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    FAQ/Walkthrough by antseezee

    Version: Final | Updated: 03/11/11 | Search Guide | Bookmark Guide

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                           For Sony Playstation
                              Version Final
                             By Chris Zawada
                             User: antseezee
                       E-mail: chris@z-wad.com
    		     Website: www.z-wad.com
                             Created: 07/10/04
                           Last Update: 03/10/11
                        Copyright 2011 Chris Zawada
    Author's Note
    Adventure games are always pleasant to both the gamer and the imagination as
    well. Players are tossed into an entiresome story that consumes their
    vigilance into completing a quest for a royal cause. When you combine features
    of action games with those of an adventure game, you're rewarded with titles
    like Roswell Conspiracies: Aliens, Myths, & Legends. Originally based off of
    the FOX kids show, you'll take the role of two key agents who undercover some
    of the hideous alien secrets hidden by the government. Along the way, you'll
    travel various landscapes full of dangerous obstacles, treacherous enemies,
    and use a plethora of advanced weaponry. This guide will provide a full
    walkthrough for the game, along with codes, any available secrets, weapon
    ratings, and the basics. Spoilers will be avoided at all costs. Find out the
    true cause for alien beings on this planet, and be a hero at the same time!
    If you have any contributions, feedback, or strategies you'd like to have
    added to the guide, contact me via e-mail or on GameFAQs. I'll be more than
    content to add your segment of information, and will also provide credit. If
    you have any questions you'd like added to the Common Questions section, ask.
    I simply don't have the time to sit around thinking of questions. Provide me
    with what you want to know!
    =03/10/11= vFinal
    Final update.
    =12/31/05= v Final
    Final update for this guide. Can't expect much from this low-budget game, but
    it was fun to play through once.
    =07/14/04= v1.0
    Finished the FAQ. Took a lot less time than expected, and the game was quick
    as well. This was the first game I FAQed with my new TV next to my computer,
    which THOROUGHLY quickened the writing process. Maybe I can cut my time in
    half on all games in the future.
    =07/10/04= v1.0
    Started the FAQ. Expecting to finish this within 10 days, hopefully before the
    release of Sudeki.
              -    Table of Contents     -
              1) Introduction
              2) Game Basics
                 > Controls
                 > Character Backgrounds
                 > Basic Training
                 > Weapons
              3) Walkthrough
                 > The Beginning          (3.1)
                 > The Dye Factory        (3.2)
                 > Underground Resistance (3.3)
                 > Ruck                   (3.4)
                 > The Beach              (3.5)
                 > Precious Elements      (3.6)
                 > Crystal Chambers       (3.7)
                 > Khan Mort              (3.8)
                 > The Bay                (3.9)
                 > The Rock               (3.10)
                 > Baron Samedi           (3.11)
                 > Crash Site             (3.12)
                 > The Diversion          (3.13)
                 > Power Up               (3.14)
                 > Descent                (3.15)
                 > Guardian Angel         (3.16)
                 > The Shadoen            (3.17)
              4) Codes
              5) Common Questions
              6) Copyright/Distribution/Reproduction Guidelines
              7) Proper Credits
    - 1) Introduction          -
    Action-adventure games are always an enjoyable playthrough for any type of
    gamer out there. These hybrid games manage to combine the elements found in
    many third-person games such as Tomb Raider and Indiana Jones, but add a
    mystical story element that inspires the player. Roswell Conspiracies is one
    of those games that manages to combine many essential qualifications into this
    category, but also follows its role after the FOX cartoon show. By moving
    around as an all-out seeker for the truth, the player will move to uncover the
    hidden secret beneath Roswell. Can you dig deep enough into the sheets of
    lies, or will you simply fail in your mission?
    Here's a brief excerpt from the instruction manual (credit to Red Storm
    On July 4th, 1947, an unidentified flying object (UFO) crashed in a rancher's
    field outside of Roswell, New Mexico. The Air Force spent what seemed to be
    endless amounts of people and money covering up this crash and the alien body
    reportedly found among the debris. They reported that it was merely a downed
    weather balloon: The body, simply a test dummy. They discredited those that
    witnessed the crash, and had a cover-up story for each report. They even had
    cover-up stories for their cover-up stories.
    In actuality, the crashed UFO was a fake. So were the stories the witnesses,
    and the Air Force concealments. All concocted by a secret multi-national
    agency called the Global Alliance. Why would this group go to such lengths and
    expenses to construct such an elaborate lie? They created this illusion
    because the aliens were already here. The lie was simply a diversion to make
    people look for "little green" aliens who seemed harmless instead of the
    bloodthirsty group already living among us. They've been here for many years
    and are much deadlier than anyone could imagine.
    Why have we not heard of or seen the real aliens? We have. Well, some of us
    have. The legends of lore, terrifying mythical monsters like vampires,
    werewolves, banshees, evil spirits...and worse, are all too real. Each year,
    the number of such creature sightings reported increases. This is not a
    coincidence. The Alliance believes these extraterrestrials have only begun
    their infestation of Earth. Because of their space travel limitations and
    Earth's distant location in the galaxy, it literally takes decades, if not
    centuries, to reach here once scout ships have sent word. Some of our alien
    foes have been around for centuries already.
    That is why the Alliance desperately needs your help. You are Nick Logan,
    former bounty hunter. Your father and grandfather were born with an innate
    sense of seeing through alien deceptions. James Rinaker, the Alliance's
    current Executive Officer, believes your proven record in tracking as a bounty
    hunter, and your grandfather's traits give you an advantage in detecting
    aliens. Your talent and skills will be tested. The aliens possess the ability
    to morph into human form at will. That means they can be nearly anywhere...or
    anyone. Capture as many of them as you can.
    Keep in mind that this must be kept secret. The reason for the elaborate UFO
    crash was to keep the public eye turned toward frail, peaceful
    extraterrestrials and away from the truth of the dangerous aliens in creature
    forms. If factual evidence leaks to the general public that such dangeorus
    aliens or creatures actually exist on Earth, mayhem would most certainly
    ##### GAME INFO #####
    Players: 1
    Developer: Red Storm Entertainment
    Released: 2001
    Rarity: fairly rare
    Special Features: vibration function compatible
    ESRB: Teen
    Cover Art on box:
    - Shows two alien hunters with a dark creature in the background
    - 2) Game Basics           -
    The Playstation controller has always been a versatile accessory when it comes
    to most games. Its symmetric design allows players to control ships during
    shooting games, action games, or simple RPGs. Thankfully, most of the shoulder
    buttons and key features are used during the game. The layout is simple enough
    for even the youngsters to understand.
