=============================================================================== Second Sight Developer: Free Radical Design Publisher: Codemasters PlayStation2 FAQ By: TheEternalVenomX =============================================================================== 1. Introduction 2. Version History 3. Controls 4. Psi Powers 5. Weapons 6. Walkthrough 6.1. Isolation 6.2. Preparation 6.3. Experimentation 6.4. Fieldwork 6.5. Escape 6.6. Madness 6.7. Rescue 6.8. Reliance 6.9. Entrapped 6.10. Streetlife 6.11. Teamwork 6.12. Breakout 6.13. Conspiracy 6.14. Infiltration 6.15. Childcare 6.16. Confrontation 6.17. Redemption 7. Minigames 7.1. X-Space '92 7.2. Earth Impact 8. Final Thoughts 9. Legal Information _-_-_-_-_-_-_-_ 1. Introduction _-_-_-_-_-_-_-_ Here we are, a FAQ project that I can finally begin to get some serious work on. I had a hard time finding a game that was worthwhile to do and had few FAQs available. I found this game in the bargain bin at a local video game store and knew it was the one. Second Sight it a game where you play as John Vattic, a man who was involved in a classified military mission as a "psychic advisor". He wakes up one day in a military hospital, suffering from amnesia with only trace memories of what happened six months ago. As the game goes on you alternate between what's happening now and what happened then. If you want a complete summary on my thoughts of Second Sight then skip to Section 9. This FAQ will be mostly a walkthrough with a couple sections on weapons and abilities. Hopefully it'll give you an idea of what to do. _-_-_-_-_-_-_-_-_- 2. Version History _-_-_-_-_-_-_-_-_- June 28, 2005 Version 0.24 ------------- Looking for a new FAQ project to start once I got some time. Not only does this game have few FAQS but was cheap to boot. Did basic FAQ layout, a couple Psi Powers/Weapons and the first four levels. June 29, 2005 Version 0.41 ------------- Escape and Madness are done, as are some other parts that needed work. June 30, 2005 Version 0.47 ------------- Reliance is done, going to work on a level at a time. I plan to submit this 0.5 Version tomorrow. Also finished are Controls, Weapons and Minigames. Plot and Final Thoughts will wait until the end. Ah heck, I finished Entrapped just to get a little more work done. July 1, 2005 Version 0.50 ------------ Done most of the Sections outside of the Walkthrough, I'm submitting this version for hopeful addition to GameFAQs. If it goes through, then I will increase my output tremendously to get it finished. If it doesn't go through, then I'll add some more levels to the Walkthrough then submit it. Either way more work will be done on July 2. July 2, 2005 Version 0.59 ------------ Streetlife is done, not much else to note other than a couple fixes here and there. July 3, 2005 Version 0.59 ------------ Taking a small break for today, only made a few major corrections to this FAQ. July 5, 2005 Version 0.65 ------------ Took a break yesterday as I was just exhausted from a hectic morning that lead into a busy night. Right now I got back on track finishing Teamwork. July 9, 2005 Version 0.71 ------------ A bunch of other projects I recently got to work on came up, hence my break. Well, Breakout is done for today and I hope to have this whole guide done by the end of next week at the latest. August 31, 2005 Version 0.76 --------------- Yeah, yeah, yeah...I had vacation for a month and couldn't finish it. Promise to get this one done by the end of September. September 6, 2005 Version 0.82 ----------------- Infiltration is done, all I have to do is finish up the levels and this FAQ will be complete. Then the next project will be started. September 7, 2005 Version 0.88 ----------------- Childcare is done, plan on wrapping up the final two levels to complete Version 1.00. Version 1.01 will contain my final thoughts while I'll add the Plot in later. September 21, 2005 Version 0.94 ------------------ Confrontation is finished, I removed the Plot section because I figured there is little point in having it. Enjoy the story by playing through the game instead of me summing it up for you. It's better that way. Anyways, I have a couple more projects I want to get started. But I want to wrap this one up before I begin laying groundwork. Version 1.00 is coming tomorrow with the Final Thoughts. September 23, 2005 Version 1.00 ------------------ All finished, finally. _-_-_-_-_-_ 3. Controls _-_-_-_-_-_ Left/Right Directional Buttons - Switch Psi Powers Up/Down Directional Buttons - Switch Weapons Square - Crouch X - Use (Context Sensitive) Circle - Attack Triangle - Change Camera L1 - No Use L2 - Lock-On L3 - Switch between 1st and 3rd Person Views R1 - Special Moves (Context Sensitive) R2 - Use Psi Power/Fire Weapon R2 - Alternate Between Weapons/Psi Powers Left Analog Stick - Move Right Analog Stick - Switch Between Lock-On Objects/Move Objects with Telekinesis _-_-_-_-_-_-_ 4. Psi Powers _-_-_-_-_-_-_ Select Individual Powers using the Left and Right Directional Buttons. Telekinesis ----------- Lock onto objects using L2, select available targets using the right Analog Stick. Using R2 to pick up or manipulate objects, use the Right Analog Stick to move them around if you can. Healing ------- Press R2 to start Healing Vattic, will heal for as long as you hold or for how much Energy you have. This is time-consuming so only use when out of sight. Psi Blast --------- Vattic throws a blast of psi energy at a target, use L2 to lock-on and R2 to fire. Uses up a decent chunk of Psi Energy for each blast though. Charm ----- Press R2 to make Vattic invisible to everyone, this is incredibly handy in places where stealth is key. It drains Psi Energy gradually so be quick when getting through sections. Projection ---------- Press R2 to create a hologram-like illusion of Vattic who can pass through laser grids and hit switches while the real Vattic stays in one place. Press Square to end the projection. Psi Blast+ ---------- Press and Hold R2 to charge this up, then release it to create a massive burst of psi energy that'll cover a large radius Telekinesis+ ------------ Same as Telekinesis, target with L2, aim with the Right Analog Stick and press R2 to use. It chokes living targets at the same time, a la Darth Vader. Projection+ ----------- Press R2 to create a projection, then approach someone and press X to possess them. You control everything they do and can press Square to exit them. Watch your Psi Energy, of course. _-_-_-_-_- 5. Weapons _-_-_-_-_- Non-Lethal Arms --------------- Tranquilizer Heavy Tranquilizer Small Arms ---------- Pistol .45 Pistol Soviet Pistol Large Arms ---------- Shotgun Sawn-Off Shotgun Automatics ---------- Assault Rifle Soviet Rifle SMG Long-Range Arms --------------- Sniper Rifle _-_-_-_-_-_-_- 6. Walkthrough _-_-_-_-_-_-_- =*=*=*=*=*=*=* 