===============================================================================
                              MIRROR'S EDGE (PS3)
         FAQ/Walkthrough (C) 2010 Mike Penance (mikepenance@yahoo.co.uk)
                                V E R S I O N   1.3.2
                     Last Updated:  February 09, 2012  10:24
===============================================================================

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  THE HAPPY LAWYER DEPARTMENT

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  TABLE OF CONTENTS

    1.....Introduction [01.00]
            - Trophies/Achievements [01.01]
    2.....Walkthrough [02.00]
            - Prologue - The Edge [02.01]
            - Chapter 1 - Flight [02.02]
            - Chapter 2 - Jacknife [02.03]
            - Chapter 3 - Heat [02.04]
            - Chapter 4 - Ropeburn [02.05]
            - Chapter 5 - New Eden [02.06]
            - Chapter 6 - Pirandello Kruger [02.07]
            - Chapter 7 - The Boat [02.08]
            - Chapter 8 - Kate [02.09]
            - Chapter 9 - The Shard [02.10]
    3.....Time Trials [03.00]
    4.....Cheats, Codes, and Easter Eggs [04.00]
    5.....Frequently Asked Questions [05.00]
    6.....Credits and Outro [06.00]

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 In this update: Changed headers, made some minor layout changes, corrected
     some spelling/grammar errors.
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 ==============================================================================
      Introduction                                                   01.00
 ==============================================================================

     In a city where every facet of life is watched, governed, and controlled,
Runners are the only way for people to send or receive information that hasn't
been doctored or otherwise distorted.  In a bid to gain full control over the
city and quell any and all dissent, somebody has declared war on the Runners.
Faith not only finds herself having to stay alive in the face of ever-growing
hostility, but she finds herself having to save the only family she has.

Mirror's Edge is all shiny and full of metaphors and other clever things that
people of our obvious brilliance love to see.  It's also an extremely solid
game that has restored faith in my belief that originality and quality can
exist happily in juxtaposition.  Faith has restored my faith, so now my faith
is firmly with Faith (yes, I did just say that).


 ------------------------------------------------------------------------------
      Trophies/Achievements                                          01.01
 ------------------------------------------------------------------------------

   === Bronze ===

     02. Back on the job
            - Complete the tutorial.

     03. Prologue Complete
            - Complete the Prologue in story mode.

     04. Chapter 1 Complete
            - Complete Chapter 1 in story mode.

     05. Chapter 2 Complete
            - Complete Chapter 2 in story mode.

     06. Chapter 3 Complete
            - Complete Chapter 3 in story mode.

     07. Chapter 4 Complete
            - Complete Chapter 4 in story mode.

     08. Chapter 5 Complete
            - Complete Chapter 5 in story mode.

     09. Chapter 6 Complete
            - Complete Chapter 6 in story mode.

     10. Chapter 7 Complete
            - Complete Chapter 7 in story mode.

     11. Chapter 8 Complete
            - Complete Chapter 8 in story mode.

     13. Bag Lady
            - Find all three hidden bags in a chapter.

     14. Ran out of fingers
            - Find 11 hidden bags.

     16. On the clock
            - Beat the qualifier time on any Time Trial Stretch.

     17. Access all areas
            - Unlock all Time Trial Stretches.

     18. Baby steps
            - Attain a Time Trial star rating of 20.

     21. Prologue Speedrun
            - Complete a Speedrun of the Prologue below the target time.

     22. Chapter 1 Speedrun
            - Complete a Speedrun of Chapter 1 below the target time.

     23. Chapter 2 Speedrun
            - Complete a Speedrun of Chapter 2 below the target time.

     24. Chapter 3 Speedrun
            - Complete a Speedrun of Chapter 3 below the target time.

     25. Chapter 4 Speedrun
            - Complete a Speedrun of Chapter 4 below the target time.

     26. Chapter 5 Speedrun
            - Complete a Speedrun of Chapter 5 below the target time.

     27. Chapter 6 Speedrun
            - Complete a Speedrun of Chapter 6 below the target time.

     28. Chapter 7 Speedrun
            - Complete a Speedrun of Chapter 7 below the target time

     29. Chapter 8 Speedrun
            - Complete a Speedrun of Chapter 8 below the target time.

     30. Chapter 9 Speedrun
            - Complete a Speedrun of Chapter 9 below the target time.

     36. Head over heels
            - Complete a chapter without ending up in a heavy landing.

     37. Untouchable
            - Complete a chapter without getting shot.

     38. Pacifist
            - Complete a chapter without firing a gun.

     40. Martial artist
            - Perform a melee hit from a wallrun.

     41. Mine!
            - Perform 15 successful disarms (outside of the tutorial).

     42. Tango down
            - Knock out 20 enemies in melee combat.

     43. Sweet goodbye
            - Triggered the flip-off move.

     44. Hey, it's-a-me!
            - Execute a stomp move on an enemy.

     45. U-turn (Pure Time Trials)
            - String: wallrun, wallrun, turn, swing, jump.

     46. Dicey launch (Pure Time Trials)
            - String: slide, wallrun, wallclimb, turn, jump.

     47. Surreptitious swing (Pure Time Trials)
            - String: springboard, wallrun, swing, jump.


   === Silver ===

     11. That's a wrap
           - Complete story mode on any difficulty.

     19. A for effort
           - Attain a Time Trial star rating of 35.

     31. Vrooom!
           - Maintain sprint speed for 30 seconds.

     32. Up, over, under, onwards
           - String: jump, coil (over obstacle), slide (under obstacle)

     33. Free Flowing
           - String together: wallrun, jump, speedvault.

     34. May I have this dance?
           - String: wallrun, turn, jump, wallclimb, turn, jump.

     35. aaaand safe!
           - String: wallrun, jump, coil (over), skill roll.

     39. Test of Faith
           - Complete the game without shooting an enemy.

     48. The twister (Pure Time Trials)
           - String: wallclimb, turn, swing, wallclimb, turn, swing, jump.

     49. To explore strange new worlds (Pure Time Trials)
           - Attain a Time Trial star rating of 75.


   === Gold ===

     12. Pro runner
           -  Complete story mode on hard difficulty.

     15. Packrat
           - Find all 30 hidden bags.

     20. Still counting
           - Attain a Time Trial star rating of 50.

     50. Superstar (Pure Time Trials)
           - Attain a Time Trial star rating of 90.


   === Platinum ===

     01. Over the Edge
           - Unlock all other trophies.


     Trophies/achievements 45, 46, 47, 48, 49, and 50 are only available after
you download and install patch 1.01.  They are specifically there for the Pure
Time Trials downloadable content pack, and will not affect your chance of
getting platinum (i.e. you can just ignore the bloody things).


 ==============================================================================
      Walkthrough                                                    02.00
 ==============================================================================

     This walkthrough contains no actual spoilers; there is, however, the
obvious exception of things that I can't help but mention during the course of
things, such as names, locations, etc.  What you won't find me doing is
cutting away from this guide to give you a briefing, or my far from sane
commentary on what's happening story-wise.


 ------------------------------------------------------------------------------
      Prologue - The Edge                                            02.01
 ------------------------------------------------------------------------------

 === Checkpoint A ===

     Just the introductory cut-scene.

 === Checkpoint B ===

     Welcome to the world of excessive jumping!  Make your way forward and jump
over to the rooftop in front of you.  Scale the fence rather carelessly
standing in your way, then climb onto the roof of the sub-building that you'd
have to struggle to miss.  There's a zipline up on the roof of said ambiguous
building, and it's there for a very good reason (guess).  At the bottom, the
railing in front of the air-cooling unit can be used to springboard to the
roof behind it - it's not strictly needed, but if you're feeling lazy, knock
yourself out.

Keep that forward direction, and climb to the top of the sub-building that's
staring right at you.  Hop your way over the gap to your left, and balance your
way across the expanse using the rather convenient pipe - when you reach the
end, drop off to your left and wallrun past the gap.  Unless you're a fan of
street pizza, I suggest you build some speed before attempting to leap over to
the building across the street from you - there are two pipes on the building
in question, it doesn't really matter which you aim for - left is preferable.

Over on that very roof, you will be accosted by a news chopper (wave at it,
blow it a kiss, moon it).  Other than being a small part of the story, it is
otherwise un-newsworthy (yeah, killer irony).  Ignore it and continue through
the door in front of you.  I love the corridors in this game, they're so
linear.  Follow it around and head up the stairs.  If you look behind the pile
of cardboard boxes at the top, you will see a red symbol - a marker, if you
will.  The marker, as with all markers you will encounter, indicates the close
proximity of a Runner Bag.

Climb onto the boxes and turn to face the ledge on the right wall - jump to the
ledge and use R1 to orientate yourself towards the ventilation ducting behind
you.  From that ducting, you will no doubt notice a Runner Bag sitting under
the duct entrance to your right - hurray for [Bag #1 - 1/30].  Follow the duct
to it's conclusion, and when you drop down, you'll be greeted by several armed
CPF Officers (Corrupt Pig Fascists), and they're not happy.  Exit stage right
and sprint up the stairs, at the top of which is another door to propel
yourself through haphazardly.

Take a left and look up.  On the wall to your left is a marker - on the
shelving in front of you is another bag, [Bag #2 - 2/30] to be precise.  Reach
it simply by climbing onto the shelving stack where it lives, and then onto
the box where it sleeps (you're still being chased, don't dilly-dally).  If
you had turned right instead of left, you'd have seen the door that leads out
onto the roof - pretend you turned right, and take that very door.  Cut a left
and head up-and-over the small walkway - the plank jutting out over the edge
of the roof indicates a good spot to jump over to the next building.

 === Checkpoint C ===

     There's more gun-happy, doughnut-eaters on the this roof, so watch your
step.  At the end of the roof, towards the left, is a box that can be used to
springboard over to an air-cooling unit on the lower section of the very same
roof.  From there, jump your way over to the sub-building opposite you, and
then over to the building on the left.  You'll now need to face-off against,
you guessed it, an angry CPF Officer - in the spirit of ease, activate
Reaction Time and disarm him (another one is shooting at you from the walkway
up ahead).

With policía numero uno down, make your way towards the pretty blue walkway.
If you look to the left, you'll no doubt see a large air-cooling unit - head
around it to the left and squeeze yourself between it and the stairs of the
walkway.  [Bag #3 - 3/30] is sitting directly in the middle of this small
area, between the ducting, very easy to spot.  Head up onto the walkway via
the steps from before, and deal with policía numero dos.

Climb onto the sub-building that this walkway connects to, and use the planks
on its roof to help you reach the fire escape on the building opposite.
Follow the fire escape as far as it's willing to go, and when you reach the
ladder, a cut-scene will trigger where Faith hands the bag over to Celeste.

 === Checkpoint D ===

     Celeste rather helpfully points out a group of incoming SWAT Cops, so turn
to your left and head through the gate before they've finished yelling and
pointing.  They are not alone, either, they've brought back-up in the form of a
helicopter.  As you reach the end of this roof, the chopper will begin to hover
a little way away from the edge of the building - if you jump towards it, Faith
will grab the landing bar, bringing this chapter to an end in style.


 -------------------------------------------------------------------------------
      Chapter 1 - Flight                                              02.02
 -------------------------------------------------------------------------------

 === Checkpoint A ===

     Make your way left and jump over to the building sitting at a diagonal
(diagonal, baby).  The fences on that building are well-and-truly electrified,
so I wouldn't recommended attempting to climb them.  The first fence can be
cleared by climbing onto the sub-building in front of it, and then hurling
yourself over.  The second fence, however, can be cleared by using the pipe in
front of the air-cooling unit to springboard over it.  To continue, you'll
need to jump over to the next building - just don't do it just yet, eh?

Before all of that jazz, use the blue boxes in front of the sub-building to
your left to reach its roof - on top of said roof is [Bag#1 - 4/30].  Now you
can continue over to the next building.  Take a right and keep going until you
see a ladder (also on your right).  Climb that lovely ladder and wallrun across
the back of the billboard to bypass the barbed-wire fence, then follow the
walkway around and climb onto the sub-building that it connects to.

Turn to your right and hold on to your pants, because you're gonna have to jump
to the roof over yonder.  The door on said rooftop happens to open into the
RP&A office building - there's only actually one way through it, so once you're
inside, just follow the corridor around to the elevator.

 === Checkpoint B ===

     A cut-scene is triggered the moment you exit the elevator - no walking to
Pope's office for us.  After a short but touching reunion with Kate, it's time
to get running again.  There's a SWAT team fast on your heels, and they're not
in a taking prisoners kind of mood (funny, that).  Hurl yourself over the
railing that's pretty much in front of you and head around the corner, through
the reception area.  Keep on keeping on until you see the "RP&A" sign on the
wall, that's your cue to turn left - be sure to climb the stairs when you
reach them, and turn right at the top.

