CY Girls Walkthrough
              By boscobuddy(Jack Harris)
               easysqueezy@webtv.net

               Version 1.00
               July 4, 2004

UPDATES: Okay, this walkthru has been completed & corrected, tried & tested.

 I used a Playstation 2 on Medium difficulty setting.

If you want to use this walkthru on your website, you have permission, only if
it can be accessed freely and unaltered.

This walkthru is copyrighted by the way.

Introduction:

This walkthru is based on my own style of play. That being, "do whatever
works," and "if you know everything that you need to know and do, then it ain't
so gosh darn hard after all."

RULE #1: Do what works for you!!!!

If you have any constructive corrections, then I'm open to suggestions. If all
you have are put downs and bad mouthing, then tell it to the hand, and step
off, cause that kind of thing gets deleted REAL FAST.

                                               MISSIONS

ICE WALKTHRU

STAGE 1: ARGENTINA NET-JUSTICE BUILDING
STAGE 2: ARGENTINE PRISON
STAGE 3: PERUVIAN RUIN
STAGE 4: SPANISH PARTY HALL
STAGE 5: MARSHALL ISLANDS PLANT 1
STAGE 6: MARSHALL ISLANDS PLANT 2
STAGE 7: ARIZONA SHUTTLE BASE
STAGE 8: SPACE ELEVATOR

ASKA WALKTHRU

STAGE 1: JAPANESE NINJA MANSION
STAGE 2: JAPAN NET JUSTICE
STAGE 3: MARSHALL ISLANDS PLANT 2
STAGE 4: SPANISH PARTY HALL
STAGE 5: PERUVIAN RUINS
STAGE 6: MARSHALL ISLAND PLANT 1
STAGE 7: SPACE ELEVATOR BASE
STAGE 8: SPACE ELEVATOR
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CONTROLS:

REAL WORLD CONTROLS

D-pad buttons up/down: Highlight Secondary Items/Item Selection
Left Analog Stick: Player Movement/Item Selection
Right Analog Stick: Control Camera Position

Circle Button: Primary Weapon Attack/Cancel Item/Cancel running ability in
Spanish Party Hall stage for Ice.
X Button: Jump/Select Items
Triangle Button: Use Secondary Item
Square Button: Action/Investigate

L1 = Evade/Roll/Crouch/Dive flat on ground/Cartwheel while hiding beside
door/Page thru Menus
L2 = Hide
L3 Map Display (Push in Left analog Stick) Please be aware, that you can turn
this useless thing off. More than once, while in the middle of a fight, I
pushed down on the Left Analog Stick, while meaning to push forward, and the
map screen would come on and overlay the battle that I was in the middle of. I
happened to be reading the game manual, and discovered that you could turn it
off. Thank goodness for small favors.

R1 = Primary Weapon Attack/Page thru Menus
R2 = Use Secondary Item
R3= Reset Camera to default position

D-pad = Up/Down changes secondary item

Select = Communication Transmitter (your helper tells you stuff that you could
care less about)
Start = Pause/Menu

CYBER WORLD CONTROLS

L1 = Evade
R1 = Open Code Input Window

Left Analog Stick = Movement
Right Analog Stick = Use camera to look around

L3 Toggle Map Display by pushing in left analog button
R3 Reset Camera by pushing in right analog stick

Triangle = Heavy Attack/Code Input
Square = Code Input
Circle = Light Attack/Code Input
X = Jump/Code Input

Select = Communication (your helper is a regular motor mouth for inane stuff
here too)
Start = Pause/Menu


CYBER-SPACE

Circle=Attack

Square=Defense

X=Others

Download=Hold R1-X, Circle

Modulation=Hold R1-X, Triangle, Square, Circle

Break=Hold R1-Circle, Triangle, Square

Slow=Hold R1-Square, Circle, Triangle

Wall=Hold R1-Square, Triangle, Circle

Find=Hold R1-X, Circle, Triangle, X

Dive Out=Hold R1-X, Square, Circle, Triangle

Jump=X(harder the press, higher the jump)

WHILE JUMPING

Circle=Spin Attack

Triangle=Strong Jump Attack

L1=Evading Jump


ICE STUFF:

C/P stands for Checkpoint. The reason that this walkthru is littered with C/P
locations, is so that when you have to continue, you can just go back to the
last C/P, and know where you'll be continuing from. More often than not, when
there is a C/P near the exit of a room or hall with two doors, there'll be a
C/P at both doors.

When I say hide somewhere, I mean press the L2 Button.  When I say evade, I
mean press the L1 Button.

The things that your helper says that are unprompted by you, are somewhat
valuable clues about your environment, or what you need to do. If you miss
hearing a comment by your helper, just stay where the comment was made, and it
will be repeated at regular intervals

Regardless of Ice's health level in the Real World, she always starts with full
health each time she enters Cyberspace.

Ice can have a maximum of 10,000 Automatic Rifle bullets stashed somewhere on
her person, at any one time. (And that's without cheats)

You may notice, that after you die and continue, all or most of the enemies
that you were previously fighting, will be gone. Maybe dead or whatever-but who
cares.

What's irritating, is when you're in a fire fight with several guards who are
in close proximity to each other, and due to the way that they shake when you
shoot with a steady fire weapon, you can't tell whether their finished dieing
or preparing to attack some more, so that you can switch to the next enemy.

When you happen upon several guards, and you flash 'em(toss them a flash
grenade), they will assume the position of horizontal parade rest so you can
finish them off more easily. I think that's right friendly of the chaps, don't
you?

Impact Grenades slowly float to their target before attaching to them.

In some places like hallways, where guards respawn after you leave the area and
return, you can use this to your advantage, by continually coming back and
increasing your ammo supply.

Whenever possible, hide against the inside of the doorframe, to take out
enemies in the next room. If a doorframe is too narrow, and you find yourself
absorbing bullets, unhook yourself from the doorframe, and use another plan of
attack.

When I say that you gotta return to somewhere that you've previously been, I
will follow it with room-by-room directions to get back there.

Microwave Grenades are for computer-controlled machines. Throw one in their
general area, to temporarily disable them, then run in and shoot them until
they don't wanna play anymore.

When you acquire the High Jump Skill, you'll have a tendency to jump straight
up, and then straight back down. It you are trying to land on an upper floor,
the best way to do it is:

Hold the R1 Button, then press the Square Button & the X Button. Now start
running towards where you're trying to reach. A little before it, release the
R1 Button. You'll sail up and have forward momentum also.

When you come across heavy weapons that you don't need, it's best to pick them
up, then quickly discard them, so they will be out of the game, and out of your
way.

One of the most irritating things about playing as Ice, is that when you
acquire a heavy weapon, you can't access any of the other smaller weapons that
you have, until you discard the heavy weapon. And sometimes, you're in a fight
with a mix of tough, and not-so-tough enemies, and you really don't wanna waste
the Large Ammo on the wimps.

In cyberspace, Slow Skill is your bestest buddy in the whole wide world-until
you make friends with the Blackhole Skill.

Enemy appearance locations tend to be random sometimes-they'll be in the area I
say, but not necessarily in the exact spot

You'll notice, that boxes and other things that you move or manipulate, will
return to their original positions, when you leave the area, and return.  It's
the old you leave the room for one minute, and look what happens-everything
resets itself.

For enemies that duck out of sight, try to follow the orange or blue line that
leads to them, in order to keep track of them.

Be on the lookout for when enemies using projectile weapons pause to reload.
This is the time to lean out and return fire.

In the Easy & Normal difficulties, if your health is in the Red Zone, rather
than waste a Bio-charge, just let yourself be killed, then continue, and you'll
come back perky, peppy, and at 100% full health.  And all that is required in
payment from you, is to start at the last passed checkpoint.  Why use a Bio-
charge, when the game is giving away freebies? And the Game Gods would be very
offended, if you don't partake of their generosity. They have been known to
make controller buttons vanish during critical game moments. Save your Bio-
Charges for the Boss Battles and use the games continues to replenish your
health otherwise.

Ice can't jump up onto boxes or pull up while carrying a heavy weapon. She can
grab onto things above her and pull up with one hand, while carrying a medium
weapon. She can hand walk, and everything else, while carrying a light weapon.

The problem with the grenades that you carry, is that after thrown, they bounce
all over the place.  And you never really know where Ice is going to throw them
in the first place, due to all the extraneous motions she uses to throw.  They
can ricochet off nearby objects, and explode near Ice. The only real good
places to use the grenades, is where your enemies are in a narrow or confined
area such as a hallway, and Ice isn't.  They should have been made to adhere to
surfaces or enemies when thrown.

On the Map Screen things to do have a blue line, and things already done have a
orange line.

Tap L1 lightly to do a roll ending in a crouch, and press it longer to dive and
land flat against the floor.

To push an object, stand in front of it, press the Square Button to assume the
pushing position and she will start pushing, until you release the button. Ice
can only push, she cannot pull. So be sure of where you want the object to go
before pushing it, because if she pushes an object against a wall, she can't
pull it back off the wall. And your only way to get it off the wall, is to
leave the general area, and hope the game resets the object, or reload back to
the last saved checkpoint.

When standing against a wall, use forward and backward on the left analog
stick, to stand and crouch.

For the most part, keep something like your shock taser highlighted in the sub
weapons menu. Because whatever you have highlighted, Ice will use when you
press the Triangle button. If you have something like a grenade highlighted,
and you accidentally press Triangle at the wrong time, you could end up
depleting your health if it explodes near you, or at the very least, wasting it
where you don't need it. You can press the square button to pick it back up if
you can get to it in time.

Use your shock taser to break open crates, to get at their contents.
Most times, things that are hidden inside of other objects, will start to glow
after a while, thereby letting you know exactly where they are.

A support file with a Red Heart will Replenish your vitality, a Blue Heart,
will Diminish your vitality.

A unidentified file has a question mark inside, and you need to use the Find
Skill to check out its contents.

Frequently look for the red dots that denote enemies on your compass before
entering new areas.

After you clear a stage, at the bottom of the screen, will be three icons. With
the letters "I," "M," and "F" over them. These stand for the grenades that you
had left at the end of the stage, and the amount that will carry over to the
next stage.

I=Impact Grenade
M=Microwave Grenade
F=Flash Grenade


From the time that you dive into Cyberspace, you have 10 minutes to finish what
you have to do, and dive out, or you die and its game over. Keep in mind where
the dive out point is located, because you can dive out, then dive back in,
thereby resetting your timer.

The clues to some of the puzzles in this game are Vague & Confusing. Instead of
coming out and just telling you what you need to know, they'll allow you to
waste a lot of time wondering around in a fog.

While in Cy-D, where there are security files in the same area as Avatars, you
can use your tap skill and get the information from their chats and thoughts as
long as you remain out of sight. You can be on the catwalk above them, or in
the next room with the door open, and it will still work.

In Cy-D, when you Hold R1, a Code Menu List will appear on the left side of the
screen showing what button you start with for these types of actions in Cyber
Space.

X for Other
Square for Defense
Circle for Attack
Triangle for Support

If you think that you are going to be attacked as soon as you regain control
when you enter Cy-D, start pressing the Slow Skill buttons while Cyber Space is
loading. That way, all you have to do is release R1 when you gain control.


I don't know what the various rankings at the end of each stage mean, but I get
the impression that your ranking affects what items in your sub-weapons menu
that you start the next stage with.

                                  WALKTHRU

STAGE 1:
ARGENTINA NET JUSTICE

Cut Scene

Walk forward down the first corridor and stop before the corner.  Your compass
shows a red dot, which means that there is an enemy around the corner. This
guard has his back to you and only carries a baton. Step out and shoot him
until he dies. Now make the door on the right wall open, but don't go thru yet.
Your compass shows a guard down the hall to your left.

Run thru the doorway to your left, and shoot the guard in the back repeatedly
so he won't have a chance to turn around. Hit the door that is to the left of
where he was, by walking close to it and press the square button to get it to
open.

Go through the door to your right, and hide at the corner. Kill the guard that
approaches you. Then run forward and duck down behind the boxes on the right.
Hide with your back to the boxes. Each time the other guard steps out, press
the attack button to lean out and shoot before he can fire, then duck back
behind the boxes. Keep doing this until he is dead, then go down and get the
HG15 handgun and ammo that he dropped.  You'll get another HG15 shortly, but
you should continue to use your Shockgun to take out the guards, until I tell
you to change weapons.

Now go through the bathroom door that is behind where the second guard was. Go
in through the next door to your right and through the next door ahead.

This is the Security Control Room, so remember this room because you will need
to come back here in a bit. Move up against the gray lockers on your left, and
press L2 to hide. Now move the left analog stick to the right, until Ice moves
into a semi crouch. Stay behind cover while the guard shoots, and as soon as he
reloads, press R1 or Circle, to pop out and take a pot shot at him before
quickly returning to cover. Repeat this until he is dead, then press L2 to
unhook, and go pick up the second HG15 and ammo that he dropped. Continue on
through the door on the other side of this room.

Go straight ahead through this next door and pass a C/P.  The door on the far
left is the locked Armory door, and an onscreen message tells you that you need
to use your Card Key A to open it. Use the up or down button on your D-pad to
open the Sub weapons Window and highlight your Card Key A. Then use your Card
Key A on that green panel next to the door by pressing the Triangle Button.

Take the bomb on the table inside the room by moving near it and pushing the
Square Button. You'll need a bomb at the end of this stage, to make your
escape. I'm not sure if one will be supplied to you, so just in case, save this
one.  Exit this room, and go to the next door on the right. Walk over to the
lockers on the right Wait for the BIO-CHARGE to appear in one of the lockers,
then go open the locker and get it.

Come back out of this room, and go stand to the right of the green magazine
rack. Open the door on the right without stepping thru it.  Your compass
indicates that there are two armed guards to your left. Quickly run in to your
left, press evade, to dive to the floor, and kill them.   Pick up their ammo,
and go through the next open door down the hall to your right.

Keep going straight, passing a C/P. Hide to the left of the next door, and
cause it to stay open. Lean around the doorway, and kill several baton carrying
guards here in this shiny black floor hallway, and pick up the grenades. Hide
besides the door on the right to make it stay open. Then target the guard on
the left. Take potshots at him until he dies. Get off the wall, and run into
the lowered floor conference room pressing Evade(R1) to dive to the floor, and
kill the other guard to the right.

Go in the door to the left of where you entered and to the shutters on your
right.  You've passed a C/P.  There seems to be a hallway beyond the shutters,
but you need to return to the Security Control Room to open it. Check your map,
and head to where the blue line is pointing.

Go back out the door that you just came thru, and being aware that the two
guards that you just killed in this low conference room may respawn.  Then thru
the door on the right.  There are baton twirlers to the left and right. Press
Hide besides the left side of the door. Take potshots at the guard on the right
until he's dead. Press Evade to cartwheel to the other side of the door.  Now
run into the left, and press Evade, then take out the guard on the left.  He
may have gone thru the door ahead.

After you kill them, go down the hall and thru the door ahead.  Pass another
C/P in this small hall, and shoot another baton twirler past the next door.
Around the corner to the left, is another baton twirler. Go to where he was and
thru the second door on the right, to be back in the small lounge area.  Go out
the door on your left, pass another C/P, then thru the door ahead, to be back
in the Security Control Room.

Walk up to the computer under the large display screen, and press the Square
button then return back to the shutter that wasn't open before, but now it is.
Expect more guards along the way.  Go back out the door and thru the door ahead
to the small lounge area.  C/P. Reload, then out the door on the right and
rapid fire at a guard to the left.

At the T-intersection, go right and thru the door ahead, killing the guard.
Thru this hall, pass another C/P, and go out the door ahead.  Kill the guard at
the end of this shiny black floored hallway.  Kill another guard that is around
the corner, then come back and enter the door you just passed on your right.
Enter this sunken-floored conference room, and go out the door on the left.  To
your right will be the opened shuttered hallway.

Before you move into it, go into your weapons menu by pressing the Start
Button, followed by L1 or R1, then highlight and press the X button to equip
both HG15 handguns.  Run down the hallway, and stop before entering the other
door, and get a cutscene

AMBUSH in the room ahead.  A lot of guards will pop up in this room.

As soon as the cutscene ends, run and hide to the left of the automatic doors
to keep them open. Quickly kill the guards to your left that you can see who
are close to you.  Every so often, a couple of guards will come thru the door
on the right side of the room.  Shoot them as they come into the room, before
they have a chance to stop and fire.  Keep locking onto enemies, and ducking in
and out of the doorway to kill them.  When they are all dead, you'll get a
onscreen message, saying that your objective has been cleared, and a final
guard will enter during a cutscene from the left.

The door on your left, that the guy just came out of during the cutscene, is
where you need to go in a minute.  Enter the ambush room and take cover behind
the partitions on your left.  Kill the cutscene guard, and any stragglers, then
go around and pass the collect plate.  Now head to the washrooms on the right
and left of the big door with the big orange arrow on it.  Get the BIO-CHARGE
and the Cleaning Robot Remote Control in the washrooms by approaching them and
pressing the square button.

Come back out of the washrooms, and go across the room to the left and thru the
door ahead.  Turn left and go downstairs, pass another C/P in the hall.

Go through the next door on the left.  Walk a wide berth around the door on
your left so that it doesn't open, and stop before the corner, and hide.
Switch back to your Shockgun and fire around the corner every time the guard
stops to reload.  Get the Card Key B that he dropped.


Retrace your steps, and hide along the wall besides the door that you passed,
to make it remain open.  Keep ducking in and out of the doorway, taking pot
shots at the guards, until they are all dead.  Run into the room, and use the
divider walls for cover.  Several more guards will/may come in the door at the
other end of the room, either before or during your search.

After they are all dead, get the ammo they dropped, and press the square
button, to read the Cleaning Robot User Manual on the table on your left.  In
the third cubicle on your left with Net Justice on the wall screen, press the
square button, to pick up the Data Modulator Blue off the table below it.
Reload.  Go out the door on the other side of this room and quickly kill the
shooting guard on the right.

On your right is a computer screen on the wall that you will need to look at
later.  Remember where it is.  To your left are two doors.  The door on your
left is a temperature Control Room, but ignore it because you don't need to use
it yet.  Go through the door at the end of the corridor and reload.  Pass a
C/P, then run thru the next door, press evade, and kill the guard at the end.
Go left around the corner to the right corner of the roll up door,

Go into your Sub Weapons Window, and highlight your Remote Control.  Press the
triangle button to use it on this stationary Cleaning Bot.

 It opened the locked door to your left.  Go to the wall besides that unlocked
door to keep it open, and then press hide.  You can use your Shockgun to take
potshots at all the guards that appear straight across from you first, until
you kill them all.  Now run into the room to the right, and press L1 to dive
down behind the partition by the lockers, and hide besides the partition.

 Every so often, stick your head up and take potshots at the rest of the guards
on the left side of the room.  After they are all dead, go to the table besides
the lockers, and press the square button, to take the Data Modulator Red off
the table.  Diagonally across the room from this table, are some more lockers
with the Data Modulator Yellow on that table.  Get the dropped ammo on your way
to it.

 Reload, then leave the room thru the other door which is in the far right
corner from where you entered.  Run to the right and press L1 hard to do a
sliding dive, and quickly kill the guard at the end.  Go down and get his ammo,
then turn around, and go back past where you entered, and straight through the
door ahead.  Before you reach the door on the left at the end, you pass a C/P.

 Press the triangle button to use your Card Key B on the green panel next to
the locked door.  Take a step into the room and quickly step back out.  Your
helper tells you that you need to raise the temperature of the room before you
can safely enter it.

Run all the way back to the Computer Screen on the wall that I mentioned
earlier.  Go back down the hall, and thru the door.  Press L1 hard to do a
sliding dive, and kill the guard at the end.  Go get his ammo, then stand
beside the door that you passed on your right.  Press hide besides the door,
and kill the replacement guards in the office, starting with those that are
straight ahead.

After a while, run into the room, and take cover besides the long partition on
your left.  After they are all dead, weave back thru the room collecting ammo
as you go.

Exit out the other door and kill the guard on your right.  Get his ammo, then
go right and out the other door at the end.  Pass a C/P, and run out the door
ahead.  Press Evade hard to dive onto the floor while killing the guard
standing under the monitor.  As you approach the monitor, a display will tell
you that the temperature in the server room need to be set to 18 degrees +.

Turn back around, and go into the second door on your left.  Pass a C/P, and go
thru the next door to be in the server room.  Go to the wall straight ahead
with the two blue squares on it, and press the square button, to bring up the
adjustment display screen.  Move your D-pad to the left and right to change the
temperature to 18 degrees +.  Move the indicators into the red area to reach 18
degrees.  Press X to turn off the display.

Now head back out the door ahead, passing the C/P again, and thru the other
door ahead.  Down the hall on your right, will be another shooting guard, so
press Evade hard to take him out and get his ammo.

Now go out the door that is on the left of where you came into this hall.  Pass
the C/P again.  Go out the door ahead, and press hide and kill the guard at the
corner ahead.  At the corner, go left down the hall, and stop before entering
the large office.  Press hide besides the door and kill all the new guards
starting with those across the room.  Run to the lockers on your right, and
press evade, move to the partition, and press hide to take out the guards to
the left.  Then get their ammo.

  Exit out the other door to the right, and press evade hard while killing the
guard to the right.  Go get his ammo, then turn around and exit out the door
ahead.  At the end, get a C/P. Hide besides the door on the left to hold it
open, so you can kill all the guards in here.  Shoot the various rectangular
computers in the room to knock them over, thru leaving your enemies nowhere to
hide.  There will be a lot of guards coming in thru the door at the far side of
the room, so wait until you're sure that no more are coming in before you enter
the room to take out the guards on your left.  After they are all dead, go
around and collect ammo.  You may need to jump up onto some of the fallen over
computers to get the ammo that is laying on them.

Stand besides the Blue, Red, and Yellow Servers, and shoot them to knock them
over.  Stand where they were, and use the appropriate color Data Modulator on
each one by selecting it in your Sub Weapons Window, and pressing the triangle
button to put it in place.

 Cut Scene.  Go through the door that opened up and press the square button in
front of the terminal, to dive into cyberspace.  Cut Scene.

CYBERSPACE

C/P. Download the Break Skill file that is to your left, by holding R1 and push
X and Circle.  Let go of R1 after you have pushed X and Circle.  It will show
either success or failure.  The break skill can be used to destroy walls, as
well as inflict heavy damage on the security programs.

While in cyberspace, you can press the Start Button to stop the timer, and go
to the Skills Menu, to see what button combination to use for each skill that
you've acquired. Or, Hold R1, and a list will appear on the left side of the
screen showing what button you start with for these types of actions in Cy-D.
X for Other
Square for Defense
Circle for Attack
Triangle for Support

Go out the door to the next room.  Download the information file in front of
you, by holding R1 and pressing X and Circle, then releasing R1.

Go through the doorway to the right of the door that you entered and head
towards the door across the room.  Kill off the two round Security Files by the
door to unlock it.  Repeatedly press Circle for fast but weak attacks, and
Triangle for strong but slow attacks.  Press X(jump) before attacking for
different attacks.  For evading, press R1.

After you kill the two security files, a Slow Skill file appears in front of
the now unlocked door. Hold R1 and press X then Circle to download it. Do the
same for the information file to the right of the door. Then enter the door.

In the next little room download the information file.  Kill off the Security
Files.  When dealing with round security files, it's best to use your Slow
Skill  then charge them and attack first, then keep pounding them until they
break apart.  Use your break skill to destroy the Diamond shaped Personal file
that appears. Hold R1 then press Circle, then Triangle, then Square, then
release R1.

Go back out the door you came in. Run towards the five security programs and
jump over and past them when they get near. In the next room, break the
information file, then go back and jump past the security files to exit but get
a cutscene where a dark haired girl helps you exit cyber space-even though you
didn't really need any help.

After the cutscene, you're back at the dive terminal. You now need to return to
the 58th floor, and escape through the emergency hatch.

C/P. Exit this terminal room and go out the other door, and just before the
other hall door, pass a C/P. Hide beside the door, and hold it open. From the
other end of the next hall, will come a machine-gunnin' guard.  Do the same as
before, wait until he reloads, then step into the doorway and rapid fire at
him. After he dies, go and pick up the MP2100 and ammo.

Go back to the door that you just passed, and hide beside it, and hold the door
to the large office open. Switch to your MP2100 Sub Machine, and be aware that
'machine-gunnin' guards can take more hits to kill than pistol guards can.
Rapid Fire at the machine-gunnin' guard straight ahead.

Now run into the room toward the partition on the left, and press evade. Move
beside the long partition on your left and press hide as you move next to it.
Move your targeting icon on the other machine gunners in the middle of the
room.  Each time they reload, stand and rapid fire at them before crouching
back down. When they are dead, move thru the room towards the door on the other
side, making sure you get the ammo they dropped.

As you are heading for the door, more machine gun guards may come in, so take
them out too.  Open the door and run to the right. Press Evade to dive to the
ground, and take out the guard. Go around the corner to the right, and out the
door.  Pass a C/P before the next door. Press Hide besides the door and rapid
fire at the guard at the end. Move to the display screen and get his ammo.

Return to the nearest door, and hide besides it. Shoot the two or three guards
in here. Enter the room, and out the other door.  Go out the door on your
right.  Turn right, and go up the stairs. At the top, C/P.

Move forward, and get a cutscene of a helicopter rising up and attacking.
Quickly run up the escalator and in the two doors ahead. You need to take out
that helicopter.  Go thru the screen door on the right, and head to the table
in the far right corner, and press square, to take the RAM-6388 Missile
Launcher.  Now let's go back and party. Return here, if you run out of ammo,
and get another Missile Launcher.

Go back out the screen door. Go thru the door on your left, and stop before
opening the other door. Open the door, and if you see the helicopter ahead,
quickly press evade to move away from the door. Keep doing this until you can
open the door, and the helicopter isn't in front of you.  Wait until the
helicopter flies away. Run thru the door and down the left side of the
escalator, and hook a sharp Uuey to the left, and run back up under the
escalator.  Hide beside the wall, and move back to the corner towards the open
area. When the helicopter isn't firing, put your targeting icon on the
helicopter and fire, then quickly move away to the other corner. If you are
about to set up a shot, and you see a missile coming, move back to the far
corner to lessen the splash damage.  After you hit him with enough missiles, a
cutscene will play where the helicopter gets off one last missile-which you
evade, while it's spinning out of control and crashing.

The big problem with the missile launcher, is that it takes too long between
the time you press the fire button, and it actually shoots. Plus it leaves you
exposed for too long while it's preparing to fire.

Switch back to your machine gun, and Do Not use a bio-charge. In order to
switch back to another gun, you need to discard your missile launcher. Discard
it, by going into the weapons menu, and highlighting it, then press the Square
button followed by the Triangle Button, to discard it. Then equip another
weapon. Head thru the hole in the wall, and go to the door with the upside down
orange triangle on it.

You'll get a tutorial on how to place a bomb on the door with the horizontal
orange stripe on it. To do this go in your Sub Weapons window, and highlight
the bomb, then press triangle to get a cut scene where Ice detonates it,
blowing a  hole in the emergency hatch. Then she will dive out, and glide down
on her mechanical wings, and three guards come running up just a tad too late
to stop her. After the cutscene, you will have cleared this stage. SAVE your
game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

STAGE 2:
ARGENTINE PRISON

Ice needs her Bop Gun, to rotate the last revolving room.

You rotate a Revolving Room by standing on one of the light blue floor
switches(turning it red), and shooting the other one. You can use the Bop
Gun(the one that shoots orange balls) to do this. Your handgun also works when
you can see both switches. Sometimes, you'll encounter floor switches where the
second one is on the other side of the column in the middle of the floor.  For
these, you'll have to ricochet a ball off the wall to hit them.  The ricochet
spot that I used, is just below the low red line on the wall, with the column
in the floor at Ice's side, where the two sections of the octagon shaped wall
come together. But each player can find his or her own ricochet spot.

After you have your weapons, shoot the first floating camera that you come
across, and any enemies that it may alert. Then go over and acquire the camera.
It doubles as a Light Module, and will follow you around wherever you go. There
are some rooms that are almost completely dark, and it will help you see.

The reason for going to each of the cell blocks, it to align a route between
them and the Central Control, because however you line up the rooms and
hallways in the Real World, the rooms and hallways in Cyber Space will
automatically be lined up the same way. And the Diamond-shaped files that you
have to use your modulation skill on in order to unlock the prisoner cells are
in each of the Cell Blocks but in Cyber Space. There is one locked file for
each cell in Cyber Space.

There are four prison blocks with three cells each. That's 11 cells that you
have to unlock. The twelfth one was unlocked to release Ice. The Central
Control Room, is in the center of the four cellblocks. So to make things easier
to understand, I've given directional names to each of the cell blocks in
relation to the Central Control Room as they are shown on the Start Menu map.
Rooms 05 and 11 have three doors.

The Upper Right Cell Block is North East or NE.
The Lower Right Cell Block is South East or SE.
The Upper Left Cell Block is North West or NW.
The Lower Left Cell Block is South West or SW.

I've numbered every room and hallway, as it appears in the game.  The numbers
above each door in a room or hallway are the same, meaning that they refer to
the room, and not the door.  Each room or hallway, has its number above the
entrance and exit door. Any door with red and green stripes going across it is
locked, and can only be opened when it is connected to a revolving room.  As
you pass thru each new room, it will appear on your maps as well.  The left,
right, or straight after a room number, refer to the direction of the exit door
after you enter.

There are 7 Revolving Rooms, and their numbers are proceeded by the letter "R."
The numbers of the seven Revolving Rooms are R07, R14, R16, R23, R31, R37, and
R40.

In the real world, when you're at the exit door of the hall before the cell
block, quickly step into the cell block, and back into the hall, so that it
will appear on your map screen, and also so you can avoid being seen by guards
and the camera inside the cell block.

Before Ice starts her journey, get the glasses under the bed, to communicate
with your helper.

NORTH EAST CELL BLOCK-PRISONER EXAM ROOM

Ice starts out in the NE Cell Block.  From there to where her weapons are
stored in the Prisoner Exam Room, the route is:

02, 03 left, 04,

05 straight, 06, R07 right,

13, R14 left, 15,

R16 left, 17, Prisoner Examination Room

NOTE: In room 03, walk to the box and press Square to assume the pushing stance
and start pushing. Move it along the wall as far as it will go towards the
fence. Then move to the side of it that is farthest from the wall. Jump up on
top of it, and move to the wall and turn around and face the wall with the
fence in it. Place your targeting indicator on the top of the wall. Run on top
of the box and jump towards the fenced wall. When successful, Ice will grab
onto the top of it.  Push forward to pull up, then jump down to the other side.

NOTE: Go thru hall 04, and stop before opening the next door. A cutscene shows
a small surveillance camera on the other side.  It's moving clockwise around
the center column.  When it's on the other side of the room and going from left
to right, run thru room 05 to the left, and out the door and into hallway 06 on
the other side.

PRISONER EXAMINATION ROOM-CENTRAL CONTROL ROOM(DIVE TERMINAL):

17, R16 right, 15

R14 rotate once, 23, Central Control Room.

Get the BIO-CHARGE and microwave grenades off the desks.

NOTE: After killing the first guard in R16, get the MML229 Bop Gun. Aside from
using it to rotate rooms, that's the kind of ammo that most of the guards will
drop.

NORTH EAST CELL BLOCK

CENTRAL CONTROL ROOM-NORTH EAST CELL BLOCK, THE ROUTE IS:

23, R14 rotate once, 12,

11 shoot & acquire camera-right, 10, 05 left,

04, 03 box room, 02,

North East Cell Block.

NORTH EAST CELL BLOCK-CENTRAL CONTROL ROOM, THE ROUTE IS:

02, 03, 04,

05 right, 10, 11 left,

12, R14 right, 23,

Central Control Room.

CYBER SPACE

Dive into cyber space, by pressing the Square Button at the front terminal.
When you arrive, you get a C/P. Go to the back of the Central Control room.
Except when they are near a file, you can just run past any of the flower
shaped security files. At the back of the room, download the FIND Skill & the
MODULATION Skill files by the door.

CYBER CONTROL ROOM-CYBER NORTH EAST CELL BLOCK:

23, R14 left, 12,

11 right, 10, 05 left,

04, 03 download the WALL Skill-right

02, Cyber North East Cell Block

Stand in the doorway to the North East Cell Block. Use Slow Skill before
entering, to make round security files go at 1/4-impulse power.  There are two
red diamond shaped files that you need to modulate into the unlocked blue
color. Run to the left and stand close to the 1st red diamond shaped file. Then
use the Modulation Skill on it, which looks like a #4 starting from the bottom
and ending on the right.

 Use another Slow Skill, then run to the next red diamond file and modulate it.
If the round security files return to their normal fast speed, and knock Ice
down, Use the Slow Skill while laying on the floor, and it will take effect as
soon as she stands up. You can easily jump over these slow moving round files,
as they are rolling towards you. After the second red diamond in unlocked,
high-tail it back to 02.

CYBER NORTH EAST CELL BLOCK-CYBER CENTRAL CONTROL ROOM.  THE ROUTE IS:

02, 03 left, 04,

05 right, 10, 11 left,

12, R14 right, 23,

The Dive out skill looks like a letter "Z" leaning towards its right side. Back
in the Central Computer Room in the Real World, you get a C/P.

There is a yellow file to download in 05, but it's nothing really important, so
you can just bypass it if you want. It's about protests against prison
construction next to the planetarium. Big Deal.

SOUTH EAST CELL BLOCK

CENTRAL CONTROL ROOM-SOUTH EAST CELL BLOCK, THE ROUTE IS:

23, R14 left, 12,

11 right, 10, 05 right,

06, R07 rotate once-left, 08,

South East Cell Block.

SOUTH EAST CELL BLOCK-CENTRAL CONTROL ROOM RETURN ROUTE IS:

08, R07 right, 06,

05 left, 10, 11 left,

12, R14 right, 23,

Central Control Room.


CYBER CONTROL ROOM-CYBER SOUTH EAST CELL BLOCK ROUTE IS:

23, R14 left, 12,

11 right, 10, 05 right,

06(23), R07 left, 08,

South East Cell Block.

Stand in the exit doorway of hall 08, and use your slow skill. Then run to the
left, and modulate the 1st red diamond file. Use slow skill again, then run to
2nd red diamond and modulate. Use slow skill a third time, then run to 3rd red
diamond, and modulate. Use slow skill a fourth time, and run and jump out of SE
Cell Block to hall 08.

CYBER SOUTH EAST CELL BLOCK-CYBER CONTROL ROOM:

08, R07 right, 23(06),

05 left, 10, 11 left,

12, R14 right, 23,

Dive Out.

SOUTH WEST CELL BLOCK

CENTRAL COMPUTER ROOM-SOUTHWEST CELL BLOCK, THE ROUTE IS:

23, R14 rotate three times-right, 15,

16 rotate three times-right, 25, 24 straight,

26, R23 rotate three time-right, 42,

South West Cell Block.

SOUTH WEST CELL BLOCK-CENTRAL CONTROL ROOM RETURN ROUTE:

42, 23 left, 28,

29 straight, 30, 31 rotate three times-right,

32, 20 rotate three times with bop gun ricochet off the wall-right, 21,

Central Computer Room

CYBER CONTROL ROOM-CYBER SOUTH WEST CELL BLOCK:

21, 20 left, 32,

R31 left, 30, 29 straight,

28, R23(27 right), 42,

South West Cell Block

In exit doorway of hall 42, use your slow skill, then run in to the left, and
modulate 1st red diamond, slow skill, run left and modulate 2nd red diamond,
slow skill, run left and modulate 3rd red diamond. Slow skill, and run & jump
to exit door and hall 42.

CYBER SOUTH WEST CELL BLOCK-CYBER CENTRAL CONTOL ROOM RETURN ROUTE IS:

42, 27 left, 28,

29 straight, 30, 31 right,

32, 20 right, 21,

Central Computer Room

NORTH WEST CELL BLOCK

CENTRAL CONTROL ROOM-NORTH WEST CELL BLOCK ROUTE IS:

21, 20 left, 32,

31rotate once-left, 38, 37 straight,

44, North West Cell Block

NORTH WEST CELL BLOCK TO CENTRAL CONTROL ROOM RETURN ROUTE:

44, 37 straight, 38,

31 right, 30, 29 straight,

28, 23 rotate once-left, 26,

24 straight, 25, 16 left,

15, 14 left, 23,

Central Control Room

CYBER CENTRAL CONTROL ROOM-CYBER NORTH WEST CELL BLOCK ROUTE IS:

23, 14 right, 15,

16 right, 25, 24 straight,

26, 23(27) right, 28,

29 straight, 30, 31 left,

38, 37 straight, 44,

North West Cell Block

CYBER NORTH WEST CELL BLOCK-CYBER CENTRAL CONTROL ROOM RETURN ROUTE:

44, 37 straight, 38,

31 right, 30, 29 straight,

28, 23(27) left, 26,

24 straight, 25, 16 left,

15, 14 left, 23,

Central Control Room

Cut Scene of the Warden:

C/P.
From here to the patterned door, use your Bop Gun on the guards. There is a
camera in room 24, 29.  Rooms R37 & R40 require you to use the Ball Gun to
ricochet off the wall to hit the second switch.  In hall 39, you get a C/P.
After you secure room 47, switch to your double pistols. Don't use a BIO-CHARGE
yet. If your health is depleted to any extent, and the Warden kills you, then
you'll continue with fully recharged health. After this, you can use Bio-
charges during the Warden fight.

PATTERNED DOOR ROOM ROUTE:

23, R14 right, 15,

16 right, 25, 24 camera-straight,

26, R23 right, 28,

29 camera-straight, 30, 31 left,

38, R37 rotate three times, 39,

R40 rotate twice, 46, 47(Patterned Door).

Before you enter the patterned door, re-equip your double pistols, if you have
a more powerful weapon, switch to that, so you can do as much damage as
possible to the Warden early on. Then switch your secondary weapons to flash
grenade-which can't hurt you, so you don't accidentally waste a Bio-Charge.
Walk thru, and before the patterned double doors ahead, get a cutscene, where
Ice trades verbal barbs with the Warden.

THE WARDEN

Ice doesn't strafe very well, so you might wanna fight mostly from behind the
two blocks by hiding behind them. When she gets knocked away by a grenade that
she didn't evade in time, you can still return here if you wish.

The Warden will fight from behind the desk, and the top of the only cover that
Ice has, will soon be destroyed by the Warden's multiple missile launcher.  You
can hide behind the two blocks that are left standing, but sooner than later,
the Warden will toss a grenade in your lap which will knock you on your tookus.
And the guards will just come back there and add more ventilation to your body.

Keep track of the line that leads to her, so that you'll know when she's about
to stand up and attack. Try stunning her with your flash grenades. Then open
fire on her while she is dazed.

You can try running from side to side while emptying your pistols into her, but
as I said, Ice doesn't strafe very well.  Use evade a lot, to dodge the
missiles. After she is dead, turn and kill any guards still hanging around.
There are about three more powerful weapons dropped by the dead guards.  But
for some reason, Ice can't pick up any of these weapons. Believe me, I tried
even after the Warden was dead. No such luck.  But truth be told, the Warden
isn't that hard to kill, and your double pistols will do the job just fine-as
long as you remember to dodge the missiles and evade when she throws grenades.

Shoot the "T" shaped handle to the side of the desk where the Warden was, and a
door will unlock on the other side of the desk. Go thru, and get a cut scene
where Ice climbs a ladder to the outside. She will be ambushed by multiple pop-
up guards. If your health is low from your last fight, just let them kill you,
and continue with full health when you return.

