

Get rid of the enemies here and then pull those two crates (in lack of a better
word) onto the two pressure switches. This will activate the elevator platform
northwest, so ride it up and return to the large central room (remember to use
your map).

You might have already noticed the pulsating sound, indicating that there's a
security card here. Well, drag the crate to the pressure switch here, then go
left and do it again to activate the elevator (to the right). Ride it up, beat a
few enemies and jump over the red bio-matter to snatch the Card.
Head northwest and beat the enemies in the next room, after which you should
drop down northeast and grab another Card there. Drag the crate to the northeast
corner and jump up the pipes here, being careful not to get burned by the steam.
When you reach the end, drop down and go through the southeast door.
There, you'll find the final Card. Collect it and unlock the northeast door,
then go through it. And phew! A last minute rescue. Decontamination Platform.
Recover and examine the northeast Alert Panel. Now you find out that your next
little gadget is a defense enhancement, and is located in Basement's Lab 04. In
any case, continue northeast.

Now here is a BIG room. If you look at the map, it has... *counts* 7 exits! Not
counting the one you came from. I hate multiple choices. ^_^' However, in
traditional fashion, most of them lead to places you can't fully explore yet, so
we'll just continue through the normal path. Take the western exit, and Magellan
will inform you of a new upgrade found. He'll show you it's in the Basement (the
same one we found out about a moment ago), and teach you how to switch the
floors your map is showing. In this room, now, there are a couple of freaky
robots which are really easy to defeat. Blow them up, then stand on the center
platform and press A to be transported down to the Basement!

Beat the annoying blue Pacman thingies which have a need to eat you, then exit
southwest. Here you'll meet a new enemy, an hovering red blob which slaps you
with tentacles if you approach. Just make sure you stay away and shoot it to
death. (You see, the real problems are not the enemies themselves - it's the
amount and diversity. It takes just one push from one enemy for you to be thrown
against another, which gives extra damage. You have to avoid them skillfully.)
Drop down southwest and continue swimming that way, eventually jumping up onto
another platform where you'll find one of those superaggressive green robots.
Take care of him and his buddies as best you can, then jump northeast onto that
platform in the middle of the water - the one with the Card on it. Grab it, then
go back southwest and exit southeast.

Another treasure room. ^_^ There is a massive enemy-generator thingy in this
room, which will spawn an infinite amount of those easy-to-defeat blue robots
which you met in the floor elevator/teleporter room. Your main concern is the
big machine, so go southeast and start shooting at it. You'll have to do some
serious jumping around too to allow your weapon to regenerate, and you'll
destroy a lot of thos blue robots along the way, but eventually you'll beat the
machine. Now go southeast and climb the hard-to-spot pipes up onto a higher
platform. Here, activate the countdown and then QUICKLY make your way back
northwest, stand on the center platform and shoot the other two countdown
thingies to collect your prize, the EMP Gauntlet Enhancement (note how they
spelled this with capitals, while 'tether gauntlet enhancement' was all
normal... the humanity!).

This, though, is a magnificent little upgrade. It's basically a new weapon.
You'll be given a nice tutorial on how it works, and I think you'll be very
happy that you got it. ^_^ A really nice feature of Scurge is that certain type
of weapons are great against certain enemies, while they - are not weak against,
are not uneffective against, but - make certain enemies more powerful! For
example, the EMP works wonders against machines/robots, while it superifies
energy-based enemies, like the floating fire thingy. Now it's time to continue,
go back southeast and exit the newly opened door.

You get a chance to test your new zappy out as the room is filled with those
blue robots. Just kill them off and jump onto the center platform, which you may
recognize as a floor elevator/teleporter. Ride it up back to the ground floor.
You are given your next goal now, so go north to encounter a DP! Heal,
decontaminate, and proceed north.

Here you'll encounter a new feature - posts that control various functions, but
are out of energy. You, however, have a source of energy now. ^^ Zap the post
until the little gauge that appears by it is full and you'll raise a platform to
the east. Shoot the enemies from a distance then jump across to get a Security
Card! However, remember that the fire enemies are energy based, so the zap will
empower them!! You do not want that. Anyhoo, drop down east and proceed north
back into that large room with many exits. (Take note that there is a DP
southwest of the big room, as you will see on your map. Don't let your infection
get the best of you, heal as often as you can.)

Take the east exit now, and in the next room drop down, quickly go north and
jump up onto the big platform (using the pipe). Beat the enemies that come after
you, and wait for a floating platform to come by. Jump onto it, then wait for it
to take you to the south side, where you should jump off carefully between the
tentacle-blob enemies and pick up the Card there. You should now have a total of
three, so jump down, go north and climb back up onto the platform. Unlock the
door and go through.


Defeat the previously-feared machine enemy here (with the EMP), then drag the
crate all the way to the right (ignore the switch) to use it so you can jump up
onto the next platform. Again, beat the enemies (making sure you don't
accidentaly empower the fire enemy), then drag one of the crates here all the
way back west to press that switch, then return and drag the remaining one onto
the switch in sight. This will activate the elevator platforms here. Jump onto
the first one, kill the tentacle enemy on the second, and simply continue up and
through the exit. Decontaminate, save, heal (our three favourite words), then go
north.

-=-=-=-=-=-=-=BOSS=-=-=-=-=-=-=-
Ransol Teleport Sentry, CYCLOPS
-=-=-=-=-=-=-=BOSS=-=-=-=-=-=-=-

Yup, boss time. You'll notice a number '4' on Cyclops' life bar. Shucks.
Anyway, as soon as you gain control, quickly switch to EMP and start shooting at
Cyclops! If you do it right, you'll beat the first form before he even succeeds
in mounting two or three attacks. After this, though, be careful. Cyclops will
zoom around the arena, then stop suddenly and fire off a huge beam! Instead of
explaining how this thing works, I'll just tell you how to avoid being hit. When
he starts zooming, go near the eastern bio-matter (though not at the very edge,
or else he'll... well... you'll see XD) and stand there. He'll zoom east once
(towards you), then west once, then all the way east again, at which point he
will fire the beam! When he does that last east dash, quickly move (not jump)
west. The beam should miss you if you were fast enough. (Remember, though, you
can easily avoid the beam just by standing on the bio-matter. If you do this,
you should jump instead of just standing, as that will slow the infection.)
Anyhoo, phase two.

The second phase, from what I could tell, is the same as the first one. You just
can't use the speed kill method, so you'll have to do serious powerball dodging
while trying to shoot Cyclops (with EMP!). After beating the second phase, he'll
repeat the huge beam, and you should use the same tactic to avoid it.

The third phase... *yawn*... Is the same. XD He just seems to fire off the
powerballs in larger volleys, but that could be my eyes playing tricks on me.
Defeat it in the same manner, avoid the huge beam, and...

Yup, definitely bigger volleys... Nothing new, though. Just shoot the crap out
of it like you did before and avoid the huge beam. Cyclops will blow up, so...
Congrats!

Now, however, you find out about a new Metroid-like feature. Bosses release
largely condensed bio-matter which is then absorbed into you. It refills health,
yes, it gives lots of experience, yes, but unlike enemy bio-matter, this one
also improves your weapon's recharge speed, which is very useful. It also resets
your infection level. Basically, it's a DP with the addition of an upgrade.

Now go back down and save, then return north and proceed into the next room.
Here you'll encounter the teleporter which you've been after from the start of
the excerpt. After you teleport, you'll be given your score for the chapter,
counting how many enemies you killed, how efficient you were (efficiency is
raised by quickly moving from place to place while killing many enemies), and
you'll get your rank. This bears little importance, though.

===================0
Excerpt 3 - Stench 0
===================0

You are now in the Ransol Industrial Complex. Magellan and Jenosa will babble
some confusing stuff, which basically means you can't use this teleporter to get
back. ^_^' Anyway, after you gain control, you'll encounter two new enemies.
They're basically wasps, and are very annoying as they tend to dash at (and
chase) you if they get close, also poisoning you in the process. You have to
jump over them and get away. Kill them, switch to EMP to take care of the robot
northwest, then continue northwest through the exit.

Examine the Alert Panel to get Magellan to mark all DPs on your map.
Decontaminate, then exit northwest. Here you'll find out that the only way to
the facility generator is via a Nexus. Magellan will mark the Nexus on your map,
and you're good to go. In this room, feel free to shoot your EMP all over the
place, there are no energy-based enemies around. First, jump onto the southern
platform and zap the post here. Then go north, do the same, and you will have
raised two platforms which allow you to get a Security Card. Jump onto the west
platform, across the two platforms, and grab the Card. Exit northwest.

If you check the map, you'll notice that our 3-card security door is here, but
we've only got one Card so far. Never mind. Beat the wasps as you enter, then go
west and jump up the ledges, finally jumping onto the center one to get the Card
here. Exit northwest.

Beat the enemies here (including the bio-matter thingies), then drag one crate
northwest past the bio matter (you can still jump, even while dragging) and
place it by the northeast wall so you can jump to the pipes. Jump up them, then
exit northwest.

Get the Card here (that's 3), and meet a new, green robot enemy. HOWEVER, do not
be fooled by their robotic appearance. These things are blobbish, which means
they're energy-based, so your EMP will empower them. Kill them with normal
shots, then go back southeast through this room and back into the one with the
security door. Unlock the door and go through. Decontaminate and proceed
northeast.

Go over to the north side here and examine the Alert Panel. As you might've
expected, it's another note pointing you to another upgrade, which seems to work
wonders against energy enemies. Woot. Go through the northeast door. You'll meet
two new enemies here, a green, stronger version of those most basic blue
enemies, and a new flying version of the superaggressive robot. With your EMP,
though, the robot is no longer such a threat. Proceed northeast and jump down
east, collect the Card here, and proceed north into a decontamination room.
Save, heal, whatever, and go north into the Nexus room. Here you'll find out
that in order to activate the Nexus, you'll need to deactivate six locks around
the complex. Magellan will mark these on your map, and we're good to go. Go back
south two times. Climb back west and exit southwest. Exit southwest again. Back
here at the crossroad room (as I'll refer to it), exit southeast.

