SIN: WALKTHROUGH Date: January 2002 Author: LM (email@example.com) Copyright info: This document may be freely copied and reproduced provided that its author, LM, gets a mention. Reference. The author studied, appreciated, relied upon when playing the game and writing this walkthrough, but went to some lengths not to copy, the following sources, to which he is eternally grateful: 1. Sin: Official Strategy Guide, by Craig Wessel, 1998, Brady Publishing (written for Ritual Entertainment, Activision, and Brady Games) 2. Sin Guide, by Sexual Chocolate (ritualistic.com/articles/guide1.html) 3. Sin Walkthrough, by Baytor (www.geocities.com/baytor/sin1.html) 4. Sin FAQ, by Steve Rusher (db.gamefaqs.com/computer/doswin/file/sin_a.txt) 5. Sin Walkthrough, by Unknown (cheatsearch.com/PC/unp10_cheats_10471.HTML) 6. Sin Entities, by Eutectic (www.ritualistic.com/node/entframe.htm) INTRODUCTION 1. PATCHES. Before you start playing, make sure you've installed the most recent patch. At the time of this writing, it was patch 1.11. Check the game developer's site (www.ritualistic.com/games/sin) or go directly to the patch provider (www.3ddownloads.com). Even with the patch, you may encounter problems with loading and quick-loading, especially in some sections of levels 9 and 27. 2. MANUAL. The player's manual is provided with the game as Colonel Blade's Hardcorps manual. If you don't have a printed copy, you can access the manual on the CD (setup\data\help). It also installs on your hard drive (sin\help). Double-click on the file named chapters.html. The section entitled 'Blade's Journal' provides storyline information, 'Hardcorps Training Facility Manual' contains instructions on how to pass the training level, etc. You may also want to read the file named Manual Addendum.doc, which can be found either on the CD (as a separate file or in the setup\data folder) or the hard drive (same folder). 3. BACKGROUND STORY. If you read the manual, you'll learn that the main character, Colonel John R. Blade, heads some kind of police or security force called Hardcorps (HC) in the city of Freeport. He has a sidekick, former hacker called JC. Lately, the HC have had their hands full with a new narcotic drug called U4. A gangster Antonio Mancini is mentioned, as are rumors of monsters being sighted around the city. Blade also seems fascinated with a company called SinTek (or SinTEK), famous for introducing an anti- ageing drug called Vanity. However, there was some controversy surrounding its side effects, and the SinTek CEO, Dr. Thrall Sinclaire, allegedly retired because of that. His daughter, biochemist Elexis Sinclaire, took over. SinTek is big enough to have its own security force. 4. MOVEMENTS & CONTROLS. Most of these are covered in the manual, so check there first. Some additional comments: 4.A. Ammo that you pick up gets added to your arsenal directly, and most health/armor power-ups improve your health/armor status immediately. However, some items that you pick up go into your inventory and are stored there. The inventory is accessed with the F11 key, not the I key as stated in the manual (the manual addendum corrects the mistake). As for the I key, it toggles the 1st/3rd-person view. 4.B. The Tab key accesses your mission-status display, which shows your primary and secondary objectives for the level you are currently in. Whenever an objective is completed or failed, you get a message that your mission status has been updated. Check the display to see what exactly happened. Sometimes the display lists only some of the mission objectives at first, and more are added as you advance. 4.C. The manual says that when you loot your kill for health/armor/ammo, you press the Use key, and when an item is not located on a dead body, you simply walk over it (or get close enough) to absorb it. However, you may find items that are a little out of reach or just plain obstinate. In such cases, you may need to press the Use key to absorb the item. Remember, though, that the Use key also controls doors, so you can get hurt by a closing door while trying to get an item in that manner. Another thing: When firing away at an enemy, don't overdo it, or there may be no dead body to frisk. 4.D. Useful stuff can also be found in wooden crates that are breakable. These crates can also contain nasty surprises, i.e., rats. Crates reinforced with metal trimmings are unbreakable. 4.E. If you press the F1 key, you'll get a list of the player's actions and the keys these actions are assigned to. It may seem as though the 1 key is assigned to both the spear gun and the fists and you can toggle between these weapons. Not so. You can press the Next-Weapon key to find the spear gun in your arsenal, but the easier way to ready it would be to assign a separate key to it. To assign the S key to the spear gun, press the ~ key and type: bind s use speargun. If you prefer a different key, substitute it for the S in the command. 4.F. You'll encounter security cameras throughout the game. You can check their feed on security-camera monitors, which usually look like static-filled screens. Approach and press the Use key to view; step away with the Backpedal key. 4.G. Even more important are numerous computer displays that act as consoles that control machinery, gates, etc. They usually look like black-and-white DOS screens. You also access them by pressing the Use key, but to step away, you need to press the Escape key. After you access a console, you can usually change something, like turning a machine on or off. Use your keyboard to effect changes. Some consoles can only be viewed but not manipulated. 4.H. In most cases when the crosshair turns green, you are aiming at something shootable. 4.I. Some areas in the game will require you to use a combination of the Walk-Forward, Jump, and Crouch keys (or maybe just Jump and Crouch). It's not as straightforward as the Jump/Crouch combo in, say, Half-Life. You'll have to experiment a little before you get it right. It takes some piano work. 4.J. Your weapon can be shot out of your hands by the enemy. 4.K. Pictures of some weapons, items, game characters, etc. are available in Blade's Journal (see para. 2 above) as well as in sin\help\images on the hard drive or in setup\data\help\images on the CD. If you are willing to go online, a very comprehensive picture gallery of most of the entities appearing in the game can be found at www.ritualistic.com/node/entframe.htm. You also get a clear idea of what a particular entity looks like when you resort to 'spawn' cheats (see paras. 12.B to 12.H below). 5. WEAPONS (in alphabetical order). 5.A. Assault rifle. Uses 10-mm bullets, same as the Magnum pistol. Maximum ammo capacity: 500 plus 45 in the clip. Needs to reload after 45 shots. You can reload it manually, by pressing the Use key. However, it quickly reloads automatically and you may as well ignore this, unless you anticipate a heavy shootout and you are already low. Default key: 4. 5.B. Chain gun/grenade launcher (a.k.a. high-velocity chain (HVC) gun). Two firing modes: it uses 50-mm bullets in the chain-gun mode and grenades (they double as rockets for the rocket launcher) in the grenade-launcher mode. If a grenade doesn't hit something explodable, it just falls and its explosion is delayed a bit. Max: 500/100. Default key: 5; pressing the key with the weapon already selected will toggle between the two modes. 5.C. Fists. Good for breaking breakable stuff, such as crates or windows. Default key: 1. 5.D. Heligun. Helicopter machine gun with unlimited ammo. Normally, you only get to use this weapon in level 1, in the helicopter. However, you can acquire it by using a cheat code (see para. 12.B.a below). 5.E. Magnum pistol. Shares ammo with the assault rifle. Max.: 500 plus 15 in the clip. Needs to reload after 15 shots (see the reloading notice in para. 5.A above). Default key: 2. 5.F. Mutant hands. In levels where Blade becomes a Manumit, these are his only weapon. Blade can also become a Manumit temporarily after using a U4 mutagen injector. Then he cannot choose a different weapon until the mutagenic effect wears off. You may also get the mutant hands if you use the 'wuss' cheat (see para. 12.A.h below). Then you can switch to another weapon at any time, and you don't turn into a Manumit when you use the mutant hands. 5.G. Pulse rifle (a.k.a. plasma canon). Uses energy cells, same as the quantum destabilizer. Two firing modes: in the primary mode, it fires plasma balls; in the secondary mode, lightning bolts. Max.: 200. Default key: 8; pressing the key with the weapon already selected will toggle between the two modes. 5.H. Quantum destabilizer. Shares ammo with the plasma rifle. You can hold down the Fire key for the weapon to charge; the longer you hold, the more powerful the discharge. Don't overdo it, however; the weapon may explode in your hands. Max.: 200. Default key: 9. 5.I. Rocket launcher. Shares ammo with the grenade launcher (secondary firing mode of the chain gun). Max: 100. Default key: 7. 5.J. Shotgun. Uses shells. Max.: 50. Default key: 3. 5.K. Sniper rifle. Uses sniper-rifle bullets. You can use the rifle as is or (much more effective) in the telescopic mode. Max.: 20. Default key: 0; pressing the key with the weapon already selected will toggle between the two modes. 5.L. Spear gun. For underwater battles; uses spears. Max.: 60. No default key assigned; see para. 4.E above for suggestions. 5.M. Spider mines. Come in tin containers of 5. Can be attached to some surfaces or just thrown, then detonated with a remote control. Max.: 10. Default key: 6. 6. SECRET WEAPON: Thrall gun. Technically, the weapon used by the endgame boss, although what you get looks exactly like the assault rifle. You can only acquire it by resorting to a cheat code (see para. 12.C below). Two firing modes: in the primary mode, it fires red rockets with limited homing capacity; in the secondary, orange-colored blobs. 7. AMMUNITION. (Note: Whenever you pick up a weapon, you get it with some ammo in it. The Heligun and the secret weapon do not require any outside ammo; their inner supply is unlimited.) 7.A. Bullets, 10 mm. For the assault rifle and the Magnum pistol. Come in boxes marked 10, containing 40 rounds, and in thin, even-colored clips of 10 rounds. 7.B. Bullets, 50 mm. For the chain gun. Found in boxes marked 50, containing 50 rounds. 7.C. Bullets, sniper rifle. Come in thin clips with bullets clearly outlined on the sides, containing 5 rounds. 7.D. Energy cells. For the pulse rifle and the quantum destabilizer. Come in blue-colored clips containing 40 charges and in cartridges that look like old-fashioned hand grenades, containing 10 charges. 7.E. Grenades/rockets (same ammo). For the grenade launcher and the rocket launcher. Come in X-shaped packs containing 10 rounds. 7.F. Shells. For the shotgun. Found in boxes where you can clearly see the red-and-yellow shells, containing 10 rounds. 7.G. Spears. For the spear gun. Mostly found on dead Seabonites and come in yellow clips. However, at least once (when you first get the spear gun in level 20, step 1), you'll get a pack of 5 spears that actually look like ones. 7.H. Spider mines: see para. 5.M above. 8. HEALTH & ARMOR. These are described fairly completely in the player's manual ('Hardcorps Memo' section). Note: Your health may be boosted over 100 points, but anything over 100 will wear off gradually. Here's a list of what's available (also check para. 9.R below): 8.A. V-stim, i.e., 5-point health boost (green capsule). 8.B. I-stim, i.e., 20-point health boost (yellow capsule). 8.C. M-stim, i.e., 50-point health boost (pink capsule). 8.D. FB-pack, i.e., 100-point health boost (set of two pink capsules). Although it is listed in some reference sources, I haven't been able to find this item in the game. Maybe it's for the multiplayer mode. 8.E. Riot helmet, i.e., head armor. 8.F. Flak jacket, i.e., upper-body armor. 8.G. Flak pants, i.e., lower-body armor. 8.H. Other health boosts (2-point) that you will find throughout the game are food items: apple; banana; Cheezy Poofs; cookies (Chips A-Whore); ice cream; milk; pizza slice; sandwich; sea ration; soda (Toke). I've only managed to collect the ice cream as a health item once: in the secret area in level 4, step 2. The other times, it's just a decorative item. 8.I. In levels 29-30, your health will depend on finding and using U4 vials. They add 10 points to your health as a Manumit. 9. INVENTORY ITEMS. Not every item that you will collect during the game is described in the player's manual ('Hardcorps Memo' section), so a more or less complete list (in alphabetical order, except para. 9.Z) follows. To use an inventory item, you should, normally, ready it by selecting it in the inventory menu, close the menu, and then hit the Inventory-Use key. However, some inventory items can only be used at certain locations; others are used automatically when their time has come; and still others apparently just sit there, unneeded. Also, some inventory items are carried over from one chapter to the next, while others stay in the inventory menu for just one chapter or even one level. 9.A. Access cards. Come in four varieties: blue, green, orange, and yellow. 9.B. Adrenaline (a.k.a. AB-stim). Lets you run faster and jump higher. The effect wears off in 30 seconds. 9.C. Biohazard suit. Yellow, SinTek-issue; you get it in level 6. 9.D. Blue level access card: see Access cards. 9.E. Candy bar (a.k.a. AllyBar). You can buy it for three quarters in level 6 and use it in level 18. 9.F. Communications link (a.k.a. NT20 Communications Link). Serves as a remote modem in level 9 and alerts you to hostage presence in level 12. 9.G. Evidence envelope. You find two different-looking ones in the game. One is a thin folder marked 'Evidence' (level 2); the other, a thick package ready for mailing (level 9). 9.H. FCB money bag (FCB stands for Freeport City Bank). You retrieve these in levels 3 and 5. 9.I. Glowstick (a.k.a. HC Light Rod). A tube to illuminate dark areas. 9.J. Green level access card: see Access cards. 9.K. Hand. A severed hand used for a palm scan in level 12. 9.L. Identification card. A variation on the access-card theme; you get it when you kill the scientist in level 7. 9.M. Key. Required to unlock certain doors. 9.N. Money. Dollar bills you can steal in level 2. 9.O. Orange level access card: see Access cards. 9.P. Password. A slip of paper with the password required to complete a secondary objective in level 12. 9.Q. Quarter. A 25-cent coin. 9.R. Reactive shields (a.k.a. bioshield, biogenic shields). A tougher variety of armor. Good for 30 seconds. 9.S. Rebreather unit (a.k.a. scuba gear, ST Underwater Apparatus). For underwater breathing. 9.T. Silencer. Automatically attaches to the Magnum pistol and the assault rifle. 9.U. SinTek C.P. blueprints (C.P. stands for Chemical Plant). You get them from the construction foreman in level 4. 9.V. U4 mutagen injector (a.k.a. U4 injection). When you use it, you become a Manumit. Unlike in levels 29-30, the effect only lasts for 30 seconds. 9.W. U4 sample. You get it in level 7 for analysis. 9.X. Weapon parts #1-3. Parts of a clandestine weapon (i.e., pulse rifle). As soon as part #3 gets picked up, you are automatically equipped with a new weapon. The game design provides for the weapon parts to be generated in at least seven (according to my observations) different levels. It does not allow you to collect the parts out of order. For example, the game provides for a weapon part to be found in level 20. If, by the time you reach that level, you haven't collected any weapon parts yet, that part will be #1; if you already have one part, it will be #2; and if you already have two, it'll be #3. Once you've collected all three, no more weapon parts will be generated for the rest of the game. (One exception: for some reason, you can collect two identical parts in level 24. So if you collect part #3 in step 4 of that level and thus have the weapon assembled, you are still going to find part #3 in step 6.A - and 're-assemble' the weapon.) Therefore, if you have already collected all the parts in the previous levels, you won't find a weapon part in level 20 at all. This leads to the following observation: If you collect the weapon parts in levels 6, 7 and 9, you'll only be able to use the pulse rifle in three levels (you start level 12 with a new arsenal). To maximize your use of the weapon, skip a weapon part in one of those levels and wait until level 20 (or 24, since it'll make the secret there meaningful). This will allow you to use the pulse rifle in as many as eight levels, up to level 29. In any case, I don't find that weapon particularly effective. 9.Y. Yellow level access card: see Access cards. 9.Z. Some reference sources also mention a photon optic displacement device (P.O.D.D.), which makes you invisible for 30 seconds. I haven't been able to locate this item in the game. Maybe it's for the multiplayer mode. I don't remember ever finding a device called HC computer decoder (a.k.a. R17 Code Descrambler), either. See paras. 12.F.f and 12.F.g below for the cheat codes to spawn these items. 10. ENEMIES (in alphabetical order, except para. 10.LL). 10.A. Bachrodai (a.k.a. Bacrodai). Mutant with one long, hideous arm. 10.B. Dark Captain. Heavy guard armed with a stun-gun whip, encountered in Chapter Six. 10.C. Eon-and-Peon (E&P). Symbiotic mutant creature encountered once, at the Freeport waterworks. 10.D. Female, chemical. Secretary at the SinTek chemical plant. 10.E. Foreman, construction (a.k.a. Mr. Brett Wier). Unique character encountered in level 4. You are not supposed to shoot him, since he gives you some evidence. 10.F. Foreman, oilrig. Encountered only in a couple of cut-scenes. 10.G. Foreman, warehouse (a.k.a. Mr. Campbell). Unique character encountered in level 9. Unlike the construction foreman, you are supposed to kill him. 10.H. Grunt. Your basic military-type goon, bald. His distinctive feature is a red S on the uniform. Different grunts may carry different weapons. 10.I. Grunt captain. Looks similar to the grunt, but has hair and is a little tougher. Different grunt captains may carry different weapons. 10.J. Guerilla. Looks similar to the grunt, but wears a safari-colored uniform. Different guerillas may carry different weapons. One variety wears a vision-enhancement visor. 10.K. Male, civilian. Considered hostile as a butler at Estate Sinclaire; elsewhere he's a friendly (see para. 11.E below). 10.L. Mancini, Mr. Antonio 'The Worm'. Unique (and unshootable in his human form) character encountered throughout Chapter One. 10.M. Manumit. Mutated human with claws for weapons. 10.N. Mini-Manumit. Miniature Manumit encountered once, in level 34. 10.O. Nautic. Underwater monster. 10.P. Peon. The tougher part of the Eon-and-Peon, which you will encounter a couple of times as a creature distinct from the E&P. 10.Q. Pinphat. Rotund mutant armed with a rocket launcher. 10.R. Rat. 10.S. Reconah. Gaunt resurrected creature first unleashed against Blade by Elexis Sinclaire herself. 10.T. Scientist. SinTek supervisor wearing a white smock. 10.U. Seabonite. Blue diver. 10.V. Seabonite captain. Red-and-blue diver, a little tougher than the regular Seabonite. 10.W. Securton. Spider-like security bot. 10.X. Sergeant. Military-type goon in heavy armor and armed with a chain gun. 10.Y. Sinclaire, Ms. Elexis. Unique (and unshootable) character encountered throughout the game, mostly in cut-scenes. 10.Z. Sniper. Female member of the SinTek security force. 10.AA. Technician, chemical. Wears a yellow uniform. 10.BB. Technician, SinTek. Wears a gray uniform. Not always considered hostile in later levels (see para. 11.I below). 10.CC. Thrall (a.k.a. Thrall Master). Endgame boss. 10.DD. Thug. Ninja wannabe, masked or unmasked. The unmasked one looks similar to the grunt, but wears a completely black uniform. 10.EE. Vultorn. Animal mutant first encountered at the warehouse, where it breaks out of a crate. 10.FF. Vultorn, small. Encountered only in level 33. 10.GG. Worker, chemical. Technician in a white-colored heavy protection suit, working at the SinTek chemical plant. 10.HH. Worker, construction. Redneck in a white undershirt, armed with a sledgehammer. 10.II. Worker, lab. SinTek employee wearing a bloodied black cloak. 10.JJ. Worker, metal. Redneck in a black T-shirt, armed with a wrench. 10.KK. Worker, oilrig. Redneck in dungarees (with a small red S on the bib), armed with a wrench. 10.LL. According to some reference sources, Bachrodai are accompanied by attacking bats. I haven't met any such bats in the game - only neutral ones, which don't interact with the player (also see para. 12.G.a below). Some sources also mention hovering security bots, Beecadrones, which allegedly appear in later levels. I haven't met any of those either (also see para. 12.G.d below). 11. FRIENDLIES OR NEUTRALS. Some characters that you encounter in the game are friendlies and you are not supposed to shoot them. If you do, JC will reprimand you. A list of friendlies follows (neutral animals, who don't interact with Blade, are not listed): 11.A. Bum. Homeless and usually incoherent person. Comes in many varieties (standing, sleeping, etc.). 11.B. Female, civilian. Hostage in chapter one. (An R-rated observation: One careful, non-lethal shot in the breast will result in some nipple exposure.) 11.C. HC Officer. Encountered near the Freeport City Bank and in some cut- scenes. 11.D. JC. Your sidekick; encountered only in cut-scenes. He talks to you frequently, though. 11.E. Male, civilian. Male version of 11.B (thankfully, no nipple exposure here). Also see para. 10.K above. 11.F. Marine hostage (a.k.a. military). You have to find them at the missile silo. 11.G. Technician, Freeport. Wears a brown uniform. 11.H. Technician, marine. Wears a blue uniform. 11.I. Technician, SinTek. Wears a gray uniform. Considered hostile in early levels and in some later ones (see para. 10.BB above). 12. CHEAT CODES. Bring up the console by pressing the ~ key. Then type any listed cheat, press Enter, and exit the console. (Note: You can substitute 'give' for 'spawn' in cheat commands. The item then goes directly into your system, whereas if you go with 'spawn,' items appear out of thin air in front of you. I prefer 'spawn,' so most cheats are listed as 'spawn' commands except when the 'spawn' formula is unworkable.) The cheats are listed by category and in alphabetical order within categories, except the Maps section (para. 12.I). Explanations are provided as necessary. Dots are not part of cheat codes; they separate the code and the explanatory note. 12.A. ABILITIES. 12.A.a. god. God mode. Type 'god' again to undo the cheat. 12.A.b. health N. Substitute any number from 0 to 999 for N, e.g.: health 50. That number replaces whatever amount of health you had. 12.A.c. noclip. No clipping, i.e., you can move through walls, floors, etc. Type 'noclip' again to undo the cheat. 12.A.d. nocollision. Same as 'noclip.' 12.A.e. notarget. You won't be fired upon. Type 'notarget again to undo the cheat. 12.A.f. superfuzz. Same as 'god.' 12.A.g. wallflower. Same as 'notarget.' 12.A.h. wuss. Gives you all the weapons, except the Heligun, the spider mines and the secret weapon. You get the mutant hands, though. Amazingly, when you select those, you don't turn into a Manumit. 12.B. WEAPONS. 12.B.a. give heligun [don't leave console, press Enter] bind h use heligun. The H key now readies it (you can choose a different key if you want). 12.B.b. give mutanthands [don't leave console, press Enter] bind m use mutanthands. The M key now readies the mutant hands (you can choose a different key if you want). 12.B.c. spawn assaultrifle 12.B.d. spawn chaingun 12.B.e. spawn magnum 12.B.f. spawn pulserifle 12.B.g. spawn quantumdestabilizer 12.B.h. spawn rocketlauncher 12.B.i. spawn shotgun 12.B.j. spawn sniperrifle 12.B.k. spawn speargun 12.B.l. spawn spidermines 12.C. SECRET WEAPON. give thrallgun [don't leave console, press Enter] bind t use thrallgun. The T key now readies it and toggles between its firing modes (you can choose a different key if you want). 12.D. AMMO. (Note: Since weapons come with some ammo in them, you are probably better off spawning weapons rather than ammo.) 12.D.a. spawn 10mm. Box of 40 rounds for the assault rifle and the Magnum pistol. 12.D.b. spawn bullet10mm. Clip of 10 rounds for the same. 12.D.c. spawn bullet50mm. Box of 50 rounds for the chain gun. 12.D.d. spawn bulletpulse. Clip of 40 charges for the pulse rifle and the quantum destabilizer. 12.D.e. spawn bulletsniper. Clip of 5 rounds for the sniper rifle. 12.D.f. spawn plasma. Cartridge of 10 charges for the pulse rifle and the quantum destabilizer. 12.D.g. spawn rockets. Pack of 10 grenades/rockets for the grenade and rocket launchers. 12.D.h. spawn shotgunclip. Box of 10 rounds for the shotgun. 12.D.i. spawn spears. Pack of 5 spears for the spear gun. 12.E. HEALTH & ARMOR. 12.E.a. spawn apple 12.E.b. spawn banana 12.E.c. spawn cookies 12.E.d. spawn flakjacket 12.E.e. spawn flakpants 12.E.f. spawn health. I-stim. 12.E.g. spawn health_icecream 12.E.h. spawn health_milk 12.E.i. spawn health_pizza 12.E.j. spawn health_poofs. Cheezy Poofs. 12.E.k. spawn health_searation. As in 'sea ration.' 12.E.l. spawn health_u4. Gives you 10 health points, even in your human form. Don't confuse with 'spawn u4sample' (para. 12.F.cc below), which gives you an inventory item, not a power-up. 12.E.m. spawn largehealth. M-stim. 12.E.n. spawn megahealth. FB-pack (see para. 8.D above). 