Farscape: The Game
FAQ v1.0
copyright 2004 John "Fry" Fanjoy

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FAQ history:
  -Started late 2003 on my first FAQ when I noticed there was a bounty up
for Farscape: The Game.  Of course, by the time I got around to finishing my
guide, the bounty had been claimed. Argh.  Oh well.

-version 1.0: June 26, 2004.  Full walkthrough of the game, character data,
  commentary on weapons and items.



Mini-Review: So, you want to be an astronaut?

This game is not for everyone.  In fact, it's probably not for most people.  
The gameplay is subpar.  The graphics quality is decent, but not great.  The 
soundtrack borrows heavily from the show.  Ah, the show.  Fans will find there
are some things here for them; the characters are all voiced by the original
cast, a refreshing change 
from most videogames based on TV shows.  The plot
is about average for an episode of the show, with the same style and sense of 
humor.  People who aren't fans of the show will probably feel left out, though
, as they will not understand many of the references.  If you don't know the
difference between a Prowler and a Marauder, you will probably be lost. And 
the gameplay sure isn't going to help you find your way.  The combat is
basically a clickfest (click to move, click to shoot, repeat ad nauseum) and
that's the largest part of the game.  There are a few not-so-terribly 
challenging puzzles, and a little bit of exploration, but the bulk of the game
is "go outside, kill some monsters, go back to 
town to re-equip, repeat". 


Aside: all of the dialogue in the game shows up in one neat little folder on 
your hard drive.  Excellent if you want to make a Farscape theme for your 
computer.

My overall ratings (scale of 10)
   Fan: 6
   Not-fan: 2


Characters:
              Health       Vitality         skills
Crichton       260            45            tech
Chiana         200            40            stealth
Rygel          200            35            diplomacy, can't fight
Zhaan          240            50            heal
D'Argo         320            55            combat, tongue
Aeryn          300            50            combat

Damage types/resistances:
  Physical: White
  Energy: Blue
  Chemical(Pulse): Red

Weapons:
Bent Metal Club:
Peacekeeper Infantry Knife:
Pulse Pistol:
Pulse Rifle: 
	Primary: Rapid Fire, 2 per shot.
	Secondary: Aimed shot, 1 per shot.
Chain Pulser:
	Primary: Rapid Fire, 1 per shot.
	Secondary: Aimed shot, 1 per shot.  
Scarran Punisher: 
	Primary: Semi-automatic, 1 per shot.
	Secondary: Charged shot, 3 per shot.
Scarran Incinerator:  
	Primary: standard, rapid-fire flamethrower, short range, 1 per
		burst of flame
	Secondary: Launch a fireball that has a small splash radius, 	
		slightly longer (but still short) range, 5 per shot
Phyran Longarm: 
	Primary: Slow moving ball that does a lot of damage, 2 per 	
		shot.
	Secondary: Slow moving ball that does less damage, 2 per shot. 	
	Honestly, I don't know what the purpose of the secondary fire is, 
	as it seems to be completely inferior to the primary.
Khore handcannon: 
	Primary: Direct shot, big damage, 1 per shot.
	Secondary: Mortar shot(up in the air and down), big damage, 1 per
		shot.
	The direct shot is FAST, making this a great weapon.
D'Argo's Tongue:  
	At very short range, you can use D'Argo's tongue to disable     
  	an opponent temporarily.  Useful if you're just trying to run 	
	away, or to give yourself some time to recover.
Qualta Blade:
	D'Argo's weapon of choice.  You can use it either as a devastating 
	melee weapon or as an energy weapon that doesn't require ammo, but 
	fires a little slowly.
Teape Launcher: 
	Primary and Secondary: both slow rockets, 1 per shot. A very    
    	disappointing weapon, for purporting to be a rocket launcher. The 
	'rockets' travel VERY slowly, making it ridiculously difficult to 
	hit with them. 


Items:
Powdered Cellograins: Restore a small amount of health.
Field Aid Kit: restores about half of your health.
Eachak Balm: restores vitality (NOT health).
Pulse Ammo: (max 500) powers pulse weapons (pistol, rifle, chain)
Incinerator Ammo: (max 900) powers the Incinerator.
Energy Cells: (max 300) powers Scarran Punisher.
Shell Pack: (max 100) is used by the Khore handcannon.

