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    FAQ/Walkthrough by beatrixgamer

    Updated: 05/06/06 | Printable Version | Search Guide | Bookmark Guide

    Second Sight
    Xbox Walkthrough
      Table of Contents
    01: Controller
    02: Level 1, Isolation
    03: Level 2, Preparation
    04: Level 3, Experimentation
    05: Level 4, Fieldwork
    06: Level 5, Escape
    07: Level 6, Madness
    08: Level 7, Rescue
    09: Level 8, Reliance
    10: Level 9, Entrapped
    11: Level 10, Streetlife 
    12: Level 11, Teamwork
    13: Level 12, Breakout
    14: Level 13, Conspiracy
    15: Level 14, Infiltration
    16: Level 15, Childcare
    17: Level 16, Confrontation
    04: Legal Jargon
    The default settings for the XBox Controller are as follows
    RIGHT TRIGGER: Fire Weapon, Use Psi Power
    LEFT TRIGGER:  Target
    RIGHT THUMBSTICK: Look, Move Camera, Aim, Move Object with Psi
    LEFT THUMBSTICK BUTTON: Toggle 1st/3rd person view
    RIGHT THUMBSTICK BUTTON: Change Weapon, Change Power
    A BUTTON: Use, Interact
    B BUTTON: Punch, Pistol Whip
    X BUTTON: Crouch, Stand
    Y BUTTON: Toggle Camera mode
    Start: Pause, Use PDA
      Level 1: Isolation 
    SUMMARY: An isolation ward in a high security medical facility. In an isolation 
    cell an unknown man awakens from a drugged stupor. He can remember nothing of 
    his past - but know instinctively that his captors mean him no good. He must 
    try to escape
    OBJECTIVE: Escape. Get out of the isolation cell. 
    Concentrate on the button on the other side of the door, and use it to open the 
    doorway. In the next room practice your skills. You will need to use your 
    powers to scare the guards. You will gain the psychic power of healing. Use 
    this power to heal yourself completely before you move on. Scare the guards and 
    then beat them up. Pick up the guard's keycard. You've found the elevator, but 
    it requires the code. 
    OBJECTIVE: Find the elevator code.
    Use the key card you picked up to gain entry to the lab. Use the computer and 
    click on the elevator to get the code. Return and use the code and activate the 
      Level 2: Preparation
    SUMMARY: On short notice Dr. John Vattic reports to a US military base in 
    Germany where he expects to provide expert scientific advice.  Upon arrival he 
    learns that he is required to undergo military training prior to the briefing 
    for a squad mission.
    OBJECTIVE: Complete the military training. Complete traversal training with 
    Follow Cortelli through the compound and onto the training course. Climb over 
    the walls to complete traversal training. Climb up the ladder and then hang 
    from the platform and shimmy to the other side. Pull yourself up and then climb 
    down the ladder. 
    OBJECTIVE: Complete stealth training with Tex.
    Sneak around Tex and reach the grate. 
    OBJECTIVE: Sneak through to compound gates.
    Crawl through the pipe and go to the right on the other side. Watch the guards 
    stay on the left side and sneak past the first guard. Drop down into the trench 
    and stealthily make your way around the trench. Pull yourself up and use the 
    boxes to sneak past the next guard. Crawl under the windows of the guardhouse 
    and enter the gates.
    OBJECTIVE: Complete shooting training with JC
    Shoot the targets as required.  In the next session, take out the front two 
    guards first, and then the guards who are farther away. 
    OBJECTIVE: Shoot/ Sneak though to compound gates.
    Take out the first set of guards carefully.  Climb over the walls taking out 
    the guards as you go.  On the other side, take out the guard waiting below in 
    the area you trained with Tex. You can see him through the fences, and the one 
    at the top of the ladder. Crawl inside the tunnel. This time go in the middle 
    tunnel and shoot the guards waiting outside of the barred tunnels.  You should 
    be able to take out two. Go back and actually enter the tunnel that leads to 
    the gates.  Once outside use the crates, and disable the guard above the 
    trenches.  Before you get into the trenches there is a guard you can see 
    through the fence on the other side.  Shoot him, and then drop in the trench. 
    Climb out of the trench on the other side, and take out the other guard. There 
    is one last guard waiting behind the guardhouse. Shoot him and make it through 
    the gate
    OBJECTIVE: Complete sniping training with Franklin.
    Make your way back to the shooting range. Shoot the targets and get 250 points 
    to complete your training.
      Level 3: Experimentation
    SUMMARY: Six months after joining the WinterICE mission John Vattic finds 
    himself imprisoned in a high security medical facility.  He has been subjected 
    to extensive surgery and trauma. As John escapes he discovers that he possesses 
    phenomenal psychic powers.
    OBJECTIVE: Find and gain access to the patient records room.
    A guard will try to attack you, and you will gain the PSI PULSE ATTACK. Use the 
    computer on the desk, and pick up the guard's PISTOL. Turn off the security 
    cameras, check the floor plan and unlock the door. In the foyer avoid the swat 
    team, and hide behind the desk, jump over the fountain and either enter the 
    door or the ventilation on the other side. Once you are out in the hallway exit 
    through the door.
