/------------\ /---------\ /------------\ /----------\ | | | \ | | | \ | P /--------/ \-------\ \ | /--------/ | /----\ \ | R | \ \ | | | | \ \ | O \-------\ /--\ \ | | \-------\ | | \ \ | J | | | | | | | | | \ | | E /-------/ \--/ / | | /-------/ | | | | | C | / / | | | | | | | T \--------\ /-------/ / | \--------\ | | | | | | | / | | | | | | \------------/ \---------/ \------------/ \---/ \---/ FAQ/Walkthrough v1.10 Based on the PC Version (but should work with the PS2 version!) by Francesco "Warzone" Poli francesco.poli2@tin.it I. Version history II. Legal stuff II-A. Short version II-B. Long version III. Mandatory ranting III-A. Technically speaking... IV. Your squad IV-A. Carter IV-B. Minoko IV-C. Andre' IV-D. Amber V. Weapons and tools V-A. Weapons for Carter, Minoko and Andre' V-A-1. Pulse Gun V-A-2. Disc Launcher V-A-3. Time Shock V-A-4. Extractor V-A-5. Pipe Bombs V-B. Weapons for Amber V-B-1. Amber's Pulse Gun V-A-2. Pipe Bombs V-A-3. Amber's Missile Launcher V-C. Other tools V-C-1. Rover V-C-2. FlyCam V-C-3. Sentry V-C-4. Omnitool VI. Hints and tips VII. Walkthrough VII-00. Demo VII-01. Century Plaza VII-02. Real Meat Factory VII-03. Construction Site VII-04. Shopping Mall - Home of the Free Spirits VII-05. Death Head HQ - The Saint Lucy Building VII-06. The Hospital VII-07. The SkyTran VII-08. The Zoo VII-09. Ground Zero - Home of the Scavengers VII-10. Underground VII-11. The Eden Bunker VIII. Frequently Asked Questions VIII-A Game help VIII-B Bugs VIII-C General IX. In conclusion... ------------------------------------------------------------------------------- I. Version history ------------------------------------------------------------------------------- v1.10 26/01/2002 Forgot a whole paragraph in The Zoo walkthrough, thanks Gibbyhky06 and everyone else who's written me! Cheat codes! Thanks Gwog! A few tweaks, a couple of FAQs, the works. v1.00 12/11/2001 Walkthrough complete! Lots of tweaks here and there. Some PS2 version info, thanks to Stephen Wakeman. v0.99 11/11/2001 Walkthrough up to level 10, Underground. Corrected more names to match original English ones. Several tweaks here and there. v0.80 11/10/2001 Walkthrough up to level 8, The Zoo. Moved Version History. Corrected weapon names to match original English ones. Several tweaks here and there. v0.60 11/09/2001 Walkthrough up to level 6, The Hospital. A couple more FAQs. Some tweaks here and there, mostly the index. Put roman numerals beside the actual chapters. I just forgot. v0.50 11/08/2001 Walkthrough up to level 5, Death Head HQ. A few more FAQs. Slightly revised the legal section. A few tweaks here and there, nothing major. v0.40 11/07/2001 First release. Walkthrough up to level 4, The Mall. ------------------------------------------------------------------------------- II. Legal stuff ------------------------------------------------------------------------------- II-A. Short version ------------------------------------------------------------------------------- 1) Do anything but read and print it for private, personal use, and you'll pay. 2) Don't ask Core or Eidos about this thing. II-B. Long version ------------------------------------------------------------------------------- Readers are authorized to: 1) Read this FAQ; 2) Download this FAQ on their PC; 3) Print the FAQ, in whole or in part, for personal use ONLY. Readers are EXPLICITELY PROHIBITED from doing anything with this FAQ except what listed above. In particular, it is prohibited to: a) sell this FAQ; b) translate then sell and/or otherwise distribute this FAQ; c) modify this FAQ in any form, then publish it; d) remove this legal notice from this FAQ; e) remove and/or replace credits to the author from this FAQ; f) post this FAQ on any site without permission; g) take "inspiration" to write another FAQ or strategy guide(s). Due to what is said in point f, webmasters are prohibited from posting this walkthrough without authorization. Please contact the author first at francesco.poli2@tin.it However, these networks and sites are explicitely prohibited from posting this FAQ: - GameSpy Industries, and in particular CheatingPlanet (www.cheatingplanet.com) The above list may change without notice, and is to be presumed incomplete at all times. Conversely, these sites and these sites ONLY are currently allowed to post this FAQ: - GameFAQs (www.gamefaqs.com) - Cheat Code Central (www.cheatcc.com) - Dirty Little Helper (www.dlh.net) Due to what is said in point g, the following groups are explicitely prohibited from using even the smallest amount of this work in any form, including but not limited to research: - IGN (www.ign.com) - Ziff-Davis Communications, in particular GameSpot (www.gamespot.com) - Xenia Edizioni, in particular The Games Machine (www.tgmonline.it) The above list may change without notice, and is to be presumed incomplete at all times. Finally, the author of this FAQ is in NO WAY associated with Core Design, Eidos, or anyone else. This FAQ is fully unauthorized. Asking anyone but the author of this FAQ about it would be pretty dumb. ------------------------------------------------------------------------------- III. Mandatory ranting ------------------------------------------------------------------------------- Added v0.40: I wasn't really sure I should be doing a FAQ on Project Eden, since the game is somewhat short and easy. I guess anyone can easily beat this thing in under 20 hours. Still, since no other FAQ was available when I started writing, I said: what the hell, it's practice. Added v0.50: Did you notice this is my first FAQ ever? Anyway, this thing is getting quickly so big it's amazing. I know I need to be detailed, and I still don't know if I'm clear enough, but still, the walkthrough for each level is very long. It's between 8000 and 20000 characters per level! I think the final version will be around 250Kb. Hope no one is annoyed by this... Added v0.60: In case you didn't think so, then know that making FAQs is underrated. You really have to try it at least once to understand the amount of work that goes behind one. Even if it's based on as simple a game as Project Eden. All in all, I'm still happy I did. Added v0.80: Double level whammy. Sorry, can't think of anything else to say. It's midnight, the world is spinning, and I'll probably throw up a Rover one of these days. Only three levels to go, come on... Added v0.99: Tomorrow this will most probably be over. Somehow, I think I'll miss it. Maybe I'll make another FAQ... if I find a game that needs one, and I'm able to do it, of course... Time to browse the GameFAQs list of requests. Added v1.00 It's done. The only Project Eden FAQ I've seen around the 'net is my own 260Kb monster. Even though the game didn't have the success of Tomb Raider, I'm still proud of this. It is, after all, my very first FAQ. Anyway, this will probably be the final rant, unless there's serious problems and/or an expansion pack. Future versions, if any, will only contain tweaks. III-A. Technically speaking... ------------------------------------------------------------------------------- PC version comes in one CD, around 525Mb full. Package is a DVD jewel case, with a mostly useless manual. Full Installation takes around 500Mb. Saved games are less than 15Kb. Strangely enough, running the game from the CD autoplay still accesses the CD often. Running the game from the start menu shortcut makes things much faster. Dunno if it's a bug of the Italian version only or of it appears in all versions. It isn't fixed in v1.01, if you're wondering. My version is Italian, and can only be played in that language. However, in the files there's text for all languages; I've modified the registry to play in English, although there are no voices - not even the Italian ones. I believe it's the same for all languages, i.e. you can play in Italian with the English version but you still won't hear voices. Controls are through keyboard and mouse. Setting them to standard FPS layout works perfectly. ------------------------------------------------------------------------------- IV. Your squad ------------------------------------------------------------------------------- You are in control of the Urban Protection Agency Incident Squad Four, which comprises four elements. IV-A. Carter ------------------------------------------------------------------------------- He's the leader of the squad. He's nothing particular, and in fact I hardly used him at all. In combat he's average, but seems a little bit tougher than Minoko and Andre'. Just a very wee little bit. Skill: can unlock certain UPA locked doors. Look for blue hand scanners near UPA doors - if the button is green, then anyone on the team can open it. As you might have guessed from above, those scanners are pretty much rare. He can also talk to certain persons, but those are also very rare. IV-B. Minoko ------------------------------------------------------------------------------- She's much more useful than Carter, and in fact, she'll become a very important character in the game - and not just due to her skill... In combat she's average. Despite her slight frame, she seems just as tough as Andre' and Carter. Skill: can access computers. Look for blue hand scanners away from UPA doors. Note that redded out computer functions are normally unaccessible, and need to be hacked into. Read the manual for further info. IV-C. Andre' ------------------------------------------------------------------------------- He's the engineer, and can fix things. Seems to like poking fun at Minoko, but does that only very rarely. In combat he's just average. Nothing at all to say; seemed exactly as tough as Carter and Minoko. Skill: can repair broken machinery. Look for sparks coming from cables, computers, switches, the like. IV-D. Amber ------------------------------------------------------------------------------- She's big, mean, tough and by no means dumb or slow. The best character to send scouting ahead. In combat, she's the best. She's tough, has powerful missiles right from the start, and runs just as fast as anyone. She also seems to hold more energy than the others, although not much more. However, she can only use her pulse gun, missiles, and pipe bombs. She cannot use any other weapon. Skill: Amber can walk unharmed through environmental hazards: electricified floors, flames, hot steam, the likes. Being a little tougher, she seems to handle most falls better than the others. ------------------------------------------------------------------------------- V. Weapons and Tools ------------------------------------------------------------------------------- As said above, Amber cannot use most of the weapons that the rest of the team can. Also, with the exception of the pulse gun, only one character at a time can use a given weapon. ------------------------------------------------------------------------------- V-A. Weapons for Carter, Minoko and Andre' ------------------------------------------------------------------------------- V-A-1. Pulse gun ------------------------------------------------------------------------------- This is your default weapon, and a staple in your defense. It uses little power, but enemies are equally not very impressed by it. Normal fire mode: this fires a continuous blue stream, which is very weak and eats little ammo. Useful on: almost everything, if you've got the patience and/or distance. Alternate fire mode: this fires a ball of energy, which does light area damage. Note that you need to hold down the fire button for a second or two for the ball to be fully charged. Useful on: groups of mini spiders and single power leeches, but only if fully charged. It's too slow for anything else. V-A-2. Disc Launcher ------------------------------------------------------------------------------- This baby is very powerful, but also eats lots of ammo and is slow. To fire, hold the fire button to get a laser sight, then release to actually fire the disc. The laser sight turns green if it's on an enemy. Note that the disc takes time to reach its target, and it's a bit slower than Amber's missiles. Normal fire mode: fires a disk that explodes on impact. Useful on: tough monsters, at a good distance. Alternate fire mode: fires a disk that explodes on impact with a target, or bounces across walls. The laser sight will show the disk's trajectory. Useful on: nothing, but that's me. See if you can get to someone or something through it, but otherwise, don't bother. V-A-3. Time Shock ------------------------------------------------------------------------------- This slows time immensely for anything that is succesfully hit by it. Does no damage whatsoever, but eats quite a bit of ammo. Normal fire mode: fires a streak that slows down anything that hits. The more the target is hit, the more is slowed down, until the maximum (about one third of normal speed). If the streak is stopped, target quickly but gradually returns to normal speed after a short time. Useful on: not much, really, but I guess combined with the rest of your team firing in unison it can be useful. Hitting the invulnerable cannons with it makes them too slow to catch on you, which can be useful. Alternate fire mode: fires a ball that lands on the ground, creating a decently sized field. Anything caught in the field is slowed down, like in the normal fire mode. However, it uses large quantities of ammo. Useful on: well, I've used it only on the final boss, but I guess large groups of enemies can be done away with much faster by using it. V-A-4. Extractor ------------------------------------------------------------------------------- This can absorb the enemies' health and turns it into energy for your weapons. Very useful, since once you get it, you'll never run out of ammo again. Normal fire mode: absorbs enemy health. It's not very powerful, so even weak enemies require long times to be converted into energy. However, if your weapon energy is maxed out, and you keep absorbing energy, you'll eventually start to create batteries. You'll see an onscreen message whenever you've created one, but energy is just wasted if you're at maximum and you already have 99 batteries. Note that the beam is useless against non-living target, such as walls, windows, etc. Useful on: nothing in itself, but as soon as you get it, use it as much as you can. If you go up to the maximum of 99 batteries quickly, you can afford right away to be a lot more trigger happy. Amber will be especially happy with this. Alternate fire mode: fires a beam that eats up lots of ammo, but does decent damage. It also jumps from monster to monster, as long as they're near. Useful on: anything at a decent distance, although the pulse gun is generally much more energy efficient; of course, on tight packs of monsters, this isn't the case. You can, of course, get the enemy to half health or less with this, then absorb the remaining half, effectively spending little if any ammo. V-A-5. Pipe bombs ------------------------------------------------------------------------------- These eat decent amounts of energy, but deal quite a bit of damage. You get them early on, so they're gonna be your most powerful weapon for a while. Normal fire mode: bombs explode on contact, making quite a mess. They can be fired in fairly quick succession, although they're not very accurate. Useful on: tightly packed groups of monsters, or powerful ones at medium range. However, once you get the disc launcher, you'll find them less useful. Alternate fire mode: bombs explode in proximity of monsters, making again quite a mess. Useful on: well, if you see a bunch of enemies that are in a location not directly accessible to you (quite a distance down, beyond a small window), it's useful, otherwise forget about them. ------------------------------------------------------------------------------- V-B. Amber's weapons ------------------------------------------------------------------------------- These weapons are only accessible by Amber, with the exception of the pipe bombs. V-B-1. Amber's pulse gun ------------------------------------------------------------------------------- This is the same as the normal pulse gun, except it fires a double blue stream, which uses twice the ammo and does twice the damage than other characters' pulse guns. Very handy. V-B-2. Pipe bombs ------------------------------------------------------------------------------- These are the normal pipe bombs, except Amber has little use for them. Use missiles instead. V-B-3. Missile launcher ------------------------------------------------------------------------------- Amber starts with this powerful weapon, which is fast and uses reasonable amounts of energy. Normal fire mode: fires missiles in quick succession. Missiles do decent splash damage, but for best results you have to score direct hits. Useful on: anything, but particularly on slow, tough enemies. Alternate fire mode: missiles lock onto a specific enemy. Just hold the fire button on the enemy, and you'll hear "Target Locked". Then, with the cursor still on the enemy, release to fire the missile. Note that you don't start with homing missiles, you get them later on. Useful on: not much, actually. Locking on enemies is a hassle. ------------------------------------------------------------------------------- V-C. Other tools ------------------------------------------------------------------------------- V-C-1. Rover ------------------------------------------------------------------------------- The Rover is a mini tank that can go into small passages, operate some buttons, and easily take on enemies not larger than rats. Anyone can use the Rover, as long as there's enough space in front of them to generate it. When you're done, press the right mouse button to access the menu, and choose revert. If you need that character for some reason, and don't want to reset the Rover's position, choose 'leave device' instead. To return to the Rover, open the menu and select the option, it's on the top left, near Carter's icon. Creating the Rover takes quite a bit of weapon energy, but you get it all back as long as the Rover is undamaged. Otherwise, you'll get less and less energy the more its damaged, until you get no energy back at all if it's destroyed. Two other things to note: first, the cannon has a very short range, and you can't fire if your cursor is on an object out of range; second, the Rover cannot go up even the shortest height without a slope, so be careful where you pilot it - you might have to revert and start from the top. V-C-2. FlyCam ------------------------------------------------------------------------------- The Flying Camera can fly (duh) and activate a few switches, as well, but it is unarmed. Again, anyone can use the camera, as long as there's enough space in front of them to generate it. Unlike the Rover, the FlyCam continually uses energy to float, which means that when its energy is exhausted, it falls to the ground and is automatically reverted. As you can see, you'll easily lose most of the weapon energy you have invested on it, and although it doesn't take lots of that, be careful. V-C-3. Sentry Gun ------------------------------------------------------------------------------- You can deploy it wherever there's space, and it fires a rather powerful energy beam. Unfortunately, enemies seem to make it a priority target, and being very weak, it'll rarely last long. I've tried it once or twice, and the biggest use I've found for it is as bait. V-C-4. Omnitool ------------------------------------------------------------------------------- This is the tool that Andre' uses to fix machinery. You can't select it in the inventory; Andre' takes it out automatically when needed, and puts it away when you (or his AI) change weapon or try to shoot. ------------------------------------------------------------------------------- VI. Hints and tips ------------------------------------------------------------------------------- - Try to conserve up ammo in early levels. Don't fire missiles and pipebombs recklessly, and save before launching the FlyCam. - Once you get the Extractor gun, use it on everyone until you get to 99 cells. Then you'll have more than enough ammo to finish the game. - The FlyCam cannot fly lower than a certain altitude. Unless you use a little trick, but it's used only once, in level 8. - The Rover cannot fire at targets far away. The cannon won't even trigger if you point it at something far away. This actually makes things easier if you think about it. - Press F3 to go into first person view. It might take a while to get used to, but afterwards, it'll be very useful. It's also greatly realistic - I hope more games will use something like this. - Dashing through heavy steam, high-pressure fire and electricity WILL NOT WORK. Use Amber. - However, you can walk through certain fires and gasses without too much damage. Those are rare, though. - Some doors can be opened by walking up and activating them. - Some doors can be opened by just walking up to them. - Look for power leeches. They're the bugs you find first at the end of level two. Eliminate them on sight, otherwise some buttons might not work. - Save often. You can't really die, but it's annoying to repeat certain passages after you get killed. - SAVE USING THE NORMAL SAVE FUNCTION EVERY ONCE IN A WHILE. Quicksaving is reliable, but not too much. Although you don't need to save every three seconds with the normal save, either. - Still, be careful when loading. You didn't think that loading times this nonexistent didn't have problems, didn't you? The position of certain things is not saved. In particular, try to avoid save when on something that is moving, especially the fan blades in level three. You might have a nasty surprise when you load... - A few tips on hacking. Do the faster moving circles first, then, when the slower ones are near the goal, do those. If you keep failing, I saw that there's a tendency for circles to be slower the next time you try. It's not always like this, and that's good, since you're almost always on a time limit. Remember that each hacking attempt consumes a little bit of weapon energy! - A few tips on repairing. It's actually very easy - until you get down to a single unit of damage. Keep practicing when the object is more damaged. Try to stop the cursor as early as you can. It's also a bit easier when the blue section is nearer the left side of the bar, since the cursor has less momentum near there. Remember that each time you 'land' the cursor you consume quite a bit of weapon energy, and you can easily eat up your reserve if you're not careful! - Inventory is not shared. If someone picks up an object, then that same person must use it when needed. - When fighting Mutated Lucys, try to knock them down! A direct hit with a missile or disk should do the trick. When they go down, they die immediately, even if they have health left. - There's monsters in later levels that can 'hook' your human characters. They can only hook a single character at a time, and won't let go until either is dead. Switch character and kill them if you get hooked. Amber is immune to their weapon, and gets no damage whatsoever from them. - In later levels, spiders start spitting acid. However, that's not the dangerous thing. They leave green acid 'mines' that set off when you're too close, and do LOTS of damage - especially because they tend to drop five-six mines in a single area. You can't shoot them, so either avoid them, or prepare for lots of trips from the last regen. - If a fall makes Amber slip when she lands, she'll die. Even if she has plenty energy left. You can see this in level 9. I'm not sure if this is a bug. - Here's a keyboard layout you can use for the PC version: W = Forwards S = Backwards A = Strafe left D = Strafe right Q = Flashlight on/off TAB = Change fire mode F6 = Quick save F9 = Quick load Mouse = move cursor, turn character Left mouse button = shoot, talk, interact Right mouse button = menu - If you find any glaring omissions and errors... let me know! My e-mail is francesco.poli2@tin.it - and no, I don't have ICQ or anything else. ------------------------------------------------------------------------------- VII. Walkthrough ------------------------------------------------------------------------------- VII-00. Demo ------------------------------------------------------------------------------- This section of the walkthrough refers to the PC downloadable demo. I'm not sure if there is a PS2 demo, and if there is, I don't know if it's the same. The demo level is the toughest puzzle on level one, which is actually a very simple one overall. When you're in control, send Minoko down the slope to access the computer. There are two switches you can activate: the first is unusable, and we'll take care of it soon; the second needs to be hacked and controls the rotation of a chamber nearby. Hack switch 2 and leave her there. Don't activate it; just switch to Amber. With Amber, play with the crane control just nearby. Whoops! Well, now you have to be quick and make it on the swinging pipe. With no jump button it might be tricky, but it's far from difficult. You'll be able to swing near a closed door, on the pipe. Shoot the red locks to open the door. You can switch to someone else and pick them from afar, or shoot them before you start swinging the pipe. Still, once you're inside, switch to Minoko. You should be able to see Amber in the room. Activate the device, and the room will turn and flood with hot gas. That's why you need Amber. Now there are two tunnels: one leads to the broken door you saw earlier on the cameras, but Andre' cannot get here to fix it yet. The second leads to the source of the steam. Go up it, then turn right and go down the short slope. You'll find a switch. Now, this switch theoretically requires two people to be used correctly: one holds down the switch, the other goes through. You'll have to make do alone, but it isn't at all hard. Hold down the switch until the door moves no further, then quickly release it and go through. Inside, turn around; there are two doors. The left one you just came through, the right one is your target. There's another switch here, so again hold it down until the doors go no further, then dash through the right door. Go up the short slope and you'll find the gas valve - whew! Now you have to go back into the rotable chamber. It's a bit trickier, since one door is a bit farther from one switch, but still more than possible. You can still throw yourself into the abyss if you're really unable to, but you'll have to get Amber back in then, since she's still needed. Anyway, switch to Minoko and rotate the chamber again. Now have Andre' go in there, and have Minoko rotate the room one final time. With Andre', fix the broken panel near the door, then, with Minoko, open it; it's switch #1 on the computer's main screen if you forgot. Enter with Andre', and jump down the hole in the pipe to the stairway. Press the button, and the crane will come down. Climb onto the pipe, press the middle button to raise the crane, then hold the left lever. Your goal, of course, is to get the pipe in position so that Amber can walk through it to the other side. Once it's done, jump back down on the stairs, go down to the ground, and open the only door. To the left there's a chasm with no bridge; ignore it for now. Go right. Kill all the Death Heads (that's their name if you were wondering), and keep going. There's only one way. At the end, climb the stairs and activate the hand scanner panel near the door. Have Minoko and Carter follow you to the chasm you saw earlier. Now let's get back to Amber. Go through the door and the pipe, then jump down. You're on the other side of the chasm, but before you can do anything, a door blows and a couple Death Heads come out. Kill them. Then, just to the right of the chasm, there's a switch: flip it to extend the bridge. Have the whole squad cross it, then enter the door. One last Death Head member will ambush you; kill him, and get the entire squad into the elevator. Demo complete! VII-01. Century Plaza ------------------------------------------------------------------------------- Compared to the other levels, this is little more than a tutorial. Still, make sure you get into the right mind set as fast as possible. After the intro, you'll be in control of Carter. Gather your squad, and go ahead towards the entrance... BOOM! Somehow, I expected that. The surviving scientist has nothing to say, so at the collapsed bridge, turn left. Look up, wave goodbye to the sky, because you won't be seeing it for a loooong time... Enter the door (just get close to it), turn left, and head to the far wall. To the right of the window there's a switch; press it, and when the elevator comes, get everyone in. Press the button inside, and begin your descent. Once down, there are three directions you can go. To the left, and through a couple of corridors, but the door is locked. We'll come back later. You can go straight right from the elevator, but all you'll find are a door, locked from the other side, and an unextended bridge over a veeery high pit. Go the only remaining way, slightly left but straight from the elevator. At the end there's a door, but there's no way to open it right now. Make sure everyone gets close to the regenerator (to select it), then go up the slope. You'll see someone (he's the security guard you're looking for) slip into a door, then vanish into another door inside. There's no way to open the outer door from here: what now? Here's the first puzzle of the game. Just to your left is a small structure covered by several glass windows. Shoot the windows and look through. The amount of steam is a hint to send in Amber, so take control of her and carefully make your descent. Go through the steam, and when you're at the end of the corridor, look to the right for a valve. Activating the valve turns off the steam, but you could leave it on for all you care. There's no need to send anyone else through here. Turn away from the valve and go into the door (you have to get close and use the handle). Follow the corridor and the stairs, opening the other door. Uh-oh, those red blips did look menacing... time for the first fight. The Death Heads are wimps compared to what you'll face later, and are no match for Amber's Double Pulse Gun. The section they broke out of has nothing of interest, so turn around and climb the stairs. At the end of the catwalk you'll find some dogs. They'll attack you, so kill'em all - you might want to use missiles, just for the heck of overkill, but try not to run out of ammo just yet. If you enter the only doorway up here, you'll eventually get on the other side of the door you saw before. The guard will come out, but only Carter can talk to him. So, open the door at the very end, and rejoin your team. Have Carter talk to the guard; make sure you don't move at all while talking, or you'll have to restart the conversation. When it's done, follow the guard. He'll go to the gate near the regenerator, the one we couldn't open earlier. Recharge anyone to full health and ammo, then enter the gate. The short flight of stairs leads nowhere right now, so enter the doorway. You can talk to a few people here, but no one has anything interesting to say. To the right of the entrance there's a door you can open by activating the hand scanner nearby; but don't go through here yet. Go towards the left side of the room, where there's another closed door. The door button is broken, so have Andre' fix it. Unfortunately, it won't be enough. So send Carter through that door we saw moments ago, the one to the right of the entrance, and go up all the stairs. There's a lock that only Carter can open here. Open the UPA elevator, and grab the Rover. Go back to the rest of the team, then have anyone