Here, use the floating platform to jump across to the center, where a switch
awaits. When you stand on this switch, the floating platform starts moving
around the center. Your job is to stand long enough for it to reach the
southeast side, where you should use it to jump to the next platform. A horde of
enemies makes this task hard, though, so your priority is getting rid of them.
When you succeed, exit southeast.

You'll notice a 6-card door here. 0_o Crap. Head all the way southeast to where
the door is (jumping up a ledge in the process and being careful not to step on
the bio-matter). Collect the Card here, then exit southeast into a D-room.
Decontaminate, then return all the way back to the crossroad room. From there,
exit northwest.

Here, deal with the swarm of spiders, then go northwest and jump up to the ledge
with the door. Go a bit northeast to find a crate. Pull it down to the floor and
continue pulling to the switch at the beginning of the room. Then, go around the
center platform and you'll find another switch. Stand on it until you see the
floating platform come above you. Then jump back up onto the ledge with the
security door, across the floating platform and grab the Card. Jump back, unlock
the door and go through.

Here, Magellan will tell you he's detected another upgrade, and will mark its
location in the Basement, to which you should now descend. When you get there,
drop down and exit south. Now head east, beating enemies along the way, and
dropdown into the crevace. Pull the node here onto the switch, and you will have
activated one of the six locks. You will notice the room you're in has been de-
enemized. ^^ Jump back up via the pipes, then make way to the far west side and
exit through the door there.

In here, zap the post to make a platform rise up. Go northwest, climb the
centerplatform using the pipe, grab the Card and jump northwest across the
platform
you activated. If you're at 50%+ infection, exit northwest and decontaminate. If
not, activate the post here then jump across and exit northeast.

If you noticed that this is a treasure room on your map, you might have
predicted another countdown task. First take care of the several fire enemies
along with a big robotic one. In spite of his size, he's easy to deal with,
justbe careful you don't get accidentally swiped by a sneaky fire enemy. After
you've dealt with them, drag the two crates here onto the two switches to
activate some elevators, one southeast and one northwest. Climb whichever you
want, and you'll find a countdown post. What you should do is wait for the
platform to reach its peak, THEN shoot the countdown and quickly make your way
to the other platform, climb the elevator and activate the second countdown. Go
and pick up the Dissipator Gauntlet Enhancement (seriously, was the tether so
unimportant that it didn't deserve capitals?). Again, a short tutorial ensues.
The Dissipator is effective against energy enemies, whilst empowering biological
enemies (whatever that is...). Anyhoo, the door unseals, so you're free to go
back southwest.

If you try out the Dissipator on the spiders here, you'll learn that they're a
biological kind of enemy. ^^ So don't. Anyway, exit southeast back into the
first big room, make your way east and remove the barrier blocking the door
there. Go through. And now we are introduced to a new element - pumps that raise
or lower water level throughout the facility. Charming. Examine the Panel to
have the water levels raised. Return to the previous room and countinue
southwest past the now-crossable crevace and exit the room.
If you (as I) are low on HP and infection, quickly dodge the enemies here and
exit southwest, to a D-room. Decontaminate, then exit southwest. In this room
filled with enemies and red bio-matter, make your way to the far south where you
should find another one of those nodes. Pull it northwest and place it onto the
switch to activate another lock. Afterwards, exit southeast, then cross the next
room and exit southwest.

In here, make your way northwest and into the water. Jump onto the central
northeast platform and exit. Lower the water level, go back to the previous
room, grab the newly uncovered Card, then raise the water level again. Now check
your map and return to the last D-room. Further ahead lies only a floor
elevator, and we don't need that now. When you reach the goal, decontaminate and
exit northeast.

Exit southeast, lower the water level, go back and exit northeast. Drop down
drag the node here onto the switch to activate the third lock. Climb back up via
the pipes on the northeast wall, then exit. Now you have to make your way back
to the northwesternmost room on your map. Along the way, in the big room, enter
the previously-barriered door again and raise the water level. Do so (long trip
^_^), and when you get there, activate the EMP post to the southeast and jump
back across northwest, to the D-room. Decontaminate, then exit northeast. First
go southeast and activate the EMP post there, then go northwest and activate the
Dissipator ball. Jump onto the newly raised platform, north onto the pipes and
start maneuvering them, again making sure the steam doesn't hit you. At the top,
grab the Card and exit northeast to find a floor teleport. Go up!

Exit southeast, then make your way southeast, beating the robots with EMP. Jump
onto the lowest platform, then make your way up them, killing the tentacle
enemies with your Dissipator. Collect the Card and activate the Dissipator ball
to unseal the southeast exit. Go through it now. Continue southeast, and do the
same for the next room. Back in the crossroad room, go northeast and cross the
crevace which is now filled with water to collect your fifth Security Card.
Return to the crossroad and exit southeast. Cross this room easily now that it's
filled with water and exit southeast.

Go east and activate the Dissipator ball here, then cross the room all the way
southeast and get a much needed (at least in my case) rest. Decontaminate, save,
then exit back and go through the now un-barriered southwest door. Here, lower
the water level and exit southwest. Drop down, activate the Dissipator ball,
then return to the previous room via the pipes on the northeast wall. Raise the
water level, then exit southwest again and swim across the room. Exit northwest
and collect your final, sixth card!! That took long, didn't it? 0_o

Now simply look at your map and return to the room with the 6-card security
door, (go southeast and decontaminate), unlock it and go through. Quickly exit
northeast and go a bit north to examine the Alert Panel. It informs us of
another upgrade awaiting in the basement. Oh well. Exit back and go northwest,
swim across the crevace and activate the Dissipator ball. Now go back southeast
and exit southwest, then southwest again and use the Alert Panel to lower the
water level. Go back northeast, then northeast again, then northeast again. XD
In this room (where you found out about the new upgrade), go northwest and exit
through the now un-barriered door southwest.

Drag the node here down into the crevace with you and place it onto the switch.
Two more locks to go. Now climb back out of the crevace via pipes, then return
to where you found the node, then exit southwest. Use the floating platform to
transport you and exit southwest again. Magellan will mark the new upgrade on
your map, so descend down into the Basement again.

Exit northeast, then go all the way northwest to encounter another node, which
you should pull all the way back southeast onto the switch. One lock to go. Back
northwest, exit northeast and decontaminate, then go back and exit southwest.
Treasure room! Deal with all the enemies here (the blob thing takes a while to
kill, and it's biological, so use anything but the Dissipator). After you've
dealt with them, activate the three countdown posts here (one northwest, one
southeast, one southwest) and collect the new upgrade. Cryostasis. I like the
sound of that. Now you'll get a little tutorial, as usual. Basically, Cryostasis
freezes the enemies around you for a short amount of time, during which you can
use them to press switches and stuff. You might have encountered such situations
before. Now you know the solution. :) Anyway, to exit back northeast you'll have
to utilise Cryostasis' power here and use some of the enemies to press down the
two switches. Exit back northeast and decontaminate in the following room. Check
your map and return to the floor elevator, bumping back up to the ground floor.

Exit northeast, then get back to the crossroad room (two northwests). Now exit
northeast, northeast again, then go east and drop down. Here you'll find two
switches, and a couple of enemies. *wink* Freeze them and use their bodies as
weights, then ride the elevator platform to the east and exit accordingly. Go
down to the Basement from this room.

Exit northeast, then cross this LOOOOOOOOOOOOONG, winding room to the end, where
you'll find the last node. Drag it back to the beginning of the room (grr), and
you will have finally activated the Nexus!! Exit southeast and bump back up to
the ground floor. Exit west, drop down, exit north, decontaminate, exit north
again and - voila! - utilize the Nexus.

-=-=-=-=-=-=BOSS=-=-=-=-=-=-=-
Ransor Generator Sentry, ATLAS
-=-=-=-=-=-=BOSS=-=-=-=-=-=-=-

Boss time. You'll notice Atlas has six phases. Wonderful.

Anyhoo, on to the strategy. First of all, he has three types of attacks, and
each pipe is able to carry out any one of them. The first is a simple gust of
wind. While it doesn't harm you, it pushes you down onto the red bio-matter, and
since this is a long fight, you wouldn't want to get a 100% infection, would
you? Just evade the attack when you see it coming.
The second isn't an attack really. He just produces three of those green-flame
enemies, which are easily dealt with if you use your Dissipator.
The third and most damaging is a big hyper beam which spans a whole third of the
battle area. Make sure you avoid this. You've only got a second to avoid it, and
sometimes even that can be too little time.

Basically, what you should do throughout phase 1 is avoid his attacks while
keeping a constant barrage of EMP shots hitting Atlas (since he's vulnerable to
electricity). He has lots of HP, so it'll take a while before he goes down. Keep
doing this for the next two phases. With phase 4, the complete boss changes. XD
Drat.

Now he just keeps throwing poisonous green blobs at you. No biggie. However,
this time he is empowered by the Dissipator, so don't use it. Use either the EMP
or the normal shots, both are equally effective. You should basically run around
and shoot occasionally. Those poison blobs pack a whallop. Anyway, after you
beat this phase, one third of the battlefield will turn to red bio-matter. 0_o
Drat again. Keep using this tactic, and after you beat the next phase you'll be
left with only one third of clear battlefield. With only so little space to run
around, you'll probably get hit more than you'd want to. Don't worry if you die
on your first try, it can happen. Anyway, when you finally defeat him, you'll
absorb his condensed bio-matter and fully heal. Jump onto the floor elevator
thingy and rise.

Exit west and go northwest to a small room. This seems to be the main generator.
It seems that the generator can only be turned on and off by using the computer
here. That is, manually. Which means, someone else must be here, someone who has
survived the Scurge. The plot thickens. Yay! ^^ Anyway, you'll see a scene of
two doors opening back in the research lab, in that big room with many exits.
Nice. The southern door unseals now, so go through it. Here, a teleporter
awaits, one that beams you back to the research lab. Cue new
excerpt.