Follow the path around until you reach the accounting office - once inside, cut
a quick right and climb up the glass wall (with the computer servers).  From
there, climb over the wall to the left and drop down - quickly wallclimb the
mezzanine wall and jump over to one of the supports.  The ventilation duct
isn't really that hard to spot from here - when you see it, meander over the
support beam and climb on inside.  Navigate your way around the duct as per
usual, and hurl yourself face-first to the ground below.

 === Checkpoint C ===

     Take a left and head through the door (where yet another helicopter awaits
you), then run left and chuck yourself over the railing and onto the sloped-
roof.  As you make your way down the slope of doom, be sure to hold left,
otherwise you'll be nowhere near the building that you need to jump to when the
time comes for you to do so.

Make your way left and jump down onto the roof of the sub-building below, and
then down onto the roof below that.   Go right and jump over to the next roof -
at the end of said roof, jump off the edge and aim for the crash-mat.  If you
survived that, you might wanna continue down onto the next roof, and take the
path around to the right.  The door over on the next building has a marker next
to - to the right and behind the air-cooling unit, you'll find [Bag #2 - 5/30].

For the sake of hoots and giggles (and because I bet some guy you'd fall to
your death), I want you to jump over to the fire escape on the opposite
building, and then, providing you're still alive (a tenner says you won't be),
take it up as far as it's willing to go.  When you reach the ducting at the
top, climb up and follow it around to the left - from there, you will need to
wallrun to reach the fan-housing up ahead.

Head over onto the roof, and from there, cut a right just after the first air-
cooling unit and hop the fence.  Take the time to build a good head of speed
before attempting to jump over to the roof of the opposite building - on it,
there's another door to barge your way through (quel surprise).  Inside, take
the first right and climb over the fence to avoid the SWAT team coming from the
elevator.  Continue straight and climb the next fence - the exit from this area
is the elevator that your potential killers just got out of (irony).

 === Checkpoint D ===

     Follow the corridor around and head through the door at the end - the
chopper is back, so you might wanna watch that.  Head around the corner to the
left and drop down to the lower part of the roof - you'll need to make one hell
of a wallrun from here to reach the door at the opposite side (you'll most
likely need to throw in a jump at the end in order to make it).

Inside, follow the corridor around to the right and head down the stairs - to
your left is another door for your opening pleasure.  Wander forward and drop
down to the next section of roof, then jump the sexy railings in front of the
sloped-roof, which will rather conveniently drop you safely on the ground.
Sprint through the glass tunnel and take the stairs down, taking the set to
the right when they branch-off.  All the way at the end of this area, over to
the right, is the entrance to the subway - keep running until you reach it.

Take the first left and head down the stairs, slide under the security shutter
at the bottom, and continue left, following the corridor along.  You need to
take the next left that presents itself to you - if a left doesn't suddenly
jump out and hit you, then you're too slow, the shutters have already closed.
If that's the case, just keep heading straight and throw yourself over the wall
at the end (to the left).  Continue along and take the only other exit from
that area, up some more stairs, and back to the surface.

 === Checkpoint E ===

     Keep to the left in order to avoid most of the CPF goons that infest this
area.  If you snap a left at the sculpture (I'd make a guess at it being a red
elastic band) and then cut another left, you'll no doubt see a fence (there's
a marker on a nearby wall).  Vault the fence and have a good rummage around -
in the darkened corner to the left, you'll find [Bag #3 - 6/30].  Return to
the red elastic band and head up the steps that you neglected earlier.

At the top, run around to the right and climb up onto the shuttered building in
front of you - head around to the left and climb the ladder to the rail
overpass.  Now it's just a case of heading alongside the fence and taking the
zipline down to the next roof.  The sloping roof in front of you is the exit to
this chapter - take it, don't take it, your choice (free country).


 ------------------------------------------------------------------------------
      Chapter 2 - Jacknife                                           02.03
 ------------------------------------------------------------------------------

 === Checkpoint A ===

     Climb up the pipe on the wall in front of you and leap across to the
flagpole.  From there, swing over to the fan-housing, which you will need to
shimmy around the other side of, and then turn and face the flagpole behind
you - jump over to it and use it to swing yourself of the barbed-wire fence
below.  Scale the next fence and drop down into the drainage canal - make a
right and get with the running already (it's very easy to get gunned-down by
the chopper if you don't maintain your speed when clearing the bridges).

As soon as you turn the first corner, you'll be given the chance to springboard
out of the canal using the pile of boxes, do so, and sure that it is to the
left (you might just see a marker on the wall as you do).  Keep moving forward,
but keep to the left, behind the posts is [Bag #1 - 7/30].  Drop back into the
canal and keep going in the direction you were previously.  After you round the
next corner, you will be given another chance to remove yourself from the canal
using a makeshift springboard, do so, but make sure that it's to the right this
time.  You'll see the door in the corner as you reach the end of the area.

Follow the sexy new corridor around and turn the valve handle to shut off the
steam.  In the next room, use the pallet to springboard up to the pipe on the
wall - keep climbing and jumping from pipe-to-pipe until you're in jumping
range of the duct entrance.  The duct is very small and non-sexy, but it brings
you out in a lovely blue-coloured corridor.  It only has one exit, so wander up
to the door and headbutt it open.

 === Checkpoint B ===

     Out in the construction yard, turn left and head towards the red storage
containers - climb onto them and jump over to the payload hanging from the
crane, and then over to the payload after that.  Rather conveniently, it'll
begin to lower you into the stormdrain - when it stops, you'll be given an
opportunity to leap onto a nearby catwalk (as the payload spins).  If you
don't take the opportunity as it's given, you'll quite literally drop dead.

On the catwalk, run over to the left and make a grab for the bar (yes, the
pilot did just fly the chopper into the drain after you), then swing over to
the bar situated over the (considerably) lower section of catwalk.  Keep making
your way down into the drain by utilising similar bars, and by climbing down
the odd pipe that should present itself.

Right at the bottom, you will find a lovely little thing called an "Emergency
Overflow Gate Control" switch - once you hit it, you'll have 15 seconds before
the gate in question closes again.  Run to the right and jump over to the
yellow catwalk - from there, springboard to the upper part of the catwalk using
the boxes - climb to the ledge on the right to reach the gate.

 === Checkpoint C ===

     Keep moving forward until you see the ladder, opposite that very ladder is
a small ledge about halfway up the wall.  Wallclimb up to it and turn to face
the ladder behind you - jump on over and climb up to the catwalk.  Use the bar
to reach the other side of the catwalk, and activate the switch to open the
gate in front of you.

Continue undaunted and use the ladder to climb up to the green catwalk.  Jump
your way from section-to-section until you reach some boxes that can be used to
springboard up to the next level (it just goes on like this, really it does).
It's really quite important to remember that the catwalk is entirely linear -
there is only one way to traverse it (just in case you thought I was being a
bit vague).  Just up from the springboard is a beam that you'll need to balance
your way across to reach the next section of catwalk.

By now, you'll be seeing some pretty red lights dancing around the screen -
here's a clue; they're not Christmas lights, and they're attached to rifles.
Follow the catwalk ever-onwards and cross the final balance beam to the ladder,
at the top of which is a bar that can be used to swing over to the next
section.  Continue around, and you'll once again stumble upon yet another
springboard which, of course, should be taken.

All that jumping has upset me... oh, I do wish that I could just punch someone
- ooh, look.  Jump across the gap and engage in some unarmed exercise with the
SWAT Sniper.  Once he's incapacitated, you'll have a sexy new sniper rifle to
play with - if you've avoided murder thus far, you might wanna resist the urge
to strafe out and kill his amigos (or you'll lose the chance to nab the Test of
Faith trophy/achievement).

If the snipers are hole-free, you'll need to be quick in your approach to the
springboard at the end of this catwalk.  Jump and swing your way across to the
stairs, and then use the boxes at the top of which to springboard over the
ledge surrounding the concrete support column.  Turn left and make your way
over the columns to the front of the room - when you reach the end, turn right
and make your way over to the column with the second zipline.  From there, jump
three columns over to the right, followed by three over to the left - the
catwalk opposite that column has [Bag #2 - 8/30] (the two SWAT Snipers that are
shooting at you are actually on the next catwalk over).

Return to the ziplines and take whichever one you fancy (I'm a believer in free
choice).  The green shuttered-door over yonder is the destination in question;
but as soon as you reach solid ground again, a SWAT team will swarm in at the
ground floor.  Shuffle your way across the small ledge to reach the door before
they decide to kill you (the door is opened via the switch on the wall to the
right of it).

In the next room, wallclimb up to the ledge opposite you, and shimmy your way
left until you're able to jump over to the ledge, that amazingly enough, is
also to your left.  From that ledge, climb up to the right, then stare on in
amazement at the water slide (now with added Weil's disease).  It's safe
enough, despite the drop of death at the end - just don't roll when you reach
the bottom (guess why).  You can reach the bridge by using the ledges at either
side of the room - on said bridge, you will find another switch that opens
another gate.  The gate in question is reached by shuffling across the ledge
just up from the switch.

 === Checkpoint D ===

     You're in another stormdrain, lovely, eh?  Head left and hitch a ride on
the payload - make sure to hop off when it spins into range of the catwalk
opposite.  This stormdrain works just the same as the previous drain, except
you're going up rather than down (so, yeah, slightly different).  Use the first
set of pipes to help you get higher, then springboard up to the elevator using
the boxes in front of you (yes, an elevator) - finally, about-face and jump to
the platform.

The next pipe will take you to a ladder (over to the right), and that ladder in
turn will take you to a platform with a valve handle - turn the handle and the
water coming from the pipe in front of you will magically cease flowing.  Jump
to the bar and then swing down to the one situated above the lower section of
catwalk (to be fair, you'll probably miss and have to grab for the railing).

Balance across the pipe and then springboard to the top of the elevator (yes,
it doesn't work), then turn around and... actually, this little bit is exactly
the same as the previous bit, but the ladder at the top of the pipe is to the
left.  At the top of the ladder is one last switch for your switching pleasure
- this one doesn't operate a gate, rather it operates a crane.  Activate the
switch and jump onto the payload to your right - this payload isn't going
anywhere soon, but the one below you is.  You're going to have to time your
jump to land on it as it passes.  Yeah, better you than me.

 === Checkpoint E ===

     The place is swarming with Riot Cops, so be mindful.  Orientate yourself
towards the white portakabin that should be roughly to your left.  Just to the
left of the portakabin is an orange storage container with a white plank
standing up against it (said plank has the marker on it).  Around the left side
of the container, behind the forklift, you will find [Bag #3 - 9/30].  Make
your way over to the Callaghan building and mount the delivery truck closest to
the fence - if you jump and coil from there, you'll be able to escape the cops
and avoid a barbed-wire enema while you're at it.  The door on the building
leads into a green corridor, that in turn leads to an elevator.  Guess who's
waiting behind the door at the top.

 === Checkpoint F ===

     As soon as Jacknife sees you, he'll promptly do a bunk - and yes, if you
stand around like a lemon, he will eventually escape you.  Take the zipline
down to the next rooftop (minding to slide under the obstruction that comes
shortly after), and hurl yourself down to the next building.  Jacknife is
scaling the fence as we speak, so make with the climbing, and keep following
him.  From there, climb onto the sub-building and jump across the gap - save
yourself some time on the next bit by taking the springboard up to the roof in
front of you (again, be mindful of the obstruction that comes shortly after).
Now climb the sub-building to your left and leap over to the blue walkway.

Run across the ventilation ducts, and then onto the sub-building - head left
and be proud.  Jump over to the next building and scale the fence (again, there
is something to slide under), then climb the sub-building and take the zipline
down to the next rooftop.  Jacknife will stop behind the fence in front of you,
he won't begin running again until you attempt to climb it.

Climb the fence and head to the right, over the ducts, and then over the fence
(clear the fence from the ducts to save time).  Quickly use the boxes to
springboard to the roof, then follow Jacknife down the alley (between the
yellow building and the fence to the right).  Head into the building and follow
the corridor around to the elevators - Jacknife's beaten you to it, slow-poke.

 === Checkpoint G ===

     Hop into the only other available elevator and ride it to the roof.
Outside, upon said roof, Jacknife will do you a favour and bludgeon himself
insensible - of course, now you need to reach him.  Throw yourself off this
building to the left, and acquaint yourself with the flagpole on the building
across the street.  Swing over to the fan-housing, and jump over to the pipe on
the wall.  Keep jumping from pipe-to-pipe until you reach the scaffolding
platform, from the end of which, you'll be able to reach the roof opposite.

