Psi-Ops: The Mindgate Conspiracy Xbox Version 0.8 FAQ/Walkthrough Created by GameFreak903/Craig S. [email protected] This FAQ is copyright Gamefreak903/Craig S. No permission to copy unless consent of the creator is given. E-mail me and request for permission. ******************************** VERSION HISTORY Version 0.4 - July 9, 2004 - FAQ submitted and first 7 sections completed. Version 0.5 - July 11, 2004 - More data added to walkthrough Version 0.7 - July 14, 2004 - Walkthrough completed and adjustments made Version 0.8 - July 17, 2004 - Added two additional sections: Fighting Tactics and Character Skins. Also added easier path for last stage in walkthrough. Everything up except character skins and the extra missions. ******************************** \"Your Mind is the Ultimate Weapon\" TABLE OF CONTENTS 1) Storyline 2) Characters 3) Controls 4) The HUD 5) Inventory: Weapons and Pickups 6) Psi Powers 7) Enemies 8) Fighting Tactics 9) Walkthrough A1) Welcome to the Movement B2) Something\'s Gone Wrong C3) Unfinished Business D4) Assembling the Pieces E5) Fears Don\'t Lie F6) Everything We\'ve Worked For G7) From the Ether and Beyond H8) The Ultimate Power 10) Special Features 11) Extra Content 12) Gnome Locations\\Extra Missions 13) Character Skins 14) Cold \"With My Mind\" Lyrics 15) FAQ 16) Contact 17) Special Thanks NOTE: Use the A1 and B2 labels to find a section of the Walkthrough faster by hitting Ctrl + F to find the label. ******************************** 1) Storyline Many governments worldwide investigated the possibility of using paranormal abilities. Soon, the biggest nations were establishing PSI-Operations. However, many lost funding and credibility. The American PSI Program known as Project Mindgate came under inquiry when an intensely devoted General used his men for unplanned actions. The public was outraged at tax dollars spent on \"psychics and witch doctors.\" The government publicly shut down Mindgate, yet continued a secret PSI agency. The General fled underground rather than face war crimes. With power and revenge in his mind, he recruited disfranchised PSI agents from all over the world. These abandoned men and women no longer saw the world as nation against nation, but as Psychics against \"Mundanes\" (Those without PSI abilities). They began a secret war against the nations, calling their organization, The Movement. During a raid on a vital oil refinery, a squad of UN soldiers is taken prisoner by the movement, one of them being Nick Scryer. You will assume the role of Nick Scryer to uncover The Movement\'s hidden objectives and stop them at all costs. To plant an agent into the Movement, Mindgate gave Nick facial reconstruction as well as brainwashing techniques to suppress his true memories. This allows Nick to pass through the Movemnet\'s PSI detection equipment. ******************************** 2) Characters ((((NICK SCRYER - PSI-OPS SPECIALIST)))) AGE: 34 HEIGHT: 6\' WEIGHT: 210 PSI POWERS: Telekinesis, Remote Viewing, Mind Drain, Mind Control, Pyrokinesis, and Aura Viewing BIO Nick is a seasoned combat veteran assigned to lead a strike team with the UN Anti-Terror Corps. Nick is captured by The Movement, where he discovers he is actually an agent for the Mindgate Corporation. Nick is a powerful weapon against the terrorist movement with his various Psi powers. His memory and powers have been wiped in order to protect him from the enemy PSI probes. He must now battle against some of his fellow PSI agents while regaining his memory and powers. ((((SARA BLAKE)))) AGE: 27 HEIGHT: 5\' 7\" WEIGHT: 124 PSI POWERS: Telepathy BIO Sara was eventually recruited by Mindgate for her power of Telepathy, discovered from reactions to her vivid nightmares and voices in her head. She is an incredibly strong and independent woman. She has now infiltrated The Movement to gain access to the General by working as a double agent, but she also has a few plans of her own... ((((THE GENERAL - LEADER OF THE MOVEMENT)))) AGE: 52 HEIGHT: 6\' 2\" WEIGHT: 180 PSI POWERS: None BIO Placed in charge of PSI programs, he began to see the power of the human mind. After the end of Mindgate, he became unwilling to lose the power of his position and escaped underground. Now, re-emerged as The General, he is a leader of a terrorist group known as The Movement. With PSI agents at his command, he plans to retrieve the pieces of a mysterious, ancient artifact. ((((JOV LEONOV - MASTER OF MIND CONTROL)))) AGE: 52 HEIGHT: 6\' 1\" WEIGHT: 175 PSI SPECIALITY: Master of Mind Control BIO Jov was taken into the Soviet government after an accident that left him blind. It also left him Mind Control powers. After training, he soon became a dangerous PSI operative. Leonov was recruited into the Movement for his Mind Control and also began the development of the Meat Puppet Program. ((((EDGAR BARRETT - MASTER OF TELEKINESIS)))) AGE: 37 HEIGHT: 6\' 8\" WEIGHT: 385 PSI POWER: Telekinesis BIO Barret\'s position as the head of the class at Mindgate pulled him to the General\'s conspiracy and into the terrorist organization. He now launders money, moves weapons, and runs several businesses as fronts for The Movement. He wants a world where the PSI elite rule over all Mundanes. For this reason, he is assiting the General in his dream for PSI elite. ((((WEI LU- MASTER OF ILLUSION)))) AGE: 24 HEIGHT: 5\' 4\" WEIGHT: 110 PSI POWER: Illusion; Created visions and memories in minds of others BIO Like Jov, when her powers were discovered the Chinese government raised her. She grew to be a young woman, and a one-woman army with her power of illusion. She gained access to the General\'s knowledge of PSI in exchange for her powers to be used to aid The Movement by hiding the base of operations from prying eyes. ((((MARLENA KESSLER - MASTER OF PYROKINESIS)))) AGE: 34 HEIGHT: 5\' 7\" WEIGHT: 125 PSI POWER: Pyrokinesis BIO Marlena was recruited by Barrett after fleeing from her home. The idea of PSI elite appealed to her, and she is now a part of The Movement, driven by her desire for power. ((((NICOLAS WRIGHTSON - MASTER OF REMOTE VIEWING)))) AGE: 41 HEIGHT: 5\' 11\" WEIGHT: 111 PSI POWER: Remote Viewing, Ability to Mind Control the weakly willed BIO Wrightson once worked with Nick where he used his powers for good use. But as he took longer and longer trips in RV, he has little sense of reality. He soon joined with The Movement and spied around the world through RV. He has become so addicted to RV that he rarely returns to his own body. ((((DR. KIMIKO JONES - SCIENTIST)))) AGE: 28 HEIGHT: 5\' 6\" WEIGHT: 115 PSI POWER: None BIO Her obsession with her grandfather\'s research career with ancient relics led her to the General, that gave her access to artifacts and knowledge only he could know. She only recently realized that the man she saw as a benefactor has become an incredible threat to mankind, and she has become his prisoner. ((((THE MINIONS - MEAT PUPPETS)))) BIO The Movement use these brainwashed humans as their numberless and nameless armada. Mind controlled and unquestioning, these soldiers overcome their opponents by incredible number, force, and terror. They are sometimes programmed to pain immunity, and to lay down their lives willingly. There are three levels of the Meat Puppets, each more deadly as they raise from MP1 to MP2 to MP3. ******************************** 3) Controls So, lets go ahead and familiarize you with the controls. After about 30 minutes or so, you\'ll have no problem tossing Meat Puppets into walls. Left Thumbstick Player Movement; Press and Hold for Wall Movement Back Button Inventory Start Button Pause Menu (Save Game, Load Game, Etc.) D-Pad Left Remote View (RV) D-Pad Up Mind Control (MC); Sniper Scope Zoom In D-Pad Right Aura View (AV) D-Pad Down Switch Weapons; Sniper Scope Zoom Out Right Thumbstick Targeting and Camera; TK Object Move; Sniper Scope White Button Pyrokinesis (PK) Black Button Mind Drain (MD) X Button Melee Attack A Button Jump; Action Activate B Button Crouch Y Button Auto Lock-On (Hold to Strafe) Left Shoulder Button Telekinesis (TK) Right Shoulder Button Fire Weapon You can select the controller layout to invert the looking stick Up and Down or side to side. ******************************** 4) The HUD The HUD on your screen will look a little something like this: (Excuse my horrible labels) {TK}----------------------\\\\ //----------- ----------------------\\\\ ) ) ) [ 13 / 40 ] IIIIIIIIIII IIIII III Ok, The bars on the Top Left Are your Health and Psi Meter. The red one is the Health and the Blue at the bottom is your Psi power. You can find plenty of pickups that will regenerate your health and Psi power. The bar on the far right is when you encounter a boss. This displays health of the boss. In the Bottom right hand corner will be your Rounds (The 13/40). The left is how many bullets are in the gun and the right is how many clips and ammo you have in reserve. Below the Rounds is the picture of your gun. To change your weapon just hit down on the D-Pad. Lastly, the little Red ) that appear on your screen is a hit indicator telling you which direction your being attacked from. If it flashes on the left then you\'re being attacked from that direction. Same for right. ******************************** 5) Inventory: Weapons and Pickups The Inventory screen provides information about Objectives, Inventory, and a Map. ((((Weapons)))) -Fists- That\'s right, the one-two punch. Press it once to deliver a KO blow when you sneak up behind an enemy. You should only have to use this if you got no other way of attack or if you want a little stealth. -Silenced Pistol- This is Nick\'s secondary weapon that can never be dropped. It can be very accurate at short range, and with a silencer attached; it\'s a handy tool for stealth missions. -Machine Gun- The machine gun has a rapid fire with plenty of ammo capacity. It can be pretty accurate and should be used at medium range for most efficiency. -Shotgun- The shotgun is one of the sickest close range weapons you\'ll find. It may have a slow rate of fire, but if your at close enough to an enemy, their head can be blown with one shot. -Assault Rifle- The assault rifle has incredible accuracy when shot in bursts. It will do more damage than the machine gun, but has a slower rate of fire. -Sniper Rifle- This is the primary weapon for long hallways and distant enemies. It is extremely powerful, but you\'ll usually find just it and no ammo leaving you with 5 shots. Headshots are incredible affective, except on MP3, which can take 3 shots to eliminate. -Flame Thrower- This weapon you cannot pick up. However, if you MC someone you can take this weapon for a spin. It\'s a short ranged weapon that will light the masses. -Rocket Launcher- Like the flamethrower, you won\'t be able to pick this up either, it\'s another MC weapon. This weapon is great for large groups, due to its explosive round and splash damage. ((((Pick-Ups)))) -Keycards- Keycards are used to gain access to rooms and elevators throughout the game. The red keys will be used on elevators and blue keys on