6.1. Isolation =*=*=*=*=*=*=* After watching the beginning cutscenes you'll find yourself in the Isolation Cell. Walk over to the door and lock-on the button beside the door with L2 then press R2 to open it with you Telekinesis. Exit through the door, head to the right side of the room. Once in the next room, head through the right door to begin a small cutscene that will give you the Healing power. Select Healing with the directional buttons and press R2 to restore Vattic's health. Exit through the door and head down the hallway, you'll see and hear two guards talking. Approach them to get their attention and attack them to get one's Security Card. Head down to the end of the hall and use the card on the right door's Card Reader. Once in this room, head through the door on the right, go up and into the next room. Use the Computer here to get a Map of this area. Check that Map by pausing the game, selecting "Applications" and clicking the only icon in this window to bring up the Map. There should be a "room" on there specifically for the elevator. It's in the northeast corner and a blue "I" icon will be displayed when selecting it. Click on this room and you'll get the Elevator Code. Head back to that main hallway, go up to where the elevator is and open the doors using the Code Panel on the side. =*=*=*=*=*=*=*=* 6.2. Preparation =*=*=*=*=*=*=*=* This is pretty much a tutorial level, so you're going to be led by the hand throughout much of it. After the cutscene at the beginning ends, head straight until you run into a soldier. Either you can hear what he has to say or you can move on, either way you're to follow him to the assault course. Once here, he'll teach you to climb walls. Just approach each one with the Left Analog Stick to climb over them, then head up the ladder. Crouch and head through the gate to enter the second part. Climb up the ladder and approach the edge of the platform, press X to drop off and hang on the edge. Shimmey over and press R1 to climb up once you've reached the other side. Take the ladder down and talk to the soldier here. Approach the stone block and press R1 to "stealth" against it. Follow the orders to crouch against it, move around it and the like. Simple enough. Now he'll give you a test, move to the far block and he'll start it. Press and crouch against this block so you face the metal fence on the opposite end. Wait until the soldier starts to walk on the side of the block you are on then press R1 to press off and crouch-run to the tunnel entrance. Wait here until he announces your passing and opens the gate. Crouch-walk through the tunnels here to the next section. Now comes a real test of stealth, press against the block on the left side so Vattic faces the camera (default position). Once the guard faces to the right and the one on the elevated position is facing away move on the left side of the area and drop into the pit. Work around and climb up to the platform and press against the block nearest you. When the guard here goes to move, drop back into the pit and watch him. When he starts to move away climb back up and make a run for the opening. Now you must sneak past the guards in the trailer here. Press against the trailer and move Vattic across it and head through the fence to move onto the Firing Range. The next part requires you to fire on targets in the firing range, after getting some intructions you are given a test. You have to rack up 250 Points by shooting the moving targets. This is very simple, just aim for the heads early on then start firing at chests once you get above 250. The next part is shooting from cover, press against the cover and use the L2 and Left Analogy Stick to get into shooting position. You can position yourself to the left, right or above the cover. Shoot each of the four guys here three times without getting shot too much to pass this section. Follow the soldier back outside and he'll direct you to the Assault Range. Head back up the corridor and to the right to access it. This is a repeat of the first range but with guns. There are four enemies in this first section, take cover and shoot them all (the fourth one is hidden behind the far wall, quick-shot him). Head to the second section and repeat the shimmeying, there is another soldier on the platform at the end. Climb up when he faces away and shoot him at point blank range. Head through the pipe and into the third section. Shoot the three soldiers here and move to the pit, climb up and shoot the two guards here (this is the only part I got shot at, be careful). The final part has a soldier hiding behind the trailer, simply quick-shot him as he appears. Head through the fence to complete this section. Head back to the Firing Range to start Sniper Rifle training. It's the same as Pistol training basically, except you get a scope to view through. Rack up 250 points to beat this section and to end this section. =*=*=*=*=*=*=*=*=*=* 6.3. Experimentation =*=*=*=*=*=*=*=*=*=* After watching the cutscene, head behind the desk of the guard you just killed and grab his gun. Use the computer behind the desk, click the CCTV feed and press the X on the control panel to disable the camera. Quit that application and then unlock the door and download a map. Now, head towards the far end of the room opposite the desk. Use the computer there, try the icon in the upper-left corner to get shared applications. Try to get the patient files but find them inaccessable. Leave this room by the door on the left. Go through the corridor until you get to the Foyer, you'll see a cutscene where armed cops show up. Work your way around to the left side of the Foyer. Don't worry about the cops, you can't take them out and will take damage from shots if you try. Get through the door on the left side, use the Healing power to restore any lost health. Go through this corridor until you reach the next room. Like the cutscene says, use Telekinesis to move the cabinet above the guard's head. Once he goes to investigate, hit him with a Psi Energy blast. If you ever get caught, alarms will go off: don't attack guards since they come in endless streams. Instead, find a locker and kill any guards that might be in the area. Then, hide in the locker out of their sight until the alarm goes off. Then you may continue. Now, head to the other side of the room passing through the enclosed glass lab areas. When looking at the map, the door you want to pass through is on the south-west corner of this room. Once through there, keep heading straight until you get to a cutscene where your Charm power is unlocked (this makes this area so much easier). Head back to that area where you Psi Blasted the guard and head to the door on the north-east corner this time. Head through this corridor, remembering to take out any scientists or guards