Instead of trying to shoot it out, run to the left along the front of the park
benches and get the BIO-CHARGE and grenades. Continue on clockwise until you
see a box against the wall. It is diagonally across from where you climbed out
of the ground.  Run to it, and press the Square Button then start pushing it
towards the right-where the part of the wall sticks out.

When it stops against the arch-shaped part of the wall that is sticking out,
jump onto the box, Then jump and pull up onto the arched part of the wall, then
jump again and pull up to the top of the wall.  You'll take far less weapons
fire, than if you try to run around shooting guards as they pop up. Oh, by the
way, you'll run out of health and ammo, long before they stop popping up.

 A cutscene, shows a guy from the FGC offering you a ride, but you hesitate.

Next thing you know, you're being chased by a large tank, that takes up the
whole circular walkway, rolling over anything in its path. Make sure that the
L3 Map View Button is off. Quickly switch to your double pistols, and fire as
you run away from it.  There are a lot of obstacles to dodge, and the camera
angle is such that you can't see where you are going, only what's behind you.
Your main objective, is to stay ahead of the tank, and not be flattened by it.

After the first lap around the walkway, the tank will have destroyed mostly all
of the columns, trees, and park benches. And you can run thru the tree
branches. There are two yellow lines that circle the path that you're on.  Try
to stay along the outside of the inner yellow line until all the trees,
columns, and benches have been cleared away. Then run along side the inner
wall. You should switch to Novice mode rather than Expert for the camera,
because it's very difficult trying to aim, and dodge stuff shooting up out of
the ground at the same time. Let the game take care of the targeting part.  You
just concentrate on not running into anything. Your shots will slow it down a
small amount, but it's your running that's gonna win the day.

If you stay ahead of it long enough, you'll eventually get a cutscene where a
plane with CG on it will offer you a ride. Also, that guy from FGC will be
there. Guess which one Ice goes with? At the end of this cutscene, you'll have
cleared this stage. And it's about bloody damn time!!!

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

STAGE 3:
PERUVIAN RUINS

In the opening cutscene, you learn about your rescuers, and are about to turn
down a mission for them, until they just happen to say the magic word-MONEY.
See, Ice is a 'greedy capitalist pig', just like the rest of us. You get a new
high tech outfit, and a Maggy Hammer pistol to play with.

You start out on the roof of a Peruvian Ruin, and your objective is to find
Professor Z. So to begin, head to the left, and stand by the tall rectangular
shaped column. Your helpers says that it is Ancient Text that they need to
decipher. Continue along the wall, and use your shock taser on the box, to get
three grenades. Remember what I told you about leaving your shock taser
highlighted in your secondary weapons.

The computer with the green spinning circle on the screen, is the Ruin
Exploration Terminal. To the right of the terminal, move slowly towards the
statue, to acquire the White Stone. Continue to the other side of the room and
break another crate, to get three Microwave Grenades.

Head down the stairs that you just passed.  At the bottom, get a C/P, then
shoot the guard that appears to your right. Go around where he was, and get the
Assault Rifle that he was saving for you.  Break the box, to acquire the
Ancient Recorder. It can be used on those Ancient Text tablets that you passed
to change them into files that can then be decoded in Cyberspace.

Record the Ancient Text next to you to get Ancient Text F, by highlighting the
recorder in your secondary items, and pressing the Triangle Button to use it.
Now go back upstairs, and do the same for the other Ancient Text Tablets. There
are C/P's at the top and bottom of the stairs. You get Ancient Texts A & B.
There is also a square block in the middle of the floor, that Ice can easily
jump up onto, but seems to serve no other purpose.  I suspect it will come into
play when Aska gets here.

Head back downstairs, and go left. Press the Square Button to open the door.
While standing in the doorway, hide against the doorframe on the left, and move
into attack position. There is an armed enemy tank at the far end. Since you're
behind cover, you can use your pistol for this encounter.  After it finishes
its round of shooting, lean around the doorframe, and reply back. When it is
dead, move into the room. As you enter this room, there is a Dive Terminal in
front of you.

NOTE: Down in most every pit that you encounter in this stage, there will be
blocks or boxes that you can use to climb back out.

But first, walk along the left side of the dive terminal table, and jump up to
grab the ledge. Hand-walk left to the middle section of the floor and drop
down.  Shock the box to get a BIO-CHARGE. Notice the eagle statue behind you,
and Ancient Text to the left of it.  Use your recorder on the Ancient text, to
get Ancient Text G.

Now hand-walk back across the wall ledge, to the dive terminal.

CYBER SPACE

Dive into Cyber Space, and jump down in the hole. Repeat using  your slow skill
to detain the security files each time that it wears off.  Then download the
Information File down here. There is a small square block in the corner, jump
up onto it, and climb back out.  Move to the back wall by the door, and do a
running jump across the first pit.  Download all the files in the middle
section, then go to the far left corner, and download that file. Now drop down
into the second pit, and download the last file.

Climb up the blocks in the corner to be back in the middle section.

Use the FIND skill on the purple file that no other skill seems to work on.
Look on your Skills Menu, to see the button combinations for decoding the
Ancient Texts A, B, F, and G.


Wait until you are back in the Real World before reading the decoded files.

Back up, then run and jump across the first pit, then dive out.

 REAL WORLD

Following, is basically what the files and texts you found say.

TEXT A tells you that the Holy Positions are:

Mercury: 5
Venus: 12
Earth: 10
Mars: 12
Jupiter: 2

TEXT B says with the protection of the Sun, show the Holy Time.

TEXT F tells you that when your path is blocked, seek out a tablet and use the
instructions on it to open the path.

TEXT G says that if you want the protection of the eagles, put a yellow stone
in the left wing of a yellow eagle. But put only one stone per eagle.

ZUKOVSKY'S Files
One file tells you to break any vases that you see to find goodies in some of
them.

Another file says that the door to the trench here, is operated by two separate
switches which must be used in combination.

 One file tells of the holes drilled into the wall, to let outside light in to
illuminate the eagle statue. The stones that you find when placed in these
holes, amplify the light.

Another file tells you that there are two eagle statues on this level, with
eight hole in them for the stones that you find to be put in. This in turn,
will open a door to the lower level.

Another file is program I which automatically decodes ancient text uploaded
from the Ancient Recorder.

Now that you've read all the files that you've collected so far, it's time to
move on.

NOTE:  Ice can't jump up onto boxes or pull up while carrying a heavy weapon.
She can only grab onto things above her with one hand, while carrying a medium
weapon. She can handwalk, and everything else, while carrying a light weapon.

Re-equip your pistol. Hand walk across the wall ledge beside the dive terminal
table, and drop down on the middle section.  Look at the Yellow Eagle, and
remember that this is where you place the Yellow Stone when you get it.

Drop down into the other pit, and throw the switch in the room behind you first
from left to right. Now come back out, and throw the first switch from right to
left. This will cause the wall separating the two switch rooms to come down.
And allows you access to the upper floor above the other switch room. Use the
block to climb back out of the pit, and walk along the narrow ledge and stop
before entering the doorway.  There's a couple of  soldiers to left. Hide
against the edge of the doorway on the left side, and lean around and take them
out with your pistol.

Walk forward on the bridge to the wall, and turn left. Jump from the wooden
bridge across the small gap, and stop before going past the corner of the wall.
Hide along the wall, and shoot the armed tank that's firing at you. Use your
Hammer, and lean out and fire when it finishes firing. After you destroy it,
get the ammo that the guards dropped. Including the Double Barrel Shotgun.
Shock the rear box, to get grenades.

Open the door next to the box, and get a C/P before the next door. Inside the
next room, you can shock the vases, but they're all empty. Walk up to the
Altar, and press the Square Button, to destroy it.  When you do, the floor
falls out from under you landing you on a small ledge. Drop down to the floor
and don't move.

Some sections of the wall along this corridor, are going to fall. You can use
your Night Vision Sunglasses if you wish, but you don't really need them.  What
you're going to do, is run straight forward to the other end of this corridor-
non-stop. On Your Mark. Get Set. Go!!!!  Be sure to say Nyah, Nyah Na Nyah
Nyah, as you breeze on by to safety.

Now return back to the other end, and then acquire the GREEN STONE. Then return
back to the other end.

Near this end, press Action to open the door on the left. Record the Ancient
Text in the corner, to get Text E. Then head down the steps on the right. At
the bottom, get a C/P.  Throw the switch on your right, to cause the wall
behind you to slide to the side. Walk along beside the steps, and throw a
second switch.

This will cause the wall to slide back shut and expose another Ancient Text for
your Recorder. This gives you Text D. Now walk up to the statue behind you and
press Action, and acquire the YELLOW STONE.  Now throw the switch again, to get
out. Now throw the switch at the bottom of the steps, to close the wall again.
Be sure to turn around and look to make sure that the wall has closed back
again. Head back up the steps for another C/P.

Head back thru the door, and use your shock taser on the three tall wooden
pillars on both sides of the hall near the door.  This will give you access to
the floor above. Jump up onto the square rock besides the door, and then jump
up into the room above. After you pull up, turn around and look behind you.
There is a Ancient Text across the gap. Back up as far as you can, then run and
jump across the gap to reach it. Use your recorder, to get Text J.  Now jump
back across, and go thru the door on the left.

Drop down into the hole, and get Text K. Use your Taser to break the statues,
and get the RED STONE.  Use the ledge next to the Ancient Text, to climb out.
Look on the left wall, and notice the green eagle statue. You'll be coming back
to it after you decode the new texts that you found.

Head back to the Dive Point, to decode the four new texts that you have. Go
thru the door, and drop down to the second floor and go down the corridor, and
jump up on the rocks at that end. Head thru the two doors, getting a C/P in
between.  Go past the boxes, and jump the gap to the wood bridge, and thru the
doorway.

NOTE: If you fall off the bridge, throw the switch in here, to raise the panel,
then go out and throw the other switch to lock it in place. Come back in here
and throw the switch again, then head back out and throw the other switch to
lower the panel again. Then climb the blocks to continue on.

Walk the narrow ledge, to the middle section of floor.

Text G said put the YELLOW STONE  in the LEFT WING of the YELLOW EAGLE. So be a
good little gamer, and do just that. Highlight the yellow stone in your
secondary items window, then walk up to the eagle, and press the Triangle
Button to get a choice of where to insert the stone. Move the selection pointer
with your D-pad Button to the left wing of the eagle.

NOTE: Okay, this always tends to throw me. When someone says something like
"put the stone in the left wing of the eagle," does it mean the eagle's left
wing, or the wing that is on the left as the character is looking at it?  When
directions are given like that, it can be very confusing.

Fortunately for us players of Cy Girls, the developers made it so that if the
stone is put in the wrong hole, you can go back and remove it, then replace it
in the correct hole. When you put it in the correct hole, you couldn't get it
back out with a blowtorch.

In this game, the directions mean the left wing from Ice's left side. So put
the yellow stone in the hole on the wing on the left from Ice's perspective.
Press the X button to insert it.

To check your handiwork, press Triangle again, to get the insertion pointer.
Then move it over the left wing where you placed the stone. Press X to try and
take it out, and the game will tell you, 'ain't gonna happen.'

Hand-walk along the wall, and reach the dive terminal. Press the Square Button
to dive in.

CYBER SPACE

As soon as you regain control, use your Slow Skill. Since Ice is as light as a
feather in Cyber Space, she can run from the back wall, and leap across the
large pit. Use the Purple File to decode the text that you found. The button
combinations for each text are shown in the Skills Menu by pressing the Start
Button, and using L1 & R1 to sift thru the other menus until you get to it.

After you've decoded all four Texts, run and jump back across, and dive out.

REAL WORLD

Text D says that you need to use the mechanism to move the wall that block the
way ahead.  The mechanism lies on the path you have taken, and is one you have
operated before. Fight the flame beyond this wall with a strong shock.

Text E says instructions are written on the moving wall on the level below. The
path will open only to those whose eyes are sharp enough to see them.

Text J says in the far right wing of an eagle, place a green stone.

Text K says to approach an eagle, use a weapon that can attack from a distance.

C/P.  Then take the wall ledge back across the pit. Walk along the narrow ledge
on the left, and into the doorway and onto the wood bridge.  Jump the gap, and
go in the door ahead on the right. C/P. Exit the other door and drop thru the
hole in the floor. Go to the other end of the corridor, and jump up on the
rocks to the room above.

Go thru the door on the left, and use the switch, to make the platform move.
Just before it reaches this end,  jump onto it. Take the tour to the other end,
and as you pass the eagle statue, Flame says that if you shot the switch,
perhaps the platform would stop moving. She only says this maybe once, and I
missed it the first time I tried to figure out how to place the stone.

Go to Options on the Start Menu, and switch from Novice to Expert. Then place
the targeting icon on the switch handle. Shoot the switch when the platform is
in front of the statue. Walk up to and face the GREEN EAGLE statue. Highlight
the Green Stone in your secondary items window, and then press the Triangle
Button.  And do like Text J says, put the GREEN STONE in the far right hole of
the wing that is on Ice's right.

This will cause a door to your right to rise, if you put the yellow and green
stones in the right holes. If not, go back to the eagles, and take them out,
and then put them in the correct holes, and the door will raise for you-so long
as you used the switch by the steps to close the wall where you got the yellow
stone. Make the moving platform take you to the other end by shooting the
switch handle again, and jump off.

Head down the steps and get a C/P.  Walk into the wall in front of you, to
knock a hole in it, then stop.  Move to the left and hide behind the part of
the wall that sticks out, and wait for the guard walking back and forth to your
left, to come into visual range, then open fire on him. There are two more
guards down the steps at the end of the corridor. The top of the steps block
you from getting a good shot at them from here.  Go to the right corner and get
the BIO-CHARGE. Move down the hall-picking up the grenades along the way.  Then
run to the part of the wall that sticks out at the top of the steps on the
left, and hide.  Lean around it, and let them have it.

Equip your automatic rifle.  Head down the steps, and enter the door on the
left. Get the hand grenade besides the Dive Terminal on your left.  In the next
part of the room, you find the White Eagle statue. Bypass it for now.

Beyond the statue, is a pit, with a ledge in the corner by the statue. Drop
down and stand in the corner, to the side of the switch and facing diagonally
to the opening. Highlight your night vision goggles. Shoot the switch and the
cutscene plays. A guard is going to come around the wall afterwards. Press
Triangle to turn your glasses on and take him out.


A cutscene shows that it opened a door further ahead. Don't bother trying to
get thru the door before it closes the first several times that you go thru
this area. Just go thru and concentrate on killing all the guards that pop up
as you go thru.  When you can go from the switch to the door without any guards
appearing, then you can work on reaching the door before it closes.

Proceed thru the hall and hide behind the next section of wall. There is a
guard on the ledge ahead and above and during the time that you take to kill
him, the door that the switch opened closes. Shoot him, then use the ledge on
the right to get up to where he was. Take his ammo, and proceed thru the door
on your left.

Run to the section of wall that sticks out on the left, and hide. There are
about three guards going from side to side on narrow bridges between rooms on
the left and right. Take out the nearest two and reload. Then proceed forward
to make the farthest guard expose himself. Rapid fire on him as soon as you get
a lock.

Put the camera over Ice's head and switch it to expert mode so that it stays
above her.  Then walk carefully along the narrow ledges, checking out each
cubbyhole. There is a GR2 missile launcher to be had in one of the upper
alcoves, but truthfully speaking, it more trouble than it's worth.  At the end,
you find the switch door that closed. Drop down to the floor below, and make
any pickups that the guards dropped, including a BIO-CHARGE. Climb back up at
the end, and go thru the door. Drop down on the right, and head for the door
switch.  Shoot the switch from the corner each time you're here, so that you'll
be facing the way that you want to go.  Go thru the course several times to
make sure all guards are all dead.

Now that you've cleared the path of guards, all you have to do is make it to
the door before it closes. Before you throw the switch, head back to the Dive
Terminal, and dive in, then dive back out to get a C/P.  Then head back to the
switch.

TIIMED DOOR RACE

This next section is a timed race to jump from one narrow ledge to the next,
and make it inside the door, before it drops back down.  So it's best to take
some practice runs from the switch to the door, before you actually try it for
real, just to see what you're up against.

Return to the switch, and pretend that you shot it. Quickly turn and run to the
other end of this corridor, and climb up on the ledge on the right. Go left,
thru the door, and run forward down the middle and jump to the ledge that
connect both sides of the room.

Take a second to line up each jump, and walk to get clear of a corner of the
wall that's in you way when you land on a ledge. You may find yourself landing
on the far side of the part that bridges the two side of the room together, and
slipping off when you touch down. Try to pull back slightly on the Left Analog
Stick while in the air, to sorta "brake" a little.

Also, aim for corners, so that if you do go too far, you'll just bump into the
wall, and won't fall down below. Then with the camera over Ice's head, turn and
aim for your next jump.

When you're ready, head back to the switch equip your assault rifle, and shoot
it. Now make your first attempt.

Run around the wall, and down the path and climb up on the right. Turn left,
run to the door, and press Square to open it. Run down the middle to the end,
and jump to the first ledge. Line up your next jumps, and make them. You're
more likely to miss or overshoot the ledges, if you rush your jumps.

Once you finally make it in the door, STOP, if you can. A few steps ahead, is a
pit with a camera that has a gun. Walk slowly forward, until you can just see
the camera. It turns in a circle, and then you can see the lens. When the lens
is turned away from you, shoot the camera. Use your recorder on the Ancient
Text, to get Text C.

If you fall down into the pit, push the wooden box towards the stone square,
and climb up.

Head back to the dive terminal. The good news is that the timed door is
permanently unlocked now. So press the square button to open it. Drop down, run
thru the path, and climb up at the other end. Go thru the door, dropping down
again on the right, and climbing back out at the other end. Run past the White
Eagle, and dive in at the terminal.


CYBER SPACE

As soon as you dive in, C/P, then use your slow skill. Kill the small security
files, and head for the info file ahead. Download it, and Zukovsky's Report on
Ancient Ruins 6 says, there are 2 eagle statues on this level. And you need to
find the stones hidden in the ruins, to open the door to the lower level.  Down
load the other file. This is Zukovsky's Report on Ancient Ruins 7. It says that
although the eagle statues all look alike, they are distinguished by the color
that they are painted.

Move forward, slow skill, and drop down the pit destroy the Green Arm Swingers
then download the file. It is Zukovsky's Report on Ancient Ruins 8. It says
that the nearby switch is for opening a door ahead, which automatically closes
after a period of time.

Jump out of this pit, and Continue forward, and when you get to the purple
file, go into your Skills Menu, to see what button combination to use for Text
C.  Decoded Text C says to put the White Stone in the heart of the White Eagle.
And to put the Red Stone in the wing of the Red Eagle on your right. And only
one stone per eagle. Now you know where to put those two stones you've been
carrying.  Return to the Dive Point and return to the real world.  C/P.

REAL WORLD

Head over to the White Eagle. Highlight the White Stone and press the Triangle
Button. Move the selector to the heart, and press the X button to insert it.

Now turn right, and drop down. There is no need to throw the switch. Head to
the other end and climb up.  Enter the door. Place the camera over Ice's head,
and carefully walk along the narrow ledges to the door. You may need to change
to Expert Mode to keep the camera continually over Ice's head.

Head into the door and stop. The armed camera that you destroyed before, has a
replacement in the hole below. Ease forward until you can just see the edge of
it. Notice that it is turning around in a circle, and that there is a white
lens on one side. When the lens is turned away from you, run forward and blast
it. Then drop down, push the box to the wall, climb up and hang on the 1st
wall.

Move your camera button so that you are looking down on the other side of the
wall as you hang so that you can see when the next camera is pointing away.
Pull up and shoot it. Drop down and push the box forward. Jump up and hang on
the 2nd wall.  Do the same to the next camera.

This wall happens to have the Red Eagle statue on the left. So move to it, and
highlight the red stone. Insert the Red Stone in the nearest hole on the wing
of the eagle on Ice's right. There are two holes in the eagle's wing. If you
put it in the right one, a cutscene shows the door with the carving opening to
your right. So drop down and head to it. Be aware, that the remaining pits have
armed cameras in them, so look before you leap.

Drop down and push the boxes apart. Then jump up and hang on the 3rd wall. When
the camera lens is pointing away, pull up and blast it.

In the next hole, it might be easier to see which way the lens is facing, if
you push the box into a corner.

As you climb up the last wall where the door dropped away. Be aware that there
is a armed tank below the wall on the other side to the right. Toss a microwave
grenade in the hole that your are currently in, then when it explodes, climb up
over the wall and drop down, and smoke the tank while it is still disabled.
Get the Flash Grenade in the corner, then go out the door on the left.

C/P in this hall, then go out the next door and run to the left to the part of
the wall that protrudes. There is a guard ahead shooting at you. In his zeal to
get at you, he may forget that there is a pit between you, and fall into it. If
so, move to the edge, and rain down death from above on him.

Drop down to the pit below. Thru the door, there are enemies to your left, as
indicated on your compass.  To your right, is a Dive Terminal, and a Ancient
Text. Enter the door, and hide against the wall in front of you, and move
towards your enemies. There is one hiding behind the other Ancient Text, so
take him out first. He was upstairs thru the hole in the floor, and he may not
drop down.  After you kill them, get Ancient Text N and grenades, then head to
the other Ancient Text beside the dive terminal, and get Ancient Text M.  All
that shooting that you hear, is coming from the floor above. Tell them to hold
their horses, you'll get to them in a minute.

 Exit back out the door, and climb up on the other side of the pit, and hide
behind the wall protrusion on the left. A guard will pop up further ahead.  Get
his ammo, and move to the door ahead, and enter the room. Your helper tells you
that the aura of this room feels weird. Record the ancient text on your left.
Get Ancient Text L, then head back out the door.  Drop back down into the pit,
and head in the door, and go to the dive terminal.

CYBER SPACE

C/P. Apply a Slow Skill, then move forward past the forming security file, to
the file with the red heart inside. This is a Support, and as long as there is
a Red Heart inside, it will replenish you vitality.  If there is a Blue Heart
inside, it will diminish your vitality. Watch out for the Green Arm Swingers.
They can do the same kind of attacks that Ice can while in Cyber Space. They
also like to quickly pound Ice with this spinning arm thing that they do.

Jump up on the ledge to the floor above, and go thru the door. Go to the Purple
file ahead, and decode the three Ancient Texts that you got.

Text L says the statues with turning faces represents the people.  When all
people are in their proper places, only then will the path open.  To set the
people right, use the power of the king.

Text M says when the way is blocked, look skyward from the low place. The path
will be made clear. When you cannot jump high enough, look for a foothold.

Text N says in the neck of a purple and blue eagle, place a purple stone.  In
the tail of a purple and blue eagle, place a blue stone. The almighty purple
and blue eagle serves the King. Two stones are required for its protection.

Turn around and head back out the door-the door on the left won't open. Stand
along the wall on your right and as far back as you can, and run and jump
across the pit, to the info file on the other side. Download it.

Zukovsky's report on Ancient Ruins 18: If you shine the light amplifier on the
wall, you can see an eagle. There must be some mechanism in the wall.

Go thru the door opening on your right, watching out for the hole in the floor,
and download another info file.

Zukovsky's Report on Ancient Ruins 9: You can help other researchers by
dropping rocks here to use as stepping-stones.

Drop thru a hole in the floor, and head to the dive out point.

REAL WORLD

C/P. Head out the door, and climb up the left side. Head to the door on your
left. There are several guards behind this door, down the hall.

Open the door, and shoot the guard if he is standing on the other side of the
door. Then run in and hide beside the low block on the left. See if they can
catch one of your flash grenades.  Press evade, then take them out. Parts of
the hallway floor will fall away. If you run along it, you'll more than likely
grab the other side when it falls, and pull up. If you fall down below, it'll
be a good thing that you've already killed the guy that was here.  Go to the
back wall.

On the back wall to the right, is a darker door shaped section of the wall.
Use your glasses to see the eagle design on it. Press Square to open it and go
in.

Circle around the hole in the floor, and push the box into the hole and down to
the floor below.  Then jump down after it.  Push the box to the wall where the
tallest rectangular piece of stone is, so that it is between the tall block,
and the opening to this room. Put your night vision goggles on.  Now push the
box up against the tall block. Jump up on the box, then the tall block, then to
the floor above.

If you push the block in the wrong place, and can't get it off the wall, go to
the dive terminal and dive in, then dive right back out, to reset the box.

Go thru the door, then thru the one on the right. Get a C/P, then thru the one
on the left.  Climb up on the block, and get the Impact Grenade. The Purple and
Blue Eagle statue is on your left.

Continue on around passing the King on his throne. Go left to the end, and get
a BIO-CHARGE. Look to the right thru a opening in the wall. There are six
flames burning. Your helper wonder why there is a candlestick, and what would
happen if you extinguished the flames.   Put out all six flames, by shooting
directly into the flames.  When they are out, a cutscene shows a door above the
purple and blue eagle rising.  Return to the room with the purple and blue
eagle.

Climb up the blocks on the right as you face the eagle, to the floor above.  On
the top block, take a step back and run and grab the floor above. Pull up, and
move forward, and take the King's Mask.

Drop back down to the floor below, and walk to the eagle statue.  Your helper
tells you that this eagle statue already has a stone in it. Text N says place
the purple stone in the neck of this statue.  Press the Square button to bring
up the hole selector and move it to the Purple stone in the wing, and press X
to take it out of that hole.

Now highlight the purple stone in your secondary items window. Then press the
triangle button to select where to put it. Use your D-pad to move the selector
to the neck, then press the X button to put it in.

Continue on around to the right, going thru the hall of mirrors.  Record
Ancient Text P. Come back out of here, and go back to the dive point.  Follow
the rooms going out the door past the purple and blue eagle statue.  Get a C/P
in the hall, and exit the next door. Outside, go in the door on the left, and
drop down. Walk straight, and at the corner, go left to the dive terminal.

CYBER SPACE

Dive in and use a slow skill, then go to the blocks in the next room on the
right, and climb up to the next floor.  Go thru the door and to the purple
file, and decode the text files that you recorded.

Text P: The path can be altered with a beam of light and pedestal. Shine the
light into the red airshaft, and the path will open.

Head back and dive out. C/P.   It is important that you save here, because
you're going to do the heads puzzle next, and this is the closest checkpoint,
in case you want to start the puzzle over.

REAL WORLD

ROTATING HEAD PUZZLE

Turn around and go out the door on your left. Climb the blocks on your left to
the floor above. Go in the door down the hall straight ahead. This is the room
of the people.

There are seven faces on the wall. Flame suggests that you put the King's Mask
on them. She also says that you should notice how when you put the mask on,
they stop rotating in tandem.  This is the key to the puzzle. The definition of
tandem basically is one behind the other, as in single file.

The triangle button puts the mask on. The square button takes it off. When it
returns back to your items window, you have to highlight it each time, before
you try to put it on a wall face.

Important: When turning heads, be sure to stand squarely in front of the head
that you want to turn.  If you are too much to the side, the game may turn an
adjacent head, instead of the one that you meant to turn-especially in the
corners.

I've numbered the heads with reference to how they are when you enter the room.
The nearest head on the left is #1. Continue counting clockwise, and the
nearest head on the right is #7.  I've grouped the heads into two groups, in
regards to how they turn and what position they are in when you first enter the
room.
CC stands for Counter Clockwise, C stands for Clockwise.

Even though there are seven heads, they all basically turn in one of two ways.

GROUP 1: #1, #5, #7
 From the upright position, they all turn away, then turn back to the upright
position.

GROUP 2: #2 CC, #3 C, #4 C, and #6 C.
All turn in a complete circle, in 1/4 increments.

The start position of the heads when you first enter the room and how they
turn:

1:  1/4  left-turns 1/4 to the left, then back

2:  Upside down-turns  in 1/4 segments to the left in a complete circle

3:  Upside down-turns in 1/4 segments to the right in a complete circle

4:  Right side up-turns in 1/4 segments to the right in a complete circle

5:  Right side up-turns a 1/2 circle to the left, then another 1/2 circle to the
left to make a complete circle.

6:  1/4 right-turns in 1/4 segments to the right in a complete circle

7:  1/4 left-turns 1/4 to the left, then back

OKAY, HERE'S HOW YOU DO IT.

Mask #5

Turn #1 once

Unmask #5

Mask #2 sideways

Turn #1 once

Unmask #2

Mask #3

Turn #4 once

Unmask #3

Turn #4 once, then Mask #4

Turn #3 three times.

The Blue Stone will fall out of the mouth of #4, and break your toe, but you
will automatically acquire it. While you're hopping around on one foot, don't
forget to reclaim the King's Mask.

Head back to the purple and blue eagle.  Exit the door and go right. Enter the
door on the right, and run past the small holes in the floor to the end, and
drop down.  Turn right, jump up onto the box, then onto the block and pull up
to the floor above.  Go in the door on your right. C/P.  Enter the door on your
left, and go stand in front of the eagle.  Place the Blue Stone in the Tail of
the eagle, like it says in the Ancient Text.

There is a sitting statue of the King around the corner to the right, and your
helper says that the mask that you have resembles the face of the statue. And
that you should put the King's mask on it.

To do so, walk up to the feet of the statue, then highlight the mask in your
secondary items, and press the Triangle button. Ice will then put the mask on
the statue.

The light from the blue stone in the tail of the eagle, will rebound off the
lap of the king, and shine into the single mirror behind you.  Turn around
behind you, and walk to the single mirror. Your helper will tell you to turn
the mirror so that it reflects the light.


THE MIRROR PUZZLE


The light is reflecting off the mirror, and into the room on the right.  In the
mirror room, press action, to turn the mirror that the light is hitting the
back of three times, so that it reflects onto the back of the next closest
mirror. Now turn that mirror once, to reflect the light onto the next mirror.
Keep doing this by turning each mirror that the light hits the back of, so that
the light reflect off the back of another mirror.

When you turn the next to the last mirror, it will at first reflect back
towards the other mirrors that you've already turned. So turn it again, until
it reflects off the back of the mirror in the corner. Your goal is to get the
light to the mirror that is in the far right corner, diagonally from where you
entered this room. On the last mirror, turn it so that the light reflects into
the hole in the square red section of the wall. This will cause the dirty green
door that you just passed to unlock. It's between the first single mirror, and
the mirror room.

Just to be on the safe side, you might wanna take a little detour, back to the
C/P hall just past the eagle statue, to save your game.

Now return to the dirty green door, and press square to open it.


THE ESCAPE

In a long cutscene you meet the professor, and just as he is giving you map
data, the NFP bursts in to take you both into custody. Then they come under
attack, and you have to escape with the professor.

Quickly equip your Automatic Rifle. Stay close to him never letting him be more
than a few feet away.  Take out the enemy soldiers that threaten you on both
the left and right.  Record Ancient Text Q which is to your left.  Turn around
and get Ancient Text R which is to your right. Switch between your recorder and
night vision goggles as you proceed to make your escape where necessary.

 Never take more than a few steps before allowing the professor to catch up to
you.  Head up the stairs.  If he gets stuck, go back and push him.  And you'll
find that he won't be left behind, if you mostly walk. At the top of the
stairs, shoot the guard down below, and the one across the large gap.

Drop down into the hole, and the professor will float down behind you. Get the
BIO-CHARGE in the corner on the left, and proceed slowly forward.  Get the
ammo. Climb the blocks at the end, and the professors hover chair will float up
with you. Shoot the guards to the left. Run down to the end of the hall and let
the two pieces of the wall fall behind you. Now go back and get the grenade
behind the box and the Doctor.

Return to the other end of the hall, and then proceed thru the door at the end
on the left. You may have to stand in some of the doorways to hold them open or
they will close, leaving the professor on the other side.

When you open doors, the Doctor has a habit of pushing you on thru. If there
are enemies on the other side, he could catch a stray bullet. To keep this from
happening, lead the doctor away from doors with enemies behind them, then
quickly run and open the door, and kill the enemies, then go and open the door
to let the Doctor in.

Open the next door, and shoot the guard, then go along the right wall, and at
the end go right to the door by the terminal. Open the door and shoot the two
guards. Run forward and around the corner to the left as far as you can,
letting two more piece of wall fall behind you.

Go up the stairs.  Kill the guard up here, and another around the corner to the
left.  To the left is a box that goes nowhere, so get the Ancient Text I.  Go
thru the door to the left, and shoot the guard and also the one across the gap.
Get the Ancient Text H, and cross the narrow ledge on the right.

If your health is running in the red, use a bio-charge, because it's a long way
to another continue. Escaping with the professor, is the equivalent of the Boss
Fight for this level.

Open the door quickly killing the guard ahead, then the other one behind the
tall column on the left before they hit the professor. Continue left across the
narrow ledge on the right side of the tall column.

Go left, jump the narrow gap, and stand in the doorway on the right.  Shoot the
guard and the one further to the right. Be careful not to step into the pit, as
you go to the right.  There is the White eagle statue where you placed the
White Stone earlier,  on your right. Your helper tells you that light is being
generated from the gems that you inserted.

There is a narrow ledge on the other wall that you can to handwalk across the
pit.  But you can only grab with one hand if you are holding your automatic
rifle, so switch back to your Maggy Hammer first, then handwalk across. Even
though there is a dive terminal here, you can't access it.  Switch back to your
automatic rifle first then go out the door and up the stairs.

In a cutscene, you and the doctor are captured by the
FGC.  The stranger who offered you a ride, takes you into cyberspace.

CYBER SPACE

C/P. The stranger is also in cyber space, so follow him. Turn around behind you
and download the file. The door opens, use a slow skill, then go thru, and
fight a green arm swinger type security file, that can dance all around, just
like you can.  Go thru and download another file to the right. From this one
you learn that only certain women can remain in cyber space for longer the 28
seconds, thanks to the Margiana Gene that they carry.

Be aware that there are green arm swingers down here also. To the right, is the
empty cyber image of the mirror room. Go to the left and download the file in
front of the king.  Go around the wall on your right and out the door from the
eagle statue room. The stranger will beckon you to come on.  Out another door
to be outside.  To the right is a purple file that you can use to decode that
Ancient Text that you found.

TEXT H: Cotton is the source of the lands prosperity.

TEXT I:  Use the obstacle behind the opening wall.  If the wall keeps you from
it, use a tool to pull the obstacle towards you.

TEXT Q: In the room of many rocks to insert, seek out the eagle. Complete the
eagle figure in the room's center.  The missing stones can be found on the path
you have taken to get here.

TEXT R:  The unseen wall that causes pain can be made visible by ceremony.  To
start the ceremony, place the "gift of the Gods" in the offering place.

These seem to mostly apply to Aska.

Turn around, and go out the door ahead. The stranger is on the other side of
the pit, and waves you on. Take a running jump across the pit. Walk to the left
and avoid the holes in the floor. Then get a cutscene. You return to the real
world, and find out that the stranger is really named X, and is a cyborg. You
and he are FGC captives. Afterwards, the stage is cleared, so be sure to save
your game.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

STAGE 4:
SPANISH PARTY HALL

C/P. You're in covert-ops mode, and you can't draw any attention to yourself.
Your contact will find you, so it's time to go mingle at the party.   If you
run while near a guard, he will get suspicious of you, and want to check you
out. If he does, follow the onscreen button directions and use your sexiness to
make him swoon. If you press the right button, you'll get a correct message on
screen. I am naming the C/P halls to the left and right of the Main Entrance.
Left C/P Hall, and Right C/P Hall from Ice's perspective as she starts this
level.

Walk forward towards the stationary guard ahead, and veer to the left, and open
the doors to the left of the Main Entrance from the perspective of when you
first entered, and go in. Check your map, to get a lay of the land.

Newsflash: I just found out something, quite by accident. If you hold the
Circle Button while pressing the left analog stick forward, it negates Ice's
running ability, and she can only walk. This should cut down greatly on Ice
having to do all those stupid sexy poses to distract the guards. To my way of
thinking, a few bullets to the brain would make a much better distraction.
They could have mentioned this little tidbit in the game manual.

Enter the Left C/P Hall, then exit the other door. If a oncoming guard is
walking down the center of the path that you are on, veer to the wall, to avoid
him-and keep walking, at least for the time being.  Run straight ahead if no
guard is in sight, all the way to the corner.  Flame tells you to search the
drunken man laying on the bench. Press the Square Button, to take the Sunflower
Key from him.

The door to the right of the drunken man, is the Casino, and the door across
from it is the washroom. Go in there.  Get the Thermoballistic Grenade on the
sink.  Exit the washroom, and go right.  Return thru the Left C/P Hall, and out
the other door. Go across the Main Entrance, and into the Right C/P Hall.

Go past the hedges and across the room with the shiny floor, to the outer
perimeter.  There are three rooms over here, and the room name appears on
screen as you approach the doors. The leftmost is the DAFFODIL ROOM, which is
locked and you need to find a key for it. The middle door is for the LILY ROOM,
and the rightmost door, is the SUNFLOWER ROOM

Enter the Lily Room, and go around the bed to the right, and pick up the
Thermoballistic Grenade. Exit here and go left to the next door. Highlight the
Sunflower Key, and press Triangle to unlock the doors, and Square to open them.
Go in and you've cleared that part of the mission.

Your helper tells you that if you drop the fire, that would surely cause a
commotion. Walk up to the candles, and press Square to push them over. Back
outside in the hallway, there is a door on the side of the perimeter to your
right, with a guard standing in front of the room.  If you try to approach it,
the guard will indicate to you that that is a no-no.

So instead, head across the shiny floor room, towards the Right C/P Hall.  As
you approach the door, a fire alarm goes off. Quickly turn around, and if no
guards are nearby, run to the left, where the Security Guard was standing
outside of the doors. Enter, and head up to the top of the stairs. Get a C/P
before the door at the top.

The LARKSPUR ROOM is on the right. Remember where this is, because you'll be
coming back here. The next room is the PERIWINKLE ROOM. Go in and get the
bottle of Laxatives off the table, then come back out.  Exit back down the
stairs, getting another C/P on the stairs. Go out the doors to the right. Left
at the corner, then straight ahead. Turn right into the hallway.

Head back thru the Right C/P Hall, and out into the Main Entrance. Diagonally
to the left is a door, enter and go up the Main Entrance Stairs.  Get a C/P,
and at the top, enter the door.  The second room on the left, is the Dawny
Myrle Room.  The third door on the left is the Wild Pink Room. Go in and get
the Impact Grenade off the table and exit.

Enter the next room with the sinks which is the laundry room, and out the door
on the right.  Go thru the Shelf Room,  C/P, and out the next door.  Get the
memo off the table. It tells of a guard who brings something to eat, that is to
be shared with the other guards.  Your helper tells you to put the Laxative
into the meal to get the guards out of the security room.

Highlight the laxative in your item window, and press Triangle in front of the
large bowl next to the note. In a cutscene, you're hiding while one of the
guards takes the meal.  Exit the door that the guard went out.  Stand around in
the hall, until the guard standing in front of the door on your left has to
hurry off for some reason or other. Enter the security room that he was in
front of. Go to the terminal, and press the Square button. This will open a
door to the Party Hall.

Head back out of here, and return to the room where the meal was. Go left out
the door, and thru the Shelf C/P hall, and out the left door of the laundry
room. Avoid the guard, and go right, then left at the corner, and out the door
at the end. Go back down the stairs, getting a C/P along the way.

Exit the door at the bottom, and make two lefts and enter the Left C/P Hall.
Exit, and head towards the drunk. Enter the door on the right, just before the
drunk. Go straight thru the casino getting the BIO-CHARGE off the card table on
the left by pressing the Square Button.  Avoid the guard, and get a C/P before
going out the door ahead.  Go thru the statue room, and out the door on the
right.

Go left around the low wall, hooking a long Uuey to the right. Exit the door on
the left, near the couple under the light. Go thru the C/P room and thru the
sliding doors on the left. Exit this pantry thru the sliding doors on the
right, and into the kitchen.  Go right and get the BIO-CHARGE.  Press Square to
take it.  Continue on thru the kitchen, avoiding the guard, and exit out the
sliding door in the far right corner.  The door diagonally to your right, is
the Party Hall.