Make your way right and climb to the roof of the sub-building by using the pipe
on the wall, then use the planks hovering to the left of your vision to reach
the scaffolding on the neighbouring building.  You won't make it all the way,
but you will land safely - just follow the scaffolding up to the roof.  At the
top, turn around and head through the gap in the fence to the right.
Congratulations, you've finally caught up with that smug bastard, Jacknife.


 ------------------------------------------------------------------------------
      Chapter 3 - Heat                                               02.04
 ------------------------------------------------------------------------------

 === Checkpoint A ===

     Turn right and y'know, climb the fence and leap over to the opposing
building.  The fence ahead of you is covered in barbed-wire, so turn left and
jump down to the building below.  If you look towards the building in front of
you, you'll see some pipes on the wall, jump over to them and climb on up.

Continue forward and use the box in front of the sub-building to gain enough
extra height to reach the roof of said building.  From thine lofty perch, thou
canst reach the roof now situated in front of thee - do so.  More barbed-wire
fences, hurray.  Head around to the right of the fence and jump onto the duct
attached to the wall of the opposite building - you should now walk along until
you're past the fence, and then jump back across to the building that you just
came from (my head hurts).  From there, walk behind the sub-building (i.e.
between it and the edge), and jump over to the second bit of ducting on the
previous building.

Follow the ducting left and jump down onto the roof of the building below.  Use
the sloped-roof to reach the air-cooling unit, and then use the unit to reach
the duct on the wall - the duct is then used to clear the barbed-wire fence to
your right.  Climb onto the air-cooling unit and look up, you'll see a bar -
wallclimb the wall opposite the bar, and 180-Jump over to it.  The bar is hours
of fun, but I'd suggest using it to swing over to the roof in front of you.

Continue forward and climb onto the sub-building (slightly to the left), from
there, jump across to the other building.  Make your way left and enter the
door on the pretty-coloured wall.  Wallclimb up the wall directly in front of
you (with the orange meshing) and shimmy your way right until you're within
jumping range of the catwalk on the opposite wall.  From the catwalk, continue
through the gap in the meshing, and head into the ventilation duct - the duct
is no more complicated than any other duct you've seen.

Back on the ground, have look around - the barrels to your right have a marker
on them, and the boxes behind you have [Bag #1 - 10/30] behind them.  To the
left of where you dropped down, there is some some ducting, squeeze between it
and the wall, and then follow the corridor around to the orange stairs.  At the
top of the stairs, jump across to the other part of the catwalk and follow the
rest of the corridor around into an office area.  Head through the door to the
right and wallclimb up to the ventilation duct in the ceiling.  Follow the duct
around and enjoy the cut-scene when you reach the end, after which, Faith will
drop down into Ropeburn's office.

 === Checkpoint B ===

     If you're so inclined, there's a handgun on the desk, but you won't really
need it.  Head out of the office and into the foyer (just break the glass wall
in front of you and hop the railing to save yourself some time) and climb the
walls to your left as high as they'll go.  At the top, turn right and jump over
to the walkway (break the glass with a jump kick), then go and break the glass
over at the other side.  From there, wallrun over to the office area and follow
the path around (don't actually enter the office area proper) until you see
some boxes - as you may well have guessed, the boxes can act as a makeshift
springboard to reach the next part of the area.

Head into the office and turn right, if you look out of the window, you'll see
some bars.  Use said bars to swing over to the other side of this area (all the
while doing your best to avoid the SWAT team trying to perforate you from
below).  You can either go left or right from here - considering that there's
two CPF Officers to the right, I'd personally head left.  In the alcove,
wallclimb to the exposed girder (see: pretentious design feature), then jump to
and climb over the railing.  Follow the path around and head out of the door.
Turn left and wallrun over the gap, a SWAT Cop will kick open the door in front
of you, so don't stop (follow the yellow brick wall).

Continue following the path until you reach the yellow walkway - the boxes on
the walkway can be used to springboard over to the building in front of you.
Run right and slide under the air-cooling unit (climb it and die), the door is
straight ahead and to the left.  Follow the corridor around to the elevator,
push the button and... bugger, it's broken.  When the doors finally decide to
open (health and safety would go nuts), jump over to the pipe and slide down to
the bottom of the elevator shaft.  Just climb on out and follow the corridor to
the exit.

 === Checkpoint C ===

     Turn right and climb onto the sub-building, then take the zipline down to
the next rooftop.  Continue over to the next building (the chopper is back) and
climb onto the air-cooling units in front of you.  Jump across to the sub-
building, and then take the zipline down to the next rooftop.  As soon as is
safe, you're gonna want to drop from the line and cut a right, following the
barbed-wire fence around the corner.  There are some pipes on the wall that can
be taken to the roof, consider doing just that.

Pretty much in front of you is a concrete block that can be used as a makeshift
springboard, it will place you on the air-cooling unit a little way in front of
you.  From the unit, jump over to the building with the blue walkway and make
your way left, over to the next building.  Head right and clear the fence -
jump over to the next building, and get ready to fight.

Three SWAT Cops will repel from the pursuing helicopter (which will then fly
away).  If you want to live, you'll ideally need to deal with all three before
attempting to continue - remember, use your surroundings for cover, and only
engage one enemy at a time.  With the troublemakers hopefully taking a nap, use
the pipes on the wall of the building in front of you to climb to the roof.

Climb onto the sub-building on your left and jump to the next building over.
Do you see the barbed-wire enclosure with the junction boxes in?  Yeah, well
the pallet standing in front of it has a marker on it - if you walk around the
left side of the enclosure, you will find [Bag #2 - 11/30].  Head along to the
right now and slide under the air-cooling unit (there's a cunning hole in the
fence) - head through the door to get off the roof.  Navigate the corridor
around to the elevator - the news feed inside gives some handy tips to spot a
Runner (radio transmitting secret signals?  Use a tinfoil hat).

 === Checkpoint D ===

     At the top is another corridor to follow, and another door to bang open
with your face (yeah, face-door).  Out on the roof, turn right and get back to
running like hell - the chopper is back for revenge.  When you see the planks
to the left of you, y'know that's a good place to jump over to the next
building.  Make your way over the sub-building, and jump over to the building
in front of you.  Hop the fence and turn right - use the board to wallrun (and
jump) across the gap.  Turn right and use the pipe on the orange wall (behind
the sub-building) to climb to its roof, and from there, jump to the roof
opposite.  Get a good run up and jump over to the scaffolding on your left.

Wallrun across the gap and slide down the ladder, behind you is another gap
that can be traversed via wallrunning.  Climb the ladder in front of you (run
around to the other side of it) and use the small girder situated near the top
to balance your way over to the blue building.  Grab the steel plate in front
of you and jump over to the platform on the left, then use the blocks as a
springboard to send yourself soaring (well, not exactly, but you get the idea).

Keep heading ever-upwards, climbing up the makeshift wall when you reach it -
at the top, turn around and hop over the gap.  Wallrun over to the next part of
the scaffolding and then continue around to the end, where a Riot Cop will jump
out in front of you.  A punch in the face will see him being knocked off the
edge to his demise (just like Wile E. Coyote).

Head around the corner and drop down the gap, turn around and keep following
the path around - there's a bloody big jump at the end, so keep your speed up,
sunshine.  Head down the ramp to your right and use the blocks to springboard
up to the next part of the scaffolding - follow it as high as it's willing to
go, and then make your way onto the roof (jump from the steel plating).  If you
wondered why the chopper kinda left you alone for awhile, that'd be because it
was dropping armed bastards on the roof.

There's a tonne of barbed-wire surrounding the crane and, of course, there are
those all-too-unforgettable armed bastards that I mentioned earlier (two in
fact).  Carefully remove the Riot Cops from the equation, and climb onto the
sub-building behind the crane (the one with the "Raposa" sign) - you'll be able
to clear the fence from here, clearly.  Climb to the top of the crane using the
ladders (and a sandbag), and stroll out onto the boom.

Jump from the boom of this crane to the payload of the crane sitting over on
the next building.  For a laugh, I want you to jump from here to the crash-mat
below.  Providing you're still in working order, jump from the crash-mat over
to the ladder of the crane; on the top platform of this lovely construction
device sits [Bag #3 - 12/30].  To the right of the barbed-wire fence, opposite
of where you landed, is the much-deserved exit.


 ------------------------------------------------------------------------------
      Chapter 4 - Ropeburn                                           02.05
 ------------------------------------------------------------------------------

 === Checkpoint A ===

     The fence in front of you is electrified, so turn left and keep going
until you reach the yellow walkway, you can jump over to the other building
from there.  Turn right head over to the planks, now jump over to the pipe on
the building that you just came from.  On the sub-building to your right, you
will find the switch to shut down the electric fence - do it.

Climb over the fence that was facing you when you climbed up from the pipe, and
climb up onto the air-cooling unit in front of you.  Turn right and hop over to
the sub-building, and then over to the ducting on the yellow building.  On the
yellow building, turn left and make your way either through or over the various
assortment of containers and sub-buildings.  At the end is a barbed-wire fence
- turn left and use the bags as a springboard to clear it.

To your right are some planks, jump over to the neighbouring building from
there (ignore the angle, you can still grab the ledge).  To the left of the
pipe, you will see a marker; to the left of that, you'll see [Bag #1 - 13/30].
Climb down the pipe and enter the door.  Head left and follow the corridor,
taking the doorway to your right.  In here, you can use the stacks of wood to
jump into the ceiling space, there's a duct up there, you know the drill.
Follow it around and climb up to the right when the opportunity arises.  Keep
on trucking until a duct cover gives way, dropping you into the room below.

Continue forward and turn left when you can.  Keep going left, and when you see
the yellow portable generator, wallclimb the concrete column just up from it
and 180-Jump to reach the ledge opposite.  Turn to your right and wallrun over
to the bar, then swing over to the support beam and head towards the light.
Climb the ladder in the corner and reorientate yourself towards the gap in the
wall behind you - go on, jump.

Drop down the squeeze between the wall and the pipes behind you.  Turn left and
wallclimb the pipe cage that you just squeezed past - the valve handle will
shut off the steam at the top of the next ladder.  Drop back down and squeeze
through the hole in front of you, then climb the ladder.  Open the door at the
top and exit out into another cut-scene - drop down to the right and make your
way over to the right side of the room (to where the elevator doors are).  To
your left is a makeshift springboard that can be used to reach the scaffolding.
Take the door on your right.

 === Checkpoint B ===

     Take the (orange) stairs all the way to the roof and... it looks like
Ropeburn got the drop on you.  After he's finished manhandling you, he'll throw
you down to the lower part of the roof, then drop down after you.  He'll
scatter some crates in true theatrical fashion, and grab a plank of wood (the
better to beat you with, my dear) - when he comes at you with said plank, you
will have a split second to time your disarm, or you'll die (no Reaction Time
to help you here).  Actually, to be fair - all you need to do is keep tapping
the disarm button to succeed.  After another little cut-scene, Ropeburn drops
out of the fight, so make your way right and take the door back inside.

 === Checkpoint C ===

     Head all the way up the stairs and push open the door (you'll end up back
in the cut-scene room from earlier), more SWAT Cops await you here.
Springboard up to the zipline, but don't ride it to its thrilling finale, drop
down just as you near the first column.  Quickly head into the elevator to the
left and climb through the inspection hatch to the roof of the car.  Push the
button next to you to make the elevator descend (read: plummet violently).

Right, now the hard part - stay standing on the elevator (in the same direction
as you were before it fell).  On the right wall, a SWAT Cop will open the doors
and poke his head out - you can either wallrun and kick him as he does this, or
you can simply place yourself under those very doors and climb up, hopefully
aiming to disarm him before he aims and kills you.  Just to your right is
[Bag #2 - 14/30].  Drop back into the shaft and head left, past the elevator,
and into the duct.

 === Checkpoint D ===

     Open the door in front of you and follow the wall around to the right -
you should probably climb the pipes and jump over to the catwalk or something.
To reach the bar around the corner to right, you'll need to wallrun and L-Jump
over to it.  Use the bar to swing-a-ding over to the catwalk, then enter the
duct and drop down into the room below.

Turn left and head towards the blue wall, climb the stairs and... no, wait,
I've change my mind - come back down the stairs, and as you're doing so, jump
over to the scaffolding in front of you.  Wallclimb higher up the scaffolding
(the cops are now on their merry way), and jump over to the scaffolding at the
other side of the room - you may as well coil over the fence and head into the
subway.  Follow the path around and head down the stairs marked with a line of
orange tiles.  Slide under the security shutter at the bottom and head left,
there you will find another shutter to slide under - if you don't make it in
time, the button to open it up again is located in the middle of the wall.

