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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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. ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ 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.