CY Girls Partial Walkthrough
              By boscobuddy(Jack Harris)
               easysqueezy@webtv.net
         
               Version 13,  June 8, 2004

UPDATES: The version number, refers to the number of stages 
contained herein. 

 I used a Playstation 2 on Medium difficulty setting.

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

This walkthru is copyrighted by the way.

Introduction:

Unlike my previous walkthru submissions, I'm doing this one piece 
by piece, to give myself the incentive to finish it. My goal, is 
to write it based on my own style of play. That being, "do 
whatever works," and "if you know everything that you need to 
know and do, then it ain't so gosh darn hard after all."

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

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

                                               MISSIONS

ICE WALKTHRU

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

ASKA WALKTHRU

STAGE 1: JAPANESE NINJA MANSION
STAGE 2: JAPAN NET JUSTICE
STAGE 3: MARSHALL ISLANDS PLANT 2
STAGE 4: SPANISH PARTY HALL
STAGE 5:
STAGE 6:
STAGE 7:
STAGE 8:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

CONTROLS:

REAL WORLD CONTROLS

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

Circle Button: Primary Weapon Attack/Cancel Item/Cancel running 
ability only in stages where running is not an option.
X Button: Jump/Select Items
Triangle Button: Use Secondary Item
Square Button: Action/Investigate

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

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

D-pad = Up/Down changes secondary item

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

CYBER WORLD CONTROLS

L1 = Evade
R1 = Open Code Input Window

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

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

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

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


CYBER-SPACE

Circle=Attack

Square=Defense

X=Others

Download=Hold R1-X, Circle

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

Break=Hold R1-Circle, Triangle, Square

Slow=Hold R1-Square, Circle, Triangle

Wall=Hold R1-Square, Triangle, Circle

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

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

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

WHILE JUMPING

Circle=Spin Attack

Triangle=Strong Jump Attack

L1=Evading Jump


STUFF:

C/P stands for Checkpoint

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

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

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

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

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

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

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

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

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

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

Microwave Grenades are for electronically inclined machines. 
Throw one in their general area, to temporarily disable them, 
then run in and shoot them until they explode in a cloud of 
smoke.

When you acquire the High Jump Skill, you'll have a tendency to 
jump straight up, and then straight back down. It you are trying 
to land on an upper floor, the best way to do it is: 
Hold the R1 Button, then press the Square Button & the X Button. 
Now start running towards where you're trying to reach. A little 
before it, release the R1 Button. You'll sail up and have forward 
momentum also.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

A file with a red heart in it is a support file, and will 
replenish your vitality, a blue heart, will diminish your 
vitality. 

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

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

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

I=Impact Grenade
H=Microwave Grenade
F=Flash Grenade


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

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



                                  WALKTHRU

STAGE 1:
ARGENTINA NET JUSTICE

Cut Scene

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

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

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

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

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

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

Take the bomb on the table inside the room by moving near it and 
pushing the Square Button.  Exit this room, and go to the next 
door on the right. Wait for the Bio-charge to appear in one of 
the lockers, then go open the locker and get it.

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

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

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

Go back out the door that you just came thru, and then thru the 
door on the right.  There are baton twirlers to the left and 
right. Press Hide besides the left side of the door. Take 
potshots at the guard on the right until he's dead.  Now run into 
the left, and press Evade, then take out the guard on the left.  
He may have gone thru the door ahead. 

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

CYBERSPACE

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

While in cyberspace, you can press the Start Button to stop the 
timer, and go to the Skills Menu, to see what button combination 
to use for each skill that you've acquired.

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

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

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

In the next little room download the information file.  Kill off 
the Security Files. Use your break skill to destroy the Diamond 
shaped Personal file that appears. Hold R1 then press Circle, 
then Triangle, then Square, then release R1. 

Go back out the door you came in. Run towards the five security 
programs and jump over and past them when they get near. In the 
next room, break the information file, then go back and jump past 
the security files to exit to get a cutscene where a dark haired 
girl helps you exit cyber space.

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

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

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

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

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

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

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

Go thru the door on your left, and stop before opening the other 
door. Wait until the helicopter flies away. Run thru the door and 
down the left side escalator, and hook a sharp Uuey to the left, 
and run back up under the escalator.  Hide beside the wall, and 
move back to the corner towards the open area.  Put your 
targeting icon on the helicopter and fire, then quickly move away 
to the other corner. If you are about to set up a shot, and you 
see a missile coming, move back to the far corner to lessen the 
splash damage.  After you hit him with enough missiles, a 
cutscene will play where the helicopter gets off one last 
missile-which you evade, while it's spinning out of control and 
crashing.

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

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

You'll get a tutorial on how to place a bomb on the door with the 
horizontal orange stripe on it. To do this go in your Sub Weapons 
window, and highlight the bomb, then press triangle to get a cut 
scene where Ice detonates it, blowing a  hole in the emergency 
hatch. Then she will dive out, and glide down on her mechanical 
wings, and three guards come running up just a tad too late to 
stop her. After the cutscene, you will have cleared this stage. 
SAVE your game.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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STAGE 2:
ARGENTINE PRISON

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

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

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

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

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

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

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

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

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

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

NORTH EAST CELL BLOCK-PRISONER EXAM ROOM

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

02, 03 left, 04,  

05 straight, 06, R07 right, 

13, R14 left, 15, 

R16 left, 17, Prisoner Examination Room

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

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

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

17, R16 right, 15 

R14 rotate once, 23, Central Control Room.

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

NORTH EAST CELL BLOCK

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

23, R14 rotate once, 12, 

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

04, 03 box room, 02, 

North East Cell Block.

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

02, 03, 04, 

05 right, 10, 11 left, 

12, R14 right, 23, 

Central Control Room.  

CYBER SPACE

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

CYBER CONTROL ROOM-CYBER NORTH EAST CELL BLOCK: 

23, R14 left, 12, 

11 right, 10, 05 left,

04, 03 download the WALL Skill-right

02, Cyber North East Cell Block 

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

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

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

02, 03 left, 04, 

05 right, 10, 11 left, 

12, R14 right, 23, 



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

SOUTH EAST CELL BLOCK

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

23, R14 left, 12, 

11 right, 10, 05 right,

06, R07 rotate once-left, 08,

South East Cell Block. 

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

08, R07 right, 06, 

05 left, 10, 11 left,

12, R14 right, 23,

Central Control Room.


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

23, R14 left, 12, 

11 right, 10, 05 right,

06(23), R07 left, 08,

South East Cell Block. 

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

CYBER SOUTH EAST CELL BLOCK-CYBER CONTROL ROOM:

08, R07 right, 23(06),

05 left, 10, 11 left,

12, R14 right, 23, 

Dive Out.

SOUTH WEST CELL BLOCK

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

23, R14 rotate three times-right, 15, 

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

26, R23 rotate three time-right, 42,

South West Cell Block. 

SOUTH WEST CELL BLOCK-CENTRAL CONTROL ROOM RETURN ROUTE: 

42, 23 left, 28,

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

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

Central Computer Room

CYBER CONTROL ROOM-CYBER SOUTH WEST CELL BLOCK:

21, 20 left, 32, 

R31 left, 30, 29 straight,

28, R23(27 right), 42, 

South West Cell Block

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

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

42, 27 left, 28,

29 straight, 30, 31 right,

32, 20 right, 21,

Central Computer Room

NORTH WEST CELL BLOCK

CENTRAL CONTROL ROOM-NORTH WEST CELL BLOCK ROUTE IS:

21, 20 left, 32, 

31rotate once-left, 38, 37 straight,

44, North West Cell Block

NORTH WEST CELL BLOCK TO CENTRAL CONTROL ROOM RETURN ROUTE:

44, 37 straight, 38,

31 right, 30, 29 straight,

28, 23 rotate once-left, 26,

24 straight, 25, 16 left,

15, 14 left, 23, 

Central Control Room

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

23, 14 right, 15,

16 right, 25, 24 straight,

26, 23(27) right, 28,

29 straight, 30, 31 left,

38, 37 straight, 44,

North West Cell Block

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

44, 37 straight, 38,

31 right, 30, 29 straight,

28, 23(27) left, 26,

24 straight, 25, 16 left,

15, 14 left, 23,

Central Control Room

Cut Scene of the Warden:

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

23, R14 right, 15,

16 right, 25, 24 camera-straight,

26, R23 right, 28, 

29 camera-straight, 30, 31 left, 

38, R37 rotate three times, 39, 

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

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

THE WARDEN

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

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

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

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

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

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

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

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

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

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

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

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

STAGE 3:
PERUVIAN RUINS

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

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

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

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

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

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

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

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

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

CYBER SPACE

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

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

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

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

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

 REAL WORLD

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

TEXT A tells you that the Holy Positions are:

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

This will cause the wall to slide back shut and expose another 
Ancient Text for your Recorder. This give you Text D. Now walk up 
to the statue behind you and press Action, and acquire the YELLOW 
STONE.  Now throw the switch again, to get out. Now throw the 
switch at the bottom of the steps, to close the wall again. Be 
sure to turn around and look to make sure that the wall has 
closed back again. Head back up the steps for another C/P. 
 
Head back thru the door, and use your shock taser on the three 
tall wooden pillars on both sides of the hall near the door.  
This will give you access to the floor above. Jump up onto the 
square rock besides the door, and then jump up into the room 
above. After you pull up, turn around and look behind you. There 
is a Ancient Text across the gap. Back up as far as you can, then 
run and jump across the gap to reach it. Use your recorder, to 
get Text J.  Now jump back across, and go thru the door on the 
left.

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

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

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

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

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

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

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

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

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

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

CYBER SPACE

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

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

REAL WORLD

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

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

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

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

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

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

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

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

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

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

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

A guard will appear nearby, and may even come to you, so be 
ready. Proceed thru the hall and hide behind the next section of 
wall. 

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

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

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

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

TIIMED DOOR RACE

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

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

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

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

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

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

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

If you fall down into the pit, push the wooden box towards the 
stone square, and climb up. Use your recorder on the Ancient 
Text, to get Text C. 

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


CYBER SPACE

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

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

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

REAL WORLD

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

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

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

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

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

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

In the next hole, it might be easier to see which way the lens is 
facing, if you push the box into a corner. In the hole after 
that, you need to push one of the boxes to the side, to separate 
them, then push the farthest one to the wall in the left corner. 

As you climb up the last wall where the door dropped away. Be 
aware that there is a armed tank below the wall on the other side 
to the right. So pull up so that you are standing directly above 
it. You can use a microwave grenade, to disable it temporarily.  
Then make so much dust out of it. Drop down, and get the Flash 
Grenade in the corner, then go out the door on the left. 

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

Drop down to the pit below. Thru the door, there are enemies to 
your left, as indicated on your compass.  To your right, is a 
Dive Terminal, and a Ancient Text. Enter the door, and hide 
against the wall in front of you, and move towards your enemies. 
There is one hiding behind the other Ancient Text, so take him 
out first. After you kill them, get Ancient Text N and grenades, 
then head to the other Ancient Text beside the dive terminal, and 
get Ancient Text M.  All that shooting that you hear, is coming 
from the floor above. Tell them to hold their horses, you'll get 
to them in a minute.

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

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

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

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

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

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

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

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

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

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

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

REAL WORLD

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

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

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

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

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

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

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

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

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

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

CYBER SPACE

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

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

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

REAL WORLD

ROTATING HEAD PUZZLE

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

OKAY, HERE'S HOW YOU DO IT.

Mask #5 

Turn #1 once

Unmask #5

Mask #2 sideways

Turn #1 once

Unmask #2

Mask #3

Turn #4 once

Unmask #3

Turn #4 once, then Mask #4

Turn #3 three times.

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

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

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

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

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


THE MIRROR PUZZLE


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

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

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

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


THE ESCAPE

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

Quickly equip your Automatic Rifle. Stay close to him never 
letting him be more than a few feet away.  Take out the enemy 
soldiers that threaten you both on the left and right. Discard 
the Shotgun, and get the R33V Assault Rifle. Record Ancient Text 
Q which is nearby.  Turn around and get Ancient Text R.  Never 
take more than a few steps before allowing the professor to catch 
up to you.  Head up the stairs.  If he gets stuck, go back and 
push him.  And you'll find that he won't be left behind, if you 
mostly walk. At the top of the stairs, shoot the guard down 
below, and the one across the large gap.  

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

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

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

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

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

Go left, jump the narrow gap, and stand in the doorway on the 
right.  Shoot the guard and the one further to the right. Be 
careful not to step into the pit, as you go to the right.  There 
is the White eagle statue where you placed the White Stone 
earlier,  on your right. Your helper tells you that light is 
being generated from the gems that you inserted.  There is a 
narrow ledge on the other wall that you can to handwalk across 
the pit.  But you can only grab with one hand if you are holding 
your automatic rifle, so switch back to your Maggy Hammer first, 
then handwalk across. Even though there is a dive terminal here, 
you can't access it.  Switch back to your automatic rifle first 
then go out the door and up the stairs.

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

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

To the right, is the empty cyber image of the mirror room. Go to 
the left and download the file in front of the king.  Go left and 
out the door from the eagle statue room. The stranger will beckon 
you to come on.  Out another door to be outside.  To the right is 
a purple file that you can use to decode that Ancient Text that 
you found.  

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

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

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

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

These seem to mostly apply to Aska.

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

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

STAGE 4:
SPANISH PARTY HALL

C/P. You're in covert-ops mode, and you can't draw any attention 
to yourself. Your contact will find you, so it's time to go 
mingle at the party.   If you run while near a guard, he will get 
suspicious of you, and want to check you out. If he does, follow 
the onscreen button directions and use your sexiness to make him 
swoon. If you press the right button, you'll get a correct 
message on screen.  I will give the various C/P rooms the names 
of the room that they are adjacent to. 

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

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

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

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

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

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

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

So instead, head across the shiny floor room, towards the Right 
C/P Hall.  As you approach the door, a fire alarm goes off. 
Quickly turn around, and run to the left, where the Security 
Guard was standing outside of the doors. Enter, and head up to 
the top of the stairs. Get a C/P before the door at the top.     

The LARKSPUR ROOM is on the right. Remember where this is, 
because you'll be coming back here. The next room is the 
PERIWINKLE ROOM. Go in and get the bottle of Laxatives off the 
table, then come back out.  Exit back down the stairs, getting 
another C/P on the stairs. Head back thru the Right C/P Hall, and 
out into the Entrance Hall. Diagonally to the left is a door, 
enter and go up the Entrance Hall Stairs.  Get a C/P, and at the 
top, enter the door.  The second room on the left, is the Dawny 
Myrle Room.  The third door on the left is the Wild Pink Room. Go 
in and get the Impact Grenade off the table and exit. 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Stand besides the exit doors of the statue room on the left to 
make them stay open. Kill the Casino guards-one is straight 
ahead, and the other is off to the right-and get a C/P before the 
other door.  Open the other casino door, and wait for the two 
shield guards to show up. Toss a grenade at them, then back up. 
There's a force field to the left, so go right.  Around the 
second corner, are two more shield guards standing in front of 
the door. Hide and feed them a grenade also.  

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

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

Open the door, and run straight across the entrance hall, and 
open the door to the Right C/P Hall and quickly enter.  That damn 
fool man and woman that like to run between the bullets will be 
in the shiny floor area also.

IMPORTANT:  While in the Right C/P Hall, highlight the Daffodil 
Key in your items window. Go thru the door, and run to the left, 
and enter the opening on the right. Cross the shiny floor area, 
and out the opening on the other side. Even though you're being 
shot at, don't stop to fire back. The left door, is the Daffodil 
Room, so run to it, press the Triangle Button to unlock it, and 
then the Square Button to open the door, then quickly run in and 
let the door close behind you.  Take a moment, to listen to the 
barrage of bullets hitting the other side of the closed door as 
you apply your biggest grin. 

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

CYBER SPACE

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

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

Exit back out into the main entrance hall use the Search Skill 
then download the file that appears.  It says that locked doors 
and other secured areas can be entered by simply accessing the 
right control file. And will only open when the correct control 
file is accessed.

Go to the right, out the Front Entrance, and modulate several 
lock files starting on the left.  If you modulate the wrong 
files, new enemies will appear. Use slow skill, to fight off the 
spider security files. When you modulate the correct files, you 
see a cutscene of two doors opening.

Head back across the shiny floor area, and if you want, download 
a file in the middle. Check the doors that are to the right of 
the dive out room.

The middle door has two files to download.  Both are memos from 
Puri. After you get them, your helper tells you to find a place 
to upload them. Check your remaining time. In the next room to 
the right, is a third memo from Puri.    

Head back to the dive out room which is the leftmost of the three 
doors. C/P, then dive back in. Exit back to the perimeter, and 
use your Search Skill, and download a fourth Puri file to the 
left along the perimeter. From the dive out room go right, then 
left, and enter the door on the right. Download the fifth Puri 
file at the bottom of the steps, then head up to the top. 