doors. -Hypospray- This can be picked up from scientists, not placed in your inventory. It will slightly restore both Psi power and health. -Field Medical Kit- Restores a good deal of health -Field Medical Pack- Restores only about 25% of health -PSI Rejuvenator- Restores a good deal of PSI power -PSI Vial- Restores about 25% of PSI power -PSI-Elixir- Restores a great deal of PSI power -Pistol Ammo- These appear as little boxes with some red on top. These just add ammo to your handgun. ******************************** 6) Psi Powers As you progress through the game, you\'ll unlock these powers. Each one can greatly benefit you in combat an should be used more than your gun in most cases. ((((Telekinesis - TK)))) Ah yes, the most used power in the game, I\'d say. TK is the ability to move an object or enemy with your mind. TK allows you to: -Pick up an enemy and object -Throw an enemy or object -Suspend and object or enemy in air and shoot at them -Throw objects for a distraction to sneak past gaurds The height of where you suspend an object or enemy is determined by how hard you pull on the L button. If you want something lower, ease off a bit on the trigger. If you want something really high, drop the object at its highest and catch it before it falls for more height. Now we talk about TK surf. TK surf was not intended to be in Psi Ops as an option of transportation, but it ended up so when the programmers found it. Enough history, TK Surf is the ability to stand on an object, TK that object, and suspend yourself in air to move past various hazards. However, you have to be extremely careful when using this as to not roll the object you are standing on causing you to take a dive. It takes a few minutes of practice, but can be fun. ((((Remote Viewing - RV)))) Remote Viewing is the ability to take your mind out of body and see the areas ahead of you to plan out a strategy or wait for perfect timing. When you use RV you will be taken in a first-person perspective with the ability to be unseen and pass through doors to scope out areas. RV is a great tool for stealth. Its good to see when enemies are looking at the door you are about to enter, how many enemies await you in the next room, and how to stealthfully eliminate them. If your screen flashes red while in RV, someone found you and you better get back in your body to take them out. Although RV is a useful tool, don\'t expect flying around the whole map this way. You are limited on how far you can travel in RV. ((((Mind Drain - MD)))) Mind Drain is the ability to drain PSI power from an opponent. If you carefully sneak up on an enemy and use Mind Drain, you will acquire about half a bar worth of PSI power. Not only that, but his head will explode, nice isn\'t it? You can also TK and opponent and place him in front of you with his back turned if you are in dire need of PSI power. After placing him in front of you it somewhat registers as an unsuspecting guard and will drain him of his energy as you would if you snuck up on him. I recommend doing this on the last guard in the room. Mind Drain can still be used on dead bodies with heads, but you will get less Psi power from it. You can\'t MD a headless body. ((((Mind Control - MC)))) Mind control is the ability to take over an enemies mind and control his/her actions. This can allow you to force an enemy to jump off a cliff, press a button for you, or shoot a friend of his in the head. You can only MC someone that is unaware like in MD. (((({Pyrokinesis - PK)))) Pyrokinesis is the ability to throw a wave of fire at an enemy or object. PK only affects enemies or objects on the ground. It is very useful to aim for an explosive barrel near an enemy or wooden crates. Another great tactic is to light a guy on fire and throw him at his buddy with TK. ((((Aura View - AV)))) Aura View allows you to see objects or writing not visible in the real world. Aura View can identify whether an enemy is alert to your presence with a blue aura for non-alerted enemies and red for an alerted enemy. It also can show mysterious writing on a board or on the walls that can be clues or codes needed. It can point out weak spots in the walls to be blown out and differences in some objects that look very similar. ******************************** 7) Enemies These do not include the bosses that will be seen. When I get to them, I\'ll provide strategy. ((((Construction Workers)))) DIFFICULTY: 1/5 RECOMMENDED PSI: Any RECOMMENDED WEAPON: Any That\'s right...the hammer wielding, alarm pressing, village people reject is slaving away. If they spot you, they love to press the alarm right away. They also enjoy to occasionally attack with their lovely hammers. However, they pose no real challenge. A bullet or TK will show them who they\'re dealing with. Their main purpose is for MC for a switch occasionally and for beating the stuffing out of MP3\'s from behind. ((((Scientists)))) DIFFICULTY: 1/5 RECOMMENDED PSI: Any RECOMMENDED WEAPON: Any Just like their friends the construction workers, these little guys enjoy raising the alarm on you or cowering in fear in the corner. TK or bullets will shut them up. They are nice for some MD too. Like the CW, they will be used mainly to press a switch or punch a friend. ((((Meat Puppet 1 - MP1)))) DIFFICULTY: 2/5 RECOMMENDED PSI: Any RECOMMENDED WEAPON: Any These are the lower ranked of the meat puppets, and your first enemies. Usually equipped with machine guns and stupidity, these little guys can be quite an annoyance when in groups. Just TK these guys into some explosive barrels or set them ablaze. Assault rifles or shotguns can also be effective. They have a weakness to basically everything, no problem to take out. ((((Meat Puppet 2 - MP2)))) DIFFICULTY: 3/5 RECOMMENDED PSI: TK, PK RECOMMENDED WEAPON: Assault Rifle These guys are a bit tougher than their former friends. They have a bit more armor on them and love to carry around shotguns and assault rifles. You might catch one or two of them sniping as well. They can occasionally throw grenades your way too. Like before, TK and PK are fun to use on them and recommended due to the fact that they will probably be the fastest to take them out. I chose an assault rifle to take these guys out because of the accuracy and strength of the gun that can handle these guys no problem. ((((Meat Puppet 3 - MP3)))) DIFFICULTY: 5/5 RECOMMENDED PSI: MC RECOMMENDED WEAPON: Shotgun, Assault Rifle These guys are seriously tough. To start, they have big armor and won\'t be taken out by a sniper rifle easy. They also love to carry shotguns, flamethrowers, rocket launchers, and assault rifles. They can also be caught sniping too. PK and TK have little effect due to the armor on these guys and their resistance to TK unless they are on fire, which is a limited time. Add this to constant grenade tossing and you got one tough enemy. The key to taking these guys out is to become them. Sneak around them and MC the first chance you get. You can then use this guy to mop up the rest of the enemies present. Especially MC any rocket launcher MP3 guys around. These guys can take you out in no time at all. If you are spotted then an assault rifle clip to their head is your best chance. Shotgun them if they are extremely close. ((((UN Zombie Troops)))) DIFFICULTY: 3/5 RECOMMENDED PSI: MD RECOMMENDED WEAPON: Shotgun These appear one time only, thankfully. They come out equipped with shotguns and assault rifles mainly. Bullets have no affect at all; they just get right back up. They\'re zombies, duh. Instead just hug them and give em a MD. One MD session is all it takes. Yet while you MD you got his buddies firing at you. Not too much of a problem at all really. Shotgun can take out their heads if you\'re close enough. ((((Aura Beasts)))) DIFFICULTY: 4/5 RECOMMENDED PSI: PK RECOMMENDED WEAPON: Machine Gun, Pistol You can see them flying all around in the aura vision and when they sense you, they come into the real world. They are mostly annoying because they like big hugs, which can drain your health immensely. They also enjoy attacking in groups. Just cause you see one doesn\'t mean it\'s all alone. I highly recommend PK. This will light up some of those beasts and allow you to fire with your weapon. Any rapid-fire gun is good here because these things love to charge. The machine gun is very rapid and recommended. The pistol can take these guys out in two shots. ((((Sentry Turrets)))) DIFFICULTY: 3/5 RECOMMENDED PSI: TK, MC (I\'ll explain) RECOMMENDED WEAPON: Assault Rifle Though they aren\'t mobile, these things can be quite frightening. They can mow you down in about 10 seconds time and respond to any movement. How do I kill them you ask? Simple. Find a box or object and move it in front of you to act as a shield. This allows you to pass through. If you can\'t do that, then MC someone and send them in to attempt to blow up the turret. If all else fails, use a gun to blow it up. Assault rifle can take it out in about 1 clip at the expense of some health. Explosive barrels are also good to use, but they usually end up being blown up before you can toss them. ******************************** 8) Fighting Tactics ---Stealthy Approach--- If you can recognize an unaware enemy\'s pattern, then you have an opportunity to do several options. A stealth kill will take the enemy down with no alarm raised or shots fired. Sneaking behind an enemy can give you an opportunity to MD them for some Psi energy. Lastly, an unaware enemy is great for MC, especially MP3s. Try not to run into a room, guns blazing. This could save health, ammo, and make the stage easier. ---RV a Strategy--- After receiving RV, it\'s a great idea to plan ahead. Using RV can help locate enemies and their patterns of movement in the room ahead. Use RV to find great places to take cover or explosive barrels to toss. Look around the room for anything useful to use and then proceed in. Planning ahead can save ammo and health. ---Explosive Barrel Fun--- Use those explosive barrels, they are there for a reason. TK these into the enemy or group of enemies for incredible damage. These are most useful on MP3s. If you have no Psi power, then simply shoot the barrel when one is near it. Always look for an explosive barrel in a room to toss at an enemy. ---Burst Shots for Accuracy--- Instead of simply holding down the fire button, tap it. Using short burst shots can greatly increase the chance of hitting a troop. Using the short bursts can help take out an enemy faster and, if you aim up a little, increase the chance of some headshots. ---Your Environment and You--- In some rooms you\'ll find electrical walls, a furnace, or even a gigantic stone ball. Use these things to assist you. TK a troop into a furnace, press a switch to electrify some workers, or even toss the gigantic stone ball at a nearby enemy. These and other things should be used to your advantage. Look around and see what you can find. ---Your Mind is the Ultimate Weapon--- You should be using your Psi more than your weapon. You\'re not gonna run around doing nothing but shooting