Since there are no guards in here, you can run counterclockwise around the
perimeter of the room. Go to the end of the table at the far right corner, and
get the note.  It says, that your contact has gone to cop some Z's in the
Larkspur Room. Retrace your steps back there. It's on the second floor, near
where you got the laxatives. Run back around the perimeter of the Party Hall,
to get back to the door. Exit, go right, and C/P.

Enter the kitchen, go out the door on the left side of the room, and avoid the
guard.  Enter the pantry and go out the door on your left. In this hall, go out
the door on the right.  Go thru the C/P hall, and out the other door.

Go to the right, and around the low wall, then out the door at the end on the
right. Go thru the statue room and out the door on the left. Cross the casino
to the door on the opposite side of the room, C/P, and exit. Go left and out
the door at the end. Cross the Left C/P Hall, and exit.

Go straight across the Main Entrance hall, and thru the Right C/P Hall. Go
left, and at the corner turn right, and enter the door on your left. Head up
the stairs, and get a C/P at the top. Enter the door at the top, and the first
door on your right, is the Larkspur Room.

You meet with you contact, and he puts you to the test. But before you can get
the information, there is an explosion, and he flees. You shorten your dress,
take off the Kidd gloves, and go in hot pursuit after him. No more silly
flirting with the guards, this time you're armed and loaded for bear.

Exit out the door in front of you and go to the right side of the handrail
ahead, and jump up onto it. Jump down, and shoot the guard below if he isn't
late getting there. Enter the Party Hall on the right, run forward to the table
in front of you, and press evade to dive down behind the table. Press hide, to
crouch besides the table, and toss a flash grenade over the table, to make your
attackers take a nap. After a while, some flash grenades may go off inside the
table area, killing some of the guards for you, and all you have to do is wait
it out.

Afterwards, when you go thru the room, you'll see a Missile Launcher, located
up the stairs, behind the piano, next to the thermoballistic grenades. It's
only helpful, when your enemies are a ways away from you. If they are nearby,
or you are in a confined space, you suffer splash damage while killing your
enemy, which defeats the whole purpose.  Plus, you can't use your other
weapons, until you discard it. It does a great job of eliminating the shield
guards, but the problem is that there is hardly any ammo for it, and the shield
guards will be mixed in with those silly-assed civilians when you head back.

You're about to embark on a 'fight or flight' run to search for your contact.
Remember, if you are killed after you pass a checkpoint, you restart at that
checkpoint, with full health.

You're better off with the Automatic Rifle, or Sub Machine Gun.  You also might
want to highlight some flash grenades in your secondary items window before you
start. If you didn't kill a guard before you came into the Party Hall, then he
will be down the hall to your left as you exit. Exit the Party Hall, press
evade, and punch his tardy card. Then open the kitchen door on the left.  Run
in to the left, and tap evade to roll behind the counter. Kill the guards in
here. There is a GR2 Grenade Launcher on the counter nearby. Pretend you didn't
see it.

Enter the pantry, kill the guards, and get the BIO-CHARGE off the shelf in the
middle. To the right of the exit, is a box with thermo grenades in it. Use your
Shock Taser to open it. Exit the door on the left, and go right in the hall,
and thru the C/P hall. The next room is the low wall room. Stand in the
doorway, to hold it open, and wait for a guard with a shield to run up. This is
the kind of enemy that needs to be exploded.  As soon as he starts to appear
let him feel the roar of your automatic rifle. You could try to toss him a
grenade, then run back into the hall.  The problem here, is that the doors
might close to quickly, and Ice, in her extraneous windup, will throw it into
the closed door, thereby damaging herself, instead of the shield guard. But
then again, if you die here, you restart here, in tip-top mint condition.

From here on, be aware, that there will be a couple of silly-assed civilians
running thru the crossfire. Don't shoot any civilians--that's a big gaming no-
no.  When you enter the room, another guard will pop up on top of the low wall.

Work your way around to the end of the wall.  Hide against the end of the wall,
and lean around the corner, and spot several guards, and those stupid civilians
. Time your attacks to when the civilians are on your end. Unfortunately,
civilians are susceptible to the blast of grenades also. And you never know
when one of them might run in the midst of the guards, just as the explosion
goes off. Afterwards collect goodies, check to see if there is anything to
pickup on top of the low wall, and exit the door on the right.

Open the exit doors of the statue room on the left, run in and press evade hard
to dive to the floor. Kill the Casino guard straight ahead, stand and take out
the other one who is off to the right-and get a C/P before the other door.
Open the other casino door, and wait for the two shield guards to show up. Give
your bullets permission to destroy. There's a force field to the left, so go
right.  Around the second corner, are two more shield guards standing in front
of the door. Hide and feed them a flash grenade. Have your bullets give them
nightmares.

Enter the room behind them, to meet Aska. Your helper tells you that you are
both on the same side. You each kill a guard or two, then Aska leaves. Your
helper says that Aska dropped something. It's the shiny thing in the middle of
the floor. It's the Daffodil Room key. Get the Microwave Grenade off the table.

The Daffodil Room is on the first floor past the main entrance hall, near the
large room with the shiny floor.  As you exit the door on the left, there will
be two guards above on the balcony that are hard to take out because of the
angle, and the ceiling fan, so just run away from them. There's also a force
field to the left. Enter the Left C/P Hall, and next will be the Main Entrance
hall, where shield and regular guards will continuously replenish themselves.
This is a flight area.

Open the door, shoot the guard in front of you, and run like hell, straight
across the Main Entrance hall, and open the door to the Right C/P Hall and
quickly enter.  That damn fool man and woman that like to run between the
bullets will be in the shiny floor area also.

IMPORTANT:  While in the Right C/P Hall, highlight the Daffodil Key in your
items window.

Go thru the door, and run thru the opening on the left, thru the bushes, cross
the shiny floor area, and thru the other opening on the left.  Even though
you're being shot at, don't stop to fire back. The left door, is the Daffodil
Room, so run to it, press the Triangle Button to unlock it, and then the Square
Button to open the door, then quickly run in and let the door close behind you.
Take a moment, to listen to the barrage of bullets hitting the other side of
the closed door as you apply your biggest grin.

There is a mystery door on your left. Go to it, and press Square to open it. In
a cutscene, you find the informant in here. He gives you a long spiel about
what's really going on, and as he's holding up the information disc, a ninja
destroys the disc and him along with it. Your helper says he may have backed it
up on the terminal here.   Time to head into cyberspace again.

CYBER SPACE

C/P.  Jump thru the opening, and use a slow skill at the door on your right,
then open it, and take out the green arm swinger who is charging towards you,
and go around to the right.  You're in the perimeter of the shiny floor area.
Go to the end and download the file. It says that most files are hidden in
cyberspace, and would be almost impossible to find with out the Search Skill.

Enter what would normally be the shiny floor room, and download the Find Skill.
Beat the snakes off with a stick. Go back to the perimeter, and continue on
around. Go right thru what is the Right C/P hall, and into the Main Entrance
hall. Go straight across, and into the next door, and download the Search File,
which will make hidden files visible.

Head back to the door, and use a slow skill. Exit back out into the main
entrance hall and beat up two green arm swinger. Then use the Search Skill and
download the file that appears.  It says that locked doors and other secured
areas can be entered by simply accessing the right control file. And will only
open when the correct control file is accessed.

Go to the right, out the Front Entrance, and modulate  orange diamond lock
control files one by one. Starting on the left.  If you modulate the wrong
files, it will shatter and a new enemy will appear. Use slow skill, to fight
off Big Red. He's really no big deal, just power punch him a few times, and
he'll be down for the count. After you defeat him or them, another row of
orange diamond files will appear, and you need to keep modulating one in each
set of three that appear.
It's the ol' keep running that play till you get it right.

When you modulate the correct files, you see a cutscene of the two door to the
right of the dive out room opening. Hustle on over to them and enter and
download the files in each one, starting with the  rightmost one first.  When
you download the backup data, you need to go and upload it.

If your time hasn't expired, then it's got to be pretty low by now, so head to
the first room, and dive out. Then dive back in and finish what you started. If
you didn't get the two doors to open, then you'll have to head back outside the
Main Entrance, and modulate some more orange diamond files, and fight more Big
Red's until you get both door open.

If you managed to download the Backup Data file when you were here before, then
all you have to do, is use your Slow Skill before you open the door to the
perimeter and kill the green arm swingers. Then use your Search Skill to expose
any hidden files, then do a quick run-by of all the areas that you've been to,
and download any files that you see.

And lastly, from where you came out of the dive out room, go right, then left
at the corner and enter the door on the right. Download the Puri file at the
bottom of the steps, then head up to the top.

Here you'll find a purple file for sending data outside. Hold R1 and press
Triangle, to get the finger pattern  to upload the info to Flame and enter it.
Afterwards she says there is no reason to remain in cyberspace, so head back
downstairs, and out the door. Then head to the left, right at the corner, and
enter the first door on your left. Then thru the window, and  dive out.


REAL WORLD

All that remains now, is to escape.  C/P. Turn around and open the doors above
the dresser by pressing the Square Button, and exit back into the Daffodil
Room. Check your map, to see where the Extraction Point is.  It's outside the
Main Entrance hall. Open the doors on the right, and shoot the guard in front
of you.  Run thru the bushes and across the shiny floor room towards the left,
and into the hall. Go thru the Right C/P Hall, and left in the Main Entrance
hall, and out the door where you came in. If you are killed in the Main
Entrance Hall, you'll restart from the Right C/P Hall, with full health. Let's
see 'em stop you now.

Don't waste time trying to shoot the guards, just run past them, and only
shoot, if they are blocking a door that you need to go thru. Once outside,
you'll get a cutscene of Ice on her bike saying that she's going to the South
Pacific. She then rides up onto the CG plane, and that ends the stage.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

STAGE 5:
MARSHALL ISLANDS PLANT 1

C/P, then run to the right, and stand on the opposite side of the steps from
Ash and out of the line of fire, and let Ash kill all the guards that come down
the steps.  Why should you be shot up, when Ash seems to be bulletproof? This
will take a while. You can practice twittling your thumbs to pass the time.
You'll know its over, when Ash gets up and coolly walks away. After they are
all dead, head up the stair to start your search for the Doctor. Pick up all
the weapons that you can carry, then head to the two doors at the top of the
stairs.

Equip your automatic rifle, and head in the one on the left first.  C/P. When
the automatic door opens, walk forward, and kill the guard in the alcove ahead
on the right. He's walking his beat, so let him walk past the end of the wall
and shoot him in the back. What's the matter, you don't think he would have
shot you in the back if he had the chance? Your helper tells you that you're in
a factory for the mass production of clone soldiers.

Check your compass, to see that there might be another guard ahead on the left.
He's on the other side of the wall ahead. Hide against the end of the wall, and
then press your fire button to lean around and shoot him. Get his flash
grenades, then come back out of here.

From where you first entered the room, head to the right, then right again, and
get the grenades off the top of the console. Come back out of here, and go into
the alcove across from here.

Walk thru the stacked up boxes, to find a concealed door.  Head into this C/P
hall, and run thru the next door, killing the guard who is to the right.  If he
isn't there, he'll come running thru the door ahead, with some of his buddies.
Head out that door, and thru the next door.

 At the end of the wall on your left, get a C/P, then turn left. There is a
door ahead, and a door to the left down the hall. The door down the hall
requires an ID which you must obtain. So head in the door ahead.

In the bunkroom straight ahead, there is a guard hiding to the left, and get a
BIO-CHARGE. Come back out and go right. Enter the bunkroom on the right, and
get some flash grenades. Hide to the left of the door across the hall to make
it stay open, and toss in a hand grenade, then move away to let the door close.
Enter the locker room, and wait for something to start flashing inside three of
the lockers. On the left get another BIO-CHARGE.  In the locker ahead, get a
microwave grenade. And in the locker on the right, get a Level 1 ID.

Head back out of here, and make two rights, and head back out the door. Go down
the hall to the right, and get a C/P at the end.

Now that you've got  your new ID, the door will  open automatically. There are
guards in the windowed room behind the next door on the right. Hide besides the
left side of the door to make it stay open, then target and take out as many as
you can. Some will roll from side to side so wait until you can target them
properly.

After most are dead, run in and hide beside the soda machine on the right and
let the stragglers catch one of your flash grenade. After they are dead, move
down the hall, and get the flash grenade in the far corner.

As you move down the hall picking up weapons, you'll unintentionally pick up a
HMG400. My advice, discard it now. Press Start, go to the weapons menu, and
highlight the HMG 400, press Square then Triangle to be rid of the thing. Then
re-equip your AR100.

Exit the black door on the right, and go down the green hall. Get a C/P before
the end. There are two shield guards in the next purple hall, so stand in the
doorway and flash 'em. Just to the right of the door that you just entered, is
a place to climb up. Get the thermo grenade at the top, then drop back down to
the floor. There is another place to climb up, just past the door on the right.
Go up and get the impact grenades.

Enter the door on the right to be in the blue hall, C/P, then out the next
door. Move in slowly and walk along the left wall, and kill the guard who in
ahead on the right.  Now lean around this same wall, and kill the guard on the
left.  Go around to where he was hiding, and get the microwave grenade off the
top of the terminal.  Then go out the door on the left.


Your helper tells you that this terminal, is the quality control for the cloned
soldiers production. Go to the terminal, and press the Square Button. A
cutscene shows the grated floor from above falling in the area where you first
entered. This is your access to the second floor where the clone soldiers
production lines are.

Exit here, and out the door where you entered. Thru the blue hall, and get a
C/P. Behind the next door, are two shielded soldiers. One is to the left, and
the other one is right behind the door. If one soldier is shooting you, you can
only fire occasional single shots at the other one.  So make the door open,
without stepping thru, and kill the one in front of you. Now go in to the left,
and kill the other one in this purple hall.

Go down the long green hall, after the C/P, hide to the right of the door, and
make it open. Kill the soldiers that advance toward you. There's another one,
further to the left, where you can't see him. Run in to the left, and hide
beside the candy machine and take him out.

Go left thru the windowed room, and out the door at the end, followed by the
door on the left.  Follow the hall, and get a C/P at the end. Hook a Uuey to
the right around the wall, and get a C/P before the door at the end. Exit, then
open the door on the left, and kill the guard ahead.

Go to the end of this windowed room, and out the door on the left. Get another
C/P in this hall, then out the door. Go left, then right and stop. Ahead to the
left, is where the floor fell. And ahead and to the right, will be two soldiers
shooting down thru the grated floor above.

Stop before passing the second wall ahead. Hide besides the end of the wall,
and shoot the two guard up thru the floor grating. Go left, and climb up on top
of the terminal, then pull up thru the removed floor plank to reach the second
floor.

Go to where the soldiers were, getting their ammo, then out the door ahead. Go
down this long gray hallway, and get a C/P before the end. On the other side of
the door, are soldiers.

Open the door, and kill the soldier to the right. After you kill him, be aware
that there are guards on the grated floor above.  There is also one on the
floor below, to your right, and behind you.  The catwalk ahead has the
production line of clones blocking your way. Run to it, and jump up on top,
then drop down on the other side, and go thru the door ahead.  There are a
couple of pickups that you can get to the right side of the room, but it's
kinda difficult, to get back to the door ahead.

NOTE:  When you have a Heavy Weapon in your hands, you can't jump up and grab.
When you have a Medium Weapon in your hands, you can jump up and grab with one
hand and pull up. When you have pistols in your hand, you can jump up and grab
with two hands, including hand walking and reaching higher places.

In this gray hallway, get a C/P, and exit the door ahead.  Below, and behind
you on the right, a soldier will be shooting at you. Move into the room, turn
around, and take him out, so he'll stop making a nuisance of himself.
Afterwards, go to the right, and notice the mysterious door that you can't get
to yet.  But take a look at the map, to see what room you're in.  Second Floor,
far left.  Drop down to the floor below and get the BIO-CHARGE.  The terminals
that you see, control the dosage of the A, B, C, D, & E  drugs that go into the
makeup of the cloned soldiers. As you are facing the mysterious door which is
on the floor above, go right.

To the right of the last Drug Terminal, is the Heavy Machine Gun 400. Before
you take it, be aware, that you can't jump up and grab to pull up, while you're
carrying, heavy weapons. Also, there is a brief delay between pressing the fire
button, and the gun actually firing. You can lose health, waiting for it to
fire. Get it if you wanna be stubborn, then enter the door on the right, which
is farthest from the HMG400.

You are now at a Dive Capable Terminal. C/P.

CYBER SPACE


NOTE:  While in cyberspace, if you use your Slow Skill frequently, you can
avoid fighting a lot of the security files, by just dodging them and doing what
you came to do.  If you are in the midst of downloading or using your cyber
skill, their attacks won't take effect, until after you are finished. You can
also use the slow skill after you've been knocked down, and as soon as you
stand, it will take effect.

Turn around behind you, and exit the door on your right. To your right is a
file. Use your slow skill, then run over, and download it. You now have the
High Jump Skill.  Those people that you see at the terminal, are Avatars. They
are not the enemy.

Turn so that the door that the file was near is behind you.  Run forward to the
left, while holding the R1 Button.  While running, press the Square Button
followed by the X Button. When you release the R1 Button, you will High Jump
while moving forward. Try to land on the second floor.

Carefully walk over and download the file that is above and to the right of the
High Jump file that you downloaded. This will give you the Tap Skill. This
skill will allow you to eavesdrop on the chats of other Avatars that are in
Cyber Space. Afterwards, check your time. If it's running low, drop down and
head back to the dive point, and dive out.  C/P.   If it's not running low,
then enter the door that is at the other end from the Tap Skill, C/P, then out
the other door.

Use a Slow Skill, then jump down, and destroy the round security files, then
download all the files that you can.  Don't worry about reading the files, you
can do that when you leave Cyberspace.

After you download all of them-about 7 of them, do your running high jump thing
to reach the second floor. Head for the door, that you didn't come thru.  You
might wanna walk to get to the other side, because it's easy to fall off the
narrow catwalk.

Enter the door, and get a C/P. Stand in front of the second door without
opening it, and use your slow skill. As you open the next door, one of those
green arm swingers will be charging towards you. After you beat him up, beat up
the round security file also.

After you destroy them, a file will appear where the round security file was.
Download it, and then the second file that appears in its place. Keep
downloading the files that appear, until you have two different ones. One is
about the space elevator, and the other is about Rei-Chin who has the
possibility of having the Margiana gene.

There is another file that appears every so often on the other side of the body
table. It is a skill file, and when it appears, jump over the table and
download it quickly, or it will disappear, and you'll have to wait for it to
reappear. When you download it, you will get the Black Hole Skill. It's a skill
that can put Security Programs into the middle of a tornado-but you can walk
thru it unaffected. If you have enough time, try it out. If not, head to the
dive out point.

  Exit thru the two doors getting a C/P, and walk across the narrow catwalk, to
the other side of the room.  Go left thru two doors getting another C/P, then
jump down to the left. Enter the dive out room and exit cyberspace.

REAL WORLD

C/P. Now is the time to read all those files that you downloaded in cyberspace.

Go into your information menu, and do so.  They basically say the following.

Type B clone production method
How to change the production lines. Type A clones are currently being produced.
Changing the drug doses will alter the flow of the production line and cause
Type B clones to be produced. To change the drug dose, access the drug control
Terminal in real space.

A total of five drugs A thru E, are administered to clones. For the proper dose
of each, see the data files here. However, note the following: Drug A can turn
Drug B into -1. That last sentence is the key to adjusting the drug dosage
correctly.

To produce Type B clones, enter the Drug A dose at 16.
To produce Type B clones, enter the Drug B dose at 9.
To produce Type B clones, enter the Drug C dose at 48.
To produce Type B clones, enter the Drug D dose at 26.
To produce Type B clones, enter the Drug E dose at 3.

You now have a new objective, which is to change the drug dosage to the
production line, which will stop the production line, allowing you access to
the mysterious room.

As you are facing the dive terminal, turn around and exit the door that is
behind you on the right. Kill the soldiers ahead and above, then go left.

DRUG DOSAGE ADJUSTMENT

The following is from a post that I read.

From: strychnine at Gamefaqs forum. Posted: 4/4/2004 7:34:26 PM

"ok...I'm not too good at explaining things but here I go...for A it's 16...and
then it says for B it's has to be 9...the thing is when you put in 16 for A it
started B as
-16...it says that in one of the files...so what you have to put in for B is
25...so you end up with 9 as the total...
and it's the opposite for C...when you put 48 in it makes D 48...so you
actually have to put -22 in D so you come up with 26...and E is 3...that should
work if you understand what I just wrote : )"


 I didn't see where putting the dosage for Drug A & Drug C changed Drug B &
Drug D when I went to their adjustment terminals.  I did the terminals starting
with A, and ending with E. And every time I changed to the correct dosage at
the preceding terminal, and went to the next terminal, and brought up the
display, they were all set to 0.

 It has to do with the drug adjustment properties file that you got from
cyberspace. The adjustment properties file said: "However, note the following:
Drug A can turn Drug B into -1." Which makes no sense to me.  It also said:
"Drug C can turn Drug D into +1."  Now I really have no idea what that means.
But I went back and made the adjustments listed below, and it worked.

If you understand and can explain what the -1 and +1 means, then feel free to
e-mail me, so I can understand it too.

The first terminal on your left, adjusts the dosage of Drug A. In the alcove
past the boxes, the next one adjusts Drug B.   On the right side of this room,
the farthest one adjusts Drug C,  the middle one adjusts Drug D, and the
nearest one adjusts drug E. The files that you downloaded in cyberspace, tell
you what to adjust each drug dosage to.

Go to each terminal. Press the Square Button to bring up the adjustment screen.
Use left and right on the D-pad, to adjust the dose and press X to administer
it, and to exit the adjustment screen.

Drug A dosage is 16
Drug B dosage is 25(9)
Drug C dosage is 48
Drug D dosage is -22(26)
Drug E dosage is 3

After you get the dosages correct, a cutscene will show the production line
detouring away from the mysterious door, which means you can access it now, so
head there.

You have a new objective. It's time to head for the Mysterious Room.  If you
take that HM6400 heavy machine gun, just realize, that you're gonna get shot
while waiting for it to start firing.

Equip your Automatic Rifle, and head back to the dive terminal room. C/P, then
out the other door, killing the soldiers that are waiting.  If you don't see
one, but hear his shots, he's probably in the alcove at the end on the left.
Check your compass to find him.

The one shooting down from the second floor, is probably above the boxes on the
right. The soldier in the alcove on the left, drops a heavy machine gun when he
dies. Take it if you feel you really must, but note that it won't be the
smartest thing that you did today.

Go in the door ahead, that is straight ahead, at the end of the room. Get a
C/P, and exit the door on the left.  You are now at the top of the stairs,
where you first start this stage. Go in the other door. Get a C/P, and go thru
the other door. Walk along the wall on the right, and stop before the end.

 In the alcove on the right, there are one or two soldiers on the floor above,
shooting at you thru the grating. From the same place as the other two were
earlier-above and behind you. Afterwards, go left, and climb up on top of the
terminal, and go thru where the hole in the floor is, and where the removed
floor plank was. Drop your heavy machine gun if you just had to have it, or you
won't get up there. Go thru the door at the other end, and down the long gray
hall. C/P. Open the door, and hide beside the first square column on your right
and kill the soldier to your right.

Climb over the clone production line ahead, and drop down on the other side.
Enter the door, and go thru the short gray hallway, C/P, then out the other
door.  Climb up on top of the second production line, and go to the right,
towards the mysterious door. Drop a hand grenade on the soldier below, then run
into the mysterious door.

Highlight your flash grenades and reload your AR100. Go left, and get a C/P,
then enter the door on the right.

You get a long cutscene, where the female test subject with the Margiana gene
is killed by Wilson, and so is the doctor. After the first cutscene, you are
attacked by three ninja enemies, quickly let loose with your Automatic Rifle.

  If you hold down evade for any length of time, Ice will dive and lay prone on
the floor, and won't be able to get back up because of their constant attacks.

In the next cutscene, you learn that the doctor is really an android super
computer. He tells you that the FGC wants to use your power, to control
cyberspace, and the real world from the top of the space elevator. Flame tells
you to find the underground control where the cloned soldiers are now being
created, and shut it down-permanently.

When you regain control this time, if you ended up besides the opposite door,
then move away from it, to stop that damn alarm.

Your next objective, is to rendezvous with Ash and Raven.  Head back out the
door that you came in. Get a C/P in the hall. Check your compass, and notice
the red dot on the other side of the door. Hide to  the right side of the door
and hold it open. Kill the soldier ahead-he may be on top of the clone
production line. Then drop down to the floor below. You're back in the room
where you adjusted the drug dosages. Go left, then out the door on your right,
to be back in the dive terminal room. C/P here, then exit the other door.

There's a soldier shooting from above. Either take him out, or run past him,
and out the door at the end. At the end of this short hall, get a C/P, then out
the door on the left, to be back at the top of the stairs where you started.
Head down the stairs, to reunite with your comrades in the room on the left.
Raven changes the steps that you just came down, so that they now lead to a
hidden entrance that is underground. That clears this stage.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

STAGE 6:
ICE MARSHALL ISLANDS PLANT 2

IMPORTANT: Do not use any Bio-Charges during this stage, until you fight the
Ice Rejects. If need be, let yourself be killed, and continue with the freebie
full health courtesy of the Game Gods. You should pick up at least 4 Bio-
Charges.

Your primary purpose at the start of this stage, is to enter each room, and
walk up to each lab coat employee, to register them on your map. You should
meet up with six employees.

You start at the top of the stairs leading down to the basement. C/P. Head down
the steps to unite with Ash and Raven. You're told to look for the manager's
room. Your objective, is to defeat the elite force soldiers, and take over the
facility.

Head into the door on the left, where Raven is standing besides the next door
and get a C/P. Hide beside the door to make it stay open. There is an elite
force soldier down at the other end of the hallway, and he has a heavy machine
gun also. As soon as there is a break in his firing, lean around the door, and
lay a steady barrage into him, until he falls dead. Proceed down the hallway.

Enter each of the  three rooms on the right to register them on your map, and
each has a C/P.  The first room on the right, is the tester room with a C/P. Go
in the third room on the right, and get BIO-CHARGE #1 and C/P. Enter the last
door on the right, which is a short C/P hall, and hide besides the right side
of the next door, to make it stay open. Killing the cowering lab coat means
instant game over-which by the way, is why he is there.

Wait for another elite force soldier to appears at the end. Since he hasn't
seen you yet, he'll be looking around instead of shooting. Lean around the
doorframe, and shoot until he falls dead.  Walk up to Employee #1, to have
Flame take note of him, and he will register on your map. Pretend you didn't
see the Missile Launcher that the soldier dropped. If you accidentally pick it
up, then accidentally discard it. Continue down the hall and go right at the
corner.

Enter the first room on your right, and walk over to  the terminal for mixing
drugs on your left. Go over and say hello to employee #2. Exit this room, and
continue down the hall. In the next room, get the microwave grenades. Go into
the third room, and chat up employee #3. Exit, and enter the door at the end,
and head up the stairs. At the top, get a C/P, and stop before opening the
door.

There are three soldiers hiding behind crates in the room ahead, and they will
throw grenades.  Open the door, run in, and TAP L1 LIGHTLY to crouch on this
side of the crates. Then press L2, to hide besides them.  Lean over the top,
and toss a flash grenade at the three soldiers.   Then lean over the crates,
and mop up with your assault rifle. Afterwards, hop the crates, and collect
their ammo and the flash grenades.

Enter the door at the end of the hall, and get a C/P here. Go right and enter
the next door, and know that there is an enemy below and behind the tall gray
machine.  Move along the right wall, and at the end turn left. Move forward,
remaining along the right wall, until you can target the little part of him
that is sticking out. Switch to your Hammers, and when the icon says enemy,
fire until he falls dead.  The soldier dropped a heavy machine gun, and it's
being here, doesn't make much sense.  You have to climb up to exit this room,
and everyone knows that you can't climb with heavy weapons.

Drop down, then go around the back of the machine where the lab coat is, to
meet employee #4, and jump up on the lower machine, then onto the higher one,
and finally over the rail.   Equip your automatic rifle, and enter the door.
Get a C/P in this hall, and wait for a grenade to be thrown behind the next
door.

Enter the door and hide besides the left corner of the doorway, and shoot the
glass to shatter it. Shoot the soldier across from you. And the two armed tanks
below, if they appear now. Notice Raven walking down below, she may have
already killed the soldier for you.  Now with your back against the right wall,
run and jump to each platform to reach the other side.

There is another heavy machine gun that you don't need. The door ahead, leads
to another door that you need to have an access card to enter. Climb the
stairs, cross the catwalk, and go down the other stairs, and enter the door.
Get a C/P by the crates, and enter the door.  There is an elite soldier behind
the next door to the right.  Enter, quickly lay a steady diet of rifle fire
into him, not letting him have a chance to fire back,  and head right to the
top of the stairs.

Soldiers are appearing under the steps. Head down, and at the bottom of the
steps, get BIO-CHARGE #2 off the table.  Turn around, facing the steps, and
ease to the right, until you lock onto the exposed soldier. Take him out. Move
forward, press evade, and take out the other one. Grab their ammo, the head up
the other steps, to meet employee #5. Flame tells you that the yellow thing is
an emergency escape pod and is necessary to get out. Notice on your map, that
it is in the room with the circle.

Head back up the steps, and out the door to the crate room, and get a C/P.
Equip your microwave grenades, for the two armed tanks below. Go thru the door
on your left, and toss one down and use the steps for cover, until it explodes.
Move to the left, and kill the armed tank(s) below. Rinse and repeat if
necessary.

Head back up the stairs, cross the catwalk, and down the other stairs. Jump
back across the platforms, and enter the door on the left. Get a C/P here, be
aware, that there is a elite force guard on the other side of the door,
diagonally ahead to your left. Stand in the doorway, and take him out quick.
Hop the handrail to your right and use your shock taser on the boxes to the
right, to get thermo grenades.

Drop down to the floor below, and go mess with employee #6. Flame mentions the
chemical solutions in this room. Climb back up, and hop the handrail. Go left
past the door where you entered, and hop the handrail again and go left into
the door. In this small blue hall, get a C/P. The next room, has a series of up
& down steps, with soldiers using them to advance towards you.

Hide besides the left side of the door to keep it open. Toss in flash grenades
to put the soldiers at ease, and shoot the rest. They will continually
replenish. Flame interrupts your fun by saying that Raven is trapped, and you
need to go help her right away. The map will then come onscreen, showing you
where Raven is. Raven is in the 3rd basement, and you are currently in the 2nd
basement. Check your map to see how to get to Raven.

Unhook yourself from the wall, and run forward, to close that door on the
guards shooting at you. Get a C/P, then out the other door.  There will be
regenerating guards shooting at you in this room. Immediately drop down to the
floor below, turn around behind you, and go out that door. Get a C/P at the
end. The door on the left, leads to the hall with armed tanks, so highlight
your microwave grenades.

Walk into the doorway, so that it remains open, then toss a microwave into the
room. When the screen goes all fuzzy, it has exploded. Run in and shoot the two
armed tanks. Then go to the door that is to the left of where you entered from
the side. Get a C/P. The door on the left, leads to where you first started
this stage at the bottom of the steps.

Ahead on the other side of this door, are the steps with three criss-crossing
armed tanks that will be shooting at you, as they move from side to side.
There is no need to waste time or health with them. So open the door, and run
to the right, and into the door to have come complete circle. Get a C/P, then
enter the next door.

Raven is in the second room on the right, and you get a C/P in the short hall
before it.  Raven is laying on the floor to the right. Raven has been lured
into a high-density poison gas trap.  You need to find some medicines to save
her,  and are told to find a terminal, and head into Cyberspace.  The terminal
is back on the other side of where the emergency escape pod was. So head back
there.

Head back to the hall getting a C/P, and go left, then thru the door, and get a
C/P. Quickly go thru the next door, then the one on the left before the armed
tanks see you. C/P. Then enter the armed tank hall, and out the door on the
right. C/P, then open the door on the left, and kill the guard up above.

Hop up the blocks ahead, and go around the catwalk to the first door on your
right. Exit, then C/P, and thru the left door. Pass the jumping platforms on
the right, and into the next door.

C/P and out the left door and quickly run to the rail, and kill the guards
below to your left before they have a chance to seek cover. Drop down to the
floor below. Run around to the left, and kill the guard hiding back  behind the
machine. Wait in back of the machine facing the opening, and take out the
continuous supply of guards that drop down from above. When they stop coming,
come out, and get their ammo.

There is a Dive Terminal behind you that wasn't dive-capable the last time you
made a ladder out of it.

CYBER SPACE

The security files in this area seem a mite too frisky, and their aggressive
tendencies can quickly become a pain in the ass.

Dive in, and your objective, is to analyze the drug formula. C/P. Turn around
and discover that the Slow Skill doesn't have very much effect on the new breed
of flowery security files that will attack you.

Go around the back of the dive terminal, and use the Tap Skill on the female
avatar. Her conversation says, that Aska is the reason for the poison gas
security, and that if you have an ID, it won't go off. It also says, that the
employees in the real world know where the ampoules are, and that you need to
put three of them into the drug mixer, and it will automatically mix the right
amount for the antidote.

Hop up to the second floor, and use your break skill on the red honeycombed
wall that is blocking the door. Enter the door, and go right. C/P, then enter
the door on the left.  Use Break Skill on the honeycomb wall to the left, and
get the Tap Skill which you should already have.

Turn around and return to the other end, and out the two doors. Run around the
catwalk, and jump the gap to the other catwalk, and out the door.  Go thru the
next door, break the wall on the left, and hop the ledge on the right.

At the other end, go up the stairs, and down load the yellow file in the middle
of the catwalk.  Use your Search Skill to make a yellow file appear at the
bottom of the stairs ahead. Go down and download it.
This is a file about How to produce the antidotes. This is an important file,
that you should check out again, when you're at the drug-mixing machine.

Security Precautions File: If you are exposed to the paralyzing gas, a antidote
can be made from the ampoules. You need to use the drug mixer, and the
procedure can be found in cyber space. To make the antidote, three ampoules
must be placed in the drug mixer IN THE PROPER SEQUENCE.

To return to the dive out point, drop down to the bottom floor. Go forward and
after you get past the halfway mark of the hall, turn around and look up.
You'll see a section of floor, that connects both sides. Highjump up to it, and
go thru the door on the right. Back in the other room, drop down to the floor
below, and return to the dive point to exit.

REAL WORLD

C/P. The employee by the escape pod has Ampoule 2.
The employee in the room that the side door of the long armed tanks hall leads
to has Ampoule 4.
The employee in the first hall before the drug mixer has Ampoule 5.

These are the three ampoules that you need to make the antidote for Raven's
poisoning.

Now it's time to go and chat up the employees that you found. Go around the
back of the dive terminal. The employee here has Ampoule 3 which you don't
need, so bypass him.

Check your map for the locations of other employees. Climb the back of the dive
terminal, and up the next taller machine, then hop over the handrail. Enter the
door, and get a C/P. Stand in the doorway to keep it open. This is second floor
of the long hall with the armed tanks below. Arm your microwave grenades and
hide beside the far edge of the doorway on the left, and toss one down. When
the first one is disabled, lean around and blast it. A second one will be
called into play, so rinse and repeat.

Go forward, turn, and jump onto each ledge. Go up the steps, cross the catwalk,
then down the other steps, and enter the door. You are now in the four boxes
room. C/P. On the other side of the next door, will be four elite force guards-
two on each side. You may have to run into the room, and run back out, to make
them appear.

Run in to one side and press evade hard, to dive to the floor and take out the
two in front of you. Then swing the camera around and target the other two, and
take them out also.  Pass the collection plate.

Head down the steps, and past the ESCAPE POD, and go up and get AMPOULE #2 from
the employee.

Go back up the other steps to exit back into the four boxes hall. C/P, then
open the next door. To your right is the long hall where the armed tanks roam.
Toss a microwave grenade down below, and when they are disabled, drop down into
the LONG HALL, and enter the side door ahead.

C/P, then open the door and take out the guard above who is dropping grenades.
Go to the left and ask the employee for his medicine. He gives you AMPOULE 4.
Immediately turn back around and exit the way you came in, because guards will
continuously appear in this room. C/P, then open the door, and you may or may
not find two more armed tanks. If so, throw in another microwave grenade, and
dispose of them.

Go left from where you enter, and out the door at the end. Get a C/P, then run
out the door thru the bottom of the entrance steps area, and out the door on
the right, before the armed tanks on the steps can attack. You're back where
you started. Get a C/P, and enter the hall ahead.  Then continue on around the
hall, and go thru the door at the end. C/P, hide to the right, beside the next
door, and take out the elite force guard.  Then enter the next hall to find the
COWERING LAB COAT.  Ask him to give up his medicine or else. He gives you
AMPOULE 5.  Flame tells you that you have all three ampoules to make the
antidote.

Go around the corner ahead, and enter the first room on the right, and you're
in the drug mixer room. Go to the drug mixer, and press the Square Button to
bring up the drug insertion display. You're told to load the first ampoule.

The order that you need to insert them into the drug mixer comes from the file
that I said was important, and you should wait until you were at the drug mixer
to read:

Ampoule 4 (It sets to the 1st)
Ampoule 5 (It sets to the 2nd)
Ampoule 2 (It sets to the 3rd)

First highlight the Ampoule 4 in your items menu, and press the Square Button
to begin drug mixing. Press the Triangle Button on each of the three ampoules
in the preceding order.  This give you Antidote A.  Then Flame will say that
you've really did it, and can now cure Raven.

Head back out into the hall and go left, passing the employee. Go thru the next
door, C/P. Then go out and go left. Enter the second door on the left, and
stand over Raven.  Highlight Antidote A, and press the Triangle Button.

Flame says that you've succeeded, and in a short while, Raven will recover. So
now, it's back to the mission of finding the manager's room.

Go back into the next small hall, and C/P. Exit to the main hall, and go left,
and in the next room, will be a guard on the right to take out. Hide beside the
right side of the doorway, and take him out. After he dies, he leaves you his
Level 2 ID.

Check your map, to see where the locked door that requires your Level 2 ID is.
Head out of here, and get a C/P. In the main hall, go right, press evade, and
take out the two soldiers. Then continue on. There's nothing but two soldiers
in the third room, so bypass, and go thru the last door at the end.  C/P.
There's another soldier just past the employee again.  Continue on around the
corner, and thru the door straight ahead.  Head up the steps, and C/P. Stop
before entering.

Highlight a flash grenade. Run in, and press evade followed by hide to crouch
beside the boxes.  Toss it to the three guards so they can go beddy bye. Jump
over the boxes and collect ammo.  Exit the door at the end, and go right. Enter
the next door, drop down, and climb up on the back of the dive terminal. Then
the tall gray machine, and just leap over the handrail.

Enter the door and go right for a C/P. You can open the door and then just run
thru the door straight ahead, and not bother with the armed tanks below on the
right. C/P here, then open the door and kill the guard ahead to the left. Then
kill anymore guards that come into the Handrail Room.

PREPARATION FOR THE UPCOMING BOSS FIGHT

 From the door where you entered, the guard to the left in the corner drops a
heavy weapon after he dies. Two or three guards that enter from the door on the
other side of the room all drop double barrel shotguns when they die. The
guards that come in the door that you came in drop GR2 Grenade Launchers.
That's the guy that you're interested in.