Here you'll find a purple file for sending data outside. Go to 
your skills menu, and use the Backup Skill, to upload the info to 
Flame. Afterwards she says there is no reason to remain in 
cyberspace, so head back downstairs, and before opening the door, 
use a slow skill for any sneaky security files. Then head to the 
left, right at the corner, and enter the first door on your left. 
Then thru the window, and  dive out. 


REAL WORLD

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

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

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

STAGE 5:
MARSHALL ISLANDS PLANT 1

Stand on the opposite side of the steps from Ash and out of the 
line of fire, and let Ash kill all the guards that come down the 
steps.  Why should you be shot up, when Ash seems to be 
bulletproof? This will take a while. After they are all dead, 
head up the stair to start your search for the Doctor. Pick up 
all the weapons that you can carry, then head to the two doors at 
the top of the stairs. 

Equip your automatic rifle, and head in the one on the left 
first.    
C/P. When the automatic door opens, kill the guard in the alcove 
ahead on the right. Your helper tells you that you're in a 
factory for the mass production of clone soldiers. Check your 
compass, to see that there might be another guard ahead on the 
left. He's on the other side of the wall ahead. Hide against the 
end of the wall, and then press your fire button to lean around 
and shoot him. Get his flash grenades, the come back out of here. 

Head to the right, then right again, and get the grenades off the 
top of the console. Come back out of here, and go into the alcove 
across from here. 

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

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

In the bunkroom straight ahead, there is a guard hiding to the 
left, and get a Bio-Charge. Come back out and go right. Enter the 
bunkroom on the right, and get some grenades. Hide to the left of 
the door across the hall to make it stay open, and kill the 
guard. Enter the locker room, and wait for something to start 
flashing inside. On the left get another Bio-Charge.  In the 
locker ahead, get a grenade. And in the locker on the right, get 
a Level 1 ID. This is a general employees ID. 

Head back out of here, and make two rights, and head back out the 
door. Go down the hall to the right, and get a C/P at the end. 
Use your new ID to open the door. There are guards in the 
windowed room behind the door on the right. Run in and hide 
besides the soda machine on the right and let them catch one of 
your flash grenade. After they are dead, move down the hall, and 
get the flash grenade in the far corner. 


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

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


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

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

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

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

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

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

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

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

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

To the right of the last Drug Terminal, is the Heavy Machine Gun 
480. Before you take it, be aware, that you can't jump up and 
grab to pull up, while you're carrying, heavy weapons. Also, 
there is a brief delay between pressing the fire button, and the 
gun actually firing. You can lose health, waiting for it to fire. 
Get it if you wish, then enter the door on the right, which 
farthest from the 480.  

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

CYBER SPACE


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

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

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

Carefully walk over and download the file that is above and to 
the right of the High Jump file that you downloaded. This will 
give you the Tap Skill. This skill will allow you to eavesdrop on 
the chats of other Avatars that are in Cyber Space. Afterwards, 
check your time. If it's running low, drop down and head back to 
the dive point, and dive out.  C/P.   

Head back into cyberspace, turn around and exit the door. Go into 
the alcove ahead, then turn around and face the dive room door. 
Turn half left, press R1, run forward, press Square and X, then 
release R1.  You should high jump, and land on the floor above. 
To your right, is a door so go thru it, and then next door. 

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

After you download all of them-about 7 of them, do your running 
high jump thing to reach the second floor. Head for the door, 
then out the other door, and drop down on your left. Go left, and 
back to the dive point, to exit. C/P, then head back into cyber 
space. 

Exit the door behind you on the left. Run to the back of the 
alcove that is diagonally to the right. Turn around and face the 
other side.   Press R1, then run forward, press Square and X, 
then release R1.  When you land on the second floor, go thru two 
doors on your right. Now head to the second floor door on the 
right. You might wanna walk to get to the other side, because 
it's easy to fall off the narrow catwalk. 

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

After you destroy them, a file will appear where the round 
security file was. I'm not sure if the files appear on their own, 
or you have to use your Search or Find Skills to make them start 
appearing. Download it, and then the second file that appears in 
its place. Keep downloading the files that appear, until you have 
two different ones. One is about the space elevator, and the 
other is about Rei-Chin who has the possibility of having the 
Margiana gene. 

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

  Exit thru the two doors, and walk across to the other side of 
the room.  Go left thru two door, then jump down to the left. 
Enter the dive out room and exit cyberspace.

REAL WORLD 

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

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

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

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

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

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

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

DRUG DOSAGE ADJUSTMENT

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

"ok...I'm not too good at explaining things but here I go...for A 
it's 16...and then it says for B it's has to be 9...the thing is 
when you put in 16 for A it started B as
-16...it says that in one of the files...so what you have to put 
in for B is 25...so you end up with 9 as the total...
and it's the opposite for C...when you put 48 in it makes D 
48...so you actually have to put -22 in D so you come up with 
26...and E is 3...that should work if you understand what I just 
wrote : )" 
 
 
 I didn't see where putting the dosage for Drug A & Drug C 
changed Drug B & Drug D when I went to their adjustment 
terminals.  I did the terminals starting with A, and ending with 
E. And every time I changed to the correct dosage at the 
preceding terminal, and went to the next terminal, and brought up 
the display, they were all set to 0. 

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

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

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

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

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

You have a new objective. It's time to head for the Mysterious 
Room.  If you take that HM6400 heavy machine gun, just realize, 
that you're gonna get shot while waiting for it to start firing. 
Equip your Automatic Rifle, and head back to the dive terminal 
room. C/P, then out the other door, killing the soldiers that are 
waiting.  If you don't see one, but hear his shots, he's probably 
in the alcove at the end on the left. Check your compass to find 
him. 

The one shooting down from the second floor, is probably above 
the boxes on the right. The soldier in the alcove on the left, 
drops a heavy machine gun when he dies. Take it, but note, that 
you can't climb while holding it. You'll have to discard it for a 
smaller weapon first. 

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

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

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

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

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

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

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

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

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

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

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

STAGE 6:
ICE MARSHALL ISLANDS PLANT 2

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Hop the rail, and kill the guards below to your left. Drop down 
to the floor below. Run around to the left, and go behind the 
machine behind you. Hide against the back of the machine, and 
take out the continuous supply of guards that drop down from 
above. See how many you can shoot in mid air. When they stop 
coming, come out, and get their ammo. 

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

CYBER SPACE

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

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

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

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

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

High jump up to the next floor, and go thru the two doors. Use 
your Break Skill on the red honey-comb wall to your left. Drop 
down to the long hall where the armed tanks were. High Jump up to 
the top floor of this hall, and down load the file. Use your 
Search Skill, to find a file on the steps about How to produce 
the antidotes. This is an important file, that you should check 
out again, when you're at the drug-mixing machine. 

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

To return to the dive out point, drop down or high jump up from 
the bottom floor to the middle of the second level and go thru 
the door. Back in the other room, drop down to the floor below, 
and return to the dive point to exit. C/P. You now need to return 
to the real world.   

REAL WORLD

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

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

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

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

Go forward, turn, and jump onto each ledge. Go up the steps, 
cross the catwalk, then down the other steps, and enter the door. 
You are now in the four boxes room. C/P. On the other side of the 
next door, will be four elite force guard-two on each side. Hide 
to one side of the door and make it stay open while you shoot the 
guard that you can see. Let the door close, and hide on the other 
side so that it stays open again. Kill the guard that you can see 
on this side. Now ease into the door, and take out one of the 
other guard. Then face the side that the other guard is on, and 
press evade, and take out the last one. Head down the steps, and 
past the ESCAPE POD, and go up and get AMPOULE #2 from the 
employee.

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

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

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

Go around the corner ahead, and enter the first room on the 
right, and you're in the drug mixer room. Go to the drug mixer, 
and press the Square Button to bring up the drug insertion 
display. You're told to load the first ampoule.  
 
The order that you need to insert them into the drug mixer is 
comes from the file that I said was important, and you should 
wait until you were at the drug mixer to read:

Ampoule 4 (It sets to the 1st)
Ampoule 5 (It sets to the 2nd)
Ampoule 2 (It sets to the 3rd)
 
First highlight the ampoule that you're going to use in your 
items menu, and press the Triangle Button in the preceding order.  
This give you Antidote A.  Then Flame will say that you've really 
did it, and can now cure Raven. 

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

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

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

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

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

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

PREPARATION FOR THE UPCOMING BOSS FIGHT

 Go around to where he was, and GET HIS WEAPON.  Somewhere along 
the way, you should have picked up a MP2100 Sub Machine Gun. 
Discard that to get the GR2 Grenade Launcher-which is a medium 
weapon, with about 18 grenades.  The weapon that he'll leave, is 
random.  

This room and the Steps Hallway-which is on the other side of the 
C/P hallway which is thru the other door on the other side of 
this room, will keep generating enemies, with a random assortment 
of ammo. Run to the other door, where the C/P is. Keep going 
between the Steps Hallway, and this room, taking out enemies, and 
collecting ammo. The ammo that you get from any enemy, varies. 
Keep stepping into the C/P hallway, when your health gets into 
the red zone, to get a new checkpoint, then come out and fight 
until you die. 

Restart back in the C/P room with full health. Under no 
circumstances, are you to use any of your own Bio-Charges!!! Keep 
repeating this process, until you have an ample supply of ammo 
for your grenade launcher. And remember one thing. You can never 
have too much ammo!!! Your whole purpose being, to increase your 
ammo for your grenade launcher, as much as possible.  

When you have as much ammo as you can seem to get-I got 60 
grenades for the launcher, and 10,000 bullets for the automatic 
rifle-head thru the Steps Hallway, and into the next door. C/P 
and stop before opening the big door on your right. 

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

ICE REJECTS

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

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

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

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

Run forward, and press hide, to crouch behind the nearest box. 
Don't worry about the guards on this floor for now, just take out 
the ones that are up above. They come from both side on the 
narrow bridge above.  Cover Ash while she throws the first two 
switches. Then she will cover you while you throw the last one. 
After all the guards are dead, go back to the middle, and get the 
flash grenades. 

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

Follow the path around to the right, and go up the steps. There 
is a GR2 on the box at the top of the stairs. Go thru the door, 
and hide behind the double stacked boxes on the left. Ash is on 
the upper floor, and you have to cover each other as you proceed 
forward. Throw the red switch on the wall nearby to make a bridge 
move down to where Ash can cross.  Get the grenades off the top 
of the middle box. 

Drop down in the hole, get the Bio-charge, and throw the red 
switch.  This will cause another bridge to move down to Ash, and 
she will push a box down to where you are. Use it to climb out of 
the hole. Move forward, collecting ammo as you go. Before the 
door at the end, there is another switch for you to throw. It 
will send another bridge down to Ash. 

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

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

CYBER SPACE

 C/P. Turn around and go in the door behind you and immediately 
use a black hole skill, which you should already have. If you 
don't, then fight the two red arm swingers that come charging 
thru the door. Head over, and download the Blackhole skill, then 
come back out.

Go to the red honey-comb wall ahead, and use your break skill to 
get to the door. Head thru, and follow it on around to the next 
door. Head forward, and attack the security flowers with jabs, 
before they attack you. Do a high jump across the hole, and at 
the end, modulate the red diamond shaped file. This will open 
doors above and next to you. 

Enter the one next to you, and use a black hole on the red 
security people, then continue down the ramp. Make two left, and 
up the steps, and thru the doors. 

When you reach the room where you fought all the clones of you, 
your doubles will be in here for you to fight. They fight and 
evade just like you do. The best way to handle them, is to run 
around using your black hole skill in several places, Then, since 
it doesn't affect you, stand in the middle of one of the black 
holes, and let the clones come to you. While they are trying to 
maintain their balance, you can use jabs to beat down on them. 
After they are all defeated, a red diamond file appears in the 
middle of the room. 

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

REAL WORLD

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

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

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

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
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STAGE 7:
ARIZONA SHUTTLE BASE

CYBER SPACE

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

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

After you break the files in the rooms, a large green crab 
security file will blindside you from behind. After you finish 
kissing the floor, use your power attack(Triangle Button) on them 
to smash them to smithereens. After you've broken every red 
diamond file, a new file will appear in the center of the area. 
Down load it, to get the Shuttle Control Skill. Now you can leave 
Cyberspace. 

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


REAL WORLD


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

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

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

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

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

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

On the far side of the room, are some steps.  If you climb the 
steps and go forward, you'll come to a door. And on the floor 
directly below, is another door. To reach it, hop back down, and 
go all the way to the wall where you entered. Hop some boxes to 
your right, to get to the corner, then go right to reach the 
door.  When you enter it, you'll be thrust outside, and attacked 
from behind by a armed tank. No time to really disable it, 
because it will be firing at you. So when you get a chance, 
return fire until its smoke. 

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

CYBER SPACE

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

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

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

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

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

Return to the dive out point, and exit.

REAL WORLD

As soon as you reappear, you'll be under attack from behind, by a 
tank, so quickly turn, and take it out. Follow the path around to 
where the parked vehicle is, and climb on top of it. Climb the 
boxes, and drop down. Enter the door on the left. You are now in 
a warehouse, and you get a C/P. That is the Crane Terminal above 
your head. Shoot the guard above you on the left.  
There are a lot of boxes in this room, that you'll need to use 
the terminal above you to operate the crane that will move them. 
Under one of the boxes, is a heavy weapon, that you can't get 
out, until you use the crane.  

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

Head up the stairs, and press Action to talk to the lab coat. He 
will teach you three things about flying the shuttle. They will 
be recorded in your information files. Come back down, and exit 
this area and reach a C/P. Keep pressing forward, when you go out 
the second door, a tank will attack from the right corner behind 
you, but you can continue running until you're out of range. 
Follow the path back past the parked vehicle, and take out 
another tank to the left. Continue around to the left and exit 
the door. You're back inside now.  

Go right and climb over the boxes. Go to the other end of this 
room, and climb the boxes between the two metal rings. Hop the 
handrail, and go in the door on your right. C/P, and hide beside 
the next door. Hold it open, and take out the guards in the hall 
with the assistance of a flash grenade. Go thru and get their 
ammo, and out the next door. C/P, and enter the next door, to be 
back in the original shuttle bay.

There is a Sniper Rifle at your feet when you walk thru. You know 
you gotta pick this bad boy up. 

SNIPER RIFLE DIRECTIONS

Use the sniper rifle to shoot over long distances. 

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

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


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

Hop the rail, and climb up on the machine with the red rocket 
ship on the display screen. Hop the handrail, and go left and 
into the door. C/P, and hide beside the door. Take out the guards 
in this hall. Go thru, collecting ammo, C/P in the next room.

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

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

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

IMPORTANT: Before you dive in, highlight your microwave grenades 
in your secondary window. Each time that you return  back in the 
real world from this upcoming cyberspace dive, immediately toss a 
microwave grenade.  

CYBER SPACE

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

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

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

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

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

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

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

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

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

This translates into:

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

Electronic Locker Password 1 is
 
Peach=Dive Point Right, 
Apple=Dive Point, 
Muscat=Upper Left, 
strawberry=Upper Right, 
lemon=Ladder

This will get you the Crane Key

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

Electronic Locker Password 2 is 

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

This will give you a Bio-Charge in locker 2 back in the real 
world.

Electronic Locker Password 3 is 

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

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

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

REAL WORLD

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

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

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

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

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

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

Since there is nothing in this area, let's take an alternate 
route back to the original shuttle bay. Head out the door on the 
left, C/P, cross the short balcony, and C/P again in the next 
little room. Highlight your thermoballistic grenades, hide 
besides the door, toss one in, then move away to let the door 
close. There are several guards in this next room, and that 
should thin the herd. Move back to the door, and let it open, and 
wait for the guards that were up on the second floor, to drop 
down. Switch to a Flash Grenade, and toss that in to so they can 
be made to lay low also. Then rush in, and make their bodies 
wiggle for a while. Enter, pass the collection plate, and go 
straight across to the light gray colored doors.

Use your shuttle remote to open them, and go thru. There may be a 
armed tank and guards behind the next door, so act accordingly. 
Go down the hall, and enter the door at the end. C/P, then thru 
the next door, to be back in the original shuttle bay.  
  
Go right thru the door ahead.  C/P, then check the next hall for 
guards. If any, Flash 'em, get their goodies, then proceed thru. 
C/P in the next room, then check past the other door for tanks to 
the right. 

Exit and go right along the catwalk. At the end, drop down by the 
door.  Highlight your microwaves, and enter the door. As soon as 
you regain control, you'll be under attack by three armed tanks. 
Quickly toss a microwave, then evade. When they're disabled, 
blast the ones that caught the effect of the grenade, then seek 
out any remaining ones.