when you got these cool Psi powers are you? Only shoot when its necessary or when you only got one troop. PK and TK are some incredible weapons to use when you know how to use them right. Rely more on your Psi than your weapon. ---Meat Puppets Live Up to Their Name--- Using MC can save you a lot of trouble. Especially if you MC a MP3 with a rocket launcher. You have no idea how fun that can be. It saves ammo, health, and having to deal with the MP you are controlling. Why waste ammo and health when you can let someone else do it? Got a tactic of your own? E-mail me and I\'ll post it up along with these others. My e-mail is at the top or in the contact section. ******************************** 9) Walkthrough NOTE: I will not be spoiling the ending but will be giving the information on most of the cinemas. A1) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mission 1 ---- Welcome to the Movement ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You start off with a cinema showing the process of your mind being erased and facial reconstruction finished. It then fades to the oil refinery you were placed in and the huge battle that ensued when the Movement attacked. You along with a few other survivors are taken prisoner and after an attempted escape on your part you are put in solitary confinement. You suddenly hear a voice and your cell door is flung open. A young woman hands over her pistol and tells you to meet her in the Supply Room. ---OBJECTIVE--- Escape from Solitary Confinement and meet the female agent in the Supply Room. You start off in the cell. Head towards the corridor crouched as you go. Move against the wall and check and see when the guard patrolling the hall isn\'t looking. Quickly move behind him and stealth kill him by pressing melee behind him. Head toward the giant door at the end of the corridor (remaining crouched) and move against the wall next to the door. Position the camera to see the guard inside and when he is busy on the computer, sneak in and stealth kill him as well. Hit the button on the computer and grab the medical kit and pistol ammo. In the next room you see your fellow UN soldiers being taken past the door. There\'s no real way that I have found to take all of these guys out with stealth, but you are now armed with a machine gun so head in and blast them. After they are dead, hit the button in the center console. Then head to the left of the door and hit the red button on the wall to proceed in the cell and retrieve a field kit. Then head through the door. Open the door and wait for the guard to be somewhat near the explosive barrel. Shoot the barrel to take out the guard and the camera. Another guard should charge in, just mow him down with your machine gun. Head left through the big door and crouch near the big window on the left wall. When the guard isn\'t looking, sneak past and wait for him to turn his back to the door. Head into the door and stealth kill him. You now have a keycard to get into the supply room. Head inside the supply room across from where you killed the guard and grab the field kit. Proceed inside and you\'ll see the young woman who tells you her name is Sara Blake and she gives you a keycard for the generator room. You\'ll now need to shutdown the generators to get past the door at the end of the hall. Before you get a chance to move however, one of your powers is reawakening. Telekinesis is now available. Time for some TK Training. ((((TELEKINESIS TRAINING)))) For the first area, all you have to do is lift a box. Simple. Next room. Now you need to use the crates to climb the wall. Lift the steel crates and stack two on top of each other. Then lift another box and place it next to the stacked ones. Climb over both to the next room. You need to pass each crate through the desired wall openings. Pass each crate through and on the highest, you\'ll be required to do double TK to lift it higher. Barrett explains how it works. Next Room You will now be required to toss the crates at the scientists; One stationary, one running back and forth, and one running all over the place. After they are dealt with, you TK the soldier and slam him on the wall. TK the next soldier and fire at him in the air. Final room. TK the assault rifle to your position. There are 5 guards you need to eliminate in this room. TK explosives into the two in front of you and just toss crates at the rest. Easy, training over. ((((END TRAINING)))) ---OBJECTIVE--- Find the compound\'s generator and shut it down Collect the Psi vial and Psi rejuvenator in the corner and head back towards the stairs you saw at the first hallway. Start heading downstairs until about halfway where you can spot the soldier patrolling the hall at the bottom. TK him into the back of the room and run down to the bottom. Head through the door. You\'ll get a little vision of the switches and gaurds. Head near the ladder and throw the explosive barrel at the nearest guard. There will also be a barrel near the far guard as well. The construction worker will be daring coming after you up the ladder so toss him around to show him who\'s boss. Collect the Psi vial and head down to collect the pistol ammo. Head across the bridge and look at where you came from, two MPs are right on your tail. TK them off the platform and continue down to press both switches. Be sure to pick up the medical kit and Psi rejuvenator near the crates next to the top of the ladder. ---OBJECTIVE--- Make your way to the silo and use the elevator Head back towards the stairs to spot an enemy trying to be sneaky by hiding under the stairs. How smart was he to be next to the explosive. Toss the explosive at him and continue upstairs. At the top, you\'ll find a MP waiting for you so be prepared to take him out. Head through the door to see two MPs emerge to the hallway, one from the supply room and one from where you got the keycard. Take them both out and continue to the big metal door at the end of the hall. When you are right next to it, another power reawakens, remote vision. ((((REMOTE VISION TRAINING)))) Use RV at the start to move through to the room and spot the terminal. After the message screen appears, return to your body and move through the hall. While crouched, move to the last protruding wall on the left. Use RV and move behind the scientist when he is heading back from looking your way. RV the door to see when he isn\'t looking. Right when he starts to turn his back proceed in, and when he is on the computer, hug the left wall and proceed through the door. Take out the soldier first, the scientist will remain at the computer. Just watch for the solider to move the computer and move in crouched for a stealth kill. Then take out the scientist. RV left past the barrel and follow this passage to the terminal. Head that direction with your guns ready for any soldiers. Hit the switch and backtrack, then head the other direction to the door hugging the left wall to the exit. ((((END TRAINING)))) Back to the game, RV the door and wait till the MP turns his back behind the crate for a stealth kill. Repeat with the soldier near the other door. RV through the next door and wait till both MPs are near the explosive, then open the door and toss it their way. A MP will make his way down the ladder so toss him while he climbs. Climb up and grab the Psi rejuvenator. Proceed through the door and toss and explosive at the MP, then head past the fence to the other MP In your way and take him out. Now use RV on the door and wait till the MP isn\'t looking to get a stealth kill. Repeat this with the scientist with the door at the other end of the room. After the scientist is gone, TK the explosive barrel to the MP in the window. Hit the switch and pick up the medical kit and Psi rejuvenator. Head out the door but be careful, 3 MPs await you near the opposite door. Throw crates and whatever you can at the MPs. Now find a steel crate near you. Open the door and quickly TK hover it in front of you. This is to block the sentry gun from tearing you to shreds. Keep it suspended then drop it and run. Phew, one chapter done. B2) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mission 2 - Something\'s Gone Wrong ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Before you get a chance to head on through after your chat with Sara, another power is reawakened, Mind Drain. ((((MIND DRAIN TRAINING)))) Kill the guard in the first room the drain him. Simple. Sneak up, crouched to the MP and use MD for a nice head pop. MD the soldier first, Then the scientist will be no problem. Just wait for the soldier to go to a computer to drain him. You don\'t have to be sneaky but you can kill at least two by doing MD and the mission is complete, or kill them then drain them. Whatever you desire. ((((END TRAINING)))) ---OBJECTIVE--- Explore the Movement\'s compound and locate the rest of your squad Grab the field pack in front of you then get on the elevator and press the button. Look ahead on your way up and two MPs will take position to fire at you. Toss them both towards you to send them flying into the electrical field below. One more MP awaits you upstairs, crouched. Simply toss him around or shoot him a couple of times. Grab the field pack and press the switch. Head back down and you\'ll notice three MP\'s are in position waiting for you. TK the explosives at them or toss them into the electricity. However you see fit. Head into the unlocked room. DO NOT GO IN THE GLASS ROOMS! You will be locked inside and lose health in the process of getting out as well as face a MP at the door. If you get locked in, toss the steel pipes at the door to break it and head through. Head to the second glass room and either TK the scientist towards you or press the button to gas him. Either way get the keycard or TK it towards you. You can also TK a field pack toward you if needed in the last glass room. Head through to the next room and RV into the next one. You notice that a guard is waiting for you. Open the door and TK him against the wall a couple of times. Head through the door. Inside you\'ll initiate a cinema of your friends being turned into MPs. After being forced to kill your buddy, Sara contacts you and tells to head to the mainframe room for blueprints. ---OBJECTIVE--- Find your way through the Cryo Storage facility and access the mainframe room Grab the field pack in the room and head towards the hall. Hug the wall ahead and crouch down and move to the left. You\'ll have to move with the MP when he patrols to the left. Stop and let him bend down, then head on past the glass. Quickly crouch down and head inside and stealth kill the MP. Quickly move in on the scientist and stealth kill him as well. Head to the end of the hall and RV the room on the right. Wait till both scientists have their back turned and proceed in and stealth kill both of them. Grab the implant device on the table as well as the Psi rejuvenator and field pack. Kill the two MPs that charge in the room. It\'s good fun to toss one into the furnace behind you. Head back out and RV the next small room. When