generate the Rover. Drive the little tank under the broken door, and use the computer board to climb on the table to the left. Pick up the battery, then look straight left; there's a broken circuit board that you can shoot. Do it, and the door opens. Right click and revert the Rover - you don't need to be close to anyone to do this. Send Minoko in, and connect to the terminal. Check the mail icon, and play the movie: interesting. You can also check through the cameras, but you won't see much. When you're done, hack into the switch icon (no time limit, so take it easy), and open the door. This door is just to your right when you leave this small building. You don't need to take your squad there and down the stairs, Carter will be enough. Follow the right wall of this room, and turning left you'll find an open box near a battery cell. Facing this box, turn around: on your left, there's a large box. Go forwards a bit, onto the wood section, then turn around. There's a crack in that same box that your Rover can fit into. Grab the battery, then revert and continue. Turning away from the crack, go towards the opposite wall and turn right. Follow the wall into the small passage, until you get into the bathroom. Inside the last stall is one of the guys you saw in the video: shoot the lock and talk to him. You'll get a magnetic keycard. Ring any bell? Go back out in the box room and up the stairs. Get your team, then go back towards the elevator. You'll pass the regenerator, so make sure everyone is topped up in both health and weapon energy. Take the passage that is now to the right of the elevator, and insert the card in. Remember that the inventory is not shared. Go up the stairs at the end, and you'll face your first action puzzle: the conveyor belt. It's actually easy, so don't worry. Open the door by flipping the switch, then, one character at a time, have them run up the conveyor belt, and towards the door on the left side. The first character needs to open the door by shooting the lock. In case you're wondering, you can just have Minoko do this. Just send everyone else back in the regen station tunnel, through the then-impassable gate, and up the stairs. The door is closed but we'll open it soon. Also, you can send Carter near the drawn bridge and locked door to the right of the elevator, since we won't be needing him soon. Once Minoko and anyone else you want are through, push the red button and open the door. Go up the slope to the regeneration station. This is also where the demo begins, in case you're wondering. From here, send Minoko down the slope to access the computer. There are three switches you can activate: the first is unusable, and we'll take care of it soon; the third opens a door leading up to that set of stairs we saw soon before entering the kitchen area; the second one needs to be hacked and controls the rotation of a chamber nearby. Open the door with switch 3, letting the rest of the squad in if that was your choice, then hack into switch 2 and leave her there. Don't activate it; just switch to Amber. With Amber, play with the crane control just nearby. Whoops! Well, now you have to be quick and make it on the swinging pipe. With no jump button it might be tricky, but it's far from difficult. You'll be able to swing near a closed door, on the pipe. Shoot the red locks to open the door. You can switch to someone else and pick them from afar, or shoot them before you start swinging the pipe. Still, once you're inside, switch to Minoko. You should be able to see Amber in the room. Activate the device, and the room will turn and flood with hot gas. That's why you need Amber. Now there are two tunnels: one leads to the broken door you saw earlier on the cameras, but Andre' cannot get here to fix it yet. The second leads to the source of the steam. Go up it, then turn right and go down the short slope. You'll find a switch. Now, this switch theoretically requires two people to be used correctly: one holds down the switch, the other goes through. You'll have to make do alone, but it isn't at all hard. Hold down the switch until the door moves no further, then quickly release it and go through. Inside, turn around; there are two doors. The left one you just came through, the right one is your target. There's another switch here, so again hold it down until the doors go no further, then dash through the right door. Go up the short slope and you'll find the gas valve - whew! Now you have to go back into the rotable chamber. It's a bit trickier, since one door is a bit farther from one switch, but still more than possible. You can still throw yourself into the abyss if you're really unable to, but you'll have to get Amber back in then, since she's still needed. Anyway, switch to Minoko and rotate the chamber again. Now have Andre' go in there, and have Minoko rotate the room one final time. With Andre', fix the broken panel near the door, then, with Minoko, open it; it's switch #1 on the computer's main screen if you forgot. Enter with Andre', and jump down the hole in the pipe to the stairway. Press the button, and the crane will come down. Climb onto the pipe, press the middle button to raise the crane, then hold the left lever. Your goal, of course, is to get the pipe in position so that Amber can walk through it to the other side. Once it's done, jump back down on the stairs, go down to the ground, and open the only door. You can say hi to Carter if you left him there. Back to Amber. Go through the door and the pipe, then jump down. You're on the other side of the chasm, so extend the bridge. Have the whole squad cross it, then unlock the door with Carter. This is where the demo ends. Uh-oh, more Death Heads! Kill the guy, then walk through the door, and kill the other guy on the right. We'll explore that section later. Go left, and you'll be in the location of the movie you saw earlier. Near the body of the Death Head there's a piece of meat. Pick it up and go all the way back to the UPA service elevator (it's where you got the Rover from, near the kitchen). Once that is done, return to the squad, and proceed opposite of where you found the sample. There might be a couple more Death Heads to kill. At the end of the corridor, unlock the door on the right with Carter. Get everyone inside the elevator to end this level. VII-02. Real Meat Factory ------------------------------------------------------------------------------- This level is also quite short and easy. In case you're wondering, no, you can't turn off the alarm right now. Live with it. One at a time, climb the vending machine that Amber threw down in the movie. If you climb up it and go down the other side, you'll get no damage from the fires. When everyone is on the other side, you can stay as a team, or, easier, send Minoko ahead. Wow. More than a few broken computers this looks like a war zone. Well, go up the stairs, turn around, and go through the right path to the other side of the room. The left path will collapse, and powerful electrical charges will kill you quickly if you go through there. On the other side, you'll see a fish tank. A big hole will have all the water drain, and the fish die. Oh, well, just blow the glass away and go through. Dash up the two down going escalators, then up another set of escalators to the mess hall (hah, so appropriate!). Here there are two things of note: one is a very powerful fire jet that will kill you instantly if you get close, which is covering the way forwards. The other is a piece of ceiling forming a convenient ramp, falling over a table. Go up that ramp until your way is blocked - but your friendly Rover can go ahead! Make way through the rafters to the red handle just above the fire jet, and activate it. Revert the Rover, and go down the now safe pipe. Talk to the scientist here. He has nothing much to say, though. Connect to the computer in this room, and hack into the only red switch here. This will not only unlock the door you saw, but also the ones just to your right. Have the rest of the squad go through those doors if you left them behind. Opposite of the terminal, take that corridor, making sure to recharge at the regen station. Leave someone there if you want to make it quicker (but not Minoko). At the end, turn left and shoot the glass. Kill all the escaped creatures and talk to the scientist there. On one side of the room, there's gas tanks; shoot them to open a way out. In this corridor, there's a lot of dogs. Kill them all. At the end of the corridor, turn left and enter the cages room. Flip the switch near the desk at the end of the room. This will release a lot of dogs, but also open the gate to your right,allowing you to proceed. After having killed anything that can be killed, send Minoko near the now accessible door. Hack into the terminal and open it, then proceed all the way to the end. You're near the bridge, but it's broken. What now? Time for a new gadget! Go back to the regen station (or switch to the character you left behind if you did), and grab the FlyCam. Return to the bridge, and have anyone generate it. Float to the other side of the broken bridge, and activate the switch there. Follow the scientists to another regen station and a room full of more scientists. There's a broken button that Andre' can fix and then press. Through the door you can get outside to an UPA ship. The scientists are safe, but the factory still isn't. Near the door you've just out out from there's another one. It's full of gas, and the switches don't work well. Have someone hold the button to keep the door open, then get Amber in. There's not much you can do, but there's another door inside. Hold down the button to keep it open. You're left with two characters doing nothing. Dash them through both doors to a regen station and safety. Now, this is a bit tricky so follow me closely. Have Amber let go of the button. Go back near the outside door; there's a button to hold that will keep it open, and it's on the inside of the room. Hold it down. Now, select one of the two characters that are already to safety. There's a button inside there, as well, that will hold open the inner door. Now you should have both doors open, even if the character still outside leaves the button. Dash in to safety, then have Amber join the squad inside. Go further down the corridor. Hmmm, what a mess. But before we tackle that, there's a grate ajar, just on the floor. Send the Rover through there. There's only one path you can take, and it's behind one of the pipes. Go on and... whoops... hot flame. Let's leave the Rover there by right clicking and choosing the other option. Amber can go easily through all the fire, so do just that. Enter the room, go right into the flame, then keep to the left. You'll find a grating floor, and if you look hard, the Rover is just down there! Move the valve to shut off the flame (it has a red light above it). Go back to the Rover (right click to the menu, then look on the upper left side). Keep going forwards until you find a moving, well, thing (can't think of a better term), blocked by an awfully large screw. Shoot the screw, and the thing will move. Go under it, being careful not to get crushed (don't worry, it's easy). There's another of those things, pass it, and you'll soon find a control box. Blast it and the door above will open. Revert the Rover. It's time to get the rest of the squad through this room. Easier done than said! As soon as you enter, immediately turn right and climb over the pipe. Go forwards, drop off it, then circle behind the round boilers. Keep going forwards until you find a white pipe you can climb on. Drop off it, and you're at the door. Do this for all three characters - the AI can handle it if you just tell them to follow you. Inside the door, hack into the computer with Minoko. Open the main computer doors, and have Andre' fix it. Soon everything will be back under control (check the previous room!), and the door to your right will open. There are two elevators here, both broken beyond repair. Enter the right door, and look left under the other elevator. There's a beam precariously holding it up. Shoot it, and then climb down over it. Shoot the lock on the emergency hatch, and go down it. In this short corridor, you can preview another semi- action puzzle, and unlock another door with Carter. Inside there's a regen station, so top everyone up. After grabbing all the cells, have Minoko hack into the terminal. Open the door and kill anything that moves. Send Andre' through, under the conveyor, and turn left. The amount of sparks just beg for your omni tool, so fix the thing. You can send Andre' back to the room. Get Amber and Carter back to where Andre' just was, and up the stairs. Amber goes first. Push the button there, and wait; a giant and horrible looking hunk of meat will drop down. Climb and ride on it. It's a bit hard to see, but just above the first giant saw, there's a low beam that will knock you down to your death if you don't crouch. Once beyond the three blades (they can't hurt you from up here, but they can push you down at times), you can drop down and walk the rest of the way. Go down the conveyor and turn around. To your right, on the wall, there's a valve. Turn it to switch off the jets. Now Carter can repeat the procedure: push button to get hunk of meat, ride on it, crouch over first blade, jump down after the three blades. This time, after turning around, go left; there's a locked door only Carter can open. Beyond is the rest of your team, so have them join you. In this room there's only another exit, so go there. Talk to the scientist: looks like we'll have to somehow cause an emergency. Hmmm. Send Minoko down the slope, and hack into the computer. Well, that wasn't very expected. Go back up; it's time to formulat another plan. Open the red door into the freezer. Not much to see for a full sized human, but a Rover... Send it left through the small opening, all the way until, on the side of a ventilation shaft, you'll see a button to press. This will eventually open the grate of the same shaft, but it's a dead end for a land vehicle. Time for the FlyCam to strut its stuff. Send it up the shaft, and make it quick since the path is quite long. Send it all the way until you find an opening: yay, it's the same room we tried to get into earlier! Go near the water sprinkler, and you'll see a deviator switch. Throw it, then you can revert. Now the fires are out and the door to the main generator is open. There's no need to send everyone there, though; Amber is enough. Ignore the elevator and go right, climbing over and jumping off all the condenser until you reach the ground. Go to the central structure, and climb the stairs. You'll have to cross the structure once to find more stairs. Once at the top, find the button; it's over one of the white plaques, in the central pylon. Say hello to the power leeches! Kill them (one full power shot with the pulse gun's alt-fire should be enough), but that's not enough. Go back down, and check the central pylon: there's more. Once you've dealt with those as well, everything will go back to normal. Go back down, and return to the elevator you ignored earlier (it didn't work if you tried). Call it down and go back up. There's one last puzzle to take care of. Have Andre' come to the corridor you're in. There's broken switch here, near the door that someone is still holding open. Fix it, and press it; now the door stays open. Gather your team and proceed to the door at the end of this corridor. You should know where you are: near the escalators, beyond the broken fish tank. Head back down the large stairs and into the UPA elevator. VII-03. Construction Site ------------------------------------------------------------------------------- As soon as the level start, the squad will be divided in two groups. Andre' is with Carter, and Amber is with Minoko. They won't meet until the very end of the level, if you're wondering. Carter and Andre' are stuck, so let's concentrate on Minoko and Amber. Send both away from the bridge; just inside, to your left is a regen station, and to your right is a glass door. Enter by getting close to it. There are two stairs: one goes down and one goes up. Take the down going stair set. There you'll find a glass door with a button. Press it, kill the Death Head inside, and have Minoko hack in the terminal downstairs. The only fuction available will open the door near Carter and Andre'. This will also release three Death Heads, so switch over to Carter or Andre' and take them out. Go inside and follow the stairs. You'll come to a corridor with an open space to your left, and a locked door down some stairs in front of you. The open space has a cage controlling the hook and steel beam nearby. Just to the left of the cage is a short passage that allows someone to eventually climb on the beam. But before, look on the opposite side of the chasm. In the two lower windows there are two Death Heads that might bother you if you don't kill them before. It's a bit tricky, since they keep moving, but the biggest problem is the bad guy with pipe bombs. You can't see him, as he's directly above you, but if you stay back near the wall you won't have problems. Now send Andre' over the beam. The guy with pipe bombs never caught on me, but if he does, turn towards the cage and look up. You now have to use Carter to send him to the upper left opening - it's above the lower three openings. Controls are as follows, from left to right: Move beam left Move beam right Move beam up Move beam down Move beam near you Move beam away from you Once Andre' is near the opening, get in it and walk around the hole (don't fall in!). You'll find a broken control panel; fix it and a door will open. Right now we're stuck with these two. If you look towards the side Carter is, on the very upper left, you'll see steam coming out. That's where the card we need is, but of course, we can't get there yet. Back to Amber and Minoko. There's a door to the left of the computer, but it's a dead end. Go back up the stairs, and keep climbing to the top floor. You'll find an elevator. A couple of Death Heads will come out, then the elevator will go back down. Two more Death Heads will arrive when it comes back up. You have two choices. Get Minoko into the right elevator shaft, wait until the left elevator is close, jump on it and ride it down. Or you might just have Minoko take the left elevator. Either way, you need to get down at the first opening you see. The bottom floor's doors don't open. In this room there's a terminal, and Minoko can activate the transportation cart. You're done here, so catch th elevator (one way or another) and go back up. Take Amber with you, if she's there, and go back to where you started - down the stairs and out of the door. Top up everyone at the regen station, then go near the end of the bridge. You'll see twin cables just below it; that's where the minerals cart will pass. Wait for it (might take a while), and when it's near, jump down on it with both characters. When the ride is over you'll be automatically thrown down, so just wait. When you're in the next section, there is a total of three Death Heads to kill, so take them all out. If you go back the way the cart took you, near the chasm, you'll find a switch on the right. This opens a door to the last computer you activated, effectively allowing you to go back. But we don't need to. The door to the right of the cart's corridor is open - it's the door Andre' fixed. Get Amber in there, and turn the wheel. This only apparently does nothing. But let's continue with Amber and Minoko for now. Just in front of the lowered area where the cart dropped you there's two switches. Press the one with the arrow down, and the platform will start moving. Quickly jump down it. Follow the only passage with both characters. You don't need to kill the birds, but it's good aiming practice and they're very weak. Go down into the only door. You'll find a regen, a few cells, and a computer, which sadly has nothing useful. The door here is locked, so you're stuck right now. Back to Andre' and Carter. You can now reach the opening I pointed you at earlier. There's no more steam there. It can be a little trick to get there, since you don't really see where it is with Carter, and there's might still be that bad guy with pipe bombs up there. With Andre' on the beam, hold the rightmost button until it will go no further. Then hold the second button until it will go no further. Now, hold the third button for a second, then, while still holding it, switch to Andre'. This will allow you to keep an eye on that pipe bomb-toting bad guy. If you catch him by surprise he'll change weapon to a much less powerful machine gun. Kill him, then look on one table. There's a card there. Pick it up, then have Carter get Andre' all the way down (you'll have to move the beam back to its starting position). Or you can just throw him down in the abyss and wait. Either way, the card opens the locked door to the right of the control cage, down a slope. There's only one way to go after this door, so have both characters activate the regen a bit further, then keep going. To your left you'll see where Amber and Minoko are, by the way. Keep going and you'll reach a door. Get in and kill anything that moves. To the left there's just a broken door, so ignore it. Go right. At the end, before turning left, there's a door. You can go in and kill a few bad guys, but that's it. So turn left from that door, activate the regen station, and grab the ion pipe bombs from the mini elevator. You can mess with fans here, but it's useless at the moment. Send the character with most weapon energy up the stairs to the right of the controls. Keep going, circling around the large fans, and ignoring the power leeches for the moment. Go carefully down the pipes, and you'll be in the room behind the locked door you saw earlier. Kill everyone - there's quite a few of them - and activate the only switch in this room. Exit via the door, which remains locked from the outside. Now go back to the fan controls, and brace for one of the few tricky puzzles in the game. Change to Amber, and with her, quickly climb on one of the giant rotating blades. Now switch to Andre', and have him hold the leftmost switch. This will stop the topmost fan, and allow Amber to jump down on the next one. You could, of course, have Carter hold down the second switch to make it a breeze, but I found it even trickier to line up the fans. Instead, have Amber anticipate the jump by quite a bit. A few tries and you should have the pattern locked down - just quicksave until you get it right. But remember: if you use Carter instead of Andre' to hold down the button, every time you save you'll have to hold down the button again. Repeat the operation for all fans except the lowest one. Amber can just walk out to the opening when it passes by. Then (groan) repeat the procedure with Minoko. You need both characters down there, so don't complain. By the way: you can make both characters go at once, but if you save, make sure you do when characters are on a stopped fan. Otherwise it's very likely the fan will just not spawn under their feet! Once both are in the opening, kill the rats if you want. Go down until you find a grate you can shoot. Go through and activate the regen station. Now take Amber outside of this room; there's many Death Heads, and it's better that she tackles this. Killing anyone you see, go left. You'll eventually find a computer and an energy terminal. Recharge, then go into the map room. Three-four Death Heads will come down the elevator, so blow them to hell with your missiles. Recharge, then keep going through this chart room, killing anyone you might meet. Eventually, you'll find yourself in an electrified room. Don't try jumping down! Send the FlyCam behind the shelf to switch off power, as Minoko will have to come through here later. Sending the Rover up the tilted beam near a shelf will just break that beam - actually, anyone going up there will. Keep going, there's only one way to go. When you reach the room with a hole in the floor and a beam going down, go back. All the way to where Minoko should be, near the regen station. Go beyond that room, but not through it; there's a mirror near where you need to go. Down the stairs, you'll find a locked door - and of course, you can't just shoot the lock (why is beyond me!). Leave Amber there, and go back to Minoko. With her, activate the computer terminal you saw earlier, the one near the energy station. You'll be able to unlock a door near Carter and Andre'. Switch to either. Go out through that door, it's near the regen. Look to your right: there's what seems to be a large ball stopped by some beams. Shoot the beams, and the ball will knock down a wall. You need to go that way, but the ball has the annoying habit of knocking you down. Save through it, then try it only when the ball is behind you when looking at the broken wall. You'll have to get both through, and I know it can be annoying, but come on, it's one of the tougher puzzles in the game... figure the rest! Once both are through, send one upstairs. What the hell? Shoot the ex-dog, then keep going. To the right there's a key box. Try to grab the key, and it'll fall down into a crack (duh). Go back near the stairs. There's a hole in the ground where you can send the Rover. Do so, killing rats if you want, and at the end grab the key. Revert, and go back to where the key box was. Enter the door near it, and you'll see a laundry chute on the left. Open it, then toss the key in. Amber can now grab it, but we have a few things to do before we go back to them. Making sure you're Andre', go over the beam near the laundry chute, and cross the room. Shoot the glass and go carefully out on the ledge. Follow this ledge left, and when it turns right, you can shoot the large beam. Climb on it (do it from the side, not from the edge), and enter the window it broke. Circle left and go down the stairs. You'll see some, well, thing (you'll find out what it is exactly a bit later), and a mechanical arm. Kill the bug on it, but ignore the other bugs nearby. Fix the arm's core (bad joke for Total Annihilation aficionados), then press the button. The thing to your left will be activated. We're done here, so go back up the stairs, through the beam (go to the side, although you can just jump down and/or suicide if you fancy going through the ball again), and through the glass. One last thing. Go all the way to the stairs, near where you sent down the Rover to grab the key, and go down to the bottom floor. Down the corridor, enter the door on the right (the left door has no floor yet). Go to the end, and near an unbreakable door, you'll see a tall cable with lots of bugs on it. Ignore them if you want, but look for a dead one on the floor. Grab it, and... yes, go back through the ball to the mini elevator, and put it in. Then make sure both characters are on the top floor of this building, possibly in the dead-end room with the fireplace. Come on, it was the last time you'll see the ball! Time to return to Amber and Minoko. With Amber, grab the key; it should be just near you if you followed me down the stairs (near the mirror). Have both females go into the room, open the door by activating the hand scanner, and enter. Make sure no one stands outside near the door! You'll see a control panel in this small room. Press the down arrow - understand now why I said no one should be standing near the door? Alright, now activate the computer. Ah-ha! The thing you repaired a short while ago with Andre' was a beam platform. You pilot it like a Rover, but its beam is very powerful. With this baby, you're invulnerable and you can cut down the heavy doors that no other weapon affected. Make sure you're close to them when you start firing. If the bar above the door doesn't go down, let go of the fire button, move a bit, and try again. Take down the only steel door in this room, then cross the street and take down the other door to the left. You'll be near the power cable where you picked up the dead power leech. Keep going forwards and enter the corridor. Cross it to the room that had no floor. Now that you've lowered the platform, you can go onto it. Switch to Carter and Andre'. They should be on the lowered platform, but if they aren't, go to the bottom floor of the building and into the room that had no floor. Cross it with either character, and be very careful: you're going to be targeted by a powerful and invulnerable laser cannon! Shoot the Death Heads on the bridge from afar, if you want, but make sure you activate the switch near the glass barrier. Stick near the barrier and watch what happens. When you're satisfied, dash back near the beam platform. Now switch to Amber and have her push the up arrow button on the control panel. Switch back to Minoko and take down the steel door here. This will open the way forwards, but you've still got things to do with this baby. Keep going, and take down the left door in the corridor. The door in front of you leads nowhere. Take out the door you see inside that room and enter it - there's nothing in the rest of the corridor. You'll be near a regen station. Keep going, and take out the last door. Here you'll be targeted by a powerful laser cannon. You're invulnerable, but you can't hit the thing either. No matter; just target the ammunition behind it, and you'll blow up the whole floor, destroying the cannon in the process. A couple Death Heads might have been harassing you, so kill them. One hit is enough. Once that is done, park the beam platform out of the way, and leave it there. With Minoko and Amber, go up the beam that lowered when you first pressed the down arrow button. You'll be in the ex-electrified room (if you remember to switch off the power by sending the FlyCam behind the shelves). Go right, into the room with a hole in the ground, and go down that beam. Wait there, near the 'bulk units' door. Time to go back to Andre' and Carter. Go through the broken doors to the regen station, and top both up. Then leave through the door where you left the beam platform. Go down to the lowered area via a beam. Damn, the bridge is drawn and you can't go through! Note that there might be a Death Head on the other side, and characters left to their own might waste lots of ammo trying to hit him. Park them in a place with no line of sight to the bridge, e.g., near the wall to the left side. Let's go back to Amber and Minoko. You can now leave through the door. Climb up into the section to your left, all the way up. There's a small ledge; walk to the end if you want, but all you'll find is a closed door. Send the Rover below those (you can send it all the way from the beginning of the ledge), and climb up towards the second opening. Now you need to climb up on the beam. It's the hardest, most frustrating Rover task in the whole game. Get a good distance, then try to go up as straight and quickly as you can. When you manage it, and it'll take less than forever if you were wondering, blow the glass and press the button. Revert the Rover. The button has stopped the conveyor. Go up it and to where the Rover just was. Keep going ahead, killing all Death Heads, and through the door. Follow the corridors as it turns left, and enter the side room with a regen station. Access the computer with Minoko and extend the drawbridge. Back to Carter and Andre'. Go through the now open passage, killing the Death Head if he's there, and cross the bridge. You'll be on the other side of the room Amber and Minoko are, and a few puzzles to the end of the level. Look on the left side of the platform, from the entrance. There's a broken console, which Andre' can repair. Press the button near the arrow pointing right, but don't do anything else. With Amber, keep