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

Hide besides it, and toss in microwaves, to disable several 
tanks. Inside the door to the left, is a metal wall that you can 
use for cover. After the tanks and destroyed, head up the stairs 
to the top, getting the pickups along the way. Flames mentions 
the shutter, so head back down to the bottom, and use your remote 
control to open the shutter to the right of the bottom of the 
stairs.

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

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

CYBER SPACE

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

Click the Start Button, and go to your Skills Menu, and mimic the 
configuration for the Shuttle Ctrl on your game controller. 
Afterwards, you'll get a Mission Cleared displayed on your 
screen. Exit Cyberspace. 

REAL WORLD 

Now we need to head back to where the mechanic was working under 
the shuttle. Exit the room, and get a C/P before going thru the 
shutter doors.  Highlight your microwaves again, and open the 
shutters and toss one in. There are now about five armed tanks in 
this room. When they are disabled, run in and destroy as many as 
you can. When they come to their senses, exit the room-no sense 
standing there and being shot. Toss another microwave, then rinse 
and repeat, until all resistance has been eliminated. 

Go out the door, and notice the red shuttle that says Future 
Genesis Corporation on the side. Drop down the platforms to the 
floor below, and head out the door for a C/P.  Go around the 
corner to the left and hide against the right wall at the corner. 
Peek around and see it you can take out the tank. Hop the three 
low pipes, and go left, and take out the remaining tanks. Go to 
the left of the last wall, and exit the door. 

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

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

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

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

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

Head down the steps, and back out the door. Go down the light 
gray hall, and out the other door. Go right, pass the vehicle, 
then left, and into the door for a C/P. Go right, climb over the 
boxes, and go to the other end of the room. Climb the boxes 
between the two metal rings. Hop the handrail, and go out the 
door on the right.  C/P, then check the next hall. Go thru, and 
out the other door. C/P, then enter the original shuttle bay.

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

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

Go straight between the fences, and out the door ahead. 

STEINER

After the cutscene, you're in another boss fight.  Frontal 
assaults with your automatic rifle don't seem to have any effect 
on him. Quickly find and highlight your shutter remote control. 
Face one of the roll-up doors, and press the triangle button. Run 
thru, and press the triangle button again, to open another one, 
and closing the one behind. 

Okay, we're going to fight this boss, using the 'Hit & Run' 
method. First of all, check your compass, to notice the red dot.  
That's Steiner, and when you approach the door to the room that 
he is in, you'll see his red dot on your compass.  Also be aware, 
that there are three armed tanks in various corners of the 
shuttered fighting area, and they also show up as red dots on 
your compass. Make a written note of where Steiner is by checking 
your location on the map. Now go to the corner rooms, and kill 
the armed tanks, so their red dots won't be confused with 
Steiner's.  

I forgot to make a note of it, but there is one room, that has a 
steady firing machine gun barrel sticking out of the wall. 
Anybody trapped in there, is dead meat.

The only place Steiner is vulnerable, is his back. So you have to 
circle around him, and attack from behind. He will do all kinds 
of acrobatics, thusly making your frontal assaults mostly miss 
him. If you need to shoot him from the front, then do so in short 
bursts. You've got one major ace up your sleeve, that Steiner 
doesn't. You've got the Remote Shutter Control. He can't open any 
shutters himself. Use this to your advantage. 

Here's what you're gonna do. Go to a closed shutter that's 
between you and Steiner. RELOAD your assault rifle. Have the 
Shutter Remote highlighted. As it is raising, fire off a few 
short burst, then quickly press the Triangle Button again as you 
back away, to close the door. Check your map, to see where you 
and he are, then circle around to the other side of him, making 
sure that the door between you is closed. RELOAD, then open it. 
Fire as soon as you lock onto him, then quickly close the 
shutter, and move away, before he can attack. Rinse and Repeat, 
as many times as necessary, until you kill him. And you'll know 
it, because the screen will go black, and you'll get a cutscene. 

This method will take a long time, and if that bothers you, then 
my question is: Wha' sa matter, you have a hot date with Death, 
and can't stand it if you are late or somthin'?

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

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

The game plan is the same as before-keep him trapped in a room, 
and do Hit & Run attacks from the adjacent rooms. Whatever you 
do, DON'T go toe to toe with this guy, or he will smack you 
silly. I haven't found out where it is, but if you can lure and 
trap him in the room with the steady firing machine gun in the 
wall, life would be so much simpler.  As soon as you regain 
control, before you do anything else-run away, as you open the 
next shutter, it automatically closes the one behind. Take a 
breather, refresh you health and plot your plan of attack. 

When you finally defeat the changed Steiner, head out the other 
door, not the one that leads back outside. Get a C/P, then use a 
grenade, to clear the next hall of enemies. Head thru and go out 
the side door. This is an elevator, so press the switch besides 
the door. C/P, then hide beside the doors. Toss in a Flash 
Grenade, to quell the masses. Run in and terminate the 
stragglers. In the middle row of consoles, is a dive terminal. 
Head in, to begin the launch sequence. 

CYBER SPACE

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

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

REAL WORLD

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

Enter the hall and go out the door ahead, and in this storeroom 
for boxes, get the bio-charge and grenades, then come back out 
and go out the door to your right. C/P in the room, then go thru 
the next hall. Take out the five elite force soldiers that come 
around the corner ahead and to the right. Execute them, then go 
out the next door. 

Steiner makes one last attempt to kill you. This time he's in a 
mechanical robot, and will smash you, if you stand still. You can 
only move from side to side, and your view is bad. Keep a steady 
barrage of bullets firing, and evade his smashes. After you 
defeat him for the last time, he requests that you kill X for 
him. This will end the stage  

STAGE 8
SPACE ELEVATOR

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

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

A cutscene, shows you taking off and arriving at the space 
station at Gate A. You'll get a C/P, so check your objectives, 
which is defeat Wilson. You have a nifty new toy-the space gun.  
It's still just a glorified peashooter. Move forward, and enter 
the first door, and get a C/P, past the next door are three 
guards. Due to the way that the door is made, you can't hide 
beside it.  So walk in and start rapid firing as soon as you lock 
on while pressing evade. There is no place to hide in this room 
with the steps and conveyor belts, because the guards can go 
anywhere in here-even right up in your face. So try to take them 
out before they get to your side of the room. 

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

In the next room will be guards who are more heavily armed. Toss 
in a Flash Grenade, then use rapid fire to finish killing as many 
prone bodies as you can. Do most of your fighting from this C/P 
room. At your earliest convenience, run in and grab one of the 
HMG400 heavy machine guns, then return to the C/P.  Even with 
this weapon, it still takes a lot of bullets to kill these elite 
force guards. Although you can't move while you're firing, you 
can turn from side to side.  Every so often, stop and run in and 
get more ammo, then return to the C/P room. 

You may die a few times, but when you continue, you'll be in the 
C/P hall, which is kind of a semi-safe haven for you. As I said, 
fight from here. When they finally stop coming from the hall on 
the left, you can go up and down the steps, and get a Pegasus B. 
Now head thru the hall that was on the left, where the soldiers 
were coming form. Get a C/P, and exit. 

In the next waiting room with the two blue benches, get the 1st 
Bio-charge from the floor on the right. Proceed thru the door 
ahead.  Press Action at the terminal on your right, to bring the 
train to the previous room.  Return there and get on the train. 
You'll be asked to indicate your destination. Use Left & Right on 
the D-pad or left analog stick to choose, X Button to decide, and 
Circle button to cancel. 

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

Start with the RESIDENTIAL AREA. As you exit the train, get a 
C/P, then head up the stairs. Go between the green benches, to 
get Bio-charge #2. In the area that you are approaching, are the 
rooms where the guards sleep. You can check out each one, if you 
want, but all you'll get mostly are grenades, a Pegasus B gun, 
and some ammo from the dead guards. Since the guards in the 
residential area, continuously respawn, I would suggest that you 
put off exploring for a while, and get on with the game.  

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

Toss in a flash grenade, to immobilize them, then finish them off 
while they're lying down on the job. Go right, and notice the 
Dive Terminal behind the cage door on the right. Enter the blue 
door on the left and C/P. Take out the soldiers that come into 
this hall. The first room on the left has a microwave grenade. 
The second room on the left has nothing. To the left behind the 
light gray door, is a thermoballistic grenade. Exit to a C/P, 
then go right in the main hall, and up the steps.

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

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

Go in the door at the top. Since these elite guards take a lot 
more bullets to kill, you may wind up dead a lot.  C/P, then out 
the next door, killing all the guards that come into this living 
quarters area. Kill them as the come around the corner down the 
hall. A lot will come, so be patient. When your ammo gets low, 
run in and get some more, then return to the C/P room to fight 
some more. You may notice, that while your ammo for your Space 
Gun and Pegasus B increases each time you pick some up. Well for 
some reason, that doesn't happen when you pick up more ammo for 
the HG400. It only tops off to 600 rounds, and the rest just 
vanishes.  

In the room on the left is a Pegasus B handgun. In the next room, 
are grenades on the left and right side of the GLASS FLOOR.
I've yet to figure out the purpose of the glass floor being 
there. You can shoot it out and drop down to the room below, but 
why? If it's purpose is a possible escape route from the 
soldiers, then the soldiers will have regenerated when you return 
back up the steps, so again, why?

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

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

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

CYBER SPACE

C/P, then go towards the file ahead. As you do, a crab security 
file will drop down in front of you. Do a blackhole skill to trap 
it. Then, pound him to pieces, then go and download the file 
ahead. It says that backup Retinal Scan data for the Panel 
Control Room is here in cyberspace. In order to get it, you must 
destroy all security programs. You'll only encounter two types of 
security files-the crabs, and the spiders. Keep an eye on your 
time while you search. If it looks like it's about to run out 
even though you haven't destroyed all the security, head back to 
the   
Dive point, and exit, then re-enter with your time topped off.

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

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

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

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

REAL WORLD

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

Call the train, and check your objectives to see that you should 
head for the Panel Control Room next. But before you do, take a 
little detour to the Space Elevator Launch Site, and get Bio-
charge #3 as you exit near the train. Then go in the terminal 
room on the right, and call the train again, and stop all this 
detouring nonsense. 

PANEL CONTROL ROOM

C/P, then get the Bio-charge #4 on the right.  Head up between 
the brown benches, and to the left. At the door, you iris will be 
checked, and the door will open. C/P, then thru the next door. 
Use rapid fire, to kill one of the guards on the stairs to the 
left, and when he drops his heavy weapon, run in and pick it up, 
return to the C/P room and kill the rest. Then continue on up the 
stairs and thru the blue doors. And make sure you move far enough 
to the right so that they close behind you. There will probably 
be a guard in here-the kind that will kick you, so take him out 
fast with your heavy weapon.

Now even though a bunch of guards are shooting at the door, move 
along the far wall, to the terminal on the wall, and press 
action. This is the Terminal Control for Solar Panel's B Block. 
This will start the auto clean of the B Block Solar Panels. Phase 
1 of the cleaning is under way. The panels are rotating, so no 
space suit is needed. To reverse B Block, stop cleaning by 
operating the 4 solar panel cleaning terminal in B Block. All 4 
terminals are currently in operation. 

Enter the elevator behind you. When the door opens shoot the 
three floating attackers ahead. These will be the only kind of 
enemy that you will encounter in this area, and your Space Gun is 
sufficient for them. A couple of sustained shots is all it takes 
to destroy them.  But hang onto your heavy weapon until I tell 
you to get rid of it when the jumping and climbing starts.

Notice the door on the other side of the gap ahead. Now head down 
one flight of stairs and step on the sliding panel to open up 
more stairs. Then head down the stairs to the bottom-you can take 
the express route when going down, by jumping over the handrails. 
There will be about four floaters down here. Hook a Uuey to the 
right, and go to the door that is farthest away from the bottom 
of the steps. There's a floater directly behind this door. And 
there are three more up above that you should take out before 
they see you. There is terminal 1 on the left in this room. Press 
action to stop it, then head back out.  

Head back up three flights of stairs. Turn around behind you, and 
go to the raised door. Get rid of you HG400 and switch to your 
Space Guns. Jump up to it. Shoot the floater to the right and the 
one below to the right, then drop down below. Turn right, and 
climb up, then turn left, run, jump, and grab the crossbeam on 
the wall. Turn left to terminal 2, and press Action to stop it.  

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

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

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

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

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

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

Highlight your flash grenade, and hide by the blue door to your 
right. Open it then toss the grenade down the steps then quickly 
move away from the door to let it close. Afterwards use rapid 
fire with your pistol to take out the nearest guard with a HG400.  
Get one of the heavy machine guns. Then run past the rest of the 
guards, and into the blue door ahead. Quickly go to the dive 
terminal on your left, and dive in. 

CYBER SPACE

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

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

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

Head into one of the two small alcoves that are to the side of 
the female avatar, and drop down. Turn around and go out the 
door, up the steps, and out another door, to be in the Solar 
Panel area where the control files are.  Use your find skill on 
the files to determine their names before modulating any.

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

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

REAL WORLD

C/P. Run thru the door on the left, running and jumping up the 
steps past the guards. Go thru the next door, and turn right. 
Press Action to operate the small terminal on the wall. This will 
raise the shutters to your left, exposing the terminal that you 
first used. Go to the larger terminal and press Action to stop 
the cleaning terminals and return the B Block Panels to their 
original position. Turn right and shoot the guards that followed 
you up the stairs, and are now blocking the doorway. You'll also 
be shot from the behind by the other guards that came thru the 
other blue door. 

Don't worry about them, as you've probably noticed by this time, 
these heavy machine guns are terribly inaccurate even at close 
range. After you've cleared the doorway ahead, run thru, jumping 
past guards, down the steps and in the door. Immediately dive 
into cyberspace on your left.

CYBERSPACE

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

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

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

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

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


PROGRESS----DEVELOPMENT


REAL WORLD

C/P. Check your database files to make sure that you have Retinal 
Scan Data A, and Retinal Scan Data B. Run thru the door on the 
left, jump up the steps past the guards, out the door at the top, 
and go into the blue door straight in front of you. Run down the 
steps, and jump past more guards shooting at you, and into the 
door on the right for a C/P. 

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

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

CONTROL ROOM

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

There's a Bio-charge #6 on the floor to the right of where you 
start, and another Bean Blower type weapons for pickups to your 
right. If you throw any grenades other than Impact grenades at X, 
he will pick them up and throw them back at you. He has a Missile 
Launcher, Microwave Grenades, a Heavy Machine Gun, Rocket 
Launcher, and on top of that, he has a force field that greatly 
diminishes the amount of damage that he takes. The display that 
shows his level of health, is light gray and pink, which makes it 
difficult to tell how much damage you've done. When he goes 
behind the terminal in the middle of the room, I get the 
impression that he is topping off any health loss, so this might 
be a good time to lay into him. 

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

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

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

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

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

CYBER SPACE

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

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

L1-----Evade

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

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

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

HIGHJUMP-----Square, X

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

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

ROUND 1

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

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

Turn back towards Wilson, and see what he does next. If the 
bluish spears start to spin around him, then he's going to send 
more spears, either to stab into the floor in a straight line to 
where you are standing, or just cross the floor horizontally.  
If the spears move away from the Wilson's body, then they are 
going to be heading straight for Ice, which means you should 
release the R1 button to finish the Virus Skill in order to 
deflect them.

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

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

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

ROUND 2

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

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

Wilson will throw out five or more blazing round security files 
to attack you. When he's throwing them out, try to stay still and 
along the front or side edges, because it's easy to run into one 
while trying to avoid another. Whenever you see a round file 
without the blazing, do a quick Slow Skill and dodge them as they 
come towards you. If you can, use your Break Skill on any that 
are nearby.  Other attacks that Wilson will use, are little 
squares that go across the floor about knee high to a duck. A 
highjump can take you out of the way of them if you can do it 
quick enough.

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

Wilson will also throw out question mark files after you hit him 
about three times. They can either increase or decrease your 
health, when you download it. I've found that when you download 
it, and it increases your health, the round files or something 
else, will immediately attack, taking away what little health 
that you gained. More often than not, I would recommend using 
your Break Skill, to destroy them, especially if you have at 
least half of you health. If, after a short while, you don't do 
anything to or with the question mark files, they will be 
reabsorbed back into Wilson's body, thereby rebuilding his 
health. Regularly turn and check the square floor, to see if he's 
thrown out any question mark files. If so, make their removal 
from the game,  your primary objective. 