Archeus Bug: Boosts all defenses (physical, chemical, energy) by 50%
Biatic Bug: Boosts defense against physical attacks by 50%
Chemyl Bug: Boosts defense against chemical (pulse) attacks by 50%
Enytron Bug: Boosts defense against energy attacks by 50%
Bodybooster: It doesn't explicitly say, but it seems to make your vitality 
	recharge faster.

I'll try not to give away too much of the story here, just what is necessary to
make it clear what to do and where to go next- the game does a much better job
of telling the story than I could.

Prologue:

Crash Site:

You start next to the crash site with some rather vague directions as to where
to go. South is off the bottom of the screen as it is initially oriented.  You
r goal for each area is marked on your radar as a big purple blob/arrow (it's 
hard to tell sometimes).  Enemies are the yellow dots.  Heading southward, 
you'll come to a canyon.  You'll have to find a slope you can walk down to get 
to the bottom.  Following the canyon along, you'll come across hordes of 
batlike creatures that shoot what appear to be laser bolts at you. You can try 
to either run past or fight.  My suggestion is to fight them, as you currently
have no money, and you need to learn the combat system.  

Combat is pretty simple, left click to move your character, right click to 
shoot at something.  If you want to move AND shoot at the same time, it's a
little tricky: right click on a target and hold the button down, left click and
hold down to start moving, then start right clicking to fire.  I suggest only 
doing this to move between cover, unless you're extremely coordinated (more 
than I am, anyway. :P)  At this point, Crichton has a pistol and Chiana just 
has a club, so Crichton will have to do the majority of the combat. You can 
choose to control either of them (press F1 and F2 to switch between them). If
you're controlling Crichton, Chiana will run blindly into melee and start 
beating things with her club; if that's not what you want her to do, click the 
small icon of the gun next to her portrait, so it points downward, indicating 
she is in 'flee' mode.  She'll now try to stay out of the way.  This of course 
means you will have to do all the shooting on your own.  If you're controlling 
Chiana, Crichton will do a decent job of killing the bats, assuming the pistol 
next to his portrait is facing to the right, indicating he is in 'attack' mode.
Whenever someone gets hit, the bars underneath their portrait will start to 
decrease.  First, the upper 'Vitality' bar will go, and when it's empty damage 
will start coming out of the lower 'Health' bar.  The vitality bar will 
recharge on its own over time; the health bar will not.  If any character's 
health bar gets completely empty, he or she is dead, and the game is over.  
So try to avoid that. :) 

Make your way down the canyon.  Whenever you kill something, wait around a few 
seconds to see if it drops anything.  Most creatures will drop yellow blobs 
when they die.  Move over them to pick them up- they are body parts that you 
can sell for a surprising amount of cash when you get to town.  When you 
finally meet up with the big purple arrow, you'll see a crack in the wall.  
Walk up to it and say Yes, you would like to move towards the settlement.

Trek to town:

The next map offers up several bridges between small islands, and a new enemy 
in the form of a plant that sprays spores at you. The spore clouds will tend to
 home in after you, try to avoid them as best you can, because they will do 
quite a bit of damage to you. When the plants are destroyed they explode in a 
final burst of spores, and they don't drop anything, so it may be best just to 
run past them since they can't chase you.  Make your way to the purple arrow 
again- this time it takes you into the settlement proper.


Town:

Put the gate you came in at the bottom of the screen, we'll call that south.  
Head north and  you'll go past an innkeeper who will be rather talkative about 
certain members of the community.  Further north you'll run into a marketplace.
There are three shopkeepers you can deal with: an arms dealer, an ammunition 
supplier, and a medicine merchant. Make purchases as you see fit, but I 
recommend selling off animal parts, Chiana's club, and Crichton's pulse pistol,
and buying Crichton a pulse rifle and a large pile (400+) of pulse ammo. Leave 
Chiana weaponless for the moment and follow the purple arrow.  Meet the town he
aler, then go meet Wren, then talk to Tarn the mechanic. (Just keep following 
the purple arrow...I'm going to stop mentioning it.)  Go back to the 
marketplace and pick Chiana up, then head to the exit from town to meet Tarn.