the MP faces the other door, head in and stealth kill. If he sees you, you will lose a lot of health because of his shotgun at that close range. Head through the next few rooms outside the mainframe where a new objective is acquired. ---OBJECTIVE--- Obtain the pass code from the door to the Mainframe Room Head through to the end of the hall to Leonov\'s Office. A cinema ensues showing Leonov\'s quota being questioned by Barrett. He and Leonov leave his office. Grab the Psi Vial and move behind the box. Use RV and go behind his desk to look at this computer. On his screen is the passcode needed. It\'s different every game so write it down or remember that number. As you try to head back, 3 MPs will be waiting. Take them out however you see fit and enter the code on the door panel. Kill the 3 MPs with the explosives scattered around the room. There\'s some on the ceiling too, so shoot those to send some flames their way. Now simply walk up to the blueprints for a message form Sara. ---OBJECTIVE--- Go through the vent system and meet Sara in the Warhead Storage Room Use TK on the grate and head in using a box to boost yourself up and over the two walls. Quickly run into the second indention in the hallway, ignoring the MPs, and hit the switch to watch the MPs fly into the fans. TK the MP in front of you into the Fan in the back. Then turn off the switch you hit and run forward. Turn the fan off, then quickly back on to send two more MPs to their deaths. Turn it off and run forward. Toss the MPs in front of you against the far wall and hit the switch on the left. The MPs will fly into the explosion. Drop down and head through the door then enter the storage on the right. ---OBJECTIVE--- Plant three bombs to destroy the entire compound Plant the first bomb in the Implant Ops Grab all the pistol ammo, Psi rejuvenators, and medical packs, then head out. Toss the sniper off from the top, then start tossing the 2 MPs on the bridge off as well as the three that charge at you from the left. After numerous hilarious screams head across the bridge. If you need some health, ammo, etc. then take the elevator up to a supply room. You will, however, be confronted by various MPs going and coming back from the supply room. If not, then head forward. Look familiar? Kill the scientist on the right immediately so the alarm isn\'t raised. Head through to the Implant Ops and kill the scientist before the alarm is hit. Then move over the circle to plant the first bomb. ---OBJECTIVE--- Plant the second bomb in the mainframe room Head into the next room and watch for the new MP on the left through the glass. Just toss him into the explosives and take out the remaining MP In the room on the right. For some reason, they have a super hero scientist that can see through walls in the room where you got the implant device. He raises the alarm sometimes for no reason! Quickly run in, take him out, and continue on. There\'s a lot of health in this room too. Head to the Mainframe Room and take out the MP and scientist before the alarm is hit. Step over and plant the second bomb. ---OBJECTIVE--- Plant the final bomb in the Cryo Storage facility Backtrack to that huge room you passed a couple of times. Step over the circle and plant the final bomb. A cinema ensues, and Leonov has been waiting for you. He opens the cryo storage rooms and your first boss battle occurs. !!!!BOSS BATTLE!!!! JOV LEONOV DIFFICULTY: 2/5 This fight is not terribly difficult. To start, you will have infinite numbers of MPs heading your way from the cryo storage, so don\'t even try killing all of them. Leonov will send a beam out at one of the, which makes them, a ticking time bomb. Oh joy. TK whoever he starts controlling and toss the time bomb at one of the cryo rooms. Repeat this with each cryo room until all 8 are destroyed. If you need some Psi energy, there are some elixirs on the left and right sides as well as some health. For the second part, Leonov comes down to fight with a MP. Toss the MP his way and keep tossing the steel crate at his head. Keep moving, because Leonov will toss fireballs at you as well as a wheel of fire that moves out and covers a large area. He can take over your mind and make your controls reversed. Don\'t STOP ATTACKING AT THIS POINT! Adjust to the control quickly and keep tossing and dodging. The key to this fight is to keep moving and tossing the crate. After a while, he will be done with. !!!!END BOSS!!!! A cinema ensues of Leonov taking your mind over. He makes you pull your pistol to your head. Just as you are about to pull the trigger, your bomb explodes and Leonov is killed instantly as you fire a shot, just barely missing your head. It\'s only a matter of time before the other two bombs go. Time to run. You have three minutes to escape and get to the landing pad. Lets run. ---OBJECTIVE--- Race back to the silo before the remaining bombs explode Do not stop running for anything. Grab the Psi Elixer and Health if needed and head through the door. Follow the hallway to the end to the room on the right. A MP2 awaits you here behind a computer. TK him into the wall a couple of times and keep running. Head through the next door and toss the MP into the wall, which electrifies him. Keep going until you reach another MP2 near the elevator. Toss him around and head out the door. As you exit the other two bombs explode and throws you out into the silo. ---OBJECTIVE--- Reach the landing pad to escape the compound before the final bomb explodes Turn around and hit the green switch nearest the door on the wall to start the elevator. Tons of MPs are shooting at you. Toss each one around with TK. A scientist falls on the elevator, MD him for some Psi power. Turn and face the wall...trust me. Look up and an opening is at the top. When the elevator reaches its highest you\'ll be able to jump on. You need to jump quickly cause the elevator is gonna go. Once you are up there, TK the MP2 around and TK the MP2 that\'s shooting at you from the top of the stairs. Run up the stairs and TK the debris out of your way. Continue on watching out for falling debris as you go. Head through the two hallways and kill the MP waiting in the next room. Head downstairs and turn right to find the landing pad. The General is waiting and after a brief encounter and stupid laugh, he leaves. Sara arrives shortly after and at the last second you and her escape following a huge explosion and the destruction of the base. Mission Complete. C3) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mission 3 - Unfinished Business ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You arrive via chopper and land at the heliport to find Barrett carrying some mysterious box with Mindgate stenciled on the side as well as, Luna 1. Sara heads on in and you are left to move into the base using stealth. ---OBJECTIVE--- Meet Sara on the other side of the assembly hall If you head behind the crate on your left you\'ll find a sniper rifle and medical kit. If you want to be loud and fight a lot, then snipe out the snipers and blast away. However, If you want to be sneaky then follow these instructions. After the two searchlights pass over the chopper, run to the right and hide behind the boxes. As soon as the searchlights pass over twice again, then run under the tower to the right. Watch for the searchlights to pass over the wooden crate in front of you twice, then bolt for the door on the right. RV the door and wait for the guard to stop near the crates. Head in and stealth kill him. Then use TK on the remaining two MP2s on the staircase. Grab the Psi rejuvenator and medical kit then head up. In the next room, don\'t fire at the troops below you. Simply crouch and sneak past to the door on the other side, where Sara is waiting for you. She gives you a keycard and details about the General fleeing underground after Mindgate went down. ---OBJECTIVE--- Go to the Communications Room and contact Mindgate Grab the sniper rifle and pick off the sniper across on the other roof. Climb down the ladder and another power is reawakened, Mind Control. ((((MIND CONTROL TRAINING)))) Simply MC the troop in front of you and unlock the door. MC the troop next to the computer in this next room and have him shoot the explosive barrel to take out the other troop. MC the nearest troop and have him take out the other two with some headshots. Remain hidden and don\'t get shot during this. Using MC, you have to get 5 kills. Shoot barrels, MC a troop with a good gun, whatever you want to get those kills is good. ((((END TRAINING)))) Now head inside the building in front of you for Assault Rifles, Health, or Psi rejuvenator. MC one of the guards and get him to kill the other MPs and hit the switch to open the gate as well. Head inside and MC the sniper on the roof quickly. Have him lower the ladder for you, then make him do a dive off the building for one less problem. Climb up the ladder, stopping before you climb all the way to sneak up behind the other sniper for a stealth kill. Now MC the worker through the glass and have him go punch a MP in the next room. After he is dead from bullets, shoot or stand on the glass and drop down. Grab the medical kit and Psi rejuvenator. Kill any remaining MPs and hit the button. You soon discover that Mindgate has been destroyed by the Movement and you are to retrieve Luna 1. ---OBJECTIVE--- Meet Sara in Edgar Barrett\'s private office Kill the investigating MP2 and grab the keycard he dropped. Head right through the double doors in front of you. Easy objective wasn\'t it? You find Sara opening the safe where Luna 1 was being stored. She also reveals that the other reason she is at the Movement was for her sister she means to find. With that, she tells you where to find Barrett at. ---OBJECTIVE--- Go through the Shipping Docks and find Barrett in the factory office on the upper floor Leave the office and return to the area where you got MC. Kill the MP2 by tossing him into the nearby explosive and grab his keycard. Head through the garage door to go to the Shipping Docks. MC the nearby MP2 and kill anyone near with him. Heading further down, MC another of the MPs to do your dirty work. After you eliminate anyone else that is left, head up the stairs and activate the switch. Grab the medical kit and pistol ammo a well as the two Psi vials that are outside the fence. Then hop over the crate. Using your pistol eliminate the construction worker and take out the MP2 on the ground. Hop on the Box the crane is attached to and MC the sniper. Have him hit the switch and enjoy the ride. TK the sniper when he comes out to attack, then go through the door at the top. You see the General yelling at Barrett for his loss of Luna 1. Barrett becomes so angry that he TK implodes his friendly little MP guards...how thoughtful, because he left behind a keycard for you. Grab the keycard. ---OBJECTIVE--- Go back through the Shipping Docks and the Assembly Hall to access the Train Yard from the Landing Pad Carefully drop down the stacked crates and take out the awaiting MP2. Proceed through