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

REAL WORLD

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

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

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

PANEL CONTROL ROOM

Exit the train, and C/P.  Head up the stairs, and into the door 
on the left for another C/P.  You'll probably need to discard 
your heavy machine gun cause it's probably only got two or three 
bullets in it. So switch to either your Space Gun, or Pegasus B. 
There will be guards on the steps to the left, so move slowly 
forward into the doorway, until the nearest guard on the steps 
sees you and starts shooting. Use rapid fire on the weapon that 
you chose, to take him out fast. Run forward and grab his heavy 
machine gun fast. Keep going up the steps,  and run past the rest 
of the guards. Go thru the door at the top of the stairs, and 
press the Square button at the wall terminal on the left, to 
begin phase 3 of the auto cleaning of the Solar Panels. To unlock 
a sealed door in B Block use the four solar panel cleaning 
terminals that you used before to pause cleaning.

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

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

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

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

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

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

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

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

ESCAPE

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

SHUTTLE LAUNCH PAD AREA 

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

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

                                     ASKA WALKTHRU
AW

CONTROLS: 

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

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

Fatal Blow From The Rear: Stand behind opponent,and press Circle, 
to defeat opponent in single blow.

Fatal Blow From the Air: Jump near opponent and press Circle, to 
defeat Opponent in single blow.

Fatal Blow for Multiple Enemies: Press Circle Button when two or 
more opponents are near. The more opponents that can be lured 
around you, the more can be fatally killed.

Wall Run: Press X while facing a wall to run up wall then press X 
again.  Press X a third time, to jump over the wall to the other 
side. 

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

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


                                         STUFF

C/P=Check Point

Hookshot-using your hook to pull up somewhere.

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

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

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



                                       WALKTHRU

STAGE 1
JAPANESE NINJA MANSION


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

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

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

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

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

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

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

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

Before you reach the other side, you get a mission cleared. Press 
back on the movement button to drop to the ground. Look up, and 
see the path continue on above you. Jump up to grab onto the edge 
of the wall above, and pull up. Run forward, and kill the enemy 
ahead, and get his ammo. Walk forward to the edge and stop. If 
you drop straight down, you'll be ambushed by a ninja coming from 
behind you on the right. Stand as far to the left as you can, and 
turn half-right. Now step off the cliff, and go forward and kill 
the ninja that is just now materializing.  
  
Further progress is momentarily blocked by a pile of rocks. Walk 
up to the switch beside the ore car, and press Action to make the 
ore car roll forward, and explode into the debris ahead, thereby 
clearing a path for you. Continue on and get a C/P before going 
thru the next door. You're told to move the board closer, so hit 
the top of it with your hook, then pull it to you. 

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

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

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

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

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

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

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

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

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

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

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

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

Get the Bio-charge, then notice the glowing objects behind the 
orange partitions. Slash the partitions on that wall, until a 
couple of them break, to enter and get the HF Energy Pack, and 
various kinds of shuriken. Return to the previous room, and 
hookshot the opening in the ceiling to pull back up to the second 
floor. Reach a C/P before exiting back out the door ahead on the 
right. 

Go past the peephole, and enter the door on the right, then the 
next door ahead for a C/P. Enter the next door, and take out the 
ninja ahead. Press action at the peephole in the corner, to see 
the Oven Cooker that you passed earlier, being used as a 
activating device. Get the shuriken in the opposite corner, then 
head back towards the door.  

 Turn left and head down the hall. Ahead, is the elevator shaft, 
and coming from the right will be two ninja to kill. Proceed 
around to the right, and get the pickups. Walk towards the back 
of the elevator shaft and see a statue behind it.  Approach it, 
and your brother says that there is something unusual about the 
hands of the statue. Press Action to examine it and a onscreen 
note says that the left hand is made of gold. 

Slash the gold hand to acquire it. And an onscreen menu will tell 
you that it is probably from another statue. Turn around and face 
the wall behind you. Now turn half-right, and walk towards the 
corner. Notice the odd colored section of wall, which your 
brother tell you that you can take down with a strong enough 
impact. It is now registered on your map. Remember it, because 
you'll be back here.  

Return back to the door, and exit for a C/P. Exit the next door, 
then out the door ahead. Enter the elevator ahead, and press the 
switch on the wall to the left. 

C/P then exit and go straight ahead, bypassing the door on the 
right, and entering the one straight ahead.  Go straight ahead, 
and get a C/P. At the corner go right, and enter the door on the 
left. C/P then enter and go to the Oven Cookers that you saw 
being activated thru the peephole. Walk up to them and press 
Action. Aska will turn them, then when the cooker moves aside, 
she will drop down the hole. 

Jump over the two sets of boxes ahead, and after killing the 
ninja, get the Yellow Bomb to the right. Jump back over the 
boxes, then hop over the ones on the left, killing another ninja.
Then enter the door past him. Go around to the left, and hop over 
some more boxes. Continue on around to the right, and get the 
Bio-charge. Return back out of here and around to the left. Hop 
the boxes on the left and go right and out the door. Go to the 
end and go left over the boxes, then left again over the boxes, 
and hookshot to pull back up to ground level.

C/P, then exit the doors behind and go right, C/P and thru the 
doors ahead. Enter the door on the left, and take out the two 
ninjas coming from the right. Enter the sorta white doors on the 
right. And hop up on the boxes to the right to get the shuriken. 
Hop down and enter the next sorta white doors and turn left. Run 
around the corner to the left, and take out the two ninjas.  

Walk up to the wall on the right between what looks like two 
small speakers, and press action. You are now in the main hall. 
Walk up onto the pedestal where the statue is, and highlight the 
gold hand in your sub weapons menu, then press the Triangle 
button to attach it. The wall will turn, and you'll find yourself 
on the wrong side because there's the computer on the other side. 
Grab the hand grenade pickup in the left corner.

Exit the doors to be outside. Turn left, then start your charge. 
As a bunch of Ninjas start to appear, complete your Fatal Blow 
move. Afterward the move is finished, continue attacking, because 
more ninjas will appear. Head over to the far corner, and get the 
pickup.  Stand in front of the nearby box, and press Action, to 
open it and acquire the Conventional Bomb. Return back inside to 
the statue. Hop up on the pedestal, and press action, to swing it 
around. Go to the secret door and press action and after it 
swings around, take out the two ninjas on the right. 

Go around to the right, thru the two sets of sorta white doors, 
and kill two more ninjas on the right, then exit on the left and 
out the next doors. Go left, and enter the elevator. 

Use the switch on the left to go to the second floor and C/P.  
Exit and take out the ninja on the right. Then go thru the door 
straight ahead and kill a couple of more. Keep going straight 
thru the next door, C/P, then thru the next doors and take out 
the ninja on the right. The peephole is ahead in the corner, so 
go right. Around the elevator shaft kill two more ninjas, and to 
the wall straight ahead. The statue that you took the hand from 
is behind you to the left. 

Highlight the one of the Bombs, and press Triangle to use it on 
the shaky looking part of the wall. It didn't quite do the trick, 
so use the other Bomb also. Still, no go, so it's on to plan B. 
You now get a tutorial on how to swing into the shaky wall using 
your hook attached to the ceiling. As an alternative, you can 
just stand back from the shaky wall, and highlight your hook, 
then put the camera target on the shaky wall, then press Triangle 
or R2. You'll break thru this way also, and wind up outside where 
you started. 

Go left, and get attacked by three ninjas. Take them out, then 
re-enter the door on the left, C/P, and pull up on the wall 
ahead. Go thru the door ahead, C/P and drop down. Then thru the 
door on the left and around the corner to the right. C/P, then 
keep going straight thru the next doors. 

Keep going straight ahead, and open the doors to the elevator at 
the end. The elevator is not there, so jump down the shaft. Go 
down the hall, and stop along the wall on the right before the 
end. Hide against the wall, and move to the corner. Use your 
shuriken to take out the guards across the pit.

Drop down into the pit, stand back, and do a hookshot to pull out 
on the other side.  You can also do a Wall Run if you feel like 
showing off. Now drop down into the other pit, and enter the door 
down here. Climb over the boxes, and get a C/P, then enter the 
door. Kill the two ninjas, and walk up to the protruding drawer, 
and push it into the wall. Walk up to it, press Action to assume 
the pushing position, then press forward on the Left Analog Stick 
while holding Action. 

Head back down the hall, and thru the door on the right. Hop the 
crates, C/P and out the other door. Hookshot up on the left. 
Discover a card-key type lock on the door on the right, which 
gives you a new objective of finding a card key. So turn around 
and head back across the two pits. Go left, then right, and 
hookshot up out of the elevator shaft. 

Get a C/P, then head down the hall, and into the door straight 
ahead. Then down the hall, C/P and right at the corner.  Enter 
the door on the left, and go to the Oven Cooker and press action. 
Hop over the boxes ahead and to the right, and enter the door. Go 
around to the left and kill the ninja, then hop over the boxes on 
the left. Go around to the right and kill another ninja, and hop 
the taller boxes.  

Drop down to find the drawer that you pushed when you went down 
the elevator shaft. Press Action, and Aska will acquire the Card 
Key. Now return to the card key door down the elevator shaft. 

Climb back over the boxes, and go around to the left, and hop the 
boxes on the left. Go around to the right. Thru the door and to 
the right. Hop the next two sets of boxes on your left, and 
hookshot up to the ground floor. Turn around and exit the door 
behind you and go right around the corner. C/P, then thru the 
doors ahead. Keep going straight to the elevator shaft and drop 
down.

C/P, then go left and cross the two pits-hookshot or wall run, 
your call. Go right to the door, highlight the card key, and 
press Triangle. Go around to the right and C/P, and climb up on 
top of the six boxes, to get a Bio-charge. Then thru the other 
door. This is a room with gears and a terminal. Go around the 
left side of the gears, and get the pickup which will neutralize 
the damage from an attack. 

Now head around to the terminal, and press Action. The gears will 
turn, and a cutscene will show the main computer terminal, now 
being made accessible. It's about bloody time!!!

 Head back out the door, and stop before the next door. Get a 
C/P, and be aware that there are a bunch of ninjas on the other 
side of the door. Hide besides the door to keep it open, and 
highlight your Kunai. Then pitch in a few, to temporarily 
paralyze your enemies, then run in and take names.

Switch back to your hook, then hop down and hookshot out of the 
two pits.  Go left and use fatal blow on a bunch of incoming 
ninjas. Then hookshot up out of the elevator shaft.  Go forward, 
and enter the door on the right. Kill ninja on the right, and go 
thru the sorta white doors, and kill another ninja. Then thru the 
other sorta white doors and turn left and kill some more ninjas. 
Use the secret wall, and finally come face to face with the 
computer that's been just out of reach for so long. This is a 
dive terminal, walk up to it, and press Action to head on in.

CYBER SPACE

C/P. You have ten minutes to do what you gotta do and get out, or 
you die. If your timer is running low, and you haven't finished 
what you started, return to the dive out point and exit Cy-D. 
Then dive back in with the timer reset to ten minutes, and what 
you accomplished before, will remain accomplished. After your 
brother finishes talking, head over and download the Break Skill. 

Exit thru the doors, and go left, then enter the doorway on the 
right. In the next room, defeat all the flowery security files to 
unlock the door. Press Circle for quick jabs, and Triangle for 
power punches. Press and hold X for high jumps, and L1 to evade. 

The door is now unlocked, so enter and go thru the door on the 
right. Run forward to the honeycombed patterned wall, and use 
your break skill on it. Run forward, around the corner to the 
right and download the Wall Skill file at the end, to be able to 
make defensive walls, just like the one you just broke thru. Turn 
around and go back to the alcove on your right, and download the 
information file.

The file tells about how 98% of the world's electric power comes 
from space. And that the power is transmitted from space to 
receiving stations located near the equator.  Come back out of 
the alcove and go right then left. Then enter the double doors on 
the left, and go forward and download the information file.

This it the Periodic File Check Report.  It's an auto-check of 
the computer-controlled equipment within the mansion. There was 
damage found near the fireplace, which was camouflaged as a 
pothook. Which temporarily prevented access to the top floor of 
the mansion, but has now been repaired. 

You brother is going to go check it out, and you are suppose to 
look for clues. As you head for the door, a large vehicle 
security file will attack. Use your power punches to pound it to 
death. Download the file that appears afterward. 

It's the Operation Black Moon File, but it's empty, because its 
contents have been transferred to the Net Justice Office South 
East division. You'll need proper authorization from Benigmo.   

Exit the room and go left and thru the doors ahead. Then thru the 
doors on the left and out the doorway on the right. Past the 
boxes, and out the doorway ahead, and hook a Uuey to the left. 
Enter the doors on the right to be back at the dive out point. 
The dive-out skill looks like a backwards letter "Z" that is 
leaning to the right, and starts from the bottom. 

REAL WORLD

 You're back in the real world, with full health. Use the secret 
door to exit and take out the two ninjas on your left. Go out the 
sorta white doors, and in a short cutscene, learn that your 
brother has been captured. Check your objectives, to see where 
your captured brother is being held, then go there.

Exit the other sorta white doors and kill several ninjas, then 
exit the doors on your left.  Go out the door on your right, and 
get a C/P, then enter the door ahead on your right. Kill all the 
ninjas that appear in here, then go to the pothook inside the 
partitions. 
Press Action, to be taken to where your captured brother is being 
held by Benigmo. You're told to surrender, and at the end of a 
long cutscene, a Cy-Girls aircraft destroys the mansion, and 
saves your hide. This clears the stage, so press X, then save 
your game, and head to the next mission.     

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
JAPAN NET JUSTICE
STAGE 2

C/P. Check your objectives to see that you need to get some top-
secret data from Cy-D. You start out in the same room that Ice 
made her escape. Hide beside the door on your left, and use a 
shuriken to take out the baton twirler.  Then head on thru and 
hide beside the right wall at the corner, and take out the next 
guard the same way. 

That was just for fun, to see how easily your shuriken can take 
out the Net Justice Guards. But since they refuse to replenish 
your supply, I suggest that you stick with your Katana, and save 
the shuriken for times like when the guards are across a gap, and 
you need to take them out before trying to cross. Proceed 
forward, and enter the small lounge on the left. 

Run into the door across from you and take out the guard in this 
ammo room, then get the pickup. Come back out, and go left and 
run into the room on the other side of the candy machine, and 
kill the guard in here.  Check the fifth locker from the left, to 
get the Data Chip which contains routes, status, and other 
information for the cleaning robots. 

Exit back out of here, and go thru the door on your left. C/P. 
Enter the door across from you and stop besides the back of the 
gray lockers.  This is the Security Control Room.  Take the 
Cleaning Robot Remote Control off the low table on the right. 
There are two guards to the left, so run to them and take them 
out when they are standing close together. 

Then go to the middle terminal, and press Action, to get the 
Cleaning Robot Report. The Cleaning Robots are currently working 
on pattern A. Important locations like the Director's Office, are 
on pattern B. To change to pattern B, you must remove the data 
chips from 16 robots, and load them into this terminal. 

The Data Chip Collection Method. To find the Cleaning robots, 
listen for the distinctive sound that they make. Then use the 
remote control that you just got, to summon them, even when you 
can hear them but don't see them-press Triangle and if they are 
nearby, they will quit loafing, and put in an appearance. 
Highlight the Data Chip #1 that you just found in the locker, and 
press Triangle in front of the terminal, to load it. You have 15 
to go. 

Exit out the other door, and enter the washroom ahead. Get the 
Bio-charge off the floor, then exit the door on the right, and 
kill four guards to the left. You are now where Ice first 
started. Press Action to get Data Chip #2  from the cleaning 
robot. Head down to the other end of the hall, and take out the 
guard behind the second box on the right. 

Return back thru the washroom, and out the door on the left. 
Enter the Security terminal, and load your data chips. Continue 
out the other door, and C/P, then into the small lounge ahead.  
Go left out the door past the green plant. Get Data Chip #3 in 
this hall. 

Go right, then around the corner to the left, and thru the door 
at the end. You are now back at your Starting Point. Head towards 
the door at the end, and C/P. Hide beside the door, and use your 
shuriken to take out the guards on this shiny black floor. Enter 
and take out two more guard who are down the hall and around the 
corner. Get Data Chip #4.   

To the left of where you entered, are the stairs leading down, 
but head forward. Enter the low conference room on the left, and 
get the pickup. Press Triangle to make the Cleaning Robot come 
out from under the table, and get Data Chip #5. Exit out the 
other door, and kill four guards. There is a switch on the wall 
by the door on the right, press Action. This will let a cleaning 
robot in, so get Data Chip #6.  

Continue down the hall to the end. Enter the brownish door at the 
end, then the next one, and find that the last door is locked. 
With the locked door to your left, look up and see a blue wall 
that you can climb over. Look up and see a short balcony high 
above. Back up near the wall you just jumped over, and highlight 
your hook and aim for the top handrail, and pull up. The door 
here is locked. Hop down off the other end. That was just for 
practice, and so you'll remember where this balcony is later. 

Look ahead and up to see a blue ledge above. Hookshot up to it, 
then go left. Hook a Uuey around the wall, and C/P. Enter the 
door on the left, and kill the guards. Get the flash grenades, 
then press Triangle, to call the Cleaning Bot, and press Action, 
to get Data Chip #7. Return back out the door and go right around 
the hall, C/P and jump back down.  