that will turn on the alarms. You are now in a tripod-like corridor. Head west then into the glass enclosure on the east side. Head through the door here and take out the guard by any means you wish. Move through the next corridor until you hit the Primate area. Use Charm to sneak up on the scientist in the glass enclosure in the northern part of the room. Take him out and grab the Patient Records card on his desk. Go back to that tripod corridor and take the northernmost door and head through to the Patient Records area. Use Charm to sneak past the guards in here and use the computer in the northwest corner (just one cubicle down from the corner, actually). =*=*=*=*=*=*=* 6.4. Fieldwork =*=*=*=*=*=*=* When you start this mission off, you'll be ambushed by snipers. Take cover behind fences, carts or whatever you can find. Aim the rifle using L2 and aim on the soldier's heads. Head shot them and move on with your squad. You'll continue to face snipers until you get to a cave, enter it and someone will be sent to blow the blockage up. Let them do that while you watch from a distance then head through. Now, follow the squad through the tunnel taking out soldiers as you approach them. You'll come across the base itself, use the Sniper Rifle to take out as many guards as you can. Eventually you'll be told to follow Wilde into the base itself. Work around to the left, use the icon on the upper left corner to orient yourself. Take out snipers and allow the squad to give you cover fire. Enter the shed through the door and watch the brief cutscene. Once inside, follow Wilde to the ladder and climb up. Go up the stairs onto the catwalk. Navigate around and into the small room at the end. Heal with the health pack if you need and take the Soviet Rifle. Make sure to equip that then leave the room. Climb up the ladder on the right and pull the lever. Head back down to the ground floor and head through the door that was unlocked (follow Wilde). After the brief cutscene, head into the next room where you'll face armed soldiers on both the top and bottom levels. Take cover, watch Wilde's health and take them out. Once you take the bottom guys out, use the ladder to climb up and get a better shot at the upper guys (if you feel risky). Wilde's health gradually improves in between shoot-outs so don't worry too much. Head through the doorway on the right and turn right, at the end of the corridor on the right is the control room. Let Wilde "scan" the worker's mind to get the computer password. Then try to use the computer, Vattic will enter the password on his own. Go to the Wastebasket and read the document in there. A brief cutscene will follow, backtrack to the lower level of that room. You'll face soldiers on the way so take cover and open fire. Once you are down there, go through the now-open door behind the ladder. Follow the corridors until you get to another room with soldiers. Take them all out to finish this section. =*=*=*=*=*= 6.5. Escape =*=*=*=*=*= This gets a bit tricky as the first part is stealth while the second is pure run-and-gun. When you start off, immediately begin your Charm ability as a guard is coming into the room. Exit this area and turn left and get into the elevator to get into the basement. Now here's where it gets really tricky, all you have is a Tranquilizer and have to watch out for cameras, workers, scientists and guards. When you start off, head down the corridor and a brief cutscene will begin. You'll get the Projection ability. Now, head past the deactivated laser gate but stop when you reach the corner on the left. Peak out and you'll spot a camera, "pull" on it with your Telekinesis to disable it. Across from this camera is another one down the hall, "pull" on it as well. Now, go down that corridor the second camera was facing but press on the wall to the left. Peek out and you'll spot a third camera, "pull" on it. Then you'll see a scientist just walking down, tranquilize him. The workers will approach wondering what happened so quickly run out and tranq them. There is an alarm button in the big room ahead. Once you enter it (it has the laser gate) there is an alarm button on the immediate right, guard it and shoot any of the three workers that comes close. Approach the laser gate and use the Projection ability to turn off the lasers by using the button to the right after you pass them with your projection. Quickly arm yourself with the Psi Blast and hit the guard that's just past the lasers. Now you'll find yourself at an elevator, enter it and then use the Projection ability. Exit the elevator with your projection, have it turn right and use the control panel there to raise the elevator. Once here, a brief cutscene will happen and you Psi Blast+ ability becomes unlocked. From here on out, it's run-and-gun so arm your SMG and move on. The next few areas are nothing more than tight corridors so take cover and keep moving. Blast some guards ahead and run up the corridors. When you get to a gate, there is a booth to the left. Enter it, shoot the guard, and hit the button to open it. Continue on, take cover and return fire until you get to another elevator. Same as before, enter it and use the Projection to activate the control panel beside the elevator. Once off, you have to navigate more corridors taking out guards as you go. You'll eventually get to a large room with a ladder on the left and a car ahead. Ignore the ladder, approach the car and press X to hop inside when it indicates so. =*=*=*=*=*=* 6.6. Madness =*=*=*=*=*=* After watching the opening, climb up the ladder directly ahead of you. Approach the rail and press X to drop off and then shimmey past the gate. Upon pulling yourself up, turn off the floodlight and grab the Sniper Rifle. You have two choices now, either you can shoot or you can stealth. The former has you sniping all the guards in the courtyard but alarms WILL go off. The latter has you heading back down the ladder and using Charm to get past all the guards. Either way, approach the asylum and head towards the large statue. To the right should be an open window, approach it to have Vattic vault over it. A cutscene will follow and Telekinesis+ will be unlocked. Head down the corridor and take out the guard grabbing the Library Key he drops. Turn right from where you faced originally. Turn left and head through this room then turn left again. Head up the stairs and follow the path until you get to the Library Door. Once in here: there are two scientists but they won't be alerted to your presense. Talk to one to get the location of Wilde. Now read the document on the table on the ground level, then head to the computer terminal across from the table. Access it, then click Hard Disk then unlock the Upper Library door. Head up to the door you unlocked and head through it. Head