____ _ _ _ / ___| ___ _ _ _ __ __ _ ___ | | | | (_) __ __ ___ \___ \ / __| | | | | | '__| / _` | / _ \ ___ | |_| | | | \ \ / / / _ \ ___) | | (__ | |_| | | | | (_| | | __/ |___| | _ | | | \ ' / | __/ |____/ \___| \__,_| |_| \__, | \___| |_| |_| |_| \_/ \___| |___/ ------------------------------------------------------------------------------- A walkthrough authored by snkupo Document version 1.0 - January 31, 2007 E-mail: [email protected] ------------------------------------------------------------------------------- =============================================================================== - TABLE OF CONTENTS - =============================================================================== o-----------------------------------------------------------------------------o | NAVIGATION: Each section has a [code] tied to it in the table of contents. | | Press CTRL + F to bring up a search box, then type the code of your choice. | | Now hit ENTER on your keyboard to jump down to the section itself. | o-----------------------------------------------------------------------------o BEFORE PLAYING - Introduction..........................................................[be01] - Controls..............................................................[be02] - Game Basics...........................................................[be03] - Frequently Asked Questions............................................[be04] - Important Terms.......................................................[be05] - Upgrades..............................................................[be06] - Unlockables...........................................................[be07] MAIN WALKTHROUGH - Prologue..............................................................[wa01] - Investigating From Outer Space........................................[wa02] - After Escaping From Your Spaceship....................................[wa03] - Lowering Your Infection At The Second Sick Bay........................[wa04] - Teleporting To Ransol Industrial Complex..............................[wa05] - An Upgrade Detected In The Industrial Complex.........................[wa06] - After Collecting The Six Keycards.....................................[wa07] - Atlas Is Dead.........................................................[wa08] - Teleporting To Deadscape Wasteland....................................[wa09] - Your First Moments With The Combustion Upgrade........................[wa10] - The Adrenaline Is Flowing Through Your Veins..........................[wa11] - Heading For The Mines.................................................[wa12] - Ransol Excavation Site................................................[wa13] - A Conversation Ending With A Scream...................................[wa14] - Heading For The Forest Lab............................................[wa15] - When You've Reached The Forest Lab....................................[wa16] - Ashes Of The Fallen - Endgame.........................................[wa17] FINAL SECTIONS - Contact Me............................................................[ex01] - Greetings And Thanks..................................................[ex02] - Legal.................................................................[ex03] - Version History.......................................................[ex04] =============================================================================== Introduction [be01] =============================================================================== Scurge: Hive is a game that blends together elements of puzzle, action and thriller. A small blend of dungeon crawler, and some absolutely kickass sci-fi music can also be found in this game, which is every bit as good as Nintendo's own Metroid series. Although the gameplay is completely different, and the graphics can't even be compared, Scurge: Hive is one of the best games on the Nintendo DS and the GameBoy Advance. As for myself, I had barely heard about the game when I decided to check it out around christmas 2006, and was extremely impressed by how unique of an experience the developers over at Orbital Media have managed putting together. A couple of months later I decided to write a walkthrough for it, after finishing my PSP walkthrough for Nihon Falcom's The Legend of Heroes III: A Song of the Ocean. It's pretty nice to be back playing Nintendo DS, I think. Before we start, let me mention that the GBA and NDS versions of this game are similar, looking away from the fact that there are maps on the lower screen in the NDS version. If you have the GBA version, you can in other words use this walkthrough without problems. Also note that I've split this walkthrough up in more parts than there are chapters, or excerpts in the game. I did this to make it a little easier to read the walkhrough without getting lost. Few sections usually means harder to read, in walkthroughs - in my opinion. The nature of games like Scurge: Hive makes it a challenge for the author to write a non-confusing guide (since there are so many rooms within each level), but I'm pretty satisfied with the result. More importantly, I hope you are satisfied as well. =============================================================================== Controls [be02] =============================================================================== It is possible to configure the controls to a certain degree in the options menu, just before you choose what file you want to start or load. The default controls are however very nice, and work just like this: Directional Pad - Running, Navigating A Button - Jumping, Using platforms B Button - Shooting L Button - Using the Tether R Button - Switching Weapons START - Main Menu, Pause SELECT - Not Used =============================================================================== Game Basics [be03] =============================================================================== Even though the atmosphere of this game isn't totally unlike that in the Metroid series, most of the other elements in Scurge: Hive are different. For starters, the game is viewed from an isometric perspective all the time. You will be running around in various locations as the bounty hunter Jenosa Arma, who is pretty athletic thanks to her prototype survival suit. Most of the time you will be shooting aliens and other enemies using a gauntlet that launches projectiles. Enemies drop gems called Bio Energy, that restores health and gives you experience points at the same time. When you collect enough experience points, you will level up, just like in a traditional RPG. Levelling up means that your projectiles will get more powerful, and that you can store more health than earlier. Throughout the game you will find upgrades for your gauntlet. Most of them let you fire different beams, that are more effective against certain enemies than other beams. For example, the EMP upgrade is able to take out metal-type enemies much faster than other beams. You've unlimited ammunition for all of the beams, so don't be afraid of shooting a lot. You won't have to hang around grinding in this game, but you should try to kill most of the enemies you meet while progressing through the game, as getting underpowered is pretty uncomfortable during boss battles. The most important thing about the game is very unique. The main character is infected by a virus that keeps spreading through her body all the time. There is a bar in the upper part of the screen, displaying how bad the infection is - and that number gets higher all the time. When it reaches 100%, it's game over pretty soon. To lower this number, you have to visit Decontamination Platforms, also named Sick Bays by the map legend. Look for '+' icons on the map, as the sick bays are identified by that icon. Once you reach one of them, stand in the middle of the bay and jump. This will put your infection back to 1%, and will also save your progress. Finally, I'll mention that there is a lot of walking in the game, and you'll spend lots of time trying to solve various tasks, almost like in the 2D Zelda games. Don't worry tough, as I'll guide you through everything you might need help with. Just like in any game with self-respect, there are several boss battles in Scurge: Hive. The bosses follow unique patterns, that you'll need to learn in order to master the game. =============================================================================== Frequently Asked Questions [be04] =============================================================================== Q: I can't seem to get to the other side of a gap by grappling onto an orb. A: Grapple onto the orb, go as far away from it as possible while still being connected to it, then jump. Press the directional pad in the direction you are headed for while flying through the air. Q: I can't seem to kill this enemy! A: Try different weapon upgrades. All the enemies have a weakness. Q: There is a weird beeping sound in certain areas, why? A: A keycard is hidden somewhere in the area. Q: How do I level up? A: Kill enemies, collect bioenergy. Q: Will there ever be a sequel to the game? A: At the end, the game says 'to be continued', so nothing is impossible. I wouldn't put all my money on it though. Q: I don't understand the geographical directions. A: East is Right, West is Left, North is Up, South is Down. =============================================================================== Important Terms [be05] =============================================================================== Sick Bay --------- These places are sometimes named Decontamination Platform by the game. On the map, they are identified with '+' icons. Stepping on one of these will decrease your Infection back to 1%, and save your game. Remember to visit sick bays whenever you need to get a fix for your infection. All of your HP will also be restored at Sick Bays. Energy Post ----------- These things look similar to statues. If you shoot at them using the EMP beam, you might activate certain mechanisms, open paths or similar things. Energy Circle/Energy Ball -------------------------- The same as Energy Posts, but the energy circles are basically blue, small circles floating in the air above a small monument. Shoot at them using your Dissipator in order to activate them. Nexus ------ A nexus is a circle with several small circles outside of it. Activating certain devices in a level might make one of the small circles start functioning. When all the small ones are functioning, the Nexus itself will activate. Target ------- Sometimes 'T' icons will appear on your map. These icons are targets that you need to visit. They are always important to progress further with the game. Targets can be persons, devices, monsters and so on. Pipe ----- Small pipes that are usually mounted on the wall. If you jump near a pipe, you will hang onto it, being able to climb along the pipe. Watch out for enemies while climbing. Sentry Orbs ------------ Small circles colored in light red/grey. When you've gotten the Grapple Weapon Upgrade, you can grapple onto them, and just like a rubber band, you can shoot yourself through the other side of rooms and over gaps. You won't run into these orbs before you've gotten the Grapple Upgrade. Phase ------- In boss battles there is a bar at the screen with a number on. The battle is split in to several phases, which the number on the bar indicates. When the bar says '1' you are in the final phase of the battle. Biocore -------- Biocore is the lab that connects all the levels to each other. When all the six nodes in biocore have been activated, you will be able to fight with the last boss in the game. In other words, Biocore is the lab you find after escaping from your spaceship. Node ---- There are several nodes scattered around in each level. Your task will always be to find these nodes, and pull them onto nearby pads. Once all nodes in a level have been activated, you will be able to fight the boss there. =============================================================================== Upgrades [be06] =============================================================================== Tether ------- This upgrade can be used to connect a rope to enemies or