    Crouch down and walk under the lab windows to avoid being spotted by the doctor 
    and the security guard.  To distract the guard ahead use your telekinesis on 
    the door shown in the cut scene. Slip inside the door behind him while he is 
    distracted and pick up the TRANQUILIZER GUN.  In the room with all of the labs 
    and the clear windows, there is a guard to the left. Use your telekinesis to 
    move something inside the lab. When he goes to investigate run inside the lab 
    on the right side and through the door in the back.  Enter the next door and 
    you will learn CHARM. Use charm and make your way past the guard, the guerillas 
    and up the ramp on the left side of the lab. Grab the keycard from the table.  
    Charm your way back to the small hallway you were in just before you learned 
    the charm ability. Use your charm to make it past the guard that you previously 
    distracted. When you get to him turn right, and then enter the hallway on the 
    left hand side of the room.  There is an automatic door on the left, so make 
    sure you charm past it. At the end of the hall to the left you can see the 
    records room. If you've not alerted security, you'll have the lab to yourself. 
    Otherwise you'll have an ambush team to take care of before you can use the 
      Level 4: Fieldwork
    SUMMARY: The WinterICE squad is on the ground in Western Siberia. They are 
    proceeding toward the UHSC Pipeline station where they hope to find out more 
    information about Professor Viktor Grienko. A few kilometers from the station 
    they are attacked by unknown troops. 
    OBJECTIVE: Keep Jayne alive. Follow WinterICE to pipeline station. 
    Keep following the quad and use your sniper rifle to take out your attackers 
    along the way. Jane will take off and you will need to follow her around the 
    left side of the building. Open the door and follow her inside.
    OBJECTIVE: Find a way out of the pipeline station.
    The door has blown shut behind you. You need to find another way out. If you go 
    up the metal stairs and follow the catwalk you can find a first aide kit, and 
    an assault rifle. Use the lever to unlock the door.  Jayne will discover a 
    body. Use your tranquilizer gun to take out the soldiers in this room. You can 
    use the first aid kit at the end of the hallway. Take out the waiting solders 
    in the next room, and climb up the ladder. Make your way to the right towards 
    the control room. Use the first aid kit if needed. Use the computer, and Jayne 
    will give you the password. Look in the trash on the computer to find out about 
    Make your way back to the lower level and defend Jayne from the soldiers. Exit 
    through the opened gate to rejoin the squad
      Level 5: Escape 
    SUMMARY: John Vattic has discovered that he is not the sole survivor of the 
    WinterIce mission.  John must escape from the medical facility and get to the 
    mental asylum where Jayne Wild is being held.
    Objective: Escape. Find a route out of the Medical Facility. 
    Use your charm abilities to make your way to the elevator. At the top you will 
    gain the projection ability.  Hide inside the niche where the switch for the 
    security field was. Astral project and move forward up the hallway. Turn of the 
    switch for the security camera. From this switch go left and forward. There 
    will be two switches across from each other on the wall. At the end of the 
    hallway you just passed you will be able to see another security field. Walk 
    through it and around the corner to switch it off. Return to your body. There 
    are now two security guards on the other side of the field you passed earlier. 
    Either wait for them to turn around and leave, or charm your way past them and 
    down the left corridor. 
    Wait here and when you have full PSI power charm your way past the engineers in 
    the room where you turned off the security field. Turn it back on, and then 
    hide behind the nearby box. A security guard is at the end of the hallway. 
    Charm your way behind him and then grab him and knock him unconscious.  Walk 
    onto the elevator, then astral project. Walk around the machinery in the room 
    to activate the elevator switch. Return to your body and ride the elevator up. 
    At the top you will gain PSI BLAST ability. If you use your charm ability you 
    can make it out of the building and no shots will be fired. Make your way up to 
    the crate halfway up the left side of the hallway where the first set of guards 
    lies in wait. Let your PSI charge up until a soldier runs your way. Charm, and 
    make your way around the corner to the crate where there is a vent with some 
    steam pouring out.  Hide here for a while until another soldier runs down your 
    way. The next stop is the wall that the ramp turns around. Pause here and let 
    the PSI Charge back up. Charm your way to the brown crate in the middle of the 
    next room. There is one roaming guard wait until he comes out of the guardhouse 
    and charm your way inside.  Take out the guard inside without being spotted, 
    and let your PSI charge. Push the button and take off around the corner. Stop 
    and hide behind the pillar on the right side and let your PSI charge back up. 
    If you've disturbed any solders, they will be waiting. Otherwise they'll just 
    be talking amongst themselves. Sneak past them into a room on the right hand 
    side. Charge your PSI and sneak out to the elevator. Project to activate the 
    lift and ride it to the top.
    Charm and hide behind the large crate. When your PSI is fully charged Charm 
    again and go straight ahead. Charm your way behind the crate that a soldier is 
    hiding behind. Let your PSI charge. Do the same thing again. Charm to the crate 
    the soldier is using for cover. In the next area, charm to the middle crate, 
    and then charm to the car. 
      Level 6: Madness
    SUMMARY: After stealing a car and escaping from the Osiris Medical Facility, 
    John Vattic arrives at Penfold Asylum. He know that Jane Wilde is being held 
    somewhere within - John needs to find her. 
    OBJECTIVE: Find Jayne. Find a way into the asylum building.
    Climb up the ladder directly in front of you and go to the left side, climb 
    over the rail and hang off the edge to make your way round the fence. Turn off 
    the light, and pick up the SNIPER RIFLE. Make your way along the left hand 
    wall, and use your Charm abilities and your telekinesis if needed to distract 
    the guards. Pass the stairs leading to the upper terrace, and eventually you 
    will come to a sewer pipe crawl inside and follow it. Climb inside the open 
    window at its end. 
