____    _   _   _   ____   _   _   _        ___   _____   _   _____   _   _
/ ___|  | | | | / | /  __| | | | | | |      /   | /  _  | | | (_   _) | |_| |
\___ \  | | | |/  | | | _  | | | | | |     / /| | | (_| | | |   | |   |___  |
 ___) | | | |  /| | | || | | |_| | | |__  /  _  |  > _  | | |   | |     __| |
|____/  |_| |_/ |_|  \___| |_____| |____) |_| |_| /_/ |_| |_|   |_|    (____|

                                  SINGULARITY
                                FAQ/WALKTHROUGH
                                  version 1.6
                                 Sept 12, 2010

==============================================================================
   ___
(O)   \
 | (X) |   [TOC]   TABLE OF CONTENTS
  \___/

==============================================================================

01. [SFAQ]  FAQ

02. Gameplay
    [GPC]   Controls
    [GPW]   Weapons
    [GPT]   TMD
    [GPP]   Equipment and Perks
    [GPE]   Enemies
    [GPO]   Objects

03. Walkthrough

WORKER'S DISTRICT [1WD-XX]
    1WD-01 to 1WD-12
    1WD-03     Centurion Revolver
    1WD-06     Valkyrie AR9 Assault Rifle
    1WD-07     Volk S4 Shotgun
    1WD-08     Kasimov SNV-E99 sniper rifle
    1WD-10     Defend the Tower

RESEARCH FACILITY [2RF-XX]
    2RF-01 to 2RF-17
    2RF-03     The TMD
    2RF-05     Seeker
    2RF-08     TMD:Gravity, Bio Formula #01 and #02, Blueprint
    2RF-12     Bio Formula #03
    2RF-14     Boss Fight
    2RF-16     Bio Formula #04

RAIL LINE [3RL-XX]
    3RL-01 to 3RL-26
    3RL-01     TMD:Deadlock
    3RL-04     Bio Formula #05 and #06
    3RL-05     Blueprint, Spikeshot
    3RL-06     Blueprint
    3RL-12     TMD:Reversion
    3RL-14     Autocannon
    3RL-21     Bio Formula #07 and #08, Blueprint
    3RL-25/26  Boss Fight

CENTRAL DOCKS [4CD-XX]
    4CD-01 to 4CD-13
    4CD-01     Bio Formula
    4CD-04     Blueprint
    4CD-05     Blueprint
    4CD-07     Dethex Launcher, Secret
    4CD-09     Bio Formula #09
    4CD-12     Blueprint

E99 PROCESSING COMPLEX [5PC-XX]
    5PC-01 to 5PC-24
    5PC-10     Blueprint
    5PC-16     RLS-7 Rocket Launcher
    5PC-19     Bio Formula #10

SINGULARITY LABS [6SL-XX]
    6SL-01 to 6SL-18
    6SL-08     TMD Amplifier
    6SL-09     Secret
ENDGAME
    6SL-18

==============================================================================

Version History

Sept 12, 2010	v1.6
	* [GPE] "Attack radions from behind" tip sent in by jpaulino120
	* 4CD-07 Spoiler info for the Mother My Brain Hurts secret by Scorpion451
	* 3RL-01 Putting the Dead in Deadlock achievement tip by kaixa4279
	* 3RL-10 Hidden healthpack location from kaixa4279

July 25, 2010   v1.5
    * A big thanks to rui_brochado for sending in a lot of helpful
      new information and helping to clarify some vague parts of the
      walkthrough

    * 1WD-03     Thanks to ephemerallove for sending in the location of a Note
                 in the Worker's District
    * 1WD-08     Thanks to rui_brochado for the information about the hidden
                 shelter in the Worker's District
    * 2RF-03     NOTE #24 added, two new puzzles added
    * 3RF-11     NOTE #36 added
    * 4RL-16/17  Added some info on getting "No Time to Bleed"
    * 4RL-21     Info on Forge/Armor location updated
    * 4CD-03     Chrono-Wave trigger clarified, E99 added by rui_brochado
    * 5PC-02     Added room at bottom of stairs, courtesy of rui_brochado
    * New checkpoints: 5PC-22 and 6SL-10
    * New E99 added: 2RF-01, 2RF-11, 2RF-12, 3RL-01, 3RL-12, 4CD-05, 6SL-07
    * Revert Bomber: see 5PC-11/23 and 6SL-04/17 for some advice
    * Better strategy for fighting the Tick Boss
    * "pick up the items" replaced with a list of the actual items
    * Removed references to specific items found in randomized containers
    * Numbered all the Notes, Audio Recordings, Chalkboards
    * Updated overall counts
    * Basic Impulse costs 8 E99 Energy, not 13
    * Updated Ctrl-F for chapters and checkpoints
    * Added additional stats on Impulse, healing, ammo pickups
    * Typo corrections

July 09, 2010   v1.1
    Fixed formatting
    Expanded details for TMD Equipment/Perks
    Added more info on Impulse and Deadlock
    Added Tripwires to Enemies section
    4CD-09 - Added !Chrono-Note
    4CD-10 - Added E99 under stairs going up

==============================================================================

==============================================================================
   ___
(O)   \
 | (X) |   [SFAQ]   F.A.Q.
  \___/

==============================================================================

--------------
Links
--------------
Singularity Webpage     http://www.singularity-game.com/#/hub/
Developer Blog          http://www.ravensoft.com/blog/
Official Forums         http://forums.ravengames.com/forumdisplay.php?f=50

XBOX360 Achievements
http://www.xbox360achievements.org/game/singularity/achievements/
http://www.xbox360achievements.org/forum/forumdisplay.php?f=1176

PS3 Trophies
http://www.ps3trophies.org/game/singularity/trophies/
http://www.ps3trophies.org/forum/singularity/


--------------
How many...?
--------------
 6 Levels
 2 Bosses

 9 weapons
29 Weapon Upgrades
29 Weapon Lockers

18 Augmentors
 7 Blueprints for TMD Equipment (+1 starting TMD Equipment)
10 Bio Formulas for Hero Perks

                       |       | Audio | Chrono |             | Weapon |
Level                  | Notes | Tapes | Notes  | Chalkboards | Techs  |
-----------------------+-------+-------+--------+-------------+--------+
Worker's District      |  17   |   13* |  none  |     none    |    1   |
Research Facilities    |  23   |    6  |    9   |       8     |    4   |
Rail Line              |   8   |   10  |    7   |       1     |    4   |
Central Docks          |   6   |    2  |   10   |       3     |    6   |
E99 Processing Complex |   7   |    4  |    4   |       6     |   10   |
Singularity Labs       |   0   |    6  |    4   |       2     |    4   |
-----------------------+-------+-------+--------+-------------+--------+
                       |  61   |   41* |   34   |      20     |   29   |

*   The first Audio Recording you find in the Worker's District changes. I
    count it as two recordings since it changes content and position.
    Previously, I was counting that Audio Recording as a single Recording
    with two versions.


------------------------------
I can't find the Blueprint
I can't find the Bio Formula
------------------------------
Blueprint locations are fixed, but the actual TMD Equipment you get is random.
I've always found the Blueprints in the same locations, but the actual upgrade
has been different. I've found 8 different locations for the 7 available
blueprints. Do a search for "!Blueprint" for known Blueprint locations.

Bio Formulas locations are slightly random. Some Bio Formulas are always in
the same place and some Bio Formulas might be found in an alternate location.
Do a search for "!Bio Formula" for known Bio Formula locations.

Please email me if you know of other locations for Blueprints or Bio Formulas
at (nyiaor [at] yahoo [dot] com).

2RF-08 Bio Formula (Heartiness)
2RF-08 Bio Formula (Iron Lung)
2RF-08 Blueprint
2RF-12 Bio Formula (Energetic)
2RF-16 Bio Formula (Inventory)
3RL-04 Bio Formula (Stamina)
3RL-04 Bio Formula (Medic)
3RL-05 Blueprint
3RL-06 Blueprint
3RL-21 Blueprint
3RL-21 Bio Formula (Defensive)
3RL-21 Bio Formula (Forge) or (Armor)
4CD-01 Bio Formula (TMD Ammo)
4CD-04 Blueprint
4CD-05 Blueprint
4CD-09 Bio Formula (Armor) if not found at 3RL-21
4CD-12 Blueprint
5PC-10 Blueprint
5PC-19 Bio Formula (Forge) if not found at 3RL-21


-----------------------------
Phase Ticks keep killing me
-----------------------------
Target a Phase Tick and age it using the TMD. This will cause all nearby Phase
Ticks to attack the aged Phase Tick. This is the easiest way to deal with
swarms. Using a Deadlock and running away also works.

Age the orange bulbs with the TMD to prevent additional Phase Ticks from
spawning.


--------------------------------------------------------------
How do I get 15 kills with the Autocannon without reloading?
--------------------------------------------------------------
The easy way is to wait until the last level of the game. Fully upgrade the
clip size and kill the numerous enemies on your way to the Singularity.

You can try to get the 15 kills when trying to rescue Kathryn, but you need to
upgrade either the damage at least once to get past the Elite Spetsnaz at the
start of the chase without going through an excessive amount of ammo. The
other soldiers can be killed with a very short burst. Hold down Mouse 2 to
keep the barrels spinning to avoid the firing delay.

Also, be very careful when picking up items or interacting with items since
you can accidentally reload as both actions use the same R key. Use the TMD to
pull items to you instead of trying to pick them up.


--------------------------------------
How do I get 10 Revert Bomber kills?
--------------------------------------
This is another achievement that is easy to get on the last level. You need
one and a half bars of E99 Energy to make a Revert Bomber so you need at least
one E99 Vial or the TMD Amplifier upgrade. You can't revert Elite soldiers.
You need to have at least three enemies in the area. One Revert can quickly
kill another soldier before it explodes.


-----------------------------
How do I get E99 Tech Geek?
-----------------------------
You need to find all 10 Bio Formulas and purchase at least one level of each
Hero Perk. The Weapon Upgrade does not count. The hard part is finding all 10
Bio Formulas. You can only reload the last checkpoint and often times it is
impossible to backtrack. I've played through the game twice on each difficulty
and marked down the locations I know about.


-----------------------------------------
How do I get "Mother My Brain Hurts"?
-----------------------------------------
This secret is found on the fourth mission, Central Docks. You need to get on
board the Pearl and find the Dethex Launcher. Maneuver a radio-controlled
grenade through the channel on the wall and floor and detonate the grenade
behind the closed door.

See checkpoint 4CD-07 for details.


----------------------------
How do I get "That Wheel"?
----------------------------
This secret is found near the end of the game on the sixth and final level.
You need to Uber Impulse the grate in the TMD Upgrade room and go down the
ladder.

See checkpoint 6SL-09 for details.



==============================================================================
   ___
(O)   \
 | (X) |   [GPC]   CONTROLS
  \___/

==============================================================================
CONTROLS        |
----------------+-----------------
Movement        | W A S D
Fire            | Mouse 1
Aim             | Mouse 2
Jump            | Spacebar
Use/Reload      | R
Crouch          | C
Switch Weapon   | Mouse Scroll Up
Weapon 1        | 1
Weapon 2        | 2
Sprint          | Left Shift
Age             | Q
Impulse         | Mouse 3
Anti-Gravity    | E
Deadlock        | E
Use Health Pack | H
Chrono Ping     | F



==============================================================================
   ___
(O)   \
 | (X) |   [GPW]   WEAPONS
  \___/

==============================================================================

---------------
WEAPON BASICS
---------------
There are 9 weapons available in the game.
7 of the weapons can be upgraded.
You can carry two upgradeable weapons and 1 special weapon.
You always drop a special weapon when trying to switch weapons.

You can upgrade a weapon's clip size, reload time, and damage.
Each attribute can be upgraded two times.
It costs 1 Weapon Tech to upgrade an attribute the first time.
It costs 2 Weapon Techs to upgrade an attribute a second time.
It costs 9 Weapon Tech to fully upgrade 1 weapon.
There are 29 Weapon Techs available in the game.


---------------
WEAPON LOCKER
---------------
Most weapons that you find are stored automatically in the Weapon Locker.
You can't store the Seeker or the RLS-7 Rocket Launcher.
Use Weapon Lockers to switch weapons, upgrade weapons, and buy ammo.
There are 29 Weapon Lockers scattered around Katorga-12.


---------------
WEAPON TABLES
---------------
Numbers represent the number of bars shown in-game.
Actual damage, range, and accuracy for the Seeker and RLS-7 are estimates.
Ammo = how much ammo you can carry
50 E99 = how much ammo you can buy at a Weapon Locker for 50 E99

 Name                        |        Damage         | Range  | Accuracy
-----------------------------+-----------------------+--------+------------
Centurion Revolver           | 14.25 - 16.25 - 18.25 | 10.25  | 13.0
AR9 Valkyrie Assault Rifle   | 13.25 - 15.25 - 17.25 | 18.0   | 16.5
Volk S4 Shotgun              | 17.5  - 20.25 - 23.0  | 16.5   |  7.5
Kasimov SNV-E99 Sniper rifle | 17.5  - 21.25 - 23.0  | 23.0   | 21.5
Autocannon                   | 15.25 - 17.5  - 20.0  |  9.0   | 10.0
Spikeshot Railgun            | 20.0  - 23.0  - 25.5  | 15.25  | 13.0
Dethex Launcher              | 15.25 - 17.5  - 20.0  | 15.25  | 13.0
-----------------------------+-----------------------+--------+------------
Seeker                       | 18 (estimate)         | Guided | Unlimited
RLS-7 Rocket Launcher        | 54 AOE (estimate)     | Guided | Unlimited

 Name                        | Ammo |      Clip       | 50 E99 |
-----------------------------+------+-----------------+--------+
Centurion Revolver           |   24 | 6   -  9  -  12 |     6  |
AR9 Valkyrie Assault Rifle   |  360 | 30  - 38  -  46 |    30  |
Volk S4 Shotgun              |   72 |  6  -  9  -  12 |    12  |
Kasimov SNV-E99 Sniper rifle |   24 |  5  -  7  -  10 |     5  |
Autocannon                   |  600 | 100 - 150 - 200 |   200  |
Spikeshot Railgun            |   20 |  5  -  7  -  10 |     5  |
Dethex Launcher              |   16 |  4  -  5  -  9  |     4  |
-----------------------------+------+-----------------+--------+
Seeker                       |   12 |        6        |   n/a  |
RLS-7 Rocket Launcher        |   10 |     1 rocket    |   n/a  |



--------------------
WEAPON INFORMATION
--------------------


CENTURION
-----------
    Type:   Revolver
    Found:  1WD-03 (Worker's District, in the house)
    Ammo:   24
    Clip:   6 - 9 - 12
    Damage: 14.25 - 16.25 - 18.25
    Range:  10.25

    The Centurion is the first weapon you find. Ditch it once you find any
    other weapon. Never upgrade the Centurion.


AR9 VALKYRIE
--------------
    Type:   Assault Rifle
    Found:  1WD-06 (Work's District, in the library of the school)
    Ammo:   360
    Clip:   30 - 38 - 46
    Damage: 13.25 - 15.25 - 17.25
    Range:  18.0

    The Valkyrie is the best balanced weapon in the game. You can easily
    finish the game on any difficulty using just the Valkyrie. Ammo for the
    weapon is plentiful as it is the primary weapon used by enemy soldiers.
    Hold down Mouse 2 to aim using the scope. Upgrade the damage first, then
    clip size, then reload.


VOLK S4
---------
    Type:   Shotgun
    Found:  1WD-07 (Worker's District, after meeting Devlin)
    Ammo:   72
    Clip:   6 - 9 - 12
    Damage: 17.5 - 20.25 - 23.0
    Range:  16.5

    The Volk is not quite as balanced as the Valkyrie, but easily the second
    best weapon in the game. The Volk is a great Mutant and Zek killer as any
    close range shot is almost always a one shot kill. Definitely upgrade the
    clip size first to overcome the small clip size. The Volk also benefits
    from the reload upgrade. If there is ONLY one weapon you want to fully
    upgrade, think about upgrading the Volk as every upgrade is useful.


KASIMOV SNV-E99
-----------------
    Type:   Sniper Rifle
    Found:  1WD-08 (Worker's District, outside the Radio Tower)
    Ammo:   24
    Clip:   6 - 9 - 12
    Damage: 17.5 - 21.25 - 23.0
    Range:  23.0

    The Kasimov is a one-hit kill on any regular soldier, Mutant, or Zek. The
    crosshair on the scope glows when centered on a target. Press the Left
    Shift key to slow down time. You can get in about three slow motion shots
    before the effect wears off. The Kasimov does not really need to be
    upgraded beyond the clip size.


AUTOCANNON
------------
    Type:   Minigun
    Found:  3RL-14 (Rail Line, after meeting up with Kathryn)
    Ammo:   600
    Clip:   100 - 150 - 200
    Damage: 15.25 - 17.5 - 20.0
    Range:  9.0

    This is your typical machine gun with multiple rotating barrels. It takes
    a second or two for it to spin up and start firing, but you can hold down
    Mouse 2 to keep the barrels spinning so it fires without delay. Fire the
    Autocannon in short bursts. Just a couple of direct hits is enough to drop
    regular soldiers and Zeks. Upgrade the damage at least once before any
    heavy usage. The only drawback to this weapon is that you move slower
    with it equipped.


SPIKESHOT
-----------
    Type:   Railgun
    Found:  3RL-05 (Rail Line, on the crane platform)
    Ammo:   20
    Clip:   5 - 7 - 9
    Damage: 20 - 23.0 - 25.5
    Range:  15.25

    This weapon fires a magnetically accelerated explosive spike. You have to
    hold down Mouse 1 to charge the rail before each shot. Wait for the
    crosshair to meet in the center. Release Mouse 1 to fire. The damage
    represents the explosive damage after a brief delay. The area of effect
    can kill tightly clustered targets. You have to be very precise when
    aiming the weapon. The Spikeshot comes with an integrated heat sensor that
    is accessed by holding down Mouse 2.


DETHEX LAUNCHER
-----------------
    Type:   Grenade Launcher
    Found:  4CD-07 (Central Docks, on board The Pearl)
    Ammo:   16
    Clip:   4 - 5 - 9
    Damage: 15.25 - 17.5 - 20.0
    Range:  15.25

    Immediately upgrade the damage on this weapon, preferably do both damage
    upgrades. By default the Dethex fires grenades in an arc. The higher you
    aim, the farther the grenade travels. Hold down Mouse 2 and click on Mouse
    1 to spit out a steerable grenade. Continue to hold Mouse 2 and use the
    movement keys (W A S D) to move the grenade. Press Spacebar to make the
    grenade jump. The radio-controlled grenade is always visible behind
    obstacles as a circle so you can continue to steer it. Let go of Mouse 2
    to detonate the grenade. This is a great way to kill enemies around
    corners or behind cover.


SEEKER
--------
    Type:   Prototype Rifle
    Found:  2RF-05 (Research Facility, given to you by Dr. Barisov)
    Ammo:   12
    Clip:   6
    Damage: about 18
    Range:  Special

    The Seeker is one of the special weapons that doesn't show up in the
    Weapon Locker and can't be upgraded. You automatically drop the Seeker if
    you switch to any other weapon. You can fire normally using Mouse 1. Hold
    down Mouse 2 to fire a special E99 projectile that can be steered by
    holding down Mouse 2 and moving the Mouse. Time also slows down while
    you're moving the projectile. The projectile explodes on impact or when it
    leaves the area. The area is defined by an invisible boundary that varies
    by location. The explosion has a very small area of effect and does not
    always kill multiple targets, but does a one-shot kill on normal enemies.