12.E.o. spawn riothelmet 12.E.p. spawn sandwich 12.E.q. spawn smallhealth. V-stim. 12.E.r. spawn soda 12.F. INVENTORY ITEMS. 12.F.a. spawn adrenaline 12.F.b. spawn bluecard. Blue level access card. 12.F.c. spawn blueprints. SinTek C.P. blueprints. 12.F.d. spawn candybar 12.F.e. spawn chemsuit. Biohazard suit. 12.F.f. spawn cloak. Photon optic displacement device (P.O.D.D.) (see para. 9.Z above). 12.F.g. spawn code. HC computer decoder (see para. 9.Z above). 12.F.h. spawn coin. Quarter. 12.F.i. spawn comlink. Communications link. 12.F.j. spawn decoder. Same as 'spawn code.' 12.F.k. spawn dollar. Money. 12.F.l. spawn envelope. Evidence envelope (thick package). 12.F.m. spawn evidence. Evidence envelope (thin folder). 12.F.n. spawn glowstick 12.F.o. spawn greencard. Green level access card. 12.F.p. spawn hand 12.F.q. spawn identcard. Identification card. 12.F.r. spawn keyring. Key. 12.F.s. spawn moneybag. FCB money bag. 12.F.t. spawn mutagen. U4 mutagen injector. 12.F.u. spawn orangecard. Orange level access card. 12.F.v. spawn passcode. Password. 12.F.w. spawn pulsepart1. Weapon part #1. 12.F.x. spawn pulsepart2. Weapon part #2. 12.F.y. spawn pulsepart3. Weapon part #3. 12.F.z. spawn reactiveshields 12.F.aa. spawn scubagear. Rebreather unit. 12.F.bb. spawn silencer 12.F.cc. spawn u4sample 12.F.dd. spawn u4vial. Same as 'spawn mutagen.' 12.F.ee. spawn yellowcard. Yellow level access card. 12.G. ENEMIES. 12.G.a. actor bat. See para. 10.LL above. For comparison, spawn both this kind of bat and the neutral kind (spawned with 'spawn bat'). 12.G.b. actor rat 12.G.c. spawn bacrodai. Bachrodai. 12.G.d. spawn bee. Beecadrone. See para. 10.LL above. 12.G.e. spawn chem. Chemical worker. 12.G.f. spawn chemfem. Chemical female. 12.G.g. spawn cworker. Construction worker. 12.G.h. spawn dark. Dark Captain. 12.G.i. spawn eon. Eon (the upper part of the E&P). 12.G.j. spawn eonandpeon 12.G.k. spawn foreman. Construction foreman. 12.G.l. spawn foreman_warehouse 12.G.m. spawn foreman_oilrig 12.G.n. spawn grunt. Grunt with a Magnum pistol. 12.G.o. spawn grunt_none weapon N. Substitute a weapon name for N (e.g., spawn grunt_none weapon assaultrifle) to get a grunt with the specified weapon. 12.G.p. spawn gruntcapt. Grunt captain with no weapon. 12.G.q. spawn gruntcapt_none weapon N. Substitute a weapon name for N (e.g., spawn gruntcapt_none weapon magnum) to get a grunt captain with the specified weapon. 12.G.r. spawn guerilla. Guerilla with an assault rifle. 12.G.s. spawn guerilla_none weapon N. Substitute a weapon name for N (e.g., spawn guerilla_none weapon rocketlauncher) to get a guerilla with the specified weapon. The command 'spawn guerilla_none' will give you an unarmed guerilla wearing a vision-enhancement visor. 12.G.t. spawn lab. Lab worker. 12.G.u. spawn mancini 12.G.v. spawn manumit 12.G.w. spawn mworker. Metal worker. 12.G.x. spawn nautic 12.G.y. spawn oworker. Oilrig worker. 12.G.z. spawn peon 12.G.aa. spawn pinphat 12.G.bb. spawn pl_elexis. Ms. Sinclaire. 12.G.cc. spawn reconah 12.G.dd. spawn sarge. Sergeant. 12.G.ee. spawn scientist 12.G.ff. spawn sea. Seabonite. 12.G.gg. spawn sea_capt. Seabonite captain. 12.G.hh. spawn securton 12.G.ii. spawn sniper 12.G.jj. spawn tech_chem. Chemical technician. 12.G.kk. spawn tech_sintek. SinTek technician. 12.G.ll. spawn thrall 12.G.mm. spawn thug. Thug with an assault rifle. 12.G.nn. spawn thug_none weapon N. Substitute a weapon name for N (e.g., spawn guerilla_none weapon chaingun) to get a guerilla with the specified weapon. The command 'spawn thug_mag' will give you an unmasked thug armed with a Magnum. 12.G.oo. spawn vultorn 12.G.pp. spawn vultorn_small 12.H. FRIENDLIES OR NEUTRALS. 12.H.a. spawn hcofficer1_none weapon N. Also 'hcofficer2' for a different- looking character. Substitute a weapon name for N (e.g., actor hcofficer1_none weapon thrallgun) to get a Hardcorps officer armed with the specified weapon. The command 'spawn hcofficer1_none' will give you an unarmed HC officer. 12.H.b. spawn bum. Also 'bum2' for a different-looking bum. 12.H.c. spawn civfemale. Civilian female. 12.H.d. spawn civmale. Civilian male. 12.H.e. spawn military1. Also 'military2' (3, 4). One of marine hostages. 12.H.f. spawn pl_blade. Col. Blade. 12.H.g. spawn pl_jc. JC. 12.H.h. spawn tech. Freeport technician. 12.H.i. spawn tech_freeport. A taller version of the Freeport technician. 12.H.j. spawn tech_marine. Marine technician. 12.I. MAPS. Listed in their normal order in the game. 12.I.a. LEVEL MAPS. map training. Headquarters (training level). map intro. Over Freeport City Bank (level 1). map bank. Freeport City Bank (level 2). map abandon. Abandoned Buildings (level 3). map csite. Construction Zone (level 4). map subway. Abandoned Subway (level 5). map chem1. SinTek Chemical Plant: Pt.1 (level 6). map chem2. SinTek Chemical Plant: Pt.2 (level 7). map whouse1. SinTek Warehouse: Pt.1 (level 8). map whouse2. SinTek Warehouse: Pt.2 (level 9). map biomecha. Biomech Factory: Pt.1 (level 10). map biomechb. Biomech Factory: Pt.2 (level 11). map silo. Missile Silo (level 12). map sewera. Freeport Sewers: Pt.1 (level 13). map aq1. Freeport Aqueducts (level 14). map sewerb. Freeport Sewers: Pt.2 (level 15). map dam. Freeport City Dam (level 16). map wworks1. Freeport Waterworks: Pt.1 (level 17). map wworks2. Freeport Waterworks: Pt.2 (level 18). map oilrig. SinTek Oilrig (level 19). map uwpass1. Underwater Passage: Pt.1 (level 20). map uwpass2. Underwater Passage: Pt.2 (level 21). map docks1. Hidden Docks: Pt.1 (level 22). map geo1. Geothermal Plant: Pt.1 (level 23). map geo2. Geothermal Plant: Pt.2 (level 24). map docks2. Hidden Docks: Pt.2 (level 25). map jungle. Jungle Pass: Pt.1 (level 26). map jungle2. Jungle Pass: Pt.2 (level 27). map gorge. Mountain Gorge (level 28). map area57. Containment Area 57 (level 29). map biomass. Biomass Reclamation Center (level 30). map xeno1. Xenomorphic Laboratory: Pt.1 (level 31). map xeno2. Xenomorphic Laboratory: Pt.2 (level 32). map mansion1. Estate Sinclaire: Pt.1 (level 33). map mansion2. Estate Sinclaire: Pt.2 (level 34). map phoenix. Munt Phoenix (level 35). map thrall. Thrall Master (level 36). map paradox. Paradox (bonus level; not covered in this walkthrough). 12.I.b. CINEMATIC MAPS. ('Cinematics' are those cut-scenes that for some reason were not made part of any level map and are stand-alone.) map intro_start. Introduction (cinematic 1). map csite_cinema. Construction Site (cinematic 2). map subway2_cinema. Subway 1 (cinematic 3). Yes, 'subway 2_cinema' precedes 'subway_cinema.' map subway_cinema. Subway 2 (cinematic 4). map biomech_cinema. Biomech (cinematic 5). map silo_cinema. Silo (cinematic 6). map oilrig_intro. Oilrig 1 (cinematic 7). map oilrig_cinema. Oilrig 2 (cinematic 8). map docks_cinema. Docks (cinematic 9). map gorge_cinema. Gorge (cinematic 10). map ending. End (cinematic 11). 12.I.c. MOVIE. To play the movie that follows the defeat of the endgame boss, find the file named sinend.avi on the game CD, in setup\data\base\movies. 12.J. OTHER STUFF. There are plenty more cheat codes for spawning less useful stuff, from pigeons (actor pigeon) to urinals (spawn urinal) to vehicles (for example, spawn atv). Sometimes you get interesting results. If you span a helicopter (spawn lamprey), you can use its Heligun. However, you'll get stuck inside the helicopter. The command 'spawn secrover' gives you a security rover (I haven't been able to find an active one in the game, just some inactive ones on a shelf in level 33, step 5). If you shoot it, JC will reprimand you for shooting a friendly. 13. LEVEL NAMES. Each level can have up to four different names. To avoid confusion, all of them are given in the level titles below. Whenever a level has more than one name, each one is given, followed either by a full name of the source or by numbers that refer to: (1) the name that appears on the loading screen before and after the level; (2) the one shown on the mission- status display (you access it in-game with the Tab key); (3) the one assigned to the level in the Load/Save menu; (4) the one that appears when you bring up the game console (accessed with the ~ key). 14. FINAL NOTE. This walkthrough was written while playing the single-player game in the Hardcorps difficulty setting. Different results in terms of enemy presence, enemy strength, availability of items, etc. may be obtained when playing in other settings. For the sake of readability and surprise, I don't mention every single enemy you'll encounter, just those I find worth mentioning. Interestingly enough, the patched version of the game not only fixes some bugs but introduces some changes into the game contents. For example, the following was observed in the unpatched version that I attempted to play: (i) The sniper position in level 22, step 9, was actually manned by a sniper rather than a grunt captain; (ii) There was a pulse rifle near the Manumit in level 23, step 6; (iii) There was a computer console on the third floor of the observation dome in level 35. I was able to extend the telescope and change its angle using the console. I was also able to use the telescope as a bridge to get to the slit in the dome, jump down to the ledge circling the dome, and kill the enemies who were waiting outside. However, I don't think that was a legitimate procedure: they were just standing resignedly while I was firing at them. Maybe at some stage in the game development the telescope was designed to block the missile that appears later. But in my experience, as soon as the silo door opened, the telescope retracted. (iv) In level 35, step 3, I had to fight a giant Securton rather than a Manumit. WALKTHROUGH Training level. HEADQUARTERS (main menu of the game), HARDCORPS TRAINING FACILITY (3, 4) This is a training level, and it is covered in the 'Hardcorps Training Facility Manual' section of Blade's book (see Introduction, para. 2). One Easter egg: When you enter the sniper-range section and find yourself in a lounge preceding the range itself, a faulty light will go out. A repair bot will roll out and repair it. Find a button on a side of the table with two cans and press it. Watch the robot dance. CHAPTER ONE Cinematic 1. INTRODUCTION The Hardcorps headquarters receives news of the Freeport City Bank being robbed. You see JC and some HC officers. Blade boards a helicopter to take action. Level 1. OVER FREEPORT CITY BANK (1), AIR ASSAULT ON FCB (2, 3, 4) Primary objectives: 1. Destroy rocket turrets 2. Eliminate all enemy forces 3. Gain entry into the bank Secondary objectives: 4. Minimize Hardcorps casualties Secrets: 1 New enemies: thug New weapons: Heligun 1. Cut-scene: A pigeon is shot by a thug on a roof; your helicopter is seen approaching. The helicopter hovers near the roof with the thugs. You are manning a Heligun. Shoot the thugs, and the chopper will turn about. You receive your first 'Mission Status Updated' message. Press the Tab key to access the mission-status display and learn what your objectives are. To complete OBJECTIVE 4, shoot the stone roof structure at the bank entrance below, causing it to collapse. Check the display again to see how the mission status has changed. 2. The other objectives are achieved by eliminating three rocket turrets set up by the robbers on rooftops and safely landing the helicopter. As far as the turrets are concerned, disregard the thugs manning them and just keep shooting at the turrets. Inspect the surrounding area, too. There are four billboards on the nearby buildings. Two are of interest. The Elexis Sinclaire billboard can be shot down. However, it may crash through the skylight below, shorting out bank ATMs in the next level and preventing you from finding an Easter egg. The other meaningful billboard says, 'AllyBar: The Taste Should Save You' - take note of that for later. 3. SECRET: In between eliminating the turrets, destroy three trees in front of the bank, and a guy on a motorcycle will jump out of an upper-story window, crashing against the street pavement below. 4. ALTERNATIVE EXITS. 4.A. EXIT ONE. If you have taken out all the turrets (OBJECTIVES 1 and 2 are completed), the helicopter will land on the roof, as JC urged you to. OBJECTIVE 3 gets completed as the chopper lands. 4.B. EXIT TWO. If the chopper is too badly damaged and provided that Blade survives, it will land in the street. One way of doing that on purpose, while achieving all the objectives and staying alive, would be to eliminate two of the turrets and let one keep firing. When your pilot shouts, 'Controls are not responding,' dispose of the remaining turret quickly (OBJECTIVES 1 and 2 will be completed; OBJECTIVE 3 will register as completed on the loading screen of the next level). 5. Cut-scene: Blade by the helicopter that has landed safely. Level 2. FREEPORT CITY BANK Primary objectives: 1. Disable hostile threat 2. Locate security office key 3. Gain access to security room 4. Gain access to the vault 5. Chase Mancini Secondary objectives: 6. Unlock all security doors 7. Minimize hostage casualties Secrets: 2 New enemies: Mancini New friendlies: female (civilian), male (civilian), HC officer New weapons: fists, Magnum pistol, assault rifle, shotgun New inventory items: key, quarter, money, evidence envelope (folder) 1. Cut-scene: July 17, 2037 (3:29 pm); Antonio Mancini, the guy behind the bank robbery, barks orders to his goons. You start the level armed with your fists and a Magnum pistol. 2. ALTERNATIVE ENTRIES. 2.A. ENTRY ONE: If you exited the previous level via step 4.A. You start next to ATMs. If you didn't shoot down the Elexis billboard in step 2 of the previous level, you can do it now; look up through the skylight. (I don't think it can crash through the skylight here; bit if it does, it will short out the ATMs and prevent you from finding an Easter egg later.) Proceed to the next hall and go up the escalator. 2.B. ENTRY TWO: If you exited the previous level via step 4.B. You start in the outdoor area where your colleagues are ambushed, described in step 11 below. After you save them, don't enter the bank there; proceed to the other bank entrance not far away. Kill the thugs there and pick up an assault rifle. Exit through the double door on the first floor. Proceed until you reach the escalator area. 3. When fighting the thugs here, make sure two thugs have come in from behind the door next to the directory display. (If they don't, they will kill a hostage in the next step. I think they will only come out if you kill a thug downstairs.) Go through that door. 4. A civilian female held hostage will come running towards you. After you kill the thug chasing her, approach the hostage and 'release' her by pressing the Use key. Go through the next door, and you'll hear another hostage in the next room, where you'll also find a riot helmet and a key (OBJECTIVE 2 is completed). The key goes into your inventory, so press the F11 key to see your first inventory item. Before releasing the hostage, you may try the sick trick described in the Introduction, para. 11.B. Return to the hall with the escalators. You should be able to procure an assault rifle from a masked thug you'll kill. 5. Don't go downstairs; cross the floor diagonally and exit through the archway in the corner. In the hall with a fountain, you'll see Mancini on the right, behind the teller counter. He'll drop a security screen and order his troops to kill you. Don't bother shooting at Mancini: he cannot be killed here. After you squelch the resistance, JC will be able to open the security screen. Pick up a quarter in the fountain. Jump over the counter into the teller area. Open the right drawer and pick up some loose dollars. 6. Go through the unlocked door in the teller area. Straight ahead, you'll see the vault area and Mancini, who'll disappear behind the vault door. Don't go there: the area is guarded by gun turrets. Instead, go through the door on your left, marked 'Employees Only' (that's the security office for which you've found the key). Again, avoid shooting any hostages and be sure to release them. Go upstairs. You don't have the key for the keypad lock, so shoot the glass and jump onto the railing and through the window. Kill the thug and take his shotgun. Note the sign on the board that says, 'Save your quarters, it pays.' 7. When you enter the next room, OBJECTIVE 3 will be completed. Check the security-camera monitor opposite the entrance to observe some of the areas you've covered or have yet to find. Approach the computer console. Select 'Security Doors' (press Enter), then 'Unlock Security Doors' (Enter again). OBJECTIVE 6 is completed, which means that all keypad doors are unlocked. Return to the main menu, select 'Vault Security,' then 'Set Low Vault Security,' and press Enter. Read the note about entering an incorrect code. Select 'Current Vault Security' and memorize the numbers for the vault-lock settings, which are randomly generated by the game. Back in the main menu, select 'Command Prompt' and type these DOS commands: dir (press Enter), cd data (Enter), dir (Enter). A list of password files will appear. The long way would be to write down all the account numbers and PINs (accessible by typing: type fcbsec01.pwd (Enter), etc.; the sequence of numbers after $ is an account number, and the one after @ is a PIN) and then try them at one of the ATMs. However, the only two meaningful accounts are listed in the fcbsec01.pwd file, and they are Elexis Sinclaire's (account # 010333, PIN 6969) and Colonel Blade's (account # 010345, PIN 2019). Blade the Bright chose as his PIN the year when the bank was constructed, which is carved in stone near one of the bank entrances. 8. When you are through with the computer, check the cabinet in the corner for a full set of armor, an M-stim, and another shotgun. Release the hostage in the second room you'll visit after this one. SECRET: Press the portrait in that room. Open the safe to discover two boxes of a Quake mission-pack. 9. Return to the hall with the escalators and go to the ATM area. Wire money from Sinclaire's account to Blade's, using their account numbers and PINs you found in step 7. When you pass by the escalators again, you can turn them off by pressing the button at their base on the first floor. You can also use one of the phones there, now that you have a quarter. Better not to squander it, though (remember the note in step 6?). Save the game first, make the call, then return to the saved game. The messages you'll hear are different on each phone, but since you have only one coin, you can only make one call at a time. 10. Open the door to the right of the phones, go through the hall with a broken ceiling, and open another door. Go upstairs and through the door on the second floor. Open the keypad door next, and release the hostages. OBJECTIVE 7 will shortly register as completed unless you forgot to release some previous hostages. 11. Leave the room, go downstairs and outside. Find another entrance to the bank. You'll discover your colleagues, HC officers, fighting with robbers there. (If you got to this level via Entry Two, you've already covered this area and it should be clear now.) Your goal should be to keep your two Hardcorps buddies alive. Ever appreciative, they'll leave you on your own. Go inside, upstairs, and back to the hall with the fountain. Open the keypad door to the right of the teller counter. In the vault area, set (i.e., press the Use key to turn) the locks to the combination you learned in step 7. If you make a mistake, the gun turrets will re-activate. Open the vault door to complete OBJECTIVE 4. 12. When you enter, you catch a glimpse of Mancini (who then disappears at some point into the hole in the floor). SECRET: With the first glass door open into the security-deposit room, jump onto its handle, then the door itself, then the top of the safety-deposit boxes. Pick up the M-stim. In the second vault room, check one of the corners for a deposit box with a chipped edge. Take the folder from the box, and it'll go into your inventory as 'Evidence envelope.' (After you exit, the screen introducing the next level will now say that the empty folder bears the name 'Dr. Thrall Sinclaire' and that Mancini was probably after it. If you don't take the folder, it won't be mentioned on the screen.) At this point, you may decide to revisit some of the earlier areas if you have left any useful stuff behind - a good idea for most of the game levels. In any case, when you are done, jump into the hole in the vault area. OBJECTIVES 1 and 5 will register as completed on the loading screen. Level 3. ABANDONED BUILDINGS Primary objectives: 1. Pursue Mancini 2. Eliminate hostile forces Secondary objectives: 3. Recover stolen money bags Secrets: 2 New enemies: rat New friendlies: bum New inventory items: FCB money bag, glowstick 1. Follow the tunnel. When you make your first left turn, one of the two thugs around the corner will start shooting at a switch box to kill the lights, sometimes getting himself killed by an exploding gas cylinder. You may prevent him from doing that if you take care of him quickly. This is just for exploration purposes; the rest of the game is not affected in either case. 2. In the next room, Mancini will drop a time bomb and barricade all the exits. You can't disarm the bomb; you escape by pushing a loose block in the damaged part of the wall and climbing out upstairs. (You can go back after the explosion if you break the boards blocking the trapdoor. There's a can of soda worth 2 health points in the basement, if you haven't picked it up already.) It's time to start breaking wooden crates. There are some by the staircase. Start collecting money bags, too: that's your objective 3, and there are two of them in this very room. 3. When you go up the staircase, you may catch a glimpse of Mancini and a female hostage. A barricade will be created. Jump down to the ground. Don't forget to shoot the rats (they gnaw). Proceed to the opposite side of the ground level. Be a good Samaritan and alert the bum near the gas leak to the danger (approach him and press the Use key). There's also a truck nearby with some money bags. 4. Walk back, make a right after the dumpster, and enter the building. Turn left and, standing in the archway, shoot the damaged wooden support to collapse the barricade and get rid of the annoying squeaking noise. Turn around and walk up one staircase. Don't go up another staircase; walk past it, make a right, and go down. SECRET: Crawl through the hole in the dark corner to reach a bums' hideout. Collect some ammo, food, and glowsticks. You can talk to the bums, by the way. Approach and hit the Use key to receive some bum wisdom. 5. Get out, find a large beam leading up to a hole in the roof. From the rooftop, jump down into the dumpster to collect the money bags stashed there. Return to the roof and drop through another hole onto the remains of the wooden walkway. (You can reach the same walkway by using the passage cleared by the gas explosion in step 3, but you'll take a lot of damage from the fire.) Soon you'll see Mancini with the hostage again. The up staircase will collapse. If you fall, use the beam to climb back up. Make a jump to the other side. 6. Crawl out the window and use the ladder to get to the ground. In one of the corners on the street level, you'll see a hole in the wall and a bum standing by the fire. Crawl in and shoot the damaged part of the wall. An explosion will clear a passage into a small room. SECRET: Get in and turn the valve by pressing the Use key. This will flood an elevator in the next level, which will allow you to reach a secret area. 7. Get out and back to the ladder, climb it, and jump onto the opposite ledge. Follow it to an unboarded window. (There are thugs and rats lurking inside, and some floors and beams are waiting to collapse, so be careful. If you fall at any point, look around for a ladder or a beam to get back up.) From the entry point, make several tricky jumps using the remains of the beams to reach the opposite side. Walk over the intact beam, use the protruding bricks to get as high up as you can, and jump onto what's left of a ladder. Get up and proceed to the opposite side once again, until you see another unboarded window. 8. Follow the outside ledge to a third unboarded window, but don't go inside yet. Use the board on your left to return to the building from which you entered this area and collect the money bags. Resume your journey to the last building, which you are entering on its fourth level. 