going through the main corridor. You'll see the magnet to your right, but keep going through the steam into a small metal cage. Make sure you're well inside it. Switch to Andre', press the blinking magnet button (to the right of the button you just pressed), and you'll see Amber come to this side. Be careful: once the magnet and the cage have stopped, if you press the magnet button again, a bug will instantly kill Amber! So have her drop down the cage and come up to where the rest of the team is. You'll have to take out a Death Head who's lurking near a room with a broken elevator. There's a steam-covered panel that only Amber can activate. This opens a gate near where Minoko is. With her, turn back and go the way you came in. To your left, opposite a locked door, you'll find the open gate. Shoot the panel and pick up the keycard behind it, it's near the other door to this place. You can put it in the door here, but it would be pointless (you can retrieve it if you do, though). Put it in the locked door opposite of where you entered this small room, and start running! Crushers will kill you if you don't move it. Get to the opposite end of this room fast, then press the button. Crouch to enter the door as quickly as possible. If you're somewhat quick, this puzzle represents no problem at all. Repeat these steps (run to door, press button, crouch to enter it faster) until you're on the other side. At last, the team is back together! With Minoko, climb the first set of stairs, then go right into a niche with a locked door. Access the panel there to open the door. In this room there's only the UPA elevator. Get everyone inside. VII-04. Shopping Mall - Home of the Free Spirits ------------------------------------------------------------------------------- This level gets tough on fights. Watch your ammo. Go just around the corner and blast the three wood planks blocking the door. Kill the Death Head that attempts to ambush you. There's a locked door here, with a power leech. Kill it, but the hand scanner still isn't accessible. It's a mission for the Rover. Go up on the right table and generate a Rover. Drive it out of the window and onto the ledge. You'll find another window, closed by a grate; it takes a bit, but you can blast the grate. Go inside; you can only follow the corridor right. Blast the other power leech, and flip the switch near here. Revert the Rover; the door can now be opened. Send just one character up there - Amber is best. Go up all the stairs, and you'll find yourself in a short corridor with a wooden plank over a box. Walk on the plank out of the window, but turn around right away: a Death Head has just opened a door and is in the room! When you're done with him, go back out the plank. Look left: you'll see a scaffolding. Shoot the engine of the scaffolding, high above it, and without brakes, the platform will fall down. You can also hit a Death Head or two down on the street from here. Descend the stairs and rejoin your team. Climb out of the window and down to the scaffolding. Once your team is down here, try to walk over the beam connecting the two segments of the streets... didn't you expect that? Well, shoot as many Death Heads as you can, then pick Amber. Go to the opposite end from the now impassable chasm between the two road segments, and keep to the left (it's opposite the scaffolding if you're wondering). You'll see a small ledge you can go down to, then, further down, is an orange scaffolding. Jump down to it, and your weight will break a plank. Jump down to the lower level, as well. You can push a wooden plank here, which will allow you to go down a slightly treacherous path and up some stairs. Keep going until you find another plank suspended over a chasm. The plank will give way, but not break - the bigger problem is the Death Head who was behind the door beside you. And that door just opened! Deal with him, then climb the short distance at the end of the now tilted plank, and kill another Death Head. Follow the only path, and eventually you'll be near the road, where the rest of your team is. Keep going: you'll find a piece of rock you need to climb. As soon as you do, the pillar beside falls down, and the rest of the team can come back up. Just before the last pillar, a short jump down, is a small slope. Go down it and onto the second section of the road. Choose just one character, one with the most weapon energy, and send him/her to the blocked end of the road. There's a plank keeping up a slab; shoot it, and behind the slab, lo and behold, a Rover- sized hole! Generate a Rover and go all the way through the tunnel (ignore the very dark area, it's a dead end). You'll find a grate that you can blast. Inside the next room, there's only one thing to do: shoot the lock at the bottom of the blue double doors. Revert the Rover afterwards. Get your team together and proceed to the other fork of the road. Kill anyone you meet, and activate the regen station. Open the door (you just unlocked them with the Rover), and make sure everyone (Amber especially) has their weapons fully charged. Finally, let Minoko at the computer terminal in this same room (it's above the grate you busted with the Rover). There you can hack into a switch, and activate the parking ticket distributor. Go outside, and pick up a ticket, but now listen to me: pick Amber, select the missiles, and be very careful. Stick like glue to the left door until you can just see a semi-invulnerable laser cannon. You have to hit it from behind - of course, forget about direct hits; you'll have to make do with splash damage. The trick is to hit some place near but behind the cannon. It's actually easier if you let the cannon spot you, so that it turns your way. Anyway, when the cannon is destroyed, gather the team and explore the room. You'll see a couple of locked doors in a corner; we'll be back later. There's another pair of doors closing what looks like a room in the middle of here; again, we'll be back later. There's a slope, but we'll go up it in a moment. There's a broken elevator shaft: kill everyone inside. You can also go inside, climb on the beam, and take out some more Death Heads, but this makes things a tad trickier just moments on. Let's tackle the slope with Amber. Watch out for that car! Kill the two Death Heads just up the slope for their attempt. Look into the room, but don't enter yet. You can see that there's a barricade to your left, then some doors, and you might see a barricade to your right. Dash to the doors. Make it quick, because two invulnerable cannons will be activate within moments! If you went in the elevator shaft, then it's most probable that the cannons are already tracking and hitting you. However, as soon as you near the door, a LOT of Death Heads (and a dog) will come out at you. Some have dangerous pipe bombs. Take out your missiles and blow them all up - then finish 'em with your pulse gun. Once everyone is dead, open the door and enter. Charge your weapons, then enter the other room and kill the other two Death Heads. Unfortunately, the terminal requires Minoko, so try to return Amber to the rest of the team. Failing that, just walk in front of either cannon. Now, since the cannons are already activated, Minoko has a tougher time getting to the doors. But since Amber has already cleared out everyone, it's far from impossible. Inside, you'll find that the panel doesn't work. The amount of sparks under the table should give you an idea: send the Rover down there. There's a switch just waiting to be activated! Once that's done, access the panel and hack into the switch (read the mail if you want to). This will open the doors to the room- within-room just downstairs. Return Minoko down (again, you can just stand in front of the cannons). Making sure everyone is well charged, and get both Andre' and Minoko inside the newly opened room. There's a broken computer panel - you know the drill, fix with Andre', access with Minoko. You'll be able to open the door in the corner of the room outside. Return to the squad, then get Minoko and Amber inside the newly opened doors. Send Amber up the stairs: there's a couple Death Heads, a dog, but most importantly another laser cannon. Kill everyone you can before you finish climbing the stairs, as the cannon is just up the next flight. Again, shoot a missile to the right of the cannon, so that the splash damage destroys it from behind. The rest of the stairs are blocked, so go a bit down the stairs, continuing to face the top of the flight. Send Minoko in the room up this set of stairs, but know that as you do, the other closed door will open. There's a LOT of Death Heads in there, plus the cannons have a clear shot at you. But not for long... Access the computer, and hack into either cannon. Kill any Death Head you spot using it, but remember - as soon as they're hit they'll head for Minoko, not the cannon! Note that taking control of the cannon automatically stops it from targeting your squad, so hack into both cannons and they'll be innocuous from that moment on. Send Minoko back down the stairs to the rest of the team, and gather everyone near the broken elevator door. Go back to recharge Amber if you need to, then lead her up the stairs you left her, and into the large room where the cannons are. You can't access this side from the first slope you went up from. As soon as you enter the room, turn right. The slope there is blocked, but you can easily climb the beams... only don't go down! There's three Death Heads to dispatch, and another cannon blocking your way. Still standing on the beam, inch until you can barely see it, and blow it with a missile near the behind. Continue into the now clear room. The only interesting place is a semi-destroyed ventilation shaft, which serves as crude slope to reach the larger ventilation shaft. It's full of steam, so only Amber can go there. Reach the end, and you'll be on top of an elevator. If you press the button on the engine, the elevator will start. Look up and find the exit: the elevator is going fast towards the ceiling, and you'll be killed if you don't get off as soon as you can! Exit the elevator and turn right. You'll activate a regen station. Go right again, and you'll find some sort of hut around the other side of the elevator. Go inside this small hut and press the button to open the elevator doors. This part is tedious, but there's no other way. One at a time, have one character go inside the broken elevator shaft, then climb the beam to the end. The elevator is broken in that part, and you can climb inside. Be quick, as the elevator is rather fast. At the top, get off, and you'll be near Amber. Repeat the procedure for the remaining two characters. I reccomend doing this one at a time, since AI is too slow to both climb inside and get off the elevator in time. Once everyone is up there, go towards the large passage, activating the regen station in the while. You'll probably hear some snapping noises, and/or see a dog turn into a monster. Kill it, then go forwards. You'll end at a gate, with several Death Heads behind it. Uh-oh, looks like these creatures don't like the Death Heads, either. Kill everyone. Unfortunately, the gate just ahead is still locked; approach the double doors on the side. One Death Head will break part of the glass and enter, while another Death Head will open the doors. Kill both, then enter the short corridor that was just open. There's a weapon charger in there. Now, leave the squad inside that corridor, and use Amber. Enter the broken part of the glass, and you'll be on a ledge. Go left, towards the two walkways, and you'll find a slope. Kill the Death Head over the catwalk, and all the birds if you like, and then go on that same catwalk. Walk over it to the end, and climb up the ledge at the end. Follow the ledge to the right, and you'll find some makeshift steps. Climb up, but be careful: there are two cannons up there, and one has a clear shot from the moment you finish climbing these steps. Be quick with your missile launcher. The other cannon can't shoot you, so it's easy to dispatch. Go down the walkway that this last cannon was guarding, the rightmost one. Just to the right of the gate is a switch. Open it, and the entire squad can walk inside. However, another couple Death Heads will break in from the door opposite the one you left the rest of the squad into. Kill everyone. This is a good time to recharge everyone - go back to the regen as well. Now that the entire squad is in the larger room, pick someone thin. I chose Minoko. On the left side of this room (from the entrance walkways) is a broken piece of glass. This leads to a very thin metal path, which is way too thin for Amber. Get in, and walk carefully to the hole in the wall - it's to your right. Be careful - just as you reach it, the light bulb above will fall down, and if it hits your character, it's instant death. Go into the hole and walk down the only path. A couple of rats might startle you, so kill them if you like. Pick up the battery nearby, then look through the barred opening. You'll see a revolving glass door, with a few boxes blocking it. Shoot them, and the door will break open. Return back through the hole and onto the metal path (or suicide if that's your inclination - life is so passe'). Join the squad, and have everyone walk through the broken part of the revolving door. Go through to the end of the corridor, where an almost invisible white button controls the gate. Welcome to the Mall! This place can be confusing, so follow me closely. First of all: don't bother speaking to anyone I don't tell you to, they won't have anything to say. Go either left or right when you first enter the mall, don't go downstairs yet. You'll soon be in a central section in the upper floor; if look right (if you went left, or left if you went right), you'll see a lift. It's broken, but there's a yellow hand scanner besides it. By using it, you'll charge it, and the elevator will come up and open. There's quite a few batteries inside. If you look away from the elevator, on the left side, you'll see two large boxes, fires, and a person standing there. He's the son of the elder, but he's an attitude problem. Ignore him, and go forwards, following the left wall. You'll find a corridor, which ends in a staircase. Go down it. Carter can talk to a woman down there, she'll tell you to find a boy. The gate here is locked and will remain that way for a while, so go opposite of it (don't return up the stairs). If you keep following the left wall (loosely is enough) you'll find the boy: he's near a fire. Have Carter talk to him, then follow him. He'll lead you to the elder (he's near a locked door, just below one staircaise). Talk to the elder, too, and he'll open the door. Get the whole team inside, and go to the passage to the left - there's nothing in the rest of the room. Kill the Death Head, then proceed in what looks like a bathroom. Send the whole squad up the makeshift slope and into the ventilation shaft. Follow this shaft to the end, then blow the grate. Drop down, killing anyone you see. Again there's only one way forwards, and it goes towards a regen station. Activate it, heal as needed, then head for the door behind the counter. Open it (you have to activate it when you're close and go inside. Inside there's three doors: one to the left, one to the right, and one right and ahead, the only one open. Make sure the rest of the squad is near the left wall, away from the left door, and send Andre' through the open door. A dog will come out of a container, try to kill it before it changes into yet another monster. Failing that, just kill the thing. If you turn around, you'll see a computer panel. Before you send Minoko, kill the two power leeches over it and fix the button to the panel's right. Access the panel with Minoko and try to activate the crane. Whoops! Notice that a part of the container is broken. Send someone inside the container, climb the boxes, then eventually climb on the roof. Looking up, try to get in a favourable position to get on the metal bar up there. Then, with Minoko, activate the crane. Quickly, with the character on the container, get on the bar as soon as you can - the container will bounce back down. Go down the bar, crouch into the hole, and follow this corridor to the end. Drop down, making sure to drop on the red beam first, and on the crate second. You're behind the right door from the room before, if you're wondering. There's a forklift here: press the right button to raise the forks and open the door. Press the left button as well, but don't stay on the forklift - it will explode. When it does, the opposite door will open. The two Death Heads are no real trouble, but the character in the ex-forklift room will be in sight of a ceiling cannon. Be careful. After everyone else is dead, switch to Minoko. She has to run past the cannon - but it's easy. Start from the left of the door. You might want to run in circles to get her to dash. Enter the door, and immediately hang a left: you'll be behind a box and safe. Next, dash for the open door, and take cover behind the left of the two doors. There's a couple of death heads near some sort of cart just down the corridor. Take them out, then quickly go where they came from. There's a large niche in the corridor, where it's safe, and you can access a computer. Access the cannon, then leave it - there's nothing to shoot, but accessing it will stop it from shooting you. You can also open a grate in the room nearby, and open an exit. This last exit goes to the mall, but first, we need to send Amber on a special mission. Go back to the broken forklift: the forks (actually some sort of platform) are still working, so lower them. Have Amber climb up, then with another character (or still Amber if you're quick), activate the forks again. Lead Amber through the long, dark tunnel, killing anything that moves. When you reach a fork, well, take it; both paths lead to the same place after a very short wall. Keep going forwards, then down the hole. If you go ahead, towards the larger room, you'll find several enemies - including one weird mutation with a surprisingly effective gun. Kill everyone inside here, then go back away from this room. There's a gate here, leading back into the mall; flip the switch to open it. Now, I think the official way forwards is to switch back to someone in the rest of the team, and go back into the mall using the emergency exit you opened with Minoko. The gate is near where you met the healer woman. However, you can just pack everyone on the forklift's platform, press the switch with someone, then rapidly climb on. Whichever your way, get everyone near Amber for one seriously tough section. Go down the slope and open the door on the left; activate the regenerator and heal everyone as needed. Have Minoko access the computer and open the gate just outside. Get the team inside that room, but be careful: a couple of Death Heads will burst in. Kill everyone. Now, leave the team here; there's a cannon in the next room. Have Amber get in the passage that the Death Heads broke out of, and look straight ahead. It's in the shadows, so hard to see, but it's there. Blow it up. Gather the rest of the team and go forwards. Keep going, ignoring the Death Heads behind the barriers to your left. You'll soon meet another three Death Heads, near a passage to the right. Kill everyone, then enter the passage. There's an energy recharger, which is very useful since you most probably had to use a few batteries already. Charge everyone as needed. Exit the energy room with the entire team (ignore the stairs, they lead nowhere) and head right. There's a barrel you can blow up, but it does nothing worthy of note. Keep going. There's another barrel, this time near a barrier. Blow it up to open a way through. Kill everyone, but try not to enter the room. Amber must go solo again. Inside the room, turn right and you'll see the way forwards. Unfortunately, just behind the corner, is another cannon. This time you're at a disadvantage, since you approach it from the right. But it's still way more than doable. When it's gone, kill anyone else you see, and go through the passage behind the cannon. A warning before you proceed: enemies keep respawning in the room you just left. Try to go through there just this once. You'll be in some sort of mess hall. Kill the Death Head here, then head for the door behind the counter. Another room, another Death Head, another door: you know the drill, kill the baddie and open the door forwards. This short corridor leads to the last room. Kill the last Death Head, and enter the UPA elevator. VII-05. Death Head HQ - The Saint Lucy Building ------------------------------------------------------------------------------- This is where enemies get more interesting - and more resistant. Watch your ammo. With your entire team, go forwads into the elevator and press the button. BOOM! Better luck next time. Get again your entire team to drop down to ground from the now-busted elevator, and turn to face it. To the left there's another, much smaller elevator. Get the team inside and press the button. This elevator will actually take you where you need to go. Follow the corridor around, killing rats if you like, until you meet another regen. Just in front of you is the St. Lucy Building (although that sounds weirdly politically correct; notice how this place looks like a modified and adapted church!). Anyway, drop the team at the regen and go with anyone towards the large space. There's a large crane to your right, with an opening in the middle. There's a computer panel in there, but you need a battery before it will be accessible. Continue towards the large double orange doors. Locked, as expected. Never mind, turn right from the doors, and go towards the chasm. There's a platform down there; jump to it. To open the way forwards, shoot the small metal square near the bottom of the blocked wall (it has four dot-like screws). Get in. Ignore the tunnel on the left, it's the exit and we've got stuff to do before. Go forwards until you find a grate. Ah-ha! That red thing looks like a battery. If you look around the grate, you'll see a Rover sized slope. Get your minitank down there and keep hanging a left. Unfortunately, the battery is far too up. But not all is lost: check out that explosive barrel. Shoot it until it blows! Now you can grab the battery. Revert the Rover and go back the way you came. The exit tunnel is now on your right, so take it. Climb the boxes and press the button to open the doors. Now that you have the batter, go back into the crane and put it in. Have Minoko access the computer, and hack into the only switch. The crane will turn, allowing the team to cross it and go to the other side of the chasm. Now you have to climb all the way up, and it might be a little tricky, especially for the AI. On the other side of the crane, climb up the broken slab, and go right. There's a short raised platform with red barrels. Climb the red barrels, then climb to the ledge up there, and finally on the metal grating. Circle around the yellow boxes, then you can climb up them. Climb on the ledge, and go right. There's a yellow box you can climb, which helps you to the final metal grate floor. Up there, break the window and drop into the terrace just inside. Hang a left and drop down the stairs below. You're finally on the ground, in a room with a large, barred door. Andre' can fix the panel to the right of the door, and it will open. Get everyone inside. Activate the regen on the left side of this new room, fill everyone's energy up, and have Carter unlock the UPA door at the end. Well, that isn't very useful, but things are going to change. There's a tunnel leading out of this room. Send Carter through it. At the end of the short path is a fork; the right door is blocked, but you can blast the locks on the left door. They're on both sides of the white bar that runs through the door. Once in the room beyond, you'll see a large wooden pole lying on what look like conveyor belts. The metal box besides that is a control panel; you can press the green button (it's small, look for it with the first person view mode), but the pole won't go much far. Press the red button (it's under the green button) to stop the conveyors. There's also a grate in this room, but it's also locked. The only way out is the passage blocked by wooden planks. Blast the planks, and follow the path all the way to the end. There you can climb some steps, up into a grating. You're in a ventilation shaft. Follow it to what looks like a dead end: the grate will break, and you can jump down to another room. If you look around, you'll see two groups of barrels. One is too near you to blow up; the other is further away and near the door. Blow the second group of barrel first, and the door will open. It's the door opposite the one you shot the locks from. You can now get easily to a safe distance to blow the other barrels. Go where they were; there's two levers. Pull both; one will open a dead end grate near you, the other will apparently do nothing. If you return to the big wood pillar room, you'll notice that the grate is now open. Go to the other room. Inside here are two yellow extendible pillars, with a button on them. Press the button on both pillars, and they will de-extend. This will break part of a beam sustaining the roof, and free the path for the other wooden pillar you saw before. Return to the other room - use the barrel to climb back, it's a bit hard to see but it's there. Press the green button on the control box, and the plank will move all the way. Return to the room beyond the grate. Drop to the floor and extend the nearest yellow pillar (it's the one over which the plank went). Now climb back towards the grate, but instead of going through it, follow the short path right and climb on the beam. You'll have to climb into the square hole and climb it near the impassable grate. Now follow the beam until you can drop down on the other, broken, one. Don't bother going right (upwards); there's nothing there. Instead go left, and you can drop onto the raised area of the room. There's another control box here, but it has no buttons. Grab the battery and drop down. There's another exit from this room: a doorway locked by green bars. Unlock it (you're using Carter, like I told you to, aren't you?) and go on. There's not much ahead, but the two elevator shafts look interesting. Enter the left one. There's a box where you can put the battery. Unfortunately, the call button still doesn't work. We'll have to find another way. Turn back, and find the large stained window on the right (it's in a large niche). Blow it away. Ah, the blasphemy... Anyway, send the FlyCam inside, and go up the set of stairs you see straight ahead. There's a grate at the top, and to its left, the opening button. Press it: the rest of the team is just beyond it. Revert the camera and make way to where you left the team. Recharge everyone if needed and head through the now open gate. Go down the stairs, and at the end, you'll meet a Death Head. Except this one doesn't attack, so talk to him... Ouch! Maybe it was better he attacked. Anyway, kill the spider thing and enter the doorway. Down the slope, there's an UPA laser protected door that anyone can open. Get in, recharge anyone who needs to, and grab the homing missiles from the elevator. You don't need to be Amber to do that. Anyway, go back out and go left; you'll find two elevators. Enter the only open one with the entire team. Fix the broken panel with Andre', then get Amber face-first into the dark wall. You'll understand why in a moment. As soon as you press the elevator switch, return to Amber and keep trying to walk through the wall. The reason you're doing this is that the elevator does not stop at the floor you need to get out of - and guess what, it doesn't actually stop anywhere else. So, if you keep trying to walk through the wall, when the opening comes up, Amber will automatically walk through it. Before you get the rest of the team on this level, there's a couple Death Heads to take care of. Two more Death Heads soon come from the right door. Make sure you take a few steps from the elevator, so others can come in easily. Now repeat the procedure with someone else. Slam them into the wall away from the elevator switch, and get someone to press it. Keep walking through the wall until you get to where you need to, then take a few steps away. Repeat this another time, then you're left with only one character in the elevator. Press the button and quickly try to slam into the wall. It should be very easy to do this whole procedure, anyway. When everyone is down on this floor, get the team into the right door, but don't go much in. Switch to Amber, and peek right from the leftmost pillar. Uh-oh, a cannon! If you stand back enough, you can see the right side of the cannon, but the pillar protects you. Unfortunately, before you can blow the cannon, two more Death Heads come in and need to be killed. When they're out, take out the cannon and proceed. There's three-four Death Heads here, but before you tackle them, enter the small enclosed room to the right and activate the regen. Then kill everyone, eventually smashing the glass. Watch your ammo, though. When no one is going to bother you for the moment, check the enclosed room where you found the last regen. Minoko can access a computer. Look through the camera, if you want, but make sure to hack into the switch. Open the door, then leave the computer. Now get someone with a lot of weapon energy, and get out of this small enclosement. Go to the large section of the room, the one where most enemies where. You'll find a now open door on the left side, just beyond a desk. Get in, and kill the Death Head. Ignore the boxes, and go through the next tunnel. The next two Death Heads will turn into monsters! The second, especially, turns into a dangerous Jumping Spider. If you run very low on ammo, let yourself be killed and send someone else to finish the job. Once everyone is dead, enter this new room. There's not much, but you can blast the windows. Just blast either side glass on the rightmost window, you don't need to blast the center glass or smash all the windows. Go out through this broken side glass and onto a ledge. Just to your right is a Rover-sized hole. Send the Rover through it, and drive through. When you see a tunnel on the right, take it; ahead would be just an impassable chasm. Keep going, and blast the grate. You'll end up in the crates room you passed before. Keep going and blast the other grate. Just before you get to the next grate, stop. Your instinct might be to blast the grate and charge forwards, but just after the grate, the path turns abruptly left. You'll fall down if you charge forwards! Keep going until you get into another outside area. This is a bit tricky: you need to drop off to the right of the hole, not ahead. And, if you're too fast, you'll land all the way on the ground, most probably breaking the Rover. Be careful. Keep following the path until you come out of a breach in a metal wall. Turn around: there's a couple of gas tanks here. Blast the valve. Unfortunately, the poor Rover can't survive the blast, but it doesn't need to. Return through the boxes room to the larger room. Just opposite, a makeshift metal wall now has a hole through it. Get Andre' and Minoko here, but leave Minoko just outside the hole. Get inside with Andre', and be careful - there's a cannon here. Hide behind the left stack in the corridor, then make a break for the middle, larger barrier inside the larger room. At least one Death Head is here, so take him out fast, as it might turn into a monster. There are three makeshift barrier in this room: one is where you are, and another two allow access to