Raiders' Base at the Prowler:

Talk to Tarn if you want to go back to town.  If you get banged up by some of 
the Raiders but can't finish all of them in one go, it wouldn't be a bad idea 
to go back to the temple to get healed up. The Raiders are armed with a variety
of pistols and rifles, and will usually drop ammo for you to pick up.  You'll 
also have to contend with more bats, some large quadrupeds that will try to bit
e you, some bipedal aliens with excessively large heads, and some sentry guns. 
try to fight as few of them at one time as possible, so your vitality has a 
chance to recharge.  You can try to use  Chiana's stealth ability to scout out 
enemy positions, but if you get too close they will attack.  To switch weapons 
or to use a special ability like Chiana's stealth, you can either left click on
the person's hand/weapon image next to their portrait to open the inventory 
and select the weapon with another left click, or you can mousewheel through 
all available weapons and abilities while you are controlling the character.  
If you want to try using stealth, be sure to set Crichton to 'Wait' mode (icon 
of man standing) rather than 'Follow' mode (icon of man running) because if 
any enemies see him they will still open fire.


As you fight, if you find yourself picking up a lot of Pulse Ammo with Chiana, 
you may want to give it to Crichton.  To do this, open up Chiana's inventory 
and right click the pulse ammo.  Select 'give to John Crichton' and 50 units 
of pulse ammo will transfer to his inventory.  Repeat until you've given it all
to him.  When you've taken out all of the raiders and their sentry guns, 
you'll get a message and be transported back to town.

Town (2):

Talk to Tarn, go to the inn. The green dots on your map indicate people to 
whom you can talk.  You may want to chat with the healer at the temple, she'll 
patch up whoever is nearby, so get all of your characters close before talking 
to her, or you'll have to repeat the conversation with the other(s). You can 
also stop by the marketplace to sell off any body parts you might have 
acquired and to load up on more ammo. After talking with the innkeeper, head
off towards your next mission.

Finding the Culture House:

You may want to do as the hint suggests and run from certain enemies rather 
than wasting ammo- the plants, for instance.  Here you can't just charge 
straight at the purple arrow, you have to go around the gaping chasm in the 
way. The paths aren't very complicated and you should make it in little time. 
There is one spot shortly before you get there where it is possible you will 
get rushed by several bats at one time- this can be very bad if they all take 
turns hitting you, because you won't be able to fire or to run away.

Under the Culture House:

The game mentions secondary fire modes in its hint here. Right click on the 
gun's image to change its mode of fire.  The pulse rifle's primary mode of 
fire is rapid fire and takes two  charges per shot, while the secondary fires 
much slower and is non-automatic but only takes one shot per charge.  Usually 
I stick with the secondary unless there's a big crowd, then I flip it to 
primary to cut open some breathing room.  Do whatever works.

Search for goodies everywhere.  For example, the two cave-ins near the 
entrance that you can't get around have rubble next to them. If you walk up 
close to it, some scrap will be moved aside, revealing pulse ammo under one 
and energy cells under the other.

This area is rough, so don't be afraid to return to town if your ammo or 
health start getting low.  It may take you more than one trip to clear 
everything out down here.  There are some new flying enemies that try to 
close in to melee, but the Scarran Punisher will down them easily.  There are 
some new humanoid enemies also, that are very resistant to most forms of 
attack, so be persistent. Once you've defeated all of the enemies in the area,
you'll be automatically transported back to town.

Act One:

Escape from Moya:
  Time for hilarious hijinx with that happ'nin' Hynerian, Rygel. Since you're 
not armed, you'll want to stay away from the enemies you see.  Kick over the 
metallic object in the large room near your starting point (I'll refer to 
these as "chests" from now on") to reveal a Field Aid kit. You'll have to 
negotiate some very narrow, almost maze-like passages, but it's not very 
difficult.  The only problem could be a few spots you have to cross corridors 
that have Peacekeepers in them, just try to move past as quickly as possible, 
they can't catch you.  Once you've made it to the hangar, Pilot will ask you 
to go back and reconnect a node, just go back to it and click on it, then 
return to the hangar.

Town(3):
  Back to Crichton and Chiana. You'll want to stop by the healer and the 
marketplace. Remember that each character has a limited capacity for each 
kind of ammo.  You may be able to afford some bugs, such as the Chemyl Bug 
that boosts one character's resistance to chemical attacks.  You should buy 
them when you can afford them, as they are what passes for armor in this game. 
Go speak to Tarn, then Wren.  


Ambush at the Caravans:
  You have to fight off several waves of Raiders here. They drop Pulse Ammo 
when defeated, so don't be afraid to flip your Pulse Rifle to automatic to 
take them out.  You have to take exactly one of them alive, so shoot the first 
one you see with the stasis pistol you got from Wren, then slaughter the rest 
of them as they arrive. Be sure to get the field aid kits out of the two 
chests before you kill off all of the Raiders.