    /Game Controls/
              L2 - strafe left
              R2 - strafe right
              L1 - walk modifier
              R1 - enter first-person view
        TRIANGLE - draw your weapon, holster it
               X - action button, punch nearby monsters, climb, fire weapon
           START - pause
        JOYSTICK - move character (if ANALOG is turned on)
     DIRECTIONAL - move character
    - Simply put, most of these actions are basic commands which can be understood
    easily. Strafing allows you to sidestep, usually to avoid oncoming projectiles
    or as another way of movement. The action button will be used often for
    interacting with doors, ladders, and nearby monsters. It's necessary to
    defeating aliens as well. You may draw your weapon by hitting the triangle
    key. Aside from that, most of these buttons are self explanatory.
    /Character Backgrounds/
    Throughout the game of Roswell Conspiracies, you'll primarily control one main
    character. It's best to understand the key elements behind these characters,
    to determine their true motives, and reasoning for going out and kicking alien
    butt. This section will briefly describe their backgrounds. I'd like to give
    credit to Red Storm Entertainment for providing this information from the
               .< NICK LOGAN >.
            AGE: 25
           RANK: Detection Agent
      ABILITIES: Can distinguish aliens in disguise
    DESCRIPTION: A former bounty hunter, Nick has joined the Alliance to discover
                 the truth about his past and the disappearance of his real
                 father - a founding member of the Alliance.
               .< SH'LAINN BLAZE >.
            AGE: Appears 19, actually around 80
           RANK: Detection Agent
      ABILITIES: Can predict imminent danger, Banshee abilities
    DESCRIPTION: Sh'Lainn is a rogue Banshee who believes there is enough room on
                 the planet for human and Benshee to peacefully co-exist. Working
                 with the Alliance, she has grown close to her partner Nick - the
                 combination of their abilities makes them the Alliance's premiere
                 detection team.
               .< JAMES RINAKER >.
            AGE: 70
           RANK: Executive Officer
      ABILITIES: Efficient, firm leadership. Sharp insight into all alien matters.
                 A keen strategist.
    DESCRIPTION: Rinaker helped create the Alliance in 1947 and has devoted his
                 life to it. Wise yet cold, he is a grandfather figure to his
    /Basic Training/
    Before you can leap right into the intense action of alien blast-away game,
    there are a few elements you have to grasp a hold of. Not knowing the
    essentials could prove to be a costy matter. This section will go over the
    matters quickly to ensure you're ready for your adventure throughout various
      == MOVEMENT ==
    - You may easily move your character by using either the four directional
    buttons, or the analog joysticks if they're turned on. If you want to walk
    (rather than running most of the time), hold down the L1 key while pressing a
      == INTERACTION ==
    - To climb ladders, shuddle over a box, or shimmy across a ledge, simply press
    the X button to grab a hold. From here on, use the directional buttons to
    shimmy or climb in a specific direction.
      == COMBAT ==
    - It's highly recommended that you use weapons at all costs. When engaging
    targets, draw your weapon by pressing the Triangle button, then fire by
    pressing X. Certain weapons may have ammo restrictions or not, so be cautious.
    If you get close to an enemy, you may punch them in melee combat by tapping X
    as well. After a creature has been disabled, and is prone on the ground, you
    must run up to them and press X over their body in order to capture them.
    Otherwise they will rise up as if nothing happened.
      == INDICATOR BAR ==
    - The lower left isignia on the screen represents your health, the alien's,
    and your weapon's charge. The right portion colored purple shows your main
    character's life. The red section on the left shows the alien's health.
    Finally, the middle arrow shows how much charge the weapon has.
      == COMMUNICATOR ==
    - During missions, you will receive important hints from your Alliance usually
    depicting new objectives, or ways of getting past certain areas. To read these
    messages, press the Select key. The X key will open individual messages up so
    that you may listen to them.
      == INVENTORY ==
    - All items collected, weapons gathered, and artifacts archived are stored
    into your special inventory screen. To access it, simply press the SELECT key.
    You may then equip certain items by highlighting them and pressing X. You can
    also examine items for a little background information, and a better object
    view. Some items may be combined with others in order to complete puzzles or
    get past a certain part.
    Without weapons in Roswell Conspiracies, you would be nothing more than an
    unarmed commoner being pelted by rubber bullets during a riot. Most of the
    intense action during this game will come strictly from your weapons, and not
    hand-to-hand combat as stated on the back of the game case. This section will
    briefly describe each weapon, with their advantages and disadvantages.
    - Your typical issued blaster weapon to agents of Alliance HQ. This pistol-
    like weapon can fire several blasts before running dry and recharging. Great
    for rapid fire on the move, and the perfect mobile weapon.
         ADVANTAGES: + Fast rate of fire         DISADVANTAGES: - Weak power
                     + Several shots per charge                 - Mediocre Zoom
       >>|+| LYCANTHROPE LASER |+|<<
    - This is the default weapon for the Lycanthropes. It fires bright red laser
    beams, usually 2-3 per clip. They're fairly powerful, and the gun itself has a
    decent range of mobility.
         ADVANTAGES: + Slightly Powerful         DISADVANTAGES: - Mediocre RoF
                                                                - Lower clip
       >>|+| BANSHEE CRYSTAL STAFF |+|<<
    - This is the default weapon for the Banshee ghosts that roam most of Ireland.
    This formidable staff can charge up for extremely powerful shots, but has
    hardly any mobility, or rapid fire.
         ADVANTAGES: + Very Powerful         DISADVANTAGES: - No fire on the move
                                                            - Must charge shots
                                                            - No succession shots
       >>|+| ALLIANCE PLASMA CANNON |+|<<
    - This is a much better choice for those looking to "blast" away opponents in
    a breeze. The Alliance Plasma Cannon launches one ball of giant energy that
    causes tremendous damage, at the cost of your energy bar.
         ADVANTAGES: + Extremely Powerful     DISADVANTAGES: - Eats all energy
                                                             - No succession shots
       >>|+| VAMPIRE SUN CANNON |+|<<
    - This is the default weapon for the Vampires, and also happens to be the best
    weapon in the game. It launches pink plasmic balls that explode for a rippling
    effect, and critical damage. It also has maximum zoom.
         ADVANTAGES: + Far zoom               DISADVANTAGES: - Mediocre RoF
                     + Three shots per clip
                     + Powerful
    - 3) Walkthrough           -
    Some action/adventure games can get fairly complex in intense situations.
    Often, bosses and challenging enemies will attempt to block your path from
    moving up ahead to complete your objective. This is where walkthroughs come
    into play. This section will provide strategies to defeating tougher enemies,
    along with ways of completing each level in the game.