==================================0
Excerpt 4 - Into The Tiger's Lair 0
==================================0

Now that you have turned the main generator back on, the facility is not
operating on auxiliary power and it should be in full function. Meaning new
areas to explore. :) Magellan here discovers that there is another Nexus here,
one that was previously unreachable, and Jenosa wonders where it leads. When
Magellan pinpoints the location, you may be surprised to find that it is
actually that big room with many exits. You might have noticed the similarities
between its central platform and the Nexus we just used. :)

Now exit south back into the room where we fought Cyclops, then south again into
a D-room. Decontaminate, then proceed south once more. Now quickly jump down and
head southwest towards the exit, which leads further south. Here, Magellan will
have detected a new upgrade (how DOES he manage it? XD) and pinpoint its
location on your map. It is to the east, in a room that was previously
unreachable because of our lack of Cryostasis weapon. Exit easy now (using the
platform to transport you there).

Activate the EMP post here, then drop down. Beat the two big machines here to
prevent them from spawning more robots, eliminate the fire enemies and you'll be
left with only those small basic enemies (which tend to be biological, so don't
use the Dissipator). Simply activate the Cryostasis to freeze a couple, then
drag them onto the two switches, north and south. This will activate the
floating platform, so climb back up onto the western platform (via pipes) and
jump across east, exiting through the northeast door there, since the other one
is barriered.

If you check the map, you'll find yourself in another, very long and winding
room. >_< Make your way through, carefully killing your enemies and making sure
you don't get killed, until you reach an Alert Panel on the north wall. Examine
it to find another note from one of the scientists. Though you may not
understand what this all means now (like I didn't :P), all will be explained
when you get the upgrade we're after. Now continue east to find two EMP posts,
to the northwest and southeast, which need activating. After doing so, jump up
the newly risen pillars. Go northeast past the node-lookalike and go through the
northern door into a D-room. Decontaminate then return to the previous room.

Now eliminate all the enemies here and southeast of here to make sure you have a
clear path. Grab hold of that node-lookalike (which, in fact, is a node ^^) and
drag it east and southeast onto a switch, which will activate one of the locks
on the Nexus here. Now exit southwest.
Quickly get rid of the machine here and then freeze two of the wasps. Drag their
bodies onto the two switches to activate the floating platforms southwest of
here. Jump across them and snath the Security Card here, after which you should
exit southwest, into another treasure room!

The door seals behind you, and following tradition, you must defeat two stronger
flying robot enemies. Luckily, they're bugs compared to our EMP, so just blast
them away. Now freeze two of the smaller creatures here and drag them onto the
two switches, as per normal. However, do this quickly, as they will unfreeze
much faster than the ones before! As soon as they're in position, approach the
southeastern floating platform and jump on it. When it reaches the top, fire a
shot at the countdown post, then quickly jump northwest and you should make it
in time for the floating platform there. Wait for it to rise and shoot the other
countdown post, allowing you to snatch the newly-materialised Grapple
enhancement. Now you can latch onto sentry orbs and pull yourself across gaps.
It kind of reminds me of Zelda. Anyhoo, exit southwest for an explanation of
sentry orbs.

After defeating the several enemies here, activate the Dissipator ball to unseal
the door northwest. Now, latch onto the sentry orb, go as far southeast as you
can without releasing the latch, then press A and woosh! You're across. ^_^ Go
through the door to find yourself back in a familiar room. Now make your way
west into what is now the Nexus room. Magellan will mark the node locations on
your map (though we've already found one ^_^). Exit southwest to decontaminate,
return and exit northeast into a new area.

Here, solve a simple switch puzzle by freezing two of the enemies and dragging
them onto the switches, as usual. Use the floating platform to continue
northeast and pick up a Card, then make way back southwest into the Nexus room.
Decontaminate in the room southwest if you wish, but eventually exit northwest.

Head all the way northwest here, then climb the northeastern platform via pipe.
Electrify the robots which stand in your way, then use the sentry orbs to,
first, pick up a Card, then activate the Dissipator ball and unbarrier the
northwest door. Take note, however, that since this is an isometric game, the
place where you end up after using the sentry orbs might be a little off. Do
some brain calculous and you should figure out where you should stand. Anyway,
go through the door now. Magellan will receive a transmission here. Some
scientists seem to be in trouble, but they are only transmitting, not receiving,
so you can't communicate. Magellan will pinpoint the location of the
transmission.

Use the floor elevator here now, then exit southeast into a large room. Go all
the way southeast, then climb the northern platform there using pipes. Now,
latch onto the sentry orb northwest and stand close to the edge, then press A to
be thrown over. Now latch onto the southwestern one and stretch the tether by
walking northeast, then press A to be thrown across. Now latch on to the
southeastern one, stand near the edge again and press A. Collect the Card, then
exit back northwest and go up the floor elevator. Exit northwest now.

Go northwest and deal with the medusa enemies (vulnerable to Dissipator), then
drop down the huge hole. Deal with a swarm of medusas and one robot, then head
east and collect the card there. That's five, one more to go. Drop down, exit
southeast and use the floor elevator to get back up, then return to the place
where you dropped down the hole. Go west and collect the final Card. Further
west, exit south and decontaminate, then go back. Now unlock the door here and
exit north to another teleporter.

You'll arrive at a field research facility, and Magellan will inform you that
the transmission was produced from a Nexus. Unsurprisingly. He'll mark it on
your map, and you're good to go. First head all the way southeast and climb the
southern platform to collect the Card there, then exit northwest into a D-room.
First check the Alert Panel here, which will cause Magellan to mark the D-rooms
on your map. You will realize that this place has the most D-rooms so far. 0_o
It must be either really huge or really dangerous. Decontaminate, then proceed
northwest.

You will probably notice the pulsating sound that indicates a Card is here, but
alas, we cannot reach it for now. Drop down southwest, deal with the enemies
here and go south, jump over the small ledge, drop down south and continue til
you see an EMP post. Charge it, then go northeast and climb up the pipes to find
a Dissipator ball. Activate it, then simply jump northwest across the platform
you raised and exit through the unbarriered door.God, don't you just hate these
big, spacy rooms. Luckily, we can get the Card
here. From the beginning, approach the northwest corner of the platform you're
standing on and you'll spot a sentry orb. Use it to jump over west, then use the
one southwest to jump over there and grab the Card. Note that from now on, when
I say 'jump over' and you see a sentry orb, it simply means to use that sentry
orb.) Now jump over northwest using another sentry, and then jump over north.
Activate the Dissipator ball here, jump back south, then jump over west. Now
jump over northwest and exit through the now-unbarriered door.

Here's the queen mother of all giant rooms. :( Head northeast, jump a ledge,
continue northeast, jump a north ledge, then make your way west-southwest till
you get to a switch. Freeze one of those little enemies here and place him onto
the switch, thus activating a floating platform which will take you to your
third Card. Just be careful not to fall down. >_< Return back across the
floating platform, then go a bit northeast and turn southeast at the first
chance you get. Jump over to the southeast here and exit east (through a hard-
to-see door) into a D-room. Decontaminate, return back west, jump over and go
northeast to that 3-card security door. Unlock it and go through.

(Note that I was right at the beginning, when I said that this area was either
really huge or dangerous... It is both. >_>) Immediately as you enter you're
attacked by a group of robots, so dodge their shots and get rid of them.
One of the reasons why I hate big rooms is because it's hard to tell you the
directions. ;) Here, just head east, sticking to the lower half. Eventually,
you'll find a high platform with a Card on it. Jump up the ledges north and east
of you to get to a platform from which you can latch onto a sentry orb and jump
over to the Card. You'll know it when you see it. Now return east and continue
that was, past a barriered door, drop down the tall ledge to the south and exit
south. Here you'll find that Card we couldn't reach before. Go back north,
activate the Dissipator ball to the left, then go north enter enter the newly
open door.

Magellan will detect another upgrade and mark its location on your map.
Surprisingly, it isn't in any 'basement' this time. ^_^' Anyway, we're in
another large room, halfway through which there is a Nexus and D-room. Make your
way east, the path is straightforward, and exit south. Decontaminate, then go
back and exit north into the Nexus room. Magellan will mark the node locations,
and now you have a map FILLED with tiny dots. XD Exit south and continue east.
Examine the Alert Panel when you reach it to find another note. It informs you
of a Combustion weapon, which seems to be deadly against biological enemies.
Anyhoo, continue east and when you reach the door, go a bit northwest up a ledge
to find our third Card. Exit east now.

Quickly jump down south and southwest, then exit south. Treasure room! And a big
one at that. Drat. Anyhoo, this will be your toughest countdown-challenge yet.
Quickly make your way around the central platform (doing your best to avoid the
dinosaurs here - you can try to kill them, but they're a bit too strong...) and
climb up onto it using the pipe. Now, what you need to do is quickly jump over
to each of the four platforms surrounding the central one and activate the
countdown post there. Since you have quite a little bit of time, this will be
challenging unless you're a tether-master (like myself ^_^). Just pay attention
to where and how you jump, and you'll (hopefully) succeed. If you fall down or
something, just start over. Grab the upgrade and you'll, again, be given a small
tutorial. Combustion basically hurts biological enemies (little pests >_<
finally, we can nuke them). It, however, empowers robots. I have NO idea how
they figured this out - overheating that empowers robots - but who cares. You
can now also burn away those dead vines/branches or whatever. Burn those to the
east and exit east.

Yet another large rooom. T_T Don't drop down here. Instead, go southeast and
jump to the next platform. Continue jumping across them, latch-jumping along the
way, till you get to your fourth Card. Jump over northeast to another big
platform, where you'll find the exit northeast. Go through and decontaminate,
then go back. Go northwest, up a ledge, and start climbing the pipes. Make your
way west, and when you get to the end of your current pipe (with more leading
up), drop down. Go a bit southwest and activate the Dissipator ball there. Then,
go southwest and you'll find that you can jump southeast onto a familiar
platform. Make your way back northeast, then cross the pipes once more, this
time all the way to the door you unbarriered. Go through.

Go north, then all the way west to find a Card at the end. Your fifth Card, if
my calculations are correct. Drop down west now and exit southwest. Drag the
node here onto the switch, then go back. Go southeast now, up and down a ledge,
take the first turn north and go all the way up. Use the pipes to climb the
ledge on the right then approach the door leading northeast. Burn the dead ivy
and go through.