Run in the door behind you to C/P, then out the next door and to 
the left, and take out the Red Guard. 

Press the switch by the door, to let the cleaning bot in, and 
take Data Chip #8.  Go and stand by the door at the end, on the 
left and look into the large office.  There are several guards 
thru out this office, so run in and take them all out. After they 
are all dead, get Data Chip #9 and the hand grenade pickups. 

Go down to the end of the room, opposite from where you entered. 
There is a tall gray cabinet with drawers and doors. Stand by it, 
and press Triangle, to make another Cleaning Robot come from 
behind it. Get Data Chip 10. Now exit out the other door, and 
kill the Red Guard to the right. Get Data Chip #11. 

Head back down the hall and out the door at the end, and get a 
C/P before the next door. Look left, to see the stairs leading 
back up.  Enter the door ahead, and become death from above as 
several guards try to attack you. Get Data Chips #12 and #13.

 Head back to the door that you just passed on the left, and 
enter the office. Take out all the guards that enter this office, 
and get Data Chip #14. Go to the Net Justice display on the left 
in the third cubicle, and press Triangle to make the Cleaning 
Robot come out from behind the display. Press Square to get Data 
Chip #15. Get the Bio Charge on the right. And exit the other 
door at the end, go right, and take out a bunch of guards that 
come around the corner .   

Continue on around the corner, and you can hear the cleaning 
robot as you stand besides the door on the left. But alas, there 
is no door switch. Look up at the ceiling, and notice the open 
vent cover. Go to the door, and press the Triangle button to make 
the Cleaning robot drop down out of the vent. Now go get Data 
Chip #16. That's Game, Set, and Match. Now head back to the 
Security Control Room. 

Head back down the hall, and around the corner to the left, and 
enter the door on the left, and go back thru the office and out 
the door. Go right and out the door at the end. Go forward a 
little ways, to get a C/P, the head down the hall to the right, 
and up the stairs. Kill all the guards in this hallway, and exit 
the door on the right, to be back at your Starting Point, and get 
a C/P.

Head out the other door, and go around the corner to the right. 
Enter the door on the left, and go right thru the small lounge, 
and out the door at the end. C/P, then enter the Security 
Control, and take out the two guards. Head to the terminal, and 
load your data chips.  

A file in your information Menu will say that the Cleaning Robots 
routes have been changed to pattern B. This should allow you into 
those locked doors that you came across. A cutscene shows two 
cleaning robots unlocking a door, and entering. Your objectives 
say to head to the President's Office, so check your map. 

Exit out the door on your right as you face the terminal. C/P, 
then enter the small lounge. Go left out the door past the green 
plant. Go right, then left down the hall. Thru your Starting 
Point, C/P, then out the other door. At the end, go left into the 
lowered conference room, and out the door on the right. Go left 
to the end and enter the brown door. C/P then thru the next brown 
door. Turn left to the now unlocked door, to be at the 
President's Office. 

Enter the small hall, C/P then hide beside the door to keep it 
open and clear a mission. Four guards will start to appear in the 
room, one in each corner. Take them out, then head to the dive-
capable terminal and dive in.

CYBER SPACE

Take out the security file on the other side of the desk with 
punches. A tutorial will tell you about the people you see in Cy-
D. They're Avatars that you can use the Tap Skill on to eavesdrop 
on their chats. Killing them won't make you fail the mission. 
Head out the green door ahead to the right, and thru the next 
door, and download the file which tells you about Cy-D, which 
stands for Cyber District. 

Turn left, and jump up over the wall, and turn around behind you 
to the door.  Run in the door and jab(circle) the round security 
file into pieces.  If you charge into the round security files 
and issue a continuous supply of jabs to them, they won't have a 
chance attack you. Use your Break Skill to destroy the wall, and 
go in and download the Highjump Skill. Exit back out the door and 
stop.  

 Highjump Info: If you just use the highjump skill by itself, all 
you'll do, is jump straight up, and come straight back down. 
Here's how to use your Highjump to reach places above. Hold R1, 
then press Square, and X. Now start running in the direction you 
want to jump. Release R1, and you will move forward and upward at 
the same time. And if your aim is any good, you'll land where you 
were trying to.  Air bound Steering is available with the Left 
Analog Stick and a nominal fee. 

Look up to see the high balcony that had a locked door in the 
real world. Now walk forward about halfway down the hall. Look up 
at the end to see the ledge that you pulled up to. That's your 
first target. Hold R1, press Square, X, run towards the ledge, 
then release R1, and sail merrily onto the ledge. 

Go around to the left, and beat down on the round file or use 
your break skill. Use your break skill on the wall and download 
the file. It says that the door lock control has been changed, 
and if you want more info about it, check with the avatar who is 
managing authority. 

Return back to the ledge that you jumped up to, and look at the 
small balcony. Stand along the right wall facing the balcony, and 
as far back as you can. Hold R1, press Square, X. Run forward, 
and near the end, release R1, to sail up onto the Balcony. 
Download the file up here, to get the Modulation Skill, then 
enter the door. 

Drop down to the floor, and beat down on the three round files to 
give yourself some breathing room. Straight across from where you 
first jumped down, and past the column, are two areas protected 
by walls. Run to the one on the right, and use your break skill 
on the wall, then go in and download the Tap Skill, and the other 
file. You can read it later. Exit back out of here going 
straight, and use your Break Skill on the other wall to tear it 
down. Enter and use your Tap Skill-which looks like a backwards 
number "4" on the avatar in the red shirt.  He tells you that you 
need to use Highjump to reach the file that he's hidden. 

Exit back out of here, and download the three corner files. Check 
your time. If it's low, then highjump to the balcony near the 
green door. Then out the door, and walk to the left on the small 
balcony. Turn facing the other end of the balcony, with the green 
door on your right. Start a highjump, run forward, and release R1 
before the end. You'll sail back over the wall that you first 
jumped over. Go thru the door on your right, followed by the one 
on your left, and head to the dive point to exit. 

You've returned to the real world, with full health. Go over to 
the right side of the desk chair, and dive back in. Notice how 
your Time, Health, and any files and skills that you got last 
time are still there. Run past the security files, and go out the 
door to the right and thru the next door. Turn left, and jump 
over the wall. 

Highjump to the upper floor at the other end, then turn around 
and highjump to the small balcony and thru the door. Drop down 
and destroy the three round files that have been replaced. Now 
use your Tap Skill.  You learn that the control file is behind a 
locked door that is guarded by security. It's some place in this 
hall that you wouldn't normally look.     

Okay, look up and see that flowery looking security file just 
floating around. Move a ways away from it, and face it. Now run 
and do a highjump towards it. When you get near it, start 
punching, and don't stop, until you're back on the ground. If you 
destroyed it, a control file will appear between where you used 
the break skill on the walls. Run over to it, and modulate it. 
The modulation skill looks like a regular number "4" starting 
from the bottom. This unlocks the door that you need to get to. 

Highjump back up to the balcony and door that you came in, and 
exit. Run left, and jump over the balcony, and you should land on 
the ledge that you use to reach the small balcony. Go left around 
the wall, and jab the round security file silly. Enter the now 
unlocked door, and download the file. 

It says that security has been tightened, and high-level secret 
information has been moved to another Cy-D. It also says that to 
obtain high-level secret information, you must first obtain 
proper permission. Then you can access the information from the 
server room's Terminal. 

Modulate the diamond file. This will unlock a door in the real 
world, with a gray and red plaque besides it. You're done in this 
area of Cy-D. Exit back out the door, and go around the wall to 
the right. Drop down to the floor, and prepare a highjump as you 
run to the other end. Release R1, and sail over the wall. Go 
right out the door, then left out the next door. Run forward to 
the dive-out point and exit. 

REAL WORLD

C/P.  Check your objectives to see that you need to head to the 
Server Room next. Exit the door, and C/P, then out the brown 
door. Out the door on the right, C/P and out the last brown door. 
Kill the three guards on the other side and go right. Kill two 
more coming from the hall on the right, the go past it to the 
door on the right and enter. In the low conference room exit the 
other door on the left, and take out several guards in this hall.  

Turn right make another right, then down the steps.  Check your 
map, and you'll see where the Server Room is. At the corner, get 
a C/P, then enter the door on the right with the gray and red 
plaque besides it. This will bring about some mission clearing.
Head straight across the room, to the locked door and the 
explanation besides it. Press Action by the explanation plaque. 
It says that to unlock the door, you must push on the server to 
move it, then make a connection so that data flows from the red 
output, to the blue input.

Sounds like a puzzle to me. Turn around and notice three server 
boxes on the floor, and the large structure on your left, with a 
Blue In label, and a Red Out label on the other side. As you push 
the tall server boxes across the gray squares on the floor, blue  
data flow connections will appear on the floor. To move a server 
box, stand facing the side that you want to push against, then 
press Square, to assume the pushing stance. Keep holding down 
Square, and press forward on the Left Analog Stick to move the 
server. It will stop, when you release the Square button.

As you first enter the room, and are facing the red and blue 
signs ahead.  You need to have one server on the first square 
diagonally to the left as you stand in the doorway. The second 
server on the next gray square straight ahead. And the third 
server on the square straight behind that one, so that they form 
a straight line to the third and fourth sections of the large 
structure with the red and blue signs on it. Since all three 
servers look exactly alike, I don't think it matters which one 
goes on which square. 

Afterwards the door will open, so enter, and move to the 
terminal, to dive in. 

CYBER SPACE

C/P. Turn around and exit the door behind you, and turn right, 
and take out the two oncoming round files. Then go over and 
download the Find Skill. Now head into the next room, and down 
load the files in the corners, to tell you how to solve this 
puzzle.  Start in the right corner.

How to Unlock the Maintenance Hatch:  There is a file in Cy-D, 
that can unlock the hall's maintenance hatch. If you need to 
escape in a hurry, access the Control File which will unlock the 
maintenance hatch and allow you to quickly move from the 50th 
floor's maintenance hatch to the hall. Since the elevator in the 
hall is connected to the roof, you can be rescued from there.

Files will pop up in rows of three. You have to download the real 
files in the correct order. Some of the files in this room are 
real files, and some of them are dummy files. If you download a 
dummy file, you will be attacked.  In order to view confidential 
information, you must access the correct one of the three files 
in a row.

Download the file in the other corner to learn, that you must 
download five correct files in the correct order. 

The correct file orders are: 

Vital Information 1
Vital Information 2
Vital Information 3
Vital Information 4
Vital Information5 

This is where the Find Skill comes into play. Walk up to each 
file, and use the find skill on them to see what they are. After 
you download the fifth correct file in the correct order,  
additional info will say to dive out, and use the 50th floor 
elevator to escape to the roof. So head back toward the dive-out 
point, and modulate the diamond file that just popped up. 

This control file just unlocked the door on the small balcony in 
the real world. Now exit Cy-D.

REAL WORLD

 In a cutscene, as you exit Cy-D, Wilson's guards are there to 
capture you. Wilson wants you because you possess the Margiana 
Gene. He suggests that you give up and come along quietly. You 
reply by slashing his guards. 

C/P, and check your objectives. You need to head to the hall via 
the maintenance hatch. Exit the room, and head across the server 
room running past the guards, and out the door and hook a sharp 
Uuey to the left.  Head up the stairs, to the 50th floor. Check 
your map, to see where the maintenance hatch is.

C/P, then stop, and wait for the onscreen indicator to show 
enemies ahead to the left and right. They have grenade launchers. 
When they appear, toss a flash grenade forward. Then run out and 
slash the one on the right first, then go down and take out the 
one on the left, who should just be starting to stand back up.  
Stand to the right side of the door on the left, and toss a hand 
grenade at the three guards to the left, then quickly move away 
from the door. Enter and kill anyone still alive then exit the 
door on the right.

Run down the hall on the left, and take out the guard here. Come 
back out to the long hall and turn left, and hold down Circle, to 
block the other guard's bullets, as you move forward. Then slash 
him also. Go to the end, and enter the brown door. C/P then enter 
the next brown door. Highlight your hook, then hop over the wall 
in front of you, and move to the left, and standing near the 
corner, aim the camera at the top of the handrail on the small 
balcony above, and pull up and onto the balcony. You may have to 
adjust where put place the camera icon.  

Highlight your Bio-charges that you've been saving up, enter the 
door, and a cutscene will show several guards entering below. Hop 
the handrail, and run straight ahead to the center column and 
press the switch. This is where the elevator will be when it 
arrives. The counter tells you how long you have to stay alive 
before the elevator arrives.  So stay near the switch until it 
comes down, and in the mean time, evade and kill to your hearts 
content.  

In the two washrooms, which are past the column, are pickups. One 
of which is a Bio-charge, but if you go in there, you'll be in 
the middle of where the source of the continually replenishing 
guards is. So if your supply of Bio-charges can handle it, DON'T 
GO THERE.  Up on the balcony at the far ends, are grenade 
pickups, but you'll be a easy pickins as you try to get to them.   

When it finally gets here, quickly get on, and a cutscene will 
show you arriving on the roof, and walking into an ambush. But 
wouldn't you know it, Coffy comes and saves your stubborn butt 
again.  As you travel aboard the CY Girls aircraft, Coffy tries 
again for the umpteenth time to get you off your personal 
vendetta kick, and become a team player. Rots of Ruck on that 
happening. This clears this stage.

  
STAGE 3
MARSHALL ISLANDS PLANT 2

Okay, your first task, is to find a disk for transporting the 
data. Walk forward, and enter the third door on your left. C/P, 
then enter the next door and get some hand grenades to the left.  
Exit back out, C/P, then out the next door, and to the left. In 
the next hall, C/P, then out the next door. There are stairs to 
your right, and a door to your left. Enter the door on your left, 
and go to the left side of the door on your right.  Hide beside 
the door to keep it open. There is a guard halfway down to the 
right of this long hallway.  

Open the door, and hold Circle as you approach him. Your Katana 
deflects his bullets.  When you get to him, slice and dice then 
return and enter the side door that you passed on your right. C/P 
in the hall, and enter the next door. There is a lab-coat in 
front of a dive terminal in this room. Coffy tells you to get the 
disk before you dive, but at least you know where the terminal 
is. Check your map, to see what the room looks like, so you'll 
know where to come back to.

C/P, and out the other door. You are now above the long hallway, 
and there is a guard on one of the platforms on your right. Use 
your Katana to break the glass, then quickly hide against the 
side of the door out of sight of the guard. Use a shuriken to 
take out the guard, then cross the platforms, and head up the 
stairs. Cross the catwalk, and down the other stairs. 

Enter the door, to be in a room with four boxes and a C/P. Enter 
the next door to be upstairs above the room with the Yellow 
Escape Pod. There are two guards down in this room. One you can 
see over by the steps leading up to the escape pod, and the other 
one, is up under the steps on the right. Throw a couple of 
shuriken into the one you can see, then run down the steps on the 
right, and at the bottom, run under the steps and slice the other 
guard.

At the bottom of the steps that you just came down, on the table, 
is the disk that you're looking for. Go over and acquire it. Hop 
up on top of the machine to your left, and get the HF Pack. Now 
you need to head to the dive terminal. 

Head back up the steps, and out the door into the four box room, 
and C/P. Out the next door, get the hand grenades, and drop down 
to the long hallway.   Enter the side door on your right, and go 
right. C/P, then out the next door. Head over to the dive 
terminal, and dive in. 

CYBER SPACE

Okay you looking for the genetic information.  That's the Disk 
Control file behind you. Use your Find Skill to read about it. 
You need to find the genetic file information in Cy-D, and bring 
it here to be uploaded, and copied to the disk that you found. 
Slap the flowery security files that come to annoy you, then exit 
out the door. 

Use Tap Skill on the two avatars by the door, to learn that you 
should download the genetic information file, then upload it to 
the control file. It's the Sequencing data for a new clone. 
Return back thru the door, and into the dive-out room. Highjump 
up to the door on the left. Enter the door, and draw the flowery 
files away from the avatar, then take them out.   
?
There is also a door behind the cage on the other side of the 
balcony. Run around the catwalk to it and enter. Enter the next 
door, and use your tap skill on the avatar, to find out that if 
you don't enter the unlocked door within the time limit, it 
automatically relocks. Modulate the door lock orange diamond 
control file to blue, to unlock the door straight ahead.  Head 
forward, and use the Break Skill to tear down two walls, then 
download the Vital Margiana Genetic Info. Now head back to the 
dive-out room.  

Head past the blue diamond, and thru two doors and drop down on 
the right.  Run to the control file, and look at your Skills 
Menu, to see the finger pattern for the Genetic Info. Hold the R1 
button, then start on the Square button, go counter-clockwise, 
and end on the Square button, then release R1. You can read the 
file back in the real world, but for now, dive out. 