blocks, and pull them around to where you want them. Useful for placing stuff on top of buttons. EMP Beam --------- This beam is electric. It is especially good for taking town metal-type enemies, as well as other mechanical monsters and aliens. Can also be used to activate certain posts, and recharging devices that run on electricity. Dissipator Beam ---------------- The second weapon upgrade is great at taking down high-energy enemies, like for example clouds. Also used to activate Energy Circles that are scattered throughout the game. Cryostatis Beam ---------------- The cryostasis beam is not a projectile-based weapon. Instead it freezes the enemies that are near you to ice. Icified enemies can be pulled around like moveable blocks, and used to press down buttons in the floor. Grapple --------- A tether upgrade. Once you have the grapple, you can shoot your tether at Sentry Orbs, and grapple onto them. This way, you can easily get over huge gaps, as long as a sentry orb is nearby. Similar to the hookshot from Zelda. Combustion Beam ---------------- Now this is a great weapon to use. Very effective against biologic enemies, like the blue/green critters that you fight against from the very beginning, as well as spiders. The combustion beam can also burn down old withered trees to open paths. Adrenaline ----------- The adrenaline is listed as a weapon on the menu, but is really something completely different. When activated, everything around you starts moving extremely slow. Even time slows down. Useful for getting past falling stones, slowing down and time counters. Boost Jump Suit ---------------- Once you've found this upgrade, you will able to do double jumps by pressing the jump button in mid air. Useful for reaching higher places. Illumination ------------- This is an upgrade that is always active. Whenever you enter a dark room, it will make it possible for you to see what's going on, instead of having to give up because of total darkness. Plasma Beam ------------- The plasma beam is used for blowing up boulders that are blocking passages. Quite simple, but very useful. Toxin Resist ------------ Makes it possible for you to go breathe in areas filled with gas. =============================================================================== Unlockables [be07] =============================================================================== - Complete the game on Normal to gain the Costume Option, where you can change the color of Jenosa and her clothes. You will also unlock the Hard difficulty setting by completing the game on Normal. - Complete the game at the hard setting to get a Boss Rushing feature, where you can fight all the bosses you've met in the game, without having to go through each and every level to meet them. - Complete the game at the Hard setting to get the Insane difficulty setting. - Complete the game at Insane setting to get the Ultra difficulty setting. When playing in Ultra mode, you will have 999 HP, and you will be equipped with the most powerful weapon in the game. =============================================================================== Prologue [wa01] =============================================================================== 48 hours ago, someone sent a distress signal from a remote research lab studying an organism identified as "Scurge". The bounty hunter Jenosa Arma as been sent to investigate what really happened at the lab. She's armed with the latest of high-tech equipment, including her prototype survival suit, capable of integrating technologies. With her skills and abilities she must complete her objective on a remote planet, traveling through areas like wastelands and research facilities. However, when Jana gets infected by the Scurge, she realizes that there is no other choice than racing against the time. No, against the infection. =============================================================================== Investigating From Outer Space [wa02] =============================================================================== Get used to the artwork and graphics, while Jenosa is talking to her personal assistant, Magellan, who is a handy piece of software. You're still in your ship, but you've got guests! Nasty ones. Operate the nearby monitor that is flashing red to find out where your target is, and to open the door. If you are playing the Nintendo DS version of the game, you can see your current location, as well as the target's location, at the lower screen. This is how it will be working throughout the game. The map is very handy, believe me. In the next room, operate another monitor to open the door on the right side. In here, you will learn how to shoot projectiles. Aliens that you kill will drop bio energy, that you can collect to gain HP and EXP - health and experience. Just like a roleplaying game, Scurge: Hive lets you level up your character. When you do so, you will get a higher number of total HP, and boost the efficiency of your projectiles. Although there are no numbers that confirm that your projectiles get stronger, they do, believe me. Kill all the aliens in the room, then operate the red monitor to open the door left of this room. Clear the room, use another monitor, then head over to the room that is just south of your target. In here there are two warp core devices, some aliens and a monitor. You know your drill. Kill, then use the monitor. Now enter the Target room to meet the first boss. --------------------------------------------------------------------------- Boss Battle: Scylla --------------------------------------------------------------------------- Scylla is a creature that lives in the middle of four 'servants' that are a little smaller than Scylla herself. Shoot at all the four servants to make the die. After this, start shooting at Scylla herself. There are some small aliens on the floor as well, that you should shoot at whenever they get too threatening. Anyways, once Scylla blows up, she will be replaced by six purple eyes. Repeat the procedure with the servants, then blow up all of the six eyes to win the battle. --------------------------------------------------------------------------- Oh no! Now you have been infected by the scurge! a gauge will appear on the middle of the upper screen, indicating how long you've got left before you start taking fatal damage from the infection. 100% means no good, in other words. Run back to the room with all the doors (marked on your map) and open the hatch there to escape from your spaceship. =============================================================================== After Escaping From Your Spaceship [wa03] =============================================================================== Now that you're down on the planet surface, start walking northeast towards the research lab. The blue aliens here are a lot harder to kill than the sissies you met earlier, so don't rush through the area. When you reach a pipe, just jump onto it, then jump once more to reach the top of the ledge. The door to the lab has already been opened by something, so head inside. Let Magellan explain how keycards work, then pick up the one in the middle of the room. The beeping sound you can hear in the background indicates that there is a keycard hidden in the room you are currently in, remember that. Use the keycard on the panel to open a door. In the next room you will find a Decontamination Platform - referred to as 'Sick Bay' hereafter. These platforms are scattered throughout the whole game, and are displayed on your map as a plus icon: '+' like that. Walk onto the platform and jump to set your infection back to 1% and save the game. As I am sure you already understand, these places are crucial to your survival, since 100% infection means death. When your infection gets too high, you can always come back to any Sick Bay you have visited earlier to get back to 1% infection. Examine the monitor on the left side of the Sick Bay to make several new bays get visible on the map. Head north to find a room with two huge 'buttons' on the floor. You can not do anything with those buttons yet, so head as far east as possible first. You might want to examine the terminal to read a mail addressed to 'Professor Jidan'. In the far eastern room, the music gets all mad upon entering. What you will have to do here, is to shoot at the two countdown posts before the time runs out. Both of them need to be activated before the circle on the right side of the screen disappears. Well, do that after taking out the three chemical enemies. Now you will obtain the [Tether Weapon Upgrade]. You can now use the L button to shoot with something that looks similar to the hookshot from The Legend of Zelda: Whatever. Head back to the room where you might have read the mail earlier, and use the Tether to drag the two circle-formed blocks onto the buttons on the floor. A platform will activate. Use it to get back to the area where you first saw those two floor buttons. Before dealing with the buttons, go back to the Sick Bay to lower your infection level. OK, now deal with the two buttons in the room north of the sick bay again. There is one button and one block in each corner of the room. Put the blocks onto the buttons using the Tether to activate a platform. Use it to get to a place with a red circle on the floor. There is a [Keycard I] for you in the middle of it. But watch out, these red areas will make your infection level rise faster than usual, if you touch them. The room on the left side has a [Keycard II] on the floor, close to a circle-formed block. Drag that block to the left part of the room, and step on it to jump up to some pipes. Watch out so that you don't get hit by the steam coming out of the wall (you can avoid the steam by timing, easily), and climb to the upper left corner of the room, where you will find a door that leads to the top of a platform in the room east of here. As you can see, there is a [Keycard III] on this platform. Take it, and use it, along with the other keycards you found, to open the door in the northern part of this room. As you can see on the door itself, and on the map, three keycards are required to do this, so you will have to use them all three to progress. =============================================================================== Lowering Your Infection At The Second Sick Bay [wa04] =============================================================================== Use the sick bay, then read the memo written at the nearby monitor. It has been written by a professor, that tells his staff to watch out for malfunctions in the technology here at the lab. Walk north to the next room, where you will find several doors, and a huge platform in the middle. Even though it might not look like it, there is a door is the middle west part of this room - just check your map. Go into it. Magellan will detect an upgrade for you somewhere on a lower floor, and explains that you can view the maps of floors above or below you by pressing the 'FLOOR' letters in the upper right corner of the touch-screen. Ignore the blue electro-type enemies, and fall into the hole in the floor. Or slide. Yeah, that sounds better, doesn't it? As you can see on the map after sliding down here, there is a blue icon flashing on your map. This is where you should go to find the precious upgrade. Head south to a room with lots of water in, and from the entrance of this room, jump onto the platform in the water to find [Keycard I]. If you fall down, you can just climb up again using some pipes in the left part of the room. Now exit that room by going southeast. You will now arrive in the room that has the upgrade. There are three posts that need to be activated (by shooting at them). Two are very close to a core that keeps regenerating electro-type enemies. Walk past those, and climb up to the top using the pipes on the wall. Up here, shoot at the post you run into, then be extremely quick to return and activate the other two posts. This might be a little tricky because of all the electro-type enemies, but by jumping over them, or simply running away from them, you will be able to activate all three posts before the time runs out. When you have managed to activate the