the rest of the docks all the way to the exit. RV the door to find an MP and MP2 waiting around for you. The MP2 will turn his back to you in front of the door. When this happens open the door and stealth kill or MD him. DO the same to the MP behind the crate. Climb the ladder to find more MP2s waiting on you in the Assembly Hall. MC one of them and kill the other, then jump off the walkway with him. Now MC one of the MPs and kill the other MP down there and blow him up as well. Watch out for the MP sniper that appears moments later on the walkway. Carefully drop down and head for the door on the right. When the searchlights pass over, dash for the door on the right and you\'ll have a complete mission. You\'ll find Sara in the next room. She\'s acting a little...weird. She convinces you that if you are caught, Luna 1 is in danger of being taken, so she holds on to it. But why was she so eager to get it off your hands? D4) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mission 4 - Assembling the Pieces ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---OBJECTIVE--- Gain access to the factory and confront Barrett There are 3 MPs in this are, two in the tower, and one patrolling the left. There are also 3 MP2s, one in the metal cart in front and two on the other side of the area. MC one of the MP snipers and eliminate the other sniper first, then as many of the others as you can. If you don\'t kill them all, finish them yourself with some TK or whatever you desire. Grab a Psi rejuvenator and field kits if need be on the towers, then hit the switch near the red flashing light. MC the any of the MP or MP2s and finish as many off as you can. Also, if you want, use one to attempt to damage the sentry turret. You can finish the turret off from afar with assault rifle or sniper rifle. When it and all MPs are finished, grab any health and Psi vials if needed, then proceed through. MC the construction worker and press the switch to open the door. Then kill him anyway you want. RV the next door and MC the MP2 when he isn\'t looking. Use him to move down the center and eliminate as many of the 3 MP2s as you can. Finish them off as well as the MP2 on the other side and proceed up the ladder. When you get up the ladder, hit the button to electrify the construction workers on the wall. Then watch out for the two MP2s on the walkways above. TK them to you and give them some MD treatment. Head through the door. Hit the button and MC one of the MP2s. Kill the MP2 and the construction worker then move the MP2 into one of the crushers. This breaks it. Get the idea? Move an object or dead body into one of the crushers and it will break, letting you safely cross. Repeat this for all four of the crushers to the other side and head through to the door to the stairs to the roof. The most important thing is to take care of the two snipers one the roof. MC one, or another of the MP2s on the ground and take them out. There are multiple explosives on the roof to take out the two MP2s on the ground. After they are dealt with, continue through the door, which leads to where you first saw Barrett here. Two MP2s will charge in, but with explosive barrels nearby, they will be no problem. Head where they charged from and climb the ladder. Grab the medical kit and Psi vial, then head through the door. You encounter Barrett who greets you with a good TK across the room. He also argues about how Mindgate didn\'t even care about what happened to it\'s beloved agents, as long as they did what they were told. Sara enters the room with a mysterious smirk on her face as she grasps Luna 1. She thanks you for the lovely gift and says to watch who you trust as she walks away. Weird, she seemed different. After you refuse Barrett\'s offer to join the Movement, the battle ensues. !!!!BOSS BATTLE!!!! EDGAR BARRETT DIFFICULTY: 3/5 Barrett mainly will throw the various trash from the conveyor belt at you, which is exactly what you should do to him. Continue strafing and TK the trash his way. He tosses things fast so keep moving. After about 1/3 of his health is gone, he\'ll toss a giant part of the machine your way and tell you to follow him outside to finish this. When you regain control, turn around and grab the medical kit and Psi rejuvenator, then continue pursuit. As soon as you open the double doors Barrett greats your entrance to the train yard by tossing a gigantic tanker cart your way. Quickly move to the left or right to dodge the tanker. Basically it\'s the same strategy here as before, except you need to toss crates and boxes his way. He\'ll be doing the same so keep moving and stay at a distance. If you get too close, a purple shockwave is sent out knocking you back. Also be aware of when he throws another train car at you, he does this every few attacks so be on your feet. One hit will mean death. !!!!END BOSS!!!! After he gets to a little inch of health left a cinema will ensue of Barrett telling his offer is still open as he slams you into the ground and hops into his jet. He flies off, with you in hot pursuit. As you leave, Sara looks up, with a questioned face. E5) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mission 5 - Fears Don\'t Lie ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You arrive in Hong Kong contacted by some mysterious woman. She guides you to where she is located and you find what appears to be a bunch of rubble. However as you progress you see it was an illusion barrier created by one of the Psi agents located in the Movement\'s hidden facility. When you get out of your helicopter, you hear an eerie voice. Some woman claims to know a little about your past, and with an evil laugh, her voice disperses. ---OBJECTIVE--- Explore The North Tower and make contact with the female scientists As soon as you land, 5 MP2s will race toward your position. Quickly dispatch them by using TK to toss them off the narrow bridge. It\'s good fun to watch them fly. I\'d leave one behind for some Psi energy with MD. Head through the door and MC a MP2 to kill the other patrolling MP2 near the elevator. Then have him return to his post and fire at the sentry. Finish off the sentry by locking on from the door and firing a couple of shots with an assault rifle. Grab the medical kit and Psi rejuvenator and head through the door. Inside you meet a young woman named Kamiko. She has been imprisoned against her will to research for the General, her benefactor. She thought her research was good, until she realized the artifacts for something called the Monolith. She stays in her quarters and sends you to access the Data Vault to find out more about the General\'s plans for Monolith. As you leave she warns about Wei Lu, a dangerous Psi agent with the gift of illusion. ---OBJECTIVE--- Access the Data Vault to learn about the Movement\'s plans for the Monolith Head through the newly unlocked door and take out the 3 MP2s that await you. Leave one of the scientists alive to use. In order to open the door, two switches across from each other must be pressed 5 seconds within each other. Obviously you can\'t run that fast so, MC the scientist to press the switch in the other room, then switch back and press the switch in front of you. Door opened. MD the scientist now if you want. Enter the vault and hit the button. A screen pops up and Kamiko tells you about the Monolith. It seems that the World Wars were fought over the different fragments of the Monolith and that after the US and Russia gained parts of it, they started the Psi headquarters. The General is trying to reassemble the fragments together. You have to stop him from doing this. As soon as you step away, you reawaken another power, Pyrokinesis. ((((PYROKINESIS TRAINING)))) For the first room, all you have to do is PK the barrels. Easy. Stand behind the line and PK the wooden box. Now watch as it slowly starts its chain reaction all the way to the poor scientist. PK the two scientists that come out. One will mope around for you, the other will be a moving target. Now two armed troops will move in. You don\'t have to use PK to kill them, but can drown them out with it to fire or PK from an angle. Use PK on the 5 troops in this room. Just keep moving and using PK. You can use it on barrels and explosives nearby to eliminate some. ((((END TRAINING)))) ---OBJECTIVE--- Retrieve the Elevator Keycard from an enemy Make your way through to the next floor Grab the health if needed, then head through the door. As you pass through, you\'ll see one of the baddest enemies in the game, the Meat Puppet 3. With incredible armor and immunity to TK alone, he\'s one tough cookie. Light him up with PK to distract his mind, then TK the booger into a wall. Put a couple of rounds in him while he\'s on the ground. Two MP2s will charge through the side doors, so take them out as well. Heading back to the elevator, eliminate the awaiting MP2 in the room that connects where you opened the vault. Now stand near the door and RV the door. One MP2 is patrolling the elevator you need to get to. Wait till he turns his back to head towards the right, then open the door and MD or stealth kill him. Grab the keycard and head in the elevator. Head down to floor 98. Crouch behind your cover and you\'ll see two MP2s and a Scientist, right next to the alarm. MC one of the MP2s and take them both down. Two more MP2s are left, one down the right hall, one down the left. Quickly eliminate the charging MP2 and kill the other two MP2s yourself. Grab a medical kit or Psi rejuvenator if needed. Now head down the right hall. No way to go right? Wrong. Head to the right hall and look along the wall to spot a vent. Shoot/Melee the vent and head on in. If you take two rights, you\'ll receive a gnome and get a MC chance. MC the guard next to the vent and kill the scientist and MP2. Then bring the MP2 you have under MC in front of the vent, back turned. Come out of MC and quickly MD Him from the vent. Proceed through the vent and come out. ---OBJECTIVE--- Find your way through the illusions of the office maze You emerge into a gigantic illusion. The key thing to remember is to beware of the illusions. You will see a person you\'ve encountered in the game or yourself in each room. They usually leave behind an item or most of the time a grenade. Enter the room and quickly leave to make sure you don\'t get blown to bits. Just wait for the illusion to fade outside the room. Enter in and make a left and right to see Wei Lu. Each time you proceed down the hall and it zooms in on a certain illusion, you\'re going the right way. When she disappears head left to see Kamiko. After her illusion fades, it leaves behind a MP2 charging on fire. Take him out fast and continue forward to see Sara. She fades to reveal a regular MP2. Take him out anyway you want and continue on left. You\'ll spot Wei Lu again. Follow the hall to spot Barrett. Notice his illusion doesn\'t fade. Go run into his illusion and quickly dart away. Right when you leave he leaves behind a big bomb. This makes a huge explosion. When coast is clear head on through. A door