Just after this set of shutters, you will encounter another set - again, should
they close before you reach them (which is more than likely this time), the
button is in the middle of the wall.  Keep heading straight and run down the
escalators to the platform - the CPF Officer at the bottom could do with a
punch in the face (he would disagree, however).  There's another CPF Officer a
little further up - the rest of the platform, however, is swarming with SWAT
Cops/Riot Cops.  Weave your way to the end and jump onto the tracks to the
right (the trains are very frequent here), then climb the ladder across from
you and balance across the bar to the ventilation duct - enter it, I guess.

Now for a tricky bit (yeah, I know you love it) - do you see those bars?  Yeah,
I want you to swing across to the other side of the area.  If you fall, look
for the lowest of the three bars, wallclimb the mesh wall and 180-Jump up to
it.  If you look around the corner of this little section, you will see a
marker on the wall to your right.  Jump up to the steel fastener on the conduit
in front of you, and then jump to the ledge on the right for [Bag #3 - 15/30].
Drop back down and wallrun over to the other side of the gap, then drop down
the ventilation shaft to the catwalk below - take the door right next to you.

 === Checkpoint E ===

     Ignore the door to the right for the moment (it's locked).  The second
turning to the right has a bar above it - wallclimb the opposite wall, then
180-Jump up to it.  Swing over to the catwalk and head around to the right,
through the doorway (the rat is named "Scruffy").  The button on the wall will
unlock the very locked door from before - you know what to do.

Head along the track to the left - the train comes from behind you, so make a
little note of that on your forehead in indelible marker.  When you see the
"77" written above the tunnel in front of you, take the tunnel to the right of
it.  Climb the ladder in front of you and turn around - there's a bar there, so
I figure you should jump to it and swing over to the door in front of you.

Drop down from the next catwalk and squeeze through the small tunnel into the
next room, and head around to the right and up the stairs.  Just around the
corner is a ladder, and it won't climb itself, so get to it.  With a good run
up, you'll be able to reach the bar spanning the centre room (the fans on the
floor will cut you up should you fall).  Swing over to the central catwalk and
wallrun over to the section across from you.  The switch on the wall will stop
the fans momentarily, so be quick about wallrunning back over to the central
platform (down the left-hand wall) and entering the fan duct (there are three
fans, but only the first one ever spins).

 === Checkpoint F ===

     You need to wait for the train to come by, and then jump down on top of it
- yeah, I wasn't too thrilled about it, either.  There's a SWAT Cop cutting his
way through the door to the right of you, choices are pretty limited.  Remember
Revenge of Shinobi?  Yeah, the bit before you fight Spider-Man.  After a little
time spent train surfing, you'll need to avoid the signs that start coming
towards you at insane speed.

When the second train approaches on the right, jump over to it (be careful
of hitting a support column) - from here on out, there will be bars to jump
over, and rail bridges to duck under.  When the train stops (stay towards the
back of it), make sure as hell that you're on the tracks and running (you'll
see why) - the exit door is on the left.


 ------------------------------------------------------------------------------
      Chapter 5 - New Eden                                           02.06
 ------------------------------------------------------------------------------

 === Checkpoint A ===

     Make your way forward and jump over to the pipe on the wall.  Just to the
right of where you drop down from that pipe is another one - jump to it and
slide on down.  Hop down from the dumpster at the bottom and follow the alley
around to the right - when the alley exits out onto the street, run straight
ahead and climb over the fence at the other side of the road.  To your left is
a pipe, and just up from that is another one - choose to climb the second pipe
and then jump up to the catwalk.

Head around to the right and climb the wall with the blue markings - keep on
going straight, and climb over the small wall at the end.  Use the bars in
front of you to swing over to the other side of the overpass (the cops are
shooting at you, so be quick), and  head up the stairs to the left and onto the
overpass proper (safe, yeah).  Cut a left and run down the centre of the tracks
to keep yourself safe from the many trains that prowl this area looking for
victims.  There's also a helicopter in the vicinity, but it poses no threat
while you're here.

Keep an eye on the left, and exit through the gate when you see it (it's just
past the fourth column that you come across).  Head down the stairs and follow
the catwalk to the end, where you should jump to the ground below and sprint
towards the parked cars and trucks - there is a door on the building in front
of you, you don't need me to tell you to take it.  Follow the corridor around
and take the door at the end - the subsequent alley is bloody tiny, and the
exit door is no trouble to find.  Inside, head down the corridor and take the
elevator at the end (the cops are kicking the doors in as we speak).

 === Checkpoint B ===

     Back on the roof, head up the stairs in front of you and climb onto the
sub-building.  The planks can be used to help you clear the fence on the
building opposite.  From said building,  jog around to the left and vault the
fence - the planks in the corner can be used to reach the next building over.
From the yellow walkway, climb onto the air-cooling unit to the right - on the
wall should be a pipe (unless they moved it while I wasn't looking).  Climb the
pipe to the top and jump over to the fan-housing on your left - the building
can only be reached by the power of flight... I lie, just wallrun over to it.

You see the junction boxes in the barbed-wire enclosure, right?  On the wall to
the left of the enclosure is a marker.  If you climb onto that roof and jump
over the fence, you will find [Bag #1 - 16/30] sitting in the middle.  Climb
onto the junction box and jump over the fence to be on your merry way (keep the
forward direction, no need in backtracking).  Jump over to the next roof, at
the end of which is a pipe attached to the wall - jump to it, literally, and
slide down.

At the bottom, climb onto the ducting to your right and follow it around to the
left.  On the building that you end up on, there is a SWAT Cop - break his arm,
then follow the roof around to the orange stairs.  At the bottom, make a left
and keep going - you will see a pipe on the building to your right (there are
also two more SWAT Cops hanging around here).  Climb to the roof and use the
zipline to transfer over to the neighbouring building.  Pat yourself on the
back (or another family-friendly place), and continue through the door.

In this lovely corridor, have a look to the left as you walk along - yeah, it's
another broken elevator.  Jump to the pipe on the left wall of the shaft and
climb up as far as you can - transfer to the next pipe and climb to the very
top of the shaft.  Orientate yourself towards the door, and make your way out
of the elevator shaft and down the corridor - the exit is found to the left.

 === Checkpoint C ===

     Follow the stairs up and jump from the planks at the top to reach the roof
opposite.  Climb the pipe to your left and transfer over to the second pipe
which, of course, leads you to the roof.  Keep moving straight, but keep an eye
out to your left - when you see the cardboard box, use it as a springboard to
reach the air-cooling unit.  Jump over from the planks to the next roof and
snap a right - wallrun to the fan-housing, and from there, jump over to the
ducting on the opposite building (I find an L-Jump works best).

Continue along and jump over to the pipe on the wall - from there, jump to the
next pipe and climb it to the roof.  Leap over to the next building, and
quickly, to avoid the two Riot Cops, climb onto the sub-building in front of
you - use the zipline up there both for pleasure and gain.  As you approach the
end of the zipline, you need to hit L2 - Faith will drop from the line and
automatically grab the one strung below.

Slide under the ducting and continue ever-onward - the blocks that you come
across can be used to springboard over the barbed-wire fence.  Climb onto the
air-cooling unit at the end of this roof and jump over to the next one.  To
your left (on the yellow wall), there is a marker, that means you should climb
onto the air-cooling unit closest to it and turn around.  On the water tank
opposite is [Bag #2 - 17/30] - wallrun to reach it.

Return to the air-cooling unit and continue past it, the cardboard box at the
end can be used to springboard over the barbed-wire fence.  Climb to the roof
of the sub-building opposite and jump over the barbed-wire fence to your left
(yes, more barbed-wire).  Take the door into the building just for the sake of
it, and follow the modern corridor around to a modern elevator.  Head down the
ramp and take the door that you can clearly see on the right wall.

Head around to the mall entrance and turn left (under the shutter).  Use the
cardboard box to springboard to the ledge, then about-face and jump over to the
bar.  Swing across to the duct entrance and follow it around as per routine,
it'll bring you out in the delivery bay.  There is a marker on the wall right
in front of you (above the yellow bins) - [Bag #3 - 18/30] can be found on top
of the delivery truck (climb to the cab first).  Take the door to the right of
where you entered, and then follow the corridor around to the door at the end.

 === Checkpoint D ===

     In the mall at last (and not a zombie in sight).  Go left and follow the
man under the "dernière mode" shutter, and continue along the corridor and
under the shutter.  Our mystery man runs between the escalators... oh, and
you've just run into an ambush... again.  Dart around to the left and enter the
glass elevator (might wanna stay away from the glass part for obvious reasons)
- at the top, the glass will shatter completely, allowing you to extricate
yourself (the doors won't actually open).  Jump out of the elevator and head
under another of those "dernière mode" shutters and follow the path around.

At the end of the area, jump over the barrier to the left and continue forward
(down the left side), then up the escalators.  To the right of this area is a
cardboard box that you can use to springboard up to the planter on the wall -
do just that, and then turn and jump over to the next floor.  Keep going and
take a second left that you come to (the first left is a no-no).  Follow the
area around and climb onto the employee lockers to the left, and then from
there to the ledge above.  See the duct?  Take the duct.  Smile.

Keep following the path and use the ducting to walk across to the other side of
the mall - follow the ledge around and enter the duct.  The duct drops you down
into another corridor, so make your legs carry your body around the corner, and
look up - see the white steel meshing on the wall to your left?  Yeah, of
course you do.  Wallclimb up to it from the boxes and shimmy your way right
until you're in jumping range of the catwalk.  Mosey around to the right and
climb into the duct.

Follow the duct to its conclusion, but be careful of stepping out into the fan
at the end.  In front of you us a button - it'll kill the power to the entire
building, including that fan.  Hit it and drop down into the fan shaft (might
wanna wait until it stops spinning, Einstein).  Continue forward (towards the
orange sign) and enter the door to the left of the shutter.

Behind the glass to your right is a CPF Officer, and just up from him is his
friend.  Make your way over to the other side of this room (keeping as far away
from the glass as possible) - in the corner is a stack of plasterboard with
some paint cans on top.  Well, from there, wallclimb the wall to the right of
the boards (i.e. the window wall), and 180-Jump (hopefully) over to the planks
spanning the beams of the ceiling.  Head over the planks to the central area,
and kick out the glass to your left. Providing you don't get gunned-down, the
bar can be used to reach the platform hanging from the apex roof

Jump over the gap straight ahead of you and turn left - enter the duct and,
well, you know.  You'll drop down into a storeroom - head left and through the
door.  Climb the orange stairs and proceed to take the pipe up into the ceiling
space.  That pretty door is exit to this chapter.


 ------------------------------------------------------------------------------
       Chapter 6 - Pirandello Kruger                                 02.07
 ------------------------------------------------------------------------------

 === Checkpoint A ===

     Turn to your right and use the dirt pile that's nearby to reach the upper
level.  About-face and head over to the other side of the room using the
planks, there is a doorway to the left, I suggest you head through it and
consider turning left once more.  Head all the way downstairs and jump onto the
ducting - follow it along and drop down to the next section (surprisingly
sturdy ducting)... I dare you to wallrun over to the building in front of you.
Your reward, sitting slightly to your left, is [Bag #1 - 19/30].

Peer over the side of the building to the right, you should spy a crash-mat way
down on the ground.  Funny story, you can actually reach it from here, and
reach it you must.  From the crash-mat, turn to face the building with the
large "04" written on it - well, head past the building to the left and keep
going until you see the pipes on the wall to your right.  Climb the pipe, and
keep jumping from pipe-to-pipe until you reach the roof.

Hop the railing and climb the orange stairs in front of you, at the very end of
your adventure in stairs, turn around and wallrun over to the bar.  Swing to
the catwalk, and climb onto the air-cooling unit, and from there to the roof.
Turn right and head towards the building with the yellow "04" - go right from
there and drop down to the lower roof.  Follow the path around, and when you
see the barbed-wire fence on the level above, that's your cue to climb back up
(once you're behind it, of course).  Directly in front of you should be a door
- headbutt that door open.

Follow the path around and climb up onto the storage container at the end.
Wallclimb and 180-Jump up to the ducting and follow it around to the hole in
the wall - head outside.  Continue around to the left and follow the ducting to
its end - turn left and jump over to the air-cooling unit, and from there to
the sub-building (if you fall, use the sloped-roof to get back up).  Continue
along and drop down to the lower roof.  See that billboard?  Yeah, you need to
be on the orange walkway in front of it, but it's being guarded by a SWAT
Sniper.  Run up the steps and wallrun and kick him in the teeth, and disarm
him.  Drop down to the ledge in front of the walkway, and take the zipline.