posts, just walk into the middle of the core that has been generating all the enemies to collect your [EMP Weapon Upgrade]! Yeah! This is great! As you can see on the small tutorial, beating metal-type enemies using EMP is much easier than with the usual projectiles, while some enemies, like fire- type ones, actually gain power if you shoot them with EMP blasts. For your information, you can switch between weapon upgrades using the R button on your Nintendo DS. Go east, and use the elevator platform to get up one floor again. Magellan detects some kind of generator, and makes it the next target on your map. Head one room north and use the Sick Bay there, then go yet one room north. There is an electro post here that you will need to shoot with the EMP. Once you have charged it full, use the platform in the middle of the room (defeat the enemy on it first) to reach the other side, where you will find [Keycard II]. Now, go north to the huge room with all the doors in. You've been here a little while ago, remember? Now that you got the two keycards, walk through the door in the middle east part of the huge room. As before, seeing it is hard, if you do not know that it is there. There is a platform circling around in this room. Jump on it, and ride it to the southern part, where you will find [Keycard III]. Use the three cards to open the door in the northern part of the room. In there use the EMP to take out the electro core, then drag the block on the floor over to the eastern part of the room. Ignore the button on the floor. Anyways, use that block to jump up to a ledge. Up here, take down another electro core. There are two blocks up here, and one button. Drag one block onto the button, and take the other block back down to the button you saw upon entering this room. A platform will now activate. Use it to reach the top, where a new door is located. Head through the door to find a Sick Bay. --------------------------------------------------------------------------- Boss Battle: Cyclops --------------------------------------------------------------------------- First, shoot at Cyclops using your EMP until his health meter is empty. Now he goes all mad, so avoid his laser beam when he shoots it. Jumping is recommended, and touching the red scurge floor in the corers of the room is better than being shot by the laser. Repeat the process, but watch out for small electro beams that Cyclops will shoot at you. Avoiding them is not too hard - just jump over them. Continue using your EMP to damage Cyclops. When he starts getting tougher, it is easiest to place yourself southeast or southwest in the room, and shoot from there, instead of standing in the middle of the room and shooting straight forward. --------------------------------------------------------------------------- After winning, you will get some Bio Energy that enhances your recharge speed of the gauntlet, meaning that now, recharging after shooting is faster than earlier. Alright then, if you feel like, go back to the Sick Bay to save your game, then head north from where you killed Cyclops to reach your target, which is a teleport portal. Step into it, my beautiful lady. You will get to see a ranking screen that displays how many enemies you have killed, how effective you were, and you'll get a rank based on those two criterias. Ranks don't effect anything, but aiming for the top is always fun. =============================================================================== Teleporting To Ransol Industrial Complex [wa05] =============================================================================== After using the teleport portal, you will arrive in the Industrial Complex. You will be attacked by a new kind of enemy - giant mosquitos. Head west and use the Sick Bay, then check out the monitor in the same room to scan the whole complex for other Sick Bays. Walk west into a new room, and a Nexus will be added to your map. This room has a lot of metal enemies and equipment, so use the EMP beam instead of the default beam. Blow up the electro cores in this room, then activate the electro posts in the southeastern and northwestern part of the room. This will make two platforms rise up from the floor. Jump on them to reach the northeastern part of the room, where you will find a [Keycard I]. Now you can continue west to a new room, that has a door that needs three keycards in order to open. Take the [Keycard II] from the middle of the room, then continue west through a normal door. There is a lot of Red Scurge Weed on the floor in the middle of this small room. Eliminate all the enemies, then grab one of the two circle- formed blocks and drag it over the red weeds. It doesn't matter if you infection worsens a little. Now use the block to jump on, so that you can reach the pipes on the wall. When you get to the top, you will find [Keycard III]. Take it, then head back to the room with the keycard door, and open it. You will find a sick bay in here. North of this room there is a red circle on the floor again, with four doors that all lead to different places. First, walk through the northern door. Ignore everything else, and keep walking north towards the target on your map. In the second to last room before your target, there is a [Keycard I] on the floor. Pick it up, then head north to a Sick Bay. Further north, you will find your target, or should I say Nexus? That's what it really is. Magellan explains that in order to activate the nexus, you will have to reactivate six security nodes. You will have to find these nodes, and drag them onto activation pads using the Tether. A node now appears on your map, as a white flashing circle. Head back to the room with four doors and a red Scurge circle. Read the log at the monitor there, then walk through the eastern door. Jump into the green water, climb up on the pillar in the middle of it, and clean the room of enemies from here. Then step onto the button on this pillar, so that a platform moves east of the pillar. Use this platform to get to the eastern side, where the exit is. Head east, but watch out so that you don't touch the red scurge weed on the floor. You will find the [Keycard II] at the far eastern end of the room, close to a door that requires 6 keycards to open. Ignore that door, heal in the sick bay just east of here, then head all the way back to the room with four doors and a red circle. From there, go west. In here, there are lots of spiders on the floor, so kill them all before dragging the circle-formed block from the upper left part of the room, down to one of the buttons on the floor. Once you have done that, step on the other button, and get off once the floating platform has stopped just above the western button. Walk up to the door, then jump on the platform, and over to the pillar in the middle of the room to find [Keycard III]. Now you can open the locked keycard door in this very same room. Magellan will now detect a new upgrade located somewhere in the complex. =============================================================================== An Upgrade Detected In The Industrial Complex [wa06] =============================================================================== Slide down into the hole in the floor. Drop down and walk south. The music changes when you reach a new corridor. Go east, where you will find the first Security Node. Pull it down in the nearby activation pad. You will now see a scene where the northern part of the Nexus is activated. Now head back to the corridor, go west into a new room, and activate the electro post. A platform will rise up from the floor. There is a solid, platform right of the one you just made rise up. Climb up on it using a pipe to find [Keycard I]. Jump west from here, using the platform you made rise up to gain access to a Sick Bay. In a new room. Outside of the entrance to the bay, there is another electro post. Activate it to make a new platform rise up in the northeastern part of the room. Jump on it, and go into a room with hysteric music. Kill the enemies in here, then pull two blocks onto two buttons on the floor. You will now be able to reach two electro posts in the corners of the room. Use the EMP beam to quickly activate both of them before the time ruins out. You reward will be the [Dissipator Weapon Upgrade]. This beam is especially useful against high-energy monsters (like clouds etc). Now go back to the corridor. Magellan explains about the Energy Conduit (the blue shining circle). I'll refer to these as Energy Circles from now on. Use the Dissipator to activate the energy circle, then walk into the door that opens. Inside, there is a device that can be used to raise and lower the water levels inside the facility. Use the device in order to rise the water level. As in, do it now! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ NOTE: The Following Part of the level can be VERY CONFUSING, because of some mad level design that involves rising and lowering water like a mad monkey. Very brain-sharpening, but can also be frustrating. The craziest I've seen since.. something on SNES. Read extremely carefully if you don't feel like solving the whole thing yourself. This is nasty, believe me! ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Walk east now to where you found the first Security Node earlier. You can swim over the gap that was there earlier, since you used the water device. Check your map. There are three white circles (security nodes) nearby. One to the south, one east and one west. Walk towards the eastern one only to find out that the node itself is located on the floor above. Instead of getting a node, activate the water device in here. Then, head into the room where you see the northern node on the map. Pull the node onto the pad, watch the southeastern circle on the Nexus activate, then use the pipes to climb back up. Go for the southern node now, and make sure to use the Sick Bay in the room before the node. The room with the southern node has a lot of red scurge weed on the floor. Eliminate all the enemies there, then pull the node from the southeastern corner to the western corner, where the pad you need to make it contact with can be found. The southern circle on the nexus will now activate. Ok, walk southwest out of this room with all the red weeds in, then continue going south. Pick up a [Keycard II] on your way. North of the keycard, activate another water device to rise the water level again, then swim back to the last Sick Bay. This is confusing, I know. Now, there is a Sick Bay far northwest on the map. You've been there earlier. North of the sick bay, there is a room. Walk there, activate the energy circle to make a platform rise, and to unlock a door. Jump up on the platform, climb on the pipes, then take the [Keycard III] near the door, then walk into it. Use the elevator platform to go up a higher floor. Please bear with me, I know this level is confusing. In the room up here, there are some platforms. Walk onto the lowest one, and jump all the way up to the highest one. Collect the [Keycard IV] on your way, and activate the energy ball at the highest platform. Now a door in the southeastern corner will open. Walk through it, then continue southeast to once again arrive in the room with four doors and a red scurge circle in. You most likely need a Sick Bay now. If you don't remember, there is one just south of the room with the circle. Now, head northeast from the room with the circle and the four doors. As you can see, it is now possible to swim east, as the huge gap is filled with water. At the other side of the gap you will find [Keycard V]. Now it is time to use the eastern door (from the usual room) instead. Swim through a room, then in the area with all the red scurge on the floor, activate the energy ball using your Dissipator. A door in the southeastern part of the room opens. Lower the water using the device inside, then continue south to yet another room. Jump down into the gap, activate the energy circle, to open the door at the other side of the gap, then go back to rise the water again. Now you can swim over the gap, and walk into the door you just opened some seconds ago You will find the [Keycard VI]. Lucky you! Now that you