should open by itself, head inside to spot Wei Lu again. Now look for a hall on the left side that\'s newly opened up near this hall. Head through the door to spot Leonov. He turns into 2 headless MP2s. Kill them both with some TK and continue on to spot Wei Lu. Keep going to spot Wei Lu, then an undead UN soldier. He turns into an MP3, which you need to quickly eliminate. Continue on to spot the General. Kill the MP3 and head down the newly opened hall behind you. You open a door to a battle wasteland. Buildings destroyed, fires ablaze, rubble littering the ground. Barrett suddenly appears behind you, and points towards four UN soldiers on their knees. Barrett says to finish them fast, and, unable to stop it, you suddenly PK the entire group of UN soldiers. Apparently this was one of your past memories revisited. With a hardened scream the environment changes to a graveyard, where Wei Lu says that they want their revenge. ---OBJECTIVE--- Your past has come back for revenge! Free their souls by freeing their minds... These are one-time only enemies. You can\'t kill them like normal soldiers, they\'re basically the undead, so you can\'t make them the un-undead. The way to kill them is in the objective. Free their minds. Yep, you\'ll have to MD each and every undead UN soldier, or simply blow their heads off with a shotgun. As you MD one, you\'ll have the others blasting away at you. Just keep using MD or your shotgun and TK some of them to keep them down for a bit. Just try to TK the others on your way to MD one. There is health scattered around the stage if needed. After all souls are free, the illusion fades into one big room. Grab the medical kit. ---OBJECTIVE--- Retrieve the Elevator Keycard from an enemy Confront Wei Lu RV the door to see a patrolling MP2. Wait for him to turn his back and stealth kill him. Grab his keycard and head to the elevator lobby. Two MP2s await you here. Duck in the vent cause one of them will head your way. RV to when he turns his back and stealth kill him. Then TK the giant stone ball into the other MP2. Hop in the elevator with that all too familiar music and ride to floor 97. As you step off, a vision mode lets you see security cameras and a sentry turret with a scientist. There are 5 security cameras in the area. One directly in front of you, and two on each side of the room. Use a pistol to eliminate the one in front, then head either direction, carefully picking off the cameras from one side. MC the scientist to open the door for you. Then head in. Wei Lu contacts you again taunting you about, I know something you don\'t know. Can\'t wait to kill her? Me neither. Head through the other set of doors after grabbing the medical packs to finally confront the evil Psi agent herself. !!!!BOSS BATTLE!!!! WEI LU DIFFICULTY: 4/5 This can be very difficult if you don\'t know what you\'re doing during the fight. At the start of the battle, she awakens 6 stone statues with swords to attack you, two at a time. Use PK on one then TK a pot their way or shoot them for a quick finish. Repeat with all 6 statues to end this part quickly. ---OBJECTIVE--- Before Wei Lu\'s deadly illusions fade, you must destroy her Wei Lu finally comes out of hiding and transforms into a gigantic green monster with 3 tentacles. Yeah, kinda like a Godzilla reject mixed with Kraid from Metroid. Anyways, what you\'ll be targeting is her 3 tentacles. Take cover behind the pillars. This not only provides a little cover, it prevents you from being trampled and also allows easy access to the Psi Elixers on the outside of the room. Whenever you need Psi, just grab the elixer. Wei Lu will constantly spit acid at you form her tentacles. This means keep moving. Also she has a deadly breath attack. When she breaths in deep, start running in one direction to the other side of the room. Parts of the ceiling will fall down as well as she crashes into the many objects. Watch for those. Wei Lu can only be damaged by attacking her 3 tentacles. You\'ll need to use PK on her as somewhat of a distraction. She will be busy putting the fire out, while you can toss the pots or ceiling fragments at her tentacles. It may require double TK to lift it high enough to reach the top tentacle. Also, shooting at her tentacle will do some damage, but conserve your ammo because it won\'t deal as much as a TK\'d piece of ceiling would. Fire at her near the end to finish her quickly, and I\'d mainly fire at that pesky top tentacle if needed. After taking down her tentacles, she will die...yep, no more annoying Wei Lu. !!!!END BOSS!!!! Wei Lu slowly transforms back into the young woman she was. She reveals that you alone have the power to stop the General. However, before more of your memories are revealed, she dies. The facility\'s illusion barrier has faded, and now only time will tell when the UN forces find the base and start attacking. Let\'s go find that annoying General. ---OBJECTIVE--- Return to the Great Hall and take the Skybridge to access the Fusion Tower Return to the room with all the cameras and head out the door to the right. F6) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mission 6 - Everything We\'ve Worked For ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ ---OBJECTIVE--- Enter the Fusion Tower and stop the fusion process As soon as you enter, an MP2 charges and tosses a grenade at the bridge, blowing a giant gap between you and your goal. Crouch behind some crates and use MC on one of the MP2s. Have him eliminate all of the other 3 MP2s on the bridge, then have him jump off into the gap for some fun. If any are left behind, finish them off yourself with some TK. Now, stand on top of the bridge debris. Look down and TK the debris and move it carefully across the gap. Don\'t hit any walls and keep it steady so you don\'t end up rotating it. Land safely on the other side and head through the door. Grab the pistol ammo, Psi rejuvenator, and medical kit. They might be needed after your encounter with Wei Lu. Head down the stairs and MC the MP2 on the other side. Have him run into the electricity. Notice that the machine shuts down. Repeat this with the other two machines by MC the other MP2s that charge in. After they are all destroyed, take out the MP2 that comes in and continue to the ladder. If you need health or a Psi rejuvenator, head down. If not, head up. Now it\'s everyone\'s favorite part of the game, the accelerator! Yay! Kill the scientist in front of you and toss the explosive into the MP2. Now see the switch on the wall, the one you saw in the vision when you entered? You need to press four of those. The problem is, the gigantic current of electricity outside the door, goes faster every switch you press. By the third one, it\'ll be going at a tremendous rate of speed. Hit the switch and open the door. You can go out, only a little. If you get caught in the current, it\'s back to the checkpoint you go. There are, however, little alcoves you need to run to. You\'ll be running with the current to the right, not into it. As soon as the current passes by and you see a white flash, dart to the alcove on the left, TK the scientist out as you go. Now watch as the poor scientist searches for some way to go and gets caught in the current. That\'s what will happen if you aren\'t quick enough. So quickly dart to the next room after the current flashes by. Toss that MP2 in the next alcove as well. Crouch near the door and wait for the MP2 to turn his back. Sneak in and stealth kill him. Now hit the switch in front of you. The accelerator is faster now, so be careful. Run after the flash to the alcove, then to the door. In this room, you\'ll have a MP3 and a scientist. DO NOT KILL THE SCIENTIST AND DO NOT PULL THE SWITCH YET! Either MC the MP3 and send him into the accelerator, or shoot him in the head. Now, MD the body and get your Psi full. MC the scientist and send him running to the next room. He\'ll be your dummy. Go as you would go into the next room by waiting for the flash and ducking in the alcove. When he gets tot eh next room, hit the switch. MC back and hit your switch, this way you won\'t have to brave the INSANELY fast accelerator and you\'re right next to the door. If you kill the scientist and pull the switch, then you will have to go exactly when the accelerator flashes and be incredibly fast with timing. Then head back into your previous room with the K3 above the door and climb the ladder up through the door. In this room, kill the MP2 and the scientist however you\'d like. Just don\'t let them hit the alarm. Head into the room that the scientist was in and press the button. Little canisters will move along to the next room. Head to the next room on the top floor door. MC the MP2 up here and eliminate the MP2s at the bottom. Then make the controlled MP2 jump into the chemical water. TK any remaining ones into the water. Now TK the canisters you got and toss them into the fence. If you run out of canisters, you\'ll be required to MC the scientist in the window while standing on the circular metal top. Have him press the 1st and 3rd switch down and hit the red button. Right before the top submerges, jump to the other side. This is if you got no other way. Throwing the canisters will make a path for you to the other side. An MP3 and MP2 await you. Toss the MP2 into the water and finish the MP3 off with some well placed shots. MD the scientist and continue on. A scene will ensue. You find Sara again, who is confused and frustrated as to why you left her at the Black Sea. She tells you about Luna 1 and how it was discovered on the moon and soon after sought by both Russia and the US. She doesn\'t remember giving it away to the Movement. She gives you a card to the armory and leaves. ---OBJECTIVE--- Obtain access to the Armory and the Communications Center to acquire the elevator keycard. Immediately after your conversation, 6 MP2s will charge into the room. Toss them around and blast away until they all fall. Grab the keycard on the desk and any health or Psi items you might need and head out. You\'ll spot Marlena, a Pyrokinesis expert and the General talking about speeding up the Fusion process. An MP2 spots you and Marlena sends two MP2s speeding your way on fire. TK them away from you and shoot them. Now turn around to head to the armory. There will be a turret and an MP3 in the hall. TK the box, then the explosive at the turret to finish it. Toss another explosive at the MP3 in the hall. Another MP3 charges at you with a flamethrower, stay at a distance and shoot him a couple of times. Head into the armory and grab the keycard and other items, then head back to where you spotted Marlena. An MP2 will be waiting so take him out and head into the communications room. Then kill the other MP2 in the room and grab the keycard. ---OBJECTIVE--- Use the elevator and stop the fusion process Another MP2 will be waiting on you as you head toward the elevator. Toss the crate at him and get on the elevator to go to floor 99. You can head left for some ammo and weapons. If you want to go to the right, then grab the