Get rid of the enemies here and a bit northeast (you can deal with the dinosaurs
easily now that you have the Combustion), then go back to the beginning and go a
bit north to find a node. Drag it northeast and place it on the switch there to
activate the second lock. Exit south and decontaminate, then go back. Climb up
the northeastern wall and follow the path. Jump over to the next ledge using the
sentry orb, then drop down northwest and activate the Dissipator ball. Climb
back up northeast using the pipes, then jump over northwest again. Jump over
west now and exit through the southwest door.

Exit southeast now, which leads you back into the previous room. However, you
are now on a high platform. Simply jump over east and pick up the Card, then
jump back west and exit to the previous room. Eliminate the few enemies here
(just a couple, so they don't get in the way), then quickly latch onto the
sentry orb southwest and jump over. Follow the platform to a 6-card security
door. Since we have six Cards, unlock it and go through. ^_^For now, you can
only go around the room counter-clockwise, as you can't reach
the higher platform. Exit southwest. In here, get rid of the robots then burn
the dead ivy. Jump down the hole. You are now in the floor named 'Tunnels'.
Small, cramped spaces where you can't jump. :( Me no like. Anyway, move along
the tunnel as you kill your share of enemies, and when you reach the end, jump
up and enter that room where we couldn't reach the higher platform. Burn the ivy
on the other hole here and drop down.

Go through the short tunnel and exit into the room where you first entered a
tunnel, only this time on the higher platform. Climb the northwest ledge and
exit. Yay! Much needed decontamination. Now exit west. First of all, in this
thin, but complex room, head south and drop down. Activate the Dissipator ball
here to remove the barrier on a door that leads back to the Nexus (and,
subsequently, to an easy-to-access D-room)! Climb back north now and exit west.

Now make your way south and deal with the group of enemies here. A bit
southwest, activate the EMP post to raise a pillar. Go back north, climb up the
pipes, then go west and collect the Card. Proceed southwest and drop down the
ledge to find another EMP post. Activate this one, too, to raise another pillar.
Jump across them and exit east. Here, quickly latch onto the sentry orb and jump
across. Grab the Card, then go back to the previous room.

Drop down here and make your way west, then north when you can and go through
the small door there. Go northeast and climb the platform you arrive to to grab
your third Card! Jump over east and exit northeast. In this old room, kill the
enemies and make your way east - ignore the node, we'll be getting to it later -
and examine the Alert Panel. Whilst telling more about the story, it also tells
you about an Adrenaline Rush upgrade. Sounds nice. Go a bit east and exit north
into the D-room, decontaminate, then go back and exit southeast.

Magellan will discover a new upgrade and mark it on your map. Drop down here and
get rid of the big, yellow-flamed enemies, then freeze a couple of the small
ones, which will activate the floating platform. Jump back west using the ledges
and use the floating platform to jump over east and grab the Card there. Proceed
east, jumping over a ledge and burning the ivy, and exit east.

Quickly head southeast here and jump over the ledge. Proceed east to the
platform's end and jump over north, where you'll find yet another Card. After
adding it to your ever-growing collection, jump over west. Make way a bit
northwest and exit west. Decontaminate, then proceed northwest.

Oh, shyte. A treasure room. And a labyrinthish one at that, you'll notice.
I'll make a map here, noting the locations of the countdown posts so we can use
it later.

[e][c][e]
[c][e][c]
[e][t][c]
[c][e][n]

n - nothing
e - enemy
c - countdown post
t - treasure

Jump west and deal with the big, red enemy there (using the Dissipator, as he
isenergy-based). Jump further west, but do not activate the countdown post.
First,
as usual, we need to get rid of the baddies. Be careful when you proceed north,
because that big red enemy will ambush you. Seemingly invincible, there -is- a
way. Hug the right wall, and this will cause the enemy to turn and shoot
southeast instead towards you. Shoot him while he's like that, and voila!

Go east now, then jump north and deal with another enemy. (Note that the enemies
move randomly, so you might end up in a tight situation or an easy situation.
You now know how to handle the tight ones, though, so no biggie.) Kill it, then
go east to another countdown post. Go north and kill the bio-matter enemy, then
jump west to another countdown post (deal with the two bio-matter enemies here,
too). Jump west and kill the enemy here too. Now it's finally time to activate
those countdown posts! It's quite easy, really. Just do them like so:

[<][1][ ]
[2][>][3]
[ ][ ][4]
[5][<][<]

Now get the treasure. Magellan tells you that the adrenaline rush makes
everything around you appear to move much more slowly. *glitter* Eye of the
Storm FTW! Non-Prince of Persia fans, ignore that. XD

You select the Adrenaline (as I'll refer to it) by moving the d-pad down and
right while holding R. When selected, you need to press and hold B to keep it
active. It just allows you to slow down things for everyone else, you can't kill
anything since you can't use any other weapons. But it's useful for people like
me, who like speeding through rooms and laughing at oversized dinosaurs trying
to eat you. Now then, go to the far northeastern enclosure and exit northeast.

Here, make your way to the far southeast end (I adore Adrenaline) and exit
northwest. Now make your way around this room to eventually find a Card. Now
exit southwest and activate the Dissipator ball here, then jump down and exit
southwest through the now-unbarriered door. Meet the shabby room - someone, fix
that roof! Falling stones = bad. Falling stones with Adrenaline = a bit less
bad. Make way southeast, past the falling stones and latch onto the node.
Activate Adrenaline to make things easier, then drag the node northwest onto the
switch, activating yet another lock. Exit southeast now. Decontaminate, then
drop down the hole.

0_o Loooong tunnel. Well, at least it's straightforward. Can't complain. Make
your way through, then exit at the other end. Yahoo! Old room, way back. Collect
the Card and drop down, decontaminate if you need to then exit south. Just two
more nodes to go! (Well, three, but this one is always within reach, so it
doesn't count. XD) Move to the west side of the room and exit north.

Now that you have Adrenaline, you can cross this room. Why couldn't you before?
Because of speedy falling rocks, that's why. Make your way west, ultimately
climbing up using the pipes, then go all the way east. Climb up the pipes there
and land on the western platform (the eastern holds a barriered exit). Now,
approach the pipes to the west, climb them and when you think the time is right,
activate Adrenaline and quickly make way west, past the falling rocks! It's
really hellishly easy with Adrenaline. Do it again with the next platform and
you'll arive at the Dissipator ball. Activate it, then make your way back east
(not via the pipes, you can't make it past the rocks in this direction - just
jump down) and exit through the newly opened door.

But of course, they couldn't just give us a nice, clean room with a node in it.
No. It has to be infested with enemies. Deal with them as best you can, then
make your way northwest and freeze a spider here. Move it onto the switch, then
use the floating platform to get to a higher platform. Go southeast, latch onto
the node and drag it northwest to the switch. Yay, another lock bows to our
puzzling might. Now, exit south twice to get back to that old room. Make a quick
visit to the D-room, then get back here and exit southwest.

Make way southwest and exit south (just activate Adrenaline and rush through -
did I mention I adore it? ^_^). Go east past the EMP post, turn north and
continue that way, climb the ledge, go southwest and drop down, then jump over
west using the sentry orb. Unlock the door and go through.

Kill the enemies, then activate the Dissipator ball to the east to remove the
barrier on a door here. Jump down and head northeast. Climb the platform where
the Card used to be, then jump over northwest and go through the newly opened
door! Make your way west-southwest (be wary of the first ledge, there are rocks
falling, so time your jump right) and enter the D-room your see on your map - to
the northwest. Decontaminate, then go back. Jump down and burn the ivy covering
the southeast exit, then go through it.

Don't jump into the water. Instead, latch onto the sentry orb southwest and jump
over. Jump over some more platforms until you finall reach a Card. Jump into the
water, then climb out onto the northern platform, burn the ivy and exit north.
Kill the enemies here so they don't get in the way, then latch onto the sentry
orb to the north and jump over to another platform, which holds your sixth Card!
Drop down and exit northwest.

Another rock room. No biggie. We know how to handle them now. ^_^ Climb the
pipe, activate Adrenaline and laugh at the rocks as they miss you one by one. At
the other end, unlock the door and go through. Woohoo, pitfall. Burn the ivy and
drop down. You are now at theeeee... Northeast corner of the tunnel, I believe.
Now, make your way to the far west end and exit. A bit east of you, activate the
Dissipator ball, then drop back down. This time, go to the far south and take
the exit there.

Go southeast and climb the northeast platform. Make way northwest, then jump
over to the southwest platform. Go south, burn the ivy and drop back into the
tunnels. Make your way to the other end and exit. You'll now be near the door
you unbarriered a few moments ago. Enter and decontaminate, then climb the high
platform using the pipes to the northeast, make way west, burn the ivy and drop
into the hole. Again, make your way to the other end and exit to find yourself
in an old room, but on a higher platform. Use the pipes on the north wall to
climb east and drop into the hole there (I will stop mentioning the ivy from now
on, unless it's critical that I do so).

Ooo, complex tunnel. Still straightforward, though. As usual, exit at the other
end and you're finally in the room with the node! Yay! Go east and use the
sentry orb to jump over east, then grab the node and pull it west with you, down
onto the switch, to activate our second-to-last lock. Now, however, I'm
disappointed. No short route back? :( Nope. You have to make it back to the last
node aaaaall by yourself. There's nothing new along the way, so when you get
there, let me know.

*goes to read a book*
..
..
..
You're back? Excellent. Go to the east part of the room and exit north to
quickly decontaminate, then return and finally grab hold of the node. Drag it
down the ledge south with you and place it on the switch. At last! Now simply
make way south and enter the Nexus room. See why I told you to leave this one
for later? ^_^ Jenosa will use the Nexus to teleport to Jormungand (mentioned in
previous notes of the scientists), the next boss.