    Once inside you will learn a new Psychic attack. Take out the second 
    approaching guard to pick up the LIBRARY KEY. At the end of the hall, go down 
    the stairs and to the left.  Take the next left, and at the end of the hallway 
    go up the spiral staircase. At the top enter the LIBRARY and try to avoid the 
    doctors in the room. A note on the reading table will tell you the password to 
    the computer. Read the various books on the bookshelves describing mental 
    illnesses, and various patients that have been admitted, including Jayne. Use 
    the computer to unlock the upper library doors. You can also look up Jayne's 
    file. Exit through one of doors on the third level of the library. Crawl inside 
    the ventilation and crawl through to the other end. 
    Use a tranquilizer dart to shoot the orderly in the neck/head area. Go down two 
    levels and on the second level down shoot the next orderly.  In the lower 
    level, use your telekinesis to distract the guard, and once he is scared you 
    can shoot him with the tranquillizer gun. Read the lobotomy schedule on the 
    table. Follow the hallway, until you come to a room with beeping monitors, 
    charm your way to the end of the hall. If you want, you can project and read 
    some of the patient's charts. There will be a short hallway, and then another 
    lab room. Charm your way across the upper level and to into the room.  You can 
    pick up the DORMITORY ACCESS CARD from the counter. Now you want to sneak past 
    the doctor in the lower level and use the access card on the card reader at the 
    end of the room to access the dormitory. 
    Inside hide behind the pillar, and then the walls next to the door, so that you 
    can sneak past the security guards who are in pursuit of an escaped patient. 
    Make it into the hallway and into first room on the left. Use the ventilation 
    to crawl from room to room. At the end of the hall is an orderly's station. 
    When the patrolling guard is out of view, jump up onto the catwalk above and 
    use your telekinesis to move the can on the counter. When the guard is 
    distracted shoot him with a tranquilizer dart. Use the computer on the desk to 
    check the security files, and get the access code for the door. Go back to the 
    catwalk and jump up. You will be able to crawl through some ventilation. Follow 
    the vents until you can see a doctor in a bathroom with a therapy pool shoot 
    him with your tranquilizer gun.  Make your way back to the security desk. 
    In the hallway straight ahead from the desk, use telepathy to take out the 
    guard half way up the hallway. Use telepathy to distract the guard at the end 
    of the hall, and the use your telepathy to destroy the security camera that is 
    halfway up the hall. Finally use your telepathy to take out the guard at the 
    end of the hall, and the security camera there as well. Finally you need to 
    take out the guard on the other side of the hall.  Once this is done, enter the 
    room the guard in the middle of the hall was guarding.  You can pick up a 
    SHOTGUN, and some TRANQUILIZERS.  You can also use your telekinesis to get the 
    disk off of the top of one of the shelves and use it in the computer to play X-
    SPACE '92 game. Where the security camera was at the end of the hall you can 
    enter the security code to open the gate. Once inside you can climb up the 
    At the top, use your telekinesis to knock out the security guard inside the 
    archway to the left. Then, use your telekinesis to take out the security camera 
    at the end of the hall. Shoot the guard with a tranquilizer dart.  Go back to 
    the door to this dormitory. There are two guards to the right. Use your 
    telekinesis on nearest one, and then the furthest one. Before shooting them 
    with the tranquillizer gun, use your telekinesis to knock out the security 
    camera that is just above the door and to the right. After that is done, you 
    may need to knock the guards out again, and then shoot them with a tranquilizer 
    dart. Make your way around the wandering orderly and use the same technique to 
    immobilize him. You will be able to see a security guard standing outside of a 
    security gate. Use telekinesis to move the nearby cart, and tranquillizer him 
    while he is distracted.  Before you approach the security gate, use your 
    telekinesis to disable the security camera. Approach the gate and use your 
    telekinesis to open the gate, and check out the security computer inside.   Go 
    to the gate at the other end and use your projection power. Have your astral 
    self use the computer and open the security door. Immediately return to your 
    body, and exit through the door. Enter the next door to find Jayne.
      Level 7, Rescue
    SUMMARY: John has found Jayne Wilde in an isolation cell at Penfold Asylum. 
    Jayne is in a very distressed and unstable state. John must now help her to 
    escape to safety over the rooftops and courtyards of the asylum. 
    OBJECTIVE: Escape from the asylum with Jayne.
    Have Jayne follow you down the stairs, and lighting will strike the metal cage 
    around the door. Calm her down and have her follow you inside the door.  Once 
    inside calm her to have her wait.  Take out the guard at the end of the 
    hallway, and crawl under the partially blocked door. Climb out of the window 
    and use your telekinesis to move the beam blocking the door. Two guards will 
    find Jayne. Take them out and calm her down. Make your way out into the 
    courtyard. Use telekinesis to make the fire ladder drop down. Climb up and use 
    your telekinesis to take out the guard who is approaching and the tranquilize 
    him. Jayne will start to follow your across the wooden bridge and it will fall.