doors. Go to the left door first. Press the purple switch and get in. Not much to see here; grab the battery at the end and leave. Carefully cross the room, and you'll be at the other door. You need to repair the door button to enter, however. Be careful about the position you get yourself in! When the button is repaired, open the door and get in. Go quickly to the left side of the room, protected from the cannon, and you'll see a computer panel. Inster the battery in the slot below it, and stand aside. It's time for Minoko to really rock the Death Heads. Get Minoko inside the right door, and access the computer. There are two cannons to hack into; hack the right one first, as it's the one in the room nearby. Leave it, and hack into the left cannon. Kill everyone you can. The door is locked, so they can't get to you. You can also leave her there, switch to Andre', and watch the fire show near through the glass door. Get the rest of the team near this door, but leave Minoko at the cannon. Now, the door here is locked from the inside. But if you look up and to the right, you'll see a hole. Send the FlyCam through there, then have it press the button on the side of the door. Get Amber inside. Minoko is surely trying to blast the other cannon into metal, but with little succes. Amber's missiles can do the trick, but remember, the cannon will still track you - even while it's being attacked by Minoko. Once the cannon is dealth with, your best bet is to lure the enemies in range of Minoko's death weapon. This will probably get you near dead and/or killed more than once. But you'll save a LOT of ammo this way. Keep going forwards, there's no room fo error, and lure enemies towards the cannon. However, note that in the blue corridor enemies will slowly respawn. So you can already gather the team and move forwards. Towards the end of this blue corridor there's a bunch of barrels, but blowing them up does nothing. Enter the right corridor instead. Here three Death Heads will try to ambush you, but two will turn into monsters. Kill everyone, and go forwards. The unlockable door to your right leads back to where we first got into this floor, so you can ignore it. Keep going forwards. Go up the stairs on the right, and follow them to the catwalk. Again, only one way to go, so go through and take out the three Death Heads. Activate the regen, and get ready for the final slew of puzzles. Before touching the switch, get everyone except Amber across the water poodle, near the door. Make sure they're standing on solid ground! As soon as Amber activates the switch, the pool becomes electrified and very dangerous. Ignoring the other door, get inside. Get characters in one at a time, as the AI is too dumb. Then, unlock the door with Carter. Inside this room is a weapons energy panel (chances are you really need it!) and a terminal Minoko can access. Hack into the cannon. Most Death Heads here are hidden, but you can nevertheless kill a handful. Leave her there, if you're no sure of your aim, and switch to Amber. As you might have noticed, there's another cannon here itching for a good missile near the backside, and Minoko might be pointing to it with powerful laser blasts. Destroy the cannon and keep going. To the left is a large side niche, but neither door opens, so leave them there. Go forwards. Here's one the biggest cooperative puzzle you've met so far. Get the whole squad here, then follow me closely. Remember: the goal is to get Carter all the way through, so make sure you never leave him to press a button! Have anyone except Carter hold down the purple button. While holding it down, switch to someone else. Get the rest of the team inside the room. Have one character hold down the button, and kill the jumping spider in the next room. There's two doors here, but only one switch. Of course, as soon as you open the doors, the two enemies you hear will try to jump you. Kill them, then enter the set of doors opposite of the enemies' (that one is a dead end). To your right is a locked door, we'll come back in a moment. Open the door on the left. Inside, on the right, there's a yellow hand scanner. Use it to reload the battery and turn on the light in the room. Turn around, and on the opposite side of the room, is a hand scanenr only Carter can unlock. Activate it, and a panel opens with a card. It's the one you need to open the door you saw before, but we need to let the rest of the team in first. Go near the regen station, activating it if you haven't already, and put the card in the slot near the door. Now get your team near this door. Start with the one farther from the beginning of the series of switch, otherwise you'll lock someone inside. When everyone is gathered at the beginning, go back and look in the large niche, before you meet the broken cannon. The door at the end of this large niche is now open, and Carter waits. Get everyone inside, activating the regen station, then have Carter (or anyone) pick up the card from the slot. Just use it again. With the whole team, go back to the locked door you found before (it's straight ahead). Unlock it, then I reccomend you send Amber inside. There's at least one Death Head patrolling this upper walkway, so kill him. Look below; in the middle of the room is a cannon, but down there it's almost innocuous. Blow it up. You can try to kill the remaining Death Heads from up here, but you might have more luck going down. To do this, hang a left on the walkway, and enter the first door. Go down the stairs, and kill anything that moves. When this is done, gather your team, and switch to Andre'. On this lower level there's a broken door. Fix the switch, and it will open. Beyond is the UPA elevator. Get everyone inside. Well, it wasn't all that hard, was it? VII-06. The Hospital ------------------------------------------------------------------------------- Quite a bit of toing and froing in this level, and plot also begins to thicken. Enemies don't let go, so always keep your ammo in check. After the long and interesting cutscene, you'll be in a room with a regen. Get the team through the only exit, and as soon as you're outside, you'll meet your first mutated bird. Kill it, then look around. As usual, between you and the hospital is a chasm. Ah, well, let's see if there's something else we can do. Looking away from the hospital, you'll see another small opening right from the one you got out from. Enter climbing up the short flight of stairs, but ignore the other staircase, as it leads nowhere. Instead, climb on the crates left from the entrance. Up there, you'll find a scaffolding; get your entire team in there. Ignore the control panel with the L1 and L2 buttons and a lever, you won't need it unless you do something wrong here. Once the team is on the first scaffolding, hold down the left lever on the scaffolding's control panel. On the way up, you'll see another scaffolding on the right. Let go of the lever when you're close enough to get in there. Once the entire team is on the second scaffolding, hold down the left lever on the control panel to get across the chasm. If you do something wrong, and the entire team isn't on the other side, here's what you got to do. Return to where the first scaffolding was, and check out the control panel on your left. Press the L1 button and hold down the lever: the first scaffolding comes down. Then press the L2 button and hold down the lever: you can't see it from down here, but the second scaffolding will come near. Then you can repeat the procedure. Once everyone is on the other side, jump down the shortest side of the scaffolding, near the wall. There's a ledge down there. Jump down from this ledge, then down again, then down to a longer ledge above the hospital entrance. Kill all the birds you see, as they'll soon turn into dangerous mutations! Go down this ledge until you find an opening: jump down it, and you'll finally be on the other side of the chasm. Now, the goal is to get to the regen station inside. There's a LOT of enemies down here, and dying means repeating the scaffoldings procedure. Amber should still be unscathed, so send her in to clear the way. Before you do, turn on your flashlight: it's dark inside there. Dash inside the hospital doors, ignoring anyone, and head right. There's two large doors roughly ahead, head inside. Whatever you do, make sure you activate the regen station! Now fill up with ammo from the panel if you need to, then kill any enemy you can see inside here and just outside. Two notes: first, do not approach the humans around the large room yet - they'll turn into monsters! Second, the yellow arrow will eventually point to a pay phone. It's just a coincidence, so ignore it. That goal is one floor above you. Let's get the rest of the squad in and safe. Once everyone has activated the regen and reloaded as necessary, let's continue. There are two exits from this room: the one you've got in from, and another, smaller, on the opposite side. Send Carter through there. There's only one path to follow, so kill anyone you meet and you'll reach a locked door. Have Carter unlock it, then get inside and have her grab the battery. Return to the regen, reload as necessary, and have Amber and Carter go forwards. Amber is not really needed, but it'll make things a tad faster - and the fights MUCH easier. Note that enemies keep respawning around this area, so while exploring on your own, you might see Andre' and Minoko getting hurt and/or killed. Switch over and help them if you do, but make sure Carter and Amber are safe first. Exit the large doors and go right. There's several humans there, and all will soon turn into monsters. Kill everyone. This fight might be tough, so you might want to return to the regen station and fill up. Once everyone is dead, continue on. There's another large passage to the left here. Inside, you'll find a little girl, Lucy. Remember her... then kill her, since she turns into another monster. Go ahead into the only other exit. In this large room there's a greenhouse directly ahead. Killing anyone who gets in your way, get inside. There's a hole on the ground, forwards and right of the entrance. Drop down to the orange beam, then down again on the other beam. Follow this beam down and go into the other room. More monsters, so kill them - check out the guy with the saw! On the left side of the room is a battery charger. Put the battery in and charge it by using the yellow panel. When it's done, take the battery back. Now, on the opposite side of the room is a computer panel, but there's nothing interesting in it (only cameras to watch through). Right of this panel is a fuse box, currently locked. If you have Amber with you, leave her there, it'll be faster. Now exit the room via the passage right of this fuse box. Go down the corridor and press the button to call the elevator. Get in and press the button to go up. Follow this other corridor and press the button at the end: you'll be back in front of the entrance to the greenhouse. From here go right, following the wall. You'll pass in a tight passage between a wall and the greenhouse, then come out to what look like large solar panels. We'll come to those in a minute. Now turn right, and kill the enemy that will mutate from a man coming out of the broken doors. Get inside, press the button, get into the elevator, and press the button to go up. Follow the corridor, and kill anyone you meet. In this room there's a control panel: insert the battery, and the lights will turn on. Now we have to move the solar panels so they catch light. There's three sets of two arrows, one per panel, and a light above each set controls. Start with any of the three panels, but use the left arrow first. If you look down out of the window, you'll see that a certain angle a very visible beam will hit the panel. The light for that panel will also turn green. Repeat the procedure for all three panels (the angle is roughly the same), and the whole greenhouse area will light up. Unfortunately, we don't need power there, so switch to Amber. If you don't have Amber down there, go back down to the ground and enter the elevator (or the hole in the greenhouse). Either way, once you're at the fuse box, grab the fuse from the leftmost compartment. Put in the third compartment, the one labelled G3. If you switch to Minoko or Andre', you'll see that the area they're in now has light. Return all characters to the regen to recharge and reload. Now head outside, and go straight ahead towards the doors with the green light. Those doors are in fact a lift. Kill anyone who mutates and/or approaches (you're near an enemy spawner, so be careful), and press the button on the right of the doors. Keep pushing any enemy back until you can get on the elevator. Once the whole team is inside, press the button. Just outside this new corridor is another regen. Activate it, then go ahead through the door. There's some tough fights here, and enemies will slowly keep entering from a hole in the ceiling no matter what. However, you're also near your first goal for the level, the medical scanner. Enter the door on the right, being warned that enemies will follow you, and grab the data card. It fits nicely in the slot just beside the door, so put it in and enter. The humans here will of course mutate, so kill them as soon as you can. The door inside is locked, but you can shoot either glass on the side and enter through there. Check out the wall to the right of the scanning machine. What a mess! You need at least three objects to even begin fixing this. Have Andre' repair the hand scanner near the door, so that you can open it, then get out. Before you leave, make sure you grab the data card back! Now, from the exit of the scanner's corridor, head right. Killing anyone and anything you see, keep going until you find another regen station. This one also has a weapons energy terminal, so fill everyone up as needed. Next, Amber's on a long recon mission. Leaving everyone else near the regen, go down the side corridor, more or less opposite the regen. Keep going through the room, killing anyone you see, and keep going forwards. You'll be in a corridor that bends to the right, and one door can be opened. Unfortunately, as soon as you activate the panel, debris falls inside the room and sets off a fire. This not only makes the room accessible only to Amber, but also shuts down the door on the opposite end. We'll take care of this later. For now, cross the room and kill the saw-toting bad guy, then check the left wall. There's an open grate near a bed, send the Rover inside. There are three power leeches you can see, two near and one further away. Kill all three, then take the only passage on the right side (it's the only one that leads anywhere). Kill the remaining two bugs, then keep going. You'll find a fork; either path is fine, but the left one might be a little easier. As soon as you get to the end of the path, you'll see a grate that you can blast. Outside, look left: there's a locking mechanism near the ground on a metal door. Activate the red thing in the middle, and it will open. Unfortunately, you'll soon be attacked by two full-sized monsters. If you take cover inside the hole, you can take them out, or you can kill them later. Either way, return to Amber and exit this room. As you go down the corridor, you'll notice a new opening roughly in front of you. If you haven't, kill both monsters and go inside. Left is a dead end, so head straight and slightly right to the door with the green access panel. Kill everyone, then activate the door. It's malfunctioning, so it will keep opening and closing. Getting caught between the closing doors means instant death, so watch out. Inside, two more monsters will break in. Kill them, then head to the right of the room. To the right of the three computer panels is a switch; flip it to turn on the light. Now go to where the two monsters broke in: it's the access to another room, and on the other side... wait, didn't I kill you before? Well, shoot Lucy #2 as soon as she transforms, then continue. On the wall opposite the malfunctioning door there's a roughly L-shaped block of computers. Kill the power leeches feeding on it. To the left of the computers is what looks like an armoire with three holes. Two of them have an object inside - it's red, can't miss it. Pick both up. Now let's return to the computer panels. There are three of them, and all have slots just above them. You have two of the plugs that go inside the slots, so insert them. You might have to move around a bit to get the targeting brackets. Also try first person view, it's a bit more accurate. Once that's done, go outside. Don't call Minoko, we're going to use a shortcut. Outside of the door, go right (either up the slope or up the stairs). Going forwards, a hole will be blown on the left wall. If you followed my instructions, you'll hear your team fighting. That's right, they're just beyond the hole. Join the fray, then top everyone up, and leave Amber there. With Minoko, go back into the hole and right to the malfunctioning door. You can access the left two panels, so do it. In each panel there's one switch to hack and a single corresponding function to activate. Once both tasks are complete, return to the regenerator. The next puzzle requires Andre', Minoko, and whoever has the data card. If you don't have it, return to the medical scanner and grab it from the slot near the front door (or from the ground if you left it there). With these characters, enter the door roughly opposite the regen, and keep going. You surely remember the room with the fire alert, and you surely realized we put out the fire. So head there and cross it to the newly opened door. Go down the corridor as it turns, and ignore the side corridor you'll see on the left. Keep going and, before you reach the end of the corridor, you'll see several boards closing an entrance to the left. Shoot them, kill the monsters that appear, and go inside. Andre' can fix the door panel on the left wall, then we can go inside. There's three things of note: a computer panel, the component jutting out of the computer on the left of the panel, the card slot on the right of the panel. Grab the component, then insert the data card in the card slot. Again, if you don't have it, return to the broken medical scanner - it's most probably in the slot near the door. Minoko can now access the panel and hack into the switch for a door. We'll get there in a while. Grab the data card back and exit both rooms. Go right to eventually return to the regen station. It's roughly always straight ahead. Recharge everyone who needs to, then switch to Minoko and go through the hole near the regen. The door in front of you and slightly to the left is now open. Get inside. On what looks like a large ventilation core, in the middle of the room, is a briefcase-like component. Grab it. Turning to the right wall of the room (from the entrance), you'll see another plug; it's green colored. Grab it and exit. Outside, turn left; you're heading back into the malfunctioning door room. Insert the final plug into the slot (again, you might have to move around and/or switch to first person view). Access the panel, and hack into the switch: you've cleared another room from purple gas. Rejoin your team, fill up as needed, and have everyone tag along. You actually don't need Minoko, so you might leave her there, but the extra firepower is always welcome. You now have to return to section of corridors beyond the room that had the fire, the section where you just sent Andre' and Minoko on a mission. When you're there, take the first corridor you see (or go to the end and take that corridor, it's the same). You'll end up near a locked door that Carter can open. Beyond is the ex-purple gas room, but be careful, as the door is also malfunctioning. Get inside one at a time, then pass the room and go to the only other exit, on the left. Keep going in this new corridor, but turn left and go up the stairs. To the end of the corridor is the UPA elevator, and we aren't done yet. Just up the stairs, beyond some baddies, is a door with a broken access panel. Andre' can repair it, but be careful, as enemies will keep spawning just to your right. Get everyone inside when you've killed as many as you can. Inside, lying on what looks like a fallen locker, is the final piece of the medical scanner. You can already return to fix it, but we might as well solve another puzzle. Making sure no one can bother you in this room, flip the switch that's just to the side of the entrance door. This opens several doors. Inside these doors are what look like refrigeration units, and your goal is to extend them so they work as steps. The buttons are the white things on the side of each refrigerators. There's one set per column of unit, and not all units are present. Skip the first four columns and sets of switches from the left. On the fifth set of switches, press the lowest one. On the sixth row, press the upper and middle one. Now you have created a stairset, but it leads nowhere... apparently. Look up; there's several destroyable tiles on the ceiling. Blow them all up. There's another few up from what looks like a platform. Careful, as a couple of enemies will come down from these broken tiles. Once that's done, send Amber up the makeshift steps and into the counterceiling. There's lots of gas here. Follow the only corridor and you'll see a grate - but before it, a valve. Hold it down, then change character. In this room is what looks like a platform; there's several shootable ceiling tiles over it. Get a character up it, then, with another character, hold down the button. It's on the side that allows you to see the entrance (or, opposite of the opposite wall from the entrance... or on the left side looking towards the refrigeration units). Once the platform can rise no more, and before it bounces back down, let go of the switch. Get the character up there and go down the now clear corridor. You'll find what looks like a fork, but to the left is only a short dead end. Keep going, and in a side corridor, you'll find a hole. Drop down. Quickly, turn right and head to the regen: the area is full of monsters. Kill them all, with the regen activated there's no real challenge. Once everybody is dead, unlock the door with the green hand scanner and get out. Ignore the elevator at the other end of the corridor, we'll get there later. Grab the rest of the team and return to the second-to-last regen you saw, back all the way through the malfunctioning door, into the room that was on fire, and ahead. Once you're there, recharge as necessary, then head back to the medical scanner station. Before you do, doublecheck that you have the data card. You'll be passing near where you might have left it. Kill all the mutations that have spawned, although I've never seen more than two at a time. Go back through the scanner corridor, put in the card, and get in. Now return to the right wall in the scanner room, and put in all the pieces. Before it will work, though, there's two things Andre' must fix. First, fix the equipment on the table that's just to the right of this wall. Then, turn around and go to the opposite wall (left from the entrance). Repair the monitor on the lower right of the set. The repair zone is to the left of the sparks. Now return back on the other wall, and look behind one the dividers near the scanner. There's a console with a green button. Press it. Note that it says 'objective canceled', while it is, in fact, 'objective complete'. Wonder if that's a bug or something. Anyway, hide all the characters except one (it doesn't matter who) near this console. If you don't, the AI will shoot the creature, and maybe kill it before you can attract it on the scanner. Yup, they're that dumb. Now go outside, in the room where monsters keep spawning. Just piss off one (don't shoot it!) and lure it into the room. They'll happily follow you, so be careful. Once inside the room, just walk onto the scanner and into the beam. It's harmless to you. BOOM! Whoops, maybe something didn't go right. No matter, just get down from the scanner and assemble your team. Now you'll have realized why I said that this level had lots of toing and froing. You have to go back all the way to the elevator you ignored before. Remember the path? Through the corridor, right when exiting the scanner corridor. Right again into the corridor opposite the regen (don't bother filling everyone up, there's a regen right where you're going). Always forwards to the ex-fire room, through it, and to the first left in this new corridor. Through the malfunctioning door and the ex-purple gas room. Up the stairs, on the left, and second door on the left. Whew, made it. Activate the regen and fill everyone up. Thankfully, you don't need everyone to go up the elevator, and in fact, you're much better off sending just one character. After the long ride is finished, follow the corridor to the helipad. Looking up, you'll see the hover vehicle making final maneuvres. Wait for it to float right above the helipad, then turn right from the entrance and jump down the slightly lower floor. At least two enemies will catch onto you; keep your weapons down, and lure them on the helipad. You need to keep one of them as near the central 'H' as possible until they can grab it in. A beam will show up when they're locked on the monster, and it will vanish if you keep it ther for three-four seconds. Now you're done; however, I suggest getting killed by the remaining monster. It's faster than the elevator ride. Either way, rejoin your team and exit this corridor. Go right, back down the stairs, and head left. The UPA elevator is open. Get everyone inside. VII-07. The SkyTran ------------------------------------------------------------------------------- This feels almost a filler, but it's also got some very nice puzzles. After the cutscene, select Amber and run through the horizontal escalator. Before you get to the end, though, it will activate and start pushing you back towards the elevator. Before it does, you'll be able to exit the escalator to the left. Look for a hole in the side right after a fallen ceiling tile. From that section, you can go forwards to a large hole in the ground. Look on the side of the escalator: a power leech! Blow it up, and the escalator should stop. If it doesn't, go down the hole, reach the other side, and you'll find two more power leeches on the exposed side of the horizontal escalator. Kill them, of course. Now return on the escalator and go forwards, killing all enemies. Ignore the hole in the wall that will blow open, just kill the enemies and keep going. You'll soon find a door with a green button beside it. Pushing the button opens the door, but it's evidently malfunctioning and you can't get in. Look at the bottom of the door: even when closed, there's enough space for the Rover to squeeze through. Get it in there and look immediately left. A rat will scurry away, follow him into a hole in the wall (hug the left wall closely if you missed it, it's there behind a box). Follow the tunnel and you'll find more power leeches. Kill all three (one is in front of you, the other two are to the left). Now the door will open; revert the Rover. Return to the team if you need to recharge, then get everyone inside the room you just opened. Have Minoko access the computer panel, read the mail then hack into the cannon. You should be able to kill a couple monsters if you wait for them to come to you. Leave the panel. Now, opposite the entrance is a door you can open. Go in and up the stairs. We'll come to the dark side corridor in a while. Press the elevator switch (it's a green triangle), get in, and press the green button to go up. Walk through the shaft and blow the grate at the end. Carefully jump down on the gray support beams, then carefully go forwards towards the switch. Flip it, and you can now drop down to the ground through the slow moving blades. This will probably hurt you quite a bit, so you might want to go back and recharge. Anyway, return through the door opposite the entrance to this room, and up the stairs. This time, go through the side tunnel: the room is somewhat lit, and the source of the light is a computer panel. Access it, and hack the only switch. You'll get the fan you activated earlier to full power, and it will blow a door open (and itself). Return down, and access the panel beside the door. Access the cannon and switch to someone else. Go out through the door. Several enemies will start following you. Run back through the door, switch to Minoko, and take them all out. For some reason, cannons don't shoot enemies automatically in this level. Once everyone's dead, go back out with someone else, and turn left. This is the main SkyTran entrance, and we'll access most of the level from here. Unfortunately, right now it's occupied by six giant spiders! Piss them off, then rush back through the door you came out of. Switch to Minoko, and wait for the spiders to come in sight. You know what to do. Once the six spiders are all dead, get the entire team through the door. There are two corridors to the right when you exit the room. The one farthest from the entrance goes down to a couple of enemies and a weapon energy terminal. You probably don't need it, but you might as well go through there, clear things out, and memorize its position. You'll need it later. Back into the main room, go towards the wall opposite the entrance (right when exiting the tunnel). There's an UPA box here, which is empty and of no interest. However, the elevator near it activates and brings up several enemies that we'd better kill now. Once that's done, head left into the main section of this large room. Climb the stairs roughly in the middle of the far wall. There's an UPA door at the top, but it won't open. The access panel is further to the door's left, and it needs to be repaired. Careful, enemies will come out from a door nearby! Once it's done, Carter and unlock the door. Send Minoko in. There's another door you can open, get in. A rat might scare you, but whatever you do, kill it quick! It will mutate if you don't. Now enter the other room. What was that laugh? Anyway, open the electricity box, there's a small brown handle on the box's right side. Inside is a computer panel, access it. Access the cannon first. You can wreak havok on glasses and on the left time table, but there's no real need to. So just access it, then leave it there. There are two other switches you can access, and both control doors. One set of doors won't open, so ignore it. The other will open, but only for a short time. Leave Minoko there, and switch to Carter. Get him down the stairs, and turn right. The doors that can be opened are there, right under the balcony. Have Minoko open them, then switch to Carter and get inside before they close. Make a quick switch back to Minoko, and leave the switch. Access the cannon instead, and leave her there. Back to Carter, open the locked door and activate the regen inside. There's also a mini elevator with the disc launcher inside. Grab it! Now, there's only one other exit from here, and it's guarded by an enemy. Take it out, using the disk launcher if you like, then climb the stairs. What was that, again? Anyway, kill the birds before they take off, since handling three flying monsters is tough. Switch to Minoko, and check the room. I found at least one giant mutated rat and one flying monster to kill. Once the room is clear, get Carter fully up the stairs and turn right. There are two other exits looking like the one you just got out from. One is just below the cannon, but it's a dead end, and at least half a dozen monsters come out at you as soon as you only get near! Run away once you've pissed them off, and make sure you're well in sight of the cannon. You can switch