9. Kill the thug standing on the third level and jump down there. There are two more thugs waiting below, on the second level. The only way to reach it is through the collapsing floor and onto a small beam, and the thugs will be able to shoot you point-blank. So it's a good idea to find a vantage point to kill or at least damage them before you drop there. When you are done with them and if you are still on the third level, move left. You'll see some money bags on the second level. Get them (if you have 14 bags by now, this should complete OBJECTIVE 3), then jump to the ground floor, use the ladder to get back to the fourth level, and proceed to the spot where the last two thugs were standing. The exit is next to that spot. OBJECTIVES 1 and 2 will register as completed on the closing screen. Cinematic 2. CONSTRUCTION SITE Elexis Sinclaire berates Mancini for incompetence: he went for an all-out robbery whereas his only task was to steal the folder in level 2, step 12. Elexis strikes Mancini with something, and he starts writhing with pain. Level 4. CONSTRUCTION ZONE (1, 3, 4), CONSTRUCTION SITE (2) Primary objectives: 1. Continue chasing Mancini 2. Eliminate hostile forces Secondary objectives: 3. Find incriminating evidence 4. Rescue remaining hostages Secrets: 4 New enemies: worker (construction), foreman (construction) New inventory items: SinTek C.P. blueprints 1. When you turn left after the first dumpster, look for a quarter behind the trash cans between the second dumpster and the bum. You can either jump over a trashcan or destroy one to reach it. Get on the second dumpster, close its lid, and climb the ladder. As soon as you reach the second level of the fire escape, look at the dark building in front of you. There is a slightly recessed window there, on a lower floor. SECRET: Get on the railing, do a Save, and jump to that window. You may need several tries to succeed. You'll get more damage than the goodies in the secret area are worth, but you'll cover the secret and that, I think, is important. 2. Return to the point where you jumped down. As soon as you start on the ladder leading to the roof, Mancini will make a leap above you, escaping to the opposite rooftop. Get up on the roof and release the hostage cowering in the corner. Jump after Mancini (just do a Save first). SECRET: Destroy the large ventilation unit and go down the ladder to reach a room with some soft porn, food in the fridge and cupboards, as well as ammo and glowsticks on the desk and under the sink. 3. Return to the rooftop and continue until you see a construction site below. You may want to try and kill as many enemies as you can from above. You won't be able to use the portable toilet when you reach the street level: it's permanently occupied. Enter the prefab through the door marked 'Keep Out.' Don't kill the foreman, or you'll fail objective 3. Take the key from the desk, then approach him, and start up a dialog by pressing the Use key. Cut-scene: The foreman begs for his life and gives Blade some blueprints. OBJECTIVE 3 gets completed. 4. Step out, get up on the crane, and activate it by pressing the Use key. The crane will turn, knocking down some girders. Use them to reach the fire escape. SECRET: There is another slightly recessed window there through which you can get inside. When you step out again, shoot the barrels in the fenced area below, then either jump down there, or climb back down and open the door in the chain-link fence (you have the key now). Enter the building through the newly created hole. There's a generator downstairs, and you can push the lever switch there to light a part of the path ahead. Jump over some boxes and look for the next lit area. 5. Open the doors, but don't jump down yet. Look up and shoot the girder hanging above. It will fall and break a water pipe open. The area will be flooded. There are two thugs outside. They will drown but, apparently, not before they notice you, so you may need to reveal yourself and maybe shoot at each of them once or twice for them to actually die. When they die (you should hear them gurgling), you can swim towards the pipe on the other side of the pit. Get inside the pipe and search for an exit, using glowsticks if necessary. 6. When you see the exit, don't go outside immediately. Mancini has prepared a trap: a half-pipe will be dropped into the pit. Step out and back quickly. The half-pipe will miss you and may kill one or both of the thugs waiting for you on the left. You can also try to kill one of the construction workers while you are still in the pipe. When you emerge from it, search for yet another quarter in the unpaved section of the street. 7. Note: There are two alternative exits from this level. In order not to leave any areas uncovered, I suggest you find the primary exit, then find the other one, then go back to the primary exit and use it. The reason for such a diversion is to maximize the use of available health reserves while killing as many enemies as possible. 8. Shoot the gas cylinders through the hole in the fence. Go through the hole and turn left. The door on the other end is locked, so go into the water and swim. (If you didn't open the valve in step 6 of the previous level, this pit won't be filled with water and you can crawl in and then walk.) When you surface on the other side, there will be thugs waiting. Be prepared to loose 30-40 health points in the shootout. (If you don't have nearly enough health, consider skipping steps 8-9 and using Exit Two.) 9. Release the hostage, and OBJECTIVE 4 will shortly register as completed. Go up the staircase. SECRET: There's an elevator shaft on your left, filled with water. (Again, if you didn't open the valve in the previous level, there will be no water in the shaft and you'll die if you jump there.) There are two M-stims in an area below, and you can swim there to collect them - now or later, just one at a time or both at once. Get out of the elevator shaft and step out into the open. There is an all-terrain vehicle (ATV) parked nearby. Hop on (approach it and hit the Use key) and drive, using the board ramps. Try to run over the thugs but avoid mutilating them too badly, or there will be no bodies left to collect trophies from. Mancini will escape through a subway entrance. 10. Return to the area at the start of step 8. Get on the bulldozer. Smash a hole in the brick wall ahead. Get off and go inside. Proceed across the collapsing floor to another hole in the wall. 11. ALTERNATIVE EXITS. 11.A. EXIT ONE. You can get closer to the exit at the end of the wooden platform for inspection (you should be able to climb back). However, for the sake of covering more territory, I suggest you return to the subway entrance at the end of step 9 and exit the level there. 11.B. EXIT TWO. If you use the exit at the end of the wooden platform with the collapsing floor, you'll avoid one of the encounters with a monster in the next level. However, a section of the next level will be inaccessible. If you skipped steps 8-9 and, therefore, did not rescue the hostage there, OBJECTIVE 4 will be failed. 12. OBJECTIVES 1 and 2 will register as completed on the closing screen. Cinematic 3. SUBWAY 1 Mancini transforms into a monster mutant, Manumit, apparently as a result of his encounter with Elexis Sinclaire in cinematic 2. Level 5. ABANDONED SUBWAY Primary objectives: 1. Pursue and capture Mancini 2. Eliminate remaining enemy forces 3. Stop mutant creature Secondary objectives: 4. Minimize civilian casualties 5. Recover stolen money Secrets: 1 New enemies: Manumit 1. Before you actually start, there are some things to keep in mind throughout the level: don't accidentally kill any bums; look out for rats; keep collecting money bags (not all of their locations are mentioned in the following walkthrough); thugs are numerous and tough, so conserve your health. Also, when you are not fighting the Manumit, stick to the assault rifle. After this level, a new chapter starts and a new arsenal will be issued to you. So there's no point in conserving your ammo here - except for shotgun shells, which you need to fight the monster. 2. ALTERNATIVE ENTRIES. 2.A. ENTRY ONE: From step 11.A of the previous level. 2.A.a. Go downstairs and proceed to a larger area, with subway signs. Grab the money bag sitting at the top of the staircase next to the entrance. Keep away from the area behind the staircase for now. There's a battle coming, so clear the floor of as many barrels and rats as possible without killing the bum. Then switch to the shotgun, the most powerful weapon you possess by now. When you step into the area behind the staircase, a monster will break through the ceiling and drop down. It's Mancini the Manumit. Fight him while running up, down and between the staircases, keeping a safe distance between yourself and the monster. After a while, he'll smash a hole in the boarding and run away. Follow him. 2.A.b. A piece of machinery falls from an upper level in the next hall when Mancini jumps up through the ceiling. Open the door on your left. Explore the area where you would have started if you had used Entry Two, then return to this hall. 2.B. ENTRY TWO: From step 11.B of the previous level. You start in the area just mentioned in step 2.A.b. Proceed to the hall, where will be no hole in the ceiling and no machine on the floor. The area described in step 2.A.a is on your right, but it's boarded and unreachable. 3. Proceed to the next hall, with turnstiles and escalators. Get to the lower level. There will be a forceful entry from the other side of the boarding at some point. Don't forget to check the restrooms for thugs and money bags. Then go through the newly created hole and follow the corridor into a room with no other exit. 4. In a few seconds, you'll be trapped inside with the Manumit. Again, your best tactic is to use your shotgun and keep moving; and again, you won't be able to kill the creature. He'll run away after taking some damage. 5. Go through the hole he's made in the wall and then through an open trapdoor. Go deeper underground, and you'll discover abandoned subway tracks. Exit through the door on the opposite end. 6. You'll emerge at an abandoned subway station, where you'll find a subway car (check the inside) and a second set of escalators. When you pick up the money bags by the these escalators, OBJECTIVE 5 should be completed (if you've picked up all the other money bags; there should be 24, counting the ones from the previous level). Go up the escalator and head straight through the corridor until you see a third set of escalators. 7. Go upstairs again. Proceed to the wall behind the bum. SECRET: Break the crack in the wall and get inside to observe a harmless monster. When you get out, you can salvage a quarter from the broken phone behind the bum and waste it (or do a Save first, if you are thrifty) on a call from the working phone next to the broken one. 8. Go down the escalator, turn right, and follow a fourth set of escalators down. Ready the shotgun and get inside the subway car. OBJECTIVE 2 is completed. The car will start moving. Soon, the persistent Manumit is going to make his signature entrance again. Fight him employing the previous tactic. This is, perhaps, the toughest battle of the game because you have almost no room to maneuver. After taking some damage, the Manumit will jump up and away. (The weirdest thing happened once when I was at this point in the game. The Manumit hit me near the hole in the ceiling of the car, sending me flying outside. I was able to see the moving car from the outside, and I was being moved along with it. I couldn't shoot the Manumit because the car windows are unbreakable, and the monster remained inside. The moving car was not getting anywhere, so I was basically stuck.) 9. The car will eventually stop, and you are going to have to fight the Manumit one last time, on the platform and escalators. Normally, he would chase you and throw things at you, but sometimes he would get stuck on the subway tracks. Keep shooting until he's dead. OBJECTIVES 1, 3 and 4 register as completed on the loading screen. Cinematic 4. SUBWAY 2 Hardcorps personnel examine the body. At the Hardcorps headquarters, JC reports to Blade that the Manumit is actually Mancini (we have known that since cinematic 3), turned into a monster by a souped-up version of the drug U4. CHAPTER TWO Level 6. SINTEK CHEMICAL PLANT (1/opening screen, 2), SINTEK CHEMICAL PLANT: PART 1 (1/closing screen), SINTEK CHEMICAL LAB (3), SINTEK CHEMICAL LABORATORY: PART 1 (4) Primary objectives: 1. Disable secretary watching the security cameras 2. Steal a security access card 3. Obtain entry to lower level Secondary objectives: 4. Remain undetected Secrets: none (?) New enemies: female (chemical), technician (chemical), grunt New inventory items: communications link, silencer, candy bar, biohazard suit, yellow level access card, weapon part (see Introduction, para. 9.X) 1. Cut-scene: July 21, 2037 (4:57 pm); you observe different areas of the chemical plant; JC implores you to use stealth. The thing is, if any employee sees you, he/she will sound the alarm. Your mission will be terminated by activated gun turrets and security bots. You arrive armed only with your fists and a Magnum pistol. You will also have a communications link in your inventory. 2. In the cut-scene, a secretary was walking out of her office. If you head straight inside the plant immediately upon arrival, she may not have returned yet, so skip to step 3. If you prefer to look around and compose yourself first, you can do that too. Walk along the wall from the starting point. Turn right and crawl forward just enough for the sliding doors to open. If you just peek inside, you should remain unnoticed. If you see anybody in the office directly in front, retreat and wait until you hear the sound of another door sliding open. A babe in white will emerge. That's the secretary (chemical female, officially). It is possible to shoot her from where you stand, without activating the alarm, but more often than not this trick won't work. To be on the safe side, wait for her to disappear around the corner. 3. Run towards the 'Elexis Sinclaire Speaks' poster. Wait there for the secretary to return, and pacify her quickly with your fists. OBJECTIVE 1 is completed. Check the security-camera monitor in the fallen secretary's office and make sure you observe a grunt (new enemy) retreat to his station. Alternatively, you may step into the corridor and move slowly until the grunt (same one) on the opposite end walks away. From this point, you can follow one of three approaches. 4. ALTERNATIVE APPROACHES. 4.A. APPROACH ONE: Kill-Them-All approach. 4.A.a. Crawl up to the window on your right, stand up, and start shooting the chemical technicians working for SinTek. The best tactic here and in the other labs is to concentrate first on the one who'll dash towards the alarm switch and kill the others next. Ignore the labs themselves, there's nothing valuable in them. 4.A.b. Continue straight until you reach the end of the corridor. Make a right turn and enter the security office. You'll pick up a silencer (for your Magnum and assault rifle) from one of the grunts you'll kill. When you are on the second floor, break the glass window and jump onto the rotating fan. Position yourself comfortably so that you are not rotating with the fan. Shoot the air-duct grating and jump into the duct. It's hard but possible (I am not sure, but maybe you have to crouch after jumping or use some variation of the maneuver described in the Introduction, para. 4.I). If you get frustrated, there's always the 'noclip' cheat. (The drawback of using that cheat is that you can't undo the cheat once in tight areas or you'll be stuck. You'll have to continue in the noclip mode until you find a place where you can straighten up, and undo the cheat there - in this case, in the fan area in the next step.) 4.A.c. Once inside the duct, go straight, then make a right (there'll be a grating on your left), two lefts, and two rights. On this last stretch of the duct, listen for the sound of machinery. On the left side, there'll be a branch of the duct that slopes up. (If you miss it, you'll hit the end of the duct, with another covered opening into the building. Just make several steps back.) Go there and break the grating. Get outside, open the fuse box and shoot it. You'll see the fan below stop. Now you won't have to worry about it in the next level. 4.A.d. Go back into the duct and turn left. Break the grating at the end of the duct and drop down. Turn so that you could see a window on your right, with the structure housing the fan you've just shorted out. The lab where you killed some lab personnel is straight ahead. Two more techs will come out running. Kill them. Don't bother to run; they will stop at the security office and remain there cowering. 4.A.e. Return to the point where you dropped from the air duct. Turn right, into an area with a vending machine. 'Use' the machine three times. (If you bring up the inventory menu, select the quarters, and exit the menu, you'll see three of the quarters disappear from wherever they are displayed on the main screen.) A candy bar will be added to your inventory. It's the AllyBar advertised in level 1, step 2. 4.A.f. Open the door to the left of the vending machine, step inside, and go right. Take the biohazard suit (basically, a yellow SinTek uniform) from one of the lockers. It'll allow you to enter the next level unnoticed. Proceed to the next door and open it. Kill the SinTek employee there and confiscate his yellow access card. OBJECTIVE 2 is completed (sometimes - not always - an extra yellow card can be found in the same locker as the biohazard suit). Go across the room into the shower. Break the cracked part of the floor. If you go down there, you'll see a security office below (you'll get there in the next level). Some walkthroughs say that if you turn on the shower now, the leak will short out the security computer there. I haven't been able to achieve that effect. Everything would work the same with the shower on or off. Anyway, this will only matter if you are sloppy enough to attract unwanted attention at the start of the next level, making it necessary to deactivate the alarm quickly. 4.A.g. Return to the vending-machine area. Proceed to the corridor and go left, towards the first lab. Make two lefts there and a right. You should see an elevator, which will take you to the next level. You have the access card for it, but don't leave yet. Crawl past the elevator towards another lab. Do a Save. One way to clear this lab would be to position yourself just to the left of the window divider closest to the point you've crawled from, straighten up there, and start shooting. Again, first go for the employee who will try to hit the alarm switch. 4.A.h. Make a right turn after that lab, then go left. You should see an alarm switch on the wall through the window ahead. Crawl around the corner. Step inside undetected, block the alarm and kill the techs. No whistleblowers are left. Leave the lab. 4.A.i. There's one last room nearby. It's taped because it is filled with some noxious substance that's quite lethal. There's an inventory item here, described in the Introduction, para. 9.X. Two approaches are possible here: (i) Tear the tape and make a jump for the desk. You'll lose a lot of health in the process. Carefully walk up to the edge of the desk towards the shelves and press the Use key to pick up the object stored there. JC will tell you it's a part of some weapon system. (ii) Instead of jumping, walk up to the window into the same room. After some practice, you should be able to get inside (and outside again) by using the maneuver described in the Introduction, para. 4.I. Getting out of the room in the same manner is more difficult (I keep sliding off the desk), but if you decide to make a jump for the door instead, be prepared to loose some health. 4.A.j. When you are done, go back towards the lab you've just cleared. Make a right, then left, two rights, and two lefts. 4.B. APPROACH TWO: Stealth approach, recommended by JC. 4.B.a. The basic difference from Approach One is that you don't shoot the techs who are inside the labs. You crawl past the first lab and continue into the security office. Follow steps 4.A.b and 4.A.c. Then return into the duct and follow it back to the security office. Get out into the corridor, turn right, left, crawl straight past the first lab, make a right opposite it and then another right. Stand up and walk into the vending-machine area. Kill the techs there, then follow step 4.A.e. Don't return to the vending machine - use the other door. 4.B.b. Make a left, two rights. You are at the window into the room described in step 4.A.i. I think only option (ii) is viable here; with option (i) you are too visible to the techs in the nearby lab. When you've retrieved the weapon part, get out, go left, make two more left turns, start crawling, make a right. Proceed past the lab on your left. 4.C. APPROACH THREE: Minimal-Kill approach. (You don't get to collect the candy bar or the silencer, and you don't turn off the fan for your next level. And this approach is only possible if there is a yellow access card in one of the lockers next to the shower. It's not always there, as I found out after playing the game several times.) Crawl along the first lab and take the first left turn. Crawl straight until you see the elevator door on your right. Move towards it, turn left (you'll see the second lab), left again, and open the recessed door on the left. You are in the locker room adjacent to the shower (see step 4.A.f above). Take the yellow access card and the biohazard suit from one of the lockers. Go out the same door through which you came in. Make a left, two rights; you are at the weapon room from step 4.A.i. When you get out of that room, make two lefts and a right. Crawl past the lab and turn left. 5. Press the access-card slot that says 'Locked.' Step into the elevator that will arrive, and press the button to exit the level. OBJECTIVES 3 and 4 will register as completed on the closing screen. Level 7. SINTEK CHEMICAL PLANT: PART 2 (1), UNNATURAL DISASTER (2), SINTEK CHEMICAL PLANT (3, 4) Primary objectives: 1. Get into security area 2. Find way into high security 3. Find a sample of U4 4. Find bioscanner 5. Escape from chem plant Secondary objectives: 6. Avoid security Secrets: none (?) New enemies: worker (chemical), scientist, grunt captain, Securton New inventory items: identification card, adrenaline, blue level access card, U4 sample, weapon part (see Introduction, para. 9.X) 1. ALTERNATIVE ENTRIES. 1.A. ENTRY ONE: If didn't take the yellow biohazard suit in the previous level or if you failed objective 4 of the previous level. The area where you start is swarming with SinTekkers. OBJECTIVE 6 is failed right away. Your goal is to deactivate the alarm quickly. Either follow step 1.B.b below, or go for broke and head for the door to the left of the enclosed area opposite the elevator. Go through the first door on the right and run downstairs. 1.B. ENTRY TWO: If you did pick up the yellow suit. 1.B.a. Cut-scene: Blade dressed as a chemical technician. When you arrive, nobody will notice you right away. There should only be a grunt and a secretary inside the enclosed area near the entrance. Wait for the grunt to leave, and beat the secretary to death after she sits down. Kill the grunt when he returns. You'll reacquire a shotgun. There is a computer terminal here, but disregard it for now. Take the apple from the desk instead. 1.B.b. Look for an air-duct grating inside the enclosed area. Break it and get into the duct. Very soon, you'll come across an opening into the security office mentioned in step 4.A.f of the previous level. Peeking through the grating, check if there is a grunt on the upper level and wait for him to go downstairs. Shoot the grating and kill the grunts, while preventing them from reaching the alarm switch on the upper level. 2. There is a computer console on the lower level. If the alarm has been activated, you should deactivate it by selecting the appropriate option on the computer screen. If not, ignore the computer. Pick up any stuff lying around, including the I-stims in the first-aid cabinet and the glowsticks reachable through a narrow passage under the staircase. Enter an adjacent room through the double door. Kill the grunt. There is a passage with a laser-beam barrier on your left. The hatch should be open, unless the alarm has been activated at some point. Don't go inside, or the hatches on both sides will close and the passage will fill with deadly gas. Return to the security office, go upstairs, and open the double-door. 3. There are three labs nearby. If the alarm has been activated, this area should be clear by now. If not, kill the technicians working there, making sure they don't trigger the alarm. The lab to the left of the alarm switch is the only one with useful stuff in it: an I-stim and some glowsticks. Go through the other double door in this corridor to return to the area with the elevator you arrived in. 4. Crawl into the air duct again. Don't crawl out the nearest opening this time; proceed to the first left turn and take it. Go straight, then right. As soon as you pass the second grating, turn around and shoot the grunts below. Resume your quest, turn right, go straight, climb the ladder, and turn right. Break the first grating on your right. 5. Two options here: (i) If you destroyed the fuse box in step 4.A.c of the previous level, the fan in the room behind the grating is not working and you can proceed. (ii) If you didn't, you'll need to return to the computer at the start of the level, inside the enclosed area. Just go straight through the duct then. On the computer, select 'Ventilation System' and read the 'Description' section. Then go one step back, select 'Fan Test Sequence,' and press Enter. The fan system will get powered down for 30 seconds. Quickly, get into the air duct and go straight to the fan room. If you are not fast enough, the fan will resume rotation and you'll have to return to the computer to run the test sequence again. 