If you have any other medium weapon besides the AR100 automatic rifle, discard
it and get the GR2 Grenade Launcher-which is a medium weapon, with about 10
grenades.  To get more ammo for your grenade launcher, go back out the door
that you just entered, and get a checkpoint before the other door. Now return
into the Handrail Room and hop the handrail to your right. Move forward around
the corner to the left. Look down and shoot the civilian.

The game will end because you hurt a civilian. After you continue, you'll be
back in the checkpoint hall before the Handrail Room. When you enter this time,
kill the guard to the left in the corner, then hop the handrail to your right,
and turn around and wait for the three grenade launcher guards to come in the
same door that you did. Kill them, and then get their grenade ammo. Hop back
over the handrail, and they should have left you 30 grenades for your launcher.

Face the other door, and kill several guards that drop double barrel shotgun
ammo. Check what the guard in the left corner drops also. Go back out the door,
and get another C/P, then come back into the room, and hop the handrail to the
right. Move around to the left.

Look down and kill the civilian again, to start the whole cycle over again.
Keep doing this, until you have at least 150 grenades for the launcher.
Unfortunately, the grenade launcher can't use any of the grenades in your
secondary items.

Now lets fill your automatic rifle ammo supply. Go out the other door into the
C/P hallway. Behind the next door, is the Steps Hallway.  The steps hallway
will keep generating guards that drop 300 round clips of AR100 ammo each time
they die. Ice can stash a maximum of 10,000 rounds of automatic rifle ammo
somewhere on her body. She's really good at compressing things. Start off by
hiding besides the door, and tossing in a flash grenade, then run up and down
the steps, and shoot everyone that's laying down on the job.

 Keep stepping into the C/P hallway, when your health gets into the red zone,
to get a new checkpoint, then come out and fight until you die.

Restart back in the C/P room with full health. UNDER NO CIRCUMSTANCES, ARE YOU
TO USE ANY OF YOUR OWN BIO-CHARGES!!! Keep repeating this process, until you
have an ample supply of ammo for your AR100 also. And remember one thing. You
can never have too much ammo!!! Your whole purpose being, to increase your ammo
for your grenade launcher and automatic rifle, as much as possible.

Just be sure to get a checkpoint between each time you do it.  When you have as
much ammo as you can seem to get-I got 230 grenades for the launcher, and
10,000 bullets for the automatic rifle-head thru the Steps Hallway, and into
the next door. C/P and stop before opening the big door on your right.

Highlight your microwave grenades. It will stop the robot in his tracks for a
short time. Open the door, and as he is rising, toss a grenade at him. While
he's standing there looking silly, empty as many clips as necessary from your
automatic rifle. When he goes up in smoke, reload your AR100, and enter the
room, to find a small elevator. Before you press the Square Button to bring the
elevator up, EQUIP YOUR GRENADE LAUNCHER, AND HIGHLIGHT YOUR BIO-CHARGES!!!!.

ICE REJECTS

Press the Square Button near the elevator, and when it arrives, you'll
automatically get on. It will take you up to where you'll have to fight 14
clone rejects of yourself, that didn't come out quite right. Run from one end
of the room to the other and aim your target at each one of them, and let
loose. Keep an eye on your health.  When it gets into the red zone, quickly
press the Triangle Button. The green goo that they spit will decrease your
health. If they touch you, it will either kill you, or greatly decrease your
health-depending on its current state. When they get near you, they will fling
themselves at you. They will attack in groups.

I don't know of any good way to defeat these things, with only your automatic
rifle. They take to many bullets before one finally goes down for good. If you
step in any of the green goo that's on the floor, that also decreases your
health. Hand Grenades only knock them down, and your health can decrease from
the splash damage. There are 14 containers along the wall, that they come out
of. Stupid you thinks that if you can just outlast these 14, you can win.
Apparently, you must be holding your mouth wrong, because at some point, some
of them will regenerate.

But, I will tell you from my personal experience, you can win. But you must
have a grenade launcher, to take out a good number of them, before they spread
their green goo all over the floor, leaving you no place to stand. When you see
them heading your way, run, jump over the green goo, and go to the other end.
Whatever you do, DON'T use Evade, or you'll just roll thru the green goo that's
on the floor, thereby decreasing your health.

After they are dead-hey, I need a nap.  Ash comes to join you, and you proceed
out the door that had the alarm on it. Re-equip your AR100.  In the hall get a
C/P. Go thru the next door, and duck down behind the boxes ahead. You and Ash
have to throw several Red Switches along the wall as you move forward, to close
the overhead shutters, to stop the soldiers from coming onto the overhead
bridges. There are three switches that have to be thrown. After you pass a
bridge, be sure to check the rear of the bridges for soldiers that were hiding.

Run forward, and press hide, to crouch behind the nearest box. Don't worry
about the guards on this floor for now, just take out the ones that are up
above. They come from both side on the narrow bridge above.  At the start, let
Ash do all the shooting, and throw the  first two switches. This will close off
the first two bridges. So throw a flash grenade to knock the guards on these
two bridges out. Target the guards on the second bridge first. Keep the guards
off balance by throwing flash grenades after you kill a pair. Take out the
guards at the end of the room, then run and throw the switch on the right.
Quickly seek cover, because their replacements will have come.  After all the
guards are dead, go back to the middle, and get the flash grenades.

At the end, you split up, Ash goes right, and you go thru the left door.  Run
forward, and hide behind the box on the right. Down the ramp is an armed tank.
After it stops shooting, and moves out of sight, watch the blue line, to see
when it's about to return. Toss a microwave grenade down the ramp. When it is
disabled, go down and destroy it.

Follow the path around to the right, and go up the steps. There is a heavy
weapon on the box at the top of the stairs that you didn't see-and you better
not pick it up if you did. Go thru the door, and hide behind the double stacked
boxes on the left. Ash is on the upper floor, and you have to cover each other
as you proceed forward. Throw the red switch on the wall nearby to make a
bridge move down to where Ash can cross.  Run and hide behind the double
stacked boxes in the middle of the floor. Lean around and shoot the guards at
the end. Then get the grenades off the top of the middle box.

Drop down in the hole ahead, get the BIO-CHARGE, and throw the red switch then
quickly move away from it.  This will cause another bridge to move down to Ash,
and she will push a box down to where you are. You would have been wearing a
box hat if you had stayed where you were. Use it to climb out of the hole. Move
forward and hide behind the row of boxes ahead. Shoot the guards behind the
support post ahead. Hop the boxes, and  collect ammo as you go. Before the door
at the end, there is another switch for you to throw. It will send another
bridge down to Ash.

Enter the door, and get the BIO-CHARGE and Impact grenades. Continue around the
corner, and get a C/P before the next corner. Head out the door, meet up with
Ash & Raven, and corner the manager. A self-destruct sequence is activated with
15 minutes on the clock.  The manager exits thru a door, locking you in. You're
told to dive into Cy-D to deactivate the countdown.

Move forward behind the Manager's desk to the Dive Terminal and dive in.

CYBER SPACE

 C/P. Check your Skills Menu to see if you have the Black Hole Skill. If you
don't, then turn around and open the door, and go in swinging, and take down
the two red arm swingers that come charging thru the door. Head over to the
other side of the room, and download the Black Hole Skill, then come back out
of the room.

If you already have the Blackhole skill, then don't bother with the room at
all.  Go to the red honeycomb wall ahead, and use your break skill to get to
the door. Head thru, and follow it on around to the next door. Head forward to
the barrier, and attack the security flowers with jabs, before they attack you.
Do a high jump across the hole, and at the end, modulate the red diamond shaped
file. This will open doors above on your left, and next to you on your right.

Both paths lead to the same place.

Enter the door on your right, and go down the stairs, and follow it around to
your left. Go up the stairs, and
enter the next door. There is a pit on the other side of the barrier to your
right.  And two red arm swingers. From this side of the barrier, run forward
and highjump past it and the pit.

The good thing about the blackhole skill, is that while your enemies are flying
around out of control, you on the other hand can walk right in to the middle of
it and beat the tar out of them without being affected.

Quickly prepare a black hole and use it as you approach the red arm swingers,
then run by them and continue out the door at the end and go left.  Get a C/P
before you enter the door on the left.

This is the room where you fought all the clones of yourself.  Your doubles
will be in here for you to fight again but these are a little different than
before. They fight and evade just like you do. The best way to handle them, is
to run around using your black hole skill in several places, and alternating
them with your Slow Skill to keep things manageable. After the first couple of
clones appear, they start coming in two's and three's. Then, since it doesn't
affect you, use a Slow Skill and stand in the middle of the black holes, and do
a smackdown on the trapped clones. Your blackhole and slow skill dissipate
after a short while, so keep refreshing them. While they are trying to maintain
their balance, you can use jabs to beat down on them. After they are all
defeated, a red diamond file appears in the middle of the room.

Modulate it, to unlock the doors behind the manager's desk in the real world.
Afterwards, head back to the dive out point. There will be several flower
types, and red arm swingers trying to block your path. And don't forget about
the deep pit that you need to high jump to get across or out of.

Go out the door to the right, and get a C/P before the next door. Head thru
using a Slow Skill, and go past the obstacles and destroy the red arm swinger
and flower types. Before the barrier at the end, is a pit that you need to
jump. Go out the door on the left, down the steps. Go right, using a Slow Skill
on the red arm swinger.  Go right and up the steps and thru the door at the
top.   At the green diamond control file go left. Jump the pit after a few
steps. Go past the columns and out the door at the end. Continue on around to
the right, and get a C/P before the door to the dive out point.  Exit back into
the real world.

REAL WORLD

ROLAND THE MANAGER

C/P. Turn around and enter the room on your right. Now you fight Roland the
manager. He's not that hard, just tricky. He appears and disappears from one
place to another a lot, and even crawls around on the floor like a little baby.
The room fills with smoke, making him hard to see. Use Novice mode, to keep a
lock on him, and fire each time he appears. Keep moving and evading, to avoid
his explosive attacks. Stay mostly along the outer perimeter of the room.
Eventually he'll die, but not before a final farewell speech, that says Wilson
will be waiting for you at the top of the space elevator.

Flame tells you to get to the yellow escape pod before the 5-minute self-
destruct timer runs out. Check your map, to see your route. You're in the first
basement, and it's in the third basement.  Go to the corner, and get the Level
3 ID which allows access to all rooms.  Head thru the single door to the
elevator, and stop. Highlight your microwave grenades. Press the red switch on
the right, to open the next door. Toss one in, then back up and wait for it to
take effect. When the tanks are disabled, run past them and out the door on the
left.

Thru the hall, and in the next room climb the boxes and jump the rail ahead. Go
left and out the door, then thru the door on the left. The ledges and long hall
where the armed tanks were, are to your right. Jump the ledges and go up the
stairs, across the catwalk, and down the other steps. Enter the door, go pass
the four boxes, and out the door on the right.  Run down the steps on the
right(you may be able to just jump over the handrail to reach the floor below),
cross the room and up the other steps, to enter the escape pod. A cutscene of
your escape, and the stage ends.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


STAGE 7:
ARIZONA SHUTTLE BASE

CYBER SPACE

Head into the dive terminal behind you on the right. Download the file, which
tells about how to disconnect the gondola that is used for shuttle maintenance
from the ceiling by operating four small terminals.

Enter the next room, and go around to the right, and download the Virus Skill
which causes security files to launch unusual attacks.  There are several red
diamond files up on the catwalks, that you need to use your Break Skill on.
Highjump up to the catwalks and break all the red diamond files that you find
inside and outside of the rooms.

When you fine a orange diamond inside a room, a green crab will blindside you
from behind after you break it, so press evade quickly.

 After you've broken every red diamond file-there are about six in all, a new
file will appear in the center of the area. Down load it, to get the Auto-Pilot
Data for the Shuttle Control Skill. Now you can leave Cyberspace.

I found out about the breaking as oppose to just modulating, and what area to
do this in from SRT & Headhuntress at the Gamefaqs Forum.


REAL WORLD


There are four terminals that you need to use to make the orange shuttle drop
down to the floor. Some are up on the catwalk, and some on the floor.  Go
around to the right, and follow the orange line, to small terminal #1. Press
Action, to partially release the red shuttlecraft. Turn around behind you and
climb the lockers and jump over the handrail to your left. Head to small
terminal #2 on your right. Press the Action, to partially release the red
shuttlecraft again.

Hop the rail in front of you, and get the hand grenades off the top of the
lockers. If you miss landing on the lockers, go around to the other end, and
climb up there. Head to the other end of the lockers and drop down to the
floor. Follow another orange line to small terminal #3.  Press Action, to
release the third pole that's suspending the shuttle.

Now go straight ahead, and climb up on the machine with the picture of the red
rocket ship on the end. Then up to the catwalk. Press Action again, to
completely release the gondola, and drop the shuttle to the floor. This will
also cause a section of the catwalk, to move over to you, so that you can go to
the right.

Look to your left, and notice the gun in front of the brown door. What say we
take a little detour, and go claim it. Hop the rail back to the floor, and
climb up the lockers behind small terminal #1. Hop over the handrail, and go
left and into the brown door for a C/P.

There are four guards behind the next door, so hide beside the door, and flash
'em.  Pass the collection plate, then go thru the next door.

In the next area, get a C/P, then open the door, and hide along its left edge.
Kill the three guards to the left. Use the nearby small terminal, to raise the
section of the catwalk. Walk onto it, drop down to the right before you get to
the next door. Check this floor for pickups, including a BIO-CHARGE.  Equip the
Automatic Rifle, as soon as you get it.

On the far side of the room, are some steps.  If you climb the steps and go
forward, you'll come to a door. And on the floor directly below, is another
door. To reach it, turn left from the door ahead, and get the ammo, then hop
the handrail, to be back down, and head to the wall that you entered this area
thru. Turn right and hop the boxes where the guards were shooting from. Go
right and the door will be on your left.

Arm your microwave grenades and reload. When you enter the door, you'll be
thrust outside, and attacked by a armed tank.  If you can toss a microwave
before you're attacked, then do so.  If not, then press evade, and move your
camera around to get a lock, and when you get a chance, return fire until its
smoke.

On the first square support girder that you come to is a dive terminal. Dive
in,

CYBER SPACE

Destroy the flying security that comes buzzing around, then go left, and
download the file. It gives you Electronic Locker Password #3: Apple-Peach-
Lemon-Strawberry-Muscat.

Turn around, and go past where the column terminal is, and hook a Uuey to the
left, and modulate the red diamond file in the corner. This causes the real
world version of the cyber vehicle next to you, to crash thru a fence.  Turn
around behind you and head for the cyber vehicle, and go left, following the
path, to another file.

Download it, to get Electronic Locker Password #2 Muscat-Lemon-Peach-Apple-
Strawberry.

Return to the cyber vehicle, and highjump over it, and the wall on the other
side of it, to find a third file.

Download it, to get Electronic Locker Password 1 Peach Apple Muscat Strawberry
Lemon

Return to the dive out point, and exit.

REAL WORLD

As soon as you reappear, you'll be under attack from behind, by a tank, so
quickly turn, and take it out. Follow the path around to where the parked
vehicle is, and climb on top of it. Climb the boxes, and drop down. Enter the
door on the left. You are now in a warehouse, and you get a C/P. That is the
Crane Terminal above your head. Shoot the guard above you on the left.

There are a lot of boxes in this room, that you'll need to use the terminal
above you to operate the crane that will move them. Under one of the boxes, is
a heavy weapon, that you probably can't get out, until you use the crane.

Exit back out of this room, climb the boxes, and drop down off the vehicle.
Keep going, to take out another tank.  To the left, is another door where you
get a C/P. Hide beside the next door, and toss a microwave in at the six armed
tanks lined up on the wall before they notice you. While you're waiting for
them to be disabled, reload your automatic rifle. When they're acting silly,
run in and take them all out. Ice will automatically go from one to the other,
all you have to do is keep your finger on the trigger. Afterwards get the
Impact Grenade that they leave.

Head up the stairs, and press Action to talk to the lab coat. He will teach you
three things about flying the shuttle. They will be recorded in your
information files. Come back down, and exit this area and reach a C/P.

Keep pressing forward, when you go out the second door, a tank will attack from
the right corner behind you, but you can continue running until you're out of
range. Follow the path back past the parked vehicle, and take out another tank
to the left. Continue around past the dive terminal column, and exit the door.
You're back inside now, and will/may be attacked by two shield guards to your
right, and another guard on the catwalk above.  These are the replacements for
the guards that you shot when you first entered this room.

Go right and climb over the boxes. Go to the other end of this room, and climb
the boxes between the two metal rings. Hop the handrail, and go past the door
that you first entered thru. Past the terminal that you used to raise the
section of the catwalk to the second door on your right.

C/P, and hide beside the next door. Hold it open, and take out the guards in
the hall with the assistance of a flash grenade. Go thru and get their ammo,
and out the next door. C/P, and enter the next door, to be back in the original
shuttle bay.

There is a SP700 Sniper Rifle at your feet when you walk thru. You know you
gotta pick this bad boy up, for no other reason than to play with the scope.
You may have to discard your other medium weapon-anything but your AR100
automatic rifle-to pick it up.

SNIPER RIFLE DIRECTIONS

Use the sniper rifle to shoot over long distances.

Left Analog Stick---Extend Rifle
Right Analog Stick---Look Around

Circle Button----Shoot
X Button----Exit Shooting Mode
Square Button----Reload
Triangle Button----Use Backup


L1 Button----Zoom In
L2 Button----Zoom Out

Drop down, and climb up on the machine with the red rocket ship on the display
screen to your right. Hop the handrail, and go left and into the door. C/P, and
hide beside the door. Take out the guards in this hall. This is a respawning
hall by the way. Go thru, collecting ammo, C/P in the next room.

There is a tank a ways to the right of the door. Stand to the left of the door
and open it. Toss a microwave inside and to the right, wait, then step out and
destroy the tank.  Move to the right of the green door, and look across the
room and see another tank on the opposite catwalk. Take him out also.

Hide besides the green door, and hold it open. Shoot the guards below thru the
grated floor. In this room there is another guard hiding on the other side of
the shelves. Get the BIO-CHARGE off the shelf, and his ammo. There is a square
hole in the corner besides the door that you can use to hop down onto the dive
terminal.

As you walk to the brown electronic lockers, Flame suggests that you could
trick it into opening if you go into cyberspace. So head to the terminal behind
you.

IMPORTANT: Before you dive in, highlight your microwave grenades in your
secondary window. Each time that you return  back in the real world from this
upcoming cyberspace dive, be ready to immediately toss a microwave grenade at
anything that sounds like a armed tank.

CYBER SPACE

Dive in, C/P, and download the two files in front and behind you. One says that
there are three electronic lockers currently being used to store things.  The
other one says that to open the electronic lockers, you must modulate the
control files in the proper sequence.  Notice that there is no dive out point
in here.

Use a blackhole skill as you open the green door, to trap the two oncoming red
arm swingers. Take them out, then enter the next room, and start to download
files.

One of the files in here says that the machines at this location in real space
can be moved on rails for maintenance. However, before a machine can be moved,
the stoppers must first be removed using some sort of tool.

There are five red diamond files located at various places in this area.
Following, are the terms that I use to define the locations of the five red
diamond files in cyberspace from the point of view of having the ground floor
Green Door Room at your Back:

Dive Point=Walled room to the left of dive out point that you have to high jump
to get into.  Use the Find Skill on the red diamond file in here, to tell you
that this is Electronic Locker Control 1 and its name is Apple.

Dive Point Right=The corner to the right front of the dive out point. Go to
this file, and use the Find Skill. It tells you, that this file is Electronic
Locker Control 3 and is named Peach.

Ladder=It's the corner to your left rear, where you can see the ladder.  The
Find Skill tells you that this is Electronic Locker Control 2, and its name is
Lemon.

Upper Left=On the catwalk above and to the right, the unlocked door on your
left as you go towards the two doors. Use the Find Skill on the red diamond
file in this room to tell you that this is Electronic Locker Control 5, and its
name is Muscat.

Upper Right=On the catwalk above and to your right, the unlocked door on your
right as you go towards the two doors.  The Find Skill tells you that the red
diamond file in this room is Electronic Locker Control 4, and its name is
Strawberry.

This translates into:

Apple=Dive Point
Peach=Dive Point Right
Lemon=Ladder
Muscat=Upper Left
Strawberry=Upper Right

Electronic Locker Password 1 is

Peach=Dive Point Right,
Apple=Dive Point,
Muscat=Upper Left,
strawberry=Upper Right,
lemon=Ladder

This will get you the Crane Key

I have dived in at the girder dive terminal, dived out, and explored other real
world areas several times, trying to find the location of the file that gives
password 1. I finally discovered where the file for password 1 was located. It
was in a place that I kept passing by, and never thought to check out while in
cyberspace. It only occurred to me, that it might be a possibility, because I
had accidentally happened on it in real space.

Electronic Locker Password 2 is

Muscat=Upper Left,
Lemon=Ladder,
Peach=Dive Point Right,
Apple=Dive Point,
Strawberry=Upper Right.

This will give you a BIO-CHARGE in locker 2 back in the real world.

Electronic Locker Password 3 is

Apple=Dive Point,
Peach=Dive Point Right,
Lemon=Ladder,
Strawberry=Upper Right,
Muscat=Upper Left.

The Shuttle Remote Control will be in locker 3, back in the real world.

Now return to each of the five red diamond locations, and modulate the files,
in the order given above, to open the electronic lockers in the real world.
There will be another pair of red arm swingers in the left room up on the
catwalk, so use a black hole skill before you enter, so that they will be
sucked into it when you open the door. After you modulate the files in the
correct order, a cutscene will show each locker opening.  After you get all
three lockers open, go to the dive point near the two avatars, and exit.

REAL WORLD

As soon as you gain control, you'll be under heavy fire from two armed tanks on
upper catwalks on opposite sides of the room. Immediately toss a microwave,
then take them out. As you SLOWLY approach the green door, two soldiers will be
coming out, so shoot quick.  There will be a third guard in the room, on the
floor above and to the right.  Afterwards, go in and get the Crane Key from
opened locker 1, a BIO-CHARGE from opened locker 2, and the Shuttle Remote
Control from the opened locker 3 and get a C/P. Turn around behind you, and
climb the dive terminal, and climb up thru the hole to the second floor and
exit the room.

Enter the brown door ahead, and get a C/P while holding the next door open.
Kill the unsuspecting guards in this hall, and proceed thru. C/P, then exit
back into the original shuttle bay. Hop the rail, and head to the other side of
the shuttle, to where small terminal 1 is. Turn around, and climb the lockers,
hop over the handrail, and go left thru the door. C/P, and check for guards in
the next hall. Lean around and take them by surprise, the proceed thru and exit
the next door.

C/P, then enter the next room. Go left, and drop down to the floor. Climb the
stairs on the other side of the room, and enter the door for a C/P. Check the
next hall for guards, and take them out. Proceed thru the hall, and get a C/P
in the next room.

There is a unsuspecting guard down the catwalk, to the left. Run in quickly to
the left, and take him out. You are now on the second floor of the warehouse
room with the boxes, where you climbed over the vehicle.

Stop at the Crane control terminal. Highlight the crane key, and press the
Triangle Button. You get a message saying that there may be a dangerous
container on the outside conveyor. For safety reasons, the crane will be
inoperable until the dangerous cargo is removed.  Flames reply is Explosives,
maybe you should go outside and check.

Go left, and bypass the dropped missile launcher, and out the door.  C/P, then
out the next door. You're on a short balcony. Flame say that there is an
explosive container, and you should destroy it. Turn right, and walk to the
handrail. Look up and on a horizontal conveyor, is a box marked CAUTION. Shoot
the box and destroy it. Now head back to the Crane Terminal, getting a C/P
before enter the warehouse. At the terminal, highlight your Crane Key, and
press the Triangle Button. You'll get a onscreen message saying all containers
necessary for shuttle launch have been loaded. Container loading will now
cease. Flame then asks if there is anything else that you need to do.

SIDEBAR: If you go around to the left, where the door is and look down at the
containers, you'll see that the weapon that was trapped under the containers,
is still trapped under the containers. Which kinda means that getting that
weapon was a lost cause from the git go. You can go down and try and physically
lift the containers off the weapon to try and get it if you wish-rots of ruck!

Since there is nothing in this area, let's take an alternate route back to the
original shuttle bay. Head out the door on the left, C/P, cross the short
balcony, and C/P again in the next little room. The next room is where your
grenades finally can be useful without your getting hurt in the process. Use
whatever kind of grenades that you have a large supply of, except microwave.

Highlight your thermoballistic grenades, hide besides the door, toss one in,
then move away to let the door close. There are several guards in this next
room, and that should thin the herd. Move back to the door, and let it open,
and wait for the guards that were up on the second floor, to drop down. Rinse
and repeat. When all's quiet on the western front, walk in without a scratch on
you. Enter, pass the collection plate-turning a blind eye to the heavy machine
gun, and go straight across to the light gray colored doors.

Use your shuttle remote to open them, and go thru. There's a armed tank and
guards behind the next door, so act accordingly. Toss in a microwave and a
flash grenade, run in and smoke the tank, and make bodies wiggle. Go down the
hall, and enter the door at the end. C/P, then thru the next door, to be back
in the original shuttle bay.

Go right past the small terminal, left at the corner and in the door on the
right.  C/P, then check the next hall for guards. If any, Flash 'em, get their
goodies, then proceed thru. C/P in the next room, then check past the other
door for tanks to the right.

Exit and go right along the catwalk. At the end, drop down by the door.
Highlight your microwaves, and enter the door. As soon as you regain control,
you'll be under attack by three armed tanks. Quickly toss a microwave, then
evade and take out whatever tank you can see. You'll need to toss one or maybe
two more, depending on where the other tanks are. When they're disabled, blast
the ones that caught the effect of the grenade, then seek out any remaining
ones.

Go to the fence, and go right. Go past the tall cylindrical containers with the
red band on them, and go behind them. Hop the three low pipes, and go left,
then right to a door. Enter it and C/P, then go down the long gray hall. At the
corner go right, and climb up two platforms, and hop the handrail to the left.
The door to your right won't open, but the one to your left will.

Hide besides it, and toss in microwaves, to disable several tanks including the
one that was right on the other side of the door, had you been foolish enough
to rush in all willy nilly. Inside the door to the left, is a metal wall that
you should use for cover. Quickly toss another microwave, then come out and
take out all the tanks on this floor.

There is one more that is sorta hard to get at because it's up on the second
floor catwalk of the column in the middle of the room. Microwave him and move
to a position where you can get a clean shot at it, then make so much dust out
of it. The easiest way to do this, is to toss a microwave when it is on your
side of the column, then quickly run to the left and head up the step, then
turn and fire before he becomes abled again.  You can hide besides the square
support posts up here if need be.

After the tanks are destroyed, continue on around the catwalk, getting the
pickups along the way until you reach the top. Search everywhere on the
catwalk. Flames mentions the shutter, so hop the handrail and take the express
route back down to the bottom, and use your remote control to open the shutter
to the right of the bottom of the stairs.

Behind the door ahead, are a bunch of guards. Hide beside the door, and toss in
a thermoballistic grenade, since it has a wider blast radius. Follow this with
Flash  Grenades. The flash grenades that they throw, can't hurt you. But yours
can lay them on their tookus. Finish any stragglers with your Automatic Rifle.

Enter this room, and notice the Dive Terminal. Get the BIO-CHARGE in the left
corner. As you walk to it, Flame says that it seems to be connected to the
shuttle. And that you should dive in, and see if the operations program can be
controlled from here.

CYBER SPACE

You'll be immediately attacked by about five red arm swingers. Quickly use a
black hole skill, to trap them. Now start the elimination process. When the
last one is disposed of, a door will open at the other end of the room,
exposing a file. The room is to the right of the ladder leaning against the
wall. Go in and use the find skill, to discover that it is the Shuttle Launch
Preparation Control.  It says that you need to upload the Auto Pilot data to
this application.

Press R1, then Triangle and mimic the configuration for the Shuttle Ctrl on
your game controller that appears on the left of the screen. Afterwards, you'll
get a Mission Cleared displayed on your screen.  Even though the door that you
used to enter this room seems like it's now locked, it really isn't. Exit
Cyberspace.

REAL WORLD

Now we need to head back to where the mechanic was working under the shuttle.
C/P, then exit the room, and get a C/P before going thru the shutter doors.
Highlight your microwaves again, and open the shutters and toss one in. There
are now about five more armed tanks in this room. When they are disabled, run
past them and out the door on the right-no sense standing there and being shot.

Go out the door, and notice the red shuttle that says Future Genesis
Corporation on the side-now you know what FGC stands for. Hop the handrail to
the floor below, and head out the door for a C/P.  Go around the corner to the
left and hide against the right wall at the corner. If you have anymore
microwaves left, use them. If not, peek around and see it you can take out the
tank. Hop the three low pipes, and go left, and take out the remaining tanks.
Go to the left of the last wall, and exit the door.

By pass the machines in this room, because you need a tool to remove the
stoppers, and exit the green door ahead. Go left, and climb on top of the dive
terminal, and climb up thru the square hole on the left.  Go out the door and
into the next one for a C/P.  Hide beside the door, and toss a Flash Grenade
down the next hall. Take out the soldiers, and move on. C/P, then enter the
original shuttle room.

Hop down, and go on the other side of the shuttle to the rear, and climb the
locker behind small terminal 1. Hop the handrail, and go into the door ahead on
the left. C/P, then toss a flash grenade down the hall to take out the
soldiers. Continue on thru the hall, and out the next door. C/P, then enter the
next door, and go left. Hop down to the right, and continue over the boxes in
the corner ahead, to the wall. Go right and equip your microwaves. Then enter
the door, and take out the armed tank. Proceed forward, past the Girder Dive
Terminal.

Proceed past the parked vehicle, and take out another tank, then go left along
the fence. Enter the door, C/P, and go down the long light gray hall. Hide
beside the door ahead, and toss in a microwave to the tanks. When they're
disabled, step in and destroy each one with unrelenting prejudice.

Go forward, climb the steps, and press the Action button to have the mechanic
say, "What, prepare it for flight?" He'll disappear, and leave something in his
now opened red toolbox. Press Action, then acquire the tool.

Now you need to head back to where those big machines that had the stoppers
blocking movement were.

Head down the steps, and back out the door. Go down the light gray hall. There
will probably be a tank behind you on the right, when you appear outside the
next door, so just turn and fire when you can get a shot in edgewise. Go right,
pass the vehicle, and take out another tank, then left, and into the door for a
C/P. Go right, climb over the boxes, and go to the other end of the room. Climb
the boxes between the two metal rings. Hop the handrail, and go out the door on
the right.  C/P, then check the next hall.

IMPORTANT: Okay, you're heading towards a boss fight, and you're going to need
a good 10,000 rounds for your automatic rifle. So use this and previous halls
like it to collect ammo for it. Go away, and keep coming back and taking out
the respawning guards in these halls, till you fill your quota.

Go thru, and out the other door. C/P, then enter the original shuttle bay.

Hop the rail, go right, and climb up where the red rocket display is. Go left,
and into the door. C/P, then check the next hall. Go thru, and out the other
door. C/P, then out the other door. Go right along the catwalk, and hop down.
Follow the orange line to the machine. Flame suggests that you use the tool
that you just got. Highlight it, and press the triangle button. A cutscene will
show the stoppers raising, and the machine rolling on its tracks.

You now have a new objective, to head to the control room, and launch the
shuttle. Head back into the green door, and climb up on top of the dive
terminal. Pull up to the next floor, and exit this green door, and go left. Run
and jump from the catwalk, to the top of the machine that you just moved. Now
run and jump to the next machine, and from there, to the catwalk on the other
side of the room. Jump over the fenced wall on your right, and out the door.

Reload and highlight your shuttle remote control, then go straight between the
fences, and out the door ahead.

STEINER

After the cutscene, you're in another boss fight.  You'll fight this guy in
three different forms.

#1 REGULAR STEINER

When you shoot him he rolls from one side to the other to try and dodge your
shots. And before he opens fire, he takes a couple of steps towards you.  You
start out in the South West corner, facing West.

As soon as you regain control, open fire, and don't stop until he's dead. Don't
give him a chance to get off one shot.

You probably thought you were finished, HAH!!! He will now change into a
tougher more powerful boss. And in this form, he can do painfully potent damage
to Ice with his various forms of attacks. And he has the nerve to gloat about
it too.

While he's changing his clothes, turn the camera to the right, and press
forward, to be running away from him when you gain control. Open and close the
next two door on your left. He should be trapped in a room along the south
wall.

#2 GOLDEN STEINER

Okay, we're going to fight this boss, using the 'Hit & Run' method. First of
all-RUN. Check your map. In the South East, North East, and North West corners
of the room, are tanks that you should go and get the drop on then take out, so
you don't back into their gunfire while trying to get away from golden boy.
Start with the one in the North West corner, which should be behind the door
directly in front of you, then work your way counter-clockwise around the outer
perimeter of this floor. Start firing on the tanks, as soon as you see any
parts of them and before the shutter is even halfway up. Reload between each
tank.

After the third tank, Golden Boy should be to your left along the South Wall.
Open the door ahead, and if he is facing you, quickly close it. Circle back
around the floor, to the South West corner and reload. Then open the door, and
if he has his back to you, open fire, and if not quickly close it and run away.

Your main goal, is to raise a shutter, and find Steiner with his back to you.
Then it will be time to put the Hammer down, and not let up for nothing or
nobody. Once you start shooting him with his back to you, he won't be able to
turn and face you. And as I said earlier, his back is his vulnerable spot.
Whatever you do, DON'T go toe to toe with this guy, or he will smack you silly.

I mentioned in my previous versions of this walkthru, about a room with a
steady firing machine gun barrel sticking out of the wall. False Alarm, my bad.
Upon through checking after killing golden boy, no such room was found. Aw,
man, that really sucks!!!

When you finally defeat the changed Steiner, head out the door on the West
Wall, not the one in the South East corner that leads back outside.  Now you
need to head to the control room, and launch the shuttle. Get a C/P, then use a
grenade, to clear the next hall of enemies. Head thru and go out the right side
doors. Go in and make pickups like impact grenades, GR2 grenade launcher, and
BIO-CHARGE.  Exit back out and enter the door on the other side of the hall.

 This is an elevator, so press the switch besides the door. C/P, then hide
beside the doors. Toss in a Flash Grenade, to quell the masses. Run in and
terminate the stragglers. About nine guards appear in here in groups of threes.
In the middle row of consoles, is a dive terminal. Head in, to begin the launch
sequence.

CYBER SPACE

Immediately use a couple of black holes, to trap the approaching red arm
swingers. Run into the black hole biting and scratching. Use your power punch
to pulverize them. After the last one bites it, a door will open with a control
file. This is the Shuttle Launch Control final permission. Modulate this file.
You'll clear a mission, and get a new one, which is to board the shuttle before
the countdown ends.

Turn to the door, and launch another black hole skill, then open the door, and
trap some more red arm swingers. Run past them, and dive out.

REAL WORLD

There is a ten-minute counter and C/P on the screen. Exit back in the elevator,
press the button on the right, to ride down to the first floor, and get another
C/P. Check your map to see where the shuttle is.

Enter the hall and go left. C/P in the next room, then go halfway thru the next
hall and stop. Toss a flash grenade to the corner ahead, then run around it and
start shooting the elite soldiers that are laying on the floor. Some of them
will shake off the effects of the flash grenade, and start to approach you.
Open fire with your automatic rifle. Execute them, then go out the next door.

#3 ROBOT STEINER

Steiner makes one last attempt to kill you. This time he's in a mechanical
robot, and will smash you, if you stand still. You can only move from side to
side, and your view is bad. Keep a steady barrage of bullets firing, and move
side to side to evade his smashes. If he knocks you flat on the ground, stay
there, and continue firing.  He can't really hit you now, because he has to use
one hand to hold on or he will fall. Awwwwwwwwww.   After you defeat him for
the last time, he requests that you kill X for him. This will end the stage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

STAGE 8
SPACE ELEVATOR

NOTE: All throughout this level, you'll be fighting elite force guards that
will more often than not continuously regenerate. And even with your heavy
weapons, these guys take a LOT of hits before they give up the ghost. Staying
and fighting will get you dead a lot. Your best bet will be to shoot enough to
replenish your HMG400 ammo supply, then run through them, jumping over those
that stand in your way, until you get to where they can't follow.

You'll also notice, that even when heavy weapons are used, and you have a
targeting icon, a lot of shots still miss their mark. So what good is a
targeting icon?

A cutscene, shows you taking off and arriving at the space station at Gate A.
You'll get a C/P, so check your objectives, which is defeat Wilson. You have a
nifty new toy-the space gun.  It's still just a glorified peashooter. Move
forward, and enter the first door, and get a C/P, past the next door are three
guards. Due to the way that the door is made, you can't hide beside it.  So
walk in and let them see you and come running over to the door. Back away and
let the door close. There is no place to hide in that room with the steps and
conveyor belts, because the guards can go anywhere in there-even right up in
your face. So check your compass, and when you have several on the other side
of the door, open it and toss in a flash grenade. Follow it with disturbing the
peace.

Go to the left, by the blue cushioned seats, and get the flash grenades. Slowly
move forward on the first set of step, with the door ahead targeted. More
guards will try to come in, so shoot them as they are trying to come thru. A
couple will respawn in the room also. Hang back until you are sure that no more
guards are coming thru the door ahead. Get the ammo, then head into the door,
and C/P.

In the next room will be elite force guards who are more heavily armed. Stand
in the doorway, and toss in a Flash Grenade, then move back into the checkpoint
room. When it explodes, run in to the left, thru the next door. Run along the
right side of the blue benches to get the 1st BIO-CHARGE. Keep going straight
thru the train waiting room, and into the next room ahead, and turn and face
the door. If that damn dude with the knife followed you in, show no mercy.

Press Action at the terminal on your right, to bring the train to the previous
room.  Open the door and if you see anyone besides yourself, toss out another
flash grenade and move back from the door. When it explodes, stand in the
doorway and toss out a thermo or impact grenade to kill as many of the sleeping
guards as you can. Run out and try and get a HMG400 heavy machine gun if you
can. Then hurry and get on the train.

You'll be asked to indicate your destination. Use Left & Right on the D-pad or
left analog stick to choose, X Button to decide, and Circle button to cancel.

You have five choices:
1 Space Elevator Launch Site
2 Control Room Area
3 Shuttle Launch Pad Area(Where you are now)
4 Residential Area
5 Panel Control Area

Start with the RESIDENTIAL AREA. As you exit the train, get a C/P, then head up
the stairs. Go between the green benches, to get BIO-CHARGE #2. In the area
that you are approaching, are the rooms where the guards sleep. You can check
out each one, if you want, but all you'll get mostly are grenades, a Pegasus B
gun, and some ammo from the dead guards. The guards in the residential area,
continuously respawn, so except for getting shot up while trying to secure some
ammo, what you'll mostly be doing is registering the various rooms on the map.

SIDEBAR: The HMG400 heavy machine gun is highly ineffective anywhere outside
its barrel. So unless you can jam it down someone's throat, you're gonna miss
your target a hell of a lot more than you're gonna hit it.

Enter the left door, and get a C/P.  Notice on your compass, that there are
several red dots in the next room.  Stand in this wide doorway, and notice that
there are at least three guards on the steps on your left.

Without letting yourself be seen, toss in a flash grenade, to immobilize them,
then run to the right. Notice the Dive Terminal behind the cage door on the
right. Enter the blue door on the left and C/P. Take out the soldiers that come
into this hall. The first room on the left has a microwave grenade. The second
room on the left has nothing. To the left behind the light gray door, is a
thermoballistic grenade behind the guard. Exit back out of these quarters, to a
C/P, then go right in the main hall. Take out the guards.

Head up the steps, and down the other side. Enter the door on the right, and
C/P. Open the next door and kill the lone guard, and the others that come out
of the rooms with a steady barrage of bullets.  The first room on the right has
a Pegasus B.