There's another SWAT Sniper hanging around the bottom of the zipline, if you
dismount the cable and time your attack just right, you'll be able to stomp him
good (for a trophy/achievement/giggles, of course).  Head up the orange steps
and jump over to and enter the Pirandello/Kruger Institute of Evil Minions.

 === Checkpoint B ===

     Head around to the right and jump onto the white cargo elevator - it'll
fall all the way to the bottom, but you won't break (well, not too much).
Locate the loading bay door (clue: right in front of you) and push the button
to the left it.  You've been ambushed yet again (that's the last time I take
you anywhere).  Run forward and use the box as a springboard to reach the
catwalk - disarm the SWAT Cop and continue towards the office.  When you reach
the door, wallrun and jump over to the ducting on the left - continue to the
nearby catwalk, and enter the office.  Keep ambling along, as you do, and look
to your left as you near the last cabinet, you will find [Bag #2 - 20/30].

Continue along to the left and open the door - make your way upstairs and use
the box to springboard over to the bar.  The steam is intermittent, so wait
until it stops before swinging over (the steam can't actually knock you out of
the air).  Drop down and head left - for fun, follow the corridor around take
the door at the end.

 === Checkpoint C ===

     Follow the next area around to the right and head through the gate and
down the stairs.  Mosey right and hop the fence, hang a right at the forklift
and continue onwards.  The last stack, centre row, has a marker on it - just up
from that, you will see "A1" written in large letters on the wall.  Go into
that very corner and turn around, climb onto the stack, and [Bag #3 - 21/30]
will reveal itself to you.

Exit the little cubbyhole and head over to the stack before the one with the
marker.  Climb the box in front of it and make your way around, jumping over to
the stack on the right (the one situated between this one and the one with the
marker).  Continue over to the stack with the marker and jump from the lowest
stack of storage crates to the top of the previous stack.  From here, head left
and use the bars to swing across to the roof of the office.  Drop down through
the ceiling hatch and follow the office around until you reach the room with
the switch for the conveyor system.

Push it to start up the conveyor system and open the belt doors (duh).  Look
out of the window, I want you to head down to the belts and climb through one
of the newly opened belt doors (you can exit the office by kicking open the
door in the room that you dropped down into).  In the new area, slide under the
shutters and climb over the fence to the right - at the top of the stairs, make
a quick succession of lefts and wander through the door.

Head downstairs, then wallclimb the boxes and 180-Jump to reach the catwalk.
Follow the catwalk around and slide down the ladder to your right.  At the
bottom, keep following the path around, and swing over the gap using the bar.
Take the ladder when you reach it, and wallrun and jump over to the bar behind
you - you should shimmy along to the right and swing over to the storage stack
rather than attempting to swing straight to one of the pipes on the far wall.
Slide down to the ground and head into the office on your left.  Hit the button
on the window wall to activate the cargo elevator.

With the elevator gone, a shaft is revealed - drop down and you will find
yourself in a refreshingly clean, yet slightly unnerving corridor.  Enter the
automatic doors to your left, and follow the corridor around to the stairs.
At the bottom of said stairs, run around to the left and open the door to the
Icarus Facility - push the button in front of you to activate the elevator.

 === Checkpoint D ===

     At the top, you'll be treated to an interesting plot development... oh,
and a fight to the death.  Welcome the Pursuit Cops to the fold - I wouldn't
ever recommend attempting to fight a Pursuit Cop, even if they're alone.  They
are cloned from Chuck Norris DNA (evident in their fondness for roundhouse
kicks), they carry tasers (evident in their fondness for electrocuting you),
and they're also expert in all manner of unarmed combat (including punch
counters).  And if that wasn't enough, they also carry smoke grenades, which
they use to devastating effect.

Tell you what, run.  Run for your life!  Turn around and head up the ramp in
front of you - follow the containers higher until you reach the orange catwalk.
Keep to the path that presents itself, again, getting higher until you reach a
second catwalk; at the end of which, barge through the door and snap a left
into the elevator.

 === Checkpoint E ===

     Exit the elevator and keep going straight - don't bother with taking the
door when you see it, just transfer over the gap to the other side.  At the end
of the corridor, shatter the window and head out onto the roof - follow it
around and use the planks at the end to leap over to the neighbouring building.
Take the stairs to the roof and watch for the CPF weiner that's standing in the
stairwell in front of you - ignore him and look over to the right - use the
planks to reach the ducting.  Keep a forward direction, and keep jumping from
ducting-to-ducting until you reach the building.

Another Pursuit Cop enters the fray (over a barbed-wire fence, the maniac), so
jump over to the building on your left.  Continue straight and use the planks
to help you reach the crash-mat situated on the building below.  See those
planks to the right side of the building?  Run as quickly as you can towards
them and hurl yourself over to the roof of the oncoming train.  If you made it,
the chapter is all over - if you didn't, you'll be all over, quite literally.


 ------------------------------------------------------------------------------
      Chapter 7 - The Boat                                           02.08
 ------------------------------------------------------------------------------

 === Checkpoint A ===

     Walk forward to your death!  No?  Just as well there's some ducting
running below you, then.  Drop down and turn right, there's a bar in front of
you that can be used to swing over to the fan-housing - there's another one
after that, but it can be jumped to.  Drop down onto the awning and then to the
street below you - head down the alley to the right.  To the right of the
forklift, in the corner, is [Bag #1 - 22/30].  Head out of the alley and go
left, when you reach the end, hang a right.  Here's the clever part, run up to
the back of the truck and Faith will open the door and climb inside - she's
gonna deliver herself first-class.

 === Checkpoint B ===

     After the truck has finished its journey and things have quietened down a
little, walk over to the doors, and Faith will open them.  If you're quick, you
can disarm the first SWAT Cop in this area before he has a chance to even turn
around.  You need to be at the end of this area, but the rest of the SWAT team
disagree.  To succeed, you're going to have to lure them one-by-one out of the
general line-of-fire, and disarm them (the SWAT Cop towards the end has an M60,
so be bloody careful).  You'll find a pipe behind the truck at the end of this
area, jump from the top of the truck and climb said pipe as far as it goes.
Turn towards the ducting behind you and jump over to it.

Follow the ducting until it reaches its conclusion.  See the marker?  Yeah, of
course you do.  Jump onto the ducting to your right and follow it back the way
you came - except for the part where you'll need to walk alongside the ducting
to get past some pipes, always stay on the ducting to avoid dropping back down
to the room below.  Around the corner at the end is [Bag #2 - 23/30].

Head back the way you came and head past the ducting from before - around the
corner to the right is where you need to go.  Take the ladder to the next deck
and head left into the parking area.  Head around the cars to the right and use
the valve handle to open the door in front of you.  Of course, before you do
that, you'll need to take care of the SWAT Cops guarding the door.

If you're in a daring mood, you could try taking down the one closest to the
door and then chancing your luck on opening it, but I'd recommend taking the
extra time to kick the crap outta everybody.  Continue forward and open the
door to your right.  Head around to the right and squeeze between the wall and
the ducting.  At the end, climb up to the left and drop into the room below.

 === Checkpoint C ===

     Climb the pipe in front of you and jump to the ducting on your left, then
shimmy almost all the way to the left and orientate yourself towards the bar
behind you - jump over to it.  Swing over to the ducting and jump over to the
bar on your left (it helps if you wallrun and jump), then swing over to the
ducting below the duct entrance proper.  Climb into the duct and strut your
funky stuff.

Once you're out of the duct, take the stairs to your right.  When you see the
high-voltage sign on the mesh to your left, wallclimb it and 180-Jump to the
ledge on the opposite wall.  Shimmy all the way left (below the pipes and
around the corner) and jump over to the ledge behind you, then shimmy left
some more.

Look to your left and jump over to the ducting, once more, orientate yourself
towards the ducting behind you and jump across.  From the green floor, follow
the ducting around - before you drop down to the lower section of duct, wallrun
the ducting to your right and L-Jump (just as you pass the green column to your
left) over to the ducting on the opposite wall.   Break the duct cover to your
right and continue through the hole.

 === Checkpoint D ===

     Drop down and head forward - open the door and head around to the left,
then open the door in front of you.  Climb to the top of the stairs and head
around to the left, wallclimb the mesh and 180-Jump over to the area over the
stairs.  Hop over the railing in front of you and wander into the mesh
enclosure - there is a little hole in the floor, drop down it and open the door
on the left wall.

The moment you step foot on the deck, somebody takes aim at you with a sniper
rifle.  I suggest you employ the usual strategy - run for your life!  Follow
the wall around to the right - on the railing, you will see a marker.  About-
face and turn slightly to the left, you'll see a doorway - dance around through
it and look to your left.  [Bag #3 - 24/30] is sitting behind the slightly
illuminated barrels.

Return to the marker and continue to follow the rail around, the electrical
blocks and ducting here make for some awesome cover.  When you get to the point
where you run out of awesome cover, you'll no doubt see a door in front of you
- head left and use the blocks as cover.  When you once again run out of cover,
head around to the left, a ladder should be almost staring you in the face -
take it up to the catwalk, and relative safety.

Follow the catwalk around and climb the ladder ever-higher - keep moving and
ducking behind things for cover until you reach the fence.  To the left of the
fence is a small ledge that you can walk out onto (between the devil and the
deep-blue sea, so to speak) - of course, hop out onto the ledge, and run like
hell.  There is a modicum of cover to the had along the way, but not a great
deal, so just keep running until you eventually reach the end.  Wallclimb the
mesh to reach the catwalk, where your potential murderer lives.

You'll have to fight your Pursuit Cop, wannabe-assassin in unarmed combat (when
she's stopped trying to shoot you, that is).  You need to hit her until she's
momentarily stunned (I recommend slide kicks, as she can counter your punches
just like a regular Pursuit Cop, and flying kicks aren't likely to succeed) -
when she is, her gun will glow, indicating a good time to attempt a disarm.
Once you're successful, she'll do a runner - I guess you should follow her
through that door, Holmes.

 === Checkpoint E ===

     Head down the stairs and turn right, you'll see your assassin shut the
door behind her.  Open it and follow the corridor around to the left, where
another door awaits your opening prowess.  In this next area, the assassin will
attempt to get away by closing a steel shutter behind her - don't bother with
following the catwalk around, just jump over the railing.  Should you not make
it, there is a button to the right of the shutter that'll open it again.  There
is a second shutter just up from the first, and again, same deal - slide under
it before it closes, or push the button to the right of it to open it up again.

Climb onto the small van in front of you and jump over to the shelving stack -
wallclimb and 180-Jump to reach the bar spanning the middle of the room.  The
bar, of course, can be used to reach the catwalk opposite.  Head through the
door in front of you and follow the path around to the right - jump down to the
next level and continue forward (bypass the stairs by hopping the railing).

Go through the door to your left, and your would-be murderer will shoot a pipe,
sending steam all-over-the-shop.  Follow the path around, doing your best to
avoid likewise pipes that have been shot by Ms. Annoying.  At the end of the
corridor, 180-Jump from the right wall and climb up to the catwalk.  Go through
the door to your right and jump over the railing - take the zipline, baby.

 === Checkpoint F ===

Continue forward and use the security hut to clear the barbed-wire fence.
You're being shot at from the containers just up ahead.  Climb onto the white
van and jump across to the container that your assailant is standing on.
Fisticuffs will ensure for one final time, she's a little more athletic this
time around, and she still retains the ability to counter your punches.  Same
deal, though, stun and disarm.  Once she's done for, the chapter is over.


 ------------------------------------------------------------------------------
      Chapter 8 - Kate                                               02.09
 ------------------------------------------------------------------------------

 === Checkpoint A ===

     Turn left and head straight, you should eventually see some planks - try
using them to jump over to the next building.  Continue on your merry way until
you see a building to your right (with the orange stairs), jump over to it and
climb up onto the sub-building - the moment you reach the air-cooling unit and
see the planks up ahead, a Pursuit Cop will drop down to the left (he's soon to
joined by his friends).

Jump over to the building opposite you and aim for the air-cooling unit - jump
to the sub-building and use the planks to help you reach the building to your
left.  Head around the sub-building to the left (on the orange catwalk) and
wallclimb the wall opposite, then 180-Jump to reach the roof.  On the roof of
the sub-building, use the planks to reach the building behind you.  Head right
and hop the fence.

Wallrun the board to the right and jump up to the scaffolding - keep climbing
until you reach the sub-building with the blocks - they can be used to
springboard up to the next building.  Use the planks to help you reach the
crash-mat on the other building.  With the crash-mat deflated, the Pursuit Cops
can no longer pursue anything other than their own embarrassment.