6. In the fan room, jump into the shaft. Crawl under the next fan to complete OBJECTIVE 1. Proceed to another fan, on the left. Follow JC's advice and shoot it. Get out, open the double door on your left, and kill the grunt. Turn around and go back to the larger room, where you should find an alarm switch and some pizza next to it. Open the double door opposite the alarm switch and kill the grunts, thus reacquiring an assault rifle. You shouldn't yet enter the gas chamber they were guarding, and the other double door requires a blue access card. Return to the alarm switch and exit through the double door to the left of it. There's an I-stim in one of the labs. Go down the sloping passage and out the double door. 7. Cross the bridge spanning a huge, two-level open area with a mixer and some pipes. Proceed to the next hall, with a towering structure in the center. Again, there's an alarm switch there - prevent anyone from using it. Apart from overt resistance, check for possible enemy presence in the adjacent labs, 1 and 2. 8. Proceed through the corridor to the next hall. As soon as you enter the hall, you'll see a SinTek scientist, in a white smock, on the upper level. JC will say that the guy might have an ID necessary to get into a 'high-security area.' Quickly, turn back and run to the first room you entered after you emerged from the fan system. Try not to get stalled by the enemies you'll encounter on the way. JC will yell that the scientist is somewhere above you. Don't pay attention to that, just move on. At some point, the alarm will be activated and OBJECTIVE 6 will register as failed. (Achieving objective 6 of this level is probably impossible. You may see the scientist as early as at the start of the level, but he can only be killed after JC identifies him as ID carrier and at that point he's out of your reach.) When you reach your destination, the scientist will appear, flanked by armed goons (one of them should be a grunt captain, your new enemy), in the doorway opposite the alarm switch and to the right of the glass-shielded room. Frisk the scientist's body for the identification card, take it, and OBJECTIVE 2 is completed. 9. Now you can go through the chamber with laser beams. Enter and 'use' the access terminal on your left. The laser beams will disappear. Go through the passage and repeat the procedure on the other end. Exit, and objective 2 will sometimes re-register as completed. Proceed right, to the bridge in the open area. Lab 3 contains V-stims, whereas lab 4 contains an adrenaline pack (it goes into your inventory) and the blue access card. 10. Open the door on the other side of the bridge, leading to another security office. Use the computer console to deactivate the alarm. (You can turn off the alarm sound by pressing any switch that has not been activated yet. However, in my experience, it can mess things up: the sound does indeed go away, but the computer will show the alarms as activated.) Take the ammo from the desk and the I-stims packs from the first-aid cabinet. 11. Leave the room through the other door. There's a working computer in lab 6, with a greeting for a Mr. Skander (I think he is the card-carrying scientist). Go back to the security office and use the computer there to search the password database. Mr. Skander's password will turn out to be: wellofsouls. Return to lab 6 and enter the password. Select 'U4 Storage' and 'Open,' then select 'Lift Control' and 'Activate.' 12. Go through the door directly opposite lab 6. Press the OK button. Enter the cold-storage room and take the U4 vials. OBJECTIVE 3 is completed. JC will inform you that you need to find a bioscanner so that he could retrieve data on U4. Enter lab 6 again and go left into the elevator that you've activated. When you reach the lower level, note the doorway located at 10 o'clock from you. There are I-stims in a first-aid cabinet in the area behind it. Feel free to go there when you feel low on health. I think you will, after your first encounter with your new enemy: Securtons. 13. Proceed to lab 2 (mentioned in step 7). Open the bioscanner and press the Use key. The U4 vial from your inventory will be placed there. OBJECTIVE 4 is completed. Use the computer to the right of the scanner to start the bioscan. You may step away from the computer now. 14. Proceed to the room shielded with a glass screen, which was mentioned in step 2 and which required the blue access card. There's a weapon part (see Introduction, para. 9.X) on the desk and some supplies in the cabinets. Return to the large open area with the bridge. There is a pipe going under the central section, and there's a grating on one side. Break the grating and get inside the pipe. Find a current (OBJECTIVE 5 is completed) and step in to exit the level. Level 8. SINTEK WAREHOUSE: PART 1 (1), SINTEK WAREHOUSE (2, 3, 4) Primary objectives: 1. Sneak into the warehouse Secondary objectives: none Secrets: none (?) New enemies: technician (SinTek) New weapons: chain gun 1. You start the level in a sewer. Go straight, make two rights, and climb the ladder. Take out the Magnum and shoot whomever you can - normally, just one grunt captain. Return to the sewer, climb the ladder on the other end, and push the lid aside. If you've been fast enough, you should be able to collect a new weapon (chain gun) from the dead body. If not, you'll get it from somebody else in this level. Quickly, get rid of the other grunts here and hop into the trunk of the passing SinTek truck. Note that the truck is heading towards a gate. The truck will stop at the gate, and the gate will open. 2. When it stops for the second time, note another gate and get off the truck quickly. Turn around and go through the door to the left of the truck. Inside, make a left and block the alarm switch on the wall. (Although it's not among the level objectives, it's best to keep the enemy away from alarm switches, because an activated alarm means more guards and, at certain locations, activated gun turrets.) Kill the techs who will be running away from you and the grunts who'll come after you. Grab the food from the desk on your right and then go left, to the control room. Approach the computer terminal. If an alarm has been activated, select 'Security,' then 'Stand Down.' Then select 'Gate B' and open it. That's the gate you just saw outside. Gate A was opened while you were in the SinTek truck. Gate C cannot be opened from this terminal. 3. Return to the truck. Go back to the area where you emerged from the sewer. Check one of the bigger crates for ammo and armor, and break the smaller crates for other useful items. Return to your previous location. Repeat the procedure with the smaller crates there. 4. Approach gate B (which is now open). Look up, and you'll notice a narrow balcony near the top of the building on your right. There is a SinTek technician there, and if he sees you, he'll sound the alarm. With that in mind, enter the building through the first door on your right. Get inside, make a right, and quickly kill both techs there. Then, just as quickly, back up and run upstairs to kill the tech from the balcony. By the time you get upstairs, he may have gotten inside, ready to activate the alarm. Don't let him. If the alarm is activated despite your best efforts, use the computer on the second floor to deactivate it. Go out the door to the balcony, look right, and you'll see gate C. Get back inside and use the computer to open it. 5. Go downstairs and outside. Turn right and proceed to the area previously blocked by gate C. Break the smaller crates in that area. When you are done, go out the last remaining door to exit the level. OBJECTIVE 1 will register as completed on the closing screen. Level 9. SINTEK WAREHOUSE: PART 2 (1), SINTEK WAREHOUSE (2, 3, 4) Primary objectives: 1. Eliminate warehouse foreman Secondary objectives: 2. Destroy U4 stores 3. Install remote modem Secrets: 2 New enemies: Vultorn, worker (metal), foreman (warehouse) New weapons: sniper rifle, spider mines, pulse rifle New inventory items: weapon part (see Introduction, para. 9.X), orange level access card, evidence envelope (package) 1. Move forward slowly. As soon as you see a barrel on your left, shoot it from a safe distance. The resulting explosion should take care of one of the grunts around the corner. Proceed there; there is a crate in the corner, which contains a new weapon: sniper rifle. Use the forklift parked nearby to run over the grunts standing ahead, dismount, and frisk the bodies. Get on the forklift again, back up, and accelerate forward to break the crates blocking your progress. Make a right and repeat the procedure. Don't go beyond the point where the second group of crates sat. Turn around, go back to the last turn you've made, and you should see a breakable crate sitting atop some unbreakable ones. It contains another new weapon: spider mines. 2. On with your quest. You can try out your sniper rifle on the grunt captain patrolling the upper platform in the big hall on your left. There are also two grunts on your right, in the corridor leading back to the level entrance. Enter the big hall. Start taking care of the grunts there. Remember to break all breakable crates, but those marked with a stylized cross contain U4 and will explode when broken. You are required to destroy all of them (that's your objective 2), but you can only do that safely by shooting them from a distance. When you make a turn near two wooden planks, you'll see a large crate sitting in the middle of the hall. Move towards it, and a monster will break out. That would be a Vultorn. It's not very tough; a shot or two from your shotgun should do the job. 3. When you are in the next section of this area, i.e., a little beyond the point where the crate with the Vultorn used to be, turn left and go behind the crates. You'll see a button with up/down arrows. If you press it, you'll learn that you need an orange access card to activate it. A little further on, there's another button next to a working elevator. There are two more grunts in the area to the right of the elevator. You may go to the upper level and kill them from above or kill them first and then go up. Just make sure that you don't accidentally destroy the wooden planks connecting the crate rows, or you'll miss a secret area. On the upper level (which you reach by using the elevator just mentioned), there's another crate with a Vultorn. After you kill the beast, get near the planks and jump onto them. SECRET: Crawl into the niche, using a glowstick if you want, to retrieve a weapon part (see Introduction, para. 9.X). Jump down and proceed towards the chain- link fence. 4. Open the door. You'll see another door directly ahead (it leads back to the areas already covered), but you should go upstairs to reach the platform mentioned in step 2. Go through the door at the end of the platform and open yet another door, but don't step in yet. That room is outfitted with gun turrets, plus there are goons inside whom you may lure into the corridor where you are standing. Then, mindful of the gun turrets, run downstairs and step onto the conveyor belt at the bottom of the stairs. 5. The conveyor will take you to a second turret room, where you should immediately step off to the right, break the air-duct grating, and crawl into the duct. Climb the ladder, turn left, and step out of the duct. Get your sniper rifle and kill the tech that is typing away in an office on the left, at some distance. Get back into the duct, go straight and then right. You'll end up in the attic. Move through this section of the attic into the next one, where you'll see two openings into the rooms below. Move to the second one. Cut-scene: The warehouse foreman talks to a technician. 6. Jump down the first opening, kill the foreman (OBJECTIVE 1 is completed) and the tech. Take the orange access card from the foreman. Leave his office, turn left, and (going in the same direction) pass through two rooms into a third one. That room houses a computer terminal. Your objective 3 requires you to install a remote modem. The modem jack (marked 'netlink') is located on the wall opposite from the computer desk. Approach the jack and press it. OBJECTIVE 3 is completed. Now, go back to the computer and use it to disable turret group 1. Check the shipping schedule to learn that some weapons are being shipped to an island. Finally, select 'Office Safe' and open the safe (only possible after the modem installation). The safe is located on the wall to the left of the computer desk. SECRET: Take the evidence envelope from the safe. 7. Exit through the door to the left of the safe. You'll end up in the first turret room. Now that the turrets have been deactivated, go downstairs to destroy some crates. Go to the second conveyor belt (not the one you used in step 4). It only moves when a crate is put on it, so wait if necessary and then go through the hole. You'll emerge behind the chain-link fence you passed at the end of step 3. Break the crates to collect some stuff. Go back to the turret room and use the other conveyor belt to get to the second turret room. In the corner with a U4 crate (destroy it, of course), you'll find a computer console. Move closer and 'Use' it. Cut-scene: Blade 'adjusts' a shipping manifest. 8. Two paths are now possible: (i) You've obtained the orange access card, so you may head to the area mentioned in step 3 and use the card on the button with up/down arrows. (ii) A more elegant approach would be to get back to the foreman's office, break a window, kill the grunt captain and the metal worker from above, then jump onto the furnace structure, and slide down safely. The rollup door (it's the one that required the orange card) next to the furnace door leads back to the area you've already covered. 9. Press the button near the other rollup door in this area and move in. Be prepared for falling crates: there are at least three grunts positioned atop the stacks of crates at different points in this last section of the level. Run straight through the first alley, ignoring any turret fire. You should see a door between the crates in the center and the wall on the right. Open it and go upstairs. Use the computer terminal to deactivate turret group 2 and to check the shipping schedule. You'll discover that 'the island' (apparently, a SinTek base) will be getting cleaning supplies now instead of weapons. You can also break the glass windows and shoot any grunts you can. 10. Now you can return to your entry point in this section and start killing the remaining grunts and breaking breakable crates, including the ones with U4. If you have been thorough in your destruction of U4 crates, you should see OBJECTIVE 2 get completed here. Don't forget to check the parked trailer. Exit the level by pressing the down button inside the elevator. Cinematic 5. BIOMECH It's July 21, 2037 (9:00 pm). Elexis Sinclaire talks to one of her scientists about a plan to capture some warheads and also about her more ambitious designs for global domination. A creature called Reconah is mentioned. You catch a glimpse of a map and a picture of a missile. Level 10. BIOMECH FACTORY: PART 1 (1), BIOMECH SECURITY (2, 3, 4) Primary objectives: 1. Infiltrate biomech factory 2. Shut down automated security 3. Destroy biomech machinery Secondary objectives: none Secrets: 1 New enemies: sergeant 1. When the elevator door opens, kill the sitting grunt with one shot before he has a chance to get to the alarm switch located to his left. (But if he does, no sweat. In this level, alarms are deactivated simply by pressing alarm switches.) There's a crate in a corner here. Most if not all of the crates contain useful stuff in this level, so don't miss a single one. You don't have to pick up their contents immediately; save some for later. 2. In the next room, you'll meet your new enemy (sergeant), as well as that old nuisance, gun turrets. However, for once, at least some turrets in this level are shootable. Destroy them quickly. 3. The next room houses a security booth. Shoot the grunt through the glass, preventing him from activating the alarm, and jump into the booth. Take the blue access card from the table. 4. The next room is a trap. As soon as you enter, both exits will be blocked by force fields. Two Securtons are going to be released from the walls. After you destroy them, crawl through the duct that has opened behind one of them. OBJECTIVE 1 will be completed after you break the grating on the other side and crawl out. 5. You'll see a gun turret (left), a staircase (front), and a blocked exit from the trap room and an elevator door (right). Destroy the turret, of course. If you check the button by the elevator, you'll learn that you need a yellow access card. 6. Go upstairs. The first room there is a high-security area. The gun turrets are protected by force fields and cannot be destroyed. The computer screen at the entrance warns you not to cross the room. However, you'll remain undetected if you crawl and don't stand up. Shoot the gas cylinders by the central structure. OBJECTIVE 3 is completed after the resulting explosion. SECRET: You can crawl inside one of the niches where the conveyor tracks lead. There's a female inside, worshipping Ritual. Exit the high-security room. 7. The second room after the high-security one is another trap. After you kill the Securton, you'll be able to proceed. In the next room a computer console will be lowered from the ceiling, and you'll be instructed to produce an 'access badge.' You don't have that, and the doors will remain locked. You have 60 seconds to get out - through the grating to the right of the console. Get in, climb the ladder, and crawl through the air duct until you get to another grating with some goons below. 8. Break the grating and try to kill them with grenades or spider mines. Jump down. You can't get through the door in front of you (it leads back to the room with the computer console). Proceed in the other direction. 9. You'll have company in the next room. A Securton from another room may also come if the alarm switch is triggered. The switch is located behind the counter to the left of the entrance. You may kill the grunt who'll go for the switch first and deal with the other goons later, or concentrate on the turret first, or follow some other procedure. The alarm can be deactivated by pressing the switch. Use the computer console next to the counter to disable automated security (OBJECTIVE 2 is completed) and to unlock security doors - in this order. You can also select 'Command Prompt' and press Enter. Type 'dir' at the prompt, then 'gloom', then press Enter. Your attempt to play Gloom will fail: 'mouse not found.' Take the yellow access card from the dead technician. 10. Proceed through the next door. Go upstairs. The alarm in the room there will be activated no matter what. Turn it off when you get a chance. On the other side of that area, you'll see a door in front and an elevator on the right. The elevator is the one mentioned in step 5. Now that you have the yellow access card, you can get back to the areas where there is useful stuff you've left behind. You can do it either by using the elevator to get to the lower levels or by retracing your steps through the room with the security console (from step 7). If you are full, just continue. 11. Fight your way through four doors. Finally, you'll get to a door locked with rods. It'll open on approach. Don't go inside if you still have some stuff lying around that you can use. Go back if you need, then return here to exit the level. Level 11. BIOMECH FACTORY: PART 2 (1), BIOMECH FACTORY (2, 3, 4) Primary objectives: 1. Upload virus to biomech matrix computer 2. Shut down biomech security 3. Destroy biomech creations 4. Proceed to Freeport dam [changes to 'Proceed to missile silo' if you succeed in what is described in step 3.A] Secondary objectives: 5. Access SinTek database Secrets: none (?) New enemies: Sinclaire, Reconah New inventory items: green level access card 1. At the start, JC will tell you that he needs an uplink terminal. When you open the double door, you'll see arrows pointing to different areas. Go to the room on your left, the computer center. That room can be done at any time, but it is wise to go there before your encounter with Reconahs after which your health may be dangerously low. Also, presumably after you get the green access card, a couple of sergeants will appear in that room in addition to other bad guys. If you dispose of whoever was in the room in the beginning, you'll only have the sergeants to worry about later. 2. First, kill the technician who will dash towards the alarm switch. However, just like in the previous level, you'll be able to deactivate the alarm by just pressing the switch again. If you try the access-card slot by the door next to the switch, you'll learn that you need a green access card to proceed. Kill the grunts and, possibly, Securtons. 3. ALTERNATIVE APPROACHES. 3.A. APPROACH ONE. Do not kill the tech that is down on his knees with his hands up in the air. Approach him and press the Use key, and he'll get up and punch into the SinTek database. You can kill him now. (If you stand close to the tech when he is accessing the database, you'll notice that he's entering a password: ash_housewares. If you accidentally kill him, you may enter this password yourself. The console is in the bottom left corner of the big black screen. There's a sub-screen there with the words 'SinTek Database' on it. Use it as any other computer console in the game.) The map you saw in cinematic 5 will appear on the screen, and you'll learn that it's a map of a nuclear missile base. Apparently, SinTek is planning to steal some nukes. OBJECTIVE 5 is completed, and objective 4 in your mission-status display changes. When you finish this level, you are now going to level 12. 3.B. APPROACH TWO. If you choose to kill the kneeling tech before he accesses the database and not to access the database yourself, you will not find the location of the missile base. In that case, you are going to skip level 12 and go to level 13 when you exit this level. 4. Exit the computer center and turn left, to the matrix core. If you jump down from the top of the staircase and bear right immediately upon entry, you should be able to take out two techs before they escape. Deactivate the alarm. At some point JC will say that the uplink computer that he needs is in this room. Go to the computer console that says 'Up Link.' Select 'Matrix Uplink.' JC will start uploading a virus, and OBJECTIVE 1 will be completed soon. Select 'Security Doors' and unlock them. 5. Return to the corridor. The supply of grunts will be unending, so try to be brisk. Go straight, then left. After you pass through the first double door, there will be a locked access-card slot on the left wall, which also requires a green access card. Proceed straight, and you should reach a staircase. Go down to reach Fab 1 (for 'fabrication'). Find a big red button on the wall and press it to start the shutdown. Go on to Fab 2 and press the red button there, then do the same in Fab 3. OBJECTIVE 2 is completed. 6. Proceed to the door locked with rods and approach for it to open. Get inside. It's a trap; the door will close, and none other than Elexis Sinclaire will appear in the observation booth above. Cut-scene: Elexis and Blade trade insults. Then a hatch opens and two monsters come out. Those are Reconahs. They will be harmless and disoriented at first. However, shooting at them at this point is useless. Instead, choose a location to fight them from (perhaps a corner so that you will have to deal with them one at a time) and start shooting after JC shouts, 'Or not!'. I think the grenade launcher is your best bet here. When the Reconahs are dead, OBJECTIVE 3 will be completed. You'll pick up some ammo from their carcasses and will be able to leave this area via an elevator door. 7. The elevator will take you to the upper level. Walk into the booth from which Ms. Sinclaire was speaking. Collect the green access card from the desk. When you open the security door in the next room, you'll find yourself in the area you passed in step 5. 8. Turn right to return to the computer center. (Revisiting the areas that you've cleared doesn't pay in this level because of the continuous grunt respawning.) Kill another Reconah in the next corridor and two sergeants in the computer center itself. Now you can unlock the double door, which is an elevator entrance. Get in and press the up button. 