The second room on the right, has a hand grenade and flash grenade that you
have to jump up on the boxes to get. It also has a Breakable Glass Ceiling-
which you'll be able to look down thru, when you get upstairs. The light gray
door at the end, has nothing but a guard. Exit back out of this hall, and C/P
before you head back up the steps.

Go in the door at the top. Since these elite guards take a lot more bullets to
kill, you may wind up dead a lot.  C/P, then out the next door, killing all the
guards that come into this living quarters area. Kill them as the come around
the corner down the hall. A lot will come, so be patient. When your ammo gets
low, run in and get some more, then return to the C/P room to fight some more.

You may notice, that your ammo for your Space Gun and Pegasus B increases each
time you pick some up. Well for some reason, that doesn't happen when you pick
up more ammo for the HG400. It only tops off to 600 rounds, and the rest just
vanishes.

In the room on the left is a Pegasus B handgun. In the next room, are grenades
on the left and right side of the GLASS FLOOR and a guard.

I've yet to figure out the purpose of the glass floor being there. You can
shoot it out and drop down to the room below, but why? If it's purpose is a
possible escape route from the soldiers, then the soldiers will have
regenerated when you return back up the steps, so again, why?

Come back out into the hall, go straight ahead, and enter the room on the
right. Get the thermoballistic grenades by the food dispensing machines, then
exit to the right.  Go around the corner, and enter the door for a C/P. Go thru
the next door, and stop before the extended part of the floor.

You're getting ready to take a 'leap of faith' jump. Line yourself up, so that
when you run on the extended part of the floor, you remain on it until the end.
Lose the heavy weapon, and equip something smallish like handguns. When you're
ready, run across the extension, and at the end, jump to the wall. If you jump
successfully, Ice will grab the light blue narrow ledge that goes across the
wall.

Now handwalk all the way to the left, until you are over the cage door. Press
forward, and Ice will pull up over the bar that she is hanging from, and land
in the room with the dive terminal and dive in.

CYBER SPACE

C/P, then go towards the file ahead. As you do, a crab security file will drop
down in front of you. Do a blackhole skill to trap it. Then, pound him to
pieces, then go and download the file ahead. It says that backup Retinal Scan
data for the Panel Control Room is here in cyberspace. In order to get it, you
must destroy all security programs. You'll only encounter two types of security
files-the crabs, and the spiders. Keep an eye on your time while you search. If
it looks like it's about to run out even though you haven't destroyed all the
security, LET IT. After you continue, you'll be in the most recently passed
checkpoint room, with full health, and you can continue near where you died.

If you do die because your time expired, then all the crabs and spiders that
you've already killed, will still count towards your security file deletion
quest, and you can find and kill the remaining ones.

This area is a replica of the residential area in the real world, so you are
already familiar with its layout.  You need to check each room and hall that
you come to for spiders and crabs, and destroy them all. Use your Blackhole a
lot, when you see a crab or spider ahead, to trap them. The spider security
file discharges electricity, and can run on walls.

The crab spits at you. Start with the hall that is across from where the dive
terminal is in the real world. Stand in the doorway to each door that you open,
and use a Blackhole to trap any security, then go in and wail on them. Mop up
in each area that you can get too. Then come back out, and head up and down the
ramp, and check the hall and rooms down here. Lastly, head back up the ramp,
and check the halls and rooms beyond the door at the top. When you kill the
last security file, a short cutscene will show the Retina Scan file appearing.

It will appear at the end of the extended ledge on the second floor, that you
did the leap of faith jump from in the real world. If you are downstairs, head
up the ramp, go thru the door at the top, and follow the hall around to the
right, and exit the last door to see it. Download the Retina Scan Data A, which
will allow you unrestricted access to the Panel Control Room.  Drop down to the
floor, and go dive out.

REAL WORLD

C/P. To get out of the caged area, climb the box, then jump to the bar at the
top of the cage door. Pull up and over. Go left to the door on your left, C/P,
then thru the train waiting room, to the terminal in the next room.

Call the train, and check your objectives to see that you should head for the
Panel Control Room next. But before you do, take a little detour to the SPACE
ELEVATOR LAUNCH SITE, and get BIO-CHARGE #3 ahead by the dark blue seats in the
train waiting room. Then go in the terminal room on the right, and call the
train again, and stop all this detouring nonsense.

PANEL CONTROL ROOM

C/P, then get the BIO-CHARGE #4 on the right.  Head up between the brown
benches, and to the left. At the door, you iris will be checked, and the door
will open. C/P, arm your dual space guns, then stand in the next door and toss
a flash grenade.  Continue up the stairs and thru the blue doors. And make sure
you move far enough to the right so that they close behind you.

Now even though a bunch of guards are shooting at the door. If they are
standing at the top of the steps, they can open the blue doors. So take out
anyone who opens the door.  Move along the far wall, to the terminal on the
wall, and press action. This is the Terminal Control for Solar Panel's B Block.
This will start the auto clean of the B Block Solar Panels. Phase 1 of the
cleaning is under way. The panels are rotating, so no space suit is needed. To
reverse B Block, stop cleaning by operating the 4 solar panel cleaning terminal
in B Block. All 4 terminals are currently in operation.

Quickly enter the elevator behind you. When the door opens shoot the three
floating attackers ahead. These will be the only kind of enemy that you will
encounter in this area, and your Space Gun is sufficient for them. A couple of
sustained shots is all it takes to destroy them.

Take out the fourth one high above. Notice the door on the other side of the
gap ahead. Now head down one flight of stairs and to the right, stepping on the
sliding panel to open up more stairs. Then head down the stairs to the bottom-
you can take the express route when going down, by jumping over the handrails.

There will be about four floaters down here. Hook a Uuey to the right, and go
to the door that is farthest away from the bottom of the steps. There's a
floater directly behind this door. And there are three more up above that you
may be able take out before they see you. There is terminal 1 on the left in
this room. Press action to stop it, then head back out.

Head back up three flights of stairs. Turn around behind you, and go to the
raised door. Jump up to it. Shoot the floater to the right and the one below to
the right, then drop down below. Turn right, and climb up, then turn left, run,
jump, and grab the crossbeam on the wall. Turn left to terminal 2, and press
Action to stop it.

Go back to the other end of this ledge, and drop down to the bottom floor, go
thru the door and up the stairs again. The top of the fourth flight of stairs,
is where you entered from the elevator. Keep going all the way up to the very
top.

At the top, take out the floater, then turn around and go to the raised door,
jump up and grab. You'll see a floater in front of you as you pull up. Pull up
and shoot the floater. Carefully drop down in front of you, and WALK the narrow
ledge to the other side. Press Action on terminal 3 in the left corner to stop
it.  REWALK the narrow bridge and out the door to drop down. Go across this
room, and out the other door to stand on a short platform.  There is a floater
directly beneath this platform and two in front of you above and below.

Run and jump to the narrow ledge on the right. Run to the left, turn around,
and shoot the floater beneath the platform. Drop down to the floor, and press
action at terminal 4 to stop it.  You'll get additional objectives one of which
says to use the terminal to reverse B Block. To return to the platform, climb
on top of the terminal, then jump up to the crossbeam. Starting from the side
of the crossbeam that is closest to the wall, run and jump to grab to platform
above, and exit the door.

Head back down the steps, to the elevator where you came in, and ride it back,
C/P and go to the terminal which will reverse the panels, and clear the
mission. Now reload, and get back in the elevator, and when you exit, kill the
three floaters in front of you. Then head up the steps towards the top. When
you come to  a door, go in, and kill the floater above on the left.

Drop down to the floor, kill the floaters, and enter the door. Run forward, and
jump off the end of the platform, to land on the wide steps on the other side.
Head up, and you are now at the door that was on the other side, when you first
entered the panel area and that I told you to notice.

Enter the door, and ride up another elevator and exit to a C/P. In front of you
on the wall, is a small terminal. If you go to it and press Action, it will
raise the shutter to your left, showing the area that you were in with the
first elevator that you used. Let's wait on opening that shutter, shall we.

Highlight your flash grenade, and stand in the blue door to your right. Toss
the grenade down the steps then quickly move away from the door to let it
close. After the explosion, run thru the door and past the rest of the guards,
and into the blue door ahead. Quickly go to the dive terminal on your left, and
dive in.

CYBER SPACE

Again, you will only encounter two types of security files in this area. Crabs,
and Spiders.  Use your Blackhole Skill, as soon as you see any of them. While
they are trapped, either hop into the middle of the blackhole and start to
wail, or just keep going past to where you're headed.

C/P. Then use your tap skill on the two nearby avatars.  They will say that the
Retina Scan files are here, and that the Control Files are in pairs. They are
paired according to a special rule, but the special rules doesn't apply to the
Retina files. You have to use the Find Skill, to determine what the files are.
All the files that you don't want, have names that are the opposite of another
file in cyberspace. The two files that you want, have names that mean almost
the same thing.

Head out the door behind you, and up the stairs, and use tap on the avatar in
the red skirt. She says that the files in cyberspace are connected, and to
access the files that you can't reach, you have to reverse B Block in the real
world. Which means, that you have to use find on all the files that you can
reach now, then exit back into the real world, and go to the terminal that
reverses the panels. Then return to cyberspace, and use find on the files that
you couldn't reach before.

There are two small alcoves that are to the side of the female avatar. They
will transport you to different sides of the large hole in the floor. Head into
the right small alcove and transport to the stairs.

NOTE: The left small alcove will transport you to the side of the large hole
that the elevator is on. The right small alcove will transport you to the side
of the large hole that the stairs are on.

Turn around and go out the door, up the steps, and out another door, to be in
the Solar Panel area where the control files are.  Use your find skill on the
files to determine their names before modulating any.

Head down the steps and across to the other side. The first file that you
encounter will be SMALL. If, when you use your find skill, it turns out to be
BIG, then you need to scroll down to the next Cyberspace section of this
walkthru and start from there. Then return to this section after you open the
shutters and press action at the larger wall terminal.

To find PROGRESS  from the start,  Go down two flight of steps, and hop up into
the door under the steps, and drop all the way down to the floor. The file is
in the middle of this room. Use Find to check it, then Modulate it to turn it
Green.

To return back to dive out point, go into the next room, immediately use your
Blackhole Skill, then take out the two crabs. Then highjump-starting from the
opposite end from where you entered this room-up thru the door in ceiling. Head
up two flights of stairs, then two half flights of stairs, and enter the alcove
on the left. Highjump to where the single avatar in the red skirt was. Go out
the door behind her, down the steps, and out the other door. Use the dive point
to exit cyberspace.

REAL WORLD

C/P, then stand in the door on the left, and toss in a flash grenade, then back
up. After the explosion, run thru the door, up the stairs, past the guards,
thru the other door, and turn right. Press Action to operate the small terminal
on the wall. This will raise the shutters to your left, exposing the terminal
that you first used. Go to the larger terminal(which has a screen above it) and
press Action to stop the cleaning terminals and return the B Block Panels to
their original position.

If you can't seem to get from the dive terminal and operate the two wall
terminals, without guards blocking your path, or getting killed, then you'll
have to do it the hard way. Use a flash grenade on the guards on the steps,
then go and shoot one with your most powerful firearm. Shoot one with a HMG400
heavy machine gun and then toss another flash grenade to knock the guards that
are just standing up back down. Run past them and press action at the small
terminal, to raise the shutters, then press action at the large terminal to
reverse the B Block Panels, then turn back around and shoot any guards that are
standing in the blue door that you just came thru. Once you get the door
cleared, flash 'em again, then run down the steps, in the door, and quickly
press action at the terminal on the left, to re-enter Cy-D.

Don't worry about being shot, as you've probably noticed by this time, these
heavy machine guns are terribly inaccurate even at close range. Toss more flash
grenades if you got them.


CYBERSPACE

Head forward thru the door, up the steps, and thru the other door. Go to the
left of the female avatar in the red skirt, and drop down into the right small
alcove. Use your Find Skill to determine that the first file that you encounter
is BIG. To find DEVELOPMENT from the start, head up the steps to the door on
the right. Enter and go right. Use your Find Skill, to determine that it is
development, then Modulate it.

You'll get a short cutscene, showing another file appearing. Head back out of
here, and down the steps. You can see the file that appeared on the other side.
At the bottom of the steps that puts you on the same level as the floor where
the new file is, turn left. Press R1, then the Square, and X buttons. Run
forward and release R1, and do a highjump to reach the other side. Go to the
yellow file, and download it, to get the Retinal Scan Data B.

 This is a backup of the control room operator's retinal scan data. This
retinal scan data enables unrestricted access to the Control Room.  Go up the
few steps, and into the alcove and highjump to be back where the red-skirted
avatar is. Go out the door behind her, down the stairs, and out the other door.
Use the dive point to exit.

Following are some of the other files that you would have come across, had my
mean streak not been on the fritz, and I made you check out each one. You'll
probably be in for some excruciating frustration, when I get it fixed.

CONTRACTION--EXPANSION
SMALL--BIG
COMPLEX--SIMPLE
OBJECTIVE--SUBJECTIVE
DISOBEDIENT--OBEDIENT
CHAOS-ORDER
DEAD--ALIVE
CONSERVATIVE--WASTEFUL


PROGRESS----DEVELOPMENT


REAL WORLD

C/P .  Check your database files to make sure that you have Retinal Scan Data
A, and Retinal Scan Data B.

Run thru the door on the left, jump up the steps past the guards, out the door
at the top, and go into the blue door straight in front of you. Run down the
steps, and jump past more guards shooting at you, and into the door on the
right for a C/P. You know what, you're at a damn good place to save.

IMPORTANT: If your health is low, or you don't have 600 rounds in your HMG400,
take the time to go back and kill the soldiers in the hall that you just ran
past, until you do. Let them kill you if necessary, so that you'll get full
health at the C/P when you continue.

When you're ready, head thru the train waiting room. Enter the next door and
use the terminal to call the train. Head back out of here, and board the train
on the left. Choose the Control Room as your next destination.

CONTROL ROOM AREA

 C/P. This is a very good place to Save Your Game also. Turn left, and get BIO-
CHARGE #5 besides the train and highlight them in your Items Menu.  Then head
up the stairs and to the door on the left. You'll get a please go on, and
mission cleared. Enter the next door, and head right. In a cutscene, you are
captured by X. Wilson has changed his data chip, and has sicked him on Ice.
Now you must defeat X.

There's a BIO-CHARGE #6 on the floor to the right of where you start, and
another Bean Blower type weapons for pickups to your right. If you throw any
grenades other than Impact grenades at X, he will pick them up and throw them
back at you. He has a Missile Launcher, Microwave Grenades, a Heavy Machine
Gun, Rocket Launcher, and on top of that, he has a force field that greatly
diminishes the amount of damage that he takes. The display that shows his level
of health, is light gray and pink, which makes it difficult to tell how much
damage you've done.

After his health is halfway gone, he stops his walking pursuit of Ice, and
starts to run up in her face. From then on, it becomes a battle of whose health
will last the longest.

Due to the way this area is set-up, throwing grenades, will more than likely
make them ricochet off something and damage Ice, or if they reach him, he will
quickly pick them up and throw them back at Ice. When he shoots you with that
weapon, that makes the room go all wonky, run away from him until everything
becomes normal again, because your aim will be totally screwed up.

C/P, and it's on. At the start, X will walk away from you. Go to the right
behind him, and get the BIO-CHARGE off the floor, then go forward and get the
Pegasus B. What you need to do, is get up close and personal with X. I mean
like right up in his face. He takes more damage and quicker, if he is only a
few inches away while you let the HMG 400 rip. This is probably because mostly
all your bullets will hit their mark. Keep an eye on your health, and every
time it goes into the red zone, replenish it, and keep firing.  If your ammo
and health can last long enough, he'll just be scrap metal.

X had me so frustrated, because it was turning into a week that he had been
kicking my ass. I tried everything I could think of. Then I just happened to be
real close to him one of the times, and noticed that his health was going down
faster than it ever did before. And I thought, "Hey, I'm onto something here.
Let's try this with a fully loaded machine gun." And sure enough, I came back
and smoked his ass. So now, you know X's secret-he can't stand being close.
Don't you just pity his girlfriend?

After you win, a cutscene will play, showing Wilson ordering X to terminate
himself, because he failed to kill Ice. Ice intervenes and saves X in the nick
of time by shooting his hand, then diving for the gun, and shooting Wilson
before he shoots X. X tells you that Wilson's not completely dead. He made a
ghost of himself to carry on his goal of ruling the world. So you have to go
into cyberspace and destroy Wilson's ghost. Then the game reloads.

CYBER SPACE

You are automatically transported into cyberspace-look ma, no hands. C/P.
Immediately Save Your Game in a couple of different slots, cause if you turn
your console off without saving first, you'll have to fight X again before you
can get to Wilson's Ghost. You've got 20 minutes before you die in cyberspace.

Some of the skills that you will need in this fight, and should go to the
Skills Menu and memorize their finger patterns are:

L1-----Evade

All skills start with holding R1, and releasing it at the end.

VIRUS-----Circle, X, Triangle
BREAK-----Circle, Triangle, Square
SLOW-----Square, Circle, Triangle

BLACKHOLE-----Circle, X, Square, Triangle
DOWNLOAD-----X, Circle

HIGHJUMP-----Square, X

The most important thing about Part 1 of the battle, is to start pressing all
the buttons for your Virus & Break skills before they are needed, and release
the R1 button, just before the attack or the diamond shaped files are formed.
For most of this part, stay along the left or right sides of the square floor,
in one spot, and looking at Wilson. Some of the attacks that Wilson will use,
are the blue spears, the red tracer beams followed by a wide white damaging
laser, Wilson turning flat, and moving across the square floor, and vertical
lightning.

I want to give a big Shout Out to Headhuntress over at Gamefaqs for hipping me
as to how to deal with Wilson's Ghost. I injected my own style of gameplay and
observations to what she posted.

ROUND 1

So the first thing you need to do, is start your Virus Skill by pressing R1,
Circle, X, Triangle.  Tilt Ice's view up, so that you can see when the spears
move away from Wilson's body. When they do, release the R1 button. This will
deflect most of the bluish spears so that they miss Ice. Quickly go to them,
and Press the Triangle button, to give a double power punch. This will shatter
some or all of them.

Quickly turn to where the diamonds are forming in their place, and use your
Break Skill to destroy one of them as they are forming.  If you are quick
enough, you can destroy two, but don't try for any more, because they will be
dissolving while Ice is going thru the motions for a third try.

Turn back towards Wilson, and see what he does next. If the bluish spears start
to spin around him, then he's going to send more spears, either to stab into
the floor in a straight line to where you are standing, or just cross the floor
horizontally.

If the spears move away from the Wilson's body, then they are going to be
heading straight for Ice, which means you should release the R1 button to
finish the Virus Skill in order to deflect them.

 If two red beam shoot from him, and trace a pattern on the floor, then the
wide white laser beam will follow the path that the red beams took, so avoid
that area and stay along the side. Also avoid moving into the path of the red
beams while trying to dodge them, because they will lock onto you, which will
make the damaging wide white laser home in on you.

Face Wilson, and set up another virus skill, and unleash it just before the
next set of bluish spears come down. After they stick in the floor, if there
are several of them clustered together, use a double power punch(Press
Triangle), if there are just one or two, then use a single power punch (Tap
Triangle). Face the forming diamonds, and use your Break Skill. If you see
Wilson rising up, this will be followed by his turning flat, at which time you
should run to either side of the floor, so that he will miss you as he goes
across the floor.

If you can manage to sustain a very small amount of damage, then when you come
to Round 2, you can just break all the Question Mark files, and not concern
yourself about whether they will increase or decrease your health.

ROUND 2

When you've destroyed the last blue spear and diamond combo, a short cutscene,
will show Wilson unfolding, and it's time for round 2 and your chance to attack
whenever Wilson moves to the edge of the floor. Since Wilson will still be
above the floor, you're going to have to start each attack with a jump(X).
While in the air, a few quick taps on the circle button will cause Ice to use a
spin attack. Follow this with pressing the Triangle button, which will cause
Ice to do a forward somersault, thereby kicking Wilson in the process.

IMPORTANT: Make sure that while you are attacking Wilson, that Ice is at the
very edge of the floor, if not, she won't make contact with him, and just waste
a good attack. If she's at an angle, then her attack will be carried out over
the square floor, instead of where Wilson is.  Also the best time to attack him
is when his arm(s) is/are extended forward. The Spin Attack(Circle Button)
added to the Forward Somersault Attack(Triangle Button) makes for a more
damaging attack. But it has a tendency to miss the mark, due to your hurry to
get to Wilson, and his body not being over the floor. The Forward Somersault
Attack by itself, will extend out past the edge of the floor, thereby making
contact with Wilson when his arm(s) aren't extended.

Wilson will throw out five or more blazing round security files to attack you.
When he's throwing them out, try to stay still and along the front or side
edges, because it's easy to run into one while trying to avoid another.
Whenever you see a round file without the blazing, do a quick Slow Skill and
dodge them as they come towards you.

 Other attacks that Wilson will use, are little squares that go across the
floor about knee high to a duck. A highjump can take you out of the way of them
if you can do it quick enough.

The lightning is very hard to dodge, because it comes straight down over random
squares of the floor, and if you are on the wrong square, you won't know it
until it's too late. Wilson also shoots out energy bolts from his body when he
is backed away from the floor. These are almost impossible to avoid, because
they home in on you.

Wilson will also throw out question mark files after you hit him about three
times. They can either increase or decrease your health, when you download it.
I've found that when you download it, and it increases your health, the round
files or something else, will immediately attack, taking away what little
health that you gained.

More often than not, I would recommend using your Break Skill, to destroy them,
especially if you have at least half of you health. If, after a short while,
you don't do anything to or with the question mark files, they will be
reabsorbed back into Wilson's body, thereby rebuilding his health. Regularly
turn and check the square floor, to see if he's thrown out any question mark
files. If so, make their removal from the game, your primary objective.

If you can hold on long enough, or just get 'plain damn lucky', then you can
defeat Wilson's Ghost. If not, then you're in for a hell of a lot of
aggravation!!!

REAL WORLD

AFTER YOU DEFEAT WILSON, AND WHEN YOU SEE THE C/P IN THE REAL WORLD, SAVE,
SAVE, SAVE.

Your defeat of Wilson, has caused a self-destruct mechanism to be activated,
and you need to detach the A, B, and C Blocks.

Before you move, take a gander at the size of X's gun. Now that's what I call
some serious firepower. Okay, turn around behind you, and exit the door. Go
left, then into the blue door and C/P. Thru the train waiting room, and use the
terminal in the room ahead, to call the train.  Check your objectives menu to
find out that you should go to the Panel Control Room next, to detach the A, B,
and C Blocks.

PANEL CONTROL ROOM

Exit the train, and C/P.  Head up the stairs, and into the door on the left for
another C/P.  You'll probably need to discard your heavy machine gun cause it's
probably only got two or three bullets in it. So switch to either your Space
Gun, or Pegasus B. There will be guards on the steps to the left, so move
slowly forward into the doorway, until the nearest guard on the steps sees you
and starts shooting. Use rapid fire on the weapon that you chose, to take him
out fast.

Run forward and grab his heavy machine gun fast. Keep going up the steps,  and
run past the rest of the guards. Go thru the door at the top of the stairs, and
press the Square button at the wall terminal on the left, to begin phase 3 of
the auto cleaning of the Solar Panels. To unlock a sealed door in B Block use
the four solar panel cleaning terminals that you used before to pause cleaning.

Turn around behind you, and enter the elevator.  When you exit, you'll be
outside in a space suit. A tutorial will come on showing you how to operate in
Zero-G.

Left Analog Stick---Change direction
Right Analog Stick---Orient yourself in the direction that the stick was thrown
Circle Button---Advance in the direction you are facing(move continuously by
holding down the button)
X Button---Brake

Why was it necessary to change the movement button from the Left Analog Stick,
to the Circle Button? And what does it mean 'in the direction that the stick
was thrown?' What stick, and thrown where? If they mean in the changed
direction that the left analog stick was "moved," then they should just say
that.

You're going to press the Square Button at the same four terminals that you did
before. There will be floaters shooting at you again. You only have movement
ability, with no way to fire a weapon. Please explain to me how you can have a
Space Gun in your holster, and not be able to use it in outer space for crying
out loud?

Head forward, and down the flight of stairs to the right, opening the panel in
the floor, to go down some more steps. At the bottom, turn around behind you,
and enter the door that is farthest away. Go to the left, and press Square at
the 1st terminal. Head back out, and enter the door straight ahead.

Fly up, and follow the orange line to the 2nd terminal and press the square
button. Turn left, and fly up over the support beam, and thru the door. Follow
the steps on up to the top. Go thru the door ahead, and float down to the left.
Follow the orange line to the 3rd terminal, and press Square. Head back up and
thru the door at the top, and go thru the door across the room. Use the 4th
terminal on the left.

Head back out, and go down to the level where you entered, and float across to
the other side, and enter the elevator. Exit to a C/P, and there's that small
terminal on the wall again.

Guards will be behind the door on the right, on the steps shooting. Run thru
the door, jump past them, and enter the next door. Press the Square button at
what use to be a dive terminal on your left, to detach the solar panel blocks.
This will clear all your missions, and the only thing left to do now, is escape
aboard the shuttle.

ESCAPE

Exit back out the door, jumping past the guards on the steps, and thru the door
at the top. Press the Square button at the small wall terminal on your right.
This will raise the gray shutter in front of you. Enter the blue door ahead,
jumping down past the guards, and thru the door on the right. C/P, then thru
the next door. Continue on thru the train waiting room, and use the terminal in
the next room, to call the train.  Head for the Shuttle Launch Pad Area.

SHUTTLE LAUNCH PAD AREA

Run past the guard at the top of the steps, and enter the door on the left.
There will be a lot of guards trying to stop you. Don't bother trying to shoot
it out with them, because they will just keep being replaced by more guards.
Just run past them, and thru the door on the right. C/P, then thru the next
door. You're back in the room with the three up and down steps, and cargo
conveyor belts, run up and down each set of steps, then get to the other side
of the room. Go out the door, and thru a couple of more doors, to finally end
the final stage.

Press the X button, to clear the game, and get a ranking for all eight stages.
SAVE YOUR GAME!!! Don't the words GAME CLEARED look real purty?
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

                                     ASKA WALKTHRU


STAGE 1: JAPANESE NINJA MANSION
STAGE 2: JAPAN NET JUSTICE
STAGE 3: MARSHALL ISLANDS PLANT 2
STAGE 4: SPANISH PARTY HALL
STAGE 5: PERUVIAN RUINS
STAGE 6: MARSHALL ISLAND PLANT 1
STAGE 7: SPACE ELEVATOR BASE
STAGE 8: SPACE ELEVATOR


CONTROLS:

Most of the controls for Aska are the exact same as for Ice, except for a few.

Fatal Blow attacks are the same as one-shot kills only done with Aska's Katana.
In order for Fatal Blows to do the most damage, if possible wait until all
enemies are close to each other before using it.

Fatal Blow From The Rear: Stand behind opponent, and press Circle, kill him in
a single shot, or run past one that you are facing, and then press circle, to
jump up on his shoulders, and be death from above.

Fatal Blow From the Air: Run towards an opponent, Jump near them and press
Circle while in the air, to swoop down raining fire and steel and defeat
opponent in single blow.

Fatal Blow for Multiple Enemies: Run into the middle of several close together
enemies, and press Circle. The more opponents that are gathered around you, the
more can be fatally killed. But after you finish, be on the alert for those who
were standing just outside of your attack zone. Keep swinging your katana, even
if you can't see exactly where they are.

Wall Run: Face the wall and run into it at a moderate jog, jump and at the top
of the jump, press jump again.  Now try and keep Aska on the wall and direct
her to where you want to go-if you can. It's been said, that if you press jump
a third time, and Aska will jump over the wall to the other side.

Guard Against Enemies:  Press and hold the Circle Button as you get closer by
moving forward. Guard gauge will diminish, but replenish over time. This is
good for enemies that shoot.

To swing while hanging from the hook, shoot it into a place on the ceiling that
it will attach to, like a support beam, and while moving, press X.


                                       ASKA STUFF

C/P=Check Point.  The reason that this walkthru is littered with C/P locations,
is so that when you have to continue, you can just go back to the last C/P, and
know where you'll be continuing from. More often than not, when there is a C/P
near the exit of a room or hall with two doors, there'll be a C/P at both
doors.

Hookshot-using your hook to pull up somewhere.

When using the hookshot to pull up to a floor above, step a ways back from
where you're trying to go up, so that the aiming target can be on the top edge
of where you're trying to reach.  Also, if it's not too high, aim the camera a
little above the top edge, so that Aska will land on her feet, instead of
having to pull up.

Aska can also hookshot across pits. Just aim the camera at the top edge of the
other side of the pit, and when the line gets taut, pull her across by
releasing the Triangle Button.

Make it a habit that when Aska running around, have her Blade Block in front of
her to thwart unexpected projectiles.

Often times when you enter a fight, the camera will be turned the wrong way,
not allowing you to see where your enemies are. To compensate for this, just
keep pressing attack, until you can press the R3 Button to get the camera as to
where you can see what you're doing.

I like this game-once you know what the hell you need to do. But I must say,
the actions of the camera leave a lot to be desired. It seems too often to be
in the wrong place at the wrong time, especially when Aska fights.

If you think that you are going to be attacked as soon as you regain control
when you enter Cy-D, start pressing the Slow Skill buttons while Cyber Space is
loading. That way, all you have to do is release R1 when you get control, and
it will take effect immediately.

When fighting round files in Cy-D, a continuous supply of jabs will keep them
from having a chance to attack you, until they break into little pieces.

When I say evade, I mean press the L1 Button.
When I say hide somewhere, I mean press the L2 Button.


Regardless of Aska's health level in the Real World, she always starts with
full health each time she enters Cyberspace.

Enemies realize that it's their naptime when you throw a flash grenade at them,
and will quickly zonk out.

Take advantage of the respawning guard areas to increase you pickups.

If while hiding besides a door, it remains open, and there are several guards
ahead, toss in a couple of hand grenades to thin the herd.

After I say return to somewhere that you just came from, I will give directions
back there.

Microwave Grenades are for computer-controlled machines. Throw one in their
general area, to temporarily disable them, then run in slashing, and they will
be happy to leave you be.

Impact Grenades slowly float to their target before attaching to them.

When you acquire the High Jump Skill, you'll have a tendency to jump straight
up, and then straight back down. It you are trying to land on an upper floor,
the best way to do it is:

Hold the R1 Button, then press the Square Button & the X Button. Now start
running towards where you're trying to reach. A little before it, release the
R1 Button. You'll sail up and have forward momentum also.

In cyberspace, Slow Skill is your bestest buddy in the whole wide world-until
you make friends with the Black Hole Skill.

Enemy appearance locations tend to be random sometimes-they'll be in the area I
say, but not necessarily in the exact spot

You'll notice, that boxes and other things that you move or manipulate, will
return to their original positions, when you leave the area, and return.  It's
the old you leave the room for one minute, and look what happens-everything
resets itself.

For enemies that duck out of sight, try to follow the orange or blue line that
leads to them, in order to keep track of them.

When enemies use projectile weapons, use your Blade Block by holding the Circle
Button as you run towards them. Then slice and dice when you get within range.

In the Easy & Normal difficulties, if your health is in the Red Zone, rather
than waste a Bio-charge, just let yourself be killed, then continue, and you'll
come back perky, peppy, and at 100% full health.  And all that is required in
payment from you, is to start at the last passed checkpoint.  Why use a Bio-
charge, when the game is giving away freebies? And the Game Gods would be very
offended, it you don't partake of their generosity. They have been known to
make controller buttons vanish during critical game moments. Save your Bio-
Charges for the Boss Battles and use the games continues to replenish your
health otherwise.

Aska seems better able to throw grenades where she wants them to go than Ice
is.

On the Map Screen things to do have a blue line, and things already done have a
orange line.

To make Aska push an object, just stand her close to it and press the Square
Button. She'll stop pushing when you release it.

When standing against a wall, use forward and backward on the left analog
stick, to stand and crouch.

For the most part, keep something like your hook highlighted in the sub weapons
menu. Because whatever you have highlighted, Aska will use when you press the
Triangle button. If you have something like a shuriken highlighted, and you
accidentally press Triangle at the wrong time, you could end up depleting your
supply.

Use your Katana to break open crates, to get at their contents. Most times,
things that are hidden inside of other objects, will start to glow after a
while, thereby letting you know exactly where they are.

A support file with a Red Heart will Replenish your vitality, a Blue heart,
will Diminish your vitality.

A unidentified file has a question mark inside, and you need to use the Find
Skill to check out its contents.

Frequently look for the red dots that denote enemies on your compass before
entering new areas.

From the time that you dive into Cyberspace, you have 10 minutes to finish what
you have to do, and dive out, or you die and its game over. Keep in mind where
the dive out point is located, because you can dive out, then dive back in,
thereby resetting your timer.

While in Cy-D, where there are security files in the same area as Avatars, you
can use your tap skill and get the information from their chats and thoughts as
long as you remain out of sight. You can be on the catwalk above them, or in
the next room with the door open, and it will still work.

I don't know what the various rankings at the end of each stage mean, but I get
the impression that your ranking affects what and how many items in your sub-
weapons menu that you start the next stage with.

                                       WALKTHRU

STAGE 1
JAPANESE NINJA MANSION


A long cutscene shows that Aska has left her Cy Girls post. She's suppose to be
located. Next you see Aska and her brother Kogetsu moving rather swiftly in
pursuit of avenging their father. When you gain control of Aska, you're in a
underground passageway in an abandoned mine. Your objectives say to use this
passageway to enter the house.

The first tutorial you get, says to sneak into the mansion, and head for the
mainframe computer. You start out in a underground area, and your brother
Kogetsu is your contact and helper. A tutorial tells you to use the jump button
to get past the rubble.  Press the Left Analog Button to run towards a low
obstacle such as the rubble, then just before you get near it, press X(jump) to
somersault over it.

Run towards the pit ahead, and press jump at the edge, to somersault across to
the other side. Do the same for the next pit. If you fall down into the pit,
there is a block that you can use to climb out and try it again.

Proceed around the corner to the right, and jump over more rubble. To open the
door, get close, and press Action( Square button). Follow the tracks, and get a
C/P at the left turn. Also notice the enemy indicator at the top of the screen.
Open and enter the next door. When you can go no further, back away from the
wall ahead.  Highlight your hook from your subweapons using the up & down of
the D-pad. Aim the camera at the top of the wall at the support beam that is
second from the top. Press the Triangle Button to shoot it into the support
beam that your camera is aimed at, and it will pull Aska up to it so that she
is hanging from it. Press the movement button forward to pull up.

When you pull up, a enemy ninja will charge towards you. Run to him and press
the circle or R1 button several times to attack and kill him. Pick up the
shuriken that he drops. Most of the Ninja Guards will only drop shuriken.
These are good for hiding close to corners, and pitching them into enemies to
take them down from a distance.

Continue forward, and drop down by the brown crate. Continue on and when you
get to the next tall crate, your brother tells you that someone is ahead, and
to hide beside the crate. Walk close to the crate, and press the L2 button to
do so. Use the movement button, to move Aska to the corner of the box on her
left.

Peek around and see the enemy ahead. Your brother tells you to get closer, and
attack quickly. Unhook yourself from the box(L2), then run forward, and slash
him with your Katana, and get the five shuriken that he drops. Move thru the
door that is behind where he was to continue on the path. You pass another C/P
before the next door.

Enter and your brother tells you to grab onto the bar above and inch your way
across. Jump up on top of the box, then jump up to the bar and handwalk across
the pit.  If you fall down into the pit, there are ledges you can use to climb
back up. Thank goodness that nonsense about having to discard something in
order to do various maneuvers is finally outta here.

Before you reach the other side, you get a mission cleared. Press back on the
movement button to drop to the ground. You could have also used you hookshot on
the crates on the other side if you're were a hurry.

Look up to the right, and see the path continue on above you. Jump up to grab
onto the edge of the wall above, and pull up. Run forward, and kill the enemy
ahead, and get his ammo. Walk forward to the edge and stop. If you drop
straight down, you'll be ambushed by a ninja coming from behind you on the
right. Stand as far to the left as you can, and turn half-right. Now step off
the cliff, and go forward and kill the ninja that is just now materializing.

Further progress is momentarily blocked by a pile of rocks. Walk up to the
switch beside the ore car, and press Action to make the ore car roll forward,
and explode into the debris ahead, thereby clearing a path for you. Continue on
and get a C/P before going thru the next door. You're told to move the board
closer, so hit the top of it with your hook, then pull it to you.

Run forward onto the makeshift bridge and continue across the now cleared path.
If you fall down into the pit, there is a ledge down there that you can use to
get back out.

Drop down all the ledges in the next deep pit, until you reach the bottom, then
go thru the door.  You will immediately be set upon by three ninjas. Quickly
charge and attack them. This is a good time to practice using your Blade Block
and Fatal Blow-which is in the tutorials. To do it, Run towards your enemy and
press Circle, when you get into the midst of them.

Afterwards, move to the edge of the water, and aim your camera as high up on
the wall, as you can, then hookshot to pull up to where the orange line is
leading to.   You clear some objectives, and are given a tutorial on your
mission objectives and reach a C/P.

You're outside the mansion on the first floor and you need to find the terminal
in the main hall.  There is a door in front of you, and a door to the right. Go
to the far left corner, and get the BIO-CHARGE, then turn around and walk back
along the wall that is across from the light, and go into the door that was on
the right first and stop(bypassing the one that was in front of you for the
moment). Turn to the left, and run into the midst of the three charging ninjas,
then press Attack and Aska will perform a fatal blow, taking out the three with
single blows. Now tell me you didn't enjoy that?

Get the shuriken in the corner. Below and across from where they dropped down,
are two security-protected entrance, which your brother tells you not to use,
but to find another entrance. Exit back out the doors, and enter the doors that
you passed.

C/P then climb up the boxes on the right and get some more shuriken. While up
here, turn and run towards the wall with the doors in it above. Land on the
floor above, and enter the doors. C/P, then enter the next doors. You've made
it inside the mansion, and your brother tells you that there will be a lot of
guards, and to look for a terminal in the main hall of the mansion.

Drop down and move diagonally to the right. Your brother identifies an Oven
Cooker on the right, as you walk by the stone block with two round lids on top.
Remember this, because you will be back to it.  Move forward, and get the
shuriken in the corner to the left. Enter the doors on the left, across from
the oven cooker, and go left down the hall, and get shuriken in the alcove on
the left, and ahead. Turn around and head back past where you entered, and left
at the corner.  Then enter the door on the left. A short cutscene will show a
switch on the wall, around the corner to the right.

Before you proceed to it, knock down one of the partitions ahead, and notice a
Pothook. Also notice that two enemies have appeared near the switch. About ten
ninjas will appear in all. Charge forward, and press attack when you get
amongst them, to deliver fatal blows.  Make sure that they dead, by waiting and
watching for their bodies to disappear. Cause if you turn your back, some might
be playing possum.

Your brother tell you to try the switch in the corner. Press Action, and get a
cutscene of another switch turning on. Exit back out the door, and go left for
a C/P, then enter the next doors. Enter the door on the left, and a ninja will
attack from the left. Go behind the partition on the back wall to get some
shuriken.

Take notice of the sorta white doors on the right. Leave them for now, as you
will be back.

Exit back to the hall. Continue left and stop at the doors at the end. This is
the elevator. Enter and throw the switch on the same wall that the door is to
the left. This elevator takes you up to the second floor, and a C/P.  Enter and
run to the right, and destroy the crate that the shuriken throwing ninja is on
top of to bring him to the ground, and then kill them both.