RLS-7
-------
    Type:   Rocket Launcher
    Found:  5PC-16 (Processing Complex, dropped by a soldier fighting a Radion)
    Ammo:   10
    Clip:   1
    Damage: about 54 AOE
    Range:  Special

    The RLS-7 is the other special weapon that can't be upgraded, stored in
    the Weapon Locker, and is dropped automatically when switching weapons.
    Mouse 1 fires a rocket that travels in a straight line and detonates on
    contact. Hold down Mouse 2 to fire a TRACKING rocket that follows the
    circle on the crosshair. You can use the tracking rocket to steer the
    rocket around some obstacles. The rockets are extremely powerful and can
    kill a Radion with about three rockets.



==============================================================================
   ___
(O)   \
 | (X) |   [GPT]   Time Manipulation Device
  \___/

==============================================================================

You get the TMD near the beginning of the second mission (checkpoint 2RF-03).
The TMD can only affect organics (creatures and humans) or anything infused
with Element 99 (E99) like plants or objects containing E99 infused metal.
Look for the the E99 logo or the color orange on objects that can be changed
using the TMD.

---------
IMPULSE
---------
Automatically becomes the melee attack. Mouse 3 to Impulse.
Impulse sends out a wave of E99 energy in front of you. The power of the E99
wave decreases until it fades out completely. Impulse has a lethal range and a
knockback effect. The starting lethal range is a little bit farther than point
blank range. The lethal range can be extended by upgrading the Impulse power
at an Augmentor. The knockback range is about 4 meters.

Impulse uses up E99 Energy. Impulse costs 8 bars of E99 energy. Impulse can be
upgraded two times to do more damage and extend the lethal attack range. Near
the end of the game you get the Uber Impulse that requires no E99 Energy and
can kill Elite Spetsnaz.

The Shifty Zek, Hulk Zek boss, Tick Boss, and Elite Spetsnaz are immune to the
Impulse power. Elite Spetsnaz can be attacked with the Uber Impulse.

The basic Impulse can one-shot kill Mutants, regular soldiers, and Phase Ticks
at melee range. Farther than melee range and the target is knocked down.

Zeks and Reverts are highly resistant to the Impulse Power.

             | Lethal     |
-------------+------------+
Impulse      | 0.5 meters |
Impulse +1   | 1.0 meter  |
Impulse +2   | 2.0 meters |
Uber Impulse | 3.0 meters |

       | Impulse | Impulse 1 | Impulse 2 | Uber Impulse |
-------+---------+-----------+-----------+--------------+
Zek    |    7    |    4      |     3     |      2       |
Revert |    7    |    5      |     4     |      2       |


-------------
AGE/RESTORE
-------------
The cursor will turn into a semi-circle when you can age/restore an object or
enemy. It costs no E99 Energy to age/restore inanimate objects.

Aging an enemy costs 13 E99 energy and the aging effect is different for each
type of enemy.

Enemy Type     | Cost | Effect
---------------+------+-------------------------------------------------------
Mutant         |  13  | Mutant rots then explodes
Soldier        |  13  | Ages soldiers to dust
Zek            |  13  | Makes Zek in-phase, Slows down in-phase Zek
Phase Tick     |  13  | Other Phase Ticks attack aged Phase Tick
Revert         |  13  | Makes Revert berserk and explode after a few seconds
Shifty Zek     |      | Immune vs Aging, Impulse
Spiky Zek      |      | Stuns
Radion         |      | Stuns
Hulk Zek Boss  |      | Immune vs Aging, Impulse
Tick Boss      |      | Immune vs Aging, Impulse
Elite Spetsnaz |      | Immune vs Aging, Impulse


------------
CHRONO-PING
-------------
Press the F key to show chrono-footprints. These footprints should lead to the
current objective. This power is more useful for finding side paths.


-------------
CHRONOLIGHT
-------------
One of the Film Archives shows the Chronolight, but you never get a discrete
upgrade for this power. Look for a ghostly out-of-phase object in a bluish
cloud. Target the object and hold the E key to pull an object into phase. You
can pull out-of-phase objects as many times as you want, but only one version
of the object can be in-phase at a time.


---------
GRAVITY
---------
The first TMD Upgrade that's found in the Research Facility after returning to
2010 (checkpoint 2RF-08).

The cursor turns into an orange circle when moved over any object that can be
picked up using the Gravity power. You can grab inaccessible objects or use
Gravity to pick up objects instead of using the R key.

Press E to pick up and carry an object. A carried object can be used as a
shield. Press E to drop a carried object. Use Mouse 1 to throw a carried
object. You can use Impulse while carrying an object. Try grabbing a shield
and Impulsing enemies at melee range. Any object that can be picked up can be
thrown as a projectile, although heavy objects won't travel very far and not
do much damage.

You can catch objects thrown at you, like explosive barrels and rockets. You
can also pick up grenades thrown by soldiers and toss them back.


----------
DEADLOCK
----------
The second TMD Upgrade. Found after leaving Barisov's Tower at the beginning
of the Rail Line mission (3RL-01).

Hold down E to charge up a sphere of chrono-energy. Press Mouse 1 to fire the
sphere. The Deadlock sphere expands upon hitting anything solid.

The Deadlock slows down time within the sphere and doesn't affect you.
You can collapse the Deadlock by pressing Q to age the sphere.
The Deadlock can be upgraded twice to increase the duration and size of the
Deadlock.

Deadlock (default): 10 second duration, 2 meter radius
Deadlock Upgrade 1: 15 second duration, 3 meter radius
Deadlock Upgrade 2: 20 second duration, 4 meter radius
    * Radius is an estimate


-----------
REVERSION
-----------
The third upgrade is found in the tunnels around the Reverts during the Rail
Line mission (checkpoint 3RL-12).

Reversion can be used against non-Elite soldiers and is used in combination
with the Aging power of the TMD. You have to age a soldier before you can
revert.

It requires a full bar of E99 energy to revert a soldier. It costs 13 bars to
age the soldier and another 13 bars to revert.

The in-game instructions says to press Q quickly to revert. This is not
accurate. You have to press Q once to age the soldier, pause, then press Q to
revert the soldier before the aging soldier turns into dust.

Revert soldiers attack the nearest enemy that makes a noise. Revert soldiers
also draw aggro from you from any nearby enemy due to their aggressive nature.

You can age a Revert Soldier to make them explode. This requires either an E99
Vial or at least three Energetic Upgrades, which gives you enough E99 energy
to age, revert, and age without needing an E99 Vial to refill the E99 energy
bar.

If facing two soldiers, revert one and kill the revert. If facing more than
two soldiers, revert one and age the revert to make him explode.


---------------
TMD AMPLIFIER
---------------
The fourth and final upgrade is found towards the end of the game in Dr.
Barisov's Lab near the Singularity (checkpoint 6SL-08).

The TMD no longer uses E99 Energy. The Impulse is upgraded to the Uber
Impulse. The Uber Impulse can kill any of the remaining enemies you face
including Elite Spetsnaz. You can now easily Age and Revert regular soldiers.




==============================================================================
   ___
(O)   \
 | (X) |   [GPP]   EQUIPMENT AND PERKS
  \___/

==============================================================================

------------
AUGMENTORS
------------

Augmentors are used to purchase TMD Equipment and Perks using E99 Tech. E99
Tech is found out in the open and in containers. Container contents are
randomized so it's hard to give a precise amount of E99 you'll find during the
game.

You need 21,250 E99 to buy the minimum amount need to get the E99 Tech Geek
and Time's On My Side Achievements/Trophies.

You need 69,250 E99 to buy every single equipment and perk, excluding the
Weapon Upgrade.

Equip the Scientist TMD Equipment as soon as possible to maximize the amount
of E99 Tech you can loot.

There are 18 Augmentors scattered throughout the game.

Checkpoint | Amount of E99 available
-----------+--------------------------
 2RF-08     | about 5,300
 3RL-01     | about 5,100
 3RL-05     |
 3RL-14     | about 8,000
 4CD-01     | about 3,200
 4CD-03     |
 4CD-05     | about 2,400
 4CD-10     | about 5,200 with Scientist equipped
 5PC-02     | about 3,500
 5PC-03     | about 3,800
 5PC-06     | about 5,500
 5PC-11     | about 4,900
 5PC-22     | about 12,600
 6SL-01     | about 3,200
 6SL-04     | about 2,700
 6SL-05     |
 6SL-08     | about 7,300
 6SL-15     | about 8,300
 TOTAL      | about 81,000


----------------
UPGRADE BASICS
----------------

You can buy 8 pieces of TMD Equipment, 2 TMD perks, 10 Hero Perks, and Weapon
Upgrades. Most TMD Equipment requires a corresponding Blueprint except for
Sharpshooter which you get for free. Hero Perks need a Bio Formula.

E99 Cost | TMD Equipment
---------+--------------------------------------------------------------------
  1,500  | Sharpshooter - Improves all weapon accuracy
  2,000  | Energized - Gain +1 TMD energy for each kill
  3,000  | Healer - Gain +1 health for each kill
  2,500  | Wrapper - You heal faster with Health Packs when not sprinting
  2,000  | Tech Savvy - Gain +1 TMD Energy when picking up ammo
  2,000  | Scientist - Sometimes gain double when picking up E99 Tech
  2,000  | Search and Destroy - gain more ammo from enemy and loot drops
  5,000  | Field Doctor - Regenerate 25% of health when not in combat
 ------
 20,000  | 5 cheapest are 9,500

E99 Cost | TMD Perks
---------+--------------------------------------------------------------------
  1,000  | Impulse 1 - Increases Impulse damage and knockback
  1,000  | Impulse 2
  1,000  | Deadlock 1 -  Increases Deadlock duration and size
  1,000  | Deadlock 2
 ------
  4,000

E99 Cost | Hero Perks
---------+--------------------------------------------------------------------
  1,000  | Heartiness 1 - Increases your maximum health
  2,000  | Heartiness 2
  3,000  | Heartiness 3
  4,000  | Heartiness 4
  5,000  | Weapon Upgrade - purchase a Weapon Tech (unlimited)
  1,000  | Energetic 1 - Increases your maximum E99 Energy
  2,000  | Energetic 2
  3,000  | Energetic 3
  4,000  | Energetic 4
    500  | Iron Lung - Increases the length of time you can hold your breath
  1,000  | Stamina - Increases Sprint duration from 7 seconds to 10 seconds
  1,250  | Medic 1 - Increases Health Pack effectiveness
  2,000  | Medic 2
  2,500  | Medic 3
    500  | Inventory 1 - Carry up to 6 Health Packs (default is 5)
  1,000  | Inventory 2 - Carry 7 Health Packs
  2,000  | Inventory 3 - Carry 8 Health Packs
    500  | TMD Ammo 1 - Carry 6 E99 Vials (default is 5)
  1,000  | TMD Ammo 2 - Carry 7 E99 Vials
  2,000  | TMD Ammo 3 - Carry 8 E99 Vials
  1,000  | Defensive 1 - Decreases melee damage against you (mostly creature)
  1,000  | Defensive 2
  1,000  | Defensive 3
  1,000  | Armor 1 - Decreases projectile damage against you (mostly soldiers)
  1,000  | Armor 2
  1,000  | Armor 3
  5,000  | Forge 1 - Adds one TMD Equipment Slot (default is 1)
 ------
 45,250  | 11,750 to buy one of each Perk


--------------------
TMD Equipment Info
--------------------
After you purchase TMD Equipment, the equipment must be equipped by pressing
the Q key. You start with 1 TMD Equipment slot and later can buy a second
slot. You need to find Blueprints to make TMD Equipment at the Augmentors.
The Blueprint locations appear to be fixed, but the actual TMD Equipment you
find is randomized.

Always immediately equip the Scientist TMD Equipment to maximize E99 Tech
loot. Equip another piece of TMD Equipment after you buy the Forge Perk.

I'm not sure exactly how much Sharpshooter improves accuracy. I've finished
the game on Hard without ever equipping Sharpshooter.

Energized gives you +1 E99 Energy per kill.

Healer gives you +1 Health per kill.

Tech Savvy gives you +1 E99 Energy when you pick up ammo and +7 E99 Energy for
picking up an Ammo Box.

Wrapper reduces the amount of time it takes to use a Health Pack when you're
not sprinting.

Search and Destroy adds about 20% more to ammo pickups. You don't always get
extra ammo with every pickup.

Ammo Pickups
-------------

 Weapon      | Pickup | Ammo Box | Weapon
-------------+--------+----------+--------
Centurion    |  6/7   |   8/10   |  10/
Valkyrie     | 12/14  | 120/144  |  24/29
Volk S4      |  6/7   |  24/29   |   4/5
Autocannon   | 50/60  | 200/240  | 100/120
Sniper Rifle |  4/5   |   8/10   |   4/5
Spikeshot    |  3/4   |   6/7    |
Dethex       |  3/4   |   4/5    |   4/5
Seeker       |  6/8   |   n/a    |   12
RLS-7        |  3/4   |   n/a    |   7/9


----------------------
Heartiness and Medic
----------------------
You start with 26 bars of Health.
On Easy/Normal each Heartiness upgrade gives +6 more health.
On Hard you get from +4 health for the first Heartiness upgrade and +3 for
    additional Heartiness upgrades.

Health Packs initially heal half of your health bar on Easy/Normal and less on
Hard mode. Each Medic Upgrade increases the amount of health healed. On Easy
mode you get a significant increase with just one upgrade in Medic. On Normal
mode each Medic upgrade heals 3 more health. On Hard Mode you get a bigger
increase from each Medic upgrade, but start out with less healing per Health
Pack and less maximum Health.

Easy
Max Health 26   32  38  44  50
Medic 0    13       28
Medic 1    23   27  30
Medic 2
Medic 3

Normal
Max Health 26   32  38  44  50
Medic 0    13   16  19  22  25
Medic 1                 25  28
Medic 2                 28  31
Medic 3                 31  34

Hard
Max Health 26  30  33   36  39
Medic 0    10  11  12   14  15
Medic 1        15  18   19  19
Medic 2                 23  23
Medic 3                 28  29


-------------------------
Energetic and E99 Vials
-------------------------
You start with 26 bars of E99 Energy.
On Easy/Normal, each Energetic Perk adds +6 bars.
On Hard mode, the first Energetic Perk gives 6 bars.
Any additional Energetic Perks on Hard mode add 5 bars.

Each E99 Vial, or E99 Energy Cell, will completely fill up the E99 Energy bar.

Mode        | Maximum E99 Energy
------------+-------------------------
Easy/Normal | 26 | 32 | 38 | 44 | 50
Hard        | 26 | 32 | 37 | 42 | 47

One Energetic perk is enough to give one extra Impulse attack.
You need at least 3 Energetic perks to get an extra Aging attack.


-----------------------
Iron Lung and Stamina
-----------------------
Iron Lung allows you to hold your breath longer when swimming. I recommend
purchasing Iron Lung before getting on board The Pearl during the fourth
mission. There is also a lot of swimming during the next mission at the
Processing Complex.

Stamina allows you to sprint for a longer duration.
By default you can Sprint for about 8 seconds.
The Stamina perk lets you sprint for about 10 seconds.


---------------------
Defensive and Armor
---------------------

Creatures attack with melee, except for the Radion that attacks with a
projectile. The Phase Tick explosion is considered melee. Soldiers all attack
with projectiles, but can melee at close range.

Purchasing at least one level of Defensive makes a notable reduction in damage
when facing a swarm of Phase Ticks, especially on Hard mode. Some further
testing while playing on Normal seemed inconclusive. I'm not sure Defensive or
Armor reduces damage from Phase Ticks, but it is still recommended to purchase
both to reduce the overall amount of damage taken.

Each Defensive and Armor upgrade seems to reduce damage by one bar to a
minimum of one bar.



==============================================================================
   ___
(O)   \
 | (X) |   [GPE]   ENEMIES
  \___/

==============================================================================

---------
MUTANTS
---------
These are the first enemies that you encounter. Mutants move slowly when far
away, but can quickly jump into melee range. Getting in a clean headshot is
the guaranteed way to kill Mutants. A Mutant can still attack even if its legs
are shot off and the torso is mostly intact.

Aging a mutant causes the Mutant to rot (its limbs fall off) then explode.


----------
SOLDIERS
----------
Russian soldiers are the most common enemy encountered in the game. The
majority of them will be armed with the Valkyrie or the Volk, although snipers
are also encountered.

Some soldiers will carry a riot shield and a Centurion. Aim for the legs or
hand or use the TMD to pull away the shield.

Elite Spetsnaz are encountered later in the game during the Rail Line mission.
Elites wear special armor that makes them immune from the Aging and Impulse
powers of the TMD and allows them to soak up more damage than the regular
soldiers. Elites are armed with the Autocannon, Sniper Rifle, or RLS-7 rocket
launcher.

Aging a regular soldier turns the soldier into dust.
You can turn an aging soldier into a Revert.


------
ZEKS
------
Zeks can phase out of time making them invulnerable to weapon attacks. Use the
TMD on out-of-phase Zeks to force them back in-phase with normal time. Zeks
can summon and throw explosive barrels. These barrels can be shot before they
are thrown or caught and tossed back. Zeks also have a short-range
teleportation ability. The shotgun is very effective against Zeks as any close
range shot will one shot kill a Zek.

Aging a Zek that is in-phase will make the Zek move in slow motion.



-------------
PHASE TICKS
-------------
Phase Ticks are mutated insects that rush you and explode. The damage stacks
up quickly and can easily kill you on Hard mode. The Defensive Perk may
reduce the damage from Phase Ticks, at least it seemed that way while playing
on Hard Mode.

Phase Ticks spawn from orange bulbs. Destroying one of these orange bulbs with
a weapon spawns one or two Phase Ticks. Use the TMD to age the orange bulbs to
make them disappear.

Aging a Phase Tick makes all nearby Phase Ticks attack the aged Phase Tick.
This is the most effective way to deal with swarms of Phase Ticks. Standing
inside a Deadlock can also work, but you have to make sure you kill the Phase
Ticks before the Deadlock collapses. Impulse works at wiping out swarms, but
costs a lot of E99 Energy. Uber Impulse is a different story. Uber Impulse at
will.


---------
REVERTS
---------
Reverts are humans that have been mutated by exposure to E99. Reverts are
blind and only react to noise. You can sneak around Reverts, but it's better
to get in close for an easy kill. Reverts have a vomit attack that should be
avoided.

Aging a Revert makes it berserk, then explode after a few seconds. A berserk
Revert will attack the closest target which could could be you. The exploding
Revert can kill multiple enemies.

You can use the TMD to turn a soldier into a Revert at the expense of using an
entire bar of E99 energy. This is an effective tactic when facing two or more
enemies. You probably won't have time to turn a Revert into a Revert Bomb when
facing just two enemies, so hold off on aging a Revert until you're facing at
least three enemies.


--------
RADION
--------
First encountered at the Processing Complex, these immense creatures are
naturally camouflaged to look like twisted trees. They attack with a powerful
explosive projectile that can kill you with two hits. They can also absorb a
lot of damage. The most effective way to kill a Radion is to put it in a
Deadlock and unload on it with your most powerful weapon.