    Calm her down and heal her if necessary.  Use your telekinesis to take out the 
    patient who scared her, and the approaching guards.  The use your tranquilizer 
    gun on them. Use your telekinesis to raise and hold the board so Jayne can 
    cross to the other side. Make sure she is all the way across before your drop 
    the board.  Have her wait while you climb up near the roof and enter the 
    ventilation.  Use your tranquilizer to immobilize any guards.  There should be 
    one on the roof, and several on the other side of the windows.  When you have 
    immobilized them all help Jayne climb up the ladder on the roof, and down the 
    ladder on the other side.
    At the bottom of the staircase, have her wait again while you shimmy your way 
    around the left side of the building. Eliminate the guards inside. Use your 
    charm on the patient, and he will give you a key.  Jump on top of the elevator 
    and into the emergency hatch. Press the button inside to un-jam it. Unlock the 
    doors near the elevator and get Jayne to join you on the ride down. Have her 
    wait near the elevator and take out all of the guards waiting in ambush. Enter 
    the door at the other end of the courtyard, and there will be three guards 
    waiting for you inside.  Immobilize them and then climb down into the sewers.
      Level 8, Reliance
    SUMMARY: Colonel Starke and John Vattic are on night watch at the WinterICE 
    camp. They have left the camp area to investigate strange lights, which John 
    has seen in a nearby forest gorge. 
    OBJECTIVE: Keep Colonel Starke alive. Follow Starke and recon the area. 
    Follow the Colonel and the ghost, and take out the snipers along the way. Go 
    around the corner of the fence and use the boxes to climb over the fence. On 
    the other side, climb inside the ventilation. Listen two the two soldiers in 
    the game room. Continue to the second floor, and in the first room take out the 
    patrolling soldier. You will hear the soldier on the lower level decide to 
    sweep the building. Wait inside this room, and ambush him as he patrols.  The 
    second room on the upper level also has a guard. Take him out and then search 
    the files on the computer. Also, pick up the key from one of the cabinets. 
    Return to the lower level and take out the remaining guard in the games room.  
    You can play the video game if you like.
    Return to the second floor, and exit through the room at the end of the hall.  
    In the large machine room, crouch behind the box on the upper level just to the 
    right.  A patrolling guard will approach. Tranquilize him.  On the lower level 
    there are two patrolling guards.  One guard will patrol mostly along the wall 
    near the alarm button.  There is another guard who will patrol around the back 
    area, and will stop inside a niche made out of boxes.  Make your way to the 
    lower level and hide behind the niche.  There is one side that is only one box 
    high. Hide here and when the guard stops inside the boxes, tranquilize him.  
    You are then free to take out the remaining guard however you want.  Just make 
    sure he does not set off the alarm.
    On the lower level, there is a door below the one that you used to enter the 
    machine room. Peek outside. There are two patrolling guards. The far guard (on 
    the right) will patrol away from you and Colonel Starke. When he does, the 
    other guard will turn and take a leak or something. While his back is turned 
    tranquillize him.  Tranquillize the other guard, and make your way back inside 
    the machine room.
    Go up to the upper level, and out the other door. As you exit some snipers will 
    attack, take them out, and go around the building and climb down the ladder at 
    the edge of the aluminum roofing. Push the button inside the shack to open the 
    gate. Before joining Colonel Starke, enter the courtyard between the buildings. 
    If you enter the door on the far left hand side, you can pick up many weapons, 
    and use the first aid kit on the wall. 
    Climb onto the wooden spool, and over the fence to join Strike. Join the 
    Colonel on the other side of the gate, and follow him down the road. Use your 
    sniper rifle to take out the snipers along the way.  Climb over the barricade 
    and follow the Colonel into the tunnel. Inside there is a HEALTH STATION if you 
    need it.  Follow the ghost through the train and into the station office. Pick 
    up the guns from the table and the STATION KEY from the wall. Go back through 
    the train and use it to unlock the gate. Use projection to possess one of the 
    soldiers and then kill the other soldiers.  Check on the Colonel.
      Level 9, Entrapped
    SUMMARY: John Vattic and Jayne Wilde are escaping through the extensive storm 
    drain system underneath Penfold Asylum.  Armed troops have been deployed to 
    stop them with orders to shoot to kill. 
    OBJECTIVE: Escape through the storm drains with Jayne.
    Use your telekinesis to take out the three guards who are waiting around the 
    corner at the end of the tunnel. Stay on the upper level and enter the door at 
    on the right. There is a patrolling guard inside the door, so use your 
    telekinesis to take him out. Go down the stairs and ladder. Project and enter 
    the door. Inside possess one of the guards and kill the other guards in the 
    room. Have him exit the room.  Return to your body, and use your telekinesis to 
    grab him, and then tranquilize him. 
    Inside the room, pull one of the levers, and use your telekinesis to pull the 
    other one.  You will open the sluice gate. Crawl underneath of it. There are 
    three guards in the room. Take them out, and then head back to the sluice gate. 
    Near it is a door, open it, and pull the two levers to open the gate for Jayne. 
    Go back to where the guards were. Climb down the ladder and up the stairs.  Use 
    your telekinesis to open the gate.  Take out the attacking guards and enter the 
    Inside use your projection, and open the door at the bottom.  Possess a guard 
    to clear out the other guards. You may have to do this more than once. When 
    there is one guard left, enter the room and take him out. At the end of the 
    room use your telekinesis to pull the lever and open the gates. You can pick 
    either one, the lead to the same room.  Project and posses one of the three 
    guards waiting inside. When there is only the possessed guard left. Return to 
    your body and take him out. Climb up the small ladder to the elevator. Jayne 
    says she will wait for you.