9. The elevator takes you to a helipad. You can't kill the helicopter gunner, so concentrate on the other goons, one of whom has the yellow access card that is needed to get into the helipad control room. Climb the stairs into the control room. Use the computer to open the helipad doors. OBJECTIVE 4 is completed. Cut-scene: A HardCorps helicopter picks up Blade, and he has a conversation with JC. Depending on what approach you took in step 3, you are going either to level 12 (via cinematic 6) or to level 13. CHAPTER THREE Cinematic 6. SILO It's July 22, 2037 (7:00 am). Blade approaches the missile base in a helicopter. Level 12. MISSILE SILO Primary objectives: 1. Gain entry to silo 2. Disable security power grid 3. Locate warhead #1 4. Unlock silos #2 and #3 5. Lock down warhead #2 6. Redirect missile #3 Secondary objectives: 7. Rescue marine hostages Secrets: none (?) New enemies: Pinphat New friendlies: marine hostage New weapons: rocket launcher New inventory items: password, hand 1. The chopper you've arrived in will be shot down by SinTek soldiers; you can't save it. (Ironically enough, if you turn left at the drop-off point, walk to the midpoint of this edge of the field, and stop there, Blade will be killed by a blade.) You arrive armed with your fists, a Magnum, a shotgun, and a chain gun. It's tempting to take out grunts from the entry point, but you should really kill them at closer range. This way, you'll be able to collect rocket launchers (new weapon) from two dead bodies. The structure located at 11 o'clock from the entry point requires an orange access card to get in. You'll get the card from a grunt captain. Along the way, you should reacquire an assault rifle. You will also reacquire a sniper rifle if you get up into the watchtower. (Check out the plate in the dust by the flagpole. Well, by general consensus, it's Half-Life that left Sin in the dust, but....) The crates in this outdoor area contain some useful stuff, including M-stims. Don't take more than you need now. You'll be able to return here. 2. When you are done exploring, enter the central structure and OBJECTIVE 1 gets completed. First, go to the right of the elevator door and up the ladder. Take the communications link from the desk. You'll hear some marines taken hostage by SinTek calling for help. 3. Use the elevator to get to the lower level of the missile base. As soon as you leave the elevator, you'll meet a deadly trio consisting of two Reconahs and a new enemy: Pinphat. There'll be more of the same throughout the base. Follow the catwalk and turn left. Straight ahead is a door requiring a palm scan and currently inaccessible. Go left again. You should see a sign that says, 'Power Station.' Proceed there. 4. Use the ladders or jump down, just not into the box with live current. There are generators in the left and right corners. You should shoot the gas cylinders placed there, to complete OBJECTIVE 2. Be careful: debris from the explosions can kill you. (If you can see where the generators are, you can destroy them from above, without getting close to them.) When the second generator is destroyed, the lights will go out. Wait for the emergency lights and return to the palm-scan door. You can now get through. 5. Make a left at the T-junction. You should see a sign that says, 'Fallout Shelter.' You'll hear the hostages calling from the cellar. Go down, destroy the crate blocking a trapdoor - and the other crates, for that matter. Open the trapdoor and get into the cellar. Sergeant Murphy will give you a password to lock down the missiles. OBJECTIVE 7 is now completed. Memorize the password: lithium707 (a slip with the password is added to your inventory, lest you forget it). Collect some spider mines here and go upstairs. You may want to go back through the palm-scan door, to the elevator, and back to the surface. This is your last chance to collect any goodies that you've left there. 6. Return to the T-junction where you were at the start of step 5, and turn to the right. Kill the Reconahs. The emergency lights will go out, and the normal lighting will be restored in a couple of seconds. The door with another palm scan is inaccessible yet. Instead, go through the door behind the sign that says, 'Danger: Flooded Area.' Dive into the round hole and then wade through the pipework: straight, right, straight, right, left. Go up the ladder. 7. Try to kill the sergeants from under the catwalk. Use another ladder to get onto the catwalk. There are four palm-scan doors in this area, three numbered (1, 2, 3) and one unnumbered. Go to the unnumbered one and pick up the severed hand of a poor marine who was guarding the missile base. Now you can open door 1 (it leads to silo #1). 8. As you are entering silo #1, JC will inform you that SinTek goons are getting away with one of the warheads. If you are fast enough, you may catch a glimpse of their helicopter taking off overhead. (Meanwhile, your OBJECTIVE 3 gets completed.) Use two ladders to get down to a manhole leading to the control room, and then go all the way down the manhole. On the computer console, select 'Silo Access,' then 'Open Silo #2.' Silo #3 remains locked for now. Changing any other settings is unnecessary, but you can experiment with them anyway; just don't close silo #1 - you are inside it right now. 9. Get back to the four-door area and go to silo #2 through door 2. JC will start yelling about another warhead being stolen. You should act fast here, or you may fail the mission. Be prepared to lose some health. Kill the grunts or disregard them for now, jump down to the manhole similar to the one in the previous step, and then into it. You are in the control room of silo #2. On the computer console, select: (i) 'Warhead Status,' then 'Lock Down Warhead;' (ii) 'Silo Access,' then 'Open Silo #3.' This takes care of OBJECTIVES 4 and 5. Immediately, the launch sequence for warhead #3 starts. Don't waste time; get out of the control room, kill the grunts on the ledges if you haven't done that already, and head for silo #3 through door 3. 10. As soon as you enter silo #3, you'll have 1 minute to abort the launch. If you think you can do this on time, kill the grunts on the ledges in this silo. There are two sergeants down in the control room; you may want to dispatch them from above (using the grenade launcher) or go for broke. Anyway, get downstairs through the manhole. 11. ALTERNATIVE EXITS. 11.A. EXIT ONE. On the computer console, select 'Launch Status,' then 'Abort Launch.' After the prompt for a clearance code appears, enter the code provided by the marine hostages. OBJECTIVE 6 gets completed. 11.B. EXIT TWO. Suppose you didn't get the passcode from the marines in step 5 and, therefore, cannot abort the launch. You still get to complete the mission, since your objective 6 is not to abort the launch but merely to redirect the missile. On the console, select 'Launch Doors' then 'Open Launch Doors.' The missile is fired, and if you go upstairs, you can watch it go. OBJECTIVE 6 is completed and you proceed to the next level, but the Pacific Northwest gets nuked. 12. Note: If you neither abort the launch nor open the launch doors, the missile explodes inside the silo. And if you select 'Launch Status' and then 'Abort Launch' on the console but enter an incorrect code, 'security measures' are taken, meaning that the control room gets locked and a deadly gas is released. Death ensues in either case. CHAPTER FOUR Level 13. FREEPORT SEWERS: PART 1 (1), FREEPORT SEWERS (2, 3, 4) Primary objectives: 1. Locate entrance to sewers 2. Eliminate enemy forces 3. Proceed to Freeport dam Secondary objectives: 4. Minimize civilian casualties 5. Find fastest route to dam Secrets: none (?) New enemies: Nautic 1. Cut-scene: July 23, 2037 (2:08 pm); Blade drives a buggy to the city waterworks, only to see the passage blocked; decides to use the sewers to get there (if you recall the conversation between the warehouse foreman and a SinTek technician in the cut-scene in level 9, step 5, SinTek has shipped chemicals to poison Freeport's water supply). You are starting the level with your fists, a Magnum, a shotgun, and an assault rifle. When you are under the bridge, try talking to the bums. One of them will tell you that a group of goons went into the sewer. Try the trapdoor, and JC will advise you to just shoot off the lock. 2. When you get all the way down, break the crates to find stuff but take only what you need. Turn right and open the grating. After killing the sergeant you'll reacquire a chain gun. In the hall with valves, try the watertight door. JC will advise you that the only way out is through a drainage pipe. There's a red pipe in the corner on the lower level, which has a hatch with a handle; apparently, that's the one. Turn the nearby valves marked 1 and 2 (in this order) to unlock the hatch. (If you turn valve 2 first, a pipe will burst and the hall will be flooded. When you turn valve 1 after this, the water will be drained but the previous section of this level - which may prove useful later - will become inaccessible.) Open the hatch and jump down. OBJECTIVE 1 is completed. 3. Swim across the current, towards the railing. Get out of the sewage onto the passage. Shoot the grunts on the opposite side and the Reconah on yours. Proceed through the watertight door at the end of the passage. (The doors here close automatically, so don't get crushed.) 4. There are two grunts in the next chamber, one on the left and the other on the right, on the upper passage. If you climb the ladder here, you'll find that the grating at the top is locked. 5. In the next chamber, you'll again be greeted by two grunts and a Reconah. Dispose of the Reconah quickly; not only is he shooting at you, he is also destroying a pillar in the process. Two approaches are possible next. 6. ALTERNATIVE APPROACHES. 6.A. APPROACH ONE. 6.A.a. If the pillar just mentioned is still standing, shoot at it so that it falls and provides a bridge to the upper passage. The bridge is going to collapse soon, so don't linger. Cross it to the upper passage and proceed in the direction you've been following. Clear the next two chambers of any enemies, including the ones on the lower passage. Note the whirlpool in the chamber with two Reconahs. When you reach the last chamber, you'll notice that it has a ladder connecting the lower and upper passages. Check the lower passage for any uncollected ammo and stims, then get back to the ladder and return to the upper passage. 6.A.b. Proceed until you reach an intersection with three doors. Open the left one first. Kill the grunts on the catwalk but don't open the door on the other end (level exit). You still have some areas uncovered. Get back to the intersection and go through another left door. Open another door after that and climb two ladders to find yet another door, which is blocked by pipe cables. Shoot the cables. You can open the door now, getting access (or not, if you turned the valves in step 2 out of order) to the area on the right, where you entered the sewer complex. If you left any goodies uncollected, now is the time to claim them. 6.B. APPROACH TWO: If the pillar gets destroyed or if you get frustrated trying to use the pillar bridge, keep following the lower passage. In the chamber with two Reconahs, if the passage gets partly destroyed, get on the railing and make a jump for the other side. Note the whirlpool on the left. Open the door in front of you and climb the ladder. Follow step 6.A.b above. 7. ALTERNATIVE EXITS. 7.A. EXIT ONE. For the sake of covering an extra level, return to the chamber with the whirlpool. Jump into the whirlpool. OBJECTIVE 5 is failed. Underwater, you'll get to kill a Nautic, your new enemy. Shoot the ladder that's attached to the ceiling. It'll extend to the water level, and you'll be able to climb onto the platform. Collect whatever you can from the crates. Open the door and kill the grunt. An explosion will destroy the rest of the catwalk. Crawl into the hole in the broken pipe. OBJECTIVES 2 and 4 are completed. OBJECTIVE 3 remains unchecked. 7.B. EXIT TWO. You can exit the level through the normal exit mentioned in step 6.A.b. OBJECTIVES 2, 4 and 5 will be completed; OBJECTIVE 3 will remain unchecked. Skip to level 15. Level 14. FREEPORT AQUEDUCTS Primary objectives: 1. Find way back to the sewers Secondary objectives: none Secrets: 1 1. You'll fall into water; surface and look around. It looks like you are stuck inside a pipe, but don't worry. A hole will be blown up in the pipe in a second; wait till you hear a bomb ticking, dive, then swim up and get out. There's a crate here that you can reach via a ladder. 2. In the next room, a grunt will accidentally kill himself while installing a mine. You'll notice that the handle has been blown off the watertight door. To get out of the room, blast up the machine to the left of the door. Crawl inside the duct and break two gratings below. 3. The current will take you to an area that will get closed off on each side by a gate. (Don't fight the current here, or the first closing gate might block your progress and you'll be stuck.) Swim to the ladder and get up on the platform. The watertight door is locked. The sergeant in the control room will taunt you, shoot the controls, and walk away. The glass becomes shootable the moment he leaves. Shoot it and get inside. The computer is accessible through the leftmost part of the console under the overhead displays. Select 'Manual Override Information' and then 'Show Current Combination' and memorize the settings. The X's show the levers that should be pulled down; the unmarked spot shows the one that should be left as is (or pushed up, if you accidentally pull it down). The gates will start to open. 4. Quickly, get through the broken window into the current and swim to the right, through the previously closed passage. Ideally, the water level should still be high enough for you to grab the next ladder, which is broken and otherwise unreachable, and get onto the platform. Kill the grunt there to reacquire a rocket launcher. SECRET: Open the watertight door and get inside. When you are done killing and looting, you may want to return to the control room for an I-stim in the first-aid cabinet. 5. Jump into the water again. Soon, you'll fall to a lower level of the aqueducts. There are grunts on the platform to the left of your landing point. They'll drop some booby-trapped boxes towards you. Kill the grunts (the platform is inaccessible). Shortly after that, you'll see a ladder ahead. Grab it and climb up. Go through the watertight door. Shooting any machinery here is unnecessary vandalism, since the aqueduct/sewer system is run by the City of Freeport, not by SinTek. It doesn't affect the game, though. Find the water-flow computer, select 'Information' and read. 6. ALTERNATIVE APPROACHES. 6.A. APPROACH ONE. Return to the main menu and select 'Water Regulator.' Check the current settings. It doesn't matter where the flow is coming from, but since you are trying to return to the sewers, you should set the destination to 'Freeport Sewers B.' (Otherwise, you'll either drown or be cut by a rotating fan later.) Break the glass window, jump, dive, kill the Nautics patrolling the area (just the ones immediately visible; their supply here is unending), and swim into the central pipe. You'll be swept by the current, which will slow down a bit near a ladder. 6.B. APPROACH TWO. Theoretically, if you miss the ladder in step 5, you can somehow avoid getting sucked into the fan and get to the water regulator directly through the pipe. I haven't been able to do this, though. However, the regulator is equipped with manually operated valves. To utilize them somehow, after step 5 just break the glass window and jump. Kill the Nautics, of course. Swim to the surface. Find the valve marked 'Freeport Sea/Pump 1' and close it (meaning: press the Use key). Then go to the one marked 'Sewers B/Pump 3' and open it (same). (Again, connecting the pipes in other configurations will not produce any useful results.) As the pipes start to turn, dive and get through the opening hole below the valve. The current will bring you to the ladder mentioned at the end of step 6.A. 7. Now matter how you get to the ladder, grab it and climb onto the platform. Break some crates, open the watertight door, and proceed (OBJECTIVE 1 is completed). Exit the level. Level 15. FREEPORT SEWERS: PART 2 (1), LOWER FREEPORT SEWERS (2, 3, 4) Primary objectives: 1. Find exit from sewers 2. Eliminate enemy forces 3. Proceed to Freeport dam Secondary objectives: none Secrets: none (?) New enemies: sniper 1. ALTERNATIVE ENTRIES. 1.A. ENTRY ONE: From level 14, step 7. 1.A.a. After you open the watertight door and deal with the enemy, climb the ladder, and move the lid. When you get out of the hole, there will be two more sergeants for you to kill. Get on the concrete blocks and peek into the area behind the wall. Shoot the barrels near the truck. The explosion will destroy it and kill some grunts. Jump down now and leave through the door. OBJECTIVE 1 is completed. 1.A.b. When opening the door, you might hear someone say, 'Scanning.' That's a sure sign of your new enemy: snipers. There are two snipers on the roof of the elevated structure on your immediate left and one more on a similar structure ahead and slightly to the left. (For lack of your own sniper rifle, you may resort to seeking out the snipers by moving the nozzle of your weapon: the crosshair turns green when you are aiming at something shootable.) There's also a sergeant to the left of the entrance and a grunt/Reconah duo in the area behind the chain-link gate in front of you. After you kill all the enemies, proceed through the gate (it will open on approach), and try the trapdoor on the left (it'll remain locked). Go to the checkpoint booth. The button above the desk controls the gate, so it's pretty much useless. 1.B. ENTRY TWO: From level 13, step 7.B. 1.B.a. Open the watertight door, climb the ladder, open another door. Again, there's some shootable machinery, but senseless destruction of municipal property is beneath Blade. The watertight door has no handle, so crawl through the hole to the left of the rotating parts. When you go through the next door, there will be some grunts on the flooded level below. If you shoot the pipe cable marked 'Danger: High Voltage,' the lower part of the cable should touch the water and electrocute one or two grunts. Jump down or use the ladder and then climb back up in the next hall. Break the crates and climb a sequence of ladders to open a trapdoor that leads outside. OBJECTIVE 1 is completed. 1.B.b. Even before you open the trapdoor, you may hear a sniper say, 'Scanning.' You'll emerge in the same area as described in step 1.A.b, only in a different entry point (the trapdoor you've just opened is the one that was locked in step 1.A.b). The enemies are the same, but you are more open to sniper fire. Don't forget the sergeant, whom you can reach by pressing the button inside the checkpoint booth - it opens the gate. The area in step 1.A.a is inaccessible. 2. Exit the level through the checkpoint booth. OBJECTIVES 2 and 3 are completed. Level 16. FREEPORT CITY DAM (1), FREEPORT DAM (2), DAM (3, 4) Primary objectives: 1. Gain access to tram system 2. Proceed to waterworks 3. Eliminate hostile threat 4. Save Freeport employees taken hostage Secondary objectives: 5. Locate and destroy all SinTek chemical drums Secrets: none (?) New friendlies: technician (Freeport) 1. Right at the start: The platform above you is a sniper position, just as the roof of the structure directly ahead, beyond the truck. Deal with the snipers before you go any further. JC will tell you to look for a tram (your objective 1) and then also to destroy any chemical containers you might see, like those standing near the truck (objective 5). If you shoot the containers from a certain angle, the truck will explode, too. The crates by the truck contain M-stims. If you don't need a health boost now, remember to return here to grab them later. 2. Open the door to the left of the sign that says, 'Reserved Parking: Paradox.' Break the crates and climb the ladder to reacquire a sniper rifle. From this point, jump onto the railing and then onto the arched feature on your left. Get down to the ledge and follow it to the next arched feature. Jump onto it, then get on the edge of the playable area, and follow the perimeter all the way to the roof of the checkpoint booth, recognizable by a ventilation unit. There are two bananas there; jump down to consume them. Get down finally, and proceed through the booth to a new area. 3. Use the sniper rifle to kill the sniper who's on the roof of the dam structure ahead and slightly to the right. Still using the rifle, check the road for any other enemies. JC will warn you that a SinTek helicopter is coming to get you. You still have time to reach the first door on your right; change your weapon, kill whoever is behind that door, and break the crates (the elevator is inoperable). Then get outside and shoot down the chopper with your rocket launcher or chain gun, while dodging its homing rockets. After taking some damage, the helicopter will crash into the reservoir. 4. Proceed to the second door on the right side of the road, open it, and go upstairs to the observation tower. Get on the observation deck. Use the spyglass to observe two grunts playing cards below. Take note of the orange access card lying on the desk. Get on the railing and shoot the players with the sniper rifle. Heed JC's advice and don't jump. The area below is unreachable for now. Use the elevator on the first floor to get to a lower level. Try the door; you can't open it because you don't have the key (yet). Return to the road level. 5. The door on the right leads to an area you'll cover in a little while, the double door in front of you is locked, and the door around the corner and downstairs requires a blue access card. Take a dive into the reservoir and kill the Nautics swimming in the water. Get out of the water and proceed to the intake tower, i.e., the structure in the middle of the reservoir. Pick up the blue access card and proceed to the door that required it. 6. Inside, one door has a padlock while the other requires a green access card. Shoot off the padlock. Don't kill the hostages; they will remain cowered, but OBJECTIVE 4 will be completed. Pick up the green access card. Proceed to the door that required that card. 7. Climb to the third (not second) floor and shoot the grunts there and below (some or all of them may come upstairs for a closer look at you). Open the next door and go to the security office around the corner. Check the security-camera monitor. One of the views will be that of a big hall with turbines, which you may discover later. Use the computer terminal to unlock security doors and to release the tram system. OBJECTIVE 1 is completed. 8. Use the elevator to the left of the security office to get to the second floor. Behind the single door in front of you is a bathroom. Kill the grunt squatting there, then go to the office behind the double door for some bananas and cookies. Now go through the door opposite the bathroom, and through the double door in the next office. Open the last double door and get outside. 9. Open the door on your left. There are several grunts and a sergeant in the next area; you may fight them in the open or from the checkpoint booth you are now in. Destroy all the chemical containers you see. Go up the stairs and through the next door. Destroy the remaining containers. OBJECTIVE 5 should register as completed here, if it hasn't already. Press the button inside the tram to exit the level. OBJECTIVES 2 and 3 are completed. Level 17. FREEPORT WATERWORKS (1/opening screen, 2, 3), FREEPORT WATERWORKS: PART 1 (1/closing screen, 4) Primary objectives: 1. Turn off the clarifiers, and then drain them 2. Drain the filter tanks 3. Locate key to sewage intake 4. Shut off the sewage intake pumps, and then close their valves Secondary objectives: none Secrets: none (?) 1. Cut-scene: July 23, 2037 (3:41 pm); JC explains once more that SinTek is trying to contaminate Freeport's water supply. Exit the tram station. Keep in mind that technicians are friendlies in this level. In the yard, open the first double door on your right. Kill the grunt standing in the doorway of the one of labs near the miniature model of the waterworks. If you are quick enough, he won't be able to execute an innocent typist. Proceed through the double door between the labs and kill the SinTek scientist in a white smock. Open the second double door and kill one more. Take his key (OBJECTIVE 3 is completed). There's a men's room in this area, with an I-stim. 2. Go outside into the yard and enter the sewage-intake building. Turn right, open the door, and enter. Proceed to the next room and go upstairs there. (If a tech is blocking the doorway, there's a small bridge by the previous door, which goes over the pipes. Use the bridge to reach the upper passage and go to the next room.) Enter the red clarifier control station (CCS). There may be several ways to complete your objectives; however, for the sake of clarity, let's deal with them in the order they are listed on your mission- status display. 3. At the entrance to the red CCS, JC will tell you that you need to power down the clarifiers and only then to drain them. Find a computer terminal on the second floor, select 'Power Off,' and press Enter. You've just powered down the red clarifier. Proceed to the blue CCS on the same floor (same deal there), and from there, to the yellow CCS (again, same deal). That takes care of turning off the clarifiers. 4. In the yellow CCS, get to the first floor and go out the door to the blue clarifiers. Turn the valve on the blue tank. You've just drained the blue clarifier. Get back inside through the same door and return to the red CCS. On the first floor, go through the door marked 'Yellow/Red Clarifiers.' Turn the valves on the yellow and red tanks. OBJECTIVE 1 is completed. (Had you tried to turn these valves - or the one for the blue clarifier - before powering down the clarifiers, the tanks would have exploded and the mission would have been failed.) 