through the door that was unlocked and turn right around the corner. Go through the vent ahead and into the next room. Take out the guards here as you head down the stairway. Once at the bottom, go through the corridor until you reach an operating room. Take out the two doctors and grab one's Dormitory Access Card. Head through the corridor and into the next operating room. Take out the lone doctor then use the Dormitory Access Card on the Card Reader beside the door. Head through to start another cutscene. Continue on until you get to a large lobby area with a patient just wandering around. Use Charm to sneak past him and the two guards that show up. Head to the doorway opposite the one you entered in through and go on until you reach a computer terminal. Access the computer, allow Vattic to enter the password and click Hard Drive. Read the only document in there to get a new passcode. xspacefind Now, head down the corridor that was to your right when you entered. There are going to be some guards here so shoot them and enter the door that they were guarding. Also "pull" the CCTV camera to disable it here. In the room is a Minigame Disc, a Shotgun and a Tranquilizer Gun. Grab all and head back to the computer. Use the Minigame Disc to unlock that Minigame. Now, there should be a doorway to the right of the computer terminal (from where you originally entered). Enter through there to get the drop on any guards that are in the area. Continue on, turn right at the first turn and then left. Around the corner is a camera, "pull" it to disable it. Use the Keypad to open the gate and head through the doorway. Head up the stairs here until you reach the top, a cutscene will show partway through. Now, continue on until you reach a room with a series of cells. Take out the camera around the corner on the right, use Charm to sneak past guards. Keep going right until you reach a metal gate. Take out the two guards posted here and use Telekinesis to hit the switch to open the gate. This switch is just past the gate. Now, head forward until you reach the second gate. Use Projection and have your projection move into the security booth and access the computer. Go to the Hard Drive and access the Security document. Open the WW Upper door then press Square to end the projection. Go through the now open gate and into Wilde's cell on the left. =*=*=*=*=*= 6.7. Rescue =*=*=*=*=*= To get Jayne to follow you, equip Charm then lock onto her with L2. Press R2 to "tell" her to stay there or follow you. Get her to follow you down the steps. Approach the door at the bottom and some lightning will strike scaring Jane. Lock onto her and hold R2 to calm her down, once she's calm then go through the door. A guard is at the end of the hall, don't use guns because loud noises scare Jayne. Psi Blast him and head through the doorways. Halfway down this hallway, on the right, is a door with the bottom half torn off. Tell Jayne to "wait" by locking-on and using the Charm ability. Crawl through it and head out the window, to the left is a barred door. Use Telekinesis to lift the bar, then turn around and use that same power to drop the ladder. Head back to the hallway where Jayne is waiting. At the end of the hallway where the guard was is a door, go through it then through the other one to the area you just were. Take the ladder up and wait for Jayne to climb it after you reach the top. Continue up the stairs, alarms went off here for me but pay them no mind. At the top is a guard, Psi Blast him and calm Jayne down if she panics. Move on and over the ledge to the next rooftop, a cutscene will occur here. Use Telekinesis to life the ledge back into position and hold it until Jayne makes it over. Move back if she needs room to move but keep the power on. Tell her to stay, then go on and peek around the corner. You'll see a guard booth with 4-5 guards. Take them out with Psi Blasts (Jayne can hear gunshots and gets scared) and calm her down if need be. Then head to the guard booth and take the ladder up. Take the next ladder down and head straight to the next ladder down. Here's where it gets tricky, climb up to the small ledge on your right side opposite the double doors. Slide yourself down this ledge using Charm for every window you pass so as not to alert the guards. Once you reach the double doors at the end, head through them and into the hallway. Take out the guard here with a Psi Blast. On the second door on the right is a patient with the key you want. Take him out and get the Balcony Key. Two more guards might pop in from the next door so quickly take them out. Head down to the end of the hallway, take out the guard and go through the door. There is a red-lighted room directly ahead, go into it and you'll find it's an elevator shaft. Drop down into the elevator car itself and hit the button. It'll take you up to the next level, on the left are some double doors. Open them to find Jayne waiting, get back in the elevator with her. Hit the button again to drop to the ground level. Tell Jayne to wait here then move into the courtyard. Psi Blast the sole guard you can view then whip out the SMG and take some cover. A couple guards at guarding the door at the end. Use Charm to head to their end undetected and take cover at the bench behind them. Then take the two out. It's not over yet: there are three snipers on the rooftops, use Psi Blasts or gunshots to take them out. Make sure to take cover and heal as you do this. Then backtrack to Jayne, have her follow you to the doorway those guards were guarding. Past this door are a series of stairs and corridors with three guards. Psi Blast them before they get a shot off so Jayne won't get scared. At the end is a manhole, approach it to end this section. =*=*=*=*=*=*= 6.8. Reliance =*=*=*=*=*=*= Follow the Colonel after the cutscene and take out the snipers you come across. After watching the brief cutscene, follow the colonel into the tunnel and take out the snipers in the canyon past the tunnel. Another cutscene will follow after this, the Colonel will tell you to work around the fence and find a way into the base. Do as he says, around the corner is a series of boxes pressed against the fence. Go up them and jump over the fence. Crouch and get into the vent directly ahead of you, once in the building move ahead a bit to activate a cutscene. earthimpactfind Go through the first door on the right from where you start, tranq the two guards before they call for help. Use the arcade machine and play Earth Impact once to unlock it. Then leave the room and head up the stairs. The second door on the right has an office, try out the computer only to find out it has no power. While the Colonel tries to get it back online, read the document opposite the first computer to find the Manager's Office Key. After he gets it