    Jump over the railing and climb up the nearby tall ladder. Jump up to the ledge 
    and use it to shimmy over to the archway. Lean against the wall and make your 
    way over to the ladder. Climb up. There are two guards at the to that you need 
    to take out. Use your projection and pass through the electric barriers, and 
    pull the lever on the other side, to raise the elevator. Take out the attacking 
    guards below, and then project through the barriers again. This time, turn and 
    push the button being guarded. Possess the guard and walk him away from the 
    button, so that he does not turn the barriers back on again.  Return to your 
    body, and make your way to the button.  Make sure to take out the guard you had 
    possessed earlier. Climb down the ladder. At the bottom will be a large room 
    with lots of water. Use project and possess one of the guards.  Take out the 
    other guards in the room. You will definitely have to do this more than once.  
    Your goal is the large tunnel on the upper level.  After you have cleared most 
    of the way. Enter the room and go down the ladder just in front of you.  Go to 
    the end of the room that is straight ahead. Use telekinesis to take out the 
    remaining guard.  Before you approach the tunnel use your possession to take 
    out the guards who are waiting up ahead. In the tunnel, climb up to get to the 
    other side of the metal bars. 
    On the other side there are several tunnels off to the side of this main 
    tunnel. We will use a possess/telekinesis technique to take out the guards in 
    these side tunnels. You will possess the nearest guard, and walk him back into 
    the tunnel and use him to shoot the other guard.  Then walk him back up to the 
    bars.  You will then return to your body, and use your telekinesis to finish 
    off the guard you just possessed. There will be a tunnel on the left, to the 
    right, and again to the left. Use this technique to clear the guards. Follow 
    the tunnel to the ladder, and your escape is complete.
      Level 10, Streetlife
    SUMMARY: Jayne has dropped John off near the New York tenement block where 
    Colonel Starke has gone into hiding. Government agents are patrolling the area 
    and John doesn't know exactly where to find Starke. 
    OBJECTIVE: Find Colonel Starke. 
    In the upper area of the garage you can pick up a SAWED-OFF SHOTGUN. Return to 
    the lower level and enter the back room and open the ventilation gate. Crawl 
    inside and take out the agent waiting outside. There are three agents waiting 
    outside to the right. Use possession to take two of the guards, and telekinesis 
    to take out the third. Go down the alley they were guarding, and enter the 
    building to the left. Talk to the gang member inside and she will have you 
    deliver a package for her. Return to where you crawled out of the ventilation 
    and use the intercom on the door just up the stairs. You will get a tattoo. If 
    you go down the just as you exit the building you will find some gang members.  
    They recognize the tattoo, and will protect your from the agents. 
    Follow them back into the alley, as you will not be able to take out the agents 
    on your own. You can heal them and yourself as needed. Follow them, and they 
    will lead you to Starke. Climb up the fire escape and heal yourself as needed. 
    Read the documents on the table. 
      Level 11, Teamwork
    SUMMARY: The WinterICE squad have arrived at the outskirts of Dubrensk 
    searching for Grienko's research facility.  The village initially seems 
    deserted until Russian soldiers open fire on the squad. 
    OBJECTIVE: Keep WinterIce alive. Locate Grienko's base.
    Protect the team.  You are assigned to help guard Cortelli as he repairs the 
    radio on a near by building. Help JC defend him against the Russian troops.  
    Use both your gun and your psychic healing abilities. Cortelli asks you to have 
    the Colonel change his frequency. Run down and ask him to change it. Follow the 
    troops into the village. Defend the troops using your sniper rifle and heal. 
    Enter the building to the right first, and Franklin will set up her sniper 
    position. Enter the building to the right. Use your projection and follow the 
    ghost child. There is a ladder that leads down into a bunker, and if you pull 
    the lever inside, you can open a nearby doorway. Show the colonel the route to 
    the base. 
    Protect the troops, and take out the enemies. Go down the side tunnel that you 
    entered earlier, and try to open the gate that was on the side.  This is the 
    door everyone is searching for. Jayne says to follow the Colonel and JC. 
    Protect them. You will find an injured civilian. 
      Level 12, Breakout
    SUMMARY: Starke has given John information which confirms the involvement of 
    the NSE in the events at Dubrensk.  The block is surrounded by NSE agents who 
    are now storming the building. John and Starke must escape so that John can get 
    to the NSE headquarters.
    OBJECTIVE: Escape from the building with Colonel Starke. 
    Shoot the agents waiting in the hallway. Enter the next apartment to pick up 
    the HALL KEY, and take out the agents inside. Go back out into the hallway. 
    Follow Starke out onto the fire escape. Take out the agents and make your way 
    onto the elevator on the ground floor. Use it kill the agent waiting in the 
    window. Climb inside the building and open the fire door for Starke. Follow him 
    through the building. Take out the snipers that will attack from the other 
    side. In this hallway avoid the attacking agents, and make your way to the door 
    with the green exit sign above it. Take out the agents inside and exit through 
    the brown doors inside the room. 
      Level 13, Conspiracy
    SUMMARY:  Starke's evidence of a conspiracy has led John to the NSE 
    headquarters. What are they planning and how is it connected to the events at 
    OBJECITVE:  Confirm Starke's evidence connecting the NSE directly to Dubrensk.