Dismount the crash-mat to the left, and take the door into the building.  The
corridor leads around to an elevator, if you must know.  On the whiteboard to
the left is a marker, behind the boxes to the right is [Bag #1 - 25/30].  Jump
into the elevator (not literally), and when it reaches its destination, follow
the corridor (nice flooring) around to the door at the end.

 === Checkpoint B ===

     Back on the roof, jump over to the sub-building on the building in front
of you, and continue forward.  The Power Rangers are back again (they were
fighting over who got to be the Black Ranger), so sprint forward and drop down
to the lower roof.  Wallrun the yellow sub-building in front of you, then
L-Jump to the scaffolding board on your right, now quickly wallclimb the board
and 180-Jump over to the roof behind you (as a bonus, doing this rewards you
with the 'May I have this dance?' trophy/achievement).

Use the planks up here to reach the pipes opposite, then slide on down to the
bottom and head right.  Continue forward and jump over to the roof of the next
building - you now have Riot Cops and Pursuit Cops attempting to murder you.
Keep your forward direction until you reach the pipe on the right wall - I
expect nothing less than you taking that pipe to the roof.

On the roof, head right and climb over the fence - from the roof of the sub-
building in front of you, jump over to the fan-housing on the neighbouring
building.  Wallrun to the pipe and then jump from there to a second pipe - from
the top of that pipe, jump towards the fan-housing on the left.  Wallrun over
to the elevator attached to the crane (still doesn't work), and turn to your
right.  To reach the air-cooling unit suspended from the crane, you'll need to
wallrun and L-Jump over to it (quite tricky).  From there, you should be able
to see where I want you to jump next - when your keen mind figures it, take the
door into the building.  There's an elevator to your left - take it, eh?

 === Checkpoint C ===

     This is the atrium - wander towards the pipes in front of you and turn
left.  In front of you and slightly over to the right, there is some
scaffolding with a sandbag next to it - the sandbag has a marker on it, seems
like it's worth investigating.  Climb onto the bag and face the tarpaulin,
jumping now should see you grab the wooden beam - orientate yourself towards
the platform behind you and jump over to it.  Wallclimb the steel plate in
front of you and 180-Jump to the platform above - if you somehow don't see
[Bag #2 - 26/30] in front of you, get some glasses.

Head back to the pipes and head around the back of the scaffolding to your
right (between the steel plating and the tarpaulin).  When you see the plating
to your left, wallclimb and grab it, then orientate yourself towards the
scaffolding behind you and jump over to it.  Wallclimb and grab the steel plate
to your right, and jump from there to the platform on your left (yeah, this
whole section is pretty much this).  Continue around and use the blocks to
springboard up to the concrete bridge - from there, you should mosey all the
way around to the right; when you reach the door wallrun over to the bar on the
left, then swing over to the next section of scaffolding.

Wallrun and jump from the ramp in front of you to the opposite section of
scaffolding.  Head right and grab the steel plate to your left, then jump up to
the platform on your left, then to the platform on the right.  On the next
section, again, grab the steel plate, but orientate yourself to face the
concrete bridge behind you.  Head around to the left and wallrun across to the
concrete support and continue to the concrete platform ahead.  Head left
(immediate left) and wallrun over the gap to the right, about halfway across,
L-Jump over to the scaffolding.

Continue to the top of the ramp and turn around - jump over to the platform in
front of you and grab the steel plate, then face the platform behind you and
jump over to the bridge (y'know how).  Wallrun and jump over the gap in front
of you, then cut a right.  Jump over to the scaffolding (that's now on your
left) and, again, grab the steel plate in front of you - jump up to the
platform on the left and head to the end of it.  Turn right and jump across to
the platform on the other side (this is taking forever).  Keep trudging right
- again, grab the steel plate to your right and jump up to the nearby platform.

Turn to the left and jump over to the concrete bridge - continue all the way
around to the left and jump over to the next bridge.  All the way around to the
right are some blocks that can be used as a makeshift springboard to reach
duct.  Navigate the duct until you reach the junction, there's a marker on the
left wall - take the path in front of you to reach [Bag #3 - 27/30].  Head back
to the junction and take the path that you just avoided taking.  At the end,
climb up to the left and continue along.  At the end, drop down to the ceiling
of the next room and balance across the pipe.  At the other side, turn right
and drop down to the scaffolding below, and then down into the room proper.

 === Checkpoint D ===

The rifle is sitting on the box near the window, grab it and get ready to stop
that bloody convoy.  Look out of the window and zoom-in - the convoy will come
under the foot bridge in front of you, shoot the front of the police truck to
disable it.  A missed shot will only see the convoy speed up - you've got until
the convoy leaves the screen, or you run out of ammo.  Incidentally, all those
passers-by happen to be bulletproof, and can't be killed.

 === Checkpoint E ===

Head out of the door to your left and continue down the corridor, follow it
around to the right and take the door at the end.  Make your way down the
stairs to the left, past the army of SWAT Cops (jump rather than walk down the
stairs).  At the bottom, head towards the back of the building (i.e. past the
stairs you just came down) - run up to the revolving door to exit this chapter.


 ------------------------------------------------------------------------------
      Chapter 9 - The Shard                                          02.10
 ------------------------------------------------------------------------------

 === Checkpoint A ===

     Head forward into the maintenance area and take the stairs to your right.
At the bottom of the next flight of stairs, 180-Jump from the section of wall
just after the blue tanks to your right - you'll land comfortably on the pipes
behind you.  Head to the end of this little section and turn around - wallrun
and jump over to the bar in front of you and swing over to the pipes opposite.
Follow the pipe around to your left, being careful not to fall down the gap
along the way (you can climb back up, so no worries either way).  At the end
of the pipe, you will need to wallrun the blue mesh to cross the gap - now
head around to the right and take the door.

Head down this corridor to the right; when you come to the first ceiling light,
look to your left, you should see a marker on the wall.  Wallclimb that wall
and 180-Jump to reach the ceiling space, [Bag #1 - 28/30] awaits you to the
right.  Drop down and continue the way you were heading before the excursion -
at the end is a door, the door is broken... I'm tired of things around here
being broken.  Turn the valve handle to the right of the door, and get ready to
watch the fireworks - the recommended safe place of the week is behind you and
to the left, under the pipes (failure to do so will see you flambéed).  Head
through the remains of the door and follow the corridor around.

 === Checkpoint B ===

     When you reach the door at the end, you'll hear somebody fussing about how
something-or-other exploded.  Open that very door and head into the garage, a
CPF half-wit will kick down the door to your left - deal with chuckles and then
take the door he so kindly opened.  His friend will present himself in the
doorway, and a SWAT Cop will start shooting from your left as you approach.
Keep moving, damn you - to the left of this area is a nice-looking door to
open.  Inside the small building, run straight ahead and slide through the gap.

Up ahead of you, you will find some elevators - quickly head over to them and
hit the button before a pair of SWAT Cops come barging through the doorway to
your right.  Exiting from the elevator, head all the way around to the left -
the chair waiting at the end kindly lets you springboard up to the mezzanine.
The exit door is situated to your right, obviously.  Yeah, you're just a sucker
for walking into punches today, aren't ya?  Oh, and Miller is now my new best
friend (well, he's certainly on my Christmas card list).

 === Checkpoint C ===

     After the cut-scene, you'll be out in the foyer, clearly (god, why do you
even need me?).  Head around to the right and keep following the wall until you
see a magic-chair-of-love.  Springboard off that chair and you'll see the
penultimate bag, [Bag #2 - 29/30], on the walkway.  Jump back down and head up
the stairs that you just passed - follow the walkway along and jump over the
railing at the end (saved time saves lives).  Follow the wall around to the
left to reach the elevators - might wanna push the button and hide until it
arrives (the one on the right).  Yeah, the voice in the elevator is giving you
some random spiel about views, tourism, and the like.

It's funny how the first time I notice the emergency button in one of these
elevators, it's suddenly needed.  The car will grind to a halt, so push the
button to the left of the door, the one now lit up like a Christmas tree, and
the service hatch will drop open.  Hurry and scamper to the roof of the car.

 === Checkpoint D ===

     Straight in front of you, you should see a ladder - there's a million
elevator cars travelling down the shaft, but if you time your jump, you'll be
able to reach the side with the ladder without being crushed horribly.  Make
your way down the ladder and jump across to the bar spanning the shaft.  Use
the bar to swing over to the other side (just aim for the lit area), but watch
out for the elevators again - if you're not careful, they'll take you off the
bar while you're swinging.  Turn around and jump down to the small walkway
that's running horizontally across the shaft (try and jump at an angle, it'll
give you more room to land), and jump over to the pipe opposite.

At the bottom of the pipe, turn around and balance your way across one of the
beams.  Head around into an alcove and take the ladder.  In the next area,
shuffle along the small ledge to the right, then climb the pipes in the alcove.
Jump to the bar behind you and use it to swing over to the duct, then follow it
around its frightening conclusion (well, not really; just got bored of nothing
ever having a frightening conclusion).

Wallrun and jump over to the bar on your right, and swing from bar-to-bar until
you reach the thin piece of ducting at the end.  Wallclimb up the duct in front
of you and 180-Jump over to the bar behind you, then swing across to the
ducting up ahead.  To your left is some more ducting, climb onto it and follow
it around (as is usually the case).  Wallrun across the gap and head right,
following the duct up and around (the left at the junction leads nowhere).

Continue along and drop down - now, you can either go left or straight.  Make
your way left, and when you see the marker, head over to it - by magic, you
will be able to stand upright again.  Wallclimb the marker wall and 180-Jump to
the top of the duct.  Around to the right of this area is... are you ready?
Of course, [Bag #3 - 30/30].  Return to the junction from before and head
straight.  When you reach the grate, jump and pull yourself up to the next
section.  Follow the rest of the duct to its conclusion and punch-out the grate
at the end (to the right), then drop down to the roof.

 === Checkpoint E ===

     Continue to the next roof over and hop the fence to your right (remember,
there are snipers everywhere).  Continue onto the sub-building and follow it
around to the left, and over to the ducting to the next one.  Drop down behind
the barbed-wire fence (see, there was a reason), and then jump over to the next
building.  Head around to the right of the sub-building and continue along.
Wander through the gate to the left and use the crate to springboard to the
roof of the sub-building behind it.  Surprise the sniper that confronts you,
and break something belonging to him (I suggest his face).  Continue forward
and leap to the next sub-building, then over the railing and onto the catwalk.

When you reach the sub-building at the opposite side, head left and balance
along the pipe to the sub-building over yonder.  Jump off the pipe and surprise
yet another sniper (yeah, you know what kind of surprise).  Make your way up
the stairs behind him and jump over to the roof on your right - take the door
to safety and do a little dance (the safety dance).  Follow the corridor and
head around to the right - keep following it around the only way you can, and
head into the elevator at the end.

 === Checkpoint F ===

     After the cut-scene (yay for not walking), you'll emerge in the main
server room - the feed for every single camera in the city comes back to this
room and its large collection of hardware.  Said servers need to be trashed
through one means or another - there are four banks of servers: two down the
left side of the room, and two down the right side of the room.  A server can
be destroyed by shooting it (directly or indirectly), or by simply walking up
to it and giving it a good kicking.  Once one stack within a bank is destroyed,
the whole bank is rendered useless.

You can blind-side the SWAT Cop (with the M60) up on the walkway by using the
boxes behind the first server bank (on the left) to land right next to him.
If you're not going for the Test of Faith trophy/achievement, you can take his
M60 and head up to the top of the stairs - dealing with the rest of the SWAT
Cops from here will be like playing Tin Can Alley.  If you're trying to cause
the least amount of fuss possible, you can isolate and disarm most of the
other guys by luring them under the walkway way.  Once all the server banks
have been taken care of, head up one of the many sets of stairs and make your
way up as far as you can

Take a right at the top of the stairs and follow the corridor around in the
same direction - the door is there for anybody with the eyes to see it and the
sense to use it.  Head down the corridor and take the door to your left -
manoeuvre yourself up the stairs and strut around to the right.  Just around
the corner is a fence, I guess you should climb over it and continue along the
corridor and up the stairs to your left.  Out on the roof, a cut-scene will
play, and you'll finally find out who the real culprit is (I can reveal that
it's neither O.J. Simpson nor Lord Luchan).

 === Checkpoint G ===

     After the cut-scene has finished, and the multitude of Pirandello/Kruger
minions have taken aim at the back of your head... well, you know what I want
you do to, right?  Run for your life!  Run towards the chopper, dodging around
the side of the boxes standing in your way - now leap towards the railing on
the side of the whirlybird.  Congratulations, you've just saved the day AND
caused copious amounts of damage to public property - I'm proud of ya.