		*-- Additional suggestion sent in by jpaulino120 --*
"Your strategy against Radions works very well, but to conserve ammo get
behind them. They die much faster, thus conserving ammo. This is only what
I've found and I've yet to play on hard, so you should test this out but it
worked for me on normal so I don't see why it would change."

Aging a Radion seems to stun it for a few seconds.


-------------------------------------
Hulk Zek, Shifty Zek, and Spiky Zek
-------------------------------------
Hulk Zek is a boss at the end of the second mission at the Research Facility.
See checkpoint 2RF-14 for information.

Shifty Zek is encountered twice. The first time is during the Rail Line
mission (checkpoint 3RL-07) and the other time is at the beginning of the last
mission (checkpoint 6SL-01). The Shifty Zek is much faster than the regular
Zeks and spends more time out-of-phase. Shifty Zek is pretty weak and can be
killed with a couple of well-timed Shotgun blasts.

Spiky Zek is only seen during the Processing Complex mission (checkpoints
5PC-05 and 5PC-15). Spiky Zek fires parasites from one arm that reanimate dead
Zeks. Spiky Zek can be stunned by using the TMD to age it.


-----------
Tick Boss
-----------
The Tick Boss shows up at the end of the third mission (Rail Line). See
checkpoints 3RL-25 and 3RL-26 for more info.


-----------
Tripwires
-----------
These are orange plant-life that have been mutated by E99. Tripwires have
three explosive tendrils that do damage when broken. Shoot the central bulb to
destroy the tripwire, or use a non-explosive object to break the tendrils.



==============================================================================
   ___
(O)   \
 | (X) |   [GPO]   OBJECTS
  \___/

==============================================================================

------
Ammo
------
Ammo can be picked up automatically by moving over it. This also works if you
pick up or move over a weapon you already have equipped.

Ammo boxes have a greater quantity of multiple types of ammo.
An Ammo Crate always has one Ammo Box inside it.


--------------
Health Items
--------------
Stimpacks will instantly heal you when picked up. You can't carry Stimpacks.

Health Packs can be carried and used by pressing the H key.
A Health Crate always holds two Health Packs. The game refers to Health Crates
as Medkits, which seems a little bit confusing, so I refer to Medkits as
Health Crates.

E99 Vials, or E99 Energy Cells, always fill up the E99 Energy bar. E99 Vials
are used automatically whenever you try to use the TMD and don't have enough
E99 Energy available.


--------------------------
E99 Tech and Weapon Tech
--------------------------
E99 is short for Element 99, the mysterious orange element found on Katorga.
E99 Tech, or E99, is used to purchase TMD Equipment, Perks, and Ammo.
E99 Tech can be found in quantities of +10, +20, +30, +100, +200, and +300.
The Scientist TMD Equipment can randomly double the amount of E99 you get when
you pick up E99 Tech.

Weapon Tech is used to purchase Weapon Upgrades at a Weapon Locker.
Each weapon has three attributes that can be upgraded.
It costs 1 Weapon Tech to upgrade an attribute the first time.
It costs 2 Weapon Techs to upgrade an attribute a second time.
It costs 9 Weapon Tech to fully upgrade 1 weapon.
There are 29 Weapon Techs in the game.

You can retrieve weapons, upgrade weapons, and buy ammo at a Weapon Locker.
There are 29 Weapon Lockers in the game.

You can buy TMD Equipment, TMD Perks, and Hero Perks at an Augmentor.
You can equip TMD Equipment or switch TMD Equipment at an Augmentor.
There are 18 Augmentors in the game.


------------
Containers
------------
Supply Lockers and small Supply Crates can hold one random item: ammo, E99
Tech, a Stimpack, a Health Pack, or an E99 Vial.

Padlocked Lockers can hold either one or two random items.

Large Supply Crates can hold either two or three random items.


-----------------------------------------------------
Notes, Audio Recordings, Chalkboards, Chrono-Notes
-----------------------------------------------------
These items give story information. Chalkboards and Chrono-Notes can be aged
and reverted using the TMD. The state of Chalkboards and Chrono-Notes carry
over on subsequent games. It's probably a good idea to always age Chalkboards
and Chrono-Notes after finding them. Use the TMD to restore broken Audio
Recordings.


-------------------------------
Storage Tanks and Projectiles
--------------------------------
Cryo Tanks are tall, cylindrical tanks that temporarily freeze anyone nearby,
including you. Frozen enemies are easily shattered. Use Impulse to break out
of a frozen state if you get caught in a Cryo Tank explosion.

Propane Tanks are small, roundish explosive tanks that ignite anyone in the
area, but don't have enough energy to outright kill anyone when they explode.
Sometimes you can find a pair of propane tanks inside rectangular hinged
wooden boxes.

Explosive Barrels do quite a bit of damage and are a favorite projectile
weapon of Zeks. Barrels can be caught and thrown back. Barrels can also be
aged and restored using the TMD. An aged barrel is non-explosive and a good
way to carry a barrel around with you that you don't want blowing up in your
face.

Electrical Boxes can be pulled off walls and thrown to electrocute nearby
enemies. Throw it far enough away so that you don't get electrocuted, too.


-------------------
E99 Infused Items
-------------------
E99 Infused crates, liquid tanks, junction boxes, roots, stairs, and catwalks
can all be aged and restored using the TMD.

E99 crates, referred to as metal crates in this walkthrough, have many uses
for getting to otherwise inaccessible areas. They don't quite have the
personality of a Companion Cube, but I have to admit I  became a wee bit
attached to the one at the beginning of the Central Docks  mission.
(Ha ha, that's a joke. Don't email me about it).

Liquid Tanks are always heavier when they are restored.
Restore Junction Boxes to open doors and gates or turn on/cut off power.
Age and restore roots to make them grow or shrink.
Stairs and catwalks can be aged/restored to get to inaccessible areas.



==============================================================================
   ___
(O)   \
 | (X) |   [1WD-XX]   PART ONE: WORKER'S DISTRICT
  \___/

==============================================================================

KATORGA, SEA OF OKHOSTK
USMC RECONNAISSANCE MISSION
CODENAME: "SPARTAN"

CHECKPOINT 1WD-01/12
    [ ] Note x2
    [ ] Audio Recording
    [ ] Projector: Living on Katorga-12
    NOTE #01 "The death of Dr. Demichev in the fire..."
    AUDIO #01 "The influx of new scientists and technicians..."
    NOTE #02 "As people arrive from the boat..."

Walk down the docks. Check the luggage by the helicopter for a Stimpack. Go
around the burning wreck. Read the !Note at the information booth on the left.
Look inside the information booth for a piece of luggage with a Stimpack
inside. Continue through the gates and follow along the bottom of the cliff.
Go to the right of the upwards path for a Health Pack. Go up the path and grab
another Health Pack by the corpse. Enter the building. The doors close behind
you.

There's a !Note on the desk to the left. There's a Microphone and an !Audio
Recording on the right. You can listen to some background story. Past the
statue is an interactive map of the island. You can watch the film on the
projector. Exit the lobby and go down the hallway. Use Mouse 3 to break the
board in the bathroom. Crouch to get under the pipes into the next room. Go
into the next hallway. Watch the spooky Chrono-Echo. Continue down the hallway
and go through the door onto a balcony.

WORKER'S DISTRICT, KATORGA-12
OCTOBER 26th, 1955

CHECKPOINT 1WD-02/12
    [ ] Audio Recording
    AUDIO #02 - slightly different version of AUDIO #01

Go to the left down the hallway and into a room. Approach the man trying not
to fall down through the hole in the floor. Press the [R] key to pull the man
to safety and get him in a fireman's carry. Go through the opening in the wall
and head back towards the lobby. You put the man down by the statue of Stalin.
A Chrono Wave takes you back to the present.

WORKER'S DISTRICT, KATORGA-12
OCTOBER 26th, 2010

The statue of Stalin has been replaced by a statue of the man you saved,
Nikolai Demichev. The lobby looks different. The name of the reactor on the
interactive map has changed as well. Check out the !Audio Recording between
the map and the doors. Even that is different. Go through the blue doors to
exit the building.

CHECKPOINT 1WD-03/12
    [ ] Audio Recording x2
    [ ] Note x 5
    AUDIO #03 "I don't know how much time I have..."
    NOTE #03 "Dear Mr. and Mrs. Mojicavich..."
    NOTE #04 "When Kasha returned from the lab..."
    AUDIO #04 "If anyone should find this..."
    NOTE #05 "I curse the day we came to Katorga-12..."
    NOTE #06 "Me and my family"
    NOTE #07 "Dear Svetlana..."

Go to the statue and grab the E99 Tech for +100 E99. Hop over the railing on
the left and search through both dumpsters for another +130 E99. Proceed down
the street

There's an !Audio Recording on the left and +20 E99 in the luggage on the
right. Past those objects there's a small supply crate down the alley on the
right. Check the two dumpsters at the end of the street for a Health Pack and
+30 E99.

Go up the steps and go into the house. Go the right and grab the Health Pack
from the luggage. Go downstairs for +20 E99 in another suitcase. There's a
!Note in the nursery on the right and another !Note on the dresser in the
bedroom. Near the bottom of the steps is +20 E99 in some luggage and another
!Audio Recording in the closet. Yeah, let's go upstairs. Remember you can use
Mouse 3 for the melee attack.

                      There's another !Note at the top of the stairs and +30
!New Weapon           E99 in another suitcase. There's one more !Note at the
                      bottom of the blocked staircase going up. Go into the
room. There's +100 E99 in the small crate. Pick up the CENTURION Revolver and
the ammo. Shoot the padlock on the door. Go into the locked room for a
Chrono-Echo to see what happened in the house. Yeah, that's pretty bad.
Crouch down and go through the hole in the wall. Surprise! Shoot the Mutant
and try not to die. Drop down to the street. Turn around and go into the
alley. There's +30 E99. Exit the alley and go to the right.

        *-- The following information was sent in by ephemerallove --*
"Well, after you are tackled and beaten to heck and back by your first enemy
and jump down into the street area you can find a note if you head right,
away from the Centurion and the ammo clip on the ground, and into an alley
way. As you walk in there is a stack of two boxes on your right side, turn
right when you get around them and look at the floor to find a !Note."

Exit the two box alley and go right.

CHECKPOINT 1WD-04/12
    [ ] Note
        NOTE #08 "This is Dr. E-99 reminding you..."

There's some Centurion ammo and another Centurion laying in the street. Go
around the corner. There's another Mutant feeding from the back of a truck.
Attacking that Mutant alerts another Mutant. Kill both. Check the dumpster on
the left side of the street for +20 E99. Pick up the Centurion and ammo.

Go down the street to the playground. There's a !Note on the left pillar by
the entrance. You can ride the Merry Go Round. Exit the playground and go into
the open building.

CHECKPOINT 1WD-05/12
    [ ] Note x7
    [ ] Audio Recording x3
    NOTE #09 "Under Dr. Demichev's orders..."
    NOTE #10 "Please remember to wash your hands..."
    AUDIO #05 "Help me"
    NOTE #11 "If anyone is available to substitute for me..."
    NOTE #12 "Please place 1 ounce of this powder.."
    AUDIO #06 "Dr. Demichev has told us..."
    NOTE #13 "Oleg the Bear likes Ise Creams" (desk)
    NOTE #14 "I'm not sure what the principal..." (floor)
    NOTE #15 "This is my first day at school" (desk)
    Projector: E is for E99
    AUDIO #07 " I don't understand..."

Grab the +100 E99 from the crate. Go down the hallway. Watch another Chrono-
Echo. Kill the Mutant. Shoot the padlocks off the lockers for a Health Pack
and +50 E99. You get to a four-way intersection. The room on the left has some
Centurion ammo, +10 E99, a large supply crate, and a !Note. In the bathroom is
a !Note and an !Audio Recording.

Go down the long hallway and go past the stairs. Take the hallway going to the
right. There's a !Note, +100 E99 in the cabinet, and +10 E99 on the desk. Get
the items from the large supply crate. You don't need to shoot the padlock off
the door as that just goes back into the hallway.

Backtrack and go into the cafeteria. Check the small supply crate for a random
item. A !Note on the counter explains an experiment taking place in the
school. Exit the cafeteria and deal with the Mutant. Go up the stairs.

The first classroom has an !Audio Recording and some desks you can search. One
of the desks has a !Note. Crouch down to get past the collapsed ceiling into
the larger classroom. Watch the spooky Chrono-Echo. There's +100 E99 in the
small crate and a !Note on the floor. There's a !Note in one of the desks. Go
through the doorway to exit the classroom. In the next room you can watch
another film using the Projector. Exit the room and go up the steps. Go down
the the end of the hallway to listen to an !Audio Recording. Go into the large
room, a ruined library. There's a small supply crate. Drop down through the
floor.

CHECKPOINT 1WD-06/12
    [ ] Audio Recording x2
    AUDIO #08 "There has been another event.."
    AUDIO #09 "People are gathering at the gates..."

                      There's +110 E99 in the room. Go through the hole in the
!New Weapon           wall into the library. There's a Mutant to the right. If
                      you crouch down you can sneak into the duct to the left
without having to kill the Mutant. There's an !Audio Recording in the duct.
Exit the ducts. A Mutant pushes some shelves out of your way. That's good. The
Mutant attacks you. That's bad. Kill the Mutant. Go through the blue door.
Pick up the AR9 VALKYRIE ASSAULT RIFLE by the dead soldier. Turn around and
kill the Mutant that bursts through the shelves. Go through the opening and
kill the other Mutant. Exit the library. Go to the left down the hallway. Grab
the +100 E99 and other items from the large crate. Go back and go into the
other room and grab the AR9 for some ammo and the Health Pack. Crouch down and
go through the hole in the wall.

Here's Devlin. Kill the Mutants that come through the windows. Devlin opens
the doors so you can take care of the rest of the Mutants. Go outside into the
courtyard. Go up the stairs on the right for +10 E99 and a small supply crate.
Search the rest of the courtyard for +50 E99. There's an !Audio Recording in
the ruined building on the right.  Go into the next building. There's a
Projector on the left. When you're ready, go to Devlin by the door.

CHECKPOINT 1WD-07/12

                      Switch to the Centurion and pick up the VOLK S4 SHOTGUN
!New Weapon           from the dead Russian soldier. Use the shotgun to kill
                      the Mutant that attacks Devlin. Approach the cabinet and
use the [R] key to help Devlin block the door. Grab the shotgun ammo and open
the door. Let Devlin kill the Mutant. Grab the shotgun ammo and the Health
Pack.

Move out into the hallway and go right. Kill any Mutants in your way. If the
way is blocked move forward or wait and some Mutants should break through.
You'll catch up to Devlin. Follow him and you fall through the floor. Kill the
two Mutants. Jump up and Devlin pulls you to safety. Go up the stairs. Pick up
the ammo and Health Pack. Turn around and crawl into the duct. Exit the duct
and go to the right. Shoot the padlock off the door to let Devlin into the
room. There's a large supply crate with +100 E99 and some other items. There's
also an Ammo Box by the formerly padlocked door. Follow Devlin outside. Drop
down to the ground.

CHECKPOINT 1WD-08/12
    [ ] Audio Recording x3
    [ ] Note x2
    Projector: Safety on Katorga-12
    AUDIO #10 "We've reached the docks..."
    NOTE #16 "Day 83"
    AUDIO #11 "People are sick..."
    AUDIO #12 "It's Saturday!"
    NOTE #17 "Day 93"

Follow Devlin into the building. He'll wait if you want to listen to the
!Audio Recording. Exit the building and go to the gates. Devlin sends you off
to search for a gate switch. Go to the left and go past the fence. Head all
the way down to the truck by the closed gate. The guard post on the left has
a !Note inside.  There's +10 E99 by the crates on the right. Turn to the right
and go down the hole in the grate. Crouch down to get through the duct. Drop
down into the room for a Chrono-Echo. An !Audio Recording will give you some
insight. Grab the +100 E99 from the shelf. There's a Stimpack on the floor.
Climb up the ladder to exit the underground section.

Hop over the low wall and go across to the crates. Climb up the boards and
crates. There's a Health Pack on the wooden box to the right. Follow the path
along the side of the building. Climb up the ladder. There's a large supply
crate in the corner with +100 E99 and some health items. Go through the broken
railing.

    *-- The following information was submitted by rui_brochado --*
"Next, and I'm sure you don't mention this on your walkthrough, before you
hit the gate switch that Devlin orders you to, and after you jump down from
the roof with the large supply crate, look to your left. You should see an
extremely dark and small shelter made of crates. If you go inside you'll get
to listen to a spooky audio recording, plus another note."

There's also +30 E99 and a Health Pack in the hidden shelter. Use the switch
in the guard post to open the gate. Drop down and join Devlin. Follow Devlin
to the sheltered area. Loot the crates for +200 E99, ammo, and health items.

                      Swap out the Volk S4 shotgun for the KASIMOV SNV-E99
!New Weapon           SNIPER RIFLE. Snipe the the Mutants on the bridge.
                      Follow Devlin across the bridge. There's nothing on the
bridge or outside the Radio Tower. Go through the hole in the garage door.

CHECKPOINT 1WD-09/12
    [ ] Audio Recording
    AUDIO #13 "People have turned on the guards..."

                      There's an !Audio Recording on a cable spool. Check by
!Weapon Tech          the stairs for a crate with +100 E99 and some supplies.
                      Go up the steps into the Radio Tower. This room is full
of ammo, health items, an A9 Valkyrie, and another sniper rifle. Grab Weapon
Tech #01 off the shelf. Weapon Locker #01/29 is here that you can use to
switch weapons and upgrade a weapon now that you have a Weapon Tech. Use the
white squares at the top of the Weapon Locker screen to switch weapons. You
can use the Weapon Tech to do one weapon upgrade.

You don't need to upgrade a weapon at this point. But, if you're going to
upgrade a weapon I would recommend upgrading the damage on the Valkyrie or the
clip capacity on the Shotgun. Don't waste any Weapon Tech upgrading the
Centurion. The Sniper Rifle really doesn't need to be upgraded until later in
the game, if at all.

CHECKPOINT 1WD-10/12

Make sure you have the sniper rifle for the next part. The Radio Tower comes
under attack. Keep killing the enemy soldiers until Devlin orders a retreat.
Follow Devlin downstairs. Yeah, that was supposed to happen.

CHECKPOINT 1WD-11/12

Devlin, nooooooooo!

CHECKPOINT 1WD-12/12

Run straight ahead into the building. Hold down the left shift to sprint. When
you slow down, let go off the sprint key for a few seconds to recover your
stamina then start sprinting again. Follow Kathryn's instructions just like it
says on the screen. When you get to a staircase going up on the left and a
staircase going down on the right, go down. Kathryn pulls you into a room and
hands you a Centurion Revolver. She takes you into another room. Watch the
laptop for some background on MIR-12 and what's happening.



==============================================================================
   ___
(O)   \
 | (X) |   [2RF-XX]   PART TWO: RESEARCH FACILITY
  \___/

==============================================================================

CHECKPOINT 2RF-01/17
    [ ] Note
    [ ] Audio Recording
    NOTE #18 "ATTENTION: To all Paper and Supply personnel"
    AUDIO #14 "There were twelve of us..."