-=-=-=-=-=-=-=-=-=BOSS=-=-=-=-=-=-=-
Native Specimen Beta-267, JORMUNGAND
-=-=-=-=-=-=-=-=-=BOSS=-=-=-=-=-=-=-

Jormungand is... A giant worm. I hate giant worms. Don't you? Anyway, first of
all, burn the ivy covering the hole here. Bugs will start popping out at once,
bugs you can get rid of by shooting them once with any weapon. However, be
prepared - the hole will suddenly start sucking everything up. Do NOT get
suckedin. The solution to this aren't the sentry orbs. Rather, by activating
Adrenaline, you don't get sucked in -at all-. However, activate it only when
you're close to falling in, as keeping it on for too long will either drain your
energy, or just plain take too long. XD When the sucking stops (no funny jokes
>_<), a volley of rocks will come bursting out of the hole. Use Adrenaline to
avoid these, too, and then Jormungand will emerge, marking the start of phase 1.

Jormungand basically stays in the center and has only one attack. He shoots some
web onto you, then quickly exits his hole and hits you, while also causing rocks
to fall onto you. This is REALLY easy to avoid if you can press the D-pad fast
enough (to shake the web off), but if not, you can always use Adrenaline. After
one such attack, Jormungand is open. Hit him with Combustion, as he's weak to
it. Dissipator makes him stronger, and the others are just plain ineffective.
Just repeat this over and over until phase 1 ends. Now he will turn crimson and
rise further from the hole. 0_o He will descend and start doing a swirling gas
attack for a while. It's easy to avoid, just jump over it. When he's finished,
phase 2 begins.

It's the exact same thing, only this time, when Jormungand appears, his attacks
will be a teensy bit faster, though you should still have no problems with them.
Beat with Combustion until dead. Anoter gas swirl attack, and phase 3 begins.
Same shit. ^_^ Use the same tactic and it's a piece of cake. Phase 4 is the
same, though Jormungand is notably faster and has a bit more HP. He'll go down
like the rest of them, though. Your infection should be nearing critical by now,
but don't worry, his energy will heal you. Muahaha. XD Jenosa will jump down the
hole where you'll find Jormy's dead body. Awww, so cute. Go east to find a
webbed up corpse, and a scene ensues. It seems someone is trying to establish
two-way communication. Magellan patches him through.

He seems pissed that you're not 'reinforcements', but just a single bounty
hunter. It seems your Commander cares more about the important, 'secret' data
stashed here than about his scientists. Then again, he may have thought they
were dead, so who knows. Random funny quote time!

Jenosa: 'My objectives may not be search and rescue but you do count as valuable
data if that makes you feel any better.'

XD So cold. After a bit more chit-chat, you find out that this
doctor/professor/whatever has barricaded himself somewhere in the mines. Now
your job is to go get him. Go east and jump up to find yourself in a small,
secluded room. Jump down and Jenosa will teleport. Woohoo. End of Excerpt.

=================================0
Excerpt 5 - Before we knew it... 0
=================================0

Magellan will now mark the entrance to the Mines on your map. It seems to be
located in the Basement. Exit south now and you'll receive another transmission
from that scientist, who seems to be named Derad. Derad tells you of a new
upgrade, then Jenosa asks for its location...

Derad: 'That's classified information...'
Jenosa: 'Which should mean nothing to you right now since you're screwed if I
can't get to you.'

Don't you just love her? ^_^ You'll get the upgrade's coordinates now. It's
right around the corner. XD Exit south and decontaminate if you want, then go
back and exit west. Go a bit west, burn the ivy and drop down. Go through the
tunnel and exit. Quickly jump over east using the sentry orb and drop down
again. Follow the tunnel and exit once more. Exit south and...

Treasure room! First of all, kill all the enemies in the room! After that's done
with, go back to the top and activate the countdown post there. Immediately turn
on Adrenaline and make your way to the southern post, activate it and collect
the treasure. This is your basic double-jump upgrade. 'Bout time. Exit south
now. Drop down and exit east, then make your way back to the Nexus room.
Decontaminate in the southwest room if you want, then exit northeast into a room
you previously visited. Go to the far northeast here and you'll notice a pipe
high on the wall. You couldn't reach this before, but now you can. Jump up to
it, then jump again onto the highest platform. Exit northeast. Descend down the
floor elevator here.

Exit northwest. In this large room, note that there's a D-room to the northeast,
so feel free to use it at your convenience. For the purpose of continuing with
our goal, though, go southwest and exit through the door. Now jump make a quick
trip southwest, northwest up the ledge and north through the door. Here, just
head straight north and jump up the ledge there to pick up your first Card in
this area. Now go west and drop down. Take care of the enemies here, then freeze
a spider and drag it onto the switch. Use the activated elevator platform to the
north, beat the enemies there, then go further north and jump up the ledge. Drag
the node down to the switch to activate the second lock. Exit west now to
decontaminate, then go back and exit east.

Shyte, a big room. Go northeast, north, northwest and exit northwest. Go
northwest and activate the EMP post here, then go all the way east, jump up to
the platform and jump across west using the new pillar you raised. Now make your
way across the pipes, being careful of the steam, and in the end go southeast
and exit south, back into the previous room, but now on a higher level. Go
southwest and double-jump over to the Card. Jump back and make your way east and
around south, following the straight path and exiting south...

.. Which is where the final Card awaits, and we're on a high enough platform to
get it now. :) I just love how things fit in this way. Unrealistic, perhaps, but
I love it. Now jump over several platforms using the sentry orbs until you get
the Card, then simply drop down northwest, unlock the door and go through! Piece
of cake. Jenosa will now use the teleporter here to teleport into a new, huge
area for you to explore... and me to describe. :( Bummer.

Derad will contact you after you 'land', filling you in on some more of the
story along the way. It seems that, other than researching the Scurge, the
scientists here were working on Yggdrasil, one of the Commanders little side-
projects. Yggdrasil is the name for, basically, a huge teleporter, with which
they could easily travel the Solar System. However, the Scurge Source figured it
out that the scientists may use it to escape, so it completely infected it and
centered its Hive around it. A little funny chat ensues here, ridiculing the
game's way of constantly throwing deactivated Nexuses at you. XD Love it. Derad
will give you the Nexus' location and you're good to go.

You'll notice that the Mines' map has an orange color instead of the common
plain blue. ^_^ Cool. Exit northwest and examine the Alert Panel to get all the
D-rooms on your map. You'll notice that there aren't really many, and they're
separated on different 'Levels' (floors), so I'm expecting this to be rather
easier than the previous Excerpt. Decontaminate, then exit northwest.

Despite its size, this room is amazingly simple. Go north, jump up, collect the
Card, then continue northwest and north into the next room. Ooo, our first
corridor-type room. It's long, thick, straight, like a... um... <_< >_> Never
mind. Anyway, you will have to do some serious jumping in this room. First of
all, melt the ice here using your Combustion, then go a bit east, and instead of
dropping way down, do a double-jump to the right. Make sure you jump off right
at the -edge- of the platform, as you won't succeed otherwise. It's a tricky
jump, but isn't really hard once you get the hang of it. Go a bit right and do
the same thing again. Continue right (noticing, perhaps, a Card you can't reach
yet) and exit right into a big circular room.

South is a D-room, so use it, and north is the Nexus room, so go and have the
nodes registered on your map. Go back south and exit east now. Another corridor.
Make your way straight east, melting some ice along the way, and when you get to
the far-east door (the central one being barriered), don't go through, but jump
to the higher platform west. Continue west till you get the Card. Jump up east
now and activate the Dissipator ball there to unseal the door. Drop down and go
through the far-east door now. Take the elevator up now.

Hey, the floors are color-coded! Yay. :) I have no idea why I'm happy about
that, but I love seeing diverse maps. Exit southwest now and Magellan will
discover a new upgrade and mark its location on your map. It's way up on the
next level though, so yea...

Anyway, go northwest and use the pipes to climb up. Use Adrenaline to easier
avoid the spires falling from the ceiling, and when your climb is done, get the
Card and exit west. Make your way west here, climb the pipes, continue east,
climb the pipes again, unlock the 3-card door there and go through.
Decontaminate and exit north.

For 'mines', this place is the most geometrically organized one yet. Perfectly
circular rooms, perfectly straight corridors... Funny. ^_^
Note that this room (and probably ones on the next few floors) is exactly above
the circular room on the bottom level, the one leading to the Nexus. I smell
shortcut. Exit north now.You will find a slippery floor here, and I'm guessing
you aren't going to love
it. Go a bit northwest and activate the EMP post there, then make your way up
the ledges northeast, jump onto the pillar you just raised, jump north on the
pipes and use them to get to the east platform. Collect the Card and exit south.

Drop down east, then jump over west to get the Card. Exit west now and activate
the Dissipator ball, then drop down and head through the now-unbarriered door.
Here, jump across west and use the sentry orb to propel yourself further west.
Climb up the pipes, then land on the western platform. Exit west, decontaminate,
go back and this time head east. Jump up east and west along the linear
platforms until you get to some ice. Melt it and get the Card, then continue
jumping up and exit north. Use the elevator here.

Exit east, then simply make your way east, up the ledges. When you get the
chance to jump west, though, do so and move west, avoiding the spires, and drop
down (hugging the right wall) at the end to collect the Card. Return east and
exit. There's a handy D-room here, to the north. Decontaminate, then go back.

Examine the Alert Panel west. You'll find a note from Derad telling his
personnel that they should all have light enhancements for their suits, and that
it is located on Level 2. Well, yay. Now, big job - clear the room of all
enemies. It will make your task easier. When you're done, go back to the exit to
the D-room, and go south to find a switch. Freeze some spiders here and put one
on the switch. Quickly make your way southeast and around to find another
switch, put another piece of ice onto this one and use the newly-activated
floating platform to climb up and get the Card. Now just make your way back
north, decontaminate, and exit northeast from this room.

Make way east, beat the enemies, melt the ice and jump up the pipes here.
Eventually, you'll reach the Card. Just jump over west now, and seeing as how
you have 6 cards, unlock the door and go through. Take the elevator here.

Exit southwest into a big room. Beat the enemies to get them out of the way,
then use the sentry orb to propel yourself southwest and get the Card. Do it
again and exit south. Jump your way east, eventually climb up some pipes and
activate the Dissipator ball at the top. Now jump your way west past the spires
and exit through the door there.
If you want, you can exit west here and take the first door south to
decontaminate, but it isn't necessary. Exit south. Drop down here and beat the
enemies, then freeze a spider and put it on the switch. Climb up onto the
eastern platform using the pipes, jump onto the moving platform and ready your
Dissipator. As soon as it approaches the west platform, start shooting (as you
can't actually jump on it) to activate the Dissipator ball here. Continue east
now and exit.