Destroying the crate, exposed a peephole used to spy on enemies.  Walk to the
peephole, and press Action. Aska will look thru the hole to see a secret door
in the wall. Go past the peephole, and out the next door and go to the left,
C/P and drop down the hole.

Get the Bio-charge, then notice the glowing objects behind the orange
partitions. Slash the partition with the marks on it, so they will break. Then
enter and get the HF Energy Pack, and various kinds of shuriken. Return to the
previous room, and aim your hookshot toward the light above in the opening in
the ceiling to pull back up to the second floor. Reach a C/P before exiting
back out the door ahead on the right.

Go past the peephole, and enter the door on the right, then the next door ahead
for a C/P. Enter the next door and blade block as you go forward, and take out
the ninjas ahead. Press action at the peephole in the corner, to see the Oven
Cooker that you passed earlier, being used to reach a secret area. Get the
shuriken in the opposite corner, then head back towards the door.

 Turn left before the door, and head down the hall. Ahead, is the elevator
shaft, and coming from the right will be two ninjas to kill. Proceed around to
the right, and get the pickups. Walk towards the back of the elevator shaft and
see a statue behind it.  Approach it, and your brother says that there is
something unusual about the hands of the statue. Press Action to examine it and
a onscreen note says that the left hand is made of gold.

Slash the gold hand to acquire it. And an onscreen message will tell you that
it is probably from another statue. Turn around and face the wall behind you.
Now turn half-right, and walk towards the corner. Notice the odd colored
section of wall, which your brother tells you that you can take down with a
strong enough impact. It is now registered on your map. Remember it, because
you'll be back here.

Return back to the door, and exit for a C/P. Exit the next door, then out the
door ahead. Enter the elevator ahead, and press the switch on the wall to the
left.

C/P then exit and go straight ahead, bypassing the door on the right, and
entering the one straight ahead.  Go straight ahead, and get a C/P. At the
corner go right, and enter the door on the left. C/P then enter and go to the
Oven Cookers that you saw being activated thru the peephole. Walk up to them
and press Action. Aska will turn them, then when the cooker moves aside, she
will drop down the hole.

Jump over the two sets of boxes ahead, and after killing the ninja, get the
Yellow Bomb to the right. Jump back over the boxes, then hop over the ones on
the left, killing another ninja.

Then enter the door past him. Go around to the left, and hop over some more
boxes. Continue on around to the right, and get the BIO-CHARGE. Return back out
of here and around to the left. Hop the boxes on the left and go right and out
the door. Go to the end and go left over the boxes, then left again over more
boxes, and hookshot to pull back up to ground level.

C/P, then exit the doors and go right, C/P and thru the doors ahead. Enter the
door on the left, and take out the two ninjas coming from the right. Enter the
sorta white doors on the right. And hop up on the boxes to the right to get the
shuriken. Hop down and enter the next sorta white doors and turn left. Blade
Block as you run around the corner to the left, and fatal blow the two ninjas.

Walk up to the wall on the right between what looks like two small speakers,
and press action. You are now in the main hall. Walk up onto the pedestal where
the statue is, and highlight the gold hand in your sub weapons menu, then press
the Triangle button to attach it. The wall will turn, and you'll find yourself
on the wrong side because there's the computer on the other side. Grab the
pickup in the left corner.

Exit the doors to be outside. Turn left, do a blade block, then start your
charge. As a bunch of Ninjas start to appear, complete your Fatal Blow move in
the middle of them. After the move is finished, continue attacking, because
more ninjas will appear. Run back and forth  from one end of this area to the
other a couple of times, to make sure that you get everyone.

Head over to the far corner, and get the pickup.  Stand in front of the nearby
box, and press Action, to open it and acquire the Conventional Bomb. Return
back inside to the statue, and C/P. Hop up on the pedestal, and press action,
to swing it around. Go to the secret door and press action and after it swings
around, blade block and take out the two ninjas on the right.

Go around to the right, thru the two sets of sorta white doors, and kill two
more ninjas on the right, then exit on the left and out the next doors. Go
left, and enter the elevator.

Use the switch on the left to go to the second floor and C/P.  Exit and take
out the ninja on the right. Then go thru the door straight ahead and kill a
couple of more. Keep going straight thru the next door, C/P, then thru the next
doors and take out the ninja on the right. The peephole is ahead in the corner,
so go right. Around the elevator shaft kill two more ninjas, then go to the
wall straight ahead. The statue that you took the hand from is behind you to
the left.

Highlight  one of the Bombs, and press Triangle to use it on the shaky looking
part of the wall. It didn't quite do the trick, so use the other Bomb also.
Still, no go, so it's on to plan B. You now get a tutorial on how to swing into
the shaky wall using your hook attached to the ceiling. As an easier
alternative, you can just stand back from the shaky wall, and highlight your
hook, then put the camera target on the shaky wall, then press Triangle or R2.
You'll break thru this way also, and wind up outside where you started.

Go left, blade block and get attacked by three ninjas. Take them out, then re-
enter the door on the left, C/P, and hookshot up on the wall ahead. Go thru the
door ahead, C/P and drop down. Then thru the door on the left and around the
corner to the right. C/P, then keep going straight thru the next doors.

Keep going straight ahead, and open the doors to the elevator at the end and
run forward. Uh ohh, who stole the floor? The elevator is not there, so land at
bottom of the shaft.

Go down the hall, and stop along the wall on the right before the end. Hide
against the wall, and move to the corner. Use your shuriken to take out the
guards across the pit.

The walls of this hall that run along side of the pits make a good place to
practice your wall run, in case you ever want to use it. Face the wall run into
it at a moderate jog, jump and at the top of the jump, press jump again.  Now
try and keep Aska on the wall and direct her to where you want to go-if you
can. Try and make it past both pits. It's much easier on paper ain't it?

Now if you're thru playing with Aska, can we get on with the game?

If you felt like being a showoff, you can ignore this next part, cause you're
already over there.

Aim your hookshot to the top edge of the other side of the pit and pull Aska
across to the other side.   Get the Shuriken then go forward, drop down into
the second pit, and enter the door down here. Climb over the boxes, and get a
C/P, then enter the door. Kill the two ninjas, and walk up to the protruding
drawer, and push it into the wall. Walk up to it, press Action to assume the
pushing position, then Aska will push it into the wall.

Head back down the hall, and thru the door on the right. Hop the crates, C/P
and out the other door. Hookshot up on the left. Discover a card-key type lock
on the door on the right, which gives you a new objective of finding a card
key. So turn around and head back across the two pits. Go left, then right, and
hookshot up out of the elevator shaft.

Get a C/P, then head down the hall, and into the door straight ahead. Then down
the hall, C/P and right at the corner.  Enter the door on the left, and go to
the Oven Cooker and press action and drop down. Hop over the boxes ahead and to
the right, and enter the door. Go around to the left and kill the ninja, then
hop over the boxes on the left. Go around to the right and kill another ninja,
and hop the taller boxes.

Drop down to find the drawer that you pushed when you went down the elevator
shaft. Stand in front of it and press Action, and Aska will acquire the Card
Key. Now return to the card key door down the elevator shaft.

Climb back over the boxes, and go around to the left, and hop the boxes on the
left. Go around to the right. Thru the door and to the right. Hop the next two
sets of boxes on your left, and hookshot up to the ground floor. Turn around
and exit the door behind you and go right, then around the corner. C/P, then
thru the doors ahead. Keep going straight to the elevator shaft and drop down.

C/P, then go left and cross the two pits-hookshot or wall run, your call. Go
right to the door, highlight the card key, and press Triangle. Go forward,
C/P, and climb up on top of the six boxes, to get a BIO-CHARGE. Then thru the
other door. This is a room with gears and a terminal. Go around the left side
of the gears, and get the pickup which will neutralize the damage from an
attack.

Now head around to the terminal, and press Action. The gears will turn, and a
cutscene will show the main computer terminal, now being made accessible. It's
about bloody time!!!

 Head back out the door, and stop before the next door. Get a C/P, and be aware
that there are a bunch of ninjas on the other side of the door. Hide besides
the door to keep it open, and highlight your Asura Kunai. Then pitch in a few,
to temporarily paralyze your enemies, then run in and take names.

Switch back to your hook,  and hookshot across the two pits.  Go left and use
fatal blow on a bunch of incoming ninjas. Then hookshot up out of the elevator
shaft.  Go forward, and enter the door on the right. Kill ninja on the right,
and go thru the sorta white doors, and kill another ninja. Then thru the other
sorta white doors and turn left and kill some more ninjas. Use the secret wall,
and finally come face to face with the computer that's been just out of reach
for so long. C/P, then walk up to the terminal and press Action to head on in.

CYBER SPACE

C/P. You have ten minutes to do what you gotta do and get out, or you die. If
your timer is running low, and you haven't finished what you started, return to
the dive out point, and exit Cy-D. Then dive back in with the timer reset to
ten minutes, and what you accomplished before, will more often than not, remain
accomplished. After your brother finishes talking, head over and download the
Break Skill.

Exit thru the doors, and go left, then enter the doorway on the right. In the
next room, defeat all the flowery security files to unlock the door. Press
Circle for quick jabs, and Triangle for power punches. Press and hold X before
X or C, for jumping attacks, and L1 to evade.

The door is now unlocked, so enter and go thru the door on the right. Run
forward to the honeycombed patterned wall, and use your break skill on it. Run
forward, around the corner to the right and download the Wall Skill file at the
end, to be able to make defensive walls, just like the one you just broke thru.
Turn around and go back to the alcove on your right, and download the
information file.

The file tells about how 98% of the world's electric power comes from space.
And that the power is transmitted from space to receiving stations located near
the equator.  Come back out of the alcove and go right then left. Then enter
the double doors on the left, and go forward and download the information file.

This it the Periodic File Check Report.  It's an auto-check of the computer-
controlled equipment within the mansion. There was damage found near the
fireplace, which was camouflaged as a pothook. Which temporarily prevented
access to the top floor of the mansion, but has now been repaired.

You brother is going to go check it out, and you are suppose to look for clues.
As you head for the door, a large vehicle security file will attack. Use your
power punches to pound it to death. Download the file that appears afterward.

It's the Operation Black Moon File, but it's empty, because its contents have
been transferred to the Net Justice Office South East division. You'll need
proper authorization from Benigumbo.

Exit the room and go left and thru the doors ahead. Then thru the doors on the
left and out the doorway on the right. Past the boxes, and out the doorway
ahead, and hook a Uuey to the left. Enter the doors on the right to be back at
the dive out point. The dive-out skill looks like a letter "Z" that is leaning
to the right, and starts from the bottom.

REAL WORLD

 You're back in the real world. Use the secret door to exit and take out the
two ninjas on your left. Go out the sorta white doors, and in a short cutscene,
learn that your brother has been captured. Check your objectives, to see where
your captured brother is being held, then go there.

Exit the other sorta white doors and kill several ninjas, then exit the doors
on your left.  Go out the door on your right, and get a C/P, then enter the
door ahead on your right. Kill all the ninjas that appear in here, then go to
the pothook inside the partitions.

Press Action, to be taken to where your captured brother is being held by
Benigumbo. You're told to surrender, and at the end of a long cutscene, a Cy-
Girls aircraft destroys the mansion, and saves your hide. This clears the
stage, so press X, then save your game, and head to the next mission.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
JAPAN NET JUSTICE
STAGE 2

C/P. Check your objectives to see that you need to get some top-secret data
from Cy-D. You start out in the same room that Ice made her escape. Hide beside
the door on your left, and use a shuriken to take out the baton twirler.  Then
head on thru and hide beside the right wall at the corner, and take out the
next guard the same way.

That was just for fun, to see how easily your shuriken can take out the Net
Justice Guards. But since they refuse to replenish your supply, I suggest that
you stick with your Katana, and save the shuriken for times like when the
guards are across a gap, and you need to take them out before trying to cross.
Proceed forward, and enter the small lounge on the left.

Run into the door across from you and take out the guard in this ammo room,
then get the pickup. Come back out, and go left and run into the room on the
other side of the candy machine, and kill the guard in here.  Check the fifth
locker from the left, to get the Data Chip which contains routes, status, and
other information for the cleaning robots.

Exit back out of here, and go thru the door on your left. C/P. Enter the door
across from you and stop besides the back of the gray lockers.  This is the
Security Control Room.  Take the Cleaning Robot Remote Control off the low
table on the right. There are two guards to the left, so run to them and take
them out when they are standing close together.

Then go to the middle terminal, and press Action, to get the Cleaning Robot
Report. The Cleaning Robots are currently working on pattern A. Important
locations like the Director's Office, are on pattern B. To change to pattern B,
you must remove the data chips from 16 robots, and load them into this
terminal.

The Data Chip Collection Method. To find the Cleaning robots, listen for the
distinctive sound that they make. Then use the remote control that you just
got, to summon them, even when you can hear them but don't see them-press
Triangle and if they are nearby, they will quit loafing, and put in an
appearance. You must have the remote control highlighted when summoning the
hidden robots.

 Highlight the Data Chip #1 that you just found in the locker, and press
Triangle in front of the terminal, to load it. You have 15 to go.

Exit out the other door, and enter the washroom ahead. Get the BIO-CHARGE off
the floor, then exit the door on the right, and kill four guards to the left.
You are now where Ice first started. Press Action to get Data Chip #2  from the
cleaning robot. Head down to the other end of the hall, and take out the guard
behind the second box on the right.

Return back thru the washroom, and out the door on the left. Enter the Security
terminal, and load your data chip. Continue out the other door, and C/P, then
into the small lounge ahead.  Go left out the door past the green plant. Get
Data Chip #3 in this hall.

Go right, then around the corner to the left, and thru the door at the end. You
are now back at your Starting Point. Head towards the door at the end, and C/P.
Hide beside the door, and use your shuriken to take out the guards on this
shiny black floor. Enter and take out two more guard who are down the hall and
around the corner. Get Data Chip #4.

To the left of where you entered, are the stairs leading down, but head
forward. Enter the low conference room on the left, and get the pickup. Press
Triangle to make the Cleaning Robot come out from under the table, and get Data
Chip #5. Exit out the other door, and kill four guards. There is a switch on
the wall by the door on the right, press Action. This will let a cleaning robot
in, so get Data Chip #6.

Continue down the hall to the end. Enter the brownish door at the end, then the
next one, and find that the last door is locked. With the locked door to your
left, look up and see a blue wall that you can climb over. Look up and see a
short balcony high above. Back up near the wall you just jumped over, and
highlight your hook and aim for the top handrail, and pull up. The door here is
locked. Hop down off the other end. That was just for practice, and so you'll
remember where this balcony is later.

Look ahead and up to see a blue ledge above. Hookshot up to it, then go left.
Hook a Uuey around the wall, and C/P. Open the door, and let two of the guards
inside see you, then move back away from the door, and let them come out into
the hall with you where you can tear them apart. There are two more guards each
up on crates at both ends of the room. Toss in a flash grenade, let it explode,
then jump up and slash the prone one in front of you. Then go take out the
other one.  Get the flash grenades, then press Triangle, to call the Cleaning
Bot, and press Action, to get Data Chip #7. Return back out the door and go
right around the wall, C/P and jump back down.

Run in the door behind you to C/P, then Blade Block out the next door and to
the left, and take out the Red Guard.

Press the switch by the door, to let the cleaning bot in, and take Data Chip
#8.  Go and stand by the door at the end, on the left and look into the large
office.  There are several guards thru out this office, so blade block as you
run to each one and take them all out. Remember to fatal blow when you find two
or more together. After they are all dead, get Data Chip #9 and the hand
grenade pickups.

Go down to the end of the room, opposite from where you entered. There is a
tall gray cabinet with drawers and doors. Stand by it, and press Triangle, to
make another Cleaning Robot come from behind it. Get Data Chip 10. Now exit out
the other door, and kill the Red Guard to the right. Get Data Chip #11.

Head back down the hall and out the door at the end, and get a C/P before the
next door. Look left, to see the stairs leading back up.  Enter the door ahead,
and become death from above as several guards try to attack you. Get Data Chips
#12 and #13.

 Head back to the door that you just passed on the left, and enter the office.
Take out all the guards that enter this office, and get Data Chip #14. Go to
the Net Justice display on the left in the third cubicle, and press Triangle to
make the Cleaning Robot come out from behind the display. Press Square to get
Data Chip #15. Get the Bio Charge on the right. And exit the other door at the
end, go right, and take out a bunch of guards that come around the corner .

Continue on around the corner, and you can hear the cleaning robot as you stand
besides the door on the left. But alas, there is no door switch. Look up at the
ceiling, and notice the open vent cover. Go to the door, and press the Triangle
button to make the Cleaning robot drop down out of the vent. Now go get Data
Chip #16. That's Game, Set, and Match. Now head back to the Security Control
Room.

Head back down the hall, and around the corner to the left, and enter the door
on the left, and go back thru the office and out the door. Go right and out the
door at the end. Go forward a little ways, to get a C/P, the head down the hall
to the right, and up the stairs. Kill all the guards in this hallway, and exit
the door on the right, to be back at your Starting Point, and get a C/P.

Head out the other door, and go around the corner to the right. Enter the door
on the left, and go right thru the small lounge, and out the door at the end.
C/P, then enter the Security Control, and take out the two guards. Head to the
terminal, and load your data chips.

A file in your information Menu will say that the Cleaning Robots routes have
been changed to pattern B. This should allow you into those locked doors that
you came across. A cutscene shows two cleaning robots unlocking a door, and
entering. Your objectives say to head to the President's Office, so check your
map.

Exit out the door on your right as you face the terminal. C/P, then enter the
small lounge. Go left out the door past the green plant. Go right, then left
down the hall. Thru your Starting Point, C/P, then out the other door. At the
end, go left into the lowered conference room, and out the door on the right.
Go left to the end and kill some guards, then enter the brown door. C/P then
thru the next brown door. Turn left to the now unlocked door, to be at the
President's Office.

Enter the small hall, C/P then hide beside the door to keep it open and clear a
mission. Four guards will start to appear in the room, one in each corner. Take
them out, then head to the dive-capable terminal and dive in.

CYBER SPACE

Take out the security file on the other side of the desk with punches. A
tutorial will tell you about the people you see in Cy-D. They're Avatars that
you can use the Tap Skill on, to eavesdrop on their chats. Killing them won't
make you fail the mission-they do sometimes get in the way of a good security
file fight. Head out the green door ahead to the right, and thru the next door,
and download the yellow file which tells you about Cy-D, which stands for Cyber
District.

Sidebar Bigtime:  Okay, recently I had someone e-mail me because they couldn't
get over the low wall no matter how they tried to jump it. So I'm going into
extensive detail about getting over this wall. The wall is only about twice
Aska's height. What you do after you download the yellow file, is stand with
your back against the opposite wall, and run two or three steps towards the
wall you want to get over, and press jump. The harder you press jump, the
higher Aska will jump. She will leave the ground, do a somersault in the air to
land on top of the wall, and slide off onto the floor on the other side. This
is a very simple and easy jump for Aska. If anyone else has a problem with
making this jump over the wall, then I think that your problem is probably in
your copy of the game or in something that you are doing. To be honest, you can
even run down the hall at an angle and still be able to jump over the wall.

After you get over the wall, run forward a little ways, because when you land,
you'll have your back to a door, that will open if you are close to it, and a
round security file will attack you from behind, before you have a chance to
get your bearings.

Turn around behind you to the door.  Run in the door and quickly jab(circle)
the round security file into pieces.  If you charge into the round security
files and issue a continuous supply of jabs to them, they won't have a chance
attack you. Use your Break Skill to destroy the wall, and go in and download
the Highjump Skill. Exit back out the door and stop.

 Highjump Info: If you just use the highjump skill by itself, all you'll do, is
jump straight up, and come straight back down. Here's how to use your Highjump
to reach places above. Hold R1, then press Square, and X. Now start running in
the direction you want to jump. Release R1, and you will move forward and
upward at the same time. And if your aim is any good, you'll land where you
were trying to.  Air bound Steering is available with the Left Analog Stick and
a nominal fee.

Look up to see the high balcony that had a locked door in the real world. Now
run forward about halfway down the hall. Look up at the end to see the ledge
that you pulled up to. That's your first target. Hold R1, press Square, X, run
towards the ledge, then release R1, and sail merrily onto the ledge.

Go around to the left, and beat down on the round file or use your break skill.
Use your break skill on the wall and download the file. It says that the door
lock control has been changed, and if you want more info about it, check with
the avatar who is managing authority.

Return back to the ledge that you jumped up to, and look at the small balcony.
Stand along the right wall facing the balcony, and as far back as you can. Hold
R1, press Square, X. Run forward, and near the end, release R1, to sail up onto
the Balcony. Download the file up here, to get the Modulation Skill, then enter
the door.

Drop down to the floor, and beat down on the three round files to give yourself
some breathing room. Straight across from where you first jumped down, and past
the column, are two areas protected by walls. Run to the one on the right, and
use your break skill on the wall, then go in and download the Tap Skill, and
the other file. You can read it later. Exit back out of here going straight,
and use your Break Skill on the other wall to tear it down. Enter and use your
Tap Skill-which looks like a number "4" on the avatar in the red shirt.  He
tells you that you need to use Highjump to get the file that he's hidden.

Exit back out of here, and download the three corner files. Check your time. If
it's low, then highjump to the balcony near the green door. Then out the door,
and walk to the left on the small balcony. Turn facing the other end of the
balcony, with the green door on your right. Run forward and jump over the
handrail, and back over the wall that you first jumped over.  Go thru the door
on your right, followed by the one on your left, and head to the dive point to
exit.

You've returned to the real world. Go over to the right side of the desk chair,
and dive back in. Notice how any files and skills that you got last time are
still there. Also be aware that all the security files that you destroyed
before have been replaced. Run past the security files, and go out the door to
the right and thru the next door. Turn left, and jump over the wall.

Highjump to the upper floor at the other end, then turn around and highjump to
the small balcony and thru the door. Drop down and destroy the three round
files that have been replaced. Now use your Tap Skill.  You learn that the
control file is behind a locked door that is guarded by security. It's some
place in this hall that you wouldn't normally look.

Okay, look up and see that flowery looking security file just floating around.
Move a ways away from it, and face it. Now run and do a highjump towards it.
When you get near it, start kicking and biting and scratching and clawing, and
don't stop, until you're back on the ground.

You might also get lucky, and catch it floating around over the balcony, and
when you highjump up to the balcony, you may be able to sneak up on it before
it flutters away.

When you destroy it, a control file will appear between where you used the
break skill on the walls. Run over to it, and modulate it. The modulation skill
looks like a regular number "4" starting from the bottom. This unlocks the door
that you need to get to.

Highjump back up to the balcony and door that you came in, and exit. Run left,
and jump over the balcony handrail, and you should land on the ledge that you
used to reach the small balcony. Go left around the wall, and jab the round
security file silly. Enter the now unlocked door, and download the file.

It says that security has been tightened, and high-level secret information has
been moved to another Cy-D. It also says that to obtain high-level secret
information, you must first obtain proper permission. Then you can access the
information from the server room's Terminal.

Modulate the diamond file. This will unlock a door in the real world, with a
gray and red plaque besides it. You're done in this area of Cy-D. Exit back out
the door, and go around the wall to the right. Drop down to the floor, and
prepare a highjump as you run to the other end. Release R1, and sail over the
wall. Go right out the door, then left out the next door. Run forward to the
dive-out point and exit.

REAL WORLD

C/P.  Check your objectives to see that you need to head to the Server Room
next. Exit the door, and C/P, then out the brown door. Out the door on the
right, C/P and out the last brown door. Kill the three guards on the other side
and go right. Kill two more coming from the hall on the right, then go past it
to the door on the right and enter. In the low conference room exit the other
door on the left, and take out several guards in this hall.

Turn right make another right, then down the steps.  Check your map, and you'll
see where the Server Room is. At the corner, get a C/P, then enter the door on
the right with the gray and red plaque besides it. This will bring about some
mission clearing.

Head straight across the room, to the locked door and the explanation besides
it. Press Action by the explanation plaque. It says that to unlock the door,
you must push on the servers to move them, then make a connection so that data
flows from the red output, to the blue input.

Sounds like a puzzle to me. Turn around and notice three server boxes on the
floor, and the large structure on your left, with a Blue In label, and a Red
Out label on the other side. As you push the tall server boxes across the gray
squares on the floor, blue data flow connections will appear on the floor. To
move a server box, stand facing the side that you want to push against, then
press Square, to assume the pushing stance. Keep holding down Square to move
the server. It will stop, when you release the Square button.

As you first enter the room, and are facing the red and blue signs ahead.  You
need to have one server on the first square diagonally to the left as you stand
in the doorway. The second server on the next gray square straight ahead. And
the third server on the square straight behind that one, so that they form a
straight line to the third and fourth sections of the large structure with the
red and blue signs on it. Since all three servers look exactly alike, I don't
think it matters which one goes on which square.  Afterwards the door will
open, so enter, and move to the terminal, to dive in.

It seems as though this puzzle has more than one solution. The next time that I
played this game and did this puzzle, I only had to move the first two servers
into position, and the door opened.


CYBER SPACE

C/P. Turn around and exit the door behind you, and turn right, and take out the
two oncoming round files. Then go over and download the Find Skill. Now head
into the next room, and down load the files in the corners, to tell you how to
solve this puzzle.  Start in the right corner.

How to Unlock the Maintenance Hatch:  There is a file in Cy-D, that can unlock
the hall's maintenance hatch. If you need to escape in a hurry, access the
Control File which will unlock the maintenance hatch and allow you to quickly
move from the 50th floor's maintenance hatch to the hall. Since the elevator in
the hall is connected to the roof, you can be rescued from there.

Files will pop up in rows of three. You have to download the real files in the
correct order. Some of the files in this room are real files, and some of them
are dummy files. If you download a dummy file, you will be attacked.  In order
to view confidential information, you must access the correct one of the three
files in a row.

Download the file in the other corner to learn, that you must download five
correct files in the correct order.

The correct file orders are:

Vital Information 1
Vital Information 2
Vital Information 3
Vital Information 4
Vital Information5

This is where the Find Skill comes into play. Walk up to each file, and use the
find skill on them to see what they are.

There will be five rows of three files coming up one row at a time. The row
closest to the door, is Row 1, and the row farthest from the door, is Row 5.
Start with row 1 and continue on up to row 5. With the door to your back and
the files in front of you, count the files in each row, 1, 2, and 3, starting
from the left.

 Row 1-download #1
Row 2-download #2
Row 3-download #3
Row 4-download #2
Row 5-download #2


After you download the fifth correct file in the correct order,  additional
info will say to dive out, and use the 50th floor elevator to escape to the
roof. So head back toward the dive-out point, and modulate the diamond file
that just popped up.

This control file just unlocked the door on the small balcony in the real
world. Now exit Cy-D.

REAL WORLD

 In a cutscene, as you exit Cy-D, Wilson's guards are there to capture you.
Wilson wants you because you possess the Margiana Gene. He suggests that you
give up and come along quietly. You reply by slashing his guards.

C/P, and check your objectives. You need to head to the hall via the
maintenance hatch. Exit the room, and head across the server room running past
the guards, and out the door and hook a sharp Uuey to the left.  Head up the
stairs, to the 50th floor. Check your map, to see where the maintenance hatch
is.

C/P, then stop, and wait for the onscreen indicator to show enemies ahead to
the left and right. They have grenade launchers. When they appear, toss a flash
grenade forward. Then run out and slash the one on the right first, then go
down and take out the one on the left, who should just be starting to stand
back up.  Stand to the right side of the door on the left, and toss a hand
grenade at the three guards to the left, then quickly move away from the door.
Enter and kill anyone still alive then exit the door on the right.

Run down the hall on the left, and take out the guard here. Come back out to
the long hall and turn left, and hold down Circle, to block the other guard's
bullets, as you move forward. Then slash him also. Go to the end, and enter the
brown door. C/P then enter the next brown door. Hop over the wall in front of
you, and move to the left, and standing near the corner, aim the camera at the
top of the handrail on the small balcony above, and pull up and onto the
balcony. You may have to adjust where put place the camera icon.

Highlight your Bio-charges that you've been saving up, enter the door, and a
cutscene will show several guards entering below. Hop the handrail, and run
straight ahead to the center column and press the switch. This is where the
elevator will be when it arrives. The counter tells you how long you have to
stay alive before the elevator arrives.  So stay near the switch until it comes
down, and in the mean time, evade and kill to your hearts content. To decrease
wear and tear on your bio-charges, use your blade block to absorb some of the
damage.

In the two washrooms, which are past the column, are pickups. One of which is a
BIO-CHARGE, but if you go in there, you'll be in the middle of where the source
of the continually replenishing guards is. So if your supply of Bio-charges can
handle it, DON'T GO THERE.  Up on the balcony at the far ends, are grenade
pickups, but you'll be a easy pickins as you try to get to them.

When it finally gets here, quickly get on, and a cutscene will show you
arriving on the roof, and walking into an ambush. But wouldn't you know it,
Coffy comes and saves your stubborn butt again.  As you travel aboard the CY
Girls aircraft, Coffy tries again for the umpteenth time to get you off your
personal vendetta kick, and become a team player. Rots of Ruck on that
happening. This clears this stage.


STAGE 3
MARSHALL ISLANDS PLANT 2

Okay, your first task, is to find a disk for transporting the data. Walk
forward, and enter the third door on your left. C/P, then enter the next door
and get some hand grenades to the left.  Exit back out, C/P, then out the next
door, and to the left. In the next hall, C/P, then out the next door. There are
stairs to your right, and a door to your left. Enter the door on your left, and
go to the left side of the door on your right.  There is a guard halfway down
to the right of this long hallway.

Open the door, and hold Circle as you approach him. Your Katana deflects his
bullets.  When you get to him, slice and dice then return and enter the side
door that you passed on your right. C/P in the hall, and enter the next door.
There is a lab-coat in front of a dive terminal in this room. Coffy tells you
to get the disk before you dive, but at least you know where the terminal is.
Check your map, to see what the room looks like, so you'll know where to come
back to.

Climb up beside the terminal, and hop the handrail. Go left, and out the door.
C/P, and out the other door. You are now above the long hallway, and there is a
guard on one of the platforms on your right. Use your Katana to break the
glass, then quickly hide against the side of the door out of sight of the
guard. Use a Kunai to paralyze the guard, then finish him off with shuriken.
Your purpose is to keep him from dropping down below.  Cross the platforms, and
head up the stairs. Cross the catwalk, and down the other stairs.

Enter the door, to be in a room with four boxes and a C/P. Enter the next door
to be upstairs above the room with the Yellow Escape Pod. There are two guards
down in this room. One you can see over by the steps leading up to the escape
pod, and the other one, is up under the steps on the right. Throw a couple of
shuriken into the one you can see. If he runs and hides under the steps, then
so much the better. Run down the steps on the right, and at the bottom, run
under the steps and fatal blow anything that moves.

At the bottom of the steps that you just came down, on the table, is the disk
that you're looking for. Go over and acquire it. Hop up on top of the machine
to your left, and get the HF Pack. Now you need to head back to the dive
terminal.

Head back up the steps, and out the door into the four box room, and C/P. Out
the next door, get the hand grenades, and drop down to the long hallway.
Enter the side door on your right, and go right. C/P, then out the next door.
Head over to the dive terminal, and dive in.

CYBER SPACE

Okay you looking for the genetic information.  That's the Disk Control file
behind you. Use your Find Skill to read about it. You need to find the genetic
file information in Cy-D, and bring it here to be uploaded, and copied to the
disk that you found. Slap the flowery security files that come to annoy you,
then exit out the door.

Use Tap Skill on the two avatars by the door, to learn that you should download
the genetic information file, then upload it to the control file. It's the
Sequencing data for a new clone. Return back thru the door, and into the dive-
out room. Highjump up to the balcony.

Enter the door behind the cage on the other side of the balcony. Run around the
catwalk to it and enter. Enter the next door, and use your tap skill on the
avatar, to find out that if you don't enter the unlocked door within the time
limit, it automatically relocks. Modulate the door lock orange diamond control
file to blue, to unlock the door straight ahead.  Head forward, and use the
Break Skill to tear down two walls, then download the Vital Margiana Genetic
Info. Now head back to the dive-out room.

Head past the blue diamond, and thru two doors and drop down on the right.  Run
to the control file, hold R1, and press Triangle, to see the finger pattern for
the Genetic Info. Then enter it. You can read the file back in the real world,
but for now, dive out.

REAL WORLD

C/P, and read the file. The file that you just copied to disk, is a urgent
request for a change in research and production lines. Hookshot up to the
balcony above, and slash the brown boxes in the corner to get a pickup. Then
head out the door by the cage thing. C/P in the hall, then head into the Steps
hallway, and give several guards fatal blows. Get the hand grenades then exit
the other door. The wide door on the right, is locked, and requires ID, and you
get an add-on to your missions.

Head back thru the steps hallway, C/P, and back into the dive terminal room.
Stop before you get to the cage thing and look to the right to see a pickup at
the end of the catwalk on the other side. Hookshot the cage that it's sitting
on and pull Aska over to it. Get a Flash Grenade then hop the handrail and head
to the door, and go out. C/P, then go left thru the next door, and pass above
the long hallway, and enter the door ahead. C/P in the hall and enter the door
on the left.

Drop down to the floor, get the flash grenades, then use the dive terminal.

CYBER SPACE

Above, behind and to the right, is a upload file to transfer the info that you
find onto disc. Destroy the four flowery files to make the avatars stop being
scared, and chat again. Use the Tap Skill to check out what they are saying.


If you don't for some reason already have the Tap Skill, then enter the door
near the control file, and out the next one on the right. Beat up the four
flower files, and break the wall. Head forward, and download the Tap Skill. If
you do have it in your Skills Menu then disregard the above.

If you do already have the Tap Skill, then highjump up to the door that isn't
near the control file, and go in. Then enter the door on the right. Break the
wall, then drop down and destroy all the flying bugs, so the avatars will talk.
High jump up to one end of the hall, then run up the steps and cross the
platform and stop by the red-skirted avatar. Use Tap Skill to listen to her.
She says, that if you don't use Break Skill to destroy all the files that
appear within the time limit, you can't get the info you seek. They will appear
at each end of the long hallway, on the first and second floor.

Head to one end and down the steps, and use Break on the green diamond file
there. Then step off the end to the floor below, turn around and break another
file. Turn around and run towards the other end. Start pressing the button for
the highjump. And a little past halfway down the hall, release R1 to sail up to
the other end, and break the file there. Turn around and step off the edge,
turn back around and break the fourth file. If a file appears in the middle of
the hall, you've succeeded. Go and download the Vital Margiana Genetic Info
file.

Now you need to highjump back up to the middle section. One side of the upper
middle section is blocked. And the other side with the avatar standing on it is
accessible. That's the side that you want to jump up to. When you get up there,
go right thru two doors, and drop down. Highjump up to where the upload control
file is, and hold R1 and press Triangle for the finger pattern to upload the
file, then use it. It says that a Woman in Yunnan Province, China is reported
to be a Carrier of the Margiana Gene. Now drop down and exit Cy-D.

REAL WORLD

C/P, then hookshot to reach the second floor catwalk,  and exit the door that
is NOT above the dive terminal. Go right. C/P, then out the door on the left.
Run in and hide behind the first row of boxes. There are several guards behind
the other boxes. One of them is throwing flash grenades at you, which does
little more than kick up a lotta dust. Toss them a real grenade, and if there's
anyone still standing, waste 'em. Get the flash grenade pickup off the box in
the middle, and continue on. Thru the glass on the left, you can see the escape
pod room.

Exit the door ahead, and head down the stairs. C/P at the bottom, then enter
the door. You're in a hall that goes around to the left, and has rooms on the
left. The first room on the left operates clone-testing equipment. There is a
dive terminal in here also. So dive in.

CYBER SPACE

C/P, then notice the Disk Control upload file behind you. Exit the door and
beat up the flowery files that you see, and break three walls ahead, and one to
the left, to download the Genetic Info file. Head back towards the dive-out
room and bypass it and enter the door ahead.

Go up the stairs, then thru the door at the top. Then enter the door on the
right, kill another flower, and download the Dash Skill which allows you to
move much faster than normal.  As you can see the finger pattern for the Dash
Skill, goes in the opposite direction of the Highjump Skill.

Return to the control file in the dive-out room, and check your Skills Menu for
the finger pattern for the Genetic Info file you just got, then upload it.  Now
dive out.

REAL WORLD

There is one more place in Cy-D to get Genetic Info, but you need a Level 2 ID
card to get to it. Check your map to see that the card is in the 2nd basement.
It's the wide door past the steps hallway where they wouldn't let you in
before.  You are currently in the third basement.  Exit back out of this room,
and go left. The third door on the left, has a machine for medicine production,
and a BIO-CHARGE.

Exit back into the hall, and go left around the corner, and thru a C/P hall,
and out the next door. Go left down the next hall, and bypass the three doors
on the left. Exit the door at the end of the hall, C/P, then out the other
door.  Check your compass as you look up the steps on the right. There are
several red dots in the alcoves to the sides of the steps. Run up to the first
landing, and duck into the alcove on the left. Arm your flash grenade.

The guards will run in and out of the side alcoves further up the steps. Wait
until its safe, then flash 'em.  Then when they're laying down on the job, run
up and slash 'em. One of the first guards that you kill will cough up the Level
2 ID, when he gives up the ghost. There is no need to concern yourself with the
rest of the guards. Just turn around and run back down stairs and enter the
door ahead.

Go right, and C/P. Ahead, is the long hallway, and there is a guard about
halfway down. Hide beside the door to keep it open, and toss him a real
grenade. If he's too far away to accept the grenade, then toss him a shuriken
or kunai. Unhook yourself, and head down the hall, and halfway down, turn
around, and look up. Hookshot up to the catwalk in the middle.  There are doors
to your left and right.

Go left, C/P, then in the door on your right. Hop the handrail on your right,
and go left, and enter the door ahead. C/P, then hide beside the next door.
Ahead is the Steps Hallway, and there are a bunch of guards. Toss them a flash
grenade, then run in and do some slicing. Get the BIO-CHARGE on the right. Then
exit the door ahead.  Approach the wide door on the right, and it will open.

Hold the Circle button, as you move forward into the room, to block the
soldier's bullets, then when you get close enough, use fatal blow to take them
out. Head over to the elevator, and press Square to ride it. You're back in the
Rejects Room, but luckily Coffy tells you to bypass it and continue on. So
breathe a big sigh of relief, as you tiptoe out the other door. Go right, C/P
and hide to the left of the other door.

There are two guys in white coats at the other end of the next hall, with
flamethrowers. There are also three bridges, and each one has a guard on it.
Target one of the flamethrower guys, and toss a shuriken into him. When one of
them starts to head towards you, wait until he gets just past the nearest
bridge, then toss him a hand grenade, and let the door close until it explodes.
If all goes well, the splash damage will take out the guard on the first bridge
as well. When the second flamethrower heads to your end, rinse and repeat.

If you managed to kill the guard on the first bridge, move forward, and
hookshot up to it, then either kill the guard, or just crouch down. Toss
shuriken into the 2nd and 3rd bridge guards until they die also.

Get the HF Energy Pack off the first bridge, BIO-CHARGE off the second bridge,
and hand grenade off the third bridge. At the end, go right, even though both
doors lead to the same place. There is a tank at the end of the hall.  There is
another one up the stairs to the left, so use your blade to block their shots,
then dust them. Get the flash grenades.