have all six keycards, things won't be as confusing anymore. =============================================================================== After Collecting The Six Keycards [wa07] =============================================================================== Make sure that you do not lower the water just yet, and head back to the locked door and use the six keycards to open it. Swim over the gap that is filled with water, and activate the energy circle at the other side to open a nearby door. Now, go back to the last water device, and lower the water level again. Return to the room with the energy crystal in, but this time, walk into the nearby door instead of jumping into the gap (that has been drained). Read the log on the wall-mounted monitor, then walk a little west to arrive at the platform where the energy circle is. You were able to go here, since you oped the door earlier. Pull the Security Node down in the drained gap, and onto the pad. Watch the cut scene to find out that the northeastern circle on the Nexus has been activated now. Make your way up from the gap, visit a Sick Bay if needed, then go south from where the energy ball is located. Here, you will need to jump onto a platform that is floating in the air, and ride it to the southern side of the room. Walk south to a new area, where another upgrade will be detected. Use the elevator platform in the middle of the room to go downstairs. Go one room northeast. There is another security node in the upper left corner of the next room, so pull it down to the pad in the lower right corner. The northwestern Nexus circle will activate. Go southwest from this room to arrive in the area where the next upgrade is located. First. get rid of all the enemies, especially the big purple one. Then, use the EMP blast to activate three posts before the time runs out. Two are in the edges of the room, while the third one is in the middle of the room. If you are successfull, you will receive the [Cryostatis Weapon Upgrade]. This beam can be used to freeze enemies. Frozen enemies can be pulled, and placed on buttons or pads, just like those circle-formed blocks. When you use the freeze Cryostasis Beam, all nearby enemies will be frozen. You do not have to aim manually. Freeze two enemies and pull them onto two buttons to lower a platform, so that you can go back to the previous room. There is a Sick Bay north of here, so use that if you need it. Now that you have the Cryostasis Upgrade, head all the way back upstairs, to the room with four doors and a red circle. From there take the northeastern door, and walk towards the Nexus. In the room before the nexus itself, use the Cryostasis Beam to freeze the enemies, and pull two of them on top of the buttons on the floor. A platform will start moving above you, so use that to get to the other side of the gap, and then head down to the bottom of another elevator platform. Down here there is a very big corridor. At the very beginning, there is a pad where you need to place a security node. The node can be found at the very end of the corridor, and there are lots, and I mean lots, of big enemies around. Make sure that you kill every single one of them before trying to pull the node back to the pad. A few of them might respawn, but killing everything before starting to pull does absolutely help. You'll be using the EMP and the Dissipator to take down all of the enemies. Make sure that your infection's percentage level is not too high before starting on this process. When you place the node on the pad, the last circle on the Nexus will activate. Go back up to the nexus, and heal at the Sick Bay just before the room with the Nexus itself. Walk directly into the nexus in order to teleport to a boss battle with a creature named Atlas. --------------------------------------------------------------------------- Boss Battle: Atlas --------------------------------------------------------------------------- Atlas will mainly try to blow you into the red scurge weeds in the southern part of the area, so avoid the winds he is blowing at you. When Atlas starts to charge a white laser beam, just away as fast as you can to avoid it. Some cloud-type enemies will also attack now and then. You can take them out by using the Dissipator Beam. While doing all this, shoot at Atlas' body using the EMP Beam. When the clouds appear, quickly change to the Dissipator to kill them off. Atlas gets faster and faster until the three final phases. Now he will change his pattern a little. The red scurge weeds will float closer to you, so that the space you can run on gets more limited. He will also stop blowing, and instead shoot green grenade-like projectiles at you. In fact, the three final stages are easier than the first ones, since the 'grenades' are pretty slow. --------------------------------------------------------------------------- When Atlas dies, jump onto him, and use the elevator platform that has appeared. Now walk west, watch the cut-scene, then run through the door south of here to find a teleporter. Walk into it. =============================================================================== Atlas Is Dead [wa08] =============================================================================== NOTE: This level is actually the same as the one you beat the boss Cyclops in, but now that you have more equipment, you can do more. Take your time, walk south to the sick bay, then head south into a room with two blocks in the right corner. Ignore them, and go further south, where Magellan detects another upgrade. Blow up the two electro-enemies on your left and right side, and wait for the floating platform. Jump on it, and walk towards the upgrade, east to a new room. In the new room there is an electro post near the entrance. Activate it, then jump down from here. Freeze the enemies using the Cryostasis Beam, and place them on the two buttons on the floor, to rise two platforms. Climb back up to the electro post, and jump on the platforms to the eastern side of the room. At the other side, the door leading northeast is open, while one leading southeast is locked. Walk into the open one. Walk north in this room, read the monitor log about the rubber band effect, then activate the two electro posts just above the monitor. Use the two new pillars to jump up to the nearby ledge, where you will find another node. Pull it east and put it onto the pad. There is a sick bay just north of the node. Well, walk south from the sick bay into a new room. Freeze the mosqitos using Cryostasis Beam, put them onto the two buttons on the floor, and use the moving platforms to jump over the water-filled gap. At the other side, there is a [Keycard I]. Take it, then head southwest into the room that has the upgrade. As usual, the music changes. First get rid of the flying gray enemies using the EMP. Then use the Cryostasis to freeze the smaller enemies. Put them on top of the two floor buttons, then be quick to jump on the moving platforms to activate the two posts at the top. There is one platform in the left part, and one on the right part. This will give you the [Grapple Weapon Upgrade]. The grapple can be used to connect with Sentry Orbs (red/gray circles), and pull you over to the other side of gaps. Walk south and try it out in the next room after activating an energy ball. You use the grapple by connecting the tether onto sentry orbs, then pressing the jump button. At the other side of the gap, walk west. Keep going west until you arrive in the Nexus Room. Now, the five remaining security nodes will appear on your map. First heal in the sick bay southwest of the nexus room, then go through the northeastern door in the nexus room. Cryo- freeze enemies, activate a platform, and at the top, you will find [Keycard II]. Ignore the pipes on the wall above the card for now. Choose the northwestern door in the Nexus Room now. Walk up on the platform in the northwestern part of that room, use the grapple to go to the platform in the middle, where you will get [Keycard III] and finally, to the one in the southwestern part, where a energy ball is located. Activate it to open the door in the western part of the room. Walk through it. Read the signal that Magellan detects about a professor that is being attacked. A new target 'T' will appear on your map just northwest of here. Ignore the hole that leads downstairs, and walk northwest instead. In this room there is a new parasite-type enemy. The [Keycard IV] can be found in the western part. There is a hole in the floor as well. Fall into it, and grab the [Keycard V]. From here, go east, ignore the elevator platform, and continue east into a room with lots of red scurge weed on the floor. Walk down to the eastern end, and jump up on the platform there using some pipes. Use the grapple to launcher yourself from platform to platform, until you find the [Keycard VI] in the southeastern corner, on a platform close to the one with the pipes on. Now go back, and use the elevator platform to go back upstairs again. Go west towards the target 'T'. To open the door where the target is, you need six keycards, but you have those already! Before walking into that locked door and using your keycards, heal at the Sick Bay just south of the door. Go north to find another teleporter. It will transfer you to the deadscape wasteland. =============================================================================== Teleporting To Deadscape Wasteland [wa09] =============================================================================== Now that you have arrived at Deadscape, visit the southeastern part of the area to find [Keycard I]. Walk north to the nearby sick bay. There is a monitor on the wall that will place lots of other sick bays on your map. Walk west to a new area. Ignore the keycard on the hill, and make your way to the southeastern part to activate an electro post and an energy ball. Jump over the platform that raised up, and into the door that opened. Get rid of the enemies, then grapple onto the orb. Keep jumping from platform to platform by grappling. On the second one you will find [Keycard II]. Activate a energy ball in the middle of the room to open the door in the left edge. Then, make your way to that door and walk through it. You will now find yourself in a place with some of those burning dinosaurs. In the northern part of the room, there is a door that requires three keycards to open, and some ledges you can jump on to get higher up. Jump up, freeze an enemy and put it on the nearby button a little south of the keycard door, then use the platform that starts moving to find [Keycard III]. There is a sick bay in east of this area, beyond a gap that you can pass by grappling. After healing, head back to and open the door with your three keycards. The room at the other side of the keycard door is pretty big. There is two doors in addition to the one you came through. First, go to the middle southern part of the room, grapple onto an orb and pick up [Keycard I] at the other side of the gap. Now, go to the southeastern part. Activate the energy orb to open the door in the northern part of the area, then exit using the southeastern door to get [Keycard II]. This keycard was the one you saw at the hill earlier. Anyways, head through the northern door that you just opened. Magellan detects another upgrade when you enter the area. Head a little east and walk into the Nexus room (check your map, it's north of this room). Magellan will put the security node locations onto your map as usual. Heal in the sick bay south of the Nexus room, then go further east. Read the monitor log, pick up the [Keycard III] on a platform above the monitor, then head out of this area using the eastern door. Walk south through the next area to reach a room with hysterical music. Kill off the big enemy dinosaur-like creatures using the EMP and climb up on the platform in the middle of the area using the pipe attached onto it. From here you will have to be extremely quick, and activate four posts before the time limit runs out. There's one post in each corner of the room, on platforms that you will have to use the grapple beam to reach. The reward for doing this is the [Combustion Weapon Upgrade]. Lucky