online, access the computer and click the only icon then download the map. Leave the office and go into the last door on the right, head through this small room through the door. You're in a large cargo bay now, tranq the guard in the distance and his friend. Then walk across to the stairs and take them down tranqing the last guard. Now go through the door opposite the stairs to get back outside. Tranq the two guards here and the Colonel will join you, follow him. There is a ladder on the left, climb it and navigate the catwalk. There is a sniper lurking in the mountains ahead, kill him. Then backtrack to the ladder and snipe the soldier that's firing on the Colonel. Then head back to where you shot the first sniper and drop down into the enclosure. Hit the button in the shed to open the gate. Head back to where the Colonel is and vault over the wooden spool and the fence. Go through the now-open gate until a short cutscene begins. Follow the Colonel down taking out snipers as you approach them, once you get to some train tracks jump the barrier. Turn right and go down this tunnel (or follow the Colonel as he will go here on his own). You are now in a train station. Go up the ledge on the right and head down until you see an open door on the train. Go in and follow the cars until you reach the door at the end. Once back on the platform, head into the open door and grab the Assault Rifle and the Station Key. Backtrack through the train until you regroup with the Colonel. Use the key on the red gate and go up the stairs and follow the corridor. A short cutscene will happen and ALL of your psi powers will be unlocked. You also gain a new Projection ability, first project yourself then drop down into the hole. Press X by a soldier to possess him then fire on his own men (there are three others not including the one you control). Once they are dead, press Square to end the projection. Kill that guard with whatever you like then drop down to check on the Colonel. =*=*=*=*=*=*=* 6.9. Entrapped =*=*=*=*=*=*=* Head down the steps in front of you, arm yourself as if you payed attention to the cutscene you would have heard the "shoot to kill" orders. Turn left and head down the pipe. Soldiers will drop down ahead, stay in the water and go through the pipe ahead. Shoot the soldier that passes past the pipe entrance and shoot the soldier on the upper ledge. Now, turn left and head around the corner shooting the guard. Go up the ladder and through the door. Press against the wall on the left, pop out and shoot the soldier around the corner. Grab his Shotgun and arm yourself with it. Go down the ladder and through the door at the end to end up in a giant room. Kill all the guards in here, even the ones that will pop up in the middle of the gunfight. Now, on the right as you entered is a platform with a gate. The gate will not open on it's own, but there is a small drainage-like opening on this platform. To open this, use Telekinesis on the two levers on the two raised platforms. The drainage gate will open: It's right behind the ladder on the top, crouch and go through it and follow to the end. Once you leave a few soldiers will attack, kill them. Now, go through the door that's opposite the soldiers and you'll find two levers. Pull one to open a pipe door and pull the other to open the gate. Jayne will join you, jump over the railing into the water pool in this room and follow the pipe down. Jayne will follow you. Once in the next room, go through the pipe on the right and Jayne will climb down a ladder to rejoin you. On the raised platform is a lever, pull it to open two gates. Drop down and go to the lower gate and pass through it. Take out the 4-5 guards in this stairwell and exit into a large sewer passage. Run down the waterway, taking out more soldiers as you come across them. Two pipe gates are evident, use Telekinesis to pull the left lever to open the left gate (it's on the platform above, but your Telekinesis can reach). Go through here until you reach a large room. Shoot the guards then go to the large ladder on the opposite wall. Climb up it, turn right and shimmey across the ledge to an opening. Climb up, press X to drop down and shimmey across to the ladder. Climb it, kill the two soldiers here and approach the laser gate. Create a projection, pass through the two and move to the third one. Possess the guard, press the button on the control panel to disable all the gates then throw him off a ledge to kill him. Now, move to where that third gate was but opposite it is a lever to raise the elevator. Do it then place Vattic on the elevator, create another projection and pull that same lever to lower the elevator. Shoot the two soldiers that are firing on Jayne and then run down the platform and go down the small ladder. Stay put and Jayne will come to you assuming she's under "follow" Charm orders. Position her on the elevator and have her "wait". Now, backtrack to the elevator control lever at the top taking out soldiers as they appear. If you leave them alone, they'll gang up on Jayne and kill her. After pulling the lever and raising the elevator head through the now-deactivated third laser gate. Follow the corridor and take the ladder down. Exit through the only doorway until you get to another large sewer room. Take out the guards here before they call backup. Drop down and move across the left wall until you see a ladder on the right. Climb up it and head to the large pipe you see ahead of you. Once here, go through until you see a guard on the left. Shoot him and move on shooting/healing as you go. This part is pretty damn tricky as it's a giant gunfight in a small tunnel. All you need to do is get to the end as quickly as you can, don't worry about the soldiers as if Jayne dies you have to restart. At the end is a ladder. Climb up to finish this section. =*=*=*=*=*=*=*=* 6.10. Streetlife =*=*=*=*=*=*=*=* Do not open the cargo door otherwise an endless stream of agents will pour into the garage. Instead, turn around and go up the stairs to find a Sawn-Off Shotgun on the shelf. Head down and go into the room underneath the stairs. Open the vent cover beside the shelves and head through the vent. Peering outside, headshot the agent with the tranquilizer to take him down. Head out, turn right and use Charm to move down the alley on the left. At the end is a group of gangsters, approach them to start a cutscene. Go up the ladder on the right and follow the ledge up here. At the end a cutscene will begin, shoot the agent down below to save the gangster. Now, head on and go down the ladder, move back to ground level and go down the alley. Go through the brown door on the right about half-way down, another short cutscene will begin. Talk to the female gangster to get your objective, head through the door on the right side