    /The Beginning (3.1)/
    STATUS: There have been unconfirmed reports of strange events in a derelict
            industrial area of London. You are to travel to an old Victorian
            dye factory located near the river Thames. Your orders are to
            investigate the area for the presence of aliens...
    You'll start off in a dark stormy alley right next to the factory. Move ahead
    up to the door, and read your communicator message. The door is locked, but
    you can breach it if you can somehow cut it off. Go left down the narrow
    alley, and turn going right. Continue down until you reach the solid brick
    wall. Press X to climb up it. Jump over to the other side. Keep moving to the
       *A brief cutscene will show an alien creature walking into a dark pathway.
        You have to figure out a way to get the fire escape ladder down.*
    Make sure you grab the health pack in the corner of the room. Continue ahead
    to your left, and climb over the boxes. All of these actions are accomplished
    thanks to the X button. Look into the slight building indentation, and climb
    it. Then, grab the other health pack lying on the ground. Now, go back out,
    and continue up ahead. Suddenly, an alien creature will pop from around the
    corner. Draw your weapon by pressing the triangle key, then fire by pressing
    X. It's life bar should appear as a bright red bar in the lower left corner.
    Keep firing till it falls to the ground, then run up, and press X over its
    body to capture it. Move up ahead, and climb up the ledge. Then, hit the lever
    in the Fire Box to drop down the Fire Ladder.
    Now, go back to where the Fire Ladder was. Press X next to the small fire
    switch, and it should drop the ladder. Climb the ladder. Suddenly, you'll
    start taking fire from your right side. Dispatch of the alien around the
    corner, and then capture him. You can finally climb up and go into the dark
    pathway. You'll be on the roof of the dye factory. Around the middle angled
    roof is a door part on the ground. Make sure you pick it up. Now, go all the
    way right, and a quick message will tell you that the rooftop antenna looks a
    bit unsafe. Hold down R1 to enter first-person view, and snipe away the
    antenna with a shot at the upper portion. It should collapse over to the other
    building. Use it as a boost to reach the other side. Around the corner is a
    lone alien. Rid of him, then grab the gun on the ground. The Lycanthrope Laser
    is a tad more powerful than your previous blaster, but it absorbs more energy
    per shot.
    Move ahead through the zig-zagging patterns on the rooftop. Kill the alien
    near the middle, and you'll notice that the new laser is much more effective.
    Proceed forward as usual, and take care of the next alien in the next wide-
    open space. Go left around the wallish corner. Continue ahead. Here comes the
    tough part. When you reach the two small boxes in the corner, aim up with your
    gun, and take out the lone alien. Now, you'll have to quickly shimmy across
    the wall using the boxes for a boost, then drop down, and reclimb up on the
    adjacent wall. Meanwhile, the alien will most likely rise and lower half of
    your health. Just make sure you shoot him a second time, and capture him. Use
    one of your medpacks too. Go into the corner and grab the Oxy-Acetylene Torch.
    Just what we need to breach the door out front. To take a quick little
    shortcut, look into the corner for a dark opening. Drop down, then drop down
    right, and drop down to ground level. Now, go left all the way back to the
    front door with the lock. Press X on the door to torch the lock off.
    Once inside, quickly dispatch of the central alien. The main door up ahead has
    a jammed lock. Go right down the narrow alley. This next catwalk area will
    have 4 aliens on giant towers shooting down at you. You can either shoot them
    off one-by-one or simply run by as there's no way of reaching them. In the
    room up ahead, take care of the lone alien, and grab the healthpack. Climb the
    three boxes on the right. Pick up the boxy door mechanism, and now head back
    to the factory entrance. Now, go to the inventory screen by pressing SELECT.
    Combine the door part from the roof before, and the box mechanism to get a
    working door mechanism. Now press X on the entrance to open it up. You should
    now be able to save your game!
    /The Dye Factory (3.2)/
    STATUS: Update Report - The place is crawling with lycanthropes. Something is
            going on at the Dye Factory. Investigate!
    Now that we're inside the actual facility, we can prepare to engage lots of
    more wolf-like creatures. The level will begin with an alien above attempting
    to engage you. Quickly go left, and a message will tell you that it's going to
    be extremely hard to make it past the steam. Go away from the steam and you'll
    run into 3 valves. Use the action button on all three of them in order to shut
    off the steam. Proceed forward and snatch the medpack off the ground. Go left
    into the tunnel. In the new room, quickly take out the 2 Lycanthropes in the
    central part. The dark box on the right operates a lift somewhere else. Press
    X to lower the lift farther ahead in the room. Board the elevator up, then go
    right. Take out the first lycanthrope you encountered right at the beginning
    of the level, and sprint to the far wall. Shimmy up and over to the other side
    of the room. On the other side, make sure you pick up the medpack near the end
    of the railing. Go right down the caution tunnel.
       *Suddenly, our character will notice a large hole in the structure. It looks
        like some underground lair where the lycanthropes are hiding. You've got
        to figure a way down there.*
    Move ahead ensuring that you don't fall down the pit. At the doorway, pick up
    the Lycanthrope Limpet Mine. Take out the alien below the steps. Now, our
    character will also note that the floor looks fairly unstable. Walk up to the
    nearby heating vat, and press the action button. Nick will plant the limpet
    mine next to it. Quickly run away, and watch it explode to reveal a large
    hole. Drop down. Go into the next hall and take out the lycanthrope. He's
    fairly close, so watch for close combat attacks. Move ahead. At the bricked up
    wall, plant another limpet mine, and watch it go poof. The next hallway will
    have another enemy, and will also be VERY dark. Your flashlight will turn on,
    but only provide a limited radius of view. At the next bricked door, plant
    another mine. Go through. Drop down the two larger steps and watch for the
    lasers. If you use first person view, your reticle will turn red when the
    enemy is highlighted. Fire a few shots, then charge and capture him. Continue
    onward around the bend.
    Climb the two larger steps, and pick up the medpack near top. Proceed forward.
    Continue down the large steps below, and an enemy will be around the corner.
    Try to take him out by either rushing or aiming manually. You'll now have two
    choices up ahead. Go left first and up the hill. Pick up the medpack in the
    center of the room, and continue left. Take out another lycanthrope below. You
    will find another narrow shaft ahead with another guy. Take him out. Go
    through the purple door up ahead, and you'll see a poor lycanthrope get shock-
    killed. You have to avoid the ring of electricity before it hits you. There
    are supposed ladders that you are to use in order to get in the "middle" of
    the ring. However, on your run up, you'll most likely be hit by 2 or 3
    electric rings. So, keep using your medpacks after each hit to heal, and grab
    the keycard at the end of the tunnel. Time your runs back (you should be able
    to use the ladders efficiently), and go back to the point where the path split
    into two. Go into the doorway to the tall green elevator with the green light.