sniper rifle. Use it to take out the top turret from afar. Then shoot the explosive next to the turret on the right. Finish the last turret off with an assault rifle or use a box as a distraction and head in. Grab supplies and gnome if you want then head back to the front and go through the big door. You see Marlena at control of the machine, using her Pyrokinesis to speed up the fusion process. As the General stands behind the blast shields, a flame engulfs you. The General grabs the device and leaves you to Marlena\'s will. ---OBJECTIVE--- Under the control of Marlena Kessler, the Fusion Reactor is a deadly machine that must be destroyed !!!!BOSS BATTLE!!!! MARLENA KESSLER DIFFICULTY: 5/5 There are three attacks from the machine. One will be a constant laser stream, which you can dodge by circling around the circular object in the middle. Another is the rapid fire. Same strategy applies, strafe and don\'t stop strafing. The final attack will be when the machine overloads. Retreat quickly behind one of the two safe zones, which is behind the glass that rises up. To fight the machine, toss the canisters at the gun. Keep tossing while you strafe and this part of the boss fight will be over soon. ---OBJECTIVE--- Defeat Marlena Kessler, Master of Pyrokinesis She emerges from her machine to fight face to face, and it is a tough battle. Remember this: don\'t get close to her. Keep the canisters between you and her. She has multiple attacks. One is to send a gigantic sphere of fire at you that acts much like a rocket, making a huge explosion. Just keep moving to dodge this. She\'ll also make a flame clone of herself that will charge at her. Toss a canister at the clone to finish it. Another attack is her fireballs. These actually lead your path you follow. So watch where it looks to land and head right, then be ready for another set of fireballs and strafe left. Keep repeating. Her final attack is if she gets close. She sometimes melees you, but mostly encircles fire around her to send you away. While all this is going on, you\'ll need to toss the canisters at her. Yeah, that\'s why this is a tough fight, She is ever so persistent and doesn\'t stop on the attack. Just keep moving around the canisters and TK them into her while you dodge her various attacks. After a while, she will eventually fall. After her defeat, you need to escape because the place is crashing down. The General escapes with the device while you fire at him in vain. Kamiko is trying to stabilize the explosion, and tells you to go on without her so that she can make the explosion only affect the immediate area and not the city. You chase after the General as the base is destroyed behind you. G7 ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mission 7 - From the Ether and Beyond ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ You land in an aztec-type temple. An MP2 attacks, but Skryer makes quick work of him with a few well placed shots. Suddenly, the body has an eerie glow and gets back up. Wrightson, the master of RV, inhabits the body, informing you of his presence and Sara\'s capture. He leaves the body, as you face the massive temple. ---OBJECTIVE--- Enter the Temple and locate the prison to help Sara From the start head right and quickly pick up the sniper rifle and nearby ammo. Then duck behind the jet. Head along the right of the plane and look toward the 2 MP3 snipers. You can get to a position on the right tail of the jet, in which you will be able shoot at them and they won\'t shoot at you. Just look for the target to turn red. Unload a clip into each one and collect any health or Psi vials you may need, it\'s probably a good idea to restock after your Marlena encounter. Now head to the temple entrance where you\'ll reawaken your final Psi power, Aura View. ((((AURA VIEW TRAINING)))) In the first room, all you have to do is turn on AV to see the different colors in the boxes. In the next room, use AV to find the small cracks in the wall. Either melee/shoot the wall and head through both walls to the next area. Simply turn AV on and look at all the boards. This is the actual challenge in training. Use AV to spot the mines. Hit crouch. Now as you\'re crouched, you can move past the mines floating in the air. The ones nearest the ground, must be avoided. Simply maneuver past the ground based mines and head under the floating ones all the way to the door. All you need to do is AV to see the Aura Beasts and scientists. Notice how the scientist that is alerted to you is red and the un-alert is blue. ((((END TRAINING)))) Head through the door and AV. These new creatures are called Aura Beasts and just because you see one, doesn\'t mean that\'s all that\'s there. Head close to the beast and he\'ll transform into the real world, so un-AV and fire away. About 10 of these monsters will charge you in groups of three. Just mow them down and stay alert. After they stop charging, continue forward across the bridge. More Aura Beasts await and charge like their others, so stay ready and fire away with your gun and PK. Move down the hall all the way to the door on the left. Head towards the cells and you\'ll see a trap has been set. In the cell ahead, you spot Sara remaining still in her cell. She warns about the creatures responding to your proximity. Suddenly one charges at her and attacks her. She is knocked out and Nick unloads two pistol rounds to finish it off. ---OBJECTIVE--- Free Sara and yourself from the prison An Aura Beast charges you in the trap. Unload some pistol rounds into it. Now MC the MP2 that\'s across from you. Have him go to the computer and press the switch. As soon as you press the switch, Wrightson inhabits you. Sara awakens and taps Nick on the shoulder only to be shocked as Nick turns around and scares her. Wrightson leaves and Nick drops to his knees grasping his head. Sara informs that the General has come here to unlock the power of the Monolith. She also informs that the aura beasts are under the control of Wrightson. She leaves you to meet in the Tower. ---OBJECTIVE--- Explore the Temple and locate the Tower Kill the MP2 that is angry for inhabiting him. Grab the medical kit and vials and head out the door. Head through the double doors to see even more aura beasts. After they are eliminated, move the giant statue in the back onto the big stone switch. This reveals a door. Head in to get a message from Sara to meet her on the terrace. DO NOT GO THROUGH THE DOOR! It may lead to the tower, but hundreds of aura beasts await. They are infinite. We\'ll solve that problem later. ---OBJECTIVE--- Meet Sara at the Temple Terrace TK the small pyramid out the door for now, you\'ll know why later. Meat Puppets will swarm in on you from the doors. TK the giant bell and swing it their way to take out the majority of the group. Then simply finish the rest off with well placed shots or explosives. Now TK the pyramid and go through the door. Use AV and see that the pyramid needs to go on the pedestal. Now head into the next room and TK the pyramid with you. Carry the pyramid all the way to the top and then expect Aura Beasts. Two will attack you. Eliminate them and head into the next room. Open the door and toss the pyramid in there and leave it for now. Kill the Aura Beasts in the room, then TK the pyramid onto the red pedestal on the right. Now go into AV and destroy the crack in the wall. Grab some supplies and head outside. Sara wants to find a way to the top of the monster infested tower. She has discovered the creatures are repulsed by the Psi energy, She wants to amplify your Psi waves to scatter the creatures using a Psi amplifier and Communication dish. ---OBJECTIVE--- Find the secret passage in the Temple to the Satellite Uplink Station Head to the right and Aura Beasts attack. Shortly after, two MP2s and an MP3 charge in. TK some rubble into them or shoot them until they die. Now use AV to spot yellow squares in the middle. Shoot them to reveal a hidden alcove. Inside is...tada, the blue pyramid. Grab the supplies in here and TK the pyramid to its pedestal. Eliminate all the Aura Beasts in this room. Now use AV. Notice that the stone balls need to go into their proper place by color. Using AV match all the colors together by TK\'n the stones into the proper place. After all are set, press the switch on the top device. This reveals the secret passage. Wrightson once again inhabits an MP2\'s body and struts to your position. He explains about how he has come to \"live\" in the RV world, which appears to both annoy and bore Nick. He reveals that the power the General seeks, he wants to himself. He then leaves the body. ---OBJECTIVE--- Use the Psychotronic Device at the Satellite Uplink Station Kill the MP2 and head out the double doors. You emerge in a canyon. Find cover and MC the MP3 sniper. Have him take out the MP3 along with the other two MP2s, then suicide him. Climb the ladder and grab the sniper rifle. Use this on any MP2s you might spot near the satellite. Climb back down after grabbing some health and Psi items, then continue on. Don\'t climb the ladder just yet. The slant to the right can be climbed. Head far enough down to climb the slope slowly. Jump if you get stuck and climb on up. You should be able to spot the MP3. MC him and have him climb the stairs. The rocket launcher MP3 is here, eliminate him as well as the MP3 you\'re controlling. Now sneak up the stairs and about halfway stop and MC another MP3 to mop up some of the remaining forces. Then, simply take the rest out yourself. Climb the ladder and hit the button. The satellite targets the tower and scatters the aura beasts. ---OBJECTIVE--- Return to the Temple and ascend the Tower On your way back 2 MP2s, an MP3, and an MP3 with a rocket launcher await you. The rocket launcher is up high on a cliff to the right. TK the boulders on him or toss him off. Use the boulders on the MP3 or take him and the MP2s down with some well-placed shots. Heading back, the staircase you brought the pyramid up is now occupied by 3 MP2s. Toss them down the stairs and finish them off with some shots in the head. RV the door to the big room again where you found the door to the staircase. Two MP3s await you, one on each side behind the walls. Dart in and pick them both off with some shots to the head or TK items at them. Then head upstairs for the final mission. H8) ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ Mission 8 - The Ultimate Power ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ The entrance behind you collapses, and Sara tells of how the monsters are like watch dogs, watching for you. You can, however, activate a kill switch. ---OBJECTIVE--- Find the Frequency Code for the Aura Beast kill switch in one of the labs. RV the door and wait for the MP2 on the right to sit down and proceed in and stealth kill the patrolling MP2. Now TK the other MP2 into the wall. Grab the health or Psi rejuvenator if needed and head near the door. An MP2 is coming in for you, so back up and MC him when he opens the door. Use him to attack either MP3 in the