to Minoko and defend Carter now, but the cannon should target enemies automatically. However it goes, once the last enemy is dead, return to Carter and go ahead. As said, the entrance below the cannon leads nowhere, so go forwards to the other entrance on the right wall. This one actually leads somewhere, but be careful: as soon as you're down the stairs, a particularly horrible monster juts out from the floor! Kill it (watch out, it has a fast ranged weapon), then go back down the stairs. There's a power leech roughly ahead of you; kill it, and the doors nearby should open. If they don't, switch back to Minoko and access the first switch inside the computer. You can now open these doors. Once the doors are opened, kill the enemy you might find outside. Get Andre' behind these doors, in the area with the dead floor monster. Fix the door (its brown metal handle, actually), then open it and get inside. There's actually not much here, but look right just as you enter. Beyond a broken locker, you can see a green switch. Send the FlyCam there to activate it. This opens a grate in the large room. Go out of the doors, and hang left; you'll soon see this new entrance. Get the whole team inside. Get any character to go ahead, and kill the rat as soon as you see it - it will mutate! Enter the hole in the wall with any two characters. Ignore the rest of the room for the moment. Inside, there's two pylons, one with a single switch (which doesn't work), and another with two switches. On the right pillar, press the left switch. This will make a crane move. Switch to the other character in the room and generate a Rover. Your goal is to get the Rover on the moving platform. There's a slope on the side towards the hole in the wall. Once the Rover is there, switch to the other character. Press the right button on the right column three times. This will get the Rover up on the top floor. Switch character, and you'll be in the Rover right away. Get off the platform on the shelf near the center of the room, in the section farthest from the entrance hole. Once you're there, look towards the entrance and hang a right. If you keep going straight, you'll find a hole that allows you to go down to the second level. Carefully do it, then keep going. To your right you'll see another, still, platform. Cross it to the other shelf. Now turn around and go forwards, towards the back wall. Watch out as the shelf has some big holes in it. When you get near the dead end, you'll see several holes in the shelf; jump down the rightmost one, which allows you to land on the floor underneath. Go forwards through the hole. You'll soon be in a room with two power leeches; take them out. The Rover's job is done, revert it. Back to the two pylons, you'll notice that the only button on the left pylon is now lit. Press it twice, and the left platform will come down to the floor. Get anyone on that platform. Press the button on the left pylon three times, and the character on the platform can now climb on the top shelf and enter a hole in the wall, near the ceiling. Follow the only path there, and drop on the boxes when you find the hole. Just forwards of the boxes, on the left, is a door. Unlock it (press on the brown metal bar). Switch to the rest of the team and gather it. Now, with the hole on the right, go forwards and turn left when you can. The now open door is on your right. Kill the rat you might hear on your left before you enter! Once the team is back together, exit to the left of this corridor. You'll be in a dark room, with stairs on your left. A man will rush down these stairs, then mutate after a short while. Kill the monster, then climb the stairs. Unlock the door with Carter, and get everyone to activate the regen inside. Just right of the regen is a closed panel; make a mental note of it, we'll return here MUCH later. On the wall opposite the entrance is a computer panel, but you won't be able to access it for quite a while. Instead, charge the yellow panel opposite the regen, then flip the lever nearby. This will light the room. Now go back outside, and follow the catwalk right with the whole team. Press the green button to open the grate when you encounter it. Go ahead until you're in what looks like a four way intersection. Leave the team here, and send Amber right. This might look like a dead end, but there's a very thin staircase you can go down. Kill the enemy, then keep going. At the bottom, if you hang right, you'll find a weapons energy panel - recharge if you need to, then exit to the larger room. In this room, hang a tight left and keep going. At the very end, turn right; you'll see hot steam you can walk through unharmed as Amber. Once on the other side, turn right and keep going. You can climb over a short beam and keep going until the end. When you can't go any further, turn left to another jet of steam. Cross it and turn left again. Go to the very end of this section, too, and you'll find a control panel for the steam. Pull the only lever, it's on the righ side of the panel. The steam will stop. Retrace your steps a bit, to the yellow and black striped part of the floor, with the access panel nearby. You'll see an electric box blow just ahead, and if you turn around, you'll see that the way to the access panel is cut off by steam. No big problem. Get your whole team to follow Amber, recharging on the weapons energy panel as needed. When you're back near the yellow and black striped floor, get Andre' to fix the electricity box. Once it's done, the steam jet stops, and Carter can unlock the trapdoor. Jump down; to the left, in a niche, is a regen which you'll automatically activate. Follow this dark tunnel, with Amber in the lead, and kill all monsters. You'll hit a dead end, but look up: you can shoot the grate. Climb the boxes and go up the sloped grate, then turn around. You can see two rats in the distance. Kill them before they mutate. Turn left from here, and look around that part of the room for another rat. Now, looking again towards the far part of the room, head for the right elevator. It's the only one that works. Send just Minoko up, then enter the room to the left when looking at the buttons. There's two computer panels here: one doesn't work, and the other is guarded by a floor monster. Take it out with the disc launcher, then access the panel. You can open a door, but this will also make three rats come out. Two will mutate! The rest of the team will start engaging, so switch or get on the walkway to help them. Once they're both dead, get Minoko back down on the ground and keep going. The door is on the left corner of the room, so enter it and follow the only corridor. After a few slopes, a large shaft will break down, and a LOT of mini spiders will spawn, behind and ahead of you. Kill them all, watching your ammo, then keep going. You'll be in a room with another generator. On the right wall from the entrance, after an elevator shaft with no elevator (and a deadly drop), there's a weapons panel. It didn't work for me until I shot it (!), so do it if you must, then recharge everyone. Climb the set of stairs in this room, and have everyone activate the regen. Recharge the yellow battery panel, then turn right, towards the generator. There's a panel with two small red buttons: press the right one, it's blinking. The generator will start, and you'll see a SkyTran out of the window beginning to move. Unfortunately, the generator will blow and the SkyTran will stop moving. Access the computer panel with Minoko, it's to the left of the battery panel. Read the mail. Ah-ha! We need that part. Hack into the switch, you'll open another set of doors. Return the way you came with the whole team, then send Minoko up the only working elevator in the large room. Don't go through the new set of doors yet, it's a dead end right now. Once Minoko is up there, get her inside the room. The computer panel above the grate, the one that didn't work earlier, now has power. Access it and activate the crane. Whoops! Well, a grate in the floor is now accessible. Switch to someone else and go down that grate. Follow the corridor, but check the ground: you'll see the component you need near the beginning of the corridor. At the end, flip the switch and the elevator will start. However, it's malfunctioning, and it keeps going up and down. Catch it and get off at the top: you're back near the generator. Go up the stairs and insert it in the big control panel, then press the left button. The SkyTran will move forwards a bit, then the generator will blow. Guess not even Andre' can fix that. Anyway, return to the large room (slopes or elevator, your choice), and approach the large doors at the end of the room. They will open, and several enemies come out. Exterminate them, then get inside with anyone. On the right side of this tall section is a pylon. Grab the data card from it, then leave; the inner doors won't open. Grab the entire team and head to the last doors you opened with Minoko, the ones I told you would be a dead end. They're near the sloped grate you first came through to this room. Inside, before you go forwards, generate a Rover and send it in the hole on the left. Follow the short tunnel, and shoot the power leeches. They'll fall down and die in the tall hole, so just revert the Rover and go on. A bend in the corridor later, there's a locked door. Unlock it with the data card you picked up earlier, then get ready for a long team based puzzle. Beyond the door, activate the regen, then send any two characters (except Andre') in the room to the right, with the steam. Have them keep going, the steam will hurt you only lightly or none at all if you keep your distance. you'll find a panel near a window; have one character hold the hand on the panel. Switch to the character still near the regen with Andre'. Walk a bit down the corridor, then, before the bend, you'll find a switch. Hold it down. Switch to Andre', and he can now cross the rest of the corridor safely. You'll find another panel, just opposite of the one you found moments ago. Fix it, then hold it down. The door will open. Get inside, still with Andre', and follow the only way through until you find a second panel. Hold it down, then switch to any of the two characters you left beyond the steam room. The door has opened here as well, so go down the room and keep going. You'll find another panel at the very end, hold it down and Andre' can go forwards. Switch to him for a second, and go near the grate, recharging on the panel as needed. Back to the character near the other panel, return back in the corridor with the metal grate floor. Ventilation shafts will fall down, and part of the grating will slope down. Get everyone down there except Andre' - yes, even the character who's still holding down the switch to make the floor safe near the regen. Down the slope, on the left, is a grate. Send the FlyCam in the hole that the grate has in the top left corner, turn around, and flip the switch to unlock the grate. Push it to enter. Go down the corridor, and get all three characters on the elevator. Press the green button to go up. In this new corridor, there's an access panel Carter can unlock, but it leads nowhere right now. Before that panel, still on the same side, is what looks like a power box. Below it there's a switch: have someone hold it down. The door nearby stays open as long as someone holds the button down. Get someone through that door, then look at the door opposite: you can squeeze a Rover through there. Do it, and just beyond the door, keep searching the right wall for a shootable grate. Inside that grate you'll go up to a second grate. Shoot it, then carefull head out on the ledge, turn right, and press the button. Andre' is now free to get past the grate, so revert the Rover and switch to him. Move forwards through the corridor, and just before another access panel for Carter, you'll find another power box-like thing with a red button below. Hold it down; now both doors are open. I suggest you head back to the recharge near where you left Andre' the last time, eventually alternating which character holds down the button (Andre' should already be at maximum energy). Now you have two switches, near two unlocked doors, and Andre' should be holding down one. Get everyone except one near Andre' (of course, you need to get that person to hold down the other switch). I chose Minoko, but it's not very important. With the three characters, enter the unlocked door nearby. There's two doors inside, which are locked. However, just above the doors is a gap wide enough for the FlyCam. Get it inside, then head forwards. If you look well, you'll see that the raised area is protected by a glass, but the glass has a hole in the top left part. Squeeze the camera through there, and look towards the grate to the left from the entrance: press the red button, and the grate will open. Revert the camera, and you'll see that the doors just in front of you have opened. Don't enter them yet! Instead, switch to the lone character on the other side. Let go of the switch and go inside the unlocked door, up the stairs; you'll activate a regen. Left of the regen is a green button, but it doesn't work; look further left and you'll see a battery panel. Charge it, and the green button now works. Press it, and an elevator platform will go down. Switch to the remaining three characters. Do you see the elevator platform on the other side of the room? Then make a run for it! As soon as you enter the room, a large piece of machinery blows into the room (keep left to avoid it), and an endless supply of monsters will begin to barge in. If you're quick to the elevator, you might not even see a single one though. Once all three characters are on the elevator, switch to the lone character and press the green button again. Whew! Now to free the last character. Go forwards and activate the regen, then look right. There's a malfunctioning grate that keeps opening and closing. Just beyond the grate, in a hole in the wall on the left, you'll see the reason: a power leech! You can carefully send the Rover through and blast it, or get some distance, crouch, and take it out from here. However you do it, get through the grate with a single character. Go through the corridor, but keep somewhat close to the right wall. Keep going until you find a tunnel on the side; at the end of the tunnel there's a switch near a grate, and just beyond the grate is the last character. Get both back to the rest of the team, and activate the regen with this character as well. It's Amber time. Send her out the now functioning grate, and this time head left. Take out both mutations, and keep going straight. You'll go up a couple of steps and reach an elevator button. Press it, and on the elevator, press the arrow up button. There's nothing on the bottom floor anyway. Once up, follow the only corridor. You'll soon reach a dead end, but just to the right is a hole that allows you to reach a makeshift slope. Don't go fully down it! Instead, look at the base of the slope: there's a grate. Hit the four locks around it (send the Rover if you like), then shoot the grate itself. Now dash down the slope and jump down into the grate. If you go straight down the slope, you'll be swarmed with mini spiders. Instead, if you jump down now, you'll have few mini spiders on your tail. Once you're down the hole, you'll see another Lucy. That's three of the girls in two levels! What's going on here? Who knows, still, Lucy opens the door, and two more Lucys come out through a hole in the wall. Remember to try to knock them down, and you shouldn't have much problem. If you run almost out of ammo, head back to the regen (or stay there and get killed by the Lucys), then switch to another character. You're on the floor where you first took the elevator, if you didn't notice. When all three are dead, get the whole team inside the room you jumped down to. The computer panel is right over a tall pit, so we can't access it right away; look to the left of it. There's three levers on the wall; each, when pressed, turns pressure to the maximum. However, pressure returns to zero in a variable amount of time, so press the levers in this order: middle, right, left. If you do it quickly enough, the green lights above the levers will turn red, and a piece of machinery will blow to your right. Conveniently, it'll land right above the hole, allowing you access to the computer panel. Hack into the only switch. Remember this room, and the panel you've just opened? That's back into the first generator room you saw. After you hack into the switch, the elevator nearby also begins working. Press the button to call it, then get everyone inside and go down. Get everyone out of the elevator, follow the short corridor, and get on the second elevator. Press the button to go up. Inside this room is a regen, so activate it, and a weapons energy terminal. Fill everyone up as needed. Opposite of the weapons energy terminal is some exposed machinery with two power leeches: take them out. Now you can exit through the door by pressing the switch. Kill everyone you see and go forwards: remember this room? Then keep going forwards through it, until you see the room you need to enter on the left. Get Minoko inside, but be careful: Lucy #6 will ambush you! Access the newly opened computer panel, read the mail and hack into the switch. Disconnect, and if you look to your left, you'll see that the whole panel has lit up. Access the computer panel there, and activate the switch. The SkyTran will move forwards and open its doors. We're almost there! Activate the regen (you'll need it) and go down the stairs. Enter the door there, then go right as soon as you can. Cross the locker room, being careful of enemies: go forwards, turn left towards the hole, then right and right again to return to the first large room of this level. There a LOT of monsters here, so your best bet is to rush through the room with Minoko, trying to get back to the original entrance. It's opposite of the room and to the left, if you forgot. Be careful, you WILL be swarmed by monkey-like monsters. If you can get to the cannon, though, you can make short work of most enemies. The flying monsters might not have followed you, so get another character to lure them near the cannon and kill them. Only the mutated rat monster should be left, but the thing is so slow and the room is so big there's no real danger in taking it out. On to the final part: go down the second tunnel on the right from the original entrance and recharge everyone's ammo. Take Minoko back up the stairs in the middle of the large room, and access the cannon over the boarding platform. Of course, the coast looks clear right now... Switch to someone else, possibly someone with a lot of health. Get through the set of doors right from the stairs in the large room, and head up to the platform. Stop for no one! Your objective is to get inside or at least near the train. This will generate, piss off and attract all the enemies of the platform in sight of Minoko's cannon. Kill everyone, even though your other character will almost certainly die. Note that floor monsters seemed hard to hit with the cannon. Try aiming for the head(s). Anyway, once the platform is clear, get everyone inside the train. After the whole team is aboard, the mission will end. VII-08. The Zoo ------------------------------------------------------------------------------- Again, the team is divided, and again, they won't meet until the very end. After the interesting (and somewhat funny) cutscene, you're near the ruins of the SkyTran. Just one thing before we begin: for the time being leave Minoko where she is. We could break her out right away, but we'd better wait until we can use the Extractor. Anyway, get the main group ahead. You'll soon be on a tall and huge hole in the floor, and you can't go any further. If you look straight down, you'll see a broken moving platform. Don't try to jump on it! However, up here, there's a short white ledge. It's roughly to the left of that broken platform. Get on that small ledge with any character, and it will move down a bit. The broken platform will also fall down. Leave that character there, and get the other two moving. Turn back, but instead of going back the way you came, hug the right wall. You'll pass the SkyTran and find a hole in the ground. There's a fire just near it. Go down this hole, and turn left in the corridor. Go forwards, through the open doors, then open the set of double doors at the end of this other corridor. Inside, recharge the yellow battery panel. This will open a gate to your right; go inside the room and kill everyone. Back to the control room with the battery panel, you'll also find a switch on a pylon. It has a red blinking light over it. Press the button and quickly switch to the character still up there. You'll soon see another platform moving below you; jump on it. Wait until you come at the end of the ride against a locked door, then switch to another of the two characters, and press the button again. When the platform is back at the beginning, dismount and look on the left. There's a hand scanner you can activate, and a gate will open. Now the other two can come in this room and climb on the platform. To activate it, you have two choices: launch the FlyCam and use that, or activate the switch then make a dash to the platform. It takes a while to leave, so it's perfectly possible. Once you're against the closed gate, examine it closely: there's a Rover sized hole near the ground. Get the Rover inside, and stick to the left: shoot the two power leeches (don't kill them, just shoot both once), then revert. Have your team tag along and hurry forwards. There's two two-legged monsters that will easily push you down the platform if you don't hurry inside the corridor. Kill everyone, including the bugs, then go forwards. To your right is a regen; activate it, then have Carter unlock the door nearby. Inside this door is a mini elevator; grab the extractor from it, and the other door will unlock; get inside. Go forwards through the only path: when you see the stairs to the right, switch to Amber and go forwards, leaving Carter and Andre' here. Forwards, go down the stairs. There's a grate here, with a dog trapped. The dog will mutate, of course, but thankfully we won't have to deal with it... Minoko will. Hold down the lever near the grate, then switch to either Carter or Andre'. Now, if we go up the stairs, there's no real puzzle or anything to complete; just several enemies. The trick here is to use ONLY the extractor. NEVER use any other weapon until your battery count is up to 99! I know, you might end up dying over and over, since some enemies are tough and can really deal damage. But it'll make things so much easier later! As I said, just go up the stairs and choose the direction: left will make you go through this clockwise, right is counterclockwise. Either way, you'll meet several side rooms with nothing in them, except a window looking down. Only Minoko will see that section, so don't worry. Once you've cleared out the section, and you're back near the stairs, it's time for Minoko to get going. As Minoko, talk to the guy in the cell with you (Fridge). Then look at the cell door: there's a very small hole in the top left, just barely enough to squeeze the FlyCam through there. Go outside, then turn around: the switch to open the door is just beside it. Exit and go forwards. The passage with the broken door to the right has only a regen, and it's already activated. Go forwards and out in the large room you saw from above just earlier. Soak in all three rats (I didn't see them mutating), then head right towards the red door. Enter and go down the stairs: dead end! However, before you come out, something will fall down from above. Climb up the stairs, and the door opposite the one you entered is now open. Enter this new section and soak in both monsters that appear. The place where they came out from has nothing interesting, so ignore it. Turn towards the center of the room: the barrier towards the center of the room is broken, so you can cross it and get on the central section. From here, go around the room anti-clockwise. You'll see a locked door on the left; remember it. The next section you meet has the farthest barriers intact, so you can't cross to the other side. Continue on. You'll find another section that has the opposite barrier broken. It's at the very left, near another, blocked, door. Climb on this side's barrier, then jump down, and climb the makeshift steps up on the other section. Soak in as much of the dogs as you can, the soak in the monsters they mutate into. Again, there's nothing from where they came out. Look right, and you'll see an opening. Go through, then right down the broken stairs. You shouldn't need the weapons energy panel. However, roughly opposite of it is the grate the Amber is holding open. The dog inside will mutate, if it hasn't already; absorb it. Between the grates there's a component. Pick it up, and place it just above the switch opposite the grates. You can have Amber let go if you like. Once the component is in, you can access the computer panel to the left. Read the mail, then hack into the switch. Leave Minoko here. Switch back to the rest of the team, and gather everyone. If you retrace your steps towards the regen, you'll notice one room has lit up. Go beyond this short barrier into the other part of the room. On the right wall, next to the doorway that leads back where you just came, are three switches. Flip them all. Then turn left. There's a pylon near the window, with a flashing red light on top. Press the button on the pylon, and a gate will have opened outside. Get the team outside, but park Amber and another character near the regen. With the other character (Carter or Andre'), take out the extractor. More enemies are just ahead. With the regen on your right, take the right tunnel. Go forwards to the end, and you'll find a door on the right side. Flip the switch to open it. Now get inside, but immediately step back and turn around: two cannibals are trying to ambush you, and they're more pressing than the monsters on the other side of the door! Carefully absorb everyone, and before you enter the door, check out this corridor again. On the left side, the one opposite the newly opened door, is a small niche that just opened. Enemies keep respawning inside, and you can just wait and soak them all. It's easier to just park that character in front of that niche with the extractor at hand. Switch to Amber and the other character, then go ahead inside the new tunnel. Enter the door, and go up the stairs to the raised area. Continue going ahead until you find a grate in front of you, a large door on the left, and a broken hand panel between them. Switch to the character in front of the niche, if you left him there, and get him to the rest of the team. Now have Andre' fix the panel then hold it down. Switch back to Minoko and climb the slope left of the computer panel. The cages up here are now open, thanks to the other team, and you can soak in all the monsters. The mutated rats are tough enough that you'll get around 5 batteries each! Once up the slope, ignore the cells in front and to the left; instead, head right into the dark tunnel. Careful, the second mutated rat might be here! Soak it in if it is. Otherwise, step near the barrier, towards the central section. You'll see an explosion on the other side of the room, and several cannibals will come out. Soak them all in: there's two arrow shooter and three guys with shields. Once they're all dead (or even if a blip or two is still around, but no one is in sight), climb the barrier and drop down. You'll get a slight bit of damage, but it's no worry. Head left (looking towards the center), and climb the makeshift steps. Now that you're in the middle, check out any blips you might see nearby, then go to the door that blew up. It's on the other side of the room from the locked set of doors. Get in and follow the corridor. There's no way to go wrong. Keep going until you see a hole in a cage on the right; the way ahead is a dead end, so enter this hole. You'll find another hole in the right wall here. Inside this second hole, two enemies will break out of a container. Soak them in, but the container is otherwise empty. Stacked on the wall opposite the entrance hole are yellow boxes; climb on them and drop down on the other side. Walk on the makeshift ramp and you'll be able to enter another room. Soak the monster that appears, then go down the stairs. You're in a large room with a pool in it. Circle the pool until, on the far wall, you can drop down to a concrete ledge around the pool. Send the Rover inside the hole here, and pick up the card near the skulls. Turn back, but as you climb the steps, the door to your left will blow and two cannibals will come out. Two more are trying to pincer you in from the way you came in. They're tough to fight with the extractor, so just dash back up the stairs the way you came. If you're fast enough, they won't follow you. Another monster might appear here, if so soak it in. Now, I suggest you pick off all four cannibals in the other room with the soaker. Again, if they get too close, just go back up the stairs and they shouldn't follow you. Once everyone is dead, go back down the ramp but drop down in the corridor. Follow it back to the central room. Go to the other side of the room, and slip the card in. Enter these doors. Inside, follow the short corridor; you'll soon come to a counter with a UPA door behind. Get inside and activate the regen. Back outside, turn directly right and go down this other corridor. The passage to the right will collapse if you try to take it, so you'll have to circle around. You guessed it - there are monsters this route. Dash to the end of the corridor and climb on the raised area. Turn around: there's one cannibal per corridor to take out. I never saw them climb on this raised area, strangely enough. Anyway, after taking them out, take the left corridor. You should see that the rest of the team is nearby. Go further down this corridor and two monsters will break out. Soak them in, but be careful, these do follow you in the rised area. When they're both dead, proceed. At the end, you'll find a door with a hand scanner nearby. Andre' and the rest of the team should be on the other side of the grate. Say hi, then press the button to open both doors. Switch back to the other team immediately, because they'll come under attack straight away! Once everyone on that side is dead, gather the three and go inside. Climb the stairs and go through the passage: unfortunately, it's blocked by what looks like a wheel. Squeeze a FlyCam through it, and check the grate just to the right: there's a hole near the ceiling, in the middle of it. Go down near the ground, and pass the other grate. Just ahead you should see a gate, with a Rover sized hole below. Flip the switch near it, then revert. It's back to Minoko. With Minoko, go down the corridor. The door here is open, thanks to the rest of the team. Soak the monster you should see on the left, then cross to the other side of the small ditch by going around the hole in the barrier. Going ahead, near the skulls, you'll see a rat mutating. Either soak it in right now, or wait for it to mutate and soak the monster. Either way, look right in this cage: there's the wheel up there, holding Carter, Andre' and Amber prisoner. Switch to another weapon and shoot the plank that holds this wheel up. Now you can decide with whom you want to go on, but since you have to do it with both, and since we're already with Minoko, I decided to go ahead with her. Near the pile of skulls there's another, single skull. Follow the path behind it, down the stairs and left when