Exit the door, and run to the right as you block the guard's shots, and kill
him. Below you, is another flamethrower guy and soldier.  There is a second
flammer and guard combo down below at the other end of this room. Stand near
the opening in the handrail, run, and jump across to the catwalk on the other
side. Keep jumping back and forth from side to side, from one catwalk to the
next, until you reach the end. Toss a flash grenade down below, to freeze the
flamer and soldier, then run into the door at this end of the room, and go past
the boxes, and to the right for a C/P.

Enter the manager's room, and use the dive terminal.

CYBER SPACE

C/P, notice the upload file to your right, and go out the door ahead. Follow
the hall around to the left, and enter the next door to C/P.  Modulate the
orange diamond file on the right, to open a timed doors ahead. Run forward, and
set up your high jump, then just before the barrier, release R1, to sail over
the pit and land on the other side.

Go right out the door, and down the stairs. Go left, and break the wall, and
back up some more stairs. Enter the door, and modulate the orange diamond, to
open another timed door to the Rejects Room. Prepare a black hole, jump the
barrier and release it.  Break two walls, and go left out the door, then left
and into the Rejects Room, and download the last Genetic Info file.

If the door closes before you get to it, just go back and modulate the last
orange diamond again, then break the three walls again, and enter the two
doors, and you should make it easily.

Exit back out of the rejects room, and go right thru two doors. Hop the barrier
before the green control file, and exit the right door. Turn left and run past
the barriers, and left up the steps, then left thru the door. Then go right and
highjump past the pit, and at the other green diamond go out the door.
Straight, then right on around and out the other door.

Go over to the upload file, and hold R1, then press Triangle, and follow the
onscreen finger pattern for this last Genetic Info file, then upload the file
to your disk. You've just cleared and added some missions, so dive out.

REAL WORLD

C/P. Coffy tells you to return to your start point and escape. Exit out of one
of the doors behind you, and get the Level 3 ID off the floor.  Move forward
thru the door ahead, and press the switch on the right. You get a C/P, and the
long hall is ahead. Run thru it, and exit the door at the other end.  Go left
out the next door, passing the alcove stairs, and thru the door on the right.
C/P hall, then out the next door. Go down to the end of this hall to end the
stage.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

STAGE 4
SPANISH PARTY HALL

Your task here is to find Puri-who is your contact, and turn the Genetic Info
Disk over to him. He will run away, if you cause a disturbance. A lot of the
party guards are really FGC agents who are heavily armed. If you attack a
guard, it will cause a disturbance. You are not to let yourself be seen by the
party guests or guards.

You also get a shiny new toy to play with-the Ninja Cloak. It makes you
invisible while standing still and walking. There'll be none of that silly
flirting business this time around. To use the Ninja Cloak, highlight it in
your sub-weapons and it will turn on and stay active as long as it is
highlighted.  You can walk and remain invisible, but if you run, jump, slash,
or dance, you will definitely be noticed. When a guard is headed towards you on
a walkway, move to the wall, and either stop or keep walking against the wall,
and he should just pass on by.

As soon as you gain control of Aska, go to your sub-weapons menu and highlight
the cloak quickly, because the guards will start to walk thru the garden
area(aka the shiny floor area to Ice). Keep an eye on your compass readout to
see who is around you, and the Enemy Info picture window to the left of it. If
you are detected somewhere, leave quickly. You'll create a disturbance if
you're detected too often, and you'll no longer be able to meet your contact.

Check your map, to get the lay of the land. Walk forward into the bushes, and
get the Shinsaku which can propel you 30 meters in an instant. Walk over to the
bushes on the other side of the garden, and get the Ha-ze which will create a
shock wave, using the bodies energy.

Head back across the Garden, and out the doorway on the left, to the door on
the left. The name of this, and the other two rooms ahead will appear onscreen
when you get to their doors. This also applies to other important rooms in this
mansion also. The first door on your left is locked, and is the Daffodil Room.
The second door is the Lily Room. And the third door is the Sunflower Room.

 Enter the Lily room, by pressing Square at the door, and get the grenades. In
the Sunflower Room, is nothing but that tall candelabra. Exit, and head across
the garden going thru the bushes, and out the opening on the left. Proceed
forward
into a short hallway, and enter the Right Entrance C/P hall, then open the
other door, and stand in the doorway to see what's ahead. That's the Main
Entrance and there are guards and party guests out here.

Slowly walk past the door guard, and into the door ahead. This is the Left
Entrance C/P hall. Open the next door and go into the door on the left, and get
the grenades off the table on the right, while keeping your distance from the
guard. Exit back out into the hall and go left, enter the next door on the
left, which is the washroom. Get the hand grenade off the oversize facebowl and
leave.

Enter the door across from you, to be in the Casino. Move inside the middle
area, and go left and get the BIO-CHARGE. Go to the middle of the four roulette
tables, and get the Daffodil Key off the floor. Then exit back out the door
that you came in, and go left.

Out the door ahead, and thru the Left Entrance C/P hall, then across the Main
Entrance, go straight, and thru the Right Entrance C/P hall. Out the other
door, to be at the perimeter of the Garden.  Head on over to the left door on
the other side of the garden. When no guard is nearby, highlight the Daffodil
Key, and press Triangle to unlock the door.  Then quickly press Square to open
the door, and run in and let the door close behind you.

Head over to the bed, and get the memo. It's from your contact Mr. Puri. He's
leaving you a Bell, and says if you want to meet him in person, search this
room carefully.  You need to find clues about your contact, so turn around
behind you, and go to the dresser and press Square to show a short cutscene of
the top opening up and Aska hopping thru to the hidden room.  Head over to the
terminal, and dive in.

CYBER SPACE

C/P then turn around and hop out the secret door, and download the file. It's a
memo from Puri who says he's going to test you. His next message is guarded by
a security file, and all you have to do to read it, is knock out the security.
Head out the door and go left. Disregard the yellow files that you see around
the perimeter for the time being. Enter the third door ahead, and download the
Search Skill. Go back to the middle door, enter and use your search skill and
download Memo from Puri 5 which says all of the banquet rooms in this party
hall are named after flowers.

Go to the middle of the Garden, and take a stick to the snakes, download the
Memo from Puri 4 which says that you need to use the Search Skill to find the
hidden files. So use Search and another file will appear pertaining to FGC
ending their investment in the Space Development Project.

Head out the other side, and enter the door ahead. Then thru the Main Entrance,
and you'll see Big Red, the security file that Puri was talking about, scamper
off to the left, so go smack him silly. And download the Memo from Puri 7 file
that appears nearby.   It says that The Beautiful Rose Bears Thorns, which is a
clue to what room he is in. It says ring the Glass Bell at the entrance, and
he'll come out and greet you.

Head back thru the main entrance, and download the Find Skill then go into the
door on the left, and download  Memo from Puri 3. If perchance you don't see
it, use your Search Skill. It tells of a super fast security program that you
can't defeat in the usual way. You'll have to try something different. It says,
that you'll have to use your head. This clue seems to pertain to a room off the
perimeter of the Garden, that has stairs leading up. I'll go into more detail,
when I enter Cy-D the second time, to deal with this problem.

Go back thru the main entrance, and thru the next room, and stop in the outer
perimeter. Go to the left corner, and start downloading yellow files in a
counter-clockwise direction. You should get DOWNY MYRTLE, LARKSPUR, DAFFODIL,
SUNFLOWER,  LILY, WILD PINK, MOTH ORCHID, and lastly, PERIWINKLE, which you
should read.  The room behind where you just got Periwinkle is where Memo from
Puri 3 pertains too. But, I'll rag on about the problems that I had in this
room, when I return to Cy-D the second time. For now,  return to the left room,
and hop thru the window, and dive out and C/P.

His clues says he's in a room named after a flower. If you'll check the files
that you downloaded around the perimeter of the Garden, you'll find that
Periwinkle is a rose, so you should find Mr. Puri in the Periwinkle Room.


REAL WORLD

Turn around and press Square to exit thru the secret door, and put your Ninja
Cloak back on. Exit the door on your right and go right. Go around the corner
to the left, and sneak past the guard in front of the door on the right. And I
want to thank killjenn over at IGN games forum for hipping me to the fact that
you actually could sneak past the guards standing in front of the doors. I had
tried that earlier, on a previous guarded door, but forgot to press Square to
actually open the door-silly me, and I was doing so good up to that point too.

 So I threw that idea out of my mind. I read back thru Ice's Party Hall
Mission, to see where the various rooms were.  Then  I went around and noticed
that every door that Ice had used to get upstairs, now had guards in front of
them.  So I figured that I'd better get a little help. That's where good 'ol
killjenn saved the day.

So to continue on, when you accidentally bump the guard, and he starts to
notice you, quickly run into the room, and let the door close, so he'll think
it was just his imagination. Turn left, and get the hand grenades from under
the steps. Now run up the steps, and head around to the left for a C/P. Open
and walk into the door. As you approach the rooms on the right, their names
will appear onscreen. The first room, is the Larkspur Room.

Enter, and get the HF Energy Pack and BIO-CHARGE in the corners, then exit back
out and go right. The next room, is the Periwinkle Room. Highlight the Glass
Bell, and walk to the door and press Triangle.  Then press Square to open the
door.  Brother Puri ain't here, but another one of his damn memos is. Go over
to it and press Square to read it. It says that he is still busy, and that he's
left more messages in Cy-D. He also left you a bomb, but no clue as to where to
use it. Thanks a lot guy!!

As you finish reading the memo, the door opens behind you, and a guard enters.
You toss butterfingers the bomb.  Coffy tells your that it's time to quit
playing kingsneaky, and find Puri. So let the games begin. Head back out the
room, and get the Microwave Grenades off the handrail. Look over the handrail,
and notice the guard running around below. When he goes into the room
underneath you, hop the handrail, C/P and go left.

The sliding doors on the left is where he ran into, and that's the kitchen. The
door on the right, is the Party Hall, so enter there and C/P. Head up the steps
behind the piano, and get the BIO-CHARGE, and other pickup. On the middle table
in the middle of the room is a food containers with a hand grenade pickup.
Head to the door, put your cloak back on and open it, then kill the guard. Get
the hand grenades that he drops.  Your cover is blown, which means that the
guards can see you well enough to shoot you even while wearing your Ninja
Cloak, so you might as will take it off. So all bets are off.

Run in thru the sliding doors using your katana to block the bullets, and kill
the guards in here, then get the BIO-CHARGE that is to the right of where you
entered. Turn around behind you and jump up onto the shelves with the orange
and yellow bottles to get a Kyuso which is thrown and explodes 30 seconds after
starting to move.  Slash the box on the conveyor belt, for another BIO-CHARGE.

Blocking with your katana, enter the Pantry, and run over to the far left
corner, and kill the guard.  Slash the wooden box on this conveyor belt, to get
some grenades.  There are two large orange containers on top of two of the
shelves. Jump up there, and slash them to get a BIO-CHARGE and hand grenades.
Exit out the other sliding doors.  Go out the door to the right, thru a C/P
hall, and stand in front of the other door.

The next room, is the low wall room, and those silly people are back dancing
around the flying bullets. Highlight your hook, and stand in the open door.
First one of the civilians will run past the door, then the guard will come and
stand in front of the door. Press Triangle, to drag him to you, then slice him.
There is another guard on top of the low wall, so run in and hook him on down
to size, then slice and dice.

Head down to the end, and hide against the end of the wall. Toss a flash
grenade to the guards when the civilians are on your end, then run down and
disturb their slumber. Get the HF Energy Pack off the top of the low wall. Then
exit the other door. Stand by the door on the left in the statue room.  The
next room is the casino, there is a guard straight ahead, and one to the right.
Block with your katana, and run straight ahead and take that one out first,
then block some more and get the one on the side. Then get the pickup in the
corner.

C/P, then stand in the other doorway, and hook the guard that runs up and slice
him.  Open the door again, and to the right, is a barrier, so hold Circle, and
go left, and stop in the middle of the three guards, and then release and press
circle again, to issue them Ninja Blows. There are shooters up above you, so
just enter the door to the right.

Cross the room, and exit the door on the other side. Go right, and you are on
the other side of the barrier. Get the Pickup off the bench, then return to the
room. Take a break, to let your guard build back up. Exit out the other door,
and go thru the door on the right.  Go forward, and get a C/P, then go back out
into the hall where you were being shot at from above, and to the right of the
fan, hookshot up to the balcony, and take out the two shooters.  There are
several rooms up here. To the left, is the Downy Myrtle Room which has nothing
for the moment. Next is the Wild Pink Room which is also empty.

Enter the next door to the right, and go right. In the Shelf Room, get a C/P,
then out the next door. In this second floor kitchen, get the grenades off the
stove at the end. Exit the side door and go left. There is nothing happening in
the computer room, so enter the washroom to the right, and get the HF Energy
Pack. Return to the kitchen and go left. Thru the Shelf Room, C/P, then in the
laundry room, near the sinks, jump up onto the gray cylinders and get the hand
grenades on top. Exit the laundry room, and go left, and get the HF Energy Pack
off the handrail. Now look down below, and check where the fans are, then jump
down away from the fans. You're now back where you started.

Open the next door to the Left C/P Entrance hall, then stand in front of the
door at the end. Ahead is the Main Entrance with respawning guards, and those
crazy civilians getting in the way again. Since you can't get into the door to
the right in the main entrance, there is no sense fighting the guards out here.
So open the door, and run straight across, and enter the door ahead. Go thru
the Right C/P hall, and exit back to the perimeter of the Garden. There are
respawning guards in the Garden area, so run thru the bushes to the left, and
enter the Daffodil Room(left door) on the other side.

Go thru the secret door, and dive in to Cy-D

CYBER SPACE

Okay, the last time I was here, I tried to do everything in one shot.
Apparently, the game wasn't having it. At the end of getting all the files, I
tried to enter the room on the right, and solve that problem also. But all I
found, was two round files, that keep going up and down the steps. And each
time that I destroyed two of them, two more would materialize upstairs, and
nothing would be accomplished. So, after spending way too much time repeatedly
destroying them, enough was enough, and I got my hat and left.

Well, I'm back, and let's see what happens this time. Exit the dive-out room,
and go right out the door, then right again, and left at the corner. Enter the
door on the right, and will you looka there. It's Big Red. I betcha
something'll happen this time.  He skeedaddles on up the steps, with Aska in
hot pursuit. Up here, he has two of those round files running interference.
Disregard them, and go kick his ass. Afterwards, the missing link, the final
piece of the puzzle appears. Go and download Memo from Puri 8.

It says that he is thru with his task. The Flower Blooming by the King is a
clue to the room he's in. You're suppose to ring the Glass Bell at the
entrance, and he'll come out. Yeah, Right, I've heard that one before. Oh well,
what the hell, I've wasted all this time, so let's give it a shot.

Don't bother with the two round files, as they will keep respawning forever.
Hop the rail, to drop back down to the first floor, and exit. Go left, turn at
the corner, and enter the first door on the left. Jump thru the secret door,
and dive-out.

REAL WORLD

C/P, then check the flower files that you downloaded the first time in Cy-D.
If you read about the Downy Myrtle flower, it says that it was popular among
ancient royalty, who often planted it in their gardens. Sounds like we got a
winner. Okay, scan back up the walkthru, and notice that we've passed by the
Downy Myrtle room,  just recently, and put it on the map. It was upstairs, when
we went to take out those two shooters by the fans.

Exit thru the secret door, and go out the door on the right. It's mainly a
waste of health, to take the time to fight the various guard between you and
your contact. And if you reach a checkpoint just before being killed, lack of
health will no longer be an issue. So just run like a bat out of hell.

Head across the garden to the little hallway on the left, and go out the door.
Thru the Right C/P Entrance hall, across the Main Entrance straight ahead, and
thru the door. Cross the Left C/P Entrance hall, stop, and highlight your hook.
Open the door, and hookshot up to the right of the fan.

C/P, then go around the corner to the left, and stand in front of the middle
door. Highlight the Glass Bell, and  press Triangle. Then press Square to open
the door. You finally meet your contact. Brother Puri, will try to get his mack
on. Aska replies with death threats, and the exchange is made. Only thing left
to do now is escape to the roof.

Go forward and to the right, to the handrail, and drop down, making sure that
you are nowhere near the spinning fans. In other words, look before you leap.
Enter the door on your right, and find that it is blocked by lasers. So return
thru the door, and enter the door on the left. Guess who you're gonna meet?
Why its good buddy Ice, and the claws come out. You're told by HQ, that you're
both on the same side, so you each take out a couple of guards, and pass like
two lovely ships in the night.

When you regain control, highlight your hook, then exit the door behind you,
and again exit the door on the right. Hey, whatta ya know, Ice took the laser
barrier down, you go girl.  Exit the door ahead, run straight across the main
entrance, and out the other door. Thru the Right C/P Entrance hall and out the
door to the short hall before the Garden area. You'll see a orange line leading
to the where you need to make your hookshot in the garden. Follow it, and
hookshot up to the roof.

You report in, that you crossed paths with Ice, and gave the data to the
contact. Before anybody can even say thank you, Aska is long gone. Her assassin
buddy Benigumbo appears where she was, and says let things continue the way
they are going, and kill her later. That clears this stage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

STAGE 5
PERUVIAN RUINS

IMPORTANT: Whenever you are going to jump across a large pit, and its dark, USE
YOUR NIGHT VISION GOGGLES. Also use them in some of the very dark places that
Aska has to go thru.

The Cy Girls are still dogging Aska heels. They send her a partial map of the
ruins that Ice got for them. Your mission for now, is to get a sample of the
Margiana Gene. There are plenty of FGC guards and booby traps ahead. Too bad
all those bio-charges that you collected on the last mission didn't carry over.
But you do have Night Vision Goggles.

Head left, passing the Ancient Text for which you'll need to find your Secret
Decoder Ring to make any sense out of, and slash the box to get a HF Energy
Pack for your Katana. Walk to the terminal on the left, then move slowly to the
right, going past the screen with the circles on it. The statue to the right of
the table will fall, so don't be in front of it when it does.

Coffy says that the globe on top of the rectangular block of stone looks like
it could be moved. Bypass it for now, and run over to the box with the glowing
object inside and slash it open, to get a few hand grenades. The game informs
you that there is another Ancient Text behind you. Approach the other ruin
exploration terminal,  from the right, to make the statue to the left fall
down. This is a dive-capable terminal but step on down the stairs first. Run to
the right and slice the guard. There is another Ancient Text nearby and a box
to the right of it to slash. Oh look, a present, it's my handy dandy decoder
ring.

Highlight the decoder in Subweapons, and press Triangle while facing the
Ancient Text. You get Ancient Text F. Now head back up the steps and use the
decoder on the other two Texts. C/P then head to the left to get Ancient Text
B. On the right get Ancient Text A. Now let's get wet.

CYBER SPACE

C/P, then turn left, and go download all the seven yellow files. They are all
reports from Dr. Z showing the name of the globes and their correct locations
in the real world. The purple files that you find in Cy-D are the codebreaker
files that you'll use to upload and decode any Ancient Text that you find. Go
to it, hold R1 and press Triangle, then press the finger pattern that appears
onscreen for each of the Ancient Texts that you found.  All files that you
upload to the codebreaker start on the Triangle Button.  You can read
everything when you return to the Real World. Turn around behind you and go
dive out.

REAL WORLD

C/P and catch up on your reading. First check your information menu, then your
missions' objectives. Following, I will give a brief run down of what all the
stuff that you downloaded says.

Dr. Z's Report on Ancient Ruins 1

The results of the Ruins research is in Cy-D. The five globe pedestal statues
have names and can be moved when pushed. The center one is called Pedestal of
the Sun, and changes when the others move.

Do I smell a puzzle? I must admit, that so far, Aska's puzzle have been
relatively simple, compared to the one's that Ice had to figure out. Please
don't be letting me put my foot in my mouth.

Report AR 2
This is the Statue of Mercury

Report AR 3
This is the Statue of Venus

Report AR 4
This is Statue of Earth

Report AR 5
This is Pedestal of the Sun.  You need to figure out a way to open it. There is
a connection between it and the other statues.

Report AR 6
This is the Statue of Mars

Report AR 7
This is the Statue of Jupiter

Now going further down the Information Menu we have:

Decoded Text A says:
The Holy Positions are
Mercury: 5
Venus: 12
Earth: 10
Mars: 12
Jupiter: 2

Decoded Text B says:
With the protection of the Sun, show the Holy Time.

Decoded Text F says:
Follow the advice on the stone tablets, when the path is seemingly blocked. If
you can figure out their messages, the path will open.

Your mission objectives say to move the five stone figures to indicate the
"Holy Time."

Okay, the square pedestal is the Sun and is the center of a clockface. Now
picture the numbers on a clockface. With 12:00 being in the direction of the
Steps, and 6:00 being the door between the two animal statue. Move each planet
pedestal to the time indicated by the holy time. There are five circles that
surround the Sun. So counting outward from the Sun:

1 is Mercury and should be positioned at 5:00 push three times.
2 is Venus and should be positioned at 12:00 push one time.
3 is Earth and should be positioned at 10:00 push one time.
4 is Mars and should be positioned at 12:00 leave where it is.
5 is Jupiter and should be positioned at 5:00 push one time.

Just walk Aska up to each planet, and press Square, and she will move it. As
long as you remember that towards the steps is 12:00 o'clock, it's a piece of
cake.

After you solve it, the top of the Sun pedestal, will open up. But for the time
being, head down the steps, C/P and go left. Press Square, to open the door and
stop.  There's a tank on the other side of the pit. Toss a couple of hand
grenades at it to soften it up. Then run to the left, jumping the pit. Then run
forward and dust the tank with your katana.

Notice the White Eagle Statue on the wall, pick up the BIO-CHARGE, and use your
recorder, to get Ancient Text G. Keep going past the eagle, and drop down into
the next pit. Enter the other little room, and throw that switch from left to
right first. Now come back and throw the other switch from right to left, and
this will cause the door to drop from above and between the two little pit
rooms.

Hop up out of the pit, and walk on the narrow ledge, and stop before entering
the now open door. Hide against the left side of the doorway, and notice the
two soldiers ahead. One is behind the boxes. To the right, is a large pit, with
a tank on the other side. Run in to the left, and hold the Circle Button to
block their shots. Let them come to you. Then run in between them, release and
press Circle again to deal a fatal blow. Afterward, quickly run behind the
boxes for cover.  Get the grenades that are dropped.

Slice the rear boxes, to get flash grenades. Go around the backside of the
boxes. From here, the tall column, is blocking the tanks shots.  Whereas Ice
couldn't get across this pit, Aska can make it easy.  Put your goggles on, run
and jump across to the left of the column, and dust the tank. Use your
recorder, to get Ancient Text H. Enter the door, and get Ancient Text I.

Turn around and jump back across the pit, and go left. Enter the door on the
right and head back across the pit to the dive terminal.

CYBER SPACE

Highjump across the pit, and download the yellow file.  If you fall down into
the pit, know that there are two green arm swingers waiting for you.

This is Report AR 8 which says the purple file next to you, is  the codebreaker
for Ancient Texts. Stand next to the purple file, hold R1 and press Triangle
and finish the finger pattern for the Ancient Texts that you found.  Remember
that they all start on the Triangle Button.

Decoded Text G says Place a Yellow Stone in the left Wing of the Yellow Eagle,
and only one stone per eagle.

Decoded Text H says Cotton is the source of this land's prosperity. It is a
gift from the gods.

Decoded Text I says use the stone behind the wall that opens. If the wall keeps
you from it, use a tool to pull the stone towards you.

Hop down into the other pit, to find a mystery file with a question mark on it.
Use your Find Skill to determine what it is.  It says it's a Life Up device, so
download it to increase your health if you need to. Pull up out of the pit,
jump back across the other one, and dive out.

REAL WORLD

Jump back across the pit, then walk on the narrow ledge thru the doorway, and
go left. Goggle up, then
run and jump across the pit, and go in the door on the right.

To the right, is a square floor switch, which opens the wall on the left, as
long as there is pressure on the switch. Stand on the switch, and see the box
just past the raised wall. Coffy says that it's on wheels. Highlight your hook,
target the box, and drag it to you while standing on the switch. Now get off
the switch, and replace yourself with the box.

Now you can go beyond the wall. Move to the right, and head down the steps to a
C/P.  You can put on your night vision goggles now. Around the steps to Aska's
right, are guards waiting to ambush you.

Stand against the pillar part of the bottom of the steps, but not so that you
are in the opening, and toss a grenade when the guard enters the door ahead.
There are a couple of loose sections of wall that you should make fall, by
running past them real fast. One of the guards wants to pit his butter knife up
against your katana. Is this guy crazy or what?

Open the door straight ahead, and stand in it. Ahead, is a dive terminal, and
around the wall on the left are guards and a deep pit-the kind that kills. Let
your Night Vision goggles recharge before moving. Take out the two guards
walking towards you. Be sure to watch out for the pit. There is another guard.
Head into Cy-D.

CYBER SPACE

Go left and highjump across the pit. Use your Search Skill, to make Report AR
14 appear behind you. Highjump across to the switch, and use Find on the
mystery file behind the switch to determine that it is Report on AR 13. So go
ahead and download it. Stand over by the two short statues, run, and jump into
the section that is between the two sides of the pit. Download the Memo from
Dr. Z, and it says that he's sure that another room or level exits. He figures
that it may take supernatural powers to find it.

It seems to me that there should have been a purple codebreaker file at this
Cy-D location, because you're going to pick up several Ancient Text, and you'll
be past where you needed their knowledge before you reach another codebreaker.
But I didn't see one, so I'll just have to tell you what to do. Head back
across the pit, and dive out.

REAL WORLD

Walk to the door you came thru and slowly walk towards the pit. You see a shaky
wall on the other side. Coffy tells you to use your hook to bring it down. You
can do that, or you can just run and jump,  and knock it down with your body
when you land. Put your night vision goggles on before you attempt the jump. On
the right side of the pit, there are three ledges and an outcropping to bump
your head on above.

Notice that the switch starts out to the RIGHT and the wall that it controls is
in the up position.  Throw the switch, and a wall will slide most of the way
down in the next area. Go back to the right side of the pit, and notice an
opening between this side and the other. Jump to it,  go around to the right,
and use your recorder to get Ancient Text D. Also get the impact grenades. Come
back out of here, and go to the left side of the pit, and turn half-right. Run
and jump back to the dive terminal. If you are unsure about jumping at an
angle,  jump back to the left where the switch is, then  jump straight across
the pit.


EAGLE PUZZLE PREPARATION

First of all, I'm going to name the switches and doors that you'll be concerned
with.

1. The switch across the pit that raises and lowers the wall will be called the
Wall Switch.
2. The switch closest to the blades will be called the Blade Switch.
3. The switch closest to the steps will be called the Steps Switch.
4. The door nearest to the dive terminal will be called Door A.
5. The door farthest from the dive terminal will be call Door B.

Turn left,  and go in Door B, and get a C/P.  Enter the next-door, go right
towards the mystery box. Get the BIO-CHARGE.  Hop up on the lowered wall, and
don't go beyond it. Now step off, and stop. Hide against the small section of
wall to the right, and put your night vision goggles on and peek around and
locate the shooters. Whenever you come back to this area, he will pop up and
maybe bring a couple of his buddies along also. He is one of those sturdy red
guards, and it takes a lot to kill him. He'll either be up top, or down in the
pit.

There are several ways to deal with him. If you feel rambunctious, do a wall
run over to him.  You could also drop down into the pit, run towards him, and
do a hookshot on him to bring him down to you, then take him out. You could
just keep tossing shuriken(it takes about nine) at him when he reloads, until
he falls down dead. If he appears down in the pit, you could toss a hand
grenade down, but it might not reach him.  It's your call.

After that problem has been eliminated, walk over to the square hole in the
wall to make Coffy comment about it.

Drop down the pit, and move forward and get the pickup. Now hookshot up out of
here at the other end.   Head down the steps, and get the Ancient Text R and a
C/P.  Around to the left are two guards. Run between them, and give a Fatal
Blow. Acquire the IQUITOS COTTON. Get Ancient Text Q nearby. Continue to the
left, and kill the Red Guard.

Continue on around and notice the box holding up the wall with the bird carving
on it. This is the bottom part of the wall that you lowered with the Wall
Switch upstairs. Behind that wall, is the Eagle Picture Puzzle. But you need to
move the box that the wall is currently resting on. Turn around and walk
straight ahead, away from the box that the wall is resting on.

Enter the door, and stop. Ahead, are blades that swing out of the wall along
the gauntlet corridor. Look to your left, and walk to the incense burner
without going past the second part of the wall that sticks out. Coffy suggest
that you put the cotton that you just found in it. So highlight it in your
Subweapons, and press Triangle.

That green glow on the floor ahead, is a lighter, but there is a swinging blade
that you can't see, between you and it. Look to the right, and in the middle of
the part of the wall that sticks out, is dark vertical opening-that's where the
blade that you hear, but can't see, comes out. There are blades in several
places along the corridor ahead. They don't kill you, so much as knock you on
your can, and diminish your health.

Look at the glow of the lighter that shines every couple of seconds. I'm
guessing, that when the blade goes in front of it, it shines, and when the
blade isn't blocking it, it is dark. I base this on the fact that it is dark
longer than it shines, and since the blade is making a circular loop, it takes
longer to make the loop, than it does to pass in front of the lighter. So I'm
thinking, that the time run and acquire it, is when it's dark. When you pick it
up, the game will stop, until you press the Circle Button. At which time, you
should attempt to quickly move back to the door.  Okay, that trick worked for
me, so I guess I was right.

Now move back to the incense burner, and highlight the lighter, and press
Triangle to light it. Now wait awhile, for the incense to do its thing and fill
the whole corridor.  After awhile, the blades should become visible or at least
I thought they would. I went and had dinner, and when I came back, they still
weren't visible. Then I turned around and went out the door, then went back in,
and smoke filled the hall, and you could see the blades.

Okay, here's what you gotta do. First of all, be aware that the blades are
coming out of or going into the parts of the wall that protrudes. So move as
close as is safely possible, then aim yourself at the next protrusion ahead,
and when the blade passes you, run at an angle into the next protrusion to let
it stop you from going too far. Then move towards the next blade, and do the
same thing, until you get to the other end of the hall.

If you get knocked down, and when you get up, don't know which way to go, find
the blinking pickup, and head that way.

At the end, turn left, and get as close as you safely can to the corner blade.
Run past it and thru the BIO-CHARGE to the wall ahead. Go left, turn right, and
run past the last blade. There is a switch on this side of the doorway, which
I'm calling the Blade Switch. And there is a switch on the other side of the
doorway, which I'm calling the Steps Switch.

You start out with both switches to the right. Throw the Steps Switch, to close
and lock the door behind you, and open the door at the top of the stairs. Head
up to the top of the steps, and C/P. This is the path that you will use to go
between here and the Picture Puzzle room. Around to the right, is the dive
terminal room that you used last time. So enter, and turn left. You've just
come thru Door A.

Put on your goggles, and jump across the pit. Throw the Wall Switch from left
to right, to raise the wall. Jump back across the pit, and exit Door A. Go
around to the left, thru the door, and down the steps. Throw the Steps Switch
from right to left to open this door.

 Head back thru the blades. At the incense burner, go thru the door and
straight ahead, to the now opened Eagle Puzzle Room. Push the block that the
wall was resting on forward four squares so that it ends up between two raised
sections of the floor. Walk up to the block, and press Square to move the
block. If you wanna move a block just one square, press Square, to start Aska
pushing, then quickly release Square, and she'll only go one square and stop.

Turn around, and go back thru the door, to the gauntlet room. Go thru the
blades again and throw the Steps Switch from left to right to open the upper
door, and run up the steps. C/P at the top and go around to the right, and into
Door A.  Turn left, put on your goggles, and jump across the pit. Throw the
Wall Switch from right to left to lower the wall. Night Goggles, then across
the pit again. Enter Door B this time.

C/P, then thru the next door and go right, bypassing the mystery box. The wall
has been lowered all the way to the floor. So hide against the right wall, and
go as far forward as you can. Peek around the corner, to see that another red
guard has popped up over there. So it's shuriken to the rescue. After he dies
he leaves behind a microwave grenade. You'd better go get it, cause the tanks
are comming.

Go back to the mystery box, and push it once from the side to center it in this
hallway. Then get behind it and push it into the square hole in the wall.  It
will fall down into the Eagle Puzzle room.

Turn around, and head back thru the mystery box hall, and out the door at the
end. C/P, then out the other door. Night Goggles, then jump back across the
pit. Throw the Wall Switch from left to right, to raise the wall. Night Goggle
on back across the pit, and out Door A. Go around to the left, and thru the
doorway and down the steps. C/P, and throw the Steps Switch from right to left,
to open the lower door.

Head thru the blades again for the last time, and out the door at the end. Head
straight ahead, into the Eagle Picture Puzzle room.
Now you have all six pieces of the picture in the same room.

THE EAGLE PICTURE PUZZLE

First thing, notice the raised edges on the blocks. Those edges represent the
outside edges of the picture. The red picture of the eagle, is the place in the
middle of the room where you are suppose to move the blocks. The picture
consists of six blocks with the raised edges as the outside border of the
picture.

I'm going to give the walls of the room directional names.

The wall with the door that you entered thru is the South Wall.
The wall to the left as your are standing in the doorway facing into the room,
is the West Wall.
The wall straight ahead, is the North Wall.
The wall to your right, is the East Wall.

Okay, now I'm going to number the sections of the picture from left to right,
and top to bottom.
______
|1  |2|
|3  |4|
|5  |6|

Now the blocks locations when you first enter the room is:

Block 4 is the one that was under the wall and is just inside the door.
Block 3 is the next one straight ahead
Block 1 is closest to you on the left.
Block 5 is closest to you on the right.
Block 6 is in the far left corner.
Block 2 is ahead in the middle farthest from you.

You slide these blocks into the picture from the top in the following order 5,
3, 1.
You slide these blocks into the picture from the bottom in the following order
2, 4, 6.

Start by pushing the blocks that are in the way, out of the way.

Push block 6 south one square, and west one square.
Push block 1 north one square, and west one square.
Push block 3 two squares east, and two squares south.
Push block 3 two square east.

Now we have a clear path to push the blocks into the picture.

Push block 2 one square north and three squares west.
Push block 2 seven squares south and four squares east.
Push block 2 four squares north.

Push block 4 six squares north.
Push block 4 two squares east.
Push block 4 three squares north.

Push block 6 one square east.
Push block 6 six squares south.
Push block 6 four squares east.
Push block 6 two squares north.

Now for the other half of the picture.

Push block 5 four squares south.
Push block 5 four squares west.
Push block 5 three squares north.
Push block 5 four squares west.
Push block 5 six squares north.
Push block 5 one square east.
Push block 5 one square north.
Push block 5 two square east.
Push block 5 five squares south.

Push block 3 two squares west.
Push block 3 two squares north.
Push block 3 four squares west.
Push block 3 six squares north.
Push block 3 one square east.
Push block 3 one square north.
Push block 3 two squares east.
Push block 3 four squares south.

Push block 1 one square east.
Push block 1 four squares north.
Push block 1 one square east.
Push block 1 one square north.
Push block 1 two squares east.
Push block 1 three squares south.

This will cause a door to open, and you'll clear a mission. Head back out of
this room straight ahead and enter the door on the left.

C/P,  then out the other door. Get the Sun Stone off the floor. Coffy suggest
that there is some connection between the Sun Stone, and the Sun Pedestal where
you first started the stage. The terminal by the blue chair, is a dive
terminal.

CYBER SPACE

C/P, then head around the corner to the right, and use Find on the question
mark file, to discover that it will add health if you download it. There should
be no need to use it now, since you just entered Cy-D with full health.

Come back out of here, and go around to the left, and the doorway will open,
and out will come two green arm swingers. Pulverize them and just as you start
to go to the yellow file on the left, a third green arm swinger tries to sneak
up on you from the right. Split his atoms also, then go left and download the
file.

It's Report AR 12 and it says that the most vital information was hidden deep
inside a wall. The wall closes up after a delay.

Go right into the mirror room, and use your Search Skill, and download the
yellow file on the Enigma of the Margiana Gene. Go left toward the king on his
throne, then right. Modulate the orange diamond door lock file to unlock the
green door nearby. Then go thru the one on the right to be outside.  Beat up a
couple more green arm swingers that continually respawn in this outside area,
and then thru the next door on the left. Jump the gap, and enter the room on
the right, and download the Firewall Skill. This skill creates a firewall that
inflicts damage whenever it is touched. Lasts 30 seconds as used or after a
powerful attack.

Drop down thru one of the holes in the floor, and go down the hall with the
lone computer at the end, and use your Search Skill, to make a orange diamond
door lock file appear. Modulate it, to make the secret wall open. The secret
wall is near that single mirror that is straight in front of the king.

Use your Break Skill on the wall that appeared behind you. Turn half-right, and
highjump up thru the hole in the floor. Turn right, and break the wall. Jump
the hole, and go out the door. Be quick about breaking the wall to the right,
because green arm swingers will try to be quicker in their attack. Go thru the
two doors. Go forward, and around the wall to the right. Then go left, away
from the king, run straight ahead past the single mirror, and download the
three yellow files. Now modulate the orange diamond, to unlock the large door
in the Real World, so you can get out of the room where you found the Sun
Stone.

Now head to the dive-out point. Go to the single mirror, and go out the door to
the left. Go straight ahead, and dive out.

REAL WORLD

C/P. Directly behind you, is the door that you unlocked in Cy-D.  Exit the
door, and head right, into the mirror room and to the right,  for a HF Energy
Pack, and record Ancient Text P. Head out, and record Ancient Text O which is
back on the other side of the door that you just came out of. Turn left, and
head towards the king. Then right, towards the purple eagle. Get the hand
grenades on top of the two-story pillar.

You're now getting ready to head into the home stretch. Your destination is the
roof where you started. The route there is long and filled with guards and
tanks. Since you are nearing the end of the stage, you can start using those
bio-charges and HG Energy Packs, cause they won't all carry over to the next
stage.

Exit the door, C/P, then out the other door. Block and go kill the Red Guard.
Go right into the bushes for a BIO-CHARGE.  Exit the other door, and run
forward, and drop down below, and kill the tank.  Record Ancient Text N, and
get the pickup. Head around the corner, and get Ancient Text M near the
terminal. Head out the door on the side wall, and pull up on the left.

Climb up to the left, and kill the two red guards. Is it me, or do the red
guards have some kind of protection against Fatal Blows?  Enter the Heads
Puzzle Room, and get Ancient Text L. Come back out and go right. Enter the
door, and run down to the end, and take out the two guards. Look for a dark
section of the back wall. Use your Night Vision Goggles to see the design on
it.

A door will open, so enter the room, and get the pickups. Head back out the
door, and go past the holes in the floor, and out the door at the end. Hook a
Uuey to the right and hide behind the part of the wall that protrudes. Toss a
microwave if you have any. Then run and jump across the hole in the floor, and
take out the tank ahead. Then exit the door behind it for a C/P, then out the
next door. Take out another tank,  then climb the ledges on the right.  Kill
the tanks in each of the pits, or run along the wall and get the HF Energy Pack
that is flashing. At the end, get Ancient Text C.

Go thru the door, and into where the Ledge Jumping Puzzle was for Ice. Enter
the door and toss down a microwave grenade, drop down and destroy the tank.
Run to the other end, and take out another tank. Switch to your hook and pull
the guards above down to you and slash them.  Climb up and head thru the door
to the right.  Drop down and proceed forward with a blade block. Take out the
red guard at the end by the switch.

Climb up when the tank stops shooting and smoke it. Pass the white eagle, and
blade block around the wall. Fatal Blow the two guards behind the wall.
Continue on around and out the door ahead.