Go through the open door. Grab the +20 E99 and get the Health Pack out of the
dumpsters. Let's go for a swim. Tap the Left Shift key for a quick surge while
swimming. Go straight, turn left, take the first right. Swim straight ahead.
Go right at the wall. You surface in a horror show.

RESEARCH FACILITY, KATORGA-12
OCTOBER 26th, 2010

Go towards the truck with the Health Pack. Check the overturned crate by the
truck for +100 E99. Past there is an opening in the fence on the right side.
Crouch down to get at the crate with +100 E99 and some ammo. Now go back and
go through the doorway to get on the other side of the fence. Go up the steps
onto the catwalk. Follow the catwalk into the next room. Try not to let all
the snarling and teleporting make you nervous.

                      Grab Weapon Tech #02. There's a !Note on the desk. Use
!Weapon Tech          Weapon Locker #02/29 to swap out the Centurion for
                      something with more kick. You can also upgrade weapons.
Look underneath the desk by the Weapon Locker for +20 E99. Exit the room using
the blue door. You're outside. Drop down to the street level. Turn around and
go into the room behind you. There's a supply locker. Go to the right and go
through the doorway and up the steps for a +100 E99. Go down the street. The
dumpster on the right is empty. Check the two dumpsters on the left for a
Health Pack and shotgun ammo. Check to the left of the big blue doors for
+20 E99. Open the blue doors of the building. Watch the Chrono-Echo. Go up the
stairs. Go to the right for some ammo. Go towards the monster. You can scare
it off with a couple of shots. Pick up the +100 E99 on the left. Go down the
stairs and grab the +20 E99 from the dumpster. There's Centurion ammo on one
of the boxes. There's an !Audio Recording.

CHECKPOINT 2RF-02/17
    [ ] Audio Recording x3
    [ ] Note x5
    NOTE #19: CHECKMATE
    AUDIO #15 "We've either lost the monsters..."
    NOTE #20 "There has been an influx of personnel..."
    AUDIO #16 "The test subject's..."
    NOTE #21 "The rats are responding..."
    AUDIO #17 "This is the work log of..."
    NOTE #22 "January 14, 1953"
    NOTE #23 "Some of the plants..."

Drop down into the next room. Kill the Zek. Grab the +100 E99 off the top of
the crates. Go into the room for a small cache of AR9 ammo and shotgun ammo.
Go through the wall by the truck and go into the opposite doorway. There's a
!Note by the chessboard. Grab the supplies in the room (+100 E99, AR9 ammo,
Health Pack) and listen to the !Audio Recording. There's +100 E99 in the next
room along with a Centurion Revolver and revolver ammo. Check the supply
locker. Shoot the padlock on the door to continue. Kill the Zek and exit the
building. One of the dumpsters has AR9 ammo.

Out in the courtyard you can find a Stimpack in the dumpster along the right
wall and some shotgun ammo a little bit beyond that. Check the base of the
central statue for more shotgun ammo and a Chrono-Echo. Towards the fence is
another Health Pack. The decapitated body in front of the doors has some AR9
ammo and a Shotgun. Grab the Shotgun if you don't have one. Go to the double
doors and open them. Now fight off the waves of Zeks.

Go back towards the fence on the right and go through the door the Zeks opened
for you. Grab the +20 E99 and go up the stairs. At the top go straight to the
covered area. Kill any Zek trying to climb up. Grab the +100 E99 and other
items from the supply crate. Go back the other way and go along the metal
catwalk. There's a Health Pack and ammo on the left. Go down and grab the +100
E99 right before going into the building. There's +20 E99 and AR9 ammo to the
left. Crouch down to get under the desks into the next room. Chrono-Echo time!
Go into the next room and search around for a !Note, Health Pack, and +100
E99. Crawl through the air duct to get to a supply locker. Go back and use the
switch on the wall to open the door.

Go out into the hallway and go right for a +100 E99 behind a cart. Turn around
and go to the other end of the hallway. Behind the tank is +20 E99. Look
through the opening in the wall. but don't drop down yet. Shoot the white cryo
tanks to freeze the three Zek in the lab. Drop down. Go to the right and get
the +20 E99 from the control panel on the right. Head towards the stairs.
Three more Zek show up. When you get near the middle of the room a couple more
Zek come out of the room at the top of the stairs.

On the left side of the room is a +100 E99, a small supply crate with a random
item, and +20 E99 on the counter to the left of the stairs. In the center of
the room is a +100 E99. On the right side of the room is an !Audio Recording,
a +20 E99, a !Note, Health Pack, and a +100 E99. Enter the lab at the top of
the stairs. Watch the Chrono-Echo. There's one !Audio Recording in the room.
You can use the camera on the shelf for a surprise. Enter the open tube to get
to the vault.

Exit the hidden tube elevator and go down the stairs. There's a !Note at the
bottom. There's a Tripwire blocking the hole. Touching one of the strands
causes damage to you. Shoot the round, central part to destroy the Tripwire.
Drop down and follow the tunnel to the lab. Past the large roots there's a
!Note by the crate. Drop down the last set of stairs.

CHECKPOINT 2RF-03/17
    [ ] Note x4
    [ ] Chalkboard x2
    [ ] Chrono-Note
    NOTE #24: "The cave has abundant ore..."
    NOTE #25: "This canister created with E99 infused metal..."
    NOTE #26: "Success!"
    Film Archive: Project 6176 Time Manipulation Device
    NOTE #27: "The prototype is completed."
    Chalkboard #01: Sketch of the TMD found in the Vault
    Chalkboard #02: Diagram of a gun-like TMD

There's a !Note on the cable spool at the bottom of the ruined stairs, a !Note
by the chalkboard and another !Note on the workbench. Check out the Film
Archive for some background story. Go down the steps for another !Note. Head
to the big round door. The door opens automatically. Go into the vault.
Approach the TMD. Put your arm in the hole and the TMD is assembled around
your arm. A Chrono-Wave sweeps through the vault and collapses the entrance.
Use the TMD to restore the arches. Use the TMD on the junction box on the
right wall to exit the vault. You can restore a metal crate, a large cylinder,
and a !Chalkboard. Use the TMD on the red chalkboard so you can read the
!Chrono-Note "Find Barisov".

Go to the left of the Film Archive and look at the wall. Use the TMD on the
S-shaped plant to reveal a junction box. Use the TMD on the junction box. This
raises a mine cart with orange TMD ore and +400 in E99 tech. Go down the
stairs and use the TMD on the !Chalkboard. Restore the metal crate. Jump up on
the crate and jump again to grab onto the ladder. Climb up the ladder to get
access to a large supply crate.

         *-- Here's rui_brochado's description of the same puzzles --*
"After you get the TMD device from the vault, don't go up the stairs just yet.
Go left, down a few steps, and you'll find the chalkboard and the metal crate
that you mention on your walkthrough. AFTER you restore the metal crate, jump
on it, and go up the ladder to reach an upper platform. Now that you're on
that platform, if you look at the wall, you'll see a plant coming out of it.
Revert the plant, and a junction box will appear. Revert the junction box as
well, and a winch will start working and will bring up a small elevator..."

                      Go up the steps and age the cylinder on the platform on
!Weapon Tech          the left. This lowers the platform on the right. Get on
                      the platform and restore the cylinder. This gives you
access to Weapon Tech #03 on the upper catwalk. Head back out of the vault.
Use the TMD on the plants to revert them. Get the ammo from the small crate
that was behind the roots. Continue up through the tunnel. Restore the metal
crate so you can jump up to the stairs. Restore the stairs and go up. Do this
a couple more times to get the +100 E99 in the small crate. TMD the junction
box and ride the secret elevator tube back to the lab. Restore the broken
stairs in the lab and grab the +200 E99 on the catwalk. Use the TMD on the
small orange time rift to make a large orange time rift. Walk into the time
rift.

CHECKPOINT 2RF-04/17
    [ ] Note
    [ ] Chalkboard
    NOTE #28: "E99 is even more powerful.."
    Chalkboard #03: Uses for E99

RESEARCH FACILITY, KATORGA-12
NOVEMBER 5th, 1955

There's a Health Pack and two Ammo Boxes. Go up the stairs. There's a small
supply crate on the catwalk. Go through the blue doors. In the lab below you
can save the researchers before they get executed. Go to the other door. A
couple soldiers come through that door. Fight more soldiers in the hallway.
One solider will carry a large riot shield. Aim for the feet or hand or use
the TMD to age the shield carrying soldier into dust.

Go into Lab C-2, first door on the right. There's +120 in E99, a !Note, a
!Chalkboard, and a couple of experiments you can activate. There's +20 E99 in
the small corner lab. Go down the hallway and go through the blue door. Time
will slow down so you have a chance to shoot Demichev before he shoots
Barisov. If Barisov dies, you go back to the last checkpoint. There's +120 E99
in the room and a Health Pack in the next room. Go through the blue exit door
to the left of the window. Kill any soldiers that get in your way. Go down the
stairs.

CHECKPOINT 2RF-05/17

                      There's +100 E99, two Health Packs, two Ammo Boxes, and
!New Weapon           two E99 Vials. Kill the soldiers in Barisov's lab. Use
                      the TMD to "open" the safe. Take the SEEKER from
Barisov. Hold down Mouse 2 to fire a steerable E99 projectile. Move the mouse
to change the trajectory of the E99 projectile. Releasing Mouse 2 while
steering the E99 projectile makes the projectile detonate. Clear the lab of
enemies. Use the Seeker until it runs out of ammo. There's two Health Packs
and a +100 E99 on the left side of the lab. There's a small supply crate in
the right corner of the room behind the large spinning object. Go up the
stairs. Go left in the hallway for a large supply crate with +100 E99 and a
couple other items. Go back to Barisov and go through the blue door.

CHECKPOINT 2RF-06/17
    [ ] Note
    [ ] Chalkboard
    NOTE #29: "Amazing!"
    Film Archive: Project 6265 The Deadlock
    Chalkboard #04: 6 diagrams

                      Fight your way through the labs. There's another Seeker
!Weapon Tech          just inside the first room and an Ammo Box a little
                      further in. Lab C-2 has +120 E99, a !Note, two
experiments, a different !Chalkboard, and a Film Archive. The corner lab has a
Health Pack. The big lab room has +100 E99. Crouch down and go through the
grate in the big lab for a Weapon Tech #04. Open the blue door in the big lab
room for +120 E99 and Health Pack in the L-Shaped room. Exit the labs.

CHECKPOINT 2RF-07/17

Go down the stairs to grab some supplies from the large supply crate. Rejoin
Dr. Barisov at the top of the stairs. Use the TMD on the Time Rift to return
to 2010.

CHECKPOINT 2RF-08/17
    [ ] Note x2
    [ ] Chrono-Note x2
    Film Archive: Project 6226 E99 Rift Teleportation
    NOTE #30: Senior Technician Dmitriev
    NOTE #31: May 8, 1953

RESEARCH FACILITIES, KATORGA-12
OCTOBER 26th, 2010

                      Listen to Barisov's greeting. You can watch a Film
!Bio Formula          Archive. Read the !Note. There's a Health Pack, a +100
                      E99 Tech, and a Bio-Formula (Hero Upgrade: Heartiness).
You can use Augmentor #01/18 in the room to purchase the Heartiness Perk. Exit
the room and go downstairs. There's a !Chrono-Note on wall showing how the
timeline has been altered. Go to the bottom of the stairs. You can use the TMD
to restore the broken crate to get two Health Packs.

                      Head into Lab C-3. Check out the !Note and pick up the
!TMD Upgrade          +20 E99. Use Weapon Locker #03/29 if you want to swap
                      out or upgrade any weapons. Go through the test
chamber to get the first TMD Upgrade. The center plate is replaced to give you
the Gravity power. Use E to pickup/drop objects. Press Mouse 1 to throw an
object. An orange ring appears on objects you can pick up. Go back to the test
chamber and move the large piece of machinery.

                      Drop down through the hole. Use the TMD to restore the
!Bio Formula          Ammo Crate to get a box of ammo. Check out the
                      !Chrono-Note on the wall that reads, "Change the past.
Change the present". There's an +20 E99 Vial by one of the tanks. Go around
the corner towards the growling. Pick up the +20 E99 and the Bio Formula (Hero
Upgrade: Iron Lung). Restore the junction box to open the door.

                      The next section is a puzzle area. Pick up the metal
!Blueprint            crate with the TMD and drop it into the room below. Go
                      through the hole and drop down. Grab the +100 E99 by
the corpse pile. Pick up the metal crate and move it by the pipes on the other
side of the room. Restore the metal crate. Jump on the metal crate. Jump onto
the pipes. Now pick up the metal crate and move it on top of the pipes. Jump
up onto the corner platform with the goo and grab the TMD Blueprint. The
blueprint is randomized. Jump from the platform through the opening. Pick up
the metal crate again and now age it. Move so it is underneath the door.
Restore the box so it pushes up the door so you can crouch down and get past
the door. Pretty clever...the first time. Now go outside.


CHECKPOINT 2RF-09/17
    [ ] Note x3
    [ ] Chrono-Note
    NOTE #32: My god...
    NOTE #33: I don't like the new milk
    NOTE #34: INVOICE

Go straight ahead to the fence. Use the TMD to gravity grab the +200 E99. Go
up the stairs. You can use the TMD to force Zeks into phase for easier kills.
There's a !Note on the catwalk near the stairs going down. Once you get near
the ledge, Mutants climb up to attack you. You can use the TMD to cause the
Mutants to explode. Drop down to the ground and kill any remaining Mutants.
Head to the left towards the open gate. Fight off a large wave of Zeks. The
area is clear once the tense music stops.

                      Check the loading dock area opposite the ledge for a
!Weapon Tech          Health Pack and a small supply crate. Grab the metal
                      crate and place it on top of the two wooden boxes
against the wall. Jump onto the metal crate to get access to the ledge with a
large supply crate. Now use the metal crate to force open the garage door.
Inside the garage is Weapon Tech #05 and an Ammo Crate with an Ammo Box. Go up
the steps through the gate. Take care of the Zeks. Look to the right for a +20
E99 in the corner and a !Note on the picnic table. Restore the stairs and get
up on the catwalk. Go through the open door for a +100 E99 and a Stimpack. Go
to the end of the catwalk for a small supply crate and a !Chrono-Note
("Starting to forget - it's been too long). Climb down the ladder. Check out
the shelves for 2 E99 Vials, +20 E99, a !Note, Centurion Ammo, and a Health
Pack. There should be +100 E99 and some other items in the large supply crate.
Go outside by the forklifts for +100 E99 and a Health Pack.

CHECKPOINT 2RF-10/17

Use the elevator. Check out the Hulk Zek. No need to panic and start wildly
firing your weapon. Exit the elevator.

CHECKPOINT 2RF-11/18
    [ ] Audio Recording
    [ ] Note x3
    [ ] Chrono-Note
    [ ] Chalkboard x2
    AUDIO #18: This is the audio journal of Dr. Vassily Korkin
    NOTE #35: Colonel Ivanov, please understand...
    NOTE #36: We still have not found the American
    Chalkboard #05: Circuit diagram
    Chalkboard #06: Map of island
    NOTE #37: February 28, 1953

Go around the room and pick up any ammo. There's a locker with +100 E99 and
+20 E99 on top of the boxes. Exit the room using the blue door. Pick up the
+100 E99 and use the TMD to play the !Audio Recording. Exit the room for a
Chrono-Echo. Get past all the Tripwires. Past the door is a reception area.
Pick up the little +20 E99 and read the !Note on the filing cabinet. Crouch
down and look underneath the reception desk for a +100 E99. Right outside
reception is Weapon Locker #04/29 in the hallway.

Let's go through the hallway and loot. There's a !Chrono-Note outside the
center room ("He started it all"). Inside the center room are two !Chalkboards
a !Note on the desk, and +100 E99. There's ammo in the crate in the hallway.
The corner room has a !Note. Out in the hallway by the barricade is +20 E99 on
the ground. Go back and exit the hallway by using the blue door. Look behind
the door for +20 E99. Deal with the Tripwires and go down the stairs. Drop
down to the lower floor.

CHECKPOINT 2RF-12/17
    [ ] Note x5
    [ ] Chrono-Note x2
    [ ] Chalkboard x2
    [ ] Audio Recording
    NOTE #38: Go down to Dr. Barisov's office
    NOTE #39: I have drawn up new plans...
    Chalkboard #07: Plans for the TMD Vault
    AUDIO #19: Doctors, I realize you're already busy
    NOTE #40: I've just discovered that Dr. Demichev
    Chalkboard #08: How will E-99 Affect Human Longevity?
    NOTE #41: We are missing some back issues
    NOTE #42: I understand that Dr. Barisov
    Film Archive: Project 6216 The Chronolight

Go out into the hallway and pick up the +100 E99. Hulk Zek breaks through the
wall and starts to maul you. Shoot the glowing blue disk on his chest to drive
him away. Do an item sweep before exiting the building. Loot the small supply
crate in the hallway. There's a !Note on floor just outside the center room.
There's a !Chrono-Note, a regular !Note, and a !Chalkboard in the center room.
Go out in the hallway and go into the other center room for a large crate with
+100 E99, a health item, and ammo. There's an !Audio Recording on the table.
Check out the corner room for a !Note and a !Chalkboard.

Go through the double doors to the Records Room. There's two Stimpacks in the
bathroom, because that's always a good place to leave medical supplies. As you
go to exit the bathroom look up and grab the +200 E99 in the ceiling. Go into
the archive room at the end of the hallway. There's a !Note on the floor in
the corner and another !Note on the desk. The !Chrono-Note on the wall says,
"MIR-12 is wrong". Uh-oh. The little office has +20 E99, shotgun ammo, a
Health Pack, and a Film Archive.

                      Exit the building via the hole in the wall. Check out
!Bio Formula          the small supply crate. Hop up on the boxes. Climb up
                      on the shipping containers. There's a group of Russian
soldiers ahead. You can sneak around into the train car to flank the soldiers.
You can also grab the sniper rifle and fight from there. The Russian soldiers
will spot you as soon as you grab the sniper rifle. You can now age concrete
barriers if soldiers are using those for cover. There's a Health Pack hidden
on the right side by the large tanks. Look in the corner by the stairs going
up for a Bio Formula (Hero Upgrade: Energetic). Hop up the wooden boxes and go
through the hole in the wall.

CHECKPOINT 2RF-13/17
    [ ] Note
    [ ] Chrono-Note x2
    NOTE #43: Colonel Ivanov, I regret to inform you

Check the supply crate. Age the metal crate and pull it through the opening in
the gate. Put it next to the partially open gate and restore it. Hop up on the
metal crate to get over the gate. The next little area is packed full of
items, but I'll only mention the +100 E99 on the desk and another +100 E99 in
the supply crate. A !Note on the desk continues the story of Dr. Korkin.
There's a !Chrono-Note by the broken ladder that has "Follow Barisov he will
keep you safe" crossed out and underneath is written "Don't trust Barisov".
Weapon Locker #05/29 stands ready.

Go back and use the TMD to get the metal crate. Position the metal crate under
the broken ladder and restore it so you can reach the bottom rung. Go across
and use the TMD to gravity grab the +100 E99 on the ceiling beam. Drop down
through the broken railing to the floor. There's +20 E99 by the bodies on the
left side near the gate. A !Chrono-Note by the switch says, "Stop - you are
ruining everything". Use the switch to open the gate.