 ==============================================================================
      Time Trials                                                    03.00
 ==============================================================================

 === Chroma ===             === Flow ===               === Razzmatazz ===

    * 01:25:00                 * 01:40:00                 * 01:30:00
   ** 01:08:00                ** 01:12:00                ** 01:02:00
  *** 01:02:00               *** 01:05:00               *** 00:57:00

 Pure Time Trials           Pure Time Trials           Pure Time Trials
 Map Pack DLC.              Map Pack DLC.              Map Pack DLC.


 === Velocity ===           === Kinetic ===            === Actino ===

    * 01:05:00                 * 01:45:00                 * 01:40:00
   ** 00:53:00                ** 01:10:00                ** 01:15:00
  *** 00:48:00               *** 01:00:00               *** 01:07:00

 Pure Time Trials           Pure Time Trials           Pure Time Trials
 Map Pack DLC.              Map Pack DLC.              Map Pack DLC.


 === Actino Rise ===        === Reflex ===             === Reflex Redux ===

    * 02:00:00                 * 01:40:00                 * 01:15:00
   ** 01:15:00                ** 01:07:00                ** 00:57:00
  *** 01:05:00               *** 01:02:00               *** 00:50:00

 Pure Time Trials           Pure Time Trials           Pure Time Trials
 Map Pack DLC.              Map Pack DLC.              Map Pack DLC.


 === Synesthesia ===

    * 01:10:00
   ** 00:58:00
  *** 00:53:00

 Free downloadable map.


 === Playground One ===     === Playground Two ===     === Edge ===

    * 02:00:00                 * 02:10:00                  * 01:10:00
   ** 01:15:00                ** 01:25:00                 ** 00:55:00
  *** 01:05:00               *** 01:15:00                *** 00:47:00

 Complete Training          Beat a qualifying time     Complete Prologue
 Area in Story Mode.        on Playground 1.           in Story Mode.


 === Arland ===             === Chase ===              === Heat ===

    * 01:10:00                 * 01:45:00                  * 01:15:00
   ** 00:55:00                ** 01:25:00                 ** 01:02:00
  *** 00:47:00               *** 01:18:00                *** 00:56:00

 Complete Chapter 1         Complete Chapter 2         Complete Chapter 3
 in Story Mode.             in Story Mode.             in Story Mode.


 === Cranes Two ===         === New Eden ===           === Factory ===

    * 01:20:00                  * 01:20:00                 * 01:35:00
   ** 01:09:00                 ** 01:01:00                ** 01:20:00
  *** 01:02:00                *** 00:55:00               *** 01:10:00

 Complete Chapter 4         Complete Chapter 5         Complete Chapter 6
 in Story Mode.             in Story Mode.             in Story Mode.


 === Office ===             === Convoy One ===         === Shard One ===

    * 01:05:00                  * 01:20:00                 * 02:00:00
   ** 00:32:00                 ** 01:04:00                ** 01:15:00
  *** 00:27:00                *** 00:58:00               *** 01:08:00

 Complete Chapter 7         Complete Chapter 8         Complete Chapter 9
 in Story Mode.             in Story Mode.             in Story Mode.


 === Playground Three ===   === Flight ===             === Stormdrains One ===

    * 02:20:00                  * 01:20:00                 * 02:00:00
   ** 01:50:00                 ** 01:07:00                ** 01:30:00
  *** 01:35:00                *** 01:01:00               *** 01:22:00

 Beat a qualifying time     Beat a qualifying          Beat a qualifying time
 on Playground 2.           time on Arland.            on Chase.


 === Stormdrains Two ===    === Stormdrains Three ===  === Burfield ===

    * 01:20:00                  * 01:10:00                 * 01:25:00
   ** 01:03:00                 ** 00:59:00                ** 01:10:00
  *** 00:57:00                *** 00:53:00               *** 01:02:00

 Beat a qualifying time     Beat a qualifying time     Beat a qualifying time
 on Stormdrains 1.          on Stormdrains 2.          on Heat.


 === Cranes One ===         === Convoy Two ===         === Atrium One ===

    * 01:45:00                  * 01:20:00                 * 02:00:00
   ** 01:25:00                 ** 01:04:00                ** 01:15:00
  *** 01:17:00                *** 00:58:00               *** 00:55:00

 Beat a qualifying time     Beat a qualifying time     Beat a qualifying time
 on Burfield.               on Convoy 1.               on Convoy 2.


 === Atrium Two ===         === Shard Two ===

    * 01:25:00                 * 01:15:00
   ** 01:07:00                ** 01:07:00
  *** 01:00:00               *** 01:02:00

 Beat a qualifying time     Beat a qualifying time
 on Atrium 1.               on Shard 1.


 === Hints and Tips ===

 --- Playground One ---

     You can gain a little speed by coiling when you come to jump over the
ducting (before the red door).  To save some more time, jump to the centre of
the balance beam up ahead.  Wallrun the board to your right and L-Jump up to
the sub-building.  Keep going straight - to your right, you will see some
ducting.  Head over to it and wallclimb and 180-Jump to the platform behind
you.  Do exactly the same with the ducting in front of you to reach the roof.

Wallrun the blue tarpaulin to your left and L-Jump up to the roof proper (it
saves time when going for the checkpoint).  Continue along until you reach the
building with the barbed-wire - on that very building is a small unit-like
structure with a plank extending from it.  Climb it and jump over to the roof
opposite (you'll more than likely need to curl in order to avoid having to grab
the ledge).  Y'know where the exit is, right?


 --- Playground Two ---

     Continue, as with Playground One, over to the building in front of you.
The difference is that you need to climb onto the air-cooling unit and wallrun
to pass the fence this time.  Rather than continuing as you did last time
(through the door), use the boards to help you reach the building on the left.

That barbed-wire fence ahead of you can be cleared by wallrunning along the
sub-building to your left and timing your leap (get ready to roll, it's quite a
drop).  On the roof below, cut a right from the checkpoint and head up the
scaffolding.  Wallrun along the wall to the right and jump over to the sub-
building sitting slightly to your left (you'll see what I mean).

The rest of the course is self-explanatory.  And yes, the course does loop
around and take you back to the second building.  The difference being, that
once you reach it, you're to head up and over the air-cooling unit to the roof
(where you should take a right at the next air-cooling unit).  The goal is
located on a crash-mat that, of course, can only be reached by hurling yourself
from the building with the last checkpoint.


 --- Edge ---

     The stairs can be cut out almost entirely if you wallrun the wall
immediately to your right, and L-Jump just as you approach the corner.  You can
then wallrun and L-Jump over to top of the first flight of stairs.  180-Jumping
from the wall in front of you will take you directly to the top of the stairs
(make sure you coil to clear the railing at the top).

Out on the roof, a little bit more time can be saved by running between the
orange catwalk and the edge of the building.  When you approach the blue
catwalk towards the end, make sure to use the pipe in front of it to
springboard onto the white unit on the catwalk (again, coil in order to make
it) - then head over the next railing (also coil).  Finally, make sure to coil
as you're jumping towards the goal, otherwise you'll have to pull yourself up.


 --- Arland ---

     When you reach the point where you're required jump over to the next
building, rather than using the plank as you normally would, use the pipes to
the right to springboard yourself towards the air-cooling unit opposite you.
From that unit, you can quickly reach the walkway behind the billboard.

When you reach the sub-building at the end of the walkway, you'll need to head
back in the direction you just came from.  You can make things much easier by
jumping to and running along the air-cooling unit to the left - from there, you
can easily clear the fence and put yourself in a position to quickly reach the
roof of the next sub-building.

When it comes to heading back towards the sub-building you just came from, jump
to the air-cooling unit and kick-off from the ducting to your left to clear the
fence and reach the air-cooling unit situated on the other side.  From there,
you can reach the sub-building by coiling when you jump.  The exit, as you may
have already noticed, is sitting over on the RP&A building, and is no harder to
reach now than it was the last time you did it.


 --- Chase ---

     When you reach the building with the blue walkway, instead of continuing
as normal (i.e. over the ducting), jump over to the building on your left, then
carry on to the right.  As you approach the corner, an opportunity presents
itself to gain some more height - turn to face the second junction box before
the corner and use it to reach the ducting up to your left.  From there, you
can easily reach the roof to your right.  By wallclimbing the air-cooling unit
and performing a 180-Jump, you'll finally be able to reach the roof proper.

A little further on, after you have jumped to the second ducting unit (just
past the fence), instead of continuing along as expected, again, turn and jump
over to the building situated on your left (this bypasses the whole corner and
saves a fair few seconds).


 --- Heat ---

     After the second zipline, rather than head around to the right and climb
the pipes as you normally would, continue straight (over the yellow walkway)
and up onto the sub-building ahead.  Cut an immediate right and jump over to
the ducting and follow it around to the checkpoint.


 --- Cranes Two ---

     For the most part, everything is nice and linear (doesn't make it easy,
but you'll sure as hell know where you should be going).  Once you reach the
second building, you can use the sub-building on your left to clear the fence
surrounding the crane (wallrun the part that juts out, and L-Jump and coil over
the fence).  The single-most frustrating part of the entire course is the final
jump, if you don't coil towards the end part of the jump, you're likely to
waste a good part of your time either grabbing the ledge and hosting yourself
up, or falling to your death (that also goes for coiling too early).


 --- New Eden ---

     After you reach the section where it's required to jump from ducting-to-
ducting, jump over to the second piece of ducting (as normal - ideally, I
suggest wallrunning and L-Jumping in order to reach it) and turn to your right.
You should be able to wallclimb and 180-Jump from the ducting in front of you -
just make sure to push into the wall when you reach the top, as you'll need to
wallrun once more to reach the fan-housing in front of you.

From that very unit, you can either wallrun straight to the pipe and climb to
the roof, or you can wallrun towards the pipe and 180-Jump from the back of the
sign to reach the roof in a much quicker fashion.  From the next roof (with the
blue-striped sub-building), you can reach the zipline slightly quicker by using
the blocks in the corner of the roof to springboard over to it.

On the roof after the transfer, when you come to the next springboard, try and
aim for the building to your left, so you can land in a time-saving wallrun.
The final fence can be cleared by 180-Jumping from the wall of the sub-building
opposite (as opposed to climbing the building as you normally would).


 --- Factory ---

     When you reach the checkpoint near to where you found the Runner Bag in
single-player, wallrun and L-Jump inside, then turn around and 180-Jump from
that very same wall in order to reach the top of the stack.  From the
checkpoint that requires you to jump back to the ground from the stacks, head
right and into the corner (it's as dark as hell),  you should be able to use
the stack to 180-Jump up to the walkway running around the outside of the room.
The rest is tricky, but relatively linear (make sure to save time on the way
back by 180-Jumping from the girder opposite the door near the conveyor belts
to reach the starting walkway again.


 --- Office ---

     A very short course, but fear thee not, it makes up it for it by being as
tricky as hell.  Use the railing to the left of the elevator doors (can't miss
'em, champ) as a means to reach the balcony above you, and then proceed to the
end and up onto the orange block in front of you (you'll need to wallrun to
reach it).  From there, you'll need to 180-Jump from the wall in front of you
to reach the next level up (you'll have to coil to avoid falling).  Here's the
hard bit - continue through the doorway and 180-Jump from the column to the
right.  In the air, quickly turn to your right in order to grab the edge of the
third level.  The exit is just around the corner - go celebrate.


 --- Convoy One ---

     From the top of the first sub-building, if you wallrun down the left-hand
wall and jump at the very end of the run, you'll make it to the small section
of roof on the building opposite - it won't be a problem top reach the roof you
actually want from there.  For the next couple of roofs, make sure to stick to
the edge in order to avoid any undue aggravation and obstacles.

Over on the next building, you can wallrun and L-Jump from the air-cooling unit
to reach the roof in a much quicker fashion.  Up from that, head left and
wallrun down the side of the sub-building, then L-Jump up to the scaffolding
board, which you should then 180-Jump from to reach the roof.   The rest is
just a case of getting onto the sub-building on the next roof (think pipes,
then air-cooling unit) and jumping down to the crash-mat.


 --- Shard One ---

     It's pretty obvious what you need to do for the most part, and the only
real advice that I can give is that you can actually touch the third checkpoint
while on the building above it - so when  jumping from the building opposite,
aim for the small ledge.  Also, notably, from the sixth checkpoint, you can
L-Jump and then 180-Jump to the roof of the building there.