you can't go any further ahead. At the end of this corridor is a room, activate the regen inside. Outside, on the left, you probably already noticed the large glass. Switch to something other than the extractor and shoot it. Beyond, you're in a green lit room. You can choose to go ahead or turn left into the parallel corridor. Either way, there's a cannibal in each corridor, and another cannibal will come around when you get far enough through either corridor. After you've soaked in everyone, keep going. You'll be in a gold tintend corridor, which soon leads into a larger room. Soak the cannibal that might be there from afar, the enter the room. Three monsters will blow out of a wall from the left when you go a bit through this room. Soak them all. If you go further down this room, a piece of glass breaks on the right side of the room, and monsters keep regenerating from a small room just beyond. There's nothing in that section of the room, nor anything in that small room. Soak a few monsters in, then when it seems safe, dash back. Unfortunately, the only really safe room is the regen room, so return there. The green corridor should be safe enough, too. Switch to the other team. You can now go down in the other side of the cages room, and down in a hole on the left side. Follow the corridor, it twists a bit but it's otherwise very linear. At the end, you'll see a slab; climb it, cross the pipe, then climb up. Go straight ahead; to the left is the Virtual Jungle, but it's all a dead end for now. Follow the corridor as it bends to the right, and activate the regen. Now send Amber ahead; there's a door to the left, with a weapons energy panel she might need. Now go to the end of the corridor, and open the door there. The elevator on your left doesn't work right now, so ignore it. Get inside and close the vent: this stops the green gas. Get Amber back to the regen, then switch to Andre' and enter the now safe room. Fix the machinery, then flip the switch to the machinery's left. If you go outside, you can now call the elevator. Get inside, one character is enough. Be careful, near the top a monster will jump on the elevator with you. Soak and evade it, then quickly exit. Two more monsters wait for you up here; it's somewhat tough, but it's possible to do it with only one character without dying. If you haven't realized, you're in the same large room that Minoko was just minutes ago. Anyway, left from the elevator is a short corridor, follow it and press the call button. If you're wondering, no, you can't press it with the FlyCam. Anyway, return down to the regen (you might need it), and switch back to Minoko. Return to the tall room with regenerating monsters. Look at the other side: an elevator is going up and down. Make the room a bit safer if you need to, then jump on the elevator when it's down. Get out of the elevator as soon as it's up, then proceed. Enter the door to the left of the gate and access the regen. Access the computer panel: you'll open the way forwards for both teams by activating both switches. Exit this room and enter the gate you just opened. Go down the corridor. Unfortunately, part of the floor will break (you're safe, don't worry), and the gate ahead will close down. Looks like we're stuck for the time being. Return to the other team. Remember the portion I told you to ignore? The one left when coming through the hole. Go there. Again, ignore the Virtual Jungle, as it's still broken, and enter the open gate beside. Andre' and Amber are needed for this whole section, but leave Amber outside so Andre' can soak some enemies. Arm him with the extractor and get inside. Cross the room, ignoring everything, until you can turn left. Many cannibals charge you from a door near the end of this room. Soak as many of them as you can, then switch weapons and shoot the precarious slab near the green vat. If you approach it from near the left wall, you should be able to climb onto the largest slab, then walk up to inside the green vat. Get Amber in there with you, then get both characters in the hole in this vat. Follow the corridor (and the pipeline until you find another slab. Climb on it, then clibm on the pipe, on the loose grate, and finally on the floor of another vat in the same room. Go up the makeshift slope, then jump down. In the left corner of this last vat is another hole; go down it. Get both characters on the thick platform. Andre' needs to repair the cables. When you've done this, the platform will go down; use this short time to swap the position of characters! Amber needs to get down near where the cables are, but Andre' needs to stand back since there's lethal gas in that section. Once the elevator has changed direction, look up for this small ledge. Climb inside, then immediately turn left. Quickly, activate the valve on the pipe to stop the flow. If you've been fast enough, and you should have been, Andre' can climb inside the next time the elevator is near. Once that's done, toss Amber down the long pit; it's the fastest way back. Go through the only open tunnel with Andre'. You're just below Minoko, if you didn't realize. Loosely hug the left wall of this large cave, and you'll soon find some broken wirings. Fix them, and Minoko is now free to go ahead. Before you switch though, get both characters back to the regen. As I said, the fastest way is suicide: there's three enemies in the room before the elevator if you don't like falling down great heights. Now switch to Minoko and go forwards through the open gate. Remember the red door on the left here, even though it's locked right now. Go right and keep going down the tunnel until you're in a room with a large, open vat. Two rats will mutate: if you soak them both in, you should be at or near 99 cells. When both are dead, go inside the vat (climb the stairs, there's a hole in the glass). Go down through the hole, and follow the only way. Activate the regen, then access the computer panel: you can open the Virtual Jungle, which is the way ahead for the rest of the team. We're almost done with Minoko for this level. Return the way you came: up the hole, into the vat, out the corridor. The blip should warn you that the red door that was locked before will now open. Kill the cannibal, then go inside. The door to the right is locked, so go into the narrow corridor. Welcome to the Hall of Mirrors! There's only one path through this, but it can be a nightmare if you don't have a keen eye. Anyway, go ahead, yes, right over what looks like a tall hole. Keep going, and you'll get to a fork: in fact, the left passage is a mirror, so turn left. Go forwards, but turn left as soon as you can; the rest of the corridor is a pure and simple dead end. After a few twists, you'll come to a larger section that has a mirror to the right. There's a weapons energy panel near it if you need it. Now go towards the wall opposite of the mirror. To your left you'll see a larger room. There's four columns roughly in each of its corner. Get near the center of this room, and, with the room you came from behind and left, look ahead. There's two passages: one forwards and left, and one forwards and right. Take the forwards and right passage. You'll see that it's the right one because two rats will come out from the passageway and mutate. Launch a few disks at them to take them out. If you're wondering: the other rooms are similar, but only contain cannibals and dead end passages. Anyway, enter the passage beyond the rats. Careful, a cannibal is there! Get out if you're too close already, then take him out with a well-aimed disk. Whatever you do, follow this passage. There's a big drop at the end, although you won't take damage. Come on, you're out of the mazey part! Follow the corridor, again walking straight above what looks like a very tall pit. You'll soon come to a hole in the left wall; ignore it for the moment, and go ahead. Enter the second hole on the left, and activate the regen. If you look out the hole opposite this, you'll catch a glimpse of the section that the rest of the team will go through. Anyway, retrace your steps to the first hole (it's on the right now), and drop down. Follow the pipe and drop down again. If you step forwards, another pipe falls down, opening a hole to your right. Carefully jump down. Now carefully head right towards the weapons energy panel. This next section is tricky, so follow me closely. Look right from the weapons panel, down into the pit. There's a grate with a hole. Your instinct might be to send the Rover, but instead we need to send the FlyCam. The hole between the grate and the floor you're standing on, however, is too small and too low to let the camera in. What now? Simple: get the camera inside the hole in the grating, yes, the one farthest away from the weapons energy panel. If you get the camera down this short hole and turn around, you'll see that it's now on level with the entrance you need to cross. Dash forwards and you'll make it without problem. Go down all the way, then into the tunnel (not the dark one at the bottom, the other one!). Follow it until you see a grate on the right: start going up. You'll be in a room with three switches on pylons. Activate all three; the third will blow up and automatically destroy the FlyCam. Now look away from the weapons energy panel. You have a quick way to the other side of the room, even if it's zig-zagging and one part of the wall keeps going up and down. You might want to try a few times how quickly you can get from here to the other side. If you're wondering what's the point of all this, here's the reason. Near the weapons energy panel you'll see a white switch. If you press it, some sort of metal cover will ride along a rail from the other side, and cover this switch. Within moments the cover will ride again and return to the other side. When it's on this side, however, the covering doesn't block a white button on the other side, which opens the final door. So you need to activate the white button near the energy panel, and rush to the other side. It's far from difficult, and in fact, the only problem is the block that goes up and down. It might slow you down a bit, but you should still have ample time to make it. Once the door is open, you'll be looking down on a fight between monsters and cannibals. Toss pipe bombs, disks, whatever you like into the fray, until no one is left standing. Jump down. To your right is the UPA elevator: yes, you're near yor goal! Get in and activate the regen, but you aren't done with Minoko yet! Follow the corridor opposite of the elevator, you'll get into a larger room. Climb to the stairs on the right side, then circle around (using the thin ledge) to a switch on a pylon. Hold it down. A crane will move forwards. You need to move it so that anyone one the orange beam, looking towards the elevator, can jump down to it easily. Once it's in position, return to the UPA elevator. You're done with Minoko, but the rest of the team is still in the thick of things. We left our three characters near a regen. Head back towards the Virtual Jungle; the door is finally open. However, the room beyond is flooded with electricty, so get Amber across to the other side. If you hold down the switch, the floor will be safe for Andre' to walk on. Get inside and fix the wirings. What the...? The doors close, and the ceiling comes down! Actually, the ceiling is just an elevator, and it has a large hole. Position yourself so that you come unharmed through the hole in the elevator platform, and when it's all the way down, the doors will open. Now, the next section is tough. I suggest sending Amber alone up the elevator, so get Andre' outside as well. Press the button on the platform to go up. When you're at the top, you'll be in a very dark room, and you'll see some holograms flicker on and off. As soon as you step off the platform, though, TONS of enemies will ambush you! Switch to missiles and remember: there's no such thing as overkill. Just go crazy, ignore weapons energy! You should be up to 99 cells, and even if you eat half a dozen or so, you'll still have time to make up. If you die, return to the rest of the group and press the purple button to call the elevator. Note that you might have to press it twice: do that if you don't hear the sound of machinery. Anyway, once the top floor is clear, look above the elevator. There's two revolving projectors; shoot them to stop the holograms. This pisses off a few cannibals, which soon blow a part of the wall. Again, fill them up with missiles. Go inside this new opening and blow up some more cannibals, then turn left; activate the regen there. It's now time to get the other two up here, so press the button (twice if you don't hear sounds of machinery) and get on the elevator. Press the button and join Amber when you're at the top. Now, you're in another section of the Hall of Mirrors, but it's actually easier than Minoko's. With the regen to your right, go through the right corridor. You'll see a weapons energy terminal on a column, handy after all that carnage. Recharge, then take the tunnel opposite the panel. As soon as you can turn left, do it. Go ahead to the end, until you hit a mirror. Turn right, and follow the mirror until you see another passage. Go through it. At the next fork, go left. The passage you see ahead is actually a mirror, and you might recognize it - you've gone through it with Minoko. Turn left. Go ahead, keeping the mirror to your right, and keep going straight. Kill all the cannibals you see, and you'll find a broken mirror on the floor just ahead. Hugging the right wall, climb over the beam and go through to the stairs. Keep going. You'll soon be in a long corridor. Go towards the end, ignoring the hole on the left. You're in another mirror-like room... but as the laughing skull in front of you suggests, it's a trap! Check the right wall; there's a plank there. Send the FlyCam up to the top of it; there's a hook you can activate. Kill everyone who comes out, then get inside and follow the corridor. Shoot the large rock at the end. This uncovers a laser door anyone can unlock. Get inside and activate the regen with everyone. Now go back to the hole you skipped moments ago. Go out the longest grey ledge with any character, and look to the left. Several cannibals are on the other side of a chasm, waiting to throw some spears. Kill them, usually the one on the top floor is enough, then carefully get Andre' down to the platform. Turn back towards the hole, and you'll see a piece of machinery needing to be fixed. Fix it, then quickly climb on either side of the machinery to safety! The platform you were on will start moving back and forth. Your goal is to get on this platform one at a time, and drop down the orange beam you can see down there. If you switch to Minoko and check out the large room, you'll see that it's the same place. Once everyone is on the beam (remember to jump a bit early, but not too much, and to save often!), turn back and look down. You should see another yellow beam and a gray platform. Carefully jump onto this beam, turn around, and crouch walk down to the gray platform. The platform will revolve, and you'll fall safely to the floor. Once the team is back together, get everyone inside the UPA elevator. VII-09. Ground Zero - Home of the Scavengers ------------------------------------------------------------------------------- Almost a wild goose chase, but then again, you're near the end. After yet another cutscene, get the team ahead, in the doorway on the left. I'm not sure if the rats here mutate, but kill them anyway. Ahead is a dead end, so turn left; there's a hole in the ground. Drop down and kill anyone that approaches. Near this wall is a piece of machinery with a switch. It isn't broken, despite the sparks, it's just missing a piece. Switch to Amber and go down the only corridor. You'll be at a fork; to the left there's an enemy, which is likely to charge you anyway, so kill it and go right. Keep following this corridor, ignoring the locked door ahead, and you'll see a Scavenger. Sadly, he'll mutate and you'll have to kill him. Make sure you don't let him rev his chaingun up, or it'll start dealing some major damage. Once he's dead, go near the pile of barrels. There's a door just behind the poisonous fumes, get inside. You should see targeting brackets on the right shelf, and if you look there, you'll find the missing part. Rejoin the rest of the team. Be careful, on the way back a door will open with a dangerous new enemy inside: the energy harpooner. A quick note about these guys. If they hit Carter, Minoko or Andre', they'll hook them and start draining their life away. I found no way to help them but to switch characters and kill the monster. These monsters apparently never let up once they've hooked to a prey, and can only attach to a character at a time. However, Amber isn't affected by this, so you can kill this one easily. Once you're back with the rest of the team, put the part in and flip the switch. Boom! Two holes have opened, one to the left and one to the right. Enter the hole on the right. Careful, enemies keep coming down that grate near the ceiling. Use this opportunity to fill back your batteries if you like, but when you're done, make sure you flip the switch in this room. It'll go from green to red, unlike most others. This will stop enemies from coming down. Go inside the other hole. You'll be in another locker room, but this one is very small. Clear it out (the new monster has both a ranged and melee attack, so watch out). The door here is locked, and the switch on the other side isn't working yet anyway, so don't send the camera on the other side yet. Instead, facing the door, turn left. You'll see a broken locker cover near the ground. Send the Rover in the hole behind it. Go always forwards, ignore the first fork as the left path is a dead end, and follow the corridor until you find a grate. Blast it; you're on the other side of the door. Go near the door; you'll see a switch way up there, and it's connected to a smaller switch near the ground. Flip this switch, then revert. Now we can open the door with the FlyCam. Send it out through the holes in the door, then turn around and press the green button. Exit with the whole team to this area. From the door, turn right. Charge the battery panel, then access the computer panel. Read the mail for hints, but don't bother hacking into the camera. Now this requires a bit of hindsight: see the desk over there, on the left of the large door? Get everyone there. If you look well, you'll see a niche with a broken computer panel. Before you repair it, get everyone on the right of the computer panel, with Andre' and Minoko just in front of it. Make sure no one is in plain sight of the main corridor! As soon as you fix the panel, the ceiling cannon in the corridor will activate. Access the computer. Hack into the normally unaccesible cannon to make the corridor safe, then access the other cannon. The cannon is beyond the large door. If you move your pointer over this door, you'll see you can shoot a part: do it. Inside, you'll see the locking mechanism. Get someone back to the panel near the battery, and start playing with it. If you switch to Minoko, you'll see that the red bars move as you turn the knobs on this panel. Your goal is to get it to form a continuous red line. When it's done, the switch nearby turns green: flip it. You can't see one of the lines, so keep trying the corresponding knob when all others are in place. Of course, I can just give you the combination, although it's more fun to figure out on your own. The knobs have a thin line on them, and it must point like this: #1: Up #2: Left #3: Left (starts in this position) #4: Down When the door is open, get the whole team inside and follow the only path. You'll activate a regen behind a counter, with a grate allowing you to see a monster killing a Scavenger. Hit the switch just right of the entrance to open the grate, although you don't get anything for saving the scavenger. Anyway, climb over the counter and shoot either window on the side of the door. Get Amber out there, there's a nice brawl outside. Of course, everything starts out calmly; you might want to head right inside the niche, beyond the grate is the place where you started - although you can't get inside. Kill the monster that breaks out of the wall. Now step forwards near the middle of the large room. There's several spiders and a couple of mutated birds. Kill everything. Careful, venom spiders are here and they drop powerful acid mines - don't bother trying to shoot them, either. When no one else is left standing, get the whole team in this large room. The only way forwards is a breech in the far left corner; get inside and follow the corridor, killing the enemy. When you get to the other side, you'll see two monsters chasing a scavenger. Don't bother with them, because as soon as they get through that tight opening, they'll be killed by lightning. Before you go through that opening as well, turn right. There's a door there that you can open. Inside there's a weapons energy panel (Amber might need it) and a computer. Hack the computer, there's only a mail there, and it basically says that the device you saw earlier is safe to pass for UPA personnell. We're done here, so go through the gap into the other part of the corridor. There's a hole in the wall; get inside and go forwards. Near a fire, you'll see a scavenger dressed differently than the others; talk to him with Carter, he's the leader. He'll send you on a mission: open the UPA door to let them near a fallen truck. One guy will move to show the door to you: if you don't follow him, follow these direction. Turn back towards the entrance, but turn left in the tight gap between the broken container and the wall. Keep going, staying near the right wall. You'll see a door, and the scavenger will open it. Follow him through what looks like machine shop, and he'll point you the truck from the window. It's hard to see, though, but it's not important. Now he'll turn left from the window and go down this corridor to the UPA door. Of course, the dumbasses have blown the access panel, and we can't open the door. We have to go all the way around. First of all, send Andre' up the stairs to the left of the door. Go to the end of this walkway and fix the broken machinery. Flip the switch to your right to start the conveyor. At the end of this conveyor, near the stairs, is a press; you can only see its arm, as it's lowered. A button is on a pylon just beside the press, still on this walkway. Press it. Boom! Well, now we can access the battery compartment near the computer terminal, just opposite of this pylon. Too bad we don't have a battery... yet. Go back down the stairs and turn right. Follow the room until you're back in the first part. There's three repair holes with forks to lift cars with; on one of these forks there's still a car. Press the button on the column to the right of the hole to lower the forks. There's a batter inside the car's engine hood, so grab it. Now we can access the computer panel. Hack into the only switch with Minoko; this will activate the crane. Good, now we got to jump in the hole right under the press! It's possible, since with the piece of machinery that we just put on the bottom the fall won't be fatal. Get someone on the conveyor. Looking towards the press, you need to be as near the left side of the conveyor as possible, so don't climb near the end - the conveyor might be too fast for you. Also, don't send Amber. For some reason, she trips after she falls and instantly dies - even if she still has some energy left. Anyway, at the bottom of the hole you'll see a grate nearby. Shoot the lock and get in; you'll activate a regen. Now turn around and flip the switch. Wham! The machinery turns into a neat cube, and you can go through the corridor it was blocking. Avoid the hole on the right part of the wall, then kill the monster in the niche to the left. This niche is actually an elevator, so call it with the button. If you're careful, I guess you could call the elevator without triggering the monster. Anyway, go up the elevator and go forwards up the stairs. To your right is a weapons energy terminal, which you shouldn't need, while a door is in front of you. Open it and get inside. Turn left and kill the monster, then activate the regen and keep going in this direction. Hit the switch to open the door, you'll be back on the walkway. Gather your team; you'll need it whole for the next puzzle. Back inside this door, have everyone activate the regen then go down the corridor. You'll pass the door you originally got in through, and reach a bridge. Kill the monster on the right side. Leave either Carter or Andre' on this side, and get the rest on the bridge. Not across, just in the middle of it. Now get one of these three characters to actually cross the bridge. You'll be near a large piece of machinery; kill the monster, then look left. There's a hole behind a grate, squeeze the Rover through it. Inside this hole, you'll see two paths: the left one is actually a dead end, so go right. Follow the tunnel to the end, and kill both power leeches. There's nothing else to do, so revert it. Return the character to the middle of the bridge, then switch to Carter (or Andre'). To the right of the bridge, on this side, is a yellow control panel. Hold down the button, and now that the power leeches are dead, the bridge will turn. Switch to the rest of the team. Get Amber to go through the only accessible tunnel, and kill the flying monster in the pit below. There's another switch to hold down, but it's plagued by gas and only Amber can stay here. Holding down the switch gets the bridge in position to be boarded. Careful, it will break down more when you climb on it, though it's not dangerous or anything. Once Minoko and the other character are on board, switch to Amber. She'll automatically let go of the switch, and the bridge will turn again. Switch to Minoko. You can easily go into only one tunnel, so go down it. Leave the other character behind. Follow this tunnel, killing the monster, and you'll come in a room. There's a disabled computer panel and another hand scanner, near a piece of machiner. Hold it down, then switch to the remaining character. You need to get on the corridor opposite the one Minoko went, but the bridge is broken on that side. So, climb off the bridge and onto the small platform near the entrance of the tunnel Minoko took. Turn right; you'll see a thin platform running the perimeter of the room just below the platform. Jump down, and follow it. You'll find another thin platform; climb on it, but then get off on the other side. There's nothing in this section of the room. Keep going forwards and you'll soon be able to climb up on the opposite tunnel. Go through this corridor, and you'll reach the other side of the room Minoko is in. There's another hand panel; hold it down. The glass will break, so rejoin Minoko. The computer panel has also activated, so access it with Minoko. You can lift the big piece of machinery you saw earlier, when you killed the leeches. Disconnect and get your team back together. Get both characters on the broken bridge, then have Amber hold down the button. Get both characters off and on the other bridge, then have Amber join them. Switch to the character you originally left behind, and he'll automatically let go of the button. Have him join the team on the bridge, then cross it to the other side. Leave the whole team except for Amber here; beyond this next tunnel there's a lot fo poisonous gas. Although it IS possible to make it through with only moderate damage on the whole team, it's easier to send Amber ahead. Once you're through this corridor, you'll see a door on the left. Ignore it for the time being, and go up the ramp. Turn right, then turn right again; you'll be in a corridor parallel to the one you just came through. Go to the end and press the switch. Get the whole team back together, then go back down this corridor. However, at the end, send all the team but Minoko to the right. Just leave them there, while Minoko goes back down to the door you skipped earlier. Actually, you could leave the whole team where it is and follow the rest of this walkthrough with just one character. It'll be tougher, though, so you might want the support of the whole team. Inside the room down the slope there's only a computer panel, so access it and you'll open two doors. Rejoin the team in the short corridor, and press the button to open the door at the end. You're now beyond the broken bridge, and very near the doors you just opened. With the whole team, exit the room and immediately left - don't cross the bridge, there's nothing there. Follow the corridor until you're almost in the room with the glass in the middle. The easiest trick here is to rush a character forwards, through the door on the left, and activate the regen at any cost. You're now unkillable, so take out the monster and have the whole team join you. Refill anyone who needs at the weapons energy panel, too, then have Carter unlock the UPA door and get inside with the whole team. You're in a large construction site; kill the enemies and check out the zone. There's an excavator in the middle of the room, but it won't work without some power source, so let's keep looking. On the opposite side from the entrance is a building, with a large orange beam making a ramp. Climb on it with a single character, then look towards the building (or away from the excavator). Send the FlyCam in the hole there. With the FlyCam, go down the stairs and turn right. Keep going until you see a closed gate in front of you; just to its left there's a switch, press it then revert. Go back down, and you'll see the open gate just to your left. Get inside, and turn right immediately. There's a grate you can walk up to and push aside. Run through this new alley, killing monsters and activating the regen at the end. Turn right and follow this short alley; just on the other side of an unopenable gate is the other side of the UPA door! We'll have to take the long route around, however. Enter the hole in the building just to your left. Inside, kill the monster(s), then go right and hug the right wall. You'll see a wooden beam; climb it to the upper floor and turn left. Another beam will fall down and allow you to climb on a third beam, up to the topmost floor. Keep going. One of the beams won't hold your weight and fall down. Never mind, we'll find another way. Cross the thin makeshift bridge to the other building, and carefully drop into the hole. Inside here there's just another hole, so jump down. Follow the corridor and you'll be near a conveyor. Now, if you have the whole team, skip to the next paragraph. Go into the hole on the right of the conveyor, and cross it. Go up the stairs, killing the enemy, and open the door. If you go left you should be back to your team. You just need one other character. Go back through the conveyor with a single character. Hold down the panel to the left of the conveyor, then get someone on the other side to do the same. To get to the other side, enter the hole on the right of the conveyor and cross it. The conveyor will move, although you won't hear much. Keep holding down the buttons until you'll see a small cage coming out on the side of the holes you dropped down from. Grab the battery inside. Now, the fastest way back to the excavator is by going out of the door on the opposite side of the conveyor, then going right and right again. Again, you can decide to do this alone or with the rest of the team, which can rejoin you at the very end. As I was saying, take the rout you took the first time. Go out of the tunnel and take the tunnel left, then go in through the room with the glass. Activate the regen and