CHECKPOINT 2RF-14/17 - BOSS FIGHT

Time to fight Hulk Zek. He's cleverly used some scrap metal to cover his
vulnerable glowing blue patch. That scrap metal needs to be destroyed. Also,
there are Health Packs and some ammo on each side of the room. There are two
dead soldiers on the opposite side of the room. One of the soldiers has an AR9
Valkyrie and the other has a Volk S4 shotgun. Both weapons are effective
against Hulk Zek once he's vulnerable.

For the first part of the fight, you want to catch any barrels thrown at you
with the TMD by aiming at the barrel and holding the E key. You have to wait
for Hulk Zek to throw the barrel before you can catch it. Once you catch the
barrel, throw it back to Hulk Zek using Mouse 1. The explosions should blow
off the protective piece of scrap metal. Continue to catch and throw. After
you throw, try firing at the blue patch. Eventually an enormous parasite flees
from the chest of Hulk Zek and burrows into Hulk Zek's back.

Kill off the wave of Zeks. Hulk Zek returns, this time with a crude club. Run
around and keep away from Hulk Zek. After Hulk Zek smashes the ground, or you,
with the club, shoot the blue patch on the right side of Hulk Zek's back.
Sprint away when Hulk Zek gets close. Keep circling to your left to stay near
Hulk Zek's vulnerable patch on his back. Hulk Zek will get stuck for a couple
of seconds after smashing his club. This also drives out the parasite after
enough damage is done and the gigantic parasite burrows into Hulk Zek's head.

Kill off the Zeks again. Now Hulk Zek uses barrel attacks and club attacks.
This time you want to damage the blue patch on Hulk Zek's head. Run away from
Hulk Zek when he attacks with his club. Wait for the barrel attacks. Catch the
barrel and throw it back. About three barrels is enough to finish off Hulk Zek
on Hard. After Hulk Zek is dead, Kathryn, who was listening outside the door
for the entire fight, opens the door and calls to you. Thanks for the help,
Kathryn.

CHECKPOINT 2RF-15/17

Follow Kathryn through the door. Quickly grab the two +200 E99 along with any
ammo and Health Packs. Follow Kathryn to the closed gate. Quickly grab the +
100 E99 tech that's in the corner by the tank with the pipe in the corner
Fight off the Zeks as she opens the gate. Follow Kathryn through the gate and
make sure the Zeks don't kill her. Follow Kathryn and protect her. There are a
lot of Zeks. Wait for Kathryn to open another gate by the base of the tower.
There's a small supply crate by the second gate by the fence. Try to pick up
any items before going through the second gate.

CHECKPOINT 2RF-16/17

                      For the next part you want to use the TMD on the three
!Bio Formula          junction boxes on the fence to keep the fence
                      electrified. This should kill any Zeks climbing the
fence. The junction boxes will continually break down so you have to keep
restoring the electrical boxes with the TMD. Let Kathryn kill any Zeks that
make it over the fence unless the Zeks are damaging you. There's a +100 E99 by
the junction box on the left you want to grab while you're running around.
Underneath the metal ramp are a couple of E99 Vials and underneath the stairs
by the wooden boxes is a Health Pack. Eventually Barisov gets the elevator
working. Grab the items in the area and get up the stairs. Make sure to grab
the Bio Formula (Hero Upgrade: Inventory) before entering the elevator.

CHECKPOINT 2RF-17/17

Movie time!



==============================================================================
   ___
(O)   \
 | (X) |   [3RL-XX]   PART THREE: RAIL LINE
  \___/

==============================================================================

CHECKPOINT 3RL-01/26
    [ ] Note x7
    NOTE #44: Barisov's Personal Journal Entry 7
    NOTE #45: Entry 6 (room behind movie screen)
    NOTE #46: Entry 1
    NOTE #47: Entry 3
    NOTE #48: Entry 5 (on bed)
    NOTE #49: Entry 2 (luggage)
    NOTE #50: Entry 4 (workbench)

BARISOV'S TOWER, KATORGA-12
OCTOBER 26th, 2010

Explore Barisov's tower before leaving in the elevator. There's a !Note on the
table next to the film projector. Check the small room behind the movie screen
for a !Note and a safe. Age the safe to get the +300 E99 inside. Upstairs is a
!Note by the Oscilloscope, a !Note on the control panel, and Augmentor #02/18.
In the back room is Barisov's bedroom. You can pick up a Health Pack and a
Stimpack from the cabinet. Inside the lockers there's +120 in E99. There are
!Notes on the work bench, on the bed, and inside the luggage at the foot of
the bed. Look inside the open footlocker by the wall for +10 E99. Finally, get
in the elevator that leads to the old rail line.

    *-- rui_brochado also wrote in on the E99 in the footlocker --*
"In Barisov's bedroom, I found +10 E99 inside a case next to the farthest
wall, under the table with a plant. Perhaps it's a random item."

                      Grab the +100 E99 from the locker. Get the next TMD
!TMD Upgrade          Upgrade. The little tubes are replaced with bigger
                      tubes. This gives you the Deadlock ability. Press and
hold E to create a Deadlock. Press Mouse 1 to launch it. A Deadlock creates a
sphere of chrono-energy that slows time.


                      Use a Deadlock to get past the fan. You can swap and
!Weapon Tech          upgrade at Weapon Locker #06/29. Go straight. Jump up on
                      the pipes and crawl through the air vent on the left to
grab Weapon Tech #06. Go back to the intersection and go down the other path.

	*-- "Put the Dead in Deadlock" achievement tip from kaixa4279 --*
"The achievement Put the Dead in Deadlock isnt too hard to get but i found a
very effective way of getting this achievement in one shot.  In the nest of
ticks where you have to spin the wheel to open the large door, if you shoot a
deadlock right at the door, when it opens,  all of the ticks enter the
deadlock and freeze.  Then you just run into the deadlock and use an impulse
and you get the achievement."

You eventually fall through the floor into the Phase Tick nest. The Phase
Ticks rush you and explode. Age one of the Phase Ticks to make the other Phase
Ticks attack the aged Phase Tick. You can also use the Deadlock to freeze the
Phase Ticks for easy kills. Don't destroy the orange glowing bulbs as this
releases Phase Ticks. Use the TMD to make the orange bulbs disappear. Use the
wheel to open the door to get out of the chamber. This of course causes more
Phase Ticks to rush into the room. Make sure to grab at least the +200 E99
before leaving the nest.

Go through the tunnel. Use the TMD on any orange bulbs. Watch out for the
Phase Ticks that come out of the little side tunnels. Climb up the ladder to
escape the sewer.

CHECKPOINT 3RL-02/26
    [ ] Chrono-Note x2
    [ ] Audio Recording x2
    AUDIO #20: A general evacuation has been ordered
    AUDIO #21: I've been trapped here for two days

                      Check out the !Chrono-Note: "It still lives after all
!Weapon Tech          this time". That doesn't sound good. So, I guess we
                      know what laid all those eggs. There's an !Audio
Recording and Weapon Tech #07 at the top of the second ladder. Continue to use
the TMD on the orange bulbs. At the other end of the tunnel is another !Audio
Recording and another !Chrono-Note ("It can smell you"). Use the TMD on the
glowing roots. One uncovers +60 in E99. Hop on the other root so you can jump
up and climb the ladder. The hatch shuts behind you.

CHECKPOINT 3RL-03/26
    [ ] Chrono-Note

Grab the +100 E99 out of the locker. Check out the !Chrono-Note on the floor.
It's a crude map. Go out into the train tunnel. Grab the Health Pack to the
left by the train. Stay on the left side of the tunnel. Watch out for the leg.
Get into the train. Ahhhhhhh!

CHECKPOINT 3RL-04/26
    [ ] Audio Recording
    [ ] Note
    AUDIO #22: All hell has broken loose on Katorga-12
    NOTE #51: Dr. Korkin just requested one

Go through the blue door into the building. Break the boards. Grab the +200
E99 on the right. Grab the +60 in E99 to the left. Break the boards to get
into the room with the large supply crate for +300 E99 and a health item. Exit
the room and go to the left. Take the first left. Pick up the +60 E99 on the
left. Go to the right and crawl through the hole in the wall to get +300 E99.
Go back to the hallway and go to the next doorway on the right for +10 E99.
Hop up on the pallets to jump up and grab the ladder. Climb up the ladder to
the upper floor.

                      There's a poor soul clutching a Health Pack and a
!Bio Formula          Stimpack. Climb into the ventilation shaft. There's
!Bio Formula          an !Audio Recording inside. Exit the ventilation shaft
                      into some maintenance tunnels. Use a deadlock to get
past the fan. The large supply crate on the right has +100 E99 and other
items. Go the other way and climb through the short air shaft into the next
section of the building. Go to the left for a !Note and a Bio Formula (Hero
Upgrade: Stamina). Don't forget the +200 E99 in the locker next to the note.
Go through the blue door. Grab the Bio Formula from the desk (Hero Upgrade:
Medic). Listen to Barisov.

CHECKPOINT 3RL-05/26

                      Pick up Weapon Tech #08 and the TMD Blueprint on the
!Weapon Tech          desk. Use Augmentor #03/18 before going down the ladder.
!Blueprint            If you are playing on Hard and have the Medic Hero
                      Upgrade, buy as much of Medic as possible. Climb down
the ladder. Grab the sniper rifle and kill the soldiers waiting for you. Watch
out for the sniper on top of the train car to the left. Head towards the train
car on the left. Your goal is the sparking crane tower. Use the TMD to fix the
crane. There's a Health Pack inside the train car. There's an E99 Vial by the
wooden boxes near the crane tower. There's another Health Pack and +30 E99 by
the sandbags.

                      Stay in cover and kill another group of enemies. The
!New Weapon           crane platform will slowly make its way from left to
                      right. Get onto the platform. Barisov will start moving
the platform. On the platform are a bunch of items including a new weapon, the
SPIKESHOT. The Spikeshot is a railgun that fires an explosive spike. Hold down
Mouse 1 to charge the rail. When the crosshair stops moving release Mouse 1 to
fire. A bunch of soldiers will attack you as the platform makes its
excruciating slow trip to the other side. Crouch down for some partial cover
and try not to die. After the platform crosses over the gap look for the huge
fuel tank. Destroy that to kill anybody standing on the platform above the
fuel tank.

CHECKPOINT 3RL-06/26

                      Exit the platform and fight another group of soldiers.
!Blueprint            Go through the huge gate on the right for +220 E99.
                      Approach the double doors. A soldier will kick open
the door for you. Move inside and check the supply locker. Go up and drive off
the monster at the top of the stairs. Let's call this a Shifty Zek. Inside the
room pick up the TMD Blueprint for the Search and Destroy TMD Equipment plans.
Crouch down to go through the vent.

CHECKPOINT 3RL-07/26
    [ ] Audio Recording
    AUDIO #23: It has been two days since

More maintenance tunnels. Go right for +300 E99 and an !Audio Recording. Go to
the left for an out-of-phase metal crate. Hold down the E key to "pull" out a
metal crate. Pick up the metal crate and drop it in front of the fan. Use a
deadlock to freeze the fan. Pick up the metal crate and carry it with you past
the fan. Use the metal crate to get up to the second fan. Deadlock past that
fan and climb into the vent hole. Grab the Health Pack. Drop down into the
next room.

There's a couple of Valkyries and a Shotgun in the room along with an
Ammo Crate and a Health Crate. Watch the Chrono-Echo. Afterwards, the Shifty
Zek attacks. It is similar to the Zek, but extremely fast. Use the Deadlock to
slow it down or use the cryo tanks to try to freeze it. Standing in the middle
of a deadlock seems to work well.

There's a cheap way of killing the Shifty Zek. In one corner of the room by
the steps is a table with a turntable. Jump on top of the turntable and the
Shifty Zek won't be able to hit you. Just aim down and shoot when it gets
close. Rinse and repeat until dead. Kill the Shifty Zek and go up the steps to
exit the room.

CHECKPOINT 3RL-08/26
    [ ] Note
    [ ] Audio Recording x3
    NOTE #52: I feel a growing concern for Grigori
    AUDIO #24: They've broken through
    AUDIO #25: I tried talking Pyotr into coming with us
    AUDIO #26: It breaks my heart

Loot any items from the room before exiting. There's just some ammo and health
packs. Outside the room are a couple of lockers (+30 E99) and a dumpster (E99
Vial and a !Note). Age the stairs to get a +100 E99. Restore the stairs so you
can go up. The doors close behind you.

There's an !Audio Recording on one of the desks. Drop down through the hole in
the floor. There's a +200 E99 in the lower room. Go into the garage. There's a
couple of Zeks and +120 E99 on the shelves in the corner. Shoot the padlock
off the door to get access to another room. There's a large supply case, +120
in E99 out in the open, and a padlocked locker with +20 E99 and a Stimpack.

Go up to the catwalk. Look through the broken window to shoot the padlock off
the inside of the door. Shoot the padlock off the nearest door. Kill the Zek.
Go out into the hallway and into the room. In the barricaded room is +230 E99,
an !Audio Recording, a Health Pack, and Weapon Locker #07/29. Grab the Shotgun
if you don't already have one. Go back to the catwalk and use the control on
the catwalk to open the door. Of course this let's in more Zeks. Kill the
Zeks. Go down and through the doors. Go to the end of the hallway and look
behind the wooden pallets for +300 E99. Go down the other hallway into the
elevator. There's an !Audio Recording you can listen to while you move to a
lower section.

CHECKPOINT 3RL-09/26
    [ ] Chrono-Note

!Chrono-Note: "Move slowly! The creatures are blind and react to any sound".
Forget about sneaking through this part. Get in close and use the shotgun.
Reverts have a puke attack so watch out for that. The first Revert is on the
right. Beyond it is a +300 E99. There are a couple more Reverts farther along
in the hallway along with a +30 E99. At the end of the hallway is a
T-intersection. To the right is a Revert and +60 E99. To the left are a couple
of Reverts and a Tripwire. Just past the Tripwire is another +120 E99. Fight
past the last couple of Reverts and grab the +300 in E99 in the passage (+200
E99 to the left and +100 E99 to the right). Use the TMD to age the root on the
left side of the passage to move the two pipes out of the way. Revert the root
so you can move past it. Hop over the jammed gate.

CHECKPOINT 3RL-10/26

Go through the doorway and go straight. Hop up into the pipe and crawl to the
next area. Go straight across and crouch down to get into a room. There's +500
in E99 and some Stimpacks. Exit the room. Look down into the pit and age the
root at the bottom. The root has a handy platform attached to it. Hop across
to the other doorway.

The next tunnel is full of Reverts. It is also full of water. Use the TMD to
restore the broken junction box on the left wall to electrocute all the
Reverts. About halfway down the water filled tunnel is a +20 E99 on the
right. Hop up into the pipe at the end. There are a couple of Phase Ticks and
a +20 E99 in the pipe. 

		*-- Hidden healthpack location sent in by kaixa4279 --*
"Also,in chapter 3 checkpoint 10/26 where you use the box on the wall to kill
the reverts in the water and then jump into the tunnel with the ticks, there
is a hidden healthpack in the tunnel.  If you go to the dead end in the tunnel
that leads up, turn around when you get to the point where you can go no
further and look up.  Scan the wall right in front of you and you will
eventually see the pop up to click X and pick it up.  I realize that you are
using the PC version of the game so it may not be the same, but i hope this
at least helps out."

Drop down into the next tunnel.

CHECKPOINT 3RL-11/26
    [ ] Audio Recording
    AUDIO #27: Our numbers are dwindling quickly

                      TMD the orange Phase Tick bulbs. Go through the gross
!Weapon Tech          tunnel and climb up the short ladder. There's a group of
                      Reverts in the next tunnel. Grab the +340 E99 at the end
of the tunnel. Use the TMD on the root so it opens up the gate. Age the metal
crate and pull it through the gap. Restore the metal crate so you can get into
the pipe. Grab Weapon Tech #09 as you go through the pipe. Listen to the
!Audio Recording. Pull the metal crate back through the gate and use it to
jack up the door. Deal with the Tripwires and Phase Tick bulbs in passageway.
Grab the metal crate and use it to get over the gate. Drop down into the next
tunnel.

CHECKPOINT 3RL-12/26
    [ ] Chrono-Note

Use the TMD on the orange bulbs. !Chrono-Note: "Find the train and get to the
docks. You're running out of time". Look opposite the Chrono-Note for +60 E99.
Go down the hallway and TMD the root to get access to a large supply crate.
Reverts ahead! Kill them and continue.

Go into the room on the left for a Stimpack, +100 E99, an Ammo Box, and a
Health Crate with two Health Packs. Restore the corroded junction box by the
door on the right. Inside that room is +130 E99 and another Ammo Box. Move
down the hallway towards the TMD upgrade machine. Ignore the machine for right
now. Restore the junction panel to electrocute the Reverts in the tunnel to
the left. Go down the tunnel. There's another group of Reverts at the other
end. Go into the room for +300 E99 and a large supply crate.

                      Now go back to the machine and get the next TMD Upgrade.
!TMD Upgrade          The new center plate with the ring of small lights gives
                      you the Reversion ability. Press Q to start to age a
soldier then press Q again to turn the aging soldier into a Revert. Don't
press Q twice quickly per the on-screen instructions. You have to age a
soldier before you can revert. Aging takes up half of the starting TMD Energy
Bar and Reversion takes up the other half. You have to have a full bar of TMD
energy before you can revert a soldier. Go through the door past the TMD
Upgrade machine.

The next room has a lot of soldiers and a lot of catwalks. Simply fight your
way to the top. Watch out for snipers. On each level of the catwalk there is
either an alcove or a doorway to a side passage at each corner. The side
passages are slanted with a door at the lower end and an open doorway at the
upper end. You have to TMD a junction box to open the door at the lower end.
There's plenty of health items and ammo.

If you have some E99 Vials, you can try to get some Revert Bomber kills in
this section. Near the top is the second side passage that doesn't have a
window with a Health Pack inside. Across from the upper doorway is an alcove
with sandbags nearby. Crouch down and go into that alcove for a +200 E99.

        *-- Here is rui_brochado's description of the same area --*
"In the room where you have to go up the catwalks while killing lots of bad
guys, you can use two sideways along the path, as long as you restore the
junction boxes next to the closed doors (I only noticed this on my 2nd
playthrough). On one of the alcoves there's +200 E99 next to the wall that
you can't see from the outside. It is the alcove right in front of the upper
exit of the 2nd sideway."

CHECKPOINT 3RL-13/26

Get to the very top and shoot the padlock off the door to get out of the room.
Loot the Health Crate, supply locker, and Ammo Crate. Go up the ladder. You
meet up with Kathryn.

CHECKPOINT 3RL-14/26
    [ ] Audio Recording
    AUDIO #28: Demichev and his experiments

                      Kill the soldier in the hallway. Follow Kathryn to the
!New Weapon           corner. Take the AUTOCANNON. It should come in handy.
                      Continue down the hallway. Duck into the side hallway on
the right for an E99 Vial. Help Kathryn get into the vent over the door. She
opens the door into a garage. TMD the stairs so you can get into the room at
the top. Look on the left side of the barricade for an !Audio Recording and
+300 E99. Check by the filing cabinet in the corner for +100 E99. On the other
side of the barricade is a door leading to another room. In the room is
Augmentor #04/18 and Weapon Locker #08/29. Invest in the Heartiness upgrade
or the Medic upgrade. Upgrade the damage on the Autocannon. Climb up on the
boxes to exit the room through the duct hole.