    Interact with the light to place the keycard in.
       *The young Nick Logan will then be carried down to the depths below.*
    /Underground Resistance (3.3)/
    STATUS: Something is going on in there. You will need to take the elevator to
            continue your investigation!
    Move ahead in the dark cult area, and take out the lycanthrope to your right.
    Continue down the halls weaving left and right. You'll eventually reach a room
    with a cargo elevator. Unfortunately, a control panel is missing in order to
    operate it. Go left down the new hallway. Drop the alien in the far distance
    firing lasers at you. Go to the far end of the room, and check the right
    corner for a medpack. Now head back, and take the right dark tunnels. The
    entrance is up top. In the new area, a giant hole in the wall will reveal a
    Lycanthrope Mothership. Nick ponders their reason for being at this location.
    Grab the Optical Cord in the corner of the room and head back to where the
    cargo elevator was. Now go down the right hallway. At the end, you'll reach a
    large room with lots of cargo cases. Take out the lycanthrope at the far end.
    Continue all the way to the end, and make a left down the narrow spaceway.
    Grab the Lift Controller off the ground. Go to the inventory screen and
    combine the cord with the controller. It should form a Lift Control Mechanism.
    Head all the way back to the lift. Interact with the control box to use the
    mechanism, and Nick will go down with the elevator.
    Now that you're at the bottom, quickly dispatch of the lone patrol. There
    should be two circular halls to your left and right, with a locked door in
    front of you. Start off by going down the left hall. Take out the lycanthrope
    you encounter. There will be another one at the end, along with two splitting
    doors to your left and right. Go into the left one first. You'll actually be
    in the Mothership's Bridge. You can open various doors and proceed ahead by
    marking off the correct points. Make sure you grab the two healthpacks as
    well. Just mark off all the doors, and proceed back. You'll encounter about 3
    lycanthropes along the way. After the third one, take a left into the narrow
    doorway. It should be marked with a "11" sign. Hit the button on the control
    pad to get launched via en elevator to a rotating beam room. Walk up to the
    panel, and press the action key. Suddenly, a Bomb Defusion mode will be
    activated. Match the key on the Playstation controller along with the correct
    direction on the control pad to defuse one tick off of the bomb. After you
    have defused it, head back on the ship to the central core.
    Make your way to the Mothership bridge, and hit the buttons to unlock two more
    doors. Head into the door directly behind the bridge door, and use the
    transportation ship. Defuse the second bomb using the same methods from
    before. Once that bomb is defused, head back, and unlock another door. Proceed
    to that door to defuse yet another bomb. Repeat the process to unlock the last
    door and head on in. Defuse the final bomb and head out. Go back to the Bridge
    room, and our buddy will be rising up via a floating elevator to the next
    level. How convenient.
    /Ruck (3.4)/
    STATUS: Lycanthrope - A fierce warrior with green hair. Ruck wears a formidable
            exosuit which enhances his physical strength and defences.
    This mission is fairly quick and simple. Ruck is the major boss of the
    Lycanthrope species. He's basically a large green mech that walks around
    slowly with a giant, damaging flame thrower. The stage is divided with three
    slabs dividing the arena into narrow alleyways. There are also tall red beams
    that shoot up at random spots. The idea is to lure Ruck towards one of the
    slots so that it takes tremendous damage from his life bar. You may also shoot
    him with your Alliance Blaster, but the damage is fairly minimal, and must be
    aimed at the head opening for minute HP loss. Once you lure him into the red
    beam, he should die briefly, and you'll be brought to a complete scene.
       *Cover-Up successful! Ruck successfully captured and detained at high
        security detainment facility beneath Bikini Atoll. Lycanthrope threat
        nullified. The fake story says a quake hit London - yeah right!*
    /The Beach (3.5)/
    STATUS: Agent Sh'Lainn has disappeared from Alliance HQ. We believe she has
            transformed into her banshee state after watching a news report on
            the theft of Celtic artifacts from a Dublin museum. Our agents have
            tracked her to the west coast of Ireland. You will be taken there by
            Heli-Jet. Find out what she is up to. Use any means necessary!
    As usual, Nick Logan will start off in a mysterious location. Check the nearby
    engraving. It will tell you to go east to find the door. Look to the left for
    a dark tunnel which may not be visible. Go down through, then continue down
    the next side scapeway. Take out the Banshee around the corner, and the next
    engraving will tell you to go west to open the door. However, check the nearby
    cove and proceed inside. Take out the Banshee, and then pick up the health
    pack. Walk up to the blue stone, and it will open up a sealed cave door from
    before. Head back seeking out for the door. It should be the spot where you
    landed at first. Check the cave for a lone Banshee, along with a health pack
    to the right, and a device to open the middle cave door. Go to the middle cave
    door and head inside. You'll notice a blue shining pedestal in the middle,
    along with various symbols, and a path leading straight upward.
    Notice that the monolith in the center has a facet, with each side
    representing a specific symbol. Look at the stone platform up ahead, and it
    will tell you to continue in the "right order."
    In order to get past this, look along the right wall for 4 engraved symbols.
    Mark them down. They should be the way you input them via the 4 monolith
    symbols, in order to unlock the bridge. So, press the action button on each
    side of the monolith as follows, based on the individual symbol:
       (#1) -> Shattered Pebbles
       (#2) -> Scorpion
       (#3) -> Fiery Comet
       (#4) -> Ocean Waves
    If placed in the correct order, then the drawbridge will lower to permit
    access up ahead. Nail the Banshee to your left as you approach the bridge,
    then cross it. Make a left, and you'll notice streaming blue lasers crossing
    your path. You must time your pattern to make it past them without getting
    hit. You'll now be in a stone structure. Go left and twirl through the halls.
    Pick up the health pack at the beginning. Take out the Banshee on the path
    along the dirt, and continue up the hill. You should eventually reach another
    stone structure. Grab the medpack on the ground. Up ahead will be lasers that
    strike you when you move. They're mostly unavoidable, although walking helps
    make you slightly evasive. You might have to use a medpack or two. Continue up
    ahead. Two more Banshees will plague the path up ahead. Inside the stone
    structure, snatch the medpack to the right, and take out the Banshee to your
    left. The tough part is up ahead. Step on the stone depression to open the
    stone doorway. Now, you must make it past the invisible blue lasers by walking
    and AVOIDING special white stones on the floor. They should be abnormally
    larger than the others. Do not step on these, otherwise you will be shocked.