Continue on to the right, up the ramp, blade blocking, until you can take out
the two red guards with a fatal blow, and then the tank. Now go back down the
ramp and get your BIO-CHARGE.  You may be wanting to use one right about now.
Head forward, and out the doorway on the right. Use your hook to pull the guard
across from you down into the pit with the tank. Toss a grenade down to take
care of the guard. If you want, you can run back down stairs for C/P.

Drop down into the hole, and take out the tank. Get Ancient Text K while you're
down here. Use the block next to it, to pull up out of the pit, and open, then
stand in the doorway ahead.  Use your goggles to see. Jump the gap to the
right, and take out the Red Guard and tank, then record Ancient Text J. Drop
down into the hole, turn on your goggles, and run towards the light-post haste,
to get past the falling sections of wall. Hookshot up out of the pit at the
other end, and go out the door.

C/P, and out the next door. Go left and fatal blow the soldiers. Enter the
doorway on the right and hide along the right side of it. Toss shuriken into
the red guard on the other side of the pit, until he's dead. Drop a microwave
down into the pit, then drop down and take out the tank. Climb up and use the
dive terminal.

CYBER SPACE

C/P.  Let the green arm swinger run towards you and fall down in the pit. Back
up against the wall, then run and jump across the pit, and use the purple file
to decode all the Ancient Text that you found. You'll notice, that a lot of
them pertain to Ice. Run and jump back across the pit, then Dive-out.

REAL WORLD
C/P, and exit out the door, and go up the steps to the right for a C/P before
the guard ahead sees you. You're back on the roof. Head to the Sun Pedestal,
highlight the Sun Stone, and press Triangle. The pedestal rises, and a elevator
door opens. Aska enter, and it takes her down. During a cutscene, Aska
discovers a female mummy, that she feels an affection for. X and his boys show
up. Before Aska attempts to escape outside she picks up a yellow something.  I
think that this may be the Margiana Sample that was her very first objective
for this stage.  When you regain control,  she's at the bottom of the steps
leading up to the roof.

Run up the steps,  pass the sun pedestal, and to the front door for another
cutscene. A guy with a rocket launcher is just about to blow Aska to
smithereens, when X intercedes, and kills the guy. He gives her the key to a
motorcycle and lets her escape in exchange for the mummy. And that's a wrap.
This stage is over.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

STAGE 6
MARSHALL ISLANDS PLANT 1

IMPORTANT: Save all the Bio-Charges that you pick up, and let the continues
replenish your health, because Aska is finally gonna have her first Boss Fight
in this level. If you find yourself losing your Boss Fight, then at the next
continue, go out and kill guards and check nooks and crannies to find more bio-
charges. Then come back and party.

Bump and Harley go along for the ride on this one. Coffy tells you to go and
search for your mother Rei-Chin who is being held prisoner on the second floor.
You start out on the first floor. Head up the stairs, and into the door on the
left and C/P. Behind the door on the left are two guards. Use your blade block
as you run between them and deal a fatal blow. Get the flash grenades that they
drop. There is another guard around the wall to the left.

Get the hand grenades on top of the console in the far left corner. That
opening in the ceiling that was made when Ice was here, is still there. At this
point, you can go up and fight a boss, but I would suggest that you continue on
down here, and collect some more bio-charges before confronting her. You start
out with three, see how many more you can collect before you return to this
room. Also, you need to collect flash grenades.

Go around to the left where you killed the hiding guard, and out the door for a
C/P.  Go out the door and to the right, and kill four guards in the windowed
room. Get the flash grenade and/or BIO-CHARGE off the windowsill. Head out the
door ahead and thru the next one. At the end of the wall, C/P and hide beside
the door to the left. There are several guards in the next room. Toss in a hand
grenade to kill the guards that you can see. Blade block then run in to the
left, and use a fatal blow.

Get more hand grenades off the couch. The two rooms ahead, are bunkrooms. Go in
the one ahead, and get the microwave grenades. The second one has flash
grenades to the left of the door. The room across from it is the locker room.
Enter, and wait for items to flash inside the lockers. Press Square in front of
the locker #1 on the left to get flash grenades. The second locker from the
right, on the right has a BIO-CHARGE. Get some Makibishi in next to the last
locker on the right in the middle section.  You throw these, and they shock
whoever walks over them.

Exit the locker room, and go back out the door around the corner to the right.
Go to the door on the right, and get a C/P. There are a bunch of guards in the
next windowed room, so toss in your asura kunai to put the front-runners
asleep. Charge in with your blade block and take them out. Blade block again,
and move down and take out the next bunch. Get the Impact grenade, then exit
the nearby door. Go down the long green hall and C/P.

There are a lot of respawning guards in the purple room ahead, so run in and go
right and out the next door for a C/P.  Hide beside the door of the next room
ahead and toss in a hand grenade, and kill several spread out guards. Run in
and mop up. Hop up on the lone machine on the right, and get the BIO-CHARGE.
Head into the door in the far left corner from where you entered. This is a
soon-to-be dive terminal. They'll probably have it fixed up and ready, when you
come back the next time.

Stand in the middle of this room, and look up above and see where you can get
up to the second floor. Hookshot up there, and get the three pickups. To get
the third one, you can hookshot from behind one handrail, onto the other one.

Hop back down and exit back out the door that you came in. C/P. There are three
guards to the left, and three guards to the right, and they are on three raised
platforms.   I didn't find anything in here that was so valuable that it took
six guards to protect.  Maybe they are there to prevent you from reaching the
dive terminal. So rather than waste health fighting these guys, just run out
the door, and into the one on the left, before they realize that you snuck past
them.

Go thru the long green hall, and  C/P at the end, then go left, block and fatal
blow three, then two more guards in the windowed room. Get the dropped
grenades, including the flash grenades. If they are late arriving, exit the
other door, and go left. Hook a Uuey around the wall to the right, and exit the
door for a C/P. Exit the door on the left, run forward blocking the bullets,
and fatal blow two, then three guards in the other windowed room, or if you get
to them quick enough, take out five at once.  Exit the door on the left for a
C/P.

There is a guard right on the other side of the door ahead. Run in blocking,
and slash him. Block some more, then go left and kill two more guards then go
in the alcove on the right.

Pull up to where the grate fell down and get the hand grenades.  Exit the other
door and get a C/P at the end of the long gray hall.  Hop up over the
production line, and go out the door behind it. C/P, then out the next door to
the second production room and throw shuriken at the guard to the right.  Hop
the production line and hide behind the square column on your right. Shuriken
the guard first, then the flamer on your right.  Get the flash grenade.

Hop the production line again, and go over to where they were. There are
microwave grenades on the right where you killed the first guard. Climb back
over the production line and go in the mystery door. Get a C/P in this hall.
Highlight all those flash grenades that you've been picking up. Now I know you
didn't waste them on those trifling soldiers did you?

I now have 10 flash grenades, and 6 bio-charges.

Your bio-charges, are three button presses down from your flash grenades. While
you're in this hall, practice using the D-pad to go back and forth between the
flash grenades, and bio-charges. Keep an eye on your health bar while you fight
the boss, and when it goes into the red zone, recharge, then rehighlight your
flash grenades.

Enter the door on the right, where your mother is being held prisoner. As you
try to help her, two ninjas appear, and mom turns into Super Mutha.

Finally, someone who is deemed worthy to play with Aska.  If you go toe to toe
with her, your katana won't seem to  hurt her and she's fast. She throws crates
that explode on contact, causing damage and are self-replenishing. Every so
often, she'll materialize a pair of Ninjas to help her out.

Why is it that in so many boss fights, they have to have minions helping them,
as if fighting them isn't bad enough? You have all these souped-up power-mad
bosses who can't deal with you mano a mano. No, they have to have flunkies
helping them. It's suppose to be a Boss Fight, not Boss and company.

Okay, I got that off my chest, now where was I. Oh yeah, you can use Fatal
Blows on the Ninjas when you get between them, but not moms.   She likes to
stand and do a muscle beach pose while you slash away at her front-which is the
wrong place to be slashing, cause it will only bring about an infinitesimal
amount of damage. You'd have to take a microscope to her health meter, to see
any changes.

FGC went to a lot of trouble to beef up her front, but guess what? THEY FORGOT
ABOUT HER BACK WHICH IS HER WEAK SPOT. Start off by throwing a flash grenade,
to knock them down, then run over to her, slash and slash and slash, until she
starts to gets up. Throw another flash grenade to knock her down again, then go
and slash some more.  When she powers up and turns orange, face her, and blade
block her charge with your katana.  When she picks up those exploding boxes,
turn towards her and blade block with your katana.

After a couple of Flash Grenade/Slashing combos, you need to charge towards her
and slash at her once, to make her pose. Then press evade, to flip over and
behind her,  facing her back. Then slash her back as many times as you can
before she runs away.   If your flash grenades knock her down in a corner, then
you'll be able to get in more slashes before she can rise, because you have her
trapped in a corner. When the guards appear, run between them, and press circle
to do a fatal blow and eliminate them out of the picture quickly.

After she is dead, check your objectives. You need to operate the clone
production line and destroy the clone soldiers. Head back out the door that you
came in and go left, and C/P.  On the other side of the door to the right, is a
soldier, and a flamer with his back to you on the left. Highlight shuriken,
stand in the doorway on the right side, and throw them into the flamer until he
dies.  Run to the right and slash the soldier. Hop the production line to your
left, and press circle as you drop down, to fatal blow the guard over here.

Hop down to the floor below, and get the hand grenades off the top of the
cylinders to the right of the boxes. Go to the left, and enter the door on the
right, and bypass the dive terminal.

Go out the other door and run straight ahead into the alcove. Hide along the
edge of the alcove wall, and toss a hand grenade or two to the soldiers. Blade
block then run down and take out anyone still standing. Then out the door
straight ahead. C/P, then out the door on the left, bypass the soldiers coming
up the steps, and enter the next door on the right. Stopping to fight them
would have just been a waste of health.  C/P at the end, then run into the
room, between the soldiers and use a fatal blow on them.

On the other side of the first wall that you passed when you entered, is a
guard waiting to ambush you. Block and slash, then get the flash grenades he
drops. Go out the door next to him. C/P in this hall, then open the next door
and kill the soldier that runs up to you then back up. Toss a flash grenade
into this windowed room. Then run down and do some slashing. Exit the door on
the end, then out the door to the right.

C/P at the end of this wall, and hook a Uuey around it to the left. Exit the
door that is adjacent to the one that you entered, and get a C/P. Hide beside
the next door and toss another flash grenade into this windowed room. Run in
and slash five sleeping guards, get the grenades, then out the other door.

At the end of this long green hall, get a C/P, then out the other door, and
quickly into the other door on the right. C/P, then hide beside the door to
keep it open, and toss in a hand grenade to take out the four guards who are
staggered around the room. Check your compass, to see how many are left. If
more than one, toss in a grenade. If just one, then blade block and take him
out.

From where you entered, go in the door in the far left corner. See there, now
it's ready.  Dive in at the Dive Terminal.

CYBER SPACE

C/P, then exit the door behind you. Kill the spider type security files, so the
avatars will be at peace. Use your Tap Skill to find out that the control files
have been named after the members of the Chief Manager's  family.

As you face the two doors, enter the one on the right, then the next one. Beat
the tar out of the two red arm swingers. Download the yellow file. It says that
the Chief Manager's name is Sam Herman. His family members are:

Wife-Mary,
Oldest son-John,
Oldest daughter-Anna,
Second son-Bob.

These are the five control files that you need to modulate to red, to stop the
production line.  All the others are dummy files, and will keep production
going. Go around, and use Find on the green diamonds to determine their names
if you are unsure.

Go out the door to the left of where you entered, and beat up the spiders and
snakes. Then modulate the SAM control file at the end. Exit back out of this
hall, and stop. Turn around and look up to the left. Then back up and highjump
to the green file up there. This is BOB, so modulate it.

Drop back down, and head past the door on the right, and highjump up to the
right corner, and download the Slow Skill.  Drop back down to the floor, and
exit the two doors on the left and go to the middle of the floor, and stop.
Turn around and highjump to the left of the door that you just came out of.
This file is named ANNA, so go, and modulate it.

Drop back down to the floor, and go to the single control file in the corner.
This is the MARY file.  Directly opposite that file, is the JOHN file.
Afterwards you get a cutscene of the production line changing, and a onscreen
message saying that the production line has changed to scrap and dispose. But
this order will not start, until you access Cy-D from another location, and
invoke the scrap and dispose procedure from there. Head back out the door near
the John file, and modulate this door lock file to green, and then dive out.

REAL WORLD

C/P, then exit out the door behind you, and slash some guards. Then exit the
door straight ahead. C/P, then run out the next door and quickly enter the door
on the left. Go down the long green hall for a C/P, then open the next door and
toss in a flash grenade. After it explodes, run and take out two sets of
guards, then exit the other door.

Go left thru the door, and around the wall to the right. C/P, and exit the next
door. Hide to the right of the next door and toss in a flash grenade. When it's
safe, run in and slash the guards in the windowed room. Exit the next door on
the left. Thru the C/P hall and out the door, blocking with your blade, and
killing the guard directly on the other side of the door.

Go left, and fatal blow a pair of  guards and out the door on the right. C/P,
then out the door on the right, passing your starting point and running past
the guards, and back in the door on the left.  Hide beside the door straight
ahead to hold it open, and toss in hand grenades-however many it takes, to kill
the three guards in here. Then exit the door at the end on the left. C/P, and
dive in.

CYBER SPACE

C/P, and download the Tap Skill behind you on the right. Then turn around to
the door behind you on your left. This is the door that you unlocked before you
dived out at the last Cy-D location. Use your Slow Skill before opening the
door, to delay the spiders while you kill them.  Then move halfway down the
room, and turn around and face half-left towards the door that you just
entered. Highjump up to the second floor, and enter the doors and C/P before
going out the next door.

Walk across the narrow beam, and into the door on the other side, and C/P.  Use
your Slow Skill, before you open the next door. Run in and quickly download the
yellow file. If you do it quick enough, you can be back out the door, before
the snakes have a chance to form.  This file pertains to installation and
testing of a cargo liner motor for the Space Elevator. C/P, then out the other
door.

From up here, use your Tap Skill on the Avatars below. They tell you that the
security walls and the control files behind them are linked, so that if you
access a control file before breaking all six walls, they will reset and you'll
have to start over again.  If you break the wrong walls, it will cause some to
come down, and others to go up.

There is a single red-skirted female avatar in the corner who thinks that the
solution to this puzzle is easy enough if it were written down somewhere. But
alas, she's forgot where it is.

Drop down to the floor below. The security snakes are behind the walls with the
control files. When you break down the walls, try to do it near the snakes, so
that you'll kill two birds with one stone.

From the start, all six alcoves have security walls in front of them, with
security snakes and spiders behind them. Standing with the only door in the
room to your left, number the security walls clockwise starting with the
nearest one on your left is one, and the nearest one on your right is six. Use
a Slow Skill, before breaking each wall, in case you release those snake
security files.

Okay, I found the solution by trial and error. I just would write down each
wall that I would break, then if it didn't seem to be working, I'd let Aska
die, so I could reset the puzzle, and start again. The solution that I found
calls for you to break the walls in the following order: 1, 3, 1, 2, 1, 2, and
6.

There may be other wall break solutions, but this one worked for me. I don't
know why it worked, because I didn't see any clues to tell me that this was the
order to break them in. I attribute finding the solution to the wall break
puzzle to just plain dumb luck. I tried it several times, just to be sure it
wasn't a fluke.

So after you succeed, go, and modulate all six orange door control files. Now
highjump back up to the second floor, and go thru the door, and get a C/P
before going out the next door.  In the next room, drop down and run into the
door that is straight ahead. Modulate the control file, to scrap and dispose of
the clone production line.

Download the Bind Skill which surrounds the user with eight balls of light that
can be launched using the Square Button to briefly paralyze any security
program they hit. Exit back out of this room, and have a long cutscene, where
you meet an avatar of your brother Kogetsu. You can watch the cutscene if you
want to find out what's really going on. Or press Circle to get it on.

You will be attacked by three ninja fighter avatars and Kogetsu. Quickly use
your Slow Skill to make things more manageable. Remember, you can use it even
when you've been knocked down, and it will go into effect when you stand up.
Run to the other end, and turn back and throw up a firewall. Keep using the
Slow Skill, to keep things manageable.

The slowed down ninjas aren't a problem. But when kogetsu joins the fight, he
can teleport to avoid your attacks. So keep the Slow Skills and Bind Skills
going, alternately.  Hit him with the a ball of light, punch him, and use Slow
Skill, then rinse and repeat, and he is really no problem. After he is
defeated, head into the side door on the end, and dive out.

REAL WORLD

Now you need to rendezvous with Bump and Harley. As you make this run to meet
them, keep checking your map, to see where you are and where you're going.
Exit out the door on the left, as you face the terminal. Then out the door
straight ahead, running past the shooting guards to get a C/P. There is no need
to fight the guards-just run past them, except when they have your path
completely blocked. Then press evade to jump over them and deal out fatal blows
as punishment for getting in your way.

Out the door on your left, and quickly back in the door on your right for
another C/P. Thru the door ahead, and hook a Uuey around the wall on your left,
and out the door for a C/P.  Run thru the next door to the right, and thru the
long windowed room, jumping past the guards, and out the door at the end.

Go out the door on your right, at the end getting a C/P, and  hook a Uuey
around the wall on your left and out the door back at the other end. In the
little hall C/P, and out the door on the right. Go straight ahead, into the
midst of several guard, and issue fatal blows, to two groups, to take them all
out. Exit this long windowed room on the right. Go straight down this long
green hall getting a C/P at the end, and out the door.

Here you meet up with Coffy, Harley, and Bump. A level 5 emergency comes in
from CG headquarters, that Damnation Monday is about to happen again. The
orders are for the Cy Girls to let Aska head to the Space Elevator, and to back
her up. That clears this stage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

STAGE 7
SPACE ELEVATOR BASE

You start out in a room full of boxes. Coffy tells you to investigate while
making your way to the space elevator. Coffy says that you need to get to the
top, and the only way is with the container lift. Turn around behind you from
your starting position, so that North is at the top of your compass. There is
an elevator to your left, and an elevator behind you. There are 17 containers
in this room.

Okay, before you push any containers, get pen and paper, and make a diagram of
each container, where each container is located, and give it a number starting
at 1 and ending at 17.  Write the box number in the top part of the container
starting from left to right, and top to bottom. Remember when I told you what
was going to happen when I got my mean streak fixed?  You thought I forgot
about it, didn't you?

Hookshot up to the second floor on the north wall, and get some hand grenades
to your left.  Circle around the balcony passing the door to the dive terminal,
and jump the gap to get some Impact grenades.  Walk back to the edge of this
balcony, and hookshot up to the third floor. Go into the door on your left, and
get a BIO-CHARGES. Hop over the brown machines, and go right for a Ha-ze
pickup. Come back out of this room, and drop down on the right, to the second
floor.
Enter the door, and go to the dive terminal, and dive in.

CYBER SPACE

C/P, then turn around and exit the door behind you and use a Slow Skill. About
four of those flowery files will attack, so break them apart. As you're
dropping down to the floor, press the buttons for a Slow Skill, then release R1
when you land. Take out the two or three green arm swingers and pause the game.

What's going to happen next, is that downloadable files will appear at the same
locations that the containers are in the real world. When you download each
yellow file, it will tell you the weight of that container in the real world.
So record the correct weight in the correct container on your diagram. Resume
gameplay.

Download the file that is on the elevator on the west wall. It says that this
weight-operated elevator automatically starts when it is loaded with a certain
weight. It needs to have containers with a total weight of 547kg to start. The
switch to turn the power to this elevator on is on an upper floor in the real
world.

Now you're going to start downloading a series of files that will show the
weight of the container that occupies that space in the real world. So note the
location of the file, and find the corresponding container on your diagram, and
when you get the weight, record it in the appropriate container.

If you're going to poke your mouth out and pout about it, then just download
all the yellow files that appear, and their weight will appear on screen when
you go to each container in the real world. Bet that turned your frown upside
down. After you done, highjump up to the second floor, enter the door, and dive
out.

REAL WORLD

Exit out of here and go around to the left and stop at the end. Hookshot up to
the third floor. Enter the door on the west.  Head around to the right and up
the stairs.  Go around the wall, and enter the room. Hookshot up to the
balcony, that is separated by where the elevator goes up, and get the HF Energy
Pack, and other pickup. Drop back down, and hookshot up to the other balcony,
and get the microwave grenades and flash grenades. Throw the switch on the
wall. You see a weight counter come on above and beside the elevator.

Drop back down to the floor, out the door, and down the stairs. Go out the
door, and drop down to the bottom. The elevator with the green zeros on it is
the one that you need to load. The green numbers represent the amount of weight
on the elevator at any given time. Go and step on the scale, and find out that
Aska weights 49kg. So 547 minus 49 equals  498, which is the weight of the
containers that you need to load.

 Now that you've downloaded the container weights in Cy-D, when you approach a
container, its weight will appear on screen.

Okay, below is a rough diagram of how I charted the container weights. The top
of the page is the North Wall. The left side of the page is the West Wall,
where the elevator that you're going to load is located. The bottom of the page
is the South Wall, where the larger elevator is located.  The right side of the
page is the East Wall. The top and bottom numbers represent the container. The
top number, is the number of the container at that location, and the bottom
number is the weight of the container.


                                                           NORTH


#1








10kg




#2



#3




#4



20kg

33kg


71kg



#5






#6



#7

67kg




72kg

30kg


#8





#9




30kg



19kg



#10







     #11
10kg






#13


  54kg




#12


 20kg




#14


 81kg





10kg







 #17



#15





#16


 46kg



55kg




10kg




                                                      Large Elevator



The solution to the container puzzle is to load the following containers onto
the elevator:

3=33kg
4=71kg
6=67kg
7=72kg
9=19kg
11=54kg
13=81kg
15=55kg
17=46kg
Aska=49kg

If you mess up, just go upstairs, and dive into Cy-D, then dive back out, to
reset the puzzle.


Push #10(10kg) north, as far as possible and out of the way.


Push #15(55kg) north so that it is just on the first part of the scale
completely.

Push #3(33kg) south once, then all the way to the west wall, then onto the
elevator

Push #4(71kg) to the west wall, then onto the elevator.

Push #6(67kg) south once, then west onto the elevator.

Push #7(72kg) south once, then west, and almost to the elevator. Push #7 south
once, then onto the elevator.

Push #9(19kg) west onto the elevator.

Push #8(30kg) east, and away from the elevator and out of the way.

Push #11(54kg) west and stop one square before the west wall.  Push #11 north
once. Push #11 west onto elevator.

Push #13(81kg) north four times, then west until it can't go any further.

Push #17(46kg) north five times, then west into the last hole.

 This gives you a total of 498kg, so hop on top, and see what happens. Your
mission has been cleared. Head into the large doors and get a pickup. Come back
out, and head into the smaller door. C/P in this hall, then exit and meet up
with the rest of your team.

Head down the steps, using your katana to block, and fatal blow four pairs of
guards on four different landings, until you reach the bottom floor. Head
around to the right, and get the pickup, then come back and enter the door, and
get a C/P.

Enter the door and stand in the doorway, and while in the block position, wait
for a couple of guards to come upstairs from the left, and start firing. Issue
a fatal blow. Run back into the checkpoint hall, and let your blade guard
replenish. If you assume the block position, and go back thru the door, there
should be another set of guards to execute with a fatal blow on the other side
of the door. Now head down the stairs to the left blocking with your katana as
the respawning guards are running up. Run past them to the bottom, follow the
hall around, and enter the door for a C/P.

Highlight your microwave grenades. Hopefully, you have at least five. When you
enter the next door, an alert goes out to apprehend you and the other Cy-Girls.
As soon as you regain control, toss a microwave, and then go and slash the
disabled tank. Quickly toss another microwave, to disable the other two tanks.
Then go and slash them also. I have suggested that you use a couple of
microwaves on the tanks. But if after your next battle with Aska's second Boss,
you find yourself continually getting killed, you may want to save all your
microwave grenades for the upcoming boss, and just take your licks from the
tanks, until you destroy them.

Afterwards a cutscene, then you're pitted against Rajkumai a mad scientist who
built a supersuit. In a cutscene, Coffy tells you that there is something in
the room that you need to disable, to eliminate his speed, and you should use
something like a stick to pry his armor off at the joint. Your handy dandy
dual-purpose katana comes to mind.

Your bio-charges are four downward button presses from your microwaves grenades
on the D-pad. There are six pieces of machinery with green flashing lights,
that you need to destroy, to take out his speed.  They are located at intervals
around the circular walkway. Use your remaining microwave grenades to
momentarily disable him, then run over and slash away. He circles the floor
clockwise, so you run counter-clockwise, so that you can see him coming. Use
your blade block to deflect his charge into you.

Your pattern of action should be to block his charge, run to the next sparkling
machine, and destroy it with your blade. Then deflect his charge and go destroy
another one.  Sometimes he'll pound the floor, and make the boxes fall down
from the ceiling onto you. I'm not sure if you need to destroy all six machines
or just some of them. What I think, is that each one that you destroy, slows
him down more and more.

After you manage to destroy at least three of the machines, blade block and
deflect his charge. Then throw a microwave, to make him stop dead in his
tracks. Then run behind him and issue a steady barrage of slashes. Don't let
up, until he goes down for the count. You may need to throw another microwave,
to make him stand still. I was able to destroy his supersuit with only two
microwave grenades and a few bio-charges.

After you are standing over his beaten carcass triumphantly, he gives you some
bull about you and him having been enemies in a past life. But on the brighter
side, he says that you'll be bestest buddies in the next life. Yeah, right. He
says that the switch to shut down the launch is over on a nearby machine, but
the housing has been damaged. You check in and say that you have to go into Cy-
D to disable the launch. You promise him an early exit from this life if he
gets in your way again.  Enter the nearby room, and dive in.

CYBER SPACE

Turn behind you and use your tap skill to find out that you need to turn 12
orange diamond control files to green, which is on. Then stand in the doorway,
and use a Slow Skill to reduce the round files to one-quarter impulse power.
Then go modulate the first orange diamond control file that you come to. You've
got to modulate all the control files that you see, so alternate between
modulating a file and using a Slow Skill to keep the round security files
lulled into a false sense of security.  Afterwards return to the room and dive
out.

REAL WORLD

C/P, then exit out of this room clear the stage.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
STAGE 8
SPACE ELEVATOR

Okay, this is it, the one for all the marbles. Your mission, Stomp FGC into the
ground. C/P, and move forward in your cute little space suit. Enter the next
hall, and C/P. Thru the next door and up the stairs to slash a couple of
guards. Go down the other stairs, slashing a third guard, and get the BIO-
CHARGE. Return back up and down the stairs, and go right and into the door of
the train waiting room, and get the grenade to the right of the blue benches.
Go into the door ahead and use the terminal to call the train. Exit back out
and into the train.

You're given a choice of five destinations:

1. Space Elevator Launch Site(where you currently are)
2. Control Room Area
3. Shuttle Launch Pad Area
4. Residential Area
5. Panel Control Room Area

RESIDENTIAL AREA

Try the Residential Area first. Exit the train for a C/P. Get the pickup on the
right, and head up the stairs. Head into the door on the left for another C/P
then stand in the thick doorway without being seen and notice that your compass
shows several red dots. Run in amongst them and slash away. Turn around, and
head back past where you entered-slashing some more, then to the gate on the
right. Hop over it, and dive in at the terminal.

CYBER SPACE

Download the yellow file in front of you. It says that Retinal Scan Data A in
Present. You need to search the area for five orange door control files, and
modulate them to green which means approved. Use your Bind Skill to weaken the
crab that drops down then go pulverize him.

Turn around behind you, and enter the door across from where the dive terminal
is. Use your Bind Skill to paralyze the security crabs and spiders, then
destroy them. Modulate  two orange door control files #1 and #2 ahead in this
hall.

Head to the back room, and take out the security here, then modulate the door
control file in the corner to the left.

Exit back out of this group of rooms, and head up and down the stairs, and
enter the next group of rooms.  In this hall immobilize and destroy the
security, then modulate the orange door control file #3 in this hall.  In the
room with the hole in the ceiling, a female avatar in a red skirt says that the
staff authorizations are in the form of a quiz. In the back room, destroy the
crab, and download the Virus Skill.
Exit back out to the main hall.

In the main hall, go up the stairs and in the door on your left, C/P,  and in
the second hall, stun the crabs, and modulate the 4th orange diamond door
control file. Go around the co0rner, and modulate the 5th door control file.
Continue on around and exit this hall to a C/P. Exit the next door, and drop
down to the side of the piece of floor that extends out. Go to the left, and
dive out.

REAL WORLD

C/P then hop the gate, and go into the hall across from you for a C/P.  Block
and exit the next door.  Run into the midst of several soldiers, and use a
fatal blow.  In the gray door at the end go left and kill the hiding guard,
then get the pickup. Enter the first door on the left and get Retinal Data Scan
Protection 2. On screen message comes up that asks the question:

Who used iron barbells for weight training at the start of the 20th century?
Answer Eugen Sandow.

Get the impact grenades and exit to the left. Enter the next room, and get a
onscreen message. Which is Retinal Scan Data Protection 3. It asks the
question:

When was the first talkie movie made? Answer 1927.

Get the hand grenades and exit right.  Go out the door ahead for a C/P, then
back into the main hall and go right.

Head up the stairs, and down the other side. Get a C/P, and enter the next
door.  Slash all the guards that appear, then enter the door straight ahead,
kill the guard on the right, and get the BIO-CHARGE. Come back out, and enter
the door on your left, and get the flash grenades and other pickup. Look up and
notice the missing glass ceiling.  Enter the first door on the right as you
first entered this hall, and have Retinal Scan Data Protection 1 revealed. It
asks the question:

What was the guitar technique called where you could change the pitch by
changing the strings you were holding down? Answer Chocking.

Get the HF Energy Pack and, then exit back out into the main hall getting a C/P
in the small hall.

Head up to the door at the top of the stairs.   Enter and get a C/P, then block
and head into the next door. Go postal on all the guards that respawn in this
hall.

Now check the rooms. From where you entered this hall, the second room on the
right has a impact grenade and a kyusa. And nobody has bothered to replace the
glass floor that Ice shot out. Head back out, and slash the replacement guards.
If your health is in the red zone, then head into one of the C/P halls at
either end of this corridor then return to fight until you get bored.  It seems
like every time you go into a room and come out, some more guards will appear.

Take out all the guards that appear. Go in the first door on the left from
where you entered, to get Retinal Scan Data Protection 4. It asks the question:

What classes of insects or butterflies were found to be extinct in the wild in
2060, and were protected only in nature parks? Answer Lepidoptera.

Get the microwave grenades on top of the cabinet by the door, then exit and
kill some more. After this batch, head around the corner to the right, and
enter the door on the right to get Retinal Scan Data Protection 5. It asks the
question:

Which type of coffee is of the highest grade and only harvested in small
quantities on Hawaii? Answer Kona.

You can hang around and see what pickup you can get off the replenishing guard.
Just keep running from one checkpoint hall to the other, dealing death and
making pickups in between.

I really like it when she runs into the middle of four of five guards and does
a fatal blow, to rain down death from above. That is so kewl. Aska could do
this all day long, and just forget about the rest of the game.  Your goal, is
to increase your Flash and Microwave grenades as much as possible, cause I've
got a feeling you're gonna need them.

When you're done having fun, exit out the other door at the end, C/P, then out
the door, and drop down. Go left, to the cage, and jump up and pull yourself
over, and go to the terminal and dive in.

CYBER SPACE

Okay, the five orange control files that you need to find and modulate are:
Eugen Sandow
1927
Chocking
Lepidoptira
Kona

So enter the rooms, and use your Find Skill to determine the name of the files,
then modulate the correct ones. Hop the gate, and enter the door across from
you. C/P, use your Bind Skill, then enter the next door. Bind the crabs, and
enter the first door on the left. The orange files are in a circle around the
room. So modulate the closet file to the door on the right, which is EUGEN
SANDOW. Exit this room and go left into the next room. Modulate the file that
is straight ahead, which is 1927. Exit back out of this room and go right out
the door, C/P, then back into the main hall and go right.

Head up and down the steps, and enter the door at the bottom, and C/P, then
enter the next door. In the first room on the right, modulate the second file
from the left, which is CHOCKING. Exit the room and go left, into the main
hall. Head up the steps, and enter the door at the top and C/P. Enter the first
room on the left and modulate the second file on the left which is LEPIDOPTERA.
Exit and go around the corner to the right and enter the room on the right.
Modulate the closest file on your right, which is KONA.

A cutscene will show a yellow file appearing on the ledge that protrudes out
like a diving board. Exit this room, and head around to the right, and out the
door for a C/P, then out the next door.  Walk out to the file and download it.

You just got Retinal Scan Data A which can be used in the Panel Control Room.
Drop down, go left, and dive out.

REAL WORLD

C/P. Hop the gate, go left and into the door for a C/P. Exit and cross the
train waiting room and enter the door ahead. Use the terminal to call the
train. Exit the room and get on the train, and select as your next destination,
Panel Control Room.

PANEL CONTROL ROOM

Head up the stairs and go to the door on the left.  You get a Okay, please go
on, and the door opens. Enter and get a C/P.  Go left out the next door and
kill the guards on the steps, then hurry on thru the door at the top and let it
close behind you. Go to the wall terminal on the left, and press Square to
begin phase 3 of the auto-cleaning and stop the panel B Block. To open the
sealed doors in B Block, operate the four terminals.

Turn around and quickly get on the elevator.  Exit in a space suit, and still
no weapons.

HOW TO OPERATE IN ZERO-G.

Left Analog Stick---Change direction
Right Analog Stick---Orient yourself in the direction that the stick was thrown
Circle Button---Advance in the direction you are facing(move continuously by
holding down the button)
X Button---Brake

Head down the stairs, and move to the stair covering on the right, to make more
steps available. Continue down to the bottom. At the bottom go into the door
that is farthest from the bottom of the steps. Go left, and follow the orange
line to Terminal 1, and press Square.

Exit back out the door, go across and enter the other door, and  go up. When
you see the orange line, follow it to the left to Terminal 2, and press Square.
Head to the other side of the crossbeam that is a little above your head, and
exit the door there. Follow the steps up to the top floor, and enter the door
ahead. Go down to your left, and follow the orange line to Terminal 3, and
press Square. Go back up and out the door, and cross the room, and enter the
raised door. Go left to Terminal 4, and press Square.

Exit back out the door, cause the stair cover to open by moving near it, and
follow the stairs down. Be on the lookout for the floor where you came out of
the elevator. Now float across the large hole in the floor, and you'll see a
orange line with a box, that has three ???'s below it. That's the elevator,
enter it.

Go into the door on the right, running down the steps and into the midst of the
guards and do a fatal blow. Enter the next room, and get the pickup in the
corner, and use the dive terminal on the left.

CYBER SPACE

C/P, then use your Tap Skill on the avatars. They say that if you want to
access the Retina Scan Data, you have to destroy all the security files in Cy-
D. It also says that you can only go thru a door in B Block once, and after
that, it automatically locks. They say that you can destroy all the security
files if you study your map of B Block and plan your route.

Use your Bind Skill, and head forward out the door and up the stairs, and into
the next door. Drop down into the small alcoves on the right, and get a C/P.

NOTE: The left small alcove will transport you to the side of the large hole
that the elevator is on. The right small alcove will transport you to the side
of the large hole that the stairs are on.

 Since there are a number of dive out points in various places, just keep
diving in and out of Cy-D, until you destroy all the security files.  Every
time that you re-enter Cy-D be sure that the first thing that you do is to
apply your Bind Skill.

The good thing is that you don't have to destroy all the security files at one
time. Each time you dive out and dive back in, all the files that you destroyed
previously, continue to be applied to your count. At least I think that's the
way it is. I could be wrong on this one. But I can't tell, because I don't know
how many security files that you have to destroy in all. I more or less entered
the same doors that I entered to press Square at the four terminals. Starting
from the top, and working my way down.

Head up the stairs, and take out two more crabs. Then continue on up the stairs
some more, and kill another crab.  Highjump into the raised door, and drop
down. When you get to the bottom, and can't go anywhere else, dive out. Then
dive back in and head up the stairs, and enter the other door that you didn't
have to jump up to. Head down to the bottom and kill any spiders and crabs then
exit. Exit and re-enter Cy-D.

  Head forward and down the steps. At the bottom, Bind the crab, and pound him
and the spider to pieces. Notice the dive out terminal here, then head thru the
door. Kill the spider and crab, then use the dive terminal to be back in the
real world.  Dive back in.

When you destroy the last one, a cutscene will show a yellow file appearing in
the area where the large hole is. Dive out, and dive back in and enter the left
small alcove. When you appear, the yellow file will be right in front of you,
so go down load it.

You just got Retinal Scan Data B. Turn around and go into the alcove behind you
and high jump to the floor above. Go out the door on your right, down the
stairs and out the other door and dive out.

REAL WORLD

C/P and exit out the door, run up the steps, jumping past the guards and out
the door. Take out any who follow. Move to the small terminal on the wall, to
raise the shutters. Run past the guards on the other side, going out the door,
and down the stairs past some more guards. Enter the door on the right, C/P,
and out the next door. Thru the train waiting room, and into the next door, to
operate the terminal to call the train. This time, choose the Control Room Area
as your next destination.

CONTROL ROOM AREA

C/P, and head up the steps and get the microwave grenades to the right of the
benches. Go to the door on the left. You'll get another Okay, please go on and
the door will open. Enter the next hall for a C/P. Enter the next door, and go
around to the right. A long cutscene shows you watching Ice after her epic
battle with X. You talk with X, and then Benigumbo shows up. So you know what
that means-the final boss battle of the game.

Okay, this battle is much easier than one would expect. You enter the door
ahead, and have the obligatory before fight chat and then it's on.  You're on a
fast moving platform, and you have to battle Benigumbo and a few of his ninja
lackeys.  All I did was just keep slashing and moving around the platform. I
accidentally did a few fatal blows on Benigumbo's cohorts. I wasn't even
trying, I was just button mashing, and the next thing I know, they were sliced
and diced.

Benigumbo had a habit of appearing and disappearing. He also jumps off of one
end of the moving platform, and hops back up at the other end. So when he does
that, turn around and head to the other end, to be waiting for him. So I just
kept moving around the platform slashing all the time, until he appeared. I
didn't even use up the full health that I started with. You fight him once,
then a cutscene where the Cy-Girls say that Damnation Monday has been stopped,
and Wilson's Cyber double is dead. Then the room turns red, and you slash at
Benigumbo some more, and next thing you know, it's all over. In a last ditch-
last tag-you're it kind of way, Benigumbo sets off a self-destruct before he
dies.

You're told to disable D Block to avoid contamination from Cy-D. Get a C/P,
then go to your left and right, and get the BIO-CHARGE and HF Energy Pack, then
out the large doors ahead. Follow the hall around to the left and up the
stairs. Thru the door ahead, and down the steps and enter the next room. Use
the terminal on the left and this will detach solar panel blocks.  Now all you
need to do, is escape aboard the shuttle.

Head back out the door, up the stairs, and thru the two doors ahead. Down the
stairs and out the door on the right for a C/P. Thru the next door past the
train waiting room, and into the next room, to call the train.  Exit out of
here and get on the train. Exit the train, and kill the guards in the waiting
room. Head thru the door on the left, running past the guards, and out the door
on the right.

Unless guards are blocking your path, you don't need to stop and fight them,
just keep running past them. Go thru the cargo room with the up and down
stairs, and out the door on the other side. Just keep going straight thru the
doors ahead, until the cut scene starts to play. You're left with the
impression that Cy-Girls 2 will be out soon. That's it, Stage Clear.  You'll
get a big GAME CLEARED with your rankings for each stage.  Now you can get up
and do your Happy Dance.