5. Return to the previous room and go through the door in front, which is marked 'Filtration System.' Turn three valves to complete OBJECTIVE 2. 6. Go back inside and get to the yellow CCS. On the second floor there, open the door marked 'Intake Pumping Station' (what the scientist's key was for). JC will advise you to shut down the pumps first and only then to turn down the valves. That means: (i) go down the ladder and turn off three sewage intake pumps at the opposite end of the pipes; (ii) return to the second floor and turn three sewage intake valves. (Again, if you don't follow that sequence, something will explode and the mission will be over.) There are two Reconahs below (try to kill them from above) and a rat on one of the catwalks or in a nearby gutter. OBJECTIVE 4 is completed. JC will inform you that SinTek is going to plan B: they are trying to dump poison directly into the outgoing water supply. Cut-scene: Blade running. Level 18. FREEPORT WATERWORKS: PART 2 (1, 4), FREEPORT WATERWORKS (2, 3) Primary objectives: 1. Stop yellow contamination 2. Stop red contamination 3. Stop blue contamination 4. Dispose of Eon-and-Peon Secondary objectives: none Secrets: none (?) New enemies: Eon-and-Peon 1. Break the crates and stock up. Go straight through two doors and then downstairs, into a big hall housing water locks (red, yellow, blue). JC will explain that there are two valves per lock. There's a time limit (about 1 minute per lock) for stopping contamination, so don't waste time. Also, you should stop it in the order that your objectives appear on your mission- status display: first yellow, then red, then blue (the valves become turnable in that order). Go to the middle lane first, jump into the water, and turn the valve below the yellow arc. Use the nearest ladder to climb up, and run towards the yellow-pipe valve on the opposite side of the hall. Turn it, and OBJECTIVE 1 gets completed. 2. At this point, a new enemy (Eon-and-Peon) will make a forceful entry from below. Your options for completing the remaining objectives: (i) You may concentrate on killing the symbiotic beast and worry about the contamination later. Even after killing the E&P, sometimes you still have time to turn off all the valves in order. After turning off both yellow valves (first in the water, then on the pipe on the opposite side), I'd stay between the pipes and shoot the monster from there. It might just stay in one place at a distance and let you kill it, unable to reach you with its venom. (ii) Another approach would be to try and trick the E&P into falling down into the water and shoot it from above. (iii) Still another one would be to turn off the remaining valves first, and then do battle. This is riskier, with the E&P constantly on your tail. (iv) Lastly, you have a candy in your inventory. Press the F11 key and select the candy bar. Approach the E&P and press the Use (not Inventory-Use) key. The monster will start chewing the treat. Use your chain gun on it, from a safe distance. It will be oblivious to the pain for a while, and you should be able to finish it off without taking too much damage yourself. 3. ALTERNATIVE EXITS. 3.A. EXIT ONE. You kill the beast and turn off the remaining valves. OBJECTIVES 2-4 are completed. You go to level 19. 3.B. EXIT TWO. If you kill the E&P and fail to turn off even a single valve, you don't fail the whole mission. Instead, you get a chance to cover some additional territory, namely the 'unreachable-for-now' area mentioned in level 16, step 4. What I would do is kill the E&P (OBJECTIVE 4 is completed) and try to turn off all the valves except the last one (in the blue pair) - just to prove that I could have made it - and then wait for the 'Failed' message. OBJECTIVE 2 is completed, OBJECTIVE 3 is failed. You return to level 16, with one additional objective to complete. Level 16 (continued) Primary objectives: 1. Shut down the turbines before chemicals mix Secondary objectives: none Secrets: none (?) 10. You return to the dam with a key to open the door mentioned in step 4. You have 4 minutes to stop the chemicals from going into the water-supply system. Since a new chapter begins after this level and you'll be issued a new arsenal for it, don't bother conserving your ammo here. Exit the tram station. When you step outside, keep in mind that two snipers have set up shop on the roof directly above you. Go through the checkpoint booth. Open the door on the left. Use the elevator to get to the lower level. 11. Go through a sequence of double doors and eliminate all resistance. You'll pass a security door on the left side at some point, which requires an orange access card. Finally, you'll get out into the open. Grab the orange card and return to the security door. Open it and go downstairs to press two lit buttons. This stops the turbines and locks the chemicals in the reservoir. OBJECTIVE 1 is completed. (If you don't make it on time, you'll fail the mission.) CHAPTER FIVE Cinematic 7. OILRIG 1 While driving a buggy, Blade learns that the warheads stolen by SinTek have apparently been taken to a SinTek oilrig out in the ocean. Cinematic 8. OILRIG 2 It's July 7, 2037 (3:05 am). Blade is on a motorboat. A chopper brings Elexis Sinclaire to an oilrig, and she talks to the oilrig foreman. Level 19. SINTEK OILRIG Primary objectives: 1. Clear off lower rig level 2. Continue tracking warheads Secondary objectives: none Secrets: none (?) New enemies: worker (oilrig) 1. You start the level armed with your fists, a Magnum, a shotgun, and a sniper rifle. The sniper rifle gets readied for you. You'll stop at some distance from the oilrig. After you kill both grunts on one side, the motorboat will take you to another side, until all four sides are cleared. (When you are facing the last pair of grunts, kill the left one last. This way, when you get on board, his rocket launcher may still be there for you to collect.) OBJECTIVE 1 is completed, and the boat takes you to a platform with a ladder. Get aboard the rig and go right. Open the nearby door and enter. 2. You'll pass through a sequence of machine rooms, fighting grunts and oilrig workers in different combinations. At some point, you should reacquire an assault rifle. There will be some levers to push or pull, but they don't do anything meaningful. Don't miss the locker in the first room with a computer. Eventually, you'll end up in a room with a thumping machine and a chain-link fence that seems to block your progress. You should get on the edge of the machine when the cylinder part is down, wait for it to go up, and then sneak onto the pipes behind it. From there, use the pipes to get inside the fenced area. Get outside. 3. Fight more enemies as you turn right and go almost all the way to the opposite side of the rig. Get inside again through the door on your left. Press the button and ride the elevator to the upper level. You'll find two M- stims on the desk. Go outside again. 4. You are on the upper deck of the rig, next to the helipad where Elexis arrived in cinematic 8. Turn around and go inside through the door on the right. Use the escalator to exit the level. OBJECTIVE 2 will register as completed on the loading screen, and you'll discover that the oilrig is actually a part of an underground transportation system. Level 20. UNDERWATER PASS: PART 1 (1), UNDERWATER PASS (2), UNDERWATER PASSAGE (3, 4) Primary objectives: 1. Find scuba gear 2. Disable main security Secondary objectives: 3. Render base inoperable Secrets: none (?) New enemies: Seabonite, Seabonite captain New weapons: spear gun New inventory items: weapon part (see Introduction, para. 9.X), rebreather unit 1. As you are riding the elevator, you'll notice that JC is out of range. Select your sniper rifle to kill the Reconah and the sergeant waiting in the first room. Hurry to the sergeant's dead body to grab his chain gun. Also, you are getting a spear gun (new weapon; see Introduction, para. 4.E). It's on one of the desks here. Go to the computer, select: (i) 'Cargo Bay Door Controls,' then 'Open Cargo Bay Door;' (ii) 'Cargo System Controls,' then 'Ship Waiting Cargo.' The cargo-bay door in the middle of the floor will open, and some SinTek cargo will start getting unloaded into the hole. Your objective 3 basically means that you should blow stuff up. You can begin right here by shooting the gas cylinders near the yellow machine. 2. Find two watertight doors. The one on the right won't open yet. Go through the other one to reach a room with a computer. Use the computer to disable two water-circulation ports. If you haven't collected all of the weapon parts yet, you'll find one on a shelf here (see Introduction, para. 9.X). If you look out the window, you'll see enemy divers swimming. Get back to the room with the elevator. 3. Plunge into the open cargo bay. Remember that you don't have any scuba gear yet. The underwater area here has two red-edged passages (inaccessible), a circulation port (a shaft with a fan; on the bottom), and a blue-edged gate (open). Go through the latter, but don't follow the sub through the next blue-edged gate, which will open to let the sub in and then close. Instead, go through the red-edged opening on your right. In the passage with a grate- covered ceiling, Blade should divine the purpose of the air bubbles. Just swim to any pipe that lets out air bubbles, and you should get enough oxygen till another resupply point. 4. In the next, larger area with machinery, you'll meet a new enemy: Seabonites (blue divers). You can kill Seabonites with your spear gun, but your other weapons are also operable under water. Don't forget to search their dead bodies for spears. Shoot the pipe attached to the big yellow tank to destroy yet another part of the underwater base. If you swim up, you'll see the control room that you visited in step 2. 5. Go through another red-edged opening and another passage with a grate- covered ceiling. You'll end up in another large area with machinery. (The port with a disabled fan provides a passage back to the area at the start of step 3 - not that you need it.) Destroy the machine with moving parts. Open the hatch with a green button, then another one, and surface in the next room. 6. Be prepared for a Reconah/sergeant duo. You should see (and pick up, as necessary) some I-stims, another spear gun, a rebreather unit (OBJECTIVE 1 completed), some armor, some ammo, and a blue access card. Shoot the gas cylinders under the pipe. Leave the room through the watertight door (press the slot next to the door; the blue card opens it). Go up the stairs, open another door, and you are back in the first room of this level. Swim down through the cargo-bay door again. 7. Below, you can wait for a cargo sub, or you can open blue-edged gates by crouching next to their access-card slots and pressing the Use key. In the next area, you'll encounter a new variation on the diver theme: a Seabonite captain (red-and-blue diver). After some swimming, you'll reach a blue-edged gate that is protected by laser beams. There's a control room overlooking it. Exit this area through the red-edged opening. Follow another passage with a grate-covered ceiling and open two green-button hatches. 8. Surface and eliminate another duo. Available for pickup here: some health and armor, plus a green access card. There is also a small chamber in this room, with two Seabonites inside. If you check the computer next to the chamber, you'll learn that they are being decompressed. Shoot the gas cylinder above the chamber to help them. If you've been thorough in your destruction of the base, OBJECTIVE 3 should now be completed. 9. Exit through the watertight door and open another one. You should avoid blowing up the gas cylinders in the new room (for now), so either be careful or try to lure the Reconah away from them. After killing the Reconah, proceed to the control room with a computer and an extra green access card. Use the computer to disable the main sub security. OBJECTIVE 2 is completed. If you look out the window, you should see the laser beams that blocked your progress disappear. 10. Return to the previous room and shoot the gas cylinders to complete the destruction of the base. The room will start to flood, and you'll have 20 seconds to leave (only that particular room is affected). Had this happened before you've disabled the sub security, your mission would have been failed. 11. Back in the room from step 8, step back into the water and swim down. Find the area with the blue-edged gate that was protected by laser beams earlier. From there, you can return to the previously covered areas for any supplies that you've left unclaimed. Otherwise, wait for a sub or open the gate yourself, now that you have the green access card. Leave the underwater station and swim to a drilling structure and then down from there. A current will carry you, and you'll exit the level. Level 21. UNDERWATER PASS: PART 2 (1), UNDERWATER PASSAGE (2, 3, 4) Primary objectives: 1. Locate cargo transit system 2. Follow cargo subs to their destination Secondary objectives: none Secrets: none (?) 1. (This level is dull but quite confusing - perhaps more confusing because it's dull, so I'll mention all the enemies in order not to add to the confusion.) Follow the tunnel, and you'll see a clearing above you. There are Nautics and a Seabonite there. Some rocks will fall. Swim towards the surface, and watch for air bubbles coming out from inside a rock. There's a tunnel nearby. The current there will carry you to a new area. 2. Again, Nautics and a Seabonite. Swim to the bottom. Some rocks will fall. Find another tunnel, and the current will carry you some more. 3. There's a clearing above, with Nautics and a Seabonite. Some loose rocks may fall; don't get crushed. In the upper section, look for a rather tight entrance to a passage that leads down. Move there and kill the Seabonite below. 4. You'll see three pillars supporting the rock mass and some Nautics behind them. Rocks, some of them stalactites, will be falling as you move forward and into a trench. The current will carry you a short distance. 5. Falling rocks again. You'll see lights above. When you find air bubbles again, swim down and you'll see a blue-edged gate. There's a Seabonite near the bottom and another gate further on. The current will move you away from the gate, and you'll have to fight some Nautics. There's a clearing above and two Seabonites by a broken sub below. 6. Swimming near the bottom, move to an area with pillars. There are more Nautics there and some falling rocks. More rocks will fall as the current picks you up again and you fight some Seabonites. You'll see a sub moving towards a blue-edge gate. OBJECTIVE 1 is completed. 7. Wait for the gate to open for a sub and move in. Fight the Nautics and go through another gate. You are back in the area described in step 5, with submarine traffic resumed now. Swim down and through the blue-edged gate near the bottom. You'll be swimming against the current, for a change. 8. You'll see pipes marked 'Magma' on your left. Move towards yet another blue-edged gate. This is the level exit. OBJECTIVE 2 is registered as completed on the loading screen. Cinematic 9. DOCKS Elexis speaks to her staff about her plans for global domination. She gives instructions to move the stolen nukes to a place called 'Munt Phoenix.' Level 22. HIDDEN DOCKS: PART 1 (1), HIDDEN DOCKS (2, 3, 4) Primary objectives: 1. Subvert docks security 2. Subvert facility security 3. Access to docks facility Secondary objectives: 4. Find dock substation 5. Find sniper station 6. Find geothermal plant Secrets: none (?) New friendlies: technician (marine) 1. At the very start, grab the spear guns on the rack to the right of the first gate. Hurry, because you have to follow the cargo subs closely. There will be no more subs coming. If you fail to get through with them, you'll have to press the oversized green buttons to open the gates. By pressing any such button, you'll fail objective 1. 2. Right after you get through the second gate, stop for a moment. The connection with JC will be restored. Don't try to follow the subs through the next gate. If you get too close to it, JC will warn you not to. (Inside is a trap: a never-ending supply of Seabonites being dropped on you through a sliding ceiling. You can get to this area later, as described in level 25, step 2.) And if you get too close to the surface, you may draw fire from enemies ashore, whom you can't yet see but who can see you just fine. Above you is a platform where you need to go to proceed in the game, but there's an indestructible gun turret there. Instead of surfacing, find an underwater hatch to the right of the cargo-submarine gate. There's a rack with two M- stims by the hatch. You may use them now or save them for later. 3. Go through the hatch. There's a rack with two I-stims to the left of the entrance. Then, another hatch, and another rack of I-stims. Above you is a platform where you need to go eventually; don't go there yet, if you want to be thorough. To the right of the entrance, there are only rocks (with no access to the surface) and a Nautic. In the upper layer to the left of the hatch, there is a Seabonite. Kill him, move there, and more Seabonites will drop into the water to get you. Dispose of them all, then dive all the way to the bottom. Find a rectangular opening in the rocks and go there. 4. The first area where you can surface is encased in rock. Go down from there, then straight until you see another surfaceable area. Swim up. When you see air bubbles coming from below, look down and kill the Seabonite hiding near the bottom. Swim down to his position, and then look up to see another one. Kill him too, swim up to the surface, and you should see land finally. Get ashore to complete OBJECTIVE 4. There are some stim packs in the locker. 5. With the locker and the log desk behind you, go into the puddle on your left. Swim down, and you should see a platform foundation and a ladder above. That's the platform from step 2. There may still be Seabonites underwater. When you are done with them, there are also grunts and a worker on the platform, with more grunts in the adjacent area. You may try to get them while still in the water, or find a vantage point on the nearby rocks, or go for broke and just climb the ladder. Once on the platform, you'll discover a level-exit door (which requires a blue access card and is thus inaccessible right now) and a security-camera monitor. Use the ladder to get onto the elevated deck and find a yellow access card, thus completing OBJECTIVE 1. There are some goodies in the lockers, including spider mines. Also, there's some food on the ledge below, which you can slide down to. But more importantly, you find a computer that you can use to deactivate GunCam #3 - a security camera controlling the turret mentioned in step 2. 6. With the GunCam deactivated, get down from the elevated deck and use the nearby passage to get to the platform mentioned in step 3. Eliminate the rocket-launcher-wielding resistance. Remember that the camera gets deactivated for only 60 seconds, so you may want to return to the computer and deactivate it again, to be able to clear the area from the enemy infestation, collect all the supplies from the crates located there, and possibly swim to the racks located next to the underwater hatches for any previously uncollected health. Proceed to the watertight door on the other side of the platform. If you stand with this newly found door on your right and the gun turret behind you, you should be able to see a bright spot on the rock wall ahead. That's a sniper station (objective 5) where you'll get eventually. 7. Go through the door (it required a yellow access card, which you now have). Try not to shoot the gas cylinders: keeping the platform and the attached ladder intact will make your job easier later. Deactivate GunCam #4 (good for 30 seconds only). Collect the goodies and deactivate the camera again. Go through the next door. Kill the grunt, but spare the marine technician. Get the blue access card plus a banana and a 'sea ration' tin from the desk. OBJECTIVE 2 is completed. (The area you can see through the glass is described in step 10 below.) 8. Back on the platform with GunCam #4, go down the ladder through the golden-edged hole. If the ladder has been destroyed, just dive. Swim all the way down and search for an adjacent area with an underwater hatch, which is hidden among the rocks overhead. When you find the hatch, you'll notice a small surfaceable area to the right of it (don't go to that area yet). 9. Open the hatch and climb the ladder through another golden-edged hole. OBJECTIVE 5 is completed. Break the crates for some supplies. Through the opening in the rock wall, you can see the platform you passed in step 5. If there are still gas cylinders on that platform, shoot them (that won't make any playable areas inaccessible). Kill any survivors you see. 10. Go back to the underwater hatch. Once you get through the hatch, move to the left and upwards, towards the clearing. Get on land and go through the door. OBJECTIVE 6 is completed. Stock up on supplies from the crates the Reconah was guarding. Obey the advice posted next to the valve on the bloated pipe (another jab at Half-Life). 11. ALTERNATIVE EXITS. 11.A. EXIT ONE. Use the elevator to cover two extra levels. OBJECTIVE 3 will register as failed - for now. 11.B. EXIT TWO. If you feel tired and unwilling to go the extra mile, skip to step 13 of this level (after levels 23, 24 and 23 (continued)). Level 23. GEOTHERMAL PLANT: PART 1 (1), GEOTHERMAL PLANT (2, 3, 4) Primary objectives: 1. Breach security level 1 2. Breach security level 2 3. Breach security level 3 Secondary objectives: none Secrets: 2 New inventory items: reactive shields 1. Exit the elevator. Grab the supplies from the locker and the desk. Open the rollup door. The double door on your left requires a blue access card, which you don't have yet. Take the rocket launcher near that door, though. Go into the new elevator (if it went up for some reason, call it with the green button next to it) and ride it to the second floor. 2. While in the elevator, look up. There are some steps on the wall above you, leading to an opening. Exit the elevator when it reaches the second floor, and press the green button next to the elevator entrance. The elevator will go down. Press the button again. While the elevator is going up, crawl under the safety bar, wait for the roof to come closer, and jump onto it. SECRET: When the elevator stops, climb up into a room where you'll find a metal worker and two I-stims. Destroy the colored display on the left. 3. Jump down into the elevator and get out. There's a rollup door on the right. Take the blue access card from the desk (OBJECTIVE 1 is completed), along with other useful stuff nearby. Don't turn the valve yet, even though JC would egg you on. Through the grating in the floor, kill the Reconahs below. The heavy double door requires a green access card, which you don't have yet. Return to the previous room. 4. Climb down the ladder. Again, shoot the colored display. Keep doing the same throughout the level to destroy the SinTek genocidal machine. (It's also most effective against nearby enemies: instead of shooting at them, shoot at the displays. Explosions should be powerful enough to kill most monsters.) Pull down the lever on the wall (I don't know what that does, though). 5. Pass through the rollup door. The double door required a blue card, but it is open now since you have one. Open the rollup door; the heavy double door requires a yellow card (you don't have it yet). Grab the green access card (OBJECTIVE 2 is completed) and check the lockers. Open the rollup door, enter the area called 'Temperature Control Room,' and check the locker there too. Also, peek through the floor grating into the room below and kill whoever is there. 6. Behind the next rollup door is a large area with rocks, lava, and some man-made structures. If you are sufficiently high on health, you may venture across the lava into a dark area located at 2 o'clock from the entrance. Follow the tunnel, kill the Manumit dining there, and pick up some ammo. Return to the main area. Go up the catwalk and turn right to pick up an item called 'reactive shields.' There are three M-stims on the opposite end of the catwalk you are on. You don't need all of them - leave some for later. Find a safe spot to slide down to the lower level and go out the rollup door. 7. Go through the 'RC-2057' room, visit the room on the left, then open the heavy double door. You are back at the start of the level. 8. ALTERNATIVE EXITS. 8.A. EXIT ONE. You can use the elevator you first arrived in. However, you'll miss some areas here as well as a whole new level. Skip to level 22 (continued) (it follows levels 24 and 23 (continued)). 