you! The special thing about the Combustion Beam is that it is great against Biological enemies like those small blue critters that you have been fighting against from the very beginning. You can also use it to burn down old withered trees. =============================================================================== Your First Moments With The Combustion Upgrade [wa10] =============================================================================== Burn down the withered trees in the room you got the Combustion Upgrade, and walk through the path that opens. The next area is huge. Start jumping over two gaps, and jump to the northern part of the area to activate an energy ball. This will open a door. Keep jumping and grappling east. Pick up the [Keycard IV] on your way, then use the Sick Bay in the far eastern part of the area. Outside of the Sick Bay there are some pipes. Use them to climb up to the door you opened before finding the Keycard IV. In this room head down to the absolute southwest corner and walk into the door there to find a node. Place it on the nearby pad to activate the northern nexus circle. Go back into the door you came from. In the middle of the area, you can jump up on a ledge. The western part is where you will find [Keycard V]. Take it, then burn down the withered trees in the northeastern corner, close to the door you entered through when you fist came to this room. As you can see there is a new node close to the door you just entered through. Pull it east, and put it onto the pad to activate another circle on the nexus. Just south of the pad there is a Sick Bay. Northeast of the bay, climb up some pipes and grapple west to the other side of a gap. Jump down in the next gap, even though there's lots of red weeds down here, and activate an energy ball so that the door in the left edge opens. Go back up using some pipes, and grapple all the way to the door you just opened. Can be hard because of many enemies, but you'll make it. Check your map. You will see that there is a door that requires six keycards in this room. Instead of going to the keycard door, head east into a door that is not locked. Grapple over a small gap to find [Keycard VI]. Now you can go back and unlock the door with your six keycards. Kill all the spiders that attack you after walking into the door. As you can see, the room is formed like a circle. Ignore the withered trees and the hole at the top of the huge platform, and instead walk down the the southwestern part where a new door is located. Walk through it and burn the withered trees in the next area. Drop down into the hole that appeared to reach an underground passage. Follow the underground path until you see some light. Jump up when standing in the light to arrive on top of the huge platform from earlier. Burn down the trees here and jump down into a new hole. Walk through the underground passage, jump to the surface again, then heal at the sick bay in the northwestern corner. Walk west from the bay. There is a pad in the next room, but no visible node to put on it. So, walk west again through a door. Look on the map to find out that there is another keycard door that requires three card in this room. First walk to the southern part of the room to activate a electro post. Then, north of the post climb up some pipes. Keep walking west at the top to find [Keycard I], and drop down into a small gap. Activate the electro post here, then use the two pillars that have raised to jump all the way east. Grapple over yet another gap in the new room to find [Keycard II]. Northwest of the first pillar (from a moment ago) there is a door. Walk into it to find cave. On top of the platform in the middle of the cave, there is [Keycard III] for you to find. You can easily get it, since there is a pipe on the platform. From the platform where you found the keycard, grapple east into a new room. From here you can see a node, but leave it alone for now. Read the nearby monitor message, and eventually use the sick bay east of the monitor. Exit the sick bay, then walk into the door southeast of it. Once again, Magellan explains that he has detected another upgrade. Jump down in the gap, freeze some small critters, put them onto two buttons and use the platform that just activated to reach the other side of the gap. Pick up [Keycard IV] before going east to a new room. In this room, grapple from platform to platform and pick up [Keycard V] on your way. Go into the sickbay in the northwestern corner, heal, then exit the sick bay to the west. Another room with hysterical music is go! There are several posts you need to activate in here. Check the map below to find out what order is the fastest one. Activate the post with the lowest number first, and the highest one last. Do not start with this before all of the enemies have been killed. +------------------------------------------+ | [Post 1] | | | | | | [Post 2] [Post 3] | | | | | | [Reward Pad] [Post 4] | | | | | | [Post 5] | +------------------------------------------+ With all the posts activated, go pick up the [Adrenaline Weapon Upgrade]. When this is activated, everything around you will seem to move much slower than earlier. Use it by selecting in, then holding your fire button. Exit the room in the northeastern corner. =============================================================================== The Adrenaline Is Flowing Through Your Veins [wa11] =============================================================================== Exit the next room using a door in the northeastern corner. In the next room use the adrenaline beam to slow down some falling stones, so that you can easily pick up [Keycard VI]. Walk out the door southwest of thekeycard to get back to the last area, only now you are on a higher platform. Activate the energy ball up here and walk south out of the door that opened. Use adrenaline to slow down the falling stones, then pull the node from the eastern part of the room onto the pad in the western part. Just watch out for those falling stones. Three of the nexus points should now have been activated. Ok, head east to a new Sick Bay. Use it, then drop down into the hole. Walk through the whole underground path (this is a long way to go) and jump up to the surface when you reach the end. Take the [Keycard VII] at the surface. Drop down from the ledge after taking the card, and heal at the sick bay. Walk south out of the sick bay. You've been here earlier, as this is where you read that last monitor log. Anyways, head west past the node and into the northern door. Climb up two sets of pipes, and start climbing west. When you reach the falling stones, use adrenaline to avoid them. Do this two times, and you will find an energy ball at the far west side. Activate it to open a door in the eastern part of the room. Walk through this door. Inside, freeze a spider, put it onto a button, then use the platform to get to the top of a ledge. Up here, drag a node onto a pad to activate another point on the Nexus. Go all the way back to the last Sick Bay. Heal there, then finally, now you can pull the node west of the sick bay entrance south, down a ledge, and onto a pad. Now, only one nexus point is remaining. Go west, climb up the pipes, head a little south to where a electro post is. Grapple over the gap west of the post, and use three keycards to open the door. You will arrive inside the cave again. Activate the energy ball to open a door in the upper left corner. Grapple there and walk into the door. Walk west into a Sick Bay. East of the sick bay, burn down a withered three and walk into the opening. You will find a room with many platforms and lots of water below them. Starts grappling from platform to platform, and pick up the [Keycard V] on one of them. Then, burn down another tree and walk north into a new door. Grapple over the gap to find [Keycard VI] then walk west. The next room has some falling stones, so use adrenaline to get past them. Use your six keycards to open the door at the other side. Drop into the hole in the next room. Down in the underground path there is one exit to the south and one to the west. Choose the western one first and activate an energy ball at the surface. Drop back down again and choose the southern exit. Up at the surface, you will have to grapple south over a gap, burn some trees and drop down into a new underground. Walk through the underground, and enter the sick bay at the surface. It was this door you unlocked by choosing the western underground exit some minutes ago. Anyway, heal at the sick bay, climb up some pipes and drop down into a new underground passage. From here just walk and climb until you find the last node. Pull it onto a pad to activate the last nexus point. Walk all the way back to the nexus (stop to heal at a sick bay if needed) now. Just check your map if you can't find your way back. The nexus is the big flashing icon. --------------------------------------------------------------------------- Boss Battle: Jormungand --------------------------------------------------------------------------- First, burn the trees that are covering the hole. Keep using the Combustion and kill the bugs that pop out. When you start getting sucked into the hole, you can use adrenaline just before you fall into it. Use adrenaline to avoid the falling stones as well. Now Jormungand himself appears. He is a giant worm, and is pretty angry at you. With the Combustion equipped, run around and avoid all of the webs that Jormungand shoots at you. After dodging one web, shoot a couple of beams at him. Repeat until phase 2, when Jormungand changes color to red, and gets a lot higher than earlier. Jump to dodge the shots that Jormungand starts spitting all over the place. The rest of the battle is the same, just faster - especially in the last phase. --------------------------------------------------------------------------- Now you will be able to talk to a scientist using radio communication. He says that he has barricaded himself in some mines. You better go save him now! Walk east, jump up from the underground and walk onto the teleporter. =============================================================================== Heading For The Mines [wa12] =============================================================================== You will once again arrive in Biocore, where you have been so many times earlier. Walk directly south from the teleporter and into a Sick Bay to save and heal. Walk west from here to a room with grass on the floor, almost like a forest. Burn some withered trees, walk through an underground passage, then grapple over a gap, and head through another underground passage. You will arrive in a circle-formed area, on top of a platform. Jump down from there and start heading south. The next room looks like the letter 'S'. Clean this room of enemies before doing anything else. This room has two posts that you need to activate. Since they are so far away from each other, use adrenaline while running, so that the time does not run out before you have activated both of the posts. Standing far from the first post when activating it helps, as it shortens the distance you have to run. And, start with the northern post, not the southern one. Go pick up the [Boost Jump Suit Upgrade] after the posts have been activated. With this, you can press the A button in mid air to do a boost jump. Exit the room using the southern door. From here you should go back to the last Sick Bay to heal and save. Go east back to the Nexus Room you have been in so many times earlier, and walk through the northeastern door. Freeze enemies, put them on two buttons and jump to the top using the moving platform that gets activated. Now, in the northeastern part of the room there are some pipes. Jump and hang onto them, then double jump to reach the ledge above. You haven't been up here earlier, have you? Walk into the door up here to arrive in a circle formed room. Slide down to the lower floor using the hole in this circle formed room. Walk northwest to find a room with lots of red weeds and a platform with a keycard in the middle. Heal in the sick bay in the northeastern corner if needed, then exit in the southern part of the room, since