    Once you make it across, grab the health pack, and continue to the right.
    Drop down to the pit below, and take out the lone Banshee. Then, look for a
    nearby ledge, and double climb up top. Walk up to the blue portal, and Nick
    will walk into a warp zone.
    /Precious Elements (3.6)/
    STATUS: Good work but keep looking for Sh'Lainn. Logan - be careful!
    In traditional styling, our super-agent will start off in another puzzling
    atmosphere. To enter the forbidden lair, you must collect all of
    the "elements."
    Start off by going into the tunnel LEFT of the warping point that brought you
    to this puzzle room. You can tell by the brown dirt on the ground right near
    the entrance. Continue down the path, and ensure that you take out the threat
    of the two Banshee ghosts. Then, pick up the Banshee Crystal Staff weapon near
    the middle of the Y-split. This staff launches neato fireballs, and does hefty
    damage. The only disadvantage is that you must charge it up first before
    firing. Hold down the X button and release. Now that you're at the Y, go down
    the right path. You'll reach a message at the end which warns you about a
    Forest Guardian. Up ahead is going to be tricky. The Forest Guardian is a lone
    Banshee that has enhanced powers. It will launch fire columns beneath your
    feet, while launching blue fireballs at you. Equip the Alliance Laser, and try
    to lure the guardian to the cave entrance. Keep firing lasers at it till it
    collapses, then capture it, and grab the Earth Symbol off the podium. Go back
    but take the other path now.
    Once you're inside the blue hall, take out the Banshees to your left and
    right.  Continue down the right hall, and the fire message will tell you that
    you must go back in order to proceed forward. If you want to, you can attempt
    to get this symbol now. Simply sprint across the fire bridge. You will take
    about 2/3 damage, however, there's a medpack next to the Fire Symbol. Pick it
    up, and continue onward. Turn back and take the other blue tunnel from before.
    Continue up and take out the 2 targets on the ledges. Climb up each ledge and
    capture them, then continue around the corner. Take out the lone Banshee,
    climb up the ledge, and the nearby message will tell you that water has the
    power to move mountains. Go into the next room. Pick up the 2 health packs,
    along with the Water Symbol. Now, head back down the Y-split you came from
    before, and back to the main room. Now, go into the small tunnel to the left
    of the wide-gapped pit. There are two more Banshees around the corner to your
    left. Contine up ahead, and the message will tell you that things do come up
    from thin air. Dispatch of the lone enemy, and continue forth. Pick up the
    health pack, and enter the dark room. Another Banshee will try to harm you
    down a long narrow hallway. You will find yet another health pack. Move ahead
    as usual. Two more Banshees will act as pesky nuisances. There will be one
    more finale Banshee, and then a room filled with spiraling leaves. Run around,
    and pick up the Wind Symbol. Head all the way back to the main room. Place the
    4 Symbols in their slots around the plinth.
    Another portal will open up. Head inside. You'll be warped across the pit,
    with another teleport in front of you. Proceed inside that one as well, to be
    warped to the next dimension!
    /Crystal Chambers (3.7)/
    STATUS: Those Banshee are cunning. Have you found anything useful?
    You will be placed into a small room with two long messages on the sides of
    the room. Read the right one and it tells you to witness the destruction of
    traitors to our people and to our ways. Head inside the portal when it opens
    up. In the next room, take out the Banshee threat, and the new message says to
    harness the power of air. Pick up the health pack too. Go into the next
    portal. The next area will be extremely dark. Head to the dark wall, and climb
    it. Keep shooting the center cystal with your Alliance Laser while strafing
    from the streaming laser. Once it is destroyed, you will drop down a center
    platform. Jump off to the side, then take out the surrounding Banshees. A new
    portal will open up. Proceed onward. Take out the next Banshee in the room,
    and the next message tells you that they are trying to wash the diseased from
    the Earth. Pick up the health pack in the room, then go enter the next portal.
    Destroy the next cystal by using the same method from before. As usual, drop
    down, take out the Banshees, and enter the next portal. The same process will
    repeat for the next two element tests. You will have a lone banshee, a powerup
    to pick up, a portal to enter, another crystal to destroy, and a few more
    Banshees. Do this process two more times for the remaining elements. The fire
    portal will warp you ahead to your next location.
    /Khan Mort (3.8)/
    STATUS: Minotauri - Enslaved by the Banshee. Khan fights to earn his freedom.
            He is an almost unstoppable engine of destruction and a fearsome,
            aggressive opponent.
    The level will start off by warping you into a room with Sh'Lainn trapped up
    top in a continuum portal. Khan will then warp in as a Minotaur with a giant
    axe. You must finish him off by evading his close-range attacks, while running
    over little buttons surrounding the portal. There are four buttons with lasers
    running to the center. Each time you step on the button, a laser will cease to
    fire out. However, Khan will try to re-set the lasers by running over them.
    You have to shoot Khan with your laser to temporarily stun him, and deactivate
    all four lasers. Sh'Lainn will then fire a column at him, and do damage.
    Repeat the process until he dies.
       *Cover-Up successful. Khan successfully detained. No sign of the allusive
        Queen Mab, Banshee hideout now permanently shut down. According to news
        reports, a fierce storm hits Ireland. Yeah, right!*
    /The Bay (3.9)/
    STATUS: We have received a message from a source in the San Francisco Police
            Department. They are on full alert after a spate of abductions. They
            have a suspect - "A tall dark man in a two-piece suit. A top hat and
            walking stick. He has strange markings on his face!" - It could be
            Samedi! All the abductions have occurred in a storage area of the San
            Francisco Docks. Go there and find out what's happening!
    You'll start off in one of the warehouses near the docks. The beginning
    message says that it looks like a maze in here, which could prove to be one
    heck of a problem. You'll also notice that Nick Logan is souped up for the
    occasion, with a well-armored suit, rather than a typical suit and stretched
    long coat. You'll also have an Alliance Plasma Cannon in your inventory, which
    can be used whenever you desire. The big gun fires a large blast that eats up
    all of your energy right away, but does maximum damage.
    The left pathway is a dead end, so go straight ahead. At the T, make a left,
    and you'll eventually reach another T-split. Go right, and pick up the medkit.
    Now, head back, and down the left path. At the next split, take the left
    route. You will see some electrified wires up ahead. You have to get a fuse in
    order to operate the elevator near the beginning of the level. Start moving
    forward. Avoid the blue flames that shoot out, and go into the door up ahead.