Town(4):
  Wren will tell you you can keep the Stasis Pistol, then give you directions 
to your next objective.  Visit the healer or market if you need to.

The Raiders' Main Base:
  Make your way to the center of the base and kill off the Raiders, using much 
the same strategy as you did at the Ambush at the Caravans.  If you find one 
of your characters is maxed out on a given type of item (pulse ammo for 
instance) switch to your other character and have them pick it up.  There are 
a few chests scattered about, containing Field Aid kits or ammo.  Some of the 
Raiders here carry flamethrowers and will drop flamer ammo.  Once you've 
killed the Raiders, Crichton will suggest you move back to the transport- do 
so. Hey, it's Rygel! 


Act Two:

Town(5):
 Go ahead and put Rygel's diplomatic skills to use; if he is the one talking 
to people at the market, you get a ten percent discount. Nice! He can't equip
any weapons though, and he can't be set to Attack Mode, so plan your 
strategies accordingly.  If you have a bunch of spare credits, the Archeus 
Bug is a great deal, as it increases all of your defenses. If you want to use 
some of that incinerator ammo you picked up earlier, you could also buy a 
Scarran Incinerator(wink wink, nudge nudge), or if you want an improvement on 
your Pulse Rifle you could trade it in on a Chain Pulser.  After you're done 
shopping, visit Tarn, then Wren, then Tarn again, and then back to the 
transport.

The Ruined City:
  Some new enemies here to deal with.  There are a couple kinds of slow-moving 
zombie-like creatures that are pretty resistant to Pulse weapons, so try using 
the Scarran Punisher or an Incinerator if you have it.  The short, implike 
creatures are pretty easy to kill, but they are fast and can make things 
difficult if they surround someone.  The large mechanical quadrupeds are 
moderately fast and can shoot at you, but they are easy to hit and will fall 
quickly.  The remains left by these monsters tend to be rather valuable, 
especially the gemstones and crystal shards, so it may be worth your while to 
kill several of them, collect the remains, and run back to town to buy more 
gear.


The Factory Accommodation Block:
  New enemies to face here- the Sheyang.  Despite the fact (or perhaps 
because of) they breathe fire, the Scarran Incinerator does a remarkable job 
of blowing them to pieces- if you can hit them with it.  They tend to move 
around a lot, so you may want to wait for them to pause before shooting.  The 
Incinerator's second fire will blow away sentry guns in one hit as well. There 
are many chests scattered about, containing pulse ammo and Eachak Balm, 
neither of which is terribly useful.  Make your way to an elevator to proceed 
to the next floor.

The Factory Machine Rooms:
  Several Sheyang and a mech will charge you right at the start, so be ready 
for them with an Incinerator volley.  Lots of chests down here, several with 
Field Aid kits, so it may be worth your while to look around a bit. The 
elevator to continue on is in one corner of the map (left from your starting 
position and orientation) but to get Crichton and Chiana to it you'll have to 
open the door that's in the way.  The lever for that is in the central room, 
but it is closed off, and to open the central room you have to push the lever 
in the room to the right of the starting point.  Since that door is shut too, 
you'll have to put Rygel into the vents from one of the nearby rooms.

  You can (and should) pick up a Radiation Field Generator Belt in the center 
room.

The Factory Floor:
  One Sheyang will charge you right from the get-go.  The elevator's power 
isn't working, so you have to tag the power consoles at each end of the floor,
then the main console in the center.

The Factory Habitation Services:
  Flip the switch near the doors that block your way to open them.  You'll 
need the Radiation Field Generator Belt to survive, and Crichton is your best 
tech, so give it to him.  Your other characters will stay behind and wait.  
Switch your "weapon" to the belt, so you can keep track of how much charge it 
has left. If it gets low, move to a charger station. You'll have to close the 
doors behind Crichton to open the reactor area; once you do, get moving 
quickly. If your belt runs out of charge, you will start taking 4 points of 
damage every second, which adds up quickly.  It's not hard to keep your belt 
charged, though, if you remember to charge it when you go past a charger 
station. After flipping several switches(I counted five in all) you'll be 
prompted to return to the factory floor.