Melt the ice here and drop down to find yourself in a new room on Level 2. Climb
up the pipes, evading the spires, and eventually exit north. Decontaminate, then
proceed west. Yay, a multi-puzzle room. Kill all the enemies if you want, then
go to the central platform. Freeze two spiders here and place them onto the
switches. Head southwest, use the moving platform to get to the EMP post and
activate it. Go back to the center and this time head southeast, jumping across
the newly raised pillar, collecting the Card and activating the Dissipator ball.
Finally, exit northwest.

Treasure room time! This treasure room, however, involves no puzzling but
double-jumping across platforms. Go west and climb onto the central platform
using the pipe. Jump northwest, activate the countdown post there, jump back,
jump southeast and do the same, jump back again. Jump northeast across the
platform, then jump northwest and southeast again to activate the remaining
countdown posts. It is doable without Adrenaline, but if you're unsure of your
double-jumping capabilities, make use of it. Drop down and collect the treasure.
It simply illuminates dark rooms. Yahay. I just HOPE it isn't a small circle
around Jenosa... Exit northwest now.

.. Yup, small circle around Jenosa. God I hate this. Jump up the high platform
northwest, then proceed west to find a node. Drag it a bit east onto the switch,
and you will have activated the first lock. Go west and drop down, then continue
west onto another high platform. Follow it around and activate the Dissipator
ball at the end, then go through the door northwest. Make use of the elevator.

Exit west. Drop down and continue west here, then activate the EMP post. Go back
east, climb up on the first platform, then jump west over the pillar and south
using the sentry orb to collect the Card. Continue northwest and around the room
to find the exit. Derad will contact you again. It seems he's angry that you've
been activating the locks on the research lab's Nexus. ^_^' Oops. He tells you
about a new elemental weapon, the Plasma Bomb, and of a toxic-resistant upgrade
that you'll need for later. He sends you the coordinates, but then something
happens to him. Drat.

Go east and get the Card here, then drop down and decontaminate in the southern
room. Go back and continue east to the exit. Exit east now. Make your way
through this room - it's as linear as it gets. In the next room, jump northeast
and melt the ice there, then drop down. Exit southeast. Jump onto the bluish
piece of land here, then use the sentry orb west of you to propel yourself to
the Card, HOWEVER, you must double jump to actually reach it. Remember to do
that from now on. Drop down and exit southwest.

Go south and around the room to find a switch. Freeze an enemy and put it onto
the switch, then quickly make your way back to the beginning where you'll find a
newly activated floating platform. Use it to get up to the higher platform, head
west and activate the Dissipator ball here. Drop down and exit northwest. Head
west-northwest here and exit west. This is Level 2's equivalent of the other
levels' circular rooms, so yea... Exit north and decontaminate, then go back
and, since you can't jump and get the Card here, exit west. Exit west again.
Here, make way south and southwest, use the sentry orb to jump across to the
Card and collect it! Now go back to that room with the 6-card security door
(east of the circular room), jump up the ledge northeast, unlock the door and go
through.

Big puzzle room with node. Oh boy. First of all, of course, travel northeast to
find two switches. Freeze the enemies and place two onto the switches to
activate a floating platform back at the beginning. Go back there, mount it and
activate the EMP post up top. Go northeast and jump over the newly raised
pillar. Use the pipes on the next platform to climb up to the final platform,
where the node and switch await. Activate yet another lock, then return to the
circular room. Decontaminate in the room up north, but then drop down in this
room to land on the floor below. Exit to the east now that you have the
illumination upgrade.

Now then, make you way east, but don't jump up onto the platform. Instead, go
below and press the switch there with an enemy to activate the floating
platform. NOW jump up, use the platform and exit east. Make your way around this
room, KILLING the enemies along the way, until you find a node. Drag it back to
the switch to activate another lock! We're making progress. Now go back to where
you found the node, jump up and exit south. Pick up the Card here then go back
to the circular room. Exit west this time and drop down the central hole.

You'll land in a room we visited 'long ago', which had a Card in it but we
couldn't reach it. Now we can. ^_^ Grab it, then go east into this level's
circular room. Decontaminate to the south if you want to, then proceed east.
Here, you'll remember, you unbarriered a door, but if you tried to go through,
it was too dark. NOW go through, and go southeast. Grab the node, then drag it
with you west, then down the ledge southwest and onto the switch. Exit southeast
now to decontaminate, then proceed east. Kill all the enemies here, then climb
the northern platform. Activate the EMP post, go back to the starting platform
using the pipes here, then use the newly raised pillar along with some sentry
orbs to grab the card on the far east side. Go back to the D-room, heal if you
need to, and go southwest.

Treasure room! I should think the elusive Plasma Bomb awaits here. Yummy. First
of all, note that there are two switches to the east and west of the central
platform. First, place an enemy on the western one, then on the eastern one to
activate a moving platform above you. Quickly climb the central platform and use
the moving one to get across east. Here lies our first countdown post. Activate
it, then drop south and activate the one east of there. Quickly go back west and
northwest and activate the two there (northwest and southwest of the central
platform) and we're done! That wasn't so hard (especially if you, like I, adore
using Adrenaline ^_^). Grab the treasure from the central platform now. Surely
by now you've noticed piles of gravel and rock blocking our path, just like the
dead ivy used to. Well, the Plasma Bomb takes care of that. It also allows you
to send enemies flying away, bursting apart large groups. Yummy indeed. However,
it takes some practice since you 'throw' the bomb ahead and it has some fuse
time before it explodes. But anyway...

If you select the Plasma Bomb with R+D-pad down, you'll notice its icon looks
just like a Pokeball. XD Bomb the northern door and go through. Use the pipes on
the north wall to climb up and grab the Card. Drop down east and make your way
back northeast (stopping to decontaminate along the way) and exit north. In this
long corridor again, just go east and exit south. Use the elevator.

Here, you won't be so happy to realize that you have to go all the way to the
other elevator on this floor. :) When you get there, use it to travel to Level
2. Here, see the elevator east of your position? Go to it and use it. ^_^' On
Level 1 now, make way to the circular room. Here, you'll notice some gravel in
the center. Blow it up and drop down. The elusive Card is ours! One more till we
have 6. Jump over west now and exit west (do NOT fall, you don't want to
backtrack here, do you? 0_o). Exit west again, then go southwest in this room to
find an exit covered in rocks. Blow it up and exit north.

And our sixth Card, along with the security gate, is here! Jump across west till
you can jump on the pipe on the north wall. Do so and climb all the way east,
where the Card awaits. Go back west and unlock the door, then go through. All
the way north in this room (as you can see from the map) is a node. Go grab it,
then drag it all the way back to the center and put it on the switch. One more
to go. Go northeast now and blow up the rocks blocking the exit, then go
through.

Head along the linear path and exit south. DO NOT FALL DOWN! Instead, use the
sentry orb to the west to propel yourself over, then drag the node onto the
switch. And we're DONE! Now drop down and exit south, drop down again and exit
east, drop ALL the way down to the bottom, decontaminate in the room to the
south and enter the Nexus room to the north! Jenosa will use it to teleport to
the boss.

-=-=-=-=-=-=-=-=-=BOSS=-=-=-=-=-=-=-=-=-=-
Energy Being Specimen Gamma-267, HEIMDALL
-=-=-=-=-=-=-=-=-=BOSS=-=-=-=-=-=-=-=-=-=-

Jenosa seems pissed. Heimdall is quite hard, actually. It is basically a blob of
goo, but a dangerous one at that. He just keeps floating around the room, firing
energy balls everywhere. These energy balls can rebound off the wall, so be
careful!

Alright, here's what you need to do. While he's a blob, he's invincible. To get
rid of that, you'll need your Plasma Bombs. See, if you throw a Plasma Bomb in
Heimdall' direction (basically, if you throw it at him), it will get stuck in
his goo and explode inside him. From what I've seen, it takes 7 bombs in total
to blow up phase 1. So, just run around throwing bombs at him (you can throw
more than one inside him, they fit ^_^) until he explodes. Now watch yourself!
He will separate into thousands of little pieces which will form an ever-
expanding and -contracting circle on the ground. It doesn't really have a
pattern, so you'll have to be quick on the jump button to avoid it hitting you.
However, don't just avoid! This is the only time at which Heimdall is weak! Hit
the little pieces with your Dissipator (since the others are pretty ineffective,
and he's weak to it) as much as you can. Eventually, though, the pieces will
reform blob-Heimdall. Repeat until dead.

Phase 2 is the same until you bomb him (also requires 7 bombs). When you do,
this time the little pieces don't form a circle. They actually form a flying
snake-thingy which follows you around and is quite annoying. However, with some
jumping technique and shooting expertise (and the fact that they don't reform
for quite some time helps too) you'll be able to bring it down to 1/4 of its
health quite easily. When they reform, just repeat until dead.
In phase 3, I actually don't know how to describe the little pieces' formation.
You just have to see it. As usual, run around, staying outside the pieces' reach
and shoot them with the Dissipator. Eventually, they'll die. Congrats!

(Unless you're on a wicked high level, you'll probably die to Heimdall, as he
deals crazy damage. Don't worry, just try again and try to better avoid his
powerballs.)

After the battle, Jenosa makes a really weird comment. 'Always too late...' Too
late for what? Anyway, she drops down the hole here and uses the teleporter. End
of Excerpt.

==============================0
Excerpt 6 - Braving the storm 0
==============================0

Now you'll get your next target - the forest research lab Derad mentioned.
Naturally, it's straight up north from the central Nexus room - through the door
blocked by rubble. Anyways, go twice southeast and use the elevator. Now go to
the Nexus room, blow up the rocks blocking the northern exit, and go through!

A node awaits you here, and its switch directly northeast. Place it to activate
the third lock. Activate the EMP post northeast of here to raise a pillar. Jump
on it then jump northwest and exit. Go northwest and activate the Dissipator
ball. Go northwest to the end of the platform, then go west and activate the EMP
post there. Go to the pillar, jump up and exit northeast. In this room, go north
and drop down to the lower level. A bit west is a Card, so get it, then go back
and use the pipes to climb back up. Now cross the room along the upper level and
take the exit back into the previous room. Collect the Card, then return to the
Nexus room.