you can not open the keycard door that requires three cards, or reach the card on top of the platform. Double jump up to the northwestern corner of this room and walk through the door there. Make your way to the northwestern part of the next room as well, pick up the [Keycard I] on the floor, and jump down in the gap close to the pipes on the wall. Freeze a spider and put it on top of the button. A platform will start moving, so use it to get further north. Up here, pull a node onto the nearby pad. The node is on top of a small platform, but not hard to find. West of the node there is a sick bay. Use it, then walk east into another door. The next room has several doors, and a platform with another keycard on, which you can not reach. Exit in the northwestern corner. Activate a electro post to make a pillar rise up from the floor. Use the pillar to jump west over a gap, and from here, use some pipes to climb east past some steam outlets. You will end up in the previous room, but from this part, you can double jump southwest to the [Keycard II] you saw earlier. Jump back north, then drop down southeast and exit the room in the southeastern corner. You will arrive in the room with the keycard door and a keycard on top of a platform in the middle of the room. Grapple south to a platform, then grapple once more to reach the platform with the [Keycard III] in. Once you have that card, heal in the nearby sick bay room, then go west to open the keycard door with your tree keycards. Beyond this door is a teleporter. Use it. =============================================================================== Ransol Excavation Site [wa13] =============================================================================== After transporting, listen to the transmission from the professor. Let him show you the location of the next Nexus on your map, then exit the teleporter room by going northwest. Read the monitor log in the sick bay to get the locations of several sick bays, and to unlock the door that leads west. In the next room there is a lot of ice in the southern part, and a [Keycard I] in the northern part. Take the card, then exit northwest. Melt the ice blocks on your right side using the Combustion Beam. There are lots of platforms in this room, leading to the upper right corner. Use double jumps to get all the way to the right side top, where you can exit the room. The next room is completely circle formed. Use the Sick Bay in the southern end of the circle room, then exit north to reach the Nexus Room. The nodes in this level will get placed on your map. Walk east from the circle room, melt some blocks in the next room and make your way to the eastern end. Do not walk into the door that leads south, but double jump west to reach the platform above you instead. Pick up the [Keycard II] up here, jump higher up, then walk east to activate an energy ball. This will open a door in the center of this room, but you should not walk into it yet, since it's completely dark in there. Now, exit in the eastern end, and use the elevator platform to get up to a higher floor. Walk south out of the elevator room. Magellan detects another upgrade. First clear the room of enemies, especially the flying robots. In the eastern corner, there's some ice spears falling down near some pipes on the wall. Use adrenaline while climbing to the top to avoid the ice spears. At the top, walk west, pick up the [Keycard III], then exit using the door west of the card. Make your way to the top in the next room, and open the locked door there using your three keycards, that you have collected. At the other side of the door is a sick bay. Heal there, then exit north. Another circle formed room is waiting for you at the other side. Exit the circle room by walking north. There is lots of ice on the floor, and some skulls inside green bubbles that are trying to eat your brains out. Kill them all using the Dissipator Beam, then activate the electro post in the middle of the room. Jump on top of the pillar that appears, then climb east using the pipes on the wall. Use adrenaline to avoid the falling ice spears. Take the [Keycard I] when you reach the top in the eastern part of the room, then exit southeast. Jump over a gap in the next room to find [Keycard II], then drop down and walk west. Outside, you will find an energy ball. Activate it to open a door in the western part of the room with the falling ice spears. Walk through the newly opened door. Make your way upwards by grappling, climbing and double jumping. Heal at the Sick Bay west of this room, then continue making your way upwards. Directly above the sick bay, [Keycard III] is hidde behind some ice blocks. Melt them in order to get the card. Above this card, however, is the door that you should exit through. Use the elevator platform you run into. When you've reached the top of the elevator, walk east to a new room. This is another room where you must make your way to the top. Do that, but when you get to the eastern part where there is an exit, jump west to get ever higher. Run past the falling ice spears, and drop down from the edge to find [Keycard IV]. Take the card, then walk through the exit in the eastern end. Read the monitor log about working safe, then heal at the nearby sick bay. Freeze a spider and put it onto the button in the middle of all the red weeds, then quickly walk down to the southern part of the room, where another button can be found. Freeze a zombie enemy and put it onto the button. The nearby platform will activate, letting you reach the [Keycard V] ontop of the platform. Now exit in the northeastern corner to find a room with a six- keycards door. Start making your way to the top where the door is. You will find the [Keycard VI] on the platform before reaching the door. Use all your six cards to open the door and walk through. Use the elevator platform to get to a higher floor, then walk southwest out of the elevator room. There are zombies everywhere. Grapple southwest over two gaps to find [Keycard I], and reach another flat formed room. Even though the room looks flat on the map, there's lots of platforms here. Make your way to the eastern top. Activate the energy ball there to open a door in the top western part. Walk through that door. Welcome to another circle formed room with some boulders lying in the middle. Exit this room west to find another flat room with a sickbay in the southern part. Heal there, then go back to the circle room. I know there was a keycard in the flat room, but you can't reach it yet. Exit the circle room using the southern door. In this room, jump down into a gap. Freeze a spider, place it on the button to make a platform start moving from east to west. Jump onto the platform to reach an energy ball in the western part of the area. Activate it and walk through the door in the eastern part, that opens now. Melt the huge ice block in the next room and drop down into the hole that appears. You will find yourself at the bottom of a room with falling ice spears. Use adrenaline while climbing all the way to the top. At the top there is a sick bay. Heal there, then walk west to another room. Freeze spiders, put them onto two buttons, then use the moving platform in the southwestern part of the room to reach an electro post. Acitvate it to make a pillar in the eastern part appear. Use that pillar to reach a energy ball. Activate the energy ball to open a door in the western part. Walk through that door. Phew! There is an upgrade located in this room. To get it you must activate some posts, like usual. So, get to the top of the platform in the southern part of the room by climbing onto the pipe on it. Now you must jump from platform to platform to activate all the posts. You should use some adrenaline to slow down the time if you want to make sure you make it before the time runs out. Look at the map below to find out the easiest route. Lowest numbered post first, highest numbered post last: +------------------------------------------+ | | | | | [Post 4] [Post 3] | | | | | | [Reward Pad] | | | | | | [Post 1] [Post 2] | | | +------------------------------------------+ Now pick up your reward, the [Illumination Upgrade]. Now you can finally access those dark areas you might have seen earlier. Exot northwest through the door that opens. In the next room there is a node that you must pull onto a button in the northern part, and an energy ball in the southwestern part that you must activate to open the door leading further west. Access that door and use the elevator platform. Drop down in a gap, activate the electro post to make a pillar rise up from the ground, and use it to jump west. Now grapple south to the [Keycard III]. Now just drop down from the platform and make your way to the northeastern part of the room where there is a door. Exit through it. The professor calls you again, telling you about some Plasma Bombs that he has hidden somewhere in the mines. The conversation ends with a scream. Ok, now walk east to find the [Keycard IV], then drop down from the ledge and save in the nearby Sick Bay. =============================================================================== A Conversation Ending With A Scream [wa14] =============================================================================== Head east back to the circle formed room. Choose the eastern door now since you have the illumination upgrade, and are able to see in the dark. Make your way to the top past ice blocks, ice spears and pipes. Walk into the door up here, melt an ice block and drop down into the hole. Grapple onto the nearby gap from the east side of it and jump over the gap to get [Keycard V]. Now walk south to exit this room. Freeze some critter enemies in the lower left corner, put one of them onto a button to activate a platform in the upper left corner. Use this platform to reach an energy ball. Activate the ball and exit in the lower left corner, not far from where the button is. You will now find yourself in a room with a six- keycards door is. Exit this room west since you only have five cards. Another circle formed room here, with ice spears falling all over the place. North of this round room is a Sick Bay if you need one. In the middle of the room there is a pillar with a keycard on. Do NOT try to reach this card yet, as we don't want to fall down to one of the lower levels. Exit the circle formed room using the western door instead. In the southeastern part of this room, grapple over a gap to find [Keycard VI]. In this room there is also a door, but there's lots of stones blocking it. Head back to the six-keycards door now. Freeze two enemies, put them onto two buttons to activate a moving platform in the western part of the room, then activate the electro post up here to make a pillar appear. Jump over the pillar, pull the node here onto the pad. Go back to the circle formed door where a keycard is on a platform in the middle. Drop ONE FLOOR down (the map changes to green color) to arrive in another circle room. Head east into a dark room. In the lower right corner, freeze a critter and put it onto the button there. Jump on the activated platform and exit the room in the upper right corner. In the upper left corner of this room there is a node. Pull it back to the lower right corner and place it one the pad there. Close to where you found the node there is a door (in the upper left corner). Walk out of it and pick up the [Keycard I] just outside. Still on the same floor, go back to the circle formed room and use the western door. There are three holes in the floor here. Choose the middle one and drop down there for a [Keycard II]. As you can see now, the nexus room is not far from here, but that is not where you should go yet. Instead head at the sick bay south of the nexus room, then walk east. You've been in the room here earlier, but now you can actually go south through the door in the middle, since you have the illumination upgrade. Pull the node from a platform in the upper right corner to the pad in the southern part of the room. There is a sick bay right of the pad, so use that if you want to. Walk south from the sick bay to find a room with an upgrade in. In this upgrade room, first freeze two