    Look at the right wall, and hit the switch near the corner to turn off the
    electricity. Then, interact with the second switch right next to it to grab a
    fuse. Unfortunately, the electricity will be turned back on, and it will now
    be streaming in vertical patterns. You must avoid the lasers, and make your
    way back to the beginning portion of the level. On the way, you'll start to
    see some bright lights flashing. A robot/alien will pop out. Quickly shoot him
    and capture it.
       *Samedi definitely has something going on in this facility, and you're going
        to be the one to stop him.*
    Regardless, once you reach the elevator, interact with the control panel to
    place a fuse in. Now you can use the lift. Go up, and turn the right corner.
    Be careful for the lone robot, and ensure that you take it out. Inside the
    room, Nick will discover a shipping log which says one ship went out recently
    to Alcatraz. Aboard was some bio-hazardous waste. The situation is looking
    depressing. Make sure you pick up the medpack off the ground. Look along the
    right wall for a keycard insert. Interact with it, and there will be another
    defusing mode. Simply press the directional key along with the button and it
    should be disabled quite quickly. Now, leave the room and head down the left
    hall. In the next room will be more door locks to deactivate. Check the two on
    the right side, and the 3 on the left to open each of the cargo doors. You can
    find a medkit in the left corner door, a medkit in the first left door, and
    the middle left door opens passage to the next area. You'll also find a medkit
    right in the middle hall door. Head into this area.
    Take out the robot up ahead, and take a left around the corner. The noisy
    ships will make quite a ruckus in the background.
       *When you reach a certain point, Samedi will run off in the background after
        hearing your presence. Chase the man before he escapes!*
    Enter the right little hole down the narrow tunnel. Move ahead, and take out
    the 2 alien robots. Suddenly, the Helo-Jet will lower from above, and you can
    get extracted to your next location.
    /The Rock (3.10)/
    STATUS: Samedi is definitely hiding out here. Track him down!
    Now you're at the world famous Alcatraz prison, where our villain is
    supposedly hiding out. The Helo-Jet will drop you off near a roof access
    point, to make it easier to breach security. Go to the hole at the end of the
    roof, and drop down the two ledges. Continue ahead down the stairs. Suddenly,
    when you reach a dead end, you'll be surrounded by two zombies! Quickly equip
    your Plasma Cannon, and blast them down! Go into the hall up ahead. Enter the
    first left doorway, and pick up the object behind the table. You'll now have
    Diagram #1. If you examine the Diagram, you'll notice that there are two
    arrows pointing up, with one pointing down splitting the two. There are also 6
    levers in this room. Hit the levers in the following order:
          DIAGRAM 1
       |              |              - After hitting the levers, continue up ahead.
      X     TABLE      O               All doors on the right side of the room will
       |              |                now be open. Head into each of them. The
      O                X               first room has Diagram #2. In the third
       |              |                room, walk up to the electric generator, and
      X                O               shoot the glass until it explodes. Examine
       |____      ____|                Diagram #2.
      X - means to hit that switch
      O - do not hit
          DIAGRAM 2
       |              |             - Now all of the left doors will be open.
      O      TABLE     X              Destroy the generator in the first room
       |              |               on the left, and the force field generator
      O                X              will flash out. Now you can get to the top
       |              |               secret area.
      X                O
       |____      ____|
    Drop down the hole, and go left. In the next room, Nick will activate his
    flashlight. Take out the nearby two robots, and continue up ahead. Go to the
    center island ledge and pick up the medkit. Go right. Make another sharp right
    at the end, and climb the ladder. This next room will be filled with barrels
    and 4 medkits. However, you'll immediately be surrounded by two robots.
    Quickly dispatch of them both, and use the medpacks on the ground if
    necessary. Pick them all up for the future battle. Anyhow, from your starting
    point, go down the left tunnel where the robot came from. You'll engage two
    more robots in the back tunnel. Make a right at the opening, and continue
    right down the narrow hall. In the extremely dark room, make a right towards
    the blue glowing aura.
       *It appears that Samedi has been using Alcatraz as a base to spawn his own
        army of zombies. The large peculiar device is the impregnator used to
        create the ionic creatures. Continue ahead.*
    Climb the ladder against the dark wall behind the machine, and you'll now be
    in a more "lit" area. Go up the stairs, and then climb the ladder. However,
    time your climb because five steam jets will shoot out and attempt to injure
    you. After completing the climb, you will proceed to the next area.
    /Baron Samedi (3.11)/
    STATUS: Vodun - The only living Vodun vessel. Samedi uses the combination of
            his tactical genius and the armoury of his ship to destroy anyone who
            stands in the way of his people's survival.
    This battle takes place atop the Alcatraz light tower, and is fairly easy.
    Baron will rotate around the tower in a clockwise pattern. All you have to do
    is strafe right and keep firing your laser AHEAD OF his position. He will
    eventually rotate and hit the lasers from your Alliance Blaster. After enough
    hits, the ship will go down. His only attack consts of a three red primary
    fire. The lasers are slow and avoidable.
       *Cover-Up Successful. The Voduns have suffered a major blow after the
        destruction of their base and one of their crafts. The news story says
        there's a toxic spill from a grounded ship.*
    /Crash Site (3.12)/
    STATUS: We have just got some reports of alien activity within Mayan temples.
            Hanek has intracom agents posted there. Logan. Check it out!
    Our valiant hero, Nick Logan, will be dropped off near the sites of the
    temples during the night. So expect a lot of spooky surprises along the way.
    Start off by moving forward toward the temple entrance with the "Up" arrow to
    the left of the doorway. Inside to the left will be a Satellite Fragment that
    you need. Leave this area, and go to the entrance opposite of it. Pick up the
    medkit down the tunnel. Proceed onward. You'll run into your first resistance,
    one being an intracom agent. Take him out, and search the new room. Go into
    the right doorway. Take out the 2 agents around the corner. Move forward, go
    left, and pick up the second fragment of satellite. Now go back to the room
    where you first encountered the lone agent, and move in his direction. At the
    T, take out the agent to your left. Go down the right pathway and make another
    sharp right. Enter the new doorway.
    There will be a single agent ahead. Take him out, and enter the large open
    area. Take out the two guards at the shrine up ahead. Be weary of their cross-
    firing patterns. Enter the enclosed building via the front entrance. Move
    onward and go down the left tunnel. Enter the new opening, and take out the
    guard. Then, pick up the health pack and third satellite fragment. Leave the
    temple and make your way back to the spot where you turned right. This time,
    we'll take the path opposite of it. In the next wide-open area, take out the
    two guards. Enter the temple via the lower entrance. Grab the fourth satellite
    fragment. Now, exit the temple. Head back to the area where you first met the
    Intracom guard. This time, go right again. Go to the temple, but enter it from
    the secret right side entrance. Take out the two Intracom guards and proceed
    on in. Climb on the ledge and grab the Satellite.