Escaping the Factory:
  Flip the switches.  After you've pressed all three, you'll have to hold off 
the Sheyang for a few minutes.  You don't have to actually kill them all, you 
just have to survive- but killing them will certainly help your odds. :)

Town(6):
  Heal up, visit the marketplace. Talk to Tarn, then the healer, then back to 
your transport.

Ruined City(2): 
  Make your way to the hospital.  You may see a new foe that looks like some 
sort of reptilian humanoid near your goal.  Don't stop to fight them. 

Ruined City Hospital:
  Some of the doors in here will require Crichton's touch, via the orange 
pads, to open.  There are some pyramidal objects on the floor in places that 
are explosive boobytraps, try to stay away from them.  The first two areas to 
which you're directed do not contain the parts you need, but there are 
pedestals near them you need to activate.  After you've done so, find the lone 
ventilation duct in the area and put Rygel through it.  He'll need to 
activate one pedestal, then he can open the door to let Crichton and Chiana 
through.  In the area beyond, you can find the three components you need; next
to the first two are pedestals that open the doors for the last.  Once you 
have all three, you'll be prompted to return to town.

Town(7): 
  Drop the pieces off at the healer, pick up more ammo, upgrade your weapons 
and defenses.  You should probably have enough money to afford Archeus bugs 
for all three characters by now.  When you're ready, talk to Wren, then return 
to your transport.

Ruined City(3): 
  Make your way over to the forest. You'll have to fight or run past the 
reptilians I mentioned earlier.  They're pretty nasty, and can mess you up in 
a hurry if you're not careful.  You can try running past them or fighting 
them. They're most resistant to chemical damage, but they have no physical and 
little energy resistance, so use whatever big gun you have that's not a pulse 
weapon.

The Underground Forest:
  You'll have to fight your way through a lot of nasties.  I found the 
secondary mode of the Scarran Incinerator to be invaluable going through here. 
It was the quickest way to drop any enemy I encountered, with the exception 
of the stationary spitter plants, which were much easier to kill with a Chain 
Pulser, and the grabber plants, which you should be going around rather than 
fighting.  After finding your way to some odd machinery, you'll speak to a 
friend, then find the way underground.  You'll have to return to your ship on 
foot at this point.


Act Four:

Town(8):
 Visit the healer.  Pick up the item she offers you (it's on the ground next 
to her).  The arms dealer now offers the Khore Handcannon.  Visit Wren, then 
go to the transport.  You can offload equipment from Rygel onto Crichton and 
Chiana before you leave, or wait till you get to the next area.

The Caverns:
  Zhaan is not prohibited from using weapons like Rygel was, however, her heal 
ability is incredibly useful, so I usually just leave her set to that. Finally 
some enemies are weak against pulsers again; it's the hopping, sharklike 
humanoids.  The creatures that look like walking trees burn well. Make your 
way through to the bridge, and enjoy the scenery enroute....it's pretty. :)

The Cavern Village:
  Zhaan by herself.  Hmm, that was fast. 

The Cavern village(2):
 When you return to Crichton and Chiana, go across the bridge.  Now it's 
Chiana by herself.  Sneak your way through to Zhaan.  The sentry guns can 
still see you whether you're in stealth mode or not, and they will cut you 
down in a hurry, so when you have to go near one run past as quickly as 
possible.  Follow the bridges  that DON'T have sentry guns directly blocking 
them, and eventually you'll get to an area where there is a single humanoid 
guard.  Kill him, take his key, and free Zhaan.  You'll be prompted to return 
to town. 

Town(9):
  The townsfolk all seem to be carrying stun pistols.  And...they're all 
shooting at us....hey!


Act Five:

Moya:
  You're on board Moya, in control of D'Argo.  Near your start point you can 
find chests containing Eachak Balm and Pulse Ammo. Notice the energy barrier. 
On the path to the left of it, all you will find is a Scarran with an 
Incinerator.  You could punch him out, but all you get for your trouble is a 
pack of Incinerator Ammo.  Just remember that he's there, in case you need his 
help later.  To the right, the path forks.  The right fork leads both to 
another Scarran and to a room with three chests: more pulse ammo, some 
powdered cellograins,  and a Chain Pulser.  The other fork leads you through a 
Peacekeeper squad.  I suggest getting one or both of the Scarrans to follow 
you into the PKs, rather than trying to beat them off all by yourself. If you 
have two PKs fight one Scarran, the result will probably be  one dead PK, one 
dead Scarran, and one weakened PK, which you should rush in and finish off.  
The trick is that sometimes they aren't nice about following you, and will get 
lost on the way.  If this happens, get one group as far along as you can, then 
go ahead to the other group and bring them back, to have them meet somewhere 
in the middle. You may need to run up and punch the Scarrans to get them to 
follow you.  After you have your Chain Pulser and a couple hundred rounds, you 
should be able to take out PK patrols with some ease. Make your way to the 
group of three blue chests.  They contain D'Argo's communicator, his Qualta 
Blade, and a device for taking down energy barriers.  