CHECKPOINT 3RL-15/26

You're on a catwalk overlooking the rail line. There's a couple packs of
sniper ammo and Health Pack on the catwalk. Keep the Autocannon and swap out
your other weapon for the sniper rifle (if you don't already have the sniper
rifle equipped). Turn around and use the TMD on the large root that's blocking
the garage door. This let's Kathryn out of the garage. You come under attack
from a lot of soldiers. There are also some armored soldiers with autocannons,
the Elite Spetsnaz. The Elite Spetsnaz soak up a lot of damage before dying.
Watch out for the one soldier that comes out on the catwalk after the first
two Elite Spetsnaz shows up. Kill all the enemies. Ditch the sniper rifle and
pick up the Valkyrie that gets dropped by the soldier on the catwalk. Go
through the door and drop down to the ground.

CHECKPOINT 3RL-16/26
    [ ] Chalkboard
    [ ] Chrono-Note
    Chalkboard #09: Katorga 12 Schedule

Inside the bottom room is another Autocannon, a !Chalkboard, and +270 E99. The
!Chrono-Note on the floor tells you, "Don't trust her". Exit the room and kill
the two soldiers. Kathryn is being dragged away by an enemy. Go outside and
now fight your way through the soldiers to rescue Kathryn. There's one Elite
Spetsnaz with an autocannon and two soldiers. Go up the stone steps to a metal
catwalk and kill the soldier that comes out of the door. Fight your way into
a garage. Kill the soldiers in the garage, between the garage, and in the next
building. Loot the ammo and health items along the way. Head up the stairs to
a room.

No Time to Bleed
------------------
Kill the two soldiers at the start (2/15)
Switch to another weapon to kill the Elite Spetsnaz
Kill the next two soldiers (4/15)
Kill the soldier on the catwalk (5/15)
Kill the soldier in the garage (6/15)
Kill the two soldiers between the buildings (8/15)
Kill the three soldiers in the next building (11/15)
Kill the soldier on the stairs (12/15)

CHECKPOINT 3RL-17/26

There's a a couple of soldiers in the room. You can shoot them or TMD them
through the shelves. There's a Health Pack on the desk to the left. Exit the
room and go across the catwalk to another room. Grab the Autocannon ammo and
head to the next building. A soldier tries to surprise you by kicking open the
door. Go through the ruins to another catwalk.

No Time to Bleed
------------------
Kill the two soldiers by the shelves (14/15)
Kill the soldier that kicks open the door (15/15)


CHECKPOINT 3RL-18/26

Around the corner you hear Kathryn calling out to you. A soldier jumps through
a window onto the catwalk and kicks you over the railing. Use Mouse 3 to
Impulse the soldier dead before he can knock you off the railing. Climb down
the ladder to the lower catwalk. Go into the building and kill the soldiers.
Grab the +300 E99 from the crate and head out of the room. There are a lot of
enemies on the next catwalk including an Elite Spetsnaz. Go into the next
building once all the enemies are dead.

No Time to Bleed
------------------
Kill the two soldiers in the next room (17/15)
Kill the closest solider on the catwalk (18/15)
Shoot the explosive barrel to kill the Elite Spetsnaz
Kill the second soldier on the catwalk (19/15)

CHECKPOINT 3RL-19/26

Grab the Health Pack and the shotgun ammo. Kill the next group of soldiers.
Watch out for the soldier with the shotgun. Go down the hallway and stand on
the right side of the door. There's another Elite Spetsnaz and a couple of
soldiers in front of the elevator. It's easy for the Elite to kill you here so
be careful. Deal with them quickly so you don't lose Kathryn. Use the
elevator.

No Time to Bleed
------------------
Kill the three soldiers by the desks (23/15)


CHECKPOINT 3RL-20/26
    [ ] Chrono-Note

Quickly loot the supplies from the Ammo Crate and Health Crate. Continue to
chase after Kathryn into a generator room. There are two Elite Spetsnaz, a
couple of regular soldiers, and another Elite on the balcony. Crouch down by
the wooden box on the left just as you enter the room and aim above the top of
the box to kill the first Elite. Wait behind the box and kill the second
Elite. Go around the generator and kill the two soldiers. Stay behind some
cover and kill the third Elite on the balcony. A final soldier kicks open the
door under the balcony. Check in the right corner by the door for +400 E99 and
a large supply crate. Go to the left corner by the door and look behind the
generators for +600 E99. Go through the door to exit the generator room. Go up
the stairs. There's a !Chrono-Note that reads, "Do not trust the girl". Go up
the stairs and go into the next room.

CHECKPOINT 3RL-21/26
    [ ] Audio Recording
    AUDIO #29: I am the last of our group

                      Quickly go into the side room for a Health Pack and
!Blueprint            an E99 Vial. Sometimes you can find the Blueprint for
!Bio Formula          the Energized TMD Equipment in this room. Kill the
!Bio Formula          soldiers in the room and the one in the hallway. Get
                      to the other end of the hallway. There's a Valkyrie on
a wooden box in the hallway. Kick open the doors. Quickly kill the two
soldiers before they kill Kathryn. Untie Kathryn. Exit the room. Go into the
room to the left. There's an !Audio Recording and two Bio Formulas. One is the
Defensive Hero Upgrade and the other is for either the Forge Hero Upgrade or
the Armor Hero Upgrade. Exit the building.

CHECKPOINT 3RL-22/26

Follow Kathryn to the ground level.

CHECKPOINT 3RL-23/26

Get the +300 E99 from the large supply crate. Exit the building. There's a
Seeker, Seeker ammo, and a Health kit on the wooden crates across from the
exit. Nothing happens until you help Kathryn, so you can explore the area. Use
the TMD to age the concrete barriers so those can't be used by enemies. Grab
the Seeker. Boost Kathryn onto the TMD Amplifier platform. A helicopter flies
over and drops off some soldiers. Three of the soldiers have shields. Two
rocket launcher soldiers appear above you to the left and right. You can catch
rockets and redirect them. After Kathryn is finished fixing the Amplifier
climb up onto the platform with Kathryn's help.

CHECKPOINT 3RL-24/26

Stand in the middle of the amplifier platform. Keep the crosshairs on the
glowing white ball of chrono-energy. This restores the engine and you take off
towards the docks.

CHECKPOINT 3RL-25/26 - BOSS FIGHT

Get the +300 E99 from the large supply crate. Use Weapon Locker #09/29 to pick
your weapons. I would recommend the Valkyrie or the Autocannon. If you want to
use the Valkyrie, upgrade the damage. Upgrade the clip size for the
Autocannon. There's plenty of ammo and Health Packs laying around. You should
be at full ammo and have the maximum amount of Health Packs by the time you
get to the other end of the train car. Move forward to the next rail car.
Boss fight time.

There is a Health Pack at either end of the train car. The Health Pack by the
Ammo Box respawns as does the Ammo Box. Stay on the left side of the train
car to avoid the dragging claw attack. Dodge from left to right to avoid the
stabbing claw attacks. Whenever you see the orange inside of the monster's
mouth you want to shoot it in the mouth before the monster can do a bite
attack. When the monster crawls under the tracks start moving around to avoid
getting attacked when the monster pops up on the sides of the train car. Loot
the ammo and Health Packs when the monster is under the train car.

Destroy the orange sacs that appear on the monster's body. First, destroy the
four orange bulbs on the monster's underside. Next, destroy one of the orange
bulbs that appears on the side of the monster's head. Three more bulbs appear
on the torso and the elbows. The elbow bulbs can be a little tricky. Finally,
destroy the orange bulb that appears on its head. Destroying the second head
bulb knocks the monster off the tracks temporarily.

CHECKPOINT 3RL-26/26 - BOSS FIGHT

Hop onto the next train car. Deal with the Phase Ticks. There might be a
Health Pack you can grab before going into the next train car. Get through the
Phase Tick infested train car. Age a Phase Tick, use Pulse and sprint through,
or fire off a deadlock and impulse the rest. The monster rips the roof off the
next train car. Shoot the monster in its orange mouth to knock it off the
rails. Use the TMD to release the cable holding the pipes onto the flatbed and
run across the flatbed and past the crates to the Amplifier platform. Get
between the pillars. You automatically turn around.

A white sphere of chrono-energy appears around the monster's head. Keep the
cursor on the sphere as the monster moves around. You'll see a white ribbon of
energy between the TMD and monster's head when you're aiming correctly. This
eventually knocks the monster off the tracks for good.



==============================================================================
   ___
(O)   \
 | (X) |   [4CD-XX]   PART FOUR: CENTRAL DOCKS
  \___/

==============================================================================

CHECKPOINT 4CD-01/13
    [ ] Chalkboard
    [ ] Chrono-Note
    Chalkboard #10: Map of Katorga 12 with cargo arrivals

CENTRAL DOCKS, KATORGA-12
OCTOBER 26th, 2010

Exit the engine. Go up the stairs into the control area. There's a !Chalkboard
to the right. Go the other way and loot the supply locker. Climb up the ruined
metal catwalk and restore it. Go into the next room and grab whatever is in
the supply locker. Jump out the broken window.

                      Grab the metal crate and move it so it's by the broken
!Weapon Tech          catwalk. Jump on the metal crate then jump on top of
                      the wall. Jump from the wall onto the catwalk. Grab the
metal crate. There's an Ammo Crate and +500 E99 at the end of the catwalk.
Pick up the metal crate and jump over the railing onto the top of the shipping
containers. Grab the items by the body. Pick up the metal crate and
put on top of the wooden boxes on top of the shipping container to get to the
very top. Climb up to find Weapon Tech #10 and +30 E99 in the luggage.

Pick up the metal crate and go around to the side of the train with Augmentor
#05/18. Go towards the back of the train. Pick up the E99 Vial. Use the metal
crate to hop onto the smaller box in the corner by the rear of the engine. Put
the metal crate on top of the box you're standing on. Jump up on the metal
crate and jump across to the top of the shipping containers. Open the small
crate for a random item.

                      Use the metal crate to get past the garage door. Fight
!Bio Formula          the Phase Ticks. Grab the +600 E99 from the crate. Go
                      through the gate and check out the corner for the
!Chrono-Note "Barisov has it wrong". The gate closes behind you. Pull the
metal crate that's out-of-phase into phase. Pick up the random item at the
corner. Use the metal crate on top of the wooden boxes to jump over the fence.
Pick up the +300 E99 and the Health Pack. Make your way past the Tripwires. At
the top of the stairs look to the left for the Bio Formula (Hero Upgrade: TMD
Ammo). Crouch to get under the gate. The gate slams shut behind you.

CHECKPOINT 4CD-02/13
    [ ] Chrono-Note x2

Pick up the +200 E99 by Weapon Locker #10/29. A !Chrono-Note by the locker
tells you that "She's going to die". TMD the junction box to open the gate.
Follow the catwalk to the shipping container. Another !Chrono-Note says, "It's
still not fixed". There's a Seeker, a couple of Health Packs, and some random
items in the shipping container. Pick up everything you can. Exit the shipping
container and you get hit by a Chrono-Wave.

CHECKPOINT 4CD-03/13

CENTRAL DOCKS, KATORGA-12
NOVEMBER 7th, 1955

                      You are standing on the 1955 docks. The soldiers on
!Weapon Tech          guard duty won't notice you until you start making some
                      noise. There's an initial group of three guards in
front of you. Start taking them out. This draws out one guard from inside the
building and another group of guards farther down the dock. Two of those
guards have shields. You can age the hook holding the pallet of explosive
barrels. You can destroy the rectangular wooden boxes with the hinges to get
access to a pair of propane tanks. Move along the right edge of the dock and
look for a couple of random items by the crane pillar closest to the TMD
Amplification platform.

                        *-- rui_brochado adds: --*
"When you go back to 1955, you found +100 E99 next to the 3rd crane pillar.
I've also found +200 E99 next to the 2nd one."

Go up the stairs into the building. There's Augmentor #06/18 and a storage
room with two Health Packs, +200 E99, and a Seeker. There's a Stimpack in the
secured locker. Destroy the padlock and climb up the ladder for Weapon
Tech #11 and a random item behind the hatch.

There seems to be a combination of factors that triggers a Chrono-Wave that
takes you back to 2010. To try to maximize your time in 1955 in order to loot
items, don't drop the overhead shipping container and try to leave one enemy
alive. Assume that going near the TMD Amplification platform starts the timer.

There are some items you can get before going back. Go all the way to the
fence that's under the catwalk. Go down the steps to the right by the forklift
and loot the large supply crate. To the left is a room with a Health Pack and
a random item. Go back outside and wait for the Chrono-Wave.

CHECKPOINT 4CD-04/13
    [ ] Note
    [ ] Chrono-Note
    NOTE #53: Forman's Log November 20, 1954

CENTRAL DOCKS, KATORGA-12
OCTOBER 26th, 2010

                      Go down the steps by the forklift and there's two Health
!Blueprint            Packs in the Health Crate. Go across to the room on the
                      other side of the docks. There's a !Note, Health Pack,
and two Ammo Boxes on the shelves. Before going down the ladder, look to the
right for a TMD Blueprint. This one is for the Tech Savvy TMD Equipment.
Another !Chrono-Note reads, "Don't Trust Me".

                      Climb down the ladder into a submerged section. Swim
!Weapon Tech          past the Tripwires. Turn the wheel that's to the left
                      when you get to the room. This drains the area of water.
Use the TMD to first pull the power cell into phase, restore the power cell,
then pick up the power cell and insert it in the sparking socket on the right
side of the machine. Exit the room. Check the overturned bookshelf in the
hallway for Weapon Tech #12.

CHECKPOINT 4CD-05/13

                      Go back to the surface. Check the box by the steps
!Blueprint            going down next to the catwalk for a TMD Blueprint for
                      the Wrapper TMD Equipment plans. If you already found
the Wrapper blueprint, you won't find anything on the wooden box. Go down the
steps and look between the wall and the box for a random item. If you hop up
on the catwalk to the right, you can reach Augmentor #07/18. Now is a good
time to purchase the Iron Lung Hero Perk if you haven't purchased it already.
Use the control on the Amplifier platform to raise the Pearl.

Move down the docks on the side closest to the Pearl. After you go past the
Augmentor and before you go past the next crane pillar, look to the right.
Sometimes there is an E99 tech inside a shipping container you can pull
towards you with the TMD. Check around the wooden box past the pillar for a
Health Pack. At the very end of the dock is a small supply crate. Go back and
age the large hook that's holding the boarding ramp out of reach. Go up the
ramp to get on the Pearl.

CHECKPOINT 4CD-06/13

Move onto the deck of the ship and start making your way around the shipping
containers. Inside the first open one is a Health Pack and an E99 Vial. Go to
your right and loot the large supply crate. Zeks start showing up at this
point so kill any that get in your way. Go through the hatch into the ship.
Open the next door.

CHECKPOINT 4CD-07/13
    [ ] Chrono-Note x2
    [ ] Chalkboard
    [ ] Note x2
    [ ] Audio Recording
    Chalkboard #11: Personnel Roster for the Pearl
    AUDIO #30: Personal Log, November 22nd, 1955
    NOTE #54: Gregor has told me that
    NOTE #55: We discovered the most interesting specimen

!Chrono-Note: "He sunk it - all those people...dead". Go up the stairs. Make
your way to the bridge. Crawl through the duct to get past the debris. Get the
+200 E99 from the locker before exiting the bridge. The next room past the
bridge has a Chrono-Echo. There's a !Chalkboard, +300 E99, some AR9 ammo, and
an !Audio Recording. Exit the room and drop down. Open the small supply crate
for a random item. Go into the next room.

                      Pick up the Dethex Launcher and the Dethex ammo. Hold
!New Weapon           down Mouse 2 and press Mouse 1 to fire a
!Weapon Tech          radio-controlled grenade. Keep holding down Mouse 2.
!Secret               Use WASD to steer the grenade so it's behind the
                      grating along the wall of the room. Press Spacebar to
make the grenade jump. Jump to the right. Jump to the left. Jump to the left
again. Steer to the left until it drops down under the floor. Steer the
grenade through the channel in the floor until it is behind the blue door.
Release Mouse 2 to detonate the grenade and blow open the door. Inside the
room is Weapon Tech #13 and a !Note. The !Chrono-Note on the wall reads,
"Mother my brain hurts!". NOTE: This Weapon Tech looks yellow or gold because
of the light on wall next it. There is nothing special about it.

				*-- Spoiler info sent in by Scorpion451 --*
"The "Mother my brain hurts" segment is an in-game tribute to the Metroid
series, from which Singularity draws some inspiration. For example, E99
resembles Phazon in many aspects...hmmm...Crossover anyone?(jk)
 
The sequence with the dethrex rollermine to access the chamber with the notes
could be taken straight out of one of the "Prime" trilogy of the metroid
series.
 
If you haven't played any games in the Metroid series, the main character
Samus is able to curl her suit into a ball which can be controled exactly in
the manner the rollermine is; and the games feature numerous
sidescroller/pinball style mazes like the one used in this room. The creature
in the tank is also virtually identical to one of the forms of metroid
introduced in the Prime trilogy. Also, the description in the note on the
couch is exactly the method of feeding decribed by the metroid series for the
metroids. Finally the chrononote itself is one last reference to Metroid, the
"Mother Brain" being one of the quintissential bosses of the Metroid series.
 
I personally found this tribute by a group of game developers to a game series
which so greatly infuences their own to be both humorous and a bit touching."
						*-- End spoiler info --*

Go back to the main room. There's a !Note, +200 E99, a Health Pack, and Weapon
Locker #11/29. Crawl through the ductwork. Grab the +200 E99 from the small
crate and TMD the junction box. Go back and use the control to open the next
door. Go down the stairs.

CHECKPOINT 4CD-08/13

Go outside to the deck. A helicopter drops off more soldiers. Fight your way
past the Zeks and soldiers. There's an open shipping container with a +300 E99
and a Medical Pack. There's another Medical Pack on the wooden box to the
right. Go into the ship.

CHECKPOINT 4CD-09/13
    [ ] Note x2
    [ ] Chrono-Note x2
    [ ] Chalkboard
    [ ] Audio Recording
    NOTE #56: You are hearby ordered to stay
    NOTE #57: My dearest Anya
    AUDIO #31: Another personal log
    Chalkboard #12: E-99 Bomb Transport Preparation

                      Deal with the two soldiers at the top of the stairs. Go
!Weapon Tech          belowdecks. Grab the +400 E99. Approach the door for a
                      Chrono-Echo. Go through the door. The !Chrono-Note on
the wall reminds you to "Move slowly. They're blind". Go to the left for
Weapon Tech #14 and Weapon Locker #12/29. Go into the next section of the
ship.

                      Inside the locker is +200 E99 and a Health Pack. Watch
!Bio Formula          out for the group of Reverts that are just around the
                      corner. Go into the cabin on the left for a !Note and
Ammo Box. Sometimes a Bio Formula (Hero Upgrade: Armor) can be found in the
cabin. Check the lockers for supplies. One locker along the wall has a !Note.
There's Ammo Boxes and Health Packs, too. Exit the bunk area. Kill the Revert
that tries to ambush you. Go into the room and loot the small supply crate. Go
further down the hallway for a Chrono-Echo. The cabin at the end of the
hallway has +200 E99, a !Chalkboard, an !Audio Recording, a Health Crate, a
couple of Ammo Boxes, and a wall safe. The wall safe has a couple of random
items.