    You cannot be seen in this level, so keep a low profile. Crouch next the stairs 
    on the right. A patrolling guard will walk by. Shoot him in the head with a 
    tranquillizer. Charm your way past the glass wall on the right to the end of 
    the first passage, enter the store room and pick up a disk from the shelves. 
    Use possession on the guard standing outside of the restroom. Use him to take 
    out the guards inside the room just inside the end of the hallway, and the 
    guards near the metal detector. Inside the room with the multiple guards, read 
    the clipboard on one of the desks.  Across from the restrooms is an office 
    rooms with come computers. Use your projection and use the computer on the 
    desk. Turn of the CCTV cameras. Next possess the cleaning girl and bring her 
    out into the hallway where you can tranquilize her.
    Use your telekinesis to permanently shut down the camera in this room. Use the 
    terminal nearest to the windows and you will be able to access Hanson's e-mail. 
    Download the attachment and put it on your disk. Take the disk to the next 
    terminal to use it.  At the end of the hallway, use your telekinesis on the 
    metal detector to disrupt it as you walk through.  There are two guards waiting 
    at the end of the intersecting hallway. Possess one and then make the remaining 
    guard walk near to the intersection.  You should be able to safely take him out 
    here. Enter the movie theater across the intersection to view the movie.
      Level 14, Infiltration
    SUMMARY:  WinterICE have met heavy resistance as they attempt to make their way 
    into Dubrensk village. The situation is critical. Jayne and Colonel Starke 
    decide that John's psychic powers mean that he alone stands the best chance of 
    finding Grienko.
    OBJECTIVE:  Find and gain access to the Zener base through the village church.  
    Find the church key in the red house. 
    Use the fence for cover shoot the first sniper waiting in the window. Shoot the 
    next guard who is waiting up the stairs to the right. There is yet another 
    sniper on the roof. Enter the small doorway, and read the clipboard on the 
    table. Possess the patrolling guard, and use him to pistol whip the two guard 
    who guard the ground.  Move him in place along the ramp that leads down to your 
    hiding place. Use telekinesis to drag him to your hiding spot, and shoot him 
    with a tranquillizer. 
    Exit the shack charm your way into the helicopter. Pick up the RUSTY KEY and 
    charm your way back to the shack. Climb up the ladder to the right. Follow it 
    around and use your sniper rifle to take out the guards around the courtyard. 
    When you have taken out all of the guards, you will come to the bridge that was 
    raised. Walk on the first portion to lower it, and then use your telekinesis to 
    lower the second portion. Make your way round the courtyard and enter the door 
    marked with a red star. Charm your way across the long hallway. At the end, use 
    your possession to make one of the guards pistol whip all of the other ones.  
    Use your telekinesis to take out the last guard. Follow the stairs to the 
    frozen river, and follow it further into the compound
    Charm your way up the stairs, and inside the first room on the right. Use your 
    projection and possess one of the guards outside, and use him to pistol whip 
    the other guards along the way. Return to your body. Inside the next room, 
    crawl into the fireplace, and follow it into the next building. Take out the 
    guard waiting inside. Use possession again on one of the guards to disable the 
    others. You can see another room outside of the windows. There are two guards 
    waiting inside. Take them out and then use telekinesis to move the board that 
    is locking the room. Inside read the note, and pick up the Key from the table. 
    Make your way back outside taking out any guards along the way. Make your way 
    round the passage on the other side of the red house. At the top use your 
    sniper rifle to take out the snipers and guards at the end of the pier. Climb 
    up the nearby ladder and jump over the side and shimmy around the boxes 
    blocking your way. Climb back up and make your way down the pier. At the end go 
    around the back and use your telekinesis to pull the lever to unlock the door. 
    Press the button on the radio equipment to turn off the jamming signal, and 
    then talk to the Colonel. Make your way back up the pier, and around the other 
    side of the building. Take out the ninja commando guy, and enter the church.  
    Do not exit through the large doors yet. Use your sniper rifle to take out the 
    two visible guards on the other side of the building. Then Charm, and exit the 
    building.  You will hear a door behind your open, and two more commandos will 
    pass you. Re enter the building and crouch next to one of the doors. Possess 
    one of the commandos to kill the other, and then take out the remaining 
    commando. It is now safe to enter the church.
      Level 15, Childcare
    SUMMARY:  The secret lift from the Dubrensk village church leads John down into 
    the Zener research facility - But where is Grienko? - And what has happened to 
    the Zener children?
    Follow the passageway past the lab.  The doors are electronic, and the power is 
    out. Make your way down the staircase and read the clipboard on the wall. Use 
    your telekinesis to start the generator. Return to the lab and talk to Anna. 
    The soldiers will try to sweep the area. Use your possession to possess one of 
    the guards, and use him to take out the others. Possess him and make him use 
    the palm scanner to enter the control room. Use charm to sneak past him and the 
    other guards. Hide under one of the tables and use your tranquilizer gun to 
    shoot the guards in the room.
    Use the computer up the stairs to check the map, and read the notes in the 
    system.  Also disable the security cameras and update the palm scanner to 
    accept any palm prints. Enter the door on the right side of the room and go 
    down the stairs. You will be able to see three guards attacking some children. 