of the room where you entered. Now go through the blue door into a large cargo bay. Turn left and go through the blue door here to head back in that alley with the first gangsters you ran into. You must follow the radar in the corner to the package. So, head straight from the cargo bay door and use Charm to head to the straight end. On the right is an intercom door, use the intercom to open it. After the cutscene, head back to that first group of gangsters to gain access. Now the game becomes a shoot-out, go straight and up the ladder ahead to get a good vantage point. Equip the Sawn-Off Shotgun and shoot all the agents that head up the ladder (or you can snipe them from the higher ground). Once the gangsters call a retreat, follow them to their new position. Don't use Projection+ to possess a guard and kill his friends, it leave you far too vulnerable. Anyways, equip a Shotgun from one of the agents and open fire on them. After that second wave is done, the gangsters point you to an apartment accessable by a fire escape. Climb up those ladders and vault into the room. Read the documents on the table to finish this section. =*=*=*=*=*=*=* 6.11. Teamwork =*=*=*=*=*=*=* After the opening cinema ends, you'll be attacked by snipers from the little village ahead. Use the Sniper Rifle to take them out, the Colonel will then regroup everyone. Listen to him, heal whoever needs it, and then follow the two he sends to the shack ahead. One of these guys will adjust the radio setup in this shack. He needs cover, so you and the other guy will have to do that. The first wave comes from the right side of the shack (where your teammate sets himself up). Snipe the guys in the head when they approach as you have limited sniper ammo. If you run out, then head out and take cover behind the little wall in front of you. Once they are all taken out, they will swarm from the other side of the shack. Don't bother sniping them but use a Pistol or Soviet Rifle. Once they are taken out, the radio guy will tell you to head back to the Colonel to give the new frequency. Do so and a small cinematic will take over. Follow the Colonel and his men until you get to a small hill-like area. He'll briefly talk a strategy to the men. After that, crouch and follow the unit up the hill until you see two guards. Take them out then walk up to the house and enter the door on the right along with Jayne. In here, attempt to open the opposite door. It won't open so instead head to the left and through the opening. After the cinematic, snipe the guards patrolling ahead then head through the door that hasn't been opened yet. The guy running through the door opposite as you leave is a civilian so don't harm him. Heal the teammates who need healing and help them take out a few soldiers. Then head through that same door the civilian went through and into the opening there. Watch the short cinematic, then use Projection to get past the laser gate. Once you head through this corridor you'll see the projection of a child. Follow him to a lever that'll open a door to the base. Go back to the Colonel and talk to him to get there. Now you are in the exterior entrance of the base itself. Take cover and work you way until the end taking out guards as you go. When you get to the large cargo bay door after taking out all the guards, a small cinematic will take place. The Colonel will the ask everyone to scout for locked doors. Face the cargo bay door, turn around and head to the right. Along this wall is the corridor you went through earlier (it had the laser gate). There is a locked door halfway down, attempt to open it to contact the Colonel. Watch the small cinematic, take out the guards in this room and approach the civilian in the center to end this section. =*=*=*=*=*=*=* 6.12. Breakout =*=*=*=*=*=*=* When you first start off, take cover and shoot the agents at the end of the hallway. Starke will then head into a room on the left to grab a Key, take out the agents in this room. After that, follow Starke to the end of the previous hallway. He'll unlock the outside door and the two of you will go down some stairs. Shoot the agents that will pour into the large outside area here and take their guns (some have Sniper Rifles). On the left wall is an elevator, use Telekinesis to lower it and then use it. Vault over the window and shoot the two agents on the right. On the left side is a door which you can unlock to let Starke in. Now go to the opposite end of the hall with Starke, he'll open the door there. Follow him down a flight of stairs and he'll open fire at more agents. Use the Sniper Rifle to take out the agents. Starke will continue on once they are done so follow him. He'll open the door at the bottom and you are in another corridor with agents on the opposite end. Take out some of the agents and when Starke gives the order do the following. Take cover, use Charm and run towards the agents. But, what you really want is a door on the left with a large green "EXIT" sign above it. Go through it, take out the agents then through the double doors at the opposite end. This will complete this short section. =*=*=*=*=*=*=*=* 6.13. Conspiracy =*=*=*=*=*=*=*=* Stealth is absolutely crucial in this level. The doors will lock once the alarms go off and will only unlock when the alert is over. So, use Charm constantly and hide in closets to avoid guards or to wait alerts out. When you start off, face away from the desk so you are facing the front door. Now, go in the corridor on the right and into the first door in this hallway (use Charm to avoid the guards). Read the UVD box on the closet then exit this room through. Turn left and head down the corridor to watch a cutscene. Hide behind the corner here out of sight of the guards. Select your Projection power and run it through the detector at the end of the hallway. Now, at the very end is a note framed on the wall. Read it to get the s.hanson username for log-in. Now, end the Projection and wait until your Psi Meter is fully charged. Project again and this time go through the first door on your right. Go straight to the computer on the right. You'll have to be quick here, login and click the top-leftmost icon to open a window. Click on the secuity camera icon. Deactivate all three cameras then end the projection. Wait until your Psi Meter is fully charged. Use Charm to enter that same room. Equip the Heavy Tranquilizer and knock out the cleaning lady in here. Then access the computer on the top left portion of the room. Now, open the top-leftmost icon and click the only icon in the window. You'll be in an e-mail inbox. Click the second email then click the window that opens. Another window will pop-up asking if you want to download a file. Do so and then drag the desktop movie icon to the UVD icon. Go back to that first computer you