spiders and put them onto two buttons. Now jump onto of the platform in the middle of the room, and use the moving platform to reach a post. This is post 1. From here, use the map to find the best route for activating the remaining posts within the time limit. You will need to use adrenaline while running. Several times. +------------------------------------------+ | | | | | [Post 4] [Post 1] | | | | | | [Reward Pad] | | | | | | [Post 3] [Post 2] | | | +------------------------------------------+ Go pick up your [Plasma Weapon Upgrade] once all the posts have been activated. You can use this weapon to blow up blocked passages. Use it on the blocked passage in the northern part of this upgrade room. Climb up the pipes after getting to the next room (this is the room with the node you dealt with some moments ago) to find [Keycard III]. Remember the sick bay just right of that node? Walk east from there into a new room. Activate the electro post in the upper left corner. A pillar appears in the middle of the room. Climb back to the entrance door. From there you can easily grapple onto an orb, and reach the pillar. From the pillar, grapple further east to find a [Keycard IV]. Now you have a long way to travel. Make your way all back to the circle formed room with some boulders lying in the middle. This is on The level 1 floor. Break the boulders using the Plasma Beam and drop down into the hole. You will now find yourself at level 2 floor, in the middle of another circle room - the one that had a keycard in the middle. Pick up the [Keycard V], then walk west from the circle formed room. You will find a path blocked by boulders. You've seen it earlier, but now you have the Plasma Beam. Break the boulders, then walk into the opening. As you can see on your map, there is a six-keycards door here, but you have only five cards. Anyways, start walking west. When you've gotten to the top of one of the platforms, jump. You will be able to reach a pipe above. Climb back east on this pipe to find the [Keycard VI]. Then, go to the western end and open the keycard door with your six keycards. There is a node in the upper left corner of this room. Pull it down to the southern part and put it onto the pad. Only one nexus point remaining now. Break the boulders that are blocking the door in the northeastern part of the room, and head through the opening. In the next room, just make your way to the upper right corner, and exit using the door there. Ok, this is a room with a huge gap. At the left side of the gap, the final node, along with the nearby pad, is located. There is a node in the midle of this gap, but to get to the left side, you will have to first grapple, then double jump while stil being mid air. This way, you will be able to reach the left side and activate the final nexus point. Now return to the Nexus room. the fastest way is to drop down two floors in the circle room southeast of your current location. Make sure you save in the Sick Bay south of the Sick Bay. --------------------------------------------------------------------------- Boss Battle: Heimdall --------------------------------------------------------------------------- Heimdall is a purple jelly ball, but I'm sure he doesn't tate too good. He will bump all around in the room, sometimes launching white electric balls that you have to avoid. Touching them is dangerous. To damage Heimdall you must use your Plasma Beam, and shoot some beams into him. After hitting him with several plasma beams, he will turn into small pieces and start circling around you. Stay in the middle of the circle and jump when the circle gets smaller. This is when you have to use your Dissipator Beam to shoot at the circle. After a while, Heimdall turns back into a jelly ball. In the next phase, Heimdall turns into a snake instead of a circle. Hitting him now is done using the Dissipator Beam, but you will have to run around a lot, and when you're far enough away from Heimdall, turn around and shoot. Now, Heimdall also launches more white balls than earlier while being in his jelly form. In the final phase, Heimdall gets mad, like a cyclone! Just run around to the corners of the room, avoiding him by jumping and running like a mad cow! Shoot him until he dies. --------------------------------------------------------------------------- =============================================================================== Heading For The Forest Lab [wa15] =============================================================================== Magellan locates the Forest Lab and puts a target on your map. Since you are back in Biocore now, making your way back to the Nexus room at the upper floor should not be a problem. Do that, then use the Plasma Beam to get through the door that leads north from there. At the other side there is a node. Pull it to the northern part of the room and put it onto the pad. Activate the electro post close to the pad to make a pillar in the western part rise up. Ignore the keycard door in this room, and use the pillar to reach the door in the western part, and walk through it. Activate an energy ball to open a door in the western part, then drop down into the gap and activate another electro post. A new pillar will appear in the northern part, making it possible for you to reach a door in the northern end. Walk through this door, to arrive in a room where its possible to grapple west. Do not start grappling yet, but instead walk west to find [Keycard I] between two platforms. Now go back, onto the platforms, and grapple all the way to the western end of the room. Walk through another door - in fact, this is the door you opened last time by activating an energy ball - and collect the [Keycard II] at the other side of the door. Head back to the Nexus Room, use the sick bay if needed, then exit the nexus room southeast. Slide down to the lower floor using the elevator platform. Down here there is a node. Pull it east and onto a pad, then continue northeast to a new room. Climb up to the top using the pipes in this room to find [Keycard III]. With this found, go back to the room north of the Nexus Room and open the locked door with your three cards. There are two doors to choose from in the next room. Take the one that leads left and to your target, and ignore the northern door, since there is gas at the other side. =============================================================================== When You've Reached The Forest Lab [wa16] =============================================================================== Let Magellan located a Nexus south of the room with the teleporter that you are currently in, then head south to reach a sick bay where you should examine the monitor to place all the sick bays in the forest lab onto your map. Heal, then head south out of the sick bay. In the next area there are several doors. First jump over to the southeastern platform for a [Keycard I], then go into the door in the southwestern corner, towards the Nexus' location. Inside, freeze an enemy, put it onto a button and collect the [Keycard II] at the other side of the gap. Use the moving platforms to get there. Head south to the Nexus room in order to locate the Nodes in the forest. Go back north, then use the platforms to exit in the northwestern corner. In this area, freeze an enemy, put it onto a button, then jump from the western part onto some moving platforms. On the other side, take the [Keycard III] close to the door in the northeastern corner. Now, exit using this door in the northeastern corner. As you can see, there is a door in the upper right end of the next area, but the ledge is so high that you can't reach it yet. Blow up the boulder instead and drop down into the hole. Walk through the underground passage, and you will arrive at the top of the ledge from earlier, where there is a [Keycard IV]. Take it. Go back to the room where you pressed a button some moments ago, and break the boulder there. Drop down into the hole, and walk through the underground passage. When you reach the surface again, drop down, break another boulder, and go down into the hole that appears. As always, walk through the underground passage. Down here, choose the eastern exit to reach the surface. Activate an energy ball to open a door in the western part, then walk to the northwestern corner to find the [Keycard V]. Go back to the last underground passage, and choose the northern exit instead of the eastern one. As you can see there is a door on top of a platform in the northeastern part of this area. But it has been locked. Open it by activating an energy ball in the southern part, then walk into the door to heal at the sick bay behind it. Walk back south from the sick bay after healing, and activate the electro post outside. As you can see, a pillar near the energy ball in the southern end appears. Jump onto of the pillar to find a [Keycard VI] and another boulder. Break it, drop down into the hole. Walk through the underground to find a room with lots of spiders. Freeze them and pull three of them onto three buttons on the ground. Jump onto the platform that started moving in the eastern end and take the [Keycard VII] that you find at the top. Break a boulder near the card, and drop down into the underground passage. When you reach the surface again, go a little right to find the [Keycard VIII]. Drop down into the hole here, and make your way back to the last Sick Bay. Heal and save there, then head northeast out of the sick bay. Outside there is a node, so make sure you pull that one onto the nearby pad. West of the node is another boulder. Break it, walk through the underground passage, then pull another node at the surface onto a pad. In the same room as this second node, jump west to find [Keycard IX], then walk south from this keycard to find another underground passage. On the surface, there is a door that requires nine keycards to open. Drop down right and activate the energy ball in the same area as the keycard door. Walk through the door that opens in the lower right part, and heal at the sick bay. Now go back northwest and open the keycard door using your NINE keycards! Another room with hysterical music here. Activate the two electro posts to make two pillars rise up from the ground, then climb up using the pipes right of these pillar. Jump west on the pillars to find one of those posts. Activate it, start using adrenaline, and climb up using the pipes left of this first post. On the top you will find the second post, and at the other side of another gap, the third and fourth final post. Pick up the [Toxin Resist Upgrade] once all the posts have been activated. Now you can breathe in gas-filled areas. Exit through the door that opened in the southern part. Take the [Keycard I] at the other side. Remember the room with all the platforms in? It was the first room you entered after using the first sick bay in the forest. Go there, and exit in the southeastern corner to the gas-filled room. Break a boulder and fall into the hole in the eastern end of this gas room. Walk through the underground, and you will arrive in the same gas room again, only this time you are on top of a platform. Activate the energy ball up here to open a door in the eastern end, then climb across the gap on your left side to find a [Keycard II] before exiting through the recently opened door. You will need to grapple and jouble jump before reaching the door. In the next are, which is also filled with gas, you will find a locked door that requires three key cards, and a sick bay in the southern part. Heal there, then jump up to where the locked door is. From there you can double jump east onto a platform with a button on. When you are standing on this button, a movable platform will start moving. Wait until it is in the middle of the gap, then step off the button and jump onto the platform. From the platform, jump far east to find the [Keycard III]. A little blow the locked keycard door, there is a normal door. Walk into that door and pick up the [Keycard IV] on top of a platform there. You can reach the platform by jumping up from the left side. Ok, now go back and unlock the three-cards door. The third node is in the northwestern corner of the room