    Use possession to possess one of the guards to take the others out. Continue 
    through the door on the other side of the room. Take out the guard in the 
    hallway with the children's cells. Use the palm scanner to open the doors to 
    their cells. You will hear an alert from the control room.  Climb the stairs at 
    the other end of the room and use possession to help the child. When the guards 
    are all taken care of use your calming abilities and talk to the child. 
    Follow Nadja's apparition back to the room where the guards were attacking two 
    children. The locked door on the other side of the room is now open.  Take out 
    the guard inside, and use the palm scanner to open the children's cells. Follow 
    Nadja, before you get to the room where the Guards were attacking the two 
    children. Project, and possess one of the guards. Use him to take out the other 
    one before they have time to call for backup. Disable the guard that remains, 
    and continue to follow Nadja.  In the hallway with the children's cells use 
    possession to take out the guards inside, and then use telekinesis to take out 
    the remaining guard before he calls for back up.  Continue up the stairs, and 
    before you enter the control room use possession to control one of the 
    commandos. Kill the other and then take out the remaining commando. 
      Level 16, Confrontation
    SUMMARY: John is faced with the realization that Hanson's NSE troops were 
    responsible for the slaughter of the Zener children in Dubrensk. The tissue 
    samples they brought back have been used in bio-engineered psychic research. He 
    must find Hanson.
    OBJECTIVE: Find Hanson. Access the elevator to get to the upper floor.
    Hide behind the big movie screen.  Use possession to take out two of the guards 
    in the room, and the telekinesis to take out the possessed one. Pick up the 
    guns they have dropped, and the ELEVATOR KEY. Charm over to the elevator. At 
    the top, use possession to take out the guards in the hallway around the 
    corner. There are also several guards waiting in ambush in the office. Use 
    possession to take them out, and then enter the office. Use the side door and 
    in the closet use projection and take out the other agents in the hallway 
    outside. At the end of the Hall, enter the lab. Use telekinesis on the psychic 
    soldiers, and then shoot them with a gun or tranquillizer.  Follow the agent to 
    Hanson's office. 
      Level 17, Redemptions
    SUMMARY: Hanson was in Dubrensk! What if he could have been stopped then? - 
    before is twisted research project could even get started
    OBJECTIVE: Find Hanson.
    Take out the commandos, and make your way to the elevator. At the bottom, you 
    can hear a scientist and commando talking. Take out the commando and talk to 
    the scientist. Use calm to talk to the scientist. Use the palm scanner to open 
    the door, and then use project and possession until there is only one commando 
    left in the room. Enter the hall at the end of the room, and you will find 
    yourself back at the hospital you woke up in at the beginning of the game. Make 
    your way to your hospital room.
    You will flash back to the present. Charm your way through this room and out 
    the door on the other side. Use the palm scanner to shut the door behind 
    yourself.  You will flash forward to the asylum.  Make your way to Jayne's 
    cell. You will flash back to the present.
    Make your way to the door with the plastic flaps. Project and possess one of 
    the guards on the stairs, and take out the rest of guards. Return to your body 
    and take out the last guard. Go don the stairs and to the door at the end of 
    the hallway. Flash to the NES building and enter Hanson's office. Flash back to 
    the present and use projection to enter the cave, press the button to free the 
    children, and press the other button to open the door hiding the weapons cache. 
    Enter the cavern. Fight off all of the soldiers who attack. The mutated kids 
    will attack Grienko. Game over.
      PDA Information Files 
    These are the files on your PDA, taken directly from the game. 
    Dr. Jon Vattic - A MIT scientist whose principle research work is investigating 
    the underlying scientific credibility of parapsychology.  Co-opted onto the 
    WinterICE squad under the recommendation of Jayne Wild. Six months later he 
    finds himself picking up the pieces of a shattered life - what happened to 
    Parapsychology - The scientific study of psychic phenomena.
    Kastein - US military base in Hamburg, Germany - strategic base of operation 
    for the WinterICE mission and military training camp for John Vattic.
    WinterICE - A squad of marines specializing in tactical insertion, extraction 
    and counter-terrorism. Permanent squad members are Col. Starke, Coretlli, Tex, 
    JC, Franklin and Ballard. They are assisted by civilian advisors Jayne Wilde 
    and John Vattic. Their mission is to track down Prof. Grienko and establish 
    what he has been researching.
    Colonel Joshua Starke - WinterICE Commanding Officer.  Following several 
    accomplished tours of duty, Colonel Starke elected to leave mainstream service 
    in order to head up small specialist operation teams such as WinterICE. He has 
    pioneered in the use of parapsychology in counter-terrorist operations.
    Anthony Cortelli - WinterICE Communications officer. Cortelli's ability to 
    wring a signal out of even the most outdated comms lash-up has gained the team 
    vital intelligence on earlier missions. It's reputed that he can take a full 
    pack over the boot camp assaulty course faster than anyone else on the squad. 
    (Tex would, of course, argue the point).
    William Robert Jackson ('Tex') - WinterICE Explosives expert. Tex's wise-
    cracking attitude can often rub others up the wrong way but the other squad 
    members have discovered that this exterior belies the excellence and expertise 
    of a true brother in arms.
    Juan Carlos Verdes - WinterICE Weapons Specialist.  Though soft spoken, JC is 
    an accomplished expert in his field who can turn his hand to almost any weapon, 
    new or old.
    Martha Franklin - WinterICE Reconnaissance / Sniper. This veteran's ice-cold 
    demeanour doesn't mean that she lacks passion, but it ensures that very little 
    is capable of breaking her concentration as she takes aim for a surgically 
    precise shot.