Decontaminate (to the southwest) if you want, but eventually exit southeast.
Ride the elevator down here. Exit southeast and drag the node you find here east
to its switch to activate the fourth lock. Continue northeast and exit. Climb up
the northeast wall using the pipes and collect the third Card there. Now go back
to the elevator, use it, decontaminate southwest of the Nexus room, then go
through the north exit again and this time unlock the security door with your 3
Cards. Go through.

Head northeast but don't go through the northeast door. Instead, head northwest
up the ledges and exit northwest to teleport to the forest research lab! I have
a feeling this is the last large area we're going to be exploring... The end
draws near.

Magellan will mark the Nexus now (it's waaaaay southwest from your current
location 0_o). Just drop down and exit southwest. I feel like I'm going to hate
this place - a 'forest'. Anyway, examine the Alert Panel here to get the
locations of the other D-rooms (which seem to be far and in-between),
decontaminate, and proceed southwest. Here, Magellan will detect the toxic-
resistant upgrade and mark it on your map (while you'll get a glimpse of just
how massive the current room is...).

Here, jump south onto the platform, then southwest onto another and southeast to
get the Card. Southeast is a poisoned room, so let's go northwest. Jump
northwest, then west and northwest again to get to the exit. Another huge
rooooom. T_T Go west and use an enemy to press the switch here. Now quickly make
your west, northwest and around till you get to that higher platform from which
you can jump onto the moving platforms you just activated. Use them to cross
over east and follow the path, past the exit and get the Card. Now exit
northeast.

Blow up the rubble here and drop down. Go through the short tunnel and exit to
find yourself in the previous room, but on the higher platform. Get the Card,
drop down southwest and exit. Take the southeast exit here (to the room you were
in before) and this time go through the southwestern exit. Exit south here,
decontaminate, exit south again to get the node locations, then go back north
twice. Here, freeze and enemy and place it on the switch. Jump up north, then
west and use the platforms to cross over east. Collect the Card, but to the east
lies a poison room, so exit north (northeast) instead. In this room again, go to
the northeast and climb up again, jumping across the platforms to reach the
northwestern exit - go through. Go west to find more rubble. Blow it up and jump
down.

Traverse the tunnel here, exit, go south and blow up the rubble there, drop down
again, go through the tunnel again (take the east path), exit again...
Drop down here and activate the Dissipator ball. Now go north and northwest to
collect the Card, then return back and enter the tunnel again. Now go to the far
western exit. When you arrive to the new room, first go a bit east and use the
pipe on the northern wall to climb up. Activate the EMP post there, drop down
south and continue that way, then southwest and activate the Dissipator ball
there. However, first jump up the pillar here and collect the Card up top. Also
destroy the rubble and enter the tunnel. Go through and exit at the other end.

Drop down east and freeze the numerous spiders. Drag three of them onto the
three switches to activate the floating platform to the east, then use it to go
up, pick up the Card (your seventh 0_o), destroy the rubble here and enter
another tunnel. Go through and exit to find yourself in a familiar room, as it
often happens. Jump up the ledge southeast and collect the Card here. Now drop
down left to the lower level and into the hole there. Make your way to the
western tunnel exit and in the next room, climb up the wall north of you (using
the pipe on its east side) and exit northeast. Decontaminate, then proceed
northeast again.

You will find a node and switch here. You know what to do. This is our first
lock for the area. Now jump up northwest, blow the rubble up and drop down. As
usual, follow the tunnel and exit into a new room. First drop down and place the
node onto the switch, then climb back up onto the starting platform and go to
the west end, then double-jump to the next one. Proceed west to find your ninth
Card, then drop down south of the Card and blow up the rubble there, then drop
in. Proceed through the tunnel and exit to a room with (OMG!) a 9-card security
door. ^_^

First of all, drop down northeast and activate the Dissipator ball to open the
door to the southeast, leading to a D-room and serving as a shortcut back.
Decontaminate if you want, but back in this room, jump back up to the security
door platform, unlock it and go through. Humungous room ahead - and a treasure
one at that. :) Firstly, slaughter all the enemies as there are no switches
here. Next, go southwest of the entrance and activate the EMP post there. Now go
north of the entrance and do the same. Go a bit east, climb the pipes and jump
onto the pillar. Jump across west to find the first countdown post. Now,
activate it. Quickly jump up the pipes and activate the next one, then use the
pipe here to cross over east. Proceed east to find another one, then just follow
this high path to the end to find the last one. It's perfectly doable without
Adrenaline, but as usual, it gives you a nice boost. Drop down west to get the
treasure, which grants you resistance to those poison-filled rooms. Drop down
and exit southwest through the now-unbarriered door.

Grab the Card, then drop down here and exit southeast. Decontaminate, then
proceed southeast. Exit southeast again, and in this room, take the southeast
exit we ignored because of the poison behind it. When you enter, you'll notice
that - despite what Jenosa implied - you take NO damage from the poison now.
Head all the way east, destroy the rubble and enter the tunnel. Proceed to exit
it and activate the Dissipator ball here, then use the pipe on the western end
of this platform to get the Card, then go back and jump across east to proceed
northeast through the door.

There is a D-room to the east (exit leading south), so decontaminate if you want
to. First of all, climb the platform north of the entrance and exit northwest.
Now jump around up the ledges to get the Card up top, then return southeast.
Now, on this high platform, go northeast to the security door. Double-jump
STRAIGHT southeast of the security door to land on a platform with a switch.
Step on this switch until the platform moves to the edge of the screen (note,
not until it disappears until you see just a small piece of it - literally,
until it moves to the edge), then step off and jump across it southeast to
another platform. Use the sentry orb southeast to jump to another platform and
grab the Card there. Now go back northwest, unlock the door and go through.

To the left of where you enter (past the platform) you'll find the switch.
You'll find the node, of course, in the far north end of this room. XD Drag it
southwest to the switch to activate the third lock. Now go back to where you
found the node and jump up onto the high platform. Approach its eastern southern
end and use the sentry orb to the south to propel yourself over. Do the same
with the southwestern sentry orb here, blow up the rubble and enter the tunnel.
Do as usual, then go left in the new room and blow up the rubble here. Repeat
the process, then in the next room, drop down and make way southwest, jump up
the ledges and enter the tunnel here (I will not mention the rubble anymore). Go
through.

In the next room, use the pipes to climb up northeast then exit northwest.
Decontaminate and return to the previous room, where you should enter the tunnel
on the higher land. Go through to be back in a familiar room. Use the pipe north
of you to climb around to the -other- tunnel entrance you haven't used, then use
it. At the other end, make way northwest where you'll find a node. Drag it
southeast with you to activate our fourth lock. We're done here, so make your
way back to... umm... how to describe it... Well, the room that wasn't poisoned.
XD You know the one I mean.

When you get back, take the southwest exit here. It's time to activate these
platforms again. Drop down, place an enemy on the switch, then jump back up
quickly and make way to the eastern exit. Go through. Activate the EMP post
here, then go towards the southeast exit (which is east-southeast) and activate
the EMP post there too. Now climb the platform north of you and use the two
pillars you raised to get the Card. Exit southeast and go northeast to activate
the Dissipator ball, then return to the previous room and exit south this time.
Go southeast and climb the platform, then climb the one north of you, but don't
exit yet. Instead, jump over west then south to get the Card here. Now take the
northeast exit.

Grab the Card north of you and drop down. Southeast is a D-room if you wish to
use it. Back in this room, climb up the pipes to the north. Jump onto the pipe
here and make way east, then exit northeast. Drop down and go southeast now,
activate the EMP post there, jump onto the newly raised pillar and then grab the
Card northeast. Use the pipe here to climb over west back to the exit. In the
previous room, drop down the tunnel here. Go through, then in the next room,
drop down southwest and enter the tunnel there. Take the eastern exit first.
Drop down south here and activate the EMP post, then drag the node west onto the
switch. One more to go! Climb up to the starting platform now (using the pipes a
bit west of it) and jump southeast across the pillar you raised and grab the
Card. Now jump northeast and enter the tunnel.

Go to the eastern exit. In the next room, go a bit east and use the pipes here
to climb over to the western platform. Go south and grab the Card there, then
enter the tunnel north of you. Go through, and in the next room go all the way
west to find two switches next to the 9-card security door. Put two enemies onto
them, then jump up two ledges southeast to where the newly activated platform
is. Use it to cross over east and get the Card, then climb back onto the
northern platform and exit north to a D-room. Decontaminate, then go back and
enter the tunnel. Go through, then enter the other tunnel here and take the
western exit this time.

Collect the Card here then go back to the security door, unlock it and go
through. Northeast, up various ledges, you'll find the last node for this area.
Woohoo! Drag it back down with you and onto the switch to activate the last
lock. Now you need to make it ALL the way back to the Nexus, which is quite a
trip. :( When you get there, however, rejoice, for another boss awaits!

-=-=-=-=-=-=-=-=BOSS=-=-=-=-=-=-=-=-=-
Captured Specimen Beta-213, MANDRAGORA
-=-=-=-=-=-=-=-=BOSS=-=-=-=-=-=-=-=-=-

Jenosa makes taunting comments to the Source before the battle begins. First of
all, Mandragora is vulnerable to the EMP, while all others are rather
ineffective, so just stick to it. Now then, Mandragora has one attack, and one
passive ability. The passive ability basically makes thorns pop out of the
ground, hurting you if you're standing on them. This is easily avoided if you
keep on the move. But there's Mandragora's real attack to count into the
equation. It shoots out a laser that quickly drains you of your life and kills
you. It's like that. ^_^ The laser follows you around, BUT there is a 'cure'.
There are two piles of rubble here. You can hide behind them to avoid the laser.
HOWEVER, remember the thorns. Basically, you need to go left-right from rubble
to rubble to both avoid the laser and thorn. When the laser stops, that's your
cue! Start shooting Mandragora with EMP like crazy. When you feel like the
laser's coming on again, quickly make your way to a pile of rubble and repeat
until dead.