       *The message will then tell you to return to the drop-off point to get
        extracted. If you are missing some of the satellite fragments, you will
        have to search for them.*
    Get back to the starting point on the level, and you will be picked up by the
       *Cover-Up Successful. Satellite components recovered. Alien threat
        eliminated. The newspapers say a Meteor Shower was seen over South
        America. It was more than a robust imaginary twirl of lighting!*
    /The Diversion (3.13)/
    STATUS: We are tracking a train on a disused rail track which passes within 1.5
            miles of the Alliance HQ. We believe it is a ploy by the lycanthropes -
            but we are not sure what their intentions are. Intelligence believes
            there is an EMP bomb on-board. Do not fire upon it! Try to stop the
            train and disable the bomb.
    This mission is VERY different from your other encounters. You'll actually
    start off in a special rail-shooting mode via the Helo-Jet. Your goal is to
    take out the outer defenses of the train, specifically the turrets and
    Lycanthropes that pop up. Aim using the inverted crosshair, and sometimes you
    might have to aim slightly below the target so the lasers actually hit the
    targets specified. You'll keep rotating the train until the defenses are
    destroyed. Then, it will flash a message to shoot out the engines. These are
    the three orange boxes at the head of the train. Try your best to hit the
    engines and not the train. Once the engines are destroyed, the next objective
    comes into play. You are to defuse the complex EMP bomb aboard the train. It
    uses the same defuse mode as the previous ones, except you have to get it
    right about 10 times in a row. Not too hard. After that, you've got a mission
    /Power Up (3.14)/
    STATUS: Logan. The EMP bomb was a distraction - The base is under attack!
            Get here as quickly as you can!
    Nick Logan will start off by landing at the HQ's landing zone. If you check
    your inventory, you'll notice that you have access to a Vampire Plasma Cannon.
    This weapon certainly has its ups and downs. You can get off three pink shells
    before it drains all energy, and it has extremely high zoom. Plus, it will
    leech a small amount of life when needed, so use it in tough situations.
    Continue up ahead and the door will slam behind you. Up ahead are several
    Lycanthropes at various doorways. There will also be emergency turrets that
    open up and fire at you when you get close. Thankfully their slow rotation
    means they can easily be avoided. However, the Vampire Cannon seems to work
    best against the enemies, so use it frequently. Continue past the first two
    doorways. When you reach the closed door, pick up the medpack, and go to the
    left console. Interact with the computer to set off an alarm.
    Suddenly, two Lycanthropes will attempt to ambush you from behind. Dispatch of
    them quickly, and a brief cutscene will show a giant ship ripped through the
    Alliance HQ. Apparently a blimp has made the appearance. Go through the newly
    opened doorway (make sure to capture those 2 lycanthropes). Once inside, take
    care of the wolf to your left, and pick up the medpack along the wall. Go
    around the blimp, and take care of the next enemy, and pick up the medpack at
    the far end. Now go back and up the north door. Hit the console to the right
    of the door, and a pattern will appear:
    You must now light the red ones green so that the door will open. However,
    some lycanthropes will appear to interrupt the party. Eliminate the threats
    first, then make your way to the consoles. Here's the correct input to get the
    door to open:
       ...(Going from left to right, from the left side of the blimp)...
    - This will open the door for you to proceed ahead.
    Now that you've breached the Alliance HQ perimeter, head inside, and look at
    the one panel of walling that looks different from the rest. It should have an
    Up arrow on it. Blast it away with your Alliance Blaster to reveal a hidden
    opening. Climb down the shaft, but watch for the charging red lasers that
    blast out from the sides. Pick up the two health packs at the bottom of the
    shaft. Head through the opening. Make a right at the nearest door, and
    interact with the command console. You'll have to do another defuse mode in
    order to turn the power on. Power will then be restored to the facility after
    about 8 consecutive presses. Time for a new level.
    /Descent (3.15)/
    STATUS: Nick. We need your help. We have a detected a huge fleet of Vampire
            Sun Ships in a low Earth orbit. They are poised to attack the base at
            any moment. Sh'Lainn will get access to Command Control - She will
            need to re-activate the outer defenses. But she is surrounded by
            aliens. If you could get to security control you can help her from
            there. You will need to take the elevator to level B2.
    Leave the power control room, and turn a right. Go through the door up ahead.
    After a few doors, nail the Lycanthrope, and make your way past the swinging
    lasers. In the next large circular room, the elevator in the center will give
    you a malfunction if you attempt to use it. Instead, you must go and seek for
    parts to reset the elevator. Anyhow, go the right open door and grab the
    Battery Controller on the ground. There will be Lycanthropes that snipe from
    above, along with ones on the ground level. You can find 2 medpacks by the
    elevator entrance if you need health. After snatching the controller, head to
    the upper door. It will open to reveal a command console and medpack. Snatch
    the pack and interact with the computer. The Lift Control System will then be
    activated. Head back to the elevator, and now you can go down. You'll then
    arrive a floor below.
    Head around the back part of the room, and a door will slowly open. However, 2
    Lycanthropes will attempt to stop you in your tracks. Dispatch of them with
    the tasty vampire gun. Check one of the nearby rooms for a Power Conduit. Head
    through the newly opened door. Again, a series of doors will reveal a dead
    end. However, go to your inventory screen. Combine the Power conduit with the
    battery controller to form a Weapon Generator. Now, walk up to the console
    along the left wall. The Weapon Generator will blast away the debris blocking
    your path to the doorway. Head through the door now. Rid of the Lycanthrope,
    and watch the pattern of the three swinging lasers. Check the room on the
    left. You're now at the Security Control. Thankfully, the level ends there.
    /Guardian Angel (3.16)/
    STATUS: Nick. You should now have control of the base's auto security system.
            You can take control of any of the sentry guns located throughout the
            base from the consoles in front of you. I will start making my way to
            command control when you activate the security system. S. Blaze
    This next stage is extremely difficult. You will have to guide turrets in the
    facility, and hit the Lycanthropes as Sh'Lainn runs by them. The problem is
    that glitchy programming forces her to get shot in doorways where you have a
    blind angle. You have no way of switching the cameras manually either. Just
    try to memorize the location of each monster at each angle. The toughest part
    is at the beginning. Use the analog joystick to quickly swivel around corners
    and eliminate the corner threats. The toughest part is where she enters the
    swivel room. There will be a Lycanthrope to the left of her which HAS TO BE
    dispatched of quickly, or else, you will fail. After she reaches the top door,
    she'll be in.