8.B. EXIT TWO. Call the elevator that goes to the second floor and ride it upstairs. Go to the control room described in step 2 and turn the valve next to the security-camera monitor. Step out and observe the collapsing machinery. SECRET: Jump into the broken pipe (what ever for, I don't know). Make a carefully orchestrated jump towards the ladder, climb out, and get back to the control room. Open the double door (it required a green access card, which you now have). Break the air-duct grating, and rats will come out squeaking. Proceed through the rollup door. The lava-filled area you visited in step 4 is visible through the windows on the left. The door ahead is an exit. It leads directly to level 26, and you'll miss out on some good shootin' if you take it. 8.C. EXIT THREE. Instead of leaving through the door mentioned at the end of step 8.B, return to the ratty air duct and crawl in (use the maneuver described in the Introduction, para. 4.I). Using a glowstick if you need, get to a drop in the duct and jump down. You are going to level 24. 9. No matter what exit you take, OBJECTIVE 3 will register as failed. Level 24. GEOTHERMAL PLANT: PART 2 (1/closing screen only), GEOTHERMAL SUBSTATION (2, 3, 4) Primary objectives: 1. Locate siphon control room Secondary objectives: none Secrets: 1 New inventory items: weapon part (see Introduction, para. 9.X) 1. Break the grating and jump down. Ignore JC's dare and don't shut off the furnace (by flicking the temperature switch to the left of the furnace-status display). That would make one of the game levels inaccessible. Open the rollup door; apply the 'shoot-colored-displays-first' approach here and throughout the level. 2. Open the next rollup door, crawl to the valve just to the left of it, and turn it. The resulting explosion might kill the enemies around the corner. Also, there's a Reconah standing on a ledge overlooking the door through which you've just entered. The rollup door to the right leads to a small room called 'Thermal Transfer Station.' Visit that room, then go back, and proceed through the third rollup door to the 'Siphoning Stations.' 3. Opening that door will complete OBJECTIVE 1. If any of the pumps (marked 1, 2, 3) in the room are still intact after the shootout, go up the staircase opposite pump 3 to observe a mixer-like structure behind the glass. If you shoot all the pump displays, that mixer will be drained, which will allow you to take Exit One in level 29. 4. There is some useful stuff in a tight space between pump 3 and the wall. Use the steps on the wall around the corner. Climb up and follow the catwalk to a room with a yellow access card (take it). Open the door and use the 'shoot-the-display' trick again to destroy some machinery. SECRET: Jump onto the pipe that's been exposed by the explosion and crawl under the floor. Get to the ledge where the Reconah was stationed in step 2, in order to discover a secret area where you may find a weapon part (see Introduction, para. 9.X). 5. Jump down and return to the upper level via the steps on the wall. Proceed now beyond the secret area, to an area with a double door (what the yellow card was for) and a rollup door. Go through the latter first. You are now above the furnace you saw in step 1. 6. ALTERNATIVE EXITS. 6.A. EXIT ONE. Go back and exit through the double door you just saw. Collect all useful items. Mysteriously, another weapon part just like you discovered in the secret area in step 4 may be found in one of the lockers. If it's part #3, your weapon will be 're-assembled.' Use the elevator to return to the upper section of the geothermal plant. 6.B. EXIT TWO. If you shut off the furnace in step 1, there should be a hole in the wall on your left as well as a Manumit on the platform. Kill him. You can jump through the hole to exit this level. Level 23 (continued) 10. Note that objectives 1 and 2 are shown as completed on the mission-status display when you arrive. However, if you complete objective 3, they will become unchecked; and when you leave the level, they will register as failed. 11. ALTERNATIVE ENTRIES/EXITS. 11.A. ENTRY/EXIT ONE: From step 6.A of the previous level. The heavy double door you see ahead is mentioned in step 3 of this level. Grab the yellow access card and any supplies you see. OBJECTIVE 3 is completed. Open the double door (it required the yellow card), then go through the rollup door on the right and through yet another rollup door to get to the area with lava. Go up the catwalk to collect any M-stims you might have left on the platform in step 6. Then, slide down and exit this area through the rollup door. Open another one, turn right, open the double door, then the rollup door, and use the elevator to get back to level 22. 11.B. ENTRY/EXIT TWO: From step 6.B of the previous level. You'll fall to the area where you battled the Manumit in step 6. Get out to the lava-filled area. You have two options here: (i) Proceed to the exit (follow the second half of step 11.A). OBJECTIVE 3 will register as failed. (ii) Return to level 24 via the air duct, exit that level as advised in its step 6.A, and then follow step 11.A above. But that would be too much, wouldn't it? Level 22 (continued) 12. Note that you've arrived with objective 3 unchecked even though you failed it in step 11.A. Exit the elevator. 13. Go through the watertight door, jump into the water, and swim all the way down. Keep right and make your way up to the platform you last visited in step 8. If the platform was left intact, use the ladder; if not, use the rocks. GunCam #3 is active again, so be careful. Blow up the gas cylinders (if any) when you leave. Return to the level-exit door mentioned in step 5. You may get there via surface, or you may use the water route, especially if there are any stimpacks left near the underwater hatches. OBJECTIVE 3 will be completed when you open the level-exit door (it required a blue access card, which you now have) and go in. Level 25. HIDDEN DOCKS: PART 2 (1), SUBMARINAL CARGO STATION (2, 3, 4) Primary Objective 1. Locate control room 2. Destroy navigation computer 3. Locate jungle pass entrance Secondary Objective None Secrets: 3 New inventory items: weapon part (see Introduction, para. 9.X) 1. Open the watertight door to discover two more. One requires a blue card, which you don't have yet. Deactivate GunCam #1 (good for 30 seconds) and open the other door. 2. Kill the grunt on the upper ledge opposite the entrance, but spare the (friendly) tech on the same level as you are. You might want to return to the previous room to deactivate the turret again. Break the glass floor and jump down. OBJECTIVE 1 is completed. (If you engage the cargo submarine from the console in that room and follow it into the water, you'll turn up in the area described in step 3 of level 22. Doing this isn't necessary, though.) There are two exits from this room: a sliding door and a watertight door. Go through the latter. There are some supplies on the desk. 3. Go through the next door and grab the blue access card. Break the crates and take note of the computer that deactivates GunCam #2. Clear the next area and search the lockers. Open the sliding door (not the one leading back to the area in step 2; the other one), but don't go in yet. Kill the workers that will come out, and then go back to the GunCam computer. Deactivate the gun turret (good for 30 seconds). 4. Return to the turret room and kill whoever may be on the upper level. (Careful, though: if you shoot a ceiling lamp, the lights will go out in that room and in the next area.) There are some crates here; you may have to deactivate the turret several times so that you could safely search them. When you are done, ride the lift to the upper level (the button is to the left of the lift). 5. Open the watertight door and enter the room that has two more doors on the lower level. Since this is SinTek property, shoot the fire extinguisher to cause some damage. The door to the right of the entrance requires an orange access card, and you don't have it yet. Approach it, though, to make OBJECTIVE 3 register as completed. The remaining lower-level door (it required a blue card, which you now have) leads back to the area in step 1. So you are heading upstairs instead. 6. Once you are in a room with a tech, go towards the watertight door, wait until the tech comes closer to you, and shoot the gas cylinders. This way, the civilian won't get killed in the explosion. 7. Open the door, shoot the gas cylinders (sometimes the marine tech in this room dies in the explosion, sometimes not), and kill the sergeant. Again, there are two more doors in the room. Go to the one on the right, to observe a missile at a launch facility. Then go out through the remaining door. 8. You'll meet a talking tech. Steal the food from the console behind him. Go through the watertight door to his left. Collect the orange access card. There are two grunts, a sergeant, and two techs in the next room. There may be a weapon part on the desk by the sergeant (see Introduction, para. 9.X). When you've killed the goons, return to the first tech there. SECRET: Press the panel where he is crouching. If he is blocking the panel, you may have to shoot him once or twice with your Magnum (without killing him), to make him move. The panel will slide and a secret area will be accessible. 9. Go through the next watertight door. GunCam #1 will start shooting. Follow the ledge to the right, out of its range. The structure attached to the ceiling is evidently some kind of computer. Shoot it to complete OBJECTIVE 2. (This objective can be completed as early as in step 2, by you or by the shooting grunt. The computer hangs above the submarine-dock area.) The explosion will reveal an area with a first-aid cabinet. Jump onto the remains of the computer, and then towards the cabinet. Grab the M-stim. SECRET: Press another secret panel to the right of the cabinet for some supplies. Jump back to the ledge. 10. Return to the starting point of step 8. Go downstairs. SECRET: Get under the staircase and open the panel. Then grab the stuff from the worker's desk, open the door, and get to the outdoor platform. 11. ALTERNATIVE EXITS. 11.A. EXIT ONE. To cover more territory, use this exit. Jump into the water. Take JC's cue and follow the pipes. Eventually, you'll reach another platform, with a door and a 'No Entry' sign. Use the door to exit the level. 11.B. EXIT TWO. Return to the door that required the orange access card (mentioned in step 5) and open it. Level 26. JUNGLE PASS: PART 1 (1), JUNGLE PASS (2, 3, 4) Primary objectives: 1. Reach guard station Gamma 2. Reach guard station Beta Secondary objectives: none Secrets: none (?) New enemies: guerilla New inventory items: weapon part (see Introduction, para. 9.X) 1. ALTERNATIVE ENTRIES. 1.A. ENTRY ONE: From step 11.A of the previous level. 1.A.a. Climb the ladder to get to a room with a waterfall and a watertight door. Open the door to meet a guerilla (you new enemy) on the platform. There is another platform across the water. A guerilla may appear there, try to kill him too. Jump into the water. Don't get near the waterfall, or you will be hurt or even killed. 1.A.b. Get to the island with a ladder. Climb the ladder and open the nearby door. You are in a room with a marine technician. Grab the supplies from the desk. Leave this room, open the door again, and shoot the gas cylinders from the outside. You'll see falling rocks partly destroy the platform you are on. Don't worry, you'll be able to proceed. 1.B. ENTRY TWO: From step 11.B of the previous level. You emerge in the room with the tech (see step 1.A.b). The area in step 1.A.a is unreachable, but you can kill the grunt there. 1.C. ENTRY THREE: From step 11.B of level 23. You emerge at a door with a sign 'Geothermal Power Plant' above it. Turn left to cover the same areas that are accessible in step 1.B. The only difference is that the grunt from step 1.A.a won't show up. 2. For some reason, I keep arriving in this level without my scuba gear (a.k.a. rebreather unit). However, you have to get underwater and kill some Nautics. Just remember to resurface from time to time for some air. Search for Nautics first, then find an area with a spear gun on the bottom, which is blocked by rocks. Blast the rocks, proceed, and kill another Nautic. Swim up and resurface in a new area, with an M-stim. Then return to the waterfall area, where you'll have to deal with one more Nautic. 3. Get back onto the platform and jump towards the remains of the staircase. Climb it by hopping. Get to a folding door with an OK button. Press the button and move in. At the intersection, there's a map of the island (it moves up and down) on your left and the entrance from the geothermal plant on your right (locked). Go straight, grab the supplies on the right side of the corridor, and press the OK button next to the door there. 4. ALTERNATIVE EXITS. 4.A. EXIT ONE: If you didn't shut off the furnace in level 24, step 1. 4.A.a. As soon as you venture outside, a Manumit will attack you. (JC's surprise will be out of place, since you've encountered two or even three Manumits already.) There's a booby trap on the left, which can be destroyed before it pops up if you notice it in time. Note the Gamma station, which is straight ahead, but don't enter it yet. There's a rock ledge on your left - quickly follow it to the roof of the Gamma station. Kill the Manumit on a similar ledge nearby, if he hasn't gone down already to attack you. Jump over onto his ledge to collect some armor and, possibly, a weapon part (see Introduction, para. 9.X). Get down and proceed through the next folding door. A pop-up turret will open fire, and another Manumit will appear. 4.A.b. Follow the rock ledge, find a stream below, and jump into it. Swim until you bump into some rocks, which you'll have to jump over to exit the level. OBJECTIVES 1 and 2 will register as failed (for now). You are going to level 27. 4.B. EXIT TWO: If you shut off the furnace in level 24, step 1. 4.B.a. Copy step 4.A.a with this adjustment: Press the OK button at the Gamma station to extend the staircase and climb it to complete OBJECTIVE 1. 4.B.b. Follow the rock ledge. The lower area on your right is filled with lava. You should see an extendable sniper post ahead. Kill all the enemies you see, including the sniper on the second extendable post. Go to the first sniper post on the left. If it's extended upwards, retract it by approaching (not too close) and 'using' it. Step on and extend it by pressing the control button there. From the post, you can jump to the rock ledge and follow it to collect two M-stims stored on another ledge. Get to the lower passage and proceed to a door with an OK button. 4.B.c. Kill all the enemies, including the pop-up turret. Visit the Beta station to complete OBJECTIVE 2. Exit through the door opposite the station. Skip to level 28. Level 27. JUNGLE PASS: PART 2 (1, 2), JUNGLE PASS 2 (3, 4) Primary objectives: 1. Return to guard station Beta Secondary objectives: none Secrets: 3 New enemies: Bachrodai 1. You'll fall into another stream. Get ashore where you can, and kill the guerilla. Jump onto the log that is tied to the bottom of the stream, then onto the other bank. SECRET: Crawl through the hole on the right to collect some stuff. Return to the first island and approach the palm tree. It'll fall across the stream, creating a bridge. 2. Cross over and go left. Fight your new enemy, Bachrodai, as well as some Vultorns. When you pass the second palm tree on that side of the stream and turn right, you'll get into a trap. Vultorns will attack you. Use the log to get out. 3. Continue. When you see two Vultorns up ahead, be careful: huge rocks are going to fall behind you and roll towards where the creatures were standing. Find a safe place to hide until the avalanche is over. 4. The next, larger area has some palm trees and a hanging bridge. Tree trunks may be hurled at you. Proceed; using the floating logs, make several jumps to get across the water. 5. Soon you'll fall into another trap. When you get out, tree trunks are going to drop from a rock ledge and roll towards you. SECRET: Select the adrenaline pack in your inventory, activate it, and jump to reach the ledge. (It seems wasteful to trade adrenaline for bananas, so maybe there's another way to reach the secret area. In step 9, when you walk over the palm-tree bridge in a certain way, a piece of rock will fall off and crash near this ledge, knocking over a light post. Maybe another light post is supposed to be damaged as well, so that you could use it to get to the platform. I haven't been able to produce that effect, though.) 6. Get down from the ledge and continue. More Vultorns will attack. Proceed until you see a lower rock ledge ahead. SECRET: Jump onto the ledge; the cave contains some ammo. 7. ALTERNATIVE APPROACHES. 7.A. APPROACH ONE: If you visited the geothermal plant levels (23-24). There is an opening in the rocks to the right of the ledge, and the passage behind it is filled with lava. Move in and kill any Vultorns (some may attack you from behind) and guerillas you can see above. Climb up. Destroy the gun turret and jump onto the nearest platform with a door. Open the door, then another one, and grab the supplies on the next platform. Destroy the gun turret below and go back. 7.B. APPROACH TWO: If you bypassed the geothermal plant levels (23-24). The area described in step 7.A is not filled with lava. You can follow the passage through and use a rope and a ladder to reach the platform mentioned at the end of the previous step. Proceed through the door to the next platform. 8. Cross over to the opposite platform. Collect the stuff lying there and open the door, then another. Grab the stuff on your right and follow the stone ledge. It will be collapsing right behind you, so be careful. (If you fall at any time, it's possible to return here and proceed by jumping, now that parts of the ledge have collapsed.) 9. Go through the cave. A SinTek helicopter will drop two guerillas for you to kill. If you haven't stepped on the palm tree to get across, take a look at the area below and to the left. You should be able to see the platform you wasted your adrenaline pack on in step 5. 10. Cross the gap using the tree. Get to the hanging bridge. Cross it, then use the rope to climb to the upper ledge. You'll see the Beta station sign. Enter the cave and move forward to complete OBJECTIVE 1 and exit the level. Level 26 (continued) 5. The cave you are in is located above the Beta station, near the level exit. Kill all the enemies below. Slide down and visit the station to complete OBJECTIVE 2. Press the OK button next to the turret position. Kill the sniper in front of you, then the grunt, Manumit, and sniper on your left. Go to the sniper post on the left. If it's extended upwards, retract it by approaching (not too close) and 'using' it. Step on and extend it by pressing the control button there. From the post, you can jump to the rock ledge and follow it to collect two M-stims stored on another ledge. 6. Revisit the Gamma station (step 4). Press the OK button to extend the staircase. Climb it to complete OBJECTIVE 1. Return to the Beta station and exit the level through the opposite door. Level 28. MOUNTAIN GORGE Primary objectives: 1. Reach guard station Sigma 2. Reach guard station Delta 3. Reach supply station 4. Subvert security station Secondary objectives: none Secrets: none (?) 1. As soon as you open the folding door, a guerilla from the Sigma station (on your left) will fire rockets that will hit close to your location. Don't worry about him; he'll be dead in a few seconds anyway. Note: There are guerilla teams patrolling the road in this level; they will be sneaking up on you until step 5. 2. ALTERNATIVE APPROACHES. 2.A. APPROACH ONE. 2.A.a. Hop on the ATV, and as you pass the station (OBJECTIVE 1 will be completed), JC will say something about the canyon being unstable. The station will be crushed by falling rocks, and lava will start advancing. Don't worry about it either; it won't get further than the station. When you see a guerilla next to a swing gate, get off the ATV. Kill him and take his rocket launcher. You may as well kill his colleague on the other side of the fissure. 2.A.b. Get on the ATV again, accelerate, and jump over the gap to the second half of the elevated road. Soon, you'll reach the Delta station (OBJECTIVE 2 is completed). Get off the ATV. Climb into the station to check the security- camera monitor. Then use the steps on the wall to get under the elevated road. If you go back as far as the fissure (near the point where you made the ATV jump), three Manumits will be spawned at different points behind you. Kill them on your way back, climb back to the road, and ride on. 2.B. APPROACH TWO. If you are not quick enough, the ATV will be destroyed by encroaching lava. Without the ATV, you'll have to proceed on foot. When you reach the broken bridge, you'll have to jump over to the other side, but you won't be able to make it to the bridge. You'll land on the grass below and proceed from there, fighting the Manumits along the way (see step 2.A.b). Eventually, you'll reach the steps on the wall that lead to the Delta station. 3. Shortly after the station, you should see an extendable sniper position. When you first see the supply station on your left, you'll be standing under another sniper position: the sniper is hiding above you as you enter the clearing. When you've taken her out, follow the ledge to the right of the entry point to collect her rifle. 4. As you move towards the supply station, OBJECTIVE 3 gets completed. Collect anything you need from the crates. Ride the ATV (or walk) a little further. When you encounter a team of guerillas here, get off and proceed on foot. 5. Up ahead, you'll see a structure with a guerilla on the roof, and a moving searchlight. That's the security station. Get your sniper rifle and take the guerilla out. There should also be a sniper stationed a little above the guerilla. Seek her out and kill her as well. Repeat the procedure on another guerilla/sniper duo, positioned to the left of the first one. 6. In order to have all the outside areas cleared, approach the point where the left side of the road pavement meets the rocks. Turn around and go down the slope - moving towards the supply station. There are two Vultorns to kill under the elevated road and a gun turret to destroy. 7. Return to the security station. Enter it through the door with a sign that says, 'Restricted: GT Command.' Press the button on the sign to open the door. Kill everyone. If the alarm is activated inside the station, you may deactivate it by pressing a red button on some consoles. 8. On the second floor, proceed to another door with the 'GT Command' sign. Open it and kill the unarmed, visor-wearing guerilla. Move into the room. The only possible outcome is your capture by Elexis' henchmen. OBJECTIVE 4 is failed. Cinematic 10. GORGE. Ms. Sinclaire instructs the guards to take you to a place called 'Area 57.' Blade finds himself in a cell, realizing slowly that he has been turned into a Manumit. CHAPTER SIX Level 29. CONTAINMENT AREA 57 Primary objectives: 1. Finish Darwin chamber #1 2. Finish Darwin chamber #2 3. Finish Darwin chamber #3 4. Transform to human Secondary objectives: none Secrets: none (?) New enemies: Dark Captain, lab worker New weapons: mutant hands, quantum destabilizer 1. Your cellmate will break free through the force field, only to be killed by a Dark Captain (new enemy). You'll notice that your health keeps slowly diminishing, so keep an eye on your health status. You'll find a plentiful source of boosting it in U4 vials that you can find in lockers, on desks, and on fighting arenas throughout this level. Your new weapon: mutant hands. They are your only defense for as long as you remain in this form. Don't kill any technicians or Dark Captains until further notice. If you try, gun turrets will be activated. 2. Get out of the cell and turn right. You can turn off the annoying alarm by pressing the OK button on the left. Find a red-edged path. The technician will open the door. Keep on that path. Eventually, you should stumble upon a Dark Captain who will open a pipe tunnel (marked 1 on the floor) for you. Get inside and move forward, to be dropped into Darwin chamber #1. 3. Kill the Vultorns. Step into a maze whose sections keep opening and closing. You may notice a bright spot near the entrance. It marks the place where U4 vials are sometimes dropped by a SinTek technician (stationed upstairs) through a hole in the ceiling. You have two options here: (i) Fight a tough but winnable battle. Kill the first Manumit, move towards the wall in front of you, wait for the section on your left to open, then go left. Kill another Manumit. Move to the corner with three U4 vials. Wait for the next section (to the right of the shelf with the vials) to open, kill two more Manumits, and exit through the door in the left corner of that area (2 o'clock from the entry point). OBJECTIVE 1 is completed. (ii) You don't have to kill any Manumits here, just keep yourself alive until you reach the exit. (One way would be for the first Manumit to catapult you onto a maze partition; look around and follow it to the exit. You'll get a chance to kill the Manumits here later.) When you do, OBJECTIVE 1 will be completed. 4. Open another door, then a heavy double door. There's a Dark Captain here, two lockers, and a message board. Move forward (the message board will be on your left). You should see a darker section of the floor, which is an elevator that will go up when you step on it. Prepare to jump off it in midair onto the pipes located to the right of the elevator. Open the recessed panel to get inside a room with regular health packs (they work on Manumits, too). Get out and use the elevator again, now all the way up. 5. Follow the red-edged path. It's the same deal as before, only now you should go to a pipe marked 2. You'll be dropped into the area with the mixer you saw through the glass in level 24, step 3. 