REAL WORLD

C/P, and read the file. The file that you just copied to disk, is 
a urgent request for a change in research and production lines. 
Hookshot up to the balcony above, and slash the brown boxes in 
the corner to get a pickup. Then head out the other door. C/P in 
the hall, then head into the Steps hallway, and give several 
guards fatal blows. Get the hand grenades then exit the other 
door. The wide door on the right, is locked, and requires ID, and 
you get an add-on to your missions. 

Head back thru the steps hallway, C/P, and back into the dive 
terminal room.  Follow the catwalk on around, pass the door, and 
go to the end. Hop the rail, to get a Flash Grenade. Now return 
to the door you passed, and go out. C/P, then go left thru the 
next door, and pass above the long hallway, and enter the door 
ahead. C/P in the hall and enter the door on the left. 

Drop down to the floor, get the flash grenades, then use the dive 
terminal. 

CYBER SPACE

Above, behind and to the right, is a upload file to transfer the 
info that you find onto disc. Destroy the four flowery files to 
make the avatars stop being scared, and chat again. Use the Tap 
Skill to check out what they are saying. 


If you don't for some reason already have the Tap Skill, then 
enter the door near the control file, and out the next one on the 
right. Beat up the four flower files, and break the wall. Head 
forward, and download the Tap Skill. If you do have it in your 
Skills Menu then disregard the above. 

Highjump up to the door that isn't near the control file, and go 
in. then enter the door on the right. Drop down and destroy all 
the flying bugs, so the avatars will talk. High jump up to one 
end of the hall, then run up the steps and cross the platform and 
stop by the red-skirted avatar. Use Tap Skill to listen to her. 
She says, that if you don't use Break Skill to destroy all the 
files that appear within the time limit, you can't get the info 
you seek. They will appear at each end of the long hallway, on 
the first and second floor. 

Head to one end and down the steps, and use Break on the green 
diamond file there. Then step off the end to the floor below, 
turn around and break another file. Turn around and run towards 
the other end. Start pressing the button for the highjump. And a 
little past halfway down the hall, release R1 to sail up to the 
other end, and break the file there. Turn around and step off the 
edge, turn back around and break the fourth file. If a file 
appears in the middle of the hall, you've succeeded. Go and 
download the Vital Margiana Genetic Info file.

Now you need to highjump back up to the middle section. One side 
of the upper middle section is blocked. And the other side with 
the avatar standing on it is accessible. That's the side that you 
want to jump up to. When you get up there, go right thru two 
doors, and drop down. Highjump up to where the upload control 
file is, and check your Skills Menu for the finger pattern to 
upload the file, then use is. It says that a Woman in Yunnan 
Province, China is reported to be a Carrier of the Margiana Gene. 
Now drop down and exit Cy-D.  

REAL WORLD

C/P, then hookshot to reach the second floor catwalk,  and exit 
the door that is NOT above the dive terminal. Go right. C/P, then 
out the door on the left. Run in and hide behind the first row of 
boxes. There are several guards behind the other boxes. One of 
them is throwing flash grenades at you, which does little more 
than kick up a lotta dust. Toss them a real grenade, and if there 
are anyone still standing, waste 'em. Get the flash grenade 
pickup off the box in the middle, and continue on. Thru the glass 
on the left, you can see the escape pod room.

Exit the door ahead, and head down the stairs. C/P at the bottom, 
then enter the door. You're in a hall that goes around to the 
left, and has rooms on the left. The first room on the left 
operates clone-testing equipment. There is a dive terminal in 
here also. So dive in.

CYBER SPACE

C/P, then notice the Disk Control upload file behind you. Exit 
the door and beat up the flowery files that you see, and break 
three walls ahead, and one to the left, to download the Genetic 
Info file. Head back towards the dive-out room and bypass it and 
enter the door ahead.

Go up the stairs, then thru the door at the top. Then enter the 
door on the right, kill another flower, and download the Dash 
Skill which allows you to move much faster than normal.  As you 
can see the finger pattern for the Dash Skill, goes in the 
opposite direction of the Highjump Skill.  

Return to the control file in the dive-out room, and check your 
Skills Menu for the finger pattern for the Genetic Info file you 
just got, then upload it.  Now dive out.

REAL WORLD

There is one more place in Cy-D to get Genetic Info, but you need 
a Level 2 ID card to get to it. Check your map to see that the 
card is in the 2nd basement. It's the wide door past the steps 
hallway where they wouldn't let you in before.  You are currently 
in the third basement.  Exit back out of this room, and go left. 
The third door on the left, has a machine for medicine 
production, and a Bio-charge. 

Exit back into the hall, and go left around the corner, and thru 
a C/P hall, and out the next door. Go left down the next hall, 
and bypass the three doors on the left. Exit the door at the end 
of the hall, C/P, then out the other door.  Check your compass as 
you look up the steps on the right. There are several red dots in 
the alcoves to the sides of the steps. Run up to the first 
landing, and duck into the alcove on the left. Arm your flash 
grenade.  

The guards will run in and out of the side alcoves further up the 
steps. Wait until it's safe, then flash 'em.  Then when they're 
laying down on the job, run up and slash away. One of the first 
guards that you kill will cough up the Level 2 ID, when he gives 
up the ghost. There is no need to concern yourself with the rest 
of the guards. Just turn around and run back down stairs and 
enter the door ahead. 

Go right, C/P and hide beside the other door. Ahead, is the long 
hallway, and there is a guard about halfway down. Hide beside the 
door to keep it open, and toss him a real grenade. If he's to far 
away to accept the grenade, then toss him a shuriken or kunai. 
Unhook yourself, and head down the hall, and halfway down, turn 
around, and look up. Hookshot up to the catwalk in the middle.  
There are doors to your left and right. 

Go left, C/P, then in the door on your right. Hop the handrail on 
your right, and go left, and enter the door ahead. C/P, then hide 
beside the next door. Ahead is the Steps Hallway, and there are a 
bunch of guards. Toss them a flash grenade, then run in and do 
some slicing. Get the Bio-charge on the right. Then exit the door 
ahead.  Approach the wide door on the right, and it will open. 

Hold the Circle button, as you move forward into the room, to 
block the soldier's bullets, then when you get close enough, use 
fatal blow to take them out. Head over to the elevator, and press 
Square to ride it. You're back in the Rejects Room, but luckily 
Coffy tells you to bypass it and continue on. So breathe a sigh 
of relief, as you exit the other door. Go right, C/P and hide to 
the left of the other door. 

There are two guys in white coats at the other end of the next 
hall, with  flamethrowers. There are also three bridges, and each 
one has a guard on it. Target one of the flamethrower guys, and 
toss a shuriken into him. When one of them starts to head towards 
you, wait until he gets past the nearest box, then toss him a 
hand grenade, and let the door close until it explodes. If all 
goes well, the splash damage will take out the guard on the first 
bridge as well. When the second flamethrower heads to your end, 
rinse and repeat. 

If you managed to kill the guard on the first bridge, move 
forward, and hookshot up to it, then either kill the guard, or 
just crouch down. Toss shuriken into the 2nd and 3rd bridge 
guards until they die also.

Get the HF Energy Pack off the first bridge, Bio-charge off the 
second bridge, and hand grenade off the third bridge. At the end, 
go right, even though both doors lead to the same place. There is 
a tank at the end of the hall.  There is another one up the 
stairs to the left, so use your blade to block their shots, then 
dust them. Get the flash grenades. 

Exit the door, and run to the right as you block the guard's 
shots, and kill him. Below you, is another flamethrower guy and 
soldier.  There is a second flamethrower guy down below at the 
other end of this room. Stand near the opening in the handrail, 
run and jump across to the catwalk on the other side. Keep 
jumping back and forth from side to side, from one catwalk to the 
next, until you reach the end. Toss a flash grenade down below, 
to freeze the flamer, and soldier, then run into the door at this 
end of the room, and go past the boxes, and to the right for a 
C/P. 

Enter the manager's room, and use the dive terminal. 

CYBER SPACE

C/P, notice the upload file to your right, and go out the door 
ahead. Follow the hall around to the left, and enter the next 
door to C/P.  Modulate the orange diamond file on the right, to 
open a timed doors ahead. Run forward, and set up your high jump, 
then just before the barrier, release R1, to sail over the pit 
and land on the other side. 

Go right out the door, and down the stairs. Go left, and break 
the wall, and back up some more stairs. Enter the door, and 
modulate the orange diamond, to open another timed door to the 
Rejects Room. Jump the barrier, beat up the green arm swinger, 
then break two walls, and go left out the door, then left and 
into the Rejects Room, and download the last Genetic Info file. 

If the door closes before you get to it, just go back and 
modulate the orange diamond again, then break the three walls 
again, and enter the two doors, and you should make it easily.

Exit back out of the rejects room, and go right thru two doors. 
Hop the barrier before the green control file, and exit the right 
door. Turn left and run past the barriers, and left up the steps, 
then left thru the door. Then go right and highjump past the pit, 
and at the other green diamond go out the door. Straight, then 
right on around and out the other door. 

Go over to the upload file, and check your Skills Menu for the 
finger pattern for this last Genetic Info file, then upload the 
file to your disk. You've just cleared and added some mission, so 
dive out.

REAL WORLD

C/P. Coffy tells you to return to your start point and escape. 
Exit out of one of the doors behind you, and get the Level 3 ID 
off the floor.  Move forward thru the door ahead, and press the 
switch on the right. You get a C/P, and the long hall is ahead. 
Run thru it, and exit the door at the other end.  Go left out the 
next door, passing the alcove stairs, and thru the door on the 
right. C/P hall, then out the next door. Go down to the end of 
this hall to end the stage. 

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

STAGE 4 
SPANISH PARTY HALL 

Your task here is to find Puri-who is your contact, and turn the 
Genetic Info Disk over to him. He will run away, if you cause a 
disturbance. A lot of the party guards are really FGC agents who 
are heavily armed. If you attack a guard, it will cause a 
disturbance. You are not to let yourself be seen by the party 
guests or guards. 

You also get a shiny new toy to play with-the Ninja Cloak. It 
makes you invisible while standing still and walking. There'll be 
none of the silly flirting business this time around. To use the 
Ninja Cloak, highlight it in your sub-weapons and it will turn on 
and stay active as long as it is highlighted.  You can walk and 
remain invisible, but if you run, jump, slash, or dance, you will 
definitely be noticed. When a guard is headed towards you on a 
walkway, move to the wall, and either stop or keep walking 
against the wall, and he should just pass on by.  

As soon as you gain control of Aska, go to your sub-weapons menu 
and highlight the cloak. Then press Triangle quickly, because the 
guards will start to walk thru the garden area(aka the shiny 
floor area to Ice). Keep and eye on your compass readout to see 
who is around you, and the Enemy Info picture window to the left 
of it. If you are detected somewhere, leave quickly. You'll 
create a disturbance if you're detected too often, and you'll no 
longer be able to meet your contact. 

Check your map, to get the lay of the land. Walk forward into the 
bushes, and get the Shinsaku which can propel you 30 meters in an 
instant. Walk over to the bushes on the other side of the garden, 
and get the Ha-ze which will create a shock wave, using the 
bodies energy.  

Head back across the Garden, and out the doorway on the left, to 
the door on the left. The name of this, and the other two rooms 
ahead will appear onscreen when you get to their doors. This also 
applies to other important rooms in this mansion also. The first 
door on your left is locked, and is the Daffodil Room. The second 
door is the Lily Room. And the third door is the Sunflower Room.  

 Enter the Lily room, by pressing Square at the door, and get the 
grenades. In the Sunflower Room, is nothing but that tall 
candelabra. Exit, and head across the garden going thru the 
bushes, and out the opening on the left. Proceed forward
into a short hallway, and enter the Right Entrance C/P hall, then 
open the other door, and stand in the doorway to see what's 
ahead. That's the main entrance and there are guards and party 
guests out here. 

Slowly walk past the door guard, and into the door ahead. This is 
the Left Entrance C/P hall. Open the next door and go into the 
door on the left, and get the grenades off the table on the 
right, while keeping your distance from the guard. Exit back out 
into the hall and go left, enter the next door on the left, which 
is the washroom. Get the hand grenade off the oversize facebowl 
and leave. 

Enter the door across from you, to be in the Casino. Move inside 
the middle area, and go left and get the Bio-Charge. Go to the 
middle of the four roulette tables, and get the Daffodil Key off 
the floor. Then exit back out the door that you came in, and go 
left.

Out the door ahead, and thru the Left Entrance C/P hall, then 
across the main entrance, go straight, and thru the Right 
Entrance C/P hall. Out the other door, to be at the perimeter of 
the Garden.  Head on over to the left door on the other side of 
the garden. When no guard is nearby, highlight the Daffodil Key, 
and press Triangle to unlock the door.  Then quickly press Square 
to open the door, and run in and let the door close behind you. 

Head over to the bed, and get the memo. It's from your contact 
Mr. Puri. He's leaving you a Bell, and says if you want to meet 
him in person, search this room carefully.  You need to find 
clues about your contact, so turn around behind you, and go to 
the dresser and press Square to show a short cutscene of the top 
opening up and Aska hopping thru to the hidden room.  Head over 
to the terminal, and dive in.

CYBER SPACE

C/P then turn around and hop out the secret door, and download 
the file. It's a memo from Puri who says he's going to test you. 
His next message is guarded by a security file, and all you have 
to do to read it, is knock out the security. Head out the door 
and go left. Disregard the files that you see around the 
perimeter for the time being. Enter the third door ahead, and 
download the Search Skill. Go back to the middle door, enter and 
use your search skill and download Memo from Puri 5 which says 
all of the banquet rooms in this party hall are named after 
flowers. 

Go to the middle of the Garden, killing the snakes, download the 
Memo from Puri 4 which says that you need to use the Search Skill 
to find the hidden files. So use Search and another file will 
appear pertaining to FGC ending their investment in the Space 
Development Project. 

Head out the other side, and enter the door ahead. Then thru the 
main entrance, and you'll see Big Red, the security file that 
Puri was talking about, scamper off to the left, so go smack him 
silly. And download the Memo from Puri 7 file that appears 
nearby.   It says that The Beautiful Rose Bears Thorns, which is 
a clue to what room he is in. It says ring the Glass Bell at the 
entrance, and he'll come out and greet you. 

Head back thru the main entrance, and download the Find Skill 
then go into the door on the left, and download  Memo from Puri 
3. If perchance you don't see it, use your Search Skill. It tells 
of a super fast security program that you can't defeat in the 
usual way. You'll have to try something different. It says, that 
you'll have to use your head. This clue seems to pertain to a 
room off of the perimeter of the Garden, that has stairs leading 
up. I'll go into more detail, when I enter Cy-D the second time, 
to deal with this problem.

Go back thru the main entrance, and thru the next room, and stop 
in the outer perimeter. Go to the left corner, and start 
downloading files in a counter-clockwise direction. You should 
get DOWNY MYRTLE, LARKSPUR, DAFFODIL,  SUNFLOWER,  LILY, WILD 
PINK, MOTH ORCHID, and lastly, PERIWINKLE, which you should read.  
The room behind where you just got Periwinkle is where Memo from 
Puri 3 pertains too. But, I'll rag on about the problems that I 
had in this room, when I return to Cy-D the second time. For now,  
return to the left room, and hop thru the window, and dive out 
and C/P. 

His clues says he's in a room named after a flower. If you'll 
check the files that you downloaded around the perimeter of the 
Garden, you'll find that Periwinkle is a rose, so you should find 
Mr. Puri in the Periwinkle Room. 


REAL WORLD

Turn around and press Square to exit thru the secret door, and 
put your Ninja Cloak back on. Exit the door on your right and go 
right. Go around the corner to the left, and sneak past the guard 
in front of the door on the right. And I want to thank killjenn 
over at IGN games forum for hipping me to the fact that you 
actually could sneak past the guards standing in front of the 
doors. I had tried that earlier, on a previous guarded door, but 
forgot to press Square to actually open the door-silly me, and I 
was doing so good up to that point too.

 So I threw that idea out of my mind. I read back thru Ice's 
Party Hall Mission, to see where the various rooms were.  Then  I 
went around and noticed that every door that Ice had used to get 
upstairs, now had guards in front of them.  So I figured that I'd 
better get a little help. That's where good 'ol killjenn saved 
the day. 

So to continue on, if you accidentally bump the guard, and he 
starts to notice you, quickly run into the room, and let the door 
close, so he'll think it was just his imagination. Turn left, and 
get the hand grenades from under the steps. Now run up the steps, 
and head around to the left for a C/P. Open and walk into the 
door. As you approach the rooms on the right, their names will 
appear onscreen. The first room, is the Larkspur Room. 