used and open the UVD icon on the desktop. Click the movie icon once then leave the computer. Use Charm to go back to that corner you used to hide from the guards previous. Now, use Projection and possess the first guard in the corridor prior to the detector. Move him through the detector and take a right. On the right side are some elevators, call one and put the guard inside. Depossess him and wait for the Psi Meter to charge then possess the second guard (the one beside the detector) and repeat the process. Once both and in the elevators, walk to the Detector. Use Telekinesis to "pull" on the detector so it doesn't go off. Then head to the end of the hallway and through the door to the left of the note you read. Approach the TV to start a cutscene and end this level. =*=*=*=*=*=*=*=*=* 6.14. Infiltration =*=*=*=*=*=*=*=*=* When you first start off, head down the corridor that the camera showed you. Use Telekinesis on the guard in the watch booth to pull him towards you, grab his weapon after killing him. Head down and take out the guard on the ground and on the roof on the left however you choose. Then turn left after leaving that corridor and go around the corner. Go through the door on the left, read the memo then head into the next area. Climb up the ladder on the right, head down the walkway to the helicopter and equip the Sniper Rifle. Snipe all the snipers in the area then switch to the Soviet Pistol to take out the remaining soldiers. Quickly follow the walkway around and climb up the embankments to the top. Turn left and walk onto the bridge to lower the first section. Use Telekinesis on the control box to the right to lower the second section. Walk across and jump down the embankments. Then go forward and through the door on the right. Run through or Charm through this corridor (depends if you want a fight) and into the next area. Go over the bridge on the left, past the bell and onto the next walkway. Take out guards as you come to them, then turn left and head straight down. Go down the stairs at the end and turn around. Go down the path to enter the next section. Snipe the guard ahead of you on the steps, then go up the steps to your immediate right. Follow the walkway, taking out guards until you get to a red building on your left. Now, this will get a bit tricky so read carefully. You need to kill both guards in here, choke them with Telekinesis as other tricks won't work. Then, position yourself so you can see the Church Key one of them dropped. I find the side window works the best, shatter it with a couple Pistol shots. Then use Telekinesis to move the Key towards you. Then go down the corridor to the building's right and take out the two hiding guards. When you get to the pier, equip the Sniper Rifle. Take out all the guards on the pier then go up the ladder ahead. Drop down so you can shimmey on the railing past the boxes. Climb up and head straight, ignore the pier itself, and go around the corner. You'll come to a building with a new enemy, these guys have shields that are impervious to bullets. You need to choke them with Telekinesis to drop their shields. Then pelt them with bullets to finish them off. Do this to take out this guy then go the way he came. Once through the building, you'll come to the Church's courtyard. Take out the lone regular soldier and the two new black soldiers that show up. Then go up the church steps and unlock the door. Go down the stairs and into the congregation to end this mission. =*=*=*=*=*=*=*= 6.15. Childcare =*=*=*=*=*=*=*= When you first begin, head straight down the corridor and go through the door at the very end. You'll see a projection of a child walk through that door, follow him and enter the generator room on the left. Use the Telekinesis on the generator to get power running. Now, head back into that first corridor and go into the first alcove on the left. Enter the door, go up the ramp and around the corner to the left. Enter the small room in here to watch a cinema. These next few parts are going to be a bit tricky, stealth is highly recommended. You'll encounter tight quarters, frequent rushes and those new black enemies that take extra attention. Go outside of the room and around the corner to the left. Psi-Blast the guard coming up the ramp, then head straight through the door. Psi-Blast this guard then exit back into the corridor here. Turn left and through the door, psi-blast the guard then the second one. Now, go back to that door that leads toward the next room but use Projection. Go through it and up the stairs on the right, possess the guard and open the door with his palm on the pad. Depossess and quickly go through that door. In here are some guards, kill them all being aware of the lone black on in here. Once they are gone and no alarms are sounded (some might), you'll need to unlock all the door. Go up the ramp on the right and go into the cubicle to the right to find a computer. Access the Camera icon and disable all cameras, then open up all palmpad doors with the next icon then download the map with the final icon. Now, exit the cubicle and go through the door on your immediate right. Down the stairs and into the next room, kill the guards and approach the kids to free them. Now, go through the door opposite you came and follow the corridors to a cell block. Head down and through the door on the right, up the stairs and you'll be back in the Control Room. But the third child has an electrical storm up to protect him from two soldiers. Kill the soldiers, target the kid and use Charm to calm him down. After the cinema, follow the projection down the stairs and back into the cell block. Now, open the cells using the box to your immediate left and walk into the cell with the Projection. Leave, then turn right and follow the Projection to the end of the hall. Go through the door on the left, down the corridor and follow the projection through the door in the next room. Down the stairs is another cellblock, go down a bit to find the fourth child's cell. After the brief cinema, follow the child through the corridors and rooms. Take out any guard you come across, don't worry, she'll Charm to hide while you take them out. Once she stops in the Control Room, talk to her to end this mission. =*=*=*=*=*=*=*=*=*= 6.16. Confrontation =*=*=*=*=*=*=*=*=*= Turn around and some guards will burst in through the door. Shoot them all and grab the Elevator Key one drops. Straight run-and-gun here folks so stealth is not required. Enter into the corridor, turn left and you'll see the hallway is blocked by laser beams. Beside those laser beams are some elevators, press the button of one and hop in when it arrives. Turn left from the elevator and shoot the guards around the corner. Head into the first door on the right, take cover and shoot all the guards. Then