 --- Playground Three ---

     Welcome to the best and worst parts of both the previous Playground
courses.  There aren't any shortcuts or tricks that you won't have already seen
previously, and the path to take is incredibly obvious (no, really).  It's more
a case of repetition than anything else.


 --- Flight ---

     Not really hard, not really awkward.  You can save a fair bit of time by
avoiding the crash-mat after the third checkpoint (instead opting to land on
the platform next to it and rolling) and secondly, turning to the left
immediately after the sixth checkpoint and wallrunning and climbing to the top
of the fire escape.


 --- Stormdrains One ---

     Just a few small things to note, nothing life-changing.  When you reach
the seventh checkpoint, you can 180-Jump from the wall opposite the catwalk in
order to avoid climbing the bourgeois ladder.  Incidentally, whenever you are
faced with a springboard jump to a higher section, you can coil while jumping
to avoid having to climb the ladder or grab the ledge (also bourgeois).


 --- Stormdrains Two ---

     The course is pretty much the same as the previous one, the only real
difference being that the starting point is now located at the top.  You don't
need me to tell you how to follow a linear pathway in an ever-descending
fashion.  What I will tell you, though, is that just after the second
checkpoint marker, you'll need to perform one hell of a diagonal jump to reach
the third one (not too hard, providing you kept your speed up) - after which,
be sure to 180-Jump from the nearby wall to reach the upper section of catwalk.

Ooh, one more thing - just after the sixth checkpoint marker, turn left and
wallrun (you'll need to jump and land in a wallrun) and jump over to the (much)
lower section of catwalk in front of the seventh marker.  The rest is simply a
case of following the catwalk to its conclusion, and making sure to coil over
the final rail when you go to jump towards the goal (to avoid going splat).


 --- Stormdrains Three ---

     If you're wondering, you can reach the second checkpoint marker by doing a
180-Jump from the wall opposite it and pulling yourself up.  Nothing else
overly special, just remember to coil after the pipe swings from checkpoint
four (saves pulling yourself up).  Yeah, nothing here that you haven't already
seen before.


 --- Burfield ---

     The second fence (down on the next building) can be cleared quickly
by landing in a wallrun on the building to the right of it and then jumping
back over once you're past it (in a similar way to how you can clear the first
fence, but with an added chance of making yourself dead).  From the second
checkpoint marker, run around the back of the sub-building and wallrun and 180-
Jump to quickly reach its roof.  The rest plays out no differently than normal.


 --- Cranes One ---

     The first major jump may look like a doozie, but as long as you aim for
the orange canopy, you'll make it without a problem.  When you reach the
scaffolding up on the next building, take the lower path after the initial gap
- this will bring you around to the bottom of the ladder a fraction quicker.
Continue around like you know how, and once you've rounded the corner from the
tenth checkpoint marker, wallrun and jump up to the next one (i.e. don't drop
down like you normally would, Holmes).  Climb up onto the roof and keep heading
straight, over to the next building and towards the goal.


 --- Convoy Two ---

     The beginning is as straight forward as you could hope for - just follow
the markers over the sub-buildings and try to stay off the roof proper.
A little way in (well, just after the sixth checkpoint marker, if we're being
exact), the course will run pretty much into Convoy One (everything helpful
there will be helpful here, too).


 --- Atrium One ---

     Rather unhelpfully, this course is virtually identical to its appearance
in the main game.  There are no wonderful shortcuts or the like, so it's just
the case of going through the motions as fast as you possibly can.  The safe
method of getting higher -- grabbing the steel plating and taking the time to
make your jump -- won't serve you well here.  Throw caution to the wind and
wallrun and jump from every surface you can get away with doing it from.


 --- Atrium Two ---

     To get yourself in position to reach the third checkpoint marker, you'll
need to use the fence to the right of the second marker as makeshift platform.
Just after the fifth checkpoint marker (that's the one that requires you to
wallrun into it), you'll need to L-Jump in order to reach the next marker
(mind you, it's a very long drop).

After the eighth checkpoint marker, carry on straight and wallrun across the
gap.  Now the tricky part - keep your eyes down, as you'll need to cut short
the run and drop down to the beam below (too early and you'll waste time, too
late and you'll, y'know, die).


 --- Shard Two ---

     This course is a little special, and that's because it's not a rehash of a
previous level or course.  If you haven't noticed, it takes place on the
helipad area found at the end of the game.  Until the fifth checkpoint marker
comes around, all you'll be doing is running round the periphery.

From checkpoint marker five, it's straight ahead and over the rail - from
there, follow the path around to checkpoint marker six and head up the stairs.
From the first flight, you can springboard over to checkpoint marker seven.
From there, it's simply a case of getting to the roof of the sub-building and
following the path to the goal.


 ==============================================================================
      Cheats, Codes, and Easter Eggs                                 04.00
 ==============================================================================

 === Easter Eggs ===

 --- Hidden Messages ---

     Scattered throughout the game are various cryptic, not-so cryptic, but
mostly relevant messages.  They're all in close proximity to Runner Bags, which
makes it slightly easier for me (hey, I take what I can get).


  The Edge
    Bag #1: "ANY1 see L.?  Leave Mark PLZ," and below that, "Soorry GL!!"
            There is also another note nearby, "54 West Arland C."

    Bag #2: "Vote Pope!"


  Flight
    Bag #1: "88.7" - it's most likely a radio frequency.  Remember all the
            elevator news feeds that went on about radios broadcasting secret
            signals - well, yeah, this is likely what they meant.


  Jacknife
    Bag #1: The "We're Family" poster has "Serv and protekt" scrawled across
            it.  "POPE R.I.P." is also written on the wall, a little grave is
            drawn next to it.  Thinking the way I do, I assumed that the badly
            written sentence was in fact supposed to be an anagram.  So, I sat
            down with my pencil and some paper, and then I failed miserably.
            Something tells me that "parrot desk vent" isn't relevant.


  Heat
    Bag #1: A picture of the Shard with the sun and moon in the sky, and a
            rodent climbing the side of it.


  Ropeburn
    Bag #1: Rather oddly, the piece of paper has the "Things Meatloaf Would Do
            For Love" written on it.  There's also a pie chart that documents
            fully what Meatloaf would do for love - red is "Anything" and blue
            is simply "That."  There's also a game of Noughts and Crosses
            occupying the rest of the space.

    Bag #2: "I <3 88.7" - yet the same frequency as before.

    Bag #3: "Callahan are you MY FREND."  There's also another picture of the
            mysteriously mysterious rodent of mystery.

     If you're wondering; yes, the janitor does appear to be the one leaving
most of the scribbles.  For a start, he has a pet rat named 'Scruffy,' who
just happens to live in the janitor's office on this very chapter.  And it's
certainly no coincidence that Scruffy appears in quite a few of the messages,
even being named in a one.  He also can't spell to save his life, as is
evidenced by the notes (and fake diploma) in his office.


  New Eden
    Bag #1: "Life is nether good nor evel, only PLACE for good AND EVIL."
            There is a mouse inside a cage, his name is "Scruffy."  Written
            under that is a message of protest, "Whoever leaves these stupid
            things PLZ STOP!!"

    Bag #3: Scruffy is in a cage with an eye on both of the top corners.
            Outside the cage are three CPF stick goons.  I imagine that the
            cage is representative of the city, while the eyes represent the
            state of constant watch that the citizens are under.  Scruffy, I
            assume, represents Faith.  I told ya, it's all metaphors.

  The Boat
    Bag #2: "Are the trackers organising?  Is anyone?"


  The Shard
    Bag #3: "WHERE IS NOVEMBER???"  Of course, this refers to the November
            Riots that happened 18 years prior to the events of the game.


 --- Customer Care ---

  Where: Chapter 6 - Pirandello Kruger,  Checkpoint B and C

     In the room where you're ambushed (Checkpoint B), the office on the ground
floor of the area (to the right of where you enter) has an answering machine on
the wall, that when pressed, will play back a message from an irate customer.
There's another answering machine in the office that you have to climb the
stacks to reach (Checkpoint C).  It's in the room that you drop down into.


 --- Quitting Ain't Easy ---

  Where: Chapter 6 - Pirandello Kruger, Checkpoint

     In the office area that has the switch that operates the cargo elevator
(before you drop down into the white corridor), there is an amusing email from
an employee to his friend.  He's unhappy with his job and suspects that
Pirandello Kruger are up to no good.  He signs off by joking that they're not
going to tie him to a chair and beat him up just because he resigned.  Once you
have made it into the area with the white corridors, head down the stairs and
look through the second viewing window on your left.  You'll notice that there
is actually a man tied to a chair, looking slightly worse for it.


 --- Boomtown Rat ---

  Where: Chapter 8 - Kate, Checkpoint D

     Grab the rifle as per usual, and indeed, snipe that damn truck as you
usually would.  Just at the back of the area, where the convoy comes around the
corner, there is an orange sign with nine white dots on.  If you shoot that
sign in the centre dot, a bloody huge rat will come racing round the corner
after the convoy.  Well, somebody said the rats were getting bigger.


 ==============================================================================
      Frequently Asked Questions                                     05.00
 ==============================================================================

 === General Questions ===

 Q: Do I actually unlock anything for collecting all the Runner Bags?

 A: Yes, you unlock a sense of accomplishment.  As for unlocking anything in
    the game, that'd be no.


 === Questions About Trophies/Achievements ===

 Q: How do I unlock the 'Sweet goodbye' trophy/achievement?

 A: To execute the 'flip-off' required to earn the trophy, press R1 while
    jumping, and then R2 while you're falling through the air.  To actually
    earn the trophy, you'll need to do it in close proximity to an enemy.


 Q: Where's the best place to earn the 'Vrooom!' trophy/achievement?

 A: On Chapter 2 - Jacknife, where you emerge from the second stormdrain
    (Checkpoint E), providing you deal with the Riot Cops, you can run around
    the outside of the stormdrain until you fulfil the requirements.


 Q: When going for the Test of Faith trophy/achievement, how do I know if I've
    actually shot anybody?

 A: Push select and look at the top right of the screen - it'll tell you if you
    haven't.  If you have, however, there will be no message.


 === Questions About This Guide ===

 Q: Can I use your guide on my site?

 A: As of this moment, no you cannot host my guide.  Why?  Because I believe
    that the number of sites that I’m allowing to host this guide is enough,
    enough to keep track of and enough to provide adequate distribution to you,
    the wonderful FAQ-reading public.


 Q: I have this guide, would it be okay if I used a part of yours?

 A: *Chokes* part of mine?  What would be the point of that?  You can use my
    guide as reference for all the things that I can’t own (i.e. facts), but
    you can’t go lifting entire paragraphs, even if you credit me for it.
    Just read the copyright notice at the top of this guide, and then think
    twice before 'borrowing' anything from me.


 Q: If I've found something that you were too stupid to include, or something
    that you've missed, what should I do?

 A: You could take it, turn it sideways and shove it... *ahem* just drop me
    a line and tell me in exact detail as to what it was that I screwed up on
    or missed out.  If you can help me to make this guide more accurate, you’ll
    win a cookie, a kudos cookie (great on calories, lousy on taste).


 ==============================================================================
      Credits and Outro                                              06.00
 ==============================================================================

     Am I done?  Is it over yet?  Ah, I see.  I blacked-out at some point
during this guide, and you stole my wallet?  That's very honest of you.  Can I
have it back?  Ah, I see.  I could chat with you lot like this all night, such
witty banter we have, but I've gotta go now.  As always, I encourage your
comments, suggestions, and your thoughts on things (y'know the kinda things).


 === Special Mentions and Thanks ===

  SRElysian: For providing a much better method for the last section of Chapter
    5 - New Eden (Checkpoint D).  It turns out that you can actually reach the
    ceiling space (before the apex platform jump) without having to break the
    glass and fight two additional CPF Officers.

  The layout of this guide is based upon the layout used by Dalez in his Breath
    of Fire IV guide [http://www.gamefaqs.com/features/recognition/2741.html].

     If for some strange reason, you would actually like to thank me, feel free
to pay me a visit and leave a comment [http://mikepenance.tumblr.com] and
pledge to serve as my vassal - too far?  Well, just sign it and leave out the
"serving me for all eternity" bit (if you like).


-------------------------------------------------------------------------------
No, Mr. President, they have no idea of my true identity.  Yes, Mr. President,
it all went according to plan.  Shall I continue with the second phase of the
operation?  Yes, sir, understood.
-------------------------------------------------------------------------------

===============================================================================
     Mirror's Edge (C) 2008 EA Digital Illusions CE (DICE)
          Mirror's Edge - FAQ/Walkthrough (C) 2012 Mike Penance
===============================================================================