behind the locked door. Put it onto the pad in the southwestern corener. Climb up to the platform in the northern part, then grapple all the way south. Break the boulder there and drop into the hole. Walk through the underground passage. In the circle formed room, break some boulders in the lower left corner, and drop down into yet another hole. On the surface again after walking through the underground, make your way to the lower left part, where you can jump up to..... yet another boulder with a hole. Drop down, walk through the underground. On the surface, climb up some pipes, heal at the sick bay at the left side, then break the boulder outside and drop into the hole. This boulder is placed directly outside of the sick bay. Walk through the underground passage, climb west across a gap, and drop into another hole. At the surface is a room with blue dinosaurs in. There is also a node in this room, so pull it down to the nearby pad. Only two nodes remaining now. Great stuff, dude. Or girl. Yeah. Anyways, go back to the room with the platforms. You know, the one at the beginning. Exit in the southwestern corner. Now you will be in a room just north of the Nexus. You have been here earlier to find a keycard. Anyways, put an enemy onto the button and jump east across the gap using the moving platforms. Welcome to another gas filled room. Activate the electro post to make another pillar appear. There is another electro post in this room as well. Activate it to make another pillar appear. Jump to the southern part using these pillars to find [Keycard II]. Exit this room using the western (not southwestern) door. First go to the northern end of the room and activate the energy ball there to open a door in the southern part. You can heal at the sick bay in the lower right corner. Now that you opened the door, walk one area back west, then use the door in the southwestern part that I mentioned in the paragraph above. First take the [Keycard III] on a platform in the southern part of the room, then exit northeast to find [Keycard VI] in the room with the last energy ball. Ok, now, in the northwestern part of the room, not far from the energy ball, use the pipes on the wall and climb ight. There is a boulder and a door up here. Choose the door. Activate an electro post, then climb up to the [keycard V]. Return back south, and this time drop into the hole. Walk through the passage, and at the surface, break another boulder and drop down into another hole. Down in this underground, there are exits in the northeastern part and in the southern part. Go through the northeastern one. The next to last node is in the southern part of this area, so pull it onto the nearby pad. Afterwards, activate the electro post close to the node to make a pillar appear in the middle of the room. Jump on it to find the [Keycard VI]. Jump north, break a boulder, and drop into the hole. Choose the southwestern exit down here. One the surface you will find [Keycard VII]. Drop back into the underground, and this time choose the northeastern exit to reach the surface. Climb west using some pipes, collect the [Keycard VIII] from the southwestern corner, then break the boulder near the keycard, and drop down. In this room there is a door that requires nine keycards. There is also a sick bay north of the room. Use it, then freeze and put some enemies on two buttons in the western part, just below the keycard door. A platform in the eastern part, near a small pool, will start moving. Use it to reach the [Keycard IX]. Now you can open the locked door. Behind that door you will be able to find the very last node of this level. Pull it down to the pad, and backtrack all the way to the Nexus Room, southwest of where you started this level. Just remember to save at a sick bay first. --------------------------------------------------------------------------- Boss Battle: Mandragora --------------------------------------------------------------------------- Spikes will appear on the ground at different places, but you can avoid those by running and jumping. Just never stand completely still. Mandragora herself has a nasty beam that she will try and kill you with. Hide behind the left or rightmost stone, while jumping to avoid the spikes from below. Every now and then, run to the middle and launch an EMP beam at Mandrogara. In the next phase, Mandragora breaks the rocks, and grows some limbs. Use the Combustion Beam while running around like mad, avoiding the spikes and the lims. You will also have to avoid some acids on the ground. Shoot at the ball that comes out of Mandragora using the Combustion. In really tight situations, you can use the adrenaline to avoid the ball. Repeat this until you've won the whole battle. --------------------------------------------------------------------------- Walk into the teleporter after the battle. =============================================================================== Ashes Of The Fallen - Endgame [wa17] =============================================================================== Back in Biocore, go southeast then north to a gas filled room. There is a node in here. Pull it onto the nearby pad. Go back to the Nexus Room, and then head west from there. Go down to the lower floor, activate the energy ball and exit southwest to a gas filled room. Climb to the top, walk north to find a drain device, and use it to drain all the water in the middle of the room. Drop down into where the water was drained to find the last node of the game. Do your thing, then return to the Nexus room. Save in the southwestern sick bay before walking into the middle of the Nexus. - NOTE: I recommend being at least Level 55 before going for the boss. If you are underleveled, you won't be able to win quickly enough, and your infection will get the best of you. You can grind in Biocore to reach a higher level if you want to - --------------------------------------------------------------------------- Boss Battle: Cerberus --------------------------------------------------------------------------- This boss has three different eyes. One of them will shoot a beam at you. This is the eye you need to damage. Enemies will attack at the same time, and it is with the beam that is good at taking down these enemies that you will need to shoot at Cerberus with. For example, if electric/metal type enemies appear, shoot at Cerberus using the EMP. Watch out for the beam that Cerberus fires. There is only one phase, and the battle is not too hard. You should be able to damage Cerberus while he is shooting his beam. The enemies won't be a huge bother, and don't require many beams before they die. You should however not take the battle too lightly, as there is a battle waiting for you after this one, and your HP will not be refilled. --------------------------------------------------------------------------- --------------------------------------------------------------------------- Boss Battle: Source Part I --------------------------------------------------------------------------- Watch out for the white beam that is being fired from the middle of the boss. Use plasma beams to kill off the two green/yellow jelly beings in the left and right corner. Shoot at them quickly after throwing plasma beams into them. You will want to do this fast, since your infection is worsening. When they have both been killed, the middle of the boss will be vulnerable. Use your Plasma Beams on the boss in this process while dodging the white bullets that the boss shoots at you. You can throw plasma beams while dodging, so you won't have to stop like with the other weapons. If you feel that you won't be able to win this battle before you die because of your infection, you can use your Dissipator at the middle of the boss, then throw plasma beams at it, and while waiting for them to blow up, shooting even more Dissipator beams. Button mashing, but very effective if you feel confident with the control system. This battle isn't of the shortest things I've seen in a handheld action game, and should last several minutest, unlike the one with Cerberus. --------------------------------------------------------------------------- --------------------------------------------------------------------------- Boss Battle: Source Part II - Inside Your Head! --------------------------------------------------------------------------- The battle carries on inside Jenosa's head. Your weapon is the most powerful one in the game now, and the only one that you can use in this final phase. The background might be a little confusing, since there are no platforms, no floor, no ceiling - nothing at all. There are nine phases in this battle, but all of them are the same - the boss never changes its pattern. Keep shooting small batches of beams at the boss at all times, but when it starts making clones of you, concentrate on taking those out first. This is important, as you do not want it to gather all three clones and perform its super attack. If you just make sure that there NEVER are three clones of you walking around, the boss will not be able to do its super attack. The super attack involves the boss sucking you into itself and draining all your HP, save for one last health point, which it can't suck, but since there are stray bullets all over the place, going down to 1 HP is not recommended. Just keep killing clones, and shoot at the boss itself when you get the chance. --------------------------------------------------------------------------- Escape from Biocore after the battle, and watch the ending credits. Congratulations, you've completed the game. Let's hope for a sequel. =============================================================================== Contact Me [ex01] =============================================================================== If there's something I have forgotten, or if you want to say thanks for the guide, you can do that using email or MSN/Live Messenger. Email: [email protected] MSN: [email protected] =============================================================================== Greetings And Thanks [ex02] =============================================================================== Thank you Orbital and SouthPeak for delivering such a great game as Scurge: Hive is. The best game I've played on Nintendo DS since Phoenix Wright: Ace Attorney - Justice For All, even though Scurge was released much earlier than the second Ace Attorney game. Thanks to Nightmare, a great Visual Kei band, for being totally awesome to listen to. Thanks to you, for reading my work, and for supporting the publishers and developers - let's hope that a sequel gets released sometime in the future. That's all! See you around! =============================================================================== Legal [ex03] =============================================================================== This document is intended for personal, private use only. It is protected by international copyright laws, and may not be reproduced on any website not listed below, or in any printed publication that has not received written permission from me, the author. Breaking these rules can get you into legal trouble. You are free to print the document out on paper, download it to your computer and tell your friends about it. Anything is fine, as long as you don't alter anything, or claim it as your own work. Selling this document for money, or hosting it on your own website is unacceptable. Only a small handful of sites are allowed to host this document. All of them can be found listed below. New permissions will most likely not be handed out. If you're reading this document on any site not listed below, you're dealing with thieves. The ONLY sites that are allowed to host this document are: - GameFAQs.com - IGN.com - Supercheats.com - Neoseeker.com - Honestgamers.com ~ This document is copyright � 2007 snkupo =============================================================================== Version History [ex04] =============================================================================== Version 1.0 - January 31, 2007 ------------------------------ Covers the whole game. ------------------------------- PEACE FOREVER ---------------------------------