Exit the cabin and go right and open the door. Pick up the +400 E99 in the
hallway. Kill the Zeks. A !Chrono-Note reminds you to "Escape before the ship
sinks". Go through the doorway into the cargo hold.

CHECKPOINT 4CD-10/13
    [ ] Note
    [ ] Chrono-Note
    NOTE #58: Dr. Demichev is having all of the

Look to the right by the wooden pallet for a +200 E99. Loot the items from the
large supply crate. Go down the stairs and get the +100 E99 from the supply
locker. Open wide for some Phase Ticks. Inside the first open shipping
container is a large supply crate. Go to the open shipping container and kill
the Zek trio. Go around the giant Lenin head. Follow the left wall and go
around the wooden pallets to a small supply crate under the stairs. Go back
and go through the open shipping container. Age the Phase Tick bulb on the
wall and turn left. Go up the stairs.

Kill the soldiers and Zeks. Check out the !Note and pick up the +100 E99. Odd
place for Augmentor #08/18, but there you go. There's a Health Crate by the
door. Continue on to the next lower part of the cargo bay.

                      This deck has a Phase Tick problem. Grab the items from
!Weapon Tech          the large supply crate near the bottom of the stairs.
                      Kill the group of soldiers on the balcony. Jump on
top of the wooden pallets that are partially under the balcony. Grab Weapon
Tech #15 from the top of the shipping container. Go through the door. A
!Chrono-Note warns you that "He is coming". A Chrono-Echo plays out. Go down
the stairs. Restore the sparking junction box so you don't get electrocuted.
Go down the corridor. Grab the +300 E99 under the stairs. Go up the next
flight of stairs. Weapon Locker #13/29 is at the top of the stairs. Go through
the door to the rear cargo bay. Get the items from the large supply crate.

CHECKPOINT 4CD-11/13

Jump into the water. Swim to the right through the shipping container. Swim to
the right at the T-intersection. To take the scenic route, go left followed by
two rights. Swim towards the mass of glowing...things. You can also swim
straight ahead and jump on top of the shipping container. The E99 bomb is
submerged straight ahead of you. Take the E99 Bomb from its submerged cradle.
Swim through the nearest open shipping container to get out of the water. You
should be in a corner near a large supply crate.

Exploring the Rear Cargo Hold
-------------------------------
This is all optional and can be slightly dangerous and won't lead to any
items. These directions all begin after entering the rear cargo hold.

Jump into the water and swim through the first cargo container. Go left at the
underwater plant and go left again. This gets you in the corner underneath the
platform where you entered the rear cargo hold.

Swim through the cargo container and go right at the orange plant. Go left
around the containers and swim straight towards the plant that unfurls. Swim
behind that plant and go to the left. You can jump onto a small platform in
another corner of the cargo hold.

Swim to the E99 Bomb cradle. Swim on either side of the cradle and jump up on
top of the submerged shipping containers behind the cradle. On the left side
of the cradle you can swim in a small gap behind the cradle. On the right side
of the cradle you can go right and swim down into a corner area.

The final corner appears to be blocked by crates and shipping containers.

CHECKPOINT 4CD-12/13

                      Grab the items from the crate. Go to the right to the
!Blueprint            next corner. Go besides the stairs and grab the TMD
                      Blueprint stuck on the wall for the Healer TMD
Equipment Plans. Go up the stairs. Grab the +300 E99 and continue along the
deck. Go through the door to exit the cargo hold.

CHECKPOINT 4CD-13/13

Swim through the ship. Part of the wall collapses leaving a hole. You should
automatically swim out of the hole and head to the surface. Barisov helps you
out of the water.



==============================================================================
   ___
(O)   \
 | (X) |   [5PC-XX]   PART FIVE: PROCESSING COMPLEX
  \___/

==============================================================================

E99 PROCESSING COMPLEX, KATORGA-12
OCTOBER 27th, 2010

CHECKPOINT 5PC-01/24

Approach Barisov to get a briefing. Check out the Phase Tick stew. Pick up the
+600 E99 and any supplies from the room. You can change your loadout using
Weapon Locker #14/29. I recommend taking the Autocannon or Dethex Launcher.
Exit the room.

CHECKPOINT 5PC-02/24
    [ ] Audio Recording x3
    [ ] Chrono-Note
    AUDIO #32: I don't know how much more of this
    AUDIO #33: Pavel, my brother
    AUDIO #34: I was leading the group of

Head to the left. Age the catwalk and drop down to get some supplies from the
large supply crate. Climb over the boxes and up the ladder to get back to the
metal catwalk. Go down the stairs and drop down to the ground.

                      Loot the small crate. Augmentor #09/18 is available.
!Weapon Tech          Crouch down and enter the service tunnels. Kill any
                      Phase Ticks you encounter and TMD the orange bulbs.
At the orange bulb that's over the pipe go to the right for a Health Pack and
a E99 Vial. Turn around and head towards the dark hole in the wall. Kill the
Phase Ticks. Go to the right to a makeshift morgue. Go to the right for a
Chrono Echo. At the end of the passage is an !Audio Recording, an E99 Vial,
and a !Chrono-Note ("I was a fool"). Go to the other end of the hallway.
There's a locker with a Health Pack. Go down into the water and swim into the
next room. There's +600 E99, Weapon Tech #16, and an E99 Vial. The large
supply crate should have another +400 E99. Swim back and go back to the
hallway.

Take the first right and go down the hallway to the end. Go around the corner
to the right and kill the Phase Ticks. Jump through the broken window on the
left. Inside the room is an !Audio Recording and some other items. Shoot the
padlock off the door and go left to the end of the hallway. Get the +200 E99
on the floor and loot the two supply lockers. Go down the stairs. Watch out
for the Phase Tick swarm that's coming up the stairs.

            *-- Here's another update from rui_brochado --*
"After dealing with the phase ticks swarm when you go down the stairs, don't
go past the tripwires yet. There's a switch immediately to your right that
opens the big metal door. Inside there's a supply crate and an audio recording
that wasn't mentioned on your walkthrough."

Inside the room is a small supply crate and the !Audio Recording. Get past the
tripwires and go outside.

CHECKPOINT 5PC-03/24

                      Go to the left and grab the +500 E99. Turn around and
!Weapon Tech          go past the twisted tree branches. That tree monster
                      spider is a Radion. Head towards the canal gate. You
get to fight two Radions. They look scary, but can be killed with the
Valkyrie. Make sure to take cover or sidestep the projectile attack. You can
put the Radions in a Deadlock for an easier time. Pick up Weapon Tech #17 and
go up the stairs to get inside a garage. The goal is straight ahead, but you
have to repair the bridge using the TMD Amplification platform. The TMD
Amplification Platform is broken so you have to fix it first. Go upstairs and
go into the little office. Pick up the +200 E99 and use Augmentor #10/18.

Exit the garage and go up the stairs on the left. The garage door closes
behind you. Weapon Locker #15/29 is located in the room at the top of the
stairs. Behind the stairs is a large supply crate and a Health Pack next to
the crate. There's a supply locker on the upper floor. Use the switch at the
top of the stairs to power up the TMD Amplification Platform. Go outside and
go across to the Hydro Station.

CHECKPOINT 5PC-04/24
    [ ] Audio Recording
    AUDIO #35: When the disaster struck

Go to the left and go through the room with Weapon Locker #16/29. Pick up the
Dethex Launcher and the Dethex ammo. Hold down Mouse 2 to launch a
controllable grenade. Use WASD to move the grenade through the small hole in
the wall into the middle of the monsters. Let go of Mouse 2 to detonate the
grenade. Go around and go through the newly opened door. Go outside and down
into the canal. Follow the canal.

Drop down the grate into the tunnel. Jump into the cistern. Swim to the bottom
for +400 E99. Climb up the ladders to get out of the cistern. Go down the
hallway to a control room. Get the Ammo Box from the locker. Use the control
panel to flood the cistern. Go back into the cistern and swim into the tunnel
on the right. Swim through the pipe until you can surface in a room with a
control panel. You should be swimming in a trench. Don't swim to the bottom
unless you have Iron Lung. Take a deep breath. Swim to the bottom of the
trench to collect +900 E99. Swim back to the surface. There's a little room
off to the side of the control panel with Health Packs, E99 Vials, and ammo.
You can listen to the !Audio Recording. Use the control panel to open the
hatch. Get back in the water and swim through another tunnel. You surface in a
small room. Use the box to climb out the window. You're back in the canal.
There's a couple of Ammo Boxes to the left. Go down the canal until you can
see the Zeks.

CHECKPOINT 5PC-05/24

                      Kill the Zeks. A new monster shows up that fires
!Weapon Tech          parasite missiles. The parasites can resurrect dead
                      Zeks. Let's call this new monster the Spiky Zek. Kill
the Spiky Zek and the regular Zeks. Go through the door. Loot the two supply
lockers.  Shoot the padlock off the door. Inside the room is Weapon Tech #18,
a large supply crate, a Health Pack, and a wall safe. Exit the little room.
Check over by the large cylinders for another wall safe with additional items.
Go outside onto the catwalk to the cistern.

CHECKPOINT 5PC-06/24
    [ ] Chrono-Note

                      Go to the end of the catwalk and get in the water. Swim
!Weapon Tech          over to the control panel and use the control to drain
                      the area. There's a Centurion Revolver by the control
panel. Jump down and shoot the padlock that's holding the box to the fence. Go
around and look for pipe by the large structure. Go through the pipes and
climb up the ladder into a room. Loot the large supply case. Next to the case
is a +100 E99, a Health Pack, and an E99 Vial. Grab Weapon Tech #19. You can
use Augmentor #11/18. Exit the room by going down the steps and opening the
door. Go outside and go back to the control panel. Use the control to flood
the area. Go jump on top of the box. Jump from the box onto the upper catwalk.
Go up the steps. A !Chrono-Note reads, "We've tried already". Go into the room.

CHECKPOINT 5PC-07/24

Use the lever to power up the generator. Weapon Locker #17/29 and a Health
Pack are in the room. Enemy soldiers arrive. Go back to the catwalk and kill
them. Go from the catwalk to the canal. Go back through the canal. Kill any
soldiers that get in your way. Watch out for the soldier with the shield.
Around the bend in the canal are three Elite Spetsnaz with sniper rifles. Go
up the stairs and through the building to get back to the bridge.

        *-- Some more helpful information from rui_brochado --*
"After you go back to the TMD amplifier, and before you restore the bridge,
you can go up the stairs and check again the office where you previously
restored the power to the TMD platform. The supply locker and the large supply
crate are again filled with lots of E99."

Stand in the middle of the TMD Amplifier platform and restore the bridge.

                      Take the Seeker that's on the TMD Amplifier Platform.
!Weapon Tech          Fight your way across the bridge. There's plenty of
                      cover. You can climb up the little towers on each side
of the bridge to get Health Packs or ammo. There are three Health Packs, two
sets of Seeker Ammo, one set of sniper ammo, and a set of AR ammo. At the far
end of the bridge watch out for the soldier with the rocket launcher in the
guard tower on the right. Go past the armored vehicle. Check the dumpster for
Weapon Tech #20 and grab the Seeker ammo. Go inside the building.

CHECKPOINT 5PC-08/24

There's some supplies, a Seeker, and Weapon Locker #18/29. Go into the
hallway. There's some soldiers fighting some Mutants. There's an electrical
box on the wall you can grab with the TMD. Throw it at the enemies to
electrocute them. Go past the broken doors and pick up the random item to the
right. Use the switch in the hallway to open a door going outside. The door
shuts behind you.

Cross the tracks. Kill the Radion. Six seeker shots should be enough. Get on
the platform with the box. Use the TMD on the cylinder on the opposite
platform to raise the box platform. Go through the duct and drop down into the
room. You can shoot the padlocks off the doors. Go into the next room for some
supplies and Weapon Locker #19/29. Head downstairs and go through the double
doors. Go down the hallway to the Coolant Facility.

CHECKPOINT 5PC-09/24

Loot the large supply crate in the hallway. Head into the gas storage area.
Go through the first room and into the hallway. A Chrono-Echo shows you a man
being turned into a Revert. The Revert goes Midnight Express on the glass. Go
through the next room to the Coolant Control Room.

CHECKPOINT 5PC-10/24
    [ ] Chrono-Note

                      Do not go down into the hole without a gas mask. Here's
!Blueprint            Weapon Locker #20/29, a Stimpack and an E99 Vial. The
                      padlocked locker might have the Field Doctor TMD
Equipment Plans. Go through the doorway into the hallway with the growths. A
!Chrono-Note says, "I beg of you - stop". Use a deadlock to get past the fan.
Go into the room and kill the Revert. Loot the items in the room. Grab the gas
mask from the case on the wall. Go back and drop down into the hole in the
floor.

Wearing the gas mask is like swimming. Look for oxygen tanks to replenish your
oxygen supply. Go through the double doors and kill the Revert that was
banging on the doors. Grab the metal crate and carry it around to the wooden
boxes. You'll need it later.

CHECKPOINT 5PC-11/24

                      Use the TMD on the catwalk so it collapses. Revert the
!Weapon Tech          catwalk and grab the +500 E99. Go through the duct
                      hole. Grab the E99. Pull one of the metal crates into
the room with you. Use the metal crate to climb up into the room. Grab Weapon
Tech #21. Go back and exit the duct. Return to the end of the catwalk with the
wooden boxes by the duct. Climb up on the metal crate and wooden boxes into
the duct.

Crawl through the vent. Kill the Mutants in the next room. There's an E99 Vial
on the left right after you leave the vent. There's a large supply crate on
the right side of the room. TMD the stairs to reveal +600 E99 and another
large supply crate. Use the controls to control the conveyor belt below you.
I'm not sure if doing this has any significance. Go up the stairs into a room.
That Chrono-Echo doesn't look good. Go up by the tables. Something knocks the
grating off the vent shaft. Jump up on the couch and peek into the vent.
Grab a +200 E99 from inside the vent shaft.

Go into the room with Augmentor #12/18 and the button. If you have enough E99
Tech, upgrade to Energetic 3. This is the last Augmentor available before
going back to 1955 and there's lots of opportunities to get Revert Bomber
kills in 1955. If you don't have enough E99 Tech, don't worry about it. There
are some other opportunities later on for Revert Bomber kills. Charge up a
deadlock but don't fire it yet. Look out the window at the door. Press the
button. Aim the deadlock at the door to freeze it open. Go around to the
frozen door and exit the building.

CHECKPOINT 5PC-12/24

Hop over the tanks by the forklift and get the +300 E99 and Stimpack from the
shelves. Go into the next room and watch the Chrono-Echo as some workers break
open one of the gas tanks. Use the TMD on the time rift to go back to

GAS STORAGE FACILITY, KATORGA-12
NOVEMBER 10th, 1955

Pick up one of the metal crates and take it with you through the rift...

GAS STORAGE FACILITY, KATORGA-12
OCTOBER 27th, 2010

Use the metal crate to climb up into the elevator. Press the button. Going up?
No more gas mask. Exit the elevator.

CHECKPOINT 5PC-13/24

There's a Health Pack on a desk and an E99 Vial by the large supply crate. You
can use Weapon Locker #21/29. Pick up the metal crate and put it on the wooden
boxes. Moving the metal crate reveals two E99 Vials on the bottom shelf. Jump
up on the boxes and metal crate to get into the duct. Crawl through the duct
and drop down into the next room. Kill the soldiers. There's one supply locker
and some health items in the room. Exit the room. Go down the hallway and kill
the last soldier.

CHECKPOINT 5PC-14/24

Loot the ammo and use the Weapon Locker #22/29. The next room is a command
center. Go out the doorway on the left to get +400 E99 on the outside balcony.
Use the TMD on the junction box next to the security fence to knock out the
generator powering the security fences.

CHECKPOINT 5PC-15/24

                      Go to the left of the stairs for a large supply crate in
!Weapon Tech          the corner behind the generator. Go halfway down the
                      stairs. Go to the left and go through the doorway.
There's an E99 Vial and a Stimpack on the left. Go outside and cross over to
the other building for Weapon Tech #22. Go over to the right for a Stimpack
and +400 E99. As you go back outside, you meet up with some Zeks. Go back to
the stairs and go down the stairs to the metal catwalk. A gate closes behind
you. Kill any Zeks and soldiers. There's a Health Pack by the decapitated
corpse. Go into the Utility Maintenance room and kill any enemies. Grab the
+200 E99 off the shelf and check out the large supply crate. Go through the
double doors. The doors close behind you.

                      A couple of soldiers are trying to hold off a Spike Zek.
!Weapon Tech          The Spike Zek will try to get through the doors while
                      the soldiers concentrate on keeping the Spike Zek
outside. Kill the Spiky Zek through the window. Kill the soldiers. Open the
doors and go outside. There's a large group of Zeks attacking the area. Kill
any Zeks that attack you. Duck into the room on the right for Weapon Tech #23,
a supply locker, A Health Pack, an E99 Vial, and a Stimpack. Exit the room and
go down the stairs. Deal with the Tripwires. Drop down to the ground.

CHECKPOINT 5PC-16/24

                      There's a Health Pack by the corpse. Some soldiers are
!New Weapon           fighting a Radion. Head over to the large supply crate
!Weapon Tech          and grab whatever is inside. Watch out for the Phase
                      Ticks. Go back and finish off anything or anybody
that's still alive. There's one soldier with a shield and an Elite Spetsnaz
with a rocket launcher. If the Radion is still alive, try catching the rockets
from the rocket launcher soldier and use them on the Radion. Kill the Radion
and all the soldiers. Go up by the sandbags and check the area on the right
for a small supply crate, two Ammo Boxes, two E99 Vials, and a Stimpack. Use
the metal crate to jack open the garage door. Inside the garage is Weapon
Tech #24, a large supply crate, and a health crate.

Go back outside and go up the steps. Loot the RLS-7 rocket launcher. Go around
the corner and kill the other Radion and any other soldiers. Go down the
steps. There's a Health Crate to the left. Go inside the building. Kill any
soldiers at the bottom of the stairs. The door closes behind you.

CHECKPOINT 5PC-17/24
    [ ] Note
    NOTE #59: My neighbor, he is pain in my

                      Weapon Locker #23/29 is opposite the bottom of the
!Special Note         stairs. Go behind the stairs for a large supply crate.
                      Look in the open lockers for an E99 Vial and a Stimpack.
Open the padlocked locker for some random items. Go up the stairs.  Cross over
to the next building. There's a Stimpack in the open locker. Check the
padlocked locker for an item and a special !Note.

Go up the stairs. Kill the Elite Spetsnaz at the top of the stairs and grab
his RLS-7 rocket launcher before it disappears. Ignore the RLS-7 at the top of
the stairs for now. One locker has +10 E99. The other open locker has two
RLS-7 ammo rockets. The padlocked locker has a random item. There's a Health
Crate on the right side of the platform. Go up the ladder for a large supply
crate. Go back down the ladder to the Rail Cart platform. You can use the
RLS-7 to clear some of the Radions and soldiers on the bridge below you. When
you run out of rockets, each spare rocket in the locker is worth 3 rockets and
the spare RLS-7 rocket launcher at the top of the stairs is worth 7 rockets.
You get a couple extra rockets if you have Search and Destroy equipped. I like
to use the Rocket Launcher until I have just 10 rockets left.