6. ALTERNATIVE EXITS. 6.A. EXIT ONE. If you destroyed the pumps in level 24, step 3, there will be no water in the mixer area. Jump down. At the bottom of the mixer, find a recessed section of the left wall and open three doors. Wait for the grab to pass over you, jump over to the next section, and then jump down to exit the level. OBJECTIVES 2-4 are registered as failed. 6.B. EXIT TWO. If you didn't destroy all the pumps in level 24, this area will be covered with scalding water (or some other harmful liquid) and level 30 will be inaccessible. (Well, actually, it is accessible, but you will die trying to reach it.) Swim to the first platform and make a series of jumps to get to the other side, moving clockwise and avoiding the rotating sticks. There are U4 vials here for your enjoyment. After you reach the other side, you'll end up in the same area as in step 4. OBJECTIVE 2 is completed. Ride the elevator upstairs. Skip to step 8 below (after level 30). Level 30. BIOMASS RECLAMATION CENTER (1, 4), BIOMASS RECLAMATION (2, 3) Primary objectives: 1. Navigate recycler Secondary objectives: none Secrets: none (?) 1. Jump off the conveyor belt. Kill the Dark Captain. There are U4 vials on top of the lockers. Go through the door on the same floor into a room where you'll have to kill a metal worker and two more Dark Captains. Return to the main hall. There are some regular health packs on the desk. The conveyor was going to drop you into a grinder. Go to the second floor and find a red button to press. This will turn off the grinder. Kill the worker, go to the drop-off end of the conveyor, and jump into the red goo below. Wait for the grinders to disengage from each other, and swim through the tunnel, avoiding the slicer. 2. Jump out to the left and kill the worker. Kill another worker below. Crawl under the pipe and press the recessed panel. Collect some regular health packs. Move outside and exit through the door on your right. Kill the Dark Captain. Go to the next room. 3. Kill the worker. Press the red button to activate a transporter. The transporter moves SinTek canisters to an elevator shaft (11 o'clock from the entrance). Wait for it to grab the canisters, then jump onto them. Midway to the elevator shaft, you can jump onto the pipes to the left of the elevator shaft. Use the steps to climb up to a recessed panel on your left. Press it and grab some U4 inside the room there. Get down to the button again and repeat the transporter-activation procedure to get to the shaft. OBJECTIVE 1 is completed. You are moving back to level 29. Level 29 (continued) 7. You emerge in a room with a Dark Captain and a technician. OBJECTIVE 2 is completed. The double door will be opened for you. Proceed until you see another tech. (Techs are technically (pardon the pun) friendlies here, but since you have no contact with JC, no one will blame if you kill him. Besides, there are no gun turrets nearby.) Press the OK button to deactivate the force field. You are back in the cell area from step 1. 8. Follow the red-edged path again and proceed to a pipe tunnel marked 3. (Now, I haven't been able to get the Dark Captain responsible for this pipe to activate it for me when I get here via level 30. He (it?) keeps directing me to his pipe, but when I obey, he doesn't activate it. So I just use the noclip cheat on pipe #3 and drop down from there.) You'll be dropped into a pool where you are supposed to fight some Nautics (their supply is unending, so don't expect to kill every one). Take the small tunnel on your right, then proceed through another one, and surface in a room. Get out of the water to complete OBJECTIVE 3. 9. Go straight, make two lefts and one right, open the door, and go up the stairs. Still out of contact with JC, you can kill the techs manning the machine here. Step into the machine to receive an injection that will turn you back to human (OBJECTIVE 4 is completed). Connection with JC will be restored. Step out. 10. Go down the stairs and try the door with the 'Danger' sign. It requires a key. Go through the next door to acquire a Magnum and a key from the desk, a shotgun from the rack. Go down the ramp and acquire an assault rifle from the rack, a rocket launcher plus some ammo and armor from the locker. 11. Head up the ramp and up the stairs, turn left, then right. Open the door. (You are above the pool with the Nautics.) Go to the right of the 3 sign. Enter the lab and kill the lab workers. Get out and make two rights. Open the door on the left. Collect stuff from the corner. Go through the door near the 2 sign. You are above the mixer area. 12. Make two rights and collect stuff. Proceed through another door. Open the door near the 1 sign. (You are above the maze area. There is a hole in the floor here, mentioned in step 3 above. If there are any surviving Manumits below, you can kill them by luring them closer to the hole or inflicting splatter damage with the rocket or grenade launcher. You can try other weapons as well. The nearby tech, if he's still alive and you are not blocking the hole, may drop a U4 vial or two through the hole.) Reacquire a chain gun from one of the crates. On the other side of the room, you'll get a new weapon: quantum destabilizer. 13. When you go back, you'll have to deal with Dark Captains, which have popped up in the rooms you've just covered. Kill them all and return to the door with the 'Danger' sign from step 10. Open it and go in to exit the level. Level 31. XENOMORPHIC LABORATORY: PART 1 (1), XENOMORPHIC LABORATORIES (2), XENOMORPHIC LABORATORY (3, 4) Primary objectives: 1. Locate organ extraction lab 2. Locate surgery lab 3. Locate adrenaline Secondary objectives: none Secrets: 3 New enemies: Peon 1. You are in an organic-looking tunnel. Don't overlook the rat. Open the iris door. You are facing a tall structure amidst green goo. There are some Bachrodai wading in the goo. JC will suggest that you are in a bioengineering facility. Climb to the top of the structure. Kill another Bachrodai there, turn around, and go through the door. 2. Check the security-camera monitor to see an area with a monster (that's a Peon, not to be confused with an Eon-and-Peon). Get stuff from the lockers. SECRET: Go under the staircase and press the panel. Get inside the tunnel, turn right, and get the adrenaline vial. OBJECTIVE 3 is completed. If you still have a vial from an earlier level, you won't be able to pick up this one. 3. Go upstairs. Open the membrane door. OBJECTIVE 1 is completed. Grab the quantum destabilizer from the shelf. SECRET: Press the leftmost panel above the shelf and crawl into the tunnel. When you've crawled back out, open the door marked 'Gamma Capitation' and kill the lab worker (keep killing them throughout the game). Talk to the bum lying under the glass lid. You can lift the lid (thus saving the bum, I guess) by accessing the dark console to the right of the table and playing with the arrow and Enter keys on your keyboard. (The screen remains dark, though. The same applies to the console in the Gamma Capitation room. You should press the Escape key to step away from these consoles, just as with any other console in the game.) The bum won't get up, though. 4. Enter the elevator and go up. OBJECTIVE 2 is completed. Note the bright section of the floor next to the security-camera monitor. Don't step on it, at least unintentionally. There's another adrenaline vial by the dead body on the table. OBJECTIVE 3 gets completed once more. Go to the door opposite the table and peek inside. The large cell behind the door houses the Peon you saw on the monitor earlier. 5. You have several options to deal with the Peon: (i) You may just leave it be. It's in a cell and won't bother you. (ii) You may decide to step on the bright spot near the security monitor. Like I said, it's a trap. You'll be dropped into the Peon's cell and will have to battle it in close quarters. You may decide to shoot at it from a vantage point: get on the sloping ledge that runs across one of the cell walls, and climb to the window. The best weapon in this case would be the quantum destabilizer. (iii) The safest way, however, might be shooting at the monster through the cell entrance. You'll have to time your shots so that you wouldn't get hurt by your own projectiles: the cell door closes automatically. You'll have to reopen it a dozen or so times. 6. When you've disposed of the creature, collect a riot helmet and a Magnum in its cell. Outside the cell, climb the steps to the left of its entrance to get into a tunnel. Press the partition inside the tunnel to make it slide aside. The tunnel leads to the area with the Bachrodai (step 1). SECRET: Jump down onto any container (not the transporter) that is being moved and stay on it. When the container is placed in the upper position, wait for the transporter to attach again (as it prepares to move the container to the lower position), activate the adrenaline in your inventory, and jump towards the tunnel from which you jumped onto the container. I am not sure what the supreme goal is here, but I think the secret registers when you land on top of the tunnel opening after at least touching one of the ledges hanging over it. (If you get frustrated, just activate the 'noclip' cheat and get the secret registered.) From the point where you landed, you can safely jump into the tunnel itself and return to the area in step 4. 7. The level exit is to the left of the operating table. Open the iris door and leave through the tunnel. Level 32. XENOMORPHIC LABORATORY: PART 2 (1), XENOMORPHICS STUDIES (2), XENOMORPHIC STUDIES (3, 4) Primary objectives: 1. Locate microsurgery lab 2. Locate X-ray labs 3. Locate mansion entrance Secondary objectives: none Secrets: 2 New inventory items: U4 mutagen injector 1. Open the iris door and step out of the tunnel. OBJECTIVE 1 is completed. Keep on killing the lab workers. Collect stuff under the sloping ledge at the entrance, on the desk, in the first-aid cabinet, and on top of the glass cabinet (use the door handle to get to a U4 mutagen injector). The consoles don't do anything useful here or elsewhere in this level. 2. Open the membrane door. Collect stuff from the lockers and on top of them. Check the security-camera monitor. Important: Make sure you observe the monsters inside the cell kill each other (in the best-case scenario, only one Peon should survive). Otherwise, you'll have to deal with all of them yourself. 3. Open the next membrane door. The section in front of the monitor is a trap. If you step on it, you'll be dropped into the cell you just saw. You have the same options as described in step 5 of the previous level. Hopefully, though, there'll be just one weakened Peon left there, and you can deal with it inside the cell. When you are done with the beast(s), follow the sloping ledge in either section of the cell to get on top of the structure dividing the cell. SECRET: Find a bright panel on the wall there and open it. Get inside (use the maneuver described in the Introduction, para. 4.I) for a quantum destabilizer. 4. Return to the room with the elevator. Step into the elevator and press the button to go down. Step out to complete OBJECTIVE 2. Proceed through the membrane door. You may shoot the gas cylinders, too. Repeat the same procedure in the next couple of rooms. You may as well use the U4 mutagen injector on yourself here and wreak havoc in the Manumit form. 5. Eventually, you should reach a door marked 'Neonatal Chamber.' When you enter the room, you should see an exotic-looking ladder on the right wall. Climb it to reach a panel on the left. SECRET: Open the panel and get inside. Jump down, open the door, and collect the M-stims and the adrenaline vial. Return to the neonatal chamber. 6. Open the next membrane door. Go inside to complete OBJECTIVE 3. Open the glass door on your left, then another one, and proceed to exit the level. Level 33. ESTATE SINCLAIRE: PART 1 (1), ESTATE SINCLAIRE (2, 3, 4) Primary objectives: 1. Subvert security #1 2. Find bioshield Secondary objectives: none Secrets: none (?) New enemies: Vultorn (small), male (civilian) (as a butler) 1. When you enter the level, you'll see a chopper lifting off. Destroy the gun turrets on the left. Break the crates to get stuff, including a sniper rifle. Follow the passage on the left. After JC talks to you, look out for snipers. There's one on the left, just above the staircase. When you get to the clearing, look for another one up on the roof, also on the left. 2. Upstairs, you'll find a door with laser beams. You can open it, but entering will cause several Securtons to appear, as will ringing the bell to the left of the door. Return to the spot where the first sniper was stationed. Open the trapdoor behind the palm tree. Jump down to complete OBJECTIVE 1. 3. Don't kill the SinTek tech. Use the hanging console to get some Securtons and a stair trap offline. (Now you can open the chamber to the left of the console and destroy the Securton inside.) You can find an M-stim and an adrenaline vial in the first-aid cabinet as well as a glowstick in the crate below it. Go through the low door on the left. Kill the rats and the Manumit, then collect useful stuff from the crates. Return to the previous room. 4. Go through the low door on the right. There is a small Vultorn on the ledge above the entrance. Break the crates to collect some goodies, including a silencer. Note the steps on the wall. Go through the hole to another area, which you'll have to clear from some Vultorns. Then climb up the steps. 5. Kill the tech as soon as you get out, or he'll sound the alarm, which will activate the Securtons that are otherwise inactive. Destroy the targetable Securtons. Take the I-stims from the desk, if needed. Check the security- camera monitor. Proceed to the main part of the mansion. 6. The area with the sofa will be clear if you used the console in step 3, and you can safely use the staircase to walk down (not that you need to, now). Otherwise, you'll have a couple of Securtons below. On the second floor, proceed through two doors. Directly ahead, you should see a sniper behind the glass. Kill her, and when you reach the end of the passage, kill the butler below (if he activates the alarm, a Securton will appear). Jump down. Stand between the moving sculpture and the wall, and look up and left. You should see another sniper outside, whom you can kill now. Press the bottom left corner of the leftmost of the three window panels here. The center panel will turn into a ramp. Use it to get outside. Climb the steps to the sniper's position to collect her stuff and the bullets on a nearby rock, then return to the platform below. 7. There's a Manumit on the ground level, and you should be able to kill him from where you stand. If not, get down there and fight him. You should go there anyway, to complete OBJECTIVE 2 and find a key that is located just to the right of the bioshield, in a dark corner. Use a glowstick if you need. 8. Get back inside the mansion. Go down the stairs and through the door straight ahead. In the next room, you'll see two bookcases on your right. Approach the one under the portrait and press the leftmost book on the second shelf from the top. The other bookcase will slide right, revealing an opening. 9. Kill the grunts inside (the tech is harmless). Climb to the platform to collect a dead grunt's stuff. Then use the steps on the wall to go all the way down. Around the corner there is a door marked 'Janitor Bob' (the key you found outside was for that door). Check the security-camera monitor for a glimpse of Elexis Sinclaire in a jacuzzi. (You'll only reach the jacuzzi area in the next level (sans Sinclaire), but you can reach it now for a closer look if you use the 'noclip' cheat.) 10. When you are done watching, get out and climb the wall steps all the way up. Collect some ammo and go outside, to the roof. Collect two M-stims. Get back inside and return to the room with the moving sculpture. Exit the level through the door opposite the sculpture. Level 34. ESTATE SINCLAIRE: PART 2 (1), ESTATE SINCLAIRE (2, 3, 4) Primary objectives: 1. Subvert security #2 2. Find communications control Secondary Objective None Secrets: none (?) New enemies: mini-Manumit 1. Open the door. Don't step on the carpet yet: it's a trap. Kill the mini- Manumit in the terrarium on your right. You can also kill the snipers on the roof near the skylight. One can be seen above the center section of the skylight, on the right side; you can kill this one from your entry point. The other one is stationed above the section farthest from the entrance, on the left side; you can kill her when you get next to the bookshelves, past the glass cage. You can get there - just make sure you don't step on the carpet. 2. Press the fourth book from the right on the upper shelf of the bookshelf near four ceiling lights. Crawl into the opening, kill the Manumit below, get down, and check the crates for ammo. Open the switch box and turn the switch to deactivate the carpet trap. Climb back up using the steps on the wall near the switch box. Press the button and get out. Go up the staircase. 3. Kill the butler on your right, or he'll activate the alarm. (If he does, the sculpture to the left of the door will move and two Securtons will be released from below.) There is a terrace on the left. Go there. Take out the sniper on your left, just above the tent. Walk up to the end of the terrace and kill another sniper, who is hiding among the leaves to the left of the waterfall. Jump down there and collect her stuff, then climb the steps on the wall and get to the other sniper's position to collect hers, too. 4. Jump down onto the terrace and return to the place where you killed the butler. Go through the door next to the alarm button. Get to the bookshelf and press the fifth standing book from the right on the second shelf from the top. An elevator will arrive and take you downstairs. Go up the stairs there. The door straight ahead leads back to the sniper area from step 3. (Basically, you could have just jumped from the terrace into the water and used the door, but you would have missed out on the little niceties.) Your job there is done, so don't use that door; turn right and exit through the other one. 5. You are in another area with water. Wade through to the shore. Open the door and get inside. Use the computer on the left to get Securton #3 offline. (I haven't been able to turn off Securton #4.) Open the Securton booth there and destroy the spider bot. Then approach the door upstairs to complete OBJECTIVE 1. The next room contains an entertainment center (which you can send upstairs by pressing a button on the wall) and a tray with a wine bottle and two glasses. 6. Leave this area and return outdoors. Climb the steps on the wall on the right (go all the way up). Be careful: there will be two snipers waiting for you when you turn right around the corner. Kill them (I'd use the rocket launcher) and break the glass roof to jump down. If you press the button next to one of the pictures, the wine tray you saw in step 5 will arrive from downstairs. The entertainment center can also be lifted from the cellar with a button located near the first laser barrier. 7. Crossing the first barrier summons one Securton from below if you destroyed one in step 5, and two if you didn't. However, you may circumvent this barrier by crawling under it. There are two more barriers (i.e., four more Securtons), so you may activate the bioshield (a.k.a. reactive shields) in your inventory. When you cross the second barrier, two Securtons, one by one, will be dropped from the ceiling. When you open the double door upstairs, you'll activate the third (and last) laser barrier. Two more Securtons will be dropped from the ceiling one by one. 8. After you open the draped screen, you'll find yourself in Ms. Sinclaire's kinky boudoir. Feel free to look around. One of the adjacent areas is the jacuzzi room you saw in step 9 of the previous level. If you use the 'noclip' cheat and get outside through the window near the spyglass, you'll discover a pyramid marked with an ankh. A message will appear across the screen, 'On your feet, or on your knees'. Back inside the boudoir, go to Elexis' bed and jump onto the nearby drawers, then the books, then the speaker, and finally the canopy over the bed. Grab the reactive shields and jump down. The bed will start rotating if you press a nearby button. 9. What you are looking for next is an elevator. It is hidden behind the bookshelf in the first room after the draped-screen door. Press the button on the staircase railing, and the bookshelf will slide aside. OBJECTIVE 2 is completed. Go inside the elevator that has been revealed, and press the green button to exit the level. Level 35. MUNT PHOENIX Primary objectives: 1. Locate Elexis Sinclaire 2. Find the missile control room Secondary objectives: none Secrets: none (?) 1. Cut-scene: Sinclaire gives another one of her lectures to her employees. When you arrive, go left to observe the two warheads that were stolen from the missile silo in level 12. One is being mounted on a missile. Nothing to do here, other than watch. (You may shoot some gas cylinders to destroy machinery, but it won't affect the course of events.) 2. Head in the other direction. The elevator you arrived in has disappeared into the floor. Open the door next to the interlocking cogwheels (shootable gas cylinders above). Go upstairs and through the door marked 'Observation Dome.' 3. When you reach a certain point inside the dome, a section of the wall under the telescope slit will be broken by a Manumit making his way inside (sometimes he will wait for you outside). The door leading back to the staircase will be locked at this point. You may want to activate the reactive shields and ready your chain gun - it's your best bet now. Kill the Manumit, as well as the sergeants who will either follow him or wait for you outside. When you've killed them all, a section of the floor inside the dome will move aside and the missile that you saw in step 1 will be lifted into the launch position. 4. Get a green access card from one of the dead sergeants. Go around the dome. Unlock the door marked 'Planearium' (sic) by pressing the access-card slot and enter. You are in the main office. Stock up on supplies and get the yellow access card from one of the desks. One of the doors leads to the dome; you've been there and your job there is done. Go through the other door, to the staircase. 5. Get to the third floor and open the door marked 'Balcony' (it required the yellow card) Get inside. Cut-scene: Elexis lectures about a new age she feels coming. When she notices you and flees via an elevator, OBJECTIVE 1 will be completed. (Whenever I check the mission-status display at this point, there's an aberration: the name of the level changes to 'Underwater Passage' - as in level 21.) 6. Exit the balcony and get to the second floor to enter the conference room. On the podium, press the button on the lectern. An elevator will arrive on the right side. Ride the elevator downstairs. (Or, exit to the staircase from which you entered the conference room, go downstairs, and open the door marked 'Control Room'.) You are in the control room. You'll see Elexis behind the reinforced-glass screen. She'll taunt you and say something about 'daddy.' On your way to the room she's in, you'll inevitably fall into a trap. With OBJECTIVE 2 unfulfilled but gone from your mission-status display, you'll exit the level falling. Level 36. THRALL MASTER (1), THRALL'S PIT (3, 4) Primary objectives: None Secondary objectives: none Secrets: none (?) New enemies: Thrall 1. The elevator/cage will eventually drop you into some goo. Swim up and get out. Enter another elevator and ride it downstairs to get some supplies. Grab everything, including the pulse rifle; you won't be able to return here. 2. After you come out, note the platforms on both sides. There's one in each corner of this outdoors area, and they store ammo and stims. There are also ledges between some of the platforms, also storing useful stuff. You may also come across some supplies just lying on the ground. 3. It's time to fight the last boss, who happens to be Thrall Sinclaire, Elexis' own father (the 'daddy' she mentioned in step 6 of the previous level), mutated into a huge monster. You may fight him by backing away from him around the central structure. Sometimes he may get stuck between one of the platforms and a huge pillar, making your job easier. 4. Thrall's attacks will come in three waves: first, he'll just use his claw and circular saw; second, he'll add red rockets; third, he'll add red spits. In between, he will play dead. And finally, he will be dead for real. Movie: Blade enters a room and discovers Elexis. She uses quantum- destabilizing technology to shoot herself into four different directions. Blade pushes a button to abort the missile launch. Cinematic 11. END Blade types a report.
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