head through the door on the left side (it's beside a closet door). Head through and turn right after you leave. Take out the guards and turn left at the junction. Turn right again and head through the door. In here you will encounter psychic clones, use Telekinesis to choke them to death. You can also whittle down their psychic shields with bullets, but keep in mind you're using up ammo. Once that is done, you'll see a cutscene where a guard will open the other door. Follow him as instructed to the end of this level. =*=*=*=*=*=*=*=* 6.17. Redemption =*=*=*=*=*=*=*=* Choke the two black guards and shoot them after their shields are lowered. Then exit the room and head down the ramp on the right, turn left and use the palm pad to open the door (this is the only way out, so it's not too hard). Head down the stairs and Vattic will comment on the elevator, it's under the stairway you went down. Head towards it and Vattic will automatically ride it down. Walk down the end of the hallway, when you reach the first left turn hide behind the corner before it. Whip out and fire SMG shots at the black guard to drop his shields and kill him. Project and possess the scientist in here and have him use his palm on the palm pad by the doorway. Exit out the door that opens at the end of the hallway you are in. In this room, immediately Charm and run to the door at the end. Then pick off the four black guards in this room. Telekinesis them off the walkways into the pool below. When they go to use the ladder in front of you, shoot them dead as they climb up. The door out of here will open, so leave and be treated with a short cutscene. Well, remember this place? Wait until the illusion of Vattic appears then leave this room via the only door. Head through the door opposite and turn left at the hallway. You'll see illusions of two guards talking, go through the door between them. Head through the door opposite to be back in the Isolation room. Press the button to the Isolation area and walk in to watch a cutscene. You switch back to past Vattic, head down the hallway. In this big room you will face a wave of those black guards. What you need to do is use Telekinesis to bring them flying to you. Once they are lying at your feet, gun them down to kill them. Repeat this until the wave is done and head out the door on the opposite end. Again you are faced with an illusion. Head down the hall and into the asylum you were in much earlier. Head to the upper right section where the security gates are. Take out the guards so they won't bother you, use Telekinesis on the switch to open the gate. Move through and on the left is Jayne's cell from before. Kill the guards and enter. Wait here until you go back to the past. Head down the hallway and through the doorway into an underground passage. Keep going down the scaffold taking out more black guards along the way. At the bottom, turn left and go into the cave to start another illusion. This one requires no combat, walk down the hall and turn left. Then head through the double doors at the end. You'll be in Hatton's office so just watch the proceedings and you'll be back. Now, for Hatton himself. Continue onwards and you'll be in his cave chamber. Guards will pour out of everywhere to attack, open one of the child's cells on the right to get some extra help. You only need to open one as the child will open the others. Just keep taking out the guards until a cutscene kicks in to finish the game. *THE END* _-_-_-_-_-_- 7. Minigames _-_-_-_-_-_- =*=*=*=*=*=*=*=* 7.1. X-Space '92 =*=*=*=*=*=*=*=* I marked the location of this minigame in the walkthrough, type "xspacefind" into your Word Find feature and you'll locate it. It's in the Madness section of the game. Controls -------- Left and Right Directional Buttons - Move Ship Left and Right X - Fire There are three types of enemies; normal spaceships, saucers and drone ships. The normal spaceships will arrive in rows, the saucers hover down erratically while the drone ships swarm in clusters. Every once in a while a downed enemy will drop an icon, it will give you rapid-fire for a brief while. There are also grey balls that will appear, you have to push one away with shots until you can slip through. This game is a one-shot kill so a single laser blasts or impact can kill you. You get three lives. =*=*=*=*=*=*=*=*= 7.2. Earth Impact =*=*=*=*=*=*=*=*= Like X-Space, search for the word "earthimpactfind" to see how to unlock this minigame. Controls -------- Left and Right Directional Buttons - Rotate Ship Left and Right Up and Down Direction Buttons - Move Ship Forward and Back X - Fire This is very similar to the arcade game Asteroids, except replace the moving asteroids with firing ships. The key thing to keep in mind is to get enemy ships to follow you into the crossfire of others. Friendly Fire is on so enemy ships can be destroyed by their own side. Try not to take enemies head-on but move around so you can take anyone from the side. After taking out some enemies one of three icons will appear. A gold star gets you 100 Points, a Wrench will repair your hull while a Red Icon will give you Shielding for a limited time. To get a high score, grab all the gold stars, make sure you have shields more than half the time and grab any wrenches that appear. Also use the tactic of drawing enemies into the line of fire. _-_-_-_-_-_-_-_-_ 8. Final Thoughts _-_-_-_-_-_-_-_-_ If you are looking for a game with neat psychic powers: try Psi-Ops: The Mindgate Conspiracy. Second Sight had some ambitious ideas, but it simply became another third-person shooter with "psychic" powers designed for the bargain bin. It's a nice title, but besides the excellent story the game needed more work. I guess I was just spoiled by Psi-Ops, but I just thought the psychic gameplay's execution was off. _-_-_-_-_-_-_-_-_-_-_ 9. Legal Information _-_-_-_-_-_-_-_-_-_-_ This guide copyright 2005 TheEternalVenomX. This guide may not be copied, altered, distributed or sold without the author's consent and permission. Second Sight is a trademark of Free Radical, this guide is intended to assist gamers through their experience playing Second Sight, the author is not making a profit off it. Right now, I only give permission for GameFAQs to host this FAQ. I mean no offense to any other sites, but I just feel most comfortable with what I have going on right here. Special Thanks to CJayC and Sailor Bacon for their hard work on the administration of this site. Without their hard work hundreds of authors would have no place to display their works. Special Thanks also goes out to Free Radical, who show more promise and potential than any other developer out there. They will hit it big one day, TimeSplitters and Second Sight show they do have it.
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