When you're done playing with the rocket launcher, get on the Rail Car
platform and use the control to take a really slow ride alongside the bridge.
Some of the soldiers or Radions may start attacking the platform. You can kill
them or ignore them. Crouch down to stay mostly in coverage. Stay on the side
furthest from the bridge to avoid the majority of damage from projectiles and
gunfire. If the wooden side of the platform gets broken, you can restore the
wooden boards with the TMD. There is one rocket launcher soldier at each end
of the bridge so you can play catch and get some rocket kills. Exit the
platform to enter the processing complex.

CHECKPOINT 5PC-18/24

Go inside the room with Weapon Locker #24/29. There's a Health Pack on the
bottom shelf, a supply locker, an E99 Vial on the table, a large supply case,
an Ammo Box, and a padlocked locker. I would recommend taking the Autocannon
with you through the Time Rift. Revert the junction box on the wall to restore
power to the door control. Open the door. Kill the Mutants. Go through the
huge door to the cooker. The time rift is above and to the left. Follow the
path and take the elevator. Use the TMD on the Time Rift and go back to...

CHECKPOINT 5PC-19/24
    [ ] Note
    [ ] Chalkboard
    Chalkboard #13: Process for isolating the E99 isotope
    NOTE #60: The "cooker", what a crude nickname

E99 PROCESSING COMPLEX, KATORGA-12
NOVEMBER 10, 1955

                      Go straight ahead and follow the path. Go to the right
!Bio Formula          and go through one of those huge round doors. The
                      room on the left is empty. Head into the room on the
right., the Ore Lab. There's a Cabinet with a Stimpack, a !Note, and a
!Chalkboard. Check the counter for a possible Bio Formula (Hero Upgrade:
Forge). Use the control to open the door to an elevator. Take the elevator.

CHECKPOINT 5PC-20/24
    [ ] Note x 2
    [ ] Chalkboard x 2
    Chalkboard #14: Variants/Mutations
    NOTE #61: The mutations don't make sense
    Chalkboard #15: E99 diagram
    NOTE #62: Various staff members have reported

Exit the elevator and kill the two soldiers. You can sometimes get a Revert
Bomber kill here. There are two Health Packs and a Stimpack on the shelves in
the hallway. Go to the right to go through the big door into Core Testing.
Grab the +410 E99, Health Pack, and two E99 Vials. Go back to the door. A
scientist spots you in the lab and summons the guards.

Time to fight like it's 1955! Use the TMD to get a Revert Bomber kill on the
initial group of three guards. A second patrol of three guards takes cover at
the far end of the hallway. Go for a Revert Bomber kill on that group. Grab
any remaining items from inside the room and go down the hallway to the tiled
hallway. Kill the guard in the other room through the window and use a Revert
Bomber on the two guards in the tiled hallway. Move out into the tiled hallway
and kill the remaining three patrols.

Check out the little room on the right for a !Note, a !Chalkboard, +100 E99, a
couple of E99 Vials, an Ammo Box, and a Health Pack. Go into the large room
with the coolant tanks. In here there's a couple of Stimpacks, +900 E99, a
!Note, and a !Chalkboard. If you're short on Health Packs you can go backtrack
all the way to the Core Lab. Go down the other hallway to the lockers. There
are two supply lockers, two Health Packs, and a Stimpack. Use the elevator.

CHECKPOINT 5PC-21/24
    [ ] Note x 3
    [ ] Chalkboard x 3
    Chalkboard #16: Experiment #59x2
    NOTE #63: I was upset at first
    Chalkboard #17: Tripmine
    NOTE #64: It has come to this
    Chalkboard #18: Effects of E99 on Food Production
    NOTE #65: The latest batch of crops continues

Exit the elevator. Look through the two supply lockers for stuff. There's a
Stimpack in one of the open lockers. Go through the door to get back to the
Cooker. There's a patrol of three soldiers waiting for you. They are quickly
reinforced by a second patrol. A lone soldier appears on the catwalk around
the cooker. Shoot the barrel on the catwalk. Go down the stairs. and go to the
left. There's nothing to the right. Go down the stairs. There's two Health
Packs on the ground across from the bottom of the stairs. There's about two
patrols to fight through. Go through the open doors to another lab. The door
closes behind you after you go down the steps.

CHECKPOINT 5PC-22/24

There's a !Chalkboard and a !Note on the counter near the specimen. There's
another !Chalkboard and !Note by the microscope. You can find a Stimpack, two
E99 Vials, and two Health Packs in the room. Grab the +500 E99 and exit the
lab. There's a supply locker and two open lockers in the hallway. One of the
open lockers has a Stimpack and the other has Valkyrie ammo. Go back to the
through the big door to the Cooker. Kill the five soldiers. Use the elevator.
Follow the catwalk and go through the big door.

                      There's a scared scientist here. This is probably Dr.
!Weapon Tech          Petrov. You can kill him or let him live. He opens the
                      door to the Core Testing Lab, or you can use the button
to open the door yourself. Grab the contents of the supply locker in the
hallway and the Stimpack by the lab door. In the Core Testing Lab is a ! Note
and a !Chalkboard. There's a couple of E99 Vials and a Health Pack. There's
+600 E99 on the counters and a wall safe with random items. Augmentor #13/18
is by the yellow triangle sign and Weapon Tech #25 is by the center counter.
Grab the disc-shaped Activation Code from the center counter. Exit the lab and
push the button across the hall by the lockers to open the door. Go downstairs
and go through the hallway. Kill the group of six soldiers at the end of the
hallway. You can easily get multiple Revert Bomber kills here. Loot the large
supply crate. You can go back to the Augmentor if you have more E99. Go back
into the Cooker chamber.

CHECKPOINT 5PC-23/24

Approach the console and use the Activation Code. Charge the E99 Bomb. Take
the Charged E99 Bomb. You have about 60 seconds to escape. Go straight ahead
onto the catwalk and go to the left. Fight your way past the last patrol and
take the elevator up. Jump back into the Time Rift to return to...

It's Game Over if you don't make it through the Time Rift before the overload.

CHECKPOINT 5PC-24/24
    [ ] Chrono-Note

E99 PROCESSING COMPLEX, KATORGA-12
OCTOBER 27th, 2010

Check out the !Chrono-Note on the floor at your feet. "Again, you've altered
the past. Again the world is changed. Again only we know it". Go straight
ahead and drop down. Follow the catwalk to the hallway. Go into the room to
rejoin Barisov. Take whatever you need from the room. An Ammo Box is by the
door and +200 E99 in the open locker. Loot the items from the large supply
crate and padlocked locker. You can use Weapon Locker #25/29 to switch out and
upgrade your weapons. Join Barisov in the elevator. You have to push the
button.



==============================================================================
   ___
(O)   \
 | (X) |   [6SL-XX]   PART SIX: SINGULARITY LABS
  \___/

==============================================================================

CHECKPOINT 6SL-01/18
    [ ] Chrono-Note
    [ ] Audio Recording
    AUDIO #36: We are very lucky to have Dr. Barisov

SINGULARITY LABS, KATORGA-12
OCTOBER 27th, 2010

Follow Barisov out of the elevator. Pick up the +600 E99 on the right. There's
a !Chrono-Note on the right that reads, "What's done is done". Pick up the
+300 E99 on the left by the cellar doors. A Chrono-Wave pulses out from the
tower and reverts everything back to 1955, including Barisov. Kill the
soldiers outside the tower. Go up the stairs and grab the +300 E99 on the
right before going into the building. Just inside the building is another
+400 E99 on the left. Go up the stairs into the first room. The first room has
+700 E99, an !Audio Recording, Augmentor #14/18, and Weapon Locker #26/29.
Grab the Shotgun for the next fight. There are two E99 Vials, two Ammo Crates,
and a Health Crate. Go to the gate by Barisov. You see a Shifty Zek in the
next room. Use the TMD on the junction box to the right of the gate. Go into
the next room with the Shifty Zek.

CHECKPOINT 6SL-02/18

Watch the Chrono Echo. You get locked in the room with the Shifty Zek. Try to
slow down the Shifty Zek using the Cryo Tanks or the Deadlock. There's two
Health Crates in the room. The Chrono-Echo ends and the gates open once the
Shifty Zek is dead. There's +300 E99 by the stairs and +100 E99 by the other
gate.

CHECKPOINT 6SL-03/18
    [ ] Audio Recording
    AUDIO #37: I just saw Dr. Barisov's initial test

                      Go through the other gate into a room with an Ammo
!Weapon Tech          Crate, Weapon Tech #26, and an !Audio Recording, and
                      four supply lockers. Follow Barisov up the stairs.
Gather up the +400 E99 and the Stimpack in the room. Use the TMD on the roots
to get them out of the way. Also clear out the giant thorns with the TMD. You
can pick up a Health Pack just around the corner before the doors. Ram open
the doors to the next room.

CHECKPOINT 6SL-04/18
    [ ] Chrono-Note
    [ ] Audio Recording x2
    AUDIO #38: Katorga-12 is quite an amazing facility
    AUDIO #39: The TMD worked!

                      Look down at the floor just as you enter the room. Use
!Weapon Tech          the TMD to reveal the !Chrono-Note "The plan is bad, but
                      it can be changed". Check out the !Audio Recording. Two
Stimpacks can be picked up from the console. If you haven't already done so,
use Augmentor #15/18 to get at least Energetic 3. There are some good areas in
the next section to get Revert Bomber kills. Go stand by the door to the left
of the Augmentor and wait for Barisov to open the door for you. Go down the
hallway and restore the junction box on the left wall to open the next door.
Check each corner of the room for a total of +1,400 E99. Grab Weapon Tech #27
by the U-shaped station along with a Health Pack. Check out the !Audio
Recording, too. The next room has Weapon Locker #27/29 and a couple of E99
Vials.

CHECKPOINT 6SL-05/18
    [ ] Chrono-Note
    [ ] Audio Recording
    [ ] Chalkboard
    Chalkboard #19: E99 Conversion Facility
    AUDIO #40: I get the feeling

Head towards the sandbags. There's real soldiers here. You can pull explosive
barrels in-phase and use them to bomb the soldiers. There's an initial group
of five soldiers followed by a patrol of three soldiers. Two of the soldiers
have shields. Go into the room past the sandbags. Loot the supply locker and
shelves for ammo, two Stimpacks, a Health Pack, two E99 Vials, and E99. The
items on the shelves to the right of the supply locker are random. Open the
next set of doors. A Chrono Wave takes you back to 1955.

The doors close behind you. A !Chrono-Note to the right says, "You can't
change it". Kill the four soldiers in the room. Go up the stairs and follow
the catwalk to the end. Go down the stairs for +300 E99, an !Audio Recording,
a !Chalkboard, Augmentor #16/18, a Stimpack, and supplies on the shelves.
Fully upgrade the Armor (projectile) and Defensive (melee) upgrades. There
should be a Medical Pack and an E99 Vial on the shelves. Go up the stairs and
take the other path on the catwalk to go outside.

CHECKPOINT 6SL-06/18

Grab the +300 E99. Go down the stairs. Drop down to the ground and go through
the doorway. Kill the Zeks in the room. Go upstairs.

CHECKPOINT 6SL-07/18
    [ ] Chalkboard
    Chalkboard #20: Singularity Tower

Finish off any Zeks and soldiers. Grab the +100 E99 from the bench. There are
two desks in the room with items. Each desk has a Stimpack and random ammo.

                        *-- rui_brochado adds: --*
"In the room with +100 E99 and a stimpack, there's also +200 E99 on the
couch."

Go through the room and go left. The next room has a !Chalkboard. Exit the
chalkboard room and head towards the next set of doors. The doors open for
you.

CHECKPOINT 6SL-08/18
    [ ] Audio Recording
    AUDIO #41: That does it!

                      Go into the next building and watch a Chrono-Echo.
!TMD Upgrade          There's Weapon Locker #28/29, an !Audio Recording, ammo
                      and +300 E99. I recommend taking the Autocannon at this
point. Go and get the TMD Upgrade. The TMD Amplifier replaces the reddish
power tubes with blue tubes giving the entire TMD blue lights. This increases
Impulse damage and also means the TMD no longer requires TMD energy.

CHECKPOINT 6SL-09/18

                      Use the TMD to break the grate off the duct in the TMD
!Weapon Tech          Upgrade room. Climb down the ladder. There's +1,300 E99
!Secret               and Weapon Tech #28. There's also the mysterious Frozen
                      Donkey Wheel, a reference to the Lost TV show.

Climb up the ladder and exit Barisov's lab. Go back to the hallway and hide
behind the overturned canister on the left. Use the Uber Impulse or your
weapon of choice to kill the three Autocannon Elite Spetsnaz and the Elite
Spetsnaz with a Rocket Launcher. You can pick up the RLS-7 launcher. Some
soldiers kick open the door across from you. Uber Impulse them and head
outside on the catwalk. Kill the soldiers with shields, another Elite, and a
regular soldier.

Go inside and down the stairs. If you haven't already done so, use Augmentor
#17/18 to get the two Impulse upgrades. The items on the shelves and around
the desk have respawned (+300 E99, Stimpack, Health Pack, and ammo). Go up the
stairs and through the doorway the next room with the canisters and desks. A
Chrono-Wave sweeps through the room. Use the Uber Impulse to easily kill the
Phase Ticks. REVENGE! Go through the doors by the Chrono-Note and kill the
Reverts and Phase Ticks by the sandbags. The items on the shelves and in the
supply locker have respawned so grab anything you need (Stimpacks, Health
Packs, E99, ammo).

CHECKPOINT 6SL-10/18

Go into the room with the Weapon Locker and kill the Revert. Go into the next
room with the U-shaped console. Another Chrono-Wave puts you and the ghostly
out-of-phase soldiers in the same time. Kill all the soldiers. The E99 in this
room has respawned so you can pick up another +1,400 E99. After all the
soldiers are dead go back to the room where you left Barisov.

CHECKPOINT 6SL-11/18

You pick up some TMD Upgrades with all the E99 Tech you're carrying around. Go
through the huge round door.

CHECKPOINT 6SL-12/18

Head towards the spinning reactor. This is the Singularity. A Chrono-Wave
takes you back to 1955. Kill the soldiers to return to 2010. Go into the
hallway on the other side. Use Chrono Ping if you got disoriented.

CHECKPOINT 6SL-13/18
    [ ] Chrono-Note

                      Grab the E99 Tech and a Health Pack. Head into the
!Weapon Tech          large room and kill the soldiers. Watch out for the
                      RLS-7 rocket launcher Elite on the balcony and the
Autocannon Elite Spetsnaz hiding behind the stack of boxes below the catwalk.
There is a group of five soldiers plus three more soldiers by the staircase on
the right side of the room. This is a good place to get rocket kills. In the
room are the usual goodies. Check by the consoles for Weapon Tech #29, a
Stimpack, +400 E99, and an Ammo Box. There's another +200 E99 on the left side
of the room behind the large box. Look by the boxes near the catwalk for +300
E99 and an E99 Vial. Go down the steps for a Health Pack, a Stimpack, an Ammo
Crate, and +300 E99. Sometimes you can pick up a RLS-7 Rocket Launcher from
the dead Elite on the catwalk. Weapon Locker #29/29 is available so use the
last Weapon Tech. At the bottom of the stairs are two more Health Packs and a
+100 E99. Head up the stairs and kill the soldier at the top if he's still
alive. A Chrono-Note asks you, "What if this is supposed to happen". Go
through the door at the top of the stairs and head towards the Singularity.

CHECKPOINT 6SL-14/18

Kill the 1955 soldiers around the Singularity during the Chrono-Wave. Head
into the next hallway that goes to the left.

CHECKPOINT 6SL-15/18

Go down the hallway. There's a Health Pack on one of the boxes in the hallway.
There's an Elite sniper on the balcony and a pair of soldiers in the room.
Head towards the stairs on the left to kill the rest of the soldiers including
an Elite Autocannon Spetsnaz. Also, there's one regular soldier on the balcony
to the right of the stairs. Hop on the boxes by the stairs on the left side of
the room to grab a +200 E99. You can find a large supply crate and +200 E99 on
the right side of the room. Approach the railing under the catwalk for a
Stimpack and a +200 E99 tucked away on the left. Go down the steps. The lower
area has a supply locker on the right. On the left is a Health pack and
+300 E99. There's an Ammo Crate by Augmentor #18/18. This is your last
opportunity to purchase TMD Equipment and Perks. Go back to the stairs and go
up. There's a Stimpack at the top of the stairs on the left. Go through the
door into another hallway.

CHECKPOINT 6SL-16/18

Kill the soldiers and Zeks. Go around the Singularity into the hallway.

CHECKPOINT 6SL-17/18

Kill the Zeks. Go up the stairs. There's a 1955 style Health Pack. Go through
the door.

CHECKPOINT 6SL-18/18 - ENDGAME

Go down the hallway. There's Barisov! After he gives you your instructions
approach the Singularity. Aim for the middle of the broken ring. Use the TMD
to open a Time Rift to go back to...

SINGULARITY LABS, KATORGA-12
NOVEMBER 12th, 1955

There's someone in the chamber! Approach the Singularity and place the E99
bomb in the cradle. Ummm...how do we get away from the bomb? The bomb explodes
literally in your face and...

SINGULARITY LABS, KATORGA-12
OCTOBER 27th, 2010

The Singularity is still active! It does show the E99 bomb damage. And there's
Demichev! Shoot Demichev before he shoots you. Listen to the endgame recap.
Whoa. Now you have three choices and three possible endings.


THE GOOD: Stop the Anomaly
----------------------------
Use the TMD on the Singularity to travel back to 1955 and correct the Anomaly.
This means you have to kill yourself before you save Demichev in 1955. Whoa.


THE BAD: Kill Dr. Barisov
---------------------------
Shoot Barisov and join Demichev.


THE UGLY: Kill Demichev and Barisov
-------------------------------------
Shoot Demichev and Barisov to take over the world. Mwahahahaha.
Shoot Demichev first so you don't accidently get THE BAD ending.


If you don't do anything, Demichev kills both Barisov and you. Game Over.
Demichev killing you is not really an ending. You can shoot Demichev and leave
Dr. Barisov alive, but the only ending is THE GOOD ending. You still have to
go back to 1955 and shoot yourself. If you go back to 1955 and don't shoot
yourself or try to shoot Demichev, you just end up in a time loop until you
shoot yourself. You can kill Barisov and use the TMD on the Singularity to get
THE GOOD ending.

After the credits is a bonus scene that I won't spoil for you. Whoa.

You can continue the game at this point and try the other endings. You restart
at checkpoint 6SL-18.

If you start a new game, check out what happens in the hallway at checkpoint
1WD-02. The man that yells out, "Renko, stop! Don't let Demichev live!" is a
version of you that is killed by collapsing debris. This is the exact same
way it plays out originally and doesn't change by finishing the game, but it
has some added meaning after learning about the Anomaly. I had to go back and
see for myself.



==============================================================================
   ___
(O)   \
 | (X) |        LEGAL STUFF
  \___/

==============================================================================

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If anyone finds it on any other sites please inform me ASAP.

E-Mail Address: nyiaor AT yahoo DOT com

Copyright:
(c)  Copyright 2010  Matthew Y Brown.

This FAQ may be not be reproduced under any circumstances except for personal,
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