recharge as necessary. Outside, go to the very rear side of the conveyor, and put the battery in the compartment. Get on board the conveyor (I suggest using someone else than Amber), and pull the left lever. Whoops! Now pull the right level three times; you'll knock down a wall just in front of you. There's a couple of scavengers inside, but of course they'll mutate, so take them out as soon as you can. Open (rather, take down) the door behind the beam, and follow this corridor. Open the door. Keep going until you'll be at a dead end; but it's just looks. Send the FlyCam all the way up. You'll find a scaffolding up there; press the button on it to have it go down. Revert, and make sure you're not below the scaffolding as it comes down! Get on it, then press the button. At the top, climb on the ledge and get inside the door. Kill the monster, then enter the other door. Another scavenger will mutate here, and into a dangerous venom spider, so use the disc thrower/missiles to take it out. Break either window when you're done. Send the FlyCam out of the window and directly down, on the scaffolding. You could jump but it'll hurt. Press the button on the scaffolding to make it come up, then revert the FlyCam. Now you can climb out of the window, on the scaffolding, and right on the large beam. You're almost at the end of the scavenger's quest, so keep going. You'll soon be near the roof of a building you passed before. Your goal is on the other side of the beam, but you have to cross the thinner beams to get on the other side. Before you can fully get out of the building, a large slab will fall down. Just be careful and it'll never hit you. Climb on it, then rush forwards; there's two mutated birds, dangerous if you're alone. Go forwards on the orange beam then look down and to the right. You'll see another piece of orange beam, fallen out from a vertical beam. Jump down to it. You're now on a section of road, so it's easy to take out the birds from down here. If you really can't, try setting up the Sentry turret, and then bombing the birds with discs as the sentry distracts them. Anyway, on the road, keep going forwards. You'll see the back of the truck just ahead, but your goal is to get it down on the ground. But first, let's get you down on the ground. Go near the edge of the road, and look down and to the right. You'll see the white engine section of the truck, jump on it then get on the ground. Now look back up to the rear of the ground. There's two beams below it you can shoot, but stay far when you do - the rest of the truck will come crashing down. As a side note, the truck looks almost intact; yet, it has to be at least ten kilometers from the surface. It should have been an unrecognizable wreck. Maybe it's future tecnology, but it sure looks like a contrivance to me. Anyway, let's get the scavengers in here. Look right from the truck; on this wall, you'll see the window you first saw the truck through. To the right of the window is a large slab, remember it because the leader of the scavengers will be here in a moment. Further to the right is a blocked door. Shoot the wooden planks to knock it down. Finally, you can open the UPA door. This will let the scavengers out. While they gather around the track, ensure your team is all here for the final part. If you left them near the large machinery, have them turn around and cross the bridge, then always ahead until you're above the UPA door. Have them follow the scavengers to this place. When the whole team is here, go to the leader of the scavengers. He's near the large slab I told you of a few paragraphs before. If he isn't, wait a bit, the scavengers need to get around the truck first. Talk to him with Carter, and he'll give you a key. All we need to find, now, is the matching gate! Go to the wall opposite of the one the scavenger came out from, and check the right side. There's a doorway in there, with a regen. Have everyone activate it, but send only Amber ahead. The road is straightforward: ignore the passage to the left, where monsters come out, it's a dead end. Go forwards, through the gas (careful, a grate will open when you pass over it and throw you forwards - there's nothing under it, though), and take the passage beyond and left of the tall tanks. Keep going, and take the passage left of the revolving beam with the gas leak. A grate will break on the top, and tough monsters keep coming down through it. There's two passages out of this room; the right has the gate we were looking for, but go left for now. Flip the switch, always being careful of the constant flow of monsters, and a gate will open. If you go outside, you'll see you're in the same open space as the truck. Your team is still near the regen; take them through this opening, which is much safer. Keeping monsters at bay, have Carter unlock the gate. Kill the monster inside, then quickly open the double doors on the right and get inside. You should be safe here, and anyway, it's the final room. Near a closed door is a circuit; put it in the circuit board just nearby. The panel to the right is a computer panel - these are old style panels, and will be all over the final level. Keep it in mind. Have Minoko access the panel, and read the mail. This opens the door nearby, but remember to view the movie as well. Just click on the camera icon, like you did in the first level. If you don't read it, you'll have to restore to read the mail again! Anyway, after the chat between Minoko and Carter, get everyone inside the UPA elevator. VII-10. Underground ------------------------------------------------------------------------------- This level is large and potentially confusing, but not very long or hard. It's very fun to ride the trains, also! Get Amber outside of the container you start from. There's several tough monsters, and at least three harpooners, so it's best that she tackles things. Once everyone is dead, go back to recharge as necessary, and get Andre' to follow Amber. Inside the large room, roughly ahead and to the right of the start, behind a container, is a lift. Get both characters on it. Go down on the raised walkway, killing anyone you see, until you see a gated box on the righ. Open it by activating the handle, then kill the power leech inside. Have Andre' fix the sparkling machinery, then turn him around and park him near the red pylon. Press the lever; a crane will move. When it stops, press the lever again. The crane now goes back and forth. With both characters, continue following the walkway. You'll see two containers suspended on the air: a red and a green one. You can shoot both, so do it. Now, continue on the thin ledge of the walkway until you can drop down on the green container. Walk through the red container, and catch the moving crane with both characters. Get Amber to the end of the container, looking away from the original red pylon. There's another container far up there, but you can't reach it alone. Switch to Andre'. Now, if you hold down the lever here, the crane will rise, and Amber can walk on the other container; however, after a short while, the crane will return to its original position. So, the trick is timing it right. When the crane is moving towards the destination container, wait with Andre' until the control cage is near the middle of the red container you came through, then hold the lever and switch to Amber. Your timing should be perfect. Once on the other side, switch to Andre' and jump down the crane. Suicide is the fastest way down. Back to Amber, go into the control cage of this crane and hit the lever; the container will crash down. Now you can easily get down to the ledge, and into the hole in the wall. Climb carefully down, and when you're on the ground, rush to the left: there's a door here that you really should open at all costs. It leads back to the containers room, and the rest of the team can use it. However, we should go as far as possible with Amber while we're here. Turn around; chances are a couple of monsters are right there behind you. Kill them, then turn right and go towards the red train. Ignore it for now, and go behind it. Open the door, and blow the enemies inside. In this room there's a regen that you'd better activate, a weapons energy panel you probably need, and a battery panel. Charge it, it takes almost no power; no suprise, with a weapons energy panel right beside! Now exit this room and go to the opposite side. There's a large side room here. Lots and lots of mini spiders will come down those conveyors, so kill them all. When no more come down, go between the conveyors to the red thing. There's a power regulator here you'll need soon. Return near the train. Switch to the rest of the team and go outside. The door you opened is on the right side of this large room. Here, go into the room you opened with Amber, and activate the regen. Now switch to Minoko and access the computer; you can open a gate in front of the train. Switch to Amber and kill anyone who comes through, then climb on the head of the train. There's three things of interest: the slot for the power regulator, which you have - so put it in. To its right is a lever, that decides which way the train goes; we need to go forwards, so turn this lever. The final lever on the right, when held down, moves the train. Before you hold down this lever, get everyone inside the carriage of the train. Now switch back to Amber (or change driver; she's big and it's hard to drive with her), and hold down the lever. You can access the menu if you don't want to hold it down all the way through. On the way there you'll see another monster, and more ambush you when the train stops. Kill everyone; you now have to turn the track so you can proceed. Get someone off the train, and look left from the entrance. There's the switch station, but the door is locked if you try it. Instead, shoot any of the windows, then send the FlyCam inside. Have it open the door; now you can get inside. First of all, kill the power leech beside a machine, then pull the second lever from the right. It should say "disc position 2". Now switch back to the train, and have it go forwards on the platform. Back to the character in the control station, pull the third lever from the right (it should say "disc position 3"). Return to the train and board the carriage, then start moving forwards again. After a while, you'll see sparks flying: the train will keep moving even if you let go of the lever, it'll break a metal wall, then crash into some rocks. We'll have to find another train, but right now, let's worry about the enemies nearby. Once they're all dead, look near the train for a door; get inside, and kill all enemies. Keep going, and you'll see two sets of stairs; however, the stairs leading up ar broken, so go down. You'll be in a tunnel with a large closed gate to the left; open the double doors just ahead. Inside, charge the battery and access the computer panel with Minoko. There's three switches, and just as many gates to open (actually you'll open one more). But be careful: the leftmost switch opens the gate just outside, and there's many monsters beyond! Your first goal should be to keep the whole team alive, since dying means quite some backtracking. If you manage to kill everyone inside, get in this large room and head immediately left. Unlock the UPA door with Carter, then get in. There's a regen here that you really want to activate! After everyone's in, take care of the monsters that might attack from the other room, then recharge everyone with health and weapons energy. I was low on both for almost everyone at the time. Now switch to Minoko and go through the doorway right of the regen. Kill everyone who might still be here, then unlock the UPA door on the right if you want. Whatever you do, climb the stairs on the left. On top, there's two stair sets; both lead to the same place, but we might as well take the left one. After clearing the room, you'll see some windows on this wall. Beyond, you'll see a room with three monsters inside it. Smash any of the windows, then try to take them out from here. Now climb on the thin ledge beside the windows, and generate a Rover. Move around a bit if the icon is red in the inventory. Once you're in the Rover, get just beyond any of the windows and turn right. Follow this thin ledge around the room, until you're just below the shelf with the battery. Shoot the shelf, if it didn't get blown down already by the crossfire, then grab the power regulator. Revert. As an added challenge, try taking out the three enemies in this room with the Rover. It's well more than possible if you attack them from just outside the window. There's another room of interest in this floor; it's the one with the wide open doors. Kill both power leeches, one is on the left and one is on the right of the computer panel. Access it and read the mail. However, none of the three switches are usable. I think you can remotely move the train to the positions you see if you use them after activating the train, but I don't really see the point. So you might want to skip hacking them. Whatever you do, rejoin the team downstairs. Go back outside and turn left; you'll see another red train. Kill everyone who might still be hanging around, then get everyone but Minoko in the carriage. With Minoko, enter the driver's section, put in the power regulator, flip the lever just to the right (we're going backwards this time), and hold down the lever. After a rather long trip, you'll be back near the revolving disc. Again, have someone dismount and go up to the control room - be careful, some monsters might still be lingering in the tunnel near the one you just came out from. Anyway, up the tunnel, pull the fourth lever from the right (it should say, "disc position four"). Switch to the train, pull back a bit, then pull the first lever from the right (it should say "disc position one"). Board the train with the last character, and have it move forwards. Keep going down the rails, you'll pass through the room you originally took this train from, and smash into the gate. Keep going. You'll get in another large room with lots of enemies; the rest of the team will start attacking. Keep going until you're stopped by a gate. Dismount, then quickly take out all enemies you can see. Unlock and enter the door here, and have everyone activate the regen. There are three power leeches in this room; kill them all and power to this room will return. Access the computer panel opposite the regen with Minoko, and hack into the first switch. You'll open the gate you just slammed into. The other switch is another train call switch, but it's again unusable. Anyway, recharge everyone as necessary, and go outside to board the train. Before you continue, you might want to take a detour and check out the section you rushed through with the train... Pick Amber, then go back there. If you cross-check with the mail, you'll realize you're at the front entrance of the Eden bunker. Guess what? As soon as you get close, the columns will crumble blocking any attempt to enter. Plus, Mutated Lucy #7 and #8 come out to say hello. Kill both, then you can return to the train; there's nothing else to see here. Now listen to me closely, because what I'm about to tell you might not make immediate sense. Switch to the people in the carriage, and have them pack in a very tight file near the front-left corner. As tight as you can, as near to the front and the left of the carriage as you can. Then switch to the driver and be sure to save (a quicksave is more than sufficient). Crouch down, and hold the lever. Go forwards and hurry! I say this because there's two ceiling cannons that can easily hit your men if you don't follow these procedure. Note that you will still get hit, but with all luck they will survive. If the whole team dies and the train is stuck in the middle of this room, try activating that second switch that didn't work. Or go all the way back to that control room up some stairs and try that console. I always quicksaved through this, and I suggest you do the same - it's much faster. Once you're on the other side and the train stops going forwards, get off it; you're done with it, and you're into the short second part of the level. Your goal: stop the two cannons and clear out the platform you just rushed through. Still, be careful here; if someone dies, getting him/her back is going to be tough until you find another regen. Get off the train. Lots of mini spiders will drop down, but most will remain stuck below the train. Don't complain, just enter the hole on the right of the train and blow everyone up in there. There's at least a spawning spider in here. Once the way is clear, go down the corridor. A monster will break from a makeshift metal wall; kill it, then go to where he came out of. Unlock the UPA door, then activate the regen inside. Well, now we're completely safe from the cannons! Go outside with just Amber, and continue down the original corridor (outside of this walled niche). There's a couple of spiders in the next room, but more importantly there's at least two harpooners. Kill everyone - remember, harpooners do no damage at all to Amber - then get the whole team here. On the wall left from the entrance, you'll see two tunnels; they both lead to the same place, which is a dead end. Instead, go up either staircase to the catwalk, then unlock and enter the UPA door. Inside, ignore any and all enemy, and turn right. Go left onto the catwalked bridge, and follow it. When you're near the other side, rush into the doorway! The cannons down there have a clear shot in this small part of the catwalk. Once inside, recharge anyone who needs at the weapons energy panel, then go through the open door. Do not shoot the red tanks in the side room! This will just activate an enemy spawner, and you really don't need that. You could of course save, blow them up, watch the fireworks, then reload. Go down the stairs; there are many entrances in all levels. However, we'll just use the top one. Get the whole team inside, through the short corridor, and press the button to call the elevator. Get everyone inside, then press the lower button to go down. You'll be on the same level of another elevator, with no other way outs. Have Minoko cross to the other elevator; this one has no buttons, but moves as a counterweight to the other. Switch to someone on the rest of the team and press the lower button to go down again, then quickly switch to Minoko. The opening you need to get into is on the side opposite of the other elevator, and the platform you're on doesn't stop there - so you have to get off quick. Once you're on that floor, go forwards and left up the stairs, then left again and up the stairs; you'll be on the other side of the corridor you first took the elevator from. Kill the enemy here, then kill all three power leeches. Two are on the raised area, one is on the wall opposite it. Once that is done, access the panel. Finally! The controls for both cannons. Hack into both, then use either to kill all the enemies you can see. The platform outside should now be safe. Exit this room and head left; you'll be on a catwalk. Go a bit forwards, and an elevator will rise - along with a disc launching enemy. Take it out, then try to take out as many of the enemies down on the ground as possible. Another tactic is taking the elevator and throwing pipe bombs at them. Whatever you do, get to the ground floor (the elevator has a control panel with a brown lever on the left, flip that to go down) and go to the opposite wall. There's a switch that opens the gate here, near a regen. Activate it. If you look away from the gate, you'll see a stairwell here. It's the way forwards, but we need the whole team. Switch back to the other three. You're now on the ground level, and you would have gotten here if you followed the stairwell to the bottom. Anyway, get out of the elevator, recharge at the weapons energy terminal if you need to, then go through the only tunnel. You'll soon be in a room with closed gates to the left, and a switch: flip it. You can now go outside to the train platform, which hopefully is already safe. Turn right, and you'll see the gate Minoko opened. Get in there, activate the regen, then keep going forwards. You'll find the stairwell I mentioned; get everyone down. Time for the final part. Kill everyone in the tunnels here, but ignore the fork you'll come across (except for the monsters coming out of that tunnel!). Keep going forwards, into the blue tunnel, and turn left. Go forwards, killing everyone, then stop the team before you hit the gas leak. Send Amber under it, and hold down the lever. You'll open a tunnel; being wary of the monsters all around, get everyone but Amber inside. Leave Amber where she is, and go forwards. There's only one way to go through the whole network, but I'll point the way forwards anyway. Keep going, following the only openings, and killing the mutated rat. You'll eventually have to drop down into another section of the tunnels. Go forwards through the only exit, it's up a slope. You should be in on a broken red pipe. At the largest hole, look left. See that grate? Send the FlyCam down there, and have it turn the handle on the left of the grate. This lets Amber go forwards, and she's needed, since the way ahead is blocked for these three. Switch back to Amber, and go back the way you came, up the blue corridor. Take the tunnel I told you to ignore earlier. The lever here is broken, and wouldn't have opened the grate if you're wondering. Go down into the room, possibly climbing the stairs instead of jumping down, and kill the disc launching guy. If you look down the door, you'll see another of these guys in front of a piece of machinery. Shoot the machinery to make short work of the enemy, and open the way forwards. Now, still in this room, look on the left side for a lever. Hold it down; you'll automatically release it when the way ahead for the other team is open. It's indifferent with whom you go on, as long as you get both in the same position. I'll go over with the three guys in the pipes, as it's the most annoying of the two paths. Back to the three, go forwards through the now open grate, and keep going. You'll end up in another room, but there's nothing here but enemies. Keep going forwards, towards the hole with rain on the other side. Turn the lever to lower the bridge, and keep going forwards up the slope. There's TONS of mini spiders in the next room, and if it's empty, it'll quickly get filled. Kill all the spiders you see, then go right. You'll find that the road splits; of course, both tunnels eventually rejoin. I suggest you go forwards instead of right, it's a bit longer but also a bit easier. Keep going, turning left when you need to, and jump down the hole - again, be wary of mini spiders! Down here is a long corridor; go down it, killing everyone. You'll see two pipes on the left wall, and a single pipe on the right wall. The latter is the way back, so take either pipes on the other wall. You'll end up in another corridor; follow it, and you'll end up near a lowered platform. Leave the team there, near the platform but OFF OF IT! You'll have to raise it later! Now switch to Amber, and go down the corridor where you blew up the machine. Go through the hole it created, then keep going forwards. The fork joins up ahead soon, so the path you take is ininfluent. In the new room, kill the mutated rat and approach the machine at the end of this room. Grab the injection thing, then stand back! The machine blows, and you can go outside. This is the last room, and has one of the most annoying puzzles in the game. Anyway, go inside, and U-turn right beyond the wall to see the whole room. Approach the silos nearest to you; there's a lever near a door, flip it. This opens the door and raises the platform inside, so that the team can rejoin. However, leave them where they are, and remain as amber. Pulling the lever has triggered a LOT of bad guys, so take out the rocket launcher and show 'em what you've got. Go overkill; I wasted five cells in my last run. Once everyone is dead, don't switch just yet. Approach the other silo, and note the opening on the base. For now, keep going towards the other side of the room. There's a machine here, with a switch below. Put the injection thingy inside, then, ignoring the button, climb the stairs. Activate the regen and refill with weapons energy, then finally switch to the rest of the team and bring everyone up here as well. After everyone is charged, head back down; time for the annoying puzzle I warned you of. Have someone (not Andre' nor Carter) hold down the button below the injection thingy on the machine. The pump will start, but it's broken and won't go to full power. Now send Andre' at the hole at the base of the silo you saw earlier. Inside, you can see rotating platforms. Your goal is to climb on these platforms as they go, and finally get to the top. It's Annoying with a capital A, as some platform seem to dislike you. Oh, and quicksaving through this is almost impossible, so you have to do it in a single run... Anyway, another tip. When you get near the top, make sure you climb platform by standing near the outer edge, on the largest part. On the top platform, climb quickly over the round ledge around the cnetral pylon, not on the small bridge! Eventually, you'll have made it, and you'll see the broken power box up here. Fix it, then open the door here and exit. You're on the walkway, and you can get to the regen easily from here. Get down to the rest of the team. Have someone that's not the person holding down the button back near the opening at the base of the silo. Calm down, you don't have to repeat the procedure! Just hold down the lever, and the liquid inside the silo will drain. Get the whole squad down the silo, and open the door. Follow the slope, then turn right. Have Minoko access the computer and hack into the door's switch. Inside is the secret elevator into the Eden Bunker. Get everyone inside. VII-11. The Eden Bunker ------------------------------------------------------------------------------- The last level. It's not particularly hard or long, however; in fact, like the rest of the game, you might find it a breeze. Unlike other levels, you can go overkill with ammo, although having 50+ batteries near the end will be both easy and useful. Send Minoko forwards. There's a button on the door, it looks like the door handles on the very first levels. Press it, and the doors will open. Careful: there's lots of monsters beyond, and they come in waves. Head in the corridor and hug the right wall tightly. Guess what's in the next room? A ceiling cannon! You need to hide behind the panel in front of it, then turn around and enter the door. Try the Time Shock if you're in real trouble. Once you're in this door, quickly get inside and stick left. It'll be safer if you circle this room from that side. You'll soon see two panels, a red and a blue one. The blue panel is a weapons energy panel, while the red panel is a computer panel. Making sure you're on the side of the panel you want to activate, and not in front of it (remember: ceiling cannon), recharge as necessary and access the computer panel. Hack into the redded out cannon; it's the one just outside. Kill anything that moves, while you're there. Now access the other cannon and look around. There's a metal beam suspended on a chain; hit the conjuction between the chain's hook and the beam, and it'll fall down. Disconnect and rejoin the team. Now get the whole team up this beam, and blow the metal barrier if you haven't already. Get inside, and look down the hole: finally, one of the lost technicians! A monster seems about to attack him, so to kill that quickly, shoot the shelves nearest the hole: they'll fall down and crush the monster. I guess you know what happens next... jump down, killing the monsters, then head through the doorway to the left. Two holes open near the ceiling, and a large wooden plank falls down. Kill the monster that comes out of one hole, then get at least two characters on the tallest part of the plank. This will make the plank tilt the other side - and start a monster spawner beyond the hole you can't access. They keep coming, and they won't stop until the level is almost over. But don't go up the plank yet - send Amber ahead. Up there the floor is electrified; activate the cable that's causing all this, and Amber will move it. The floor is now safe, so get the team up here. If you're wondering, the other tunnel leads absolutely nowhere, so go forwards to the end of this corridor. Unlock the door with Carter, and have Minoko lead the team in. Raise hands who didn't see something like this coming. You've had plenty hints about who's the culprit in the last several levels. Notice how he's trying to reach a piece of machinery; if you check it out, you'll see that you need something to activate it. Ah, well, let's go on. There's only one way forwards, so take it. Shoot the sensor above the doors to open (rather, destroy) the doors. Just outside, you'll be in a corridor. You're between two fires, so rush down into the broken part of the floor! Down there, follow the corridor and activate the regen. Take out anyone who's followed you, and you're safe. If you're wondering: to the left is a corridor which floor breaks, and a LOT of monsters come out; to the right is the spawner room, which is guarded by a cannon - and you can do little in there but die. Now, back near the regen, recharge everyone (the panel nearby is a weapons energy panel), and keep going. You'll find a door, and neither the panel nor the button nearby works. Turn around and look at the plank: a job for the Rover! Send the Rover up the plank, and at the top, turn right into the hole. Go down the slope, and activate the only switch. It's right in front of you. Revert when you're done; now the the computer panel near the door works. Access it with Minoko and hack into both switches. You'll open two doors, including the one nearby. So that is the source of all these disturbances! Enter the large room and... looks like someone doesn't want you here. Anyway, navigating now is hard, unless you look up. See the giant labels near the top of this dome? Go towards the base of the pylon named C/2. It was written above the other door you opened. Once there, go well inside the corridor, and you'll be able to see something again. Oh, of course, there are enemies in the large room, but it's better to snipe at them from here than back inside there. Anyway, open the door and get inside, then cross the corridor until you see another door which you can't open. There's a huge gap at the top of this door, however, so send the FlyCam inside and press the button on the other side. Have everyone activate the regen inside. On the opposite side of the room is a non-working panel. To its left is a piece of machinery that Andre' can fix. You can now access the computer panel with Minoko, but you'll get only a small hint for the next puzzle. The important thing is, the lift on the side opposite of the regen now works. Get Minoko and someone else on it; have the other character hold down the lever so that Minoko can get off at the top. A monster doesn't want this to happen, so kill it when it appears. Get Minoko off at the top, then let the other character go back down. Ignore the rest of this section, there's nothing; concentrate on the sets of moving platform. They're actually easy to get across. I found the swinging pipe in the first level tougher! Anyway, make sure you get to the very border of each platform, and cross the instant you're close. When you get off the final platform make sure you're on the right side! Hug the right wall closely; it's ceiling cannon city up ahead! Rush forwards and head right into the depression, you should just