Enter, and get the HF Energy Pack and Bio-Charge in the corners, 
then exit back out and go right. The next room, is the Periwinkle 
Room. Highlight the Glass Bell, and walk to the door and press 
Triangle.  Then press Square to open the door.  Brother Puri 
ain't here, but another one of his damn memos is. Go over to it 
and press Square to read it. It says that he is still busy, and 
that he's left more messages in Cy-D. He also left you a bomb, 
but no clue as to where to use it. Thanks a lot guy!!

As you finish reading the memo, the door opens behind you, and a 
guard enters. You toss butterfingers the bomb.  Coffy tells your 
that it's time to quit playing kingsneaky, and find Puri. So let 
the games begin. Head back out the room, and get the Microwave 
Grenades of the handrail. Look over the handrail, and notice the 
guard running around below. When he goes into the room underneath 
you, hop the handrail, C/P and go left. 

The sliding doors on the left is where he ran into, and that's 
the kitchen. The door on the right, is the Party Hall, so enter 
there and C/P. Head up the steps behind the piano, and get the 
Bio-Charge, and other pickup. On the middle table in the middle 
of the room is a food containers with a hand grenade pickup.  
Head to the door, put your cloak back on and open it, then kill 
the guard. Get the hand grenades that he drops.  Your cover is 
blown, which means that the guards can see you well enough to 
shoot you even while wearing your Ninja Cloak, so you might as 
will take it off. So all bets are off. 

Run in thru the sliding doors using your katana to block the 
bullets, and kill the guards in here, then get the Bio-Charge 
that is to the right of where you entered. Turn around behind you 
and jump up onto the shelves with the orange and yellow bottles 
to get a Kyuso which is thrown and explodes 30 seconds after 
starting to move.  Slash the box on the conveyor belt, for 
another Bio-Charge.  

Blocking with your katana, enter the Pantry, and run over to the 
far left corner, and kill the guard.  Slash the wooden box on 
this conveyor belt, to get some grenades.  There are two large 
orange containers on top of two of the shelves. Jump up there, 
and slash them to get a Bio-Charge and hand grenades.   Exit out 
the other sliding doors.  Go out the door to the right, thru a 
C/P hall, and stand in front of the other door.  

The next room, is the low wall room, and those silly people are 
back dancing around the flying bullets. Highlight your hook, and 
stand in the open door. First one of the civilians will run past 
the door, then the guard will come and stand in front of the 
door. Press Triangle, to drag him to you, then slice him. There 
is another guard on top of the low wall, so run in and hook him 
on down to size, then slice and dice.   

Head down to the end, and hide against the end of the wall. Toss 
a flash grenade to the guards when the civilians are on your end, 
then run down and disturb their slumber. Get the HF Energy Pack 
off the top of the low wall. Then exit the other door. Stand by 
the door on the left in the statue room.  The next room is the 
casino, there is a guard straight ahead, and one to the right. 
Block with your katana, and run straight ahead and take that one 
out first, then block some more and get the one on the side. Then 
get the pickup in the corner. 

C/P, then stand in the other doorway, and hook the guard that 
runs up and slice him.  Open the door again, and to the right, is 
a barrier, so hold Circle, and go left, and stop in the middle of 
the three guards, and then release and press circle again, to 
issue them Ninja Blows. There are shooters up above you, so just 
enter the door to the right.

Cross the room, and exit the door on the other side. Go right, 
and you are on the other side of the barrier. Get the Pickup off 
the bench, then return to the room. Take a break, to let your 
guard build back up. Exit out the other door, and go thru the 
door on the right.  Go forward, and get a C/P, then go back out 
into the hall where you were being shot at from above, and to the 
right of the fan, hookshot up to the balcony, and take out the 
two shooters.  There are several rooms up here. To the left, is 
the Downy Myrtle Room which has nothing for the moment. Next is 
the Wild Pink Room which is also empty. 

Enter the next door to the right, and go right. In the Shelf 
Room, get a C/P, then out the next door. In this second floor 
kitchen, get the grenades off the stove at the end. Exit the side 
door and go left. There is nothing happening in the computer 
room, so enter the washroom to the right, and get the HF Energy 
Pack. Return to the kitchen and go left. Thru the Shelf Room, 
C/P, then in the laundry room, near the sinks, jump up onto the 
gray cylinders and get the pickup on top. Exit the laundry room, 
and go left, and get the HF Energy Pack off the handrail. Now 
head to the other end and drop down away from the fans. You're 
now back where you started.  

Open the next door to the Left C/P Entrance hall, then stand in 
front of the door at the end. Ahead is the main entrance with 
respawning guards, and those crazy civilians getting in the way 
again. Since you can't get into the door to the right in the main 
entrance, there is no sense fighting the guards out here. So open 
the door, and run straight across, and enter the door ahead. Go 
thru the Right C/P hall, and exit back to the perimeter of the 
Garden. There are respawning guards in the Garden area, so run 
thru the garden to the left, and enter the left door on the other 
side. 

Go thru the secret door, and dive in to Cy-D

CYBER SPACE

Okay, the last time I was here, I tried to do everything in one 
shot. Apparently, the game wasn't having it. At the end of 
getting all the files, I tried to enter the room on the right, 
and solve that problem also. But all I found, was two round 
files, that keep going up and down the steps. And each time that 
I destroyed two of them, two more would materialze upstairs, and 
nothing would be accomplished. So, after spending way too much 
time repeatedly destroying them, enough was enough, and I got my 
hat and left.

Well, I'm back, and let's see what happens this time. Exit the 
dive-out room, and go right out the door, then right again, and 
left at the corner. Enter the door on the right, and will you 
looka there. It's Big Red. I betcha something'll happen this 
time.  He skeedaddles on up the steps, with Aska in hot pursuit. 
Up here, he has two of those round files running interference.  
Disregard them, and go kick his ass. Afterwards, the missing 
link, the final piece of the puzzle appears. Go and download Memo 
from Puri 8. 

It says that he is thru with his task. The Flower Blooming by the 
King is a clue to the room he's in. You're suppose to ring the 
Glass Bell at the entrance, and he'll come out. Yeah, Right, I've 
heard that one before. Oh well, what the hell, I've wasted all 
this time, so let's give it a shot.

Don't bother with the two round files, as they will keep 
respawning forever. Hop the rail, to drop back down to the first 
floor, and exit. Go left, turn the corner, and enter the first 
door on the left. Jump thru the secret door, and dive-out.

REAL WORLD

C/P, then check the flower files that you downloaded the first 
time in Cy-D.  If your read about the Downy Myrtle flower, it 
says that it was popular among ancient royalty, who often planted 
it in their gardens. Sounds like we got a winner. Okay, scan back 
up the walkthru, and notice that we've passed by the Downy Myrtle 
room, just recently, and put it on the map. It was upstairs, when 
we went to take out those two shooters by the fans.   

Exit thru the secret door, and go out the door on the right. It's 
mainly a waste of health, to take the time to fight the various 
guard between you and your contact. And if you reach a checkpoint 
just before being killed, lack of health will no longer be an 
issue. So just run like a bat out of hell.         

Head across the garden to the little hallway on the left, and go 
out the door. Thru the Right C/P Entrance hall, across the main 
entrance straight ahead, and thru the door. Cross the Left C/P 
Entrance hall, stop, and highlight your hook. Open the door, and 
hookshot up to the right of the fan. 

C/P, then go around the corner to the left, and stand in front of 
the middle door. Highlight the Glass Bell, and  press Triangle. 
Then press Square to open the door. You finally meet your 
contact. Brother Puri, will try to get his mack on. Aska replys 
with death threats, and the exchange is made. Only thing left to 
do now is escape to the roof. 

Go forward and to the right, to the handrail, and drop down, 
making sure that you are nowhere near the spinning fans. In other 
words, look before you leap.  Enter the door on your right, and 
find that it is blocked by lasers. So return thru the door, and 
enter the door on the left. Guess who you're gonna meet?  Why 
it's good buddy Ice, and the claws come out. You're told by HQ, 
that you're both on the same side, so you each take out a couple 
of guards, and pass like two lovely ships in the night.  

When you regain control, exit the door behind you, and again exit 
the door on the right. Hey, whatta ya know, Ice took the laser 
barrier down, you go girl.  Exit the door ahead, run straight 
across the main entrance, and out the other door. Thru the Right 
C/P Entrance hall and out the door to the short hall before the 
Garden area. You'll see a orange line leading to the where you 
need to make your hookshot in the garden. Follow it, and get up 
to the roof. 