Phase 2 is different (OMG 0_o), though the passive thorn remains. Two tentacles
appear, and they basically drop sticky goo around the battlefield, while also
trying to hit you. Don't get caught in the goo and avoid the thomps while
shooting Mandragora's body with Combustion (and only Combustion). When you shoot
it enough, it'll open up, the tentacles will 'die' and its core will come out.
This core is weak to the Dissipator, so start shooting! It'll disappear and
reappear at will, leaving little floating bombs behind, so be careful about
those too. Shoot until dead.

Phase 3 is much of the same, really, just a bit harder. Ditto for Phase 4. Just
use the same strategy until you win. You'll notice, I think, that Excerpt 6 was
amazingly short compared to the others. Anyway, you'll absorb Mandragora's bio-
matter, then proceed north to teleport back to the research lab. End of Excerpt.

====================================0
Final Excerpt - Ashes of the fallen 0
====================================0

Exit southeast, then drop down and exit northeast. Place the node here onto the
switch to activate our fifth lock! We're getting close. Exit back southwest,
then southwest again and finally south, back into the Nexus room. Exit west now
and descend to the Basement. Exit southwest, then go all the way southwest where
you'll find a Dissipator ball from way back at the start of the game, when you
didn't have the Dissipator. Activate it, then go through the northwestern door.

Drop down northwest and use the pipes to climb up to the topmost one, then move
over northwest and exit that way. Jump up the ledges north of you now and exit
north, lower the water level, then return and jump onto the highest platform
south of you. Drop down where the water was before to find the last node!!!!
Place it onto the switch to activate the final lock, then go back to the Nexus
Room, decontaminate in the room southwest, then approach the center. Dum dum
dum!

-=-=-=-=-=-=-=-=BOSS=-=-=-=-=-=-=-=-
Infected Yggdrasil Sentry, CERBERUS
-=-=-=-=-=-=-=-=BOSS=-=-=-=-=-=-=-=-

Okay, Cerberus is quite the complex boss, so bear with me. Cerberus, of course,
has three different heads. Every once in a while, he chooses one head and
inhabits the three slots on the battlefield (with copies of the one head). While
one of the heads will constantly fire lasers at you (which don't follow you, so
you just have to jump away), the other two will disappear and enemies will
constantly come out from the hollows left behind. However, since Cerberus has a
total of -three- different heads, their weaknesses vary. Instead of giving you
weaknesses for each of them, I'll give you a general rule:

Whatever element empowers the enemies that come out of the holes, that's what
the current head is weak to!

This is the general rule, unless someone can convince me otherwise. For example,
if biological enemies keep coming out of the holes, then the head firing the
laser (the one you must hit) is weak to the Dissipator - which empowers the
biological enemies. Naturally, this makes the battle very hard, since you're
empowering a bunch of enemies while hitting another for small damage.

So, the first thing you should do when he starts firing at you is destroy as
many of the enemies that come out as possible (remember, if you hit them with a
weapon they're weak to, the damage will spread to others), then turn your
attention to the head and hit it as much as possible. When a lot of enemies
appear, repeat this process. Continue until dead. Lucky for you, Cerberus has
only one phase.

After you beat him, since he was just a sentry, you'll proceed into Yggdrasil's
main room, the Teleport Bay. Here, you'll encounter a pretty gross thing which
speaks your name. Though it's represented by an old man's face (I don't know
why...), this seems to be the Source. He thanks you (for activating the Teleport
Bay) and then he and Jenosa exchange some unloving words, before the final
battle with the Source begins. And though it bears no official name, I shall dub
it...

-=-=-=-=-=-=-=BOSS=-=-=-=-=-=-=-=-
Scurge Infection Epicenter, SOURCE
-=-=-=-=-=-=-=BOSS=-=-=-=-=-=-=-=-

How do you like the name? :) Anyway, the Source is made out of three parts.
The center blue orb which covers the Source itself (that old man), which is
impenetrable, and which fires blue beams at you which take up a third of the
battlefield (ala Atlas), but is relatively easy to avoid, considering you have
enough time to get out of the way (the blinking doesn't harm you, it only starts
to harm you when the beam solidifies). Also, you'll notice two blobs, one to the
left and one to the right of the center orb. In order to actually harm the
Source itself, you must burst these two blobs.

The easiest and fastest way is to throw in a couple of Plasma Bombs while
constantly shooting at them. This should speed up the process. When they burst,
they release some enemies, but they shouldn't be a problem. When you burst them
both (make sure you do it quickly), the center orb will rise to reveal the old
man's body. Now QUICKLY, get in as many Dissipator shots as you can while
avoiding the powerballs he starts shooting. I can't really determine it, but I
think he's a bit weaker to the Dissipator. Anyway, since it has only one phase,
repeat until dead (when the blobs regenerate, the center orb will cover the body
once more, so you have to destroy them again)... It's a pretty long, dragged out
battle unless you're on a really high level (like, 50+). And it's especially
tough since it happens right after Cerberus, who is one tough cookie. However,
when you win...

The Source, in a desperate desire to continue living, releases its condensed bio
matter like most of the other bosses and enters you. Now, the true final battle
begins, and it's in your brain - you trying to fight off the Scurge's infection
once and for all. This is, in lack of a better term... Who am I kidding, this is
the best term - a fucked up battle. Basically, you're in an infinite space of
pure white with a blue Scurge blob flying around, releasing powerballs all over
while trying to hit you. You've got a new Super Shot for this battle, and it's
the only thing you can use.

This Source has nine life bars. Not phases, they're simply life bars. And you've
got to take them all down. Anyway, first of all, every now and then the Source
will approach you and create a clone from you. These clones are of a different
color, so they're easy to tell apart. They will run around and damage you when
they touch you, but don't worry about that. When the Source creates a total of
three clones, it will drag them towards itself and start spinning them around.
Keep AWAY from them, don't let them hit you. Eventually, the Source will pull
you in and start sucking away your energy. It WILL suck your health away,
eventually down to the last 1 HP, but it can't kill you. When it's finished (or
better yet, keep pressing A) you have a chance to quickly double-jump out a
couple of times, AWAY from it and the clones spinning around! Really, jump until
you're safe! If the clones hit you, you're dead. Basically, it's easy from now
on. Shoot from a distance, avoid the clones, skillfully jump away when it
finishes sucking your health and repeat. It should be dead in no time. ^_^

(Note: You CAN avoid the suck attack by killing the clones before the Source has
a chance of creating all three, but 1. it's hard and 2. there's no point, as
this tactic is much better.)

Now, the grand finale. Your big battle has reduced the lab's structural
integrity and it's all about to explode (as usual), so you need to quickly
evacuate. You will now witness the final scene, which I won't comment on, as
it's very beautiful. Just watch and read through your debriefing. The credits
will roll, and you will have finished the game! But, when the credits roll,
you'll witness a mysterious 'To be continued...' Could that mean that we'll be
seeing a Scurge 2? I sure hope so, and I hope you've enjoyed the game as much as
I have. Thanks for following the walkthrough! Until next time.

~~~~~~~~~~~~~~~~~~
V. Optional Stuff
~~~~~~~~~~~~~~~~~~

After the ending, you will have unlocked the Hard difficulty and the option
'Costume' in the title screen which allows you to change Jenosa's color palette.
It has many various mixes, and serves just for the fun, so you don't have
to go through Hard mode as plain old Jenosa.

If you finish Hard mode (and since Normal mode was quite hard, you can only
imagine how hard Hard is...), you will unlock the second option here, called
Boss Rush, which pretty much allows you to fight all the bosses one after the
other. It's nice if you want to beat the crap out of them all over again. :)
Also for beating Hard, you get the Insane difficulty. 0_o

For beating Insane, you get an Ultra Mode option. When it's on, you will play
through the game as super-Jenosa, your normal shot replaced with the Super Shot
(the one you used in the final battle) and you with 999 HP.

To tell the truth, even though Scurge is a great game, it doesn't have much
replayability, and the unlockables are really not worth it. If you like the game
so much, feel free to play again and again, though. ^_^

~~~~~~~~~~~~~~~~~
VI. Weapon Guide
~~~~~~~~~~~~~~~~~

This is just a basic section to run you down on what the various game 'weapons'
(though it isn't a proper name for some) do.

1. Normal Shot
--------------
It's just that - a normal shot. It's your basic weapon, and though you won't be
using it much in the game, it is there. Basically used to activate countdown
posts, though all the other shot-weapons can do it too.

2. EMP
------
An enhancement for your shot which charges it with electricity. It works wonders
agains robot/mech-type enemies, but greatly empowers energy-types. Also used for
puzzles, to activate EMP posts.

3. Dissipator
-------------
An enhancement for your shot which charges it with a cellular-dissipating
ability. Works great against energy-based enemies, while empowering biological-
types. Also used for puzzles, to activate Dissipator balls.

4. Combustion
-------------
An enhancement for your shot which charges it with heat. Effective against
biological-type enemies but empowers robot/mech-types. Also used to burn away
dead ivy on the field.

5. Cryostasis
-------------
Not a weapon per se. You use it to create a big field of freezing cold air
around you which instantly freezes several enemies on the screen. Some will
break through the ice faster than others. Primarily used for puzzles.

6. Adrenaline
-------------
Not a weapon per se. You use it to give yourself a boost of adrenaline, making
everything around you seem to move slower. It's basically a time-slowdown, very
useful throughout the game.

7. Plasma Bomb
--------------
These little bombs latch onto targets and explode on them, dealing a fair bit of
damage. They can also burst apart large groups so they're really useful in a
pinch. They have a 3-second fuse, and are also used to blow up rubble on the
field.

8. Super Shot
-------------
Replaces your Normal Shot during the final battle and in Ultra Mode. Though not
a separate weapon, it was added here for completion.

~~~~~~~~~~~~~
VII. Credits
~~~~~~~~~~~~~

-To CJayC, GameFAQs' founder, for creating such a great site
-To me, for typing this up, even though some won't like it
-To Hobserk, a GameFAQs user who involuntarily helped me to defeat the final
boss by posting on the boards :)