make it even if just barely. This is the place you would have seen if you looked straight down with the camera back in the room with the regen. Anyway, get down in the hole, recharge your weapons energy if you need to, then access the computer. There's three ceiling cannons to access, so make sure you use them all three at least once. While you're there, kill anything you see; there's one spawning spider and tons of mini spiders. Once the room is clear and all three cannons are on your side, try to approach the door. A floor monster tries to scare you, but just hide behind the computer in the middle, and blow it up. Open the door and go outside. The tunnel just ahead is the way forwards, but we'll need the rest of the team first. Go either left or right, and open the door at the end. Careful, behind the left door there might still be a dangerous stomping rat! Anyway, follow either corridor until you're back where the rest of the team is. Heal anyone as necessary, and return back to the room with the weapons energy panel and the dead floor monster. Recharge anyone as necessary, then send Amber alone through the corridor opposite this room. There are three floor monsters in this corridor, and another one up the stairs. It's better to have Amber alone, so you can use missiles easily. If you're about to run out of energy, you might want to return to the weapons energy charger. Once the way up is clear, gather the team and go up the stairs. You'll be at what only looks like a dead end. There's a small window inside here; send the FlyCam inside, then turn around and look to the right of the window. Press the buttom, then quickly revert - a floor monster appears in that room. Kill it from beyond the window, then enter the door that has opened, and have everyone activate the regen inside. Beyond, in these few rooms, there's three stomping rats. They can knock you down easily and from great distances, then charge you and repeat. Needless to say, take them out quickly! The extractor's alt fire works particularly well on tight groups. Get Minoko in the large room. If you look left, you'll see a cell with the other technician locked in. We'll free him in a moment. Turn right, towards the red lit section, and get in the room at the end. You'll see the dead floor monster you killed earlier inside. Turn right, and access the computer panel there. Hack into the camera and you'll see the inside of the cell; the number on the floor is what you need to input in the console nearby. There's a trick to it, though: you need to hold down the button until the number before the one you want to imput comes up, then leave it. When you leave it, the number will automatically go up one. So, to make things short, input 6 if you really mean to input 7. When all four numbers are inside, the top left room in the panel above will blink on. Exit, and go to the room with the technician. Talk to him; he'll give you a card, then exit. Well, at least we don't have to escort him or anything. Anyway, from the cell's exit, turn left - it's opposite of the control room. You'll see some sort of comptuer on a wall. Insert the card, and the wall opens. Get everyone in the mid-room beyond, then in the room up the short slope. Activate the regen, then look around. You've definitely seen the two girls in the picture, but what about this robot near the play cubes and the horrid drawing? Could it be that...? Anyway, access the computer near the regen. The switch moves the picture, and inside you'll find a disk. We'll need this later, so just hang on to it. Picking up the disk has also opened a door; find it, it's on the right side, beyond the robot and the play cubes. Inside, you'll see a large square machine in the middle of the room. If you look at the broken section near the door, you'll see that a piece is missing. Pick Amber, and cross the room. There's a broken set of doors ahead, get inside. There's several things to do, but let's take care of the electrified floor on the left. Go past it, and you'll be in a showers room. This place has some serious fires going on. Go through the doorway with a powerful jet coming down the ceiling. There's some sort of scanner here, but if you try to go through, you'll see that Amber is emitting radiation, and you won't be accepted. Looks like being powered by a nuclear reactor has its disadvantages. Anyway, open the door here, and look right. Turn the water pressure valve, then go back to the main room. If you look near the other flame, you'll see some kind of pump. Hold down the lever beside the indicator, and you'll shoot jets of water up to the flame. You'll know that the flames have been extinguished when you'll see two blips coming from the other room. Go inside and take out both enemies. You're done here for now, so go back to the electrified floor, and cross the corridor to the other side. Enter the room, and cross it. There's nothing here right now. You'll be in another small corridor, but both ends are blocked, so go in the room on the other side. Take a look around. Check out that array of panels near the floor: one of them is broken. Inside, out of reach, is some sort of component. Send the Rover to retrieve it; you need to go on the sides of the array to get to it. Once you have it, go all the way back to your team. Put the component in the square machine, then have Andre' fix it. This activates a button on the pylon to the right of the broken part. Press it. Hmmm, this isn't very interesting. However, Amber can now climb on the console and on the column to the left of the one with the button. This is interesting, and you'll realize why if you look up. Anyway, have someone press the button again. With Amber now on the column, you can easily climb on the wreck just in front of you. Have the button pressed one last time, and Amber can now climb inside the ceiling. Follow the only corridor out to another electrified floor, above the first one. Follow this ledge, across the beam, to the green-lit area. Hold down the switch; the electrified floor becomes safe to cross. Switch to the rest of the team, and go beyond the now safe electrified floor into the showers room. Remember that scanner Amber couldn't use? One at a time, get inside and cross it. I know, it's annoying, but you really can't get more than one person inside at the same time. Well, maybe in multiplayer... Anyway, once you're beyond, activate the regen on the left, and access the computer to the right of the door nearby. Read the mail, then open the door. Guess what's beyond it? Enemies! Kill everyone, being particularly careful of the venom spider - it likes staying inside and drop mines. Once everyone is dead, recharge as necessary, and send a single character in the room beyond. Turn immediately left, and climb all the stairs - but stop just as you enter the broken revolving pipe. Look down it; there's a fan going up and down it. I don't know what is its point, but it is dangerous. When it's nearby, start making your run down the pipe. It's more than doable. Before the end, you should see an opening on the right. Go out, and you'll find a switch that stops all the fans. Then get back inside (wait until the pipe revolves), and go right into the exit. You can make it here in one go, if you're fast, though. Inside, go through the stopped fans (they're still moving if you didn't pull the lever, but they're slow and/or broken). You'll go down a hole and fall down in a room. Find the door here that leads back to the room with the regen: press the button on it, and get the whole team here. Opposite the door are two panels, with a piece of machinery middle and a label C/5 over it. Recharge everyone's energy, then access the computer panel with Minoko. You'll open a door that Amber will need soon. Anyway, there's still one thing left to do. Send Andre' through the large doorway in this room, it's opposite the breakable glass. There's a switch there needing repairs... although the door doesn't really work well. Anyway, rejoin your team, then switch back to Amber. You should still be up in the corridor, holding down a switch. Leave it, then turn right and drop on the blue armoire near the floor. As soon as you jump down, the armoire will open and a monster comes out. Take it out, then follow the tunnel at the end of the corridor - it's to the right of the switch. Go down here, and through the open door. Kill all the monsters that appear, then ignore the stairs and head in the passage to the stairs' left. There's an elevator here, but it has no floor; carefully look inside, to the left. You can see the access buttons, but you can only shoot them. Do so, and the elevator will fall down. Now you can climb on it, then climb on the thin ledge near the doors, and finally rush through the doors. If you're wondering, you can go all the way up the stairs, blow some panels away, then get on top of the elevator. But I'm yet to see the point in that, since you can't lower the elevator and it's otherwise a dead end up there. Anyway, before you do anything, go to the other room and activate the regen with Amber. Recharge her weapons energy with the panel near the C/5 computer, then break the glass nearby if you haven't already. It's a huge electrified floor out there, so send Amber ahead. Follow this walkway until you find a block you can climb on. There's a switch here; hold it down to toggle electricity to another section. Now the rest of the team can pass safely through the walkway into the hole behind Amber. Have Amber let go of the switch, and everyone can safely pass on the room on the left. Get out of this room by opening the doors, then hang a left. Activate the regen with everyone, and carefully walk in the corridor. You're very near both enemy spawners, so they will NOT let you go until you blow them up. We'll do that in moments. As you walk through the corridor, it will collapse; but don't go in the hole below the door on the right yet. Keep going forwards, keeping enemies off of you, and enter the door on the end. You really get to make a stand in this room; it shouldn't be hard, but you need to protect Minoko as she access the panel here. There are two cannons; one in each spawner room. You can kill as many enemies as you want, but they'll keep coming. Instead, concentrate on the tubes that litter the rooms. Blow them up, but be careful: Mutated Lucys #9, #10, #11, #12, #13 and #14 come to play as you do. Blow them quickly with the cannons. Once both spawners have been stopped, it's time to go back to where Minoko's father was stuck. Exit this room where you got through originally, and go to the broken floor. Turn left, below the door, and climb the makeshift steps into the room. In the far wall, there's a hole. It's the same hole that monsters kept coming down, near the wooden plank. Told you they wouldn't stop coming down until the level was almost over! Go down into the room, killing any stragglers, then go back up the wooden plank. At the end of the corridor is the room where Minoko's father is stuck. Once you're there, insert the disk you got all the way back, behind the picture of the two girls, into the object he was trying to reach. Wait a while. Hmmm, that promises little good... still, behind the time stopping prison, a computer panel is now available. Have Minoko access it, and free her father. What the hell? How the hell did she get there? Listen to the revelations. Makes sense if you think hard enough - or don't think at all, your choice. Ah, well, while we're here we might as well make the best of it. Shoot the panel, and access the console behind it; there's quite a lot to do, so let's tackle it left to right. Camera: it just shows the room you're in. Cannon: look around. There's three doors; two have large padlocks, so shoot them. This will open the third door. Kill the monster, then blow the thing you can barely see behind the door. This will stop more enemies from coming in. Cannon: you can shoot two things: some shelves and a fan. But the most important thing is that you disabled this cannon by hacking into it. Switch: this turns off the huge hologram where the game's main baddie is. Back to the rest of the team, talk to Dr. Molenski. Follow him - just a quick note: he's invulnerable, so never worry about him dying or something. He'll stop, but he'll go continue after you talk to him. Don't worry, he's not going back! Keep following him, you'll activate a regen, but you might lose him as you take out more enemies. He's not far: go into the large chamber, and hang a left. He's waiting for you there. Keep following him, and he'll stop at times to wait for you. Kill anyone who bothers you. At the end, he'll enter door C/3, and get inside. Activate the final regen of the game, and recharge anyone who needs to at the final weapons energy panel. Leave everyone but Amber here, and have her follow Molenski down the tunnel. Open the door at the end, and kill anyone here. Molenski will go up the slope; follow him, but he's stuck at a door. Open the other set of doors up here, it's the other door you blew open with Minoko. Inside, there's lots of lasers, but they don't make Amber as much as blink. Go down the slope under the cannon, and up the stairs. You'll end up in the mainframe room. Minoko is here, but only her father can free her. Go to the left of the mainframe, and you'll find a switch to open the door. Finally, Minoko is free! Have her talk to her father, then return back down to the rest of the team. Have Minoko access the computer panel, and activate the only switch. When you're all fit and ready, press the button to open the door, which had closed, and approach the beam in the middle. As soon as you get close... well, do I have to spoil it for you? Come on, you already know what's gonna happen. What's a game without an end boss? Besides, if you remember a cutscene some five levels ago, you already know who's going to be... Alright, as bosses go this one's a wimp, except that he can kill any member with a single swipe, and has tons of hit points. There are several strategies to use, of course, but no special trick to beating him, or weak spots, or anything. Here's a few strategies: - The team strategy. Arm someone with the disc launcher, someone with the time shock, Amber with missiles, and the last person with the extractor alt fire. Using the person with the time shock, keep the boss slowed down while the rest of the team hammers away. As long as you have enough cells, the bad guy will eventually die. However, since the friendly AI doesn't have great aim, it's going to take a while. Try switching to someone without the time shock, as the AI seems to use that weapon particularly well. However, if something goes wrong and someone on your team dies, you'd better change strategy. - The solo strategy. Take outside just one character (I used Minoko, it's more appropriate), then use the time shock's alt fire. Lay a path between you and the boss, so that if he wants to get to you, he has to go through several temporal distorcer fields. Again, this requires a lot of cells. Then, take out the disc launcher, pulse gun, extractor alt-fire, whatever you like, and pound away. If you run out of cells (you shouldn't), switch to the extractor's normal fire. He has enough ammo on him to kill him twice! - The attrition war strategy. Send one character, or all, and just hit him. Run away, if you want, or just stand there attacking until you die. Then recharge at the station and repeat. Since you're de-facto immortal, he should die before the next few hours. Once he's down for the count, take out anyone else who doesn't belong; at last, approach the central beam. There are four consoles; have each character go to one and hold the button down. The last character you'll have to hold down the button yourself (I chose Minoko, and sent her near her father, of course). You can hold down, then while doing it, access the menu if your fingers are sore. You'll have to hold down the button for quite a while - look at the bars just above the button, they'll slowly disappear. Once all the bars are gone, the field will fall. If they don't, switch characters, as some might not be pressing the button - enemies will still be coming out of one door, and the AI doesn't have its priorities straight. When the field is down, take out any gun, and shoot Real Lucy. Well, that was weird. But at least, the game is sucessfully over. Maybe we'll see Carter and his team in Project Eden 2! ------------------------------------------------------------------------------- VIII. Frequently Asked Questions ------------------------------------------------------------------------------- VIII-A. Game help ------------------------------------------------------------------------------- Q: How do I destroy cannons? A: There are two types of cannons: laser cannons fixed on the ground, and laser cannons fixed on the ceiling. For those on the ground, you need to hit them from the behind. It's much easier to get Amber's missiles, and try to hit just to the side and behind the cannon. Careful, it's a bit hard to distinguish an armed cannon from a destroyed cannon! For those on the ceiling, that's no cigar. You can't destroy them. However, every single cannon I've seen can be hacked into by Minoko, and once you take control of a cannon for even the shortest time, it won't attack you again. If you can't find the computer panel, and really must pass near those, try the time shock. Or quick legs. Q: I try to use a weapon, but I get the 'not available' message. I'm sure I picked it up! What's going on? A: Only one character at a time can use a certain weapon, with the exception of the pulse gun. Check the squad menu to see who has the weapon you need, switch over, and change to another weapon. Now anyone can use the weapon again. Also, Amber can only use her Pulse Gun, her Missile Launcher, and Pipe Bombs. Q: I fired a missile/pipe bomb/disk/energy ball from pulse gun, but it vanished in a puff of electricity! What's going on? A: You fired too close to yourself, another member of the team, or another friendly target. If the splash damage from firing would hurt anyone it's not supposed to, then the ordnance you fired is automatically reverted. However, it doesn't seem you get your energy back. Q: I have to open a door, but no switch is nearby - what do I do? A: Some doors can be opened by just getting close to them and activating. Check for targeting boxes. Some doors open by getting close and activating the handle. Again check for a targeting box. Other doors open just by getting close. If nothing of the above works, it might be a red herring, or you might need to do something else before. Check the walkthrough. Q: I tried to press a button, but a message appeared saying nothing happened. What do I do? A: You need to do something before. Check around if there's any object needing to be fixed, some object needing another object, power leeches, the works. Try coming back later, maybe only a non-playable character can open it, and will do it when the time is right. Anyway: don't bother trying with other team members. Unless you're explicitely told you need a specific person, you won't have any more luck. Q: I know it's a button/hand scanner/etc., but no targeting brackets appear. Why can't I press it? A: This is most likely the work of power leeches, like the ones you first saw near the end of level 2. Listen for crackling electricity noises. Look for sparks. Eventually, send the Rover around inside holes. When you've gotten rid of all leeches, the buttons/hand scanners/etc. should start working again. If this is not the case, look for a yellow hand scanner, and use it to transfer power from your weapons. Andre' might have to fix something, as well, or maybe a component is missing around here. If this still doesn't work... check the walkthrough! But it might also be a red herring... Q: What's the meaning of the color coding on the hand scanners? A: Here it is: - Dark Blue Locked door/compartment/whatnot. Only Carter can unlock it. - Light blue Computer panel. Only Minoko can access it. - Green Locked door/compartment/whatnot. Anyone can unlock it. - Yellow Battery. Hold it to transfer weapon energy to activate eqipment. - Orange Weapons energy charger. Hold it down to charge your weapon energy bar. However, in the Eden bunker, panel have different colors. They look almost identical, with the halo being the real way to tell the difference: - Orange/red Computer panel. Only Minoko can access it. - Dark blue Locked door/compartment/whatnot. Only Carter can unlock it. - Light blue Weapons energy charger. Hold it down to charge your weapon energy bar. Q: How do I pause the game? A: You can't, as far as I know. Your best bet would be to get into a safe place and stay there. You could save then quit, or alt-tab. Unfortunately, it takes quite a while to alt-tab back in, and it can lead to problems. Check the Bugs FAQs. Q: When I have several characters nearby, how do I get only selected ones to follow me? A: Open the character menu, then select the icons of the character(s) you want to tag along. Q: I want to get to that ledge, but how do I jump? A: You can't jump. You don't need to. If you see some sections that you could, in theory, jump to, then that's bad level design. Anyway, didn't just about anyone complain about jumping puzzles in Tomb Raider? I know I'm tired of checking every damn tile on the whole level, just to see to which ones I could jump to without dying. And I'm a die hard fan! VIII-B. Bugs ------------------------------------------------------------------------------- Q: I've alt-tabbed away from the game, then alt-tabbed back in. Now the game is screwed up! Characters walk diagonally, I can't look up/down, etc. What do I do? A: Whatever you do, save first. Then you quit to the main menu, and reload the last save. Or load a saved game from another level, then reload that last save. Or end the level. Anything that loads another level fixes all the alt-tabbing problems I've found. Q: Why does the 'select level' function only show the starting level, even after I've finished the game? A: I don't know. That's what happens to me. Well, I used to keep save games at the start of each level, just in case. Maybe you need to use a cheat code. Q: I've read all emails/objectives. Why won't the flashing 'i' icon go away? A: This is a bug, as far as I know. It happens if you quicksave with the flashing 'i' icon on screen, then quickload. It's there even in version 1.01. I've found only two solutions: read all your objectives before you quicksave, or live with it. I had to do that in at least two levels in my first run. However, try the trick listed in the question related to alt-tabbing, it might work. Q: What's up with the weird inventory description of the data card on level 6? A: I have absolutely no idea. If you didn't notice, some times it just says its normal name, but sometimes it's different. I think it's related with inserting it in the slot in another part of the level, but I'm not sure. The other description has the names of main characters followed by a number. I found those numbers in the text files, and I'm beginning to think it's just an indexing bug. I don't know if it appears in language versions other than Italian. Q: I've sent Amber down a hole, and she somehow slipped. She still has quite some health left: why did she die? A: I have absolutely no idea. I think it's a bug, but I'm not sure. I guess that the nasty fall could have kicked some components around and made a regen necessary. However, it's only a conjecture at this point. Unless you've got some serious bad luck, you'll see this only in one fall in level 9, and you don't need Amber there. Q: I try to access a computer with Minoko, but the character menu comes up! What's going on here? A: No idea. Seems related to having companions nearby. Try taking Minoko for a quick lap, then try again. Or get the rest of the team away. Or both. It always went away if I tried hard enough, though. Q: When holding down buttons, characters left idling turn around and bend their arms into impossible positions. What's this, Trespasser? A: No, but a bad effect anyway. Notice, also, that sometimes characters activate levers while their hands is far from the device, and sometimes don't activate anything at all because their hands are too close to the device. Q: I saved when I was over a rotating blade/platform/other moving thing. I load, and my character fell down! Where did the blade/platform/etc. go? A: It reset to its default position. It appears that, to make quickloads faster, they cut a corner or two. This is especially visible if you save on a blade in level 3. However, if the blade is stopped (thanks to another character), you should be safe. Thankfully, this is true only in rare occasions. Q: In the third to last level, I shot the rail to lower the truck to the ground. Then the scavengers come out, but even after waiting for a while the leader is nowhere to be seen! A: I don't know what causes this problem, but it's been reported by a few readers out there. It seems to appear mostly in the PS2 version, but the PC version seems to be affected. And I have no solution, either. Restore an earlier saved game... if you have it. VIII-C. General ------------------------------------------------------------------------------- Q: Why do you refer to Amber as a "she"? Wasn't that a robot? A: Read the manual. Amber was a 19 years girl who had a bad accident, and chose to become a cyborg instead of undergoing restructive surgery. What sort of person would shed all humanity when given the option, anyway? Maybe we'll find out in a sequel. Q: Are there any secret levels? A: I've browsed through the files on the PC version, and I'd say no. There's files only for the 11 single player/co-op levels, and the multiplayer levels. Q: Are there any cheats? A: Yes. Run the game with the parameter -cheat. Just open the Start menu, hit Run, and browse for your Project Eden executable (check your C:\Program Files directory, if you didn't change the installation path, it'll be around there). Now add the following text to the end of the line: -cheat In the game, access the menu; there's a new icon in the lower right part. However, take note that I haven't tried them. Before I forget: many thanks to Gwog, who got a FAQ almost done on the Eidos Message Boards... before realizing someone with no Real Life finished it earlier. :) And, of course, for being the first to send me the cheats... Check out his FAQ if you like: http://www.eidosgames.com/ubb/Forum9/HTML/000328.html Q: Will the patches work with my Italian/French/Spanish/German/whatnot version? A: Yes. Although there's so few changes you don't really need to download them. They mostly address networking stability. However, do try if you're experiencing some rare bugs. Q: What are the differences between the PC version and the PS2 version? A: I don't have the PS2 version, but according to Stephen Wakeman, there's nothing but a few minor details. The control system is course different (mouse/keyboard vs. joypad, duh). You can quicksave and quickload just like you can on PC. Also, the PS2 version comes on DVD. By the way: between the files for the PC version there are text files for the PS2 version, with, e.g., the tutorial text but with the PS2 controls and the like. I'd guess it's viceversa for the PS2 version. Q: Will there be a sequel? A: I hope so. No information available, but I guess we won't be hearing much until after Tomb Raider: Next Generation is out. This game has enormous potential for improvement. Q: Why didn't you put anything about multiplayer in this FAQ? A: First, because I don't multiplay. Ever. Probably never will. Not the place to make conjecturs and all that, though. Anyway, multiplayer in Project Eden looks like a pushover a kilometer away. I don't see it getting much attention, not without a level editor at least. I can say this because already the single player game didn't get much attention, although I believe it's mostly due to the relationship with Tomb Raider... exactly like Daika- whoops, no flame wars in FAQs. Q: How did they make saving and loading so fast? A: I'm not sure, and declaring my theories would require me to make comparations to other, so-called "great" engines around. Especially those of a certain "JC". AND I'M NOT REFERRING TO DEUS EX, YOU DUMBASSES. Again, this is not the place to start a flame war, so I'd say just these things: - The game doesn't reload the whole map when you quickload; - They really tested the game; - Several guys at Core really know how to program. By the way, there's at least one other game that has quickloads this fast: Prince of Persia 3D, and potentially any game using the NetImmerse engine. So, unlike you might have read, it's far from a first. Q: How did you physically do this FAQ anyway? A: I went through the game once, without any sort of external help, for my own enjoyment. Then, when I decided to do the walkthrough, I opened a text file in the wonderful UltraEdit text editor (check out www.ultraedit.com), and then launched the game. I played for a while, then alt-tabbed and wrote in the things I just did. I then doublechecked that things couldn't be made simpler (less toing/froing, less character juggling, etc.), and modified what I wrote accordingly. Simple, but it still took an average of two-three hours per level, plus the FAQ structure and the like. Ironic that it took about as long to write the FAQ as to finish the game the first time through! Q: You wrote several things twice or more in this file. Why? A: Some aren't as attentive as you are. Q: PROJECT EDEN SUCKS!!! TOMB RAIDER SUCKS! AND THE LIKE!!!! A: Get a life. Q: Dear sir, I'd like to tell you that you are not a very bright individual, and other high-end-looking insults. A: Get a life, too. ------------------------------------------------------------------------------- IX. In conclusion... ------------------------------------------------------------------------------- Added v0.40: Did you notice that characters' eyes follow the cursor? Check this out in first person view while very near a mirror (Level 8's Hall of Mirrors is perfect). Added v0.50: One level at a time, and this thing will be over within a week or so. Unless something really, really, REALLY bad happens, not even Duke Forever getting released tomorrow can stop me now. Oh, and keep an eye out for a Project Eden review, coming soon on GameFAQs. Added V0.60: Wow, I missed a lot of stuff on previous versions. Part of the index was wrong and I completely forgot about numbering actual sections. Beginner's errors I hope. Added v0.80: What do you mean it's midnight already? I've just started writing... This thing really sucks the time out of my day! At least I enjoy it. Added v0.99: I guess I should say something about my use of suicide in the walkthrough, but what the hell, I don't like thinking that anyone reading this FAQ is an idiot. You all know that if you die, there won't be any regen bringing you back, don't you? So don't suicide unless you have a valid reason. And about that, I'd like to paraphrase the current Italian policy for firing employees: no reason is ever valid enough to suicide. Bah, it came out even cheesier than I expected. Added v1.00: I still think the plot of PE is contrived, especially the ending. It looks just too conventient that things go the way they do. Ah, well, it's better than some other plots I've seen around. ------------------------------------------------------------------------------- This FAQ is copyrighted. Check Legal Stuff near the beginning of this FAQ. Violators will be prosecuted to the fullest extent of the law. I mean it. The author of this FAQ is in NO WAY associated with Core Design, Eidos, or anyone else. This FAQ is fully unauthorized. Asking anyone but the author of this FAQ about it would be pretty dumb.