You report in, that you crossed paths with Ice, and gave the data 
to the contact. Before anybody can even say thank you, Aska is 
long gone. Her assassin buddies appear where she was, and say let 
things continue the way they are going, and kill her later. That 
clears this stage.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
~~~~~

STAGE 5
PERUVIAN RUINS

IMPORTANT: Whenever you are going to jump across a large pit, and 
it's dark, USE YOUR NIGHT VISION GOGGLES. Also use them in some 
of the very dark places that Aska has to go thru.

The Cy Girls are still dogging Aska heels. They send her a 
partial map of the ruins that Ice got for them. Your mission for 
now, is to get a sample of the Margiana Gene. There are plenty of 
FGC guards and booby traps ahead. Too bad all those bio-charges 
that you collected on the last mission didn't carry over. But you 
do have Night Vision Goggles.

Head left, passing the Ancient Text for which you'll need to find 
your Secret Decoder Ring to make any sense out of, and slash the 
box to get a HF Energy Pack for your Katana. Walk to the terminal 
on the left, then move slowly to the right, going past the screen 
with the circles on it. The statue to the right of the table will 
fall, so don't be in front of it when it does. 

Coffy says that the globe on top of the rectangular block of 
stone looks like it could be moved. Bypass it for now, and run 
over to the box with the glowing object inside and slash it open, 
to get a few hand grenades. The game informs you that there is 
another Ancient Text behind you. Approach the other ruin 
exploration terminal,  from the right, to make the statue to the 
left fall down. This is a dive-capable terminal but step on down 
the stairs first. Run to the right and slice the guard. There is 
another Ancient Text nearby and a box to the right of it to 
slash. Oh look, a present, it's my handy dandy decoder ring. 

Highlight the decoder in Subweapons, and press Triangle while 
facing the Ancient Text. You get Ancient Text F. Now head back up 
the steps and use the decoder on the other two Texts. C/P then 
head to the left to get Ancient Text B. On the right get Ancient 
Text A. Now let's get wet.

CYBER SPACE 

C/P, then turn left, and go download all the seven yellow files. 
They are all reports from Dr. Z. The purple file is what you'll 
use to upload and decode Ancient Text, so don't download it. 
Instead, go into your Skills Menu, and find the finger pattern 
for each of the Ancient Texts that you found, and use the purple 
codebreaker on them.  All three start on the Triangle Button.  
You can read everything when you return to the Real World. Turn 
around behind you and go dive out. 

REAL WORLD

C/P and catch up on your reading. First check your information 
menu, then your missions' objectives. Following, I will give a 
brief run down of what all the stuff that you downloaded says.

Dr. Z's Report on Ancient Ruins 1

The results of the Ruins research is in Cy-D. The five globe 
pedestal statues has a name and can be moved when pushed. The 
center on is called Pedestal of the Sun, and changes when the 
others move. 

Do I smell a puzzle? I must admit, that so far, Aska's puzzle 
have been relatively simple, compared to the one's that Ice had 
to figure out. Please don't be letting me put my foot in my 
mouth. 

Report AR 2
This is the Statue of Mercury

Report AR 3
This is the Statue of Venus

Report AR 4
This is Statue of Earth

Report AR 5
This is Pedestal of the Sun.  You need to figure out a way to 
open it. There is a connection between it and the other statues.

Report AR 6
This is the Statue of Mars

Report AR 7
This is the Statue of Jupiter

Now going further down the Information Menu we have:

Decoded Text A says: 
The Holy Positions are
Mercury: 5
Venus: 12
Earth: 10
Mars: 12
Jupiter: 2

Decoded Text B says: 
With the protection of the Sun, show the Holy Time.

Decoded Text F says:
Follow the advice on the stone tablets, when the path is 
seemingly blocked. If you can figure out their messages, the path 
will open.

Your mission objectives say to move the five stone figures to 
indicate the "Holy Time."

Okay, the square pedestal is the Sun and is the center of a 
clockface. Now picture the numbers on a clockface. With 12:00 
being in the direction of the Steps, and 6:00 being the door 
between the two animal statue. Move each planet pedestal to the 
time indicated by the holy time. There are five circles that 
surround the Sun. So counting outward from the Sun: 

1 is Mercury and should be positioned at 5:00 push three times.
2 is Venus and should be positioned at 12:00 push one time.
3 is Earth and should be positioned at 10:00 push one time.
4 is Mars and should be positioned at 12:00 leave where it is.
5 is Jupiter and should be positioned at 5:00 push one time.

Just walk Aska up to each planet, and press Square, and she will 
move it. As long as you remember that towards the steps is 12:00 
o'clock, it's a piece of cake.

After you solve it, the top of the Sun pedestal, will open up. 
But for the time being, head down the steps, C/P and go left. 
Press Square, to open the door and stop.  There's a tank on the 
other side of the pit. Run to the left, dropping into the pit. 
Then pull up, run forward and dust the tank with your katana. 

Notice the White Eagle Statue on the wall, pick up the Bio-
Charge, and use your recorder, to get Ancient Text G. Keep going 
past the eagle, and drop down into the next pit. Enter the other 
little room, and throw that switch from left to right first. Now 
come back and throw the other switch from right to left, and this 
will cause the door to drop above between the two little pit 
rooms. 

Hop up out of the pit, and walk on the narrow ledge, and stop 
before entering the now open door. Hide against the left side of 
the doorway, and notice the two soldiers ahead. One is behind the 
boxes. To the right, is a large pit, with a tank on the other 
side. Run in to the left, and hold the Circle Button to block 
their shots. Let them come to you. Then run in between them, 
release and press Circle again to deal fatal blows. Afterward, 
quickly run behind the boxes for cover.  Get the grenades that is 
dropped.  

Slice the rear boxes, to get more grenades. Go around the 
backside of the boxes. From here, the tall column, is blocking 
the tanks shots.  Whereas Ice couldn't get across this pit, Aska 
can make it easy.  Put your goggles on, run and jump across to 
the left of the column, and dust the tank. Use your recorder, to 
get Ancient Text H. Enter the door, and get Ancient Text I. 

Turn around and jump back across the pit, and go left. Enter the 
door on the right and head back across the pit to the dive 
terminal.

CYBER SPACE

Highjump across the pit, and download the yellow file.  If you 
fall down into the pit, know that there are two green arm 
swingers waiting for you. 

This is Report AR 8 which says the purple file next to you, is  
codebreaker for Ancient Text. Stand next to the purple file, and 
check your Skills Menu for the finger pattern for the Ancient 
Texts that you found, and enter them.  Notice that they all start 
on the Triangle Button.

Decoded Text G says Place a Yellow Stone in the left Wing of the 
Yellow Eagle, and only one stone per eagle.

Decoded Text H says Cotton is the source of this land's 
prosperity. It is a gift from the gods.

Decoded Text I says use the stone behind the wall that opens. If 
the wall keeps you from it, use a tool to pull the stone towards 
you. Hop down into the other pit, to find a mystery file with a 
question mark on it. Use your Find Skill to determine what it is.  
It says it's a Life Up device, so download it to increase your 
health if you wish. Pull up out of the pit, jump back across the 
other one, and dive out.

REAL WORLD

Jump back across the pit, then walk on the narrow ledge thru the 
doorway, and go left. Run and jump across the pit, and go in the 
door on the right.

To the right, is a square floor switch, which opens the wall on 
the left, as long as there is pressure on the switch. Stand on 
the switch, and see the box just past the raised wall. Coffy says 
that it's on wheels. Highlight your hook, target the box, and 
drag it to you while standing on the switch. Now get off the 
switch, and replace yourself with the box. 

Now you can go beyond the wall. Move to the right, and head down 
the steps to a C/P.  You can put on your night vision goggles 
now. Around the steps to Aska's right, are guards waiting to 
ambush you. 

Stand against the pillar part of the bottom of the steps, but not 
so that you are in the opening, and toss a grenade when the guard 
enters the door ahead. There are a couple of loose sections of 
wall that you should make fall, by running past them real fast. 
One of the guards wants to pit his butter knife up against your 
katana. Is this guy crazy or what? 

Open the door straight ahead, and stand in it. Ahead, is a dive 
terminal, and around the wall on the left are guards and a deep 
pit-the kind that kills. Let your Night Vision goggles recharge 
before moving. Take out the two guards walking towards you. Be 
sure to watch out for the pit. There is another guard. 

CYBER SPACE 

Go left and highjump across the pit. Use your Search Skill, to 
make Report AR 14 appear behind you. Use Find on the mystery file 
behind the switch to determine that it is Report on AR 13. So go 
ahead and download it. Stand over by the two short statues, run 
and jump into the section that is between the two sides of the 
pit. Download the Memo from Dr. Z, and it says that he's sure 
that another room or level exits. He figures that it may take 
supernatural powers to find it.  

It seems to me that there should have been a purple codebreaker 
file at this Cy-D location, because you're going to pick up 
several Ancient Text, and you'll be past where you needed their 
knowledge before you reach another codebreaker.  But I didn't see 
one, so I'll just have to tell you what to do. Head back across 
the pit, and dive out.       

REAL WORLD

Walk to the door you came thru and slowly walk towards the pit. 
You see a shaky wall on the other side. Coffy tells you to use 
your hook to bring it down. You can do that, or you can just run 
and jump,  and knock it down with your body when you land. Put 
your night vision goggles on before you attempt the jump. On the 
right side of the pit, there are three ledges and an outcropping 
to bump your head on above. 

Notice that the switch starts out to the RIGHT and the wall that 
it controls is in the up position.  Throw the switch, and a wall 
will slide most of the way down in the next area. Go back to the 
right side of the pit, and notice an opening between this side 
and the other. Jump to it,  go around to the right, and use your 
recorder to get Ancient Text D. Also get the impact grenades. 
Come back out of here, and go to the left side of the pit, and 
turn half-right. Run and jump back to the dive terminal. If you 
are unsure about jumping at an angle,  jump back to the left 
where the switch is, then  jump straight across the pit.  


EAGLE PUZZLE PREPARATION

First of all, I'm going to name the switches and doors that 
you'll be concerned with.

1. The switch across the pit that raises and lowers the wall will 
be called the Wall Switch.
2. The switch closest to the blades will be called the Blade 
Switch.
3. The switch closest to the steps will be called the Steps 
Switch.
4. The door nearest to the dive terminal will be called Door A.
5. The door farthest from the dive terminal will be call Door B.

Turn left,  and go in Door B, and get a C/P.  Enter the next-
door, go right towards the mystery box. Get the Bio-Charge.  Hop 
up on the lowered wall, and don't go beyond it. Now step off, and 
stop. Hide against the small section of wall to the right, and 
put your night vision goggles on and peek around and locate the 
shooters. Whenever you come back to this area, he will pop up and 
maybe bring a couple of his buddies along also. He is one of 
those sturdy red guards, and it takes a lot to kill him. He'll 
either be up top, or down in the pit.

There are several ways to deal with him. If you feel 
rambunctious, do a wall run over to him.  You could also drop 
down into the pit, run towards him, and do a hookshot on him to 
bring him down to you, then take him out. You could just keep 
tossing shuriken(it takes about nine) at him when he reloads, 
until he falls down dead. If he appears down in the pit, you 
could toss a hand grenade down, but it might not reach him.  It's 
your call.

After that problem has been eliminated, walk over to the square 
hole in the wall to make Coffy comment about it.

Drop down the pit, and move forward and get the pickup. Now 
hookshot up out of here.   Head down the steps, and get the 
Ancient Text R and a C/P.  Around to the left are two guards. Run 
between them, and give a Fatal Blow. Acquire the IQUITOS COTTON. 
Get Ancient Text Q nearby. Continue to the left, and kill the Red 
Guard.  

Continue on around and notice the box holding up the wall with 
the bird carving on it. This is the bottom part of the wall that 
you lowered with the Wall Switch upstairs. Behind that wall, is 
the Eagle Picture Puzzle. But you need to move the box that the 
wall is currently resting on. Turn around and walk straight 
ahead, away from the box that the wall is resting on. 

Enter the door, and stop. Ahead, are blades that swing out of the 
wall along the gauntlet corridor. Look to your left, and walk to 
the incense burner without going past the second part of the wall 
that sticks out. Coffy suggest that you put the cotton that you 
just found in it. So highlight it in your Subweapons, and press 
Triangle. 

That green glow on the floor ahead, is a lighter, but there is a 
swinging blade that you can't see, between you and it. Look to 
the right, and in the middle of the part of the wall that sticks 
out, is dark vertical opening-that's where the blade that you 
hear, but can't see, comes out. There are blades in several 
places along the corridor ahead. They don't kill you, so much as 
knock you on your can, and diminish your health.

Look at the glow of the lighter that shines every couple of 
seconds. I'm guessing, that when the blade goes in front of it, 
it shines, and when the blade isn't blocking it, it is dark. I 
base this on the fact that it is dark longer than it shines, and 
since the blade is making a circular loop, it takes longer to 
make the loop, than it does to pass in front of the lighter. So 
I'm thinking, that the time run and acquire it, is when it's 
dark. When you pick it up, the game will stop, until you press 
the Circle Button. At which time, you should attempt to quickly 
move back to the door.  Okay, that trick worked for me, so I 
guess I was right. 

Now move back to the incense burner, and highlight the lighter, 
and press Triangle to light it. Now wait awhile, for the incense 
to do its thing and fill the whole corridor.  After awhile, the 
blades should become visible or at least I thought they would. I 
went and had dinner, and when I came back, they still weren't 
visible. Then I turned around and went out the door, then went 
back in, and smoke filled the hall, and you could see the blades.  

Okay, here's what you gotta do. First of all, be aware that the 
blades are coming out of or going into the parts of the wall that 
protrudes. So move as close as is safely possible, then aim 
yourself at the next protrusion ahead, and when the blade passes 
you, run at and angle into the next protrusion to let it stop you 
from going too far. Then move towards the next blade, and do the 
same thing, until you get to the other end of the hall. 

At the end, turn left, and get as close as you safely can to the 
corner blade. Run past it and thru the Bio-Charge to the wall 
ahead. Go left, turn right, and run past the last blade. There is 
a switch on this side of the doorway, which I'm calling the Blade 
Switch. And there is a switch on the other side of the doorway, 
which I'm calling the Steps Switch.

You start out with both switches to the right. Throw the Steps 
Switch, to close and lock the door behind you, and open the door 
at the top of the stairs. Head up to the top of the steps, and 
C/P. This is the path that you will use to go between here and 
the Picture Puzzle room. Around to the right, is the dive 
terminal room that you used last time. So enter, and turn left. 
You've just come thru Door A. 

Put on your goggles, and jump across the pit. Throw the Wall 
Switch from left to right, to raise the wall. Jump back across 
the pit, and exit Door A. Go around the to the left, thru the 
door, and down the steps. Throw the Steps Switch from right to 
left to open this door. 

 Head back thru the blades. At the incense burner, go thru the 
door and straight ahead, to the now opened Eagle Puzzle Room. 
Push the block that the wall was resting on forward three squares 
so that it ends up between two raised sections of the floor. Walk 
up to the block, and press Square to move the block. If you wanna 
move a block just one square, press Square, to start Aska 
pushing, then quickly release Square, and she'll only go one 
square and stop. 

Turn around, and go back thru the door, to the gauntlet room. Go 
thru the blades again and throw the Steps Switch from left to 
right to open the upper door, and run up the steps. C/P at the 
top and go around to the right, and into Door A.  Turn left, put 
on your goggles, and jump across the pit. Throw the Wall Switch 
from right to left to lower the wall. Night Goggles, then across 
the pit again. Enter Door B this time.

C/P, then thru the next door and go right, bypassing the mystery 
box. The wall has been lowered all the way to the floor. So hide 
against the right wall, and go as far forward as you can. Peek 
around the corner, to see that another red guard has popped up 
over there. So it's shuriken to the rescue. After he dies, go 
back to the mystery box, and push it into the square hole in the 
wall. You'll have to push it once to the right, to line it up 
with the hole. It will fall down into the Eagle Puzzle room.

Turn around, and head back thru the mystery box hall, and out the 
door at the end. C/P, then out the other door. Night Goggles, 
then jump back across the pit. Throw the Wall Switch from left to 
right, to raise the wall. Night Goggle on back across the pit, 
and out Door A. Go around to the left, and thru the doorway and 
down the steps. C/P, and throw the Steps Switch from right to 
left, to open the lower door. 

Head thru the blades again, and out the door at the end. Head 
straight ahead, into the Eagle Picture Puzzle room.
Now you have all six pieces of the picture in the same room. 

THE EAGLE PICTURE PUZZLE 

First thing, notice the raised edges on the blocks. Those edges 
represent the outside edges of the picture. The red picture of 
the eagle, is the place in the middle of the room where you are 
suppose to move the blocks. The picture consists of six blocks 
with the raised edges as the outside border of the picture. 

I'm going to give the walls of the room directional names. 

The wall with the door that you entered thru is the South Wall. 
The wall to the left as your are standing in the doorway facing 
into the room, is the West Wall.
The wall straight ahead, is the North Wall.
The wall to your right, is the East Wall.

Okay, now I'm going to number the sections of the picture from 
left to right, and top to bottom.
______
|1  |2|
|3  |4|
|5  |6|

Now the blocks locations when you first enter the room is:

Block 4 is the one that was under the wall and is just inside the 
door.
Block 3 is the next one straight ahead
Block 1 is closest to you on the left.
Block 5 is closest to you on the right.
Block 6 is in the far left corner.
Block 2 is ahead in the middle farthest from you. 


You slide these blocks into the picture from the top in the 
following order 5, 3, 1.
You slide these blocks into the picture from the bottom in the 
following order 2, 4, 6.

Start by pushing the blocks that are in the way, out of the way. 

Push block 6 south one square, and west one square.
Push block 1 north one square, and west one square.
Push block 3 two squares east, and two squares south.
Push block 3 two square east.

Now we have a clear path to push the blocks into the picture.

Push block 2 one square north and three squares west.
Push block 2 seven squares south and four squares east.
Push block 2 four squares north.

Push block 4 six squares north. 
Push block 4 two squares east.
Push block 4 three squares north.

Push block 6 one square east.
Push block 6 six squares south.
Push block 6 four squares east.
Push block 6 two squares north.

Now for the other half of the picture.

Push block 5 four squares south.
Push block 5 four squares west.
Push block 5 three squares north.
Push block 5 four squares west.
Push block 5 six squares north. 
Push block 5 one square east.
Push block 5 one square north.
Push block 5 two square east.
Push block 5 five squares south.

Push block 3 two squares west.
Push block 3 two squares north.
Push block 3 four squares west.
Push block 3 six squares north.
Push block 3 one square east.
Push block 3 one square north.
Push block 3 two squares east.
Push block 3 four squares south.

Push block 1 one square east.
Push block 1 four squares north.
Push block 1 one square east.
Push block 1 one square north.
Push block 1 two squares east.
Push block 1 south as far as you can.

This will cause a door to open, and you'll clear a mission. Head 
back out of this room straight ahead and enter the door on the 
left.   

C/P,  then out the other door. Get the Sun Stone off the floor. 
Coffy suggest that there is some connection between the Sun 
Stone, and the Sun Pedestal where you first started the stage. 
The terminal by the blue chair, is a dive terminal.   

CYBER SPACE 

Head around the corner to the right, and use Find on the question 
mark file, to discover that it will add health if you download 
it. There should be no need to use it now, since you just entered 
Cy-D with full health. 

Come back out of here, and go around to the left, and the doorway 
will open, and out will come two green arm swingers. Pulverize 
them and just as you start to go to the yellow file on the left, 
a third green arm swinger tries to sneak up on you from the 
right. Split his atoms also, then go left and download the file. 

It's Report AR 12 and it says that the most vital information was 
hidden deep inside a wall. The wall closes up after a delay. 

Go right into the mirror room, and use your Search Skill, and 
download the yellow file on the Enigma of the Margiana Gene. Go 
left toward the king on his throne, then right. Modulate the 
orange diamond door lock file to unlock the green door nearby. 
Then go thru the one on the right to be outside.  Beat up a 
couple more green arm swingers that continually respawn in this 
outside area, and then thru the next door on the left. Move 
around, taking out the exploding bugs, and download the Firewall 
Skill. This skill creates a firewall that inflicts damage 
whenever it is touched. Lasts 30 seconds as used or after a 
powerful attack.  

Drop down thru one of the holes in the floor, and go down the 
hall with the lone computer at the end, and use your Search 
Skill, to make a orange diamond door lock file appear. Modulate 
it, to make the secret wall open. The secret wall is near that 
single mirror that is straight in front of the king.

Use your Break Skill on the wall that appeared behind you. Turn 
half-right, and highjump up thru the hole in the floor. Turn 
right, and break the wall. Jump the hole, and go out the door. Be 
quick about breaking the wall to the right, because green arm 
swingers will try to be quicker in their attack. Go thru the two 
doors. Go forward, and around the wall to the right. Then go 
left, away from the king, run straight ahead past the single 
mirror, and download the three yellow files. Now modulate the 
orange diamond, to unlock the large door in the Real World, so 
you can get out of the room where you found the Sun Stone. 

Now head to the dive-out point. Go to the single mirror, and go 
out the door to the left. Go straight ahead, and dive out.     

REAL WORLD

C/P. Directly behind you, is the door that you unlocked in Cy-D.  
Exit the door, and head right, into the mirror room and to the 
right,  for a HF Energy Pack, and record Ancient Text P. Head 
out, and record Ancient Text O which is  back on the other side 
of the door that you just came out of. Turn left, and head 
towards the king. Then right, towards the purple eagle. Get the 
hand grenades on top of the two-story pillar. 

You're now getting ready to head into the home stretch. Your 
destination is the roof where you started. The route there is 
long and filled with guards and tanks. Since you are nearing the 
end of the stage, you can start using those bio-charges and HG 
Energy Packs, cause they won't all carry over to the next stage.  

Exit the door, C/P, then out the other door and kill the Red 
Guard. Go right into the bushes for a Bio-Charge.  Exit the other 
door, and run forward, and drop down below, and kill the tank.  
Record Ancient Text N, and get the pickup. Head around the 
corner, and get Ancient Text M near the terminal. Head out the 
door on the side wall, and pull up on the left. 

Climb up to the left, and kill the two red guards. Is it me, or 
do the red guards have some kind of protection against Fatal 
Blows?  Enter the Heads Puzzle Room, and get Ancient Text L. Come 
back out and go right. Enter the door, and run down to the end, 
and take out the two guards. Look for a dark section of the back 
wall. Use your Night Vision Goggles to see the design on it.

A door will open, so enter the room, and get the pickups. Drop 
thru the hole in the floor, go around the corner to the left, and 
exit out the side door again. Climb up to the right this time, 
and take out the tank ahead. Then exit the door behind it for a 
C/P, then out the next door. Take out another tank, then climb 
the ledges on the right.  Kill the tanks in each of the pits, or 
run along the wall and get the HF Energy Pack that is flashing. 
At the end, get Ancient Text C. 

Go thru the door, and into where the Ledge Jumping Puzzle was for 
Ice. Fight your way thru the tanks and guards.  Drop down, taking 
out the Red Guard. Go to the end, and pull up and take out 
another tank. Pass the white eagle, and Fatal Blows to the two 
guards behind the wall. Continue on around and out the door 
ahead. 

Continue on to the right, up the ramp, taking out the two red 
guards and the tank. Now go back down the ramp and get your Bio-
Charge.  Head forward, and out the doorway on the right. Use your 
hook to pull the guard across from you down into the pit with the 
tank. Toss a grenade down to take care of the guard. If you want, 
you can run back down stairs for C/P. 

Drop down into the hole, and take out the tank. Get Ancient Text 
K while you're down here. Pull up on the other end, and go out 
the door ahead.  Jump the gap to the right, and take out the Red 
Guard and tank, then record Ancient Text J. Drop down into the 
hole, and run past the falling sections of wall. Hookshot up out 
of the pit at the other end, and go out the door.  

C/P, and out the next door. Go left and fatal blow the soldiers. 
Run to the right, jump the pit, and take out the Red Guard. And 
dive in. 

CYBER SPACE

C/P.  Highjump across the pit, and use the purple file to decode 
all the Ancient Text that you found. You'll notice, that a lot of 
them pertain to Ice. Dive-out.

REAL WORLD
C/P, and exit out the door, and go up the steps to the right for 
a C/P. You're back on the roof. Head to the Sun Pedestal, 
highlight the Sun Stone, and press Triangle. The pedestal rises, 
and a elevator door opens. Aska enter, and it takes her down. 
During a cutscene, Aska discovers a female mummy, that she feels 
an affection for. X and his boys show up. Before Aska attempts to 
escape outside she picks up a yellow something.  I think that 
this may be the Margiana Sample that was her very first objective 
for this stage.  When you regain control,  she's at the bottom of 
the steps leading up to the roof. 

Run up the steps,  pass the sun pedestal, and to the front door 
for another cutscene. A guy with a rocket launcher is just about 
to blow Aska to smithereens, when X intercedes, and kills the 
guy. He lets her escape in exchange for the mummy. And that's a 
wrap. This stage is over.