    Patrick Ballard MD - WinterICE Field Medic. Ballard's dedication to his work 
    doesn't leave much time for conversation.  However his quietness and calm 
    inspire much confidence in his patients as he patches them up quickly and 
    efficiently, even under heavy fire.
    Jayne Wild - WinterICE Civilian Advisor.  Her claims to possess precognitive 
    abilities are taken very seriously by the military command and Wilde's psychic 
    advice has apparently guided the team away from potential disaster on a number 
    of previous occasions.  John Vattic has been co-opted onto the WinterICE team 
    under Jayne's recommendation. 
    Professor Viktor Grienko - Russian parapsychology researcher.  Grienko began 
    his career as a brilliant student in St. Petersburg under Pavlov.  During the 
    Second World War he was discredited after collaborating with German research in 
    POW camps.  Officially killed at the end of the war but also rumoured to be 
    involved in a secrete project instigate by Stalin in Siberia. Allegedly sighted 
    at a USHC Pipeline station in Western Siberia where he was attempting to 
    contact US authorities in order to claim political asylum.  At the time Grienko 
    claimed to have psychic research results which would change the world.
    Pavlov - One of the greatest physiologists of this generation, Pavlov worked in 
    Russia in the early twentieth century. He is most famous for his research work 
    into conditioned reflexes and higher brain functions.
    Joseph Stalin - Soviet Communist leader from 1924 until his death in 1953. 
    Later viewed as a tyrannical dictator responsible for terror campaigns and 
    other questionable practices.
    United States HydroCarb (USHC) - North American petrochemical company which has 
    expanded operations to take advantage of the commercial opportunities in 
    Western Siberia following the collapse of the former USSR.
    Union of Soviet Socialist Republics (USSR) - Alliance of Russia and other 
    republics which was established in 1922 and officially dissolved at the end of 
    Penfold Asylum - An insane asylum in Vermont dating from the end of the 
    nineteenth century, when an extensive programme of asylum construction swept 
    the US as a part of the 'moral commitment' to improving the treatment of the 
    mentally ill. Hopelessly outdated by modern clinical standards but somehow 
    still in operation, it remains an imposing landmark. Jayne Wilde is being held 
    Osiris Medical Facility - High security military clinical research facility in 
    North Carolina. Declassified areas of specialization are stem cell research, 
    brain surgery, tissue transplantation and comparative primate biology. 
    Information on many areas of research is classified under federal security 
    Tenements - New York slums where Colonel Starke grew up. After his arraignment 
    following the WinterICE mission, Starke went AWOL and returned here. He remains 
    in hiding trying to clear his name and prove that his command in Dubrensk was 
    not negligent. 
    Dubrensk - Siberian village in Tyumen Oblast. Remote and inaccessible it is the 
    base for Grienko's research project. 
    Tyumen Oblast - An administrative region of the Russian Federation, located in 
    Wester Siberia, just north of Kazakstan. 
    National Security Executive (NSE)- A government agency responsible for highly 
    specialized activities protecting national security. Most activities are highly 
    Zener Project - Cold war parapsychology research and eugenics project 
    commissioned by Stalin and set up in Durbrensk by Grienko in 1953. Its aim was 
    to investigat the potential for use of psychic abilities in furthering USSR 
    expansion. Proposed applications extended from covert intelligence gathering 
    and espionage to the use of battlefield psychic shock troops.  When the 
    successes of the project, the so-called Zener Children, were found to be 
    withdrawn, distant and uncooperative, the project was cancelled and funding 
    Zener Children - Children with the 'gift' were recruited from regional testing 
    programmes all over the USSR and brought by rail to the village of Dubrensk 
    where they became subjects of Grienko's research.  The vast majority were 
    ultimately rejected, and (according to official sources) returned safely to 
    their parents. The true success stories of the project were a small number of 
    children with exceptional psychic abilities. These Zener Children were also 
    distinguished by an unusual arrested development syndrome which left them in a 
    perpetually pre-pubescent state. 
    Psychic Powers
    US Zener Project - A research project instigated by Director Hanson based on 
    the work of Prof. Grienko. The goal is to produce psychic agents through stem 
    cell bioengineering. The source genetic matrial comes from tissue samples 
    extracted from the Zener children. 
    Telekenesis - The ability to remotely interact with objects without physically 
    touching them. 
    Healing - Psychic regeneration of bodily damage. The amount of healing is 
    related directly to the amount of psychic energy expended. During the healing 
    process the subject is rendered immobile.
    PSI Attack - Conversion of raw psychic energy into a devastating physical 
    attack. The psychic energy is manifested as a physical shockwave.
    Telepathic Charm - Psychic influence which can be used to implant thoughts in 
    another person's head. Primary use is to misdirect people by making them 
    unaware of one's presence. The illusion is immediately dispelled by physical 
    contact with a charmed subject or by attempting to charm when clearly in plain 
      Legal / Contact 
    This game guide is for personal, non-commercial use only. I was not paid to 
    write it, and you should not be charged to read it.  Please do not reproduce or 
    alter this guide, in part or in whole without written permission. All 
    trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders.
    Copyright May 6, 2006 S. Evans.
    I may be contacted at beatrixgamer[at]yahoo[dot]com. Please include an 
    appropriate subject with your e-mail. 
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