  Make your way to the position indicated on the map, and use the globe thing
next to the energy barrier to take it down.  Aeryn is just around the corner, 
go talk to her. Give her the Chain Pulser and the ammo, then go to the chests 
in her room and pick up another PK pass key, some Eachak Balm and more pulse 
ammo. There's a room near Aeryn with several chests in it; keep it in mind and 
head to the next area.  There are several PKs you'll have to fight, but 
D'Argo's Qualta Blade (especially in rifle mode) can take them down quickly 
and easily.   Pick up another PK passkey, then head back to the treasure room. 
You can put the door down now, so go in and get some items, including another 
PK passkey, a Khore Handcannon, and some ammo. Give everything but the Qualta 
Blade to Aeryn. Follow the path, deactivating barriers as necessary (only the 
character holding the passkey can deactivate them, which is kind of annoying). 
At one point you'll come to a big room where, depending on how long you take, 
there may be a large battle raging. Aeryn will tend to rush into battle if 
you're controlling D'Argo; if you don't want that to happen, keep well back. 
Make your way to Pilot. 

Besieged Town:
  Your weapons are gone, bummer.  Pick up the Teape Rockets and Teape 
Launchers near your starting position, also pick up the items around the edge 
of the map.  This battle is trivial- as many peacekeepers as there are, they 
can really cut the bad guys apart.  You can use Zhaan's Heal ability to keep 
the PeaceKeepers around for more of the fight, if any of them start getting 
low on health. Eventually Crichton will decide it's time to pack it in, so 
retreat to your transport.

The Caverns(2):
Fight your way through.  You'll find that you're a little light on weapons and 
ammo; I suggest giving Aeryn a Teape Launcher and all of the Teape Rockets, 
and taking the Chain Pulser and Khore Handcannon for yourself (you did have 
D'Argo give them to Aeryn, right?).  If you find yourself getting surrounded, 
it may be worthwhile to pull out your second Teape Launcher to clear some 
space.

Base Accommodation Block:
No purple arrow....now what are we supposed to do? Well, just slaughter 
everything in sight, and collect items from chests.  Eventually you'll kill 
the last guard on the floor, and you'll see a scene of some more enemies 
arriving on an elevator.  Go and kill them, and the last one will drop a pass 
key.  Use it on the elevator, now helpfully illuminated in purple.

Base Bio Labs:
Activate the reactor, see that the door is blocked, and go back up the 
elevator. If you tried to put Rygel down the vent before, he would complain, 
but you could put him in anyway.  However, it would just be a dead end.  He'll 
complain again, but this time when you take him to the end you'll be prompted 
to go down a level. You may want to offload anything Rygel is carrying. Follow 
the purple arrow to a chest containing a Field Aid Kit, which is useless. Next 
to it on the floor is another pass key.  Go up the elevator.

Base Accommodation Block(2):
Nothing to do here but prepare yourself- arrange weapons and ammo how you 
like, etc. Head back down the elevator.

Base Bio Labs(2):
Hit the indicated switch, then make your way over to the indicated soldier. 
You'll have to push a button next to a door to get the door open.  The soldier 
will drop a pass key. As you follow the arrow, you'll notice there is a 
three-way fork in a path; the left and right doors lead to hordes of enemies, 
and the objective is through the center door.  The switch to open the center 
door is on the wall to the right of the door at about head height; it's pretty
hard to see it.  Open the door, run in, and press the switch.  That will 
release the hordes of enemies.  Fight them off or run your way through to the 
elevator.  Enjoy the ending sequence, which explains some of what happened 
during the game.


Closing remarks: 
Hope you enjoyed the game.  Feel free to send comments and questions to 
   fiveforfry at hotmail dot com
if you want.  Any submissions I get will be attributed down here near the 
bottom of the page.  Yay!

This guide copyright John "Fry" Fanjoy.  No use allowed other than those 
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