    /The Shadoen (3.17)/
    STATUS: One of the deadliest creatures in the universe. The Shadoen is a
            walking arsenal of close range weaponry. Every limb of this spider-
            scorpion like hybrid is a potentially lethal weapon. Its strength and
            agility making it a terrifying, almost unstoppable foe.
    Nick will enter a cybernetic room thanks to a robotic suit that gives him
    enhanced armor and powers. However, you're pretty much facing the boss of the
    game, so don't be too confident yet. Start off by marching to the center
    arena. If you'll notice, bright blue beams will launch down from above. The
    idea is to lure this strange creature into the shining beam to destroy it. The
    only problem is your firepower is limited to a blaster, and your close range
    punch sucks against the fiery melee attacks of the spider. Try your best to
    avoid him, and simply lure him towards the "light."
    The most efficient strategy is to simply run from him in circles around the
    center arena. Run with the strafe button held down. He can never get close
    enough to attack you. Then, hopefully, one of the blue areas will shine right
    in your path, and simply run through it. The spider should get caught in the
    crossfire of the beam, and die immediately.
       *Cover-Up Successful. Deadly alien threat neutralized. Clean up operation
        under way. The news reports state that strange lights were witnessed over
       *A cutscene will show a space craft on fire, fleeing off into the distance
        from the helpful Alliance HQ defenses. Thankfully, the invasion attempts
        of the Vampire Suns was repelled in a quick manner. The credits will then
        scroll by to show the development team, and all.*
                                    [[ THE END ]]
    - 4) Codes                  -
    As usual, codes are the key difference in whether simple one-time through
    games can morph into replayable adventures. While Roswell Conspiracies isn't
    exactly a top-notch game, some of the codes help make it more enjoyable. This
    section will tell you the only known code for the game. I'd like to thank:
    - for providing this cheat code.
       ))))))))]]]]]]]] CHEAT MODE [[[[[[[[((((((((
       Hold L1 + L2 + R1 + R2 + Down + R3 (press right analog stick down) for about
       15 seconds. At the main screen, all levels will be unlocked. If you pause
       the game, a special Cheat menu will be at the bottom. You can check off
       certain cheats such as Infinite Armor, Big Head, Top Camera, Fly, Torch,
       and Low Friction.
    - 5) Common Questions     -
    )) Gameplay ((
    << Where can I obtain Roswell Conspiracies? >>
    - Believe it or not, this game is rare for the Playstation. Because of its
    recent release around 2001, a time when the PS2 was a big debut. The developer
    decided not to produce too many copies for an unfortunate loss. Combine that
    with the fact that they were published by Red Storm Entertainment, and for a
    kids' designed game, there aren't an overabundance on the market. Your best
    chance of finding this game is on eBay, where you can get it very cheap
    because of its low-quality value. Regardless, it's a decent one-time
    playthrough, but not worth renting or buying unless you're a diehard fan.
    << Have you ever watched the TV show? >>
    - No, I've actually never watched this TV show which supposedly was on Fox
    Kids during Saturday mornings. Of course, this show probably debuted during
    2000/2001, which was a few years ago. It sounds neat from the get go, but this
    game doesn't seem to really capture any action-esque elements. I'm guessing
    the show sucked as well, which is why it doesn't air anymore.
    << Is there only one character in the game? >>
    - Yes, and it's unfortunate too. At a first glance, I thought it would be
    similar to Resident Evil 2, where you could select from two different
    characters. However, Sh'Lainn only acts as a supporting role character, and
    there isn't even a polygon appearance of Rinaker anywhere in the game. You're
    basically lone and about as Nick Logan, the big tough guy who wears a 24-hour
    raincoat. I was extremely shocked at the limited amount of enemies too, with
    only Lycanthropes, stale robots, and basic human guards. There were no "REAL"
    aliens, or even an appearance in the sand dunes of Roswell. Believe it or not,
    two out of 3 screenshots on the back of the game case are NOT in the actual
    game. There must've been a quick budget rush to get the game out.
    << Is this game really great, or no? >>
    - It's definitely not great. If you want a perfect view, check the only review
    for this game on GameFAQs; it describes it perfectly. Most of the in-game
    action involves taking down two or less opponents at the same time. You'll
    never see large groups, or get different scenarios. The game tries to pace it
    up with various switcharoo modes, such as a helicopter-shooting part, and bomb
    defusal. However, the graphics are VERY dark. Framerate is horrendously slow
    (although nice polygonal wise for a third-person adventure). Voice acting is
    great, but it just seems too flawed. There are rampant adjustments in
    difficulty, with some levels being easy, and the end being VERY hard. There's
    no excitement. It just isn't a great game.
    << Are there any other versions of this game? >>
    - There's only one other version for the Game Boy Color. From what I hear, it
    plays out much like any expected 2D platformer.
    - 6) Copyright/Distribution/Reproduction Guidelines -
    This FAQ/Strategy Guide/Walkthrough is my own published work, and copyrighted
    by Christopher Zawada. Whatever you do, DO NOT edit this FAQ in any way. DO
    NOT steal anything from this FAQ. If you want to use some information in your
    own guide, simply ask me. If you want to place this guide on your website,
    either link to the GameFAQs game page, or download the file and place it on
    your own web server. Basically, you can post this on your website as long as
    its in ORIGINAL form, and not linking directly to GameFAQs. Aside from that,
    all proper credit is due when necessary. Also, don't even think about selling
    FAQs. Trying to prosper off of other people's work will get you in big time
    trouble (coming from an eBay seller myself).
    This is a list of the current known sites that host my FAQs:
    - http://www.gamefaqs.com/
    - http://www.ign.com/
    - http://www.neoseeker.com/
    - http://www.cheatcc.com/
    - http://www.cheatplanet.com/
    - 7) Proper Credit        -
    I'd like to thank the following people for their help in making this FAQ
    )) CJayC (( for constantly updating GameFAQs, and dedicating his entire life
    to it. Takes a lot of effort to keep a site going this long.
    )) Gamewinners (( for providing a single cheat code for this game. It's truly
    one of the more positive moments I had with the game, and I'd like to thank
    them for providing it.
    )) Rootsecure.net (( for producing the ASCII art of this guide with their
    ASCII generator. While I sort of did the custom positioning and selecting,
    their generator did a good majority of the work, and deserves credit.
    )) Premiere Video (( for having this game in their pre-owned section. While it
    wasn't worth the $9.99 price tag, it saved me a hassle of purchasing a copy on
      "Some people make sacrifices to make other people happy." - Chris Zawada
      "Freeeeeeddooommmmmmmmm!" - William Wallace (Braveheart)

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