hall. When he dies, head into the hall and toss an explosive at the one on the right or left. Then finish off the other MP2 heading out. Proceed into the Beta Room, where you\'ll see blank boards. Use AV to see a code on the board. Step into the Psi machine on the left. ---OBJECTIVE--- Find the Frequency Input Device and enter the Frequency Code to eradicate the Aura Beasts - for a while... The Frequency Code is the one you got from the boards. Now stay where you are and attract the MP2 with some fire. MC him. Head into the next room with a aura infested aura beast hallway. Head left and hit the button by entering the code. ---OBJECTIVE--- Meet Sara in the Map Room The Aura Beasts will fade. Now take this MP2 and kill the MP3 closest to your door. Kill as many as you can, then proceed in with Nick to finish off the rest. Then head to the left into that hall to the map room. Sara is waiting and her sister Tanya emerges. This explains why she was acting so weird, a twin sister working for the General. Tanya reveals that she killed their parents to ensure a future with the General. Wrightson inhabits Sara, and together they walk off. ---OBJECTIVE--- Locate Wrightson\'s inner chamber and save Sara Head back out into the hall and towards the door with the red light. Look to the left and MC the MP2 to open the door. Head through and MC the MP2 on the left to press the switch. Grab the ammo and health and open the door to enter Wrightson\'s lair. You finally see his body, which is merely sustained by tubes and wires. Let\'s take this poor cripple down. !!!!BOSS BATTLE!!!! NICOLAS WRIGTHSON DIFFICULTY: 3/5 ---OBJECTIVE--- Defeat Nicolas Wrightson, Master of Remote Viewing (and insanity)! This is a pretty basic fight. If you got an assault rifle, you\'ll end it easy. Basically, you\'re destroying the 8 screens in front of him. They start with their back turned, then turn around and fire a laser stream that can be dodged by strafing. He also summons the occasional Aura Beasts to come in. These are the real pain. After two or three screens are destroyed, the screens will turn at a much more rapid pace firing laser after laser. To hit them all you need to do is shoot at them when they are turned around. Just strafe from the laser, and pop a few rounds into the screens. You can also TK some of the objects into the screens. However, shooting is the best strategy. After all 8 are taken down, the battle ends. Wrightson is suddenly turned on by his monsters. As he sees the \"other side\" an Aura Beast finishes him and him and his aura beasts are destroyed. Sara awakens apologizing for her sister. You continue on to face the final threat, the General awaits. ---OBJECTIVE--- Explore the excavation tunnels and confront Barrett and the General TK a boulder to cover the entrance. Now look to the right of the crane and MC the MP3 on the right. You got a rocket launcher now, so eliminate all 3 MP3s in the room and jump in the middle to kill him. Now collect any ammo or health you may need and use AV to spot the mines. Jump down in the middle where no mines are. Toss the explosive barrel into the MP3 down here and head toward where he was. Take a left and follow the footsteps. Toss a boulder at the MP3 up here. A huge alien pillar appears from the ground, blocking your path. Use PK and it will crumble. RV the door ahead and when the MP3\'s back is turned, come in and MD him, stealth kill him, or even run him into a mine. Then look down the left corridor, don\'t GO down it because there\'s mines littering the place. Try to look past and get a red target and MC the MP3. You got a rocket launcher and plenty of fun to have with it. Look down at the pool and kill all 3 MP3s in there. Then turn around and shoot towards the boulder to kill the 3 MP3s there. Then jump off or run into a mine. You now have a clear shot from here to where that MP3 was with no Meat Puppet troubles. Just maneuver through the mines now all the way to the big walkway. It\'s a green walkway with mines above it. Crouch and maneuver through them. At the end of the walkway you\'ll see Barrett. He claims that he was used to be thrown away by the mundanes, as he tosses rubble in vain as Nick throws it aside with little effort. He backs away into the elevator, claiming to soon become a god. Grab the Psi rejuvenator and medical pack. Here\'s the final fight. You ascend to find Barrett and the General standing in wait for you. Tanya sneaks up behind you, pistol in hand, ready to fire. A shot rings out and Tanya falls down the elevator shaft. Sara moves up, with a classic line. Barrett sends out a shockwave that knocks Sara out and you away. The General explains about how the Monolith has been rebuilt and claims it\'s power is in tie with the moon\'s position. Barrett moves the moon with his TK...wow, yeah the moon. The power of the Monolith is restored, and the General doesn\'t want to share that power. He shoots Barrett in the head as he is suspended in the air and gaining power. !!!!!FINAL BOSS!!!!! GENERAL KRIEGAR DIFFICULTY: 5/5 ---OBJECTIVE--- Stop General Kriegor from obtaining power! Unleash the power burning within you on the alien structure to gain part of the Monolith\'s power. There are six spinning structures. Use your PK power to take them down. PK each pillar twice. When all are destroyed, the pillars tops, containing orbs, have fallen. Collect all 6 orbs scattered around to unlock a hidden Psi power, Psi Orbs. ---OBJECTIVE--- Defeat the General Kriegar and stop this maniac once and for all! Use your new Psionic weapon to deafeat him! The world\'s fate is in your hands. Now for the fighting portion. The General will attack by shooting a raining storm of energy at you. Simply run in one direction, non-stop till it ends. He also turns invisible and will reappear with a bang...literally. Use AV to spot him when he does this and send a Psi orb his way. He also TKs multiple pieces of rubble and tosses them your way. Run from these and TK whatever direct one you see away from you. To attack the General, just lock on and fire with the Psi orb at him. It\'s slow so be kind of close when you fire. When you run out of energy, recharge the orbs by running into the middle. It will charge all 6, but will send a huge shockwave at you after. While you are charging, TK a piece of rubble at the General for a little extra damage. You\'ll have to end up tossing the rubble a little high sometimes, but it can at least hurt him a little while you charge up. If you need health or Psi, then look around under the bridges in the ditch. After a while, he should go down. After you finish the General, congratulations! You\'ve completed Psi-Ops. Now try it on a harder difficulty and collect all the gnomes for the bonus missions. Walkthroughs for the bonus missions are below. ******************************** 10) Special Features ---Psi Secrets--- Gives an in-depth look at the concept development of Psi Ops. It also tells of how they went about working out Telekinesis and Pyrokinesis and the various research they did for the game. Pretty cool to look at. ---Cold\'s \"With My Mind\" video--- The music video for the theme song for Psi-Ops by Cold. Awesome video and killer song, check this out. ---Mortal Kombat: Deception Trailer--- Check out the video game trailer for the upcoming Mortal Kombat game. ---Area 51 Trailer--- A trailer for the upcoming Area 51 game. ---The Suffering Trailer--- A trailer for the already released game, The Suffering. ******************************** 11) Extra Content ---Mission Select--- This will allow you to select any mission that you\'ve completed to play over again instead of having to reach that certain mission again in the normal game. You can select a difficulty, unlocked skin, and even turn All Powers on from the start. ---Arcade Mode--- This is basically the same as Mission Select, in that you select a mission, skin, and difficulty. However, you\'ll see a timer and score in the top-right hand corner. Ways you dispatch enemies and the damage you do affect the score. ---Cooperative--- Not what you\'d expect, really. You select a mission, difficulty, and skin. One player controls the movement of the character, and the other controls the weapons and TK. It\'s a pretty fun scenario and very different for cooperative. Would\'ve been nice to have two people, but hey, it\'s something new. ---Training--- This is basically all the training rooms you do in the main mission. It does have a Psi room, however, that is incredibly fun to do. As you progress through the game, enemies you meet will be available once you fought them. In the room however, you are invincible with unlimited health and Psi. Great place to work out strategies or practice with an enemy. ---Boss Fight--- Select any boss you fought so far to fight again on a set difficulty and custom skin. Great for practicing against one you have a lot of trouble with. ---Boss Rush--- Take on all the bosses in a row. This is great for when you want to get good strategy in for a harder difficulty. It will help you preserve medpacs and develop different strategies. ---Extra Missions--- If you happened to collect any gnomes, then you\'ll see these available to you in the Extra Content. These contain little fun side missions that can be quite a challenge and something to do after you beat the game. ---Play Movies--- Watch any of the cinema scenes you have viewed from the game. Fun to go back and watch for missed information or for your own entertainment. ---Play Concept Art Movies--- Watch some of the movies for the concept art. Cool to look at for the development and storyboards. ******************************** 12) Extra Missions/ Gnome Locations Coming Soon... ******************************** 13) Character Skins Coming Soon... ******************************** 14) Cold \"With My Mind\" Lyrics In a violent world, where deception\'s free, Things I can\'t control, takin\' over me. Did they try to take my identity? So what the hell have they done to me? I will take your thoughts away, And I\'ll ignite your fears today. Well I can take you far away, With my mind With my mind This life for me, changes everyday, I will stand up tall, I won\'t be betrayed. If you play with fire, I\'ll control the flame, I\'ll do anything to make you believe. I will take your thoughts away, And I\'ll ignite your fears today. Well I can take you far away, With my mind With my mind Mi-nd Mi-nd I will take your thoughts away, And I\'ll ignite your fears today. Well I can take you far away, With my mind With my mind \"With My Mind\" Written by Cold ******************************** 15) FAQ Q: You forgot... A: Simply e-mail me something I forgot or messed up on at [email protected] ******************************** 16) Contact If you have any suggestions, questions, or comments then simply contact me at [email protected] I may not respond immediately, but I check this e-mail when I can. ******************************** 17) Special Thanks CJayC - For accepting this guide and having a great site to contribute to Midway - For creating such a unique game